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Credits

Authors: Michael “solomani” Mifsud, Robert J. Grady, Mark Hart, Jeff Ibach, Alex Riggs,
Scott D. Young, Jeff Lee, Matt Kimmel, and Jason Nelson
Artists: Simon Aan, Jesus Blones, Nicholas Cato, Art Deepmind, Ivan Dixon, Andrew
Doris, Carlos Eulefi, Michael Jaecks, Chris Kimball, Tim Kings-Lynne, Matthias
Kinnigkeit, Jethro Lentle, Chris McFann, Peyeyo, Dylan Reader, Crystal Sully, Takashi
Tan, Tanyaporn Sangsnit, Steve Wood, Colby Stevenson, Tyler Clark
Design and Layout: Rick Kunz
5e Development David N. Ross, Michael “solomani” Mifsud, Robert J. Grady, James-Levi
Cooke, Ismael Alvarez, Scott D. Young, and Jason Nelson
Legendary Games Team Members: Alex Augunas, Kate Baker, Jesse Benner, Clinton J.
Boomer, Robert Brookes, Benjamin Bruck, Carl Cramer, Paris Crenshaw, Joel Flank,
Matthew Goodall, Jim Groves, Amanda Hamon, Steven T. Helt, Thurston Hillman,
Tim Hitchcock, Victoria Jaczko, Jenny Jarzabski, N. Jolly, Jonathan H. Keith, Michael
Kortes, Jeff Lee, Nicolas Logue, Will McCardell, Julian Neale, Jason Nelson, Jen Page,
Richard Pett, Tom Phillips, Alistair Rigg, Alex Riggs, David N. Ross, Wendall Roy,
Amber Scott, Mark Seifter, Tork Shaw, Mike Shel, Loren Sieg, Neil Spicer, Todd Stewart,
Russ Taylor, Greg A. Vaughan, Mike Welham, Scott D. Young, Linda Zayas-Palmer, and
Clark Peterson
Chief Executive Officer: Jason Nelson
Chief Strategic Officer: Shirline Wilson
Chief Business Officer: Rachel Ventura

Mythos Monsters (5E) © 2020, Legendary Legendary Games


Games; Authors Michael “solomani” 524 SW 321st St.
Mifsud, Robert J. Grady, Mark Hart, Jeff Federal Way, WA 98023-5656
Ibach, Alex Riggs, Scott D. Young, Jeff Lee, makeyourgamelegendary.com
Matt Kimmel, and Jason Nelson.
ISBN: 9798564582056
First printing December 2020.
Printed in USA.

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Open Content: Subject to designation as Product Identi- Game Content that you Use. No terms may be added to Jeff Ibach, Alex Riggs, Scott D. Young, Jeff Lee, Matt
ty (see below), the only portion of this Legendary Games or subtracted from this License except as described by Kimmel, and Jason Nelson.
product designated as Open Game Content is the rules the License itself. No other terms or conditions may be
System Reference Document. © 2000, Wizards of the
content (creature stat blocks and names of skills, etc., taken applied to any Open Game Content distributed using this
Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip
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Williams, based on material by E. Gary Gygax and Dave
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Derivative Material of Open Game Content. (h) “You” or Aegis of Empires 3: When Comes the Moon (5E) © 2020,
“Your” means the licensee in terms of this agreement. 15. COPYRIGHT NOTICE Legendary Games; Authors: Matthew Goodall and Greg A.
Vaughan. Adapted by Mark Hart.
2. The License: This License applies to any Open Game Open Game License v 1.0a © 2000, Wizards of the Coast,
Content that contains a notice indicating that the Open Inc. Aegis of Empires 5: Race for Shataakh-uLm (5E) © 2020,
Game Content may only be Used under and in terms of Legendary Games; Authors: Tom Knauss and Greg A.
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this License. You must affix such a notice to any Open Michael “solomani” Mifsud, Robert J. Grady, Mark Hart,

iii
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Table
Introduction
of
2
Contents
Gug 41
Xenoid Creatures 3 Gug Savant 42

Aboleth, Veiled Master 5 Hound of Tindaolos 43


Bhole 7 Leng Spider 44
Blackgate Behemoth 9 Mi-Go 46
Mi-Go Priest 47
Blood of Yog-Sothoth 12
Cerebric Fungus 15 Moon-beast 48
Colour out of Space 17 Mooncalf 50
Deep One 19 Moonflower 51
Deep One Bishop 19 Morlock 52
Deep One Elder 20 Mu Spore 53
Deep One Hybrid 20 Neh-thalggu 54
Denizen of Leng 22 Neh-thalggu Master 55

Eekhayab 23 Nightgaunt 56
Elder Thing 24 Rhu-chalik 57
Eye of Mu 26 Shantak 58
Faceless Stalker 28 Shoggoth, Primal 59
Fire Vampire 30 Spawn of Yog-Sothoth 61
Fisher from Outside 31 Star-spawn of Cthulhu 63
Flying Polyp 32 Void-stirge 65
Gibbering Mouther, Delirious Chorus 33 Terrible Hybrid Thing 66

Great Old One, Cthulhu 36 Wight, Lunar 67


Great Old One, Hastur 39 Yithian 68

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What You Will Find Inside
Mythos Monsters
Mythos Monsters is the latest installment in the Beasts of Legend series from
Legendary Games, bringing you richly detailed and evocatively described monsters
for the 5th Edition of the world’s most famous roleplaying game, drawing upon
the myths and legends of the real world and throughout the history of RPGs. You
can check out the fantastic flair of these monster accessories in the companion
volumes Coldwood Codex, Boreal Bestiary, Construct Codex, and Beasts of the East! The
Legendary Games tradition is to combine rich story and background, innovative
layout, beautiful aesthetics, and excellence in design that is second to none,
allowing you to enliven and enrich your campaign in amazing and exciting ways.
This product is the latest in that tradition, and we hope you enjoy
using it as much as we enjoyed making it. Game on!

- Jason Nelson

Special Electronic Features


We’ve hyperlinked this product internally from the Table of Contents and externally with
links to the official System Reference Document or 5eSRD. If it is in the core rulebook,
we generally didn’t link to it unless the rule is an obscure one. The point is not to supersede the game
books, but rather to help support you, the player, in accessing the rules, especially those from newer
books or that you may not have memorized.

About Legendary Games


Legendary Games is an all star team of authors and designers, founded by Clark Peterson of Necromancer
Games, Inc. and managed by Jason Nelson, Legendary Games uses a cooperative, team-based approach to
bring you, the Paizo fan, the best expansion material for your game. We are gamers and storytellers first,
and we believe that passion shows in our products. So check us out, and Make Your Game Legendary! Visit
us on Facebook, follow us on Twitter, and check out our website at www.makeyourgamelegendary.com.

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INTRODUCTION From the Farthest Realms Beyond
In addition to the specific literary creations of Lovecraft
and those who developed his universe, the mythos concept
Using monsters from the Lovecraftian mythos, whether based is one that inspires a great many oddities from elsewhere. A
on H.P. Lovecraft’s own conceptions of them or the authors common trope within the mythos is the idea of infestation
that influenced him, like Robert Chambers and Arthur and infiltration; that things from Beyond might come to the
Machen, or that followed in his footsteps, opens up a great meager world of mortals and make a home, and in fact that
variety of possibilities for forbidden lore and ancient and our neighbors and pets and family and friends might secretly
terrible knowledge. This knowledge includes spells, to which be the aliens in disguise. This theme works equally well with
one could apply the [mythos] descriptor to indicate spells that any number of horrible creatures in a fantasy campaign,
derive from or touch upon the powers and knowledge of Elder from sci-fi themed extraterrestrial aliens to outsiders,
Things from Beyond. Much as spells use descriptors, such as ghostly or demonic possession, lycanthropy, or any number
acid, air, chaotic, cold, etc, the mythos descriptor represents of shapeshifting creatures. Still, it works particularly well
spells and spell energies tapping powers or beings beyond as a way of upsetting the (literally) natural order of things
the Tapestry of Night or including rituals that call upon such when seemingly ordinary creatures, whether humanoid or
beings or powers. In similar fashion, feats can be organized monstrous, or even familiar animals and plants, can suddenly
as Mythos feats for classes, archetypes, and other character turn into awful abominations of indescribable horror. Perhaps
options related to the mythos. even worse, they may in fact be those you once loved but who
Most relevant for this product, the mythos subtype can also have been taken into the clutches of an alien thing and made
be applied to creatures, indicating eldritch and alien beings into something terrible and aberrant.
from beyond, much as you would apply descriptors like The Farthest Realms Beyond: The place of origin of mythos
aquatic, fire, or daemon. If using this rule, all of the creatures creatures varies a great deal. Many classic mythos stories refer
in this product, of course, would qualify as having the mythos to specific locations on alien planets or stars, but these don’t
subtype. In addition, the following monsters from the standard necessarily correlate to any known locations in the physical
5E System Reference Document would qualify as creatures of universe. A possible explanation is that the realms from
the mythos subtype: aboleth, cloaker, gibbering mouther, grick, which mythos creatures hail are at the farthest reaches of the
intellect devourer, and of course the brain-eating flayers. physical universe. This could mean that they occupy a sort
of multidimensional transplanar substrate where the ragged
edges of the Material Plane fray and come apart into entropic
Mythos Creatures shards and fibers, or that they bend back upon themselves as
The mythos subtype represents creatures with their the grand curvature of the universe becomes deformed. At the
origins in the Lovecraftian mythos of ancient alien farthest edges of the Material Plane, the transitive planes like
gods from beyond the stars and madness-inducing the Shadow Plane or the Plane of Dreams could be overlapped
forays into secrets man was not meant to know. While and compressed with the Material Plane in such a way that
mythos creatures are often aliens from elsewhere creatures there exist in multiple realities or even multiple
in the physical universe, they can also be creatures locations simultaneously. These realms could be the location or
the melding of universal matter and energy with the notional
from alien dimensions beyond the bounds of time
physics of antimatter, darkmatter, and hyperspace. In a universe
and space as ordinary mortal creatures understand
that displays physical manifestations of metaphysical constructs
them. Most mythos creatures are covered by the dimensions of time, space, and reality can easily be assumed to
aberration type, though some may be monstrosities, bend and warp into geometries and probabilities that beggar
oozes, plants, undead, or rarely other creature types. description and are as alien and impossible to the presumptive
Mythos creatures are sometimes infused with universal constants of the “normal” core areas of the Material
extradimensional power far beyond that of Plane as to be unrecognizable to those who live there.
similar creatures. Mythos creatures thus may have Rules-wise, it is possible to consider these “farthest realms
maximum hit points per HD, and some of the more beyond,” however defined and constructed, as other planes, in
complex creatures may have save DCs set to a single which case mythos creatures should be considered to have the
value to make them easier for GMs to run. This flat extraplanar subtype. However, it is equally valid to presume
value is generally linked to the creature’s AC. the aberrant reality of their home space to still be a part of the
Material Plane. The latter is the assumption used in this product.

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2
Alien Cysts: A classic feature of alien nests often casts aberrant • Spell Resistance. Xenoid creatures gain a modicum
things from beyond as being somewhat insectoid, creating hives of magical resistance, they add +1d4 to their saving
or cysts built out of mucus and resin exuded through their throws against magical effects.
unnatural orifices and accreted into cells and chambers that
• Unnatural Anatomy. Xenoid creatures have a chance to
seal out the air of the living world and trap in a noxious effluent
that more closely mimics the atmosphere of the nightmare negate critical hits due to their strange and deceptive
dimensions they call home. This can be used as a merely anatomy. If a creature scores a critical hit against a
descriptive effect to bring home the strangeness of these beings xenoid, the xenoid may make a Constitution saving
from beyond, but the following templates presuppose that these throw with a DC equal to the result of the attack roll, if
pseudonatural “xenoid” creatures are actually dependent on successful, the critical hit becomes a normal hit
these alien environments if they are to operate freely in their • Unnatural Form. Xenoid creatures seem normal at first
unnatural state. Otherwise, they must remain hidden in their glance; however, as an action they can reveal their true
fleshy cages as they walk among the fleshy beings of our world.
alien nature in a horrifying transformation. They can
Cystic Resin: A xenoid creature can express enough alien also trigger this transformation as a reaction after a
cystic resin, sometimes called kaor, to coat a 10-foot square creature scores a critical hit against them. Any non-
area with an inch-thick layer, which hardens to the strength
xenoid creature that can see the xenoid creature when
of solid wood in 1 hour. This takes one hour and can be done
it transforms is affected as if the xenoid creature had
once per day, and once applied the resin layer lasts 1 year
before decaying into crumbling flakes. At the GM’s option, this cast fear on the creature. This affects only creatures
material can be shaped into any objects that could normally be with fewer Levels/CR than the xenoid creature.
crafted out of wood or leather. Alternatively, a xenoid creature A creature that saves against a xenoid creature’s
can exude a more refined resin called kaorak which has the unnatural form is immune to the unnatural form of all
hardness of steel, but it can produce only a 1-foot-square area xenoid creatures of the same type for 24 hours.
an inch thick, sufficient to use as the material for a light or
one-handed weapon, or with several days of effort to make an
item similar in quality to darkwood. Items made of this alien
resin can be made masterwork or even into magical items and
follow normal crafting rules.

Creating A Xenoid Creature


A xenoid can be created by modifying an existing creature’s
statistics using the following rules. This can be done to modify
any living creature that has been corrupted from within
by alien forces from beyond the farthest realms. A xenoid
creature uses the base creature’s statistics and abilities except
as noted here.
Type. The creature’s type changes to aberration. The creature
also gains the shapechanger and mythos subtypes.
Armor Class. A xenoid creature gains a bonus to Armor Class
equal to its Intelligence modifier.
Special Attacks. Xenoid creatures gain the following special
attack:
• True Strike. A xenoid creature can use true strike once per
day as an innate spell.
Traits. A xenoid creature gains darkvision 60 feet and the
following abilities.
• Energy Resistance. Xenoid creatures gain energy
resistance to acid and lightning.

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3
A xenoid creature can remain in its unnatural form for a The epic xenoid template can be applied to any creature that
number of hours equal to its Challenge. While in its unnatural already possesses the xenoid creature template and must have
form, a xenoid creature gains an ability listed under “Monster a Challenge level of at least 20. This template overlaps and
Features” of the “Creating a Monster” chapter of the official does not replace the xenoid template – they stack.
5E Game Master’s Guide. Roll a d100 to determine the ability Hit Points. The creature gains maximum hit points for its
it gains, any roll above 90 indicates you should roll twice and hit-dice. This effect is retroactive.
gain two abilities but subtract 5 from the roll each time this
Ability Scores. +4 Str, +2 Dex, +2 Con;
happens (GM’s discretion of course!).
Additional Traits. Choose or randomly select 1 when the
At the GM’s option, all xenoid creatures of a particular creature first aquires the templete. It then may pick another
kind may share the same ability in their unnatural form additional option from those below for each Challenge level
or abilities could vary by individual. Likewise, most xenoid it has over 20.
creatures have one specific ability that they gain when they 1. Grab. A mythic xenoid creature in its unnatural form
shift into their unnatural form, but if desired the ability can automatically grapple a target whenever it makes an
can be randomly determined each time a xenoid creature attack with its tentacles.
assumes its unnatural form.
2. Pseudonatural Impregnation. A mythic xenoid creature can
Xenoid creatures crave being in their unnatural form transform another living creature into a xenoid creature,
and feel constricted and morose if trapped in their natural permanently granting it the xenoid creature template (or
bodies for long periods. A xenoid creature can remain in its the mythic xenoid creature template, if the target crea-
natural body for a maximum number of hours equal to its ture is already a mythic creature). This process requires
Constitution score, after which it becomes shaken and has 8 hours, during which the target creature must be help-
disadvantage on skill and ability checks until it spends at least less or willing. The mythic xenoid creature must remain
1 hour in its unnatural form. Each hour thereafter that it does in continuous intimate physical contact with the target
not transform it must succeed at a Wisdom saving throw (DC throughout the process. At the end of this time, the myth-
15, +1 per hour after the first) or be compelled to transform ic xenoid creature must sacrifice 1 HD permanently and
into its unnatural form, becoming confused (as the spell) after the target must succeed on a Constitution saving throw
the transformation. (DC 8 + xenoid creature’s proficiency bonus + its Consti-
Weaknesses. While in its unnatural form, a xenoid creature tution modifier) or become a xenoid (or mythic xenoid)
gains the following weakness. creature permanently. A willing target may, of course,
• Toxic Reality. The thick and orderly physical reality of voluntarily choose to fail the saving throw. If the target
the Material Plane is painful and disturbing to a xenoid saves, the mythic xenoid creature can repeat the process,
creature in its unnatural form. Each hour it remains and each subsequent attempt increases the DC by 1.
in this form it must succeed on a Constitution saving 3. Rotting Rake. Each time a mythic xenoid creature suc-
throw (DC 15, +1 for each hour after the first) or take ceeds on a grapple with its tentacles, it deals 1d3 points
1d6 points of psychic damage and become exhausted. of Strength damage per hit to the target. A successful
This psychic damage cannot be healed until the xenoid Constitution saving throw (DC 8 + xenoid creature’s
creature resumes its normal form or reaches an alien proficiency bonus + its Constitution modifier) halves
environment more suited to its nature. this Constitution damage (minimum of 1).
Ability Scores. A xenoid creature uses the base creature’s 4. Tentacle Rake. A mythic xenoid creature in its unnatural
ability scores, but its Intelligence is at least 3. form gains an additional tentacle attack.
Alignment. A xenoid creature’s alignment is shifted one step 5. True Strike. A mythic xenoid creature can use its true
towards evil, though it retains the lawful or chaotic component strike ability as part of its attack action at will.
of the base creature’s alignment. 6. Unnatural Form. Non-epic creatures seeing a mythic xe-
noid creature’s unnatural form are affected by its fear
Epic Xenoid Creatures presence whenever they see it, rather than only being
affected if they witness its transformation.
Epic xenoid creatures follow the same rules as ordinary
xenoid creatures, but their alienness is far more pronounced In unnatural form, a mythic xenoid creature gains one of the
and they are imbued with far greater pseudonatural power. listed abilities, plus one additional ability for every 4 CR/Level
it possesses.

4
4
ABOLETH, VEILED MASTER Damage Resistance cold
Aboleths are ancient nigh-immortal creatures who have wan- Damage Immunities lightning
dered the cosmos through the dreamlands, often influencing Skills History +15, Perception +14
or even ruling the primordial deeps long before humanoid
races rose to sentience and brought with them the attention Senses darkvision 120 ft., passive Perception 24
of their gods. When younger races arose upon worlds abo- Languages Deep Speech, telepathy 120 ft.
leths claimed as their own, or alighted upon them during Challenge 16 (15,000 XP)
their exploration of space, aboleths began to manipulate
Amphibious. The veiled master can breathe air and water.
these interlopers like puppets. Some of their kind disguized
themselves to walk among their pets, veiling themselves with Innate Spellcasting. A veiled master’s spell casting ability
magic to appear as humanoids. These were the veiled mas- is Charisma (spell save DC 19). It can innately cast the
ters—if one were to foolishly attempt to impose human hi- following spells, requiring no material components:
erarchies upon this alien race, veiled masters would be con-
At will: glyph of warding, suggestion
sidered the nobility among their aboleth kin. In truth, while
aboleths do treat veiled masters with utmost respect and 3/day: major image, symbol
defer to their decisions, they are not regarded as the rulers of 1/day each: polymorph (self only), programmed illusion, teleport
the race. Stranger and still more dangerous entities rule over
veiled masters from the deepest trenches below the sea.
Master Manipulators. While all aboleths are skilled at
domination and illusion, veiled masters are the true experts
of the arcane. Veiled masters engineered their grandest de-
ceptions and manipulations, their subtle coaxings often
encouraging a rise to glory with veiled masters walking
among the populace, whispering into their leaders’ ears.
The people knew the veiled masters as scholars and
arcanists, with murmurs that their mysterious cabal
was more than human, but veiled masters destroyed
the bodies and minds of those who proved too
curious. Whenever their proteges showed hubris—
believing that they were greater than their patrons—
these manipulators brought punishment upon them.
Should they fail to fall into line, the veiled masters unleashed
their eldritch powers and rituals to invoke world-ending
cataclysms while they retreated to the depths of the sea to
live on, watching and waiting until the opportunity arose to
walk among a new race once more and teach new lessons in
secrets with too high a price.
The average veiled master measures 14 feet in length and
weighs 1,500 pounds.

Aboleth, Veiled Master


Large aberration (mythos), lawful evil
Armor Class 18 (natural armor)
Hit Points 300 (24d10+168)
Speed 10 ft., swim 80 ft.
STR DEX CON INT WIS CHA
18 (+4) 18 (+4) 25 (+7) 21 (+5) 18 (+4) 22 (+6)
Saving Throws Con +12, Int +10, Wis +9

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Mucus Cloud. While underwater, the veiled master is Enslave (3/day). The veiled master targets one creature it
surrounded by transformative mucus. A creature that can see within 60 feet of it. The target must succeed on a
touches the veiled master or that hits it with a melee DC 19 Wisdom saving throw or be magically charmed by
attack while within 5 feet of it must succeed on a DC 20 the veiled master until the veiled master dies or until it
Constitution saving throw. On a failure, the creature is is on a different plane of existence from the target. The
diseased for 1d4 hours. The diseased creature can breathe charmed target is under the veiled master’s control and
only underwater. can’t take reactions, and the veiled master and the target
Probing Telepathy. If a creature communicates telepathically can communicate telepathically with each other over any
with the veiled master, the veiled master learns the distance. Whenever the charmed target takes damage, the
creature’s greatest desires and darkest fears if the veiled target can repeat the saving throw. On a success, the effect
master can see the creature. Additionally, for each minute ends. No more than once every 24 hours, the target can also
of continued telepathic communication, the veiled master repeat the saving throw when it is at least 1 mile away from
can experience one of that creature’s memories. the veiled master.

Actions Legendary Actions


Multiattack. The veiled master makes three tentacle attacks. The veiled master can take 4 legendary actions, choosing from
the options below. Only one legendary action option can be
Tentacle. Melee Weapon Attack. +9 to hit, 20 ft. reach, one
used at a time and only at the end of another creature’s turn.
target. Hit: 13 (2d8 + 4) bludgeoning damage plus 21 (6d6)
The veiled master regains spent legendary actions at the start
lightning damage. If the target is a creature, it must
of its turn.
succeed on a DC 20 Constitution saving throw or become
diseased. The disease has no effect for 1 minute and Detect. The veiled master makes a Wisdom (Perception)
can be removed by any magic that cures disease. After 1 check.
minute, the diseased creature’s skin becomes translucent Mental Assault. The veiled master bombards the mind of
and slimy, the creature can’t regain hit points unless it is a single creature within 60 feet with psychic static. That
underwater, and the disease can be removed only by heal or creature has disadvantage on all d20 rolls it makes until
another disease-curing spell of 6th level or higher. When the beginning of its next turn.
the creature is outside a body of water, it takes 6 (1d12) acid Psychic Drain (Costs 2 Actions). One creature charmed by
damage every 10 minutes unless moisture is applied to the the veiled master takes 21 (6d6) psychic damage, and the
skin before 10 minutes have passed. veiled master regains hit points equal to the damage the
Bite. Melee Weapon Attack. +9 to hit, 10 ft. reach, one target. creature takes.
Hit: 15 (2d10 + 4) piercing damage. If the target is a
creature, it must succeed on a DC 17 Wisdom saving
throw or suffer an additional 27 (6d6 + 6) psychic damage
as the veiled master consumes its memories. The target’s
hit point maximum is reduced by an amount equal to the
psychic damage taken, and the veiled master regains hit
points equal to that amount. The reduction lasts until
the target finishes a long rest. If the target’s hit point
maximum is reduced to 0, it remains alive and conscious
and is treated as though it had 1 hit point, but it becomes
a mindless slave of the veiled master, as though affected
by the veiled master’s enslave ability.

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BHOLE bhole using a truly enormous space on a battlemat—a space
Known on some worlds as dholes, bholes are among the of 100 feet or more, perhaps. This solution presents its own
largest of living creatures, wormlike leviathans of such size challenges, obviously, particularly if your gaming area lacks
that few can claim to have seen one wholly from head to tail, for space. Of course, if these options for handling immense
and those who do tend toward madness and other afflictions monsters don’t sit well with you, the best solution is to
that carry with them a heavy burden of doubt. The coloration simply downsize bholes in your game; assume they coil up
of these creatures’ coiling bodies ranges widely—from darker on themselves and fit entirely into their 30-foot space, with
blues and purples to paler grays, yellows, or bleached white— their length accounting for their unusually enormous reach.
with a cavernous mouth consisting of long, bony jaws that Finally, you might consider not using miniatures at all for a
extend and unfold from the creature’s head when it feeds. fight against a bhole, with the assumption that once combat
begins, the immense monster poses a significant threat to all
Nigh-immortal. By all accounts, bholes are incredibly
in the area and that even several rounds of flight might not put
long-lived—those that exist in remote worlds or on other
a victim outside the monster’s reach. Pick the solution that
dimensions have done so for countless eons. The bholes
works best for your style of game play; in the end, the point
themselves seem to have no interest in their history, perhaps
is that a fight with a bhole should be one that your players
as a result of their limited intellect, but by all accounts a bhole
remember for a long time.
can live forever, barring death by violence. For a creature
as immense and dangerous as a bhole, such conditions
essentially amount to immortality.
Wasteland Worm. Regions inhabited by bholes are always
barren wastelands. What creatures survive there do so
with a combination of stealth and speed, and even then
they quickly learn to make themselves scarce when
the telltale rumbling of an approaching bhole begins
to shake the ground. Bholes themselves seem able to
eat and digest anything and everything, and in time
can reduce a huge area to a honeycombed network of
immense tunnels. These regions swiftly collapse, leaving
behind crumpled, rubble-filled pits of vast and terrifying
size. Legends speak of entire worlds being reduced to rubble
by bholes—they also tell of the danger of allowing these
monsters into inhabited worlds, for their hunger is eternal,
and a relatively small number of bholes can do incredible
damage on a continental scale.
Impossible Size. A typical bhole is only 30 feet wide yet is
hundreds of feet long and weighs thousands of tons. Combat
with such immense monsters might present some challenges
for games based around miniatures and play mats. When you
include an encounter with a bhole in such a game, it might be
best to describe the immense worm as extruding itself out of
the earth to attack those nearby—if the bhole needs to move,
it simply burrows to a new location, sticks out its head, and
starts attacking new targets.
Alternatively, you can treat the bhole’s head as its only
actively dangerous portion. In this case, attacks directed at
its immense body are irrelevant, with only those directed at
its head (which consists of a 30-foot space) actually reducing
its hit points. You might even run an encounter with a

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it and can escape from the corpse by using 20 feet of
Bhole movement, exiting prone – assuming it is no longer
Gargantuan monstrosity (alien, mythos, titan), chaotic neutral incapacitated.
Armor Class 20 (natural armor) Body Slam. Melee Weapon Attack: +16 to hit, reach 60 ft., one
Hit Points 459 (17d20 + 119) target. Hit: 23 (3d6 + 13) bludgeoning damage and the target
Speed 50 ft., burrow 50 ft. is knocked prone. On a critical hit this attack does 44
STR DEX CON INT WIS CHA bludgeoning damage.

