TEXT: MORDENKAINEN PRESENTS
  MONSTERS OF THE MULTIVERSE
  &
  
  Cr e d it s
  Lead Designer: Jeremy Crawford
  Art Directors: Emi Tanji, Kate Irwin
  This book is a revision of content that originally appeared 
  in the books Volo’s Guide to Monsters (2016) and 
  Mordenkainen's Tome of Foes (2018). It also includes revised 
  options from Princes of the Apocalypse (2015), Eberron: Rising 
  from the Last War (2019), and Mythic Odysseys ofTheros 
  (2020).
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  620D0149000003 EN
  ISBN: 978-0-7869-6743-8
  First Printing: October 2021
  987654321
  Disclaimer: We asked the wizard Mordenkainen to write a humorous disclaimer for this 
  book. We received this response: "The day I start writingfrivolous disclaimers for game 
  manuals is the day I retire from wizardry and abandon all self-respect." Mordenkainen's ri­
  val wizard Tasha apparently intercepted our request and sent us this note: "Mordenkainen 
  lost his sense of humor somewhere between the City of Greyhawk and the Astral Plane. 
  Keep your chins up, my dearest ones. The multiverse is filed with horrors, many of which 
  are detailed in this book. Marshal your laughter and a few good spells. If we’re going to be 
  devoured, better to face the darkness with a smile."
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  Co n t e n t s
  Using This Book......................................4
  Chapter 1: Fantastical Races.............5
  Creating Your Character..........................5
  Aarakocra..................................................6
  Aasimar..................................................... 7
  Bugbear.....................................................8
  Centaur.....................................................9
  Changeling..............................................10
  Deep Gnome........................................... 11
  Duergar................................................... 12
  Eladrin.................................................... 13
  Fairy.........................................................14
  Firbolg..................................................... 15
  Genasi, Air..............................................16
  Genasi, Earth......................................... 17
  Genasi, Fire............................................ 17
  Genasi, Water......................................... 17
  Githyanki.................................................18
  Githzerai..................................................19
  Goblin......................................................20
  Goliath.....................................................21
  Harengon................................................ 22
  Hobgoblin............................................... 23
  Kenku......................................................24
  Kobold.....................................................25
  Lizardfolk............................................... 26
  Minotaur................................................. 27
  Orc...........................................................28
  Satyr........................................................29
  Sea Elf.....................................................30
  Shadar-kai...............................................31
  Shifter.....................................................32
  Tabaxi......................................................33
  Tortle.......................................................34
  Triton.......................................................35
  Yuan-ti.....................................................36
  Chapter 2: Bestiary...........................37
  Abishai, Black.........................................38
  Abishai, Blue...........................................39
  Abishai, Green........................................40
  Abishai, Red............................................40
  Abishai, White........................................ 41
  Alhoon.....................................................43
  Alkilith....................................................44
  Allip......................................................... 45
  Amnizu....................................................46
  Annis Hag............................................... 47
  Archdruid............................................... 48
  Archer......................................................49
  Armanite.................................................50
  Astral Dreadnought...............................51
  Babau.......................................................52
  Bael......................................................... 54
  Balhannoth.............................................55
  Banderhobb.............................................56
  Baphomet............................................... 58
  Bard........................................................ 59
  Barghest.................................................60
  Berbalang............................................... 61
  Bheur Hag.............................................. 62
  Blackguard............................................. 63
  Bodak..................................................... 64
  Boggle.....................................................65
  Boneclaw................................................66
  Bulezau...................................................67
  Cadaver Collector.................................. 68
  Canoloth.................................................69
  Catoblepas...............................................70
  Cattle.......................................................71
  Aurochs............................................... 71
  Deep Rothe..........................................71
  Ox......................................................... 72
  Stench Kow.........................................72
  Cave Fisher.............................................73
  Champion................................................74
  Chitine.....................................................75
  Choker.....................................................76
  Choldrith................................................. 77
  Clockwork Bronze Scout.......................79
  Clockwork Iron Cobra........................... 79
  Clockwork Oaken Bolter....................... 80
  Clockwork Stone Defender...................80
  Cloud Giant Smiling One......................81
  Corpse Flower........................................82
  Cranium Rat...........................................83
  Cranium Rats, Swarm of.......................83
  Darkling..................................................84
  Darkling Elder........................................84
  Death Kiss.............................................. 85
  Deathlock............................................... 86
  Deathlock Mastermind......................... 87
  Deathlock Wight.................................... 87
  Deep Scion............................................. 88
  Demogorgon...........................................90
  Derro.......................................................91
  Derro Savant..........................................92
  Devourer................................................. 93
  Dhergoloth............................................. 94
  Dinosaurs............................................... 95
  Brontosaurus...................................... 95
  Deinonychus........................................95
  Dimetrodon.........................................95
  Hadrosaurus.......................................96
  Quetzalcoatlus.................................... 96
  Stegosaurus........................................96
  Velociraptor.........................................96
  Dolphin...................................................97
  Dolphin Delighter.................................. 97
  Draegloth................................................98
  Drow Arachnomancer...........................99
  Drow Favored Consort.........................100
  Drow House Captain............................101
  Drow Inquisitor.................................... 102
  Drow Matron Mother........................... 104
  Drow Shadowblade..............................105
  Duergar Despot.................................... 107
  Duergar Kavalrachni........................... 107
  Duergar Mind Master.......................... 108
  Duergar Soulblade...............................109
  Duergar Stone Guard...........................110
  Duergar Warlord...................................Ill
  Duergar Xarrorn...................................Ill
  Duergar Hammerer............................. 112
  Duergar Screamer............................... 112
  Dybbuk.................................................113
  Eidolon.................................................114
  Eladrin, Autumn...................................115
  Eladrin, Spring.....................................116
  Eladrin, Summer..................................116
  Eladrin, Winter.....................................117
  Elder Brain............................................120
  Elder Tempest...................................... 121
  Elemental Myrmidon, Air....................122
  Elemental Myrmidon, Earth............... 122
  Elemental Myrmidon, Fire.................. 123
  Elemental Myrmidon, Water................123
  Fire Giant Dreadnought......................124
  Firenewt Warlock of Imix....................125
  Firenewt Warrior..................................125
  Flail Snail............................................. 126
  Flind.......................................................127
  Fraz-Urb’luu..........................................129
  Froghemoth..........................................130
  Frost Giant Everlasting One................131
  Frost Salamander................................132
  Gauth.....................................................133
  Gazer.....................................................134
  Geryon...................................................136
  Giant Strider......................................... 137
  Giff......................................................... 138
  Girallon................................................. 139
  Githyanki Gish..................................... 140
  Githyanki Kith’rak................................140
  Githyanki Supreme Commander...... 141
  Githzerai Anarch..................................142
  Githzerai Enlightened..........................143
  Gnoll Flesh Gnawer............................. 144
  Gnoll Hunter.........................................144
  Gnoll Witherling...................................145
  Gray Render..........................................146
  Graz’zt...................................................148
  Grung.................................................... 149
  Grung Elite Warrior.............................150
  Grung Wildling.................................... 150
  Guard Drake......................................... 151
  Hellfire Engine..................................... 152
  Hobgoblin Devastator.......................... 153
  Hobgoblin Iron Shadow.......................154
  Howler...................................................155
  Hutijin....................................................157
  Hydroloth.............................................. 158
  Juiblex....................................................160
  Ki-rin.....................................................162
  Kobold Dragonshield........................... 163
  Kobold Inventor....................................164
  Kobold Scale Sorcerer.........................165
  Korred...................................................166
  Kraken Priest....................................... 167
  Kruthik, Young..................................... 168
  Kruthik, Adult....................................... 169
  Kruthik Hive Lord................................169
  Leucrotta...............................................170
  Leviathan...............................................171
  Martial Arts Adept................................172
  Marut..................................................... 173
  Master Thief.......................................... 174
  
  Maurezhi............................................... 175
  Maw Demon..........................................176
  Meazel...................................................177
  Meenlock.............................................. 178
  Merregon.............................................. 179
  Merrenoloth......................................... 180
  Mindwitness.........................................181
  Moloch...................................................183
  Molydeus...............................................184
  Morkoth.................................................186
  Mouth of Grolantor...............................187
  Nabassu................................................188
  Nagpa................................................... 189
  Narzugon..............................................190
  Neogi Hatchling................................... 191
  Neogi..................................................... 192
  Neogi Master........................................192
  Neothelid..............................................193
  Nightwalker..........................................194
  Nilbog................................................... 195
  Nupperibo.............................................196
  Oblex Spawn.........................................197
  Oblex, Adult.......................................... 198
  Oblex, Elder..........................................199
  Ogre Battering Ram........................... 200
  Ogre Bolt Launcher............................. 200
  Ogre Chain Brute................................ 201
  Ogre Howdah.......................................201
  Oinoloth............................................... 202
  Orcus....................................................204
  Orthon.................................................. 205
  Phoenix................................................ 206
  Quickling..............................................207
  Redcap................................................. 208
  Retriever.............................................. 209
  Rutterkin...............................................210
  Sea Spawn........................................... 211
  Shadar-Kai Gloom Weaver.................213
  Shadar-Kai Shadow Dancer............... 213
  Shadar-Kai Soul Monger.....................214
  Shadow Mastiff....................................215
  Shadow Mastiff Alpha......................... 215
  Shoosuva..............................................216
  Sibriex...................................................217
  Skulk.................................................... 219
  Skull Lord............................................220
  Slithering Tracker............................... 221
  Sorrowsworn, Angry...........................222
  Sorrowsworn, Hungry........................ 223
  Sorrowsworn, Lonely..........................223
  Sorrowsworn, Lost............................. 224
  Sorrowsworn, Wretched..................... 224
  Spawn of Kyuss...................................225
  Star Spawn Grue.................................227
  Star Spawn Hulk.................................227
  Star Spawn Larva Mage..................... 228
  Star Spawn Mangier...........................229
  Star Spawn Seer.................................230
  Steeder, Female...................................231
  Steeder, Male....................................... 231
  Steel Predator......................................232
  Stone Cursed....................................... 233
  Stone Giant Dreamwalker..................234
  Storm Giant Quintessent.................... 235
  Swarm of Rot Grubs............................237
  Swashbuckler...................................... 238
  Sword Wraith Commander.................239
  Sword Wraith Warrior........................239
  Tanarukk..............................................240
  Titivilus................................................ 242
  Tlincalli................................................ 243
  Tortle....................................................244
  Tortle Druid.........................................244
  Trapper................................................. 245
  Troll, Dire.............................................246
  Troll, Rot...............................................247
  Troll, Spirit...........................................247
  Troll, Venom.........................................248
  Ulitharid...............................................249
  Vampiric Mist...................................... 250
  Vargouille.............................................251
  Vegepygmy...........................................252
  Vegepygmy Chief.................................253
  Vegepygmy, Thorny............................. 253
  War Priest............................................254
  Warlock of the Archfey........................255
  Warlock of the Fiend............................255
  Warlock of the Great Old One............ 256
  Warlord................................................ 257
  Wastrilith..............................................258
  Wizard, Apprentice............................. 259
  Wizard, Abjurer...................................260
  Wizard, Conjurer.................................260
  Wizard, Diviner....................................261
  Wizard, Enchanter.............................. 261
  Wizard, Evoker.....................................262
  Wizard, Illusionist............................... 263
  Wizard, Necromancer.........................264
  Wizard, Transmuter............................ 265
  Wood Woad..........................................266
  Xvart.....................................................267
  Xvart Warlock of Raxivort...................267
  Yagnoloth..............................................268
  Yeenoghu..............................................270
  Yeth Hound.......................................... 271
  Yuan-ti Anathema................................ 272
  Yuan-ti Broodguard..............................273
  Yuan-ti Mind Whisperer......................274
  Yuan-ti Nightmare Speaker................275
  Yuan-ti Pit Master................................ 276
  Zaratan................................................. 278
  Zariel....................................................280
  Zuggtmoy..............................................282
  Appendix: Monster Lists...................283
  Us in g  Th is Bo o k
  The multiverse of Du n g e o n s & Dr a g o n s brims 
  with peril, and many of the greatest dangers are 
  monsters. A companion to the Monster Manual, this 
  book collects monsters from many different planes 
  of existence, each creature ready to imperil D&D he­
  roes of different levels. The book also includes game 
  statistics for nonplayer characters, who may assist 
  or oppose the heroes, and an array of fantastical 
  races for players to consider for their characters.
  The monsters and fantastical races in the follow­
  ing chapters are accompanied by the occasional 
  comments of the mighty wizard Mordenkainen, 
  one of the most learned mages of the D&D world of 
  Greyhawk. The archmage Tasha, Mordenkainen’s 
  friendly rival, interjects as well.
  All together, the monsters, nonplayer characters, 
  and fantastical races herein provide a host of new 
  friends and foes to populate your D&D worlds.
  Wh a t  Yo u ’l l  Fin d  Wit h in
  Chapter 1, “Fantastical Races,” presents over 30 
  race options for player characters, complementing 
  the options in the Player’s Handbook and other 
  D&D books. These races debuted elsewhere 
  and appear all together for the first time here, 
  each of them revised to fit into the current state 
  of the game.
  Chapter 2, “Bestiary,” contains over 250 monsters 
  and NPCs, each one represented by a stat block 
  and story text. When you’re preparing to run an 
  adventure as the DM, consider sprinkling these 
  creatures into your games, mixing them with the 
  monsters and NPCs from the Monster Manual. 
  The creatures in this chapter fit seamlessly with 
  the ones you use from other D&D books.
  Appendix, “Monster Lists,” makes it easy for you 
  to find the right stat blocks for your adventures. 
  This appendix lists the book’s monsters and 
  NPCs by creature type, challenge rating, and 
  environment.
  4
  USING THIS BOOK
  
  Fa n t a s t ic a l  Ra c e s
  ATHERING TOGETHER FANTASTICAL RACES 
  from throughout the D&D multiverse, 
  this chapter offers the following races for 
  player characters, supplementing the race
  options in the Player’s Handbook:
  Aarakocra 
  Aasimar 
  Bugbear 
  Centaur 
  Changeling 
  Deep Gnome 
  Duergar 
  Eladrin 
  Fairy
  Firbolg
  Harengon
  Genasi, Air
  Hobgoblin
  Genasi, Earth
  Kenku
  Genasi, Fire
  Kobold
  Genasi, Water Lizardfolk
  Githyanki
  Minotaur
  Githzerai
  Orc
  Goblin
  Satyr
  Goliath
  Sea Elf
  Shadar-kai
  Shifter
  Tabaxi
  Tortle
  Triton
  Yuan-ti
  Many of these races are based on creatures that 
  appear in the Monster Manual or the bestiary of this 
  book. Consult with your DM to see whether an op­
  tion here is appropriate for your campaign.
  If you do use a race in this chapter, first read the 
  “Creating Your Character” section below.
  Cr e a t in g  Yo u r  Ch a r a c t e r
  At 1st level, you choose whether your character is a 
  member of the human race or of a fantastical race. 
  If you select a fantastical race in this chapter, follow 
  these additional rules during character creation.
  Ab il it y  Sc o r e In c r e a s e s
  When determining your character’s ability scores, 
  increase one score by 2 and increase a different 
  score by 1, or increase three different scores by 1. 
  Follow this rule regardless of the method you use to 
  determine the scores, such as rolling or point buy. 
  The “Quick Build” section for your character’s class 
  offers suggestions on which scores to increase. You 
  can follow those suggestions or ignore them, but 
  you can’t raise any of your scores above 20.
  La n g u a g e s
  Your character can speak, read, and write Common 
  and one other language that you and your DM agree 
  is appropriate for the character. The Player’s Hand­
  book offers a list of languages to choose from. The 
  DM is free to modify that list for a campaign.
  CHAPTER 1 | FANTASTICAL RACES
  5
  
  Cr e a t u r e Ty pe
  Every creature in D&D, including each player char­
  acter, has a special tag in the rules that identifies 
  the type of creature they are. Most player characters 
  are of the Humanoid type. A race in this chapter 
  tells you what your character’s creature type is.
  Here’s a list of the game’s creature types in al­
  phabetical order: Aberration, Beast, Celestial, 
  Construct, Dragon, Elemental, Fey, Fiend, Giant, 
  Humanoid, Monstrosity, Ooze, Plant, Undead. 
  These types don’t have rules themselves, but some 
  rules in the game affect creatures of certain types in 
  different ways. For example, the cure wounds spell 
  doesn’t work on a Construct or an Undead.
  Lif e Spa n
  The typical life span of a player character in the 
  D&D multiverse is about a century, assuming the 
  character doesn’t meet a violent end on an adven­
  ture. Members of some races, such as dwarves and 
  elves, can live for centuries. If typical members of a 
  race in this book can live longer than a century, that 
  fact is mentioned in the race’s description.
  He ig h t  a n d  We ig h t
  Player characters, regardless of race, typically fall 
  into the same ranges of height and weight that hu­
  mans have in our world. If you’d like to determine 
  your character’s height or weight randomly, consult 
  the Random Height and Weight table in the Player’s 
  Handbook, and choose the row in the table that best 
  represents the build you imagine for your character.
  Aa r a k o c r a
  A winged people who originated on the Elemental 
  Plane of Air, aarakocra soar through the sky wher­
  ever they wander. The first aarakocra served the 
  Wind Dukes of Aaqa—mighty beings of air—and 
  were imbued with a measure of their masters’ 
  power over winds. Their descendants still command 
  echoes of that power.
  From below, aarakocra look like large birds and 
  thus are sometimes called birdfolk. Only when they 
  roost on a branch or walk across the ground is their 
  Humanoid nature clear. Standing upright, aarako­
  cra are typically about 5 feet tall, and they have long, 
  narrow legs that taper to sharp talons. Feathers 
  cover their bodies—usually red, orange, yellow, 
  brown, or gray. Their heads are also avian, often re­
  sembling those of parrots or eagles.
  Aa r a k o c r a  Tr a it s
  As an aarakocra, you have the following racial traits.
  Creature Type. You are a Humanoid.
  Size. Your size is Medium.
  Speed. Your walking speed is 30 feet.
  Flight. Because of your wings, you have a fly­
  ing speed equal to your walking speed. You can’t 
  use this flying speed if you’re wearing medium or 
  heavy armor.
  Talons. You have talons that you can use to make 
  unarmed strikes. When you hit with them, the strike 
  deals ld6 + your Strength modifier slashing dam­
  age, instead of the bludgeoning damage normal for 
  an unarmed strike.
  Wind Caller. Starting at 3rd level, you can cast 
  the gust of wind spell with this trait, without requir­
  ing a material component. Once you cast the spell 
  with this trait, you can’t do so again until you finish 
  a long rest. You can also cast the spell using any 
  spell slots you have of 2nd level or higher.
  Intelligence, Wisdom, or Charisma is your spell­
  casting ability for it when you cast gust of wind with 
  this trait (choose when you select this race).
  6 CHAPTER 1 | FANTASTICAL RACES
  
  Aa s ima r
  Whether descended from a celestial being or in­
  fused with heavenly power, aasimar are mortals 
  who carry a spark of the Upper Planes within their 
  souls. They can fan that spark to bring light, ease 
  wounds, and unleash the fury of the heavens.
  Aasimar can arise among any population of mor­
  tals. They resemble their parents, but they live for 
  up to 160 years and often have features that hint at 
  their celestial heritage. These often begin subtle and 
  become more obvious when the aasimar gains the 
  ability to reveal their full celestial nature. The Aasi­
  mar Celestial Features table has examples you can 
  choose or use as inspiration to create your own.
  Aasimar Celestial Features
  d6 Celestial Feature
  1 
  A dusting of metallic, white, or charcoal freckles
  2 
  Metallic, luminous, or dark eyes
  3 
  Starkly colored hair
  4 
  An unusual hue tinting your shadow
  5 
  A ghostly halo crowning your head
  6 
  Rainbows gleaming on your skin
  Aa s ima r  Tr a it s
  As an aasimar, you have the following racial traits.
  Creature Type. You are a Humanoid.
  Size. You are Medium or Small. You choose the 
  size when you select this race.
  Speed. Your walking speed is 30 feet.
  Celestial Resistance. You have resistance to 
  necrotic damage and radiant damage.
  Darkvision. You can see in dim light within 60 
  feet of you as if it were bright light and in darkness 
  as if it were dim light. You discern colors in that 
  darkness only as shades of gray.
  Healing Hands. As an action, you can touch a 
  creature and roll a number of d4s equal to your 
  proficiency bonus. The creature regains a number 
  of hit points equal to the total rolled. Once you use 
  this trait, you can’t use it again until you finish a 
  long rest.
  Light Bearer. You know the light cantrip. Cha­
  risma is your spellcasting ability for it.
  Celestial Revelation. When you reach 3rd level, 
  choose one of the revelation options below. There­
  after, you can use a bonus action to unleash the 
  celestial energy within yourself, gaining the benefits 
  of that revelation. Your transformation lasts for 1 
  minute or until you end it as a bonus action. Once 
  you transform using your revelation below, you can’t 
  use it again until you finish a long rest:
  Necrotic Shroud. Your eyes briefly become pools 
  of darkness, and ghostly, flightless wings sprout 
  from your back temporarily. Creatures other than 
  your allies within 10 feet of you that can see you 
  must succeed on a Charisma saving throw (DC 8 
  + your proficiency bonus + your Charisma mod­
  ifier) or become frightened of you until the end 
  of your next turn. Until the transformation ends, 
  once on each of your turns, you can deal extra 
  necrotic damage to one target when you deal dam­
  age to it with an attack or a spell. The extra dam­
  age equals your proficiency bonus.
  Radiant Consumption. Searing light temporarily 
  radiates from your eyes and mouth. For the dura­
  tion, you shed bright light in a 10-foot radius and 
  dim light for an additional 10 feet, and at the end 
  of each of your turns, each creature within 10 feet 
  of you takes radiant damage equal to your profi­
  ciency bonus. Until the transformation ends, once 
  on each of your turns, you can deal extra radiant 
  damage to one target when you deal damage to it 
  with an attack or a spell. The extra damage equals 
  your proficiency bonus.
  Radiant Soul. Two luminous, spectral wings sprout 
  from your back temporarily. Until the transfor­
  mation ends, you have a flying speed equal to 
  your walking speed, and once on each of your 
  turns, you can deal extra radiant damage to one 
  target when you deal damage to it with an attack 
  or a spell. The extra damage equals your profi­
  ciency bonus.
  CHAPTER 1 | FANTASTICAL RACES
  
  Bu g b e a r
  Neither bugs nor bears, bugbears are the hulking 
  cousins of goblins and hobgoblins. With roots in the 
  Feywild, early bugbears resided in hidden places, in 
  hard-to-reach and shadowed spaces. Long ago and 
  from out of the corner of your eye, they came to the 
  Material Plane, urged to spread throughout the mul­
  tiverse by the conquering god Maglubiyet. Centuries 
  later, they still bear a fey gift for lurking just out of 
  sight, and many of them have sneaked away from 
  that god’s influence.
  They are long of limb and covered in coarse hair, 
  with wedge-shaped ears and pointed teeth. Despite 
  their formidable build, bugbears are quiet skulkers, 
  thanks to a fey magic that allows them to hide in 
  spaces seemingly too small for them.
  Bu g b e a r  Tr a it s
  As a bugbear, you have the following racial traits.
  Creature Type. You are a Humanoid. You are also 
  considered a goblinoid for any prerequisite or effect 
  that requires you to be a goblinoid.
  Size. Your size is Medium.
  Speed. Your walking speed is 30 feet.
  Darkvision. You can see in dim light within 60 
  feet of you as if it were bright light and in darkness 
  as if it were dim light. You discern colors in that 
  darkness only as shades of gray.
  Fey Ancestry. You have advantage on saving 
  throws you make to avoid or end the charmed condi­
  tion on yourself.
  Long-Limbed. When you make a melee attack 
  on your turn, your reach for it is 5 feet greater 
  than normal.
  Powerful Build. You count as one size larger 
  when determining your carrying capacity and the 
  weight you can push, drag, or lift.
  Sneaky. You are proficient in the Stealth skill.
  In addition, without squeezing, you can move 
  through and stop in a space large enough for a 
  Small creature.
  Surprise Attack. If you hit a creature with an at­
  tack roll, the creature takes an extra 2d6 damage if 
  it hasn’t taken a turn yet in the current combat.
  8
  CHAPTER 1 | FANTASTICAL RACES
  
  Ce n t a u r
  Centaurs gallop throughout the multiverse and trace 
  their origins to many different realms. The centaurs 
  presented here hail from the Feywild and mystically 
  resonate with the natural world. From the waist up, 
  they resemble elves, displaying all the elf varieties of 
  skin tone. From the waist down, they have the bod­
  ies of horses.
  Ce n t a u r  Tr a it s
  As a centaur, you have the following racial traits.
  Creature Type. You are a Fey.
  Size. Your size is Medium.
  Speed. Your walking speed is 40 feet.
  Charge. If you move at least 30 feet straight to­
  ward a target and then hit it with a melee weapon 
  attack on the same turn, you can immediately follow 
  that attack with a bonus action, making one attack 
  against the target with your hooves.
  Equine Build. You count as one size larger when 
  determining your carrying capacity and the weight 
  you can push or drag.
  In addition, any climb that requires hands and feet 
  is especially difficult for you because of your equine 
  legs. When you make such a climb, each foot of 
  movement costs you 4 extra feet instead of the nor­
  mal 1 extra foot.
  Hooves. You have hooves that you can use to 
  make unarmed strikes. When you hit with them, the 
  strike deals ld6 + your Strength modifier bludgeon­
  ing damage, instead of the bludgeoning damage nor­
  mal for an unarmed strike.
  Natural Affinity. Your fey connection to nature 
  gives you an intuitive connection to the natural 
  world and the animals within it. You therefore 
  have proficiency in one of the following skills of 
  your choice: Animal Handling, Medicine, Nature, 
  or Survival.
  CHAPTER 1 I FANTASTICAL RACES
  
  Ch a n g e l in g
  With ever-changing appearances, changelings re­
  side in many societies undetected. Each changeling 
  can supernaturally adopt any face they like. For 
  some changelings, a new face is only a disguise. For 
  other changelings, a new face may reveal an aspect 
  of their soul.
  The first changelings in the multiverse appeared 
  in the Feywild, and the wondrous, mutable essence 
  of that plane lingers in changelings today—even in 
  those changelings who have never set foot in the fey 
  realm. Each changeling decides how to use their 
  shape-shifting ability, channeling either the peril or 
  the joy of the Feywild. Sometimes they adopt new 
  forms for the sake of mischief or malice, and other 
  times they don a new identity to right wrongs or de­
  light the downtrodden.
  In their true form, changelings appear faded, their 
  features almost devoid of detail. It is rare to see a 
  changeling in that form, for a typical changeling 
  changes their shape the way others might change 
  clothes. A casual shape—one created on the spur 
  of the moment, with no depth or history—is called 
  a mask. A mask can be used to express a mood or 
  to serve a specific purpose and then might never 
  be used again. However, many changelings develop 
  identities that have more depth, crafting whole per­
  sonas complete with histories and beliefs. A change­
  ling adventurer might have personas for many 
  situations, including negotiation, investigation, 
  and combat.
  Personas can be shared by multiple change­
  lings; a community might be home to three healer 
  changelings, with whoever is on duty adopting the 
  persona of Andrea, the gentle physician. Personas 
  can even be passed down through a family, allowing 
  a younger changeling to take advantage of contacts 
  established by the persona’s previous users.
  Ch a n g e l in g  Tr a it s
  As a changeling, you have the following racial traits.
  Creature Type. You are a Fey.
  Size. You are Medium or Small. You choose the 
  size when you select this race.
  Speed. Your walking speed is 30 feet.
  Changeling Instincts. Thanks to your connection 
  to the fey realm, you gain proficiency with two of the 
  following skills of your choice: Deception, Insight, 
  Intimidation, Performance, or Persuasion.
  Shapechanger. As an action, you can change your 
  appearance and your voice. You determine the spe­
  cifics of the changes, including your coloration, hair 
  length, and sex. You can also adjust your height and 
  weight and can change your size between Medium 
  and Small. You can make yourself appear as a mem­
  ber of another race, though none of your game sta­
  tistics change. You can’t duplicate the appearance 
  of an individual you’ve never seen, and you must 
  adopt a form that has the same basic arrangement 
  of limbs that you have. Your clothing and equipment 
  aren’t changed by this trait.
  You stay in the new form until you use an action to 
  revert to your true form or until you die.
  io
  CHAPTER 1 | FANTASTICAL RACES
  
  De e p Gn o me
  Deep gnomes, or svirfneblin, are natives of the Un­
  derdark and are suffused with that subterranean 
  realm’s magic. They can supernaturally camouflage 
  themselves, and their svirfneblin magic renders 
  them difficult to locate. These abilities have enabled 
  them to survive for generations among the perils of 
  the Underdark.
  Like other gnomes, deep gnomes can live for cen­
  turies, up to 500 years.
  De e p Gn o me Tr a it s
  As a deep gnome, you have the following ra­
  cial traits.
  Creature Type. You are a Humanoid. You are also 
  considered a gnome for any prerequisite or effect 
  that requires you to be a gnome.
  Size. You are Small.
  Speed. Your walking speed is 30 feet.
  Darkvision. You can see in dim light within 120 
  feet of you as if it were bright light and in darkness 
  as if it were dim light. You discern colors in that 
  darkness only as shades of gray.
  Gift of the Svirfneblin. Starting at 3rd level, you 
  can cast the disguise self spell with this trait. Start­
  ing at 5th level, you can also cast the nondetection 
  spell with it, without requiring a material compo­
  nent. Once you cast either of these spells with this 
  trait, you can’t cast that spell with it again until you 
  finish a long rest. You can also cast these spells us­
  ing spell slots you have of the appropriate level.
  Intelligence, Wisdom, or Charisma is your spell­
  casting ability for these spells when you cast them 
  with this trait (choose when you select this race).
  Gnomish Magic Resistance. You have advantage 
  on Intelligence, Wisdom, and Charisma saving 
  throws against spells.
  Svirfneblin Camouflage. When you make a Dex­
  terity (Stealth) check, you can make the check with 
  advantage. You can use this trait a number of times 
  equal to your proficiency bonus, and you regain all 
  expended uses when you finish a long rest.
  CHAPTER 1 | FANTASTICAL RACES
  II
  
  Du e r g a r
  Duergar are dwarves whose ancestors were trans­
  formed by centuries living in the deepest places of 
  the Underdark. That chthonic realm is saturated 
  with strange magical energy, and over generations, 
  early duergar absorbed traces of it. They were fur­
  ther altered when mind flayers and other Aberra­
  tions invaded and performed horrific experiments 
  on them. Fueled by Underdark magic, those experi­
  ments left early duergar with psionic powers, which 
  have been passed down to their descendants. In 
  time, they liberated themselves from their aberrant 
  tyrants and forged a new life for themselves in the 
  Underdark and beyond.
  Like other dwarves, duergar typically have a life 
  span of 350 years.
  Du e r g a r  Tr a it s
  As a duergar, you have the following racial traits.
  Creature Type. You are a Humanoid. You are also 
  considered a dwarf for any prerequisite or effect that 
  requires you to be a dwarf.
  Size. You are Medium.
  Speed. Your walking speed is 30 feet.
  Darkvision. You can see in dim light within 120 
  feet of you as if it were bright light and in darkness 
  as if it were dim light. You discern colors in that 
  darkness only as shades of gray.
  Duergar Magic. Starting at 3rd level, you can cast 
  the enlarge/reduce spell on yourself with this trait, 
  without requiring a material component. Starting at 
  5th level, you can also cast the invisibility spell on 
  yourself with this trait, without requiring a material 
  component. Once you cast either of these spells with 
  this trait, you can’t cast that spell with it again until 
  you finish a long rest. You can also cast these spells 
  using spell slots you have of the appropriate level.
  Intelligence, Wisdom, or Charisma is your spell­
  casting ability for these spells when you cast them 
  with this trait (choose when you select this race).
  Dwarven Resilience. You have advantage on sav­
  ing throws you make to avoid or end the poisoned 
  condition on yourself. You also have resistance to 
  poison damage.
  Psionic Fortitude. You have advantage on saving 
  throws you make to avoid or end the charmed or 
  stunned condition on yourself.
  CHRISTOPHER BRADLEY, ZUZANNA WUZYK
  12
  CHAPTER 1 | FANTASTICAL RACES
  
  El a d r in
  Eladrin are elves of the Feywild, a realm of perilous 
  beauty and boundless magic. Using that magic, 
  eladrin can step from one place to another in the 
  blink of an eye, and each eladrin resonates with 
  emotions captured in the Feywild in the form of 
  seasons—affinities that affect the eladrin’s mood 
  and appearance. An eladrin’s season can change, 
  though some remain in one season forever. Choose 
  your season or roll on the Eladrin Seasons table. 
  Your Trance trait lets you change your season.
  Like other elves, eladrin can live to be over 750 
  years old.
  Eladrin Seasons
  d4 Season
  1 
  Autumn: peace and goodwill, when summer’s har­
  vest is shared with all
  2 
  Winter: contemplation and dolor, when the vibrant 
  energy of the world slumbers
  3 
  Spring: cheerfulness and celebration, marked by 
  merriment and hope as winter’s sorrow passes
  4 
  Summer: boldness and aggression, a time of un­
  fettered energy and calls to action
  El a d r in  Tr a it s
  As an eladrin, you have the following racial traits.
  Creature Type. You are a Humanoid. You are also 
  considered an elf for any prerequisite or effect that 
  requires you to be an elf.
  Size. You are Medium.
  Speed. Your walking speed is 30 feet.
  Darkvision. You can see in dim light within 60 
  feet of you as if it were bright light and in darkness 
  as if it were dim light. You discern colors in that 
  darkness only as shades of gray.
  Fey Ancestry. You have advantage on saving 
  throws you make to avoid or end the charmed condi­
  tion on yourself.
  Fey Step. As a bonus action, you can magically 
  teleport up to 30 feet to an unoccupied space you 
  can see. You can use this trait a number of times 
  equal to your proficiency bonus, and you regain all 
  expended uses when you finish a long rest.
  When you reach 3rd level, your Fey Step gains an 
  additional effect based on your season; if the effect 
  requires a saving throw, the DC equals 8 + your pro­
  ficiency bonus + your Intelligence, Wisdom, or Cha­
  risma modifier (choose when you select this race):
  Autumn. Immediately after you use your Fey Step, 
  up to two creatures of your choice that you can see 
  within 10 feet of you must succeed on a Wisdom 
  saving throw or be charmed by you for 1 minute, 
  or until you or your companions deal any damage 
  to the creatures.
  Winter. When you use your Fey Step, one creature 
  of your choice that you can see within 5 feet of you 
  before you teleport must succeed on a Wisdom 
  saving throw or be frightened of you until the end 
  of your next turn.
  Spring. When you use your Fey Step, you can touch 
  one willing creature within 5 feet of you. That 
  creature then teleports instead of you, appearing 
  in an unoccupied space of your choice that you 
  can see within 30 feet of you.
  Summer. Immediately after you use your Fey Step, 
  each creature of your choice that you can see 
  within 5 feet of you takes fire damage equal to 
  your proficiency bonus.
  Keen Senses. You have proficiency in the Percep­
  tion skill.
  Trance. You don’t need to sleep, and magic can’t 
  put you to sleep. You can finish a long rest in 4 
  hours if you spend those hours in a trancelike medi­
  tation, during which you retain consciousness.
  Whenever you finish this trance, you can change 
  your season, and you can gain two proficiencies that 
  you don’t have, each one with a weapon or a tool of 
  your choice selected from the Player’s Handbook. 
  You mystically acquire these proficiencies by draw­
  ing them from shared elven memory, and you retain 
  them until you finish your next long rest.
  CHAPTER 1 | FANTASTICAL RACES
  13
  
  Fairy
  The Feywild is home to many fantastic peoples, 
  including fairies. Fairies are a wee folk, but not 
  nearly as much so as their pixie and sprite friends. 
  The first fairies spoke Elvish, Goblin, or Sylvan, and 
  encounters with human visitors prompted many of 
  them to learn Common as well.
  Infused with the magic of the Feywild, most fair­
  ies look like Small elves with insectile wings, but 
  each fairy has a special physical characteristic that 
  sets the fairy apart. For your fairy, roll on the Fey 
  Characteristics table or choose an option from it. 
  You’re also free to come up with your own char­
  acteristic if none of the suggestions below fit your 
  character.
  Fey Characteristics
  d8 Characteristic
  1 
  Your wings are like those of a bird.
  2 
  You have shimmering, multicolored skin.
  3 
  You have exceptionally large ears.
  4 
  A glittering mist constantly surrounds you.
  5 
  You have a small spectral horn on your forehead, 
  like a little unicorn horn.
  6 
  Your legs are insectile.
  7 
  You smell like fresh brownies.
  8 
  A noticeable, harmless chill surrounds you.
  Fa ir y  Tr a it s
  As a fairy, you have the following racial traits.
  Creature Type. You are a Fey.
  Size. You are Small.
  Speed. Your walking speed is 30 feet.
  Fairy Magic. You know the druidcraft cantrip.
  Starting at 3rd level, you can cast the faerie fire 
  spell with this trait. Starting at 5th level, you can 
  also cast the enlarge/reduce spell with this trait. 
  Once you cast faerie fire or enlarge/reduce with this 
  trait, you can’t cast that spell with it again until you 
  finish a long rest. You can also cast either of those 
  spells using any spell slots you have of the appro­
  priate level.
  Intelligence, Wisdom, or Charisma is your spell­
  casting ability for these spells when you cast them 
  with this trait (choose when you select this race).
  Flight. Because of your wings, you have a fly­
  ing speed equal to your walking speed. You can’t 
  use this flying speed if you’re wearing medium or 
  heavy armor.
  14
  CHAPTER 1 | FANTASTICAL RACES
  
  Fir b o l g
  Fir b o l g  Tr a it s
  Distant cousins of giants, the first firbolgs wandered 
  the primeval forests of the multiverse, and the 
  magic of those forests entwined itself with the fir­
  bolgs’ souls. Centuries later, that magic still thrums 
  inside a firbolg, even one who has never lived under 
  the boughs of a great forest.
  A firbolg’s magic is an obscuring sort, which al­
  lowed their ancestors to pass through a forest with­
  out disturbing it. So deep is the connection between 
  a firbolg and the wild places of the world that they 
  can communicate with flora and fauna.
  Firbolgs can live up to 500 years.
  As a childl, I learned ihai playing hide- 
  and-seek wi+h disappearing jirbol^s is 
  |un |u+ile.
  TASHA
  As a firbolg, you have the following racial traits.
  Creature Type. You are a Humanoid.
  Size. You are Medium.
  Speed. Your walking speed is 30 feet.
  Firbolg Magic. You can cast the detect magic and 
  disguise self spells with this trait. When you use this 
  version of disguise self, you can seem up to 3 feet 
  shorter or taller. Once you cast either of these spells 
  with this trait, you can’t cast that spell with it again 
  until you finish a long rest. You can also cast these 
  spells using any spell slots you have.
  Intelligence, Wisdom, or Charisma is your spell­
  casting ability for these spells when you cast them 
  with this trait (choose when you select this race).
  Hidden Step. As a bonus action, you can magi­
  cally turn invisible until the start of your next turn 
  or until you attack, make a damage roll, or force 
  someone to make a saving throw. You can use this 
  trait a number of times equal to your proficiency 
  bonus, and you regain all expended uses when you 
  finish a long rest.
  Powerful Build. You count as one size larger 
  when determining your carrying capacity and the 
  weight you can push, drag, or lift.
  Speech of Beast and Leaf. You 
  have the ability to communicate in a lim­
  ited manner with Beasts, Plants, and 
  vegetation. They can understand 
  the meaning of your words, 
  though you have no special 
  ability to understand them in 
  return. You have advantage 
  on all Charisma 
  checks you make 
  to influence them.
  CHAPTER 1 | FANTASTICAL RACES
  15
  
  Lef t  t o Rig h t : Ear t h Gen as i, Wat er  Gen as i, Fir e Gen as i, an o  Air  Gen as i
  Ge n a s i
  Tracing their ancestry to the genies of the Elemental 
  Planes, each genasi can tap into the power of one of 
  the elements. Air, earth, fire, and water—these are 
  the four pillars of the Material Plane and the four 
  types of genasi. Some genasi are direct descendants 
  of a genie, while others were born to non-genasi 
  parents who lived near a place suffused by a ge­
  nie’s magic.
  A typical genasi has a life span of 120 years.
  Air  Ge n a s i Tr a it s
  Air genasi are descended from djinn, the genies of 
  the Elemental Plane of Air. Embodying many of the 
  airy traits of their otherworldly ancestors, air genasi 
  can draw upon their connection to the winds.
  Air genasi’s skin tones include many shades 
  of blue, along with the full range of human skin 
  tones, with bluish or ashen casts. Sometimes their 
  skin is marked by lines that seem like cracks with 
  bluish-white energy spilling out. An air genasi’s hair 
  might blow in a phantom wind or be made entirely 
  of clouds or vapor.
  As an air genasi, you have the following traits.
  jg CHAPTER 1 | FANTASTICAL RACES
  Creature Type. You are a Humanoid.
  Size. You are Medium or Small. You choose the 
  size when you select this race.
  Speed. Your walking speed is 35 feet.
  Darkvision. You can see in dim light within 60 
  feet of you as if it were bright light and in darkness 
  as if it were dim light. You discern colors in that 
  darkness only as shades of gray.
  Unending Breath. You can hold your breath indef­
  initely while you’re not incapacitated.
  Lightning Resistance. You have resistance to 
  lightning damage.
  Mingle with the Wind. You know the shocking 
  grasp cantrip. Starting at 3rd level, you can cast the 
  feather fall spell with this trait, without requiring a 
  material component. Starting at 5th level, you can 
  also cast the levitate spell with this trait, without re­
  quiring a material component. Once you cast feather 
  fall or levitate with this trait, you can’t cast that spell 
  with it again until you finish a long rest. You can 
  also cast either of those spells using any spell slots 
  you have of the appropriate level.
  Intelligence, Wisdom, or Charisma is your spell­
  casting ability for these spells when you cast them 
  with this trait (choose when you select this race).
  ILAUDIO POZAS
  
  Ea r t h  Ge n a s i Tr a it s
  Tracing their ancestry to dao, the genies of the El­
  emental Plane of Earth, earth genasi inherit dao’s 
  steadfast strength and control over earth.
  An earth genasi’s skin can be the colors of stone 
  and earth or a human skin tone with glittering 
  sparkles like gem dust. Some earth genasi have 
  lines marking their skin like cracks, either showing 
  glimmering gemlike veins or a dim, yellowish glow. 
  Earth genasi hair can appear carved of stone or 
  crystal or resemble strands of spun metal.
  As an earth genasi, you have the following traits.
  Creature Type. You are a Humanoid.
  Size. You are Medium or Small. You choose the 
  size when you select this race.
  Speed. Your walking speed is 30 feet.
  Darkvision. You can see in dim light within 60 
  feet of you as if it were bright light and in darkness 
  as if it were dim light. You discern colors in that 
  darkness only as shades of gray.
  Earth Walk. You can move across difficult terrain 
  without expending extra movement if you are using 
  your walking speed on the ground or a floor.
  Merge with Stone. You know the blade ward 
  cantrip. You can cast it as normal, and you can also 
  cast it as a bonus action a number of times equal to 
  your proficiency bonus, regaining all expended uses 
  when you finish a long rest.
  Starting at 5th level, you can cast the pass without 
  trace spell with this trait, without requiring a mate­
  rial component. Once you cast that spell with this 
  trait, you can’t do so again until you finish a long 
  rest. You can also cast it using any spell slots you 
  have of 2nd level or higher.
  Intelligence, Wisdom, or Charisma is your spell­
  casting ability for these spells when you cast them 
  with this trait (choose when you select this race).
  Fir e Ge n a s i Tr a it s
  Descended from efreet, the genies of the Elemental 
  Plane of Fire, fire genasi channel the flamboyant 
  and often destructive nature of flame. They show 
  their heritage in their skin tones, which can range 
  from deep charcoal to shades of red and orange. 
  Some bear skin tones common to humanity but with 
  fiery marks, such as slowly swirling lights under 
  their skin that resemble embers or glowing red lines 
  tracing over their bodies like cracks. Fire genasi 
  hair can resemble threads of fire or sooty smoke.
  As a fire genasi, you have the following traits. 
  Creature Type. You are a Humanoid.
  Size. You are Medium or Small. You choose the 
  size when you select this race.
  Speed. Your walking speed is 30 feet.
  Darkvision. You can see in dim light within 60 
  feet of you as if it were bright light, and in darkness 
  as if it were dim light. You discern colors in that 
  darkness only as shades of gray.
  Fire Resistance. You have resistance to 
  fire damage.
  Reach to the Blaze. You know the produce flame 
  cantrip. Starting at 3rd level, you can cast the burn­
  ing hands spell with this trait. Starting at 5th level, 
  you can also cast the flame blade spell with this 
  trait, without requiring a material component. Once 
  you cast burning hands or flame blade with this 
  trait, you can’t cast that spell with it again until you 
  finish a long rest. You can also cast either of those 
  spells using any spell slots you have of the appro­
  priate level.
  Intelligence, Wisdom, or Charisma is your spell­
  casting ability for these spells when you cast them 
  with this trait (choose when you select this race).
  Wa t e r  Ge n a s i Tr a it s
  Water genasi descend from marids, aquatic genies 
  from the Elemental Plane of Water. Water genasi 
  are perfectly suited to life underwater and carry the 
  power of the waves inside themselves.
  Their skin is often shades of blue or green, some­
  times a blend of the two. If they have a human skin 
  tone, there is a glistening texture that catches the 
  light, like water droplets or nearly invisible fish 
  scales. Their hair can resemble seaweed, waving as 
  if in a current, or it can even be like water itself.
  As a water genasi, you have the following traits.
  Creature Type. You are a Humanoid.
  Size. You are Medium or Small. You choose the 
  size when you select this race.
  Speed. Your walking speed is 30 feet, and 
  you have a swimming speed equal to your 
  walking speed.
  Acid Resistance. You have resistance to 
  acid damage.
  Amphibious. You can breathe air and water.
  Call to the Wave. You know the acid splash can­
  trip. Starting at 3rd level, you can cast the create or 
  destroy water spell with this trait. Starting at 5th 
  level, you can also cast the water walk spell with 
  this trait, without requiring a material component. 
  Once you cast create or destroy water or water walk 
  with this trait, you can’t cast that spell with it again 
  until you finish a long rest. You can also cast either 
  of those spells using any spell slots you have of the 
  appropriate level.
  Intelligence, Wisdom, or Charisma is your spell­
  casting ability for these spells when you cast them 
  with this trait (choose when you select this race).
  Darkvision. You can see in dim light within 60 
  feet of you as if it were bright light, and in darkness 
  as if it were dim light. You discern colors in that 
  darkness only as shades of gray.
  CHAPTER 1 | FANTASTICAL RACES
  
  Once members of a people who escaped servitude 
  to mind flayers, githyanki split from their cousins, 
  githzerai, and fled to the Astral Plane. In that time­
  less, silvery realm, githyanki honed their psionic 
  powers and built a great city called Tu’narath. 
  They have since spread throughout the multiverse, 
  starting in outposts outside the Astral Plane, called 
  creches, where time passes and their children can 
  reach adulthood.
  A lanky people with skin tones of yellows, greens, 
  and browns, githyanki complement their physical 
  prowess with psionic might, instilled in them by 
  mind flayers and cultivated over eons in the Astral 
  Plane. Now all githyanki can use their psychic bond 
  with that plane to access splinters of knowledge left 
  behind by beings who travel, live, and die among the 
  silver astral clouds.
  Githyanki who reside in the Astral Plane can live 
  indefinitely.
  Git h y a n k i Tr a it s
  As a githyanki, you have the following racial traits.
  Creature Type. You are a Humanoid.
  Size. You are Medium.
  Speed. Your walking speed is 30 feet.
  Astral Knowledge. You can mystically access a 
  reservoir of experiences of entities connected to the 
  Astral Plane. Whenever you finish a long rest, you 
  gain proficiency in one skill of your choice and with 
  one weapon or tool of your choice, selected from the 
  Player’s Handbook, as you momentarily project your 
  consciousness into the Astral Plane. These profi­
  ciencies last until the end of your next long rest.
  Githyanki Psionics. You know the mage hand 
  cantrip, and the hand is invisible when you cast the 
  cantrip with this trait.
  Starting at 3rd level, you can cast the jump spell 
  with this trait. Starting at 5th level, you can also 
  cast the misty step spell with it. Once you cast jump 
  or misty step with this trait, you can’t cast that spell 
  with it again until you finish a long rest. You can 
  also cast either of those spells using any spell slots 
  you have of the appropriate level.
  Intelligence, Wisdom, or Charisma is your spell­
  casting ability for these spells when you cast them 
  with this trait (choose when you select this race). 
  None of these spells require spell components when 
  you cast them with this trait.
  Psychic Resilience. You have resistance to psy­
  chic damage.
  j8 CHAPTER 1 | FANTASTICAL RACES
  
  Git h z e r a i
  Githzerai migrated to the Everchanging Chaos 
  of Limbo after the ancient schism that split their 
  ancestors from their cousins, githyanki. Limbo is 
  a roiling maelstrom of matter and energy, collaps­
  ing and reforming without purpose or direction, 
  until a creature exerts deliberate will to stabilize 
  it. Through their potent psionic power, githzerai 
  carved a home for themselves amid the chaos. As 
  the ages passed, githzerai explorers ranged out to 
  other planes and worlds of the multiverse.
  Githzerai are generally slender, with speckled 
  skin in shades of yellow, green, or brown. Eons of 
  cultivating their mental powers within the endless 
  chaos of Limbo have imbued githzerai with the 
  ability to shape psionic energy to protect themselves 
  and probe minds.
  Git h z e r a i Tr a it s
  As a githzerai, you have the following racial traits.
  Creature Type. You are a Humanoid.
  Size. You are Medium.
  Speed. Your walking speed is 30 feet.
  Githzerai Psionics. You know the mage hand 
  cantrip, and the hand is invisible when you cast the 
  cantrip with this trait.
  Starting at 3rd level, you can cast the shield spell 
  with this trait. Starting at 5th level, you can also 
  cast the detect thoughts spell with it. Once you cast 
  shield or detect thoughts with this trait, you can’t 
  cast that spell with it again until you finish a long 
  rest. You can also cast either of those spells using 
  any spell slots you have of the appropriate level.
  Intelligence, Wisdom, or Charisma is your spell­
  casting ability for these spells when you cast them 
  with this trait (choose when you select this race). 
  None of these spells require spell components when 
  you cast them with this trait.
  Mental Discipline. Your innate psychic defenses 
  grant you advantage on saving throws you make to 
  avoid or end the charmed and frightened conditions 
  on yourself.
  Psychic Resilience. You have resistance to psy­
  chic damage.
  
  Go b l in
  A subterranean folk, goblins can be found in every 
  corner of the multiverse, often beside their bugbear 
  and hobgoblin kin. Long before the god Maglubiyet 
  conquered them, early goblins served in the court of 
  the Queen of Air and Darkness, one of the Feywild’s 
  archfey. Goblins thrived in her dangerous domain 
  thanks to a special boon from her—a supernatural 
  knack for finding the weak spots in foes larger than 
  themselves and for getting out of trouble. Goblins 
  brought this fey boon with them to worlds across 
  the Material Plane, even if they don’t remember the 
  fey realm they inhabited before Maglubiyet’s rise. 
  Now many goblins pursue their own destinies, es­
  caping the plots of both archfey and gods.
  Go b l in  Tr a it s
  As a goblin, you have the following racial traits.
  Creature Type. You are a Humanoid. You are also 
  considered a goblinoid for any prerequisite or effect 
  that requires you to be a goblinoid.
  Size. You are Small.
  Speed. Your walking speed is 30 feet.
  Darkvision. You can see in dim light within 60 
  feet of you as if it were bright light and in darkness 
  as if it were dim light. You discern colors in that 
  darkness only as shades of gray.
  Fey Ancestry. You have advantage on saving 
  throws you make to avoid or end the charmed condi­
  tion on yourself.
  Fury of the Small. When you damage a creature 
  with an attack or a spell and the creature’s size is 
  larger than yours, you can cause the attack or spell 
  to deal extra damage to the creature. The extra 
  damage equals your proficiency bonus.
  You can use this trait a number of times equal to 
  your proficiency bonus, regaining all expended uses 
  when you finish a long rest, and you can use it no 
  more than once per turn.
  Nimble Escape. You can take the Disengage or 
  Hide action as a bonus action on each of your turns.
  
  Go l ia t h
  The first goliaths lived on the highest mountain 
  peaks—far above the tree line, where the air is thin 
  and frigid winds howl. Distantly related to giants 
  and infused with the supernatural essence of their 
  ancestors’ mountainous home, goliaths stand be­
  tween 7 and 8 feet tall and have a wide array of skin 
  tones resembling different types of stone.
  Go l ia t h  Tr a it s
  As a goliath, you have the following racial traits.
  Creature Type. You are a Humanoid.
  Size. You are Medium.
  Mountain Born. You have resistance to cold dam­
  age. You also naturally acclimate to high altitudes, 
  even if you’ve never been to one. This includes eleva­
  tions above 20,000 feet.
  Stone’s Endurance. You can supernaturally draw 
  on unyielding stone to shrug off harm. When you 
  take damage, you can use your reaction to roll a 
  dl2. Add your Constitution modifier to the number 
  rolled and reduce the damage by that total.
  You can use this trait a number of times equal to 
  your proficiency bonus, and you regain all expended 
  uses when you finish a long rest.
  Speed. Your walking speed is 30 feet.
  Little Giant. You have proficiency in the Athletics 
  skill, and you count as one size larger when deter­
  mining your carrying capacity and the weight you 
  can push, drag, or lift.
  2i
  
  Ha r e n g o n
  Harengons originated in the Feywild, where they 
  spoke Sylvan and embodied the spirit of freedom 
  and travel. In time, these rabbitfolk hopped into 
  other worlds, bringing the fey realm’s exuberance 
  with them and learning new languages as they went.
  Harengons are bipedal, with the characteristic 
  long feet of the rabbits they resemble and fur in a 
  variety of colors. They share the keen senses and 
  powerful legs of leporine creatures and are full 
  of energy, like a wound-up spring. Harengons are 
  blessed with a little fey luck, and they often find 
  themselves a few fortunate feet away from dangers 
  during adventures.
  Ha r e n g o n  Tr a it s
  As a harengon, you have the following racial traits.
  Creature Type. You are a Humanoid.
  Size. You are Medium or Small. You choose the 
  size when you select this race.
  Speed. Your walking speed is 30 feet.
  Hare-Trigger. You can add your proficiency bonus 
  to your initiative rolls.
  Leporine Senses. You have proficiency in the Per­
  ception skill.
  Lucky Footwork. When you fail a Dexterity sav­
  ing throw, you can use your reaction to roll a d4 and 
  add it to the save, potentially turning the failure into 
  a success. You can’t use this reaction if you’re prone 
  or your speed is 0.
  Rabbit Hop. As a bonus action, you can jump a
  number of feet equal to five times your proficiency 
  bonus, without provoking opportunity attacks. You 
  can use this trait only if your speed is greater than 
  0. You can use it a number of times equal to your
  proficiency bonus, and you regain all expended uses 
  when you finish a long rest.
  22
  CHAPTER 1 | FANTASTICAL RACES
  
  Ho b g o b l in
  Hobgoblins trace their origins to the ancient courts 
  of the Feywild, where they first appeared with their 
  goblin and bugbear kin. Many of them were driven 
  from the Feywild by the conquering god Maglubiyet, 
  who marshaled them as soldiers, but the fey realm 
  left its mark; wherever they are in the multiverse, 
  they continue to channel an aspect of the Feywild’s 
  rule of reciprocity, which creates a mystical bond 
  between the giver and the receiver of a gift.
  On some worlds, such bonds lead hobgoblins to 
  form communities with deep ties to one another. In 
  Eberron and the Forgotten Realms, vast hobgoblin 
  legions have emerged, with ranks of devoted sol­
  diers famed for their unity.
  Hobgoblins are generally taller than their goblin 
  cousins but not quite as big as bugbears. They have 
  curved, pointed ears and noses that turn bright red 
  • or blue during displays of emotion.
  Ho b g o b l in  Tr a it s
  As a hobgoblin, you have the following racial traits.
  Creature Type. You are a Humanoid. You are also 
  considered a goblinoid for any prerequisite or effect 
  that requires you to be a goblinoid.
  Size. You are Medium.
  Speed. Your walking speed is 30 feet.
  Darkvision. You can see in dim light within 60 
  feet of you as if it were bright light and in darkness 
  as if it were dim light. You discern colors in that 
  darkness only as shades of gray.
  Fey Ancestry. You have advantage on saving 
  throws you make to avoid or end the charmed condi­
  tion on yourself.
  Fey Gift. You can use this trait to take the Help ac­
  tion as a bonus action, and you can do so a number 
  of times equal to your proficiency bonus. You regain 
  all expended uses when you finish a long rest.
  Starting at 3rd level, choose one of the options 
  below each time you take the Help action with 
  this trait:
  Hospitality. You and the creature you help each 
  gain a number of temporary hit points equal to 
  ld6 plus your proficiency bonus.
  Passage. You and the creature you help each in­
  crease your walking speeds by 10 feet until the 
  start of your next turn.
  Spite. Until the start of your next turn, the first time 
  the creature you help hits a target with an attack 
  roll, that target has disadvantage on the next at­
  tack roll it makes within the next minute.
  Fortune from the Many. If you miss with an at­
  tack roll or fail an ability check or a saving throw, 
  you can draw on your bonds of reciprocity to gain a 
  bonus to the roll equal to the number of allies you 
  can see within 30 feet of you (maximum bonus of 
  +3). You can use this trait a number of times equal 
  to your proficiency bonus, and you regain all ex­
  pended uses when you finish a long rest.
  CHAPTER 1 | FANTASTICAL RACES
  23
  
  Ke n k u
  Feathered folk who resemble ravens, kenku are 
  blessed with keen observation and supernaturally 
  accurate memories. None of them can remember 
  the origin of the first kenku, however, and they often 
  joke that there are as many kenku origin stories as 
  there are kenku. Some of them paint their genesis 
  as a curse, being a flightless bird people doomed to 
  mimic other people’s creations. Other kenku recite 
  cryptic but beautiful poems about their advent being 
  a blessed event in which they were sent into the mul­
  tiverse to observe and catalog its many wonders.
  Whatever their true origin, kenku are most often 
  found in the Shadowfell and the Material Plane, and 
  they tend to have the coloration typical of ravens.
  Ke n k u  Tr a it s
  As a kenku, you have the following racial traits.
  Creature Type. You are a Humanoid.
  Size. Your size is Medium or Small. You choose 
  the size when you select this race.
  Speed. Your walking speed is 30 feet.
  Expert Duplication. When you copy writing or 
  craftwork produced by yourself or someone else, 
  you have advantage on any ability checks you make 
  to produce an exact duplicate.
  Kenku Recall. Thanks to your supernaturally 
  good memory, you have proficiency in two skills of 
  your choice.
  Moreover, when you make an ability check using 
  any skill in which you have proficiency, you can give 
  yourself advantage on the check before rolling the 
  d20. You can give yourself advantage in this way a 
  number of times equal to your proficiency bonus, 
  and you regain all expended uses when you finish a 
  long rest.
  Mimicry. You can accurately mimic sounds you 
  have heard, including voices. A creature that hears 
  the sounds you make can tell they are imitations 
  only with a successful Wisdom (Insight) check 
  against a DC of 8 + your proficiency bonus + your 
  Charisma modifier.
  24
  CHAPTER 1 | FANTASTICAL RACES
  
  Ko b o l d
  Some of the smallest draconic creatures in the 
  multiverse, kobolds display their draconic ances­
  try in the glint of their scales and in their roars. 
  Legends tell of the first kobolds emerging from the 
  Underdark near the lairs of the earliest dragons. 
  In some lands, kobolds serve chromatic or metallic 
  dragons—even worshiping them as divine beings. 
  In other places, kobolds know too well how danger­
  ous those dragons can be and help others defend 
  against draconic destruction.
  Whatever their relationship to dragons, kobold 
  scales tend to be rust colored, although the occa­
  sional kobold sports a scale color more akin to that 
  of a chromatic or a metallic dragon. A kobold’s cry 
  can express a range of emotion: anger, resolve, 
  elation, fear, and more. Regardless of the emotion 
  expressed, their cry resonates with draconic power.
  Ko b o l d  Tr a it s
  As a kobold, you have the following racial traits. 
  Creature Type. You are a Humanoid.
  Size. You are Small.
  Speed. Your walking speed is 30 feet.
  Darkvision. You can see in dim light within 60 
  feet of you as if it were bright light, and in darkness 
  as if it were dim light. You discern colors in that 
  darkness only as shades of gray.
  Draconic Cry. As a bonus action, you let out a cry 
  at your enemies within 10 feet of you. Until the start 
  of your next turn, you and your allies have advan­
  tage on attack rolls against any of those enemies 
  who could hear you. You can use this trait a number 
  of times equal to your proficiency bonus, and you re­
  gain all expended uses when you finish a long rest.
  Kobold Legacy. Kobolds’ connection to dragons 
  can manifest in unpredictable ways in an individual 
  kobold. Choose one of the following legacy options 
  for your kobold:
  Craftiness. You have proficiency in one of the fol­
  lowing skills of your choice: Arcana, Investigation, 
  Medicine, Sleight of Hand, or Survival.
  Defiance. You have advantage on saving throws to 
  avoid or end the frightened condition on yourself.
  Draconic Sorcery. You know one cantrip of your 
  choice from the sorcerer spell list. Intelligence,
  Wisdom, or Charisma is your spellcasting ability 
  for that cantrip (choose when you select this race).
  CHAPTER 1 | FANTASTICAL RACES
  25
  
  Liz a r d f o l k
  The saurian lizardfolk are thought by some sages to 
  be distant cousins of dragonborn and kobolds. De­
  spite their resemblance to those other scaled folk, 
  however, lizardfolk are their own people and have 
  lived on the worlds of the Material Plane since the 
  worlds’ creation. Gifted by the gods with remarkable 
  physical defenses and a mystical connection to the 
  natural world, lizardfolk can survive with just their 
  wits in situations that would be deadly for other folk. 
  Because of that fact, many lizardfolk myths state 
  that their people were placed by the gods in the Ma­
  terial Plane to guard its natural wonders.
  Lizardfolk have colorful scales and exhibit a wide 
  array of scale patterns. Their individual facial fea­
  tures are as varied as those of lizards.
  Liz a r d f o l k  Tr a it s
  As a lizardfolk, you have the following racial traits. 
  Creature Type. You are a Humanoid.
  Size. You are Medium.
  Speed. Your walking speed is 30 feet, and 
  you have a swimming speed equal to your 
  walking speed.
  Bite. You have a fanged maw that you can use to 
  make unarmed strikes. When you hit with it, the 
  strike deals ld6 + your Strength modifier slashing 
  damage, instead of the bludgeoning damage normal 
  for an unarmed strike.
  Hold Breath. You can hold your breath for up to 
  15 minutes at a time.
  HungryJaws. You can throw yourself into a feed­
  ing frenzy. As a bonus action, you can make a spe­
  cial attack with your Bite. If the attack hits, it deals 
  its normal damage, and you gain temporary hit 
  points equal to your proficiency bonus. You can use 
  this trait a number of times equal to your proficiency 
  bonus, and you regain all expended uses when you 
  finish a long rest.
  Natural Armor. You have tough, scaly skin. When 
  you aren’t wearing armor, your base AC is 13 + your 
  Dexterity modifier. You can use your natural armor 
  to determine your AC if the armor you wear would 
  leave you with a lower AC. A shield’s benefits apply 
  as normal while you use your natural armor.
  Nature's Intuition. Thanks to your mystical con­
  nection to nature, you gain proficiency with two of 
  the following skills of your choice: Animal Handling, 
  Medicine, Nature, Perception, Stealth, or Survival.
  26
  CHAPTER 1 | FANTASTICAL RACES
  
  Min o t a u r
  Minotaurs are barrel-chested humanoids 
  with heads resembling those of bulls.
  Blessed with a supernaturally strong sense 
  of direction, minotaurs make great navigators. 
  Some sages believe minotaurs were first created by 
  the Lady of Pain to patrol the magical mazes that 
  she uses to trap her foes.
  Minotaur horns range in size from about 1 foot 
  long to easily three times that length. Minotaurs 
  often carve their horns to sharpen their edges, 
  etch symbols of power into them, or sheathe 
  them in bronze to prevent them from shattering 
  during battle.
  Thick hair extends down minotaurs’ necks and 
  powerful backs, and some have long patches of hair 
  on their chins and cheeks. Their legs end in heavy, 
  cloven hooves, and they have long, tufted tails.
  Min o t a u r  Tr a it s
  As a minotaur, you have the following racial traits.
  Creature Type. You are a Humanoid.
  Size. You are Medium.
  Speed. Your walking speed is 30 feet.
  Horns. You have horns that you can use to make 
  unarmed strikes. When you hit with them, the 
  strike deals ld6 + your Strength modifier piercing 
  damage, instead of the bludgeoning damage normal 
  for an unarmed strike.
  Goring Rush. Immediately after you take the 
  Dash action on your turn and move at least 20 feet, 
  you can make one melee attack with your Horns as 
  a bonus action.
  Hammering Horns. Immediately after you hit a 
  creature with a melee attack as part of the Attack 
  action on your turn, you can use a bonus action to 
  attempt to push that target with your horns. The 
  target must be within 5 feet of you and no more 
  than one size larger than you. Unless it succeeds 
  on a Strength saving throw against a DC equal to 8 
  + your proficiency bonus + your Strength modifier, 
  you push it up to 10 feet away from you.
  Labyrinthine Recall. You always know which di­
  rection is north, and you have advantage on any Wis­
  dom (Survival) check you make to navigate or track.
  CHAPTER 1 | FANTASTICAL RACES
  
  Or c
  Orcs trace their creation to the one-eyed god 
  Gruumsh, an unstoppable warrior and powerful 
  leader. The divine qualities of Gruumsh resonate 
  within orcs, granting them a reflection of his tough­
  ness and tenacity that can’t be matched, and the 
  god equipped his children to be able to live above or 
  below ground.
  On some worlds, such as Eberron, orcs were 
  among the first defenders of the natural order from 
  the encroachments of Fiends and other extrapla- 
  nar threats. Gruumsh’s blessings have made orcs 
  tireless guardians and mighty allies wherever they 
  are found, even when they turn their devotion to 
  other gods.
  Or c Tr a it s
  As an orc, you have the following racial traits. 
  Creature Type. You are a Humanoid.
  Size. You are Medium.
  Speed. Your walking speed is 30 feet.
  Adrenaline Rush. You can take the Dash action 
  as a bonus action. You can use this trait a number 
  of times equal to your proficiency bonus, and you re­
  gain all expended uses when you finish a long rest.
  Whenever you use this trait, you gain a num­
  ber of temporary hit points equal to your profi­
  ciency bonus.
  Darkvision. You can see in dim light within 60 
  feet of you as if it were bright light, and in darkness 
  as if it were dim light. You discern colors in that 
  darkness only as shades of gray.
  Powerful Build. You count as one size larger 
  when determining your carrying capacity and the 
  weight you can push, drag, or lift.
  Relentless Endurance. When you are reduced to 
  0 hit points but not killed outright, you can drop to 
  1 hit point instead. Once you use this trait, you can’t 
  do so again until you finish a long rest.
  
  Satyr
  Originating in the Feywild—a realm of pure emo­
  tion-satyrs thrive on the energy of merriment. They 
  resemble elves but have goatlike legs, cloven hooves, 
  and ram or goat horns. The magic of the fey realm 
  has given them an innate ability to perform, to de­
  light, and to resist magical intrusion. While they’re 
  usually found in the Feywild, satyrs do wander to 
  other planes of existence, most often to the Material 
  Plane. There they seek to bring a bit of their home 
  plane’s splendor to other worlds.
  Sa t y r  Tr a it s
  As a satyr, you have the following racial traits.
  Creature Type. You are a Fey.
  Size. You are Medium.
  Speed. Your walking speed is 35 feet.
  CHAPTER 1 | FANTASTICAL RACES
  Ram. You can use your head and horns to make 
  unarmed strikes. When you hit with them, the strike 
  deals ld6 + your Strength modifier bludgeoning 
  damage, instead of the bludgeoning damage normal 
  for an unarmed strike.
  Magic Resistance. You have advantage on saving 
  throws against spells.
  Mirthful Leaps. Whenever you make a long 
  jump or a high jump, you can roll a d8 and add the 
  number rolled to the number of feet you cover, even 
  when making a standing jump. This extra distance 
  costs movement as normal.
  Reveler. As an embodiment of revelry, you have 
  proficiency in the Performance and Persuasion 
  skills, and you have proficiency with one musical 
  instrument of your choice.
  29
  
  Se a  El f
  Sea elves fell in love with the wild beauty of the 
  ocean in the earliest days of the multiverse. While 
  other elves traveled from realm to realm, sea elves 
  navigated the currents and explored the waters 
  of many worlds. Today these elves can be found 
  wherever oceans exist, as well as in the Elemental 
  Plane of Water.
  Like other elves, sea elves can live to be over 750 
  years old.
  Se a  El f  Tr a it s
  As a sea elf, you have the following racial traits.
  Creature Type. You are a Humanoid. You are also 
  considered an elf for any prerequisite or effect that 
  requires you to be an elf.
  Size. You are Medium.
  Speed. Your walking speed is 30 feet, and 
  you have a swimming speed equal to your 
  walking speed.
  Child of the Sea. You can breathe air and water, 
  and you have resistance to cold damage.
  El ves o f  Ma ny Rea l ms
  Created by the god Corelion, the first elves were Fey 
  beings who cavorted on various planes of existence, 
  changing their physical forms at will. Outside the glory 
  of Arvandor, their favorite place was the Feywild—a 
  realm of unbridled passion. It was to that place of 
  splendors that elves fled after they were exiled from 
  Corellon’s presence for plotting with their god’s rival, 
  Lolth. And it was there that they transformed from 
  Fey creatures into Humanoids and lost their ability to 
  shape-shift at will. Afterward, they often wept as they 
  realized what they had lost, their sorrow made even 
  deeper by the Feywild’s influence. But in the Feywild, 
  they also discovered the potential joys of being people 
  of fixed forms, and they rediscovered hope once they 
  renounced Lolth’s treachery.
  Most elves eventually spread from the Feywild to 
  other worlds, as wanderlust and curiosity drove them 
  to the far reaches of the multiverse. In those other 
  worlds, elves developed the physical forms now as­
  sociated with them. Because of their original mutable 
  nature, each group of elves mystically took on charac­
  teristics of the environment with which they bonded, 
  whether forests (wood elves), fey crossings in the 
  Material Plane (high elves), the Underdark (drow), 
  the Shadowfell (shadar-kai), the Feywild (eladrin), or 
  oceans (sea elves).
  In some places, Corellon has passed from elves’ 
  memory, but the god’s blood flows within them still, 
  even if they know nothing of its source. That blood is 
  what causes them to evolve after spending centuries 
  connected to a particular environment, so it is only a 
  matter of time before other kinds of elves emerge.
  Darkvision. You can see in dim light within 60 
  feet of you as if it were bright light, and in darkness 
  as if it were dim light. You discern colors in that 
  darkness only as shades of gray.
  Fey Ancestry. You have advantage on saving 
  throws you make to avoid or end the charmed condi­
  tion on yourself.
  Friend of the Sea. Aquatic animals have an 
  extraordinary affinity with your people. You can 
  communicate simple ideas to any Beast that has a 
  swimming speed. It can understand your words, 
  though you have no special ability to understand it 
  in return.
  Keen Senses. You have proficiency in the Percep­
  tion skill.
  Trance. You don’t need to sleep, and magic can’t 
  put you to sleep. You can finish a long rest in 4 
  hours if you spend those hours in a trancelike medi­
  tation, during which you retain consciousness.
  Whenever you finish this trance, you can gain two 
  proficiencies that you don’t have, each one with a 
  weapon or a tool of your choice selected from the 
  Player’s Handbook. You mystically acquire these 
  proficiencies by drawing them from shared elven 
  memory, and you retain them until you finish your 
  next long rest.
  30
  CHAPTER 1 | FANTASTICAL RACES
  
  Sh a d a r -k a i Tr a it s
  As a shadar-kai, you have the following racial traits.
  Creature Type. You are a Humanoid. You are also 
  considered an elf for any prerequisite or effect that 
  requires you to be an elf.
  Size. You are Medium. 
  <|
  Speed. Your walking speed is 30 feet.
  Blessing of the Raven Queen. As a bonus action,
  Sh a d a r -k a i
  Shadar-kai are the elves of the 
  Shadowfell, originally drawn to that 
  dread realm by the Raven Queen. 
  Over the centuries, some of them have 
  continued to serve her, while others have 
  ventured into the Material Plane to forge 
  their own destinies.
  Once shadar-kai were Fey like the rest of their 
  elven kin; now they exist in a state between life and 
  death, thanks to being transformed by the Shadow- 
  fell’s grim energy.
  Shadar-kai have ashen skin tones, and while 
  they’re in the Shadowfell, they also become 
  wizened, reflecting the somber nature of that 
  gloomy plane.
  Like other elves, shadar-kai can live to be over 
  750 years old.
  you can magically teleport up to 30 feet to an un­
  occupied space you can see. You can use this trait
  a number of times equal to your proficiency bonus, 
  and you regain all expended uses when you finish a 
  long rest.
  Starting at 3rd level, you also gain resistance 
  to all damage when you teleport using this trait. 
  The resistance lasts until the start of your next 
  turn. During that time, you appear ghostly and 
  translucent.
  Darkvision. You can see in dim light within 60 
  feet of you as if it were bright light, and in darkness 
  as if it were dim light. You discern colors in that 
  darkness only as shades of gray.
  Fey Ancestry. You have advantage on saving 
  throws you make to avoid or end the charmed condi­
  tion on yourself.
  Keen Senses. You have proficiency in the Percep­
  tion skill.
  Necrotic Resistance. You have resistance to ne­
  crotic damage.
  Trance. You don’t need to sleep, and magic can’t 
  put you to sleep. You can finish a long rest in 4 
  hours if you spend those hours in a trancelike medi­
  tation, during which you retain consciousness.
  Whenever you finish this trance, you can gain two 
  proficiencies that you don’t have, each one with a 
  weapon or a tool of your choice selected from the 
  Player’s Handbook. You mystically acquire these 
  proficiencies by drawing them from shared elven 
  memory, and you retain them until you finish your 
  next long rest.
  CHAPTER 1 | FANTASTICAL RACES
  31
  
  Sh if t e r
  Shifters are sometimes called weretouched, as they 
  are descendants of people who contracted full or 
  partial lycanthropy. Humanoids with a bestial as­
  pect, shifters can’t fully change shape, but they can 
  temporarily enhance their animalistic features by 
  entering a state they call shifting.
  Shifters are similar to humans in height and build 
  but are typically more lithe and flexible. Their facial 
  features have a bestial cast, often with large eyes 
  and pointed ears; most shifters also have prominent 
  canine teeth. They grow fur-like hair on nearly every 
  part of their bodies. While a shifter’s appearance 
  might remind an onlooker of an animal, they remain 
  clearly identifiable as shifters even when at their 
  most feral.
  Most shifters resemble a particular kind of ly- 
  canthrope. You can choose the kind of lycanthrope 
  in your past, or you can determine it randomly by 
  rolling on the Lycanthrope Ancestor table. The table 
  also provides a suggestion for the Shifting option 
  you might have as a result of your ancestry.
  Lycanthrope Ancestor
  d6
  Ancestor
  Suggested Shifting Option
  1
  Werebear
  Beasthide
  2
  Wereboar
  Beasthide
  3
  Wererat
  Swiftstride
  4
  Weretiger
  Swiftstride
  5
  Werewolf (wolflike)
  Longtooth
  6
  Werewolf (doglike)
  Wildhunt
  Sh if t e r  Tr a it s
  As a shifter, you have the following racial traits.
  Creature Type. You are a Humanoid.
  Size. You are Medium.
  Speed. Your walking speed is 30 feet.
  Bestial Instincts. Channeling the beast within, 
  you have proficiency in one of the following skills 
  of your choice: Acrobatics, Athletics, Intimidation, 
  or Survival.
  Darkvision. You can see in dim light within 60 
  feet of you as if it were bright light, and in darkness 
  as if it were dim light. You discern colors in that 
  darkness only as shades of gray.
  Shifting. As a bonus action, you can assume a 
  more bestial appearance. This transformation lasts 
  for 1 minute, until you die, or until you revert to your 
  normal appearance as a bonus action. When you 
  shift, you gain temporary hit points equal to 2 x your 
  proficiency bonus. You can shift a number of times 
  equal to your proficiency bonus, and you regain all 
  expended uses when you finish a long rest.
  Whenever you shift, you gain an additional benefit 
  based on one of the following options (choose when 
  you select this race):
  Beasthide. You gain ld6 additional temporary hit 
  points. While shifted, you have a +1 bonus to your 
  Armor Class.
  Longtooth. When you shift and as a bonus action 
  on your other turns while shifted, you can use 
  your elongated fangs to make an unarmed strike. 
  If you hit with your fangs, you can deal piercing 
  damage equal to ld6 + your Strength modifier, 
  instead of the bludgeoning damage normal for an 
  unarmed strike.
  Swiftstride. While shifted, your walking speed in­
  creases by 10 feet. Additionally, you can move up 
  to 10 feet as a reaction when a creature ends its 
  turn within 5 feet of you. This reactive movement 
  doesn’t provoke opportunity attacks.
  Wildhunt. While shifted, you have advantage on 
  Wisdom checks, and no creature within 30 feet 
  of you can make an attack roll with advantage 
  against you unless you’re incapacitated.
  32
  CHAPTER 1 | FANTASTICAL RACES
  
  Ta b a x i
  Created by the Cat Lord—a divine being of the Up­
  per Planes—to blend the qualities of humanoids 
  and cats, tabaxi are a varied people in both attitude 
  and appearance. In some lands, tabaxi live like the 
  cats they resemble, naturally curious and at home in 
  playful environments. In other places, tabaxi live as 
  other folk do, not exhibiting the feline behavior the 
  Cat Lord intended.
  Tabaxi’s appearance is as varied as their attitudes. 
  Some tabaxi have features or patterning in their fur 
  like tigers, jaguars, or other big cats, while others 
  have appearances more like a house cat. Still others 
  have unique patterns or might style their fur to their 
  preferences—or might even be hairless!
  Ta b a x i Tr a it s
  As a tabaxi, you have the following racial traits.
  Creature Type. You are a Humanoid.
  Size. You are Medium or Small. You choose the 
  size when you select this race.
  Speed. Your walking speed is 30 feet, and you 
  have a climbing speed equal to your walking speed.
  Cat's Claws. You can use your claws to make un­
  armed strikes. When you hit with them, the strike 
  deals ld6 + your Strength modifier slashing dam­
  age, instead of the bludgeoning damage normal for 
  an unarmed strike.
  Cat's Talent. You have proficiency in the Percep­
  tion and Stealth skills.
  Darkvision. You can see in dim light within 60 
  feet of you as if it were bright light, and in darkness 
  as if it were dim light. You discern colors in that 
  darkness only as shades of gray.
  Feline Agility. Your reflexes and agility allow you 
  to move with a burst of speed. When you move on 
  your turn in combat, you can double your speed 
  until the end of the turn. Once you use this trait, 
  you can’t use it again until you move 0 feet on one of 
  your turns.
  CHAPTER 1 | FANTASTICAL RACES
  33
  
  Tortles have a saying: “We wear our homes on our 
  backs.” These turtle folk live on many worlds, most 
  often journeying up and down coasts, along water­
  ways, and across the sea. Tortles don’t have a uni­
  fied story of how they were created, but they all have 
  a sense of being mystically connected to the natural 
  world. Carrying their shelter on their backs gives 
  tortles a special feeling of security wherever they 
  go, for even if they visit a far, unknown country, they 
  have a place to lay their heads.
  Tortles exhibit the same range of coloration and 
  patterns found among turtles, and many tortles en­
  joy adorning their shells in distinctive ways.
  To r t l e Tr a it s
  As a tortle, you have the following racial traits. 
  Creature Type. You are a Humanoid.
  Size. You are Medium or Small. You choose the 
  size when you select this race.
  Speed. Your walking speed is 30 feet.
  Claws. You have claws that you can use to make 
  unarmed strikes. When you hit with them, the strike 
  deals ld6 + your Strength modifier slashing dam­
  age, instead of the bludgeoning damage normal for 
  an unarmed strike.
  Hold Breath. You can hold your breath for up 
  to 1 hour.
  Natural Armor. Your shell provides you a base 
  AC of 17 (your Dexterity modifier doesn’t affect this 
  number). You can’t wear light, medium, or heavy ar­
  mor, but if you are using a shield, you can apply the 
  shield’s bonus as normal.
  Nature's Intuition. Thanks to your mystical con­
  nection to nature, you gain proficiency with one of 
  the following skills of your choice: Animal Handling, 
  Medicine, Nature, Perception, Stealth, or Survival.
  Shell Defense. You can withdraw into your shell 
  as an action. Until you emerge, you gain a +4 bonus 
  to your AC, and you have advantage on Strength 
  and Constitution saving throws. While in your shell, 
  you are prone, your speed is 0 and can’t increase, 
  you have disadvantage on Dexterity saving throws, 
  you can’t take reactions, and the only action you can 
  take is a bonus action to emerge from your shell.
  34
  CHAPTER 1 | FANTASTICAL RACES
  
  Tr it o n
  Originally from the Elemental Plane of Water, many 
  tritons entered the Material Plane centuries ago in 
  response to the growing threat of evil elementals. 
  Those tritons spread across the worlds’ oceans, 
  protecting the surface from terrors in the deep. Over 
  time, triton have extended their stewardship over 
  the sea floor to the ocean’s surface.
  Tritons have webbed hands and feet, small fins 
  on their calves, and coloration that favors blues 
  and greens.
  Tr it o n  Tr a it s
  As a triton, you have the following racial traits.
  Creature Type. You are a Humanoid.
  Size. You are Medium.
  Speed. Your walking speed is 30 feet, and 
  you have a swimming speed equal to your 
  walking speed.
  Amphibious. You can breathe air and water.
  Control Air and Water. You can cast fog cloud 
  with this trait. Starting at 3rd level, you can cast 
  the gust of wind spell with this trait. Starting at 5th 
  level, you can also cast the water walk spell with it. 
  Once you cast any of these spells with this trait, you 
  can’t cast that spell with it again until you finish a 
  long rest. You can also cast these spells using any 
  spell slots you have of the appropriate level.
  Intelligence, Wisdom, or Charisma is your spell­
  casting ability for these spells when you cast them 
  with this trait (choose when you select this race).
  Darkvision. You can see in dim light within 60 
  feet of you as if it were bright light and in darkness 
  as if it were dim light. You discern colors in that 
  darkness only as shades of gray.
  Emissary of the Sea. You can communicate sim­
  ple ideas to any Beast, Elemental, or Monstrosity 
  that has a swimming speed. It can understand your 
  words, though you have no special ability to under­
  stand it in return.
  Guardian of the Depths. Adapted to the frigid 
  ocean depths, you have resistance to cold damage.
  CHAPTER 1 | FANTASTICAL RACES
  35
  
  Yu a n -t i
  Yuan-ti were originally humans who transformed 
  themselves into serpent folk through ancient rituals. 
  Most yuan-ti were corrupted into monsters by those 
  rites, but some yuan-ti instead became a new people 
  who mix characteristics of humans and snakes.
  Blessed with resistance to magical and poison­
  ous effects by the rituals that created them, each of 
  these yuan-ti manifests their serpentine heritage 
  in a variety of ways: a forked tongue, snake eyes, a 
  snakelike nose, or some other ophidian characteris­
  tic. However a yuan-ti looks, they have the power to 
  pursue great good or evil in the multiverse.
  Yu a n -t i Tr a it s
  As a yuan-ti, you have the following racial traits.
  Creature Type. You are a Humanoid.
  Size. You are Medium or Small. You choose the 
  size when you select this race.
  Speed. Your walking speed is 30 feet.
  Darkvision. You can see in dim light within 60 
  feet of you as if it were bright light, and in darkness 
  as if it were dim light. You discern colors in that 
  darkness only as shades of gray.
  Magic Resistance. You have advantage on saving 
  throws against spells.
  Poison Resilience. You have advantage on sav­
  ing throws you make to avoid or end the poisoned 
  condition on yourself. You also have resistance to 
  poison damage.
  Serpentine Spellcasting. You know the poison 
  spray cantrip. You can cast animal friendship an un­
  limited number of times with this trait, but you can 
  target only snakes with it. Starting at 3rd level, you 
  can also cast suggestion with this trait. Once you 
  cast it, you can’t do so again until you finish a long 
  rest. You can also cast it using any spell slots you 
  have of 2nd level or higher.
  Intelligence, Wisdom, or Charisma is your spell­
  casting ability for these spells when you cast them 
  with this trait (choose when you select this race).
  36
  CHAPTER 1 | FANTASTICAL RACES
  
  Be s t ia r y
  CHAPTER 2 | BESTIARY
  wovxsiirous
  TASHA
  A»9 JneH* 
  ,loye
  HIS BESTIARY PROVIDES GAME STATISTICS 
  and lore for more than 250 monsters, which 
  are suitable for any D&D campaign. The 
  chapter includes old favorites from past edi­
  tions of the game as well as creatures created for 
  the current edition.
  This chapter is a companion to the Monster Man­
  ual and adopts a similar presentation. If you are un­
  familiar with the monster stat block format, read the 
  introduction of the Monster Manual before proceed­
  ing further. It explains stat block terminology and 
  gives rules for various monster traits—information 
  that isn’t repeated here.
  The creatures in this bestiary are organized alpha­
  betically. A few are gathered under a group heading; 
  for example, the “Dinosaurs” section contains stat 
  blocks for various dinosaurs.
  Herein you will find some weapons that deal un­
  usual damage types and spellcasting that functions 
  in atypical ways. Such an exception is a special 
  feature of a monster and represents how it uses 
  the weapon or casts its spells; the exception has 
  no affect on how a weapon or a spell functions for 
  someone else.
  Finally, if a stat block contains the name of a class 
  in the monster’s name or in parentheses under the 
  name, the monster is considered a member of that 
  class for the purpose of meeting prerequisites for 
  magic items.
  
  Ab is h a is
  Each abishai was once a mortal who 
  somehow won Tiamat’s favor before 
  death and, as a reward, found its soul 
  transformed into a draconic devil to serve 
  at her pleasure in the Nine Hells. Each 
  type of abishai is associated with one of 
  Tiamat’s five dragon heads: black, blue, 
  green, red, and white.
  Tiamat deploys abishais as her agents, 
  sending them forth to represent her 
  interests in the Hells and across the mul­
  tiverse. Some have simple tasks, such as 
  delivering a message to cultists. Others 
  have greater responsibilities, such as 
  leading large groups, assassinating tar­
  gets, and serving in armies. In all cases, 
  abishais are fanatically loyal to Tiamat, 
  ready to lay down their lives if needed.
  Abishais stand outside the normal hierarchy of 
  the Nine Hells, having their own chain of command 
  and ultimately answering to Tiamat (and Asmodeus, 
  when he chooses to use them). Other archdevils can 
  command abishais to work for them, but most arch­
  devils do so rarely, since it is never clear whether 
  an abishai follows Tiamat’s orders or Asmodeus’s. 
  There is inherent risk in countermanding an order 
  given by Tiamat, but interfering with Asmodeus’s 
  plans invites certain destruction.
  Bl a c k  Ab is h a i
  Expert assassins and infiltrators, black abishais can 
  weave shadows to mask their presence, allowing 
  them to reach a location where they can deliver a 
  fatal strike to their targets.
  Bl a c k  Ab is h a i
  Medium Fiend (Devil), Typically Lawful Evil
  Armor Class 15 (natural armor) 
  Hit Points 58 (9d8 + 18) 
  Speed 30 ft., fly 40 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  14 (+2)
  17 (+3)
  14 (+2)
  13 (+1)
  16 (+3)
  11 (+0)
  Saving Throws Dex +6, Wis +6
  Skills Perception +6, Stealth +6
  Damage Resistances cold; bludgeoning, piercing, and slashing 
  from nonmagical attacks that aren’t silvered
  Damage Immunities acid, fire, poison
  Condition Immunities poisoned
  Senses darkvision 120 ft., passive Perception 16
  Languages Draconic, Infernal, telepathy 120 ft.
  Challenge 7 (2,900 XP) 
  Proficiency Bonus +3
  Devil’s Sight. Magical darkness doesn’t impede the abishai's 
  darkvision.
  Magic Resistance. The abishai has advantage on saving throws 
  against spells and other magical effects.
  Ac t io n s
  Multiattack. The abishai makes one Bite attack and two Scim­
  itar attacks.
  Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. 
  Hit: 8 (IdlO + 3) piercing damage plus 9 (2d8) acid damage.
  Scimitar. Melee Weapon Attack: +6 to hit, reach 5 ft., one tar­
  get. Hit: 6 (1 d6 + 3) force damage.
  Creeping Darkness (Recharge 6). The abishai casts darkness at 
  a point within 120 feet of it, requiring no spell components or 
  concentration. Wisdom is its spellcasting ability for this spell. 
  While the spell persists, the abishai can move the area of dark­
  ness up to 60 feet as a bonus action.
  Bo n u s Ac t io n s
  Shadow Stealth. While in dim light or darkness, the abishai 
  takes the Hide action.
  38
  CHAPTER 2 | BESTIARY
  
  Blue Abishai
  Seekers of forgotten lore and lost relics, blue 
  abishais are the most cunning and learned of their 
  kind. Their research into occult subjects gleaned 
  from tomes plundered from across the multiverse 
  enables them to become accomplished spellcasters. 
  They use their magic to devastate Tiamat’s enemies.
  Green Abishai
  Green abishais are adept at discovering secrets and 
  other sensitive information, while their diplomatic 
  skills and their magic ensure they can manipulate 
  even the shrewdest opponents.
  Red Abishai
  Red abishais have no equals among the abishais 
  when it comes to leadership ability and raw power. 
  Red abishais lead other devils into battle or take 
  charge of troublesome cults to ensure that they 
  continue to carry out Tiamat’s commands. A red 
  abishai cuts a fearsome figure, and that sight can be 
  inspiring to the abishai’s allies, filling them with a 
  fanatical willingness to fight.
  White Abishai
  White abishais fight with a reckless fury, making 
  them ideally suited for bolstering the ranks of Tia­
  mat’s armies. White abishais fight without fear, be­
  coming whirlwinds of destruction on the battlefield.
  Blue Abishai
  Medium Fiend (Devil, Wizard), Typically Lawful Evil
  Armor Class 19 (natural armor) 
  Hit Points 202 (27d8 + 81) 
  Speed 30 ft., fly 50 ft.
  STR DEX CON INT WIS CHA
  15 (+2) 
  14 (+2) 
  17 (+3) 
  22 (+6) 23 (+6) 18 (+4)
  Saving Throws I nt +12, Wis +12
  Skills Arcana +12
  Damage Resistances cold; bludgeoning, piercing, and slashing 
  from nonmagical attacks that aren’t silvered
  Damage Immunities fire, lightning, poison
  Condition Immunities poisoned
  Senses darkvision 120 ft., passive Perception 16
  Languages Draconic, Infernal, telepathy 120 ft.
  Challenge 17 (18,000 XP) 
  Proficiency Bonus +6
  Devil’s Sight. Magical darkness doesn’t impede the abishai’s 
  darkvision.
  Actions
  Multiattack. The abishai makes three Bite or Lightning 
  Strike attacks.
  Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one tar­
  get. Hit: 13 (2dl0 + 2) piercing damage plus 14 (4d6) light­
  ning damage.
  Lightning Strike. Ranged Spell Attack: +12 to hit, range 120 ft., 
  one target. Hit: 36 (8d8) lightning damage.
  Spellcasting. The abishai casts one of the following spells, us­
  ing Intelligence as the spellcasting ability (spell save DC 20):
  At will: disguise self, mage hand, minor illusion 
  2/day each: charm person, dispel magic, greater invisibility, 
  wall of force
  Bonus Actions
  Teleport. The abishai teleports, along with any equipment it is 
  wearing or carrying, up to 30 feet to an unoccupied space that 
  it can see.
  Magic Resistance. The abishai has advantage on saving throws 
  against spells and other magical effects.
  1 " - - -- ■ ■ ----- ■ - - -*- ■'-**•J---------•«- - - -
  CHAPTER 2 | BESTIARY
  39
  
  Green Abishai
  Medium Fiend (Devil), Typically Lawful Evil
  Armor Class 18 (natural armor) 
  Hit Points 195 (26d8 + 78) 
  Speed 30 ft., fly 40 ft.
  STR DEX CON INT WIS CHA
  12 (+1) 
  17 (+3) 
  16 (+3) 
  17 (+3) 
  12 (+1) 
  19 (+4)
  Saving Throws Int +8, Cha +9
  Skills Deception +9, Insight +6, Perception +6, Persuasion +9
  Damage Resistances cold; bludgeoning, piercing, and slashing 
  from nonmagical attacks that aren’t silvered
  Damage Immunities fire, poison
  Condition Immunities poisoned
  Senses darkvision 120 ft., passive Perception 16
  Languages Draconic, Infernal, telepathy 120 ft.
  Challenge 15 (13,000 XP) 
  Proficiency Bonus +5
  Magic Resistance. The abishai has advantage on saving throws 
  against spells and other magical effects.
  Ac t io n s
  Multiattack. The abishai makes two Fiendish Claw attacks, or it 
  makes one Fiendish Claw attack and uses Spellcasting.
  Fiendish Claw. Melee Weapon Attack: +8 to hit, reach 5 ft., one 
  target. Hit: 12 (2d8 + 3) force damage. If the target is a crea­
  ture, it must succeed on a DC 16 Constitution saving throw or 
  take 16 (3dl0) poison damage and become poisoned for 1 min­
  ute. The poisoned target can repeat the saving throw at the end 
  of each of its turns, ending the effect on itself on a success.
  Spellcasting. The abishai casts one of the following spells, 
  requiring no material components and using Charisma as the 
  spellcasting ability (spell save DC 17):
  At will: alter self major image
  3/day each: charm person, detect thoughts, fear 
  1/day each: confusion, dominate person, mass suggestion
  Devil’s Sight. Magical darkness doesn’t impede the abishai’s 
  darkvision.
  Red Abishai
  Medium Fiend (Devil), Typically Lawful Evil
  Armor Class 22 (natural armor)
  Hit Points 289 (34d8+ 136)
  Speed 30 ft., fly 50 ft.
  STR DEX CON INT WIS CHA
  23 (+6) 
  16 (+3) 
  19 (+4) 
  14 (+2) 
  15 (+2) 
  19 (+4)
  Saving Throws Str +12, Con +10, Wis +8
  Skills Intimidation +10, Perception +8
  Damage Resistances cold; bludgeoning, piercing, and slashing 
  from nonmagical attacks that aren’t silvered
  Damage Immunities fire, poison
  Condition Immunities frightened, poisoned
  Senses darkvision 120 ft., passive Perception 18
  Languages Draconic, Infernal, telepathy 120 ft.
  Challenge 19 (22,000 XP) 
  Proficiency Bonus +6
  Devil’s Sight. Magical darkness doesn’t impede the abishai's 
  darkvision.
  Magic Resistance. The abishai has advantage on saving throws 
  against spells and other magical effects.
  Ac t io n s
  Multiattack. The abishai makes one Bite attack and one Claw
  attack, and it can use Frightful Presence or Incite Fanaticism.
  i. .... . 
  —......
  Bite. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. 
  Hit: 22 (3dl0 + 6) piercing damage plus 38 (7dl0) fire damage.
  Claw. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. 
  Hit: 17 (2dl0 + 6) force damage plus 11 (2dl0) fire damage.
  Frightful Presence. Each creature of the abishai’s choice that 
  is within 120 feet and aware of the abishai must succeed on a 
  DC 18 Wisdom saving throw or become frightened of it for 1 
  minute. A creature can repeat the saving throw at the end of 
  each of its turns, ending the effect on itself on a success. If a 
  creature’s saving throw is successful or the effect ends for it, 
  the creature is immune to the abishai’s Frightful Presence for 
  the next 24 hours.
  Incite Fanaticism. The abishai chooses up to four other crea­
  tures within 60 feet of it that can see it. Until the start of the 
  abishai’s next turn, each of those creatures makes attack rolls 
  with advantage and can’t be frightened.
  Power of the Dragon Queen. The abishai targets one Dragon it 
  can see within 120 feet of it. The Dragon must make a DC 18 
  Charisma saving throw. A chromatic dragon makes this save 
  with disadvantage. On a successful save, the target is immune 
  to the abishai’s Power of the Dragon Queen for 1 hour. On 
  a failed save, the target is charmed by the abishai for 1 hour. 
  While charmed in this way, the target regards the abishai as a 
  trusted friend to be heeded and protected. This effect ends if 
  the abishai or its companions deal damage to the target.
  40
  CHAPTER 2 | BESTIARY
  
  Wh it e  Ab is h a i
  Medium Fiend (Devil), Typically Lawful Evil
  Armor Class 15 (natural armor) 
  Hit Points 68 (8d8 + 32)
  Speed 30 ft., fly 40 ft.
  STR DEX CON INT WIS CHA
  16 (+3) 
  11 (+0) 
  18 (+4) 
  11 (+0) 
  12 (+1) 
  13 (+1)
  Saving Throws Str +6, Con +7
  Damage Resistances bludgeoning, piercing, and slashing from 
  nonmagical attacks that aren’t silvered
  Damage Immunities cold, fire, poison
  Condition Immunities poisoned
  Senses darkvision 120 ft., passive Perception 11
  Languages Draconic, Infernal, telepathy 120 ft.
  Challenge 6 (2,300 XP) 
  Proficiency Bonus +3
  Devil’s Sight. Magical darkness doesn’t impede the abishai’s 
  darkvision.
  Magic Resistance. The abishai has advantage on saving throws 
  against spells and other magical effects.
  - ...... .... ...... —........ . . . . ।
  Reckless. At the start of its turn, the abishai can gain advantage 
  on all melee weapon attack rolls during that turn, but attack 
  rolls against it have advantage until the start of its next turn.
  Ac t io n s
  Multiattack. The abishai makes one Bite attack, one Claw at­
  tack, and one Longsword attack.
  Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. 
  Hit: 5 (1 d4 + 3) piercing damage plus 3 (1 d6) cold damage.
  Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., one target.
  Hit: 8 (IdlO + 3) slashing damage.
  Longsword. Melee Weapon Attack: +6 to hit, reach 5 ft., one 
  target. Hit: 7 (ld8 + 3) force damage, or 8 (IdlO + 3) force 
  damage if used with two hands.
  Reac t io n s
  Vicious Reprisal. In response to taking damage, the abishai 
  makes one Bite attack against a random creature within 5 feet 
  of it. If no creature is within reach, the abishai moves up to 
  half its speed toward an enemy it can see, without provoking 
  opportunity attacks.
  -.......... —-i
  CHAPTER 2 | BESTIARY
  41
  
  Al h o o n
  Mind flayers that pursue arcane magic are exiled as 
  deviants, and for them no everlasting communion 
  with an elder brain (appears in this book) is possi­
  ble. The road to lichdom offers an alternative way 
  to escape the permanency of death, but that path is 
  long and fraught with barriers. Alhoons are mind 
  flayers who have used a shortcut to attain a lich- 
  like state.
  Elder brains forbid mind flayers from pursuing 
  magic power aside from psionics, but it isn’t an in­
  terdiction they must often enforce. Illithids brook no 
  masters but members of their own kind, so it isn’t 
  in their nature to bow to any god or otherworldly 
  patron. However, wizardry remains a temptation. In 
  the pages of a spellbook, an illithid sees a system to 
  acquire authority. Through the writings of the wiz­
  ard who penned it, the illithid perceives the work­
  ings of a highly intelligent mind. Most mind flayers 
  who find a spellbook react with abhorrence or indif­
  ference, but for some, a spellbook is a gateway to a 
  new way of thinking.
  For a time, the study of such forbidden texts can 
  be hidden from other illithids and even from an 
  elder brain. Yet eventually, mind flayer arcanists 
  determined to pursue wizardry must flee the colony 
  for their own safety. Once they taste freedom from 
  the colony, some prize their privacy, others seek to 
  commune with similar minds, and still others seek 
  to dominate a colony by elevating themselves to the 
  position of leadership normally held by an elder 
  brain. Regardless, all such arcanists face the same 
  stark fact: when they die, they will not join the host 
  of minds in the elder brain—deviant minds are never 
  accepted as part of the collective. For them, death 
  means oblivion.
  Lichdom offers salvation and the prospect of being 
  able to pursue knowledge indefinitely. Yet learning 
  the secret of achieving lichdom requires an arcane 
  spellcaster to be at the apex of power—a significant 
  challenge for mind flayers, given the scarcity of 
  available mentors and training.
  Confronting this reality, a group of nine mind 
  flayer arcanists used their arcane magic and psion­
  ics to weave a new truth. These nine called them­
  selves the Alhoon, and those who follow in their 
  footsteps are referred to by the same name.
  Co l l a b o r a t iv e Un d e a t h
  To become alhoons, mind flayer arcanists must co­
  operate in the creation of a periapt of mind trapping, 
  a fist-sized container made of silver, emerald, and 
  amethyst. The process requires at least three mind 
  flayer arcanists and the sacrifice of an equal number 
  of souls from living victims in a three-day-long ritual 
  of spellcasting and psionic communion. Upon its 
  completion, free-willed undeath is conferred on the 
  mind flayers, turning them into alhoons.
  Initially, an alhoon can be difficult to distinguish 
  from a normal mind flayer. The most obvious dif­
  ference is the lack of a mind flayer’s ever-present 
  mucus coating. Without that protection, an alhoon’s 
  skin becomes dry and cracked, and its eyes might 
  appear shriveled and sunken. Both of these clues 
  are easily missed by someone who hasn’t seen a 
  mind flayer. However, in short order, an alhoon’s 
  flesh withers away and its empty eye sockets gleam 
  with cold pinpricks of light like those of other liches.
  Unlike a true lich’s phylactery, the periapt of mind 
  trapping doesn’t restore the alhoons to undeath if 
  they are destroyed. Instead, a destroyed alhoon’s 
  mind is transferred to the periapt, where it remains 
  in communion with any other trapped alhoon 
  minds, as well as the souls of those sacrificed.
  The undeath conferred by a periapt of mind trap­
  ping lasts only so long as the life of the living victim 
  selected. Thus an alhoon who sacrificed a 200-year- 
  old elf looks forward to a much longer existence 
  than one that sacrificed a 35-year-old person. Al­
  hoons can extend their existence by repeating the 
  ritual with new victims, effectively resetting the 
  clocks for themselves.
  Destroying a periapt of mind trapping consigns 
  those trapped within it to oblivion, and thus alhoons 
  often work together to create elaborate protections 
  for their periapt and their preferred ritual site. 
  Sometimes a single alhoon is entrusted with the 
  periapt of mind trapping, but this is a dangerous 
  proposition. Anyone who holds the periapt gains 
  advantage on attacks, saving throws, and checks 
  against the alhoons associated with its creation, 
  and those alhoons in turn suffer disadvantage on at­
  tacks, saving throws, and checks against the holder. 
  In addition, the holder can telepathically commu­
  nicate with any sacrificed soul trapped within, and 
  alhoons within the periapt can speak telepathically 
  with the holder. A creature carrying the periapt 
  can’t prevent communication from alhoons but can 
  silence trapped souls.
  4,2 CHAPTER 2 | BESTIARY
  
  Al h o o n
  Medium Undead (Mind Flayer, Wizard), Typically Neutral Evil
  Armor Class 15 (natural armor) 
  Hit Points 150 (20d8 + 60) 
  Speed 30 ft., fly 15 ft. (hover)
  STR DEX CON INT WIS CHA
  11 (+0) 
  12 (+1) 
  16 (+3) 
  19 (+4) 
  17 (+3) 
  17 (+3)
  Saving Throws Con +7, Int +8, Wis +7, Cha +7
  Skills Arcana +8, Deception +7, History +8, Insight +7,
  Perception +7, Stealth +5
  Damage Resistances cold, lightning, necrotic
  Damage Immunities poison
  Condition Immunities charmed, exhaustion, frightened, 
  paralyzed, poisoned
  Senses truesight 120 ft., passive Perception 17
  Languages Deep Speech, Undercommon, telepathy 120 ft.
  Challenge 10 (5,900 XP) 
  Proficiency Bonus +4
  Magic Resistance. The alhoon has advantage on saving throws 
  against spells and other magical effects.
  Turn Resistance. The alhoon has advantage on saving throws 
  against any effect that turns Undead.
  Ac t io n s _________________________________
  Multiattack. The alhoon makes two Chilling Grasp or Arcane 
  Bolt attacks.
  Chilling Grasp. Melee Spell Attack: +8 to hit, reach 5 ft., one 
  target. Hit: 14 (4d6) cold damage, and the alhoon regains 14 
  hit points.
  Arcane Bolt. Ranged Spell Attack: +8 to hit, range 120 ft., one 
  target. Hit: 28 (8d6) force damage.
  Mind Blast (Recharge 5-6). The alhoon magically emits psy­
  chic energy in a 60-foot cone. Each creature in that area must 
  succeed on a DC 16 Intelligence saving throw or take 22 (4d8 + 
  4) psychic damage and be stunned for 1 minute. A target can 
  repeat the saving throw at the end of each of its turns, ending 
  the effect on itself on a success.
  Spellcasting. The alhoon casts one of the following spells, re­
  quiring no material components and using Intelligence as the 
  spellcasting ability (spell save DC 16):
  At will: dancing lights, detect magic, detect thoughts, disguise self, 
  mage hand, prestidigitation
  1/day each: dominate monster, globe of invulnerability, invisibility, 
  modify memory, plane shift (self only), wall offorce
  Reac t io n s
  Negate Spell (3/Day). The alhoon targets one creature it can 
  see within 60 feet of it that is casting a spell. If the spell is 3rd 
  level or lower, the spell fails, but any spell slots or charges are 
  not wasted.
  ....................................1 .. .. _______
  CHAPTER 2 | BESTIARY
  43
  
  Al k il it h
  Medium Fiend (Demon), Typically Chaotic Evil
  Armor Class 17 (natural armor) 
  Hit Points 168 (16d8 + 96) 
  Speed 40 ft., climb 40 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  12 (+1)
  19 (+4)
  22 (+6)
  6 (-2)
  11 (+0)
  7 H)
  Saving Throws Dex +8, Con +10
  Skills Stealth +8
  Damage Resistances acid, cold, fire, lightning; bludgeoning, 
  piercing, and slashing from nonmagical attacks
  Damage Immunities poison
  Condition Immunities charmed, frightened, poisoned
  Senses darkvision 120 ft., passive Perception 10
  Languages understands Abyssal but can’t speak
  Challenge 11 (7,200 XP)
  Proficiency Bonus +4
  Al k il it h
  An alkilith is easily mistaken for some kind of foul 
  fungal growth that appears on doorways, windows, 
  and other portals. These dripping infestations 
  conceal the demonic nature of the alkilith, making 
  what should be a dire warning appear strange but 
  otherwise innocuous. Wherever alkiliths take root, 
  they weaken the fabric of reality, creating a portal 
  through which even nastier demons can invade.
  The appearance of an alkilith in the world heralds 
  a great wrongness and an imminent catastrophe. 
  An alkilith searches for an aperture such as a win­
  dow or a door around which it can take root, stretch­
  ing its body around the opening and anchoring itself 
  with a sticky secretion. If left undisturbed, the open­
  ing becomes attuned to the Abyss and eventually 
  becomes a portal to that plane (see “Planar Portals” 
  in the Dungeon Master’s Guide).
  Alkiliths spring from cast-off bits of the hideous, 
  shuddering body of Juiblex (appears in this book). 
  They gradually become self-aware and seek to find 
  their way onto the Material Plane. Since most cult­
  ists consider them too risky to summon—they can, 
  after all, create portals to the Abyss—alkiliths must 
  find other escape routes out of their native plane.
  Abyssal Rift. If the alkilith surrounds a door, window, or similar 
  opening continuously for 6d6 days, the opening becomes a per­
  manent portal to a random layer of the Abyss.
  Amorphous. The alkilith can move through a space as narrow as 
  1 inch wide without squeezing.
  False Appearance. If the alkilith is motionless at the start of 
  combat, it has advantage on its initiative roll. Moreover, if a 
  creature hasn't observed the alkilith move or act, that creature 
  must succeed on a DC 18 Intelligence (Investigation) check to 
  discern that the alkilith isn't ordinary slime or fungus.
  Foment Confusion. Any creature that isn’t a demon that starts 
  its turn within 30 feet of the alkilith must succeed on a DC 18 
  Wisdom saving throw, or it hears a faint buzzing in its head for 
  a moment and has disadvantage on its next attack roll, saving 
  throw, or ability check.
  If the saving throw against Foment Confusion fails by 5 or 
  more, the creature is instead subjected to the confusion spell 
  for 1 minute (no concentration required by the alkilith). While 
  under the effect of that confusion, the creature is immune to 
  Foment Confusion.
  Magic Resistance. The alkilith has advantage on saving throws 
  against spells and other magical effects.
  Spider Climb. The alkilith can climb difficult surfaces, such as 
  upside down on ceilings, without making an ability check.
  Unusual Nature. The alkilith doesn't require air, food, 
  drink, or sleep.
  Ac t io n s
  Multiattack. The alkilith makes three Tentacle attacks.
  Tentacle. Melee Weapon Attack: +8 to hit, reach 15 ft., one tar­
  get. Hit: 18 (4d6 + 4) acid damage.
  .............. 
  .......~....................... • 
  , 
  '-r.' "" 1 
  . i
  44
  CHAPTER 2 | BESTIARY
  
  Al l ip
  When a creature uncovers a secret that a powerful 
  being has protected with a mighty curse, the result 
  is often the creation of an allip. Secrets protected 
  in this manner range in scope from a demon lord’s 
  true name to the hidden truths of the cosmic order. 
  The creature acquires the secret, but the curse an­
  nihilates its body and leaves behind a spectral being 
  composed of fragments from the victim’s psyche 
  and overwhelming psychic agony.
  Every allip is wracked with a horrifying insight 
  that torments what remains of its mind. In the pres­
  ence of other creatures, an allip seeks to relieve this 
  burden by sharing its secret. The creature can im­
  part only a shard of the knowledge that doomed it, 
  but that piece is enough to wrack the recipient with 
  temporary mental anguish and violent compulsions. 
  The survivors of an allip’s attack are sometimes 
  left with a compulsion to learn more about what 
  spawned this monstrosity. Strange phrases echo 
  through their minds, and weird visions occupy their 
  dreams. The sense that some colossal truth sits just 
  outside their recall plagues them for days, months, 
  and sometimes years after their fateful encounter.
  In s id io u s Lo r e
  An allip might attempt to share its lore to escape its 
  curse and enter the afterlife. It can transfer knowl­
  edge from its mind by guiding another creature to 
  write down what it knows. This process takes days 
  or possibly weeks. An allip can accomplish this task 
  by lurking in the study or workplace of a scholar. If 
  the allip remains hidden, its victim is gradually over­
  come by frantic energy. A scholar, driven by sudden 
  insights to work night and day, produces reams of 
  text with little memory of exactly what the docu­
  ments contain. If the allip succeeds, it passes from 
  the world—and its terrible secret hides somewhere 
  in the scholar’s text, waiting to be discovered by its 
  next victim.
  Al l ip
  Medium Undead, Typically Neutral Evil
  Armor Class 13
  Hit Points 40 (9d8)
  Speed 0 ft., fly 40 ft. (hover)
  STR DEX CON INT WIS CHA
  6 (-2) 
  17 (+3) 
  10 (+0) 
  17 (+3) 
  15 (+2) 
  16 (+3)
  Saving Throws I nt +6, Wis +5
  Skills Perception +5, Stealth +6
  Damage Resistances acid, fire, lightning, thunder; bludgeoning, 
  piercing, and slashing from nonmagical attacks
  Damage Immunities cold, necrotic, poison
  Condition Immunities charmed, exhaustion, frightened, 
  grappled, paralyzed, petrified, poisoned, prone, restrained
  Senses darkvision 60 ft., passive Perception 15
  Languages the languages it knew in life
  Challenge 5 (1,800 XP) 
  Proficiency Bonus +3
  Incorporeal Movement. The allip can move through other 
  creatures and objects as if they were difficult terrain. It takes 5 
  (IdlO) force damage if it ends its turn inside an object.
  Unusual Nature. The allip doesn’t require air, food, 
  drink, or sleep.
  Ac t io n s
  Maddening Touch. Melee Spell Attack: +6 to hit, reach 5 ft., one 
  target. Hit: 17 (4d6 + 3) psychic damage.
  Howling Babble (Recharge 6). Each creature within 30 feet of 
  the allip that can hear it must make a DC 14 Wisdom saving 
  throw. On a failed save, a target takes 12 (2d8 + 3) psychic 
  damage, and it is stunned until the end of its next turn. On 
  a successful save, it takes half as much damage and isn't 
  stunned. Constructs and Undead are immune to this effect.
  Whispers of Compulsion. The allip chooses up to three crea­
  tures it can see within 60 feet of it. Each target must succeed 
  on a DC 14 Wisdom saving throw, or it takes 12 (2d8 + 3) 
  psychic damage and must use its reaction to make a melee 
  weapon attack against one creature of the allip’s choice that the 
  allip can see. Constructs and Undead are immune to this effect.
  CHAPTER 2 | BESTIARY
  45
  
  Amn iz u
  Medium Fiend (Devil), Typically Lawful Evil
  Armor Class 21 (natural armor)
  Hit Points 202 (27d8 + 81)
  Speed 30 ft., fly 40 ft.
  STR DEX CON INT WIS CHA
  11 (+0) 
  13 (+1) 
  16 (+3) 
  20 (+5) 
  12 (+1) 
  18 (+4)
  Saving Throws Dex +7, Con +9, Wis +7, Cha +10
  Skills Perception +7
  Damage Resistances cold; bludgeoning, piercing, and slashing 
  from nonmagical attacks that aren’t silvered
  Damage Immunities fire, poison
  Condition Immunities charmed, poisoned
  Senses darkvision 120 ft., passive Perception 17
  Languages Common, Infernal, telepathy 1,000 ft.
  Challenge 18 (20,000 XP) 
  Proficiency Bonus +6
  Devil’s Sight. Magical darkness doesn’t impede the amnizu’s 
  darkvision.
  Magic Resistance. The amnizu has advantage on saving throws 
  against spells and other magical effects.
  Ac t io n s
  Multiattack. The amnizu uses Blinding Rot or Forgetfulness, if 
  available. It also makes two Taskmaster Whip attacks.
  Taskmaster Whip. Melee Weapon Attack: +11 to hit, reach 10 
  ft., one target. Hit: 9 (1 d8 + 5) slashing damage plus 16 (3dl0) 
  force damage.
  Amn iz u
  Amnizus lead infernal legions into battle and 
  command guardians at the gateways to the Hells. 
  Amnizus are arrogant, bullying, and ruthless, but 
  they’re also highly intelligent tacticians and unfail­
  ingly loyal—qualities the hellish archdukes value.
  Some amnizus perform the critical task of watch­
  ing over the River Styx from fortresses along the 
  river’s blighted banks, where it flows through Dis 
  and Stygia. They collect the souls arriving in the 
  form of lemures (see the Monster Manual). Lemures 
  have no personalities or memories; they’re driven 
  only by the desire to commit evil. The amnizus that 
  patrol here drill the rules of the Nine Hells into the 
  new arrivals’ minds and marshal them into legions.
  VARIANT: DEVIL SUMMONING
  Some amnizus have an action that allows them to 
  summon other devils:
  Summon Devil (1/Day). The amnizu summons 2d4 bearded 
  devils or 1 d4 barbed devils (both appear in the Monster Man­
  ual). A summoned devil appears in an unoccupied space within 
  60 feet of the amnizu, acts as an ally of the amnizu, and can’t 
  summon other devils. It remains for 1 minute, until the amnizu 
  dies, or until its summoner dismisses it as an action.
  Blinding Rot. The amnizu targets one or two creatures that it 
  can see within 60 feet of it. Each target must succeed on a DC 
  19 Wisdom saving throw or take 26 (4dl2) necrotic damage and 
  be blinded until the start of the amnizu’s next turn.
  Forgetfulness (Recharge 6). The amnizu targets one creature 
  it can see within 60 feet of it. That creature must succeed on 
  a DC 18 Intelligence saving throw or take 26 (4d 12) psychic 
  damage and become stunned for 1 minute. A stunned creature 
  repeats the saving throw at the end of each of its turns, ending 
  the effect on itself on a success. If the target is stunned for the 
  full minute, it forgets everything it sensed, experienced, and 
  learned during the last 5 hours.
  Spellcasting. The amnizu casts one of the following spells, re­
  quiring no material components and using Intelligence as the 
  spellcasting ability (spell save DC 19):
  At will: command 
  3/day: dominate monster 
  l/day.feeblemind
  Reac t io n s
  Instinctive Charm. When a creature within 60 feet of the am­
  nizu makes an attack roll against it, and another creature is 
  within the attack’s range, the attacker must make a DC 19 
  Wisdom saving throw. On a failed save, the attacker must 
  target the creature that is closest to it, not including the am­
  nizu or itself. If multiple creatures are closest, the attacker 
  chooses which one to target. If the saving throw is successful, 
  the attacker is immune to the amnizu's Instinctive Charm 
  for 24 hours.
  46
  CHAPTER 2 | BESTIARY
  
