(Kobold Press) Tome of Beasts 3
(Kobold Press) Tome of Beasts 3
Credits
Lead Designers: Benjamin L. Eastman, Scott Gable, Additional Development and Editing: Wolfgang Baur,
Basheer Ghouse, Richard Green, Jeff Lee, Kelly Pawlik, Jeff Lee, and Thomas M. Reid
Sebastian Rombach, Brian Suskind, Mike Welham Playtest Coordinator: Ben McFarland
Designers: Eytan Bernstein, Celeste Conowitch, Robert Cover Artist: Chris Rallis
Fairbanks, Jeremy Hochhalter, Christopher Lockey, Sarah
Limited Edition Cover Artist: Addison Rankin
Madsen, Ben McFarland, Jonathan Miley, Chelsea "Dot"
Steverson Interior Artists: Miguel Regodón Harkness, Michael
Jaecks, Marcel Mercado, William O'Brien, Ian Perks, Roberto
Guest Designers: Jim “WebDM” Davis (Hinderling), Jeff Pitturru, Kiki Moch Rizki, Egil Thompson, Joe Slucher,
Grubb (Scarsupial, Void Constructor), Luke and Miriam Gygax Florian Stitz, Bryan Syme, Eva Widermann
(Haakjir), “Dungeon Dudes” Kelly Mclaughlin and Monty
Martin (The Flesh), Danny Quach (Starving Specter), Mike Graphic Designer: Marc Radle
“Slyflourish” Shea (Black Sun Ogre), Ted “Nerdimmersion”
KOBOLD WARRENS
Sikora (Jeholopterus, Samurai Crab), Gail Simone (Relentless
Hound), B. Dave Walters (Scintillating Ooze) Publisher: Wolfgang Baur
Director of Operations: T. Alexander Stangroom
Backer Designers: Justin Biolo, Dan Cappabianca, Kevin
Costantino, Andy Dempz, Florian Derudder, Eric Dimond, Editorial Director: Thomas M. Reid
George F., Joey Fici, Geoff Hancock, Dusty Harrell, Marius Director of Digital Growth: Blaine McNutt
Hofbauer, Conrad Keene, Wesley Kenton, Brady King, Matthew
King, Zakkai Lovering‑French, Mike M., Tio Migue, Tom Art Director: Marc Radle
Miskey, DM Ninetoes, Mike Rehm, Joel Russ, Garrett “Kotou” Art Department: Marc Radle, Amber Seger
Scherff, Joshua Simpson and Bailey Toth, Henry Siukola, Senior Game Designer: Celeste Conowitch
Christopher J. Stehno, Dominik Steinruck, Dylan Trahan,
Gamma Trooper, Oleander Whispers, James Michael Whittaker Community Manager: Victoria Rogers
Development and Editing Lead: Meagan Maricle Sales Manager: Kym Weiler
Twitch Producer: Chelsea “Dot” Steverson
A SPECIAL THANKS TO THE 9, 438 BACKERS WHO MADE THIS VOLUME POSSIBLE
An extra special thanks to designers and contributors to earlier printings of some material
that appears in this book, including, but not limited to: Lou Anders, Richard Pett, Jon Sawatsky
Product Identity: The following items are hereby identified as Product Identity, as defined in the Open Game License version
1.0a, Section 1(e), and are not Open Content: All trademarks, registered trademarks, proper names (characters, place names,
new deities, etc.), dialogue, plots, story elements, locations, characters, artwork, sidebars, and trade dress. (Elements that have
previously been designated as Open Game Content are not included in this declaration.)
Midgard and Kobold Press are trademarks of Open Design. All rights reserved.
Open Game Content: The Open Content includes the monster names, descriptions, monster statistics, and monster abilities.
All other material is Product Identity, especially place names, character names, locations, story elements, background, sidebars,
and fiction, and all text related to Animal Lords, Archangels, Archdevils, Demon Lords, Fey Ladies, Fey Lords, and Fiend Lords.
No other portion of this work may be reproduced in any form without permission.
©2022 Open Design LLC. All rights reserved.
www.koboldpress.com
PO Box 2811 | Kirkland, WA 98083
Printed in China / FSC Paper
Tome of Beasts 3 regular edition: 978-1-950789-39-9
Tome of Beasts 3 Limited Edition: 978-1-950789-40-5
2 4 6 8 10 9 7 5 3 1
Contents
Using this Book............................................6 Blood Barnacle.......................................... 62 Clockwork Tactician................................ 90
Embrace Wonderment................................7 Blood Flurry.............................................. 63 Cloudhoof Assassin.................................. 91
Bone Collector.......................................... 64 Coastline Reaper....................................... 92
A
Bone Lord ................................................. 65 Conniption Bug ....................................... 93
Abaasy...........................................................8
Brain Coral................................................ 67 Copperkill Slime....................................... 94
Ahu-Nixta Mechanon.................................9
Brownie...................................................... 68 Corpselight Moth .................................... 95
Akanka....................................................... 10
Brumalek................................................... 70 Cosmic Symphony................................... 96
Akkorokamui............................................ 11
C Crab, Duffel............................................... 97
Alabroza..................................................... 13
Crab, Razorback....................................... 98
Alazai.......................................................... 15 Caldera Kite............................................... 71
Crab, Samurai........................................... 99
Alke............................................................ 16 Capybear.................................................... 72
Crystallite................................................ 100
Alliumite.................................................... 17 Caretaker Weevil ..................................... 73
Cueyatl Warchief.................................... 101
Alpine Creeper.......................................... 19 Catamount................................................. 74
Catonoctrix .............................................. 75 Cyonaxin.................................................. 102
Alseid, Woad Warrior.............................. 20
Amphibolt................................................. 21 Catterball................................................... 76 D
Angel, Archangel Hala’ath....................... 22 Cave Mimic............................................... 77 Daeodon ................................................. 103
Angel, Archangel Iilari’jil ....................... 24 Cave Sovereign.......................................... 78 Dawnfly ................................................... 104
Angel, Kalkydra........................................ 26 Chaos Creeper.......................................... 80 Death Worm............................................ 106
Angel, Pelagic Deva.................................. 27 Chaos Raptor............................................ 81 Demon, Balbazu..................................... 107
Angel, Psychopomp.................................. 28 Chemosit................................................... 82 Demon, Inciter ....................................... 108
Angel, Shrouded....................................... 29 Chimera, Royal......................................... 83 Demon, Kogukhpak............................... 109
Angel, Zirnitran........................................ 30 Chroma Lizard.......................................... 84 Demon, Leech......................................... 110
Animal Lord, Queen of Mammoths...... 32 Climbing Vine........................................... 85 Demon, Maha......................................... 111
Animated Instruments............................. 34 Clockwork Armadillo ............................. 86 Demon, Vetala........................................ 112
Animated Offal......................................... 38 Clockwork Conductor............................. 87 Derro, Planewarped............................... 113
Aphasian Abomination............................ 39 Clockwork Pugilist................................... 88 Desert Slime............................................ 115
Arcane Leviathan...................................... 40 Clockwork Scorpion................................ 89 Despair and Anger................................. 116
Arcane Scavenger..................................... 41
Archon, Siege............................................ 42
Archon, Ursan........................................... 43
Archon, Word........................................... 44
Asp Vine.................................................... 45
Astralsupial................................................ 46
Aural Hunter............................................. 47
Avestruzii................................................... 48
Aziza........................................................... 49
B
Baleful Miasma......................................... 50
Bannik........................................................ 51
Beach Weird.............................................. 52
Bearfolk Thunderstomper....................... 53
Beetle, Clacker.......................................... 54
Belu............................................................. 55
Berberoka.................................................. 56
Birgemon Seal........................................... 57
Black Patch................................................ 58
Black Shuck............................................... 59 ON THE COVER ON THE LIMITED EDITION COVER
Blaspheming Hand................................... 60 A bone lord stalks through a graveyard, The bone lord roars a challenge to all
Blestsessebe............................................... 61 awakening all who rest there to do its who dare to face the beasts within this
bidding in this art by Chris Rallis. book in this art by Addison Rankin.
Contents
Devil, Arch-Devil, Iorvensiav............... 117 F Hag, Pesta................................................ 227
Devil, Devilflame Juggler ..................... 119 Faux-Garou............................................. 174 Hag, Wood .............................................. 228
Devil, Infernal Tutor.............................. 120 Fey Lady, Coral Queen.......................... 175 Harpy, Plague ......................................... 229
Devil, Maelstrom ................................... 122 Fey Lady, Countess of Garlands........... 177 Harvest Horse......................................... 230
Devil, Moldering .................................... 123 Fey Lady, Mother Moth ........................ 179 Herd Skulker........................................... 231
Devil, Rimepacted.................................. 124 Fey Lord, Rainforest King..................... 181 Hinderling............................................... 232
Devouring Angel ................................... 125 Fiend Lord, Abhaddanayla.................... 183 Hippopotamus........................................ 233
Dinosaurs................................................ 126 Fiend Lord, Malaabit.............................. 185 Hirudine Stalker..................................... 235
Diomedian Horse................................... 130 Forgotten Regent.................................... 187 Howler of the Hill................................... 236
Dire Lionfish........................................... 131 Frostjack.................................................. 189 Hvalfiskr.................................................. 237
Dire Owlbear........................................... 132 Fungi, Duskwilt ..................................... 190
I
Dire Pangolin ......................................... 133 Fungi, Mulcher....................................... 191
Ibexian..................................................... 238
Dire Wildebeest...................................... 134 Fungi, Mush Marcher............................ 192
Ice Urchin................................................ 239
Div............................................................ 135 Fungi, Void.............................................. 193
Ice Willow................................................ 240
Diving Gel............................................... 136 G
Iceworm................................................... 241
Dokkaebi.................................................. 137
Garmvvolf................................................ 194 Imperator................................................. 242
Doom Creeper........................................ 138
Gearmass................................................. 195 Incandescent One................................... 244
Doppelixir............................................... 139
Ghost Knight Templar........................... 196 Ion Slime.................................................. 245
Dragon, Prismatic.................................. 140
Giant Flea .............................................. 197
Dragon, Sand ......................................... 144 J
Giant Mantis Shrimp ............................ 198
Dragonette, Barnyard............................. 148 Jinnborn Pirate........................................ 246
Giant Mole Lizard................................... 199
Dragonette, Sedge................................... 149 Jubjub Bird.............................................. 247
Giant Pufferfish....................................... 200
Dragonette, Shovel................................. 150 Juniper Sheriff......................................... 248
Giant Walking Stick .............................. 201
Drake, Bakery......................................... 151
Giant, Firestorm..................................... 202 K
Drake, Cactus.......................................... 152
Giant, Hellfire.......................................... 203 Karkadann............................................... 249
Drake, Ethereal....................................... 153
Giant, Lantern......................................... 204 Khamaseen.............................................. 250
Drake, Reef.............................................. 154
Giant, Shire.............................................. 205 Khargi...................................................... 251
Drake, Riptide......................................... 155
Giant, Thursir Armorer......................... 206 Kobold, Drake Rider ............................. 252
Drake, Shepherd..................................... 156
Giant, Thursir Hearth Priestess............ 207 Kobold, Empyrean.................................. 253
Drake, Vapor........................................... 157
Gigantura................................................. 208 Kobold, Monster Hunter ...................... 254
Drake, Venom......................................... 158
Glacial Crawler....................................... 209 Kobold, Sapper........................................ 257
Dread Examiner..................................... 159
Gnyan....................................................... 210
Drudge Pitcher........................................ 161 L
Goblin Siege Engine............................... 211
Dubius...................................................... 162 Lakescourge Lotus.................................. 258
Godslayer ................................................ 212
Dust Grazer............................................. 163 Leashed Lesion........................................ 259
Golem, Barnyard.................................... 214
Dwarf, Angler......................................... 164 Ley Wanderer.......................................... 260
Golem, Chain.......................................... 215
Dwarf, Firecracker ................................. 165 Life Broker............................................... 261
Golem, Ice............................................... 216
Dwarf, Pike Guard ................................. 166 Light Eater............................................... 262
Golem, Origami...................................... 217
E Golem, Tar............................................... 218 Living Soot.............................................. 263
Elemental, Permafrost........................... 167 Gremlin, Bilge ........................................ 219 Lobe Lemur............................................. 264
Elemental, Rockslide.............................. 168 Gremlin, Rum Story Keeper ................ 220 Lycanthrope, Werecrocodile................. 265
Elf, Shadow Fey Executioner................ 169 Grivid....................................................... 221 Lycanthrope, Wereotter......................... 266
Ember Glider.......................................... 170 Grolar Bear.............................................. 222 M
Equitox..................................................... 171 Gullkin..................................................... 223 Malmbjorn.............................................. 267
Erina, Tussler .......................................... 172
H Meerkat.................................................... 268
Ettin, Kobold........................................... 173 Megantereon........................................... 269
Haakjir .................................................... 224
Hag, Brine................................................ 225 Midnight Sun.......................................... 270
Hag, Floe ................................................. 226 Mindshard............................................... 271
Contents
Minotaur, Ravening............................... 272 Puffinfolk................................................. 322 Thripper................................................... 368
Monkey’s Bane Vine............................... 273 Pyrite Pile................................................ 323 Tigebra..................................................... 369
Moon Weaver.......................................... 274 Pyrrhic Podthrower................................ 324 Torch Mimic............................................ 370
Moonless Hunter.................................... 275 Q Tripwire Patch......................................... 371
Moonweb................................................. 276 Troll, Breakwater.................................... 372
Quagga .................................................... 325
Moppet..................................................... 277 Troll, Gutter............................................. 373
Qumdaq................................................... 326
Mortifera.................................................. 278 Troll, Rattleback...................................... 374
Mudmutt.................................................. 279 R Troll, Tumor............................................ 375
Mummy, Peat.......................................... 280 Rafflesian................................................. 327 Trollkin, Desert....................................... 376
Muraenid................................................. 281 Rakshasa.................................................. 328 Trollkin Ragecaster................................. 377
Musk Deer............................................... 282 Relentless Hound.................................... 331 Truant Devourer..................................... 378
Myrmex ................................................... 283 Rochade................................................... 332 Tuberkith................................................. 379
N
Rock Salamander.................................... 333
U
Rockwood................................................ 334
Nariphon.................................................. 285 Umbral Shambler................................... 380
Nautiloid.................................................. 286 S Underworld Sentinel.............................. 381
Necrotech................................................ 287 Savior Lumen.......................................... 335 Urushi Constrictor................................. 382
Niya-Atha................................................ 290 Sazakan.................................................... 336
V
Nullicorn.................................................. 292 Scarab, Ruin ........................................... 337
Vampiric Vanguard................................ 383
O
Scarab, Suncatcher ................................. 338
Veritigibbet.............................................. 384
Scarsupial................................................. 339
Oaken Sentinel........................................ 293 Void Constructor.................................... 385
Scorchrunner Jackal............................... 340
Obeleric................................................... 294 Void Knight............................................. 386
Sewer Weird............................................ 341
Obsidian Ophidian................................. 295 Vorthropod.............................................. 387
Shadow Lurker........................................ 342
Offal Walker............................................ 296
Shetani..................................................... 343 W
Ogre, Alleybasher................................... 297
Silent Crier.............................................. 344 Wakwak................................................... 388
Ogre, Black Sun...................................... 298
Sinstar...................................................... 345 Wandering Haze..................................... 389
Ogre, Cunning Artisan.......................... 299
Slithy Tove............................................... 347 Waterkledde............................................ 390
Ogre, Kadag............................................. 300
Snallygaster.............................................. 348 Wild Sirocco ........................................... 391
Ogre, Rainforest...................................... 301
Snatch Bat................................................ 349 Wilderness Crone................................... 392
Ogre, Rockchewer.................................. 302
Sodwose................................................... 350 Wind Witch............................................. 393
Ogre, Void-Blessed................................. 303
Soil Snake................................................ 351 Witchalder............................................... 394
Old Salt.................................................... 304
Splinter Matron....................................... 352 Wrackwraith............................................ 395
Ooze, Leavesrot....................................... 305
Stained-Glass Moth................................ 353 Wraith, Oathrot...................................... 396
Ooze, Manure.......................................... 306
Stargazer.................................................. 354
Ooze, Scintillating ................................ 307 X
Star-Nosed Diopsid................................ 355
Ooze, Shoal.............................................. 308 Xecha........................................................ 397
Starving Specter...................................... 356
Ooze, Sinkhole........................................ 309
Stone-Eater Slime................................... 357 Y
Ooze, Sinoper.......................................... 310
Sunflower Sprite...................................... 358 Yali............................................................ 398
Ooze, Snow.............................................. 311
Swampgas Shade..................................... 359 Z
P Swarm of Biting Gnats........................... 360
Zilaq......................................................... 399
Painted Phantasm................................... 312 Swarm of Gryllus.................................... 361
Zombie, Smokeplume ........................... 400
Pelagic Blush Worm............................... 313 Swarm of Ice Borers............................... 362
Zombie, Voidclaw .................................. 401
Peri........................................................... 314 Swarm of Swamp Slirghs....................... 363
Pescavitus................................................. 315 APPENDICES
Swarm of Vampire Blossoms................. 364
Phoenixborn........................................... 316 Appendix: NPCs..................................... 402
T
Porcellina ................................................ 317 Appendix: Creatures by Challenge....... 413
Talus Flow................................................ 365 Appendix: Creatures by Type................ 416
Primordial Matriarch............................. 318
Tatzelwurm.............................................. 366 Appendix: Creatures by Terrain........... 418
Primordial Surge..................................... 320
The Flesh.................................................. 367
Púca.......................................................... 321
Using this Book
Written primarily for game masters, this book features over
400 new creatures to use in your games. For players, this book
features a handful of new familiars and beasts perfect for
characters seeking companions or druids seeking new beasts
for Wild Shape. If you are a player reading this book, be sure
to check with your game master before selecting any of these
creatures as familiars or companions or for Wild Shape.
To use the creatures in this book, you’ll need the core rulebooks
of the 5th edition of the world’s greatest roleplaying game or
the System Reference Document 5.1. Spell, disease, and magic item
names that appear in italics without a page or book reference can
be found in those rulebooks or in the System Reference Document
5.1. Some creatures in this book reference creatures from the
Tome of Beasts, Creature Codex, or Tome of Beasts 2, but those
books aren’t required to use the creatures in this book. These
references exist simply to bring additional flavor or lore to the
creatures by creating connections between them.
ABAASY
Huge Giant, Neutral Evil
Armor Class 18 (armor scraps, Dual Shields)
Hit Points 126 (11d12 + 55)
Speed 40 ft.
A TOME OF BEASTS 3 8
Ahu-Nixta Mechanon
A spherical automaton clanks into view on three mechanical legs, creature, it is grappled by the mechanon (escape DC 13). Until
its odd appendages whirring and clicking. the grapple ends, the creature is restrained, and the mechanon
can’t use its Grabbing Claw on another target.
These clockwork constructs act as guards and mechanized • Sonic Disruptor. Ranged Spell Attack: +4 to hit, range 60 ft.,
attendants to the ahu-nixta (see Creature Codex). one target. Hit: 9 (2d6 + 2) thunder damage. If the target is a
Artificial Minions. Built to serve its masters in a variety of creature, it must succeed on a DC 12 Constitution saving throw or
ways, a mechanon can be customized to perform different tasks, be incapacitated until the end of its next turn.
and each mechanon is designed to be interchangeable with • Telekinetic Projector. The mechanon fires a ray at a target it can
surrounding mechanons. They have enough sentience to follow see within 60 feet. If the target is a creature, it must succeed on
simple commands and instructions. a DC 13 Strength saving throw or the mechanon moves it up to
30 feet in any direction. If the target is an object weighing 300
Soul Powered. A soul harvested from a living humanoid pounds or less that isn’t being worn or carried, it is moved up to
powers the glowing heart of a mechanon. The ahu‑nixta 30 feet in any direction. The mechanon can use the projector to
initially developed the horrific process to transfer a soul into the manipulate simple tools or open doors and containers.
construct, but the knowledge to do so has since spread. The gem Adapt Appendage. The mechanon swaps its Utility Arm with the
heart continues to hunger for souls, drawing in new ones from Utility Arm of any other mechanon within 5 feet of it.
the recently deceased to reactivate dormant mechanons.
Repair (2/Day). The mechanon touches an ahu-nixta or a Construct.
The target regains 11 (2d8 + 2) hp.
AHU - NIXTA MECHANON
Medium Construct, Unaligned
Armor Class 14 (natural armor)
Hit Points 51 (6d8 + 24)
Speed 20 ft., climb 10 ft.
9 TOME OF BEASTS 3 A
Akanka
The jeweled carapace of this arachnid sparkles with reflected
light, leaving the afterimage of an identical creature.
Akankas are arachnid-like fey that claim to be the children of a
spider god of trickery and chaos.
False Oracles. Nothing satisfies an akanka more
than hoodwinking an unsuspecting treasure hunter.
They shroud themselves and their lairs in layers of
illusion and pretend to be wise oracles or helpful allies.
In conversation, they are charming and
accommodating with the hope that being
so will lower their prey’s guard. When its
treachery becomes evident, an akanka
savors the look of surprised fear and
anger on the face of its victim, and it
replays the look in its mind over
and over again while it waits for
fresh prey.
Patient Predators. Brazen
akankas that live near humanoid
settlements often disguise
themselves as travelers
to infiltrate and make
connections they hope to
exploit later. When these forays
go poorly, akanka that have
been discovered prefer to flee
than fight, and they sometimes
bide their time for years before making another attempt.
Akanka that live in tombs or ruins often watch potential
victims and sometimes even help them if the act won’t draw
attention. When their prey readies to leave the area, relaxed and ACTIONS
laden with their spoils, the akanka strikes.
Multiattack. The akanka uses Mirrored Carapace and makes one
Bite attack.
AKANKA Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5
Medium Fey, Chaotic Evil (1d6 + 2) piercing damage, and the target must succeed on a DC
Armor Class 12 12 Constitution saving throw or fall unconscious for 1 minute. The
target wakes up if it takes damage or if another creature takes an
Hit Points 45 (7d8 + 14)
action to shake it awake.
Speed 40 ft.
Mirrored Carapace. The akanka projects an illusory duplicate of itself
that appears in its space. Each time a creature targets the akanka, if
STR DEX CON INT WIS CHA its attack roll result is below 15, it targets the duplicate instead and
10 (+0) 15 (+2) 14 (+2) 15 (+2) 10 (+0) 16 (+3) destroys the duplicate. The duplicate can be destroyed only by an
attack that hits it. It ignores all other damage and effects. A creature
Skills Deception +5, Perception +2 is unaffected by this action if it can’t see, if it relies on senses other
Condition Immunities unconscious than sight, such as blindsight, or if it can perceive illusions as false,
as with truesight. The akanka can’t use this action while in darkness.
Senses passive Perception 12
Spellcasting. The akanka casts one of the following spells, requiring
Languages Common
no material components and using Charisma as the spellcasting
Challenge 2 (450 XP) Proficiency Bonus +2 ability (spell save DC 13):
At will: minor illusion, silent image
Spider Climb. The akanka can climb difficult surfaces, including
3/day: major image
upside down on ceilings, without needing to make an ability check.
1/day: hallucinatory terrain
Web Sense. While in contact with a web, the akanka knows the exact
location of any other creature in contact with the same web.
Web Walker. The akanka ignores movement restrictions caused
by webbing.
A TOME OF BEASTS 3 10
Akkorokamui
The water tumbles and foams as eight massive red tentacles REGIONAL EFFECTS
burst upward.
The region containing an akkorokamui’s lair is imbued by the
The akkorokamui safeguards river mouths, bays, lakes, and creature’s celestial presence, which creates one or more of the
coastlands, protecting against any who would despoil the following effects:
natural world. It has a particularly strong hatred for undead and • Calm Weather. Storms and adverse weather within 1 mile of
necromancers. the lair are suppressed if the akkorokamui wishes it.
Benevolent and Powerful. While fierce, the akkorokamui • Detect Intruders. Whenever a creature with an Intelligence of
can be benevolent, and many fishermen and travelers give 3 or higher comes within 1 mile of the lair, the akkorokamui
offerings for safe passage through the creature’s waters or for becomes aware of the creature’s presence and location.
its magical healing. The akkorokamui can detach part or all
of one of its tentacles and offer the flesh to feed lost travelers • Promote Growth. Native fish and plant life within the water
or heal supplicants, though woe betide those who deceive the containing the lair are more abundant, colorful, and larger
akkorokamui or take its aid for granted. than normal.
Wise and Fickle. The akkorokamui is an ancient creature If the akkorokamui dies, fish and plant life in the region return
that quietly observes the world from its watery domain. to their normal sizes and colors within 1d10 days, but the other
Centuries of offerings of knowledge, stories, and treasures effects fade immediately.
fill its mind and its lair, and many are just as likely to seek the
akkorokamui for its wisdom as for its ability to cure ailments. AKKOROKAMUI
However, it is fickle and particular about who it aids. Those
Gargantuan Celestial (Titan), Chaotic Good
seeking the akkorokamui’s ancient wisdom or powerful healing
would be wise to arrive with an offering of knowledge, magic, Armor Class 17 (natural armor)
treasures, or exotic foods. Hit Points 189 (14d20 + 42)
Speed 15 ft., swim 60 ft.
AN AKKOROKAMUI’S LAIR
STR DEX CON INT WIS CHA
Akkorokamuis live in sacred coves, bays, lakes, or inlets, typically
in underwater caverns, sunken temples, or submerged palaces. 21 (+5) 16 (+3) 16 (+3) 19 (+4) 20 (+5) 15 (+2)
• Suppress Healing. Magical healing is suppressed in a 60-foot Magic Weapons. The akkorokamui’s weapon attacks are magical.
radius centered on a point the akkorokamui can see within Offering of Flesh. The akkorokamui can spend 1 minute carefully
120 feet of it. Each creature other than the akkorokamui detaching part, or all, of one of its 100-foot-long tentacles, dealing
in that area that rolls one or more dice to restore hp uses no damage to itself. The tentacle contains a magic-imbued fleshy
the lowest number possible for each die, regardless of the hook and enough meat for 25 rations (if part of a tentacle) or 50
numbers rolled. For example, instead of regaining 2d4 + rations (if a full tentacle), if properly preserved. The fleshy hook
2 hp from drinking a potion, a creature regains 4 hp. The remains imbued with magic for 4 hours or until a creature eats it.
suppression lasts until the akkorokamui uses this lair action A creature that eats the magic-infused fleshy hook regains 50 hp,
then it is cured of blindness, deafness, and all diseases or restores
again or until the akkorokamui dies.
all lost limbs (the creature’s choice). The limb restoration effect
• Undertow. A strong current moves through the works like the regenerate spell. The fleshy hook’s magic works only
akkorokamui’s lair. Each creature within 60 feet of the if the akkorokamui offered the flesh willingly.
akkorokamui must make a DC 15 Strength saving throw. Regeneration. The akkorokamui regains 15 hp at the start of its turn
On a failure, it is pushed up to 60 feet away from the if it has at least 1 hp.
akkorokamui. On a success, it is pushed 10 feet away from Siege Monster. The akkorokamui deals double damage to objects
the akkorokamui. and structures.
11 TOME OF BEASTS 3 A
ACTIONS REACTIONS
Multiattack. The akkorokamui makes three Tentacle attacks. It can Guardian’s Grasp. When a creature the akkorokamui can see within
replace one attack with a use of Spellcasting or Healing Touch. 30 feet of it is the target of an attack, the akkorokamui can pull
Tentacle. Melee Weapon Attack: +9 to hit, reach 30 ft., one target. the creature out of harm’s way. If the creature is willing, it is pulled
Hit: 19 (4d6 + 5) bludgeoning damage, and the target is grappled up to 10 feet closer to the akkorokamui, and the akkorokamui
(escape DC 17). Until this grapple ends, the target is restrained. becomes the new target of the attack. If the creature isn’t willing,
The akkorokamui has eight tentacles, each of which can grapple this reaction fails.
one target. LEGENDARY ACTIONS
Radiant Wave (Recharge 6). The akkorokamui releases a burst
The akkorokamui can take 3 legendary actions, choosing from the
of radiant water. Each hostile creature within 30 feet of the
options below. Only one legendary action can be used at a time
akkorokamui must make a DC 17 Constitution saving throw,
and only at the end of another creature’s turn. The akkorokamui
taking 36 (8d8) radiant damage on a failed save, or half as much
regains spent legendary actions at the start of its turn.
damage on a successful one. Undead have disadvantage on the
saving throw. Discern. The akkorokamui makes a Wisdom (Perception) or Wisdom
(Insight) check.
Healing Touch (3/Day). The akkorokamui touches another creature.
The target magically regains 20 (3d8 + 2) hp and is freed from any Jet. The akkorokamui swims up to half its swimming speed without
curse, disease, poison, blindness, or deafness. provoking opportunity attacks.
Spellcasting. The akkorokamui casts one of the following spells, Cast a Spell (Costs 2 Actions). The akkorokamui uses Spellcasting.
requiring no material components and using Wisdom as the Tentacle Sweep (Costs 2 Actions). The akkorokamui spins in
spellcasting ability (spell save DC 17): place with its tentacles extended. Each creature within 20 feet
At will: detect evil and good, detect poison and disease of the akkorokamui that isn’t grappled by it must succeed on a
DC 17 Dexterity saving throw or take 19 (4d6 + 5) bludgeoning
3/day each: control water, legend lore (as an action)
damage and be knocked prone. Each creature grappled by the
1/day: geas (as an action) akkorokamui must succeed on a DC 17 Strength saving throw or
take 12 (2d6 + 5) bludgeoning damage.
A TOME OF BEASTS 3 12
Alabroza
Black bat wings erupt from the back of this
bird-like monstrosity. Covered in jet black
feathers, it has a long, thin beak, perfect for
stabbing, and wicked, razor-sharp talons.
Alabroza are bird-like monstrosities created
by Alquam, Demon Lord of Night (see Tome of
Beasts) and let loose in the realms of mankind.
At night, these creatures drain the milk from
sheep and goats or blood from horses in their
stables. When the animals’ owners take steps
to protect their livestock, the alabroza turns
its attention to the settlement’s humanoid
inhabitants instead, drinking their blood
as they sleep. Alabroza need to consume
fresh milk or blood each night, or they
become weak and eventually die. Because
of this, they prefer to live close to farms,
villages, and towns, where food is plentiful
and easy to obtain.
Blessed by Alquam. When an alabroza has
drained thirteen intelligent humanoids dry
of blood, it receives a dark blessing from
Alquam and is transformed into a bloodfiend
alabroza. Now able to assume the form of a humanoid
(typically a female human), the alabroza moves into a village
or town and does its best to keep a low profile. In smaller
communities, the arrival of a stranger often draws unwanted
attention from the locals, and the bloodfiend may gain a
reputation as a witch, forcing it to move on.
Night Terrors. A bloodfiend alabroza uses its ability to ACTIONS
assume gaseous form to gain entrance to homes and sleeping Multiattack. The alabroza makes two Talons attacks or one Talons
chambers. Once inside, it sits on its victim’s chest, hypnotizes attack and one Draining Fangs attack.
the victim with its eyes, and digs in with its sharp talons as it Draining Fangs. Melee Weapon Attack: +4 to hit, reach 5 ft., one
pierces the poor soul’s skin with its needle-sharp beak. As the creature. Hit: 6 (1d8 + 2) piercing damage, and the alabroza
blood starts to flow, the alabroza laps it up greedily with its attaches to the target. While attached, the alabroza doesn’t attack.
long, forked tongue. Instead, at the start of each of the alabroza’s turns, the target loses
6 (1d8 + 2) hp due to blood loss. The alabroza can detach itself
ALABROZA by spending 5 feet of its movement. It does so after the target is
reduced to 0 hp. A creature, including the target, can use its action
Small Monstrosity, Unaligned to detach the alabroza.
Armor Class 12 Talons. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature.
Hit Points 45 (10d6 + 10) Hit: 5 (1d6 + 2) slashing damage.
Speed 10 ft., fly 50 ft.
BLOODFIEND ALABROZA
STR DEX CON INT WIS CHA
Small Fiend (Shapechanger), Neutral Evil
14 (+2) 15 (+2) 13 (+1) 4 (–3) 15 (+2) 7 (–2)
Armor Class 14 (natural armor)
Hit Points 72 (16d6 + 16)
Skills Stealth +4
Speed 10 ft., (30 ft. in humanoid form), fly 50 ft.
Senses darkvision 60 ft., passive Perception 12
Languages understands Abyssal but can’t speak
STR DEX CON INT WIS CHA
Challenge 1 (200 XP) Proficiency Bonus +2
16 (+3) 15 (+2) 13 (+1) 9 (–1) 15 (+2) 14 (+2)
13 TOME OF BEASTS 3 A
Senses darkvision 60 ft., passive Perception 15
Languages Abyssal, Common, Infernal
Challenge 4 (700 XP) Proficiency Bonus +2
A TOME OF BEASTS 3 14
Alazai
The air shimmers, and a humanoid form appears like a heat wave, damage. If the target is a creature or flammable object, it ignites.
its burning eyes lingering for an instant before it disappears. Until a creature takes an action to douse the fire, the target takes 5
(1d10) fire damage at the start of each of its turns.
A cousin to the djinni and the efreeti, alazai wander in the wastes
Hurl Flame. Ranged Spell Attack: +9 to hit, range 120 ft., one target.
and badlands of the world, preferring hot climates. Alazai aren’t
Hit: 19 (4d6 + 5) fire damage.
nearly as social as other genies, and they are fiercely territorial,
lashing out at anyone they feel has intruded upon their domain. Scorching Aura (Recharge 6). The alazai increases the power of its
inner fire, causing metal weapons and armor to burn red-hot. Each
Veiled Foe. Alazai are made of fire but are naturally invisible. creature within 30 feet of the alazai that is in physical contact with
A creature might hear the crackling of their flaming bodies or a manufactured metal object, such as a metal weapon or a suit
feel the heat radiating from them, but the genie remains invisible of heavy or medium metal armor, takes 22 (5d8) fire damage and
even when it attacks. Even creatures capable of seeing invisible must succeed on a DC 16 Constitution saving throw or drop the
creatures perceive only a vague suggestion of a humanoid form. object if it can. If it doesn’t drop the object (or take off the armor), it
has disadvantage on attack rolls and ability checks until the start of
the alazai’s next turn.
ALAZAI
Large Elemental, Chaotic Neutral
Armor Class 16 (natural armor)
Hit Points 149 (13d10 + 78)
Speed 40 ft.
15 TOME OF BEASTS 3 A
Alke
This ferocious, wingless griffon sports hardened feather-spikes
where its wings should be.
Alkes, also called an alce or a keythong, are cousins to griffons,
but they grow spikes instead of wings along their backs. More
ferocious in battle than typical griffons, alkes use their bulk and
superior speed to topple prey, exposing
it to their crushing beaks and
rending claws. Alkes are
solitary creatures, too
proud and volatile to
share territory with
others of their kind.
They always consider
themselves at the top
of the food chain, even
if stronger beasts reside
nearby. This sense of pride easily turns into
dangerous arrogance, preventing them from
backing down from an aggressor.
Contemptible Creatures. While
alkes regard all beasts as prey, they
bear an instinctual contempt for other
monstrosities, including griffons and
other alkes. This contempt comes not
from a sense of jealousy but rather the alke’s pride in its own
prowess. Any indication of another creature's advantages,
whether manufactured or natural, incites a primal need in the Back Spikes. Any Small or larger creature riding the alke against its
alke to prove itself superior. Alkes keep a special animosity for will must make DC 15 Dexterity saving throw at the start of its turn,
cockatrices, gorgons, and medusas. Immune to these creatures’ taking 14 (4d6) piercing damage on a failed save, or half as much
petrifying abilities, alkes toy with and torment these hated foes damage on a successful one.
before moving in for a kill. Keen Sight. The alke has advantage on Wisdom (Perception) checks
Potent Components. The alkes’ immunity to petrifying that rely on sight.
effects makes clear they are infused with magic. Herbalists Pounce. If the alke moves at least 30 feet straight toward a creature
prize their spikes as powerful spell components for healing and then hits it with a Claws attack on the same turn, that target
and protective properties. Big game hunters, poachers, and must succeed on a DC 15 Strength saving throw or be knocked
would‑be heroes have attempted to slay or capture alkes for prone. If the target is prone, the alke can make one Beak attack
glory and profit. Often, the alke winds up the hunter and its against it as a bonus action.
pursuers the prey. ACTIONS
Multiattack. The alke makes one Beak attack and two Claws attacks.
ALKE Beak. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 8
Large Monstrosity, Unaligned (1d8 + 4) piercing damage.
Armor Class 14 (natural armor) Claws. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11
Hit Points 114 (12d10 + 48) (2d6 + 4) slashing damage.
Speed 50 ft., climb 30 ft. Piercing Roll (Recharge 4–6). The alke tucks in its head and throws
itself spikes first into nearby foes. The alke moves up to 25 feet in
a straight line and can move through the space of any Medium or
STR DEX CON INT WIS CHA
smaller creature. The first time it enters a creature’s space during
18 (+4) 15 (+2) 18 (+4) 4 (–3) 13 (+1) 12 (+1) this move, that creature must make a DC 15 Strength saving throw.
On a failure, a creature takes 14 (4d6) bludgeoning and 14 (4d6)
Saving Throws Dex +5, Cha +4 piercing damage and is knocked prone. On a success, a creature
Skills Acrobatics +5, Perception +7, Stealth +5 takes half the damage and isn’t knocked prone.
Condition Immunities petrified REACTIONS
Senses darkvision 60 ft., passive Perception 16 Repelling Spikes. The alke adds 3 to its AC against one melee or
Languages — ranged weapon attack that would hit it. To do so, the alke must see
Challenge 5 (1,800 XP) Proficiency Bonus +3 the attacker and not be prone.
A TOME OF BEASTS 3 16
Alliumite
HUSKER
The widely rotund, purple-skinned onion person waddles
forward, looking as sturdy as any dwarf. The walking vegetable
grins capriciously, tests the swing of its tuberous club, and
shoulders into the fray.
Within their garden communities, alliumites (see Creature
Codex) come in as many different shapes and colors as the
onions they resemble. The most imposing of these creatures
are the husker alliumites. Compared to their spritely and more
nimble cousins, these red and purple tough guys are especially
hardy and relish a fight.
Pungent and Punchy. The tear-inducing stench
common to all alliumites is especially potent with
the huskers, which they often flaunt in combat.
The huskers enjoy measuring their brawn among
themselves, and a clever hero can exploit this by
engaging in a muscle-off. This contest could consist
of judging body-odor poses, a test of punches to see
who can deliver the darker bruise, or a battle of insults to
see who can make the other cry first.
Garden Sentinels. The huskers recognize that they are
the toughest of their brethren and consider that a solemn
responsibility. In a fight, they launch taunts and threats to keep
the focus on themselves and off their counterparts. If a situation
appears dire, they fight to the death to protect their kin.
HUSKER
Medium Plant, Chaotic Neutral
Armor Class 15 (natural armor, shield)
Hit Points 68 (8d8 + 32)
Speed 20 ft., burrow 10 ft. ACTIONS
Multiattack. The husker alliumite makes two Gnarly Club attacks, or
STR DEX CON INT WIS CHA it makes one Gnarly Club attack and uses Taunting Threat.
15 (+2) 12 (+1) 18 (+4) 9 (–1) 12 (+1) 16 (+3) Gnarly Club. Melee Weapon Attack: +4 to hit, range 5 ft., one
target. Hit: 6 (1d8 + 2) bludgeoning damage, and the target must
Skills Intimidation +5, Performance +5, Stealth +3 succeed on a DC 12 Strength saving throw or be knocked prone.
Senses darkvision 60 ft., passive Perception 11 Taunting Threat. The husker throws a series of rude and menacing
Languages Sylvan gestures at one creature it can see within 30 feet of it. The target
Challenge 2 (450 XP) Proficiency Bonus +2 must make a DC 13 Charisma saving throw. On a failure, the
target takes 7 (2d6) psychic damage and has disadvantage on all
attacks not made against the husker until the end of its next turn.
Overpowering Stench. Each creature other than an alliumite or
On a success, the target takes half the damage and doesn’t have
garlicle within 5 feet of the alliumite when it takes damage must
disadvantage on attacks not made against the husker.
succeed on a DC 15 Constitution saving throw or be blinded until
the end of its next turn. On a successful saving throw, the creature
has advantage against the Overpowering Stench of all alliumites RAPSCALLION
for 1 minute.
The dapper onion person waves its kale-fronded hat in a grand
Plant Camouflage. The alliumite has advantage on Dexterity sweep as it swings from the ship’s mast. It shouts a quip in a
(Stealth) checks it makes in any terrain with ample obscuring
strange language, making those nearby cry.
plant life.
Rapscallions crave adventure and leave their communal gardens
to find it. With their natural aptitude for deft maneuvers and
finesse, rapscallions easily find familiarity among scoundrels,
acrobats, minstrels, and even sailors. Whether it is defending
a full and hungry tavern from its cook’s poorly seasoned stew
17 TOME OF BEASTS 3 A
or demanding a traveling merchant hand over produce as
payment for safe passage, a rapscallion’s swashbuckling efforts
are never bland.
Mischievous Problem Creators. Rapscallions
usually mean trouble. Some sailors take them on long
journeys at sea, counting on some help or possibly
even a meal. But such plans hardly ever end well.
Many a pirate has told a tale over grog of stolen
rowboats flying vegetable-blazoned flags as alliumites
commandeer the small vessels. When confronted,
rapscallions fence with thorn-tipped rapiers and
swing from vantage points with vine whips. Their
well-timed insults carry a blinding sting.
RAPSCALLION
Small Plant, Chaotic Neutral
Armor Class 15 (natural armor)
Hit Points 38 (7d6 + 14)
Speed 30 ft., burrow 20 ft., swim 20 ft.
A TOME OF BEASTS 3 18
Alpine Creeper
Patches of lichen dot the mountainside, lying atop fallen
trees, stones, and the ground like a blanket. A grim
collection of bones, coins, and rusted weapons and armor
peak through it.
Alpine creepers thrive at high elevations. The plant uses
its likeness to true lichen to lure prey and is the cause
of many mountaintop deaths attributed to animal or
monster attacks. This innocuous-looking plant settles
in a location and waits for unwitting humanoids and
giants to pass over it or to take a rest on it.
Mountainside Perils. Once prey is subdued by
sleep-inducing spores, alpine creepers emit pheromones
to attract carnivorous animals. Beasts drawn toward the
creeper usually find a feast waiting for them, though the
creepers routinely finish off too-aggressive animals.
ALPINE CREEPER
Huge Plant, Unaligned
Armor Class 5
Hit Points 95 (10d12 + 30)
Speed 15 ft.
19 TOME OF BEASTS 3 A
Alseid, Woad Warrior
This warrior’s upper elven body sports swirls of colorful paint Greatsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.
and dyes, while his lower deer body stands poised to leap into the Hit: 9 (2d6 + 2) slashing damage.
fray. Antlers rise from his elven brow, almost matching the height Shortbow. Ranged Weapon Attack: +6 to hit, range 80/320 ft., one
of his drawn bow. target. Hit: 6 (1d6 + 3) piercing damage.
Dye Bomb (3/Day). The woad warrior lobs a sphere of concentrated
Woad warriors command a great deal of respect in alseid
dye that explodes on impact, marking creatures caught in its
society. They are simultaneously dyers, hunters, and defenders
effect. Each creature within a 10-foot-radius of where the sphere
who prepare themselves for war by painting their bodies in landed must succeed on a DC 13 Dexterity saving throw or be
esoteric designs symbolizing the primal forces they vow to brightly painted for 8 hours. Any attack roll against the creature
protect. The intensity of these beautiful patterns hints at their has advantage if the attacker can see it, and other creatures have
ferocity in battle. advantage on any Wisdom (Perception) or Wisdom (Survival) check
Dauntless Harriers. Woad warriors excel at hit-and-run made to find the marked creature. To remove the effect, a creature
tactics. They ambush their prey, mark the creature with dye, must spend 1 minute bathing. Alternatively, spells that create water
and swiftly cut it down or scare it off. After a target is marked, or clean objects, such as prestidigitation, also
tracking it becomes an almost trivial challenge for the alseid. remove the effect.
In this way, the alseid entrust their woad warriors to safeguard
their forest domains.
Skilled Craftsmen. A woad warrior always has its body-
painting kit close at hand. This kit is often a leather roll or
small chest and contains an assortment of bowls, pouches of
powdered dyes, vials, brushes, and a mortar and pestle. Alseid
frequently cultivate woad, the plant used to make the bright
blue dye, in their communities. They are not above trading for
dye, though they prefer to interact among their cousins the
elves, centaurs, or even fey before conversing with humans.
Being painted with woad is a reverent practice for the alseid,
reserved for their greatest warriors and rarely shared with
outsiders.
WOAD WARRIOR
Medium Monstrosity, Chaotic Neutral
Armor Class 14 (leather armor)
Hit Points 55 (10d8 + 10)
Speed 40 ft.
A TOME OF BEASTS 3 20
Amphibolt
This large, frog-like amphibian has a
rocky hide with rows of quartz‑like
crystals along its length. Green
lightning crackles across its
exterior as it prepares to jump.
Amphibolts gained their name
from their appearance,
their lightning‑infused
jumps, and quick tongues.
Arcane Origins. Amphibolts
are commonly found in swamps
befouled by magical runoff, tainted by
planar energies, blasted with magic, or
used as dumping sites for failed arcane
experiments. These magical energies
permeate the region’s waterways,
transforming ordinary frogs into dangerous
predators. This transformation turns the
frog’s skin into dark gray amphibole with
green quartz crystals growing out of it. Two
prominent ridges of crystals grow from their backs,
enhancing their stormy-green electric bolts.
Kept by Hags. Amphibolts prey upon whatever fits in their
mouths, but they do not attack hags. Inexplicably, they treat all
hags with deference that borders on adoration. Hags often keep
the magical monstrosities as guardians or mounts. Amphibolts
are an excellent way to travel in swampy environments.
Additionally, the amphibolt’s omnivorous diet means they can
feed on most things in the swamp or anything that wanders its
way in, such as hapless adventurers. 7 (2d6) bludgeoning damage and 7 (2d6) lightning damage and is
knocked prone. On a success, a creature takes half the damage and
AMPHIBOLT isn’t knocked prone.
21 TOME OF BEASTS 3 A
Angel, Archangel Hala’ath
An enormous obelisk of clear quartz etched with runes in a saving throw, taking 22 (5d8) slashing damage on a failed
language known only to the gods floats serenely along the ground. save, or half as much damage on a successful one. Constructs
Gears turn behind the slabs of crystal, eternally powering some in the area have disadvantage on the saving throw.
ineffable machine. An unblinking, eye-shaped rune hovers
• Imprison. Manacles snake out of the walls, floor, and ceiling
above the monolithic body, and four titanium wings support the
within 120 feet of Hala’ath. The manacles grab up to 5
obelisk’s base.
creatures Hala’ath can see within range. Each target must
Hala’ath, the Sentinel of Progress, guides the mortal peoples of succeed on a DC 20 Strength saving throw or be grappled
the Material Plane into a glorious future. The archangel usually by the manacles (escape DC 20). A creature that is still
acts from afar, preferring to send its haladrons to guide and grappled at the end of its next turn is teleported into a cell in
assist those who have requested aid from it. It believes progress Gyrespring Fortress’s dungeon, provided the cell is within
due to direct intercession is not true advancement for the 500 feet of Hala’ath. If no cell is within 500 feet of Hala’ath,
person or species requiring it. Hala’ath is viewed as aloof and the creature is teleported to an unoccupied space on the
impersonal, even by its peers. ground up to 500 feet away from Hala’ath.
Oppressor’s Bane. Hala’ath is a patron of inventors and
builders, but its portfolio also includes societal advancement. HALA’ATH, THE SENTINEL OF PROGRESS
The archangel sees all thinking creatures as equal in the eyes of Huge Celestial, Lawful Good
the gods of goodness and order, and it stands in firm opposition
Armor Class 19 (natural armor)
to creatures exhibiting narrow or regressive thinking. Hala’ath
is more likely to appear on the Material Plane in places where Hit Points 362 (25d12 + 200)
oppression has overcome reason than it is to intervene in a place Speed 0 ft., fly 150 ft. (hover)
where technology has gone awry.
STR DEX CON INT WIS CHA
Builder’s Boon. Creators and intellectual explorers who say
19 (+5) 5 (–3) 26 (+8) 24 (+7) 18 (+4) 20 (+5)
a prayer to Hala’ath as they embark on a new project sometimes
find themselves aided by a handful of haladrons during the most
difficult sections of work. Saving Throws Con +15, Int +14, Wis +11, Cha +12
Skills History +14, Perception +11, Religion +14
Mechanical Servitors. Hala’ath’s favored servitors,
haladrons, resemble a toothed cog with a pair of steel wings. Damage Resistances necrotic, poison
An unblinking steel eye sits in the center of each haladron’s Damage Immunities radiant; bludgeoning, piercing, and slashing
body. On the Material Plane, haladrons are often sent to assist from nonmagical attacks
inventors and activists. They rarely make suggestions, favoring Condition Immunities blinded, charmed, exhaustion, frightened,
the exploration of an idea over the final execution. Haladrons poisoned, prone, unconscious
can be encountered en masse in Gyrespring Fortress, where they Senses truesight 120 ft., passive Perception 21
tirelessly carry out Hala’ath’s dictates. Languages all, telepathy 500 ft.
Challenge 22 (41,000 XP) Proficiency Bonus +7
HALA’ATH’S LAIR
In the Upper Planes, Hala’ath resides in Gyrespring Fortress, a Angelic Weapons. Hala’ath’s weapon attacks are magical. When
shining marvel of clockwork and dusky quartz. The fort is alive Hala’ath hits with any weapon, the weapon deals an extra 6d8
at all hours with the sound of hammers on metal, winding gears, radiant damage (included in the attack).
and industry of all types. Divine Assistance. A creature of good alignment that starts its turn
within 120 feet of Hala’ath can take the Help action as a bonus
LAIR ACTIONS action.
When in Gyrespring Fortress, Hala’ath can alter the Divine Awareness. Hala’ath knows if it hears a lie.
environment just as an inventor can adjust a creation in Flyby. Hala’ath doesn’t provoke opportunity attacks when it flies out
progress. On initiative count 20 (losing initiative ties), Hala’ath of an enemy’s reach.
takes a lair action to cause one of the following effects; Hala’ath Immortal Nature. Hala’ath doesn’t require food, drink, or sleep.
can’t use the same effect two rounds in a row: Legendary Resistance (3/Day). If Hala’ath fails a saving throw, it can
• Empower Creation. Hala’ath empowers the act of creation choose to succeed instead.
in one of the rooms of its lair. The duration of conjuration Magic Resistance. Hala’ath has advantage on saving throws against
spells cast in the empowered area increases by 1 hour, as long spells and other magical effects.
as the spellcaster maintains concentration on it. If a spell’s Spirit of Fortification. While within 500 feet of Hala’ath, objects and
duration is instantaneous, it can’t be increased. structures have a damage threshold of 10. If an object or structure
has a damage threshold higher than 10, its damage threshold is
• Gear Burst. Furiously spinning gears form a 20-foot-radius doubled instead.
sphere centered on a point Hala’ath can see within 60 feet
of it. Each creature in the area must make a DC 23 Dexterity
A TOME OF BEASTS 3 22
ACTIONS
Multiattack. Hala’ath makes three Titanium
Wings or Bolt of Law attacks.
Titanium Wings. Melee Weapon Attack:
+12 to hit, reach 10 ft., one target. Hit:
14 (2d8 + 5) slashing damage plus 27
(6d8) radiant damage.
Bolt of Law. Ranged Spell Attack: +14
to hit, range 150 ft., one target. Hit: 25
(4d8 + 7) radiant damage plus 18 (4d8)
thunder damage.
Righteous Blast (Recharge 5–6). Radiant
energy erupts from a point Hala’ath can
see within 150 feet of it. Each creature within
20 feet of that point must make a DC 23
Dexterity saving throw, taking 36 (8d8)
radiant and 36 (8d8) thunder damage on
a failed save, or half as much damage on a
successful one. Creatures of lawful or good
alignment have advantage on the saving throw,
and creatures of lawful good alignment are
immune to the damage from Righteous Blast.
LEGENDARY ACTIONS
Hala’ath 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. Hala’ath
regains spent legendary actions at the start of its turn.
Move. Hala’ath moves up to half its speed.
Summon Haladrons. Hala’ath summons 2d4 haladrons.
The haladrons appear in an unoccupied space within
150 feet of Hala’ath and act on its turn. Once
summoned, the haladrons remain on the same
plane as Hala’ath for 1 hour, until destroyed, or
until Hala’ath dies. Hala’ath can have no more
than 20 haladrons summoned in this way at
one time.
Attack (Costs 2 Actions). Hala’ath makes
one Titanium Wings or Bolt of Law attack.
Glorious Surge (Costs 3 Actions). Hala’ath
bolsters up to two creatures it can see within
60 feet of it. Each target regains 20 (4d8 + 2)
hp and has advantage on its next attack roll,
saving throw, or ability check.
HALADRON
Challenge 1/2 (100 XP) Proficiency Bonus +2
Tiny Celestial, Lawful Good
Armor Class 13 (natural armor)
Flyby. The haladron doesn’t provoke opportunity attacks when it flies
Hit Points 28 (8d4 + 8) out of an enemy’s reach.
Speed 0 ft., fly 60 ft. (hover) Immortal Nature. The haladron doesn’t require food, drink, or sleep.
Immutable Form. The haladron is immune to any spell or effect that
STR DEX CON INT WIS CHA would alter its form.
13 (+1) 12 (+1) 12 (+1) 15 (+2) 15 (+2) 10 (+0)
ACTIONS
Skills Investigation +4 Bolt of Law. Ranged Spell Attack: +4 to hit, range 60 ft., one target.
Hit: 6 (1d8 + 2) radiant damage plus 4 (1d8) thunder damage.
Damage Resistances radiant
Stitch (3/Day). The haladron repairs a single break or tear in an
Condition Immunities exhaustion, poisoned, prone, unconscious
object it touches, leaving no trace of the former damage. If the
Senses darkvision 60 ft., passive Perception 12 haladron uses this feature on a creature, the creature regains 3
Languages Celestial, Common, telepathy 30 ft. (1d6) hp.
23 TOME OF BEASTS 3 A
Angel, Archangel Iilari’jil
A raging sphere of golden flame roils above the battlefield, LAIR ACTIONS
dozens of giant arms reaching out from it. The arms shift their
When fighting on any battlefield, Iilari’jil can invoke their nature
appearance from moment to moment, representing humanoids
as a patron of warriors and the besieged to take lair actions. On
and giants of all species. Motes of golden flame orbit the initiative count 20 (losing initiative ties), Iilari’jil takes a lair
archangel’s central mass, speeding along their trajectories while it action to cause one of the following effects; Iilari’jil can’t use the
is motionless and slowing down as it moves about the battlefield. same effect two rounds in a row:
Iilari’jil (Eel-ARR-ee-yell), the Fire of Forgotten Hope, is a • Adverse Terrain. The ground cracks and crumbles in a 30-
patron of the besieged and warriors who have lost hope. They are foot radius centered on a point Iilari’jil can see within 120
an active celestial that appears frequently on the Material Plane, feet of them. The area is difficult terrain for hostile creatures
though their visits rarely last longer than a minute. Iilari’jil is and lasts until Iilari’jil uses this lair action again or until the
more widely known than many archangels due to the frequency archangel dies.
of their appearances and has gained more popularity as a result.
They have more mortal adherents than most of their peers, and • Blinding Burst. Radiance bursts from a point Iilari’jil can see
they have inspired entire orders of righteous warriors devoted within 90 feet of them. Each hostile creature within 20 feet
to the cause of breaking sieges and delivering the good and of that point must succeed on a DC 21 Constitution saving
innocent from hopeless-seeming situations. throw or be blinded for 1 minute. A blinded creature can
repeat the saving throw at the end of each of its turns, ending
Fire of Hope. Though primarily viewed as a celestial of battles
the effect on itself on a success.
and warfare, Iilari’jil hears the pleas and prayers of all mortals
who are under siege. They are as likely to assist in ending the • Luminous Blessing. Iilari’jil’s form illuminates, shedding
unjust blockade of a busy harbor as they are to help a single bright light in a 60-foot radius and dim light for an
mortal trying to protect her home from invaders. Unlike some additional 60 feet and infusing nearby weapons with divine
celestial paragons, Iilari’jil is not reluctant to take an active energy. The light is sunlight and dispels magical darkness
hand in mortal affairs and smites the enemies of those they are created by a spell of 6th level or lower or by a creature with
protecting with impunity. a challenge rating of 22 or lower. The weapon attacks of
friendly creatures in the bright light are magical. The light
IILARI’JIL’S LAIR lasts until initiative count 20 on the next round.
Iilari’jil is rarely afforded time to rest and doesn’t have a devoted
home in the Upper Planes. Iilari’jil treats whatever battlefield IILARI’JIL, THE FIRE OF FORGOTTEN HOPE
they are fighting on as their lair, and their sheer presence has a
Large Celestial, Chaotic Good
dramatic effect on the landscape.
Armor Class 23 (natural armor)
Hit Points 333 (29d10 + 174)
Speed 0 ft., fly 150 ft. (hover)
A TOME OF BEASTS 3 24
Legendary Resistance (3/Day). If Iilari’jil fails a saving
throw, they can choose to succeed instead.
Magic Resistance. Iilari’jil has advantage on saving
throws against spells and other magical effects.
Siege Monster. Iilari’jil deals double damage to
objects and structures.
ACTIONS
Multiattack. Iliari’jil makes three Radiant Fists or Radiant Blasts
attacks.
Radiant Fists. Melee Weapon Attack: +15 to hit, reach 10 ft., one LEGENDARY ACTIONS
target. Hit: 25 (5d6 + 8) bludgeoning damage plus 27 (6d8) radiant Iilari’jil can take 3 legendary actions, choosing from the options
damage. below. Only one legendary action can be used at a time and only at
Radiant Blast. Ranged Spell Attack: +13 to hit, range 150 ft., one the end of another creature’s turn. Iilari’jil regains spent legendary
target. Hit: 28 (5d8 + 6) radiant damage plus 14 (4d6) fire damage. actions at the start of their turn.
Turn the Tide (Recharge 6). A carpet of golden flame erupts from Fly. Iilari’jil flies up to half their flying speed without provoking
the ground on a point Iilari’jil can see within 120 feet of them. Each opportunity attacks.
hostile creature within 20 feet of the point must make a DC 21 Cast a Spell (Costs 2 Action). Iilari’jil uses Spellcasting.
Dexterity saving throw, taking 56 (16d6) radiant damage on a failed Celestial Shield (Costs 2 Actions). Iilari’jil creates a shield of radiance
save, or half as much damage on a successful one. Each friendly around a creature of their choice within 30 feet of them. The
creature within 20 feet of the point regains 28 (8d6) hp. target’s AC increases by 4 until the start of Iilari’jil’s next turn.
Rouse to Action (5/Day). Iilari’jil inspires up to 4 creatures they can Radiant Fists (Costs 2 Actions). Iilari’jil makes one Radiant Fists
see within 60 feet of them. For 1 minute, whenever a target makes attack.
an ability check, attack roll, or saving throw, it can add a d6 to the
Restore Vigor (Costs 3 Actions). Iilari’jil ends the blinded, charmed,
roll, provided it can see or hear Iilari’jil. A creature can benefit from
deafened, paralyzed, petrified, or poisoned conditions on all
a Rouse to Action die only once each turn.
creatures of their choice within 15 feet of them.
Spellcasting. Iilari’jil casts one of the following spells, requiring no
Revive (Costs 3 Actions). Iilari’jil returns a creature they can see
material components and using Charisma as the spellcasting ability
within 30 feet of them to life with 10 (3d6) hp, provided the target
(spell save DC 21):
has been dead no longer than 1 minute.
At will: command, guidance, heroism, true strike
3/day each: haste, plane shift
25 TOME OF BEASTS 3 A
Angel, Kalkydra
A massive serpent appears with gleaming copper scales and eyes ACTIONS
of emerald green. From its back unfold six pairs of feathered Multiattack. The kalkydra makes two Bite or Sunray attacks. It can
wings that shine a pearlescent white. replace one attack with a Constrict attack.
Kalkydra are loyal servants and emissaries of solar deities. Bite. Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 15
Their joyous songs herald the dawning of each day, and their (2d8 + 6) piercing damage plus 18 (4d8) radiant damage.
melancholy refrains echo in the heavens as the sun sets each Constrict. Melee Weapon Attack: +11 to hit, reach 5 ft., one target.
evening. It is said that those blessed by a solar deity can hear Hit: 17 (2d10 + 6) bludgeoning damage plus 18 (4d8) radiant
these songs echo across the aether while watching the sun rise or damage, and the target is grappled (escape DC 18). Until this
set, a reminder that they are watched over and protected. grapple ends, the creature is restrained, and the kalkydra can’t
constrict another target.
Hatred of Darkness. While kalkydras oppose all evil, they
Sunray. Ranged Spell Attack: +11 to hit, range 120 ft., one target. Hit:
are particularly vigilant against servants of darkness, especially
24 (4d8 + 6) radiant damage plus 9 (2d8) fire damage.
undead that lurk at night, such as specters and vampires, and
mortals and fiends that create, aid, or abet those undead. Song of Sunrise (1/Day). The kalkydra sings a song to welcome the
dawn, causing sunlight to fill the area in a 120-foot radius around it.
This effect lasts for 1 minute.
KALKYDRA Spellcasting. The kalkydra casts one of the following spells, requiring
Huge Celestial, Lawful Good no material components and using Charisma as the spellcasting
Armor Class 18 (natural armor) ability (spell save DC 19):
Hit Points 189 (14d12 + 98) At will: detect evil and good, light
Speed 40 ft., climb 30 ft., fly 90 ft. (hover) 3/day each: daylight, dispel evil and good
1/day each: commune, greater restoration
STR DEX CON INT WIS CHA
REACTIONS
22 (+6) 14 (+2) 24 (+7) 17 (+3) 21 (+5) 23 (+6)
Solar Nimbus. When the kalkydra is hit by an attack, it surrounds
itself in a fiery nimbus, searing the attacker. The attacker takes 9
Saving Throws Con +12, Wis +10, Cha +11 (2d8) fire damage and 9 (2d8) radiant damage, and the nimbus
Skills Insight +10, Perception +10 sheds bright light in a 30-foot radius and dim light for an
Damage Resistances poison; bludgeoning, piercing, additional 30 feet. Until the start of the kalkydra’s next turn, a
and slashing from nonmagical attacks creature within 5 feet of the kalkydra that hits it with a melee
Damage Immunities fire, radiant attack takes 9 (2d8) fire and 9 (2d8) radiant damage.
Condition Immunities charmed, exhaustion,
frightened, poisoned, prone
Senses truesight 120 ft., passive Perception 20
Languages all, telepathy 120 ft.
Challenge 13 (10,000 XP) Proficiency Bonus +5
FALLEN KALKYDRA
There are times when the rare kalkydra falls from grace, forsaking
its deity to consort with evil. Such fallen angels shroud the land in
darkness so that evil may better execute its devious machinations.
For a fallen kalkydra, replace daylight with darkness on its list of
spells, and replace Song of Sunrise with the following action:
Sing Out the Sun (1/Day). The kalkydra sings a song that
accompanies the sunset, draining the light from the area and
creating an area of magical darkness in a 120-foot radius around
it. This effect lasts for 1 minute.
A TOME OF BEASTS 3 26
Angel, Pelagic Deva
This androgynous humanoid angel has a large-finned fishlike
tail and fine scales with a brilliantly hued striped pattern cover
its body. Colorful, living-coral armor protects the angel’s
torso and head.
Pelagic devas are sent to the Material Plane to
protect the good and righteous from threats posed
by fell marine creatures such as scheming aboleths,
greedy dragon turtles, and uncaring krakens. They
prefer to explore deeper waters ranging from
3,000 to 13,000 feet below sea level, but they enter
the shallows or the trenchant depths when evil
needs to be overcome.
Beacons of Hope. Pelagic devas are renowned for
their pleasant and loquacious demeanors, and they
fall silent or take on a grim expression only when
they encounter creatures that revel in the suffering
of others. Unless they are set to a specific task, they
range far and wide to assist stranded mariners,
troubled aquatic communities, and beleaguered
sea life. Except in the case of fiends, pelagic devas
assess each intelligent creature they encounter
as an individual and don’t condemn whole crews or
communities for the evil actions of individual members.
PELAGIC DEVA
Medium Celestial, Neutral Good
Armor Class 17 (Living Coral Armor)
Hit Points 142 (15d8 + 75)
Speed 20 ft., swim 90 ft.
27 TOME OF BEASTS 3 A
Angel, Psychopomp
A skeletal figure in a gray cloak steps from the shadows. In the ACTIONS
light, its bony aspect is replaced with muscled flesh and pale skin. Multiattack. The psychopomp makes two Lantern Flail attacks.
When its work is done, it spreads its gray wings and disappears Lantern Flail. Melee Weapon Attack: +5 to hit, reach 5 ft., one
with the sound of dozens of birds taking flight. target. Hit: 8 (1d10 + 3) bludgeoning damage plus 4 (1d8) radiant
damage. A fiend or undead hit by this attack takes an extra 10 (3d6)
Psychopomps are created by deities to collect the souls of
radiant damage.
the faithful after they have been judged and carry them on to
their final reward. These angels are single-minded in their Divine Dictum (Recharge 5–6). The psychopomp unleashes a small
devotion to their creators and their purpose, and they suffer portion of its creator’s influence. Each creature of the psychopomp’s
choice that it can see within 30 feet of it must make a DC 14
no impediments while they go about their divine task. Despite
Wisdom saving throw, taking 22 (5d8) radiant damage on a failed
their grim-faced countenances, psychopomps are interesting
save, or half as much damage on a successful one. Each charmed,
conversationalists that enjoy clever wordplay and challenging
frightened, or possessed creature of the psychopomp’s choice
tests of logic and reason.
within 60 feet of it can choose to end the condition.
Saviors of the Faithful. In addition to gathering and Unmake Contract (1/Day). The psychopomp can project the pure
delivering souls after they have been judged, psychopomps power and majesty of its patron deity. A creature the psychopomp
descend into the Lower Planes and retrieve those wayward souls can see or hear within 60 feet of it is freed of all liens upon its soul.
lost to fiendish promises. Psychopomps retain the complete
knowledge of celestial and infernal law, and they are empowered BONUS ACTIONS
with their patron’s authority to forcibly unmake infernal Spirit Usher (3/Day). The psychopomp wards a creature with divine
contracts when they can’t trick, bully, or otherwise manipulate a power for 1 hour. While warded, Celestials, Fiends, and Undead
fiend into giving up its claim on a mortal soul. have disadvantage on attack rolls against the creature, and the
creature can’t be charmed, frightened, or possessed by them. In
Bestial Countenance. Psychopomps that serve deities of
addition, the warded creature gains 11 temporary hit points and, if
death and the afterlife often have the head and other features of
slain, can’t be raised as an Undead for 1 year.
beasts favored by their patrons, such as jackals, owls, or ravens.
