Flee Mortals The MCDM Monster Book v1 0 1
Flee Mortals The MCDM Monster Book v1 0 1
E MC D M M
TH
O N STE R BO O K
E MC D M M
TH
Credits
Design Director: Matthew Colville Cover Illustration: Martin Sobr
Lead Designer: James Introcaso Illustration and Design: Tulio Brito (Conceptopolis), Grace
Designers: Teos Abadía, Willy Abeel, Ted Adams, Cheung, Eduardo Comettant Jeri (Stray Studios), Nick De
Leon Barillaro, Rudy Basso, Bianca Bickford, Carlos Cisco, Spain, Faizal Fikri, Matheus Graef (Conceptopolis), Jason
Alex Clippinger, Celeste Conowitch, Makenzie De Armas, Hasenauer, Patrik Hell, Jaroslav Kosmina, Bruno Machado,
Alecson de Lima Junior, Marcello De Velazquez, Sam Ellis, Timothée Mathon (Conceptopolis), Gabe McAlpine (Stray
Jamie Flecknoe, Paul Foxcroft, Dave Friant, Imogen Gingell, Studios), Jessica Nera Bargh (Stray Studios), Michael “Cookie”
Scott Fitzgerald Gray, V.J. Harris, Spencer Hibnick, Gabe Niewiadomy, Stephen Oakley, Gustavo Pelissari, Andrea
Hicks, Chris Hopper, HTTPaladin, Paul Hughes, Mark Piparo, Wirawan Pranoto (Conceptopolis), Martin Sobr,
Hulmes, Anthony Joyce-Rivera, Nathaniel Kreiman, Tibor Sulyok (Stray Studios), Allison Theus, Lucas Torquato
Kat Kruger, Rich Lescouflair, Amber Litke, Sadie Lowry, (Conceptopolis)
Cassandra MacDonald, Sarah Madsen, Sam Mannell, Cartography: Miska Fredman, Brian Patterson
Jessica Marcrum, Nikola Ninković, Mario Ortegón, Taymoor Playtest Director: Lars Bakke
Rehman, Hannah Rose, Michael E. Shea, Sally Tamarkin, Accessibility Consultant: Chris Hopper
Austin Taylor, Eugenio Vargas Special Thanks: Regina Bennett, Dave Baker, Angela Cheung,
Lead Editor: Laura Hirsbrunner Yiu Wan Cheung, Anna Coulter, Cat De Spain, Paul Figgins,
Editors: Shawn Banerjee, Ashley Michaela Lawson, Aaron Hübrich, Bonnie MacDonald, Mark Morrison, Alex
Amber Litke, Sebastian Yūe Payne, Aaron Flavius West, Steph, Tammy, Megan, Grant,
Proofreaders: Scott Fitzgerald Gray, Laura Hirsbrunner, Heike, Richard, Captain Jack Barkness, Gizmo, Gusgus, Lilo,
Ashley Michaela Lawson, Sebastian Yūe Marzipan, Mei, Zelda
Sensitivity Consultants: Magnus Pharao Hansen, Gabe Hicks,
Maple Intersectionality Consulting, Sally Tamarkin, MCDM Contractors
Basil Wright Community Coordinator: John Champion
Production: Lars Bakke, Jerod Bennett Customer Support: Bobby McBride
Executive Art Director: Jason Hasenauer QA Senior Tester: Spencer Hibnick
Art Director: Grace Cheung, Nick De Spain Testers: Nathan Clark, Cassandra “Dig” Crary, Alecson de Lima
Graphic Design: Grace Cheung, Jason Hasenauer, Rune Junior, James Dewar, Anna Guimarães, Alex Hencinski
Hrafnagaldur, Gordon McAlpin
Layout: Gordon McAlpin
Pronunciation Reader: Fryda Wolff MCDM Productions
Lars Bakke: Development & Production
Jerod Bennett: Technology
Grace Cheung: Art
Matt Colville: Writing & Design
Nick De Spain: Art & Art Outsource Management
Jason Hasenauer: Art & Art Direction
James Introcaso: Lead Game Designer
ISBN: 978-1-7375124-5-5
FLEE, MORTALS!
Playtesters Jai Gautam, James Bull, James Capelli, James Cook, Jared “Jay”
Busse, Jason Bond, Jay Tallsquall, JayPea, Jaysen Navarro,
Playtest Coordinators: Aaron Flavius West, Adam McLaughlin,
Jeff Powell, Jeffrey Anderson, Jesse Helser, Jethoof, João
AJ Metzger, Alex Adkisson, Bennoni Thomas, Casey Bell,
Gabriel de Oliveira, Joe Howell Wood, Joey Aitken, John
Casey Williams, Chris Catterson, Claire Buzzelli, David
Baccaro, John-Michael Gonzales, Jon Proctor, Jonathon
Lake, David Lucas, davidqshull, Durante Bozzini, EagleRuler,
Davies, Joseph Finney, Josh “Bloodybones” Casey, Josh
Essjae, Ethan Dunning, Félix Gauthier-Mamaril, Garrett S,
Bird, Josh Goodwin, Joshua Marmolejos, Joshua Nakhoul,
Gina Devlin, Harley Kewish, Harper Blair Stone, Iris Gorton,
Joshua Rodriguez, Joshua Sakata, Kai Bumpus, Katerina
ItsTheITGuy, Jack Vidulich, James Munson, Janek Dalkowski,
Brown, Kayla Gleeson, Kelly Kirkpatrick-Peet, Kevin Conway,
Jarrad Tait, Jeanne Parker, Joel Russ, John Bryant, Liam
Kit Valentine, Kris Munson, Kristoffer Mejborn Eliasson,
Kearney, Madeleine Bray, Matthew “OneEyed” Vansprang,
Kyle Gorman, Kyle McCordic, Kyle Rath, Lance Hobbie,
Meg Hanna, Moises Raul Montero, Morgan “Adys” Fenwick,
Leonardo Vechi, Lexie Bryan, Liam Lefferts, LlamaThor,
Nick Pierson, Reuben Hung, Roman Penna, Shane Parker,
Lorenzo Venegas-Villa, Lorne Miske, Louis Greenwood,
The GM Tim
Lucas Chiesa, Luiz Felipe Kormann, Lukas, Luke M., Luke
Alpha Playtesters: @andrewdagiant, @ElfSy, 0XiDi, 5quids,
Zich, Lynn, Lys Agnello, Maciej Sternik, Madison Smith,
Aaron Gotzon, Aaron Pangilinan, abculatter_2, Adam
Maegan Chiofalo, Maitreyi Viswanathan, Malk Sink, Manuel
McDivitt, Adam Scholze, Adrian “EvenTallerTree” Orlando,
“Ronin” Ruste, Marcel Theilig, Margaret Mae, Mark Bruno,
Ahmed Nabil Zouikri, Aidan Griffith, Aidan Sherrington,
Marsha Auguste, Matias Rostworowski, Matt Harrison, Matt
Alex “Kevin” Lover, Alex Chapman, Alex Dixon, Allister
Rogers, Matthew Donndelinger, Matthew Rhine, Matthew
Scott, Alpacnologia, Amy Billingham, Anastasia Alnykin,
Tummino, Mauricio Pinzon, Max Farris, Max “Howard Moon”
Andrea Aloisi, Andrew Collins, Andrew Cousineau,
Turner, Max Moore, Maxwell Allen, Maxwell Parmentier,
Andrew Kane, Andrew Ng, Andy Heinrich, Anthony
Michael Liliedahl, Michael Paz, Michael R. Underwood,
Hotchkiss, Arne Hüggenberg, Austin Bush, Ava Enoch,
Michael Seeley, Michal Ferov, Mike Cassizzi, Mike McHargue,
Ayden “Birchbongos” Birch, Bella, Ben “Gundamfang,” Ben
Mikephones, milesxoxo, Mintedcopper, Mitchell Gravenall,
Doherty, Ben Wilks, Bonnie MacDonald, Brandon Alan
Misahale, Nadine McAuliffe, Naia Reichert, Naif Milaat,
McClenahan, Brandon Wanner, Brett DeCosimo, Brett
Nasse Williams, Natalie Boles, Nate Goodwin, Nathan Lee,
Hollindale, Brian Diehl, Biran Hier, Bridge Squitire, Bryce
Nathaniel James, Nevin Hal, Nicholas Renzetti, Nick Borowski,
Beggs, ButterScotchParadox, Callie Vatn, Cameron Hunt,
Nick Corbett, Nick Rice, Nick Rowland, Nickolas Adkins,
CarlsXeEinar, Cat Ward, Celeborn Stringham, Chloe, Chris
Nico Ambrose, Nico Yardas, Nicolás Palacios, Noah Grand,
Doerner, Chris ten Den, Christian Granville, Christian
Noel Shabazian, Norbert Delatte, Oatmeal, Ola “E1f” Nilsen,
Smith, Christopher Berry, Christopher Teale, Cinna Veret,
Olivia Reidl, Onslaught Six, Oriana, Parker Goldsack, Parker
CO_Nielsen, Cole Carey, Cole Guest, Cole Sharp, Connel
Parker, Patrick Fowlow, Paul “Leviathan” Gorsky, Perekai,
Bjorkstrand, Connor Chambers, Connor Egbert, Connor
Pete Gosden, Peter “Jaybird” Melendez, Peter Williamson,
Hodges, Cory Muraglio, Craig Getting, Curt Clark, Curt
Phillip Ada, Protagonist, Prymalfire, RadiatingShark, Rain
Thornton, Dan Baranowski, Dan Keyser, Dana Monahan,
Schwantner, Raphael N, Raymond Linton, Raymond
Daniel Franco, Daniel Friedman, Daniel Hendricks, Daniel
O’Connor, Reality, Rebecca McCordic, Rebekah Proctor,
Hurst, Daniel Lake, Daniel Lane, Daniel Molteno, David Black,
RecklessRobbie, Rhinorulz, Richard W. Sullivan, River
David Fleming, Delfi Collard, Dennis Ware, Derek Fisher,
Lynds, Rob Matthews, Robert G, Robert Hendricks, Robert
Derek Lancaster, Devyn Burley, Drachenmaul, Drew Flowers,
Sachse, Roosevelt Cooper, Roxie Russo, Ryan Beattie, Ryan
Drew VandeLune, Duskers, Dustin Hammersmith, Eli Baur,
Guth, Ryan Jonkman, Ryan Madden, Ryan Zschau, Sage,
Eli Harter, Emma Corbett, EndlesNights, Eran Arbel, Erik
Sage1589, Sam, Sam Barrie, Sami Khan, Sami Nyckling,
Kier, Eric Sawchak, Eric Stefen, Eric Stephen, Erik Weingold,
Samuel Walker, Sarah Harakas, Scott Konig, SCSI_1, Sean
Eris, Esteban “Eerie” Llap, Ethan Catt, Evan Ellis, Evelyn Jones,
W. O’Neill, Shannon Schlarf, Shawn McIntosh, Shovel_Cat,
Fábio Mesquita, Fernando Cabana Porto, Fernando Corrêa,
Sigma, Skye McLaren Walton, southern_woodsman, Stevan
Flip Frields, ForgottenLands, Franklin H, FULLMETAL337,
Bressan, Stewart Green, TaiLi, Tara Finney, Teb, The Peoria
Gabriel Cardoso, Gabriel Hunt, Gabriel Sortica Reichmann,
Bummer, Thea “The Icelander”, Thomas “ThomBone” Hill,
Georgy Fadeyev, Giancarlo Balangue, Glynnis Hollindale,
Thomas Good, Thomas Rolston, Tim Polka, Tim Skiba, Tom
GotRickRolled, Grace Sheldon, Gregory Carrobis, Grumpy,
Comte, Tom Pelkey, Tom Stellar, Tom Veale, Treb, Trey
Guilherme da Silva Moser, Hamilton Gensheimer, Hannah
McLemore, Troy Gabriel, Vegas Lancaster, Vince Porter,
H, Hannah Levin, Hans “Horroar” Van den Eynde, Harrison
Vincent Cramer, Vinicius “Teco” Bellé, Walter Ferrufino, Wes
Howe, Harrison Russ, Harry Morris, Hazel Margaris,
Hunt, Wildbynature, Will Fiore, William F, William Pfeiffer,
hdpinck, Howsen, Hughes Sebastien, Hunter Jones, Hunter
Yima | Payam Pouryousefi, Zachary Paquette, Zachary Scott,
Loose, Isaiah Smith, J. Skillin, Jack Dixon, Jacob Richardson,
Zachary Smith, Zander Gordon, Zehl Day
CREDITS
Product Identity Lady Emer, Lady Ulnock, lacuna, lamasombra, lava crucible,
Lestheris Soldrei, leyleech, lightbender, lightning eel, lightthief,
The following items are hereby identified as Product Identity,
Liway, Llyvessa, Logger, Lord Erasmus Deseo, Lord Syuul, Lydia
as defined in the Open Game License version 1.0a, Section 1(e),
Lockwood, Malon, Marrowgnaw, marsh hydra, marvorok,
and are not Open Content: All content which is not included in
Maxidroga, Mehmet Murat Ildan, Melisthine, Merranon the
the Systems Reference Document version 5.1 or has otherwise
Tidal Triumphant, Merric, Meskirt, Micus, Miklan, millstone of
been specifically designated as Open Game Content, including
grinding, Milo Kentbrush, Mimsen Ickus, mindkiller, mindrazor,
Abominations, Abyssal Wasteland, Addlecove Castle, Aemilios,
Minto Abi, Mixlax, mohler, Molten Enclave, monocle of secrets,
Aethilen, Ahtuir, Ainsurabaloc, Ajax, Akistos, amethyst die,
Monument of Molten Blades, Morky, Mount Brazen, mournling,
Amethyst Knife, An Adventurer’s Guide to Aberrations, Andros
Mundane World, Mycete, N’shalla, Nalan, Narine, Nayrin, nine
LeScob, angulotl, Anthracia, Anyhahx, arcane amalgam, Argan
lives, Norrica, Oaxuatl, Oki, Olliandra Fenwick, olothec, oracle
Rael, Aronary Valkys, As’sylrak, ashen hoarder, Ash Queen’s
of storms, Oramac, Order of Ouroboros, Orecic, Ornaz, oruk,
Reliquary, Ashyra, Atæshia, Athmia Valkys, Aurumvas of
Ostios, overmatter totem, overmind, pathfinder’s boots,
Meaningless Greed, Azmekidom, Azon, bag of eyes, balm of
pendant of grave regeneration, Perigold Quickfingers,
shifting form, Baron Wigar Uthrak, Barrelhouse Jill, Barresqueth,
Phadanar, Phaedros, pitling, Priceless Pearl, Primordius, Prince
Basil, A Battle Master’s Compendium, Battle of Redfields, Beast
Ellan Farra, principle of growth, prismacore, psi lenses, Pulmonia
Lords of Kham, Beatrice the Cruel, Black Iron Pact, blade of
Spittlesand, Putrid Agnes, Putrid Paul, Qar Master of Jackals,
forlorn hope, blood-borne ooze, Bloodlord Fanoxa, Bloodlord
Qazyldrath, Queen Bargnot, Quintessence, Racaar, Racynth,
Varrox, bog body, bonestalker, Boog, Boughs of Eternity,
Radlee Thurgram, Ravlen, Restless Order, Rhöl, Rhymes for Little
bracers of the spellbreaker, Brada, Bray, Bredbeddle, Briar Tom,
Ones, ring of scarlet shadows, Ringwell, Rioja, Roaring Peak, rod
Brume, Brunsa, Brother John, Burnock Mill, Caithas, Camp
of the sovereigns’ servant, rogabrin, rot angel, rotbeast, Rotten
Firefield, Canon Athenodorus, Canyon of the Tower Crown,
Peaches, ruinant, Saint Pellario the Aspirant, Sair, Salix, Salty
Capital, Captain Longrock, Castle Wrathrock, Ceemal, cerebral
Anne, Sands of War, Sangor, Sasha Darkdream, Scrubias
processor, Chimeron, clawfish, Cloak, the closing argument,
Nackvar, Scarlet Shadow, scyza, Sealh, Seven Cities of Hell,
Cloud Fang Keep, Codex Mortis, Coronal Hollow, Count
Shadowkeep, shieldscale drangolin, Shifting Library, Shtriga
Rhodar von Glauer, Cransta, Crog’s Guide to Disarming Magic
Nonna, Sir Rogar, Skelver, skitterling, snowfox, soul lamp,
Traps, crown of majesty, crux of fire, crux of frost, the Cyst,
Soulbinders, soulstone, spell form of erasure, Spicule, star map
dancing lady, deathhawk, deep dreamer, demon signet ring,
of creation, star of iron, Starcaller, Strika, stoneback isopod,
Devil’s Influence, Dogface, Dohma Raskovar, Dorik, Drachen’s
suneater staff, sun eater’s mind, sun eater’s soul, Sunlight Legion,
Peak, draconic visage, dragon compass, dragonet, Draven Malas,
sunlight nexus, swamp dryad, Sylphise, synlirii, Tearmonger,
Duke Zaltz von Hirnschmann, Durixaviinox, Eighth City
Terminal Excrescence, tetzahuitl, Thesia “The Bull” Danaria,
Advocacy Services, Ek-Boshek, Elyas Leodeir, Emperor Gaius
thornblood, Thorvion of Lightning’s Stride, Thrubwell,
VIII, empyrean stag, Enora, enucleator, Eritha, essence of mist,
timescape, Toblobb, Tomb of the Keeper, tome of the ethereal,
essence of storms, essence of tides, Evae Yawn, Excess,
tormenauk, Tovokor, Treyvan von Hirnschmann, Truss Bridge,
excremus, eye of sunrise, Eyes of the Mountain, Famsa, Flash
tusker demon, Tuval-Uthriar, Ulgna, Vairna, valochera, Vault of
Maggie, flintmoth, Forcan, force of blood, force of earth, force
Leverage, Vali, valiar, valok, vaurath, vaurathi, Velathri, Verga-
of iron, foresight weapon, Forzaantirilys, fossil cryptic, Frezzel-
bon, Venash, Vexinoth, Victory Graves, visionary’s cloak, Vivienn
varax, Frigid Summit, Gael Wode, Galithor, Galiza, Gar Tailhooks,
Dirroze, voiceless talkers, Vor’pat, wand of restoration, waning
Geherel, Gemhollow, gem jelly, Genesis Karmark, Glass Cavern,
moon, watch of prospecting, White Tower, Wilderkith, Willis
glowing poison, Golden Valor, Gorar, Gorfus, Gorgonash,
Tormack, wobalas, World Below, Wyraxain, Xaantikorijek,
Gosha, Goxomoc, grack’tanar, the Grasp, Grave Order, Gray
Xantal, Xaxos, Xogomoc, Xorannox the Tyract, Yarl, Yateril
Walter, Grevsk, grilp, Hallowed Dark, Halorin Yandres, Hana-
the Mountain that Walks, Yserthrax, yumgrub, Zendra, Zenith
phaen, Hanging Tree, Hanoth, Harlo Honeygrin, haunt, Havoc
Aastrika, Zeron, and all Trademarks, registered trademarks,
Host, Heavenkiller Chronicles, Higara, High Mage Vairae, the
proper names (including the names of characters, place names,
Horror, House Navarr, House von Glauer, hulking brain, Hurga,
monsters, organizations, new spells, new abilities, etc.), dialogue,
Imperial College of Sorcery, Infernal Chancellor Lazivos, iridoss,
plots, story elements, locations, characters, artwork, graphics,
Irk, iron ring, issenblau, Ithu’rath the All-Seeing, Ivory Irons,
sidebars, and trade dress.
Ivory Throne, Ix, Jadis Mara, Jagged Edge Bandits, Jedar Pike,
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kinesthetic projection, King Garrow Farra, kingfissure worm, Come Chat with Us!
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FLEE, MORTALS!
Foreword
etter monsters—that was the directive for this book. Heck, “Better Monsters”
was almost the title. When I first started freelancing for MCDM in 2019,
Matt was already talking about making a new monster book. Awesome, I love
those! But Matt didn’t want to just fill the gaps in the core rules. He wanted
to replace the monsters in the core rules. That’s the kind of thinking that made me want
to work full-time at MCDM.
Monsters are central to the game, especially fighting monsters—or fleeing from them.
The longest core rule book is entirely dedicated to creature stat blocks. And the overwhelming
majority of a player character’s class features, spells, feats, magic items, and so on are combat-
related, so a GM can never have enough monsters. It’s a unique thrill to describe a horde
of angry bandits or a reality-warping gibbering mouther to a group of friends immersed in
a collaborative story. It’s an even better feeling when that monster’s unique abilities support
the stories we have in our brains. Remember the first time you were in a game and a troll
regenerated that arm the fighter had just sliced off? Or when a basilisk turned the rogue to
stone? Oh, what about the first time you slew a freakin’ dragon? It’d be cool if all combat
encounters gave you those feelings.
After eight years of the fifth edition of the world’s oldest roleplaying game, I was hungry
for a new kind of monster. So was the rest of the MCDM team. We wanted dragons with more
than bites, claws, and breath weapons. We wanted villain showdowns that didn’t abruptly end
in the first round because each spellcaster saved their highest-level spell slot for the battle. We
wanted bands of creatures with synergizing stat blocks, companion creatures and retainers who
leveled up alongside the heroes, and cinematic battles against swaths of minions. We wanted
monsters that were fun for the GM to run and fun for the players to fight. And we were pretty
sure you wanted those things too.
Thanks to the support of over 27,000 Kickstarter backers, the work of dozens of authors,
artists, community managers, consultants, editors, and producers, the ingenuity of hundreds of
playtesters, and the deaths of 165 player characters (may they rest in peace), you’re now reading
that book. Better monsters mean a better game, and that was our team’s goal: to make them fun
to run and fun to fight. We wanted to make a book with lore, stat blocks, and art so good that
you can replace your core rule book with ours … or at least use ours just as much.
This book wasn’t easy to make, but it was a joy to create. A lot of thought and care went
into each statistic, sentence, and brushstroke. I hope you have just as much fun using these
creatures as we did writing and illustrating them. Thank you for letting our imagination be
a part of your story.
Ex animo,
James Introcaso
MCDM Lead Game Designer
FOREWORD
Table of Contents
Introduction. . . . . . . . . . . . . . . . . 1 Harpies. . . . . . . . . . . . . . . . . . . . . . . 142 Wyverns . . . . . . . . . . . . . . . . . . . . . . 289
New Rules and Styles. . . . . . . . . . . . . . 1 Hellhounds. . . . . . . . . . . . . . . . . . . . 144 Chapter 2: Environments. . . . . . 292
Action-Oriented Creatures . . . . . . . . . 4 Hobgoblins. . . . . . . . . . . . . . . . . . . . 147 Environmental Features. . . . . . . . . . 292
Companion Creatures. . . . . . . . . . . . . 5 Humans . . . . . . . . . . . . . . . . . . . . . . 158 Cave . . . . . . . . . . . . . . . . . . . . . . . . . 292
Retainers. . . . . . . . . . . . . . . . . . . . . . . . 9 Kingfissure Worms. . . . . . . . . . . . . . 167 Enchanted Forest . . . . . . . . . . . . . . . 299
Minions. . . . . . . . . . . . . . . . . . . . . . . . 10 Kobolds. . . . . . . . . . . . . . . . . . . . . . . 171 Graveyard and Tomb. . . . . . . . . . . . 306
The Timescape. . . . . . . . . . . . . . . . . . 14 Lightbenders. . . . . . . . . . . . . . . . . . . 180 Road. . . . . . . . . . . . . . . . . . . . . . . . . 313
Using Creature Roles. . . . . . . . . . . . . 15 Lizardfolk. . . . . . . . . . . . . . . . . . . . . 182 Ruined Keep. . . . . . . . . . . . . . . . . . . 319
Encounter Building . . . . . . . . . . . . . . 16 Manticores . . . . . . . . . . . . . . . . . . . . 186 Sewer. . . . . . . . . . . . . . . . . . . . . . . . . 326
Creatures by CR. . . . . . . . . . . . . . . . . 20 Medusas . . . . . . . . . . . . . . . . . . . . . . 188 Swamp . . . . . . . . . . . . . . . . . . . . . . . 332
Converting Ancestries . . . . . . . . . . . . 26 Mimics . . . . . . . . . . . . . . . . . . . . . . . 192 Underground . . . . . . . . . . . . . . . . . . 338
Chapter 1: Creatures. . . . . . . . . . 28 Minotaurs. . . . . . . . . . . . . . . . . . . . . 196
Chapter 3: Villain Parties . . . . . 346
Angulotls. . . . . . . . . . . . . . . . . . . . . . . 28 Ogres. . . . . . . . . . . . . . . . . . . . . . . . . 198
Portraying Villainy. . . . . . . . . . . . . . 346
Animals. . . . . . . . . . . . . . . . . . . . . . . . 34 Olothec. . . . . . . . . . . . . . . . . . . . . . . 200
Optimized Party Level. . . . . . . . . . . 346
Basilisks. . . . . . . . . . . . . . . . . . . . . . . . 48 Orcs. . . . . . . . . . . . . . . . . . . . . . . . . . 205
Villain Party Actions . . . . . . . . . . . . 346
Bugbears. . . . . . . . . . . . . . . . . . . . . . . 50 Otyughs . . . . . . . . . . . . . . . . . . . . . . 216
Slow Burn. . . . . . . . . . . . . . . . . . . . . 347
Chimeras. . . . . . . . . . . . . . . . . . . . . . 54 Overminds . . . . . . . . . . . . . . . . . . . . 218
Grave Order. . . . . . . . . . . . . . . . . . . 349
Demons. . . . . . . . . . . . . . . . . . . . . . . . 56 Owlbears. . . . . . . . . . . . . . . . . . . . . . 222
Abominations. . . . . . . . . . . . . . . . . . 354
Devils . . . . . . . . . . . . . . . . . . . . . . . . . 64 Shambling Mounds . . . . . . . . . . . . . 224
Black Iron Pact. . . . . . . . . . . . . . . . . 361
Dragonets. . . . . . . . . . . . . . . . . . . . . . 73 Stirges. . . . . . . . . . . . . . . . . . . . . . . . 226
Wilderkith. . . . . . . . . . . . . . . . . . . . . 367
Dragons. . . . . . . . . . . . . . . . . . . . . . . 74 Time Raiders . . . . . . . . . . . . . . . . . . 229
Amethyst Knife. . . . . . . . . . . . . . . . . 373
Elementals. . . . . . . . . . . . . . . . . . . . . 87 Titans . . . . . . . . . . . . . . . . . . . . . . . . 235
Soulbinders. . . . . . . . . . . . . . . . . . . . 379
Giants. . . . . . . . . . . . . . . . . . . . . . . . 104 Treants . . . . . . . . . . . . . . . . . . . . . . . 240
Hallowed Dark. . . . . . . . . . . . . . . . . 385
Gibbering Mouthers. . . . . . . . . . . . . 114 Trolls. . . . . . . . . . . . . . . . . . . . . . . . . 242
Undead. . . . . . . . . . . . . . . . . . . . . . . 245 Chapter 4:
Gnolls. . . . . . . . . . . . . . . . . . . . . . . . 116
Valok. . . . . . . . . . . . . . . . . . . . . . . . . 275 New Psionic Powers . . . . . . . . . . 391
Goblins. . . . . . . . . . . . . . . . . . . . . . . 125
Griffons. . . . . . . . . . . . . . . . . . . . . . . 134 Voiceless Talkers. . . . . . . . . . . . . . . . 281 Open Game License
Hags . . . . . . . . . . . . . . . . . . . . . . . . . 136
FLEE, MORTALS!
Introduction
ood news! If you’ve run fifth edition, then
Conditions
you already understand how to use most of
Some of the creatures in this book inflict—or are immune
the creatures in this book. You may see a few
to—the following new conditions.
unfamiliar details, but fear not: this intro
duction covers everything that’s new, and the tweaks we Dazed
made to creature stat blocks don’t take much time at A dazed creature can only do one of the following things
all to grok. on their turn: move, use an action, or use a bonus action.
Beyond this introduction, this book is organized into If a creature becomes dazed during their turn, their turn
four chapters: ends. The cure ailment power, lesser restoration spell, and
Chapter 1: Creatures. The bulk of this book contains the greater restoration spell remove the dazed condition. At the
MCDM version of classic fantasy creatures like griffons GM’s discretion, other powers, spells, or effects might also
and goblins, along with new creatures of our own remove the dazed condition.
design, like mournlings and valok. When a dazed creature is affected by a spell or effect
Chapter 2: Environments. The eight environments in that gives them an extra action on their turn (like the haste
this book present even more creatures! These are found spell or the fighter’s Action Surge feature), they can still
in specific adventuring environments, like ruined keeps take this extra action, in addition to the movement, action,
and sewers. Most environments also suggest traits and or bonus action allowed by the dazed condition.
lair actions you can add to existing creatures. Some creatures in this book have immunity to the dazed
Chapter 3: Villain Parties. Challenge the player charac- condition. At the GM’s discretion, a creature published in
ters with a party of your own! Each of the seven villain the core rules or another supplement who has immunity to
parties has five NPCs with their own stories and unique the paralyzed or stunned condition also has immunity to
stat blocks. the dazed condition.
Chapter 4: New Psionic Powers. If a player in your
game has a talent character who uses the rules in Flanked
The Talent and Psionics from MCDM, they can learn If your game uses the optional flanking rules in the core
new powers from the psionic creatures in this book. rules, a creature who is immune to the flanked condition
You can find out more about The Talent and Psionics can’t be flanked regardless of the position of their enemies.
at mcdm.gg/talent.
Creature Roles
New Rules and Styles Each creature has a role listed next to their challenge
rating. Roles are descriptive and most don’t follow special
The creatures in this book generally follow the core rules,
rules—they simply help you build encounters and use the
but we’ve made a few tweaks. These new rules and presen-
creature effectively in combat.
tation styles are designed to make combat encounters easier
to run, more fun, and more memorable. Ambusher
Ambushers are creatures who hide well—not just before an
Allies and Enemies encounter, but during it. They utilize surprise and stealth
The effects in this book sometimes target just allies or to gain the upper hand.
enemies. A creature is your ally if they’re inclined to
help you or fight alongside you—or if you believe they’re Artillery
inclined to do so. However, you are not your own ally, so Artillery creatures fight best from afar. Whether they wield
if you target your allies with an effect, it doesn’t affect you. arrows or magical rays, these creatures always try to keep
A creature is your enemy if they’re inclined to oppose a distance from their foes.
you or fight against you—or if you either believe they’re
Brute
inclined to do so, or you plan to pick a fight with them
Brutes are hardy creatures who have lots of hit points
regardless. If in doubt, it’s up to the GM to decide whether
and deal lots of damage. They might not be the most
a creature counts as an ally, an enemy, or neither.
disciplined warriors, but they make up for it with sheer
Challenge Rating toughness and aggression.
Each creature’s stat block lists their challenge rating in Companion
the top right corner. The more obvious placement of the Companion creatures are meant to accompany player
challenge rating makes it easier to find stat blocks and build characters on adventures. For more information, see the
encounters to challenge your players. “Companion Creatures” section.
Introduction 1
Controller Psionic Powers
Controllers debuff, move, and obstruct their enemies. They
Some creatures have psionic powers, creating effects with
often have crowd-control actions that apply a debilitating
sheer force of will instead of with magic. When a creature
effect or target multiple creatures at once.
manifests a power, they create an effect that has similar
Leader rules to casting spells, with the following exceptions.
A leader is an action-oriented creature who fights along
Not Magic
side underlings. For more information, see the “Action-
Powers don’t create magical effects, so they’re unaffected
Oriented Creatures” section.
by features and spells like antimagic field, counterspell, and
Minion dispel magic. The damage from a power attack isn’t magical.
Minions are weak creatures who find strength in numbers. If a rule affects only spells or magical effects, it doesn’t
For more information, see the “Minions” section. affect powers. However, psionic powers are supernatural,
so if a rule affects supernatural effects, it does affect
Retainer powers (see “Mundane and Supernatural”).
Retainers are sapient beings meant to accompany player
characters on adventures. For more information, see the Power Orders
“Retainers” section. Every power has an order that is an expression of its
level of strength. Powers of the 1st order are the weakest
Skirmisher (equivalent to cantrips in strength), and 6th-order powers
Skirmishers are mobile warriors who use hit-and-run are the strongest.
tactics in combat. Their traits allow them to make the If a stat block feature should be considered a power,
most of their position. its order is noted in parentheses.
Soldier No Components
Soldiers are well-armored creatures who draw the attacks Powers don’t have material, somatic, or verbal components.
of their foes, freeing allies to move around the battlefield.
These trained warriors typically have higher attack Concentration
bonuses and AC. Like spells, many powers require you to concentrate to
maintain their effects. However, unlike spells, a creature can
Solo simultaneously concentrate on more than one power, up to
A solo creature is an action-oriented creature who can a number equal to their proficiency bonus. If a creature fails
take on the player characters on their own. For more a Constitution saving throw to maintain concentration, all
information, see the “Action-Oriented Creatures” section. the powers they are concentrating on end.
A creature can’t have multiple manifestations of the
Support
same power active at once. Additionally, a creature can’t
Support creatures aid their allies, providing buffs, healing,
concentrate on a power if they’re concentrating on a spell
movement, or action options.
or other effect.
Mundane and Supernatural If a stat block power requires concentration, this is
noted in parentheses.
This book uses the term mundane to refer to attacks,
items, and other effects that aren’t magical or psionic. Manifesting Multiple Powers
On the other hand, the term supernatural describes Unlike player characters, if a creature’s stat block allows
an effect or item that is either magical or psionic. For them to manifest a power as a bonus action, they can still
instance, a creature’s stat block might say they’re resistant manifest another power of 2nd order or higher as an action
to “bludgeoning, piercing, and slashing damage from on that turn. For example, a creature who manifests the
mundane attacks.” This means that when you deal them jaunt power as a bonus action can also make a 2nd-order
bludgeoning, piercing, or slashing damage using a spell, power attack as an action. Similarly, many Multiattack
power, magic weapon, or psionic weapon, the damage is actions let a creature make multiple power attacks on a
supernatural and thus the creature isn’t resistant to it. turn, even though each attack is a power of its own.
2 FLEE, MORTALS!
New Powers Spell Attacks as Opportunity Attacks
A character playing a talent—the class found in the MCDM When an enemy’s movement provokes an opportunity
supplement The Talent and Psionics—can use the rules in attack from a creature whose stat block includes a melee
that book to learn new powers from the creatures in Flee, spell attack, the creature can use their reaction to make a
Mortals! Powers that aren’t in The Talent and Psionics are melee spell attack against the creature, rather than making
indicated in a creature’s stat block with an asterisk (*) and an opportunity attack.
provided in the “New Psionic Powers” chapter of this book.
Utility Spells
Save Ends Effects In addition to combat-focused spells, some creatures can
cast spells that are primarily used outside of combat. To
Some creatures have a trait or action that, on a failed
streamline the stat blocks, these spells aren’t written out in
saving throw, imposes a debilitating effect for an extended
the creature’s combat-oriented “Actions” section. Instead,
duration. But sometimes a lucky foe can retry their saving
their names are listed in a separate “Utility Spells” section
throw and potentially end the effect early. In such situa-
at the end of the stat block. After each spell name, the cast-
tions, the stat block specifies “save ends at start of turn”
ing time is indicated in superscript, as shown in the Casting
or “save ends at end of turn.”
Times table.
When you see this phrase, it means any creature affected
by a save ends effect like this can repeat the saving throw Casting Times
on each of their turns, ending the effect on themself early
Superscript Casting Time
on a success. They can only make that saving throw either
at the start or end of their turn, as specified in the stat block. A 1 action
Here is an example of an attack with a save ends effect B 1 bonus action
from the goblin cursespitter stat block:
R 1 reaction
Toxic Touch (Cantrip). Melee or Ranged Spell Attack: +4 to hit,
+ Longer than 1 action
reach 5 ft. or range 30 ft., one target. Hit: 7 (2d6) poison damage,
(see spell description)
and the target must succeed on a DC 12 Constitution saving
throw or be poisoned for 1 minute (save ends at end of turn). For example, a spellcaster’s utility spells might appear
as follows:
1/day each: expeditious retreat B, mage armor A, phantom steed +
Behind the Design: Save Ends Effects
Save ends effects are one way of saving space in stat blocks
and making them less complex for GMs to run at the table.
Section Structure
Much like how stat blocks just reference the poisoned In this book, creature sections begin with broad
condition instead of spelling its rules out each time, we descriptions for all the creatures in that section. While not
didn’t want to fill up the pages by repeating long sen all the information is common in-character knowledge, you
tences similar to this one: “A target poisoned in this way can share these early pages with your players if you don’t
can repeat the saving throw at the end of each of their mind them having a little meta-knowledge.
turns, ending the effect on themself on a success.” The creature stat blocks aren’t presented until the end
of each section, allowing you to share flavorful information
with your players and flip fewer pages when you run a
Spells band of similar creatures.
Some creatures have magical actions, bonus actions, and
reactions. When these features should be considered spells Unusual Needs
(for the purpose of counterspell, dispel magic, and similar Stat blocks in the core rules often indicate when a creature
effects), the spell level is noted in parentheses. If the spell has an unusual nature and doesn’t require air, food, sleep,
requires concentration, this is also noted in parentheses. or water to live and function. To keep the stat blocks in this
Unless otherwise noted, these spells have somatic and book succinct, we’ve omitted those traits from individual
verbal components. stat blocks. Instead, you can refer to the following list
to determine each creature type’s unusual needs (or
Casting Multiple Spells lack thereof):
Unlike player characters, if a creature’s stat block allows
them to cast a spell as a bonus action, they can still cast Construct. Constructs don’t require air, food, drink,
another spell of 1st level or higher as an action on that or sleep.
turn. For example, a creature who casts the misty step Elemental. Elementals don’t require air, food, drink,
spell as a bonus action can also make a 2nd-level spell or sleep.
attack as an action. Similarly, many Multiattack actions Ooze. Oozes don’t require air or sleep.
let a creature make multiple spell attacks on a turn, even Undead. Undead don’t require air, food, drink, or sleep.
though each attack is a spell of its own. Other Creature Types. Unless otherwise specified, other
creature types require air, food, drink, and sleep.
Introduction 3
Action-Oriented Creatures Choosing Villain Actions
Each trio of villain actions has a recommended round
The solo and leader creatures presented in this book are
designed to be bosses: enemies who can take on an entire order. These abilities give the battle a logical flow and
party by themselves or with a handful of underlings. a cinematic arc:
Rather than simply increasing the challenge rating (an • The first villain action is an opener, which shows
approach that often leads to underwhelming encounters), the characters they’re not battling a typical creature.
this book introduces action-oriented creatures. Openers generally deal some damage, summon a lackey
A powerful villain needs plenty of opportunities to or three, buff the boss, debuff the characters, or move
act and move when it’s not their turn. Thus, each action- the creature into an advantageous position. They’re just
oriented creature has at least one special bonus action a taste of what’s to come.
and reaction, as well as a special section with villain • The second villain action provides crowd control.
actions that let them dominate the battlefield. It typically fires after the heroes have had a chance to
These actions make the boss creatures dynamic and respond once or twice, get into position, and surround
formidable. Whether fought as an exciting solo challenge the villain. This second action helps the villain regain
or alongside a few easy-to-run underlings, action-oriented the upper hand. Like an opener, this action comes
creatures challenge the characters with dramatic and in many flavors, but it’s even more powerful than
powerful actions in combat. an opener.
• The third and final villain action is an ultimate move
Villain Actions or “ult”—a showstopper the villain can use to deal a
Every action-oriented creature has three villain actions devastating blow to the characters before the end of
they can use after an enemy’s turn. Villain actions are simi- the battle.
lar to legendary actions with the following exceptions: While every creature has a recommended order of actions,
• A creature can use only one villain action per round you can take villain actions in any order if it makes your
(as such, villain actions tend to be more powerful than fight more dramatic. You could push back a villain action
legendary actions). if a creature is stunned or might stay alive for more than
• Each villain action can only be used once during three rounds, or you could perform the recommended
a combat encounter. third action in round two after several surprise critical hits!
Like legendary actions, a creature can’t use villain actions
if incapacitated or otherwise unable to take actions.
Unique Creatures
Many of the action-oriented creatures in this book are
unique. They typically have a specific name and back-
story, though you can ignore these if you wish to use the
creature’s stat block in another way in your campaign.
For instance, Queen Bargnot’s stat block could be used
for any action-oriented goblin in your game.
4 FLEE, MORTALS!
Companion Creatures Charmed Caregiver
A caregiver who is charmed can still command their com-
A companion is a wild ally who adventures with
characters. Each companion has unique traits and panion, but they can’t command the companion to attack
actions that make them a great ally. But beware! These a creature who charmed them.
creatures can be difficult to control in the heat of battle Incapacitated or Absent Caregiver
and just might bite the hand that feeds. Don’t fret too If a companion’s caregiver is incapacitated or dies, the
much, though! A companion gelatinous cube or owlbear GM determines who controls the companion—typically,
is worth the risk of an occasional wild rampage. the caregiver’s player can maintain control of their com-
panion as they take a heroic stand against the enemy.
Caregiver However, in cases where a caregiver and their
Every companion has a player character caregiver who companion are physically separated, such as when
commands the creature. The caregiver’s player controls a companion is captured, the GM might wish to
the companion most of the time during the game, though take control of the companion to keep the player in
the GM can step in to take control if the companion and suspense about the creature’s fate.
caregiver are separated, or if the caregiver mistreats the
companion in some way. New Caregiver
In combat, a companion shares a turn with their At the GM’s discretion, a companion can abandon
caregiver and acts during the caregiver’s turn. A compan- a caregiver character and choose a different willing
ion can move and use their own reaction and bonus action creature as a caregiver.
independently. But they can take only the Dash, Disengage,
or Dodge actions unless their caregiver uses a bonus action Ferocity
to command the companion to take a different action, Companions are dangerous creatures. Though often more
including any of the actions noted in the companion’s stat docile than their wild counterparts, they aren’t fully domes-
block. A companion must be able to see or hear their ticated. Each companion’s ferocity is a measure of their
caregiver to receive a command. A companion can also tenacity and fury, and of how those things build in battle.
take other actions if their caregiver is incapacitated or if As a companion’s ferocity increases, they gain access to
the companion enters a rampage (as discussed below). powerful new actions, but they also become more difficult
for a caregiver to control.
If a companion isn’t incapacitated at the start of their
One Companion per Group and their caregiver’s turn, their ferocity increases by 1d4 +
Companions are a lot of fun, but having more than one the number of enemies the companion can see or hear
companion to manage can slow things down at the table. within 5 feet of them. For the purpose of increasing
A companion is another member of the party, with statistics ferocity, a group of creatures who share a single stat block
and actions to track, and additional companions can easily (such as a swarm of rats) counts as one creature. Ferocity
make combat slow to a crawl. If every player wants to get increases round after round during combat, and there is no
in on the companion action, it’s simpler for the characters maximum to the level of ferocity a companion can gain.
to take turns as a creature’s caregiver, rather than running
around adventuring with a menagerie.
For characters wishing to share a companion, the Bag of Rats
companion accepts a new caregiver at the end of a short We can already tell that some crafty players are scheming
or long rest. Because a companion’s proficiency bonus and to stuff a bag full of slightly groggy rats, then open that bag
hit points depend on their caregiver’s level, those statistics up in front of their companion to build up their ferocity
might fluctuate if the characters in a party are different during a fight. However, a too-easy target doesn’t rile
levels, reflecting that a more experienced caregiver is more up a companion the way being threatened by an enemy
adept at directing a companion. combatant in a battle for survival does. As such, the GM
makes the final decision as to what constitutes an enemy for
the purpose of increasing a companion’s ferocity. Likewise,
in the same way a swarm of creatures is counted as a single
creature for the purpose of increasing ferocity, the GM is
free to determine that two or three weak creatures might
count as only one creature for that purpose.
Introduction 5
Rampage Dying Companions
After rolling to increase ferocity at the start of their
When a companion is reduced to 0 hit points, they are
turn, if a companion has 10 ferocity or more and isn’t
dying and make death saving throws just as characters
incapacitated, they run the risk of entering a rampage.
do. Thus, characters always have a chance to save their
The companion’s caregiver can make a Wisdom (Animal
furry (or scaly, or slimy, or exoskeletony) friends’ lives!
Handling) check (no action required) to try to stop the
If combat ends while a companion is dying, their ferocity
companion from entering a rampage. To make the
drops to 0 but they don’t regain hit points (see “End of
check, the caregiver must not be incapacitated, and the
Combat” above).
companion must be able to see or hear the caregiver.
The DC for the check equals 5 + the companion’s ferocity. Statistics
On a success, the companion acts normally on their turn.
In addition to their ferocity actions, a companion’s statistics
On a failure, or if the caregiver doesn’t make the check,
vary from the statistics of their wild counterparts. This
the companion enters a rampage.
makes a companion easier to run, keeps their power in
When a companion enters a rampage, they immediately
line with other companions, and helps ensure companions
move up to their speed toward the nearest creature they
never outshine the characters. As somewhat more social
can sense and attack that creature with their signature
versions of wild creatures, companions are often cleverer
attack (see below), dealing extra damage equal to half
and more versatile than their untamed counterparts.
their ferocity if the attack hits. If at least one ally and
one enemy are nearest and equidistant to the companion, Hit Dice
the caregiver’s player rolls any die. On an odd number, Most creatures without character classes have their Hit Die
the companion attacks an ally. On an even number, the type determined by their size (d4 for Tiny creatures, d6 for
companion attacks an enemy. The caregiver’s player Small creatures, and so forth). However, companions are
determines which specific equidistant ally or enemy the special and use a d8 for Hit Dice regardless of size.
companion engages (and can choose their own character
if they wish). Language
A companion who can’t reach a creature to attack while A companion shares a unique bond with their caregiver
in a rampage uses the Dash action to move as far as they and can understand basic commands in one language
can toward the nearest creature they can sense. If a com- chosen by the caregiver. However, the companion can’t
panion can’t sense any potential targets, they move as far read, speak, or write any language, even if similar creatures
as they can in a random direction determined by the GM, normally can.
avoiding danger.
Proficiency Bonus
When a companion who has entered a rampage resolves
Because a companion’s effectiveness and survivability
their action or ends their turn, their ferocity drops to 0 and
depend on the training and expertise of their caregiver,
they’re no longer in a rampage.
a companion’s proficiency bonus is equal to their
Reducing Ferocity caregiver’s proficiency bonus. Additionally, some of a
To prevent a companion from entering a dangerous ram- companion’s statistics refer to their proficiency bonus,
page, a caregiver has several options at their disposal for abbreviated as PB. Other statistics use a number of
reducing the creature’s ferocity. dice equal to a companion’s proficiency bonus; these
Ferocity Actions. Each companion has three actions are expressed with PB in place of the number of dice.
in their stat block that cost ferocity to use. To use one of For example, if a companion has a +2 proficiency bonus,
these ferocity actions, the caregiver’s character level must PBd6 means 2d6.
be equal to or greater than the ferocity action’s level, and
Signature Attack
the companion must spend the necessary amount of ferocity
Each companion has an action designated as their
before they use the action. If the companion doesn’t have
signature attack. A signature attack is always a melee
enough ferocity to spend, they can’t use the action.
attack, and it’s typically the creature’s best natural attack.
Ferocity actions always use the companion’s action,
A companion uses their signature attack when they enter
meaning they can’t be used as part of an opportunity
a rampage.
attack. Ferocity actions can’t be used while a companion
Each companion also has special actions that they can
is in a rampage.
use only by spending ferocity during their turn, with some
End of Combat. When a combat encounter involving
of those actions making use of the companion’s signature
a companion ends and the companion isn’t dying, the com-
attack. See “Reducing Ferocity” above for more informa-
panion regains hit points equal to their ferocity, and their
tion on ferocity actions.
ferocity drops to 0. The GM determines when a combat
encounter ends, typically at the point when creatures stop
acting in initiative order.
6 FLEE, MORTALS!
Companion Mounts Companion Encounter Balance
Many companions are large enough to ride, especially by Unless a caregiver has the beastheart class (found in Beast
caregivers who are Small, when outfitted with an exotic heart and Monstrous Companions), the GM should consider
saddle similar to those worn by aquatic or flying mounts. a companion as akin to a powerful combat-focused magic
When a caregiver rides a companion into combat, not item when building encounters. A companion gives a
much actually changes. The caregiver and companion still party a significant power boost, not just by dishing out
each act on the same turn, and the caregiver must use their more damage and providing more hit points for enemies
bonus action to direct the companion to take any action to target, but also by creating complications that can
other than the Dash, Disengage, or Dodge actions. Under make a fight more challenging for the party’s foes. GMs
some circumstances, a companion might allow themself to can adjust encounter difficulty by one step (from easy to
be ridden by a creature other than their caregiver, though medium, hard to deadly, and so forth) to properly challenge
that other creature can’t give the companion commands. a group of characters with a companion, particularly if the
If a companion rampages while bearing a rider, that characters’ average level is 7th or lower.
rider counts as being within 5 feet of the companion when
determining which creature the companion attacks. If a NPCs with Companions
companion attacks their rider, they have disadvantage on Companion creatures are designed to accompany player
the attack roll. characters on adventures. If an NPC has a pet or creature
servant, it’s recommended you use the creature’s normal
stat block. For instance, if an NPC ranger has an owlbear
Companion Barding they work with, that creature would use the normal
At the GM’s discretion, characters can purchase owlbear stat block and be played by the GM as normal.
barding for a companion, as discussed in the core But if the characters are charged with rescuing a fallen
rules, with the following adjustments: druid NPC’s owlbear pet from the clutches of a villain,
• Barding for Small companions weighs half as the GM can choose to instead make the pet an owlbear
much as the equivalent armor for Humanoids. companion, allowing the creature to join their rescuers
Barding for Medium companions weighs the on their adventures.
same as Humanoid armor, while barding for
Large companions weighs four times as much.