  An n is Ha g
  Annis hags lair in mountains or hills. These hunch­
  backed and hump-shouldered hags are the largest 
  and most physically imposing of their kind, standing 
  eight feet tall. They can easily tear a fully grown 
  person apart, but they love hunting the young, pre­
  ferring their flesh above all others.
  Annis hags leave tokens of their cruelty at the 
  edges of forests and other areas they claim to pro­
  voke fear and distrust in nearby villages and set­
  tlements. To an annis hag, nothing is sweeter than 
  making a once-vibrant community paralyzed with 
  terror, so folk never venture out at night, strangers 
  are met with suspicion and anger, and parents warn 
  their children: “Be good, or the annis will get you.”
  When an annis feels especially cruel, the hag 
  adopts the appearance of a kindly elder, approaches 
  a child in a remote place, and gives them an iron to­
  ken (described below), through which the child can 
  magically confide in the hag. Over time, “Granny” 
  or “Grampy” convinces the child that it’s okay to do 
  bad deeds—starting with breaking things or wan­
  dering without permission, then graduating to push­
  ing someone down the stairs or setting a house on 
  fire. Eventually, the child’s terrified family and com­
  munity face painful decisions of what to do about 
  the seemingly remorseless child.
  Much as annis hags befriend children in order 
  to corrupt them, they may adopt a group of ogres, 
  trolls, or other creatures (ogres and trolls appear 
  in the Monster Manual}, ruling them through brute 
  strength, insults, and superstition.
  Ir o n  To k e n
  An annis hag can pull out one of their iron teeth or 
  nails and spend 1 minute shaping and polishing 
  it into the form of a coin, a ring, or a tiny mirror. 
  Thereafter, any creature that holds this iron token 
  can have a whispered conversation with the hag, 
  provided the creature and the hag are within 10 
  miles of each other. When the hag speaks through 
  the token, the holder can hear the hag’s whisper but 
  not any other sounds at the hag’s location. Similarly, 
  the hag can hear the holder of the token but not the 
  noise around it.
  A hag can have up to three iron tokens active at 
  one time. As an action, the hag can discern the 
  direction and approximate distance to those active 
  tokens. The hag can deactivate any of those tokens 
  at any distance (no action required), whereupon the 
  token retains its current form but loses its magic.
  Ha g  Co v e n s
  An annis hag that is part of a coven (see the “Hag 
  Covens” sidebar in the Monster Manual} has a chal­
  lenge rating of 8 (3,900 XP).
  An n is Ha g
  Large Fey, Typically Chaotic Evil
  Armor Class 17 (natural armor) 
  Hit Points 90 (12dl0 + 24) 
  Speed 40 ft.
  STR DEX CON INT WIS CHA
  21 (+5) 
  12 (+1) 
  14 (+2) 
  13 (+1) 
  14 (+2) 
  15 (+2)
  Saving Throws Con +5
  Skills Deception +5, Perception +5
  Damage Resistances cold
  Senses darkvision 60 ft., passive Perception 15
  Languages Common, Giant, Sylvan
  Challenge 6 (2,300 XP) 
  Proficiency Bonus +3
  Ac t io n s
  Multiattack. The annis makes one Bite attack and two 
  Claw attacks.
  Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. 
  Hit: 15 (3d6 + 5) piercing damage.
  Claw. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. 
  Hit: 15 (3d6 + 5) slashing damage.
  Crushing Hug. Melee Weapon Attack: +8 to hit, reach 5 ft., one 
  target. Hit: 36 (9d6 + 5) bludgeoning damage, and the target is 
  grappled (escape DC 15) if it is a Large or smaller creature. Un­
  til the grapple ends, the target takes 36 (9d6 + 5) bludgeoning 
  damage at the start of each of the hag’s turns. The hag can’t 
  make attacks while grappling a creature in this way.
  Spellcasting. The hag casts one of the following spells, using 
  Charisma as the spellcasting ability (spell save DC 13):
  3/day each: disguise self (including the form of a Medium Hu­
  manoid), Jog cloud
  CHAPTER 2 | BESTIARY
  47
  
  Challenge 12 (8,400 XP)
  Proficiency Bonus +4
  —
  DEX
  14 (+2)
  CON
  12 (+1)
  STR
  14 (+2)
  Saving Throws I nt +5, Wis +9
  Skills Medicine +9, Nature +5, Perception +9
  Senses passive Perception 19
  H Languages Druidic plus any two languages
  Ar g h d r u id
  Medium Humanoid (Druid), Any Alignment
  INT WIS CHA
  12 (+1) 
  20 (+5) 
  11 (+0)
  Armor Class 14 (hide armor) 
  g Hit Points 154 (28d8 + 28)
  Speed 30 ft.
  Ar c h d r u id
  Archdruids watch over the natural wonders of 
  their domains. They seldom interact with folk away 
  from their druid groves and shrines, unless there 
  is a great threat to the natural order or to a nearby 
  community. An archdruid typically has one or more 
  pupils who are druids (see the Monster Manual), 
  and the archdruid’s lair is usually guarded by loyal 
  Beasts and Fey creatures.
  When an archdruid uses their Change Shape 
  action, you may choose the creature they turn into, 
  abiding by the action’s restrictions. Or you may roll 
  on the Archdruid Favored Shapes table to deter­
  mine the form the archdruid adopts. These crea­
  tures appear in the Monster Manual, unless other­
  wise noted.
  Ar c h d r u id Fav o r ed Sh apes
  d8 
  Favored Shape
  1 
  Air elemental
  2 
  Earth elemental
  3 
  Fire elemental
  4 
  Giant crocodile
  5 
  Mammoth
  6 
  Flail snail (appears in this book)
  7 
  Triceratops
  8 
  Water elemental
  Ac t io n s
  Multiattack. The archdruid makes three Staff or Wildfire at­
  tacks. It can replace one attack with a use of Spellcasting.
  Staff. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. 
  Hit: 5 (1 d6 + 2) bludgeoning damage plus 21 (6d6) poi­
  son damage.
  Wildfire. Ranged Spell Attack: +9 to hit, range 120 ft., one tar­
  get. Hit: 26 (6d6 + 5) fire damage, and the target is blinded 
  until the start of the druid’s next turn.
  Spellcasting. The archdruid casts one of the following spells, 
  using Wisdom as the spellcasting ability (spell save DC 17):
  At will: beast sense, entangle, speak with animals 
  3/day each: animal messenger, dominate beast, faerie f re, 
  tree stride
  1/day each: commune with nature (as an action), mass 
  cure wounds
  Bo n u s Ac t io n s
  Change Shape (2/Day). The archdruid magically transforms 
  into a Beast or an Elemental with a challenge rating of 6 or less 
  and can remain in that form for up to 9 hours. The archdruid 
  can choose whether its equipment falls to the ground, melds 
  with its new form, or is worn by the new form. The archdruid 
  reverts to its true form if it dies or falls unconscious. The arch­
  druid can revert to its true form using a bonus action.
  While in a new form, the archdruid's stat block is replaced 
  by the stat block of that form, except the archdruid keeps its 
  current hit points, its hit point maximum, this bonus action, its 
  languages and ability to speak, and its Spellcasting action.
  The new form’s attacks count as magical for the purpose of 
  overcoming resistances and immunity to nonmagical attacks.
  .... :. .... ................ . .......... • ... ___
  48
  CHAPTER 2 | BESTIARY
  
  Ar c h e r
  Archers defend castles, hunt wild game on the 
  fringes of civilization, serve as artillery in military 
  units, and occasionally make good coin as brigands 
  or caravan guards.
  Some renowned archers and groups of archers 
  are known for the special fletching of their arrows. 
  You may roll on the Archer Fletching table to deter­
  mine the distinctive fletching used by an individual 
  archer or a group of them.
  Ar c h er  Fl et c h in g
  d!2 
  Fletching
  1 
  Feathers from an owlbear’s mane
  2 
  Cockatrice feathers
  3 
  Axe beak feathers
  4 
  Planetar feathers
  5 
  Couatl feathers
  6 
  Pegasus feathers
  7 
  Griffon feathers
  8 
  Vrock feathers
  9 
  Peryton feathers
  10 
  Dryad leaf vanes
  11 
  Drake scale vanes
  12 
  Stirge wing vanes
  Ar c h e r
  Medium Humanoid, Any Alignment
  Armor Class 16 (studded leather) 
  Hit Points 75 (10d8 + 30) 
  Speed 30 ft.
  STR DEX CON INT WIS CHA
  11 (+0) 
  18 (+4) 
  16 (+3) 
  11 (+0) 
  13 (+1) 
  10 (+0)
  Skills Acrobatics +6, Perception +5
  Senses passive Perception 15
  Languages any one language (usually Common)
  Challenge 3 (700 XP) 
  Proficiency Bonus +2
  Ac t io n s
  Multiattack. The archer makes two Shortsword or Long­
  bow attacks.
  Shortsword. Melee Weapon Attack: +6 to hit, reach 5 ft., one 
  target. Hit: 7 (1 d6 + 4) piercing damage.
  Longbow. Ranged Weapon Attack: +6 to hit, range 150/600 ft., 
  one target. Hit: 8 (1 d8 + 4) piercing damage.
  Bo n u s Ac t io n s
  Archer’s Eye (3/Day). Immediately after making an attack roll or 
  a damage roll with a ranged weapon, the archer can roll a diO 
  and add the number rolled to the total.
  CHAPTER 2 | BESTIARY
  
  Ar ma n it e
  Large Fiend (Demon), Typically Chaotic Evil
  Armor Class 16 (natural armor) 
  Hit Points 94 (9dl0 + 45) 
  Speed 60 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  21 (+5)
  18 (+4)
  21 (+5)
  8(-l)
  12 (+1)
  13 (+1)
  Ar ma n it e
  Great herds of armanites race across the blasted 
  fields of the Abyss, bent on slaughter and death, 
  driven by unrestrained bloodlust. Whether they’re 
  controlled by more powerful demons or charging 
  into battle for the sake of it, armanites use their 
  claws and hooves, as well as their long, whiplike 
  tails, to tear apart foes.
  In the armies of demon lords, armanites perform 
  the role of heavy cavalry, leading the charge and 
  tearing into their enemies’ flanks. Armanites fight 
  all the time—even battling each other if they can’t 
  find another enemy. They make ideal shock troops, 
  utterly ruthless and bold to the point of stupidity.
  Part of what makes armanites so fearsome is 
  the number of weapons they have at their disposal. 
  They possess dense hooves, claws that end in curl­
  ing talons, and long tails whose serrated ridges can 
  flense the flesh from a victim, and they use them all 
  to carve through their foes. When they’re up against 
  tough formations, they can call on their innate 
  magic to loose bolts of lightning and blow holes in 
  enemy ranks.
  Damage Resistances cold, fire, lightning
  Damage Immunities poison
  Condition Immunities poisoned
  Senses darkvision 120 ft., passive Perception 11
  Languages Abyssal, telepathy 120 ft.
  Challenge 7 (2,900 XP) 
  Proficiency Bonus +3
  Magic Resistance. The armanite has advantage on saving 
  throws against spells and other magical effects.
  Ac t io n s
  Multiattack. The armanite makes one Claw attack, one Hooves 
  attack, and one Serrated Tail attack.
  Claw. Melee Weapon Attack: +8 to hit, reach 5 ft., one tar­
  get. Hit: 10 (2d4 + 5) slashing damage plus 9 (2d8) light­
  ning damage.
  Hooves. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. 
  Hit: 12 (2d6 + 5) bludgeoning damage. If the target is a Large 
  or smaller creature, it must succeed on a DC 16 Strength saving 
  throw or be knocked prone.
  Serrated Tail. Melee Weapon Attack: +8 to hit, reach 10 ft., one 
  target. Hit: 16 (2dl0 + 5) slashing damage.
  Lightning Lance (Recharge 5-6). The armanite looses a bolt of 
  lightning in a line that is 60 feet long and 10 feet wide. Each 
  creature in the line must make a DC 15 Dexterity saving throw, 
  taking 36 (8d8) lightning damage on a failed save, or half as 
  much damage on a successful one.
  50
  CHAPTER 2 | BESTIARY
  
  As t r a l  Dr e a d n o u g h t
  Enormous and terrifying, astral dreadnoughts haunt 
  the silvery void of the Astral Plane, causing planar 
  travelers to shudder at the very thought of them. 
  Dreadnoughts have been gliding through the astral 
  mists since the dawn of the multiverse, trying to de­
  vour all other creatures they encounter.
  Covered from head to tail in layers of thick, spiked 
  plates, a dreadnought has two gnarled limbs that 
  end in magic-enhanced pincer claws. Constellations 
  appear to swirl in the depths of its single eye, and 
  its serpentine tail trails off into the silvery void. 
  Anything it swallows is deposited in a unique demi­
  plane—an enclosed space that contains eons worth 
  of detritus, as well as the remains of travelers. The 
  place has gravity and breathable air, and organic 
  matter decays there. When the dreadnought dies, its 
  demiplane vanishes, and its contents are released 
  into the Astral Plane.
  Astral Dreadnought
  Gargantuan Monstrosity (Titan), Unaligned
  Armor Class 20 (natural armor) 
  Hit Points 297 (17d20+ 119) 
  Speed 15 ft., fly 80 ft. (hover)
  STR
  DEX
  CON
  INT
  WIS
  CHA
  28 (+9)
  7 (-2)
  25 (+7)
  5 H)
  14 (+2)
  18 (+4)
  Saving Throws Dex +5, Wis +9
  Skills Perception +9
  Damage Resistances bludgeoning, piercing, and slashing from 
  nonmagical attacks
  Condition Immunities charmed, exhaustion, frightened, 
  paralyzed, petrified, poisoned, prone, stunned
  Senses darkvision 120 ft., passive Perception 19
  Languages —
  Challenge 21 (33,000 XP) 
  Proficiency Bonus +7
  Antimagic Cone. The dreadnought’s eye creates an area of anti­
  magic, as in the antimagic field spell, in a 150-foot cone. At the 
  start of each of its turns, it decides which way the cone faces. 
  The cone doesn’t function while the eye is closed or while the 
  dreadnought is blinded.
  Astral Entity. The dreadnought can’t leave the Astral Plane, nor 
  can it be banished or otherwise transported out of that plane.
  Demiplanar Donjon. Anything the dreadnought swallows is 
  transported to a demiplane that can be entered by no other 
  means except a wish spell or the dreadnought’s Bite and Don­
  jon Visit. A creature can leave the demiplane only by using 
  magic that enables planar travel, such as the plane shift spell. 
  The demiplane resembles a stone cave roughly 1,000 feet in 
  diameter with a ceiling 100 feet high. Like a stomach, it con­
  tains the remains of past meals. The dreadnought can’t be 
  harmed from within the demiplane. If the dreadnought dies, 
  the demiplane disappears, and everything inside it appears 
  around the dreadnought’s corpse. The demiplane is otherwise 
  indestructible.
  Legendary Resistance (3/Day). If the dreadnought fails a saving 
  throw, it can choose to succeed instead.
  Sever Silver Cord. If the dreadnought scores a critical hit 
  against a creature traveling by means of the astral projection 
  spell, the dreadnought can cut the target’s silver cord instead 
  of dealing damage.
  Unusual Nature. The dreadnought doesn’t require air, food, 
  drink, or sleep.
  Ac t io n s
  Multiattack. The dreadnought makes one Bite attack and two 
  Claw attacks.
  Bite. Melee Weapon Attack: +16 to hit, reach 10 ft., one target. 
  Hit: 36 (5dl 0 + 9) force damage. If the target is a Huge or 
  smaller creature and this damage reduces it to 0 hit points or it 
  is incapacitated, the dreadnought swallows it. The swallowed 
  target, along with everything it is wearing and carrying, appears 
  in an unoccupied space on the floor of the Demiplanar Donjon.
  Claw. Melee Weapon Attack: +16 to hit, reach 20 ft., one target. 
  Hit: 19 (3d6 + 9) force damage.
  Leg en d ar y Ac t io n s
  The dreadnought can take 3 legendary actions, choosing from 
  the options below. Only one legendary option can be used at a 
  time and only at the end of another creature’s turn. The dread­
  nought regains spent legendary actions at the start of its turn.
  Claw. The dreadnought makes one Claw attack.
  Donjon Visit (Costs 2 Actions). One Huge or smaller creature 
  that the dreadnought can see within 60 feet of it must suc­
  ceed on a DC 19 Charisma saving throw or be teleported to 
  an unoccupied space on the floor of the Demiplanar Don­
  jon. At the end of the target’s next turn, it reappears in the 
  space it left or in the nearest unoccupied space if that space 
  is occupied.
  Psychic Projection (Costs 3 Actions). Each creature within 60 
  feet of the dreadnought must make a DC 19 Wisdom saving 
  throw, taking 26 (4dl0 + 4) psychic damage on a failed save, 
  or half as much damage on a successful one.
  CHAPTER 2 | BESTIARY
  51
  
  Proficiency Bonus +2
  Challenge 4 (1,100 XP)
  Armor Class 16 (natural armor) 
  Hit Points 82 (lld8 + 33) 
  Speed 40 ft.
  Babau
  Medium Fiend (Demon), Typically Chaotic Evil
  STR
  DEX
  CON
  INT
  WIS
  CHA
  19 (+4)
  16 (+3)
  16 (+3)
  11 (+0)
  12 (+1)
  13 (+1)
  Skills Perception +5, Stealth +5
  Damage Resistances cold, fire, lightning; bludgeoning, piercing, 
  and slashing from nonmagical attacks
  Damage Immunities poison
  Condition Immunities poisoned
  Senses darkvision 120 ft., passive Perception 15
  Languages Abyssal
  Babau
  Demons and devils clash endlessly for control of 
  the Lower Planes. One of these battles pitted the le­
  gions of the archdevil Glasya against the screaming 
  hordes of the demon lord Graz’zt (appears in this 
  book). It is said that when Glasya wounded Graz’zt 
  with her sword, the first babaus arose where his 
  blood struck the ground. Their sudden appearance 
  helped rout Glasya and secured Graz’zt’s place as 
  one of the preeminent demon lords of the Abyss.
  A babau demon has the cunning of a devil and the 
  bloodthirstiness of a demon. It has leathery skin 
  pulled tight over its gaunt frame and a curved horn 
  protruding from the back of its elongated skull. A 
  babau’s baleful glare can weaken a creature, and its 
  talons gleam with acidic slime.
  Ac t io n s
  Multiattack. The babau makes two Claw attacks. It can replace 
  one attack with a use of Spellcasting or Weakening Gaze.
  Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. 
  Hit: 6 (1 d4 + 4) slashing damage plus 2 (1 d4) acid damage.
  Spellcasting. The babau casts one of the following spells, 
  requiring no material components and using Wisdom as the 
  spellcasting ability (spell save DC 11):
  At will: darkness, dispel magic, fear, heat metal, levitate
  Weakening Gaze. The babau targets one creature that it can 
  see within 20 feet of it. The target must make a DC 13 Consti­
  tution saving throw. On a failed save, the target deals only half 
  damage with weapon attacks that use Strength for 1 minute. 
  The target can repeat the saving throw at the end of each of its 
  turns, ending the effect on itself on a success.
  52
  CHAPTER 2 | BESTIARY
  
  Ba e l
  With the Blood War between devils and demons 
  raging for eons and no end in sight, opportunities 
  abound for ambitious archdevils to win fame, glory, 
  and power in the ongoing struggle. Duke Bael, one 
  of Mammon’s most important vassals, has won 
  fame and acclaim for his victories. Charged with 
  leading sixty-six companies of barbed devils (see the 
  Monster Manual), Bael has proven to be a tactical 
  genius, earning esteem for himself and his master 
  as a result of victory after victory over the abyssal 
  host. Mammon relies on Bael to safeguard his hold­
  ings because of Bael’s battle acumen. During a time 
  when so many other archdevils have lost their posi­
  tions, Mammon has never been ousted, which is a 
  testament to Bael’s skill on the battlefield.
  For his accomplishments, Bael has been granted 
  the title of Bronze General. His accolades notwith­
  standing, he has had a difficult time navigating the 
  quagmire of infernal politics. His critics call him 
  naive, though never to his face. His primary interest 
  has always been leading soldiers in battle, so he 
  finds it frustrating to have his ambitions of ascend­
  ing to a higher rank constantly stymied by politically 
  shrewd rivals.
  Bael prefers to make servants out of his adver­
  saries, and mortals bound to his service earn their 
  wretched place by falling victim to his superior strat­
  agems. Bael gladly spares the lives of those he de­
  feats—if they pledge their souls and service to him. 
  Demons are an exception; although he is willing to 
  corrupt almost any other foes, he always destroys 
  demons he defeats.
  Bael also welcomes mortals into his service if they 
  can provide him with an advantage in his politick­
  ing. He recruits savvy individuals and relies on them 
  to represent his interests at Mammon’s court, which 
  leaves him free to pursue his battle lust.
  Despite his lack of interest in affairs outside 
  battle, or perhaps because of it, Bael has gained a 
  small following of cultists. Those who worship at 
  his altar call him the King of Hell, and the most 
  deluded believe that he is the lord of all devils. In 
  arcane circles, certain writings, such as the dreaded 
  Book of Fire, say that Bael revealed the invisibility 
  spell to the world, though some scholars of magic 
  hotly refute such claims. Bael is sometimes depicted 
  as a toad, a cat, a human, or some combination of 
  these forms.
  CHAPTER 2 | BESTIARY
  53
  
  Ba e l
  Large Fiend (Devil), Lawful Evil
  Armor Class 18 (plate) 
  Hit Points 189 (18dl0 + 90)
  Speed 30 ft.
  STR DEX CON INT WIS CHA
  24 (+7) 
  17 (+3) 
  20 (+5) 
  21 (+5) 
  24 (+7) 
  24 (+7)
  Saving Throws Dex +9, Con +11, Int +11, Cha +13
  Skills Intimidation +13, Perception +13, Persuasion +13
  Damage Resistances cold; bludgeoning, piercing, and slashing 
  from nonmagical attacks that aren’t silvered
  Damage Immunities fire, poison
  Condition Immunities charmed, exhaustion, frightened, 
  poisoned
  Senses truesight 120 ft., passive Perception 23 
  Languages all, telepathy 120 ft.
  Challenge 19 (22,000 XP) 
  Proficiency Bonus +6
  Dread. Any creature, other than a devil, that starts its turn 
  within 10 feet of Bael must succeed on a DC 22 Wisdom saving 
  throw or be frightened of him until the start of its next turn. A 
  creature succeeds on this saving throw automatically if Bael 
  wishes it or if he is incapacitated.
  Legendary Resistance (3/Day). If Bael fails a saving throw, he 
  can choose to succeed instead.
  Magic Resistance. Bael have advantage on saving throws 
  against spells and other magical effects.
  Regeneration. Bael regains 20 hit points at the start of his turn. 
  If he takes cold or radiant damage, this trait doesn’t function at 
  the start of his next turn. Bael dies only if he starts his turn with 
  0 hit points and doesn’t regenerate.
  Ac t io n s
  Multiattack. Bael makes two Hellish Morningstar attacks.
  Hellish Morningstar. Melee Weapon Attack: +13 to hit, reach 
  20 ft., one target. Hit: 16 (2d8 + 7) force damage plus 9 (2d8) 
  necrotic damage.
  Infernal Command. Each of Bael’s allies within 60 feet of him 
  can’t be charmed or frightened until the end of his next turn.
  Spellcasting. Bael casts one of the following spells, requiring no 
  material components and using Charisma as the spellcasting 
  ability (spell save DC 21):
  At will: alter self (can become Medium), charm person, detect 
  magic, invisibility, major image
  3/day each: dispel magic, fly, suggestion, wall off re
  1/day: dominate monster
  Teleport. Bael teleports, along with any equipment he is wearing 
  or carrying, up to 120 feet to an unoccupied space he can see.
  Leg en d ar y Ac t io n s
  Bael can take 3 legendary actions, choosing from the options 
  below. Only one legendary action option can be used at a time 
  and only at the end of another creature’s turn. Bael regains 
  spent legendary actions at the start of his turn.
  Fiendish Magic. Bael uses Spellcasting or Teleport.
  Infernal Command. Bael uses Infernal Command.
  Attack (Costs 2 Actions). Bael makes one Hellish Morning­
  star attack.
  Balhannoth
  Native to the Shadowfell, the vicious, predatory 
  balhannoth alters reality in its lair to make the 
  place appear inviting to travelers. A limited form of 
  telepathy enables a balhannoth to identify images 
  of places where its prey expects their needs and de­
  sires to be met, such as an inn or a temple offering 
  healing. It then warps reality around itself, hiding it­
  self and remaking its environment to resemble such 
  a place. The imitation is imperfect, but it’s good 
  enough to fool greedy or desperate creatures. Once 
  its prey enters the trap, it snatches the targets and 
  teleports away to feed on their fear and despair.
  Dungeon builders and Underdark tyrants some­
  times venture into the Shadowfell to capture bal- 
  hannoths for use as guardians.
  A Ba l h a n n o t h ’s La ir
  In the Shadowfell, balhannoths make their lairs 
  near places inhabited by creatures they hunt. They 
  typically haunt well-traveled roads and paths, 
  snatching people who come along. A balhannoth 
  used as a guardian in the Underdark might lair in 
  caves near Underdark passages and guard the ways 
  in and out of its keepers’ enclave.
  Lair  Ac t io n s
  On initiative count 20 (losing initiative ties), a bal­
  hannoth can take one of the following lair actions; 
  the balhannoth can’t take the same lair action two 
  rounds in a row:
  Teleport. The balhannoth targets one creature 
  within 500 feet of it. The target must succeed on a 
  DC 16 Wisdom saving throw, or the target, along 
  with whatever it is wearing and carrying, teleports 
  to an unoccupied space of the balhannoth’s choice 
  within 60 feet of it.
  Vanish. The balhannoth targets one creature within 
  500 feet of it. The target must succeed on a DC 16 
  Wisdom saving throw, or the balhannoth becomes 
  invisible to that creature for 1 minute. This effect 
  ends if the balhannoth attacks the target.
  Warp Terrain. The balhannoth warps reality 
  around it in an area up to 500 feet square. After 
  10 minutes, the terrain in the area reshapes to 
  assume the appearance of a location sought by 
  one Humanoid whose desires the balhannoth has 
  sensed (see Regional Effects below). The transfor­
  mation affects nonliving material only and can’t 
  create anything with moving parts or magical 
  properties. Any object created in this area is, upon
  54
  CHAPTER 2 | BESTIARY
  
  Balhannoth
  Large Aberration, Typically Chaotic Evil
  Armor Class 17 (natural armor) 
  Hit Points 114 (12dl0 + 48) 
  Speed 25 ft., climb 25 ft.
  STR DEX CON INT WIS CHA
  17 (+3) 
  8(-l) 
  18 (+4) 
  6 (-2) 
  15 (+2) 
  8 (-1)
  Saving Throws Con +8
  Skills Perception +6
  Condition Immunities blinded
  Senses blindsight 500 ft. (blind beyond this radius),
  passive Perception 16
  Languages understands Deep Speech, telepathy 1 mile
  Challenge 11 (7,200 XP) 
  Proficiency Bonus+4
  Legendary Resistance (2/Day). If the balhannoth fails a saving 
  throw, it can choose to succeed instead.
  close inspection, revealed as a fake. Books are 
  filled with empty pages, golden items are obvious 
  counterfeits, and so on. The transformation lasts 
  until the balhannoth dies or takes this lair ac­
  tion again.
  Reg io n al  Ef f ec t s
  A region containing a balhannoth’s lair becomes 
  warped by the creature’s unnatural presence, which 
  creates one or more of the following effects:
  Sense Desires. The balhannoth can sense the 
  strongest desires of any Humanoid within 1 mile 
  of it and learns whether those desires involve a 
  place: a safe location to rest, such as a temple, a 
  home, or somewhere else.
  Supernatural Lure. Creatures within 1 mile of the 
  balhannoth’s lair experience the sensation of be­
  ing close to whatever they desire most. The sensa­
  tion grows stronger the closer the creatures come 
  to the balhannoth’s lair.
  If the balhannoth dies, these effects end 
  immediately.
  Ac t io n s
  Multiattack. The balhannoth makes one Bite attack and two 
  Tentacle attacks.
  Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 
  19 (3dl0 + 3) piercing damage.
  Tentacle. Melee Weapon Attack: +7 to hit, reach 10 ft., one tar­
  get. Hit: 10 (2d6 + 3) bludgeoning damage, and the target is 
  grappled (escape DC 15) and is moved up to 5 feet toward the 
  balhannoth. Until this grapple ends, the target is restrained, 
  and the balhannoth can’t use this tentacle against other tar­
  gets. The balhannoth has four tentacles.
  Leg en d ar y Ac t io n s
  The balhannoth can take 3 legendary actions, choosing from 
  the options below. Only one legendary action can be used at a 
  time and only at the end of another creature's turn. The balhan­
  noth regains spent legendary actions at the start of its turn.
  Bite. The balhannoth makes one Bite attack against one crea­
  ture it has grappled.
  Teleport. The balhannoth teleports, along with any equipment 
  it is wearing or carrying and any creatures it has grappled, up 
  to 60 feet to an unoccupied space it can see.
  Vanish. The balhannoth magically becomes invisible for up to 
  10 minutes or until immediately after it makes an attack roll.
  CHAPTER 2 | BESTIARY
  55
  
  Ba n d e r h o b b
  A banderhobb is a hybrid of shadow and flesh. 
  Through vile magic, these components take on an 
  enormous and horrific upright shape resembling a 
  bipedal toad. In this form, a banderhobb temporarily 
  serves its creator as a thug, a thief, and a kidnapper 
  that swallows the unwary.
  Hags have devised a ritual for creating bander- 
  hobbs—a hag who knows the ritual might be willing 
  to teach it for the right price. Some other wicked 
  Fey and powerful Fiends also know of the process, 
  as do a few mortal mages.
  During its brief existence, a banderhobb attempts 
  to carry out its creator’s bidding. It accomplishes 
  its mission with no concern for the harm it suffers 
  or causes. Its only desire is to serve and succeed. A 
  banderhobb that is assigned to track down a target 
  is particularly dangerous when it is provided with a 
  lock of hair, a personal belonging, or another object 
  connected to the target. Possession of such an item 
  allows it to sense the creature’s location from as far 
  as a mile away.
  A banderhobb fulfills its duties until its existence 
  ends. When it expires, usually several days after 
  its birth, it leaves behind only tarry goo and wisps 
  of shadow. Legends tell of an ominous tower in the 
  Shadowfell where the shadows sometimes reform 
  and banderhobbs roam.
  =======
  Ba n d e r h o b b
  Large Monstrosity, Typically Neutral Evil
  Armor Class 15 (natural armor) 
  Hit Points 84 (8dl0 + 40) 
  Speed 30 ft.
  STR DEX CON INT WIS CHA
  20 (+5) 
  12 (+1) 
  20 (+5) 
  11 (+0) 
  14 (+2) 
  8 (-1)
  Skills Athletics +8, Stealth +7
  Condition Immunities charmed, frightened
  Senses darkvision 120 ft., passive Perception 12
  Languages understands Common and the languages of its 
  creator but can’t speak
  Challenge 5 (1,800 XP) 
  Proficiency Bonus +3
  Resonant Connection. If the banderhobb has even a tiny piece 
  of a creature or an object in its possession, such as a lock of 
  hair or a splinter of wood, it knows the most direct route to that 
  creature or object if it is within 1 mile of the banderhobb.
  Ac t io n s
  Multiattack. The banderhobb makes one Bite attack and 
  one Tongue attack. It can replace one attack with a use of 
  Shadow Step.
  Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. 
  Hit: 15 (3d6 + 5) piercing damage, and the target is grappled
  ================================== 
  (escape DC 16) if it is a Large or smaller creature. Until this 
  grapple ends, the target is restrained, and the banderhobb 
  can’t use its Bite attack or Tongue attack on another target.
  Tongue. Melee Weapon Attack: +8 to hit, reach 15 ft., one crea­
  ture. Hit: 10 (3d6) necrotic damage, and the target must make 
  a DC 16 Strength saving throw. On a failed save, the target is 
  pulled to a space within 5 feet of the banderhobb.
  Shadow Step. The banderhobb teleports up to 30 feet to an un 
  occupied space of dim light or darkness that it can see.
  Swallow. Melee Weapon Attack: +8 to hit, reach 5 ft., one Me­
  dium or smaller creature grappled by the banderhobb. Hit: 15 
  (3d6 + 5) piercing damage. The creature is also swallowed, 
  and the grapple ends. The swallowed creature is blinded and 
  restrained, it has total cover against attacks and other effects 
  outside the banderhobb, and it takes 10 (3d6) necrotic dam­
  age at the start of each of the banderhobb's turns. A creature 
  reduced to 0 hit points in this way stops taking the necrotic 
  damage and becomes stable.
  The banderhobb can have only one creature swallowed at a 
  time. While the banderhobb isn’t incapacitated, it can regur­
  gitate the creature at any time (no action required) in a space 
  within 5 feet of it. The creature exits prone. If the banderhobb 
  dies, it likewise regurgitates a swallowed creature.
  Bo n u s Ac t io n s 
  Shadow Stealth. While in dim light or darkness, the bander­
  hobb takes the Hide action.
  CHAPTER 2 | BESTIARY
  
  Ba ph o me t
  Civilization is weakness and brutality is strength 
  in the credo of Baphomet, the Horned King and the 
  Prince of Beasts. He is worshiped by those who 
  want to break the confines of civility and unleash 
  their bestial natures, for Baphomet envisions a 
  world without restraint, where creatures live out 
  their most bloodthirsty desires.
  Cults devoted to Baphomet use mazes and com­
  plex knots as their emblems. They create secret 
  places to indulge themselves, including labyrinths 
  of the sort their master favors. Bloodstained crowns 
  and weapons of iron and brass decorate their pro­
  fane altars.
  Over time, a cultist of Baphomet becomes tainted 
  by his influence, gaining bloodshot eyes and coarse, 
  thickening hair. Small horns eventually sprout from 
  the cultist’s forehead. In time, a devoted cultist 
  might transform entirely into a minotaur, which is 
  considered the greatest gift of the Prince of Beasts.
  Baphomet appears as a fearsome, 20-foot-tall mi­
  notaur with six iron horns. A fiendish light burns in 
  his red eyes. Although he is filled with bestial blood 
  lust, there lies within him a cruel and cunning intel­
  lect devoted to subverting all civilization.
  Baphomet wields a great glaive called Heart­
  cleaver. He also charges his enemies and gores 
  them with his horns, trampling his foes into the 
  earth and rending them with his teeth like a beast.
  Ba ph o me jt ’s La ir
  Baphomet’s lair is his palace, the Lyktion, which is 
  on the layer of the Abyss called the Endless Maze. 
  Nestled within the twisting passages of the plane­
  wide labyrinth, the Lyktion is immaculately main­
  tained and surrounded by a moat constructed in the 
  fashion of a three-dimensional maze. The palace is 
  a towering structure whose interior is as labyrin­
  thine as the plane on which it stands; it is populated 
  by minotaurs, goristros, and quasits, all of which 
  appear in the Monster Manual.
  La ir  Ac t io n s
  On initiative count 20 (losing initiative ties), 
  Baphomet can take one of the following lair 
  actions; he can’t take the same lair action two 
  rounds in a row:
  Illusory Room. Baphomet casts mirage arcane, 
  affecting a room within the lair 
  that is no larger in any dimension 
  than 100 feet. The effect ends on 
  the next initiative count 20. Cha­
  risma is Baphomet’s spellcasting 
  ability for this spell.
  Reverse Gravity. Baphomet 
  chooses a room within the lair 
  that is no larger in any dimension than 100 feet. 
  Until the next initiative count 20, gravity is re­
  versed within that room. Any creatures or objects 
  in the room when this happens fall in the direction 
  of the new pull of gravity, unless they have some 
  means of remaining aloft. Baphomet can ignore 
  the gravity reversal if he’s in the room, although 
  he likes to use this action to land on a ceiling to 
  attack targets flying near it.
  Seal the Way. Baphomet seals one doorway or 
  other entryway within the lair. The opening must 
  be unoccupied. It is filled with solid stone for 
  1 minute or until Baphomet takes this lair ac­
  tion again.
  CHAPTER 2 | BESTIARY
  57
  
  Reg io n al  Ef f ec t s
  The region containing Baphomet’s lair is warped 
  by his magic, creating one or more of the follow­
  ing effects:
  Beguiling Realm. Within 6 miles of the lair, all 
  Charisma (Persuasion) and Charisma (Perfor­
  mance) checks have disadvantage, and all Cha­
  risma (Deception) and Charisma (Intimidation) 
  checks have advantage.
  Hedge Mazes. Plant life within 1 mile of the lair 
  grows thick and forms walls of trees, hedges, and 
  other flora in the form of small mazes.
  Panicked Beasts. Beasts within 1 mile of the lair 
  become frightened and disoriented, as though con­
  stantly under threat of being hunted, and might 
  lash out or panic even when no visible threat 
  is nearby.
  If Baphomet dies, these effects fade over the course 
  of Id 10 days. 
  ..
  Ba ph o me t
  Huge Fiend (Demon), Chaotic Evil
  Armor Class 22 (natural armor) 
  Hit Points 319 (22dl2+ 176)
  Speed 40 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  30 (+10)
  14 (+2)
  26 (+8)
  18 (+4)
  24 (+7)
  16 (+3)
  Saving Throws Dex +9, Con +15, Wis +14
  Skills Intimidation +17, Perception +14
  Damage Resistances cold, fire, lightning
  Damage Immunities poison; bludgeoning, piercing, and 
  slashing that is nonmagical
  Condition Immunities charmed, exhaustion, frightened, 
  poisoned
  Senses truesight 120 ft., passive Perception 24
  Languages all, telepathy 120 ft.
  Challenge 23 (50,000 XP) 
  Proficiency Bonus +7
  Labyrinthine Recall. Baphomet can perfectly recall any path he 
  has traveled, and he is immune to the maze spell.
  Legendary Resistance (3/Day). If Baphomet fails a saving throw, 
  he can choose to succeed instead.
  Magic Resistance. Baphomet has advantage on saving throws 
  against spells and other magical effects.
  Ac t io n s
  Multiattack. Baphomet makes one Bite attack, one Gore 
  attack, and one Heartcleaver attack. He also uses Fright­
  ful Presence.
  Bite. Melee Weapon Attack: +17 to hit, reach 10 ft., one target. 
  Hit: 19 (2d8 + 10) piercing damage.
  Cu l t is t s o f  Ba ph o me t
  Baphomet grants his cultists special abilities. All his 
  devotees gain the Labyrinthine Recall trait below. 
  He grants his rank-and-file followers the Unerring 
  Tracker trait, and cult leaders gain the Incite the 
  Hunters trait.
  Labyrinthine Recall. This creature can perfectly recall any path 
  it has traveled.
  Unerring Tracker. As a bonus action, this creature magically 
  creates a psychic link with one creature it can see. For the 
  next hour, as a bonus action this creature learns the current 
  distance and direction to the target if it is on the same plane of 
  existence. The link ends if this creature is incapacitated or if it 
  uses this ability on a different target.
  Incite the Hunters (Recharges after a Short or Long Rest). As an 
  action, this creature allows each ally within 30 feet of it that has 
  the Unerring Tracker trait to make one weapon attack as a reac­
  tion against the target of that ally’s Unerring Tracker.
  Core. Melee Weapon Attack: +17 to hit, reach 10 ft., one target. 
  Hit: 17 (2d6 + 10) piercing damage. If Baphomet moved at 
  least 10 feet straight toward the target immediately before the 
  hit, the target takes an extra 16 (3dl 0) piercing damage. If the 
  target is a creature, it must succeed on a DC 25 Strength sav­
  ing throw or be pushed up to 10 feet away and knocked prone.
  Heartcleaver. Melee Weapon Attack: +17 to hit, reach 15 ft., one 
  target. Hit: 21 (2dl0 + 10) force damage.
  Frightful Presence. Each creature of Baphomet’s choice within 
  120 feet of him and aware of him must succeed on a DC 18 
  Wisdom saving throw or become frightened for 1 minute. A 
  frightened creature can repeat the saving throw at the end of 
  each of its turns, ending the effect on itself on a success. These 
  later saves have disadvantage if Baphomet is within line of 
  sight of the creature.
  If a creature succeeds on any of these saves or the effect ends 
  on it, the creature is immune to Baphomet’s Frightful Presence 
  for the next 24 hours.
  Spellcasting. Baphomet casts one of the following spells, re 
  quiring no material components and using Charisma as the 
  spellcasting ability (spell save DC 18):
  3/day each: dispel magic, dominate beast, maze, wall of stone 
  1/day: teleport
  Leg en d ar y Ac t io n s
  Baphomet can take 3 legendary actions, choosing from the op­
  tions below. Only one legendary action option can be used at a 
  time and only at the end of another creature’s turn. Baphomet 
  regains spent legendary actions at the start of his turn.
  Heartcleaver Attack. Baphomet makes one Heartcleaver attack.
  Charge (Costs 2 Actions). Baphomet moves up to his speed 
  without provoking opportunity attacks, then makes a 
  Gore attack.
  CHAPTER 2 | BESTIARY
  
  Saving Throws Dex +4, Wis +3
  Skills Acrobatics +4, Perception +5, Performance +6
  Senses passive Perception 15
  Languages any two languages
  Challenge 2 (450 XP) 
  Proficiency Bonus +2
  Ac t io n s
  Multiattack. The bard makes two Shortsword or Shortbow at­
  tacks. It can replace one attack with a use of Spellcasting.
  Shortsword. Melee Weapon Attack: +4 to hit, reach 5 ft., one 
  target. Hit: 5 (1 d6 + 2) piercing damage.
  Shortbow. Ranged Weapon Attack: +4 to hit, range 80/320 ft., 
  one target. Hit: 5 (1 d6 + 2) piercing damage.
  Cacophony (Recharge 4-6). Each creature in a 15-foot cube 
  originating from the bard must make a DC 12 Constitution 
  saving throw. On a failed save, a creature takes 9 (2d8) thunder 
  damage and is pushed up to 10 feet away from the bard. On 
  a successful save, a creature takes half as much damage and 
  isn’t pushed.
  Spellcasting. The bard casts one of the following spells, using 
  Charisma as the spellcasting ability (spell save DC 12):
  At will: dancing lights, mage hand, prestidigitation 
  1/day each: charm person, invisibility, sleep
  Bo n u s Ac t io n s
  Taunt (2/Day). The bard targets one creature within 30 feet of 
  it. If the target can hear the bard, the target must succeed on a 
  DC 12 Charisma saving throw or have disadvantage on ability 
  checks, attack rolls, and saving throws until the start of the 
  bard’s next turn.
  Bard
  Bards are gifted poets, storytellers, and entertain­
  ers who travel far and wide. They’re commonly 
  found in taverns or in the company of jolly bands of 
  adventurers, rough-and-tumble mercenaries, and 
  wealthy patrons.
  Each bard is a master of at least one type of per­
  formance. You may choose a bard’s main type, or 
  you may roll on the Bard Performance Types table 
  to determine it.
  Ba r d Per f o r ma nc e Types
  diO Performance Type
  1 
  Poetry
  2 
  Singing
  3 
  Bagpipe
  4 
  Flute
  5 
  Dancing
  6 
  Drum
  7 
  Lute
  8 
  Puppetry
  9 
  Mime
  10 
  Acting
  CHAPTER 2 | BESTIARY
  59
  
  Ba r g h e s t
  Long ago, the god Maglubiyet—conqueror and then 
  lord of early goblinoids—bargained with the General 
  of Gehenna for aid. The General provided yugoloths, 
  which then died in service to Maglubiyet. Yet when 
  the time came to honor his part of the compact, 
  Maglubiyet reneged on the deal. In vengeance, the 
  General of Gehenna created the soul-devouring bar- 
  ghests to devour goblinoid souls.
  The mission of every barghest, implanted in it by 
  the General of Gehenna, is to consume souls. It eats 
  these souls by devouring the bodies of those it kills, 
  preferring goblinoids.
  Ba r g h e s t
  Large Fiend, Typically Neutral Evil
  Armor Class 17 (natural armor) 
  Hit Points 60 (8dl0 + 16)
  Speed 60 ft. (30 ft. in goblin form)
  STR
  DEX
  CON
  INT
  WIS
  CHA
  19 (+4)
  15 (+2)
  14 (+2)
  13 (+1)
  12 (+1)
  14 (+2)
  Skills Deception +4, Intimidation +4, Perception +5, Stealth +4 
  Damage Resistances cold, lightning; bludgeoning, piercing, 
  and slashing from nonmagical attacks
  Damage Immunities acid, poison
  Condition Immunities poisoned
  Senses blindsight 60 ft., darkvision 60 ft., passive Perception 15 
  Languages Abyssal, Common, Goblin, Infernal, telepathy 60 ft.
  Challenge 4 (1,100 XP) 
  Proficiency Bonus +2
  Fire Banishment. When the barghest starts its turn engulfed 
  in flames that are at least 10 feet high or wide, it must succeed 
  on a DC 15 Charisma saving throw or be instantly banished 
  to Gehenna.
  Soul Feeding. The barghest can feed on the corpse of a Fey or 
  Humanoid it killed within the past 10 minutes. This feeding 
  takes at least 1 minute, and it destroys the corpse. The victim’s 
  soul is trapped in the barghest for 24 hours, after which time it 
  -....... ........... 
  plete its mission, return to Gehenna, and serve 
  the General directly in his yugoloth legions, but it 
  doesn’t kill goblinoids indiscriminately. By devour­
  ing the souls of goblinoid leaders and other pow­
  erful individuals, a barghest earns elevated status 
  in the afterlife. Barghests typically keep their true 
  nature secret, preying on the occasional lone goblin 
  when the opportunity arises, until they reach adult­
  hood and are capable of seeking out stronger prey.
  A barghest avoids contact with large, open fires. 
  Any conflagration larger than its body acts as a gate­
  way to Gehenna and banishes it to that plane, where 
  it is likely to be slain or enslaved by a yugoloth for 
  its failure.
  is digested and the person is incapable of being revived. If the 
  barghest dies before the soul is digested, the soul is released. 
  While a soul is trapped in the barghest, any magic that tries to 
  restore the soul to life has a 50 percent chance of failing and 
  being wasted.
  Ac t io n s
  Multiattack. The barghest makes one Bite attack and one 
  Claw attack.
  Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. 
  Hit: 13 (2d8 + 4) piercing damage.
  Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., one target.
  Hit: 8 (1 d8 + 4) slashing damage.
  Spellcasting. The barghest casts one of the following spells, 
  requiring no material components and using Charisma as the 
  spellcasting ability (spell save DC 12):
  At will: levitate, minor illusion, pass without trace 
  1/day each: charm person, dimension door, suggestion
  Bo n u s Ac t io n s
  Change Shape. The barghest transforms into a Small goblin or 
  back into its true form. Other than its size and speed, its sta­
  tistics are the same in each form. Any equipment it is wearing 
  or carrying isn’t transformed. The barghest reverts to its true 
  form if it dies.
  6o
  CHAPTER 2 | BESTIARY
  
  Be r b a l a n g
  Berbalangs creep across the petrified remains of 
  dead gods adrift on the Astral Plane. Obsessed with 
  gathering secrets, both from the gods they inhabit 
  and from the bones of dead creatures, they call forth 
  the spirits of the dead and force them to divulge 
  what they learned in life.
  Berbalangs prefer to speak only to dead things, 
  and specifically only to the spirits they call forth in 
  the hope of learning secrets. They record their sto­
  ries on the bones that once belonged to these crea­
  tures, thus preserving the information they gain.
  Pursuit of knowledge drives everything berbal­
  angs do. Although they mostly learn their secrets 
  from the dead, they aren’t above spying on the living 
  to take knowledge from them as well. A berbalang 
  can create a spectral duplicate of itself and send 
  the duplicate out to gather information on other 
  planes by watching places where the gods and their 
  servants gather. When a berbalang is perceiving its 
  environment through its duplicate, its actual body is 
  unconscious and can’t protect itself. Thus, a berbal­
  ang typically uses its duplicate for only a short time 
  before returning its consciousness to its body.
  The knowledge that berbalangs accumulate 
  makes them great sources of information for pow­
  erful people traveling the planes. Berbalangs ignore 
  petitioners, however, unless they come bearing a 
  choice secret or the bones of a particularly inter­
  esting creature. Some githyanki have been able to 
  strike deals with the creatures, using berbalangs to 
  spy on their enemies and to watch over their creches 
  on the Material Plane.
  Be r b a l a n g
  Medium Aberration, Typically Neutral Evil
  Armor Class 14 (natural armor) 
  Hit Points 49 (14d8 - 14) 
  Speed 30 ft., fly 40 ft.
  STR DEX CON INT WIS CHA
  9 (-1) 
  16 (+3) 
  9 (-1) 
  17 (+3) 
  11 (+0) 
  10 (+0)
  Saving Throws Dex +5, I nt +5
  Skills Arcana +5, History +5, Insight +2, Perception +2,
  Religion +5
  Senses truesight 120 ft., passive Perception 12
  Languages all
  Challenge 2 (450 XP) 
  Proficiency Bonus +2
  Ac t io n s
  Multiattack. The berbalang makes one Bite attack and one 
  Claw attack.
  Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.
  Hit: 8 (IdlO + 3) piercing damage plus 4 (1 d8) psychic damage. 
  Claw. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 
  Hit: 8 (2d4 + 3) slashing damage.
  Spellcasting. The berbalang casts one of the following spells, 
  requiring no material components and using Intelligence as the 
  spellcasting ability:
  At will: speak with dead 
  1/day: plane shift (self only)
  Bo n u s Ac t io n s
  Spectral Duplicate (Recharges after a Short or Long Rest). The 
  berbalang creates one spectral duplicate of itself in an unoc­
  cupied space it can see within 60 feet of it. While the duplicate 
  exists, the berbalang is unconscious. A berbalang can have only 
  one duplicate at a time. The duplicate disappears when it or 
  the berbalang drops to 0 hit points or when the berbalang dis­
  misses it (no action required).
  The duplicate has the same statistics and knowledge as 
  the berbalang, and everything experienced by the duplicate is 
  known by the berbalang. All damage dealt by the duplicate's 
  attacks is psychic damage.
  CHAPTER 2 | BESTIARY
  6l
  1 .  1 1 . 1
  
  Bh e u r  Ha g
  Bheur hags live in wintry lands, favoring snowy 
  mountains. These hags become more active during 
  winter, using their ice and weather magic to make 
  life miserable for nearby settlements.
  A bheur hag’s skin has the bluish hue of a person 
  who has frozen to death. The hag’s hair is white, 
  and the hag is emaciated, with pale eyes surrounded 
  by bruise-colored flesh. A bheur hag carries a 
  twisted gray wooden staff that can be ridden like a 
  flying broom and that augments the hag’s magic.
  Bheur hags are attracted to selfish actions in­
  spired by deadly cold, such as murdering a traveler 
  for a winter coat or chopping down a dryad’s grove 
  for firewood. These actions are especially sweet to 
  a bheur if they are unwarranted, such as a greedy 
  merchant hoarding excess food for the winter while 
  others starve. Bheurs use their ability to manipulate 
  weather to batter villages with freezing cold, hoping 
  to instill a despair that turns folk against each other.
  In combat, a bheur hag also strives to inspire 
  horror. When near a recently slain foe, the hag may 
  forgo an attack to feed on the corpse. The sight of 
  this butchery is enough to terrify most witnesses.
  Ha g  Co v e n s
  A bheur hag that is part of a coven (see the “Hag 
  Covens” sidebar in the Monster Manual) has a chal­
  lenge rating of 9 (5,000 XP).
  Bh e u r  Ha g
  Medium Fey, Typically Chaotic Evil
  Armor Class 17 (natural armor)
  Hit Points 91 (14d8 + 28)
  Speed 30 ft., fly 50 ft. (hover, Graystaff Magic)
  STR DEX CON INT WIS CHA
  13 (+1) 
  16 (+3) 
  14 (+2) 
  12 (+1) 
  13 (+1) 
  16 (+3)
  Saving Throws Wis +4
  Skills Nature +4, Perception +4, Stealth +6, Survival +4
  Damage Immunities cold
  Senses darkvision 60 ft., passive Perception 14
  Languages Auran, Common, Giant
  Challenge 7 (2,900 XP) 
  Proficiency Bonus +3
  Control Weather (1/Day). The hag can cast the control weather 
  spell, requiring no material components and using Charisma as 
  the spellcasting ability.
  Craystaff Magic. The hag carries a graystaff, a magic staff. The 
  hag can use its flying speed only while astride the staff. If the 
  staff is lost or destroyed, the hag must craft another, which 
  takes a year and a day. Only a bheur hag can use a graystaff
  Ice Walk. The hag can move across and climb icy surfaces with­
  out needing to make an ability check, and difficult terrain com­
  posed of ice or snow doesn't cost the hag extra moment.
  Ac t io n s
  Multiattack. The hag makes two Slam or Frost Shard attacks.
  Slam. Melee Weapon Attack: +4 to hit, reach 5 ft., one tar­
  get. Hit: 10 (2d8 + 1) bludgeoning damage plus 18 (4d8) 
  cold damage.
  Frost Shard. Ranged Spell Attack: +6 to hit, range 60 ft., one 
  target. Hit: 30 (6d8 + 3) cold damage, and the target’s speed is 
  reduced by 10 feet until the start of the hag’s next turn.
  Horrific Feast. The hag feeds on the corpse of one enemy 
  within reach that died within the past minute. Each creature 
  of the hag’s choice that is within 60 feet and able to see the 
  feeding must succeed on a DC 15 Wisdom saving throw or be 
  frightened of the hag for 1 minute. While frightened in this way, 
  a creature is incapacitated, can’t understand what others say, 
  can’t read, and speaks only in gibberish. A creature can repeat 
  the saving throw at the end of each of its turns, ending the 
  effect on itself on a success. If a creature’s saving throw is suc­
  cessful or the effect ends for it, the creature is immune to the 
  hag’s Horrific Feast for the next 24 hours.
  Spellcasting. While holding or riding the graystaff, the hag 
  casts one of the following spells, requiring no material com­
  ponents and using Charisma as the spellcasting ability (spell 
  save DC 14):
  At will: hold person
  1/day each: cone of cold, ice storm, wall of ice
  62
  CHAPTER 2 | BESTIARY
  
  Bl a c k g u a r d
  Medium Humanoid (Paladin), Typically Neutral Evil
  Armor Class 18 (plate) 
  Hit Points 119 (14d8 + 56) 
  Speed 30 ft.
  STR DEX CON INT WIS CHA
  18 (+4) 
  11 (+0) 
  18 (+4) 
  11 (+0) 
  14 (+2) 
  15 (+2)
  Saving Throws Wis +5, Cha +5
  Skills Athletics +7, Deception +5, Intimidation +5
  Senses passive Perception 12
  Languages any one language (usually Common)
  Challenge 8 (3,900 XP)
  Proficiency Bonus +3
  Ac t io n s
  Multiattack. The blackguard makes three attacks, using Glaive, 
  Shortbow, or both.
  Claive. Melee Weapon Attack: +7 to hit, reach 10 ft., one 
  target. Hit: 9 (IdlO + 4) slashing damage plus 9 (2d8) ne­
  crotic damage.
  Shortbow. Ranged Weapon Attack: +3 to hit, range 80/320 ft., 
  one target. Hit: 5 (1 d6 + 2) piercing damage.
  Dreadful Aspect (Recharges after a Short or Long Rest). Each 
  enemy within 30 feet of the blackguard must succeed on a DC 
  13 Wisdom saving throw or be frightened of the blackguard 
  for 1 minute. If a frightened target ends its turn more than 30 
  feet away from the blackguard, the target can repeat the saving 
  throw, ending the effect on itself on a success.
  Bl a c k g u a r d
  Blackguards are paladins who broke their sacred 
  oaths and now indulge their own villainous ambi­
  tions. They consort with Fiends and Undead, and 
  they reject many of the goodly things from their 
  former lives.
  Blackguards often adorn their armor and weapons 
  with dread accoutrements or are marked by eerie 
  phenomena. You may choose a blackguard’s accou­
  trement or roll on the Blackguard Accoutrements 
  table to determine it.
  Bl a c k g ua r d Ac c o ut r ement s
  d8 Accoutrement
  Spellcasting. The blackguard casts one of the following spells, 
  using Charisma as the spellcasting ability (spell save DC 13): 
  2/day each: command, dispel magic, f nd steed
  Bo n u s Ac t io n s
  Smite. Immediately after the blackguard hits a target with an 
  attack roll, the blackguard can force that target to make a DC 13 
  Constitution saving throw. On a failed save, the target suffers 
  one of the following effects of the blackguard's choice:
  Blind. The target is blinded for 1 minute. The blinded target 
  can repeat the save at the end of each of its turns, ending the 
  effect on itself on a success.
  Shove. The target is pushed up to 10 feet away and 
  knocked prone.
  1 
  Armor etched with stylized depictions of grue­
  some battles
  2 
  Helm wrought in the shape of a demonic boar
  3 
  Helm wrought to resemble a death mask
  4 
  Cloak decorated with bloody handprints
  5 
  Curls of inky smoke seeping from armor at the 
  joints
  6 
  Dozens of flies buzzing about the blackguard
  7 
  Severed hand hanging from a chain around the 
  blackguard’s neck
  8 
  Glaive adorned with a length of cloth bearing 
  the words “I choose violence”
  CHAPTER 2 | BESTIARY
  63
  
  Bo d a k
  A bodak is the undying remains of someone who 
  revered Orcus (appears in this book). Devoid of life 
  and soul, it exists only to cause death.
  A worshiper of Orcus can take ritual vows while 
  carving the demon lord’s symbol on their chest 
  over the heart. Orcus’s power flays body, mind, and 
  soul, leaving behind a sentient husk that consumes 
  life energy near it. Most bodaks come into being in 
  this way, then are unleashed to spread death in Or­
  cus’s name.
  Bodaks are extensions of Orcus’s will outside the 
  Abyss, serving the demon prince’s aims and other 
  minions. Orcus can recall anything a bodak sees or 
  hears. If he so chooses, he can speak through a bo­
  dak to address his enemies and followers directly.
  A bodak retains vague impressions of its past life. 
  It seeks out its former allies and enemies alike to 
  destroy them, as its warped soul seeks to erase any­
  thing connected to its former life. Minions of Orcus 
  are the one exception to this compulsion; a bodak 
  recognizes them as kindred souls and spares them 
  from its wrath. Anyone who knew the individual 
  before its transformation into a bodak can recog­
  nize mannerisms or other subtle clues to its origi­
  nal identity.
  Bo d a k
  Medium Undead, Typically Chaotic Evil
  Armor Class 15 (natural armor) 
  Hit Points 58 (9d8 + 18) 
  Speed 30 ft.
  STR DEX CON INT WIS CHA
  15(+2) 
  16(4-3) 
  15 (+2) 
  7 (-2) 
  12(4-1) 
  12 (+1)
  Skills Perception 4-4, Stealth 4-6
  Damage Resistances cold, fire; bludgeoning, piercing, and 
  slashing from nonmagical attacks
  Damage Immunities necrotic, poison
  Condition Immunities charmed, frightened, poisoned
  Senses darkvision 120 ft., passive Perception 14
  Languages Abyssal, the languages it knew in life
  Challenge 6 (2,300 XP) 
  Proficiency Bonus 4-3
  Death Gaze. When a creature that can see the bodak’s eyes 
  starts its turn within 30 feet of the bodak, the bodak can force 
  it to make a DC 13 Constitution saving throw if the bodak isn’t 
  incapacitated and can see the creature. If the saving throw fails 
  by 5 or more, the creature is reduced to 0 hit points unless it 
  is immune to the frightened condition. Otherwise, a creature 
  takes 16 (3dl0) psychic damage on a failed save.
  Unless surprised, a creature can avert its eyes to avoid the 
  saving throw at the start of its turn. If the creature does so, 
  it has disadvantage on attack rolls against the bodak until 
  the start of its next turn. If the creature looks at the bodak 
  in the meantime, that creature must immediately make the 
  saving throw.
  Sunlight Hypersensitivity. The bodak takes 5 radiant damage 
  when it starts its turn in sunlight. While in sunlight, it has dis­
  advantage on attack rolls and ability checks.
  Unusual Nature. The bodak doesn’t require air, food, 
  drink, or sleep.
  Ac t io n s
  Fist. Melee Weapon Attack: 4-5 to hit, reach 5 ft., one target. Hit: 
  4 (1 d4 4- 2) bludgeoning damage plus 9 (2d8) necrotic damage.
  Withering Gaze. One creature that the bodak can see within 60 
  feet of it must make a DC 13 Constitution saving throw, taking 
  22 (4dl0) necrotic damage on a failed save, or half as much 
  damage on a successful one.
  Bo n u s Ac t io n s
  Aura of Annihilation. The bodak activates or deactivates this 
  deathly aura. While active, the aura deals 5 necrotic damage to 
  any creature that ends its turn within 30 feet of the bodak. Un­
  dead and Fiends ignore this effect.
  64
  CHAPTER 2 | BESTIARY
  
  Bo g g l e
  Small Fey, Typically Chaotic Neutral
  Armor Class 14
  Hit Points 18 (4d6 + 4)
  Speed 30 ft., climb 30 ft.
  STR DEX CON INT WIS CHA
  8 (-1) 
  18 (+4) 
  13 (+1) 
  6 (-2) 
  12 (+1) 
  7 (-2)
  Skills Perception +5, Sleight of Hand +6, Stealth +6
  Damage Resistances fire
  Senses darkvision 60 ft., passive Perception 15
  Languages Sylvan
  Challenge 1/8 (25 XP) 
  Proficiency Bonus +2
  Ac t io n s
  Pummel. Melee Weapon Attack: +1 to hit, reach 5 ft., one target. 
  Hit: 2 (1 d6 - 1) bludgeoning damage.
  Oil Puddle. The boggle creates a puddle of nonflammable 
  oil. The puddle is 1 inch deep and covers the ground in the 
  boggle’s space. The puddle is difficult terrain for all creatures 
  except boggles and lasts for 1 hour. The oil has one of the fol­
  lowing additional effects of the boggle’s choice:
  Slippery Oil. Any non-boggle creature that enters the puddle or 
  starts its turn there must succeed on a DC 11 Dexterity sav­
  ing throw or fall prone.
  Sticky Oil. Any non-boggle creature that enters the puddle or 
  starts its turn there must succeed on a DC 11 Strength saving 
  throw or be restrained. On its turn, a creature can use an 
  action to try to extricate itself, ending the effect and moving 
  into the nearest unoccupied space of its choice with a suc­
  cessful DC 11 Strength check.
  Bo n u s Ac t io n s 
  Boggle Oil. The boggle excretes nonflammable oil from its 
  pores, giving itself one of the following benefits of its choice 
  until it uses this bonus action again:
  Slippery Oil. The boggle has advantage on Dexterity (Acrobat­
  ics) checks made to escape bonds and end grapples, and it 
  can move through openings large enough for a Tiny creature 
  without squeezing.
  Sticky Oil. The boggle has advantage on Strength (Athletics) 
  checks made to grapple and any ability check made to main­
  tain a hold on another creature, a surface, or an object. The 
  boggle can also climb difficult surfaces, including upside 
  down on ceilings, without needing to make an ability check.
  Dimensional Rift. The boggle creates an invisible and immobile 
  rift within an opening or frame it can see within 5 feet of it, pro­
  vided that the space is no bigger than 10 feet on any side. The 
  dimensional rift bridges the distance between that space and 
  a point within 30 feet of it that the boggle can see or specify by 
  distance and direction (such as “30 feet straight up”). While 
  next to the rift, the boggle can see through it and is considered 
  to be next to the destination as well, and anything the boggle 
  puts through the rift (including a portion of its body) emerges 
  at the destination. Only the boggle can use the rift, and it lasts 
  until the end of the boggle’s next turn.
  Bo g g l e
  Boggles are the little bogeys of fairy tales. They lurk 
  in the fringes of the Feywild and are also found on 
  the Material Plane, where they hide under beds and 
  in closets, waiting to frighten and bedevil folk with 
  their mischief.
  Boggles are born out of feelings of loneliness. 
  They materialize when a sapient being feels iso­
  lated or abandoned near a place where the Feywild 
  touches the world. For example, a forsaken child 
  might unintentionally conjure a boggle and see 
  them as a sort of imaginary friend. A boggle might 
  also appear in the attic of a lonely widower’s house 
  or in a hermit’s cave.
  Boggles engage in petty pranks to amuse them­
  selves, using the oil they excrete to cause trouble. 
  A boggle also isn’t above breaking dishes, hiding 
  tools, startling cows to decrease their milk, or hid­
  ing a baby in an attic. Although a boggle’s antics 
  might cause distress and unintentional harm, mis­
  chief—not mayhem—is usually the intent. If threat­
  ened, a boggle flees rather than stand and fight.
  A boggle can create magical openings to travel 
  short distances or to pilfer items that would other­
  wise be beyond its reach. To create such a rift in 
  space, a boggle must be adjacent to a space defined 
  by a frame, such as an open window or a doorway, 
  a gap between the bars of a cage, or the opening 
  between the feet of a bed and the floor. The rift is 
  invisible and disappears after a few seconds—just 
  enough time for the boggle to step, reach, or attack 
  through it.
  CHAPTER 2 | BESTIARY
  65
  
  Bo n e c l a w
  A wizard who tries to become a lich but fails might 
  become a boneclaw instead. These hideous, cack­
  ling monsters share a few of liches’ attributes, but 
  while liches are immortal masters of the arcane, 
  boneclaws are thralls to evil, hatred, and pain.
  The most important part of the transformation 
  ritual occurs when the soul of the aspiring lich 
  migrates to a prepared phylactery. If the wizard 
  is too physically or magically weak to compel the 
  soul into its new home, the soul instead seeks out 
  a master—a person within a few miles who has a 
  hate-filled heart. The soul bonds to that person and 
  becomes enslaved to its new master’s wishes. The 
  boneclaw forms near its master, sometimes appear­
  ing before that individual to receive orders and other 
  times simply seeking to fulfill its master’s desires.
  A boneclaw can serve only an evil creature. If its 
  master finds redemption or sincerely turns away 
  from the path of evil, the boneclaw is destroyed. 
  Otherwise, a boneclaw can’t be destroyed while its 
  master lives. No matter what happens to the bone­
  claw’s body, it re-forms within hours.
  In service to its master, a boneclaw delights in 
  causing horrific pain. It lurks like a spider in shad­
  owy recesses, waiting for victims to approach within 
  reach of its long, bony limbs. Once speared, a crea­
  ture is pulled into the darkness to be sliced apart.
  Bo n e c l a w
  Large Undead, Typically Chaotic Evil
  Armor Class 16 (natural armor) 
  Hit Points 150 (20dl0 + 40)
  Speed 40 ft.
  STR DEX CON INT WIS CHA
  19 (+4) 
  16 (+3) 
  15 (+2) 
  13 (+1) 
  15 (+2) 
  9 (-1)
  Saving Throws Dex +7, Con +6, Wis +6
  Skills Perception +6, Stealth +7
  Damage Resistances cold, necrotic
  Condition Immunities charmed, exhaustion, frightened, 
  paralyzed, poisoned
  Senses darkvision 60 ft., passive Perception 16
  Languages Common plus one language spoken by its master
  Challenge 12 (8,400 XP) 
  Proficiency Bonus +4
  Rejuvenation. While its master lives, a destroyed boneclaw 
  gains a new body in IdlO hours, with all its hit points. The new 
  body appears within 1 mile of the boneclaw’s master.
  Unusual Nature. The boneclaw doesn't require air, food, 
  drink, or sleep.
  Ac t io n s
  Multiattack. The boneclaw makes two Piercing Claw attacks.
  Piercing Claw. Melee Weapon Attack: +8 to hit, reach 15 ft., one 
  target. Hit: 20 (3dl0 + 4) piercing damage plus 11 (2dl0) ne­
  crotic damage. If the target is a creature, the boneclaw can pull 
  the target up to 10 feet toward itself, and the target is grappled 
  (escape DC 14). The boneclaw has two claws. While a claw 
  grapples a target, the claw can attack only that target.
  Shadow Jump (Recharge 5-6). If the boneclaw is in dim light 
  or darkness, each creature of the boneclaw’s choice within 15 
  feet of it must succeed on a DC 14 Constitution saving throw or 
  take 34 (5dl2 + 2) necrotic damage.
  The boneclaw then teleports up to 60 feet to an unoccupied 
  space it can see. It can bring one creature it’s grappling, tele­
  porting that creature to an unoccupied space it can see within 
  5 feet of its destination. The destination spaces of this telepor­
  tation must be in dim light or darkness.
  Bo n u s Ac t io n s
  Shadow Stealth. While in dim light or darkness, the boneclaw 
  takes the Hide action.
  Reac t io n s
  Deadly Reach. In response to a creature entering a space within 
  15 feet of it, the boneclaw makes one Piercing Claw attack 
  against that creature.
  66
  CHAPTER 2 | BESTIARY
  
  Bu l e z a u
  Diseased manifestations of animalistic rage, 
  bulezaus embody the violence of nature. Across the 
  Abyss, these demons lurk in deep canyons and lofty 
  crags, and many find a place in the ranks of demon 
  lords’ armies, serving as foot soldiers in the Abyss’s 
  endless warring.
  Bulezaus crave violence. Their eagerness to kill 
  and willingness to die make them common mem­
  bers of many demon lords’ entourages. When not 
  being corralled by larger and tougher demons, 
  bulezaus gather into scrabbling mobs, wrestling 
  and fighting among themselves until a better target 
  comes along or until a stronger demon bullies them 
  into subservience.
  Disfiguring ailments plague bulezaus: crusted 
  eyes, maggots wriggling in open sores, and a reek of 
  rotten meat that follows them wherever they go.
  Bu l e z a u
  Medium Fiend (Demon), Typically Chaotic Evil
  Armor Class 14 (natural armor) 
  Hit Points 52 (7d8 + 21)
  Speed 40 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  15 (+2)
  14 (+2)
  17 (+3)
  8(-l)
  9(-l)
  6 (-2)
  Damage Resistances cold, fire, lightning
  Damage Immunities poison
  Condition Immunities charmed, frightened, poisoned
  Senses darkvision 120 ft., passive Perception 9
  Languages Abyssal, telepathy 60 ft.
  Challenge 3 (700 XP) 
  Proficiency Bonus +2
  Rotting Presence. When any creature that isn’t a demon starts 
  its turn within 30 feet of the bulezau, that creature must suc­
  ceed on a DC 13 Constitution saving throw or take 3 (1 d6) 
  necrotic damage.
  Standing Leap. The bulezau’s long jump is up to 20 feet and its 
  high jump is up to 10 feet, with or without a running start.
  Sure-Footed. The bulezau has advantage on Strength and 
  Dexterity saving throws made against effects that would 
  knock it prone.
  Ac t io n s ________________________________
  Barbed Tail. Melee Weapon Attack: +4 to hit, reach 5 ft., one 
  target. Hit: 8 (1 dl2 + 2) piercing damage plus 4 (ld8) necrotic 
  damage. If the target is a creature, it must succeed on a DC 13 
  Constitution saving throw against disease or become poisoned 
  until the disease ends. While poisoned in this way, the target 
  sports festering boils, coughs up flies, and sheds rotting skin, 
  and the target must repeat the saving throw after every 24 
  hours that elapse. On a successful save, the disease ends. On 
  a failed save, the target’s hit point maximum is reduced by 4 
  (1 d8). The target dies if its hit point maximum is reduced to 0.
  Some ask why the bulezau, for all its ra<je and violence, 
  has the head of a ^oat. I always respond, have you met 
  a <joat? They're stubborn, they're vicious, and they 
  rarely <jo down without bashing you several times in 
  the shinS-
  that's awfully Specific. I Say, tAovx't pry.
  TASHA
  you
  CHAPTER 2 | BESTIARY
  
  Ca d a v e r  Co l l e c t o r
  The ancient war machines known as cadaver collec­
  tors lumber aimlessly across the blasted plains of 
  Acheron until they are called upon by a necroman­
  cer to bolster the ranks of a conquering army on the 
  Material Plane. These fearsome Constructs obey 
  their summoners until they are dismissed back to 
  Acheron, but if a summoner comes to a bad end, a 
  cadaver collector might wander the Material Plane 
  for centuries, collecting corpses while searching for 
  a way to return home.
  Cadaver collectors respond to a summons from a 
  mortal only when they are called to the scene of a 
  great battle—either where one is in progress, where 
  one is imminent, or where one once took place. 
  They encase themselves in the armor and weapons 
  of fallen warriors and impale the corpses of those 
  warriors on the lances and other weapons embed­
  ded in their salvaged armor.
  Corpses that accumulate on a cadaver collector’s 
  shell aren’t just grisly battle trophies. A cadaver col­
  lector can summon the spirits of these cadavers to 
  battle against its enemies. Although these specters 
  are individually weak, a cadaver col­
  lector can call up an almost endless 
  supply of them, if given enough time.
  Cadaver Collector
  Ac t io n s
  Large Construct, Typically Lawful Evil
  Multiattack. The collector makes two Slam attacks.
  Armor Class 17 (natural armor) 
  Hit Points 189 (18dl0 + 90) 
  Speed 30 ft.
  STR DEX CON INT WIS CHA
  21 (+5) 
  14 (+2) 
  20 (+5) 
  5 (-3) 
  11 (+0) 
  8 (-1)
  Damage Immunities necrotic, poison, psychic; bludgeoning, 
  piercing, and slashing from nonmagical attacks that aren’t 
  adamantine
  Condition Immunities charmed, exhaustion, frightened, 
  paralyzed, petrified, poisoned
  Senses darkvision 60 ft., passive Perception 10
  Languages understands all languages but can’t speak
  Challenge 14 (11,500 XP) 
  Proficiency Bonus +5
  Magic Resistance. The collector has advantage on saving 
  throws against spells and other magical effects.
  Unusual Nature. The collector doesn’t require air, food, 
  drink, or sleep.
  Slam. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. 
  Hit: 18 (3d8 + 5) bludgeoning damage plus 16 (3dl0) ne­
  crotic damage.
  Paralyzing Breath (Recharge 5-6). The collector releases par­
  alyzing gas in a 30-foot cone. Each creature in that area must 
  make a successful DC 18 Constitution saving throw or be par­
  alyzed for 1 minute. A paralyzed creature repeats the saving 
  throw at the end of each of its turns, ending the effect on itself 
  with a success.
  Bo n u s Ac t io n s
  Summon Specters (Recharges after a Short or Long Rest). The 
  collector calls up the enslaved spirits of those it has slain; 1 d4 
  specters (without Sunlight Sensitivity; see the Monster Manual) 
  arise in unoccupied spaces within 15 feet of it. The specters act 
  right after the collector on the same initiative count and fight 
  until they're destroyed. They disappear when the collector is 
  destroyed.
  68
  CHAPTER 2 | BESTIARY
  
  Ca n o l o t h
  A type of yugoloth, canoloths are fiendish trackers 
  and guardians employed by evil powers. They prefer 
  to enter into contracts to guard valuable treasures 
  and important locations. They always do exactly as 
  asked—never any more, never any less.
  With senses sharp enough to pinpoint the loca­
  tions of nearby invisible creatures, canoloths re­
  spond unfailingly to any threat to their charges. Fur­
  thermore, they emit a magical distortion field that
  prevents creatures close to them from teleporting. 
  Canoloths confront intruders with swift and ter­
  rible force, projecting long, spiny tongues to grab 
  their foes and drag them close. What happens next 
  depends on the contract. Unless instructed to kill, a 
  canoloth merely holds on to its prisoner, but if given 
  the order to do so, it tears its prey limb from limb.
  Ca n o l o t h
  Medium Fiend (Yugoloth), Typically Neutral Evil
  Armor Class 16 (natural armor) 
  Hit Points 120 (16d8 + 48) 
  Speed 50 ft.
  STR DEX CON INT WIS CHA
  18 (+4) 
  10 (+0) 
  17 (+3) 
  5 (-3) 
  17 (+3) 
  12 (+1)
  Skills Investigation +3, Perception +9
  Damage Resistances cold, fire, lightning; bludgeoning, 
  piercing, and slashing from nonmagical attacks
  Damage Immunities acid, poison
  Condition Immunities poisoned
  Senses truesight 120 ft., passive Perception 19
  Languages Abyssal, Infernal, telepathy 60 ft.
  Challenge 8 (3,900 XP) 
  Proficiency Bonus +3
  Dimensional Lock. Other creatures can’t teleport to or from 
  a space within 60 feet of the canoloth. Any attempt to do so 
  is wasted.
  Magic Resistance. The canoloth has advantage on saving 
  throws against spells and other magical effects.
  Uncanny Senses. The canoloth can’t be surprised unless it’s 
  incapacitated.
  Ac t io n s
  Multiattack. The canoloth makes one Bite or Tongue attack 
  and one Claw attack.
  Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. 
  Hit: 7 (1 d6 + 4) piercing damage plus 18 (4d8) force damage.
  Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. 
  Hit: 7 (1 d6 + 4) slashing damage plus 9 (2d8) force damage.
  Tongue. Melee Weapon Attack: +7 to hit, reach 30 ft., one 
  target. Hit: 10 (1 dl2 + 4) piercing damage plus 7 (2d6) acid 
  damage. If the target is Medium or smaller, it is grappled (es­
  cape DC 15), pulled up to 30 feet toward the canoloth, and re­
  strained until the grapple ends. The canoloth can grapple one 
  target at a time with its tongue.
  .......=
  CHAPTER 2 | BESTIARY
  69
  
  Ca t o b l e pa s
  The catoblepas is as loathsome as the vile swamp­
  lands in which it lives, a conglomeration of bloated 
  buffalo, dinosaur, warthog, and hippopotamus 
  parts. Despite its ungainly physiology, a catoblepas 
  resembles a natural animal in its behavior, ambling 
  through its marshy home, munching choice vegeta­
  tion, eating the occasional bit of carrion, and wal­
  lowing in mire. A catoblepas might be found with 
  the one mate it chooses for life and, on occasion, 
  with a calf. A catoblepas attacks anyone that moves 
  too close, especially if guarding its young.
  A catoblepas’s stink, like the stench of death 
  mixed with swamp gas and skunk musk, gives it 
  away as being much more ghastly than its appear­
  ance suggests. When it is on the attack, a catoblepas 
  reveals the extent of its horrific nature. The crea­
  ture’s serpentine neck has trouble lifting its head, 
  but one glare from its bloodshot eyes can rot flesh.
  At the end of its tail is a club that can rattle body and 
  soul if it strikes true, leaving a victim unable to act 
  while the catoblepas feasts on its body.
  Bl ig h t e d  Te r r it o r y
  A catoblepas’s nature as a creature of disease and 
  decay brings out similar characteristics in the crea­
  ture’s swampy habitat. Such a wetland becomes 
  gloomy, tangled, and more fetid than it was before. 
  Beneficial qualities of the environment, such as 
  healing herbs and clean water, become degraded, 
  and swamp gases take on a hint of the catoblepas’s 
  foulness. Animals in the area are more aggressive 
  and liable to be diseased. Degenerate creatures are 
  likely to take up residence near a catoblepas’s terri­
  tory, as are those seeking to avoid notice.
  Ca t o b l e pa s e s in  Fo l k l o r e
  Ordinary folk rarely see a catoblepas, but the crea­
  ture has such a feared reputation that stories about 
  it are ingrained in the popular culture. Any rumor of 
  a catoblepas taking up residence nearby is taken to 
  be a bad omen, even if the rumor is proven false. In 
  some lands, the silhouette of a catoblepas, with its 
  tail extended over its body and its head held low, is a 
  baleful heraldic figure signifying death or doom.
  Sages say that gods of pestilence and rot created 
  catoblepases as embodiments of their influence, 
  while other stories link them to misfortune. Some 
  such tales claim that swamp-dwelling hags tend 
  catoblepases like cattle, drinking the monsters’ 
  milk and using them as guardians or pets. Other 
  legends say that those of impure heart can tame a 
  catoblepas and whisper of malevolent warlocks and 
  wicked knights who ride them into battle.
  Ca t o b l e pa s
  Large Monstrosity, Unaligned
  Armor Class 14 (natural armor) 
  Hit Points 84 (8dl0 + 40) 
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  19 (+4)
  12 (+1)
  21 (+5)
  3 H)
  14 (+2)
  8(-l)
  Skills Perception +5
  Senses darkvision 60 ft., passive Perception 15
  Languages —
  Challenge 5 (1,800 XP) 
  Proficiency Bonus +3
  Stench. Any creature other than a catoblepas that starts its 
  turn within 10 feet of the catoblepas must succeed on a DC 16 
  Constitution saving throw or be poisoned until the start of the 
  creature’s next turn. On a successful saving throw, the creature 
  is immune to the Stench of any catoblepas for 1 hour.
  Actions
  Tail. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. 
  Hit: 21 (5d6 + 4) bludgeoning damage, and the target must 
  succeed on a DC 16 Constitution saving throw or be stunned 
  until the start of the catoblepas’s next turn.
  Death Ray (Recharge 5-6). The catoblepas targets one creature 
  it can see within 30 feet of it. The target must make a DC 16 
  Constitution saving throw, taking 36 (8d8) necrotic damage 
  on a failed save, or half as much damage on a successful one. 
  If the saving throw fails by 5 or more, the target instead takes 
  64 necrotic damage. The target dies if reduced to 0 hit points 
  by this ray.
  - ■ ... — - -—1 " " -- - •
  70
  CHAPTER 2 | BESTIARY
  
  Ca t t l e
  Many kinds of cattle roam the multiverse, some of 
  them domesticated and others feral. In many cul­
  tures, cattle are almost like family to the folk who 
  tend to them.
  Au r o c h s
  An aurochs is a large, fierce bovine with jutting 
  horns. In many lands, herds of aurochs roam free, 
  while elsewhere orcs and humans train them from 
  an early age to carry riders into combat.
  h. 
  -..-r. L... .. ... 
  ... 
  -----------1
  Aurochs
  Large Beast (Cattle), Unaligned
  Armor Class 11 (natural armor) 
  Hit Points 38 (4dl0 + 16) 
  Speed 50 ft.
  De e p Ro t h e
  Deep rothe are Underdark cattle that communicate 
  with one another using the dancing lights spell. 
  Some scholars speculate that rothe came originally 
  from the Feywild and brought the ability to cast the 
  spell with them. Other sages attribute the ability to 
  the centuries rothe have spent in the Underdark, 
  where ambient magic slowly transforms everything.
  Deep Rothe
  Medium Beast (Cattle), Unaligned
  Armor Class 10
  Hit Points 13 (2d8 + 4) 
  Speed 30 ft.
  STR DEX CON INT WIS CHA
  18 (+4) 
  10 (+0) 
  14 (+2) 
  2 (-4) 
  10 (+0) 
  4 (-3)
  STR DEX CON INT WIS CHA
  20 (+5) 
  10 (+0) 
  19 (+4) 
  2 (-4) 
  12 (+1) 
  5 (-3)
  Senses passive Perception 11
  Languages —
  Challenge 2 (450 XP) 
  Proficiency Bonus +2
  Ac t io n s
  Core. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. 
  Hit: 14 (2d8 + 5) piercing damage. If the aurochs moved at 
  least 20 feet straight toward the target immediately before the 
  hit, the target takes an extra 9 (2d8) piercing damage, and the 
  target must succeed on a DC 15 Strength saving throw or be 
  knocked prone if it is a creature.
  Senses darkvision 60 ft., passive Perception 10
  Languages —
  Challenge 1/4 (50 XP) 
  Proficiency Bonus +2
  Beast of Burden. The rothe is considered to be one size larger 
  for the purpose of determining its carrying capacity.
  Ac t io n s
  Core. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. 
  Hit: 7 (1 d6 + 4) piercing damage. If the roth£ moved at least 20 
  feet straight toward the target immediately before the hit, the 
  target takes an extra 7 (2d6) piercing damage.
  Dancing Lights. The rothe casts dancing lights, requiring no 
  spell components and using Wisdom as the spellcasting ability.
  CHAPTER 2 | BESTIARY
  
  Ox
  Oxen are domesticated cattle bred for milk and 
  meat production and for hauling. Many cultures in­
  corporate the ox into their labor and diets.
  St e n c h  Ko w
  Stench kows are misshapen bison native to the 
  Lower Planes. These orange and green creatures 
  defend themselves by exuding a miasma so hideous 
  as to be toxic. Some mischievous and malevolent 
  wizards have summoned stench kows to the Mate­
  rial Plane, disguised the creatures as oxen, and let 
  the infernal bison loose on unsuspecting villages.
  Stench Kow
  Large Fiend (Cattle), Unaligned
  Ox
  Large Beast (Cattle), Unaligned
  Armor Class 10
  Hit Points 15 (2dl0 + 4) 
  Speed 30 ft.
  Armor Class 10
  Hit Points 15 (2dl0 + 4) 
  Speed 30 ft.
  STR DEX CON INT WIS CHA
  18 (+4) 
  10 (+0) 
  14 (+2) 
  2 (-4) 
  10 (+0) 
  4 (-3)
  STR
  DEX
  CON
  INT
  WIS
  CHA
  18 (+4)
  10 (+0)
  14 (+2)
  2 H)
  10 (+0)
  4 (-3)
  Senses passive Perception 10
  Languages —
  Challenge 1/4 (50 XP) 
  Proficiency Bonus +2
  Beast of Burden. The ox is considered to be one size larger for 
  the purpose of determining its carrying capacity.
  Ac t io n s
  Core. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. 
  Hit: 7 (1 d6 + 4) piercing damage. If the ox moved at least 20 
  feet straight toward the target immediately before the hit, the 
  target takes an extra 7 (2d6) piercing damage.
  — - ■ ■ ■ ——.................- ... - ... ■■ .. . .... - -................... ।
  Damage Resistances cold, fire, poison
  Senses darkvision 60 ft., passive Perception 10
  Languages —
  Challenge 1/2 (50 XP) 
  Proficiency Bonus +2
  Stench. Any creature other than a stench kow that starts its 
  turn within 5 feet of the stench kow must succeed on a DC 12 
  Constitution saving throw or be poisoned until the start of the 
  creature’s next turn. On a successful saving throw, the creature 
  is immune to the Stench of all stench kows for 1 hour.
  Ac t io n s
  Core. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. 
  Hit: 7 (1 d6 + 4) piercing damage. If the stench kow moved at 
  least 20 feet straight toward the target immediately before the 
  hit, the target takes an extra 7 (2d6) piercing damage.
  72
  CHAPTER 2 | BESTIARY
  
  Ca v e Fis h e r
  A cave fisher is a subterranean arachnid with a long 
  snout that houses spinnerets, enabling the creature 
  to produce sticky filaments, much like the strands 
  of a spider’s webbing, which the creature uses to 
  snag prey.
  A cave fisher usually hunts small animals and is 
  particularly fond of bats, so it stretches a filament 
  over an opening that such prey might travel through. 
  It then climbs to a hiding spot and adheres itself to 
  the surface to rest and wait. When prey blunders 
  into the filament, the cave fisher reels in its meal. A 
  group of cave fishers might work together to cover 
  a large area with filaments, but as soon as one cap­
  tures potential food, every cave fisher in the area 
  competes for the prize. If a victim escapes from the 
  initial ambush, a cave fisher can reclaim its prey by 
  shooting a filament out to capture it again.
  Scarce food might draw a group of cave fishers up 
  to the surface, into a shadowy canyon or a gloomy 
  forest that features both native animal prey and 
  creatures such as explorers or travelers occasion­
  ally moving through the area.
  Va l u a b l e Pa r t s
  Nearly every part of a cave fisher is useful after the 
  creature has been dispatched. Cave fisher filaments 
  can be woven into rope that is thin, tough, and 
  nearly invisible. The creature’s shell is used in the 
  manufacture of tools, armor, and jewelry. Its blood 
  is alcoholic and tastes like strong liquor. Several 
  dwarven spirits include cave fisher blood, and some 
  dwarves, especially berserkers, drink the blood 
  straight. Cave fisher meat is edible, tasting much 
  like crab cooked in strong wine.
  While some folk hunt cave fishers to kill them to 
  harvest their filaments, shells, and blood, others 
  capture cave fisher eggs and rear the hatchlings, 
  which can be trained to guard passages or serve as 
  beasts of war. Cave fishers have a natural aversion 
  to fire, since their blood is flammable. As such, Un­
  derdark denizens often use the threat of fire when 
  training them.
  Ca v e Fis h e r
  Medium Monstrosity, Unaligned
  Armor Class 16 (natural armor) 
  Hit Points 58 (9d8 + 18) 
  Speed 20 ft., climb 20 ft.
  STR DEX CON INT WIS CHA
  16 (+3) 
  13 (+1) 
  14 (+2) 
  3 (-4) 
  10 (+0) 
  3 (-4)
  Skills Perception +2, Stealth +5
  Senses blindsight 60 ft., passive Perception 12
  Languages —
  Challenge 3 (700 XP) 
  Proficiency Bonus +2
  Flammable Blood. If the cave fisher drops to half its hit points 
  or fewer, it gains vulnerability to fire damage.
  Spider Climb. The cave fisher can climb difficult surfaces, in­
  cluding upside down on ceilings, without needing to make an 
  ability check.
  Ac t io n s
  Multiattack. The cave fisher makes two Claw attacks.
  Claw. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 
  Hit: 10 (2d6 + 3) slashing damage.
  Retract Filament. One Large or smaller creature grappled 
  by the cave fisher’s Adhesive Filament must make a DC 13 
  Strength saving throw. On a failed save, the target is pulled into 
  an unoccupied space within 5 feet of the cave fisher, and the 
  cave fisher makes one Claw attack against it. Anyone else who 
  was attached to the filament is released. Until the grapple ends 
  on the target, the cave fisher can’t use Adhesive Filament.
  Bo n u s Ac t io n s
  Adhesive Filament. The cave fisher extends a sticky filament up 
  to 60 feet, and the filament adheres to anything that touches it. 
  A creature the filament adheres to is grappled by the cave fisher 
  (escape DC 13), and ability checks made to escape this grapple 
  have disadvantage. The filament can be attacked (AC 15; 5 hit 
  points; immunity to poison and psychic damage). A weapon 
  that fails to sever it becomes stuck to it, requiring an action and 
  a successful DC 13 Strength check to pull free. Destroying the 
  filament deals no damage to the cave fisher. The filament crum­
  bles away if the cave fisher takes this bonus action again.
  CHAPTER 2 | BESTIARY
  
  Ch a mpio n
  Ch a mpio n
  Medium Humanoid, Any Alignment
  Champions are mighty warriors who have honed 
  their fighting skills in wars or gladiatorial pits. 
  To soldiers and other people who fight for a liv­
  ing, champions are as influential as nobles, and 
  their presence is courted as a sign of status 
  among rulers.
  A typical champion bears a coat of arms, heraldry 
  that is associated with the champion far and wide.
  You may create a coat of arms for a champion or 
  roll on the Champion’s Coats of Arms table to de­
  termine it.
  Ch ampio n’s Co at s o f  Ar ms
  d!2 Coat of Arms
  1 
  Three lit candles on a purple field
  2 
  Sea serpent coiled around a trident on a blue 
  field
  3 
  Hunting horn banded in gold on a gray field
  4 
  Raised fist grasping an anchor on a quartered 
  field of blue and white
  5 
  Turtle with crenelated tower on its shell on a 
  white field
  6 
  Dragon skull supported on either side by dragon 
  wings on a red field
  7 
  Yellow chicken foot on a black field
  8 
  Lightning bolt splitting a galley in two on a blue
  field
  9 
  Two crouching displacer beasts facing each 
  other on a yellow field
  10 
  Knotted brambles on a green field
  11 
  Red owlbear with a silver crown on a checkered 
  field of black and white
  12 
  Black anvil cracked down the middle on an or­
  ange field
  Armor Class 18 (plate) 
  Hit Points 143 (22d8 + 44) 
  Speed 30 ft.
  STR DEX CON INT WIS CHA
  20 (+5) 
  15 (+2) 
  14 (+2) 
  10(+0) 
  14 (4-2) 
  12(4-1)
  Saving Throws Str 4-9, Con 4-6
  Skills Athletics 4-9, Intimidation 4-5, Perception -t-6
  Senses passive Perception 16
  Languages any one language (usually Common)
  Challenge 9 (5,000 XP) 
  Proficiency Bonus 4-4
  Indomitable (2/Day). The champion rerolls a failed 
  saving throw.
  Ac t io n s
  Multiattack. The champion makes three Creatsword or Short­
  bow attacks.
  Creatsword. Melee Weapon Attack: 4-9 to hit, reach 5 ft., one 
  target. Hit: 12 (2d6 4- 5) slashing damage, plus 7 (2d6) slash­
  ing damage if the champion has more than half of its total hit 
  points remaining.
  Shortbow. Ranged Weapon Attack: 4-6 to hit, range 80/320 ft., 
  one target. Hit: 5 (1 d6 4- 2) piercing damage, plus 7 (2d6) pierc­
  ing damage if the champion has more than half of its total hit 
  points remaining.
  Bo n u s Ac t io n s
  Second Wind (Recharges after a Short or Long Rest). The cham­
  pion regains 20 hit points.
  i " 
  ........ ■ 
  - 
  - ■■ ■- 
  —
  74
  CHAPTER 2 | BESTIARY
  
  Ch it in e
  Dedicated to Lolth, chitines are 
  multiarmed bipeds with arachnid 
  qualities. Most live in colonies in the 
  Underdark and fight the enemies of 
  the Demon Queen of Spiders. Long 
  ago, the cult of Lolth first subjected 
  elf prisoners to horrible rituals that 
  transformed them into creatures 
  with both elven and spider traits, 
  which their creators dubbed chitines. 
  The intention was to create servile 
  warriors dedicated first to the cult 
  and then, only by association with it, 
  to Lolth. The goddess found this ar­
  rangement unacceptable.
  As punishment, the Spider Queen twisted her 
  worshipers’ rituals. The process usually trans­
  formed subjects into the spindly creatures her 
  devotees expected, but occasionally, an elf changed 
  into a choldrith (appears in this book): an arachnid 
  Monstrosity able to command and create more 
  chitines on its own. These choldriths soon led the 
  chitines to rebel and abandon their creators, found­
  ing free colonies elsewhere in the Underdark. On 
  occasion, though, colonies can be found in remote, 
  gloomy areas of the surface world, warring against 
  Lolth’s enemies.
  The cult of Lolth still creates chitines as the need 
  arises. Outside the presence of a choldrith, chitines 
  make good workers, and they can be useful if the 
  cult finds an independent chitine colony and want to 
  infiltrate it. If the creation process yields a choldrith, 
  though, the cult destroys the creature.
  As servants of Lolth, chitines love spiders. They 
  rear spiders and similar arachnids, such as cave 
  fishers (also in this book). Chitine colonies erect 
  shrines to Lolth that serve as beacons, attracting 
  spiders and other beings that serve her. Anywhere 
  chitines set up a colony quickly becomes a web- 
  shrouded, gloomy, and treacherous place.
  Chitines resemble spiders, but they behave more 
  like social insects such as ants. They are divided 
  into worker and warrior castes; choldriths, when 
  present, occupy the top levels of a colony’s hierar­
  chy. Each chitine has a social position that comes 
  with duties related to that rank, and all are expected 
  to sacrifice themselves to protect the colony’s chol­
  driths. Every chitine has spinnerets and slowly 
  produces webbing that is used to build floors, walls, 
  structures, objects, and traps that benefit the colony. 
  A warrior might be responsible for crafting web 
  armor (which is as tough as hide or leather), while 
  a group of workers might be tasked to dig pit traps 
  and cover them with fragile webbing disguised with 
  loose dirt to appear as a solid surface.
  Ch it in e
  Small Monstrosity, Typically Chaotic Evil
  Armor Class 14 (hide armor)
  Hit Points 18 (4d6 + 4)
  Speed 30 ft., climb 30 ft.
  STR DEX CON INT WIS CHA
  10 (+0) 
  14 (+2) 
  12 (+1) 
  10 (+0) 10 (+0) 
  7 (-2)
  Skills Athletics +4, Stealth +4
  Senses darkvision 60 ft., passive Perception 10
  Languages Undercommon
  Challenge 1/2 (100 XP) 
  Proficiency Bonus +2
  Fey Ancestry. The chitine has advantage on saving throws 
  against being charmed, and magic can’t put the chitine to sleep.
  Sunlight Sensitivity. While in sunlight, the chitine has disadvan­
  tage on attack rolls, as well as on Wisdom (Perception) checks 
  that rely on sight.
  Web Sense. While in contact with a web, the chitine knows 
  the exact location of any other creature in contact with 
  the same web.
  Web Walker. The chitine ignores movement restrictions caused 
  by webbing.
  Ac t io n s_______________________________
  Multiattack. The chitine makes three Dagger attacks.
  Dagger. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or 
  range 20/60 ft., one target. Hit: 4 (1 d4 + 2) piercing damage.
  CHAPTER 2 | BESTIARY
  75
  
  Ch o k e r
  The choker is a subterranean predator far more 
  dangerous than its small size and spindly, rubbery 
  limbs would suggest.
  Chokers have cartilage rather than a bony skel­
  eton. This flexible internal structure enables them 
  to easily slip into narrow fissures and niches in 
  the walls of their cavern homes. They lurk in 
  these spots, silent and unseen, waiting for prey to 
  happen by.
  A choker’s usual method for luring prey involves 
  positioning the body of its latest catch just outside 
  its hiding spot. Whenever it gets hungry, it tears 
  off a few chunks of flesh to feed itself. In the mean­
  time, the corpse serves to entice other curious 
  folk—explorers from the surface world, drow, duer- 
  gar, or the choker’s favorite prey, goblins—to come 
  within reach.
  When a target presents itself, the choker’s star- 
  fish-shaped hands dart out of its hiding spot, wrap 
  around the victim’s throat, and pin the unfortunate 
  creature against the cavern wall. Because its arms 
  are so long, the choker can keep its body deep in­
  side the crevice where it hides, beyond the reach of 
  most normal weapons.
  Chokers tend to set their ambushes alone, rather 
  than working in concert, but where one choker is 
  found, others are likely to be nearby. They commu­
  nicate through eerie, keening howls that travel long 
  distances through caves and tunnels but are difficult 
  to identify or locate in a typical echo-filled cavern.
  Ch o k e r
  Small Aberration, Typically Chaotic Evil
  Armor Class 16 (natural armor) 
  Hit Points 13 (3d6 + 3) 
  Speed 30 ft.
  STR DEX CON INT WIS CHA
  16 (+3) 
  14 (+2) 
  13 (+1) 
  4 (-3) 
  12 (+1) 
  7 (-2)
  Skills Stealth +6
  Senses darkvision 60 ft., passive Perception 11
  Languages Deep Speech
  Challenge 1 (100 XP) 
  Proficiency Bonus+2
  Aberrant Quickness (Recharges after a Short or Long Rest). The 
  choker can take an extra action on its turn.
  Boneless. The choker can move through and occupy a space as 
  narrow as 4 inches wide without squeezing.
  Spicier Climb. The choker can climb difficult surfaces, includ­
  ing upside down on ceilings, without needing to make an 
  ability check.
  Ac t io n s
  Multiattack. The choker makes two Tentacle attacks.
  Tentacle. Melee Weapon Attack: +5 to hit, reach 10 ft., one 
  target. Hit: 5 (ld4 + 3) piercing damage. If the target is a Large 
  or smaller creature, it is grappled (escape DC 15). Until this 
  grapple ends, the target is restrained, and the choker can’t use 
  this tentacle on another target. The choker has two tentacles. If 
  this attack is a critical hit, the target also can’t breathe or speak 
  until the grapple ends.
  76
  CHAPTER 2 | BESTIARY
  
  Gholdrith
  Medium Monstrosity (Cleric), Typically Chaotic Evil
  Armor Class 15 (natural armor) 
  Hit Points 66 (12d8+ 12) 
  Speed 30 ft., climb 30 ft.
  STR DEX CON INT WIS CHA
  12 (+1) 
  16 (+3) 
  12 (+1) 
  11 (+0) 
  14 (+2) 
  10 (+0)
  Skills Athletics +5, Religion +2, Stealth +5
  Senses darkvision 60 ft., passive Perception 12
  Languages Undercommon
  Challenge 3 (700 XP) 
  Proficiency Bonus +2
  Fey Ancestry. The choldrith has advantage on saving throws 
  against being charmed, and magic can’t put the chol- 
  drith to sleep.
  Spider Climb. The choldrith can climb difficult surfaces, in­
  cluding upside down on ceilings, without needing to make an 
  ability check.
  Sunlight Sensitivity. While in sunlight, the choldrith has dis­
  advantage on attack rolls, as well as on Wisdom (Perception) 
  checks that rely on sight.
  Web Sense. While in contact with a web, the choldrith knows 
  the exact location of any other creature in contact with 
  the same web.
  Web Walker. The choldrith ignores movement restrictions 
  caused by webbing.
  Ac t io n s______________________________
  Dagger. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. 
  or range 20/60 ft., one target. Hit: 5 (1 d4 + 3) piercing damage 
  plus 10 (3d6) poison damage.
  Spellcasting. The choldrith casts one of the following spells, us­
  ing Wisdom as the spellcasting ability (spell save DC 12):
  At will: guidance, thaumaturgy 
  1/day each: bane, hold person
  Web (Recharge 5-6). Ranged Weapon Attack: +5 to hit, range 
  30/60 ft., one Large or smaller creature. Hit: The target is 
  restrained by webbing. As an action, the restrained target 
  can make a DC 11 Strength check, bursting the webbing on a 
  success. The webbing can also be attacked and destroyed (AC 
  10; 5 hit points; vulnerability to fire damage; immunity to blud­
  geoning, poison, and psychic damage).
  Bo n u s Ac t io n s________________________
  Spectral Dagger (Recharges after a Short or Long Rest). The 
  choldrith conjures a floating, spectral dagger within 60 feet of 
  itself. The choldrith can make a melee spell attack (+4 to hit) 
  against one creature within 5 feet of the dagger. On a hit, the 
  target takes 6 (1 d8 + 2) force damage.
  The dagger lasts for 1 minute. As a bonus action on later 
  turns, the choldrith can move the dagger up to 20 feet and re­
  peat the attack against one creature within 5 feet of the dagger.
  Ch o l d r it h
  Choldriths are monstrous spiderlike creatures orig­
  inally created to serve Lolth. They rule colonies of 
  chitines (in this book) and lead them into battle in 
  Lolth’s war against her enemies.
  When devotees of Lolth created the first chitines, 
  she watched as her followers used arcane magic 
  and demonic powers and invoked her aid for the 
  divine spark needed to ensure the subjects’ survival, 
  expecting to see these new abominations dedicated 
  solely to her, but the devotees performed no such rit­
  ual. As revenge for the devotees’ betrayal, the Spider 
  Queen manipulated the creation rituals so that they 
  sometimes created choldriths instead of chitines.
  At first, these devotees were unaware that the 
  new creatures, which they dubbed choldriths, were 
  signs of Lolth’s wrath. Instead, they were pleased, 
  because choldriths could lay eggs that birthed more 
  chitines (and the rare choldrith) and could direct 
  the chitines in their work. But the devotees soon re­
  alized their mistake—choldriths belonged to Lolth, 
  body and soul. Choldriths whispered to the chitines 
  of their adoration of the Spider Queen and their 
  enmity against their creators, and led them in a suc­
  cessful revolt.
  Choldriths are born with a mystical connection 
  to Lolth, which gives them divine magic. They also 
  make up the ruling caste of most chitine colonies. 
  A colony can support numerous choldriths, who 
  serve as commanders, priests, and supervisors. The 
  choldriths continually jockey for position, although 
  they rarely confront one another in a way that puts 
  the colony at risk. The colony is ruled by a sover­
  eign, who determines which colony members per­
  form which tasks, including whether a choldrith is 
  permitted to lay eggs. Sometimes a choldrith ruler 
  receives a vision from Lolth that inspires the entire 
  colony into some grand, often violent, action.
  CHAPTER 2 | BESTIARY
  77
  
  Cl o c k w o r k s
  Gnomes’ tinkering with magic and mechanical de­
  vices has produced many failed Constructs but also 
  has resulted in genuine advances, such as clock­
  works. The methods used to craft clockworks have 
  been shared between gnome communities over 
  many generations.
  Br o n z e Sc o u t
  A bronze scout seldom emerges from underground. 
  Its telescoping eyestalks observe foes at close range 
  while most of its segmented body remains buried. 
  If detected, it sends electrical shocks through the 
  ground toward pursuers while it retreats.
  Ir o n Co b r a
  An iron cobra is exactly what its name implies: a 
  metal snake with a poisonous bite. Gnomes load 
  this clockwork with alchemical concoctions that can 
  paralyze creatures and cloud the mind.
  Oa k e n  Bo l t e r
  No ordinary ballista, an oaken bolter is a Construct 
  capable of striking at long distances. The bolts it 
  launches can rend flesh, destroy armor, or drag en­
  emies toward traps or melee-oriented clockworks— 
  and at shorter ranges, burst with explosive force.
  St o n e De f e n d e r
  The thick plates of stone riveted onto a stone de­
  fender give it substantial protection. Its chief role is 
  as a bodyguard.
  In d iv id u a l  De s ig n s
  Gnome artisans prefer unique clockworks over 
  perfectly functioning ones that copy too much from 
  other creations. A clockwork can be customized by 
  adding one of the following enhancements and one 
  potential malfunction to its stat block. You can se­
  lect randomly or choose a pair of modifications that 
  fit the temperament of the clockwork’s builder.
  Clockwork Enhancements
  diO Enhancement
  1 
  Camouflaged. The clockwork gains proficiency in 
  Stealth if it lacks that proficiency. While motionless, 
  it is indistinguishable from a stopped machine.
  2 
  Sensors. The range of the clockwork’s darkvision 
  increases by 60 feet, and it gains proficiency in Per­
  ception if it lacks that proficiency.
  3 
  Fortified. The clockwork’s AC increases by 2.
  4 
  Increased Speed. The clockwork’s speed increases 
  by 10 feet.
  diO Enhancement
  5 
  Reinforced Construction. The clockwork has resis­
  tance to force, lightning, and thunder damage.
  6 
  Self-Repairing. If the clockwork starts its turn with 
  fewer than half its hit points but at least 1 hit point, 
  it regains 5 hit points. If it takes lightning damage, 
  this ability doesn’t function at the start of its next 
  turn.
  7 
  Sturdy Frame. The clockwork’s hit point maximum 
  increases by an amount equal to its number of Hit 
  Dice.
  8 
  Suction. The clockwork gains a climbing speed of 
  30 feet.
  9 
  Vocal Resonator. The clockwork gains the ability to 
  speak rudimentary Common or Gnomish.
  10 
  Water Propulsion. The clockwork gains a swimming 
  speed of 30 feet.
  Clockwork Malfunctions
  d8 Malfunction
  1 
  Faulty Sensors. Roll a d6 at the start of the clock­
  work’s turn. If you roll a 1, the clockwork is blinded 
  until the end of its turn.
  2 
  Flawed Targeting. Roll a d6 at the start of the clock­
  work’s turn. If you roll a 1, the clockwork makes 
  attack rolls with disadvantage until the end of its 
  turn.
  3 
  Ground Fault. The clockwork has vulnerability to 
  lightning damage.
  4 
  Imprinting Loop. Roll a d6 at the start of the clock­
  work’s turn. If you roll a 1, the clockwork mistakes 
  one creature it can see within 30 feet for its creator. 
  The clockwork won’t willingly harm that creature 
  for 1 minute or until that creature attacks or dam­
  ages it.
  5 
  Limited Steering. The clockwork must move in a 
  straight line. It can turn up to 90 degrees before 
  moving and again at the midpoint of its movement. 
  It can rotate freely if it doesn’t use any of its speeds 
  on its turn.
  6 
  Overactive Sense of Self-Preservation. If the clock­
  work has half its hit points or fewer at the start 
  of its turn in combat, roll a d6. If you roll a 1, it 
  retreats from combat if possible. It otherwise keeps 
  fighting.
  7 
  Overheats. Roll a d6 at the start of the clockwork’s 
  turn. If you roll a 1, the clockwork is incapacitated 
  until the end of its turn.
  8 
  Rusty Gears. The clockwork has disadvantage on 
  initiative rolls, and its speed decreases by 10 feet.
  CHAPTER 2 | BESTIARY
  
  Armor Class 13
  Cl o c k w o r k  Br o n z e Sc o u t
  Medium Construct, Unaligned
  Hit Points 91 (14d8 + 28) 
  Speed 30 ft.
  Armor Class 13
  Hit Points 36 (8d8)
  Speed 30 ft., burrow 30 ft.
  STR DEX CON INT WIS CHA
  10 (+0) 
  16(+3) 
  11(4-0) 
  3 (-4) 
  14 (+2) 
  1 (-5)
  Skills Perception 4-6, Stealth 4-7
  Damage Immunities poison
  Condition Immunities charmed, exhaustion, frightened, 
  paralyzed, petrified, poisoned
  Senses darkvision 60 ft., passive Perception 16
  Languages understands one language of its creator but can’t 
  speak
  Challenge 1 (200 XP) 
  Proficiency Bonus 4-2
  Earth Armor. The clockwork doesn’t provoke opportunity at­
  tacks when it burrows.
  Magic Resistance. The clockwork has advantage on saving 
  throws against spells and other magical effects.
  Unusual Nature. The clockwork doesn’t require air, food, 
  drink, or sleep.
  Ac t io n s
  Bite. Melee Weapon Attack: 4-5 to hit, reach 5 ft., one target. 
  Hit: 5 (1 d4 4- 3) piercing damage plus 3 (1 d6) lightning damage.
  Lightning Flare (Recharges after a Short or Long Rest). Each 
  creature in contact with the ground within 15 feet of the clock­
  work must make a DC 13 Dexterity saving throw, taking 14 
  (4d6) lightning damage on a failed save, or half as much dam­
  age on a successful one.
  STR DEX CON INT WIS CHA
  12 (4-1) 
  16 (+3) 
  14 (4-2) 
  3 (-4) 
  10 (4-0) 
  1 (-5)
  Skills Stealth 4-7
  Damage Immunities poison
  Condition Immunities charmed, exhaustion, frightened, 
  paralyzed, petrified, poisoned
  Senses darkvision 60 ft., passive Perception 10
  Languages understands one language of its creator but can’t 
  speak
  Challenge 4 (1,100 XP) 
  Proficiency Bonus 4-2
  Magic Resistance. The clockwork has advantage on saving 
  throws against spells and other magical effects.
  Unusual Nature. The clockwork doesn’t require air, food, 
  drink, or sleep.
  Ac t io n s
  Bite. Melee Weapon Attack: 4-5 to hit, reach 5 ft., one target. 
  Hit: 6 (ld6 4- 3) piercing damage. If the target is a creature, it 
  must succeed on a DC 13 Constitution saving throw or suffer 
  one random effect (roll a d6):
  1-2: Confusion. On its next turn, the target must use its action 
  to make one weapon attack against a random creature it can 
  see within 30 feet of it, using whatever weapon it has in hand 
  and moving beforehand if necessary to get in range. If it’s 
  holding no weapon, it makes an unarmed strike. If no crea­
  ture is visible within 30 feet, it takes the Dash action, moving 
  toward the nearest creature.
  3-4: Paralysis. The target is paralyzed until the end of its 
  next turn.
  5-6: Poison. The target takes 13 (3d8) poison damage.
  CHAPTER 2 | BESTIARY
  79
  
  Cl o c k w o r k  Oa k e n  Bo l t e r
  Medium Construct, Unaligned
  Armor Class 16 (natural armor) 
  Hit Points 117 (18d8 + 36)
  Speed 30 ft.
  STR DEX CON INT WIS CHA
  12 (+1) 
  18 (+4) 
  15 (+2) 
  3 (-4) 
  10 (+0) 
  1 (-5)
  Damage Immunities poison
  Condition Immunities charmed, exhaustion, frightened, 
  paralyzed, petrified, poisoned
  Senses darkvision 60 ft., passive Perception 10
  Languages understands one language of its creator but can’t 
  speak
  Challenge 5 (1,800 XP) 
  Proficiency Bonus +3
  Magic Resistance. The clockwork has advantage on saving 
  throws against spells and other magical effects.
  Unusual Nature. The clockwork doesn’t require air, food, 
  drink, or sleep.
  Ac t io n s
  Multiattack. The clockwork makes two Lancing Bolt attacks or 
  one Lancing Bolt attack and one Harpoon attack.
  Lancing Bolt. Melee or Ranged Weapon Attack: +7 to hit, reach 
  5 ft. or range 100/400 ft., one target. Hit: 15 (2dl0 + 4) pierc­
  ing damage.
  Harpoon. Ranged Weapon Attack: +7 to hit, range 50/200 ft., 
  one target. Hit: 9 (IdlO + 4) piercing damage, and the target 
  is grappled (escape DC 12). While grappled in this way, a crea­
  ture’s speed isn’t reduced, but it can move only in directions 
  that bring it closer to the clockwork. A creature takes 5 (IdlO) 
  slashing damage if it escapes from the grapple or if it tries and 
  fails. The clockwork can grapple only one creature at a time 
  with its harpoon.
  Explosive Bolt (Recharge 5-6). The clockwork launches an 
  explosive charge at a point within 120 feet. Each creature in a 
  20-foot-radius sphere centered on that point must make a DC 
  15 Dexterity saving throw, taking 17 (5d6) fire damage on a 
  failed save, or half as much damage on a successful one.
  Bo n u s Ac t io n s
  Reel In. The clockwork pulls the creature grappled by its Har­
  poon up to 20 feet closer.
  Cl o c k w o r k  St o n e De f e n d e r
  Medium Construct, Unaligned
  Armor Class 16 (natural armor) 
  Hit Points 105 (14d8 + 42) 
  Speed 30 ft.
  STR DEX CON INT WIS CHA
  19 (+4) 
  10 (+0) 
  17 (+3) 
  3 (-4) 
  10 (+0) 
  1 (-5)
  Damage Immunities poison
  Condition Immunities charmed, exhaustion, frightened, 
  paralyzed, petrified, poisoned
  Senses darkvision 60 ft., passive Perception 10
  Languages understands one language of its creator but can't 
  speak
  Challenge 4 (1,100 XP) 
  Proficiency Bonus +2
  Magic Resistance. The clockwork has advantage on saving 
  throws against spells and other magical effects.
  Unusual Nature. The clockwork doesn’t require air, food, 
  drink, or sleep.
  Ac t io n s
  Slam. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. 
  Hit: 11 (2d6 + 4) bludgeoning damage, and if the target is Large 
  or smaller, it is knocked prone.
  Reac t io n s
  Intercept Attack. In response to another creature within 5 feet 
  of it being hit by an attack roll, the clockwork gives that creature 
  a +5 bonus to its AC against that attack, potentially causing a 
  miss. To use this ability, the clockwork must be able to see the 
  creature and the attacker.
  8o
  CHAPTER 2 | BESTIARY
  
  Cl o u d  Gia n t  Smil in g  On e
  Huge Giant, Typically Chaotic Neutral
  Armor Class 15 (natural armor) 
  Hit Points 250 (20dl2 + 120) 
  Speed 40 ft., fly 40 ft. (hover)
  STR DEX CON INT WIS CHA
  26 (+8) 
  12 (+1) 
  22 (+6) 
  15 (+2) 
  16 (+3) 
  17 (+3)
  Saving Throws Con +10, I nt +6, Cha +7
  Skills Deception +11, Insight +7, Perception +11,
  Sleight of Hand +9
  Senses passive Perception 21
  Languages Common, Ciant
  Challenge 11 (7,200 XP) 
  Proficiency Bonus+4
  Control Weather (8th-level Spell). The giant can cast the control 
  weather spell, requiring no material components and using 
  Charisma as the spellcasting ability.
  Ac t io n s
  Multiattack. The giant makes two Slam attacks or two Teleki­
  netic Strike attacks.
  Slam. Melee Weapon Attack: +12 to hit, reach 10 ft., one tar­
  get. Hit: 21 (3d8 + 8) bludgeoning damage plus 5 (IdlO) psy­
  chic damage.
  Telekinetic Strike. Ranged Spell Attack: +7 to hit, range 240 ft., 
  one target. Hit: 25 (4dl0 + 3) force damage.
  Change Shape. The giant magically transforms to look and feel 
  like a Beast or a Humanoid it has seen or to return to its true 
  form. Any equipment the giant is wearing or carrying is ab­
  sorbed by the new form. Its statistics, other than its size, don't 
  change. It reverts to its true form if it dies.
  Spellcasting. The giant casts one of the following spells, requir­
  ing no material components and using Charisma as the spell­
  casting ability (spell save DC 15):
  At will: detect magic, fog cloud, light, minor illusion 
  3/day each: invisibility, silent image, suggestion, tongues 
  1/day each: gaseous form, major image
  Bo n u s Ac t io n s
  Cloud Step (Recharge 4-6). The giant teleports, along with any 
  equipment it is wearing or carrying, up to 60 feet to an unoccu­
  pied space it can see.
  Cl o u d Gia n t  Smil in g  On e
  Smiling ones are cloud giants who honor and em­
  ulate the craftiness and deceit of the deity Memnor 
  above all else. They are tricksters supreme who use 
  sleight of hand, deception, misdirection, and magic 
  in their pursuit of wealth. They also possess a flair 
  for unpredictability and a wicked sense of humor. 
  Smiling ones overstep all bounds of decorum with 
  their behavior, doing and saying things that even 
  other knavish folk consider beneath their dignity.
  Smiling ones take their name from the strange 
  two-faced masks they wear. The smiling half of the 
  face often looks more like a smirk or a triumphant 
  sneer than a pleasant grin. The frowning half rep­
  resents the displeasure smiling ones feel about 
  cloud giants’ place in the ordning—second to storm 
  giants. The masks serve as symbols of smiling ones’ 
  devotion and also conceal their wearers' true facial 
  expressions.
  CHAPTER 2 | BESTIARY
  8l
  