28 (+9) 7 (-2) 25 (+7) 5 (-3) 14 (+2) 18 (+4) Spew Slime (Recharge 5-6). A bhole can expel a prodigious
amount of thick slime from its gullet. This attack has a
Saving Throws Dex +5, Wis +9
range of 900 feet and creates a 40-foot-diameter sphere
Skills Perception +9 of slime in its targeted area. Creatures within this area
Damage Resistances bludgeoning, piercing, and slashing are stunned for 1 minute on a failed DC 20 Constitution
from nonmagical attacks saving throw which they may repeat at the end of their
Condition Immunities charmed, exhaustion, frightened, turn to end the condition. The slime transforms the area
paralyzed, petrified, poisoned, prone, stunned it coats into difficult terrain, and any creature entering
or beginning its turn within the area is restrained by
Senses darkvision 120 ft, passive Perception 19
stickiness of the goop. As an action, the restrained target
Languages Aklo (rarely speaks) can make a DC 20 Strength check, bursting out of the
Challenge 21 (33,000 XP) slimy restraint on a success. The hardened slime can also
Legendary Resistance (3/Day). If the bhole fails a saving throw, be attacked and destroyed (AC 10; hp 50; boiling water
it can choose to succeed instead. instantly melts the slime; immunity to slashing, poison,
and psychic damage). Destroying the slime frees the
Magic Weapons. A bhole’s weapon attacks are magical.
creature. Bhole slime persists for 2d6 hours and bhole lairs
Overwhelming Strength. A bhole always applies 1-1/2 times are typically pre-caked with the stuff. A bhole can move
its Strength modifier on all weapon attacks and the critical through bhole slime without penalty.
multiplier of each of its weapon attacks is increased by one
step (included in its attack options). Legendary Actions
Slime Coat. A bhole is covered in sticky bhole slime. Any The bhole can take 3 legendary actions, choosing from the
manufactured weapon striking the bhole automatically options below. Only one legendary option can be used at a
adheres to its and cannot be used to make attacks until time and only at the end of another creature’s turn. The bhole
freed (Escape DC 20). regains spent legendary actions at the start of its turn.

Actions Body Slam. The bhole makes one body slam attack.
Awesome Blow (Costs 2 Actions). The bhole makes one bite
Multiattack. The bhole makes three attacks: one with its bite
attack.
and two with its body slam.
Ground Smash (Costs 3 Actions). The bhole can rear up
Bite. Melee Weapon Attack: +16 to hit, reach 60 ft., one
and smash headfirst into the ground, causing an intense,
target. Hit: 40 (5d10 + 13) piercing damage. On a critical
localized tremor equivalent to an earthquake centered on
hit this attack does 95 piercing damage. If the target is a
the point of impact (DC 20 Constitution saving throw
creature of Huge size or smaller and this damage reduces
for this spell-effect). The bhole is subject to the effect but
it to 0 hit points or it is incapacitated, the bhole swallows
cannot be pinned beneath rubble and can easily burrow
it. A swallowed creature is blinded and restrained, it has
out of any damage zone created by the spell.
total cover against attacks and other effects outside the
bhole, and it takes 21 (6d6) acid damage at the start of each
of the bhole’s turns. If the bhole takes 40 damage or more
on a single turn from a creature inside it, the bhole must
succeed on a DC 20 Constitution saving throw at the end
of that turn or regurgitate all swallowed creatures, which
fall prone in a space within 10 feet of the bhole. If the
bhole dies, a swallowed creature is no longer restrained by

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BLACKGATE BEHEMOTH silent slaves. Blackgate behemoths are omnivorous, eating as a
supplement to their biospheric draining, but they are as likely
Blackgate behemoths are titanic, solitary alien beings native
to the dark places between and beyond the stars, seeded by to bite a creature once to inflict its poison as to devour a victim
greater masters onto planets they might explore and enslave. entirely. They frequently create their own food using stone to
They are towering creatures, their bulk heaving with terrifying flesh, and a behemoth’s lair is often marked with disgusting
swiftness upon four clawed legs like tree trunks. Mismatched mounds of rancid, half-eaten flesh of its own creation.
eyeballs glare from every part of its body, scattered among a
host of gnashing maws and a veritable forest of lashing fanged
Blackgate Behemoth
tentacles. They may lurk in deep caves for decades at a time Gargantuan aberration (alien, mythos), neutral evil
but emerge at times of cosmic conjunctions that only they Armor Class 16 (natural armor)
can sense to deposit mysterious black monoliths across the Hit Points 625 (25d20 + 125)
landscape. It is these strange runecarved portals that give
blackgate behemoths their name. A blackgate behemoth is Speed 50 ft., climb 30 ft.
over 30 feet tall and weighs 15 tons. STR DEX CON INT WIS CHA
Cult Master. While their Black Gates undoubtedly serve 23 (+6) 12 (+1) 21 (+5) 16 (+3) 17 (+3) 21 (+5)
some inscrutable cosmic purpose, behemoths also use them as Saving Throws Wis +8
lures for the curious or the foolish, drawing them in and using
them to establish cultic cells. They encourage the creation not Senses passive Perception 13
only of cults that bring them sacrifices and offerings to leave Languages Aklo
at their mysterious Black Gates but also to leave and create Challenge 16 (15,000 XP)
sleeper cells elsewhere. Those who unravel the mysteries of
a Black Gate may be drawn into it by the behemoth lurking Innate Spellcasting. The blackgate behemoth’s innate spellcasting
nearby, often using its meld into stone ability to listen to the ability is Charisma (spell save DC 19). It can innately cast the
pathetic paeans of praise offered up by its deranged cultists following spells, requiring no components:
while reading their minds itself and opening their minds At will: air walk, blight, diminish plants (as plant growth, but
to the touch of its darkling masters far off in the deeps of in reverse), meld into stone, mold earth, stone shape, stone tell
space. Blackgate cults are typically led by a bard, sorcerer, or (this spell works as clairvoyance except the sensor is any
witch of 7th-9th level, while the cultists are typically 3rd-level
rock or stone the behemoth chooses. The stone can recall
aristocrats, commoners, experts, or warriors.
up to 24 hours of information)
The alien intelligence of a blackgate behemoth is often
strange to terrestrial sentients, as the uses to which they put their 3/day each: flesh to stone, song of discord (as a fireball but
cults may appear nonsensical. Some simply enjoy the adulation does thunder damage), stone to flesh (as flesh to stone, but in
of their faux divinity, but other behemoths develop curious reverse), wall of stone
obsessions and drive their cultists to make them a reality, 1/day each: animal friendship (9th level), clashing rocks,
building bizarre monuments, retrieving incomprehensible earthquake, symbol of insanity (my cause the symbol to
combinations of objects for ineffectual or debasing rituals, appear in midair and the blackgate behemoth is immune
slaughtering all creatures of a certain kind, or driving out rival to the spell effects), move earth, rampart
religions. Some direct their cultists to kidnap priests of all
kinds and drag them before the behemoth to demonstrate the Communion of the Black Gate (1/Week) A blackgate behemoth
impotence of their faith in the face of its primeval interdiction can disgorge a mystical slab of stone from its inward parts,
of divinity, the better to convince them to abandon their calling appearing as a closed door of weathered black stone one
and worship the behemoth or its starry masters. foot thick and up to 15 feet square, covered in gruesome
Awakened Hunger. Blackgate behemoths have very little alien script. Each 5-foot section of the Black Gate has a
impact on the natural world when hibernating, but when they damage threshold of 12 and 180 hit points; if the Black Gate
awaken they can cause massive and terrifying disruptions is destroyed, the behemoth has disadvantage on all d20 rolls
to the landscape and the creatures dwelling in it. They sap for 24 hours due to the psychic shock and feedback, and it
the living essence of vegetation with their diminish plants and cannot create a new Black Gate until after this time. The
blight abilities, drawing a strange sustenance from it even as door cannot be created in any location that is being directly
they leave swaths of blasted and defoliated wastelands in their observed by a creature whose Intelligence exceeds 2, save
wake. A behemoth’s mere presence drives animals into a mad for creatures with the mythos subtype (or anything the GM
frenzy of wild slaughter, though by attuning its will it can
deems appropriate, for example, other aberrations). Once the
turn their crazed behavior into calm compulsion as its eerily

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Black Gate is created, it endures for 1d7+7 days; a behemoth creature. This mark, which often resembles a deformed black
may have only one Black Gate in existence at a time. goat’s head, lasts for 14 days and cannot be perceived by the
A blackgate behemoth uses this mystic portal to observe creature on which it is inscribed other than via true seeing.
and sometimes communicate with creatures of the However, other creatures with Intelligence greater than 2
mortal world. The behemoth can observe the door and its perceive it subliminally when they spend at least 1 minute
surroundings at will as if using clairvoyance. It may also use within 10 feet of the creature. Such creatures are compelled
detect thoughts, emanating from any point on the Black Gate, as a geas (spell save DC 19) to seek out the blackgate behemoth
regardless of its distance from the door. or a Black Gate. Creatures of CR (or level) 7 or higher gain a
The script graven upon the Black Gate can be deciphered +1d4 bonus on their saving throw. The effects last up to 2d6
with a DC 16 (Intelligence) Arcana or Religion check or days, though compelled creatures can attempt a new saving
comprehend languages spell. Failing the skill check by 5 or throw every 24 hours to remove the compulsion, with the DC
succeeding the check by more than 5 results in insanity unless decreasing by 1 each day after the first.
the target succeeds on a DC 16 Wisdom saving throw. The Divine Disruption. A blackgate behemoth weakens the local
target remains insane until it passes the saving throw which connection between divine spellcasters and their patrons.
it may repeat after every long rest. While the target is insane it A divine spellcaster includes clerics and paladins as well as
acts as outlined by the confusion spell. Creatures using magic any warlock whose patron is not from the mythos. Creatures
to read the script are also subjected to this insanity. A creature attempting to cast a divine spell within 60 feet of a behemoth
not driven mad may read from the Black Gate for 24 hours, must succeed at a DC 16 spellcasting check (as if making a
deriving answers to 1d6 questions as if casting contact other spell attack roll) or the spell fails. Even if this check succeeds,
plane. A character studying the Black Gate gains advantage a behemoth may expend one use of its legendary actions as a
on any checks related to the divination school of magic, as reaction to force a creature casting the divine spell to make two
long as the spell is cast while reading from the Black Gate. A separate DC 16 Wisdom saving throws. If either save fails, the
creature making a knowledge related Intelligence skill check divine spellcaster’s spell is ruined. If both saves fail, the divine
while reading from the door adds 1d6 to the result of the skill spellcaster is also stunned until the end of its next round by
check (2d6 if the check pertains to creatures, objects, places, the psychospiritual backlash. This use of this trait can also
or effects related to the alien mythos). interdict a creature’s supernatural class abilities granted
While a creature is reading from the Black Gate, once a through a divine spellcasting class, such as a paladin’s lay on
day, the behemoth may draw a creature into the Black Gate, hands, or a cleric’s domain powers or ability to channel energy.
where it is trapped within a bizarre subspace realm that Frictionless. The blackgate behemoth is under a constant
functions as maze. In addition, when the creature finally freedom of movement spell.
escapes from the maze, the behemoth may inflict one effect Hibernation. A blackgate behemoth can enter a state of
upon a trapped creature; the effects it may choose depend hibernation at will; doing so takes 1 minute. While in this
on how long the creature remained trapped within the state, it can take no actions and is incapacitated, as if it were
Black Gate. in a deep sleep. However, the duration of its Black Gate and
Trapped Time Possible Effects any spell-like ability it has used on itself are extended as long
as it remains hibernating, as if no time is passing. A behemoth
1 round charm person
can remain in hibernation for as long as it wishes — while in
2 rounds touch of idiocy (as feeblemind but the
this state, it does not need to eat or drink, nor does it age. Time
duration is 1 day)
effectively stands still for a hibernating behemoth. If it is jostled
3 rounds suggestion or damaged while hibernating, or if a creature touches its Black
4 rounds modify memory Gate or attempts to decipher the writing on it, the behemoth
5 rounds dream can attempt a DC 16 Wisdom saving throw. If it succeeds, it
1 minute geas awakens in 2d4 rounds. Otherwise, it takes 1d4 days to awaken
from hibernation. A blackgate behemoth can set the length
Creatures drawn into a Black Gate, even for a single round, of its hibernation when it first enters this state, so that it can
receive a blackgate brand. awaken after a set amount of time has passed. When awakening
Blackgate Brand (1/Day). A blackgate behemoth may inscribe at a set time in this manner, a behemoth needs only 1d3 rounds
the blackgate brand on the forehead or chest of a helpless to rouse itself, with no Wisdom saving throw necessary.

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Legendary Resistance (3/Day). If the blackgate behemoth fails Until this grapple ends, the target is restrained, and the
a saving throw, it can choose to succeed instead. blackgate behemoth losses one of its four tentacle attack
Magic Weapons. A blackgate behemoth’s weapon attacks are options. While grappled the target automatically takes 33
magical. (6d8 + 6) bludgeoning damage at the start of the backgate
behemoth’s turn due to being constricted.
Psychotic Paralysis. A poisoned creature reduced to 0 hit points
by a blackgate behemoth’s attacks is driven mad as the Legendary Actions
neurotoxic effluents of its bite attack its brain. Each round The blackgate behemoth can take 3 legendary actions,
that a creature remains unconscious while poisoned, it must choosing from the options below. Only one legendary option
succeed on a DC 16 Wisdom saving throw or gain a random can be used at a time and only at the end of another creature’s
form of madness – roll randomly to determine the length of turn. The blackgate behemoth regains spent legendary actions
madness – short, medium or long then and then roll on the at the start of its turn.
appropriate table. Multiple failed saves result in multiple
Tentacle. The blackgate behemoth makes one tentacles attack.
forms of insanity. Creatures driven insane in this fashion,
and who remain unhealed, often become obsessed with the Seductive Compulsions. A blackgate behemoth may use this
place where they became insane and may establish mystery legendary action whenever it uses an enchantment effect
cults devoted to calling the blackgate behemoth back to that (including its psychotic paralysis), forcing the target to save
place and sharing its gift of madness with others. with disadvantage.

Speak with Beasts and Plants. The blackgate behemoth can Aberrant Vomitus (Costs 2 Actions). The blackgate behemoth
communicate with beasts and plants as if they shared a language. can spew out a heap of noxious multicolored tissue and
bile that functions as a maximum hit point gibbering
Under the Darkling Moon. When outdoors at night, the save DC
mouther under the behemoth’s control. At the GM’s
for any of a behemoth’s abilities that requires a Wisdom or
option, it may use this ability to create any aberration
Intelligence saving throw is increased by 1; during the three
of CR 6 or lower. This creature perishes 1 hour after its
nights of the new moon, the DC is instead increased by 3.
creation.
During the nights of the new moon, if a blackgate behemoth
using its aberrant vomitus ability to create a monster expends 3
legendary actions, the creature does not perish after one hour.
Actions
Multiattack. The blackgate behemoth uses Alien Prescence
then makes four attacks of its choice.
Alien Presence. Each creature of the blackgate behemoth›s choice that is
within 120 feet of it and aware of it must succeed on a DC 17 Wisdom
saving throw or become frightened for 1 minute. While frightened
the creature is confused (as the spell). A creature can repeat the
saving throw at the end of each of its turns, ending the effect
on itself on a success. If a creature’s saving throw is successful
or the effect ends for it, the creature is immune to the blackgate
behemoth’s Alien Presence for the next 24 hours.
Bites. Melee Weapon Attack: +11 to hit, reach 10 ft., one
creature. Hit: 27 (6d6 + 6) piercing damage and the target
is poisoned for 1 day on a failed DC 16 Constitution saving
throw (see psychotic paralysis for additional effects).
Tentacles. Melee Weapon Attack: +11 to hit, reach 20 ft., one
target. Hit: 33 (6d8 + 6) bludgeoning damage. If the target
is a creature, it must succeed on a DC 19 Strength saving
throw or be knocked prone. Alternatively, the blackagate
behemoth may choose to grapple the target (escape DC 16).

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BLOOD OF YOG-SOTHOTH become sickening. Any living creature within 30 feet must
This twisted, powerfully built human has two bulbous succeed at a DC 13 Constitution saving throw or become
mauve-colored eyes, nubs for ears, a mouth full of over- incapacitated for 1 round. The blood of Yog-Sothoth can
sized canine teeth, and seven-fingered hands that clutch a exude this sickening stench for multiple rounds, but these
steel-tipped spear. They are the direct offspring of either rounds need not be consecutive. Each round the blood of
a spawn of Yog-Sothoth and a humanoid, often resulting Yog-Sothoth wishes to maintain the stench, it must use a
in a multiple birth, with quintuplets being most common. bonus action to do so.
Though the act of birthing a litter of these twisted, mewling
offspring is extraordinarily painful, some mothers survive Actions
the ordeal though their minds invariably bear deeper scars Multiattack. A blood of Yog-Sothoth makes two attacks with
than their overstrained bodies. Like their sires, the blood of its spear.
Yog-Sothoth grow tall and strong and reach adulthood as
Spear. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. and
quickly—at around 10 years of age. However, these creatures
range 20/60 ft., one target. Hit: 5 (1d6 + 2) piercing damage,
retain very little of their father’s intellect, and most of the
creatures develop a propensity for brutishness, violence, and or 11 (2d8 + 2) piercing damage if used with two hands to
cannibalism. make a melee attack.
Deformities. Their bodies polluted by the essence of the Dagger. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or
outer god Yog-Sothoth, all blood of Yog-Sothoth are sterile range 20/60 ft., one target. Hit: 4 (1d4 + 2) piercing damage
and possess multiple physical deformities. Common abnor- if thrown, 7 (2d4+2) if used to make a melee attack.
malities include extra fingers or toes, elongated or bloated
faces that resemble those of fish, goats, hounds, or toads,
odd-colored eyes, over-sized body-tumors, and vestigial facial
features or other vestigial or stunted body parts. The blood B Y -S
lood of og othoth unters H
of Yog-Sothoth can live an average of up to 90 years, though
Medium aberration, chaotic evil
most perish by violence or misadventure much earlier.
Armor Class 14 (hide armor)
Blood of Yog-Sothoth Hit Points 170 (20d8 + 80)
Medium aberration, chaotic evil
Speed 30 ft.
Armor Class 13 (hide armor)
STR DEX CON INT WIS CHA
Hit Points 75 (10d8 + 30)
18 (+4) 14 (+2) 19 (+4) 8 (-2) 13 (+1) 6 (-3)
Speed 30 ft.
Saving Throws Con +7
STR DEX CON INT WIS CHA
Skills Athletics +7, Intimidation +7, Perception +4, Stealth +5
15 (+2) 12 (+1) 17 (+3) 7 (-2) 12 (+1) 4 (-3)
Damage Resistances cold, fire
Saving Throws Con +5
Senses darkvision 60 ft., passive Perception 14
Skills Athletics +4, Intimidation +4, Perception +3, Stealth +3
Languages Common, Deep Speech
Damage Resistances cold, fire
Challenge 6 (2,300 XP)
Senses darkvision 60 ft., passive Perception 13
Special equipment. Potion of invulnerability, potion of invisibility.
Languages Common, Deep Speech
Brutal. A melee weapon deals two extra dice of its damage
Challenge 2 (450 XP) when these hunters hit with it (included in the attack).
Brute. A melee weapon deals one extra die of its damage Intimidating Manner. A blood of Yog-Sothoth uses his
when a blood of Yog-Sothoth hits with it (included in the Strength score to Intimidate.
attack).
Steadfast. These Blood of Yog-Sothoth have advantage on
Intimidating Manner. A blood of Yog-Sothoth uses his saving throws to resist being charmed or frightened.
Strength score to Intimidate.
Stench (3/Day). A blood of Yog-Sothoth always exudes an
Stench (3/Day). A blood of Yog-Sothoth always exudes an unpleasant musky scent. As a bonus action, the blood
unpleasant musky scent. As a bonus action, the blood of Yog-Sothoth can intensify this scent, causing it to
of Yog-Sothoth can intensify this scent, causing it to become sickening. Any living creature within 30 feet must

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succeed at a DC 15 Constitution saving throw or become
incapacitated for 1 round. The blood of Yog-Sothoth can
Blood of Yog-Sothoth Warlock
exude this sickening stench for multiple rounds, but these Medium aberration, chaotic evil
rounds need not be consecutive. Each round the blood of Armor Class 13 (hide armor)
Yog-Sothoth wishes to maintain the stench, it must use a Hit Points 136 (16d8 + 64)
bonus action to do so. Speed 30 ft.
Actions STR DEX CON INT WIS CHA
Multiattack. These Yog-Sothoth make two attacks with their 14 (+2) 14 (+1) 18 (+4) 16 (+3) 14 (+2) 16 (+3)
maul or three with their longbow. Saving Throws Con +7
Maul. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: Skills Arcana +6, Intimidation +4, Nature +6, Perception +5,
18 (4d6 + 4) bludgeoning damage. Stealth +4
Longbow. Ranged Weapon Attack: +5 to hit, range 150/600 ft., Tools Alchemist’s supplies
one target. Hit: 12 (2d10 + 2) piercing damage.
Damage Resistances cold, fire
Senses darkvision 60 ft., passive Perception 13
Languages Common, Deep Speech, Draconic, Elven, Sylvan
Challenge 7 (2,900 XP)
Brute. A melee weapon deals one extra die of its damage when
the warlock hits with it (included in the attack).
Stench (3/Day). A blood of Yog-Sothoth always
exudes an unpleasant musky scent. As a bonus
action, the blood of Yog-Sothoth can intensify
this scent, causing it to become sickening. Any
living creature within 30 feet must succeed at a DC 13
Constitution saving throw or become incapacitated for 1
round. The blood of Yog-Sothoth can exude this sickening
stench for multiple rounds, but these rounds need not be
consecutive. Each round the blood of Yog-Sothoth wishes
to maintain the stench, it must use a bonus action to do so.
Innate Spellcasting. The warlock’s innate spellcasting ability is
Charisma. She can innately cast the following spells (spell
save DC 14), requiring no material components:
At will: armor of agathys, hellish rebuke, hex, invisibility (self
only), suggestion
1/day each: feeblemind, forcecage
Spellcasting. The warlock is a 16th-level spellcaster. Her
spellcasting ability is Charisma (spell save DC 14, +6 to hit
with spell attacks). She regains her expended spell slots
when she finishes a short or long rest. She knows the
following warlock spells:
Cantrips (at will): eldritch blast, friends, poison spray,
prestidigitation
1st-5th level (3 5th-level slots): blight, witch bolt, hold monster,
expeditious retreat, dispel magic, ray of enfeeblement, scrying,
vampiric touch, hold person, banishment
Special Equipment. Bead of force, potion of greater healing.

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Siege Monster. The abomination deals double damage to
Actions objects and structures.
Multiattack. The warlock makes three attacks with her
Stench (3/Day). A blood of Yog-Sothoth always exudes an
greatclub.
unpleasant musky scent. As a bonus action, the blood
Greatclub. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. of Yog-Sothoth can intensify this scent, causing it to
Hit: 11 (2d8 + 2) piercing damage, or 13 (2d10 + 2) piercing become sickening. Any living creature within 30 feet must
damage if used with two hands. succeed at a DC 17 Constitution saving throw or become
incapacitated for 1 round. The blood of Yog-Sothoth can
B Y -S
lood of og othoth bominationA exude this sickening stench for multiple rounds, but these
rounds need not be consecutive. Each round the blood of
Huge aberration, chaotic evil
Yog-Sothoth wishes to maintain the stench, it must use a
Armor Class 17 (natural armor) bonus action to do so.
Hit Points 230 (20d12 + 100)
ACTIONS
Speed 30 ft., climb 30 ft.
Multiattack. The abmination makes three attacks: one with its
STR DEX CON INT WIS CHA bite and two with its tentacles.
25 (+7) 15 (+2) 20 (+5) 17 (+3) 17 (+3) 20 (+5) Bite. Melee Weapon Attack: +11 to hit, reach 10 ft., one target.
Saving Throws Wis +7 Hit: 16 (2d8 + 7) piercing damage.
Skills Arcana +7, Athletics +15, Intimidation +13, Perception Tentacles. Melee Weapon Attack: +11 to hit, reach 10 ft., one
+7, Stealth +6 target. Hit: 21 (4d6 + 7) bludgeoning damage, and 14 (4d6)
Damage Resistances thunder necrotic damage and the target is grappled (escape DC 17).
The target must succeed on a DC 17 Constitution saving
Damage Immunities cold, fire
throw or its hit point maximum is reduced by an amount
Senses blindsight 30 ft., darkvision 60 ft., passive Perception 17 equal to the necrotic damage taken. This reduction lasts
Languages Common, Deep Speech (can’t speak intelligibly) until the creature finishes a long rest. The target dies if
Challenge 11 (7,200 XP) this effect reduces its hit point maximum to 0.
Brute. A melee weapon deals one extra die of its damage when a Invisibility. The abomination magically turns invisible until it
blood of Yog-Sothoth hits with it (included in the attack). attacks or until its concentration ends (as if concentrating
on a spell). Any equipment the abomination wears or
Intimidating Manner. A blood of Yog-Sothoth uses his
carries is invisible with it.
Strength score to Intimidate.
Magic Weapons. The abomination’s weapon attacks are
magical.

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CEREBRIC FUNGUS Aura of Terrible Visions. Foes in melee with a cerebric fungus
Cerebric fungi are a race of carnivorous, intelligent fungi experience terrible visions of their past or potential
native to a distant planet. Although they are one of the lowliest futures, making it difficult for them to distinguish friend
life forms on their homeworld, the fungi still possess an alien from foe or even discern their surroundings. Any creature
intellect far beyond that of most terrestrial creatures. Cerebric damaging or damaged by a cerebric fungus in melee
fungi display great curiosity about other races and species (within 5 feet) becomes confused for 1 round (as the spell,
when they visit other worlds, asking endless, apparently DC 15), and its vision becomes blurry and overlaid with
senseless, questions and engaging in disturbing experiments.
phantom visions, resulting in disadvantage on attack rolls.
Some eccentric scholars claim to have learned unsettling
secrets from these interrogations. Although capable of fine This visual distortion lasts as long as a creature remains
manipulation with their prehensile filaments, cerebric fungi within 5 feet of the cerebric fungus and for 1d3 rounds
normally forgo the use of weapons in favor of their tendrils thereafter.
and magical powers. Otherworldly Mind. Any creature attempting to contact
a cerebric fungus’s mind or read its thoughts with a
divination spell or similar ability must succeed at a DC
C F
erebric ungus 15 Wisdom saving throw or be overwhelmed by the alien
Medium plant, unaligned thoughts in the creature’s head. Those who fail take 1d6
Armor Class 15 (natural armor) psychic damage and are confused for 1d6 rounds (as the
spell), and the divination effect immediately ends.
Hit Points 176 (16d8 + 48)
Seductive Compulsions. Creatures targeted by the cerebric
Speed 30 ft.
fungus’s enchantment spells have disadvantage on the
STR DEX CON INT WIS CHA saving throw.
18 (+4) 8 (-1) 16 (+3) 15 (+2) 10 (+0) 15 (+2)
Skills Stealth +2
Damage Resistances cold
Damage Vulnerabilities thunder
Condition Immunities blinded, deafened, exhaustion
Senses blindsight 60 ft. (blind beyond this radius), passive
Perception 10
Languages Aklo, telepathy 100 ft.
Challenge 5 (1,800 XP)
Innate Spellcasting. The cerebric fungus’s innate spellcasting
ability is Charisma (spell save DC 13). It can innately cast
the following spells, requiring no components:
3/day: calm emotions
1/day: feeblemind
Legendary Resistance (1/Day). If the cerebric fungus fails a
saving throw, it can choose to succeed instead.
Magic Weapons. A cerebric fungus’s weapon attacks are
magical.
Detect Sentience. The cerebric fungus can sense the
presence and location of any creature within 300
feet of it that has an Intelligence of 3 or higher, regardless
of interposing barriers, unless the creature is protected by
a mind blank spell.