• Companions are proficient in any barding
they wear.
• When a companion wears barding, they
don’t add their caregiver’s proficiency bonus
to their AC.
• Companions who are shapechangers (such as
the mimic companion) can’t use that ability
while wearing barding.
• Companions who have corrosive bodies or
are amorphous (such as the gelatinous cube
companion) can’t wear nonmagical barding.
Introduction 7
Companion Stat Blocks Retainer Stat Blocks
Name Type Entry Name Type Entry
Abyssal Hyena Companion Fiend Gnolls Angulotl Yegg Humanoid Angulotls
Basilisk Companion Monstrosity Basilisks Blood Seneschal Elemental Elementals
Bear Companion Beast Animals Bugbear Warden Humanoid Bugbears
Blood-Borne Ooze Ooze Graveyard Devil Retainer Fiend Devils
Companion and Tomb*
Ghost Sycophant Undead Undead
Blood Hawk Companion Beast Animals
Gnoll Gnasher Fiend Gnolls
Camel Companion Beast Animals
Goblin Sneak Humanoid Goblins
Chimera Companion Monstrosity Chimeras
Harpy Fledgling Monstrosity Harpies
Clawfish Companion Beast Angulotls
Hobgoblin Tactician Humanoid Hobgoblins
Crawling Claw Companion Undead Undead
Human Mercenary Humanoid Humans
Drangolin Companion Dragon Kobolds
Kobold Decanus Humanoid Kobolds
Earth Elemental Companion Elemental Elementals
Lava Bastion Elemental Elementals
Gem Jelly Companion Ooze Underground*
Lizardfolk Hunter Humanoid Lizardfolk
Gibbering Mouther Aberration Gibbering
Medusa Headstrong Monstrosity Medusas
Companion Mouthers
Griffon Companion Beast Griffons Minotaur Devastator Monstrosity Minotaurs
8 FLEE, MORTALS!
Retainers Retainer Hit Points
Retainers are sapient beings who adventure alongside Hit Die Size Hit Point Maximum
the player characters. Each retainer is a less experienced d6 6 times their level
adventurer who a player character can take under their
wing. Retainers are never meant to achieve the same power d8 7 times their level
level as the player characters. d10 8 times their level
Rules for retainers first appeared in Strongholds & d12 9 times their level
Followers. This book contains updated rules for these
followers. Proficiency Bonus
Because a retainer’s effectiveness and survivability
Mentor depend on the training and expertise of their mentor,
Every retainer has a player character mentor. A retainer’s a retainer’s proficiency bonus is equal to their mentor’s
mentor gives them orders, and the mentor’s player also proficiency bonus.
controls the retainer. A retainer acts on the same initiat- Some of a retainer’s statistics refer to their proficiency
tive count as their mentor in combat, acting immediately bonus, abbreviated as PB. Other statistics use a number
before or after the mentor (player’s choice). As a mentor of dice equal to a retainer’s proficiency bonus; these are
gains experience and levels up, so does their retainer (see expressed with PB in place of the number of dice. For
“Statistics” below). example, if a retainer has a +3 proficiency bonus, PBd10
means 3d10.
Statistics A retainer adds their proficiency bonus to any saving
Retainers are designed to be easy to run so their player throw they make.
(who is already managing a complex character) doesn’t get
overwhelmed with even more details. Each retainer has a Features
simple stat block—though these are similar to other crea- Each retainer has a signature attack they can make
ture stat blocks, retainers follow a few different rules. using the Attack action each round. Retainers can use their
signature attack to make opportunity attacks, even if their
Level signature attack isn’t a melee weapon attack.
A retainer’s level equals their mentor’s level. As a retainer A retainer gains new features at 3rd, 5th, and 7th level.
levels up, their hit points increase (see “Hit Points and Some features can only be used a certain number of times
Hit Dice”) and they gain combat features (see “Features”). per day (as noted in the retainer’s stat block).
Additionally, a few of their statistics increase when their Additionally, if a retainer’s signature attack is a weapon
mentor’s proficiency bonus does, including attack bonuses, attack, they typically gain an extra attack at 7th level
skills, and save DC (see “Proficiency Bonus”). Their other (as noted in their stat block), allowing them to make two
statistics typically remain the same regardless of their level. signature attacks per round instead of one.
Armor Class Gear
Unlike player characters, a retainer’s armor class isn’t When a retainer joins the party, they typically carry clothes
determined by a particular set of armor they don (like appropriate to their position, a suit of armor, a weapon,
studded leather). Instead, each retainer’s armor class is and an explorer’s pack. If the retainer casts spells, they also
simplified to one of three armor types: carry a spellcasting implement. Any additional equipment
• Retainers with light armor have AC 13. must be provided to them by their mentor.
• Retainers with medium armor have AC 15. Magic Items. Retainers can use magic items like any-
• Retainers with heavy armor have AC 18. one else. For example, a +1 weapon increases their attack
and damage rolls by 1, and +1 armor of the appropriate
Hit Points and Hit Dice type (light, medium, or heavy) increases their AC by 1.
Retainers gain one Hit Die per level. Their hit point maxi- One happy side effect of having retainers is that as a
mum is based on the size of their Hit Die, as shown on the player character levels up and acquires better equipment,
Retainer Hit Points table. they can pass their obsolete items on to the retainer.
Retainers have exceptionally high hit points—sometimes
even higher than their mentor. This allows the party to Dying Retainers
enjoy the presence of a beloved retainer without worrying When a retainer is reduced to 0 hit points, they follow the
about losing them to an unlucky roll of the dice or decision same rules as player characters. If not killed instantly by
by a single player. The GM often awards characters with massive damage, they fall unconscious, make death saving
retainers in lieu of other treasure. Such rewards shouldn’t throws, and can be stabilized or healed.
be lost easily.
Introduction 9
Optional Rule: Shared Attacks Shared Turns
If a player wants to speed up their retainer’s turn, they can Typically, all minions of the same stat block act on the
make shared attacks at the GM’s discretion. same turn. Since they share a turn, the minions can each
When the mentor hits a creature with an attack, if move into position then each use an action if they wish,
their retainer can see or hear them, the retainer is inspired instead of each moving and taking an action individually.
by their mentor’s success. On the inspired retainer’s next
turn, for each successful attack their mentor just made, the Minion Trait
retainer can automatically hit a creature of their choice Every minion has the Minion trait, which affects the
within range with their signature attack, up to the number creature in the following ways:
of attacks the retainer can make. • If the minion takes any damage from an attack or as
If the mentor hit with fewer attacks than the number the result of a failed saving throw, their hit points are
of attacks the retainer can make, the retainer can make reduced to 0.
additional attack rolls for those attacks to see if they hit. • If the minion takes damage from another effect, they
die if the damage equals or exceeds their hit point
Retainer Encounter Balance maximum; otherwise they take no damage.
When building encounters, the GM should consider a
retainer as akin to a powerful combat-focused magic item. Overkill Attacks
A retainer gives a party a significant power boost; they not Powerful weapon attacks can kill more than one minion in
only dish out more damage and provide more hit points a single maneuver called an overkill attack.
for enemies to target, but they also create complications As already discussed, a weapon attack requires only
to challenge the party’s foes. GMs can increase encounter 1 point of damage to reduce a minion to 0 hit points,
difficulty by one step (from easy to medium, hard to deadly, regardless of their hit point maximum. However, when a
and so forth) to properly challenge a group of characters weapon attack’s damage does exceed the target minion’s hit
with a retainer. point maximum, the attack becomes an overkill attack and
the damage dealt beyond the minion’s hit point maximum
Minions becomes overkill damage.
A minion is a weak foe, designed to allow GMs to create Overkill damage can be applied to a second minion
dramatic combat encounters with hordes of enemies who has the same stat block as the target and is in overkill
without overwhelming the characters. In fact, an encounter range (see below). Damage against the second minion is
with minions makes characters feel heroic, since they can counted as if you made a weapon attack against them; since
take on a myriad of foes and live to tell the tale. it only takes 1 point of weapon damage to reduce a minion
However, minions still make threatening foes. Killing to 0 hit points, any amount of overkill damage immediately
a minion still requires penetrating their defenses, and knocks them out. But wait, it gets better—if the initial
characters can’t just shrug off damage from minion attacks. attack’s overkill damage exceeds the second minion’s hit
So how do minions make running a horde of enemies point maximum, the leftover overkill damage can roll
quick and easy for the GM? over to a third minion, and so on! In other words, for each
• Minions are simple to run. Their stat blocks are small time the overkill damage exceeds the new target’s hit point
and uncomplicated. maximum, the attacker can choose an additional minion to
• Minions act quickly. They don’t multiattack, roll for reduce to 0 hit points.
damage, or take unique bonus actions or reactions, For example, when a weapon attack deals 18 damage
so their turns aren’t long. to a minion with a hit point maximum of 5, the overkill
• Minions die fast. A character can kill several minions damage is 13. If there are three additional minions of the
with a single weapon attack! same stat block in overkill range, they can all three be
• Minions have strength in numbers. Their attacks can immediately reduced to 0 hit points, since the overkill dam-
be grouped together to make them deadlier and faster age exceeded the target’s hit point maximum more than
to use at the table. twice over.
Overkill attacks can’t be made as part of an opportu-
No Hit Dice nity attack.
Minions have hit points but no Hit Dice, simplifying their
design. Minions can’t spend Hit Dice to heal during a short
Overkill Range
Minions must be within a certain range to qualify for
rest because they have none.
an overkill attack, determined by whether the attack is a
No Damage Rolls melee or ranged attack. In addition to the examples below,
the “Overkill Damage Illustrated” sidebar demonstrates
Minions don’t roll for damage because their attacks deal a
how to calculate overkill damage
static amount of damage. They also can’t score critical hits.
10 FLEE, MORTALS!
Melee Overkill Attacks. When a creature hits a
minion with a melee weapon attack, other minions within Behind the Design: Minion Trait
reach of the attack are in overkill range and can be You might ask, why not just give minions 1 hit point and
chosen as additional targets for an overkill attack. The take no damage when they save for half, like in fourth
overkill attack can’t target minions outside the weapon edition? First, spells that use a creature’s hit points to
attack’s reach. determine effectiveness—like color spray and sleep—
Lady Ulnock the paladin battles a horde of goblin minions (each would devastate all minions, even those meant to challenge
with 6 hit points). She hits a goblin minion with her longsword high-level characters. These spells are still effective against
and uses Divine Smite, dealing 8 slashing damage and 11 radiant minions, just not devastating!
damage to the target for a total of 19 damage. Since Lady Ulnock Second, spells and effects that deal damage without any
dealt 13 points of overkill damage—more than the hit point attack roll or save—like magic missile and spike growth—
maximum of two additional minions—she can choose up to three would lay waste to minions with 1 hit point. This fits the
additional goblin minions within 5 feet of her (the reach of her fiction for minions with low challenge ratings, like goblins
longsword attack) and reduce them to 0 hit points. If there are and zombies. But the balance of combat and fiction breaks
no other goblin minions within 5 feet of Lady Ulnock, she can’t down to near-silliness at higher levels when the same spells
damage additional minions with this attack. easily take down powerful devil minions.
Ranged Overkill Attacks. When a creature hits a Finally, high-level spells with a save for half damage—
minion with a ranged weapon attack, other minions in a like fireball or meteor swarm—would feel wasted against
line originating from the creature in the direction of the minions with 1 hit point. Why use a higher-level spell when
target, to a distance equal to the weapon’s short range, are a lower-level one will do? Similarly, the fourth edition
in overkill range and can be chosen as additional targets design could lead to a kobold minion illogically surviving
for an overkill attack. The overkill attack can’t target min- a fireball spell while a “stronger” standard kobold next
ions outside the line or beyond the weapon’s short range. to them dies, despite both creatures succeeding on their
saving throw. By contrast, under this book’s minion rules,
Perigold Quickfingers the rogue is hidden and takes aim at spellcasters still have a good reason to use high-level spells
a group of zombie minions (each with 6 hit points) with his against minions.
light crossbow (which has a short range of 80 feet). He hits a
zombie minion with his crossbow, dealing extra damage thanks
to his Sneak Attack, for a total of 14 damage. Since Perigold
dealt 8 points of overkill damage—more than the hit point
maximum of one additional minion—he can choose up to two
additional zombie minions in an 80-foot-long line extending
from Perigold in the direction of the target, reducing them to
0 hit points. If there are no other zombie minions in the line,
then Perigold can’t damage other minions with this attack.
Introduction 11
Group Attacks Target Response Effects
If a group attack triggers a reaction or similar effect that
Each minion has at least one group attack action that
would normally affect a single attacker, such as the fire
speeds up play. In a group attack, two to five minions
shield or hellish rebuke spell, the target of the group attack
of the same stat block who share a turn can all use their
picks one minion who joined the attack to be affected
action to join the attack, provided the target is within the
by the effect.
original attack’s reach or range for each minion.
• Make a single attack roll for the group attack. It counts Group Opportunity Attacks
as one attack. If a creature provokes an opportunity attack from more
• A group attack roll gains a +1 bonus to the attack roll than one minion of the same stat block at a time and those
for each minion who joins the attack. (For example, minions have a melee group attack action, the minions can
if four goblin minions make a group attack together, each use their reaction to join a group attack as an oppor-
the attack roll has a +4 bonus.) tunity attack.
• If the group attack hits, multiply the damage by the
number of minions who joined that group attack. (For Optional Rule:
example, if four goblin minions hit with a group attack Group Saving Throws
that deals 1 damage, their group attack deals 4 damage.) Though minions often make saving throws individually,
The GM decides how many minions join a group attack. there are times when rolling individual saving throws for
For instance, if five minions surround a target, the GM each minion could slow down the fight, like when a cleric
may decide to have all five attack at once to speed up com- surrounded by eighteen shade minions uses Turn Undead.
bat, or may break up the attacks among smaller groups to When many minions with the same stat block need to
increase the odds that some minions hit while others miss. make a saving throw against the same effect at the same
A single minion can even use their group attack action time, you can make one saving throw for a group of up
on their own—they make the attack as a normal creature to five minions at a time. All minions in a group use the
would, and simply don’t benefit from the group bonuses result of the saving throw.
described above. For instance, if thirty-four goblin minions need to make
a saving throw against a hypnotic pattern spell, the minions
Advantage and Disadvantage would make a total of seven saving throws against the spell:
A group attack is only made with advantage or disad-
six for thirty minions divided into six groups of five, and
vantage if all the minions joining the group attack have
one more save for the remaining group of four minions.
advantage or disadvantage on the attack roll. Otherwise,
the attack is made without advantage or disadvantage. Optional Rule: Tough Minions
Cover and Concealment Minions of a higher challenge rating, such as abyssal ghouls
If a target has cover or concealment from some but not all or fire giants, make for powerful foes. Consequently, it
minions, the GM should divide the minions into multiple could break the game’s verisimilitude for an NPC com-
groups based on the type of cover or concealment they moner to kill such a minion with a single attack. To keep
have, then make a separate attack for each group. minions believable, you can use the following rule.
Overkill Damage Illustrated In example B, the attack is a critical hit and deals 13 pierc
Imagine a fighter is making a melee attack with a shortsword ing damage. This kills the targeted lackey with 7 overkill dam
against a lackey, and two more lackeys are within overkill age remaining, which spreads to the other minions within the
range of that attack. Each lackey is a minion with 6 hit points. fighter’s overkill range. So a second lackey within 5 feet of the
In example A, the attack hits and deals 4 piercing damage. fighter takes 6 piercing damage and dies, leaving 1 overkill
This kills only the targeted lackey. A successful attack against damage remaining. The third lackey takes that last point of
a minion always kills the target. overkill damage and dies.
Example A Example B
12 FLEE, MORTALS!
When a minion’s challenge rating is at least 6 higher more easily, which is worth a lot more than the shock value
than an NPC’s challenge rating, that NPC’s actions and of a sea of foes the players don’t know are minions.
traits affect a minion as if they didn’t have the Minion trait, If you want the best of both worlds, end a session with
reducing the minion’s hit points like a normal creature the characters confronting a horde of creatures before roll-
instead of automatically dropping them to 0. ing initiative. At the start of the next session, reveal those
This rule shouldn’t be applied to player characters— creatures are minions and share the rules.
they’re heroes who can always kill a minion in one hit.
Minion Encounter Building
Special Traits Minions
Many minions have traits that give them strength in num- CR XP per Standard
bers but become less powerful as their allies are defeated. 0 0 or 2 5
For example, an enemy who starts their turn within 5 feet
1/8 5 5
of three or more goblin lackeys must succeed on a saving
throw or take damage from the lackeys’ Tiny Stabs trait. 1/4 10 5
1/2 20 5
Challenge Ratings 1 40 5
Minions have a challenge rating just like any other creature.
2 90 5
However, their experience point value depends on their
challenge rating, as shown on the Minion Encounter Build- 3 140 5
ing table. Aside from their damage output, the Minion trait, 4 220 5
and their experience point value, a minion’s statistics are on 5 225 8
par with a standard creature of the same challenge rating.
When the rules reference a challenge rating, such as the 6 285 8
polymorph spell or the cleric’s Destroy Undead feature, use 7 360 8
the minion’s listed challenge rating as normal. For instance, 8 485 8
a 5th-level cleric can affect Undead creatures with a chal
9 500 10
lenge rating of 1/2 or lower with their Destroy Undead
feature—so this feature can affect rotting zombie minions 10 590 10
(CR 1/4) but not shade minions (CR 1). 11 720 10
12 840 10
Building Minion Encounters
13 1,000 10
Minions present opportunities for memorable, cinematic
encounters. Keep the following tips in mind to achieve 14 1,150 10
maximum fun while planning and running combat 15 1,300 10
encounters with minions. 16 1,500 10
Encounter Difficulty 17 1,800 10
When building encounters against a single foe, the core 18 2,000 10
rules advise matching the characters with a creature whose 19 2,200 10
challenge rating (CR) is close to the average party level.
What happens when you add minions to the mix? 20 2,500 10
You can use the Minion Encounter Building table 21 3,300 10
to determine how many minions are equivalent to one 22 4,100 10
standard creature of that CR for encounter building.
23 5,000 10
You can increase a minion’s challenge rating using
the rules in the “Modifying and Making Minions” section. 24 6,200 10
25 7,500 10
Tell Your Players
While it’s tempting to pit your unsuspecting players against 26 9,000 10
a horde of fire giants just to watch their eyes pop out of 27 10,500 10
their faces in surprise, minion encounters are more fun 28 12,000 10
overall if you share the rules for minions with your players
29 13,500 10
before they get into an encounter. They’ll understand how
overkill and group attacks work, spend their resources 30 15,500 10
more efficiently, and be able to help you track the fight
Introduction 13
Not Too Many Cut the Choke Points
When you’re planning your encounters, think of five min- Since minions are most effective in numbers, avoid encoun-
ions as one standard creature. While it might be exciting to ters in cramped dungeon tunnels and similar choke points.
throw a hundred minions at the characters, that’s like them Combat becomes dull in tight quarters if only a couple
facing twenty standard creatures. It can be done and might minions can attack at a time.
even be fun, but it’s not the typical minion experience and
results in a much longer battle than normal. Keep the fol- Modifying and Making Minions
lowing tips in mind when adding minions to an encounter: You can increase a minion’s challenge rating or create new
• When the characters are 10th level or lower, most minions using the Minion Statistics by Challenge Rating
encounters work well with ten to twenty minions in table. To change an existing minion’s challenge rating,
addition to other creatures. adjust their proficiency bonus, hit points, and damage dealt
• When the characters are 11th level or higher, they’re by their attacks. If a minion’s proficiency bonus changes,
more efficient at killing minions, and many of the poor their AC, ability modifiers, attack bonuses, and the DC for
critters will die before even acting. Most high-level ability checks and saving throws made to resist the minion’s
encounters work well with twenty to thirty minions. traits and actions have the same adjustments. For example,
• If you find midbattle that minions are dying too quickly if the minion’s proficiency bonus increases by 1, so do their
to present a challenge, you can have reinforcements AC, ability modifiers, attack bonuses, and DCs.
join the fray. If you’re using the table to create a new minion, you can
• Though too many minions can cause a problem, you lift statistics directly from the table. If the minion doesn’t
don’t want too few either. If you’re using minions in wear armor and their AC is less than 10 plus their profi-
your encounter, plan to include at least enough minions ciency modifier, consider giving the creature natural armor
to count as one standard creature, as shown on the that grants a bonus to AC equal to their proficiency bonus.
Minion Encounter Building table. You won’t break The table is merely a guide—feel free to tweak the math
anything if you include fewer—the encounter just to get the specific minion you desire.
isn’t likely to be as satisfying.
The Timescape
Add Standard Creatures The places, people, and other proper names in the lore
Minion encounters become more dynamic if you add of this book come from the timescape, the MCDM
some standard creatures allied with the minions. A hag multiverse. Most of the creatures detailed in this book are
coven surrounded by ogre minions or a red dragon tyrant found in Orden, a world of high fantasy and just one of
commanding fire giant minions present more interesting the timescape’s many planes (also called manifolds). Orden
encounters than copies of the same enemy, challenging the is also called the Mundane World. If you like what you’re
characters to use diverse tactics. reading, you can find more lore about the timescape on
the MCDM Patreon at mcdm.gg/patreon.
You can ignore any creature’s lore if you wish to use
Minion Bands their stat block in another way in your campaign.
A combat encounter with more than five minions per
character can become deadly if all minions act on the same
turn—the characters cut down minion hordes on their
turns but then suffer massive damage as a sea of minions
pour down on them. While many groups like this challenge,
you have the option to divide the minions into different
bands that act on different initiative counts. If you do this,
minions can only join group attacks with minions in the
same band. At the start of a new round, two or more bands
of minions can reorganize into one band, acting on the
lowest initiative count of the bands that combined.
If you divide minions into bands, be sure to distinguish
which minions belong together. For gridded combat, you
could use a colored marker for each miniature. In a theater
of the mind encounter, try group descriptors like “zombie
dwarves” and “zombie elves.”
14 FLEE, MORTALS!
Minion Statistics by Challenge Rating Using Creature Roles
Prof. Creature roles help you build interesting encounters with
CR Bonus Hit Points Damage varied challenges. While including every role in a com-
0 +2 ≤4 1
bat encounter makes the battle too complicated for most
groups, a fight with creatures who are all the same role
1/8 +2 5 1 typically leads to dull, grindy combat—and few players (or
1/4 +2 6 1 GMs) enjoy combat where both sides are just standing still
1/2 +2 7 1 and rolling to hit without anything dynamic or dramatic
happening. For instance, an encounter with a controller,
1 +2 8 1
a skirmisher, and two soldiers is more interesting and fun
2 +2 9 2 than an encounter with four soldiers.
3 +2 10 3
4 +2 11 4
Ambusher Creatures
Ambusher creatures can hide, become invisible, or other-
5 +3 12 4
wise disappear from sight on their turns. They typically
6 +3 13 4 spend half their turn attacking a player character, and the
7 +3 14 4 other half slipping away and hiding. They focus on taking
8 +3 15 5 down a single character, sometimes dragging their target
into the place where they hide.
9 +4 16 5
Encounters that include ambushers should have plenty
10 +4 17 5 of cover, giving them places to hide. Adding other crea-
11 +4 18 6 tures—typically brutes, minions, skirmishers, or soldiers—
12 +4 19 6 keeps other player characters busy while the ambusher
focuses on taking down a single target.
13 +5 20 7
14 +5 21 7 Artillery Creatures
15 +5 22 8 Artillery creatures are great at ranged combat and can
16 +5 23 8 damage player characters who typically hang back behind
beefier counterparts. Most artillery creatures are weak in
17 +6 24 9 melee, so add some brutes, minions, or soldiers for them
18 +6 25 9 to hide behind during combat.
19 +6 26 10 On their turn in combat, an artillery creature typi-
cally tries to move away from any foes within 30 feet, puts
20 +6 27 10
a brute, soldier, or other ally between themself and the
21 +7 28 11 threat, then attacks that enemy. If forced into melee, most
22 +7 29 11 artillery creatures do whatever they can to get away, includ-
23 +7 30 12 ing using the Dash or Disengage action. If no enemies
are closing in, artillery creatures move to keep the player
24 +7 31 12
characters at the edge of their range and often attack the
25 +8 32 13 biggest threat to their allies first.
26 +8 33 13
27 +8 34 14
Brute Creatures
Brute creatures hit hard and have a lot of hit points. Their
28 +8 35 14
damage output can’t be ignored, so player characters often
29 +9 36 15 focus on taking down brutes instead of other creatures
30 +9 37 15 who have fewer hit points or are weaker in melee. Brutes
need to get up close to perform their most devastating
attacks, so they work best on smaller battlefields. On their
turn in combat, brutes move toward the closest group of
enemies and attack, preferring to engage multiple foes at
once. Brutes tend to be simpler to run than other creatures,
so you can include a lot of them in an encounter.
Introduction 15
Controller Creatures Soldier Creatures
With their ability to debuff, hamper, and move player Soldier creatures defend their allies by drawing the player
characters, controllers make a dynamic addition to any characters’ attacks. They make excellent protectors for
battle. They tend to have more complicated actions and ambushers, artillery creatures, controllers, leaders, and
traits with unique effects, so most combat encounters support creatures. Soldiers don’t need to stay very close
shouldn’t have more than one or two controllers. to the creatures they protect—and it’s better if they don’t.
Many controllers work best when they have brutes, A soldier who breaks away from their charge can lock
minions, skirmishers, and soldiers protecting them and down a threat far from the rest of the fight.
taking advantage of the effects they create. Controllers During combat, soldiers engage characters who are
often use their biggest and most powerful effects at the start strong in melee. A soldier battles as many foes as they
of an encounter, affecting as many foes as possible. If the can reach so their allies can freely move. If more than one
controller can’t affect multiple characters or use their most soldier is in a battle, they typically split up, each fighting
powerful feature, they focus on manipulating the battlefield a different character.
and repositioning so they can use that feature on their
next turn. Solo Creatures
Solo creatures are action-oriented (see “Action-Oriented
Leader and Support Creatures Creatures”). Their villain actions and lair actions allow
Leader creatures are action oriented (see “Action-Ori- them to hamper and harm foes outside of the normal turn
ented Creatures”) and fight best alongside allies. Support order. They’re encountered alone and fight most effectively
creatures function much like leaders, but they lack villain in environments with plenty of space to move around and
actions and are less complex. find cover.
Leader and support creatures can summon reinforce Solo creatures use every movement advantage they
ments, buff their allies, and grant allies extra movement have, burrowing, climbing, flying, swimming, or teleport-
and actions. As long as a leader or support creature stays ing around the battlefield on their turn. They focus on
in the fight, their allies are enhanced. They are most the character threatening them most, but also position
effective when protected by and buffing artillery, brutes, themselves to target as many foes as possible with their
minions, skirmishers, and soldiers. You typically shouldn’t area-of-effect features.
use more than one leader or support creature in an
encounter, as their overlapping enhancements can turn Encounter Building
a seemingly normal encounter into a fatal one. Building combat encounters using the game’s core rules
Leaders and support creatures remain close to their is complex, time-consuming, and doesn’t work for the
allies so their features can benefit as many creatures play style of many groups. The core rules state that most
as possible. adventuring parties can handle about six to eight medium-
difficulty encounters per adventuring day. This is good
Minion Creatures advice for classic dungeon crawls, but in adventures that
As discussed in the “Minions” section, minions allow you fit more into the heroic fantasy genre, player characters
to create cinematic battles where the characters feel heroic rarely face more than three or four encounters before
as they cut through several foes at a time. Using minions of settling down for a long rest. When GMs use the core
a challenge rating within 2 of the characters’ average level guidelines for such adventures, heroes often aren’t pushed
also keeps them dangerous and relevant. When minions to satisfying limits—especially at higher levels where their
work together, they can’t be ignored, as they deal a lot of daily resources are vast.
damage and can lock down the characters. Minions make The guidance in this section presents a more flexible
excellent protectors for ambushers, artillery, controllers, way of planning a challenging (but survivable) adventuring
and leaders. day. It replaces the advice in the core rules and allows you
to better dial in the challenge of an encounter with less
Skirmisher Creatures preparation time.
Skirmisher creatures make battles dynamic. They can
move to attack vulnerable player characters who are Encounters per Day
weaker in melee, then retreat (if they can do so safely) to An adventuring day is the time between the end of one
protect their artillery, controller, leader, and support allies. long rest to the end of the next. How many combat
Since they can outrun and outmaneuver player characters, encounters should adventurers face between those long
this forces the heroes to act tactically. Skirmishers pair well rests? The answer really depends on how difficult the
with each other creature role, including other skirmishers. combat encounters are. To help plan encounters, each
level of encounter difficulty has a daily encounter points
rating. See “Step 1: Choose Encounter Difficulty” for each
difficulty’s rating.
16 FLEE, MORTALS!
To give the characters a good but survivable challenge, Standard Encounters (2 Points)
fill each adventuring day with encounters that total 6 to Standard encounters are the most common for many
8 points over the course of the day. Here are some exam- adventuring groups. These battles deplete significant
ples of daily encounter combinations: resources and hit points. While character death is uncom-
• Two easy encounters (1 point each), one standard mon in standard encounters, it isn’t impossible, especially if
encounter (2 points), and one hard encounter (4 points), a player makes a poor tactical choice or just finds the dice
for a total of 8 points are against them.
• Three easy encounters (1 point each) and one hard A standard encounter is worth 2 daily encounter points.
encounter (4 points), for a total of 7 points
• Three standard encounters (2 points each), for a total
Hard Encounters (4 Points)
Hard encounters are typically climactic encounters with
of 6 points
bosses and their minions—or anything else that puts the
• Two standard encounters (2 points each) and one hard
characters’ lives in peril. Hard encounters are winnable,
encounter (4 points), for a total of 8 points
but the characters need all their resources, wits, and luck
• Two hard encounters (4 points each), for a total
to survive.
of 8 points
A hard encounter is worth 4 daily encounter points.
The daily encounter budgets have been calibrated so it’s
likely a party will run out of resources but survive the Extreme Encounters (8 Points)
adventuring day. If you want a more challenging adventure Extreme encounters are ones where the characters will
day that doesn’t ensure a party’s survival, give yourself a likely not survive if they try to fight to the bitter end.
daily encounter points budget of 12 points. Such encounters rarely or never appear in most cam-
paigns—though if the characters are level 17 or higher,
Step 1: Choose they can typically survive (or come back to life after) such
Encounter Difficulty encounters.
An extreme encounter is worth 8 daily encounter points.
Begin building your encounter by determining how difficult
you want the threat to be. This section provides guidance
on choosing an encounter difficulty and how many daily Avoiding Combat
encounter points each encounter is worth. The characters might avoid combat encounters through
Though this section uses familiar language regarding stealth, clever negotiation, luck, or other unforeseen
encounter difficulty, the meanings of these terms don’t align circumstances. You have two options when this happens.
perfectly with the core rules. For instance, for parties of 5th First is to let the heroes have the extra resources going
level and beyond, the core rules might call an encounter into the next battle—clever thinking should be rewarded!
“hard,” but under our guidelines the encounter is standard But if your group likes to fight, you can always add another
or even easy. And some “deadly” encounters in the core combat encounter to the adventuring day (if it fits within
rules are merely hard encounters under our guidelines. your daily encounter points budget).
These differences account for fewer encounters in a day.
Easier than Easy: Trivial Encounters Step 2: Determine CR Budget
Trivial encounters require barely any effort on the part of
the characters—like a group of 20th-level heroes taking Once you choose the desired difficulty of your encoun-
on a handful of crawling claws or goblins. The characters ter, you can determine its CR budget. To do so, you’ll
are guaranteed to survive the fight and won’t spend many need to know the average character level of the party
resources. These encounters can be fun to occasionally (rounding down).
throw into your game, but for many groups, the novelty Using the Encounter CR per Character table, find the
disappears quickly. Too many trivial encounters can feel row that lists your party’s average character level, then
like a waste of time. find the column that lists your desired encounter difficulty.
A trivial encounter is worth 0 daily encounter points. The number in that intersecting cell is your CR budget
per character—just multiply that number by the number of
Easy Encounters (1 Point) characters in the party, and that’s your total CR budget to
Unless the characters have already depleted many of their spend in the “Step 3: Spend CR Budget” section.
resources and hit points, easy encounters won’t threaten For example, if you wanted to build a hard encounter
their lives. Easy encounters are great for adventures that for a group of four 5th-level characters, you would multiply
don’t give the characters much time to rest or for times 2 ½ (from the Encounter CR per Character table) by 4
when you want the heroes to feel like superheroes. (the number of characters) to get a total CR budget of 10.
An easy encounter is worth 1 daily encounter point.
Introduction 17
Encounter CR per Character Solo Creatures
Average When you use a solo creature, you shouldn’t use the above
Character encounter-building rules. Instead, refer to the CR cap for
Level Easy Standard Hard CR Cap the average character level, then depending on how diffi-
cult you want the encounter to be, select one solo creature
1st 1/8* 1/8* 1/4 1 within the CR range indicated on the Solo Creatures
2nd 1/8 1/4 1/2 3 Encounters table.
3rd 1/4 1/2 3/4 4 Solo Creature Encounters
4th 1/2 3/4 1 6 Group Encounter Difficulty
5th 1 1½ 2½ 8 Size Trivial Easy Standard Hard
6th 1½ 2 3 9 4–5 CR cap CR cap CR cap CR cap
characters minus 7+ minus 5–6 minus 3–4 minus 0–2
7th 2 2½ 3½ 10
6–7 CR cap CR cap CR cap CR cap
8th 2½ 3 4 12 characters minus 6+ minus 4–5 minus 2–3 minus 0–1
9th 3 3½ 4½ 13
For example, a group of four 5th-level characters has a
10th 3½ 4 5 15 CR cap of 8. A solo creature with a challenge rating of 1 or
less is a trivial encounter for them, and a solo creature with
11th 4 4½ 5½ 16
a challenge rating of 6–8 is a hard encounter for them.
12th 4½ 5 6 17 Low-CR Solo Creatures. The above guidance applies
13th 5 5½ 6½ 19 to most of the solo creatures in this book, but the ankheg
is an exception—CR scales differently at low levels, and at
14th 5½ 6 7 20 CR 2, the ankheg has the lowest CR of any solo monster
15th 6 6½ 7½ 22 in this book. If a party has four or five characters, you can
pit the ankheg (or another solo creature of CR 4 or below)
16th 6½ 7 8 24
against a party that’s one level lower than indicated by the
17th 7 7½ 8½ 25 Solo Creature Encounters table. If a party has six or seven
characters, you can pit the ankheg against a party that’s
18th 7½ 8 9 26
two levels lower than indicated by that table.
19th 8 8½ 9½ 28
20th 8½ 9 10 30
Step 3: Spend CR Budget
Now that you have your CR budget, spend it! Select
*Given how low a character’s hit points are at 1st level, there isn’t creatures you want to use in the encounter and add their
much difference between an easy and a standard encounter. challenge ratings together until you get as close as you can
to your CR budget. Here are some things to keep in mind:
Companions and Retainers • If you’re building a hard encounter, don’t go over
For the purpose of encounter building, if the player charac- your budget (unless you want to create an extreme
ters adventure with one or more companions or retainers, encounter).
consider them player characters but subtract 2 from their • If you’re building an easy encounter, don’t go under
actual level. However, if a companion’s caregiver is a beast your budget (unless you want to create a trivial
heart, don’t count the companion as an extra character— encounter).
the beastheart and companion together have the equivalent • Remember that when encounter building, minions don’t
power of one full character. count as a full creature. Refer to the Minion Encounter
Building table (in the “Minions” section) to determine
CR Cap how many minions count as one creature of their CR.
Some creatures who fit into your CR budget are too much • You typically shouldn’t use more than three non-minion
for the characters to handle. Those monsters deal a lot of creatures per character. For example, a party of four
damage and create effects that are difficult to overcome for player characters usually shouldn’t fight more than
characters under a certain level. That’s why the Encounter twelve non-minion creatures at a time. Going beyond
CR per Character table provides a challenge rating cap for this limit could increase the difficulty of an encounter.
each average character level. When you’re building your For instance, if you’re building a hard encounter for four
encounter (see “Step 3: Spend CR Budget”), don’t add any 5th-level characters, you have a CR budget of 10 with a
creature with a challenge rating higher than the average CR cap of 8. You could build any of the following encoun-
character level’s CR cap. ters with these guidelines:
18 FLEE, MORTALS!
• A bugbear predator (CR 3), a lizardfolk terrorsaur Player Play Styles
(CR 4), and an owlbear (CR 3) The mechanics of fifth edition reward system mastery.
• Dohma Raskovar (CR 5), ten orc blitzers (CR 1/2 Experienced and rules-invested players often build char-
minions), and two orc ramparts (CR 2) acters who are more powerful than average by synergiz-
• Four gnoll abyssal archers (CR 1/2), a gnoll bone- ing ancestries, classes, feats, spells, and other elements of
splitter (CR 4), four gnoll marauders (CR 1/2), and the game. Likewise, players who are less experienced or
ten gnoll wildlings (CR 1 minions) rules invested may build characters below average power.
• A gibbering mouther (CR 2) and a time raider Depending on who plays in your group, you may need to
nemesis (CR 8) tweak the numbers to challenge (or avoid slaughtering)
• Five ogres (CR 2) the characters.
Magic Items
Start Slow The core rules make some brief suggestions about
The creatures in this book have more flexibility and depth distributing magic items, but there are no hard-and-fast
than those presented in the core rules. Many of their rules about how many or what kind of magic items to
attacks do more than simply damage enemies. Their unique give to characters. Some GMs shower characters with
traits, bonus actions, and reactions make them more inter- countless baubles and vorpal swords while others hand out
esting—but also more complicated than other creatures. one potion of healing once every five levels. Most games are
That little bit of complexity can add up if you use a lot of somewhere in between. Keep in mind that a group with
different stat blocks in an encounter. many powerful magic items is going to have a much easier
Until you’re used to running complex encounters, take time at any level. And especially at higher levels, a group
it easy the first few times you use a stat block from this with few magic items will have a tougher time battling
book—we recommend not using more than three unfamil- powerful creatures—doubly so when a party without magic
iar stat blocks in an encounter. While it might be tempting weapons has to overcome a creature’s damage immunities
to use every gnoll in one grand battle, give yourself time to and resistances!
figure out how these creatures work before using a bunch If a character has more magic items than the average
of stat blocks at once. suggested in the core rules, consider that character to be
one level higher when determining the party’s average
character level.
Tweaking Difficulty
While these new encounter-building guidelines can help Short Rests
you target the difficulty of an encounter, it’s impossible The number of short rests the characters take during a
for any system to account for the countless details that day influences the difficulty of encounters, especially if
vary widely from game to game. Keep an eye out for the the characters have important class features that recharge
following factors when building encounters, and tweak during a short rest (like the warlock’s Pact Magic). A short
the difficulty as needed. rest after every battle makes things a lot easier, and no
short rests at all makes the adventuring day much tougher
Party Composition the longer it goes on.
A well-rounded party with a cleric, a fighter, a rogue, and a If the characters take more than two short rests during
wizard is going to handle combat differently than a group an adventuring day, add an extra 2 points to your daily
of four barbarians. The new encounter-building system encounter budget.
works well for the former group, but a group of typical
barbarians tears through combat with melee-focused ene- Environment
mies … and loses just as quickly against foes who force them Combat encounters don’t typically occur in big empty
to make a lot of Intelligence or Wisdom saving throws. rooms. Hazards, terrain, traps, and even the shape of an
Keep the mix of character classes and other features environment can change the difficulty of an encounter.
in mind as you build encounters. Play to the characters’ An encounter is easier if there’s a choke point where the
strengths when you want to ensure success. Exploit their characters can easily fight a group of dangerous monsters
weaknesses when you want to challenge them—but do so one at a time, while a sphere of annihilation rolling through
sparingly. First and foremost, the game should be fun. a hallway can make an easy battle turn deadly.
You can increase the encounter’s difficulty one step (for Similarly, you may need to increase the encounter’s
example, from standard to hard) if the encounter exploits difficulty by one step if it includes an environment that
most of the characters’ weaknesses. Decrease it one step if deals damage to the characters but not their enemies, or
it plays into most of their strengths. if it inflicts the blinded, charmed, dazed, frightened, petri-
fied, poisoned, paralyzed, restrained, stunned, or uncon-
scious conditions or similar effects on the characters but
not their enemies.
Introduction 19
Creatures by CR Name CR Role Type Entry
The Creatures by Challenge Rating table lists all the
Stirge 1/8 Minion Monstrosity Stirges
non-companion and non-retainer stat blocks in this book
Broodling
in order of their challenge rating. The companions and
retainers tables are presented in their respective sections Angulotl 1/4 Skirmisher Humanoid Angulotls
earlier in this book. Blade
Angulotl 1/4 Minion Humanoid Angulotls
Creature Spreadsheet Tadpole
We wanted to include lots of tables in this book so that you
Blood-Borne 1/4 Ambusher Ooze Graveyard
could also see the creatures listed by type, role, chapter, or
Ooze and Tomb*
page number, but we just didn’t have the space. However,
we do have that information in an easy-to-sort spreadsheet, Decrepit 1/4 Minion Undead Undead
and we thought you might want it too. Skeleton
If you go to mcdm.gg/FM-CreatureList, you can down- Dragonet 1/4 Support Dragon Dragonets
load the spreadsheet, then sort and edit it however works
best for your preparation and play. You can even add in Goblin 1/4 Minion Humanoid Goblins
your own stat blocks or merge it with similar sheets to Lackey
create a super list of all the creatures at your command! Goblin 1/4 Skirmisher Humanoid Goblins
The spreadsheet is a living document that we will Warrior
update if any new editions of this book are ever created. Grilp 1/4 Ambusher Fiend Hobgoblins
It will always live at mcdm.gg/FM-CreatureList, so if you lose
your copy, head on over there to pick up another one. Kobold 1/4 Ambusher Humanoid Kobolds
It’s also a free, public document that you can share with Venator
anyone however you like—even on social media. Mohler 1/4 Controller Beast Orcs
Rotting 1/4 Minion Undead Undead
Reporting Spreadsheet Errors Zombie
Since the spreadsheet is a living document that we Skeleton 1/4 Artillery Undead Undead
might update from time to time, it’s possible you’ll
find errors in it. To report an error, please email hello@ Snowfox 1/4 Ambusher Beast Animals
mcdmproductions.com, and we will update the sheet Zombie 1/4 Brute Undead Undead
as soon as possible.