  Co r ps e Fl o w e r
  Large Plant, Typically Chaotic Evil
  Co r ps e Fl o w e r
  A corpse flower can sprout atop the grave of an evil 
  necromancer or the remains of powerful Undead 
  creatures. Unless it is uprooted and burned while 
  it is still a seedling, the corpse flower grows to 
  enormous size over several weeks, then tears itself 
  free of the earth and begins scavenging Humanoid 
  corpses from battlefields and graveyards. Using its 
  fibrous tentacles, it stuffs the remains into its body 
  to sustain and repair itself. The plant has a malevo­
  lent bent and despises the living.
  With or without corpses nested in its body, a 
  corpse flower exudes a stench of decay that can 
  overwhelm the senses of nearby creatures, caus­
  ing them to become nauseated. The stench, which 
  serves as a defense mechanism, fades 2d4 days af­
  ter the corpse flower dies.
  Armor Class 12
  Hit Points 127 (15dl0 + 45)
  Speed 20 ft., climb 20 ft.
  a DC 14 Constitution saving throw, unless the creature is a 
  Construct or an Undead. On a failed save, the creature is poi­
  soned until the start of its next turn. On a successful save, the 
  creature is immune to the Stench of Death of all corpse flowers 
  for 24 hours.
  Ac t io n s
  STR DEX CON INT WIS CHA
  14 (+2) 
  14 (+2) 
  16 (+3) 
  7 (-2) 
  15 (+2) 
  3 (-4)
  Condition Immunities blinded, deafened, poisoned
  Senses blindsight 120 ft. (blind beyond this radius),
  passive Perception 12
  Languages —
  Challenge 8 (3,900 XP) 
  Proficiency Bonus +3
  Corpses. When first encountered, a corpse flower contains the 
  corpses of 1 d6 + 3 Humanoids. A corpse flower can hold the 
  remains of up to nine Humanoids. These remains have total 
  cover against attacks and other effects outside the corpse 
  flower. If the corpse flower dies, the corpses within it can be 
  pulled free.
  Spicier Climb. The corpse flower can climb difficult surfaces, 
  including upside down on ceilings, without needing to make an 
  ability check.
  Stench of Death. Each creature that starts its turn within 10 
  feet of the corpse flower or one of its zombies must make
  Multiattack. The corpse flower makes three Tentacle attacks.
  Tentacle. Melee Weapon Attack: +5 to hit, reach 10 ft., one 
  target. Hit: 9 (2d6 + 2) bludgeoning damage plus 10 (3d6) poi­
  son damage.
  Harvest the Dead. The corpse flower swallows one unsecured 
  Humanoid corpse within 10 feet of it, along with any equip­
  ment the corpse is wearing or carrying.
  Bo n u s Ac t io n s
  Digest. The corpse flower digests one corpse in its body and 
  instantly regains 11 (2dl0) hit points. Nothing of the digested 
  corpse remains. Any equipment on the corpse is expelled from 
  the corpse flower in its space.
  Reanimate. The corpse flower animates one corpse in its body, 
  turning it into a zombie (see the Monster Manual). The zombie 
  appears in an unoccupied space within 5 feet of the corpse 
  flower and acts immediately after it in the initiative order. The 
  zombie acts as an ally of the corpse flower but isn’t under 
  its control, and the flower's stench clings to it (see Stench 
  of Death).
  82
  CHAPTER 2 | BESTIARY
  
  Cr a n iu m Ra t s
  Mind flayers create cranium rats by bombarding 
  rats with psionic energy. Cranium rats are some­
  what smarter than ordinary rats and behave as 
  such. If enough cranium rats come together to form 
  a swarm, they merge their minds into a single intel­
  ligence with the accumulated memories of all the 
  swarm’s constituents. The rats become smarter as a 
  result, and retain their heightened intelligence for as 
  long as the swarm persists. The swarm also awak­
  ens latent psionic abilities implanted within each 
  cranium rat by its mind flayer creators, bestowing 
  upon the swarm psionic powers.
  A single cranium rat uses its natural telepathy to 
  communicate hunger, fear, and other base emotions. 
  A swarm of cranium rats communicating telepath­
  ically “speaks” as one creature, often referring to 
  itself using the collective pronouns “we” and “us.”
  Some mind flayer colonies use cranium rats as 
  spies. The rats invade communities and act as eyes 
  and ears for the colony’s elder brain (appears in this 
  book), transmitting their thoughts when they swarm 
  and are within range of the elder brain’s telepathy.
  Cr a n iu m Ra t
  Tiny Aberration, Unaligned
  Armor Class 12
  Hit Points 2 (ld4)
  Speed 30 ft.
  STR DEX CON INT WIS CHA
  2 (-4) 
  14 (+2) 
  10 (+0) 
  4 (-3) 
  11 (+0) 
  8 (-1)
  Senses darkvision 30 ft., passive Perception 10
  Languages telepathy 30 ft.
  Challenge 0 (10 XP) 
  Proficiency Bonus +2
  Telepathic Shroud. The cranium rat is immune to any effect 
  that would sense its emotions or read its thoughts, as well as 
  to all divination spells.
  Ac t io n s _________________________________
  Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target.
  Hit: 1 piercing damage.
  Bo n u s Ac t io n s
  Illumination. The cranium rat sheds dim light from its exposed 
  brain in a 5-foot radius or extinguishes the light.
  Sw a r m o f  Cr a n iu m Ra t s
  Medium Swarm of Tiny Aberrations, Typically Lawful Evil
  Armor Class 12
  Hit Points 76 (17d8)
  Speed 30 ft.
  STR DEX CON INT WIS CHA
  9 (-1) 
  14 (+2) 
  10 (+0) 
  15 (+2) 
  11 (+0) 
  14 (+2)
  Damage Resistances bludgeoning, piercing, slashing 
  Condition Immunities charmed, frightened, grappled, 
  paralyzed, petrified, prone, restrained, stunned
  Senses darkvision 30 ft., passive Perception 10 
  Languages telepathy 30 ft.
  Challenge 5 (1,800 XP) 
  Proficiency Bonus +3
  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 rat. The swarm can’t regain hit points or gain 
  temporary hit points.
  Telepathic Shroud. The swarm is immune to any effect that 
  would sense its emotions or read its thoughts, as well as to all 
  divination spells.
  Ac t io n s
  Bites. Melee Weapon Attack: +5 to hit, reach 0 ft., one target in 
  the swarm’s space. Hit: 14 (4d6) piercing damage, or 7 (2d6) 
  piercing damage if the swarm has half of its hit points or fewer, 
  plus 22 (5d8) psychic damage.
  Spellcasting (Psionics). As long as it has more than half of its 
  hit points remaining, the swarm casts one of the following 
  spells, requiring no spell components and using Intelligence as 
  the spellcasting ability (spell save DC 13):
  At will: command, comprehend languages, detect thoughts 
  1/day each: confusion, dominate monster
  Bo n u s Ac t io n s
  Illumination. The swarm sheds dim light from its brains in a 
  5-foot radius, increases the illumination to bright light in a 5- to 
  20-foot radius (and dim light for an additional number of feet 
  equal to the chosen radius), or extinguishes the light.
  CHAPTER 2 | BESTIARY
  83
  
  Da r k l in g s
  Ancient legends speak of a seelie fey who betrayed 
  the Summer Queen. In the Summer Queens’ wrath, 
  she cursed every member of his house. The seelie 
  fey’s true name has been stricken from history, but 
  the stories call him Dubh Catha (“Dark Crow” in 
  Common), and other Fey refer to the house’s descen­
  dants as dubh sith—“darklings.” Darklings dwell in 
  secluded caverns and chambers beneath the towns 
  of other species. From such enclaves, they quietly 
  ply their trade as thieves and assassins.
  Da r k l in g
  The Summer Queen’s curse causes a darkling’s 
  body to absorb light, which wizens the creature, 
  much like the effect of rapid aging. For this reason, 
  darklings cover their entire bodies with clothing 
  when exposure to light is a risk. The light darklings 
  absorb over the course of their lives explodes out­
  ward when they die, incinerating the creatures and 
  much of their possessions.
  Da r k l in g  El d e r
  A wise and respected darkling can undergo a ritual 
  to become an elder. Other elders mark the suppli­
  cant with glowing tattoos, channeling away some of 
  the darkling’s absorbed light. If the ritual succeeds, 
  the darkling grows into a taller, elf-like form. The 
  darkling perishes if the ritual fails.
  Da r k l in g
  Small Fey, Typically Chaotic Neutral
  Armor Class 14 (leather armor)
  Hit Points 13 (3d6 + 3)
  Speed 30 ft.
  STR DEX CON INT WIS CHA
  9 (-1) 
  16 (+3) 
  12 (+1) 
  10 (+0) 
  12 (+1) 
  10(+0)
  Skills Acrobatics 4-5, Deception 4-2, Perception 4-5, Stealth +7
  Senses blindsight 30 ft., darkvision 120 ft., passive Perception 15
  Languages Elvish, Sylvan
  Challenge 1/2 (100 XP) 
  Proficiency Bonus 4-2
  Death Flash. When the darkling dies, nonmagical light flashes 
  out from it in a 10-foot radius as its body and possessions, 
  other than metal or magic objects, burn to ash. Any creature in 
  that area must succeed on a DC 10 Constitution saving throw 
  or be blinded until the end of its next turn.
  Light Sensitivity. While in bright light, the darkling has disad­
  vantage on attack rolls, as well as on Wisdom (Perception) 
  checks that rely on sight.
  Ac t io n s
  Dagger. Melee or Ranged Weapon Attack: 4-5 to hit, reach 5 ft. 
  or range 20/60 ft., one target. Hit: 5 (1 d4 4- 3) piercing damage 
  plus 7 (2d6) necrotic damage.
  Da r k l in g  El d e r
  Medium Fey, Typically Chaotic Neutral
  Armor Class 15 (studded leather armor) 
  Hit Points 27 (5d8 4- 5)
  Speed 30 ft.
  STR DEX CON INT WIS CHA
  13 (4-1) 
  17 (4-3) 
  12 (4-1) 
  10 (4-0) 
  14 (+2) 
  13 (+1)
  Skills Acrobatics 4-5, Deception 4-3, Perception 4-6, Stealth 4-7 
  Senses blindsight 30 ft., darkvision 120 ft., passive Perception 16 
  Languages Elvish, Sylvan
  Challenge 2 (450 XP) 
  Proficiency Bonus 4-2
  Death Burn. When the darkling elder dies, magical light flashes 
  out from it in a 10-foot radius as its body and possessions, 
  other than metal or magic objects, burn to ash. Any creature 
  in that area must make a DC 11 Constitution saving throw. On 
  a failed save, the creature takes 7 (2d6) radiant damage and is 
  blinded until the end of its next turn. On a successful save, the 
  creature takes half as much damage and isn’t blinded.
  Ac t io n s
  Multiattack. The darkling elder makes two Scimitar attacks.
  Scimitar. Melee Weapon Attack: 4-5 to hit, reach 5 ft., one target. 
  Hit: 6 (1 d6 4- 3) slashing damage plus 7 (2d6) necrotic damage.
  Darkness (Recharges after a Short or Long Rest). The darkling 
  elder casts darkness, requiring no spell components and using 
  Wisdom as the spellcasting ability.
  84 CHAPTER 2 | BESTIARY
  
  De a t h  Kis s
  De a t h  Kis s
  Large Aberration (Beholder), Typically Neutral Evil
  Armor Class 15 (natural armor) 
  Hit Points 142 (15dl0 + 60) 
  Speed 0 ft., fly 30 ft. (hover)
  A death kiss is a lesser beholder that can 
  come into being when a true beholder has 
  a vivid nightmare about losing blood. Its 
  coloration and shape resemble those of the 
  beholder that dreamed it into existence, 
  but its hue is more muted, and instead of magical 
  eye rays, it has ten long tentacles, each ending in a 
  mouth full of teeth. It can speak through any of its 
  tentacle-maws in a high-pitched, nasal voice.
  Death kisses fear true beholders, which can easily 
  kill or subdue them. Lacking the egotism of their 
  stronger kin, a death kiss usually submits to the 
  rule of its creator or any other beholder it encoun­
  ters, but it tries to escape as soon as the beholder is 
  preoccupied.
  A death kiss consumes ingested blood, which it 
  also uses to heal and generate electrical energy 
  inside its body. Terrified of dying from starvation, 
  it obsessively drains even little creatures such as 
  rats, leaving behind a trail of bloodless corpses. 
  When underground, it uses its tentacles as feelers, 
  prodding and examining the environment in all di­
  rections. Above ground, it usually keeps its tentacles 
  retracted when on the hunt, then lashes out with 
  them to catch opponents off guard.
  A death kiss lacks the combat finesse and intel­
  ligence of a true beholder. In most cases, it simply 
  latches on to its prey with one or more of its tenta­
  cles and drains blood until the prey collapses. If it’s 
  in a superior position and its foe poses no threat, it 
  might toy with its food, drawing out its prey’s death.
  A death kiss prefers to hunt alone. If it meets 
  another of its kind, it might fight, flee, or team up, 
  depending on its health and pride.
  STR DEX CON INT WIS CHA
  18 (+4) 
  14 (+2) 
  18 (+4) 
  10 (+0) 
  12 (+1) 
  10 (+0)
  Saving Throws Con +8, Wis +5
  Skills Perception +5
  Damage Immunities lightning
  Condition Immunities prone
  Senses darkvision 120 ft., passive Perception 15
  Languages Deep Speech, Undercommon
  Challenge 10 (5,900 XP) 
  Proficiency Bonus +4
  Lightning Blood. A creature within 5 feet of the death kiss takes 
  5 (IdlO) lightning damage whenever it hits the death kiss with 
  a melee attack that deals piercing or slashing damage.
  Ac t io n s
  Multiattack. The death kiss makes three Tentacle attacks. Up 
  to three of these attacks can be replaced by Blood Drain—one 
  replacement per tentacle grappling a creature.
  Tentacle. Melee Weapon Attack: +8 to hit, reach 20 ft., one tar­
  get. Hit: 11 (2d6 + 4) piercing damage, and the target is grap­
  pled (escape DC 14) if it is a Huge or smaller creature. Until 
  this grapple ends, the target is restrained, and the death kiss 
  can’t use the same tentacle on another target. The death kiss 
  has ten tentacles.
  Blood Drain. One creature grappled by a tentacle of the death 
  kiss must make a DC 16 Constitution saving throw. On a failed 
  save, the target takes 22 (4dl0) lightning damage, and the 
  death kiss regains half as many hit points.
  CHAPTER 2 | BESTIARY
  85
  
  De a t h l o c k  Ma s t e r min d
  Though deathlocks exist to serve their patrons, they 
  retain some freedom when it comes to devising 
  tactics and carrying out plans. Powerful deathlocks 
  recruit lesser creatures to help them carry out their 
  missions, becoming the masterminds behind vast 
  conspiracies and intrigues that culminate in the ac­
  complishment of great acts of evil.
  De a t h l o c k  Wig h t
  Deprived of much of its magic as a special punish­
  ment, a deathlock wight lingers between the war­
  lock it was and the wretched existence of a wight.
  De a t h l o c k
  Medium Undead (Warlock), Typically Neutral Evil
  Armor Class 12 (15 with mage armor)
  Hit Points 36 (8d8)
  Speed 30 ft.
  The forging of a pact between a warlock and a pa­
  tron is no minor occasion—at least not for the war­
  lock. The consequences of breaking that pact can be 
  dire and, in some cases, lethal. A warlock who fails 
  to live up to a bargain with an evil patron runs the 
  risk of rising from the dead as a deathlock, a foul 
  Undead driven to serve its otherworldly patron.
  An powerful necromancer might also discover the 
  wicked methods of creating a deathlock and then 
  subjugate it, acting as the deathlock’s patron.
  De a t h l q g k
  An overpowering urge to serve consumes the mind 
  of a newly awakened deathlock. Any goals and am­
  bitions it had in life that don’t please its patron fall 
  away as its master’s desires become the purpose 
  that drives it. The deathlock immediately resumes 
  work on its patron’s behalf.
  Whatever the goal, it always reflects the patron’s 
  interests, ranging from small-scale concerns to 
  matters of cosmic scope. A deathlock in the thrall of 
  a Fiend might work to destroy a specific temple ded­
  icated to a good god, while one that serves a Great 
  Old One might hunt for the materials needed to call 
  forth a horrifying entity into the world. To accom­
  plish a difficult goal, the deathlock might be forced 
  Ml to serve another powerful creature or might need to 
  lAj gather servants of its own.
  STR DEX CON INT WIS CHA
  11 (+0) 
  15 (+2) 
  10 (+0) 
  14 (+2) 
  12 (+1) 
  16 (+3)
  Saving Throws Int +4, Cha +5
  Skills Arcana +4, History +4
  Damage Resistances necrotic; bludgeoning, piercing, and 
  slashing from nonmagical attacks that aren't silvered
  Damage Immunities poison
  Condition Immunities exhaustion, poisoned
  Senses darkvision 60 ft., passive Perception 11
  Languages the languages it knew in life
  Challenge 4 (1,100 XP) 
  Proficiency Bonus +2
  Turn Resistance. The deathlock has advantage on saving throws 
  against any effect that turns Undead.
  Unusual Nature. The deathlock doesn’t require air, food, 
  drink, or sleep.
  Ac t io n s
  Multiattack. The deathlock makes two Deathly Claw or Grave 
  Bolt attacks.
  Deathly Claw. Melee Weapon Attack: +4 to hit, reach 5 ft., one 
  target. Hit: 9 (2d6 + 2) necrotic damage.
  Crave Bolt. Ranged Spell Attack: +5 to hit, range 120 ft., one 
  target. Hit: 14 (2dl0 + 3) necrotic damage.
  Spellcasting. The deathlock casts one of the following spells, 
  using Charisma as the spellcasting ability (spell save DC 13):
  At will: detect magic, disguise self, mage armor, mage hand 
  1/day each: dispel magic, hunger of Hadar, invisibility, 
  spider climb
  ______________________:i_._____  ___ 1.. .  
  1
  86
  CHAPTER 2 | BESTIARY
  
  De a t h l o c k  Ma s t e r min d
  Armor Class 13 (16 with mage armor) 
  Hit Points 110 (20d8 + 20)
  Speed 30 ft.
  STR DEX CON INT WIS CHA
  11 (+0) 
  16 (+3) 
  12 (+1) 
  15 (+2) 
  12 (+1) 
  17 (+3)
  Saving Throws I nt +5, Cha +6
  Skills Arcana +5, History +5, Perception +4
  Damage Resistances necrotic; bludgeoning, piercing, and 
  slashing from nonmagical attacks that aren’t silvered
  Damage Immunities poison
  Condition Immunities exhaustion, poisoned
  Senses darkvision 120 ft., passive Perception 14
  Languages the languages it knew in life
  Challenge 8 (3,900 XP) 
  Proficiency Bonus +3
  Devil’s Sight. Magical darkness doesn’t impede the deathlock’s 
  darkvision.
  Turn Resistance. The deathlock has advantage on saving throws 
  against any effect that turns Undead.
  Unusual Nature. The deathlock doesn’t require air, food, 
  drink, or sleep.
  Ac t io n s 
  Multiattack. The deathlock makes two Deathly Claw or Grave 
  Bolt attacks.
  Deathly Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., one 
  target. Hit: 13 (3d6 + 3 necrotic damage).
  Grave Bolt. Ranged Spell Attack: +6 to hit, range 120 ft., one 
  target. Hit: 13 (3d8) necrotic damage. If the target is Large or 
  smaller, it must succeed on a DC 16 Strength saving throw or 
  become restrained as shadowy tendrils wrap around it for 1 
  minute. A restrained target can use its action to repeat the sav­
  ing throw, ending the effect on itself on a success.
  Spellcasting. The deathlock casts one of the following spells, 
  using Charisma as the spellcasting ability (spell save DC 14): 
  At will: detect magic, disguise self, mage armor, minor illusion 
  1/day each: darkness, dimension door, dispel magic, fly, invisibility
  De a t h l o c k  Wig h t }
  Medium Undead (Warlock), Typically Neutral Evil
  Armor Class 12 (15 with mage armor) 
  Hit Points 37 (5d8 + 15)
  Speed 30 ft.
  STR DEX CON INT WIS CHA
  11 (+0) 
  14 (+2) 
  16 (+3) 
  12 (+1) 
  14 (+2) 
  16 (+3)
  Saving Throws Wis +4
  Skills Arcana +3, Perception +4
  Damage Resistances necrotic; bludgeoning, piercing, and 
  slashing from nonmagical attacks
  Damage Immunities poison
  Condition Immunities exhaustion, poisoned
  Senses darkvision 60 ft., passive Perception 14
  Languages the languages it knew in life
  Challenge 3 (700 XP) 
  Proficiency Bonus +2
  Sunlight Sensitivity. While in sunlight, the deathlock has dis­
  advantage on attack rolls, as well as on Wisdom (Perception) 
  checks that rely on sight.
  Unusual Nature. The deathlock doesn’t require air, food, 
  drink, or sleep.
  Ac t io n s
  Multiattack. The deathlock makes two Life Drain or Crave 
  Bolt attacks.
  Life Drain. Melee Weapon Attack: +4 to hit, reach 5 ft., one 
  creature. Hit: 6 (1 d8 + 2) necrotic damage. The target must 
  succeed on a DC 13 Constitution saving throw, or its hit point 
  maximum is reduced by an amount equal to the damage taken. 
  This reduction lasts until the target finishes a long rest. The 
  target dies if its hit point maximum is reduced to 0.
  A Humanoid slain by this attack rises 24 hours later as a zom­
  bie (see the Monster Manual) under the deathlock’s control, 
  unless the Humanoid is restored to life or its body is destroyed. 
  The deathlock can have no more than twelve zombies under its 
  control at one time.
  Crave Bolt. Ranged Spell Attack: +5 to hit, range 60 ft., one tar­
  get. Hit: 12 (2d8 + 3) necrotic damage.
  Spellcasting. The deathlock casts one of the following spells, 
  using Charisma as the spellcasting ability (spell save DC 13):
  At will: detect magic, disguise self, mage armor 
  1/day each: fear, hold person
  CHAPTER 2 | BESTIARY
  87
  
  The training to which a deep scion is subjected 
  rids it of empathy for those they spy on. Though a 
  deep scion might behave as though infatuated, laugh 
  at the joke of a friend, or appear incensed at some 
  injustice, each of these acts is artificial to the deep 
  scion, a means to an end. The creature believes that 
  their true form is the shape they take when they 
  return to the sea they think of as home. Ironically, 
  however, a deep scion that is killed when in their 
  piscine form is stripped of the magic that enabled 
  them to transform, leaving behind the corpse of the 
  person the deep scion once was.
  De e p Sc io n
  Medium Monstrosity, Typically Chaotic Evil
  Armor Class 11
  Hit Points 67 (9d8 + 27)
  Speed 30 ft. (20 ft. and swim 40 ft. in hybrid form)
  STR
  DEX
  CON
  INT
  WIS
  CHA
  18 (+4)
  13 (+1)
  16 (+3)
  10 (+0)
  12 (+1)
  14 (+2)
  Saving Throws Wis +3, Cha +4
  Skills Deception +6, Insight +3, Sleight of Hand +3, Stealth +3
  Senses darkvision 120 ft., passive Perception 11
  Languages Aquan, Common, thieves' cant
  Challenge 3 (700 XP) 
  Proficiency Bonus +2
  Deep scions began life as people who were stolen 
  from shore or saved from sinking ships and offered 
  a terrible bargain by an undersea power: surrender, 
  body and soul, or drown. Those who submit are sub­
  jected to an ancient ritual widespread among evil 
  aquatic creatures. Its methods are painful and the 
  result never certain, but when it works, the magic 
  transforms an air-breathing person into a shape­
  shifter that can take on an aquatic form.
  A deep scion emerges from the depths in service 
  to their underwater master, which is likely a kraken 
  or some other ancient being of the deep. While 
  wearing the mind and body of the person they once 
  were as a sort of mask, the creature is bent on ful­
  filling their master’s desires. Sometimes a deep 
  scion returns to their former home—unexpectedly 
  found alive when all hope was lost. At other times 
  the deep scion takes on a new identity. In any case, 
  it is the deep scion’s duty to infiltrate the air-breath­
  ing world and report back to their master. When 
  set to this task, a deep scion worms their way into 
  the life of an unsuspecting enemy as a new friend, a 
  lover, the perfect candidate for a job, or some other 
  role that enables the minion to carry out their mas- 
  jS. ter’s commands.
  Amphibious (Hybrid Form Only). The deep scion can breathe 
  air and water.
  Ac t io n s
  Multiattack. The deep scion makes two Battleaxe attacks, or it 
  makes one Bite attack and two Claw attacks.
  Battleaxe. Melee Weapon Attack: +6 to hit, reach 5 ft., one tar­
  get. Hit: 8 (1 d8 + 4) slashing damage, or 9 (IdlO + 4) slashing 
  damage if used with two hands.
  Bite (Hybrid Form Only). Melee Weapon Attack: +6 to hit, reach 
  5 ft., one creature. Hit: 6 (1 d4 + 4) piercing damage.
  Claw (Hybrid Form Only). Melee Weapon Attack: +6 to hit, 
  reach 5 ft., one target. Hit: 7 (1 d6 + 4) slashing damage.
  Psychic Screech (Hybrid Form Only; Recharges after a Short 
  or Long Rest). The deep scion emits a terrible scream audible 
  within 300 feet. Creatures within 30 feet of the deep scion must 
  succeed on a DC 13 Wisdom saving throw or be stunned until 
  the end of the deep scion’s next turn.
  In water, the psychic screech also telepathically transmits 
  the deep scion’s memories of the last 24 hours to its master, 
  regardless of distance, so long as it and its master are in the 
  same body of water.
  Bo n u s Ac t io n s
  Change Shape. The deep scion transforms into a hybrid form 
  (humanoid-piscine) or back into its true form, which is hu­
  manlike. Its statistics, other than its speed, are the same in 
  each form. Any equipment it is wearing or carrying isn’t trans­
  formed. The deep scion reverts to its true form if it dies.
  88
  CHAPTER 2 | BESTIARY
  
  De mo g o r g o n
  Prince of Demons, the Sibilant Beast, and Master 
  of the Spiraling Depths, Demogorgon is the embod­
  iment of chaos, confusion, and destruction, seeking 
  to corrupt all that is good and undermine order in 
  the multiverse, to see everything dragged howling 
  into the infinite depths of the Abyss.
  The demon lord is a meld of different forms. He 
  has a saurian lower body and clawed, webbed feet;
  suckered tentacles sprout from the shoulders of his 
  great apelike torso, which is surmounted by two hid 
  eous simian heads named Aameul and Hathradiah. 
  Their gaze brings bewilderment and confusion to 
  any who confront them.
  Similarly, the spiraling Y sign of Demogorgon’s 
  cult drives those who contemplate it for too long to 
  delirium. As a result, all followers of the Prince of 
  Demons break with reality sooner or later.
  De mo g o r g o n ’s La ir
  Demogorgon makes his lair in a palace called 
  Abysm, found on a layer of the Abyss known as the 
  Gaping Maw. Demogorgon’s lair is a place of confu­
  sion and duality; the portion of the palace that lies 
  above water takes the form of two serpentine tow­
  ers, each crowned by a skull-shaped minaret. There, 
  Demogorgon’s heads contemplate the mysteries of 
  the arcane while arguing about how best to obliter­
  ate their rivals. The bulk of this palace extends deep 
  underwater, in chill and darkened caverns.
  La ir  Ac t io n s
  On initiative count 20 (losing initiative ties), Demo­
  gorgon can take one of the following lair actions; he 
  can’t take the same lair action two rounds in a row:
  Darkness. Demogorgon casts the darkness spell 
  four times, targeting different areas with the spell. 
  Demogorgon doesn’t need to concentrate on the 
  spells, which end on initiative count 20 of the
  next round.
  Illusory Duplicate. Demogorgon creates an illu­
  sory duplicate of himself, which appears in his 
  space and lasts until initiative count 20 of the next 
  round. On his turn, Demogorgon can move the 
  illusory duplicate a distance equal to his walk­
  ing speed (no action required). The first time a 
  creature or an object interacts physically with De­
  mogorgon (for example, by hitting him with an at­
  tack), there is a 50 percent chance that the illusory 
  duplicate is affected, not Demogorgon, in which 
  case the illusion disappears.
  CHAPTER 2 | BESTIARY
  
  Reg io n al  Ef f ec t s
  The region containing Demogorgon’s lair is warped 
  by his magic, creating one or more of the follow­
  ing effects:
  Beguiling Realm. Within 6 miles of the lair, all 
  Charisma (Persuasion) and Charisma (Perfor­
  mance) checks have disadvantage, and all Cha­
  risma (Deception) and Charisma (Intimidation) 
  checks have advantage.
  Frenzied Animals. Beasts within 1 mile of the 
  lair become frenzied and violent—even creatures 
  that are normally docile. Within that area, any 
  ability check involving Animal Handling has 
  disadvantage.
  Venomous Beasts. The area within 6 miles of 
  the lair becomes overpopulated with poisonous 
  snakes and other venomous Beasts.
  Cu l t is t s o f  De mo g o r g o n
  Demogorgon’s followers are typically lone killers 
  driven by the whispering voice of their master. 
  His most blessed followers gain the Two Minds of 
  Chaos trait.
  Two Minds of Chaos. This creature has advantage on all Intelli­
  gence, Wisdom, and Charisma saving throws.
  If Demogorgon dies, these effects fade over the 
  course of Id 10 days.
  De mo g o r g o n
  Huge Fiend (Demon), Chaotic Evil
  Armor Class 22 (natural armor) 
  Hit Points 464 (32dl2 + 256) 
  Speed 50 ft., swim 50 ft.
  STR DEX CON INT WIS CHA
  29 (+9) 
  14 (+2) 
  26 (+8) 
  20 (+5) 
  17 (+3) 
  25 (+7)
  Saving Throws Dex +10, Con +16, Wis +11, Cha +15
  Skills Insight +11, Perception +19
  Damage Resistances cold, fire, lightning
  Damage Immunities poison; bludgeoning, piercing, and 
  slashing that is nonmagical
  Condition Immunities charmed, exhaustion, frightened, 
  poisoned
  Senses truesight 120 ft., passive Perception 29
  Languages all, telepathy 120 ft.
  Challenge 26 (90,000 XP) 
  Proficiency Bonus +8
  Legendary Resistance (3/Day). If Demogorgon fails a saving 
  throw, he can choose to succeed instead.
  Magic Resistance. Demogorgon has advantage on saving 
  throws against spells and other magical effects.
  Two Heads. Demogorgon has advantage on saving throws 
  against being blinded, deafened, stunned, or knocked 
  unconscious.
  Ac t io n s
  Multiattack. Demogorgon makes two Tentacle attacks. He can 
  replace one attack with a use of Gaze.
  Tentacle. Melee Weapon Attack: +17 to hit, reach 10 ft., one tar­
  get. Hit: 28 (3 d 12 + 9) force damage. If the target is a creature, 
  it must succeed on a DC 23 Constitution saving throw, or its hit 
  point maximum is reduced by an amount equal to the damage 
  taken. This reduction lasts until the target finishes a long rest. 
  The target dies if its hit point maximum is reduced to 0.
  Caze. Demogorgon turns his magical gaze toward one creature 
  he can see within 120 feet of him. The target must succeed on 
  a DC 23 Wisdom saving throw or suffer one of the following 
  effects (choose one or roll a d6):
  1-2: Beguiling Gaze. The target is stunned until the start of 
  Demogorgon’s next turn or until Demogorgon is no longer 
  within line of sight.
  3-4: Confusing Caze. The target suffers the effect of the confu­
  sion spell without making a saving throw. The effect lasts un­
  til the start of Demogorgon’s next turn. Demogorgon doesn’t 
  need to concentrate on the spell.
  5-6: Hypnotic Caze. The target is charmed by Demogorgon 
  until the start of Demogorgon’s next turn. Demogorgon 
  chooses how the charmed target uses its action, reaction, 
  and movement.
  Spellcasting. Demogorgon casts one of the following spells, 
  requiring no material components and using Charisma as the 
  spellcasting ability (spell save DC 23):
  At will: detect magic, major image 
  3/day each: dispel magic, fear, telekinesis 
  1/day each: feeblemind, project image
  Leg en d ar y Ac t io n s
  Demogorgon can take 2 legendary actions, choosing from 
  the options below. Only one legendary action option can be 
  used at a time and only at the end of another creature’s turn. 
  Demogorgon regains spent legendary actions at the start 
  of his turn.
  Caze. Demogorgon uses Caze and must use either Beguiling 
  Gaze or Confusing Gaze.
  Tail. Melee Weapon Attack: +17 to hit, reach 15 ft., one target. 
  Hit: 20 (2dl0 + 9) bludgeoning damage plus 11 (2dl0) ne­
  crotic damage.
  Cast a Spell (Costs 2 Actions). Demogorgon uses Spellcasting.
  90
  CHAPTER 2 | BESTIARY
  
  De r r o
  Small Aberration, Typically Chaotic Evil
  De r r o
  Derro slink through the subterranean 
  realms, seeking places that are safe 
  from the perils of the Underdark. 
  Equal parts fearful and vicious, bands 
  of these dwarf-kin prey on those 
  weaker than themselves, while giving 
  simpering obeisance to any creatures 
  they deem more powerful. A lone derro 
  may seem pitiable, but a cackling, spit­
  ting, growling, howling horde of them 
  is horrifying to behold.
  Fractious in groups and individu­
  ally weak, derro would have died out 
  long ago but for two elements of their 
  character. They are cautious and distrustful, which 
  serves them well as they navigate the dangers of 
  the Underdark and its societies. They also have a 
  stronger-than-normal tendency to develop sorcerous 
  power. Individuals who do so usually serve as lead­
  ers and are known as savants.
  Grandiose fantasies and rampant fanaticism have 
  obscured derro’s true origin, even among them­
  selves. Most dwarves don’t recognize derro as kin, 
  but the legends that derro tell about their people and 
  the story that duergar believe share a grain of truth. 
  According to the histories of some duergar, derro 
  are descended from a dwarven community that 
  was left behind when the others escaped the rule 
  of mind flayers. These remnants were so distorted 
  by the mind flayers’ psionic power that the dwarves 
  became Aberrations.
  Derro tell their own stories of flight and survival 
  in the Underdark, in which mind flayers aren’t al­
  ways the enemy. They tell of two brothers, the gods 
  Diirinka and Diinkarazan, and of how Diirinka clev­
  erly betrayed his sibling so that he could steal mag­
  ical power from the evil they escaped. The danger 
  the brothers are said to face in this legend varies, 
  depending on whatever foe the savants want to lead 
  their people against, yet the essence of the story 
  remains the same: a lesson of survival at any price 
  and an example of how deceitfulness and cruelty 
  can be virtues.
  Armor Class 13 (leather armor) 
  Hit Points 13 (3d6 + 3) 
  Speed 30 ft.
  STR DEX CON INT WIS CHA
  10 (+0) 
  14 (+2) 
  12 (+1) 
  11 (+0) 
  5 (-3) 
  9 (-1)
  Skills Stealth +4
  Senses darkvision 120 ft., passive Perception 7
  Languages Dwarvish, Undercommon
  Challenge 1/4 (50 XP) 
  Proficiency Bonus +2
  Magic Resistance. The derro has advantage on saving throws 
  against spells and other magical effects.
  Sunlight Sensitivity. While in sunlight, the derro has disadvan­
  tage on attack rolls, as well as on Wisdom (Perception) checks 
  that rely on sight.
  Ac t io n s
  Hooked Spear. Melee Weapon Attack: +2 to hit, reach 5 ft., 
  one target. Hit: 3 (1 d6) piercing damage. If the target is Me­
  dium or smaller, the derro can choose to deal no damage and 
  knock it prone.
  Light Crossbow. Ranged Weapon Attack: +4 to hit, range 80/320 
  ft., one target. Hit: 6 (1 d8 + 2) piercing damage.
  CHAPTER 2 | BESTIARY
  91
  
  Small Aberration (Sorcerer), Typically Chaotic Evil
  Armor Class 13 (leather armor) 
  Hit Points 36 (8d6 + 8) 
  Speed 30 ft.
  STR DEX CON INT WIS CHA
  9 (-1) 
  14 (+2) 
  12 (+1) 
  11 (+0) 
  5 (-3) 
  14 (+2)
  Skills Stealth +4
  Senses darkvision 120 ft., passive Perception 7
  Languages Dwarvish, Undercommon
  Challenge 3 (700 XP) 
  Proficiency Bonus +2
  Magic Resistance. The derro has advantage on saving throws 
  against spells and other magical effects.
  Sunlight Sensitivity. While in sunlight, the derro has disadvan­
  tage on attack rolls, as well as on Wisdom (Perception) checks 
  that rely on sight.
  Ac t io n s
  Quarterstaff. Melee Weapon Attack: +1 to hit, reach 5 ft., one 
  target. Hit: 2 (1 d6 - 1) bludgeoning damage.
  Chromatic Beam. The derro launches a brilliant beam of mag­
  ical energy in a 5-foot-wide line that is 60 feet long. Each crea­
  ture in the line must make a DC 12 Dexterity saving throw, tak­
  ing 21 (6d6) radiant damage on a failed save, or half as much 
  damage on a successful one.
  Spellcasting. The derro casts one of the following spells, using 
  Charisma as the spellcasting ability (spell save DC 12):
  At will: mage hand, message, prestidigitation 
  1/day each: invisibility, sleep, spider climb
  92
  CHAPTER 2 | BESTIARY
  
  De v o u r e r
  Plane, pursuing Orcus’s schemes and interests in 
  those realms. When Orcus sends devourers to the
  Of all the abominations unleashed by Orcus (ap­
  pears in this book), devourers are among the most 
  feared. These tall, mummy-like Undead wander the 
  planes, consuming souls and spreading Orcus’s 
  creed of replacing all life with everlasting death.
  A lesser demon that proves itself to Orcus might 
  be granted the privilege of becoming a devourer. 
  The Prince of Undeath transforms such a demon 
  into an 8-foot-tall, desiccated biped with a hol- 
  lowed-out ribcage, then fills the new creature with 
  a hunger for souls. Orcus grants each new devourer 
  the essence of a less fortunate demon to power the 
  devourer’s first foray into the planes. Most devour­
  ers remain in the Abyss or on the Astral or Ethereal 
  Material Plane, he often sets them on a mission to 
  create, control, and lead a plague of Undead. Skel­
  etons, zombies, ghouls, ghasts, and shadows (all of 
  which appear in the Monster Manual) are particu­
  larly attracted to the presence of a devourer.
  Devourers hunt Humanoids with the intent of con­
  suming them body and soul. After a devourer brings 
  a target to the brink of death, it pulls the victim’s 
  body in and traps the creature within its own rib­
  cage. As the victim tries to stave off death (usually 
  without success), the devourer tortures its soul with 
  telepathic noise. When the victim expires, it under­
  goes a horrible transformation, springing forth from 
  the devourer’s body to begin its new existence as an 
  Undead servitor of the monster that spawned it.
  Devourer
  Large Undead, Typically Chaotic Evil
  Armor Class 16 (natural armor) 
  Hit Points 189 (18dl0 + 90) 
  Speed 30 ft.
  STR DEX CON INT WIS CHA
  20 (+5) 
  12 (+1) 
  20 (+5) 
  13 (+1) 
  10 (+0) 
  16 (+3)
  Damage Resistances cold, fire, lightning
  Damage Immunities poison
  Condition Immunities poisoned
  Senses darkvision 120 ft., passive Perception 10
  Languages Abyssal, telepathy 120 ft.
  Challenge 13 (10,000 XP) 
  Proficiency Bonus +5
  Unusual Nature. A devourer doesn’t require air, drink, or sleep.
  Ac t io n s
  Multiattack. The devourer makes two Claw attacks and can use 
  either Imprison Soul or Soul Rend, if available.
  Claw. Melee Weapon Attack: +10 to hit, reach 5 ft., one 
  target. Hit: 12 (2d6 + 5) slashing damage plus 21 (6d6) 
  necrotic damage.
  Imprison Soul. The devourer chooses a living Humanoid with 
  0 hit points that it can see within 30 feet of it. That creature is 
  teleported inside the devourer's ribcage and imprisoned there. 
  While imprisoned in this way, the creature is restrained and has 
  disadvantage on death saving throws. If the creature dies while 
  imprisoned, the devourer regains 25 hit points and immediately 
  recharges Soul Rend. Additionally, at the start of its next turn, 
  the devourer regurgitates the slain creature as a bonus action, 
  and the creature becomes an Undead. If the victim had 2 or 
  fewer Hit Dice, it becomes a zombie. If it had 3 to 5 Hit Dice, 
  it becomes a ghoul. Otherwise, it becomes a wight. (All three 
  appear in the Monster Manual.) A devourer can imprison only 
  one creature at a time.
  Soul Rend (Recharge 6). The devourer creates a vortex of 
  life-draining energy in a 20-foot radius centered on itself. Each 
  creature in that area must make a DC 18 Constitution saving 
  throw, taking 44 (8dl0) necrotic damage on a failed save, or 
  half as much damage on a successful one.
  CHAPTER 2 | BESTIARY
  93
  
  Dh e r g o l o t h
  A kind of yugoloth, dhergoloths rush into battle 
  like whirlwinds of destruction, lashing out with the 
  five sets of claws that extend from their squat, bar­
  rel-shaped bodies. They take contracts to put down 
  uprisings, clear out rabble, and eliminate scouts 
  and skirmishers, and they revel in the butchery they 
  create, their gleeful laughter rising above their vic­
  tims’ screams.
  Since dhergoloths are little more than brutes, 
  employers must use caution when instructing them. 
  They can handle simple orders that don’t take a lot 
  of time to resolve. When given anything complex to 
  do, however, they either forget what they’re told or 
  don’t listen in the first place, and then bungle the 
  task that was set for them.
  ------- j ---------- _.........
  Dh e r g o l o t h
  Medium Fiend (Yugoloth), Typically Neutral Evil
  Armor Class 15 (natural armor) 
  Hit Points 119 (14d8 +56) 
  Speed 30 ft.
  STR DEX CON INT WIS CHA 
  17 (+3) 
  10 (+0) 
  19 (+4) 
  7 (-2) 
  10 (+0) 
  9 (-1)
  Saving Throws Str +6
  Damage Resistances cold, fire, lightning; bludgeoning, piercing, 
  and slashing from nonmagical attacks
  Damage Immunities acid, poison
  Condition Immunities poisoned
  Senses blindsight 60 ft., darkvision 60 ft., passive Perception 10 
  Languages Abyssal, Infernal, telepathy 60 ft.
  Challenge 7 (2,900 XP) 
  Proficiency Bonus +3
  Magic Resistance. The dhergoloth has advantage on saving 
  throws against spells and other magical effects.
  Ac t io n s
  Multiattack. The dhergoloth makes two Claw attacks.
  Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. 
  Hit: 12 (2d8 + 3) force damage.
  Flailing Claws (Recharge 5-6). The dhergoloth moves up to its 
  speed in a straight line and targets each creature within 5 feet 
  of it during its movement. Each target must succeed on a DC 
  14 Dexterity saving throw or take 22 (3dl2 + 3) force damage.
  Spellcasting. The dhergoloth casts one of the following spells, 
  requiring no material components and using Charisma as the 
  spellcasting ability (spell save DC 10):
  At will: darkness, fear
  Teleport. The dhergoloth teleports, along with any equipment 
  it is wearing or carrying, up to 60 feet to an unoccupied space 
  it can see.
  94
  CHAPTER 2 | BESTIARY
  
  Din o s a u r s
  The Monster Manual has statistics for several kinds 
  of dinosaurs. This section provides several more.
  Br o n t o s a u r u s
  This massive four-legged dinosaur is large enough 
  that most predators leave it alone. Its deadly tail can 
  drive away or kill smaller threats.
  De in o n y c h u s
  This larger cousin of the velociraptor kills by grip­
  ping its target with its claws and feeding.
  Dime t r o d o n
  This sail-backed reptile is commonly found in areas 
  where dinosaurs live. It hunts on shores and in shal­
  low water, filling a similar role to a crocodile.
  Ha d r o s a u r u s
  A hadrosaurus is a semi-quadrupedal herbivore 
  with bony head crests. If raised from a hatchling, it 
  can be trained to carry a rider.
  Qu e t z a l c o a t l u s
  This giant relative of the pteranodon has a wingspan 
  exceeding 30 feet. Although it can walk like a quad­
  ruped, it is more comfortable in the air.
  St e g o s a u r u s
  This heavily built dinosaur has rows of plates on its 
  back and a flexible, spiked tail held high to strike 
  predators. It tends to travel in herds of mixed ages.
  Brontosaurus
  Cargantuan Beast (Dinosaur), Unaligned
  Ve l o c ir a pt o r
  This feathered dinosaur is about the size of a large 
  turkey. It is an aggressive predator and often hunts 
  in packs to bring down larger prey.
  Deinonyghus
  Medium Beast (Dinosaur), Unaligned
  Armor Class 13 (natural armor) 
  Hit Points 26 (4d8 + 8)
  Speed 40 ft.
  Skills Perception +3
  Senses passive Perception 13
  Languages —
  Challenge 1 (200 XP)
  STR
  DEX
  CON
  INT
  WIS
  CHA
  15 (+2)
  15 (+2)
  14 (+2)
  4 H)
  12 (+1)
  6 H)
  Proficiency Bonus +2
  Pounce. If the deinonychus moves at least 20 feet straight to­
  ward a creature and then hits it with a Claw attack on the same 
  turn, that target must succeed on a DC 12 Strength saving 
  throw or be knocked prone. If the target is prone, the deinony­
  chus can make one Bite attack against it as a bonus action.
  Ac t io n s_______________________________
  Multiattack. The deinonychus makes one Bite attack and two 
  Claw attacks.
  Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. 
  Hit: 6 (1 d8 + 2) piercing damage.
  Claw. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. 
  Hit: 6 (1 d8 + 2) slashing damage.
  Armor Class 15 (natural armor) 
  Hit Points 121 (9d20 + 27) 
  Speed 30 ft.
  STR 
  DEX 
  CON
  INT
  WIS
  CHA
  21 (+5) 
  9 (-1) 
  17 (+3)
  2 (-4)
  10 (+0)
  7 (-2)
  Saving Throws Con +6
  Senses passive Perception 10
  Languages —
  Challenges (1,800 XP)
  Dimetrodon
  Medium Beast (Dinosaur), Unaligned
  Armor Class 12 (natural armor)
  Hit Points 19 (3d8 + 6)
  Speed 30 ft., swim 20 ft.
  Proficiency Bonus +3
  STR
  DEX
  CON
  INT
  WIS
  CHA
  14 (+2)
  10 (+0)
  15 (+2)
  2 (-4)
  10 (+0)
  5 H)
  Ac t io n s
  Stomp. Melee Weapon Attack: +8 to hit, reach 20 ft., one 
  target. Hit: 27 (5d8 + 5) bludgeoning damage, and the tar­
  get must succeed on a DC 14 Strength saving throw or be 
  knocked prone.
  Tail. Melee Weapon Attack: +8 to hit, reach 20 ft., one target. 
  Hit: 32 (6d8 + 5) bludgeoning damage
  Skills Perception +2
  Senses passive Perception 12
  Languages —
  Challenge 1/4 (50 XP) 
  Proficiency Bonus +2
  Ac t io n s
  Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. 
  Hit: 9 (2d6 + 2) piercing damage.
  CHAPTER 2 | BESTIARY
  95
  
  Hadrosaurus
  Large Beast (Dinosaur), Unaligned
  Armor Class 11 (natural armor) 
  Hit Points 19 (3dl0 + 3)
  Speed 40 ft.
  Stegosaurus
  Huge Beast (Dinosaur), Unaligned
  Armor Class 13 (natural armor) 
  Hit Points 76 (8dl2 + 24) 
  Speed 40 ft.
  STR 
  20 (+5)
  DEX
  9(-l)
  CON
  17 (+3)
  INT
  2 (-4)
  WIS
  11 (+0)
  CHA
  5 (-3)
  STR 
  DEX
  15 (+2) 
  10 (+0)
  CON 
  13 (+1)
  INT 
  WIS
  2 (-4) 
  10 (+0)
  CHA
  5 H)
  Skills Perception +2
  Senses passive Perception 12
  Languages —
  Challenge 1/4 (50 XP)
  Proficiency Bonus +2
  Senses passive Perception 10
  Languages —
  Challenge 4 (1,100 XP)
  Ac t io n s
  Proficiency Bonus +2
  Tail. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. 
  Hit: 26 (6d6 + 5) piercing damage.
  Ac t io n s
  —
  Tail. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 
  7 (IdlO + 2) bludgeoning damage.
  Velociraptor
  Tiny Beast (Dinosaur), Unaligned
  Quetzalcoatlus
  Huge Beast (Dinosaur), Unaligned
  Armor Class 13 (natural armor) 
  Hit Points 10 (3d4 + 3) 
  Speed 30 ft.
  Armor Class 13 (natural armor) 
  Hit Points 30 (4dl2 + 4) 
  Speed 10 ft., fly 80 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  15 (+2)
  13 (+1)
  13 (+1)
  2 (-4)
  10 (+0)
  5 (-3)
  Skills Perception +2
  Senses passive Perception 12
  Languages —
  Challenge 2 (450 XP) 
  Proficiency Bonus +2
  Flyby. The quetzalcoatlus doesn’t provoke an opportunity at­
  tack when it flies out of an enemy’s reach.
  Ac t io n s
  Bite. Melee Weapon Attack: +4 to hit, reach 10 ft., one creature. 
  Hit: 12 (3d6 + 2) piercing damage. If the quetzalcoatlus flew 
  least 30 feet toward the target immediately before the hit, the 
  target takes an extra 10 (3d6) piercing damage.
  STR DEX CON INT WIS CHA
  6 (-2) 
  14 (+2) 
  13 (+1) 
  4 (-3) 
  12 (+1) 
  6 (-2)
  Skills Perception +3
  Senses passive Perception 13
  Languages —
  Challenge 1/4 (50 XP)
  Proficiency Bonus +2
  Pack Tactics. The velociraptor has advantage on an attack roll 
  against a creature if at least one of the velociraptor's allies is 
  within 5 feet of the creature and the ally isn’t incapacitated.
  Ac t io n s
  Multiattack. The velociraptor makes one Bite attack and one 
  Claw attack.
  Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. 
  Hit: 5 (1 d6 + 2) piercing damage.
  Claw. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. 
  Hit: 4 (ld4 + 2) slashing damage.
  96
  CHAPTER 2 | BESTIARY
  
  Dolphin
  Medium Beast, Unaligned
  Armor Class 12 (natural armor) 
  Hit Points 11 (2d 8 4-2) 
  Speed 0 ft., swim 60 ft.
  STR DEX CON INT WIS CHA
  14 (+2) 
  13 (+1) 
  13 (+1) 
  6 (-2) 
  12 (+1) 
  7 (-2)
  Skills Perception +3
  Senses blindsight 60 ft., passive Perception 13
  Languages —
  Challenge 1/8 (25 XP) 
  Proficiency Bonus +2
  Hold Breath. The dolphin can hold its breath for 20 minutes.
  Ac t io n s
  Slam. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. 
  Hit: 5 (1 d6 + 2) bludgeoning damage. If the dolphin moved at 
  least 30 feet straight toward the target immediately before the 
  hit, the target takes an extra 3 (1 d6) bludgeoning damage.
  Dolphin Delighter
  Medium Fey, Typically Chaotic Good
  Armor Class 14 (natural armor) 
  Hit Points 27 (5d8 + 5) 
  Speed 0 ft., swim 60 ft.
  STR DEX 
  CON INT WIS 
  CHA
  14 (+2) 
  13(+1) 
  13(4-1) 
  11(4-0) 
  12(4-1) 
  16(4-3)
  Saving Throws Wis 4-3, Cha 4-5
  Skills Perception 4-3, Performance 4-5
  Senses blindsight 60 ft., passive Perception 13
  Languages Aquan, telepathy 120 ft.
  Challenge 3 (700 XP) 
  Proficiency Bonus 4-2
  Hold Breath. The dolphin can hold its breath for 20 minutes.
  Ac t io n s
  Multiattack. The dolphin makes two Dazzling Slam attacks.
  Dazzling Slam. Melee Weapon Attack: 4-4 to hit, reach 5 ft., 
  one target. Hit: 5 (1 d6 4- 2) bludgeoning damage plus 7 (2d6) 
  psychic damage, and the target is blinded until the start of the 
  dolphin’s next turn.
  Bo n u s Ac t io n s
  Delightful Light (Recharge 5-6). The dolphin magically ema­
  nates light in a 10-foot radius for a moment. The dolphin and 
  each creature of its choice in that light gain 11 (2dl 0) tempo­
  rary hit points.
  Fey Leap. The dolphin teleports up to 30 feet to an unoccupied 
  space it can see. Immediately before teleporting, the dolphin 
  can choose one creature within 5 feet of it. That creature can 
  teleport with the dolphin, appearing in an unoccupied space 
  within 5 feet of the dolphin’s destination space.
  Do l ph in s
  Dolphins are clever, social marine mammals that 
  feed on small fish and squid. An adult specimen is 
  between 5 and 6 feet long.
  Dolphin
  Dolphins are symbols of wisdom and playfulness 
  among the sea folk of many worlds. Found in oceans 
  and in the Elemental Plane of Water, dolphins are 
  befriended by druids and rangers, and many tales 
  speak of dolphins that appeared out of nowhere to 
  protect swimmers from sharks and other aquatic 
  predators.
  Dolphin Delighter
  In the Feywild, dolphin delighters brighten the 
  moods of those who travel the seas of the Domains 
  of Delight. Telepathically singing sea chanteys, 
  these dolphins leap and teleport through the lumi­
  nous waters of Faerie and the Material Plane, and 
  they are faithful allies to any who battle the forces of 
  gloom and brutality under the waves.
  Dolphin delighters often accompany groups of sea 
  elves, tritons, and tortles as guardians and friends.
  CHAPTER 2 | BESTIARY
  
  Dr a e g l o t h
  A draegloth is a demon created by an elf priest of 
  Lolth in an unholy, dangerous ritual in which it is 
  infused with the fey essence of the creator and the 
  fiendish essence of a glabrezu. This ritual rarely 
  succeeds, but Lolth’s faithful consider it worth the 
  risk, as the resulting creature is gifted with innate 
  magic and physical might. The draegloth usually 
  serves its creator, lending its thirst for destruction to 
  the creator’s plans to triumph over rivals.
  A draegloth is an ogre-sized, four-armed biped 
  with purple skin and pale hair. Two of its arms are 
  muscular, tipped with sharp claws; the other two 
  are the size and shape of an elf’s arms, capable of 
  delicate movements. Although the creature is heav­
  ily muscled, it is graceful like an elf. Its bestial face 
  features glowing red eyes, a doglike snout, and a 
  mouth full of sharp teeth.
  Among the drow noble houses of Menzoberranzan 
  in the Forgotten Realms, a high priestess’s success­
  ful creation of a draegloth is seen as a sign of Lolth’s 
  favor toward her house—and a sign of the demon 
  lord’s disregard for the family’s rivals, who were not 
  thus gifted. The creation prompts the leaders of the 
  house to begin crafting new plans to strike at its ri­
  vals when the draegloth is fully grown. These plans 
  use the draegloth in a significant role, because its 
  abilities can turn the tide in a battle against a house 
  that doesn’t have a draegloth of its own.
  Although draegloths plays an important part in 
  the plans of Lolth’s cult, a draegloth can’t rise above 
  the status of a favored servant to a priest in that cult. 
  Before a draegloth is given any duties, it receives in­
  struction in accepting the role set for it and not chal­
  lenging authority. Most draegloths fiercely resent 
  being given orders, but thanks to their training, they 
  typically take out their frustration on their creator’s 
  enemies, rather than on their creator. A draegloth 
  that can’t suppress its ambitions might abandon its 
  creator and strike out on its own. Whether these 
  rebellious draegloths are part of Lolth’s plan for 
  sowing chaos is unclear.
  Armor Class 15 (natural armor) 
  Hit Points 123 (13dl0 + 52) 
  Speed 30 ft.
  STR DEX CON INT WIS CHA
  20 (+5) 
  15 (+2) 
  18 (+4) 
  13 (+1) 
  11 (+0) 
  11 (+0)
  Skills Perception +3, Stealth +5
  Damage Resistances cold, fire, lightning
  Damage Immunities poison
  Condition Immunities poisoned
  Senses darkvision 120 ft., passive Perception 13
  Languages Abyssal, Elvish, Undercommon
  Challenge 7 (2,900 XP) 
  Proficiency Bonus +3
  Fey Ancestry. The draegloth has advantage on saving throws 
  against being charmed, and magic can’t put it to sleep.
  Ac t io n s
  Multiattack. The draegloth makes one Bite attack and two 
  Claw attacks.
  Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one creature. 
  Hit: 16 (2dl0 + 5) piercing damage.
  Claw. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. 
  Hit: 16 (2dl0 + 5) slashing damage.
  Spellcasting. The draegloth casts one of the following spells, 
  requiring no material components and using Charisma as the 
  spellcasting ability (spell save DC 11):
  At will: dancing lights, darkness 
  1/day each: confusion, faerie fire
  98
  CHAPTER 2 | BESTIARY
  
  Dr o w  Ar a c h n o ma n c e r
  Drow spellcasters who seek to devote themselves 
  wholly to Lolth, the Spider Queen, sometimes walk 
  the sinister path of the arachnomancer. By offering 
  up body and soul to Lolth, they gain tremendous 
  power and a supernatural connection to the ancient 
  spiders of the Demonweb Pits, channeling magic 
  from that dread place.
  Dr o w  Ar a c h n o ma n g e r
  Medium Humanoid (Elf), Typically Chaotic Evil
  Armor Class 15 (studded leather)
  Hit Points 162 (25d8 + 50)
  Speed 30 ft., climb 30 ft.
  STR DEX CON INT WIS CHA
  11 (+0) 
  17 (+3) 
  14 (+2) 
  19 (+4) 
  14 (+2) 
  16 (+3)
  Saving Throws Con +7, I nt +9, Cha +8
  Skills Arcana +9, Nature +9, Perception +7, Stealth +8
  Damage Resistances poison
  Senses blindsight 10 ft., darkvision 120 ft., passive Perception 17 
  Languages Elvish, Undercommon, can speak with spiders 
  Challenge 13 (10,000 XP) 
  Proficiency Bonus +5
  Fey Ancestry. The drow has advantage on saving throws against 
  being charmed, and magic can’t put the drow to sleep.
  Spider Climb. The drow can climb difficult surfaces, includ­
  ing upside down on ceilings, without needing to make an 
  ability check.
  Sunlight Sensitivity. While in sunlight, the drow has disadvan­
  tage on attack rolls, as well as on Wisdom (Perception) checks 
  that rely on sight.
  Web Walker. The drow ignores movement restrictions caused 
  by webbing.
  Ac t io n s
  Multiattack. The drow makes three attacks, using Bite, Poison­
  ous Touch, Web, or a combination of them. One attack can be 
  replaced by a use of Spellcasting.
  Bite (Spider Form Only). Melee Weapon Attack: +8 to hit, reach 
  5 ft., one target. Hit: 12 (2d8 + 3) piercing damage, and the 
  target must make a DC 15 Constitution saving throw, taking 31 
  (7d8) poison damage on a failed save, or half as much damage 
  on a successful one. If the poison damage reduces the target 
  to 0 hit points, the target is stable but poisoned for 1 hour, 
  even after regaining hit points, and is paralyzed while poisoned 
  in this way.
  Poisonous Touch (Humanoid Form Only). Melee Weapon 
  Attack: +8 to hit, reach 5 ft., one target. Hit: 35 (1 Od6) poi­
  son damage.
  Web (Spider Form Only; Recharge 5-6). Ranged Weapon At­
  tack: +8 to hit, range 30/60 ft., one target. Hit: The target is 
  restrained by webbing. As an action, the restrained target can 
  make a DC 15 Strength check, bursting the webbing on a suc­
  cess. The webbing can also be attacked and destroyed (AC 10; 
  hp 5; vulnerability to fire damage; immunity to bludgeoning, 
  poison, and psychic damage).
  Spellcasting. The drow casts one of the following spells, re­
  quiring no material components and using Intelligence as the 
  spellcasting ability (spell save DC 17):
  At will: dancing lights, mage hand 
  1/day each: darkness, dispel magic, etherealness, faerie fire, fly, 
  insect plague, invisibility
  Bo n u s Ac t io n s
  Change Shape (Recharges after a Short or Long Rest). The drow 
  magically transforms into a Large spider, remaining in that 
  form for up to 1 hour, or back into its true form. Its statistics, 
  other than its size, are the same in each form. It can speak and 
  cast spells while in spider form. Any equipment it is wearing or 
  carrying in Humanoid form melds into the spider form. It can’t 
  activate, use, wield, or otherwise benefit from any of its equip­
  ment. It reverts to its Humanoid form if it dies.
  c
  CHAPTER 2 | BESTIARY
  
  Dr o w  Fa v o r e d Co n s o r t
  Nearly every priestess of Lolth, including the pow­
  erful drow matron mother in this book, takes an at­
  tractive drow as consort. Chosen as much for beauty 
  as for magical might, a drow favored consort can 
  hold their own in both conversation and combat. 
  Combining the roles of advisor, protector, and be­
  loved, some favored consorts are content with a sup­
  porting role, while more ambitious consorts aspire 
  to be the power behind the throne—or even to claim 
  the throne themselves.
  Those favored consorts who prove their cunning 
  gain the ear, and perhaps even the heart, of their 
  priestess and are relied on to provide useful advice. 
  No position of consort is assured for long, though; 
  Lolth’s priestesses are notoriously fickle, and a con­
  sort must often contend with rivals.
  Some favored consorts work behind the scenes 
  to undermine the evils encouraged by Lolth. Oth­
  ers can be found in Underdark cities free of Lolth’s 
  influence, where these powerful spellcasters apply 
  their might toward ending her tyranny.
  Dr o w  Fa v o r e d Co n s o r t
  Medium Humanoid (Elf, Wizard), Any Alignment
  Armor Class 15 (18 with mage armor) 
  Hit Points 240 (32d8 + 96) 
  Speed 30 ft.
  STR DEX CON INT WIS CHA
  15 (+2) 
  20 (+5) 
  16 (+3) 
  18 (+4) 15 (+2) 
  18 (+4)
  Saving Throws Dex +11, Con +9, Cha +10
  Skills Acrobatics +11, Athletics +8, Perception +8, Stealth +11
  Senses darkvision 120 ft., passive Perception 18
  Languages Elvish, Undercommon
  Challenge 18 (20,000 XP) 
  Proficiency Bonus +6
  Fey Ancestry. The drow has advantage on saving throws against 
  being charmed, and magic can’t put the drow to sleep.
  Sunlight Sensitivity. While in sunlight, the drow has disadvan­
  tage on attack rolls, as well as on Wisdom (Perception) checks 
  that rely on sight.
  Ac t io n s
  Multiattack. The drow makes three Scimitar or Arcane Erup­
  tion attacks. The drow can replace one of the attacks with a use 
  of Spellcasting.
  Scimitar. Melee Weapon Attack: +11 to hit, reach 5 ft., one 
  target. Hit: 8 (ld6 + 5) slashing damage plus 27 (6d8) poi­
  son damage.
  Arcane Eruption. Ranged Spell Attack: +10 to hit, range 120 ft., 
  one target. Hit: 36 (8d8) force damage, and the drow can push 
  the target up to 10 feet away if it is a Large or smaller creature.
  Spellcasting. The drow casts one of the following spells, re­
  quiring no material components and using Intelligence as the 
  spellcasting ability (spell save DC 18):
  At will: dancing lights, mage armor, mage hand, message 
  3/day each: dimension door, fireball, invisibility 
  1/day each: darkness, faerie fire, levitate (self only)
  Reac t io n s
  Protective Shield (3/Day). When the drow or a creature within 
  10 feet of it is hit by an attack roll, the drow gives the target a 
  +5 bonus to its AC until the start of the drow’s next turn, which 
  can cause the triggering attack roll to miss.
  IOO
  CHAPTER 2 | BESTIARY
  
  ! ' .... ------------------------------------ - ■ =
  Dr o w  Ho u s e Ca pt a in
  Medium Humanoid (Elf), Any Alignment
  Armor Class 16 (chain mail) 
  Hit Points 162 (25d8 + 50)
  Speed 30 ft.
  STR DEX CON INT WIS CHA
  14 (+2) 
  19 (+4) 
  15 (+2) 
  12 (+1) 
  14 (+2) 
  13 (+1)
  Saving Throws Dex +8, Con +6, Wis +6
  Skills Perception +6, Stealth +8
  Senses darkvision 120 ft., passive Perception 16
  Languages Elvish, Undercommon
  Challenge 9 (5,000 XP) 
  Proficiency Bonus +4
  Fey Ancestry. The drow has advantage on saving throws against 
  being charmed, and magic can’t put the drow to sleep.
  Sunlight Sensitivity. While in sunlight, the drow has disadvan­
  tage on attack rolls, as well as on Wisdom (Perception) checks 
  that rely on sight.
  Ac t io n s
  Multiattack. The drow makes two Scimitar attacks and one 
  Whip or Hand Crossbow attack.
  Scimitar. Melee Weapon Attack: +8 to hit, reach 5 ft., one 
  target. Hit: 7 (1 d6 + 4) slashing damage plus 14 (4d6) poi­
  son damage.
  Whip. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. 
  Hit: 6 (1 d4 + 4) slashing damage.
  Hand Crossbow. Ranged Weapon Attack: +8 to hit, range 30/120 
  ft., one target. Hit: 7 (ld6 + 4) piercing damage, and the target 
  must succeed on a DC 13 Constitution saving throw or be poi­
  soned for 1 hour. If the saving throw fails by 5 or more, the tar­
  get is also unconscious while poisoned in this way. The target 
  regains consciousness if it takes damage or if another creature 
  takes an action to shake it.
  Spellcasting. The drow casts one of the following spells, requir­
  ing no material components and using Charisma as the spell­
  casting ability (spell save DC 13):
  At will: dancing lights
  1/day each: darkness, faerie fire, levitate (self only)
  Bo n u s Ac t io n s
  Battle Command. Choose one creature within 30 feet of the 
  drow that the drow can see. If the chosen creature can see or 
  hear the drow, that creature can use its reaction to make one 
  melee attack or to take the Dodge or Hide action.
  Reac t io n s
  Parry. The drow adds 3 to its AC against one melee attack roll 
  that would hit it. To do so, the drow must see the attacker and 
  be wielding a melee weapon.
  House eaptAiul will 
  b Prot“t .
  Umilu—whether W their birth how or the.r 
  Ltoon of urupprj rebels. « to Amjthiw, 
  (Sowretoes i«furi«M mother for m, choSeu 
  Umilu, W I Mrvrire their AeWion.
  1 
  7 
  TASHA
  Dr o w  Ho u s e Ca pt a in
  A drow house captain leads the troops of an Un­
  derdark faction, whether defending a stronghold or 
  leading forces against enemies. These officers make 
  extensive study of strategy and tactics to become 
  effective leaders in battle.
  Among Lolth’s devotees in the city of Menzober- 
  ranzan in the Forgotten Realms, each noble house 
  entrusts the leadership of its military forces to a 
  house captain, who is typically the first or second 
  son of a drow matron mother (appears in this book). 
  Elsewhere drow house captains fight in the war 
  against Lolth, often allying with duergar and others 
  who also wish to rid their subterranean world of 
  that god’s malevolence.
  IOI
  CHAPTER 2 | BESTIARY
  
  Dr o w  In q u is it o r
  Lolth’s worshipers expect treachery—the Spider 
  Queen encourages it, after all. A certain amount of 
  backstabbing and double-crossing can be managed, 
  but too much can undermine an entire community. 
  To keep some semblance of order and to root out 
  traitors, priestesses of Lolth employ inquisitors. 
  Inquisitors are chosen from the ranks of the priest­
  hood, and their authority is equaled only by that of 
  the drow matron mothers (also in this book) of the 
  noble houses. Anyone they decide is at odds with the 
  hierarchy faces painful interrogation and usually an 
  excruciating death.
  VARIANT: DEMON SUMMONING
  Some drow inquisitors have an action that allows 
  them to summon a yochlol.
  Summon Demon (1/Day). The drow attempts to magically 
  summon a yochlol (see the Monster Manual), with a 50 percent 
  chance of success. If the attempt fails, the drow takes 5 (IdlO) 
  psychic damage. Otherwise, the summoned demon appears in 
  an unoccupied space within 60 feet of its summoner, acts as 
  an ally of its summoner, and can’t summon other demons. It 
  remains for 10 minutes, until it or its summoner dies, or until 
  its summoner dismisses it as an action.
  Drow Inquisitor
  Medium Humanoid (Cleric, Elf), Typically Neutral Evil
  Armor Class 16 (breastplate) 
  Hit Points 149 (23d8 + 46)
  Speed 30 ft.
  STR DEX CON INT WIS CHA
  11 (+1) 
  15 (+2) 
  14 (+2) 
  16 (+3) 
  21 (+5) 
  20 (+5)
  Saving Throws Con +7, Wis +10, Cha +10
  Skills Insight +10, Perception +10, Religion +8, Stealth +7
  Condition Immunities frightened
  Senses darkvision 120 ft., passive Perception 20
  Languages Elvish, Undercommon
  Challenge 14 (11,500 XP) 
  Proficiency Bonus +5
  Discern Lie. The drow discerns when a creature in earshot 
  speaks a lie in a language the drow knows.
  Fey Ancestry. The drow has advantage on saving throws against 
  being charmed, and magic can’t put the drow to sleep.
  Sunlight Sensitivity. While in sunlight, the drow has disadvan­
  tage on attack rolls, as well as on Wisdom (Perception) checks 
  that rely on sight.
  Ac t io n s
  Multiattack. The drow makes three Death Lance attacks.
  Death Lance. Melee Weapon Attack: +10 to hit, reach 5 ft., one 
  target. Hit: 8 (1 d6 + 5) piercing damage plus 18 (4d8) necrotic 
  damage. The target’s hit point maximum is reduced by an 
  amount equal to the necrotic damage taken. This reduction 
  lasts until the target finishes a long rest. The target dies if its 
  hit point maximum is reduced to 0.
  Spellcasting. The drow’s casts one of the following spells, 
  requiring no material components and using Charisma as the 
  spellcasting ability (spell save DC 18):
  At will: dancing lights, detect magic, message, thaumaturgy 
  1/day each: clairvoyance, darkness, detect thoughts, dispel magic, 
  faerie fire, levitate (self only), silence, suggestion, true seeing
  Bo n u s Ac t io n s
  Spectral Dagger (Recharges after a Short or Long Rest). The 
  drow conjures a floating, spectral dagger within 60 feet of itself. 
  The drow can make a melee spell attack (+10 to hit) against one 
  creature within 5 feet of the dagger. On a hit, the target takes 9 
  (1 d8 + 5) force damage.
  The dagger lasts for 1 minute. As a bonus action on later 
  turns, the drow can move the dagger up to 20 feet and repeat 
  the attack against one creature within 5 feet of the dagger.
  102
  CHAPTER 2 | BESTIARY
  
  Dr o w  Ma t r o n  Mo t h e r
  Among drow followers of Lolth, each noble house 
  is led by a matron mother, an influential priestess 
  of Lolth charged with carrying out the god’s will 
  while also advancing the interests of the family. Ma­
  tron mothers embody the scheming and treachery 
  associated with the Queen of Spiders. Each stands 
  at the center of a vast conspiratorial web, with de­
  mons, spiders, and conscripted soldiers positioned 
  between them and their enemies. Although matron 
  mothers command great power, that power depends 
  on maintaining the Spider Queen’s favor, and the 
  goddess sometimes capriciously takes back what 
  she has given. The stat block here represents a ma­
  tron mother at the height of her power.
  A matron mother is almost never encountered 
  alone. She is typically accompanied by a drow 
  favored consort and a drow house captain, each 
  of whom appears in this book. Other Underdark 
  creatures might also be in the priestess’s presence, 
  providing protection or advice.
  Mo t h e r s o f  Re b e l l io n
  Some matron mothers renounce Lolth and join the 
  war against their former goddess. Such drow could 
  be of any alignment, and they lose the following abil­
  ities in the stat block: Lolth’s Fickle Favor, Summon 
  Servant, and Compel Demon. Even without these 
  abilities, drow matron mothers are formidable op­
  ponents, and several of them hold positions of great 
  influence in the Underdark armies arrayed against 
  the followers of Lolth.
  A Ma t r o n  Mo t h e r ’s La ir
  The palace of a drow matron mother is her home 
  and fortress. Sigils throughout the building allow 
  the matron mother to use the following lair actions 
  while within it.
  Any temple of Lolth also functions as a matron 
  mother’s lair while she is inside it, unless she has 
  renounced Lolth or another matron mother is 
  present. When two or more matron mothers gather 
  within a temple of their goddess, none of them can 
  use it as their lair.
  La ir  Ac t io n s
  On initiative count 20 (losing initiative ties), the 
  drow can take one of the following lair actions when 
  in her lair; she can’t take the same lair action two 
  rounds in a row:
  Perceive Interlopers. The drow projects her mind 
  throughout her lair, marking any potential threats 
  against her or her retinue. Until initiative count 20
  of the next round, hostile creatures within the lair 
  can’t become hidden from her and gain no benefit 
  from the invisible condition against her.
  Spectral Web. A glistening spectral spider web 
  erupts from a point the drow can see within 120 
  feet of her. Each creature within 60 feet of that 
  point must succeed a DC 19 Dexterity saving 
  throw or be restrained 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.
  Telekinetic Throw. The drow targets one creature 
  she can see within 60 feet of her and attempts 
  to expel it from her presence. The target must 
  succeed on a DC 19 Strength saving throw or be 
  flung 2d6 x 10 feet through the air. A creature 
  smashed into a solid object takes ld6 bludgeon­
  ing damage for every 10 feet moved. If released 
  in midair, the creature takes falling damage 
  as normal.
  CHAPTER 2 | BESTIARY IOg
  
  Armor Class 17 (half plate) 
  Hit Points 247 (33d8 + 99) 
  Speed 30 ft.
  STR DEX CON INT WIS CHA
  12 (+1) 
  18 (+4) 
  16 (+3) 
  17 (+3) 
  21 (+5) 
  22 (+6)
  Saving Throws Con +9, Wis +11, Cha +12
  Skills Insight +11, Perception +11, Religion +9, Stealth +10 
  Condition Immunities charmed, frightened, poisoned 
  Senses darkvision 120 ft., passive Perception 21 
  Languages Elvish, Undercommon
  Challenge 20 (25,000 XP) 
  Proficiency Bonus +6
  Fey Ancestry. The drow has advantage on saving throws against 
  being charmed, and magic can’t put the drow to sleep.
  Special Equipment. The drow wields a tentacle rod.
  Sunlight Sensitivity. While in sunlight, the drow has disadvan­
  tage on attack rolls, as well as on Wisdom (Perception) checks 
  that rely on sight.
  Ac t io n s
  Multiattack. The drow makes two Demon Staff attacks or one 
  Demon Staff attack and three Tentacle Rod attacks.
  Demon Staff. Melee Weapon Attack: +10 to hit, reach 5 ft., one 
  target. Hit: 7 (1 d6 + 4) bludgeoning damage, or 8 (1 d8 + 4) 
  bludgeoning damage if used with two hands, plus 14 (4d6) 
  psychic damage. The target must succeed on a DC 19 Wisdom 
  saving throw or become frightened of the drow for 1 minute. 
  The frightened target can repeat the saving throw at the end of 
  each of its turns, ending the effect on itself on a success.
  Tentacle Rod. Melee Weapon Attack: +9 to hit, reach 15 ft., one 
  creature. Hit: 3 (1 d6) bludgeoning damage. If the target is hit 
  three times by the rod on one turn, the target must succeed 
  on a DC 15 Constitution saving throw or suffer the following 
  effects for 1 minute: the target’s speed is halved, it has disad­
  vantage on Dexterity saving throws, and it can’t use reactions. 
  Moreover, on each of its turns, it can take either an action or 
  Divine Flame (2/Day). A 10-foot-radius, 40-foot-high column 
  of divine fire sprouts in an area up to 120 feet away from the 
  drow. Each creature in the column must make a DC 20 Dex­
  terity saving throw, taking 14 (4d6) fire damage and 14 (4d6) 
  radiant damage on a failed save, or half as much damage on a 
  successful one.
  Spellcasting. The drow casts one of the following spells, requir­
  ing no material components and using Charisma as the spell­
  casting ability (spell save DC 20):
  At will: command, dancing lights, detect magic, thaumaturgy 
  2/day each: banishment, blade barrier, cure wounds, hold person, 
  plane shift, silence
  1/day each: clairvoyance, darkness, detect thoughts, dispel magic, 
  faerie fire, gate, levitate (self only), suggestion
  Bo n u s Ac t io n s
  Lolth’s Fickle Favor. The drow bestows the Spider Queen’s 
  blessing on one ally she can see within 30 feet of her. The ally 
  takes 7 (2d6) psychic damage but has advantage on the next 
  attack roll it makes before the end of its next turn.
  Summon Servant (1/Day). The drow magically summons a 
  glabrezu or a yochlol (both appear the Monster Manual). The 
  summoned creature appears in an unoccupied space within 
  60 feet of its summoner, acts as an ally of its summoner, and 
  can’t summon other demons. It remains for 10 minutes, until 
  it or its summoner dies, or until its summoner dismisses it as 
  an action.
  Leg en d ar y Ac t io n s
  The drow can take 3 legendary actions, choosing from the op­
  tions below. Only one legendary action option can be used at 
  a time and only at the end of another creature’s turn. The drow 
  regains spent legendary actions at the start of her turn.
  Compel Demon. An allied demon within 30 feet of the drow 
  uses its reaction to make one attack against a target of the 
  draw’s choice that she can see.
  Demon Staff. The drow makes one Demon Staff attack. 
  Cast a Spell (Costs 2 Actions). The drow uses Spellcasting.
  104
  CHAPTER 2 | BESTIARY
  
  Dr o w  Sh a d o w b l a d e
  Medium Humanoid (Elf), Any Alignment
  Armor Class 17 (studded leather)
  Hit Points 150 (20d8 + 60)
  Speed 30 ft.
  STR DEX CON INT WIS CHA
  14 (+2) 
  21 (+5) 
  16 (+3) 
  12 (+1) 
  14 (+2) 
  13 (+1)
  Saving Throws Dex +9, Con +7, Wis +6
  Skills Perception +6, Stealth +9
  Senses darkvision 120 ft., passive Perception 16
  Languages Elvish, Undercommon
  Challenge 11 (7,200 XP) 
  Proficiency Bonus+4
  Devil's Sight. Magical darkness doesn’t impede the drow's 
  darkvision.
  Fey Ancestry. The drow has advantage on saving throws against 
  being charmed, and magic can’t put the drow to sleep.
  Sunlight Sensitivity. While in sunlight, the drow has disadvan­
  tage on attack rolls, as well as on Wisdom (Perception) checks 
  that rely on sight.
  Ac t io n s
  Multiattack. The drow makes three Shadow Sword attacks.
  One of the attacks can be replaced by a Hand Crossbow attack. 
  The drow can also use Spellcasting to cast darkness.
  Shadow Sword. Melee or Ranged Weapon Attack: +9 to hit, 
  reach 5 ft. or range 30/60 ft., one target. Hit: 27 (7d6 + 5) ne­
  crotic damage.
  Hand Crossbow. Ranged Weapon Attack: +9 to hit, range 30/120 
  ft., one target. Hit: 8 (ld6 + 5) piercing damage, and the target 
  must succeed on a DC 13 Constitution saving throw or be poi­
  soned for 1 hour. If the saving throw fails by 5 or more, the tar­
  get is also unconscious while poisoned in this way. The target 
  regains consciousness if it takes damage or if another creature 
  takes an action to shake it.
  Spellcasting. The drow casts one of the following spells, requir­
  ing no material components and using Charisma as the spell­
  casting ability (spell save DC 13):
  At will: dancing lights, darkness 
  1/day each: faerie fire, levitate (self only)
  Bo n u s Ac t io n s
  Shadow Step. While in dim light or darkness, the drow tele­
  ports, along with any equipment it is wearing or carrying, up 
  to 60 feet to an unoccupied space it can see that is also in dim 
  light or darkness. It then has advantage on the first melee at­
  tack it makes before the end of the turn.
  ............— 1 - . - ........... :......... .
  Dr o w  Sh a d o w b l a d e
  Drow shadowblades steal down the dim passages 
  of the Underdark, bound on errands of mayhem. 
  They protect enclaves and Underdark cities from 
  enemies and track down thieves who make off with 
  prized treasures. In the city of Menzoberranzan in 
  the Forgotten Realms, noble houses often employ 
  shadowblades to eliminate rivals from other houses. 
  In communities free of Lolth’s sway, they serve as 
  spies tasked with foiling the plots of that demon 
  lord’s cult. In any role they take on, they move unde­
  tected until the moment they attack—and then they 
  are the last thing their victims see.
  A shadowblade gains their powers over shadow 
  via a ritual in which they kill a shadow demon and 
  mystically prevent it from re-forming in the Abyss, 
  siphoning its essence into themselves.
  VARIANT: DEMON SUMMONING
  Some drow shadowblades have an action that al­
  lows them to summon a demon.
  Summon Shadow Demon (1/Day). The drow attempts to magi­
  cally summon a shadow demon (see the Monster Manual) with 
  a 50 percent chance of success. If the attempt fails, the drow 
  takes 5 (IdlO) psychic damage. Otherwise, the summoned 
  demon appears in an unoccupied space within 60 feet of its 
  summoner, acts as an ally of its summoner, and can’t summon 
  other demons. It remains for 10 minutes, until it or its sum­
  moner dies, or until its summoner dismisses it as an action.
  CHAPTER 2 | BESTIARY
  105
  
  Du e r g a r
  Duergar are dwarves of the deep reaches of the Un­
  derdark and other sunless realms. Their personali­
  ties and abilities have been deeply impacted by their 
  ancestors’ captivity and torment by mind flayers; 
  they were infused with powerful psionic abilities but 
  also a profound gloom. In some, this strain of sor­
  row inspires works of grand but melancholic beauty, 
  while in others, it manifests as rage.
  Like many who dwell in the Underdark, duergar 
  must constantly be on guard against the raids and 
  plots of their neighbors. To this end, duergar war­
  riors fulfill a variety of combat roles, often marrying 
  their fury in battle with their psionic abilities or 
  training dangerous Underdark creatures as mounts.
  Denigrated by some as joyless, duergar are in fact 
  deeply passionate in all that they do—even if that 
  passion rarely manifests as mirth. They bring an 
  emotional intensity to their lives, whether they’re ex­
  ploring neighboring tunnels, defending their homes, 
  engaging with their families, or crafting bold new 
  works. The bonds of friendship and kinship are 
  strong, though navigating the inevitable outbursts of 
  frustration and despair is not always easy. Similarly, 
  duergar tend to be very community-minded—in the 
  Underdark, all must cooperate to survive.
  Among the duergar of the Forgotten Realms, cre­
  ation is a fiercely passionate process. They tend to 
  favor works that are sturdy and grand, but in a bare, 
  stripped-down fashion that favors geometric forms. 
  The strongholds they design are blocky and stark, 
  and the weapons they forge are blatantly tools of 
  violence. While others may decry their creations as 
  cold and bare of ornamentation to the point of aus­
  terity, duergar see them as honoring the materials 
  used and honest about their purpose.
  IO6 CHAPTER 2 | BESTIARY
  
  Du e r g a r  De s po t
  Duergar despots replace parts of their bodies with 
  mechanical devices that they control through their 
  psionic abilities.
  Du e r g a r  De s po t
  Medium Humanoid (Dwarf), Any Alignment
  Armor Class 21 (natural armor) 
  Hit Points 119 (14d8 + 56)
  Speed 25 ft.
  STR DEX CON INT WIS CHA
  20 (+5) 
  5 (-3) 
  19 (+4) 
  15 (+2) 
  14 (+2) 
  13 (+1)
  Saving Throws Con +8, Wis +6
  Damage Immunities poison
  Condition Immunities charmed, exhaustion, frightened, 
  paralyzed, poisoned
  Senses darkvision 120 ft., passive Perception 12
  Languages Dwarvish, Undercommon
  Challenge 12 (8,400 XP) 
  Proficiency Bonus +4
  Magic Resistance. The duergar has advantage on saving throws 
  against spells and other magical effects.
  Psychic Engine. When the duergar suffers a critical hit or is 
  reduced to 0 hit points, psychic energy erupts from its frame 
  to deal 14 (4d6) psychic damage to each creature within 5 
  feet of it.
  Sunlight Sensitivity. While in sunlight, the duergar has dis­
  advantage on attack rolls, as well as on Wisdom (Perception) 
  checks that rely on sight.
  Ac t io n s
  Multiattack. The duergar makes two Iron Fist attacks and two 
  Stomping Foot attacks. After one of the attacks, the duergar 
  can move up to its speed without provoking opportunity at­
  tacks. It can replace one of the attacks with a use of Flame Jet.
  Iron Fist. Melee Weapon Attack: +9 to hit, reach 5 ft., one tar­
  get. Hit: 23 (4d8 + 5) bludgeoning damage. If the target is a 
  Large or smaller creature, it must succeed on a DC 17 Strength 
  saving throw or be pushed up to 30 feet away in a straight line 
  and be knocked prone.
  Stomping Foot. Melee Weapon Attack: +9 to hit, reach 5 ft., one 
  target. Hit: 10 (IdlO + 5) bludgeoning damage, or 21 (3d 10 + 5) 
  to a prone target.
  Flame Jet. The duergar spews flames in a line 100 feet long and 
  5 feet wide. Each creature in the line must make a DC 16 Dex­
  terity saving throw, taking 18 (4d8) fire damage on a failed save, 
  or half as much damage on a successful one.
  Spellcasting (Psionics). The duergar casts one of the following 
  spells, requiring no spell components and using Intelligence as 
  the spellcasting ability (spell save DC 12):
  At will: mage hand, minors illusion 
  1/day: stinking cloud
  Du e r g a r  Ka v a l r a c h n i
  Kavalrachni are duergar cavalry trained to fight 
  while riding female steeders (in this book) or other 
  Underdark creatures as mounts.
  Du e r g a r  Ka v a l r a c h n i
  Medium Humanoid (Dwarf), Any Alignment
  Armor Class 16 (scale mail, shield) 
  Hit Points 26 (4d8 + 8)
  Speed 25 ft.
  STR DEX CON INT WIS CHA
  14 (+2) 
  11 (+0) 
  14 (+2) 
  11 (+0) 10 (+0) 
  9 (-1)
  Damage Resistances poison
  Senses darkvision 120 ft., passive Perception 10
  Languages Dwarvish, Undercommon
  Challenge 2 (450 XP) 
  Proficiency Bonus +2
  Cavalry Training. When the duergar hits a target with a melee 
  attack while mounted, the mount can use its reaction to make 
  one melee attack against the same target.
  Duergar Resilience. The duergar has advantage on saving 
  throws against spells and the charmed, paralyzed, and poi­
  soned conditions.
  Sunlight Sensitivity. While in sunlight, the duergar has dis­
  advantage on attack rolls, as well as on Wisdom (Perception) 
  checks that rely on sight.
  Ac t io n s
  Multiattack. The duergar makes two War Pick attacks.
  War Pick. Melee Weapon Attack: +4 to hit, reach 5 ft., one 
  target. Hit: 6 (ld8 + 2) piercing damage plus 5 (2d4) poi­
  son damage.
  Heavy Crossbow. Ranged Weapon Attack: +2 to hit, range 
  100/400 ft., one target. Hit: 5 (IdlO) piercing damage.
  Shared Invisibility (Recharges after a Short or Long Rest). The 
  duergar magically turns invisible for up to 1 hour or until it 
  attacks, it forces a creature to make a saving throw, or its con­
  centration is broken (as if concentrating on a spell). Any equip­
  ment the duergar wears or carries is invisible with it. While the 
  invisible duergar is mounted, the mount is invisible as well. The 
  invisibility ends early on the mount immediately after it attacks.
  CHAPTER 2 | BESTIARY
  107
  
  Du e r g a r  Min d  Ma s t e r
  Medium Humanoid (Dwarf), Any Alignment
  Armor Class 14 (leather armor)
  Hit Points 39 (6d8 + 12)
  Speed 25 ft.
  STR DEX CON INT WIS CHA
  11 (+0) 
  17 (+3) 
  14 (+2) 
  15 (+2) 
  10 (+0) 
  12 (+1)
  Saving Throws Wis +2
  Skills Perception +2, Stealth +5
  Damage Resistances poison
  Senses darkvision 120 ft., truesight 30 ft., passive Perception 12
  Languages Dwarvish, Undercommon
  Challenge 2 (450 XP) 
  Proficiency Bonus +2
  Duergar Resilience. The duergar has advantage on saving 
  throws against spells and the charmed, paralyzed, and poi­
  soned conditions.
  Sunlight Sensitivity. While in sunlight, the duergar has dis­
  advantage on attack rolls, as well as on Wisdom (Perception) 
  checks that rely on sight.
  Ac t io n s_________________________________
  Multiattack. The duergar makes two Mind-Poison Dagger at­
  tacks. It can replace one attack with a use of Mind Mastery.
  Du e r g a r  Min d  Ma s t e r
  Wearing fearsome masks, duergar mind masters 
  usually operate as spies, both inside and beyond a 
  duergar stronghold. Their psionically augmented 
  abilities enable them to see through illusions with 
  ease and shrink down to miniature size to spy on 
  their targets.
  Du e r g a r  So u l b l a d e
  Soulblades are duergar combatants whose mastery 
  of psionics allows them to manifest blades of psy­
  chic energy to slice apart their foes.
  Mind-Poison Dagger. Melee Weapon Attack: +5 to hit, reach 5 
  ft., one target. Hit: 5 (1 d4 + 3) piercing damage plus 10 (3d6) 
  psychic damage, or 1 piercing damage plus 10 (3d6) psychic 
  damage while under the effect of Reduce.
  Invisibility (Recharge 4-6). The duergar magically turns in­
  visible for up to 1 hour or until it attacks, it forces a creature 
  to make a saving throw, or its concentration is broken (as if 
  concentrating on a spell). Any equipment the duergar wears or 
  carries is invisible with it.
  Mind Mastery. The duergar targets one creature it can see 
  within 60 feet of it. The target must succeed on a DC 12 Intelli­
  gence saving throw, or the duergar causes it to use its reaction, 
  if available, either to make one weapon attack against another 
  creature the duergar can see or to move up to 10 feet in a direc­
  tion of the duergar’s choice. Creatures that can’t be charmed 
  are immune to this effect.
  Bo n u s Ac t io n s
  Reduce (Recharges after a Short or Long Rest). For 1 minute, 
  the duergar magically decreases in size, along with anything 
  it is wearing or carrying. While reduced, the duergar is Tiny, 
  reduces its weapon damage to 1, and makes attack rolls, abil­
  ity checks, and saving throws with disadvantage if they use 
  Strength. It gains a +5 bonus to all Dexterity (Stealth) checks 
  and a +5 bonus to its AC. It can also take a bonus action on 
  each of its turns to take the Hide action.
  IO8 CHAPTER 2 | BESTIARY
  
  Du e r g a r  So u l b l a d e
  Medium Humanoid (Dwarf), Any Alignment
  Armor Class 14 (leather armor) 
  Hit Points 27 (6d8)
  Speed 25 ft.
  STR DEX CON INT WIS CHA
  16 (+3) 
  16 (+3) 
  10 (+0) 
  11 (+0) 10 (+0) 
  12 (+1)
  Damage Resistances poison
  Senses darkvision 120 ft., passive Perception 10
  Languages Dwarvish, Undercommon
  Challenge 1 (200 XP) 
  Proficiency Bonus +2
  Duergar Resilience. The duergar has advantage on saving 
  throws against spells and the charmed, paralyzed, and poi­
  soned conditions.
  Sunlight Sensitivity. While in sunlight, the duergar has dis­
  advantage on attack rolls, as well as on Wisdom (Perception) 
  checks that rely on sight. 
  .............- - -. . - . -
  Ac t io n s
  Soulblade. Melee Spell Attack: +5 to hit, reach 5 ft., one target. 
  Hit: 10 (2d6 + 3) force damage, or 13 (3d6 + 3) force damage 
  while under the effect of Enlarge.
  Invisibility (Recharges after a Short or Long Rest). The duergar 
  magically turns invisible for up to 1 hour or until it attacks, it 
  forces a creature to make a saving throw, or its concentration 
  is broken (as if concentrating on a spell). Any equipment the 
  duergar wears or carries is invisible with it.
  Bo n u s Ac t io n s
  Enlarge (Recharges after a Short or Long Rest). For 1 minute, 
  the duergar magically increases in size, along with anything it 
  is wearing or carrying. While enlarged, the duergar is Large, 
  doubles its damage dice on Strength-based weapon attacks 
  (included in the attacks), and makes Strength checks and 
  Strength saving throws with advantage. If the duergar lacks the 
  room to become Large, it attains the maximum size possible in 
  the space available.
  CHAPTER 2 | BESTIARY
  109
  
  Du e r g a r  St o n e Gu a r d
  Stone guards are elite troops deployed in small 
  numbers to bolster war bands of regulars or orga­
  nized into elite strike forces for specific missions.
  Du e r g a r  St o n e Gu a r d
  Medium Humanoid (Dwarf), Any Alignment
  Armor Class 18 (chain mail, shield) 
  Hit Points 39 (6d8 + 12)
  Speed 25 ft.
  STR DEX CON INT WIS CHA
  18 (+4) 
  11 (+0) 
  14 (+2) 
  11 (+0) 10 (+0) 
  9(-l)
  Damage Resistances poison
  Senses darkvision 120 ft., passive Perception 10
  Languages Dwarvish, Undercommon
  Challenge 2 (450 XP) 
  Proficiency Bonus +2
  Duergar Resilience. The duergar has advantage on saving 
  throws against spells and the charmed, paralyzed, and poi­
  soned conditions.
  Phalanx Formation. The duergar has advantage on attack rolls 
  and Dexterity saving throws while standing within 5 feet of an 
  ally wielding a shield.
  Sunlight Sensitivity. While in sunlight, the duergar has dis­
  advantage on attack rolls, as well as on Wisdom (Perception) 
  checks that rely on sight.
  Ac t io n s
  Multiattack. The duergar makes two Shortsword or Jave­
  lin attacks.
  Shortsword. Melee Weapon Attack: +6 to hit, reach 5 ft., one 
  target. Hit: 7 (1 d6 + 4) piercing damage, or 11 (2d6 + 4) pierc­
  ing damage while under the effect of Enlarge.
  Javelin. Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. 
  or range 30/120 ft., one target. Hit: 7 (ld6 + 4) piercing dam­
  age, or 11 (2d6 + 4) piercing damage while under the effect 
  of Enlarge.
  Invisibility (Recharges after a Short or Long Rest). The duergar 
  magically turns invisible for up to 1 hour or until it attacks, it 
  forces a creature to make a saving throw, or its concentration 
  is broken (as if concentrating on a spell). Any equipment the 
  duergar wears or carries is invisible with it.
  Bo n u s Ac t io n s
  Enlarge (Recharges after a Short or Long Rest). For 1 minute, 
  the duergar magically increases in size, along with anything it 
  is wearing or carrying. While enlarged, the duergar is Large, 
  doubles its damage dice on Strength-based weapon attacks 
  (included in the attacks), and makes Strength checks and 
  Strength saving throws with advantage. If the duergar lacks the 
  room to become Large, it attains the maximum size possible in 
  the space available.
  IIO
  CHAPTER 2 | BESTIARY
  
  Du e r g a r  Wa r l o r d
  Medium Humanoid (Dwarf), Any Alignment
  Armor Class 20 (plate mail, shield) 
  Hit Points 75 (10d8 + 30)
  Speed 25 ft.
  STR DEX CON INT WIS CHA
  18 (+4) 
  11 (+0) 
  17 (+3) 
  12 (+1) 
  12 (+1) 
  14 (+2)
  Damage Resistances poison
  Senses darkvision 120 ft., passive Perception 11
  Languages Dwarvish, Undercommon
  Challenge 6 (2,300 XP) 
  Proficiency Bonus +3
  Duergar Resilience. The duergar has advantage on saving 
  throws against spells and the charmed, paralyzed, and poi­
  soned conditions.
  Sunlight Sensitivity. While in sunlight, the duergar has dis­
  advantage on attack rolls, as well as on Wisdom (Perception) 
  checks that rely on sight.
  Ac t io n s
  Multiattack. The duergar makes three Psychic-Attuned Ham­
  mer or Javelin attacks and uses Call to Attack.
  Psychic-Attuned Hammer. Melee Weapon Attack: +7 to hit, 
  reach 5 ft., one target. Hit: 9 (IdlO + 4) bludgeoning damage, 
  or 15 (2dl0 + 4) bludgeoning damage while under the effect of 
  Enlarge, plus 5 (IdlO) psychic damage.
  Javelin. Melee or Ranged Weapon Attack: +7 to hit, reach 5 ft. 
  or range 30/120 ft., one target. Hit: 7 (1 d6 + 4) piercing dam­
  age, or 11 (2d6 + 4) piercing damage while under the effect 
  of Enlarge.
  Call to Attack. Up to three allies within 120 feet of this duer­
  gar that can hear it can each use their reaction to make one 
  weapon attack.
  Invisibility (Recharge 4-6). The duergar magically turns in­
  visible for up to 1 hour or until it attacks, it forces a creature 
  to make a saving throw, or its concentration is broken (as if 
  concentrating on a spell). Any equipment the duergar wears or 
  carries is invisible with it.
  Bo n u s Ac t io n s
  Enlarge (Recharges after a Short or Long Rest). For 1 minute, 
  the duergar magically increases in size, along with anything it 
  is wearing or carrying. While enlarged, the duergar is Large, 
  doubles its damage dice on Strength-based weapon attacks 
  (included in the attacks), and makes Strength checks and 
  Strength saving throws with advantage. If the duergar lacks the 
  room to become Large, it attains the maximum size possible in 
  the space available.
  Reac t io n s
  Scouring Instruction. When an ally that the duergar can see 
  makes a d20 roll, the duergar can roll a d6, and the ally can add 
  the number rolled to the d20 by taking 3 (1 d6) psychic damage.
  Du e r g a r  Wa r l o r d
  A warlord is cunning, inspiring, and merciless in 
  equal parts. A skilled leader in battle, the warlord 
  can use spikes of psionic energy to compel the war­
  riors they command to fight harder.
  Du e r g a r  Xa r r o r n
  Xarrorn are specialists who construct weapons us­
  ing a mixture of alchemy and psionics.
  Du e r g a r  Xa r r o r n
  Medium Humanoid (Dwarf), Any Alignment
  Armor Class 18 (plate mail) 
  Hit Points 26 (4d8 + 8) 
  Speed 25 ft.
  STR DEX CON INT WIS CHA
  16 (+3) 
  11 (+0) 
  14 (+2) 
  11 (+0) 10 (+0) 
  9 (-1)
  Damage Resistances poison
  Senses darkvision 120 ft., passive Perception 10
  Languages Dwarvish, Undercommon
  Challenge 2 (450 XP) 
  Proficiency Bonus +2
  Duergar Resilience. The duergar has advantage on saving 
  throws against spells and the charmed, paralyzed, and poi­
  soned conditions.
  Sunlight Sensitivity. While in sunlight, the duergar has dis­
  advantage on attack rolls, as well as on Wisdom (Perception) 
  checks that rely on sight.
  Ac t io n s
  Fire Lance. Melee Weapon Attack: +5 to hit, reach 10 ft., one 
  target. Hit: 9 (1 dl2 + 3) piercing damage, or 16 (2dl2 + 3) 
  piercing damage while under the effect of Enlarge, plus 3 (1 d6) 
  fire damage.
  Fire Spray (Recharge 5-6). From its fire lance, the duergar 
  shoots a 15-foot cone of fire or a line of fire 30 feet long and 
  5 feet wide. Each creature in that area must make a DC 12 
  Dexterity saving throw, taking 10 (3d6) fire damage on a failed 
  save, or half as much damage on a successful one.
  Invisibility (Recharges after a Short or Long Rest). The duergar 
  magically turns invisible for up to 1 hour or until it attacks, it 
  forces a creature to make a saving throw, or its concentration 
  is broken (as if concentrating on a spell). Any equipment the 
  duergar wears or carries is invisible with it.
  Bo n u s Ac t io n s
  Enlarge (Recharges after a Short or Long Rest). For 1 minute, 
  the duergar magically increases in size, along with anything it 
  is wearing or carrying. While enlarged, the duergar is Large, 
  doubles its damage dice on Strength-based weapon attacks 
  (included in the attacks), and makes Strength checks and 
  Strength saving throws with advantage. If the duergar lacks the 
  room to become Large, it attains the maximum size possible in 
  the space available.
  CHAPTER 2 | BESTIARY
  
  Du e r g a r  Co n s t r u c t s
  Creative duergar engineers have built numerous 
  war machines, including some that can be fused 
  with a duergar. Such a duergar-machine hybrid is 
  fueled by the duergar’s psionic energy, and the duer­
  gar inside the machine can psychically channel pain 
  into power when attacked.
  These machines are deployed to assist with con­
  struction projects and war. Some duergar bravely 
  volunteer to become hybrids, while other duergar 
  are forced into the fusion by Underdark tyrants.
  Unless incapacitated, the duergar inside a ma­
  chine can extricate themself from it over the course 
  of a short rest, completing the process at the 
  rest’s end.
  Du e r g a r  Ha mme r e r
  The duergar hammerer is a digging machine and 
  siege engine, used to dig tunnels and besiege enemy 
  fortifications.
  Du e r g a r  Sc r e a me r
  A duergar screamer uses sonic energy to grind rock 
  into dust and to hurl invaders to the ground.
  Du e r g a r  Ha mme r e r
  Medium Construct (Dwarf), Any Alignment
  Du e r g a r  Sc r e a me r
  Medium Construct (Dwarf), Any Alignment
  Armor Class 17 (natural armor) 
  Hit Points 33 (6d8 + 6)
  Speed 20 ft.
  Armor Class 15 (natural armor) 
  Hit Points 38 (7d8 + 7)
  Speed 20 ft.
  STR DEX CON INT WIS CHA
  17 (+3) 
  7 (-2) 
  12 (+1) 
  5 (-3) 
  5 (-3) 
  5 (-3)
  STR DEX CON INT WIS CHA
  18 (+4) 
  7 (-2) 
  12 (+1) 
  5 (-3) 
  5 (-3) 
  5 (-3)
  Damage Immunities poison
  Condition Immunities charmed, exhaustion, frightened, 
  paralyzed, petrified, poisoned
  Senses darkvision 60 ft., passive Perception 7
  Languages understands Dwarvish but can’t speak
  Challenge 2 (450 XP) 
  Proficiency Bonus +2
  Siege Monster. The hammerer deals double damage to objects 
  and structures.
  Ac t io n s
  Multiattack. The hammerer makes one Claw attack and one
  Hammer attack.
  Claw. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 
  Hit: 6 (1 d6 + 3) piercing damage.
  Hammer. Melee Weapon Attack: +5 to hit, reach 5 ft., one tar­
  get. Hit: 10 (2d6 + 3) bludgeoning damage.
  Reac t io n s
  D
  Engine of Pain. Immediately after a creature within 5 feet of the 
  hammerer hits it with an attack roll, the hammerer makes a 
  Hammer attack against that creature.
  Damage Immunities poison
  Condition Immunities charmed, exhaustion, frightened, 
  paralyzed, petrified, poisoned
  Senses darkvision 60 ft., passive Perception 7
  Languages understands Dwarvish but can’t speak
  Challenge 3 (700 XP) 
  Proficiency Bonus +2
  Ac t io n s
  Multiattack. The screamer makes one Drill attack, and it uses 
  Sonic Scream.
  Drill. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. 
  Hit: 10 (1 dl2 + 4) piercing damage.
  Sonic Scream. The screamer emits destructive energy in a 15- 
  foot cube. Each creature in that area must succeed on a DC 11 
  Strength saving throw or take 7 (2d6) thunder damage and be 
  knocked prone.
  Reac t io n s
  Engine of Pain. Immediately after a creature within 5 feet of the 
  screamer hits it with an attack roll, the screamer makes a Drill 
  attack against that creature.
  112
  CHAPTER 2 | BESTIARY
  
  Dy b b u k
  Dybbuks are demons that terrorize mortals on the 
  Material Plane by possessing corpses and giving 
  them a semblance of life, after which the demons 
  use them to engage in a range of sordid activities.
  In their natural form, dybbuks appear as translu­
  cent flying jellyfish, trailing long tentacles as they 
  move through the air. They rarely travel in this fash­
  ion, however. Instead, a dybbuk possesses a suitable 
  corpse as a vehicle, rousing the body from death. 
  Dybbuks delight in terrorizing other creatures 
  by making their host bodies behave in horrifying 
  ways—throwing up gouts of blood, excreting piles 
  of squirming maggots, and contorting their limbs in 
  impossible ways as they scuttle across the ground.
  Dy b b u k
  Medium Fiend (Demon), Typically Chaotic Evil
  Armor Class 14
  Hit Points 37 (5d8 + 15)
  Speed 0 ft., 40 ft. (hover)
  STR DEX CON INT WIS CHA
  6 (-2) 
  19 (+4) 
  16 (+3) 
  16(+3) 
  15 (+2) 
  14(4-2)
  Skills Deception 4-6, Intimidation 4-4, Perception 4-4
  Damage Resistances acid, cold, fire, lightning, thunder;
  bludgeoning, piercing, and slashing from nonmagical attacks
  Damage Immunities poison
  Condition Immunities charmed, exhaustion, frightened, 
  grappled, paralyzed, petrified, poisoned, prone, restrained
  Senses darkvision 120 ft., passive Perception 14 
  Languages Abyssal, Common, telepathy 120 ft.
  Challenge 4 (1,100 XP) 
  Proficiency Bonus 4-2
  Incorporeal Movement. The dybbuk can move through other 
  creatures and objects as if they were difficult terrain. It takes 5 
  (IdlO) force damage if it ends its turn inside an object.
  Magic Resistance. The dybbuk has advantage on saving throws 
  against spells and other magical effects.
  Ac t io n
  Tentacle. Melee Weapon Attack: 4-6 to hit, reach 5 ft., one tar­
  get. Hit: 13 (2d8 4- 4) necrotic damage. If the target is a crea­
  ture, its hit point maximum is also reduced by 3 (1 d6). This 
  reduction lasts until the target finishes a short or long rest. The 
  target dies if its hit point maximum is reduced to 0.
  Possess Corpse (Recharge 6). The dybbuk disappears into an 
  intact corpse within 5 feet of it that belonged to a Large or 
  smaller Beast or Humanoid. The dybbuk gains 20 temporary 
  hit points. While possessing the corpse, the dybbuk adopts the 
  corpse’s size and can’t use Incorporeal Movement. Its game 
  statistics otherwise remain the same.
  The possession lasts until the temporary hit points are lost 
  or the dybbuk ends it as a bonus action. When the possession 
  ends, the dybbuk appears in an unoccupied space within 5 feet 
  of the corpse.
  Spellcasting. The dybbuk casts one of the following spells, 
  requiring no material components and using Charisma as the 
  spellcasting ability (spell save DC 12):
  At will: dimension door
  3/day: phantasmal force
  Bo n u s Ac t io n s
  Control Corpse. While Possess Corpse is active, the dybbuk 
  makes the corpse do something unnatural, such as vomit 
  blood, twist its head all the way around, or cause a quadruped 
  to move as a biped. Any Beast or Humanoid that sees this 
  behavior must succeed on a DC 12 Wisdom saving throw or 
  become frightened of the dybbuk for 1 minute. The frightened 
  creature can repeat the saving throw at the end of each of its 
  turns, ending the effect on itself on a success. A creature that 
  succeeds on a saving throw against this ability is immune to 
  Control Corpse for 24 hours.
  CHAPTER 2 | BESTIARY
  
  Eid o l o n
  To protect sites they deem holy, gods often rely on ei­
  dolons, ghostly spirits bound to safeguard a sacred 
  place. Forged from the souls of those with unwav­
  ering devotion, eidolons stalk temples and vaults to 
  ensure that no enemy defiles, damages, or plunders 
  these sites. If an enemy sets foot inside a warded 
  location, the eidolon plunges into a statue specially 
  prepared to house its soul; it then animates this ef­
  figy and uses the statue to drive out the intruders.
  Eid o l o n
  Medium Undead, Any Alignment
  Armor Class 9
  Hit Points 63 (18d8 - 18)
  Speed 0 ft., fly 40 ft. (hover)
  STR DEX CON INT WIS CHA
  7 (-2) 
  8(-l) 
  9 (-1) 
  14 (+2) 
  19 (+4) 
  16 (+3)
  Saving Throws Wis +8
  Skills Perception +8
  Damage Resistances acid, fire, lightning, thunder; bludgeoning, 
  piercing, and slashing from nonmagical attacks
  Damage Immunities cold, necrotic, poison
  Condition Immunities charmed, exhaustion, frightened, 
  grappled, paralyzed, petrified, poisoned, prone, restrained
  Senses darkvision 60 ft., passive Perception 18
  Languages the languages it knew in life
  Challenge 12 (8,400 XP) 
  Proficiency Bonus +4
  Incorporeal Movement. The eidolon can move through other 
  creatures and objects as if they were difficult terrain. It takes 
  5 (IdlO) force damage if it ends its turn inside an object other 
  than a sacred statue.
  Sacred Animation (Recharge 5-6). When the eidolon moves 
  into a space occupied by a sacred statue, the eidolon can disap­
  pear, causing the statue to become a creature under the eido­
  lon’s control. The eidolon uses the sacred statue’s stat block in 
  place of its own.
  Turn Resistance. The eidolon has advantage on saving throws 
  against any effect that turns Undead.
  Unusual Nature. The eidolon doesn’t require air, food, 
  drink, or sleep.
  Ac t io n s
  Divine Dread. Each creature within 60 feet of the eidolon that 
  can see it must succeed on a DC 15 Wisdom saving throw or 
  be frightened of it for 1 minute. While frightened in this way, 
  the creature must take the Dash action and move away from 
  the eidolon by the safest available route at the start of each of 
  its turns, unless there is nowhere for it to move, in which case 
  the creature also becomes stunned until it can move again. A 
  frightened target can repeat the saving throw at the end of each 
  of its turns, ending the effect on itself on a success. If a target’s 
  saving throw is successful or the effect ends for it, the target is 
  immune to any eidolon’s Divine Dread for the next 24 hours.
  CHAPTER 2 | BESTIARY
  Sa c r e d St a t u e
  Large Construct, As the Eidolon's Alignment
  Armor Class 19 (natural armor) 
  Hit Points 95 (lOdlO + 40) 
  Speed 25 ft.
  STR DEX CON INT WIS CHA 
  19 (+4) 
  8 (-1) 
  19 (+4) 
  14 (+2) 
  19 (+4) 
  16 (+3)
  Saving Throws Wis +8
  Damage Resistances acid, fire, lightning; bludgeoning, piercing, 
  and slashing from nonmagical attacks
  Damage Immunities cold, necrotic, poison
  Condition Immunities charmed, exhaustion, frightened, 
  paralyzed, petrified, poisoned
  Senses darkvision 60 ft., passive Perception 14
  Languages the languages the eidolon knew in life
  False Appearance. If the statue is motionless at the start of 
  combat, it has advantage on its initiative roll. Moreover, if a 
  creature hasn’t observed the statue move or act, that creature 
  must succeed on a DC 18 Intelligence (Investigation) check to 
  discern that the statue isn’t an object.
  Ghostly Inhabitant. The eidolon that enters the statue remains 
  inside it until the statue drops to 0 hit points, the eidolon uses 
  a bonus action to move out of the statue, or the eidolon is 
  turned or forced out by an effect such as the dispel evil and good 
  spell. When the eidolon leaves the statue, it appears in an un­
  occupied space within 5 feet of the statue.
  Inert. Without an eidolon inside, the statue is an object.
  Unusual Nature. The statue doesn't require air, food, 
  drink, or sleep.
  Ac t io n s
  Multiattack. The statue makes two Slam or Rock attacks.
  Slam. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. 
  Hit: 43 (6dl2 + 4) bludgeoning damage.
  Rock. Ranged Weapon Attack: +8 to hit, range 60 ft./240 ft., one 
  target. Hit: 37 (6dl0 + 4) bludgeoning damage.
  114
  
  l[ an autumn ela<Arin invites you over [or 
  dinner, come with an empty stomach. 
  Their goodwill extends to heaping portions- 
  Note to $el[: Sen<{ Some o[ mi^ Spring elaitrin 
  [rienJls to visit MoriAenlcainen. That'll teach 
  him to lighten up.
  TASHA
  El a d r in
  Eladrin dwell in the verdant splendor of the Feywild. 
  They are related to the elves found on the Material 
  Plane. But while other elves can temper their wild 
  impulses, eladrin are ruled by emotion—and due to 
  their magical nature, they undergo physical changes 
  to match their changes in temperament.
  Eladrin have spent centuries in the Feywild, and 
  most of them have become Fey creatures as a re­
  sult—those presented here are of the Fey variety. 
  Some are still Humanoid, however, similar in that 
  respect to their other elven kin.
  The magic flowing through eladrin responds to 
  their emotional state by transforming them into dif­
  ferent seasonal aspects, with behaviors and abilities 
  that change with their forms. Some eladrin might 
  remain in a particular aspect for years, while others 
  run through the emotional spectrum each week.
  Ch a n g e a b l e JSTa t u r e s
  Whenever one of the eladrin presented here finishes 
  a long rest, they can associate themself with a dif­
  ferent season, provided they aren’t incapacitated. 
  When the eladrin makes this change, they use 
  the stat block of the new season rather than their 
  old stat block. Any damage the eladrin sustained 
  in their previous form applies to the new form, 
  as do any conditions or other ongoing effects af­
  fecting them.
  Au t u mn  El a d r in
  Eladrin often enter the autumn season when they 
  are overcome by feelings of goodwill. In this aspect, 
  they defuse conflicts and alleviate suffering by using 
  their magic to relieve any ailments that afflict the 
  people who come to them for aid. They tolerate no 
  violence in their presence and move quickly to settle 
  disputes, to ensure that peace continues to reign.
  Au t u mn  El a d r in
  Medium Fey (Elf), Typically Chaotic Neutral
  Armor Class 19 (natural armor) 
  Hit Points 165 (22d8 + 66) 
  Speed 30 ft.
  STR DEX CON INT WIS CHA
  12 (+1) 
  16 (+3) 
  16 (+3) 
  14 (+2) 
  17 (+3) 
  18 (+4)
  Skills Insight +7, Medicine +7
  Damage Resistances psychic
  Senses darkvision 60 ft., passive Perception 13
  Languages Common, Elvish, Sylvan
  Challenge 10 (5,900 XP) 
  Proficiency Bonus +4
  Enchanting Presence. Any non-eladrin creature that starts its 
  turn within 60 feet of the eladrin must make a DC 16 Wisdom 
  saving throw. On a failed save, the creature becomes charmed 
  by the eladrin for 1 minute. On a successful save, the crea­
  ture becomes immune to any eladrin’s Enchanting Presence 
  for 24 hours.
  Whenever the eladrin deals damage to the charmed creature, 
  the charmed creature can repeat the saving throw, ending the 
  effect on itself on a success.
  Magic Resistance. The eladrin has advantage on saving throws 
  against spells and other magical effects.
  Ac t io n s
  Multiattack. The eladrin makes two Longsword or Longbow 
  attacks. It can replace one attack with a use of Spellcasting.
  Longsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one tar­
  get. Hit: 5 (ld8 + 1) slashing damage, or 6 (IdlO + 1) slashing 
  damage if used with two hands, plus 22 (5d8) psychic damage.
  Longbow. Ranged Weapon Attack: +7 to hit, range 150/600 ft., 
  one target. Hit: 7 (1 d8 + 3) piercing damage plus 22 (5d8) psy­
  chic damage.
  Spellcasting. The eladrin casts one of the following spells, 
  requiring no material components and using Charisma as the 
  spellcasting ability (spell save DC 16):
  At will: hold person
  2/day each: cure wounds (as a 5th-level spell), lesser restoration 
  1/day each: greater restoration, revivify
  Bo n u s Ac t io n s
  Fey Step (Recharge 4-6). The eladrin teleports, along with any 
  equipment it is wearing or carrying, up to 30 feet to an unoccu­
  pied space it can see.
  Reac t io n s
  Foster Peace. If a creature charmed by the eladrin hits with an 
  attack roll while within 60 feet of the eladrin, the eladrin mag­
  ically causes the attack to miss, provided the eladrin can see 
  the attacker.
  CHAPTER 2 | BESTIARY
  115
  
  Spr in g  El a d r in
  Their hearts filled with joy, spring eladrin cavort 
  through their sylvan realms, their songs and laugh­
  ter filling the air. These playful eladrin beguile other 
  creatures to fill them with the joy of spring. Their 
  antics can lead other creatures into danger and 
  make mischief for them.
  Spr in g  El a d r in
  Medium Fey (Elf), Typically Chaotic Neutral
  Armor Class 19 (natural armor) 
  Hit Points 165 (22d8 + 66)
  Speed 30 ft.
  STR DEX CON INT WIS CHA
  14 (+2) 
  16 (+3) 
  16 (+3) 
  18 (+4) 11 (+0) 
  18 (+4)
  Skills Deception +8, Persuasion +8
  Damage Resistances psychic
  Senses darkvision 60 ft., passive Perception 10
  Languages Common, Elvish, Sylvan
  Challenge 10 (5,900 XP) 
  Proficiency Bonus +4
  Joyful Presence. Any non-eladrin creature that starts its turn 
  within 60 feet of the eladrin must make a DC 16 Wisdom saving 
  throw. On a failed save, the creature becomes charmed by the 
  eladrin for 1 minute. On a successful save, the creature be­
  comes immune to any eladrin's Joyful Presence for 24 hours.
  Whenever the eladrin deals damage to the charmed creature, 
  the charmed creature can repeat the saving throw, ending the 
  effect on itself on a success.
  Magic Resistance. The eladrin has advantage on saving throws 
  against spells and other magical effects.
  Ac t io n s
  Multiattack. The eladrin makes two Longsword or Longbow 
  attacks. It can replace one attack with a use of Spellcasting.
  Longsword. Melee Weapon Attack: +6 to hit, reach 5 ft., one tar­
  get. Hit: 6 (1 d8 + 2) slashing damage, or 7 (IdlO + 2) slashing 
  damage if used with two hands, plus 22 (5d8) psychic damage.
  Longbow. Ranged Weapon Attack: +7 to hit, range 150/600 ft., 
  one target. Hit: 7 (1 d8 + 3) piercing damage plus 22 (5d8) psy­
  chic damage.
  Spellcasting. The eladrin casts one of the following spells, 
  requiring no material components and using Charisma as the 
  spellcasting ability (spell save DC 16):
  At will: Tasha’s hideous laughter 
  1/day each: major image, suggestion
  Bo n u s Ac t io n s
  Fey Step (Recharge 4-6). The eladrin teleports, along with any 
  equipment it is wearing or carrying, up to 30 feet to an unoccu­
  pied space it can see.
  Su mme r  El a d r in
  When angered, eladrin enter the season of summer, 
  a burning, tempestuous state that transforms them 
  into aggressive warriors eager to vent their wrath. 
  Their magic responds to their fury and amplifies 
  their fighting ability, helping them move with aston­
  ishing quickness and strike with terrible force.
  Su mme r  El a d r in
  Medium Fey (Elf), Typically Chaotic Neutral
  Armor Class 19 (natural armor) 
  Hit Points 165 (22d8 + 66) 
  Speed 50 ft.
  STR DEX CON INT WIS CHA
  19 (+4) 
  21 (+5) 
  16 (+3) 
  14 (+2) 
  12 (+1) 
  18 (+4)
  Skills Athletics +8, Intimidation +8
  Damage Resistances fire
  Senses darkvision 60 ft., passive Perception 9
  Languages Common, Elvish, Sylvan
  Challenge 10 (5,900 XP) 
  Proficiency Bonus +4
  Fearsome Presence. Any non-eladrin creature that starts its turn 
  within 60 feet of the eladrin must make a DC 16 Wisdom saving 
  throw. On a failed save, the creature becomes frightened of the 
  eladrin for 1 minute. A creature can repeat the saving throw 
  at the end of each of its turns, ending the effect on itself on a 
  success. If a creature’s saving throw is successful or the effect 
  ends for it, the creature is immune to any eladrin’s Fearsome 
  Presence for the next 24 hours.
  Magic Resistance. The eladrin has advantage on saving throws 
  against spells and other magical effects.
  Ac t io n s
  Multiattack. The eladrin makes two Longsword or Long­
  bow attacks.
  Longsword. Melee Weapon Attack: +8 to hit, reach 5 ft., one tar­
  get. Hit: 13 (2d8 + 4) slashing damage, or 15 (2dl0 + 4) slash­
  ing damage if used with two hands, plus 9 (2d8) fire damage.
  Longbow. Ranged Weapon Attack: +9 to hit, range 150/600 
  ft., one target. Hit: 14 (2d8 + 5) piercing damage plus 9 (2d8) 
  fire damage.
  Bo n u s Ac t io n s
  Fey Step (Recharge 4-6). The eladrin teleports, along with any 
  equipment it is wearing or carrying, up to 30 feet to an unoccu­
  pied space it can see.
  Reac t io n s
  Parry. The eladrin adds 3 to its AC against one melee attack 
  that would hit it. To do so, the eladrin must see the attacker 
  and be wielding a melee weapon.
  CHAPTER 2 | BESTIARY
  
  Win t e r  El a d r in
  When sorrow distresses eladrin, they enter the win­
  ter season, becoming figures of melancholy. Frozen 
  tears drop from their cheeks, and their palpable sad­
  ness emanates from them as icy cold.
  i 1 1 
  1____'. 
  _ ...........    _ 
  . 
  ___
  Win t e r  El a d r in
  Medium Fey (Elf), Typically Chaotic Neutral
  Armor Class 19 (natural armor)
  Hit Points 165 (22d8 + 66)
  Speed 30 ft.
  STR DEX CON INT WIS CHA
  11 (+0) 
  16 (+3) 
  16 (+3) 
  18 (+4) 
  17(+3) 
  13 (+1)
  Damage Resistances cold
  Senses darkvision 60 ft., passive Perception 13 
  Languages Common, Elvish, Sylvan
  Challenge 10 (5,900 XP) 
  Proficiency Bonus 4-4
  Magic Resistance. The eladrin has advantage on saving throws 
  against spells and other magical effects.
  Sorrowful Presence. Any non-eladrin creature that starts its 
  turn within 60 feet of the eladrin must make a DC 13 Wisdom 
  saving throw. On a failed save, the creature becomes charmed 
  by the eladrin for 1 minute. While charmed in this way, the 
  creature has disadvantage on ability checks and saving throws. 
  The charmed creature can repeat the saving throw at the end 
  of each of its turns, ending the effect on itself on a success. If 
  a creature’s saving throw is successful or the effect ends for it, 
  the creature is immune to any eladrin’s Sorrowful Presence for 
  the next 24 hours.
  Whenever the eladrin deals damage to the charmed creature, 
  the charmed creature can repeat the saving throw, ending the 
  effect on itself on a success.
  Ac t io n s
  Multiattack. The eladrin makes two Longsword or Longbow 
  attacks. It can replace one attack with a use of Spellcasting.
  Longsword. Melee Weapon Attack: +4 to hit, reach 5 ft., one tar­
  get. Hit: 4 (1 d8) slashing damage, or 5 (IdlO) slashing damage 
  if used with two hands, plus 13 (3d8) cold damage.
  Longbow. Ranged Weapon Attack: +7 to hit, range 150/600 
  ft., one target. Hit: 7 (1 d8 4- 3) piercing damage plus 13 (3d8) 
  cold damage.
  Spellcasting. The eladrin casts one of the following spells, re­
  quiring no material components and using Intelligence as the 
  spellcasting ability (spell save DC 16):
  At will:/og cloud, gust of wind, sleet storm
  Bo n u s Ac t io n s
  Fey Step (Recharge 4-6). The eladrin teleports, along with any 
  equipment it is wearing or carrying, up to 30 feet to an unoccu­
  pied space it can see.
  Reac t io n s
  Frigid Rebuke. When the eladrin takes damage from a creature 
  the eladrin can see within 60 feet of it, the eladrin can force that 
  creature to make a DC 16 Constitution saving throw. On a failed 
  save, the creature takes 11 (2dl0) cold damage.
  