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Unsettling Appearance. A cerebric fungus constantly scans Star-Shriek (1/Day). A cerebric fungus can unleash a shrill
the minds of those around it, projecting around itself a scream of madness. All creatures (except other cerebric
confusing collage of images gleaned from their thoughts. fungi) within 30 feet must make a DC 15 Wisdom saving
Creatures within 60 feet that can see the fungus must throw or be nauseated for 1 minute. A nauseated creature
succeed at a DC 15 Wisdom saving throw or take a –1d4 spends its turn throwing up. The target may repeat the
penalty on attack rolls. saving throw at the end of its turn to end this effect.
Actions Legendary Actions
Multiattack. The cerebric fungus makes two tendril of The cerebric fungus can take 1 legendary action, choosing
madness attacks. If both attacks hit a Medium or smaller from the options below. Only one legendary option can be
target, the target is grappled (escape DC 15), and the used at a time and only at the end of another creature’s turn.
cerebric fungus uses its Engulf on it. The cerebric fungus regains spent legendary actions at the
Tendril of Madness. Melee Weapon Attack: +7 to hit, reach 10 ft., start of its turn.
one target. Hit: 13 (2d8 + 4) bludgeoning damage and the Tendril of Madness. The cerebric fungus makes one tendril
target is dazed and has disadvantage on attack rolls and of madness attack.
saving throws until the end of its next round. Call of the Void (1/Day). The cerebric fungus uses star-
Engulf. The cerebric fungus engulfs a Medium or shriek, it automatically recharges if already used.
smaller creature grappled by it. The engulfed target
is blinded, restrained, and unable to breathe, and it
must succeed on a DC 15 Constitution saving throw at
the start of each of the fungus’s turns or take 13 (2d8 + 4)
bludgeoning damage. If the cerebric fungus moves, the
engulfed target moves with it. The cerebric fungus can
have only one creature engulfed at a time.
Read Thoughts. The fungi magically reads the surface
thoughts of one creature within 60 feet of it. The effect
can penetrate barriers, but 3 feet of wood or dirt, 2 feet of
stone, 2 inches of metal, or a thin sheet of lead blocks it.
While the target is in range, the fungi can continue reading
its thoughts, as long as the fungus’s concentration isn’t
broken (as if concentrating on a spell). While reading the
target’s mind, the fungi has advantage on Wisdom (Insight)
and Charisma (Deception, Intimidation, and Persuasion)
checks against the target.

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COLOUR OUT OF SPACE Colour Out of Space
The deepest, strangest parts of space hold truly alien beings— Huge ooze (mythos), chaotic neutral
and of those, few are more notorious than the colour out of
Armor Class 7
space. The lack of a physical body does little to impede this
deadly alien life form’s ability to cause incredible devastation to Hit Points 76 (8d12 +24)
other life it encounters. A colour out of space’s life cycle requires Speed 30 ft., fly 50 ft.
periodic visits to the deepest reaches of space for the creature to STR DEX CON INT WIS CHA
gestate and grow in the vicinity of powerful gravitational fields
16 (+3) 5 (-3) 15 (+3) 15 (+3) 15 (+3) 20 (+5)
(such as those created by planets), and this custom only increases
the monster’s opportunities to bring ruin to countless worlds. Damage Resistances fire; bludgeoning, and piercing from
nonmagical attacks
The colour out of space is just that—a mobile radiance. Its
glow is unlike any seen in nature. The few who encounter one Damage Immunities acid, cold, lightning, slashing
of these creatures and survive sometimes describe the radiance Damage Weaknesses force
or portrayed it in art as a sinister, green-gray illumination, Condition Immunities blinded, charmed, deafened,
but these depictions are flawed reproductions. To witness the exhaustion, frightened, prone
colour out of space is to know there are things no humanoid
Senses blindsight 60 ft. (blind beyond this radius), passive
mind can fully comprehend, describe, or explain, but its
Perception 16
eeriness brings with it a stifling sense of latent malignancy.
Languages Deep Speech (cannot speak)
Colour Blight. Very little is known about the life cycle of a
Challenge 13 (10,000 XP)
colour that dwells in the depths of space, for it is only when it
comes to a planet to grow and reproduce that other life forms Amorphous. The colour out of space can move through a
encounter it. A colour’s arrival upon a world is typically via a space as narrow as 1-inch wide without squeezing.
small meteorite strike—the colour itself infuses a meteoroid, Incorporeal Movement. The colour can move through other
and shortly after the falling star’s arrival, the rock crumbles creatures and objects as if they were difficult terrain. It
away to expose the semisolid mass of a larval colour that takes 5 (1d10) force damage if it ends its turn inside a
seeps into the surrounding landscape. Although a colour is Gargantuan creature but not an object.
incorporeal, and thus able to move through solid objects, it Legendary Resistance (3/Day). If the colour fails a saving
can also exist as a free-floating, eerie radiance. Natural sunlight throw, it can choose to succeed instead.
doesn’t particularly harm colours out of space, but they prefer
to dwell in darkened areas like deep caves or abandoned wells Actions
where their own radiance is the only light. Disintegrating Touch. Melee Natural Weapon Attack. +8 to hit,
Lassitude. Over the course of several weeks, months, or even reach 15 ft.; one target. Hit: 75 (10d6 + 40) force damage. It
years, the colour feeds upon the surrounding plant and animal otherwise acts as the disintegrate spell.
life—the act of being fed upon is weirdly addictive to its Feed (Recharge 5-6). A colour can attempt to feed on any living
victims, who develop a self-destructive lassitude that prevents creature or a region of plant life. Each creature in line of
them from fleeing the region. When a colour has absorbed sight must succeed on a DC 18 Charisma saving throw,
enough life to grow to full maturity, it gathers its strength and taking 1d4 points of Charisma damage on a failed save or
erupts from its den, coruscating into the sky as it launches the half as much on a success. A creature killed by this effect
majority of itself back into space. Sometimes, enough remains crumbles into a mass of desiccated tissue.
of the parent colour to survive on its own, and in these cases
the life cycle repeats again and again. Areas blighted by a
L
egendary ctions A
colour out of space are singularly recognizable, not only for The colour out of space can take 2 legendary actions, choosing
the eerie pallor of local plant life and large swaths of blasted, from the options below. Only one legendary action option can
barren landscape, but also by the presence of those the colour be used at a time and only at the end of another creature’s
has fed on. These unfortunate, deformed individuals, known turn. The colour out of space regains spent legendary actions
as colour-blighted creatures, never live for long, but while they at the start of its turn.
do, their madness often drives them to violent behavior, be Destructor. The colour out of space makes a disintegrating
they people or beasts. touch attack.

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Color Vampire. The colour out of space uses its feed attack Color-Blighted Creature Template
option. If this option is not available it instead may roll to A beast, humanoid, giant, or plant can become a color-blighted
recharge it, if successful it may use its reaction to use it. creature. It keeps its statistics, except as follows. As long as
Drain. The colour out of space can feed on a single target a creature suffers the colour-blighted template, it becomes
creature it can see. The target takes 1 level of exhaustion if aggressive toward creatures that do not exude the colors of a
it fails a DC 18 Charisma saving throw. On a success, the colour out of space and gains a +1 bonus on attack and damage
creature takes no damage but has disadvantage on its next rolls such targets. Every time the creature takes a long rest (or
Charisma saving throw. A creature who is killed by this 24 hours for plant creatures), a creature suffering from this
ability instead gains the color-blighted template and will template must succeed at a DC 12 Constitution saving throw
seek to protect the colour out of space. or crumble into fine, white ash—such a doom means instant
death and, for many color-blighted creatures, the only chance
Regional Effects at escape from a life filled with pain.
The region containing a colour out of space’s lair is warped Acquiring the Template: If a creature is killed by the colour
by the colour’s nature, which creates one or more of the out of space’s drain or aura of lassitude ability (see regional
following effects: effects) it gains the color-blighted template. It losses the
• The colour’s aura of lassitude reaches up to 6 miles from its template if its Charisma score is restored back to normal or if
lair though its effects are much weaker. All living creatures the colour out of space is killed.
have a general, yet persistent, feeling of weariness and
Alignment: The creatures’ alignment changes to chaotic
lethargy come over them. If the colour out of space dies,
neutral.
this effect fades over the course of 1d6 days.
• Within 1 mile of the colour out of space’s lair everything Ability Scores: These remain unchanged except for
is gray and nights are much darker than normal. All living Charisma which is set to 1.
creatures have disadvantage on Constitution and
Charisma saving throws while within this area. Beasts
and other creatures in the area gain the color blighted
template (see below) and aggressively attack intruders.
If the colour out of space dies, this effect fades over
the course of 1d10 days and blighted creatures return
to normal over the same period.
• An aura of lassitude is palatable in the area
immediately around the colour out of space’s lair. A
creature within 300 feet of a colour out of space
(even when the colour is hiding within a solid object)
must succeed at a DC 18 Charisma save or become
overwhelmed with listlessness and ennui. While
under this effect, the creature has disadvantage on all
Charisma saving throws and doesn’t willingly travel
farther than a mile from the area where it failed its
saving throw against that colour’s aura of lassitude.
A dispel magic spell (or similar effect vs. DC 18) ends
the effect, as does removing the victim from the aura’s
area of effect. Every 24 hours, a creature affected by an
aura of lassitude can attempt a new DC 18 Wisdom
save to cast off the effects of the aura. A creature
that succeeds at this saving throw is immune to that
colour’s aura of lassitude for 24 hours. A creature that
is under the effects of an aura of lassitude from a
colour out of space can’t be further affected by this
ability from other colours. If the colour out of space
dies, this effect ends immediately.

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DEEP ONE Deep One
Deep ones are as at ease dwelling in the most remote of Medium monstrosity (mythos), chaotic evil
ocean trenches as they are in the shallows that hug secluded
Armor Class 12 (natural armor)
shorelines, although their favorite haunts combine the two.
The largest deep one cities are located at places not far off Hit Points 26 (4d8+8)
shore but nestled in vast submerged canyons unusually close Speed 20 ft., swim 40 ft.
to those coastlines. This proximity allows deep ones to pursue STR DEX CON INT WIS CHA
one of their favorite goals—commingling with and corrupting
15 (+2) 9 (-1) 15 (+2) 12 (+1) 14 (+2) 10 (+0)
surface-dwelling humanoids. Deep ones do so not out of a
biological need but as a way to spread their blasphemous Skills Religion +3, Stealth +3
religion above the ocean waves. The hybrid children of deep Damage Resistances cold
ones and humans form a race of their own. These offspring Senses darkvision 60 ft., passive Perception 12
typically live near others of their kind, assuming positions of Languages Common, Deep Speech
leadership in their small towns. A deep one’s gray-green hide
Challenge 1/4 (50 XP)
glistens with moisture, and saliva dribbles from its fishlike
maw. Amphibious. The deep one can breathe air and water.
Deep Devotees. Deep ones usually worship the alien entities Item Use. A deep one can use magic items as though it were a
known as the Outer Gods or the Great Old Ones, with Cthulhu cleric, warlock, or wizard.
the foremost among them. Deep one settlements that contain A
ctions
a deep one elder instead typically venerate that powerful deep Claws. Melee Weapon Attack. +4 to hit, 5 ft. reach. Hit: 7 (2d4 + 2)
one, who in turn serves one of the eldritch gods. slashing damage.
Underwater wielders. Deep ones prefer to fight with their
claws. If they do resort to manufactured weapons, they prefer
piercing ones, as these function best underwater. They can
also use wands and staves; deep ones who pursue the study
of more powerful magic often learn to create magic items for
their weaker kinfolk to wield.
Immortal. A deep one does not age. Barring death from
violence, disease, or misadventure, a deep one can live forever.
Deep ones are immune to effects that cause magical aging.
Deep Dweller. Deep ones are immune to damage from
water pressure; their bodies are capable of instantly adjusting
to different water depths or even the surface with ease.
Deep One Bishop. Deep one bishops incite religious fervor
in their kinfolk and promote their chosen deities as the
greatest among the Outer Gods.
Hybrid Horrors. Deep one hybrids are the spawn of humans
and deep ones. They are most comfortable with others of
their kind, and typically cluster in small, insular settlements
where they can assume positions of authority. They keep any
humans within their towns subservient and cowed, making
sure those other residents know better than to act against local
laws. Though deep ones are devoutly religious, they usually
cloak their true beliefs under a facade of more conventional
worship, believing that by doing so they can avoid suspicion
from visitors and nearby societies.

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Challenge 17 (18,000 XP)
Deep One Bishop
Medium monstrosity (mythos), chaotic evil Amphibious. The deep one can breathe air and water.
Armor Class 12 (natural armor) Deep Dweller. Deep ones are immune to damage from water
pressure; their bodies are capable of instantly adjusting to
Hit Points 39 (6d8+12)
different water depths or even the surface with ease.
Speed 20 ft., swim 40 ft.
Innate Spellcasting. An elder deep one’s spellcasting ability is
STR DEX CON INT WIS CHA
Wisdom (spell save DC 18). The elder deep one can innately
15 (+2) 9 (-1) 15 (+2) 12 (+1) 14 (+2) 14 (+2) cast the following spells, requiring no material components:
Skills Deception +4, Persuasion +4, Religion +5, Stealth +3 3/day each: confusion (as an 8th-level spell), dream, freedom of
Damage Resistances cold movement, hold monster
Senses darkvision 60 ft., passive Perception 12 1/day each: black tentacles, dominate monster, symbol
Languages Common, Deep Speech Item Use. A deep one can use magic items as though it were a
Challenge 2 (450 XP) cleric, warlock, or wizard.
Amphibious. The deep one can breathe air and water. Legendary Resistance (3/Day). If the elder deep one fails a
Dark Devotion. The deep one bishop has advantage on saving saving throw, it can choose to succeed instead.
throws against being charmed or frightened. Reflective Mind. Any time an elder deep one succeeds at a
Item Use. A deep one can use magic items as though it were a saving throw against a spell or magical ability that cannot affect
cleric, warlock, or wizard. creatures that are immune to being charmed or frightened or
Spellcasting. A deep one bishop is a 4th-level spellcaster. Its that inflicts psychic damage, the effect is reflected back on the
spellcasting ability is Wisdom (spell save DC 12, +4 to hit source, affecting the original caster as if the elder deep one
with spell attacks). A bishop typically has the following cast the spell or used that magical ability.
cleric spells prepared:
Cantrips (at will): light, sacred flame, thaumaturgy Actions
1st level (4 slots): bane, inflict wounds, shield of faith Multiattack. The elder deep one can use its Awful Presence. It
then makes three attacks: one with its bite and two with its
2nd level (3 slots): aid, blindness/deafness, hold person
claws.
Actions Bite. Melee Weapon Attack. +13 to hit, 5 ft. reach. Hit: 16 (2d8 +
Multiattack. The deep one makes two melee attacks. 7) piercing damage.
Claws. Melee Weapon Attack. +4 to hit, 5 ft. reach. Hit: 7 (2d4 + 2) Claw. Melee Weapon Attack. +13 to hit, 20 ft. reach. Hit: 14 (2d6
slashing damage. + 7) slashing damage. If the elder deep one scores a critical
hit, it rolls damage dice three times, instead of twice, and
D O E
eep ne lder the target must succeed on a DC 21 Constitution saving
throw. On a failed saving throw, the target is stunned until
Gargantuan monstrosity (mythos), chaotic evil
the end of their next turn.
Armor Class 19 (natural armor)
Awful Presence. Each creature of the elder deep one’s choice
Hit Points 232 (15d20+70) that is within 120 feet of the elder deep one and aware of it
Speed 30 ft., swim 40 ft. must succeed on a DC 17 Wisdom saving throw or become
STR DEX CON INT WIS CHA frightened for 1 minute. A creature is incapacitated as long
as it is frightened in this way. A creature can repeat the
25 (+7) 12 (+1) 21 (+5) 16 (+3) 18 (+4) 16 (+3)
saving throw at the end of each of its turns, ending the
Saving Throws Con +11, Wis +10, Cha +9 effect on itself on a success. If a creature’s saving throw is
Skills Religion +8 successful or the effect ends for it, the creature is immune to
Damage Resistance acid, cold, lightning; bludgeoning and the elder deep one’s Awful Presence for the next 24 hours.
slashing from nonmagical attacks
Senses passive Perception 14
Languages Common, Deep Speech

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Hold Breath. The deep one hybrid can hold its breath for 15
Legendary Actions minutes.
An elder deep one can take 3 legendary actions, choosing from
Sea Longing. Every 24 hours a deep one hybrid spends more
the options below. Only one legendary action option can be
than 10 miles from the sea, it must succeed on a DC 15
used at a time and only at the end of another creature’s turn.
Wisdom saving throw. On a failure, the deep one hybrid
The elder deep one regains spent legendary actions at the start
has disadvantage on ability checks, attack rolls, and saving
of its turn.
throw. If the deep one hybrid is already suffering this
Claw Attack. The elder deep one makes a claw attack. penalty, it takes 1d6 psychic damage on a failure. The deep
Madness (Costs 2 Actions). All creatures other than deep ones one hybrid no longer suffers this disadvantage once it has
within a 30-foot radius must makes a DC 18 Wisdom saving spent 24 hours within 10 miles of the sea.
throw. On a failed saving throw, a creature is affected as the
spell confusion until the end of its next turn. Creatures with A
ctions
total cover are not affected. Scimitar. Melee Weapon Attack. +3 to hit, 5 ft. reach. Hit: 4 (1d6 +
1) slashing damage.
Move. The elder deep one moves or swims up to half its speed
without provoking opportunity attacks.

Deep One Hybrid Cultist


Medium humanoid (human, mythos), chaotic evil
Armor Class 12 (natural armor)
Hit Points 13 (2d8+4)
Speed 20 ft., swim 30 ft.
STR DEX CON INT WIS CHA
11 (+0) 12 (+1) 12 (+1) 10 (+0) 12 (+1) 10 (+0)
Skills Deception +2, Religion +2
Senses darkvision 60 ft., passive Perception 11
Languages Deep Speech, Common
Challenge 1/8 (25 XP)
Dark Devotion. A deep one hybrid cultist has advantage on
saving throws against being charmed or frightened.
Final Change. A deep one hybrid ages faster than
a human. A mere 1d12 months after a deep
one hybrid reaches venerable age at 60
years old, it dies a painful, agonizing
death, only to have its body transform
into that of a mature deep one. This
transformation functions as the reincarnate spell.

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DENIZEN OF LENG Dimensional Regeneration. A denizen of Leng regains 5 hit
These eerie denizens travel the universe from their strange points at the start of its turn. If it takes force or radiant
homeland of Leng, walking uncontested only when they dis- damage, this trait doesn’t function at the start of the
guise themselves as humans by wearing loose-fitting robes denizen’s next turn. The denizen dies only if it starts its
and wrappings about the head and face. Under these dis- turn with 0 hit points and does not regenerate. If killed, a
guises, they have horned brows, clawed fingers, mouths full denizen’s body dissolves into nothingness in 1d4 rounds,
of tentacles, and crooked goatish legs with cloven hooves. A leaving behind its gear. It is rumored that slain denizens
denizen of Leng weighs 200 pounds and stands roughly 5-1/2 simply reform new bodies in Leng, conjured out of the
feet tall. mutable essence of the dimension of dreams, rather than
Dimensional Raiders. Many scholars have argued over being permanently slain.
where the otherworldly realm of Leng lies— some believe it
can be found among the Outer Planes, while others are con- A
ctions
vinced it can only be reached via a dimension of dreams. The Multiattack. A denizen of Leng makes two claw attacks.
denizens of Leng can travel to other planes freely, and often Claws. Melee Weapon Attack. +9 to hit, 5 ft. reach. Hit: 14 (2d8 +
do so in strange, black ships, constantly seeking new breeds
5) slashing damage, and 14 (4d6) psychic damage.
of slaves or trading rubies for unusual services or magical
treasures. At other times, their visits are much more violent, Confusion (Recharge 6). Each creature in a 10-foot-radius
focusing on abducting victims for use as slaves or worse. sphere is affected by a confusion spell (save DC 16).
On Leng, these denizens have long fought a war against that
realm’s monstrous spiders, a war that sometimes spills over
into other worlds.
Denizen of Leng
Large monstrosity (mythos), neutral evil
Armor Class 18
Hit Points 190 (20d10+80)
Speed 30 ft., fly 20 ft.
STR DEX CON INT WIS CHA
24 (+7) 16 (+3) 18 (+4) 18 (+4) 14 (+2) 16 (+3)
Damage Resistance necrotic
Condition Immunities exhaustion, frightened, poisoned
Senses darkvision 60 ft., passive Perception 12
Languages Common, Infernal
Challenge 11 (7,200 XP)
Alien Anatomy. When an attacker scores a critical hit
against a denizen of Leng, it has a 50% chance to
treat it as a normal hit instead. It also takes only
half damage from a rogue’s sneak attack. A denizen of
Leng also gains advantage on saving throws against
polymorph spells or any other effect that would change
its shape.
Deflect Spells. A denizen of Leng is immune to spells
which specifically affect undead.

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EEKHAYAB Eekhayab
Eekhayabs are inhuman servants of the Great Old Ones Medium aberration (mythos), chaotic evil
and the Outer Gods whom they serve. They are a race of
interstellar predators, vaguely humanoid in shape but prone Armor Class 16 (natural armor)
to frequent mutation and aberrant physiology, both internally Hit Points 102 (12d8 + 48)
and externally. Their motion is hideous to behold, with the Speed 20 ft., fly 60 ft.
rhythmic flapping of its wings clashing with the spasmodic STR DEX CON INT WIS CHA
thrashing of disjointed limbs ending in cruel claws and its
scabrous tail dripping dark venom. Its skin seems to split in a 17 (+3) 16 (+2) 18 (+4) 10 (+0) 17 (+3) 15 (+2)
welter of weeping sores and creases, as though its inward parts Saving Throws Dex +7, Wis +6, Cha +5
were ready to burst. Damage Resistances acid, cold; bludgeoning, piercing, and
Eekhayabs are always winged, with a generally humanoid slashing from nonmagical attacks
head and torso and at least four limbs. In some eekhayabs these
Damage Immunities poison
are more akin to legs than arms and in some the opposite, and
vestigial or accessory limbs are not at all unusual, but in all Senses darkvision 60 ft., passive Perception 12
cases their appendages are tipped with cruel claws. Though Languages Deep Speech
eekhayabs are most comfortable in the air, they typically have Challenge 8 (3,900 XP)
webbed digits to aid in swimming. Most eekhayabs have tails
Breathless. The eekhayab does not need to breathe and can
as well, sometimes long and sinuous and in others bulbous
survive in the void of space.
and insectoid, like the abdomen of a wasp. Those who have
beheld the eekhayab in person rarely describe them the same Exuviate. When an eekhayab is killed, it triggers its
way, in part due to the grotesque variation these creatures unspeakable molt action.
exhibit, but also due to the fog of nightmares that inevitably Hybrid Mount. An eekhayab’s carrying capacity in flight is
follow in the wake of their advent. twice normal, and a Medium or smaller creature can ride
Mythos Minions. It is unknown whether eekhayabs originated on a flying eekhayab as a mount even though an eekhayab
on one of the home planets or prison worlds wherein the Great is itself Medium-sized. It cannot carry a Medium-sized
Old Ones are bound, or perhaps were refugees from a planet creature as a rider when not flying.
long since destroyed by the predations of world-devouring
elder things, or perhaps have always been a star-spanning race Magic Resistance. The eekhayab has advantage on saving
and never a terrestrial one. What is certain is that as a race they throws against spells and other magical effects.
are bound to the will of the Great Old Ones and their masters Mythos Minion. Eekhayab are called to serve many who follow
(especially Hastur the Unspeakable), and often compelled to the cults of the mythos, having disadvantage on saving
answer the summons of earthly cultists calling upon their throws to avoid spells cast by servants of any of the Great
alien patrons for aid. Eekhayabs are strong flyers and may Old Ones.
carry willing supplicants (as well as unwilling victims) far from
their terrestrial home into the reaches of space and the dark Starflight. Eekhayab can survive in the void of outer space. It
places between and beyond the stars, though their passengers flies through space at an incredible speed. Although exact
are best advised to have their own means of survival amid the travel times vary, a trip within a single solar system should
rigors of space. Eekhayabs are willing warriors as well when take 3d20 hours, while a journey beyond should take 3d20
called to serve, snatching up their victims and tearing them days (or more, at the GM’s discretion)—provided the
limb from limb or dropping them into gaping pits of toxic eekhayab knows the way to its destination.
effluence that open in the eekhayab’s presence like rents in a
reality that rebels against their alien presence. A ctions
Star Scavenger. Eekhayabs are primarily carnivorous, Multiattack. The eekhayab makes two attacks: one with its beak
preferring fresh blood and flesh. They are cruel beasts and and one with its talons.
enjoy stinging their prey with their mind-rotting venom Beak. Melee Weapon Attack. +6 to hit, reach 5 ft., one target.
and allowing their victim to descend into madness, giving Hit: 10 (2d6 + 3) piercing damage plus 7 (2d6) poison
themselves over to the eekhayab for their feasting pleasure. damage.
However, eekhayabs are also scavengers, taking whatever
nourishment they can find to fuel their long interplanetary Talons. Melee Weapon Attack. +6 to hit, reach 5 ft., one target.
and interstellar journeys. Hit: 14 (2d10 + 3) slashing damage, and the target is
grappled (escape DC 14). Until this grapple ends, the target

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23
is restrained, and the eekhayab can’t use its talons on The reduction to the target’s hit point maximum
another target. lasts until removed by the greater restoration spell or
Toxic Cesspit (1/Day). An eekhayab can cause ordinary reality similar magic. The target is immune to this eekhayab’s
to deform and decay in its presence temporarily. It can unspeakable molt for 24 hours after succeeding on the
create a pit within 30 feet of it that is a 10-foot cube filled saving throw.
with acid to a depth of 5-feet. The fumes given off by the If a creature fails multiple saving throws against this
toxic cesspit are so foul that any living, breathing creature ability, the nightmare effect recuring during an additional
beginning its turn within the pit must succeed on a DC sleep cycle for each failed save.
13 Constitution saving throw or be poisoned for 1-minute
spending its turn wretching and heaving. A poisoned
Reaction
creature can make another DC 13 Constitution saving Slough. Whenever a critical hit is made against an eekhayab, as
throw to end the poison effect at the end of its turn. On a reaction, it may use its unspeakable molt action.
success, the target creature is poisoned until the end of the
eekhayab’s next turn. While a creature is poisoned
in this way, it is stunned and takes 7 (2d6) poison
damage at the beginning of its turn.
Unspeakable Molt. An eekhayab’s wings are continually
shifting through phases of molt, decay, and regrowth,
like those of a decomposing vulture suffused with
tissue that is simultaneously insectoid and bat-like,
with a corrupted humanoid core underneath. An
eekhayab causes its external membranes to rupture
and slough off in pestilential shreds, revealing
disgustingly abnormal new tissues beneath.
When an eekhayab molts its speed is doubled,
it gains a +2 bonus to AC, it has advantage on
Dexterity saving throws, and it can make an additional
beak attack, Dash, Disengage, Hide, or Use an Object
action. This effect lasts for 1 minute.
Any creature within 30 feet that witnesses an
eekhayab’s unspeakable molt must make a DC 17
Wisdom saving throw.
A failed saving throw makes the creature
frightened. The affected creature may make
another saving throw at the end of its turn to
remove the frightened effect. On a second failed
save the target is affected by nightmares the next time it
sleeps. The target gains no benefit from its rest, and its
hit point maximum is reduced by 5 (1d10). If this effect
reduces the target’s hit point maximum to 0, the target
dies of fright.