Bird of Prey 1/2 Skirmisher Beast Animals
Camel 1/2 Controller Beast Animals
Creatures by Challenge Rating
Gnoll Abyssal 1/2 Artillery Fiend Gnolls
Name CR Role Type Entry
Archer
Crawling 0 Minion Undead Undead
Gnoll 1/2 Skirmisher Fiend Gnolls
Claw
Marauder
Yumgrub 0 Minion Beast Cave*
Goblin 1/2 Ambusher Humanoid Goblins
Clawfish 1/8 Brute Beast Angulotls Assassin
Human 1/8 Minion Humanoid Humans Goblin 1/2 Artillery Humanoid Goblins
Guard Sniper
Kobold 1/8 Artillery Humanoid Kobolds Hobgoblin 1/2 Minion Humanoid Hobgoblins
Adeptus Recruit
Kobold Tiro 1/8 Minion Humanoid Kobolds Hobgoblin 1/2 Soldier Humanoid Hobgoblins
Trooper
Kobold Veles 1/8 Skirmisher Humanoid Kobolds
Human 1/2 Skirmisher Humanoid Humans
Leyleech 1/8 Controller Monstrosity Under- Raider
ground*
Kobold 1/2 Soldier Humanoid Kobolds
Skitterling 1/8 Skirmisher Beast Goblins Legionary
Stirge 1/8 Controller Monstrosity Stirges Little Wildcat 1/2 Ambusher Beast Animals
20 FLEE, MORTALS!
Name CR Role Type Entry Name CR Role Type Entry
Lizardfolk 1/2 Minion Humanoid Lizardfolk Mimic 1 Minion Monstrosity Mimics
Grunt Mimiature
Lizardfolk 1/2 Brute Humanoid Lizardfolk Mycete 1 Controller Humanoid Grave
Scaletooth Order**
Orc Blitzer 1/2 Minion Humanoid Orcs Orc Conduit 1 Artillery Humanoid Orcs
Orc 1/2 Skirmisher Humanoid Orcs Orc 1 Minion Humanoid Orcs
Bloodrunner Forcecaller
Orc Fury 1/2 Brute Humanoid Orcs Orc Garroter 1 Ambusher Humanoid Orcs
Shadow 1/2 Ambusher Undead Undead Shade 1 Minion Undead Undead
Swarm of 1/2 Soldier Beast Animals Specter 1 Skirmisher Undead Undead
Insects
Starving 1 Minion Monstrosity Harpies
Swarm of 1/2 Controller Beast Animals Harpy
Spiders
The Horror 1 Brute Undead Grave
Abyssal 1 Minion Fiend Gnolls Order**
Hyena
Wildcat 1 Ambusher Beast Animals
Bog Body 1 Ambusher Undead Swamp*
Angulotl Slink 2 Ambusher Humanoid Angulotls
Bugbear 1 Minion Humanoid Bugbears
Regular Ankheg 2 Solo Monstrosity Road*
Introduction 21
Name CR Role Type Entry Name CR Role Type Entry
Lightthief 2 Ambusher Fiend Graveyard Human 3 Ambusher Humanoid Humans
and Tomb* Scoundrel
Lizardfolk 2 Controller Humanoid Lizardfolk Qar, Master 3 Skirmisher Humanoid Black Iron
Bloodeye of Jackals Pact**
Mimic 2 Ambusher Monstrosity Mimics Lady Avalla 3 Controller Humanoid Black Iron
Deseo Pact**
Mindkiller 2 Ambusher Aberration Voiceless
Talkers Manticore 3 Skirmisher Monstrosity Manticores
Mindkiller 2 Minion Aberration Voiceless Minotaur 3 Skirmisher Monstrosity Minotaur
Whelp Talkers
Minotaur 3 Minion Monstrosity Minotaur
Ogre 2 Brute Giant Ogres Lackey
Ogre Goon 2 Minion Giant Ogres Mummy 3 Brute Undead Undead
Orc Rampart 2 Soldier Humanoid Orcs Owlbear 3 Brute Monstrosity Owlbears
Orc 2 Controller Humanoid Orcs Queen 3 Leader Humanoid Goblins
Terranova Bargnot
Sair 2 Artillery Monstrosity Abomina- Rotbeast 3 Brute Beast Enchanted
tions** Forest*
Sea Hag 2 Artillery Fey Hags Time Raider 3 Minion Humanoid Time Raiders
Archon
Shieldscale 2 Brute Dragon Kobolds
Drangolin Time Raider 3 Soldier Humanoid Time Raiders
Armiger
Stoneback 2 Brute Beast Sewer*
Isopod War Spider 3 Brute Beast Goblins
Swarm of 2 Soldier Beast Goblins Wight 3 Soldier Undead Undead
Skitterlings
Wight 3 Minion Undead Undead
Troll 2 Minion Giant Trolls Siphoner
Limbjumble
Angulotl 4 Artillery Humanoid Angulotls
Basilisk 3 Brute Monstrosity Basilisks Needler
Boog 3 Brute Monstrosity Abomina- Cloak 4 Ambusher Humanoid Black Iron
tions** Pact**
Bugbear 3 Ambusher Humanoid Bugbears Deathhawk 4 Skirmisher Beast Animals
Predator
Giant Zombie 4 Brute Undead Undead
Canon 3 Controller Humanoid Black Iron
Athenodorus Pact** Gnoll 4 Brute Fiend Gnolls
Bonesplitter
Ceemal 3 Support Monstrosity Abomina-
tions** Gnoll 4 Minion Fiend Gnolls
Mage-Gorger
Dire Bird 3 Skirmisher Beast Animals
of Prey Hobgoblin 4 Skirmisher Humanoid Hobgoblins
Firerunner
Green Hag 3 Support Fey Hags
Human Death 4 Support Humanoid Humans
Hellhound 3 Soldier Fiend Hellhounds Cultist
Hellhound 3 Minion Fiend Hellhounds Lizardfolk 4 Skirmisher Humanoid Lizardfolk
Cur Terrorsaur
Hobgoblin 3 Controller Humanoid Hobgoblins Lord Erasmus 4 Support Humanoid Black Iron
War Mage Deseo Pact**
Human 3 Soldier Humanoid Humans Mummy 4 Minion Undead Undead
Knave Rotwrap
22 FLEE, MORTALS!
Name CR Role Type Entry Name CR Role Type Entry
Orc 4 Support Humanoid Orcs Otyugh 5 Controller Aberration Otyughs
Godcaller
Otyugh 5 Minion Aberration Otyughs
Pitling 4 Minion Fiend Demons Dregsbelcher
Rot Angel 4 Skirmisher Celestial Swamp* Shambling 5 Controller Plant Shambling
Mound Mounds
Scyza 4 Brute Monstrosity Orcs
Shambling 5 Minion Plant Shambling
Sylphise 4 Skirmisher Fey Wilderkith** Pile Mounds
Tuval-Uthriar 4 Soldier Humanoid Wilderkith** Treyvan von 5 Soldier Humanoid Amethyst
Vali 4 Ambusher Humanoid Wilderkith** Hirnschmann Knife**
Troll 5 Brute Giant Trolls
Weeping 4 Controller Plant Road*
Willow Troll Whelp 5 Minion Giant Trolls
Anthracia, 5 Controller Fey Wilderkith** Vampire 5 Skirmisher Undead Undead
Princess of Spawn
Venom
Victory 5 Skirmisher Humanoid Amethyst
Bugbear 5 Support Humanoid Bugbears Graves Knife**
Commander
Voiceless 5 Minion Aberration Voiceless
Crux of Fire 5 Artillery Elemental Elementals Talker Talkers
Dohma 5 Leader Humanoid Orcs Graywarper
Raskovar Wraith 5 Controller Undead Undead
Essence of 5 Controller Elemental Elementals Angulotl Seer 6 Controller Humanoid Angulotls
Storms
Arcane 6 Controller Ooze Sewer*
Essence of 5 Skirmisher Elemental Elementals Amalgam
Tides
Bonestalker 6 Ambusher Fey Enchanted
Fire Spark 5 Minion Elemental Elementals Forest*
Flesh 5 Brute Undead Undead Chimera 6 Skirmisher Monstrosity Chimeras
Mournling
Devil Notary 6 Minion Fiend Devils
Force of Earth 5 Soldier Elemental Elementals
Gnoll Abyssal 6 Support Fiend Gnolls
Hill Giant 5 Brute Giant Giants Summoner
Clobberer
Harlo 6 Ambusher Humanoid Amethyst
Hill Giant 5 Minion Giant Giants Honeygrin Knife**
Flunky
Hobgoblin 6 Support Humanoid Hobgoblins
Hobgoblin 5 Minion Humanoid Hobgoblins Death
Brandbearer Captain
Jutkarr 5 Support Humanoid Amethyst Human 6 Minion Humanoid Humans
Flintfingers Knife** Apprentice
Koptourok 5 Controller Undead Cave* Mage
Lightbender 5 Ambusher Monstrosity Lightbenders Human Storm 6 Controller Humanoid Humans
Wizard
Llyvessa 5 Artillery Humanoid Amethyst
Knife** Kishina 6 Skirmisher Humanoid Soulbinders**
Darrowind
Logger 5 Brute Plant Wilderkith**
Marble Stone 6 Artillery Giant Giants
Night Hag 5 Controller Fey Hags Giant
Medusa 6 Controller Monstrosity Medusas
Introduction 23
Name CR Role Type Entry Name CR Role Type Entry
Prince Ellan 6 Controller Humanoid Soulbinders** Frost Giant 8 Artillery Giant Giants
Farra Storm Hurler
Ruinant 6 Skirmisher Fiend Demons Frost Giant 8 Skirmisher Giant Giants
Wind
Scarlet 6 Ambusher Humanoid Soulbinders**
Sprinter
Shadow
Multivok 8 Soldier Construct Valok
Shtriga 6 Solo Fey Hags
Bodyguard
Nonna
Slaughter 8 Brute Fiend Hobgoblins
Wyvern 6 Controller Dragon Wyverns
Demon
Argan Rael 7 Artillery Humanoid Soulbinders** Time Raider 8 Skirmisher Humanoid Time Raiders
Baron Uthrak 7 Leader Humanoid Humans Nemesis
Bugbear 7 Controller Humanoid Bugbears Tormenauk 8 Brute Fiend Demons
Channeler Blood- 9 Minion Undead Undead
Caithas 7 Artillery Humanoid Hallowed Starved
Dark** Vampire
Draven Malas 7 Controller Humanoid Hallowed Dancing Lady 9 Controller Plant Enchanted
Dark** Forest*
Fossil Cryptic 7 Skirmisher Elemental Cave* Fire Giant 9 Soldier Giant Giants
Red Fist
Granite Stone 7 Soldier Giant Giants
Giant Gem Jelly 9 Brute Ooze Under-
ground*
Hulking Brain 7 Brute Aberration Voiceless
Talkers Haunt 9 Skirmisher Undead Graveyard
and Tomb*
Marsh Hydra 7 Brute Monstrosity Swamp*
Kiona the 9 Leader Undead Undead
Radlee 7 Soldier Humanoid Soulbinders** Dread Lord
Thugram
Treant 9 Controller Plant Treants
Time Raider 7 Support Humanoid Time Raiders
Vertex Treant 9 Minion Plant Treants
Sapling
Tusker 7 Skirmisher Fiend Gnolls
Demon Valochera 9 Controller Plant Sewer*
Vivienn 7 Brute Humanoid Hallowed Ashen 10 Controller Construct Graveyard
Dirroze Dark** Hoarder and Tomb*
Voiceless 7 Controller Aberration Voiceless Devil Jurist 10 Artillery Fiend Devils
Talker Talkers Earth Spark 10 Minion Elemental Elementals
Athmia 8 Skirmisher Humanoid Hallowed
Fire Giant 10 Support Giant Giants
Valkys Dark**
Lightbearer
Aronar Valkys 8 Support Humanoid Hallowed
Force of Iron 10 Brute Elemental Elementals
Dark**
Basalt Stone 8 Controller Giant Giants Olothec 10 Controller Aberration Olothec
Giant Servok Miner 10 Controller Construct Valok
Bloodlord 8 Leader Humanoid Hobgoblins Voiceless 10 Artillery Aberration Voiceless
Varrox Talker Talkers
Bredbeddle 8 Brute Giant Road* Artillerist
Crux of Frost 8 Controller Elemental Elementals Wobalas 10 Artillery Fiend Demons
Devil Legate 8 Soldier Fiend Devils
24 FLEE, MORTALS!
Name CR Role Type Entry Name CR Role Type Entry
Flintmoth 11 Brute Elemental Ruined Lord Syuul 15 Solo Aberration Voiceless
Swarm Keep* Talkers
Lady Emer 11 Solo Monstrosity Medusas Principle of 15 Controller Elemental Elementals
Growth
Overmind 11 Artillery Aberration Overminds
Infernal 16 Leader Fiend Devils
Ancient 12 Leader Beast Animals Chancellor
Lightning Eel Lazivos
Chimeron 12 Brute Fiend Demons Ithu’rath 16 Solo Aberration Olothec
Devil 12 Skirmisher Fiend Devils Oracle of 16 Artillery Elemental Elementals
Magistrate Storms
Fire Giant 12 Minion Giant Giants Servok War 16 Brute Construct Valok
Trooper Engine
Servok 12 Brute Construct Valok Marvorok 17 Ambusher Monstrosity Under-
Builder ground*
Sunlight 12 Support Elemental Elementals Dirt 18 Controller Undead Undead
Nexus Mournling
Zenith 12 Leader Giant Giants Count 19 Solo Undead Undead
Aastrika Rhodar von
Deep 13 Controller Plant Under- Glauer
Dreamer ground* Force of 19 Brute Elemental Elementals
Empyrean 13 Support Celestial Enchanted Blood
Stag Forest* Durixaviinox 20 Solo Dragon Dragons
Essence of 13 Ambusher Elemental Elementals
Thornblood 20 Controller Plant Ruined Keep*
Mist
Lamasombra 13 Ambusher Monstrosity Cave* Water Spark 20 Minion Elemental Elementals
Introduction 25
Converting Ancestries Devil Defining Features
This book contains multitudes of creatures—but really, When converting another ancestry’s stat block to a devil,
does any GM ever have enough stat blocks? The orc increase the creature’s challenge rating by 1. If converting a
rampart is a great soldier, but perhaps a kobold version of devil stat block to another ancestry, decrease the creature’s
that creature would better suit your campaign. Or perhaps challenge rating by 1.
you need an angulotl who functions like the lizardfolk A devil has the following defining features:
terrorsaur. Size. The devil’s size is Medium.
To expand your stat block options, you can use the rules Type. The devil’s type is Fiend.
in this section to convert non-minion stat blocks from any Speed. The devil has a walking speed of 30 feet.
ancestry on this list to another: Damage Resistances. The devil is resistant to
• Angulotls • Humans bludgeoning, piercing, and slashing damage from
• Bugbears • Kobolds mundane attacks.
• Devils • Lizardfolk Damage Immunities. The devil is immune to
• Gnolls • Orcs fire damage.
• Goblins • Time raiders Condition Immunities. The devil can’t be charmed.
• Hobgoblins Darkvision. The devil has darkvision out to a range
To convert a stat block to a new ancestry from this list, the of 120 feet.
creature should lose the defining features of their original Languages. The devil can speak, read, and write
ancestry (as listed in the following sections) and gain the Common and Infernal.
defining features of their new ancestry. However, if the True Name. If a creature the devil can hear within 60 feet
original creature’s walking speed is 40 feet or more, keep of them speaks aloud the devil’s true name, the devil
their original walking speed. loses their damage resistances and immunities and their
Devilish Charm reaction for 24 hours.
Angulotl Defining Features Devilish Charm (1/Day). When the devil is targeted by
An angulotl has the following defining features: an attack, power, spell, or other effect by a creature
they can see within 60 feet of them, the devil can use
Size. The angulotl’s size is Small.
a reaction to force the creature to make a Charisma
Type. The angulotl’s type is Humanoid.
saving throw. The DC for this saving throw equals 8 +
Speed. The angulotl has a walking speed of 20 feet, a
the devil’s proficiency bonus + the devil’s Intelligence,
climbing speed of 20 feet, and a swimming speed
Wisdom, or Charisma modifier (whichever is highest).
of 30 feet.
On a failed save, the creature is charmed by the devil
Damage Immunities. The angulotl is immune to
until the start of the creature’s next turn, and the devil
poison damage.
chooses a new target the devil can see for the triggering
Darkvision. The angulotl has darkvision out to a range
effect. The new target must be within the triggering
of 60 feet.
effect’s range.
Languages. The angulotl can speak, read, and
write Angulotl. Gnoll Defining Features
Amphibious. The angulotl can breathe air and water.
Toxiferous. When a creature hits the angulotl with a A gnoll has the following defining features:
melee attack while within 5 feet of them or touches the Size. The gnoll’s size is Medium.
angulotl, that creature takes 2 (1d4) poison damage. Type. The gnoll’s type is Fiend.
Hop. The angulotl jumps a number of feet up to their Speed. The gnoll has a walking speed of 30 feet.
walking speed as a bonus action. Darkvision. The gnoll has darkvision out to a range
of 60 feet.
Bugbear Defining Features Languages. The gnoll can speak, read, and write Abyssal
A bugbear has the following defining features: and Gnoll.
Bite Attack. The gnoll can use their teeth to make
Size. The bugbear’s size is Medium.
unarmed strikes using Strength or Dexterity (gnoll’s
Type. The bugbear’s type is Humanoid.
choice) for the attack roll. When the gnoll hits with
Speed. The bugbear has a walking speed of 30 feet.
their teeth, the strike deals 1d4 + the gnoll’s Strength
Darkvision. The bugbear has darkvision out to a range
or Dexterity modifier piercing damage, instead of the
of 60 feet.
bludgeoning damage normal for an unarmed strike
Languages. The bugbear can speak, read, and write
Death Frenzy. When an ally the gnoll can see within
Common and Goblin.
30 feet of them is reduced to 0 hit points, the gnoll can
Bugbear’s Inspiration. Allied Humanoids within
use their reaction to move up to half their speed and
15 feet of the bugbear who can see or hear them have
make a Bite attack.
advantage on Wisdom and Charisma saving throws.
26 FLEE, MORTALS!
Goblin Defining Features Lizardfolk Defining Features
A goblin has the following defining features: A lizardfolk has the following defining features:
Size. The goblin’s size is Small. Size. The lizardfolk’s size is Medium.
Type. The goblin’s type is Humanoid. Type. The lizardfolk’s type is Humanoid.
Speed. The goblin has a walking speed of 30 feet and Speed. The lizardfolk has a walking speed of 30 feet and a
a climbing speed of 20 feet. swimming speed of 30 feet.
Darkvision. The goblin has darkvision out to a range Languages. The lizardfolk can speak, read, and write
of 60 feet. Common and Draconic.
Languages. The goblin can speak, read, and write Amphibious. The lizardfolk can breathe air and water.
Common and Goblin. Bite Attack. The lizardfolk can use their teeth to make
Crafty. The goblin doesn’t provoke opportunity attacks unarmed strikes using Strength or Dexterity (lizard-
when they move out of an enemy’s reach. folk’s choice) for the attack roll. When the lizardfolk
hits with their teeth, the strike deals 1d6 + the lizard-
Hobgoblin Defining Features folk’s Strength or Dexterity modifier piercing damage,
A hobgoblin has the following defining features: instead of the bludgeoning damage normal for an
Size. The hobgoblin’s size is Medium. unarmed strike
Type. The hobgoblin’s type is Humanoid. Reptilian Escape (1/Day). If the lizardfolk fails a
Speed. The hobgoblin has a walking speed of 30 feet. Strength or Dexterity saving throw, they can use their
Damage Resistances. The hobgoblin has resistance to reaction to lose their tail and succeed instead. They
fire damage. regrow their tail when they finish a long rest.
Darkvision. The hobgoblin has darkvision out to a range
of 60 feet.
Orc Defining Features
Languages. The hobgoblin can speak, read, and write An orc has the following defining features:
Common, Goblin, and Infernal. Size. The orc’s size is Medium.
Infernal Ichor. When the hobgoblin dies, their corpse Type. The orc’s type is Humanoid.
unleashes a spray of burning orange ichor. Each Speed. The orc has a walking speed of 35 feet.
creature within 5 feet of the hobgoblin takes fire Darkvision. The orc has darkvision out to a range
damage equal to the hobgoblin’s proficiency bonus. of 60 feet.
Languages. The orc can speak, read, and write
Human Defining Features Common and Orc.
A human has the following defining features: Relentless (1/Turn). When the orc isn’t incapacitated
Size. The human’s size is Medium. and they are reduced to 0 hit points but not killed
Type. The human’s type is Humanoid. outright, they can make an attack against an enemy
Speed. The human has a walking speed of 30 feet. (no action required) before the hit point reduction
Languages. The human can speak, read, and is resolved. If the attack hits and its damage reduces
write Common. the target to 0 hit points, the orc drops to 1 hit point
Exploit Opening (3/Day). When the human makes an instead of 0 hit points.
attack, they have advantage on the attack roll.
Time Raider Defining Features
Kobold Defining Features A time raider has the following defining features:
A kobold has the following defining features: Size. The time raider’s size is Medium.
Size. The kobold’s size is Small. Type. The time raider’s type is Humanoid.
Type. The kobold’s type is Humanoid. Speed. The time raider has a walking speed of 30 feet.
Speed. The kobold has a walking speed of 30 feet. Damage Resistances. The time raider is resistant to
Darkvision. The kobold has darkvision out to a range psychic damage.
of 60 feet. Condition Immunities. The time raider can’t be blinded
Languages. The kobold can speak, read, and write or charmed.
Common and Draconic. Darkvision. The time raider has darkvision out to a
Shield? Shield! The kobold gains a +1 bonus to AC range of 120 feet.
while within 5 feet of at least one ally who also has this Languages. The time raider can speak, read, and write
trait, is wielding a shield, and isn’t incapacitated or Common and Kuran’zoi.
prone. To benefit from this trait, the kobold must be Psychic Scar. The time raider is immune to any effect that
wielding a shield. would sense their emotions, read their thoughts, reveal
Equipment. The kobold has a shield. When the kobold they are lying, or reveal their alignment or location.
wields a shield, they gain a +2 bonus to AC.
Introduction 27
Chapter 1: Creatures
rom swarms of spiders to ancient wyrms, the
creatures who appear most often in your games
are in this chapter. All the creatures are listed
in alphabetical order. Refer to the introduction
if you want to see the creatures listed by challenge rating.
Most of the creature entries feature more than one stat
block, providing different roles like action-oriented
creatures, companions, minions, and retainers.
Angulotls
This river water taste funny to you, Sir Rogar?
Maxidroga, Deceased Squire of Sir Rogar
Found in freshwater swamps, rivers, and rainforests, angu-
lotls (ang-gwa-LAH-tulls) are diminutive, brightly colored
amphibious humanoids. Rather than defending their
settlements and breeding grounds against hostile creatures,
these poisonous frog folk prefer to establish their homes
in places that are nigh-impossible for other humanoids to
find, such as underwater caves and other enclosed spaces
only accessible by water. They are happy to hide and watch Angulotl Blade CR 1/4 Skirmisher
Small Humanoid (Angulotl), Any Alignment 50 XP
a gaggle of noisy adventurers stumble past the entrance to
an angulotl clutch without realizing it. Though angulotls Armor Class 12
prefer to avoid combat, when they’re threatened or pressed, Hit Points 14 (4d6)
they turn deadly. Speed 20 ft., climb 20 ft., swim 30 ft.
Deadly Toxins. Angulotls are poisonous creatures,
which suits their preference to avoid aggression—they STR DEX CON INT WIS CHA
don’t need to be! The contact toxin secreted by their skin 7 (−2) 15 (+2) 11 (+0) 10 (+0) 14 (+2) 8 (−1)
gives them an edge in close combat; they also distill this
Skills Perception +4, Stealth +4
toxin into more potent forms for coating blades and tip-
Damage Immunities poison
ping darts.
Senses darkvision 60 ft., passive Perception 14
Indicator Species. Angulotl physiology is delicately
Languages Angulotl
balanced, and it doesn’t take much to upset it. While toxins
Proficiency Bonus +2
don’t kill them, they are still affected by pollutants in their
waters. Ongoing contamination of their environment can Amphibious. The blade can breathe air and water.
corrupt angulotls, making them aggressive, confused, and
Slippery. Opportunity attacks against the blade are made
angry. Most pollution-corrupted angulotls eventually attack
with disadvantage.
any creature who crosses their path—even other angulotls!
Runoff from magical experimentation seems to affect them Toxiferous. When a creature hits the blade with a melee
the most … and sometimes gives them strange abilities. attack while within 5 feet of them or touches the blade, that
Moisture Dependent. Angulotls breathe through their creature takes 2 (1d4) poison damage.
skin, but they need to stay damp or they suffocate. They ACTIONS
often avoid travel in very dry areas, and they prefer not to
Machete. Melee Weapon Attack: +4 to hit, reach 5 ft.,
stray far from a source of freshwater … unless it’s raining.
one target. Hit: 5 (1d6 + 2) slashing damage.
Clawfish Dart. Ranged Weapon Attack: +4 to hit, range 20/60 ft.,
Known as q’ukutxal (koo-OOK-oot-shaal) to angulotls, one target. Hit: 4 (1d4 + 2) piercing damage.
the clawfish resembles a moray eel with eight reptilian legs. BONUS ACTIONS
These small beasts can slither through grass and clamber Wild Hop. The blade jumps a number of feet up to their
up trees nearly as well as they glide through river currents. walking speed. If the blade uses this bonus action to jump
Angulotls train them not only to pull rafts, but to cleverly at least 10 feet straight toward a creature, the next Machete
fight by choking or electrocuting foes. attack the blade makes against that creature on the same
turn is made with advantage.
28 FLEE, MORTALS!
They like humans! Adults tend to freak them
out a little. I don’t think they realize tall
humans are the same species as tiny humans!
Pinna, Hedge Witch,
Gravesford
Angulotl Needler CR 4 Artillery Toxiferous. When a creature hits the needler with a melee
Small Humanoid (Angulotl), Any Alignment 1,100 XP attack while within 5 feet of them or touches the needler,
that creature takes 2 (1d4) poison damage.
Armor Class 14
Hit Points 54 (12d6 + 12) ACTIONS
Speed 20 ft., climb 20 ft., swim 30 ft. Poison Shortsword. Melee Weapon Attack: +6 to hit, reach
5 ft., one target. Hit: 7 (1d6 + 4) piercing damage plus 7 (2d6)
STR DEX CON INT WIS CHA poison damage.
7 (−2) 18 (+4) 12 (+1) 11 (+0) 16 (+3) 8 (−1)
Blowgun. Ranged Weapon Attack: +6 to hit, range 25/100 ft.,
Saving Throws Dex +6 one target. Hit: 1 piercing damage, and the target must suc-
Skills Acrobatics +6, Perception +5, Stealth +8, Survival +5 ceed on a DC 15 Constitution saving throw or be poisoned
Damage Immunities poison for 1 minute (save ends at end of turn). While poisoned in this
Senses darkvision 60 ft., passive Perception 15 way, the target takes 14 (4d6) poison damage at the start of
Languages Angulotl each of their turns.
Proficiency Bonus +2 BONUS ACTIONS
Amphibious. The needler can breathe air and water. Hop and Hide. The needler jumps a number of feet up
to their walking speed, then takes the Hide action.
Sniper. If the needler misses with a ranged weapon attack
while they are hidden, they remain hidden. Additionally, if the
needler makes a ranged weapon attack with advantage and
hits, the attack deals an extra 3 (1d6) damage.
Chapter 1: Creatures 29
Angulotl Seer CR 6 Controller and they attack the seer before the start of the seer’s next turn,
Small Humanoid (Angulotl), Any Alignment 2,300 XP the target takes 14 (4d6) acid damage.
Armor Class 13 Refulgent Beam. The seer fires two magical beams of radiant
Hit Points 81 (18d6 + 18) energy, each beam targeting a creature the seer can see within
Speed 20 ft., climb 20 ft., swim 30 ft. 120 feet of them. Each target must succeed on a DC 15 Dex-
terity saving throw or take 13 (3d8) radiant damage and shed
STR DEX CON INT WIS CHA dim light in a 10-foot radius for 1 minute (save ends at end
7 (−2) 17 (+3) 12 (+1) 12 (+1) 18 (+4) 10 (+0) of turn). While shedding light in this way, attack rolls against
the target have advantage, the target can’t benefit from being
Saving Throws Dex +6, Wis +7 invisible, and they can’t take the Hide action.
Skills Acrobatics +6, Perception +10, Stealth +6, Survival +7
Noxious Bubble (1/Day). The seer creates a 5-foot-radius
Damage Immunities poison
sphere filled with toxic gas in an unoccupied space they can
Senses darkvision 120 ft., truesight 60 ft., passive
see within 60 feet of them. If undisturbed, this bubble lasts
Perception 20
for 1 minute then dissipates harmlessly. If a creature attacks
Languages Angulotl
the bubble, touches it, enters its space, or otherwise disturbs
Proficiency Bonus +3
it, the bubble bursts, and each creature within 15 feet of it
Amphibious. The seer can breathe air and water. must make a DC 15 Constitution saving throw, taking 27 (6d8)
poison damage on a failed save, or half as much damage on a
Third Eye. Creatures within 30 feet of the seer can’t hide from
successful one.
the seer. Creatures who can’t be targeted by divination magic
are immune to this effect. Psychedelic Drone (1/Day). Each enemy within 60 feet of the
seer who can hear them must succeed on a DC 15 Wisdom
Toxiferous. When a creature hits the seer with a melee attack
saving throw or take 10 (3d6) psychic damage and be dazed
while within 5 feet of them or touches the seer, that creature
for 1 minute (save ends at end of turn).
takes 2 (1d4) poison damage.
BONUS ACTIONS
ACTIONS
Hop. The seer jumps a number of feet up to their
Acid Grasp. Melee Spell Attack: +7 to hit, reach 5 ft., one
walking speed.
target. Hit: 14 (4d6) acid damage. If the target is a creature
30 FLEE, MORTALS!
Angulotl Slink CR 2 Ambusher
Small Humanoid (Angulotl), Any Alignment 450 XP
Armor Class 13
Hit Points 45 (10d6 + 10)
Speed 20 ft., climb 20 ft., swim 30 ft. Angulotl
Slink
STR DEX CON INT WIS CHA
7 (−2) 17 (+3) 12 (+1) 10 (+0) 14 (+2) 8 (−1)
Chapter 1: Creatures 31
Angulotl Magic Items
Angulotl value magic items that enhance their low
Strength, such as gauntlets of ogre power and potions of
giant strength. Some angulotl seers take great pleasure in
brewing potions of growth and quaffing them whenever
they need to intimidate a threat.
Angulotl
Angulotl Yegg Retainer
Small Humanoid (Angulotl), Any Alignment
Yegg
Armor Class 13 (light armor)
Hit Points Seven times their level (number of
d8 Hit Dice equal to their level)
Clawfish CR 1/8 Brute Speed 25 ft., climb 20 ft., swim 30 ft.
Small Beast, Unaligned 25 XP
STR DEX CON INT WIS CHA
Armor Class 11 10 (+0) 16 (+3) 10 (+0) 10 (+0) 14 (+2) 10 (+0)
Hit Points 9 (2d6 + 2)
Speed 30 ft., climb 30 ft., swim 40 ft. Saving Throws +PB to all
Skills Acrobatics +3 plus PB, Athletics +0 plus PB,
STR DEX CON INT WIS CHA Stealth +3 plus PB, Survival +2 plus PB
15 (+2) 13 (+1) 12 (+1) 4 (−3) 10 (+0) 5 (−3) Damage Resistances poison
Senses darkvision 60 ft., passive Perception 12
Skills Perception +2
Languages Angulotl, Common
Damage Immunities lightning, poison
Proficiency Bonus (PB) equals the mentor’s bonus
Senses passive Perception 12
Languages — Amphibious. The angulotl yegg can breathe air and water.
Proficiency Bonus +2
Signature Attack (Poison Knife). Melee or Ranged Weapon
Hold Breath. The clawfish can hold their breath for Attack: +3 plus PB to hit, reach 5 ft. or range 20/60 ft.,
15 minutes. one target. Hit: 1d4 plus PB piercing damage plus 7 (2d6)
poison damage. Beginning at 7th level, the yegg can make
ACTIONS this attack twice, instead of once, when they take the Attack
Claw. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. action on their turn.
Hit: 4 (1d4 + 2) slashing damage, and if the target is a Small or
FEATURES
larger creature, the clawfish can pull themself into the target’s
space and attach to the target. While attached, the clawfish 3rd Level: Death from Above! (3/Day). As a bonus action,
moves with the target without provoking opportunity attacks, the yegg jumps up to their walking speed without provoking
and the clawfish can’t make Claw attacks. A creature who can opportunity attacks. If they leap over an enemy during this
reach the clawfish can use an action to make a DC 12 Strength jump, the yegg can make a signature attack with advantage
(Athletics) or Dexterity (Acrobatics) check. On a success, the against that enemy. On a hit, this attack deals an extra PB
clawfish is detached and shunted into an unoccupied space piercing damage.
of the clawfish’s choice within 5 feet of the target. The clawfish 5th Level: Lay Low (3/Day). When the yegg hits a creature
also detaches if they become grappled, incapacitated, prone, with a signature attack while hidden, the yegg can use their
or restrained, or if they use 5 feet of movement to detach. reaction to remain hidden.
Electrocute (Recharge 6). Each creature touching the 7th Level: Excoriating Acid (3/Day). As an action, the yegg
clawfish takes 7 (2d6) lightning damage. If the clawfish is throws a flask of acid at a point they can see within 20 feet of
immersed in water, each other creature within 10 feet of them. The flask shatters, and each creature within 10 feet of
the clawfish who is touching the same body of water must that point must make a DC 10 plus PB Dexterity saving throw,
succeed on a DC 11 Dexterity saving throw or take the taking PBd10 acid damage on a failed save, or half as much
same damage. damage on a successful one.
32 FLEE, MORTALS!
Clawfish Companion Companion 1st Level: Overwhelming Attack (2 Ferocity). The clawfish
Small Beast, Unaligned makes a signature attack. On a hit, the attack deals an extra
PB lightning damage, and the target can’t take reactions until
Armor Class 13 plus PB (natural armor)
the start of the clawfish’s next turn.
Hit Points 7 + seven times caregiver’s level (number of
d8 Hit Dice equal to their caregiver’s level) 3rd Level: Coiling Claws (5 Ferocity). The clawfish makes a
Speed 30 ft., climb 30 ft., swim 40 ft. signature attack against a Medium or smaller creature. On a hit,
the target is grappled (escape DC 10 plus PB). Until this grap-
STR DEX CON INT WIS CHA ple ends, the target is restrained and the clawfish can’t make a
16 (+3) 13 (+1) 12 (+1) 4 (−3) 10 (+0) 5 (−3) signature attack against another target.
5th Level: Lightning Bomb (8 Ferocity). Each creature within
Saving Throws Str +3 plus PB, Dex +1 plus PB
10 feet of the clawfish must make a DC 10 plus PB Dexterity
Skills Perception +0 plus PB, Stealth +1 plus PB
saving throw, taking PBd8 lightning damage on a failed save,
Senses passive Perception 10 plus PB
or half as much damage on a successful one.
Proficiency Bonus (PB) equals the caregiver’s bonus
REACTIONS
Hold Breath. The clawfish can hold their breath for
Lightning Retaliation (Recharges after a Short or Long
15 minutes.
Rest). When the clawfish or their caregiver is attacked by a
ACTIONS creature the clawfish can see within 5 feet of them, the clawfish
Signature Attack (Bite). Melee Weapon Attack: +3 plus PB to shocks the attacker. The attacker must make a DC 10 plus PB
hit, reach 5 ft., one target. Hit: 1d6 plus PB piercing damage. Dexterity saving throw, taking PBd6 lightning damage on a
failed save, or half as much damage on a successful one.
Chapter 1: Creatures 33
Animals Birds of Prey
Animals play a prominent role in every fantasy story and Also known as raptors, birds of prey are the consummate
can be found in every environment. This section introduces avian predators. They hunt from the skies and dive toward
new fantastical beasts and offers fresh takes on popular their quarry at extraordinary speeds, either killing on
predators and companions. impact or raking the unlucky target with their powerful
beaks and talons.
Optional Features Avian Variation. Birds of prey include eagles, falcons,
The timescape holds many more animals than one book hawks, owls, vultures, and more. From snowy owls in the
could possibly contain. To aid in customizing the animals frozen tundra to desert condors, raptors rule the skies.
in this section—or even creating new ones—some creatures
are accompanied by tables of optional features you can add Camels
to their stat blocks. These features are often based on real- As consummate desert travelers, camels are known for
world creatures the stat block can represent, and the table their characteristic hump (or humps). These masses of fatty
gives examples of those creature varieties. tissue help regulate a camel’s body temperature, and when
Challenge Rating Adjustments. If an optional fea- food is scarce, the humps can be metabolized for nutrition.
ture increases a creature’s challenge rating, this is indicated Camels also have large eyebrows and eyelashes that shield
in parentheses at the end of that feature. If a creature’s their eyes from the harsh desert glare, and their powerful
original CR was less than 1 and you select a feature that jaws masticate thorny desert plants, wood, and the occa-
adds 1 to their CR, their CR increases to 1 regardless of sional unwise attacker.
whether their original CR was 0, 1/8, 1/4, or 1/2.
Since optional features increase a creature’s power, they Deathhawk
shouldn’t be added to a companion creature without the This carrion bird is known in various cultures as the
GM’s permission. This applies even to features that don’t deathhawk, flesh-eater, scourger, or great devourer. They
impact their official challenge rating. feast on rotting flesh—the more decayed, the better. With
Repurposing Stat Blocks. You can use these tables a wingspan of nearly 8 feet, bone-white feathers, and a
to inspire the creation of various animals in your fantasy piercing, blood-chilling shriek, even one deathhawk is a
world—perhaps a certain island is home to bears who have sight most mortals hope never to encounter.
webbed feet and can breathe underwater while hunting Harbingers of Death. Fittingly, a group of death-
aquatic prey, or maybe a powerful devil is accompanied by hawks is known as a foreboding. They have an uncanny
an infernal lion who exhales gouts of flame. sense of imminent bloodshed, and forebodings often circle
You can also reflavor stat blocks and optional features above a besieged settlement or future battlefield for days,
to represent other real-world creatures. For example, awaiting the coming feast. After the carnage, they linger for
an albatross isn’t technically a bird of prey, but you can weeks at a time, slowly devouring the dead as they wait for
make an excellent albatross stat block by using a bird the fresh bodies to become maggot-riddled corpses.
of prey with the Ocean Hunter and Glide features from Meal Prep. Though deathhawks prefer decomposing
the Optional Bird of Prey Features table. Similarly, the flesh, they hunt live prey if no corpses are available—or
little wildcat stat block can be handily used for a jackal, if they are preparing for their young to hatch. While one
fox (give a fennec fox the same features as a sand cat), or deathhawk guards the nest, their mate hunts, accumulating
dhole (add the Deadly Bite and Pack Tactics features). a grisly collection of flesh that has plenty of time to rot
before the scaly gray chicks are born.
Bears Undead Hunters. Deathhawks can prove useful
Known for their immense strength, formidable stature, to mortals—particularly those who hunt undead—for
and status as apex predators in forests, mountains, and ice these birds are not only terrifyingly intelligent, but
sheets, bears are revered (and feared) as embodiments of eager to eat the flesh of the living dead. Organizations
nature’s might. devoted to resisting the scourge of unnatural forces raise
Ursine Variation. In our own world, bears vary in deathhawks from chicks and train them to hunt.
size and diet. The brown bear (a category that includes
the grizzly bear and Kodiak bear) and polar bear are the Lightning Eel
largest land predators in the world—though despite their Lightning eels have mottled dark-gray skin threaded with
bulk, they can sprint toward their prey at terrifying speeds. trails of silvery blue. They continue growing throughout
On the other hand, the giant panda and much smaller sun their lifetime, simply adding vertebrae to their long, sinuous
bear are herbivores, while the odd sloth bear uses their bodies. A lightning eel might grow to 2 feet long in the
long, curved claws to dig up ants and termites. first year of their life, but ancient lightning eels have been
rumored to live for half a century and grow up to 30 feet
long—a small sea serpent!
34 FLEE, MORTALS!
Lightning eels live in groups of ten to twenty individuals
of various sizes, known as a flash. They can hunt alone or Bear CR 2 Controller
as a group to take down entire shoals of fish—or larger, Large Beast, Unaligned 450 XP
more dangerous prey. The flash migrates between bodies
of fresh and salt water, following the patterns of storms and Armor Class 11 (natural armor)
hurricanes. The sight of a flash circling just beneath the Hit Points 42 (5d10 + 15)
surface is a sure sign of an impending storm. Speed 40 ft., swim 30 ft.
Chapter 1: Creatures 35
Optional Bear Features
Little Bear CR 1 Brute Variety
Small or Medium Beast, Unaligned 200 XP Feature of Bear
Armor Class 12 (natural armor) Adept Climber. The bear has a climbing Black bear,
Hit Points 30 (4d8 + 12) speed of 25 feet. spectacled bear
Speed 40 ft., swim 20 ft.
Arctic Traveler. The bear has advantage Polar bear
STR DEX CON INT WIS CHA on saving throws to avoid gaining exhaus-
16 (+3) 13 (+1) 16 (+3) 8 (−1) 12 (+1) 7 (−2) tion, can tolerate temperatures as cold
as −50° Fahrenheit, and ignores difficult
Skills Perception +3, Survival +3 terrain created by ice or snow.
Senses passive Perception 13 Bonus Action: Fearsome Growl (1/Day). Any
Languages — The bear lets out a mighty growl. Each
Proficiency Bonus +2 creature within 15 feet of the bear who
can hear them must succeed on a DC 13
Exceptional Smell. The bear has a +10 bonus to Wisdom
Wisdom saving throw or be frightened
(Perception) checks that rely on smell, and they can smell
of the bear until the end of the bear’s
creatures even through dirt, snow, and water.
next turn. A creature who succeeds
Natural Camouflage. The bear has advantage on Dexterity on their saving throw is immune to the
(Stealth) checks made in their native terrain. Fearsome Growl of all bears for 24 hours.
ACTIONS Clever Claws. The bear can use their Sloth bear
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. long claws in place of thieves’ tools to
Hit: 7 (1d8 + 3) piercing damage, or maximum damage if the open locks, and they gain a +3 bonus
target is a Plant. to Dexterity checks made to do so.
Swat. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Powerful Jaws. The bear’s Bite attack Giant panda,
Hit: 10 (2d6 + 3) slashing or bludgeoning damage (bear’s deals an extra 4 (1d8) damage, and sun bear
choice), and the target must succeed on a DC 13 Strength it deals maximum damage to Plants.
saving throw or be knocked prone. (A bear with this feature can’t take
the Multiattack action.)
Sprint (Recharges after a Short or Long Black bear,
Rest). When the bear moves on their turn brown bear
Animal Handling in the Wild in combat, they can triple their speed (grizzly bear),
While Wisdom (Animal Handling) checks are typically until the end of their turn. polar bear,
limited to influencing trained or domesticated animals, you spectacled bear,
can lift this restriction to allow your characters to attempt sun bear
to influence wild animals, such as a hungry panther who
sees the party as dinner. Allowing the Animal Handling skill
to influence wild beasts increases the versatility of a skill
with a very limited number of uses in a typical game. It may Wild Shape and Optional Features
be that you allow any character to attempt to use the skill At the GM’s discretion, the beasts presented in the “Ani-
to influence wild animals or that you restrict this special mals” entry can be Wild Shape options for druids. A druid
use to specific characters connected to nature, like druids player should also get their GM’s approval before adding
and rangers. any of the optional features to a creature’s stat block. For
If you do allow Animal Handling to be used to influence instance, a GM might be fine with a druid turning into a
wild animals, remember that skills aren’t magic. The same bird of prey using the base stat block presented in this
way a single successful Charisma (Persuasion) check isn’t entry but not allow the Decapitating Strike trait to be
likely to turn a hostile bandit who wants to kill you into an added to it.
ally ready to fight by your side, a Wisdom (Animal Hand
ling) check can’t turn a wolf the barbarian just punched in
the face into a loyal pet. But it might convince the wolf to
scurry off in search of easier prey.
36 FLEE, MORTALS!
Bird of Prey CR 1/2 Skirmisher Dire Bird of Prey CR 3 Skirmisher
Tiny or Small Beast, Unaligned 100 XP Medium or Large Beast, Unaligned 700 XP
Armor Class 13 Armor Class 15 (natural armor)
Hit Points 18 (4d6 + 4) Hit Points 68 (8d10 + 24)
Speed 10 ft., fly 80 ft. Speed 20 ft., fly 90 ft.
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
11 (+0) 16 (+3) 12 (+1) 4 (−3) 12 (+1) 5 (−3) 17 (+3) 15 (+2) 16 (+3) 6 (−2) 12 (+1) 5 (−3)
Exceptional Vision. The bird has a +10 bonus to Wisdom Exceptional Vision. The bird has a +10 bonus to Wisdom
(Perception) checks that rely on sight. (Perception) checks that rely on sight.
Flyby. The bird doesn’t provoke opportunity attacks when Flyby. The bird doesn’t provoke opportunity attacks when
they fly out of an enemy’s reach. they fly out of an enemy’s reach.
High-Speed Dive (Recharges after a Short or Long Rest). High-Speed Dive (Recharges after a Short or Long Rest).
If the bird descends at least 30 feet on their turn, they can If the bird descends at least 30 feet on their turn, they can
take the Dash action as a bonus action. When they do, they take the Dash action as a bonus action. When they do, they
have advantage on the next attack they make before the end have advantage on the next attack they make before the end
of their turn. of their turn.
ACTIONS ACTIONS
Beak. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Multiattack. The bird makes two attacks using Heavy Beak,
Hit: 5 (1d4 + 3) piercing damage. Rending Talons, or both.
Talons. Melee Weapon Attack: +5 to hit, reach 5 ft., one Heavy Beak. Melee Weapon Attack: +5 to hit, reach 5 ft.,
target. Hit: 5 (1d4 + 3) slashing damage. If the target is a one target. Hit: 7 (1d8 + 3) piercing damage. On a critical hit,
Tiny creature, they are grappled (escape DC 12). If the the target is dazed until the start of the bird’s next turn.
target is a Small or larger creature, the bird attaches to them. Rending Talons. Melee Weapon Attack: +5 to hit, reach 5 ft.,
While attached, the bird’s Beak attacks against that target one target. Hit: 7 (1d8 + 3) slashing damage. If the target is
are made with advantage, and the bird can’t attack another Medium or smaller, they are grappled (escape DC 13). While
target. The target or a creature who can reach them can grappling a target, the bird’s Beak attacks against that target
attempt to detach the bird as an action by making a DC 12 are made with advantage, and the bird can’t attack another
Strength (Athletics) check. On a failed check, the attached target. Each time the target makes a check to end the grapple,
target takes 2 (1d4) slashing damage. On a successful check, the target takes 4 (1d8) slashing damage.
the attached target takes 2 (1d4) slashing damage and is no
Crushing Grip. The bird’s powerful talons crush a grappled
longer attached. The bird can detach by spending 5 feet of
target. The target must make a DC 13 Strength saving throw,
their movement.
taking 17 (5d6) bludgeoning damage on a failed save, or half
BONUS ACTIONS as much damage on a successful one. If the target fails the
Spot. The bird makes a Wisdom (Perception) check. save by 5 or more, they are also dazed until the end of their
next turn.
BONUS ACTIONS
Spot. The bird makes a Wisdom (Perception) check.
Chapter 1: Creatures 37
Optional Bird of Prey Features
Varieties
Feature of Bird
Action: Crushing Grip. The bird’s powerful Eagle,
talons crush a creature they are grappling or falcon
attached to. The target must make a DC 13
Strength saving throw, taking 7 (2d6) blud-
geoning damage on a failed save, or half as
much damage on a successful one.
Aerial Pursuit (Recharges after a Short or Merlin
Long Rest). When the bird starts their turn
in the air, they can triple their flying speed
until the end of their turn. If they descend at
least 30 feet on that turn, they have advan-
tage on the next attack they make before the
end of their turn. (Replaces the High-Speed
Dive trait.)
Agile Flyer. While in the air, the bird has Kite, harrier,
a +5 bonus to Dexterity saving throws and hawk
Dexterity (Acrobatics) checks.
Decapitating Strike. When the bird scores Eagle, owl
a critical hit against a Tiny target, the target
is decapitated. A decapitated target dies if
they can’t survive without that head.
Glide. The bird can take a short rest while Condor,
flying horizontally. golden eagle
Night Hunter. The bird has darkvision out Owl,
to a range of 120 feet and has a +5 bonus to letter-winged
Dexterity (Stealth) checks. kite
Ocean Hunter. When the bird starts their Osprey
turn above water, they don’t have disadvan-
tage on attacks due to being underwater
until the end of their turn.
Powerful Impact. If the bird descends Falcon
at least 20 feet on their turn immediately
before hitting with a Rending Talons attack
or Talons attack, the target takes an extra
7 (2d6) bludgeoning damage. (+1 CR)
Scavenger’s Resilience. The bird has Vulture,
advantage on Constitution saving throws and caracara
resistance to poison damage.
Wind Hover. The bird can hover while flying. Kestrel,
osprey
38 FLEE, MORTALS!
Camel CR 1/2 Controller Metabolic Reserves. The camel can go without water for
Large Beast, Unaligned 100 XP up to 7 days, and without food for up to 90 days.
Armor Class 11 Stubborn. The camel has advantage on saving throws made
Hit Points 28 (3d10 + 12) to avoid or end the charmed, frightened, or prone condition
Speed 50 ft. on themself.
ACTIONS
STR DEX CON INT WIS CHA
Kick. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.
17 (+3) 13 (+1) 19 (+4) 4 (−3) 12 (+1) 5 (−3)
Hit: 8 (1d10 + 3) bludgeoning damage, and the target
Saving Throws Str +5, Con +6 must succeed on a DC 13 Strength saving throw or be
Senses passive Perception 11 knocked prone.
Languages — BONUS ACTIONS
Proficiency Bonus +2
Bilious Spit (Recharge 5–6). The camel vomits bile onto a
Beast of Burden. The camel is considered to be one size creature they can see within 10 feet of them. The target must
larger for the purpose of determining their carrying capacity. succeed on a DC 14 Constitution saving throw or be poisoned
for 1 minute (save ends at end of turn). If the target fails the
Desert Dweller. The camel ignores difficult terrain created
save by 5 or more, they are also blinded while poisoned
by dirt or sand. They can tolerate temperatures as high as
in this way.
120° Fahrenheit.
Chapter 1: Creatures 39
Lightning Eel CR 2 Artillery Amphibious. The eel can breathe air and water. They can
Medium Beast, Unaligned 450 XP survive out of water for up to 8 hours.
Armor Class 15 (natural armor) Slippery. The eel has advantage on ability checks and
Hit Points 45 (7d8 + 14) saving throws made to avoid or end the grappled condition
Speed 15 ft., swim 30 ft. on themself.
ACTIONS
STR DEX CON INT WIS CHA
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target.
12 (+1) 15 (+2) 14 (+2) 5 (−3) 10 (+0) 4 (−3)
Hit: 7 (2d4 + 2) piercing damage.
Saving Throws Dex +4 Electric Pulse. The eel channels energy toward a creature within
Skills Acrobatics +6, Perception +2 20 feet of them. The target must make a DC 12 Constitution sav-
Damage Immunities lightning ing throw, made with disadvantage if the target is touching the
Senses passive Perception 12 eel. On a failed save, a creature takes 18 (4d8) lightning damage
Languages — and is dazed until the end of their next turn. On a successful
Proficiency Bonus +2 save, a creature takes half as much damage and isn’t dazed.
Ancient Lightning Eel CR 12 Leader Electric Pulse. The eel channels energy toward a creature
Gargantuan Beast, Unaligned 8,400 XP within 60 feet of them. The creature must make a DC 16
Constitution saving throw, made with disadvantage if the
Armor Class 17 (natural armor)
target is touching the eel. On a failed save, a creature takes
Hit Points 203 (14d20 + 56)
27 (6d8) lightning damage and is dazed until the end of their
Speed 20 ft., swim 50 ft.
next turn. On a successful save, a creature takes half as much
STR DEX CON INT WIS CHA damage and isn’t dazed.
21 (+5) 15 (+2) 18 (+4) 7 (−2) 13 (+1) 6 (−2) BONUS ACTIONS
Saving Throws Str +9, Dex +6 Coiling Storm. The eel coils around a creature within 5 feet
Skills Acrobatics +10, Athletics +9, Perception +9 of them. The target must succeed on a DC 17 Dexterity sav-
Damage Resistances cold, thunder ing throw or be grappled (escape DC 17).
Damage Immunities lightning REACTIONS
Senses passive Perception 19 Heart of the Storm. When another lightning eel that the
Languages — ancient eel can see within 30 feet of them is reduced to 0 hit
Proficiency Bonus +4 points, the ancient eel releases a crackling filament of lightning
in their direction. The target is restored to life with 10 hit
Amphibious. The eel can breathe air and water. They can
points. Each lighting eel can be restored to life only once
survive out of water for up to 24 hours.
with this reaction.
Foudroyant Majesty (3/Day). When the eel fails a saving
throw, they can succeed instead. When they do, they can’t VILLAIN ACTIONS
take the Multiattack action on their next turn. The eel has three villain actions. They can take each action
Slippery. The eel has advantage on ability checks and once during an encounter after an enemy’s turn. They can take
saving throws made to avoid or end the grappled condition these actions in any order but can use only one per round.
on themself. Action 1: Call to the Storm. Every other lightning eel within
Stormsurge. Other lightning eels within 30 feet of the ancient 30 feet of the ancient eel can use their Electric Pulse action
eel deal an extra 4 (1d8) lightning damage with their weapon as a reaction.
attacks and Electric Pulse. Action 2: Electric Rush. The eel surges with lightning, moves
up to their speed, then makes a Bite attack. On a hit, the
ACTIONS Bite attack deals an extra 18 (4d8) lightning damage.
Multiattack. The eel makes one Bite attack and uses A creature who hits the eel with a melee attack during
Electric Pulse. this movement takes 9 (2d8) lightning damage.
Bite. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Action 3: Fulminous Wave. The eel releases a crackling wave
Hit: 12 (2d6 + 5) piercing damage plus 9 (2d8) lightning of electricity and uses Electric Pulse against each enemy
damage, and the target is grappled (escape DC 17). While within 30 feet of them.
grappled, the target is restrained and the eel can’t make a
Bite attack against another target.
40 FLEE, MORTALS!
Snowfox CR 1/4 Ambusher Swarm of Insects CR 1/2 Soldier
Tiny Beast, Unaligned 50 XP Medium Swarm of Tiny Beasts, Unaligned 100 XP
Armor Class 13 Armor Class 12
Hit Points 13 (3d4 + 6) Hit Points 18 (4d8)
Speed 30 ft., burrow 10 ft., fly 30 ft. Speed 20 ft., climb 20 ft.
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
5 (−3) 16 (+3) 14 (+2) 6 (−2) 12 (+1) 10 (+0) 3 (−4) 14 (+2) 10 (+0) 2 (−4) 9 (−1) 2 (−4)
Skills Perception +5, Stealth +5, Survival +3 Damage Resistances bludgeoning, piercing, slashing
Damage Resistances cold Condition Immunities charmed, dazed, flanked, frightened,
Senses darkvision 120 ft., tremorsense 15 ft., passive grappled, paralyzed, petrified, prone, restrained, stunned
Perception 15 Senses blindsight 10 ft., passive Perception 9
Languages — Languages —
Proficiency Bonus +2 Proficiency Bonus +2
Natural Camouflage. The snowfox has advantage on Dex- Multitudinous. The swarm has advantage on opportunity
terity (Stealth) checks made in snowy terrain or cloudy skies. attacks, and creatures provoke opportunity attacks from the
Nimble Escape. The snowfox doesn’t provoke opportunity swarm even if they take the Disengage action before leaving
attacks when they leave an enemy’s reach. the swarm’s reach.