PSYCHOPOMP
Medium Celestial, Lawful Neutral
Armor Class 14 (natural armor)
Hit Points 68 (8d8 + 32)
Speed 40 ft., fly 60 ft.
A TOME OF BEASTS 3 28
Angel, Shrouded
The winged, gray-cloaked figure holding a long, golden blade
emanates an aura of reverence and malice in equal measure as
its eyes burn with blue fire.
Though no less noble and dedicated than other celestials,
shrouded angels understand that evil must be destroyed no
matter the method. These angels throw aside the inflexible
adherence to the law in order to serve as heaven’s hand of
justice, combating the darkness with rogue-like skill and an
assassin’s blade.
Judge and Jury. Virtually all shrouded angels consider
themselves the final arbiter of justice. They are not content
to allow courts of law to mete out punishment, taking such
matters into their own hands.
Last Resort. Shrouded angels are direct agents of good,
winging their way in to strike down evil, especially those
that have managed to evade justice for their crimes on more
than one occasion. Such villains can expect a visit from a
shrouded angel, who will give them one last chance to
atone or face final judgement.
SHROUDED ANGEL
Medium Celestial, Chaotic Good
Armor Class 18 (natural armor)
Hit Points 161 (17d8 + 85)
Speed 40 ft., fly 60 ft.
29 TOME OF BEASTS 3 A
Angel, Zirnitran
A TOME OF BEASTS 3 30
the saving throw by 5 or more is also blinded. The blindness lasts
ZIRNITRAN
until it is removed by a greater restoration spell or similar magic.
Huge Celestial, Neutral Good Sacred Flame Breath (Recharge 5–6). The zirnitran exhales holy fire
Armor Class 19 (natural armor) in a 90-foot cone. Each creature in that area must make a DC 20
Hit Points 325 (26d12 + 156) Dexterity saving throw, taking 33 (6d10) fire damage and 33 (6d10)
Speed 30 ft., fly 80 ft. radiant damage on a failed save, or half as much damage on a
successful one. In addition, the holy fire burns away magic, ending
STR DEX CON INT WIS CHA any spell of 7th-level or lower in the area.
19 (+4) 14 (+2) 23 (+6) 25 (+7) 25 (+7) 20 (+5) Secrets of the Hidden Hoard (2/Day). The zirnitran draws upon
ages of study and observation and casts one spell of 8th level or
lower that appears on the cleric or wizard spell list. The zirnitran
Saving Throws Str +10, Dex +8, Wis +13, Cha +11
casts the spell as an action, regardless of the spell’s normal casting
Skills Arcana +13, History +13, Insight +13 Perception +13, time.
Religion +13
Spellcasting. The zirnitran casts one of the following spells, requiring
Damage Resistances radiant; bludgeoning, piercing, and slashing no material components and using Wisdom as the spellcasting
from nonmagical attacks ability (spell save DC 21):
Damage Immunities necrotic, poison At will: detect evil and good, invisibility (self only), legend lore,
Condition Immunities charmed, exhausted, frightened, poisoned thaumaturgy
Senses truesight 120 ft., passive Perception 23 3/day each: dispel evil and good, geas (as an action)
Languages all, telepathy 120 ft. 1/day each: antimagic field, plane shift
Challenge 20 (25,000 XP) Proficiency Bonus +6 REACTIONS
Six-Scaled Aegis. When the zirnitran takes damage, it gains
Angelic Weapons. The zirnitran’s weapon attacks are magical. When
resistance to that type of damage, including to the triggering
the zirnitran hits with any weapon, the weapon deals an extra 5d8
damage, for 1 minute or until it uses this reaction again.
radiant damage (included in the attack).
Aura of Balance. The zirnitran emits an aura of balance, affecting LEGENDARY ACTIONS
chance and probability around it. While a creature is within 20 The zirnitran can take 3 legendary actions, choosing from the
feet of the zirnitran, it can’t have advantage or disadvantage on options below. Only one legendary action can be used at a time and
any ability check, attack roll, or saving throw. This aura also affects only at the end of another creature’s turn. The zirnitran regains spent
the zirnitran. At the start of each of its turns, the zirnitran chooses legendary actions at the start of its turn.
whether this aura is active. Detect. The zirnitran knows the location of each dragon and each
Divine Awareness. The zirnitran knows if it hears a lie. creature with a strong connection to dragons, such as a sorcerer
Dragon Watcher. The zirnitran has advantage on saving throws with the draconic bloodline, within 120 feet of it.
against dragon breath weapons. The zirnitran takes no damage if it Move. The zirnitran angel flies up to half its flying speed without
succeeds on such a saving throw, and only half damage if it fails. provoking opportunity attacks.
Hardened Scales. Any critical hit against the zirnitran becomes a Attack (Costs 2 Actions). The zirnitran makes one Anointed Claws or
normal hit. Draconic Blast attack.
Immortal Nature. The zirnitran doesn’t require food, drink, or sleep. Cast a Spell (Costs 2 Actions). The zirnitran uses Spellcasting.
Legendary Resistance (3/Day). If the zirnitran fails a saving throw, it Under Black Wings (Costs 3 Actions). The zirnitran creates a
can choose to succeed instead. magical, feathered shield around itself or another creature it can
Magic Resistance. The zirnitran has advantage on saving throws see within 120 feet of it. The target gains a +2 bonus to AC and 20
against spells and other magical effects. temporary hp until the end of the zirnitran’s next turn.
ACTIONS
Multiattack. The zirnitran uses Glimpse from the Heavens. It then ZIRNITRAN ANGELS IN MIDGARD
makes three Anointed Claws or Draconic Blast attacks.
Zirnitran angels keep a close watch over the Mharoti Empire. In
Anointed Claws. Melee Weapon Attack: +10 to hit, reach 5 ft., one their long annals of dragon history, the Mharoti Empire is the
target. Hit: 11 (2d6 + 4) slashing damage and 22 (5d8) radiant
longest‑lived and largest. These angels recorded the first dragons
damage.
raising armies and declaring sovereign states, but the organization
Draconic Blast. Ranged Spell Attack: +13 to hit, range 120 ft., one and efficiency of this draconic empire is unique in their records.
target. Hit: 29 (5d8 + 7) radiant damage. The zirnitran can choose to Though 400 years is minor by draconic standards and even less
deal acid, cold, fire, lightning, or poison damage instead of radiant. significant by cosmic standards, few historical dragons ruled well
Glimpse from the Heavens. The zirnitran’s eyes flash with the majesty enough to retain power for a century, let alone several dragons
of a solar eclipse. Each creature of the zirnitran’s choice that is within ruling together over four centuries.
60 feet of the zirnitran and that can see it must succeed on a DC 19 One zirnitran angel, Xayhess, regularly visits Mharot himself,
Wisdom saving throw or become frightened for 1 minute. A creature recording the dragon’s visitors, his blessings, and his kobold and
can repeat the saving throw at the end of each of its turns, ending dragonborn servitors. Mharot chafes under the watchful gaze of his
the effect on a success. If a creature's saving throw is successful
silent observer, and he has recently ordered his vizier to find suitable
or the effect ends for it, the creature is immune to the zirnitran’s
tours or distractions for the angel when it visits.
Glimpse of the Heavens for the next 24 hours. A creature that fails
31 TOME OF BEASTS 3 A
Animal Lord, Queen of Mammoths
The intimidating power of this elephantine-headed woman
radiates from her golden tusks and proud stance. Her subtle
smile and deep, honey-colored eyes hint at the wisdom behind
the muscle.
Known to some as Ladgerda, the Queen of Mammoths
wanders the frigid foothills and tundras, living among her
mammoth subjects. Though she prefers to stay neutral
in the conflicts between the various animal lords (see
Creature Codex), when animals are threatened, she
steps to the forefront, eagerly demonstrating why
only fools stand in the way of the stampede.
Mammoth’s Gift. The Queen of Mammoths
can break the tip off one of her golden tusks
and present it as a reward for great
service. Depending on the service,
the tusk can temporarily grant
the recipient great strength or
fortitude, or it can be melted down
and sold at great value to better
aid the recipient in taking care of
its own charges.
Strong Allies. The Queen of
Mammoths often allies herself
with Brother Ox, the Lord of
Bovines (see Creature Codex).
Their shared contemplative
nature is mirrored by the
ferocity they show when
their animal subjects are
threatened. Rumors fly
among the other animal
lords and their servants that
Brother Ox and the Queen
of Mammoths are more than
simple allies, but none dare
speak such rumors in the
presence of either animal lord.
QUEEN OF MAMMOTHS
Huge Fey (Shapechanger), Chaotic Good
Armor Class 20 (natural armor)
Hit Points 250 (20d12 + 120) Damage Immunities cold, poison
Speed 40 ft. Condition Immunities charmed, exhaustion, frightened,
incapacitated, poisoned, stunned
STR DEX CON INT WIS CHA Senses truesight 120 ft., passive Perception 20
25 (+7) 10 (+0) 22 (+6) 15 (+2) 18 (+4) 19 (+4) Languages all, telepathy 120 ft.
Challenge 18 (20,000 XP) Proficiency Bonus +6
Saving Throws Dex +6, Wis +10
Skills Athletics +13, Insight +10, Intimidation +10, Perception +10 Elephantine Passivism. No elephant, mammoth, or other
Damage Resistances bludgeoning, piercing, and slashing from elephantine creature can willingly attack the Queen of Mammoths.
nonmagical attacks They can be forced to do so through magical means.
A TOME OF BEASTS 3 32
Legendary Resistance (3/Day). If the Queen of Mammoths fails a BONUS ACTIONS
saving throw, she can choose to succeed instead. Change Shape. The Queen of Mammoths transforms into a
Magic Resistance. The Queen of Mammoths has advantage on Gargantuan oliphaunt (see Creature Codex), a Huge mammoth, a
saving throws against spells and other magical effects. Medium female human with thick brown hair tied back in a braid,
Magic Weapons. The Queen of Mammoths’s weapon attacks are or back into her true Huge elephant-headed humanoid form.
magical. Her statistics, other than her size, are the same in each form. Any
Rejuvenation. If she dies, the Queen of Mammoths’s soul reforms equipment she is wearing or carrying transforms with her.
on the Astral Plane. In 1d6 days, it inhabits the body of another REACTIONS
elephantine creature on the Material Plane, which becomes the
Catch Weapon (Elephantine or True Form Only). When the Queen
Queen of Mammoths with all of the hp and abilities thereof. Only
of Mammoths is hit by a melee weapon attack, she can reduce the
killing every elephantine creature on the Material Plane will prevent
damage by 1d10 + 17. If this reduces the damage to 0, the queen
this trait from functioning.
can catch the weapon with her trunk if she is not using it to grapple
Speak with Elephantines. The Queen of Mammoths can a creature.
communicate with any elephant, mammoth, or other elephantine If the Queen of Mammoths catches a weapon in this way, she
creature as if they shared a language. must make a Strength (Athletics) check contested by the attacker’s
Trampling Charge. If the Queen of Mammoths moves at least 20 Strength (Athletics) or Dexterity (Acrobatics) check (the target
feet straight toward a creature and then hits it with a Gore attack chooses the ability to use). The queen has disadvantage on the
on the same turn, that target must succeed on a DC 20 Strength check if the wielder is holding the item with two or more hands.
saving throw or be knocked prone. If the target is prone, the queen If she wins, she disarms the creature and can throw the weapon
can make one Stomp attack against it as a bonus action. up to 60 feet in a random direction as part of the same reaction.
ACTIONS LEGENDARY ACTIONS
Multiattack. The Queen of Mammoths makes three Battleaxe The Queen of Mammoths can take 3 legendary actions, choosing
attacks or two Gore attacks, or she makes one Gore attack and one from the options below. Only one legendary action can be used at
Stomp attack. She can replace one attack with one Trunk attack or a time and only at the end of another creature’s turn. The Queen of
Trunk Slam. Mammoths regains spent legendary actions at the start of her turn.
Battleaxe (Humanoid or True Form Only). Melee Weapon Attack: Regenerative Hide. The Queen of Mammoths regains 15 hp. She
+13 to hit, reach 10 ft., one target. Hit: 20 (3d8 + 7) slashing can’t use this legendary action again until the end of her next turn.
damage, or 23 (3d10 + 7) slashing damage if used with two hands. Trunk. The Queen of Mammoths makes one Trunk attack.
Gore (Elephantine or True Form Only). Melee Weapon Attack: +13 Shoving Stampede (Costs 2 Actions). The Queen of Mammoths
to hit, reach 10 ft., one target. Hit: 34 (6d8 + 7) piercing damage. charges, becoming an unstoppable stampede in a line up to 80
Stomp (Elephantine or True Form Only). Melee Weapon Attack: feet long and 15 feet wide. Each creature in the line must make
+13 to hit, reach 5 ft., one target. Hit: 34 (5d10 + 7) bludgeoning a DC 20 Dexterity saving throw. On a failure a creature takes 14
damage. (4d6) bludgeoning damage and is pushed up to 15 feet away and
Trunk (Elephantine or True Form Only). Melee Weapon Attack: +13 knocked prone. On a success, a creature takes half the damage
to hit, reach 15 ft., one creature. Hit: The target is grappled (escape and isn’t pushed or knocked prone. The Queen of Mammoths’s
DC 19) if it is a Large or smaller creature. Until the grapple ends, the movement along this line doesn’t provoke opportunity attacks.
target is restrained, and the queen can’t use her Trunk attack on Queen’s Trumpet (Costs 3 Actions). The Queen of Mammoths
another target. raises her trunk and emits a loud trumpeting that is audible out
Trunk Slam. One Large or smaller object held or creature grappled to 300 feet. She chooses up to three creatures that can hear the
by the Queen of Mammoths is slammed into the ground or flung trumpeting. If a target is friendly, it has advantage on its next attack
away. A creature slammed to the ground must make a DC 20 roll, ability check, or saving throw. If a target is hostile, it must
Constitution saving throw, taking 27 (5d10) bludgeoning damage succeed on a DC 20 Wisdom saving throw or become frightened
on a failed save, or half as much damage on a successful one. This until the end of its next turn.
doesn’t end the grappled condition on the target.
A creature flung away is thrown up to 60 feet in a random direction
and knocked prone. If a thrown creature strikes a solid surface, the
THE QUEEN’S GIFT
target takes 3 (1d6) bludgeoning damage for every 10 feet it was When a hero performs a great deed for the Queen of Mammoths
thrown. If the target is thrown at another creature, that creature
or for mammoths in general, the queen might gift the hero with
must succeed on a DC 19 Dexterity saving throw or take the same
a piece of her tusk. Typically, the tusk is nothing more than gold,
damage and be knocked prone.
which can be melted down and sold as thanks to the hero, or a
Tusk Sweep (Elephantine or True Form Only, Recharge 5–6). The bone fragment containing a temporary boon, such as breaking it to
Queen of Mammoths channels raw magic as she sweeps her tusks gain the effects of a potion of heroism.
in a wide arc. Each creature in a 15-foot cube must make a DC For heroes that perform particularly impactful deeds, however,
20 Dexterity saving throw. On a failure, a creature takes 35 (10d6)
the queen imbues the gifted tusk with some of her power. Such a
bludgeoning damage and is pushed up to 15 feet away from the
tusk might be shaped like a belt buckle, turning any belt into a belt
queen. On a success, a creature takes half the damage and isn’t
of fire giant strength, like an axe knob, turning any axe or greataxe
pushed away.
into a +3 weapon, like a golden gorget, turning any suit of armor
into +1 armor of cold resistance, or like a miniature elephant, which
can be used as a figurine of wondrous power (marble elephant).
33 TOME OF BEASTS 3 A
Animated Instruments
The piano began to play a tune on its own, and the tavern formidable quartets of instruments are created, typically horns
patrons turned to look. The piano then floated upward, clipping or drums. Quartets act with unified purpose in accordance with
a startled waiter, and everyone in the tavern turned to flee. their enchanter’s instructions and do so in perfect harmony.
Though most animated instruments are seen alone or as a
Delicate in frame but clever in design, animated instruments quartet, animated instruments’ capacity for animation is limited
are crafted with formidable magic to serve maestros and savants only by the arcane aptitude and creativity of the enchanter.
for purposes ranging from bodyguards to performance backup.
Favored by bards, nobles, and virtuoso liches (see Tome of Beasts Mighty Symphonies. Truly magnificent works of art and
2) these often-beautiful works of craftsmanship are designed sorcery, animated symphonies are massive swarms of animated
and imbued with magical effects that can enthrall, confuse, and instruments. The magic required to uplift entire symphonies is
even terrify listeners. both mighty and rare. In all cases, animated symphonies develop
Any instrument is suitable for animation, though some are hive-mind egos that are twisted caricatures of the composers
more common than others. Lutes, flutes, and other more who wrote for the instruments or that are rooted in the style
compact instruments are prime candidates for traveling bards. of music their individual components played before their
Pianos and harpsichords make for excellent guards in the transmutation. The personalities of these symphonies are as
homes of the wealthy. Horns and drums are often chosen for varied as the music of the world.
armies on battlegrounds to bolster weary soldiers and frighten
oncoming enemies. ANIMATED SYMPHONY’S LAIR
Compelling Melodies. Songs of wondrous power An animated symphony’s lair is typically an unoccupied music
are woven into the enchantments that impart the chosen hall, defunct bardic college, great cathedral, or the grand
instrument with unique musical gifts. Other times, usually ballroom of an abandoned palace. The magical influence of
when an instrument is enchanted in haste, the instrument the animated symphony alters its lair, stretching out the space
recalls the pieces of music it was used to play when it was to increase spectator capacity, adding balconies and private
only an object. In any case, the animated instrument can play viewing boxes, and insulating walls to maximize the acoustics.
magical melodies. All animated instruments, even the simplest When encountered in its lair, the symphony has a challenge
of harps or tambourines, can strike at unruly listeners with rating of 16 (15,000 XP).
thunderous effect and charming melodies.
Menacing Harmonies. An animated instrument alone LAIR ACTIONS
is more than enough for most heroes to handle, but not all On initiative count 20 (losing initiative ties), the animated
instruments are brought to life for solo acts. Just as often, symphony takes a lair action to cause one of the following effects;
the symphony can’t use the same effect two rounds in a row:
• Backup Music. The symphony calls for backup instruments
INSTRUMENTS OF VARYING SIZES to assist in the performance, summoning 2d4 animated
instruments or 1 animated quartet in unoccupied spaces it
The statistics presented here describe a Tiny instrument, such as can see within 120 feet of it. The creatures act immediately
a flute, shawm, or tambourine, but instruments of any size can be and on initiative count 20 each round. The creatures act
animated. To create an animated instrument of a different size, use as allies of the symphony and remain for 1 hour, until the
the statistics presented here except as described below. symphony dies, or until the symphony uses this lair action
Small. A Small instrument, such as a lute, sitar, tabor, or violin, is again.
portable and often requires two hands to play. A Small animated
• Horn Blast. The symphony’s horn section blasts a harsh
instrument has 17 (5d6) hit points, and its Trouble Clef and
note at a point the symphony can see within 120 feet of it.
Orchestra Hit each increase by one die type. It has a challenge
Each creature within 5 feet of that point must make a DC
rating of 1/4 (50 XP).
19 Constitution saving throw, taking 21 (6d6) thunder
Medium. A Medium instrument, such as a cello, kettledrum, damage on a failed saving throw, or half as much damage on
or marimba, is nearly the size of a human and often requires the a successful saving throw.
musician to remain stationary to play it. A Medium animated
instrument has 27 (6d8) hit points, and its Trouble Clef and • Timekeeper. The symphony’s percussion section attempts
Orchestra Hit each increase by two die types. It has a challenge to magically alter the tempo of one creature it can see within
rating of 1/2 (100 XP). 120 feet of it. A friendly target gains a +2 bonus to its AC, has
advantage on Dexterity saving throws, and can make one
Large. A Large instrument, such as an alphorn, harp, or piano, is
attack as a bonus action on its turn. A hostile target must
larger than a human, often requires multiple people or magic to
succeed on a DC 19 Wisdom saving throw or reduce its AC by
reposition it, and, in some cases, can be played by more than one
2, have disadvantage on Dexterity saving throws, and can use
person. A Large animated instrument has a walking speed of 30
either an action or bonus action, but not both, on its turn.
feet in addition to its flying speed and 27 (5d10) hit points, and its
The effect lasts until initiative count 20 on the next round.
Trouble Clef and Orchestra Hit each increase by three die types. It
has a challenge rating of 1/2 (100 XP).
A TOME OF BEASTS 3 34
REGIONAL EFFECTS Wisdom saving throw. On a failure, a creature is incapacitated until
the end of its next turn. On a success, a creature has an epiphany
The region containing the animated symphony’s lair is warped by and gains advantage on Charisma (Performance) checks for 1 day.
its presence, which creates one or more of the following effects:
Courageous Anthem (1/Day). The instrument plays a song that
• Life-Giving Music. Periodically, an inanimate object within bolsters its allies. Each friendly creature within 30 feet of the
1 mile of the symphony’s lair temporarily comes to life to animated instrument that can hear the song has a +1 bonus to
sing and dance and realize the dreams it could never achieve attack rolls, ability checks, and saving throws until the song ends.
while it was inanimate. The animated instrument must take a bonus action on subsequent
turns to continue playing the song. It can stop playing at any
• Pervasive Stings. Within 5 miles of the symphony’s lair, time. The song ends if the animated instrument is incapacitated. A
situation-appropriate music audibly, though not loudly, creature can benefit from only one Courageous Anthem at a time.
punctuates decisive actions, potentially providing advantage
in moments of brilliance or disadvantage in inopportune
ANIMATED QUARTET
circumstances, usually in accordance with the symphony’s
long-term goals. Large Construct, Unaligned
Armor Class 14 (natural armor)
If the animated symphony dies, these effects fade in 1d10 days.
Hit Points 102 (12d10 + 36)
Speed 30 ft., fly 50 ft. (hover)
ANIMATED INSTRUMENT
Tiny Construct, Unaligned STR DEX CON INT WIS CHA
Armor Class 12 (natural armor) 10 (+0) 16 (+3) 17 (+3) 4 (–4) 5 (–3) 18 (+4)
Hit Points 17 (7d4)
Speed 0 ft., fly 30 ft. (hover) Skills Performance +8
Damage Immunities poison, psychic
STR DEX CON INT WIS CHA Condition Immunities blinded, charmed, deafened, exhaustion,
1 (–5) 12 (+1) 11 (+0) 1 (–5) 5 (–3) 15 (+2) frightened, paralyzed, petrified, poisoned
Skills Performance +6
Damage Immunities poison, psychic
Condition Immunities blinded, charmed, deafened,
exhaustion, frightened, paralyzed, petrified, poisoned
Senses blindsight 60 ft. (blind beyond this radius),
passive Perception 7
Languages —
Challenge 1/4 (50 XP) Proficiency Bonus +2
35 TOME OF BEASTS 3 A
Senses blindsight 60 ft. (blind beyond this radius), passive ACTIONS
Perception 7 Multiattack. The quartet uses Musical Arrangement. It then makes
Languages — two Trouble Clef or Orchestra Hit attacks.
Challenge 4 (1,100 XP) Proficiency Bonus +2 Trouble Clef. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.
Hit: 13 (4d4 + 3) bludgeoning damage.
Antimagic Susceptibility. The quartet is incapacitated while in the Orchestra Hit. Ranged Spell Attack: +6 to hit, range 60 ft., one
area of an antimagic field. If targeted by dispel magic, the quartet target. Hit: 18 (4d6 + 4) thunder damage.
must succeed on a Constitution saving throw against the caster’s Musical Arrangement. The quartet plays one of the following songs:
spell save DC or fall unconscious for 1 minute.
• Dreadful Dirge. The quartet plays a hair-raising tune that evokes
Construct Nature. The quartet doesn’t require air, food, drink, terror. Each hostile creature within 30 feet of the quartet must
or sleep. succeed on a DC 14 Wisdom saving throw or be frightened until
False Appearance. While the quartet remains motionless and isn't the end of its next turn.
flying, it is indistinguishable from a group of musical instruments. • Oppressive Overture. The quartet plays a heavy melody that
Four-Part Harmony. An animated quartet is always composed reverberates through nearby creatures. Each hostile creature
of four instruments that sit or hover close together, acting with within 30 feet of the quartet must succeed on a DC 14 Strength
singular intent. If an attack deals at least 25 damage to the quartet saving throw or be knocked prone.
then one of the instruments falls unconscious, causing the quartet • Seditious Sonata. The quartet plays a song that incites
to deal one die less of damage with its Trouble Clef and Orchestra disobedience and rebellion. Each hostile creature within 30 feet
Hit actions. of the quartet must succeed on a DC 14 Charisma saving throw
A TOME OF BEASTS 3 36
or be charmed by the quartet for 1 minute. While charmed, or 18 (4d8) bludgeoning damage if the symphony has half its hit
a creature refuses to attack other creatures or target other points or fewer.
creatures with harmful abilities or magical effects, and it refuses Pulsating Cacophony. Ranged Spell Attack: +11 to hit, range 60 ft.,
to aid its allies. A charmed creature can repeat the saving throw one target. Hit: 22 (4d10) thunder damage plus 13 (2d12) psychic
at the end of each of its turns, ending the effect on itself on a damage, or 11 (2d10) thunder damage plus 6 (1d12) psychic damage
success. If a charmed creature takes damage, the effect ends if the symphony has half its hit points or fewer.
for it.
Musical Arrangement. The symphony plays one of the following:
• Ballet of Quickening Steps. The symphony plays a lilting ballet
ANIMATED SYMPHONY that picks up pace in startling fashion, increasing its movement
Gargantuan Swarm of Small Constructs, Neutral speed by 10 feet and allowing it to take the Dodge action as a
Armor Class 15 (natural armor) bonus action on each of its turns. This song lasts 1 minute or until
the symphony plays a different song.
Hit Points 201 (13d20 + 65)
• Harrowing Hymn. The symphony plays a foreboding verse. Each
Speed 30 ft., fly 30 ft. (hover)
creature within 30 feet of the symphony that can hear it must
succeed on a DC 19 Wisdom saving throw or become frightened
STR DEX CON INT WIS CHA for 1 minute. A creature can repeat the saving throw at the end
12 (+1) 18 (+4) 20 (+5) 10 (+0) 8 (–1) 22 (+6) 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
Saving Throws Dex +7, Con +10, Wis +4, Cha +11 creature is immune to the symphony’s Harrowing Hymn for the
Skills Performance +16 next 24 hours.
Damage Resistances bludgeoning, piercing, slashing • Concerto for the Luckless. The symphony plays a compelling
piece, pitting nearby listeners against their own misfortunes. Each
Damage Immunities poison, psychic
creature within 60 feet of the symphony that can hear it must
Condition Immunities blinded, charmed, deafened, exhaustion, succeed on a DC 19 Charisma saving throw or be cursed for 1
frightened, grappled, paralyzed, petrified, poisoned, prone, minute. While cursed, a creature can’t add its proficiency bonus
restrained, stunned to attack rolls or ability checks. If the cursed creature rolls a 20 on
Senses blindsight 120 ft. (blind beyond this radius), passive an attack roll or an ability check, the curse ends. Alternatively, the
Perception 9 curse can be lifted early by a remove curse spell or similar magic.
Languages understands Common but can’t speak • Four Winds Canon. The symphony trumpets gale force winds
Challenge 15 (13,000 XP) Proficiency Bonus +5 in a 90-foot cone. Each creature in that area must make a DC 19
Strength saving throw. On a failure, a creature is pushed up to 30
feet away from the symphony and knocked prone. On a success,
Antimagic Susceptibility. The symphony becomes incapacitated
a creature is knocked prone, but it isn’t pushed. The winds also
if it ends its turn in the area of an antimagic field. If targeted
disperse gas or vapor, and it extinguishes candles, torches, and
by dispel magic, the symphony must succeed on a Constitution
similar unprotected flames in the area. It causes protected flames,
saving throw against the caster’s spell save DC or fall unconscious
such as those of lanterns, to dance wildly and has a 50 percent
for 1 minute. The symphony has advantage on this saving throw.
chance to extinguish them.
Construct Nature. The symphony doesn’t require air, food, drink,
or sleep.
LEGENDARY ACTIONS
False Appearance. While the symphony remains motionless and
The symphony can take 3 legendary actions, choosing from the
isn't flying, it is indistinguishable from a large collection of musical
options below. Only one legendary action can be used at a time
instruments and performance paraphernalia.
and only at the end of another creature’s turn. The symphony
Grand Composition. While the symphony occupies another regains spent legendary actions at the start of its turn.
creature’s space, that creature has disadvantage on Constitution
Move. The symphony moves up to its speed without provoking
saving throws to maintain concentration, and the creature can’t
opportunity attacks.
cast spells with verbal components.
Harmonize (Costs 2 Actions). The symphony tunes its worn-out
Legendary Resistance (3/Day). If the symphony fails a saving
instruments back to working harmony, regaining 20 hp and ending
throw, it can choose to succeed instead.
one condition affecting it.
Magic Resistance. The symphony has advantage on saving throws
Orchestral Flourish (Costs 2 Actions). The symphony plays a
against spells and other magical effects.
short, fierce melody. Each creature within 10 feet of the symphony,
Swarm. The symphony can occupy another creature’s space and including creatures in its space, must make a DC 19 Constitution
vice versa, and the symphony can move through any opening saving throw, taking 10 (3d6) thunder damage on a failed save, or
large enough for a Small musical instrument. Except for the half as much damage on a successful one.
Harmonize legendary action, the symphony can’t regain hp or gain
Syncopated Melody (Costs 3 Actions). The symphony mimics a spell
temporary hp.
that was cast since the end of its last turn. It makes a Performance
ACTIONS check where the DC is the caster's DC + the level of the spell the
Multiattack. The symphony uses Musical Arrangement. It then symphony is trying to mimic. If successful, the symphony casts the
makes two Hammer Note or Pulsating Cacophony attacks. spell, using the original caster’s DC and spell attack bonus.
37 TOME OF BEASTS 3 A
Animated Offal
This disgusting mass of congealed blood, intermingled with other
fluids, is interrupted here and there by pieces of flesh—scraps
of skin and muscle, bone, and the occasional whole or
partial limb or milky eyeball. It all moves together in a slow,
shuddering flow.
The first animated offal was the unintentional
product of war. A field hospital for the
wounded included a large pit where all
the castoffs from their work—blood, pus,
surgically removed flesh, and the like—were
dumped. The residual energy from the constant
healing spells, and the dregs of healing potions in
bottles also dumped in the pit, stirred the mass of
offal into a strange semblance of life.
Ease to Recreate. Since its initial creation,
mad or evil magical researchers have recreated the
circumstances that birthed the first such creature,
bringing new animated offal into the world. Such
creatures also reproduce. Once an animated offal absorbs
enough new organic matter into its mass, a portion
splits off, creating an entirely new ooze.
Vitalized by Healing Magic. Originally
created by healing magic, an animated offal is
attracted to such energies. If a healing spell is cast
near it, or there are healing potions in the area, the
animated offal moves toward them in preference to
other targets, seeking to consume such energies.
ANIMATED OFFAL
Huge Ooze, Unaligned
Armor Class 8 ACTIONS
Hit Points 207 (18d12 + 90) Multiattack. The animated offal makes two Pseudopod attacks.
Speed 30 ft.
Pseudopod. Melee Weapon Attack: +8 to hit, reach 10 ft., one
target. Hit: 11 (2d6 + 4) bludgeoning damage plus 18 (4d8) necrotic
STR DEX CON INT WIS CHA damage, and the target is grappled (escape DC 16) if it is a Large
18 (+4) 6 (–2) 20 (+5) 1 (–5) 7 (–2) 1 (–5) or smaller creature and the animated offal doesn’t have two other
Damage Immunities necrotic creatures grappled. If the target is holding or carrying one or more
healing potions, there is a 25 percent chance one potion shatters
during the attack, allowing the animated offal to absorb the healing
Condition Immunities blinded, charmed, deafened, exhaustion,
energy and gain the benefits of its Healing Sense.
frightened, prone
Senses blindsight 120 ft. (blind beyond this radius), passive BONUS ACTIONS
Perception 8 Subsume. The animated offal begins absorbing one creature it is
Languages — grappling. The creature must make a DC 17 Constitution saving
Challenge 9 (5,000 XP) Proficiency Bonus +4 throw, taking 18 (4d8) necrotic damage on a failed save, or half as
much damage on a successful one. The animated offal regains hp
Flowing Flesh. The animated offal can move through spaces as equal to half the damage dealt. If the animated offal is at its hp
narrow as 6 inches wide without squeezing. maximum, it gains temporary hp for 1 hour instead. The animated
offal can add temporary hp gained from this trait to temporary hp
Healing Sense. The animated offal can sense healing spells, effects, gained earlier from this trait. Its temporary hp can’t exceed 48. If its
and potions within 120 feet of it. If the ooze is the target of a temporary hp would exceed 48, a new animated offal appears in an
healing spell, if it consumes a healing potion, or if it is affected by a unoccupied space within 5 feet of the animated offal. The new Ooze
similar magical effect, it gains a +2 bonus to its AC, has advantage is Small, doesn’t have this bonus action, and has 10 hp.
on Dexterity saving throws, and can use its Pseudopod attack as a A creature killed by this bonus action is fully subsumed into
bonus action for 1 minute. the animated offal and can be restored to life only by means of a
Ooze Nature. The animated offal doesn’t require sleep. resurrection spell or similar magic.
A TOME OF BEASTS 3 38
Aphasian Abomination
A swirling cloud of orange-yellow energy moves with deliberate Made of Magic. The aphasian abomination is formed of magical
intent. What appear to be dozens of glowing, green eyes and energy. It temporarily winks out of existence when inside an
mouths churn across the surface of the cloud as it moves. antimagic field, instantly reappearing once the space it occupied
is no longer within the area of effect. An aphasian abomination
A living weapon created during a great war of mages, the targeted by dispel magic takes 21 (6d6) damage plus an extra 7
aphasian abomination exists to slay spellcasters. Its powerful (2d6) psychic damage for each spell level beyond 3rd, if the spell is
abilities to attack the speech centers of the mind can break cast using a higher spell slot.
communication as well as stop spellcasters from speaking the Magic Resistance. The aphasian abomination has advantage on
words necessary to cast their magic, effectively neutralizing saving throws against spells and other magical effects.
them. Though the mighty magicians that created these magical
constructs are long dead, their creations still roam free in ACTIONS
the blasted wastes where the war was fought, seeking enemy Multiattack. The aphasian abomination makes three Force Blast
spellcasters to destroy. attacks.
Dangerous Portents. The aphasian abomination’s ability Force Blast. Melee or Ranged Spell Attack: +9 to hit, reach 5 ft. or
to sense and seek out magic means the area where one is range 120 ft., one target. Hit: 23 (4d8 + 5) force damage.
encountered likely contains remnants and relics from the
ancient past.
APHASIAN ABOMINATION
Large Construct, Unaligned
Armor Class 15
Hit Points 170 (20d10 + 60)
Speed 0 ft., fly 60 ft. (hover)
39 TOME OF BEASTS 3 A
Arcane Leviathan
Lightning splits the sky on a clear day; the ocean breaks, and
the leviathan wakes, a crustacean shape of ceramic armor and
wrathful magic. Faded script in a forgotten tongue crawls along
its flanks. Armor plating on its back parts as crystal pillars rise,
charged with magic.
Long ago, an undersea civilization forged guardians for its great
cities. They built these leviathans in the image of ancient gods,
inscribing the armored carapaces with religious iconography
and verses from scripture, arming the constructs with claws
that could crush stone. Most fearsome of all, the creators built
enormous magical weapons into the leviathans’ abdomens,
meant to shatter armies and destroy cities if their masters were
ever truly threatened. Eventually, their masters faded from the
world, then from memory, and the leviathans became dormant.
Wrathful Relics. Occasionally, a leviathan awakens. With
its cities ruined, the construct follows ancient retributive‑strike
protocols. It patrols the seas, looking for possible culprits
to avenge itself upon or successor states to protect.
Sometimes, an arcane leviathan guards some undersea
settlement or ancient ruin. Other times, it becomes
a scourge of shipping lanes, destroying fleets and
terrorizing docks of those who have infringed upon
the territory of a nation dead for millennia.
ARCANE LEVIATHAN
Gargantuan Construct, Unaligned
Armor Class 17 (natural armor)
Hit Points 279 (18d20 + 90)
Speed 10 ft., swim 60 ft.
A TOME OF BEASTS 3 40
Arcane Scavenger
A menacing construct of alien design flies low over the ancient attack. This effect lasts for 3 rounds. At the end of its third turn, the
ruins. Its metallic tentacles probe and scrabble through the debris scavenger takes 10 (3d6) fire damage.
in search of something. Magic Resistance. The arcane scavenger has advantage on saving
throws against spells and other magical effects.
Created centuries ago by artificers to explore and excavate ruins,
Ruinous Detonation. When the arcane scavenger dies, it explodes,
arcane scavengers resemble nightmarish metal octopuses, each
and each creature within 30 feet of it must make a DC 16 Dexterity
with a single, central eye. Glowing magical glyphs cover their
saving throw. On a failure, a creature takes 21 (6d6) force damage,
armor-plated spherical bodies, and each of their eight writhing
is flung up to 40 feet away from the scavenger, and is knocked
arms ends in a grasping iron claw. The arcane scavengers’ alien
prone. On a success, a creature takes half the damage and isn't
appearance suggests their creators worked from schematics
flung or knocked prone.
devised by visitors from beyond the stars.
ACTIONS
Seekers of Magic. Arcane scavengers often roam places of
mysterious power, searching through the crumbling structures Multiattack. The scavenger makes three Grabbing Claw or
for buried magical items or residual sources of arcane energy. Excavation Beam attacks.
When it finds an interesting item, a scavenger stows the object in Grabbing Claw. Melee Weapon Attack: +8 to hit, reach 15 ft., one
a hidden compartment inside its body. Since arcane scavengers target. Hit: 13 (2d8 + 4) bludgeoning damage plus 7 (2d6) force
explode when they are destroyed, these stowed items are usually, damage, and the target is grappled (escape DC 16). The scavenger
but not always, obliterated. has eight claws, each of which can grapple only one target.
Focused Scavengers. Arcane scavengers ignore most other Excavation Beam. Ranged Spell Attack: +7 to hit, range 60 ft., one
creatures unless they attempt to interfere with a scavenger’s target. Hit: 20 (5d6 + 3) fire damage.
salvage work. Scavengers frequently work alongside dread walker Spellcasting. The arcane scavenger casts one of the following spells,
excavators (see Tome of Beasts 2), strange spider-like constructs requiring no material components and using Intelligence as the
with similar origins. Arcane scavengers can communicate with spellcasting ability (spell save DC 15):
the excavators via complex gestures using their eight arms. Dread At will: detect magic, locate object
walker excavators respond by projecting complicated symbols 3/day each: counterspell, dispel magic
from their central eyes, but observers have yet to translate this
communication or determine its true purpose.
ARCANE SCAVENGER
Large Construct, Neutral
Armor Class 17 (natural armor)
Hit Points 127 (17d10 + 34)
Speed 10 ft., fly 40 ft. (hover)
41 TOME OF BEASTS 3 A
Archon, Siege
Gleaming steel armor girds the flanks, encases the head, tips the saving throw or be pushed up to 10 feet and knocked prone. If the
tusks, and shoes the feet of this elephantine archon. A massive target is prone, the archon can make one Stomp attack against it as
hammerhead sits at the end of its long trunk. Its immense, eagle- a bonus action.
like wings, feathered with steel, make a musical sound not unlike ACTIONS
a wind chime as it flies.
Multiattack. The siege archon makes two Trunk Maul attacks or four
A single siege archon can batter down the sturdy steel gate of Trumpeting Blast attacks.
a large city in less than a minute. Originally created to guard Trunk Maul. Melee Weapon Attack: +11 to hit, reach 10 ft., one
celestial cities from fiendish incursions, they first saw direct target. Hit: 20 (4d6 + 6) bludgeoning damage plus 22 (5d8) force
action when they breached the infernal walls of a great city in damage.
Hell and held them while other archons rescued devas held Stomp. Melee Weapon Attack: +11 to hit, reach 10 ft., one prone
by the city’s ruling archdevil. When they are not active, siege creature. Hit: 22 (3d10 + 6) bludgeoning damage.
archons remain completely motionless, often for long stretches Trumpeting Blast. Ranged Spell Attack: +10 to hit, range 120 ft., one
of time. Creatures unaware of their true natures often mistake target. Hit: 19 (4d6 + 5) thunder damage.
them for immense steel and stone statues.
Sundering Quake (Recharge 5–6). The siege archon slams its
Bulwarks of Order. Siege archons remain vigilant for the forelegs into the ground. Each creature in contact with the ground
appearance of fiends and other creatures that take pleasure in within 20 feet of the archon must make a DC 19 Dexterity saving
corrupting mortals. When they destroy such creatures, they throw, taking 49 (14d6) force damage on a failed save, or half as
feel true joy. The archons feel no fear and stand up against much damage on a successful one. Each structure in contact with
any resident of the lower planes, regardless of its power in the ground within 20 feet of the archon also
comparison to their own. They gladly suffer destruction at the takes the damage and collapses
hand of a greater fiend if it allows a mortal to escape that fate. if the damage reduces it to 0 hp.
SIEGE ARCHON
Huge Celestial, Lawful Good
Armor Class 18 (plate)
Hit Points 187 (15d12 + 90)
Speed 40 ft., fly 60 ft.
A TOME OF BEASTS 3 42
Archon, Ursan
This two-legged polar bear unfurls wings as snowy
as its body. It swings a greataxe in a blur of
motion that produces a whirring sound.
Bearfolk stories include legends about solitary
bearfolk who held back the tide of evil, giving their
clans a chance to escape or rally. In return for their
sacrifice, these bearfolk became ursan archons,
earning the reward of pursuing an eternal battle
against evil. Some of these archons break ranks to return to
their former homes and battle the supernatural and mundane
threats against their onetime comrades and family.
Persistent Warriors. Ursan archons are fearless
combatants and relentless in battle. They absorb otherwise
fatal blows and continue fighting. An archon’s defiance inspires
others in combat, bolstering them to keep up the fight regardless
of the apparent odds.
Bloodlust. Ursan archons sometimes don’t know when to
give up, retreat, and return with reinforcements. The archons
hold only themselves to this impossible standard and don’t
chastise others who exercise the better part of valor. They relish
driving back their enemies and become overconfident when
pushing their advantage. This often makes them susceptible to
cunning combat tactics, especially where an opponent holds an
archon’s focus while another slips past unseen.
URSAN ARCHON
Large Celestial, Chaotic Good
Armor Class 16 (natural armor)
Hit Points 142 (15d10 + 60) Relentless (Recharges after a Short or Long Rest). If the ursan
Speed 30 ft., fly 60 ft. archon takes 30 damage or less that would reduce it to 0 hp, it is
reduced to 1 hp instead.
STR DEX CON INT WIS CHA ACTIONS
21 (+5) 14 (+2) 18 (+4) 13 (+1) 17 (+3) 16 (+3) Multiattack. The ursan archon makes two Greataxe attacks. When
Thunderous Roar is available, it can use the roar in place of one
Saving Throws Con +8, Wis +7, Cha +7 Greataxe attack.
Skills Athletics +9, Intimidation +7 Greataxe. Melee Weapon Attack: +9 to hit, reach 5 ft., one target.
Damage Resistances radiant; bludgeoning, piercing, and slashing Hit: 18 (2d12 + 5) slashing damage plus 13 (3d8) force damage.
from nonmagical attacks Thunderous Roar (Recharge 5–6). The ursan archon unleashes a
Damage Immunities cold terrifying roar in a 30-foot cone. Each creature in that area must
Condition Immunities charmed, exhaustion, frightened, prone make a DC 16 Constitution saving throw, taking 36 (8d8) thunder
damage on a failed save, or half as much damage on a successful
Senses darkvision 120 ft., passive Perception 13
one. In addition, each hostile creature within 60 feet of the archon
Languages all, telepathy 120 ft. that can hear it must succeed on a DC 15 Wisdom saving throw or
Challenge 9 (5,000 XP) Proficiency Bonus +4 become frightened for 1 minute. Creatures in the 30-foot cone have
disadvantage on this saving throw. A frightened creature can repeat
Celestial Weapons. The ursan archon’s weapon attacks are magical. the saving throw at the end of each of its turns, ending the effect on
When the ursan archon hits with any weapon, the weapon deals an itself on a success.
extra 4d8 force damage (included in the attack). REACTIONS
Immortal Nature. The ursan archon doesn’t require food, drink,
Rallying Roar. When the ursan archon reduces a creature to 0 hp, it
or sleep.
can utter a triumphant roar. Each friendly creature within 60 feet of
Magic Resistance. The ursan archon has advantage on saving throws the archon that is frightened, paralyzed, stunned, or unconscious
against spells and other magical effects. has advantage on its next saving throw. A friendly creature without
Reckless. At the start of its turn, the ursan archon can gain advantage those conditions has advantage on its next attack roll. In addition,
on all melee weapon attack rolls it makes during that turn, but attack each friendly creature within 60 feet of the archon that can hear the
rolls against it have advantage until the start of its next turn. roar gains 14 (4d6) temporary hp.
43 TOME OF BEASTS 3 A
Archon, Word
A steel great helm with a featureless mask flies above the land, Saving Throws Wis +5, Cha +5
observing all. Golden light shines from the helm’s eye and neck Skills Persuasion +5
openings. The wings adorning the sides of the helm flap rapidly, Damage Resistances radiant
creating a musical tinkling. Damage Immunities necrotic, poison
The least of their kind, word archons serve as observers, Condition Immunities charmed, exhaustion, frightened,
witnesses, and messengers for the greater archon host. The poisoned, prone
arrival of word archons on the Material Plane often indicates Senses darkvision 120 ft., passive Perception 13
the forces of chaos are gaining the upper hand in a region. If the Languages all, telepathy 60 ft.
local residents can’t stem the tide, the word archon may call for a Challenge 1 (200 XP) Proficiency Bonus +2
larger force of archons to step in, for better or worse.
High-Spirited Punsters. Word archons are surprisingly Immortal Nature. The word archon doesn’t require food, drink, or
playful and have a deep love of puns and clever wordplay. They sleep.
prefer to defuse tense situations through parley, and they Keen Sight. The word archon has advantage on Wisdom
disdain violence, turning to it only as a last resort or to protect (Perception) checks that rely on sight.
innocents from agents of chaos. Some word archons take Magic Resistance. The word archon has advantage on saving
their love of repartee so seriously they speak only in rhyming throws against spells and other magical effects.
couplets. Many other archons dislike this habit and interact with
word archons only when necessary. ACTIONS
Dedicated to Order. Like all archons, word archons stand Slam. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7
staunchly against fiends of all types, though they harbor a (2d4 + 2) radiant damage.
particular loathing for demons and their servitors. They are Forceful Words. Ranged Spell Attack: +5 to hit, range 90 ft., one
eager to assist mortals who come into conflict with demons or target. Hit: 10 (2d6 + 3) radiant damage.
demonic cults. Share Smite (3/Day). The word archon empowers the weapon
of one creature within 30 feet of it that can hear and see it for 1
minute. The first time the target hits with the weapon on a turn,
WORD ARCHON the weapon deals an extra 9 (2d8) radiant damage. If the creature
Tiny Celestial, Lawful Good the target hits is a Fiend or Undead, it takes 13 (3d8) radiant
Armor Class 13 (natural armor) damage instead.
Hit Points 28 (8d4 + 8) Spellcasting. The word archon casts one of the following spells,
Speed 0 ft., fly 90 ft. (hover) requiring no material or somatic components and using Charisma
as the spellcasting ability (spell save DC 13):
STR DEX CON INT WIS CHA At will: dancing lights, message, true strike
10 (+0) 14 (+2) 13 (+1) 13 (+1) 17 (+3) 16 (+3) 1/day each: faerie fire, heroism
A TOME OF BEASTS 3 44
Asp Vine
This thick cluster of vines bears heart-shaped leaves. Thin, curved
thorns, resembling snake fangs, hide beneath the leaves.
The asp vine appears as little more than a cluster of thick
creepers or ground vines—until it attacks. The curved thorns,
shaped like a snake’s fangs, give the plant its name. When prey
blunders too close to the asp vine, it lashes out, catching the
creature in its coils and scoring it with its poisonous thorns.
Once the creature is dead, the poison helps break down the
body, providing sustenance to the vine, which draws nutrients
from the remains through its roots.
Ambush Predator. Asp vines typically root themselves in
a spot and wait for prey to come to them. If there is little in
the way of food or if conditions become unsuitable—such
as from flooding—the vine uproots itself and moves to
another area to await prey.
Incidental Treasure. Items belonging to
victims of an asp vine often linger long after their
owners have decomposed. This works to the asp
vine’s advantage, as the prospect of easy treasure
often lures new victims into the clutches of the plant.
Poisonous Weapons. Asp vine thorns remain
poisonous even after the plant is dead. Humanoids
native to the wastes and forests where these vines reside
often harvest asp vines, dry them, and weave the woody,
twine-like vines into whips. Treat these weapons as whips
that deal an additional 1d4 poison damage on a hit. The
poison in the whips maintains its potency for 1 week,
after which the weapon ceases to deal poison damage.
ASP VINE
Medium Plant, Unaligned
Armor Class 13 (natural armor)
Hit Points 55 (10d8 + 10)
Speed 10 ft.
45 TOME OF BEASTS 3 A
Astralsupial
An oversized opossum with thick, patchy fur hangs
upside down from its tail in a nearby tree. Its fleshy
hands have five digits, including an apposable
thumb. In place of sharp teeth, a mouthful of flat
molars results in an unnervingly charming grin.
This unique marsupial collects odds and ends
in an extradimensional pouch on its body and
defends itself by throwing these objects at attackers.
Unknown Origins. No one knows exactly how the
astralsupial came to be, but a magical anomaly likely created
the first one. They are native to the Astral Plane. Occasionally,
pulling from the extradimensional pouch has adverse effects
and the astralsupial rips itself into another plane of existence.
Tree Hugger. When outside the Astral Realm, the
astralsupial prefers the safety of forest canopies and
swamp trees. They use their strong tails to hang
from branches or climb high into the trees to
avoid danger. They remain peaceful, surviving
mostly on plant life. When confronted, they
would rather feign death than fight to the death.
ASTRALSUPIAL
Medium Beast, Unaligned
Armor Class 14 (natural armor)
Hit Points 82 (15d6 + 30)
Speed 30 ft., climb 30 ft.
2. Cooking Utensils. Cast-iron cooking pans fly out of the pouch.
STR DEX CON INT WIS CHA On a failed save, a creature takes 5 (2d4) bludgeoning damage.
8 (–1) 17 (+3) 14 (+2) 4 (–3) 12 (+1) 14 (+2) 3. Tangled Threads. A mass of thread and string bursts out of the
pouch. On a failed save, a creature is restrained until a creature
takes an action to break the thread by succeeding on a DC 10
Saving Throws Cha +4, Dex +5 Strength check.
Skills Athletics +1, Deception +4, Perception +3, Stealth +5 4. Astral Mirror. A mirror imbued with a trace of the Astral
Senses darkvision 30 ft., passive Perception 13 Plane’s power flashes brilliantly. On a failed save, a creature
Languages — takes 1d4 psychic damage and is blinded until the end of its
Challenge 4 (1,100 XP) Proficiency Bonus +2 next turn.
5. Smelly Trash. Handfuls of putrid trash spill from the pouch. On
a failed save, a creature is poisoned for 1 minute. The creature
Apposable Thumbs. The astralsupial has advantage on Strength
can make a DC 13 Constitution saving throw at the end of each
(Athletics) checks made to climb.
of its turns, ending the effect on itself on a success.
Keen Hearing and Smell. The astralsupial has advantage on
6. Magic Beans. Magical beans bounce out of the pouch. A
Wisdom (Perception) checks that rely on hearing or smell.
creature takes 10 (4d4) fire damage on a failed save, or half as
ACTIONS much on a successful one.
Multiattack. The astralsupial makes two Claws attacks and uses
BONUS ACTIONS
Astral Pouch.
Astral Traveler (2/Day). The astralsupial briefly surrounds itself in a
Claws. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit:
shower of glittering dust and teleports to an unoccupied space it
10 (2d6 + 3) slashing damage.
can see within 30 feet.
Astral Pouch. The astralsupial reaches into its extradimensional
pouch and chooses a point it can see within 30 feet of it. Each REACTIONS
creature within 10 feet of that point must make a DC 13 Dexterity Playing Dead. When the astralsupial is reduced to 10 hp or less,
saving throw. Roll a d6 to determine which of the following effects it feigns death in hopes of deceiving its attackers. A creature that
happens. The astralsupial is immune to its own Astral Pouch effects. sees the astralsupial in this state can determine it is a ruse with a
1. Ball Bearings. Ball bearings roll out of the pouch, scattering successful DC 15 Wisdom (Medicine) check. This ruse lasts until
at the end of the astralsupial’s next turn. On a failed save, a the astralsupial ends it (no action required), up to 8 hours. The first
creature is knocked prone. attack it makes within 1 round of ending the ruse has advantage.
A TOME OF BEASTS 3 46
Aural Hunter
An eyeless, jawless creature comes bounding on six gangly limbs, Skills Perception +7, Stealth +5
several thin membranes stretched across bony protrusions along its Condition Immunities blinded
back. Vicious spikes slide out from under the skin over its ribcage. Senses blindsight 60 ft. or 20 ft. while deafened (blind beyond this
radius), passive Perception 17
The beings known commonly as aural hunters are apex
predators from an otherworldly realm. Ceaseless hunger led its Languages —
ancestors to prey upon the other species of its home realm until Challenge 5 (1,800 XP) Proficiency Bonus +3
it was the sole species in a bleak and silent landscape. Well-
intentioned but misguided interplanar contact by others made Blind Senses. The aural hunter can’t use its blindsight while
the lonely creature aware of life on other planes. Several aural deafened and unable to smell.
hunters escaped to the Material Plane and new prey. The aural Keen Hearing. The aural hunter has advantage on Wisdom
hunter’s strange physiology makes the sounds of pain and fear (Perception) checks that rely on hearing.
its most nourishing food, but prey rarely survive an encounter Sonic Sensitivity. When the aural hunter takes thunder damage, it
with the creature. becomes deafened until the end of its next turn.
Sound Seekers. Aural hunters primarily navigate by
ACTIONS
echolocation and feed on sonic vibrations created by other
creatures. Their affinities and instincts allow them to survive Multiattack. The aural hunter makes two Claws attacks and one Rib
in most ecosystems, but they thrive where sound carries best, Hooks attack. It can use Consume Sound in place of one attack.
such as mountain slopes and deep caverns. Since they aren’t Claws. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit:
carnivorous, aural hunters make for generous symbionts, as 12 (2d8 + 3) slashing damage.
they often leave behind entire corpses for scavengers. Rib Hooks. Melee Weapon Attack: +6 to hit, reach 5 ft., one target.
Hit: 10 (2d6 + 3) piercing damage, and the target is grappled
(escape DC 15) if it is a Large or smaller creature and it doesn’t have
AURAL HUNTER
another creature grappled.
Large Aberration, Chaotic Evil Consume Sound. The aural hunter siphons energy from the audible
Armor Class 15 (natural armor) vibrations surrounding a creature grappled by it. The target must
Hit Points 127 (15d10 + 45) make a DC 13 Constitution saving throw. On a failure, the target
Speed 40 ft., climb 30 ft. takes 14 (4d6) necrotic damage and becomes deafened and unable
to speak until the end of its next turn. On a success, the target takes
half the damage and is able to hear and speak. The aural hunter
STR DEX CON INT WIS CHA
regains hp equal to the damage dealt. Consume Sound has no
16 (+3) 14 (+2) 16 (+3) 7 (–2) 19 (+4) 6 (–2)
effect on creatures that are already deafened and unable to speak.
The aural hunter can’t use this action if it is deafened.
47 TOME OF BEASTS 3 A
Avestruzii
Long-legged bird people, clad in scale mail, gallop across the
plains, kicking up a storm of dust in their wakes.
Avestruzii are flightless, birdlike humanoids who hail from
the Elemental Plane of Earth. Their long legs allow them to
sprint quickly across short distances, and thick feathers protect
them from harm.
Hardened Survivors. After nearly being hunted into
extinction by extraplanar poachers, the few surviving avestruzii
formed a closed martial society in hopes of survival. After
driving their pursuers from the Elemental Plane of Earth, their
greatest warriors formed a clan system that persists to this day.
Skilled Cavalry. While most avestruzii defend their territory
on the Elemental Plane of Earth, warlords often lure warbands
of avestruzii to the Material Plane, where they serve as cavalry
on the open plains.
AVESTRUZII
Medium Humanoid (Avestruzii), Any Alignment
Armor Class 14 (scale mail)
Hit Points 22 (3d8 + 9)
Speed 40 ft.
ACTIONS
Battleaxe. Melee Weapon Attack: +4 to hit, reach 5 ft., one target.
Hit: 6 (1d8 + 2) slashing damage, or 7 (1d10 + 2) slashing damage if
used with two hands.
Claw. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 Skills Athletics +5, Intimidation +2, Perception +2
(1d4 + 2) slashing damage. Senses passive Perception 12
Shortbow. Ranged Weapon Attack: +2 to hit, range 80/320 ft., one Languages Common, Terran
target. Hit: 3 (1d6) piercing damage. Challenge 2 (450 XP) Proficiency Bonus +2
REACTIONS ACTIONS
Dig In. The avestruzii has resistance to one melee weapon attack Multiattack. The avestruzii champion makes two Greataxe attacks.
that would hit it. To do so, the avestruzii must see the attacker and Claw. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5
must not have moved during its previous turn. (1d4 + 3) slashing damage.
Greataxe. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.
AVESTRUZII CHAMPION Hit: 9 (1d12 + 3) piercing damage. If the target is a creature, it must
succeed on a DC 13 Strength saving throw or be pushed 5 feet
Medium Humanoid (Avestruzii), Any Alignment
away from the avestruzii.
Armor Class 15 (scale mail)
Shortbow. Ranged Weapon Attack: +3 to hit, range 80/320 ft., one
Hit Points 45 (6d8 + 18)
target. Hit: 4 (1d6 + 1) piercing damage.
Speed 40 ft.
REACTIONS
STR DEX CON INT WIS CHA Dig In. The avestruzii champion has resistance to one melee weapon
17 (+3) 12 (+1) 16 (+3) 10 (+0) 10 (+0) 10 (+0) attack that would hit it. To do so, the avestruzii champion must see
the attacker and must not have moved during its previous turn.
A TOME OF BEASTS 3 48
Aziza
Tiny fey peer down through the jungle foliage. Standing just over Speak with Frogs and Toads. The aziza can communicate with frogs
one foot tall, they have dark brown skin, slim builds, pointed and toads as if they shared a language.
ears, and big hair. ACTIONS
Aziza are diminutive rainforest fey who make their homes inside Thorn Dagger. Melee or Ranged Weapon Attack: +6 to hit, reach 5
the trunks of tall trees or in abandoned giant anthills. Female ft. or range 20/60 ft., one target. Hit: 6 (1d4 + 4) piercing damage.
aziza have delicate iridescent butterfly wings, and the wingless Shortbow. Ranged Weapon Attack: +6 to hit, range 80/320 ft.,
males travel on the backs of gliding frogs. All aziza have an one target. Hit: 7 (1d6 + 4) piercing damage, and the target must
affinity with the frogs, using them not only for transportation succeed on a DC 11 Constitution saving throw or become poisoned
but also for the poison produced from the frogs' sweat. for 1 minute.
Rainforest Teachers. The aziza first taught the human Befuddle. The aziza magically confuses one creature it can see
tribes of the jungles how to make fire and which plants were within 30 feet of it. The target must succeed on a DC 12 Wisdom
good to eat or for use as medicine or poison. These days, saving throw or be affected as though it failed a saving throw
against the confusion spell until the end of its next turn.
encounters with the reclusive aziza are rare, but the fey still have
a reputation for helping those in need. An aziza might send an Spellcasting. The aziza casts one of the following spells, requiring no
animal to warn a traveler away from a monster’s lair or use magic material components and using Wisdom as the spellcasting ability
to aid a hunter in taking down its prey. (spell save DC 12):
At will: druidcraft, guidance
Intolerant of Bullies. Aziza hate bullies and brutes and
enjoy playing tricks on rainforest ogres (see page 301) and any 1/day each: animal messenger, bless
cruel creatures bigger than themselves. If a rainforest ogre takes REACTIONS
up residence near a village friendly to the aziza, the fey often do
Dazzling Glow. When a creature the aziza can see targets it with a
everything in their power to protect the humanoids.
melee attack, its skin briefly glows brightly, causing the attacker to
have disadvantage on the
AZIZA attack roll.
Tiny Fey, Chaotic Good
Armor Class 15 (leather)
Hit Points 21 (6d4 + 6)
Speed 30 ft., climb 30 ft., fly 30 ft. (females only)
GLIDING FROGS
Many aziza use gliding frogs for transportation or as pack animals.
A gliding frog uses the statistics of a giant frog, except it is Small,
has a climbing speed in place of a swimming speed, and can fly up
to 60 feet on its turn but must start and end its movement on a
solid surface.
AZIZA IN MIDGARD
Communities of aziza can be found throughout the jungles
of the Southlands, but the largest numbers live in kapok
trees close to the Webworks of the Skittering Ones. The aziza
hate the evil spider-like Skittering Ones and do everything in
their power to disrupt the vile trade in slaves and silk.
49 TOME OF BEASTS 3 A
Baleful Miasma
A dark form floats in the air, looking like
a ragged shroud of smoke. Dull red points of
light glow like eyes beneath a deep cowl.
Air elementals are sometimes stranded in
toxic areas, unable to return to the pure
atmosphere of their home on the Elemental
Plane of Air. Over time, these elementals
become weakened and corrupted, forming
hateful masses of poisonous fumes that seek
to envelop and smother living creatures they
come upon. These corrupted air elementals
are known as baleful miasmas.
Hatred of Air Elementals. Baleful
miasmas hate reminders of their past forms.
Baleful miasmas attack air elementals in
preference to other targets, and if a baleful miasma
kills an air elemental, the air elemental reforms as a
new baleful miasma.
Mistaken for Undead. Because of its dark, smoky form, a
baleful miasma can be mistaken for a wraith, ghost, or other
type of incorporeal undead. This sort of misidentification can
be deadly, as adventurers may waste precious time using
attacks and spells advantageous in a fight against undead
but useless against this corrupted elemental.
BALEFUL MIASMA
Medium Elemental, Neutral Evil
Armor Class 13
Hit Points 52 (8d8 + 16)
Speed 0 ft., fly 60 ft. (hover)
Senses darkvision 60 ft., passive Perception 10 Multiattack. The baleful miasma makes two Slam attacks.
Languages Auran Slam. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6
Challenge 2 (450 XP) Proficiency Bonus +2 (1d6 + 3) bludgeoning damage plus 3 (1d6) poison damage.
REACTIONS
Air Form. The baleful miasma can enter a hostile creature’s space Swift Advance. If a creature in the same space as the baleful miasma
and stop there. It can move through a space as narrow as 1 inch moves, the miasma can move up to its speed with the creature. This
wide without squeezing. movement doesn’t provoke opportunity attacks, but the miasma
Asphyxiate. If a creature that breathes air starts its turn in the baleful must move in the same spaces the creature moved, ending in the
miasma’s space, it must succeed on a DC 12 Constitution saving creature’s space or the space nearest to the creature.
throw or begin suffocating as its lungs fill with the poisonous air
B TOME OF BEASTS 3 50
Bannik
A curious old man appears through the steam, fanning himself Languages Common, Elvish, Sylvan
while splashing his large feet in a washtub. Challenge 2 (450 XP) Proficiency Bonus +2
The bannik are elderly keepers of bathhouses, wizened and
wrinkly fey with clawed hands and big heads. Capable of seeing Hazesight. The bannik can see through areas obscured by fog,
fates and commanding water, their tempers are as mercurial smoke, and steam without penalty.
as water, and a bannik driven from its home is a grouchy, Hold Breath. The bannik can hold its breath for 10 minutes.
provokable creature desperate to return to its steamy domain. ACTIONS
Grandfathers of Many. Well known among both fey and Multiattack. The bannik makes two Scalding Claws attacks.
humanoids, a bannik’s bathhouse is usually a soothing respite.
Scalding Claws. Melee Weapon Attack: +4 to hit, reach 5 ft., one
Bathers trade tales of bannik wrestling with domovoi (see
target. Hit: 5 (1d6 + 2) slashing damage plus 3 (1d6) fire damage.
Tome of Beasts), loaning out volcanic hot rocks to attendants of
Scalding Splash (Recharge 5–6). The bannik summons a giant ladle
bathhouse drakes (see Creature Codex), and even paying tribute to
full of boiling water that pours down on a point it can see within
emissaries of Baba Yaga.
60 feet of it, extinguishing exposed flames within 10 feet of that
Risky Fortune Tellers. To ask a bannik for guidance point. Each creature within 10 feet of that point must make a DC
requires bravery, respect for tradition, and patience. The process 13 Constitution saving throw. On a failure, a creature takes 14 (4d6)
is a ritual in its own right, requiring at least three steps. First, fire damage and is scalded for 1 minute. On a success, a creature
offering a gift of bundled fir branches, soap, fine brushes, or takes half the damage and isn’t scalded. A scalded creature has
new linens. Next, the supplicant must remove all holy symbols disadvantage on weapon attack rolls and on Constitution saving
before approaching. Lastly, when a supplicant is ready to accept throws to maintain concentration. A scalded creature can repeat the
the bannik’s divination, it must bare its back to the bannik. If the saving throw at the end of each of its turns, ending the effect on
bannik responds with a backrub, a petitioner can be sure their itself on a success.
fortune is weal, but if the bannik strikes with its sharp claws, Spellcasting. The bannik casts one of the following spells, requiring
the petitioner’s fate is woe. In either case, the petitioner should only a wand of bound fir as a component and using Wisdom as the
swiftly withdraw before further provocation. spellcasting ability (spell save DC 13):
At will: augury, create or destroy water, fog cloud
BANNIK 3/day: lesser restoration
Medium Fey, Neutral
Armor Class 13 (natural armor)
Hit Points 60 (11d8 + 11)
Speed 30 ft., swim 30 ft.