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24
ELDER THING Limited Starflight. An elder thing can survive in the void of
Elder things are strange beings with star-shaped heads and outer space, and its wings allow it to use its fly speed in
numerous writhing appendages arranged radially around that environment despite the lack of air. Unlike creatures
its barrel-shaped body. Known by various names on various with full starflight, an elder thing’s ability to fly in outer
worlds, often translating to “elder things” or “old ones,” these space does not allow it to reach unusually high speeds—an
alien creatures are interested in creating lasting works of art, elder thing that wishes to travel from one planet to another
architecture, and even life (such as the dreaded shoggoths). typically calculates the distance and then hibernates for
They possess a boundless capacity for war and egotism. the majority of the journey, relying on its momentum and
inertia to carry it to its destination while it slumbers along
Devices. Elder things may possess a variety of tools and
the way.
weapons, including technological or magical inventions or
mechanisms that blend both. Special Equipment. The elder thing carries a sonic disruptor, a
technological weapon.

Elder Thing Actions


Tentacles. Melee Weapon Attack. +4 to hit, reach 5 ft., one
Medium monstrosity (mythos), lawful neutral
target, Hit: 16 (5d4 + 4) bludgeoning damage, and the target
Armor Class 15 (natural armor) is grappled (escape DC 14). Until this grapple ends, the
Hit Points 105 (14d8 + 42) creature is restrained, and the elder thing can’t use its
Speed 30 ft., fly 20 ft., swim 40 ft. tentacles on another target.
STR DEX CON INT WIS CHA Sonic Disruptor. Ranged Weapon Attack. +4 to hit, range
50/200 ft., one target, Hit: 6 (1d8+2) thunder
15 (+2) 14 (+2) 16 (+3) 17 (+3) 15 (+2) 15 (+2)
damage. If this attack scores a critical
Saving Throws Con +5, Wis +4 hit, the target must succeed on a DC 13
Damage Resistances fire Constitution saving throw. On a
Damage Immunities cold failed saving throw, the target is
Senses darkvision 60 ft., passive Perception 12 stunned until the end of the
elder thing’s next turn.
Languages Elder Thing
Challenge 3 (700 XP)
Does Not Breathe. Elder things can function in water as well
as on land, survive the vastness of space, and do not need
to breathe. They can still be affected by gasses and other
attacks that do not require them to breathe.
Hibernation. An elder thing can enter a state of hibernation
at will; doing so takes 1 minute. While in this state, it can
take no actions and is effectively helpless, as if it were in a
deep sleep. An elder thing can remain in hibernation for
as long as it wishes—while in this state, it does not need to
eat or drink, nor does it age. Time effectively stands still for
a hibernating elder thing. If it is jostled or damaged while
hibernating, an elder thing can attempt a DC 15 Wisdom
save. If it succeeds, it awakens in 2d4 rounds. Otherwise, it
takes 1d4 days to awaken from hibernation. An elder thing
can set the length of its hibernation when it first enters
this state, so that it can awaken after a set amount of time
has passed. When awakening at a set time in this manner,
an elder thing needs only 1d3 rounds to rouse itself, with
no Wisdom saving throw necessary.

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25
EYE OF MU Swim-by. The eye of Mu doesn’t provoke opportunity attacks
These ancient creatures resemble 5-foot wide scaly orbs, when it swims out of an enemy’s reach.
with iron-hard carapaces bedecked with spines and sensory Metamorphic Molt (Recharges after a Short or Long Rest). If
tendrils. Their bodies are dominated by a massive pale central an eye of Mu is reduced to 0 hit points, it doesn’t die or
eye and gaping maw with a forest of curved fangs. Hundreds fall unconscious. Instead, it ejects its outer shell, regains
of small seaweed-like bristles hang from the bottom of its 133 hit points, has -2 to its AC, and moves up to its speed
body, while two large crab-like pincers protrude from its body without provoking opportunity attacks. All ongoing
and a pair of long, thin eyestalks sprout from the top of its orb, negative effects are also ended when this transformation
these eyes glowing like lures. takes place. The penalty to the eye of Mu’s AC is removed
Ocean Masters. Eyes of Mu hunt the pelagic depths of ocean when it completes a long rest.
trenches, using the mystical radiance of their eyestalks to Mirages of Mu. An eye of Mu can combine the power of
entrance their enemies and draw them into the deeps where its eye rays to create a 6th-level major image powered
they may feast upon them at their leisure. They also haunt with psychic energy giving the image some depth and
the diluvian ruins of ancient empires, some inundated by “realness”. The illusion can be of anything within the
past cataclysms and others fully aquatic realms that may have spells limitations but whatever is created as 25% of the
been wholly unknown to those on the surface. They often original items hit points and all of its other statistics. For
dominate pods of lesser eyes of the deep and other aquatic example, an eye of Mu creates a Mirages of Mu giant shark.
species, manipulating them and using them as their agents in This creature has a shadowy cast to it and 25% of the
schemes for power. real creatures hit points but is otherwise identical to the
original. It takes the eye of Mu 1 minute to create an image.
The illusions it creates are unremarkable at first glance,
E M
ye of u but upon closer inspection (such as when making a Will
Large aberration, lawful evil save to disbelieve) horribly twisted and alien. Creatures
Armor Class 18 (natural armor) failing their save (DC 18 Wisdom saving throw) when
attempting to disbelieve become shaken have disadvantage
Hit Points 266 (19d10 + 76)
on further attempts to disbelieve the illusion as long as
Speed 5 ft., swim 20 ft. they can see the illusion. A creature rolling a natural 1 on
STR DEX CON INT WIS CHA a Wisdom save to disbelieve an eye of Mu’s illusions is
20 (+5) 14 (+2) 18 (+4) 17 (+3) 15 (+2) 17 (+3) affected as dream the next time it sleeps.
Saving Throws Int +8, Wis +7, Cha +8 Actions
Skills Perception +12 Multiattack. The eye of Mu uses stun cone, pincers then
Damage Resistances bludgeoning, piercing, and slashing shoots an eye ray. It may also bite a grappled target.
from nonmagical attacks Bite. Melee Weapon Attack: +10 to hit, reach 5 ft., one
Damage Immunities cold target. Hit: 14 (4d6) piercing damage.
Condition Immunities prone Pincer. Melee Weapon Attack: +10 to hit, reach 10 ft., one
target. Hit: 16 (2d10 + 5) bludgeoning damage. If the target is a
Senses darkvision 120 ft., tremorsense 60 ft., passive
Medium or smaller creature, it is grappled (escape DC 15). The
Perception 22
eye of Mu has two pincers, each of which can grapple only
Languages Aklo, Aquan, Common one target.
Challenge 13 (10,000 XP) Stun Cone. An eye of the deep’s central eye can, once per
Diluvian Diver. An eye of Mu never takes damage from water round, produce a 90-foot cone that stuns all creatures for
pressure. 1 minute on a failed DC 18 Constitution saving throw.
Hyper-Awareness. An eye of Mu’s eyestalks allow it to see in Creatures may repeat the saving throw at the start of their
all directions at once. It cannot be surprised. turn to end this condition.
Legendary Resistance (3/Day). If the eye of Mu fails a saving Eye Rays. The eye of Mu shoots one of the following magical
throw, it can choose to succeed instead. eye rays, choosing one to three targets it can see within 120
feet of it:

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1. Left Eye – Draining ray. The targeted creature takes 7
(2d6) necrotic damage and must succeed on a DC 18
Legendary Actions
Constitution saving throw or be have disadvantage on The eye of Mu can take 3 legendary actions, using the Eye Ray
ability checks, attack rolls, and saving throws based on option below. It can take only one legendary action at a time
Strength for 1 minute. During this time, it also deals and only at the end of another creature’s turn. The eye of Mu
one-half damage with all attacks that use Strength. The regains spent legendary actions at the start of its turn.
target can repeat the saving throw at the end of each Eye Ray. The eye of Mu uses one random eye ray.
of its turns, ending the effect on itself on a success. If
the save fails, the target remains enfeebled and takes an When the eye of Mu uses its metamorphic molt, it can use the
additional 7 (2d6) necrotic damage. following legendary actions for 1 hour.
2. Right Eye – Lingering paralysis ray. The targeted creature Numbing Pincers. The eye of Mu makes two attacks with its
must succeed on a DC 18 Wisdom saving throw or pincers. If both attacks hit the same creature, it takes an
be paralyzed for 1 minute. The target can repeat the saving extra 7 (2d6) poison damage and must succeed on a DC 18
throw at the end of each of its turns. A creature successfully Constitution saving throw or become paralyzed until the
saving against its eye ray is slowed (as the slow spell) for start of the eye of Mu’s next turn.
1 minute, and can repeat the saving throw as above each
Toxic Tendrils. The eye of Mu’s tendrils surrounds it in a
round to end the slow effect.
beautiful display of deep-sea beauty. All creatures within
3. Both Eyes - Mirages of Mu. See the related trait. 10 feet of the eye of Mu must make DC 18 Constitution
saving throw or become poisoned and paralyzed until the
start of the eye of Mu’s next turn.

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FACELESS STALKER Blood Frenzy. Anytime the faceless stalker does necrotic
These hairless, leathery bipeds with faces dominated by damage to a living creature, it becomes invigorated. It
unsettling whorls and slits rather than actual features were receives the benefits of a haste spell until the end of its next
created by aboleth fleshwarpers ages ago as living weapons. turn. It does not suffer the exhausting aftereffects of a haste
Scorned by their former masters when the scheme for which spell so long as it continues to do necrotic damage to a
they were designed unraveled, the faceless stalkers fled into living creature.
swamps, marshes, or any other dark, wet places they could Faceless. In its natural form, a faceless stalker has no
find—the closest they could come to the aquatic cities they discernible facial features. It has advantage on any saving
once considered home. throws made to resist attacks or effects that target the
Shapeshifting Spies. Originally designed to serve as spies senses. This includes gaze attacks, odor-based attacks,
that could walk uncontested among the air-breathing races, thunder attacks and similar attacks. This bonus does not
faceless stalkers adopt new forms by reshaping their skin and apply to illusions.
contorting their rubbery bodies. This painful process takes Legendary Resistance (1/Day). If the faceless stalker fails a
approximately 10 uninterrupted minutes—a faceless stalker saving throw, it can choose to succeed instead.
typically seeks a private place to do it, avoiding even others Magic Weapons. A faceless stalker’s weapon attacks are
of its own kind. The sensation of returning to its true form magical.
is quite exhilarating and results in a momentary burst of
euphoria.
Blook Soaker. Faceless stalkers cannot digest solid food
even when in the form of a creature with a mouth. Instead,
they subsist on liquids, including blood. In their natural
forms, they have three hollow tongues which they use to
penetrate and lap blood from their victims. Since they
have no particular skill at grappling foes, most faceless
stalkers wait until a victim is helpless or asleep before
attempting to drink its blood—although the best is when
a victim is helpless but conscious during the process, so
that the faceless stalker can “play with its food” by having
grisly and cruel conversations with it.

Faceless Stalker
Medium aberration (shapechanger), chaotic evil
Armor Class 15 (natural armor)
Hit Points 121 (11d8 + 33)
Speed 30 ft.
STR DEX CON INT WIS CHA
16 (+3) 16 (+3) 16 (+3) 11 (+0) 10 (+0) 12 (+1)
Saving Throws Dex +6, Wis +3
Skills Perception +3, Stealth +6
Damage Resistances Piercing, and Slashing from
nonmagical attacks
Senses darkvision 60 ft., passive Perception 13
Languages Aquan, Common; tongues
Challenge 5 (1,800 XP)

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Actions
Multiattack. The faceless stalker makes two attacks, only one
of which can be a blood drain slam attack.
Masterwork Longsword. Melee Weapon Attack: +6 to hit, reach 5
ft., one creature. Hit: 7 (1d8 + 3) slashing damage.
Blood Drain Slam. Melee Weapon Attack: +6 to hit, reach 5
ft., one creature. Hit: 6 (1d6 + 3) piercing damage plus 7
(2d6) necrotic damage. The target›s hit point maximum is
reduced by an amount equal to the necrotic damage taken
as the tiny suction pads that cover the creatures arms draw
blood from its target, and the faceless stalker regains hit
points equal to that amount. The reduction lasts until
the target finishes a long rest. The target dies if this effect
reduces its hit point maximum to 0.
Shapechanger. The faceless stalker can use its action to
polymorph into a Small or Medium humanoid it has seen,
or back into its true form. 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 its true form if it
dies.
Legendary Actions
The faceless stalker can take 1 legendary action, choosing
from the options below. Only one legendary option can be
used at a time and only at the end of another creature’s turn.
The faceless stalker regains spent legendary actions at the
start of its turn.
Attack. The faceless stalker makes one attack of its choice.
Maddening Duplication. A faceless stalker can focus its
will on a Small or Medium humanoid within 30 feet and
rearrange its rubbery facial features to perfectly mimic the
humanoid’s face. The duplication effect is over in the blink
of an eye and is only noticed by the humanoid whose face
the faceless stalker duplicated. If the humanoid can see the
faceless stalker’s brief yet disturbing transformation, the
target must succeed on a DC 15 Wisdom saving throw or
become confused for 1 minute (as the spell).

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FIRE VAMPIRE Dexterity throw or ignite. Until a creature takes an action
Fire vampires, also called flamewraiths, are the fading to douse the fire, the target takes 7 (2d6) fire damage at the
remnants of fire elemental creatures whose life force has been start of each of its turns.
drained, either by contact with the undead or at the planar Flame Blast. Ranged Weapon Attack. +5 to hit, range 60/240
vergence between the Elemental Plane of Fire and the Negative ft., one target. Hit: 10 (2d6+3) fire damage. If the target is a
Energy Plane. Composed of nearly transparent ghostly flames creature or a flammable object, it must succeed on a DC 12
shot through with strange colors, they give off a withering Dexterity throw or ignite. Until a creature takes an action
heat. They are birthed into the cosmos amid the fading flames to douse the fire, the target takes 7 (2d6) fire damage at the
of dying stars, cast out into the void by collapsing neutron start of each of its turns.
stars or in the explosive aftershocks of nova and supernova Inferno (Recharge 5–6). The fire vampire’s ghost flames blaze
explosions. Some fire vampires linger roaring halos around outward in a 10-foot-radius radius centered on the fire
the stellar surface in the wake of their creation, but others soar vampire. Creatures in this area must succeed on a DC
through the heavens seeking only to slay and burn out their 12 Dexterity saving throw, taking 14 (4d6) fire damage on
hate and fury of the living before they themselves dissipate a failed save, or half as much on a successful one. After
into cosmic nothingness. using this action, the fire vampire’s ghost flames ability is
F V
ire ampire suppressed until it recharges this action.

Medium undead, neutral evil


Armor Class 13
Hit Points 52 (7d8 + 21)
Speed 0 ft., fly 30 ft.
STR DEX CON INT WIS CHA
6 (-2) 16 (+3) 16 (+3) 10 (+0) 13 (+1) 15 (+2)
Damage Vulnerabilities radiant
Damage Resistances bludgeoning, piercing, and slashing
from nonmagical attacks
Damage Immunities fire, poison
Condition Immunities charmed, exhaustion, grappled,
paralyzed, petrified, poisoned, prone, restrained
Senses darkvision 60 ft., passive Perception 11
Languages Ignan
Challenge 3 (700 XP)
Ghost Flames. At the start of each of the fire vampire’s turns,
each creature within 5 feet of it takes 3 (1d6) fire damage,
and flammable objects in the area that aren’t being worn or
carried ignite. If the fire vampire takes any amount of cold
damage, this ability is suppressed for 1 round.
Incorporeal Movement. The fire vampire can move through
other creatures and objects as if they were difficult terrain.
It takes 5 (1d10) force damage if it ends its turn inside an
object.
Actions
Flame Lash. Melee Weapon Attack. +5 to hit, reach 5 ft., one
target. Hit: 10 (2d6+3) fire damage. If the target is a
creature or a flammable object, it must succeed on a DC 12

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FISHER FROM OUTSIDE hits each. The fisher cannot use its raucous call ability or
make bite attacks against other targets while it has a victim
Fishers from outside are thought to be related to the elephantine
grappled in its mouth.
shantaks, though they are, in fact, two distinct species. They
resemble deformed fishing-birds with a single taloned leg, No Breath. The fisher does not need to breathe.
a serrated beak, and single blazing red eye swoops from the A
ctions
darkness. Their hide is scaled rather than feathered, and scaly, Multiattack. The fisher from outside makes one talon attack
translucent wings hold the creature aloft in great sweeping and one bite attack.
gusts, and its cry is liked the grinding, ragged edges of Hell.
Bite. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit:
With only one leg and over-sized talon and one eye, fishers 16 (3d6 + 5) piercing damage.
from outside are clumsy and ungainly on the ground, but they
Talon. Melee Weapon Attack: +9 to hit, reach 5 ft., one target.
are graceful and swift fliers. They dwell primarily in caverns
Hit: 16 (3d6 + 5) slashing damage, and the target must make
on the moon, where they serve the strange masters of that
a DC 14 Strength saving throw. On a failed save, the target
realm in exchange for blood sacrifices. They are capable of
is grappled (escape DC 14). Until the grapple ends, the
going long periods of time without feeding and can subsist on
target is restrained and suffers disadvantage on Strength
eating the rubble of their strange caverns if necessary, though
checks and Strength saves. The fisher from outside cannot
they always prefer fresh prey when they can get it. Unlike their
attack with its talon while grappling a creature with it.
shantak cousins, fishers from outside are incapable of unaided
starflight and must rely on external or magical means to travel Raucous Call. The fisher from outside emits a raucous,
between planets or across the voids space. grating call. All living creatures, other than a fisher from
outside or a shantak, within 30 feet of the fisher that
Fishers from Outside first appeared in the Lin Carter short
can hear it must make a DC 12 Wisdom saving throw or
story, “The Fishers from Outside.”
become paralyzed. A paralyzed creature can attempt a new
saving throw at the beginning of each of its turns, ending
F F O
isher rom utside the effect on itself with a success. Once a creature saves
Large monstrosity, chaotic evil against the raucous call, it becomes immune to this effect
Armor Class 14 (natural armor) for 24 hours.
Hit Points 76 (8d10 + 32)
Speed 10 ft., fly 60 ft.
STR DEX CON INT WIS CHA
22 (+6) 11 (+0) 16 (+3) 8 (-1) 12 (+1) 10 (+0)
Skills Athletics +9, Stealth +4
Senses darkvision 60 ft., passive
Perception 11
Languages Aklo (cannot
speak)
Challenge 5 (1,800 XP)
Constrict. As a bonus
action, the fisher from
outside transfers a victim it
has grappled with its talon
into its mouth. This frees up
its talon to attack other targets.
The creature remains grappled
(escape DC 14). When the fisher
makes a bite attack against this
grappled target, it automatically

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FLYING POLYP Damage Resistances psychic; bludgeoning, piercing, and
A flying polyp is a nauseating mass of flesh, eyes, tentacles, and slashing from nonmagical attacks
mouths surrounded by a vortex of sucking wind. A typical flying Damage Immunities acid, cold, thunder
polyp measures 30 feet in length but is unusually light for its Damage Vulnerabilities lightning
size, weighing no more than 2,000 pounds. These creatures seem Condition Immunities charmed, frightened, paralyzed,
to have no maximum lifespan, but their violent, warlike nature petrified, poisoned, restrained
ensures that death eventually occurs—even if it takes eons for the
Senses darkvision 60 ft., passive Perception 16
polyp to encounter something capable of defeating it.
Languages Aklo
Unstable Substance. A flying polyp is a physical being, but
one composed of material strangely unlike the flesh that garbs Challenge 16 (15,000 XP)
most living creatures. While the stuff that makes up the exterior Innate Spellcasting. The flying polyp’s innate spellcasting
of a flying polyp’s body might seem similar to ordinary flesh, it ability is Charisma (spell save DC 16, +8 to hit with spell
often behaves in ways that should be impossible. The material attacks). It can innately cast the following spells, requiring
seems to fade in and out of visibility, almost at random, at no material components:
points becoming transparent enough that the nauseating At will: eldritch blast (3 beams, +3 bonus to each damage
inner workings of the thing’s body are laid bare. Although the roll), gust of wind, wind walk
polyp feels moist and damp to the touch, what might serve as
3/day: wind wall
blood in other creatures behaves more like strange vortices
of wind within a flying polyp’s body. When wounded, its 1/day: control weather (also see the Tornado action)
damaged flesh does not bleed so much as whistle and gust. Legendary Resistance (3/Day). If the flying polyp fails a saving
Eldritch Architects. Although flying polyps display some of throw, it can choose to succeed instead.
the features of other sentient races, particularly in their habit Magic Weapons. A flying polyp’s weapon attacks are magical.
of building cities (although these towering settlements usually Aerial Evasion. While airborne, if the flying polyp is subjected
incorporate architectural features that most other races find to an effect that allows it to make a Dexterity saving throw
awkward and unsettling), in other areas they seem strangely to take only half damage, the flying polyp instead takes no
primitive or uninterested. They are as aberrant in mind damage if it succeeds on the saving throw, and only half
and philosophy as they are in physical form. For example, damage if it fails.
they seem to have neither a name for their own race, nor a
Gusting Wound. When a creature within 5 feet of the flying polyp
language to call their own. Their cities, while bewildering
damages it with a piercing or slashing attack, the attacking
in their vast scale, seem to serve little purpose other than to
creature is struck by an explosive gust of air issuing from the
unnerve, for flying polyps do not engage in trade or politics
flying polyp’s wound. The attacking creatures takes 14 (4d6)
or other social constructs. They are relentless in the pursuit
points of bludgeoning damage and is knocked prone.
of war and genocide, however, using their powers to drag
armies across continents (and in some cases even to other Numbing Winds. Any creature that takes damage from a
planets) and annihilate all who oppose them. Even if defeated flying polyp’s wind blast or gusting wound attack has
and sealed away, they seethe in immortal hatred awaiting disadvantage on attack rolls and -10 feet to movement until
release to seek revenge. the end of the target’s next turn.
Otherworldly Reflexes. Whenever a flying polyp must make
Flying Polyp a Dexterity saving throw, it rolls three dice and keeps the
Huge aberration (mythos), chaotic evil highest roll.
Armor Class 19 (deflecting winds) Partial Invisibility. A flying polyp’s body constantly flickers and
Hit Points 288 (16d12 + 96) shifts, passing from visibility to invisibility in a seemingly
Speed 30 ft., fly 60 ft. random pattern and often not wholly at once, leaving the
creature’s body in what appear to be multiple sections. This
STR DEX CON INT WIS CHA
ability, combined with the flying polyp’s amorphous, elastic
17 (+3) 12 (+1) 23 (+6) 18 (+4) 12 (+1) 16 (+3) form, makes it difficult to target the creature, imposing a -1d4
Saving Throws Dex +11, Wis +6, Cha +8 on attack rolls against it. By concentrating (as concentrating
Skills Perception +6 on a spell), a flying polyp can become fully invisible.

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if concentrating on a spell). The sucking wind manifests
Actions as a 100-foot-radius sphere, with the flying polyp at the
Multiattack. The flying polyp makes four tentacle attacks. center. Each round the polyp maintains concentration, the
Slam. Melee Weapon Attack: +8 to hit, reach 15 ft., one sucking wind’s radius increases by 100 feet, to a maximum
target. Hit: 7 (1d8 + 3) bludgeoning damage, and the target radius of a mile. A flying polyp can detect creatures within
must succeed on a DC 19 Constitution saving throw or this area via tremorsense. As a free action, it can increase
be poisoned until the end of its next turn. The target is the effects of the sucking wind on up to five different
also grappled (Escape DC 19). creatures within the area at one time. Each targeted
Wind Blast (Recharge 5-6). A mythic flying polyp can create creature must succeed at a DC 16 Strength save each
a powerful blast of wind at a range of up to 240 feet. This round it remains in the area of the sucking wind or it is
blast of wind creates a sudden explosion of flesh-scouring slowed until it leaves the area losing 10 feet of movement.
wind in a 30-foot-radius sphere. All creatures within this A creature already under the effects of any slowing effect
area take 59 (17d6) points of bludgeoning damage, with (such as from this sucking wind or a slow spell) that fails
a successful DC 16 Dexterity saving throw halving the this save is restrained and held in place for 1 round — it
damage. These winds automatically extinguish torches is not helpless but cannot move via any means. Freedom of
and small fires and can check or blow away creatures as if movement protects against the effects of the sucking wind,
they were tornado-strength winds. Additionally, when a and control winds negates its effects in the area of effect
corporeal creature reduced to less than 0 hit points from a of the control winds spell. Natural windstorms or other
flying polyp’s wind blast attack, the flying polyp can expend powerful winds have no effect on a sucking wind. A flying
1 use of its legendary actions as a reaction to reduce the polyp can maintain concentration on the effect for up to an
creature’s body to a fine red mist if the target fails a DC 16 hour (as if concentrating on a spell).
Constitution saving throw.
Tornado. When a flying polyp uses its control weather
spell it may also summon a chaotic evil air
elemental as a bonus action which remains for 7
minutes and obeys the flying polyp.
Reactions
Breath-Stealer. When a creature within 20 feet of the
flying polyp fails a saving throw, the flying polyp gains
10 temporary hit points.
Legendary Actions
The flying polyp can take 3 legendary actions,
choosing from the options below. Only one
legendary action option can be used at a time and
only at the end of another creature’s turn. The flying
polyp regains spent legendary actions at the start of
its turn.
Spell. The flying polyp casts one spell.
Slamming. The flying polyp makes one slam attack.
Sucking Wind. This attack allows the flying polyp to
send an eerie wind out to slow and eventually stop a
creature’s escape. The wind itself isn’t particularly
strong, but it creates a peculiar sucking sensation
as if it were attempting to pull creatures back
toward the flying polyp. The flying polyp must
concentrate each round to maintain the effect (as

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GIBBERING MOUTHER Beckoning Babble. Any creature within 60 feet of the delirious
This horrid mass of eyes, mouths, and formless flesh stares in chorus but more than 20 feet away must make a DC 15
all directions, its countless maws yammering ceaselessly as it Wisdom saving throw or be compelled to move towards
forms into faces, vestigial limbs, and atrophic appendages that the mouther.
melt back into the protoplasm of the creature’s mass as quickly Delirious Chorus. The save DC to resist the beckoning babble
as they are created. Disgusting, loathsome, and hungry—these or gibbering of any gibbering mouther within 30 feet of
are the only words that properly describe this horrifying the delirious chorus is increased by 1, and creatures within
cousin of the gibbering mouther. A foul beast that lurks in 10 feet of the delirious chorus have disadvantage on such
underground caves, sewers, and nightmares, mouthers have saving throws.
no societal, ecological or religious significance other than Gibbering. The delirious chorus babbles incoherently while it
their ability to drive those that listen to them mad. They do can see any creature and isn’t incapacitated. Each creature
tend to aggregate in groups more often than their solitary that starts its turn within 20 feet of the mouther and can
kin, and the echoing interplay of each creature’s deranged hear the gibbering must succeed on a DC 15 Wisdom
babbling is what gives these creatures their name. saving throw. On a failure, the creature can’t take reactions
until the start of its next turn and rolls a d8 to determine
what it does during its turn. On a 1 to 4, the creature does
D C
elirious horus nothing. On a 5 or 6, the creature takes no action or bonus
Medium aberration (mythic), neutral action and uses all its movement to move in a randomly
Armor Class 14 (babbling cloak) determined
Hit Points 108 (9d8 + 36) direction.
Speed 10 ft., swim 10 ft.
STR DEX CON INT WIS CHA
12 (+1) 10 (+0) 18 (+4) 3 (-4) 10 (+0) 6 (-2)
Damage Resistances psychic; bludgeoning, piercing, and
slashing from nonmagical attacks
Condition Immunities prone
Senses darkvision 60 ft., passive Perception 10
Language Aklo
Challenge 7 (2,900 XP)
Aberrant Rebirth (Recharges after a Short or Long
Rest). When the delirious chorus is reduced to 0 hit
points, it doesn’t die or fall unconscious. Instead,
the damage splits the creature open vomiting out 1
gibbering mouther per character that is in the encounter
at the time it was split open. The delirious chorus heals
108 hit points, resets its legendary resistance and gains an
additional legendary action.
Aberrant Ground. The ground in a 10-foot radius around
the delirious chorus is dough-like difficult terrain.
Each creature that starts its turn in that area
must succeed on a DC 14 Strength saving throw
or have its speed reduced to 0 until the start of
its next turn.
Amorphous. The delirious chorus can move
through a space as narrow as 1 inch wide
without squeezing.