Swarm. The swarm can occupy another creature’s space and
ACTIONS
vice versa, and the swarm can move through any opening
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. large enough for a Tiny insect. The swarm can’t regain hit
Hit: 4 piercing damage, and the snowfox attaches to the points or gain temporary hit points.
target. While attached, the snowfox’s Claw attacks against
that target are made with advantage, and the snowfox can’t ACTIONS
attack another target. The target or a creature who can reach Bite. Melee Weapon Attack: +4 to hit, reach 0 ft., one target
them can detach the snowfox as an action with a successful in the swarm’s space. Hit: 10 (4d4) piercing damage, or
DC 13 Strength (Athletics) check. The snowfox can detach by 5 (2d4) piercing damage if the swarm has half their hit
spending 5 feet of their movement. points or fewer.
Claw. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Distracting Buzz. If the swarm has at least half their hit
Hit: 4 slashing damage. points remaining, they emit an annoying drone, buzz, or
skittering sound. Until the start of the swarm’s next turn,
BONUS ACTIONS
creatures within 15 feet of the swarm who can hear them
Burrow. The snowfox burrows up to 5 feet in snow. have disadvantage on attack rolls against creatures other
Listen. The snowfox makes a Wisdom (Perception) check. than the swarm.
Chapter 1: Creatures 41
Optional Insect Swarm Features
Varieties Swarm of Spiders CR 1/2 Controller
Feature of Insect Medium Swarm of Tiny Beasts, Unaligned 100 XP
Action: Multiattack. The swarm Locusts Damage Resistances bludgeoning, piercing, slashing
makes two Bite attacks. (+1 CR) Condition Immunities charmed, dazed, flanked, frightened,
Burrower. The swarm has a burrowing Ants, beetles, grappled, paralyzed, petrified, prone, restrained, stunned
speed of 5 feet. termites Senses blindsight 10 ft., darkvision 30 ft., passive
Perception 9
Darkvision. The swarm has darkvision Beetles, mosquitoes,
Languages —
out to a range of 30 feet. cockroaches, any
Proficiency Bonus +2
nocturnal insect
Disease Carrier. When the swarm Mosquitoes, Spider Climb. The swarm can climb difficult surfaces, includ-
hits a creature with an attack, the dung beetles, fleas ing upside down on ceilings, without needing to make an
target must succeed on a DC 12 Con- ability check.
stitution saving throw or be poisoned Swarm. The swarm can occupy another creature’s space and
(save ends at end of turn). vice versa, and the swarm can move through any opening
Durable. The swarm’s hit points Cockroaches large enough for a Tiny spider. The swarm can’t regain hit
are doubled, and they have an points or gain temporary hit points.
Armor Class of 15, a +5 bonus to Web Walker. The swarm ignores movement restrictions
Constitution saving throws, and caused by webbing.
advantage on Constitution saving
ACTIONS
throws. (+1 CR)
Bite. Melee Weapon Attack: +4 to hit, reach 0 ft., one target in
Flyer. The swarm has a flying speed Cicadas, locusts,
the swarm’s space. Hit: 5 (2d4) piercing damage plus 4 (1d8)
of 30 feet. wasps, any flying
poison damage, or 2 (1d4) piercing damage plus 3 (1d6)
insect
poison damage if the swarm has half their hit points or fewer.
Sting. Melee Weapon Attack: +4 to Fire ants, bullet ants,
Too Many Legs. The swarm mobs a creature in their space
hit, reach 5 ft., one target. Hit: 2 (1d4) wasps
and attaches to them. When the swarm takes damage other
piercing damage plus 7 (2d6) poison
than psychic damage, the attached creature also takes half as
damage, or 1 piercing damage plus
much damage. The attached creature has disadvantage on
3 (1d6) poison damage if the swarm
attacks against creatures other than the swarm, and attacks
has half their hit points or fewer.
against the attached creature have advantage.
(Replaces the Bite attack)
While attached, the swarm can’t attack another target.
The attached creature or another creature who can reach
them can shake off the swarm and detach them as an action.
The swarm can detach by spending 5 feet of their movement.
42 FLEE, MORTALS!
Wildcat CR 1 Ambusher Little Wildcat CR 1/2 Ambusher
Medium or Large Beast, Unaligned 200 XP Tiny or Small Beast, Unaligned 100 XP
Armor Class 13 (natural armor) Armor Class 13 (natural armor)
Hit Points 37 (5d10 + 10) Hit Points 18 (4d6 + 4)
Speed 60 ft. Speed 40 ft., climb 30 ft.
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
17 (+3) 15 (+2) 14 (+2) 6 (−2) 14 (+2) 8 (−1) 8 (−1) 15 (+2) 12 (+1) 6 (−2) 14 (+2) 8 (−1)
Skills Perception +6, Stealth +4 Skills Acrobatics +4, Perception +6, Stealth +6
Senses darkvision 60 ft., passive Perception 16 Senses darkvision 60 ft., passive Perception 16
Languages — Languages —
Proficiency Bonus +2 Proficiency Bonus +2
Hunter’s Pounce. If the wildcat hits a Large or smaller target Agile Landing. The wildcat takes no damage from falling
and had advantage on the attack roll, the target is grappled 40 feet or less, provided they aren’t incapacitated.
(escape DC 13). While grappling the target in this way, the Hunter’s Pounce. If the wildcat hits a Small or smaller target
wildcat can’t attack another creature. and had advantage on the attack roll, the target is grappled
Natural Camouflage. The wildcat has advantage on (escape DC 12). While grappling the target in this way, the
Dexterity (Stealth) checks made in their native terrain. wildcat can’t attack another creature.
Sprint (Recharges after a Short or Long Rest). When Natural Camouflage. The wildcat has advantage on
the wildcat moves on their turn in combat, they can triple Dexterity (Stealth) checks made in their native terrain.
their speed until the end of their turn. Sprint (Recharges after a Short or Long Rest). When
ACTIONS the wildcat moves on their turn in combat, they can triple
their speed until the end of their turn.
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.
Hit: 7 (1d8 + 3) piercing damage, plus an extra 3 (1d6) ACTIONS
piercing damage if the target is grappled or restrained. Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target.
Claw. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) piercing damage, plus an extra 2 (1d4)
Hit: 7 (1d8 + 3) slashing damage, plus an extra 3 (1d6) piercing damage if the target is grappled or restrained.
slashing damage if the wildcat had advantage on the Claw. Melee Weapon Attack: +4 to hit, reach 5 ft., one target.
attack roll. Hit: 4 (1d4 + 2) slashing damage, plus an extra 2 (1d4)
BONUS ACTIONS slashing damage if the wildcat had advantage on the
Sneak. The wildcat takes the Hide action. attack roll.
BONUS ACTIONS
Sneak. The wildcat takes the Hide action.
Surprise Swarm!
Because a swarm of insects or spiders can fit into any
reasonably sized vessel, you can surprise players by having
bugs burst forth from a chest, pack, or other container. A
trap could dispense a swarm in a manner similar to how it
might shoot a jet of flame or unleash poison gas. A swarm No no, they make terrible pets!
surprise is such good fun for many groups that we made Good teammates though! I think
it part of a stat block: a swarm of spiders emerges from maybe they think you’re the pet.
the corpse of a newly deceased war spider (see the
Pinna, Hedge Witch,
“Goblins” entry).
Gravesford
Before you unleash such a horrifying surprise on
unsuspecting players, make sure it is the kind of thing that
will thrill them in a good way. Ask your players about their
comfort level with swarms, insects, and spiders and adjust
your story and descriptions to the taste of your players.
Chapter 1: Creatures 43
Optional Wildcat Features
Varieties Bear Companion Companion
Feature of Cat Large Beast, Unaligned
Adept Climber. The wildcat has a Clouded Armor Class 10 plus PB (natural armor)
climbing speed of 25 feet. leopard, jaguar, Hit Points 7 + seven times caregiver’s level (number of
leopard, lynx, d8 Hit Dice equal to their caregiver’s level)
snow leopard Speed 40 ft., swim 30 ft.
Agile Landing. The wildcat takes no Any Medium STR DEX CON INT WIS CHA
damage from falling 40 feet or less, wildcat 17 (+3) 10 (+0) 15 (+2) 8 (−1) 12 (+1) 7 (−2)
provided they aren’t incapacitated.
Deadly Bite. When the wildcat hits a Lion, tiger, Saving Throws Str +3 plus PB, Con +2 plus PB
prone creature with a Bite attack, the jaguar Skills Athletics +3 plus PB, Perception +1 plus PB
attack is a critical hit. Senses passive Perception 11 plus PB
Proficiency Bonus (PB) equals the caregiver’s bonus
Desert Dweller. The wildcat ignores Sand cat
difficult terrain created by dirt and sand. Exceptional Smell. The bear’s proficiency bonus is doubled
They can tolerate temperatures as high for Wisdom (Perception) checks that rely on smell, and they
as 120° Fahrenheit, and they don’t need can smell creatures even through dirt, snow, and water.
to drink water as long as they have fresh
Familiar Territory. The bear has advantage on Dexterity
food.
(Stealth) and Wisdom (Survival) checks made in their native
Mountain Dweller. The wildcat ignores Lynx, snow terrain (as determined by you and the GM).
difficult terrain created by snow, ice, or leopard
ACTIONS
steep slopes.
Signature Attack (Bite or Claw). Melee Weapon Attack: +3
Superior Sprint (2/Short or Long Rest). Cheetah,
plus PB to hit, reach 5 ft., one target. Hit: 1d6 plus PB piercing
When the wildcat moves on their turn in sand cat
damage (Bite) or slashing damage (Claw).
combat, they can quadruple their speed
until the end of their turn. (Replaces the 1st Level: Tenacious Strike (2 Ferocity). The bear makes
Sprint trait.) a signature attack. On a hit, the attack deals an extra PB
damage. On a miss, the bear deals PB slashing damage to
Pack Tactics. The wildcat has advantage Lion
the target and gains 2 ferocity.
on an attack roll against a creature if at
least one of the wildcat’s allies is within 3rd Level: Pummel (5 Ferocity). The bear makes a signature
5 feet of the target and the ally isn’t attack. On a hit, the target is also grappled (escape DC 10
incapacitated. plus PB). While grappled in this way, the bear’s attacks
(including the triggering attack) deal an extra PB damage, the
Powerful Leap. The wildcat’s jump Caracal, cougar,
target is restrained if they are Large or smaller, and the bear
distance is doubled, with or without a lion, margay,
can’t make a signature attack against another target.
running start. They can choose whether serval, snow
their Strength or Dexterity score leopard 5th Level: Clawing Frenzy (8 Ferocity). The bear makes
determines their jump distance. a signature Claw attack against PB creatures of their choice
within 5 feet of them. At the end of their turn, the bear gains
Swimmer. The wildcat has a swimming Tiger, leopard,
1 ferocity for every attack that missed.
speed of 30 feet. ocelot, jaguar
BONUS ACTIONS
Hunt by Scent. The bear detects the location of each living
creature within 10 × PB feet of them, unless the creature is
Mystic Connection: Bear
hiding their scent by supernatural means.
If you’re playing a beastheart and have a bear companion,
you gain the following benefit at 9th level when you gain
the beastheart’s Mystic Connection feature:
Ursine Might. As a bonus action, you empower yourself
with the strength of a great bear. For the next minute, your
Strength-based attacks deal an extra 1d10 damage and
you have advantage on Strength checks and saving throws.
Once you use this bonus action, you can’t do so again until
you finish a long rest.
44 FLEE, MORTALS!
Blood Hawk Companion Companion 3rd Level: Swooping Attack (5 Ferocity). The hawk moves up
Small Beast, Unaligned to their speed without provoking opportunity attacks. During
or after this move, they can make a signature attack against
Armor Class 13 plus PB (natural armor)
one target. On a hit, the target must succeed on a DC 10 plus
Hit Points 6 + six times caregiver’s level (number of
PB Strength saving throw or drop one item they are holding.
d8 Hit Dice equal to their caregiver’s level)
Speed 10 ft., fly 60 ft. 5th Level: Storm of Talons (8 Ferocity). The hawk moves
up to their speed without provoking opportunity attacks,
STR DEX CON INT WIS CHA then they can dive onto one creature within 5 feet of them.
8 (−1) 16 (+3) 12 (+1) 5 (−3) 14 (+2) 10 (+0) The target must make a DC 10 plus PB Dexterity saving throw.
On a failed save, the target takes PBd10 slashing damage
Saving Throws Dex +3 plus PB, Wis +2 plus PB and is blinded until the end of the hawk’s next turn. On a
Skills Perception +2 plus PB successful save, the target takes half as much damage and
Senses passive Perception 12 plus PB isn’t blinded.
Proficiency Bonus (PB) equals the caregiver’s bonus
REACTIONS
Keen Sight. The hawk has advantage on Wisdom (Perception) Swoop In (Recharges after a Long Rest). When the hawk’s
checks that rely on sight. caregiver is hit with an attack while the hawk is within 30 feet
ACTIONS of them, the hawk moves up to their speed without pro-
voking opportunity attacks. If the hawk ends this movement
Signature Attack (Beak). Melee Weapon Attack: +3 plus PB
within 5 feet of the caregiver, the hawk becomes the target
to hit, reach 5 ft., one target. Hit: 1d6 plus PB piercing damage.
of the triggering attack instead, and the attack deals half as
1st Level: Distracting Attack (2 Ferocity). The hawk makes much damage.
a signature attack. On a hit, the next attack made against the
target before the start of the hawk’s next turn has advantage.
Chapter 1: Creatures 45
Mystic Connection: Camel
If you’re playing a beastheart and have a camel
companion, you gain the following benefit at
9th level when you gain the beastheart’s Mystic
Connection feature:
Desert Warrior. You ignore difficult terrain created
by dirt or sand, and you are considered naturally
adapted to hot climates.
Additionally, you can use a bonus action to
activate an aura that shimmers around you like a
desert mirage. For 1 minute, you and allies within
10 feet of you have a +PB bonus to Constitution
saving throws and saving throws against being
charmed, frightened, or knocked prone. Once
you use this bonus action, you can’t do so again
until you finish a long rest.
46 FLEE, MORTALS!
Wildcat Companion Companion Sprint (Recharges after a Short or Long Rest). When the
Medium or Large Beast, Unaligned wildcat moves on their turn in combat, they can triple their
speed until the end of their turn.
Armor Class 12 plus PB (natural armor)
Hit Points 7 + seven times caregiver’s level (number of ACTIONS
d8 Hit Dice equal to their caregiver’s level) Signature Attack (Bite or Claw). Melee Weapon Attack:
Speed 60 ft. +3 plus PB to hit, reach 5 ft., one target. Hit: 1d6 plus PB
piercing damage (Bite) or slashing damage (Claw).
STR DEX CON INT WIS CHA
1st Level: Crushing Jaws (2 Ferocity). The wildcat makes a
17 (+3) 15 (+2) 14 (+2) 6 (−2) 14 (+2) 8 (−1)
signature Bite attack, dealing an extra PB bludgeoning damage
Saving Throws Str +3 plus PB, Dex +2 plus PB on a hit, or an extra 2 × PB bludgeoning damage to a target
Skills Perception +2 plus PB, Stealth +2 plus PB they are grappling.
Senses darkvision 60 ft., passive Perception 12 plus PB 3rd Level: Pounce (5 Ferocity). The wildcat moves up to their
Proficiency Bonus (PB) equals the caregiver’s bonus speed and makes a signature attack against one target, dealing
an extra PB damage on a hit. If the target is Large or smaller,
Familiar Territory. The wildcat has advantage on Dexterity
they are grappled (escape DC 10 plus PB), and the wildcat
(Stealth) and Wisdom (Survival) checks made in their native
can’t attack another creature until the grapple ends.
terrain (as determined by you and the GM).
5th Level: Shredding Claws (8 Ferocity). The wildcat makes
Predator’s Grab (Recharges after a Short or Long Rest).
three signature Claw attacks against the same target. The
When the wildcat hits a creature with an opportunity attack,
target must succeed on a DC 10 plus PB Charisma saving throw
the creature is also grappled (escape DC 10 plus PB).
or be frightened of the wildcat for 1 minute (save ends at
end of turn).
Chapter 1: Creatures 47
Basilisks Petrification Is Death
They’re great guard dogs. You just gotta raise ’em from eggs. A permanent petrified condition can take a low-level
No, no. Don’t look her in the eye. She turned the tax collector character out of the game like death. Some players might
to stone the other day when he tried to pet her. She’s just a not like that a creature with a challenge rating of 3 can
big softie, really. knock them out of the story. That’s why the basilisk has the
With eight legs, a scaled rough hide, and razor-sharp teeth Alchemical Ingredients trait. Remove this trait for a more
coated in poison, the basilisk is a deadly threat—even aside dangerous basilisk.
from their petrifying eye beams. This dreadful creature
can fell the mightiest of foes with a look, turning them Dangerous Servitors. Crime lords and overminds
into immobilized stone statues. Horrifyingly, the basilisk’s seek basilisk eggs to raise and train as bodyguards and
petrified prey remain aware of their fate and surroundings, pets. Training is dangerous, and many handlers (and their
trapping them in an unending nightmare. unscrupulous colleagues) find themselves turned to stone
Many Environments. One of the most adaptable as the basilisk escapes and runs amok.
predators, basilisks can be found in nearly any environ- Some creatures keep basilisks not for their terrifying
ment, but they prefer damp caves. Over time, their tough abilities, but for their immunity to petrification. Medusas,
scales take on the color of their surroundings, allowing the largely due to their own limited options for companionship,
bulky creatures to blend in better. commonly keep basilisks as pets. Both parties benefit from
Raising Young. Basilisks typically live in mated pairs this symbiotic relationship, as the medusa feeds their own
and raise several younglings. Adults prefer to subsist on victims to the basilisk and their younglings.
berries, fish, fowl, and carrion, resorting to eating their Alchemical Properties. Alchemists have discovered
petrified victims only when starving. On the other hand, that after a basilisk eats petrified flesh, the basilisk’s gullet
basilisk younglings can only eat petrified victims, and fami- produces an oil that can be used to restore a petrified vic-
lies of basilisk have been known to travel far from their nest tim. Unsavory alchemists pay good money to those willing
to populated areas in search of prey for their babies. to steal a basilisk youngling from their nest.
Basilisk CR 3 Brute Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.
Medium Monstrosity, Unaligned 700 XP Hit: 6 (1d6 + 3) piercing damage plus 5 (2d4) poison damage.
Armor Class 15 (natural armor) Petrifying Eye Beams. The basilisk targets one or two
Hit Points 65 (10d8 + 20) creatures they can see within 30 feet of them. Each target
Speed 30 ft. must succeed on a DC 12 Constitution saving throw or be
restrained as they magically begin to turn to stone. Until the
STR DEX CON INT WIS CHA end of the restrained creature’s next turn, they or an ally within
16 (+3) 10 (+0) 15 (+2) 2 (−4) 8 (−1) 7 (−2) 5 feet of them can use an action to cut the encroaching stone
from the restrained creature’s body using a weapon that deals
Damage Immunities poison slashing damage. When they do, the restrained creature takes
Condition Immunities petrified, poisoned 13 (2d12) slashing damage, which can’t be reduced in any way,
Senses darkvision 60 ft., passive Perception 9 and they are no longer restrained.
Languages — A creature restrained in this way must repeat the saving
Proficiency Bonus +2 throw at the end of their turn. On a successful save, the effect
ends. On a failed save, this creature is petrified until freed by a
Alchemical Ingredients. After the basilisk dies, a creature can
cure ailment power of 4th order or higher, a greater restoration
make a DC 12 Wisdom (Medicine) check using an herbalism
spell, or a similar supernatural effect.
kit and the basilisk’s gullet, destroying the gullet in the process.
On a success, the creature creates three doses of a salve. One Poison Fumes (Recharge 4–6). The basilisk exhales poison-
dose of this salve can be applied to a petrified creature as an ous fumes in a 15-foot cone. Each creature in this area must
action, and 1 minute after the salve is applied, the petrified make a DC 12 Constitution saving throw, taking 10 (4d4)
condition ends for that creature. poison damage on a failed save, or half as much damage
on a successful one.
Toxic Ichor. A creature who deals piercing or slashing damage
to the basilisk while within 5 feet of them takes 2 (1d4) poi- REACTIONS
son damage. Poison Splash. When the basilisk takes piercing or slashing
ACTIONS damage, their wound spews poison. Each creature within
10 feet of the basilisk must succeed on a DC 12 Constitu-
Multiattack. The basilisk uses Petrifying Eye Beams and makes
tion saving throw or be poisoned for 1 minute (save ends
one Bite attack or uses Poison Fumes, if available.
at end of turn).
48 FLEE, MORTALS!
Reversing Petrification
Petrification usually can’t be reversed
without the greater restoration spell or
similarly powerful magic. However, the
basilisk companion’s Lesser Petrifying
Gaze is weaker than that of most basilisks,
allowing it to be countered with a cure
ailment power or lesser restoration spell.
Basilisk Companion Companion 3rd Level: Poison Gaze (5 Ferocity). The basilisk chooses up
Medium Monstrosity, Unaligned to three creatures they can see within 15 feet of them. Each
creature must succeed on a DC 10 plus PB Constitution saving
Armor Class 15 plus PB (natural armor)
throw or be poisoned until the start of the basilisk’s next turn.
Hit Points 7 + seven times caregiver’s level (number of
d8 Hit Dice equal to their caregiver’s level) 5th Level: Lesser Petrifying Eye Beams (8 Ferocity). The
Speed 30 ft. basilisk targets one creature they can see within 30 feet of
them. The target must succeed on a DC 10 plus PB Constitu-
STR DEX CON INT WIS CHA tion saving throw or be restrained as they magically begin to
16 (+3) 10 (+0) 15 (+2) 5 (−3) 12 (+1) 10 (+0) turn to stone. A creature restrained in this way must repeat
the saving throw at the end of their turn. On a successful save,
Saving Throws Con +2 plus PB the effect ends. On a failed save, the creature is petrified for
Skills Athletics +3 plus PB, Survival +1 plus PB 1 hour or until freed by a cure ailment power, lesser restoration
Senses darkvision 60 ft., passive Perception 11 spell, or similar supernatural effect.
Proficiency Bonus (PB) equals the caregiver’s bonus
REACTIONS
ACTIONS Heavy Glare. When a creature who can see the basilisk is hit
Signature Attack (Bite). Melee Weapon Attack: +3 plus PB to by an attack by the basilisk’s caregiver, the basilisk forces that
hit, reach 5 ft., one target. Hit: 1d6 plus PB piercing damage. creature to make a DC 10 plus PB Constitution saving throw.
On a failed save, the target can’t make opportunity attacks
1st Level: Poison Spittle (2 Ferocity). The basilisk makes a
and has their speed reduced by 10 feet until the start of their
signature attack. On a hit, the attack deals an extra PB damage,
next turn.
and a different creature the basilisk chooses within 5 feet of
them takes PB poison damage.
Chapter 1: Creatures 49
Bugbear
Channeler
Bugbear
Bugbears Predator
The oldest and largest of the goblinoids, bugbears com-
bine remarkable silence with unusual strength. Most
adventurers don’t sense an approaching bugbear until a
heavy weapon connects with the adventurer’s skull. These
fur-covered goblinoids thrive in almost any environment,
inhabiting frigid tundra and sun-soaked plain alike—but
good luck finding a bugbear tribe that doesn’t want
to be found. Prepared for Battle. Bugbear training emphasizes
Survival Lessons. Bugbears can trace their lineage that preparation is key to winning a battle. They prefer
back to the earliest days of civilization, when surviving in to pick their battlefields, preparing an ambush area with
a harsh world teeming with monsters was no easy task. traps, reinforcements, and escape routes. At home, they
The bugbears of that ancient era passed down hard- leave no gaps in their defenses, often maintaining secret
learned lessons to their descendants. Every generation paths or havens where they can regroup, resupply, and
evolved and innovated these traditions, forging a people continue the fight if caught unaware by invaders.
of fierce warriors, silent hunters, and powerful mages.
Though many bugbears live peaceable lives or fight in
defense of innocents, those who turn to evil wield these Bugbear Encounters
lessons to form armies of marauders and assassins. While bugbears work well together, each has unique traits
Inspiring Goblinoids. So great is a bugbear’s and actions that bolster their allies. Using multiple types of
might and grace that they inspire others to fight on bugbears at once can increase the GM’s mental load and
against overwhelming odds. Bugbears often recruit other make it easy to forget things in combat. Before running a
goblinoids before a battle, but their inspiration doesn’t combat with three different bugbears, you may wish to get
end with other goblinoids. Clever commanders who lead a feel for how they affect battle by trying one bugbear with
humanoids know the benefit of keeping a bugbear in their other allies, like goblins or hobgoblins.
ranks beyond their mere skill as a warrior.
50 FLEE, MORTALS!
Bugbear Channeler CR 7 Controller Constitution saving throw as thorny vines erupt from their
Medium Humanoid (Bugbear), Any Alignment 2,900 XP body and attempt to envelop them. On a failed save, the
target takes 27 (5d10) piercing damage and is restrained
Armor Class 14 (studded leather)
until the vines are destroyed. On a successful save, a target
Hit Points 102 (12d8 + 48)
takes half as much damage and isn’t restrained. A creature
Speed 30 ft.
restrained in this way takes 5 (1d10) piercing damage at the
STR DEX CON INT WIS CHA start of each of their turns. The vines have AC 15, 10 hit points,
10 (+0) 15 (+2) 18 (+4) 15 (+2) 16 (+3) 18 (+4) and immunity to psychic damage.
Ball Lightning (1/Day; 7th-Level Spell; Concentration).
Saving Throws Wis +6, Cha +7 The channeler creates a 20-foot-radius sphere of electricity
Skills Arcana +5, Perception +6, Stealth +5, Survival +6 centered on a point they can see within 120 feet of them.
Senses darkvision 60 ft., passive Perception 16 The sphere lasts for 1 minute. When an enemy starts their
Languages Common, Goblin turn in that area, they must succeed on a DC 15 Dexterity
Proficiency Bonus +3 saving throw or take 27 (6d8) lightning damage. As a bonus
action, the channeler can move the sphere up to 20 feet.
Bugbear’s Inspiration. Allied Humanoids within 15 feet of
the channeler who can see or hear them have advantage on REACTIONS
Wisdom and Charisma saving throws. Shared Shield (2/Day; 2nd-Level Spell). When a creature
ACTIONS the channeler can see within 30 feet of them is hit with an
attack, the channeler can create a barrier of magical force
Multiattack. The channeler makes two Channeling
around that target. Until the start of the channeler’s next
Staff attacks.
turn, the target gains a +5 bonus to AC, including against
Channeling Staff. Melee Spell Attack: +7 to hit, reach 5 ft., the triggering attack.
one target. Hit: 8 (1d8 + 4) bludgeoning damage plus 9 (2d8)
lightning damage. If the target is a Large or smaller creature, UTILITY SPELLS
the channeler can move them up to 10 feet horizontally. In addition to any other spells in this stat block, the channeler
Vine Eruption (3/Day; 4th-Level Spell). The channeler can cast the following spells, using Charisma as the spellcasting
attempts to use primal magic to overload a creature they can ability (spell save DC 15):
see within 60 feet of them. The target must make a DC 15 At will: light A , message A
1/day each: detect magic A , disguise self A , identify +
Chapter 1: Creatures 51
Bugbear Predator CR 3 Ambusher Bugbear Regular CR 1 Minion
Medium Humanoid (Bugbear), Any Alignment 700 XP Medium Humanoid (Bugbear), Any Alignment 40 XP
Armor Class 14 (leather armor) Armor Class 13 (leather armor)
Hit Points 65 (10d8 + 20) Hit Points 8
Speed 30 ft. Speed 30 ft.
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
15 (+2) 17 (+3) 15 (+2) 13 (+1) 15 (+2) 11 (+0) 15 (+2) 14 (+2) 14 (+2) 11 (+0) 12 (+1) 10 (+0)
52 FLEE, MORTALS!
Bugbear Roughneck CR 1 Brute Bugbear Warden Retainer
Medium Humanoid (Bugbear), Any Alignment 200 XP Medium Humanoid (Bugbear), Any Alignment
Armor Class 14 (hide armor) Armor Class 15 (medium armor)
Hit Points 26 (4d8 + 8) Hit Points Eight times their level (number of
Speed 30 ft. d10 Hit Dice equal to their level)
Speed 30 ft.
STR DEX CON INT WIS CHA
16 (+3) 14 (+2) 15 (+2) 10 (+0) 13 (+1) 12 (+1) STR DEX CON INT WIS CHA
12 (+1) 16 (+3) 10 (+0) 10 (+0) 12 (+1) 10 (+0)
Skills Athletics +5, Stealth +4, Survival +3
Condition Immunities frightened Saving Throws +PB to all
Senses darkvision 60 ft., passive Perception 11 Skills Perception +1 plus PB, Stealth +3 plus PB,
Languages Common, Goblin Survival +1 plus PB
Proficiency Bonus +2 Senses darkvision 60 ft., passive Perception 11 plus PB
Languages Common, Goblin
Bugbear’s Inspiration. Allied Humanoids within 15 feet of Proficiency Bonus (PB) equals the mentor’s bonus
the roughneck who can see or hear them have advantage on
Wisdom and Charisma saving throws. Signature Attack (Spiked Bow). Melee or Ranged Weapon
Attack: +3 plus PB to hit, reach 5 ft. or range 80/320 ft.,
ACTIONS
one target. Hit: 2d6 plus PB piercing damage. Beginning at
Multiattack (Battle Fury Only). The roughneck makes 7th level, the warden can make this attack twice, instead of
two Handaxe attacks. once, when they take the Attack action on their turn.
Handaxe. Melee or Ranged Weapon Attack: +5 to hit,
FEATURES
reach 5 ft. or range 20/60 ft., one target. Hit: 6 (1d6 + 3)
slashing damage. 3rd Level: Halting Shot (3/Day). As an action, the warden
makes a signature attack. On a hit, the target’s speed is
Bugbear Battle Cry (1/Day). Each ally within 15 feet of the
reduced to 0 until the end of their next turn.
roughneck who can hear and understand them gains advan-
tage on attack rolls until the start of the roughneck’s next turn. 5th Level: Presence of Inspiration (3/Day). As a bonus
action, the warden inspires each ally within 30 feet of them
BONUS ACTIONS who can hear them, granting them advantage on attack rolls
Battle Fury (1/Day). The roughneck enters a furious state until the start of the warden’s next turn.
that lasts for 1 minute. While in this state, the roughneck can 7th Level: Enraged Barrage (1/Day). As an action, the
take the Multiattack action on their turn, and they have resis- warden makes a signature attack. Each ally within 30 feet
tance to bludgeoning, piercing, and slashing damage from of them who can see them can use a reaction to make a
mundane attacks. weapon attack, cast a cantrip with a casting time of 1 action,
or manifest a 1st-order power with a manifestation time
of 1 action.
Chapter 1: Creatures 53
Chimeras Protector Variant
Massive flexing claws. Lashing draconic tail. Nimble
If you want to use the chimera as a bodyguard for another
leathery wings. And not one, but three menacing heads: a
creature, you can add this trait to their stat block:
snarling lion, a helix-horned ram, and a dragon with fire
sparking in its throat. Many see the chimera as an aggres- Protector. The chimera is divinely bound to another
sor, but few know its origins as a divine guardian. creature, who is their charge. When the chimera and their
The First Chimera. The first chimera was a gift. A charge are on the same plane, the charge can telepathically
deity gave a devout queen this young guardian—one with communicate with the chimera, and the chimera knows the
the intelligence of a dragon, the bravery of a lion, and the distance and direction to the charge. If the chimera is within
tenacity of a ram. The queen raised the chimera to be a 60 feet of the charge, half of any damage the charge takes
strong protector of not just her person, but of her people, (rounded up) is transferred to the chimera.
who loved the chimera and their ruler. But neighboring
lands feared the monstrosity. As a conquering force swept worst of their three parts: a dragon’s greed, a lion’s pride,
into the land, their first defilement of peace was slaughter- and a goat’s stubbornness. Such chimeras happily serve
ing the chimera. evil mortals.
The queen’s resulting fury was said to be felt by the Tactical Warriors. Chimeras have many ways to
gods. As she screamed, a nearby volcano erupted, spew- keep themselves and their charges from being cornered.
ing basalt and chimeras over the land. With fiery might, The lion head snaps up enemies in massive jaws and hurls
the chimeras overtook the opposing army and dispersed. them away, the ram head pummels them to the ground,
Each found a new territory and claimed the role of divine and the dragon head bathes them in fire. The sound of
protector over that place, its inhabitants, and its treasures. the three heads crying together can shake even the most
Fiercely Faithful. When a chimera acts as a guardian, stalwart warriors.
almost nothing can shake that loyalty. They are viciously One Being, Three Heads. Unlike many other multi-
territorial over objects, creatures, and founts of magic they headed creatures, a chimera has a single mind. Their heads
defend. Even when the charges they defend turn wicked, work together, never snapping at one another over food,
chimeras remain faithful, willing to lay down their lives. favors, or personality conflicts. The heads often express the
Corrupted Loyalty. Mortals who earn a chimera’s chimera’s emotions in unison, braying together in times of
trust can tempt and train the monstrosity to bring out the battle or purring all at once to show affection.
Chimera CR 6 Skirmisher Lion’s Toss. Melee Weapon Attack: +7 to hit, reach 5 ft.,
Large Monstrosity, Typically Neutral 2,300 XP one target. Hit: 9 (2d4 + 4) piercing damage, and the target
must succeed on a DC 15 Strength saving throw or be moved
Armor Class 15 (natural armor)
up to 20 feet in any direction.
Hit Points 119 (14d10 + 42)
Speed 30 ft., fly 60 ft. Dragon’s Eruption (Recharge 6). The chimera spits a volcanic
explosion at a point they can see within 120 feet of them. Each
STR DEX CON INT WIS CHA creature in a 10-foot-radius sphere centered on that point must
18 (+4) 14 (+2) 16 (+3) 3 (−4) 14 (+2) 11 (+0) make a DC 14 Dexterity saving throw, taking 27 (6d8) fire dam-
age on a failed save, or half as much damage on a successful one.
Skills Athletics +7, Perception +5
Condition Immunities frightened BONUS ACTIONS
Senses darkvision 60 ft., passive Perception 15 Roar. Each enemy who can hear the chimera and is within
Languages understands any one language but can’t speak 60 feet of them must succeed on a DC 13 Wisdom saving
Proficiency Bonus +3 throw or be frightened of the chimera for 1 minute (save ends
at end of turn). If a creature succeeds on a saving throw against
Volant. When the chimera reduces a creature to 0 hit points, this effect or if the effect ends for them, the creature is immune
the chimera can move up to their speed toward an enemy to the chimera’s Roar for the next 24 hours.
they can see.
REACTIONS
ACTIONS
Ram’s Defiance. When a creature within 30 feet of the
Multiattack. The chimera makes three Bite attacks. They can chimera misses them with an attack, the chimera can move up
replace one attack with a Lion’s Toss attack or a use of Dragon’s to half their speed in a straight line toward the creature. If the
Eruption, if available. chimera ends this movement within 5 feet of the creature, the
Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. creature must succeed on a DC 15 Strength saving throw or
Hit: 11 (2d6 + 4) piercing damage. be knocked prone.
54 FLEE, MORTALS!
Mystic Connection: Chimera
If you’re playing a beastheart and have a chimera
companion, you gain the following benefit at
9th level when you gain the beastheart’s Mystic
Connection feature:
Defensive Eruption. As a bonus action, you unleash
a burst of protective energy. Each enemy within
30 feet of you must make a Dexterity saving throw
against your exploit save DC. On a failed save, a
creature takes 4d6 fire damage and is knocked
prone. On a successful save, a creature takes half as
much damage and isn’t knocked prone. In addition,
you and allies within 30 feet of you have advantage
on their next attack roll made before the start of
your next turn. Once you use this bonus action, you
can’t do so again until you finish a long rest.
Chimera Companion Companion 1st Level: Ram’s Defense (2 Ferocity). The chimera makes
Large Monstrosity, Unaligned a signature attack. On a hit, the attack imposes disadvantage
on the target’s next attack roll made before the start of the
Armor Class 13 plus PB (natural armor)
chimera’s next turn.
Hit Points 7 + seven times caregiver’s level (number of
d8 Hit Dice equal to their caregiver’s level) 3rd Level: Lion’s Leap (5 Ferocity). The chimera moves up to
Speed 30 ft., fly 30 ft. half their speed without provoking opportunity attacks. If they
end this movement on the ground, each creature within 5 feet
STR DEX CON INT WIS CHA of them must succeed on a DC 10 plus PB Strength saving
16 (+3) 12 (+1) 15 (+2) 5 (−3) 12 (+1) 8 (−1) throw or be knocked prone.
5th Level: Volcanic Blow (8 Ferocity). The chimera spits
Saving Throws Con +2 plus PB
an explosion of fire at a point they can see within 60 feet of
Skills Athletics +3 plus PB
them. Each creature in a 10-foot-radius sphere centered on
Condition Immunities frightened
that point must make a DC 10 plus PB Dexterity saving throw,
Senses darkvision 60 ft., passive Perception 11
taking PBd6 fire damage on a failed save, or half as much
Proficiency Bonus (PB) equals the caregiver’s bonus
damage on a successful one.
ACTIONS REACTIONS
Signature Attack (Bite). Melee Weapon Attack: +3 plus PB to Protective Absorption (Recharges after a Short or Long
hit, reach 5 ft., one target. Hit: 1d6 plus PB piercing damage. Rest). When the chimera’s caregiver takes damage while within
60 feet of the chimera, half the damage taken (rounded up) is
transferred to the chimera.
Chapter 1: Creatures 55
Demons Chimeron
Demons spawn in the Abyssal Wasteland, where evil
and chaos meet. These creatures of incarnate evil need
violence and suffering the way most other creatures need
food. A demon cares only for themself, and they torture
or tear apart lesser demons for fun.
The bestial appearance of each demon is unique,
with a chaotic arrangement of teeth, claws, and
limbs meant for killing. Even demons of the
same kind have unique features—one might
have an extra set of eyes or teeth, while
another could have a human arm growing
from their forehead.
Mortal Alliances. Demons form tem-
porary alliances with evil mortals in exchange
for souls to consume. Though these alliances
create carnage with alarming efficiency, they
inevitably collapse when the demons decide to
devour their foolish partners. The only creature
who can truly keep a demon in line is a more
powerful demon.
56 FLEE, MORTALS!
Demonic Hierarchy Ruinant
Beings with glowing eyes and tendriled maws, ruinants
Mortal scholars classify demons in nine categories—the
breathe with a sickening wheeze and have bodies covered
higher a demon’s category, the more powerful the fiend.
in inflamed scars. These Category 2 demons aim to kill
Though demons don’t use these classifications themselves,
healers first, knowing that such tactics make the rest of
scholars are correct that demons have a hierarchy, as
their prey fall faster. A ruinant can inflict fresh wounds and
stronger demons bully the weak into service.
burns on their victims in a pattern mirroring those on the
Each time a demon consumes a soul, there’s a chance
ruinant’s own body.
they may evolve into a more powerful demon. Though
Category 1 demons typically become Category 2 demons Tormenauk
after consuming just one soul, there’s no known pattern The tormenauk resembles a hulking ape with a dozen
to how more powerful demons evolve. For example, some or more extra mouths randomly distributed around their
Category 2 demons evolve to Category 3 after consuming body. Though their brute force is formidable enough, this
just one soul, while others must devour thousands before Category 3 demon also inflicts raw psychic pain by scream-
earning a promotion. This evolution can be instant, or it ing from their mouths in different voices—often using the
can take years. This inconsistency has led to much schol- agonized voices of souls the tormenauk has devoured.
arly debate on whether all souls are equal, or whether these
evolutions are aided by consuming souls that are especially Wobalas
corrupt or heroic. The wobalas prefers to kill from afar while protected by
The following sections describe the most common types allies. These Category 4 demons press lesser demons and
of Category 1–5 demons, though there are many other mortals into service, first using them as meat shields, then
types of demons within these categories. devouring them when the wobalas needs a soul.
Wobalases have wildly different physical forms, but each
Pitling wields a flesh bow attached to one of their limbs. This bow
The most common Category 1 demon, pitlings resemble fires magical arrows that imbue their enemies with despair.
rodents or insects—but with gleaming green eyes, ter-
rible body odor, and viscous, toxic phlegm. If a pitling Chimeron
moves to a new region with different wildlife, they slowly When a demon evolves to Category 5, their four previous
change form over time to better match the appearance forms sometimes meld into a chimeron, a horrid
of a local pest. conglomeration of maws and mismatched body parts.
The chimeron feels the hunger of all their mouths at
the same time, and no number of souls can sate them.
Category 6 and Beyond
After devouring thousands of souls, a demon who reaches
Category 6 develops a unique form and individual iden-
tity—the latter of which persists through future evolutions.
These ancient demons thrive in the brutal chaos of the
Abyss, each commanding a squad of bloodthirsty fiends.
Pitling Category 9 demons—the demon lords—are the most
powerful. Their names are whispered carefully, their power
rivals the gods’, and their schemes ruin worlds.
CHAPTER 1: CREATURES 57
Chimeron CR 12 Brute soul count. A creature whose soul is consumed in this way
Huge Fiend (Demon, Category 5), 8,400 XP immediately dies, and they can’t be restored to life by any
Typically Chaotic Evil means short of a wish spell.
Armor Class 17 (natural armor) Soul Resistance. While the chimeron’s soul count is is 2 or
Hit Points 230 (20d12 + 100) higher, they have advantage on saving throws against powers,
Souls 5 (2d4) spells, and other supernatural effects.
Speed 30 ft., fly 30 ft. ACTIONS
Multiattack. The chimeron makes up to three attacks using
STR DEX CON INT WIS CHA
Powerful Bite, Scorching Bite, Booming Bite, or Chilling Bite.
24 (+7) 12 (+1) 20 (+5) 16 (+3) 14 (+2) 12 (+1)
They can’t use any attack more than once.
Saving Throws Str +11, Dex +5, Cha +5 Powerful Bite. Melee Weapon Attack: +11 to hit, reach 10 ft.,
Skills Intimidation +9, Perception +6 one target. Hit: 25 (4d8 + 7) piercing damage.
Damage Resistances cold, fire, thunder
Scorching Bite. Melee Weapon Attack: +11 to hit, reach 10 ft.,
Senses darkvision 120 ft., soulsight 30 ft., passive
one target. Hit: 11 (1d8 + 7) piercing damage plus 9 (2d8)
Perception 16
fire damage, and the target is set on fire until the target or a
Languages Abyssal, Common, telepathy 120 ft.
creature who can reach them uses an action to extinguish the
Proficiency Bonus +4
flames. A creature who is on fire at the start of their turn takes
Lethe. While the chimeron’s soul count is 0, they have advan- 7 (2d6) fire damage. If a creature who is already on fire is set on
tage on attack rolls, disadvantage on saving throws, and their fire again on a subsequent turn, the damage isn’t cumulative.
Intelligence score becomes 3 (−4). Additionally, the chimeron Booming Bite (Costs 1 Soul). Melee Weapon Attack: +11 to
must use their movement on each of their turns to move as hit, reach 10 ft., one target. Hit: 11 (1d8 + 7) piercing damage
close as possible to the nearest creature they can sense with plus 9 (2d8) thunder damage, and the target is knocked prone.
their soulsight, and then if they are able, they must use their Chilling Bite (Costs 1 Soul). Melee Weapon Attack: +11 to hit,
action to attack and attempt to kill that creature. The chimeron reach 10 ft., one target. Hit: 11 (1d8 + 7) piercing damage plus
can’t act with any other purpose until they add 1 to their 9 (2d8) cold damage, the target’s speed is halved until the end
soul count. of their next turn, and they can only make one attack during
Soul Devourer. When the chimeron reduces a creature their next turn.
who isn’t a Construct or an Undead to 0 hit points or deals REACTIONS
damage to a dying creature, the creature must make a
DC 11 Wisdom saving throw. On a failed save, the chimeron Pain Absorption (Costs 1 Soul). When the chimeron takes
consumes the creature’s soul and adds 1 to the chimeron’s damage, they reduce the damage taken by 16 (3d10).
Pitling CR 4 Minion Minion. If the pitling takes damage from an attack or as the
Tiny Fiend (Demon, Category 1), 220 XP result of a failed saving throw, their hit points are reduced to 0.
Typically Chaotic Evil If the pitling takes damage from another effect, they die if the
damage equals or exceeds their hit point maximum; otherwise
Armor Class 14 (natural armor)
they take no damage.
Hit Points 11
Speed 30 ft., fly 30 ft. Soul Feast. When the pitling reduces a creature who isn’t a
Construct or an Undead to 0 hit points or deals damage to a
STR DEX CON INT WIS CHA dying creature, the creature must make a DC 11 Wisdom sav-
11 (+0) 14 (+2) 12 (+1) 3 (−4) 6 (−2) 6 (−2) ing throw. On a failed save, the pitling consumes the creature’s
soul, and the pitling becomes a Category 2 demon of the GM’s
Damage Immunities poison choice with 1 soul. A creature whose soul is consumed in this
Condition Immunities poisoned way immediately dies, and they can’t be restored to life by any
Senses darkvision 60 ft., soulsight 10 ft., passive Perception 8 means short of a wish spell. If the creature was reduced to 0 hit
Languages Abyssal points by a group attack, the GM picks one pitling who joined
Proficiency Bonus +2 the attack to consume the soul.
Horrid Stench. If an enemy starts their turn within 10 feet of ACTIONS
three or more pitlings, the enemy is poisoned until the start of Spit (Group Attack). Melee or Ranged Weapon Attack:
their next turn. +4 to hit, reach 5 ft. or range 15/30 ft., one target.
Hit: 4 poison damage.
58 FLEE, MORTALS!
Ruinant CR 6 Skirmisher Soul Devourer. When the ruinant reduces a creature who isn’t
Medium Fiend (Demon, Category 2), 2,300 XP a Construct or an Undead to 0 hit points or deals damage to a
Typically Chaotic Evil dying creature, the creature must make a DC 11 Wisdom sav-
ing throw. On a failed save, the ruinant consumes the creature’s
Armor Class 15 (natural armor)
soul and adds 1 to the ruinant’s soul count. A creature whose
Hit Points 105 (14d8 + 42)
soul is consumed in this way immediately dies, and they can’t
Souls 2 (1d4)
be restored to life by any means short of a wish spell.
Speed 60 ft.
ACTIONS
STR DEX CON INT WIS CHA Multiattack. The ruinant makes three Bloodletting
15 (+2) 18 (+4) 16 (+3) 14 (+2) 18 (+4) 16 (+3) Claws attacks.
Saving Throws Wis +7, Cha +6 Bloodletting Claws. Melee Weapon Attack: +7 to hit, reach
Skills Deception +6, Perception +7 5 ft., one creature. Hit: 7 (1d6 + 4) piercing damage plus
Damage Resistances necrotic 7 (2d6) necrotic damage, and the target can’t take reactions
Senses darkvision 120 ft., soulsight 30 ft., passive this turn.
Perception 17 Salt Wounds (Costs 1 Soul). The ruinant chooses up to three
Languages Abyssal, Common, telepathy 120 ft. creatures they can see within 60 feet of them who don’t have
Proficiency Bonus +3 all their hit points. Each target must make a DC 15 Constitution
saving throw, taking 16 (3d10) necrotic damage on a failed
Lethe. When the ruinant’s soul count is 0, they have advantage
save, or half as much damage on a successful one.
on attack rolls, disadvantage on saving throws, and their Intel-
ligence score becomes 3 (−4). Additionally, the ruinant must REACTIONS
use their movement on each of their turns to move as close Corrupt Healing (Costs 1 Soul). When a creature within
as possible to the nearest creature they can sense with their 60 feet of the ruinant regains hit points from a power, a spell,
soulsight, and then if they are able, they must use their action or a similar supernatural effect, the ruinant corrupts the effect.
to attack and attempt to kill that creature. The ruinant can’t act The target regains no hit points, and the target and each of
with any other purpose until they add 1 to their soul count. the ruinant’s enemies within 5 feet of the ruinant must succeed
on a DC 15 Constitution saving throw or take necrotic damage
equal to half the number of hit points the effect would
have restored.
CHAPTER 1: CREATURES 59
Tormenauk CR 8 Brute creature’s soul and adds 1 to the tormenauk’s soul count. A crea-
Large Fiend (Demon, Category 3), 3,900 XP ture whose soul is consumed in this way immediately dies, and
Typically Chaotic Evil they can’t be restored to life by any means short of a wish spell.
Armor Class 17 (natural armor) ACTIONS
Hit Points 136 (13d10 + 65) Multiattack. The tormenauk makes two Slam attacks and
Souls 2 (1d4) one Many Maws attack.
Speed 30 ft. Slam. Melee Weapon Attack: +8 to hit, reach 5 ft., one target.
Hit: 14 (2d8 + 5) bludgeoning damage. If the target is Large
STR DEX CON INT WIS CHA
or smaller, they are grappled (escape DC 15), and they are
20 (+5) 10 (+0) 20 (+5) 15 (+2) 15 (+2) 18 (+4)
restrained until the grapple ends. The tormenauk can grapple
Saving Throws Con +8, Wis +5, Cha +7 up to two targets at a time.
Skills Intimidation +7, Perception +5 Many Maws. Melee Weapon Attack: +8 to hit, reach 5 ft.,
Senses darkvision 120 ft., soulsight 30 ft., passive one target grappled by the tormenauk. Hit: 21 (3d10 + 5)
Perception 15 piercing damage.
Languages Abyssal, Common, telepathy 120 ft.