51 TOME OF BEASTS 3 B
Beach Weird
Churning water in the shape of an eel erupts from the beach
sand, its body containing strands of seaweed and kelp, chunks
of driftwood, and copious amounts of sand. Its looming form
weaves back and forth like a snake ready to strike at its prey.
Beach weirds are the elemental guardians of beaches,
lagoons, and coves. They are sometimes set to their
task by celestial or fiendish powers or summoned
by spellcasters of sufficient power and need
who want to protect a piece of the shoreline.
Dauntless Defenders. A beach
weird doesn’t strike at creatures simply
because they are moving along the
shoreline it is tasked to protect.
When intruders are detected, it
watches them and gauges their
actions. It makes its presence
known only if it deems them as
threats. When called to action,
beach weirds are canny opponents
that use their mastery of their
chosen environment to their
advantage. They are particularly fond
of creating patches of quicksand to
trap their opponents.
BEACH WEIRD
Large Elemental, Neutral
Armor Class 14 (natural armor)
Hit Points 65 (10d10 + 10)
Speed 20 ft., swim 40 ft.
Challenge 3 (700 XP) Proficiency Bonus +2 Slam. Melee Weapon Attack: +5 to hit, reach 10 ft., one target. Hit:
16 (3d8 + 3) bludgeoning damage, and the target must succeed
on a DC 13 Strength saving throw or be pushed up to 10 feet away
Elemental Nature. The beach weird doesn’t require air, food, drink,
from the beach weird.
or sleep.
Create Quicksand (3/Day). The beach weird creates a 10-foot-
Invisible in Water. The beach weird is invisible while fully immersed
radius, 5-foot deep area of quicksand centered on a point it can see
in water.
within 30 feet of it. A creature that starts its turn in the quicksand
Swim in Sand. The beach weird can burrow through sand at half or enters the area for the first time on a turn must succeed on a DC
its swimming speed. The beach weird can’t make attacks while 13 Strength saving throw or be grappled by it. A grappled creature
immersed in sand. must succeed on a DC 13 Strength saving throw at the start of each
Tidepool Bound. The beach weird dies if it moves more than 100 of its turns or sink 1 foot into the quicksand. A Small creature that
feet from the tide pools to which it is bound or if those tide pools sinks 2 feet or more or a Medium creature that sinks 3 feet or more
remain waterless for more than 24 hours. is restrained instead.
B TOME OF BEASTS 3 52
Bearfolk Thunderstomper
This gaudily dressed humanoid bear stomps on the ground to a on all saving throws against being charmed or frightened until the
pounding rhythm to accompany her singing. end of the bearfolk’s next turn.
Spellcasting. The bearfolk casts one of the following spells, using
Bearfolk thunderstompers are raucous bards that help to elevate
Charisma as the spellcasting ability (spell save DC 15):
the fight against beings of darkness and fear.
At will: dancing lights, prestidigitation, vicious mockery
Jolly Big Bards. Thunderstompers tend to be jovial, loud,
2/day each: charm person, disguise self, mirror image
and larger than life. They eagerly dive into dangerous situations,
confident their dancing stomps will see them through. They 1/day each: compulsion, enthrall, freedom of movement,
typically accompany their stomping with singing, chanting, flute hypnotic pattern
playing, or drumming. BONUS ACTIONS
Way of the Stomp. The bearfolk developed the Frenzy (Recharges on a Short or Long Rest). The bearfolk can
thunderstomper style as a way of mimicking the sounds and trigger a berserk frenzy that lasts 1 minute. It gains resistance to
vibrations of giant-kin. This allowed small groups of traveling bludgeoning, piercing, and slashing damage from nonmagical
bearfolk to fool their ancient enemies and avoid dangerous weapons and has advantage on attack rolls. Attack rolls made
encounters. Later, the dancing style was honed to generate against a frenzied bearfolk have advantage.
thunderous energy. Taunt (2/Day). The bearfolk jests at one creature it can see within
30 feet of it. If the target can hear the bearfolk, the target must
succeed on a DC 15 Charisma saving throw or have disadvantage
BEARFOLK THUNDERSTOMPER
on ability checks, attack rolls, and saving throws until the start of
Medium Humanoid (Bearfolk), Chaotic Neutral the bearfolk’s next turn.
Armor Class 15 (chain shirt)
Hit Points 105 (14d8 + 42)
Speed 40 ft.
53 TOME OF BEASTS 3 B
Beetle, Clacker
The golden beetle places its small mandible against its
oversized mandible then snaps them quickly apart,
creating a deafening clacking.
Clacker beetles are aggressive subterranean
scavengers. Individually they aren’t much
of a threat, but they’re rarely encountered
individually. Worker clacker beetles and
immature beetles form swarms, and soldiers
always scavenge in groups.
Clacking Mandibles. The beetles get their
name from the deadly clacking sound their
mandibles produce. They can use their mandibles
to create a clacking noise with the force of a
sledgehammer. Clacker beetles use this attack
to stun or kill potential prey. When they’re
encountered in large groups, the rapid-fire
clacking of their mandibles can quickly bring
down creatures as large as trolls and ogres.
Cavern Nests. Clacker beetles nest
by chewing holes into rock and rubble. A
small cavern riddled with clacker beetle
tunnels can house hundreds or thousands of the
creatures. They’re fond of shiny objects, much as crows and pack must make one saving throw with disadvantage against the total
rats are. When clacker beetles infest ancient tombs or other sites damage from all overlapping cones rather than one saving throw
where valuables are stored, they’ve been known to snatch nearly for each cone.
all the gold, silver, and jewels and drag it to their nesting site.
SWARM OF CLACKER BEETLES
CLACKER BEETLE SOLDIER Medium Swarm of Tiny Beasts, Unaligned
Small Beast, Unaligned Armor Class 14 (natural armor)
Armor Class 15 (natural armor) Hit Points 36 (8d8)
Hit Points 18 (4d6 + 4) Speed 20 ft., climb 20 ft.
Speed 20 ft., climb 20 ft.
STR DEX CON INT WIS CHA
STR DEX CON INT WIS CHA 3 (−4) 13 (+1) 10 (+0) 1 (−5) 7 (−2) 1 (−5)
8 (−1) 14 (+2) 13 (+1) 1 (−5) 7 (−2) 3 (−4)
Damage Resistances bludgeoning, piercing, slashing
Damage Resistances slashing from nonmagical attacks Damage Immunities thunder
Damage Immunities thunder Condition Immunities charmed, frightened, paralyzed, petrified,
Senses blindsight 30 ft., passive Perception 8 prone, restrained, stunned
Languages — Senses blindsight 30 ft., passive Perception 8
Challenge 1 (200 XP) Proficiency Bonus +2 Languages —
Challenge 3 (700 XP) Proficiency Bonus +2
Compact. A clacker beetle soldier can occupy the same space as one
other clacker beetle soldier. Constant Clacking. A creature that starts its turn in the swarm’s
space takes 5 (1d10) thunder damage.
ACTIONS
Swarm. The swarm can occupy another creature’s space and vice
Bite. Melee Weapon Attack: +4 to hit, reach 0 ft., one creature. Hit: versa, and the swarm can move through any opening large enough
11 (2d8 + 2) piercing damage. for a Tiny creature. The swarm can’t regain hit points or gain
Clack. The beetle clacks its mandibles to create a small but temporary hit points.
dangerous booming noise in a 15-foot cone. Each creature in the
area must make a DC 13 Constitution saving throw, taking 5 (2d4) ACTIONS
thunder damage on a failed save, or half as much damage on a Bite. Melee Weapon Attack: +3 to hit, reach 0 ft., one target in the
successful one. When multiple beetles clack in the same turn and swarm’s space. Hit: 14 (4d6) piercing damage, or 7 (2d6) piercing
create overlapping cones, each creature in overlapping cones damage if the swarm has half of its hit points or fewer.
B TOME OF BEASTS 3 54
Belu
The green-skinned giant with curled tusks rises from the garden Spellcasting. The belu casts one of the following spells, requiring no
it tends, holding a lotus flower with the same gentleness a parent material components and using Charisma as the spellcasting ability
might hold its newborn. (spell save DC 14):
At will: entangle, speak with plants, stone shape
These giants sport curled lower tusks, slightly bulging eyes, and
2/day: plant growth
skin which ranges from pale emerald to burnt orange to deep
mauve. Common in tropical and swampy environments, they BONUS ACTIONS
usually roam bare chested with many tattoos covering their Change Shape. The belu magically transforms into a Small or
arms, shoulders, and faces. Medium Humanoid, or back into its true form. Its statistics, other
Lost Legacy. These loners tend gardens of rare medicinally than its size, are the same in each form. Any equipment it is
and alchemically valuable flora. They claim to be the last wearing or carrying transforms with it. If the belu dies, it reverts to
remnants of a large empire and are excellent stonemasons. its true form.
Supplicants who approach with a genuine need for help or
with a genuine interest in helping others find the belu pleasant
and willing to share its medicinal flora. When the belu finds a
creature harming its garden or the nearby flora and fauna, it
drives away or slays the creatures.
BELU
Huge Giant, Chaotic Good
Armor Class 16 (natural armor)
Hit Points 184 (16d12 + 80)
Speed 40 ft.
55 TOME OF BEASTS 3 B
Berberoka
Bellowing in rage, the moss and plant-covered
giant absorbs an entire pond, growing as it
spits a powerful jet of water.
This giant is native to wetlands, acting as a
protector of the wild areas in which it lives.
Normally peaceable and nonthreatening, the
berberoka is quick to attack those that threaten
its domain.
Marsh Guardian. Berberoka guard swamps,
fens, and marshes from any who disrupt the natural
balance. Travelers, hunters, and other interlopers
are observed as they pass through, but most
are left unmolested. The berberoka reserves its
wrath for despoilers of the marshlands: those who
hunt or fish all the wildlife, who drain swampland
for farming, and especially those who poison the
water or damage the local plants and animals. These quickly
incur the berberoka’s wrath.
Foul Weather Friend. A berberoka is a solitary creature,
preferring to remain alone in its home, but when its local
environs are threatened, it is often willing to ally with other
inhabitants against outside threats. Druids are happy to have
a berberoka in the neighborhood, and both seek each
other out when the danger proves too much for the
giant or the druids alone.
BERBEROKA
ACTIONS
Large Giant, Neutral
Multiattack. The berberoka makes three Slam attacks or two
Armor Class 16 (natural armor)
Muck-Coated Slam attacks.
Hit Points 114 (12d10 + 48)
Slam. Melee Weapon Attack: +8 to hit, reach 5 ft., one target.
Speed 40 ft., swim 40 ft. Hit: 14 (2d8 + 5) bludgeoning damage.
Muck-Coated Slam (Saturated Only). Melee Weapon Attack: +8 to
STR DEX CON INT WIS CHA
hit, reach 10 ft., one target. Hit: 24 (3d12 + 5) bludgeoning damage,
20 (+5) 10 (+0) 18 (+4) 6 (–2) 12 (+1) 10 (+0) and the target must succeed on a DC 15 Dexterity saving throw or
its speed is reduced by 10 feet as mud and muck coat the target.
Saving Throws Wis +4 A creature, including the target, can take an action to clean off the
Skills Perception +4, Stealth +3 mud and muck.
Damage Resistances acid Water Jet (Saturated Only, Recharge 4–6). The berberoka releases
Damage Immunities poison all absorbed water as a powerful jet in a 60-foot line that is 5 feet
wide. Each creature in that line must make a DC 14 Dexterity saving
Condition Immunities paralyzed, petrified, poisoned
throw. On a failure, a creature takes 40 (9d8) bludgeoning damage
Senses darkvision 60 ft., passive Perception 14 and is pushed up to 15 feet away from the berberoka and knocked
Languages Common, Giant prone. On a success, a creature takes half the damage and isn’t
Challenge 7 (2,900 XP) Proficiency Bonus +3 pushed or knocked prone. After using Water Jet, the berberoka is
no longer saturated.
Amphibious. The berberoka can breathe air and water. BONUS ACTIONS
Aqueous Regeneration. If the berberoka starts its turn in contact Saturated Expansion. While in contact with a body of water, the
with a body of water large enough to submerge at least half of its berberoka absorbs water that is a cube up to 10 feet on a side, and
body, it regains 10 hp if it has at least 1 hit point. it becomes saturated as the water fills its body. While saturated,
Swamp Camouflage. The berberoka has advantage on Dexterity the berberoka increases in size, along with anything it is wearing
(Stealth) checks made to hide in marshland or swamp terrain. or carrying, becoming Huge, and it has advantage on Strength
Swamp Stalker. The berberoka leaves behind no tracks or other checks and Strength saving throws. If the berberoka lacks the
traces of its passage when it moves through marshland or swamp room to become Huge, it attains the maximum size possible in the
terrain. space available. Ground exposed by the absorbed water becomes
difficult terrain.
B TOME OF BEASTS 3 56
Birgemon Seal
Only a moment before it was a seal with large, glossy eyes. Then Tendril. Melee Weapon Attack: +4 to hit, reach 15 ft., one target.
its strange bony growths split, revealing a massive, toothy maw. Hit: The target is grappled (escape DC 13) if it is a Medium or
Three tentacles reach out from within. smaller creature, and the seal can’t use the same tendril on another
target. If a creature is grappled by two or more tendrils, it is also
Named after Yorlan Birgemon, the famous explorer who first Restrained.
encountered the strange aberrations (and subsequently was Reel. The birgemon seal pulls each creature grappled by it up to 10
eaten by them), the birgemon seal is infected with an extraplanar feet straight toward it.
parasite. Sages who have studied birgemon seals discovered the
parasites prefer the cold of the arctic and infect only seals. BONUS ACTIONS
Inherited Parasite. The parasite influences the behavior Ice Slide. If the birgemon seal moves at least 10 feet in a straight line
of the seal, but the infected seal population acts normally, even while on snow or ice during its turn, it can slide up to 40 feet.
following the same migratory patterns. Birgemon seals pass
along the parasite to their young during birth, leaving whole
generations of seals that know no other existence. Though
infected seals act as any other seal, seal that aren’t infected tend
to stay away from those that are. Shimmer seals (see Tome of
Beasts 2) kill birgemon seals on sight and have been observed
leading uninfected seals in fights against pods of birgemon seals.
Symbiotic Existence. The parasite alters its host by forming
a toothy, tentacled maw on the seal’s back, but it otherwise
doesn’t harm, hinder, or alter the seal. Birgemon seals are
content to eat with either mouth, though some prey is far
easier for the aberrant maw to hunt and devour. These seals
also survive predation more than those that aren’t infected, but
birgemon seals killed and eaten don’t infect the predator with
the parasite, which dies alongside its host.
BIRGEMON SEAL
Medium Aberration, Unaligned
Armor Class 12
Hit Points 60 (8d8 + 24)
Speed 20 ft., swim 60 ft.
Frozen to the Spot. When on snow or ice, the birgemon seal can’t
be moved against its will.
Hold Breath. The birgemon seal can hold its breath for 90
minutes.
ACTIONS
Multiattack. The birgemon seal makes one Bite attack,
one Toothy Maw attack, and three Tendril attacks. It can
replace all three Tendril attacks with a use of Reel.
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7
(2d4 + 2) piercing damage.
Toothy Maw. Melee Weapon Attack: +4 to hit, reach 5 ft., one target.
Hit: 9 (2d6 + 2) piercing damage.
57 TOME OF BEASTS 3 B
Black Patch
A large patch of an odd, black substance floats on the water. Its the effect ends for it, the creature is immune to the black patch's
glossy sheen catches the light in a shimmer of color as the inky Eldritch Luminance for the next 24 hours.
black substance drifts ever-so-slowly upon the tide. Flowing Form. The black patch can enter a hostile creature’s space
and stop there. It can move through a space as narrow as 1 inch
Black patch is a bizarre swamp ooze that has left most who wide without squeezing.
studied it—from a safe distance—baffled by its origins.
Ooze Nature. The black patch doesn’t require sleep.
Abstruse Lurker. At first glance, black patch resembles a
grotesque specimen of pond scum. Casual inspection of its ACTIONS
dark surface, however, reveals a psychedelic eldritch luminance Multiattack. The black patch makes two Pseudopod attacks. It can
within the tenebrous folds of its slimy mass—a myriad of replace one attack with a use of Viscid Suffocation.
swirling colors that perpetually spiral in a maddening dance. Pseudopod. Melee Weapon Attack: +7 to hit, reach 10 ft., one target.
Insatiable Hunger. A black patch stalks its prey slowly and Hit: 7 (1d6 + 4) bludgeoning damage plus 13 (3d8) acid damage.
silently from a distance. Since it can’t leave the water, this semi- Viscid Suffocation. One creature in the black patch’s space must
sentient aquatic ooze is forced to take advantage of its terrain make a DC 15 Dexterity saving throw or take 18 (4d8) acid damage,
to help it scavenge or hunt. Its digestive acid dissolves flesh and and the black patch attaches to it, coating the creature and its
bone quickly but has no effect on other substances, such as wood equipment. While the black patch is attached to it, the creature’s
and metal. speed is halved, it can’t breathe, and it takes 9 (2d8) acid damage
at the start of each of its turns. In addition, if the creature is in the
water, it has disadvantage on ability checks to swim or stay afloat.
BLACK PATCH The black patch can devour flesh quickly, but its acid doesn’t harm
Large Ooze, Unaligned metal, wood, or other similar objects or creatures without flesh.
The black patch can detach itself by spending 5 feet of its
Armor Class 7
movement. A creature, including the target, can take its action to
Hit Points 153 (18d10 + 54) detach the black patch by succeeding on a DC 15 Strength check.
Speed 0 ft., swim 40 ft.
Skills Stealth +3
Damage Resistances cold
Damage Immunities acid, poison
Condition Immunities blinded, charmed,
deafened, exhaustion, frightened, poisoned, prone
Senses blindsight 120 ft. (blind beyond this radius),
passive Perception 8
Languages —
Challenge 6 (2,300 XP) Proficiency Bonus +3
B TOME OF BEASTS 3 58
Black Shuck
A gravelly growl reverberates from the throat of
a large, shaggy black wolf. A single, glowing eye
dominates its face.
This fiendish black, shaggy, wolf-like creature
is the size of a horse with a single, large eye
that glows like molten iron.
Pastoral Prowler. Haunting country
byways and backroads, black shucks are
credited with countless murders, missing
wayfarers, and the wholesale slaughter of
entire caravans and patrols. Black shucks
hide in the cover of fog and stride quietly
across ponds, creeks, and other fog-shrouded
bodies of water to ambush weary travelers
stopping for a drink.
Unpredictable Predilections. A black
shuck toys with its victims as often as it
murders them, but this enigmatic entity
is reported to show random kindness
toward lost children, guiding them home.
Grim rituals can summon a black shuck
to terrorize individuals, or even whole
families, compelling it to haunt and
beleaguer them and their household,
sometimes for generations.
BLACK SHUCK
Large Fiend, Chaotic Evil
Armor Class 17 (natural armor)
Hit Points 157 (15d10 + 75)
Speed 50 ft. ACTIONS
Multiattack. The black shuck makes three Bite attacks and can use
STR DEX CON INT WIS CHA Curse of the Grave or Fearsome Howl, if available. If at least two
19 (+4) 16 (+3) 21 (+5) 14 (+2) 17 (+3) 15 (+2) Bite attacks hit a Medium or smaller target, the black shuck sinks in
its teeth, shaking its head violently, and the target must succeed on
a DC 17 Strength saving throw or take 7 (2d6) slashing damage and
Saving Throws Str +8, Dex +7, Con +9, Wis +7
be thrown up to 15 feet in a random direction and knocked prone.
Skills Athletics +8, Stealth +11, Survival +7
Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 13
Damage Resistances cold, fire, lightning (2d8 + 4) piercing damage and 10 (3d6) necrotic damage.
Damage Immunities necrotic, poison; bludgeoning, piercing or
Curse of the Grave. The black shuck glares at one creature it can see
slashing damage from nonmagical attacks not made with silvered
within 30 feet of it. The target must succeed on a DC 17 Wisdom
weapons
saving throw or be cursed. A cursed creature has disadvantage on
Condition Immunities charmed, frightened the next two death saving throws it makes in the next 7 days. The
Senses darkvision 90 ft., truesight 60 ft., passive Perception 13 curse lasts until the cursed creature has made two death saving
Languages understands Abyssal and Common but can’t speak throws, until 7 days have passed, or until it is lifted by a remove
Challenge 11 (7,200 XP) Proficiency Bonus +4 curse spell or similar magic.
Fearsome Howl (Recharge 5–6). The black shuck howls a haunting
Blood Frenzy. The black shuck has advantage on attack rolls against tune. Each creature within 60 feet of the black shuck that can
any creature that doesn’t have all its hp. hear the howl must succeed on a DC 17 Wisdom saving throw
or become frightened until the end of its next turn. A frightened
Keen Hearing and Smell. The black shuck has advantage on
creature that is concentrating on a spell must succeed on a DC 17
Wisdom (Perception) checks that rely on hearing or smell.
Constitution saving throw or it loses concentration.
Water Walker. The black shuck can move across the surface of water
as if it were harmless, solid ground. This trait otherwise works like BONUS ACTIONS
the water walk spell. Mist Stalker. While in an area of dim light, fog, or mist, the black
shuck takes the Hide action.
59 TOME OF BEASTS 3 B
Blaspheming Hand
A massive, crimson, humanoid hand the size of a horse crawls Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11
across the ground. Numerous vestigial fingers sprout from where (2d6 + 4) slashing damage, and the target is grappled (escape DC
its wrist would be. 14) if it is a Medium or smaller creature and the hand isn’t being
used as a mount. Until this grapple ends, the target is restrained,
Blaspheming hands are the severed hands of giants subjected to the blaspheming hand can’t use its Claw on another target, and the
obscure, occult rituals, infused with the spirit of a lesser fiend, hand’s walking speed is reduced to 0.
and given life. Hags and evil cults hold the secrets to creating Evil Fingers. The blaspheming hand gestures at one creature it can
these horrific fiends. see within 60 feet, causing one of the following effects:
Infused with Curses. During the creation of the • Beckoning Finger. The target must succeed on a DC 14 Strength
blaspheming hand, foul fetishes and cursed trinkets are saving throw or be magically pulled up to 30 feet in a straight
embedded within the dead flesh before it is imbued with new line toward the hand. If the creature is pulled to within 5 feet
life. While the flesh is split, profane symbols are carved into its of the hand, the hand can make one Claw attack against it as a
bones to seed it with evil charms. These allow a blaspheming bonus action.
hand to attack with both magical effects and debilitating curses. • Punishing Finger. The target must succeed on a DC 14 Charisma
saving throw or take 10 (3d6) fire damage and be marked for
Mount of Hags. Hags who create blaspheming hands often
punishment. Until the start of the hand’s next turn, each time the
use them as mounts, riding them as they scuttle across the
punished target makes an attack against the blaspheming hand
ground on their many fingers or sitting in their upturned palms
or its rider, the target takes 7 (2d6) fire damage.
as they fly through the air.
• Repelling Finger. The target must succeed on a DC 14 Strength
saving throw or take 11 (2d10) force damage and be pushed up
BLASPHEMING HAND to 10 feet away from the hand and knocked prone.
Large Fiend, Lawful Evil • Unravelling Finger. The target must succeed on a DC 14
Wisdom saving throw or bear a magical mark. Whenever the
Armor Class 14 (natural armor)
blaspheming hand deals damage to the marked creature, the
Hit Points 68 (8d10 + 24) hand regains hp equal to half the damage dealt. The mark lasts
Speed 30 ft., fly 30 ft (hover) until the blaspheming hand dismisses it as a bonus action, or it
uses Unravelling Finger again.
STR DEX CON INT WIS CHA
18 (+4) 10 (+0) 17 (+3) 6 (–2) 12 (+1) 12 (+1)
B TOME OF BEASTS 3 60
Blestsessebe
A majestic antelope holds its head high. The golden, ridged horns
forking from the top of its head catch the light and glow. As it leaps
away, only a faint outline of its form remains visible.
Found mostly in grasslands, blestsessebe travel anywhere, even
to underground realms, to lead subjugated people to freedom.
Foes to Tyrants. Blestsessebe seek independence for others
from despotic regimes, which often leads them to the Material
Plane where they find plenty of people seeking freedom from
oppression. Blestsessebe try not to enact large-scale or flashy
escapes, which may encourage tyrants to take more stringent
measures. If a blestsessebe helps overthrow a dictator, it remains
to work with the liberated subjects to ensure an even-handed
successor government.
Peaceable Runners. Blestsessebe use their incredible speed
to escape foes, except when thwarting creatures oppressing
others. When blestsessebe rescue escapees, they gift their speed
to their wards and lead the creatures to safety. Once a blestsessebe
has taken on this duty, it fights to protect those under its care,
drawing the attention of pursuers and allowing its wards to
escape.
Friendly Rival to Cyonaxin. Blestsessebe and the
cheetah‑like cyonaxin (see page 102) share similar goals, and the
two celestials regularly work together. They often compete while
carrying out missions, with the winner rescuing the most people,
the most elderly, or the youngest person. The blestsessebe’s more
cautious nature and its reluctance to take unnecessary risks mean
it typically loses these amicable competitions. When not carrying
out missions of mercy, the celestials challenge each other to races
that test their speed and endurance. Magic Resistance. The blestsessebe has advantage on saving
throws against spells and other magical effects.
Trampling Charge. If a blestsessebe moves at least 30 feet straight
BLESTSESSEBE
toward a creature and then hits it with a gore attack on the same
Large Celestial, Neutral Good turn, the target must succeed on a DC 15 Strength saving throw or
Armor Class 16 (natural armor) be knocked prone. If the target is prone, the blestsessebe can make
Hit Points 144 (17d10 + 51) one hooves attack against it as a bonus action.
Speed 50 ft. ACTIONS
Multiattack. The blestsessebe makes one Gore attack and two
STR DEX CON INT WIS CHA Hooves attacks.
21 (+5) 18 (+4) 16 (+3) 11 (+0) 17 (+3) 18 (+4) Gore. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 18
(3d8 + 5) piercing damage plus 13 (3d8) radiant damage.
Saving Throws Wis +6, Cha +7 Hooves. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit:
Skills Athletics +8, Persuasion +7, Stealth +7, Survival +6 12 (2d6 + 5) bludgeoning damage.
Damage Resistances poison, radiant Distracting Glow (Recharge 6). The blestsessebe’s horns flare
Condition Immunities poisoned brightly for a moment, distracting its enemies. Each hostile creature
Senses darkvision 60 ft., passive Perception 13 within 60 feet of the blestsessebe and that can see its horns must
Languages Celestial, Common succeed on a DC 15 Wisdom saving throw or be entranced by
the blestsessebe until the start of the blestsessebe’s next turn.
Challenge 8 (3,900 XP) Proficiency Bonus +3
An entranced creature has disadvantage on attack rolls against
creatures other than the blestsessebe.
Blur of Motion. When the blestsessebe moves at least 30 feet on its Hastening Stomp (Recharge 5–6). The blestsessebe rears and
turn, ranged attack rolls against it have disadvantage until the start stomps, sending out a small, magical shockwave. For 1 minute, each
of its next turn. friendly creature within 60 feet of the blestsessebe increases its
Freedom of Movement. The blestsessebe ignores difficult terrain, and speed by 10 feet and can use the Free Runner bonus action.
magical effects can’t reduce its speed or cause it to be restrained. It
can spend 5 feet of movement to escape from nonmagical restraints BONUS ACTION
or being grappled. Free Runner. The blestsessebe can take the Dash action.
61 TOME OF BEASTS 3 B
Blood Barnacle
A cluster of tiny rock-like shells wait, attached to a floating dies if the disease reduces its hp maximum to 0. A Humanoid or
barrel. Blood stains the water, and the red and black beaks Beast slain by this disease rises 24 hours later as a zombie. The
open, revealing small tendrils that taste at the blood and pull the zombie isn’t under the blood barnacle’s control, but it views the
barnacles toward its source. blood barnacle as an ally.
Blood Sense. The blood barnacle can pinpoint, by scent, the location
Found on ships, reefs, rocks, and old piers, these corrupted of creatures that aren’t Constructs or Undead and that don’t
barnacles are by no means natural. Often gathered in groupings have all of their hp within 60 feet of it and can sense the general
of five to ten, a blood barnacle infestation can prove to be a direction of such creatures within 1 mile of it.
threat for any crew, particularly injured sea travelers seeking a
False Appearance. While the blood barnacle remains motionless, it is
good night’s rest.
indistinguishable from a normal barnacle.
Undead Origins. When coagulated blood drops off shambling
ACTIONS
undead zombies and into the sea, its necrotic blood may turn an
ordinary barnacle into a blood barnacle. Large clusters of blood Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 5
barnacles almost always indicate undead are nearby. (1d6 + 2) piercing damage, and the blood barnacle attaches to the
target. While attached, the blood barnacle doesn’t attack. Instead,
Prey on the Weak. Though a slightly deeper red than most at the start of each of the blood barnacle’s turns, the target loses 5
red barnacles, the blood barnacle can often remain undetected (1d6 + 2) hp due to blood loss.
among more benign barnacles. It can lie in wait for weeks or The blood barnacle can detach itself by spending 5 feet of its
months for the perfect injured or heavily bleeding creature movement. A creature, including the target, can take its action
before latching onto its prey. to detach the blood barnacle by succeeding on a DC 12 Strength
Resurrection. The remains of blood barnacles spawn more check. When the blood barnacle is removed, the target takes 2
of their kind if not disposed of properly. Burning clusters of (1d4) piercing damage.
barnacles or blessing the area is the only way to ensure they If a creature ends its turn with a blood barnacle attached to it,
that creature must succeed on a DC 12 Constitution saving throw or
don’t regrow.
contract the barnacle shivers disease (see the Barnacle Shivers trait).
BLOOD BARNACLE
REACTIONS
Host Defense. When a creature damages an attached blood
Tiny Beast, Unaligned
barnacle with anything other than fire, the creature hosting the
Armor Class 13 (natural armor) barnacle must succeed on a DC 12 Wisdom saving throw or use its
Hit Points 25 (10d4) reaction to protect the barnacle.
Speed 10 ft, swim 30 ft. The barnacle takes half the
damage dealt to it, and the host
STR DEX CON INT WIS CHA takes the other half.
2 (–4) 14 (+2) 10 (+0) 1 (–5) 12 (+1) 8 (–1)
B TOME OF BEASTS 3 62
Blood Flurry
Red tinges the edge of this gentle drifting of snow.
Blood flurries are the remaining survivors of a slowly
disintegrating dimension where the creatures fed on
scraps of decaying iron. Just before the Great Crunch,
which spelled the final doom for their dimension, the
creatures slipped through a planar gap, bringing them to
polar regions of worlds throughout the Material Plane. With
readily digestible iron in short supply, the creatures adapted to
the iron‑rich blood of creatures populating their new homes.
Safety in Numbers. The crystalline creatures’ bodies
are as fragile as a snowflake, forcing them to organize
into colonies for mutual protection and to improve
their chances at hunting prey.
Lightweight. A single, crystalline aberration from
a blood flurry weighs a quarter of an ounce. While it
can propel itself, it prefers to float gently on the
breezes like a snowflake. Collectively, a swarm
moves along with the real snow found in its
habitat, hidden on the wind.
Red in Body. Each individual aberration has
jagged limbs sharp enough to penetrate ordinary
flesh. The creature’s saliva induces the flow of
blood from the cuts it produces. Because the
creatures feed by absorbing iron from their
victims’ blood, their coloration reddens, and the
blood flurry’s snowy façade quickly fades. When
desperate for food, a blood flurry may devour
abandoned tools or weapons, but it consumes
and processes iron from such objects slowly
and with difficulty.
BLOOD FLURRY
Medium Swarm of Tiny Aberrations, Neutral Evil
Armor Class 17 (natural armor) Rust Vulnerability. The large amount of iron in the blood flurry’s diet
Hit Points 144 (17d8 + 68) makes it susceptible to effects that harm ferrous metal, such as the
Speed 15 ft., fly 40 ft. rust monster’s Antennae.
Swarm. The blood flurry can occupy another creature’s space and
STR DEX CON INT WIS CHA vice versa, and the blood flurry can move through any opening
5 (–3) 21 (+5) 18 (+4) 6 (–2) 12 (+1) 10 (+0) large enough for a Tiny crystalline Aberration. The blood flurry can't
regain hp or gain temporary hp.
Damage Resistances cold; bludgeoning, piercing, and slashing ACTIONS
Damage Immunities poison Multiattack. The blood flurry makes two Free Bleeding Cuts attacks.
Condition Immunities charmed, frightened, grappled, paralyzed, Free Bleeding Cuts. Melee Weapon Attack: +9 to hit, reach 0 ft., one
petrified, poisoned, prone, restrained, stunned target in the swarm’s space. Hit: 27 (6d8) slashing damage, or 13
Senses darkvision 60 ft., passive Perception 11 (3d8) slashing damage if the blood flurry has half of its hp or fewer.
Languages understands Primordial but can’t speak If the target is a creature other than an Undead or a Construct, it
Challenge 10 (5,900 XP) Proficiency Bonus +4 must succeed on a DC 16 Constitution saving throw or lose 13 (3d8)
hp at the start of each of its turns due to a bleeding wound. Any
creature can take an action to stanch the wound with a successful
Blood Sense. The blood flurry can pinpoint, by scent, the location of
DC 12 Wisdom (Medicine) check. The wound also closes if the
creatures that aren’t Undead or Constructs within 30 feet of it.
target receives magical healing.
False Appearance. While the blood flurry remains motionless,
either resting on the ground or carried by natural winds, it is
indistinguishable from a collection of snowflakes. The blood flurry
loses this trait if it has consumed blood in the last 24 hours.
63 TOME OF BEASTS 3 B
Bone Collector
A fully animate vulture carcass swoops down and alights on a Languages understands Common but can't speak
corpse. The decaying scavenger opens its beak to reveal a large eye Challenge 1/2 (100 XP) Proficiency Bonus +2
in its throat.
Bone collectors are familiars and gatherers for the undead, Call of the Grave. Attacks made within 60 feet of the bone collector
necromancers, and other powerful spellcasters devoted to death. score a critical hit on a roll of 19 or 20.
Death Sense. The bone collector can pinpoint, by scent, the location
Picking through the Carnage. When not on a specific of Undead creatures and creatures that have been dead no longer
task for their masters, bone collectors visit sites of battle to than 1 week within 60 feet of it and can sense the general direction
gather bones, their favorite treats. If tasked to do so, they also of such creatures within 1 mile of it.
collect battlefield leftovers, dutifully delivering the items for
Magic Resistance. The bone collector has advantage on saving
their masters’ ever-growing collection of materials for rituals,
throws against spells and other magical effects.
growing undead armies, or simply decoration.
Undead Nature. The bone collector doesn’t require air, food, drink,
Eyes of the Dead. Many of the deities of undeath use bone or sleep.
collectors to watch followers, to provide aid, or to ensure loyalty.
These deities sometimes grant this ability to their more powerful ACTIONS
minions, such as liches, vampires, or truant devourers (see page Talons. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit:
378), relying on the minion to keep their followers in check and 9 (2d6 + 2) slashing damage. If the target is a creature, it must
loyal. Most young necromancers and initiate priests of such succeed on a DC 11 Constitution saving throw or contract a disease.
deities are unaware of this aspect of bone collectors. Until the disease is cured, the target can’t regain hp except by
magical means, and the target’s hp maximum decreases by 3 (1d6)
every 24 hours. If the target’s hp maximum drops to 0 as a result of
BONE COLLECTOR this disease, the target dies.
Small Undead, Neutral Evil Bad Omen (1/Day). The bone collector places a bad omen on a
Armor Class 13 (natural armor) creature it can see within 20 feet of it. The target must succeed
Hit Points 21 (6d6) on a DC 10 Wisdom saving throw or be cursed for 1 minute. While
Speed 15 ft., fly 60 ft. cursed, the target has disadvantage on attack rolls against the bone
collector. The target can repeat the saving throw at the end of each
of its turns, ending the effect on itself on a success.
STR DEX CON INT WIS CHA
6 (–2) 15 (+2) 11 (+0) 7 (–2) 14 (+2) 9 (–1)
B TOME OF BEASTS 3 64
Bone Lord
The pile of bones reforms into a giant goat-like skeleton with
a four-armed humanoid torso. Its empty eye sockets glow
menacingly red as it rushes forward.
Bone lords are collective amalgams of various bones,
erupting from mass graves and bone middens and coming
together for the express purpose of punishing the living for
simply being alive.
Born of Darkness and Fury. A bone lord
spawns spontaneously from a large pile of bones,
generated by the collected psychic trauma—
anguish, fear, grief, hate, loss, and other
extreme emotions—of the atrocities
that created the pile of bones. Sources
of necromantic energy are required for a
bone lord to form, or else bone lords would arise
whenever there was mass slaughter, a great plague,
or an interminable war. In spite of this, there is no
definitive guiding hand in a bone lord’s creation. It is
a thing born of the results of the worst of humanoid
nature, and it rises with a desire to destroy those
whose actions created it.
Undead Menace. The bone lord exists to destroy
the living. As such, it attracts other undead
that rally behind its strength and power.
No living necromancer could control a
bone lord, nor would its hatred of the
living allow such a thing. A lich might
enter an alliance with a bone lord,
though the creatures have little use
for subtlety or intricate machinations.
Sensible living creatures would be wise
to set aside their differences to defend
against it, as it cares not whether those
it crushes are good or evil; all the living
are fated to die at the bone lord’s whim.
LAIR ACTIONS • Bony Reformation. The bone lord draws nearby bones into
its body, regaining 27 (6d8) hp. The bone lord can use this lair
On initiative count 20 (losing initiative ties), the bone lord can
action only if it is standing in an area of Bone Eruption.
take a lair action to cause one of the following effects; the bone
lord can’t use the same effect two rounds in a row: • Deathly Wails. The horrid cries and screams of the dead
resound around up to three creatures the bone lord can see
• Bone Eruption. Bones erupt from the ground in a 30-foot
within 120 feet of it. Each target must succeed on a DC 16
radius around the bone lord. This area becomes difficult
Wisdom saving throw or be stunned until initiative count 20
terrain for the 1 minute, until the bone lord uses Bony
on the next round.
Reformation, or until the bone lord is destroyed. This
difficult terrain doesn’t cost the bone lord extra movement.
65 TOME OF BEASTS 3 B
REGIONAL EFFECTS Turning Defiance. The bone lord and any Undead within 60 feet of it
have advantage on saving throws against effects that turn Undead.
The region containing the bone lord’s lair is tainted by its
Undead Nature. The bone lord doesn’t require air, food, drink, or
presence, which creates one or more of the following effects:
sleep.
• Bone Ache. Creatures with bones suffer random, mysterious
ACTIONS
aches, especially creatures that are already prone to such
aches because of old injuries, a badly set break, or similar Multiattack. The bone lord makes four Claw attacks. It can replace
circumstances, within 10 miles of the lair. one attack with one Tail attack.
Claw. Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit:
• Skeletal Nightmares. Creatures sleeping within 5 miles of the 14 (2d8 + 5) slashing damage plus 9 (2d8) necrotic damage, and
lair occasionally suffer nightmares about skeletons, fields of the target is grappled (escape DC 19). Until the grapple ends, the
bones, and similar imagery. target is restrained. The bone lord has for claws, each of which can
grapple only one target.
• Skull Sight. Whenever a creature that isn’t a Construct or
Undead spends more than 1 minute near a skull within 1 Tail. Melee Weapon Attack: +11 to hit, reach 15 ft., one target. Hit:
mile of the lair, the bone lord becomes aware of the creature’s 16 (2d10 + 5) bludgeoning damage plus 9 (2d8) necrotic damage.
presence and knows the general direction and distance of the The target must succeed on a DC 19 Strength saving throw or be
creature from the lair. pushed up to 15 feet away from the bone lord.
Fling. One Medium or smaller object held or creature grappled by
If the bone lord is destroyed, these effects fade in 1d10 days.
the bone lord is thrown up to 60 feet in a random direction and
knocked prone. If a thrown target strikes a solid surface, the target
BONE LORD takes 3 (1d6) bludgeoning damage for every 10 feet it was thrown. If
the target is thrown at another creature, that creature must succeed
Huge Undead, Neutral Evil
on a DC 19 Dexterity saving throw or take the same damage and be
Armor Class 20 (natural armor) knocked prone.
Hit Points 285 (30d12 + 90) Servants of Death. The bone lord magically calls 3d6 skeletons or
Speed 40 ft. zombies, 2d4 ghouls, or 2 wights. The called creatures arrive in 1d4
rounds, acting as allies of the bone lord and obeying its spoken
STR DEX CON INT WIS CHA commands. The Undead remain for 1 hour, until the bone lord dies,
21 (+5) 15 (+2) 16 (+3) 14 (+2) 18 (+4) 18 (+4) or until the bone lord dismisses them as a bonus action. The bone
lord can have any number of Undead under its control at one time,
provided the combined total CR of the Undead is no higher than 8.
Saving Throws Dex +8, Wis +10, Cha +10
Pattern of Death (Recharge 6). Necrotic energy ripples out from the
Skills Athletics +11, Perception +10
bone lord. Each creature that isn’t a Construct or Undead within 30
Damage Resistances cold, lightning feet of the bone lord must make a DC 19 Constitution saving throw,
Damage Immunities necrotic, poison; bludgeoning, piercing, and taking 54 (12d8) necrotic damage on a failed save, or half as much
slashing from nonmagical attacks damage on a successful one. Each friendly Undead within 30 feet of
Condition Immunities charmed, exhaustion, frightened, paralyzed, the bone lord, including the bone lord, regains hp equal to half the
poisoned single highest amount of necrotic damage dealt.
Senses darkvision 90 ft., passive Perception 20 LEGENDARY ACTIONS
Languages Common
The bone lord can take 3 legendary actions, choosing from the
Challenge 19 (22,000 XP) Proficiency Bonus +6 options below. Only one legendary action option can be used at a
time and only at the end of another creature’s turn. The bone lord
Death-Infused Weapons. The bone lord’s weapon attacks are regains spent legendary actions at the start of their turn.
magical. When the bone lord hits with any weapon, the weapon Sovereign’s Onslaught. The bone lord commands up to four friendly
deals an extra 2d8 necrotic damage (included in the attack). Undead it can see within 60 feet of it to move. Each target can use
Legendary Resistance (3/Day). If the bone lord fails a saving throw, its reaction to immediately move up to its speed. This movement
it can choose to succeed instead. doesn’t provoke opportunity attacks.
Master Tactician. The bone lord and any friendly Undead within 60 Sovereign’s Reprisal. The bone lord commands one friendly Undead
feet of it have advantage on attack rolls against a creature if at least within 30 feet of it to attack. The target can make one weapon
one of the Undead’s allies is within 5 feet of the creature and the attack as a reaction.
ally isn’t incapacitated. Call Servants (Costs 2 Actions). The bone lord uses Servants of
Rejuvenation. As long as at least one of its bones remains, a Death.
destroyed bone lord gathers a new body in 1d10 days, regaining all Fling (Costs 2 Actions). The bone lord uses Fling.
its hp and becoming active again. The new body appears within 5
feet of the largest remaining bone from its body.
B TOME OF BEASTS 3 66
Brain Coral
This towering spire of pink coral is textured like the ridges of a clusters active at one time.
brain and hums with strange power. Water Breathing. The brain coral can breathe only underwater.
Once this water-dwelling organism finds purchase in a reef or ACTIONS
rocky shore, it multiplies rapidly, forming a tower-like spire Multiattack. The brain coral makes one Pseudopod attack from its
of thousands of clustered beings that share a single, potent central spire and one additional Pseudopod attack for each cluster
consciousness known as a brain coral. it has. These additional Pseudopod attacks can originate from the
Divide and Conquer. Brain coral is a conglomerate of central spire or from any cluster, provided the target is within reach
thousands of psychically linked organisms. This unique of the attack’s origin.
structure allows groups of organizations to break off from the Pseudopod. Melee Weapon Attack: +6 to hit, reach 5 ft., one target.
larger whole to defend the central spire, patrol the surrounding Hit: 7 (1d8 + 3) bludgeoning damage.
area, or leave to establish a new colony. Reef Poison Spray (Recharge 5–6). The brain coral expels a cloud
Mind Tyrant. While the brain coral can expel pieces of the of poison. Each creature within 15 feet of the brain coral’s central
colony to defend against intruders, it prefers to dominate the spire must make a DC 15 Intelligence saving throw. On a failure, a
minds of those around it to enact its will. Frequently, brain creature takes 21 (6d6) poison damage and is incapacitated until
the end of its next turn. On a success, a creature takes half the
coral grows along coral reefs because they are home to aquatic
damage and isn’t incapacitated.
creatures readily brought under the brain coral's control.
Beasts of the Sea (1/Day). The brain coral magically calls 2d4 giant
crabs, 2 giant sea horses or reef sharks, or 1 swarm of quippers,
BRAIN CORAL provided the brain coral is underwater. The called creatures arrive
Huge Aberration, Neutral Evil in 1d4 rounds, acting as allies of the brain coral and obeying its
telepathic commands. The Beasts remain for 1 hour, until the brain
Armor Class 14 (natural armor)
coral dies, or until the brain coral dismisses them as a bonus action.
Hit Points 119 (14d12 + 28)
Speed 0 ft., swim 120 ft.
67 TOME OF BEASTS 3 B
Brownie
A tiny humanoid with pointed ears darts from the cover of the
underbrush. A helmet made from an acorn protects its head, and
it wields a sharpened branch as a spear.
Brownies look like miniature humans with slightly elven
features, sporting acorn helms, and clothed in leaves, mosses,
animal skins, or even occasionally doll clothing.
Bucolic Fey. Brownies are the wee folk of the forest and its
remote, secluded villages. They always carry spears made from
fallen branches, but some have acquired blades,
either by earning them as boons or stealing
them when found unattended. Rarely,
they serve fey courts, though most
noble fey find them to be too rustic for
palace intrigues, or too uncultured to
join their retinues. Brownies, if associated
with fey nobles, often serve as gamekeepers,
hunters, or keepers of the hounds. They don’t
fear iron, unlike many other fey, and are all too happy to steal
from mortals who irritate them. In mortal communities,
they regularly become the source of wild rumors of haunted
locations or structures. In truth, such places have usually
simply gained a brownie or two as residents.
Helpful Pranksters. Brownies strongly dislike alps (see
Creature Codex) and morkos (see Creature Codex), thinking them
both to be outsized louts and miserable killjoys. With proper
bribes or very effective verbal manipulation, brownies can be
lured into communities suffering from these fey and attempt
to drive them out. Such conflicts can escalate quickly, however,
as neither side really considers the collateral damage to the
homes and property of the mortals they’re fighting among.
Brownies tend to fear hags and alas (see Tome of Beasts), who
find the tiny brownies to be a prized delicacy. When an
ala or hag is in an area, brownies will band together to
chase off the creature (or ask a mortal adventurer
to do it). Brownies are tricksy and love a good
prank; however, they never allow a prank to do
permanent harm, unless the target of their
shenanigans responds with violence. They
can appreciate when a mortal attempts to
outwit them, respecting such attempts.
Household Benefactor. Occasionally, a brownie
adopts a residence and its people, living among the rafters,
beneath the stairs, or even in a cozy crawlspace. The brownie enjoy beer and mead and can be more easily persuaded to a cause
coexists with the family while performing small tasks, like when a steady supply is promised.
cleaning or repairing objects in exchange for gifts of bread, milk,
Hidden Wonders. Brownie mystics are elders who have
honey, or even small trinkets or handkerchiefs. Brownies dislike
defeated great creatures and secured their forests from
braggarts, however, and any mortal who boasts about having a
marauding ogres, rapacious drakes, or similarly dangerous
brownie living in their home soon finds they’ve been abandoned.
foes. These brownies discovered old fey magics and gained
Woodland Guardian. Brownie beastriders serve as the respect of not only other brownies, but dryads, satyrs, and
champions among the brownies in the area, leading warbands pixies. They’re more likely to be invited to serve at a fey court,
as the vanguard against creatures they wish to drive away. but they rarely accept the invitations, preferring to protect their
Their ability to rally local wildlife to their cause and summon homes and their kin. They work toward improving relations
up fey reinforcements makes them an asset to the brownie with mortal communities, growing the brownie population, and
communities they call home. More than other brownies, they keeping the land free of cruel and bloodthirsty beasts.
B TOME OF BEASTS 3 68
BROWNIE ACTIONS
Multiattack. The brownie makes two Branch Spear attacks, or it
Tiny Fey, Neutral Good
makes one Branch Spear attack and its mount makes one melee
Armor Class 15 weapon attack.
Hit Points 28 (8d4 + 8) Branch Spear. Melee or Ranged Weapon Attack: +7 to hit, reach 5
Speed 30 ft. ft. or range 20/60 ft., one target. Hit: 10 (2d4 + 5) piercing damage.
Domestic Magic. The brownie can cast the mending and
STR DEX CON INT WIS CHA prestidigitation cantrips at will, requiring no material components
4 (–3) 20 (+5) 12 (+1) 10 (+0) 14 (+2) 12 (+1) and using Wisdom as the spellcasting ability.
Invisibility. The brownie magically turns invisible until it attacks,
Saving Throws Cha +3 uses Domestic Magic, or Beasts of the Forest, or until its
Skills Nature +2, Perception +4, Stealth +7 concentration ends (as if concentrating on a spell). Any equipment
Senses passive Perception 14 the brownie wears or carries is invisible with it.
Languages Common, Sylvan Beasts of the Forest (1/Day). The brownie magically calls 2d4
hawks or ravens, or it calls 1 black bear or wolf. The called creatures
Challenge 1 (200 XP) Proficiency Bonus +2
arrive in 1d4 rounds, acting as allies of the brownie and obeying its
spoken commands. The Beasts remain for 1 hour, until the brownie
Magic Resistance. The brownie has advantage on saving throws dies, or until the brownie dismisses them as a bonus action.
against spells and other magical effects.
Speak with Beasts. The brownie can communicate with Beasts as if
BROWNIE MYSTIC
they shared a language.
Tiny Fey, Neutral Good
ACTIONS
Armor Class 15
Branch Spear. Melee or Ranged Weapon Attack: +7 to hit, reach 5 ft. Hit Points 82 (15d4 + 45)
or range 20/60 ft., one target. Hit: 10 (2d4 + 5) piercing damage.
Speed 30 ft.
Domestic Magic. The brownie can cast the mending and
prestidigitation cantrips at will, requiring no material components
STR DEX CON INT WIS CHA
and using Wisdom as the spellcasting ability.
4 (–3) 20 (+5) 16 (+3) 10 (+0) 17 (+3) 12 (+1)
Invisibility. The brownie magically turns invisible until it attacks
or uses Domestic Magic, or until its concentration ends (as if
concentrating on a spell). Any equipment the brownie wears or Saving Throws Wis +3, Cha +4
carries is invisible with it. Skills Medicine +6, Nature +6, Perception +6, Stealth +8
Senses passive Perception 16
BROWNIE BEASTRIDER Languages Common, Sylvan
Challenge 5 (1,800 XP) Proficiency Bonus +3
Tiny Fey, Neutral Good
Armor Class 15
Magic Resistance. The brownie has advantage on saving throws
Hit Points 54 (12d4 + 24)
against spells and other magical effects.
Speed 30 ft.
Speak with Beasts. The brownie can communicate with Beasts as if
they shared a language.
STR DEX CON INT WIS CHA
4 (–3) 20 (+5) 14 (+2) 10 (+0) 14 (+2) 12 (+1) ACTIONS
Multiattack. The brownie mystic makes three Mystic Staff or
Saving Throws Cha +3 Magical Blast attacks. The mystic can replace one of the attacks
with a use of Spellcasting.
Skills Nature +2, Perception +4, Stealth +7
Senses passive Perception 14 Mystic Staff. Melee Weapon Attack: +7 to hit, reach 5 ft., one target.
Hit: 7 (1d4 + 5) bludgeoning damage plus 3 (1d6) psychic damage.
Languages Common, Sylvan
Mystic Blast. Ranged Spell Attack: +6 to hit, ranged 60 ft., one
Challenge 3 (700 XP) Proficiency Bonus +2
target. Hit: 10 (2d6 + 3) psychic damage.
Invisibility. The brownie magically turns invisible until it attacks
Magic Resistance. The brownie has advantage on saving throws
or uses Spellcasting, or until its concentration ends (as if
against spells and other magical effects.
concentrating on a spell). Any equipment the brownie wears or
Mounted Warrior. While mounted, the brownie’s mount can’t be carries is invisible with it.
charmed or frightened.
Spellcasting. The brownie casts one of the following spells,
Speak with Beasts. The brownie can communicate with Beasts as if requiring no material components and using Wisdom as the
they shared a language. spellcasting ability (spell save DC 13):
At will: mending, minor illusion, prestidigitation
3/day each: entangle, mirror image
1/day each: confusion, conjure animals, dimension door
69 TOME OF BEASTS 3 B
Brumalek
This white-furred, weasel-like creature stands balanced on its
hind legs and broad tail. Beneath a wide skull, intelligent eyes
peer intently as a frog-like sac at its throat contracts and expands.
A small and unassuming creature, the brumalek has caught
many travelers among the snow-capped peaks unawares with its
ramming skull and ear-splitting howl.
Avalanche Caller. The skittish brumalek can inflate its
vocal sac and emit painful sounds, but it uses this primarily as
a defense mechanism. The force of its cry is enough to throw
up swirls of mountain snow, obscuring them and helping them
escape predators. Large groups of brumalek can coordinate
this effect, triggering avalanches on those approaching their
nests.
Mountain Children. Brumalek broods have deep
attachments to the mountains where they were born,
keeping their nests hidden close to the summit.
Working together when a true danger threatens
their home, the hit and run tactics of brumalek
in these times overrules their otherwise skittish
nature. When a threat is deemed great, they
even howl warnings to nests on other,
nearby mountaintops.
Speed 30 ft., burrow 20 ft, climb 20 ft. Headbutt. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.
Hit: 6 (1d6 + 3) bludgeoning damage.
STR DEX CON INT WIS CHA Reverberating Howl. The brumalek releases an ear-shattering howl
5 (–3) 16 (+3) 12 (+1) 4 (–3) 13 (+1) 7 (–2) in a 30-foot cone that is audible 300 feet away. Each creature in
that cone must make a DC 13 Dexterity saving throw. On a failure,
a creature takes 5 (2d4) thunder damage and is deafened for 1
Skills Perception +3 Stealth +5
minute. On a success, the creature takes half the damage and isn’t
Damage Resistances cold deafened. A deafened creature can repeat the saving throw at the
Damage Immunities thunder end of each of its turns, ending the effect on itself on a success.
Condition Immunities deafened BONUS ACTIONS
Senses darkvision 60 ft., passive Perception 13
Skittish. The brumalek can take the Dash or Disengage action.
B TOME OF BEASTS 3 70
Caldera Kite
The long-bodied insect floats over the gurgling volcano and along end of its next turn. On a success, a creature takes half the damage
the lava’s path. As it flies, it extends a proboscis to gobble up and isn’t poisoned. If a creature’s saving throw is successful, it is
creatures fleeing the molten rock or stranded by it. immune to the Sulphuric Haze of all caldera kites for 1 minute.
CALDERA KITE
Large Monstrosity, Unaligned
Armor Class 17 (natural armor)
Hit Points 119 (14d10 + 42)
Speed 0 ft., fly 60 ft. (hover)
Firesight. The caldera kite can see through areas obscured by fire,
smoke, and fog without penalty.
Flyby. The caldera kite doesn’t provoke opportunity attacks
when it flies out of an enemy’s reach.
Sulfuric Haze. A glittering haze emanates from the caldera
kite within 10 feet of it. The haze moves with the caldera
kite, lightly obscuring the area. If dispersed by a wind
of moderate or greater speed (at least 10 miles per
hour), the haze reappears at the start of the caldera
kite’s next turn. When a creature enters the haze’s area for
the first time on a turn or starts its turn there, that creature
must make a DC 14 Constitution saving throw. On a failure, a
creature takes 7 (2d6) poison damage and is poisoned until the
71 TOME OF BEASTS 3 C
Capybear
Mud splotches this rotund, quadrupedal rodent’s reddish-brown
fur. The pigmented markings and the gleam of curiosity in its
eyes denote the creature’s intellect as greater than an ordinary
animal’s. A loamy odor wafts from the creature.
Capybears dwell in marshes, swamps, and forests with deep
bodies of water. They feed on grasses, reeds, low-hanging leaves,
and other readily available vegetation. Though capybears are
oversized rodents—often reaching a height equivalent to a
pony—and physically imposing, they find themselves prey to
large cats and smaller pack hunters.
Sapient Grazers. Capybears roam their territory searching
for their favorite grasses and roots to eat immediately and to
gather for future meals. Observers who follow the rodents
often mistake them for ordinary, if massive, rodents at first.
However, further observation uncovers the capybears’ ability to
communicate and coordinate. They have their own language,
composed of barks, chirps, and growls, which proves difficult for
outsiders to duplicate short of magical means. With patience,
non-capybears can establish a dialogue with the creatures.
Capybears have limited dexterity in their paws, leaving them
unable to use many tools, but they adeptly use materials available
to them to build homes along the bodies of water they frequent.
Useful Neighbors. Capybears generally distrust outsiders
and drive away creatures that come too close to their
abodes. When they forage for food and supplies, they
are not aggressive unless provoked. Societies that have
reached an understanding with capybear communities
appreciate the industrious creatures’ presence, for the
capybears devour weeds in cultivated land without destroying
valuable crops. The rodents also clear deadfalls from which they Languages Capybear
gather building material. Challenge 1 (200 XP) Proficiency Bonus +2
Highly Social. Capybears gather in groups of ten to forty,
depending on available food. They live up to forty years and reach Hold Breath. The capybear can hold its breath for 30 minutes.
maturity after five years, spending the majority of their lives Keen Smell. The capybear has advantage on Wisdom (Perception)
contributing to the community’s well-being. Many capybears checks that rely on smell.
spend their waking hours foraging while a few remain in their
Pack Tactics. The capybear has advantage on attack rolls against a
hidden abodes to rear young and the most physically imposing creature if at least one of the capybear’s allies is within 5 feet of the
capybears guard their homes from diurnal predators. Elderly creature and the ally isn’t incapacitated.
capybears impart their wisdom on the younger capybears
Pounce. If the capybear moves at least 20 feet straight toward a
at night when the community gathers to eat. Enjoying an
creature and then hits it with a Slam attack on the same turn,
egalitarian outlook, the creatures dwell in proximity, and every
that target must succeed on a DC 13 Strength saving throw or be
capybear is a valued member of the community.
knocked prone. If the target is prone, the capybear can make one
Bite attack against it as a bonus action.
CAPYBEAR Swamp Camouflage. The capybear has advantage on Dexterity
Medium Monstrosity, Neutral (Stealth) checks made to hide in swamps or muddy terrain.
Armor Class 13 (natural armor) ACTIONS
Hit Points 60 (8d8 + 24) Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 9
Speed 30 ft., swim 20 ft. (2d6 + 2) piercing damage.
Slam. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7
STR DEX CON INT WIS CHA (2d4 + 2) bludgeoning damage.
15 (+2) 14 (+2) 17 (+3) 9 (–1) 12 (+1) 10 (+0)
REACTIONS
Protect the Community. When another capybear within 5 feet of
Skills Perception +3, Stealth +4
this capybear is hit by an attack, this capybear can leap in the way,
Senses passive Perception 13 becoming the new target of the attack.
C TOME OF BEASTS 3 72
Caretaker Weevil
The odd giant insect plods along a massive tree bough, which dips feet of the weevil. This indifference ends if the creature is attacked
from its weight. The creature’s incredibly long, thin neck has a or harmed by a spell or if it witnesses any of its allies being harmed.
swivel point in the middle of its length, allowing greater range for Diligent Preservation. A creature that isn’t a Construct or Undead
its head as it munches the branch’s more distant leaves. and that starts its turn with 0 hp within 60 feet of the caretaker
weevil becomes stable. In addition, any corpse within 60 feet of the
Caretaker weevils are herbivorous giant insects that inhabit weevil is protected from decay and can’t become Undead while it
temperate forests and provide care for the flora and fauna. remains within 60 feet of the weevil and for 24 hours after it leaves
Farming Insects. Caretaker weevils incessantly care for the area.
the plants and animals in their range. Their presence and their ACTIONS
compulsive ministrations bring comfort to those around them,
Mandibles. Melee Weapon Attack: +3 to hit, reach 5 ft., one target.
creating incredibly lush and thriving habitats. They are typically
Hit: 10 (2d8 + 1) slashing damage.
seen tending their “crops” throughout the day, and many
oddly placed collections of plants can be attributed to them. Glue Glob. Ranged Weapon Attack: +3 to hit, range 30/60 ft., one
They’ve even been known to maintain herds of giant aphids and target. Hit: 7 (2d6) acid damage. The target must make a DC 13
similarly docile creatures. Some of the more social creatures, Dexterity saving throw. On a failure, it is restrained for 1 minute. On
a success, its speed is halved for 1 minute. The target can repeat
including giant ants and giant bees, encourage the presence of
the saving throw at the end of each of its turns, ending the effect
caretaker weevils to ensure the community’s vitality. Humanoid
on itself on a success.
farms try to entice and maintain good relations with nearby
caretaker weevils in hopes of a prosperous harvest. The weevils Regenerative Spittle (3/Day). The caretaker weevil launches spittle
are considered by many as a mark of luck and good fortune. at one creature it can see within 10 feet of it. The target regains 2
(1d4) hp. For 1 minute, the target regains 1 hp at the start of each of
Moving Apothecary. Many alchemists and its turns.
apothecaries seek caretaker weevils, living or
dead, for a wide array of alchemical uses, from
restorative potions and sedatives to glues and
any number of other concoctions. They are
alchemical treasure troves, and many hospitals,
ailing nobles, and alchemist guilds offer high
prices for fresh specimens.
Ecological Remediation. Druids and others
interested in preserving damaged ecosystems recently
realized the true potential of caretaker weevils and have
begun introducing them to areas in need of extra care.
The weevils have markedly increased the viability of these
lands, alleviating the effects of drought, wildfire, disease,
and other ravages in a third of the time.
CARETAKER WEEVIL
Medium Beast, Unaligned
Armor Class 13 (natural armor)
Hit Points 51 (6d8 + 24)
Speed 30 ft., climb 15 ft.
Skills Perception +4
Senses tremorsense 30 ft., passive Perception 14
Languages —
Challenge 1 (200 XP) Proficiency Bonus +2
73 TOME OF BEASTS 3 C
Catamount
A large, broad-shouldered cat stalks its prey
through a narrow canyon. A wall of stone
erupts suddenly from the ground, cutting
off the prey’s only escape.
Typically found in areas with rocky
terrain, such as mountains, canyons,
and badlands, the catamount is a large
hunting cat with an innate control over
rocks and earth. The catamount uses its
ability to shape stone to aid in hunting,
causing minor earthquakes or changes
in terrain to confuse or redirect its prey.
While catamounts prefer to hunt game like
deer and goats, a hungry catamount happily
feasts on whatever prey is available.
Cavern Carvers. Catamounts use their
ability to manipulate the earth to carve out
complex cavern systems as dens for rearing
young. It is not unusual for kobolds,
goblins, or even small giants to claim
abandoned catamount dens as their own,
for the caverns make defensible homes.
Territorial. The catamount is a
solitary creature and can claim an area of
up to 20 square miles as its hunting grounds. A
catamount tolerates another catamount only long
enough to mate, and the product of such a union is typically
one to two kits. Once the kits are old enough to hunt on their
own, they leave the den to find their own territory.
BONUS ACTIONS
CATAMOUNT Control Earth. The catamount molds the ground near it, causing one
Large Monstrosity, Unaligned of the following effects:
Armor Class 12 • Stone Wall. The catamount causes a wall of rock to rise from
Hit Points 117 (18d10 + 18) the ground at a point it can see within 30 feet of it. The wall is
up to 30 feet long, 5 feet high, and 5 feet thick. It can be any
Speed 40 ft.
shape, as long as its base is connected to the ground. If the wall
cuts through a creature’s space when it appears, the creature
STR DEX CON INT WIS CHA is pushed to one side (the catamount’s choice). If a creature
18 (+4) 14 (+2) 12 (+1) 3 (–4) 10 (+0) 4 (–3) would be surrounded on all sides by the wall, it can make a DC
14 Dexterity saving throw. On a success, it can use its reaction to
Saving Throws Dex +4 move up to its speed so that it is no longer enclosed by the wall.
Skills Athletics +6, Perception +2, Stealth +4 The wall lasts 1 minute or until the catamount creates a new wall.
• Fissure. The catamount causes a rift to form in the ground at a
Senses tremorsense 30 ft., passive Perception 12
point it can see within 30 feet of it. The rift can be up to 15 feet
Languages — wide, up to 30 feet long and up to 10 feet deep, and it can be
Challenge 4 (1,100 XP) Proficiency Bonus +2 any shape. Each creature standing on a spot where the fissure
opens must succeed on a DC 14 Dexterity saving throw or fall in.
Well-Grounded. The catamount has advantage on ability checks and A creature that successfully saves moves with the fissure’s edge
saving throws made against effects that would knock it prone. as it opens. A fissure that opens beneath a structure causes it to
automatically collapse as if the structure was in the area of an
ACTIONS
earthquake spell. The catamount can have only one fissure open
Multiattack. The catamount makes one Bite attack and two Claw at a time. If it opens another, the previous fissure closes, shunting
attacks. all creatures inside it to the surface.
Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. • Tremors. The catamount causes the earth beneath its feet to
Hit: 8 (1d8 + 4) piercing damage. shake and shift. Each creature within 30 feet of the catamount
Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. must succeed on a DC 14 Strength saving throw or take 3 (1d6)
Hit: 9 (2d4 + 4) slashing damage. bludgeoning damage and be knocked prone.
C TOME OF BEASTS 3 74
Catonoctrix
A blackened, wyvern-like beast with leather
purple wings soars the skies. The glowing
eyes within its malformed, crystalline
skull scour the area.
A catonoctrix is not a
natural being. It exists
due to mutations
a drake or, more
rarely, an immature
dragon undergoes
either by exposure
to otherworldly
realms and energies or
from experimentation by depraved
creatures, such as aboleths or mad
wizards. As a result of its newfound
intelligence and power, the
catonoctrix is twisted by a desire for
knowledge either in service of a master
or for its own warped obsessions. It
satiates this desire by any means
necessary, even if it means
tearing its victim’s mind apart at
the seams.