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On a 7 or 8, the creature makes a melee attack against a Attack. The delirious chorus makes one bite attack.
randomly determined creature within its reach or does Spit (Costs 2 Actions). The delirious chorus uses blinding
nothing if it can’t make such an attack. spittle. The ability automatically recharges if it is not ready.
Legendary Resistance (2/Day). If the delirious chorus fails a If the delirious chorus has used its Aberrant Rebirth
saving throw, it can choose to succeed instead. ability, it gains 1 additional legendary action each round
Magic Weapons. A delirious chorus’s weapon attacks are for 1 hour, and during this time it can use the options
magical. below as legendary actions.
Actions Rampage (Costs 2 Actions). The delirious chorus uses
Multiattack.
Multiattack. The delirious chorus makes two bite attacks and,
if it can, uses its Blinding Spittle. Aberrant Growth (Costs 3 Actions). Each creature within 10
feet of the delirious chorus must make a DC 15 Dexterity
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one
saving throw, taking 13 (3d8) piercing damage on a failed
creature. Hit: 18 (5d6 + 1) piercing and 7 (2d6) necrotic
save as the ground beneath them spawns hundreds of
damage. If the target is Medium or smaller, it must succeed
vicious teeth, or half as much damage on a successful one.
on a DC 14 Strength saving throw or be knocked prone. If
Until the start of its next turn, the delirious chorus and its
the target is killed by this damage, it is absorbed into the
spawn gain a +2 bonus to AC.
mouther. The mouther heals as many hit points as it did in
necrotic damage.
Blinding Spittle (Recharge 4–6). The mouther spits a chemical
glob at a point it can see within 15 feet of it. The glob explodes in
a blinding flash of light on impact. Each creature within 5 feet
of the flash must succeed on a DC 14 Dexterity saving throw
or be blinded until the end of the mouther›s next turn. On a
natural 1 the target is permanently blinded.
Legendary Actions
The delirious chorus can take 2 legendary action, choosing
from the options below. Only one legendary option can be
used at a time and only at the end of another creature’s turn.
The delirious chorus regains spent legendary actions at the
start of its turn.

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GREAT OLD ONE, CTHULHU Immortality. Cthulhu does not age, nor does he need to eat
Known to some as the Dreamer in the Deep, Great Cthulhu is or breathe. Only violence can bring about the death of a Great
the mightiest of the Great Old Ones. Cthulhu is represented Old One, and even then, only temporarily.
often in artwork—particularly in sculpture, painting, and
poetry, for his influence is particularly strong among such
sensitive and creative minds. In these eldritch works of art,
C
thulhu
Gargantuan aberration (mythic, mythos), chaotic evil
he is depicted or described as having a vaguely humanoid
frame, but with immense draconic wings and an octopus- Armor Class 21 (natural armor)
shaped head. His actual form is somewhat fluid—the Great Hit Points 702 (36d20+324)
Old One can shift and reshape his exact countenance as he Speed 40 ft., fly 60 ft., swim 40 ft.
wills, allowing him to occupy a smaller space than one might
STR DEX CON INT WIS CHA
expect for a creature that stands over 100 feet tall.
30 (+10) 13 (+1) 29 (+9) 22 (+6) 25 (+7) 30 (+10)
It is fortunate indeed that Cthulhu is currently imprisoned
on a distant planet within the sunken city of R’lyeh. There, Saving Throws Str +19, Con +18, Int +15, Wis +16, Cha +19
the Great Old One slumbers away the eons in a state neither Skills Arcana +15, Perception +16
quite dead nor living, held in stasis by ancient magic and the Damage Immunities cold, poison, psychic
potency of the Elder Sign, yet at times the city rises from the
Condition Immunities charmed, frightened, paralyzed,
sea and the doors to his tomb open, granting Cthulhu limited
petrified, poisoned
mobility before he must return to his tomb.
Senses blindsight 60 ft., darkvision 60 ft., truesight 60 ft.,
Cthulhu’s Cult. Although Cthulhu is imprisoned on a far-
passive Perception 26
flung world, his dreams span the gulfs of existence and are
capable of touching upon the sleeping minds of sensitive or Languages Deep Speech, telepathy 300 ft.
artistic souls, inspiring them with insane visions and driving Challenge 30 (155,000 XP)
the creation of all manner of eldritch artistry. In such ways, Innate Spellcasting. Cthulhu’s spell casting ability is Charisma
his cult spreads like a night-borne virus of the dreaming (spell save DC 27). He can innately cast the following spells,
mind across all worlds on which sapient life dwells. Cthulhu requiring no material components:
is worshiped by various aquatic races and folk who dwell along At will: dream, sending, suggestion
coasts, but also among certain decadent or fringe societies of
3/day: confusion (as a 9th level spell), control weather,
artists, poets, and philosophers. When they form, his cults
feeblemind, weird
are secretive and careful to hide their allegiance to the Great
Old One, meeting only in desolate and otherwise abandoned 1/day: dispel magic, gate, symbol
locales hidden from society’s notice. Central among his cult’s Magic Resistance. Cthulhu has advantage on saving throws
beliefs is the prophecy that one day, the stars will be right and against spells and other magical effects.
Great Cthulhu shall rise from his corpse-city to usher in the Overwhelming Mind. Cthulhu’s mind is overwhelming in
end times, wiping clean all worlds to make them ready for its power and alien structure. He is immune to any effect
his kind. The cultists believe they might be spared this fate that would sense his emotions or read his thoughts, and
through proper obeisance and fealty, when in truth Cthulhu is divination spells. This even foils wish spells and spells or
unlikely to notice the difference between those who worship effects of similar power used to affect his mind or gain
him and anyone else. information. The first time a creature other than a fiend
Cthulhu’s cult is associated with cataclysms, dreams, and the or aberration makes mental contact with Cthulhu, it must
stars, and his sacred symbol is a complex rune surrounding succeed at a DC 27 Wisdom saving throw or contract
an open eye. Cthulhu’s temples are monolithic structures indefinite madnessSRD. On a successful save, the creature
of a stark and cyclopean architectural style, but most of his cannot take reactions and can make either an action or
faithful lack the resources to build such temples and instead a bonus action (not both) for 1 round; creatures that are
make do with what they can, hiding away personal shrines in immune to being stunned are unaffected. This effect can
underground chambers or in shacks or glades in the remote occur whether Cthulhu initiates mental contact (such
wilderness. as via a dream, or once per round merely by telepathic
communication) or another creature attempts to do so

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(such as via detect thoughts or dominate monster). Once a Claw. Melee Weapon Attack. +19 to hit, reach 40 ft., targets all
creature is exposed to Cthulhu’s overwhelming mind, it is creatures in a 10-foot square. Hit: 19 (4d6 + 10) slashing
immune to this effect for 24 hours. damage. Make one attack roll; any creature in the area
Resurrection. If Cthulhu is killed, his body immediately fades whose AC is equal to or lower than the result takes damage
away into a noxious cloud of otherworldly vapor that fills from the claw.
an area out to his reach. This cloud blocks vision as fog Tentacle. Melee Weapon Attack. +19 to hit, reach 40 ft., one
cloud but can’t be dispersed by any amount of wind. Any target. Hit: 21 (2d10 + 10) bludgeoning damage. If the
creature in this area must succeed at a DC 26 Constitution target is a creature, it is grappled (escape DC 29). Until this
save or be poisoned for as long as it remains in the cloud grapple ends, the target is restrained. Cthulhu has four
and for an additional 1d10 rounds after it leaves the area. tentacles with which to grapple targets; while a tentacle
Cthulhu returns to life after 2d6 rounds, manifesting from is being used to grapple, it cannot be used to attack a
the cloud and restored to life via true resurrection, but for different target.
2d6 rounds cannot take reactions and can take either an Unspeakable Presence. Each non-aberration, non-fiend within
action or a bonus action on his turn but not both. If slain 300 feet of Cthulhu and aware of him must succeed on
again while he is suffering from this effect, Cthulhu reverts a DC 27 Wisdom saving throw or become frightened for
to vapor form again and his essence fades away after 2d6 1 minute. A creature that becomes frightened drops to 0
rounds, returning to his tomb in R’lyeh until he is released hit points and begins dying. A creature that is immune
again. to being frightened and fails the saving throw becomes
Starflight. Cthulhu can survive in the void of outer space, and incapacitated for 1 minute; at the end of each of the target’s
flies through outer space at incredible speeds. Although turns it may make a new saving throw, becoming no longer
the exact travel time will vary from one trip to the next, incapacitated on a success. If a creature’s saving throw is
a trip within a solar system normally takes Cthulhu 2d6 successful or the effect ends for it, the creature is immune
hours, and a trip beyond normally takes 2d6 days (or more, to Cthulu’s Unspeakable Presence for the next 24 hours.
at the GM’s discretion).
Reactions
Actions Non-Euclidean. Cthulhu does not exist wholly in the
Multiattack. Cthulhu can use his Unspeakable Presence. He physical world, and space and time strain against his
then makes six attacks: two with its claws and four with its presence. He may add a +9 bonus to AC when an attack
tentacles. It can shove a creature in place of a claw attack. would hit or +9 to his Dexterity saving throw when he
would fail. This can cause an attack to miss or Cthulhu to
succeed at a saving throw.

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Chill. Unnatural chill permeates a 20-foot radius centereed
Legendary Actions on a point Cthulhu can see within 120 feet. Creatures in
Cthulhu can take 3 legendary actions, choosing from the the area must succeed on a DC 15 Constitution saving
options below. Only one legendary action option can be used at throw or take 14 (4d6) cold damage.
a time and only at the end of another creature’s turn. Cthulhu
Madness. Shadows of the mind afflict a 20-foot radius
regains spent legendary actions at the start of his turn.
centereed on a point Cthulhu can see within 120 feet.
Detect. Cthulhu makes a Wisdom (Perception) check. Creatures in the area must succeed on a DC 15 Wisdom
Claw Attack. Cthulhu makes a claw attack. saving throw or suffer a short-term madness.
Trample (Costs 2 Actions). Cthulhu moves or swims his Non-Euclidean Shifts. Cthulhu chooses two creatures within
movement rate without provoking opportunity attacks. 120 feet that he can see. The targets must succeed on a
He may move through the spaces of other creatures of DC 15 Intelligence saving throw. On a failure, the creature
less than Gargantuan size, ending in an unoccupied moves up to 10 feet in a direction of Cthulhu’s choice,
space. Each creature whose space he passed through must without provoking opportunity attacks or causing the
succeed on a DC 27 Dexterity saving throw or take 19 (2d8 + target to leave a solid surface or a body of water. If both
10) bludgeoning damage and be knocked prone. targets fail, Cthulhu can instead switch their positions.

CTHULHU’S LAIR
Cthulhu’s lair is typically a grand temple, fallen into obscurity Regional Effects
from aeons of neglect. He may also be found keeping court in • Creatures that sleep within 1 mile of the lair can sense
deep undersea caves. Cthulhu’s dread presence permeates the Cthulhu’s dreams. Dreamers may be inspired, frightened,
lair, making it sick with the taint of madness and causing its or bewildered.
cyclopean proportions to distort in the mind. • Cthulhu’s huge temples seem to defy ordinary geometry.
Passages and rooms may overlap or differ in length,
LAIR ACTIONS seemingly in contradiction of physical possiblity.

On initiative count 20 (losing all initiative ties), Cthulhu • Intelligent creatures within 1 mile of the lair may
can use one of his lair action options. He can’t do so while gradually develop various forms of madness. The
incapacitated or otherwise unable to take actions. If surprised, more sensitive or powerful the intellect, the worse the
he can’t use one until after his first turn in the combat. madness.

These effects end within 1d10 hours of Cthulhu’s final defeat,


as he slips into a death that is not death.

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GREAT OLD ONE, HASTUR material components. He can only grant the wishes of other
Hastur, the Great Old One, is an enigmatic figure of creatures, and only once to any given creature. The results of
frightening power. His physical manifestation is the King in the wish, however it is worded, should inevitably serve the
Yellow, a tall, thin, humanoid form draped in a tattered yellow purposes of Hastur in some fashion.
robe, its features draped and hidden.
Cult of Hastur. Followers of Hastur are often aristocrats Hastur
from the upper crust of society. They are jaded and world- Medium aberration (mythic, mythos), chaotic evil
weary, their quest for fulfillment leading them down bizarre
Armor Class 24 (natural armor)
and deviant paths. Their places of worship are often hidden
rooms in lavish settings—theaters, bathhouses, mansions— Hit Points 435 (30d8 + 300)
where their perverse pursuits can be conducted in private. Speed 60 ft., fly 60 ft. (hover)
These decadent and often nihilistic cultists delight in the STR DEX CON INT WIS CHA
corruption of the innocent, attempting to place them under
24(+7) 24(+7) 30(+10) 30(+10) 28(+9) 30(+10)
the sway of the Yellow Sign, to enslave them to the King in
Yellow and perhaps even draw his physical manifestation to Skills Acrobatics +16, Deception +19, Perception +18, Sleight
their world. of Hand +16

Immortal. Death has no true hold on the Great Old Ones. If Damage Resistances acid, fire, lightning
Hastur is slain, his tattered robes fall to the ground, whatever Damage Immunities cold, thunder; bludgeoning, piercing,
form they may have garbed simply vanishes. Any humanoid and slashing from nonmagical weapons
creature that touches them must succeed at at a DC 23 Condition Immunities charmed, diseased, frightened,
Wisdom saving throw or be unable to resist the urge paralyzed, petrified, prone
to don the yellow robes as its next action. Once it has Senses truesight 120 ft., passive Perception 28
donned the robes, the creature immediately dies and
its body is destroyed. In its place, Hastur lives again, Languages all, telepathy 100 ft.
as if brought back via true resurrection. If Challenge 30 (155,000 XP)
the robes are not donned within 24 hours, they Innate Spellcasting. Hastur’s spellcasting ability
crumble away, leaving a faint, but indelible, is Charisma (spell save DC 27). He can
yellow stain behind. In this instance, Hastur innately cast the following spells, requiring no
cannot manifest a physical form again until the material components:
conditions are right, or some brazen person or At will: dispel magic, dream, sending
persons manage to call him forth again.
3/day: mass suggestion, project image,
Reveal Visage. As a bonus action, Hastur teleport
may reveal the true form that lies beneath his
1/day: feeblemind, symbol (one of each
robes to one adjacent creature. The creature
type)
must succeed at a DC 23 Wisdom saving
throw or be paralyzed for 1d4 rounds and Legendary Resistance (3/Day). If Hastur
suffer disadvantage on all Wisdom-based fails a saving throw, he can choose to
rolls. A lesser or greater restoration will succeed instead.
remove the latter effect, and a calm emotions Magic Resistance. Hastur has advantage on
spell suppresses this disadvantage for saving throws against spells and other
its duration. magical effects.
Dark Wishes. As Unspeakable Presence.
an optional ability, A creature that
the GM may allow comes within 100
Hastur to innately feet of Hastur
cast wish once per and is aware of
day, requiring no him must make

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a Wisdom saving throw (DC 23). If it fails, the creature
suffers from short-term madnessSRD. A creature already
Legendary Actions
suffering madness instead is affected as if by confusion until Hastur can take 3 legendary actions, choosing from the
it is more than 100 feet from Hastur. If the creature fails options below. Only one legendary action can be used at a
its saving throw by 5 or more, it suffers from long-term time, and only at the end of another creature’s turn. Hastur
madness instead. regains spent legendary actions at the start of his turn.

The Yellow Sign. Once per day, as a bonus action, Hastur can Spellcasting (2 actions). Hastur innately casts dispel magic.
touch any solid surface and inscribe the Yellow Sign upon Tattered Lash. Hastur makes one attack with a tattered lash.
it. The Yellow Sign remains for 1 year but is only active Teleport. Hastur magically teleports, along with any
when light from the sun of Hastur’s distant home world equipment he is wearing or carrying, up to 120 feet to an
shines in the night sky as a star. Any creature that looks unoccupied space he can see.
upon the Yellow Sign must succeed at a DC 23 Wisdom
saving throw or fall under the control of Hastur (as
dominate monster). Regardless of the results of the saving
throw, that particular Yellow Sign has no further effect on
the creature for the next 24 hours.
Actions
Multiattack. Hastur makes 4 attacks with his tattered lash.
Tattered Lash. Melee Weapon Attack. +16 to hit, 40 ft. reach,
one target. Hit: 16 (4d8+7) slashing damage and 5d6 necrotic
damage, plus the wound made by the tattered lash continues
to bleed, and the target takes an additional 5d6 necrotic
damage at the beginning of its turn. The target can then make
a DC 23 Constitution saving throw, ending all the effects of
such wounds on itself on a success. Alternately, the target, or
a creature within 5 ft. of it, can use an action to make a DC
23 Wisdom (Medicine) check, ending the effects of the
wounds on a success.

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GUG Cave Ambushers. Gugs may cling for long hours to cave
walls or just within dark side-caverns, lying in wait for prey to
Gugs are inhuman monstrosities that dwell in the deep places
of the world. Whether they were banished to the dark lands stumble too close. Their senses are keen, however, and their
by ancient gods or the light-loving races they terrorized, or joy in the bloody hunt is considerable and gugs who catch
perhaps were brought to the deep realms by dark powers from the scent of blood may stalk their prey for long days, even
some even more inhuman nightmare realm, is unknown, venturing at times beyond their caves to dare the bright lands
but gugs are loathed by other races for their carnal rites of of the surface in search of tasty meat to drag back for their
slaughter. Gugs are 16 feet tall and weigh nearly 2,000 pounds. horrific sacrifices.

Flexible. Gugs are huge, but they move with an eerie, Hunter-Scavengers. Gugs are savage fighters when driven by
unnatural gait as though their limbs contained far too many a strong leader, but on their own may flee if brought to fewer
joints. They can contort and distend their limbs for greater than half their hit points, carrying off fresh meat for later
reach or to wriggle easily through impossibly small passages. feasting if they are able. They can subsist on fungi, slimes, and
molds as well as carrion and even undead flesh—particularly
that of ghouls.

Gug
Huge monstrosity (mythos), chaotic evil
Armor Class 17 (natural armor)
Hit Points 173 (17d12 + 68)
Speed 40 ft., climb 20 ft.
STR DEX CON INT WIS CHA
21 (+5) 12 (+1) 18 (+4) 11 (+0) 15 (+2) 11 (+0)
Saving Throws Wis +5
Skills Perception +8, Survival +5
Damage Immunities poison
Condition Immunities poisoned
Senses darkvision 60 ft., blindsight 30 ft.; passive Perception 18
Languages Deep Speech
Challenge 8 (3,900 XP)
Slither. When crawling, a gug does not have to spend extra
movement to move through difficult terrain. They
can squeeze through a space that is large enough for a
Medium creature.
Actions
Multiattack. The gug makes three attacks: one with its bite
and two with its claws.
Bite. Melee Weapon Attack. +8 to hit, reach 5 ft., one target,
Hit: 9 (1d8+5) piercing damage.
Claws. Melee Weapon Attack. +8 to hit, reach 15 ft., one target,
Hit: 19 (4d6+5) slashing damage.

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Warp Spell (2/Day). A gug savant’s deep connection with the
Gug Savant Dreamlands allows it to subtly twist the fabric of reality
Huge monstrosity (mythos), chaotic evil and form a buffer against magical attacks. If the gug savant
Armor Class 17 (masterwork scale mail) fails a saving throw, it can choose to succeed instead.
Hit Points 340 (20d12 + 100) Additionally, when a gug savant uses this ability it may use
Speed 40 ft., climb 20 ft. a legendary action to reflect the spell back on the caster.

STR DEX CON INT WIS CHA Actions


29 (+9) 14 (+2) 20 (+5) 16 (+3) 18 (+4) 18 (+4) Multiattack. The gug savant makes two eviscerating claws
Saving Throws Str +14, Con +10, Wis +9, Cha +9 attacks.

Skills Arcana +8, Athletics +14, History +8, Perception +9 Eviscerating Claws. Melee Weapon Attack: +14 to hit, reach 10
ft., one target. Hit: 30 (6d6 + 9) slashing damage. If this
Damage Resistances bludgeoning, piercing, and slashing
attack hits the same target it also takes an additional 10
from nonmagical attacks
necrotic damage.
Damage Immunities poison
Rock. Ranged Weapon Attack: +14 to hit, range 60/240 ft., one
Condition Immunities poisoned target. Hit: 35 (4d12 + 9) bludgeoning damage.
Senses passive Perception 19 Unholy Blight (Recharge 5–6). The gug savant hurls a magical
Languages Undercommon negative energy bolt at a point it can see within 500 feet
Challenge 13 (10,000 XP) of it. Each creature within 10 feet of that point must make
a DC 17 Dexterity saving throw, taking 54 (12d8) necrotic
Innate Spellcasting. The gug savant’s innate spellcasting
damage on a failed save, or half as much damage on a
ability is Charisma (spell save DC 17). It can innately cast
successful one. Good aligned creatures have disadvantage
the following spells, requiring no material components:
on the Dexterity saving throw.
At will: invisibility, levitate,
3/day each: spike stones (as entangle, but, in addition, any
Reactions
restrained target also takes 1d8 piercing damage) Entangling Evisceration. When a gug savant does necrotic
damage to a living creature, the target is restrained as
Dread Toll. When the gug savant is reduced to 0 hit points,
intestines and other internal organs spill out and dangle
the sound of an ominous gong tolls as the gug savant splits
about the victim’s legs and feet. The restrained condition
in half and bursts in a torrent of gore. All creatures within
lasts for one minute or until the victim receives any
10 feet take 21 (6d6) necrotic damage and 21 (6d6) psychic
amount of magical healing (whichever comes first).
damage, and all creatures in this area are affected by the
Additionally, each round the victim remains restrained the
gug savant’s entangling evisceration.
victim must succeed on a DC 17 Constitution save or take
Earth Glide (1/Day). For 1 minute each day, the gug savant can another 10 points of necrotic damage.
burrow through nonmagical, unworked earth and stone.
While doing so, the gug savant doesn’t disturb the material L A
egendary ctions
it moves through. The gug savant can take 1 legendary action to make a rock
Magic Weapons. A gug savant’s weapon attacks are magical. or eviscerating claw attack, and only at the end of another
creature’s turn. The gug savant regains the use of this
Slither. When crawling, a gug savant does not have to spend
legendary action at the start of its turn.
extra movement to move through difficult terrain. They
can squeeze through a space that is large enough for a
Medium creature.

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HOUND OF TINDALOS Unless surprised, a creature can avert its eyes to avoid the
Hounds of Tindalos are otherworldly predators from beyond saving throw at the start of its turn. If the creature does so,
the bounds of known reality, usually appearing only when it can’t see the hound of Tindalos until the start of its next
summoned by reckless spellcasters. Little is known about their turn, when it can avert its eyes again. A hound of Tindalos
nature outside of blood-spattered notes and deranged writings is immune to its own gaze.
of the nearly insane survivors of their attacks. Although Actions
possessed of great cunning and cruel intellect, the hounds Multiattack. The hound of Tindalos makes two attacks: one
show no evidence of understanding or communicating with with its bite and one with its claws.
mortals. They enter the physical world on their own in pursuit
Bite. Melee Weapon Attack. +5 to hit, reach 5 ft., one target, Hit:
of those who have trodden too much the netherways beyond
12 (3d6 + 2) piercing damage.
time and reality—time travelers (be it physical travel or
simply divinatory glimpses forward or backward in time) and Claws. Melee Weapon Attack. +5 to hit, reach 5 ft., one target.
creatures that teleport without regard to how this movement Hit: 11 (2d8 + 2) slashing damage.
impacts subtle magical currents in the multiverse particularly Angled Entry. The hound of Tindalos may use teleport (self
draw their interest. only) at will and plane shift (self only) 3/day. The hound
of Tindalos’ destination point must be adjacent to a
fixed angle or corner in the physical environment, such
Hound of Tindalos as a wall, floor, or ceiling. It cannot use
Medium fiend (mythos), neutral evil these abilities to enter curved
Armor Class 15 (natural armor) architecture or open outdoor
Hit Points 98 (12d8 + 44) environments.
Speed 40 ft., fly 40 ft.
STR DEX CON INT WIS CHA
15 (+2) 18 (+4) 15 (+2) 15 (+2) 17 (+3) 15 (+2)
Skills Stealth +6
Damage Resistances psychic; bludgeoning, piercing, and
slashing attacks from nonmagical weapons
Damage Immunities poison
Condition Immunities charmed, poisoned
Senses blindsight 60 ft., darkvision 120 ft., passive Perception 13
Languages Deep Speech
Challenge 6 (2,300 XP)
Otherworldly Mind. Any creature attempting to read the
thoughts of a hound of Tindalos or communicate
with it telepathically takes 22 (5d8) points of psychic
damage and must succeed on a DC 15 Wisdom
saving throw or become stunned for 1 minute.
Ripping Gaze. The sight of a hound of Tindalos
evokes torn realities of the void where the creature
comes from and mirrors this effect in the viewer’s
flesh. When a creature that can see the hound of
Tindalos’ eyes starts its turn within 30 feet of the
hound, the creature must succeed at a DC 15 Constitution
saving throw. If the saving throw fails, the creature takes 22
(5d8) points of slashing damage as its skin twists and tears.