Agony Wail (Costs 1 Soul). The tormenauk screeches,
Proficiency Bonus +3
broadcasting a consumed soul’s lifelong pain. Each creature
Lethe. When the tormenauk’s soul count is 0, they have adv within 30 feet of the tormenauk who can hear them must
antage on attack rolls, disadvantage on saving throws, and make a DC 15 Wisdom saving throw, taking 35 (10d6) psychic
their Intelligence score becomes 3 (−4). Additionally, the damage on a failed save, or half as much damage on a success-
tormenauk must use their movement on each of their turns ful one. Creatures who knew the owner of the burned soul
to move as close as possible to the nearest creature they can have disadvantage on the saving throw.
sense with their soulsight, and then if they are able, they must REACTIONS
use their action to attack and attempt to kill that creature. The Share Agony (Costs 1 Soul). When the tormenauk takes
tormenauk can’t act with any other purpose until they add 1 to damage, they choose a creature they can see within 30 feet of
their soul count. them to share the pain. The target must make a DC 15 Wisdom
Soul Devourer. When the tormenauk reduces a creature who saving throw, taking psychic damage equal to the triggering
isn’t a Construct or an Undead to 0 hit points or deals damage damage taken by the tormenauk on a failed save, or half as
to a dying creature, the creature must make a DC 11 Wisdom much damage on a successful one.
saving throw. On a failed save, the tormenauk consumes the
60 FLEE, MORTALS!
Wobalas CR 10 Artillery Banishing Touch. Melee Spell Attack: +8 to hit, reach 5 ft.,
Medium Fiend (Demon, Category 4), 5,900 XP one creature. Hit: 22 (4d10) psychic damage, and the target
Typically Chaotic Evil is teleported up to 30 feet to an unoccupied space the
wobalas can see.
Armor Class 17 (natural armor)
Hit Points 156 (24d8 + 48) BONUS ACTIONS
Souls 2 (1d4) Flee, Mortal (Costs 1 Soul). The wobalas chooses a creature
Speed 30 ft. they can see within 60 feet of them. The target must suc-
ceed on a DC 16 Charisma saving throw or use their reaction,
STR DEX CON INT WIS CHA if available, to move their speed away from the wobalas by the
14 (+2) 22 (+6) 14 (+2) 16 (+3) 18 (+4) 18 (+4) most direct route possible, with no regard for their own safety.
Saving Throws Dex +10, Wis +8, Cha +8 Creatures who can’t be frightened succeed on this saving throw
Skills Deception +8, Intimidation +8, Perception +8 automatically.
Senses darkvision 120 ft., soulsight 30 ft., passive
Perception 18
Languages Abyssal, Common, telepathy 120 ft.
Proficiency Bonus +4
CHAPTER 1: CREATURES 61
Aurumvas CR 14 Leader ACTIONS
Huge Fiend (Demon, Category 6), Chaotic Evil 11,500 XP Multiattack. Aurumvas makes three attacks using Greedy
Armor Class 18 (natural armor) Hands, Covetous Bolt, or both.
Hit Points 273 (26d12 + 104) Greedy Hands. Melee Weapon Attack: +12 to hit, reach
Souls 5 (2d4) 10 ft., one creature. Hit: 14 (2d6 + 7) bludgeoning damage
Speed 40 ft., fly 40 ft. plus 10 (3d6) psychic damage. Aurumvas can burn 1 soul to
gain temporary hit points equal to the psychic damage dealt.
STR DEX CON INT WIS CHA
Covetous Bolt. Ranged Spell Attack: +11 to hit, range 120 ft.,
25 (+7) 15 (+2) 18 (+4) 22 (+6) 20 (+5) 21 (+5)
one target. Hit: 22 (5d8) force damage. If the target has spell
Saving Throws Dex +7, Wis +10, Cha +10 slots, Aurumvas can burn 2 souls to force the target to expend
Skills Arcana +11, Athletics +12, Deception +10, History +11, their highest-level spell slot available with no effect.
Insight +10, Perception +10, Persuasion +10 BONUS ACTIONS
Damage Resistances necrotic, psychic; bludgeoning,
Greed Is Good. Aurumvas chooses an object he can see
piercing, and slashing from mundane attacks
within 30 feet of him that is worth at least 100 gp. He tele-
Condition Immunities charmed, dazed, exhaustion,
ports to an unoccupied space within 5 feet of that object.
frightened, paralyzed, stunned
Senses darkvision 120 ft., soulsight 30 ft., passive REACTIONS
Perception 20 Absorb Soul. If a demon with a soul count of 1 or higher
Languages all, telepathy 120 ft. who Aurumvas can see dies within 60 feet of him, Aurumvas
Proficiency Bonus +5 gains 1 soul.
62 FLEE, MORTALS!
Devils A consummate narcissist, Lazivos dislikes dirtying his
own hands unless absolutely necessary. Even when forced
In the lower plane of Hell, devils of the Seven Cities vie
into a fight, the infernal chancellor coerces his enemies into
unceasingly against each other for power and control—a
aiding him, weakening them even further.
conflict fought foremostly through cunning and schemes.
Compared to other fiends, devils appear remarkably Summoning Devils
humanoid, but infernal attributes such as horns, hooves,
tails, and wings still set them apart. Ritually summoning a devil is not to be taken lightly.
Precarious Pyramids. The Seven Cities are built on These rituals are costly and dangerous, and those deter-
a strict hierarchy and bureaucracy. Draconian chains of mined to see it through are typically desperate, driven,
command place each devil in service to a higher author- or simply foolish. This section explains the rules for sum-
ity—typically a more powerful devil. While devils are law- moning devils, the costs involved, and the consequences
ful, they’re always looking for another way up the ladder. of such a ritual.
They twist every rule to their benefit to gain power and The Ritual
usurp those they answer to, eager to uncover loopholes in To perform a ritual to summon a devil, a creature must
the eternal struggle for significance and supremacy. meet the following requirements.
Silver Tongues. These winsome fiends can acquire Material Components. The ritual requires the follow-
great influence through corrupting mortal souls—who then ing material components, which are consumed regardless
become subordinate devils when they die. Devils are vir- of whether the ritual succeeds (see “Summon Check”):
tuosos with words, skilled at tempting and coercing people
• 500 gp worth of brimstone
into performing atrocities. They exploit the weaknesses of
• 500 gp worth of obsidian
mortals—greed, revenge, vanity—or just simple despera-
• 250 gp worth of magical incense, chalk, and candles
tion. In the heat of battle, a devil’s supernatural charisma
• 125 gp worth of Celestial blood, blessed by a priest (if
can influence a mortal to do their bidding, often without
such blood is unavailable, the priest can bless 250 gp
realizing until it’s too late.
worth of Humanoid blood in its place)
True Names. All devils have two names: one they’re
commonly known by, and another secret true name. Every Personal Sacrifice. A creature who attempts to sum-
devil zealously safeguards the latter, as their true name can mon a devil must sacrifice their vitality as follows, regard-
be spoken aloud to aid in summoning the fiend or to strip less of whether the ritual succeeds (see “Summon Check”):
them of their power. • The summoner rolls a number of d10s equal to their
Hell’s Defectors. Not every devil in the Seven Cities level or challenge rating (minimum of 1) and loses hit
wants to ruthlessly ascend the hierarchy. Some others do points equal to the result.
desire advancement, but they remain dissatisfied at the bot- • The summoner also expends half their maximum Hit
tom. As luck would have it, these fiends can free themselves Dice with no effect. (If the summoner has less than half
from Hell’s bureaucracy—for when a mortal overestimates their maximum Hit Dice available, they can’t perform
their fortitude and dies while enacting an infernal sum- this ritual until they regain enough Hit Dice.) Hit Dice
moning, it leaves open a passage to the Mundane World expended in this way can’t be regained until the greater
that an enterprising devil can cross through. restoration spell is cast on the summoner twice within the
Some of these defectors cling to old habits, acquiring same hour, or by means of a wish spell.
power in mortal spheres of business, law, or politics. Oth-
ers, inspired by mortals, join adventuring parties or set out
to explore the world. These devils and their descendants
are often colloquially known as tieflings. Finding Components and True Names
Most of the material components required for summoning
Infernal Chancellor Lazivos devils can be purchased at churches or magic shops. The
To reach the rank of chancellor, Lazivos (LAH-zih-vohs) has characters might also come across these components in a
executed dozens of intricate schemes, uttered hundreds of cult hideout, an abandoned wizard’s tower, or the lair of
deceptions into opportune ears, and positioned countless any creature who has cause to consort with fiends.
rivals into unfortunate—yet completely compromising— Characters might discover a devil’s true name in a dusty
circumstances. tome after months of research, or they could hear it from
And still, he remains unsatisfied. the lips of a lesser devil with a score to settle. If you’re using
Lazivos now pursues election to the Court of Seven the domain rules in Kingdoms & Warfare, the characters
Cities. In the meantime, he gladly commands and exploits can discover a devil’s true name with a successful Lore test
his assembly of devils to curry favor and acquire loftier (DC equals 10 + the devil’s challenge rating).
connections. His agents manipulate mortals and collect
powerful relics on his behalf, ever expanding his reach
and strengthening his grip.
64 FLEE, MORTALS!
Ritual Length. When summoning a devil, a creature Summoned Devil
can perform either an instantaneous or hour-long ritual.
d20 Devil
A desperate creature can use their action to perform an
instantaneous ritual, which has a greater chance of failure. 1–9 Devil legate
However, the exacting steps performed in an hour-long 10–14 Devil jurist
ritual reduce the summon check DC by 3. 15–17 Devil magistrate
True Name. A creature who knows a devil’s true name
can speak it aloud when performing the ritual. Invoking a 18–19 Devil adjudicator
devil’s true name reduces the summon check DC by 5, and 20 Infernal Chancellor Lazivos
if the ritual succeeds, it summons the specific devil whose
name was spoken. Failure. If a creature fails the summon check by 4 or
Summon Check. To finish the ritual, a creature must fewer, no devil is summoned.
make a summon check. This is a DC 18 Charisma check, If a creature fails the summon check by 5 or more,
though the DC decreases if the summoner performs a devil is summoned as in the “Success” section, but the
an hour-long ritual or uses a devil’s true name. “Ritual fiend isn’t contractually bound to the summoner and can
Consequences” details the results of a successful or failed act as they please. At the GM’s discretion, the devil could
summon check. still offer a contract—one that asks much of the summoner.
Another creature can assist the summoner with the If a creature fails the summon check by 10 or more,
ritual by taking the Help action. They are branded with they suffer the consequences of failing by 5 or more, and
the same infernal rune as the summoner, as described in an additional planar entity—such as a such as a demon,
“Ritual Consequences.” an Elemental, or a Celestial—is also summoned. This
additional entity is hostile toward the summoner.
Ritual Consequences
Succeed or fail, summoning a devil has weighty
consequences.
Branded. Succeed or fail, a creature who attempts or
assists in a summoning ritual is branded by an infernal
rune on a prominent part of their body, such as their head,
chest, or back. This rune marks them as someone who has
tried to summon a devil. Communities and individuals
who recognize the meaning of the rune may treat the
summoner with fear, suspicion, or contempt.
Success. If a creature succeeds on the summon check,
roll on or choose from the Summoned Devil table to Devil
determine what type of devil is summoned (unless the Notary
summoner spoke a devil’s true name during the ritual,
thereby summoning that specific devil). At the GM’s
discretion, other devil types can be summoned instead.
A successful ritual binds the devil to a contract
with the summoner. The devil must help the sum-
moner with a specific task, such as finishing the
current battle or aiding in a single quest
objective. At the GM’s discretion, a devil
may be willing to extend the contract, but
this has additional consequences for the
summoner’s soul and requires further
payment, often in the form of favors.
CHAPTER 1: CREATURES 65
Devil Adjudicator CR 14 Controller Bad Deal (1/Day). Three creatures the adjudicator can see
Medium Fiend (Devil), Typically Lawful Evil 11,500 XP within 60 feet of them must make a DC 18 Charisma saving
throw. On a failed save, a target must choose to either take
Armor Class 18 (natural armor)
a −5 penalty to AC or a −5 penalty to ability checks and
Hit Points 204 (24d8 + 96)
attack rolls. This penalty lasts for 10 minutes (save ends at
Speed 30 ft., fly 40 ft.
end of turn).
STR DEX CON INT WIS CHA REACTIONS
12 (+1) 16 (+3) 18 (+4) 16 (+3) 14 (+2) 20 (+5) Devilish Charm (2/Day). When the adjudicator is targeted
Saving Throws Con +9, Wis +7, Cha +10 by an attack, power, spell, or other supernatural effect by a
Skills Deception +10, Insight +7, Perception +7, creature they can see within 60 feet of them, the creature
Persuasion +10, Religion +8 must make a DC 18 Charisma saving throw. On a failed save,
Damage Resistances bludgeoning, piercing, and slashing the creature is charmed by the adjudicator until the start of
from mundane attacks the creature’s next turn, and the adjudicator chooses a
Damage Immunities fire new target the adjudicator can see for the triggering
Condition Immunities charmed, frightened effect. The new target must be within the triggering
Senses darkvision 120 ft., passive Perception 17 effect’s range.
Languages Common, Infernal
Proficiency Bonus +5
66 FLEE, MORTALS!
Devil Jurist CR 10 Artillery
Medium Fiend (Devil), Typically Lawful Evil 5,900 XP
Armor Class 16 (studded leather)
Hit Points 156 (24d8 + 48)
Speed 30 ft., fly 40 ft.
CHAPTER 1: CREATURES 67
Devil Legate CR 8 Soldier
Medium Fiend (Devil), Typically Lawful Evil 3,900 XP
Armor Class 17 (half plate)
Hit Points 127 (15d8 + 60)
Speed 30 ft.
68 FLEE, MORTALS!
Devil Magistrate CR 12 Skirmisher ACTIONS
Medium Fiend (Devil), Typically Lawful Evil 8,400 XP Multiattack. The magistrate makes two Infernal Knife attacks
Armor Class 18 (studded leather) and one Obsidian Kris attack.
Hit Points 182 (28d8 + 56) Infernal Knife. Melee or Ranged Weapon Attack: +10 to hit,
Speed 50 ft. reach 5 ft. or range 20/60 ft., one target. Hit: 15 (2d8 + 6)
piercing damage plus 9 (2d8) fire damage, and the target is
STR DEX CON INT WIS CHA frightened of their allies until the end of their next turn.
12 (+1) 22 (+6) 14 (+2) 11 (+0) 16 (+3) 19 (+4)
Obsidian Kris. Melee Weapon Attack: +10 to hit, reach 5 ft.,
Saving Throws Dex +10, Wis +7, Cha +8 one target. Hit: 15 (2d8 + 6) piercing damage, and if the target
Skills Acrobatics +10, Deception +8, Insight +7, Persuasion +8, is frightened, they can’t take reactions until the frightened
Stealth +10 condition ends for them.
Damage Resistances bludgeoning, piercing, and slashing REACTIONS
from mundane attacks
Devilish Charm (2/Day). When the magistrate is targeted
Damage Immunities fire
by an attack, power, spell, or other supernatural effect by a
Condition Immunities charmed
creature they can see within 60 feet of them, the creature
Senses darkvision 120 ft., passive Perception 13
must make a DC 16 Charisma saving throw. On a failed save,
Languages Common, Infernal
the creature is charmed by the magistrate until the start of the
Proficiency Bonus +4
creature’s next turn, and the magistrate chooses a new target
True Name. If a creature the magistrate can hear within the magistrate can see for the triggering effect. The new target
60 feet of them speaks the magistrate’s true name aloud, the must be within the triggering effect’s range.
magistrate loses their damage resistances, damage immunities,
and Devilish Charm reaction for 24 hours.
Devil Notary CR 6 Minion makes an attack roll or saving throw before the start of the
Medium Fiend (Devil), Typically Lawful Evil 285 XP notary’s next turn, the ally can add a +1 bonus to the roll. This
bonus increases by 1 (maximum bonus of +5) for each notary
Armor Class 15 (chain shirt)
who grants an infernal blessing to the creature.
Hit Points 13
Speed 30 ft. Minion. If the notary takes damage from an attack or as the
result of a failed saving throw, their hit points are reduced to 0.
STR DEX CON INT WIS CHA If the notary takes damage from another effect, they die if the
11 (+0) 15 (+2) 14 (+2) 12 (+1) 14 (+2) 16 (+3) damage equals or exceeds their hit point maximum; otherwise
they take no damage.
Damage Immunities fire
True Name. If a creature the notary can hear within 60 feet
Senses darkvision 120 ft., passive Perception 12
of them speaks the notary’s true name aloud, the notary loses
Languages Common, Infernal
their damage immunities and Importunity trait for 24 hours.
Proficiency Bonus +3
ACTIONS
Importunity. At the start of the notary’s turn, they can grant
Brimstone (Group Attack). Melee or Ranged Spell Attack: +6
an infernal blessing to a non-minion ally they can see within
to hit, reach 5 ft. or range 30 ft., one target. Hit: 4 fire damage.
60 feet of them (no action required). The next time that ally
CHAPTER 1: CREATURES 69
Infernal Chancellor CR 16 Leader failed save, the target is charmed by Lazivos until the end of his
Lazivos 15,000 XP next turn or until Lazivos or one of his allies harms the target.
Medium Fiend (Devil), Lawful Evil Diabolic Deposition (Recharge 5–6). On a failed save, a
creature must choose to either take 27 (6d8) fire damage plus
Armor Class 19 (natural armor)
27 (6d8) psychic damage or be dazed for 1 minute (save ends
Hit Points 238 (28d8 + 112)
at end of turn). On a successful save, a creature must either
Speed 40 ft., fly 60 ft.
choose to take half as much damage or be dazed until the
STR DEX CON INT WIS CHA end of their next turn. Succeed or fail, if a creature is already
14 (+2) 20 (+5) 18 (+4) 19 (+4) 18 (+4) 24 (+7) dazed, they must choose the damage
BONUS ACTIONS
Saving Throws Dex +10, Int +9, Wis +9, Cha +12
Skills Arcana +9, Deception +12, Insight +9, Perception +9, As I Say. Lazivos commands a creature charmed by him to use
Persuasion +12, Religion +9 their reaction, if available, to make a weapon attack against a
Damage Resistances psychic; bludgeoning, piercing, and target of his choice.
slashing from mundane attacks REACTIONS
Damage Immunities fire
Devilish Charm. When Lazivos is targeted by an attack,
Condition Immunities charmed, dazed, exhaustion, flanked,
power, spell, or other supernatural effect by a creature he
frightened, paralyzed, stunned
can see within 60 feet of him, the creature must make a
Senses darkvision 120 ft., passive Perception 19
DC 20 Charisma saving throw. On a failed save, the creature
Languages Common, Infernal
is charmed by Lazivos until the start of the creature’s next
Proficiency Bonus +5
turn, and Lazivos chooses a new target he can see for the
Security for Speed (3/Day). When Lazivos fails a saving triggering effect. The new target must be within the triggering
throw, he can succeed instead. When he does, his speed is effect’s range.
halved and he can’t take bonus actions or reactions until the VILLAIN ACTIONS
end of his next turn. Lazivos has three villain actions. He can take each action once
Supernatural Resistance. Lazivos has advantage on saving during an encounter after an enemy’s turn. He can take these
throws against powers, spells, and other supernatural effects. actions in any order but can use only one per round.
True Name. If a creature Lazivos can hear within 60 feet of Action 1: Welcome, Friends. Lazivos invokes an infernal
him speaks his true name aloud, Lazivos loses his damage word of power. Up to three enemies within 60 feet of him
resistances, damage immunities, and Devilish Charm reaction who can hear him must make a DC 20 Charisma saving
for 24 hours. Lazivos’s true name is Minto Abi. throw. On a failed save, a target is charmed by Lazivos for
ACTIONS 1 hour (save ends at end of turn) or until Lazivos or one
of his allies harms the target. On a successful save, a target
Multiattack. Lazivos makes three attacks using Infernal Rapier, takes 16 (3d10) psychic damage.
Chancellor’s Decree, or both. Action 2: Heed My Commands! Lazivos and each ally within
Infernal Rapier. Melee Weapon Attack: +10 to hit, reach 5 ft., 60 feet of him moves up to their speed without provoking
one target. Hit: 9 (1d8 + 5) piercing damage plus 9 (2d8) fire opportunity attacks. Each creature charmed by Lazivos
damage, and the target is marked with an infernal sigil until the moves up to half their speed in a direction he chooses (no
end of their next turn. While marked, a creature can’t hide or action required).
benefit from being invisible, and attack rolls against them have Action 3: Deceptive Stratagem. Lazivos switches places
advantage. with a willing creature of his choice within 120 feet of him.
Chancellor’s Decree. Ranged Spell Attack: +12 to hit, range Immediately afterward, up to five creatures of Lazivos’s
120 ft., one target. Hit: 18 (2d10 + 7) psychic damage, and choice within 120 feet of him can make a melee attack
the target must make a DC 20 Wisdom saving throw. On a (no action required).
CHAPTER 1: CREATURES 71
Devil Retainer Retainer
Medium Fiend (Devil), Any Alignment
Armor Class 15 (medium armor)
Hit Points Eight times their level (number of d10 Hit Dice
equal to their level)
Speed 30 ft.
72 FLEE, MORTALS!
Dragonets Dragonet Names
The tiny cousins of majestic true dragons, dragonets are d8 Name (Nickname) Pronunciation
much less powerful—and prideful—than their larger kin.
1 Avirdrziliiv (Aviz) ah-VEER-driz-ill-iv (AH-veez)
Though true dragons are essentially immortal, dragonets
are omnivores who only live for about a century and need 2 Cytraxaan (Traxie) sigh-TRACKS-zan (TRACKS-ee)
food to survive. 3 Dvaxildail (Xil) duh-VAX-ill-dale (ZIL)
Each dragonet has a traditional Draconic name, but 4 Favinalakze (Fava) fah-VEEN-ah-lack-zay (FAH-vah)
they also choose a nickname reserved for clutchmates,
5 Lorimazdrix (Lori) lore-ee-MAZ-dricks (LORE-ee)
close friends, and their mate or mates (many dragonets
mate for life with one or more partners). An adventurer 6 Nerilatrixaaza (Aaza) ner-ill-AT-rix-ah-zah (AH-zah)
who befriends a dragonet might even find the dragonet 7 Quiytrepartrz (Qui) KEY-tray-par-triz (KEY)
bestows a nickname on their new friend. The Dragonet 8 Verilandrii (Verily) vare-ill-AN-dree (VARE-ill-ee)
Names table presents examples of dragonet names and
nicknames.
Although dragonets rarely practice spellcraft them-
selves, they are attuned to arcane forces. These clever
Dragonet CR 1/4 Support
Tiny Dragon, Typically Neutral Good 50 XP
creatures have an innate understanding of spells and
supernatural effects, as well as a keen sense for telling truth Armor Class 15 (natural armor)
from fiction. Dragonets eschew deception and lies among Hit Points 14 (4d4 + 4)
friends, and they have little compunction about calling out Speed 10 ft., fly 30 ft., swim 20 ft.
untrue statements with varying levels of tact, though they
understand well the need for lying to enemies. STR DEX CON INT WIS CHA
Family Bonds. True dragons recognize dragonets 5 (−3) 16 (+3) 12 (+1) 15 (+2) 12 (+1) 13 (+1)
as kin, and most will protect a dragonet in danger—or at Skills Arcana +4, Insight +3, Perception +3
least try to avoid killing any dragonet caught up in their Senses darkvision 60 ft., passive Perception 13
conflicts. Many dragons, dragonets, and humanoids alike Languages Draconic
believe that dragonets were created by dragons long ago, Proficiency Bonus +2
much as the dragon god created dragons themselves.
Arcane Acumen. The dragonet has advantage on
Intelligence (Arcana) checks made to reveal information
about supernatural effects and objects they can see.
Additionally, they always know if their emotions are being
sensed, their thoughts are being read, or they are being
Variant: Dragonet Familiar targeted or perceived by any divination spells.
Particularly adventurous dragonets are eager to accompany True Words. When a creature speaks in Draconic, the
spellcasters as their companions or familiars. Dragonets dragonet has advantage on Wisdom (Insight) checks to
tend to be curious, gregarious, and fiercely loyal to their determine whether they are lying.
chosen companions. Those who hope to befriend a drag-
onet should take note that their preferred foods are fresh ACTIONS
fruit and fish (raw, seared, or smoked)—though dragonets Claw. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.
introduced to humanoid delicacies also become particularly Hit: 5 (1d4 + 3) slashing damage.
fond of spiced or sweetened nuts. Revealing Breath (Recharges after a Short or Long Rest).
Familiar. The dragonet can serve another creature as The dragonet exhales sparkling light in a 15-foot cone. Each
a familiar, forming a telepathic bond with their willing object in that area is outlined in light for 1 minute, and each
companion. While the two are bonded, the companion can creature in that area must succeed on a DC 13 Dexterity
sense what the dragonet senses as long as they are within saving throw or also be outlined in light for the duration.
1 mile of each other. In addition, when the dragonet uses Outlined creatures and objects shed dim light in a 5-foot
their Truesight action, their companion also has truesight radius, and if any outlined creatures or objects bear magic,
while in physical contact with the dragonet. Either creature the dragonet can learn its school of magic, if any, by looking
can end the bond at any time. at it. Any attack roll against an outlined creature or object has
advantage if the attacker can see the target, and the outlined
creature or object can’t benefit from being invisible.
Truesight (Recharges after a Long Rest). For 1 minute,
the dragonet gains truesight out to a range of 60 feet.
CHAPTER 1: CREATURES 73
Dragons by his sister Yserthrax, who conspired with Qazyldrath to
destroy the city. The conflict killed countless dragons on
We fear dragons above all else. Not only are they an expression
both sides and Durixaviinox was left for dead, his body
of annihilation—our oldest and most basic dread—but they are
buried beneath the rubble of a once-mighty civilization.
a symbol of everything ancient, inscrutable, and unconquerable
But the Providence refused to die, bringing himself
about our world.
back from the brink through force of will. As Durixaviinox
Cultures across the timescape covet, fear, and revere slowly regained his physical might over a millennium of
dragons in equal measure. To mortals, dragons are the wound licking, he swore oaths of revenge against his sister
penultimate monster, second only to titans, and a fearsome and Qazyldrath. He plans to bring an eternal winter to the
challenge for even the greatest mortals. To dragons them- Mundane World, making it a place fit only for those with
selves, they are survivors, remnants of a once-great age frigid hearts.
brought low by hubris now forgotten.
Those who remain are unbroken by the passage of the Forzaantirilys
ages, biding their time as they plot to rise again—but a The blood dragon known as the Ashen Song is a creature
dragon’s biggest obstacle is their own kin. These scaled of ash and cinder, her body wreathed in flames that burn
sovereigns despise nothing more than bowing to another’s with an unearthly heat. Forzaantirilys (for-zan-TILL-ih-riss)
will, especially another wyrm. lairs in the heart of the world’s largest volcano, and if the
Primal Majesty. Though many lesser creatures have rumors are true, she can see and hear through magma and
been named “dragon” over the ages, there is no mistaking a lava flows everywhere.
true dragon’s visage. These beings of legend inspire awe and Forzaantirilys is an inferno of anger, and this burning
terror in all who behold them—a reaction dragons proudly rage makes her immune to all fires, including the harsh
see as their due. They are majestic creatures, unrivaled in light of the sun. She hates humanoids for their belief they
physical might and magical ability, and they know it. are entitled to the Mundane World, and she abhors the
Dragons are immune to the ravages of time, and gods who created them. The Ashen Song also despises the
those who have endured grow ever more powerful with wyrm Xaantikorijek, who killed her mate, Frezzelvarax
age. The oldest among them become fountains of primal (frezz-el-VAR-ax), nearly a thousand years ago. She wants
creation, their mere presence reshaping the world around nothing more than to see the world consumed and remade
them to their will. by her fire, though she knows wanton destruction would
Ageless Grudge. With lives spanning millennia, drag- lead to her demise.
ons have a perspective mortals can scarcely comprehend,
and they often hold grudges for slights committed against Qazyldrath
them or their kin long ago. But some resentments predate Qazyldrath (KAZZ-ill-drath) is an ancient creature of night-
even a dragon’s own existence. Enmities boil deep within mares, a manipulator of acid and shadows, a monster who
their blood, burdening them with the anger of a thousand has haunted mortal minds ever since the dragon’s wings
ancestors. This is the price of their immortality—an endless first engulfed the light of the sun. This gloom dragon’s ven-
cycle of spite that keeps each dragon from trusting anyone erable age is surpassed only by the fear they command. Also
except themself. known as the Sun Eater and the Silent Decay, Qazyldrath
features heavily in the oral tradition of draconic ancestries;
they’re said to be one of the progenitors of lesser dragons
Campaign Bosses and the one responsible for the viciousness of dragonkind.
We made the choice to give you five serious ancient wyrms Though Qazyldrath hasn’t been seen in millennia, their
in this book instead of a greater number of unremarkable influence is ever-present across the timescape. Many elven
dragon stat blocks because every dragon battle should be dialects still use variations of the dragon’s name for the
memorable. Each dragon presented here can serve as the word “eclipse.” Some people believe darkness amplifies
villain at the end of a campaign. Of course, some indus- Qazyldrath’s power, and the Sun Eater will one day return
trious GMs will find a way to tie all the dragons into their to plunge the world into eternal shadow.
story. (Yes, that is a friendly challenge.)
Xaantikorijek
Durixaviinox Deep beneath the barren wastes of the world rests one of
In a cold expanse at the edge of the world, Durixaviinox its oldest creatures—so old, in fact, that he has forgotten
(dur-ih-ZAH-vin-nox) lairs beneath the ruins of the draconic his own name. This storm dragon has come to be known
city of Vexinoth. Though many now call him the Ruined simply as the Voice of the Ages—or Xaantikorijek (zan-tih-
Providence, this frost-breathing ruin dragon once ruled as a KOR-eh-jehk) in Draconic.
benevolent and all-powerful emperor who amassed enough Xaantikorijek is a master of thunder and lightning, and
reverence to rival the gods. But Durixaviinox was betrayed as part of the first brood to hatch on the Mundane World,
74 FLEE, MORTALS!
he predates most of his surviving kin. Legend holds that
the Voice of the Ages once knew a secret that could remake Dragon Tactics
the Mundane World in whatever form they choose—but Dragons seek lairs with lofty ceilings (or none at all) so they
the aging wyrm remembers very little of his own past. can use one of their greatest defenses: flight. A dramatic
Whether this was the cost of surviving the doom that befell encounter with a dragon can quickly become a slog if
the dragons of old, a self-imposed condition, or some other the wyrm lands and never moves around the battlefield.
magical malady, is unknown even to Xaantikorijek. Dragons are smart! They know to use their long reach and
Once every few centuries, however, Xaantikorijek breath weapon to make life difficult for their enemies.
remembers a detail about his lost history. It is said that Dragons choose extremely defensible places for
when this happens, his voice resounds worldwide as he their lairs, which are part home and part treasure vault.
relays the fact to all dragonkin. The dragons eagerly hope The wyrms rely on loyal guardians and an environment that
he may someday remember how to reforge the world with is inhospitable to mortal treasure hunters and would-be
dragons as rulers. heroes. For instance, Forzaantirilys makes her home in
Mount Brazen, an enormous volcano that is hotter than the
Yserthrax Seven Cities of Hell. Her treasure sits on an obsidian island
In the deepest and darkest parts of the timescape, there floating in a lake of lava in the heart of the mountain. Just
are beings that should not be, touched by corruption walking through the tunnels to reach Forzaantirilys’s hoard
beyond worlds. One such creature is Yserthrax (EE-sur- would bake most people to death.
thracks), a draconic abomination whose wings are lined
with hundreds of emerald eyes.
Yserthrax was born a venom dragon, revered for her Yserthrax and Morrax grappled.
mastery of spellcraft and occult lore. Now, she has been Her heart he sought to kill.
transformed by the machinations of elder evils, her body Morrax fought.
becoming distended and covered with strange growths. Morrax died.
The Many-Eyed earned her name not only for her And Yserthrax lives still.
eye-laden form. She is widely praised as one of the most
Last stanza from
cunning and devious among her kin, sought after for
the Tale of Morrax Qor,
her arcane talents, spycraft, and intrigue. Little happens
Steel Dwarf Hero, from
among dragonkind that Yserthrax doesn’t see; she knows
the Codex Valiar
every great wyrm’s desires and could manipulate them into
carrying out the will of the elder evils that bind her.
CHAPTER 1: CREATURES 75
Durixaviinox CR 20 Solo BONUS ACTIONS
Gargantuan Dragon, Lawful Evil 25,000 XP Icy Grip. Durixaviinox encases a creature he can see within
Armor Class 18 (natural armor) 60 feet of him in ice. The target must make a DC 18 Strength
Hit Points 370 (20d20 + 160) saving throw. On a failed save, a creature takes 22 (4d10) cold
Speed 40 ft., burrow 40 ft., fly 80 ft., swim 40 ft. damage and is restrained. On a successful save, a target takes
half as much damage and isn’t restrained. A creature can use
STR DEX CON INT WIS CHA an action to break themself or another creature they can reach
26 (+8) 10 (+0) 26 (+8) 18 (+4) 14 (+2) 18 (+4) out of the ice, ending the restrained condition.
CHAPTER 1: CREATURES 77
She’d destroy the world—herself included. They’re
all like that, the noble dragons. Draco Draconis.
They’re so old, pain is all they know.
Forzaantirilys the Ashen Song Lady Demelza, Courser
lives up to her name.
Forzaantirilys CR 24 Solo Additionally, the fire remains in that area until the end
Gargantuan Dragon, Lawful Evil 62,000 XP of Forzaantirilys’s next turn. For the duration, that area is
difficult terrain, and a creature who enters that area for the
Armor Class 20 (natural armor)
first time on a turn or ends their turn there takes 14 (4d6)
Hit Points 585 (30d20 + 270)
fire damage.
Speed 40 ft., climb 40 ft., fly 80 ft.
BONUS ACTIONS
STR DEX CON INT WIS CHA Blazing Rush. Forzaantirilys moves up to half her speed. If she
30 (+10) 10 (+0) 28 (+9) 19 (+4) 16 (+3) 22 (+6) enters a creature’s space during this move, the creature takes
Saving Throws Con +16, Wis +10, Cha +13 10 (3d6) fire damage.
Skills Athletics +17, Perception +10 REACTIONS
Damage Immunities fire, radiant Ignite the Insolent. When a creature within 120 feet of
Condition Immunities charmed, dazed, frightened, Forzaantirilys attacks her, the attacker must make a DC 21
paralyzed, petrified, stunned Dexterity saving throw. On a failed save, the attacker is set
Senses blindsight 120 ft., truesight 60 ft., passive on fire for 1 minute or until the attacker or a creature who can
Perception 20 reach them uses an action to extinguish the flames. A creature
Languages Common, Draconic who is on fire at the start of their turn takes 10 (3d6) fire
Proficiency Bonus +7 damage. If a creature who is already on fire is set on fire again
on a subsequent turn, the damage isn’t cumulative, but the
Hellfire. Fire damage dealt by Forzaantirilys ignores damage
duration of the fire resets to 1 minute.
resistance.
Ireful Defense (3/Day). When Forzaantirilys fails a saving VILLAIN ACTIONS
throw, she can succeed instead. When she does, attack rolls Forzaantirilys has three villain actions. She can take each action
made against her have advantage until the end of her next turn. once during an encounter after an enemy’s turn. She can take
these actions in any order but can use only one per round.
ACTIONS
Action 1: Cinderfall. A 30-foot-radius cloud of smoke and
Multiattack. Forzaantirilys makes one Bite attack and two
cinders surrounds Forzaantirilys until the end of her next
Claw attacks.
turn. That area is heavily obscured for creatures other
Bite. Melee Weapon Attack: +17 to hit, reach 15 ft., one target. than Forzaantirilys. An enemy who needs to breathe and
Hit: 21 (2d10 + 10) piercing damage plus 14 (4d6) fire dam- starts their turn within the cloud must succeed on a DC 21
age, and the target is set on fire for 1 minute or until the target Constitution saving throw or be poisoned for 1 minute
or a creature who can reach them uses an action to extinguish (save ends at end of turn).
the flames. A creature who is on fire at the start of their turn Action 2: Ashen Armor. Forzaantirilys’s skin hardens
takes 10 (3d6) fire damage. If a creature who is already on into a protective armor of ashen scales, granting her
fire is set on fire again on a subsequent turn, the damage isn’t 100 temporary hit points. Until all these temporary hit
cumulative, but the duration of the fire resets to 1 minute. points are gone, a creature within 5 feet of Forzaantirilys
Claw. Melee Weapon Attack: +17 to hit, reach 10 ft., one who touches her or hits her with an attack takes 14 (4d6)
target. Hit: 17 (2d6 + 10) slashing damage, and Forzaantirilys fire damage.
can move the target up to 15 feet horizontally. Action 3: Supernova. Forzaantirilys unleashes a massive
Scorching Breath (Recharge 5–6). Forzaantirilys exhales burst of light and heat. Each creature within 120 feet of her
fire in a 90-foot cone. Each creature in that area must make must make a DC 21 Constitution saving throw. On a failed
a DC 24 Dexterity saving throw. On a failed save, a crea- save, a creature takes 35 (10d6) fire damage plus 35 (10d6)
ture takes 70 (20d6) fire damage, and any mundane metal radiant damage and is blinded. On a successful save, a
objects they are wearing or carrying are melted into slag and creature takes half as much damage and isn’t blinded. The
destroyed. On a successful save, a creature takes half as much blindness lasts until cured by a power, a spell, or a similar
damage and their equipment isn’t destroyed. supernatural effect that removes the blinded condition.
CHAPTER 1: CREATURES 79
Qazyldrath CR 21 Solo darkness, and no light except a daylight spell or a light-creating
Gargantuan Dragon, Chaotic Evil 33,000 XP spell of 5th level or higher can illuminate it.
Armor Class 20 (natural armor) BONUS ACTIONS
Hit Points 402 (23d20 + 161) Enshroud. Shadows cling to one creature Qazyldrath can
Speed 40 ft., fly 80 ft., swim 40 ft. see within 120 feet of them. The target must succeed on a
DC 19 Dexterity saving throw or be blinded and vulnerable
STR DEX CON INT WIS CHA to necrotic damage until the start of Qazyldrath’s next turn.
27 (+8) 12 (+1) 24 (+7) 14 (+2) 16 (+3) 18 (+4)
REACTIONS
Saving Throws Con +14, Wis +10, Cha +11 Thwart Healing. When a creature within 60 feet of
Skills Arcana +9, History +9, Perception +10, Stealth +8 Qazyldrath regains hit points, Qazyldrath forces them to
Damage Immunities acid, necrotic make a DC 19 Constitution saving throw. On a failed save,
Condition Immunities charmed, dazed, frightened, the creature regains half the number of hit points instead.
paralyzed, petrified, poisoned, stunned
Senses blindsight 120 ft., truesight 60 ft., passive VILLAIN ACTIONS
Perception 20 Qazyldrath has three villain actions. They can take each action
Languages Common, Draconic once during an encounter after an enemy’s turn. They can take
Proficiency Bonus +7 these actions in any order but can use only one per round.
Action 1: Burning Globs. Qazyldrath spits acid globules
Amphibious. Qazyldrath can breathe air and water.
at each enemy they can see within 90 feet of them. Each
Consume Shadow (3/Day). When Qazyldrath fails a saving target must succeed on a DC 19 Dexterity saving throw or
throw, they can succeed instead. When they do, any areas of have a globule attached to their body. A creature attached
magical darkness in the lair are dispelled, and they can’t use to a globule takes 14 (4d6) acid damage at the start of their
Enshroud or Thwart Healing until the end of their next turn. turns. A creature can use an action to remove a globule
Shadow Strength. Acid and necrotic damage dealt by from themself or a creature they can reach.
Qazyldrath ignore damage resistance. Action 2: Shadow Form. Qazyldrath becomes semi-
incorporeal, gaining resistance to bludgeoning, piercing,
ACTIONS
and slashing damage until the end of their next turn.
Multiattack. Qazyldrath makes one Bite attack and two Qazyldrath then teleports up to 120 feet to an unoccupied
Claw attacks. space that they can see.
Bite. Melee Weapon Attack: +15 to hit, reach 15 ft., one target. Action 3: Sinking Gloom. Qazyldrath summons sticky black
Hit: 19 (2d10 + 8) piercing damage plus 9 (2d8) necrotic acid centered on a point they can see on the ground within
damage. If the target is a light source or is wearing or holding 120 feet of them, creating a 5-foot-deep, 20-foot-radius
a light source, that light is extinguished. pool. The pool is difficult terrain and lasts for 1 minute.
Claw. Melee Weapon Attack: +15 to hit, reach 10 ft., one An enemy who starts their turn in the pool takes 24 (7d6)
target. Hit: 15 (2d6 + 8) slashing damage, and Qazyldrath acid damage and must succeed on a DC 19 Strength saving
can move the target up to 15 feet horizontally. throw or be restrained until the start of their next turn.
An enemy who starts their turn flying within 30 feet of
Vacuous Breath (Recharge 5–6). Qazyldrath exhales dark
the pool must succeed on a DC 19 Dexterity saving throw
energy in a line that is 90 feet long and 20 feet wide. Each
or be pulled down by living acid, landing in the nearest
creature in that area must make a DC 22 Dexterity saving throw,
unoccupied space of their choice within the pool, take
taking 24 (7d6) acid damage plus 24 (7d6) necrotic damage
24 (7d6) acid damage, and be restrained until the start
on a failed save, or half as much damage on a successful one.
of their next turn.
Additionally, that area is filled with magical darkness for
1 minute. A creature with darkvision can’t see through this
CHAPTER 1: CREATURES 81
Xaantikorijek the Voice of the Ages
unleashes a furious storm.
CHAPTER 1: CREATURES 83
Yserthrax CR 22 Solo Corrupting Breath (Recharge 5–6). Yserthrax exhales poison
Gargantuan Dragon, Neutral Evil 41,000 XP in a 90-foot cone. Each creature in that area must make a
DC 22 Constitution saving throw. On a failed save, a target
Armor Class 19 (natural armor)
takes 56 (16d6) poison damage and is poisoned until the end
Hit Points 420 (24d20 + 168)
of their next turn. On a successful save, a target takes half as
Speed 40 ft., fly 80 ft., swim 40 ft.
much damage and isn’t poisoned.
STR DEX CON INT WIS CHA BONUS ACTIONS
28 (+9) 10 (+0) 25 (+7) 22 (+6) 17 (+3) 18 (+4) Ulcerate. Yserthrax magically aggravates a creature she can
Saving Throws Con +14, Wis +10, Cha +11 see within 60 feet of her who is corrupted by her Corruption
Skills Arcana +13, Deception +11, Insight +17, Perception trait. The target must succeed on a DC 19 Constitution saving
+17, Persuasion +11, Stealth +7 throw or be dazed until the end of their next turn.
Damage Immunities poison, psychic REACTIONS
Condition Immunities blinded, charmed, dazed, frightened, Eldritch Disruption. When a creature Yserthrax can see
paralyzed, petrified, poisoned, stunned within 60 feet of her hits her with an attack or succeeds on
Senses blindsight 120 ft., truesight 60 ft., passive a saving throw, Yserthrax conjures a reality-warping anomaly
Perception 27 around them. The creature must choose to either take
Languages Common, Deep Speech, Draconic 10 (3d6) psychic damage or to reroll the attack or a saving
Proficiency Bonus +7 throw and use the new result.
Amphibious. Yserthrax can breathe air and water. VILLAIN ACTIONS
Corruption. Poison damage dealt by Yserthrax ignores Yserthrax has three villain actions. She can take each action
damage resistance and treats damage immunity as damage once during an encounter after an enemy’s turn. She can take
resistance. Whenever Yserthrax deals poison damage to a these actions in any order but can use only one per round.
creature who isn’t a Construct or an Undead, that creature Action 1: Summon Monoliths. Yserthrax conjures three
must succeed on a DC 19 Constitution saving throw or be monoliths of otherworldly green crystal, which grow
corrupted (save ends at end of turn). The corruption lasts out of the ground centered on three points she can see
until cured by a cure ailment power, lesser restoration spell, within 500 feet of her. Each monolith is a 10-foot-radius,
or similar supernatural effect. 60-foot-high cylinder with AC 19, 100 hit points, and
While corrupted, a creature takes 14 (4d6) psychic damage immunity to poison and psychic damage. The monoliths
at the start of each of their turns as their mind and body don’t block Yserthrax’s vision. Each creature within 10 feet
are ravaged by reality-warping anomalies. If a creature dies of a monolith other than Yserthrax is vulnerable to psychic
while corrupted, their body melts into a gruesome puddle, damage. When a monolith is destroyed, each creature
becoming a gibbering mouther under Yserthrax’s control. within 30 feet of it must make a DC 19 Wisdom saving
Withering Resistance (3/Day). When Yserthrax fails a throw, taking 21 (6d6) psychic damage on a failed save,
saving throw, she can take 16 (3d10) necrotic damage and or half as much damage on a successful one.
succeed instead. Action 2: Spatial Alteration. Yserthrax bats her wings
erratically, releasing foul energy that warps space around
ACTIONS
her. Each creature within 60 feet of her must succeed on
Multiattack. Yserthrax makes one Bite attack and two a DC 19 Charisma saving throw or be teleported up to
Claw attacks. 120 feet to an unoccupied space Yserthrax can see.
Bite. Melee Weapon Attack: +16 to hit, reach 15 ft., one Action 3: Elder Scream. Yserthrax unleashes an eldritch
target. Hit: 20 (2d10 + 9) piercing damage plus 11 (2d10) scream, piercing the mind of each enemy she can see within
poison damage. 120 feet of her. Each target must make a DC 19 Wisdom
Claw. Melee Weapon Attack: +16 to hit, reach 10 ft., one saving throw, taking 77 (14d10) psychic damage on a failed
target. Hit: 16 (2d6 + 9) slashing damage, and Yserthrax can save, or half as much damage on a successful one.
move the target up to 15 feet horizontally.
CHAPTER 1: CREATURES 85
Elementals Crux of Fire
It is in changing that we find purpose. The crux of fire, often called a blazecaster, takes the form
Atæshia, Queen of Ash of a fiery lizard. They often live in hot zones of planar
When the gods formed the Mundane World, they took convergence or areas of volcanic activity. These territorial
sparks of creation from the roiling plane of Quintessence elementals usually question interlopers from afar—and if
and gave sentience to some of the universe’s most basic ele- they don’t like the answers, they rain down fire before their
ments—air, fire, earth, and water. Some elementals contain foes can draw near.
just one of these components, but the greatest embody mul- While many elementals weave their innate gifts into oral
tiple as creatures of ash, blood, ice, and similar reagents. storytelling, cruxes of fire are particularly adroit at animat-
Duality of Form. Elementals are mercurial creatures ing their stories in silhouettes of flame.
of transformation, creation, and destruction. Though the
deities first created the Mundane World, elementals cul-
Crux of Frost
tivated and shaped it. When a tree, stone, or other aspect An entity of mirrored ice, the crux of frost is almost always
of the world doesn’t suit an elemental, they break it down covered by a frosted facade. They are commonly called
with fire, wind, or another element, then build it anew. frigid glintmasks due to their ability to imperfectly mimic
Elementals themselves also change like the winds and the creatures, inflicting supernatural terror on those they
tides, and from age to age, they remake themselves to reflect reflect. This fear makes the reflected creature more vulner-
what the world has become. They are knights wrought of able to harm, their form and spirit withering to a brittle
iron, lizards ablaze with fire, and angels of pure sunlight. consistency under the crux’s scrutiny.
Rebirth and Reformation. When an elemental dies
in the Mundane World, their spirit returns to Quintes-
Essence of Mist
sence, where they must rest for decades to regain strength. When an elemental’s spirit enters the Mundane World,
Should the spirit return to the Mundane World, they their form reflects an aspect of the world. When this
take on a form that reflects a creature or other aspect of reagent is the breath of a cold-blooded killer, the elemental
that plane. becomes an essence of mist, also called a breath lurker.
Reactive Harmony. Each elemental can bolster them- The essence has the misty silhouette of a cloaked
self or another elemental with the primordial power they humanoid. A brutal weapon forms in their grasp as they
embody. To maximize this power and to protect each other, strike, rendering their victims breathless.
elementals live and work in groups called ishkrars. This
Primordial word translates literally to “family,” but more Essence of Storms
accurately refers to a family that is not one’s first. At a distance, most would mistake an essence of storms, or
Driven Back by Mortals. When the divine host galeweaver, for a large bird of prey. This majestic creature
created humanoids, many of these mortals tore down what is formed from streaks of colored cloud stuff woven into the
the elementals had built to make way for roads, buildings, silhouette of a large eagle or falcon.
mines, and war. When the elementals sought a peaceful Galeweavers act as scouts for their ishkrars, and they’re
resolution to this conflict, their diplomats were assassinated usually the first to see trouble. Also insatiably curious, the
by evil mortals, igniting a war which the unprepared and essences often swoop down to talk when they see travelers.
disorganized elementals lost.
Surviving elementals retreated to remote locations, for- Essence of Tides
tifying their positions beneath the waves, within volcanoes, An essence of tides looks like a shimmering blue manta ray
and in other places uninhabitable for humanoids. Many that glides over land as easily as through water, earning
elementals in the Mundane World hold the weakness of them the common name of tidedrifter. Most common
mortals in contempt; others don’t fault humanoids, but along coastlines, essences of tides enjoy harmless pranks,
instead blame the gods who created such selfish creatures. especially against regulars who sail or swim in their waters.
With the tidedrifter’s healthy sense of humor, it’s not hard
to win their friendship—but their relaxed demeanor evapo-
Sapient Elementals rates if friend or family faces threat.
This section presents sapient elementals that live and fight
together as a band. Other elementals, called motes, exist
in the timescape as well, but we didn’t have the space for
them in this book. Those elementals are less sapient than
the ones presented here.