  La ir  Ac t io n s
  On initiative count 20 (losing initiative ties), an el­
  der brain can take one of the following lair actions; 
  the elder brain can’t take the same lair action two
  El d e r  Br a in
  The ultimate expression of mind flayer domination, 
  an elder brain sprawls within a vat of viscous brine, 
  cared for by mind flayer minions as it touches the 
  thoughts of creatures near and far. It scrawls upon 
  the canvas of the creatures’ minds, rewriting their 
  thoughts and authoring their dreams.
  An elder brain sustains itself by consuming the 
  brains of other creatures. If its mind flayer servants 
  don’t bring meals directly to it, the elder brain 
  reaches out with tendrils of thought, compelling 
  creatures to come to it so that it can feed on them.
  When a mind flayer perishes, the elder brain’s 
  servants feed its brain to their master, which then 
  absorbs the knowledge and experience contained 
  therein. Mind flayers conceive of this oneness with 
  the elder brain as a sacred state akin to an afterlife.
  Hiv e Min d
  Elder brains are so-called among non-illithids be­
  cause they act as the central communication hub for 
  an entire mind flayer colony, just as a brain does for 
  a living body. Linked to the elder brain, the colony 
  acts like a single organism, acting in concert as if 
  each illithid were the digit of a hand.
  An elder brain considers itself and its desires 
  the most important things in the multiverse, and 
  the mind flayers in its colony nothing more than 
  extensions of its will. Each presides over its colony 
  according to its own unique personality and store­
  house of collected knowledge and experience. Some 
  elder brains reign as tyrants, while others serve 
  as sages, counselors, and repositories of informa­
  tion and lore for the mind flayers that protect and 
  nourish them.
  rounds in a row:
  An El d e r  Br a in ’s La ir
  Force Wall. The elder brain casts wall of force.
  The lair of an elder brain lies deep in the heart of 
  a mind flayer colony. The brain dwells in a dimly 
  glowing brine pool filled with brackish water in­
  fused with its vital fluids and psionic energy.
  An elder brain’s ambitions are always tempered 
  by its relative immobility. Although its telepathic 
  senses can reach for miles, moving anywhere is 
  always a dangerous proposition. If forced outside 
  its brine pool, an elder brain swiftly expires, and 
  transporting an elder brain in its pool through con­
  fining and tortuous subterranean tunnels frequently 
  proves difficult or impossible.
  Psionic Anchor. The elder brain targets one crea­
  ture it can sense within 120 feet of it and anchors 
  it by sheer force of will. The target must make a 
  DC 18 Charisma saving throw. On a failed save, 
  its speed is reduced to 0, and it can’t teleport. It 
  can repeat the saving throw at the end of each of 
  its turns, ending the effect on itself on a success.
  Psychic Inspiration. The elder brain targets one 
  friendly creature it can sense within 120 feet of it. 
  The target has a flash of inspiration and gains ad­
  vantage on one attack roll, ability check, or saving 
  throw it makes before the end of its next turn.
  n8
  CHAPTER 2 | BESTIARY
  
  CHAPTER 2 | BESTIARY
  119
  
  Reg io n al  Ef f ec t s
  The territory within 5 miles of an elder brain is al­
  tered by the creature’s psionic presence, which cre­
  ates one or more of the following effects:
  Paranoia. Creatures within 5 miles of an elder 
  brain feel as if they are being followed, even when 
  they’re not.
  Psychic Whispers. Any creature with which the el­
  der brain has formed a psychic link hears faint, in­
  comprehensible whispers in the deepest recesses 
  of its mind. This psychic detritus consists of the el­
  der brain’s stray thoughts commingled with those 
  of other creatures to which it is linked.
  Telepathic Eavesdropping. The elder brain can 
  overhear any telepathic conversation within 5 
  miles of it. The creature that initiated the tele­
  pathic conversation makes a DC 18 Wisdom 
  saving throw when telepathic contact is first es­
  tablished. If the save is successful, the creature 
  is aware that something is eavesdropping. The 
  nature of the eavesdropper isn’t revealed.
  If the elder brain dies, these effects imme­
  diately end.
  El d e r  Br a in
  Large Aberration (Mind Flayer), Typically Lawful Evil
  Armor Class 10
  Hit Points 210 (20dl0+ 100)
  Speed 5 ft., swim 10 ft.
  STR DEX CON INT WIS CHA
  15 (+2) 
  10 (+0) 
  20 (+5) 
  21 (+5) 
  19 (+4) 
  24 (+7)
  Saving Throws Int +10, Wis +9, Cha +12
  Skills Arcana +10, Deception +12, Insight +14, Intimidation +12, 
  Persuasion +12
  Senses blindsight 120 ft., passive Perception 14
  Languages understands Common, Deep Speech, and
  Undercommon but can’t speak, telepathy 5 miles
  Challenge 14 (11,500 XP) 
  Proficiency Bonus +5
  Creature Sense. The elder brain is aware of creatures within 
  5 miles of it that have an Intelligence score of 4 or higher. It 
  knows the distance and direction to each creature, as well as 
  each one’s Intelligence score, but can’t sense anything else 
  about it. A creature protected by a mind blank spell, a nondetec­
  tion spell, or similar magic can’t be perceived in this manner.
  Legendary Resistance (3/Day). If the elder brain fails a saving 
  throw, it can choose to succeed instead.
  Magic Resistance. The elder brain has advantage on saving 
  throws against spells and other magical effects.
  Telepathic Hub. The elder brain can use its telepathy to initiate 
  and maintain telepathic conversations with up to ten creatures 
  at a time. The elder brain can let those creatures telepathically 
  hear each other while connected in this way.
  Ac t io n s
  Tentacle. Melee Weapon Attack: +7 to hit, reach 30 ft., one 
  target. Hit: 20 (4d8 + 2) bludgeoning damage. If the target is 
  a Huge or smaller creature, it is grappled (escape DC 15) and 
  takes 9 (ld8 + 5) psychic damage at the start of each of its 
  turns until the grapple ends. The elder brain can have up to 
  four targets grappled at a time.
  Mind Blast (Recharge 5-6). Creatures of the elder brain’s 
  choice within 60 feet of it must succeed on a DC 18 Intelli­
  gence saving throw or take 32 (5dl0 + 5) psychic damage and 
  be stunned for 1 minute. A target can repeat the saving throw 
  at the end of each of its turns, ending the effect on itself on 
  a success.
  Spellcasting (Psionics). The elder brain casts one of the follow­
  ing spells, requiring no spell components and using Intelli­
  gence as the spellcasting ability (spell save DC 18):
  At will: detect thoughts, levitate
  3/day: modify memory
  1/day each: dominate monster, plane shift (self only)
  Bo n u s Ac t io n s
  Psychic Link. The elder brain targets one incapacitated creature 
  it senses with its Creature Sense trait and establishes a psychic 
  link with the target. Until the link ends, the elder brain can per­
  ceive everything the target senses. The target becomes aware 
  that something is linked to its mind once it is no longer inca­
  pacitated, and the elder brain can terminate the link at any time 
  (no action required). The target can use an action on its turn 
  to attempt to break the link, doing so with a successful DC 18 
  Charisma saving throw. On a successful save, the target takes 
  10 (3d6) psychic damage. The link also ends if the target and 
  the elder brain are more than 5 miles apart. The elder brain can 
  form psychic links with up to ten creatures at a time.
  Sense Thoughts. The elder brain targets a creature with which it 
  has a psychic link. The elder brain gains insight into the target’s 
  emotional state and foremost thoughts (including worries, 
  loves, and hates).
  Leg en d ar y Ac t io n s
  The elder brain 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. The elder 
  brain regains spent legendary actions at the start of its turn.
  Break Concentration. The elder brain targets one creature 
  within 120 feet of it with which it has a psychic link. The elder 
  brain breaks the creature’s concentration on a spell it has 
  cast. The creature also takes 2 (1 d4) psychic damage per 
  level of the spell.
  Psychic Pulse. The elder brain targets one creature within 120 
  feet of it with which it has a psychic link. The target and ene­
  mies of the elder brain within 30 feet of target take 10 (3d6) 
  psychic damage.
  Sever Psychic Link. The elder brain targets one creature within 
  120 feet of it with which it has a psychic link. The elder brain 
  ends the link, causing the creature to have disadvantage on 
  all ability checks, attack rolls, and saving throws until the end 
  of the creature's next turn.
  Tentacle (Costs 2 Actions). The elder brain makes one Tenta­
  cle attack.
  - - ------ T- 
  ■ 
  -............ . —- ........
  I2O
  CHAPTER 2 | BESTIARY
  
  El d e r  Te mpe s t
  Terrifying storms manifest in the bodies of el­
  der tempests. Beings carved from clouds, wind, 
  rain, and lightning, elder tempests assume the 
  shape of serpents that slither through the sky. 
  They drown the land beneath them with rain 
  and stab the earth with lances of lightning. 
  Punishing winds scream around them as they fly, 
  feeding the chaos they create.
  El d e r  Te mpe s t
  Gargantuan Elemental, Typically Neutral
  Armor Class 19
  Hit Points 264 (16d20 + 96)
  Speed 0 ft., fly 120 ft. (hover)
  STR DEX CON INT WIS CHA
  23 (+6) 
  28 (+9) 
  23 (+6) 
  2 (-4) 
  21 (+5) 
  18 (+4)
  Saving Throws Wis +12, Cha +11
  Damage Resistances bludgeoning, piercing, and slashing from 
  nonmagical attacks
  Damage Immunities lightning, poison, thunder
  Condition Immunities exhaustion, grappled, paralyzed, 
  petrified, poisoned, prone, restrained, stunned
  Senses darkvision 60 ft., passive Perception 15
  Languages —
  Challenge 23 (50,000 XP) 
  Proficiency Bonus +7
  Air Form. The tempest can enter a hostile creature’s space and 
  stop there. It can move through a space as narrow as 1 inch 
  wide without squeezing.
  Flyby. The tempest doesn’t provoke opportunity attacks when 
  it flies out of an enemy’s reach.
  Legendary Resistance (3/Day). If the tempest fails a saving 
  throw, it can choose to succeed instead.
  Living Storm. The tempest is always at the center of a storm 
  1 d6 + 4 miles in diameter. Heavy precipitation in the form of 
  either rain or snow falls there, causing the area to be lightly ob­
  scured. Heavy rain also extinguishes open flames and imposes 
  disadvantage on Wisdom (Perception) checks that rely on hear­
  ing. In addition, strong winds swirl in the area covered by the 
  storm. The winds impose disadvantage on ranged attack rolls. 
  They also extinguish open flames and disperse fog.
  Siege Monster. The tempest deals double damage to objects 
  and structures.
  Ac t io n s
  Multiattack. The tempest makes two Thunderous Slam attacks.
  Thunderous Slam. Melee Weapon Attack: +16 to hit, reach 20 ft., 
  one target. Hit: 23 (4d6 + 9) thunder damage.
  Lightning Storm (Recharge 6). Each creature within 120 feet of 
  the tempest must make a DC 21 Dexterity saving throw, taking 
  27 (6d8) lightning damage on a failed save, or half as much 
  damage on a successful one. If a target’s saving throw fails 
  by 5 or more, the creature is also stunned until the end of its 
  next turn.
  Leg en d ar y Ac t io n s
  The tempest can take 3 legendary actions, choosing from the 
  options below. Only one legendary action option can be used 
  at a time and only at the end of another creature’s turn. The 
  tempest regains spent legendary actions at the start of its turn.
  Move. The tempest moves up to its speed.
  Lightning Strike (Costs 2 Actions). The tempest can cause a bolt 
  of lightning to strike a point on the ground anywhere under 
  its storm. Each creature within 5 feet of that point must make 
  a DC 21 Dexterity saving throw, taking 16 (3dl0) lightning 
  damage on a failed save, or half as much damage on a suc­
  cessful one.
  Screaming Cale (Costs 3 Actions). The tempest releases a blast 
  of thunder and wind in a line that is 300 feet long and 20 feet 
  wide. Objects in that area take 22 (4dl0) thunder damage. 
  Each creature there must succeed on a DC 21 Dexterity sav­
  ing throw or take 22 (4dl0) thunder damage and be flung up 
  to 60 feet in a direction away from the line. If a thrown target 
  collides with an immovable object (such as a wall or floor) 
  or another creature, the target takes 3 (1 d6) bludgeoning 
  damage for every 10 feet it was thrown before impact. If the 
  target collides with another creature, that other creature must 
  succeed on a DC 19 Dexterity saving throw or take the same 
  impact damage and be knocked prone.
  CHAPTER 2 | BESTIARY
  121
  
  El e me n t a l  My r mid o n s
  Elemental myrmidons are Elementals conjured and 
  bound by magic into ritually created suits of plate 
  armor. In this form, they possess no recollection of 
  their former existence as free Elementals. They ex­
  ist only to follow the commands of their creators.
  Air  El e me n t a l  My r mid o n
  Medium Elemental, Typically Neutral
  Armor Class 18 (plate) 
  Hit Points 117 (18d8 +36) 
  Speed 30 ft., fly 30 ft. (hover)
  STR DEX CON INT WIS CHA
  18 (+4) 
  14 (+2) 
  14 (+2) 
  9 (-1) 
  10 (+0) 
  10 (+0)
  Damage Resistances lightning, thunder; bludgeoning, piercing, 
  and slashing from nonmagical attacks
  Damage Immunities poison
  Condition Immunities paralyzed, petrified, poisoned, prone
  Senses darkvision 60 ft., passive Perception 10
  Languages Auran, one language of its creator’s choice
  Challenge 7 (2,900 XP) 
  Proficiency Bonus +3
  Ac t io n s
  Multiattack. The myrmidon makes three Flail attacks.
  Flail. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. 
  Hit: 8 (1 d8 + 4) force damage.
  Lightning Strike (Recharge 6). The myrmidon makes one Flail 
  attack. On a hit, the target takes an extra 18 (4d8) lightning 
  damage, and the target must succeed on a DC 13 Constitution 
  saving throw or be stunned until the end of the myrmidon’s 
  next turn.
  Ea r t h  El e me n t a l  My r mid o n
  Medium Elemental, Typically Neutral
  Armor Class 18 (plate) 
  Hit Points 127 (17d8 + 51)
  Speed 30 ft.
  STR DEX CON INT WIS CHA
  18 (+4) 
  10 (+0) 
  17 (+3) 
  8 (-1) 
  10 (+0) 
  10 (+0)
  Damage Resistances bludgeoning, piercing, and slashing from 
  nonmagical attacks
  Damage Immunities poison
  Condition Immunities paralyzed, petrified, poisoned, prone
  Senses darkvision 60 ft., passive Perception 10
  Languages Terran, one language of its creator’s choice
  Challenge 7 (2,900 XP) 
  Proficiency Bonus +3
  Ac t io n s
  Multiattack. The myrmidon makes two Maul attacks.
  Maul. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. 
  Hit: 11 (2d6 + 4) force damage.
  Thunderous Strike (Recharge 6). The myrmidon makes one 
  Maul attack. On a hit, the target takes an extra 22 (4dl0) thun­
  der damage, and the target must succeed on a DC 14 Strength 
  saving throw or be knocked prone.
  122
  CHAPTER 2 | BESTIARY
  
  Armor Class 18 (plate) 
  Hit Points 123 (19d8 + 38)
  Speed 40 ft.
  Armor Class 18 (plate) 
  Hit Points 127 (17d8 + 51) 
  Speed 40 ft., swim 40 ft.
  Wa t e r  El e me n t a l  My r mid o n
  Medium Elemental, Typically Neutral
  Fir e El e me n t a l  My r mid o n
  Medium Elemental, Typically Neutral
  STR DEX CON INT WIS CHA
  13 (+1) 
  18 (+4) 
  15 (+2) 
  9 (-1) 
  10 (+0) 
  10 (+0)
  Damage Resistances bludgeoning, piercing, and slashing from 
  nonmagical attacks
  Damage Immunities fire, poison
  Condition Immunities paralyzed, petrified, poisoned, prone
  Senses darkvision 60 ft., passive Perception 10
  Languages Ignan, one language of its creator’s choice
  Challenge 7 (2,900 XP) 
  Proficiency Bonus +3
  Illumination. The myrmidon sheds bright light in a 20-foot ra­
  dius and dim light in a 40-foot radius.
  Water Susceptibility. For every 5 feet the myrmidon moves in 
  1 foot or more of water, it takes 2 (1 d4) cold damage.
  Ac t io n s  
  Multiattack. The myrmidon makes three Scimitar attacks.
  Scimitar. Melee Weapon Attack: +7 to hit, reach 5 ft., one target.
  Hit: 7 (1 d6 + 4) force damage.
  Fiery Strikes (Recharge 6). The myrmidon uses Multiattack.
  Each attack that hits deals an extra 7 (2d6) fire damage.
  STR DEX CON INT WIS CHA
  18 (+4) 
  14 (+2) 
  15 (+3) 
  8 (-1) 
  10 (+0) 
  10 (+0)
  Damage Resistances acid; bludgeoning, piercing, and slashing 
  from nonmagical attacks
  Damage Immunities poison
  Condition Immunities paralyzed, petrified, poisoned, prone
  Senses darkvision 60 ft., passive Perception 10
  Languages Aquan, one language of its creator’s choice
  Challenge 7 (2,900 XP) 
  Proficiency Bonus +3
  Ac t io n s
  Multiattack. The myrmidon makes three Trident attacks.
  Trident. Melee or Ranged Weapon Attack: +7 to hit, reach 5 ft. 
  or range 20/60 ft., one target. Hit: 7 (1 d6 + 4) force damage, 
  or 8 (1 d8 + 4) force damage if used with two hands to make a 
  melee attack.
  Freezing Strikes (Recharge 6). The myrmidon uses Multiattack. 
  Each attack that hits deals an extra 5 (IdlO) cold damage. A 
  target that is hit by one or more of these attacks has its speed 
  reduced by 10 feet until the end of the myrmidon’s next turn.
  CHAPTER 2 | BESTIARY
  123
  
  Fir e Gia n t  Dr e a d n o u g h t
  Huge Ciant, Typically Lawful Evil
  Armor Class 21 (plate, Dual Shields)
  Hit Points 187 (15dl2 + 90) 
  Speed 30 ft.
  STR DEX CON INT WIS CHA
  27 (+8) 
  9 (-1) 
  23 (+6) 
  8 (-1) 
  10 (+0) 
  11 (+0)
  Saving Throws Dex +4, Con +11, Cha +5
  Skills Athletics +13, Perception +5
  Damage Immunities fire
  Senses passive Perception 15
  Languages Giant
  Challenge 14 (11,500 XP) 
  Proficiency Bonus +5
  Dual Shields. The giant carries two shields, which together give 
  the giant +3 to its AC (accounted for above).
  Ac t io n s______________________________
  Multiattack. The giant makes two Fireshield or Rock attacks.
  Fireshield. Melee Weapon Attack: +13 to hit, reach 5 ft., one 
  target. Hit: 22 (4d6 + 8) bludgeoning damage plus 7 (2d6) fire 
  damage plus 7 (2d6) piercing damage.
  Rock. Ranged Weapon Attack: +13 to hit, range 60/240 ft., one 
  target. Hit: 30 (4dl0 + 8) bludgeoning damage.
  Shield Charge (Recharge 5-6). The giant moves up to 30 feet in 
  a straight line and can move through the space of any creature 
  smaller than Huge. The first time it enters a creature’s space 
  during this move, that creature must succeed on a DC 21 
  Strength saving throw or take 36 (8d6 + 8) bludgeoning dam­
  age plus 14 (4d6) fire damage and be pushed up to 30 feet and 
  knocked prone.
  Fir e Gia n t  Dr e a d n o u g h t
  Most fire giants value not just strength but also 
  skill at forgecraft. The foundry is the heart of any 
  fire giant community. It is a temple, school, proving 
  ground, and political hub rolled into one.
  Those whose primary virtue is brawn are usually 
  consigned to the lowliest of tasks, such as work­
  ing forge bellows or moving coal. However, the 
  strongest among these can excel at and gain rank 
  through a specialized role: the dreadnought.
  Dreadnoughts are massively powerful fire giants 
  who wield two huge shields like plow blades. These 
  shields bear spikes on their exterior and have hol­
  low interiors into which the dreadnought pours hot 
  coals at the first sign of danger. Armed with these 
  two shields, the dreadnought can present a fiery 
  wall to any attacker. When the dreadnought has 
  finished, often all that is left of a foe is a smoking 
  smear on the floor.
  When not called on to fight, dreadnoughts main­
  tain their strength by using their shields to shove 
  huge quantities of coal, stone, or ore about the 
  foundry. Occasionally, dreadnoughts are called on 
  by their superiors to accompany a war or diplomatic 
  delegation and use their fierce and intimidating de­
  meanor to strengthen the delegation’s position.
  124
  CHAPTER 2 | BESTIARY
  
  Firenewts
  Originally from the Elemental Plane of Fire, fire- 
  newts can be found on the Material Plane near hot 
  springs and volcanoes. These amphibians need hot 
  water to live, becoming sluggish after spending a 
  week away from a source of moist heat. Firenewts 
  therefore delve for sources of heat in the earth, and 
  a firenewt lair features a network of channels and 
  sluices to circulate hot liquid through the area.
  Fir e n e w t  Wa r l o c k  o f  Imix
  Firenewts who serve Imix, Prince of Evil Fire, live 
  in militaristic theocracies that revere elemental fire 
  in its most destructive incarnation and promote 
  aggression and cruelty. Firenewt warlocks of Imix 
  lead these theocracies or serve as advisors to a 
  high priest.
  Fir e n e w t  Wa r r io r
  A firenewt warrior can spew fire. Many of these 
  warriors have a close relationship with giant strid- 
  ers (in this book). They provide shelter, food, and 
  breeding grounds in their lairs for giant striders, 
  which then voluntarily serve them as mounts.
  Fir e n e w t  Wa r l o c k  o f  Imix
  Medium Elemental, Typically Neutral Evil
  Armor Class 10 (13 with mage armor) 
  Hit Points 33 (6d8 + 6) 
  Speed 30 ft.
  STR DEX CON INT WIS CHA
  13 (+1) 
  11 (+0) 
  12 (+1) 
  9 (-1) 
  11 (+0) 
  14 (+2)
  —-- ------------- ........................ - —
  Fir e n e w t  Wa r r io r
  Medium Elemental, Typically Neutral
  Damage Immunities fire
  Senses darkvision 120 ft., passive Perception 10
  Languages Draconic, Ignan
  Challenge 1 (200 XP) 
  Proficiency Bonus +2
  Amphibious. The firenewt can breathe air and water.
  Devil’s Sight. Magical darkness doesn’t impede the firenewt’s 
  darkvision.
  /mix’s Blessing. When the firenewt reduces an enemy to 0 hit 
  points, the firenewt gains 5 temporary hit points.
  Ac t io n s
  Multiattack. The firenewt makes three Morningstar or Fire 
  Ray attacks.
  Morningstar. Melee Weapon Attack: +3 to hit, reach 5 ft., one 
  target. Hit: 5 (ld8 + 1) piercing damage.
  Fire Ray. Ranged Spell Attack: +4 to hit, range 120 ft., one tar­
  get. Hit: 5 (ld6 + 2) fire damage.
  Spellcasting. The firenewt casts one of the following spells, us­
  ing Charisma as the spellcasting ability (spell save DC 12):
  At will: guidance, light, mage armor, mage hand, prestidigitation
  Armor Class 13 (shield) 
  Hit Points 27 (5d8 + 5) 
  Speed 30 ft.
  STR DEX CON INT WIS CHA
  10 (+0) 
  13 (+1) 
  12 (+1) 
  7 (-2) 
  11 (+0) 
  8 (-1)
  Damage Immunities fire
  Senses passive Perception 10
  Languages Draconic, Ignan
  Challenge 1/2 (100 XP) 
  Proficiency Bonus +2
  Amphibious. The firenewt can breathe air and water.
  Ac t io n s
  Multiattack. The firenewt makes two Scimitar attacks.
  Scimitar. Melee Weapon Attack: +3 to hit, reach 5 ft., one tar­
  get. Hit: 4 (ld6 + 1) slashing damage.
  Spit Fire (Recharges after a Short or Long Rest). The firenewt 
  spits fire at a creature within 10 feet of it. The creature must 
  make a DC 11 Dexterity saving throw, taking 9 (2d8) fire 
  damage on a failed save, or half as much damage on a suc­
  cessful one.
  CHAPTER 2 | BESTIARY
  125
  
  Fl a il  Sn a il
  A flail snail is a creature of elemental earth that is 
  prized for its multihued shell. It may seem harm­
  less, but if a creature big enough to be a threat ap­
  proaches too close, the snail flashes a scintillating 
  light and attacks with its mace-like tentacles.
  Left undisturbed, a flail snail moves slowly along 
  the ground. It consumes everything on the surface, 
  including rocks, sand, and soil, and it stops period­
  ically to relish crystal growths and other large min­
  eral deposits. It leaves behind a shimmering trail 
  that quickly solidifies into a thin and nearly trans­
  parent layer. This glassy residue can be harvested 
  and cut to form window panes. It can also be heated 
  and spun into other glass objects. Some folk make a 
  living from trailing flail snails to collect this glass.
  Us in g  t h e Sh e l l  o f  a  Fl a il  Sn a il
  A flail snail shell weighs about 250 pounds and has 
  numerous uses. An intact shell can sell for 5,000 gp.
  Many hunters seek the shell for its antimagic prop­
  erties. A skilled armorer can make three shields 
  from one shell. For 1 month, each shield gives its 
  wielder the snail’s Antimagic Shell trait. When the 
  shield’s magic fades, it becomes an exotic shield 
  that is the perfect item from which to make a spell­
  guard shield.
  A flail snail shell can also be used to make a 
  robe of scintillating colors. The shell is ground and 
  added to the dye applied to the fabric. The powder 
  is also a material component of the ritual that en­
  chants the robe.
  Fl a il  Sn a il
  Large Elemental, Unaligned
  Armor Class 16 (natural armor) 
  Hit Points 52 (5dl0 + 25) 
  Speed 10 ft.
  STR DEX CON INT WIS CHA
  17 (+3) 
  5 (-3) 
  20 (+5) 
  3 (-4) 
  10 (+0) 
  5 (-3)
  Damage Immunities fire, poison
  Condition Immunities poisoned
  Senses darkvision 60 ft., tremorsense 60 ft., passive Perception 10
  Languages —
  Challenge 3 (700 XP) 
  Proficiency Bonus +2
  Antimagic Shell. The snail has advantage on saving throws 
  against spells, and any creature making a spell attack against 
  the snail has disadvantage on the attack roll.
  If the snail succeeds on its saving throw against a spell or a 
  spell’s attack roll misses it, the snail’s shell converts some of 
  the spell’s energy into a burst of destructive force if the spell is 
  of 1st level or higher; each creature within 30 feet of the snail 
  must make a DC 15 Constitution saving throw, taking 3 (1 d6) 
  force damage per level of the spell on a failed save, or half as 
  much damage on a successful one.
  Ac t io n s
  Multiattack. The snail makes five Flail Tentacle attacks.
  Flail Tentacle. Melee Weapon Attack: +5 to hit, reach 10 ft., one 
  target. Hit: 5 (1 d4 + 3) bludgeoning damage.
  Scintillating Shell (Recharges after a Short or Long Rest). The 
  snail’s shell emits dazzling, colored light until the end of the 
  snail’s next turn. During this time, the shell sheds bright light 
  in a 30-foot radius and dim light for an additional 30 feet, and 
  creatures that can see the snail have disadvantage on attack 
  rolls against it. In addition, any creature within the bright light 
  and able to see the snail when this power is activated must 
  succeed on a DC 15 Wisdom saving throw or be stunned until 
  the light ends.
  Shell Defense. The flail snail withdraws into its shell. Until it 
  emerges, it gains a +4 bonus to its AC and is restrained. It can 
  emerge from its shell as a bonus action on its turn.
  .. .... .... ......
  i26 CHAPTER 2 | BESTIARY
  
  Fu n d
  When the demon lord Yeenoghu (appears in 
  this book) wants to create a particularly fear­
  some war band leader, he transforms an excep 
  tionally strong and vicious gnoll into a demonic 
  warrior known as a flind.
  A war band of demon-worshiping gnolls typi­
  cally contains only one flind, and that creature 
  sets the war band’s path. Because of its special con­
  nection to Yeenoghu, a flind uses demonic insight to 
  guide the gnolls toward weak prey ripe for slaughter.
  Unlike other leaders who might skulk behind their 
  minions, a flind leads the charge in battle. Its flail 
  causes wracking pain, paralysis, and disorientation 
  in those it strikes.
  Fl in d
  Medium Fiend (Cnoll), Typically Chaotic Evil
  Armor Class 16 (breastplate) 
  Hit Points 127 (15d8 + 60) 
  Speed 30 ft.
  STR DEX CON INT WIS CHA
  20 (+5) 
  14 (+2) 
  19 (+4) 
  11 (+0) 
  13 (+1) 
  12 (+1)
  Saving Throws Con +8, Wis +5
  Skills Intimidate +5, Perception +5
  Senses darkvision 60 ft., passive Perception 15
  Languages Cnoll, Abyssal
  Challenge 9 (5,000 XP) 
  Proficiency Bonus +4
  Ac t io n s
  Multiattack. The flind makes one Flail of Chaos attack, one 
  Flail of Pain attack, and one Flail of Paralysis attack, or it makes 
  three Longbow attacks.
  Flail of Chaos. Melee Weapon Attack: +9 to hit, reach 10 ft., one 
  target. Hit: 10 (IdlO + 5) bludgeoning damage, and the target 
  must make a DC 16 Wisdom saving throw. On a failed save, 
  the target must use its reaction, if available, to make one melee 
  attack against a random creature, other than the flind, within 
  its reach. If there’s no creature within reach, the target instead 
  moves half its speed in a random direction.
  Flail of Pain. Melee Weapon Attack: +9 to hit, reach 10 ft., one 
  target. Hit: 10 (IdlO + 5) bludgeoning damage plus 16 (3dl0) 
  psychic damage.
  Aura of Blood Thirst. If the flind isn’t incapacitated, any crea­
  ture with the Rampage trait can make a Bite attack as a bonus 
  action while within 10 feet of the flind.
  Flail of Paralysis. Melee Weapon Attack: +9 to hit, reach 10 ft., 
  one target. Hit: 10 (IdlO + 5) bludgeoning damage, and the 
  target must succeed on a DC 16 Constitution saving throw or 
  be paralyzed until the end of its next turn.
  Longbow. Ranged Weapon Attack: +6 to hit, range 150/600 ft., 
  one target. Hit: 6 (1 d8 + 2) piercing damage.
  CHAPTER 2 | BESTIARY
  127
  
  Fr a z-Ur b ’l u u
  Fraz-Urb’luu is the Prince of Deception and Demon 
  Lord of Illusions. He uses every trick, every ounce 
  of demonic cunning, to manipulate his enemies— 
  mortal and Fiend alike—to do his will. Fraz-Urb’luu 
  can create dreamlands and mind-bending fantasies 
  able to deceive the most discerning foes.
  Once imprisoned for centuries below Castle Grey­
  hawk on the world of Oerth, Fraz-Urb’luu has slowly 
  rebuilt his power in the Abyss. He seeks the pieces 
  of the legendary staff of power taken from him by 
  those who imprisoned him and commands his ser­
  vants to do likewise.
  The Prince of Deception’s true form is like that of 
  a great gargoyle, some 12 feet tall, with an extended, 
  muscular neck; a smiling face framed by long, 
  pointed ears and lank, dark hair; and bat-like wings 
  are furled against his powerful shoulders. He can 
  assume other forms, however, from the hideous to 
  the beautiful.
  Many of the cultists of Fraz-Urb’luu aren’t even 
  aware they serve the Prince of Deception, believing 
  their master is a beneficent being and granter of 
  wishes, some lost god or Celestial, or even another 
  Fiend. Fraz-Urb’luu wears all these masks and 
  more. He particularly delights in aiding demon-hunt­
  ers against his demonic adversaries, driving the 
  hunters to greater and greater atrocities in the name 
  of their cause, only to eventually reveal his true na­
  ture and claim their souls as his own.
  Fr a z-Ur b ’l u u ’s La ir
  Fraz-Urb’luu’s lair lies within the abyssal realm of 
  Hollow’s Heart, a plain of white dust with few struc­
  tures on it. The lair itself is the city of Zoragmelok, 
  a circular fortress surrounded by adamantine walls 
  topped with razors and hooks. Corkscrew towers 
  loom above twisted domes and vast amphitheaters, 
  forming a surreal and disorienting cityscape.
  The challenge rating of Fraz-Urb’luu is 24 (62,000 
  XP) when he’s encountered in his lair.
  i28 CHAPTER 2 | BESTIARY
  
  Lair  Ac t io n s
  On initiative count 20 (losing initiative ties), Fraz- 
  Urb’luu can take one of the following lair actions 
  when in his lair; he can’t take the same lair action 
  two rounds in a row:
  Conjure Walls and Doors. Fraz-Urb’luu causes 
  up to five doors within the lair to become walls 
  and an equal number of doors to appear on walls 
  where there previously were none.
  Psychic Anguish. Fraz-Urb’luu creates a wave of 
  anguish. Each creature he can see within the lair 
  must succeed on a DC 23 Wisdom saving throw 
  or take 33 (6dl0) psychic damage.
  Simulacrum. Fraz-Urb’luu chooses one Humanoid 
  within the lair and instantly creates a simulacrum 
  of that creature (as if created with the simulacrum 
  spell). This simulacrum obeys Fraz-Urb’luu’s 
  commands and is destroyed on the next initia­
  tive count 20.
  Reg io n al  Ef f ec t s
  The region containing Fraz-Urb’luu’s lair is warped 
  by his magic, creating one or more of the follow­
  ing effects:
  Fr a z-Ur b ’l u u
  Large Fiend (Demon), Chaotic Evil
  Armor Class 18 (natural armor) 
  Hit Points 337 (27dl0+ 189) 
  Speed 40 ft., fly 40 ft.
  STR DEX CON INT WIS CHA
  29 (+9) 
  12 (+1) 
  25 (+7) 
  26 (+8) 24 (+7) 
  26 (+8)
  Saving Throws Dex +8, Con +14, Int +15, Wis +14
  Skills Deception +15, Perception +14, Stealth +8
  Damage Resistances cold, fire, lightning
  Damage Immunities poison; bludgeoning, piercing, and 
  slashing that is nonmagical
  Condition Immunities charmed, exhaustion, frightened, 
  poisoned
  Senses truesight 120 ft., passive Perception 24
  Languages all, telepathy 120 ft.
  Challenge 23 (50,000 XP) 
  Proficiency Bonus +7
  Legendary Resistance (3/Day). If Fraz-Urb’luu fails a saving 
  throw, he can choose to succeed instead.
  Magic Resistance. Fraz-Urb’luu has advantage on saving throws 
  against spells and other magical effects.
  Undetectable. Fraz-Urb’luu can’t be targeted by divination 
  magic, perceived through magical scrying sensors, or detected 
  by abilities that sense demons or Fiends.
  Beguiling Realm. Within 6 miles of the lair, all 
  Charisma (Persuasion) and Wisdom (Insight) 
  checks have disadvantage, and all Charisma (De­
  ception) and Charisma (Performance) checks have 
  advantage.
  Nostalgic Pangs. Sapient creatures within 1 mile 
  of the lair frequently see hallucinations of long- 
  dead friends and comrades that vanish after only a 
  brief glimpse.
  Twisted Paths. Roads and paths within 6 miles of 
  the lair twist and turn back on themselves, mak­
  ing navigation in the area exceedingly difficult.
  If Fraz-Urb’luu dies, these effects fade over the 
  course of Id 10 days.
  Cu l t is t s o f  Fr a z-Ur b ’l u u
  Fraz-Urb’luu grants his cultists the Liar’s Eye trait.
  Liar’s Eye. This creature has advantage on Wisdom (Insight or 
  Perception) checks.
  As a bonus action, the creature detects the location of all illu­
  sions and hidden creatures within 15 feet of it.
  Ac t io n s
  Multiattack. Fraz-Urb’luu makes one Bite attack and two Fist 
  attacks, and he uses Phantasmal Terror.
  Bite. Melee Weapon Attack: +16 to hit, reach 10 ft., one target. 
  Hit: 19 (3d6 + 9) force damage.
  Fist. Melee Weapon Attack: +16 to hit, reach 10 ft., one target.
  Hit: 22 (3d8 + 9) force damage.
  Phantasmal Terror. Fraz-Urb’luu targets one creature he can 
  see within 120 feet of him. The target must succeed on a DC 
  23 Wisdom saving throw, or it takes 16 (3dl0) psychic damage 
  and is frightened of Fraz-Urb’luu until the end of its next turn.
  Spellcasting. Fraz-Urb’luu casts one of the following spells, 
  requiring no material components and using Charisma as the 
  spellcasting ability (spell save DC 23):
  At will: alter self (can become Medium when changing his ap­
  pearance), detect magic, dispel magic, phantasmal force 
  3/day each: mislead, programmed illusion, seeming 
  1/day each: modify memory, project image
  Leg en d ar y Ac t io n s
  Fraz-Urb’luu can take 3 legendary actions, choosing from the 
  options below. Only one legendary action option can be used 
  at a time and only at the end of another creature’s turn. Fraz- 
  Urb’luu regains spent legendary actions at the start of his turn.
  Tail. Melee Weapon Attack: +16 to hit, reach 15 ft., one target.
  Hit: 20 (2dl 0 + 9) force damage. If the target is a Large or 
  smaller creature, it is also grappled (escape DC 24), and it is 
  restrained until the grapple ends. Fraz-Urb’luu can grapple 
  only one creature with his tail at a time.
  Terror (Costs 2 Actions). Fraz-Urb’luu uses Phantasmal Terror.
  CHAPTER 2 | BESTIARY
  129
  
  Fr o g h e mo t h
  Huge Monstrosity, Unaligned
  Armor Class 14 (natural armor) 
  Hit Points 161 (14dl2 + 70) 
  Speed 30 ft., swim 30 ft.
  STR DEX CON INT
  23 (+6) 
  13 (+1) 
  20 (+5) 
  2 (-4)
  WIS CHA
  ’2 H) 5 (-3)
  Fr o g h e mo t h
  Saving Throws Con +9, Wis +5
  Skills Perception +9, Stealth +5
  Damage Resistances fire, lightning
  Senses darkvision 60 ft., passive Perception 19
  Languages —
  Challenge 10 (5,900 XP) 
  Proficiency Bonus +4
  Amphibious. The froghemoth can breathe air and water.
  Shock Susceptibility. If the froghemoth takes lightning damage, 
  it suffers two effects until the end of its next turn: its speed is 
  halved, and it has disadvantage on Dexterity saving throws.
  Ac t io n s _________________________________
  Multiattack. The froghemoth makes one Bite attack and two 
  Tentacle attacks, and it can use Tongue.
  Bite. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. 
  Hit: 22 (3dl0 + 6) piercing damage, and the target is swallowed 
  if it is a Medium or smaller creature. A swallowed creature is 
  blinded and restrained, has total cover against attacks and 
  other effects outside the froghemoth, and takes 10 (3d6) acid 
  damage at the start of each of the froghemoth’s turns.
  The froghemoth’s gullet can hold up to two creatures at a 
  time. If the froghemoth takes 20 damage or more on a single 
  turn from a creature inside it, the froghemoth must succeed on 
  a DC 20 Constitution saving throw at the end of that turn or re­
  gurgitate all swallowed creatures, each ofwhich falls prone in a 
  space within 10 feet of the froghemoth. If the froghemoth dies, 
  any swallowed creature is no longer restrained by it and can es­
  cape from the corpse using 10 feet of movement, exiting prone.
  Tentacle. Melee Weapon Attack: +10 to hit, reach 20 ft., one 
  target. Hit: 19 (3d8 + 6) bludgeoning damage, and the target is 
  grappled (escape DC 16) if it is a Huge or smaller creature. Un­
  til the grapple ends, the froghemoth can’t use this tentacle on 
  another target. The froghemoth has four tentacles.
  Tongue. The froghemoth targets one Medium or smaller 
  creature that it can see within 20 feet of it. The target must 
  make a DC 18 Strength saving throw. On a failed save, the 
  target is pulled into an unoccupied space within 5 feet of the 
  froghemoth.
  A froghemoth is an amphibious predator as big as 
  an elephant. It lairs in swamps and has four tenta­
  cles, a thick rubbery hide, a fang-filled maw with a 
  prehensile tongue, and an extendable stalk sporting 
  three bulbous eyes that face in different directions.
  Froghemoths are creatures not of this world. A 
  journal purportedly written long ago by the wizard 
  Lum describes strange, cylindrical chambers of 
  metal buried in the ground from which froghemoths 
  emerged, but no reliable reports of the location of 
  such places exist.
  Every few years, a froghemoth can lay a fer­
  tile egg without mating. The froghemoth cares 
  nothing for its egg and might eat the hatchling. A 
  young froghemoth’s survival thus depends on its 
  parent leaving it behind in indifference. A new­
  born froghemoth grows to full size over a period 
  of months by indiscriminately preying on other 
  creatures in its swampy domain. It learns to hide 
  its enormous body in murky pools, keeping only its 
  eyestalk above water to watch for passing creatures. 
  When food comes within reach, the froghemoth 
  erupts from its pool, tentacles and tongue flailing. It 
  can grab several targets at once; it wraps its tongue 
  around one and pulls it in to be devoured while hold­
  ing the rest at bay.
  If bullywugs (see the Monster Manual) come 
  across a froghemoth, the bullywugs may treat the 
  froghemoth as a god and do all they can to coax the 
  monster into their den. A froghemoth can be tamed 
  (after a fashion) by offering it food, and bullywugs 
  can communicate with it on a basic level, so the 
  creature might eat only a few bullywugs before 
  following the rest. The bullywugs gather food as 
  tribute for it, provide it with a comfortable lair, pro­
  tect it from harm, and try to ensure that any of its 
  offspring reach maturity.
  CHAPTER 2 | BESTIARY
  
  Fr o s t  Gia n t
  Ev e r l a s t in g  On e
  To hold its place or rise within the ordning, a frost 
  giant must routinely face mighty foes in single com­
  bat. Some seek out magic that will aid them, but en­
  chanted objects can be taken or lost. True greatness 
  relies on personal prowess. Faced with this truth, a 
  frost giant might seek a supernatural gift from Va- 
  prak the Destroyer.
  Vaprak is a ferocious god of strength and hunger 
  also worshiped by some ogres and trolls. He likes to 
  tempt frost giants with dreams of glory followed by 
  nightmares of bloody cannibalism. Those who don’t 
  shrink from such visions or report them to priests 
  of Thrym receive more of the same. If a frost giant 
  comes to relish these dreams and nightmares, as 
  some do, Vaprak sets a troll upon a sacred quest to 
  find the frost giant and meet the giant in secret. The 
  troll offers up its own body to be devoured in Va- 
  prak’s name. Only the boldest and most determined 
  frost giants can finish such a gory feast.
  After devouring the troll sent by Vaprak, bones 
  and all, a frost giant becomes an everlasting one, 
  gaining tremendous strength, an ill temper, and a 
  troll’s regenerative ability. With these gifts, the frost 
  giant can swiftly claim the title of jarl and easily 
  fend off rivals for decades. However, if the frost 
  giant doesn’t give enough honor to Vaprak or fails 
  to heed Vaprak’s visions, injuries the frost giant sus­
  tains heal wrong, resulting in discolored skin; warty 
  scars; and vestigial body parts, such as extra digits, 
  limbs, and even heads. The touch of Vaprak can no 
  longer be hidden then, and the everlasting one is ei­
  ther killed or exiled by their clan. Sometimes small 
  communities of everlasting ones gather and even 
  reproduce, passing the “blessing” and worship of 
  Vaprak from one generation to the next.
  - • ■ ■ ■ - 
  -»■ '—■ " ■ ■ 
  . •■ ■ ■ ■  
  .................... „ I
  Fr o s t  Gia n t  Ev e r l a s t in g  On e
  Huge Giant, Typically Chaotic Evil
  Armor Class 15 (patchwork armor) 
  Hit Points 189 (14dl2 + 98)
  Speed 40 ft.
  STR DEX CON INT WIS CHA
  25 (+7) 
  9 (-1) 
  24 (+7) 
  9 (-1) 
  10 (+0) 
  12 (+1)
  Saving Throws Str +11, Con +11, Wis +4,
  Skills Athletics +11, Perception +4
  Damage Immunities cold
  Senses darkvision 60 ft., passive Perception 14
  Languages Giant
  Challenge 12 (8,400 XP) 
  Proficiency Bonus +4
  Extra Heads. The giant has a 25 percent chance of having 
  more than one head. If it has more than one, it has advantage 
  on Wisdom (Perception) checks and on saving throws against 
  being blinded, charmed, deafened, frightened, stunned, or 
  knocked unconscious.
  Regeneration. The giant regains 10 hit points at the start of its 
  turn. If the giant takes acid or fire damage, this trait doesn’t 
  function at the start of its next turn. The giant dies only if it 
  starts its turn with 0 hit points and doesn’t regenerate.
  Ac t io n s
  Multiattack. The giant makes two Greataxe or Rock attacks.
  Greataxe. Melee Weapon Attack: +11 to hit, reach 10 ft., one 
  target. Hit: 26 (3dl2 + 7) slashing damage, or 30 (3dl2 + 11) 
  slashing damage while raging.
  Rock. Ranged Weapon Attack: +11 to hit, range 60/240 ft., one 
  target. Hit: 29 (4dl0 + 7) bludgeoning damage.
  Bo n u s Ac t io n
  Vaprak’s Rage (Recharges after a Short or Long Rest). The 
  giant enters a rage. The rage lasts for 1 minute or until the 
  giant is incapacitated. While raging, the giant gains the follow­
  ing benefits:
  • The giant has advantage on Strength checks and Strength 
  saving throws.
  • When it makes a melee weapon attack, the giant gains a +4 
  bonus to the damage roll.
  • The giant has resistance to bludgeoning, piercing, and slash­
  ing damage.
  CHAPTER 2 | BESTIARY
  131
  
  Fr o s t  Sa l a ma n d e r
  Frost salamanders are natives of the Plane of Ice, 
  also called the Frostfell, which rests between the 
  Plane of Air and the Plane of Water. Frost salaman­
  ders especially like to hunt warm-blooded creatures. 
  They sometimes travel to frigid climes on the Mate­
  rial Plane by wandering through planar gates.
  Frost salamanders’ aggressive appetite for any 
  heat source leads them to attack expeditions and 
  settlements that other predators would avoid, as 
  they often mistake the fire of a forge or a campfire 
  for a large, tasty meal. Azers (see the Monster Man­
  ual) use this predilection to hunt frost salamanders. 
  Venturing into the Frostfell, they use large fires to 
  lure these creatures into traps, then kill them and 
  collect their hides and fangs for use in crafting 
  weapons and armor.
  Although frost salamanders can burrow their way 
  through loose soil, they prefer to dig into ice. They 
  roll around in piles of broken chunks of ice, allow­
  ing it to scratch their backs as they grind it down. 
  This habit leads them to create extensive networks 
  of ice caves, which become ever larger as they claw 
  fresh chunks of ice from the walls of their lairs.
  A frost salamander that dwells in a lair for a while 
  carves out enough space to allow a small army to 
  camp within. Inexperienced travelers who come 
  across these caves see them as a welcome shelter, 
  though they are anything but. Frost salamanders 
  greedily devour any prey foolhardy enough to try 
  sleeping in their lairs.
  On rare occasions, frost giants (see the Monster 
  Manual) capture and tame these creatures, using 
  them to burrow into the ice to help create outposts 
  and fortresses.
  Fr o s t  Sa l a ma n d e r
  Huge Elemental, Unaligned
  Armor Class 17 (natural armor) 
  Hit Points 168 (16dl2 + 64)
  Speed 60 ft., burrow 40 ft., climb 40 ft.
  STR DEX CON INT WIS CHA
  20 (+5) 
  12 (+1) 
  18 (+4) 
  7 (-2) 
  11 (+0) 
  7 (-2)
  Saving Throws Con +8, Wis +4
  Skills Perception +4
  Damage Vulnerabilities fire
  Damage Immunities cold
  Senses darkvision 60 ft., tremorsense 60 ft., passive Perception 14
  Languages Primordial
  Challenge 9 (5,000 XP) 
  Proficiency Bonus +4
  Burning Fury. When the salamander takes fire damage, its 
  Freezing Breath automatically recharges.
  Ac t io n s
  Multiattack. The salamander makes one Bite attack and four 
  Claw attacks.
  Bite. Melee Weapon Attack: +9 to hit, reach 15 ft., one target. 
  Hit: 9 (ld8 + 5) piercing damage plus 5 (IdlO) cold damage.
  Claw. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. 
  Hit: 8 (1 d6 + 5) piercing damage.
  Freezing Breath (Recharge 6). The salamander exhales chill 
  wind in a 60-foot cone. Each creature in that area must make a 
  DC 17 Constitution saving throw, taking 44 (8dl0) cold damage 
  on a failed save, or half as much damage on a successful one.
  132
  CHAPTER 2 | BESTIARY
  * * ■■■ ■■ --------. -
  
  Ga u t h
  Medium Aberration (Beholder), Typically Lawful Evil
  Armor Class 15 (natural armor) 
  Hit Points 52 (7d8 + 21) 
  Speed 0 ft., fly 20 ft. (hover)
  STR DEX CON INT WIS CHA
  10 (+0) 
  14 (+2) 
  16 (+3) 
  15 (+2) 
  15 (+2) 
  13 (+1)
  Saving Throws Int +5, Wis +5, Cha +4
  Skills Perception +5
  Condition Immunities prone
  Senses darkvision 120 ft., passive Perception 15
  Languages Deep Speech, Undercommon
  Challenge 6 (2,300 XP) 
  Proficiency Bonus +3
  Stunning Gaze. When a creature that can see the gauth’s cen­
  tral eye starts its turn within 30 feet of the gauth, the gauth can 
  force it to make a DC 14 Wisdom saving throw if the gauth isn’t 
  incapacitated and can see the creature. A creature that fails the 
  save is stunned until the start of its next turn.
  Unless surprised, a creature can avert its eyes at the start 
  of its turn to avoid the saving throw. If the creature does so, it 
  can’t see the gauth until the start of its next turn, when it can 
  avert its eyes again. If the creature looks at the gauth in the 
  meantime, it must immediately make the save.
  Death Throes. When the gauth dies, the magical energy within 
  it explodes, and each creature within 10 feet of it must make a 
  DC 14 Dexterity saving throw, taking 13 (3d8) force damage on 
  a failed save, or half as much damage on a successful one.
  Ac t io n s
  Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. 
  Hit: 9 (2d8) piercing damage.
  Eye Rays. The gauth shoots three of the following magical eye 
  rays at random (roll three d6s, and reroll duplicates), targeting 
  one to three creatures it can see within 120 feet of it:
  1: Devour Magic Ray. The target must succeed on a DC 14 
  Dexterity saving throw or have one of its magic items lose all 
  magical properties until the start of the gauth’s next turn. If 
  the object is a charged item, it also loses 1 d4 charges. Deter­
  mine the affected item randomly, ignoring single-use items 
  such as potions and scrolls.
  2: Enervation Ray. The target must make a DC 14 Constitution 
  saving throw, taking 18 (4d8) necrotic damage on a failed 
  save, or half as much damage on a successful one.
  3: Fire Ray. The target must succeed on a DC 14 Dexterity sav­
  ing throw or take 22 (4dl0) fire damage.
  4: Paralyzing Ray. The target must succeed on a DC 14 Consti­
  tution saving throw or be paralyzed for 1 minute. The target 
  can repeat the saving throw at the end of each of its turns, 
  ending the effect on itself on a success.
  5: Pushing Ray. The target must succeed on a DC 14 Strength 
  saving throw or be pushed up to 15 feet away from the gauth 
  and have its speed halved until the start of the gauth’s 
  next turn.
  6: Sleep Ray. The target must succeed on a DC 14 Wisdom 
  saving throw or fall asleep and remain unconscious for 1 
  minute. The target awakens if it takes damage or another 
  creature takes an action to wake it. This ray has no effect on 
  Constructs and Undead.
  Ga u t h
  A gauth is a hungry, tyrannical creature similar to 
  a beholder that eats magic and tries to exact tribute 
  from anything weaker than itself. Its body is about 
  4 feet in diameter, with six eyestalks, a central eye 
  (sometimes surrounded by multiple smaller eyes), 
  and four small grasping tentacles near its mouth. 
  It has color and texture variations similar to a 
  true beholder.
  A gauth can survive on meat but prefers to sustain 
  itself with power drained from magic objects. If 
  starved of magic for several weeks, it is forced back 
  to its home plane, so it constantly seeks new items 
  to drain. A gauth might employ creatures to bring it 
  items that can provide it with sustenance.
  When the ritual to summon a spectator goes 
  wrong, a gauth might push itself through the flawed 
  connection, arriving immediately or several minutes 
  later. It might present itself as a beholder to ignorant 
  creatures in an attempt to intimidate them, or as a 
  spectator to its summoner in order to drain magic 
  items it is expected to guard.
  A beholder (see the Monster Manual} usually 
  drives away or kills any gauths that enter its terri­
  tory, but it might choose to force them to serve it as 
  lieutenants. Gauths are less xenophobic than be­
  holders, so they might form small clusters and work 
  together, though they’re just as likely to ignore each 
  other entirely.
  CHAPTER 2 | BESTIARY
  133
  
  Ga z e r
  Ga z e r
  Tiny Aberration (Beholder), Typically Neutral Evil
  Armor Class 13
  Hit Points 13 (3d4 + 6)
  Speed 0 ft., fly 30 ft. (hover)
  A gazer is a tiny manifestation of the dreams of a 
  beholder. It resembles the beholder who dreamed it 
  into existence, but its body is only 8 inches wide and 
  it has only four eyestalks. It follows its creator like 
  a devoted, aggressive puppy, and sometimes small 
  packs of these creatures patrol their master’s lair 
  for vermin to kill and lone creatures to harass.
  A gazer can’t speak any languages but can ap­
  proximate words and sentences it hears, mimicking 
  them in a high-pitched, mocking manner. Beholders 
  find gazers amusing and tolerate their presence like 
  spoiled pets. Some beholders with wizard minions 
  insist they take a gazer as a familiar because the be­
  holders can see through the eyes of these creatures.
  A wild gazer (one living separately from a be­
  holder) is territorial, eats bugs and little animals, 
  and is known for playing with its food. A lone wild 
  gazer avoids picking fights with creatures that are 
  Medium or larger, but a pack of them might take on 
  larger prey. A gazer might follow the folk in its ter­
  ritory, noisily mimicking their speech and generally 
  being a nuisance, until they leave the area, but it 
  flees if confronted by something it can’t kill.
  VARIANT: GAZER FAMILIAR
  Spellcasters who are interested in unusual familiars 
  find that gazers are eager to serve someone who 
  has magical power. Unless its master is strict, a 
  gazer familiar can be unruly, behaving aggressively 
  toward other Tiny creatures. A gazer serving as a 
  familiar has the following trait:
  Familiar. The gazer can serve another creature as a familiar, 
  forming a telepathic bond with its willing master, provided that 
  the master is at least a 3rd-level spellcaster. While the two are 
  bonded, the master can sense what the gazer senses as long as 
  they are within 1 mile of each other. If its master causes it phys­
  ical harm, the gazer will end its service as a familiar, breaking 
  the telepathic bond.
  STR DEX CON INT WIS CHA
  3 (-4) 
  17 (+3) 
  14 (+2) 
  3 (-4) 
  10 (+0) 
  7 (-2)
  Saving Throws Wis +2
  Skills Perception +4, Stealth +5
  Condition Immunities prone
  Senses darkvision 60 ft., passive Perception 14
  Languages —
  Challenge 1/2 (100 XP) 
  Proficiency Bonus +2
  Mimicry. The gazer can mimic simple sounds of speech it has 
  heard, in any language. A creature that hears the sounds can 
  tell they are imitations with a successful DC 10 Wisdom (In­
  sight) check.
  Ac t io n s
  Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 
  Hit: 1 piercing damage.
  Eye Rays. The gazer shoots two of the following magical eye 
  rays at random (roll two d4s, and reroll duplicates), choosing 
  one or two targets it can see within 60 feet of it:
  1: Dazing Ray. The targeted creature must succeed on a DC 12 
  Wisdom saving throw or be charmed until the start of the 
  gazer’s next turn. While the target is charmed in this way, its 
  speed is halved, and it has disadvantage on attack rolls.
  2: Fear Ray. The targeted creature must succeed on a DC 12 
  Wisdom saving throw or be frightened until the start of the 
  gazer’s next turn.
  3: Frost Ray. The target must succeed on a DC 12 Dexterity sav­
  ing throw or take 10 (3d6) cold damage.
  4: Telekinetic Ray. If the target is a creature that is Medium or 
  smaller, it must succeed on a DC 12 Strength saving throw 
  or be moved up to 30 feet directly away from the gazer. If the 
  target is a Tiny object that isn't being worn or carried, the 
  gazer moves it up to 30 feet in any direction. The gazer can 
  also exert fine control on objects with this ray, such as ma­
  nipulating a simple tool or opening a container.
  Bo n u s Ac t io n s
  Aggressive. The gazer moves up to its speed toward a hostile 
  creature that it can see.
  134
  CHAPTER 2 | BESTIARY
  
  Ge r y o n
  Geryon is locked in an endless struggle with Levis- 
  tus for control of Stygia. The two have fought for 
  centuries, each displacing the other innumerable 
  times. Currently, Levistus claims lordship over Sty­
  gia, but he has been trapped in an enormous block 
  of ice at the command of Asmodeus. In response, 
  Geryon is marshaling his followers, hoping to use 
  this opportunity to replace his hated rival.
  Among the archdevils, Geryon is known for his 
  martial prowess. He is a ferocious hunter and a re­
  lentless tracker. He often joins his troops in battle; 
  he loves to feel flesh and steel sundered beneath 
  his claws and to taste his foes’ blood. Yet Geryon’s 
  ferocity has also limited his ability to collect souls 
  and forge an effective hierarchy. Sages who study 
  the Nine Hells believe the battle for control of Stygia 
  is a test staged by Asmodeus in hopes of purging the 
  worst impulses from both Geryon and Levistus—or 
  discovering a competent replacement for both.
  Ge r y o i£s La ir
  Geryon has recently reclaimed his ancient fortress, 
  Coldsteel, a sprawling complex that rises from the 
  icy center of Stygia. He roams the passages, spitting 
  oaths of vengeance against Asmodeus and hatching 
  schemes to reclaim his standing from Levistus.
  The challenge rating of Geryon is 23 (50,000 XP) 
  when he’s encountered in his lair.
  La ir  Ac t io n s
  On initiative count 20 (losing initiative ties), Geryon 
  can take one of the following lair actions; he can’t 
  take the same lair action two rounds in a row:
  Banish. Geryon casts the banishment spell.
  Chill Blast. Geryon causes a blast of cold to burst 
  from the ground at a point he can see within 120 
  feet of him. The cold fills a cube, 10 feet on each 
  side, centered on that point. Each creature in that 
  area must succeed on a DC 21 Constitution saving 
  throw or take 28 (8d6) cold damage.
  Hateful Restraints. Geryon targets one creature 
  he can see within 60 feet of him. The target must 
  succeed on a DC 21 Wisdom saving throw or be-
  CHAPTER 2 | BESTIARY
  135
  
  come restrained for 1 minute. The target can end 
  the effect on itself if it deals any damage to one or 
  more of its allies.
  Reg io n al  Ef f ec t s
  The region containing Geryon’s lair is warped by his 
  magic, creating one or more of the following effects:
  Chilling Wind. Freezing strong winds howl around 
  the area within 1 mile of the lair.
  Enervating Screams. Howls and screams fill the 
  air within 1 mile of the lair. Any creature that 
  finishes a short or long rest in this area must suc­
  ceed on a DC 21 Wisdom saving throw or derive 
  no benefit from the rest.
  Hellish Doorways. Sapient creatures within 1 mile 
  of the lair frequently see shimmering portals lead­
  ing to places they consider safe. Passing through 
  a portal always deposits a traveler somewhere 
  in Stygia.
  If Geryon dies, these effects fade over the course of 
  Id 10 days.
  Cu l t is t s o f  Ge r y o n
  Geryon grants his cultists special abilities. Members 
  of his cult can gain the Crushing Blow trait. Cult 
  leaders can also gain the Indomitable Strength trait.
  Crushing Blow (Recharges after a Short or Long Rest). As a bo­
  nus action, the creature gains a bonus to the damage roll of its 
  next melee weapon attack roll that hits within the next minute. 
  The bonus equals its Strength modifier (minimum of+1).
  Indomitable Strength (Recharge 5-6). As a reaction when this 
  creature takes damage, it can roll a diO and subtract the num­
  ber rolled from the damage.
  VARIANT: SOUND THE HORN
  Geryon can have an action that allows him to sum­
  mon minotaurs.
  Sound the Horn (1/Day). Geryon blows his horn, which causes 
  5d4 minotaurs (see the Monster Manual) to appear in unoccu­
  pied spaces of his choice within 600 feet of him. The minotaurs 
  roll initiative when they appear, and they obey his commands. 
  They remain until they die or Geryon uses an action to dismiss 
  any or all of them.
  Ge r y o n
  Huge Fiend (Devil), Lawful Evil
  Armor Class 19 (natural armor) 
  Hit Points 300 (24dl2+ 144) 
  Speed 30 ft., fly 50 ft.
  STR DEX CON INT WIS CHA
  29 (+9) 
  17 (+3) 
  22 (+6) 
  19 (+4) 
  16 (+3) 
  23 (+6)
  Saving Throws Dex +10, Con +13, Wis +10, Cha +13
  Skills Deception +13, Intimidation +13, Perception +10
  Damage Resistances bludgeoning, piercing, and slashing from 
  nonmagical attacks that aren’t silvered
  Damage Immunities cold, fire, poison
  Condition Immunities charmed, exhaustion, frightened, 
  poisoned
  Senses truesight 120 ft., passive Perception 20
  Languages all, telepathy 120 ft.
  Challenge 22 (41,000 XP) 
  Proficiency Bonus +7
  Legendary Resistance (3/Day). If Geryon fails a saving throw, he 
  can choose to succeed instead.
  Magic Resistance. Geryon has advantage on saving throws 
  against spells and other magical effects.
  Regeneration. Geryon regains 20 hit points at the start of his 
  turn. If he takes radiant damage, this trait doesn’t function at 
  the start of his next turn. Geryon dies only if he starts his turn 
  with 0 hit points and doesn’t regenerate.
  Ac t io n s
  Multiattack. Geryon makes one Claw attack and one 
  Stinger attack.
  Claw. Melee Weapon Attack: +16 to hit, reach 15 ft., one target. 
  Hit: 23 (4d6 + 9) cold damage. If the target is Large or smaller, 
  it is grappled (DC 24), and it is restrained until the grapple 
  ends. Geryon can grapple one creature at a time. If the target is 
  already grappled by Geryon, the target takes an extra 27 (6d8) 
  cold damage.
  Stinger. Melee Weapon Attack: +16 to hit, reach 20 ft., one 
  creature. Hit: 14 (2d4 + 9) force damage, and the target must 
  succeed on a DC 21 Constitution saving throw or take 13 (2dl2) 
  poison damage and become poisoned until it finishes a short 
  or long rest. The target’s hit point maximum is reduced by an 
  amount equal to half the poison damage taken. This reduction 
  lasts until the poisoned condition is removed. The target dies if 
  its hit point maximum is reduced to 0.
  Spellcasting. Geryon casts one of the following spells, requiring 
  no material components and using Charisma as the spellcast­
  ing ability (spell save DC 21):
  At will: alter self (can become Medium when changing his 
  appearance), detect magic, ice storm, invisibility (self only), 
  locate object, suggestion, wall of ice
  1/day: banishment
  Teleport. Geryon teleports, along with any equipment he is 
  wearing and carrying, up to 120 feet to an unoccupied space 
  he can see.
  Leg en d ar y Ac t io n s
  Geryon can take 3 legendary actions, choosing from the op­
  tions below. Only one legendary action option can be used at 
  a time and only at the end of another creature’s turn. Geryon 
  regains spent legendary actions at the start of his turn.
  Infernal Glare. Geryon targets one creature he can see within 
  60 feet of him. The target must succeed on a DC 23 Wisdom 
  saving throw or become frightened of Geryon until the end of 
  its next turn.
  Teleport. Geryon uses Teleport.
  Swift Sting (Costs 2 Actions). Geryon makes one Stinger attack.
  136 CHAPTER 2 | BESTIARY
  
  Armor Class 14 (natural armor) 
  Hit Points 22 (3dl0 + 6) 
  Speed 50 ft.
  STR DEX CON INT WIS CHA
  18 (+4) 
  13 (+1) 
  14 (+2) 
  4 (-3) 
  12 (+1) 
  6 (-2)
  Damage Immunities fire
  Senses passive Perception 11
  Languages —
  Challenge 1 (200 XP)
  Proficiency Bonus +2
  Fire Absorption. Whenever the giant strider is subjected to fire 
  damage, it takes no damage and regains a number of hit points 
  equal to half the fire damage dealt.
  Ac t io n s
  Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. 
  Hit: 8 (1 d8 + 4) piercing damage.
  Fire Burst (Recharge 5-6). The giant strider hurls a gout of 
  flame at a point it can see within 60 feet of it. Each creature in 
  a 10-foot-radius sphere centered on that point must make a 
  DC 12 Dexterity saving throw, taking 14 (4d6) fire damage on a 
  failed save, or half as much damage on a successful one. The 
  fire spreads around corners, and it ignites flammable objects in 
  that area that aren’t being worn or carried.
  Gia n t  St r id e r
  These fierce and majestic monsters exhibit attri­
  butes of both birds and reptiles, but are truly nei­
  ther. Giant striders have a supernatural affinity to 
  fire and can spit gouts of flame at distant enemies. 
  They are most often found in tropical, volcani­
  cally active areas or regions that similarly provide 
  sources of both water and extreme heat.
  Firenewts prize giant striders and seek to adopt 
  them whenever possible. They provide for stables of 
  these creatures in their lairs, and in return, the gi­
  ant striders voluntarily serve as mounts for firenewt 
  warriors (in this book).
  CHAPTER 2 | BESTIARY
  137
  
  CHA
  12 (+1)
  Armor Class 16 (breastplate) 
  Hit Points 60 (8d8 + 24) 
  Speed 30 ft.
  Gif f
  Medium Humanoid, Any Alignment
  Proficiency Bonus +2
  STR
  DEX
  CON
  INT
  WIS
  18 (+4)
  14 (+2)
  17 (+3)
  11 (+0)
  12 (+1)
  Senses passive Perception 11
  Languages Common
  Challenge 3 (700 XP)
  Firearms Knowledge. The giff’s mastery of its weapons enables 
  it to ignore the loading property of muskets and pistols.
  Headfirst Charge. The giff can try to knock a creature over; 
  if the giff moves at least 20 feet in a straight line and ends 
  within 5 feet of a Large or smaller creature, that creature must 
  succeed on a DC 14 Strength saving throw or take 7 (2d6) blud­
  geoning damage and be knocked prone.
  Ac t io n s________________________________
  Multiattack. The giff makes two Longsword, Musket, or Pis­
  tol attacks.
  Longsword. Melee Weapon Attack: +6 to hit, reach 5 ft., one tar­
  get. Hit: 8 (1 d8 + 4) slashing damage, or 9 (IdlO + 4) slashing 
  damage if used with two hands.
  Musket. Ranged Weapon Attack: +4 to hit, range 40/120 ft., one 
  target. Hit: 8 (1 dl2 + 2) piercing damage.
  Pistol. Ranged Weapon Attack: +4 to hit, range 30/90 ft., one 
  target. Hit: 7 (IdlO + 2) piercing damage.
  Fragmentation Grenade (1/Day). The giff throws a grenade up 
  to 60 feet, and the grenade explodes in a 20-foot-radius sphere. 
  Each creature in that area must make a DC 15 Dexterity saving 
  throw, taking 17 (5d6) piercing damage on a failed save, or half 
  as much damage on a successful one.
  Gif f
  It’s easy to spot giff in a room: these burly folk are 
  7-foot-tall, hippopotamus-headed people. In Wild­
  space and the associated ports, giff are most often 
  encountered as spacefaring mercenaries. These 
  troops are renowned for their martial training and 
  love of explosives and are typically armed with 
  gleaming pistols and muskets. The stat block here 
  represents one of those mercenaries.
  Every aspect of these spacefaring giff’s society 
  is organized along military lines. From birth until 
  death, each has a military rank. Promotions don’t 
  depend on age but are granted by a superior as a re­
  ward for valor.
  Muskets and grenades are the specialties of many 
  giff regiments. The bigger the boom, the brighter 
  the flash, and the thicker the smoke it produces, the 
  greater the glory for the one wielding the weapon. 
  Giff mercenaries have been known to accept pay­
  ment in kegs of gunpowder in preference to gold, 
  gems, or other currency.
  Gu n po w d e r  b y  t h e Ke g
  In addition to their personal gunpowder weapons, 
  giff ships and mercenary companies carry spare 
  gunpowder in kegs. In an emergency, or if a large 
  explosion is needed, a whole keg can be detonated. 
  A giff lights the fuse on the keg and can then throw 
  the keg up to 15 feet as part of the same action. The 
  keg explodes at the start of the giff’s next turn. Each 
  creature within 20 feet of the exploding keg must 
  make a DC 12 Dexterity saving throw. On a failed 
  save, a creature takes 24 (7d6) fire damage and is 
  knocked prone. On a successful save, a creature 
  takes half as much damage and isn’t knocked prone.
  Every other keg of gunpowder within 20 feet of 
  an exploding keg has a 50 percent chance of also 
  exploding. Check each keg only once per turn, no 
  matter how many other kegs explode around it.
  >38
  CHAPTER 2 | BESTIARY
  
  i... ■; - 
  ............  . ..... —-------■=.
  Gir a l l o n
  Large Monstrosity, Unaligned
  Armor Class 13
  Hit Points 59 (7dl0 + 21)
  Speed 40 ft., climb 40 ft.
  STR DEX CON INT WIS CHA
  18 (+4) 
  16 (+3) 
  16 (+3) 
  5 (-3) 
  12 (+1) 
  7 (-2)
  Skills Perception +5, Stealth +5
  Senses darkvision 60 ft., passive Perception 15
  Languages —
  Challenge 4 (1,100 XP) 
  Proficiency Bonus +2
  Ac t io n s_______________________________
  Multiattack. The girallon makes one Bite attack and four 
  Claw attacks.
  Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one creature.
  Hit: 7 (1 d6 + 4) piercing damage.
  Claw. Melee Weapon Attack: +6 to hit, reach 10 ft., one target.
  Hit: 7 (1 d6 + 4) slashing damage.
  Bo n u s Ac t io n s
  Aggressive. The girallon moves up to its speed toward a hostile 
  creature that it can see.
  Gir a l l o n
  A girallon looks like an oversized, four-armed ape 
  with grayish-tan skin and white fur. Its vicious fangs 
  and claws reveal it to be a monstrous predator.
  Girallons are most common in temperate or warm 
  forest environments abundant with life. They share 
  apes’ adeptness at climbing, although few trees can 
  support the weight of these half-ton creatures. The 
  ruins of cities, especially those found in deep forests 
  and jungles, seem to attract girallons. They see a 
  city’s buildings as a superior sort of forest whose 
  uppermost “branches” can safely support them. The 
  creatures can easily scale walls and battlements, 
  and they perch on tower tops and other high van­
  tages to keep an eye on the surrounding area.
  When girallons can’t climb, they stalk the forest 
  floor, lurk in narrow ravines or shallow caves, or 
  hide in ruined sites while waiting for prey to come 
  near. A girallon is surprisingly stealthy, considering 
  its size and its lack of camouflage.
  Girallons form loose bands of several individuals 
  and their offspring, usually led by a dominant adult 
  that also tends to be the oldest member of the group. 
  When on the hunt away from their lair, girallons 
  use roars and body language to communicate with 
  one another over distance. Each individual typically 
  hunts alone and widely separated from the others 
  to ensure that everyone gets adequate fodder. The 
  leader might organize members to work together to 
  make a big kill, however. If they succeed, everyone 
  in the group shares the spoils, with the best parts 
  going to those caring for their young.
  Girallons’ strange appearance and attraction 
  to ruins lead sages to believe they were created 
  through magic to serve as guardians for some lost 
  empire. When that empire fell ages ago, girallons 
  turned feral and spread out across the world.
  Numerous creatures have tried to tame, subju­
  gate, or cooperate with the monsters. For instance, 
  some forest-dwelling peoples capture girallons and 
  train them to serve as sentinels. Recognizing that 
  girallons are peaceful among their own kind, other 
  folk have learned how to approach a group’s leader, 
  offering food and other gifts in hopes of establishing 
  an alliance with the creatures.
  Girallons that are well treated might be willing to 
  serve as guards, though they lack the intelligence 
  to take on tasks more complicated than attacking 
  strangers who enter their domain. A girallon that’s 
  captured when young and carefully trained could 
  end up in a seemingly unlikely place, such as guard­
  ing the entrance to a city’s thieves’ guild. Those who 
  would keep a girallon must always be wary, how­
  ever, because the creature could revert to its preda­
  tory nature at any time.
  CHAPTER 2 | BESTIARY
  I39
  
  Git h y a n k i
  Githyanki descend from an ancient people who 
  were also the progenitors of githzerai (also in this 
  book). These tall, gaunt folk have potent psionic 
  powers and dwell, for the most part, on the Astral 
  Plane. Among the best-known githyanki are the 
  bellicose followers of the Lich Queen Vlaakith. They 
  terrorize the Astral Plane, raiding into other planes 
  to plunder the multiverse of its magic and riches.
  Git h y a n k i Gis h
  Gish blend their magical abilities with swordplay to 
  become dangerous foes in battle. Their specialized 
  capabilities make them well suited for assassina­
  tion, raiding, and espionage.
  Git h y a n k i Gis h
  Medium Humanoid (Cith, Wizard), Any Alignment
  Armor Class 17 (half plate) 
  Hit Points 130 (20d8 4-40) 
  Speed 30 ft.
  STR DEX 
  CON INT 
  WIS 
  CHA
  17 (+3) 
  15(+2) 
  14(4-2) 
  16(4-3) 
  15(4-2) 
  16(4-3)
  Saving Throws Con 4-6, Int 4-7, Wis 4-6
  Skills Insight 4-6, Perception 4-6, Stealth 4-6
  Senses passive Perception 16
  Languages Gith
  Challenge 10 (5,900 XP) 
  Proficiency Bonus 4-4
  Ac t io n s
  Multiattack. The githyanki makes three Longsword or Teleki­
  netic Bolt attacks, or it makes one of those attacks and uses 
  Spellcasting.
  Longsword. Melee Weapon Attack: +7 to hit, reach 5 ft., one tar­
  get. Hit: 7 (ld8 4- 3) slashing damage, or 8 (IdlO 4- 3) slashing 
  damage if used with two hands, plus 22 (5d8) psychic damage.
  Telekinetic Bolt. Ranged Spell Attack: +7 to hit, range 120 ft., 
  one target. Hit: 28 (8d6) force damage.
  Spellcasting (Psionics). The githyanki casts one of the following 
  spells, requiring no spell components and using Intelligence as 
  the spellcasting ability (spell save DC 15):
  At will: light, mage hand (the hand is invisible), message 
  3/day each: fireball, invisibility, nondetection (self only) 
  1/day each: dimension door, plane shift, telekinesis
  Bo n u s Ac t io n s
  Astral Step (Recharge 4-6). The githyanki teleports, along with 
  any equipment it is wearing or carrying, up to 30 feet to an un­
  occupied space it can see.
  Git h y a n k i Kit h ’r a k
  Militarized githyanki cultures assign ranks and 
  responsibilities to citizens. Groups of ten warriors 
  follow the commands of sarths (githyanki warriors; 
  see the Monster Manual), while ten sarths obey the 
  commands of a mighty kith’rak. These champions 
  undergo torturous training and psionic testing until 
  they can command the respect of their underlings.
  Git h y a n k i Su pr e me Co mma n d e r
  Supreme commanders lead armies, each one com­
  manding ten kith’raks, who in turn lead the rest of 
  their forces. Most supreme commanders ride red 
  dragons (see the Monster Manual) into battle.
  Git h y a n k i Kit h ’r a k
  Medium Humanoid (Cith), Any Alignment
  Armor Class 18 (plate) 
  Hit Points 180 (24d8 4- 72) 
  Speed 30 ft.
  STR DEX CON INT WIS CHA
  18(4-4) 
  16(4-3) 
  17 (+3) 
  16(4-3) 
  15 (+2) 
  17(4-3)
  Saving Throws Con 4-7, Int 4-7, Wis 4-6
  Skills Intimidation 4-7, Perception 4-6
  Senses passive Perception 16
  Languages Gith
  Challenge 12 (8,400 XP) 
  Proficiency Bonus 4-4
  Ac t io n s
  Multiattack. The githyanki makes three Greatsword attacks.
  Creatsword. Melee Weapon Attack: 4-8 to hit, reach 5 ft., one 
  target. Hit: 11 (2d6 4- 4) slashing damage plus 17 (5d6) psy­
  chic damage.
  Spellcasting (Psionics). The githyanki casts one of the following 
  spells, requiring no spell components and using Intelligence as 
  the spellcasting ability (spell save DC 15):
  At will: mage hand (the hand is invisible) 
  3/day each: blur, nondetection (self only) 
  1/day each: plane shift, telekinesis
  Bo n u s Ac t io n s
  Astral Step (Recharge 4-6). The githyanki teleports, along with 
  any equipment it is wearing or carrying, up to 30 feet to an un­
  occupied space it can see.
  Rally the Troops. The githyanki magically ends the charmed and 
  frightened conditions on itself and each creature of its choice 
  that it can see within 30 feet of it.
  Reac t io n s
  Parry. The githyanki adds 4 to its AC against one melee attack 
  that would hit it. To do so, the githyanki must see the attacker 
  and be wielding a melee weapon.
  140
  CHAPTER 2 | BESTIARY
  
  i:~~_____ _________ i". ........ .........................................................
  Git h y a n k i Su pr e me 
  Co mma n d e r
  Medium Humanoid (Cith), Any Alignment
  Armor Class 18 (plate) 
  Hit Points 187 (22d8 + 88)
  Speed 30 ft.
  STR DEX CON INT WIS CHA
  19 (+4) 
  17 (+3) 
  18 (+4) 
  16 (+3) 
  16 (+3) 
  18 (+4)
  Saving Throws Con +9, Int +8, Wis +8
  Skills Insight+8, Intimidation +9, Perception +8
  Senses passive Perception 18
  Languages Gith
  Challenge 14 (11,500 XP) 
  Proficiency Bonus +5
  Legendary Resistance (3/Day). If the githyanki fails a saving 
  throw, it can choose to succeed instead.
  Ac t io n s
  Multiattack. The githyanki makes two Silver Greatsword attacks.
  Silver Creatsword. Melee Weapon Attack: +12 to hit, reach 5 
  ft., one target. Hit: 14 (2d6 + 7) slashing damage plus 17 (5d6) 
  psychic damage. On a critical hit against a target in an astral 
  body (as with the astral projection spell), the githyanki can cut 
  the silvery cord that tethers the target to its material body, in­
  stead of dealing damage.
  Spellcasting (Psionics). The githyanki casts one of the following 
  spells, requiring no spell components and using Intelligence as 
  the spellcasting ability (spell save DC 16):
  At will: mage hand (the hand is invisible)
  3/day each: levitate (self only), nondetection (self only)
  1 /day each: Bigby's hand, mass suggestion, plane shift, telekinesis
  Bo n u s Ac t io n s __________________________
  Astral Step. The githyanki teleports, along with any equipment 
  it is wearing or carrying, up to 30 feet to an unoccupied space 
  it can see.
  Reac t io n s
  Parry. The githyanki adds 5 to its AC against one melee attack 
  that would hit it. To do so, the githyanki must see the attacker 
  and be wielding a melee weapon.
  Leg en d ar y Ac t io n s
  The githyanki can take 3 legendary actions, choosing from 
  the options below. Only one legendary action option can be 
  used at a time and only at the end of another creature’s turn. 
  The githyanki regains spent legendary actions at the start 
  of its turn.
  Command Ally. The githyanki targets one ally it can see within 
  30 feet of it. If the target can see or hear the githyanki, the 
  target can make one melee weapon attack using its reaction, 
  if available, and has advantage on the attack roll.
  Attack (2 Actions). The githyanki makes one Silver Great­
  sword attack.
  ............ ........ ■-----
  CHAPTER 2 | BESTIARY
  141
  
  Git h z e r a i
  Githzerai are otherworldly folk with psionic powers 
  who share an ancestral link to githyanki (also in this 
  book). The githzerai followers of the great leader 
  Zaerith Menyar-Ag-Gith are an ascetic people who 
  live apart from the rest of the cosmos, within the 
  confines of fortresses floating through the chaos 
  of Limbo. Instead of imposing their will on other 
  peoples, they focus on controlling and manipulating 
  their endlessly malleable home.
  Git t iz e r a i An a r c h
  Anarchs are githzerai sages and mystics who lead 
  communities and maintain the adamantine citadels 
  that serve as strong points in Limbo and on other 
  planes. They have formidable psionic capabilities 
  and are able to manipulate the unformed substance 
  of their adopted plane with a thought.
  An An ar c h’s Lair
  In Limbo, githzerai anarchs create islands of tran­
  quility in this turbulent plane. An anarch can use its 
  psionic power to give form to formless substance, 
  creating mountains, lakes, and structures to serve 
  as a foundation for a githzerai community.
  The anarch’s challenge rating is 17 (18,000 XP) 
  when it’s encountered in its lair.
  Lair Actions. On initiative count 20 (losing initia­
  tive ties), the anarch can take one of the following 
  lair actions; the anarch can’t take the same lair ac­
  tion two rounds in a row:
  Create Object. The anarch casts the creation spell 
  (as a 9th-level spell) using the unformed substance 
  of Limbo instead of shadow material. If used in 
  Limbo, the object remains until the anarch’s con­
  centration is broken, regardless of its composition. 
  If the anarch moves more than 120 feet from the 
  object, the anarch’s concentration breaks.
  Move Object. The anarch can magically move an 
  object it can see within 150 feet of it by making a 
  Wisdom check with advantage. The DC depends 
  on the object’s size: DC 5 for Tiny, DC 10 for 
  Small, DC 15 for Medium, DC 20 for Large, and 
  DC 25 for Huge or larger.
  Psionic Bolt. The anarch casts the lightning bolt 
  spell (at 5th level), but the anarch can change the 
  damage type from lightning to cold, fire, psychic, 
  radiant, or thunder. If the spell deals damage 
  other than fire or lightning, it doesn’t ignite flam­
  mable objects.
  Regional Effects. The region containing an an­
  arch’s lair is warped by its presence, which creates 
  one or more of the following effects:
  Form Substance. In Limbo, the anarch can spend 
  10 minutes stabilizing a 5-mile area centered on it, 
  causing the unformed substance to take whatever 
  inanimate form the anarch chooses. During that 
  process, the anarch determines the shape and 
  composition of the forms created.
  Stabilize Object. The anarch stabilizes any object 
  created in Limbo and brought to the Material 
  Plane for as long as the anarch remains within 1 
  mile of it (no action required).
  If the anarch dies, these effects end after ld6 
  rounds. All formed substance becomes a chaotic 
  churn of energy and matter, unraveling into un­
  formed substance that dissipates ld6 rounds later.
  Git h z e r a i An a r c h
  Medium Humanoid (Cith), Any Alignment
  Armor Class 20 (Psychic Defense) 
  Hit Points 144 (17d8 + 68) 
  Speed 30 ft., fly 40 ft. (hover)
  STR DEX CON INT WIS CHA
  16 (+3) 
  21 (+5) 
  18 (+4) 
  18 (+4) 20 (+5) 
  14 (+2)
  Saving Throws Str +8, Dex +10, Int +9, Wis +10
  Skills Arcana +9, Insight +10, Perception +10
  Senses passive Perception 20
  Languages Gith
  Challenge 16 (15,000 XP) 
  Proficiency Bonus +5
  Legendary Resistance (3/Day). If the githzerai fails a saving 
  throw, it can choose to succeed instead.
  Psychic Defense. While the githzerai is wearing no armor and 
  wielding no shield, its AC includes its Wisdom modifier.
  Ac t io n s
  Multiattack. The githzerai makes three Unarmed Strike attacks.
  Unarmed Strike. Melee Weapon Attack: +10 to hit, reach 5 ft., 
  one target. Hit: 9 (1 d8 + 5) bludgeoning damage plus 18 (4d8) 
  psychic damage.
  Spellcasting (Psionics). The githzerai casts one of the following 
  spells, requiring no spell components and using Wisdom as 
  the spellcasting ability (spell save DC 18):
  At will: mage hand (the hand is invisible)
  3/day each: see invisibility, telekinesis
  1/day each: globe of invulnerability, plane shift, wall of force
  Leg en d ar y Ac t io n s
  The githzerai can take 3 legendary actions, choosing from the 
  options below. Only one legendary action option can be used 
  at a time and only at the end of another creature’s turn. The 
  githzerai regains spent legendary actions at the start of its turn.
  Strike. The githzerai makes one Unarmed Strike attack.
  Teleport. The githzerai teleports, along with any equipment it is 
  wearing or carrying, to an unoccupied space it can see within 
  30 feet of it.
  Change Gravity (Costs 3 Actions). The githzerai casts the re­
  verse gravity spell, using Wisdom as the spellcasting ability. 
  The spell has the normal effect, except that the githzerai can 
  orient the area in any direction and creatures and objects fall 
  toward the end of the area.
  CHAPTER 2 | BESTIARY
  
  Git h z e r a i En l ig h t e n e d
  Some spiritual githzerai spend long hours in med­
  itation to transcend the limits of their forms and to 
  apprehend the nature of reality. Zerths who com­
  plete the next tier of their training become known as 
  the enlightened.
  Git h z e r a i En l ig h t e n e d
  Medium Humanoid (Cith), Any Alignment
  Armor Class 18 (Psychic Defense) 
  Hit Points 112 (15d8 + 45)
  Speed 40 ft.
  STR DEX CON INT WIS CHA
  14 (+2) 
  19 (+4) 
  16 (+3) 
  17 (+3) 
  19 (+4) 
  13 (+1)
  Saving Throws Str +6, Dex +8, Int +7, Wis +8
  Skills Arcana +7, Insight +8, Perception +8
  Senses passive Perception 18
  Languages Gith
  Challenge 10 (5,900 XP) 
  Proficiency Bonus +4
  Psychic Defense. While the githzerai is wearing no armor and 
  wielding no shield, its AC includes its Wisdom modifier.
  Ac t io n s 
  Multiattack. The githzerai makes three Unarmed 
  Strike attacks. 
  --- - -
  Unarmed Strike. Melee Weapon Attack: +8 to hit, reach 5 ft., 
  one target. Hit: 13 (2d8 + 4) bludgeoning damage plus 18 (4d8) 
  psychic damage.
  Spellcasting (Psionics). The githzerai casts one of the following 
  spells, requiring no spell components and using Wisdom as 
  the spellcasting ability (spell save DC 16):
  At will: mage hand (the hand is invisible) 
  3/day: see invisibility 
  1/day each: plane shift, teleport
  Temporal Strike (Recharge 6). Melee Weapon Attack: +8 to hit, 
  reach 5 ft., one creature. Hit: 13 (2d8 + 4) bludgeoning dam­
  age plus 52 (8dl2) psychic damage. The target must succeed 
  on a DC 16 Wisdom saving throw or move 1 round forward in 
  time. A target moved forward in time vanishes for the duration. 
  When the effect ends, the target reappears in the space it left 
  or in an unoccupied space nearest to that space if it’s occupied.
  Reac t io n s
  Slow Fall. When the githzerai falls, it reduces any falling dam­
  age it takes by 50.
  CHAPTER 2 | BESTIARY
  143
  
  Gn o l l  Fl e s h  Gn a w e r
  Medium Monstrosity, Typically Chaotic Evil
  Armor Class 14 (studded leather) 
  Hit Points 22 (4d8 + 4)
  Speed 30 ft.
  STR DEX CON INT WIS CHA
  12 (+1) 
  14 (+2) 
  12 (+1) 
  8 (-1) 
  10 (+0) 
  8 (-1)
  Saving Throws Dex +4
  Senses darkvision 60 ft., passive Perception 10
  Languages Gnoll
  Challenge 1 (200 XP) 
  Proficiency Bonus +2
  Ac t io n s
  Multiattack. The gnoll makes one Bite attack and two Shorts­
  word attacks.
  Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target.
  Hit: 4 (1 d4 + 2) piercing damage.
  Shortsword. Melee Weapon Attack: +4 to hit, reach 5 ft., one 
  target. Hit: 5 (1 d6 + 2) piercing damage.
  Sudden Rush. Until the end of the turn, the gnoll’s speed in­
  creases by 60 feet and it doesn’t provoke opportunity attacks.
  Bo n u s Ac t io n s
  Rampage. After the gnoll reduces a creature to 0 hit points with 
  a melee attack on its turn, the gnoll moves up to half its speed 
  and makes a Bite attack.
  ------------------------- . . 1
  Gn o l l s
  The first gnolls were hyenas transformed by magic. 
  Many of them were then corrupted by the demon 
  lord Yeenoghu. Whether in service to Yeenoghu 
  or dedicated to the survival of their kin, gnoll war 
  bands seek to soften up foes with surprise attacks 
  and to leave no survivors alive.
  Gn o l l  Fl e s h  Gn a w e r
  These gnolls eschew the use of ranged weapons 
  in favor of short blades that they wield with great 
  speed and efficiency. In the thick of a fight, they dash 
  across the battlefield, slashing and snarling as they 
  run down stragglers and finish off wounded foes.
  Gn o l l  Hu n t e r
  Hunters are the stealthiest gnolls in a war band. In 
  the vanguard, they creep around, picking off iso­
  lated opposition while clearing the way for the rest 
  of the force to advance.
  Hunters are particularly skilled with the longbow, 
  and they fire arrows with viciously barbed heads. 
  Even when a hunter doesn’t kill their target with 
  their first shot, the arrow strike brings so much pain 
  that the victim is hobbled in its attempt to run away.
  1 :....... . 1____ ______ , „ ............. _
  Gn o l l  Hu n t e r
  Medium Monstrosity, Typically Chaotic Evil
  Armor Class 13 (leather armor)
  Hit Points 22 (4d8 + 4)
  Speed 30 ft.
  STR DEX CON INT WIS CHA
  14 (+2) 
  14 (+2) 
  12 (+1) 
  8 (-1) 
  12 (+1) 
  8 (-1
  Skills Perception +3, Stealth +4
  Senses darkvision 60 ft., passive Perception 13
  Languages Gnoll
  Challenge 1/2 (100 XP) 
  Proficiency Bonus +2
  Ac t io n s
  Multiattack. The gnoll makes two Bite, Spear, or Long­
  bow attacks.
  Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target.
  Hit: 4 (ld4 + 2) piercing damage.
  Spear. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or 
  range 20/60 ft., one target. Hit: 5 (1 d6 + 2) piercing damage, 
  or 6 (ld8 + 2) piercing damage when used with two hands to 
  make a melee attack.
  Longbow. Ranged Weapon Attack: +4 to hit, range 150/600 ft., 
  one target. Hit: 6 (1 d8 + 2) piercing damage, and the target's 
  speed is reduced by 10 feet until the end of its next turn.
  Bo n u s Ac t io n s
  Rampage. After the gnoll reduces a creature to 0 hit points with 
  a melee attack on its turn, the gnoll moves up to half its speed 
  and makes a Bite attack.
  144
  CHAPTER 2 | BESTIARY
  
  STR DEX CON INT WIS CHA
  14(+2) 
  8 (-1) 
  12 (+1) 
  5 (-3) 
  5 (-3) 
  5 (-3)
  Damage Immunities poison
  Condition Immunities exhaustion, poisoned 
  Senses darkvision 60 ft., passive Perception 7 
  Languages understands Cnoll but can’t speak
  Gn o l l  Wit h e r l in g
  Medium Undead, Typically Chaotic Evil
  Armor Class 12 (natural armor) 
  Hit Points 11 (2d8 + 2)
  Speed 30 ft.
  Challenge 1/4 (50 XP)
  Proficiency Bonus +2
  Unusual Nature. The witherling doesn’t require air, food, 
  drink, or sleep.
  Ac t io n s
  Multiattack. The witherling makes two Bite or Spiked 
  Club attacks.
  Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target.
  Hit: 4 (1 d4 + 2) necrotic damage.
  Spiked Club. Melee Weapon Attack: +4 to hit, reach 5 ft., one 
  target. Hit: 4 (1 d4 + 2) piercing damage.
  Bo n u s Ac t io n s
  Rampage. After the witherling reduces a creature to 0 hit points 
  with a melee attack on its turn, the gnoll moves up to half its 
  speed and makes one Bite attack.
  Reac t io n s
  Vengeful Strike. In response to a gnoll being reduced to 0 hit 
  points within 30 feet of the witherling, the witherling makes 
  one Bite or Spiked Club attack.
  Gn o l l  Wit h e r l in g
  Sometimes the gnolls of Yeenoghu turn against 
  each other, perhaps to determine who rules a war 
  band or because of extreme starvation. Even under 
  ordinary circumstances, gnolls that are deprived 
  of victims for too long struggle to control their hun­
  ger and violent urges. Eventually, they fight among 
  themselves.
  The survivors devour the flesh of their slain com­
  rades but preserve the bones. Then, by invoking 
  rituals to Yeenoghu (appears in this book) they bring 
  the remains back to a semblance of life in the form 
  of a gnoll witherling.
  Witherlings travel with their comrades and try to 
  kill anything in their path. They don’t eat and aren’t 
  motivated by hunger, leaving more flesh for the rest 
  of the war band.
  CHAPTER 2 | BESTIARY
  145
  
  Gr a y  Re n d e r
  A curious impulse drives the gray render. Despite 
  its hulking form and terrible appetite, it wants most 
  of all to bond with an intelligent creature and, once 
  bonded, to give its life to protect that creature. Great 
  strength and a ferocious nature make gray renders 
  fierce guardians, but they lack a shred of cunning.
  Gray renders reproduce by forming nodules on 
  their bodies that, on reaching maturity, break off to 
  begin life as young gray renders. They feel no obliga­
  tion to their young and have no inclination to gather 
  with others of their kind. Instead, each has an over­
  powering need to bond with an intelligent creature. 
  When one encounters a suitable master, it sings to 
  that creature—a weird, warbling cry accompanied 
  by scratching at the earth and a show of deference. 
  Once it forms a bond, a gray render serves its mas­
  ter devotedly.
  A gray render might be a strong ally, but it’s 
  always an unpredictable one. In combat, a gray 
  render fights viciously and never willingly harms 
  its master, but outside battle, it might cause consid­
  erable difficulties. It might follow its master despite 
  being told to stay put, destroy its master’s house, 
  burrow holes through a ship’s hull, attack out of jeal­
  ousy, or worse.
  The Gray Render Quirks table presents possible 
  quirks for gray renders that can be generated ran­
  domly or selected as desired.
  Gr a y  Re n d e r
  Large Monstrosity, Typically Chaotic Neutral
  Armor Class 19 (natural armor) 
  Hit Points 189 (18dl0 + 90) 
  Speed 30 ft.
  STR DEX CON INT WIS CHA
  19 (+4) 
  13 (+1) 
  20 (+5) 
  3 (-4) 
  6 (-2) 
  8 (-1)
  Gray Render Quirks
  d!2 
  Quirk
  1 
  Hates horses and other mounts
  2 
  Roars loudly when its bonded creature is
  touched by another creature
  3 
  Likes to snuggle
  4 
  Uproots and chews on trees
  5 
  Has terrific and eye-watering flatulence
  6 
  Brings offerings of meat to its bonded creature
  7 
  Compulsively digs up the ground
  8 
  Attacks carts and wagons as if they were terrible 
  monsters
  9 
  Howls when it rains
  10 
  Whines piteously in the dark
  11 
  Buries treasure it finds
  12 
  Chases birds, leaping into the air to catch them, 
  heedless of the destruction it causes
  Saving Throws Str +8, Con +9
  Skills Perception +2
  Senses darkvision 60 ft., passive Perception 12
  Languages —
  Challenge 12 (8,400 XP) 
  Proficiency Bonus +4
  Ac t io n s
  Multiattack. The gray render makes one Bite attack and two 
  Claw attacks.
  Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. 
  Hit: 17 (2dl 2 + 4) piercing damage. If the target is Medium or 
  smaller, the target must succeed on a DC 16 Strength saving 
  throw or be knocked prone.
  Claw. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. 
  Hit: 13 (2d8 + 4) slashing damage, plus 10 (3d6) bludgeoning 
  damage if the target is prone.
  Reac t io n s
  Bloody Rampage. When the gray render takes damage, it makes 
  one Claw attack against a random creature within its reach, 
  other than its master.
  J4.6 CHAPTER 2 | BESTIARY
  
  Gr a z ’z t
  The appearance of this demon lord is a warning 
  that not all that is beautiful is good. Every plane and 
  curve of his nine-foot-tall body, every glance of his 
  burning eyes, promises a mixture of pleasure and 
  pain. Graz’zt can transform himself at will, appear­
  ing in any humanlike form that pleases him or his 
  onlookers, all equally tempting in their own ways. 
  In every form, though, a subtle wrongness pervades 
  his beauty, from the cruel cast of his features to the 
  six fingers on each hand and six toes on each foot.
  Graz’zt surrounds himself with the finest of things
  La ir  Ac t io n s
  On initiative count 20 (losing initiative ties), Graz’zt 
  can take one of the following lair actions; he can’t 
  take the same lair action two rounds in a row:
  Command. Graz’zt casts the command spell on 
  every creature of his choice in the lair. He needn't 
  see each one, but he must be aware that an in­
  dividual is in the lair to target that creature. He 
  issues the same command to all the targets.
  Gr a z ’z t ’s La ir
  and the most attractive of servants, and he adorns
  himself in silks and leathers both striking and dis­
  turbing in their workmanship. His lair and those of 
  his cultists are pleasure palaces where nothing is 
  forbidden save moderation and kindness.
  Cults devoted to him are secret societies of indul­
  gence, often using their debauchery to subjugate 
  others through blackmail, addiction, and manip­
  ulation. They wear alabaster masks with ecstatic 
  expressions and ostentatious dress and body orna­
  mentation to their secret assignations.
  Although he prefers charm and subtle manipu­
  lation, Graz’zt is capable of terrible violence when 
  provoked. He wields the greatsword Angdrelve, also 
  called Wave of Sorrow, whose wavy, razor-edged 
  blade drips acid at his command.
  Graz’zt’s principal lair is his Argent Palace, a gran­
  diose structure in the city of Zelatar, found within 
  his abyssal domain of Azzatar. Graz’zt’s demonic 
  influence radiates outward in a tangible ripple, 
  warping reality around him. Given enough time in a 
  single location, Graz’zt can twist it with his power.
  Graz’zt’s lair is a den of ostentation and hedonism. 
  It is adorned with finery and decorations so deca­
  dent that even the wealthiest of mortals would 
  blush at the excess. Within Graz’zt’s lairs, dev­
  otees and subjects alike are forced to slake 
  Graz’zt’s thirst for pageantry.
  CHAPTER 2 | BESTIARY
  147
  
  ^r«z'zt proved io be a plenii|ul Source o| magical 
  energy. He seems to thmk there's Somethin wore 
  between US- He'll eventually figure out the truth.
  TASHA
  Conjure Mirrors. Smooth surfaces within the lair 
  become as reflective as a polished mirror. Until 
  a different lair action is used, creatures within 
  the lair have disadvantage on Dexterity (Stealth) 
  checks made to hide.
  Reg io n al  Ef f ec t s
  The region containing Graz’zt’s lair is warped by his 
  magic, creating one or more of the following effects:
  Agitated Beasts. Wild beasts within 6 miles of the 
  lair break into frequent conflicts and coupling, 
  mirroring the behavior that occurs during their 
  mating seasons. 
  ■ ■ ■ - -
  Gr a z ’z t
  Large Fiend (Demon), Chaotic Evil
  Armor Class 20 (natural armor)
  Hit Points 346 (33dlO+ 165)
  Speed 40 ft.
  STR DEX CON INT WIS CHA
  22 (+6) 
  15 (+2) 
  21 (+5) 
  23 (+6) 21 (+5) 
  26 (+8)
  Saving Throws Dex +9, Con +12, Wis +12
  Skills Deception +15, Insight+12, Perception +12, 
  Persuasion +15
  Damage Resistances cold, fire, lightning
  Damage Immunities poison; bludgeoning, piercing, and 
  slashing that is nonmagical
  Condition Immunities charmed, exhaustion, frightened, 
  poisoned
  Senses truesight 120 ft., passive Perception 22
  Languages all, telepathy 120 ft.
  Challenge 24 (62,000 XP) 
  Proficiency Bonus +7
  Legendary Resistance (3/Day). If Graz’zt fails a saving throw, he 
  can choose to succeed instead.
  Magic Resistance. Graz’zt has advantage on saving throws 
  against spells and other magical effects.
  Ac t io n s
  Multiattack. Graz’zt makes two Wave of Sorrow attacks. He 
  can replace one attack with a use of Spellcasting.
  Wave of Sorrow (Creatsword). Melee Weapon Attack: +13 to hit, 
  reach 10 ft., one target. Hit: 20 (4d6 + 6) force damage plus 14 
  (4d6) acid damage.
  Beguiling Realm. Within 6 miles of the lair, all Wis­
  dom (Insight) checks have disadvantage, and all 
  Charisma (Deception) and Charisma (Persuasion) 
  checks have advantage.
  Mirrors Everywhere. Flat surfaces within 1 mile 
  of the lair that are made of stone or metal become 
  highly reflective, as though polished to a shine. 
  These surfaces become supernaturally mirrorlike.
  If Graz’zt dies, these effects fade over the course of 
  Id 10 days.
  Cu l t is t s o f Gr a z ’z t
  Graz’zt grants his cultists special abilities. His cult­
  ists can gain the Joy from Pain trait, while his cult 
  leaders can gain the Master of Pleasures trait.
  Joy from Pain. Whenever this creature suffers a critical hit, it 
  can make one melee weapon attack as a reaction.
  Master of Pleasures. As a reaction when this creature takes 
  damage, it can magically grant 5 temporary hit points to itself 
  and up to three allies within 30 feet of it.
  Spellcasting. Craz’zt casts one of the following spells, requiring 
  no material components and using Charisma as the spellcast­
  ing ability (spell save DC 23):
  At will: charm person, detect magic, dispel magic
  3/day each: darkness, dominate person, telekinesis, teleport 
  1/day each: dominate monster, greater invisibility
  Teleport. Craz’zt teleports, along with any equipment he is 
  wearing or carrying, up to 120 feet to an unoccupied space 
  he can see.
  Bo n u s Ac t io n s
  Change Shape. Graz’zt transforms into a form that resembles a 
  Medium Humanoid or back into his true form. Aside from his 
  size, his statistics are the same in each form. Any equipment 
  he is wearing or carrying isn’t transformed.
  Reac t io n s
  Negate Spell (Recharge 5-6). Graz’zt tries to interrupt a spell 
  he sees a creature casting within 60 feet of him. If the spell is 
  3rd level or lower, the spell fails and has no effect. If the spell 
  is 4th level or higher, Graz’zt makes a Charisma check against 
  a DC of 10 + the spell’s level. On a success, the spell fails and 
  has no effect.
  Leg en d ar y Ac t io n s
  Graz’zt can take 3 legendary actions, choosing from the op­
  tions below. Only one legendary action option can be used at 
  a time and only at the end of another creature’s turn. Graz’zt 
  regains spent legendary actions at the start of his turn.
  Abyssal Magic. Graz’zt uses Spellcasting or Teleport.
  Attack. Graz’zt makes one Wave of Sorrow attack.
  Dance, My Puppet! One creature charmed by Graz’zt that 
  Graz’zt can see must use its reaction to move up to its speed 
  as Graz’zt directs.
  lz|.8 CHAPTER 2 | BESTIARY
  
  Gr u n g s
  Grungs are frog-like folk found in rain forests and 
  tropical jungles. These amphibians prefer shade 
  and live in trees, but they maintain hatcheries for 
  their offspring in well-guarded ground-level pools. 
  About three months after hatching, a grung tadpole 
  takes on the shape of an adult, and after another six 
  months, the grung reaches maturity.
  Born in a wide range of colors, grungs most of­
  ten appear in shades of green, blue, purple, red, 
  orange, and gold. All grungs secrete a substance 
  that is harmless to them but poisonous to other 
  creatures, and sometimes that substance has a spe­
  cial effect based on the grung’s color (see “Variant: 
  Grung Poison”). They also use this venom to poison 
  their weapons.
  Gr u n g
  The grung stat block represents a typical grung war­
  rior or hunter, met either in a grung community or 
  traveling elsewhere as a mercenary, game warden, 
  guard, or bandit.
  Gr u n g  El it e Wa r r io r
  A grung elite warrior typically leads a group of 
  grung and other warriors into battle and is often ac­
  companied by a grung wildling.
  Gr u n g  Wil d l in g
  Gifted with druidic magic, a grung wildling typ­
  ically serves as an advisor, a healer, and a nur- 
  turer of crops.
  Gr u n g
  Small Humanoid, Any Alignment
  Armor Class 12
  Hit Points 11 (2d6 + 4)
  Speed 25 ft., climb 25 ft.
  STR DEX CON INT WIS CHA
  7 (-2) 
  14 (+2) 
  15 (+2) 
  10 (+0) 11 (+0) 
  10 (+0)
  Saving Throws Dex +4
  Skills Athletics +2, Perception +2, Stealth +4, Survival +2
  Damage Immunities poison
  Condition Immunities poisoned
  Senses passive Perception 12
  Languages Grung
  Challenge 1/4 (50 XP) 
  Proficiency Bonus +2
  Amphibious. The grung can breathe air and water.
  Poisonous Skin. Any creature that grapples the grung or oth­
  erwise comes into direct contact with the grung's skin must 
  succeed on a DC 12 Constitution saving throw or become 
  poisoned for 1 minute. A poisoned creature no longer in direct 
  contact with the grung can repeat the saving throw at the end 
  of each of its turns, ending the effect on itself on a success.
  Standing Leap. The grung’s long jump is up to 25 feet and its 
  high jump is up to 15 feet, with or without a running start.
  Water Dependency. If the grung isn’t immersed in water for 
  at least 1 hour during a day, it suffers 1 level of exhaustion at 
  the end of that day. The grung can recover from this exhaus­
  tion only through magic or by immersing itself in water for at 
  least 1 hour.
  Ac t io n s
  Dagger. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. 
  or range 20/60 ft., one target. Hit: 4 (1 d4 + 2) piercing damage 
  plus 5 (2d4) poison damage.
  CHAPTER 2 | BESTIARY
  149
  
  Va r ia n t ^Gr u n g  Po is o n
  A creature poisoned by a grung can suffer an addi­
  tional effect that depends on the grung’s color, as 
  described below. This effect lasts until the creature 
  is no longer poisoned by the grung.
  Blue Crung. The poisoned creature must make a loud noise at 
  the start and end of its turn.
  Cold Crung. The creature is charmed by the grung and can 
  speak Grung.
  Creen Crung. The poisoned creature can't move except to 
  climb or make standing jumps. If the creature is flying, it can’t 
  take any actions or reactions unless it lands.
  Orange Crung. The poisoned creature is frightened of its allies.
  Purple Crung. The poisoned creature feels a desperate need to 
  soak itself in liquid or mud. It can’t take actions or move except 
  to do so or to reach a body of liquid or mud.
  Red Crung. The poisoned creature must use its action to eat if 
  food is within reach.
  Gr u n g  El it e Wa r r io r
  Small Humanoid, Any Alignment
  Gr u n g  Wil d l in g
  Small Humanoid, Any Alignment
  Armor Class 13
  Hit Points 49 (9d6 + 18)
  Speed 25 ft., climb 25 ft.
  Armor Class 16 (natural armor) 
  Hit Points 27 (5d6 + 10) 
  Speed 25 ft., climb 25 ft.
  STR DEX CON INT WIS CHA
  7 (-2) 
  16 (+3) 
  15 (+2) 
  10 (+0) 11 (+0) 
  12 (+1)
  STR DEX CON INT WIS CHA 
  7 (-2) 
  16 (+3) 
  15 (+2) 
  10 (+0) 
  15 (+2) 
  11 (+0)
  Saving Throws Dex +5
  Skills Athletics +2, Perception +2, Stealth +5, Survival +2
  Damage Immunities poison
  Condition Immunities poisoned
  Senses passive Perception 12
  Languages Grung
  Challenge 2 (450 XP) 
  Proficiency Bonus +2
  Saving Throws Dex +5
  Skills Athletics +2, Perception +4, Stealth +5, Survival +4
  Damage Immunities poison
  Condition Immunities poisoned
  Senses passive Perception 14
  Languages Grung
  Challenge 1 (200 XP) 
  Proficiency Bonus +2
  Amphibious. The grung can breathe air and water.
  Poisonous Skin. Any creature that grapples the grung or oth­
  erwise comes into direct contact with the grung’s skin must 
  succeed on a DC 12 Constitution saving throw or become 
  poisoned for 1 minute. A poisoned creature no longer in direct 
  contact with the grung can repeat the saving throw at the end 
  of each of its turns, ending the effect on itself on a success.
  Standing Leap. The grung’s long jump is up to 25 feet and its 
  high jump is up to 15 feet, with or without a running start.
  Water Dependency. If the grung isn’t immersed in water for 
  at least 1 hour during a day, it suffers 1 level of exhaustion at 
  the end of that day. The grung can recover from this exhaus­
  tion only through magic or by immersing itself in water for at 
  least 1 hour.
  Ac t io n s
  Dagger. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. 
  or range 20/60 ft., one target. Hit: 5 (1 d4 + 3) piercing damage 
  plus 5 (2d4) poison damage.
  Shortbow. Ranged Weapon Attack: +5 to hit, range 80/320 ft., 
  one target. Hit: 6 (1 d6 + 3) piercing damage plus 5 (2d4) poi­
  son damage.
  Mesmerizing Chirr (Recharge 6). The grung makes a chirring 
  noise to which grungs are immune. Each Humanoid or Beast 
  that is within 15 feet of the grung and able to hear it must suc­
  ceed on a DC 12 Wisdom saving throw or be stunned until the 
  end of the grung’s next turn.
  Amphibious. The grung can breathe air and water.
  Poisonous Skin. Any creature that grapples the grung or oth­
  erwise comes into direct contact with the grung’s skin must 
  succeed on a DC 12 Constitution saving throw or become 
  poisoned for 1 minute. A poisoned creature no longer in direct 
  contact with the grung can repeat the saving throw at the end 
  of each of its turns, ending the effect on itself on a success.
  Standing Leap. The grung’s long jump is up to 25 feet and its 
  high jump is up to 15 feet, with or without a running start.
  Water Dependency. If the grung isn’t immersed in water for 
  at least 1 hour during a day, it suffers 1 level of exhaustion at 
  the end of that day. The grung can recover from this exhaus­
  tion only through magic or by immersing itself in water for at 
  least 1 hour.
  Ac t io n s
  Dagger. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. 
  or range 20/60 ft., one target. Hit: 5 (1 d4 + 3) piercing damage 
  plus 5 (2d4) poison damage.
  Shortbow. Ranged Weapon Attack: +5 to hit, range 80/320 ft., 
  one target. Hit: 6 (1 d6 + 3) piercing damage plus 5 (2d4) poi­
  son damage.
  Spellcasting. The grung casts one of the following spells, using 
  Wisdom as the spellcasting ability (spell save DC 12):
  At will: druidcraft
  3/day each: cure wounds, spike growth 
  2/day: plant growth
  CHAPTER 2 | BESTIARY
  