Deceitful Diviners. A catonoctrix’s
transformation gives it great psychic power and some
measure of precognition. It uses this power to manipulate
others, often by providing creatures with readings that are
accurate but twisted in a way that encourages the creature
to aid the catonoctrix’s overall schemes. These manipulative
ACTIONS
tactics lead some to refer to them as “augur beasts” and revere
them as all-knowing benefactors. A catonoctrix uses this Multiattack. The catonoctrix makes one Bite attack and two Claw
advantage to weave its way into civilizations, subtly controlling attacks, or it makes three Psychic Bolt attacks. It can replace one
the masses to further its long-reaching agenda. attack with a use of Spellcasting.
Bite. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 18
(3d8 + 5) piercing damage plus 7 (2d6) psychic damage.
CATONOCTRIX
Claw. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 15
Large Aberration, Neutral Evil (3d6 + 5) slashing damage.
Armor Class 18 (natural armor) Psychic Bolt. Ranged Spell Attack: +8 to hit, range 60 ft., one target.
Hit Points 168 (16d10 + 80) Hit: 18 (4d6 + 4) psychic damage.
Speed 40 ft., fly 80 ft. Mind Ravage (Recharge 5–6). The catonoctrix unleashes a torrent of
psychic energy. Each creature within 20 feet of the catonoctrix must
STR DEX CON INT WIS CHA make a DC 16 Intelligence saving throw. On a failure, a creature
21 (+5) 12 (+1) 21 (+5) 18 (+4) 15 (+2) 19 (+4) takes 45 (10d8) psychic damage and is stunned for 1 minute. On
a success, a creature takes half the damage and isn’t stunned. A
stunned creature can repeat the saving throw at the end of each of
Saving Throws Dex +5, Con +9, Int +8, Cha +8
its turns, ending the effect on itself on a success.
Skills Arcana +8, History +8, Insight +6, Investigation +8, Perception
Spellcasting (Psionics). The catonoctrix casts one of the following
+6, Stealth +5
spells, requiring no spell components and using Intelligence as the
Damage Immunities psychic spellcasting ability (spell save DC 15):
Senses darkvision 120 ft., truesight 30 ft., passive Perception 16 At will: detect thoughts, divination
Languages Common, Draconic, Deep Speech, telepathy 120 ft.
1/day each: confusion, scrying, suggestion
Challenge 10 (5,900 XP) Proficiency Bonus +4
REACTIONS
Pierce the Veil. When a creature the catonoctrix can see is Precognitive Dodge. The catonoctrix adds 4 to its AC against one
stunned by Mind Ravage, the catonoctrix learns one secret the attack that would hit it. To do so, the catonoctrix must see the
creature knows. attacker and be within 30 feet of it.
75 TOME OF BEASTS 3 C
Catterball
This hairless cat moves its front legs forward, stretching its Languages Sylvan
body impossibly long, then retracts its body, allowing its hind Challenge 1 (200 XP) Proficiency Bonus +2
legs to catch up in its lopsided gait. The feline wears a constant,
toothy grin. Rubbery Flesh. The catterball is immune to any spell or effect that
would alter its form, and it has advantage on ability checks and
Mischievous catterballs exploit their malleability to reach
saving throws made to escape a grapple. In addition, it can move
otherwise inaccessible places where they can unleash
through a space as narrow as 1 inch wide without squeezing.
pandemonium.
Standing Leap (Ball Form Only). The catterball’s long jump is up to
Fey Pets. Fey legends universally point to forgotten nobles 60 feet and its high jump is up to 30 feet, with or without a running
who created the creatures to entertain their children. As is the start.
manner of children, fey or otherwise, unruly and destructive
behavior elicited the best response in laughter and cries of “Do ACTIONS
it again!” After several destructive accidents, the fey realized Slam (Extended or True Form Only). Melee Weapon Attack: +5 to
they needed to rid themselves of the creatures. Unable, and in hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) bludgeoning damage.
some cases unwilling, to destroy the catterballs, the fey decided Snap Back (Extended Form Only). The catterball violently returns to
to lead the naughty creatures out of their homelands. its true form. Each creature within 5 feet of the catterball must make
Strange Diet. A catterball enjoys rancid food, such as a DC 12 Dexterity saving throw. On a failure, a creature takes 4 (1d8)
rotten fish and curdled milk. An offering of such fare keeps thunder damage, or 9 (2d8) if the catterball has extended its reach
the creature away from the location where it received the food. to 15 feet, and is deafened for 1 minute. On a success, a creature
Fresh food and drink offend a catterball, which redoubles its takes half the damage and isn't deafened. A deafened creature can
make a DC 12 Constitution saving throw at the end of each of its
pranks against the offender.
turns, ending the effect on itself on a success.
Ratcatchers. Catterballs aren’t true felines, but they despise
rats. Catterballs ignore whatever has their attention in favor BONUS ACTION
of chasing and killing rats. Some communities tolerate the Change Form. The catterball can extend its body, roll up into a ball,
catterballs’ hijinks because the creatures are efficient rat slayers. or return to its true form. Each time it extends its body, its reach
with its slam attack increases by 5 feet, to a maximum of 15 feet,
and its Armor Class decreases by 1.
CATTERBALL
Small Fey, Chaotic Neutral
Armor Class 13
Hit Points 44 (8d6 + 16)
Speed 30 ft.
CATTERBALL FAMILIARS
Some catterballs are willing to serve spellcasters, especially those
who enjoy mayhem. Such catterballs have the following trait.
Familiar. The catterball can serve another creature as a
familiar, forming a magic, telepathic bond with that willing
companion. While the two are bonded, the companion can
sense what the catterball senses as long as they are within 1
mile of each other. While the catterball is within 10 feet of its
companion, the companion increases its reach by 5 feet. At
any time and for any reason, the catterball can end its service
as a familiar, ending the telepathic bond.
C TOME OF BEASTS 3 76
Cave Mimic
The cavern suddenly sprouts jagged teeth, and grappling ACTIONS
pseudopods reach out from the walls. Multiattack. The cave mimic makes four Pseudopod attacks.
Pseudopod. Melee Weapon Attack: +8 to hit, reach 15 ft., one
These immense mimics disguise themselves as caverns, rough-
target. Hit: 10 (1d10 + 5) bludgeoning damage. If the cave mimic
hewn dungeon rooms, or other natural terrain and wait for prey
is in object or terrain form, the target is subjected to the mimic’s
to walk into their open maws. To complete the disguise, the
Adhesive trait.
cave mimic shapes small pseudopods into terrain features or
objects, such as stalagmites, stalactites, furniture, and sparkling Stalagteeth (Terrain Form Only, Recharge 4–6). The cave mimic
launches a harpoon-like pseudopod, shaped like a stalactite or
treasure. Though most commonly seen as caves, a cave mimic
other similarly pointed object, at one creature in its space. The
can take the form of a mine, crumbling ruin, or even basement.
target must succeed on a DC 14 Dexterity saving throw or take 24
Joined Link. Multiple cave mimics can join together to form (7d6) piercing damage and have the harpoon pseudopod stuck in
networks. A dungeon formed of cave mimics tries to lure prey it. While the pseudopod is stuck, the target is restrained and takes
to the deepest part of the network with a trail of “treasure” 10 (3d6) acid damage at the start of each of its turns, and the mimic
before attacking. can use a bonus action to pull the target up to 30 feet toward the
mimic’s nearest wall, ceiling, or similar surface. A creature, including
Cooperative Inhabitants. Occasionally, humanoids living
the target, can take its action to detach the harpoon pseudopod by
in caves where a cave mimic lurks work out an arrangement
succeeding on a DC 15 Strength check. If the target detaches the
with it, helping to lure intruders to the mimic in exchange for
harpoon while it is stuck to the ceiling of the mimic, the target takes
not eating members of that group.
falling damage as normal.
BONUS ACTIONS
CAVE MIMIC
Change Shape. The cave mimic transforms into a Gargantuan
Gargantuan Monstrosity (Shapechanger), Neutral object or stretches itself out as terrain no larger than a 35-foot
Armor Class 13 (natural armor) cube or back into its true, amorphous form. Its statistics are the
Hit Points 174 (12d20 + 48) same in each form. Any equipment it is wearing or carrying isn’t
Speed 10 ft., burrow 20 ft. transformed. It reverts to its true form if it dies.
Skills Perception +4
Damage Immunities acid
Condition Immunities prone
Senses darkvision 60 ft., tremorsense 60 ft., passive Perception 14
Languages —
Challenge 7 (2,900 XP) Proficiency Bonus +3
77 TOME OF BEASTS 3 C
Cave Sovereign
Soft luminance twinkles in the darkness. A hulking
creature scuttles forth suddenly on massive
insectoid limbs, a huge serpentine horror
that is some aberrant hybrid of crustacean,
arachnid, and eel. The soft radiance of
its numerous antennae intensifies as its
deadly maw opens to reveal multiple
rows of semi-translucent teeth, large
and sharp as swords.
The Scourge of Subterranea.
The creature colloquially known
as the cave sovereign is a hideous
subterranean hunter that preys
upon the spiritual essence of
every living being it encounters.
Six tentacular antennae
surround its eight pale eyes
and prodigiously fanged
mouth, all of which radiate a
dim and unsettling light. Its
long, somewhat ophidian body
is covered in a pale gray‑green
segmented carapace that ends
in a two-pronged tail tipped
with scissor‑like pincers. The
sovereign winds its way through
eponymous caves and caverns
using six articulated legs like
those of a spider.
Eldritch Origins. The
cave sovereign’s size and
squamous features belie its cruel
alien intelligence. Despite their
disparity, all of the sovereign’s abhorrent
features result in one rather inscrutable
underworld predator. The ancestry of this
loathsome aberration is otherworldly, and according to
the most learned of sages, the first cave sovereign was spawned
from the chaos-fueled core of a long‑forgotten plane. They CAVE SOVEREIGN’S LAIR
say it is never summoned; rather, it seeks. The immortal and Somewhere in the depths of the world, the cave sovereign makes
relentless cave sovereign subsists on the souls of those who its lair. The tales of what few survivors there are to that terrible
happen upon it. place can provide no concrete description of it, for no two stories
Harvester of Souls. The eyes and antennae of the cave can agree. The cave sovereign’s mental prowess is unmatched in
sovereign shed an eerie light. The sovereign can affix this its lair. Its mind seeps unbidden into intruders’ minds, shaping
luminance upon a living creature to draw forth its mortal their perceptions of the place to its whim and causing the
essence, effectively ripping the soul from the still-living intruders to wander confused and aimless until it devours them.
wretch. The poor creatures who suffer this strange spiritual
damnation at the hands of a cave sovereign are doomed to LAIR ACTIONS
wander in its wake as hollow-minded thralls, semi-undead On initiative count 20 (losing initiative ties), the cave sovereign
servitors who prowl the caverns in search of new souls for their takes a lair action to cause one of the following magical effects;
undead master. Attempts to revive these soulless creatures are the cave sovereign can’t use the same effect two rounds in a row:
unfruitful, suggesting the cave sovereign either consumes or
conglomerates the living spirits it collects. • Disorienting Topography. The cave sovereign alters the
awareness of up to three creatures it can see within 60 feet
of it, causing each creature to see the cavern’s structure
differently. Each target must succeed on a DC 18 Wisdom
saving throw or treat all areas within 120 feet of the cave
C TOME OF BEASTS 3 78
sovereign as difficult terrain until initiative count 20 on the Inscrutable. The cave sovereign is immune to any effect that would
next round. This effect alters a target’s understanding of its sense its emotions or read its thoughts, as well as any divination
surroundings and isn’t an illusion or illusory effect. spell that it refuses. Wisdom (Insight) checks made to ascertain the
cave sovereign's intentions or sincerity have disadvantage.
• Disrupt Light. The cave sovereign alters the awareness of
Legendary Resistance (3/Day). If the cave sovereign fails a saving
up to three creatures it can see within 60 feet of it, reducing throw, it can choose to succeed instead.
each creature’s perception of light. Each target must succeed
Magic Resistance. The cave sovereign has advantage on saving
on a DC 18 Wisdom saving throw or treat all areas of bright
throws against spells and other magical effects.
light as dim light, areas of dim light as darkness, and areas
of darkness as magical darkness until initiative count 20 Sinuous Form. Provided there is suitable room to accommodate its
on the next round. This doesn’t affect the light shed by the bulk, the cave sovereign can squeeze through any opening large
cave sovereign’s Deathlights. This effect alters a target’s enough for a Small creature.
understanding of its surroundings and isn’t an illusion or Spider Climb. The cave sovereign can climb difficult surfaces,
illusory effect. including upside down on ceilings, without needing to make an
ability check.
• Maddening Landscape. The mentally disorienting nature
of the cave sovereign’s lair assaults the minds of up to three ACTIONS
creatures the cave sovereign can see within 60 feet of it. Each Multiattack. The cave sovereign makes one Bite attack and two Slam
target must succeed on a DC 18 Wisdom saving throw or attacks. It can make one Tail attack in place of its Bite attack.
suffer a random short-term madness for 1d4 rounds. Bite. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 25
(4d8 + 7) piercing damage plus 11 (2d10) poison damage.
CAVE SOVEREIGN Slam. Melee Weapon Attack: +12 to hit, reach 10 ft., one target. Hit:
23 (3d10 + 7) bludgeoning damage.
Huge Aberration, Chaotic Evil
Tail. Melee Weapon Attack: +12 to hit, reach 10 ft., one target. Hit:
Armor Class 18 (natural armor)
26 (3d12 + 7) slashing damage. If the target is a Large or smaller
Hit Points 253 (22d12 + 110) creature, it is grappled (escape DC 18). Until this grapple ends, the
Speed 40 ft., climb 30 ft. target is restrained, and the cave sovereign can’t use its tail on
another target.
STR DEX CON INT WIS CHA Consume Soul (Recharge 5–6). The cave sovereign chooses up to
25 (+7) 8 (–1) 20 (+5) 16 (+3) 12 (+1) 20 (+5) three creatures it can see within 60 feet of it that are incapacitated
or stunned by Deathlights. Each target must make a DC 18 Wisdom
Saving Throws Con +10, Int +8, Wis +6 saving throw, taking 55 (10d10) psychic damage on a failed save,
or half as much damage on a successful one. A creature stunned
Skills Perception +6
by Deathlights has disadvantage on this saving throw. The cave
Damage Resistances poison, radiant; bludgeoning, piercing, sovereign then regains hit points equal to half the total psychic
and slashing from nonmagical attacks not made with adamantine damage dealt.
weapons A Humanoid slain by this attack rises 1d4 rounds later as a zombie
Damage Immunities psychic under the cave sovereign’s control, unless the Humanoid is restored
Condition Immunities charmed, frightened to life or its body is destroyed. The cave sovereign can have no
Senses darkvision 120 ft., tremorsense 60 ft., passive Perception 16 more than thirty zombies under its control at one time.
Languages understands all but can’t speak, telepathy 120 ft. Spellcasting (Psionics). The cave sovereign casts one of the
Challenge 16 (15,000 XP) Proficiency Bonus +5 following spells, requiring no spell components and using Charisma
as the spellcasting ability (spell save DC 18):
At will: detect thoughts, mage hand (the hand is invisible)
Deathlights. When a creature that can see the cave sovereign’s
glowing antennae starts its turn within 30 feet of the cave sovereign, 3/day each: dimension door, telekinesis
the cave sovereign can force it to make a DC 18 Wisdom saving 1/day: hallucinatory terrain (as an action)
throw if the cave sovereign isn’t incapacitated and can see the
LEGENDARY ACTIONS
creature. If the saving throw fails by 5 or more, the creature is
stunned until the start of its next turn. Otherwise, a creature that The cave sovereign can take 3 legendary actions, choosing from
fails the save is incapacitated and its speed is reduced to 0 until the the options below. Only one legendary action option can be used
start of its next turn as it remains transfixed in place by the lights. at a time and only at the end of another creature's turn. The cave
Unless surprised, a creature can avert its eyes to avoid the saving sovereign regains spent legendary actions at the start of its turn.
throw at the start of its turn. If the creature does so, it can’t see Move. The cave sovereign moves up to its speed without provoking
the cave sovereign until the start of its next turn, when it can avert opportunity attacks.
its eyes again. If the creature looks at the cave sovereign in the
Telekinetic Reel. The cave sovereign magically pulls a creature it can
meantime, it must immediately make the save.
see that is incapacitated or stunned by its Deathlights up to 20 feet
Illumination. The cave sovereign’s antennae shed dim light in a straight toward it.
5-foot radius. This radius increases to 20 feet while at least one
Cast a Spell (Costs 2 Actions). The cave sovereign uses Spellcasting.
creature is incapacitated or stunned by Deathlights. At the start of its
turn if no creatures are incapacitated or stunned by Deathlights, the Tail Attack (Costs 2 Actions). The cave sovereign makes one Tail
cave sovereign can suppress this light until the start of its next turn. attack.
79 TOME OF BEASTS 3 C
Chaos Creeper
Fan-shaped, golden leaves spread out above the trunk of the
plant. Pitcher-shaped fruit hangs from its branches.
The chaos creeper is a lithophyte that grows on rocky
outcroppings in highlands and foothills. Veteran explorers
and adventurers keep a sharp eye out for them since the plant’s
healing properties can mean the difference between life and
death. Unfortunately, the results of its magic are unpredictable.
Fey Creation. The arborists of the fey courts originally
created the chaos creepers to bedevil mortals and entertain
fey nobility. Imbued with fey sentience, chaos creepers
do their best to cajole or dupe non-fey into taking their
delicious, magical fruit. A creature that takes a fruit
without giving something in exchange is likely to
meet with a nasty surprise, but the chaos creeper
rarely shares that information, especially with
those it finds rude or uptight.
CHAOS CREEPER
Medium Plant, Chaotic Neutral
Armor Class 16 (natural armor)
Hit Points 150 (20d8 + 60)
Speed 15 ft., climb 10 ft.
C TOME OF BEASTS 3 80
Chaos Raptor
A massive bird flies through the mountain and out the other side. a randomly determined creature within its reach, or it does nothing
It dive-bombs the town, leaving chaos in its wake. if no creature is within its reach. At the start of the chaos raptor’s
turn, it chooses whether this aura is active.
A distant relative of the roc, the chaos raptor is an enormous, Earth Glide. The chaos raptor can burrow through nonmagical,
avian creature that delights in causing havoc in humanoid unworked earth and stone. While doing so, the chaos raptor
settlements. It slumbers within mountains, awakening when doesn’t disturb the material it moves through.
hungry, at which time it flies to a nearby settlement, driving Keen Sight. The chaos raptor has advantage on Wisdom
the residents mad. While the townsfolk scatter, incapable of (Perception) checks that rely on sight.
controlling their random urges, the creature absconds with
Regeneration. The chaos raptor regains 20 hp at the start of its turn
enough locals to sate its hunger.
if at least half of its body is submerged in earth or stone. If the
Born of Stone. While not made of stone, chaos raptors have an chaos raptor takes thunder damage, this trait doesn’t function at
affinity for it. They can easily travel through stone and hide inside the start of the chaos raptor’s next turn. The chaos raptor dies only
it, rejuvenating their bodies. Some scholars believe they originate if it starts its turn with 0 hp and doesn’t regenerate.
from the Elemental Plane of Earth and arrived on the Material ACTIONS
Plane through a massive portal deep within the mountains.
Multiattack. The chaos raptor makes one Beak attack and one
Harbinger of Chaos. Chaos raptors cause chaos wherever Talons attack.
they go, and indeed, they enjoy disorder. They do not delight in Beak. Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit:
cruelty so much as reckless abandon and disruption. 27 (4d8 + 9) piercing damage.
Worshiped and Appeased. It is common for a chaos Talons. Melee Weapon Attack: +14 to hit, reach 5 ft., one target. Hit:
raptor to nest inside a mountain near a particular town. 23 (4d6 + 9) slashing damage, and the target is grappled (escape
The locals often worship the chaos raptor as a deity, DC 18). Until this grapple ends, the target is restrained, and the
bringing sacrificial offerings of livestock or even people chaos raptor can’t use its talons on another target.
to appease its hunger. This meets with varying results,
for the chaos raptor is temperamental and sometimes
attacks even when it is not hungry.
CHAOS RAPTOR
Gargantuan Monstrosity, Chaotic Neutral
Armor Class 18 (natural armor)
Hit Points 248 (16d20 + 80)
Speed 20 ft., burrow 80 ft., fly 120 ft.
81 TOME OF BEASTS 3 C
Chemosit
This humanoid figure resembles a stork with a bare, mottled head succeed on a DC 15 Wisdom saving throw or be charmed until
and a large throat sac. It stands on one leg with a wooden crutch the song ends. The chemosit must take a bonus action on its
supporting it. When the creature opens its dagger-shaped beak, subsequent turns to continue singing. It can stop singing at any
hellish light glows from within. time. The song ends if the chemosit is incapacitated.
If the charmed target is more than 5 feet away from the chemosit,
The chemosit is a cruel fiend that stalks tropical grasslands and the target must move on its turn toward the chemosit by the
forests, hunting for humanoid prey on the outskirts of rural most direct route, trying to get within 5 feet. It won’t move into
areas and remote villages. At night, it uses its inner light and damaging terrain, such as lava or a pit, taking whatever route it
song to lure the unwary or the desperate into its clutches. The can to avoid the terrain and still reach the chemosit. If the target
flickering light and the thumping of its crutch keeping time with can’t find a safe route to the chemosit, the charmed effect ends.
the song give the impression of a woodland celebration. By the Whenever the target takes damage or at the end of each of its
time someone is close enough to discern the truth, it is often too turns, the target can repeat the saving throw. If the saving throw is
late to escape. successful, the effect ends on it. A target that successfully saves is
immune to this chemosit’s Inviting Song for the next 24 hours.
Hateful Legacy. The chemosit is cruel and enjoys seeing
suffering, even suffering caused by others. While disguised in BONUS ACTIONS
a community, it might speak one falsehood or rumor before Change Shape. The chemosit magically transforms into a Small or
sitting back to watch how the rumor spirals out of control, Medium Humanoid or back into its true Fiendish form. Its statistics,
leading the community to infighting. Such infighting often other than its size, are the same in each form. No matter the form,
results in a few members being cast out—directly into the the chemosit always has only one leg. Its crutch adjusts to fit its
chemosit’s hungry beak. new form, but no other equipment transforms. It reverts to its true
form if it dies, and its crutch becomes nonmagical.
CHEMOSIT
Medium Fiend, Neutral Evil
Armor Class 15 (natural armor)
Hit Points 119 (14d8 + 56)
Speed 30 ft.
Inner Light. Its open mouth emits a red light, shedding bright light
in a 10-foot radius and dim light for an additional 10 feet. Opening
or closing its mouth doesn’t require an action.
ACTIONS
Multiattack. The chemosit makes one Beak attack
and two Crutch attacks.
Beak. Melee Weapon Attack: +6 to hit, reach 5 ft., one
target. Hit: 12 (2d8 + 3) piercing damage plus 7 (2d6) fire
damage.
Crutch. Melee Weapon Attack: +6 to hit, reach 5 ft., one target.
Hit: 7 (1d8 + 3) bludgeoning damage, and the target must
succeed on a DC 14 Constitution saving throw or become
infected with the cackle fever disease.
Inviting Song. The chemosit sings an enchanting tune.
Each creature with an Intelligence of 5 or higher within
300 feet of the chemosit that can hear the song must
C TOME OF BEASTS 3 82
Chimera, Royal
This chimera has a lion’s mane plaited in gold, a goat head with
magic sparking between its curved horns, a smoking dragon’s
head, and a hissing serpent for a tail.
Chimeras that discover the luxury of long life inevitably
enjoy the servitude of lesser creatures. Declaring sovereignty—
with few willing to dispute the claim—such chimera foster
unceasing ambition for power, wealth, and status.
Profane Magic. Any chimera that lives long enough to
claim royalty and be recognized as such soon gains magical
power, often commanded by its goat head. With this power,
the goat transfigures the chimera’s tail into a snake, giving the
chimera the knowledge of speech and greater capability for
deception and manipulation. Though the transformation of the
tail provides the knowledge of speech, the chimera can speak
through any of its heads.
ROYAL CHIMERA
Huge Monstrosity, Neutral Evil
Armor Class 17 (Regal Bearing)
Hit Points 189 (18d12 + 72)
Speed 40 ft., fly 80 ft.
83 TOME OF BEASTS 3 C
Chroma Lizard
C TOME OF BEASTS 3 84
Climbing Vine
A long, thin vine sprawls across the cliff face. Spindly fronds Damage Immunities psychic
unfold from the main vine, covered in tiny, dew-tipped stalks. Condition Immunities blinded, charmed, deafened, exhaustion,
One frond lies curled around the half-digested remains of a bird. frightened, prone
Senses blindsight 20 ft., passive Perception 8
Climbing vines are a form of high-altitude plant life, adapted
to living above the tree line where few nutrients are available. Languages —
Clinging to rocky crags, they survive by feeding on whatever Challenge 1/8 (25 XP) Proficiency Bonus +2
animals they can catch. Birds, lizards, insects, and even
humanoids who get too close are grabbed by their dew-tipped Digestive Dew. A creature that starts its turned grappled by the
feelers, crushed by their vines, and slowly digested. climbing vine takes 2 (1d4) acid damage.
Ambush Plant. Slow, fragile, and functionally blind, a Flexible Form. A climbing vine can move through a space as narrow
climbing vine is a foe that is easy to underestimate. Seen from as 6 inches wide without squeezing.
afar, they are trivial to avoid or destroy. However, they tend to ACTIONS
hide among less dangerous plants or squeeze into tiny gaps
Dewvine. Melee Weapon Attack: +3 to hit, reach 5 ft., one creature.
in the rock, nearly invisible from a distance but able to sense
Hit: The target is grappled (escape DC 11). The climbing vine has
vibrations in the air and through the rock via specialized roots.
two attacking vines, each of which can grapple only one creature.
Often, they are imperceptible until they strike, reaching out
to grab some unfortunate creature and crush it into easily Squeeze. The climbing vine squeezes creatures in its grasp. Each
digestible paste. They are most vulnerable while feeding, when creature grappled by the climbing vine must succeed on a DC 11
the corpse of their prey limits their options to hide and makes it Strength saving throw or take 5 (2d4) bludgeoning damage.
clear that they are not a harmless plant. REACTIONS
Cultivated Traps. While the climbing vines’ natural Grasping Retaliation. When a creature hits the
environment is remote, hostile, and unlikely to be seen by climbing vine with a melee attack while
most adventurers, they are far more plentiful as purposefully within 5 feet of the vine, the vine can
cultivated living traps. Intelligent monsters, isolated hermits, make one Dewvine attack against it.
and particularly belligerent mages occasionally grow climbing
vines as a self-maintaining security system. A climbing vine
attached to a breach in a lair or little-traveled section of a fortress
eats vermin and sneaky intruders, keeping the area relatively
clean and providing a modicum of security. Though solitary in
the wild, climbing vines live in large groups when cultivated.
A single vine is little threat to all but the frailest intruder,
but a cluster might entangle and devour a relatively hardy
foe. They are also a suitably horrible way to dispose of
witnesses, sacrifices, or unruly subordinates.
Alchemically Valuable. Alchemists have an
ever‑present demand for climbing vines. Their dew is a
potent acid commonly used as a reagent or for dilution
into acid flasks. Their vines are strong for their size, and the
fibers in the vines are used in a variety of strength potions.
Some alchemists have specially prepared greenhouses where
they maintain and harvest climbing vines, but stories of
overrun greenhouses filled with man‑eating plants and the
remains of unfortunate apprentices lead most to buy what
they need from adventurers.
CLIMBING VINE
Medium Plant, Unaligned
Armor Class 11 (natural armor)
Hit Points 13 (2d8 + 4)
Speed 10 ft., climb 10 ft.
85 TOME OF BEASTS 3 C
Clockwork Armadillo
This intricate construct is encased in brass plates and shaped like Saving Throws Dex +6
an armadillo. Skills Acrobatics +6, Perception +2, Stealth +6
Damage Immunities poison, psychic
The clockwork armadillo was first created as a practical joke
between tinkerer mages. In seeking to disrupt the success of a Condition Immunities charmed, exhaustion, frightened,
colleague, a particularly devious metallurgist crafted a creature paralyzed, petrified, poisoned
from a geodesic sphere, clad the creation in pliant and slippery Senses darkvision 60 ft., passive Perception 12
armor, and sent it out to confiscate a rival’s project. After a Languages understands the languages of its creator but
raucous chase through a packed crafting hall, word of the clever can’t speak
design swiftly spread. Since its fateful inception, the clockwork Challenge 1/4 (50 XP) Proficiency Bonus +2
armadillo has become a favorite of the wealthy, who often use
the critters as theft deterrents in their vaults and private estates. Construct Nature. The armadillo doesn’t require air, food, drink,
Deviously Equipped. Clockwork armadillos designed for or sleep.
theft denial are outfitted with sharp claws, which can snip Immutable Form. The armadillo is immune to any spell or effect
through leather and cord with ease, and hyperkinetic fly gears, that would alter its form.
which magnify torsion and allow for optimal reflexive output Magic Resistance. The armadillo has advantage on saving throws
when evading hostile forces. While a clockwork armadillo is against spells and other magical effects.
certainly equipped to defend itself, its primary motive is to Overclocked. The armadillo has advantage on initiative rolls.
confiscate loose valuables, tuck them inside its rolled-up body,
and lure its opponents into pursuit to buy time for more capable ACTIONS
authorities to arrive. Scissor Claws. Melee Weapon Attack: +6 to hit, reach 5 ft., one
Geared for Mischief. The original design called for an target. Hit: 6 (1d4 + 4) slashing damage, and the target must
unruly animal spirit to be bound to the clockwork armadillo, but succeed on a DC 11 Constitution saving throw or drop whatever it
as clockwork design has advanced, tinkerers have experimented is currently holding.
with binding minor demons, devils, and even fey. However, this Tuck In. The armadillo tucks its entire body into its shell, forming
often results in unpredictable behavior. In a few notable cases, an armored ball. While an armored ball, it moves by rolling, has
unfortunate owners were found bereft of valuables, keys, prized resistance to bludgeoning, piercing, and slashing damage, is
possessions, and nearly always their tempers. immune to the prone condition, and it can’t make Scissor Claws
attacks. As part of this action, the armadillo can expand its shell
outward to contain one object of its size or smaller that isn’t
CLOCKWORK ARMADILLO being worn or carried and is within 5 feet of the armadillo. The
Small Construct, Unaligned armadillo can uncurl its body and release any contained item as a
bonus action.
Armor Class 14 (natural armor)
Hit Points 22 (4d6 + 8)
Speed 30 ft.
C TOME OF BEASTS 3 86
Clockwork Conductor
A polished, mechanical gnome waddles onto the stage. The
figure begins to conduct the orchestra with a baton and even,
measured gestures.
Clockwork conductors are ingenious little
inventions devised by bards specializing in
clockwork magic. The outer frame, a chassis often
crafted to look like a formally attired gnome or
halfling, houses an intricate metronome. Initially
crafted with the intent to assist in composition
and performances, clockwork conductors were later
fine-tuned to empower their creators’ spellcasting
and even out magic’s sometimes‑unpredictable nature.
Since the first models were crafted, subsequent iterations
have been developed, often with peculiar and sometimes
temperamental personalities.
Sonorous Synergy. Clockwork conductors are in their
element when assisting spellcasters and performance artists,
but animated instruments (see page 34) especially benefit from
their presence. The animated symphony makes an impression
all the more majestic with a clockwork conductor leading the
orchestration.
Mechanical Maestros. Clockwork conductors project an
aura that ensures moderate success in most battle and artistic
endeavors though this effect can often overshadow individual
brilliance and triumph. Equipped with a baton-shaped arm
that sports a painful electric charge, clockwork conductors can
coax allies from afar into moments of deep focus. When all else
fails, a clockwork conductor can overclock its inner workings,
offering a surge of creative mastery to its allies at great expense
to itself.
CLOCKWORK CONDUCTOR Metronomic Aura. When a friendly creature within 20 feet of the
Small Construct, Lawful Neutral conductor makes an attack or a Charisma (Performance) check,
the creature can treat the d20 roll as a 10 instead of using the die’s
Armor Class 13 (natural armor)
actual roll.
Hit Points 28 (8d6)
Speed 30 ft. ACTIONS
Conductive Baton. Melee Weapon Attack: +3 to hit, reach 5 ft., one
STR DEX CON INT WIS CHA target. Hit: 3 (1d4 + 1) bludgeoning damage plus 4 (1d8) lightning
7 (–2) 12 (+1) 10 (+0) 9 (–1) 12 (+1) 16 (+3) damage, and the target can’t take reactions until the start of its next
turn.
Skills Perception +3, Performance +7 Overclocked Finale (Recharges after a Short or Long Rest). The
conductor makes a grand sacrifice, spurring its allies on in a final
Damage Immunities lightning, poison, psychic, thunder
masterstroke. Each friendly creature within 30 feet of the conductor
Condition Immunities blinded, charmed, deafened, exhaustion, that can see it gains a +5 bonus to attack rolls, damage rolls, and
frightened, paralyzed, petrified, poisoned ability checks for until the end of the conductor’s next turn. Roll a
Senses darkvision 60 ft., passive Perception 13 d6. On a 1 to 4, the conductor can’t use Concerted Effort until it
Languages understands the languages of its creator but can’t speak finishes a short rest. On a 5 or 6, it can’t use Concerted Effort, and
Challenge 1/2 (100 XP) Proficiency Bonus +2 its Metronomic Aura becomes inactive until it finishes a short rest.
BONUS ACTIONS
Construct Nature. The conductor doesn’t require air, food, drink, Concerted Effort. The conductor inspires itself or one friendly
or sleep. creature it can see within 30 feet of it until the start of the
Immutable Form. The conductor is immune to any spell or effect conductor’s next turn. When the target makes an attack roll or a
that would alter its form. Constitution saving throw to maintain concentration on a spell, the
Magic Resistance. The conductor has advantage on saving throws target can roll a d4 and add the number rolled to the attack roll or
against spells and other magical effects. saving throw.
87 TOME OF BEASTS 3 C
Clockwork Pugilist
The mechanical brawler shows the dents of regular combat. Its ACTIONS
chest is a filigreed breastplate, its hands are reinforced gauntlets, Multiattack. The clockwork pugilist makes two Fist attacks.
and its good eye is a stylized monocle. It moves with a deftness Fist. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6
belying its artificial nature. (1d6 + 3) bludgeoning damage.
Clockwork pugilists are bodyguards and prize fighters deployed Brass Onslaught (Recharge 6). The pugilist moves up to 10 feet and
by some human and dwarf nobles. They are designed as a makes one fist attack. If it hits, the target takes an extra 10 (3d6)
complete weapon system, capable of fighting at full capacity bludgeoning damage. This movement doesn’t provoke opportunity
with no external armament. Most clockwork pugilists are attacks.
made of decorated brass, precision gears, and tightly wound REACTIONS
enchanted springs.
Get Down, Sir! When a creature within 5 feet of the pugilist is
Icons of Style. Clockwork pugilists aren’t merely combat targeted by a ranged attack or spell, the pugilist steps in the way,
automatons but a chance for creators to flaunt their wealth and the ranged attack or spell targets the pugilist instead.
and taste. Elaborate filigree, decorated faceplates, and molded Parry. The pugilist adds 2 to its AC against one melee attack that
eyepieces, hats, and faux fashion accessories are extremely would hit it. To do so, the pugilist must see the attacker and have at
common. Most are made to emulate a rich socialite, though least one hand empty.
some social circles have more specialized aesthetic expectations.
Military families sometimes style their pugilists after ancient
knights, royalty might model theirs on prominent historical
figures, and wizards often design theirs after schoolmates they
particularly disliked.
Pit Fighters. Tournaments, legal or otherwise, for the rich
and powerful to exhibit their clockwork pugilists are common.
At their most basic, these are glorified boxing rings. Each
participant pits their pugilist against the others, demonstrating
the durability and skill of each pugilist and artisan.
CLOCKWORK PUGILIST
Medium Construct, Unaligned
Armor Class 15 (natural armor)
Hit Points 32 (5d8 + 10)
Speed 30 ft.
C TOME OF BEASTS 3 88
Clockwork Scorpion
A massive, mechanical scorpion rears its stinger, the tail’s segments
sloshing with colorful alchemical solutions inside them. Puffs of noxious
gas discharge from nozzles poking through the gaps in its armor.
Constructing and maintaining a clockwork scorpion requires
mastery of both engineering and alchemy. Because of this, they
are usually built with the cooperative work of multiple artisans.
Being the sole creator of a clockwork scorpion is considered a
mark of prestige.
Valued Guardians. Nobles that enjoy
supporting scientific pursuits might commission
a master crafter that they’re sponsoring to create
a clockwork scorpion for them. This allows the
noble to show off their protégé’s skills while
improving their home’s protection.
CLOCKWORK SCORPION
Large Construct, Unaligned
Armor Class 16 (natural armor)
Hit Points 95 (10d10 + 40)
Speed 40 ft.
Skills Perception +5
Damage Resistances fire; bludgeoning, piercing,
and slashing from nonmagical attacks not made with
adamantine weapons
Damage Immunities poison, psychic • Hallucinatory Elixir. On a failed save, the target sees enemies
Condition Immunities charmed, exhaustion, frightened, everywhere for 1 minute. On its turn, the target uses its action to
paralyzed, petrified, poisoned make a melee attack against the nearest creature that is not the
Senses darkvision 60 ft., tremorsense 60 ft., passive Perception 15 clockwork scorpion, moving up to its speed toward the creature,
if necessary. The target can repeat the saving throw at the end
Languages understands the languages of its creator but can’t speak
of each of its turns, ending the effect on itself on a success. If the
Challenge 9 (5,000 XP) Proficiency Bonus +4 target succeeds on the initial save, it is charmed until the end of
its next turn.
Construct Nature. The clockwork scorpion doesn’t require air, food, • Sleep Solution. On a failed save, the target falls unconscious for
drink, or sleep. 1 minute. This effect ends for the target if it takes damage or if
Immutable Form. The clockwork scorpion is immune to any spell or another creature takes an action to wake it. On a successful save,
effect that would alter its form. the target is incapacitated until the end of its next turn.
Magic Resistance. The clockwork scorpion has advantage on saving • Vocal Paralytic. On a failed save, the target is poisoned for 1
throws against spells and other magical effects. minute. While poisoned in this way, the target is unable to speak
or cast spells that require verbal components. The target can
ACTIONS repeat the saving throw at the end of each of its turns, ending
Multiattack. The clockwork scorpion makes one Sting attack and the effect on itself on a success. If the target succeeds on the
two Claw attacks. initial save, it is poisoned in this way until the end of its next turn.
Claw. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 10 Acid Spray (Recharge 5–6). The clockwork scorpion spews acid
(1d12 + 4) bludgeoning damage, and the target is grappled (escape in a 15-foot cone. Each creature in that area must make a DC 16
DC 16). The clockwork scorpion has two claws, each of which can Dexterity saving throw, taking 42 (12d6) acid damage on a failed
grapple only one target. save, or half as much damage on a successful one.
Sting. Melee Weapon Attack: +8 to hit, reach 5 ft., one creature. Hit: REACTIONS
9 (1d10 + 4) piercing damage plus 22 (4d10) poison damage. The
Gas Nozzles. When the clockwork scorpion takes damage, each
scorpion then chooses one of the following alchemical solutions,
creature within 5 feet of it takes 5 (1d10) poison damage. If the
and the target must make a DC 16 Constitution saving throw. The
damage it took was fire, the gas ignites and deals an extra 5 (1d10)
effect is determined by the chosen solution.
fire damage.
89 TOME OF BEASTS 3 C
Clockwork Tactician
A gleaming silver humanoid, fashioned to appear attired in
military garb, deftly twirls a silver weapon that combines features
from a hammer, a pick, and a sword.
Battlefield Smarts. Clockwork tacticians are savants in
combat but can’t engage in conversational topics outside tactics
and strategy. They work well as lieutenants in active combat, for
they can assess current conditions and issue advantageous orders
to those in their command. Likewise, they serve as capable
advisors to commanders preplanning war strategy. Clockwork
tacticians given suitable intelligence about troops, terrain, and
other variables quickly determine winning maneuvers.
Principled Fighters. The constructs desire to serve
on the battlefield and engineer their plans to include their
contributions. They don’t engage in wanton slaughter and
readily accept any opponents’ offers of surrender. However,
clockwork tacticians only allow an opponent to fool them once
with a false surrender.
Unwieldy Weapon. A clockwork tactician battles with a
weapon uniquely suited to it, allowing it to land the most
devastating attack based on its evaluation of its enemy. In the
hands of a creature other than the tactician, the weapon is
treated as a two-handed martial weapon, and its damage type can
be changed as a bonus action.
CLOCKWORK TACTICIAN
Medium Construct, Lawful Neutral
Armor Class 16 (natural armor)
ACTIONS
Hit Points 150 (20d8 + 60)
Speed 30 ft. Multiattack. The clockwork tactician makes four Multiweapon attacks.
Multiweapon. Melee Weapon Attack: +9 to hit, reach 5 ft., one
STR DEX CON INT WIS CHA target. Hit: 14 (2d8 + 5) bludgeoning, piercing, or slashing damage.
The clockwork tactician chooses the damage type when it attacks.
20 (+5) 14 (+2) 17 (+3) 20 (+5) 15 (+2) 11 (+0)
Heavy Crossbow. Ranged Weapon Attack: +6 to hit, range 100/400
ft., one target. Hit: 7 (1d10 + 2) piercing damage.
Skills Perception +6
Damage Resistances bludgeoning, piercing, and slashing from BONUS ACTIONS
nonmagical attacks Battlefield Commands. The clockwork tactician issues commands
Damage Immunities poison, psychic to up to three friendly creatures it can see within 60 feet of it.
Condition Immunities charmed, exhaustion, frightened, paralyzed, Each target has advantage on its next ability check or attack roll,
petrified, poisoned, unconscious provided it can hear and understand the tactician.
Senses darkvision 120 ft., passive Perception 16 Press the Attack. If the clockwork tactician hits one target with two
Languages Common plus up to two languages of its creator Multiweapon attacks or scores a critical hit with its multiweapon, it
can make one additional Multiweapon attack.
Challenge 11 (7,200 XP) Proficiency Bonus +4
REACTIONS
Construct Nature. The clockwork tactician doesn’t require air, food, Quick Study. When a creature hits the clockwork tactician with an
drink, or sleep. attack, the tactician makes a DC 13 Intelligence check. On a success,
Immutable Form. The clockwork tactician is immune to any spell or it chooses one of the following benefits:
effect that would alter its form. • The tactician has advantage on melee attack rolls against the
Magic Resistance. The clockwork tactician has advantage on saving attacker.
throws against spells and other magical effects. • The attacker has disadvantage on attack rolls against the tactician.
Magic Weapons. The tactician’s weapon attacks are magical. • The tactician has resistance to the type of damage from the attack
that hit it.
Pack Tactics. This clockwork tactician has advantage on attack rolls
against a creature if at least one of this tactician’s allies is within 5 The tactician can have more than one benefit active at a time. The
feet of the creature and the ally isn’t incapacitated. benefits end when the tactician attacks a different creature or uses
Quick Study on a different creature.
C TOME OF BEASTS 3 90
Cloudhoof Assassin
This white-furred sheep has an impressive set of horns that curve Sure-Hooved. The cloudhoof assassin has advantage on Strength
around to make a nearly complete circle. It leaps from a thin and Dexterity checks and saving throws made against effects that
ledge to a narrow spire with little concern as it sticks the landing. would knock it prone. In addition, it has advantage on Strength
(Athletics) checks to climb rocky surfaces and Dexterity (Acrobatics)
The cloudhoof assassin, also known as a shove sheep or bully checks to maintain its balance on rocky surfaces.
goat, has an unusual diet consisting of carrion. While the
ACTIONS
treacherous mountain ranges it inhabits provide it with plenty
of food, the sheep can provide for itself, by hunting for unwary Multiattack. The cloudhoof assassin makes one Headbutt attack
prey it knocks from precarious heights. It waits for its victim to and one Shoving Kick attack.
succumb to its injuries from the fall and feeds on the remains. Headbutt. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.
Its physical prowess offers it little protection from larger Hit: 6 (1d6 + 3) bludgeoning damage.
predators, especially giants who prize the taste of its flesh. Shoving Kick. Melee Weapon Attack: +5 to hit, reach 5 ft., one
Curious Follower Gambit. When on the prowl for prey, target. Hit: 5 (1d4 + 3) bludgeoning damage, and the target must
a cloudhoof assassin chooses a solitary target, which it follows succeed on a DC 13 Strength saving throw or be pushed up to 5
from a distance. Those unknowledgeable about the sheep may feet away from the cloudhoof assassin. If the cloudhoof scores a
mistake the animal’s tactic as overcoming its fear of the traveler critical hit, the target is pushed up to 10 feet on a failed save.
for the traveler’s food or out of curiosity. It chews on anything
its target discards while it maintains its separation, aiding the
ruse. The cloudhoof assassin remains patient as it waits for
its prey to move close to a dangerous drop and lose focus
on the animal. When it gauges the right moment, it
suddenly speeds toward its target to push it off the
edge. If it fails to shove its target, it tries to bludgeon
the creature to death or scamper away along a
hard‑to-follow path, depending on how hungry it is.
Territorial. Other than their small family
groups, cloudhoof assassins aggressively protect
their mountains from other such sheep. Young
cloudhoof assassins often leave their families and
move to other mountains where they can start
their own families or challenge one or both of their parents for
dominion. Challenges between cloudhoof assassins take place
along mountainsides, where the winner pushes the loser over an
edge and kills it.
CLOUDHOOF ASSASSIN
Medium Beast, Unaligned
Armor Class 13
Hit Points 45 (7d8 + 14)
Speed 40 ft.
91 TOME OF BEASTS 3 C
Coastline Reaper
Tentacles rise out of the water, whipping about as the creature
pulls itself up from the depths. Its bulbous head resembles a
jellyfish, but its flesh sinks into holes created by its internal
organs, giving its body the appearance of a large skull crowned
with rows of spikes.
Coastal Boogeyman. Communities that live near coasts tell
stories of the coastline reaper to their children to keep them away
from the beach at night. Coastline reapers live in submerged
caves and hunt along coasts when the tide is high. Fisherfolk
who know there is a lair nearby always go out onto the waters at
low tide or in large groups to avoid encountering the coastline
reaper. The reaper gets its name from the unique pattern that
appears on its bulbous head. It can deflate the outer flesh of
its head, which sinks into holes created by the arrangement
of its internal organs. The end result resembles a humanoid
skull crowned in spikes, provoking fear in those who see it.
When the reaper is submerged, these organs glow a pale blue,
evoking a ghostly skull-like appearance as the reaper swims.
Deadly Hunter. Coastline reapers hunt the coast for
aquatic life to feed on, but those near settlements are fond of
the taste of humanoids. Such reapers quickly learned their
appearance frightens humanoids and have adapted their
hunting techniques over time to capitalize on this fear.
Some of the reaper’s tentacles are covered in small stingers
filled with a paralyzing poison that is particularly effective
against frightened creatures.
Dark Allies and Rivals. Though not quite sentient,
coastline reapers can learn basic words and signals, making
them desirable minions for creatures such as aboleths. Coastline
reapers dislike the unpalatable sahuagin, who often hunt in the
reaper’s territory, and reapers go out of their way to destroy Hold Breath. While out of water, the coastline reaper can hold its
sahuagin colonies in their territory. breath for 30 minutes.
Water Breathing. The coastline reaper can breathe only underwater.
COASTLINE REAPER ACTIONS
Large Monstrosity, Unaligned Multiattack. The coastline reaper makes two Tentacle Lash attacks
Armor Class 16 (natural armor) and one Stinging Tentacle attack.
Hit Points 144 (17d10 + 51) Tentacle Lash. Melee Weapon Attack: +8 to hit, reach 15 ft., one
Speed 10 ft., swim 40 ft. target. Hit: 14 (3d6 + 4) bludgeoning damage.
Stinging Tentacle. Melee Weapon Attack: +8 to hit, reach 15 ft.,
STR DEX CON INT WIS CHA one target. Hit: 7 (1d6 + 4) piercing damage plus 9 (2d8) poison
damage. The target must succeed on a DC 16 Constitution saving
10 (+0) 18 (+4) 17 (+3) 4 (–3) 14 (+2) 8 (–1)
throw or be paralyzed for 1 minute. A frightened creature has
disadvantage on this saving throw. The paralyzed target can repeat
Saving Throws Con +7, Dex +8 the saving throw at the end of each of its turns, ending the effect on
Skills Athletics +4, Stealth +8, Survival +6 itself on a success.
Damage Resistances cold, poison Frightening Visage (Recharge 5–6). If underwater, the coastline
Condition Immunities exhaustion, poisoned reaper flares the light from its organs, making the skull-like
Senses darkvision 60 ft., passive Perception 12 structure within more apparent. If above water, the coastline
reaper tightly pulls in its outer flesh, causing its body to take on a
Languages —
fleshy, skull-like appearance. Each Humanoid within 30 feet of the
Challenge 9 (5,000 XP) Proficiency Bonus +4 coastline reaper that can see it must make a DC 16 Wisdom saving
throw. On a failure, a creature takes 21 (6d6) psychic damage and
Glowing Organs. While underwater, the coastline reaper’s internal is frightened for 1 minute. On a success, a creature takes half the
organs glow an eerie, pale blue, shedding dim light in a 10-foot damage and isn’t frightened. A frightened creature can repeat the
radius. saving throw at the end of each of its turns, ending the effect on
itself on a success.
C TOME OF BEASTS 3 92
Conniption Bug
Several giant insects with massive mandibles emerge from the Limited Amphibiousness. The conniption bug can breathe air and
water’s edge. One rears back on its elongated abdomen and water, but it needs to be submerged at least once every 4 hours to
propels itself through the air. avoid suffocating.
Pack Tactics. The conniption bug has advantage on attack rolls
Conniption bugs are devasting, predatory giant insects that against a creature if at least one of the bug’s allies is within 5 feet of
inhabit bodies of fresh water and the surrounding lowlands. the creature and the ally isn’t incapacitated.
Casual Menace. These bugs are ferocious, and they try Standing Leap. The conniption bug’s long jump is up to 20 feet and
to consume anything within reach. Worse, these predators its high jump is up to 10 feet, with or without a running start.
tend to gather in packs, making travel through their territory Vicious Wound. The conniption bug’s melee attacks score a critical
particularly dangerous for lone explorers. Their mandibles are hit on a roll of 19 or 20.
viciously barbed and designed to catch and hold prey. Some
eccentrics like to keep conniption bugs as pets or disposal ACTIONS
systems, and collectors and torturers often find creative uses for Barbed Mandibles. Melee Weapon Attack: +4 to hit, reach 5 ft., one
the barbed mandibles. target. Hit: 6 (1d8 + 2) piercing damage. The target is grappled
(escape DC 13) if it is a Medium or smaller creature and the
Ecological Warning. Conniption bugs are very sensitive
conniption bug doesn’t have another creature grappled. Until this
to ecological change, including that of magic pollution. The
grapple ends, the target takes 4 (1d8) piercing damage at the start
unnatural effect that unrestrained magic can have on the land,
of each of its turns, and the conniption bug can’t make Barbed
whether due to cataclysm or to long-term magic, can cause
Mandible attacks against other targets.
conniption bugs to mutate rapidly, creating new specimens (see
the Scourge Bug sidebar). Barbed Claws. Melee Weapon Attack: +4 to hit, reach 5 ft., one
target. Hit: 7 (2d4 + 2) piercing damage.
CONNIPTION BUG
Small Beast, Unaligned
Armor Class 13 (natural armor)
Hit Points 55 (10d6 + 20)
Speed 30 ft., swim 30 ft.
Skills Stealth +4
Senses tremorsense 30 ft., passive Perception 10
Languages —
Challenge 1 (200 XP) Proficiency Bonus +2
SCOURGE BUG
93 TOME OF BEASTS 3 C
Copperkill Slime
The paint on the old, green wall suddenly moves and flows grapple ends, the target is restrained and takes 9 (2d8) poison
outward, revealing the wall underneath wasn’t green at all. damage at the start of each of its turns. The copperkill slime can
have only one target grappled in this way at a time.
Among the wealthy, one popular, though deadly, trend is that
Pseudopod. Melee Weapon Attack: +7 to hit, reach 5 ft., one target.
of green-painted rooms sourced from arsenic. These trends
Hit: 7 (1d6 + 4) bludgeoning damage plus 9 (2d8) poison damage.
led to the creation of the first copperkill slime, an ooze formed
from the poisonous paint. For curious adventurers, such a Poisonous Snap (Stretched Body Only, Recharge 5–6). While the
copperkill slime is covering an object or structure, it can rapidly
ponderous room could mean a much swifter death by ooze
collapse back to its normal form, ending the stretch and spraying
rather than poisoning.
all nearby creatures with poisonous slime. Each creature within 10
Hall Guardians. Copperkill slimes are relatively docile and feet of any space the stretched slime occupied before collapsing
have enough sentience to be trained as guardians, provided must make a DC 15 Dexterity saving throw. On a failure, a creature
their keepers maintain a steady supply of food. Ambush takes 27 (6d8) poison damage and is coated in poisonous slime.
predators, copperkill slimes stretch themselves to adhere to On a success, a creature takes half the damage and isn’t coated in
walls, pillars, furniture, statues, or similar objects or support slime. A creature coated in poisonous slime takes 9 (2d8) poison
structures. As a copperkill slime stretches itself thin to hide, it damage at the start of each of its turns. A creature, including the
tinges everything viewed through its transparent form a curious slime-coated creature, can take an action to clean off the slime.
green color. When unsuspecting prey approaches the wall or BONUS ACTION
object, the copperkill slime snaps back into its normal form,
spraying poisonous slime on nearby creatures. This poisonous Stretch Body. The copperkill slime stretches its body across the
surface of a Gargantuan or smaller object or across the surface of
slime slowly kills the prey, and the copperkill slime devours the
a wall, pillar, or similar structure no larger than a 20-foot square
remains.
within 5 feet of it, sharing the space of the object or structure. The
slime can end the stretch as a bonus action, occupying the nearest
COPPERKILL SLIME unoccupied space to the object or structure.
Huge Ooze, Unaligned
Armor Class 10
Hit Points 142 (15d12 + 45)
Speed 20 ft., climb 20 ft.
C TOME OF BEASTS 3 94
Corpselight Moth
95 TOME OF BEASTS 3 C
Cosmic Symphony
Humming reverberates through the air as spinning
rings of rainbow light shimmer in the sky.
A cosmic symphony is invisible, being made of
heavenly sound, but those capable of seeing
invisible creatures see an angelic being
shimmering with rainbow-colored light.
Music of the Spheres. Cosmic symphonies
form only when a remarkable event upsets the
predestined rhythms of the universe. This upset
reverberates as a living symphony that exists
for as long as it takes to play through its unique
musical movements.
Soul Music. The music emitted by the
cosmic symphony is felt rather than heard. Any
creature with a soul can perceive the symphony’s
music, regardless of if it can normally hear sound.
Consequently, the majority of fiends and celestials
are unable to hear the symphony.
COSMIC SYMPHONY
Large Celestial, Unaligned
Armor Class 18 (natural armor)
Hit Points 200 (16d10 + 112)
Speed 0 ft., fly 60 ft. (hover)
Saving Throws Wis +10, Cha +9 Universal Music. Each creature of the symphony’s choice within 120
feet of the cosmic symphony must succeed on a DC 18 Constitution
Skills Perception +10
saving throw or be incapacitated for 1 minute. A creature that fails
Damage Resistances bludgeoning, piercing, and slashing from the saving throw by 5 or more is stunned for 1 minute instead. A
nonmagical attacks stunned or incapacitated creature can repeat the saving throw at
Damage Immunities radiant, thunder the end of each of its turns, ending the effect on itself on a success.
Condition Immunities deafened, exhaustion, grappled, paralyzed, If a creature’s saving throw is successful or the effect ends for it, the
petrified, poisoned, prone, restrained, stunned creature is immune to the cosmic symphony’s Universal Music for
Senses truesight 120 ft., passive Perception 20 the next 24 hours.
Languages understands all languages but can’t speak Celestial Crescendo (Recharge 5–6). Sound waves explode from the
Challenge 15 (13,000 XP) Proficiency Bonus +5 cosmic symphony. Each creature within 30 feet of the symphony
must make a Constitution saving throw. On a failure, a creature
takes 45 (10d8) thunder damage and is deafened for 1 minute. On
Invisible. The cosmic symphony is invisible. a success, a creature takes half the damage and isn’t deafened. A
Legendary Resistance (3/Day). If the cosmic symphony fails a creature can repeat the saving throw at the end of each of its turns,
saving throw, it can choose to succeed instead. ending the effect on itself on a success.
Magic Resistance. The cosmic symphony has advantage on saving
LEGENDARY ACTIONS
throws against spells and other magical effects.
The cosmic symphony can take 3 legendary actions, choosing from
ACTIONS the options below. Only one legendary action can be used at a time
Multiattack. The cosmic symphony can use Universal Music. It then and only at the end of another creature’s turn. The cosmic symphony
makes one Discordant Wave attack and one Slam attack or two regains spent legendary actions at the start of its turn.
Discordant Wave attacks. Fly. The cosmic symphony flies up to half its flying speed without
Discordant Wave. Melee or Ranged Spell Attack: +10 to hit, reach provoking opportunity attacks.
5 ft. or range 60/120 ft., one target. Hit: 27 (5d8 + 5) thunder Major Chord (Costs 2 Actions). The symphony regains 18 (4d8) hp.
damage. The target and each creature within 10 feet of it must Minor Chord (Costs 2 Actions). Each creature within 10 feet of the
succeed on a DC 18 Constitution saving throw or become deafened symphony must succeed on a DC 18 Constitution saving throw or
until the end of its next turn. take 9 (2d8) thunder damage.
C TOME OF BEASTS 3 96
Crab, Duffel
An enormous hermit crab pulls itself along the beach with its cause the contents to be lost in the Astral Plane, the crab’s half-in,
deep-red claws. Oddly, the bulk of its body is hidden inside a bag half-out existence kept the bag constantly open, even when it fully
much too small to contain a creature of its size. withdrew, altering the bag, which simply spills out its contents
into the area when the bag is destroyed or the crab dies. The bag
Duffel crabs are often found along coastlines and shipping routes becomes a standard bag of holding or similar magic item with
where shipwrecks are common. Destroyed shipping vessels extradimensional space 24 hours after the crab dies.
using extradimensional bags, chests, and other items to save False Appearance. While motionless and withdrawn into its
on weight leave valuable trinkets for curious creatures. Duffel extradimensional bag, the duffel crab is indistinguishable from its
crabs come into existence when a hermit crab stumbles upon an extradimensional bag with an ajar lid or opening.
extradimensional bag and takes it up as a shell. The latent magic
of the bag causes the crab to grow to an enormous size. ACTIONS
Food Hoarders. The crab’s bag provides an excellent Multiattack. The duffel crab makes two Claw attacks, or it makes
one Claw attack and uses Collect.
storage solution to save food for a later date. A duffel crab’s bag
is often stocked with rotting sea creatures and the bodies of Claw. Melee Weapon Attack: +5 to hit, reach 5 ft., one creature.
unfortunate sailors collected from shipwrecks. Living creatures Hit: 10 (2d6 + 3) bludgeoning damage, and the target is grappled
are no exception in the crab’s eyes, as they never live long in the (escape DC 13). Until this grapple ends, the target is restrained, and
suffocating interior of the extradimensional space. the crab can’t attack another target with that claw. The crab has
two claws, each of which can grapple only one target.
Risky Treasure. To budding adventurers, duffel crabs present
Collect. The crab places one target it is grappling into its
the opportunity to gain a unique treasure, if they are experienced
extradimensional space, provided there is room, and the grapple
and strong enough to face a hungry crab the size of a draft horse. ends. The target is blinded and restrained, and it has total cover
against attacks and other effects outside the extradimensional
DUFFEL CRAB space. A trapped creature can take its action to climb out of the
bag by succeeding on a DC 13 Strength or Dexterity check (the
Large Monstrosity, Unaligned
creature’s choice).
Armor Class 15 (natural armor) If the crab dies, a trapped creature is no longer restrained by
Hit Points 60 (8d8 + 24) the crab and can escape from the bag using 5 feet of movement,
Speed 30 ft., swim 30 ft. exiting prone.
97 TOME OF BEASTS 3 C
Crab, Razorback
With a thick exoskeleton studded with sharp ridges and low RAZORBACK CRAB
spines, this large crab harkens back to the primordial era before
Medium Beast, Unaligned
recorded history.
Armor Class 17 (natural armor)
Razorback crabs are a rare form of crustacean that has evolved Hit Points 58 (9d8 + 18)
to live outside the water. In fact, the crabs’ evolution has Speed 30 ft., burrow 15 ft.
deprived it of its gills entirely, making it markedly unsuited
for coastal or aquatic living. Instead, razorback crabs thrive
STR DEX CON INT WIS CHA
in farmland and grassy plains and are the bane of farmers and
16 (+3) 10 (+0) 14 (+2) 2 (–4) 10 (+0) 3 (–4)
other plains dwellers.
Scuttling Tunnelers. In places where a colony of razorback Senses tremorsense 30 ft., passive Perception 10
crabs has taken hold, the land is riddled with crisscrossing
Languages —
tunnels and moderately-sized burrows large enough to house
three or four of the pests. The tunnels are large enough for a Challenge 2 (450 XP) Proficiency Bonus +2
human to crawl through, or for a hound to walk in without
difficulty, though the occasion of a dog touring the tunnels often Bladed Shell. A creature that touches the crab or hits it with a
ends in tragedy for the poor beast. Colonies of the crustaceans melee attack while within 5 feet of it takes 3 (1d6) slashing damage.
rarely number more than ten individuals. When a group grows Pounce. If the crab moves at least 15 feet straight toward a creature
larger, the heartiest young crab leaves with a few of its siblings to and then hits it with a Shell Bash attack on the same turn, that
found a new colony nearby. target must succeed on a DC 13 Strength saving throw or be
knocked prone. If the target is prone, the crab can make one Claw
Farmyard Threat. Razorback crabs are carnivorous and have
attack against it as a bonus action.
a diet comprised primarily of insects and small animals. In their
burrows, the crabs devour insects, annelids, and arthropods, but ACTIONS
their favorite food is fowl, particularly chicken, partridge, and Multiattack. The crab makes one Claw attack and one Shell Bash
pheasant. Razorback crabs are not voracious, requiring only a attack.
few pounds of meat every week to survive, but a small colony
Claw. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6
of them can empty a chicken coop in a single night simply by
(1d6 + 3) bludgeoning damage, and the target is grappled (escape
burrowing into it. Farmers and their families take evidence of DC 13). The crab has two claws, each of which can grapple only
razorback crabs in an area very seriously, and they form search one target.
parties to track the creatures to their nests and put an end to
Shell Bash. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.
them. A single crab is deadly, even to a group of armed farmers.
Hit: 5 (1d4 + 3) bludgeoning plus 3 (1d6) slashing damage.
When facing an infestation, the farmers prefer to keep their
distance and burn the nuisances out without having to get
close enough to come to harm.
Succulent Flesh. Like their aquatic
counterparts, razorback crabs have tender,
flavorful flesh, particularly when roasted.
After a razorback crab colony has been put
to the torch, the exultant farmers haul the
carcasses away and invite their friends and
neighbors for a feast of legs and
pincers. A single razorback
crab can easily feed a
dozen people.
C TOME OF BEASTS 3 98
Crab, Samurai
A crab with a peculiar looking shell shaped like a helmet scuttles
forward. It moves with uncanny precision as it draws a sword
from a scabbard-like section of its carapace.
There are many rumors surrounding the creation of the first
samurai crab. Some say they are cursed warriors who broke
the creed they swore to uphold. Others say they were a wizard
experiment gone wrong. Still other scholars speculate they are
just unusually intelligent crabs who watched skilled warriors'
movements from the shallows and began to mimic them.
Samurai crabs are found near coastal cities, especially those
with significant martial forces. It is believed that the presence of
talented and skilled fighters attracts the crabs.
Unclear Motives. From outside observations, the samurai
crab appears to be simply a large crab with an odd shell.
However, samurai crabs are quite skilled with blades, and they
constantly seek out opponents to test their combat prowess.
Though they can’t speak, they understand rudimentary
Common, and they know the basic weapon movements and
signals for initiating honorable duels with armed combatants.
Whether bested or the winner, a samurai crab
competing in an honorable duel never kills an
opponent unless its own life is threatened.
Carapace Blade. One of the most
unique and interesting aspects of the
samurai crab is the presence of its iconic
sword or in some cases swords. Some crabs
salvage the swords from shipwrecks while
others seem to be hatched with them. Samurai
crabs fight to the death when creatures attempt
to relieve them of their swords.
SAMURAI CRAB
Medium Beast, Lawful Neutral
Armor Class 16 (natural armor)
Hit Points 105 (14d8 + 42)
Speed 30 ft., swim 30 ft.
Crustaceous Sword. Melee Weapon Attack: +7 to hit,
reach 5 ft., one target. Hit: 13 (2d8 + 4) slashing damage.
STR DEX CON INT WIS CHA
Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11
18 (+4) 10 (+0) 16 (+3) 6 (–2) 14 (+2) 10 (+0) (2d6 + 4) bludgeoning damage. If the target is Medium or smaller,
it is grappled (escape DC 15), and the crab can’t use this claw to
Saving Throws Str +7 attack another target. The crab has two claws, each of which can
Skills Athletics +7, Perception +5, Stealth +3 grapple only one target.
Damage Resistances bludgeoning, piercing, and slashing from BONUS ACTIONS
nonmagical attacks
Fighting Stance. The samurai crab adopts a fighting stance,
Condition Immunities charmed, frightened choosing from the options below. The stance lasts until the crab
Senses blindsight 30 ft., passive Perception 15 ends it (no action required) or uses this bonus action again.
Languages understands Common but can’t speak • Banded Claw. The samurai crab adopts a wide, grappler’s stance.
Challenge 6 (2,300 XP) While the samurai crab is in this stance, each creature that starts
its turn grappled by the crab takes 3 (1d6) bludgeoning damage.
Amphibious. The samurai crab can breathe air and water. • Hard Shell. The samurai crab adopts a defensive stance,
increasing its AC by 2.
ACTIONS
• Soft Shell. The samurai crab adopts an offensive stance, gaining
Multiattack. The samurai crab makes three melee attacks. If the crab advantage on the first Crustaceous Sword attack it makes each
is grappling two creatures, it can’t make Crustaceous Sword attacks. turn.
99 TOME OF BEASTS 3 C
Crystallite
Fans of multicolored crystals sprout from this giant’s takes 9 (2d8) slashing damage. The crystallite has two Crystal
unremarkable grey flesh. Limbs, each of which can grapple only one target.