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LENG SPIDER 1/day each: charm monster (as charm person except it effects
Leng spiders are intelligent, carnivorous spiders with hideously any creature type), insanity (as confusion but the duration
bloated bodies, though they can move with terrifyingly fluid is 1 day) mirage arcane, seeming
grace. An adult has a legspan of 20–30 feet or occasionally Legendary Resistance (3/Day). If a Leng spider fails a saving
more, but smaller (younger) specimens are common. An adult throw, it can choose to succeed instead.
weighs 1-3 tons. Since they never stop growing, a few are far Magic Weapons. A Leng spider’s weapon attacks are magical.
larger. They vary in color from deep purple to lambent orange. Spider Climb. The Leng spider can climb difficult surfaces,
Trapster. Leng spiders are sly and design traps for their prey. including upside down on ceilings, without needing to
These can be elaborate and often involve treasure as bait. They make an ability check.
are clever enough to let some adventurers live after finding Transdimensional Perception. A Leng spider can perceive the
the treasure, to entice further visitors to their mountain lairs. Ethereal Plane, the Plane of Shadow, and the Dimension
They delight in preying on humanoid egos and spring traps of Dreams (unless Leng is also currently inside the Dream
when a would-be treasure-seeker is most confident. Leng Dimension) from Leng and the Material Plane. By expending
spiders thrive on being underestimated. one use of its legendary actions it can phase its melee and
Dream Stalkers. These murderous beasts are not terrestrial bite attacks across the dimensional barriers to attack the
at all but hail the mysterious plateau of Leng beyond the inhabitants of those planes. By expending two uses of its
Dimension of Dreams. Both in their home realms and in their legendary actions, a Leng spider can ensnare a target with
nests and networks in the mortal world, Leng spiders have a its web strand and pull the target to the same plane unless it
complex society and are readily able to wage war on those who succeeds on a DC 20 Intelligence saving throw.
infringe on their territory. Unless in their homes, they rarely Web Sense. While in contact with a web, the Leng spider
fight to the death and will retreat if severely wounded to plot knows the exact location of any other creature in contact
their revenge. with the same web.
Leng Spider Web Walker. The Leng spider ignores movement restrictions
Huge fiend (mythic), chaotic evil caused by webbing.
Armor Class 20 (natural armor) Web Weaponry. A Leng spider is talented at using its webs
Hit Points 384 (24d12 + 96) to construct weapons and tools. This technique of weapon
creation allows the spider to effectively create a flail or
Speed 40 ft.
bolas by attaching a heavy object such as a rock or chunk
STR DEX CON INT WIS CHA of metal to a cord of webbing. The spider attaches one end
16 (+3) 24 (+7) 18 (+4) 22 (+6) 20 (+5) 22 (+6) of this webbing to a leg and can then wield the weighted
Saving Throws Dex +13, Int +12, Wis +11, Cha +12 cord like a flail or bolas (treat as a net). It can only wield
one such weapon at a time — it must use its other legs to
Skills Deception +18, Insight +11, Perception +11, Stealth +19
walk. If a Leng spider drops or loses a web weapon, it takes
Damage Resistances necrotic, psychic 1 minute to create a replacement weapon, provided it has
Damage Immunities poison access to heavyweight objects of the correct size (such as
Condition Immunities charmed, frightened, poisoned loose rocks or skulls).
Senses darkvision 120 ft., passive Perception 21; detect magic Actions
Languages Aklo; tongues Multiattack. The Leng spider makes three web-flail attacks.
Challenge 17 (18,000 XP) Bite. Melee Weapon Attack: +13 to hit, reach 5 ft., one
Innate Spellcasting. A leng spider’s innate spellcasting ability creature. Hit: 7 (1d8 + 3) piercing damage, and the target
is Intelligence (spell save DC 20). It can innately cast the must make a DC 20 Constitution saving throw, taking 18
following spells, requiring no material components: (4d8) poison damage on a failed save, or half as much
At will: dispel magic, fabricate (web constructs only), freedom damage on a successful one. If the poison damage
of movement reduces the target to 0 hit points, the target is stable
but poisoned for 1 hour, even after regaining hit points, and
3/day each: wind walk, invisibility, major image is paralyzed while poisoned in this way.

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Web-Flail. Melee Weapon Attack: +13 to hit, reach 10 ft., one
target. Hit: 12 (1d8 + 8) bludgeoning damage plus 10 (3d6)
Legendary Actions
poison damage, and if the target took any poison damage A Leng spider can take 3 legendary actions, choosing from the
it has disadvantage on the next attack roll it makes before options below. Only one legendary action option can be used
the Leng spider’s next turn. In addition, if the target is at a time and only at the end of another creature’s turn. A Leng
Medium or smaller, the Leng spider can make a Strength spider regains spent legendary actions at the start of his turn.
(Athletics) check as a bonus action to shove the target and Attack. The Leng spider may use one of its available attack
knock it prone. options (except Multiattack).
Web. Ranged Weapon Attack: +13 to hit, range 30/60 ft., one Cast a Spell (Costs 2 Actions). The Leng spider casts one of its
creature. Hit: The target is restrained by webbing. As an innate spells.
action, the restrained target can make a DC 20 Strength Shifting Dreamscape (Costs 3 Actions). The Leng spider
check, bursting the webbing on a success. The webbing can rapidly takes the form of several nightmarish creatures,
also be attacked and destroyed (AC 10; hp 15; vulnerability lashing out at all nearby. Each creature within 10 feet of
to fire damage; immunity to bludgeoning, poison, and the Leng spider must succeed on a DC 20 Dexterity saving
psychic damage). throw or take 18 (4d8) damage of a type chosen by the spider:
acid, cold, fire, lightning, or necrotic.

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45
MI-GO Tech-Magic. A mi-go possesses the ability to create strange
Mi-go are both scientists and colonists—extraterrestrial items that blur the line between magic and technology,
travelers from deep space who view the universe as a can- given time and resources. Each encountered mi-go
vas to be mastered and controlled. Their numbers on any will have some type of special equipment. Unlike other
particular planet can vary, but taken on a galactic scale, are technological weapons mi-go tech-magic items are
mind-numbing in scope. biological in nature and require a Wisdom (Medicine)
Fungi from Beyond. Mi-go are unnaturally graceful creatures check to figure out (see Alien Technology in Chapter 9 of
has a bulbous, lumpy head, spiny insectoid wings, and a the Official 5th Edition Guide for Game Masters)
tangle of spiky, clawed legs. Although a mi-go’s shape might ctions A
suggest it is an arthropod, the creature is, in fact, a highly Multiattack. The mi-go makes four claw attacks.
evolved form of extraterrestrial fungus. Mi-go communicates Claw. Melee Natural Weapon Attack. +6 to hit, reach 5 ft.; one
via a combination of clicking pincers and subtle shifts in the target. Hit: 7 (1d8 + 3) piercing damage and the target is
coloration of their bulbous heads. A typical mi-go is roughly grappled (escape DC 13).
the size of a human but weighs only 90 pounds. Marro Bonegun (Tech-Magic). Ranged Weapon Attack. +6 to
Mi-Go hit, range 150/600 ft., one target. Hit: 7 (1d8 + 3) piercing
Medium plant (mythos), neutral evil damage plus 4 (1d8) poison damage.
Armor Class 15 (natural armor)
Hit Points 153 (18d8 + 72)
Speed 30 ft., fly 60 ft.
STR DEX CON INT WIS CHA
16 (+3) 16 (+3) 18 (+4) 13 (+1) 14 (+2) 12 (+1)
Saving Throws Dex +6, Wis +5
Skills Perception +5, Deception +4, Medicine +5
Damage Resistances fire, lightning; bludgeoning and
piercing from nonmagical attacks.
Damage Immunities cold
Condition Immunities blinded, deafened, frightened
Senses blindsight 10ft., darkvision 120ft., passive
Perception 15
Languages telepathy 60 ft. (does not speak though there
is a humming sound when it uses telepathy)
Challenge 6 (2,300 XP)
Deceptive. A mi-go is a master of deception. It has
advantage on Deception and Disguise checks.
Evisceration (1/Turn). A mi-go’s claws are capable
of swiftly and painfully performing surgical
operations upon helpless creatures or those it has
grappled. When a mi-go makes a successful Strength
(Athletics) check to grapple a target, or hits a grappled,
restrained, or incapacitated target, it deals 13 (4d6) slashing
damage in addition to any other effects.
Starflight. A mi-go can survive in the void of outer space. It flies
through space at incredible speeds. Although exact travel
times vary, a trip within a single solar system normally
takes 3d20 months, while a trip beyond normally
takes 3d20 years (or more, at the GM’s discretion) —
provided the mi-go knows the way to its destination.

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Mi-Go Priest Actions
Medium plant (mythos), chaotic evil Multiattack. A mi-go priest makes two claw attacks and may
Armor Class 17 (natural armor) plus bramble armor 7 (1d6 + 4) use its Cosmic Shock-Staff in place of a claw attack.
Hit Points 247 (26d8 + 130) Claw. Melee Natural Weapon Attack. +10 to hit, reach 5 ft.;
one target. Hit: 9 (1d8 + 5) piercing damage plus target is
Speed 30 ft., fly 60 ft.
grappled (escape DC 13).
STR DEX CON INT WIS CHA
Cosmic Shock-Staff (Tech-Magic). Melee Weapon Attack. +10
16 (+3) 20 (+5) 21 (+5) 14 (+2) 21 (+5) 15 (+2) to hit, reach 5 ft.; one target. Hit: 7 (1d8 + 3) bludgeoning
Saving Throws Dex +10, Wis +10 damage plus one of the following effects:
Skills Deception +7, Medicine +14, Religion +12 Physical Shock: Add 13 (2d12) poison damage and the
Damage Resistances fire, lightning; bludgeoning and target gains one level of exhaustion. A target that makes a
piercing from nonmagical attacks. DC 18 Constitution save takes half damage and does not
gain a level of exhaustion.
Damage Immunities cold, poison
Psychic Shock: Add 13 (2d12) lightning damage and the
Condition Immunities blinded, deafened, frightened
target is confused for 1d3 rounds. A target that makes a DC
Senses blindsight 10ft., darkvision 120ft., passive Perception 17 18 Wisdom save takes half damage and is not confused.
Languages telepathy 60 ft. (does not speak though there is a Fleshworm Infestation (Recharge 5-6). The mi-go priest vomits
humming sound when it uses telepathy) up ravenous fleshworms in a 50-foot line that is 5 feet wide.
Challenge 16 (15,000 XP) Each creature in that line must make a DC 17 Constitution
Deceptive. A mi-go priest is a master of deception. It has saving throw, taking 27 (5d10) poison damage on a failed
advantage on Deception and Disguise checks. save, or half as much damage on a successful one.
Droning Pipes. Enemies within 30 feet of mi-go priest have Summon Monstrous Aid (1/Day). A mi-go priest may call an
disadvantage on Wisdom saving throws while they can hear earth elemental – which appears as a cross between an eel
its prayers to its alien gods. and an octopus made from soggy fungus – but is otherwise
Evisceration (1/Turn). As a mi-go. treated as a normal earth elemental.
Magic Resistance. A mi-go priest has advantage on saving
throws against spells and other magical effects.
Starflight. As a mi-go.
Tech-Magic. As a mi-go.
Wooden Fists. A mi-go has fists as hard as wood covered in
tiny thorns. Treat its claws as magical weapons.

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MOON-BEAST is large enough for a Small creature.
Moon-beasts have no voice or eyes, yet they “see” more than Breathless. Moon-beasts do not need to breathe.
most and can project their thoughts into the very minds of Innate Spellcasting. The moon-beast’s innate spellcasting
those they wish to communicate with. These monstrosities ability is Charisma (spell save DC 16). It can innately cast
hail not from any physical moon, but rather from the shared the following spells, requiring no material components:
satellite of all slumbering minds in the Dimension of Dream At will: detect thoughts
beyond the wall of sleep. Here, the moon-beasts raise stone
3/day each: dominate monster, dominate person
cities on the oily shores of night-black seas found upon the
dark side of the dreaming moon, from which they launch 1/day each: confusion, major image, mirage arcane, plane
long, dark galleys crewed by not-quite-human slaves that sail shift (self only), seeming
through the void of space down to the seas of the Dimension Magic Resistance. The moon-beast has advantage on saving
of Dream to seek new slaves and stranger, more sinister wares. throws against spells and other magical effects.
A moon-beast is 9 feet long and weighs 800 pounds.
Slave-Hunters. Moon-beasts are slavers, first and foremost.
They use their magic to curb rebellion or to quickly gain
A
ctions
minions, but much prefer using physical and mental Multiattack. The moon-beast makes two attacks: once with its
regimens of torment and reconditioning to break the spirit claws and once with its tentacles.
of their captives. They often work with the denizens of Leng, a Claws. Melee Weapon Attack. +9 to hit, reach 5 ft., one target.
metaphysically nearby dimension of nightmare and madness, Hit: 19 (4d6 + 5) slashing damage.
although as often as not these planar neighbors serve the Tentacles. Melee Weapon Attack. +9 to hit, reach 10 ft., one
moon-beasts merely as slaves. target. Hit: 22 (5d6 + 5) bludgeoning damage, and the
Mythos Worship. Worshipers of ageless entities from beyond target must make a DC 16 Wisdom saving throw. On
the stars, moon-beasts are often compelled to travel to the a failed saving throw, the target takes 5 (1d10) psychic
Material Plane for strange and frightening causes, not the least damage and its maximum hit point decreases by the same
of which is gathering suitable sacrifices for their mysterious amount. This reduction lasts until the target finishes
and demanding lords. a long rest. The target dies if this effect reduces its hit
point maximum to 0.
Moon-Beast
Large aberration (mythos), chaotic evil
Armor Class 19 (natural armor) Moon-Beast Master
Hit Points 119 (14d10+42) Huge aberration, chaotic evil
Speed 50 ft., climb 20 ft., fly 20 ft. (hover) Armor Class 20 (natural armor)
STR DEX CON INT WIS CHA Hit Points 171 (18d12 + 54)
20 (+5) 15 (+2) 17 (+3) 16 (+3) 16 (+3) 19 (+4) Speed 50 ft., climb 20 ft.
Skills Perception +7, Stealth +10 STR DEX CON INT WIS CHA
Damage Resistances lightning; bludgeoning that is 22 (+6) 19 (+4) 17 (+3) 22 (+6) 18 (+4) 22 (+6)
nonmagical Saving Throws Con +7, Int +10, Wis +8
Damage Immunities cold, poison Damage Resistances lightning; bludgeoning, piercing, and
Condition Immunities poisoned, blinded slashing from nonmagical attacks
Senses blindsight 90 ft. (blind beyond this radius); passive Damage Immunities cold, poison
Perception 17 Condition Immunities blinded, charmed, exhaustion,
Languages understands Deep Speech but can’t speak; frightened, poisoned, prone
telepathy 300 ft. Skills Athletics +10, Perception +8, Stealth +8
Challenge 9 (5,000 XP) Senses Blindsight 90 ft. (blind beyond this radius), passive
Amorphous. A moon-beast can squeeze through a space that Perception 18

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Languages Aklo (cannot speak), Telepathy 300 ft. No Breath. the moon-beast master does not need to breathe.
Challenge 12 (8,400 XP) Wind Walk. As a bonus action, the moon-beast master
Amorphous. the moon-beast master can move through a transforms into a gaseous form as if he had cast wind walk.
space as narrow as 2 inches wide without squeezing. It can end this effect and solidify as a bonus action.
Innate Spellcasting. the moon-beast master’s innate Actions
spellcasting ability is Intelligence (spell save DC 18). Multiattack. the moon-beast master makes two claw attacks
It can innately cast the following spells, requiring no and two tentacle attacks.
components:
Claw. Melee Weapon Attack: +10 to hit, reach 10 ft., one target.
At will: detect thoughts Hit: 15 (2d8 + 6) piercing damage.
3/day each: charm monster, dispel magic, dominate person, Tentacle. Melee Weapon Attack: +10 to hit, reach 10 ft., one
dream, suggestion target. Hit: 13 (2d6 + 6) bludgeoning damage. If the moon-
1/day each: compulsion, confusion, feeblemind, major image, beast master hits a target with two tentacle attacks on
modify memory, mirage arcane, phantasmal killer, plane shift the same turn, it does an additional 14 (4d6) bludgeoning
(self only, can’t use) damage.
Fear Aura. the moon-beast master emits a constant aura of
fear in a 60-foot radius around him. A creature within this
area of effect that can see the moon-beast master must
make a DC 14 Wisdom saving throw or become frightened
for 1 minute. A creature can attempt a new save at the end
of each of its turns, with success ending the effect on itself.
Once a creature succeeds at this save, it cannot be affected
by the moon-beast master’s fear aura again for 24 hours.
Immutable Form. the moon-beast master is immune to
any spell or effect that would alter its form.
Magic Resistance. the moon-beast master has
advantage on saving throws
against spells and other magical
effects.
Magic Weapons. the moon-
beast master’s weapon
attacks are magical.
Nightmare Slave. the moon-
beast master targets a
living creature frightened
by its fear aura within 30 feet of it.
As a bonus action, the moon-beast
master can cast dominate person against
the charmed creature. If the target
fails its saving throw to resist this
spell, it becomes permanently in thrall to the moon-beast
master. Dispel magic, wish, or similar magic can break this
domination. Otherwise, the dominated creature can
attempt a new saving throw following each long rest,
ending the domination on itself with a success. If
it fails three such consecutive saving throws, only
dispel magic or similar spells can end the effect.

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MOONCALF Life Sense. The mooncalf can detect the location of any living
Mooncalves are unearthly eyeless monstrosities that originate creature within 120 feet of it.
from the dark side of the moon, drifting across the airless No Breath. The mooncalf does not need to breathe.
surface. They inhabit the barren lunar landscape and can subsist
on most forms of matter, even digesting rocks and gravel which
A ctions
Multiattack. The mooncalf makes one bite attack and two
they grind down with their incredibly hard, razor-sharp teeth,
tentacle attacks.
scooping up fodder with undulating tentacles and a throng
of writhing, stubby appendages around their tooth maws. Severing Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one
Mooncalves gracefully float across the lunar wastes in small target. Hit: 12 (2d6 + 5) piercing damage. In addition, if
groups and while they find the heavier gravity of other planets the mooncalf rolls a critical hit with its bite against a
more difficult, their alien biology still allows them to remain Medium or smaller creature, the target must make a DC 16
aloft. While a dangerous menace themselves, mooncalves often Constitution saving throw or have an arm or leg severed
serve as scouts and foot soldiers for dominant overlords who (50% chance of either).
rule the moon and the voids beyond space. A creature that loses a limb in this manner suffers 7
(2d6) damage each round until another creature spends
Mooncalf an action to staunch the bleeding with a DC 12 Wisdom
Large aberration, chaotic evil (Medicine) check.

Armor Class 16 (natural armor) Tentacle. Melee Weapon Attack: +8 to hit, reach 10 ft., one
target. Hit: 8 (1d6 + 5) bludgeoning damage, and the target
Hit Points 85 (10d10 + 30)
is grappled (escape DC 16). Until the grapple ends, the
Speed 30 ft., fly 90 ft. target is restrained and suffers disadvantage on Strength
STR DEX CON INT WIS CHA checks and Strength saves. The mooncalf can’t use the
20 (+5) 16 (+3) 16 (+3) 13 (+1) 12 (+1) 11 (+0) same tentacle against a different target.

Skills Perception +4, Stealth +6


Senses blindsight 60 ft. (blind beyond this radius), passive
Perception 14
Languages Aklo (cannot speak),
Telepathy 100 ft.
Challenge 6 (2,300 XP)
Feeder Arms. As a bonus
action, the mooncalf
transfers a grappled
victim from a tentacle
into its feeder arms. The
escape DC for the feeder
arms is the same as that
for the tentacles. The
mooncalf can make a bite
attack against a creature
grappled with its feeder
arms as a bonus action.

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MOONFLOWER Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one target.
These extraterrestrial plants resemble twisted tree trunks Hit: 18 (3d8 + 5) piercing damage. If the target is a Large
clustered with bulbous blossoms holds up a gaping mouth or smaller creature, it must succeed on a DC 17 Dexterity
ready to swallow a victim whole. A fully-grown moonflower saving throw or be wrapped in constricting digestive
easily stands 20 feet tall, its massive trunk frequently 4 feet plant pod and deposited in an adjacent space. A creature
or more in diameter. The roots extend away from the base trapped in this pod prison is blinded and restrained, has
and into the soil, making the plant seem well anchored, but total cover against attacks and other effects from outside
the roots themselves possess an agility that belies the great the pod, and suffers 7 (2d6) bludgeoning and 7 (2d6) acid
size of the plant and allows the moonflower to uproot itself damage at the start of each of the moonflower’s turns.
and move with surprising speed. The tendrils of the plant are
independently prehensile and writhe around the large flytrap- The pod is AC 12 with 20 hit points and resistance to
like “head” that crowns the stem. bludgeoning damage from nonmagical weapon attacks.
The occupant suffers half of any damage done to the
Latent Telepathy. Moonflowers have never been known to
communicate with other creatures, even with druids and pod. If the pod sustains enough damage, it falls apart and
others who regularly converse with plants. The plants do disgorges its occupant prone in that space.
possess some manner of strange telepathy, though, and are in Tentacle. Melee Weapon Attack: +8 to hit, reach 10 ft., one target.
constant communication with their nearby brethren. Those Hit: 15 (3d6 + 5) bludgeoning damage.
who manage to intrude upon the creatures’ alien thoughts
Light Pulse. The moonflower releases a pulse of blinding light.
face an assault of horrible visions of terrifying jungles filled
A creature within 60 feet of the moonflower must make a
with ancient, sentient, and malign plants.
DC 14 Constitution saving throw or be blinded for 4 rounds.
M oonflower A blinded creature can attempt this save again at the end
Huge plant, neutral of each of its turns, ending the blindness on itself with a
Armor Class 14 (natural armor) success. This ability does not affect other moonflowers.

Hit Points 104 (11d12+ 33)


Speed 20 ft.
STR DEX CON INT WIS CHA
20 (+5) 10 (+0) 17 (+3) 5 (-2) 12 (+1) 17 (+3)
Skills Perception +4, Stealth +3
Damage Resistances cold; slashing from nonmagical attacks
Damage Immunities lightning
Damage Vulnerabilities fire
Condition Immunities deafened, exhaustion
Senses darkvision 60 ft., passive Perception 14
Languages telepathy, 1 mile (other moonflowers only)
Challenge 6 (2,300 XP)
Pod Spawn. When a Small or larger creature is killed and
digested by a pod prison (see the bite attack, below), the
pod transforms the remains into an adult moonflower
with full hit points after 1d4 hours. The newly-formed
moonflower has its own consciousness, but some aspect
of its trunk or blossoms resembles the creature that died
within. The dead creature’s equipment remains inside the
new moonflower and can be retrieved by killing it.
Actions
Multiattack. The moonflower makes one bite attack and two
tentacle attacks.

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MORLOCK enemy isn’t incapacitated, and the morlock doesn’t have
Degenerate humans long lost from the world of light, morlocks disadvantage on the attack roll.
have regressed through years of subterranean dwelling into Swarming. Morlocks dwell and fight in cramped quarters
ravenous, barely thinking beasts of the endless night with skin every day of their lives, and as such are quite adept at
pale as a slug’s belly and huge and bulging eyes. They no longer swarming foes. Up to two morlocks can share the same
remember the civilized lives their ancestors led, although square at the same time. If two morlocks in the same
many morlock tribes still dwell in the shattered ruins of their square attack the same foe, they both gain advantage on
ancient homes. Ironically, in many cases morlocks worship the their attack roll.
statues left behind by these ancestors as their gods. Morlocks
reach adulthood at age 5 and can live as old as 60, though most
A
ctions
Club. Melee Weapon Attack. +4 to hit, reach 5 ft., one target. Hit:
die far sooner due to violence, including cannibalistic feasting
5 (1d6+2) bludgeoning damage.
by their own kin. A typical morlock stands just over 5 feet tall
and weighs roughly 150 pounds. Leap Attack. The morlock moves up to 30 feet and can make
one club attack at any point along the course of this
Beast Runner. Morlocks move about on two legs at times, but
movement. While performing a leap attack, the morlock’s
often drop down to a creepy four-limbed shuffle when speed
movement does not provoke opportunity attacks.
or stealth is necessary. Their wiry, often emaciated frames
Additionally, the morlock gains advantage on the attack
mask the strength of their limbs and their swift reactions.
roll, but all attack rolls made against the morlock until the
M orlock beginning of its next turn have advantage.
Medium monstrosity (mythos), chaotic evil
Armor Class 14
Hit Points 39 (6d8+12)
Speed 40 ft., climb 30 ft.
STR DEX CON INT WIS CHA
14 (+2) 18 (+4) 15 (+2) 5 (–3) 14 (+2) 6 (–2)
Saving Throws Dex +6, Con +4
Damage Immunities poison
Skills Athletics +4, Stealth +8
Senses darkvision 120 ft., scent,
passive Perception 12
Languages Deep Speech
Challenge 2 (450 XP)
Expert Climber. A morlock can move
up, down, and across vertical
surfaces, and even cling upside-
down from ceilings, all while
leaving its hands free for other
purposes.
Sneak Attack. Morlocks are masters of
ambush attacks, similar to rogues.
Once per turn, when a morlock
hits a creature with an attack and had
advantage on the attack roll, it can deal
an extra 2d6 points of damage with that
attack. The morlock can also use this ability if
another enemy of the target is within 5 feet of it, that

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MU SPORE Constrict. Melee Weapon Attack. +15 to hit, reach 10 ft., one Huge or
smaller creature. Hit: 41 (6d10+8) bludgeoning damage. The target
A mu spore is a thankfully rare plant of vast power and strange is grappled (escape DC 20) and restrained until this grapple ends.
intellect. The smallest of mu spores (such as the one presented
Spore Cough (Recharge 4-6). A mu spore can release a cloud of
here) are never less than a hundred feet long from tentacle tip
burrowing spores in a 120-foot cone. The burrowing spores
to tentacle tip and weigh a minimum of 200,000 pounds. They deal 110 (20d10) necrotic damage to all creatures and wooden
are covered in tentacles and eyes, with a vast mouth opening structures in the area, or half damage to any creatures that
like a toothy cavern. Yet despite their vast bulk, mu spores are succeed on a DC 16 Dexterity saving throw. Plants and plant
capable of flying with an uncommon grace, venting jets of creatures are immune to this damage.
foul-smelling spores to guide their flight through the air or Swallow. The mu spore makes one bite attack against a Huge or
even though space, able to hold their breath for long periods smaller target it is grappling. If the attack hits, the target is also
when flying through the void. swallowed, and the grapple ends. While swallowed, the target is
Immensity. Mu spores dwell in vast caverns, but sometimes blinded and restrained, it has total cover against attacks and other
drift up to the surface through immense pits or tunnels—they effects outside the mu spore, and it takes 90 (20d8) acid damage
have no fear of sunlight but prefer nocturnal habits. Mu spores at the start of each of the mu spore’s turns. A mu spore can have
only one creature swallowed at a time.
are more than just ravenous eaters of nations—they possess
uncommon intellects, and if peaceful contact can be made, If the mu spore takes 40 damage or more on a single turn from
their knowledge can be quite valuable. Even more valuable, the swallowed creature, the mu spore must succeed on a DC 25
Constitution saving throw at the end of that turn or regurgitate
to many debased alchemists, are the strange secretions and
the creature, which falls prone in a space within 10 feet of the
spores they emit, for these rare materials can be brewed into mu spore. If the mu spore dies, a swallowed creature is no longer
the strangest of drugs and elixirs. restrained by it and can escape from the corpse by using 15 feet of
Mu Spore movement, exiting prone.