  Black Guard Drake. The drake can breathe air and water, has a 
  swimming speed of 30 feet, and has resistance to acid damage.
  A guard drake is a reptilian creature created out of 
  dragon scales by means of a bizarre and grisly rit­
  ual. When trained properly, a drake is obedient and 
  territorial, which makes it an excellent watch beast 
  that can follow simple commands.
  Tiamat’s cult practices the ritual to create guard 
  drakes, as do other groups that are skilled in arcana 
  and associated with Dragons. The ritual requires 
  a chromatic dragon’s aid; the dragon typically 
  helps to reward its allies or worshipers with a valu­
  able servant.
  The ritual, which takes several days, requires 
  10 pounds of fresh dragon scales (donated by the 
  dragon allied with the group), a large amount of 
  fresh meat, and an iron cauldron. When the process 
  is complete, a Small egg emerges from the cauldron 
  and hatches within a few hours.
  A newly hatched guard drake imprints upon the 
  first creature that feeds it (usually the one planning 
  to train it), establishing an aggressive but trusting 
  bond with that individual. A guard drake is fully 
  grown within two to three weeks and can be trained 
  in the same length of time. It is the equivalent of a 
  guard dog in terms of what it can be trained to do.
  A guard drake resembles the type of dragon it was 
  created from, but with a wingless, squat, muscular 
  build. A drake can’t reproduce, nor can its scales be 
  used to make other guard drakes.
  VARIANT: CHROMATIC DRAKES
  Each type of chromatic dragon’s scales creates a 
  guard drake that resembles a wingless, stunted 
  version of that type of dragon, with unique abilities 
  related to that type. Each has the special features 
  described below.
  Blue Guard Drake. The drake has a burrowing speed of 20 feet 
  and resistance to lightning damage.
  Green Guard Drake. The drake can breathe air and water, 
  has a swimming speed of 30 feet, and has resistance to poi­
  son damage.
  Red Guard Drake. The drake has climbing speed of 30 feet and 
  resistance to fire damage.
  White Guard Drake. The drake has a burrowing speed 
  of 20 feet, a climbing speed of 30 feet, and resistance to 
  cold damage.
  Gu a r d  Dr a k e
  Medium Dragon, Unaligned
  Armor Class 14 (natural armor) 
  Hit Points 52 (7d8 + 21) 
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  16 (+3)
  11 (+0)
  16 (+3)
  4 (-3)
  10 (+0)
  7 (-2)
  Skills Perception +2
  Senses darkvision 60 ft., passive Perception 12
  Languages understands Draconic but can’t speak
  Challenge 2 (450 XP) 
  Proficiency Bonus +2
  Ac t io n s
  Multiattack. The guard drake makes one Bite attack and one 
  Tail attack.
  Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 
  Hit: 7 (1 d8 + 3) piercing damage.
  Tail. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 
  6 (1 d6 + 3) bludgeoning damage.
  151
  CHAPTER 2 | BESTIARY
  
  He l l f ir e En g in e
  Hellfire engines are semiautonomous bringers 
  of destruction. Amnizus (in this book) and other 
  devilish generals hold them in reserve until they 
  are needed to repel an incursion by demons or 
  crusading mortals, but occasionally one of these 
  magical-mechanical hybrids gets loose, driven ber­
  serk by its need to destroy.
  Hellfire engines take many forms, but all of them 
  have one purpose: to mow down foes in waves. They 
  are incapable of subtlety or trickery, but their de­
  structive capability is immense.
  Mortal creatures slain by hellfire engines are 
  doomed to join the infernal legions in mere hours 
  unless powerful magic-wielders intervene on their 
  behalf. The archdukes of the Nine Hells would like 
  nothing better than to modify this magic so it works 
  against demons, too, but that discovery has eluded 
  them so far.
  Hellfire Engine
  Huge Construct, Typically Lawful Evil
  Armor Class 18 (natural armor)
  Hit Points 216 (16dl2+ 112)
  Speed 40 ft.
  STR DEX CON INT WIS CHA
  20 (+5) 
  16 (+3) 
  24 (+7) 
  2 (-4) 
  10 (+0) 
  1 (-5)
  Saving Throws Dex +8, Wis +5, Cha +0
  Damage Resistances cold, psychic; bludgeoning, piercing, and 
  slashing from nonmagical attacks that aren’t silvered
  Damage Immunities fire, poison
  Condition Immunities charmed, deafened, exhaustion, 
  frightened, paralyzed, poisoned, unconscious
  Senses darkvision 120 ft., passive Perception 10 
  Languages understands Infernal but can’t speak
  Challenge 16 (15,000 XP) 
  Proficiency Bonus +5
  Immutable Form. The hellfire engine is immune to any spell or 
  effect that would alter its form.
  Magic Resistance. The hellfire engine has advantage on saving 
  throws against spells and other magical effects.
  Unusual Nature. The hellfire engine doesn’t require air, food, 
  drink, or sleep.
  Ac t io n s
  Flesh-Crushing Stride. The hellfire engine moves up to its 
  speed in a straight line. During this move, it can enter Large or 
  smaller creatures’ spaces. A creature whose space the hellfire 
  engine enters must make a DC 18 Dexterity saving throw. On a 
  successful save, the creature is pushed to the nearest space out 
  of the hellfire engine’s path. On a failed save, the creature falls 
  prone and takes 28 (8d6) bludgeoning damage.
  If the hellfire engine remains in the prone creature’s space, 
  the creature is also restrained until it's no longer in the same 
  space as the hellfire engine. While restrained in this way, the 
  creature, or another creature within 5 feet of it, can make a DC 
  18 Strength check. On a success, the creature is shunted to an 
  unoccupied space of its choice within 5 feet of the hellfire en­
  gine and is no longer restrained.
  Hellfire Weapons. The hellfire engine uses one of the following 
  options (choose one or roll a d6):
  1-2: Bonemelt Sprayer. The hellfire engine spews acidic flame 
  in a 60-foot cone. Each creature in the cone must make a DC 
  20 Dexterity saving throw, taking 11 (2dl0) fire damage plus 
  18 (4d8) acid damage on a failed save, or half as much dam­
  age on a successful one. Creatures that fail the saving throw 
  are drenched in burning acid and take 5 (IdlO) fire damage 
  plus 9 (2d8) acid damage at the end of their turns. An af­
  fected creature or another creature within 5 feet of it can take 
  an action to scrape off the burning fuel.
  3-4: Lightning Flail. Melee Weapon Attack: +10 to hit, reach 15 
  ft., one creature. Hit: 18 (3d8 + 5) bludgeoning damage plus 
  22 (5d8) lightning damage. Up to three other creatures of 
  the hellfire engine’s choice that it can see within 30 feet of 
  the target must each make a DC 20 Dexterity saving throw, 
  taking 22 (5d8) lightning damage on a failed save, or half as 
  much damage on a successful one.
  5-6: Thunder Cannon. The hellfire engine targets a point within 
  120 feet of it that it can see. Each creature within 30 feet of 
  that point must make a DC 20 Dexterity saving throw, tak­
  ing 27 (5dl0) bludgeoning damage plus 19 (3dl2) thunder 
  damage on a failed save, or half as much damage on a suc­
  cessful one.
  If the chosen option kills a creature, the creature’s soul rises 
  from the River Styx as a lemure in Avernus in 1 d4 hours. If the 
  creature isn’t revived before then, only a wish spell or killing the 
  lemure and casting true resurrection on the creature’s original 
  body can restore it to life. Constructs and devils are immune to 
  this effect.
  152
  CHAPTER 2 | BESTIARY
  
  COBLINOIDS OF THE FEYWILD
  The goblinoid peoples—goblins, hobgoblins, and 
  bugbears—first appeared in the Feywild millennia ago, 
  and they resided there until the god Maglubiyet con­
  quered them. They then spread throughout the multi­
  verse, with many of them ending up on the worlds of 
  the Material Plane. Most goblinoids encountered on 
  those worlds are members of families that have been 
  away from the Feywild for centuries, and over time, 
  those lineages have become Humanoid. Fey gobli­
  noids, who still bear the magic of the Feywild, are rare 
  on the Material Plane but not unheard of. Hobgoblin 
  devastators are examples of such Fey folk, as are hob­
  goblin iron shadows and nilbogs (also in this book).
  I-------------------------------------------------------------------------------------------------------------------------
  Hobgoblin Devastator
  Medium Fey (Coblinoid), Typically Lawful Neutral
  Armor Class 13 (studded leather) 
  Hit Points 45 (7d8 + 14)
  Speed 30 ft.
  STR DEX CON INT WIS CHA
  13 (+1) 
  12 (+1) 
  14 (+2) 
  16 (+3) 
  13 (+1) 
  11 (+0)
  Skills Arcana +5
  Senses darkvision 60 ft., passive Perception 11
  Languages Common, Goblin
  Challenge 4 (1,100 XP) 
  Proficiency Bonus +2
  Ho b g o b l in  De v a s t a t o r
  Hobgoblins with a prodigious talent for magic 
  sometimes undergo grueling training to become 
  hobgoblin devastators. Devastators are spellcasters 
  who call down fireballs and other destructive magic 
  in the defense of the court they serve, whether that 
  court is in the Feywild or the Material Plane. A hob­
  goblin devastator on the battlefield is a boon to their 
  allies and a threat to every foe around them.
  Far from being cloistered academics, hobgoblin 
  devastators are masters of the battlefield. In addi­
  tion to tactical applications of the magical arts, they 
  learn the basics of weapon use, and they measure 
  their deeds by the enemies defeated though their 
  magic. They have the respect of other members of 
  the host and receive obedience and deference from 
  many quarters.
  In the Feywild, many archfey seek to bolster 
  their armies’ might with the services of hobgoblin 
  devastators.
  Army Arcana. When the hobgoblin casts a spell that causes 
  damage or that forces other creatures to make a saving throw, 
  it can choose itself and any number of allies to be immune to 
  the damage caused by the spell and to succeed on the required 
  saving throw.
  Ac t io n s
  Multiattack. The hobgoblin makes two Quarterstaff or Devas­
  tating Bolt attacks.
  Quarterstaff. Melee Weapon Attack: +3 to hit, reach 5 ft., one 
  target. Hit: 4 (1 d6 + 1) bludgeoning damage, or 5 (1 d8 + 1) 
  bludgeoning damage if used with two hands, plus 13 (3d8) 
  force damage.
  Devastating Bolt. Ranged Spell Attack: +5 to hit, range 60 ft., 
  one target. Hit: 21 (4d8 + 3) force damage, and the target is 
  knocked prone.
  Spellcasting. The hobgoblin casts one of the following spells, 
  using Intelligence as the spellcasting ability (spell save DC 13):
  At will: mage hand, prestidigitation
  2/day each: fireball, fly, fog cloud, gust of wind, lightning bolt
  CHAPTER 2 | BESTIARY
  153
  
  Ho b g o b l in  Ir o n Sh a d o w
  Iron shadows are hobgoblin martial artists who 
  serve fey and mortal courts as secret police, scouts, 
  and assassins. They spy to ferret out treachery, 
  rebellion, and betrayal and deal with it ruthlessly. 
  Iron shadows possess agility and stamina matched 
  only by their ironclad commitment to the will of 
  their masters. They wield a deadly combination of 
  unarmed fighting techniques and shadow magic to 
  deceive and defeat their foes. While on secret mis­
  sions, they wear masks crafted to resemble mon­
  sters, both to conceal their identities and to strike 
  fear into their foes.
  An iron shadow is usually recruited from the 
  ranks of the Feywild’s hobgoblin armies or from 
  among the hobgoblins who have resided in the Ma­
  terial Plane for centuries. A candidate for admission 
  undergoes a series of tests designed to reveal any 
  potential for treachery. Those who fail are slain, 
  while those who pass receive secret training in the 
  arts of magic and stealth. This indoctrination is a 
  slow and arduous process; many aspirants don’t 
  finish it, and years might go by during which the 
  iron shadows welcome no new members into their 
  ranks. When a recruit’s training is complete, they 
  are tasked with conducting assassinations and 
  spy missions.
  Hobgoblin Iron Shadow
  Medium Fey (Goblinoid), Typically Lawful Neutral
  Armor Class 15 (Unarmored Defense) 
  Hit Points 32 (5d8 + 10)
  Speed 40 ft.
  STR DEX CON INT WIS CHA
  14 (+2) 
  16 (+3) 
  15 (+2) 
  14 (+2) 
  15 (+2) 
  11 (+0)
  Skills Acrobatics +5, Athletics +4, Stealth +5
  Senses darkvision 60 ft., passive Perception 12
  Languages Common, Goblin
  Challenge 2 (450 XP) 
  Proficiency Bonus +2
  Unarmored Defense. While the hobgoblin is wearing no armor 
  and wielding no shield, its AC includes its Wisdom modifier.
  Ac t io n s
  Multiattack. The hobgoblin makes four attacks, each of which 
  can be an Unarmed Strike or a Dart attack. It can also use 
  Shadow Jaunt once, either before or after one of the attacks.
  Unarmed Strike. Melee Weapon Attack: +5 to hit, reach 5 ft., 
  one target. Hit: 5 (1 d4 + 3) bludgeoning damage.
  Dart. Ranged Weapon Attack. +5 to hit, range 20/60 ft., one tar­
  get. Hit: 5 (1 d4 + 3) piercing damage.
  Shadow Jaunt. The hobgoblin teleports, along with any equip­
  ment it is wearing or carrying, up to 30 feet to an unoccupied 
  space it can see. Both the space it leaves and its destination 
  must be in dim light or darkness.
  Spellcasting. The hobgoblin casts one of the following spells, 
  using Intelligence as the spellcasting ability (spell save DC 12):
  At will: minor illusion, prestidigitation
  1/day each: charm person, disguise self, silent image
  154
  CHAPTER 2 | BESTIARY
  
  Armor Class 16 (natural armor) 
  Hit Points 90 (12dl0 + 24) 
  Speed 40 ft.
  Ho w l e r
  Large Fiend, Typically Chaotic Evil
  Ho w l e r
  A far-off wail precedes the sight of a howler. Even 
  at a distance, listeners’ minds cringe at the sound 
  and fill with horror at the realization that the noise 
  is drawing closer. When howlers go on the prowl, 
  courage isn’t enough to stand up against them.
  These nightmare creatures are native to Pan­
  demonium, but they can be found on most of the 
  Lower Planes, where they are trained as war 
  hounds. Howlers can be domesticated, after a 
  fashion, but they respond only to brutal training in 
  which they are forced to recognize the trainer as 
  the pack’s undisputed leader. A trained pack then 
  follows its leader without hesitation. Howler packs 
  course over the battlefields of the Blood War and 
  also serve evil mortals powerful and vicious enough 
  to command their loyalty.
  Howlers rely on speed, numbers, and their 
  mind-numbing howling to corner prey before they 
  tear it apart. Their howls flood the minds of their 
  victims, making complex thought impossible. Lis­
  teners can do little more than stare in horror and 
  stumble around the battlefield in a search for safety. 
  Fiends especially prize howlers for this reason, 
  because for a few crucial moments in a battle, their 
  howls can neutralize an enemy.
  STR DEX CON
  17 (+3) 
  16 (+3) 
  15 (+2)
  INT WIS CHA
  5 (-3) 
  14 (+2) 
  6 (-2)
  Skills Perception +5
  Damage Resistances cold, fire, lightning; bludgeoning, piercing, 
  and slashing from nonmagical attacks
  Condition Immunities frightened
  Senses darkvision 60 ft., passive Perception 15
  Languages understands Abyssal but can't speak
  Challenge 8 (3,900 XP) 
  Proficiency Bonus +3
  Pack Tactics. A howler has advantage on attack rolls against a 
  creature if at least one of the howler's allies is within 5 feet of 
  the creature and the ally isn’t incapacitated.
  Ac t io n s
  Multiattack. The howler makes two Rending Bite attacks.
  Rending Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., 
  one target. Hit: 10 (2d6 + 3) piercing damage, plus 22 (4dl0) 
  psychic damage if the target is frightened. This attack ignores 
  damage resistance.
  Mind-Breaking Howl (Recharge 4-6). The howler emits a keen­
  ing howl in a 60-foot cone. Each creature in that area must 
  succeed on a DC 13 Wisdom saving throw or take 16 (3dl0) 
  psychic damage and be frightened until the end of the howler’s 
  next turn. While a creature is frightened in this way, its speed is 
  halved, and it is incapacitated. A target that successfully saves 
  is immune to the Mind-Breaking Howl of all howlers for the 
  next 24 hours.
  CHAPTER 2 | BESTIARY
  155
  
  Hu t ijin
  Politics in the Nine Hells are anything but predict­
  able. Alliances form all the time, but most wind up 
  unraveling due to treachery. Nevertheless, for all 
  their backbiting and betrayal, devils do occasionally 
  display loyalty, offering unwavering service to their 
  masters. One such example is Hutijin, a duke of Ca- 
  nia and loyal servant of Mephistopheles.
  Across the Hells, Hutijin’s name fills lesser devils 
  with fear and loathing, for this duke commands two 
  companies of pit fiends (see the Monster Manual). 
  With such soldiers under his command, Hutijin can 
  easily crush any rival who gets in his way while also 
  defending Mephistopheles against armies seek­
  ing to contest his dominion. Hutijin has amassed 
  enough power to challenge the lord of Cania, but he 
  has never wavered in his support for his master- 
  suggesting, perhaps, that Mephistopheles has some 
  hold over him.
  Outside the Nine Hells, Hutijin is a relatively 
  obscure figure, known only to the most learned in­
  fernal scholars. He has no cults of his own, and his 
  servants are few in number. The reason is simple: 
  Hutijin hates mortals. When summoned from the 
  Hells, he repays the instigator with a long and ago­
  nizing death.
  Mephistopheles forbids Hutijin from making 
  too many forays into the Material Plane, since the 
  duke’s absence leaves him vulnerable to his rivals. 
  Other archdevils know how much Hutijin despises 
  mortals and have secretly disseminated the means 
  to call him from the Nine Hells in the hope of 
  distracting the archdevil long enough for them to 
  assail Mephistopheles. Hutijin sends devils into the 
  Material Plane to eradicate mention of his name 
  and destroy those who have learned of him, but the 
  summonings still occur. When called from his post, 
  he negotiates as quickly as he can, usually closing a 
  deal with little cost to the summoner. However, once 
  the deal has been fulfilled, Hutijin repays the inter­
  ruption with death.
  jKg CHAPTER 2 | BESTIARY
  
  —
  Hu t ijin
  Large Fiend (Devil), Lawful Evil
  Armor Class 19 (natural armor) 
  Hit Points 200 (16dl0 + 112) 
  Speed 30 ft., fly 60 ft.
  STR DEX CON INT WIS CHA
  27 (+8) 
  15 (+2) 
  25 (+7) 
  23 (+6) 19 (+4) 
  25 (+7)
  Saving Throws Dex +9, Con +14, Wis +11
  Skills Intimidation +14, Perception +11
  Damage Resistances cold; bludgeoning, piercing, and slashing 
  from nonmagical attacks that aren’t silvered
  Damage Immunities fire, poison
  Condition Immunities charmed, exhaustion, frightened, 
  poisoned
  Senses truesight 120 ft., passive Perception 21
  Languages all, telepathy 120 ft.
  Challenge 21 (33,000 XP) 
  Proficiency Bonus+7
  Infernal Despair. Each creature within 30 feet of Hutijin that 
  isn’t a devil makes saving throws with disadvantage.
  Legendary Resistance (3/Day). If Hutijin fails a saving throw, he 
  can choose to succeed instead.
  Magic Resistance. Hutijin has advantage on saving throws 
  against spells and other magical effects.
  Regeneration. Hutijin regains 20 hit points at the start of his 
  turn. If he takes radiant damage, this trait doesn’t function at 
  the start of his next turn. Hutijin dies only if he starts his turn 
  with 0 hit points and doesn’t regenerate.
  Ac t io n s
  Multiattack. Hutijin makes one Bite attack, one Claw attack, 
  one Mace attack, and one Tail attack.
  Bite. Melee Weapon Attack: +15 to hit, reach 5 ft., one target. 
  Hit: 15 (2d6 + 8) fire damage. The target must succeed on a DC 
  22 Constitution saving throw or become poisoned. While poi­
  soned in this way, the target can’t regain hit points, and it takes 
  Claw. Melee Weapon Attack: +15 to hit, reach 10 ft., one target.
  Hit: 17 (2d8 + 8) cold damage.
  Mace. Melee Weapon Attack: +15 to hit, reach 5 ft., one target.
  Hit: 15 (2d6 + 8) force damage.
  Tail. Melee Weapon Attack: +15 to hit, reach 10 ft., one target.
  Hit: 19 (2dl0 + 8) thunder damage.
  Spellcasting. Hutijin casts one of the following spells, requiring 
  no material components and using Charisma as the spellcast­
  ing ability (spell save DC 22):
  At will: alter self (can become Medium when changing his ap­
  pearance), detect magic, hold monster, invisibility (self only), 
  lightning bolt, suggestion, wall of fire
  3/day: dispel magic
  Teleport. Hutijin teleports, along with any equipment he is 
  wearing and carrying, up to 120 feet to an unoccupied space 
  he can see.
  Reac t io n s
  Fearful Voice (Recharge 5-6). In response to taking damage, 
  Hutijin utters a dreadful word of power. Each creature within 30 
  feet of him that isn’t a devil must succeed on a DC 22 Wisdom 
  saving throw or become frightened of him for 1 minute. A crea­
  ture can repeat the saving throw at the end of each of its turns, 
  ending the effect on itself on a success. A creature that saves 
  against this effect is immune to his Fearful Voice for 24 hours.
  Leg en d ar y Ac t io n s
  Hutijin can take 3 legendary actions, choosing from the op­
  tions below. Only one legendary action option can be used at 
  a time and only at the end of another creature’s turn. Hutijin 
  regains spent legendary actions at the start of his turn.
  Attack. Hutijin makes one Claw, Mace, or Tail attack.
  Teleport. Hutijin uses Teleport.
  Lightning Storm (Costs 2 Actions). Hutijin releases lightning in 
  a 30-foot radius, blocked only by total cover. All other crea­
  tures in that area must each make a DC 22 Dexterity saving 
  throw, taking 18 (4d8) lightning damage on a failed save, or 
  half as much damage on a successful one.
  10 (3d6) poison damage at the start of each of its turns. The 
  poisoned target can repeat the saving throw at the end of each 
  of its turns, ending the effect on itself on a success.
  
  Hy d r o l o t h
  Like the thought-stealing waters of the River 
  Styx they inhabit, hydroloths filch the memories 
  of creatures they attack, stealing away thoughts 
  for delivery to whatever master they happen to 
  serve. Hydroloths also savor finding lost things, 
  especially those that have been swallowed up in 
  the deeps.
  For amphibious assaults or underwater 
  conflicts, hydroloths have no equal among 
  yugoloths. They sometimes hire them­
  selves out to attack and scuttle ships and 
  raid coastal settlements.
  Hy d r o l o t h
  Medium Fiend (Yugoloth), Typically Neutral Evil
  Armor Class 15
  Hit Points 135 (18d8 + 54)
  Speed 20 ft., swim 40 ft.
  STR DEX CON INT WIS CHA
  12 (+1) 
  21 (+5) 
  16 (+3) 
  19 (+4) 10 (+0) 
  14 (+2)
  Skills Insight +4, Perception +4
  Damage Vulnerabilities fire
  Damage Resistances cold, lightning; bludgeoning, piercing, 
  and slashing from nonmagical attacks
  Damage Immunities acid, poison
  Condition Immunities poisoned
  Senses blindsight 60 ft., darkvision 60 ft., passive Perception 14
  Languages Abyssal, Infernal, telepathy 60 ft.
  Challenge 9 (5,000 XP) 
  Proficiency Bonus +4
  Amphibious. The hydroloth can breathe air and water.
  Magic Resistance. The hydroloth has advantage on saving 
  throws against spells and other magical effects.
  Secure Memory. The hydroloth is immune to the waters of the 
  River Styx, as well as any effect that would steal or modify its 
  memories or detect or read its thoughts.
  Watery Advantage. While submerged in liquid, the hydroloth 
  has advantage on attack rolls.
  Ac t io n s
  Multiattack. The hydroloth makes two Bite or Claw attacks. It 
  can replace one attack with a use of Spellcasting.
  Bite. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. 
  Hit: 16 (2dl0 + 5) force damage plus 9 (2dl0) psychic damage.
  Claw. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. 
  Hit: 14 (2d8 + 5) force damage plus 9 (2dl0) psychic damage.
  Spellcasting. The hydroloth casts one of the following spells, 
  requiring no material components and using Intelligence as the 
  spellcasting ability (spell save DC 16):
  At will: darkness, detect magic, dispel magic, invisibility (self only) 
  3/day each: control water, crown of madness, fear, suggestion
  Steal Memory (1/Day). The hydroloth targets one creature it 
  can see within 60 feet of it. The target takes 14 (4d6) psychic 
  damage, and it must make a DC 16 Intelligence saving throw. 
  On a successful save, the target becomes immune to this 
  hydroloth’s Steal Memory for 24 hours. On a failed save, the 
  target loses all proficiencies; it can’t cast spells; it can’t under­
  stand language; and if its Intelligence and Charisma scores are 
  higher than 5, they become 5. Each time the target finishes a 
  long rest, it can repeat the saving throw, ending the effect on 
  itself on a success. A greater restoration or remove curse spell 
  cast on the target ends this effect early.
  Teleport. The hydroloth teleports, along with any equipment 
  it is wearing or carrying, up to 60 feet to an unoccupied space 
  it can see.
  CHAPTER 2 | BESTIARY
  
  JUIBLEX
  Called the Faceless Lord and the Oozing Hunger 
  in ancient grimoires, Juiblex is demon lord of slime 
  and ooze, a noxious creature that doesn’t care about 
  the plots and schemes of others of its kind. It exists 
  only to consume, digesting and transforming living 
  matter into more of itself.
  A true horror, Juiblex is a mass of bubbling slime, 
  swirling black and green, with glaring red eyes 
  floating and shifting within it. It can rise up like a 
  20-foot hill, lashing out with dripping pseudopods 
  to drag victims into its bulk. Those consumed by 
  Juiblex are obliterated.
  Ju ib l e x ’s La ir
  Juiblex’s principal lair is known as the Slime Pits, a 
  realm that Juiblex shares with Zuggtmoy (who also 
  appears in this book). This layer of the Abyss, which 
  is also known as Shedaklah, is a bubbling morass 
  of fetid sludge. The landscape is covered in vast ex­
  panses of caustic slimes, and strange organic forms 
  rise from the oceans of ooze at Juiblex’s command.
  Juiblex’s challenge rating is 24 (62,000 XP) when 
  encountered in its lair.
  La ir  Ac t io n s
  On initiative count 20 (losing initiative ties), Juiblex 
  can take one of the following lair actions; it can’t 
  take the same lair action two rounds in a row:
  Green Slime. A green slime (see the Dungeon Mas­
  ter’s Guide) appears on a spot on the ceiling that 
  Juiblex chooses within the lair. The slime disinte­
  grates after 1 hour.
  Slippery Slime. Juiblex slimes a square area of 
  ground it can see within the lair. The area can be 
  up to 10 feet on a side. When the slime appears, 
  each creature on it must succeed on a DC 21 
  Dexterity saving throw or fall prone and slide 10 
  feet in a random direction determined by a d8 roll. 
  When a creature enters the area for the first time 
  on a turn or ends its turn there, that creature must 
  make the same save.
  The slime lasts for 1 hour or until it is burned 
  away with fire. If the slime is set on fire, it burns 
  away after 1 round. Any creature that starts 
  its turn in the burning slime takes 22 (4dl0) 
  fire damage.
  Sticky Slime. Juiblex slimes a square area of 
  ground it can see within the lair. The area can be 
  up to 10 feet on a side. When the slime appears, 
  each creature in that area must succeed on a DC 
  21 Strength saving throw or become restrained. 
  When a creature enters the area for the first time 
  on a turn or ends its turn there, that creature must 
  make the same save.
  CHAPTER 2 | BESTIARY
  159
  
  A restrained creature is stuck as long as it re­
  mains in the slimy area or until it breaks free. The 
  restrained creature, or another creature that can 
  reach it, can use its action to try to break free and 
  must succeed on a DC 21 Strength check.
  The slime lasts for 1 hour or until it is burned 
  away with fire. If the slime is set on fire, it burns 
  away after 1 round. Any creature that starts 
  its turn in the burning slime takes 22 (4dl0) 
  fire damage.
  Reg io n al  Ef f ec t s
  The region containing Juiblex’s lair is warped by its 
  magic, creating one or more of the following effects:
  Acidic Water. Small bodies of water, such as ponds 
  or wells, within 1 mile of the lair turn highly 
  acidic, corroding any object that touches them.
  Corrupted Nature. Within 6 miles of the lair, all 
  Wisdom (Medicine) and Wisdom (Survival) checks 
  have disadvantage.
  Slime. Surfaces within 6 miles of the lair are fre­
  quently covered by a thin film of slime, which is 
  slick and sticks to anything that touches it.
  If Juiblex dies, these effects fade over the course of 
  Id 10 days.
  Cu l t is t s o f Ju ib l e x
  The Faceless Lord grants its cultists special abili­
  ties. Lesser followers can gain the Liquid Movement 
  trait. The most dedicated devotees of ooze can also 
  gain the Slimy Organs trait.
  Liquid Movement. As an action, this creature can move up to 
  20 feet through spaces no more than an inch in diameter. It 
  must end this movement in a space that can accommodate its 
  full size. Otherwise, it takes 5 force damage and returns to the 
  space where it began this movement.
  Slimy Organs. This creature has resistance to bludgeoning, 
  piercing, and slashing damage from nonmagical attacks.
  Whenever this creature suffers a critical hit or is reduced to 0 
  hit points, it sprays acid; each creature within 5 feet of it takes 
  acid damage equal to its number of Hit Dice.
  Ju ib l e x
  Huge Fiend (Demon), Chaotic Evil
  Armor Class 18 (natural armor) 
  Hit Points 350 (28dl2+ 168) 
  Speed 30 ft., climb 30 ft.
  STR DEX CON INT WIS CHA
  24 (+7) 
  10 (+0) 
  23 (+6) 
  20 (+5) 20 (+5) 
  16 (+3)
  Saving Throws Dex +7, Con +13, Wis +12
  Skills Perception +12
  Damage Resistances cold, fire, lightning
  Damage Immunities acid, poison; bludgeoning, piercing, and 
  slashing that is nonmagical
  Condition Immunities blinded, charmed, deafened, exhaustion, 
  frightened, grappled, paralyzed, petrified, poisoned, prone, 
  restrained, stunned, unconscious
  Senses truesight 120 ft., passive Perception 22
  Languages all, telepathy 120 ft.
  Challenge 23 (50,000 XP) 
  Proficiency Bonus +7
  Foul. Any creature other than an Ooze that starts its turn within 
  10 feet ofJuiblex must succeed on a DC 21 Constitution saving 
  throw or be poisoned until the start of the creature’s next turn.
  Legendary Resistance (3/Day). If Juiblex fails a saving throw, it 
  can choose to succeed instead.
  Magic Resistance. Juiblex has advantage on saving throws 
  against spells and other magical effects.
  Regeneration. Juiblex regains 20 hit points at the start of its 
  turn. If it takes fire or radiant damage, this trait doesn’t func­
  tion at the start of its next turn. Juiblex dies only if it starts its 
  turn with 0 hit points and doesn’t regenerate.
  Spider Climb. Juiblex can climb difficult surfaces, includ­
  ing upside down on ceilings, without needing to make an 
  ability check.
  Ac t io n s
  Multiattack. Juiblex makes three Acid Lash attacks.
  Acid Lash. Melee or Ranged Weapon Attack: +14 to hit, reach 10 
  ft. or range 60/120 ft., one target. Hit: 21 (4d6 + 7) acid dam­
  age. Any creature killed by this attack is drawn into Juiblex’s 
  body, where the corpse is dissolved after 1 minute.
  Eject Slime (Recharge 5-6). Juiblex spews out a corrosive slime, 
  targeting one creature that it can see within 60 feet of it. The 
  target must succeed on a DC 21 Dexterity saving throw or take 
  55 (lOdlO) acid damage. Unless the target avoids taking all of 
  this damage, any metal armor worn by the target takes a per­
  manent -1 penalty to the AC it offers, and any metal weapon 
  the target is carrying or wearing takes a permanent -1 penalty 
  to damage rolls. The penalty worsens each time a target is sub­
  jected to this effect. If the penalty on an object drops to -5, the 
  object is destroyed. The penalty on an object can be removed 
  by the mending spell.
  Spellcasting. Juiblex casts one of the following spells, requiring 
  no material components and using Wisdom as the spellcasting 
  ability (spell save DC 20):
  At will: detect magic
  3/day each: contagion, gaseousform
  Leg en d ar y Ac t io n s
  Juiblex can take 3 legendary actions, choosing from the options 
  below. Only one legendary action option can be used at a time 
  and only at the end of another creature’s turn. Juiblex regains 
  spent legendary actions at the start of its turn.
  Attack. Juiblex makes one Acid Lash attack.
  Corrupting Touch (Costs 2 Actions). Melee Weapon Attack: +14 
  to hit, reach 10 ft., one creature. Hit: 21 (4d6 + 7) poison 
  damage, and the target is slimed. Until the slime is scraped 
  off with an action, the target is poisoned, and any creature, 
  other than an Ooze, is poisoned while within 10 feet of 
  the target.
  CHAPTER 2 | BESTIARY
  
  Ki-r in
  Ki-rins are noble, celestial creatures. In the Outer 
  Planes, ki-rins in service to benevolent deities take 
  a direct role in the eternal struggle between good 
  and evil. In the mortal world, ki-rins are celebrated 
  far and wide as harbingers of destiny, guardians of 
  the sacred, and counterbalances to the forces of evil.
  Ki-rins are an embodiment of good, and simply be­
  holding one can evoke fear or awe in an observer. A 
  typical ki-rin looks like a muscular stag, covered in 
  golden scales lined in some places with golden fur. 
  It has a long mane and tail, coppery cloven hooves, 
  and a spiral-shaped coppery horn just above and be­
  tween its luminous violet eyes. In a breeze or when 
  aloft, the creature’s scales and hair appear to blaze 
  with a holy, golden fire.
  Beyond their coloration, ki-rins vary in appear­
  ance based on the deity each one reveres and the 
  function each typically performs in service to that 
  god. Some resemble gigantic unicorns; these are 
  often used as guardians. Others have draconic 
  features and tend to be aggressive foes of evil. 
  Having one horn is most common, but a par­
  ticularly fierce ki-rin might have two horns 
  or a set of antlers like those of a great stag.
  In many lands, common folk view ki-rins as 
  heralds of good fortune. They consider seeing 
  a ki-rin fly overhead a blessing and events that hap­
  pen on such a day especially auspicious. If a ki-rin 
  alights during a ceremony such as a birth announce­
  ment or a coronation, everyone present understands 
  that the creature is telling them the person so hon­
  ored could become a great force for good. Ki-rins 
  have also been known to appear at the sites of great 
  battles to inspire and strengthen the side of good or 
  to rescue heroes from certain death.
  Ki-rins are attracted to the worship of deities of 
  courage, loyalty, selflessness, and truth, as well as 
  to the advancement of just societies. For instance, in 
  the Forgotten Realms, ki-rins rally mostly to Torm, 
  although they also serve his allies Tyr and Ilmater. 
  Ki-rins that serve good deities go wherever they are 
  commanded; a ki-rin from an Upper Plane might 
  venture to the Material Plane on a mission, usually 
  as a scout, a messenger, or a spy. A ki-rin living on 
  the Material Plane claims a territory to watch over, 
  and one ki-rin might safeguard an area that encom­
  passes several nations.
  La ir  o f  Lu x u r y
  On the celestial planes, ki-rins reside in lofty, ele­
  gant aeries filled with luxurious objects. On the Ma­
  terial Plane, a ki-rin chooses a similar location for 
  its lair, such as atop a tall pinnacle or within a cloud 
  solidified by the ki-rin’s magic. The chosen location 
  is almost always hard to reach, and only those mor­
  tals who have the tenacity to complete the daunting 
  journey to a ki-rin’s lair can prove themselves wor­
  thy of speaking with its occupant. Many of those 
  who do end up pledging service to the creature. 
  They study under its tutelage in its lair and serve as 
  its agents in the world. These followers might travel 
  incognito across the land, seeking news of growing 
  evil and working behind the scenes, or they might 
  be champions of their master’s cause, out to defeat 
  villainy wherever it is found.
  When viewed from the outside, a ki-rin’s lair is in­
  distinguishable from a natural site, and the entrance 
  is difficult for visitors to find and reach. Inside, the 
  lair is a serene and comfortable place, its ambiance 
  a mix between palace and temple. If the ki-rin has 
  taken creatures into its service, its lair doubles as a 
  sacred site wherein the ki-rin not only rests but also 
  teaches of holy mysteries.
  CHAPTER 2 | BESTIARY
  
  La ir  Ac t io n s
  On initiative count 20 (losing initiative ties), a ki- 
  rin can take one of the following lair actions, and it 
  must finish a long rest before taking the chosen lair 
  action again:
  Create Comforts. The ki-rin conjures up one or 
  more permanent objects made of soft, plant-based 
  material—including manufactured objects like pil­
  lows, rope, blankets, and clothing—that can collec­
  tively fill no more than a 20-foot cube. The objects 
  materialize 1 minute later in unoccupied spaces of 
  the ki-rin’s choice on the floor of the lair.
  Create Stone and Metal. The ki-rin conjures up one 
  or more temporary objects made of stone or metal 
  that can collectively fill no more than a 2-foot 
  cube. The objects materialize 1 minute later in un­
  occupied spaces of the ki-rin’s choice on the floor 
  of the lair, and the objects vanish after 1 hour.
  Create Wood. The ki-rin conjures up one or more 
  permanent objects made of wood, or similarly 
  hard plant-based material, that can collectively fill 
  no more than a 10-foot cube. The objects materi­
  alize 1 minute later in unoccupied spaces of the 
  ki-rin’s choice on the floor of the lair.
  Re g io n a l  Ef f e c t s
  A ki-rin’s Celestial nature transforms the region 
  around its lair. Any of the following magical effects 
  is possible for travelers to encounter in the vicinity:
  Blessed Nature. Beasts, Plants, and Celestials 
  within 3 miles of the ki-rin’s lair grow more vigor­
  ous as they evolve toward an idealized form. Such 
  creatures are rarely aggressive toward others that 
  aren’t normally prey.
  Controlled Weather. A ki-rin can cast control 
  weather while it is within 3 miles of its lair. The 
  spell’s point of origin is always the point outdoors 
  closest to the center of its lair. The ki-rin doesn’t 
  need to maintain a clear path to the sky or to con­
  centrate for the change in weather to persist.
  Pure Waters. Water flows pure within 3 miles of a 
  ki-rin’s lair. Any purposeful corruption of the wa­
  ter lasts for no longer than 3 minutes.
  Realm of Respite. Curses, diseases, and poisons on 
  creatures are suppressed when those creatures 
  are within 3 miles of the lair, unless the creatures 
  are Aberrations, Fiends, or Undead.
  Safe Descents. Within 3 miles of the lair, winds 
  buoy creatures that fall due to no act of the ki-rin 
  or its allies. Such creatures descend at a rate of 60 
  feet per round and take no falling damage. Aberra­
  tions, Fiends, and Undead don’t gain this benefit, 
  falling as normal.
  When the ki-rin dies, all these effects disappear im­
  mediately, although the invigorating effect on flora 
  and fauna remains for 3 years.
  Ki-r in
  Large Celestial, Typically Lawful Good
  Armor Class 20 (natural armor) 
  Hit Points 153 (18dl0 + 54) 
  Speed 60 ft., fly 120 ft. (hover)
  STR DEX CON INT WIS CHA
  21 (+5) 
  16 (+3) 
  16 (+3) 
  19 (+4) 20 (+5) 
  20 (+5)
  Skills Perception +9, Insight +9, Religion +8
  Damage Immunities poison
  Condition Immunities poisoned
  Senses darkvision 120 ft., truesight 30 ft., passive Perception 19
  Languages all, telepathy 120 ft.
  Challenge 12 (8,400 XP) 
  Proficiency Bonus +4
  Legendary Resistance (3/Day). If the ki-rin fails a saving throw, 
  it can choose to succeed instead.
  Magic Resistance. The ki-rin has advantage on saving throws 
  against spells and other magical effects.
  Ac t io n s
  Multiattack. The ki-rin makes two Hoof attacks and one Horn 
  attack, or it makes two Sacred Fire attacks. 
  ...........-.................
  Hoof. Melee Weapon Attack: +9 to hit, reach 15 ft., one target. 
  Hit: 10 (2d4 + 5) force damage.
  Horn. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. 
  Hit: 14 (2d8 + 5) radiant damage.
  Sacred Fire. Ranged Spell Attack: +9 to hit, range 120 ft., one 
  target. Hit: 18 (3d8 + 5) radiant damage.
  Spellcasting. The ki-rin casts one of the following spells, requir­
  ing no material components and using Wisdom as the spell­
  casting ability (spell save DC 17):
  At will: light, major image (6th-level version), thaumaturgy 
  3/day each: cure wounds, dispel magic, lesser restoration, sending 
  1/day each: banishment, calm emotions, create food and water, 
  greater restoration, plane shift, protection from evil and good, 
  revivify, wind walk
  Leg en d ar y Ac t io n s
  The ki-rin can take 3 legendary actions, choosing from the op­
  tions below. Only one legendary action option can be used at 
  a time and only at the end of another creature’s turn. The ki-rin 
  regains spent legendary actions at the start of its turn.
  Move. The ki-rin moves up to half its speed without provoking 
  opportunity attacks.
  Smite. The ki-rin makes one Hoof, Horn, or Sacred Fire attack.
  !62 CHAPTER 2 | BESTIARY
  
  Skills Perception +1
  Damage Resistances see Dragon’s Resistance below
  Senses darkvision 60 ft., passive Perception 11
  Languages Common, Draconic
  Challenge 1 (200 XP) 
  Proficiency Bonus +2
  Ko b o l d Dr a g o n s h ie l d
  Kobold dragonshields are champions of their peo­
  ple. Almost all dragonshields begin life as normal 
  kobolds, then are chosen by a dragon and invested 
  with power for the purpose of protecting the drag­
  on’s eggs, but once every few years a kobold hatches 
  with an innate version of the dragonshield’s abili­
  ties. In either case, a dragonshield is skilled at hand- 
  to-hand combat and bears a shield made of dragon 
  scales, as well as scars from desperate fights.
  Dragonshields know they have a place of honor 
  among those who venerate dragons, but—being ko­
  bolds at heart—most of them feel unworthy of their 
  status and are desperate to prove themselves de­
  serving of it. But they also have the ability to rally in 
  the face of certain death, inspiring others to follow 
  them into battle.
  Dragon's Resistance. The kobold has resistance to a type of 
  damage based on the color of dragon that invested it with 
  power (choose or roll a diO): 1—2, acid (black or copper); 3-4, 
  cold (silver or white); 5-6, fire (brass, gold, or red); 7-8, light­
  ning (blue or bronze); 9-10, poison (green).
  Heart of the Dragon. If the kobold is frightened or paralyzed by 
  an effect that allows a saving throw, it can repeat the save at the 
  start of its turn to end the effect on itself and all kobolds within 
  30 feet of it. Any kobold that benefits from this trait (including 
  the dragonshield) has advantage on its next attack roll.
  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 
  feet of the creature and the ally isn't incapacitated.
  Sunlight Sensitivity. While in sunlight, the kobold has disadvan­
  tage on attack rolls, as well as on Wisdom (Perception) checks 
  that rely on sight.
  Ac t io n s
  Multiattack. The kobold makes two Spear attacks.
  Spear. Melee or Ranged Weapon Attack: +3 to hit, reach 5 ft. or 
  range 20/60 ft., one target. Hit: 4 (1 d6 + 1) piercing damage : • 
  5 (1 d8 + 1) piercing damage if used with two hands to make a 
  melee attack.
  CHAPTER 2 | BESTIARY
  
  Ko b o l d In v e n t o r
  A kobold inventor builds improvised weapons to 
  gain an advantage in combat. These weapons last 
  for only one or two attacks before they break and 
  typically work only for the inventor, but they might 
  be surprisingly effective in the meantime. The weap­
  ons don’t have to be lethal—often one serves its pur­
  pose if it distracts, scares, or confuses a creature 
  long enough for the inventor to kill that foe.
  KoboldInventor
  Small Humanoid, Any Alignment
  Armor Class 12
  Hit Points 13 (3d6 + 3) 
  Speed 30 ft.
  STR DEX CON INT WIS CHA
  7 (-2) 
  15 (+2) 
  12 (+1) 
  14 (+2) 
  10 (+0) 
  8 (-1)
  Senses darkvision 60 ft., passive Perception 10
  Languages Common, Draconic
  Challenge 1/4 (50 XP) 
  Proficiency Bonus +2
  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 
  feet of the creature and the ally isn’t incapacitated.
  Sunlight Sensitivity. While in sunlight, the kobold has disadvan­
  tage on attack rolls, as well as on Wisdom (Perception) checks 
  that rely on sight.
  Ac t io n s
  Dagger. Melee or Ranged V/eapon Attack: +4 to hit, reach 5 ft. or 
  range 20/60 ft., one target. Hit: 4 (1 d4 + 2) piercing damage.
  Sling. Ranged V/eapon Attack: +4 to hit, range 30/120 ft., one 
  target. Hit: 4 (1 d4 + 2) bludgeoning damage.
  V/eapon Invention. The kobold uses one of the following op­
  tions (choose one or roll a d8); the kobold can use each one no 
  more than once per day:
  1: Acid. The kobold hurls a flask of acid. Ranged V/eapon Attack: 
  +4 to hit, range 5/20 ft., one target. Hit: 7 (2d6) acid damage.
  2: Alchemist’s Fire. The kobold throws a flask of alchemist’s 
  fire. Ranged V/eapon Attack: +4 to hit, range 5/20 ft., one 
  target. Hit: 2 (1 d4) fire damage at the start of each of the 
  target’s turns. The target can end this damage by using 
  its action to make a DC 10 Dexterity check to extinguish 
  the flames.
  3: Basket of Centipedes. The kobold throws a small basket into 
  a 5-foot-square space within 20 feet of it. A swarm of insects 
  (centipedes; see the Monster Manual) with 11 hit points 
  emerges from the basket and rolls initiative. At the end of 
  each of the swarm’s turns, there’s a 50 percent chance that 
  the swarm disperses.
  4: Green Slime Pot. The kobold throws a clay pot full of green 
  slime at the target, and it breaks open on impact. Ranged 
  V/eapon Attack: +4 to hit, range 5/20 ft., one target. Hit: 5 
  (IdlO) acid damage, and the target is covered in slime until 
  a creature uses its action to scrape or wash the slime off. A 
  target covered in the slime takes 5 (IdlO) acid damage at the 
  start of each of its turns.
  5: Rot Grub Pot. The kobold throws a clay pot into a 5-foot- 
  square space within 20 feet of it, and it breaks open on im­
  pact. A swarm of rot grubs (in this book) emerges from the 
  shattered pot and remains a hazard in that square.
  6: Scorpion on a Stick. The kobold makes a melee attack with 
  a scorpion (see the Monster Manual) tied to the end of a 
  5-foot-long pole. Melee V/eapon Attack: +4 to hit, reach 5 
  ft., one target. Hit: 1 piercing damage, and the target must 
  make a DC 9 Constitution saving throw, taking 4 (1 d8) poi­
  son damage on a failed save, or half as much damage on a 
  successful one.
  7: Skunk in a Cage. The kobold releases a skunk into an unoccu­
  pied space within 5 feet of it. The skunk has a walking speed 
  of 20 feet, AC 10, 1 hit point, and no effective attacks. It rolls 
  initiative and, on its turn, uses its action to spray musk at a 
  random creature within 5 feet of it. The target must succeed 
  on a DC 9 Constitution saving throw, or it retches and is 
  incapacitated for 1 minute. The target can repeat the saving 
  throw at the end of each of its turns, ending the effect on 
  itself on a success. A creature that doesn’t need to breathe 
  or is immune to poison automatically succeeds on the saving 
  throw. Once the skunk has sprayed its musk, it can’t do so 
  again until it finishes a short or long rest.
  8: Wasp Nest in a Bag. The kobold throws a small bag into a 
  5-foot-square space within 20 feet of it. A swarm of insects 
  (wasps; see the Monster Manual) with 11 hit points emerges 
  from the bag and rolls initiative. At the end of each of the 
  swarm's turns, there’s a 50 percent chance that the swarm 
  disperses.
  CHAPTER 2 | BESTIARY
  
  Ko b o l d Sc a l e So r c e r e r
  Kobold scale sorcerers have an innate talent 
  for arcane magic, making them highly valuable 
  members of their communities. These sor­
  cerers typically fill the role of advisor, and 
  when threatened, a scale sorcerer lashes 
  out with coloful magic.
  A scale sorcerer who resides in or near 
  a dragon’s lair may serve as that dragon’s 
  diplomat and mouthpiece—anticipating the 
  dragon’s needs, issuing commands to others 
  on the dragon’s behalf, and reporting in­
  formation back to the dragon. Such scale 
  sorcerers often wear artificial wings, which 
  are a sign of their draconic office. Scale 
  sorcerers are just as awed by and respectful of drag­
  ons as others who venerate these mighty creatures, 
  but they know that duty requires them not to fawn 
  over their master at all times. They also understand 
  that their frequent proximity to their dragon master 
  means they would probably be the first to die if their 
  master became angry or displeased, so they fran­
  tically maintain a balance between adoration and 
  terror in their behavior toward their master.
  Ko b o l d  Sc a l e So r c e r e r
  Small Humanoid, Any Alignment
  Armor Class 15 (natural armor) 
  Hit Points 27 (5d6+10)
  Speed 30 ft.
  STR DEX CON INT WIS CHA 
  7 (-2) 
  15 (+2) 
  14 (+2) 
  10 (+0) 
  9 (-1) 
  14 (+2)
  Skills Arcana +2, Medicine +1
  Senses darkvision 60 ft., passive Perception 9
  Languages Common, Draconic
  Challenge 1 (200 XP) 
  Proficiency Bonus +2
  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 feet of the creature and the ally isn't incapacitated.
  ___ _________ __ ________ .—_ ...
  Sunlight Sensitivity. While in sunlight, the kobold has disad­
  vantage on attack rolls, as well as on Wisdom (Perception) 
  checks that rely on sight.
  Ac t io n s
  Multiattack. The kobold makes two Dagger or Chromatic Bolt 
  attacks. It can replace one attack with a use of Spellcasting.
  Dagger. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. 
  or range 20/60 ft., one target. Hit: 4 (ld4 + 2) piercing damage.
  Chromatic Bolt. Ranged Spell Attack: +4 to hit, range 60 feet, 
  one target. Hit: 9 (2d6 + 2) of a type of the kobold’s choice: 
  acid, cold, fire, lightning, poison, or thunder.
  Spellcasting. The kobold casts one of the following spells, 
  requiring no material components and using Charisma as the 
  spellcasting ability (spell save DC 12):
  At will: mage hand, prestidigitation
  2/day each: charm person, fog cloud, levitate
  CHAPTER 2 | BESTIARY jgc
  
  Ko r r e d
  Korreds are unpredictable, secretive Fey with 
  strong ties to earth and stone. Because of their mag­
  ical hair and mystical understanding of minerals, 
  they are sought after by treasure-hunting dwarves 
  and others who desire wealth beneath the earth.
  Korreds prefer to keep their own company but 
  occasionally consort with creatures of elemental 
  earth such as galeb duhr (see the Monster Manual'). 
  They often gather with other korreds to perform cer­
  emonial dances, beating out rhythms on stone with 
  their hooves and clubs. In the depths of the Material 
  Plane, korreds typically flee from other creatures, 
  but they become aggressive when they feel insulted 
  or are annoyed by the sounds of mining.
  Korreds can hurl boulders far larger than it seems 
  they should be able to, shape stone as though it were 
  clay, and swim through rock. They also gain super­
  natural strength just from standing on the ground.
  Ma g ic a l  Ha ir
  Korreds have hair all over their bodies, but the hair 
  that grows from their heads is magical. When cut, 
  it transforms into whatever material was used to 
  cut it. Korreds use iron shears to cut lengths of this 
  magical hair, then twist the strands together to cre­
  ate iron ropes that they can manipulate, animating 
  them to bind or snake around creatures and objects. 
  Korreds take great pride in their hair and equally 
  great offense at anyone who attempts to cut it with­
  out permission.
  CHAPTER 2 | BESTIARY
  Ko r r e d
  Small Fey, Typically Chaotic Neutral
  Armor Class 17 (natural armor) 
  Hit Points 93 (11d6 + 55) 
  Speed 30 ft., burrow 30 ft.
  STR DEX CON INT WIS CHA
  23 (+6) 
  14 (+2) 
  20 (+5) 
  10 (+0) 
  15 (+2) 
  9 (-1)
  Skills Athletics +9, Perception +5, Stealth +5
  Damage Resistances bludgeoning, piercing, and slashing from 
  nonmagical attacks
  Senses darkvision 120 ft., tremorsense 120 ft., 
  passive Perception 15
  Languages Dwarvish, Gnomish, Sylvan, Terran, Undercommon 
  Challenge 7 (2,900 XP) 
  Proficiency Bonus +3
  Stone Camouflage. The korred has advantage on Dexterity 
  (Stealth) checks made to hide in rocky terrain.
  Ac t io n s
  Multiattack. The korred makes two Greatclub or Rock attacks.
  Creatclub. Melee Weapon Attack: +9 to hit, reach 5 ft., one 
  target. Hit: 10 (1 d8 + 6) bludgeoning damage, or 19 (3d8 + 6) 
  bludgeoning damage if the korred is on the ground.
  Rock. Ranged Weapon Attack: +9 to hit, range 60/120 ft., one 
  target. Hit: 10 (1 d8 + 6) bludgeoning damage, or 19 (3d8 + 6) 
  bludgeoning damage if the korred is on the ground.
  Spellcasting. The korred casts one of the following spells, 
  requiring no spell components and using Wisdom as the spell­
  casting ability (spell save DC 13):
  At will: commune with nature (as an action), meld into stone, 
  stone shape
  1/day: Otto’s irresistible dance
  Bo n u s Ac t io n s
  Command Hair. The korred has at least one 50-foot-long rope 
  woven out of its hair. The korred commands one such rope 
  within 30 feet of it to move up to 20 feet and entangle a Large 
  or smaller creature that the korred can see. The target must 
  succeed on a DC 13 Dexterity saving throw or become grappled 
  by the rope (escape DC 13). Until this grapple ends, the target 
  is restrained. The korred can use a bonus action to release 
  the target, which is also freed if the korred dies or becomes 
  incapacitated.
  A rope of korred hair has AC 20 and 20 hit points. It regains 
  1 hit point at the start of each of the korred’s turns while the 
  rope has at least 1 hit point and the korred is alive. If the rope 
  drops to 0 hit points, it is destroyed.
  :-------------  
  . . 
  —l -------------------------- ---- .. :..................  _j
  166
  
  Kr a k e n Pr ie s t
  A kraken can seem godlike to folk who have faced 
  its fury. Those who mistake its might for divine 
  power and those who seek to appease the monster 
  through veneration are sometimes rewarded with 
  power, to serve thereafter as kraken priests.
  Every kraken priest undergoes a change in ap­
  pearance that reflects the kraken’s influence, al­
  though each one differs in how their reverence is 
  displayed. One kraken priest might have ink-black 
  eyes and a suckered tentacle for a tongue, while 
  another has a featureless face and a body covered 
  in eyes and mouths that dribble seawater. These 
  horrific manifestations intensify when the kraken 
  possesses its minion to utter dire pronouncements.
  Kr a k e n  Pr ie s t
  Medium Monstrosity, Typically Chaotic Evil
  Armor Class 15 (natural armor)
  Hit Points 75 (10d8 + 30)
  Speed 30 ft., swim 30 ft.
  STR DEX CON INT WIS CHA
  12 (+1) 
  10 (+0) 
  16 (+3) 
  10 (+0) 15 (+2) 
  14 (+2)
  Skills Perception +5
  Senses passive Perception 15
  Languages any two languages
  Challenge 5 (1,800 XP)
  Proficiency Bonus +3
  Amphibious. The priest can breathe air and water.
  Ac t io n s
  Multiattack. The priest makes two Thunderous Touch or 
  Thunderbolt attacks.
  Thunderous Touch. Melee Spell Attack: +5 to hit, reach 5 ft., one 
  target. Hit: 27 (5dl0) thunder damage.
  Thunderbolt. Ranged Spell Attack: +5 to hit, range 60 ft., one 
  target. Hit: 11 (2dl0) lightning damage plus 11 (2dl0)fthunder 
  damage, and the target is knocked prone.
  Spellcasting. The priest casts one of the following spells, 
  requiring no material components and using Wisdom as the 
  spellcasting ability (spell save DC 13):
  At will: command, create or destroy water
  3/day each: control water, darkness, water breathing, water walk 
  1/day: Evard’s black tentacles
  Voice of the Kraken (Recharges after a Short or Long Rest). A 
  kraken speaks through the priest with a thunderous voice au­
  dible within 300 feet. Creatures of the priest’s choice that can 
  hear the kraken’s words (which are spoken in Abyssal, Infernal, 
  or Primordial) must succeed on a DC 14 Wisdom saving throw 
  or be frightened of the priest for 1 minute. A frightened target 
  can repeat the saving throw at the end of each of its turns, end­
  ing the effect on itself on a success.
  CHAPTER 2 | BESTIARY
  
  Kr u t h ik s
  Kruthiks are chitin-covered reptiles that hunt in 
  packs and nest in sprawling subterranean war­
  rens. They are attracted to sources of heat, such as 
  dwarven forges and pools of molten lava, and carve 
  out lairs as close to such locations as possible. As 
  they burrow through the earth, they leave behind 
  tunnels—evidence that is often the first clue to the 
  nearby presence of a kruthik hive. Kruthiks also 
  make use of preexisting underground chambers, in­
  corporating them into their lairs when they can.
  Kruthiks communicate with one another 
  through a series of hisses and chittering noises. 
  These sounds can often be heard in advance of 
  a kruthik attack. Whenever their lair is invaded, 
  kruthik guards send out an alarm by rapidly 
  tapping the stone floor with their sharp legs.
  In addition to having an acute sense of 
  smell, kruthiks can see in the dark and can 
  detect vibrations in the earth around them. 
  They take the scent of their own dead as a 
  warning and avoid areas where many other kruth­
  iks have died. Slaying a sufficient number of kruth­
  iks in one area might cause the remaining hive 
  members to move elsewhere.
  Although they can feed on carrion, kruthiks pre­
  fer live prey. They kill enemies by impaling them 
  on their spiked limbs, then grind up the flesh and 
  bones with mandibles strong enough to chew rock. 
  When several kruthiks gang up on a single foe, they 
  become frenzied and even more lethal.
  Kruthiks abide the presence of Constructs, El- 
  ementals, Oozes, and Undead, and they use such 
  creatures to help guard their hive. They are smart 
  enough to barricade some tunnels and dig new ones 
  that keep their neighbors away from their eggs.
  Yo u n g  Kr u t h ik
  Kruthiks hatch from eggs laid by female adults. 
  Each egg is about the size of an adult human’s head 
  and hatches within a month. Tiny kruthik hatch­
  lings are harmless and rarely stray far from the 
  nest. They feed primarily on offal and one another. 
  Within a month, the survivors become young kruth­
  iks large enough to hunt and defend themselves.
  Yo u n g  Kr u t h ik
  Small Monstrosity, Unaligned
  Armor Class 16 (natural armor)
  Hit Points 9 (2d6 + 2)
  Speed 30 ft., burrow 10 ft., climb 30 ft.
  STR DEX CON INT WIS CHA
  13 (+1) 
  16 (+3) 
  13 (+1) 
  4 (-3) 
  10 (+0) 
  6 (-2)
  Skills Perception +4
  Senses darkvision 30 ft., tremorsense 60 ft.,
  passive Perception 14
  Languages Kruthik
  Challenge 1/8 (25 XP) 
  Proficiency Bonus +2
  Pack Tactics. The kruthik has advantage on an attack roll 
  against a creature if at least one of the kruthik’s allies is within 
  5 feet of the creature and the ally isn’t incapacitated.
  Tunneler. The kruthik can burrow through solid rock at half 
  its burrowing speed and leaves a 2V2-foot-diameter tunnel 
  in its wake.
  Ac t io n s______________________________
  Stab. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 
  Hit: 5 (ld4 + 3) piercing damage.
  jgg CHAPTER 2 | BESTIARY
  
  Ad u l t  Kr u t h ik
  It takes six months of steady eating for a young 
  kruthik to reach adult size. The natural life span of 
  an adult kruthik is roughly seven years.
  Adult kruthiks grow spiky protrusions on their 
  legs and can fling these dagger-sized spikes at ene­
  mies beyond the reach of their claws.
  Kr u t h ik  Hiv e Lo r d
  A hive lord rules each kruthik hive. When the hive 
  lord dies, the surviving members of the hive aban­
  don their lair and search for a new one. When a 
  suitable location is found, the largest kruthik in the 
  hive undergoes a metamorphosis, forming a cocoon 
  around itself and emerging several weeks later as 
  a hive lord—a bigger and smarter kruthik with the 
  ability to spray digestive acid from its maw. The 
  hive lord claims the largest chamber of the lair and 
  keeps several adult kruthiks nearby as bodyguards.
  Kr u t h ik  Hiv e Lo r d
  Large Monstrosity, Unaligned
  Ad u l t  Kr u t h ik
  Medium Monstrosity, Unaligned
  Armor Class 20 (natural armor)
  Hit Points 102 (12dl0 + 36)
  Speed 40 ft., burrow 20 ft., climb 40 ft.
  Armor Class 18 (natural armor)
  Hit Points 39 (6d8 + 12)
  Speed 40 ft., burrow 20 ft., climb 40 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  15 (+2)
  16 (+3)
  15 (+2)
  7 H)
  12 (+1)
  8(-l)
  Skills Perception +5
  Senses darkvision 60 ft., tremorsense 60 ft.,
  passive Perception 15
  Languages Kruthik
  Challenge 2 (450 XP) 
  Proficiency Bonus +2
  Pack Tactics. The kruthik has advantage on an attack roll 
  against a creature if at least one of the kruthik’s allies is within 
  5 feet of the creature and the ally isn't incapacitated.
  Tunneler. The kruthik can burrow through solid rock at half 
  its burrowing speed and leaves a 5-foot-diameter tunnel 
  in its wake.
  Ac t io n s
  Multiattack. The kruthik makes two Stab or Spike attacks.
  Stab. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 
  Hit: 6 (1 d6 + 3) piercing damage.
  Spike. Ranged Weapon Attack: +5 to hit, range 20/60 ft., one 
  target. Hit: 5 (1 d4 + 3) piercing damage.
  STR DEX CON INT WIS CHA
  19 (+4) 
  16 (+3) 
  17 (+3) 
  10 (+0) 14 (+2) 
  10 (+0)
  Skills Perception +8
  Senses darkvision 60 ft., tremorsense 60 ft.,
  passive Perception 18
  Languages Kruthik
  Challenge 5 (1,800 XP) 
  Proficiency Bonus +3
  Pack Tactics. The kruthik has advantage on an attack roll 
  against a creature if at least one of the kruthik’s allies is within 
  5 feet of the creature and the ally isn’t incapacitated.
  Tunneler. The kruthik can burrow through solid rock at half 
  its burrowing speed and leaves a 10-foot-diameter tunnel 
  in its wake.
  Ac t io n s
  Multiattack. The kruthik makes two Stab or Spike attacks.
  Stab. Melee Weapon Attack: +7 to hit, reach 10 ft., one target.
  Hit: 9 (IdlO + 4) piercing damage.
  Spike. Ranged Weapon Attack: +6 to hit, range 30/120 ft., one 
  target. Hit: 7 (1 d6 + 4) piercing damage.
  Acid Spray (Recharge 5-6). The kruthik sprays acid in a 15-foot 
  cone. Each creature in that area must make a DC 14 Dexterity 
  saving throw, taking 22 (4dl0) acid damage on a failed save, or 
  half as much damage on a successful one.
  CHAPTER 2 | BESTIARY
  
  Leucrotta
  A leucrotta is what you would get if you took 
  the head of a giant badger, the legs of a 
  deer, and the body of a large hyena, then 
  put them together and reanimated them 
  with demon ichor without bothering to 
  cover up the stink of death.
  The first leucrottas came into be 
  ing alongside some gnolls during 
  the rampages of Yeenoghu 
  (appears in this book) on the 
  Material Plane. While many of 
  the hyenas that ate Yeenoghu’s 
  kills transformed into gnolls, 
  others underwent more bi­
  zarre changes; leucrottas were 
  the most numerous of these.
  As clever as it is cruel, a 
  leucrotta loves to deceive, torture, and kill. Crea­
  tures who venerate Yeenoghu—particularly his 
  gnoll followers—view leucrottas with great respect. 
  Although a leucrotta is unlikely to lead a gnoll war 
  band, it can influence the leader and might agree to 
  carry the leader into battle and offer advice during 
  the fight. Followers of Yeenoghu also see leucrottas 
  as a form of entertainment. They enjoy watching a 
  leucrotta work almost as much as they like doing 
  their own killing, since leucrottas are meticulous in 
  their cruelty and able to draw out kills for better and 
  longer sport. And when there are no victims to be 
  had, a leucrotta can mimic the delightful squeals of 
  a suffering victim.
  A leucrotta is so loathsome that few outside of 
  its own kind can stand to be around one for long. 
  Its horrific, hodgepodge body oozes a foul stench. 
  This reek is outdone only by the creature’s breath, 
  which issues from a maw that drips fluid corrupted 
  with rot and digestive juices. In place of fangs, a 
  leucrotta has bony ridges as hard as steel that can 
  crush bones and lacerate flesh. These plates are so 
  tough that a leucrotta can use them to peel plate ar­
  mor away from the body of a slain knight.
  A leucrotta’s stench would normally warn away 
  prey long before the creature could attack. It has 
  two natural capabilities, however, that give it an 
  advantage. First, a leucrotta’s tracks are nearly 
  impossible to distinguish from those of common 
  deer. Second, it can duplicate the call or the vocal 
  expressions of just about any creature it has heard. 
  The monster uses its mimicry to lure in potential 
  victims, then attacks while they are confused or un­
  aware of the actual threat.
  Leucrotta
  Large Monstrosity, Typically Chaotic Evil
  Armor Class 14 (natural armor) 
  Hit Points 67 (9dl0+ 18) 
  Speed 50 ft.
  STR DEX CON INT WIS CHA
  18 (+4) 
  14 (+2) 
  15 (+2) 
  9 (-1) 
  12 (+1) 
  6 (-2)
  Skills Deception +2, Perception +5
  Senses darkvision 60 ft., passive Perception 15
  Languages Abyssal, Gnoll
  Challenge 3 (700 XP) 
  Proficiency Bonus +2
  Mimicry. The leucrotta can mimic Beast sounds and Humanoid 
  voices. A creature that hears the sounds can tell they are imita­
  tions only with a successful DC 14 Wisdom (Insight) check.
  Stench. Any creature other than a leucrotta or gnoll that starts 
  its turn within 5 feet of the leucrotta must succeed on a DC 12 
  Constitution saving throw or be poisoned until the start of the 
  creature’s next turn. On a successful saving throw, the creature 
  is immune to the Stench of all leucrottas for 1 hour.
  Ac t io n s
  Multiattack. The leucrotta makes one Bite attack and one 
  Hooves attack.
  Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. 
  Hit: 8 (1 d8 + 4) piercing damage. If the leucrotta scores a criti­
  cal hit, it rolls the damage dice three times, instead of twice.
  Hooves. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. 
  Hit: 11 (2d6 + 4) bludgeoning damage.
  Bo n u s Ac t io n s
  Kicking Retreat. Immediately after the leucrotta makes a 
  Hooves attack, it takes the Disengage action.
  170
  CHAPTER 2 | BESTIARY
  
  Le v ia t h a n
  A leviathan is an immense creature that acts as a 
  force of nature, dragging ships down to the ocean’s 
  depths and washing away coastal settlements. 
  When called forth, a leviathan arises from a large 
  body of water and takes on the form of a gigan­
  tic serpent.
  Usually found only on the Elemental Plane of
  Water, a leviathan sometimes swims through a por­
  tal to another world, where tritons, sea elves, and 
  other aquatic folk attempt to contain it. Nihilistic 
  cults have also been known to perform arduous 
  rituals to summon a leviathan to a world, with the 
  aim of using the creature to destroy coastal commu­
  nities. Those cultists often consider it a blessing to 
  drown themselves in the elemental’s waters.
  Le v ia t h a n
  Gargantuan Elemental, Typically Neutral
  Armor Class 17
  Hit Points 328 (16d20+ 160)
  Speed 40 ft., swim 120 ft.
  STR DEX CON INT WIS CHA
  27 (+8) 
  24 (+7) 30 (+10) 
  2 (-4) 
  18 (4-4) 
  17 (4-3)
  Saving Throws Wis 4-10, Cha 4-9
  Damage Resistances bludgeoning, piercing, and slashing from 
  nonmagical attacks
  Damage Immunities acid, poison
  Condition Immunities exhaustion, grappled, paralyzed, 
  petrified, poisoned, prone, restrained, stunned
  Senses darkvision 60 ft., passive Perception 14
  Languages —
  Challenge 20 (25,000 XP) 
  Proficiency Bonus 4-6
  Legendary Resistance (3/Day). If the leviathan fails a saving 
  throw, it can choose to succeed instead.
  Partial Freeze. If the leviathan takes 50 cold damage or more 
  during a single turn, the leviathan partially freezes; until the 
  end of its next turn, its speeds are reduced to 20 feet, and it 
  makes attack rolls with disadvantage.
  Siege Monster. The leviathan deals double damage to objects 
  and structures.
  Water Form. The leviathan can enter a hostile creature’s space 
  and stop there. It can move through a space as narrow as 1 
  inch wide without squeezing.
  Ac t io n s
  Multiattack. The leviathan makes one Slam attack and one 
  Tail attack.
  Slam. Melee Weapon Attack: 4-14 to hit, reach 20 ft., one tar­
  get. Hit: 21 (2dl2 4- 8) bludgeoning damage plus 13 (2dl2) 
  acid damage.
  Tail. Melee Weapon Attack: 4-14 to hit, reach 20 ft., one tar­
  get. Hit: 19 (2dl0 4- 8) bludgeoning damage plus 10 (3d6) 
  acid damage.
  Tidal Wave (Recharge 6). The leviathan magically creates a 
  wave of water that extends from a point it can see within 120 
  feet of itself. The wave is up to 250 feet long, up to 250 feet tall, 
  and up to 50 feet wide. Each creature in the wave must make a 
  DC 24 Strength saving throw. On a failed save, a creature takes 
  45 (7dl2) bludgeoning damage and is knocked prone. On a 
  successful save, a creature takes half as much damage and isn’t 
  knocked prone. The water spreads out across the ground in all 
  directions, extinguishing unprotected flames in its area and 
  within 250 feet of it, and then it vanishes.
  Leg en d ar y Ac t io n s
  The leviathan can take 3 legendary actions, choosing from the 
  options below. Only one legendary action option can be used 
  at a time and only at the end of another creature’s turn. The le­
  viathan regains spent legendary actions at the start of its turn.
  Move. The leviathan moves up to its speed.
  Slam (Costs 2 Actions). The leviathan makes one Slam attack.
  CHAPTER 2 | BESTIARY
  
  11 (+0) 
  17 (+3) 
  13 (+1) 
  11 (+0) 
  16 (+3) 
  10 (+0)
  Skills Acrobatics +5, Insight +5, Stealth +5
  Senses passive Perception 13
  Languages any one language (usually Common)
  Challenge 3 (700 XP) 
  Proficiency Bonus +2
  Unarmored Defense. While the adept is wearing no armor and 
  wielding no shield, its AC includes its Wisdom modifier.
  Ac t io n s
  Multiattack. The adept makes three Unarmed Strike attacks or 
  five Dart attacks.
  Unarmed Strike. Melee Weapon Attack: +5 to hit, reach 5 ft., 
  one target. Hit: 7 (ld8 + 3) bludgeoning damage. Once per 
  turn, the adept can cause one of the following additional effects 
  (choose one or roll a d4):
  1-2: Knock Down. The target must succeed on a DC 13 Dexter­
  ity saving throw or be knocked prone.
  3-4: Push. The target must succeed on a DC 13 Strength 
  saving throw or be pushed up to 10 feet directly away from 
  the adept.
  Dart. Ranged Weapon Attack: +5 to hit, range 20/60 ft., one tar­
  get. Hit: 5 (1 d4 + 3) piercing damage.
  Reac t io n s
  Deflect Missile. In response to being hit by a ranged weapon 
  attack, the adept deflects the missile. The damage it takes from 
  the attack is reduced by IdlO + 3. Ifthe damage is reduced to 0, 
  the adept catches the missile if it’s small enough to hold in one 
  hand and the adept has a hand free.
  Ma r t ia l  Ar t s Ad e pt
  Martial arts adepts are disciplined monks with 
  extensive training in hand-to-hand combat. Some 
  protect monasteries; others travel the world seeking 
  enlightenment or new forms of combat to master. A 
  few become bodyguards, trading their combat prow­
  ess and loyalty for food and lodging.
  Some martial artists adorn themselves with 
  tattoos to honor inspirations or instructors, or to 
  memorialize profound lessons, triumphs, or defeats. 
  You may roll on the Martial Arts Adept Tattoos table 
  to determine what sort of tattoo an adept bears.
  Martial Arts Adept Tattoos
  d8 Tattoo
  1 
  Patterning on the arms that make them look as 
  though they were made of marble or granite
  2 
  Colorful dragon scales
  3 
  Collage of playful Elemental or Fey creatures
  4 
  Constellations on the palm of each hand
  5 
  Passage from a fighting manual
  6 
  Beautiful but poisonous flowers
  7 
  Two couatls swirling around each other, ren­
  dered in metallic ink
  8 
  Detailed landscape depicting natural beauty
  172
  CHAPTER 2 | BESTIARY
  
  Ma r u t
  Large Construct (Inevitable), Typically Lawful Neutral
  Armor Class 22 (natural armor) 
  Hit Points 432 (32dl0 + 256) 
  Speed 40 ft., fly 30 ft. (hover)
  STR DEX CON INT WIS CHA
  28 (+9) 
  12 (+1) 
  26 (+8) 
  19 (+4) 
  15 (+2) 
  18 (+4)
  Saving Throws Int +12, Wis +10, Cha +12
  Skills Insight +10, Intimidation +12, Perception +10
  Damage Resistances thunder; bludgeoning, piercing, and 
  slashing from nonmagical attacks
  Damage Immunities poison
  Condition Immunities charmed, frightened, paralyzed, 
  poisoned, unconscious
  Senses darkvision 60 ft., passive Perception 20
  Languages all but rarely speaks
  Challenge 25 (75,000 XP) 
  Proficiency Bonus +8
  Immutable Form. The marut is immune to any spell or effect 
  that would alter its form.
  Legendary Resistance (3/Day). If the marut fails a saving throw, 
  it can choose to succeed instead.
  Magic Resistance. The marut has advantage on saving throws 
  against spells and other magical effects.
  Unusual Nature. The marut doesn’t require air, food, 
  drink, or sleep.
  Ac t io n s
  Multiattack. The marut makes two Unerring Slam attacks.
  Unerring Slam. Melee Weapon Attack: automatic hit, reach 5 ft., 
  one target. Hit: 60 force damage, and the target is pushed up 
  to 5 feet away from the marut if it is Huge or smaller.
  Blazing Edict (Recharge 5-6). Arcane energy emanates from 
  the marut's chest in a 60-foot cube. Every creature in that area 
  takes 45 radiant damage. Each creature that takes any of this 
  damage must succeed on a DC 20 Wisdom saving throw or be 
  stunned until the end of the marut’s next turn.
  Plane Shift (3/Day). The marut casts plane shift, requiring no 
  material components and using Intelligence as the spellcasting 
  ability. The marut can cast the spell normally, or it can cast the 
  spell on an unwilling creature it can see within 60 feet of it. If it 
  uses the latter option, the targeted creature must succeed on a 
  DC 20 Charisma saving throw or be banished to a teleportation 
  circle in the Hall of Concordance in Sigil.
  Ma r u t
  The nigh-unstoppable inevitables serve a singular 
  purpose: they enforce contracts forged in the Hall 
  of Concordance in the city of Sigil. Primus, the 
  leader of the modrons, created maruts and other in­
  evitables to bring order to dealings between planar 
  folk. A wide array of disparate creatures, including 
  yugoloths, will enter into a contract with inevita­
  bles if asked.
  The Hall of Concordance is an embassy of pure 
  law in Sigil, the City of Doors. In the hall, parties 
  who agree to mutual terms—and who pay the requi­
  site gold to the Kolyarut, a mechanical engine of ab­
  solute jurisprudence—can have their contract chis­
  eled onto a sheet of gold that is placed in the chest of 
  a marut. From that moment until the contract is ful­
  filled, the marut is bound to enforce its terms and to 
  punish any party who breaks them. A marut resorts 
  to lethal force only if a contract calls for it, if the con­
  tract is fully broken, or if the marut is attacked.
  Inevitables care nothing for the spirit of an 
  agreement, only the letter. A marut enforces what 
  is written, not what was meant by or supposed to 
  be understood from the writing. The Kolyarut re­
  jects contracts that contain vague, contradictory, 
  or unenforceable terms. Beyond that, it doesn't 
  care whether both parties understand what they're 
  agreeing to.
  CHAPTER 2 | BESTIARY
  173
  
  DEX
  18 (+4)
  STR
  11 (+0)
  CON
  14 (+2)
  INT WIS
  11 (+0) 
  11 (+0)
  Ma s t e r  Th ie f
  1 Medium Humanoid, Any Alignment
  Armor Class 16 (studded leather) 
  Hit Points 84 (13d8 + 26)
  Speed 30 ft.
  CHA
  12 (+1)
  Saving Throws Dex +7, I nt +3
  Skills Acrobatics +7, Athletics +3, Perception +3, Sleight of
  Hand +7, Stealth +7
  Senses passive Perception 13
  Languages any one language (usually Common) plus
  thieves’ cant
  Challenge 5 (1,800 XP)
  Proficiency Bonus +3
  Evasion. If the thief is subjected to an effect that allows it to 
  make a Dexterity saving throw to take only half damage, the 
  thief instead takes no damage if it succeeds on the saving 
  throw and only half damage if it fails, provided the thief isn’t 
  incapacitated.
  Ac t io n s
  Multiattack. The thief makes three Shortsword or Short­
  bow attacks.
  Shortsword. Melee Weapon Attack: +7 to hit, reach 5 ft., one 
  target. Hit: 7 (1 d6 + 4) piercing damage plus 3 (1 d6) poi­
  son damage.
  Shortbow. Ranged Weapon Attack: +7 to hit, range 80/320 ft., 
  one target. Hit: 7 (ld6 + 4) piercing damage plus 3 (1 d6) poi­
  son damage.
  Bo n u s Ac t io n s
  Cunning Action. The thief takes the Dash, Disengage, or 
  Hide action.
  Reac t io n s
  Uncanny Dodge. The thief halves the damage that it takes from 
  an attack that hits it. The thief must be able to see the attacker.
  Ma s t e r  Th ie f
  Master thieves are known for perpetrating daring 
  heists. They tend to develop a romanticized repu­
  tation. A master thief might “retire” from hands-on 
  work to run a thieves’ guild, spearhead some covert 
  enterprise, or enjoy a quiet life of luxury.
  When a master thief completes a challenging 
  heist, they often leave behind a calling card to taunt 
  their victims. You may roll on the Master Thief Call­
  ing Cards table to determine what a master thief 
  leaves behind.
  Mas t er  Th ief  Cal l in g  Car d s
  diO
  1
  2
  3
  4
  5
  9
  10
  6
  7
  8
  Calling Card
  Tiny, folded paper cat
  Red bird feather
  Rose petal
  Figurine made from twigs and twine
  Small note with the words “It’s been fun!” writ­
  ten on it in an ornate script
  Glass bead that looks like an eye
  Pistachio shells
  Two playing cards balanced against each other, 
  resembling a tent
  Worthless coin with a bite mark in it
  Chalk or charcoal sketch of a domino mask
  174
  CHAPTER 2 | BESTIARY
  
  Ma u r e z h i
  Medium Fiend (Demon), Typically Chaotic Evil
  Armor Class 15 (natural armor) 
  Hit Points 88 (16d8+ 16) 
  Speed 30 ft.
  STR DEX CON INT WIS CHA
  14 (+2) 
  17 (+3) 
  12 (+1) 
  11 (+0) 
  12 (+1) 
  15 (+2)
  Skills Deception +5
  Damage Resistances cold, fire, lightning, necrotic; bludgeoning, 
  piercing, and slashing from nonmagical attacks
  Damage Immunities poison
  Condition Immunities charmed, exhaustion, poisoned
  Senses darkvision 120 ft., passive Perception 11
  Languages Abyssal, Elvish, telepathy 120 ft.
  Challenge 7 (2,900 XP) 
  Proficiency Bonus +3
  Assume Form. The maurezhi can assume the appearance of any 
  Medium Humanoid it eats. It remains in this form for 1 d6 days, 
  during which time the form gradually decays until, when the 
  effect ends, the form sloughs from the demon's body.
  Magic Resistance. The maurezhi has advantage on saving 
  throws against spells and other magical effects.
  Ac t io n s
  Multiattack. The maurezhi makes one Bite attack and one 
  Claw attack.
  Ma u r e z h i
  Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. 
  Hit: 14 (2dl 0 + 3) piercing damage. If the target is a Humanoid, 
  its Charisma score is reduced by 1 d4. This reduction lasts until 
  the target finishes a short or long rest. The target dies if this 
  reduces its Charisma to 0. It rises 24 hours later as a ghoul (see 
  the Monster Manual), unless it has been revived or its corpse 
  has been destroyed.
  Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. 
  Hit: 12 (2d8 + 3) slashing damage. If the target is a creature 
  other than an Undead, it must succeed on a DC 12 Constitution 
  saving throw or be paralyzed for 1 minute. The target can re­
  peat the saving throw at the end of each of its turns, ending the 
  effect on itself on a success.
  Raise Choul (Recharge 5-6). The maurezhi targets one dead 
  ghoul or ghast (see the Monster Manual) it can see within 30 
  feet of it. The target is revived with all its hit points.
  When Doresain, the King of Ghouls, corrupted a 
  society of elves, he created a new sort of demon— 
  the maurezhi—to lead packs of ghouls and ghasts 
  (both appear in the Monster Manual) on the Mate­
  rial Plane.
  When a maurezhi consumes the corpse of a Hu­
  manoid it has slain—a process that takes about 10 
  minutes—it instantly assumes the creature’s appear­
  ance as it was in life. The new appearance begins to 
  rot away over the next few days, eventually revealing 
  the demon’s original form.
  A maurezhi is contagion incarnate. Its bite can 
  drain a victim’s sense of self. If this affliction is al­
  lowed to go far enough, the victim is infected with 
  an unholy hunger for flesh that overpowers their 
  personality and transforms them into a ghoul.
  CHAPTER 2 | BESTIARY
  175
  
  I once pulled a whole bottle of fine strawberry 
  liquor from the belly of a maw demon. No clue 
  where it might've devoured Such a find/ but I m 
  not complaining.
  TASHA
  Ma w  De mo n
  Maw demons share the ceaseless hunger for car­
  nage and mortal flesh of their master, Yeenoghu, 
  who appears in this book. After a maw demon rests 
  for 8 hours, anything devoured by it is transported 
  directly into the Lord of Savagery’s gullet.
  Maw demons appear among gnoll war bands that 
  worship Yeenoghu, usually summoned as part of 
  ritual offerings of freshly slain Humanoids made to 
  him. The gnolls don’t command the demons, which 
  simply accompany the war band and attack what­
  ever creatures the gnolls fall upon.
  Because maw demons are indiscriminate in their 
  hunger, their stomachs contain all manner of oddi­
  ties in addition to the remains of their recent prey. 
  You may choose one or more items appropriate for 
  your campaign for a maw demon to contain, or roll 
  on the Maw Demon’s Stomach Contents table.
  Maw Demo n’s St o mac h Co n t en t s
  d8 Stomach Contents
  1 
  Intact wine skin with wine still in it
  2 
  Iron skillet
  3 
  Remnants of silk banner embroidered with a
  moon-and-stars motif
  4 
  Corroded gauntlet with skeletal hand in it
  5 
  Assorted keys
  6 
  Old leather boot
  7 
  Beehive
  8 
  Humanoid teeth
  Ma w  De mo n
  Medium Fiend (Demon), Typically Chaotic Evil
  Armor Class 13 (natural armor) 
  Hit Points 33 (6d8 + 6)
  Speed 30 ft.
  STR DEX CON INT WIS CHA
  14 (+2) 
  8(-l) 
  13 (+1) 
  5 (-3) 
  8 (-1) 
  5 (-3)
  Damage Resistances cold, fire, lightning
  Damage Immunities poison
  Condition Immunities charmed, frightened, poisoned
  Senses darkvision 60 ft., passive Perception 9
  Languages understands Abyssal but can’t speak
  Challenge 1 (200 XP) 
  Proficiency Bonus +2
  Ac t io n s
  Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. 
  Hit: 11 (2d8 + 2) piercing damage.
  Disgorge (Recharge 6). The demon vomits in a 15-foot cube. 
  Each creature in that area must succeed on a DC 11 Dexterity 
  saving throw or take 11 (2dl0) acid damage and fall prone 
  in the spew.
  CHAPTER 2 | BESTIARY
  
  Me a z e l
  Meazels are malicious hermits who fled to the Shad­
  owfell to escape their mortal existence and contem­
  plate their misery. There the shadows transformed 
  them, and their bitterness made them twisted and 
  cruel. Now hate burns in their hearts, and 
  they resent any intrusion into their suffer­
  ing, waylaying travelers who venture too 
  close to their lairs.
  The evil that corrupted meazels also im­
  bued them with magical powers that allow 
  them to move through shadows with ease. 
  They can step from one pool of darkness 
  into another one, using this talent to am­
  bush prey. Sometimes they snatch victims 
  around the throat with their strangling 
  cords and then step away; other times they 
  ferry their victims to isolated spots and then 
  leave the hapless souls to the designs of 
  whatever horrors lurk there.
  Any creatures meazels draw through the 
  shadows are cursed by the meazels’ baleful magic. 
  The curse acts as a beacon; sorrowsworn (which ap­
  pear in this book), Undead, and other terrors sense 
  where they are located and descend on the stranded 
  victims to tear them apart.
  i 
  :
  Me a z e l
  Medium Monstrosity, Typically Neutral Evil
  Shortsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one 
  target. Hit: 6 (1 d6 + 3) piercing damage plus 3 (1 d6) ne­
  crotic damage.
  Armor Class 13
  Hit Points 35 (10d8 - 10) 
  Speed 30 ft.
  STR DEX CON INT WIS CHA 
  8 (-1) 
  17 (+3) 
  9 (-1) 
  14 (+2) 
  13 (+1) 
  10 (+0)
  Skills Perception +3, Stealth +5
  Senses darkvision 120 ft., passive Perception 13
  Languages Common
  Challenge 1 (200 XP) 
  Proficiency Bonus +2
  Ac t io n s
  Garrote. Melee Weapon Attack: +5 to hit, reach 5 ft., one target 
  of the meazel’s size or smaller. Hit: 6 (1 d6 + 3) bludgeoning 
  damage, and the target is grappled (escape DC 13 with disad­
  vantage). Until the grapple ends, the target takes 10 (2d6 + 3) 
  bludgeoning damage at the start of each of the meazel’s turns. 
  The meazel can’t make weapon attacks while grappling a crea­
  ture in this way.
  Shadow Teleport (Recharge 5-6). The meazel, any equipment it 
  is wearing or carrying, and any creature it is grappling teleport 
  to an unoccupied space within 500 feet of it, provided that the 
  starting space and the destination are in dim light or darkness. 
  The destination must be a place the meazel has seen before, 
  but it need not be within line of sight. If the destination space 
  is occupied, the teleportation leads to the nearest unoccu­
  pied space.
  Any other creature the meazel teleports becomes cursed for 
  1 hour or until the curse is ended by remove curse or greater 
  restoration. Until this curse ends, every Undead and every 
  creature native to the Shadowfell within 300 feet of the cursed 
  creature can sense it, which prevents that creature from hiding 
  from them.
  Bo n u s Ac t io n s
  Shadow Stealth. While in dim light or darkness, the meazel 
  takes the Hide action.
  CHAPTER 2 | BESTIARY
  177
  
  Me e n l o c k
  Meenlocks are Fey that invoke terror and seek to de­
  stroy all that is good, innocent, and beautiful. These 
  bipeds have the heads and claws of crustaceans, 
  and they primarily live in forests, although they 
  adapt well to urban and subterranean settings.
  Meenlocks are spawned by fear. When terror 
  overwhelms a creature in the Feywild or another 
  location where the Feywild’s influence is strong, one 
  or more meenlocks might spontaneously arise in 
  the shadows or darkness nearby. If more than one 
  meenlock is born, a lair also magically forms. The 
  earth creaks and moans as narrow, twisting tunnels 
  open up within it. One of these passageways serves 
  as the lair’s only entrance, and a large central cham­
  ber serves as the meenlocks’ den. Inside the warren, 
  black moss covers every surface, muffling sound.
  A meenlock can supernaturally sense areas of 
  darkness and shadow in its vicinity and can teleport 
  from one darkened space to another—enabling it to 
  sneak up on its prey or run away when outmatched. 
  Meenlocks also project a supernatural aura that in­
  stills terror in those nearby.
  Te l e  pa t  h ic  To  r  m e  n  t
  Up to four meenlocks can telepathically torment 
  one incapacitated creature, filling its mind with dis­
  turbing sounds and dreadful imagery. Participating 
  meenlocks can’t use their telepathy for any other 
  purpose during this time, though they can move 
  about and take actions and reactions as normal. 
  This torment has no effect on a creature that is im­
  mune to the frightened condition. If the creature is 
  susceptible and remains incapacitated for 1 hour, 
  the creature must make a Wisdom saving throw, 
  taking 10 (3d6) psychic damage on a failed save, or 
  half as much damage on a successful one. The save 
  DC is 10 + the number of meenlocks participating 
  in the torment, considering only those that remain 
  within sight of the victim for the entire hour and 
  aren’t incapacitated during it. The process can be 
  repeated. A Humanoid that drops to 0 hit points as 
  a result of this damage instantly transforms into a 
  meenlock at full health and under the DM’s control. 
  Only a wish spell or divine intervention can restore 
  a transformed creature to its former state.
  Me e n l o c k
  Small Fey, Typically Neutral Evil
  Armor Class 15 (natural armor) 
  Hit Points 31 (7d6 + 7)
  Speed 30 ft.
  STR DEX CON INT WIS CHA
  7 (-2) 
  15 (+2) 
  12 (+1) 
  11 (+0) 10 (+0) 
  8 (-1)
  Skills Perception +4, Stealth +6, Survival +2
  Condition Immunities frightened
  Senses darkvision 120 ft., passive Perception 14
  Languages telepathy 120 ft.
  Challenge 2 (450 XP) 
  Proficiency Bonus +2
  Fear Aura. Any Beast or Humanoid that starts its turn within 10 
  feet of the meenlock must succeed on a DC 11 Wisdom saving 
  throw or be frightened until the start of the creature’s next turn.
  Light Sensitivity. While in bright light, the meenlock has dis­
  advantage on attack rolls, as well as on Wisdom (Perception) 
  checks that rely on sight.
  Ac t io n s
  Claw. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. 
  Hit: 7 (2d4 + 2) slashing damage, and the target must succeed 
  on a DC 11 Constitution saving throw or be paralyzed for 1 min­
  ute. The target can repeat the saving throw at the end of each 
  of its turns, ending the effect on itself on a success.
  Bo n u s Ac t io n s
  Shadow Teleport (Recharge 5-6). The meenlock teleports to an 
  unoccupied space within 30 feet of it, provided that both the 
  space it’s teleporting from and its destination are in dim light 
  or darkness. The destination need not be within line of sight.
  I78 CHAPTER 2 | BESTIARY
  
  Me r r e g o n
  The souls of fallen soldiers, mercenaries, and body­
  guards who served evil without reservation often 
  find everlasting servitude in the Nine Hells as mer- 
  regons. These faceless foot soldiers are the Hells’ 
  legionnaires, tasked with protecting their infernal 
  plane and its rulers against intruders.
  Merregons have no individuality and hence no 
  need for faces. Every merregon legionnaire has 
  a metal mask bolted to its head. Markings on the 
  mask indicate the only elements of the wearer’s 
  identity that matter: the commander it serves and 
  the layer of the Nine Hells it protects.
  Because of their unshakable loyalty, merregons 
  form the backbone of many devils’ protective ret­
  inues. They shrink from no task, no matter how 
  dangerous. Unless ordered to fall back, they never 
  retreat from a fight.
  Me r r e g o n
  Medium Fiend (Devil), Typically Lawful Evil
  Armor Class 16 (natural armor) 
  Hit Points 45 (6d8+ 18) 
  Speed 30 ft.
  STR DEX CON INT WIS CHA
  18 (+4) 
  14 (+2) 
  17 (+3) 
  6 (-2) 
  12 (+1) 
  8 (-1)
  Damage Resistances cold; bludgeoning, piercing, and slashing 
  from nonmagical attacks that aren’t silvered
  Damage Immunities fire, poison
  Condition Immunities frightened, poisoned
  Senses darkvision 60 ft., passive Perception 11
  Languages understands Infernal but can’t speak, 
  telepathy 120 ft.
  Challenge 4 (1,100 XP) 
  Proficiency Bonus +2
  Devil’s Sight. Magical darkness doesn’t impede the merregon’s 
  darkvision.
  Magic Resistance. The merregon has advantage on saving 
  throws against spells and other magical effects.
  Ac t io n s
  Multiattack. The merregon makes three Halberd attacks.
  Halberd. Melee Weapon Attack: +6 to hit, reach 10 ft., one tar­
  get. Hit: 9 (IdlO + 4) slashing damage.
  Heavy Crossbow. Ranged Weapon Attack: +4 to hit, range 
  100/400 ft., one target. Hit: 7 (IdlO + 2) piercing damage.
  Reac t io n s
  Loyal Bodyguard. When another Fiend within 5 feet of the mer­
  regon is hit by an attack roll, the merregon causes itself to be 
  hit instead.
  CHAPTER 2 | BESTIARY
  179
  
  Me r r e n o l o t h
  The grim captains of the ferries on the River Styx, 
  merrenoloths can navigate safely through the worst 
  storms and always stay on course. Wielding fiery 
  oars, merrenoloths strike fear into anyone who 
  forcefully boards their vessels.
  La ir  Ac t io n s
  On initiative count 20 (losing initiative ties) while 
  captaining a vessel, the merrenoloth can take one of 
  the following lair actions; it can’t take the same lair 
  action two rounds in a row:
  Gale. The air within 60 feet of the vessel is filled 
  with wind. Until initiative count 20 on the next 
  round, that area is difficult terrain, and when 
  a Medium or smaller creature flies into that 
  area or starts its turn flying there, it must suc­
  ceed on a DC 13 Strength saving throw or be 
  knocked prone.
  Propel. A strong wind propels the vessel, increas­
  ing its speed by 30 feet until initiative count 20 on 
  the next round.
  Repair. The vessel regains 22 (4dl0) hit points.
  Re g io n a l  Ef f e c t s
  A merrenoloth imbues its vessel with magic that 
  creates one or more of the following effects:
  Unerring. The vessel always stays on course to the 
  destination the merrenoloth names.
  Unsinkable. The vessel doesn’t sink even if its hull 
  is breached.
  If the merrenoloth dies, these effects fade over the 
  course of ld6 hours.
  Merrenoloth
  Medium Fiend (Yugoloth), Typically Neutral Evil
  Ac t io n s
  Multiattack. The merrenoloth makes one Oar attack and uses
  Armor Class 13
  Hit Points 40 (9d8)
  Speed 30 ft., swim 40 ft.
  Fear Gaze.
  Oar. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.
  Hit: 8 (2d4 + 3) fire damage.
  STR DEX CON INT WIS CHA
  8 (-1) 
  17 (+3) 
  10 (+0) 
  17 (+3) 
  14 (+2) 
  11 (+0)
  Saving Throws Dex +5, I nt +5
  Skills History +5, Nature +5, Perception +4, Survival +4 
  Damage Resistances cold, fire, lightning; bludgeoning, 
  piercing, and slashing from nonmagical attacks
  Damage Immunities acid, poison
  Condition Immunities poisoned
  Senses blindsight 60 ft., darkvision 60 ft.,
  passive Perception 14
  Languages Abyssal, Infernal, telepathy 60 ft.
  Challenge 3 (700 XP) 
  Proficiency Bonus +2
  Magic Resistance. The merrenoloth has advantage on saving 
  throws against spells and other magical effects.
  .......................
  Fear Caze. The merrenoloth targets one creature it can see 
  within 60 feet of it. The target must succeed on a DC 13 Wis­
  dom saving throw or become frightened of the merrenoloth 
  for 1 minute. The frightened target can repeat the saving throw 
  at the end of each of its turns, ending the effect on itself on 
  a success.
  Spellcasting. The merrenoloth casts one of the following spells, 
  requiring no material components and using Intelligence as the 
  spellcasting ability (spell save DC 13):
  At will: charm person, darkness, detect magic, dispel magic, 
  gust of wind
  3/day: control water
  Bo n u s Ac t io n s
  Teleport. The merrenoloth teleports, along with any equipment 
  it is wearing or carrying, up to 60 feet to an unoccupied space 
  it can see. 
  ....... -
  j 8q CHAPTER 2 | BESTIARY
  
  Min d w it n e s s
  Large Aberration, Typically Lawful Neutral
  Armor Class 15 (natural armor) 
  Hit Points 75 (10dl0 + 20) 
  Speed 0 ft., fly 20 ft. (hover)
  STR DEX CON INT WIS CHA
  10 (+0) 
  14 (+2) 
  14 (+2) 
  15 (+2) 
  15 (+2) 
  10 (+0)
  Saving Throws Int +5, Wis +5
  Skills Perception +8
  Condition Immunities prone
  Senses darkvision 120 ft., passive Perception 18
  Languages Deep Speech, Undercommon, telepathy 600 ft.
  Challenge 5 (1,800 XP) 
  Proficiency Bonus +3
  Telepathic Hub. When the mindwitness receives a telepathic 
  message, it can telepathically share that message with up to 
  seven other creatures within 600 feet of it that it can see.
  Ac t io n s
  Multiattack. The mindwitness makes one Bite attack and one 
  Tentacles attack, or it uses Eye Ray three times.
  Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 
  Hit: 16 (4d6 + 2) piercing damage.
  Tentacles. Melee Weapon Attack: +5 to hit, reach 10 ft., one 
  creature. Hit: 20 (4d8 + 2) psychic damage. If the target is 
  Large or smaller, it is grappled (escape DC 13), and it must suc­
  ceed on a DC 13 Intelligence saving throw or be restrained until 
  this grapple ends.
  Min d w it n e s s
  If a beholder is stunned and brought to the brine 
  pool of an elder brain (appears in this book), the 
  beholder can be converted into a mindwitness. 
  This alters some of its eye rays and transforms 
  four of its eyestalks into tentacles similar to a mind 
  flayer’s. The mindwitness is psychically imprinted 
  with devotion to the elder brain and submission to 
  illithid commands.
  A mindwitness’s primary function is to improve 
  telepathic communication in a mind flayer colony. A 
  creature in telepathic communication with a mind­
  witness can converse through it to as many as seven 
  other creatures the mindwitness can see, rapidly 
  disseminating commands and other information.
  If separated from its illithid masters, a mindwit­
  ness seeks out other telepathic creatures to tell it 
  what to do. Mindwitnesses have been known to ally 
  with flumphs (see the Monster Manual) and planar 
  beings such as demons, shifting their worldview and 
  alignment to match those of their new masters.
  CHAPTER 2 | BESTIARY
  l8l
  Eye Ray. The mindwitness shoots one magical eye ray at ran­
  dom (roll a d6, and reroll if the ray has already been used this 
  turn), choosing one target it can see within 120 feet of it:
  1: Aversion Ray. The targeted creature must make a DC 13 
  Charisma saving throw. On a failed save, the target has dis­
  advantage on attack rolls for 1 minute. The target can repeat 
  the saving throw at the end of each of its turns, ending the 
  effect on itself on a success.
  2: Fear Ray. The targeted creature must succeed on a DC 13 
  Wisdom saving throw or be frightened for 1 minute. The 
  target can repeat the saving throw at the end of each of its 
  turns, ending the effect on itself on a success.
  3: Psychic Ray. The target must succeed on a DC 13 Intelligence 
  saving throw or take T1 (6d8) psychic damage.
  4: Slowing Ray. The targeted creature must make a DC 13 
  Dexterity saving throw. On a failed save, the target’s speed 
  is halved for 1 minute. In addition, the creature can’t take 
  reactions, and it can take either an action or a bonus action 
  on its turn but not both. The creature can repeat the saving 
  throw at the end of each of its turns, ending the effect on 
  itself on a success.
  5: Stunning Ray. The targeted creature must succeed on a DC 
  13 Constitution saving throw or be stunned for 1 minute. The 
  target can repeat the saving throw at the end of each of its 
  turns, ending the effect on itself on a success.
  6: Telekinetic Ray. If the target is a creature, it must make a DC 
  13 Strength saving throw. On a failed save, the mindwitness 
  moves it up to 30 feet in any direction, and it is restrained by 
  the ray's telekinetic grip until the start of the mindwitness’s 
  next turn or until the mindwitness is incapacitated.
  If the target is an object weighing 300 pounds or less that 
  isn’t being worn or carried, it is telekinetically moved up to 
  30 feet in any direction. The mindwitness can also exert fine 
  control on objects with this ray, such as manipulating a sim­
  ple tool or opening a door or a container.
  r* 
  1 2 3 4 5 6
  ....
  1 
  ... ■ ....................... .
  
  Mo l o c h
  Exiled from the Nine Hells, Moloch would do 
  anything to reclaim his position. Long ago, Mo­
  loch earned his place among the other archdevils 
  through the glory he won driving demons out of the 
  Nine Hells. Asmodeus rewarded him by elevating 
  him to the rulership of Malbolge.
  For eons, Moloch ruled his domain, vying against 
  the other archdevils as he sought still greater power. 
  This animosity worked in Asmodeus’s favor, since 
  Asmodeus knew that Moloch’s scheming helped 
  keep the other archdevils in check. The arrange­
  ment unraveled, however, when Moloch took the 
  night hag named Malagard for his advisor. Her poi­
  sonous words gradually convinced him to attempt to 
  topple Asmodeus. The conspiracy nearly succeeded, 
  but was ultimately thwarted. Moloch was stripped of 
  his station and sentenced to death—only the timely 
  use of a planar portal allowed him to escape.
  Moloch wasted no time in preparing for his return. 
  He amassed an army of devils and monsters and 
  left them to make final preparations for invading the 
  Nine Hells, while he ventured to the Material Plane 
  in search of an artifact that would ensure his suc­
  cess. But while there, he became trapped, leaving 
  his armies at the mercy of his enemies. They were 
  destroyed in short order.
  Moloch was rendered nearly powerless by this fail­
  ure. He schemes of ways to reclaim his former sta­
  tus, but every time he enters the Nine Hells, he is de­
  moted to an imp (see the Monster Manual) and can’t 
  regain his normal powers until he leaves. Thus, he 
  lives a split existence, sometimes plotting in Mal­
  bolge or other layers of the Hells and at other times 
  wandering the planes in search of magical might or 
  secrets that might help him win back his title.
  Rumors suggest that he can often be found in 
  Sigil, where he bargains with yugoloths to build yet 
  another army with which he might invade Malbolge 
  and wrest the throne from Glasya. Bereft as he is, 
  he has little to offer in exchange, so he might bar­
  gain with mortals to gain their aid in acquiring coin, 
  jewels, and other riches in return for knowledge 
  about the Nine Hells and the other planes.
  Most of Moloch’s cultists have switched allegiance 
  to one of the other archdevils, but idols constructed 
  to honor him still stand in deep dungeons, their 
  jeweled eyes and the remnants of power they hold 
  drawing monstrous worshipers and unwise adven­
  turers into places where his foul influence remains.
  CHAPTER 2 | BESTIARY
  
  Mo l o c h
  Large Fiend (Devil), Lawful Evil
  Armor Class 19 (natural armor) 
  Hit Points 253 (22dl0+ 132)
  Speed 30 ft.
  STR DEX CON INT WIS CHA
  26 (+8) 
  19 (+4) 
  22 (+6) 
  21 (+5) 
  18 (+4) 
  23 (+6)
  Saving Throws Dex +11, Con +13, Wis +11, Cha +13
  Skills Deception +13, Intimidation +13, Perception +11
  Damage Resistances cold; bludgeoning, piercing, and slashing 
  from nonmagical attacks that aren’t silvered
  Damage Immunities fire, poison
  Condition Immunities charmed, exhaustion, frightened, 
  poisoned
  Senses darkvision 120 ft., passive Perception 21
  Languages all, telepathy 120 ft.
  Challenge 21 (33,000 XP) 
  Proficiency Bonus +7
  Legendary Resistance (3/Day). If Moloch fails a saving throw, 
  he can choose to succeed instead.
  Magic Resistance. Moloch has advantage on saving throws 
  against spells and other magical effects.
  Regeneration. Moloch regains 20 hit points at the start of his 
  turn. If he takes radiant damage, this trait doesn’t function at 
  the start of his next turn. Moloch dies only if he starts his turn 
  with 0 hit points and doesn’t regenerate.
  Ac t io n s
  Multiattack. Moloch makes one Bite attack, one Claw attack, 
  and one Many-Tailed Whip attack.
  Bite. Melee Weapon Attack: +15 to hit, reach 5 ft., one target. 
  Hit: 26 (4d8 + 8) fire damage.
  Claw. Melee Weapon Attack: +15 to hit, reach 10 ft., one target. 
  Hit: 17 (2d8 + 8) force damage.
  - 1........................................11
  Many-Tailed Whip. Melee Weapon Attack: +15 to hit, reach 
  30 ft., one target. Hit: 13 (2d4 + 8) lightning damage plus 11 
  (2dl 0) thunder damage. If the target is a creature, it must suc­
  ceed on a DC 24 Strength saving throw or be pulled up to 30 
  feet in a straight line toward Moloch.
  Breath of Despair (Recharge 5-6). Moloch exhales in a 30-foot 
  cube. Each creature in that area must succeed on a DC 21 
  Wisdom saving throw or take 27 (5dl0) psychic damage, drop 
  whatever it is holding, and become frightened of Moloch for 
  1 minute. While frightened in this way, a creature must take 
  the Dash action and move away from Moloch by the safest 
  available route on each of its turns, unless there is nowhere 
  to move, in which case it needn’t take the Dash action. If the 
  creature ends its turn in a location where it doesn’t have line of 
  sight to Moloch, the creature can repeat the saving throw, end­
  ing the effect on itself on a success.
  Spellcasting. Moloch casts one of the following spells, requir­
  ing no material components and using Charisma as the spell­
  casting ability (spell save DC 21):
  At will: alter self (can become Medium when changing his ap­
  pearance), confusion, detect magic, fly, major image, stinking 
  cloud, suggestion, wall of fire
  Teleport. Moloch teleports, along with any equipment he is 
  wearing or carrying, up to 120 feet to an unoccupied space 
  he can see.
  Leg en d ar y Ac t io n s
  Moloch can take 3 legendary actions, choosing from the op­
  tions below. Only one legendary action option can be used at 
  a time and only at the end of another creature’s turn. Moloch 
  regains spent legendary actions at the start of his turn.
  Attack. Moloch makes one Bite, Claw, or Many-Tailed
  Whip attack.
  Teleport. Moloch uses Teleport.
  Cast a Spell (Costs 2 Actions). Moloch uses Spellcasting.
  