Biomineralize. The crystallite absorbs lifeforce from one creature
Crystallites are contemplative subterranean giants who have
grappled by it. The target must make a DC 14 Constitution saving
mastered growing crystals from living skin. Each of these beings
throw, taking 14 (4d6) necrotic damage on a failed save, or half as
supports a range of colored and patterned crystals, creating the much damage on a successful one. The target’s hp maximum is
appearance of a living geode. reduced by an amount equal to the necrotic damage taken, and
Obsessive Perfection. Crystallites are obsessed with the the crystallite regains hp equal to that amount. This reduction lasts
perfect patterns that form crystalline structures. Consequently, until the target finishes a long rest. The target dies if this effect
most crystallites consider order and structure the most desirable reduces its hp maximum to 0.
qualities a being can possess. REACTIONS
Stone Cousins. Crystallites are smaller cousins of the stone Calcify. When the crystallite takes 5 damage or more on a single
giants who dwell in isolated caverns beneath the earth. Rather turn, it can reduce its hp maximum by an amount equal to the
than be satisfied with the quiet chronicling of their cousins, damage taken and gains a +1 bonus to AC. The reduction and the
crystallites sought a way to become one with the earthen bonus last until the crystallite
structures they so admire. finishes a long rest. The
Quiet Contemplation. Crystallites spend the majority of crystallite can’t increase
their lives in quiet contemplation, attempting to master their its AC above 20 using
this reaction.
physiology and reflect on the nature of crystalline symmetry.
Occasionally, crystallites seek out similar beings of greater
knowledge like crystalline monoliths (see Tome of Beasts 2) and
offer devotion in exchange for tutelage.
CRYSTALLITE
Large Giant, Lawful Neutral
Armor Class 15 (natural armor)
Hit Points 90 (12d10 + 24)
Speed 40 ft.
CUEYATL WARCHIEF
Small Humanoid (Cueyatl), Lawful Evil
Armor Class 16 (studded leather,
shield)
Hit Points 117 (18d6 + 54)
Speed 30 ft., climb 20 ft., swim 30 ft.
DAEODON
Large Beast, Unaligned
Armor Class 13 (natural armor)
Hit Points 76 (9d10 + 27)
Speed 40 ft.
DAWNFLY
Gargantuan Beast, Unaligned
Unsettling Drone. A creature that starts its turn within 10 feet of
Armor Class 21 (natural armor)
the dawnfly must succeed on a DC 19 Constitution saving throw
Hit Points 261 (18d20 + 72) or become incapacitated until the start of its next turn. Deafened
Speed 20 ft., climb 20 ft., fly 90 ft. (hover) creatures have advantage on the saving throw. On a successful
saving throw, the creature is immune to the dawnfly’s Unsettling
STR DEX CON INT WIS CHA Drone for the next 24 hours.
23 (+6) 20 (+5) 19 (+4) 1 (–5) 14 (+2) 18 (+4) ACTIONS
Multiattack. The dawnfly makes one Bite attack and three Tail
Damage Immunities cold, fire; bludgeoning, piercing, and slashing attacks.
from nonmagical attacks
Bite. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 19
Condition Immunities charmed, frightened, paralyzed, poisoned (3d8 + 6) piercing damage plus 7 (2d6) poison damage.
Senses blindsight 90 ft., passive Perception 12
Tail. Melee Weapon Attack: +12 to hit, reach 15 ft., one target. Hit: 22
Languages — (3d10 + 6) bludgeoning damage.
Challenge 19 (22,000 XP) Proficiency Bonus +6 Wing Slice (Recharge 4–6). The dawnfly flies up to 40 feet in a
straight line and can move through the space of any Huge or
Flyby. The dawnfly doesn’t provoke opportunity attacks when it flies smaller creature. The first time it enters a creature’s space during
out of an enemy’s reach. this move, that creature must make a DC 19 Dexterity saving throw.
Siege Monster. The dawnfly deals double damage to objects and On a failure, a creature takes 54 (12d8) slashing damage and is
structures. stunned until the end of its next turn. If the dawnfly’s wings are
DESOLATION NYMPH
Large Beast, Unaligned
Armor Class 13 (natural armor)
Hit Points 68 (8d10 + 24)
Speed 30 ft., burrow 15 ft., climb 15 ft., swim 30 ft.
BALBAZU
Tiny Fiend (Demon), Chaotic Evil
Armor Class 13
Hit Points 36 (8d6 + 8)
Speed 10 ft., swim 20 ft.
Skills Stealth +5
Damage Resistances cold, fire, lightning; bludgeoning,
piercing, and slashing from nonmagical attacks
Damage Immunities poison
Condition Immunities poisoned
Senses darkvision 60 ft., passive Perception 10
Languages understands Abyssal but can’t speak
Challenge 2 (450 XP) Proficiency Bonus +2
INCITER
Medium Fiend, Chaotic Evil
Armor Class 13 (natural armor)
Hit Points 27 (5d8 + 5)
Speed 30 ft., fly 30 ft. (hover)
LEECH DEMON
Large Fiend (Demon), Chaotic Evil
Armor Class 17 (natural armor)
Tentacle Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one
Hit Points 147 (14d10 + 70)
target. Hit: 11 (2d6 + 4) piercing damage and 4 (1d8) necrotic
Speed 30 ft., swim 40 ft. damage, and the leech demon can attach its tentacle to the target.
The demon has two tentacles, each of which can attach to only
STR DEX CON INT WIS CHA one target. While a tentacle is attached, the demon can’t use that
19 (+4) 16 (+3) 21 (+5) 11 (+0) 12 (+1) 7 (–2) tentacle to make Tentacle Bite attacks, the target is restrained,
and the demon doesn’t attack with the tentacle. Instead, at the
Damage Resistances cold, fire, lightning; bludgeoning, piercing, start of each of the demon’s turns, each creature with a tentacle
and slashing from nonmagical attacks attached to it loses 11 (2d6 + 4) hp due to blood loss, and the
demon gains temporary hp equal to that amount. The demon
Damage Immunities acid, poison
can add temporary hp gained from this attack together and can
Condition Immunities poisoned, prone add it to temporary hp gained from Release Swarm. The demon’s
Senses darkvision 90 ft., passive Perception 11 temporary hp can’t exceed half its hp maximum.
Languages Abyssal, telepathy 120 ft. The leech demon can detach one or both tentacles as a bonus
Challenge 11 (7,200 XP) Proficiency Bonus +4 action. A creature, including the target, can use its action to detach
the demon’s tentacle by succeeding on a DC 17 Strength check.
Amphibious. The leech demon can breathe air and water. Release Swarm (Recharge 5–6). The leech demon shakes loose
dozens of leeches, creating a leech swarm (see Tome of Beasts 2
Blood Sense. The leech demon can pinpoint, by scent, the location
or use a swarm of poisonous snakes). The swarm acts as an ally
of creatures that aren’t Constructs or Undead within 30 feet of it.
of the leech demon and obeys its spoken commands. The swarm
Magic Resistance. The leech demon has advantage on saving remains for 1 minute, until the leech demon dies, or until the
throws against spells and other magical effects. demon dismisses it as a bonus action. If the leech demon is within
ACTIONS 5 feet of the swarm, it can use its action to consume the swarm,
gaining temporary hp equal to the swarm’s current hp. It can add
Multiattack. The leech demon makes one Bite attack and two temporary hp gained in this way with temporary hp gained from
Tentacle Bite attacks, or it makes two Bite attacks. its Tentacle Bite attack. The demon’s temporary hp can’t exceed
Bite. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 14 half its hp maximum. The demon can have only one swarm active
(3d6 + 4) piercing damage plus 9 (2d8) necrotic damage. at one time.
MAHA
Medium Fiend (Demon), Chaotic Evil
Armor Class 15
Hit Points 178 (21d8 + 84)
Speed 40 ft.
Corpse Stride. Once on its turn, the vetala can use 10 feet of its
movement to step magically into one corpse or Undead within its
reach and emerge from a second corpse or Undead within 60 feet
of the first, appearing in an unoccupied space within 5 feet of the
second corpse or Undead.
Graveyard Walker. Difficult terrain composed of tombstones, grave
dirt, corpses, or other objects or features common to graveyards
and necropolises doesn’t cost the vetala extra movement, and the
vetala can move through graveyard objects and structures, such as
sarcophaguses and mausoleums, as if they were difficult terrain. It
takes 5 (1d10) force damage if it ends its turn inside an object.
Magic Resistance. The vetala has advantage on saving throws
against spells and other magical effects.
Master of Undeath. A Humanoid killed by the vetala or an Undead
under its control rises 1 minute later as a skeleton or zombie (the
vetala’s choice), unless the Humanoid is restored to life or its body
is destroyed. The vetala can have no more than 20 total skeletons
and zombies under its control at one time.
Demented Void Travelers. Some far-wandering derro seek STR DEX CON INT WIS CHA
out the darkness of the Void, traveling deep into the black reaches
11 (+0) 18 (+4) 18 (+4) 10 (+0) 7 (–2) 17 (+3)
between the stars and returning alive but not unchanged. Having
seen the awesome terror that exists there, a voidwarped derro
has opened its heart to embrace this vision. Voidwarped derro Saving Throws Str +3, Wis +1, Cha +6
frequently act as prophets or harbingers for the elder things that Skills Perception +1, Stealth +7
lurk in the Void, paving the way for their coming and the eventual Damage Resistances cold, fire, lightning
unraveling of all things. Floating in a nimbus of writhing shadow, Damage Immunities poison
the voidwarped speaks its revelations to any within earshot, often Condition Immunities poisoned
with devastating effects on the mortal psyche.
Senses darkvision 120 ft., passive Perception 11
Languages Abyssal, Common, Dwarvish, Undercommon
Challenge 6 (2,300 XP) Proficiency Bonus +3
DESERT SLIME
Large Ooze, Unaligned
Armor Class 8
Hit Points 75 (10d10 + 20)
Speed 20 ft.
DEVILFLAME JUGGLER
Large Fiend (Devil), Lawful Evil
Armor Class 18 (natural armor)
Hit Points 178 (17d10 + 85)
Speed 40 ft., climb 20 ft.
ACTIONS
Nimble Leap. The juggler takes the Dash or Disengage action.
Strength of Character. When the infernal tutor succeeds on an Fiendish Indoctrination (Recharge 5–6). The infernal tutor speaks
Intelligence, Wisdom, or Charisma saving throw, the tutor responds fiendish ideals couched in persuasive, scholarly language. Each
with a scathing magical insult if the source of the effect is a creature creature within 30 feet of the tutor must make a DC 18 Charisma
within 60 feet of the tutor. That creature must succeed on a DC 15 saving throw. On a failure, a creature takes 45 (13d6) psychic
Wisdom saving throw or take 7 (2d6) psychic damage and have damage and is charmed for 1 minute. On a success, a creature takes
disadvantage on the next saving throw it makes against a spell cast half the damage and isn’t charmed. A charmed creature isn’t under
by the infernal tutor. the tutor’s control, but it regards the tutor as a trusted friend, taking
the tutor’s requests or actions in the most favorable way it can. A
charmed creature can repeat the saving throw at the end of each of
INFERNAL TUTOR its turns, ending the effect on itself on a success.
Medium Fiend (Devil), Lawful Evil A creature that fails the saving throw by 5 or more is charmed
Armor Class 17 (natural armor) for 1 day instead. Such a creature can repeat the saving throw only
when it suffers harm or receives a suicidal command, ending the
Hit Points 182 (28d8 + 56)
effect on a success.
Speed 30 ft.
Spellcasting. The infernal tutor casts one of the following spells,
requiring no material components and using Charisma as the
STR DEX CON INT WIS CHA spellcasting ability (spell save DC 18):
10 (+0) 16 (+3) 15 (+2) 18 (+4) 20 (+5) 21 (+5)
At will: bane, calm emotions, command, detect thoughts,
suggestion
Saving Throws Con +7, Int +9, Wis +10, Cha +10 3/day each: bestow curse, compulsion, enthrall
Skills Deception +10, History +9, Insight +10, Persuasion +10, 1/day each: geas, modify memory
Religion +9
Damage Resistances cold; bludgeoning, piercing and slashing BONUS ACTIONS
from nonmagical attacks not made with silvered weapons Change Shape. The infernal tutor magically transforms into a
Damage Immunities fire, poison Small or Medium Humanoid, or back into its true, fiendish form.
Condition Immunities charmed, frightened, poisoned Its statistics, other than its size, are the same in each form. Any
equipment it is wearing or carrying isn’t transformed. It reverts to
Senses darkvision 120 ft., passive Perception 15
its true form if it dies.
Languages all, telepathy 120 ft.
Challenge 13 (10,000 XP) Proficiency Bonus +5 REACTIONS
Strength of Character. When the infernal tutor succeeds on a saving
Devil’s Sight. Magical darkness doesn’t impede the infernal tutor’s throw, the tutor responds with a scathing magical insult, if the
darkvision. source of the effect is a creature within 60 feet of the tutor. That
creature must succeed on a DC 18 Wisdom saving throw or take 14
Magic Resistance. The infernal tutor has advantage on saving throws
(4d6) psychic damage and have disadvantage on the next saving
against spells and other magical effects.
throw it makes against a spell cast by the infernal tutor.
MAELSTROM DEVIL
Large Fiend (Devil), Lawful Evil
Armor Class 17 (natural armor)
Hit Points 195 (26d10 + 52)
Speed 30 ft., fly 40 ft., swim 120 ft.
Hit Points 27 (6d6 + 6) Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4
Speed 30 ft. (1d4 + 2) piercing plus 3 (1d6) necrotic damage.
RIMEPACTED
Medium Fiend (Devil), Lawful Evil
Armor Class 15 (natural armor)
Hit Points 91 (14d8 + 28)
Speed 30 ft., burrow 20 ft.
DEVOURING ANGEL
Large Aberration, Neutral
Armor Class 15 (natural armor)
Hit Points 220 (21d10 + 105)
Speed 40 ft., climb 40 ft.
STR DEX CON INT WIS CHA Limited Telepathy. The devouring angel can magically communicate
20 (+5) 15 (+2) 21 (+5) 7 (–2) 17 (+3) 14 (+2) simple ideas, emotions, and images telepathically with any creature
within 100 feet of it that can understand a language.
Skills Athletics +9, Perception +7 ACTIONS
Damage Immunities acid, poison
Multiattack. The devouring angel makes one Bite attack and four
Condition Immunities blinded, charmed, deafened, exhaustion, Claw attacks. It can replace one Claw attack with a Spiked Tongue
frightened, poisoned, prone attack.
Senses blindsight 120 ft. (blind beyond this radius), passive
Bite. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 16
Perception 17
(2d10 + 5) piercing damage plus 10 (3d6) acid damage.
Languages understands Common and Celestial but can’t speak
Claw. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 12
Challenge 12 (8,400 XP) Proficiency Bonus +4 (2d6 + 5) slashing damage.
Spiked Tongue. Melee Weapon Attack: +9 to hit, reach 20 ft., one
Assisted Leaping. The devouring angel can use its quasi-wings to fly target. Hit: 12 (2d6 + 5) bludgeoning damage, and the target is
up to 30 feet on its turn, but it must start and end its movement on grappled (escape DC 17). Until this grapple ends, the target is
a solid surface, such as a roof or the ground. If it is flying at the end restrained and takes 9 (2d8) piercing damage at the start of each
of its turn, it falls to the ground and takes falling damage. of its turns, and the devouring angel can pull the creature up to 15
Flexible Form. The devouring angel can twist its body into unnatural feet closer to it as a bonus action. The devouring angel can have
positions, allowing it to easily move through any opening large only one target grappled in this way at a time.
enough for a Small creature. It can squeeze through any opening Shed Spines (Recharge 5–6). The devouring angel shakes its body,
large enough for a Tiny creature. The angel’s destination must still sending acid-coated spines outward. Each creature within 10 feet
have suitable room to accommodate its volume. of the devouring angel must make a DC 17 Dexterity saving throw,
Keen Smell. The devouring angel has advantage on Wisdom taking 18 (4d8) piercing damage and 24 (7d6) acid damage on a
(Perception) checks that rely on smell. failed save, or half as much damage on a successful one.
DIOMEDIAN HORSE
Large Beast, Unaligned
Armor Class 14 (natural armor)
Hit Points 57 (6d10 + 24)
Speed 60 ft.
DIRE OWLBEAR
Large Monstrosity, Unaligned
Armor Class 15 (natural armor)
Hit Points 102 (12d8 + 48)
Speed 35 ft., burrow 10 ft.
Dire owlbears originated in the White Forest, bred via experiments by Gennecka Forest, where their destructive presence provides enough
dwarves who lived in Redleaf (now Redtower) and the Scarlet Citadel. of a distraction for the forest’s protectors that some Mharoti recently
When the above-ground Citadel fell a century ago, the dire owlbears managed to set up a small logging foothold. Curiously, dire owlbears
were released into the White Forest, where they continued to spread. have yet to penetrate the Margreve Forest, and many cite this as
They have been seen as far west as the Ringwood, where they were further proof of the Margreve’s ability to exert its powerful, enigmatic
recently found preying on young ghost boars, and as far east as the will upon the land and its inhabitants.
DIRE PANGOLIN
Large Beast, Unaligned
Armor Class 16 (natural armor)
Hit Points 82 (11d10 + 22)
Speed 30 ft., climb 20 ft.
Skills Perception +3
Resistances poison
Senses passive Perception 13
Skills Perception +3
Damage Immunities poison
Condition Immunities frightened, poisoned
Senses passive Perception 13
Languages —
Challenge 7 (2,900 XP) Proficiency Bonus +3
DIV
Small Elemental, Neutral Evil Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11
(2d6 + 4) slashing damage plus 9 (2d8) acid damage.
Armor Class 17 (half plate)
Scimitar. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit:
Hit Points 99 (18d6 + 36)
7 (1d6 + 4) slashing damage.
Speed 30 ft.
Noxious Blast. Ranged Spell Attack: +6 to hit, ranged 60 ft., one
target. Hit: 12 (2d8 + 3) acid damage.
STR DEX CON INT WIS CHA
Noxious Sands (Recharge 4–6). The div vomits a cloud of tainted
18 (+4) 14 (+2) 15 (+2) 9 (–1) 13 (+1) 16 (+3)
sand in a 15-foot cone. Each creature in the area must make a DC
13 Dexterity saving throw, taking 14 (4d6) slashing damage and 14
Saving Throws Wis +4, Cha +6 (4d6) acid damage on a failed save, or half as much damage on a
Skills Deception +6, Perception +4 successful one.
Damage Resistances acid, fire Spellcasting. The div casts one of the following spells, requiring no
Senses darkvision 60 ft., passive Perception 14 material components and using Charisma as the spellcasting ability
Languages Common, Primordial (spell save DC 14):
Challenge 5 (1,800 XP) Proficiency Bonus +3 At will: disguise self, minor illusion
3/day each: charm person, suggestion
Elemental Demise. If the div dies, its body disintegrates into a pool 1/day each: dream, fear
of noxious sludge, leaving behind only equipment the div was
wearing or carrying.
Sunlight Sensitivity. While in sunlight, the div has disadvantage DIVS IN THE SOUTHLANDS
on attack rolls, as well as on Wisdom (Perception) checks that rely
on sight. Divs are found in the Lands of Wind and Sand, living in caves in the
ACTIONS Chelamite Mountains and Granite Teeth or in ruins in the Crescent
Desert. They share much of the same territory as peris, and they
Multiattack. The div makes one Claw attack and two Scimitar
seek to capture the peris whenever they can, imprisoning the air
attacks, or it makes three Noxious Blast attacks. It can replace one
genies in iron cages and torturing them.
attack with a use of Spellcasting.
DOKKAEBI
Medium Fey, Chaotic Neutral or Chaotic Good
Armor Class 12
Hit Points 78 (12d8 + 24)
Invisibility. The dokkaebi magically turns invisible until it attacks,
Speed 30 ft.
or until its concentration ends (as if concentrating on a spell). Any
equipment the dokkaebi wears or carries is invisible with it. It can’t
STR DEX CON INT WIS CHA use this action if it doesn’t have its hat.
16 (+3) 15 (+2) 14 (+2) 13 (+1) 9 (–1) 12 (+1)
DOOM CREEPER
Small Plant, Unaligned
Armor Class 15
Hit Points 137 (25d6 + 50)
Speed 15 ft., climb 45 ft., burrow 10 ft.
ACTIONS
Multiattack. The doom creeper uses Deaths’ Rose.
It then makes two Decaying Vine attacks.
Decaying Vine. Melee Weapon Attack: +8 to hit,
reach 15 ft., one creature. Hit: 12 (2d6 + 5) slashing
and 9 (2d8) necrotic damage.
Death’s Rose. The doom creeper shoots a glowing purple
beam of magical energy at a creature it can see within 60
feet of it, choosing one of the following effects:
• Disorienting Petal. The target must succeed on a DC 15
Intelligence saving throw or be 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.
ACTIONS
DOPPELIXIR
Slam. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10
Tiny Ooze, Unaligned (2d6 + 3) bludgeoning damage, and the doppelixir attaches to the
Armor Class 13 target. While attached, the doppelixir doesn’t attack. Instead, at the
Hit Points 45 (10d4 + 20) start of each of the doppelixir’s turns, the target loses 10 (2d6 + 3)
Speed 20 ft., climb 20 ft., swim 20 ft. hp due to blood loss.
The doppelixir can detach itself by spending 5 feet of its
movement. It does so after it drains 20 hp of blood from its target
STR DEX CON INT WIS CHA
or the target dies. A creature, including the target, can use its action
11 (+0) 17 (+3) 14 (+2) 3 (–4) 12 (+1) 7 (–2) to detach the doppelixir by succeeding on a DC 13 Strength check.
Telepathic Urge. The doppelixir mentally urges one creature it
Damage Resistances acid, fire, necrotic, slashing can see within 60 feet of it to attempt to drink it. The target must
Condition Immunities blinded, charmed, deafened, exhaustion, succeed on a DC 11 Wisdom saving throw or be charmed for 1
frightened, prone minute. While charmed, the target must move on its turn toward
Senses blindsight 60 ft. (blind beyond this radius), passive the doppelixir by the safest available route, trying to get within 5
Perception 11 feet of the doppelixir to drink it. The creature can repeat the saving
Languages — throw at the end of each of its turns, ending the effect on itself on
a success. If the doppelixir attacks the target, the effect also ends. If
Challenge 1 (200 XP) Proficiency Bonus +2
the target attempts to drink it, the doppelixir can use a reaction to
make one Slam attack with advantage against the target.
Amorphous. The doppelixir can move through a space as narrow as If the target’s saving throw is successful or the effect ends for it,
1 inch wide without squeezing. the creature is immune to the doppelixir’s Telepathic Urge for the
False Appearance. While the doppelixir remains motionless, it is next 24 hours.
indistinguishable from the liquid it imitates.
BONUS ACTIONS
Ooze Nature. The doppelixir doesn’t require sleep.
Imitative Liquid. The doppelixir imitates one common or
Spider Climb. The doppelixir can climb difficult surfaces, including uncommon potion, oil, or other alchemical substance until it uses
upside down on ceilings, without needing to make an ability check. this bonus action again to end it or to imitate a different liquid. If
the doppelixir takes no acid, fire, or poison damage on the round it
is slain, a creature can collect its remains, which can be used as the
liquid it was imitating before it died.
ACTIONS
Multiattack. The prismatic dragon makes one Bite attack
and two Claw attacks.
Bite. Melee Weapon Attack: +7 to hit, reach 10 ft., one
target. Hit: 15 (2d10 + 4) piercing damage.
Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., one
target. Hit: 11 (2d6 + 4) slashing damage.
Light Beam (Recharge 5–6). The prismatic dragon
emits a beam of white light in a 60-foot line that is 5
feet wide. Each creature in that line must make a DC 15
Dexterity saving throw, taking 36 (8d8) radiant damage on
a failed save, or half as much damage on a successful one.
Spellcasting. The prismatic dragon casts one of the following
spells, requiring no material components and using Intelligence as
the spellcasting ability (spell save DC 14):
At will: dancing lights
3/day each: charm person, color spray
1/day: prismatic spray
• Prolific Vermin. Sand-dwelling vermin, such as scorpions • Sand Blast. The dragon exhales superheated sand in a 90-foot
cone. Each creature in that area must make a DC 25 Dexterity
and scarabs, become more numerous within 3 miles of the
saving throw, taking 44 (8d10) piercing damage and 44 (8d10)
dragon’s lair.
fire damage on a failed save, or half as much damage on a
• Sand Storms. Sand constantly swirls in small storms, successful one. If a creature fails its saving throw by 5 or more, it
impeding vision. Creatures within 1 mile of a sand dragon’s suffers one level of exhaustion as it dehydrates.
lair have disadvantage on Wisdom (Perception) checks that • Blinding Sand. The dragon breathes fine sand in a 90-foot cone.
rely on vision. Each creature in that area must succeed on a DC 25 Constitution
If the dragon dies, these effects fade over the course of 1d10 days. saving throw or be blinded for 1 minute. A blinded
creature can take an action to clear its eyes of
sand, ending the effect for it.
ANCIENT SAND DRAGON
Gargantuan Dragon, Neutral Evil
Armor Class 21 (natural armor)
Hit Points 507 (26d20 + 234)
Speed 40 ft., burrow 40 ft., fly 80 ft.
Saving Throws Dex +9, Con +17, Wis +13, Cha +12
Skills Nature +11, Perception +21, Stealth +9
Damage Resistances piercing
Damage Immunities fire
Condition Immunities blinded
Senses blindsight 60 ft., darkvision 120 ft., passive Perception 31
Languages Common, Draconic, Terran
Challenge 23 (50,000 XP) Proficiency Bonus +8
Legendary Resistance (3/Day). If the creature fails a saving throw, it is successful or the effect ends for it, the creature is immune to the
can choose to succeed instead. dragon’s Frightful Presence for the next 24 hours.
Sand Camouflage. The sand dragon has advantage on Dexterity Breath Weapon (Recharge 5–6). The sand dragon uses one of the
(Stealth) checks made to hide in sandy terrain. following breath weapons:
Sandy Nature. The sand dragon is infused with elemental power, • Sand Blast. The dragon exhales superheated sand in a 60-foot
and it requires only half the amount of air, food, and drink that a cone. Each creature in that area must make a DC 21 Dexterity
typical dragon if its size needs. saving throw, taking 27 (5d10) piercing damage and 27 (5d10) fire
damage on a failed save, or half as much damage on a successful
Stinging Sand. The first time the sand dragon hits a target with
one. If a creature fails its saving throw by 5 or more, it suffers one
a melee weapon attack, the target must succeed on a DC 21
level of exhaustion as it dehydrates.
Constitution saving throw or have disadvantage on attack rolls and
• Blinding Sand. The dragon breathes fine sand in a 60-foot cone.
ability checks until the end of its next turn.
Each creature in that area must succeed on a DC 21 Constitution
ACTIONS saving throw or be blinded for 1 minute. A blinded creature can
Multiattack. The sand dragon uses its Frightful Presence. It then take an action to clear its eyes of sand, ending the effect for it.
makes one Bite attack and two Claw attacks. LEGENDARY ACTIONS
Bite. Melee Weapon Attack: +13 to hit, reach 10 ft., one target. The sand dragon can take 3 legendary actions, choosing from the
Hit: 18 (2d10 + 7) piercing damage. options below. Only one legendary action can be used at a time
Claw. Melee Weapon Attack: +13 to hit, reach 5 ft., one target. and only at the end of another creature’s turn. The dragon regains
Hit: 14 (2d6 + 7) slashing damage. spent legendary actions at the start of its turn.
Tail. Melee Weapon Attack: +13 to hit, reach 15 ft., one target. Detect. The sand dragon makes a Wisdom (Perception) check.
Hit: 16 (2d8 + 7) slashing damage. Tail Attack. The sand dragon makes a tail attack.
Frightful Presence. Each creature of the sand dragon’s choice that Wing Attack (Costs 2 Actions). The sand dragon beats its wings.
is within 120 feet of the creature and aware of it must succeed on a Each creature within 15 feet of the dragon must succeed on a
DC 17 Wisdom saving throw or become frightened for 1 minute. A DC 21 Dexterity saving throw or take 14 (2d6 + 7) bludgeoning
creature can repeat the saving throw at the end of each of its turns, damage and be knocked prone. The dragon can then fly up to half
ending the effect on itself on a success. If a creature’s saving throw its flying speed.
BARNYARD DRAGONETTE
Tiny Dragon, Neutral
Armor Class 13 (natural armor)
Speak with Beasts. The barnyard dragonette can communicate with
Hit Points 18 (4d4 + 8) Beasts as if they shared a language.
Speed 30 ft.
ACTIONS
STR DEX CON INT WIS CHA Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target.
14 (+2) 12 (+1) 15 (+2) 8 (–1) 13 (+1) 13 (+1) Hit: 4 (1d4 + 2) piercing damage. If the target is a Small or smaller
creature, it must succeed on a DC 12 Strength saving throw or be
grappled.
Skills Perception +3, Stealth +3
Scale Rake. One creature grappled by the dragonette must make a
Senses darkvision 60 ft., passive Perception 13
DC 12 Strength saving throw, taking 5 (2d4) slashing damage on a
Languages Common, Draconic failed save, or half as much damage on a successful one.
Challenge 1/4 (50 XP) Proficiency Bonus +2 Gritty Breath (Recharge 5–6). The dragonette exhales a cloud of
stinging dust in a 15-foot cone. Each creature in the area must
Keen Smell. The barnyard dragonette has advantage on Wisdom succeed on a DC 12 Constitution saving throw or be blinded for 1
(Perception) checks that rely on smell. minute. A blinded creature can repeat the saving throw at the end
of each of its turns, ending the effect on itself on a success.
SEDGE DRAGONETTE
Tiny Dragon, Neutral
Armor Class 13 (natural armor)
Hit Points 27 (5d4 + 15)
Speed 20 ft., swim 50 ft.
DRAKE, VAPOR
Large Dragon, Neutral
Armor Class 15 (natural armor)
Hit Points 119 (14d10 + 42)
Speed 30 ft., fly 50 ft. (hover), swim 20 ft.
DRUDGE PITCHER
Huge Plant, Unaligned
Armor Class 16 (natural armor)
Hit Points 168 (16d12 + 64)
Speed 20 ft., climb 20 ft.
DUST GRAZER
Large Aberration, Unaligned
Armor Class 12 (natural armor)
Hit Points 105 (10d10 + 50)
Speed 0 ft., fly 30 ft. (hover)
FIRECRACKER
Medium Humanoid (Dwarf), Any Alignment
Armor Class 14 (scale mail)
Hit Points 68 (8d8 +32)
Speed 25 ft.
Dwarven Fleet Foot. When the firecracker takes fire damage, its
speed increases by 10 feet until the end of its next turn. In addition,
it can immediately reroll its initiative and choose to change its
place in the initiative order in subsequent rounds to the result.
Siege Monster. The firecracker deals double damage to objects
and structures.
EMBER GLIDER
Medium Monstrosity, Unaligned
Armor Class 15 (natural armor)
Hit Points 44 (8d8 + 8)
Speed 40 ft., climb 30 ft.
EQUITOX
Large Fiend, Chaotic Evil
Armor Class 15 (natural armor)
Hit Points 178 (17d10 + 85)
Speed 40 ft.
ERINA TUSSLER
Small Humanoid (Erina), Neutral
Armor Class 14 (leather armor)
Hit Points 66 (12d6 + 24)
Speed 20 ft., burrow 20 ft.
KOBOLD ETTIN
Medium Giant (Kobold), Lawful Evil
Armor Class 12 (armor scraps)
Hit Points 34 (4d8 + 16)
Speed 30 ft.
FAUX - GAROU
Medium Construct, Unaligned
Armor Class 12 (natural armor) Magic Resistance. The faux-garou has advantage on saving throws
Hit Points 93 (11d8 + 44) against spells and other magical effects.
Speed 30 ft. Necrotic Weapons. The faux-garou’s weapon attacks are magical.
When the faux-garou hits with any weapon, the weapon deals an
STR DEX CON INT WIS CHA extra 3d6 necrotic damage (included in the attack).
17 (+3) 11 (+0) 18 (+4) 4 (–3) 12 (+1) 5 (–3) ACTIONS
Multiattack. The faux-garou uses Frightening Gaze. It then makes
Skills Perception +4, Stealth +6, Survival +4 two Claw attacks.
Damage Resistances cold, fire; bludgeoning, piercing, and slashing Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7
from nonmagical attacks (1d8 + 3) slashing damage plus 10 (3d6) necrotic damage.
Damage Immunities poison, psychic Frightening Gaze. The faux-garou fixes its gaze on one creature
Condition Immunities charmed, exhaustion, frightened, it can see within 60 feet of it. The target must succeed on a DC
paralyzed, petrified, poisoned 15 Wisdom saving throw or become frightened for 1 minute. A
Senses darkvision 60 ft., passive Perception 14 creature can repeat the saving throw at the end of each of its turns,
Languages understands the languages of its creator but can't speak 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
Challenge 5 (1,800 XP) Proficiency Bonus +3
faux-garou’s Frightening Gaze for the next 24 hours.
Construct Nature. The faux-garou doesn’t require air, food, drink, BONUS ACTIONS
or sleep. Change Shape. The faux-garou transforms into a Large or smaller
Druidic Vengeance. The faux-garou knows the scent and Beast matching the type of lycanthrope it resembles, such as a wolf
appearance of each creature it was created to kill. It has advantage for a faux-garou that resembles a werewolf, or back into its true
on attack rolls against such creatures and on Wisdom (Perception) form. Its statistics, other than its size and speed, are the same in
and Wisdom (Survival) checks to find and track them. each form. While transformed, it retains a constructed appearance
Immutable Form. The faux-garou is immune to any spell or effect and claws at the end of its forelimbs. Any equipment it is wearing or
that would alter its form. carrying isn’t transformed. It reverts to its true form if it dies.
LAIR ACTIONS
On initiative count 20 (losing initiative ties), the Coral Queen
takes a lair action to cause one of the following effects; the Coral
Queen can’t use the same effect two rounds in a row:
• Churning Water. A cloud of sand swirls in a 30-foot radius
sphere centered on a point in the water the Coral Queen can
see within 120 feet of her. The cloud spreads around corners,
and its area is heavily obscured. The cloud lasts until initiative
count 20 on the next round.
LAIR ACTIONS
On initiative count 20 (losing initiative ties), the Countess of
Garlands takes a lair action to cause one of the following effects;
the countess can’t use the same effect two rounds in a row.
REGIONAL EFFECTS
• Grasping Garlands. The Countess of Garlands chooses up The region containing the Countess of Garlands’s lair is warped
to two creatures she can see that are within 15 feet of a wall by her magic, which creates one or more of the following effects:
of her lair. Each target must succeed on a DC 18 Strength
saving throw or be grappled (escape DC 18) by the vines and • Dreams of Revelry. Humanoids and Fey who finish a long
garlands that adorn the walls. rest within 5 miles of the lair wake up to find themselves
eager to celebrate anything and everything, no matter how
• Summon Plants. The Countess of Garlands magically calls 12 small and insignificant. The revelry persists as long as an
awakened shrubs or a Plant with a challenge rating 5 or lower affected creature remains in the area or until it attends one of
to aid her. A called creature acts as an ally of the countess and the Countess of Garlands’s famous parties.
obeys her mental commands. The creatures remain for 1
• Emotional Blooms. Within 1 mile of the Countess of
hour or until the countess uses this lair action again.
Garlands’s lair, flowers grow with supernatural speed in
• Thorn Burst. A rosebush grows from a point on the ground places where Humanoids or Fey have felt strong feelings or
the Countess of Garlands can see within 120 feet of her have had meaningful encounters. The symbolism of these
and explodes in a flurry of thorns. Each creature within 10 flowers always corresponds to the emotion or situation that
feet of that point must succeed on a DC 18 Dexterity saving caused the flowers to grow.
throw or take 14 (4d6) piercing damage. • Hardy Plants. All plants grow especially lush and resilient
within 10 miles of the lair. Plant creatures have resistance
to poison damage and advantage on saving throws against
poison and disease.
If the Countess of Garlands dies, these effects fade in 1d10 days.
LAIR ACTIONS
On initiative count 20 (losing initiative ties), the Rainforest
King takes a lair action to cause one of the following effects; the
Rainforest King can’t use the same effect two rounds in a row:
• Exploding Fruit. Large, spherical fruits fall from trees
in the lair, striking up to three creatures underneath that
the Rainforest King can see within 120 feet of him. The
Rainforest King makes one ranged attack roll (+11 to
hit) against each target. On a hit, the target takes 7 (2d6)
bludgeoning damage and the fruit explodes. The target and
each creature within 5 feet of it must make a DC 20 Dexterity
saving throw, taking 10 (3d6) fire damage on a failed save, or
half as much damage on a successful one.
ABHADDANAYLA’S LAIR
Abhaddanayla’s lair is Sky Peak Palace, a magnificent
building decorated with gold, marble, and jade
and built on a mountaintop. The steep trail
leading to the palace is treacherous and plagued
by heavy snow, belying the dangers inside.
Abhaddanayla can call upon a variety of rakshasa
servants, and the palace is riddled with deadly
traps. When encountered in his lair, Abhaddanayla
has a challenge rating of 23 (50,000 XP).
LAIR ACTIONS
On initiative count 20 (losing initiative ties),
Abhaddanayla can cause one of the following effects;
he can’t use the same effect two rounds in a row:
• Bewildering Vapor. A sweetly scented invisible vapor
fills the halls of the lair. Each Humanoid in the lair
must succeed on a DC 21 Wisdom saving throw or have
disadvantage on saving throws against enchantment
spells until initiative count 20 on the next round.
MALAABIT IN SOUTHLANDS
Malaabit allows mortals to view him as a herald of
Thoth‑Hermes, though he never claims the title directly. He
makes his home in the Mbazha Mountains of the Southlands,
though in a nomadic way: He frequently moves from one cave
complex to another, to prevent too many petitioners from
approaching him in too short a period of time.
• Enthralling Surge. Malaabit’s past and future platitudes Allegorical Apologue (Recharge 5–6). Malaabit recites a short moral
rumble barely intelligible through his lair. Each creature that story about animals, choosing one of the following options:
isn’t a Construct or Undead within 60 feet of Malaabit must • Oracular Fortune. Malaabit’s fable fills the listeners’ minds with
succeed on a DC 18 Wisdom saving throw or be charmed by the hope of future success. Each creature of Malaabit’s choice
Malaabit until initiative count 20 on the next round. within 20 feet of him and that can hear him gains 10 (3d6)
temporary hp and has advantage on the next attack roll, ability
• Psychic Distress. The anguished cries of past and future check, or saving throw it makes before the start of Malaabit’s
sacrifices to Malaabit’s schemes pour from a point Malaabit next turn.
can see within 120 feet of him. Each creature within 15 feet of • Sins of the Past. Malaabit’s parable brings forth a torrent of bad
that point must make a DC 18 Charisma saving throw, taking memories. Each creature of Malaabit’s choice within 20 feet of
10 (3d6) psychic damage on a failed save, or half as much him and that can hear him must make a DC 18 Charisma saving
damage on a successful one. throw. On a failure, a creature takes 35 (10d6) psychic damage
and has disadvantage on attack rolls, ability checks, and saving
• Psychic Squall. The psychic chatter of past and future throws until the start of Malaabit’s next turn. On a success, a
supplicants surrounds Malaabit. Each spellcaster creature takes half the damage and doesn’t have disadvantage
concentrating on a spell within 30 feet of Malaabit must on attack rolls, ability checks, or saving throws.
succeed on a DC 18 Intelligence saving throw or lose
concentration. Travel the Planes (1/Day). Malaabit transports himself to a different
plane of existence. This legendary action works like the plane shift
spell, except he can affect only himself and can’t use it to banish an
MALAABIT unwilling creature.
Large Fiend, Neutral Evil REACTIONS
Armor Class 18 (natural armor) Prescient Defense. When a creature scores a critical hit against
Hit Points 178 (17d10 + 85) Malaabit, the hit becomes a normal hit.
Speed 40 ft., fly 90 ft. Tactical Foresight. When Malaabit fails an attack roll, he can reroll
the die and must use the new roll.
STR DEX CON INT WIS CHA
LEGENDARY ACTIONS
21 (+5) 13 (+1) 21 (+5) 18 (+4) 22 (+6) 21 (+5)
Malaabit can take 3 legendary actions, choosing from the options
below. Only one legendary action can be used at a time and only at
Saving Throws Con +10, Wis +11, Cha +10
the end of another creature’s turn. Malaabit regains spent legendary
Skills History +9, Insight +11, Perception +11, Persuasion +10 actions at the start of his turn.
Damage Vulnerabilities psychic damage from good creatures Foretell Favor. Malaabit foretells fortune for one creature he can
Damage Resistances cold, fire, lightning, poison; bludgeoning, see within 30 feet of him. The target can roll a d6 and add the
piercing, and slashing from nonmagical attacks number rolled to the next attack roll or saving throw it makes. Once
Condition Immunities blinded, charmed, frightened Malaabit has used this legendary action on a creature, he can’t use
Senses darkvision 120 ft., passive Perception 21 it on that creature again until he has used it on another creature.
Languages Abyssal, Celestial, Common, Infernal Move. Malaabit moves up to his speed without provoking
Challenge 13 (10,000 XP) Proficiency Bonus +5 opportunity attacks.
Pronounce Doom. Malaabit pronounces doom upon one creature
he can see within 30 feet of him. The target must succeed on a
Legendary Resistance (3/Day). If Malaabit fails a saving throw, he
DC 18 Charisma saving throw or roll a d6 and subtract the number
can choose to succeed instead.
rolled from the next attack roll or saving throw it makes. Once
Three Heads. Malaabit has three heads. He has advantage on Malaabit has used this legendary action on a creature, he can’t use
Wisdom (Perception) checks and on saving throws against being it on that creature again until he has used it on another creature.
deafened, stunned, and knocked unconscious.
FROSTJACK
Medium Fey, Neutral Evil
Armor Class 17 (natural armor)
Hit Points 135 (18d8 + 54)
Speed 30 ft.
This ambulatory fungus is a relative of myconids and often Slam. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 6
found in their colonies. The presence of duskwilts is considered (1d4 + 4) bludgeoning damage plus 3 (1d6) necrotic damage.
a favorable thing, as their ability to absorb light gives myconids a Nether Bolt. Ranged Spell Attack: +4 to hit, range 60 ft., one target.
tactical advantage against surface dwellers. Hit: 9 (2d6 + 2) necrotic damage.
Necrotizing Spores (3/Day). Each creature within 15 feet of the
Defensive Fungi. As part of a myconid colony, the duskwilt
duskwilt and that isn’t a Construct or Undead must make a DC 14
provides a first line of defense. They are sent in against creatures
Constitution saving throw. On a failure, a creature takes 15 (6d4)
with light sources to impede their vision and progress, moving
poison damage and is poisoned for 1 minute. On a success, a
close enough to absorb light attack intruders at range. If
creature takes half the damage and isn’t poisoned. The poisoned
intruders persist and close with the duskwilts, they release their
creature can repeat the saving throw at the end of each of its turns,
spores and fight hand to hand until reinforcements arrive. ending the effect on itself on a success. In addition, each Undead
Companions to Ghouls. Like the deathcap myconids (see within 15 feet of the duskwilt gains 7 (2d6) temporary hp.
Tome of Beasts), duskwilts sometimes ally with ghouls and the
darakhul (see Tome of Beasts). A duskwilt may be assigned to a
particular troop or patrol, bolstering the ghouls with their spores.
DUSKWILT
Small Plant, Lawful Neutral
Armor Class 15 (natural armor)
Hit Points 97 (15d6 + 45)
Speed 30 ft.
MULCHER
Gargantuan Plant, Unaligned
Armor Class 15 (natural armor)
Hit Points 139 (9d20 + 45)
Speed 10 ft., burrow 30 ft.
Skills Perception +4
Damage Vulnerabilities thunder
Condition Immunities blinded
Senses blindsight 60 ft. (blind beyond this radius), passive
Perception 14
Languages understands Common, plus one language known by its
grower, but can’t speak
Challenge 3 (700 XP) Proficiency Bonus +2
VOID FUNGUS
Medium Plant, Chaotic Neutral
Armor Class 14 (natural armor)
Hit Points 65 (10d8 + 20)
Speed 30 ft.
ACTIONS
STR DEX CON INT WIS CHA Multiattack. The Void fungus makes two Poisonous Mycelium or
15 (+2) 14 (+2) 14 (+2) 10 (+0) 16 (+3) 4 (–3) Psychic Blast attacks. If the Void fungus hits one creature with both
Psychic Blast attacks, the target must succeed on a DC 13 Charisma
Skills Perception +5, Stealth +4, Survival +5 saving throw or be charmed for 1 minute. The target can repeat the
Damage Vulnerabilities radiant saving throw at the end of each of its turns, ending the effect on
itself on a success.
Damage Resistances cold, fire
Poisonous Mycelium. Melee Weapon Attack: +4 to hit, reach 5 ft.,
Condition Immunities blinded, charmed, deafened, exhaustion,
one target. Hit: 6 (1d8 + 2) piercing damage plus 7 (2d6) poison
frightened, poisoned
damage, and the target must succeed on a DC 13 Constitution
Senses blindsight 120 ft. (blind beyond this radius), saving throw or be poisoned until the end of its next turn.
passive Perception 15
Psychic Blast. Ranged Spell Attack: +5 to hit, range 60 ft., one
Languages understands Common and Void Speech but can’t speak,
target. Hit: 12 (2d8 + 3) psychic damage.
telepathy 60 ft.
Consume Energy. The hair-like tendrils dangling from the Void
Challenge 3 (700 XP) Proficiency Bonus +2
fungus’s cap briefly flash as it draws psychic energy from a creature
it can see within 30 feet of it. The target must make a DC 13
False Appearance. While the Void fungus remains motionless, it is Charisma saving throw, taking 18 (4d8) psychic damage on a failed
indistinguishable from a patch of glowing fungus. save, or half as much damage on a successful one. The fungus
Illumination. The Void fungus sheds dim light in a 10-foot radius. regains hp equal to the damage dealt.
GEARMASS
Large Ooze, Unaligned
Armor Class 15 (natural armor)
permanent and cumulative –1 penalty to damage rolls. If its penalty
Hit Points 115 (11d10 + 55) drops to –5, the weapon is destroyed. Nonmagical ammunition
Speed 20 ft., swim 20 ft. made of metal that hits the gearmass is destroyed after dealing
damage.
STR DEX CON INT WIS CHA ACTIONS
16 (+3) 5 (–3) 20 (+5) 1 (–5) 6 (–2) 1 (–5)
Multiattack. The gearmass makes two Gear Slam or Cog Toss
attacks. If it hits one creature with both Gear Slam attacks, the
Damage Vulnerabilities cold target is grappled (escape DC 14), and the gearmass uses Engulf on
Damage Resistances bludgeoning, piercing, and slashing from the target.
nonmagical attacks Gear Slam. Melee Weapon Attack: +6 to hit, reach 10 ft., one
Damage Immunities acid, fire creature. Hit: 12 (2d8 + 3) bludgeoning damage.
Condition Immunities blinded, charmed, deafened, exhaustion, Cog Toss. Ranged Weapon Attack: +6 to hit, reach 20/60 ft., one
frightened, prone creature. Hit: 12 (2d8 + 3) bludgeoning damage, and the target must
Senses blindsight 60 ft. (blind beyond this radius), passive succeed on a DC 14 Strength saving throw or be knocked prone.
Perception 8 Engulf. The gearmass engulfs a Medium or smaller creature
Languages — grappled by it. The engulfed target is blinded, restrained, and
Challenge 5 (1,800 XP) Proficiency Bonus +3 unable to breathe, and it must succeed on a DC 14 Constitution
saving throw at the start of each of the gearmass's turns or take 14
(4d6) acid damage.
Amorphous. The gearmass can move through a space as narrow as
Any nonmagical ferrous metal armor, weapons, or other items
1 foot wide without squeezing.
the target is wearing corrode at the start of each of the gearmass’s
Clanging Mass. The gearmass is filled with metal objects that turns. If an object is either metal armor or a metal shield being
clang, scrape, and clink together as it moves. When it moves, it has worn or carried, it takes a permanent and cumulative –1 penalty to
disadvantage on Dexterity (Stealth) checks to stay silent until the the AC it offers. Armor reduced to an AC of 10 or a shield that drops
start of its next turn. to a +0 bonus is destroyed. If an object is a metal weapon, it rusts
Ooze Nature. The gearmass doesn’t require sleep. as described in the Rust Metal trait.
Rust Metal. Any nonmagical weapon made of metal that hits the If the gearmass moves, the engulfed target moves with it. The
gearmass corrodes. After dealing damage, the weapon takes a gearmass can have only one creature engulfed at a time.
GIANT FLEA
Small Beast, Unaligned
Armor Class 14 (natural armor)
Hit Points 27 (5d6 +10)
Speed 30 ft., climb 20 ft.
GIANT PUFFERFISH
Small Beast, Unaligned
Armor Class 13 (natural armor)
Hit Points 52 (8d8 + 16)
Speed 0 ft., swim 40 ft.
Skills Perception +2
Damage Immunities poison
Condition Immunities poisoned
Senses darkvision 60 ft., passive Perception 12
Languages —
Challenge 2 (450 XP) Proficiency Bonus +2
Spiny Body. A creature that touches the giant pufferfish or hits it BONUS ACTIONS
with a melee attack while within 5 feet of it takes 2 (1d4) piercing Burst of Speed (Recharges 5–6). The giant pufferfish takes the
damage. While the pufferfish is puffed up, this damage increases to Dash action.
5 (2d4).
Puff Up (Recharges after a Short or Long Rest). For 1 minute,
Water Breathing. The giant pufferfish can breathe only underwater. the giant pufferfish increases in size by filling its stomach with air
ACTIONS or water. While puffed up, the pufferfish is Medium, doubles its
damage dice on Bite and Spine attacks (included in the attacks),
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 and makes Strength checks and Strength saving throws with
(2d8 + 3) piercing damage, or 12 (2d8 + 3) piercing damage while advantage. If the pufferfish lacks the room to become Medium, it
puffed up. attains the maximum size possible in the space available.
Spine. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.
Hit: 5 (1d4 + 3) piercing damage, or 8 (2d4 + 3) piercing damage
while puffed up. The target must make a DC 13 Constitution saving
throw, taking 5 (2d4) poison damage on a failed save, or half as
much damage on a successful one. If the target fails the saving
throw by 5 or more, it takes 2 (1d4) poison damage at the end of
its next turn.
Skills Stealth +4
Damage Resistances bludgeoning, piercing
Senses tremorsense 30 ft., passive Perception 10
Languages —
Challenge 4 (1,100 XP) Proficiency Bonus +2
FIRESTORM GIANT
Huge Giant, Neutral
Armor Class 14 (hide armor)
Hit Points 149 (13d12 + 65)
Speed 40 ft.
ACTIONS
Multiattack. The firestorm giant makes two Obsidian
Axe or Firestorm Bolt attacks.
Obsidian Axe. Melee Weapon Attack: +9 to hit,
reach 10 ft., one target. Hit: 19 (3d8 + 6) slashing
damage plus 3 (1d6)
cold damage and 3 (1d6) fire damage.
FIRESTORM GIANTS IN MIDGARD
Firestorm Bolt. Ranged Spell Attack: +6 to hit, range 120 ft., one
target. Hit: 13 (3d6 + 3) fire damage plus 10 (3d6) cold damage. Firestorm giants dwell on the frozen glaciers of the Northlands
Lava Geyser (Recharge 5–6). The firestorm giant gestures at a where their migrations follow subterranean ley lines. Most of the
point on the ground it can see within 60 feet of it. A fountain of clans view the God of the North Wind as a perversion of the
molten rock erupts from that point in a 10-foot-radius, 40-foot-high natural order, actively working against Boreas and his frost giant
cylinder. The area is difficult terrain for 1 minute. Each creature in the clans. A few follow Loki as a figure of conjoined frost and flame,
cylinder must make a DC 16 Dexterity saving throw. On a failure, a rather different than the human view.
creature takes 24 (7d6) fire damage and is coated in hardened lava.
HELLFIRE GIANT
Huge Giant, Neutral Good
Armor Class 16 (breastplate)
Rune-Powered Weapons. The hellfire giant’s weapon attacks are
Hit Points 168 (16d12 + 64)
magical. When the giant hits with any weapon, the weapon deals
Speed 40 ft. an extra 2d8 fire damage (included in the attack).
Stone Camouflage. The giant has advantage on Dexterity (Stealth)
STR DEX CON INT WIS CHA checks made to hide in rocky terrain.
23 (+6) 15 (+2) 19 (+4) 10 (+0) 12 (+1) 17 (+3)
ACTIONS
Saving Throws Dex +5, Con +6, Wis +4 Multiattack. The giant makes two Greatclub or Runic Blast attacks.
Skills Athletics +10, Perception +5, Survival +5 Greatclub. Melee Weapon Attack: +10 to hit, reach 15 ft., one target.
Damage Resistances fire Hit: 19 (3d8 + 6) bludgeoning damage plus 9 (2d8) fire damage.
Senses darkvision 60 ft., passive Perception 15 Runic Blast. Ranged Spell Attack: +7 to hit, range 60 ft., one target.
Hit: 25 (4d10 + 3) force damage, and the target must succeed on a
Languages Giant, Infernal
DC 16 Constitution saving throw or its speed is halved until the end
Challenge 9 (5,000 XP) Proficiency Bonus +4 of its next turn. Fiends have disadvantage on the saving throw.
Invisibility Rune. The hellfire giant magically turns invisible until
Death Malison. When the hellfire giant dies, the runes on its body it attacks, or until its concentration ends (as if concentrating on a
flash a bright green then turn to mundane malachite. Each creature spell). Any equipment the giant wears or carries is invisible with it.
within 20 feet of the giant must succeed on a DC 16 Constitution
saving throw or be cursed for 7 days or until it is lifted by a REACTIONS
remove curse spell or similar magic. While cursed, the creature has Runic Shield. The hellfire giant adds 4 to its AC against one attack
disadvantage on saving throws and on the first attack roll it makes that would hit it as green runes encircle the giant. To do so, the
on each of its turns. Fiends have disadvantage on the saving throw. giant must see the attacker and can’t be invisible.
LANTERN GIANT
Huge Giant, Neutral
Armor Class 16 (natural armor)
Hit Points 225 (18d12 + 108)
Speed 40 ft., swim 60 ft.
SHIRE GIANT
Huge Giant, Lawful Evil
Armor Class 14 (natural armor)
Hit Points 138 (12d12 + 60)
Speed 40 ft.
THURSIR ARMORER
Large Giant, Lawful Evil
Armor Class 19 (splint, shield)
Hit Points 138 (12d10 + 72)
Speed 40 ft.
GLACIAL CRAWLER
Huge Aberration, Unaligned
Armor Class 17 (natural armor)
Hit Points 207 (18d12 + 90)
Speed 30 ft., burrow 30 ft., climb 20 ft., swim 60 ft.
ACTIONS
STR DEX CON INT WIS CHA
20 (+5) 16 (+3) 21 (+5) 3 (–4) 10 (+0) 5 (–3) Multiattack. The glacial crawler makes two Bite attacks and one Tail
Spike attack, or it makes three Superheated Acid Spit attacks.
Bite. Melee Weapon Attack: +9 to hit, reach 10 ft., one creature. Hit:
Saving Throws Str +9, Con +9
16 (2d10 + 5) piercing damage plus 9 (2d8) acid damage.
Skills Perception +8, Stealth +7
Tail Spike. Melee Weapon Attack: +9 to hit, reach 10 ft., one
Condition Immunities blinded, prone
creature. Hit: 19 (4d6 + 5) piercing damage. The target is grappled
Damage Immunities acid, cold, fire (escape DC 17) if it is a Large or smaller creature and the crawler
Senses blindsight 60 ft. (blind beyond this radius), tremorsense 60 doesn’t have another creature grappled.
ft., passive Perception 18 Superheated Acid Spit. Ranged Weapon Attack: +7 to hit, range
Languages — 60 ft., one creature. Hit: 12 (2d8 + 3) acid damage plus 9 (2d8) fire
Challenge 11 (7,200 XP) Proficiency Bonus +4 damage.
Acidic Spray (Recharge 5–6). The glacial crawler spews
Acidic Coating. A creature that touches the glacial crawler or hits it superheated digestive juices in a 30-foot cone. Each creature in
with a melee attack while within 5 feet of it takes 9 (2d8) acid damage. that area must make a DC 17 Dexterity saving throw. On a failure, a
creature takes 18 (4d8) acid and 18 (4d8) fire damage and is coated
Amphibious. The glacial crawler can breathe air and water.
in heated acid. On a success, a creature takes half the damage and
Snow Camouflage. The glacial crawler has advantage on Dexterity isn’t coated in acid. A creature coated in heated acid takes 4 (1d8)
(Stealth) checks made to hide in snowy terrain. acid damage and 4 (1d8) fire damage at the start of each of its
Tunneler. The glacial crawler can burrow through ice, snow, and turns. A creature, including the coated target, can take its action to
permafrost, and leaves a 5-foot-diameter tunnel in its wake. wash or scrub off the acid, ending the effect.
GODSLAYER
Huge Construct, Unaligned
Armor Class 24 (natural armor)
Hit Points 580 (40d12 + 320)
Speed 50 ft., fly 60 ft. (hover), swim 60 ft.
STR DEX CON INT WIS CHA Languages understands all languages but can’t speak
30 (+10) 14 (+2) 27 (+8) 16 (+3) 30 (+10) 15 (+2) Challenge 30 (155,000 XP) Proficiency Bonus +9
Skills Insight +19, Perception +19, Survival +19 Construct Nature. The godslayer doesn’t require air, food, drink, or
sleep.
Saving Throws Con +17, Int +12, Wis +19, Cha +11
Divine Sense. The godslayer can pinpoint the location of Celestials,
Damage Resistances acid, cold, fire, lightning, thunder
Fiends, divine avatars, and deities within 120 feet of it and can sense
Damage Immunities necrotic, poison, psychic, radiant; the general direction of such creatures within 1 mile of it. This sense
bludgeoning, piercing, and slashing from nonmagical attacks not extends into the Ethereal and Shadow Planes.
made with adamantine weapons
Divine Slayer. The godslayer’s attacks affect immortal beings, such
Condition Immunities charmed, exhaustion, frightened,
as gods. Celestials, Fiends, divine avatars, and deities don’t have
paralyzed, petrified, poisoned, prone
resistance to the damage from the godslayer’s attacks. If such
Senses truesight 120 ft., passive Perception 29 a creature would normally have immunity to the damage from
Poor Man’s Flesh Golem. Barnyard golems are relatively Multiattack. The barnyard golem makes one Bite attack and one
inexpensive for wizards to create, as poultry is much easier to Wing Slap attack.
obtain than humanoid flesh. Hardier than lesser golems (see Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7
Creature Codex), barnyard golems don’t fall apart within days of (1d6 + 4) piercing damage plus 7 (2d6) poison damage.
their creation, but the use of birds instead of humanoids leaves Wing Slap. Melee Weapon Attack: +6 to hit, reach 5 ft., one target.
them more unpredictable. A barnyard golem might complete its Hit: 6 (1d4 + 4) bludgeoning damage, and the target must succeed
creator’s assigned task, or it might peck at the ground, hunting on a DC 13 Strength saving throw or be knocked prone.
worms as if it was still a living bird. Similarly, the golems can Chymus Expulsion (Recharge 5–6). The barnyard golem exhales
become easily distracted. Still, for wizards on a budget or who semi-digested, decayed meat and vegetation in a 15-foot cone.
live in remote areas where a few missing people would be noticed Each creature in that area must make a DC 13 Constitution saving
much faster than missing birds, the barnyard golem is the most throw, taking 14 (4d6)
favorable option. poison damage on a
failed save, or half as much
Harbingers of Starvation. Barnyard golems cause of local
damage on a successful one.
food shortages as their creators collect and use a significant
portion of the local poultry population. Fortunately, fresh
barnyard golems can often be cooked and consumed after being
defeated, solving the same hunger problems their creation causes.
BARNYARD GOLEM
Medium Construct, Unaligned
Armor Class 9
Hit Points 75 (10d8 + 30)
Speed 40 ft.
CHAIN GOLEM
Large Construct, Unaligned
Armor Class 16 (natural armor)
Hit Points 119 (14d10 + 42)
Speed 30 ft., climb 30 ft.
Construct Nature. The chain golem doesn’t require air, food, drink, ACTIONS
or sleep. Multiattack. The chain golem makes two Chain attacks.
Immutable Form. The chain golem is immune to any spell or effect Chain. Melee Weapon Attack: +7 to hit, reach 15 ft., one target. Hit:
that would alter its form. 18 (4d6 + 4) slashing damage, and the target must succeed on a
Infernal Tetanus. A creature infected with this disease manifests DC 16 Constitution saving throw or contract the infernal tetanus
symptoms 2d4 days after infection, which include fever, headache, disease (see the Infernal Tetanus trait). The target is grappled
sore throat, and muscle aches. This disease affects the nervous (escape DC 14) if it is a Large or smaller creature and the golem
system, causing painful, debilitating muscle spasms that eventually doesn’t have another creature grappled.
inhibit mobility, speech, and breathing. Until the disease is cured, at Imprison. The chain golem creates a prison of chains around a
the end of each long rest, the infected creature must make a DC 16 Medium or smaller creature grappled by it. While imprisoned, the
Constitution saving throw. On a failure, the creature’s Dexterity score creature is restrained and takes 14 (4d6) piercing damage at the
is reduced by 1d4 and it is paralyzed for 24 hours. This reduction start of each of its turns. The imprisoned creature or a creature
lasts until the creature finishes a long rest after the disease is cured. within 5 feet of the golem can take an action to free the imprisoned
If the disease reduces the creature’s Dexterity to 0, the creature dies. creature. Doing so requires a successful DC 16 Strength check, and
On a successful save, the infected creature instead suffers one level the creature making the attempt takes 7 (2d6) piercing damage.
STR DEX CON INT WIS CHA Freeze or Liquefy Cavity. The ice golem freezes or liquefies its Ice
20 (+5) 11 (+0) 18 (+4) 3 (–4) 10 (+0) 1 (–5) Cavity.
ORIGAMI GOLEM
Large Construct, Unaligned
Armor Class 15 (natural armor)
Hit Points 114 (12d10 + 48)
Speed 30 ft., fly 40 ft. (in dragon or swan form)
Construct Nature. The tar golem doesn’t require air, food, drink,
or sleep.
Fire Hazard. When the tar golem takes fire damage, it bursts into
flame. The golem continues burning until it takes cold damage, is
immersed in water, or it uses Quench. A creature that touches the
burning golem or hits it with a melee attack while within 5 feet of
it takes 5 (1d10) fire damage. While burning, the golem’s weapon
attacks deal an extra 5 (1d10) fire damage on a hit.
Hardened Tar. If the tar golem takes cold damage in the same round
it is reduced to 0 hp, it is paralyzed for 1 minute, remaining alive. If it
takes fire damage while paralyzed, it regains a number of hp equal
to the fire damage dealt. Otherwise, it dies when the condition ends.
BILGE GREMLIN
Tiny Fey, Chaotic Evil
Armor Class 13
Hit Points 36 (8d4 + 16)
Speed 20 ft., climb 10 ft., swim 20 ft. BILGE GREMLIN BOSUN
Small Fey, Neutral Evil
STR DEX CON INT WIS CHA Armor Class 15 (natural armor)
7 (–2) 17 (+3) 14 (+2) 10 (+0) 9 (–1) 12 (+1) Hit Points 60 (11d6 + 22)
Speed 30 ft., climb 20 ft., swim 30 ft.
Skills Sleight of Hand +5, Stealth +5
Damage Immunities poison STR DEX CON INT WIS CHA
Condition Immunities poisoned 10 (+0) 18 (+4) 14 (+2) 14 (+2) 11 (+0) 14 (+2)
Senses darkvision 120 ft., passive Perception 9
Languages Aquan, Sylvan Skills Sleight of Hand +6, Stealth +6
Challenge 1/2 (100 XP) Proficiency Bonus +2 Damage Immunities poison
Condition Immunities poisoned
Amphibious. The bilge gremlin can breathe air and water. Senses darkvision 120 ft., passive Perception 10
Aura of Mechanical Mishap. The bilge gremlin’s presence Languages Aquan, Sylvan
interferes with nonmagical objects that have moving parts, such as Challenge 2 (450 XP) Proficiency Bonus +2
clocks, crossbows, or hinges, within 20 feet of it. Such objects that
aren’t being worn or carried malfunction while within the aura, and,
Amphibious. The bilge gremlin can breathe air and water.
if in the aura for more than 1 minute, they cease to function until
repaired. If a creature in the aura uses a nonmagical object with Aura of Mechanical Mishap. As the bilge gremlin, except an
moving parts, roll a d6. On a 5 or 6, weapons such as crossbows object malfunctions on a roll of 4, 5, or 6.
or firearms misfire and jam, and other objects cease to function. A Filth Dweller. The bilge gremlin is immune to disease.
creature can take its action to restore the malfunctioning object by
ACTIONS
succeeding on a DC 13 Intelligence check.
Filth Dweller. The bilge gremlin is immune to disease. Multiattack. The bilge gremlin bosun makes one Bite attack and
two Makeshift Weapon attacks.
ACTIONS Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit:
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 6 (1d4 + 4) piercing damage plus 5 (2d4) poison damage, and
(1d4 + 3) piercing damage, and the target must succeed on a DC 13 the target must succeed on a DC 13 Constitution saving throw or
Constitution saving throw or contract the sewer plague disease. contract the sewer plague disease.
Makeshift Weapon. Melee or Ranged Weapon Attack: +5 to Makeshift Weapon. Melee or Ranged Weapon Attack: +6 to
hit, reach 5 ft. or range 20/60 ft., one target. Hit: 6 (1d6 + 3) hit, reach 5 ft. or range 20/60 ft., one target. Hit: 6 (1d6 + 3)
bludgeoning, piercing, or slashing damage. bludgeoning, piercing, or slashing damage.
GRIVID
Large Aberration, Neutral
Armor Class 17 (natural armor)
Hit Points 180 (19d10 + 76)
Speed 50 ft.
Alpha Brute. Many wrongly assume that the alpha is the Keen Smell. The grolar bear has advantage on Wisdom (Perception)
checks that rely on smell.
monarch of grolar bears. In fact, these lumbering hulks are the
product of arcane experiments that transform modest bears into Forest and Snow Camouflage. The grolar bear has advantage on
aggressive killing machines. These magically enhanced alphas Dexterity (Stealth) checks made to hide in forest terrain while its fur
can change their fur to match either of its parent bears, allowing is brown and snowy terrain while its fur is white.
it to easily hide in forests or snow—or among other more ACTIONS
mundane brown or polar bears.