Gargantuan plant, chaotic neutral


Armor Class 21 (natural armor)
Hit Points 444 (24d20+192)
Speed 40 ft., fly 30 ft.
STR DEX CON INT WIS CHA
26 (+8) 9 (–1) 27 (+8) 18 (+4) 24 (+7) 27 (+8)
Saving Throws Con +15
Damage Resistance piercing, slashing
Damage Immunities acid, poison
Skills Arcana +11, Medicine +14, Nature +11
Senses blindsight 240 ft., low-light vision, passive Perception 17
Languages Common, Deep Speech, Terran, Deep Speech
Challenge 21 (30,000 XP
Grasping Tendrils. Sticky arm-length tendrils cover a mu
spore. When an adjacent creature hits the mu spore with
a melee attack, the mu spore can use these tendrils to
attempt to grapple that creature as a reaction. The mu
spore makes an attack roll with a +15 bonus, and on a
successful hit, the attacker becomes grappled (escape DC
20) and restrained until the grapple ends.
Actions
Multiattack. The mu spore makes one bite attack or swallow attack,
and up to two constrict attacks.
Bite. Melee Weapon Attack. +15 to hit, reach 5 ft., one target. Hit: 29
(6d6+8) piercing damage and 21 (6d6) acid damage.

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NEH-THALGGU enhance its knowledge and power. The destruction of these
Known also as brain collectors, the alien neh-thalggus hail from brains causes the brain collector to lose some of its magical
distant worlds, traveling the gulfs of space on immense living power. Each brain can be attacked (AC 20: 15 hit points).
ships that swiftly decay when they land upon a new world, leaving Destroying a single brain deals no damage to the brain
behind a deadly cargo of hungry monsters. Neh-thalggus are crab- collector but causes it to lose special abilities. The number
like nightmare with lamprey-like mouths, twitching eyes on its legs,
and several blisters along its back that hold human brains. Some of brains determines its additional special attacks. It may
speculate that neh-thalggus encountered in this reality may merely use each of these abilities once per day. These abilities are
be juveniles of their kind, perhaps exiled from their home worlds by psionic in nature (treat as spellcasting). Its psionic ability is
greater kin until they can prove their worth on other worlds. Intelligence (spell save DC 15, +7 to hit with these attacks).
Brain Collectors. Neh-thalggus are carnivores, but they do not Some options are passive and are active so long as the neh-
digest humanoid brains they eat—rather, these brains lodge in one of thalgaa has the appropriate number of brains. It may also
several bulbous blisters on the creature’s back and help to increase its
intellect. Their brain collections may be a morbid form of currency in
maintain as many concentration spells as it has brains:
their home realm, or the thoughts in these brains may merely be fuel 0: No additional special abilities.
for a dark apotheosis into an even more sinister mature form.
1-4: Mind Worm. The neh-thalggu targets a creature it can
Mind Masters. Neh-thalggu masters lord it over their lesser kin by
see. The target creature must make an Intelligence save or
applying the drained brainpower of their victims toward mastering
psychic magic and mesmerism. They may inhabit elaborate have disadvantage on Intelligence saving throws until the
mindscapes as their lairs or may subtly influence the thoughts neh-thalgaa is dead or loses this trait. The target is also
and senses of creatures they lure into their lair in furtherance of slowed (as the slow spell). The neh-thalggu may use this
convoluted plots to manipulate the societies around them while they ability once per day per brain up to four times per day.
dwell in secret. Some dwell alone or with mind-controlled slaves,
while others organize clusters of their own kind to spread their 5: Whispers of Madness. The neh-thalggu makes a ranged
sinister schemes and feed their insatiable alien hunger. spell attack against a target within 100 feet that it can
see; on a hit, the target takes 16 (3d8 +4) psychic damage
Neh-thalggu and must pass an Intelligence save or become slowed (as
Large aberration (mythos), chaotic evil the spell slow). If already slowed the target is paralyzed
Armor Class 16 (natural armor) 6: Invisibility. As the spell of the same name.
Hit Points 127 (15d10 +45) 7: Bend Space (passive). The neh-thalggu gains a
Speed 10 ft., fly 40 ft. reaction. If the neh-thalgaa would be hit by an attack,
STR DEX CON INT WIS CHA it can teleport up to 15 feet. This does not provoke an
opportunity attack.
20 (+5) 15 (+2) 16 (+3) 19 (+4) 17 (+3) 17 (+3)
8: Distortion Blast. All creatures in a 100-foot long line
Saving Throws Int +7, Wis +6, Cha +6
that is 5 feet wide must make an Intelligence save or take
Skills Arcana +7, Insight +6, Perception +6, Stealth +5 32 (8d6 +4) psychic damage. Aberrations have advantage
Damage Resistance bludgeoning, piercing and slashing from on this save and only take half damage.
nonmagical attacks
Condition Immunities charmed,
frightened
Senses darkvision 60 ft., passive
Perception 16
Languages Common, Abyssal,
Deep Speech, Dark Speech,
Draconic, telepathy 100 ft.
Challenge 8 (3,900 XP)
Brain Collection. The neh-
thalggu, or brain collector,
can store up to ten humanoid
brains and use them to

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9: Venomous Mind. All creatures within 5 feet of the neh- STR DEX CON INT WIS CHA
thalggu must make an Intelligence save or take 8 (1d8 +4) 22 (+6) 16 (+3) 25 (+7) 18 (+4) 16 (+3) 15 (+2)
psychic damage and become confused (as the spell) until
Saving Throws Int +8, Wis +7, Cha +6
the end of the neh-thalggu’s next turn. The creature then
uses its reaction to make a single melee attack against a Skills Arcana +9, Deception +7, Insight +8, Perception +8
random adjacent creature. Damage Resistance psychic; bludgeoning, piercing, and
10: Celerity (passive). The neh-thalggu may make its slashing from nonmagical attacks
normal attacks as well as use a psionic ability or attack Condition Immunities charmed, frightened
listed on this table. Senses darkvision 60 ft., passive Perception 18
Cerebral Power (Recharge 6). The neh-thalggu uses the power Languages Common, Abyssal, Deep Speech, Dark Speech,
of its collected brains to supercharge its magic. The brain Draconic, telepathy 100 ft.
collector can use this ability as a bonus action to cause the
Challenge 13 (3,900 XP)
target of one of its spells to make any saving throws against
its brain collection trait with disadvantage. Innate Spellcasting. The neh-thalggu’s’s spellcasting ability
is Intelligence (spell save DC 19). She can innately cast the
Magic Resistance. The brain collector has advantage on saving
following spells, requiring no material components:
throws against spells and other magical effects.
At will: detect magic, mage hand, magic missile
Strange Knowledge. A neh-thalggu may add its proficiency
bonus to all knowledge related ability checks. 3/day each: confusion, hideous laughter, hold person, irresistible
dance
Actions 1/day each: dream, dominate monster, magnificent mansion
Multiattack. The neh-thalggu makes three attacks: one with
its bite and two with its claws. Actions
Bite. Melee Weapon Attack. +8 to hit, reach 5 ft., one target. Hit: Multiattack. The neh-thalggu master makes four attacks: two
9 (1d8 + 5) piercing damage, and the target must succeed bites and two claws.
on a DC 14 Constitution saving throw or be poisoned for 1 Bite. Melee Weapon Attack. +8 to hit, reach 5 ft., one target. Hit:
minute. The target can repeat the saving throw at the end 15 (2d8 + 6) piercing damage, and the creature must make
of each of its turns, ending the effect on itself on a success. a DC 16 Constitution saving throw or take 21 (6d6) poison
Claw. Melee Weapon Attack. +8 to hit, reach 5 ft., one target. Hit: damage.
12 (2d6 + 5) slashing damage. If the target is a creature, it is Claw. Melee: +2 to hit, reach 5 ft., one target. Hit: 13 (2d6 + 6)
grappled (escape DC 15). Until this grapple ends, the target slashing damage.
is restrained, and the neh-thalgaa can’t use one of its claw Hypnotic Gaze. As a bonus action, the neh-thalggu master
attacks on another target. However, the grappled creature may gaze at a creature within 30 feet. It gains disadvantage
automatically takes 14 (2d6 + 7) bludgeoning damage at the on Wisdom saving throws. This effect lasts until the master
start of the neh-thalggu’s turn. The neh-thalggu has two selects a new gaze target or it moves more than 30 feet
claws it can use to grapple a target. away. Victims of this ability are unaware of the effect.
Collect Brain. Melee Weapon Attack. +8 to hit, reach 5 ft., one
incapacitated, stunned or paralyzed humanoid grappled
R
eactions
Mesmerism (3/day). Through self-hypnosis, a neh-thalggu
by the brain collector. Hit: The target takes 55 (10d10)
master can perform one of the following:
slashing damage. If this damage reduces the target to 0 hit
points, the brain collector kills the target by extracting and • Before a creature makes an attack against her, the master
collecting its brain. can redirect the attack against another creature adjacent
to itself or its attacker instead.
Neh-thalggu Master • Reroll one saving throw when she would otherwise fail.
Large aberration, chaotic evil
• When she enters dim light or darker, become invisible
Armor Class 20 (natural armor) until the beginning of her next turn and move up to her
Hit Points 200 (16d10 + 112) speed.
Speed 10 ft., fly 40 ft.

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NIGHTGAUNT Faceless. A nightgaunt has no face but can still see in all
Nightgaunts haunt the deepest and darkest chasms of dreams directions as if its entire body were an eye. It is immune
and lurk in the shadows that loom at the edges of sane slumber to gaze attacks, but not to illusions that rely upon vision to
but are ready at any moment to snatch a blithe dreamer away, function. It has no need to breathe and is immune to all
carrying it off into realms of endless nightmare and tickling inhaled and scent-based effects.
it terribly all the way. They appear as stooped, emaciated
humanoids, yet possess a remarkable strength in their sinewy
limbs. With inky black skin, batlike wings, a long spiny tail,
A ctions
Claws. Melee Weapon Attack. +5 to hit, reach 5 ft., one target,
and demonic horns protruding from its skull, a nightgaunt
Hit: 12 (2d8 + 3) slashing damage, and the target is grappled
is a fearsome foe—yet the lack of any facial features is what
(escape DC 16). Until the grapple ends, the target is
makes it truly nightmarish. A typical nightgaunt would stand
restrained, and the nightgaunt can’t use its claws on
7 feet tall if fully upright and weighs 175 pounds.
another target.
Emotion Eater. Nightgaunts feed on emotions, preferring Tickle. As a bonus action, a nightgaunt can use its tail to
despair, horror, and nervous laughter. They enjoy carrying their tickle a grappled or helpless foe with horrible efficiency.
prey high over the mountains, tickling their prey to create a mix The target must succeed at a DC 13 Constitution save or be
of emotions, and finally dropping their victims in remote areas incapacitated until the end of the nightgaunt’s next turn.
where other monsters can stalk and kill them. Some creatures
pay nightgaunts to serve as guardians or carry them from place
to place, though the nightgaunts are prone to turn on their
employers at the smallest slight. Most nightgaunts have little
interest in anything other than sating their hunger on sleepers
and gather in colonies to entertain each other by sharing
emotion-memories through strange caresses. They sometimes
war with the other creatures found in their desolate realms.
Nightgaunt
Medium aberration (mythos), chaotic neutral
Armor Class 15 (natural armor)
Hit Points 48 (8d8 + 12)
Speed 30 ft., fly 40 ft.
STR DEX CON INT WIS CHA
16 (+3) 17 (+3) 14 (+2) 5 (-3) 14 (+2) 11 (+0)
Saving Throws Dex +5
Skills Perception +4, Stealth +5
Damage Immunities cold
Senses blindsight 120 ft., passive Perception 14
Languages Deep Speech (can’t speak)
Challenge 1 (200 XP)

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RHU-CHALIK send that consciousness through the void of space to its
waiting masters. If the creature’s Wisdom damage is healed
A rhu-chalik, also called a void wanderer, is an alien entity that scouts
through space on behalf of its conquering masters. In addition, this and the creature revived prior to the end of this process, this
aberration also collects the memories of interesting creatures in the effect fails. If the creature’s Wisdom damage is healed after its
universe into a vast repository of knowledge that their masters use consciousness is successfully transmitted, the creature awakes
to slowly unravel all the secrets of existence. Thin tendrils trail from disoriented and suffers a level of exhaustion until completing
its misshapen ovoid body, while its underside holds a gray orb that a long rest. This effect otherwise doesn’t harm the target as
resembles a bulging, lidless eye. A rhu-chalik is approximately 3 feet the target’s consciousness isn’t eliminated, only duplicated
across and weighs only 30 pounds.
and transmitted.
Silent Scouts. Rhu-chaliks serve their masters tirelessly and are
as patient as they are long-lived. They rarely make an uncalculated A
ctions
move and seek only the most prized intellects to cast into the dark
Multiattack. The rhu-chalik makes four tendril attacks.
beyond for their masters’ delectations. When exploring distant
worlds, rhu-chaliks are not social beings, and they avoid other rhu- Tendril. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.
chaliks so their predations won’t cause too much overlap in the mind Hit: 5 (1d4 + 3) bludgeoning damage. In addition, the
collections of their masters. However, back in their native space, rhu- tendrils secrete an enzyme that inflicts excruciating pain.
chaliks number in the billions, and the creatures feed off a countless
A creature hit by a tendril must make a DC 12 Constitution
number of disembodied minds.
saving throw or become poisoned for 1 minute. A creature
can attempt another Constitution save at the end of each
Rhu-Chalik of its turns, ending the effect on itself with a success.
Small aberration, chaotic evil Creatures immune to the poisoned condition are immune
Armor Class 16 (mage armor) to this ability.
Hit Points 66 (12d6+ 24) Project Terror. The rhu-chalik harnesses the fears of any
creature it has successfully used detect thoughts on within
Speed 5 ft., fly 60 ft.
the last minute. This effect creates visions of that creature’s
STR DEX CON INT WIS CHA most terrible nightmares in the target’s mind; the target
12 (+1) 16 (+3) 15 (+2) 13 (+1) 16 (+3) 15 (+2) must make a DC 13 Wisdom saving throw or become
Skills Perception +5, Stealth +5 frightened and also have their Wisdom score reduced by
Damage Immunities cold 1d4. The target falls unconscious if this reduces them to
Damage Resistances psychic Wisdom 0. Otherwise, the reduction lasts until the target
finishes a short or long rest.
Condition Immunities poisoned
Senses darkvision 60 ft., passive Perception 15
Languages Aklo, telepathy, 100 ft.
Challenge 4 (1,100 XP)
All-Around Vision. The rhu-chalik sees in all directions
at the same time.
Compression. The rhu-chalik can move through a space
as narrow as 1 foot wide without squeezing.
Innate Spellcasting. The rhu-chalik’s innate
spellcasting ability is Charisma (spell save DC
12). It can innately cast the following spells,
requiring no material components:
At will: detect thoughts, invisibility, mage armor
1/day: modify memory
No Breath. The rhu-chalik does not need to breathe.
Void Transmission. If the rhu-chalik reduces a
creature’s Wisdom to 0 with its project terror
ability, the rhu-chalik can take 10 minutes to copy
and absorb the creature’s entire consciousness and

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SHANTAK Phobia. The first time a creature uses a fear effect against
Shantaks are immense scaly, bird-like creatures with a vaguely a shantak, there is a 50% chance that something about
horse-like head and vast, slime-encrusted wings. A shantak’s that creature triggers a phobia in the shantak. For the
ability to travel the gulfs of space ensures that these fanged next 24 hours, that creature has advantage on Charisma
fliers can be found on numerous worlds. Yet despite this (Intimidation) checks against the shantak and the shantak
unique ability, shantaks are generally quite reluctant to seek has disadvantage on saving throws against becoming
out new worlds unless faced with no other option, for a shantak frightened by that creature. The shantak can make a DC 15
knows well that an attempt to fly to an unknown world could Wisdom saving throw once per day to end its phobia.
easily result in being lost forever in the gulfs of space.
Share Defenses. A shantak can extend its No Breath ability and
Myrmidons. Shantak myrmidons are the deadliest of their cold and poison immunity to a single creature touching it.
ilk, lacking the strange phobias that sometimes cripple their
It can withdraw this protection as a bonus action.
lesser kin and often entering into alliance with creatures able
to impress them with their power, bearing messages and Starflight. The shantak can survive in the void of outer space,
passengers for them through the endless void. and flies through space at an incredible speed. Although
exact travel times vary, a trip within a single solar system
should take 3d20 hours, while a trip beyond should take
S hantak 3d20 days or more—provided the shantak knows the way
Huge monstrosity (mythos), chaotic evil to its destination.
Armor Class 15 (natural armor) Actions
Hit Points 115 (11d12 + 44) Multiattack. The shantak makes two attacks: one with its bite
Speed 20 ft., fly 80 ft. and one with its talons.
STR DEX CON INT WIS CHA Bite. Melee Weapon Attack. +8 to hit, reach 15 ft., one target, Hit:
20 (+5) 15 (+2) 18 (+4) 8 (-1) 15 (+2) 10 (+0) 17 (2d8 + 5) piercing damage
Damage Immunities cold, poison Talons. Melee Weapon Attack. +8 to hit, reach 10 ft., one target.
Hit: 15 (2d6 + 5) slashing damage, and the target is grappled
Senses darkvision 120 ft., passive Perception 13
(escape DC 15). Until this grapple ends, the target is
Languages Deep Speech restrained, and the shantak can’t use its talons on another
Challenge 5 (1.800 XP) target.
No Breath. The shantak does not need to breathe and is
immune to inhaled poisons and scent-based effects.

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SHOGGOTH than itself, but it isn’t subject to any other penalties for
Although even lunatics and doom-saying prophets desperately squeezing.
claim the monstrous shoggoth is nothing more than a drug- Anaerobic. An elder shoggoth doesn’t need oxygen to live. It
induced vision or thankfully unreal nightmare, the truth is can exist with equal comfort at the bottom of the ocean or
altogether more dire. The shoggoths exist, although they in the vacuum of outer space.
keep to the deepest of ocean trenches or the most remote of Chilling Paralysis. Each time a non-epic creature strikes
forgotten caverns and ruins, emerging only rarely to spread an elder shoggoth while within 10 feet of, or otherwise
madness and destruction in their slime-caked wakes. touches the elder shoggoth, that creature is paralyzed
First and Eldest. The first shoggoths were created in eons until the end of its next turn. Creatures immune to cold
past, long before the first gods turned their attentions to are not affected by this trait and creatures resistant to cold
the Material Plane. Some hold that the aboleths engineered may make a DC 18 Constitution saving throw to avoid the
them, while certain strange texts hint of a race even older paralysis.
that engineered the first shoggoths as slaves. Eventually, these Gravitic Agnosticism. An elder shoggoth can use its climb
dread beasts developed enough intelligence to rebel against speed to move in any direction, including straight up or
their creators, and now they lurk, patient but potent, in the sideways through empty air, mounting its heaving bulk
lightless deep, and those first shoggoths to awaken retreated upon the unseen angles between existence. It is unaffected
into the darkest pits below the world and the most awful by effects that reverse, increase, or otherwise alter the
corners of the universe to brood in sinister shadow. Some normal effects of gravity.
attract cults to worship them, though they rarely pay much Hideous Piping. The fluting noises made by a s mythic
attention to the pleas of their supplicants, focusing instead on hoggoth are otherworldly and mind-shattering. A creature
birthing new abominations and aberrations into the world. that can hear this cacophony at the start of its turn and
Most simply devour any who dare come near, absorbing their is within 120 feet of an elder shoggoth must succeed
physical substance and psychic essence to slake their eternal on a DC 18 Wisdom saving throw or be confused (as the
hunger. spell confusion) for 1d4 rounds. Creatures that roll a natural
20 on this saving throw become immune to the Hideous
Elder Shoggoth Piping for 24 hours. Otherwise, characters who meet the
conditions must repeat the saving throw every round.
Gargantuan aberration, chaotic neutral
Insidious Regeneration. An elder shoggoth has regeneration
Armor Class 18 (natural armor)
10. It regains 10 hit points at the start of its turn. No form
Hit Points 725 (25d20 + 225)
of attack can suppress an elder shoggoth’s regeneration
Speed 50 ft., climb 30 ft., swim 50 ft.
— it regenerates even if disintegrated or similar
STR DEX CON INT WIS CHA instantaneous death effect. If the elder shoggoth fails a save
26 (+8) 14 (+2) 28 (+9) 12 (+1) 16 (+3) 13 (+1) against an effect that would kill it instantly, it rises from
Skills Perception +10 death 1 hour later with 1 hit point if no further damage is
inflicted upon its remains. The only way to permanently
Damage Resistances acid, fire, lightning; bludgeoning,
destroy an elder shoggoth is to reduce it to 0 hit points or
piercing
less and then target it with a wish (or similarly powerful
Damage Immunities cold, thunder, slashing spell).
Condition Immunities blinded, deafened, prone, stunned, Keen Senses. An elder shoggoth has advantage on Wisdom
unconscious (Perception) checks that rely on hearing or smell.
Senses true seeing 120 ft., tremorsense 60 ft., passive Legendary Resistance (3/Day). If an elder shoggoth fails a
Perception 19 saving throw, he can choose to succeed instead.
Languages Aklo Magic Weapons. An elder shoggoth’s weapon attacks are
Challenge 23 (50,000 XP) magical.
Amorphous. An elder shoggoth can move through a space Rolling Charge. If the elder shoggoth moves at least 20 feet
as small as 1 foot wide. It must spend 1 extra foot of straight toward a creature and hits it with a slam attack
movement for every foot it moves through a space smaller on the same turn, that creature must succeed on a DC

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18 Dexterity saving throw or be knocked prone. If the Unspeakable Propagation (1/Day). An elder shoggoth can
creature is knocked prone, the elder shoggoth immediately give birth to a ravenous baby shoggoth (treat as a non-
moves into the creature’s space as a bonus action and mythic shoggoth with disadvantage on d20 rolls for the
crushes the creature beneath its bulk. The crushed next year). The baby shoggoth follows its sire’s commands
creature can’t breathe, is restrained, and takes 11 (2d10) and defends it to the best of its ability. Fortunately, an
bludgeoning damage at the start of each of the shoggoth’s elder shoggoth cannot abide its own offspring for very
turns. A crushed creature remains in its space and does not long, and most shoggoth-spawn are quickly consumed
move with the shoggoth. A crushed creature can escape by by their sire once the progenitor shoggoth is no longer
using an action and making a successful DC 20 Strength threatened. However, a few lucky ones are able to escape
check. On a success, the creature crawls into an empty their parent’s insatiable hunger and within a year grow to
space within 5 feet of the elder shoggoth. terrible maturity losing their youth trait (disadvantage on
Utter Absorption. The body of a creature that dies while d20 rolls).
grappled by an elder shoggoth is completely absorbed into Reactions
the elder shoggoth’s mass. No portion of it remains to be
Reactive Strike. Whenever an elder shoggoth takes damage
used in raise dead, reincarnate, and comparable spells that
from a creature within 40 feet, it can make an attack
require touching the dead person’s body.
against that creature after the attack is resolved. These
Actions attacks do not count against its normal allotment of
Multiattack. The shoggoth makes 1d6 + 1 slam attacks. Reroll reactions.
the number of attacks at the start of each of the elder Tekeli-li! When a creature is confused by its hideous piping
shoggoth’s turns. the shoggoth may expend one of its legendary resistance uses
Slam. Melee Weapon Attack: +15 to hit, reach 40 ft., one to inflict 3d6 Wisdom damage. If a creature is reduced to 0
target. Hit: 30 (4d10 + 8) bludgeoning damage, and the Wisdom it falls into a coma and becomes permanently insane
target is grappled (escape DC 19) and restrained. The – even after the ability damage is healed (aka, the character
elder shoggoth can grapple any number of creatures becomes an NPC from this point forward).
simultaneously, and this has
no effect on its number of
attacks.

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SPAWN OF YOG-SOTHOTH Damage Resistances bludgeoning, piercing, and slashing
These monstrous abominations resembles in part an ordinary from nonmagical attacks
humanoid, animal, or other creature, but what remains of its Damage Immunities cold, fire
original form is only all the more horrible in contrast the Condition Immunities blinded
portions of its physique that dissolve into a bloated, inchoate Senses blindsight 500 ft. (blind beyond this radius), passive
mass of otherworldly hideousness. Its overall shape gives Perception 16
the impression of a squirming mass accompanied by an
Languages Aklo, telepathy 1 mile
indescribable monstrous stench. A spawn of Yog-Sothoth has
a prodigious hunger, and given sufficient food it grows quickly Challenge 11 (7,200 XP)
to Large size, and rare specimens continue to stretch and Devastation. When a spawn of Yog-Sothoth takes the
strain until their seams literally burst into new fleshy tendrils Multiattack action against an object, it deals double
and protuberances. A truly ancient spawn of Yog-Sothoth can damage to structures and Large or larger objects.
be the size of a barn or even a small hill. Legendary Resistance (2/Day). If the spawn of Yog-Sothoth
Not all spawn of Yog-Sothoth are massive or inhuman. Some fails a saving throw, it can choose to succeed instead.
(often twins to their more monstrous kin) remain roughly Magic Weapons. A spawn of Yog-Sothoth’s weapon attacks are
humanoid in shape and size, although their deformities still magical.
require them to wear disguises or layers of baggy clothing if
Nauseating Stench. A spawn of Yog-Sothoth exudes a hideous,
they want to walk unchallenged in civilized regions.
unforgettable stench that nauseates living creatures within
Aberrant Birth. The spawn of Yog-Sothoth are begotten upon 30 feet for 1 minute unless the creature makes a DC 17
the world as the results of vile rituals in which cultists call Constitution saving. Nauseated creatures are effectively
down the essence of Yog-Sothoth, an Outer God from beyond paralyzed as they spend their turn retching. Creatures that
the stars to impregnate a humanoid creature. The Outer God successfully save are sickened and have -1d6 on all d20
is not of this dimension or world; only by incorporating flesh rolls until the end of their next turn but cannot otherwise
and bone of a mortal can its spawn exist. Upon death, a spawn’s be affected by the same spawn’s nauseating stench for 24
flesh rapidly melts until nothing remains but a crusty stain. hours. Any effect that cures or protects against poison
Although the spawn of Yog-Sothoth are naturally invisible, works on nauseated or sickened creatures. Creatures with
they exude a hideous, unforgettable stench that alerts others immunity to poison are unaffected, and creatures resistant
to their presence. to poison have advantage on the saving throw.
Harbingers of the End. Ancient legend holds that the spawn Regeneration. The spawn of Yog-Sothoth regains 10 hit points
of Yog-Sothoth are inflicted upon a world to clear it of all sane at the start of its turn. If the spawn takes radiant damage,
life and to prepare the way for the return of the Great Old this trait doesn’t function at the start of the spawn’s next
Ones. But it’s just as likely that the carnage and mayhem it turn. The spawn dies only if it starts its turn with 0 hit
brings upon the world is due to its ravenous and constant points and doesn’t regenerate.
hunger for blood as any agenda from masters beyond the stars.
Tenuous Natural Invisibility. The spawn of Yog-Sothoth is
invisible, however, it shimmers when it attacks allowing
S Y -S
pawn of og othoth it to more easily be located. No combat advantage or
disadvantages related to invisibility are imposed when
Large aberration (alien, extraplanar, mythos), chaotic evil
fighting a spawn though all attacks have a -1d2 to the attack
Armor Class 17 (natural armor) rolls.
Hit Points 168 (12d10 + 48)
Speed 30 ft., climb 30 ft.
Actions
Multiattack. The spawn of Yog-Sothoth makes a bite attack
STR DEX CON INT WIS CHA and up to two tentacle attacks, or it makes up to four
17 (+3) 8 (-1) 18 (+4) 6 (-2) 15 (+2) 8 (-1) tentacle attacks.
Saving Throws Con +8 Bite. Melee Weapon Attack: +7 to hit, reach 10 ft., one
Skills Perception +6 target. Hit: 25 (4d10 + 3) piercing damage.