CHAPTER 1: CREATURES 87
Sparks
Content Warning: On their home planes, elemental sparks are living motes
Blood and Suffocation of floating air, earth, fire, and water. When one of these
The force of blood, blood seneschal, and essence of
elemental minions travels to another world, they take the
mist manipulate the blood and breath of their enemies.
form of an animal native to that plane. In the Mundane
If you or any of your players find descriptions of blood or
World, air sparks appear as winged serpents, earth sparks
suffocation upsetting, you may want to avoid using these
appear as rhinoceroses, fire sparks appear as bears, and
elementals or reflavor their abilities.
water sparks take on the appearance of octopuses.
88 FLEE, MORTALS!
Air Spark CR 15 Minion Crux of Fire CR 5 Artillery
Small Elemental (Air), Any Alignment 1,300 XP Medium Elemental (Fire), Any Alignment 1,800 XP
Armor Class 13 Armor Class 14 (natural armor)
Hit Points 22 Hit Points 75 (10d8 + 30)
Speed 20 ft., fly 50 ft. (hover) Speed 30 ft.
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
8 (−1) 16 (+3) 10 (+0) 9 (−1) 11 (+0) 12 (+1) 9 (−1) 17 (+3) 16 (+3) 11 (+0) 12 (+1) 16 (+3)
CHAPTER 1: CREATURES 89
Crux of Frost CR 8 Controller BONUS ACTIONS
Medium Elemental (Water), Any Alignment 3,900 XP Convocation of Ice (1/Day). The crux imbues the power
Armor Class 16 (natural armor) of ice in themself or another Elemental they can see within
Hit Points 135 (30d8) 30 feet of them, granting one of the following effects of that
Speed 30 ft. Elemental’s choice:
Frigid Sheen. The Elemental gains a mirror sheen that reflects
STR DEX CON INT WIS CHA damage for 1 minute. When the Elemental is hit with an
12 (+1) 14 (+2) 10 (+0) 12 (+1) 16 (+3) 18 (+4) attack by a creature they can see within 30 feet of them,
the Elemental can use a reaction to reflect the attack.
Skills Deception +10, Insight +9, Perception +6
The Elemental is unaffected by the attack, and the attacker
Damage Immunities cold, poison
must make a DC 15 Dexterity saving throw. On a failed
Condition Immunities invisible, poisoned
save, the attack’s damage and effects are reflected back at
Senses darkvision 60 ft., passive Perception 16
the attacker as if the attack originated from the Elemental,
Languages Aquan, Common, plus the languages known
turning the attacker into the target. On a successful save,
by a creature reflected by Frosted Reflection
the attacker takes half as much damage, but suffers no
Proficiency Bonus +3
other effect.
Scintillating. The crux can’t benefit from being invisible. Frost Squall. Frost swirls around the Elemental for 1 minute.
For the duration, each non-Elemental creature who starts
ACTIONS
their turn within 15 feet of the Elemental has their speed
Multiattack. The crux makes two Rimeglass Touch attacks, reduced to 15 feet unless it is already lower until the end
and they can use Frosted Reflection or It Stares Back, of their turn, and the first time they willingly move before
if available. the start of their next turn, they take 10 (3d6) cold damage.
Rimeglass Touch. Melee or Ranged Spell Attack: +7 to hit,
reach 5 ft. or range 60 ft., one target. Hit: 17 (3d8 + 4) cold
damage, and the target can’t see or hear creatures other than
themself and the crux until the start of the crux’s next turn.
Frosted Reflection. The crux reflects the appearance of
a specific Medium or Small creature they’ve seen
within the last week. This appearance is illusory
and imperfect, showing a frostbitten version of the
creature. The illusion lasts until the crux takes thunder
damage, uses this action again, or is incapacitated. For
the duration, the crux additionally knows any languages
that creature knows.
It Stares Back (Recharge 5–6). The crux imposes
fragility on a creature within 60 feet of them who is
reflected by the crux’s Frosted Reflection. If the
target can see the crux, the target must make a
DC 15 Wisdom saving throw. On a failed save,
the target is frightened of the crux for 1 minute
(save ends at end of turn), or until the crux
stops reflecting them. While frightened in this
way, whenever the target takes damage, they
take an extra 11 (2d10) psychic damage. On
a successful save, the target isn’t frightened,
and they are immune to the It Stares Back of
all cruxes for 24 hours.
90 FLEE, MORTALS!
Earth Spark CR 10 Minion Essence of Mist CR 13 Ambusher
Large Elemental (Earth), Any Alignment 590 XP Medium Elemental (Air, Water), Any Alignment 10,000 XP
Armor Class 18 (natural armor) Armor Class 15
Hit Points 17 Hit Points 165 (22d8 + 66)
Speed 30 ft., burrow 20 ft. Speed 40 ft., fly 20 ft. (hover)
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
16 (+3) 8 (−1) 16 (+3) 9 (−1) 10 (+0) 12 (+1) 14 (+2) 20 (+5) 17 (+3) 12 (+1) 12 (+1) 16 (+3)
CHAPTER 1: CREATURES 91
Essence of Storms CR 5 Controller Lightning Squall (3/Day). The essence hurls a small light-
Medium Elemental (Air), Any Alignment 1,800 XP ning storm at a creature they can see within 30 feet of them.
The target must make a DC 14 Constitution saving throw. On a
Armor Class 14 (natural armor)
failed save, the target takes 28 (8d6) lightning damage and is
Hit Points 78 (12d8 + 24)
dazed for 1 minute (save ends at end of turn). On a successful
Speed 20 ft., fly 60 ft. (hover)
save, they take half as much damage and aren’t dazed.
STR DEX CON INT WIS CHA BONUS ACTIONS
12 (+1) 17 (+3) 14 (+2) 9 (−1) 11 (+0) 13 (+1) Convocation of Air (1/Day). The essence imbues the power
Skills Acrobatics +6, Perception +6 of air in themself or another Elemental they can see within
Damage Resistances lightning, poison, thunder 30 feet of them, granting one of the following effects of that
Condition Immunities dazed, grappled, paralyzed, Elemental’s choice:
poisoned, restrained Rising Whirlwind. Each creature of the Elemental’s choice
Senses darkvision 60 ft., passive Perception 16 within 30 feet of them must make a DC 14 Strength saving
Languages Auran, Common throw against a violent whirlwind. On a failed save, the
Proficiency Bonus +3 target rises 10 feet upward and is restrained for 1 minute
(save ends at end of turn). A target restrained in this way
ACTIONS rises an additional 10 feet at the start of each of their turns.
Multiattack. The essence makes two Wind Talons attacks. Another creature who can reach the target can use an
They can replace one attack with a use of Bluster or Lightning action to pull them free of the effect, ending the restrained
Squall, if available. condition for that creature. The whirlwind ends if the
Elemental dies or chooses to end it (no action required).
Wind Talons. Melee Weapon Attack: +6 to hit, reach 5 ft.,
Vortex Terrain. A vortex swirls around the Elemental. For
one target. Hit: 10 (2d6 + 3) piercing damage.
1 minute, the area within 20 feet of the Elemental is difficult
Bluster. The essence unleashes a 30-foot cone of wind. terrain for enemies.
Each creature in that area must succeed on a DC 14 Strength
saving throw or be moved up to 10 feet in any direction.
92 FLEE, MORTALS!
Essence of Tides CR 5 Skirmisher Water Wing. Melee Weapon Attack: +7 to hit, reach 5 ft.,
Medium Elemental (Water), Any Alignment 1,800 XP one target. Hit: 7 (1d6 + 4) bludgeoning damage. If the
same creature is hit twice with this attack on a turn, they
Armor Class 15 (natural armor)
are vulnerable to lightning damage until the end of the
Hit Points 84 (13d8 + 26)
essence’s turn.
Speed 15 ft., swim 50 ft.
Lightning Tail Whip. Melee Spell Attack: +6 to hit, reach
STR DEX CON INT WIS CHA 15 ft., one target. Hit: 7 (2d6) lightning damage, and the
12 (+1) 18 (+4) 14 (+2) 9 (−1) 16 (+3) 10 (+0) target is pushed up to 10 feet away from the essence.
Fire Spark CR 5 Minion Little Flames. The spark sheds bright light in a 15-foot radius
Medium Elemental (Fire), Any Alignment 225 XP and dim light for an additional 15 feet. If an enemy starts
their turn within 5 feet of three or more fire sparks, they take
Armor Class 14 (natural armor)
6 fire damage.
Hit Points 12
Speed 30 ft., climb 30 ft. Minion. If the spark takes damage from an attack or as the
result of a failed saving throw, their hit points are reduced to
STR DEX CON INT WIS CHA 0. If the spark takes damage from another effect, they die if the
9 (−1) 12 (+1) 11 (+0) 12 (+1) 10 (+0) 16 (+3) damage equals or exceeds their hit point maximum; otherwise
they take no damage.
Skills Performance +6
Damage Immunities fire ACTIONS
Senses darkvision 60 ft., passive Perception 10 Ember Claw (Group Attack). Melee Spell Attack: +6 to hit,
Languages Common, Ignan reach 5 ft., one target. Hit: 4 fire damage.
Proficiency Bonus +3
CHAPTER 1: CREATURES 93
Force of Blood CR 19 Brute
Large Elemental (Earth, Fire, Water), 22,000 XP
Any Alignment
Armor Class 21 (natural armor)
Hit Points 230 (20d10 + 120)
Speed 50 ft.
94 FLEE, MORTALS!
Force of Earth CR 5 Soldier
Large Elemental (Earth), Any Alignment 1,800 XP
Armor Class 18 (natural armor)
Hit Points 95 (10d10 + 40)
Speed 30 ft., burrow 20 ft.
CHAPTER 1: CREATURES 95
Force of Iron CR 10 Brute Iron Spike. Ranged Weapon Attack: +9 to hit, range 30/60 ft.,
Large Elemental (Earth, Fire), Any Alignment 5,900 XP one target. Hit: 14 (2d8 + 5) piercing damage.
Armor Class 19 (natural armor; 22 in Shield Form) Form Stance. The force of iron shapes their body to gain
Hit Points 150 (12d10 + 84) one of the following benefits until the start of their next turn:
Speed 60 ft. Polearm Form. The force of iron’s melee attacks have a reach
of 20 feet instead of 5 feet.
STR DEX CON INT WIS CHA Reckless Form. The force of iron has advantage on all melee
21 (+5) 10 (+0) 25 (+7) 11 (+0) 13 (+1) 12 (+1) attack rolls, but attack rolls against the force of iron have
advantage.
Saving Throws Str +9
Shield Form. The force of iron gains a +3 bonus to AC.
Skills Athletics +9, Perception +5
Fire Form (1/Day). The force of iron’s attacks deal an extra
Damage Resistances fire
13 (2d12) fire damage on a hit.
Damage Immunities poison
Condition Immunities exhaustion, frightened, petrified, BONUS ACTIONS
poisoned
Convocation of Iron (1/Day). The force of iron imbues the
Senses darkvision 60 ft., tremorsense 30 ft., passive
power of iron in themself or another Elemental they can see
Perception 15
within 30 feet of them, granting one of the following effects
Languages Common, Ignan, Terran
of that Elemental’s choice:
Proficiency Bonus +4
Earth Reinforcements. Five earth sparks appear in
ACTIONS unoccupied spaces within 20 feet of the Elemental.
The sparks understand the Elemental, follow their verbal
Multiattack. The force of iron uses Form Stance then makes
commands, and act immediately after the Elemental in
three Ferrous Blade attacks or three Iron Spike attacks.
the initiative order.
Ferrous Greatblade. Melee Weapon Attack: +9 to hit, reach Iron Skin. Metal covers the Elemental, granting them
5 ft. (20 ft. in Polearm Form), one target. Hit: 19 (4d6 + 5) resistance to bludgeoning, piercing, and slashing
slashing damage. damage for 1 minute or until their concentration is
broken (as if concentrating on a spell).
96 FLEE, MORTALS!
Oracle of Storms CR 16 Artillery 22 (4d10) thunder damage, and the oracle moves the target
Huge Elemental (Air, Water), Any Alignment 15,000 XP up to 10 feet in any direction.
Armor Class 17 (natural armor) Tempest Bolt. A bolt of lightning streaks from the oracle
Hit Points 189 (18d12 + 72) to strike one creature they can see within 90 feet of them,
Speed 40 ft., fly 40 ft. (hover) or within 300 feet of them if the target is outdoors and the
weather is stormy. The target must make a DC 18 Dexterity
STR DEX CON INT WIS CHA saving throw, taking 31 (7d8) lightning damage on a failed
17 (+3) 21 (+5) 18 (+4) 12 (+1) 18 (+4) 17 (+3) save, or half as much damage on a successful one. If the target
is outdoors and the weather is stormy, they have disadvantage
Saving Throws Dex +10, Cha +8 on the saving throw.
Skills History +11, Nature +11, Perception +9, Performance +8
Damage Immunities lightning, poison, thunder BONUS ACTIONS
Condition Immunities dazed, grappled, paralyzed, petrified, Convocation of Storms (2/Day). The oracle imbues the
poisoned, prone, restrained power of storm in themself or another Elemental they can
Senses blindsight 60 ft., passive Perception 19 see within 30 feet of them, granting one of the following
Languages Aquan, Auran, Common effects of that Elemental’s choice:
Proficiency Bonus +5 Lightning Within. The Elemental becomes charged with
lightning. The next time the Elemental hits a target with
Turbulent Escalation. When the oracle starts their turn
an attack within the next minute, the attack deals an extra
outdoors while not incapacitated, they can stoke a thunder-
33 (6d10) lightning damage.
storm (no action required). For 1 minute or until the oracle
Thunder Burst. A concussive shock wave erupts from the
uses Turbulent Escalation again, the weather in a 1-mile radius
Elemental toward four creatures they can see within 60 feet
centered on the oracle changes as follows:
of them. Each target must succeed on a DC 17 Constitution
• If the sky is cloudless, it becomes cloudy. saving throw or take 22 (4d10) thunder damage, be
• If the sky is cloudy, it begins to rain or snow (oracle’s choice). pushed up to 10 feet away from the Elemental, and be
• If it’s raining or snowing, the weather becomes stormy. deafened until the end of the target’s next turn.
ACTIONS UTILITY SPELLS
Multiattack. The oracle uses Tempest Bolt twice. They can In addition to any other spells in this stat block, the oracle can
replace one use with a Cyclone Staff attack. cast the following spells, using Wisdom as the spellcasting
Cyclone Staff. Melee Weapon Attack: +10 to hit, reach 10 ft., ability (spell save DC 17):
one target. Hit: 23 (4d8 + 5) bludgeoning damage plus 3/day each: commune +, commune with nature +, legend lore +,
scrying +
CHAPTER 1: CREATURES 97
Principle of Growth CR 15 Controller BONUS ACTIONS
Huge Elemental (Earth, Water), Any Alignment 13,000 XP Convocation of Verdure (2/Day). The principle imbues the
Armor Class 17 (natural armor) power of verdancy in themself or another Elemental they
Hit Points 243 (18d12 + 126) can see within 30 feet of them, granting one of the following
Speed 50 ft., climb 50 ft. effects of that Elemental’s choice:
Roots of the Mind. For 1 minute, the Elemental can link
STR DEX CON INT WIS CHA with each Large or larger plant object they can see within
21 (+5) 11 (+0) 25 (+7) 11 (+0) 16 (+3) 14 (+2) 90 feet of them (no action required). For the duration, the
Elemental can perceive, make attacks, and use actions as
Saving Throws Str +10, Wis +8
if they were in the space of a linked plant.
Skills Animal Handling +8, Nature +10, Survival +8
Thorn Eruption. Thorny vines burst from the Elemental. Each
Condition Immunities charmed, frightened
enemy the Elemental can see within 30 feet of them must
Senses darkvision 60 ft., tremorsense 60 ft., passive
make a DC 16 Dexterity saving throw. On a failed save, a
Perception 13
target takes 27 (6d8) piercing damage and is restrained
Languages Common, Primordial
until the end of their next turn. On a successful save,
Proficiency Bonus +5
they take half as much damage and
Regeneration. The principle regains 20 hit points at the aren’t restrained.
start of their turn if they aren’t incapacitated. If they take
fire damage, they only regain 10 hit points at the
start of their next turn.
ACTIONS
Multiattack. The principle makes two Hampering
Roots attacks or two Vernal Lash attacks.
Hampering Roots. Melee Weapon Attack: +10 to hit,
reach 10 ft., one target. Hit: 23 (4d8 + 5) bludgeoning
damage, and the target is grappled (escape DC 15).
While grappled in this way, the target is restrained.
Vernal Lash. Melee Weapon Attack: +10 to hit,
reach 60 ft., one target. Hit: 27 (4d10 + 5)
slashing damage, and the principle moves
the target up to 15 feet horizontally.
Burst from the Earth (1/Day). The
principle causes three Large trees with
whipping branches to sprout from the
ground in unoccupied spaces the principle
can see within 60 feet of them. Each tree
has AC 15, 40 hit points, and immunity
to psychic damage.
An enemy who starts their turn within
15 feet of one of these trees must make a
DC 18 Dexterity saving throw, taking 14
(4d6) slashing damage on a failed save, or
half as much damage on a successful one.
98 FLEE, MORTALS!
Sunlight Nexus CR 12 Support Solar Arc. Melee or Ranged Spell Attack: +9 to hit, reach 5 ft.
Large Elemental (Air, Fire), Any Alignment 8,400 XP or range 30 ft., one target. Hit: 18 (2d12 + 5) radiant damage.
Armor Class 18 (natural armor) Heavenly Collapse (2/Day). The nexus shines harsh light on
Hit Points 152 (16d10 + 64) an enemy they can see within 60 feet of them. Each ally of the
Speed 40 ft., fly 90 ft. nexus within 5 feet of the target regains 20 hit points, and the
target must succeed on a DC 17 Constitution saving throw
STR DEX CON INT WIS CHA or lose any damage resistances they have and be blinded for
20 (+5) 15 (+2) 19 (+4) 14 (+2) 16 (+3) 20 (+5) 1 minute (save ends at end of turn).
Rejuvenating Flare (1/Day). One ally the nexus can see
Saving Throws Wis +7, Cha +9
within 30 feet of them is bathed in rejuvenating light. The ally
Skills Insight +7, Intimidation +9, Perception +7, Religion +6
regains 27 (5d10) hit points, and if they are charmed, dazed,
Damage Resistances fire, radiant
frightened, or poisoned, those conditions end for them.
Damage Immunities poison
Condition Immunities charmed, exhaustion, frightened, BONUS ACTIONS
poisoned Convocation of Sunlight (2/Day). The nexus imbues the
Senses darkvision 60 ft., passive Perception 17 power of sunlight in themself or another Elemental they can
Languages Common, Primordial see within 30 feet of them, granting one of the following
Proficiency Bonus +4 effects of that Elemental’s choice:
Corona. The nexus sheds bright sunlight in a 120-foot radius Healing Radiance. The Elemental regains 30 hit points. Until
and dim light for another 120 feet. the end of the nexus’s next turn, the Elemental refracts
shimmering light, and creatures within 10 feet of them
ACTIONS who aren’t Elementals are blinded.
Multiattack. The nexus makes three Solar Arc attacks. They Protective Light. Four brilliant motes orbit the Elemental
can replace one attack with a use of Heavenly Collapse or for 1 minute. When the Elemental deals damage to a
Rejuvenating Flare, if available. creature with an attack, the Elemental can extinguish
one mote (no action required) to deal an extra 14 (4d6)
radiant damage to that creature.
Water Spark CR 20 Minion if the damage equals or exceeds their hit point maximum;
Medium Elemental (Water), Any Alignment 2,500 XP otherwise they take no damage.
Armor Class 19 (natural armor) Whirlpool Suction. If an enemy starts their turn within 5 feet
Hit Points 27 of three or more water sparks, the enemy must succeed on a
Speed 30 ft., swim 50 ft., fly 30 ft. Strength saving throw or have their speed reduced to 0. The
DC for this saving throw equals 14 plus the number of water
STR DEX CON INT WIS CHA sparks within 5 feet of the enemy.
20 (+5) 18 (+4) 16 (+3) 9 (−1) 16 (+3) 11 (+0) ACTIONS
Senses darkvision 60 ft., passive Perception 13 Whelming Wave (Group Attack). Melee or Ranged Spell
Languages Aquan, Common Attack: +11 to hit, reach 5 ft. or range 30 ft., one target. Hit:
Proficiency Bonus +6 10 bludgeoning damage, and if the attack was made by more
than one spark, the target must succeed on a Dexterity saving
Minion. If the spark takes damage from an attack or as the throw or be knocked prone and be unable to stand up until
result of a failed saving throw, their hit points are reduced the end of the sparks’ next turn. The DC for this saving throw
to 0. If the spark takes damage from another effect, they die equals 14 plus the number of sparks who joined the attack.
CHAPTER 1: CREATURES 99
Atæshia CR 23 Leader save, the target is reduced to 1 hit point. On a successful save,
Medium Elemental (Air, Earth, Fire), Neutral 50,000 XP the target takes 44 (8d10) necrotic damage. This damage can’t
reduce the target’s hit points below 1.
Armor Class 20 (natural armor)
Hit Points 332 (35d8 + 175) From Death, Life (1/Day). Atæshia uses her Kindled Sacrifice
Speed 50 ft., fly 30 ft. (hover) villain action, even if it is unavailable, to sacrifice herself.
BONUS ACTIONS
STR DEX CON INT WIS CHA
Flickering Flame. Atæshia forms into a cloud of ash, teleports
19 (+4) 21 (+5) 21 (+5) 22 (+6) 23 (+6) 23 (+6)
to an unoccupied space she can see within 60 feet of her, and
Saving Throws Con +12, Wis +13 reforms into her true form. Each creature within 5 feet of the
Skills Arcana +13, Deception +13, History +13, Nature +13, space she left must succeed on a DC 21 Dexterity saving throw
Perception +13, Persuasion +13, Religion +13 or take 5 (1d10) fire damage.
Damage Resistances cold, necrotic, poison, psychic, radiant REACTIONS
Damage Immunities fire
Condition Immunities charmed, frightened, poisoned Convocation of Ash. When another Elemental Atæshia can
Senses blindsight 120 ft., passive Perception 23 see within 60 feet of her is hit with an attack, the damage from
Languages all the attack is halved and the target can move up to half their
Proficiency Bonus +7 speed without provoking opportunity attacks.
VILLAIN ACTIONS
Offer to Remembrance (3/Day). When Atæshia fails a saving
Atæshia has three villain actions. She can take each action once
throw, a willing creature within 60 feet of her who can see her
during an encounter after an enemy’s turn. She can take these
can give their life to protect her. This creature dies instantly,
actions in any order but can use only one per round.
and Atæshia succeeds on the saving throw.
Action 1: Wave of Sorrow. Atæshia unleashes a pulse of
Reborn From War. When Atæshia is reduced to 0 hit points,
overwhelming sadness. Each enemy Atæshia can see within
she disintegrates into ash on a solemn wind. For the next
120 feet of her must make a DC 21 Wisdom saving throw.
100 years, if a Celestial, a Elemental, or a Humanoid whose
On a failed save, a creature is dazed for 1 minute (save
challenge rating or level is 5 or higher dies within 60 feet of
ends at end of turn). On a successful save, a creature can’t
where Atæshia died, Atæshia returns to life where she died
take reactions until the end of their next turn.
with 25 hit points.
Action 2: Kindled Sacrifice. Atæshia chooses a willing
ACTIONS creature within 60 feet of her to die so their allies may live.
Multiattack. Atæshia makes three Pale Flame attacks. She can The target dies, and up to two other dead creatures within
replace one attack with a use of Moment of Loss, if available. 60 feet of the target return to life. These revived creatures
regain the same number of hit points the sacrificed crea-
Pale Flame. Melee or Ranged Spell Attack: +13 to hit, reach
ture had, up to the revived creature’s hit point maximum.
5 ft. or range 120 ft., one target. Hit: 20 (4d6 + 6) radiant dam-
Action 3: Life’s Finale. Atæshia releases a torrent of
age plus 14 (4d6) fire damage. If this attack reduces a creature
primordial anguish to unmake the marrow of creation
to 0 hit points, they die and all their remains burn to nothing.
around her. Each enemy within 60 feet of her must make
Moment of Loss (Recharge 6). Atæshia transforms one crea- a DC 21 Charisma saving throw. On a failed save, they take
ture she can see within 60 feet of her into the form of a living 55 (10d10) necrotic damage and can’t regain hit points
ash cloud. While transformed to ash, the target is immune to until the end of Atæshia’s next turn. On a successful save,
all damage, can’t provide cover to other creatures, and can’t they take half as much damage, but suffer no other effect.
take reactions. At the start of the target’s next turn, they reform Succeed or fail, if this damage reduces a creature to 0 hit
and must make a DC 21 Constitution saving throw. On a failed points, they immediately fail one death saving throw.
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 16 (+3) 12 (+1) 10 (+0) 12 (+1) 16 (+3) 10 (+0) 12 (+1) 10 (+0) 12 (+1) 10 (+0)
Fire Giants
Hailing from sweltering deserts and deep caverns of
roiling magma alike, fire giants embody the passion and
ruthlessness of their namesake. Though their reputation is
one of violent growth and expansion, their lesser-known
side is a deeply spiritual one, guided by introspection and
understanding.
Martial Artists. Fire giants rarely wear armor, as their
bodies heat up to extreme temperatures while they fight,
causing straps to melt and metal to deform. They instead
hone their own bodies into the perfect weapons of war.
Zenith Aastrika
Once a lieutenant of the Sunlight Legion, Aastrika fought
and clawed through the ranks, proving herself in battle
after battle. However, she suspected many above her felt
threatened by her meteoric rise, and her suspicions were
confirmed when her unit was dispatched deep into the des-
ert. There, Aastrika discovered signs of blue dragon terri-
tory and realized her superiors had ordered her into a trap.
On sharing her discovery with her unit, they decided
together to desert the legion. Rather than face the dragon,
Aastrika and her troops pursued spiritual enlightenment.
They roamed the highest sunlit mountain peaks and
deepest volcanic caverns in search of understanding. In one
of these magma tunnels, Aastrika crawled deep into a vol-
canic crater and remained for hours. When she returned,
she spoke of her body discorporating into fire and of newly
unearthed wisdom, and in this moment, her unit became
her first spiritual followers.
Returning to the Sunlight Legion, Aastrika used her
newfound prowess and understanding to depose the
leadership that sent her to her death. She then claimed her
rightful place as warlord and spiritual leader in equal parts,
preaching the importance of balance in both.
Zenith
Aastrika
Zenith Aastrika CR 12 Leader that area must make a DC 18 Dexterity saving throw, taking
Huge Giant, Lawful Neutral 8,400 XP 38 (11d6) fire damage on a failed save, or half as much
damage on a successful one.
Armor Class 18 (natural armor)
Hit Points 225 (18d12 + 108) BONUS ACTIONS
Speed 50 ft. Sweltering Heat. Aastrika’s inner flame pulses harshly. Each
creature within 20 feet of her who doesn’t have resistance
STR DEX CON INT WIS CHA or immunity to fire damage must succeed on a DC 18
25 (+7) 16 (+3) 23 (+6) 10 (+0) 23 (+6) 14 (+2) Constitution saving throw or gain a level of exhaustion.
Saving Throws Str +11, Dex +7, Con +10, Wis +10 REACTIONS
Skills Athletics +11, Perception +10, Persuasion +6 Power of Flame. When another fire giant Aastrika can see
Damage Immunities fire within 60 feet of her misses with a weapon attack, Aastrika
Condition Immunities charmed, frightened causes flame to trail from the attacker. The attacker rolls dam-
Senses passive Perception 20 age for the attack as if they had hit, and the target takes half
Languages Giant, Primordial that amount as fire damage instead of taking the full amount of
Proficiency Bonus +4 normal damage.
Battle Tranquility (3/Day). When Aastrika fails a saving VILLAIN ACTIONS
throw, she can choose to succeed instead. When she does so, Aastrika has three villain actions. She can take each action once
she can’t use Sweltering Heat until the end of her next turn. during an encounter after an enemy’s turn. She can take these
Molten Flesh. The first time a creature other than a fire giant actions in any order but can use only one per round.
touches Aastrika or hits her with a melee attack on a turn, that Action 1: Forward! Aastrika and up to three creatures she
creature takes 7 (2d6) fire damage. can see can move up to their speed without provoking
ACTIONS opportunity attacks and make one melee attack each.
Action 2: The Manifold Self. Aastrika disappears in a flash
Multiattack. Aastrika takes the Disengage action and makes
of light and teleports, reappearing in an unoccupied space
up to three attacks using Unarmed Strike, Hurl Flame, or both.
she can see within 30 feet of her. At the same time, five
Unarmed Strike. Melee Weapon Attack: +11 to hit, reach fire giant troopers appear in unoccupied spaces within
10 ft., one target. Hit: 21 (4d6 + 7) bludgeoning damage plus 30 feet of the space she teleported from. The troopers
7 (2d6) fire damage. If the target is a creature, they are out- act immediately after this villain action is taken and on the
lined in red light until the start of Aastrika’s next turn, and for same initiative count in subsequent rounds.
the duration, attack rolls against them have advantage. Action 3: This. Ends. Now. Aastrika and each willing fire
Hurl Flame. Ranged Spell Attack: +10 to hit, range 180 ft., giant within 60 feet of her unleashes a burst of heat. Each
one target. Hit: 20 (4d6 + 6) fire damage. creature within 10 feet of Aastrika or one of these fire
Lava Pillar (Recharge 5–6). Aastrika causes a 20-foot-radius, giants must make a DC 18 Dexterity saving throw, taking
60-foot-high cylinder of lava to erupt from the ground at 55 (10d10) fire damage on a failed save, or half as much
a point she can see within 120 feet of her. Each creature in damage on a successful one.
Hill Giant Clobberer CR 5 Brute damage, and that target’s speed is reduced to 0 until the
Huge Giant, Any Alignment 1,800 XP end of their next turn.
Armor Class 12 (natural armor) Siege Monster. The clobberer’s attacks deal double damage
Hit Points 126 (12d12 + 48) to objects and structures.
Speed 30 ft., climb 20 ft. ACTIONS
Multiattack. The clobberer makes two attacks using Great-
STR DEX CON INT WIS CHA
club, Rock, or both.
21 (+5) 8 (−1) 18 (+4) 8 (−1) 9 (−1) 7 (−2)
Greatclub. Melee Weapon Attack: +8 to hit, reach 10 ft.,
Skills Athletics +8, Perception +2 one target. Hit: 18 (3d8 + 5) bludgeoning damage, and the
Senses passive Perception 12 target must succeed on a DC 16 Strength saving throw or be
Languages Giant knocked prone.
Proficiency Bonus +3
Rock. Ranged Weapon Attack: +8 to hit, range 60/240 ft.,
Distracted. When the clobberer targets a creature with an one target. Hit: 16 (2d10 + 5) bludgeoning damage.
attack, another creature within range of that attack can use BONUS ACTIONS
their reaction to distract the clobberer. If the clobberer can Hill Quake. The clobberer falls prone, and each creature
see or hear the distracting creature, the clobberer targets on the ground within 20 feet of the clobberer must succeed
them with the attack instead. on a DC 16 Dexterity saving throw or fall prone. Structures
Pummel. When the clobberer hits a prone creature with in that area take 33 (6d10) bludgeoning damage.
a melee weapon attack, the attack deals an extra 10 (3d6)
Put some earth in your mouth. Dirt. Just a little, don’t eat it.
But if they see you know the ritual, they’ll let you pass.
Lady Demelza, Courser
Hill Giant Flunky CR 5 Minion who can see or hear the distracting creature joins a group
Huge Giant, Any Alignment 225 XP attack targeting that creature instead. If one or more flunkies
can’t see or hear the distracting creature, those flunkies join
Armor Class 12 (natural armor)
a separate group attack on the original target instead.
Hit Points 12
Speed 30 ft., climb 20 ft. Minion. If the flunky takes damage from an attack or as the
result of a failed saving throw, their hit points are reduced to 0.
STR DEX CON INT WIS CHA If the flunky takes damage from another effect, they die if the
21 (+5) 8 (−1) 18 (+4) 8 (−1) 9 (−1) 7 (−2) damage equals or exceeds their hit point maximum; otherwise
they take no damage.
Skills Athletics +8, Perception +2
The Hills Are Alive. A Large or smaller creature who ends
Senses passive Perception 12
their turn within 10 feet of two or more flunkies must succeed
Languages Giant
on a DC 16 Strength saving throw or fall prone.
Proficiency Bonus +3
ACTIONS
Distracted. When the flunky targets a creature with an attack,
Rock (Group Attack). Melee or Ranged Weapon Attack: +8 to
another creature within range of the attack can use their reac-
hit, reach 10 ft. or range 60/240 ft., one target. Hit: 4 bludgeon-
tion to distract each flunky joining in the attack. Each flunky
ing damage, or 5 bludgeoning damage if the target is prone.
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
24 (+7) 15 (+2) 22 (+6) 13 (+1) 15 (+2) 12 (+1) 23 (+6) 15 (+2) 21 (+5) 12 (+1) 15 (+2) 12 (+1)
Saving Throws Con +9, Wis +5 Saving Throws Con +8, Wis +5
Skills Athletics +10, Perception +5 Skills Athletics +9, Perception +5
Damage Resistances bludgeoning, piercing, and slashing Damage Resistances bludgeoning, piercing, and slashing
from mundane attacks that aren’t adamantine from mundane attacks that aren’t adamantine
Senses darkvision 60 ft., passive Perception 15 Senses darkvision 60 ft., passive Perception 15
Languages Giant Languages Giant
Proficiency Bonus +3 Proficiency Bonus +3
False Appearance. While motionless, the giant is indistin- False Appearance. While motionless, the giant is indistin-
guishable from a statue. guishable from a statue.
Stone Flesh. When a creature attacks the giant with a melee Stone Flesh. When a creature attacks the giant with a melee
weapon that isn’t adamantine and rolls a 1 on the d20 for weapon that isn’t adamantine and rolls a 1 on the d20 for
that attack, that weapon is destroyed if it is mundane. If that that attack, that weapon is destroyed if it is mundane. If that
weapon is supernatural, it loses all supernatural properties weapon is supernatural, it loses all supernatural properties
for 1 hour. for 1 hour.
ACTIONS ACTIONS
Multiattack. The giant makes two Rune-Signed Blade attacks. Multiattack. The giant makes two Greatclub attacks.
They can replace one attack with a Forked Knives attack. Greatclub. Melee Weapon Attack: +9 to hit, reach 10 ft.,
Rune-Signed Blade. Melee Weapon Attack: +10 to hit, reach one target. Hit: 19 (3d8 + 6) bludgeoning damage. If the
10 ft., one target. Hit: 25 (4d8 + 7) slashing damage. If the same creature is hit twice with this attack on a turn, they have
target is a creature, each time they are hit by this attack, their disadvantage on attack rolls until the end of their next turn.
movement speed is reduced by a cumulative 10 feet (to a Rock. Ranged Weapon Attack: +9 to hit, range 60/240 ft.,
minimum speed of 5 feet) until they regain at least 1 hit point. one target. Hit: 28 (4d10 + 6) bludgeoning damage, and the
Forked Knives. Melee or Ranged Weapon Attack: +10 to target must succeed on a DC 17 Strength saving throw or be
hit, reach 10 ft. or range 60/240 ft., one target. Hit: 17 (3d6 knocked prone.
+ 7) piercing damage, and if the target is a Medium or
smaller creature on the ground, they are knocked prone and
restrained as they are pinned by the knife. The target or a
creature who can reach the knife can use an action to make Many Stones, One Band
a DC 18 Strength (Athletics) check to try to dislodge the Stone giants made of different rocks ally with each other
knife, freeing the pinned target and ending the restrained in times of war. These giants understand that their skills in
condition on a success. battle complement one another. Marble giants wade into
battle alongside basalt and granite giants. In times of peace,
REACTIONS
different stone giant groups share new secrets of rune
Resonate Rune. When the giant is hit by a melee attack, magic and trade with one another.
each creature within 10 feet of them must succeed on a This may leave you wanting more stone giants than
DC 17 Strength saving throw or be pushed up to 10 feet the three in this book. You can create new stone giant stat
away from the giant. blocks by taking a non-stone giant stat block from this
section, giving it the stone giant’s False Appearance and
Stone Flesh traits, and giving it resistance to bludgeoning,
piercing, and slashing damage from mundane attacks that
aren’t adamantine. Then pick a type of stone you think
fits the new stat block, and you’re done! For instance, you
could modify the fire giant red fist to create an obsidian
giant, or you could use the frost giant wind sprinter to
make a zircon giant.
Gnoll Abyssal Archer CR 1/2 Artillery Bloodscent. The abyssal archer knows the location of each crea-
Medium Fiend (Gnoll), Typically Chaotic Evil 100 XP ture who doesn’t have all their hit points within 60 feet of them.
Armor Class 14 (hide armor) ACTIONS
Hit Points 18 (4d8) Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target.
Speed 30 ft. Hit: 4 (1d4 + 2) piercing damage.
Longbow. Ranged Weapon Attack: +4 to hit, range
STR DEX CON INT WIS CHA
150/600 ft., one target. Hit: 6 (1d8 + 2) piercing damage, and
14 (+2) 14 (+2) 10 (+0) 10 (+0) 13 (+1) 8 (−1)
the target’s walking speed is reduced by a cumulative 5 feet
Skills Perception +3, Stealth +4, Survival +3 until they regain at least 1 hit point.
Senses darkvision 60 ft., passive Perception 13 REACTIONS
Languages Abyssal, Gnoll
Proficiency Bonus +2 Death Frenzy. When an ally the abyssal archer can see within
30 feet of them is reduced to 0 hit points, the abyssal archer
moves up to half their speed and makes a Bite attack.
ACTIONS
Multiattack. The bonesplitter makes two
attacks using Bite, Spiked Flail, or both. They
can replace one attack with a use of Bloody
Roar, if available.
Bite. Melee Weapon Attack: +6 to hit, reach
5 ft., one creature. Hit: 7 (1d6 + 4) piercing
damage, or 11 (2d6 + 4) piercing damage if
the target is restrained.
Spiked Flail. Melee Weapon Attack: +6 to
hit, reach 5 ft., one target. Hit: 13 (2d8 + 4)
piercing damage. If the target is a
Medium or smaller creature, they are
grappled (escape DC 14). Until this
grapple ends, the target is restrained
and the bonesplitter can’t make
Spiked Flail attacks.
Bloody Roar (Recharge 6). The
bonesplitter roars, spitting a spray of blood.
Each ally within 10 feet of them who can
see them can make a weapon attack
(no action required), provided that
ally isn’t incapacitated.
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
14 (+2) 12 (+1) 15 (+2) 10 (+0) 12 (+1) 16 (+3) 16 (+3) 12 (+1) 14 (+2) 7 (−2) 11 (+0) 10 (+0)
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one Minion. If the mage-gorger takes damage from an attack
creature. Hit: 4 (1d4 + 2) piercing damage plus 2 (1d4) or as the result of a failed saving throw, their hit points are
necrotic damage. reduced to 0. If the mage-gorger takes damage from another
effect, they die if the damage equals or exceeds their hit
Chill Touch (Cantrip). Ranged Spell Attack: +5 to hit, range point maximum; otherwise they take no damage.
120 ft., one creature. Hit: 9 (2d8) necrotic damage, and the
target can’t regain hit points until the start of the cackler’s ACTIONS
next turn. Wizard Ripper (Group Attack). Melee Weapon Attack:
Moment of Brutality. The cackler targets a creature they can +5 to hit, reach 5 ft., one target. Hit: 2 slashing damage plus
see within 30 feet of them, magically flooding them with fury. 2 acid, cold, fire, or lightning damage (mage-gorger’s choice),
The target must make a DC 13 Wisdom saving throw, which and until the start of the mage-gorger’s next turn, the target
they can choose to fail. A creature who can’t be charmed has disadvantage on Constitution saving throws made to
succeeds on this saving throw automatically. On a failed save, maintain concentration, including any Constitution saving
the target takes 7 (2d6) psychic damage, then makes a Bite throw triggered by this attack. Only one damage type is
attack against a creature of the cackler’s choice within 5 feet chosen for this attack regardless of how many mage-gorgers
of the target. If the target has no Bite attack, they make an joined it.
unarmed strike that deals piercing damage equal to 1d4 +
their Strength modifier on a hit.
Fiendish Cackle (Recharge 5–6). The cackler unleashes a
spine-chilling laugh. Each enemy within 30 feet of them who Gnoll Magic Items
can hear them must succeed on a DC 13 Wisdom saving Many gnolls don’t mind using a cursed magic item if it con-
throw or be frightened of the cackler for 1 minute (save veys some benefit to them as well, like a berserker axe or
ends at end of turn). demon armor. They also like to use magic items that allow
them to destroy swaths of enemies and objects, like a bead
REACTIONS
of force or a spell scroll of shatter.
Death Frenzy. When an ally the cackler can see within Gnolls value any items that improve their offensive
30 feet of them is reduced to 0 hit points, the cackler moves capabilities, using any magic weapon or vial of oil of sharp-
up to half their speed and makes a Bite attack. ness they can get their hands on. If the item deals damage
Fell Teleport. When a creature who the cackler can see or makes someone more likely to hit with an attack, then a
within 30 feet of them dies, the cackler magically teleports gnoll wants to use it no matter the object’s origin.
into the space the creature occupied.
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
14 (+2) 12 (+1) 12 (+1) 10 (+0) 10 (+0) 7 (−2) 14 (+2) 13 (+1) 12 (+1) 5 (−3) 12 (+1) 7 (−2)
Senses darkvision 60 ft., passive Perception 10 Senses darkvision 60 ft., passive Perception 11
Languages Abyssal, Gnoll Languages understands Abyssal but can’t speak
Proficiency Bonus +2 Proficiency Bonus +2
Death Feast. When an ally within 5 feet of the wildling is Death Snap. When the hyena is reduced to 0 hit points,
reduced to 0 hit points, the wildling can deal 1 piercing dam- they can deal 1 piercing damage to a creature within 5 feet of
age to a creature within 5 feet of them (no action required), them (no action required), provided they weren’t incapaci-
provided the wildling isn’t incapacitated. tated before dropping to 0 hit points.
Minion. If the wildling takes damage from an attack or as the Minion. If the hyena takes damage from an attack or as the
result of a failed saving throw, their hit points are reduced to result of a failed saving throw, their hit points are reduced
0. If the wildling takes damage from another effect, they die to 0. If the hyena takes damage from another effect, they die
if the damage equals or exceeds their hit point maximum; if the damage equals or exceeds their hit point maximum;
otherwise they take no damage. otherwise they take no damage.
ACTIONS ACTIONS
Flail (Group Attack). Melee Weapon Attack: +4 to hit, reach Bite (Group Attack). Melee Weapon Attack: +4 to hit,
5 ft., one target. Hit: 1 piercing damage, and the target is reach 5 ft., one target. Hit: 1 piercing damage. If the target
grappled by each wildling who joined the attack (escape is a creature and two or more hyenas joined the attack,
DC 10 plus the number of wildlings who have it grappled). the target must succeed on a Strength saving throw or be
Until this grapple ends, the target is restrained, and the knocked prone. The DC for this saving throw equals 10 plus
wildling can’t make a Flail attack against another creature. the number of hyenas who joined the attack.
A wildling can choose to release the grappled creature while
other wildlings still have them grappled, reducing the escape
DC accordingly.
Abyssal
Hyena
Tusker Demon CR 7 Skirmisher saving throw. On a failed save, the demon consumes the crea-
Huge Fiend (Demon, Category 2), 2,900 XP ture’s soul and adds 1 to the demon’s soul count. A creature
Typically Chaotic Evil whose soul is consumed in this way immediately dies, and they
can’t be restored to life by any means short of a wish spell.
Armor Class 13 (natural armor)
Hit Points 138 (12d12 + 60) Trample. The demon can move through the spaces of Large
Souls 2 (1d4) or smaller creatures as if they were difficult terrain. When
Speed 40 ft. the demon enters a creature’s space for the first time on the
demon’s turn, the demon can make a Stomp attack against
STR DEX CON INT WIS CHA that creature (no action required). Additionally, the demon
22 (+6) 6 (−2) 20 (+5) 5 (−3) 10 (+0) 8 (−1) can end their turn in the space of a prone creature who is
Medium or smaller, and that creature can’t stand up while in
Saving Throws Wis +3, Cha +2 the demon’s space.
Damage Resistances bludgeoning, piercing, and slashing
from mundane attacks ACTIONS
Damage Immunities poison Gore. Melee Weapon Attack: +9 to hit, reach 10 ft., one target.
Condition Immunities blinded, deafened, poisoned Hit: 19 (3d8 + 6) piercing damage. The demon can burn 1 soul
Senses blindsight 60 ft. (blind beyond this radius), soulsight to push the target up to 40 feet directly away from the demon.
30 ft., passive Perception 10 Stomp. Melee Weapon Attack: +9 to hit, reach 5 ft., one target.
Languages understands Abyssal but can’t speak Hit: 13 (2d6 + 6) bludgeoning damage, and if the target is a
Proficiency Bonus +3 Medium or smaller creature, they must succeed on a DC 17
Strength saving throw or be knocked prone.
Lethe. When the demon’s soul count is 0, they have advantage
on attack rolls, disadvantage on saving throws, and their Intel- Tongue. Melee Weapon Attack: +9 to hit, reach 15 ft., one
ligence score becomes 3 (−4). Additionally, the demon must target. Hit: 16 (3d6 + 6) slashing damage, and if the target is a
use their movement on each of their turns to move as close creature, they must succeed on a DC 17 Strength saving throw
as possible to the nearest creature they can sense with their or be pulled up to 10 feet toward the demon.
soulsight, and then if they are able, they must use their action REACTIONS
to attack and attempt to kill that creature. The demon can’t act Vengeful Charge (Costs 1 Soul). When an enemy within
with any other purpose until they add 1 to their soul count. 40 feet of the demon deals damage to the demon, the
Soul Devourer. When the demon reduces a creature who isn’t demon can move up to their speed straight toward them.
a Construct or an Undead to 0 hit points or deals damage to If the demon ends this movement within 10 feet of the enemy,
a dying creature, the creature must make a DC 11 Wisdom the demon can make a Gore attack against them.
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
16 (+3) 12 (+1) 12 (+1) 10 (+0) 10 (+0) 10 (+0) 16 (+3) 14 (+2) 12 (+1) 5 (−3) 12 (+1) 8 (−1)
Saving Throws +PB to all Saving Throws Str +3 plus PB, Dex +2 plus PB
Skills Athletics +3 plus PB, Intimidation +0 plus PB Skills Perception +1 plus PB
Senses darkvision 60 ft., passive Perception 10 Senses darkvision 60 ft., passive Perception 11 plus PB
Languages Abyssal, Common, Gnoll Proficiency Bonus (PB) equals the caregiver’s bonus
Proficiency Bonus (PB) equals the mentor’s bonus
ACTIONS
Signature Attack (Bite). Melee Weapon Attack: +3 plus Signature Attack (Bite). Melee Weapon Attack: +3
PB to hit, reach 5 ft., one target. Hit: 1d8 plus PB piercing plus PB to hit, reach 5 ft., one target. Hit: 1d6 plus PB
damage. Beginning at 7th level, the gnasher can make this piercing damage.
attack twice, instead of once, when they take the Attack
action on their turn. 1st Level: Unbalancing Attack (2 Ferocity). The hyena
makes a signature attack. On a hit, the target also has disad-
FEATURES vantage on the next Strength or Dexterity saving throw they
3rd Level: Frenzied Bite (3/Day). When a creature the make before the start of their next turn.
gnasher can see within 30 feet of them is reduced to 0 hit 3rd Level: Gobbling Bite (5 Ferocity). The hyena makes a
points, the gnasher can use a reaction to move up to half their signature attack with advantage. On a hit, the attack deals an
speed and then make a signature attack. On a hit, the attack extra PB necrotic damage, and the hyena regains hit points
deals an extra PB piercing damage. equal to the necrotic damage dealt.
5th Level: Flurry of Fangs (3/Day). As an action, the gnasher 5th Level: Cackle (8 Ferocity). Each enemy within 30 feet
makes a signature attack against up to PB creatures within of the hyena who can hear them must succeed on a DC 10
5 feet of them. plus PB Wisdom saving throw or take PBd4 psychic damage
7th Level: Horrific Feast (1/Day). When the gnasher and be frightened of the hyena until the start of the hyena’s
reduces a creature to 0 hit points with their signature attack, next turn.
they can consume part of the creature as part of the attack, REACTIONS
gaining PBd10 temporary hit points. Each enemy within
30 feet of the gnasher who can see them must succeed on Blood Frenzy (Recharges after a Short or Long Rest).
a DC 10 plus PB Wisdom saving throw or be frightened of When the hyena’s caregiver is hit with an attack and the hyena
the gnasher until the end of the gnasher’s next turn. is within 5 feet of the attacker, the hyena can make a signature
attack against the attacker.
War Spider
Goblins ride enormous arachnids as mounts in battle.
The war spider’s bladed legs skitter over enemy forces,
while archers fire from atop a platform on the beast’s back.
During raids, the spider flicks their abdomen to launch
warriors off their back into the fray.
Queen Bargnot
Queen Bargnot, Scourge of the High Road, leads the
Jagged Edge Goblins in pillaging caravans. Before her rise,
the goblins struggled, attacking only the weakest travelers in
unorganized strikes. When she killed her boss and became
the band’s self-proclaimed queen, everything changed.