Multiattack. The grolar bear makes one Bite attack and two Claw
attacks. If it hits one creature with two attacks, that creature takes
GROLAR BEAR 14 (4d6) bludgeoning damage and must succeed on a DC 15
Constitution saving throw or be stunned until the end of its next turn.
Large Beast, Unaligned
Bite. Melee Weapon Attack: +10 to hit, reach 5 ft., one target.
Armor Class 14 (natural armor)
Hit: 11 (1d8 + 7) piercing damage.
Hit Points 68 (8d10 + 24)
Claws. Melee Weapon Attack: +10 to hit, reach 5 ft., one target.
Speed 40 ft., swim 30 ft., climb 20 ft.
Hit: 14 (2d6 + 7) slashing damage.
HAAKJIR
Medium Monstrosity, Neutral
Armor Class 15 (natural armor)
Hit Points 52 (8d8 + 16)
Speed 40 ft., burrow 15 ft., climb 30 ft.
BRINE HAG
Medium Fey, Lawful Evil
Armor Class 16 (natural armor)
Hit Points 150 (20d8 +60)
Speed 15 ft., swim 40 ft.
PESTA HAG
Medium Fey, Chaotic Neutral
Armor Class 17 (natural armor)
Hit Points 105 (14d8 + 42)
Speed 30 ft.
One with the Woods. While the hag remains motionless in forest
terrain, she is indistinguishable from an old, decomposing log or
tree stump.
Magic Resistance. The wood hag has advantage on saving throws
against spells and other magical effects.
Speak with Beasts and Plants. The wood hag can communicate
with Beasts and Plants as if they shared a language.
Woodland Walk. Difficult terrain composed of plants doesn’t cost
the wood hag extra movement. In addition, she can pass through
plants without being slowed by them and without taking damage
from them if they have thorns, spines, or a similar hazard.
ACTIONS
Multiattack. The wood hag makes two Claw or Toxic Splinter attacks.
Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., one target.
Hit: 10 (2d6 + 3) slashing damage plus 18 (4d8) poison damage.
PLAGUE HARPY
Medium Monstrosity, Neutral Evil
Armor Class 15 (natural armor)
Hit Points 142 (19d8 + 57)
Speed 20 ft., fly 60 ft.
STR DEX CON INT WIS CHA ends, the harpy can automatically hit the target with
16 (+3) 14 (+2) 17 (+3) 11 (+0) 14 (+2) 16 (+3) its Talons, and the harpy can’t make Talons attacks
against other targets.
Skills Perception +5, Stealth +5 Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target.
Damage Resistances necrotic, poison Hit: 8 (2d4 + 3) piercing damage plus 7 (2d6) necrotic damage. If
Condition Immunities poisoned the target is a creature, it must succeed on a DC 15 Constitution
saving throw or contract the harpy's plague disease. If the target
Senses blindsight 90 ft., passive Perception 15
is disheartened and contracts harpy's plague, its hp maximum is
Languages Common reduced by an amount equal to the necrotic damage taken. Until
Challenge 6 (2,300 XP) Proficiency Bonus +3 the disease is cured, the target can’t regain hp except by magical
means, and the target’s hp maximum decreases by 10 (3d6) every
Limited Telepathy. The plague harpy can magically transmit simple 24 hours. If the target’s hp maximum drops to 0 as a result of this
messages and images to any creature within 90 feet of it that can disease, the target dies.
understand a language. This form of telepathy doesn't allow the Talons. Melee Weapon Attack: +6 to hit, reach 5 ft., one target.
receiving creature to telepathically respond. Hit: 14 (2d10 + 3) slashing damage.
Virulence. A creature infected with harpy's plague becomes Sorrowful Caw. Ranged Spell Attack: +6 to hit, range 90 ft., one
contagious 24 hours after contracting the disease. When a creature target. Hit: 13 (3d6 + 3) psychic damage.
starts its turn within 5 feet of the contagious target, that creature Dirge. The harpy telepathically sings a mournful hymn and projects
must succeed on a DC 15 Constitution saving throw or also contract images of sickly and dying loved ones in the mind of one creature
the harpy's plague disease. it can see within 90 feet of it. The target must succeed on a DC
ACTIONS 15 Wisdom saving throw or be disheartened for 1 minute. While
disheartened, a creature has disadvantage on saving throws
Multiattack. The harpy uses Dirge. It then makes one Bite attack
against being poisoned or contracting a disease. The disheartened
and two Talons attacks, or it makes three Sorrowful Caw attacks.
creature can repeat the saving throw at the end of each of its turns,
If the harpy hits one Medium or smaller creature with two Talons
ending the effect on itself on a success.
attacks, the target is grappled (escape DC 15). Until this grapple
HERD SKULKER
Medium Monstrosity (Shapechanger), Neutral Evil
Armor Class 15 (natural armor)
Hit Points 45 (6d10 + 12)
Speed 50 ft.
HINDERLING
Small Fey, Chaotic Neutral
Mad Dash. The hinderling moves up to twice its speed and can
Armor Class 13 move through the space of any creature that is Medium or larger.
Hit Points 13 (3d6 + 3) When the hinderling moves through a creature’s space, the creature
Speed 30 ft., climb 20 ft. must succeed on a DC 13 Dexterity saving throw or fall prone. This
movement doesn’t provoke opportunity attacks.
STR DEX CON INT WIS CHA BONUS ACTIONS
11 (+0) 17 (+3) 13 (+1) 9 (–1) 15 (+2) 13 (+1)
Nimble Escape. The hinderling takes the Disengage or Hide action.
Skills Perception +4, Sleight of Hand +5, Stealth +7 Run and Hide. When a creature the hinderling can see targets it with
Senses darkvision 60 ft., passive Perception 14 a weapon attack, the hinderling chooses another creature within 5
feet it to become the target of the attack, then it moves up to half
Languages Common, Sylvan
its speed without provoking opportunity attacks.
Challenge 1/4 (50 XP)
Aura of Misfortune. Each creature within 15 feet of the hinderling HINDERLING CURSE
treats any roll of a 20 on an attack roll as a 19 and can’t gain the
benefit of advantage on ability checks, attack rolls, and saving throws. Any hag can curse a creature with a hinderling, and such curses are
Rejuvenation. While the hinderling curse remains on a victim, a slain typically reserved for those who slighted the hag enough to annoy
hinderling returns to life in 1 day, regaining all its hp and becoming her but not enough to drive her to violence. The cursed creature
active again. The hinderling appears within 100 feet of the victim. can bribe the hinderling to leave it alone, though no hinderling
accepts a bribe within the first 24 hours of being set on a victim. A
ACTIONS
remove curse spell cast on the victim prevents the hinderling from
Stolen Belonging. Melee Weapon Attack: +5 to hit, reach 5 ft., one appearing for one day, but only an acceptable bribe or a wish spell
target. Hit: 5 (1d4 + 3) bludgeoning damage. permanently removes the hinderling and its associated curse. While
Hurl Stolen Belonging. Ranged Weapon Attack: +5 to hit, range the curse is active, the hinderling knows the exact location of its
20/60 ft., one target. Hit: 5 (1d4 + 3) bludgeoning damage. victim. The hag placing the curse determines its duration, though a
hinderling curse always ends when the hag who placed it dies.
HIRUDINE STALKER
Medium Monstrosity, Neutral Evil
Armor Class 13
Hit Points 52 (8d8 + 16)
Speed 30 ft., climb 20 ft., swim 30 ft.
Hungry Void Traveler. The howler of the hill doesn’t require air,
drink, or sleep.
Inscrutable. The howler is immune to any effect that would sense
its emotions or read its thoughts, as well as any divination spell that
it refuses. Wisdom (Insight) checks made to ascertain the howler’s
intentions or sincerity have disadvantage.
ACTIONS
Multiattack. The howler of the hill uses Gloaming Howl.
It then makes three Claw or Psychic Bolt attacks.
Claw. Melee Weapon Attack: +11 to hit, reach 5 ft.,
one target. Hit: 15 (2d8 + 6) slashing damage plus 13
(3d8) psychic damage.
Psychic Bolt. Ranged Spell Attack: +9 to hit, range 120
ft., one target. Hit: 26 (5d8 + 4) psychic damage.
HVALFISKR
Huge Giant (Shapechanger), Lawful Neutral
Armor Class 16 (natural armor)
Hit Points 275 (22d12 + 132)
Speed 40 ft., swim 60 ft.
ICE URCHIN
Large Monstrosity, Unaligned
Armor Class 14 (natural armor)
Hit Points 45 (6d10 + 12)
Speed 20 ft.
ICE WILLOW
Large Plant, Neutral
Armor Class 15 (natural armor)
Hit Points 142 (15d10 + 60)
Speed 20 ft.
ICEWORM
Small Monstrosity, Unaligned
Armor Class 13
Hit Points 38 (7d6 + 14)
Speed 20 ft., burrow 30 ft., swim 20 ft.
STR DEX CON INT WIS CHA Multiattack. The incandescent one makes two Slam attacks or three
Astral Bolt attacks.
16 (+3) 18 (+4) 18 (+4) 11 (+0) 17 (+3) 18 (+4)
Slam. Melee Weapon Attack: +8 to hit, reach 5 ft., one target.
Hit: 11 (2d6 + 4) bludgeoning damage plus 18 (4d8) cold damage.
Saving Throws Con +8, Wis +7, Cha +8
Astral Bolt. Ranged Spell Attack: +8 to hit, range 120 ft., one target.
Skills Insight +7, Perception +7
Hit: 18 (4d6 + 4) radiant damage, and the next attack roll made
Damage Resistances cold, radiant; bludgeoning, piercing, and against the target before the end of the incandescent one’s next
slashing from nonmagical attacks turn has advantage.
Damage Immunities poison
BONUS ACTIONS
Condition Immunities charmed, exhaustion, frightened, grappled,
poisoned, prone, restrained Celestial Inspiration. The incandescent one inspires one creature
Senses truesight 120 ft., passive Perception 17 it can see within 60 feet of it. Whenever the target makes an attack
roll or a saving throw before the start of the incandescent one’s
Languages all, telepathy 120 ft.
next turn, the target can roll a d4 and add the number rolled to the
Challenge 9 (2,300 XP) Proficiency Bonus +4 attack roll or saving throw.
Skills Stealth +6
Damage Vulnerabilities cold
Damage Resistances thunder
Damage Immunities acid, lightning
Condition Immunities blinded, charmed, deafened, exhaustion,
frightened, prone
Senses blindsight 60 ft. (blind beyond this radius),
passive Perception 7
Languages —
Challenge 5 (1,800 XP) Proficiency Bonus +3
ELEMENTAL VERSATILITY
The mystical paths followed by the jinnborn tie them to one of the
four elements: air, earth, fire, or water. To make a jinnborn pirate,
use the statistics presented here, except as described below.
Damage Resistances. The jinnborn has resistance to acid
(earth jinnborn), cold (water jinnborn), fire (fire jinnborn), or
lightning (air jinnborn) damage.
Elemental Weapons. The jinnborn’s weapon attacks are
imbued with its elemental power. When the jinnborn hits with
any weapon, the weapon deals an extra 1d6 acid (earth jinnborn),
cold (water jinnborn), fire (fire jinnborn), or lightning (air
jinnborn) damage.
Languages. The jinnborn knows Common and Aquan (water
jinnborn), Auran (air jinnborn), Ignan (fire jinnborn), or Terran
(earth jinnborn).
JUNIPER SHERIFF Hop Away. The juniper sheriff takes the Dash or Disengage action.
SHERIFF BERRY
When a creature truthfully answers the juniper sheriff’s three
questions, it plucks one juniper berry from the branch pinned
to its breast, imbuing the berry with a portion of its power. No
matter how many a sheriff gives away, it always has more.
If a creature given a sheriff’s juniper berry presents the berry to
a fey, that fey must accept it and be bound by the authority it
represents. The creature that presents the berry is safe from the
recipient’s attentions for three days. During that time, the fey must
not attack, deceive, or hinder the creature in any way. At the GM’s
discretion, presenting a sheriff’s berry to a particularly powerful
fey, such as a fey lady or lord, has no effect.
KHAMASEEN
Tiny Elemental, Neutral
Armor Class 13 (natural armor)
Hit Points 27 (6d4 + 12)
Speed 0 ft., fly 30 ft.
DRAKE RIDER
Small Humanoid (Kobold), Lawful Neutral
Armor Class 15 (studded leather)
Hit Points 71 (13d6 + 26)
Speed 30 ft.
Drake Mount. The drake rider has formed a bond with a Medium
or larger drake mount (found in this or other books or use the
statistics of a giant lizard). Regardless of the drake’s intelligence,
it acts as a controlled mount while carrying a drake rider, obeying
the rider’s spoken commands. Mounting and dismounting the
drake costs the drake rider only 5 feet of movement.
Mounted Warrior. While the drake rider is mounted, its mount Barrel Roll. The mount flies up and over one creature in the line,
can’t be charmed or frightened. ending its movement at least 10 feet past the target. As the drake
Sunlight Sensitivity. While in sunlight, the drake rider has rider hangs upside down at the top of the loop, it makes one Spear
disadvantage on attack rolls, as well as on Wisdom (Perception) attack against the target with advantage. On a hit, the rider rolls
checks that rely on sight. damage dice three times. The mount must have a flying speed to
Sure Seat. While mounted and not incapacitated, the drake rider use this maneuver.
can’t be knocked prone, dismounted, or moved against its will. Corkscrew Roll. The mount swims in a corkscrew around the
creatures in the line. Each creature in the line must succeed on a DC
ACTIONS
13 Dexterity saving throw or be incapacitated with dizziness until
Multiattack. The drake rider makes three Spear attacks. If the rider the end of its next turn. The mount must have a swimming speed to
is mounted, its mount can then make one Bite, Claw, Slam, or Tail use this maneuver.
attack. Weaving Rush. The mount weaves back and forth along the line.
Spear. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or Each creature in the line must succeed on a DC 13 Strength saving
range 20/60 ft., one target. Hit: 6 (1d6 + 3) piercing damage, or throw or take 10 (3d6) bludgeoning damage and be knocked prone.
7 (1d8 + 3) piercing damage if used with two hands to make a
REACTIONS
melee attack.
Trained Tactics (Recharge 4–6). The drake rider commands its Failsafe Equipment. The drake rider wears wing-like arm and feet
mount to move up to 30 feet in a straight line, moving through flaps folded on its back. If its mount dies or it is dismounted, the
the space of any Large or smaller creature and performing one of rider descends 60 feet per round and takes no damage from falling,
the following tactical maneuvers. This movement doesn’t provoke if its mount was flying, or it gains a swimming speed of 30 feet for 1
opportunity attacks. minute, if its mount was swimming.
Kobold are known for fearlessly throwing themselves into battle Claw. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 7
against any foe large or small; however, few know the underlying (1d6 + 4) slashing plus 13 (3d8) acid, cold, fire, lightning, or poison
damage (the kobold’s choice).
source of their reckless approach to combat and life in general.
The truth lies in kobold’s desire to impress an empyrean kobold. Invoke the Dragon Gods (Recharge 5–6). The empyrean
kobold channels the might of the dragon gods and exhales
Servants of the Dragon Gods. Empyrean kobolds often elemental energy in a 60-foot cone. Each creature in the area must
work with, or operate on behalf of, zirnitran angels (see page make a DC 16 Dexterity saving throw, taking 49 (14d6) acid, cold,
30), though they operate independently until actively called fire, lightning, or poison damage (the kobold’s choice) on a failed
upon by the angels. Similar to the zirnitran angel’s observation save, or half as much damage on a successful one.
of dragons, empyrean kobolds secretly watch the activities of
Divine Command. The empyrean kobold chooses a creature it can
kobolds, rarely choosing to reveal themselves. When an observed see within its Aura of Draconic Virtue and directs a kobold within
kobold dies while performing any action that embodies a true the aura to attack the target. The kobold can make one weapon
dragon spirit, an empyrean kobold carries out its sacred charge attack against the target as a reaction.
and reincarnates the heroic kobold as a dragon. The dragon type
Invisibility. The empyrean kobold magically turns invisible until it
always matches the spirit the kobold lived and died to embody.
attacks or until its concentration ends (as if concentrating on a
spell). Any equipment the empyrean kobold wears or carries is
EMPYREAN KOBOLD invisible with it.
Small Celestial, Neutral REACTIONS
Armor Class 18 (natural armor) Draconic Ascension. When a kobold it can see is reduced to 0 hp,
Hit Points 150 (20d6 + 80) the empyrean kobold can reincarnate the kobold as a wyrmling
Speed 30 ft., fly 90 ft. dragon of a type befitting that kobold and its
virtues. The empyrean kobold can provide
STR DEX CON INT WIS CHA ascension to up to two kobolds
each hour with this reaction.
19 (+4) 18 (+4) 18 (+4) 17 (+3) 20 (+5) 18 (+4)
Elusive Hunter. The ghost hunter takes the Dodge or Hide action. Slam. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 12
(2d6 + 5) bludgeoning damage plus 9 (2d8) cold damage or poison
REACTIONS damage (the hunter’s choice), and the target is grappled (escape
Flame Burst. When a hostile creature enters a space within 5 feet DC 17). The hunter can grapple only one target at a time.
of the ghost hunter, the hunter can release a burst of fire from its Harpoon. Melee or Ranged Weapon Attack: +9 to hit, reach 5 ft. or
clockwork hand. The creature must succeed on a DC 17 Dexterity range 20/60 ft., one target. Hit: 12 (2d6 + 5) piercing damage plus 9
saving throw or take 7 (2d6) fire damage and have disadvantage (2d8) cold damage or poison damage (the hunter’s choice), and the
on the next attack roll it makes against the ghost hunter before the harpoon sticks in the target. While the harpoon is stuck, the target
end of the ghost hunter’s next turn. takes 7 (2d6) piercing damage at the start of each of its turns, the
hunter can’t make Harpoon attacks against other targets, and the
LEVIATHAN HUNTER
Medium Humanoid (Kobold), Chaotic Neutral
Armor Class 17 (Hardy Defense)
Hit Points 190 (20d8 + 100)
Speed 30 ft., swim 30 ft.
STR DEX CON INT WIS CHA Parry. The planes hunter adds 4
18 (+4) 17 (+3) 15 (+2) 14 (+2) 14 (+2) 18 (+4) to its AC against one melee
attack that would hit it.
To do so, the hunter
Skills Acrobatics +7, Arcana +6, Athletics +8, Insight +6, Perception must see the attacker
+6, Survival +6 and be wielding a
Condition Immunities charmed, restrained melee weapon.
Senses darkvision 60 ft., passive Perception 16
Languages Common, Draconic, plus any two languages
Challenge 10 (5,900 XP) Proficiency Bonus +4
Tainted Waters. The blighted seed produces a foul-smelling, Enter Reflection. The lakescourge lotus touches a body of water
large enough to hold it and becomes a reflection on the surface
dark blue ichor that the lotus can inject into its prey, poisoning
of the water. While in this form, the lotus has immunity to
it. Worse, this ichor slowly poisons the waters inhabited by the
bludgeoning, piercing, and slashing damage from nonmagical
lotus, killing wildlife and sickening those that drink from it.
attacks and resistance to bludgeoning, piercing, and slashing
damage from magical attacks. While a reflection, its speed is
LAKESCOURGE LOTUS reduced to 5 feet, it can’t make Tainted Claw attacks, and it can
revert to its true form as a bonus action. If the lakescourge lotus
Medium Undead, Chaotic Evil
takes damage that isn’t bludgeoning, piercing, or slashing while it is
Armor Class 15 (natural armor) a reflection, it is forced back into its true form.
Hit Points 90 (12d8 + 36)
Speed 30 ft., swim 30 ft.
LEY WANDERER
Huge Aberration, Neutral
Armor Class 15 (natural armor)
Hit Points 136 (16d12 + 32)
successful one. In
Speed 10 ft., fly 40 ft. (hover)
addition, each spell of
3rd level or lower in the
STR DEX CON INT WIS CHA area immediately ends,
14 (+2) 9 (–1) 14 (+2) 19 (+4) 11 (+0) 10 (+0) and the ley wanderer gains
5 temporary hp for each
Saving Throws Str +5, Dex +2, Int +7 spell ended in this way.
Skills Arcana +7, Perception +3 Teleport (3/Day). The ley
Damage Resistances bludgeoning, piercing, and slashing from wanderer magically teleports
nonmagical attacks itself and up to six willing creatures holding hands with the ley
wanderer, along with any equipment they are wearing or carrying,
Damage Immunities psychic
to a location the ley wanderer is familiar with, up to 100 miles away.
Senses darkvision 60 ft., passive Perception 13 If the destination is a location rich in magical energy, such as a ley
Languages all, telepathy 120 ft. line, the ley wanderer can teleport up to 300 miles away.
Challenge 7 (2,900 XP) Proficiency Bonus +3
BONUS ACTIONS
Drain Magic Item. The ley wanderer drains the magic from an item
Sense Magic. The ley wanderer senses magic within 120 feet of it at
it is holding. A magic item with charges loses 1d6 charges, an item
will. This trait otherwise works like the detect magic spell but isn’t
with limited uses per day loses one daily use, and a single-use item,
itself magical.
such as a potion or spell scroll is destroyed. All other magic items
ACTIONS have their effects suppressed for 1 minute. The ley wanderer gains
Multiattack. The ley wanderer makes three Slam or Psychic Lash 5 temporary hp each time it drains a magic item. A drained item
attacks. regains its magic after 24 hours.
Slam. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 REACTIONS
(1d8 + 2) bludgeoning damage plus 9 (2d8) psychic damage. Absorb Spell. When a creature the ley wanderer can see within
Psychic Lash. Ranged Spell Attack: +7 to hit, reach 5 ft. or range 120 30 feet of it casts a spell, the ley wanderer can absorb the spell’s
ft., one target. Hit: 17 (3d8 + 4) psychic damage. energy, countering it. This works like the counterspell spell, except
Dispelling Burst (Recharge 5–6). The ley wanderer emits a psychic the ley wanderer must always make a spellcasting ability check,
burst that disrupts magic within 30 feet of it. Each creature in the no matter the spell’s level. Its ability check for this is +7. If it
area must make a DC 15 Intelligence saving throw, taking 27 (6d8) successfully counters the spell, the ley wanderer gains 5 temporary
psychic damage on a failed save, or half as much damage on a hp for each level of the spell.
LIFE BROKER
Medium Fey, Lawful Neutral
Armor Class 16 (breastplate)
Hit Points 190 (20d8 + 100)
Speed 30 ft.
LIVING SOOT
Large Elemental, Neutral
Armor Class 15
Hit Points 142 (15d10 + 60)
Speed 0 ft., fly 50 ft. (hover) damage and be unable to breathe until it starts its turn outside the
soot’s space.
STR DEX CON INT WIS CHA Elemental Nature. The living soot doesn’t require air, food, drink,
15 (+2) 20 (+5) 19 (+4) 6 (–2) 10 (+0) 8 (–1) or sleep.
False Appearance. While the living soot remains motionless, it is
Damage Resistances bludgeoning, piercing, and slashing from indistinguishable from a tangled mass of blackened, dusty webbing.
nonmagical attacks ACTIONS
Damage Immunities fire, poison
Multiattack. The elemental makes two Slam attacks, or it makes one
Condition Immunities exhaustion, grappled, paralyzed, petrified, Slam attack and one Constrict attack.
poisoned, prone, restrained, unconscious
Slam. Melee Weapon Attack: +8 to hit, reach 5 ft., one target.
Senses darkvision 60 ft., passive Perception 10
Hit: 14 (2d8 + 5) bludgeoning damage plus 7 (2d6) poison damage.
Languages Auran, Ignan, Terran
Constrict. Melee Weapon Attack: +8 to hit, reach 5 ft., one target.
Challenge 7 (2,900 XP) Proficiency Bonus +3 Hit: 14 (2d8 + 5) bludgeoning damage, and the target is grappled
(escape DC 15). Until this grapple ends, the target is restrained, and
Brittle. If the living soot takes cold damage, it partially freezes; its the living soot can’t Constrict another target.
speed is reduced by 10 feet and its AC is reduced by 2 until the end Engulfing Sootstorm (Recharge 4–6). The living soot spins
of its next turn. violently in place, spreading out tendrils of thick, poisonous ash.
Choking Air Form. The living soot can enter a hostile creature's Each creature within 20 feet of it must make a DC 15 Dexterity
space and stop there, and it can move through a space as narrow as saving throw. On a failure, a creature takes 21 (6d6) poison damage
1 inch wide without squeezing. In addition, when a creature starts its and its speed is halved. On a success, a creature takes half the
turn in the same space as the living soot, the creature must succeed damage and its speed isn’t reduced. The speed reduction lasts until
on a DC 15 Constitution saving throw or take 7 (2d6) poison a creature spends an action cleaning off the ash.
LOBE LEMUR
Small Monstrosity, Neutral
Armor Class 14
Hit Points 93 (17d6 + 34)
Speed 40 ft., swim 30 ft., climb 40 ft.
WERECROCODILE
Medium Humanoid (Human, Shapechanger),
Neutral Evil
Armor Class 11 in humanoid form, 12 (natural armor) in crocodile or
hybrid form
Hit Points 58 (9d8 + 18) Bite (Crocodile or Hybrid Form Only). Melee Weapon Attack: +4 to
Speed 30 ft. (20 ft., swim 30 ft. in crocodile or hybrid form) hit, reach 5 ft., one target. Hit: 7 (1d10 + 2) piercing damage, and
the target is grappled (escape DC 12). Until this grapple ends, the
target is restrained, and the werecrocodile can’t bite another target.
STR DEX CON INT WIS CHA
If the target is a Humanoid, it must succeed on a DC 12 Constitution
15 (+2) 13 (+1) 14 (+2) 10 (+0) 11 (+0) 14 (+2)
saving throw or be cursed with werecrocodile lycanthropy.
Tail Swipe (Crocodile or Hybrid Form Only). Melee Weapon Attack:
Skills Deception +4, Intimidation +4, Perception +2 +4 to hit, reach 5 ft., one target not grappled by the werecrocodile.
Damage Immunities bludgeoning, piercing, and slashing from Hit: 7 (2d4 + 2) bludgeoning damage, and the target must succeed
nonmagical attacks not made with silvered weapons on a DC 12 Strength saving throw or be knocked prone.
Senses passive Perception 12 Khopesh (Humanoid Form Only). Melee Weapon Attack: +4 to hit,
Languages Common (can’t speak in crocodile form) reach 5 ft., one target. Hit: 6 (1d8 + 2) slashing damage, or 7 (1d10
Challenge 3 (700 XP) Proficiency Bonus +2 + 2) slashing damage if used with two hands.
BONUS ACTIONS
Hold Breath (Crocodile or Hybrid Form Only). The werecrocodile
Change Shape. The werecrocodile transforms into a Large crocodile
can hold its breath for 15 minutes.
or into a crocodile‑humanoid hybrid, or back into its true form,
ACTIONS which is Humanoid. Its statistics, other than its size, are the
same in each form. Any equipment it is wearing or carrying isn't
Multiattack (Humanoid or Hybrid Form Only). The werecrocodile
transformed. It reverts to its true form if it dies.
makes two Tail Swipe or Khopesh attacks, or it makes one Bite
attack and one Tail Swipe attack.
WEREOTTER
Medium Humanoid (Human, Shapechanger), Chaotic Good
Armor Class 13
Hit Points 44 (8d8 +8)
Speed 30 ft., (swim 40 ft. in otter or hybrid form)
Hold Breath. The wereotter can hold its breath for 10 minutes.
Keen Hearing and Smell. The wereotter has advantage on Wisdom
(Perception) checks that rely on hearing or smell.
ACTIONS
Multiattack. The wereotter makes three Javelin attacks,
or it makes one Bite attack and two Javelin attacks. It can
replace one Javelin attack with a Net attack.
Bite (Otter or Hybrid Form Only). Melee Weapon Attack: +5 to
hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) piercing damage. If the
target is a Humanoid, it must succeed on a DC 11 Constitution
saving throw or be cursed with wereotter lycanthropy.
STR DEX CON INT WIS CHA Adamantine Claw. Melee Weapon Attack: +12 to hit, reach 10 ft.,
one target. Hit: 29 (5d8 + 7) slashing damage. This attack deals
24 (+7) 10 (+0) 20 (+5) 3 (–4) 12 (+1) 13 (+1)
double damage to objects and structures.
Metal Volley (Recharge 5–6). The malmbjorn shakes itself,
Saving Throws Con +10, Wis +6 launching shards of metal from its hide. Each creature within 20
Skills Perception +6 feet of the malmbjorn must make a DC 18 Dexterity saving throw,
Damage Vulnerabilities acid taking 45 (13d6) slashing damage on a failed save, or half as much
Damage Resistances bludgeoning, piercing, and slashing from damage on a successful one.
nonmagical attacks BONUS ACTIONS
Damage Immunities cold
Metal Eater. The malmbjorn swallows one Medium or smaller
Senses darkvision 120 ft., passive Perception 16 ferrous metal object within 5 feet of it. If the object is being held or
Languages — worn by a creature, that creature must succeed on a DC 18 Strength
Challenge 15 (13,000 XP) Proficiency Bonus +5 saving throw or the malmbjorn swallows the object. If the creature
holding or wearing the object is also grappled by the malmbjorn,
Keen Smell. The malmbjorn has advantage on Wisdom (Perception) it has disadvantage on this saving throw. Nonmagical objects are
checks that rely on smell. digested and destroyed at the start of the malmbjorn’s next turn.
Magic objects remain intact in the malmbjorn’s stomach for 8 hours
Metal Sense. The malmbjorn can pinpoint, by scent, the location of
then are destroyed. Artifacts are never destroyed in this way.
any Small or larger ferrous metal, such as an iron deposit or steel
armor, within 100 feet of it. It can sense the general direction of REACTIONS
such metal within 1 mile. Ironhide. When the malmbjorn is hit by a weapon made of metal,
Tunneler. The malmbjorn can burrow through solid rock at half its fur-like spikes of metal grow out of the malmbjorn’s hide until the
burrow speed and leaves a 15-foot-diameter tunnel in its wake. end of its next turn. While the spikes remain, the malmbjorn’s AC
increases 2, and any critical hit against it becomes a normal hit.
MEERKAT
Tiny Beast, Unaligned
Armor Class 11
Hit Points 2 (1d4)
Speed 20 ft., burrow 10 ft.
STR DEX CON INT WIS CHA
STR DEX CON INT WIS CHA 9 (–1) 14 (+2) 10 (+0) 2 (–4) 10 (+0) 4 (–2)
4 (–3) 12 (+1) 10 (+0) 2 (–4) 10 (+0) 4 (–2)
Damage Resistances bludgeoning, piercing, poison, slashing
Damage Resistances poison Condition Immunities charmed, frightened, grappled, paralyzed,
Senses passive Perception 10 petrified, prone, restrained, stunned
Languages — Senses passive Perception 10
Challenge 0 (10 XP) Proficiency Bonus +2 Languages —
Challenge 1/2 (100 XP) Proficiency Bonus +2
Keen Sight. The meerkat has advantage on Wisdom (Perception)
checks that rely on sight. Corral. A creature in the swarm’s space must succeed on a DC 12
Snake Hunter. The meerkat has advantage on saving throws against Dexterity saving throw to leave the swarm’s space. The creature has
being poisoned. advantage on its saving throw if the swarm has half of its hp or fewer.
ACTIONS Keen Sight. The swarm has advantage on Wisdom (Perception)
checks that rely on sight.
Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one creature. Hit: 1
Snake Hunter. The swarm of meerkats has advantage on saving
piercing damage.
throws against being poisoned.
Swarm. The swarm can occupy another creature's space and vice
SWARM OF MEERKATS versa, and the swarm can move through any opening large enough
Medium Swarm of Tiny Beasts, Unaligned for a Tiny meerkat. The swarm can't regain hp or gain temporary hp.
Armor Class 12 ACTIONS
Hit Points 22 (5d8)
Bite. Melee Weapon Attack: +4 to hit, reach 0 ft., one creature in the
Speed 20 ft., burrow 10 ft. swarm's space. Hit: 10 (4d4) piercing damage, or 5 (2d4) piercing
damage if the swarm has half of its hp or fewer.
MEGANTEREON
Medium Beast, Unaligned
Armor Class 13
Hit Points 52 (8d8 + 16)
Speed 40 ft., climb 20 ft.
Megantereons are more commonly called daggertooth cats in the Wastes. A slain megantereon was recently found in the Goblin Wastes,
Midlands and lokotunjal in the Southlands. Most roam the grasslands but the tentacle-like growths extending from its shoulders suggest it
of the Abandoned Lands, where they share their hunting grounds may have been a warped by chaos magic or tainted by the Void. A
with saber-toothed tigers and other dinosaur predators. Some noted naturalist in Bemmea has offered a substantial reward for the
daggertooth cats can be found on the Rothenian Plains and the Red recovery of a live daggertooth from the Wastes.
MINDSHARD
Small Aberration, Neutral Evil
Armor Class 16 (natural armor)
Hit Points 81 (18d6 + 18) Refracted Light Beam. Melee or Ranged Spell Attack: +6 to hit,
Speed 0 ft., fly 40 ft. (hover) reach 5 ft. or range 60 ft., one target. Hit: 10 (2d6 + 3) radiant
damage.
STR DEX CON INT WIS CHA Light Construction (Recharge 5–6). The mindshard bends light
1 (–5) 16 (+3) 12 (+1) 11 (+0) 15 (+2) 19 (+4) toward a point it can see within 60 feet of it, creating a colorful
pattern on that point. Each creature within 20 feet of that point
must make a DC 14 Wisdom saving throw. On a failure, a creature
Saving Throws Con +3, Int +2 takes 14 (4d6) psychic damage and is charmed and incapacitated
Damage Immunities poison for 1 minute. On a success, a creature takes half the damage and
Condition Immunities charmed, frightened, poisoned, prone isn’t charmed or incapacitated. A charmed and incapacitated
Senses blindsight 60 ft. (blind beyond this radius), passive creature can repeat the saving throw at the end of each of its turns,
Perception 12 ending the effect on itself on a success.
Languages Deep Speech, telepathy 60 ft. Refract Mind (1/Day). The mindshard pulls a Humanoid with 0 hp
Challenge 4 (1,100 XP) Proficiency Bonus +2 into its body, refracting the creature into fragments of itself. The
Humanoid dies and 2d4 cultists appear in unoccupied spaces within
15 feet of the mindshard. The cultists, which share the Humanoid’s
Mindleech Aura. When a charmed creature enters a space within 15
appearance and memories, act as allies of the mindshard and obey
feet of the mindshard on a turn or starts its turn within 15 feet of the
its telepathic commands. A Humanoid must have an Intelligence
mindshard, that creature takes 7 (2d6) psychic damage.
score of 5 or higher to be refracted in this manner.
Translucent. The mindshard is invisible to creatures more than 60
feet away from it. REACTIONS
Enthralling Defense. When a creature the mindshard can see
ACTIONS
within 30 feet of it hits it with an attack, that creature must succeed
Multiattack. The mindshard makes two Refracted Light Beam attacks. on a DC 14 Charisma saving throw or be charmed until the end of
its next turn.
RAVENING MINOTAUR
Large Monstrosity, Chaotic Evil
Armor Class 14 (natural armor)
Hit Points 85 (10d10 + 30)
Speed 40 ft.
Skills Perception +7
Senses darkvision 60 ft., passive Perception 17
Languages Giant, Minotaur
Challenge 3 (700 XP) Proficiency Bonus +2
Skills Perception +3
Damage Resistances cold, fire
Condition Immunities blinded, deafened,
exhaustion, prone
MOON WEAVER Lubricious Plumage. The moon weaver’s skin exudes an oil that
permeates its plumage. The moon weaver can’t be restrained by
Small Beast, Neutral magical or nonmagical webbing, and it ignores all movement
Armor Class 13 restrictions caused by webbing.
Hit Points 36 (8d6 + 8)
ACTIONS
Speed 20 ft., climb 20 ft., fly 40 ft.
Beak. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.
Hit: 5 (1d4 + 3) piercing damage.
STR DEX CON INT WIS CHA
11 (+0) 16 (+3) 13 (+1) 10 (+0) 13 (+1) 14 (+2) BONUS ACTIONS
Emboldening Song (2/Day). The moon weaver delivers a burst of
Saving Throws Dex +5, Wis +3 beautiful song that motivates and emboldens one friendly creature
Skills Perception +3, Stealth +5 the moon weaver can see within 60 feet of it. If the target can hear
the song, it gains one Embolden die, a d6. Once within the next 10
Senses darkvision 60 ft., passive Perception 13
minutes, the target can roll the die and add the number rolled to
Languages Moonsong one ability check, attack roll, or saving throw it makes.
Challenge 1/2 (100 XP) Proficiency Bonus +2
MOONWEB
Medium Aberration, Unaligned
Armor Class 16 (natural armor)
Hit Points 97 (13d8 + 39)
Speed 0 ft., fly 30 ft. (hover)
MORTIFERA
Large Aberration, Chaotic Neutral
Armor Class 16 (natural armor)
Hit Points 135 (18d10 + 36)
Speed 30 ft., swim 30 ft.
PEAT MUMMY
Medium Undead, Neutral Evil
Armor Class 12 (natural armor)
Hit Points 93 (11d8 + 44)
Speed 30 ft.
Bog Melt. A creature afflicted with the peat mummy’s bog melt
curse can’t regain hp, and its hp maximum is reduced by 7 (2d6) for
every 24 hours that elapse. In addition, when the cursed creature
starts its turn within 30 feet of a creature it can see, it has a 50
percent chance of going into a rage until the end of its turn.
While in a rage, the cursed creature must attack the nearest
creature. If no creature is near enough to move to and
attack, the cursed creature stalks off in a random direction,
seeking a target for its rage. The curse lasts until it is
lifted by a remove curse spell or similar magic. If the curse
reduces the creature’s hp maximum to 0, the creature dies, and
its body dissolves into a viscous puddle of goo.
Carnivorous creatures with an Intelligence of 3 or lower that can
see or smell the goo must succeed on a DC 15 Wisdom saving
throw or drink the goo. After 1 minute, the creature’s Bite, Claw, or
MUSK DEER
Tiny Beast, Unaligned
Armor Class 13
Hit Points 17 (5d4 + 5)
Speed 30 ft.
NARIPHON
Huge Plant, Neutral
Armor Class 10 (natural armor)
Hit Points 195 (17d12 + 85)
Speed 15 ft.
NAUTILOID
Gargantuan Elemental, Neutral Good
Armor Class 18 (natural armor)
Hit Points 216 (16d20 + 48)
Speed 0 ft., swim 90 ft.
BONECAGE CONSTRICTOR
This enormous, skeletal snake is crafted from innumerable
humanoid skeletons, ribcage after ribcage linked together. Some
figures struggle within the body of this monstrous creature,
clasping at the bony cage.
Necromantic Amalgams. Rather than an army of
skeletons, a powerful necromancer can instead assemble
the bones of dozens of humanoids into something far more
terrifying. Because of their mismatched parts, no two
constrictors are exactly the same; however, they all resemble
enormous serpents or centipedes: long stretches of rib
cage supported by grasping hands or feet. Often, the head
is made of several skulls, with the glittering lights of
reanimation sparkling from dozens of eye sockets.
Traveling Prisons. The necromantic energy that
suffuses a bonecage constrictor drains the life from
any creatures trapped within it, but doesn’t kill them.
Instead, it keeps the constrictor’s victims on the
brink of death, where they can be transported while
docide and unlikely to fight back. While some ghouls
and evil high priests use these constructs to bring
back fresh corpses, more inspired necromancers have
used them to carry hostages onto battlefields, bring
back live prisoners for questioning, or even to carry
reinforcements.
BONECAGE CONSTRICTOR
Huge (undead), Neutral Evil ACTIONS
Armor Class 16 (natural armor) Multiattack. The bonecage constrictor makes two Bite attacks and
Hit Points 175 (14d12 + 84) one Encage attack.
Speed 50 ft. Bite. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 13
(2d8 + 4) piercing damage plus 7 (2d6) necrotic damage.
STR DEX CON INT WIS CHA Encage. Melee Weapon Attack: +8 to hit, reach 5 ft., one target.
19 (+4) 16 (+3) 22 (+6) 6 (–2) 8 (–1) 5 (–3) Hit: 11 (2d6 + 4) piercing damage. If the target is a Medium or
smaller creature, it must succeed on a DC 16 Dexterity saving throw
REAVER
Wooden scaffolding holds a patchwork undead together,
its top half that of a frost giant and its lower half that of a
stone giant. Long, bladed chains hang from its arms and torso.
Necrotech reavers are made from the parts of multiple
giants. The gaps between the disparate bodies
are bridged with enchanted timber and iron
reinforcements, then bladed chains are attached
to the creature’s arms and torso. While acquiring
the titanic corpses necessary to make a reaver is
difficult, the process of stitching them together
is relatively simple. Aggressive use of mundane
components in the scaffolding and reinforcement
allows even neophyte necromancers to participate in their
Damage Immunities poison
construction and maintenance, while the relative disposability
of parts means that a necrotech can be repaired and re-animated Condition Immunities poisoned
as long as dead giants are available as raw material. Senses darkvision 60 ft., passive Perception 9
Languages understands Common and Darakhul but can’t speak
Necromantic Vanguard. A necrotech reaver is a specialist
necrotech construct deployed in the vanguard of undead armies. Challenge 6 (2,300 XP) Proficiency Bonus +3
Their patchwork construction means that they require regular
maintenance or risk falling apart in the heat of battle. Their Siege Monster. The necrotech reaver deals double damage to
chains can pull down city walls, rip through buildings, and shred objects and structures.
entire formations of soldiers, while their sheer bulk allows them Undead Nature. The necrotech reaver doesn’t require air, food,
to shrug off blows. drink, or sleep.
Unstable Footing. The necrotech reaver has disadvantage on saving
NECROTECH REAVER throws against being knocked prone.
THUNDERER
The undead elephant has had the top of its
skull and spine carved out, replaced with
an enormous ballista of polished brass.
Swirling purple energy condenses atop the ballista,
forming the core of a terrible magical projectile.
Necrotech thunderers are dedicated
undead siege weapons. Their bodies
are built from elephants, triceratops,
or similarly massive quadrupeds,
while their skulls and spines are
carved open to make room for
ballistae carved from slain treants.
A thunderer’s body is then hardened
against necrotic energy, allowing it to
channel explosive bolts of necromantic magic
through the siege weapon built into its spine.
Dedicated Artillery. Thunderers are expensive and poor
at defending themselves in melee. As a result, they are deployed
with sizable bodyguards capable of holding back the enemy.
Thunderers are often priority targets for elite teams working
against undead armies, because their necromantic ballistae
can quickly reduce formations of lesser troops to rotting flesh
or rip jagged holes in fortifications.
NECROTECH THUNDERER
Huge Undead, Neutral Evil
Armor Class 14 (natural armor)
Hit Points 126 (11d12 + 55)
Speed 20 ft.
OAKEN SENTINEL
Huge Plant, Unaligned
Armor Class 16 (natural armor)
to the oaken sentinel, which can extend a replacement branch on its
Hit Points 189 (18d12 + 72) next turn. A Grasping Branch can also be broken if a creature takes
Speed 10 ft. an action and succeeds on a DC 16 Strength check against it.
ACTIONS
STR DEX CON INT WIS CHA
22 (+6) 6 (–2) 19 (+4) 5 (–3) 8 (–1) 3 (–4) Multiattack. The oaken sentinel makes three Grasping Branch or
Rock attacks. It can replace one attack with a use of Fling.
Damage Vulnerabilities lightning Grasping Branch. Melee Weapon Attack: +10 to hit, reach 50 ft.,
one target. Hit: 19 (3d8 + 6) bludgeoning damage, and the target
Damage Resistances bludgeoning, piercing
is grappled (escape DC 16). Until the grapple ends, the target is
Condition Immunities blinded, deafened, frightened, prone restrained and takes 4 (1d8) bludgeoning damage at the start of
Senses blindsight 120 ft. (blind beyond this radius), passive each of its turns, and the sentinel can't use the same Grasping
Perception 9 Branch on another target.
Languages Sylvan Rock. Ranged Weapon Attack: +10 to hit, range 60/240 ft., one
Challenge 10 (5,900 XP) Proficiency Bonus +4 target. Hit: 22 (3d10 + 6) bludgeoning damage.
Fling. One Medium or smaller creature grappled by the oaken
False Appearance. While the oaken sentinel remains motionless, it sentinel is thrown up to 60 feet in a random direction and knocked
is indistinguishable from an ordinary oak tree. prone. If a thrown target strikes a solid surface, the target takes 3
Grasping Branches. The oaken sentinel can have up to six Grasping (1d6) bludgeoning damage for every 10 feet it was thrown. If the
Branches at a time. Each Grasping Branch can be attacked (AC 16; target is thrown at another creature, that creature must succeed on
25 hp; vulnerability to lightning damage; immunity to poison and a DC 16 Dexterity saving throw or take the same damage and be
psychic damage). Destroying a Grasping Branch deals no damage knocked prone.
Skills Perception +4
Damage Vulnerabilities bludgeoning, cold
Damage Resistances piercing and slashing from nonmagical
attacks
Damage Immunities fire, poison
Condition Immunities exhaustion, paralyzed, petrified, poisoned,
prone, unconscious
Senses tremorsense 60 ft., passive Perception 14
Languages Ignan, Terran
Challenge 5 (1,800 XP) Proficiency Bonus +3
OFFAL WALKER
Medium Undead, Neutral Evil
Armor Class 12 (natural armor)
Hit Points 37 (5d8 + 15)
poison damage). Destroying a lasso deals no damage to the offal
Speed 25 ft. walker, which can extrude a replacement gut lasso on its next turn.
A gut lasso can also be broken if a creature takes an action and
STR DEX CON INT WIS CHA succeeds on a DC 13 Strength check against it.
13 (+1) 11 (+0) 16 (+3) 5 (–3) 6 (–2) 7 (–2) Undead Nature. The offal walker doesn’t require air, food, drink, or
sleep.
Saving Throws Wis +0
ACTIONS
Skills Perception +0
Multiattack. The offal walker makes one Lasso attack for each gut
Damage Immunities poison
lasso it has then uses Reel.
Condition Immunities poisoned
Lasso. Melee Weapon Attack: +3 to hit, reach 30 ft., one target. Hit: 3
Senses blindsight 60 ft. (blind beyond this radius), passive (1d4 + 1) bludgeoning damage, and the target is grappled (escape
Perception 10 DC 13). Until this grapple ends, the target is restrained and the offal
Languages understands the languages of its creator but can’t speak walker can’t use the same gut lasso on another target.
Challenge 1 (200 XP) Proficiency Bonus +2 Slam. Melee Weapon Attack: +3 reach 5 ft., one target. Hit: 8 (2d6 +
1) bludgeoning damage.
Gut Lassos. The offal walker can have up to three gut lassos at a Reel. The offal walker pulls one creature grappled by it up to 25 feet
time. Each gut lasso can be attacked (AC 13; 5 hp; immunity to straight toward it.
ALLEYBASHER OGRE
Large Giant, Chaotic Evil
Armor Class 13 (studded leather)
Hit Points 85 (10d10 + 30)
Speed 40 ft.
Cunning artisan ogres exhibit a keen intellect and magical Battleaxe. Melee Weapon Attack: +7 to hit, reach 5 ft., one target.
Hit: 13 (2d8 + 4) slashing damage, or 15 (2d10 + 4) slashing
aptitude. They create magic items, weaving subtle curses into
damage if used with two hands, plus 4 (1d8) force damage.
their creations. They can sense the auras of enchanted items and
can warp those auras to cause malfunctions and misfires. Arcane Bolt. Ranged Spell Attack: +6 to hit, range 60 ft., one target.
Hit: 12 (2d8 + 3) force damage.
Magic For a Price. The cunning artisan creates magic items
Curse Item (Recharge 5–6). The cunning artisan curses one
for its own personal use as well as trade. Due to its selfish and
magic item it can see within 60 feet of it. If the item is being worn
suspicious nature, these items are often cursed from the start.
or carried by a creature, that creature must succeed on a DC 15
Likewise, any item the ogre trades or gives to another likely has Charisma saving throw to avoid the curse. For 1 minute, the cursed
a dormant curse or a command word it can use to deactivate the item suffers one of the
item, in case relations sour. curses described in the
Artisan Curses sidebar,
CUNNING ARTISAN OGRE as appropriate for its
item type.
Large Giant, Neutral Evil
Armor Class 14 (breastplate)
Hit Points 119 (14d10 + 42)
Speed 30 ft.
ARTISAN CURSES
The cunning artisan can curse any item it creates, placing a dormant
curse, a deactivation command word, or an active curse. Choose a curse
that best fits the item and the story you want to tell, or use the curses
listed here based on the item’s type.
KADAG OGRE
Large Giant, Neutral Evil
Armor Class 14 (natural armor)
Hit Points 133 (14d10 + 56)
Speed 40 ft.
Hit Points 90 (12d10 + 24) Multiattack. The rainforest ogre makes two Spear or Tusk attacks
Speed 40 ft. and one Bite attack.
Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target.
STR DEX CON INT WIS CHA Hit: 9 (1d10 + 4) piercing damage, and the ogre gains 5 (2d4)
19 (+4) 12 (+1) 14 (+2) 7 (–2) 10 (+0) 7 (–2) temporary hp.
Spear (Ogre Form Only). Melee or Ranged Weapon Attack: +6
to hit, reach 10 ft. or range 20/60 ft., one target. Hit: 11 (2d6 + 4)
Skills Perception +2, Stealth +3
piercing damage, or 13 (2d8 + 4) piercing damage if used with two
Senses darkvision 60 ft., passive Perception 12 hands to make a melee attack.
Languages Common, Sylvan Tusk (Boar Form Only). Melee Weapon Attack: +6 to hit, reach 5 ft.,
Challenge 4 (1,100 XP) Proficiency Bonus +2 one target. Hit: 11 (2d6 + 4) piercing damage.
BONUS ACTIONS
Devouring Charge (Boar Form Only). If the rainforest ogre
moves at least 20 feet straight toward a target and then hits it with Change Shape. The rainforest ogre transforms into a Large boar
a Tusk attack on the same turn, the target must succeed on a DC 14 or back into its true form, which is an ogre. Its statistics are the
Strength saving throw or be knocked prone. If the target is prone, same in each form. Any equipment it is wearing or carrying isn’t
the ogre can make one Bite attack against it as a bonus action. transformed. It reverts to its true form if it dies.
OLD SALT
Medium Undead, Neutral Evil
Armor Class 15 (natural armor)
Hit Points 117 (18d8 + 36)
Speed 30 ft., swim 30 ft.
LEAVESROT OOZE
Large Ooze, Unaligned
Armor Class 8
Hit Points 105 (14d10 + 28)
Speed 20 ft.
Amorphous. The leavesrot ooze can move through a space as Release Spores (Recharge 5–6). The leavesrot ooze releases
narrow as 1 inch wide without squeezing. spores from the mold coating its leaves. Each creature within 20
feet of the ooze must make a DC 13 Constitution saving throw. On
False Appearance. While the leavesrot ooze remains motionless, it
a failure, a creature takes 14 (4d6) poison damage and is choking.
is indistinguishable from an ordinary pile of leaves.
On a success, a creature takes half the damage and isn’t choking. A
Ooze Nature. The leavesrot ooze doesn’t require sleep. choking creature can repeat the saving throw at the end of each of
Rotting Leaves. When a creature hits the leavesrot ooze with its turns, ending the effect on itself on a success.
a melee attack while within 5 feet of it, mold spores and
decomposing matter fly out from the wound. Each creature within 5
feet of the ooze must succeed on a DC 13 Constitution saving throw
or be poisoned until the end of its next turn.
SHOAL OOZE
Gargantuan Ooze, Unaligned ACTIONS
Armor Class 9 Multiattack. The shoal ooze uses Mesmerizing Spiral. It then makes
Hit Points 232 (16d20 + 64) three Pseudopod attacks and uses Engulf.
Speed 10 ft., swim 40 ft. Pseudopod. Melee Weapon Attack: +9 to hit, reach 15 ft., one target.
Hit: 16 (2d10 + 5) bludgeoning damage, the target is grappled
STR DEX CON INT WIS CHA (escape DC 16).
20 (+5) 8 (–1) 19 (+4) 1 (–5) 10 (+0) 5 (–3) Engulf. The shoal ooze engulfs one Huge or smaller creature
grappled by it. The engulfed target is restrained and unable to
breathe unless it can breathe water, and it must succeed on a DC 16
Damage Resistances bludgeoning, piercing, slashing
Constitution saving throw at the start of each of the ooze’s turns or
Damage Immunities acid take 21 (6d6) acid damage. If the ooze moves, the engulfed target
Condition Immunities blinded, charmed, deafened, exhaustion, moves with it. The ooze can have two Huge creatures or up to eight
frightened, prone Large or smaller creatures engulfed at a time.
Senses blindsight 60 ft., passive Perception 10 An engulfed creature, or a creature within 5 feet of the ooze, can
Languages — take its action to remove the engulfed creature from the ooze by
succeeding on a DC 16 Strength check, putting the engulfed creature
Challenge 10 (5,900 XP) Proficiency Bonus +4
in an unoccupied space of its choice within 5 feet of the ooze.
Mesmerizing Spiral. The fish inside the shoal ooze swim rapidly in
False Appearance. Until the shoal ooze attacks, it is
a hypnotic spiral. Each creature within 20 feet of the ooze that can
indistinguishable from a large school of fish.
see the fish must succeed on a DC 16 Wisdom saving throw or be
Ooze Nature. The shoal ooze doesn’t require sleep. incapacitated for 1 minute. While incapacitated, its speed is reduced
Symbiotically Bound. The ooze and the fish’s life force have to 0. The incapacitated creature can repeat the saving throw at the
become entwined. They share statistics as if they were one creature end of each of its turns, ending the effect on itself on a success. If
and can't be separated. a creature’s saving throw is successful or the effect ends for it, the
Water Breathing. The shoal ooze can breathe only underwater. creature is immune to the Mesmerizing Spiral of all shoal oozes for
the next 24 hours.
SINOPER OOZE
Medium Ooze, Unaligned
Armor Class 7
Hit Points 170 (20d8 + 80)
Speed 20 ft., climb 20 ft.
PAINTED PHANTASM
Medium Construct, Neutral
Armor Class 15 (natural armor)
Hit Points 97 (15d8 + 30)
Speed 30 ft.
PERI
Small Elemental, Chaotic Good
Armor Class 15 (natural armor)
Hit Points 60 (11d6 + 22)
Speed 30 ft., fly 50 ft.
PESCAVITUS
Small Celestial, Neutral Good
Armor Class 13
Hit Points 44 (8d6 + 16)
Speed 0 ft., swim 60 ft.
PHOENIXBORN SORCERER
Medium Humanoid (Phoenixborn), Any Alignment
Armor Class 13 (16 with mage armor)
Hit Points 60 (11d8 + 11)
Speed 20 ft., fly 40 ft.
PORCELLINA
Tiny Beast, Unaligned
Armor Class 13
Hit Points 28 (8d4 + 8)
Speed 40 ft.
PÚCA
Large Fey, Neutral Evil Nightmarish Ride. If a creature mounts the púca, the creature must
succeed on a DC 15 Charisma saving throw or become paralyzed
Armor Class 12
and restrained by chains on the púca’s back until the next dawn.
Hit Points 142 (19d10 + 38) While it has a rider captured in this way, the púca takes the Dash or
Speed 50 ft. Disengage actions on each of its turns to flee with the rider. After
it moves 100 feet, it disappears with the captured rider, magically
STR DEX CON INT WIS CHA racing along a nightmarish landscape. At the next dawn, it returns
19 (+4) 14 (+2) 15 (+2) 12 (+1) 10 (+0) 18 (+4) to the space where it disappeared or the nearest unoccupied space,
the rider lands in an unoccupied space within 5 feet of the púca,
and the púca flees. At the end of the ride, the rider suffers one level
Saving Throws Cha +7, Str +7
of exhaustion.
Skills Athletics +6, Perception +3
Damage Resistances bludgeoning, piercing, and slashing from ACTIONS
nonmagical attacks not made with cold iron weapons Multiattack. The púca makes two Chain Whip attacks and one
Senses darkvision 30 ft., passive Perception 13 Hooves attack.
Languages Sylvan, Umbral Chain Whip. Melee Weapon Attack: +7 to hit, reach 15 ft., one
Challenge 7 (2,900 XP) Proficiency Bonus +3 target. Hit: 15 (2d10 + 4) bludgeoning damage, and the target is
grappled (escape DC 15) if it is a Medium or smaller creature and
the púca doesn’t have two other creatures grappled. Until this
Beguiling Aura. The mere sight of the púca is a temptation for
grapple ends, the target is restrained.
road-weary travelers. Whenever a creature that can see the púca
starts its turn within 30 feet of the púca, that creature succeed on Hooves. Melee Weapon Attack: +7 to hit, reach 5 ft., one target.
make a DC 15 Wisdom saving throw or be charmed for 1 minute. Hit: 13 (2d8 + 4) bludgeoning damage, and the target must
A charmed creature must take the Dash action and move toward succeed on a DC 15 Strength saving throw or be knocked prone.
the púca by the safest available route on each of its turns, trying
to get within 5 feet of the fey horse to mount it. Each time the
creature takes damage and at the end of each of its turns, the PÚCA IN THE SHADOW REALM
creature can repeat the saving throw, ending the effect on itself
on a success. If a creature’s saving throw is successful or the effect In the Midgard setting and the Shadow Realm, the púca can travel
ends for it, the creature is immune to the púca’s Beguiling Aura for the shadow roads at will. During its nightmarish rides, it crosses
the next 24 hours. in and out of these pathways, allowing riders to glimpse terrifying
things. If a rider redeems a púca and asks for its aid, the rider can
use the mount to gain access to the shadow roads.
PUFFINFOLK
Small Humanoid (Puffinfolk), Neutral
Armor Class 15 (leather armor)
Hit Points 22 (4d6 + 8)
Speed 20 ft., swim 30 ft., fly 40 ft.
Blessings of the Sea Gods. The puffinfolk has advantage on saving Net of Lightening
throws while flying over or swimming in ocean waters. Weapon (net), common
Hardy Ocean Explorers. The puffinfolk is considered a Medium Woven from strands of seagrass, this net is lightweight and easy to
creature when determining its carrying capacity. In addition, it can throw. You have a +1 bonus to attack rolls with this magic net. In
hold its breath for 30 minutes. addition to the normal effects of a net, this net halves the weight
of any creature restrained by it or objects inside of it. This doesn’t
Oceanic Recall. The puffinfolk can perfectly recall any path it has
allow the net to hold a creature larger than Large.
traveled above or within an ocean.
The net has AC 10 and 10 hit points, and if it is reduced to 0 hit
points, it is destroyed. The net repairs itself daily at dawn, regaining
all of its hit points, provided it wasn’t destroyed and was submerged
in saltwater for at least 10 minutes since the previous dawn.
PYRITE PILE
Large Elemental, Unaligned
Armor Class 18 (natural armor)
Hit Points 136 (13d10 + 65)
Speed 30 ft.
PYRRHIC PODTHROWER
Small Plant, Unaligned
Armor Class 13 False Appearance. While the pyrrhic podthrower remains
Hit Points 127 (17d6 + 68) motionless, it is indistinguishable from a clump of crabgrass.
Speed 20 ft., burrow 20 ft. Flaming Seedpod Regrowth. The pyrrhic podthrower has four
Flaming Seedpods. Used Flaming Seedpods may regrow each turn.
If the pyrrhic podthrower starts its turn with less than four Flaming
STR DEX CON INT WIS CHA
Seedpods, roll a d6. On a roll of 5 or 6, it regrows 1d4 Flaming
15 (+2) 18 (+4) 19 (+4) 2 (–4) 10 (+0) 4 (–3)
Seedpods, to a maximum of 4.
Regeneration. The pyrrhic podthrower regains 10 hp at the start of
Damage Resistances bludgeoning, lightning its turn. If the podthrower takes necrotic damage or if it is grappled
Damage Immunities fire and removed from the ground, this trait doesn’t function at the
Condition Immunities blinded, deafened, frightened start of its next turn. The podthrower dies only if it starts its turn
Senses tremorsense 90 ft., passive Perception 10 with 0 hp and doesn’t regenerate.
Languages — ACTIONS
Challenge 7 (2,900 XP) Proficiency Bonus +3 Multiattack. The pyrrhic podthrower makes three Grass Blade
attacks, or it uses Flaming Seedpod twice.
Grass Blade. Melee Weapon Attack: +7 to hit, reach 10 ft., one
target. Hit: 11 (2d6 + 4) slashing damage.
Flaming Seedpod. The podthrower lobs a flaming seedpod at a
PODTHROWER BULB point it can see within 60 feet of it. The seedpod explodes on impact
and is destroyed. Each creature within 10 feet of that point must
A pyrrhic podthrower’s flammable oil is fueled by a bulb hidden in make a DC 15 Dexterity saving throw, taking 12 (5d4) fire damage on
its roots. If a pyrrhic podthrower is uprooted after it is reduced to a failed save, or half as much damage on a successful one.
0 hp, a creature within 5 feet of it can extract the bulb by making a
REACTIONS
DC 15 Wisdom (Survival) check or a DC 15 Wisdom check using an
herbalism kit. On a failure, the creature triggers the podthrower’s Unstable Bulb. When the pyrrhic podthrower is grappled and
Unstable Bulb reaction. On a success, the creature extracts the removed from the ground while above 0 hp, the unstable root bulb
bulb, which can be used like an alchemist’s fire, except it deals 5d4 bursts. Each creature within 10 feet of the podthrower must make
a DC 15 Dexterity saving throw, taking 12 (5d4) fire damage on a
fire damage instead of 1d4. The bulb lasts for 7 days then decays.
failed save, or half as much damage on a successful one.
QUAGGA
Medium Monstrosity, Neutral
Armor Class 16 (shield)
Hit Points 84 (13d8 + 26)
Speed 50 ft.
QUMDAQ IN MIDGARD
The greatest number of qumdaq can be found in the Stone Desert
of the Dominion of the Wind Lords, but smaller populations dwell
in desert climates or near areas of magical corruption, such as the
White Marches, the Red Wastes, and the Wasted West. Ancient
Nurian mages once summoned and used qumdaq, but the
method to cajole the small elementals has been lost.
RAFFLESIAN
Small Plant, Unaligned
Armor Class 17 (natural armor)
Hit Points 136 (16d6 + 80)
Speed 15 ft.
SLAYER RAKSHASA
Medium Fiend, Lawful Evil
Armor Class 18 (natural armor)
Hit Points 142 (19d8 + 57)
Speed 30 ft.
RELENTLESS HOUND
Medium Undead, Chaotic Neutral
Incorporeal Movement. The relentless hound can move through
Armor Class 12 other creatures and objects as if they were difficult terrain. It takes 5
Hit Points 52 (8d8 + 16) (1d10) force damage if it ends its turn inside an object.
Speed 40 ft., fly 20 ft. (hover) Pack Tactics. The relentless hound has advantage on attack rolls
against a creature if at least one of the hound’s allies is within 5
STR DEX CON INT WIS CHA feet of the creature and the ally isn’t incapacitated.
17 (+3) 14 (+2) 15 (+2) 4 (–3) 11 (+0) 6 (–2) Undead Nature. The relentless hound doesn’t require air, food,
drink, or sleep.
Saving Throws Wis +2 ACTIONS
Skills Perception +4, Stealth +4
Multiattack. The relentless hound makes two Spectral Bite attacks.
Damage Resistance acid, fire, lightning, thunder; bludgeoning, If both attacks hit the same target, the target must succeed on a
piercing, and slashing from nonmagical attacks DC 13 Constitution saving throw or take 10 (3d6) necrotic damage
Damage Immunities cold, necrotic, poison and its hp maximum is reduced by that amount. This reduction
Condition Immunities exhaustion, grappled, paralyzed, petrified, lasts until the target finishes a long rest. The target dies if this effect
poisoned, prone, restrained, unconscious reduces its hp maximum to 0.
Senses darkvision 60 ft, passive Perception 14 Spectral Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one
Languages — creature. Hit: 10 (2d6 + 3) necrotic damage.
Challenges 4 (1,100 XP) Proficiency Bonus +2 REACTIONS
Multiply (3/Day). When the relentless hound takes damage while
Good Dog. If a Humanoid that hasn’t harmed the relentless hound below half its hp maximum, it creates a spectral hound. The
in the last 24 hours takes an action to offer the hound a morsel of spectral hound uses the statistics of a shadow, except it doesn’t
food or speak kind words to it, the hound must succeed on a DC 12 have the Sunlight Weakness trait and it can’t make new shadows
Wisdom saving throw or be charmed by that Humanoid for 1 hour when it kills Humanoids. It appears in an unoccupied space within 5
or until the Humanoid or its companions do anything harmful to feet of the relentless hound and acts on the same initiative as that
the hound. In addition, the relentless hound has disadvantage on hound. After the spectral hound finishes a long rest, it becomes a
saving throws against the command spell. relentless hound.
ROCHADE
Small Fey, Neutral
Armor Class 14
Hit Points 27 (6d6 + 6)
Speed 30 ft., climb 20 ft.
ROCK SALAMANDER
Tiny Elemental, Unaligned
Armor Class 13
Hit Points 27 (6d4 + 12)
Speed 20 ft., burrow 20 ft., climb 20 ft.
ROCKWOOD
Huge Elemental, Chaotic Neutral
Armor Class 17 (natural armor)
Hit Points 94 (9d12 + 36)
Speed 30 ft., burrow 15 ft.
Celestial Helpers. As immortals, lumen are attuned to Flurry of Tools. Melee Weapon Attack: +8 to hit, reach 0 ft., one
catastrophes in the making, reaching the site of a disaster scant target in the swarm’s space. Hit: 10 (4d4) bludgeoning damage plus
minutes after calamity strikes. The lumen search for victims 10 (4d4) piercing damage and 10 (4d4) slashing damage, or 5 (2d4)
trapped in collapsed, burning, or flooded buildings, and they bludgeoning damage plus 5 (2d4) piercing damage and 4 (2d4)
assist mortals engaged in lifesaving tasks. Their power and slashing damage if the swarm has half of its hp or fewer.
size make them uniquely suited for finding lost creatures and Dismantle. The savior lumen swarm destroys up to a 5-foot cube
accessing dangerous locations larger mortals can’t reach. of nonmagical debris, structure, or object that isn’t being worn or
carried.