  Huge Fiend (Demon), Typically Chaotic Evil
  Armor Class 19 (natural armor) 
  Hit Points 216 (16dl2+ 112)
  Speed 40 ft.
  STR DEX CON INT WIS CHA
  28 (+9) 
  22 (+6) 
  25 (+7) 
  21 (+5) 
  24 (+7) 
  24 (+7)
  Saving Throws Str +16, Con +14, Wis +14, Cha +14
  Skills Perception +21
  Damage Resistances cold, fire, lightning; bludgeoning, 
  piercing, and slashing from nonmagical attacks
  Damage Immunities poison
  Condition Immunities blinded, charmed, deafened, frightened, 
  poisoned, stunned
  Senses truesight 120 ft., passive Perception 31
  Languages Abyssal, telepathy 120 ft.
  Challenge 21 (33,000 XP) 
  Proficiency Bonus +7
  Legendary Resistance (3/Day). If the molydeus fails a saving 
  throw, it can choose to succeed instead.
  Magic Resistance. The molydeus has advantage on saving 
  throws against spells and other magical effects.
  Ac t io n s ____________________________
  Multiattack. The molydeus makes one Demonic Weapon at­
  tack, one Snakebite attack, and one Wolf Bite attack.
  Demonic Weapon. Melee Weapon Attack: +16 to hit, reach 15 
  ft., one target. Hit: 35 (4dl 2 + 9) force damage. If the target has 
  at least one head and the molydeus rolled a 20 on the attack
  Mo l y d e u s
  The fearsome molydeus speaks for the demon lord 
  it serves and enforces its master’s will. This demon 
  is 12 feet tall, and its bipedal body has a slavering 
  wolfs head and a fanged serpent’s head. Its demon 
  lord can speak and see through the serpent head; 
  this master also uses the molydeus to guard trea­
  sures, slay foes, and terrify troops into obedience.
  A molydeus’s demon lord bestows on it a powerful 
  weapon that dissolves if the molydeus dies. The 
  weapon’s form varies depending on the creator, but 
  that doesn’t affect the weapon’s capabilities.
  Va r ia n t ^De mo n  Su mmo n in g
  You can give a molydeus the ability to summon 
  other demons.
  Summon Demon (1/Day). As an action, the molydeus has a 
  50 percent chance of summoning its choice of 1 d6 babaus 
  (also in this book), 1 d4 chasmes, or one marilith (the chasme 
  and marilith appear in the Monster Manual) A summoned 
  demon appears in an unoccupied space within 60 feet of the 
  molydeus, acts as an ally of the molydeus, and can’t summon 
  other demons. It remains for 1 minute, until it or the molydeus 
  dies, or until the molydeus dismisses it as an action.
  roll, the target is decapitated and dies if it can’t survive without 
  that head. A target is immune to this effect if it takes none of 
  the damage, has legendary actions, or is Huge or larger. Such a 
  creature takes an extra 27 (6d8) force damage from the hit.
  Snakebite. Melee Weapon Attack: +16 to hit, reach 15 ft., one 
  creature. Hit: 16 (2d6 + 9) poison damage. The target must 
  succeed on a DC 22 Constitution saving throw, or its hit point 
  maximum is reduced by an amount equal to the damage taken. 
  This reduction lasts until the target finishes a long rest. The 
  target transforms into a manes (see the Monster Manual) if this 
  reduces its hit point maximum to 0. This transformation can be 
  ended only by a wish spell.
  Wolf Bite. Melee Weapon Attack: +16 to hit, reach 10 ft., one 
  target. Hit: 25 (3dl0 + 9) necrotic damage.
  Spellcasting. The molydeus casts one of the following spells, 
  requiring no material components and using Charisma as the 
  spellcasting ability (spell save DC 22):
  At will: dispel magic, polymorph, telekinesis, teleport 
  3/day: lightning bolt
  Leg en d ar y Ac t io n s
  The molydeus can take 3 legendary actions, choosing from 
  the options below. Only one legendary action option can be 
  used at a time and only at the end of another creature's turn. 
  The molydeus regains spent legendary actions at the start 
  of its turn.
  Attack. The molydeus makes one Demonic Weapon or Snake­
  bite attack.
  Move. The molydeus moves without provoking opportu­
  nity attacks.
  Cast a Spell (Costs 2 Actions). The molydeus uses Spellcasting.
  j84 CHAPTER 2 | BESTIARY
  
  Mo r k o t h
  Ancient and devious, morkoths are voracious col­
  lectors. Each one floats through the planes on a 
  strange, mobile island, amassing the valuables, 
  oddities, and castoffs of the multiverse in a massive, 
  ever-growing collection.
  The first morkoths arose in the Astral Plane when 
  the petrified body of a deity of greed and strife col­
  lided with a remnant of celestial matter imbued with 
  life-giving magic. The collision released a storm of 
  chaotic energy and sent countless islands spinning 
  away into the void. Within some of them, bits of the 
  god’s petrified flesh came back to life as morkoths: 
  tentacled monstrosities brimming with malice 
  and greed.
  Morkoths are driven by greed and selfishness 
  mixed with a yearning for conflict. They hoard vast 
  stores of treasure, knowledge, and captives on their 
  islands. Some of these prisoners are the descen­
  dants of people captured generations before; they 
  might know of no other world outside their island.
  A morkoth may allow a visitor to bargain for some­
  thing or someone it has claimed if that visitor offers 
  the morkoth something it desires more. It shows no 
  mercy, however, to those who break a deal or try to 
  steal from it. A morkoth knows every person and 
  object in its collection.
  A morkoth’s island has the qualities of a dream­
  scape. It holds a jumble of objects and creatures the 
  morkoth has collected, some of which date from for­
  gotten times. An island might have natural-looking 
  illumination, but most are shrouded in twilight, and 
  on any of them, mists and shadows can appear with­
  out notice. The environment is warm and wet, a sub­
  tropical or tropical climate that keeps the morkoth 
  and its “guests” comfortable.
  Each island glides on planar currents and is safe 
  from most harmful external effects—one could 
  float in the skies of Avernus in the Nine Hells with­
  out harm to it or its residents. A morkoth’s island 
  might be found anywhere from the bottom of the 
  ocean to the void of the Astral Plane. Anything on 
  or within a certain distance of a morkoth’s isle is 
  drawn with it in its journey through the planes. 
  Thus, people from lost civilizations and creatures or 
  objects from bygone ages might be found within a 
  morkoth’s dominion.
  Some islands travel a specific route, arriving 
  at the same destinations regularly over a cycle of 
  years. Others are tied to a particular place or group 
  of locales, and still others move erratically through 
  the cosmos. Occasionally, a morkoth learns to direct 
  its island’s movement.
  A Mo r k o t h ’s La ir
  A morkoth claims dominion over an entire island, 
  and it also maintains a central sanctum on that 
  isle. This lair is most often a twisted network of 
  narrow tunnels that connect several underground 
  chambers, although other structural forms might 
  be incorporated. The morkoth dwells among the 
  creatures and objects it prizes most in a spacious 
  vault at the center of the warren, where the celestial 
  fragments that make up the island’s core are also 
  located. Sections of the lair and its center might 
  be kept dry to better protect and preserve col­
  lected objects and creatures, but most of the lair is 
  underwater.
  A morkoth encountered in its lair has a challenge 
  rating of 12 (8,400 XP).
  La ir  Ac t io n s
  On initiative count 20 (losing initiative ties), the 
  morkoth can take one of the following lair actions:
  Cast a Spell. The morkoth casts darkness, dispel 
  magic, or misty step, using Intelligence as its spell­
  casting ability and without expending a spell slot.
  Hypnotize. The morkoth uses its Hypnosis action, 
  originating at a point within 120 feet of itself. It 
  doesn’t need to see the effect’s point of origin.
  CHAPTER 2 | BESTIARY ^5
  
  Reg io n al  Ef f ec t s
  The island surrounding a morkoth’s lair is warped 
  by the creature’s presence, creating the follow­
  ing effects:
  Alter Water. With a thought (no action required), 
  the morkoth can initiate a change in the water 
  within its lair that takes effect 1 minute later. The 
  water can be as breathable and clear as air, or 
  it can be normal water (ranging in clarity from 
  murky to clear).
  Locate Creatures and Objects. The morkoth is 
  aware of any new arrival, whether an object or 
  a creature, on its island or in its sanctum. As an 
  action, the morkoth can locate any one creature 
  or object on the island. Visitors to the island feel 
  as though they are being watched, even when 
  they aren’t.
  Lost Possessions. Each time a creature that has 
  been on the island for less than a year finishes 
  a short or long rest, it must make a DC 10 Intel­
  ligence saving throw. On a failure, the creature 
  has misplaced one possession (chosen by the 
  player, if the creature is that player’s character). 
  The possession remains nearby but concealed 
  for a short time, so it can be recovered with a 
  successful DC 15 Wisdom (Perception) check. An 
  object that is misplaced but not recovered ends up 
  in the morkoth’s lair 1 hour later. If the creature 
  later goes to the morkoth’s lair, its lost posses­
  sions stand out in its perception and are easily 
  recovered.
  Supernatural Lure. Entrances to the morkoth’s 
  lair have an enchantment that the morkoth can 
  activate or suppress at any time while it’s in its lair 
  and not incapacitated. Any creature within 30 feet 
  of such an entrance and able to see it must make a 
  DC 15 Wisdom saving throw. On a failed save, the 
  creature feels an intense urge to use its movement 
  on each of its turns to enter the lair and to move 
  toward the morkoth’s location (the target doesn’t 
  realize it’s heading toward a creature). The target 
  moves toward the morkoth by the most direct 
  route. As soon as it can see the morkoth, the tar­
  get can repeat the saving throw, ending the effect 
  on itself on a success. It can also repeat the saving 
  throw at the end of each of its turns and every 
  time it takes damage.
  If the morkoth dies, these regional effects end 
  immediately.
  Mo r k o t h
  Large Aberration, Typically Chaotic Evil
  Armor Class 17 (natural armor) 
  Hit Points 165 (22dl0 + 44) 
  Speed 25 ft., swim 50 ft.
  STR DEX CON INT WIS CHA
  14 (+2) 
  14 (+2) 
  14 (+2) 
  20 (+5) 
  15 (+2) 
  13 (+1)
  "...... .......... ..........................................................................................................................................;
  + 2) bludgeoning damage at the start of each of its turns, and 
  the morkoth can’t use its tentacles on another target.
  Hypnosis. The morkoth projects a 30-foot cone of magical 
  energy. Each creature in that area must make a DC 17 Wisdom 
  saving throw. On a failed save, the creature is charmed by the 
  morkoth for 1 minute. While charmed in this way, the target 
  tries to get as close to the morkoth as possible, using its ac­
  tions to Dash until it is within 5 feet of the morkoth. A charmed 
  target can repeat the saving throw at the end of each of its 
  turns and whenever it takes damage, ending the effect on itself 
  on a success. If a creature’s saving throw is successful or the 
  effect ends for it, the creature has advantage on saving throws 
  against the morkoth’s Hypnosis for 24 hours.
  Spellcasting. The morkoth casts one of the following spells, 
  requiring no material components and using Intelligence as the 
  spellcasting ability (spell save DC 17):
  At will: detect magic, mage hand 
  3/day each: darkness, dimension door, dispel magic, lightning 
  bolt, sending
  Reac t io n s
  Spell Reflection. If the morkoth makes a successful saving 
  throw against a spell or a spell attack misses it, the morkoth 
  can choose another creature (including the spellcaster) it can 
  see within 120 feet of it. The spell targets the chosen creature 
  instead of the morkoth. If the spell forced a saving throw, the 
  chosen creature makes its own save. If the spell was an attack, 
  the attack roll is rerolled against the chosen creature.
  Saving Throws Dex +6, Int +9, Wis +6
  Skills Arcana +9, History +9, Perception +10, Stealth +6
  Senses blindsight 30 ft., darkvision 120 ft., passive
  Perception 20
  Languages telepathy 120 ft.
  Challenge 11 (7,200 XP) 
  Proficiency Bonus+4
  Amphibious. The morkoth can breathe air and water.
  Ac t io n s
  Multiattack. The morkoth makes either two Bite attacks and 
  one Tentacles attack or three Bite attacks.
  Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one tar­
  get. Hit: 9 (2d6 + 2) slashing damage plus 10 (3d6) psy­
  chic damage.
  Tentacles. Melee Weapon Attack: +6 to hit, reach 15 ft., one 
  target. Hit: 15 (3d8 + 2) bludgeoning damage, and the target is 
  grappled (escape DC 14) if it is a Large or smaller creature. Un­
  til this grapple ends, the target is restrained and takes 15 (3d8
  —-
  !86 
  CHAPTER 2 | BESTIARY
  
  Mo u t h  o f  Gr o l a n t o r
  Hill giants consume spoiled food and diseased car­
  casses with as much enthusiasm as children eating 
  dessert and rarely suffer for such eating habits. 
  When one of their kind becomes incapable of keep­
  ing down food, that giant is seen, among hill giant 
  worshipers of the god Grolantor, as the vessel of a 
  message from the deity.
  The sickened giant’s compatriots separate the 
  giant from the rest of the community, often trapping 
  them in a cage or tying them to a post. A priest of 
  Grolantor visits the famished giant daily, trying to 
  read portents in the puddles of bile the hill giant 
  retches up. If the sickness soon passes, they allow 
  the hill giant to rejoin society. If not, the hill giant is 
  instead starved to the point of desperation so Gro- 
  lantor’s hunger can be given a mouth in the world.
  A mouth of Grolantor is revered as a holy embodi­
  ment of Grolantor's aching hunger. Unlike a typical 
  sluggish hill giant, a mouth of Grolantor is thin as 
  a whippet, alert like a bird, and constantly twitchy. 
  Mouths are kept perpetually imprisoned or shack­
  led; if they break free, they’re sure to kill anyone 
  nearby before they’re brought down or escape on 
  a killing spree. The only time mouths of Grolantor 
  are set loose is during a war, during a raid against 
  an enemy settlement, or in a last-ditch defense of 
  Grolantor’s faithful. When a mouth of Grolantor has 
  slaughtered and eaten their fill of enemies, they pass 
  out amid the gory remains of their victims, making 
  them easy to recapture.
  Mo u t h  o f  Gr o l a n t o r
  Huge Ciant (Hill Giant), Typically Chaotic Evil
  Armor Class 14 (natural armor) 
  Hit Points 105 (10dl2 + 40)
  Speed 50 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  21 (+5)
  10 (+0)
  18 (+4)
  5 H)
  7 (-2)
  5 (-3)
  Skills Perception +1
  Condition Immunities frightened
  Senses passive Perception 11
  Languages Giant
  Challenge 6 (2,300 XP) 
  Proficiency Bonus +3
  Mouth of Chaos. The giant is immune to the confusion spell.
  On each of its turns, the giant uses all its movement to move 
  toward the nearest creature or whatever else it might perceive 
  as food. Roll a diO at the start of each of the giant’s turns to 
  determine its action for that turn:
  .... ............—........ ........... r - — . _■ ■ ■ ■ ■  
  .. J
  1-3: The giant makes three Fist attacks against one random 
  creature within reach. If no creatures are within reach, the 
  giant flies into a rage and gains advantage on all attack rolls 
  until the end of its next turn.
  4-5: The giant makes one Fist attack against each creature 
  within reach. If no creatures are within reach, the giant makes 
  one Fist attack against itself.
  6-7: The giant makes one Bite attack against one random 
  creature within reach. If no other creatures are within reach, 
  its eyes glaze over and it is stunned until the start of its 
  next turn.
  8-10: The giant makes one Bite attack and two Fist attacks 
  against one random creature within reach. If no creatures are 
  within reach, the giant flies into a rage and gains advantage 
  on all attack rolls until the end of its next turn.
  Ac t io n s
  Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one creature. 
  Hit: 15 (3d6 + 5) piercing damage, and the giant magically re­
  gains hit points equal to the damage dealt.
  Fist. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. 
  Hit: 18 (3d8 + 5) bludgeoning damage.
  —~........ -...... - —
  CHAPTER 2 | BESTIARY
  187
  
  Na b a s s u
  The insatiable nabassus prowl the multiverse in 
  search of souls to devour. If they think they can kill 
  a creature and consume its soul, they attack—even 
  if that other creature is a demon, including an­
  other nabassu.
  Most other demons shun nabassus and force them 
  to live on the fringes of the Abyss. There, nabassus 
  pick off weaker demons or, if the situation warrants, 
  gather in packs to take down larger prey. Some es­
  pecially powerful nabassus even search for demon 
  lords’ amulets.
  Whenever magic pulls demons from the Abyss to 
  the Material Plane, nabassus try to get summoned 
  so that they can embark on a feast of souls there. 
  A summoned nabassu seeks to break free so that 
  it can devour the soul of its summoner and then 
  feed on the souls of whatever other creatures it can 
  catch. One way a summoner can avoid this fate is by 
  providing a steady supply of souls to the nabassu, 
  which might persuade the demon to be coopera­
  tive—as long as the supply lasts.
  Na b a s s u
  Medium Fiend (Demon), Typically Chaotic Evil
  Armor Class 18 (natural armor) 
  Hit Points 190 (20d8 + 100) 
  Speed 40 ft., fly 60 ft.
  ........ .....----- ------------------- .... ' 
  creature's number of Hit Dice. Roll those dice, and increase 
  the nabassu’s hit points by the numbers rolled. For every 4 Hit 
  Dice the nabassu gains in this way, its attacks deal an extra 3 
  (1 d6) damage on a hit. The nabassu retains these benefits for 6 
  days. A creature devoured by a nabassu can be restored to life 
  only by a wish spell.
  STR DEX CON INT WIS CHA
  22 (+6) 
  14 (+2) 
  21 (+5) 
  14 (+2) 
  15 (+2) 
  17 (+3)
  Saving Throws Str +11, Dex +7
  Skills Perception +7
  Damage Resistances cold, fire, lightning; bludgeoning, 
  piercing, and slashing from nonmagical attacks
  Damage Immunities poison
  Condition Immunities poisoned
  Senses darkvision 60 ft., passive Perception 17
  Languages Abyssal, telepathy 120 ft.
  Challenge 15 (13,000 XP) 
  Proficiency Bonus +5
  Demonic Shadows. The nabassu darkens the area around its 
  body in a 10-foot radius. Nonmagical light can’t illuminate this 
  area of dim light.
  Devour Soul. A nabassu can eat the soul of a creature it has 
  killed within the last hour, provided that creature is neither a 
  Construct nor an Undead. The devouring requires the nabassu 
  to be within 5 feet of the corpse for at least 10 minutes, after 
  which it gains a number of Hit Dice (d8s) equal to half the
  Magic Resistance. The nabassu has advantage on saving 
  throws against spells and other magical effects.
  Ac t io n s
  Multiattack. The nabassu makes one Bite attack and one Claw 
  attack, and it uses Soul-Stealing Gaze.
  Bite. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. 
  Hit: 38 (5dl2 + 6) necrotic damage.
  Claw. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. 
  Hit: 28 (4dl0 + 6) force damage.
  Soul-Stealing Gaze. The nabassu targets one creature it can see 
  within 30 feet of it. If the target isn’t a Construct or an Undead, 
  it must succeed on a DC 16 Charisma saving throw or take 13 
  (2dl2) necrotic damage. The target's hit point maximum is 
  reduced by an amount equal to the necrotic damage dealt, and 
  the nabassu regains hit points equal to half that amount. This 
  reduction lasts until the target finishes a short or long rest. The 
  target dies if its hit point maximum is reduced to 0, and if the 
  target is a Humanoid, it immediately rises as a ghoul (see the 
  Monster Manual) under the nabassu’s control.
  l88 CHAPTER 2 | BESTIARY
  
  Na g pa
  Medium Monstrosity (Wizard), Typically Neutral Evil
  Armor Class 19 (natural armor) 
  Hit Points 203 (37d8 + 37)
  Speed 30 ft.
  STR DEX CON INT WIS CHA
  9 (-1) 
  15 (+2) 
  12 (+1) 
  23 (+6) 18 (+4) 21 (+5)
  Saving Throws Int +12, Wis +10, Cha +11
  Skills Arcana +12, Deception +11, History +12, Insight +10,
  Perception +10
  Senses truesight 120 ft., passive Perception 20
  Languages Common plus up to five other languages
  Challenge 17 (18,000 XP) 
  Proficiency Bonus +6
  Ac t io n s
  Multiattack. The nagpa makes three Staff or Deathly Ray at­
  tacks. It can replace one attack with a use of Spellcasting.
  Staff. Melee Weapon Attack: +8 to hit, reach 5 ft., one tar­
  get. Hit: 9 (2d6 + 2) bludgeoning damage plus 24 (7d6) ne­
  crotic damage.
  Deathly Ray. Ranged Spell Attack: +12 to hit, range 120 ft., one 
  target. Hit: 30 (7d6 + 6) necrotic damage.
  Spellcasting. The nagpa casts one of the following spells, using 
  Intelligence as the spellcasting ability (spell save DC 20):
  At will: detect magic, mage hand, message, minor illusion 
  2/day each: fireball, fiy, hold person, suggestion, wall offire 
  1/day each: dominate person, etherealness,feeblemind
  Bo n u s Ac t io n s
  Corruption. The nagpa targets one creature it can see within 
  90 feet of it. The target must make a DC 20 Charisma saving 
  throw. An evil creature makes the save with disadvantage. On a 
  failed save, the target is charmed by the nagpa until the start of 
  the nagpa’s next turn. On a successful save, the target becomes 
  immune to the nagpa’s Corruption for the next 24 hours.
  Paralysis (Recharge 6). The nagpa forces each creature within 
  30 feet of it to make a DC 20 Wisdom saving throw, excluding 
  Undead and Constructs. On a failed save, a target is paralyzed 
  for 1 minute. A paralyzed target can repeat the saving throw 
  at the end of each of its turns, ending the effect on itself on 
  a success.
  Long ago, the Raven Queen cursed a cabal of pow­
  erful wizards for meddling in a ritual that would 
  have helped avert a war between the gods. She 
  transformed them into the scabrous, birdlike crea­
  tures known as nagpas and rendered them able to 
  acquire new lore and magical power only from the 
  ruins of fallen civilizations and great calamities.
  Nagpas still fear the Raven Queen and do their 
  best to avoid her and her agents. When it’s impossi­
  ble to do so, they become cringing, fawning things, 
  eager to please and thereby escape further attention 
  from her cold gaze. All the original thirteen remain 
  alive, thanks to their cunning and their willingness 
  to do whatever is necessary to survive.
  Hungry to claim more power despite the Ra­
  ven Queen’s curse, nagpas strive to bring about 
  world-shaking destruction. From the shadows, they 
  manipulate events to bring about ruin. They can 
  bring to bear an array of spells to turn other crea­
  tures into their agents, influencing their decisions 
  in subtle ways and making them unwitting accom­
  plices in their own destruction. Nagpas are extraor­
  dinarily patient and pursue several schemes simul­
  taneously, so if one plan goes awry, they can shift 
  their focus to another. Typically, nagpas emerge 
  from the shadows only when they can deliver a 
  finishing blow. They then revel in the grand devasta­
  tion their plotting brought about—looting libraries, 
  plundering vaults, and prying secrets of arcane lore 
  and power from the wreckage.
  CHAPTER 2 | BESTIARY
  189
  
  Na r z u g o n
  Paladins who make deals with devils and carry 
  their twisted sense of honor into the afterlife are 
  especially valuable to the archdukes of the Nine 
  Hells. These narzugons act as horrific perversions 
  of knights errant, carrying out their masters’ will.
  Narzugons wield hell-forged lances that shunt the 
  souls of any they killed to the River Styx for rebirth 
  as lemures (see the Monster Manual). Every lance 
  bears the marks of both a narzugon and its master.
  -- - ..... 1 . ......... ..............: . ---------
  Narzugon
  Medium Fiend (Devil), Typically Lawful Evil
  Armor Class 20 (plate armor, shield)
  Hit Points 112 (15d8 + 45)
  Speed 30 ft.
  STR DEX CON INT WIS CHA
  20 (+5) 
  10 (+0) 
  17 (+3) 
  16 (+3) 
  14(4-2) 
  19 (+4)
  Saving Throws Dex +5, Con +8, Cha +9
  Skills Perception +12
  Damage Resistances acid, cold; bludgeoning, piercing, and 
  slashing from nonmagical attacks that arten’t silvered
  Damage Immunities fire, poison
  Condition Immunities charmed, frightened, poisoned 
  Senses darkvision 120 ft., passive Perception 22 
  Languages Common, Infernal, telepathy 120 ft.
  Challenge 13 (10,000 XP) 
  Proficiency Bonus +5
  Infernal Tack. The narzugon wears spurs that are part of infer­
  nal tack, which allow it to summon its nightmare companion as 
  an action.
  Magic Resistance. The narzugon has advantage on saving 
  throws against spells and other magical effects.
  Ac t io n s
  Multiattack. The narzugon makes three Hellfire Lance attacks. 
  It also uses Infernal Command or Terrifying Command.
  Hellfire Lance. Melee Weapon Attack: +10 to hit, reach 10 ft., 
  one target. Hit: 11 (1 dl2 + 5) piercing damage plus 16 (3dl0) 
  fire damage. If this damage kills a creature with a soul, the soul 
  rises from the River Styx as a lemure (see the Monster Manual) 
  in Avernus in 1 d4 hours. If the creature isn’t revived before 
  then, only a wish spell or killing the lemure and casting true 
  resurrection on the creature's original body can restore it to life. 
  Constructs and devils are immune to this effect.
  Infernal Command. Each ally of the narzugon within 60 feet of 
  it can’t be charmed or frightened until the end of the narzu- 
  gon’s next turn.
  Terrifying Command. Each creature within 60 feet of the narzu­
  gon that isn't a Fiend must succeed on a DC 17 Charisma sav­
  ing throw or become frightened of the narzugon 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. A creature that 
  makes a successful saving throw is immune to this narzugon’s 
  Terrifying Command for 24 hours.
  Healing (1/Day). The narzugon, or one creature it touches, re­
  gains 100 hit points.
  . ......... - 
  ----- . 
  - ....... i
  Each narzugon claims a nightmare (see the Mon­
  ster Manual) as its mount. These steeds are bound 
  by infernal tack (see below) and must respond to the 
  summons and commands of the spurs’ wearer.
  Ma g ic  It e m : In f e r n a l  Ta c k
  Wondrous Item, Legendary (Requires Attunement 
  by a Creature of Evil Alignment)
  A rider binds a nightmare to its service with infernal 
  tack, which consists of a bridle, bit, reins, saddle, 
  and stirrups, along with spurs that are worn by the 
  rider. A nightmare equipped with infernal tack must 
  serve whoever wears the spurs until the wearer dies 
  or the tack is removed.
  You can use an action to call a nightmare 
  equipped with infernal tack by clashing the spurs 
  together or scraping them through blood. The 
  nightmare appears at the start of your next turn, 
  within 20 feet of you. It acts as your ally and takes 
  its turn on your initiative count. It remains for 1 
  day, until you or it dies, or until you dismiss it as an 
  action. If the nightmare dies, it reforms in the Nine 
  Hells within 24 hours, after which you can sum­
  mon it again.
  The tack doesn’t conjure a nightmare; one must 
  first be subdued so the tack can be placed on it. No 
  nightmare accepts this forced servitude willingly, 
  but some eventually form strong loyalties to their 
  masters and become true partners in evil.
  19°
  CHAPTER 2 | BESTIARY
  
  Ne o g i
  A neogi looks like an outsize spider with an eel’s 
  neck and head. It can poison the body and the 
  mind of its targets and can subjugate even be­
  ings that are physically superior.
  Neogi usually dwell in far-flung locations 
  on the Material Plane, as well as in the 
  Astral Plane and the Ethereal Plane. They 
  left their home world long ago to conquer 
  and devour creatures in other realms. 
  During this era, they dominated umber 
  hulks and used them to build sleek, spidery 
  ships capable of traversing the multiverse.
  Ne o g i Ha t c h l in g
  A neogi lives about a century. When an in­
  dividual is rendered weak by advanced age, 
  the other neogi in the group overpower it 
  and inject it with a special poison. The toxin 
  transforms the old neogi into a bloated mass 
  of flesh. Younger neogi lay their eggs atop it, 
  and when the hatchlings emerge, they devour 
  the old neogi and one another until only a few 
  of the strongest newborns are left. The surviving 
  neogi hatchlings begin their lives under the control 
  of adult neogi. They must learn about their society 
  and earn a place in it, and each one starts its train­
  ing by gaining mastery over an umber hulk.
  Ne o g i (Ad u l t )
  The mentality of neogi is alien to many other peo­
  ples. Because adult neogi have the power to con­
  trol minds, they consider doing so to be entirely 
  appropriate. Their society makes no distinction 
  between individuals, aside from the ability that a 
  given creature has to control others, and they don’t 
  comprehend the emotional aspects of existence that 
  humans and similar beings experience. To a neogi, 
  hatred is as foreign a sensation as love, and show­
  ing loyalty in the absence of authority is foolishness.
  Neogi mark themselves and those they capture 
  through the use of dyes, transformational magic, 
  and other markings intended to signify rank, 
  achievements, and the identity of the individual’s 
  leader. By these signs, neogi can identify each oth­
  ers’ place in the hierarchy—and they must defer to 
  those of higher station or risk harsh punishment.
  Neogi Hatchling
  Tiny Aberration, Typically Lawful Evil
  Armor Class 11
  Hit Points 7 (3d4)
  Speed 20 ft., climb 20 ft.
  STR DEX CON INT WIS CHA
  3 (-4) 
  13 (+1) 
  10 (+0) 
  6 (-2) 
  10 (+0) 
  9 (-1)
  Senses darkvision 60 ft., passive Perception 10
  Languages —
  Challenge 1/8 (25 XP) 
  Proficiency Bonus +2
  Mental Fortitude. The neogi has advantage on saving throws 
  against being charmed or frightened, and magic can’t put the 
  neogi to sleep.
  Spider Climb. The neogi can climb difficult surfaces, includ­
  ing upside down on ceilings, without needing to make an 
  ability check.
  Ne o g i Ma s t e r
  Ac t io n s
  Neogi masters use magic, as a result of a pact be­
  tween neogi and aberrant entities they met during 
  their journey from their home world. These enti­
  ties—known by such names as Acamar, Caiphon, 
  Gibbeth, and Hadar—resemble stars and embody 
  the essence of evil.
  Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. 
  Hit: 3 (1 d4 + 1) piercing damage plus 3 (1 d6) poison damage, 
  and the target must succeed on a DC 10 Constitution saving 
  throw or become poisoned for 1 minute. A target can repeat 
  the saving throw at the end of each of its turns, ending the ef­
  fect on itself on a success.
  191
  CHAPTER 2 | BESTIARY
  
  Ne o g i Ma s t e r
  Medium Aberration (Warlock), Typically Lawful Evil
  Armor Class 15 (natural armor)
  Hit Points 71 (lld8 + 22)
  Speed 30 ft., climb 30 ft.
  STR DEX CON INT WIS CHA
  6 (-2) 
  16 (+3) 
  14 (+2) 
  16 (+3) 
  12 (+1) 
  18 (+4)
  Ne o g i
  Small Aberration, Typically Lawful Evil
  Armor Class 15 (natural armor) 
  Hit Points 33 (6d6 + 12) 
  Speed 30 ft., climb 30 ft.
  STR DEX CON INT WIS CHA
  6 (-2) 
  16 (+3) 
  14 (+2) 
  13 (+1) 
  12 (+1) 
  15 (+2)
  Skills Intimidation +4, Perception +3
  Senses darkvision 60 ft., passive Perception 13
  Languages Common, Deep Speech, Undercommon
  Challenge 3 (700 XP) 
  Proficiency Bonus +2
  Mental Fortitude. The neogi has advantage on saving throws 
  against being charmed or frightened, and magic can’t put the 
  neogi to sleep.
  Spider Climb. The neogi can climb difficult surfaces, includ­
  ing upside down on ceilings, without needing to make an 
  ability check.
  Ac t io n s
  Multiattack. The neogi makes one Bite attack and two 
  Claw attacks.
  Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 
  Hit: 6 (1 d6 + 3) piercing damage plus 14 (4d6) poison damage, 
  and the target must succeed on a DC 12 Constitution saving 
  throw or become poisoned for 1 minute. A target can repeat 
  the saving throw at the end of each of its turns, ending the ef­
  fect on itself on a success.
  Claw. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 
  Hit: 8 (2d4 + 3) slashing damage.
  Bo n u s Ac t io n s
  Enslave (Recharges after a Short or Long Rest). The neogi 
  targets one creature it can see within 30 feet of it. The target 
  must succeed on a DC 14 Wisdom saving throw or be magically 
  charmed by the neogi for 1 day, or until the neogi dies or is 
  more than 1 mile from the target. The charmed target obeys 
  the neogi’s commands and can't take reactions, and the neogi 
  and the target can communicate telepathically with each other 
  at a distance of up to 1 mile. Whenever the charmed target 
  takes damage, it can repeat the saving throw, ending the effect 
  on itself on a success.
  Saving Throws Wis +3
  Skills Arcana +5, Deception +6, Intimidation +6, Perception +3, 
  Persuasion +6
  Senses darkvision 120 ft., passive Perception 13
  Languages Common, Deep Speech, Undercommon, 
  telepathy 30 ft.
  Challenge 4 (1,100 XP) 
  Proficiency Bonus +2
  Devil’s Sight. Magical darkness doesn’t impede the neogi’s 
  darkvision.
  Mental Fortitude. The neogi has advantage on saving throws 
  against being charmed or frightened, and magic can't put the 
  neogi to sleep.
  Spider Climb. The neogi can climb difficult surfaces, includ­
  ing upside down on ceilings, without needing to make an 
  ability check.
  Ac t io n s
  Multiattack. The neogi makes one Bite attack and one Claw 
  attack, or it makes two Tentacle of Hadar attacks.
  Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 
  Hit: 6 (1 d6 + 3) piercing damage plus 14 (4d6) poison damage, 
  and the target must succeed on a DC 12 Constitution saving 
  throw or become poisoned for 1 minute. A target can repeat 
  the saving throw at the end of each of its turns, ending the ef­
  fect on itself on a success.
  Claw. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 
  Hit: 8 (2d4 + 3) piercing damage.
  Tentacle of Hadar. Ranged Spell Attack: +6 to hit, range 120 ft., 
  one target. Hit: 14 (3d6 + 4) necrotic damage, and the target 
  can’t take reactions until the end of the neogi’s next turn, as a 
  spectral tentacle clings to the target.
  Spellcasting. The neogi casts one of the following spells, using 
  Charisma as the spellcasting ability (spell save DC 14):
  At will: guidance, mage hand, minor illusion, prestidigitation 
  1/day each: dimension door, hold person, hunger of Hadar
  Bo n u s Ac t io n s
  Enslave (Recharges after a Short or Long Rest). The neogi 
  targets one creature it can see within 30 feet of it. The target 
  must succeed on a DC 14 Wisdom saving throw or be magically 
  charmed by the neogi for 1 day, or until the neogi dies or is 
  more than 1 mile from the target. The charmed target obeys 
  the neogi’s commands and can’t take reactions, and the neogi 
  and the target can communicate telepathically with each other 
  at a distance of up to 1 mile. Whenever the charmed target 
  takes damage, it can repeat the saving throw, ending the effect 
  on itself on a success.
  192
  CHAPTER 2 | BESTIARY
  
  Ne o t h e l id
  Gargantuan Aberration, Typically Chaotic Evil
  Armor Class 16 (natural armor) 
  Hit Points 232 (15d20+ 75) 
  Speed 30 ft.
  STR DEX CON INT WIS CHA
  27 (+8) 
  7 (-2) 
  21 (+5) 
  3 (-4) 
  16 (+3) 
  12 (+1)
  Saving Throws Int +1, Wis +8, Cha +6
  Senses blindsight 120 ft. (blind beyond this radius), passive
  Perception 13
  Languages —
  Challenge 13 (10,000 XP) 
  Proficiency Bonus +5
  Creature Sense. The neothelid is aware of the presence of crea­
  tures within 1 mile of it that have an Intelligence score of 4 or 
  higher. It knows the distance and direction to each creature, 
  as well as each creature’s Intelligence score, but can’t sense 
  anything else about it. A creature protected by a mind blank 
  spell, a nondetection spell, or similar magic can’t be perceived 
  in this manner.
  Magic Resistance. The neothelid has advantage on saving 
  throws against spells and other magical effects.
  Ac t io n s
  Tentacles. Melee Weapon Attack: +13 to hit, reach 15 ft., one tar­
  get. Hit: 21 (3d8 + 8) bludgeoning damage plus 11 (2dl0) psy­
  chic damage. If the target is a Large or smaller creature, it must 
  succeed on a DC 18 Strength saving throw or be swallowed by 
  the neothelid. A swallowed creature is blinded and restrained, 
  it has total cover against attacks and other effects outside the 
  neothelid, and it takes 21 (6d6) acid damage at the start of 
  each of the neothelid’s turns.
  If the neothelid takes 30 damage or more on a single turn 
  from a creature inside it, the neothelid must succeed on a DC 
  18 Constitution saving throw at the end of that turn or regurgi­
  tate all swallowed creatures, which fall prone in a space within 
  10 feet of the neothelid. If the neothelid dies, a swallowed 
  creature is no longer restrained by it and can escape from the 
  corpse by using 20 feet of movement, exiting prone.
  Acid Breath (Recharge 5-6). The neothelid exhales acid in a 60- 
  foot cone. Each creature in that area must make a DC 18 Dex­
  terity saving throw, taking 35 (10d6) acid damage on a failed 
  save, or half as much damage on a successful one.
  Spellcasting (Psionics). The neothelid casts one of the following 
  spells, requiring no spell components and using Wisdom as 
  the spellcasting ability (spell save DC 16):
  At will: levitate
  1/day each: confusion, feeblemind, telekinesis
  Ne o t h e l id
  A slime-covered worm of immense size, a neo­
  thelid is the result of the mind flayer reproductive 
  cycle gone horribly wrong. When an illithid colony 
  collapses, typically after an external assault, and 
  the elder brain (appears in this book) is killed, the 
  colony’s tadpoles are suddenly freed from their fate. 
  They no longer serve as food—and are no longer fed 
  by their caretakers. Driven by hunger, they turn to 
  devouring one another. Only one tadpole survives 
  out of the thousands in the colony’s pool, and it 
  emerges as a neothelid.
  Neothelids know nothing beyond their predatory 
  existence. They prowl subterranean passages, using 
  their rudimentary psionic abilities to search out and 
  incapacitate brains to sate their constant hunger, 
  growing ever more vicious. These creatures can 
  spray tissue-dissolving enzymes from their tentacle 
  ducts, reducing victims to puddles of slime and leav­
  ing only the pulsing brains unharmed. They have no 
  knowledge of their link to illithids, so they’re just as 
  likely to prey on mind flayers as on anything else.
  Mind flayers consider neothelids dangerous abom­
  inations—normally they eat or destroy any tadpoles 
  that grow larger than a few inches in length without 
  being implanted in a brain so they can’t become 
  such threats. Neothelids are not intelligent enough 
  for elder brains to detect, so mind flayers are always 
  alert for signs of their presence and organize hunt­
  ing parties to exterminate any of these murderous 
  worms they learn of.
  CHAPTER 2 | BESTIARY
  193
  
  Nig h t w a l k e r
  The Negative Plane is a place of death, anathema 
  to all living things. Yet there are some who would 
  tap into its fell power and use its energy for sinister 
  ends. Most individuals prove unequal to the task. 
  Those not destroyed outright are sometimes drawn 
  inside the plane and replaced by nightwalkers—ter­
  rifying Undead creatures that devour all life they 
  encounter.
  One can reach the Negative Plane from the Shad­
  owfell in places where the barrier between the 
  planes is thin. Stepping onto the Negative Plane is 
  almost always fatal since the plane sucks the life 
  and soul from creatures, annihilating most at once. 
  The few who survive by sheer luck or by harnessing 
  some rare form of protective magic soon discover 
  that they can’t leave as easily as they arrived.
  Worse, for each creature that enters the plane, a 
  nightwalker is released to take its place. In order 
  for a trapped creature to escape, the released night- 
  walker must be lured back to the Negative Plane by 
  offerings of life for it to devour. If the nightwalker 
  is destroyed, the trapped creature has no hope 
  of escape.
  Generally, a nightwalker on the Material Plane is 
  attracted to elements of the world associated with 
  the creature responsible for its creation, which can 
  provide clues as to who the trapped creature is. This 
  attraction doesn’t indicate a willingness to engage 
  with the world, though; nightwalkers exist to make 
  life extinct, and they prioritize anything associated 
  with the trapped creature for destruction.
  Nig h t w a l k e r
  Huge Undead, Typically Chaotic Evil
  Armor Class 14
  Hit Points 337 (25dl2+ 175)
  Speed 40 ft., fly 40 ft.
  STR DEX CON INT WIS CHA
  22 (+6) 
  19 (+4) 
  24 (+7) 
  6 (-2) 
  9 (-1) 
  8 (-1)
  Saving Throws Con +13
  Damage Resistances acid, cold, fire, lightning, thunder;
  bludgeoning, piercing, and slashing from nonmagical attacks
  Damage Immunities necrotic, poison
  Condition Immunities exhaustion, frightened, grappled, 
  paralyzed, petrified, poisoned, prone, restrained
  Senses darkvision 120 ft., passive Perception 9
  Languages —
  Challenge 20 (25,000 XP) 
  Proficiency Bonus +6
  Annihilating Aura. Any creature that starts its turn within 30 
  feet of the nightwalker must succeed on a DC 21 Constitution 
  saving throw or take 21 (6d6) necrotic damage. Undead are 
  immune to this aura.
  Life Eater. A creature dies if reduced to 0 hit points by the 
  nightwalker and can’t be revived except by a wish spell.
  Unusual Nature. The nightwalker doesn’t require air, food, 
  drink, or sleep.
  Ac t io n s
  Multiattack. The nightwalker makes two Enervating Focus 
  attacks, one of which can be replaced by Finger of Doom, if 
  available.
  Enervating Focus. Melee Weapon Attack: +12 to hit, reach 15 ft., 
  one target. Hit: 28 (5d8 + 6) necrotic damage. The target must 
  succeed on a DC 21 Constitution saving throw or its hit point 
  maximum is reduced by an amount equal to the necrotic dam­
  age taken. This reduction lasts until the target finishes a long 
  rest. The target dies if its hit point maximum is reduced to 0.
  Finger of Doom (Recharge 6). The nightwalker points at one 
  creature it can see within 300 feet of it. The target must 
  succeed on a DC 21 Wisdom saving throw or take 39 (6dl2) 
  necrotic damage and become frightened until the end of the 
  nightwalker’s next turn. While frightened in this way, the crea­
  ture is also paralyzed. If a target's saving throw is successful, 
  the target is immune to the nightwalker’s Finger of Doom for 
  the next 24 hours.
  194
  CHAPTER 2 | BESTIARY
  
  Armor Class 13 (leather armor)
  Hit Points 7 (2d6)
  Speed 30 ft.
  STR DEX CON INT WIS CHA
  8 (-1) 
  14 (+2) 
  10 (+0) 
  10 (+0) 
  8 (-1) 
  15 (+2)
  Skills Stealth +6
  Senses darkvision 60 ft., passive Perception 9
  Languages Common, Goblin
  Challenge 1 (200 XP) 
  Proficiency Bonus +2
  Nilbogism. Any creature that attempts to damage the nilbog 
  must first succeed on a DC 12 Charisma saving throw or be 
  charmed until the end of the creature’s next turn. A creature 
  charmed in this way must use its action praising the nilbog.
  The nilbog can’t regain hit points, including through magical 
  healing, except through its Reversal of Fortune reaction.
  Actions_______________________________
  Fool’s Scepter. Melee Weapon Attack: +4 to hit, reach 5 ft., one 
  target. Hit: 5 (1 d6 + 2) bludgeoning damage.
  Mocking Word. The nilbog targets one creature it can see 
  within 60 feet of it. The target must succeed on a DC 12 Wis­
  dom saving throw or take 5 (2d4) psychic damage and have dis­
  advantage on its next attack roll before the end of its next turn.
  Spellcasting. The nilbog casts one of the following spells, using 
  Charisma as the spellcasting ability (spell save DC 12):
  At will: mage hand, Tasha’s hideous laughter
  Bonus Actions________________________
  Nimble Escape. The nilbog takes the Disengage or Hide action.
  Reactions
  Reversal of Fortune. In response to another creature dealing 
  damage to the nilbog, the nilbog reduces the damage to 0 and 
  regains 3 (ld6) hit points.
  Nil b o g
  When Maglubiyet conquered the goblin gods, a 
  trickster deity was determined to get the last laugh. 
  Although Maglubiyet shattered its essence, this 
  trickster god survives in a splintered form as pos­
  sessing spirits that cause disorder unless they are 
  appeased. Goblins have no name for this deity and 
  dare not give it one, lest Maglubiyet use its name to 
  ensnare and crush it as he did their other deities. 
  They call the possessing spirit, as well as the goblin 
  possessed by it, a nilbog (“goblin” spelled back­
  ward), and they revel in the chaos a nilbog sows.
  Whenever goblinoids form a host, there is a 
  chance that a goblin will become possessed by a nil­
  bog, particularly if the goblins have been mistreated 
  by their betters. The possessed goblin turns into a 
  wisecracking, impish creature fearless of reprisal. 
  This nilbog also gains strange powers that drive oth­
  ers to do the opposite of what they desire. Attacking 
  the possessed goblin is foolhardy, and killing them 
  just prompts the spirit to possess another goblin. 
  The only way to keep a nilbog from wreaking havoc 
  is to treat it well and give it respect and praise.
  Among fey courts, the risk of attracting a nilbog 
  has given rise to the practice of always including at 
  least one goblin jester. This jester is allowed to go 
  anywhere and do whatever they please, hopefully 
  preventing a nilbog from manifesting. The position 
  of jester is much sought-after among the courts’ gob­
  lins, because even if the jester is obviously not a nil­
  bog, the court must indulge their chaotic behavior.
  Nil b o g is m
  A nilbog is an invisible spirit that possesses only 
  goblins. When bereft of a host, the spirit has a flying 
  speed of 30 feet, it can’t be attacked, and it is im­
  mune to all damage and conditions. Acting on initia­
  tive count 20 (losing initiative ties), the only action 
  it can take is to attempt to possess a goblin within 5 
  feet of it.
  A goblin targeted by the spirit must succeed on 
  a DC 15 Charisma saving throw or become pos­
  sessed. While possessed, the goblin uses the nilbog 
  stat block. If the save succeeds, the spirit can’t pos­
  sess that goblin for 24 hours.
  If its host is killed or the possession is ended by a 
  spell such as hallow, magic circle, or protection from 
  evil and good, the spirit searches for another goblin 
  to possess. The spirit can leave its host at any time, 
  but it won’t do so willingly unless it knows there’s 
  another potential host nearby. A goblin stripped of 
  their nilbog spirit reverts to their normal statistics 
  and loses the traits they gained while possessed.
  CHAPTER 2 | BESTIARY
  195
  
  Nu ppe r ib o
  Medium Fiend (Devil), Typically Lawful Evil
  Nu ppe r ib o
  No soul is turned away from the Nine Hells, but the 
  truly worthless—those whose evil acts in life arose 
  from carelessness and inaction more than anything 
  else—are suitable only to become nupperibos. 
  These pitiful creatures shuffle across the landscape, 
  driven to purposeful action only when the clouds 
  of swarming vermin that surround them find them 
  prey to destroy or when a greater fiendish power 
  commands it.
  Individually, nupperibos are weak, but they’re 
  rarely alone and can be dangerous when gathered 
  into packs. Clouds of stinging insects, stirges (see 
  the Monster Manual), and other vermin surround 
  them in a terrifying, reeking sheath that torments 
  any non-devil that draws near.
  A nupperibo knows nothing but the desire to de­
  stroy non-Fiends. Once a nupperibo’s vermin cloud 
  senses a potential meal, any nearby nupperibos 
  pursue that prey tirelessly until it or the nupperibos 
  are slain, or some other potential victim crosses the 
  devils’ path and distracts them.
  Nupperibos unthinkingly obey any command they 
  receive telepathically from another devil. This blind 
  loyalty makes them the easiest of infernal troops to 
  lead into battle, but their presence in a legion does 
  nothing to elevate its general’s status.
  Armor Class 13 (natural armor) 
  Hit Points 11 (2d8 + 2) 
  Speed 20 ft.
  STR DEX CON INT WIS CHA
  16 (+3) 
  11 (+0) 
  13 (+1) 
  3 (-4) 
  8 (-1) 
  1 (-5)
  Skills Perception +1
  Damage Resistances acid, cold
  Damage Immunities fire, poison
  Condition Immunities blinded, charmed, frightened, poisoned
  Senses blindsight 20 ft. (blind beyond this radius),
  passive Perception 11
  Languages understands Infernal but can’t speak
  Challenge 1/2 (100 XP) 
  Proficiency Bonus +2
  Cloud of Vermin. Any creature, other than a devil, that starts its 
  turn within 20 feet of one or more nupperibos must succeed on 
  a DC 11 Constitution saving throw or take 5 (2d4) acid damage. 
  A creature within the areas of two or more nupperibos makes 
  the saving throw with disadvantage.
  Driven Tracker. In the Nine Hells, the nupperibo can flawlessly 
  track any creature that has taken damage from any nupperibo’s 
  Cloud of Vermin within the previous 24 hours.
  Ac t io n s
  Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.
  Hit: 6 (ld6 + 3) piercing damage.
  CHAPTER 2 | BESTIARY
  
  Ob l e x e s
  By experimenting on the slimes, jellies, and pud­
  dings that infest the depths of the Underdark, mind 
  flayers created a special breed of Ooze, the oblex—a 
  slime capable of assaulting the minds of other crea­
  tures. These pools of jelly are cunning hunters that 
  feed on thoughts and memories. The sharper the 
  mind, the better the meal, so oblexes hunt targets 
  more likely to be intelligent, such as wizards and 
  other spellcasters. When suitable fare comes within 
  reach, an oblex draws its body up to engulf its vic­
  tim. As it withdraws, it plunders the creature’s mind, 
  leaving its prey befuddled and confused—or dead.
  When oblexes feed on thoughts, they can form 
  weird copies of their prey to use as lures, which 
  helps them harvest even more victims for their mind 
  flayer masters.
  Ob l e x  Spa w n
  Ob l e x Spa w n
  An oblex devours memories not only to sustain its 
  existence, but also to spawn new oblexes. Each time 
  it fully drains the memories of a victim, it gains the 
  creature’s personality—now twisted by the oblex’s 
  foul nature. The more memories an oblex steals, the 
  larger it becomes, until it must shed a personality it 
  has absorbed or else become uncontrolled and er­
  ratic. This act spawns a new oblex.
  Newly formed oblexes lack the capabilities of their 
  older kin. They seek only to feed on memories and 
  grow until they can impersonate their victims.
  Ad u l t  a n d  El d e r  Ob l e x e s
  Older oblexes, called adults and elders, have eaten 
  so many memories that they can form duplicates 
  of the creatures they have devoured from the sub­
  stance of their bodies, sending these copies off to 
  lure prey into their clutches while remaining teth­
  ered to the slime by long tendrils of goo. These du­
  plicated creatures are indistinguishable from their 
  victims except for a faint sulfurous smell. Oblexes 
  use these duplicates to lead prey into danger or 
  to infiltrate settlements so they can feed on supe­
  rior victims.
  Tiny Ooze, Typically Lawful Evil
  Armor Class 13
  Hit Points 18 (4d4 + 8) 
  Speed 20 ft.
  STR DEX CON INT WIS CHA 
  8 (-1) 
  16 (+3) 
  15 (+2) 
  14 (+2) 11 (+0) 
  10 (+0)
  Saving Throws I nt +4, Cha +2
  Condition Immunities blinded, charmed, deafened, exhaustion, 
  prone
  Senses blindsight 60 ft. (blind beyond this radius),
  passive Perception 12
  Languages —
  Challenge 1/4 (50 XP) 
  Proficiency Bonus +2
  Amorphous. The oblex can move through a space as narrow as 
  1 inch wide without squeezing.
  Aversion to Fire. If the oblex takes fire damage, it has disad­
  vantage on attack rolls and ability checks until the end of its 
  next turn.
  Unusual Nature. The oblex doesn’t require sleep.
  Ac t io n s
  Pseudopod. Melee Weapon Attack: +5 to hit, reach 5 ft., one 
  target. Hit: 5 (1 d4 + 3) bludgeoning damage plus 2 (1 d4) psy­
  chic damage.
  CHAPTER 2 | BESTIARY
  197
  
  Ad u l t  Ob l e x
  Medium Ooze, Typically Lawful Evil
  Armor Class 14
  Hit Points 75 (10d8 + 30)
  Speed 20 ft.
  STR DEX CON INT WIS CHA
  8 (-1) 
  19 (+4) 
  16 (+3) 
  19 (+4) 
  12 (+1) 
  15 (+2)
  Saving Throws I nt +7, Cha +5
  Skills Deception +5, Perception +4, plus one of the following: 
  Arcana +7, History +7, Nature +7, or Religion +7
  Condition Immunities blinded, charmed, deafened, exhaustion, 
  prone
  Senses blindsight 60 ft. (blind beyond this radius),
  passive Perception 14
  Languages Common plus two more languages
  Challenge 5 (1,800 XP) 
  Proficiency Bonus +3
  Amorphous. The oblex can move through a space as narrow as 
  1 inch wide without squeezing.
  Aversion to Fire. If the oblex takes fire damage, it has disad­
  vantage on attack rolls and ability checks until the end of its 
  next turn.
  Unusual Nature. The oblex doesn’t require sleep.
  Ac t io n s
  Multiattack. The oblex makes two Pseudopod attacks, and it 
  uses Eat Memories.
  Pseudopod. Melee Weapon Attack: +7 to hit, reach 5 ft., one 
  target. Hit: 11 (2d6 + 4) bludgeoning damage plus 7 (2d6) psy­
  chic damage.
  Eat Memories. The oblex targets one creature it can see within 
  5 feet of it. The target must succeed on a DC 15 Wisdom saving 
  throw or take 18 (4d8) psychic damage and become memory 
  drained until it finishes a short or long rest or until it benefits 
  from the greater restoration or heal spell. Constructs, Oozes, 
  Plants, and Undead succeed on the save automatically.
  While memory drained, the target must roll a d4 and subtract 
  the number rolled from its ability checks and attack rolls. Each 
  time the target is memory drained beyond the first, the die size 
  increases by one: the d4 becomes a d6, the d6 becomes a d8, 
  and so on until the die becomes a d20, at which point the tar­
  get becomes unconscious for 1 hour. The effect then ends.
  The oblex learns all the languages a memory-drained target 
  knows and gains all its skill proficiencies.
  Spellcasting (Psionics). The oblex casts one of the following 
  spells, requiring no spell components and using Intelligence as 
  the spellcasting ability (spell save DC 15):
  3/day each: charm person (as 5th-level spell), detect thoughts, 
  hypnotic pattern
  Bo n u s Ac t io n s
  Sulfurous Impersonation. The oblex extrudes a piece of itself 
  that assumes the appearance of one Medium or smaller crea­
  ture whose memories it has stolen. This simulacrum appears, 
  feels, and sounds exactly like the creature it impersonates, 
  though it smells faintly of sulfur. The oblex can impersonate 
  1 d4 + 1 different creatures, each one tethered to its body by a 
  strand of slime that can extend up to 120 feet away. The sim­
  ulacrum is an extension of the oblex, meaning that the oblex 
  occupies its space and the simulacrum's space simultaneously. 
  The tether is immune to damage, but it is severed if there is no 
  opening at least 1 inch wide between the oblex and the simula­
  crum. The simulacrum disappears if the tether is severed.
  198
  CHAPTER 2 | BESTIARY
  
  El d e r  Ob l e x
  Huge Ooze, Typically Lawful Evil
  Armor Class 16 (natural armor) 
  Hit Points 115 (10dl2+ 50)
  Speed 20 ft.
  STR DEX CON INT WIS CHA
  15 (+2) 
  16(+3) 
  21 (+5) 
  22 (+6) 
  13 (+1) 
  18(4-4)
  Saving Throws Int 4-10, Cha 4-8
  Skills Arcana 4-10, Deception 4-8, History 4-10, Nature 4-10, 
  Perception 4-5, Religion 4-10
  Condition Immunities blinded, charmed, deafened, exhaustion, 
  prone
  Senses blindsight 60 ft. (blind beyond this radius),
  passive Perception 15
  Languages Common plus six more languages
  Challenge 10 (5,900 XP) 
  Proficiency Bonus 4-4
  Amorphous. The oblex can move through a space as narrow as 
  1 inch wide without squeezing.
  Aversion to Fire. If the oblex takes fire damage, it has disad­
  vantage on attack rolls and ability checks until the end of its 
  next turn.
  Unusual Nature. The oblex doesn’t require sleep.
  Ac t io n s
  Multiattack. The elder oblex makes two Pseudopod attacks, 
  and it uses Eat Memories.
  Pseudopod. Melee Weapon Attack: +7 to hit, reach 10 ft., one 
  target. Hit: 17 (4d6 4- 3) bludgeoning damage plus 14 (4d6) 
  psychic damage.
  Spellcasting (Psionics). The oblex casts one of the following 
  spells, requiring no spell components and using Intelligence as 
  the spellcasting ability (spell save DC 18):
  At will: charm person (as 5th-level spell), detect thoughts 
  3/day each: dimension door, dominate person, hypnotic pattern, 
  telekinesis
  Eat Memories. The oblex targets one creature it can see within 
  5 feet of it. The target must succeed on a DC 18 Wisdom saving 
  throw or take 44 (8dl0) psychic damage and become memory 
  drained until it finishes a short or long rest or until it benefits 
  from the greater restoration or heal spell. Constructs, Oozes, 
  Plants, and Undead succeed on the save automatically.
  While memory drained, the target must roll a d4 and subtract 
  the number rolled from its ability checks and attack rolls. Each 
  time the target is memory drained beyond the first, the die size 
  increases by one: the d4 becomes a d6, the d6 becomes a d8, 
  and so on until the die becomes a d20, at which point the tar­
  get becomes unconscious for 1 hour. The effect then ends.
  The oblex learns all the languages a memory-drained target 
  knows and gains all its skill proficiencies.
  Bo n u s Ac t io n s
  Sulfurous Impersonation. The oblex extrudes a piece of itself 
  that assumes the appearance of one Medium or smaller crea­
  ture whose memories it has stolen. This simulacrum appears, 
  feels, and sounds exactly like the creature it impersonates, 
  though it smells faintly of sulfur. The oblex can impersonate 
  2d6 4- 1 different creatures, each one tethered to its body by a 
  strand of slime that can extend up to 120 feet away. The sim­
  ulacrum is an extension of the oblex, meaning that the oblex 
  occupies its space and the simulacrum’s space simultaneously. 
  The tether is immune to damage, but it is severed if there is no 
  opening at least 1 inch wide between the oblex and the simula­
  crum. The simulacrum disappears if the tether is severed.
  CHAPTER 2 | BESTIARY
  199
  
  Og r e Ba t t e r in g  Ra m
  Large Ciant, Typically Chaotic Evil
  Armor Class 11 (hide armor) 
  Hit Points 76 (9dl0 + 27) 
  Speed 40 ft.
  STR DEX CON INT WIS CHA
  19(+4) 
  8 (-1) 
  16 (+3) 
  5 (-3) 
  7 (-2) 
  7 (-2)
  Senses darkvision 60 ft., passive Perception 8
  Languages Common, Ciant
  Challenge 4 (1,100 XP) 
  Proficiency Bonus +2
  Siege Monster. The ogre deals double damage to objects and 
  structures.
  Ac t io n s________________________________
  Multiattack. The ogre makes two Bash attacks.
  Bash. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. 
  Hit: 15 (2dl0 + 4) bludgeoning damage, and the ogre can push 
  the target 5 feet away if the target is a Huge or smaller creature.
  Reac t io n s
  Block the Path. When a creature enters a space within 5 feet of 
  the ogre, the ogre makes a Bash attack against that creature. If 
  the attack hits, the target’s speed is reduced to 0 until the start 
  of the ogre’s next turn.
  Og r e Bo l t  La u n c h e r
  Large Ciant, Typically Chaotic Evil
  Armor Class 13 (hide armor) 
  Hit Points 59 (7dl0 + 21) 
  Speed 40 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  19 (+4)
  12 (+1)
  16 (+3)
  5 (-3)
  7 (-2)
  7 (-2)
  Senses darkvision 60 ft., passive Perception 8
  Languages Common, Giant
  Challenge 2 (450 XP) 
  Proficiency Bonus +2
  Ac t io n s
  Fist. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 
  9 (2d4 + 4) bludgeoning damage.
  200
  Bolt Launcher. Ranged Weapon Attack: +3 to hit, range 120/480 
  ft., one target. Hit: 17 (3dl0 + 1) piercing damage.
  CHAPTER 2 | BESTIARY
  Og r e s o f  Wa r
  Ogres love to rush headlong into battle, but with 
  enough time and patience, some of them learn to 
  carry out specialized missions. The names they 
  are given—the battering ram, the bolt launcher, the 
  chain brute, and the howdah—reflect their particu­
  lar functions. These jobs are tailored to take advan­
  tage of an ogre’s strengths.
  Og r e Ba t t e r in g  Ra m
  An ogre battering ram carries an enormous club 
  that’s primarily used for bashing doors into kindling 
  but also works well for smashing foes. These ogres 
  are drilled in two simple tasks: rushing forward to 
  shatter enemy fortifications and using their weap­
  ons to force an advancing enemy to halt.
  Og r e Bo l t  La u n c h e r
  A bolt launcher carries a gigantic crossbow—a 
  weapon so large it’s essentially an ogre-held bal­
  lista. An ogre bolt launcher can load this immense 
  weapon and loose its deadly missile as quickly as 
  a dwarf handles a crossbow. The bolts are so large 
  that few ogres can carry more than a half dozen at 
  a time, but bolt launchers have been known to up­
  root small trees or tear beams out of buildings and 
  launch those when their ammunition runs low.
  
  Og r e Ho w d a h
  Large Ciant, Typically Chaotic Evil
  Og r e Ch a in  Br u t e
  An ogre chain brute wields a great 
  spiked chain, swinging it with both 
  hands in a wide circle to knock foes off 
  their feet. Alternatively, the ogre can 
  swing the chain in a crushing over­
  head smash.
  Og r e Ho w d a h
  The most unusual of the specialized 
  ogres, the howdah carries a palisaded 
  wooden fort on its back. The fort serves 
  as a fighting platform for up to four 
  Small people. Ogre howdahs are most 
  often seen bearing bow- and spear-wield­
  ing goblins into battle, or perhaps ko- 
  bolds or deep gnomes (all three appear 
  in the Monster Manual), but they might 
  also transport other Small folk.
  Og r e Ch a in  Br u t e
  Large Ciant, Typically Chaotic Evil
  ArmorClassll (hide armor) 
  Hit Points 59 (7dl0 + 21) 
  Speed 40 ft.
  STR DEX CON INT WIS CHA
  19(4-4) 
  8 (-1) 
  16 (+3) 
  5 (-3) 
  7 (-2) 
  7 (-2)
  Senses darkvision 60 ft., passive Perception 8
  Languages Common, Giant
  Challenge 3 (700 XP) 
  Proficiency Bonus +2
  Armor Class 15 (breastplate, shield)
  Hit Points 59 (7dl0 + 21)
  Speed 40 ft.
  STR DEX CON INT WIS CHA
  19 (+4) 
  8 (-1) 
  16 (+3) 
  5 (-3) 
  7 (-2) 
  7 (-2)
  Ac t io n s
  Fist. Melee Weapon Attack: +6 to hit, reach ft., one target. Hit: 9 
  (2d4 + 4) bludgeoning damage.
  Chain Smash (Recharge 6). Melee Weapon Attack: +6 to hit, 
  reach 10 ft., one target. Hit: 13 (2d8 + 4) bludgeoning damage, 
  and the target must succeed on a DC 14 Constitution saving 
  throw or be stunned for 1 minute. The target repeats the saving 
  throw if it takes damage and at the end of each of its turns, 
  ending the effect on itself on a success.
  Chain Sweep. The ogre swings its chain, and each creature 
  within 10 feet of it must make a DC 14 Dexterity saving throw. 
  On a failed saving throw, a creature takes 8 (1 d8 + 4) bludgeon­
  ing damage and is knocked prone. On a successful save, the 
  creature takes half as much damage and isn’t knocked prone.
  Senses darkvision 60 ft., passive Perception 8
  Languages Common, Giant
  Challenge 2 (450 XP) 
  Proficiency Bonus +2
  Howdah. The ogre carries a compact fort on its back. Up to 
  four Small creatures can ride in the fort without squeezing. To 
  make a melee attack against a target within 5 feet of the ogre, 
  they must use spears or weapons with reach. Creatures in the 
  fort have three-quarters cover against attacks and effects from 
  outside it. If the ogre dies, creatures in the fort are placed in 
  unoccupied spaces within 5 feet of the ogre.
  Ac t io n s
  Fist. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 
  11 (2d6 + 4) bludgeoning damage.
  CHAPTER 2 | BESTIARY
  2OI
  
  OlNOLOTH
  Grim specters of death, oinoloths bring pestilence 
  wherever they go. When armies recognize their aw­
  ful forms, their mere appearance causes soldiers to 
  break ranks and flee, lest they succumb to one of the 
  awful plagues that oinoloths let loose.
  Oinoloths solve thorny problems by killing ev­
  eryone involved. They are typically hired as a last 
  resort when a siege has gone on too long or an 
  army has proven too strong to overcome. Once sum­
  moned, oinoloths stalk the killing field, poisoning 
  the ground and sickening creatures they encoun­
  ter. Sometimes they might be hired to lift the very 
  plagues they spread, but the price for such work is 
  high, and the effort turns the creatures they save 
  into debilitated wrecks.
  y
  OlNOLOTH
  Medium Fiend (Yugoloth), Typically Neutral Evil
  Armor Class 17 (natural armor)
  Hit Points 119 (14d8 + 56)
  Speed 40 ft.
  blinded, deafened, paralyzed, or poisoned. The target then 
  gains 1 level of exhaustion, and its hit point maximum is re­
  duced by 7 (2d6). This reduction can be removed only by a wish 
  spell or by casting greater restoration on the target three times 
  within the same hour. The target dies if its hit point maximum 
  is reduced to 0.
  STR DEX CON INT WIS CHA
  19 (+4) 
  17 (+3) 
  18 (+4) 
  17 (+3) 
  16 (+3) 
  19 (+4)
  Saving Throws Con +8, Wis +7
  Skills Deception +8, Intimidation +8, Perception +7
  Damage Resistances cold, fire, lightning; bludgeoning, 
  piercing, and slashing from nonmagical attacks
  Damage Immunities acid, poison
  Condition Immunities poisoned
  Senses blindsight 60 ft., darkvision 60 ft.,
  passive Perception 17
  Languages Abyssal, Infernal, telepathy 60 ft.
  Challenge 12 (8,400 XP) 
  Proficiency Bonus +4
  Magic Resistance. The oinoloth has advantage on saving 
  throws against spells and other magical effects.
  Ac t io n s
  Multiattack. The oinoloth makes two Claw attacks, and it uses 
  Spellcasting or Teleport.
  Claw. Melee Weapon Attack: +8 to hit, reach 5 ft., one tar­
  get. Hit: 14 (3d6 + 4) slashing damage plus 22 (4dl0) ne­
  crotic damage.
  Corrupted Healing (Recharge 6). The oinoloth touches one 
  willing creature within 5 feet of it. The target regains all its 
  hit points. In addition, the oinoloth can end one disease on 
  the target or remove one of the following conditions from it:
  ------------------- ■ ... ■ ._■ ■ ■ ■ ... 
  , 
  ■ -Z
  Spellcasting. The oinoloth casts one of the following spells, 
  requiring no material components and using Charisma as the 
  spellcasting ability (spell save DC 16):
  At will: darkness, detect magic, dispel magic, hold monster, invisi­
  bility (self only)
  1/day each: feeblemind, globe of invulnerability
  Teleport. The oinoloth teleports, along with any equipment it 
  is wearing or carrying, up to 60 feet to an unoccupied space 
  it can see.
  Bo n u s Ac t io n s
  Bringer of Plagues (Recharge 5-6). The oinoloth blights the 
  area in a 30-foot-radius sphere centered on itself. The blight 
  lasts for 24 hours. While the area is blighted, all normal plants 
  there wither and die.
  Furthermore, when a creature moves into the blighted area 
  or starts its turn there, that creature must make a DC 16 Con­
  stitution saving throw. On a failed save, the creature takes 14 
  (4d6) poison damage and is poisoned. On a successful save, 
  the creature is immune to the oinoloth's Bringer of Plagues for 
  the next 24 hours.
  The poisoned creature can’t regain hit points. After every 24 
  hours that elapse, the poisoned creature can repeat the saving 
  throw. On a failed save, the creature’s hit point maximum is 
  reduced by 5 (IdlO). This reduction lasts until the poison ends, 
  and the target dies if its hit point maximum is reduced to 0. 
  The poison ends after the creature successfully saves against it 
  three times.
  202
  CHAPTER 2 | BESTIARY
  
  Orcus is the Demon Prince of Undeath, also known 
  as the Blood Lord. While he takes pleasure in the 
  sufferings of the living, he far prefers the company 
  and service of Undead. His desire is to see all life 
  quenched and the multiverse transformed into a 
  vast necropolis populated solely by Undead crea­
  tures under his command.
  Orcus rewards those who spread death in his 
  name by granting them a small portion of his power. 
  The least of these become ghouls and zombies (both 
  appear in the Monster Manual) that serve in his 
  legions, while his favored servants are the cultists 
  and necromancers who murder the living and then 
  manipulate the dead, emulating their dread master.
  Orcus is a bestial creature of corruption with a 
  diseased, decaying look. He has the lower torso of a 
  goat and a humanlike upper body with a belly swol­
  len with rot. Great bat wings sprout from his shoul­
  ders, and his head is like the skull of a goat, the 
  flesh nearly rotted from it. In one hand, he wields 
  the legendary Wand of Orcus, which is described in 
  the Dungeon Master’s Guide.
  Orcus makes his lair in the fortress city of Naratyr, 
  which is on Thanatos, the layer of the Abyss that he 
  rules. Surrounded by a moat fed by the River Styx, 
  Naratyr is an eerily quiet and cold city, its streets 
  empty for hours at a time. The central castle of 
  bone has interior walls of flesh and carpets made of 
  woven hair. The city contains wandering Undead, 
  many of which are engaged in continuous battles 
  with one another.
  La ir  Ac t io n s
  On initiative count 20 (losing initiative ties), Orcus 
  can take one of the following lair actions; he can’t 
  take the same lair action two rounds in a row:
  Deadly Utterance. Orcus’s voice booms throughout 
  the lair. His utterance causes one creature of his 
  choice to be subjected to power word kill. Orcus 
  needn’t see the creature, but he must be aware 
  that the individual is in the lair.
  Grasp of the Dead. Orcus causes skeletal arms 
  to rise from an area on the ground in a 20-foot 
  square that he can see. They last until the next
  CHAPTER 2 | BESTIARY
  203
  
  initiative count 20. Each creature in that area 
  when the arms appear must succeed on a DC 23 
  Strength saving throw or be restrained until the 
  arms disappear or until Orcus releases them (no 
  action required).
  Undead Servants. Orcus causes up to six corpses 
  within the lair to rise as skeletons, zombies, or 
  ghouls (all appear in the Monster Manual). These 
  Undead obey his telepathic commands, which can 
  reach anywhere in the lair.
  Reg io n al  Ef f ec t s
  The region containing Orcus’s lair is warped by his 
  magic, creating one or more of the following effects:
  Charnel Realm. The air is filled with the stench of 
  rotting flesh, and buzzing flies grow thick within 
  the region.
  Undead Beasts. Dead Beasts periodically animate 
  as Undead mockeries of their former selves. Skel­
  ..............- ■ .............. ■ - - -.............'
  Or c u s
  Huge Fiend (Demon), Chaotic Evil
  Armor Class 17 (natural armor), 20 with the Wand of Orcus 
  Hit Points 405 (30dl2 + 210)
  Speed 40 ft., fly 40 ft.
  STR DEX CON INT WIS CHA
  27 (+8) 
  14 (+2) 
  25 (+7) 
  20 (+5) 20 (+5) 
  25 (+7)
  Saving Throws Dex +10, Con +15, Wis +13
  Skills Arcana +12, Perception +12
  Damage Resistances cold, fire, lightning
  Damage Immunities necrotic, poison; bludgeoning, piercing, 
  and slashing that is nonmagical
  Condition Immunities charmed, exhaustion, frightened, 
  poisoned
  Senses truesight 120 ft., passive Perception 22
  Languages all, telepathy 120 ft.
  Challenge 26 (90,000 XP) 
  Proficiency Bonus +8
  Legendary Resistance (3/Day). If Orcus fails a saving throw, he 
  can choose to succeed instead.
  Magic Resistance. Orcus has advantage on saving throws 
  against spells and other magical effects.
  Master of Undeath. Orcus can cast animate dead (at will) and 
  create undead (3/day). He chooses the level at which the spells 
  are cast, and the creatures created by them remain under his 
  control indefinitely. Additionally, he can cast create undead 
  even when it isn’t night.
  Special Equipment. Orcus wields the Wand of Orcus.
  Ac t io n s
  Multiattack. Orcus makes three Wand of Orcus, Tail, or Ne­
  crotic Bolt attacks.
  Wand of Orcus. Melee Weapon Attack: +19 to hit, reach 10 ft., 
  one target. Hit: 24 (3d8 + 11) bludgeoning damage plus 13 
  (2dl2) necrotic damage.
  etal and zombie versions of local wildlife are com­
  monly seen in the area.
  If Orcus dies, these effects fade over the course of 
  Id 10 days.
  Cu l t is t s o f  Or c u s
  Orcus grants his rank-and-file cultists the Undying 
  Soul trait, and his cult leaders can gain the Aura of 
  Death trait.
  Undying Soul (Recharges after a Short or Long Rest). If this 
  creature is reduced to 0 hit points, it immediately makes a DC 
  10 Constitution saving throw. If it succeeds, it is instead re­
  duced to 1 hit point.
  Aura of Death. This creature emanates a deathly aura that 
  extends 30 feet in every direction from its space while it isn’t 
  incapacitated. The aura is blocked by total cover. While in the 
  aura, the creature and any friendly Undead are immune to the 
  frightened condition and have resistance to radiant damage. 
  Enemies have disadvantage on death saving throws while 
  in the aura.
  Tail. Melee Weapon Attack: +16 to hit, reach 10 ft., one target. 
  Hit: 21 (3d8 + 8) force damage plus 9 (2d8) poison damage.
  Necrotic Bolt. Ranged Spell Attack: +15 to hit, range 120 ft., one 
  target. Hit: 29 (5d8 + 7) necrotic damage.
  Conjure Undead (1/Day). While holding the Wand of Orcus, 
  Orcus conjures Undead creatures whose combined average 
  hit points don’t exceed 500. These creatures magically rise 
  up from the ground or otherwise form in unoccupied spaces 
  within 300 feet of Orcus and obey his commands until they are 
  destroyed or until he dismisses them as an action.
  Spellcasting. Orcus casts one of the following spells, requiring 
  no material components and using Charisma as the spellcast­
  ing ability (spell save DC 23):
  At will: detect magic 
  3/day: dispel magic 
  1/day: time stop
  Wand Spellcasting. While holding the Wand of Orcus, Orcus 
  casts one of the following spells (spell save DC 18), some of 
  which require charges; the wand has 7 charges to fuel these 
  spells, and it regains 1 d4 + 3 charges daily at dawn:
  At will: animate dead (as an action), blight, speak with dead 
  1 charge each: circle of death, finger of death 
  2 charges: power word kill
  Leg en d ar y Ac t io n s
  Orcus can take 3 legendary actions, choosing from the options 
  below. Only one legendary action option can be used at a time 
  and only at the end of another creature’s turn. Orcus regains 
  spent legendary actions at the start of his turn.
  Attack. Orcus makes one Tail or Necrotic Bolt attack.
  Creeping Death (Costs 2 Actions). Orcus chooses a point on 
  the ground that he can see within 100 feet of him. A cylinder 
  of swirling necrotic energy 60 feet tall and with a 10-foot 
  radius rises from that point and lasts until the end of Or­
  cus’s next turn. Creatures in that area have vulnerability to 
  necrotic damage.
  204
  CHAPTER 2 | BESTIARY
  
  Or t h o n
  When an archduke of the Nine Hells needs a crea­
  ture tracked, found, and either done away with or 
  captured, the task usually falls to an orthon. These 
  devils are infernal bounty hunters, tireless in their 
  pursuit of their quarry across the multiverse.
  Orthons are infamous for their sharp senses. 
  Because an orthon can become invisible at will, its 
  quarry is often unaware of being hunted until the or­
  thon strikes. This invisibility can be disrupted when 
  the devil is attacked, however, so a strong counterat­
  tack is often the best defense against it.
  Orthons value the challenge of the chase and the 
  thrill of one-on-one combat above all else. An or- 
  thon’s first loyalty is to its archduke, but one with no 
  immediate assignment might work for anyone who 
  promises it a worthy struggle against a lethal foe. 
  Because they travel widely, orthons are unequaled 
  as guides through the layers of the Nine Hells.
  Or t h o n
  Large Fiend (Devil), Typically Lawful Evil
  Armor Class 17 (half plate)
  Hit Points 105 (10dl0 + 50)
  Speed 30 ft., climb 30 ft.
  STR DEX CON INT WIS CHA
  22 (+6) 
  16 (+3) 
  21 (+5) 
  15 (+2) 
  15 (+2) 
  16 (+3)
  Saving Throws Dex +7, Con +9, Wis +6
  Skills Perception +10, Stealth +11, Survival +10
  Damage Resistances cold; bludgeoning, piercing, and slashing 
  from nonmagical attacks that aren’t silvered
  Damage Immunities fire, poison
  Condition Immunities charmed, exhaustion, poisoned 
  Senses darkvision 120 ft., truesight 30 ft., 
  passive Perception 20
  Languages Common, Infernal, telepathy 120 ft.
  Challenge 10 (5,900 XP) 
  Proficiency Bonus +4
  Magic Resistance. The orthon has advantage on saving throws 
  against spells and other magical effects.
  Ac t io n s
  Infernal Dagger. Melee Weapon Attack: +10 to hit, reach 5 ft., 
  one target. Hit: 11 (2d4 + 6) force damage, and the target must 
  make a DC 17 Constitution saving throw, taking 22 (4dl0) poi­
  son damage on a failed save, or half as much damage on a suc­
  cessful one. On a failure, the target is also poisoned for 1 min­
  ute. The poisoned target can repeat the saving throw at the end 
  of each of its turns, ending the effect on itself on a success.
  Brass Crossbow. Ranged Weapon Attack: +7 to hit, range 
  100/400 ft., one target. Hit: 14 (2dl0 + 3) force damage. 
  The target also suffers one of the following effects of the 
  orthon’s choice; the orthon can’t use the same effect two 
  rounds in a row;
  _____________ 1 :------- -- .............................................................. .................
  Acid. The target must make a DC 17 Constitution saving throw, 
  taking 17 (5d6) acid damage on a failed save, or half as much 
  damage on a successful one.
  Blindness. The target takes 5 (1 d 10) radiant damage. In addi­
  tion, the target and each creature within 20 feet of it must 
  succeed on a DC 17 Dexterity saving throw or be blinded un­
  til the end of the orthon’s next turn.
  Concussion. The target and each creature within 20 feet of 
  it must make a DC 17 Constitution saving throw, taking 13 
  (2dl 2) thunder damage on a failed save, or half as much 
  damage on a successful one.
  Entanglement. The target must succeed on a DC 17 Dexterity 
  saving throw or be restrained for 1 hour by strands of sticky 
  webbing. The target can escape by taking an action to make a 
  DC 17 Strength or Dexterity check and succeeding.
  Paralysis. The target takes 22 (4dl0) lightning damage and 
  must succeed on a DC 17 Constitution saving throw or be 
  paralyzed for 1 minute. The paralyzed target can repeat the 
  saving throw at the end of each of its turns, ending the effect 
  on itself on a success.
  Tracking. For the next 24 hours, the orthon knows the direction 
  and distance to the target, as long as it’s on the same plane 
  of existence. If the target is on a different plane, the orthon 
  knows which one, but not the exact location there.
  Bo n u s Ac t io n s
  Invisibility Field (Recharge 4-6). The orthon becomes invisible.
  Any equipment it wears or carries is also invisible as long as 
  the equipment is on its person. This invisibility ends immedi­
  ately after it makes an attack roll or is hit by an attack roll.
  Reac t io n s
  Explosive Retribution. In response to dropping to 15 hit points 
  or fewer, the orthon explodes. All other creatures within 30 feet 
  of it must each make a DC 17 Dexterity saving throw, taking 
  9 (2d8) fire damage plus 9 (2d8) thunder damage on a failed 
  save, or half as much damage on a successful one. The orthon, 
  its infernal dagger, and its brass crossbow are destroyed.
  .. .................... 11 11 • ....................+
  CHAPTER 2 | BESTIARY
  205
  
  Ph o e n ix
  Releasing a phoenix from the Inner Planes creates 
  an explosion of fire that spreads across the sky. 
  An enormous fiery bird forms in the center of the 
  flames and smoke—an elder Elemental possessed 
  by a need to burn everything to ash. The phoenix 
  rarely stays in one place for long as it strives to 
  transform the world into an inferno.
  Ph o e n ix
  Cargantuan Elemental, Typically Neutral
  Armor Class 18
  Hit Points 175 (10d20+ 70)
  Speed 20 ft., fly 120 ft.
  STR DEX CON INT WIS CHA
  19 (+4) 
  26 (+8) 
  25 (+7) 
  2 (-4) 
  21 (+5) 
  18 (+4)
  Saving Throws Wis +10, Cha +9
  Damage Resistances bludgeoning, piercing, and slashing from 
  nonmagical attacks
  Damage Immunities fire, poison
  Condition Immunities exhaustion, grappled, paralyzed, 
  petrified, poisoned, prone, restrained, stunned
  Senses darkvision 60 ft., passive Perception 15
  Languages —
  Challenge 16 (15,000 XP) 
  Proficiency Bonus +5
  Fiery Death and Rebirth. If the phoenix dies, it explodes. Each 
  creature in 60-foot-radius sphere centered on the phoenix 
  must make a DC 20 Dexterity saving throw, taking 22 (4dl0) 
  fire damage on a failed save, or half as much damage on a suc­
  cessful one. The fire ignites flammable objects in the area that 
  aren’t being worn or carried.
  The explosion destroys the phoenix’s body and leaves behind 
  an egg-shaped cinder, which weighs 5 pounds. The cinder 
  deals 21 (6d6) fire damage to any creature that touches it, 
  though no more than once per round. The cinder is immune to 
  all damage, and after 1 d6 days, it hatches a new phoenix.
  Fire Form. The phoenix can move through a space as narrow as 
  1 inch wide without squeezing.
  Any creature that touches the phoenix or hits it with a melee 
  attack while within 5 feet of it takes 5 (IdlO) fire damage. In 
  addition, the phoenix can enter a hostile creature’s space and 
  stop there. The first time it enters a creature’s space on a turn, 
  that creature takes 5 (IdlO) fire damage.
  With a touch, the phoenix can also ignite flammable objects 
  that aren’t being worn or carried (no action required).
  Flyby. The phoenix doesn't provoke opportunity attacks when 
  it flies out of an enemy’s reach.
  Illumination. The phoenix sheds bright light in a 60-foot radius 
  and dim light for an additional 60 feet.
  Legendary Resistance (3/Day). If the phoenix fails a saving 
  throw, it can choose to succeed instead.
  Siege Monster. The phoenix deals double damage to objects 
  and structures.
  Ac t io n s
  Multiattack. The phoenix makes one Beak attack and one Fiery 
  Talons attack.
  Beak. Melee Weapon Attack: +13 to hit, reach 15 ft., one target. 
  Hit: 15 (2d6 + 8) fire damage.
  Fiery Talons. Melee Weapon Attack: +13 to hit, reach 15 ft., one 
  target. Hit: 17 (2d8 + 8) fire damage.
  Leg en d ar y Ac t io n s
  The phoenix can take 3 legendary actions, choosing from the 
  options below. Only one legendary action option can be used 
  at a time and only at the end of another creature’s turn. The 
  phoenix regains spent legendary actions at the start of its turn.
  Move. The phoenix moves up to its speed.
  Peck. The phoenix makes one Beak attack.
  Swoop (Costs 2 Actions). The phoenix moves up to its speed 
  and makes one Fiery Talons attack.
  ____ -..... ;_______ ___________
  206 CHAPTER 2 | BESTIARY
  
  Qu ic k l in g
  Tiny Fey, Typically Chaotic Evil
  Qu ic k l in g
  Quicklings rocket through twisted forests 
  where the unseelie fey hold sway, both in 
  the Feywild and in the world. These slen­
  der Fey resemble miniature elves with feral 
  features and cold eyes that 
  gleam like jewels. Racing 
  faster than the eye can track, 
  they appear as little more 
  than blurry waverings in the air.
  Quicklings owe their existence—and their plight— 
  to the Queen of Air and Darkness, the dread ruler 
  of the Gloaming Court. Once a species of lazy and 
  egotistical Fey, quicklings’ predecessors were late 
  in answering the queen’s summons one time too 
  many. To hasten their pace and teach them to mind 
  her will, the queen sped up their internal clocks and 
  shrank them. Her curse gave quicklings amazing 
  speed but also accelerated their passage through 
  life—no quickling lives longer than fifteen years.
  The mortal realm is a ponderous place to a quick- 
  ling’s eye: a hurricane creeps gradually across the 
  sky, a torrent of rain drifts earthward like lazy snow­
  flakes, lightning crawls in a meandering path from 
  cloud to cloud. The slow and boring world seems to 
  be populated by torpid creatures whose deep, moo­
  ing speech lacks meaning.
  To other creatures, quicklings seem blindingly 
  fast, vanishing into an indistinct blur as they move. 
  Their cruel laughter is a burst of rapid staccato 
  sounds, their speech a shrill squeal. Only when 
  quicklings deliberately slow down, which they prefer 
  not to do, can other beings properly see, hear, and
  Armor Class 16
  Hit Points 10 (3d4+3) 
  Speed 120 ft.
  comprehend them. Never truly at rest, “stationary” 
  quicklings constantly pace and shift in place, as 
  though they can’t wait to be off again.
  Quicklings have a capricious nature that goes 
  well with their energy level: they think as fast as 
  they run, and they are always up to something. 
  They spend most of their time perpetrating acts of 
  mischief on slower creatures. One rarely passes up 
  an opportunity to tie a person’s bootlaces together, 
  move the stool a creature is about to sit on, or un­
  buckle a saddle while no one’s looking.
  Tricks of that sort are hardly the limit of quick­
  lings’ artful malice, however. They don’t commit 
  outright murder, but they can ruin lives in plenty 
  of other ways: stealing an important letter, swiping 
  coins collected for the poor, planting a stolen item 
  in someone’s bag. Quicklings enjoy causing suffer­
  ing that transcends mere mischief, especially when 
  the blame for their actions falls on others and cre­
  ates discord.
  STR DEX CON INT WIS CHA
  4 (-3) 
  23 (+6) 
  13(+1) 
  10(4-0) 
  12(4-1) 
  7 (-2)
  Skills Acrobatics 4-8, Sleight of Hand 4-8, Stealth 4-8,
  Perception 4-5
  Senses darkvision 60 ft., passive Perception 15
  Languages Common, Sylvan
  Challenge 1 (200 XP) 
  Proficiency Bonus +2
  Blurred Movement. Attack rolls against the quickling have dis­
  advantage unless it is incapacitated or its speed is 0.
  Evasion. If the quickling is subjected to an effect that allows it 
  to make a Dexterity saving throw to take only half damage, it 
  instead takes no damage if it succeeds on the saving throw and 
  only half damage if it fails, provided it isn’t incapacitated.
  Ac t io n s
  Multiattack. The quickling makes three Dagger attacks.
  Dagger. Melee or Ranged Weapon Attack: 4-8 to hit, reach 5 ft. or 
  range 20/60 ft., one target. Hit: 8 (1 d4 4- 6) piercing damage.
  CHAPTER 2 | BESTIARY
  207
  
  Redcap
  A redcap is a homicidal Fey creature born of blood 
  lust. Redcaps, although small, have formidable 
  strength, which they use to hunt and kill without 
  hesitation or regret.
  In the Feywild, or where that plane touches 
  the material world at a fey crossing, if a 
  sentient creature acts on an intense desire 
  for bloodshed, one or more redcaps might 
  appear where the blood of a slain person 
  soaks the ground. At first, new redcaps look 
  like tiny bloodstained mushrooms just push­
  ing their caps out of the soil. When moonlight 
  shines on one of these caps, a creature that 
  resembles a wizened and undersized gnome with 
  a hunched back and a sinewy frame springs from 
  the earth. The creature has a pointed leather cap, 
  clothing of similar material, heavy iron boots, and 
  a heavy bladed weapon. From the moment redcaps 
  awaken, they desire only murder and carnage, and 
  they constantly seek to satisfy these cravings.
  Redcaps lack subtlety. They live for direct con­
  frontation and the mayhem of mortal combat. Even 
  if a redcap wanted to be stealthy, the creature’s 
  iron boots force them to take ponderous, thunder­
  ous steps. When a redcap is near potential prey, 
  though, they can close the distance quickly and get 
  in a vicious swing of their weapon before the target 
  can react.
  Redcaps’ desire to slay is rooted in their will to 
  survive. To sustain their unnatural existence, they 
  must soak their hats in the fresh blood of their vic­
  tims. When redcaps are born, their hats are coated 
  with wet blood, and they know that if the blood isn’t 
  replenished at least once every three days, they will 
  vanish as if they had never been.
  Some redcaps can sense the being whose murder­
  ous acts led to their birth. They typically use this in­
  nate connection to find their creator and make that 
  creature their first victim, though they might instead 
  seek out their maker to enjoy proximity to a kindred 
  spirit. Although redcaps don’t usually operate in 
  groups, an individual responsible for the creation 
  of multiple redcaps at the same site could attract 
  the entire group to serve as cohorts, emulating that 
  individual’s murderous handiwork. Some hags and 
  wicked mages know methods to call redcaps out of 
  the Feywild and might likewise put teams of them 
  to work as grisly servants.
  In any case, if a redcap works with another being, 
  the redcap demands to be paid in victims. A patron 
  who tries to stifle a redcap’s natural and neces­
  sary urge for blood risks becoming the redcap’s 
  next target.
  Re d c a p
  Small Fey, Typically Chaotic Evil
  Armor Class 14 (natural armor) 
  Hit Points 45 (6d6 + 24) 
  Speed 25 ft.
  STR DEX CON INT WIS CHA
  18 (+4) 
  13 (+1) 
  18 (+4) 
  10 (+0) 
  12 (+1) 
  9 (-1)
  Skills Athletics +6, Perception +3
  Senses darkvision 60 ft., passive Perception 13
  Languages Common, Sylvan
  Challenge 3 (700 XP) 
  Proficiency Bonus +2
  Iron Boots. The redcap has disadvantage on Dexterity 
  (Stealth) checks.
  Outsize Strength. While grappling, the redcap is considered 
  to be Medium. Also, wielding a heavy weapon doesn’t impose 
  disadvantage on its attack rolls.
  Ac t io n s
  Multiattack. The redcap makes three Wicked Sickle attacks.
  Wicked Sickle. Melee Weapon Attack: +6 to hit, reach 5 ft., one 
  target. Hit: 9 (2d4 + 4) slashing damage.
  Ironbound Pursuit. The redcap moves up to its speed to a crea­
  ture it can see and kicks with its iron boots. The target must 
  succeed on a DC 14 Dexterity saving throw or take 20 (3dl0 + 
  4) bludgeoning damage and be knocked prone.
  208 CHAPTER 2 | BESTIARY
  
  Re t r ie v e r
  The retriever is a potent, spider-like Con­
  struct conceived and built by Underdark fol­
  lowers of Lolth for one original purpose—to 
  prowl the Abyss and capture demons for 
  these cultists to enslave or use in their rituals. 
  The automatons proved so effective and so 
  fearsome that they now perform many differ­
  ent missions.
  Though retrievers were created to operate 
  only in the Abyss, they are sometimes dis­
  patched when a powerful devotee of Lolth 
  needs some creature or object captured and 
  brought back alive and intact. Only under the 
  rarest of circumstances is a retriever handed 
  over or sold to others, since Lolth’s cultists 
  don’t want to take the chance that their cre­
  ations will be turned against them.
  Re t r ie v e r
  Large Construct, Typically Lawful Evil
  only one such quarry at a time. The retriever also always knows 
  the location of its master.
  Armor Class 19 (natural armor) 
  Hit Points 210 (20dl0+ 100) 
  Speed 40 ft., climb 40 ft.
  Ac t io n s
  Multiattack. The retriever makes two Foreleg attacks, and it 
  uses Force Beam or Paralyzing Beam, if available.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  22 (+6)
  16 (+3)
  20 (+5)
  3 (-4)
  11 (+0)
  4 (-3)
  Saving Throws Dex +8, Con +10, Wis +5
  Skills Perception +5, Stealth +8
  Damage Immunities necrotic, poison, psychic; bludgeoning, 
  piercing, and slashing from nonmagical attacks that aren’t 
  adamantine
  Condition Immunities charmed, exhaustion, frightened, 
  paralyzed, poisoned
  Senses blindsight 30 ft., darkvision 60 ft., passive Perception 15
  Languages understands Abyssal, Elvish, and Undercommon 
  but can’t speak
  Challenge 14 (11,500 XP) 
  Proficiency Bonus +5
  Faultless Tracker. The retriever is given a quarry by its master. 
  The quarry can be a specific creature or object the master is 
  personally acquainted with, or it can be a general type of crea­
  ture or object the master has seen before. The retriever knows 
  the direction and distance to its quarry as long as the two of 
  them are on the same plane of existence. The retriever can have
  I . 
  ■ 
  ■ 
  =
  Foreleg. Melee Weapon Attack: +11 to hit, reach 10 ft., one tar­
  get. Hit: 15 (2d8 + 6) slashing damage.
  Force Beam. The retriever targets one creature it can see within 
  60 feet of it. The target must make a DC 16 Dexterity saving 
  throw, taking 27 (5dl0) force damage on a failed save, or half 
  as much damage on a successful one.
  Paralyzing Beam (Recharge 5-6). The retriever targets one 
  creature it can see within 60 feet of it. The target must suc­
  ceed on a DC 18 Constitution saving throw or be paralyzed for 
  1 minute. The paralyzed target can repeat the saving throw 
  at the end of each of its turns, ending the effect on itself on 
  a success.
  If the paralyzed creature is Medium or smaller, the retriever 
  can pick it up as part of the retriever’s move and walk or climb 
  with it at full speed.
  Spellcasting. The retriever casts one of the following spells, 
  requiring no material components and using Wisdom as the 
  spellcasting ability (spell save DC 13):
  3/day each: plane shift (only self and up to one incapacitated 
  creature, which is considered willing for the spell), web
  - • - - ...... . ....—
  CHAPTER 2 | BESTIARY
  209
  
  Ru t t e r k in
  Rutterkins are warped demons that roam the Abyss 
  in mobs, constantly searching for intruders to sur­
  round and devour. These Fiends protect the Abyss 
  from non-demons. When they spot any interlopers, 
  they gather in a crowd and surge forward, emitting 
  a wave of fear in advance of their attacks that leaves 
  their victims terrified and rooted in place.
  Creatures bitten by rutterkins are exposed to a 
  terrible disease that infects them with the corrupt­
  ing influence of the Abyss. Victims afflicted with the 
  u you've
  €u<)k, tu « ' A 
  sequel,
  crowA-
  M wkeu you W. Kisses/)
  disease experience tremendous pain as their bodies 
  become disfigured, flesh twisting around the bones, 
  until they transform to join the mass of manes de­
  mons (see the Monster Manual) that follow in the 
  wake of the rutterkin mob that laid them low.
  -------------- --  . 
  ■. 
  ---------i .. ......  - - 
  .
  Ru t t e r k in
  Medium Fiend (Demon), Typically Chaotic Evil
  Armor Class 12
  Hit Points 37 (5d8+ 15)
  Speed 20 ft.
  STR DEX CON INT WIS CHA
  14 (+2) 
  15 (+2) 
  17 (+3) 
  5 (-3) 
  12 (+1) 
  6 (-2)
  Damage Resistances cold, fire, lightning
  Damage Immunities poison
  Condition Immunities charmed, frightened, poisoned
  Senses darkvision 120 ft., passive Perception 11
  Languages understands Abyssal but can’t speak
  Challenge 2 (450 XP) 
  Proficiency Bonus +2
  Immobilizing Fear. When a creature that isn’t a demon starts 
  its turn within 30 feet of one or more rutterkins, that creature 
  must make a DC 11 Wisdom saving throw. The creature has 
  disadvantage on the save if it’s within 30 feet of six or more 
  rutterkins. On a failed save, the creature becomes frightened 
  of the rutterkins for 1 minute. While frightened in this way, the 
  creature is restrained. At the end of each of the frightened crea­
  ture’s turns, it can repeat the saving throw, ending the effect 
  on itself on a success. On a successful save, the creature is im­
  mune to the Crippling Fear of all rutterkins for 24 hours.
  Ac t io n s
  Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. 
  Hit: 12 (3d6 + 2) piercing damage. Ifthe target is a creature, 
  it must succeed on a DC 13 Constitution saving throw against 
  disease or become poisoned. At the end of each long rest, the 
  poisoned target can repeat the saving throw, ending the effect 
  on itself on a success. If the target is reduced to 0 hit points 
  while poisoned in this way, it dies and instantly transforms into 
  a living manes (see the Monster Manual). The transformation 
  can be undone only by a wish spell.
  210
  CHAPTER 2 | BESTIARY
  
  Se a  Spa w n
  Many of the stories sung as sea chanteys and re­
  counted in dockside taverns tell of people lost to the 
  sea—but not merely drowned and gone. Some un­
  fortunates taken by the ocean live on as sea spawn, 
  haunting the waves like tortured reflections of their 
  former selves. Coral encrusts them. Barnacles cling 
  to their cold skin. Lungs that once filled with air can 
  now breathe in water as well.
  Tales provide myriad reasons for these strange 
  transformations. Folklore warns against falling 
  in love with a sea elf or merfolk, braving storms 
  in hopes of a bounteous catch, and promising 
  your heart to a sea god. Such cautionary tales 
  disguise the deeper truth: things lurking beneath 
  the waves strive to claim the hearts and minds of 
  land dwellers.
  Krakens, morkoths, sea hags, marids, storm gi­
  ants, dragon turtles (morkoths appear in this book; 
  the others appear in the Monster Manual')—all of 
  these and more can mark mortals as their own and 
  claim them as minions. Unlucky folk might become 
  beholden to such a master through a bleak bargain, 
  or they might find themselves cursed by one. Once 
  warped into a fishlike form, a sea spawn can’t leave 
  the water for long without courting death.
  Sea spawn come in a wide variety of forms. An 
  individual might have a tentacle for an arm, the jaws 
  of a shark, a sea urchin’s spines, a whale’s fin, octo­
  pus eyes, seaweed hair, or any combination of such 
  qualities. Some of these piscine body parts provide 
  them with special abilities.
  Th e Se a  Spa w n o f  Pu r pl e Ro c k s
  Visitors to a string of islands called the Purple 
  Rocks (in the Forgotten Realms setting) might 
  notice one curious fact about the islands’ human 
  inhabitants: no infants or elderly are among them. 
  This is because babies born to the Rocklanders 
  are claimed by a kraken (see the Monster Manual) 
  named Slarkrethel. The experience transforms the 
  children into fanatics dedicated to the kraken. They 
  return from the sea as humans, but when they reach 
  old age, they transform into sea spawn and rejoin 
  their master in the depths. Some children return 
  having suffered partial transformations and must 
  conceal themselves from strangers until their full 
  transformation in order to keep the secret of the 
  Purple Rocks.
  Kraken priests (in this book) tend to the kraken’s 
  flock. Most of the priests are island natives, but 
  some are other sorts of creatures that live in the 
  water around the Purple Rocks, such as merfolk or 
  merrow (both of which appear in the Monster Man­
  ual), or even sea elves.
  Se a  Spa w n
  Medium Monstrosity, Typically Neutral Evil
  Armor Class 11 (natural armor) 
  Hit Points 32 (5d8 + 10) 
  Speed 20 ft., swim 30 ft.
  STR DEX CON INT WIS CHA
  15 (+2) 
  8 (-1) 
  15 (+2) 
  6 (-2) 
  10 (+0) 
  8 (-1)
  Senses darkvision 120 ft., passive Perception 10
  Languages understands Aquan and Common but can’t speak
  Challenge 1 (200 XP) 
  Proficiency Bonus +2
  Limited Amphibiousness. The sea spawn can breathe air and 
  water, but it needs to be submerged in the sea at least once a 
  day for 1 minute to avoid suffocating.
  Ac t io n s
  Multiattack. The sea spawn makes two Unarmed Strike attacks 
  and one Piscine Anatomy attack.
  Unarmed Strike. Melee Weapon Attack: +4 to hit, reach 5 ft., 
  one target. Hit: 4 (1 d4 + 2) bludgeoning damage.
  Piscine Anatomy. The sea spawn uses one of the following op­
  tions (choose one or roll a d6):
  1-2: Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one tar­
  get. Hit: 4 (ld4 + 2) piercing damage.
  3-4: Poison Quills. Melee Weapon Attack: +4 to hit, reach 5 
  ft., one creature. Hit: 3 (1 d6) poison damage, and the tar­
  get must succeed on a DC 12 Constitution saving throw or 
  be poisoned for 1 minute. The target can repeat the saving 
  throw at the end of each of its turns, ending the effect on 
  itself on a success.
  5-6: Tentacle. Melee Weapon Attack: +4 to hit, reach 10 ft., one 
  target. Hit: 5 (1 d6 + 2) bludgeoning damage, and the target is 
  grappled (escape DC 12) if it is a Medium or smaller creature. 
  Until this grapple ends, the sea spawn can’t use this tentacle 
  on another target.
  - - -..... .................. —■ 
  . , .
  CHAPTER 2 | BESTIARY
  211
  
  Sh a d a r -k a i
  In the gloom of the Shadowfell live shadar-kai, elves 
  whose ancestors served the Raven Queen, a god of 
  death and memory. They were brought to that realm 
  in ages past, so long ago that they’re now adapted 
  to its cheerless environment, both physically 
  and mentally.
  Eons of exposure to the influence of the Shadow­
  fell has left shadar-kai often joyless and mournful. 
  In that realm, they have pale hair, wrinkled gray 
  skin, and swollen joints that give them a corpse­
  like aspect. They appear more youthful while on 
  other planes, but their skin always retains a deathly 
  ashen hue. When in the Shadowfell, they detest mir­
  rors and avoid keeping things that remind them of 
  their age.
  Shadar-kai of the Raven Queen watch over both 
  the Shadowfell and the Material Plane, scouting out 
  choice souls and tragedies that might please their 
  deity. They are rumored to be able to coax worldly 
  events along tragic paths for her amusement. The 
  Raven Queen is famously cryptic even to her most 
  devoted followers, however; their efforts are re­
  warded only with vague omens they interpret as 
  best they can.
  Fo r t r e s s o f  Me mo r ie s
  The shadar-kai who are most devoted to the Raven 
  Queen serve her at the Fortress of Memories, her 
  twisted castle in the Shadowfell. The fortress is a 
  mournful place, filled with incessant echoes of the 
  past. Flocks of ravens that act as the Raven Queen’s 
  eyes and ears darken the skies around it when they 
  emerge from within, bearing her cryptic messages 
  and omens far and wide across the multiverse.
  Within the fortress are items that the Raven 
  Queen finds irresistible: objects invested with deep 
  feelings of sorrow, longing, or remorse. These items 
  are brought to her as gifts from the shadar-kai, 
  and include furniture, clocks, mirrors, jewels, and 
  toys. Ghostly visions of people, places, and pets 
  also appear in the fortress. Any of these things can 
  spontaneously appear about her lair, every object 
  and apparition being a metaphoric representation of 
  some story—great or small—that was saturated with 
  raw emotion.
  Shadar-kai encountered outside the Shadowfell 
  are often on quests to find the most sorrow-touched 
  items they can find to bring back to their queen’s 
  gloomy castle.
  212
  CHAPTER 2 | BESTIARY
  
  Gl o o m We a v e r
  Although they’re formidable warriors, gloom weav­
  ers are often content to hide in the shadows, watch­
  ing as their very presence affects their victims.
  Their bleak energy weighs down the heart, causing 
  those nearby to feel the approach of death. If de­
  tected, gloom weavers use their shadow magic to 
  reduce enemies to ghastly corpses.
  Sh a d o w  Da n c e r
  Those who have fought shadow dancers describe 
  the experience as similar to fighting a living dark­
  ness. Every dim alcove and darkened nook is a place
  Sh a d a r -k a i Gl o o m We a v e r
  Medium Humanoid (Elf), Typically Neutral Evil
  Armor Class 14 (17 with mage armor)
  Hit Points 104 (16d8 + 32)
  Speed 30 ft.
  STR DEX CON INT WIS CHA
  ll(+0) 
  18 (+4) 
  14 (+2) 
  15(4-2) 
  12(4-1) 
  18 (+4) 
  the lithe and acrobatic shadow dancers can emerge 
  from to ambush their prey. Using this tactic, they 
  attack their enemies from all angles with a flurry 
  of entangling chains that hold fast and corrupt the 
  flesh. When their quarry is helpless, they dispatch 
  it and then loot the corpse for trinkets, particularly 
  anything colorful and lively to gaze at after they re­
  turn to the gloom of the Shadowfell.
  So u l  Mo n g e r
  Wracked with despair over the loss of memories of a 
  brighter time, soul mongers crave the vitality of oth­
  ers. The aching void within a soul monger radiates 
  outward, manifesting as an unbearable weight that 
  drains the vigor of anyone unfortunate enough to be 
  in their presence. Those who have escaped the on­
  slaught of a soul monger can hardly shake the mem­
  ory of the sound they make—the moan of a tortured 
  soul, lost in a bottomless well of tragedy.
  I ■ 
  _ 
  ... 
  . 
  ....... — 
  ...... I
  Sh a d a r -k a i Sh a d o w  Da n g e r
  Medium Humanoid (Elf), Any Alignment
  Saving Throws Dex 4-8, Con 4-6
  Damage Immunities necrotic
  Condition Immunities charmed, exhaustion
  Senses darkvision 60 ft., passive Perception 11
  Languages Common, Elvish
  Challenge 9 (5,000 XP) 
  Proficiency Bonus 4-4
  Burden of Time. Beasts and Humanoids (except elves) have 
  disadvantage on saving throws while within 10 feet of the 
  shadar-kai.
  Fey Ancestry. The shadar-kai has advantage on saving throws 
  against being charmed, and magic can’t put it to sleep.
  Ac t io n s
  Multiattack. The shadar-kai makes three Shadow Spear at­
  tacks. It can replace one attack with a use of Spellcasting.
  Shadow Spear. Melee or Ranged Weapon Attack: 4-8 to hit, 
  reach 5 ft. or range 30/120, one target. Hit: 7 (1 d6 4- 4) piercing 
  damage plus 26 (4dl 2) necrotic damage. Hit or Miss: The spear 
  magically returns to the shadar-kai’s hand immediately after a 
  ranged attack.
  Spellcasting. The shadar-kai casts one of the following spells, 
  requiring no material components and using Charisma as the 
  spellcasting ability (spell save DC 16):
  At will: arcane eye, mage armor, minor illusion, prestidigitation, 
  speak with dead
  1/day each: arcane gate, bane, confusion, darkness, fear, major 
  image, true seeing
  Reac t io n s______________________________
  Misty Escape (Recharge 6). When the shadar-kai takes damage, 
  it turns invisible and teleports, along with any equipment it is 
  wearing or carrying, up to 60 feet to an unoccupied space it can 
  see. It remains invisible until the start of its next turn or until it 
  attacks or casts a spell.
  . - Ll ------ ■ ■ ....
  Armor Class 15 (studded leather) 
  Hit Points 71 (13d8 + 13)
  Speed 30 ft.
  STR DEX CON INT WIS CHA
  12 (+1) 
  16 (+3) 
  13(4-1) 
  11 (+0) 
  12 (+1) 
  12 (+1)
  Saving Throws Dex 4-6, Cha -t-4
  Skills Stealth 4-6
  Damage Resistances necrotic
  Condition Immunities charmed, exhaustion
  Senses darkvision 60 ft., passive Perception 11
  Languages Common, Elvish
  Challenge 7 (2,900 XP) 
  Proficiency Bonus 4-3
  Fey Ancestry. The shadar-kai has advantage on saving throws 
  against being charmed, and magic can’t put it to sleep.
  Ac t io n s
  Multiattack. The shadar-kai makes three Spiked Chain attacks. 
  It can use Shadow Jump after one of these attacks.
  Spiked Chain. Melee Weapon Attack: 4-6 to hit, reach 10 ft., 
  one target. Hit: 10 (2d6 4- 3) piercing damage. The target must 
  succeed on a DC 14 Dexterity saving throw or suffer one of the 
  following effects (choose one or roll a d6):
  1-2: Decay. The target takes 22 (4dl0) necrotic damage.
  3-4: Crappie. The target is grappled (escape DC 14) if it is 
  a Medium or smaller creature. Until the grapple ends, the 
  target is restrained, and the shadar-kai can’t grapple an­
  other target.
  5-6: Topple. The target is knocked prone.
  Bo n u s Ac t io n s
  Shadow Jump. The shadar-kai teleports, along with any equip­
  ment is it wearing or carrying, up to 30 feet to an unoccupied 
  space it can see. Both the space it teleports from and the space 
  it teleports to must be in dim light or darkness.
  CHAPTER 2 | BESTIARY
  213
  
  creature’s hit point maximum. While the shadar-kai has tempo­
  rary hit points from this trait, it has advantage on attack rolls.
  I Sh a d a r -k a i So u l  Mo n g e r
  Medium Humanoid (Elf), Typically Neutral Evil
  Armor Class 15 (studded leather) 
  Hit Points 136 (21d8 + 42)
  Speed 30 ft.
  Weight of Ages. Any Beast or Humanoid (except an elf) that 
  starts its turn within 5 feet of the shadar-kai has its speed re­
  duced by 20 feet until the start of that creature’s next turn.
  Ac t io n s
  STR DEX CON INT WIS CHA
  8 (-1) 
  17 (+3) 
  14 (+2) 
  19 (+4) 
  15 (+3) 
  13 (+1)
  Saving Throws Dex +7, Wis +7, Cha +5
  Skills Perception +7
  Damage Immunities necrotic, psychic
  Condition Immunities charmed, exhaustion, frightened
  Senses darkvision 60 ft., passive Perception 17
  Languages Common, Elvish
  Challenge 11 (7,200 XP) 
  Proficiency Bonus +4
  Fey Ancestry. The shadar-kai has advantage on saving throws 
  against being charmed, and magic can’t put it to sleep.
  Magic Resistance. The shadar-kai has advantage on saving 
  throws against spells and other magical effects.
  Soul Thirst. When it reduces a creature to 0 hit points, the 
  shadar-kai can gain temporary hit points equal to half the
  Multiattack. The shadar-kai makes two Shadow Dagger attacks.
  Shadow Dagger. Melee or Ranged Weapon Attack: +7 to hit, 
  reach 5 ft. or range 20/60 ft., one target. Hit: 13 (4d4 + 3) pierc­
  ing damage plus 19 (3dl2) necrotic damage, and the target has 
  disadvantage on saving throws until the end of the shadar-kai’s 
  next turn. Hit or Miss: The dagger magically returns to the sha­
  dar-kai’s hand immediately after a ranged attack.
  Spellcasting. The shadar-kai casts one of the following spells, 
  requiring no material components and using Intelligence as the 
  spellcasting ability (spell save DC 16):
  1/day each: bestow curse, finger of death, gaseous form, seeming
  Wave of Weariness (Recharge 4-6). The shadar-kai emits wea­
  riness in a 60-foot cube. Each creature in that area must make 
  a DC 16 Constitution saving throw. On a failed save, a creature 
  takes 45 (10d8) psychic damage and suffers 1 level of exhaus­
  tion. On a successful save, it takes half as much damage and 
  doesn’t gain a level of exhaustion.
  214
  CHAPTER 2 | BESTIARY
  
  Sh a d o w  Ma s t if f s
  Shadow mastiffs—hounds of the Shadowfell—move 
  invisibly through the shadows, always on the hunt.
  Sh a d o w  Ma s t if f
  Shunning sunlight, these hounds are usually met as 
  a pack. Some faiths devoted to deities of gloom and 
  night, such as that of Shar in the Forgotten Realms, 
  perform unholy rites to summon shadow mastiffs to 
  work as temple sentinels and bodyguards.
  Sh a d o w  Ma s t if f  Al ph a
  Each pack of shadow mastiffs is led by an alpha, the 
  smartest one of the group. The sound of an alpha’s 
  howl strikes terror into those who hear it and is a 
  sure sign that a pack is on the prowl.
  Sh a d o w  Ma s t if f  Al ph a
  Medium Monstrosity, Typically Neutral Evil
  Armor Class 12
  Hit Points 44 (8d8 + 8) 
  Speed 40 ft.
  STR DEX CON INT WIS CHA
  16 (+3) 
  14 (+2) 
  13 (+1) 
  6 (-2) 
  12 (+1) 
  5 (-3)
  Medium Monstrosity, Typically Neutral Evil
  Skills Perception +5, Stealth +6
  Damage Resistances bludgeoning, piercing, and slashing from 
  nonmagical attacks while in dim light or darkness
  Senses darkvision 60 ft., passive Perception 15
  Languages —
  Challenge 3 (700 XP) 
  Proficiency Bonus +2
  Ethereal Awareness. The shadow mastiff can see ethereal crea­
  tures and objects.
  Sunlight Weakness. While in bright light created by sunlight, 
  the shadow mastiff has disadvantage on attack rolls, ability 
  checks, and saving throws.
  Ac t io n s
  Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 
  Hit: 10 (2d6 + 3) piercing damage. If the target is a creature, 
  it must succeed on a DC 13 Strength saving throw or be 
  knocked prone.
  Terrifying Howl (Recharge 6). The shadow mastiff howls. Any 
  Beast or Humanoid within 300 feet of it must succeed on a DC 
  11 Wisdom saving throw or be frightened of it for 1 minute. A 
  frightened target can repeat the saving throw at the end of each 
  of its turns, ending the effect on itself on a success. If a target’s 
  save is successful or the effect ends for it, the target is immune 
  to any shadow mastiff's Terrifying Howl for the next 24 hours.
  Bo n u s Ac t io n s
  Shadow Blend. While in dim light or darkness, the shadow 
  mastiff becomes invisible, along with anything it is wearing or 
  carrying. The invisibility lasts until the shadow mastiff uses a 
  bonus action to end it or until the shadow mastiff attacks, is in 
  bright light, or is incapacitated.
  Armor Class 12
  Hit Points 33 (6d8 + 6) 
  Speed 40 ft.
  STR DEX CON INT WIS CHA
  16 (+3) 
  14 (+2) 
  13 (+1) 
  5 (-3) 
  12 (+1) 
  5 (-3)
  Skills Perception +5, Stealth +6
  Damage Resistances bludgeoning, piercing, and slashing from 
  nonmagical attacks while in dim light or darkness
  Senses darkvision 60 ft., passive Perception 15
  Languages —
  Challenge 2 (450 XP) 
  Proficiency Bonus +2
  Ethereal Awareness. The shadow mastiff can see ethereal crea­
  tures and objects.
  Sunlight Weakness. While in bright light created by sunlight, 
  the shadow mastiff has disadvantage on attack rolls, ability 
  checks, and saving throws.
  Ac t io n s
  Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 
  Hit: 10 (2d6 + 3) piercing damage. If the target is a creature, 
  it must succeed on a DC 13 Strength saving throw or be 
  knocked prone.
  Bo n u s Ac t io n s
  Shadow Blend. While in dim light or darkness, the shadow 
  mastiff becomes invisible, along with anything it is wearing or 
  carrying. The invisibility lasts until the shadow mastiff uses a 
  bonus action to end it or until the shadow mastiff attacks, is in 
  bright light, or is incapacitated.
  CHAPTER 2 | BESTIARY
  215
  
  Sh o o s u v a
  Large Fiend (Demon), Typically Chaotic Evil
  Trust MonAenkaiiAeK to look <Ao w ia o ia 
  AkMj Sort o| companionship—even 
  the slavering venomouS/ demonic 
  puppy kind
  TASHA
  Sh o o s u v a
  A shoosuva is a hyena-demon gifted by Yeenoghu 
  (appears in this book) to an especially powerful 
  worshiper (typically a fang of Yeenoghu; see the 
  Monster Manual). A shoosuva manifests shortly 
  after a Yeenoghu-worshiping war band achieves a 
  great victory, emerging from a billowing, fetid cloud 
  of smoke as it arrives from the Abyss. In battle, the 
  demon wraps its slavering jaws around one victim 
  while lashing out with the poisonous stinger on its 
  tail to bring down another. A creature immobilized 
  by the poison becomes easy pickings for any nearby 
  members of the war band.
  Each shoosuva is bonded to a particular wor­
  shiper of Yeenoghu and fights alongside its master. 
  A gnoll that has been gifted with a shoosuva is sec­
  ond only to a flind (appears in this book) in status 
  within a war band dedicated to Yeenoghu.
  CHAPTER 2 | BESTIARY
  Armor Class 14 (natural armor) 
  Hit Points 136 (16dl0 + 48) 
  Speed 40 ft.
  STR DEX CON INT WIS CHA
  18 (+4) 
  13 (+1) 
  17 (+3) 
  7 (-2) 
  14 (+2) 
  9 (-1)
  Saving Throws Dex +4, Con +6, Wis +5
  Damage Resistances cold, fire, lightning
  Damage Immunities poison
  Condition Immunities charmed, frightened, poisoned
  Senses darkvision 60 ft., passive Perception 12
  Languages Abyssal, Cnoll, telepathy 120 ft.
  Challenge 8 (3,900 XP) 
  Proficiency Bonus +3
  Ac t io n s
  Multiattack. The shoosuva makes one Bite attack and one Tail 
  Stinger attack.
  Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 
  26 (4dl0 + 4) piercing damage.
  Tail Stinger. Melee Weapon Attack: +7 to hit, reach 15 ft., one 
  creature. Hit: 13 (2d8 + 4) piercing damage, and the target 
  must succeed on a DC 14 Constitution saving throw or become 
  poisoned. While poisoned in this way, the target is also para­
  lyzed. The target can repeat the saving throw at the end of each 
  of its turns, ending the effect on itself on a success.
  Bo n u s Ac t io n s
  Rampage. When it reduces a creature to 0 hit points with a 
  melee attack on its turn, the shoosuva can move up to half its 
  speed and make one Bite attack.
  216
  
  SlBRIEX
  Thought to be as old as the Abyss itself, sibriexes 
  haunt remote parts of that plane, where they use 
  their vile abilities to create new horrors and they 
  seek ancient lore. Rivulets of blood and bile cascade 
  from a sibriex’s body, polluting the surrounding 
  landscape.
  Sibriexes have spent eons amassing knowledge 
  from across the planes, hoarding it for when it
  SlBRIEX
  Huge Fiend (Demon), Typically Chaotic Evil
  Armor Class 19 (natural armor) 
  Hit Points 150 (12dl2+ 72) 
  Speed 0 ft., fly 20 ft. (hover)
  STR DEX CON INT WIS CHA
  10 (+0) 
  3 (-4) 
  23 (+6) 
  25 (+7) 24 (+7) 
  25 (+7)
  Saving Throws I nt +13, Cha +13
  Skills Arcana +13, History +13, Perception +13
  Damage Resistances cold, fire, lightning; bludgeoning, piercing, 
  and slashing from nonmagical attacks
  Damage Immunities poison
  Condition Immunities poisoned
  Senses truesight 120 ft., passive Perception 23
  Languages all, telepathy 120 ft.
  Challenge 18 (20,000 XP) 
  Proficiency Bonus +6
  Contamination. The sibriex emits an aura of corruption 30 
  feet in every direction. Vegetation withers in the aura, and the 
  ground in the aura is difficult terrain for other creatures. Any 
  creature that starts its turn in the aura must succeed on a DC
  20 Constitution saving throw or take 14 (4d6) poison damage. 
  A creature that succeeds on the save is immune to this sibriex’s 
  Contamination for 24 hours.
  Legendary Resistance (3/Day). If the sibriex fails a saving throw, 
  it can choose to succeed instead.
  Magic Resistance. The sibriex has advantage on saving throws 
  against spells and other magical effects.
  Ac t io n s
  Multiattack. The sibriex makes three Chain attacks, and it uses 
  Squirt Bile.
  Chain. Melee Weapon Attack: +13 to hit, reach 15 ft., one target. 
  Hit: 20 (2dl2 + 7) force damage.
  Squirt Bile. The sibriex targets one creature it can see within 
  120 feet of it. The target must succeed on a DC 20 Dexterity 
  saving throw or take 31 (9d6) acid damage.
  Spellcasting. The sibriex casts one of the following spells, 
  requiring no material components and using Charisma as the 
  spellcasting ability (spell save DC 21):
  At will: command, dispel magic, hold monster 
  yday.feeblemind
  Warp Creature. The sibriex targets up to three creatures it can 
  see within 120 feet of it. Each target must make a DC 20 Consti­
  tution saving throw. On a successful save, a creature becomes 
  immune to this sibriex’s Warp Creature. On a failed save, the 
  target is poisoned, which causes it to also gain 1 level of ex­
  haustion. While poisoned in this way, the target must repeat 
  the saving throw at the start of each of its turns. Three suc­
  cessful saves against the poison end it, and ending the poison 
  removes any levels of exhaustion caused by it. Each failed save 
  causes the target to gain another level of exhaustion. Once the 
  target reaches 6 levels of exhaustion, it dies and instantly trans­
  forms into a living manes (see the Monster Manual) under the 
  sibriex’s control. The transformation of the body can be undone 
  only by a wish spell.
  Leg en d ar y Ac t io n s
  The sibriex can take 3 legendary actions, choosing from the op­
  tions below. Only one legendary action option can be used at a 
  time and only at the end of another creature’s turn. The sibriex 
  regains spent legendary actions at the start of its turn.
  Cast a Spell. The sibriex uses Spellcasting.
  Spray Bile. The sibriex uses Squirt Bile.
  Warp (Costs 2 Actions). The sibriex uses Warp Creature.
  CHAPTER 2 | BESTIARY
  217
  
  might be useful. Such are their incredible intellects 
  and stores of information that many seek them out, 
  including demon lords. Some sibriexes act as advi­
  sors and oracles, manipulating demons into serving 
  their ends, while others parcel out lore only when 
  doing so advances their plans.
  Sibriexes can channel the power of the Abyss to 
  create new demons from other creatures. Some 
  demons petition sibriexes for physical gifts, for 
  sibriexes can graft on new body parts to give the 
  demons greater strength, vision, or stamina. Si­
  briexes never give aid freely, though; they demand a 
  service or a treasure in return for the flesh-shaping 
  they provide.
  VARIANT: FLESH WARPING
  Creatures that encounter a sibriex can be twisted 
  beyond recognition. Whenever a creature fails a sav­
  ing throw against the sibriex’s Warp Creature effect, 
  you can roll percentile dice and consult the Flesh 
  Warping table to determine an additional effect, 
  which vanishes when Warp Creature ends on the 
  creature. If the creature transforms into a manes, 
  the effect becomes a permanent feature of that body.
  A creature can willingly submit to flesh warping, 
  an agonizing process that takes at least 1 hour 
  while the creature stays within 30 feet of the sibriex. 
  At the end of the process, roll once on the table (or 
  choose one effect) to determine how the creature is 
  transformed permanently.
  Fl es h War pin g
  dlOO Effect
  01-05 The color of the target’s hair, eyes, and skin be­
  comes blue, red, yellow, or patterned.
  06-10 The target’s eyes push out of its head at the end 
  of stalks.
  11-15 The target’s hands grow claws, which can be 
  used as daggers.
  16-20 One of the target’s legs grows longer than the 
  other, reducing its walking speed by 10 feet.
  21-25 The target’s eyes become beacons, filling a 15- 
  foot cone with dim light when they are open.
  26-30 A pair of wings, either feathered or leathery, 
  sprout from the target’s back, granting it a flying 
  speed of 30 feet.
  31-35 The target’s ears tear free from its head and 
  scurry away; the target is deafened.
  36-40 Two of the target’s teeth turn into short tusks.
  41-45 The target’s skin develops bark-like scales, 
  granting it a +1 bonus to AC but reducing its 
  Charisma score by 2 (to a minimum of 1).
  46-50 The target’s arms and legs switch places, pre­
  venting the target from moving unless it crawls.
  51-55 The target’s arms become tentacles with fingers 
  on the ends, increasing its reach by 5 feet.
  56-60 The target’s legs grow incredibly long and 
  springy, increasing its walking speed by 10 feet.
  61-65 The target grows a long, thin tail, which it can 
  use as a whip.
  66-70 The target’s entire eyes turn black, and it gains 
  darkvision out to a range of 120 feet.
  71-75 The target swells, tripling its weight.
  76-80
  81-85
  86-90
  91-95
  96-00
  The target becomes thin and skeletal, halving its 
  weight.
  The target’s head triples in size.
  The target’s ears become wings, giving it a flying 
  speed of 5 feet.
  The target’s body becomes unusually brittle, 
  causing the target to have vulnerability to blud­
  geoning, piercing, and slashing damage.
  The target grows another head, causing it to 
  have advantage on saving throws against being 
  charmed, frightened, or stunned.
  