The Jagged Edges dug a sprawling network of tunnels
in the soft earth beneath the High Road. Secret entrances
allow the goblins to make coordinated strikes and disappear
before their victims can organize against them. When not
planning a raid, Queen Bargnot’s warriors train, rewarding
the best and punishing the lazy.
Queen Bargnot surrounds herself with warriors. She
initially wades into battle with them, then moves back
when half her hit points remain to command from safety.
Goblin
Assassin
125
Goblin Assassin CR 1/2 Ambusher Goblin Cursespitter CR 1 Controller
Small Humanoid (Goblin), Any Alignment 100 XP Small Humanoid (Goblin), Any Alignment 200 XP
Armor Class 15 (studded leather) Armor Class 15 (leather armor, shield)
Hit Points 16 (3d6 + 6) Hit Points 27 (5d6 + 10)
Speed 30 ft., climb 20 ft. Speed 30 ft., climb 20 ft.
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
8 (−1) 16 (+3) 14 (+2) 10 (+0) 10 (+0) 8 (−1) 8 (−1) 14 (+2) 14 (+2) 10 (+0) 10 (+0) 15 (+2)
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
8 (−1) 13 (+1) 10 (+0) 10 (+0) 8 (−1) 8 (−1) 8 (−1) 16 (+3) 12 (+1) 10 (+0) 12 (+1) 8 (−1)
Goblin
Cursespitter
Goblin
Sniper
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
16 (+3) 14 (+2) 14 (+2) 10 (+0) 10 (+0) 8 (−1) 10 (+0) 16 (+3) 13 (+1) 12 (+1) 12 (+1) 10 (+0)
Crafty. The spinecleaver doesn’t provoke opportunity Crafty. The underboss doesn’t provoke opportunity attacks
attacks when they move out of an enemy’s reach. when they move out of an enemy’s reach.
Strong Grip. Wielding a heavy weapon doesn’t impose ACTIONS
disadvantage on the spinecleaver’s attack rolls. Multiattack. The underboss makes two Shortsword attacks
ACTIONS or two Shortbow attacks. They can replace one attack with a
Greataxe. Melee Weapon Attack: +5 to hit, reach 5 ft., use of Command.
one target. Hit: 9 (1d12 + 3) slashing damage. Shortsword. Melee Weapon Attack: +5 to hit, reach 5 ft.,
Handaxe. Melee or Ranged Weapon Attack: +5 to hit, range one target. Hit: 6 (1d6 + 3) piercing damage.
20/60 ft., one target. Hit: 6 (1d6 + 3) slashing damage. Shortbow. Ranged Weapon Attack: +5 to hit, range
80/320 ft., one target. Hit: 6 (1d6 + 3) piercing damage.
REACTIONS
Tricksy Warrior. When a creature within 5 feet of the spine- Command. The underboss chooses one ally they can see
within 30 feet of them. If the target can hear the underboss,
cleaver misses them with an attack, the spinecleaver can make
a melee attack against the creature with disadvantage. the target can use their reaction to move up to their speed or
make one weapon attack.
BONUS ACTIONS
Get Reckless (Recharge 6). Each willing ally within 30 feet of
the underboss who can hear them becomes reckless until the
start of the underboss’s next turn. While reckless, a creature
has advantage on attack rolls, and attack rolls against the
creature have advantage.
Goblin REACTIONS
Spinecleaver
Cowardly Commander. When a creature the underboss can
see hits them with an attack, the underboss chooses a willing
ally within 5 feet of them. The attack hits the ally instead.
Goblin Tactics
Goblins benefit from fighting in environments with features
to climb on and hide behind, like trees and pillars. The
Crafty trait means melee-focused goblins can run into
combat, attack, then regroup with their allies. It also allows
goblin minions to run past enemy warriors and surround
their spellcasting foes to make use of their Tiny Stabs
trait. Goblins who fight at range climb for better sightlines
and defense.
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
8 (−1) 14 (+2) 12 (+1) 10 (+0) 10 (+0) 8 (−1) 10 (+0) 16 (+3) 10 (+0) 3 (−4) 12 (+1) 5 (−3)
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
10 (+0) 16 (+3) 10 (+0) 12 (+1) 10 (+0) 10 (+0) 6 (−2) 16 (+3) 12 (+1) 5 (−3) 14 (+2) 10 (+0)
Saving Throws +PB to all Saving Throws Dex +3 plus PB, Con +1 plus PB
Skills Acrobatics +3 plus PB, Stealth +3 plus PB Skills Perception +2 plus PB, Sleight of Hand +3 plus PB
Senses darkvision 60 ft., passive Perception 10 Senses darkvision 60 ft., passive Perception 12 plus PB
Languages Common, Goblin Proficiency Bonus (PB) equals the caregiver’s bonus
Proficiency Bonus (PB) equals the mentor’s bonus
ACTIONS
Signature Attack (Daggers). Melee or Ranged Weapon Signature Attack (Claws). Melee Weapon Attack: +3
Attack: +3 plus PB to hit, reach 5 ft. or range 20/60 ft., plus PB to hit, reach 5 ft., one target. Hit: 1d6 plus PB
one target. Hit: 2d4 plus PB piercing damage. Beginning at slashing damage.
7th level, the sneak can make this attack twice, instead of
once, when they take the Attack action on their turn. 1st Level: Destabilizing Attack (2 Ferocity). The skitterling
makes a signature attack. On a hit, the target also has disad-
FEATURES vantage on the next attack roll they make before the start of
3rd Level: Weaving Knives (3/Day). As an action, the sneak the skitterling’s next turn.
moves up to their speed without provoking opportunity 3rd Level: Ankle Biter (5 Ferocity). The skitterling moves
attacks. Before, during, or after the move, they can make up to their speed without provoking opportunity attacks and
two signature attacks. makes a signature attack. On a hit, if the target is a Medium or
5th Level: Sneak and Stab (3/Day). As a bonus action, the smaller creature, they are also knocked prone and grappled
sneak takes the Hide action. If the sneak hits a creature they by the skitterling (escape DC 10 plus PB).
are hidden from with an attack on the same turn, the creature 5th Level: In All Your Faces! (8 Ferocity). The skitterling
takes an extra PBd10 piercing damage, and the sneak can chaotically bounces around, smearing toxin on each enemy
immediately take the Hide action (no action required). within 5 feet of them.
7th Level: Poisoned Blade (1/Day). As a bonus action, Each target must succeed on a DC 10 plus PB Constitution
the sneak covers a dagger in a special poison, which lasts saving throw or take 1d6 plus PB poison damage and be
for 1 hour or until the sneak hits a creature with a signature blinded until the end of the skitterling’s next turn. A creature
attack. A creature hit with the poisoned dagger must make within 5 feet of a target blinded in this way can use their
a DC 10 plus PB Constitution saving throw. On a failed save, action to wipe the toxin off them, ending the condition for
the target takes PBd12 poison damage and is poisoned for that target.
1 minute (save ends at the end of turn). On a successful save, BONUS ACTIONS
the target takes only half as much damage and isn’t poisoned.
Crafty Distraction (Recharges after a Long Rest). The
skitterling flutters and screeches distractingly, allowing their
caregiver an opportunity to reposition. The caregiver can
Mystic Connection: Skitterling use a reaction to move up to their speed without provoking
If you’re playing a beastheart and have a skitterling com- opportunity attacks.
panion, you gain the following benefit at 9th level when
you gain the beastheart’s Mystic Connection feature:
Crafty Boogie. As a bonus action, you create a diversion
for another creature you can see. The creature can use
a reaction to move up to their speed without provoking
opportunity attacks. Once you use this bonus action, you
can’t do so again until you finish a short or long rest.
Worg Companion Companion are made with disadvantage. The worg’s caregiver can mount
Large Monstrosity, Unaligned or dismount the worg by spending 5 feet of movement.
Armor Class 13 plus PB (natural armor) ACTIONS
Hit Points 7 + seven times caregiver’s level (number of Signature Attack (Bite). Melee Weapon Attack: +3 plus PB to
d8 Hit Dice equal to their caregiver’s level) hit, reach 5 ft., one target. Hit: 1d6 plus PB piercing damage.
Speed 50 ft. 1st Level: Overwhelming Attack (2 Ferocity). The worg
makes a signature attack. On a hit, the attack deals an extra
STR DEX CON INT WIS CHA
PB damage, and the target can’t take reactions until the start
16 (+3) 15 (+2) 14 (+2) 7 (−2) 12 (+1) 10 (+0)
of the worg’s next turn.
Saving Throws Str +3 plus PB, Dex +2 plus PB 3rd Level: Brutal Charge (5 Ferocity). The worg moves up
Skills Perception +1 plus PB to their speed without provoking opportunity attacks. During
Senses darkvision 60 ft., passive Perception 11 + PB or at the end of this move, they can make a signature attack
Proficiency Bonus (PB) equals the caregiver’s bonus against one target.
Move as One. While the worg’s caregiver is mounted on the 5th Level: Bite Rampage (8 Ferocity). The worg makes
worg, opportunity attacks against the worg or their caregiver signature attacks against PB creatures of their choice within
5 feet of them. On a hit, a target is knocked prone.
Griffon Companion Companion 3rd Level: Grabbed from Above (5 Ferocity). The griffon
Large Beast, Unaligned makes a signature attack against a Medium or smaller creature.
On a hit, the target is also grappled (escape DC 10 plus PB)
Armor Class 13 plus PB (natural armor)
if they weren’t already. While grappled in this way, the target
Hit Points 7 + seven times caregiver’s level (number of
is restrained and the griffon can’t make a signature attack
d8 Hit Dice equal to their caregiver’s level)
against another target.
Speed 30 ft. (see Learning to Fly)
3rd Level: Bombs Away (5 Ferocity). The griffon flies up
STR DEX CON INT WIS CHA to their speed without provoking opportunity attacks. If the
16 (+3) 12 (+1) 15 (+2) 6 (−2) 12 (+1) 8 (−1) griffon has a creature grappled, the grapple doesn’t halve
the griffon’s speed and the griffon can end the grapple at any
Saving Throws Con +2 plus PB point during this movement. If the griffon ends the grapple
Skills Perception +1 plus PB before the end of their turn and the target takes bludgeoning
Senses passive Perception 11 plus PB damage from that fall, the target takes an extra PB bludgeon-
Proficiency Bonus (PB) equals the caregiver’s bonus ing damage.
Learning to Fly. The griffon has a flying speed of 10 × PB feet. 5th Level: Backdraft (8 Ferocity). The griffon flies up to their
speed without provoking opportunity attacks. When the
ACTIONS
griffon ends this movement, each creature within 15 feet of
Signature Attack (Beak). Melee Weapon Attack: +3 plus PB them must make a DC 10 plus PB Strength saving throw. On a
to hit, reach 5 ft., one target. Hit: 1d6 plus PB piercing damage. failed save, a creature takes PBd6 bludgeoning damage and is
1st Level: Violent Attack (2 Ferocity). The griffon makes knocked prone. On a successful save, a creature takes half as
a signature attack. On a hit, the attack deals an extra PB much damage and isn’t knocked prone.
slashing damage, and the griffon can move the target 5 feet
in any direction.
Envenom. Each ally within 30 feet of the hag deals an extra REACTIONS
3 (1d6) poison damage with weapon attacks, provided the Get Gone. When an ally within 30 feet of the hag is targeted
hag isn’t incapacitated. with an attack, the hag can turn the target invisible until
the start of the target’s next turn, potentially imposing
ACTIONS
disadvantage on the triggering attack roll and causing it to
Multiattack. The hag makes one Poison Claw attack and uses miss. To use this reaction, the hag must be able to see the ally
Granny Says. and the attacker.
Poison Claw. Melee Weapon Attack: +5 to hit, reach 5 ft.,
UTILITY SPELLS
one target. Hit: 8 (1d10 + 3) slashing damage plus 3 (1d6)
poison damage. In addition to any other spells in this stat block, the hag can
cast the following spells, using Charisma as the spellcasting
Granny Says. The hag affects one other willing creature
ability (spell save DC 14):
they can see within 30 feet of them with one of the follow-
ing effects: At will: alter self A, dancing lights A, minor illusion A
3/day each: animal messenger A, legend lore +, speak
• The target magically switches places with the hag.
with animals A
• The target uses their reaction, if available, to make an attack.
1/day: scrying +
Skills Athletics +4
Senses blindsight 30 ft., passive Perception 10
Languages Common, Giant
Proficiency Bonus +2
Harpies also grappled (escape DC 12). Until this grapple ends, the
harpy can’t use their Talons attack on another target.
Their song may sound mournful, but they know no guilt for
what they do. Rock. Ranged Weapon Attack: +4 to hit, range 30/120 ft.,
Captain Longrock of the Starcaller crew one target. Hit: 7 (2d4 + 2) bludgeoning damage.
Alluring Song. The harpy starts singing a beautiful song.
Despite their monstrous nature, harpies cast an angelic They continue singing until they choose to stop (no action
silhouette. Each resembles a winged human adorned required) or until they become deafened or incapacitated.
with feathers along their back, waist, and chest. Instead When a non-harpy creature starts their turn within 200 feet
of hands, they sport arm-wings, and below their knees, of the singing harpy, if that creature shares a language with
their legs end in birdlike talons. Their song, more beautiful the harpy and can hear them, that creature must succeed
than any worldly music, can fool its hearers into believing on a DC 12 Wisdom saving throw or be charmed by the
they’ve encountered a divine messenger. Harpies delight in harpy until the harpy stops singing or the target can’t hear
luring such victims to their demise or carrying them off to them anymore.
distant roosts to be devoured. While charmed in this way, the target can’t willingly move
Dangerous Terrain. Harpies prefer to live in treach- on their turn, and they can’t attack, damage, or target any
erous lands, often settling atop dangerous mountain ranges unwilling harpy with any effect. If the charmed target takes
or on rocky shores. By singing near waterfalls, sharp rocks, damage from a source other than a harpy, they can repeat the
or the dens of other monsters, a harpy allows the environ- saving throw, ending the effect on a success.
ment to do their killing—and if another predator makes the A creature who succeeds on a saving throw to resist or
kill, the harpy always shares the spoils. When the deed is end this effect is immune to the Alluring Song of all harpies
done, the harpy feasts while claiming any particularly shiny for 1 hour.
baubles their meal carried.
Flock Together. Harpies live in flocks of a dozen or BONUS ACTIONS
more. The strongest few earn the right to devour victims Beckon. The harpy chooses any number of creatures
first, leaving bones for the rest. These weaker, starving charmed by their Alluring Song. Each target must use their
harpies can only enhance the songs of others and can’t reaction, if available, to move up to their speed in a direction
perform a luring melody on their own. chosen by the harpy. If this movement would lead the target
Giant Meals. Harpies often occupy the same rocky, into hazardous terrain, they can make a DC 12 Wisdom
hazardous territories as giants. If a harpy goes for a long saving throw before moving. On a successful save, the target’s
time without a meal, they attempt to lure a giant to their reaction is not used and they are no longer charmed by
death. When this risky strategy works, a harpy flock can Alluring Song.
eat for weeks.
Hobgoblin Firerunner CR 4 Skirmisher start. The first time a firerunner lands after a jump on their turn,
Medium Humanoid (Hobgoblin), Any Alignment 1,100 XP each creature within 5 feet of them takes 3 (1d6) fire damage.
Armor Class 16 (studded leather) Infernal Ichor. When the firerunner dies, their corpse
Hit Points 78 (12d8 + 24) unleashes a spray of burning orange ichor. Each creature within
Speed 40 ft. 5 feet of the firerunner takes 5 fire damage.
ACTIONS
STR DEX CON INT WIS CHA
Multiattack. The firerunner makes two Fire Scimitar attacks.
15 (+2) 18 (+4) 14 (+2) 11 (+0) 12 (+1) 10 (+0)
Fire Scimitar. Melee Weapon Attack: +6 to hit, reach 5 ft.,
Saving Throws Dex +6 one target. Hit: 7 (1d6 + 4) slashing damage plus 7 (2d6)
Skills Acrobatics +6 fire damage.
Damage Immunities fire
Blaze Sprint (Recharge 5–6). The firerunner moves up to
Senses darkvision 60 ft., passive Perception 11
their speed without provoking opportunity attacks. Each
Languages Common, Goblin, Infernal
creature they come within 5 feet of during this movement
Proficiency Bonus +2
must make a DC 14 Dexterity saving throw, taking 10 (3d6)
Fiery Leap. The firerunner’s long jump is up to 30 feet and fire damage on a failed save, or half as much damage on a
their high jump is up to 15 feet, with or without a running successful one.
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
10 (+0) 16 (+3) 12 (+1) 10 (+0) 16 (+3) 10 (+0) 14 (+2) 13 (+1) 12 (+1) 11 (+0) 12 (+1) 10 (+0)
Skills Stealth +5
Damage Resistances fire (bludgeoning, piercing, and
slashing from mundane attacks in smoke form)
Condition Immunities (grappled, restrained in smoke form)
Senses darkvision 60 ft., passive Perception 11
Languages Common, Goblin, Infernal
Proficiency Bonus +2
Slaughter Demon CR 8 Brute saving throw. On a failed save, the demon consumes the crea-
Huge Fiend (Demon, Category 3), 3,900 XP ture’s soul and adds 1 to the demon’s soul count. A creature
Typically Chaotic Evil whose soul is consumed in this way immediately dies, and they
can’t be restored to life by any means short of a wish spell.
Armor Class 15 (natural armor)
Hit Points 138 (12d12 + 60) ACTIONS
Souls 2 (1d4) Multiattack. The demon makes four attacks using Pincer,
Speed 40 ft. Sword, Javelin, or a combination of them. They can replace one
of these attacks with a Tail Spike attack. The demon can burn
STR DEX CON INT WIS CHA 1 soul to make a fifth attack using Pincer, Sword, or Javelin.
22 (+6) 10 (+0) 20 (+5) 8 (−1) 12 (+1) 10 (+0)
Pincer. Melee Weapon Attack: +9 to hit, reach 5 ft., one target.
Saving Throws Str +9, Dex +3, Con +8 Hit: 13 (2d6 + 6) bludgeoning damage, and the target is grap-
Skills Athletics +9, Perception +7 pled (escape DC 17). While grappled, the target is restrained.
Damage Resistances fire The demon has six pincers, each of which can grapple a target
Condition Immunities flanked or wield a weapon.
Senses darkvision 60 ft., soulsight 30 ft., passive Perception 17 Sword. Melee Weapon Attack: +9 to hit, reach 10 ft.,
Languages Abyssal, Goblin, Infernal one target. Hit: 15 (2d8 + 6) slashing damage.
Proficiency Bonus +3
Javelin. Melee or Ranged Weapon Attack: +9 to hit, reach
Lethe. When the demon’s soul count is 0, they have advantage 10 ft. or range 60/240 ft., one target. Hit: 13 (2d6 + 6)
on attack rolls, disadvantage on saving throws, and their Intel- piercing damage.
ligence score becomes 3 (−4). Additionally, the demon must Tail Spike. Melee Weapon Attack: +9 to hit, reach 15 ft., one
use their movement on each of their turns to move as close target. Hit: 11 (1d10 + 6) piercing damage, and the target must
as possible to the nearest creature they can sense with their succeed on a DC 16 Constitution saving throw or be poisoned
soulsight, and then if they are able, they must use their action for 1 minute (save ends at end of turn).
to attack and attempt to kill that creature. The demon can’t act BONUS ACTIONS
with any other purpose until they add 1 to their soul count.
Dive Deep (Costs 1 Soul). The demon takes the Disengage
Soul Devourer. When the demon reduces a creature who isn’t action and gains a burrowing speed equal to their walking
a Construct or an Undead to 0 hit points or deals damage to speed until the end of their next turn.
a dying creature, the creature must make a DC 11 Wisdom
Hobgoblin Tactician Retainer increases by 1d10 when the tactician reaches 5th level (2d10),
Medium Humanoid (Hobgoblin), Any Alignment 11th level (3d10), and 17th level (4d10).
Armor Class 15 (medium armor) FEATURES
Hit Points Seven times their level (number of d8 Hit Dice 3rd Level: Heat Seeker (3/Day). As an action, the tactician
equal to their level) makes a signature attack but doesn’t make an attack roll for
Speed 30 ft. it. Instead, the attack automatically hits, and each ally within
30 feet of the target can use their reaction to move up to
STR DEX CON INT WIS CHA their speed toward the target.
10 (+0) 10 (+0) 12 (+1) 16 (+3) 12 (+1) 10 (+0)
5th Level: Beacon (3/Day). When the tactician hits with a sig-
Saving Throws +PB to all nature attack, each creature within 5 feet of the target can use
Skills Arcana +3 plus PB, History +3 plus PB a reaction to make a melee weapon attack against the target.
Damage Resistances fire 7th Level: Explosion (1/Day). As an action, the tactician hurls
Senses darkvision 60 ft., passive Perception 11 a ball of fire at a point they can see within 120 feet of them.
Languages Common, Goblin, Infernal The ball explodes in a 20-foot-radius sphere, forcing each
Proficiency Bonus (PB) equals the mentor’s bonus enemy in that area to make a DC 10 plus PB Dexterity saving
throw. On a failed save, a creature takes PBd12 fire damage
Signature Attack (Flame Touch). Melee or Ranged Spell
and is pushed 20 feet away from the center of the area. On a
Attack: +3 plus PB to hit, reach 5 ft. or range 60 ft., one target.
successful save, a creature takes half as much damage and isn’t
Hit: 5 (1d10) fire damage. A flammable object hit by this spell
pushed. The fire spreads around corners and ignites flamma-
ignites if it isn’t being worn or carried. This spell’s damage
ble objects in the area that aren’t being worn or carried.
Baron
Uthrak
158
Human Apprentice Mage CR 6 Minion
Medium Humanoid (Human), Any Alignment 285 XP
Armor Class 14 (studded leather)
Hit Points 13
Speed 30 ft.
Skills Arcana +5
Senses passive Perception 10
Languages Common plus any two languages
Proficiency Bonus +3
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
17 (+3) 14 (+2) 16 (+3) 10 (+0) 10 (+0) 12 (+1) 11 (+0) 14 (+2) 12 (+1) 10 (+0) 14 (+2) 14 (+2)
Skills Stealth +3
Senses passive Perception 11 Human
Languages Common
Raider
Proficiency Bonus +2
Human Scoundrel CR 3 Ambusher Ambusher. In the first round of combat, the scoundrel has
Medium Humanoid (Human), Any Alignment 700 XP advantage on attack rolls against any surprised creature.
Armor Class 15 (studded leather) Exploit Opening (3/Day). When the scoundrel makes an
Hit Points 55 (10d8 + 10) attack, they have advantage on the attack roll.
Speed 30 ft. Hit ‘Em Where It Hurts. When the scoundrel has advantage
on a weapon attack roll, the attack deals an extra 7 (2d6)
STR DEX CON INT WIS CHA damage on a hit.
13 (+1) 16 (+3) 12 (+1) 10 (+0) 10 (+0) 14 (+2)
ACTIONS
Skills Deception +4, Sleight of Hand +5, Stealth +5 Rapier. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.
Senses passive Perception 10 Hit: 7 (1d8 + 3) piercing damage, and the scoundrel can make
Languages Common a dagger attack against the target with advantage.
Proficiency Bonus +2
Dagger. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft.
or range 20/60 ft., one target. Hit: 5 (1d4 + 3) piercing damage.
Human Pyromancer. The wizard’s Arcane Staff action and In addition to any other spells in this stat block, the wizard
Arcane Shield reaction deal fire damage instead of light- can cast the following spells, using Intelligence as the spell-
ning and thunder damage. Additionally, instead of casting casting ability (spell save DC 15):
the gust of wind spell, the wizard casts flaming sphere, and At will: mage hand A, prestidigitation A
instead of lightning bolt, the wizard casts fireball. 1/day each: clairvoyance +, mage armor A, see invisibility A,
sending A
Human Mercenary Retainer Signature Attack (Halberd). Melee Weapon Attack: +3 plus
Medium Humanoid (Human), Any Alignment PB to hit, reach 10 ft., one target. Hit: 1d10 plus PB slashing
damage. Beginning at 7th level, the mercenary can make this
Armor Class 15 (medium armor)
attack twice, instead of once, when they take the Attack action
Hit Points Nine times their level (number of d12 Hit Dice
on their turn.
equal to their level)
Speed 30 ft. FEATURES
3rd Level: Battlefield Medicine (3/Day). As an action, the
STR DEX CON INT WIS CHA mercenary restores PBd8 hit points to a creature they can see
16 (+3) 10 (+0) 14 (+2) 10 (+0) 10 (+0) 10 (+0) within 5 feet of them.
Saving Throws +PB to all 5th Level: Exploit Opening (3/Day). The mercenary takes the
Skills Athletics +3 plus PB, Medicine +0 plus PB, Perception Attack action, making each attack with advantage and dealing
+0 plus PB an extra PBd4 slashing damage on a hit.
Senses passive Perception 10 plus PB 7th Level: Halberd Master (3/Day). When a creature enters
Languages Common a space within the mercenary’s reach, the mercenary uses a
Proficiency Bonus (PB) equals the mentor’s bonus reaction to make a signature attack with advantage against
that creature. If this attack hits, it deals an extra PBd6 slash-
ing damage.
Skills Athletics +3
Senses darkvision 60 ft., passive Perception 9
Languages Common, Draconic
Proficiency Bonus +2
Kobold Shield? Shield! The veles gains a +1 bonus to AC while within
Veles
5 feet of at least one ally who also has this trait, is wielding a
shield, and isn’t incapacitated or prone. To benefit from this
trait, the veles must be wielding a shield.
ACTIONS
Pilum. Melee or Ranged Weapon Attack: +3 to hit, reach
5 ft. or range 30/120 ft., one target. Hit: 4 (1d6 + 1) piercing
damage. If the attack hits a creature wielding a shield, the
veles can embed the pilum in the shield, giving the target
disadvantage on attack rolls until the target either stops
wielding the shield or uses an action to remove the pilum
from it. The veles carries six pila.
BONUS ACTIONS
Pivot. The veles moves up to half their speed without pro-
voking opportunity attacks.
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
16 (+3) 10 (+0) 12 (+1) 12 (+1) 10 (+0) 10 (+0) 17 (+3) 13 (+1) 14 (+2) 4 (−3) 10 (+0) 8 (−1)
Lightbender Companion Companion 3rd Level: Silent Pounce (5 Ferocity). The lightbender tele-
Large Monstrosity, Unaligned ports 30 feet to an unoccupied space they can see. Before or
after teleporting, the lightbender can make a signature attack.
Armor Class 13 plus PB (natural armor)
If the attack hits, the target is knocked prone.
Hit Points 7 + seven times caregiver’s level (number of
d8 Hit Dice equal to their caregiver’s level) 5th Level: Hypnotic Mane (8 Ferocity). Each creature within
Speed 50 ft. 10 feet of the lightbender must succeed on a DC 10 plus
PB Wisdom saving throw or be charmed by the lightbender
STR DEX CON INT WIS CHA until the end of the lightbender’s next turn. While charmed
16 (+3) 14 (+2) 14 (+2) 6 (−2) 12 (+1) 8 (−1) in this way, a creature is incapacitated and has a speed of 0.
If a creature charmed in this way takes damage or if someone
Saving Throws Str +3 plus PB, Dex +2 plus PB else uses an action to shake the creature out of their stupor,
Skills Perception +1 plus PB, Stealth +2 plus PB the condition ends on that creature.
Senses darkvision 60 ft., passive Perception 11 plus PB
Proficiency Bonus (PB) equals the caregiver’s bonus REACTIONS
Shared Afterimage (Recharges after a Long Rest). When
ACTIONS the lightbender and their caregiver are within 30 feet of each
Signature Attack (Bite). Melee Weapon Attack: +3 plus PB to other and one of them is hit by an attack, the lightbender
hit, reach 5 ft., one target. Hit: 1d6 plus PB piercing damage. reveals that both they and their caregiver are past visual
imprints. The lightbender and the caregiver each appear in an
1st Level: Tail Whip (2 Ferocity). The lightbender makes a
unoccupied space they can see within 30 feet of their imprints,
signature attack. On a hit, the attack deals an extra PB radiant
the attack misses, then the imprints disappear. The lightbender
damage to the target, and a different creature the lightbender
can’t use this reaction if the attacker relies on senses other than
chooses within 15 feet of them takes PB radiant damage.
sight, such as blindsight, or if they can perceive illusions as
false, as with truesight.
Lizardfolk
Lizardfolk prefer warm, tropical climes, but they’re willing
to settle in any humid region—the more moisture in the
air, the better. Even in colder climates, lizardfolk can be
found in any sufficiently marshy environment. Bogs and
wetlands are favorites.
Their scales protect both against weapons and the mois-
ture in their native environments. Coloring and hue vary
wildly with environment and diet.
Lizardfolk aren’t especially hostile unless they feel their
territory is threatened—which they often feel, because it
often is. But for respectful travelers, entering lizardfolk ter-
ritory need be no great hardship. Lizardfolk cultures often
take up a specific trade, like boatmaking, fletching, weav-
ing, or navigating, and they sell their services to travelers in
need, including lizardfolk from other places.
Homeland Protectors. Adventurers cross paths with
lizardfolk while trekking through their homelands. The
reptilian humanoids watch travelers who skirt too close
to sources of food and shelter, attacking those who take
more than they need. Many lizardfolk dwell in caverns
and abandoned ruins for protection. Treasure-seekers who
delve into these places are typically given one warning Marshland Tyrants. In times of crisis, such as a
before the attack begins. food shortage, an evil lizardfolk leader can exploit the
Focused and Loyal. Most lizardfolk speak plainly, emergency, oppressing others in the name of defending
viewing blunt honesty as a sign of respect. When they their territory. But there are always other local lizardfolk
make a vow or personal promise, they do all they can tribes who oppose such aggressive, expansionist postur-
to honor that word. Lizardfolk who swear to destroy an ing; they often seek the aid of others who value freedom
enemy follow their quarry to the ends of the earth. from tyranny.
Lizardfolk Bloodeye CR 2 Controller Bola. Ranged Weapon Attack: +5 to hit, range 20/60 ft.,
Medium Humanoid (Lizardfolk), Any Alignment 450 XP one target. Hit: 7 (1d8 + 3) bludgeoning damage, and the
target is restrained by the bola. A creature can use their action
Armor Class 16 (natural armor)
to make a DC 10 Strength check, freeing themself or another
Hit Points 44 (8d8 + 8)
creature within their reach from the bola on a success. Dealing
Speed 30 ft., swim 30 ft.
5 slashing damage to the bola (AC 10) destroys it and frees a
STR DEX CON INT WIS CHA creature restrained by it without harming them.
16 (+3) 15 (+2) 12 (+1) 12 (+1) 16 (+3) 11 (+0) Bloodeye Bolt (3/Day). The bloodeye shoots blood from
their eyes at one creature they can see within 30 feet of them.
Saving Throws Str +5 The target must succeed on a DC 13 Constitution saving throw
Skills Athletics +5, Perception +5 or be blinded for 1 minute (save ends at end of turn).
Senses passive Perception 15
Mesmeric Lure (3/Day). The bloodeye hypnotically stares
Languages Common, Draconic
at one creature they can see within 30 feet of them. The
Proficiency Bonus +2
target must succeed on a DC 13 Wisdom saving throw or all
Amphibious. The bloodeye can breathe air and water. creatures other than the bloodeye are invisible to them until
the end of the bloodeye’s next turn.
ACTIONS
REACTIONS
Multiattack. The bloodeye makes one Bite or one Bola attack
and uses Bloodeye Bolt or Mesmeric Lure, if available. Reptilian Escape (1/Day). If the bloodeye fails a Strength or
Dexterity saving throw, they lose their tail and succeed instead.
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.
They regrow their tail when they finish a long rest.
Hit: 6 (1d6 + 3) piercing damage.
Lizardfolk
Scaletooth
Real-World Inspiration
Many of the lizardfolk traits and actions are inspired
by real-world lizard anatomy. For instance, the
horned lizard shoots blood from its eyes when
threatened, inspiring the lizardfolk bloodeye’s
Bloodeye Bolt action. The draco lizard has ribs con-
nected by folds of skin that can extend and retract,
forming wings that allow them to glide from tree
to tree. The terrorsaur takes inspiration from the
draco lizard.
ACTIONS
Multiattack. The medusa uses Stone Gaze and makes two
attacks using Snake Bite, Heavy Crossbow, or both.
Snake Bite. Melee Weapon Attack: +8 to hit, reach 5 ft.,
one creature. Hit: 10 (3d6) poison damage, and the target
must succeed on a DC 15 Constitution saving throw or be
poisoned until the end of the medusa’s next turn.
Heavy Crossbow. Ranged Weapon Attack: +8 to hit, range
100/400 ft., one target. Hit: 10 (1d10 + 5) piercing damage
plus 7 (2d6) poison damage.
Stone Gaze. The medusa fires energy beams from their
eyes at up to three creatures they can see within 60 feet of
them. Each target must succeed on a DC 15 Constitution
saving throw or begin turning to stone (save ends at end of
turn). While turning to stone, a creature’s speed is reduced
by 10 feet and they have disadvantage on Dexterity checks
and saving throws.
If a creature who is turning to stone is targeted by this
action again and fails their save, their speed is reduced by
another 10 feet and they are dazed until the effect ends.
If a creature who is turning to stone and dazed in this way
is targeted by this action again and fails their save, they are
petrified and can no longer make saving throws to end the
effects of Stone Gaze. The petrification lasts until the creature
is restored by a cure ailment power of 4th order or higher,
a greater restoration spell, or a similar supernatural effect.
BONUS ACTIONS
Nimble Escape. The medusa takes the Disengage or
Hide action.
ACTIONS FEATURES
Goring Horns (Group Attack). Melee Weapon Attack: +5 to 3rd Level: Furious Charge (3/Day). As an action, the devas-
hit, reach 5 ft., one target. Hit: 3 piercing damage. If this attack tator moves up to their speed. At the end of this movement,
was made by more than one lackey, the target must succeed they can make a signature attack. If that attack hits a Large
on a Strength saving throw or be moved 5 feet horizontally or smaller creature, the target is pushed up to 10 feet away
for each minion who joined the attack. The DC for this saving from the devastator, and the devastator and their allies have
throw equals 10 plus the number of lackeys who joined advantage on attack rolls against the target until the end of
the attack. the devastator’s next turn.
5th Level: Fearsome Gore (3/Day). As an action, the devas-
tator makes a signature attack against a creature within 5 feet
of them. On a hit, the attack deals an extra PBd10 piercing
damage, and the target must succeed on a DC 10 plus PB
Wisdom saving throw or be frightened of the devastator
until the end of the devastator’s next turn.
7th Level: Retaliatory Charge (1/Day). When a creature
the devastator can see within 40 feet of them deals damage
to the devastator, the devastator can use a reaction to move
up to their speed toward the creature. If the devastator ends
this movement within 5 feet of the creature, they can make
two signature attacks against the creature with a +PB bonus
to those attack and damage rolls.
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
15 (+2) 12 (+1) 12 (+1) 10 (+0) 11 (+0) 11 (+0) 14 (+2) 16 (+3) 16 (+3) 11 (+0) 9 (−1) 10 (+0)
Orc
Bloodrunner
Skills Perception +3
Damage Resistances determined by the conduit’s
Affinity trait
Senses darkvision 60 ft., passive Perception 13
Languages Common, Orc
Proficiency Bonus +2
Affinity. The conduit has a lifelong affinity for one of the fol- Orc
lowing damage types: cold, fire, or lightning. The chosen type Conduit
determines the conduit’s damage resistance and the damage
of their Elemental Discharge and Power Burst actions.
Relentless (1/Turn). When the conduit isn’t incapacitated
and they are reduced to 0 hit points but not killed out-
right, they can make an attack against an enemy (no action
required) before the hit point reduction is resolved. If the
attack hits and its damage reduces the target to 0 hit points,
the conduit drops to 1 hit point instead of 0 hit points.
ACTIONS
Elemental Discharge (Cantrip). Melee or Ranged Spell Orc Forcecaller CR 1 Minion
Attack: +5 to hit, reach 5 ft. or range 120 ft., one target. Hit: 9 Medium Humanoid (Orc), Any Alignment 40 XP
(1d12 + 3) damage of the type determined by the conduit’s
Armor Class 12 (hide armor)
Affinity trait.
Hit Points 8
Power Burst (2/Day; 1st-Level Spell). The conduit unleashes Speed 35 ft.
explosive energy in a 15-foot cone. The ground in that area
becomes difficult terrain, and each creature in that area must STR DEX CON INT WIS CHA
make a DC 13 Dexterity saving throw. On a failed save, a 15 (+2) 11 (+0) 14 (+2) 10 (+0) 11 (+0) 15 (+2)
creature takes 10 (3d6) damage of the type determined by
the conduit’s Affinity trait, and they are pushed 10 feet away Senses darkvision 60 ft., passive Perception 10
from the conduit. On a successful save, a creature takes half as Languages Common, Orc
much damage and isn’t pushed. Proficiency Bonus +2
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
17 (+3) 12 (+1) 16 (+3) 9 (−1) 11 (+0) 12 (+1) 15 (+2) 14 (+2) 16 (+3) 10 (+0) 12 (+1) 9 (−1)
Relentless (1/Turn). When the fury isn’t incapacitated and Relentless (1/Turn). When the garroter isn’t incapacitated
they are reduced to 0 hit points but not killed outright, they and they are reduced to 0 hit points but not killed out-
can make an attack against an enemy (no action required) right, they can make an attack against an enemy (no action
before the hit point reduction is resolved. If the attack hits required) before the hit point reduction is resolved. If the
and its damage reduces the target to 0 hit points, the fury attack hits and its damage reduces the target to 0 hit points,
drops to 1 hit point instead of 0 hit points. the garroter drops to 1 hit point instead of 0 hit points.
ACTIONS ACTIONS
Haymaker Greataxe. Melee Weapon Attack: +5 to hit, Strangle. Melee Weapon Attack: +4 to hit, reach 5 ft.,
reach 5 ft., one target. Hit: 9 (1d12 + 3) slashing damage, one target. Hit: 5 (1d6 + 2) bludgeoning damage, and the
or 12 (1d12 + 6) slashing damage if the target is prone. If the target is grappled (escape DC 12). Until the grapple ends,
target is a Medium or smaller creature, they must succeed the target can’t speak intelligibly or cast spells with verbal
on a DC 13 Strength saving throw or be knocked prone. components. If the attack was made with advantage, the
Javelin. Melee or Ranged Weapon Attack: +5 to hit, reach target must make a DC 12 Constitution saving throw. On a
5 ft. or range 30/120 ft., one target. Hit: 6 (1d6 + 3) pierc- failed save, the target falls unconscious for 1 minute (save
ing damage. ends at start of turn) or until they take damage. A creature
can use an action to shake another creature awake who falls
BONUS ACTIONS unconscious in this way.
Healing Rally (1/Day). The fury regains 5 hit points. Dagger. Melee or Ranged Weapon Attack: +4 to hit, reach
5 ft. or range 20/60 ft., one target. Hit: 4 (1d4 + 2) piercing
damage. If the attack was made with advantage, the target
takes an extra 7 (2d6) piercing damage.
BONUS ACTIONS
Cloak (1/Day). The garroter magically turns invisible for
1 minute. Any equipment the garroter wears or carries is
invisible with them. While invisible, the garroter’s movements
make no sound. If the garroter hits a creature with an attack,
casts a spell, or takes damage, the effect ends.
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
14 (+2) 12 (+1) 16 (+3) 12 (+1) 9 (−1) 16 (+3) 7 (−2) 14 (+2) 12 (+1) 2 (−4) 12 (+1) 5 (−3)
Tremorspeak. The terranova can sense anything a willing Ground Grinder. The mohler burrows up to their burrowing
creature within 30 feet of them can sense with tremorsense speed. Ground within 5 feet of where the mohler burrows
or Tremorspeak. becomes difficult terrain.
ACTIONS Zip. If the mohler fails a Dexterity saving throw while burrow-
ing, they succeed instead.
Earth Pillar (1st-Level Spell). Melee or Ranged Spell Attack:
+5 to hit, reach 5 ft. or range 30 ft., one target touching the
ground. Hit: 12 (2d8 + 3) bludgeoning damage, and the
target is knocked prone.
Quake. The terranova chooses up to five creatures on the Orc Magic Items
ground within 15 feet of them and stomps the ground. Each Even more so than other creatures, orcs benefit from magic
target must succeed on a DC 13 Strength saving throw or be items that increase their bonuses to attack and damage
knocked prone. rolls, such as a wand of the war mage or even a simple +1
Sinkhole. The terranova chooses up to two creatures on the weapon. These items make the orc’s Relentless trait more
ground within 30 feet of them. Each target must succeed on a reliable and are good rewards for low-level player charac-
DC 13 Strength saving throw or be restrained. A creature can ters who defeat them.
use their action to free themself or another creature within Orcs also benefit from magic items that increase their
their reach, ending the effect on that creature. speed and mobility, allowing them to always stay within
striking distance of their targets. A cape of the mountebank
BONUS ACTIONS
and a potion of speed make excellent choices for an orc
Rush. The terranova takes the Dash action. who wants to keep their enemies close.
Unearth Mohlers (1/Day). The terranova stomps, and
1d3 + 1 mohlers pop out of the ground in unoccupied
spaces within 30 feet of them. The mohlers are friendly
to the terranova and act immediately after the terranova’s
turn on the same initiative count.
Mohler Companion Companion they come within 5 feet of during the move. The target must
Small Beast, Unaligned succeed on a DC 10 plus PB Dexterity saving throw or be
knocked prone.
Armor Class 13 plus PB (natural armor)
Hit Points 7 + seven times caregiver’s level (number of 3rd Level: Sinkhole (5 Ferocity). The mohler burrows up
d8 Hit Dice equal to their caregiver’s level) to their speed and targets a creature they can sense on the
Speed 20 ft., burrow 40 ft. surface within 10 feet of them. The target must succeed on a
DC 10 plus PB Strength saving throw or be restrained by the
STR DEX CON INT WIS CHA ground until the start of the mohler’s next turn.
7 (−2) 16 (+3) 14 (+2) 2 (−4) 12 (+1) 5 (−3) 5th Level: Terranova (8 Ferocity). Each creature on the
ground within 10 feet of the mohler must succeed on a DC 10
Saving Throws Dex +3 plus PB, Con +2 plus PB
plus PB Strength saving throw or take 1d6 plus PB bludgeoning
Skills Acrobatics +3 plus PB, Stealth +3 plus PB
damage and be knocked prone. A creature who fails this saving
Senses blindsight 20 ft., tremorsense 40 ft., passive
throw by 5 or more is restrained by the ground (save ends at
Perception 11
end of turn). A creature can use their action to free themself or
Proficiency Bonus (PB) equals the caregiver’s bonus
another creature within their reach, ending the effect.
ACTIONS REACTIONS
Signature Attack (Claw). Melee Weapon Attack: +3 plus PB Quick Pit (Recharges after a Long Rest). If the mohler’s
to hit, reach 5 ft., one target. Hit: 1d6 plus PB slashing damage. caregiver fails a Dexterity saving throw while they are within
1st Level: Earth Bump (2 Ferocity). The mohler burrows 10 feet of the mohler and the mohler isn’t incapacitated
up to their speed and chooses one Large or smaller creature or restrained, the mohler pulls the caregiver out of danger.
The caregiver succeeds on the saving throw instead.
Otyugh CR 5 Controller that can understand a language. This form of telepathy doesn’t
Large Aberration, Typically Neutral 1,800 XP allow the receiving creature to telepathically respond.
Armor Class 14 (natural armor) Rot Leech. At the start of each of the otyugh’s turns, each
Hit Points 85 (9d10 + 36) creature grappled by the otyugh has their hit point maximum
Speed 45 ft. (see Adjustable Appendages) reduced by 5 (1d10) for 1 hour. The otyugh regains the same
number of hit points. This effect can’t reduce a creature’s hit
STR DEX CON INT WIS CHA point maximum below their current hit points.
16 (+3) 11 (+0) 19 (+4) 6 (−2) 13 (+1) 6 (−2) Trash Traversal. The otyugh ignores difficult terrain. They
also have advantage on Dexterity (Stealth) checks made to
Saving Throws Con +7
hide in piles of refuse.
Condition Immunities flanked (see Adjustable
Appendages), poisoned Vile Stench. A creature who starts their turn within 10 feet
Damage Resistances acid, poison of the otyugh must succeed on a DC 15 Constitution saving
Senses darkvision 60 ft. (see Adjustable Appendages), passive throw or be poisoned until the start of the creature’s next turn.
Perception 11 ACTIONS
Languages Otyugh
Multiattack. The otyugh makes one Tentacle Slam attack
Proficiency Bonus +3
for each tentacle they currently have (see Adjustable
Adjustable Appendages. The otyugh has seven adjustable Appendages).
appendages, which they can convert into other appendages Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target.
using their Transform bonus action. In their natural state, the Hit: 21 (4d8 + 3) piercing damage, and the target must
otyugh has one eyestalk, three legs, and three tentacles. These succeed on a DC 15 Constitution saving throw or be diseased
appendages grant the following benefits: with otyuck. A creature with otyuck can’t take the Dash action
Eyestalks. The otyugh’s first eyestalk gives them darkvision out and their speed is halved.
to a range of 60 feet and immunity to the flanked condition, Tentacle Slam. Melee Weapon Attack: +6 to hit, reach 10 ft.,
and each additional eyestalk increases their darkvision’s one target. Hit: 7 (1d8 + 3) bludgeoning damage plus 3 (1d6)
range by 60 feet. If the otyugh has no eyestalks, they are piercing damage. If the target is Medium or smaller, they are
blinded and lose immunity to the flanked condition. grappled (escape DC 13) and restrained until the grapple
Legs. Each leg gives the otyugh a cumulative walking speed ends. The otyugh can grapple one target for each tentacle
of 15 feet. they currently have.
Tentacles. The otyugh’s number of tentacles determine how BONUS ACTIONS
many attacks they can make with Multiattack and how many
creatures they can grapple with Tentacle Slam. Transform. The otyugh converts one of their Adjustable
Appendages into an eyestalk, leg, or tentacle.
Limited Telepathy. The otyugh can magically transmit simple
messages and images to any creature within 120 feet of them
Eye Psionics. The overmind creates three of the following BONUS ACTIONS
psionic eye effects. Unless otherwise stated, each eye targets The Great Eye (Recharge 6). The overmind’s central eye
a creature who the overmind can see within 120 feet of them. turns solid black and projects a 150-foot cone of energy.
They can’t use the same effect twice in a turn. If the overmind or any creature in that area is affected by a
1. Charm Beam. The targeted creature must succeed on a spell, the spell’s effects immediately end for that creature.
DC 16 Wisdom saving throw or be charmed by the over- REACTIONS
mind for 1 hour, or until the overmind harms the creature
Away with You! When a creature within 5 feet of the over-
or one of their allies.
mind hits them with a melee attack, the overmind can use
2. Compulsion Beam. The targeted creature must succeed
Telekinetic Beam on the attacker.
on a DC 16 Intelligence saving throw or use their reaction,
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
15 (+2) 12 (+1) 18 (+4) 3 (−4) 5 (−3) 5 (−3) 18 (+4) 13 (+1) 20 (+5) 7 (−2) 9 (−1) 7 (−2)
Senses blindsight 30 ft. (blind beyond this radius), passive Saving Throws Con +8
Perception 7 Skills Athletics +7, Perception +2
Languages understands Giant but can’t speak Senses darkvision 60 ft., passive Perception 12
Proficiency Bonus +2 Languages Giant
Proficiency Bonus +3
Minion. If the limbjumble takes damage from an attack or as
the result of a failed saving throw, their hit points are reduced Minion. If the whelp takes damage from an attack or as the
to 0. If the limbjumble takes damage from another effect, result of a failed saving throw, their hit points are reduced to
they die if the damage equals or exceeds their hit point 0. If the whelp takes damage from another effect, they die
maximum; otherwise they take no damage. if the damage equals or exceeds their hit point maximum;
otherwise they take no damage.
ACTIONS
Relentless Hunger. When the whelp is reduced to 0 hit
Arm and a Leg (Group Attack). Melee Weapon Attack:
points by any damage other than acid or fire damage, they
+4 to hit, reach 5 ft., one target. Hit: 2 bludgeoning damage.
If the target is Medium or smaller and if three or more limb don’t die or fall unconscious, and can continue moving and
jumbles joined the attack, the target is knocked prone. taking actions as usual. The whelp only dies if they end their
turn with 0 hit points, if acid or fire damage reduces them
to 0 hit points, or if they take acid or fire damage while they
have 0 hit points.
Ripping Claws. Spaces within reach of one or more whelps
are difficult terrain for Medium or smaller enemies. When an
Troll enemy leaves the reach of one or more whelps who can see
them, the enemy takes 2 slashing damage.
ACTIONS
Bite (Group Attack). Melee Weapon Attack: +7 to hit, reach
5 ft., one target. Hit: 4 piercing damage, and if the target is
not a Construct, an Elemental, or a Plant, each whelp who
joined this attack regains all lost hit points.
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
6 (−2) 14 (+2) 11 (+0) 10 (+0) 10 (+0) 14 (+2) 1 (−5) 13 (+1) 14 (+2) 10 (+0) 10 (+0) 15 (+2)
Zombies
Skills Stealth +3
Damage Immunities poison
Skeleton Condition Immunities exhaustion, poisoned
Without flesh to weigh them down, skeletons are among Senses blindsight 30 ft. (blind beyond this radius), passive
the most agile undead. This unnatural talent makes them Perception 9
prized archers in most necromancers’ armies—doubly so Languages understands the languages they knew in life but
because skeletons can use their remains as ammunition can’t speak
infused with necrotic energy, then regrow these expended Proficiency Bonus +2
bones the next day.