Confused Encounters. The creatures saved by lumen rarely
remember their saviors’ identity. Because the lumen prefer Spellcasting. The savior lumen swarm casts one of the following
spells, requiring no material components and using Charisma as the
their anonymity, they cloud the minds of those they rescue;
spellcasting ability (spell save DC 14):
most survivors believe they saw nothing more than glowing or
flashing lights, which explains their name of “savior lights” or At will: floating disk, mending, spare the dying
“savior lumen.” Even creatures who remember their rescues 3/day each: gentle repose, knock, sending
often misidentify the lumen as cherubic faeries. 1/day each: locate creature, passwall
SAVIOR LUMEN
Large Swarm of Tiny Celestials, Chaotic Good
Armor Class 15
Hit Points 114 (12d10 + 48)
Speed 20 ft., burrow 20 ft., fly 50 ft. (hover), swim 30 ft.
Amphibious. The savior lumen swarm can breathe air and water.
Fleeting Memory. When the savior lumen swarm leaves a creature’s
sight, that creature must succeed on a DC 16 Wisdom saving
throw or remember the swarm only as softly glowing lights.
Illumination. The savior lumen swarm sheds bright light in a
20‑foot radius and dim light for an additional 20 feet.
Immortal Nature. The savior lumen swarm doesn’t require food,
drink, or sleep.
SAZAKAN
Medium Elemental, Lawful Neutral
Armor Class 16 (natural armor)
Hit Points 142 (19d8 + 57)
Speed 30 ft.
Blizzard Heart. Nearby weather responds to the sazakan’s desires. Multiattack. The sazakan makes three Icy Wind Lash attacks.
At the start of each hour, the sazakan can choose to change the Icy Wind Lash. Melee or Ranged Spell Attack: +7 to hit, reach 5 ft.
precipitation and temperature within 1 mile of it by one stage, up or range 60 ft., one target. Hit: 8 (1d8 + 4) slashing damage plus 7
or down (no action required). This effect works like the changing (2d6) cold damage. If the sazakan scores a critical hit, the target is
weather conditions aspect of the control weather spell, except the restrained by ice until the end of its next turn.
sazakan can’t change the wind, the conditions change immediately, Ice Whirlwind (Recharge 5–6). The sazakan surrounds itself in icy
and the sazakan can never make it warm, hot, or unbearable heat. wind. Each creature within 10 feet of the sazakan must make a DC
15 Strength saving throw. On a failure, a creature takes 28 (8d6)
cold damage, and is pushed up to 15 feet away from the sazakan
SAZAKANS IN MIDGARD and knocked prone. On a success, a creature takes half the damage
and isn’t pushed or knocked prone. If the saving throw fails by 5 or
Fiercely territorial, most sazakan dwell deep in the Northlands and more, the creature is also restrained as its limbs become encased
eastward in the Land of Frost and Bears. In the Southlands, a few in ice. A creature, including the encased creature, can break the
sazakan lurk near the observatory on the peak of Dunhumadzi. The encased creature free by succeeding on a DC 15 Strength check.
first Sazakan were made to serve Boreas, Lord of the North Wind. The encased creature is also freed if it takes fire damage.
SHETANI
ACTIONS
Medium Fiend (Shapechanger), Neutral Evil
Multiattack. The shetani makes three Claw or Necrotic Bolt attacks.
Armor Class 18 (natural armor) It can replace one attack with a use of Spellcasting.
Hit Points 190 (20d8 + 100) Claw. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 11
Speed 30 ft., fly 50 ft. (2d6 + 4) slashing damage plus 18 (4d8) necrotic damage.
Necrotic Bolt. Ranged Spell Attack: +10 to hit, range 120 ft., one
STR DEX CON INT WIS CHA target. Hit: 27 (5d8 + 5) necrotic damage.
17 (+3) 19 (+4) 20 (+5) 18 (+4) 17 (+3) 20 (+5) Desiccating Breath (Recharge 5–6). The shetani inhales sharply,
drawing moisture from surrounding creatures. Each creature that
Saving Throws Dex +9, Wis +8, Cha +10 isn’t a Construct or Undead within 15 feet of the shetani must
Skills Deception +10, History +9, Insight +8, Perception +8 make a DC 18 Constitution saving throw, taking 54 (12d8) necrotic
Damage Resistances cold; bludgeoning, piercing, and slashing damage on a failed save, or half as much damage on a successful
from nonmagical attacks not made with silvered weapons one. If a creature fails the saving throw by 5 or more, it suffers one
level of exhaustion.
Damage Immunities fire, poison
Spellcasting. The shetani casts one of the following spells, requiring
Condition Immunities poisoned
no material components and using Charisma as the spellcasting
Senses darkvision 120 ft., passive Perception 18 ability (spell save DC 18):
Languages Abyssal, Common, Infernal, telepathy 120 ft. At will: charm person, silent image
Challenge 14 (11,500 XP) Proficiency Bonus +5 3/day each: major image, suggestion
1/day each: mirage arcane (as an action), programmed illusion
Devil’s Sight. Magical darkness doesn’t impede the shetani’s
darkvision. BONUS ACTIONS
Magic Resistance. The shetani has advantage on saving throws Change Shape. The shetani transforms into a Large or smaller
against spells and other magical effects. Beast or Humanoid, or back into its true form, which is a Fiend.
Without wings, it loses its flying speed. Its statistics, other than
Necrotic Weapons. Shetani weapon attacks are magical. When
its size and speed, are the same in each form. Any equipment it
the shetani hits with any weapon, the weapon deals an extra 4d8
is wearing or carrying is transformed as desired by the shetani,
necrotic damage (included in the attack).
taking whatever color or shape it deems appropriate. It reverts to
its true form if it dies.
Skills Perception +7
Damage Resistances cold, fire, lightning, psychic
Damage Immunities poison, thunder
Condition Immunities blinded, charmed, deafened, frightened,
poisoned
Senses blindsight 120 ft. (blind beyond this radius), passive
Perception 17
Languages understands Abyssal, Common, and Infernal but can’t
speak
Challenge 6 (2,300 XP) Proficiency Bonus +3
Broken Silence. The bell of the silent crier is infused with ancient and
powerful magic, ensuring all creatures know the bell’s significance.
The silent crier’s Bell Toll action affects even creatures that are
deafened or can’t otherwise hear the bell’s ringing.
ACTIONS
Multiattack. The silent crier makes two Slam attacks and uses Bell Toll.
Slam. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 10
(2d6 + 3) bludgeoning damage.
Bell Toll. The silent crier wracks its body, causing the bell affixed to it
to toll, producing one of the following effects. The silent crier can’t
use the same effect two rounds in a row.
• Concussive Knell. The bell tolls with a crippling chime. Each
creature within 20 feet of the silent crier must succeed
on a DC 15 Constitution saving throw or be stunned
until the end of the silent crier’s next turn.
The region containing a sinstar’s lair is altered by its Multiattack. The sinstar uses Alluring Whispers. It then makes three
otherworldly presence, which creates one or more of the Spines or Psychic Lash attacks.
following effects: Spines. Melee or Ranged Weapon Attack: +8 to hit, reach 5 ft. or
range 20/60 ft., one target. Hit: 16 (4d6 + 2) piercing damage, and
• Aggressive Animals. Beasts within 1 mile of the sinstar’s lair
if the target is a Humanoid, it must succeed on a DC 19 Constitution
behave erratically and attack Humanoids on sight. saving throw or contract the thrall sickness disease (see the Thrall
• Bitter Plants. Vegetation that grows within 1 mile of the Sickness trait).
sinstar’s lair tastes bitter and provides no sustenance to Psychic Lash. Ranged Spell Attack: +11 to hit, range 120 ft., one
creatures that eat it. target. Hit: 18 (3d8 + 5) psychic damage.
Small Monstrosity, Unaligned Multiattack. The slithy tove makes two Claw attacks or one Claw
attack and one Lick attack.
Armor Class 15 (natural armor)
Hit Points 91 (14d6 + 42) Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., one creature. Hit:
12 (3d4 + 5) slashing damage.
Speed 40 ft., burrow 10 ft.
Lick. Melee Weapon Attack: +7 to hit, reach 15 ft., one target. Hit: 9
(1d8 + 5) bludgeoning damage, and the target must succeed on a
STR DEX CON INT WIS CHA
DC 13 Strength saving throw or be pulled up to 10 feet toward the
10 (+0) 20 (+5) 16 (+3) 5 (–3) 14 (+2) 9 (–1) slithy tove.
Musk of Clumsiness (Recharge 5–6). The slithy tove discharges
Skills Perception +4, Stealth +7 musk in a 30-foot cone. Each creature in that area must make a
Condition Immunities paralyzed, poisoned, restrained C 13 Constitution saving throw. On a failure, a creature takes 10
Senses darkvision 60 ft., passive Perception 14 (3d6) poison damage and is poisoned for 1 minute. On a success,
Languages understands Common but can’t speak a creature takes half the damage and isn’t poisoned. When a
poisoned creature moves more than 5 feet on its turn, it must
Challenge 4 (1,100 XP) Proficiency Bonus +2
succeed on a DC 13 Dexterity saving throw or fall prone, stepping in
a hole, hitting its head on a branch, tripping over a rock, bumping
Distraction. Each creature with an Intelligence of 5 or higher that into an ally, or some other clumsy act. A poisoned creature can
starts its turn within 5 feet of the slithy tove must succeed on a DC repeat the saving throw at the end of each of its turns, ending the
13 Wisdom saving throw or become incapacitated until the start of effect on itself on a success.
its next turn, as it hears imaginary murmurings and sees movement
in its peripheral vision. On a successful saving throw, the creature BONUS ACTIONS
has advantage on saving throws against the Distraction of all slighty Hidden Step. The slithy tove magically teleports, along with any
toves for the next 24 hours. equipment it is wearing or carrying, up to 30 feet to an unoccupied
space it can see and takes the Hide action.
SNALLYGASTER
Huge Aberration, Unaligned
Armor Class 16 (natural armor)
Hit Points 207 (18d12 + 90)
Speed 30 ft., fly 30 ft. (hover)
Also called yoink bats or thefties, snatch bats are bats in only ACTIONS
the broadest sense. Though they fly on leathery wings and they Multiattack. The snatch bat makes three Claw attacks or two Claw
lack discernible eyesight like a common bat, the similarities end attacks and one Pilfering Bite attack.
there. In addition to its wings, a snatch bat has a pair of sharp Claw. Melee Weapon Attack: +8 to hit, reach 5. ft., one target. Hit: 12
three-clawed feet attached to a stubby, bloated torso. Its most (2d6 + 5) slashing damage.
notable feature is its head, which is a left hand with six fingers Pilfering Bite. Melee Weapon Attack: +8 to hit, reach 10 ft., one
at the end of a double-jointed arm as long as a python. A small target. Hit: 10 (2d4 + 5) piercing damage. Instead of dealing
maw sits in the palm of the hand, always seen chewing on the damage, the snatch bat can steal one item the target is wearing
creature’s latest bounty. or carrying, provided the item weighs no more than 10 pounds,
Extraplanar Scavengers. Native to planes of existence isn’t a weapon, and isn’t wrapped around or firmly attached to the
where dreams and shadows shape the laws of physics, snatch target. For example, a snatch bat could steal a hat or belt pouch but
bats are nightmarish when unexpected. Only accomplished not a creature’s shirt or armor. The bat holds the stolen item in its
mages can locate and summon these creatures. Clever long neck-arm and must regurgitate that item (no action required)
summoners use snatch bats for their knack in locating rarities, before it can make another Pilfering Bite attack.
sending them to retrieve important spell components and
disrupt rivals. Unfortunately, what is considered valuable
to the snatch bat is often considered trash to others, and
such missions don’t always end as the sender hopes.
Thieving Compulsions. Snatch bats are incorrigible
kleptomaniacs, and each has preferences about what it steals.
Checking the contents of a snatch bat’s belly after an encounter
can be as delightfully surprising as it is gross. Scholars still
puzzle over whether snatch bats subsist on actual meat or on
the act of thievery itself. Interested parties have followed snatch
bat flight patterns, hoping for insight into what drives them
and their erratic tendencies. Such endeavors are often fraught
with peril and most “successful” expeditions have yielded only
worthless trinkets.
SNATCH BAT
Medium Aberration, Chaotic Neutral
Armor Class 16 (natural armor)
Hit Points 97 (15d8 + 30)
Speed 20 ft., fly 40 ft.
SODWOSE
Medium Plant, Neutral Evil
Armor Class 15
Hit Points 127 (15d8 + 60)
Speed 40 ft., climb 30 ft.
STR DEX CON INT WIS CHA Grass Whip. Melee Weapon Attack: +8 to hit, reach 15 ft., one
10 (+0) 21 (+5) 18 (+4) 15 (+2) 14 (+2) 9 (–1) creature. Hit: 12 (2d6 + 5) slashing damage, and the target must
succeed on a DC 15 Strength saving throw or be pulled up to 10
Skills Perception +5, Stealth +8 feet toward the sodwose.
Damage Vulnerabilities fire Entangle (1/Day). The sodwose compels all plants and roots within
Damage Resistances bludgeoning, piercing 20 feet of a point on the ground it can see within 60 feet of it to
grasp and pull at nearby creatures for 1 minute. When a creature
Damage Immunities poison
enters the area for the first time on a turn or starts its turn there,
Condition Immunities blinded, charmed, exhaustion, frightened, that creature must succeed on a DC 15 Strength saving throw or be
poisoned, restrained, unconscious restrained by grasses and roots. A creature, including the restrained
Senses blindsight 120 ft. (blind beyond this radius), passive creature, can take an action to free the restrained creature by
Perception 15 succeeding on a DC 15 Strength check.
Languages Common, Sylvan
BONUS ACTIONS
Challenge 6 (2,300 XP) Proficiency Bonus +3
Grass Step. The sodwose teleports, along with any equipment it is
wearing or carrying, up to 30 feet to an unoccupied space it can
Grassland Camouflage. The sodwose has advantage on Dexterity see. The origin and destination spaces must contain grass.
(Stealth) checks made to hide in grassland terrain.
Set Snare. The sodwose creates a snare in a square area it can see
Scarecrow. Any creature that starts its turn within 10 feet of the within 30 feet of it that is 5 feet on a side and at least half-filled with
sodwose must succeed on a DC 15 Wisdom saving throw or be grass. The first creature to moves into that space within the next
frightened until the end of its next turn. On a successful saving 1 minute must succeed on a DC 15 Strength saving throw or be
throw, the creature is immune to the sodwose’s Scarecrow for the restrained by grasses. A creature, including the restrained creature,
next 24 hours. can take an action to free the restrained creature by succeeding on
ACTIONS a DC 15 Strength check.
The sodwose can have no more than three snares set at one time.
Multiattack. The sodwose makes three Grass Whip attacks.
If it sets a fourth snare, the oldest snare ceases to function.
SPLINTER MATRON
Medium Fey, Chaotic Evil
Armor Class 16 (natural armor)
Hit Points 136 (16d8 + 64)
Speed 40 ft.
STR DEX CON INT WIS CHA Multiattack. The diopsid makes one Stinger attack and two Tentacle
19 (+4) 14 (+2) 17 (+3) 17 (+3) 16 (+3) 15 (+2) attacks.
Stinger. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit:
Saving Throws Con +7, Int +7, Wis +7 26 (4d10 + 4) piercing damage. If the target is a Humanoid, it must
succeed on a DC 16 Constitution saving throw or succumb to the
Skills Perception +7, Stealth +6
diopsid’s venom (see the Mutagenic Venom trait).
Damage Resistances bludgeoning, piercing, and slashing from
Tentacle. Melee Weapon Attack: +8 to hit, reach 10 ft., one target.
nonmagical attacks
Hit: 17 (3d8 + 4) bludgeoning damage. The target is grappled
Senses darkvision 60 ft., tremorsense 60 ft., passive Perception 17 (escape DC 16) if it is a Large or smaller creature and the diopsid
Languages Deep Speech, Undercommon, telepathy 100 ft. (300 ft. doesn't have two other creatures grappled.
with its own kind)
Share Senses. While within 300 feet of an envenomed Humanoid,
Challenge 9 (5,000 XP) Proficiency Bonus +4 the diopsid see through the target’s eyes and hear what the target
hears until the start of its next turn, gaining the benefits of any
Mutagenic Venom. The diopsid produces a potent poison that special senses the target has. On subsequent turns, the diopsid can
envenoms the Humanoid victim and slowly transforms it into a use a bonus action to extend the duration of this effect until the
new diopsid. While envenomed, a Humanoid treats all diopsid start of its next turn.
as if it were charmed by them. Every 24 hours that elapse, the Control Envenomed (3/Day). While within 300 feet of an
envenomed creature must make a DC 16 Constitution saving throw, envenomed Humanoid, the diopsid can telepathically suggest a
reducing its hp maximum by 5 (2d4) on a failure. This reduction course of activity to it. The Humanoid must succeed on a DC 16
lasts until the creature finishes a long rest after the venom is Wisdom saving throw or pursue the course of activity suggested
removed. The creature dies if this effect reduces its hp maximum to it. On a success, the Humanoid takes 11 (2d10) psychic damage
to 0. A Humanoid that dies from this effect undergoes a horrific and has disadvantage the next time it makes this saving throw. This
transformation, becoming a new diopsid and losing all memory of effect works like the suggestion spell, and the Humanoid is unaware
of the diopsid’s influence.
STARVING SPECTER
Medium Undead, Chaotic Evil
Armor Class 13
Hit Points 90 (12d8 + 36)
Speed 0 ft., fly 40 ft. (hover) Incorporeal Movement. The starving specter can move through
other creatures and objects as if they were difficult terrain. It takes 5
(1d10) force damage if it ends its turn inside an object.
STR DEX CON INT WIS CHA
Undead Nature. The starving specter doesn’t require air, food, drink,
10 (+0) 16 (+3) 17 (+3) 11 (+0) 14 (+2) 13 (+1)
or sleep.
Unnerving Visage. When a creature that can see the starving
Saving Throws Con +6, Wis +5
specter’s faces starts its turn within 30 feet of the specter, at least one
Skills Perception +5, Stealth +6 of the specter’s faces shifts to look like one of the creature’s departed
Damage Vulnerabilities psychic loved ones or bitter enemies if the specter isn’t incapacitated and
Damage Resistances cold, fire, lightning, thunder; bludgeoning can see the creature. The creature must make a DC 14 Wisdom
piercing, and slashing from nonmagical attacks saving throw. On a failure, the creature takes 7 (2d6) psychic damage
Damage Immunities acid, necrotic, poison and is frightened of the specter until the start of its next turn.
Condition Immunities blinded, exhaustion, frightened, grappled, Unless surprised, a creature can avert its eyes to avoid the saving
paralyzed, petrified, poisoned, prone, restrained throw at the start of its turn. If the creature does so, it can’t see the
starving specter until the start of its next turn, when it can avert its
Senses darkvision 60 ft., passive Perception 15
eyes again. If the creature looks at the specter in the meantime, it
Languages the languages it knew in life must immediately make the save.
Challenge 5 (1,800 XP) Proficiency Bonus +3
ACTIONS
Aura of the Forgotten. Beasts and Humanoids within 10 feet of the Multiattack. The starving specter makes one Bite attack and one
starving specter have disadvantage on saving throws. Bladed Arm attack.
Ethereal Sight. The starving specter can see 60 feet into the Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8
Ethereal Plane. (2d4 + 3) piercing damage plus 3 (1d6) necrotic damage.
Life Hunger. When a creature the starving specter can see regains Bladed Arm. Melee Weapon Attack: +6 to hit, reach 10 ft., one target.
hp, the next Bite attack the specter makes deals an extra 7 (2d6) Hit: 10 (2d6 + 3) slashing damage. This attack can target a creature
necrotic damage on a hit. on the Ethereal or Material Plane.
SUNFLOWER SPRITE
Small Fey, Neutral Good
Armor Class 12
Hit Points 14 (4d6)
Speed 30 ft.
Variable Illumination. The sunflower sprite sheds bright light in a Light Ray. Ranged Spell Attack: +5 to hit, range 60 ft., one target.
5- to 20-foot radius and dim light for an additional number of feet Hit: 8 (2d4 + 3) radiant damage.
equal to the chosen radius. The sunflower sprite can alter the radius Healing Radiance (Recharges after a Short or Long Rest). The
as a bonus action. The sunflower sprite can’t use this trait if it hasn’t sunflower sprite radiates a warm light. Each friendly creature
been exposed to sunlight in the past 24 hours. within 10 feet of the sprite regains 5 (2d4) hp. The sunflower sprite
can’t use this action if it hasn’t been exposed to sunlight in the
past 24 hours.
SWAMPGAS SHADE
Medium Undead, Neutral Evil
Armor Class 13
Hit Points 39 (6d8 + 12)
Speed 0 ft., fly 40 ft. (hover)
Skills Stealth +4
Damage Resistances bludgeoning, piercing, slashing
Damage Immunities cold
Condition Immunities charmed, frightened, grappled, paralyzed,
petrified, prone, restrained, stunned
Senses passive Perception 10
Languages —
Challenge 2 (450 XP) Proficiency Bonus +2
Spider Climb. The swarm can climb difficult surfaces, including
upside down on ceilings, without needing to make an ability check.
False Appearance. While the swarm remains motionless, it is
indistinguishable from a cluster of icicles. This trait doesn’t function Swarm. The swarm can occupy another creature’s space and
if the swarm has damaged a creature with blood within the past 2 vice versa, and the swarm can move through any opening large
hours. enough for a Tiny elemental. The swarm can’t regain hp or gain
temporary hp.
Frigid Mass. A creature that starts its turn in the swarm’s space
takes 4 (1d8) cold damage. ACTIONS
Heatsense. The swarm can pinpoint the location of creatures Impale. Melee Weapon Attack: +4 to hit, reach 0 ft., one creature in
emitting heat, such as warm-blooded Beasts and Humanoids, the swarm’s space. Hit: 7 (2d6) piercing damage plus 9 (2d8) cold
within 30 feet of it. damage, or 3 (1d6) piercing damage plus 4 (1d8) cold damage if
the swarm has half its hp or fewer.
TALUS FLOW
Large Elemental, Neutral Evil
Armor Class 13 (natural armor)
Hit Points 102 (12d10 + 36)
Speed 30 ft., climb 10 ft.
THE FLESH
Medium Aberration, Neutral Evil
Armor Class 14 (natural armor)
Hit Points 78 (12d8 + 24)
Speed 30 ft., (climb 30 ft. and swim 30 ft. in true form)
THRIPPER
Medium Humanoid (Thripper), Chaotic Neutral
Armor Class 15 (natural armor)
Hit Points 104 (16d8 + 32)
Speed 25 ft.
Feybane Weapons. The thripper’s weapons are cold iron and are
magical when used against fey. When the thripper hits a fey with
any weapon, the weapon’s damage is force instead of its normal to half the necrotic damage taken, and the thripper regains hp
damage type. equal to that amount. The reduction lasts until the target finishes
a short or long rest. The target dies if this effect reduces its hp
Fey Sense. The thripper can pinpoint, by scent, the location of fey
maximum to 0.
within 60 feet of it and can sense the general direction of fey within
1 mile of it. Disorienting Chitter. Ranged Spell Attack: +6 to hit, range 60 ft.,
one target. Hit: 16 (3d8 + 3) thunder damage, and the target must
Soft Wings. The thripper can fly up to 40 feet on its turn, but it must
succeed on a DC 14 Wisdom saving throw or fall prone as it briefly
start and end its movement on a solid surface such as a roof or the
becomes disoriented and falls.
ground. If it is flying at the end of its turn, it falls to the ground and
takes falling damage. REACTION
ACTIONS Glamour Counter. When a creature the thripper can see within
30 feet of it casts a spell, the thripper can counter the spell. This
Multiattack. The tripper makes two Extractor Spear or Disorienting
reaction works like the counterspell spell with a +6 spellcasting
Chitter attacks.
ability check, except the thripper can counter only spells from the
Extractor Spear. Melee Weapon Attack: +7 to hit, reach 10 ft., one enchantment or illusion schools, and it must make the ability check,
target. Hit: 13 (2d8 + 4) piercing damage plus 7 (2d6) necrotic regardless of the spell’s level.
damage. The target's hp maximum is reduced by an amount equal
TORCH MIMIC
Tiny Monstrosity, Neutral
Armor Class 12
Hit Points 21 (6d4 + 6)
Speed 0 ft., fly 30 ft. (hover)
Skills Stealth +4
Damage Resistances fire
Senses passive Perception 11
Languages understands Common but can’t speak
Challenge 1/2 (100 XP) Proficiency Bonus +2
BREAKWATER TROLL
Large Giant, Chaotic Neutral
Armor Class 15 (natural armor)
Hit Points 105 (10d10 + 50) ACTIONS
Speed 30 ft., swim 30 ft. Multiattack. The troll makes three Slam or Water Blast attacks. If it
hits one Large or smaller creature with two Slam attacks, the target
STR DEX CON INT WIS CHA must succeed on a DC 15 Strength saving throw or be flung up to 15
18 (+4) 14 (+2) 20 (+5) 9 (–1) 14 (+2) 7 (–2) feet to an unoccupied space the troll can see and knocked prone.
Slam. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 14
Skills Athletics +7, Perception +5 (3d6 + 4) bludgeoning damage.
Damage Resistances acid; bludgeoning, piercing, and slashing Water Blast. Ranged Spell Attack: +5 to hit, range 60 ft., one target.
from nonmagical attacks Hit: 11 (2d8 + 2) bludgeoning damage plus 3 (1d6) cold damage.
Damage Immunities poison Surge (Recharge 5–6). The troll pushes a surge of water in a 30-
Condition Immunities paralyzed, petrified, poisoned, prone foot line that is 10 feet wide. Each creature in that line must make a
Senses darkvision 60 ft., passive Perception 15 DC 15 Strength saving throw. On a failure, a creature takes 28 (8d6)
bludgeoning damage and is pushed up to 15 feet away from the
Languages understands Giant but can’t speak
troll in a direction following the line. On a success, a creature takes
Challenge 7 (2,900 XP) Proficiency Bonus +3 half the damage and isn’t pushed. The surge lasts until the start of
the troll’s next turn and any creature in the line must spend 2 feet
Amphibious. The troll can breathe air and water. of movement for every 1 foot it moves when moving closer to the
Regeneration. The troll regains 10 hp at the start of its turn. If the troll. If the troll uses this action while underwater, creatures in the
troll takes lightning or force damage, this trait doesn’t function at line have disadvantage on the saving throw, and any creature in the
the start of the troll’s next turn. The troll dies only if it starts its turn line must spend 4 feet of movement for every 1 foot it moves when
with 0 hp and doesn’t regenerate. moving closer to the troll.
GUTTER TROLL
Medium Giant, Neutral Evil
Armor Class 15 (natural armor)
Hit Points 75 (10d8 + 30)
Speed 30 ft., swim 30 ft.
RATTLEBACK TROLL
Large Giant, Chaotic Evil
Armor Class 16 (natural armor)
Hit Points 126 (12d10 + 60)
Speed 30 ft., climb 30 ft.
TUMOR TROLL
Large Giant, Chaotic Evil
Uncontrolled Growth. When the tumor troll
Armor Class 13 (natural armor) regains hp from its Regeneration trait, it gains a
Hit Points 125 (10d10 + 70) random teratoma from the Teratoma Chart. The
Speed 30 ft. teratoma and its effects last until the teratoma is
removed or replaced by another teratoma. The
STR DEX CON INT WIS CHA troll can have only three teratomas at any given
time. If it would gain a fourth, the oldest teratoma fades and is
18 (+4) 7 (–2) 24 (+7) 5 (–3) 7 (–2) 5 (–3)
replaced with the new teratoma.
Armor Class 14 (leather armor) Multiattack. The ironmonger makes one Greatsword attack and two
Hit Points 45 (7d8 + 14) Slam attacks, or it makes three Throwing Axe attacks.
Greatsword. Melee Weapon Attack: +7 to hit, reach 5 ft., one target.
Speed 30 ft.
Hit: 11 (2d6 + 4) slashing damage.
Slam. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 8
STR DEX CON INT WIS CHA
(1d8 + 4) bludgeoning damage.
10 (+0) 14 (+2) 14 (+2) 9 (–1) 16 (+3) 8 (–1)
Throwing Axe. Melee or Ranged Weapon Attack: +6 to hit, reach
5 ft. or range 30/60 ft., one target. Hit: 7 (1d6 + 4) slashing damage.
Skills Arcana +1, Perception +5, Religion +3
REACTIONS
Senses darkvision 60 ft., passive Perception 15
Languages Common, Trollkin Impregnable Counter. When a creature
within 5 feet of the ironmonger misses a melee
Challenge 2 (450 XP) Proficiency Bonus +2
attack against it, the attacker must succeed on a DC 15
Strength saving throw or
Regeneration. The trollkin gains 3 hp at the start of its turn. If the be knocked prone.
trollkin takes acid or fire damage, this ability doesn’t function at the
start of the trollkin’s next turn. The trollkin dies only if it starts its turn
with 0 hp and doesn’t regenerate.
Thick Skin. The trollkin’s skin is thick and tough, granting it a +1 bonus
to Armor Class. This bonus is already factored into the trollkin’s AC.
ACTIONS
Multiattack. The fire shaman uses Mark Foe. It then makes two Hurl
Flame attacks or three Staff attacks.
Staff. Melee Weapon Attack: +2 to hit, reach 5 ft., one target.
Hit: 3 (1d6) bludgeoning damage, or 4 (1d8) bludgeoning damage if
used with two hands.
Hurl Flame. Ranged Spell Attack: +5 to hit, range 120 ft., one target.
Hit: 8 (2d4 + 3) fire damage.
Mark Foe. One creature the shaman can see within 60 feet must
succeed on a DC 13 Wisdom saving throw or be wreathed in magical
fire for 1 minute. While wreathed, it can’t take the Hide action or
become invisible. The next time the creature takes damage, it takes
an extra 7 (2d6) fire damage, and the magical fire ends.
REACTIONS
Fiery Escape (2/Day). When the shaman takes damage, each creature
within 5 feet of it must succeed on a DC 13 Dexterity saving throw or
take 7 (2d6) fire damage. The shaman is then wreathed in flames and
teleports up to 30 feet to an unoccupied space it can see.
TROLLKIN RAGECASTER
Medium Humanoid (Trollkin), Chaotic Neutral
Armor Class 15 (leather armor)
Hit Points 112 (15d8 + 45)
Speed 30 ft.
TUBERKITH
Small Plant, Any Alignment
Armor Class 13 (natural armor)
Hit Points 22 (4d6 + 8)
Speed 30 ft., burrow 20 ft. ACTIONS
Peeler. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5
STR DEX CON INT WIS CHA (1d6 + 2) slashing damage.
8 (–1) 14 (+2) 15 (+2) 10 (+0) 12 (+1) 9 (–1) Masher. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit:
6 (1d8 + 2) bludgeoning damage. If the target is a creature, it must
Skills Nature +2 Perception +3, Survival +3 succeed on a DC 12 Strength saving throw or be knocked prone.
Senses darkvision 60 ft., passive Perception 13
Languages Common, Sylvan
Challenge 1/4 (50 XP) Proficiency Bonus +2 FLOURISHING INFLUENCE
When five or more tuberkith settle in an area and work farmland,
Deep Roots. The tuberkith has advantage on Strength and Dexterity
saving throws made against effects that would move it against its planting and harvesting crops, for at least one season, the
will along the ground. plants within 5 miles of the tuberkith’s farm become healthier
and enriched. Such plants are immune to nonmagical blights,
Dozens of Eyes. The tuberkith has advantage on Wisdom
diseases, and poisons, and they have advantage on saving throws
(Perception) checks that rely on sight and on saving throws against
against magical blights, diseases, and poisons. In addition, these
being blinded. In addition, if the tuberkith isn’t blinded, creatures
plants produce half again the normal amount of food when
attacking it can’t benefit from traits and features that rely on a
creature’s allies distracting or surrounding the tuberkith, such as the harvested. Once active, this effect remains as long as at least one
Pack Tactics trait or Sneak Attack feature. tuberkith continues to work at least one acre of farmland in the
area each season.
UMBRAL SHAMBLER
Medium Aberration, Neutral Evil
Armor Class 13
Hit Points 39 (6d8 + 12)
Speed 20 ft.
UNDERWORLD SENTINEL
Huge Undead, Neutral
Armor Class 17 (natural armor)
Hit Points 126 (12d12 + 48)
Speed 40 ft.
VAMPIRIC VANGUARD
Medium Undead, Neutral Evil
Armor Class 14 (natural armor)
Hit Points 127 (15d8 + 60)
Speed 40 ft., climb 20 ft.
STR DEX CON INT WIS CHA • Stake to the Heart. The vampire is destroyed if a piercing weapon
19 (+4) 16 (+3) 18 (+4) 11 (+0) 10 (+0) 8 (–1) made of wood is driven into its heart while it is incapacitated in
its resting place.
Saving Throws Dex +6, Wis +3 • Sunlight Hypersensitivity. The vampire takes 20 radiant damage
Skills Athletics +7, Acrobatics +6, Perception +3 when it starts its turn in sunlight. While in sunlight, it has
Damage Resistances necrotic; bludgeoning, piercing, and slashing disadvantage on attack rolls and ability checks.
from nonmagical attacks ACTIONS
Senses darkvision 60 ft., passive Perception 13 Multiattack. The vampire vanguard makes one Bite attack and two
Languages the languages it knew in life Claw attacks. If the vanguard hits one target with both Claw attacks,
Challenge 7 (2,900 XP) Proficiency Bonus +3 the target must succeed on a DC 15 Constitution saving throw or
take 7 (2d6) slashing damage, and the vampire regains hp equal to
that amount.
Bloodthirsty. When the vampiric vanguard is below half its hp
maximum, it has advantage on all melee attack rolls against Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one creature.
creatures that aren’t Constructs or Undead. Hit: 13 (2d8 + 4) piercing damage plus 7 (2d6) necrotic damage.
The target's hp maximum is reduced by an amount equal to the
Spider Climb. The vampire can climb difficult surfaces, including
necrotic damage taken, and the vampire regains hp equal to that
upside down on ceilings, without needing to make an ability check.
amount. The reduction lasts until the target finishes a long rest. The
Undead Nature. The vampiric vanguard doesn’t require air. target dies if this effect reduces its hp maximum to 0.
Vampire Weaknesses. The vampire has the following flaws: Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., one target.
• Forbiddance. The vampire can't enter a residence without an Hit: 11 (2d6 + 4) slashing damage.
invitation from one of the occupants.
BONUS ACTIONS
• Harmed by Running Water. The vampire takes 20 acid damage
when it ends its turn in running water. Fleet of Foot. The vampire takes the Dash action.
VERITIGIBBET
Small Fey, Chaotic Neutral
Armor Class 14
Hit Points 63 (14d6 + 14)
Speed 30 ft., fly 60 ft.
Void constructors exist to build gates to other planes, allowing Slam. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.
creatures from those planes to emerge and wreck havoc. Hit: 10 (2d6 + 3) bludgeoning damage.
Tentacles. Melee Weapon Attack: +5 to hit, reach 10 ft., one target.
Nocturnal Builders. Void constructors work to build Hit: 13 (4d4 + 3) bludgeoning damage, and the target is grappled
henges (see Void Henge sidebar) at night. Constructors build (escape DC 13). Until this grapple ends, the constructor can’t use its
henges out of available natural materials, like stone or wood. tentacles on another target.
Empowered Servitors. When the Void henge is complete,
the participating Void constructors gain an aura that helps them
subdue their quarry. They then seek out suitable sacrifices for
the henge.
VOID CONSTRUCTOR
Medium Construct, Neutral Evil
Armor Class 19 (natural armor)
Hit Points 43 (5d8 + 20)
Speed 0 ft., fly 30 ft. (hover)
VOID HENGE
A Void henge is a collection of small, carved stone or wood structures equals the CR of the dead creature or half the total combined CRs of all
arranged in a 10-foot-radius circle. Arcane symbols decorate the creatures that died within that minute. When calculating CR, treat a CR
structures and the ground between them. One void constructor can 0 creature as CR 1/8. At the end of the hour, the portal closes, and the
build 1 percent of a henge in an 8-hour night. A completed henge has henge’s structures crumble to dust, destroying the henge.
the following traits: Tainted Ground. When a creature that isn’t a construct or undead
Open Portal. An evil spellcaster or a Void constructor in the henge enters the henge or starts its turn there, it takes 4 (1d8) necrotic
can spend 10 minutes focusing energy to open a one-way portal damage. A Void constructor that participated in building the henge can
from another plane for 1 hour in the center of the henge. The portal choose any number of creatures to be immune to this effect.
summons an aberration, elemental, or fiend at the end of each minute, If using the Void Taint rule (see Midgard Worldbook), a creature
provided at least one creature died within the henge during that that spends at least 1 minute in the henge must succeed on a DC
minute. The summoned creature appears in the henge and is immune 15 Charisma saving throw or suffer 2 Void Taint and be afflicted with
to the henge’s Tainted Ground. The CR of the summoned creature long‑term madness.
VOID KNIGHT
Medium Construct, Lawful Evil
Armor Class 18 (natural armor)
Hit Points 153 (18d8 + 72)
Speed 20 ft.
WAKWAK
Large Beast, Unaligned
Armor Class 13 (natural armor)
Hit Points 45 (6d10 +12)
Speed 40 ft., fly 10 ft.
WANDERING HAZE
Gargantuan Ooze, Unaligned
Armor Class 16 (natural armor) False Appearance. While the wandering haze remains motionless, or
Hit Points 170 (11d20 + 55) floats on air currents, it is indistinguishable from an ordinary cloud
Speed 5 ft., fly 40 ft. (hover) or fog bank.
Ooze Nature. The wandering haze doesn’t require sleep.
STR DEX CON INT WIS CHA
ACTIONS
22 (+6) 16 (+3) 20 (+5) 3 (–4) 13 (+1) 3 (–4)
Multiattack. The wandering haze makes three Pseudopod attacks.
Pseudopod. Melee Weapon Attack: +10 to hit, reach 10 ft., one target.
Skills Perception +5, Stealth +7
Hit: 11 (2d4 + 6) bludgeoning damage plus 7 (2d6) acid damage.
Damage Resistances cold
Sheath of Chaos. The wandering haze wraps its cloudy form tighter
Damage Immunities acid
around those within it. Each creature in the wandering haze’s space
Condition Immunities blinded, charmed, deafened, exhaustion, must make a DC 17 Wisdom saving throw. On a failure, a creature
frightened, prone takes 27 (6d8) psychic damage and is disoriented until the end of its
Senses blindsight 120 ft. (blind beyond this radius), passive next turn as its mind fills with the gibbering terrors of the chaos that
Perception 15 created the wandering haze’s form. On a success, a creature takes
Languages — half the damage and isn’t disoriented. When a disoriented creature
Challenge 10 (5,900 XP) Proficiency Bonus +4 moves, it moves in a random direction.
Acidic Cloudburst (Recharge 5–6). The wandering haze releases a
Acidic Fog. A creature that starts its turn in the wandering haze’s deluge of acid. Each creature within 10 feet of it must make a DC 17
space takes 7 (2d6) acid damage. Dexterity saving throw. On a failure, a creature takes 35 (10d6) acid
damage and its speed is halved for 1 minute. On a success, a creature
Cloud Form. The wandering haze can move through a space as
takes half the damage and its speed isn’t reduced. A creature with
narrow as 1 inch wide without squeezing, and the haze can enter a
halved speed can make a DC 17 Constitution saving throw at the end
hostile creature’s space and vice versa. The wandering haze’s space
of each of its turns, ending the effect on itself on a success.
is heavily obscured.
WATERKLEDDE
Large Fiend, Chaotic Evil the target is restrained, the waterkledde can automatically hit the
Armor Class 14 (natural armor) target with its Beak, and the waterkledde can’t make Beak attacks
Hit Points 123 (13d10 + 52) against other targets.
Speed 40 ft., fly 40 ft., swim 40 ft. Beak. Melee Weapon Attack: +7 to hit, reach 5 ft., one target.
Hit: 13 (2d8 + 4) piercing damage.
STR DEX CON INT WIS CHA Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., one target.
19 (+4) 15 (+2) 18 (+4) 10 (+0) 12 (+1) 14 (+2) Hit: 11 (2d6 + 4) slashing damage.
Frightening Call (Recharge 5–6). The waterkledde screeches
Saving Throws Cha +5 “Kludde! Kledde! Kleure!” in a 30-foot cone. Each creature in that
Skills Athletics +7, Deception +5, Stealth +5 area must make a DC 15 Wisdom saving throw. On a failure, a
creature takes 22 (5d8) psychic damage and is frightened for 1
Damage Resistances cold; bludgeoning, piercing, and slashing
minute. On a success, a creature takes half the damage and isn’t
from nonmagical attacks
frightened. A frightened creature can repeat the saving throw at
Senses darkvision 60 ft., passive Perception 11 the end of each of its turns, ending the effect on itself on a success.
Languages Common
BONUS ACTIONS
Challenge 5 (1,800 XP) Proficiency Bonus +3
Change Shape. The waterkledde magically transforms into a Small
or Medium Beast, or back into its true, fiendish form. Without
Hold Breath. The waterkledde can hold its breath for 15 minutes.
wings, it loses its flying speed. Its statistics, other than its size and
ACTIONS speed, are the same in each form. No matter the form, its eyes are
Multiattack. The waterkledde makes one Bite attack and two Claw always an unnatural green. Any equipment it is wearing or carrying
attacks. If it hits one Medium or smaller creature with both Claw isn’t transformed. It reverts to its true form if it dies.
attacks, the waterkledde latches onto the creature with its Beak, Supernatural Speed. The waterkledde takes the Dash or
and the target is grappled (escape DC 15). Until this grapple ends, Disengage action.
WILD SIROCCO
Large Elemental, Neutral
Armor Class 13
Hit Points 105 (14d10 + 28)
Speed 0 ft., fly 80 ft. (hover)
WILDERNESS CRONE
Medium Fey, Neutral
Armor Class 17 (natural armor)
Hit Points 105 (14d8 + 42)
Speed 30 ft.
Wild Staff. Melee Weapon Attack: +6
STR DEX CON INT WIS CHA to hit, reach 5 ft., one target. Hit: 10
16 (+3) 10 (+0) 17 (+3) 15 (+2) 18 (+4) 8 (–1) (2d6 + 3) bludgeoning damage plus 4
(1d8) force damage.
Saving Throws Con +6, Wis +7 Needle Breath (Recharge 5–6). The crone
exhales pine needles in a 30-foot cone.
Skills Medicine +7, Nature +8, Stealth +3
Each creature in the area must make a DC 15 Dexterity saving
Damage Resistances piercing throw, taking 28 (8d6) piercing damage on a failed save, or half as
Senses darkvision 60 ft., passive Perception 14 much damage on a successful one.
Languages Common, Sylvan Spellcasting. The crone casts one of the following spells, requiring
Challenge 6 (2,300 XP) Proficiency Bonus: +3 no material components and using Wisdom as the spellcasting
ability (spell save DC 15):
Beast Passivism. No beast with an Intelligence of 3 or less can At will: minor illusion, tree stride
willingly attack the crone. They can be forced to do so through 3/day each: goodberry, hold person, locate animals or plants
magical means. 1/day each: commune with nature, remove curse
Speak with Beasts and Plants. The crone can communicate with
REACTIONS
Beasts and Plants as if they shared a language.
Transmigratory Strike. When the crone kills a Humanoid, she can
ACTIONS immediately restore it to life as a Beast with a challenge rating no
Multiattack. The wilderness crone makes three Staff attacks. higher the Humanoid’s CR or level. This reaction otherwise works
like the reincarnate spell.
WRACKWRAITH
Medium Undead, Neutral Evil
Armor Class 13
Hit Points 45 (6d8 + 18)
Speed 30 ft., fly 30 ft. (hover)
OATHROT WRAITH
Medium Undead, Neutral Evil
Armor Class 13
Hit Points 52 (8d8 +16)
Speed 0 ft., fly 60 ft. (hover)
its proficiency bonus to ability checks and saving throws in which it
STR DEX CON INT WIS CHA is proficient. On a successful saving throw, the creature is immune
6 (−2) 16 (+3) 15 (+2) 12 (+1) 14 (+2) 15 (+2) to the wraith’s Aura of Oathbreaking for 24 hours.
Incorporeal Movement. The wraith can move through other
Damage Resistances acid, cold, fire, lightning, thunder; creatures and objects as if they were difficult terrain. It takes 5 (1d10)
bludgeoning, piercing, and slashing from nonmagical attacks not force damage if it ends its turn inside an object.
made with silvered weapons Oathseeker. The oathrot wraith can pinpoint the location of any
Damage Immunities necrotic, poison cleric, paladin, celestial, or other divinely connected creature within
Condition Immunities charmed, exhaustion, grappled, paralyzed, 60 feet of it.
petrified, poisoned, prone, restrained Sunlight Sensitivity. While in sunlight, the wraith has disadvantage
Senses darkvision 60 ft., passive Perception 12 on attack rolls, as well as on Wisdom (Perception) checks that rely
Languages the languages it knew in life on sight.
Challenge 4 (1,100 XP) Proficiency Bonus +2 ACTIONS
Life Drain. Melee Weapon Attack: +5 to hit, reach 5 ft., one creature.
Aura of Oathbreaking. Any creature that begins its turn within Hit: 20 (4d8 + 2) necrotic damage. The target must succeed on a
30 feet of the oathrot wraith must succeed on a DC 13 Charisma DC 13 Constitution saving throw or its hp maximum is reduced by
saving throw or become cursed, losing its resolve in important an amount equal to the damage taken. This reduction lasts until the
oaths it has taken. While cursed, the creature has disadvantage on target finishes a long rest. The target dies if this effect reduces its hp
Constitution saving throws to maintain concentration and can’t add maximum to 0.
XECHA
Medium Fiend, Chaotic Evil
Armor Class 15 (natural armor)
Hit Points 133 (14d8 + 70)
Speed 30 ft.
With mighty tusks, claws, and a trumpeting blast, yali are ACTIONS
steadfastly loyal guardian constructs. Some variants have the Multiattack. The yali makes one Tusk attack and one Claw attack.
heads of tusked horses or dogs, and while they may bellow or Tusk. Melee Weapon Attack: +7 to hit, reach 5 ft., one target.
bark rather than bugle, such differences are purely cosmetic. Hit: 8 (1d6 + 5) piercing damage.
Ageless and Unyielding. Priests and abbots employ Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., one target.
extended rituals to craft packs of yali dedicated to protecting Hit: 7 (1d4 + 5) slashing damage.
holy sites. Created as stoic and incorruptible defenders of Trumpeting Blast (Recharge 5–6). The yali unleashes a warbling
a sacred temple or a sprawling monastery, they are most sound in a 15-foot cone. Each creature in the area must make a
commonly found in tropical environments. Yali can stand DC 12 Constitution saving throw. On a failure, a creature takes 10
perfectly still, mimicking carved pillars or gate ornaments, (4d4) thunder damage and is deafened for 1 minute. On a success,
awaiting the command to leap into action and repel bandits, a creature takes half the damage and isn’t deafened. A deafened
heretics, or enemy soldiers. creature can repeat the saving throw at the
end of each of its turns, ending the effect
Mounts of Unusual Size. Despite being smaller than a
on itself on a success.
horse, the yali’s great strength means they can, and occasionally
do, act as mounts for the faithful of a particular temple.
Sometimes this service is temporary to ensure important
messengers arrive unharmed, while other times they are given
as gifts to those who have performed a great deed for the
institution. They can easily carry a single human or two halflings
and don’t tire as a horse does, making them prized among
professional couriers.
YALI
Medium Construct, Unaligned
Armor Class 15 (natural armor)
Hit Points 51 (6d8 + 24)
Speed 50 ft.
Construct Nature. The yali doesn’t require air, food, drink, or sleep.
False Appearance. While the yali remains motionless, it is
indistinguishable from an ordinary statue.
Flinging Pounce. If the yali moves at least 20 feet straight toward
a Large or smaller creature and then hits it with a Tusk attack
on the same turn, that target must succeed on a DC 12 Strength
saving throw or be thrown up to 15 feet in a random direction
and knocked prone. If the thrown target strikes a solid surface, the
target takes 3 (1d6) bludgeoning damage for every 10 feet it was
thrown. If the target is thrown at another creature, that creature
must succeed on a DC 12 Dexterity saving throw or take the same
damage and be knocked prone.
ZILAQ
ACTIONS
Tiny Dragon, Neutral
Multiattack. The zilaq makes two Bite attacks.
Armor Class 15 (natural armor)
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7
Hit Points 82 (15d4 + 45)
(2d4 + 2) piercing damage.
Speed 30 ft., fly 60 ft.
Sonic Yelp (Recharge 5–6). The zilaq makes a high-pitched squeal.
Each creature within 60 feet of it and that can hear it must make a
STR DEX CON INT WIS CHA DC 13 Constitution saving throw, taking 21 (6d6) thunder damage
8 (–1) 14 (+2) 16 (+3) 14 (+2) 10 (+0) 14 (+2) on a failed save, or half as much damage on a successful one.
Enthralling Speech (2/Day). Each creature within 60 feet of the zilaq
Saving Throws Int +4, Cha +4 and that can hear it must succeed on a DC 13 Wisdom saving throw
Skills Arcana +4, History +4, Performance +4 or become charmed for 1 minute. While charmed, a creature suffers
Damage Immunities thunder one of the following effects (the zilaq’s choice):
Senses passive Perception 10 • The creature becomes hostile toward another creature of the
Languages Common, Draconic zilaq’s choice that is also charmed by the zilaq.
Challenge 4 (1,100 XP) Proficiency Bonus +2 • The creature must roll a d100 at the start of each of its turns. If the
result is 51–100, it can take no action until the start of its next turn.
Phantasmal Oratory (1/Day). The zilaq describes a creature so
Eidetic Memory. A zilaq remembers everything it hears or reads. It
vividly, the creature takes on a semblance of reality. The zilaq
has advantage on Intelligence (Arcana) and Intelligence (History)
creates an illusory creature that resembles a Beast, Monstrosity,
checks.
or Plant with a of CR 1 or less for 1 hour. The illusory creature
Two-Headed. The zilaq has advantage on Wisdom (Perception) moves and acts according to the zilaq’s mental direction, and it
checks and on saving throws against being blinded, charmed, takes its turn immediately after the zilaq’s. The illusory creature
deafened, frightened, stunned, and knocked unconscious. uses the statistics of the creature it resembles, except it can’t use
traits, actions, or spells that force the target to make a saving
SMOKEPLUME ZOMBIE
Large Undead, Chaotic Evil
Armor Class 15 (natural armor)
Hit Points 68 (8d10 + 24)
Speed 30 ft.
STR DEX CON INT WIS CHA failed save, or half as much damage on a successful one. The smoke
18 (+4) 8 (–1) 16 (+3) 3 (–4) 6 (–2) 5 (–3) lasts for 1 minute or until a wind of moderate or greater speed (at
least 10 miles per hour) disperses it.
Damage Immunities fire, poison Undead Fortitude. If damage reduces the zombie to 0 hp, it must
Condition Immunities poisoned make a Constitution saving throw with a DC of 5 + the damage
Senses darkvision 60 ft., passive Perception 8 taken, unless the damage is radiant or from a critical hit. On a
success, the zombie drops to 1 hp instead.
Languages —
Challenge 3 (700 XP) Proficiency Bonus +2 Undead Nature. The smokeplume zombie doesn’t require air, food,
drink, or sleep.
Firesight. The smokeplume zombie can see through areas obscured ACTIONS
by fire, smoke, and fog without penalty. Slam. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11
Smoldering Death. When the zombie dies, its body crumbles into (2d6 + 4) bludgeoning damage plus 9 (2d8) fire damage.
smoldering coals, releasing a great plume of smoke. The smoke Smoke Breath (Recharge 5–6). The zombie breathes a cloud of
fills a 15-foot-radius sphere centered on the zombie’s corpse smoke in a 15-foot cone. Each creature in the area must make a
and spreads around corners. The area is heavily obscured and DC 15 Constitution saving throw, taking 9 (2d8) fire damage and 7
difficult terrain. When a creature enters the area for the first time (2d6) poison damage on a failed save, or half as much damage on
on a turn or starts its turn there, that creature must make a DC a successful one. The smoke remains until the start of the zombie’s
14 Constitution saving throw, taking 7 (2d6) poison damage on a next turn, and its area is heavily obscured.
VOIDCLAW ZOMBIE
Small Undead, Chaotic Evil
Armor Class 14 (natural armor)
Hit Points 143 (26d6 + 52)
Speed 40 ft., climb 20 ft.
Skills Stealth +7
Damage Immunities necrotic, poison
Condition Immunities poisoned
Senses darkvision 60 ft., passive Perception 8
Languages Common, Void Speech
Challenge 7 (2,900 XP) Proficiency Bonus +3
NPC FEATURES
Race Ability Modifiers Features
Avestruzii3 +2 Con, +1 Str Dig In reaction; Claw attack; walking speed of 40 feet; knows the Terran language
Behtu 1
+2 Str, +1 Dex Fire Breath action; Bite attack; resistance to cold, fire, and lightning damage; darkvision 60 ft.;
walking speed of 20 feet, climbing speed of 20 feet; knows the Infernal and Behtu languages
Cueyatl4 +2 Dex Amphibious, Jungle Camouflage, Slippery, and Standing Leap traits; Small size; darkvision 60 ft.;
climbing speed of 20 feet and swimming speed of 30 feet; knows the Cueyatl language
Dark Folk4 +2 Str Dark Devotion and Sunlight Sensitivity traits; darkvision 60 ft.; knows the Umbral language
Deep One 1
+2 Str, +1 Con Amphibious, Frenzied Rage, and Lightless Depths traits; Claw attack; resistance to cold damage
and vulnerability to fire damage; darkvision 120 ft.; swimming speed of 30 feet; knows the Void
Speech language
Eonic Drifter1 +2 Int, +1 Dex Drift Backward action; proficiency in the History skill; knows the Eonic, Giant, and Sylvan
languages
Gullkin3 +2 Dex, +1 Con Hold Breath trait; Tempest Breath action; AC equals 11 + its Dexterity modifier; flying speed of 30
feet, swimming speed of 30 feet; knows the Aquan language
Harefolk2 +2 Dex, +1 Cha Keen Smell, Ready for Trouble, Snow Camouflage, and Snow Walker traits; Small size; Bite attack;
burrowing speed of 10 feet
Lemurfolk1 +2 Dex Silent Glide trait; Small size; darkvision 60 ft.; walking speed of 20 feet, climbing speed of 10 feet,
flying speed of 40 feet; knows the Lemurfolk language
Mydnari2 +2 Wis, +1 Dex Bound in Jelly, Jelly Symbiosis, and Ooze Empathy traits; immunity to acid damage and to the
paralyzed condition; blindsight 60 ft. (blind beyond this radius); knows the Deep Speech and
Undercommon languages
Orc, Black +2 Str, +1 Con Aggressive, Black Sun Sight, Light Sensitivity, and Stone Camouflage traits; darkvision 60 ft.;
Sun4 climbing speed of 20 feet; knows the Orc language
Orc, Gray2 +2 Con, +1 Dex Aggressive, Magic Absorption, and Sunlight Sensitivity traits; Claw attack; proficiency in Stealth
skill; blindsight 30 ft. and darkvision 60 ft.; walking speed of 40 feet, burrowing 20 feet, climbing
speed of 30 feet; knows the Orc language
Otterfolk2 +2 Dex, +1 Wis Hold Breath and Reptile Foe traits; Secrete Oil action; Small size; darkvision 30 ft.; walking speed
of 25 feet, climbing speed of 15 feet, swimming speed of 30 feet
Phoenixborn3 +2 Cha, +1 Dex Fiery Feathers and Rebirth traits; resistance to fire damage; walking speed of 20 feet and flying
speed of 40 feet; knows the Ignan language.
APPENDIX 402
Race Ability Modifiers Features
Puffinfolk 3
+2 Dex, +1 Con Blessing of the Sea Gods, Hardy Ocean Explorers, and Oceanic Recall traits; Quick and Nimble
reaction; Small size; darkvision 60 ft.; walking speed of 20 ft., flying speed of 40 feet, and
swimming speed of 30 feet; knows the Aquan language
Roachling1 +2 Dex Resistant and Unlovely traits; Small size; AC equals 11 + its Dexterity modifier; darkvision 60 ft.,
tremorsense 10 ft.; walking speed of 25 feet
Serpentfolk of +1 Dex, +1 Int, +1 Cha Magic Resistance trait; Innate Spellcasting action; Bite attack; proficiency in the Deception skill
Yig4 and Charisma saving throws; darkvision 60 ft.; knows the Abyssal, Draconic, Infernal, and Void
Speech languages
Simian, Kapi4 +2 Dex Prehensile Tail trait; Tail Trip attack; Nimble Feet bonus action; proficiency in the Sleight of Hand
skill; darkvision 60 ft.; climbing speed of 30 feet; knows the Simian language
Woodwose4 +2 Str, +1 Wis Feytouched and Speak with Animals and Plants traits; Innate Spellcasting action; AC equals 12 +
its Dexterity modifier; proficiency in Nature and Survival skills; climbing speed of 20 feet; knows
the Elvish and Sylvan languages
Yakirian4 +2 Str, +1 Con Resilient Soul trait; Gore attack; Consume Heart action; proficiency in Wisdom saving throws;
resistance to cold damage; darkvision 60 ft.; walking speed of 40 feet; knows the Yakirian and Void
Speech languages but won’t speak Void Speech
1
Tome of Beasts 2
Tome of Beasts 2 3
Tome of Beasts 3 4
Creature Codex
APOSTLE Divine Bolt. Ranged Spell Attack: +7 to hit, range 120 ft., one target.
Hit: 13 (2d8 + 4) necrotic or radiant damage (the apostle’s choice).
Apostles are powerful clerics who serve as both the defenders and
healers of their flock. In metropolitan areas where larger temples Destroy Undead (2/Day). The apostle presents its holy symbol and
and churches are found, several apostles might represent a given intones a prayer. Each undead within 30 feet of the apostle that can
faith. In rural areas, an apostle is often the only representative of see or hear it must make a DC 15 Wisdom saving throw, taking 28
a faith and might oversee multiple small temples and shrines. (8d6) radiant damage on a failed save, or half as much damage on
a successful one.
Spellcasting. The apostle casts one of
APOSTLE the following spells, using Wisdom as
Medium Humanoid (Any Race), Any Alignment the spellcasting ability (spell save DC 15):
Armor Class 15 (breastplate) At will: guidance, spare the dying,
Hit Points 117 (18d8 + 36) thaumaturgy
Speed 30 ft.
Divine Weapons. When the apostle hits with any weapon, the
weapon deals an extra 2d8 necrotic or radiant damage (included in
the attack), the apostle’s choice.
Faith’s Reward. When the apostle casts the bless spell, it gains
the benefit of the spell even if it doesn’t include itself as a target.
In addition, when the apostle restores hp to another creature, it
regains hp equal to half that amount.
ACTIONS
Multiattack. The apostle makes three Mace or Divine Bolt attacks. It
can replace one attack with a use of Spellcasting.
Mace. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit:
4 (1d6 + 1) bludgeoning damage plus 9 (2d8) necrotic or radiant
damage (the apostle’s choice).
403 APPENDIX
3/day each: bless, cure wounds (as a 3rd-level spell), Saving Throws Wis +0
hold person, lesser restoration Skills Arcana +3, Athletics +6, Medicine +2
1/day each: bestow curse, daylight, freedom of Damage Resistances necrotic, poison
movement, mass cure wounds, revivify
Senses passive Perception 8
Languages any two languages
ATAVIST
Challenge 4 (1,100 XP) Proficiency Bonus +2
Atavists are cultists who believe the secrets of the universe reside
within the body. With fell rites of blood magic, they tap into the
legacies of their forgotten ancestors and turned their bodies Malleable Physiology. At the start of its turn, the atavist gains one of
the following benefits until it ends the effect (no action required) or
into living weapons. Atavists turn their fingernails into blades,
the start of its next turn:
their bones into lethal projectiles, and their bodies into forms
• Darkvision out to a range of 30 feet.
perfectly suited to their environments.
• A climbing, flying, or swimming speed of 30 feet.
Tied to the Blood. While rarely spellcasters, atavists rely on • Advantage on Wisdom (Perception) checks that rely on hearing
blood mages (see Creature Codex) to unlock their powers. The least or smell.
stable atavists are functionally thralls, unable to survive in their • Bony spikes sprout along its skin, and a creature that touches the
altered state without regular transfusions of blood or arcane atavist or hits it with a melee attack while within 5 feet of it takes
stabilization. The most stable don’t need these transfusions but 4 (1d8) piercing damage.
still find themselves indebted to blood mages, alchemists, or
ACTIONS
other atavists, who are often the only ones willing to accept them
in a society that considers them monstrous. Multiattack. The atavist makes two Keratin Blade or Bone Shard
attacks. If both attacks hit one target, the target takes an extra 7
(2d6) piercing damage as bits of bone dig deeper into the target.
ATAVIST
Keratin Blade. Melee Weapon Attack: +6 to hit, reach 5 ft., one
Medium Humanoid (Any Race), Lawful Evil target. Hit: 11 (2d6 + 4) slashing damage.
Armor Class 16 (natural armor) Bone Shard. Ranged Weapon Attack: +4 to hit, range 30/120 ft., one
Hit Points 75 (10d8 + 30) target. Hit: 7 (2d4 + 2) piercing damage.
Speed 30 ft.
BREATHSTEALER
STR DEX CON INT WIS CHA A breathstealer’s minor psychic abilities make a victim believe
18 (+4) 14 (+2) 17 (+3) 13 (+1) 7 (–2) 9 (–1) it is out of breath. As bounty hunters, their technique is most
effective when an elusive target must be brought in alive
and unharmed. Their cloaks are always filled with daggers,
shortswords, rope, manacles, and other tools commonly found
among bounty hunters.
BREATHSTEALER
Medium Humanoid (Any Race), Any Non-Good Alignment
Armor Class 15 (leather armor)
Hit Points 99 (18d8 + 18)
Speed 30 ft.
APPENDIX 404
CULTIST, PSYCHOPHANT
Whether by profane pacts, experiments gone awry, or awoken
inner potential, psychophants have expanded their minds
far beyond the mundane. Their commanding presences and
indomitable personalities coupled with great psychic prowess
can influence and control others, completely indifferent to the
effect on those individuals. Their magnetic personalities draw
followers to their sides, and many psychophants become leaders
of cults, thieves’ guilds, or other illicit organizations, while
others dabble in politics. In battle, they compel others to their
defense while they launch mental onslaughts against their foes.
PSYCHOPHANT
Medium Humanoid (Any Race), Any Non-Good Alignment
Armor Class 15 (Impenetrable Ego)
Hit Points 149 (23d8 + 46)
Speed 30 ft.
405 APPENDIX
modifier to its AC (included above) and saving throws. In
addition, it has advantage on saving throws against being
charmed or frightened.
ACTIONS
Multiattack. The psychophant makes three Psychic Strike attacks.
If the psychophant hits one creature with two Psychic Strike
attacks, the target must succeed on a DC 16 Intelligence saving
throw or be stunned until the end of its next turn.
Psychic Strike. Melee or Ranged Spell Attack: +8 to hit, reach 5 ft. or
range 60 ft., one target. Hit: 18 (4d6 + 4) psychic damage.
Brain Storm (Recharge 6) The psychophant lashes out with a
brutal manifestation of psychic force, wracking its foes’ psyches.
Each creature within 30 feet of the psychophant must make a
DC 16 Intelligence saving throw. On a failure, a creature takes 31
(9d6) psychic damage and is poisoned for 1 minute as it suffers
a debilitating headache. On a success, a creature takes half the
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.
Spellcasting (Psionics). The pyschophant casts one of the following
spells, requiring no spell components and using Charisma as the
spellcasting ability (spell save DC 16):
At will: detect thoughts, mage hand (the hand is invisible),
thaumaturgy
3/day each: charm person, suggestion
1/day each: levitate, telekinesis
BONUS ACTIONS
Bend the Spoon. The psychophant chooses one nonmagical weapon
Skills Athletics +8, Investigation +5, Perception +5, Persuasion +8
it can see within 30 feet of it and magically warps the weapon. If the
weapon is being worn or carried, the creature wearing or carrying it Condition Immunities frightened
can prevent the warping by succeeding on a DC 16 Wisdom saving Senses passive Perception 15
throw. A warped weapon deals only half its normal damage on a Languages Common and one other language
hit, and a creature wielding a warped weapon has disadvantage on Challenge 10 (5,900 XP) Proficiency Bonus +4
attack rolls with it. A creature can repair a warped weapon with the
mending spell or by spending a short rest repairing the weapon
Aura of Courage and Protection. As long as the field commander
with the appropriate tools.
is conscious, all friendly creatures within 10 feet of it are immune to
REACTIONS being frightened and have advantage on all saving throws.
Appeal to the Fervent. When a creature the psychophant can see Divine Weapons. The field commander’s weapon attacks are
targets it with an attack, the psychophant calls for aid from its magical. When the commander hits with any weapon, the weapon
followers, switching places with a friendly creature within 5 feet of it. deals an extra 3d8 necrotic or radiant damage (included in the
The friendly creature becomes the target of the attack instead. attack), the commander’s choice.
ACTIONS
FIELD COMMANDER Multiattack. The field commander uses Battle Cry, if available. It then
Field commanders lead their forces from the front; with makes three Longsword attacks, or it makes two Longsword attacks
astonishing bravery, they become assuring bastions of victory and uses Spellcasting. If the commander hits one creature with two
in even the most chaotic melee. Longsword attacks, the target must succeed on a DC 16 Constitution
saving throw or be stunned until the end of its next turn.
Longsword. Melee Weapon Attack: +8 to hit, reach 5 ft., one target.
FIELD COMMANDER Hit: 8 (1d8 + 4) slashing damage, or 9 (1d10 + 4) slashing damage if
Medium Humanoid (Any Race), Any Alignment used with two hands, plus 13 (3d8) necrotic or radiant damage (the
Armor Class 19 (breastplate, shield) commander’s choice).
Hit Points 170 (20d8 + 80) Battle Cry (Recharge 5–6). The field commander shouts a frightful
Speed 30 ft. and rallying battle cry. Each hostile creature within 30 of it that can
hear the cry must succeed on a DC 16 Wisdom saving throw or be
frightened for 1 minute. A frightened creature can repeat the saving
STR DEX CON INT WIS CHA
throw at the end of each of its turns, ending the effect on itself on
19 (+4) 14 (+2) 18 (+4) 12 (+1) 13 (+1) 18 (+4) a success. Each friendly creature within 30 feet of the commander
and that can hear the cry has advantage on the next attack roll it
Saving Throws Con +5, Cha +7 makes before the start of the commander’s next turn.