  '., 1 ...............- ;..
  Skulk
  Medium Monstrosity, Typically Chaotic Neutral
  Skulk
  Skulks are the soulless shells of travelers who 
  became lost in the Shadowfell, wandering its gray 
  wastes until they lost all sense of self. They are so 
  devoid of identity that they have become perma­
  nently invisible. Only children can see a skulk with­
  out the help of a mirror or a special candle. On the 
  rare occasions when a skulk is visible, it appears as 
  a drab, featureless, hairless biped.
  A skulk can be summoned from the Shadowfell by 
  performing a ritual, and it is bound to obey the sum- 
  moner’s commands for 30 days. During this time, if 
  the skulk is visible, an astute observer might deduce 
  who summoned it, because the skulk assumes a 
  vague likeness of its master.
  Cruel and chaotic, skulks carry out their orders 
  in the most violent manner possible. A summoned 
  skulk can’t return to the Shadowfell until it dies, so 
  many throw themselves into creating bloodshed and 
  mayhem with no regard for their own lives.
  After killing a person on the Material Plane, some 
  skulks take up a silent imitation of that person’s 
  life. In extreme cases, skulks have invaded villages, 
  killed all the occupants, and turned the places into 
  seeming ghost towns where flavorless food is pre­
  pared daily, colorless clothes are hung up to dry, and 
  livestock is shifted from pen to pen until it starves.
  Armor Class 14
  Hit Points 18 (4d8) 
  Speed 30 ft.
  STR DEX CON INT WIS CHA
  6 (-2) 
  19 (+4) 10 (+0) 
  10 (+0) 
  7 (-2) 
  1 (-5)
  Saving Throws Con +2
  Skills Stealth +8
  Condition Immunities blinded
  Senses darkvision 120 ft., passive Perception 8
  Languages understands Common but can’t speak
  Challenge 1/2 (100 XP) 
  Proficiency Bonus +2
  Fallible Invisibility. The skulk is invisible. This invisibility can be 
  circumvented by three things:
  Charnel Candles. The skulk appears as a dim, translucent form 
  in the light of a candle made of fat rendered from a corpse 
  whose identity is unknown.
  Children. Humanoid children, aged 10 and under, can see 
  through this invisibility.
  Reflective Surfaces. The skulk appears as a drab, smooth­
  skinned biped if its reflection can be seen in a mirror or on 
  another surface.
  Trackless. The skulk leaves no tracks to indicate where it has 
  been or where it’s headed.
  Ac t io n s
  Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. 
  Hit: 6 (1 d4 + 4) slashing damage plus 3 (1 d6) necrotic damage.
  CHAPTER 2 | BESTIARY
  219
  
  Ac t io n s
  Sk u l l  Lo r d
  Skull lords have claimed vast regions of the Shad­
  owfell as their dominion. From these blighted lands, 
  they wage war against their rivals, commanding 
  hordes of the undying in a bid to establish domi­
  nance. Yet skull lords always prove to be their 
  own worst enemies; each is a combined being 
  born from three hateful individuals, and they con­
  stantly plot against themselves.
  Infighting and treachery brought skull lords into 
  existence. The first of them appeared in the after­
  math of Veena’s bid to conquer the world of Grey­
  hawk, after the vampire Kas betrayed Veena and 
  took his eye and hand. In the confusion resulting 
  from this turn of events, Veena’s warlords turned 
  against each other, and his plans were dashed. In a 
  rage, Veena gathered up his generals and captains 
  and bound them in groups of three, fusing them into 
  abominations cursed to fight among themselves for 
  all time. Since the first skull lords were exiled into 
  the shadows, others have arisen, typically created 
  from other leaders who betrayed their masters.
  Sk u l l  Lo r d
  Medium Undead (Sorcerer), Typically Lawful Evil
  Armor Class 18 (plate) 
  Hit Points 112 (15d8 + 45) 
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  14 (+2)
  16 (+3)
  17 (+3)
  16 (+3)
  15 (+2)
  21 (+5)
  Skills Athletics +7, History +8, Perception +12, Stealth +8
  Damage Resistances cold, necrotic; bludgeoning, piercing, and 
  slashing from nonmagical attacks
  Damage Immunities poison
  Condition Immunities blinded, charmed, deafened, exhaustion, 
  frightened, poisoned, stunned, unconscious
  Senses darkvision 60 ft., passive Perception 22
  Languages all the languages it knew in life
  Challenge 15 (13,000 XP) 
  Proficiency Bonus +5
  Evasion. If the skull lord is subjected to an effect that allows it 
  to make a Dexterity saving throw to take only half the damage, 
  the skull lord instead takes no damage if it succeeds on the 
  saving throw and only half damage if it fails, provided it isn’t 
  incapacitated.
  Legendary Resistance (3/Day). If the skull lord fails a saving 
  throw, it can choose to succeed instead.
  Master of the Crave. While within 30 feet of the skull lord, any 
  Undead ally of the skull lord makes saving throws with advan­
  tage, and that ally regains 1 d6 hit points whenever it starts its 
  turn there.
  Unusual Nature. The skull lord doesn’t require air, food, 
  drink, or sleep.
  Multiattack. The skull lord makes three Bone Staff or Deathly 
  Ray attacks.
  Bone Staff. Melee Weapon Attack: +8 to hit, reach 5 ft., one 
  target. Hit: 7 (1 d8 + 3) bludgeoning damage plus 21 (6d6) ne­
  crotic damage.
  Deathly Ray. Ranged Spell Attack: +10 to hit, range 60 ft., one 
  target. Hit: 27 (5d8 + 5) necrotic damage.
  Spellcasting. The skull, lord casts one of the following spells, 
  using Charisma as the spellcasting ability (spell save DC 18):
  At will: mage hand, message 
  2/day each: dimension door, fear 
  1/day each: cloudkill, cone of cold
  Leg en d ar y Ac t io n s
  The skull lord can take 3 legendary actions, choosing from 
  the options below. Only one legendary action option can be 
  used at a time and only at the end of another creature’s turn. 
  The skull lord regains spent legendary actions at the start 
  of its turn.
  Attack. The skull lord makes one Bone Staff or Deathly
  Ray attack.
  Move. The skull lord moves up to its speed without provoking 
  opportunity attacks.
  Summon Undead (Costs 2 Actions). The skull lord summons 
  up to five skeletons or zombies (both appear in the Monster 
  Manual) in unoccupied spaces within 30 feet of it. They 
  remain until destroyed. Undead summoned in this way roll 
  initiative, act in the next available turn, and obey the skull 
  lord. The skull lord can have no more than five Undead sum­
  moned by this ability at a time.
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  CHAPTER 2 | BESTIARY
  
  Sl it h e r in g  Tr a c k e r
  Medium Ooze, Typically Chaotic Evil
  Armor Class 14
  Hit Points 39 (6d8 + 12)
  Speed 30 ft., climb 30 ft., swim 30 ft.
  STR DEX CON INT WIS CHA
  16 (+3) 
  19 (+4) 
  15 (+2) 
  10 (+0) 14 (+2) 
  11 (+0)
  Skills Stealth +8, Survival +6
  Damage Vulnerabilities cold, fire
  Damage Resistances bludgeoning, piercing, and slashing from 
  nonmagical attacks
  Condition Immunities blinded, deafened, exhaustion, grappled, 
  paralyzed, petrified, prone, restrained, unconscious
  Senses blindsight 120 ft., passive Perception 12
  Languages understands languages it knew in its previous form 
  but can’t speak
  Challenge 3 (700 XP) 
  Proficiency Bonus +2
  False Appearance. If the slithering tracker is motionless at the 
  start of combat, it has advantage on its initiative roll. Moreover, 
  if a creature hasn’t observed the slithering tracker move or act, 
  that creature must succeed on a DC 18 Intelligence (Investiga­
  tion) check to discern that the slithering tracker isn’t a puddle.
  Liquid Form. The slithering tracker can enter an enemy’s space 
  and stop there. It can also move through a space as narrow as 1 
  inch wide without squeezing.
  Spider Climb. The slithering tracker can climb difficult surfaces, 
  including upside down on ceilings, without needing to make an 
  ability check.
  Ac t io n s
  Slam. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 
  Hit: 8 (IdlO + 3) bludgeoning damage.
  Life Leech. One Large or smaller creature that the slithering 
  tracker can see within 5 feet of it must succeed on a DC 13 Dex­
  terity saving throw or be grappled (escape DC 13). Until this 
  grapple ends, the target is restrained and unable to breathe un­
  less it can breathe water. In addition, the grappled target takes 
  16 (3dl 0) necrotic damage at the start of each of its turns. The 
  slithering tracker can grapple only one target at a time.
  While grappling the target, the slithering tracker takes only 
  half any damage dealt to it (rounded down), and the target 
  takes the other half.
  Bo n u s Ac t io n s 
  Watery Stealth. If underwater, the slithering tracker takes the 
  Hide action, and it makes the Dexterity (Stealth) check with 
  advantage.
  Sl it h e r in g  Tr a c k e r
  The quest for revenge sometimes leads those terri­
  bly aggrieved to undergo a ritual whereby they trans­
  form into bodies of semiliquid sentience known as 
  slithering trackers. Innocuous and insidious at the 
  same time, a slithering tracker flows into places 
  where a normal creature can’t go and brings its own 
  brand of watery death down on its quarry.
  The ritual for creating a slithering tracker is 
  known to hags, liches, and priests who worship 
  gods of vengeance. It can be performed only on a 
  willing creature that hungers for revenge. The ritual 
  sucks all the moisture from the subject’s body, kill­
  ing it. Yet the subject’s mind lives on in the puddle 
  that issues forth from the remains, and so too does 
  its insatiable need for retribution.
  A slithering tracker tastes the ground it courses 
  over, seeking any trace of its prey. To kill, a slither­
  ing tracker rises up and enshrouds a creature, at­
  tempting to drown the creature while also draining 
  it of blood.
  Achieving revenge against its target doesn’t end a 
  slithering tracker’s existence or its hunger for blood. 
  Some slithering trackers remain aware of their pur­
  pose and extend their quest for vengeance to others, 
  such as anyone who supported or befriended the 
  original target. Most of the time, though, a tracker's 
  mind can’t cope with being trapped in liquid form, 
  unable to communicate, and driven by the desire for 
  blood; after fulfilling its duty, the overwhelmed crea­
  ture attacks indiscriminately until it is destroyed.
  221
  CHAPTER 2 | BESTIARY
  
  SORROWSWORN
  The Shadowfell’s pervasive melancholy sometimes 
  gives rise to strange incarnations of the plane’s 
  bleak nature. Sorrowsworn embody the forms of 
  suffering inherent to the shadowy landscape and 
  visit horror on those who stumble into their midst. 
  Each sorrowsworn personifies a different aspect of 
  despair or distress.
  An g r y  So r r o w s w q r n
  Relying on violence to sustain their existence, angry 
  sorrowsworn—sometimes called the Angry—grow 
  more powerful when their foes fight back. If a crea­
  ture opts not to attack, though, this sorrowsworn 
  becomes confused, and its attacks weaken. It 
  also has two heads, which bicker with each other 
  incessantly.
  Hu n g r y  So r r o w s w o r n
  Horrible creatures with grasping claws and dis­
  tended jaws, hungry sorrowsworn—also known as 
  the Hungry—do whatever is necessary to sate their 
  appetites. These greedy devourers stuff their maws 
  with flesh and drink in their victims’ screams. When 
  they finish, they lurch away while their bright eyes 
  resume the search for something else to consume.
  Lo n e l y  So r r o w s w o r n
  The sorrow of isolation afflicts many creatures that 
  lurk in the Shadowfell, but the need for companion­
  ship is never manifested more dramatically than 
  in the lonely sorrowsworn—also called the Lonely. 
  When these sorrowsworn spot other creatures, they 
  feel keenly the need for interaction and launch their 
  harpoon-like arms to drag their victims closer.
  Lo s t  So r r o w s w o r n
  The Shadowfell turns visitors around until they be­
  come marooned in its twisted landscape. Lost sor­
  rowsworn—often referred to as the Lost—are repre­
  sentations of the anxiety and fear people experience 
  when they can’t find their way. These sorrowsworn 
  appear desperate and panicked.
  Lost sorrowsworn grasp at any creatures they can 
  reach. A victim experiences a flood of fear and panic 
  as its mind buckles under the fury of this assault. 
  The harder a victim’s allies fight to break the grasp, 
  the more the victim suffers.
  Wr e t c h e d  So r r o w s w o r n
  Horrid little monsters, wretched sorrowsworn—or 
  the Wretched—gather in packs to scour the Shadow­
  fell for prey. These desperate entities subsist on life 
  force; when they find a creature, they surge forward 
  to sink their fangs into their victims and drink deep.
  An g r y  So r r o w s w o r n
  Medium Monstrosity, Typically Neutral Evil
  Armor Class 18 (natural armor) 
  Hit Points 255 (30d8 + 120) 
  Speed 30 ft.
  STR DEX CON INT WIS CHA
  17 (+3) 
  10 (+0) 
  19 (+4) 
  8 (-1) 
  13 (+1) 
  6 (-2)
  Skills Perception +11
  Damage Resistances bludgeoning, piercing, and slashing while 
  in dim light or darkness
  Senses darkvision 60 ft., passive Perception 21
  Languages Common
  Challenge 13 (10,000 XP) 
  Proficiency Bonus +5
  Two Heads. The sorrowsworn has advantage on saving throws 
  against being blinded, charmed, deafened, frightened, stunned, 
  or knocked unconscious.
  Rising Anger. If another creature deals damage to the sorrow­
  sworn, the sorrowsworn’s attack rolls have advantage until the 
  end of its next turn, and the first time it hits with a Hook attack 
  on its next turn, the attack’s target takes an extra 19 (3dl2) 
  psychic damage.
  On its turn, the sorrowsworn has disadvantage on attack rolls 
  if no other creature has dealt damage to it since the end of its 
  last turn.
  Ac t io n s
  Multiattack. The sorrowsworn makes two Hook attacks.
  Hook. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. 
  Hit: 16 (2dl2 + 3) piercing damage.
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  CHAPTER 2 | BESTIARY
  
  Hu n g r y  So r r o w s w o r n
  Medium Monstrosity, Typically Neutral Evil
  Lo n e l y  So r r o w s w o r n
  Medium Monstrosity, Typically Neutral Evil
  Armor Class 16 (natural armor) 
  Hit Points 112 (15d8 + 45)
  Speed 30 ft.
  Armor Class 17 (natural armor) 
  Hit Points 225 (30d8 + 90) 
  Speed 30 ft.
  STR DEX CON INT WIS CHA
  19 (+4) 
  10 (+0) 
  17 (+3) 
  6 (-2) 
  11 (+0) 
  6 (-2)
  Damage Resistances bludgeoning, piercing, and slashing while 
  in dim light or darkness
  Senses darkvision 60 ft., passive Perception 10
  Languages Common
  Challenge 11 (7,200 XP) 
  Proficiency Bonus +4
  Life Hunger. If a creature within 60 feet of the sorrowsworn 
  regains hit points, the sorrowsworn gains two benefits until 
  the end of its next turn: it has advantage on attack rolls, and its 
  Bite deals an extra 22 (4dl0) necrotic damage on a hit.
  Ac t io n s
  Multiattack. The sorrowsworn makes one Bite attack and one 
  Claw attack.
  Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one tar­
  get. Hit: 8 (ld8 + 4) piercing damage plus 13 (3d8) ne­
  crotic damage.
  Claw. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. 
  Hit: 18 (4d6 + 4) slashing damage. If the target is Medium or 
  smaller, it is grappled (escape DC 16), and it is restrained until 
  the grapple ends. While grappling a creature, the sorrowsworn 
  can’t make a Claw attack.
  STR DEX CON INT WIS CHA
  16 (+3) 
  12 (+1) 
  17 (+3) 
  6 (-2) 
  11 (+0) 
  6 (-2)
  Damage Resistances bludgeoning, piercing, and slashing while 
  in dim light or darkness
  Senses darkvision 60 ft., passive Perception 10
  Languages Common
  Challenge 9 (5,000 XP) 
  Proficiency Bonus +4
  Psychic Leech. At the start of each of the sorrowsworn’s turns, 
  each creature within 5 feet of it must succeed on a DC 15 Wis­
  dom saving throw or take 10 (3d6) psychic damage.
  Thrives on Company. The sorrowsworn has advantage on attack 
  rolls while it is within 30 feet of at least two other creatures. It 
  otherwise has disadvantage on attack rolls.
  Ac t io n s __________________________________
  Multiattack. The sorrowsworn makes one Harpoon Arm at­
  tack, and it uses Sorrowful Embrace.
  Harpoon Arm. Melee Weapon Attack: +7 to hit, reach 60 ft., 
  one target. Hit: 21 (4d8 + 3) piercing damage, and the target is 
  grappled (escape DC 15) if it is a Large or smaller creature. The 
  sorrowsworn has two harpoon arms and can grapple up to two 
  creatures at once.
  Sorrowful Embrace. Each creature grappled by the sorrowsworn 
  must make a DC 15 Wisdom saving throw, taking 18 (4d8) 
  psychic damage on a failed save, or half as much damage on a 
  successful one. In either case, the sorrowsworn pulls each of 
  those creatures up to 30 feet straight toward it.
  CHAPTER 2 | BESTIARY
  223
  
  Wr e t c h e d  So r r o w s w o r n
  Small Monstrosity, Typically Neutral Evil
  Lo s t  So r r o w s w o r n
  Medium Monstrosity, Typically Neutral Evil
  Armor Class 15 (natural armor) 
  Hit Points 78 (12d8 + 24) 
  Speed 30 ft.
  Armor Class 15 (natural armor) 
  Hit Points 10 (4d6 - 4)
  Speed 40 ft.
  STR DEX CON INT WIS CHA
  17 (+3) 
  12 (+1) 
  15 (+2) 
  6 (-2) 
  7 (-2) 
  5 (-3)
  STR DEX CON INT WIS CHA
  7 (-2) 
  12 (+1) 
  9(-l) 
  5 (-3) 
  6 (-2) 
  5 (-3)
  Skills Athletics +6
  Damage Resistances bludgeoning, piercing, and slashing while 
  in dim light or darkness
  Senses darkvision 60 ft., passive Perception 8
  Languages Common
  Challenge 7 (2,900 XP) 
  Proficiency Bonus +3
  Ac t io n s
  Multiattack. The sorrowsworn makes two Arm Spike attacks.
  Arm Spike. Melee Weapon Attack: +6 to hit, reach 10 ft., one 
  target. Hit: 14 (2dl0 + 3) piercing damage.
  Embrace (Recharge 4-6). Melee Weapon Attack: +6 to hit, reach 
  5 ft., one target. Hit: 25 (4dl0 + 3) piercing damage, and the 
  target is grappled (escape DC 14) if it is a Medium or smaller 
  creature. Until the grapple ends, the target is frightened, and it 
  takes 27 (6d8) psychic damage at the end of each of its turns. 
  The sorrowsworn can grapple only one creature at a time.
  Reac t io n s_______________________________
  Tightening Embrace. If the sorrowsworn takes damage, the 
  creature grappled by Embrace takes 18 (4d8) psychic damage.
  Damage Resistances bludgeoning, piercing, and slashing while 
  in dim light or darkness
  Senses darkvision 60 ft., passive Perception 8
  Languages —
  Challenge 1/4 (50 XP) 
  Proficiency Bonus +2
  Wretched Pack Tactics. The sorrowsworn has advantage on 
  an attack roll against a creature if at least one of the sorrow- 
  sworn’s allies is within 5 feet of the creature and the ally isn’t 
  incapacitated. The sorrowsworn otherwise has disadvantage on 
  attack rolls.
  Ac t io n s
  Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. 
  Hit: 6 (IdlO + 1) piercing damage, and the sorrowsworn at­
  taches to the target. While attached, the sorrowsworn can’t 
  attack, and at the start of each of the sorrowsworn’s turns, the 
  target takes 6 (IdlO + 1) necrotic damage.
  The attached sorrowsworn moves with the target whenever 
  the target moves, requiring none of the sorrowsworn’s move­
  ment. The sorrowsworn can detach itself by spending 5 feet of 
  its movement on its turn. A creature, including the target, can 
  use its action to detach the sorrowsworn.
  224
  CHAPTER 2 | BESTIARY
  
  Spa w n o f  Ky u s s
  Medium Undead, Typically Chaotic Evil
  Armor Class 10
  Hit Points 76 (9d8 + 36)
  Speed 30 ft.
  STR DEX CON INT WIS CHA
  16 (+3) 
  11 (+0) 
  18 (+4) 
  5 (-3) 
  7 (-2) 
  3 (-4)
  Saving Throws Wis +1 
  Damage Immunities poison 
  Condition Immunities exhaustion, poisoned 
  Senses darkvision 60 ft., passive Perception 8 
  Languages understands the languages it knew in life but can’t 
  speak
  Challenge 5 (1,800 XP) 
  Proficiency Bonus +3
  Regeneration. The spawn of Kyuss regains 10 hit points at the 
  start of its turn if it has at least 1 hit point and isn’t in sunlight 
  or a body of running water. If the spawn takes acid, fire, or 
  radiant damage, this trait doesn't function at the start of the 
  spawn’s next turn. The spawn is destroyed only if it starts its 
  turn with 0 hit points and doesn’t regenerate.
  Worms. If the spawn of Kyuss is targeted by an effect that cures 
  disease or removes a curse, all the worms infesting it wither 
  away, and it loses its Burrowing Worm action.
  Unusual Nature. The spawn of Kyuss requires no air, food, 
  drink, or sleep.
  Ac t io n s 
  Multiattack. The spawn of Kyuss makes two Claw attacks, and 
  it uses Burrowing Worm.
  Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. 
  Hit: 6 (1 d6 + 3) slashing damage plus 7 (2d6) necrotic damage.
  Burrowing Worm. A worm launches from the spawn of Kyuss 
  at one Humanoid that the spawn can see within 10 feet of it. 
  The worm latches onto the target’s skin unless the target suc­
  ceeds on a DC 11 Dexterity saving throw. The worm is a Tiny 
  Undead with AC 6, 1 hit point, a 2 (-4) in every ability score, 
  and a speed of 1 foot. While on the target’s skin, the worm 
  can be killed by normal means or scraped off using an action 
  (the spawn can use Burrowing Worm to launch a scraped-off 
  worm at a Humanoid it can see within 10 feet of the worm). 
  Otherwise, the worm burrows under the target’s skin at the 
  end of the target’s next turn, dealing 1 piercing damage to it. At 
  the end of each of its turns thereafter, the target takes 7 (2d6) 
  necrotic damage per worm infesting it (maximum of 1 Od6), and 
  if it drops to 0 hit points, it dies and then rises 10 minutes later 
  as a spawn of Kyuss. If a worm-infested target is targeted by 
  an effect that cures disease or removes a curse, all the worms 
  infesting it wither away.
  Spa w n o f  Ky u s s
  Kyuss was a high priest of Orcus (appears in this 
  book) who plundered corpses from necropolises to 
  create the first spawn of Kyuss. Even centuries after 
  Kyuss’s death, his malign disciples continue per­
  forming the horrific rites he perfected.
  From a distance or in poor light, a spawn of Ky­
  uss looks like an ordinary zombie. As it comes into 
  clearer view, however, the scores of little green 
  worms crawling in and out of it become visible. 
  These worms jump onto nearby Humanoids and 
  burrow into their flesh. A worm that penetrates a 
  Humanoid body makes its way to the creature’s 
  brain. Once inside the brain, the worm kills its host 
  and animates the corpse, transforming it into a 
  spawn of Kyuss, which breeds more worms.
  Spawn of Kyuss are expressions of Orcus’s intent 
  to replace all life with undeath. Left to its own de­
  vices, a solitary spawn of Kyuss travels aimlessly. 
  If it stumbles across a living creature, the spawn 
  attacks with the sole intent of creating more spawn. 
  Whether spawn are dispersed or clustered, they re­
  produce exponentially if nothing stops them.
  CHAPTER 2 | BESTIARY
  225
  
  St a r  Spa w n
  The Material Plane represents only one small part 
  of the multiverse. Beyond the best-known planes of 
  existence lie realms alien to mortal life. Some are 
  so hostile that even a moment’s contact is enough to 
  break a mortal’s mind. Yet beings do exist that are 
  native to these realms: entities that are ever hunger­
  ing, searching, warring, and sometimes dreaming. 
  These Elder Evils are far older than most of the 
  mortal peoples and always inimical to such crea­
  tures’ minds.
  However much they might desire to enter and 
  dominate the Material Plane, the Elder Evils are 
  unable or unwilling to leave their realms. Some are 
  imprisoned in their dimensions by external forces, 
  some are inextricably bound to their home realities, 
  and others simply can’t find any way out.
  The creatures known as star spawn are the her­
  alds, servants, and soldiers of the Elder Evils, capa­
  ble of taking on forms that can journey to the Mate­
  rial Plane. They arrive most often in the wake of a 
  comet—or perhaps this phenomenon merely signals 
  that star spawn are in the vicinity and available for 
  communication. When the signs are right, cultists 
  gather together, read aloud their blasphemous texts, 
  and conduct the mind-searing rituals that guide star 
  spawn into the world.
  El d e r  Ev il  Bl e s s in g s
  Disciples of certain Elder Evils can bestow super­
  natural gifts on those who serve that cult, including 
  star spawn. The following powers are unique to spe­
  cific cults; typically a creature has only one.
  Cult of Atropus, the World Born Dead
  Gaze of Corruption (Recharge 6). The cultist targets one crea­
  ture it can see within 30 feet of it. The target must succeed on 
  a DC 15 Constitution saving throw or take 16 (3dl0) necrotic 
  damage and be poisoned for 1 minute. The poisoned target 
  can repeat the saving throw at the end of each of its turns, end­
  ing the effect on itself on a success.
  Cult of Borem of the Lake of Boiling Mud
  Borem’s Embrace (1/Day). The cultist touches one creature 
  within 5 feet of it. The target must succeed on a DC 15 Dexter­
  ity saving throw or be coated in sticky, steaming mud. While it 
  is coated in this way, the target’s speed is halved, it can’t use 
  reactions, and it takes 10 (3d6) fire damage at the start of each 
  of its turns. The effect lasts for 1 minute, until the cultist is in­
  capacitated or dies, or until the target is immersed in water.
  Cult of Haask, the Voice of Hargut
  Haask’s Presence (1/Day). The cultist transforms into a Tiny, 
  slug-like being and teleports onto the shoulder of a Human­
  oid that it can see within 30 feet of it. The targeted Human­
  oid must succeed on a DC 15 Charisma saving throw or be 
  charmed by the cultist. While the target is charmed, the cultist 
  has control of it on the target’s next turn. At the end of that 
  turn, the cultist teleports to an unoccupied space it can see 
  within 30 feet of it and returns to its normal form. The cultist 
  can’t be targeted directly by any attack or other effect while 
  it’s in the slug-like form, but it is subject to areas of effect 
  as normal.
  Cult of Tharizdun, the Chained Cod
  Tharizdun’s Spark (Recharge 6). As a bonus action, the cultist 
  touches a simple or martial weapon or a natural weapon, if it 
  has one. The next creature hit by the touched weapon must 
  succeed on a DC 15 Wisdom saving throw or have disadvan­
  tage on all ability checks. The affected creature can repeat the 
  saving throw at the end of each minute, ending the effect on 
  itself on a success.
  Cult of Tyranthraxus, the Flamed One
  Radiant Flames (1/Day). Multihued flame surrounds the cultist 
  for 1 minute, until the cultist is incapacitated or dies, or until 
  the cultist extinguishes the flame (no action required). While 
  inflamed, the cultist has telepathy with a range of 30 feet, and 
  it can teleport as a bonus action up to 30 feet to an unoccupied 
  space it can see. In addition, every creature that starts its turn 
  within 5 feet of the cultist must make a DC 15 Dexterity saving 
  throw, taking 16 (3dl0) radiant damage on a failed save, or half 
  as much damage on a successful one.
  St a r  Spa w n Gr u e
  Fanged and lipless, the ever-grinning, eerily staring 
  grue lopes about on spindly legs and long arms. 
  Bristles and spines project from odd patches of 
  its grayish skin, and its long fingers end in bro­
  ken and dirty nails. Grues are the weakest of the 
  star spawn. A host of writhing, scrambling grues 
  typically accompanies more powerful star spawn. 
  Their constant chittering and shrieking produce 
  discordant psychic energy that disrupts thought pat­
  terns in other creatures, which experience flashing 
  colors, hallucinations, disorientation, and waves of 
  hopelessness.
  St a r  Spa w n  Hu l k
  The hulk is one of the largest of the known star 
  spawn, with glistening, translucent skin. Pale and 
  seemingly lidless eyes glare balefully from a face 
  distorted by too many teeth and too little nose.
  Hulks are seldom encountered without a com­
  manding star spawn seer (also in this book) nearby. 
  A hulk appears to have little will of its own and is 
  driven to protect its master.
  226 CHAPTER 2 | BESTIARY
  
  St a r  Spa w n Gr u e
  Small Aberration, Typically Neutral Evil
  Large Aberration, Typically Chaotic Evil
  Armor Class 16 (natural armor) 
  Hit Points 136 (13dl0 + 65) 
  Speed 30 ft.
  STR DEX CON INT WIS CHA
  20 (+5) 
  8 (-1) 
  21 (+5) 
  7 (-2) 
  12 (+1) 
  9 (-1)
  Armor Class 11
  Hit Points 17 (5d6) 
  Speed 30 ft.
  Saving Throws Dex +3, Wis +5
  Skills Perception +5
  Damage Resistances bludgeoning, piercing, and slashing from 
  nonmagical attacks
  Condition Immunities charmed, frightened
  Senses darkvision 60 ft., passive Perception 15
  Languages Deep Speech
  Challenge 10 (5,900 XP) 
  Proficiency Bonus +4
  STR DEX CON INT WIS CHA
  6 (-2) 
  13 (+1) 
  10 (+0) 
  9 (-1) 
  11 (+0) 
  6 (-2)
  Damage Immunities psychic
  Senses darkvision 60 ft., passive Perception 10
  Languages Deep Speech
  Challenge 1/4 (50 XP) 
  Proficiency Bonus +2
  Aura of Shrieks. Creatures within 20 feet of the grue that aren’t 
  Aberrations have disadvantage on saving throws, as well as on 
  attack rolls against creatures other than a star spawn grue.
  Ac t io n s 
  Confounding Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., 
  one target. Hit: 6 (2d4 + 1) piercing damage, and the target 
  must succeed on a DC 10 Wisdom saving throw or attack rolls 
  against it have advantage until the start of the grue’s next turn.
  Psychic Mirror. If the hulk takes psychic damage, each creature 
  within 10 feet of the hulk takes that damage instead; the hulk 
  takes none of the damage. In addition, the hulk’s thoughts and 
  location can’t be discerned by magic.
  Ac t io n s
  Multiattack. The hulk makes two Slam attacks. If both attacks 
  hit the same target, the target also takes 9 (2d8) psychic dam­
  age and must succeed on a DC 17 Constitution saving throw or 
  be stunned until the end of the target’s next turn.
  Slam. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. 
  Hit: 14 (2d8 + 5) bludgeoning damage.
  Reaping Arms (Recharge 5-6). The hulk makes a separate Slam 
  attack against each creature within 10 feet of it. Each creature 
  that is hit must also succeed on a DC 17 Dexterity saving throw 
  or be knocked prone.
  CHAPTER 2 | BESTIARY
  227
  
  St a r  Spa w n  La r v a  Ma g e
  A larva mage is a nightmarish combination of a 
  mortal body and otherworldly substance. When a 
  powerful cultist of a wormlike entity such as Kyuss 
  or Kezef—usually a warlock or other spellcaster— 
  contacts the comet-borne emissary of an Elder Evil, 
  the emissary can merge with a mortal conscious­
  ness to create a larva mage. None of the original 
  cultist’s personality survives the transformation; 
  what emerges is wholly alien.
  i   .......—• 
  _____________ :
  St a r  Spa w n La r v a  Ma g e
  Medium Aberration, Typically Chaotic Evil
  Armor Class 16 (natural armor) 
  Hit Points 168 (16d8 + 96) 
  Speed 30 ft.
  STR DEX CON INT WIS CHA
  17 (+3) 
  12 (+1) 
  23 (+6) 
  18 (+4) 
  12 (+1) 
  16 (+3)
  Saving Throws Dex +6, Wis +6, Cha +8
  Skills Perception +6
  Damage Resistances cold; bludgeoning, piercing, and slashing 
  from nonmagical attacks
  Damage Immunities psychic
  Condition Immunities charmed, frightened, paralyzed, 
  petrified, poisoned, restrained
  Senses darkvision 60 ft., passive Perception 16
  Languages Deep Speech
  Challenge 16 (15,000 XP) 
  Proficiency Bonus +5
  Return to Worms. When the mage is reduced to 0 hit points, it 
  breaks apart into a swarm of insects (see the Monster Manual) 
  in the same space. Unless the swarm is destroyed, the mage 
  reforms from it 24 hours later.
  Spellcasting. The mage casts one of the following spells, requir­
  ing no material components and using Charisma as the spell­
  casting ability (spell save DC 16):
  Ac t io n s
  Multiattack. The mage makes three Slam or Eldritch 
  Bolt attacks.
  Slam. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. 
  Hit: 7 (ld8 + 3) bludgeoning damage, and the target must suc­
  ceed on a DC 19 Constitution saving throw or be poisoned until 
  the end of its next turn.
  Eldritch Bolt. Ranged Spell Attack: +8 to hit, range 60 ft., one 
  target. Hit: 19 (3dl0 + 3) force damage.
  Plague of Worms (Recharge 6). Each creature other than a star 
  spawn within 10 feet of the mage must succeed on a DC 19 
  Dexterity saving throw or take 22 (5d8) necrotic damage and 
  be blinded and restrained by masses of swarming worms. The 
  affected creature takes 22 (5d8) necrotic damage at the start 
  of each of the mage’s turns. The creature can repeat the saving 
  throw at the end of each of its turns, ending the effect on itself 
  on a success.
  At will: mage hand, message, minor illusion
  1/day: dominate monster
  Reac t io n s
  Feed on Weakness. When a creature within 20 feet of the mage 
  fails a saving throw, the mage gains 10 temporary hit points.
  Leg en d ar y Ac t io n s
  The mage can take 3 legendary actions, choosing from the op­
  tions below. Only one legendary action option can be used at a 
  time and only at the end of another creature’s turn. The mage 
  regains spent legendary actions at the start of its turn.
  Slam. The mage makes one Slam attack.
  Eldritch Bolt (Costs 2 Actions). The mage makes one Eldritch 
  Bolt attack.
  Feed (Costs 3 Actions). Each creature restrained by the mage’s 
  Plague of Worms takes 13 (3d8) necrotic damage, and the 
  mage gains 6 temporary hit points.
  228 CHAPTER 2 | BESTIARY
  
  cvic
  ccni(
  St a r  Spa w n Ma n g l e r
  Medium Aberration, Typically Chaotic Evil
  Armor Class 14
  Hit Points 71 (13d8 + 13)
  Speed 40 ft., climb 40 ft.
  STR 
  DEX 
  CON
  INT
  WIS
  CHA
  8 (-1) 
  18 (+4) 
  12 (+1)
  11 (+0)
  12 (+1)
  7 (-2)
  Saving Throws Dex +7, Con +4
  Skills Stealth +7
  Damage Resistances cold
  Damage Immunities psychic
  Condition Immunities charmed, frightened, prone
  Senses darkvision 60 ft., passive Perception 11 
  Languages Deep Speech
  Proficiency Bonus +3
  Challenge 5 (1,800 XP)
  St a r  Spa w n  Ma n g l e r
  A mangier is a low-slung, creeping horror with mul­
  tiple gangly arms—it most often has six arms but 
  can have any number from four to eight. Manglers 
  creep along the ground or the walls, sticking to 
  shadows and hiding in spots that seem too shallow 
  or well-lit to conceal anything. They appear smaller 
  than their true size, thanks to their hunched posture 
  and emaciated frames. Cultists summon these crea­
  tures to serve as guards and assassins, two roles at 
  which they excel.
  Ambusher. The mangier has advantage on initiative rolls.
  Ac t io n s
  Multiattack. The mangier makes two Claw attacks.
  Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. 
  Hit: 8 (1 d8 + 4) slashing damage. If the attack roll has advan­
  tage, the target also takes 7 (2d6) psychic damage.
  Flurry of Claws (Recharge 5-6). The mangier makes six Claw 
  attacks. Either before or after these attacks, it can move up to 
  its speed without provoking opportunity attacks.
  Bo n u s Ac t io n s
  Shadow Stealth. While in dim light or darkness, the mangier 
  takes the Hide action.
  CHAPTER 2 | BESTIARY
  229
  
  Star Spawn Seer
  A star spawn seer is most often encountered as the 
  leader of a cult dedicated to one or more Elder Evils. 
  Usually, the seer is the only cult member that grasps 
  the full extent of the horror the cult is venerating. 
  The seer’s goal is to tap into vast energy sources 
  and perform the dire rites that will extend a bridge 
  between the Material Plane and the squirming 
  chaos of an Elder Evil’s realm.
  An entity that appears as a star spawn seer in the 
  Material Plane usually arrives disembodied. When 
  a warlock or other spellcaster establishes commu­
  nication with it, the seer-entity takes control of the 
  mortal, transforming it into a star spawn seer. Who­
  ever the mortal once was largely vanishes beneath 
  the mass of tumorous skin than builds up in strange 
  whorls all over the seer’s body. The mortal’s hands 
  become bulky, flipper-like appendages able to grasp 
  the seer’s strange staff formed of a blend of flesh, 
  bone, and star stuff.
  A star spawn seer is almost always accompanied 
  by one or more star spawn hulks (also in this book). 
  Not only is a hulk a powerful combatant, but when 
  a seer deals psychic damage to a hulk, the hulk isn’t 
  hurt, and the effect ricochets off and expands to as­
  sault other creatures.
  St a r  Spa w n  Se e r
  Medium Aberration, Typically Neutral Evil
  Armor Class 17 (natural armor) 
  Hit Points 153 (18d8 + 72)
  Speed 30 ft.
  STR DEX CON INT WIS CHA
  14 (+2) 
  12 (+1) 
  18 (+4) 
  22 (+6) 19 (+4) 
  16 (+3)
  Saving Throws Dex +6, Int +11, Wis +9, Cha +8
  Skills Perception +9
  Damage Resistances cold; bludgeoning, piercing, and slashing 
  from nonmagical attacks
  Damage Immunities psychic
  Condition Immunities charmed, frightened
  Senses darkvision 60 ft., passive Perception 19
  Languages Common, Deep Speech, Undercommon
  Challenge 13 (10,000 XP) 
  Proficiency Bonus +5
  Out-of-Phase Movement. The seer can move through other 
  creatures and objects as if they were difficult terrain, and its 
  movement doesn’t provoke opportunity attacks.
  Each creature it moves through takes 5 (IdlO) psychic dam­
  age; no creature can take this damage more than once per turn. 
  The seer takes 5 (1 d 10) force damage if it ends its turn inside 
  an object.
  Ac t io n s
  Multiattack. The seer makes two Comet Staff or Psychic 
  Orb attacks.
  Comet Staff. Melee Weapon Attack: +11 to hit, reach 5 ft., one 
  target. Hit: 10 (1 d8 + 6) bludgeoning damage plus 18 (4d8) 
  psychic damage, and if the target is a creature, it must succeed 
  on a DC 19 Constitution saving throw or be incapacitated until 
  the end of its next turn.
  Psychic Orb. Ranged Spell Attack: +11 to hit, range 120 feet, one 
  creature. Hit: 27 (5dl0) psychic damage.
  Collapse Distance (Recharge 6). The seer warps space around 
  one creature it can see within 30 feet of it. That creature must 
  make a DC 19 Wisdom saving throw. On a failed save, the tar­
  get, along with any equipment it is wearing or carrying, is tele­
  ported up to 60 feet to an unoccupied space the seer can see, 
  and then each creature within 10 feet of the target’s original 
  space takes 39 (6dl2) psychic damage. On a successful save, 
  the target takes 19 (3dl2) psychic damage and isn’t teleported.
  Reac t io n s
  Bend Space. When the seer would be hit by an attack roll, it 
  teleports, along with any equipment it is wearing or carrying, 
  exchanging positions with another star spawn it can see within 
  60 feet of it. The other star spawn is hit by the attack instead.
  230
  CHAPTER 2 | BESTIARY
  
  Steeders
  Giant hunting spiders, steeders prowl the depths of 
  the Underdark. Female steeders grow larger and 
  stronger than males, and the female often devours 
  the male after breeding. Numerous Underdark folk 
  domesticate steeders, particularly duergar (also in 
  this book). Typically the females serve as steeds in 
  battle, while the males are used as draft animals.
  Steeders attempt to tear apart perceived threats— 
  and consider even other steeders enemies. When 
  they’re put to work, their handlers must stable them 
  separately from one another and place blinders on 
  them to keep them from attacking each other.
  Steeders are intelligent enough to 
  learn simple hand signals and vocal 
  commands, but even a domesticated 
  steeder might turn against its handler. 
  Training a steeder requires a rider 
  to bond with it, a process that begins 
  shortly after the steeder hatches. As it 
  grows, its rider works with it to direct 
  its predatory instincts.
  Rather than spinning webs, steed­
  ers excrete a viscous substance from 
  their legs. This goo allows them to 
  creep along walls and ceilings and to 
  grapple prey.
  Ma l e St e e d e r
  Medium Monstrosity, Unaligned
  Fe ma l e St e e d e r
  Large Monstrosity, Unaligned
  Armor Class 14 (natural armor) 
  Hit Points 30 (4dl0 + 8) 
  Speed 30 ft., climb 30 ft.
  Armor Class 12 (natural armor) 
  Hit Points 13 (2d8 + 4) 
  Speed 30 ft., climb 30 ft.
  STR DEX CON INT WIS CHA
  15 (+2) 
  16 (+3) 
  14 (+2) 
  2 (-4) 
  10 (+0) 
  3 (-4)
  STR DEX CON INT WIS CHA
  15 (+2) 
  12 (+1) 
  14 (+2) 
  2 (-4) 
  10 (+0) 
  3 (-4)
  Skills Stealth +7, Perception +4
  Senses darkvision 120 ft., passive Perception 14
  Languages —
  Challenge 1 (200 XP) 
  Proficiency Bonus +2
  Extraordinary Leap. The distance of the steeder’s long jumps 
  is tripled; every foot of its walking speed that it spends on the 
  jump allows it to move 3 feet.
  Spider Climb. The steeder can climb difficult surfaces, in­
  cluding upside down on ceilings, without needing to make an 
  ability check.
  Skills Stealth +5, Perception +4
  Senses darkvision 120 ft., passive Perception 14
  Languages —
  Challenge 1/4 (50 XP) 
  Proficiency Bonus +2
  Extraordinary Leap. The distance of the steeder’s long jumps 
  is tripled; every foot of its walking speed that it spends on the 
  jump allows it to jump 3 feet.
  Spider Climb. The steeder can climb difficult surfaces, in­
  cluding upside down on ceilings, without needing to make an 
  ability check.
  Ac t io n s
  Ac t io n s
  Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 
  Hit: 7 (1 d8 + 3) piercing damage plus 9 (2d8) poison damage.
  Sticky Leg. Melee Weapon Attack: +5 to hit, reach 5 ft., one Me­
  dium or smaller creature. Hit: The target is stuck to the steed­
  er’s leg and grappled (escape DC 12). The steeder can have 
  only one creature grappled at a time.
  L~ , . .. - ---------------- . ...------------
  Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. 
  Hit: 6 (ld8 + 2) piercing damage plus 4 (1 d8) poison damage.
  Sticky Leg. Melee Weapon Attack: +4 to hit, reach 5 ft., one 
  Small or Tiny creature. Hit: The target is stuck to the steeder’s 
  leg and grappled (escape DC 12). The steeder can have only 
  one creature grappled at a time.
  231
  CHAPTER 2 | BESTIARY
  
  St e e l  
  Pr e d a t o r
  A steel predator is a mer-
  DEX
  17 (+3)
  STR
  24 (+7)
  CON
  22 (+6)
  INT
  4 (-3)
  Armor Class 20 (natural armor) 
  Hit Points 207 (18dl0 + 108)
  Speed 40 ft.
  St e e l  Pr e d a t o r
  Large Construct, Typically Lawful Neutral
  ciless machine with one 
  purpose: to locate and kill 
  its target regardless of dis­
  tance and obstacles.
  Steel predators are created by 
  a unique modron, using a machine lo­
  cated in the city of Sigil. It wasn’t always 
  headquartered in the City of Doors, however. On its 
  original home, the plane of Mechanus, the ingenious 
  modron was lauded for its invention—until it turned 
  these creations against its superiors. Steel preda­
  tors wreaked havoc against the modron hierarchy 
  until the rogue modron was trapped and exiled. 
  Now it operates a shop in Sigil where, for a steep 
  price, anyone can commission the manufacture of a 
  steel predator.
  To create a steel predator, the modron’s machine 
  must be fed something that identifies the predator’s 
  target, such as a lock of hair, a well-worn glove, or a 
  much-used weapon. The moment the newly manu­
  factured steel predator emerges, it bounds away in 
  search of its prey. It senses the location of its target 
  across planar boundaries, but such detection is ac­
  curate only to within a thousand yards; to close the 
  remaining distance, the steel predator locates its 
  prey by sight and smell.
  Once battle is joined, the predator ignores every 
  other threat to attack its target, unless other crea­
  tures prevent it from reaching the target. In that 
  case, it does what it must to fulfill its mission.
  If all goes according to plan, a steel predator 
  slays its target and then voluntarily returns to Sigil, 
  where it’s broken down into parts that can be used 
  in another steel predator. Battle damage can cause 
  this instinct to fail, however, in which case the steel 
  predator lingers in the area, hunting and killing 
  other creatures that resemble its target or that sim­
  ply live nearby. Such rogue predators are dangerous 
  to anyone in the vicinity.
  WIS
  14 (+2)
  CHA
  6 (-2)
  Skills Perception +7, Stealth +8, Survival +7 
  Damage Resistances cold, lightning, necrotic, thunder
  Damage Immunities poison, psychic; bludgeoning, piercing, 
  and slashing from nonmagical attacks
  Condition Immunities charmed, exhaustion, frightened, 
  paralyzed, petrified, poisoned, stunned
  Senses blindsight 30 ft., darkvision 60 ft., passive Perception 17
  Languages understands Modron and the language of its owner 
  but can’t speak
  Challenge 16 (15,000 XP) 
  Proficiency Bonus +5
  Magic Resistance. The steel predator has advantage on saving 
  throws against spells and other magical effects.
  Unusual Nature. The steel predator doesn’t require air, food, 
  drink, or sleep.
  Ac t io n s
  Multiattack. The steel predator makes one Bite attack and two 
  Claw attacks.
  Bite. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. 
  Hit: 18 (2dl0 + 7) lightning damage.
  Claw. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. 
  Hit: 16 (2d8 + 7) force damage.
  Spellcasting. The steel predator casts one of the following 
  spells, requiring no spell components and using Wisdom as 
  the spellcasting ability:
  3/day each: dimension door (self only), plane shift (self only)
  Stunning Roar (Recharge 5-6). The steel predator emits a roar 
  in a 60-foot cone. Each creature in that area must make a DC 
  19 Constitution saving throw. On a failed save, a creature takes 
  33 (6dl0) thunder damage, drops everything it’s holding, and 
  is stunned for 1 minute. The stunned creature can repeat the 
  saving throw at the end of each of its turns, ending the effect 
  on itself on a success. On a successful save, a creature takes 
  half as much damage and isn’t stunned.
  -........" 11 
  .. 
  T- 
  ■ ir- 
  --
  232
  CHAPTER 2 | BESTIARY
  
  St o n e Cu r s e d
  Medium Construct, Typically Lawful Evil
  Armor Class 17 (natural armor) 
  Hit Points 19 (3d8 + 6)
  Speed 10 ft.
  STR DEX CON INT WIS CHA
  16(+3) 
  5 (-3) 
  14 (+2) 
  5 (-3) 
  8 (-1) 
  7 (-2)
  Damage Vulnerabilities bludgeoning
  Damage Immunities poison
  Condition Immunities charmed, exhaustion, frightened, 
  petrified, poisoned
  Senses passive Perception 9
  Languages the languages it knew in life
  Challenge 1 (200 XP) 
  Proficiency Bonus +2
  Cunning Opportunist. The stone cursed has advantage on the 
  attack rolls of opportunity attacks.
  False Appearance. If the stone cursed is motionless at the start 
  of combat, it has advantage on its initiative roll. Moreover, if 
  a creature hasn’t observed the stone cursed move or act, that 
  creature must succeed on a DC 18 Intelligence (Investigation) 
  check to discern that the stone cursed isn’t a statue.
  Unusual Nature. The stone cursed doesn’t require air, food, 
  drink, or sleep.
  Ac t io n s
  Petrifying Claws. Melee Weapon Attack: +5 to hit, reach 5 ft., 
  one target. Hit: 12 (2d8 + 3) slashing damage. If the target is 
  a creature, it must succeed on a DC 12 Constitution saving 
  throw, or it begins to turn to stone and is restrained until the 
  end of its next turn, when it must repeat the saving throw. The 
  effect ends if the second save is successful; otherwise the tar­
  get is petrified for 24 hours.
  St o n e Cu r s e d
  Stone cursed are spawned through a foul alchemi­
  cal ritual performed on a Humanoid that has been 
  turned to stone. The ritual, which requires a mix­
  ture of basilisk blood and the ashes from the burned 
  feathers of a cockatrice, awakens a dim echo of the 
  petrified victim’s spirit, animating the statue and 
  turning it into a useful guardian.
  Stone cursed possess a malevolent drive to slay 
  the living, yet they are utterly loyal to whoever per­
  formed the ritual to animate them, and they obey 
  that being’s orders to the best of their ability.
  In combat, stony claws that drip with thick, gray 
  sludge emerge from a stone cursed’s fingers. This 
  alchemical sludge transforms those slashed by the 
  claws into statues.
  As part of the ritual used to create a stone cursed, 
  a fist-sized obsidian skull forms within the crea­
  ture’s torso. The skull isn’t visible while the stone 
  cursed is active, but when it is slain, the statue 
  shatters and the skull clatters to the ground. Be­
  cause it is the nexus for the alchemy used to create 
  these horrors, a faint echo of the original victim’s 
  memories resonates within the skull. A skilled 
  magic-wielder can attempt to extract memories 
  from it to gain insight into the victim’s past or find 
  lore that otherwise would be lost.
  Cr y pt ic  Wh is pe r s
  Even though a creature transformed into a stone 
  cursed is long dead, a vague whisper of their memo­
  ries lives on in the obsidian skull embedded within 
  the stone cursed’s body. At the end of a short rest, a 
  character can make a DC 20 Intelligence (Arcana) 
  check to attempt to extract a memory from the skull 
  that is a response to a verbal question posed to the 
  skull by the character. Once this check is made, 
  whether it succeeds or fails, the skull can’t be used 
  in this manner again.
  CHAPTER 2 | BESTIARY
  233
  
  St o n e Gia n t  
  Dr e a mw a l k e r
  The surface of the world is an alien realm to stone 
  giants: fluctuating, temporary, exposed to gusting 
  wind and sudden rain. It is as wildly changeable as 
  a dream, and that’s how they regard it—as a dream. 
  Nothing there is permanent, so nothing there is 
  real. What happens on the surface doesn’t matter. 
  Promises and bargains made there needn’t be hon­
  ored. Life and even art hold less value there.
  Stone giants sometimes go on dream quests in 
  the surface world, seeking inspiration for their art, 
  a break from decades-long ennui, or satisfaction of 
  simple curiosity. Some who go on these quests let 
  themselves become lost in the dream. Other stone 
  giants are banished to the surface as punishment. 
  Regardless of the reason they ended up on the 
  surface, if they don’t take shelter under stone, such 
  stone giants can become dreamwalkers.
  Dreamwalkers occupy an odd place of respect out­
  side the stone giant ordning. They are considered 
  outcasts, but their familiarity with the surface world 
  makes them valuable guides, and their insights can 
  help other stone giants grasp the dangers of living 
  in a dream.
  Dreamwalkers become divorced from reality by 
  isolation, shame, and their unendingly alien sur­
  roundings, and this delirium leaches out into the 
  world around them, affecting other creatures that 
  get too close. Believing that they’re living in a dream 
  and that their actions have no real consequences, 
  dreamwalkers act as they please, becoming forces 
  of chaos. As they travel the world, they collect ob­
  jects and creatures that seem especially significant 
  to them. Over time, the collected things accrete to 
  their bodies, becoming encased in stone.
  1 
  " .... 
  : 1j .................... z
  St o n e Gia n t  Dr e a mw a l k e r
  Huge Giant, Typically Chaotic Neutral
  Armor Class 18 (natural armor) 
  Hit Points 161 (14dl2 + 70) 
  Speed 40 ft.
  STR DEX CON INT WIS CHA
  23 (+6) 
  14 (+2) 
  21 (+5) 
  10 (+0) 
  8 (-1) 
  12 (+1)
  Saving Throws Dex +6, Con +9, Wis +3
  Skills Athletics +14, Perception +3
  Condition Immunities charmed, frightened
  Senses darkvision 60 ft., passive Perception 13
  Languages Common, Giant
  Challenge 10 (5,900 XP) 
  Proficiency Bonus +4
  Dreamwalker’s Charm. An enemy that starts its turn within 30 
  feet of the giant must make a DC 13 Charisma saving throw, 
  provided that the giant isn’t incapacitated. On a failed save, the 
  creature is charmed by the giant. A creature charmed in this 
  way can repeat the saving throw at the end of each of its turns, 
  ending the effect on itself on a success. Once it succeeds on 
  the saving throw, the creature is immune to this giant’s Dream­
  walker’s Charm for 24 hours.
  Ac t io n s
  Multiattack. The giant makes two Greatclub or Rock attacks.
  Creatclub. Melee Weapon Attack: +10 to hit, reach 15 ft., one 
  target. Hit: 24 (4d8 + 6) bludgeoning damage.
  Rock. Ranged Weapon Attack: +10 to hit, range 60/240 ft., one 
  target. Hit: 22 (3dl 0 + 6) bludgeoning damage. If the target is a 
  creature, it must succeed on a DC 17 Strength saving throw or 
  be knocked prone.
  Petrifying Touch. The giant touches one Medium or smaller 
  creature within 10 feet of it that is charmed by it. The target 
  must make a DC 17 Constitution saving throw. On a failed 
  save, the target becomes petrified, and the giant can adhere 
  the target to its stony body. Greater restoration spells and other 
  magic that can undo petrification have no effect on a petrified 
  creature adhered to the giant unless the giant is dead, in which 
  case the magic works normally, freeing the petrified creature as 
  well as ending the petrified condition on it.
  234
  CHAPTER 2 | BESTIARY
  
  St o r m Gia n t  Qu in t e s s e n t
  Huge Ciant, Typically Chaotic Good
  Armor Class 12
  Hit Points 230 (20dl2 + 100)
  Speed 50 ft., fly 50 ft. (hover), swim 50 ft.
  STR DEX CON INT WIS CHA
  29 (+9) 
  14 (+2) 
  20 (+5) 
  17 (+3) 
  20 (+5) 
  19 (+4)
  Saving Throws Str +14, Con +10, Wis +10, Cha +9
  Skills Arcana +8, History +8, Perception +10
  Damage Resistances cold; bludgeoning, piercing, and slashing 
  from nonmagical attacks
  Damage Immunities lightning, thunder
  Senses truesight 60 ft., passive Perception 20
  Languages Common, Giant
  Challenge 16 (15,000 XP) 
  Proficiency Bonus +5
  Amphibious. The giant can breathe air and water.
  Legendary Resistance (1/Day). If the giant fails a saving throw, 
  it can choose to succeed instead.
  Ac t io n s 
  Multiattack. The giant makes two Lightning Sword attacks, or 
  it uses Wind Javelin twice.
  Lightning Sword. Melee Weapon Attack: +14 to hit, reach 15 ft., 
  one target. Hit: 40 (9d6 + 9) lightning damage.
  Wind Javelin. The giant coalesces wind into a javelin-like form 
  and hurls it at a creature it can see within 600 feet of it. The 
  javelin deals 19 (3d6 + 9) force damage to the target, striking 
  unerringly. The javelin disappears after it hits.
  Leg en d ar y Ac t io n s
  The giant can take 3 legendary actions, choosing from the op­
  tions below. Only one legendary action option can be used at 
  a time and only at the end of another creature’s turn. The giant 
  regains spent legendary actions at the start of its turn.
  Gust. The giant targets a creature it can see within 60 feet of 
  it and creates a magical gust of wind around the target, who 
  must succeed on a DC 18 Strength saving throw or be moved 
  up to 20 feet in any horizontal direction the giant chooses.
  Thunderbolt (Costs 2 Actions). The giant hurls a thunderbolt 
  at a creature it can see within 600 feet of it. The target must 
  make a DC 18 Dexterity saving throw, taking 22 (4dl0) thun­
  der damage on a failed save, or half as much damage on a 
  successful one.
  One with the Storm (Costs 3 Actions). The giant vanishes, dis­
  persing itself into the storm surrounding its lair. The giant 
  can end this effect at the start of any of its turns, becoming 
  a giant once more and appearing in any location it chooses 
  within its lair. While dispersed, the giant can't take any ac­
  tions other than lair actions, and it can’t be targeted by at­
  tacks, spells, or other effects. The giant can’t use this ability 
  outside its lair, nor can it use this ability if another creature 
  is using a control weather spell or similar magic to quell 
  the storm.
  ......... ■ ।
  St o r m Gia n t  Qu in t e s s e n t  
  To forestall the inevitable, some storm giants ap­
  proaching the end of their natural life spans seek an 
  escape from death. They plumb the depths of their 
  powerful connection to the elements and disperse 
  themselves into nature, transforming into semicon­
  scious storms. The blizzard that rages unendingly 
  around a mountain peak, the vortex that swirls 
  around a remote island, or the thunderstorm that 
  howls ceaselessly up and down a rugged coastline 
  could, in fact, be the undying form of a storm giant 
  clinging to existence.
  A storm giant quintessent sheds their armor and 
  weapons but gains the power to form makeshift 
  weapons out of thin air. When the giant has no fur­
  ther use of these elemental weapons, or when the 
  giant dies, the weapons disappear.
  A storm giant quintessent can revert to their true 
  giant form temporarily and can maintain that form 
  long enough for the giant to communicate with a 
  mortal, carry out a short task, or defend their home 
  against aggressors.
  CHAPTER 2 | BESTIARY
  235
  
  A Qu in t e s s e n t 's La ir
  A storm giant quintessent has no need for castles 
  or dungeon lairs. Their lair is usually a secluded 
  region or prominent geographic feature, such as a 
  mountain peak, a great waterfall, a remote island, a 
  fog-shrouded loch, a beautiful coral reef, or a wind­
  swept desert bluff. The storm in which the giant 
  lives could be a blizzard, a typhoon, a thunderstorm, 
  or a sandstorm, as befits the environment.
  La ir  Ac t io n s
  A storm giant quintessent can use lair actions in gi­
  ant form and while transformed into a storm. On ini­
  tiative count 20 (losing initiative ties), the giant can 
  take one of the following lair actions; the giant can’t 
  take the same lair action two rounds in a row:
  Deafening Boom. The giant creates a thunderclap 
  centered on a point anywhere in their lair. Each 
  creature within 20 feet of that point must succeed 
  on a DC 18 Constitution saving throw or be deaf­
  ened until the end of its next turn.
  Fog. The giant creates a 20-foot-radius sphere of 
  fog (or murky water if within water) centered on 
  a point anywhere in its lair. The sphere spreads 
  around corners, and its area is heavily obscured. 
  The fog lasts until the giant disperses it (no action 
  required), and it can’t be dispersed by wind.
  Gale. The giant creates a 60-foot-long, 10-foot-wide 
  line of strong wind (or strong current within wa­
  ter) originating from a point anywhere in its lair. 
  Each creature in that line must succeed on a DC 
  18 Strength saving throw or be pushed 15 feet in 
  the direction the wind is blowing. The gust dis­
  perses gas or vapor, and it extinguishes candles, 
  torches, and similar unprotected flames in its 
  area. Protected flames, such as those of lanterns, 
  have a 50 percent chance of being extinguished.
  Re g io n a l  Ef f e c t s
  The region containing a storm giant quintessent’s 
  lair is warped by the giant’s presence, which creates 
  one or more of the following effects:
  Downpour. Rain, snow, or blowing dust or sand 
  (whichever is most appropriate) is constant within 
  1 mile of the lair. Rain causes rivers and streams 
  to fill or overflow their banks; snow, dust, or sand 
  forms deep drifts or dunes.
  Lightning. Flashes of lightning and peals of thun­
  der are continual, day and night, within 5 miles 
  of the lair.
  Winds. High wind blows within 1 mile of the lair, 
  making it impossible to light a fire unless the loca­
  tion where the fire is lit is protected from the wind.
  If the giant dies, the lightning, thunder, and high 
  wind regional effects end immediately. Rain, snow, 
  and blowing dust abate gradually within ld8 days.
  236 CHAPTER 2 | BESTIARY
  
  Armor Class 8
  Hit Points 22 (5d8)
  Speed 5 ft., climb 5 ft.
  Sw a r m o f  Ro t  Gr u b s
  Rot grubs are finger-sized maggots that eat living 
  and dead creatures, although they can survive on 
  vegetation. They infest corpses and piles of decay­
  ing matter and attack anyone that disturbs them. Af­
  ter burrowing into a creature, rot grubs instinctively 
  chew their way toward vital parts.
  Rot grubs recoil from flames, and fire is the main 
  weapon against rot grubs once they’re inside a body. 
  Magic that neutralizes poison can also stop them 
  before they kill their host.
  Sin g l e Ro t  Gr u b
  JASON FELIX
  Rot grubs pose a threat both singly and as a swarm. 
  See the stat block for the mechanics of a swarm of 
  rot grubs. A single rot grub has no stat block.
  Any creature that comes into contact with a single 
  rot grub must succeed on a DC 10 Constitution sav­
  ing throw or be poisoned, as the rot grub burrows 
  into the creature. The poisoned creature takes 3 
  (ld6) poison damage at the end of each of its turns. 
  Whenever the poisoned creature takes fire damage, 
  the creature can repeat the saving throw, ending the 
  effect on itself on a success. If the poisoned creature 
  ends its turn with 0 hit points, it dies, as the rot 
  grub kills it.
  STR DEX CON INT WIS CHA
  2 (-4) 
  7 (-2) 
  10 (+0) 
  1 (-5) 
  2 (-4) 
  1 (-5)
  Damage Vulnerabilities fire
  Damage Resistances piercing, slashing
  Condition Immunities charmed, frightened, grappled, 
  paralyzed, petrified, prone, restrained
  Senses blindsight 10 ft., passive Perception 6
  Languages —
  Challenge 1/2 (100 XP) 
  Proficiency Bonus +2
  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 maggot. The swarm can’t regain hit points or 
  gain temporary hit points.
  Ac t io n s
  Bites. Melee Weapon Attack: +0 to hit, reach 0 ft., one creature 
  in the swarm’s space. Hit: 7 (2d6) piercing damage, and the 
  target must succeed on a DC 10 Constitution saving throw or 
  be poisoned. At the end of each of the poisoned target's turns, 
  the target takes 3 (1 d6) poison damage. Whenever the poi­
  soned target takes fire damage, the target can repeat the saving 
  throw, ending the effect on itself on a success. If the poisoned 
  target ends its turn with 0 hit points, it dies.
  237
  CHAPTER 2 | BESTIARY
  
  Armor Class 17 (leather armor, Suave Defense) 
  Hit Points 66 (12d8 + 12)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  12 (+1)
  18 (+4)
  12 (+1)
  14 (+2)
  11 (+0)
  15 (+2)
  Skills Acrobatics +8, Athletics +5, Persuasion +6
  Senses passive Perception 10
  Languages any one language (usually Common)
  Challenge 3 (700 XP) 
  Proficiency Bonus +2
  Suave Defense. While the swashbuckler is wearing light or 
  no armor and wielding no shield, its AC includes its Cha­
  risma modifier.
  Ac t io n s________________________________ _
  Multiattack. The swashbuckler makes one Dagger attack and 
  two Rapier attacks.
  Dagger. Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or 
  range 20/60 ft., one target. Hit: 6 (1 d4 + 4) piercing damage.
  Rapier. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. 
  Hit: 8 (1 d8 + 4) piercing damage.
  Bo n u s Ac t io n s
  Lightfooted. The swashbuckler takes the Dash or Disen­
  gage action.
  Sw a s h b u c k l e r
  Swashbucklers are charming ne’er-do-wells who 
  live by their own codes of honor. They crave noto­
  riety, often indulge in romantic trysts, and eke out 
  livings as pirates and corsairs, rarely staying in one 
  place for too long.
  Many swashbucklers have a signature flourish 
  with which they embellish their actions to make 
  themselves more memorable. You can roll on the 
  Swashbuckler Flourishes table or choose one of 
  the options to find a suitably dramatic flourish for a 
  swashbuckler.
  Sw as h bu c k l er  Fl o u r is h es
  d8 Flourish
  1 
  Winks and flashes a charming grin
  2 
  Bows theatrically
  3 
  Constantly flips their dagger
  4 
  Punctuates sentences with a boisterous “Ha-HA!”
  5 
  Sings catchy sea chanteys
  6 
  Dexterously manipulates a silver coin through their 
  fingers
  7 
  Hurls colorful insults
  8 
  Adds showy embellishments to rapier strokes
  238
  CHAPTER 2 | BESTIARY
  
  Sw o r d  Wr a it h s
  When glory-obsessed warriors die in battle without 
  honor, they might haunt the site as sword wraiths.
  Sw o r d  Wr a it h  Co mma n d e r
  Sword wraith commanders haunt battlefields, at­
  tacking anyone who questions their valor but look­
  ing kindly on those who sing their praises.
  Sw o r d  Wr a it h  Wa r r io r
  Sword wraith warriors are most often found on 
  ancient battlefields where soldiers were hemmed in 
  and slaughtered without quarter.
  1 - ------------ • ............-
  Sw o r d  Wr a it h  Co mma n d e r
  Medium Undead, Typically Lawful Evil
  Armor Class 18 (breastplate, shield) 
  Hit Points 127 (15d8 + 60)
  Speed 30 ft.
  STR DEX CON INT WIS CHA
  18 (+4) 
  14 (+2) 
  18 (+4) 
  11 (+0) 
  12 (+1) 
  14 (+2)
  Skills Perception +4
  Damage Resistances necrotic; bludgeoning, piercing, and 
  slashing from nonmagical attacks
  Damage Immunities poison
  Condition Immunities exhaustion, frightened, poisoned, 
  unconscious
  Senses darkvision 60 ft., passive Perception 14
  Languages the languages it knew in life
  Challenge 8 (3,900 XP) 
  Proficiency Bonus +3
  Turning Defiance. The commander and any other sword wraiths 
  within 30 feet of it have advantage on saving throws against 
  effects that turn Undead.
  Unusual Nature. The commander doesn’t require air, food, 
  drink, or sleep.
  Ac t io n s
  Multiattack. The commander makes two Longsword or Long­
  bow attacks.
  Longsword. Melee Weapon Attack: +7 to hit, reach 5 ft., one tar­
  get. Hit: 8 (1 d8 + 4) slashing damage, or 9 (IdlO + 4) slashing 
  damage if used with two hands.
  Longbow. Ranged Weapon Attack: +5 to hit, range 150/600 ft., 
  one target. Hit: 6 (1 d8 + 2) piercing damage.
  Call to Honor (1/Day). If the commander has taken damage 
  during this combat, it gives itself advantage on attack rolls until 
  the end of its next turn, and ld4 + 1 sword wraith warriors ap­
  pear in unoccupied spaces within 30 feet of it. The warriors last 
  until they drop to 0 hit points, and they take their turns imme­
  diately after the commander’s turn on the same initiative count.
  Bo n u s Ac t io n s
  Martial Fury. The commander makes one Longsword or Long­
  bow attack, which deals an extra 9 (2d8) necrotic damage on a 
  hit, and attack rolls against it have advantage until the start of 
  its next turn.
  Sw o r d  Wr a it h  Wa r r io r
  Medium Undead, Typically Lawful Evil
  Armor Class 16 (chain shirt, shield) 
  Hit Points 45 (6d8 + 18)
  Speed 30 ft.
  STR DEX CON INT WIS CHA
  18 (+4) 
  12 (+1) 
  17 (+3) 
  6 (-2) 
  9 (-1) 
  10 (+0)
  Damage Resistances necrotic; bludgeoning, piercing, and 
  slashing from nonmagical attacks
  Damage Immunities poison
  Condition Immunities exhaustion, frightened, poisoned, 
  unconscious
  Senses darkvision 60 ft., passive Perception 9
  Languages the languages it knew in life
  Challenge 3 (700 XP) 
  Proficiency Bonus +2
  Unusual Nature. The warrior doesn’t require air, food, 
  drink, or sleep.
  Ac t io n s
  Battleaxe. Melee Weapon Attack: +6 to hit, reach 5 ft., one tar­
  get. Hit: 8 (1 d8 + 4) slashing damage, or 9 (IdlO + 4) slashing 
  damage if used with two hands.
  Longbow. Ranged Weapon Attack: +3 to hit, range 150/600 ft., 
  one target. Hit: 5 (1 d8 + 1) piercing damage.
  Bo n u s Ac t io n s
  Martial Fury. The warrior makes one Battleaxe or Longbow 
  attack, and attack rolls against it have advantage until the start 
  of its next turn.
  . ..... : 
  ---------- . 
  -'"Z"- 
  1 'i
  CHAPTER 2 | BESTIARY 239
  
  I believe Spile can be an excellent motivator. 
  M unchecked Jury? That rarely leads to 
  anything more than a bi*j mess-
  Ta n a r u k k
  Medium Fiend (Demon), Typically Chaotic Evil
  Armor Class 14 (natural armor) 
  Hit Points 95 (10d8 + 50) 
  Speed 30 ft.
  STR DEX CON INT WIS CHA
  18 (+4) 
  13 (+1) 
  20 (+5) 
  9 (-1) 
  9(-l) 
  9 (-1)
  Skills Intimidation +2, Perception +2
  Damage Resistances fire, poison
  Senses darkvision 60 ft., passive Perception 12
  Languages Abyssal, Common, plus any one language
  Challenge 5 (1,800 XP) 
  Proficiency Bonus +3
  Magic Resistance. The tanarukk has advantage on saving 
  throws against spells and other magical effects.
  Ac t io n s
  Multiattack. The tanarukk makes one Bite attack and one 
  Greatsword attack.
  Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 
  8 (1 d8 + 4) piercing damage.
  Greatsword. Melee Weapon Attack: +7 to hit, reach 5 ft., one 
  target. Hit: 11 (2d6 + 4) slashing damage.
  Bo n u s Ac t io n s
  Aggressive. The tanarukk moves up to its speed toward an en­
  emy that it can see.
  Reac t io n s
  Unbridled Fury. In response to being hit by a melee attack, the 
  tanarukk can make one Bite or Greatsword attack with advan­
  tage against the attacker.
  * TASHA
  Ta n a r u k k
  When demonic influence corrupts the leadership 
  of a people or an organization, the leaders might 
  embrace abyssal magic to make tanarukks, using 
  these ferocious warriors to bolster their follow­
  ers’ strength.
  The demon lord Baphomet (appears in this book) 
  gladly shares the secret of creating tanarukks 
  with those who entreat him for power; the cult of 
  Gruumsh has also mastered a ritual for this pur­
  pose, and bestows it on those deemed worthy. What­
  ever process is used corrupts the subject, transform­
  ing them into a vicious Fiend.
  Although tanarukks are valued as fearsome fight­
  ers, they are a threat to their allies off the battlefield. 
  When not in combat, a tanarukk is destructive and 
  volatile and is usually kept imprisoned by its allies. 
  If unrestrained, a free tanarukk embarks on a ram­
  page, attempting to take over by force. Most such 
  coups fail but are costly nonetheless. If a tanarukk 
  does seize the leadership of a group, reckless raid­
  ing or even war is the course they inevitably choose.
  240
  CHAPTER 2 | BESTIARY
  
  Tit iv il u s
  Dispater, the gloomy Lord of Dis, rules from his iron 
  palace, seeming to hide behind its labyrinthine cor­
  ridors, iron walls, diabolical traps, and monstrous 
  servants. Knowing he has enemies on all sides and 
  fearing he’ll be displaced like Moloch, Geryon, and 
  so many others, he almost never travels farther than 
  the sprawling city that lies outside his palace.
  Dispater is correct to fear, but the true threat 
  comes not from without. The lord’s great error was 
  allowing himself to be seduced by Titivilus, who 
  beguiled his way into being the primary advisor in 
  Dispater’s household.
  Although Titivilus is inferior in physical strength 
  and power when compared to other archdevils, he 
  compensates with cunning. A shrewd politician, he 
  has clawed his way up through the ranks to become 
  the second-most powerful devil in Dis, entirely by 
  saying the right thing at the right time to get what 
  he wanted. Charming and pleasant, he is a master 
  at negotiation, able to twist words so as to leave his 
  victims confused and believing he’s on their side. 
  Through these skills, Titivilus has manipulated ev­
  eryone along his path to power, either to win them 
  over to his cause or to remove them as a threat.
  Since gaining his position, Titivilus has convinced 
  Dispater that countless plots are being hatched 
  against him and that Asmodeus himself seeks to 
  remove Dispater from power. In response, Dispater 
  has withdrawn to his palace and left day-to-day de­
  cisions to Titivilus, even authorizing him to answer 
  and negotiate bargains with mortals who attempt 
  to summon Dispater. Titivilus now represents his 
  master and speaks with his voice, a turn of events 
  that leads some to whisper that either Titivilus is 
  Dispater in disguise or Titivilus has removed the 
  archduke and replaced him altogether.
  Titivilus recognizes the precariousness of his po­
  sition. After all, Dispater’s acceptance of his plans 
  and his advice can last only so long before some 
  other plotter steps in and reveals the truth. For 
  insurance, Titivilus has begun recruiting outsiders 
  to deal with problem devils, to insulate him against 
  criticism, and, above all, to create complications that 
  he can solve so as to reinforce his value in the eyes 
  of his master. Titivilus finds adventurers well suited 
  to the tasks he needs performed and recruits them 
  directly or through intermediaries, expending them 
  later as his plans require.
  CHAPTER 2 | BESTIARY
  241
  
  Armor Class 20 (natural armor) 
  Hit Points 150 (20d8 + 60) 
  Speed 40 ft., fly 60 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  19 (+4)
  22 (+6)
  17 (+3)
  24 (+7)
  22 (+6)
  26 (+8)
  Saving Throws Dex +11, Con +8, Wis +11, Cha +13 
  Skills Deception +13, Insight +11, Intimidation +13, 
  Persuasion +13
  Damage Resistances cold; bludgeoning, piercing, and slashing 
  from nonmagical attacks that aren’t silvered
  Damage Immunities fire, poison
  Condition Immunities charmed, exhaustion, frightened, 
  poisoned
  Senses darkvision 120 ft., passive Perception 16
  Languages all, telepathy 120 ft.
  Challenge 16 (15,000 XP) 
  Proficiency Bonus +5
  Legendary Resistance (3/Day). If Titivilus fails a saving throw, 
  he can choose to succeed instead.
  Magic Resistance. Titivilus has advantage on saving throws 
  against spells and other magical effects.
  Regeneration. Titivilus regains 10 hit points at the start of his 
  turn. If he takes cold or radiant damage, this trait doesn’t func­
  tion at the start of his next turn. Titivilus dies only if he starts 
  his turn with 0 hit points and doesn’t regenerate.
  Ventriloquism. Whenever Titivilus speaks, he can choose a 
  point within 60 feet of him; his voice emanates from that point.
  Ac t io n s
  Multiattack. Titivilus makes one Silver Sword attack, and he 
  uses Frightful Word.
  Silver Sword. Melee Weapon Attack: +9 to hit, reach 5 ft., one 
  target. Hit: 8 (ld8 + 4) force damage, or 9 (IdlO + 4) force 
  damage if used with two hands, plus 16 (3dl 0) necrotic dam­
  age. If the target is a creature, its hit point maximum is reduced 
  by an amount equal to half the necrotic damage taken.
  Frightful Word. Titivilus targets one creature he can see within 
  10 feet of him. The target must succeed on a DC 21 Wisdom 
  saving throw or become frightened of him for 1 minute. While 
  frightened in this way, the target must take the Dash action and 
  move away from Titivilus by the safest available route on each 
  of its turns, unless there is nowhere to move, in which case it 
  needn’t take the Dash action. The target can repeat the saving 
  throw at the end of each of its turns, ending the effect on itself 
  on a success.
  Spellcasting. Titivilus casts one of the following spells, requir­
  ing no material components and using Charisma as the spell­
  casting ability (spell save DC 21):
  At will: alter self, major image, nondetection, sending, suggestion 
  3/day each: mislead, modify memory
  Teleport. Titivilus teleports, along with any equipment he is 
  wearing or carrying, up to 120 feet to an unoccupied space 
  he can see.
  Twisting Words. Titivilus targets one creature he can see within 
  60 feet of him. The target must succeed on a DC 21 Charisma 
  saving throw or become charmed by Titivilus for 1 minute. The 
  charmed target can repeat the saving throw if Titivilus deals 
  any damage to it. A creature that succeeds on the saving throw 
  is immune to Titivilus’s Twisting Words for 24 hours.
  Leg en d ar y Ac t io n s
  Titivilus can take 3 legendary actions, choosing from the op­
  tions below. Only one legendary action option can be used at 
  a time and only at the end of another creature’s turn. Titivilus 
  regains spent legendary actions at the start of his turn.
  Corrupting Guidance. Titivilus uses Twisting Words. Alterna­
  tively, he targets one creature charmed by him that is within 
  60 feet of him; that charmed target must succeed on a DC 
  21 Charisma saving throw, or Titivilus decides how the target 
  acts during its next turn.
  Teleport. Titivilus uses Teleport.
  Assault (Costs 2 Actions). Titivilus makes one Silver Sword at­
  tack, or he uses Frightful Word.
  242
  CHAPTER 2 | BESTIARY
  
  CONCEPTOPOLIS
  the lower body of an enormous scorpion, 
  complete with a stinger at the end of a long 
  tail. These desert creatures range across 
  arid lands, hunting at dawn and dusk. In the 
  hours between, they wait out the day’s heat or 
  the night’s cold by burying themselves in loose 
  sand or earth or, if the terrain proves too inflexi­
  ble, lurking in ruins or shallow caves.
  Tlincallis stay in one place for only as long as the 
  hunting is good in the immediate area, though they 
  might visit the same way stations over and over 
  during their wanderings. They also settle down tem­
  porarily whenever it’s time to lay eggs and hatch a 
  new brood of young.
  These scorpion folk deposit their eggs in warm 
  places out of direct sunlight, often amid a stand of 
  cacti near their present encampment. The eggs are 
  protected by hard shells coated in paralytic poison 
  similar to that produced by their stingers. This 
  poison leaves most would-be predators that dare to 
  break an egg defenseless when the tlincalli parents 
  come to investigate.
  Tlincallis eat what they kill, whether their hunt 
  nets desert animals or a caravan, but when they 
  have new mouths to feed, they are careful to take 
  some of their prey alive. After using their stingers 
  to paralyze victims and their spiked chains to bind 
  them, tlincallis take these captives back to their en­
  campment and tie them to cacti or rock formations. 
  When the sun sets, the newly hatched young emerge 
  from the lair to eat the captives alive.
  These predators see themselves as great hunters, 
  and respect others with such skills. If a tlincalli 
  encounters a more powerful hunter, such as a blue 
  dragon, they carefully weigh whether to serve the 
  superior hunter, move on, or fight to the death to re­
  move it as competition.
  Tlincallis rarely build cities, make clothing, or 
  mine metals. Instead, they scavenge much of what 
  they need or want. They do, however, melt down 
  scavenged metal to forge crude weapons, armor, 
  and tools.
  Tl in c a l l i
  Tlincallis, also called scorpion 
  folk, are chitin-covered creatures 
  with a humanlike upper body and
  Tl in c a l l i
  Large Monstrosity, Typically Neutral
  Armor Class 15 (natural armor) 
  Hit Points 85 (10dl0 + 30) 
  Speed 40 ft.
  STR DEX CON INT WIS CHA
  16 (+3) 
  13 (+1) 
  16 (+3) 
  8 (-1) 
  12 (+1) 
  8 (-1)
  Skills Perception +4, Stealth +4, Survival +4
  Senses darkvision 60 ft., passive Perception 14
  Languages Tlincalli
  Challenge 5 (1,800 XP) 
  Proficiency Bonus +3
  Ac t io n s
  Multiattack. The tlincalli makes one Longsword or Spiked 
  Chain attack and one Sting attack.
  Longsword. Melee Weapon Attack: +6 to hit, reach 5 ft., one tar­
  get. Hit: 7 (1 d8 + 3) slashing damage, or 8 (IdlO + 3) slashing 
  damage if used with two hands.
  Spiked Chain. Melee Weapon Attack: +6 to hit, reach 10 ft., one 
  target. Hit: 6 (1 d6 + 3) piercing damage, and the target is grap­
  pled (escape DC 11) if it is a Large or smaller creature. Until 
  this grapple ends, the target is restrained, and the tlincalli can’t 
  use the spiked chain against another target.
  Sting. Melee Weapon Attack: +6 to hit, reach 5 ft., one creature. 
  Hit: 6 (1 d6 + 3) piercing damage plus 14 (4d6) poison damage, 
  and the target must succeed on a DC 14 Constitution saving 
  throw or be poisoned for 1 minute. If it fails the saving throw by 
  5 or more, the target is also paralyzed while poisoned. The tar­
  get can repeat the saving throw at the end of each of its turns, 
  ending the effect on itself on a success.
  -■ ■ ■ ....... ~ • ---------------
  CHAPTER 2 | BESTIARY Q
  243
  
  To r t l e s
  Tortles are omnivorous, turtle-like bipeds with 
  shells that cover most of their bodies. Because they 
  carry their homes on their backs, tortles feel little 
  need to stay put for long.
  Most tortles like to see how other folk live. A tortle 
  can spend decades away from their native land with­
  out feeling homesick, often viewing their current 
  companions as their family.
  To r t l e
  The generic tortle stat block here represents a war­
  rior, especially the sort who travels far and wide.
  To r t l e Dr u id
  Many tortles view the world as a place of wonder. 
  They live for the chance to hear a soft wind blowing 
  through trees, to watch a frog croaking on a lily pad, 
  or to stand in a crowded marketplace. A tortle druid 
  savors such things more than most, channeling the 
  natural magic of the world around them.
  t. •...- 
  —...... -
  Tortle
  Medium Humanoid, Any Alignment
  Armor Class 17 (natural) 
  Hit Points 22 (4d8 + 4) 
  Speed 30 ft.
  STR DEX CON INT WIS CHA
  15 (+2) 
  10 (+0) 
  12 (+1) 
  11 (+0) 
  13 (+1) 
  12 (+1)
  Skills Athletics +4, Survival +3
  Senses passive Perception 11
  Languages Aquan, Common
  Challenge 1/4 (50 XP) 
  Proficiency Bonus +2
  Hold Breath. The tortle can hold its breath for 1 hour.
  Ac t io n s
  Claw. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. 
  Hit: 4 (1 d4 + 2) slashing damage.
  Spear. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or 
  range 20/60 ft., one target. Hit: 5 (1 d6 + 2) piercing damage, or 
  6 (1 d8 + 2) piercing damage if used with two hands in melee.
  Light Crossbow. Ranged Weapon Attack: +2 to hit, range 80/320 
  ft., one target. Hit: 4 (1 d8) piercing damage.
  Shell Defense. The tortle withdraws into its shell. Until it 
  emerges, it gains a +4 bonus to AC and has advantage on 
  Strength and Constitution saving throws. While in its shell, the 
  tortle is prone, its speed is 0 and can’t increase, it has disad­
  vantage on Dexterity saving throws, it can’t take reactions, and 
  the only action it can take is a bonus action to emerge.
  Tortle Druid
  Medium Humanoid, Any Alignment
  Armor Class 17 (natural) 
  Hit Points 33 (6d8 + 6) 
  Speed 30 ft.
  STR DEX CON INT WIS CHA
  14 (+2) 
  10 (+0) 
  12 (+1) 
  11 (+0) 
  15 (+2) 
  12 (+1)
  Skills Animal Handling +4, Nature +2, Survival +4
  Senses passive Perception 12
  Languages Aquan, Common
  Challenge 2 (450 XP) 
  Proficiency Bonus +2
  Hold Breath. The tortle can hold its breath for 1 hour.
  Ac t io n s
  Multiattack. The tortle makes four Claw attacks or two Na­
  ture’s Wrath attacks.
  Claw. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. 
  Hit: 4 (1 d4 + 2) slashing damage.
  Nature’s Wrath. Ranged Spell Attack: +4 to hit, range 90 ft., one 
  target. Hit: 9 (2d6 + 2) damage of a type chosen by the tortle: 
  cold, fire, lightning, or thunder.
  Shell Defense. The tortle withdraws into its shell. Until it 
  emerges, it gains a +4 bonus to AC and has advantage on 
  Strength and Constitution saving throws. While in its shell, the 
  tortle is prone, its speed is 0 and can’t increase, it has disad­
  vantage on Dexterity saving throws, it can’t take reactions, and 
  the only action it can take is a bonus action to emerge.
  Spellcasting. The tortle casts one of the following spells, using 
  Wisdom as the spellcasting ability (spell save DC 12):
  At will: druidcraft, guidance
  2/day each: cure wounds, hold person, speak with animals, 
  thunderwave
  244
  CHAPTER 2 | BESTIARY
  
  Tr a ppe r
  Tr a ppe r
  Large Monstrosity, Unaligned
  Armor Class 13 (natural armor) 
  Hit Points 68 (8dl0 + 24) 
  Speed 20 ft., climb 20 ft.
  STR DEX CON INT WIS CHA
  17 (+3) 
  10 (+0) 
  17 (+3) 
  2 (-4) 
  13 (+1) 
  4 (-3)
  Skills Stealth +2
  Senses blindsight 30 ft., darkvision 60 ft., passive Perception 11
  Languages —
  Challenge 3 (700 XP) 
  Proficiency Bonus +2
  False Appearance. If the trapper is motionless on a floor, wall, 
  or ceiling at the start of combat, it has advantage on its initia­
  A trapper is a manta-like creature that usually lurks 
  in subterranean environments. It can change the 
  color and texture of its tough, outward-facing side to 
  help it blend in with its surroundings, while its soft, 
  inward-facing side clings to the floor, wall, or ceiling 
  in its hunting territory. It remains motionless as it 
  waits for prey to come close. When a target is within 
  its reach, it peels itself away from the surface and 
  wraps around its prey, crushing, smothering, and 
  then digesting it. Only a scattering of bones, metal, 
  treasure, and other indigestible bits is left behind.
  A trapper’s ability to alter the color and texture of 
  its outer side enables it to blend in with any surface 
  made of stone, earth, or wood, masking its presence 
  to any but the most rigorous scrutiny. It can’t change 
  its texture to that of a grassy or snow-covered sur­
  face, but it is just cunning enough to change its color 
  to match and then conceal itself under a thin layer of 
  vegetation or actual snow.
  A trapper that lurks on the floor of its hunting 
  grounds can cover any remains there with its body, 
  making them look like irregularities in the surface. 
  The creature might instead attach itself to a nearby 
  wall or a ceiling, using the remnants as bait; any 
  creature that stops to investigate the bones for valu­
  ables becomes the trapper’s next meal.
  A trapper needs to eat a halfling-sized meal once 
  per week to remain sated. Given a steady supply of 
  food, trappers are content to stay in one place, mak­
  ing them a threat along well-traveled dungeon corri­
  dor and on routes through the wilderness that see a 
  lot of traffic. When prey is scarce, a trapper enters a 
  state of hibernation that can last for months, though 
  it is still aware when prey comes near. A trapper on 
  the verge of starvation might defy its instincts and 
  abandon its old territory in search of better hunting.
  tive roll. Moreover, if a creature hasn’t observed the trapper 
  move or act, that creature must succeed on a DC 18 Intelli­
  gence (Investigation) check to discern that the trapper isn’t 
  part of the floor, wall, or ceiling.
  Spider Climb. The trapper can climb difficult surfaces, includ­
  ing upside down on ceilings, without needing to make an 
  ability check.
  Ac t io n s
  Smother. One Large or smaller creature within 10 feet of the 
  trapper must succeed on a DC 13 Dexterity saving throw or 
  be grappled (escape DC 13). Until the grapple ends, the target 
  takes 13 (3d6 + 3) bludgeoning damage plus 3 (1 d6) acid dam­
  age at the start of each of its turns. While grappled in this way. 
  the target is restrained, blinded, and deprived of air. The trap­
  per can smother only one creature at a time.
  CHAPTER 2 | BESTIARY
  245
  
  Tr o l l s
  Trolls that are nearly obliterated but survive and 
  regenerate from mere scraps of flesh can display bi­
  zarre features. Radically transformed trolls like the 
  rot trolls, spirit trolls, and venom trolls that follow 
  are especially likely to arise when trolls regener­
  ate in the presence of magical emanations, planar 
  energy, disease, or death on a vast scale, or if their 
  bodies were damaged by elemental forces. These 
  unusual forms can also be produced and shaped by 
  the ritual magic of evil spellcasters or by trolls’ own 
  practices, as is the case for dire trolls.
  Dir e Tr o l l
  Huge Ciant, Typically Chaotic Evil
  Armor Class 15 (natural armor) 
  Hit Points 172 (15dl2+ 75) 
  Speed 40 ft.
  STR DEX CON INT WIS CHA
  22 (+6) 
  15 (+2) 
  21 (+5) 
  9 (-1) 
  11 (+0) 
  5 (-3)
  Saving Throws Wis +5, Cha +2
  Skills Perception +10
  Damage Resistances bludgeoning, piercing, and slashing from 
  nonmagical attacks
  Condition Immunities frightened, poisoned
  Senses darkvision 60 ft., passive Perception 20
  Languages Giant
  Challenge 13 (10,000 XP) 
  Proficiency Bonus +5
  Regeneration. The troll regains 10 hit points at the start of its 
  turn. If the troll takes acid or fire damage, it regains only 5 hit 
  points at the start of its next turn. The troll dies only if it is hit 
  by an attack that deals 10 or more acid or fire damage while the 
  troll has 0 hit points.
  Ac t io n s
  Multiattack. The troll makes one Bite attack and four
  Claw attacks.
  Bite. Melee Weapon Attack: +11 to hit, reach 10 ft., one 
  target. Hit: 10 (1 d8 + 6) piercing damage plus 5 (IdlO) poi­
  son damage.
  Claw. Melee Weapon Attack: +11 to hit, reach 10 ft., one target. 
  Hit: 16 (3d6 + 6) slashing damage.
  Whirlwind of Claws (Recharge 5-6). Each creature within 10 
  feet of the troll must make a DC 19 Dexterity saving throw, tak­
  ing 44 (8dl0) slashing damage on a failed save, or half as much 
  damage on a successful one.
  Va pr a k  t h e De s t r o y e r
  Although trolls are rarely devout and seldom pon­
  der spiritual questions, some fear and venerate the 
  entity known as Vaprak the Destroyer. Vaprak’s 
  true nature is something of a mystery, but Vaprak is 
  always portrayed as a horrid, misshapen, greenish 
  creature strongly resembling a troll. Vaprak is given 
  to fits of mindless destruction and uncontrollably 
  fears the plots and ambitions of other deities.
  Vaprak’s troll worshipers believe this god devours 
  the souls of those who have been cooked or digested 
  (slain by fire or acid). Otherwise, the god spits the 
  soul back into the world to regenerate a new body.
  Dir e Tr o l l
  Trolls kill and eat almost anything—including, in 
  rare cases, other trolls. This cannibalism has the 
  effect of causing a troll to grow to an unusually large 
  size. The resulting dire trolls crave more and more 
  troll flesh to fuel their continued growth.
  Dire trolls also increase their size by grafting 
  flesh onto themselves. When a slab of quivering troll 
  flesh is bound against a fresh wound on a dire troll, 
  the dire troll’s regenerative capacity incorporates 
  the new mass into the troll’s own musculature. Even 
  more horrifying are the multiple arms, eyes, claws, 
  and organs that dire trolls tear from their victims 
  and graft onto themselves in this manner.
  246 CHAPTER 2 | BESTIARY
  
  Ro t  Tr o l l
  A troll infused with waves of necroti r -r. is : 
  regenerates can develop a symbiotic rela: . - -' : 
  with that deathly power. The troll's body wither? 
  and the flesh falls away from the body as quick?, as 
  it forms. Eventually a rot troll becomes unable to 
  regenerate, though the troll still heals normally. The 
  creature courses with necrotic energy; simply stand­
  ing near a rot troll exposes other creatures to lethal 
  emanations.
  Spir it  Tr o l l
  A troll blasted with psychic energy can take a non­
  physical form upon regenerating. The troll’s psyche 
  survives, but the body is as insubstantial as shadow. 
  The troll might be unaware of the transition—the 
  creature still moves and attacks with teeth and 
  claws as ever—but now the troll strikes at vic­
  tims’ minds.
  Spir it  Tr o l l
  Large Giant, Typically Chaotic Evil
  Armor Class 17 (natural armor) 
  Hit Points 130 (20dl0 + 20)
  Speed 30 ft.
  Ro t  Tr o l l
  Large Giant, Typically Chaotic Evil
  STR DEX CON INT WIS CHA
  1 (-5) 
  17 (+3) 
  13 (+1) 
  8 (-1) 
  9 (-1) 
  16 (+3)
  Armor Class 16 (natural armor) 
  Hit Points 138 (12dl0+ 72)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  18 (+4)
  13 (+1)
  22 (+6)
  5 H)
  8(-l)
  4 (-3)
  Skills Perception +3
  Damage Immunities necrotic
  Senses darkvision 60 ft., passive Perception 13
  Languages Giant
  Challenge 9 (5,000 XP) 
  Proficiency Bonus +4
  Rancid Degeneration. At the end of each of the troll’s turns, 
  each creature within 5 feet of it takes 11 (2dl 0) necrotic dam­
  age, unless the troll has taken acid or fire damage since the end 
  of its last turn.
  Ac t io n s
  Multiattack. The troll makes one Bite attack and two 
  Claw attacks.
  Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one tar­
  get. Hit: 9 (IdlO + 4) piercing damage plus 16 (3dl0) ne­
  crotic damage.
  Claw. Melee Weapon Attack: +8 to hit, reach 5 ft., one 
  target. Hit: 11 (2d6 + 4) slashing damage plus 7 (2d6) ne 
  erotic damage.
  Skills Perception +3
  Damage Resistances acid, cold, fire; bludgeoning, piercing, and 
  slashing from nonmagical attacks
  Condition Immunities exhaustion, grappled, paralyzed, 
  petrified, prone, restrained, unconscious
  Senses darkvision 60 ft., passive Perception 13
  Languages Giant
  Challenge 11 (7,200 XP) 
  Proficiency Bonus +4
  Incorporeal Movement. The troll can move through other 
  creatures and objects as if they were difficult terrain. It takes 5 
  (IdlO) force damage if it ends its turn inside an object.
  Regeneration. The troll regains 10 hit points at the start of its 
  turn. If the troll takes psychic or force damage, this trait doesn’t 
  function at the start of the troll’s next turn. The troll dies only if 
  it starts its turn with 0 hit points and doesn't regenerate.
  Ac t io n s
  Multiattack. The troll makes one Bite attack and two 
  Claw attacks.
  Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one creature. 
  Hit: 19 (3dl0 + 3) psychic damage, and the target must suc­
  ceed on a DC 15 Wisdom saving throw or be stunned for 1 min­
  ute. The stunned target can repeat the saving throw at the end 
  of each of its turns, ending the effect on itself on a success.
  Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., one creature. 
  Hit: 19 (3dl0 + 3) psychic damage.
  CHAPTER 2 | BESTIARY
  247
  
  Ve n o m Tr o l l
  A troll that survives massive doses of poison might 
  transform into a venom troll. Lingering poison in­
  fuses the troll’s blood and tissue, and poison leaks 
  from the pores to coat the troll’s fangs and claws. 
  These creatures are especially dangerous in close 
  combat because poison drips off their flesh and 
  sprays out from every wound they receive.
  —...
  Ve n o m Tr o l l
  Large Ciant, Typically Chaotic Evil
  Armor Class 15 (natural armor) 
  Hit Points 94 (9dl0 + 45) 
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  18 (+4)
  13 (+1)
  20 (+5)
  7 (-2)
  9(-l)
  7 (-2)
  Skills Perception +5
  Damage Immunities poison
  Condition Immunities poisoned
  Senses darkvision 60 ft., passive Perception 15
  Languages Giant
  Challenge 7 (2,900 XP) 
  Proficiency Bonus +3
  Poison Splash. When the troll takes damage of any type but 
  psychic, each creature within 5 feet of the troll takes 9 (2d8) 
  poison damage.
  Regeneration. The troll regains 10 hit points at the start of its 
  turn. If the troll takes acid or fire damage, this trait doesn't 
  function at the start of the troll’s next turn. The troll dies only if 
  it starts its turn with 0 hit points and doesn't regenerate.
  Ac t io n s
  Multiattack. The troll makes one Bite attack and two 
  Claw attacks.
  Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one creature. 
  Hit: 7 (1 d6 + 4) piercing damage plus 4 (1 d8) poison damage, 
  and the target is poisoned until the start of the troll’s next turn.
  Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. 
  Hit: 11 (2d6 + 4) slashing damage plus 4 (1 d8) poison damage.
  Venom Spray (Recharge 6). The troll slices itself with a claw, 
  releasing a spray of poison in a 15-foot cube. The troll takes 
  7 (2d6) slashing damage, which can’t be reduced in any way. 
  Each creature in the area must make a DC 16 Constitution 
  saving throw. On a failed save, a creature takes 18 (4d8) poison 
  damage and is poisoned for 1 minute. On a successful save, 
  the creature takes half as much damage and isn’t poisoned. 
  A poisoned creature can repeat the saving throw at the end of 
  each of its turns, ending the effect on itself on a success.
  24.8 CHAPTER 2 | BESTIARY
  
  Very rarely, when a tadpole from the brine pool of an 
  elder brain (appears in this book) is implanted into a 
  creature, that creature transforms into an ulitharid: 
  a larger and more potent mind flayer with six tenta­
  cles. Illithids innately recognize that an ulitharid’s 
  survival is more important than their own. An elder 
  brain’s reaction to the rise of an ulitharid varies. 
  In most colonies, the ulitharid becomes an elder 
  brain’s most favored servant, invested with power 
  and authority. In others, the elder brain perceives 
  an ulitharid as a potential rival and manipulates or 
  quashes the ulitharid’s ambitions accordingly.
  When an ulitharid finds sharing leadership with 
  an elder brain insufferable, it breaks off from the 
  colony, taking a group of mind flayers with it, and 
  moves to another location to form a new colony. 
  After the death of the ulitharid’s body, a special pro­
  cess transforms its brain into a new elder brain for 
  the colony.
  This process doesn’t work on the brain of an uli­
  tharid that dies a natural death, as such brains are 
  too decrepit to be used. Instead, each ulitharid car­
  ries a psionically enhanced staff; when the ulitharid 
  is ready to give up its life, it attaches the staff to the 
  back of its head, and the staff cracks open its skull, 
  enabling its brain to be extracted. The brain and the 
  staff are then planted in the ulitharid’s corpse, caus­
  ing it to dissolve into ichor. This psionically potent 
  slime helps to fuel the transformation of the area 
  into a brine pool for the embryonic elder brain.
  Ul it h a r id
  Large Aberration (Mind Flayer), Typically Lawful Evil
  Armor Class 15 (breastplate) 
  Hit Points 127 (17dl0 + 34) 
  Speed 30 ft.
  STR DEX CON INT WIS CHA
  15 (+2) 
  12 (+1) 
  15 (+2) 
  21 (+5) 
  19 (+4) 
  21 (+5)
  Saving Throws Int +9, Wis +8, Cha +9
  Skills Arcana +9, Insight +8, Perception +8, Stealth +5
  Senses darkvision 120 ft., passive Perception 18
  Languages Deep Speech, Undercommon, telepathy 2 miles
  Challenge 9 (5,000 XP) 
  Proficiency Bonus +4
  Creature Sense. The ulitharid is aware of the presence of crea­
  tures within 2 miles of it that have an Intelligence score of 4 or 
  higher. It knows the distance and direction to each creature, 
  as well as each creature’s Intelligence score, but can’t sense 
  anything else about it. A creature protected by a mind blank 
  spell, a nondetection spell, or similar magic can’t be perceived 
  in this manner.
  Magic Resistance. The ulitharid has advantage on saving 
  throws against spells and other magical effects.
  Psionic Hub. If an elder brain establishes a psychic link with the 
  ulitharid, the elder brain can form a psychic link with any other 
  creature the ulitharid can detect using its Creature Sense. Any 
  such link ends if the creature falls outside the telepathy ranges 
  of both the ulitharid and the elder brain. The ulitharid can 
  maintain its psychic link with the elder brain regardless of the 
  distance between them, so long as they are both on the same 
  plane of existence. If the ulitharid is more than 5 miles away 
  from the elder brain, it can end the psychic link at any time (no 
  action required).
  Ac t io n s
  Tentacles. Melee Weapon Attack: +9 to hit, reach 10 ft., one 
  creature. Hit: 27 (4dl0 + 5) psychic damage. If the target is 
  Large or smaller, it is grappled (escape DC 14) and must suc­
  ceed on a DC 17 Intelligence saving throw or be stunned until 
  this grapple ends.
  Extract Brain. Melee Weapon Attack: +9 to hit, reach 5 ft., one 
  incapacitated Humanoid grappled by the ulitharid. Hit: 55 
  (lOdlO) piercing damage. If this damage reduces the target to 
  0 hit points, the ulitharid kills the target by extracting and de­
  vouring its brain.
  Mind Blast (Recharge 5-6). The ulitharid magically emits psy­
  chic energy in a 60-foot cone. Each creature in that area must 
  succeed on a DC 17 Intelligence saving throw or take 31 (4dl2 
  + 5) psychic damage and be stunned for 1 minute. A target can 
  repeat the saving throw at the end of each of its turns, ending 
  the effect on itself on a success.
  Spellcasting (Psionics). The ulitharid casts one of the following 
  spells, requiring no spell components and using Intelligence as 
  the spellcasting ability (spell save DC 17):
  At will: detect thoughts, levitate
  1 /day each: dominate monster, feeblemind, mass suggestion, 
  plane shift (self only), project image, scrying, telekinesis
  i—....... ......... ........................ .......... .
  CHAPTER 2 | BESTIARY
  249
  
  Va mpir ic  Mis t
  In billowing clouds of fog lurk vampiric mists, the 
  wretched remnants of vampires that were prevented 
  from finding rest. Indistinguishable from the mists 
  they lurk within, they strike unseen and undetected 
  to bleed their victims dry.
  Vampiric mists, sometimes called crimson mists, 
  are all that remain of vampires who couldn’t return 
  to their burial places after being defeated or suf­
  fering some mishap. Denied the restorative power 
  of these places, the vampires’ bodies dissolve into 
  mist. The transformation strips the intelligence and 
  personality from them until only an unholy, insatia­
  ble thirst for blood remains.
  Indistinguishable from fog aside from the charnel 
  reek it exudes, a vampiric mist descends on a crea­
  ture and causes the blood in the creature’s body 
  to ooze through its pores or spill out from its eyes, 
  nose, and mouth. This blood wafts out from the 
  victim like crimson smoke, which the mist then con­
  sumes. The feeding causes no pain or discomfort to 
  the victim, so vampiric mists can feed on sleepers 
  without waking them. The more a mist feeds, the 
  redder it gets, such that it turns pink, then red, and 
  finally a deep scarlet hue; when sated, it rains blood 
  droplets wherever it goes.
  Like sharks in water, vampiric mists can scent 
  blood from up to a mile away. Any injury, no matter 
  how small, might catch their attention and draw 
  them toward their victims. In battle, a mist focuses 
  its attacks on injured targets, since open wounds 
  are a more ready source of blood.
  ................ . .......... ...................................... .......... ... • .. 
  Va mpir ic  Mis t
  Medium Undead, Typically Chaotic Evil
  Armor Class 13
  Hit Points 30 (4d8 + 12)
  Speed 0 ft., fly 30 ft. (hover)
  STR DEX CON INT WIS CHA
  6 (-2) 
  16 (+3) 
  16 (+3) 
  6 (-2) 
  12 (+1) 
  7 (-2)
  Saving Throws Wis +3
  Damage Resistances acid, cold, lightning, necrotic, thunder; 
  bludgeoning, piercing, and slashing from nonmagical attacks
  Damage Immunities poison
  Condition Immunities charmed, exhaustion, grappled, 
  paralyzed, petrified, poisoned, prone, restrained
  Senses darkvision 60 ft., passive Perception 11
  Languages —
  Challenge 3 (700 XP) 
  Proficiency Bonus +2
  Life Sense. The mist can sense the location of any creature 
  within 60 feet of it, unless that creature’s type is Construct 
  or Undead.
  ............................... - --- ---- ----
  Forbiddance. The mist can’t enter a residence without an invi­
  tation from one of the occupants.
  Misty Form. The mist can occupy another creature’s space and 
  vice versa. In addition, if air can pass through a space, the mist 
  can pass through it without squeezing. Each foot of movement 
  in water costs it 2 extra feet, rather than 1 extra foot. The mist 
  can’t manipulate objects in any way that requires fingers or 
  manual dexterity.
  Sunlight Hypersensitivity. The mist takes 10 radiant damage 
  whenever it starts its turn in sunlight. While in sunlight, the 
  mist has disadvantage on attack rolls and ability checks.
  Unusual Nature. The mist doesn’t require air or sleep.
  Ac t io n s
  Life Drain. The mist touches one creature in its space. The 
  target must succeed on a DC 13 Constitution saving throw 
  (Undead and Constructs automatically succeed), or it takes 10 
  (2d6 + 3) necrotic damage, the mist regains 10 hit points, and 
  the target’s hit point maximum is reduced by an amount equal 
  to the necrotic damage taken. This reduction lasts until the tar­
  get finishes a long rest. The target dies if its hit point maximum 
  is reduced to 0.
  250
  CHAPTER 2 | BESTIARY
  
  Va r g o u il l e
  Shrieking, flapping, and hid­
  eous to behold—with a body 
  like a severed head and wings 
  in place of ears—vargouilles
  Va r g o u il l e
  Tiny Fiend, Typically Chaotic Evil
  boil out of the Abyss to infest other planes of exis­
  tence, such as Carceri, where they are a menace. 
  Each vargouille carries a disease that creates more 
  of its kind; a flock of vargouilles on the wing is a 
  plague of chaos and evil.
  Swarms of vargouilles flap through the caverns 
  and skies of the Abyss. They are given little regard 
  by powerful and intelligent demons since vargouilles 
  can do them no harm. Even the weakest demon, 
  such as a manes or a dretch, fears vargouilles only if 
  they appear in great numbers. In the Lower Planes, 
  vargouilles rarely get the chance to eat live prey 
  other than vermin. More often, they lap up the ichor 
  left behind when one Fiend kills another.
  Because of their hunger for living prey, vargouilles 
  are eager to escape the Lower Planes. On rare oc­
  casions, summoning a demon to another plane can 
  bring a vargouille along for the ride, attached like 
  a tick. The precautions a mortal takes to control a 
  summoned demon rarely account for a stowaway, 
  enabling the vargouille to escape into the world.
  Vargouilles that roam free on the Material Plane 
  are a dire threat to all creatures. Their awful 
  shrieking can paralyze other creatures with fear, 
  which also makes the creatures susceptible to the 
  vargouille’s curse. If the curse is allowed to run its 
  course, an abyssal spirit invades the person’s body, 
  causing a gruesome transformation. Over a period 
  of hours, the victim’s head takes on fiendish aspects, 
  such as fangs, tentacles, and horns. At the same 
  time, the person’s ears grow larger, expanding into 
  wing-like appendages. In the final moments, the 
  victim’s head tears away from the body in a fountain 
  of blood, becoming another vargouille, which often 
  then eagerly laps up the blood spilling from its for­
  mer body. Sunlight or the brilliant illumination of a 
  daylight spell can delay this transformation; other­
  wise, only magic can overcome the curse.
  Armor Class 12
  Hit Points 18 (4d4 + 8)
  Speed 5 ft., fly 40 ft.
  STR DEX CON INT WIS CHA
  6 (-2) 
  14 (+2) 
  14 (+2) 
  4 (-3) 
  7 (-2) 
  2 (-4)
  Damage Resistances cold, fire, lightning
  Damage Immunities poison
  Condition Immunities poisoned
  Senses darkvision 60 ft., passive Perception 8
  Languages understands Abyssal, Infernal, and any languages it 
  knew before becoming a vargouille but can’t speak
  Challenge 1 (200 XP) 
  Proficiency Bonus +2
  Ac t io n s
  Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. 
  Hit: 5 (1 d6 + 2) piercing damage plus 10 (3d6) poison damage.
  Abyssal Curse. The vargouille targets one incapacitated Hu­
  manoid within 5 feet of it. The target must succeed on a DC 12 
  Charisma saving throw or become cursed. The cursed target 
  loses 1 point of Charisma after each hour, as its head takes on 
  fiendish aspects. The curse doesn’t advance while the target is 
  in sunlight or the area of a daylight spell; don’t count that time. 
  When the cursed target's Charisma becomes 2, it dies, and its 
  head tears from its body and becomes a new vargouille. Cast­
  ing remove curse, greater restoration, or a similar spell on the 
  target before the transformation is complete can end the curse. 
  Doing so undoes the changes made to the target by the curse.
  Stunning Shriek (Recharge 5-6). The vargouille shrieks. Each 
  Humanoid and Beast within 30 feet of the vargouille and able 
  to hear it must succeed on a DC 12 Wisdom saving throw or 
  be frightened of the vargouille until the end of the vargouille’s 
  next turn. While frightened in this way, a target is stunned. If 
  a target’s saving throw is successful or the effect ends for it. 
  the target is immune to the Stunning Shriek of all vargouilles 
  for 1 hour.
  CHAPTER 2 | BESTIARY
  251
  
  Ve g e py g mie s
  Vegepygmies are fungus creatures that live in sim­
  ple bands, hunting for sustenance and spreading the 
  spores by which they reproduce. Also called mold 
  folk or moldies, vegepygmies inhabit dark, moist ar­
  eas, so they’re most commonly found underground 
  or in forests where little sunlight penetrates. A vege­
  pygmy feels kinship with other plant and fungus 
  creatures, and thus vegepygmy bands coexist well 
  with creatures such as myconid adults, shriekers, 
  and violet fungi (all appear in the Monster Manual).
  Although they prefer to eat fresh meat, bone, and 
  blood, vegepygmies can absorb nutrients from soil 
  and many sorts of organic matter, so they rarely 
  go hungry. A vegepygmy can hiss and make other 
  noises by forcing air through its mouth, but it can’t 
  speak in a conventional sense. Among themselves, 
  vegepygmies communicate by hissing, gestures, and 
  tapping. Vegepygmies build and craft little; any gear 
  they have is acquired from other creatures or built 
  by copying simple construction they have witnessed.
  Ve g e py g my
  Typical vegepygmies originate from the remains 
  left behind when a Humanoid or a Giant is killed by 
  russet mold (see “Russet Mold” below). One or more 
  vegepygmies emerge from the corpse a day later.
  Ve g e py g my  Ch ie f
  As a vegepygmy ages, it grows tougher and develops 
  spore clusters on its body. Other vegepygmies defer 
  to these so-called chiefs. A chief can expel its spores 
  in a burst, infecting nearby creatures. If a creature 
  dies while infected, its corpse produces vegepyg­
  mies the same way russet mold does.
  Th o r n y  Ve g e py g my
  If a Beast such as a dog or a bear dies from russet 
  mold, the result is a bestial moldy called a thorny, 
  instead of a bipedal vegepygmy. Thornies are less in­
  telligent than other vegepygmies, but they are larger 
  and more ferocious and have thorn-covered bodies.
  Ru s s e t  Mo l d
  Few know for sure where russet mold came from. 
  One historical account tells of adventurers in a 
  mountain range discovering russet mold and vege­
  pygmies in a peculiar metal dungeon full of strange 
  life. Another story says that explorers found russet 
  mold in a crater left by a falling star, with vegepyg­
  mies infesting the forest nearby.
  The mold is found only in places that are dark, 
  warm, and wet. Russet mold that spreads out across 
  a metal object can be mistaken for rust, and a suc­
  cessful DC 15 Intelligence (Nature) or Wisdom (Sur­
  vival) check is required to identify it.
  Ef f e c t s o f  t h e Mo l d
  Any creature that comes within 5 feet of russet mold 
  must make a DC 13 Constitution saving throw as 
  the mold emits a puff of spores. On a failed save, the 
  creature is poisoned. While poisoned in this way, 
  the creature takes 7 (2d6) poison damage at the 
  start of each of its turns. The creature can repeat 
  the saving throw at the end of each of its turns, end­
  ing the effect on itself on a success. Any magic that 
  neutralizes poison or cures disease kills the infesta­
  tion. A creature reduced to 0 hit points by the mold 
  dies. If the dead creature is a Beast, a Giant, or a 
  Humanoid, one or more vegepygmies emerge from 
  its body 24 hours later: one from a Small corpse, 
  two from a Medium corpse, four from a Large 
  corpse, eight from a Huge corpse, or sixteen from a 
  Gargantuan corpse.
  De s t r o y in g  t h e Mo l d
  Russet mold can be hard to kill, since weapons and 
  most types of damage do it no harm. Effects that 
  deal acid, necrotic, or radiant damage kill 1 square 
  foot of russet mold per 1 damage dealt. A pound 
  of salt, a gallon of alcohol, or magic that cures dis­
  ease kills russet mold in a square area that is 10 
  feet on a side. Sunlight kills any russet mold in the 
  light’s area.
  Ve g e py g my
  Small Plant, Typically Neutral
  Armor Class 13 (natural armor) 
  Hit Points 13 (3d6 + 3) 
  Speed 30 ft.
  STR DEX CON INT WIS CHA
  7 (-2) 
  14 (+2) 
  13 (+1) 
  6 (-2) 
  11 (+0) 
  7 (-2)
  Skills Perception +2, Stealth +4
  Damage Resistances lightning, piercing
  Senses darkvision 60 ft., passive Perception 12
  Languages Vegepygmy
  Challenge 1/4 (50 XP) 
  Proficiency Bonus +2
  Plant Camouflage. The vegepygmy has advantage on Dexterity 
  (Stealth) checks it makes in any terrain with ample obscuring 
  vegetation.
  Regeneration. The vegepygmy regains 3 hit points at the start 
  of its turn. If it takes cold, fire, or necrotic damage, this trait 
  doesn’t function at the start of the vegepygmy’s next turn. The 
  vegepygmy dies only if it starts its turn with 0 hit points and 
  doesn’t regenerate.
  Ac t io n s
  Claw. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. 
  Hit: 5 (1 d6 + 2) slashing damage.
  Sling. Ranged Weapon Attack: +4 to hit, range 30/120 ft., one 
  target. Hit: 4 (1 d4 + 2) bludgeoning damage.
  CHAPTER 2 | BESTIARY
  
  Ve g e py g my  Ch ie f
  Small Plant, Typically Neutral
  STR DEX CON INT WIS CHA
  14 (+2) 
  14 (+2) 
  14 (+2) 
  7 (-2) 
  12 (+1) 
  9 (-1)
  Skills Perception +3, Stealth +4
  Damage Resistances lightning, piercing 
  Senses darkvision 60 ft., passive Perception 13
  Armor Class 14 (natural armor) 
  Hit Points 33 (6d6 + 12) 
  Speed 30 ft.
  Languages Vegepygmy
  Challenge 2 (450 XP)
  Proficiency Bonus +2
  Th o r n y  Ve g e py g my
  Plant Camouflage. The vegepygmy has advantage on Dexterity 
  (Stealth) checks it makes in any terrain with ample obscuring 
  vegetation.
  Regeneration. The vegepygmy regains 5 hit points at the start 
  of its turn. If it takes cold, fire, or necrotic damage, this trait 
  doesn’t function at the start of the vegepygmy’s next turn. The 
  vegepygmy dies only if it starts its turn with 0 hit points and 
  doesn’t regenerate.
  Ac t io n s
  Multiattack. The vegepygmy makes two Claw attacks or two 
  melee Spear attacks.
  JIM NELSON. RICHARD WHIT
  Claw. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. 
  Hit: 5 (1 d6 + 2) slashing damage.
  Spear. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or 
  range 20/60 ft., one target. Hit: 5 (1 d6 + 2) piercing damage, or 
  6 (1 d8 + 2) piercing damage if used with two hands to make a 
  melee attack.
  Spores (1/Day). A 15-foot-radius cloud of toxic spores extends 
  out from the vegepygmy. The spores spread around corners. 
  Each creature in that area that isn’t a Plant must succeed on 
  a DC 12 Constitution saving throw or be poisoned. While poi­
  soned in this way, a target takes 9 (2d8) poison damage at the 
  start of each of its turns. A target can repeat the saving throw 
  at the end of each of its turns, ending the effect on itself on 
  a success.
  Medium Plant, Typically Neutral
  Armor Class 14 (natural armor)
  Hit Points 27 (5d8 + 5)
  Speed 30 ft.
  STR DEX CON INT WIS CHA
  13 (+1) 
  12 (+1) 
  13 (+1) 
  2 (-4) 
  10 (+0) 
  6 (-2)
  Skills Perception +4, Stealth +3
  Damage Resistances lightning, piercing
  Senses darkvision 60 ft., passive Perception 14
  Languages —
  Challenge 1 (200 XP) 
  Proficiency Bonus +2
  Plant Camouflage. The thorny has advantage on Dexterity 
  (Stealth) checks it makes in any terrain with ample obscuring 
  vegetation.
  Regeneration. The thorny regains 5 hit points at the start of its 
  turn. If it takes cold, fire, or necrotic damage, this trait doesn’t 
  function at the start of the thorny’s next turn. The thorny dies 
  only if it starts its turn with 0 hit points and doesn’t regenerate.
  Thorny Body. At the start of its turn, the thorny deals 2 (1 d4) 
  piercing damage to any creature grappling it.
  Ac t io n s
  Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. 
  Hit: 10 (2d8 + 1) piercing damage.
  CHAPTER 2 BESTIARY
  253
  
  Armor Class 18 (plate) 
  Hit Points 117 (18d8 + 36) 
  Speed 30 ft.
  Wa r  Pr ie s t
  Medium Humanoid (Cleric), Any Alignment
  STR DEX CON INT WIS CHA
  16 (+3) 
  10 (+0) 
  14 (+2) 
  11 (+0) 
  17 (+3) 
  13 (+1)
  Saving Throws Con +6, Wis +7
  Skills Intimidation +5, Religion +4
  Senses passive Perception 13
  Languages any two languages
  Challenge 9 (5,000 XP) 
  Proficiency Bonus +4
  Ac t io n s
  Multiattack. The war priest makes two Maul attacks, and it 
  uses Holy Fire.
  Maul. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. 
  Hit: 10 (2d6 + 3) bludgeoning damage plus 10 (3d6) radi­
  ant damage.
  Holy Fire. The war priest targets one creature it can see within 
  60 feet of it. The target must make a DC 15 Wisdom saving 
  throw. On a failed save, the target takes 12 (2d8 + 3) radiant 
  damage, and it is blinded until the start of the war priest’s next 
  turn. On a successful save, the target takes half as much dam­
  age and isn’t blinded.
  Spellcasting. The war priest casts one of the following spells, 
  using Wisdom as the spellcasting ability (spell save DC 15):
  At will: light, spare the dying, thaumaturgy 
  1/day each: banishment, command, dispel magic,fame strike, 
  guardian of faith, hold person, lesser restoration, revivify
  Bo n u s Ac t io n s
  Healing Light (Recharge 4-6). The war priest or one creature of 
  its choice within 60 feet of it regains 12 (2d8 + 3) hit points.
  Wa r  Pr ie s t
  War priests worship deities of war, protection, and 
  strategy. They plan tactics, lead soldiers into battle, 
  confront enemy spellcasters, and tend to casualties. 
  A war priest might command an army or serve as 
  the right hand of a warlord (appears in this book) on 
  the battlefield.
  War priests typically adorn themselves with a 
  symbol of their faith. You can roll on the War Priest 
  Holy Symbols table below, or choose one that fits 
  your campaign.
  War  Pr ies t  Ho l y Sy mbo l s
  d8 Holy Symbol
  1 
  Vial of iridescent liquid
  2 
  Hilt of a broken sword
  3 
  Piece of stained glass from a shrine
  4 
  Clay figurine of a ki-rin or another Celestial
  5 
  Torch carved so that a hand appears to be holding 
  the flame
  6 
  Circlet of woven reeds
  7 
  Scrimshawed bone
  8 
  Vessel such as a cup, a jug, an urn, or an amphora
  254
  CHAPTER 2 | BESTIARY
  