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Tentacle. Melee Weapon Attack: +7 to hit, reach 10 ft., one
target. Hit: 10 (2d6 + 3) bludgeoning damage, and the target
Legendary Actions
is grappled (escape DC 20) and is moved up to 5 feet toward The spawn of Yog-Sothoth can take 3 legendary actions,
the spawn of Yog-Sothoth. Until this grapple ends, the choosing from the options below. Only one legendary action
target is restrained, and the spawn can’t use this tentacle can be used at a time and only at the end of another creature’s
against other targets. The spawn has four tentacles. turn. The spawn regains spent legendary actions at the start
of its turn.
Chronal Sink (Recharge 5-6). A spawn of Yog-Sothoth can emit
a 30-foot-radius sphere that dislocates affected creatures Bite Attack. The spawn of Yog-Sothoth makes one bite attack
from the shared timestream. Creatures that fail a DC 17 against one creature it has grappled.
Wisdom saving throw are slowed (as per slow spell) for 1 Teleport. The spawn of Yog-Sothoth magically teleports,
minute or, if already slowed by this effect, paralyzed and along with any equipment it is wearing or carrying and any
frozen in place for the same duration. As these conditions creatures it has grappled, up to 60 feet to an unoccupied
result from a subjective time manipulation effect, spells space it can see.
such as freedom of movement do not negate them. Vanish. The spawn of Yog-Sothoth magically
Iridescent Globes (Recharge 5-6). A spawn of Yog-Sothoth becomes invisible for up to 10 minutes or until immediately
can emits five 1-foot-diameter iridescent globes that after it makes an attack roll. This overrides its tenuous
immediately fly to attack one or more creatures of the natural invisibility trait.
spawn’s choosing within 60 feet before disappearing. Each Reverse Gravity (1/day, 3
globe makes a +11 attack, if the attack lands the target is actions). The spawn of
shunted forward in time 1d4 rounds. An affected creature Yog-Sothoth casts
immediately disappears and then reappears at the same reverse gravity, it is
location at the later time; for the affected creature, it’s as if immune to the
no time passed. An affected creature can choose to resist affects.
being shifted forward in time, but the spacetime flux rips
and tears at it. For each round the affected creature wishes
to reduce from the duration it is shunted into the
future, it takes 14 (4d6) psychic damage. The spheres
persist until they land an attack.

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STAR-SPAWN OF CTHULHU and societies. These groups in turn further the star-spawn’s
Of all the strange and malefic denizens of the void between the agenda, preparing the world and bringing it to the brink of
stars, few cause the same terror as this titanic race. They hail destruction. When such worlds are poized to tear themselves
from a mad star whose light cannot be seen by conventional apart from within through unrest, civil war, excessive
telescopes, and the smallest of these behemoths stand nearly pollution, or genocide, the star-spawn mobilize their cults
30 feet in height. Humanoid in shape, their immense bodies to end all things. The only reward such cults may receive for
have rubbery flesh that seems to wriggle and seethe like a their (sometimes unwitting) aid is the dubious honor of being
half-solidified ooze. Tremendous draconic wings, murderous among the final few to be eradicated, for the star-spawn have
taloned hands, and a tentacled visage that evokes the alien no interest in and feel no responsibility toward their pawns.
gaze of an octopus complete the being’s monstrous shape. When the Stars are Right. The fact that the star-spawn’s plans
This malevolent race has a name, yet it is no name known to to bring about the eradication of life span centuries or even
the sane. Among mortal scholars, they are known merely by millennia should not be mistaken for sloth or lassitude—the
the name of their greatest priest—they are the star-spawn of star-spawn are inhumanly patient, and the preparation of
Cthulhu. the universe’s worlds must precisely follow an unknowable
Impossible Anatomy. The star-spawn of Cthulhu have a schedule, for only when the exact cosmic convergences are in
strange, mutable anatomy—their form is not fixed. They place and the stars are right can they make their final moves
can absorb parts of their bodies or enlarge others at will, a to end all things. This time frame does give some worlds a
trait they often use on their claws or tentacles to dramatically chance to discover the star-spawn’s influence and to delay or
extend their reach in combat beyond what might normally be even defeat their world’s star-spawned doom, but such tales of
possible for a creature of the same shape and size. Despite this triumph are rare in the face of the void’s relentless tides.
mutable shape, the star-spawn’s forms generally don’t deviate The star-spawn of Cthulhu war with many other strange
far from that of an octopus-headed, winged humanoid, likely races out of time and space, including elder things and the
because of the powerful links their otherworldly minds have servitors of other Great Old Ones. They have also been known
to their overlord and master, who lies dead but dreaming in to use these creatures—and other races such as the mi-go—as
the lost city of R’lyeh. pawns, slaves, or minions to promote their immortal agenda.
Environmentally Adaptable. Although they typically appear Immortality. A star-spawn of Cthulhu does not age, nor does
as immense humanoid creatures with rubbery hides and it need to eat or breathe. Only violence can bring about the
octopoid heads, the star-spawn of Cthulhu are not any more death of one of these creatures.
aquatic in nature than they are terrestrial—that they’re often
associated with a planet’s oceans lies more in the simple fact
Star-spawn of Cthulhu
Huge aberration (mythos), chaotic evil
that oceans often cover the majority of a planet’s surface. The
creatures themselves, being equally at home on land, at sea, or Armor Class 21 (natural armor)
in the depths of space, make no real distinction between such Hit Points 312 (25d12+150)
regions, choosing them as the sites of their cities and temples Speed 40 ft., fly 60 ft., swim 40 ft.
for purposes only they can know.
STR DEX CON INT WIS CHA
Agents of Destruction. Servants of the alien gods of the void,
28 (+9) 13 (+1) 22 (+6) 18 (+4) 21 (+5) 19 (+4)
they work upon the worlds they invade to wipe them clean of
indigenous life in preparation for the eventual time when the Saving Throws Str +15, Con +12, Int +10, Wis +11, Cha +10
deep void expands to replace all that exists with its strange Damage Immunities cold, poison, psychic
realities. The star-spawn of Cthulhu hold little malice toward Condition Immunities charmed, poisoned
indigenous life—they simply can’t proceed with their plans for
Senses blindsight 60 ft., darkvision 60 ft., passive Perception 15
a world while such life exists. Just as a human might move into
a house thinking it to be abandoned, only to discover colonies Languages Deep Speech, telepathy 300 ft.
of ants dwelling within the building’s walls, the star-spawn Challenge 20 (25,000 XP)
work to eradicate indigenous infestations. Their methods Innate Spellcasting. A star-spawn’s spell casting ability is
seldom vary from world to world—those whose intellects Charisma (spell save DC 18). It can innately cast the
they can influence via dreams and nightmares they besiege following spells, requiring no material components:
as the victims sleep, seeding the growth of destructive cults

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At will: suggestion Claw. Melee Weapon Attack. +15 to hit, reach 15 ft., one target.
3/day each: dream, confusion, sending Hit: 19 (3d6 + 9) slashing damage. If the star-spawn scores
a critical hit, it rolls damage dice three times, instead of
1/day: gate
twice.
Limited Starflight. A star-spawn of Cthulhu can survive in
Tentacle. Melee Weapon Attack. +15 to hit, reach 15 ft., one
the void of outer space, and its wings allow it to use its
target. Hit: 13 (1d8 + 9) bludgeoning damage. If the target is
fly speed in outer space despite the lack of air. Unlike full
a creature, it is grappled (escape DC 23). Until this grapple
starflight (like that of the mi-go), a star-spawn of Cthulhu’s
ends, the target is restrained, and the star-spawn can’t use
ability to fly in outer space does not allow it to reach
that tentacle on another target.
unusual speeds. When it wishes to fly to another world, the
creature relies entirely upon its immortality and patience Frightful Presence. Each creature of the star-spawn’s choice
to complete the journey. When speed is required, it instead that is within 120 feet of the star-spawn and aware of it
uses gate to make the journey quickly. must succeed on a DC 18 Wisdom saving throw or become
frightened for 1 minute. A creature can repeat the saving
Magic Resistance. The star-spawn has advantage on saving
throw at the end of each of its turns, ending the effect on
throws against spells and other magical effects.
itself on a success. If a creature’s saving throw is successful
Overwhelming Mind. A star-spawn of Cthulhu’s mind is or the effect ends for it, the creature is immune to the star-
overwhelming in its power and alien structure. It is spawn’s Frightful Presence for the next 24 hours.
immune to any effect that would sense its emotions or
read its thoughts and divination spells. This even foils wish
spells and spells or effects of similar power used to
affect its mind or gain information. The first time
a creature other than a fiend or aberration makes
mental contact with a star-spawn of Cthulhu, it
must succeed at a DC 18 Wisdom saving throw or
be stunned for 1 round. On a successful save, the
creature cannot take reactions and can make either
an action or a bonus action (not both) for 1 round;
creatures that are immune to being stunned are
unaffected. This effect can occur whether the star-
spawn of Cthulhu initiates mental contact (such as
via a dream, or once per round merely by telepathic
communication) or another creature attempts to do
so (such as via detect thoughts or dominate monster).
Once a creature is exposed to a specific star-spawn
of Cthulhu’s overwhelming mind, it is immune to
this effect from all star-spawn of Cthulhu for 24
hours.
Actions
Multiattack. The star-spawn can use its frightful
presence. It then makes eight attacks: two with
its claws and six with its tentacles. It can shove a
creature in place of a claw attack.

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VOID-STIRGE No Breath. Void-stirges do not require air to breathe.
These aberrations are vaguely humanoid in shape with two Starflight. A void-stirge can survive in the void of outer space,
upper limbs and two lower limbs on a torso with a head in and it flies through space at incredible speeds. Although
the usual location, but there the resemblance ends. They are exact travel times vary, a trip within a single solar system
not altogether crows, nor moles, nor buzzards, nor ants, nor normally takes it 3d20 months, while trip beyond normally
vampire bats, nor decomposed human beings, but something takes it 3d20 years (or more, at the GM’s discretion)—
both more and less, and when not flying they flop limply along, provided the void-stirge knows the way to its destination.
half with their webbed feet and half with their membranous Strange Mind. A void-stirge is immune to the spell confusion
wings (See “The Festival” by H.P. Lovecraft). and madness.
Terrible Hybrid Things. These eldritch abominations look Yellow Sign Affinity. A void-stirge is immune to the effects of
like void-stirges of prodigious size but with a blood-red tint to the Yellow Sign, and as an action, it can locate the nearest
their skin rather than the grayish-black of their compatriots. active Yellow Sign as per locate object with a range of 1 mile.
They are able to draw mystical power from the blood they When a void-stirge begins its turn with 1 or more hit points
drain to make themselves even more frightfully deadly. and it can see an active Yellow Sign, it regains 2 hit points
and it has advantage on any Dexterity saving throw against
effects it can see until the beginning of its next turn. An
V -S
oid tirge active Yellow Sign is either one that was created by Hastur
Medium aberration, chaotic evil or by the Yellow Sign spell. Inactive Yellow Signs, such as the
Armor Class 15 (natural armor) unholy symbols carried by cultists of Hastur, do not bolster
a void-stirge, but these creatures generally treat those who
Hit Points 67 (9d8 + 27)
openly wear such symbols as allies. A character who displays
Speed 40 ft., burrow 20 ft., climb 30 ft., fly 80 ft. a Yellow Sign in this manner has advantage on Charisma
STR DEX CON INT WIS CHA (Deception, Intimidation, and Persuasion) checks against a
15 (+2) 15 (+2) 16 (+3) 10 (+0) 15 (+2) 14 (+2) void-stirge.
Damage Resistances cold Actions
Condition Immunities charmed Multiattack. The void-stirge attacks with its
Saving Throws Int +2 bite and claws.
Skills Perception +6, Stealth +6 Bite. Melee Weapon Attack: +4 to hit, reach 5
ft., one target. Hit: 5 (1d6 + 2) piercing
Senses darkvision 60 ft., passive
damage, and the target is grappled
Perception 16
(escape DC 14). The void-stirge
Languages Deep Speech may use Blood Drain as a
Challenge 3 (700 XP) bonus action.
Bloodlust. The void-stirge has Claws. Melee Weapon
advantage on melee attack rolls Attack: +4 to hit, reach
against any creature that 5 ft., one target. Hit:
doesn’t have all its hit points. 7 (2d4 + 2) slashing
Low Metabolism. While a void- damage.
stirge craves blood if it has Blood Drain. A creature
not fed within the last 24 grappled by the void-stirge
hours, it does not suffer any loses 10 (3d6) hit points due to
negative effects from starvation, blood loss.
and it can, in theory, survive forever
without drinking or feeding. It
is immune to effects that induce
magical starvation or thirst, yet it still
seeks to drink blood whenever it can to sate
its desire.

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Strange Mind. A hybrid thing is immune to the spell confusion
Terrible Hybrid Thing and madness.
Large aberration, chaotic evil
Yellow Sign Affinity. A hybrid thing is immune to the effects of
Armor Class 16 (natural armor) the Yellow Sign, and as an action, it can locate the nearest
Hit Points 216 (16d10 +128) active Yellow Sign as per locate object with a range of 1 mile.
Speed 30 ft., fly 50 ft. When a hybrid thing begins its turn with 1 or more hit
points and it can see an active Yellow Sign, it regains 2 hit
STR DEX CON INT WIS CHA points and it has advantage on any Dexterity saving throw
22 (+6) 14 (+2) 26 (+8) 14 (+2) 17 (+3) 19 (+4) against effects it can see until the beginning of its next
Skills Acrobatics +6, Perception +11, Religion +6, Stealth +10, turn. An active Yellow Sign is either one that was created by
Survival +7 Hastur or by the Yellow Sign spell. Inactive Yellow Signs, such
as the unholy symbols carried by cultists of Hastur, do not
Damage Immunities cold
bolster a hybrid thing, but these creatures generally treat
Condition Immunities charmed those who openly wear such symbols as allies. A character
Senses darkvision 60 ft., passive Perception 21 who displays a Yellow Sign in this manner has advantage on
Languages Aklo, Common Charisma (Deception, Intimidation, and Persuasion) checks
against a hybrid thing.
Challenge 10 (5,900 XP)
Bloodlust. The hybrid thing has advantage on melee attack rolls A ctions
against any creature that doesn’t have all its hit points.th Multiattack. The hybrid thing makes three attacks: once with
Blood Pool. When a creature is reduced to 0 hit points within its bite and and twice with its claws.
30 feet of the hybrid thing, it gains 2 points in its blood pool. Bite. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit:
The hybrid thing can have up to 10 points in its blood pool. 16 (3d6 + 6) piercing damage, and the target is grappled
Spending a blood point is a bonus action. Spending a blood (escape DC 14). The hybrid thing may use Blood Drain as a
point grants the creature any of the following benefits: bonus action.
* 1 points: An additional action, as per a fighter’s action surge. Claws. Melee Weapon Attack: +10 to hit, reach 5 ft., one target.
* 1 points: The hybrid thing can cast blood to sap (see below). Hit: 19 (3d8 + 6) slashing damage.
* 2 points: The effects of the heal spell.
Blood Drain. A creature grappled by the hybrid thing loses
A hybrid thing starts combat with 1d4-1 blood points. 10 (3d6) hit points due to blood loss. This effect does not
Blood to Sap. The hybrid thing causes the blood of one creature function against constructs or creatures without blood
within 60 feet to thicken in its veins, causing the target to
take 28 (8d6) poison damage and become poisoned with R eactions
excruciating pain for up to 1 minute, as long as the hybrid Caustic Blood. As a reaction to being damaged, the hybrid
thing continues to concentrate. If the target succeeds on thing can bleed on the attacker, dealing 10 (3d6) acid damage.
a DC 18 Constitution saving throw, it takes half as much
damage and is not poisoned. Creatures poisoned by this
effect have their speed halved. This ability has no effect on
creatures without blood. Void-Stirges and Eekhayabs
Low Metabolism. While a hybrid thing craves blood if it has not The eekhayab and void-stirge are each based on
fed within the last 24 hours, it does not suffer any negative different interpretations of the byakhee from
effects from starvation, and it can, in theory, survive forever the Call of Cthulhu game and the stories of H.P.
without drinking or feeding. It is immune to effects that Lovecraft, and that name is the property of
induce magical starvation or thirst, yet it still seeks to drink Chaosium Inc., and is not Open Content. However,
blood whenever it can to sate its desire. like Chaosium before us, we are basing the
No Breath. Hybrid things do not require air to breathe. description of the creature on the H.P. Lovecraft
Starflight. A hybrid thing can survive in the void of outer space, short story “The Festival”, which is in the public
and it flies through space at incredible speeds. Although domain. Therefore, we are adapting the existing
exact travel times vary, a trip within a single solar system stat block but have to change the name of the
normally takes it 3d20 months, while trip beyond normally beast for use in this book.
takes it 3d20 years (or more, at the GM’s discretion)—
provided the hybrid thing knows the way to its destination.

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WIGHT, LUNAR Gaze of Lunacy. If a creature begins its turn within 30 feet
Lunar wights are humanoids who rise as undead after being of the lunar wight and the two can see one another, the
brutally slain and their corpse abandoned under the light of a wight can force the target to make a DC 14 Wisdom saving
full moon. Lunar wights arise when a dark spirit from beyond throw if the wight isn’t incapacitated. On a failed save,
this world possesses the corpse and permanently enters the the creature becomes affected by the confusion spell for 1
dead body. While still somewhat recognizable to those who minute. The creature can repeat this save at the end of each
knew them in life, the wight’s face bears a deathly grimace set of its turns, ending the effect on itself with a success.
with beastlike teeth and its eyes glow with madness. Lunar A creature that isn’t surprised can choose to avert its
wights burn with hatred for the living and they seek to devour eyes and thus avoid making the saving throw at the start
the flesh and steal the vital energy of any living creature they of its turn. If the creature does this, it cannot see the lunar
come across. Oddly, the undead creature’s arms hang by wight until the start of its next turn, when it may choose to
its sides, as if the bizarre spirit possessing the corpse were avert its eyes again.
unfamiliar with the concept of such manipulative appendages Resurrection Vulnerability. A raise dead or similar spell cast on
or incapable of exerting more than rudimentary control over a lunar wight destroys it unless it succeeds on a Wisdom
them. saving throw against the caster’s spell save DC. Casting raise
dead in this way does not require a material component.
Lunar Wight Actions
Medium undead, chaotic evil Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 8
Armor Class 17 (natural armor) (1d6 + 5) necrotic damage, and the target’s Wisdom score is
reduced by 1d4. The target falls drops to 0 hit points and is
Hit Points 97 (13d8 + 39)
dying if its Wisdom score falls to 0. Otherwise, this reduction
Speed 30 ft. ends when the target completes a short or long rest.
STR DEX CON INT WIS CHA Unearthly Shriek. The lunar wight unleashes a blood-curdling
20 (+5) 16 (+3) 16 (+3) 11 (+0) 16 (+3) 17 (+3) shriek. Any living creature within 30 feet that can hear
Skills Perception +6, Stealth +6 this shriek must make a DC 14 Wisdom saving throw or
become frightened for 1 minute. A frightened creature can
Damage Resistances necrotic; bludgeoning, piercing, and
attempt a new saving throw at the end of each of its turns,
slashing from nonmagical attacks that aren’t silvered
ending the effect on itself with a success. A creature that
Damage Immunities poison succeeds on this saving throw becomes immune to the
Condition Immunities exhaustion, poisoned lunar wight’s shriek for
Senses darkvision 60 ft., passive Perception 16 24 hours.
Languages Common
Challenge 8 (3,900 XP)
Create Spawn. Any humanoid creature slain by a lunar wight
under the light of the moon becomes a lunar wight itself
in 1d4 rounds. If the corpse is kept from direct exposure
to moonlight, then this transformation is delayed until
the rise of the next full moon. Spawn so created are less
powerful than typical lunar wights and suffer disadvantage
on Wisdom ability checks and saving throws and have
two fewer Hit Dice. Spawn are under the command of the
lunar wight that created them and remain enslaved until
its death, at which point they lose their spawn penalties
and become full-fledged and free-willed lunar wights. They
do not possess any of the abilities they had in life.

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YITHIAN Innate Spellcasting (Psionics). The great yithian’s spellcasting
These alien creatures resemble mollusks with an iridescent, ability is Intelligence (spell save DC 18). It can innately cast
vaguely cone-shaped body about ten feet tall and a wide, snail- the following spells, requiring no components:
like foot. Four protrusions sprout from the dorsal side of At will: astral projection (self only), detect thoughts, hold
the body: two claws, a grasping mouth, and a horrific head monster, modify memory
bristling with sensing tentacles. Untold eons ago, the yithians 1/day: foresight
inhabited a dying world. To escape their doomed planet, they Keen Sight. The great yithian has advantage on Wisdom
cast their minds through time and space, eventually coming (Perception) checks that rely on sight.
to rest in the strange, alien bodies they possess today. While
Knowledgeable. The great yithian uses its Intelligence modifier
these strange beings now reside in a distant galaxy, the
on all Intelligence, Wisdom, and Charisma-based skills.
yithians make use of their ability to astrally project to explore
other planets, eager to find new worlds to explore. Legendary Resistance (2/Day). If the great yithian fails a saving
throw, it can choose to succeed instead.
Psychic Explorer. When a yithian arrives upon a new world, it
often swaps minds with the creatures it encounters there so as Magic Weapons. A yithian’s weapon attacks are magical.
to experience that world as if it were a native. Those who spend Precognitive Anticipation. A great yithian adds its Intelligence
time in a yithian’s body rarely tell of the strange times they modifier on initiative checks and can always act during
have experienced, for yithians guard themselves well, and leave a surprise round. This bonus does not apply against
those they use in this manner amnesiacs who remember the creatures using mind blank.
truth only as fragmentary nightmares. Great yithians are the Severing Snap. When a great yithian scores a critical hit with
leaders of these psychic expeditions, seeking out new worlds its pincers, it may choose to sever one of the target’s limbs
they might inhabit, probing for hidden cells of their enemies, in lieu of dealing extra hit point damage. This deals 1d4
and coordinating the dream intrusions of their lesser kin. points of Strength, Dexterity, and Constitution
G Y
reat ithian damage, and 7 (2d6) necrotic damage, and the
Large aberration (alien, mythic, mythos), lawful neutral target may not perform actions requiring
that limb. A creature missing an arm cannot
Armor Class 18 (natural armor)
use items requiring two hands and has a 50%
Hit Points 180 (12d10 + 60) chance of spell failure when casting spells
Speed 20 ft., climb 10 ft. with somatic components. A creature
STR DEX CON INT WIS CHA missing a leg is considered
restrained; these penalties
25 (+7) 16 (+3) 20 (+5) 23 (+6) 17 (+3) 17 (+3)
stack if the creature also
Saving Throws Con +9, Int +10, Wis +7, Cha +7 becomes entangled. Ability
Skills Animal Handling +10, Arcana +10, damage can be healed in
Deception +10, History +10, Insight +10, the normal fashion, but
Intimidation +10, Investigation +10, Medicine restoring the severed
+10, Nature +10, Performance +10, Persuasion limb requires a magic
+10, Religion +10, Survival +10 like a regenerate spell.
Damage Resistances acid, cold, fire; bludgeoning, Suction. A great yithian
piercing, and slashing from nonmagical can establish or release
attacks powerful suction against any
Senses blindsight 60 ft., darkvision 60 horizontal or vertical surface as a swift
ft., passive Perception 20 action. While using suction, its speed
is halved but it is immune to the prone
Languages Aklo, Yithian, any 10
condition as well as any effect that
other languages, telepathy 100 ft.
would move it against its will. If such
Challenge 11 (7,200 XP) an effect also deals damage, that
damage is halved while the
great yithian is using suction.

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Temporal Projection. A great yithian can propel its class features. Meanwhile, the target gains the yithian’s
consciousness forward or backward in time. It can statistics except for alignment and Intelligence, Wisdom,
use foresight once per day. If it is touching a willing or and Charisma scores. The target retains the use of class
helpless creature, it can project itself into that person’s features compatible with the yithian’s physical form but
past or future self. Projecting itself into the future allows can’t use the yithian’s Innate Spellcasting trait, Amnesia,
it to obtain visions of the future as if using divination. or Mind Swap. The target’s ability to use the yithian’s
Projecting itself into the past enables it to seek out the equipment might be limited (for example, trying to wield
answer to specific questions about that creature’s past, as if the large sized lightning gun built for pincers would be
interrogating a corpse using speak with dead. challenging for a non-yithian). While the yithian controls
another creature’s body, it can use its action to reverse the
Actions effect at any range, instantly returning both minds to the
Multiattack. The great yithian makes either two pincer attacks proper bodies. If the yithian wishes, it can use its Amnesia
or two electric gun attacks. action on the creature as a bonus action immediately after
Deadly Pincer. Melee Weapon Attack: +11 to hit, reach 10 ft., reversing the swap. If a possessed body dies, its possessing
one target. Hit: 23 (3d8 + 10) bludgeoning damage. If the mind dies with it and the other body permanently retains
great yithian scores a critical hit, it rolls damage dice three its possessing mind. Casting dispel magic (treat this as a
times, instead of twice. 6th-level spell) or remove curse on either creature with a
Electric Gun (6/day). Ranged Spell Attack: +10 to hit, range swapped mind causes each of the two swapped minds
150/600 ft., one target. Hit: 22 (3d10 + 6) lightning damage. to return to its previous body unless either body is dead.
Reviving a body that died while possessed by a swapped
Amnesia (1/Day). The great yithian attempts to erase
mind causes that original mind to return to the revived
the memories of a creature it can communicate with
body, which kills the body left mindless.
telepathically. The target must make a DC 18 Intelligence
saving throw. On a failure, it loses all memories except Legendary Actions
those the yithian chooses to leave intact and the yithian The great yithian can take 2 legendary actions, choosing from
can choose to deal 82 (15d10) psychic damage to it. While the options below. Only one legendary action can be used
amnesiac, the target can’t apply its proficiency bonus on at a time and only at the end of another creature’s turn. The
ability checks or Intelligence or Wisdom saving throws. A yithian regains spent legendary actions at the start of its turn.
remove curse or greater restoration spell or similar magic cast
Pincer. The great yithian makes one pincer attack.
on the target restores lost memories. If your game uses
insanity and dread (see chapter 4), treat this as an insanity. Auto-Lightning. The great yithian uses its electric gun.
A creature that succeeds on its saving throw against this Surgical Pincers (2 actions). The great yithian makes a pincer
effect takes half as much psychic damage and can’t have its attack against one creature within 10 feet of it. The target
memory erased by Amnesia for 24 hours (although it still must succeed on a DC 18 Constitution saving throw or
takes psychic damage if targeted again during that time). be poisoned for 1 minute. While poisoned in this way, the
Mind Swap. The great yithian attempts to exchange minds creature can’t maintain concentration on a spell or any
with a creature it can communicate with telepathically. other effect that requires concentration. The poisoned
The target must make a DC 18 Charisma saving throw or creature can repeat the saving throw at the end of each of
be possessed by the yithian. On a failed save, the yithian’s its turns, ending the effect on itself on a success.
soul moves into the target’s body and the target’s soul
moves into the yithian’s body. On a successful save, the
target is unaffected and becomes immune to that yithian’s
Mind Swap for 24 hours. Once the yithian swaps minds
with a creature, it takes complete control of that creature’s
body. The yithian’s game statistics are replaced by the
target’s, though the great yithian retains its alignment
and its Intelligence, Wisdom, and Charisma scores.
The yithian keeps its Innate Spellcasting trait and its
Amnesia and Mind Swap. The yithian can’t use the target’s

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