APPENDIX 406
Spellcasting. The field commander casts one of the following spells, Saving Throws Con +6, Wis +9, Cha +8
using Charisma as the spellcasting ability (spell save DC 16): Skills History +6, Insight +9, Perception +9, Religion +6
At will: command, protection from evil and good Senses passive Perception 19
3/day each: cure wounds (as a 3rd-level spell), find steed Languages any three languages
(as an action)
Challenge 12 (8,400 XP) Proficiency Bonus +4
1/day: revivify
REACTIONS Armor of Foresight. While the first servant is wearing no armor
Bolster Soldier. When a friendly creature the field commander and wielding no shield, its AC includes its Dexterity and Wisdom
can see is hit with a weapon attack, the commander calls out modifiers (included above).
encouragement, and the creature gains 5 (1d10) temporary hp. Divine Weapons. The first servant’s weapon attacks are magical.
When the first servant hits with any weapon, the weapon deals an
FIRST SERVANT extra 3d8 necrotic or radiant damage (included in the attack), the
first servant’s choice.
A first servant is one of its deity’s most powerful mortal allies on
the Material Plane. First servants hold positions of prominence ACTIONS
as oracles and prophets of their faith, or as the direct harbingers Multiattack. The first servant uses its Awe-Inspiring Presence. It
of their gods. then makes three Divine Burst attacks or one Blinding Rod attack
and two Divine Burst attacks. It can replace one attack with a use of
Spellcasting.
FIRST SERVANT
Blinding Rod. Melee Weapon Attack: +5 to hit, reach 5 ft., one
Medium Humanoid (Any Race), Any Alignment target. Hit: 8 (2d6 + 1) bludgeoning damage plus 13 (3d8) necrotic
Armor Class 17 (Armor of Foresight) or radiant damage (the first servant’s choice), and the target must
Hit Points 162 (25d8 + 50) succeed on a DC 17 Constitution saving throw or be blinded and
Speed 30 ft. deafened until the end of its next turn.
Divine Burst. Melee or Ranged Spell Attack: +9 to hit, reach 5 ft.
STR DEX CON INT WIS CHA or range 120 ft., one target. Hit: 23 (4d8 + 5) necrotic or radiant
damage (the first servant’s choice).
12 (+1) 15 (+2) 14 (+2) 15 (+2) 20 (+5) 18 (+4)
Awe-Inspiring Presence. Each creature of the first servant’s choice
that is within 30 feet of the first servant and aware of it must succeed
on a DC 17 Wisdom saving throw or be unable to use bonus actions
or reactions until the start of the first servant’s next turn.
Spellcasting. The first servant casts one of the following spells, using
Wisdom as the spellcasting ability (spell save DC 17):
At will: bane, protection from evil and good, spare the dying,
thaumaturgy
3/day each: cure wounds (as a 5th-level spell), dispel evil and
good, divination, speak with dead
1/day each: commune (as an action), holy aura, resurrection
BONUS ACTIONS
Healing Hands (Recharge 5–6). The first servant touches a creature
within 5 feet of it, and the creature regains 14 (4d6) hp.
FIXER
A fixer is a cleaner or a facilitator, called in to clean up messes,
cover up mistakes, and ensure that information and events a
group wants to keep hidden do stay hidden; this often includes
removing evidence of the group’s presence. A fixer may operate
alone, may team up with an assassin, or may work with a small
team of scouts or spies.
FIXER
Medium Humanoid (Any Race), Lawful Neutral
Armor Class 13 (leather armor)
Hit Points 44 (8d8 + 8)
Speed 30 ft.
407 APPENDIX
FROST-AFFLICTED
Tales of those driven mad in the vast wastelands of the arctic are
enough to make even the foolhardiest explorer shudder. Those
few who survive and return to safety babble incoherently about a
form in the snow that saved them, marked them, changed them.
These frost-afflicted humanoids find they have an affinity with
ice and cold climes, able to create small bolts of frost in their
permanently frostbitten hands and able to survive on less food
and drink than before. Some devote themselves to striking down
those who would harm the tundra, others use their new affinity
to lead expeditions safely through cold and snowy lands, and
still others feel suddenly removed from their warmer brethren
and choose lives of solitude in the coldest reaches of the world.
FROST - AFFLICTED
Medium Humanoid (Any Race), Chaotic Neutral
Armor Class 13 (leather armor)
Hit Points 65 (10d8 + 20)
Speed 30 ft.
APPENDIX 408
Burning Cold. A creature with resistance to cold damage doesn’t it to make a Dexterity saving throw to take only half damage, the
have resistance to the cold damage dealt by the frost-afflicted. A duelist instead takes no damage if it succeeds on the saving throw,
creature with immunity to cold damage is unaffected by this trait. and only half the damage if it fails.
Icy Nature. The frost-afflicted is infused with minor elemental power, Parasite Sense. The infested duelist has advantage on attack rolls
and it requires only half the amount of food and drink that a typical against poisoned creatures.
humanoid of its size needs. Plant-Powered Mobility. Opportunity attacks made against an
ACTIONS infested duelist have disadvantage. If the duelist is prone at the start
of its turn, it can immediately stand without costing movement.
Multiattack. The frost-afflicted makes two Frigid Punch or Frost Bolt
attacks. ACTIONS
Frigid Punch. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Multiattack. The infested duelist makes one Slam attack and two
Hit: 4 (1d4 + 2) bludgeoning damage and 5 (2d4) cold damage. Shortsword attacks, or it makes two Thorn Shot attacks.
Frost Bolt. Ranged Spell Attack: +5 to hit, range 60 ft., one target. Shortsword. Melee Weapon Attack: +10 to hit, reach 5 ft., one target.
Hit: 8 (2d4 + 3) cold damage. Hit: 9 (1d6 + 6) piercing damage.
REACTIONS Slam. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit:
15 (2d8 + 6) bludgeoning damage, and the target must make a
Frigid Flare. When a creature hits the frost-afflicted with a weapon DC 15 Constitution saving throw. On a failure, the target takes 14
attack, ice bursts from the frost-afflicted. Each creature within 5 (4d6) poison damage and is poisoned for 1 minute. On a success,
feet of the frost-afflicted must make a DC 13 Constitution saving the target takes half the damage and isn’t poisoned. The poisoned
throw, taking 5 (2d4) cold damage on a failed save, or half as much target can repeat the saving throw at the end of each of its turns,
damage on a successful one. ending the effect on itself on a success.
Thorn Shot. Melee Weapon Attack: +10 to hit, range 30/120 ft.,
INFESTED DUELIST one target. Hit: 10 (2d4 + 5) piercing damage plus 7 (2d6) poison
The ivory bloom fungus infects dinosaurs, causing mild damage.
illness in such beasts. In humanoids, however, it is much more REACTIONS
dangerous. It progresses from a simple growth into a body-
Spore Cloud. When the duelist takes damage from a ranged attack,
covering horror, where it greatly enhances the physicality of its
it emits a burst of thick, yellow spores. The spores surround the
victim as it slowly turns the body into a massive, sporing fruit. infested duelist and heavily obscure the area within 5 feet of it. The
With magical treatment, this stage can last a year or more. An spores dissipate at the start of the duelist’s next turn.
infested duelist has purposefully nurtured the fungus into this
terminal stage, accepting a curtailed lifespan in
exchange for raw physical power.
Driven Fighters. Most infested duelists are pursuing a
goal, hunting down a hated enemy, or attempting one last stand
against an overwhelming force. Few, if any, expect to live long
enough to regret their decision. As a result, infested duelists are
committed, uncompromising foes who never surrender, having
already made peace with their impending deaths.
INFESTED DUELIST
Medium Humanoid (Any Race), Chaotic Neutral
Armor Class 18 (natural armor)
Hit Points 144 (32d8)
Speed 40 ft., climb 30 ft.
409 APPENDIX
INFILTRATOR Knowledge Charm. The infiltrator carries a minor magical charm
gifted to it by the organization. While wearing or carrying the charm,
An infiltrator has the ability to fit in anywhere, filling whatever
the infiltrator has proficiency in any two skills and is fluent in any
role necessary in order to get close to those its organization
one language (not included above). This proficiency and fluency last
has interest in. Once an infiltrator has insinuated itself into
until the charm is lost or destroyed or until the infiltrator performs a
a position of trust, it uses that position to influence its target 10-minute ritual to change the proficiency and fluency provided by
and spread the organization’s influence. Bargaining, bribery, the charm. If the infiltrator dies, the charm becomes nonmagical.
blackmail, or threats, the method matters little so long as it
succeeds and furthers the organization’s goals. ACTIONS
Multiattack. The infiltrator makes two Shortsword attacks and one
Dagger attack. It can replace one attack with a use of Spellcasting.
INFILTRATOR
Shortsword. Melee Weapon Attack: +4 to hit, reach 5 ft., one target.
Medium Humanoid (Any Race), Neutral Hit: 5 (1d6 + 2) piercing damage.
Armor Class 13 (studded leather) Dagger. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or
Hit Points 55 (10d8 + 10) range 20/60 ft., one target. Hit: 4 (1d4 + 2) piercing damage.
Speed 30 ft. Light Crossbow. Ranged Weapon Attack: +4 to hit, range 80/320 ft.,
one target. Hit: 6 (1d8 + 2) piercing damage.
STR DEX CON INT WIS CHA Spellcasting. The infiltrator casts one of the following spells, using
10 (+0) 15 (+2) 13 (+1) 16 (+3) 15 (+2) 16 (+3) Intelligence as the spellcasting ability (spell save DC 13):
At will: mage hand, message, minor illusion
Skills Deception +5, Investigation +5, Perception +4 3/day each: charm person, sleep
Senses passive Perception 14 1/day: invisibility
Languages any three languages BONUS ACTION
Challenge 2 (450 XP) Proficiency Bonus +2 Cunning Action. The infiltrator takes the Dash, Disengage, or Hide
action.
MERCHANT CAPTAIN
Merchant captains lead trade caravans that deliver vital
supplies and luxuries to communities far and wide. While often
dismissed as glib-tongued shysters, merchant captains come
from many walks of life and are just as likely to be scrupulously
honest merchants as they are to be silver-tongued devils. When
merchant captains retire from active travel, some they continue
to earn a living by financing or providing protection for caravans
led by other merchants. All merchant captains, whether active
or sedentary, have proficiency with land vehicles and with two
musical instruments.
MERCHANT CAPTAIN
Medium Humanoid (Any Race), Any Alignment
Armor Class 15 (studded leather)
Hit Points 104 (19d8 + 19)
Speed 30 ft.
ACTIONS
Multiattack. The merchant captain uses Fast Talk. It then makes
three Rapier or Quip attacks. It can replace one attack with a use
of Spellcasting.
APPENDIX 410
WARLOCK OF THE GENIE LORD
Warlocks of the genie lord gain their power through magical
pacts forged with powerful djinni and efreeti lords. These
warlocks often summon lesser elementals to do their bidding,
and regardless of their alignment, they exude a commanding
presence and an air of superiority.
Elemental Weapons. When the warlock hits with any weapon, the
weapon deals an extra 3d6 acid, cold, fire, lightning, or thunder
damage (included in the attack), the warlock’s choice.
ACTIONS
The warlock of the genie lord
makes two Elemental Burst
or Dagger attacks. It can
replace one attack with a
use of Spellcasting.
Rapier. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7
(1d8 + 3) piercing damage plus 7 (2d6) poison damage.
Quip. Ranged Spell Attack: +7 to hit, range 60 ft., one target. Hit: 14
(3d6 + 4) psychic damage.
Fast Talk. The merchant captain baffles a creature it can see within
30 feet of it with a barrage of jargon, quick speech, and big words.
The target must succeed on a DC 15 Charisma saving throw or have
disadvantage on the next Wisdom saving throw it makes before the
end of the merchant captain’s next turn.
Spellcasting. The merchant captain casts one of the following spells,
using Charisma as the spellcasting ability (spell save DC 15):
At will: comprehend languages, mage hand, mending
3/day each: calm emotions, enthrall, heroism
1/day each: confusion, freedom of movement
REACTIONS
Inspiration (4/Day). When a creature within 30 feet of the merchant
captain fails an attack roll, ability check, or saving throw, the
captain can force it to reroll the die. The target must use the
new roll.
411 APPENDIX
Dagger. Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or
range 20/60 ft., one target. Hit: 5 (1d4 + 3) piercing damage plus
10 (3d6) acid, cold, fire, lightning, or thunder damage (the warlock’s
choice).
Elemental Burst. Melee or Ranged Spell Attack: +7 to hit, reach
5 ft. or range 120 ft., one target. Hit: 14 (3d6 + 4) acid, cold, fire,
lightning, or thunder damage (the warlock’s choice).
Spellcasting. The warlock casts one of the following spells, using
Charisma as the spellcasting ability (spell save DC 15).
At will: levitate, water breathing
3/day each: fire shield, fly, gust of wind
1/day each: conjure minor elementals (as an action), wall of stone
REACTIONS
Genie Lord’s Favor. When the warlock takes acid, cold, fire,
lightning, or thunder damage, the warlock has advantage on the
next Elemental Burst attack it makes before the end of its next
turn, provided the Elemental Burst deals the same damage as the
damage the warlock took.
WIND ACOLYTE
Wind acolytes have a close attachment to the element of air.
Some have been blessed by an elemental being, exposed to the
elemental plane of air, or even have elemental air magic in their
bloodlines that is not quite strong enough for them to manifest
as a sorcerer. They are keenly attuned to the wind, able to feel
minute changes and movements of the air around them.
Wind acolytes feel connected to birds and other creatures that
share the sky, and their kinship is reflected in their clothing.
The acolytes wear masks resembling bird’s heads, incorporate
feathers into clothing or jewelry, or sew avian motifs into their
clothing. Many wind acolytes live in floating monasteries, high
above the clouds where only creatures of the sky disturb them. range of that weapon, except the acolyte doesn’t have disadvantage
Others roam the world, choosing their paths as the wind changes. on ranged attack rolls when attacking a target beyond the weapon’s
normal range. Air weapons don’t use any other weapon properties of
the weapons they mimic. Air weapon attacks are magical.
WIND ACOLYTE
ACTIONS
Medium Humanoid (Any Race), Neutral
Armor Class 15 Multiattack. The wind acolyte makes three Air Weapon attacks. If
the wind acolyte hits one creature with two Air Weapon attacks, the
Hit Points 105 (14d8 + 42)
target must succeed on a DC 15 Strength saving throw or be pushed
Speed 30 ft., fly 50 ft. (hover) up to 15 feet away from the acolyte.
Air Weapon. Melee or Ranged Weapon Attack: +8 to hit, reach 10
STR DEX CON INT WIS CHA ft. or range defined by the chosen weapon, one target. Hit: 12 (2d6
10 (+0) 20 (+5) 16 (+3) 12 (+1) 18 (+4) 10 (+0) + 5) bludgeoning, slashing, or piercing damage, as defined by the
chosen weapon.
Saving Throws Dex +8, Wis +7 Wind’s Rebuke (Recharge 6). The wind acolyte draws the breath out
Skills Acrobatics +8, Perception +7, Survival +7 (+10 to predict of one creature it can see within 60 feet of it. The target must make
weather) a DC 15 Constitution saving throw. On a failure, all of the breath is
Damage Resistances cold, lightning drawn from the target’s lungs, and it immediately begins suffocating
for 1 minute or until it falls unconscious. It can repeat the saving at
Senses blindsight 60 ft., passive Perception 17
the end of each of its turns, ending the effect on itself on a success.
Languages Auran, plus any two languages
Challenge 5 (1,800 XP) Proficiency Bonus +3 REACTIONS
Buoying Wind. The acolyte summons winds to break the fall of up to
Air Senses. The wind acolyte can’t use its blindsight while underwater five falling creatures it can see within 60 feet of it. A falling creature’s
or in an area without air. rate of descent slows to 60 feet per round for 1 minute. If a falling
creature lands before the effect ends, it takes no falling damage and
Air Weapons. When the acolyte attacks, it conjures a weapon out of
can land on its feet.
the air itself, the weapon appearing and disappearing in the blink of
an eye. An air weapon is a swirl of wind in the shape of a simple or Drift. When a creature moves to within 15 feet of the wind acolyte,
martial weapon, but it always deals 2d6 damage of the same type as the acolyte can fly up to half its flying speed.
that weapon. An air weapon shaped like a ranged weapon uses the
APPENDIX 412
Appendix: Creatures by Challenge
CHALLENGE 0 (0 XP ) Caretaker Weevil.......................................... 73 Wakwak..................................................... 388
Meerkat.....................................................268 Catterball.....................................................76 Yali............................................................. 398
Clockwork Pugilist....................................... 88
CHALLENGE 1/8 (25 XP ) CHALLENGE 3 (700 XP )
Cloudhoof Assassin......................................91
Climbing Vine.............................................. 85 Conniption Bug...........................................93 Alpine Creeper............................................. 19
Death Worm..............................................106 Animated Instrument, Quartet..................... 35
CHALLENGE 1/4 (50 XP ) Demon, Inciter........................................... 108 Beach Weird................................................. 52
Animated Instrument...................................34 Ettin, Kobold..............................................173 Beetle, Clacker Swarm..................................54
Avestruzii.....................................................48 Herd Skulker.............................................. 231 Blaspheming Hand...................................... 60
Blood Barnacle.............................................62 Ice Urchin.................................................. 239 Brownie Beastrider.......................................69
Clockwork Armadillo...................................86 Iceworm.....................................................241 Crab, Duffel.................................................97
Dinosaur, Jeholopterus............................... 126 Khamaseen................................................250 Daeodon.................................................... 103
Diving Gel.................................................. 136 Moppet...................................................... 277 Desert Slime................................................115
Dragonette, Barnyard................................. 148 Myrmex, Young..........................................284 Diomedian Horse....................................... 130
Giant Flea.................................................. 197 Offal Walker...............................................296 Dragon, Sand Wyrmling............................. 147
Hinderling................................................. 232 Ooze, Manure............................................306 Drake, Bakery.............................................151
Musk Deer.................................................282 Pescavitus....................................................315 Dwarf, Firecracker...................................... 165
Qumdaq..................................................... 326 Scorchrunner Jackal...................................340 Erina, Tussler............................................. 172
Swarm of Biting Gnats................................360 Stained-Glass Moth....................................353 Frost-Afflicted........................................... 408
Tuberkith................................................... 379 Fungi, Mush Marcher................................. 192
CHALLENGE 2 (450 XP ) Fungi, Void................................................. 193
CHALLENGE 1/2 (100 XP ) Akanka.........................................................10 Giant Mole Lizard...................................... 199
Aziza........................................................... 49 Alliumite, Husker......................................... 17 Golem, Barnyard........................................ 213
Bone Collector............................................ 64 Alseid, Woad Warrior.................................. 20 Gremlin, Bilge Bosun................................. 219
Brumalek.....................................................70 Avestruzii Champion....................................48 Grolar Bear................................................222
Clockwork Conductor.................................. 87 Baleful Miasma............................................50 Gullkin Hunter.......................................... 223
Devil, Moldering........................................ 123 Bannik......................................................... 51 Haakjir.......................................................224
Dragonette, Sedge......................................149 Birgemon Seal.............................................. 57 Hippopotamus........................................... 233
Dragonette, Shovel..................................... 150 Crab, Razorback...........................................98 Kobold, Drake Rider.................................. 252
Dwarf, Pike Guard...................................... 166 Dawnfly, Desolation Nymph....................... 105 Kobold, Sapper........................................... 257
Gremlin, Bilge............................................ 219 Demon, Balbazu......................................... 107 Leashed Lesion.......................................... 259
Gullkin....................................................... 223 Dinosaur, Guardian Archaeopteryx............ 126 Lycanthrope, Werecrocodile....................... 265
Harvest Horse............................................230 Dinosaur, Razorfeather Raptor.................. 127 Minotaur, Ravening................................... 272
Jinnborn Pirate...........................................246 Dokkaebi....................................................137 Obeleric.....................................................294
Juniper Sheriff............................................248 Doppelixir ................................................. 139 Phoenixborn Sorcerer................................ 316
Light Eater.................................................262 Dragon, Prismatic Wyrmling...................... 143 Rakshasa, Myrmidon................................. 328
Meerkat, Swarm of Meerkats......................268 Dubius....................................................... 162 Swarm of Swamp Slirghs............................ 363
Moon Weaver.............................................274 Ember Glider............................................. 170 Talus Flow.................................................. 365
Phoenixborn.............................................. 316 Fixer..........................................................407 Void Constructor .......................................385
Porcellina....................................................317 Giant Flea, Swarm of Fleas......................... 197 Wilderness Crone....................................... 392
Puffinfolk................................................... 322 Giant Pufferfish......................................... 200 Wind Witch................................................ 393
Rakshasa, Servitor...................................... 329 Gremlin, Rum Story Keeper...................... 220 Wrackwraith............................................... 395
Rochade..................................................... 332 Hirudine Stalker........................................ 235 Zombie, Smokeplume............................... 400
Rock Salamander........................................333 Infiltrator...................................................410
CHALLENGE 4 (1,100 XP )
Sunflower Sprite..........................................358 Lycanthrope, Wereotter..............................266
Torch Mimic.............................................. 370 Megantereon.............................................269 Alabroza, Bloodfiend.................................... 13
Muraenid................................................... 281 Angel, Psychopomp......................................28
CHALLENGE 1 (200 XP ) Musk Deer, Swarm of Musk Deer...............282 Asp Vine.......................................................45
Alabroza....................................................... 13 Niya-Atha, Warrior.................................... 290 Astralsupial................................................. 46
Alliumite, Rapscallion.................................. 17 Peri............................................................ 314 Atavist....................................................... 404
Angel, Archangel Hala’ath, Haladron............ 23 Scarsupial................................................... 339 Brain Coral...................................................67
Archon, Word.............................................. 44 Sinstar, Star Thrall......................................346 Catamount...................................................74
Beetle, Clacker Soldier..................................54 Swampgas Shade........................................ 359 Chroma Lizard.............................................84
Brownie.......................................................68 Swarm of Ice Borers.................................... 362 Crystallite..................................................100
Capybear......................................................72 Trollkin, Fire Shaman................................. 376 Dire Pangolin..............................................133
Umbral Shambler....................................... 380 Drake, Cactus............................................. 152
413 APPENDIX
Dust Grazer............................................... 163 Old Salt......................................................304 Giant, Firestorm....................................... 202
Dwarf, Angler.............................................164 Rakshasa, Pustakam................................... 329 Golem, Origami......................................... 216
Fungi, Duskwilt.........................................190 Savior Lumen..............................................335 Golem, Tar................................................. 218
Giant Walking Stick....................................201 Shadow Lurker...........................................342 Karkadann.................................................249
Giant, Thursir Hearth Priestess..................207 Snatch Bat..................................................349 Ley Wanderer............................................ 260
Gnyan........................................................210 Tatzelwurm................................................ 366 Living Soot................................................. 263
Hag, Pesta.................................................. 227 Trollkin, Ironmonger................................. 376 Midnight Sun.............................................270
Jubjub Bird.................................................247 Trollkin, Ragecaster................................... 377 Niya-Atha, Raja.......................................... 291
Lobe Lemur...............................................264 Vorthropod................................................ 387 Ogre, Kadag...............................................300
Mindshard................................................. 271 Warlock of the Genie Lord.......................... 411 Ooze, Snow.................................................311
Monkey’s Bane Vine................................... 273 Wind Acolyte..............................................412 Painted Phantasm...................................... 312
Moonless Hunter....................................... 275 Witchalder.................................................394 Púca........................................................... 321
Niya-Atha, Sorcerer................................... 290 Pyrrhic Podthrower....................................324
CHALLENGE 6 (2,300 XP )
Ogre, Alleybasher.......................................297 Rafflesian................................................... 327
Ogre, Rainforest......................................... 301 Apostle.......................................................403 Splinter Matron......................................... 352
Ooze, Leavesrot......................................... 305 Bearfolk Thunderstomper............................ 53 Troll, Breakwater........................................ 372
Ooze, Sinkhole...........................................309 Black Patch................................................... 58 Troll, Rattleback......................................... 374
Quagga...................................................... 325 Crab, Samurai..............................................99 Vampiric Vanguard......................................383
Relentless Hound........................................331 Derro, Abysswalker.....................................113 Zombie, Voidclaw.......................................401
Slithy Tove.................................................. 347 Derro, Hellforged....................................... 114
Derro, Voidwarped..................................... 114 CHALLENGE 8 (3,900 XP )
Soil Snake...................................................351
Starving Specter......................................... 356 Devil, Rimepacted......................................124 Abaasy............................................................8
Stone-Eater Slime.......................................357 Dire Lionfish...............................................131 Blestsessebe.................................................61
Swarm of Vampire Blossoms.......................364 Doom Creeper............................................138 Breathstealer............................................. 404
The Flesh.................................................... 367 Drake, Vapor...............................................157 Copperkill Slime........................................ 143
Tripwire Patch.............................................371 Elemental, Permafrost................................ 167 Cyonaxin...................................................102
Troll, Gutter................................................373 Fungi, Mulcher.......................................... 191 Demon, Vetala............................................ 112
Veritigibbet................................................ 384 Giant, Thursir Armorer.............................. 206 Dragon, Prismatic Young............................ 143
Wraith, Oathrot..........................................396 Harpy, Plague.............................................229 Drake, Venom.............................................158
Zilaq..........................................................399 Ibexian....................................................... 238 Elemental, Rockslide.................................. 168
Ice Willow................................................. 240 Elf, Shadow Fey Executioner...................... 169
CHALLENGE 5 (1,800 XP ) Lakescourge Lotus..................................... 258 Giant, Shire................................................205
Ahu-Nixta Mechanon.....................................9 Merchant Captain......................................410 Golem, Chain.............................................214
Alke............................................................. 16 Moonweb...................................................276 Golem, Ice.................................................. 215
Amphibolt.................................................... 21 Mortifera................................................... 278 Grolar Bear, Alpha......................................222
Aural Hunter................................................47 Necrotech, Reaver...................................... 288 Myrmex, Speaker.......................................284
Brownie Mystic............................................69 Ogre, Void-Blessed..................................... 303 Necrotech, Thunderer................................289
Chemosit.....................................................82 Pyrite Pile................................................... 323 Ogre, Black Sun..........................................298
Corpselight Moth......................................... 95 Rockwood.................................................. 334 Sazakan...................................................... 336
Dinosaur, Therizinosaurus......................... 128 Scarab, Ruin................................................337 Sewer Weird............................................... 341
Dire Owlbear............................................. 132 Silent Crier.................................................344
CHALLENGE 9 (5,000 XP )
Div..............................................................135 Sodwose..................................................... 350
Drake, Shepherd........................................ 156 Swarm of Gryllus........................................ 361 Animated Offal............................................. 38
Dwarf, Pike Guard Captain......................... 166 Thripper..................................................... 368 Arcane Scavenger.........................................41
Faux-Garou................................................ 174 Troll, Tumor................................................375 Archon, Ursan..............................................43
Gearmass................................................... 195 Urushi Constrictor..................................... 382 Chaos Creeper.............................................80
Giant Mantis Shrimp.................................. 198 Waterkledde...............................................390 Clockwork Scorpion.....................................89
Hag, Floe...................................................226 Wild Sirocco............................................... 391 Coastline Reaper..........................................92
Hippopotamus, Sacred...............................234 Xecha......................................................... 397 Cultist, Psychophant..................................405
Imperator, Swarm of Penguins...................234 Drake, Reef................................................ 154
CHALLENGE 7 (2,900 XP ) Drudge Pitcher........................................... 161
Ion Slime.................................................... 245
Mudmutt...................................................279 Berberoka.................................................... 56 Garmvvolf..................................................194
Mummy, Peat.............................................280 Caldera Kite................................................. 71 Giant, Hellfire............................................203
Myrmex..................................................... 283 Cave Mimic.................................................. 77 Hag, Brine.................................................. 225
Nullicorn...................................................292 Cueyatl Warchief........................................ 101 Hag, Wood.................................................228
Obsidian Ophidian..................................... 295 Devil, Infernal Tutor, Lesser.......................120 Incandescent One...................................... 244
Ogre, Cunning Artisan...............................299 Dire Wildebeest.......................................... 134 Infested Duelist......................................... 409
Ogre, Rockchewer......................................302 Drake, Ethereal...........................................153 Khargi........................................................ 251
APPENDIX 414
Necrotech, Bonecage Constrictor............... 287 CHALLENGE 12 (8,400 XP ) CHALLENGE 17 (18,000 XP )
Ooze, Sinoper............................................ 310 Akkorokamui............................................... 11 Sinstar........................................................ 345
Pelagic Blush Worm.....................................313 Chaos Raptor............................................... 81
Rakshasa, Slayer......................................... 330 CHALLENGE 18 (20,000 XP )
Demon, Maha.............................................111
Star-Nosed Diopsid.....................................355 Devil, Maelstrom....................................... 122 Animal Lord, Queen of Mammoths.............. 32
Truant Devourer........................................ 378 Devouring Angel........................................ 125 Demon, Kogukhpak...................................109
Underworld Sentinel...................................381 Drake, Riptide.............................................155 Dragon, Sand Adult....................................146
First Servant...............................................407
CHALLENGE 10 (5,900 XP ) CHALLENGE 19 (22,000 XP )
Giant, Lantern.......................................... 204
Alazai .......................................................... 15 Ooze, Scintillating...................................... 307 Bone Lord.................................................... 65
Aphasian Abomination.................................39 Cave Sovereign............................................. 78
Belu............................................................. 55 CHALLENGE 13 (10,000 XP )
Catonoctrix.................................................. 75 CHALLENGE 20 (25,000 XP )
Angel, Kalkydra............................................26
Despair and Anger...................................... 116 Angel, Shrouded...........................................29 Angel, Zirnitran...........................................30
Fey Lady, Mother Moth.............................. 179 Archon, Siege...............................................42
Field Commander..................................... 406 CHALLENGE 21 (33,000 XP )
Devil, Devilflame Juggler............................ 119
Forgotten Regent....................................... 187 Devil, Infernal Tutor................................... 121 Dragon, Prismatic Ancient.........................140
Frostjack.................................................... 189 Equitox.......................................................171 Dread Examiner......................................... 159
Ghost Knight Templar................................ 196 Fey Lady, Countess of Garlands.................. 177 Fey Lady, Coral Queen.................................175
Kobold, Empyrean..................................... 253 Fiend Lord, Malaabit...................................185 Fey Lord, Rainforest King...........................181
Kobold, Leviathan Hunter......................... 255 Gigantura...................................................208 Primordial Matriarch..................................318
Kobold, Planes Hunter............................... 256 Life Broker................................................. 261
Oaken Sentinel........................................... 293 CHALLENGE 22 (41,000 XP )
Nariphon................................................... 285
Ooze, Shoal ............................................... 308 Nautiloid....................................................286 Angel, Archangel Hala’ath............................22
Scarab, Suncatcher......................................338 Tigebra....................................................... 369 Dawnfly......................................................104
Stargazer.................................................... 354 Fiend Lord, Abhaddanayla...........................183
Void Knight................................................ 386 CHALLENGE 14 (11,500 XP )
Wandering Haze........................................ 389 CHALLENGE 23 (50,000 XP )
Cosmic Symphony.......................................96
Howler of the Hill...................................... 236 Angel, Archangel Iilari’jil..............................24
CHALLENGE 11 (7,200 XP )
Shetani....................................................... 343
Angel, Pelagic Deva......................................27 CHALLENGE 24 (62,000 XP )
Black Shuck.................................................. 59 CHALLENGE 15 (13,000 XP ) Devil, Arch-Devil Iorvensiav........................117
Blood Flurry.................................................63 Animated Instrument, Symphony................. 37
Clockwork Tactician.................................... 90 CHALLENGE 25 (75,000 XP )
Chimera, Royal............................................ 83
Demon, Leech............................................ 110 Hvalfiskr.................................................... 237 Dragon, Sand Ancient................................144
Dinosaur, Thundercall Hadrosaur............... 129 Malmbjorn.................................................267
Dragon, Sand Young................................... 147 CHALLENGE 30 (155,000 XP )
Snallygaster................................................ 348
Glacial Crawler.......................................... 209 Godslayer................................................... 211
Golem, Siege.............................................. 217 CHALLENGE 16 (15,000 XP )
Grivid......................................................... 221 Arcane Leviathan........................................ 40
Imperator ..................................................242 Dragon, Prismatic Adult.............................142
Kobold, Ghost Hunter................................ 254 Primordial Surge........................................320
415 APPENDIX
Appendix: Creatures by Type
ABERRATION Giant Pufferfish......................................... 200 Golem, Barnyard........................................ 213
Giant Walking Stick....................................201 Golem, Chain.............................................214
Aural Hunter................................................47
Grolar Bear................................................222 Golem, Ice.................................................. 215
Birgemon Seal.............................................. 57
Hippopotamus........................................... 233 Golem, Origami......................................... 216
Blood Flurry.................................................63
Imperator, Swarm of Penguins...................243 Golem, Siege.............................................. 217
Brain Coral...................................................67
Jubjub Bird.................................................247 Golem, Tar................................................. 218
Catonoctrix.................................................. 75
Meerkat.....................................................268 Harvest Horse............................................230
Cave Sovereign............................................. 78
Meerkat, Swarm of Meerkats......................268 Moppet...................................................... 277
Devouring Angel........................................ 125
Megantereon.............................................269 Painted Phantasm...................................... 312
Dread Examiner......................................... 159
Moon Weaver.............................................274 Soil Snake...................................................351
Dust Grazer............................................... 163
Musk Deer.................................................282 Stained-Glass Moth....................................353
Glacial Crawler.......................................... 209
Musk Deer, Swarm of Musk Deer...............282 Swarm of Gryllus........................................ 361
Grivid......................................................... 221
Porcellina....................................................317 Void Constructor.........................................385
Howler of the Hill...................................... 236
Scarab, Suncatcher......................................338 Void Knight................................................ 386
Leashed Lesion.......................................... 259
Scarsupial................................................... 339 Yali............................................................. 398
Ley Wanderer............................................ 260
Swarm of Biting Gnats................................360
Light Eater.................................................262 DRAGON
Wakwak..................................................... 388
Midnight Sun.............................................270
Dragon, Prismatic Adult.............................142
Mindshard................................................. 271 CELESTIAL Dragon, Prismatic Ancient.........................140
Moonweb...................................................276
Akkorokamui............................................... 11 Dragon, Prismatic Wyrmling...................... 143
Mortifera................................................... 278
Angel, Archangel Hala’ath............................22 Dragon, Prismatic Young............................ 143
Nullicorn...................................................292
Angel, Archangel Hala’ath, Haladron............ 23 Dragon, Sand Adult....................................146
Obeleric.....................................................294
Angel, Archangel Iilari’jil..............................24 Dragon, Sand Ancient................................144
Snallygaster................................................ 348
Angel, Kalkydra............................................26 Dragon, Sand Wyrmling............................. 147
Snatch Bat..................................................349
Angel, Pelagic Deva......................................27 Dragon, Sand Young................................... 147
Star-Nosed Diopsid.....................................355
Angel, Psychopomp......................................28 Dragonette, Barnyard................................. 148
The Flesh.................................................... 367
Angel, Shrouded...........................................29 Dragonette, Sedge......................................149
Umbral Shambler....................................... 380
Angel, Zirnitran...........................................30 Dragonette, Shovel..................................... 150
BEAST Archon, Siege...............................................42 Drake, Bakery.............................................151
Archon, Ursan..............................................43 Drake, Cactus............................................. 152
Astralsupial................................................. 46
Archon, Word.............................................. 44 Drake, Ethereal...........................................153
Beetle, Clacker Soldier..................................54
Blestsessebe.................................................61 Drake, Reef................................................ 154
Beetle, Clacker Swarm..................................54
Cosmic Symphony.......................................96 Drake, Riptide.............................................155
Blood Barnacle.............................................62
Cyonaxin...................................................102 Drake, Shepherd........................................ 156
Brumalek.....................................................70
Despair and Anger...................................... 116 Drake, Vapor...............................................157
Caretaker Weevil.......................................... 73
Hippopotamus, Sacred...............................234 Drake, Venom.............................................158
Chroma Lizard.............................................84
Incandescent One...................................... 244 Tatzelwurm................................................ 366
Cloudhoof Assassin......................................91
Kobold, Empyrean..................................... 253 Zilaq..........................................................399
Conniption Bug...........................................93
Pescavitus....................................................315
Corpselight Moth......................................... 95 ELEMENTAL
Savior Lumen..............................................335
Crab, Razorback...........................................98
Alazai .......................................................... 15
Crab, Samurai..............................................99 CONSTRUCT Baleful Miasma............................................50
Daeodon.................................................... 103
Ahu-Nixta Mechanon.....................................9 Beach Weird................................................. 52
Dawnfly......................................................104
Animated Instrument...................................34 Div..............................................................135
Dawnfly, Desolation Nymph....................... 105
Animated Instrument, Quartet..................... 35 Elemental, Permafrost................................ 167
Dinosaur, Guardian Archaeopteryx............ 126
Animated Instrument, Symphony................. 37 Elemental, Rockslide.................................. 168
Dinosaur, Jeholopterus............................... 126
Aphasian Abomination.................................39 Ember Glider............................................. 170
Dinosaur, Therizinosaurus......................... 128
Arcane Leviathan........................................ 40 Gnyan........................................................210
Diomedian Horse....................................... 130
Arcane Scavenger.........................................41 Khamaseen................................................250
Dire Lionfish...............................................131
Clockwork Armadillo...................................86 Living Soot................................................. 263
Dire Pangolin..............................................133
Clockwork Conductor.................................. 87 Myrmex..................................................... 283
Dire Wildebeest.......................................... 134
Clockwork Pugilist....................................... 88 Myrmex, Speaker.......................................284
Giant Flea.................................................. 197
Clockwork Scorpion.....................................89 Myrmex, Young..........................................284
Giant Flea, Swarm of Fleas......................... 197
Clockwork Tactician.................................... 90 Nautiloid....................................................286
Giant Mantis Shrimp.................................. 198
Faux-Garou................................................ 174 Obsidian Ophidian..................................... 295
Giant Mole Lizard...................................... 199
Godslayer................................................... 211 Peri............................................................ 314
APPENDIX 416
Primordial Matriarch..................................318 Demon, Maha.............................................111 Derro, Voidwarped..................................... 114
Primordial Surge........................................320 Demon, Vetala............................................ 112 Dwarf, Angler.............................................164
Pyrite Pile................................................... 323 Devil, Arch-Devil Iorvensiav........................117 Dwarf, Firecracker...................................... 165
Qumdaq..................................................... 326 Devil, Devilflame Juggler............................ 119 Dwarf, Pike Guard...................................... 166
Rock Salamander........................................333 Devil, Infernal Tutor................................... 121 Dwarf, Pike Guard Captain......................... 166
Rockwood.................................................. 334 Devil, Infernal Tutor, Lesser.......................120 Elf, Shadow Fey Executioner...................... 169
Sazakan...................................................... 336 Devil, Maelstrom....................................... 122 Erina, Tussler............................................. 172
Sewer Weird............................................... 341 Devil, Moldering........................................ 123 Field Commander..................................... 406
Swarm of Ice Borers.................................... 362 Devil, Rimepacted......................................124 First Servant...............................................407
Swarm of Swamp Slirghs............................ 363 Dubius....................................................... 162 Fixer..........................................................407
Talus Flow.................................................. 365 Equitox.......................................................171 Frost-Afflicted........................................... 408
Wild Sirocco............................................... 391 Fiend Lord, Abhaddanayla...........................183 Gullkin....................................................... 223
Fiend Lord, Malaabit...................................185 Gullkin Hunter.......................................... 223
FEY
Ibexian....................................................... 238 Infested Duelist......................................... 409
Akanka.........................................................10 Khargi........................................................ 251 Infiltrator...................................................410
Animal Lord, Queen of Mammoths.............. 32 Rakshasa, Myrmidon................................. 328 Jinnborn Pirate...........................................246
Aziza........................................................... 49 Rakshasa, Pustakam................................... 329 Kobold, Drake Rider.................................. 252
Bannik......................................................... 51 Rakshasa, Servitor...................................... 329 Kobold, Ghost Hunter................................ 254
Brownie.......................................................68 Rakshasa, Slayer......................................... 330 Kobold, Leviathan Hunter......................... 255
Brownie Beastrider.......................................69 Shetani....................................................... 343 Kobold, Planes Hunter............................... 256
Brownie Mystic............................................69 Waterkledde...............................................390 Kobold, Sapper........................................... 257
Catterball.....................................................76 Xecha......................................................... 397 Lycanthrope, Werecrocodile....................... 265
Dokkaebi....................................................137 Lycanthrope, Wereotter..............................266
Fey Lady, Coral Queen.................................175 GIANT
Merchant Captain......................................410
Fey Lady, Countess of Garlands.................. 177 Abaasy............................................................8 Phoenixborn.............................................. 316
Fey Lady, Mother Moth.............................. 179 Belu............................................................. 55 Phoenixborn Sorcerer................................ 316
Fey Lord, Rainforest King...........................181 Berberoka.................................................... 56 Puffinfolk................................................... 322
Frostjack.................................................... 189 Crystallite..................................................100 Thripper..................................................... 368
Gremlin, Bilge............................................ 219 Ettin, Kobold..............................................173 Trollkin, Fire Shaman................................. 376
Gremlin, Bilge Bosun................................. 219 Giant, Firestorm....................................... 202 Trollkin, Ironmonger................................. 376
Gremlin, Rum Story Keeper...................... 220 Giant, Hellfire............................................203 Trollkin, Ragecaster................................... 377
Hag, Brine.................................................. 225 Giant, Lantern.......................................... 204 Warlock of the Genie Lord.......................... 411
Hag, Floe...................................................226 Giant, Shire................................................205 Wind Acolyte..............................................412
Hag, Pesta.................................................. 227 Giant, Thursir Armorer.............................. 206
Hag, Wood.................................................228 Giant, Thursir Hearth Priestess..................207 MONSTROSITY
Hinderling................................................. 232 Hvalfiskr.................................................... 237 Alabroza....................................................... 13
Juniper Sheriff............................................248 Ogre, Alleybasher.......................................297 Alke............................................................. 16
Life Broker................................................. 261 Ogre, Black Sun..........................................298 Alseid, Woad Warrior.................................. 20
Moonless Hunter....................................... 275 Ogre, Cunning Artisan...............................299 Amphibolt.................................................... 21
Niya-Atha, Raja.......................................... 291 Ogre, Kadag...............................................300 Caldera Kite................................................. 71
Niya-Atha, Sorcerer................................... 290 Ogre, Rainforest......................................... 301 Capybear......................................................72
Niya-Atha, Warrior.................................... 290 Ogre, Rockchewer......................................302 Catamount...................................................74
Púca........................................................... 321 Ogre, Void-Blessed..................................... 303 Cave Mimic.................................................. 77
Rochade..................................................... 332 Troll, Breakwater........................................ 372 Chaos Raptor............................................... 81
Shadow Lurker...........................................342 Troll, Gutter................................................373 Chimera, Royal............................................ 83
Splinter Matron......................................... 352 Troll, Rattleback......................................... 374 Coastline Reaper..........................................92
Sunflower Sprite..........................................358 Troll, Tumor................................................375 Crab, Duffel.................................................97
Veritigibbet................................................ 384 Death Worm..............................................106
HUMANOID
Wilderness Crone....................................... 392 Dinosaur, Razorfeather Raptor.................. 127
Apostle.......................................................403 Dinosaur, Thundercall Hadrosaur............... 129
FIEND Atavist....................................................... 404 Dire Owlbear............................................. 132
Alabroza, Bloodfiend.................................... 13 Avestruzii.....................................................48 Garmvvolf..................................................194
Black Shuck.................................................. 59 Avestruzii Champion....................................48 Gigantura...................................................208
Blaspheming Hand...................................... 60 Bearfolk Thunderstomper............................ 53 Grolar Bear, Alpha......................................222
Chemosit.....................................................82 Breathstealer............................................. 404 Haakjir.......................................................224
Demon, Balbazu......................................... 107 Cueyatl Warchief........................................ 101 Harpy, Plague.............................................229
Demon, Inciter........................................... 108 Cultist, Psychophant..................................405 Herd Skulker.............................................. 231
Demon, Kogukhpak...................................109 Derro, Abysswalker.....................................113 Hirudine Stalker........................................ 235
Demon, Leech............................................ 110 Derro, Hellforged....................................... 114 Ice Urchin.................................................. 239
417 APPENDIX
Iceworm.....................................................241 Ooze, Scintillating...................................... 307 Swarm of Vampire Blossoms.......................364
Imperator ..................................................242 Ooze, Shoal ............................................... 308 Tripwire Patch.............................................371
Karkadann.................................................249 Ooze, Sinkhole...........................................309 Tuberkith................................................... 379
Lobe Lemur...............................................264 Ooze, Sinoper............................................ 310 Wind Witch................................................ 393
Malmbjorn.................................................267 Ooze, Snow.................................................311 Witchalder.................................................394
Minotaur, Ravening................................... 272 Stone-Eater Slime.......................................357
Mudmutt...................................................279 Wandering Haze........................................ 389 UNDEAD
Muraenid................................................... 281 Bone Collector............................................ 64
PLANT Bone Lord.................................................... 65
Pelagic Blush Worm.....................................313
Quagga...................................................... 325 Alliumite, Husker......................................... 17 Forgotten Regent....................................... 187
Scorchrunner Jackal...................................340 Alliumite, Rapscallion.................................. 17 Ghost Knight Templar................................ 196
Silent Crier.................................................344 Alpine Creeper............................................. 19 Lakescourge Lotus..................................... 258
Slithy Tove.................................................. 347 Asp Vine.......................................................45 Mummy, Peat.............................................280
Stargazer.................................................... 354 Chaos Creeper.............................................80 Necrotech, Bonecage Constrictor............... 287
Tigebra....................................................... 369 Climbing Vine.............................................. 85 Necrotech, Reaver...................................... 288
Torch Mimic.............................................. 370 Doom Creeper............................................138 Necrotech, Thunderer................................289
Urushi Constrictor..................................... 382 Drudge Pitcher........................................... 161 Offal Walker...............................................296
Vorthropod................................................ 387 Fungi, Duskwilt.........................................190 Old Salt......................................................304
Fungi, Mulcher.......................................... 191 Relentless Hound........................................331
OOZE Fungi, Mush Marcher................................. 192 Scarab, Ruin................................................337
Animated Offal............................................. 38 Fungi, Void................................................. 193 Starving Specter......................................... 356
Black Patch................................................... 58 Ice Willow................................................. 240 Swampgas Shade........................................ 359
Copperkill Slime......................................... 94 Monkey’s Bane Vine................................... 273 Truant Devourer........................................ 378
Desert Slime................................................115 Nariphon................................................... 285 Underworld Sentinel...................................381
Diving Gel.................................................. 136 Oaken Sentinel........................................... 293 Vampiric Vanguard......................................383
Doppelixir ................................................. 139 Pyrrhic Podthrower....................................324 Wrackwraith............................................... 395
Gearmass................................................... 195 Rafflesian................................................... 327 Wraith, Oathrot..........................................396
Ion Slime.................................................... 245 Sinstar........................................................ 345 Zombie, Smokeplume............................... 400
Ooze, Leavesrot......................................... 305 Sinstar, Star Thrall......................................346 Zombie, Voidclaw.......................................401
Ooze, Manure............................................306 Sodwose..................................................... 350
Giant Flea 1/4 (50 XP) Cave Mimic, Golem (Origami), Ley Wanderer,
7 (2,900 XP)
Vampiric Vanguard, Zombie (Voidclaw)
Bone Collector, Dwarf (Pike Guard), Rakshasa
1/2 (100 XP) Breathstealer, Elf (Shadow Fey Executioner),
(Servitor) 8 (3,900 XP)
Golem (Chain), Necrotech Thunderer
Angel (Archangel Hala'ath, Haladron), Offal
1 (200 XP) Animated Offal, Archon (Ursan), Cultist
Walker
(Psychophant), Infested Duelist, Necrotech 9 (5,000 XP)
Baleful Miasma, Doppelixir, Giant Flea Bonecage Constrictor
2 (450 XP)
(Swarm)
Field Commander, Kobold (Empyrean), Void
Blaspheming Hand, Dwarf (Firecracker), 10 (5,900 XP)
Knight
Kobold (Drake Rider), Leashed Lesion, 3 (700 XP)
Rakshasa (Myrmidon) Golem (Siege), Kobold (Ghost Hunter) 11 (7,200 XP)
APPENDIX 418
ARCTIC COASTAL
419 APPENDIX
FARMLAND Brownie Mystic, Chemosit, Corpselight Moth,
Creature CR (XP) Dinosaur (Therizinosaurus), Dire Owlbear, 5 (1,800 XP)
Faux-Garou, Tatzelwurm, Witchalder
Animated Instrument, Dragonette (Barnyard),
¼ (50 XP) Doom Creeper, Fungi (Mulcher), Harpy
Hinderling, Tuberkith 6 (2,300 XP)
(Plague), Thripper, Urushi Constrictor
Devil (Moldering), Dragonette (Shovel), Harvest
½ (100 XP) Niya-Atha Raja, Púca, Pyrrhic Podthrower,
Horse, Light Easter, Sunflower Sprite 7 (2,900 XP)
Rafflesian
Alabroza, Alliumite Rapscallion, Brownie,
Caretaker Weevil, Catterball, Herd Skulker, 1 (200 XP) Drake (Venom) 8 (3,900 XP)
Moppet, Ooze (Manure) Drudge Pitcher, Hag (Wood), Star-Nosed
9 (5,000 XP)
Alliumite Husker, Crab (Razorback), Dokkaebi, Diopsid
2 (450 XP)
Dubius, Gremlin Rum Story Keeper Belu, Fey Lady (Mother Moth), Oaken
10 (5,900 XP)
Animated Instrument (Quartet), Brownie Sentinel
Beastrider, Golem (Barnyard), Void 3 (700 XP) Fey Lady (Countess of Garlands), Tigebra 13 (10,000 XP)
Constructor, Zombie (Smokeplume) Chimera (Royal) 15 (13,000 XP)
Alabroza (Bloodfiend), Hag (Pesta), Moonless Fey Lord (Rainforest King) 21 (33,000 XP)
Hunter, Relentless Hound, Starving Specter,
4 (1,100 XP)
Swarm of Vampire Blossoms, The Flesh,
Tripwire Patch, Veritigibbet GRASSLAND
FOREST
Sodwose 6 (2,300 XP)
Dire Wildebeest, Karkadann, Pyrrhic
Creature CR (XP) 7 (2,900 XP)
Podthrower
Dinosaur (Jeholopterus), Musk Deer ¼ (50 XP) Blestsessebe, Cyonaxin 8 (3,900 XP)
Aziza, Dragonette (Shovel), Juniper Sheriff, Star-Nosed Diopsid 9 (5,000 XP)
½ (100 XP)
Moon Weaver, Sunflower Sprite
Dinosaur (Thundercall Hadrosaur), Grivid 11 (7,200 XP)
Brownie, Capybear, Caretaker Weevil,
1 (200 XP) Nariphon, Tigebra 13 (10,000 XP)
Catterball
Alseid (Woad Warrior), Dinosaur (Guardian Shetani 14 (11,500 XP)
Archaeopteryx), Dinosaur (Razorfeather Animal Lord (Queen of Mammoths) 18 (20,000 XP)
Raptor), Hirudine Stalker, Lycanthrope 2 (450 XP)
(Wereotter), Musk Deer Swarm, Niya-Atha
HILLS
Warrior, Scarsupial, Wakwak, Yali
Brownie Beastrider, Daeodon, Erina Tussler, Creature CR (XP)
Fungi (Mush Marcher), Fungi (Void), Void 3 (700 XP) Juniper Sheriff, Rock Salamander ½ (100 XP)
Constructor, Wilderness Crone Ember Glider, Sinstar (Star Thrall) 2 (450 XP)
Asp Vine, Astralsupial, Dire Pangolin, Giant Erina Tussler, Obeleric 3 (700 XP)
Walking Stick, Jubjub Bird, Monkey’s Bane
Vine, Niya-Atha Sorcerer, Ogre (Rainforest), Ooze (Sinkhole) 4 (1,100 XP)
4 (1,100 XP)
Ooze (Leavesrot), Slithy Tove, Swarm of Alke, Drake (Shepherd), Ogre (Rockchewer),
5 (1,800 XP)
Vampire Blossoms, The Flesh, Tripwire Patch, Tatzelwurm
Veritigibbet Fungi (Mulcher), Rockwood 6 (2,300 XP
Devil (Lesser Infernal Tutor) 7 (2,900 XP)
APPENDIX 420
Giant (Shire) 8 (3,900 XP) Ahu-Nixta Mechanon, Aural Hunter,
Chaos Creeper, Hag (Wood) 9 (5,000 XP) Corpselight Moth, Myrmex, Rakshasa 5 (1,800 XP)
Pustakam, Snatch Bat
Devil (Infernal Tutor) 13 (10,000 XP)
Derro Abysswalker, Derro Hellforged, Derro
Malmbjorn, Snallygaster 15 (13,000 XP)
Voidwarped, Ibexian, Moonweb, Scarab (Ruin), 6 (2,300 XP)
Sinstar 17 (18,000 XP) Thripper, Wild Sirocco, Xecha
Animal Lord (Queen of Mammoths) 18 (20,000 XP) Drake (Ethereal), Living Soot 7 (2,900 XP)
Blestsessebe, Cyonaxin, Demon (Vetala),
8 (3,900 XP)
MOUNTAINS Golem (Chain), Myrmex Speaker
Archon (Ursan), Giant (Hellfire), Truant
Creature CR (XP) 9 (5,000 XP)
Devourer
Climbing Vine 1/8 (25 XP)
Catonoctrix, Despair and Anger, Fey Lady
Brumalek, Juniper Sheriff, Rock Salamander ½ (100 XP) (Mother Moth), Kobold (Empyrean), Kobold 10 (5,900 XP)
Cloudhoof Assassin, Death Worm 1 (200 XP) (Planes Hunter), Void Knight
Ember Glider, Peri, Sinstar (Star Thrall) 2 (450 XP) Angel (Pelagic Deva) 11 (7,200 XP)
Alpine Creeper, Haakjir, Obeleric, Talus Flow, Devil (Maelstrom), Devouring Angel 12 (8,400 XP)
3 (700 XP)
Wilderness Crone Angel (Kalkydra), Angel (Shrouded), Archon
Catamount, Crystallite, Dwarf (Angler), Giant (Siege), Devil (Devilflame Juggler), Devil 13 (10,000 XP)
(Thursir Hearth Priestess), Gnyan, Stone-Eater 4 (1,100 XP) (Infernal Tutor), Nautiloid
Slime Cosmic Symphony, Howler of the Hill 14 (11,500 XP)
Alke, Aural Hunter, Obsidian Ophidian, Sinstar 17 (18,000 XP)
Ogre (Cunning Artisan), Ogre (Rockchewer), 5 (1,800 XP)
Angel (Zirnitran) 20 (25,000 XP)
Tatzelwurm, Vorthropod
Dread Examiner, Primordial Matriarch 21 (33,000 XP)
Giant (Thursir Armorer), Pyrite Pile, Rockwood 6 (2,300 XP)
Angel (Archangel Hala'ath), Fiend Lord
Caldera Kite, Devil (Lesser Infernal Tutor), 22 (41,000 XP)
7 (2,900 XP) (Abhaddanayla)
Giant (Firestorm), Ogre (Kadag)
Angel (Archangel Iilari'jil) 23 (50,000 XP)
Elemental (Rockslide), Ogre (Black Sun) 8 (3,900 XP)
Devil (Arch-Devil Iorvensiav) 24 (62,000 XP)
Garmvvolf, Giant (Hellfire), Hag (Wood) 9 (5,000 XP)
Forgotten Regent, Wandering Haze 10 (5,900 XP)
SWAMP
Chaos Raptor 12 (8,400 XP)
Devil (Infernal Tutor), Fiend Lord (Malaabit) 13 (10,000 XP) Creature CR (XP)
Malmbjorn, Snallygaster 15 (13,000 XP) Dinosaur (Jeholopterus), Swarm of Biting
¼ (50 XP)
Gnats
Sinstar 17 (18,000 XP)
Dragonette (Sedge) ½ (100 XP)
Angel (Zirnitran) 20 (25,000 XP)
Capybear, Conniption Bug 1 (200 XP)
Primordial Matriarch 21 (33,000 XP)
Dawnfly (Desolation Nymph), Dinosaur
Fiend Lord (Abhaddanayla) 22 (41,000 XP)
(Razorfeather Raptor), Hirudine Stalker, 2 (450 XP)
Lycanthrope (Wereotter), Swampgas Shade
PLANAR Hippopotamus, Swarm of Swamp Slirghs 3 (700 XP)
Creature CR (XP) Astralsupial, Lobe Lemur, Troll (Gutter) 4 (1,100 XP)
Avestruzii ¼ (50 XP) Amphibolt, Faux-Garou, Hippopotamus
5 (1,800 XP)
Gullkin, Jinnborn Pirate, Phoenixborn, (Sacred), Mudmutt, Mummy (Peat),
½ (100 XP)
Rakshasa Servitor Black Patch, Drake (Vapor), Lakescourge Lotus,
6 (2,300 XP)
Angel (Archangel Hala'ath, Haladron), Archon Mortifera
1 (200 XP)
(Word), Demon (Inciter), Myrmex (Young) Berberoka 7 (2,900 XP)
Avestruzii Champion, Demon (Balbazu), Hag (Wood) 9 (5,000 XP)
2 (450 XP)
Dubius, Sinstar (Star Thrall), Umbral Shambler Belu 10 (5,900 XP)
Fungi (Void), Gullkin Hunter, Leashed Lesion, Demon (Leech), Dinosaur (Thundercall
Phoenixborn Sorcerer, Rakshasa Myrmidon, 3 (700 XP) 11 (7,200 XP)
Hadrosaur)
Void Constructor
Equitox 13 (10,000 XP)
Angel (Psychopomp) 4 (1,100 XP)
Dawnfly 22 (41,000 XP)
421 APPENDIX
UNDERGROUND URBAN
APPENDIX 422
LEVEL UP YOUR MONSTERS
The Tome of Beasts 3 Pawns include
more than 300 monsters from this
volume, from Small to Huge! Get these
creatures on the table:
• From the Adult Sand Dragon to the
Necrotech Reaver!
• From Puffinfolk to Satarre Infiltrator!
• And from Black Sun Ogres to Doom
Creepers!
Kobold Press logo is a trademark of Open Design LLC. ©2022 Open Design LLC.
With Tome of Beasts 3 Lairs, you
get 23 ready-to-play adventures with
encounters featuring creatures selected
from Tome of Beasts 3 to challenge
heroes from 1st to 12th level.
• Visit an abandoned bardic college
overrun with musical instruments
come to life
• Save a druid’s hidden sanctuary filled
with exotic, deadly plant creatures
• An ancient, once-dormant volcano,
awakened and unleashing horrors
WWW.KOBOLDPRESS.COM
423 TOME OF BEASTS 3 B
OPEN GAME LICENSE Version 1.0a expressly licensed in another, independent Agreement with the owner
The following text is the property of Wizards of the Coast, Inc. and of such Trademark or Registered Trademark. The use of any Product
is Copyright 2000 Wizards of the Coast, Inc (“Wizards”). All Rights Identity in Open Game Content does not constitute a challenge to the
Reserved. ownership of that Product Identity.
1. Definitions: (a)”Contributors” means the copyright and/ The owner of any Product Identity used in Open Game Content shall
or trademark owners who have contributed Open Game Content; retain all rights, title and interest in and to that Product Identity.
(b)”Derivative Material” means copyrighted material including derivative 8. Identification: If you distribute Open Game Content You must
works and translations (including into other computer languages), clearly indicate which portions of the work that you are distributing are
potation, modification, correction, addition, extension, upgrade, Open Game Content.
improvement, compilation, abridgment or other form in which an 9. Updating the License: Wizards or its designated Agents may
existing work may be recast, transformed or adapted; (c) “Distribute” publish updated versions of this License. You may use any authorized
means to reproduce, license, rent, lease, sell, broadcast, publicly display, version of this License to copy, modify and distribute any Open Game
transmit or otherwise distribute; (d)”Open Game Content” means the Content originally distributed under any version of this License.
game mechanic and includes the methods, procedures, processes 10. Copy of this License: You MUST include a copy of this License
and routines to the extent such content does not embody the Product with every copy of the Open Game Content You Distribute.
Identity and is an enhancement over the prior art and any additional
11. Use of Contributor Credits: You may not market or advertise
content clearly identified as Open Game Content by the Contributor,
the Open Game Content using the name of any Contributor unless You
and means any work covered by this License, including translations and
have written permission from the Contributor to do so.
derivative works under copyright law, but specifically excludes Product
Identity. (e) “Product Identity” means product and product line names, 12. Inability to Comply: If it is impossible for You to comply with
logos and identifying marks including trade dress; artifacts; creatures any of the terms of this License with respect to some or all of the Open
characters; stories, storylines, plots, thematic elements, dialogue, Game Content due to statute, judicial order, or governmental regulation
incidents, language, artwork, symbols, designs, depictions, likenesses, then You may not Use any Open Game Material so affected.
formats, poses, concepts, themes and graphic, photographic and other 13. Termination: This License will terminate automatically if You fail
visual or audio representations; names and descriptions of characters, to comply with all terms herein and fail to cure such breach within 30
spells, enchantments, personalities, teams, personas, likenesses and days of becoming aware of the breach. All sublicenses shall survive the
special abilities; places, locations, environments, creatures, equipment, termination of this License.
magical or supernatural abilities or effects, logos, symbols, or graphic 14. Reformation: If any provision of this License is held to be
designs; and any other trademark or registered trademark clearly unenforceable, such provision shall be reformed only to the extent
identified as Product identity by the owner of the Product Identity, and necessary to make it enforceable.
which specifically excludes the Open Game Content; (f ) “Trademark” 15. COPYRIGHT NOTICE
means the logos, names, mark, sign, motto, designs that are used Open Game License v 1.0a Copyright 2000, Wizards of the Coast,
by a Contributor to identify itself or its products or the associated LLC.
products contributed to the Open Game License by the Contributor System Reference Document 5.1 Copyright 2016, Wizards of the
(g) “Use”, “Used” or “Using” means to use, Distribute, copy, edit, format, Coast, Inc.; Authors Mike Mearls, Jeremy Crawford, Chris Perkins,
modify, translate and otherwise create Derivative Material of Open Rodney Thompson, Peter Lee, James Wyatt, Robert J. Schwalb, Bruce R.
Game Content. (h) “You” or “Your” means the licensee in terms of this Cordell, Chris Sims, and Steve Townshend, based on original material by
agreement. E. Gary Gygax and Dave Arneson.
2. The License: This License applies to any Open Game Content that Book of Ebon Tides © 2022 Open Design LLC; Authors: Wolfgang
contains a notice indicating that the Open Game Content may only be Baur, Celeste Conowitch.
Used under and in terms of this License. You must affix such a notice to Creature Codex © 2018 Open Design LLC; Authors Wolfgang Baur,
any Open Game Content that you Use. No terms may be added to or Dan Dillon, Richard Green, James Haeck, Chris Harris, Jeremy Hochhalter,
subtracted from this License except as described by the License itself. No James Introcaso, Chris Lockey, Shawn Merwin, Jon Sawatsky.
other terms or conditions may be applied to any Open Game Content
Deep Magic for 5th Edition © 2020 Open Design LLC; Authors: Dan
distributed using this License.
Dillon, Chris Harris, and Jeff Lee.
3. Offer and Acceptance: By Using the Open Game Content You
Southlands ©2021 Open Design LLC. Authors: Richard Green with
indicate Your acceptance of the terms of this License.
Wolfgang Baur, Basheer Ghouse, Kelly Pawlik.
4. Grant and Consideration: In consideration for agreeing to use
The Scarlet Citadel © 2021 Open Design LLC. Authors: Steve Winter,
this License, the Contributors grant You a perpetual, worldwide, royalty-
Wolfgang Baur, Scott Gable, and Victoria Jaczko.
free, non-exclusive license with the exact terms of this License to Use,
the Open Game Content. Tome of Beasts © 2016 Open Design LLC; Authors: Chris Harris, Dan
Dillon, Rodrigo Garcia Carmona, and Wolfgang Baur.
5. Representation of Authority to Contribute: If You are
contributing original material as Open Game Content, You represent Tome of Beasts 2 © 2020 Open Design LLC; Authors Wolfgang Baur,
that Your Contributions are Your original creation and/ or You have Celeste Conowitch, Darrin Drader, James Introcaso, Philip Larwood, Jeff
sufficient rights to grant the rights conveyed by this License. Lee, Kelly Pawlik, Brian Suskind, Mike Welham.
6. Notice of License Copyright: You must update the COPYRIGHT Warlock 21: Legends © 2020 Open Design LLC; Authors: Lou Anders,
NOTICE portion of this License to include the exact text of the Jon Sawatsky, Mike Welham.
COPYRIGHT NOTICE of any Open Game Content You are copying, Warlock 24: Weird Fantasy ©2021 Open Design LLC; Authors: Jeff
modifying or distributing, and You must add the title, the copyright date, Lee, Mike Shea.
and the copyright holder’s name to the COPYRIGHT NOTICE of any Warlock 27: Southlands ©2021 Open Design LLC; Authors: Basheer
original Open Game Content you Distribute. Ghouse, Richard Green.
7. Use of Product Identity: You agree not to Use any Product Tome of Beasts 3 ©2022 Open Design LLC; Authors: Eytan Bernstein,
Identity, including as an indication as to compatibility, except as expressly Celeste Conowitch, Benjamin L. Eastman, Robert Fairbanks, Scott Gable,
licensed in another, independent Agreement with the owner of each Basheer Ghouse, Richard Green, Jeremy Hochhalter, Jeff Lee, Christopher
element of that Product Identity. You agree not to indicate compatibility Lockey, Sarah Madsen, Ben McFarland, Jonathan Miley, Kelly Pawlik,
or co-adaptability with any Trademark or Registered Trademark in Sebastian Rombach, Chelsea Steverson, Brian Suskind, Mike Welham
conjunction with a work containing Open Game Content except as
A FLOCK OF OVER 400
FEROCIOUS MONSTERS
FOR 5TH EDITION!
DM: “Inside the chest, you find several potions.”
ROGUE: “Ooh! Let’s do a little taste test.
I crack the first one open and —”
DM: “As you uncork the vial, its viscous contents explode
into tendrils that latch onto your face.”
WIZARD: “Gah! My father was right. I should have been
a rug merchant!”
$49.99
KOB 9399
PO Box 2811 | Kirkland WA 98083 Printed in China
www.koboldpress.com ISBN: 978-1-950789-39-9