  Wa r l o c k s
  Warlocks gain arcane might through magical pacts 
  with mysterious entities. While some use their abil­
  ities to serve the sources of their power, others use 
  them to undermine or even destroy these entities.
  Wa r l o c k  o f  t h e Ar c h f e y
  Warlocks of the Archfey gain their powers through 
  magical pacts forged with lords of the Feywild.
  These warlocks commonly associate with lesser Fey 
  creatures such as boggles, quicklings, and redcaps 
  (all appear in this book) or even satyrs and sprites 
  (both appear in the Monster Manual).
  i- ■— 1 . - • 
  ........... - - —. 
  . -........... -
  Wa r l o c k  o f  t h e  Ar c h f e y
  Medium Humanoid, Any Alignment
  Armor Class 13 (16 with mage armor) 
  Hit Points 67 (15d8)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  9(-l)
  16 (+3)
  11 (+0)
  11 (+0)
  12 (+1)
  18 (+4)
  Saving Throws Wis +3, Cha +6
  Skills Arcana +2, Deception +6, Nature +2, Persuasion +6
  Condition Immunities charmed
  Senses passive Perception 11
  Languages any two languages (usually Sylvan)
  Challenge 4 (1,100 XP) 
  Proficiency Bonus +2
  Ac t io n s
  Multiattack. The warlock makes two Rapier attacks, or it uses 
  Bewildering Word twice.
  Rapier. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 
  Hit: 7 (1 d8 + 3) piercing damage plus 7 (2d6) force damage.
  Bewildering Word. The warlock utters a magical bewilderment, 
  targeting one creature it can see within 60 feet of it. The target 
  must succeed on a DC 14 Wisdom saving throw or take 9 (2d8) 
  psychic damage and have disadvantage on attack rolls until the 
  end of the warlock’s next turn.
  Spellcasting. The warlock casts one of the following spells, us­
  ing Charisma as the spellcasting ability (spell save DC 14):
  At will: dancing lights, disguise self, mage armor (self only), mage 
  hand, minor illusion, prestidigitation, speak with animals 
  1/day each: charm person, dimension door, hold monster
  Reac t io n s
  Misty Escape (Recharges after a Short or Long Rest). In re­
  sponse to taking damage, the warlock turns invisible and tele­
  ports, along with any equipment it is wearing or carrying, up to 
  60 feet to an unoccupied space it can see. It remains invisible 
  until the start of its next turn or until it attacks, makes a dam­
  age roll, or casts a spell.
  Wa r l o c k  o f  t h e Fie n d
  Warlocks of the Fiend gain their powers through 
  magical pacts forged with archfiends of the Lower 
  Planes. These warlocks often keep imps or quasits 
  (see the Monster Manual) as companions, and they 
  tend toward philosophical extremes: consorting 
  with fiendish cults or dedicating their lives to de­
  stroying such cults.
  Wa r l o c k  o f  t h e Fie n d
  Medium Humanoid, Any Alignment
  Armor Class 13 (16 with mage armor) 
  Hit Points 78 (12d8 + 24)
  Speed 30 ft.
  STR DEX CON INT WIS CHA
  10 (+0) 
  16 (+3) 
  15 (+2) 
  12 (+1) 
  12 (+1) 
  18 (+4)
  Saving Throws Wis +4, Cha +7
  Skills Arcana +4, Deception +7, Persuasion +7, Religion +4
  Damage Resistances fire
  Senses darkvision 60 ft., passive Perception 11
  Languages any two languages (usually Abyssal or Infernal)
  Challenge 7 (2,900 XP) 
  Proficiency Bonus +3
  Dark One’s Own Luck (Recharges after a Short or Long Rest).
  When the warlock makes an ability check or saving throw, it can 
  add a dl0 to the roll. It can do this after the roll is made but 
  before any of the roll's effects occur.
  Ac t io n s
  Multiattack. The warlock makes three Scimitar attacks.
  Scimitar. Melee Weapon Attack: +6 to hit, reach 5 ft., one 
  target. Hit: 6 (1 d6 + 3) bludgeoning damage plus 14 (4d6) 
  fire damage.
  Hellfire. Green flame explodes in a 10-foot-radius sphere cen­
  tered on a point within 120 feet of the warlock. Each creature in 
  that area must make a DC 15 Dexterity saving throw, taking 16 
  (3dl0) fire damage and 11 (2dl0) necrotic damage on a failed 
  save, or half as much damage on a successful one.
  Spellcasting. The warlock casts one of the following spells, us­
  ing Charisma as the spellcasting ability (spell save DC 15):
  At will: alter self, mage armor (self only), mage hand, minor illu­
  sion, prestidigitation
  1/day each: banishment, plane shift, suggestion
  Reac t io n s
  Fiendish Rebuke (3/Day). In response to being damaged by 
  a visible creature within 60 feet of it, the warlock forces that 
  creature to make a DC 15 Constitution saving throw, taking 22 
  (4dl0) necrotic damage on a failed save, or half as much dam­
  age on a successful one.
  CHAPTER 2 | BESTIARY
  255
  
  Wa r l o c k  o f  t h e Gr e a t  Ol d  On e
  Warlocks of the Great Old One gain their powers 
  through magical pacts forged with eldritch entities 
  from strange and distant realms of existence. Some 
  of these warlocks associate with cultists devoted 
  to these entities, as well as Aberrations that share 
  their goals, yet other warlocks of the Great Old One 
  are experts at rooting out the chaos and wickedness 
  inspired by bizarre beings from beyond the stars.
  Wa r l o c k  o f  t h e Gr e a t  Ol d  On e
  Medium Humanoid, Any Alignment
  Armor Class 13 (16 with mage armor) 
  Hit Points 91 (14d8 + 28)
  Speed 30 ft.
  STR DEX CON INT WIS CHA
  9 (-1) 
  16 (+3) 
  15 (+2) 
  12 (+1) 
  12 (+1) 
  18 (+4)
  Saving Throws Wis +4, Cha +7
  Skills Arcana +4, History +4
  Damage Resistances psychic
  Senses darkvision 60 ft., passive Perception 11
  Languages any two languages, telepathy 30 ft.
  Challenge 6 (2,300 XP) 
  Proficiency Bonus +3
  Whispering Aura. At the start of each of the warlock’s turns, 
  each creature of its choice within 10 feet of it must succeed on 
  a DC 15 Wisdom saving throw or take 10 (3d6) psychic dam­
  age, provided the warlock isn’t incapacitated.
  Ac t io n s
  Multiattack. The warlock makes two Dagger attacks.
  Dogger. Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. 
  or range 20/60 ft., one target. Hit: 5 (1 d4 + 3) piercing damage 
  plus 10 (3d6) psychic damage.
  Howling Void. The warlock opens a momentary extraplanar 
  rift within 60 feet of it. The rift is a scream-filled, 20-foot cube. 
  Each creature in that area must make a DC 15 Wisdom saving 
  throw. On a failed save, a creature takes 9 (2d8) psychic dam­
  age and is frightened of the warlock until the start of the war­
  lock's next turn. On a successful save, a creature takes half as 
  much damage and isn’t frightened.
  Spellcasting. The warlock casts one of the following spells, us­
  ing Charisma as the spellcasting ability (spell save DC 15):
  At will: detect magic, guidance, levitate, mage armor (self only), 
  mage hand, minor illusion, prestidigitation, speak with dead 
  1/day each: arcane gate, detect thoughts, true seeing
  256 CHAPTER 2 | BESTIARY
  
  Warlord
  Medium Humanoid, Any Alignment
  Armor Class 18 (plate) 
  Hit Points 229 (27d8 + 108)
  Speed 30 ft.
  STR DEX CON INT WIS CHA
  20 (+5) 
  16 (+3) 
  18 (+4) 
  12 (+1) 
  12 (+1) 
  18 (+4)
  Saving Throws Str +9, Dex +7, Con +8
  Skills Athletics +9, Intimidation +8, Perception +5,
  Persuasion +8
  Senses passive Perception 15
  Languages any two languages
  Challenge 12 (8,400 XP) 
  Proficiency Bonus +4
  Wa r l o r d
  Warlords are legendary battlefield commanders, 
  whose names are spoken with awe. After a string 
  of decisive victories, a warlord could easily take on 
  the role of monarch or general and attract followers 
  willing to die for the warlord’s banner.
  Warlords urge their troops into the fray with 
  shouted exhortations. You can roll on the Warlord 
  Battle Cries table to select one, or choose a battle 
  cry that fits with your campaign.
  War l o r d Bat t l e Cr ies
  d8 
  Battle Cry
  1 
  “Remember why we fight!"
  2 
  “Victory awaits!”
  3 
  “For the crown!”
  4 
  “Be monstrous to the enemy!”
  5 
  “Fight so they fear us!”
  6 
  “Weapons drawn! Spells at the ready!”
  7 
  “To the Abyss with them!
  8 
  “You know what to do!”
  Indomitable (3/Day). The warlord can reroll a saving throw it 
  fails. It must use the new roll.
  Survivor. The warlord regains 10 hit points at the start of its 
  turn if it has fewer than half its hit points but at least 1 hit point.
  Ac t io n s
  Multiattack. The warlord makes two Greatsword or Short­
  bow attacks.
  Creatsword. Melee Weapon Attack: +9 to hit, reach 5 ft., one 
  target. Hit: 12 (2d6 + 5) slashing damage.
  Shortbow. Ranged Weapon Attack: +7 to hit, range 80/320 ft., 
  one target. Hit: 6 (1 d6 + 3) piercing damage.
  Leg en d ar y Ac t io n s____________________
  The warlord can take 3 legendary actions, choosing from the 
  options below. Only one legendary action option can be used 
  at a time and only at the end of another creature’s turn. The 
  warlord regains spent legendary actions at the start of its turn.
  Command Ally. The warlord targets one ally it can see within 30 
  feet of it. If the target can see or hear the warlord, the target 
  can make one weapon attack as a reaction and gains advan­
  tage on the attack roll.
  Weapon Attack. The warlord makes one Creatsword or Short­
  bow attack.
  Frighten Foe (Costs 2 Actions). The warlord targets one crea­
  ture it can see within 30 feet of it. If the target can see or hear 
  it, the target must succeed on a DC 16 Wisdom saving throw 
  or be frightened of the warlord until the end of warlord’s 
  next turn.
  CHAPTER 2 | BESTIARY
  257
  
  Wa s t r il it h
  Found in the waters of the Abyss and other bodies 
  of water contaminated by that plane’s fell influence, 
  wastriliths establish themselves as lords of the deep 
  and rule their dominions with cruelty.
  A wastrilith pollutes the waters around it. Its nox­
  ious presence even affects nearby sources of water 
  when the demon travels on land. The corrupted 
  water, which contains a measure of the demon’s 
  essence, responds to the wastrilith’s commands— 
  perhaps hardening to prevent foes from escaping or 
  erupting in a surge that drags victims into its reach.
  Creatures that ingest water corrupted by a wast­
  rilith risk their very souls. Those who drink the 
  poisonous liquid might wither away until they finally 
  die, or they remain alive only to become thralls of 
  chaos and evil. To represent this defilement, you can 
  use the optional rule on abyssal corruption in chap­
  ter 2 of the Dungeon Master’s Guide, causing the 
  poisoned creature to be corrupted.
  Wa s t r il it h
  Large Fiend (Demon), Typically Chaotic Evil
  Armor Class 18 (natural armor) 
  Hit Points 157 (15dl0 + 75) 
  Speed 30 ft., swim 80 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  19 (+4)
  18 (+4)
  21 (+5)
  19 (+4)
  12 (+1)
  14 (+2)
  Saving Throws Str +9, Con +10
  Damage Resistances cold, fire, lightning; bludgeoning, 
  piercing, and slashing from nonmagical attacks
  Damage Immunities poison
  Condition Immunities poisoned
  Senses darkvision 120 ft., passive Perception 11
  Languages Abyssal, telepathy 120 ft.
  Challenge 13 (10,000 XP) 
  Proficiency Bonus +5
  Amphibious. The wastrilith can breathe air and water.
  Corrupt Water. At the start of each of the wastrilith’s turns, 
  exposed water within 30 feet of it is befouled. Underwater, this 
  effect lightly obscures the area until a current clears it away. 
  Water in containers remains corrupted until it evaporates.
  A creature that consumes this foul water or swims in it must 
  make a DC 18 Constitution saving throw. On a successful save, 
  the creature is immune to the foul water for 24 hours. On a 
  failed save, the creature takes 14 (4d6) poison damage and is 
  poisoned for 1 minute. At the end of this time, the poisoned 
  i' . 
  . -------- zzz_-....................... ... ..... —. . 
  2- 
  creature must repeat the saving throw. On a failure, the crea­
  ture takes 18 (4d8) poison damage and is poisoned until it 
  finishes a long rest.
  If another demon drinks the foul water as an action, it gains 
  11 (2dl0) temporary hit points.
  Magic Resistance. The wastrilith has advantage on saving 
  throws against spells and other magical effects.
  Ac t io n s
  Multiattack. The wastrilith makes one Bite attack and two Claw 
  attacks, and it uses Grasping Spout.
  Bite. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. 
  Hit: 30 (4dl2 + 4) piercing damage.
  Claw. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. 
  Hit: 18 (4d6 + 4) slashing damage.
  Grasping Spout. The wastrilith magically launches a spout of 
  water at one creature it can see within 60 feet of it. The target 
  must make a DC 17 Strength saving throw, and it has disad­
  vantage if it’s underwater. On a failed save, it takes 22 (4d8 + 
  4) acid damage and is pulled up to 60 feet toward the wastri­
  lith. On a successful save, it takes half as much damage and 
  isn't pulled.
  Bo n u s Ac t io n s
  Undertow. If the wastrilith is underwater, it causes all water 
  within 60 feet of it to be difficult terrain for other creatures until 
  the start of its next turn.
  CHAPTER 2 | BESTIARY
  
  Wiz a r d s
  Wizards pursue magical power through the study 
  of arcane texts. Some travel the world searching for 
  esoteric tomes, while others train lesser wizards or 
  collaborate with colleagues to create new spells.
  Appr e n t ic e Wiz a r d
  Apprentices are novice arcane spellcasters who 
  serve more experienced wizards or attend school. 
  They perform menial work like cooking or cleaning 
  in exchange for education in the ways of magic.
  Ab ju r e r  Wiz a r d
  Abjurers specialize in creating protective magical 
  wards. Monarchs, nobles, and other wealthy individ­
  uals commonly hire abjurers to provide protection.
  Co n ju r e r  Wiz a r d
  Conjurers summon creatures from other planes of 
  existence and teleport themselves and others in the 
  blink of an eye.
  Div in e r  Wiz a r d
  Diviners peer into the future and know that knowl­
  edge is power. They might act aloof and mysteri­
  ous, hinting at omens and secrets, or they might 
  be know-it-alls, spilling insights to advance their 
  own status.
  En c h a n t e r  Wiz a r d
  Enchanters know how to magically influence minds. 
  Benign enchanters use this magic to defuse violence 
  and sow peace, while malevolent enchanters are 
  some of the most evil of all spellcasters.
  Ev o k e r  Wiz a r d
  Evokers harness arcane energy to destroy. Many 
  armies employ evokers to rain destruction down on 
  enemy forces.
  Il l u s io n is t  Wiz a r d
  Illusionists twist light, sound, and even thought to 
  create illusory effects. Some illusionists are delight­
  ful entertainers, while others are devilish tricksters.
  Ne c r o ma n c e r  Wiz a r d
  Necromancers study the interaction of life, death, 
  and undeath. Some necromancers dig up or pur­
  chase corpses to create Undead servitors. A few in­
  stead use their powers for good, hunting Undead.
  Tr a n s mit t e r  Wiz a r d
  Transmuters are masters at transforming physical 
  forms. They typically view magical transmutation as 
  a path to riches, enlightenment, or apotheosis.
  Appr e n t ic e Wiz a r d
  Medium Humanoid, Any Alignment
  Armor Class 10(13 with mage armor)
  Hit Points 13 (3d8)
  Speed 30 ft.
  STR DEX CON INT WIS CHA
  10 (+0) 
  10 (+0) 
  10 (+0) 
  14 (+2) 10 (+0) 
  11 (+0)
  Skills Arcana +4, History +4
  Senses passive Perception 10
  Languages any one language (usually Common)
  Challenge 1/4 (50 XP) 
  Proficiency Bonus +2
  Ac t io n s_______________________________
  Arcane Burst. Melee or Ranged Spell Attack: +4 to hit, reach 5 ft. 
  or range 120 ft., one target. Hit: 7 (IdlO + 2) force damage.
  Spellcasting. The apprentice casts one of the following spells, 
  using Intelligence as the spellcasting ability (spell save DC 12):
  At will: mage hand, prestidigitation
  1/day each: burning hands, disguise self, mage armor
  259
  CHAPTER 2 | BESTIARY
  
  Co n ju r e r  Wiz a r d
  Medium Humanoid, Any Alignment
  Ab ju r e r  Wiz a r d
  Medium Humanoid, Any Alignment
  Armor Class 12 (15 with mage armor) 
  Hit Points 104 (16d8 + 32)
  Speed 30 ft.
  STR DEX CON INT WIS CHA
  9 (-1) 
  14 (+2) 
  14 (+2) 
  18 (+4) 
  12 (+1) 
  11 (+0)
  Saving Throws Int +8, Wis +5
  Skills Arcana +8, History +8
  Senses passive Perception 11 
  Languages any four languages
  Challenge 9 (5,000 XP)
  Proficiency Bonus +4
  Ac t io n s
  Multiattack. The abjurer makes three Arcane Burst attacks.
  Arcane Burst. Melee or Ranged Spell Attack: +8 to hit, reach 5 ft. 
  or range 120 ft., one target. Hit: 20 (3dl0 + 4) force damage.
  Force Blast. Each creature in a 20-foot cube originating from 
  the abjurer must make a DC 16 Constitution saving throw. On 
  a failed save, a creature takes 36 (8d8) force damage and is 
  pushed up to 10 feet away from the abjurer. On a successful 
  save, a creature takes half as much damage and isn’t pushed.
  Spellcasting. The abjurer casts one of the following spells, us­
  ing Intelligence as the spellcasting ability (spell save DC 16): 
  At will: dancing lights, mage hand, message, prestidigitation 
  2/day each: dispel magic, lightning bolt, mage armor 
  1/day each: arcane lock, banishment, globe of invulnerability, in­
  visibility, wall of force
  Reac t io n s
  Arcane Ward (Recharge 4-6). When the abjurer or a creature it 
  can see within 30 feet of it takes damage, the abjurer magically 
  creates a protective barrier around itself or the other creature. 
  The barrier reduces the damage to the protected creature by 26 
  (4dl0 + 4), to a minimum ofO, and then vanishes.
  Armor Class 12 (15 with mage armor)
  Hit Points 58 (13d8)
  Speed 30 ft.
  STR DEX CON INT WIS CHA 
  9(-l) 
  14 (+2) 
  11 (+0) 
  17 (+3) 
  12 (+1) 
  11 (+0)
  Saving Throws Int +6, Wis +4
  Skills Arcana +6, History +6
  Senses passive Perception 11
  Languages any four languages
  Challenge 6 (2,300 XP) 
  Proficiency Bonus +3
  Ac t io n s
  Multiattack. The conjurer makes three Arcane Burst attacks.
  Arcane Burst. Melee or Ranged Spell Attack: +6 to hit, reach 5 ft. 
  or range 120 ft., one target. Hit: 19 (3dl0 + 3) force damage.
  Spellcasting. The conjurer casts one of the following spells, us­
  ing Intelligence as the spellcasting ability (spell save DC 14):
  At will: dancing lights, mage hand, prestidigitation 
  2/day each: f reball, mage armor, unseen servant 
  1/day each: fly, stinking cloud, web
  Bo n u s Ac t io n s
  Benign Transportation (Recharge 4-6). The conjurer teleports, 
  along with any equipment it is wearing or carrying, up to 30 feet 
  to an unoccupied space that it can see. If it instead chooses a 
  space within range that is occupied by a willing Small or Me­
  dium creature, they both teleport, swapping places.
  Summon Elemental (1/Day). The conjurer magically summons 
  an air elemental, an earth elemental, a fire elemental, or a water 
  elemental (all appear in the Monster Manual). The elemental 
  appears in an unoccupied space within 60 feet of the conjurer, 
  whom it obeys. It takes its turn immediately after the conjurer. 
  It lasts for 1 hour, until it or the conjurer dies, or until the con­
  jurer dismisses it as a bonus action.
  ...................... . . ■- 1 -
  260
  CHAPTER 2 | BESTIARY
  
  Medium Humanoid, Any Alignment
  STR DEX CON INT WIS CHA
  9 (-1) 
  14 (+2) 
  11 (+0) 
  18 (+4) 
  12 (+1) 
  11 (+0)
  Saving Throws I nt +7, Wis +4
  Skills Arcana +7, History +7
  Senses passive Perception 11
  Languages any four languages
  Challenges (3,900 XP)
  Proficiency Bonus +3
  Ac t io n s
  Multiattack. The diviner makes three Arcane Burst attacks.
  Arcane Burst. Melee or Ranged Spell Attack: +7 to hit, reach 5 ft. 
  or range 120 ft., one target. Hit: 20 (3dl0 + 4) radiant damage.
  Overwhelming Revelation (Recharge 5-6). The diviner magi­
  cally creates a burst of illumination in a 10-foot-radius sphere 
  centered on a point within 120 feet of it. Each creature in that 
  area must make a DC 15 Wisdom saving throw. On a failed 
  save, a creature takes 45 (10d8) psychic damage and is stunned 
  until the end of the diviner’s next turn. On a successful save, 
  the creature takes half as much damage and isn't stunned.
  Spellcasting. The diviner casts one of the following spells, us­
  ing Intelligence as the spellcasting ability (spell save DC 15): 
  At will: light, mage hand, message, prestidigitation 
  2/day each: arcane eye, detect magic, detect thoughts, fly, light­
  ning bolt, locate object, mage armor, Rary’s telepathic bond 
  1/day: true seeing
  Reac t io n s
  Portent (3/Day). When the diviner or a creature it can see 
  makes an attack roll, a saving throw, or an ability check, the di­
  viner rolls a d20 and chooses whether to use that roll in place of 
  the d20 rolled for the attack roll, saving throw, or ability check.
  Armor Class 12(15 with mage armor)
  Hit Points 49 (lld8)
  Speed 30 ft.
  STR DEX CON INT WIS CHA 
  9(-l) 
  14 (+2) 
  11 (+0) 
  17 (+3) 
  12 (+1) 
  11 (+0)
  Saving Throws I nt +6, Wis +4 
  Skills Arcana +6, History +6 
  Senses passive Perception 11 
  Languages any four languages 
  Challenge 5 (1,800 XP)
  Proficiency Bonus +3
  Ac t io n s
  Multiattack. The enchanter makes three Arcane Burst attacks.
  Arcane Burst. Melee or Ranged Spell Attack: +6 to hit, reach 5 ft. 
  or range 120 ft., one target. Hit: 19 (3dl0 + 3) psychic damage.
  Spellcasting. The enchanter casts one of the following spells, 
  using Intelligence as the spellcasting ability (spell save DC 14):
  At wi\\: friends, mage hand, message
  2/day each: charm person, mage armor, hold person, invisibility, 
  suggestion, tongues
  Reac t io n s
  Instinctive Charm (Recharge 4-6). When a visible creature 
  within 30 feet of the enchanter makes an attack roll against it, 
  the enchanter forces the attacker to make a DC 14 Wisdom sav­
  ing throw. On a failed save, the attacker redirects the attack roll 
  to the creature closest to it, other than the enchanter or itself. 
  If multiple eligible creatures are closest, the attacker chooses 
  which one to target.
  CHAPTER 2 | BESTIARY 26l
  
  Ev o k e r  Wiz a r d
  Medium Humanoid, Any Alignment
  Armor Class 12 (15 with mage armor) 
  Hit Points 121 (22d8 + 22)
  Speed 30 ft.
  STR DEX CON INT WIS CHA
  9 (-1) 
  14 (+2) 
  12 (+1) 
  17 (+3) 
  12 (+1) 
  11 (+0)
  Saving Throws I nt +7, Wis +5
  Skills Arcana +7, History +7
  Senses passive Perception 11
  Languages any four languages
  Challenge 9 (5,000 XP) 
  Proficiency Bonus +4
  Ac t io n s
  Multiattack. The evoker makes three Arcane Burst attacks.
  Arcane Burst. Melee or Ranged Spell Attack: +7 to hit, reach 5 ft. 
  or range 120 ft., one target. Hit: 25 (4dl0 + 3) force damage.
  Sculpted Explosion (Recharge 4-6). The evoker unleashes a 
  magical explosion of a particular damage type: cold, fire, light­
  ning, or thunder. The magic erupts in a 20-foot-radius sphere 
  centered on a point within 150 feet of the evoker. Each creature 
  in that area must make a DC 15 Dexterity saving throw. The 
  evoker can select up to three creatures it can see in the area to 
  ignore the spell, as the evoker sculpts the spell’s energy around 
  them. On a failed save, a creature takes 40 (9d8) damage of 
  the chosen type and is knocked prone. On a successful save, a 
  creature takes half as much damage and isn’t knocked prone.
  Spellcasting. The evoker casts one of the following spells, using 
  Intelligence as the spellcasting ability (spell save DC 15):
  At will: light, mage hand, message, prestidigitation 
  2/day each: ice storm, lightning bolt, mage armor 
  1/day: wall of ice 
  ------- 1 , ....................................................—............................................... ..........................................................
  262 CHAPTER 2 | BESTIARY
  
  Illusionist Wizard
  Medium Humanoid, Any Alignment
  Armor Class 12 (15 with mage armor)
  Hit Points 44 (8d8 + 8)
  Speed 30 ft.
  STR 
  DEX 
  CON
  9 (-1) 
  14 (+2) 
  13 (+1)
  INT 
  WIS
  16 (+3) 
  11 (+0)
  CHA
  12 (+1)
  Saving Throws Int +5, Wis +2
  Skills Arcana +5, History +5
  Senses passive Perception 10
  Languages any four languages
  Challenge 3 (700 XP)
  Proficiency Bonus +2
  Ac t io n s
  Multiattack. The illusionist makes two Arcane Burst attacks.
  Arcane Burst. Melee or Ranged Spell Attack: +5 to hit, reach 5 ft. 
  or range 120 ft., one target. Hit: 14 (2dl 0 + 3) psychic damage.
  Spellcasting. The illusionist casts one of the following spells, 
  using Intelligence as the spellcasting ability (spell save DC 13):
  At will: dancing lights, mage hand, minor illusion 
  2/day each: disguise self, invisibility, mage armor, major image, 
  phantasmal force, phantom steed
  Bo n u s Ac t io n s
  Displacement (Recharge 5-6). The illusionist projects an illu­
  sion that makes the illusionist appear to be standing in a place 
  a few inches from its actual location, causing any creature to 
  have disadvantage on attack rolls against the illusionist. The 
  effect lasts for 1 minute, and it ends early if the illusionist takes 
  damage, if it is incapacitated, or if its speed becomes 0.
  ■ 
  ■ .L" . ' 
  " 
  ------ - —
  CHAPTER 2 | BESTIARY
  263
  
  Ne c r o ma n c e r  Wiz a r d
  Medium Humanoid, Any Alignment
  Armor Class 12 (15 with mage armor) 
  Hit Points 110 (20d8 + 20)
  Speed 30 ft.
  STR DEX CON INT WIS CHA
  9 (-1) 
  14 (+2) 
  12 (+1) 
  17 (+3) 
  12 (+1) 
  11 (+0)
  Saving Throws I nt +7, Wis +5 
  Skills Arcana +7, History +7 
  Damage Resistances necrotic 
  Senses passive Perception 11 
  Languages any four languages 
  Challenge 9 (5,000 XP)
  Proficiency Bonus +4
  Ac t io n s
  Multiattack. The necromancer makes three Arcane 
  Burst attacks.
  .....  .. .. 
  ...... 
  --.z
  Arcane Burst. Melee or Ranged Spell Attack: +7 to hit, reach 5 ft. 
  or range 120 ft., one target. Hit: 25 (4dl0 + 3) necrotic damage.
  Spellcasting. The necromancer casts one of the following 
  spells, using Intelligence as the spellcasting ability (spell 
  save DC 15):
  At will: dancing lights, mage hand, prestidigitation 
  2/day each: bestow curse, dimension door, mage armor, web 
  1/day: circle of death
  Bo n u s Ac t io n s
  Summon Undead (1/Day). The necromancer magically sum­
  mons five skeletons or zombies (both appear in the Monster 
  Manual). The summoned creatures appear in unoccupied 
  spaces within 60 feet of the necromancer, whom they obey. 
  They take their turns immediately after the necromancer. Each 
  lasts for 1 hour, until it or the necromancer dies, or until the 
  necromancer dismisses it as a bonus action.
  Reac t io n s
  Crim Harvest. When the necromancer kills a creature with ne­
  crotic damage, the necromancer regains 9 (2d8) hit points.
  264. CHAPTER 2 | BESTIARY
  
  Tr a n s mit t e r  Wiz a r d
  Medium Humanoid, Any Alignment
  Armor Class 12 (15 with mage armor)
  Hit Points 49 (lld8)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  9(-l)
  14 (+2)
  11 (+0)
  17 (+3)
  12 (+1)
  11 (+0)
  Saving Throws Int +6, Wis +4
  Skills Arcana +6, History +6
  Senses passive Perception 11
  Languages any four languages
  Challenge 5 (1,800 XP) 
  Proficiency Bonus +3
  Transmuter’s Stone. The transmuter carries a magic stone it 
  crafted. The stone grants it one of the following benefits while 
  bearing the stone; the transmuter chooses the benefit at the 
  end of each long rest:
  Darkvision. The transmuter has darkvision out to a range 
  of 60 feet.
  . . ............ 1 ------------ .......................
  Resilience. The transmuter has proficiency in Constitution sav­
  ing throws.
  Resistance. The transmuter has resistance to acid, cold, fire, 
  lightning, or thunder damage (transmuter’s choice whenever 
  choosing this benefit).
  Speed. The transmuter’s walking speed is increased by 10 feet.
  Ac t io n s
  Multiattack. The transmuter makes three Arcane Burst attacks.
  Arcane Burst. Melee or Ranged Spell Attack: +6 to hit, reach 5 ft. 
  or range 120 ft., one target. Hit: 19 (3dl0 + 3) acid damage.
  Spellcasting. The transmuter casts one of the following spells, 
  using Intelligence as the spellcasting ability (spell save DC 14):
  At will: light, message, prestidigitation
  2/day each: fireball, hold person, knock, mage armor, poly­
  morph, slow
  1/day: telekinesis
  Bo n u s Ac t io n s
  Transmute (Recharge 4-6). The transmuter casts alter self or 
  changes the benefit of Transmuter’s Stone if bearing the stone.
  CHAPTER 2 | BESTIARY
  265
  
  Medium Plant, Typically Lawful Neutral
  Armor Class 18 (natural armor, shield) 
  Hit Points 75 (10d8 + 30)
  Speed 30 ft., climb 30 ft.
  STR 
  DEX CON
  INT
  WIS
  CHA
  18 (+4) 
  12 (+1) 
  16 (+3)
  10 (+0)
  13 (+1)
  8(-l)
  Skills Athletics +7, Perception +4, Stealth +4
  Damage Vulnerabilities fire
  Damage Resistances bludgeoning, piercing
  Condition Immunities charmed, frightened
  Senses darkvision 60 ft., passive Perception 14
  Languages Sylvan
  Challenge 5 (1,800 XP) 
  Proficiency Bonus +3
  Plant Camouflage. The wood woad has advantage on Dexterity 
  (Stealth) checks it makes in any terrain with ample obscuring 
  vegetation.
  Regeneration. The wood woad regains 10 hit points at the start 
  of its turn if it is in contact with the ground. If the wood woad 
  takes fire damage, this trait doesn’t function at the start of the 
  wood woad’s next turn. The wood woad dies only if it starts its 
  turn with 0 hit points and doesn't regenerate.
  Tree Stride. Once on each of its turns, the wood woad can use 
  10 feet of its movement to step magically into one living tree 
  within 5 feet of it and emerge from a second living tree within 
  60 feet of it that it can see, appearing in an unoccupied space 
  within 5 feet of the second tree. Both trees must be Large 
  or bigger.
  Actions
  Multiattack. The wood woad makes two Club attacks.
  Club. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. 
  Hit: 14 (4d4 + 4) force damage.
  Wo o d  Wo a d
  A wood woad is a powerful bipedal Plant invested 
  with the soul of someone who gave up life to be­
  come an everlasting guardian.
  The ritual to create a wood woad is a prime­
  val secret passed down through generations of 
  forest-dwelling societies and druid circles. Perform­
  ing the ritual isn’t necessarily an evil act if the vic­
  tim-to-be is a willing sacrifice.
  In the ritual, a living person’s chest is pierced and 
  the heart removed. A seed is pushed into the heart, 
  which is then placed in a tree. Any hollow or crook 
  will do, but often a special cavity is carved out of 
  the trunk. The tree is bathed and watered with the 
  blood of the sacrificed victim, and the body is buried 
  among the tree’s roots. After three days, a sprout 
  emerges from the ground at the base of the tree and 
  swiftly grows into a bipedal form.
  This new body, armored in tough bark and bear­
  ing a gnarled club and shield, is at once ready to per­
  form its duty. The one who performed the ritual sets 
  the wood woad to its task, and the creature follows 
  those orders unceasingly.
  A wood woad has a hole where its heart would be, 
  just as does the body of its former self, buried in the 
  earth. Those who become wood woads trade their 
  free will and all sense of sentiment for supernatural 
  strength and a deathless duty. They exist only to 
  protect woodlands and the people who tend them. A 
  wood woad’s face is void and expressionless, except 
  for the motes of light that swim about in its eye sock­
  ets. Wood woads speak little, and when not called 
  on to take action, they root themselves in the earth 
  and silently take sustenance from it.
  Like trees, wood woads need only sunlight, air, 
  and nutrients from the earth to go on living. Be­
  cause they are undying, some wood woads outlive 
  their original purpose. The site a wood woad guards 
  might lose its power or significance over time, or 
  those whom it was assigned to guard might die. If it 
  is freed from its specific duties, a wood woad might 
  roam to find another place of natural beauty or fey 
  influence to watch over.
  Wood woads are drawn to creatures that have 
  close ties to nature and that protect and respect the 
  land, such as druids and treants (both appear in the 
  Monster Manual). Some treants have wood woad 
  servants by virtue of age-old pacts with druids or 
  Fey that performed the rituals, while others acquire 
  the services of freed wood woads that find renewed 
  purpose in serving a kindred guardian.
  266 CHAPTER 2 | BESTIARY
  
  XVARTS
  Xvarts are cowardly, greedy creatures spawned by 
  a renegade demigod, Raxivort. They have blue skin, 
  orange eyes, and receding hairlines, mirroring their 
  creator’s appearance. They stand about 3 feet tall.
  Raxivort spent centuries watching over the trea­
  sury of Graz’zt (appears in this book), and in time, 
  Raxivort plundered his lord’s vault. One of the trea­
  sures he stole was the Infinity Spindle, a crystalline 
  shard that could transform even a creature as lowly 
  as Raxivort into a demigod. After his apotheosis, 
  Raxivort forged the Black Sewers, a realm within 
  Pandemonium that he filled with his beloved crea­
  tures, rats and bats, which xvarts befriend to this 
  day. He enjoyed his reign only briefly before Graz’zt 
  unleashed his vengeance. The demon prince urged 
  villains far and wide to pursue the Infinity Spindle 
  for themselves and destroy Raxivort.
  XVART
  Fleeing his pursuers, Raxivort wandered across the 
  multiverse and spawned xvarts, who not only look 
  like him but also cause any magic that could reveal 
  his location to point to the nearest xvart instead.
  Xv a r t  Wa r l o c k  o f  Ra x iv o r t
  Small Monstrosity, Typically Chaotic Evil
  Xv a r t  Wa r l o c k  o f  Ra x iv o r t
  Some xvarts are spawned with a trace of Raxivort’s 
  divine energy. These xvarts usually form a pact with 
  him and wield magic in his service as warlocks.
  Xv a r t
  Small Monstrosity, Typically Chaotic Evil
  Armor Class 13 (leather armor) 
  Hit Points 7 (2d6)
  Speed 30 ft.
  STR DEX CON INT WIS CHA
  8 (-1) 
  14 (+2) 
  10 (+0) 
  8 (-1) 
  7 (-2) 
  7 (-2)
  Skills Stealth +4
  Senses darkvision 30 ft., passive Perception 8
  Languages Abyssal
  Challenge 1/8 (25 XP) 
  Proficiency Bonus +2
  Raxivort’s Tongue. The xvart can communicate with ordinary 
  bats and rats, as well as giant bats and giant rats.
  RICHARD WHITTERS
  Ac t io n s________________________________
  Shortsword. Melee Weapon Attack: +4 to hit, reach 5 ft., one 
  target. Hit: 5 (1 d6 + 2) piercing damage. If at least one of the 
  xvart’s allies is within 5 feet of the target, the xvart can push the 
  target 5 feet if the target is a Medium or smaller creature.
  Sling. Ranged Weapon Attack: +4 to hit, range 30/120 ft., one 
  target. Hit: 4 (1 d4 + 2) bludgeoning damage.
  Bo n u s Ac t io n s
  Low Cunning. The xvart takes the Disengage action.
  Armor Class 12 (15 with mage armor) 
  Hit Points 22 (5d6 + 5)
  Speed 30 ft.
  STR DEX CON INT WIS CHA 
  8 (-1) 
  14 (+2) 
  12 (+1) 
  8 (-1) 
  11 (+0) 
  12(4-1)
  Skills Stealth +3
  Senses darkvision 30 ft., passive Perception 10
  Languages Abyssal
  Challenge 1 (200 XP) 
  Proficiency Bonus +2
  Raxivort's Blessing. When the xvart reduces an enemy to 0 hit 
  points, the xvart gains 4 temporary hit points.
  Raxivort’s Tongue. The xvart can communicate with ordinary 
  bats and rats, as well as giant bats and giant rats.
  Ac t io n s
  Multiattack. The xvart makes two Scimitar or Raxivort’s
  Bite attacks.
  Scimitar. Melee Weapon Attack: +4 to hit, reach 5 ft., one tar­
  get. Hit: 5 (1 d6 + 2) slashing damage.
  Raxivort’s Bite. Ranged Spell Attack: +3 to hit, range 30 ft., one 
  creature. Hit: 7 (IdlO + 2) poison damage.
  Spellcasting. The xvart casts one of the following spells, requir­
  ing no material components and using Charisma as the spell­
  casting ability (spell save DC 11):
  At will: detect magic, mage armor (self only), mage hand, minor 
  illusion, prestidigitation
  1/day each: burning hands, invisibility
  Bo n u s Ac t io n s
  Low Cunning. The xvart takes the Disengage action.
  CHAPTER 2 | BESTIARY 267
  
  Large Fiend (Yugoloth), Typically Neutral Evil
  Armor Class 17 (natural armor) 
  Hit Points 147 (14dl0 + 70) 
  Speed 40 ft.
  STR DEX CON INT WIS CHA
  19 (+4) 
  14 (+2) 
  21 (+5) 
  16 (+3) 
  15 (+2) 
  18 (+4)
  Saving Throws Dex +6, Int +7, Wis +6, Cha +8
  Skills Deception +8, Insight +6, Perception +6, Persuasion +8
  Damage Resistances cold, fire, lightning; bludgeoning, 
  piercing, and slashing from nonmagical attacks
  Damage Immunities acid, poison
  Condition Immunities poisoned
  Senses blindsight 60 ft., darkvision 60 ft.,
  passive Perception 16
  Languages Abyssal, Infernal, telepathy 60 ft.
  Challenge 11 (7,200 XP) 
  Proficiency Bonus +4
  CHAPTER 2 | BESTIARY
  Magic Resistance. The yagnoloth has advantage on saving 
  throws against spells and other magical effects.
  Ac t io n s
  Multiattack. The yagnoloth makes one Electrified Touch attack 
  and one Massive Arm attack, or it makes one Massive Arm at­
  tack and uses Battlefield Cunning, if available, or Teleport.
  Yagnoloth
  Anyone who would contract yugoloths for a task 
  usually ends up dealing with a yagnoloth. Cunning 
  negotiators, these strange Fiends handle the writing 
  of contracts for their fellow yugoloths. Once a yagno­
  loth is hired, it communicates its employer’s desires 
  to the yugoloths it commands.
  Although they are entrusted with leading lesser 
  yugoloths, yagnoloths ultimately take their orders 
  from arcanaloths and ultroloths. Aside from their 
  superiors, yagnoloths have full authority over and 
  expect obedience from the yugoloths under their 
  command. Yagnoloths follow the dictates of the con­
  tracts they negotiate but always include a loophole 
  to escape their obligations if the situation warrants.
  A yagnoloth has one arm of human size and one 
  giant-sized arm. During negotiations, the yagnoloth 
  uses its human-sized arm to draft and sign con­
  tracts. When a show of force is necessary or when 
  combat is joined, it attacks with its brutally powerful 
  giant arm.
  Electrified Touch. Melee Weapon Attack: +8 to hit, reach 5 ft., 
  one target. Hit: 27 (6d8) lightning damage.
  Massive Arm. Melee Weapon Attack: +8 to hit, reach 15 ft., one 
  target. Hit: 23 (3dl 2 + 4) force damage. If the target is a crea­
  ture, it must succeed on a DC 16 Constitution saving throw or 
  become stunned until the end of the yagnoloth's next turn.
  Battlefield Cunning (Recharge 4-6). Up to two allied yugoloths 
  within 60 feet of the yagnoloth that can hear it can use their 
  reactions to make one melee attack each.
  Life Leech. The yagnoloth touches one incapacitated creature 
  within 15 feet of it. The target takes 36 (7d8 + 4) necrotic dam­
  age, and the yagnoloth gains temporary hit points equal to half 
  the damage dealt. The target must succeed on a DC 16 Consti­
  tution saving throw, or its hit point maximum is reduced by an 
  amount equal to half the necrotic damage taken. This reduction 
  lasts until the target finishes a long rest, and the target dies if 
  its hit point maximum is reduced to 0.
  Spellcasting. The yagnoloth casts one of the following spells, 
  requiring no material components and using Charisma as the 
  spellcasting ability (spell save DC 16):
  At will: darkness, detect magic, dispel magic, invisibility (self only), 
  suggestion
  3/day: lightning bolt
  Teleport. The yagnoloth teleports, along with any equipment 
  it is wearing or carrying, up to 60 feet to an unoccupied space 
  it can see.
  
  Ye e n o g h u
  The Beast of Butchery appears as a great scarred 
  gnoll, towering 14 feet tall. Yeenoghu is the Gnoll 
  Lord, and his creations are made in his twisted 
  image. When the demon lord hunted across the Ma­
  terial Plane, packs of hyenas followed in his wake, 
  and those that ate of great Yeenoghu’s kills became 
  gnolls. Few others worship the Beast of Butchery, 
  but those who do tend to take on a gnoll-like aspect, 
  hunching over and filing their teeth down to points.
  Yeenoghu wants nothing more than slaughter 
  and senseless destruction. Gnolls are his favorite 
  instruments, and he drives his gnoll followers to 
  ever-greater atrocities in his name, even imbuing 
  some of their commanders with his powers, which 
  transforms them into flinds (in this book). Yeenoghu 
  takes pleasure in causing fear before death, and he 
  sows sorrow and despair through destroying be­
  loved things. He doesn’t parlay; to meet him is to do 
  battle with him—unless he becomes bored and wan­
  ders away. The Beast of Butchery has a long rivalry 
  with Baphomet, the Horned King (appears in this 
  book), and the two demon lords and their followers 
  attack one another on sight.
  The Gnoll Lord is covered in matted fur and leath­
  ery hide, and his face resembles a grinning preda­
  tor’s skull. He wields a triple-headed flail called the 
  Butcher, which he can summon into his hand at will, 
  although he is as likely to tear his prey apart with 
  his teeth.
  Ye e n o g h u ’s La ir
  Yeenoghu’s lair in the Abyss is called the Death 
  Dells. Its barren hills and ravines serve as a hunting 
  ground, where he pursues captured mortals in a 
  cruel game. Yeenoghu’s lair is a place of blood and 
  death, populated by gnolls, hyenas, and ghouls (see 
  the Monster Manual), and there are few structures 
  or signs of civilization on his layer of the Abyss.
  The challenge rating of Yeenoghu is 25 (75,000 
  XP) when he’s encountered in his lair.
  La ir  Ac t io n s
  On initiative count 20 (losing initiative ties), Yeeno­
  ghu can take one of the following lair actions; he 
  can’t take the same lair action two rounds in a row:
  Incite the Pack. Until the next initiative count 20, 
  all gnolls and hyenas within the lair are enraged, 
  causing them to have advantage on melee weapon 
  attack rolls and causing attack rolls to have advan­
  tage against them.
  CHAPTER 2 | BESTIARY
  269
  
  Iron Spike. Yeenoghu causes an iron spike—5 feet 
  tall and 1 inch in diameter—to burst from the 
  ground at a point he can see within 100 feet of 
  him. Any creature in the space where the spike 
  emerges must make a DC 24 Dexterity saving 
  throw. On a failed save, the creature takes 27 
  (6d8) piercing damage and is restrained by being 
  impaled on the spike. A creature can use an action 
  to remove itself (or a creature it can reach) from 
  the spike, ending the restrained condition.
  Pack Rush. Each gnoll or hyena that Yeenoghu can 
  see can use its reaction to move up to its speed.
  Reg io n al  Ef f ec t s
  The region containing Yeenoghu’s lair is warped 
  by his magic, creating one or more of the follow­
  ing effects:
  Savage Predators. Predatory beasts within 6 miles 
  of the lair become unusually savage, killing far 
  more than what they need for food. Carcasses 
  of prey are left to rot in an unnatural display of 
  wasteful slaughter.
  . . . . . . ■——
  Ye e n o g h u
  Huge Fiend (Demon), Chaotic Evil
  Armor Class 20 (natural armor) 
  Hit Points 333 (23dl2 + 184)
  Speed 50 ft.
  STR DEX CON INT WIS CHA
  29 (+9) 
  16 (+3) 
  23 (+8) 
  15 (+3) 
  24 (+7) 
  15 (+2)
  Saving Throws Dex +10, Con +15, Wis +14
  Skills Intimidation +9, Perception +14
  Damage Resistances cold, fire, lightning
  Damage Immunities poison; bludgeoning, piercing, and 
  slashing that is nonmagical
  Condition Immunities charmed, exhaustion, frightened, 
  poisoned
  Senses truesight 120 ft., passive Perception 24
  Languages all, telepathy 120 ft.
  Challenge 24 (62,000 XP) 
  Proficiency Bonus +7
  Legendary Resistance (3/Day). If Yeenoghu fails a saving throw, 
  he can choose to succeed instead.
  Magic Resistance. Yeenoghu has advantage on saving throws 
  against spells and other magical effects.
  Ac t io n s
  Multiattack. Yeenoghu makes three Flail attacks.
  Flail. Melee Weapon Attack: +16 to hit, reach 15 ft., one target. 
  Hit: 22 (2dl2 + 9) force damage. If it’s his turn, Yeenoghu can 
  cause the target to suffer one of the following additional ef­
  fects, each of which he can apply only once per turn:
  Spiky Terrain. Within 1 mile of the lair, large iron 
  spikes grow out of the ground and stone surfaces. 
  Yeenoghu impales the bodies of the slain on 
  these spikes.
  If Yeenoghu dies, these effects fade over the course 
  of Id 10 days.
  Cu l t is t s o f  Ye e n o g h u
  Yeenoghu grants special abilities to his cultists. His 
  most devoted followers gain the Gnashing Jaws ac­
  tion and the Rampage bonus action, while cult lead­
  ers gain the Aura of Bloodthirst trait.
  Gnashing Jaws. Melee Weapon Attack: bonus to hit equal to this 
  creature’s proficiency bonus plus its Strength modifier, reach 
  5 ft., one target. Hit: 1 d4 + this creature’s Strength modifier 
  piercing damage.
  Rampage. When this creature reduces a creature to 0 hit points 
  with a melee attack on its turn, it can take a bonus action to 
  move up to half its speed and make one Gnashing Jaws attack.
  Aura of Bloodthirst. If this creature isn’t incapacitated, any 
  creature that has Rampage can make its Gnashing Jaws attack 
  as a bonus action while within 10 feet of this creature.
  Confusion. The target must succeed on a DC 17 Wisdom saving 
  throw or be affected by the confusion spell until the start of 
  Yeenoghu’s next turn.
  Force. The target takes an extra 13 (2dl2) force damage.
  Paralysis. The target must succeed on a DC 17 Constitution 
  saving throw or be paralyzed until the start of Yeenoghu’s 
  next turn.
  Bite. Melee Weapon Attack: +16 to hit, reach 10 ft., one target. 
  Hit: 20 (2dl0 + 9) acid damage.
  Spellcasting. Yeenoghu casts one of the following spells, re­
  quiring no material components and using Charisma as the 
  spellcasting ability (spell save DC 17):
  At will: detect magic
  3/day each: dispel magic, fear, invisibility
  1/day: teleport
  Bo n u s Ac t io n s
  Rampage. When Yeenoghu reduces a creature to 0 hit points 
  with a melee attack, he moves up to half his speed and makes 
  one Bite attack.
  Leg en d ar y Ac t io n s
  Yeenoghu can take 3 legendary actions, choosing from the op­
  tions below. Only one legendary action option can be used at a 
  time and only at the end of another creature’s turn. Yeenoghu 
  regains spent legendary actions at the start of his turn.
  Charge. Yeenoghu moves up to his speed.
  Swat Away. Yeenoghu makes one Flail attack. If the attack hits, 
  the target must succeed on a DC 24 Strength saving throw or 
  be pushed up to 15 feet in a straight line away from Yeeno­
  ghu. If the saving throw fails by 5 or more, the target is also 
  knocked prone.
  Savage (Costs 2 Actions). Yeenoghu makes a separate Bite at­
  tack against each creature within 10 feet of him.
  CHAPTER 2 | BESTIARY
  
  Ye t h  Ho u n d
  Large Fey, Typically Neutral Evil
  Armor Class 14 (natural armor) 
  Hit Points 51 (6dl0+ 18) 
  Speed 40 ft., fly 40 ft. (hover)
  STR DEX CON INT WIS CHA
  18 (+4) 
  17 (+3) 
  16 (+3) 
  5 (-3) 
  12 (+1) 
  7 (-2)
  Skills Perception +5
  Damage Immunities bludgeoning, piercing, and slashing from 
  nonmagical attacks not made with silvered weapons
  Condition Immunities charmed, exhaustion, frightened
  Senses darkvision 60 ft., passive Perception 15
  Languages understands Common, Elvish, and Sylvan but can’t 
  speak
  Challenge 4 (1,100 XP) 
  Proficiency Bonus +2
  Ye t h  Ho u n d
  Sunlight Banishment. If the yeth hound starts its turn in sun­
  light, it is transported to the Ethereal Plane. While sunlight 
  shines on the spot from which it vanished, the hound must re­
  main in the Deep Ethereal. After sunset, it returns to the Border 
  Ethereal at the same spot, whereupon it typically sets out to 
  find its pack or its master. The hound is visible on the Material 
  Plane while it is in the Border Ethereal, and vice versa, but it 
  can’t affect or be affected by anything on the other plane. Once 
  it is adjacent to its master or a pack mate that is on the Mate­
  rial Plane, a yeth hound in the Border Ethereal can return to the 
  Material Plane as an action.
  Telepathic Bond. While the yeth hound is on the same plane of 
  existence as its master, it can magically convey what it senses 
  to its master, and the two can communicate telepathically with 
  each other.
  Ac t io n s
  Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. 
  Hit: 11 (2d6 + 4) piercing damage, plus 14 (4d6) psychic dam­
  age if the target is frightened.
  Baleful Baying. The yeth hound bays magically. Every enemy 
  within 300 feet of the hound that can hear it must succeed on a 
  DC 13 Wisdom saving throw or be frightened of the hound until 
  the end of the hound’s next turn or until the hound is incapac­
  itated. A frightened target that starts its turn within 30 feet of 
  the hound must use all its movement on that turn to get as far 
  from the hound as possible, must finish the move before taking 
  an action, and must take the most direct route, even if hazards 
  lie that way. A target that successfully saves is immune to the 
  baying of all yeth hounds for the next 24 hours.
  Granted by mighty Fey to individuals who please 
  them, yeth hounds serve their masters like hunting 
  dogs. They race in pursuit of their prey, running it 
  down until it’s too exhausted to fight back. Only the 
  threat of dawn drives the pack back into hiding.
  A pack of yeth hounds can be created by powerful 
  Fey such as the Queen of Air and Darkness. Each 
  pack’s master can telepathically communicate with 
  their yeth hounds to give the pack commands from 
  afar. If a pack’s master is killed, the hounds seek out 
  a new master, typically an evil vampire, necroman­
  cer, or hag (all appear in the Monster Manual).
  A yeth hound stands about 5 feet tall at the shoul­
  der and weighs around 400 pounds. Its head has a 
  human-like face and glowing red eyes. The creature 
  gives off a smoky odor.
  Yeth hounds make a ghastly baying sound that 
  causes most creatures to flee in terror. They chase 
  those who run and torment them before closing in 
  for the kill. Those that fight back discover that mun­
  dane weapons partially pass through yeth hounds 
  as if they were made of fog, but magic weapons and 
  silvered weapons can strike true.
  Yeth hounds can’t stand sunlight. A pack hunts 
  at night and seeks to return to its dark den before 
  dawn. If a yeth hound is exposed to natural sunlight, 
  it fades away, vanishing into the Ethereal Plane, and 
  its master can retrieve it only after sunset.
  CHAPTER 2 | BESTIARY
  271
  
  Yu a n -t i An a t h e ma
  As part of their quest for godhood, a yuan-ti abom­
  ination might perform a ritual that, if successful, 
  transforms them into an even greater form: a yuan-ti 
  anathema. This ritual demands the sacrifice of hun­
  dreds of snakes and requires the abomination to 
  bathe in the blood of their enemies. The transforma­
  tion is quick but painful.
  Anathemas consider themselves demigods on the 
  path to greater divinity. They demand obeisance 
  from weaker creatures and use every resource at 
  their disposal to war against neighbors, seeking the 
  captives, sacrifices, glory, and riches the anathemas 
  believe they need to achieve true divinity.
  Anathemas don’t age, allowing them to pursue 
  their goals until the end of days. Truly powerful 
  ones might rule multiple yuan-ti cities and bring en­
  tire regions under their control.
  Yu a n -t i An a t h e ma
  Huge Monstrosity, Typically Neutral Evil
  Armor Class 16 (natural armor) 
  Hit Points 189 (18dl2+ 72)
  Speed 40 ft., climb 40 ft., swim 40 ft.
  STR DEX CON INT WIS CHA
  23 (+6) 
  13 (+1) 
  19 (+4) 
  19 (+4) 
  17 (+3) 
  20 (+5)
  Skills Perception +11, Stealth +5
  Damage Resistances acid, fire, lightning
  Damage Immunities poison
  Condition Immunities poisoned
  Senses blindsight 30 ft., darkvision 60 ft., passive Perception 21
  Languages Abyssal, Common, Draconic
  Challenge 12 (8,400 XP) 
  Proficiency Bonus +4
  Magic Resistance. The anathema has advantage on saving 
  throws against spells and other magical effects.
  Ophidiophobia Aura. Any creature of the anathema’s choice, 
  other than a snake or a yuan-ti, that starts its turn within 30 
  feet of the anathema must succeed on a DC 17 Wisdom saving 
  throw or become frightened of snakes and yuan-ti. A fright­
  ened target can repeat the saving throw at the end of each of 
  its turns, ending the effect on itself on a success. If a target’s 
  saving throw is successful or the effect ends for it, the target is 
  immune to this anathama’s aura for the next 24 hours.
  Six Heads. The anathema has advantage on saves against being 
  blinded, charmed, deafened, frightened, stunned, or knocked 
  unconscious.
  Ac t io n s
  Multiattack (Anathema Form Only). The anathema makes two 
  Claw attacks and one Flurry of Bites attack.
  Claw (Anathema Form Only). Melee Weapon Attack: +10 to hit, 
  reach 10 ft., one target. Hit: 13 (2d6 + 6) slashing damage.
  Flurry of Bites (Anathema Form Only). Melee Weapon Attack: 
  +10 to hit, reach 10 ft., one creature. Hit: T1 (6d6 + 6) piercing 
  damage plus 14 (4d6) poison damage.
  Constrict (Snake Form Only). Melee Weapon Attack: +10 to hit, 
  reach 15 ft., one Large or smaller creature. Hit: 16 (3d6 + 6) 
  bludgeoning damage plus 7 (2d6) acid damage, and the target 
  is grappled (escape DC 16). Until this grapple ends, the target 
  is restrained, and it takes 16 (3d6 + 6) bludgeoning damage 
  plus 7 (2d6) acid damage at the start of each of its turns. The 
  anathema can constrict only one creature at a time.
  Spellcasting (Anathema Form Only). The anathema casts one 
  of the following spells, requiring no material components and 
  using Charisma as the spellcasting ability (spell save DC 17):
  At will: animal friendship (snakes only)
  3/day each: darkness, entangle, fear, polymorph, suggestion
  Bo n u s Ac t io n s
  Change Shape. The anathema transforms into a Huge constric­
  tor snake or back into its true form. Its statistics are the same 
  in each form. Any equipment it is wearing or carrying isn’t 
  transformed.
  272
  CHAPTER 2 | BESTIARY
  
  CHRISTOPHER BURDETT
  Yu a n -t i Br o o d g u a r d
  Broodguards were once Humanoids, but they have 
  been transformed by yuan-ti into simpleminded, 
  scaly Monstrosities that do their serpentine mas­
  ters’ bidding. The transformation process warps not 
  only a subject’s body but also their mind, making 
  them instinctively obey any yuan-ti and filling them 
  with a seething rage at the sight of non-reptilian 
  creatures.
  Although broodguards can no longer think as 
  clearly as before their transformation, they are able 
  to perform simple yet important tasks in the com­
  munity, such as guarding eggs or patrolling for in­
  truders. Yuan-ti refer to broodguards as “histachii,” 
  which means “egg-watchers.”
  Most broodguards are made from human captives 
  forced to consume a magical brew that renders 
  them helpless and unable to fight off the inevitable 
  transformation. A human transformed into a brood­
  guard loses all semblance of who they once were. 
  A broodguard is hairless and emaciated, with scaly 
  skin. They have a forked tongue, and they smell 
  faintly of rotting meat. Broodguards can speak but 
  rarely do so, preferring to communicate via snake­
  like hisses and guttural noises.
  Ma k in g  a  Br o o d g u a r d
  Yuan-ti create broodguards from captured Human­
  oids. Each subject is fed a special potion that im­
  mediately renders it incapacitated and transforms 
  it into a broodguard over the next ld6 + 6 days. A 
  subject forced to imbibe the brew can make a DC 15 
  Constitution saving throw; on a success, it takes 14 
  (4d6) poison damage and is otherwise unaffected.
  A spell such as lesser restoration or remove curse 
  can end the transformation process at any time be­
  fore it runs its course. After the process is complete, 
  only a wish spell can reverse the effect.
  Yu a n -t i Br o o d g u a r d
  Medium Monstrosity, Typically Neutral Evil
  Armor Class 14 (natural armor) 
  Hit Points 45 (7d8 + 14)
  Speed 30 ft.
  STR DEX CON INT WIS CHA
  15 (+2) 
  14 (+2) 
  14 (+2) 
  6 (-2) 
  11 (+0) 
  4 (-3)
  Saving Throws Str +4, Dex +4, Wis +2
  Skills Perception +2
  Damage Immunities poison
  Condition Immunities charmed, paralyzed, poisoned
  Senses darkvision 60 ft., passive Perception 12
  Languages Abyssal, Common, Draconic
  Challenge 2 (450 XP) 
  Proficiency Bonus +2
  Reckless. At the start of its turn, the broodguard can gain ad­
  vantage on all melee weapon attack rolls it makes during that 
  turn, but attack rolls against it have advantage until the start of 
  its next turn.
  Ac t io n s
  Multiattack. The broodguard makes one Bite attack and two 
  Claw attacks.
  Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target.
  Hit: 6 (1 d8 + 2) piercing damage.
  Claw. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. 
  Hit: 5 (1 d6 + 2) slashing damage.
  273
  CHAPTER 2 | BESTIARY
  
  Yu a n -t i Min d  Wh is pe r e r
  Mind whisperers are yuan-ti malison spellcasters 
  who enter into a pact with the serpent god Sseth, 
  the Sibilant Death. They use their abilities to con­
  vert others to their faith, increase their personal 
  power, and befuddle the minds of their enemies.
  Mind whisperers are elusive, manipulative, unpre­
  dictable, and willing to cheat or kill comrades and 
  rivals alike if doing so benefits them. The worship­
  ers of Sseth have their hands in many schemes, of­
  ten plying the middle ground between two factions, 
  and thus spend a lot of energy making sure none of 
  their allies learn of their conflicting connections. 
  Even among Sseth-worshiping communities, mind 
  whisperers are known for being self-important, 
  sneaky, and prone to flee at the first sign of trouble.
  Yu a n -t i Min d  Wh is pe r e r
  Medium Monstrosity (Warlock), Typically Neutral Evil
  Armor Class 14 (natural armor)
  Hit Points 71 (13d8 + 13)
  Speed 30 ft.
  STR DEX CON INT WIS CHA
  16 (+3) 
  14 (+2) 
  13 (+1) 
  14 (+2) 
  14 (+2) 
  16 (+3)
  Saving Throws Wis +4, Cha +5
  Skills Deception +5, Stealth +4
  Damage Immunities poison
  Condition Immunities poisoned
  Senses darkvision 120 ft., passive Perception 12
  Languages Abyssal, Common, Draconic
  Challenge 4 (1,100 XP) 
  Proficiency Bonus +2
  Devil's Sight. Magical darkness doesn’t impede the yuan-ti’s 
  darkvision.
  Magic Resistance. The yuan-ti has advantage on saving throws 
  against spells and other magical effects.
  Sseth’s Blessing. When the yuan-ti reduces an enemy to 0 hit 
  points, the yuan-ti gains 9 temporary hit points.
  Ac t io n s
  Multiattack. The yuan-ti makes two Bite attacks and one Scimi­
  tar attack, or it makes two Spectral Fangs attacks.
  Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.
  Hit: 5 (1 d4 + 3) piercing damage plus 7 (2d6) poison damage.
  Scimitar (Yuan-ti Form Only). Melee Weapon Attack: +5 to hit, 
  reach 5 ft., one target. Hit: 6 (ld6 + 3) slashing damage.
  Spectral Fangs. Ranged Spell Attack: +5 to hit, range 120 ft., one 
  target. Hit: 16 (3d8 + 3) psychic damage.
  Spellcasting (Yuan-ti Form Only). The yuan-ti casts one of the 
  following spells, requiring no material components and using 
  Charisma as the spellcasting ability (spell save DC 13):
  At will: animal friendship (snakes only), message, minor illusion, 
  prestidigitation
  3/day: suggestion
  2/day each: detect thoughts, hypnotic pattern
  Bo n u s Ac t io n s
  Change Shape. The yuan-ti transforms into a Medium snake or 
  back into its true form. Its statistics are the same in each form. 
  Any equipment it is wearing or carrying isn’t transformed. If it 
  dies, it stays in its current form.
  274
  CHAPTER 2 | BESTIARY
  
  Speed 30 ft.
  STR DEX CON INT WIS CHA
  16 (+3) 
  14 (+2) 
  13 (+1) 
  14 (+2) 
  12 (+1) 
  16 (+3)
  Saving Throws Wis +3, Cha +5
  Skills Deception +5, Stealth +4
  Damage Immunities poison
  Condition Immunities poisoned
  Senses darkvision 120 ft., passive Perception 11
  Languages Abyssal, Common, Draconic
  Challenge 4 (1,100 XP) 
  Proficiency Bonus +2
  Devil’s Sight. Magical darkness doesn’t impede the yuan-ti’s 
  darkvision.
  Magic Resistance. The yuan-ti has advantage on saving throws 
  against spells and other magical effects.
  Ac t io n s
  Multiattack. The yuan-ti makes one Constrict attack and one 
  Scimitar attack, or it makes two Spectral Fangs attacks.
  Constrict. Melee Weapon Attack: +5 to hit, reach 10 ft., one 
  target. Hit: 10 (2d6 + 3) bludgeoning damage, and the target 
  is grappled (escape DC 14) if it is a Large or smaller creature. 
  Until this grapple ends, the target is restrained. The yuan-ti can 
  constrict only one creature at a time.
  Yu a n -t i Nig h t ma r e Spe a k e r
  Nightmare speakers are yuan-ti malison priests 
  who make a pact with the Dendar the Night Serpent 
  to feed their deity the fears and nightmares of their 
  victims in exchange for power in the mortal world. 
  These priests receive nightmarish visions from Den­
  dar that they interpret as prophecies, and they then 
  use their magic and influence to make these visions 
  come true.
  Nightmare speakers revel in torturing others, 
  keeping their victims in a constant state of fear and 
  dread. They prefer to terrify rather than kill their 
  opponents. They manipulate communities for the 
  purpose of acquiring more victims and enjoy the 
  company of Undead.
  Scimitar (Yuan-ti Form Only). Melee Weapon Attack: +5 to hit, 
  reach 5 ft., one target. Hit: 6 (1 d6 + 3) slashing damage.
  Spectral Fangs. Ranged Spell Attack: +5 to hit, range 120 ft., 
  one target. Hit: 16 (3d8 + 3) necrotic damage.
  Invoke Nightmare (Recharges after a Short or Long Rest). The 
  yuan-ti taps into the nightmares of one creature it can see 
  within 60 feet of it and creates an illusory, immobile manifesta­
  tion of the creature’s deepest fears, visible only to that creature. 
  The target must make a DC 13 Intelligence saving throw. On 
  a failed save, the target takes 22 (4dl0) psychic damage and 
  is frightened of the manifestation, believing it to be real. The 
  yuan-ti must concentrate to maintain the illusion (as if concen­
  trating on a spell), which lasts for up to 1 minute and can’t be 
  harmed. The target can repeat the saving throw at the end of 
  each of its turns, ending the illusion on a success or taking 11 
  (2dl0) psychic damage on a failure.
  Spellcasting (Yuan-ti Form Only). The yuan-ti casts one of the 
  following spells, requiring no material components and using 
  Charisma as the spellcasting ability (spell save DC 13):
  At will: animal friendship (snakes only), mage hand, message, 
  prestidigitation
  3/day: suggestion 
  2/day each: darkness, fear
  Bo n u s Ac t io n s
  Change Shape. The yuan-ti transforms into a Medium snake or 
  back into its true form. Its statistics are the same in each form. 
  Any equipment it is wearing or carrying isn’t transformed. If it 
  dies, it stays in its current form.
  CHAPTER 2 | BESTIARY
  275
  
  Yu a n -t i Pit  Ma s t e r
  With snakes for arms, pit masters are yuan-ti mal­
  ison priests who have made a pact with the god 
  Merrshaulk and seek to rouse him from his slumber 
  by sacrificing Humanoids to him. They are the most 
  traditionalist yuan-ti and believe that they are best 
  equipped to achieve the goals of their people.
  Pit masters are deeply involved in yuan-ti’s long­
  term plan to take over Humanoid governments, as 
  well as in the ongoing effort to protect their cities 
  from discovery or attacks by hostiles. They oppose 
  reckless behavior and argue for a slow, cautious ap­
  proach in all matters.
  Yu a n -t i Pit  Ma s t e r
  Medium Monstrosity (Warlock), Typically Neutral Evil
  Armor Class 14 (natural armor) 
  Hit Points 88 (16d8 + 16) 
  Speed 30 ft.
  STR DEX CON INT WIS CHA
  16 (+3) 
  14 (+2) 
  13 (+1) 
  14 (+2) 
  12 (+1) 
  16 (+3)
  Saving Throws Wis +4, Cha +6
  Skills Deception +6, Stealth +5
  Damage Immunities poison
  Condition Immunities poisoned
  Senses darkvision 120 ft., passive Perception 11 
  Languages Abyssal, Common, Draconic
  Challenge 5 (1,800 XP) 
  Proficiency Bonus +3
  Devil’s Sight. Magical darkness doesn’t impede the yuan-ti’s 
  darkvision.
  Magic Resistance. The yuan-ti has advantage on saving throws 
  against spells and other magical effects.
  Ac t io n s
  Multiattack. The yuan-ti makes three Bite attacks or two Spec­
  tral Fangs attacks.
  Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. 
  Hit: 5 (1 d4 + 3) piercing damage plus 7 (2d6) poison damage.
  Spectral Fangs. Ranged Spell Attack: +6 to hit, range 120 ft., 
  one target. Hit: 16 (3d8 + 3) poison damage.
  Merrshaulk’s Slumber (1/Day). The yuan-ti targets up to five 
  creatures that it can see within 60 feet of it. Each target must 
  succeed on a DC 13 Constitution saving throw or fall into a 
  magical sleep and be unconscious for 10 minutes. A sleeping 
  target awakens if it takes damage or if someone uses an action 
  to shake or slap it awake. This magical sleep has no effect on a 
  creature immune to being charmed.
  Spellcasting (Yuan-ti Form Only). The yuan-ti casts one of the 
  following spells, requiring no material components and using 
  Charisma as the spellcasting ability (spell save DC 14):
  At will: animal friendship (snakes only), guidance, mage 
  hand, message
  3/day: suggestion
  2/day each: hold person, invisibility
  Bo n u s Ac t io n s
  Change Shape. The yuan-ti transforms into a Medium snake or 
  back into its true form. Its statistics are the same in each form. 
  Any equipment it is wearing or carrying isn’t transformed. It 
  doesn’t change form if it dies.
  -........ ■ 1 1 .............................................-
  276
  CHAPTER 2 | BESTIARY
  
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  CHAPTER 2 | BESTIARY
  
  Za r a t a n
  When a zaratan is summoned from the Ele­
  mental Plane of Earth, the ground rises up to 
  take the shape of a hulking, armored reptile. 
  A zaratan’s steps trigger shock waves severe 
  enough to level structures. It expresses its rage 
  through trumpeting calls and the occasional 
  boulder or blast of debris it spews from its 
  cavernous maw. If seriously injured, a zaratan 
  retracts its appendages to gain shelter beneath 
  its impervious shell, biding its time until it re­
  covers and can resume its march.
  Za r a t a n
  Gargantuan Elemental, Typically Neutral
  Armor Class 21 (natural armor) 
  Hit Points 307 (15d20 + 150) 
  Speed 40 ft., swim 40 ft.
  STR DEX CON INT WIS CHA 
  30 (+10) 
  10 (+0) 30 (+10) 
  2 (-4) 
  21 (+5) 
  18 (+4)
  Saving Throws Wis +12, Cha +11
  Damage Resistances cold, fire, lightning; bludgeoning, 
  piercing, and slashing from nonmagical attacks
  Damage Immunities poison
  Condition Immunities exhaustion, paralyzed, petrified, 
  poisoned, stunned
  Senses darkvision 60 ft., tremorsense 60 ft., passive Perception 15
  Languages —
  Challenge 22 (41,000 XP) 
  Proficiency Bonus +7
  Legendary Resistance (3/Day). If the zaratan fails a saving 
  throw, it can choose to succeed instead.
  Siege Monster. The elemental deals double damage to objects 
  and structures (included in Earth-Shaking Movement).
  Ac t io n s
  Multiattack. The zaratan makes one Bite attack and one 
  Stomp attack.
  Bite. Melee Weapon Attack: +17 to hit, reach 20 ft., one target. 
  Hit: 28 (4d8 + 10) force damage.
  Stomp. Melee Weapon Attack: +17 to hit, reach 20 ft., one tar­
  get. Hit: 26 (3dl0 + 10) thunder damage.
  Spit Rock. Ranged Weapon Attack: +17 to hit, range 120 ft./240 
  ft., one target. Hit: 31 (6d8 + 10) force damage.
  Spew Debris (Recharge 5-6). The zaratan exhales rocky debris 
  in a 90-foot cube. Each creature in that area must make a DC 
  25 Dexterity saving throw. A creature takes 33 (6dl0) blud­
  geoning damage on a failed save, or half as much damage on 
  a successful one. A creature that fails the save by 5 or more is 
  knocked prone.
  Earth-Shaking Movement. After moving at least 10 feet on the 
  ground, the zaratan sends a shock wave through the ground in 
  a 120-foot-radius circle centered on itself. That area becomes 
  difficult terrain for 1 minute. Each creature on the ground that 
  is concentrating must succeed on a DC 25 Constitution saving 
  throw or the creature's concentration is broken.
  The shock wave deals 100 thunder damage to all structures 
  in contact with the ground in the area. If a creature is near a 
  structure that collapses, the creature might be buried; a crea­
  ture within half the distance of the structure's height must 
  make a DC 25 Dexterity saving throw. On a failed save, the 
  creature takes 17 (5d6) bludgeoning damage, is knocked prone, 
  and is trapped in the rubble. A trapped creature is restrained, 
  requiring a successful DC 20 Strength (Athletics) check as an 
  action to escape. Another creature within 5 feet of the buried 
  creature can use its action to clear rubble and grant advantage 
  on the check. If three creatures use their actions in this way, 
  the check is an automatic success. On a successful save, the 
  creature takes half as much damage and doesn’t fall prone or 
  become trapped.
  Leg en d ar y Ac t io n s
  The zaratan can take 3 legendary actions, choosing from the 
  options below. Only one legendary action option can be used 
  at a time and only at the end of another creature's turn. The 
  zaratan regains spent legendary actions at the start of its turn.
  Stomp. The zaratan makes one Stomp attack.
  Move. The zaratan moves up to its speed.
  Spit (Costs 2 Actions). The zaratan makes one Spit Rock attack. 
  Retract (Costs 2 Actions). The zaratan retracts into its shell.
  Until it takes its Emerge action, it has resistance to all dam­
  age, and it is restrained. The next time it takes a legendary 
  action, it must take its Revitalize or Emerge action.
  Revitalize (Costs 2 Actions). The zaratan can use this option 
  only if it is retracted in its shell. It regains 52 (5d20) hit 
  points. The next time it takes a legendary action, it must take 
  its Emerge action.
  Emerge (Costs 2 Actions). The zaratan emerges from its shell 
  and makes one Spit Rock attack. It can use this option only if 
  it is retracted in its shell.
  ■ 
  ■ 
  ............. ' ,... L—. ....
  278 CHAPTER 2 | BESTIARY
  
  Za r ie l
  Once a mighty angel charged with watching the 
  tides of the Blood War, Zariel succumbed to the 
  corrupting influence of the Nine Hells and fell from 
  grace. Asmodeus admired Zariel’s passion for war 
  and offered her rulership of Avernus. She accepted 
  his offer, and he transformed her into an archdevil.
  Zariel’s rise in status came at the expense of Bel, 
  her pit fiend predecessor. Zariel and Bel hate each 
  other. To keep Bel busy and out of her sight, Zariel 
  tasks him with forging weapons, armor, and grue­
  some demon-slaying machines.
  To replenish her legions, Zariel needs the souls of 
  mortals to create lemures, which she can then pro­
  mote to higher forms of devils. She is keenly inter­
  ested in collecting souls from the greatest warriors 
  on the Material Plane. She bargains hard, and there 
  is little hope of wriggling out of a pact. However, she 
  expects the best from her servants, so she allows 
  her mortal followers to live out their lives provided 
  they continue to hone their talents to increase their 
  value. As a result, Zariel’s servants are universally 
  effective, disciplined, and dangerous.
  TYLER JACOBSON
  Za r ie l ’s La ir
  Zariel makes her lair in a basalt citadel that rises up 
  in Avernus. From nearly a mile away, one can hear 
  the screams coming from burned victims chained 
  to the stronghold’s wall—the dying remains of those 
  who failed to impress the archdevil. The stronghold, 
  covering five square miles, is surrounded by walls 
  reinforced with high turrets. Devils of all kinds 
  crawl over the structure, ensuring that no intruders 
  breach their defenses.
  La ir  Ac t io n s
  On initiative count 20 (losing initiative ties), Zariel 
  can take one of the following lair actions; she can’t 
  take the same lair action two rounds in a row:
  Fireball. Zariel casts the fireball spell.
  Infernal Illusions. Zariel casts the major image 
  spell four times, targeting different areas with it. 
  Zariel prefers to create images of intruders’ loved 
  ones being burned alive. Zariel doesn’t need to 
  concentrate on the spells, which end on initiative 
  count 20 of the next round. Each creature that 
  can see these illusions must succeed on a DC 26 
  Wisdom saving throw or become frightened of the 
  illusion for 1 minute. A frightened creature can 
  repeat the saving throw at the end of each of its 
  turns, ending the effect on itself on a success.
  CHAPTER 2 | BESTIARY
  279
  
  Reg io n al  Ef f ec t s
  The region containing Zariel’s lair is warped by 
  her magic, which creates one or more of the follow­
  ing effects:
  Hellscape. The area within 9 miles of the lair is 
  filled with screaming voices and the stench of 
  burning meat.
  Pyres. Once every 60 feet within 1 mile of the lair, 
  10-foot-high gouts of flame rise from the ground. 
  Any creature or object that touches the flame 
  takes 7 (2d6) fire damage, though it can take this 
  damage no more than once per round.
  Smoke. The area within 2 miles of the lair, but no 
  closer than 500 feet, is filled with smoke, which 
  causes the area to be heavily obscured. The 
  smoke can’t be cleared away.
  If Zariel dies, these effects fade over the course of 
  Id 10 days.
  Za r ie l
  Large Fiend (Devil), Lawful Evil
  Armor Class 21 (natural armor) 
  Hit Points 420 (29dl0 + 261) 
  Speed 50 ft., fly 150 ft.
  STR DEX CON INT WIS CHA
  27 (+8) 
  24 (+7) 
  28 (+9) 
  26 (+8) 27 (+8) 30 (+10)
  Saving Throws Int +16, Wis +16, Cha +18
  Skills Intimidation +18, Perception +16
  Damage Resistances cold, fire, radiant; bludgeoning, piercing, 
  and slashing from nonmagical attacks that aren’t silvered
  Damage Immunities necrotic, poison
  Condition Immunities charmed, exhaustion, frightened, 
  poisoned
  Senses darkvision 120 ft., passive Perception 26
  Languages all, telepathy 120 ft.
  Challenge 26 (90,000 XP) 
  Proficiency Bonus +8
  Devil's Sight. Magical darkness doesn’t impede Zariel’s 
  darkvision.
  Legendary Resistance (3/Day). If Zariel fails a saving throw, she 
  can choose to succeed instead.
  Magic Resistance. Zariel has advantage on saving throws 
  against spells and other magical effects.
  Regeneration. Zariel regains 20 hit points at the start of her 
  turn. If she takes radiant damage, this trait doesn’t function at 
  the start of her next turn. Zariel dies only if she starts her turn 
  with 0 hit points and doesn’t regenerate.
  Ac t io n s
  Multiattack. Zariel makes three Flail or Longsword attacks. She 
  can replace one attack with a use of Horrid Touch, if available.
  ■........... .  - ■- ■- ■ ------- — - -
  Cu l t is t s o f  Za r ie l
  Zariel grants special abilities to her most loyal cult­
  ists. They can gain the Ferocious Surge trait, and 
  her cult’s leaders can also gain the Infernal Tac­
  tics trait.
  Ferocious Surge (Recharges after a Short or Long Rest). When 
  this creature hits with an attack roll that isn’t a critical hit, it 
  can turn the hit into a critical hit.
  Infernal Tactics. Immediately after rolling initiative, this crea­
  ture can choose itself and up to three allies it can see if it isn’t 
  incapacitated. It can swap the initiative results of the chosen 
  creatures among them.
  .. 
  . 
  .... 
  . . 
  •: .> L. _____—
  Flail. Melee Weapon Attack: +16 to hit, reach 10 ft., one target. 
  Hit: 17 (2d8 + 8) force damage plus 36 (8d8) fire damage.
  Longsword. Melee Weapon Attack: +16 to hit, reach 10 ft., 
  one target. Hit: 17 (2d8 + 8) radiant damage, or 19 (2dl0 + 
  8) radiant damage when used with two hands, plus 36 (8d8) 
  fire damage.
  Horrid Touch (Recharge 5-6). Zariel touches one creature 
  within 10 feet of her. The target must succeed on a DC 26 Con­
  stitution saving throw or take 44 (8dl0) necrotic damage and 
  be poisoned for 1 minute. While poisoned in this way, the tar­
  get is blinded and deafened. The target can repeat the saving 
  throw at the end of each of its turns, ending the effect on itself 
  on a success.
  Spellcasting. Zariel casts one of the following spells, requiring 
  no material components and using Charisma as the spellcast­
  ing ability (spell save DC 26):
  At will: alter self (can become Medium when changing her ap­
  pearance), detect evil and good, fireball, invisibility (self only), 
  major image, wall off re
  3/day each: blade barrier, dispel evil and good,fnger of death
  Teleport. Zariel teleports, along with any equipment she is 
  wearing or carrying, up to 120 feet to an unoccupied space 
  she can see.
  Leg en d ar y Ac t io n s
  Zariel can take 3 legendary actions, choosing from the options 
  below. Only one legendary action option can be used at a time 
  and only at the end of another creature’s turn. Zariel regains 
  spent legendary actions at the start of her turn.
  Teleport. Zariel uses Teleport.
  Immolating Gaze (Costs 2 Actions). Zariel turns her magical 
  gaze toward one creature she can see within 120 feet of her 
  and commands it to burn. The target must succeed on a DC 
  26 Wisdom saving throw or take 22 (4d 10) fire damage.
  CHAPTER 2 | BESTIARY
  
  TYLER JACOBSON
  ZUGGTMOY
  The Demon Queen of Fungi, Lady of Rot and Decay, 
  Zuggtmoy is an alien creature whose only desire is 
  to infect the living with spores, transforming them 
  into her mindless servants and, eventually, into 
  decomposing hosts for the mushrooms, molds, and 
  other fungi that she spawns.
  Zuggtmoy is utterly inhuman, but she can mold 
  her fungoid form into an approximation of a bipedal 
  shape, including the skeletal-thin figure depicted 
  in grimoires and ancient art, draped and veiled in 
  mycelia and lichen. Indeed, much of her appearance 
  and manner, and that of her servants, is a mockery 
  of mortal life and its many facets.
  Zuggtmoy’s cultists often follow her unwittingly. 
  Most are fungus-infected to some degree, whether 
  through inhaling her mind-controlling spores or be­
  ing transformed to the point where flesh and fungus 
  become one. Such cultists are fungal extensions of 
  the Demon Queen’s will. Their devotion might begin 
  with the seemingly harmless promises offered by 
  exotic spores and mushrooms, but it quickly con­
  sumes them, body and soul.
  Zu g g t mo y ’s La ir
  Zuggtmoy’s principal lair is her palace on Shedak- 
  lah. It consists of two dozen immense mushrooms 
  of pale yellow and rancid brown. These massive 
  fungi are some of the largest in existence. They are 
  surrounded by a field of acidic puffballs and poison­
  ous vapors. The mushrooms are interconnected by 
  bridges of shelf fungus, and countless chambers 
  have been hollowed out inside their rubbery stalks.
  La ir  Ac t io n s
  On initiative count 20 (losing initiative ties), Zuggt­
  moy can take one of the following lair actions; she 
  can’t take the same lair action two rounds in a row:
  Rally Plants. Up to four Plant creatures that are 
  friendly to Zuggtmoy and that Zuggtmoy can see 
  can use their reactions to move up to their speed 
  and make one weapon attack.
  Summon Fungi. Zuggtmoy causes four gas spores 
  or violet fungi (both appear in the Monster Man­
  ual) to appear in unoccupied spaces that she 
  chooses within the lair. They vanish after 1 hour.
  CHAPTER 2 | BESTIARY
  
  Unleash Spores. Zuggtmoy uses either her Infesta­
  tion Spores or her Mind Control Spores, centered 
  on a mushroom or other fungus within her lair, 
  instead of on herself.
  Re g io n a l  Ef f e c t s
  The region containing Zuggtmoy’s lair is warped 
  by her magic, creating one or more of the follow­
  ing effects:
  Corrupted Nature. Within 6 miles of the lair, all 
  Wisdom (Medicine) and Wisdom (Survival) checks 
  have disadvantage.
  Fungal Infestation. Molds and fungi grow on sur­
  faces within 6 miles of the lair, even where they 
  would normally find no purchase.
  Mutating Vegetation. Vegetation within 1 mile of 
  the lair becomes infested with parasitic fungi, 
  slowly mutating as it is overwhelmed.
  If Zuggtmoy dies, these effects fade over the course 
  of IdlO days.
  Cu l t is t s o f  Zu g g t mo y
  Zuggtmoy’s cultists are primarily mindless victims 
  of her children’s strange spores. The spores burrow 
  into a victim’s brain, turning it into a fanatic servitor. 
  Each victim gains the Spore Kissed trait.
  Spore Kissed. This creature is immune to the charmed and 
  frightened conditions. In addition, if it is reduced to 0 hit 
  points, each creature within 10 feet of it takes poison damage 
  equal to its number of Hit Dice.
  Zu g g t mo y
  Large Fiend (Demon), Chaotic Evil
  Armor Class 18 (natural armor) 
  Hit Points 304 (32dl0 + 128) 
  Speed 30 ft.
  STR DEX CON INT WIS CHA
  22 (+6) 
  15 (+2) 
  18 (4-4) 
  20 (+5) 
  19 (4-4) 
  24 (+7)
  Saving Throws Dex 4-9, Con 4-11, Wis 4-11
  Skills Perception 4-11
  Damage Resistances cold, fire, lightning
  Damage Immunities poison; bludgeoning, piercing, and 
  slashing that is nonmagical
  Condition Immunities charmed, exhaustion, frightened, 
  poisoned
  Senses truesight 120 ft., passive Perception 21
  Languages all, telepathy 120 ft.
  Challenge 23 (50,000 XP) 
  Proficiency Bonus 4-7
  Legendary Resistance (3/Day). If Zuggtmoy fails a saving throw, 
  she can choose to succeed instead.
  Magic Resistance. Zuggtmoy has advantage on saving throws 
  against spells and other magical effects.
  Ac t io n s________________________________
  Multiattack. Zuggtmoy makes three Pseudopod attacks.
  Pseudopod. Melee Weapon Attack: 4-13 to hit, reach 10 ft., 
  one target. Hit: 15 (2d8 4- 6) force damage plus 9 (2d8) poi­
  son damage.
  Spellcasting. Zuggtmoy casts one of the following spells, re­
  quiring no material components and using Charisma as the 
  spellcasting ability (spell save DC 22):
  At will: detect magic, locate animals or plants 
  3/day each: dispel magic, entangle, plant growth 
  1/day each: etherealness, teleport
  Bo n u s Ac t io n s
  Infestation Spores (3/Day). Zuggtmoy releases spores that 
  burst out in a cloud that fills a 20-foot-radius sphere centered 
  on her, and it lingers for 1 minute. Any creature in the cloud 
  when it appears, or that enters it later, must make a DC 19 
  Constitution saving throw. On a successful save, the creature 
  can’t be infected by these spores for 24 hours. On a failed 
  save, the creature is infected with a disease called the spores of 
  Zuggtmoy, which lasts until the creature is cured of the disease 
  or dies. While infected in this way, the creature can’t be rein­
  fected, and it must repeat the saving throw at the end of every 
  24 hours, ending the infection on a success. On a failure, the 
  infected creature’s body is slowly taken over by fungal growth, 
  and after three such failed saves, the creature dies and is rean­
  imated as a spore servant if it’s a type of creature that can be 
  (see the “Myconids” section in the Monster Manual).
  Mind Control Spores (Recharge 5-6). Zuggtmoy releases 
  spores that burst out in a cloud that fills a 20-foot-radius 
  sphere centered on her, and it lingers for 1 minute. Humanoids 
  and Beasts in the cloud when it appears, or that enter it later, 
  must make a DC 19 Wisdom saving throw. On a successful 
  save, a creature can’t be infected by these spores for 24 hours. 
  On a failed save, the creature is infected with a disease called 
  the influence of Zuggtmoy for 24 hours. While infected in this 
  way, the creature is charmed by her and can’t be reinfected by 
  these spores.
  Reac t io n s
  Protective Thrall. When Zuggtmoy is hit by an attack roll, one 
  creature within 10 feet of her that is charmed by her is hit by 
  the attack instead.
  Leg en d ar y Ac t io n s
  Zuggtmoy can take 3 legendary actions, choosing from the op­
  tions below. Only one legendary action option can be used at a 
  time and only at the end of another creature’s turn. Zuggtmoy 
  regains spent legendary actions at the start of her turn.
  Attack. Zuggtmoy makes one Pseudopod attack.
  Exert Will. One creature charmed by Zuggtmoy that she can 
  see must use its reaction, if available, to move up to its speed 
  as she directs or to make one weapon attack against a target 
  that she designates.
  282 CHAPTER 2 | BESTIARY
  
  APPENDIX
  Mo n s t e r  Lis t s
  St a t  Bl o c k s b y Cr e a t u r e Ty pe
  Aber r at io n s
  Balhannoth, 55
  Berbalang, 61
  Choker, 76
  Cranium rat, 83
  Death kiss, 85
  Derro, 91
  Derro savant, 92
  Elder brain, 120
  Gauth, 133
  Gazer, 134
  Mindwitness, 181
  Morkoth, 186
  Neogi, 192
  Neogi hatchling, 191
  Neogi master, 192
  Neothelid, 193
  Star spawn grue, 227
  Star spawn hulk, 227
  Star spawn larva mage, 228
  Star spawn mangier, 229
  Star spawn seer, 230
  Swarm of cranium rats, 83
  Ulitharid, 249
  Beas t s
  Aurochs, 71
  Brontosaurus, 95
  Deep rothe, 71
  Deinonychus, 95
  Dimetrodon, 95
  Dolphin, 97
  Hadrosaurus, 96
  Ox, 72
  Quetzalcoatlus, 96
  Stegosaurus, 96
  Swarm of rot grubs, 237
  Velociraptor, 96
  Cel es t ial s
  Ki-rin, 162
  Co n s t r u c t s
  Cadaver collector, 68
  Clockwork bronze scout, 79
  Clockwork iron cobra, 79
  Clockwork oaken bolter, 80
  Clockwork stone 
  defender, 80
  Duergar hammerer, 112
  Duergar screamer, 112
  Hellfire engine, 152
  Marut, 173
  Retriever, 209
  Steel predator, 232
  Stone cursed, 233
  Dr ag o n s
  Guard drake, 151
  Kobold dragonshield, 163
  El emen t al s
  Air elemental 
  myrmidon, 122 
  Earth elemental 
  myrmidon, 122
  Elder tempest, 121
  Fire elemental 
  myrmidon, 123 
  Firenewt warlock
  of Imix, 125
  Firenewt warrior, 125
  Flail snail, 126
  Frost salamander, 132
  Leviathan, 171
  Phoenix, 206
  Water elemental 
  myrmidon, 123
  Zaratan, 278
  Fey
  Annis hag, 47
  Autumn eladrin, 115
  Bheur hag, 62
  Boggle, 65
  Darkling, 84
  Darkling elder, 84
  Dolphin delighter, 97
  Hobgoblin devastator, 153
  Hobgoblin iron shadow, 154
  Korred, 166
  Meenlock, 178
  Nilbog, 195
  Quickling, 207
  Redcap, 208
  Spring eladrin, 116
  Summer eladrin, 116
  Winter eladrin, 117
  Yeth hound, 271
  Fien d s
  Alkilith, 44 
  Amnizu, 46 
  Armanite, 50 
  Babau, 52 
  Bael, 54 
  Baphomet, 58 
  Barghest, 60 
  Black abishai, 38 
  Blue abishai, 39 
  Bulezau, 67 
  Canoloth, 69 
  Demogorgon, 90 
  Dhergoloth, 94 
  Draegloth, 98 
  Dybbuk, 113 
  Flind, 127 
  Fraz-Urb’luu, 129 
  Geryon, 136 
  Graz’zt, 148 
  Green abishai, 40 
  Howler, 155 
  Hutijin, 157 
  Hydroloth, 158 
  Juiblex, 160 
  Maurezhi, 175 
  Maw demon, 176 
  Merregon, 179 
  Merrenoloth, 180 
  Moloch, 183 
  Molydeus, 184 
  Nabassu, 188 
  Narzugon, 190 
  Nupperibo, 196 
  Oinoloth, 202 
  Orcus, 204 
  Orthon, 205 
  Red abishai, 40 
  Rutterkin, 210 
  Shoosuva, 216 
  Sibriex, 217 
  Stench kow, 72 
  Tanarukk, 240 
  Titivilus, 242 
  Vargouille, 251 
  Wastrilith, 258 
  White abishai, 41 
  Yagnoloth, 268 
  Yeenoghu,270 
  Zariel, 280 
  Zuggtmoy, 282
  Gian t s
  Cloud giant smiling one, 81
  Dire troll, 246
  Fire giant dreadnought, 124
  Frost giant everlast­
  ing one, 131
  Mouth of Grolantor, 187
  Ogre battering ram, 200
  Ogre bolt launcher, 200
  Ogre chain brute, 201
  Ogre howdah, 201
  Rot troll, 247
  Spirit troll, 247
  Stone giant dream­
  walker, 234
  Storm giant quint- 
  essent, 235
  Venom troll, 248
  Hu man o id s
  Abjurer wizard, 260
  Apprentice wizard, 259
  Archdruid, 48
  Archer, 49
  Bard, 59
  Blackguard, 63
  Champion, 74
  Conjurer wizard, 260
  Diviner wizard, 261
  Drow arachnomancer, 99
  Drow favored consort, 100
  Drow house captain, 101
  Drow inquisitor, 102
  Drow matron mother, 104
  Drow shadowblade, 105
  Duergar despot, 107
  Duergar kavalrachni, 107
  Duergar mind master, 108
  Duergar soulblade, 109
  Duergar stone guard, 110
  Duergar warlord, 111
  Duergar xarrorn, 111
  Enchanter wizard, 261
  Evoker wizard, 262
  Giff, 138
  Githyanki gish, 140
  Githyanki kith’rak, 140
  Githyanki supreme com­
  mander, 141
  Githzerai anarch, 142
  APPENDIX | MONSTER LISTS
  
  Githzerai enlightened, 143
  Grung, 149
  Grung elite warrior, 150
  Grung wildling, 150
  Illusionist wizard, 263
  Kobold inventor, 164
  Kobold scale sorcerer, 165
  Martial arts adept, 172
  Master thief, 174
  Necromancer wizard, 264
  Shadar-kai gloom
  weaver, 213
  Shadar-kai shadow
  dancer, 213
  Shadar-kai soul monger, 214
  Swashbuckler, 238
  Tortle, 244
  Tortle druid, 244
  Transmuter wizard, 265
  War priest, 254
  Warlock of the Archfey, 255
  Warlock of the Fiend, 255
  Warlock of the Great
  Old One, 256
  Warlord, 257
  Mo n s t r o s it ies
  Adult kruthik, 169
  Angry sorrowsworn, 222
  Astral dreadnought, 51
  Banderhobb, 56
  Catoblepas, 70
  Cave fisher, 73
  Chitine, 75
  Choldrith, 77
  Deep scion, 88
  Female steeder, 231
  Froghemoth, 130
  Giant strider, 137
  Girallon, 139
  Gnoll flesh gnawer, 144
  Gnoll hunter, 144
  Gray render, 146
  Hungry sorrowsworn, 223
  Kraken priest, 167
  Kruthik hive lord, 169
  Leucrotta, 170
  Lonely sorrowsworn, 223
  Lost sorrowsworn, 224
  Male steeder, 231
  Meazel, 177
  Nagpa, 189
  Sea spawn, 211
  Shadow mastiff, 215
  Shadow mastiff alpha, 215
  Skulk, 219
  Tlincalli, 243
  Trapper, 245
  Wretched sorrowsworn, 224
  Xvart, 267
  Xvart warlock of
  Raxivort, 267
  Young kruthik, 168
  Yuan-ti anathema, 272
  Yuan-ti broodguard, 273
  Yuan-ti mind whisperer, 274
  Yuan-ti nightmare
  speaker, 275
  Yuan-ti pit master, 276
  Oo zes
  Adult oblex, 198
  Elder oblex, 199
  Oblex spawn, 197
  Slithering tracker, 221
  Pl an t s
  Corpse flower, 82
  Thorny vegepygmy, 253
  Vegepygmy, 252
  Vegepygmy chief, 253
  Wood woad, 266
  Un d ead
  Alhoon, 43
  Allip, 45
  Bodak, 64
  Boneclaw, 66
  Deathlock, 86
  Deathlock mastermind, 87
  Deathlock wight, 87
  Devourer, 93
  Eidolon, 114
  Gnoll witherling, 145
  Nightwalker, 194
  Skull lord, 220
  Spawn of Kyuss, 225
  Sword wraith com­
  mander, 239
  Sword wraith warrior, 239
  Vampiric mist, 250
  St a t  Bl o c k s b y  Ch a l l e n g e Ra t in g
  Ch al l en g e o
  Cranium rat, 83
  Ch al l en g e i/8
  Boggle, 65
  Dolphin, 97
  Neogi hatchling, 191
  Xvart, 267
  Young kruthik, 168
  Ch al l en g e 1/4
  Apprentice wizard, 259
  Deep rothd, 71
  Derro, 91
  Dimetrodon, 95
  Gnoll witherling, 145
  Grung, 149
  Hadrosaurus, 96
  Kobold inventor, 164
  Male steeder, 231
  Oblex spawn, 197
  Ox, 72
  Star spawn grue, 227
  Tortle, 244
  Wretched sorrowsworn, 224
  Vegepygmy, 252
  Velociraptor, 96
  Ch al l en g e 1/2
  Chitine, 75
  Darkling, 84
  Firenewt warrior, 125
  Gazer, 134
  Gnoll hunter, 144
  Nupperibo, 196
  Skulk, 219
  Stench kow, 72
  Swarm of rot grubs, 237
  Ch al l en g e 1
  Choker, 76
  Clockwork bronze scout, 79
  Deinonychus, 95
  Duergar soulblade, 109
  Female steeder, 231
  Firenewt warlock
  of Imix, 125
  Giant strider, 137
  Gnoll flesh gnawer, 144
  Grung wildling, 150
  Kobold dragonshield, 163
  Kobold scale sorcerer, 165
  Maw demon, 176
  Meazel, 177
  Nilbog, 195
  Quickling, 207
  Sea spawn, 211
  Stone cursed, 233
  Thorny vegepygmy, 253
  Vargouille, 251
  Xvart warlock of
  Raxivort, 267
  Ch al l en g e 2
  Adult kruthik, 169
  Aurochs, 71
  Bard, 59
  Berbalang, 61
  Darkling elder, 84
  Duergar hammerer, 112
  Duergar kavalrachni, 107
  Duergar mind master, 108
  Duergar stone guard, 110
  Duergar xarrorn, 111
  Grung elite warrior, 150
  Guard drake, 151
  Hobgoblin iron shadow, 154
  Meenlock, 178
  Ogre bolt launcher, 200
  Ogre howdah, 201
  Quetzalcoatlus, 96
  Rutterkin, 210
  Shadow mastiff, 215
  Tortle druid, 244
  Vegepygmy chief, 253
  Yuan-ti broodguard, 273
  Ch al l en g e 3
  Archer, 49
  Bulezau, 67
  Cave fisher, 73
  Choldrith, 77
  Deathlock wight, 87
  Deep scion, 88
  Derro savant, 92
  Dolphin delighter, 97
  Duergar screamer, 112
  Flail snail, 126
  Giff, 138
  Illusionist wizard, 263
  Leucrotta, 170
  Martial arts adept, 172
  Merrenoloth, 180
  Neogi, 192
  Ogre chain brute, 201
  Redcap, 208
  Shadow mastiff alpha, 215
  Slithering tracker, 221
  Swashbuckler, 238
  284 APPENDIX I mo n s t e r  l is t s
  
  Sword wraith warrior, 239
  Trapper, 245
  Vampiric mist, 250
  Ch al l en g e 4
  Babau, 52
  Barghest, 60
  Clockwork iron cobra, 79
  Clockwork stone
  defender, 80
  Deathlock, 86
  Dybbuk, 113
  Girallon, 139
  Hobgoblin devastator, 153
  Merregon, 179
  Neogi master, 192
  Ogre battering ram, 200
  Stegosaurus, 96
  Warlock of the Archfey, 255
  Yeth hound, 271
  Yuan-ti mind whisperer, 274
  Yuan-ti nightmare
  speaker, 275
  Ch al l en g e 5
  Adult oblex, 198
  Allip, 45
  Banderhobb, 56
  Brontosaurus, 95
  Catoblepas, 70
  Clockwork oaken bolter, 80
  Enchanter wizard, 261
  Kraken priest, 167
  Kruthik hive lord, 169
  Master thief, 174
  Mindwitness, 181
  Spawn of Kyuss, 225
  Star spawn mangier, 229
  Swarm of cranium rats, 83
  Tanarukk, 240
  Tlincalli, 243
  Transmuter wizard, 265
  Wood woad, 266
  Yuan-ti pit master, 276
  Ch al l en g e 6
  Annis hag, 47
  Bodak, 64
  Conjurer wizard, 260
  Duergar warlord, 111
  Cauth, 133
  Mouth of Grolantor, 187
  Warlock of the Great
  Old One, 256
  White abishai, 41
  Ch al l en g e 7
  Air elemental 
  myrmidon, 122
  Armanite, 50
  Bheur hag, 62
  Black abishai, 38
  Dhergoloth, 94
  Draegloth, 98
  Earth elemental 
  myrmidon, 122
  Fire elemental 
  myrmidon, 123
  Korred, 166
  Lost sorrowsworn, 224
  Maurezhi, 175
  Shadar-kai shadow 
  dancer, 213
  Venom troll, 248
  Warlock of the Fiend, 255
  Water elemental 
  myrmidon, 123
  Ch al l en g e 8
  Blackguard, 63
  Canoloth, 69
  Corpse flower, 82
  Deathlock mastermind, 87
  Diviner wizard, 261
  Howler, 155
  Shoosuva, 216
  Sword wraith com­
  mander, 239
  Ch al l en g e 9
  Abjurer wizard, 260
  Champion, 74
  Drow house captain, 101
  Evoker wizard, 262
  Flind, 127
  Frost salamander, 132
  Hydroloth, 158
  Lonely sorrowsworn, 223
  Necromancer wizard, 264
  Rot troll, 247
  Shadar-kai gloom 
  weaver, 213
  Ulitharid, 249
  War priest, 254
  Ch al l en g e 10
  Alhoon, 43
  Autumn eladrin, 115
  Death kiss, 85
  Elder oblex, 199
  Froghemoth, 130
  Githyanki gish, 140
  Githzerai enlightened, 143
  Orthon, 205
  Spring eladrin, 116
  Star spawn hulk, 227
  Stone giant dream­
  walker, 234
  Summer eladrin, 116
  Winter eladrin, 117
  Ch al l en g e 11
  Alkilith, 44
  Balhannoth, 55
  Cloud giant smiling one, 81
  Drow shadowblade, 105
  Hungry sorrowsworn, 223
  Morkoth, 186
  Shadar-kai soul monger, 214
  Spirit troll, 247
  Yagnoloth, 268
  Ch al l en g e 12
  Archdruid, 48
  Boneclaw, 66
  Duergar despot, 107
  Eidolon, 114
  Frost giant everlast­
  ing one, 131
  Githyanki kith’rak, 140
  Gray render, 146
  Ki-rin, 162
  Oinoloth, 202
  Warlord, 257
  Yuan-ti anathema, 272
  Ch al l en g e 13
  Angry sorrowsworn, 222
  Devourer, 93
  Dire troll, 246
  Drow arachnomancer, 99
  Narzugon, 190
  Neothelid, 193
  Star spawn seer, 230
  Wastrilith, 258
  Ch al l en g e 14
  Cadaver collector, 68
  Drow inquisitor, 102
  Elder brain, 120
  Fire giant dreadnought, 124
  Githyanki supreme com­
  mander, 141
  Retriever, 209
  Ch al l en g e 15
  Green abishai, 40
  Nabassu, 188
  Skull lord, 220
  Ch al l en g e 16
  Githzerai anarch, 142
  Hellfire engine, 152
  Phoenix, 206
  Star spawn larva mage, 228
  Steel predator, 232
  Storm giant quint-
  essent, 235
  Titivilus, 242
  Ch al l en g e 17
  Blue abishai, 39
  Nagpa, 189
  Ch al l en g e 18
  Amnizu, 46
  Drow favored consort, 100
  Sibriex, 217
  Ch al l en g e 19
  Bael, 54
  Red abishai, 40
  Ch al l en g e 20
  Drow matron mother, 104
  Leviathan, 171
  Nightwalker, 194
  Ch al l en g e 21
  Astral dreadnought, 51
  Hutijin, 157
  Moloch, 183
  Molydeus, 184
  Ch al l en g e 22
  Geryon, 136
  Zaratan, 278
  Ch al l en g e 23
  Baphomet, 58
  Elder tempest, 121
  Fraz-Urb’luu, 129 
  juiblex, 160 
  Zuggtmoy, 282
  Ch al l en g e 24
  Graz’zt, 148
  Yeenoghu,270
  Ch al l en g e 25
  Marut, 173
  Ch al l en g e 26
  Demogorgon, 90
  Orcus, 204
  Zariel, 280
  APPENDIX | MONSTER LISTS 285
  
  St a t  Bl o c k s b y  En v ir o n me n t
  Arctic Creatures
  CR
  Creatures
  cr
  Creatures
  5
  Kruthik hive lord, spawn of Kyuss, tlincalli, yuan-ti
  1/4
  Gnoll witherling
  pit master
  1/2
  Gnoll hunter
  7
  Lost sorrowsworn, warlock of the Fiend
  1
  Gnoll flesh gnawer
  8
  Howler
  2
  Guard drake
  9
  Champion, lonely sorrowsworn, necromancer wiz­
  3
  Vampiric mist
  ard, rot troll, war priest
  4
  Warlock of the Archfey
  10
  Githyanki gish, githzerai enlightened, orthon,
  6
  Warlock of the Great Old One
  summer eladrin
  7
  Bheur hag, lost sorrowsworn, warlock of the Fiend
  12
  Boneclaw, eidolon, githyanki kith’rak, ki-rin, oino-
  9
  Frost salamander
  loth, yuan-ti anathema
  10
  Winter eladrin
  14
  Githyanki supreme commander, retriever
  12
  Boneclaw
  15
  Skull lord
  13
  Dire troll
  16
  Phoenix, storm giant quintessent
  20
  Nightwalker
  17
  Nagpa
  23
  Elder tempest
  20
  Nightwalker
  22
  Zaratan
  Coastal Creatures
  cr
  Creatures
  Forest Creatures
  1/8
  Dolphin
  cr
  Creatures
  1/4
  Dimetrodon, tortle
  1/8
  Boggle
  1/2
  Skulk
  1/4
  Gnoll witherling, grung, kobold inventor, vege-
  1
  Sea spawn
  pygmy, velociraptor
  2
  Quetzalcoatlus, tortle druid
  1/2
  Darkling, gnoll hunter, skulk
  3
  Deep scion, dolphin delighter, merrenoloth,
  1
  Choker, clockwork bronze scout, deinonychus,
  swashbuckler, vampiric mist
  gnoll flesh gnawer, grung wildling, kobold drag­
  5
  Kraken priest
  onshield, kobold scale sorcerer, meazel, nilbog,
  8
  Canoloth, shoosuva
  quickling, thorny vegepygmy
  9
  Flind, lonely sorrowsworn
  2
  Darkling elder, grung elite warrior, guard drake,
  hobgoblin iron shadow, meenlock, shadow mas-
  10
  Stone giant dreamwalker
  tiff, vegepygmy chief, yuan-ti broodguard
  11
  Balhannoth, morkoth, spirit troll
  3
  Archer, flail snail, redcap, shadow mastiff alpha,
  12
  Eidolon, frost giant everlasting one, ki-rin
  vampiric mist
  13
  Wastrilith
  4
  Barghest, clockwork iron cobra, clockwork stone
  16
  Storm giant quintessent
  defender, girallon, hobgoblin devastator, stego­
  17
  Blue abishai, nagpa
  saurus, warlock of the Archfey, yeth hound, yuan-ti
  20
  Leviathan
  mind whisperer, yuan-ti nightmare speaker
  23
  Elder tempest
  5
  Brontosaurus, clockwork oaken bolter, wood
  woad, yuan-ti pit master
  Desert Creatures
  7
  Korred, lost sorrowsworn, shadar-kai shadow
  cr
  Creatures
  dancer, venom troll
  1/8
  Young kruthik
  8
  Corpse flower, shoosuva
  1/2
  Firenewt warrior
  9
  Flind, rot troll
  1
  Meazel, stone cursed, vargouille
  10
  Autumn eladrin, spring eladrin, summer eladrin,
  2
  Adult kruthik, berbalang, guard drake, yuan-ti
  winter eladrin
  broodguard
  11
  Hungry sorrowsworn, spirit troll
  3
  Leucrotta
  12
  Archdruid, eidolon, gray render, yuan-ti anathema
  4
  Dybbuk, yuan-ti mind whisperer, yuan-ti night­
  13
  Dire troll
  mare speaker
  14
  Retriever
  17
  Nagpa
  22
  Zaratan
  286 APPENDIX | MONSTER LISTS
  
  Grassland Creatures
  CR Creatures
  1/4 
  Gnoll witherling, hadrosaurus, ox, velociraptor
  1/2 
  Gnoll hunter, stench kow
  Clockwork bronze scout, deinonychus, gnoll flesh 
  gnawer, meazel
  2 
  Aurochs, hobgoblin iron shadow, ogre bolt 
  launcher, ogre howdah
  3 
  Leucrotta, ogre chain brute, sword wraith warrior, 
  vampiric mist
  4 
  Barghest, clockwork iron cobra, clockwork stone 
  defender, hobgoblin devastator, ogre battering 
  ram, stegosaurus, yeth hound
  5 
  Brontosaurus, clockwork oaken bolter
  6 
  Mouth of Grolantor
  8 
  Howler, shoosuva, sword wraith commander
  9 
  Flind
  10 
  Spring eladrin
  12 
  Eidolon, ki-rin
  14 
  Cadaver collector
  22 
  Zaratan
  23 
  Elder tempest
  Hill Creatures
  CR Creatures
  1/8 
  Boggle, neogi hatchling, xvart
  1/4 
  Gnoll witherling, kobold inventor
  1/2 Firenewt warrior, gnoll hunter
  1 
  Clockwork bronze scout, deinonychus, firenewt 
  warlock of Imix, giant strider, gnoll flesh gnawer, 
  kobold dragonshield, kobold scale sorcerer, mea­
  zel, nilbog, xvart warlock of Raxivort
  2 
  Aurochs, hobgoblin Iron Shadow, ogre bolt 
  launcher, ogre howdah, quetzalcoatlus, shadow 
  mastiff
  3 
  Neogi, ogre chain brute, redcap, shadow mastiff 
  alpha
  4 
  Barghest, clockwork iron cobra, clockwork stone 
  defender, hobgoblin devastator, neogi master, 
  ogre battering ram, yeth hound
  5 
  Clockwork oaken bolter, tanarukk
  6 
  Annis hag, mouth of Grolantor, warlock of the 
  Great Old One
  8 
  Howler, shoosuva
  9 
  Flind
  10 
  Stone giant dreamwalker
  12 
  Gray render
  13 
  Dire troll
  22 
  Zaratan
  23 
  Elder tempest
  Mountain Creatures
  CR Creatures
  1/8 
  Young kruthik
  1/4 
  Derro, kobold inventor, star spawn grue
  1/2 Firenewt warrior
  1 
  Clockwork bronze scout, choker, duergar 
  soulblade, firenewt warlock of Imix, giant strider, 
  kobold dragonshield, kobold scale sorcerer, mea­
  zel, stone cursed
  2 
  Adult kruthik, aurochs, duergar hammerer, du­
  ergar kavalrachni, duergar mind master, duergar 
  stone guard, duergar xarrorn, guard drake, ogre 
  bolt launcher, ogre howdah, quetzalcoatlus
  3 
  Duergar screamer, ogre chain brute, vampiric 
  mist
  4 
  Barghest, clockwork iron cobra, clockwork stone 
  defender, ogre battering ram, warlock of the 
  Archfey
  5 
  Clockwork oaken bolter, kruthik hive lord, 
  tanarukk
  6 
  Annis hag, duergar warlord, warlock of the Great
  Old One
  7 
  Lost sorrowsworn
  9 
  Lonely sorrowsworn
  10 
  Githyanki gish, githzerai enlightened, stone giant
  dreamwalker
  11 
  Balhannoth, cloud giant smiling one
  12 
  Archdruid, duergar despot, eidolon, githyanki 
  kith’rak, ki-rin
  13 
  Dire troll, star spawn seer
  14 
  Fire giant dreadnought, githyanki supreme com­
  mander
  16 
  Phoenix, star spawn larva mage, storm giant 
  quintessent
  19 
  Red abishai
  22 
  Zaratan
  23 
  Elder tempest
  Swamp Creatures
  CR Creatures
  1/4 Dimetrodon, hadrosaurus, oblex spawn, star 
  spawn grue, vegepygmy, wretched sorrowsworn
  1/2 Darkling, skulk, swarm of rot grubs
  1 
  Meazel, vargouille, thorny vegepygmy
  2 
  Darkling elder, guard drake, meenlock, shadow 
  mastiff, vegepygmy chief
  3 
  Flail snail, redcap, shadow mastiff alpha, sword 
  wraith warrior, vampiric mist
  4 
  Warlock of the Archfey
  5 
  Adult oblex, allip, catoblepas
  6 
  Bodak
  7 
  Lost sorrowsworn, maurezhi, venom troll
  8 
  Corpse flower
  APPENDIX | MONSTER LISTS
  
  CR Creatures
  9 
  Rot troll
  10 
  Elder oblex, froghemoth, sword wraith com­
  mander
  11 
  Spirit troll
  12 
  Archdruid
  13 
  Star spawn seer, wastrilith
  15 
  Nabassu, skull lord
  17 
  Nagpa
  20 Nightwalker
  Un d er d ar k Cr eat u r es
  CR Creatures
  0 
  Cranium rat
  1/8 
  Boggle, neogi hatchling, xvart, young kruthik
  1/4 Deep rothe, derro, kobold inventor, male steeder, 
  oblex spawn, wretched sorrowsworn
  1/2 Chitine, darkling, firenewt warrior, gazer, skulk, 
  swarm of rot grubs
  1 
  Choker, duergar soulblade, female steeder, 
  firenewt warlock of Imix, giant Strider, kobold 
  dragonshield, kobold scale sorcerer, maw de­
  mon, meazel, nilbog, vargouille, xvart warlock of 
  Raxivort
  2 
  Adult kruthik, darkling elder, duergar hammerer, 
  duergar kavalrachni, duergar mind master, du­
  ergar stone guard, duergar xarrorn, guard drake, 
  yuan-ti broodguard
  3 
  Cave fisher, choldrith, derro savant, duergar 
  screamer, flail snail, neogi, slithering tracker, 
  trapper, vampiric mist
  4 
  Babau, barghest, neogi master, yuan-ti mind 
  whisperer, yuan-ti nightmare speaker
  5 
  Adult oblex, kruthik hive lord, mindwitness, 
  spawn of Kyuss, swarm of cranium rats, tanarukk, 
  yuan-ti pit master
  6 
  Bodak, duergar warlord, gauth, warlock of the 
  Great Old One
  7 
  Armanite, dhergoloth, draegloth, lost sorrow- 
  sworn, shadow dancer, venom troll, warlock of 
  the Fiend
  8 
  Blackguard, canoloth, howler
  9 
  Drow house captain, shadar-kai gloom weaver,
  lonely sorrowsworn, rot troll, ulitharid
  10 
  Alhoon, death kiss, elder oblex, froghemoth, 
  orthon
  11 
  Alkilith, balhannoth, drow shadowblade, hungry 
  sorrowsworn, shadar-kai soul monger, spirit troll
  12 
  Duergar despot, oinoloth, yuan-ti anathema
  13 
  Angry sorrowsworn, devourer, dire troll, drow 
  arachnomancer, neothelid, wastrilith
  14 
  Drow inquisitor, elder brain, fire giant dread­
  nought, retriever
  CR Creatures
  15 
  Nabassu, skull lord
  17 
  Nagpa
  18 
  Drow favored consort, sibriex
  20 
  Drow matron mother, nightwalker
  22 Zaratan
  Un d er w at er  Cr eat u r es
  CR 
  Creatures
  1/8 
  Dolphin
  1 
  Sea spawn
  3 
  Deep scion, dolphin delighter
  5 
  Kraken priest
  11 
  Morkoth
  12 
  Archdruid
  13 
  Wastrilith
  16 
  Storm giant quintessent
  20 
  Leviathan
  Ur ban Cr eat u r es
  CR 
  Creatures
  0 
  Cranium rat
  1/8 
  Boggle
  1/4 Apprentice wizard, kobold inventor, oblex spawn, 
  ox, wretched sorrowsworn
  1/2 Darkling, skulk, stench kow
  1 
  Kobold scale sorcerer, meazel, stone cursed
  2 
  Bard, darkling elder, guard drake, meenlock
  3 
  Archer, giff, illusionist wizard, martial arts adept, 
  slithering tracker, swashbuckler, vampiric mist
  4 
  Babau, deathlock, dybbuk, warlock of the Archfey 
  5 Adult oblex, allip, banderhobb, enchanter wizard, 
  master thief, swarm of cranium rats, transmuter 
  wizard
  6 
  Bodak, conjurer wizard, warlock of the Great Old 
  One, white abishai
  7 
  Black abishai, lost sorrowsworn, maurezhi, sha­
  dar-kai shadow dancer, warlock of the Fiend
  8 
  Blackguard, canoloth, corpse flower, deathlock 
  mastermind, diviner wizard
  9 
  Abjurer wizard, champion, evoker wizard, lonely 
  sorrowsworn, necromancer wizard, shadar-kai 
  gloom weaver, war priest
  10 
  Elder oblex, githyanki gish, githzerai enlightened, 
  orthon
  11 
  Alkilith, hungry sorrowsworn, shadar-kai soul 
  monger, yagnoloth
  12 
  Boneclaw, eidolon, githyanki kith’rak, warlord
  13 
  Angry sorrowsworn, star spawn seer
  14 
  Githyanki supreme commander
  15 
  Green abishai, nabassu
  16 
  Steel predator
  17 
  Blue abishai, nagpa
  19 
  Red abishai
  288 APPENDIX | MONSTER LISTS
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/Monster books/Monsters of the Multiverse (HQ) (BW).pdf