Minion. If the claw takes damage from an attack or as the
Wight result of a failed saving throw, their hit points are reduced
The most competent of the lesser corporeal undead, the to 0. If the claw takes damage from another effect, they die
sallow-skinned, red-eyed wights often protect necroman- if the damage equals or exceeds their hit point maximum;
cers in battle and issue orders to other undead. When given otherwise they take no damage.
a general order (such as “destroy the farmlands”), they can
make and execute a plan to achieve it. On top of their cun- ACTIONS
ning, a wight’s mere touch can drain a mortal’s vitality. Claw (Group Attack). Melee Weapon Attack: +3 to hit,
reach 5 ft., one target. Hit: 1 piercing damage. If three or more
Zombie crawling claws joined the attack, the target must succeed on a
The most numerous of the corporeal undead, zombies are DC 10 Constitution saving throw or contract a disease called
slow, mindless corpses who are tough to kill. They require gravefilth. Whenever a power, a spell, or a similar supernatural
very little magic to create, so even budding necromancers effect causes a creature with gravefilth to regain hit points,
usually have a few zombie bodyguards, and zombies often the number of hit points they regain is halved. A creature with
fill the ranks of undead armies. Powerful necromancers gravefilth can repeat the saving throw whenever they finish a
wield enough magic to control much bigger corpses, long rest. On a successful save, the disease is cured.
reanimating giants into enormous war engines.
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
10 (+0) 16 (+3) 12 (+1) 6 (−2) 8 (−1) 5 (−3) 15 (+2) 14 (+2) 12 (+1) 5 (−3) 8 (−1) 5 (−3)
Decrepit
Skeleton
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
13 (+1) 6 (−2) 12 (+1) 3 (−4) 6 (−2) 5 (−3) 10 (+0) 15 (+2) 11 (+0) 9 (−1) 13 (+1) 4 (−3)
Minion. If the zombie takes damage from an attack or as the Bone Weapons. The skeleton’s weapon attacks are magical.
result of a failed saving throw, their hit points are reduced to They use their bones as ammunition for their bone bow,
0. If the zombie takes damage from another effect, they die regrowing used bones every dusk.
if the damage equals or exceeds their hit point maximum; Hail of Bones. If the skeleton is reduced to 0 hit points
otherwise they take no damage. by bludgeoning, force, or thunder damage, the skeleton
Overwhelm. If an enemy starts their turn within 5 feet of is destroyed in an explosion of bone. Each creature within
three or more rotting zombies who can see them, the enemy’s 5 feet of them takes 4 piercing damage.
speed is reduced by 5 feet for each rotting zombie within ACTIONS
5 feet of them until the start of their next turn. If this reduces
the enemy’s walking speed to 0, they are restrained for Bone Bow. Ranged Weapon Attack: +4 to hit, range
the duration. 80/320 ft., one target. Hit: 4 (1d4 + 2) piercing, and if the
target regains hit points before the start of the skeleton’s next
Rise Again. The first time a zombie is reduced to 0 hit points turn, the number of hit points the target regains is halved.
by damage other than radiant damage but their body isn’t
destroyed, they regain hit points equal to their hit point Bone Knife. Melee Weapon Attack: +4 to hit, reach 5 ft.,
maximum, and they fall prone and are incapacitated until one target. Hit: 4 (1d4 + 2) slashing damage. If the target is a
the start of their next turn. creature, they have disadvantage on attack rolls until the end
of this turn.
ACTIONS
Slam (Group Attack). Melee Weapon Attack: +3 to hit, reach
5 ft., one target. Hit: 1 bludgeoning damage.
Rotting
Zombies
Wight Siphoner CR 3 Minion Minion. If the siphoner takes damage from an attack or as the
Medium Undead, Typically Neutral Evil 140 XP result of a failed saving throw, their hit points are reduced
to 0. If the siphoner takes damage from another effect, they
Armor Class 14 (natural armor)
die if the damage equals or exceeds their hit point maximum;
Hit Points 10
otherwise they take no damage.
Speed 30 ft.
ACTIONS
STR DEX CON INT WIS CHA Grasping Resurrection (Group Attack). Melee Spell Attack:
14 (+2) 13 (+1) 14 (+2) 12 (+1) 12 (+1) 15 (+2) +4 to hit, reach 5 ft., one target. Hit: 3 necrotic damage. If three
Damage Immunities poison or more siphoners joined the attack, they can restore the
Condition Immunities poisoned remains of a destroyed Undead minion within 15 feet of the
Senses darkvision 60 ft., passive Perception 11 target. That Undead minion returns to life with all their hit
Languages the languages they knew in life points. If five or more siphoners joined the group attack, they
Proficiency Bonus +2 can either choose to increase the range of this effect from 15
to 30 feet or to restore two Undead minions instead of one.
Making a Mournling
If player characters wish to create a
mournling to protect a wild habitat from
destruction, they’ll need to learn the
secret creation rites—ones known only Flesh
to the most secluded druid circles. The Mournling
characters must journey to the home
of one of these remote sects without
harming the natural world. To characters
who pass this first test, the druids offer
a quest to prove the party’s loyalty and
love to nature. This quest usually involves
battling those who seek to corrupt or
harm the creatures of the wild.
Flesh Mournling CR 5 Brute frightened of the mournling until the start of their next turn.
Large Undead, Unaligned 1,800 XP A creature who succeeds on their saving throw is immune to
the Horrid Sob of all flesh mournlings for 24 hours.
Armor Class 15 (natural armor)
Hit Points 95 (10d10 + 40) Immutable Form. The mournling is immune to any power,
Speed 30 ft. spell, or effect that would alter their form.
ACTIONS
STR DEX CON INT WIS CHA
Multiattack. The mournling makes two Slam attacks.
18 (+4) 12 (+1) 18 (+4) 10 (+0) 12 (+1) 10 (+0)
Slam. Melee Weapon Attack: +7 to hit, reach 5 ft., one target.
Saving Throws Str +7, Con +7 Hit: 14 (3d6 + 4) bludgeoning damage. If the target is fright
Skills Athletics +7, Perception +4 ened of the mournling, the target falls prone.
Condition Immunities charmed, frightened, exhaustion
Agonizing Wail (Recharge 5–6). The flesh mournling
Senses darkvision 120 ft., passive Perception 14
screams with unbearable pain in a 30-foot cone. Each creature
Languages understands the languages of their creator but
in that area who can hear the mournling must make a DC 15
can’t speak
Constitution saving throw. On a failed save, a creature’s eyes
Proficiency Bonus +3
water uncontrollably, they take 16 (3d10) psychic damage,
Horrid Sob. When an enemy who can hear the mournling and they can’t see anything more than 5 feet away until the
starts their turn within 30 feet of the mournling, the enemy end of their next turn. On a successful save, a creature takes
must succeed on a DC 15 Wisdom saving throw or be half as much damage and suffers no other effect.
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
16 (+3) 8 (−1) 16 (+3) 10 (+0) 14 (+2) 10 (+0) 16 (+3) 8 (−1) 16 (+3) 10 (+0) 17 (+3) 10 (+0)
Skills Arcana +2, History +2, Religion +2 Senses blindsight 60 ft., passive Perception 13
Damage Immunities necrotic, poison Languages the languages they knew in life
Condition Immunities blinded, charmed, deafened, Proficiency Bonus +2
exhaustion, frightened, poisoned
Senses blindsight 60 ft., passive Perception 12 Minion. If the rotwrap takes damage from an attack or as the
Languages the languages they knew in life result of a failed saving throw, their hit points are reduced to
Proficiency Bonus +2 0. If the rotwrap takes damage from another effect, they die
if the damage equals or exceeds their hit point maximum;
Flammable. Whenever the mummy takes fire damage, otherwise they take no damage.
they take an extra 5 (1d10) fire damage. ACTIONS
Mummy Dust. Whenever the mummy takes piercing or Words of Ancient Doom (Group Attack). Melee or Ranged
slashing damage, each creature within 5 feet of them takes Spell Attack: +5 to hit, reach 5 ft. or range 30 ft., one creature.
4 (1d8) poison damage. Hit: 4 necrotic damage, and if three or more rotwraps joined
ACTIONS the attack, the target can’t speak or use telepathy until the
Multiattack. The mummy makes two Desiccating Slam end of their next turn.
attacks and uses Guardian Curse.
Desiccating Slam. Melee Weapon Attack: +5 to hit, reach
5 ft., one target. Hit: 10 (2d6 + 3) bludgeoning damage.
Khorsekef the Infinite
Until the start of the mummy’s next turn, the target’s speed
Khorsekef the Infinite, First Pharaoh of the Khemharan
is reduced by 10 feet and the target can’t regain hit points.
Empire, ruled for over 3,000 years. Under his rule, the
Guardian Curse. The mummy calls down a scourge on one people of Khemhara thrived in the desert, and Khorsekef’s
creature they can see within 60 feet of them. The target must power provided an oasis for an entire nation. What his
succeed on a DC 13 Wisdom saving throw or be cursed. people could not know, because the desert isolated them
While cursed in this way, whenever the target takes damage, from the world, was that Khorsekef’s rule denied them the
they take an extra 3 (1d6) necrotic damage that can’t be right to change or grow. Though their god-king was human,
reduced in any way. The curse lasts until removed by a cure he never died, and generation after generation turned to
ailment power, a remove curse spell, or a similar supernatural dust at his feet. Children were born, grew old, married, had
effect. A target who succeeds on their saving throw is immune children—but nothing ever changed. Names, likenesses,
to the Guardian Curse of all mummies for the next 24 hours. identities, and even discoveries were endlessly recycled.
The Khem-hor thought this was the cycle of the world,
but the truth was hidden from them until the great explorer
Lady Agatamori, from Higara, exposed it. In truth, powerful
In those days, the Chain was in service to Queen Nefrusheri.
artifacts kept the Khem-hor trapped within a perpetual
I dunno what she was queen of—probably Khemhara.
cycle that fueled the pharaoh’s immortality. During the
I never bothered to ask. When your boss is an immortal
ensuing struggle against Lady Agatamori and the Khem-
mummy queen, the conversation tends to be pretty hor, Khorsekef was transformed into the timescape’s most
one-sided. “Yes ma’am” is about all I contribute. powerful mummy and trapped in the Abyssal Wasteland.
Dancer, Chronicler of You can read more about Khorsekef and find his stat
the Chain of Acheron, block in Kingdoms & Warfare.
Heroes 216–231
Absolute Evil
Voiceless talkers are evil sapient beings who engage in
reprehensible and irredeemable acts of eugenics. While
you can create exceptional synlirii who fight against such
philosophies and practices, the voiceless talkers who
participate in genetic experiments are unquestionably evil.
Psi-Tech
While most psi-tech weapons can be used only by voiceless
talkers, a character using the talent class (from the MCDM
supplement The Talent and Psionics) can use these weapons
by gaining 1 strain each time they make an attack with
one. A creature using a psi-tech ranged weapon uses
Intelligence instead of Dexterity for attack and
damage rolls.
Voiceless Talker CR 5 Minion die if the damage equals or exceeds their hit point maximum;
Graywarper 225 XP otherwise they take no damage.
Medium Aberration, Typically Lawful Evil Psionic Nexus. When a non-minion voiceless talker within
30 feet of the graywarper uses telepathy or manifests a psionic
Armor Class 15 (natural armor)
power, they can do so as if they were in the graywarper’s space.
Hit Points 12
Speed 30 ft. ACTIONS
Phase Chant (Group Attack). Melee or Ranged Power
STR DEX CON INT WIS CHA Attack: +7 to hit, reach 5 ft. or range 60 ft., one target. Hit:
10 (+0) 13 (+1) 14 (+2) 18 (+4) 14 (+2) 14 (+2) 4 psychic damage. If the target is a creature and if three or
Senses darkvision 120 ft., passive Perception 12 more graywarpers joined the attack, the target must make
Languages Deep Speech, Undercommon, telepathy 120 ft. a Charisma saving throw. The DC for this saving throw is
Proficiency Bonus +3 11 plus the number of graywarpers who joined the attack.
On a failed save, the target becomes phased until the end of
Minion. If the graywarper takes damage from an attack or as their next turn. While phased, the creature is translucent and
the result of a failed saving throw, their hit points are reduced immaterial, and they deal half damage with weapon attacks
to 0. If the graywarper takes damage from another effect, they and unarmed strikes.
Mindkiller Whelp CR 2 Minion Minion. If the whelp takes damage from an attack or as the
Small Aberration, Typically Lawful Evil 90 XP result of a failed saving throw, their hit points are reduced to 0.
If the whelp takes damage from another effect, they die if the
Armor Class 12
damage equals or exceeds their hit point maximum; otherwise
Hit Points 9
they take no damage.
Speed 10 ft., fly 30 ft.
Psionic Immunity. The whelp is unaffected by psionic powers
STR DEX CON INT WIS CHA manifested by voiceless talkers unless the whelp wishes to be.
10 (+0) 14 (+2) 11 (+0) 14 (+2) 12 (+1) 12 (+1) Resistance Drain. When an enemy within 5 feet of three or
more whelps makes a saving throw against a power or psionic
Senses darkvision 120 ft., passive Perception 11
effect, the enemy takes a penalty to the save equal to the
Languages Deep Speech, Undercommon, telepathy 120 ft.
number of whelps within 5 feet of them.
Proficiency Bonus +2
ACTIONS
Amorphous. The whelp can move through a space as narrow
Claws (Group Attack). Melee Weapon Attack: +4 to hit,
as 1 inch wide without squeezing.
reach 5 ft., one target. Hit: 2 slashing damage.
Mindkiller
Yumgrub
The yumgrub looks like an oozing apple-sized
dumpling with a hundred tiny legs. Like
a dumpling, the insect contains a delicious
secret: their sweet flesh temporarily enhances
the speed and strength of whoever consumes it.
However, eating the yumgrub has a cost. They
unleash a deeply upsetting scream when con-
sumed, and after their magic wears off, it leaves
the eater weary.
Subterranean Delicacy. The yumgrub is
the larval stage of the unremarkable tunnel moth.
Subterranean and cave-dwelling humanoids first
discovered their magic properties and began trading
the larvae among communities of dwarves, elves,
and goblins. Due to the yumgrub’s remarkable
benefits, underground conquerors sometimes
use them to fuel soldiers in battle.
Fossil Cryptic CR 7 Skirmisher Slam. Melee Weapon Attack: +7 to hit, reach 5 ft., one target.
Medium Elemental (Earth), Typically Neutral 2,900 XP Hit: 11 (2d6 + 4) bludgeoning damage.
Armor Class 16 (natural armor) Stone Bone Storm. The cryptic breaks apart their body,
Hit Points 127 (15d8 + 60) driving a flurry of stones in a 5-foot-wide, 30-foot-long line
Speed 40 ft., burrow 20 ft. originating from their space. Each creature in that area must
make a DC 15 Strength saving throw, taking 18 (4d8) blud-
STR DEX CON INT WIS CHA geoning damage and falling prone on a failed save, or taking
19 (+4) 14 (+2) 18 (+4) 12 (+1) 13 (+1) 10 (+0) half as much damage and not falling prone on a successful one.
The fossil cryptic then reforms in an unoccupied space in the
Saving Throws Str +7, Con +7 line’s area.
Damage Resistances bludgeoning, piercing, and slashing
Shatterstone (Recharge 6). The cryptic burrows up to half
from mundane attacks
their speed. If the cryptic ends this movement within 5 feet
Damage Immunities poison
of the surface, they can breach the surface. Each other creature
Condition Immunities charmed, dazed, frightened,
within 20 feet of the cryptic when they breach must make a
paralyzed, petrified, poisoned, prone
DC 15 Dexterity saving throw, taking 36 (8d8) bludgeoning
Senses blindsight 90 ft., passive Perception 11
damage on a failed save, or half as much damage on a suc-
Languages Primordial
cessful one.
Proficiency Bonus +3
BONUS ACTIONS
Churning Trunk. Prone creatures can’t make opportunity
Stoneshift. The cryptic shifts the ground under the feet of one
attacks against the cryptic, and the cryptic can move through
creature or object touching the ground within 30 feet of them.
spaces occupied by prone creatures. The first time on a turn
The target must succeed on a DC 15 Dexterity saving throw or
the cryptic moves through a space occupied by a prone
be moved up to 15 feet horizontally. Objects automatically fail
enemy, that enemy takes 7 (1d6 + 4) bludgeoning damage.
this saving throw.
ACTIONS
Multiattack. The cryptic makes two Slam attacks and uses
Stone Bone Storm.
Good-Aligned Enemies
It can be difficult to know when to deploy creatures who
are typically good-aligned as enemies for the characters to
fight. That’s why there aren’t many in this book. However,
these creatures still have agendas that can bring them into
conflict with the characters. For instance, the empyrean stag
protects enchanted forests from violent invaders, and if the
characters do battle with any creature native to the forest,
it draws the stag’s ire.
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
8 (−1) 15 (+2) 13 (+1) 1 (−5) 10 (+0) 2 (−4) 10 (+0) 16 (+3) 14 (+2) 8 (−1) 16 (+3) 18 (+4)
Blood-Borne Ooze Companion a creature or move where they’re clearly visible without
Companion automatically giving away their position.
Tiny Ooze, Unaligned 5th Level: Crimson Feast (8 Ferocity). The ooze attempts
to enter the body of a creature they can see within 5 feet of
Armor Class 13 plus PB (natural armor)
them who isn’t a Construct or an Undead. The target must
Hit Points 6 + six times caregiver’s level (number of
make a DC 10 plus PB Constitution saving throw. On a failed
d8 Hit Dice equal to their caregiver’s level)
save, the ooze melds into the target, who takes PBd6 necrotic
Speed 30 ft.
damage, becomes the ooze’s host, and is poisoned until the
STR DEX CON INT WIS CHA ooze exits the host.
10 (+0) 16 (+3) 13 (+1) 5 (−3) 12 (+1) 8 (−1) While melded, the ooze has total cover against attacks
and other effects originating outside the host, and they can’t
Saving Throws Con +1 plus PB, Dex +3 plus PB take any action except to exit the host as a bonus action.
Skills Stealth +3 plus PB At the start of each of the ooze’s turns, the host must make
Condition Immunities blinded, deafened, prone a DC 10 plus PB Constitution saving throw. On a failed save,
Senses blindsight 60 ft. (blind beyond this radius), passive the host takes PBd6 necrotic damage and remains melded.
Perception 11 On a successful save, the host takes half as much damage and
Proficiency Bonus (PB) equals the caregiver’s bonus the ooze exits the host. If the host dies or is subject to a cure
ailment power, a protection from poison or lesser restoration
Amorphous. The ooze can move through a space as narrow
spell, or a similar supernatural effect, the ooze exits the host.
as 1 inch wide without squeezing.
When the ooze exits the host, they enter an unoccupied
ACTIONS space within 5 feet of the host.
Signature Attack (Pseudopod). Melee Weapon Attack: +3 BONUS ACTIONS
plus PB to hit, reach 5 ft., one target. Hit: 1d6 plus PB blud-
Parasitic Symbiosis. If the ooze’s caregiver is within 5 feet
geoning damage.
of them, the ooze moves inside their caregiver. While inside
1st Level: Distracting Attack (2 Ferocity). The ooze makes their caregiver, the ooze has total cover against attacks and
a signature attack. On a hit, the attack deals its normal effects, other effects originating outside the caregiver. The ooze can
and the next attack made against the target before the start exit the caregiver by using another bonus action, entering an
of the ooze’s next turn has advantage. unoccupied space within 5 feet of the caregiver.
3rd Level: Clever Goop (5 Ferocity). The ooze takes the Hide Quick Cure (1/Day). While inside their caregiver (see Parasitic
action and makes a signature attack (in either order). If the Symbiosis), the ooze cleanses their caregiver’s blood, ending
attack hits a Large or smaller creature, the target is knocked the paralyzed and poisoned conditions on the caregiver.
prone. While the ooze is hidden in this way, they can approach
Ankheg
Gross Smells
Sewers smell like poop. It’s kind of their whole deal.
You can use the following optional rule to help evoke
the sewer’s grossness and make it a more challenging
environment for the player characters. At the end of each
hour a character who needs to breathe spends in the
sewer, they must succeed on a DC 14 Constitution saving
throw or be poisoned for 1 hour or until they leave the
sewer and remain outside of it for 10 minutes.
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
18 (+4) 10 (+0) 15 (+2) 2 (−4) 10 (+0) 3 (−4) 20 (+5) 10 (+0) 18 (+4) 5 (−3) 10 (+0) 5 (−3)
Stoneback Isopod Companion 1st Level: Mangling Attack (2 Ferocity). The isopod makes a
Companion signature attack. On a hit, the target’s speed is also reduced by
Medium Beast, Unaligned 10 feet until the end of the isopod’s next turn.
3rd Level: Push Through (5 Ferocity). The isopod moves up
Armor Class 15 plus PB (natural armor)
to their walking speed without provoking opportunity attacks.
Hit Points 7 + seven times caregiver’s level (number of
While doing so, they can move through the spaces of Large or
d8 Hit Dice equal to their caregiver’s level)
smaller creatures as if they were difficult terrain. If the isopod
Speed 30 ft., climb 20 ft., swim 20 ft.
enters another creature’s space during this move, that creature
STR DEX CON INT WIS CHA must succeed on a DC 10 plus PB Strength saving throw or be
16 (+3) 12 (+1) 15 (+2) 5 (−3) 10 (+0) 8 (−1) knocked prone.
5th Level: Tackle (8 Ferocity). The isopod moves up to their
Saving Throws Con +2 plus PB speed without provoking opportunity attacks and makes a
Skills Stealth +1 plus PB signature attack. On a hit, the target is also grappled (escape
Damage Resistances cold, fire DC 10 plus PB). While grappled in this way, the target is dazed
Senses darkvision 60 ft., passive Perception 10 and restrained.
Proficiency Bonus (PB) equals the caregiver’s bonus
REACTIONS
Amphibious. The isopod can breathe air and water. Emergency Hug (Recharges after a Long Rest). When the
Stone Camouflage. The isopod has advantage on Dexterity isopod’s caregiver is hit with an attack while within 5 feet of
(Stealth) checks made to hide in rocky terrain. the isopod, the isopod curls around the caregiver, giving the
caregiver a +PB bonus to their AC against the attack.
ACTIONS
Signature Attack (Bite). Melee Weapon Attack: +3 plus PB to
hit, reach 5 ft., one target. Hit: 1d6 plus PB piercing damage.
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
16 (+3) 12 (+1) 16 (+3) 5 (−3) 10 (+0) 6 (−2) 20 (+5) 10 (+0) 20 (+5) 3 (−4) 12 (+1) 3 (−4)
Skills Stealth +4
Damage Resistances acid; bludgeoning, piercing, and
slashing from mundane attacks
Condition Immunities blinded, charmed, deafened,
exhaustion, frightened, prone
Senses blindsight 120 ft., passive Perception 12 Leyleech CR 1/8 Controller
Languages — Small Monstrosity, Unaligned 25 XP
Proficiency Bonus +4
Armor Class 13 (natural armor)
Amorphous. The gem jelly can move through a space as Hit Points 13 (3d6 + 3)
narrow as 1 inch wide without squeezing. Speed 30 ft.
False Appearance. While the jelly remains motionless, they STR DEX CON INT WIS CHA
are indistinguishable from a natural crystal formation. 10 (+0) 15 (+2) 13 (+1) 4 (−3) 12 (+1) 8 (−1)
ACTIONS
Condition Immunities prone
Multiattack. The gem jelly makes two Pseudopod attacks. Senses darkvision 120 ft., passive Perception 11
Pseudopod (True Form Only). Melee Weapon Attack: +8 to Languages —
hit, reach 10 ft., one target. Hit: 18 (4d6 + 4) piercing damage. Proficiency Bonus +2
Crystalline Shatter (Crystalline Form Only). The jelly shat-
Supernatural Resistance. The leyleech has advantage on
ters their hardened outer layer, returning to their true form
saving throws against powers, spells, and other supernatu-
and sending crystal shrapnel in all directions. Each creature
ral effects.
within 10 feet of the gem jelly must make a DC 16 Dexterity
saving throw, taking 36 (8d8) piercing damage on a failed ACTIONS
save, or half as much damage on a successful one. Gem jellies Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target.
are immune to this damage. Hit: 4 (1d4 + 2) piercing damage. If the target is a creature
BONUS ACTIONS who can cast spells, the leyleech chooses one of the target’s
spellcasting abilities. That ability score is reduced by 1 (min-
Harden. The gem jelly transforms into a psionically hardened
imum score of 1) until the target finishes a short or long rest,
crystalline form or back into their true form. While in crystal-
and the leyleech’s form becomes charged for 1 minute or
line form, the jelly’s AC increases to 20, their speed becomes
until they use Magic Purge.
0, they can’t make Pseudopod attacks, they have disadvan-
tage on Dexterity saving throws, and they gain vulnerability Magic Purge (Charged Form Only). The leyleech spews
to thunder damage. corrupted magical energy at a creature they can see within
30 feet of them. The leyleech is no longer charged, and
REACTIONS the target must make a DC 11 Constitution saving throw,
Reactive Shatter (Crystalline Form Only). When the jelly taking 7 (2d6) force damage on a failed save, or half as
takes thunder damage, they use Crystalline Shatter. much damage on a successful one.
Saving Throws Str +9, Dex +12, Wis +10 BONUS ACTIONS
Skills Athletics +9, Perception +16, Stealth +12 Taste the Air. The marvorok makes a Wisdom (Percep-
Senses blindsight 300 ft., passive Perception 26 tion) check.
Languages Deep Speech Underground Stalker. The marvorok teleports, along with
Proficiency Bonus +6 any creatures they are grappling, up to 30 feet to an unoccu-
pied space they can see. If the marvorok teleports into an area
Scent Reliance. The marvorok can’t use their blindsight if they
of dim light or darkness, they can take the Hide action as part
can’t breathe or smell.
of this bonus action, and any creatures they are grappling can’t
ACTIONS speak or make noise until the end of the marvorok’s next turn.
Multiattack. The marvorok makes three Claw attacks and
one Eviscerate attack.
Mystic Connection:
Gem Jelly
If you’re playing a beastheart and have a
gem jelly companion, you gain the follow-
ing benefit at 9th level when you gain the
beastheart’s Mystic Connection feature:
Flesh to Diamonds. As a bonus action,
you cover your skin with a hardened
layer of crystals and gems that lasts for
10 minutes. For the duration, you have
resistance to bludgeoning, piercing,
and slashing damage. Once you use this
bonus action, you can’t do so again until
you finish a long rest.
The Horror
The Horror is a distended construct of stitched skin and
grafted limbs bearing weapons made from sharpened bone.
The Grave Order stitched this creation together from the
corpses of the Golden Valor, an adventuring party who
dared to challenge the necromancers. They then bound the
soul of Elyas Leodeir—a cunning rogue who killed Halorin
and earned Lestheris’s personal ire—to the grotesque form.
Ensorcelled by Lestheris’s magic, Elyas is forced to fight
against his will from within the prison made of his former
friends. This implacable avatar of death and destruction is
the greatest of the Grave Order’s undead creations, and the
first harbinger of the necromancers’ future army.
Lestheris Soldrei CR 2 Artillery Necrotic Lance (1st-Level Spell). Ranged Spell Attack: +6 to
Medium Humanoid (Half-Elf ), Neutral Evil 450 XP hit, range 120 ft., one target. Hit: 9 (2d8) necrotic damage.
Lestheris can destroy a shade under her control within 30 feet
Armor Class 12 (15 with mage armor)
of her and deal an extra 4 (1d8) necrotic damage to the target.
Hit Points 44 (8d8 + 8)
Speed 30 ft. Animate Spirits (2/Day). Lestheris animates two shades.
The shades appear in unoccupied spaces Lestheris can
STR DEX CON INT WIS CHA see within 30 feet of her. The shades act immediately after
9 (−1) 14 (+2) 12 (+1) 18 (+4) 14 (+2) 13 (+1) Lestheris on the same initiative count and follow her verbal
orders. If Lestheris dies, the shades are destroyed.
Saving Throws Int +6, Wis +4
Skills Arcana +6, History +6, Investigation +6, Persuasion +3 REACTIONS
Senses darkvision 60 ft., passive Perception 12 Ethereal Step (3/Day). When a creature Lestheris can see
Languages Common, Elvish within 60 feet of her targets her with an attack, power, or spell
Proficiency Bonus +2 while she isn’t on the Ethereal Plane, she can choose one of
the following effects:
Charm Resistant. Lestheris has advantage on saving throws
• Lestheris enters the Ethereal Plane, then returns to the
to avoid or end the charmed condition on herself.
plane and the space she left at the start of her next turn.
Dark Calling. Each other creature within 30 feet of Lestheris If that space is occupied, she returns to the nearest
has disadvantage on death saving throws. unoccupied space of her choice.
Tome of the Ethereal. Lestheris can see 120 feet into the • She teleports up to 60 feet to an unoccupied space
Ethereal Plane. she can see.
ACTIONS UTILITY SPELLS
Multiattack. Lestheris makes two Grave Grasp or two In addition to any other spells in this stat block, Lestheris can
Necrotic Lance attacks. cast the following spells, using Intelligence as the spellcasting
Grave Grasp (Cantrip). Melee Spell Attack: +6 to hit, reach ability (spell save DC 14):
5 ft., one target. Hit: 7 (2d6) necrotic damage, and the target At will: mage hand A, message A, minor illusion A
can’t regain hit points until the start of Lestheris’s next turn. 3/day each: detect magic A, mage armor A
1/day each: knock A, speak with dead A
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
9 (−1) 12 (+1) 14 (+2) 10 (+0) 16 (+3) 12 (+1) 18 (+4) 8 (−1) 16 (+3) 10 (+0) 9 (−1) 10 (+0)
Saving Throws Int +2, Wis +5 Saving Throws Str +6, Con +5, Wis +1
Skills Insight +5, Nature +2, Perception +5, Survival +5 Skills Intimidation +4
Damage Resistances fire Senses darkvision 60 ft., passive Perception 9
Damage Immunities necrotic Languages understands Common but can’t speak
Senses darkvision 60 ft., passive Perception 15 Proficiency Bonus +2
Languages Common, Infernal
Proficiency Bonus +2 Dying Gasp. When the Horror dies, they begin to rupture in
a vile explosion of viscera and necrotic energy. The creature
Necrotic Absorption. Whenever Mycete is subjected to who reduced the Horror to 0 hit points can make a DC 15
necrotic damage, she takes no damage and instead regains a Charisma (Persuasion) check to appeal to Elyas’s departing
number of hit points equal to the necrotic damage dealt. soul (no action required). On a successful check, his soul
transforms the explosion and each enemy of the Grave
ACTIONS
Order within 30 feet of the Horror gains 7 (2d6) temporary
Parasitic Spores. Melee or Ranged Spell Attack: +5 to hit, hit points. On a failed check (or if no check is made), each
reach 5 ft. or range 30 ft., one target. Hit: 7 (2d6) necrotic creature within 15 feet of the Horror must make a DC 13
damage, and if the target is a creature, Mycete regains 3 (1d6) Dexterity saving throw, taking 4 (1d8) acid damage plus
hit points. 4 (1d8) necrotic damage on a failed save, or half as much
Fungal Growth. Mycete causes fungi to proliferate from damage on a successful one.
a point she can see within 60 feet of her. Solid surfaces in
ACTIONS
a 10-foot square centered on that point become difficult
terrain, and a creature who enters that area for the first time Spine Cleaver. Melee Weapon Attack: +6 to hit, reach 5 ft.,
on a turn or starts their turn there must succeed on a DC 13 one target. Hit: 8 (1d8 + 4) slashing damage, or 13 (2d8 + 4)
Constitution saving throw or be poisoned for 1 minute slashing damage against a grappled target.
(save ends at end of turn). Bone Hook. Ranged Weapon Attack: +6 to hit, range 15 ft.,
Animate Husks (1/Day). Mycete animates three rotting one target. Hit: 7 (1d6 + 4) piercing damage. If the target is
zombies, who appear in unoccupied spaces Mycete can Medium or smaller, they are grappled (escape DC 14) and
see within 30 feet of her. The zombies act immediately after the Horror can pull the target up to 15 feet toward them.
Mycete on the same initiative count and follow her verbal Until this grapple ends, the Horror can’t make a Bone Hook
orders. If Mycete dies, the zombies are destroyed. attack against another target.
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
10 (+0) 18 (+4) 14 (+2) 16 (+3) 18 (+4) 13 (+1) 14 (+2) 18 (+4) 16 (+3) 10 (+0) 15 (+2) 11 (+0)
Saving Throws Con +4, Int +5, Wis +6 Saving Throws Dex +6, Con +5
Skills Medicine +6, Nature +5, Perception +6, Stealth +8, Skills Acrobatics +6, Perception +4, Stealth +8
Survival +6 Senses darkvision 60 ft., passive Perception 14
Senses darkvision 60 ft., passive Perception 16 Languages Common
Languages Common Proficiency Bonus +2
Proficiency Bonus +2
Spider Climb. Excess can climb difficult surfaces, includ-
Octopodan Camouflage. Ceemal can attempt to hide even ing upside down on ceilings, without needing to make an
when they are only lightly obscured by foliage, heavy rain, ability check.
falling snow, mist, or other natural phenomena. ACTIONS
ACTIONS Multiattack. Excess makes one Bite attack and one
Multiattack. Ceemal makes two Fillet Knife or two Acid Sting attack.
Spit attacks. Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target.
Fillet Knife. Melee Weapon Attack: +6 to hit, reach 5 ft., Hit: 8 (1d8 + 4) piercing damage. If the target is a Medium or
one target. Hit: 7 (1d6 + 4) slashing damage. If the target is smaller creature, they are grappled (escape DC 14). While
a creature, another Abomination within 5 feet of the target grappled, a target takes 2 (1d4) poison damage at the start
regains hit points equal to half the damage dealt. of each of Excess’s turns, and Excess can’t make a Bite attack
Acid Spit. Ranged Weapon Attack: +6 to hit, range 20/40 ft., against another target.
one target. Hit: 8 (1d8 + 4) acid damage, and the target is Sting. Melee Weapon Attack: +6 to hit, reach 10 ft.,
poisoned until the start of Ceemal’s next turn. one target. Hit: 7 (1d6 + 4) piercing damage, and the target
must succeed on a DC 13 Constitution saving throw or be
BONUS ACTIONS
poisoned for 1 minute (save ends at end of turn).
To Me, Sweetie (3/Day). Ceemal chooses an ally within
Swallow. Excess makes a Bite attack against a Medium or
30 feet of them who can hear them. The ally can use their
smaller creature who they are grappling or hidden from.
reaction to move up to their speed toward Ceemal without
If the attack hits, the target is swallowed as Excess enlarges
provoking opportunity attacks.
their head and stomach. The swallowed target is no longer
REACTIONS grappled, but they are blinded and restrained, have total
Wail of Loss. When another Abomination who Ceemal can cover against attacks and other effects outside Excess, and
see is reduced to 0 hit points by an enemy within 60 feet take 10 (3d6) acid damage at the start of each of Excess’s
of Ceemal, Ceemal releases a psychic wail. The enemy must turns. Excess can have only one target swallowed at a time.
make a DC 14 Constitution saving throw, taking 7 (2d6) If Excess dies, a swallowed creature is no longer restrained
psychic damage on a failed save, or half as much damage by them and can escape from the corpse by using 5 feet of
on a successful one. movement, exiting prone.
BONUS ACTIONS
Cunning Action. Excess takes the Dash, Disengage, or
Hello, traveler. Have a seat by the fire. Hide action.
My friends should be back any minute,
and then it’s dinner time. Won’t you
please join us? I’m sure you’re dying
to know what I am.
Ceemal
Sair CR 2 Artillery Flyby. Sair doesn’t provoke opportunity attacks when they fly
Medium Monstrosity, Chaotic Evil 450 XP out of an enemy’s reach.
Armor Class 15 (natural armor) ACTIONS
Hit Points 45 (10d8) Claws. Melee Weapon Attack: +6 to hit, reach 5 ft., one target.
Speed 30 ft., fly 60 ft. Hit: 11 (2d6 + 4) slashing damage.
Psionic Bolt (1st-Order Power). Ranged Power Attack: +6 to
STR DEX CON INT WIS CHA
hit, range 120 ft., one target. Hit: 10 (3d6) psychic damage.
14 (+2) 18 (+4) 10 (+0) 18 (+4) 10 (+0) 10 (+0)
If the target is Large or smaller, they are pushed 5 feet away
Saving Throws Dex +6, Int +6 from Sair.
Skills Acrobatics +6, Perception +2, Survival +2 *Mind Scream (1/Day; 3rd-Order Power). Sair psionically
Senses darkvision 60 ft., passive Perception 12 pierces the mind of each enemy within 30 feet of them. Each
Languages Common, telepathy 120 ft. target must make a DC 14 Intelligence saving throw, taking
Proficiency Bonus +2 17 (5d6) psychic damage on a failed save, or half as much
damage on a successful one. A creature reduced to 0 hit points
by this damage is automatically stabilized.
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
20 (+5) 10 (+0) 14 (+2) 11 (+0) 20 (+5) 13 (+1) 10 (+0) 20 (+5) 14 (+2) 15 (+2) 12 (+1) 15 (+2)
Saving Throws Con +4, Wis +7, Cha +3 Saving Throws Dex +7, Con +4, Cha +4
Skills Athletics +7, Deception +3, Insight +7, Religion +4 Skills Acrobatics +7, Deception +4, Insight +3, Perception +3,
Senses passive Perception 15 Stealth +9
Languages Common Senses passive Perception 13
Proficiency Bonus +2 Languages Common
Proficiency Bonus +2
Exploit Opening (3/Day). When Athenodorus makes an
attack, he has advantage on the attack roll. Exploit Opening (3/Day). When Cloak makes an attack, she
has advantage on the attack roll.
ACTIONS
Star of Iron. Melee Weapon Attack: +7 to hit, reach 10 ft., ACTIONS
one target. Hit: 12 (2d6 + 5) bludgeoning damage. If the Multiattack. Cloak makes two Shortsword attacks.
target is a creature, they are hexed until the end of their next Shortsword. Melee Weapon Attack: +7 to hit, reach 5 ft.,
turn. Whenever a creature hexed in this way makes an attack one target. Hit: 8 (1d6 + 5) piercing damage plus 3 (1d6)
roll or saving throw, they must roll a d4 and subtract the poison damage, and the target is poisoned until the start of
number rolled from the attack roll or saving throw. Cloak’s next turn.
Iron Ring (2/Day). If not in the Cyst, Athenodorus tele- Light Crossbow. Ranged Weapon Attack: +7 to hit, range
ports to the Cyst. If in the Cyst, he teleports to a place 80/320 ft., one target. Hit: 8 (1d8 + 5) piercing damage. If the
he has visited. target is a creature who hasn’t moved since the end of Cloak’s
Unholy Fire (2/Day; 3rd-Level Spell). Athenodorus calls last turn, the attack deals an extra 7 (2d6) piercing damage.
unholy black flames from the depths at a point he can Iron Ring (2/Day). If not in the Cyst, Cloak teleports to the
see within 90 feet of him. Each enemy in a 15-foot-radius, Cyst. If in the Cyst, she teleports to a place she has visited.
30-foot-high cylinder centered on that point must make a
DC 15 Dexterity saving throw. On a failed save, a creature BONUS ACTIONS
takes 14 (4d6) fire damage plus 14 (4d6) necrotic damage Cunning Action. Cloak takes the Dash, Disengage, or
and is moved up to 15 feet horizontally. On a successful save, Hide action.
a creature takes half as much damage and isn’t moved. REACTIONS
BONUS ACTIONS You Should’ve Been Watching Me. If a creature within 5
Blessing of Ajax (2/Day). Athenodorus chooses a creature feet of Cloak hits one of her allies with an attack, Cloak makes
he can see within 30 feet of him. The target regains 14 (2d8 + a Shortsword attack against the creature. To use this reaction,
5) hit points and Athenodorus can end one of the following Cloak must be able to see the ally and the attacker.
conditions affecting the target: blinded, charmed, dazed,
deafened, frightened, paralyzed, poisoned, or stunned.
UTILITY SPELLS
In addition to any other spells in this stat block, Athenodorus Who is Cloak?
can cast the following spells, using Wisdom as the spellcasting We have intentionally left the identity of Cloak a mystery
ability (spell save DC 15): so that you can better work the Black Iron Pact into your
campaign’s story. She might be an NPC who is close to the
At will: light A, mending A
characters and has been spying on them since their arrival
1/day each: divination A, glyph of warding +
in Capital. She could be a secret hero working to take
the Black Iron Pact down from the inside. She might be a
wealthy noble or politician who trusts no one, not even
Erasmus, to keep her involvement in the heinous organiza-
tion a secret.
Qar, Master of Jackals CR 3 Skirmisher Supernatural Resistance. Qar has advantage on saving
Medium Humanoid (Human), Lawful Evil 700 XP throws against powers, spells, and other supernatural effects.
Armor Class 18 (natural armor) ACTIONS
Hit Points 71 (11d8 + 22) Multiattack. Qar makes three Unarmed Strike attacks. If he
Speed 50 ft. hits the same creature with all three attacks, the target is dazed
until the end of their next turn.
STR DEX CON INT WIS CHA
Unarmed Strike. Melee Weapon Attack: +7 to hit, reach 5 ft.,
12 (+1) 20 (+5) 14 (+2) 13 (+1) 20 (+5) 10 (+0)
one target. Hit: 8 (1d6 + 5) bludgeoning damage.
Saving Throws Str +3, Dex +7, Wis +7 Iron Ring (2/Day). If not in the Cyst, Qar teleports to the
Skills Acrobatics +7, Athletics +3, Perception +7, Stealth +7 Cyst. If in the Cyst, he teleports to a place he has visited.
Senses passive Perception 17
Languages Common REACTIONS
Proficiency Bonus +2 No Survivors. When an enemy Qar can see within 40 feet of
him drops to 0 hit points, Qar moves up to his speed. If he
Evasion. If Qar is subjected to an effect that allows him to ends that movement within 5 feet of an enemy, he can make
make a Dexterity saving throw to take only half damage, he an Unarmed Strike against them.
instead takes no damage if he succeeds on the saving throw, Voice Stealer (3/Day). When an enemy Qar can hear within
and only half damage if he fails. 30 feet of him finishes casting a spell with a verbal component,
Exploit Opening (3/Day). When Qar makes an attack, he has Qar attempts to steal their voice. The enemy must succeed on
advantage on the attack roll. a DC 15 Intelligence saving throw or be unable to speak for
1 minute (save ends at end of turn).
Eye of
Sunrise
Anthracia, CR 5 Controller and are petrified into a withered stone tree featuring their
Princess of Venom 1,800 XP tortured likeness. The petrification lasts until the creature is
Medium Fey, Lawful Evil restored by a cure ailment power of 4th order or higher, a
greater restoration spell, or a similar supernatural effect.
Armor Class 14 (natural armor)
Missile Thorn. Ranged Spell Attack: +9 to hit, range 90 ft.,
Hit Points 99 (18d8 + 18)
one target. Hit: 7 (2d6) piercing damage plus 7 (2d6) poi-
Speed 30 ft.
son damage.
STR DEX CON INT WIS CHA Tree Teleport (3/Day; 5th-Level Spell). Anthracia touches
10 (+0) 14 (+2) 12 (+1) 15 (+2) 20 (+5) 22 (+6) a living tree. She instantly teleports to an unoccupied space
within 5 feet of another living tree within 500 feet of the first.
Saving Throws Dex +5, Wis +8, Cha +9 Both trees must be Medium or larger.
Skills Nature +8, Perception +8, Stealth +8
Damage Immunities poison Wall of Poison (1/Day). Anthracia conjures an opaque wall of
Condition Immunities charmed, frightened, poisoned poisonous gas centered on a point she can see within 150 feet
Senses darkvision 60 ft., passive Perception 18 of her. The wall can be up to 50 feet long, 15 feet high, and
Languages Common, Elvish, Sylvan 5 feet thick. The wall lingers in the air for 1 minute and its area
Proficiency Bonus +3 is heavily obscured. Each creature who is in that area when the
wall appears or who enters it for the first time on a turn must
Supernatural Resistance. Anthracia has advantage on saving make a DC 17 Constitution saving throw, taking 26 (4d12)
throws against powers, spells, and other supernatural effects. poison damage on a failed save, or half as much damage on a
successful one. Creatures who don’t need to breathe automat-
ACTIONS
ically succeed on this saving throw. A moderate wind (at least
Multiattack. Anthracia makes three attacks using Stone Touch, 10 miles per hour) disperses the wall after 4 rounds. A strong
Missile Thorn, or both. She can also use Tree Teleport, if wind (at least 20 miles per hour) disperses it after 1 round.
available.
REACTIONS
Stone Touch. Melee Spell Attack: +9 to hit, reach 5 ft.,
Sudden Quake. When an enemy moves within 15 feet of
one target. Hit: 13 (3d8) necrotic damage, and the target must
Anthracia, she creates a small tremor in the ground beneath
succeed on a DC 17 Constitution saving throw or be restrained
her. Each creature within 15 feet of her must succeed on a
(save ends at end of turn) as their limbs become heavy. If this
DC 17 Dexterity saving throw or fall prone.
attack reduces a creature to 0 hit points, they become stable
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
22 (+6) 8 (−1) 16 (+3) 6 (−2) 10 (+0) 6 (−2) 8 (−1) 20 (+5) 13 (+1) 15 (+2) 12 (+1) 22 (+6)
Saving Throws Str +9, Con +6, Wis +3 Saving Throws Dex +7, Wis +3, Cha +8
Skills Athletics +9, Stealth +5 Skills Acrobatics +7, Perception +3, Stealth +7
Damage Resistances cold, fire Damage Resistances bludgeoning, piercing, and slashing
Damage Immunities lightning from mundane attacks
Condition Immunities blinded, deafened, exhaustion Condition Immunities charmed, frightened
Senses blindsight 60 ft. (blind beyond this radius), passive Senses darkvision 60 ft., passive Perception 13
Perception 10 Languages Common, Elvish, Sylvan, telepathy 60 ft.
Languages understands Sylvan but can’t speak Proficiency Bonus +2
Proficiency Bonus +3
Fey Countenance (1/Turn). When a creature who can see
Lightning Absorption. Whenever Logger is subjected to Sylphise targets her with an attack, power, or spell, the crea-
lightning damage, they take no damage and instead regain a ture must succeed on a DC 16 Wisdom saving throw or be
number of hit points equal to the lightning damage dealt. blinded until the start of their next turn (no action required).
ACTIONS Speak with Beasts and Plants. Sylphise can communicate
with Beasts and Plants as if they shared a language.
Multiattack. Logger makes two Slam attacks. If they are in a
fury (see Nature’s Fury), they instead make three Slam attacks. Supernatural Resistance. Sylphise has advantage on saving
throws against powers, spells, and other supernatural effects.
Slam. Melee Weapon Attack: +9 to hit, reach 10 ft.,
one target. Hit: 13 (2d6 + 6) bludgeoning damage. ACTIONS
Entangling Vines. Vines lash out from Logger’s body. Multiattack. Sylphise makes three Claw attacks or uses
Each enemy within 30 feet of them must succeed on a DC 17 Sibilant Whispers twice.
Strength saving throw or take 9 (1d6 + 6) bludgeoning Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., one target.
damage and be grappled (escape DC 17) and pulled up Hit: 8 (1d6 + 5) slashing damage plus 3 (1d6) psychic damage.
to 30 feet directly toward Logger.
Sibilant Whispers. One creature Sylphise can see within
BONUS ACTIONS 60 feet of her must succeed on a DC 16 Charisma saving
Nature’s Fury (1/Day). Logger enters a fury for 1 minute. throw or take 10 (3d6) psychic damage.
While in a fury, Logger has advantage on Strength checks and Etherealness. Sylphise magically enters the Ethereal Plane
saving throws, and they can make an extra Slam attack when from the Mundane World, or vice versa.
they use Multiattack. If Logger ends their turn without dam-
REACTIONS
aging another creature on that turn, the fury ends early.
Too Slow! If a creature misses Sylphise with an attack, she can
move up to her speed without provoking opportunity attacks
from that creature.
What is Logger?
Logger is a one-of-a-kind plant creature created by
Anthracia from the branches of her tree. Only Anthracia The dirt shall drink your blood
truly understands the magic used to create the plant, but as it pools around you! At least
some theorize that if Anthracia’s tree were destroyed, you were good for something.
Logger would die as a result. To lose both her tree and
Logger in the same blow would surely push Anthracia Anthracia
toward revenge at all costs.
Vali CR 4 Ambusher Elf Glamour (1/Day). When a creature targets Vali with an
Medium Humanoid (Elf ), Neutral Evil 1,100 XP attack, power, or spell, the creature must succeed on a DC 15
Wisdom saving throw or be charmed by him until the end of
Armor Class 16 (leather armor)
his next turn (no action required).
Hit Points 71 (13d8 + 13)
Speed 35 ft., climb 35 ft. ACTIONS
Multiattack. Vali makes two Shortsword attacks, or he makes
STR DEX CON INT WIS CHA two Waning Moon attacks and uses Waning Moon Fade,
11 (+0) 20 (+5) 12 (+1) 11 (+0) 20 (+5) 10 (+0) if available.
Saving Throws Dex +7, Wis +7, Cha +2 Shortsword. Melee Weapon Attack: +7 to hit, reach 5 ft.,
Skills Acrobatics +7, Perception +9, Stealth +9 one target. Hit: 8 (1d6 + 5) piercing damage.
Senses darkvision 60 ft., passive Perception 19 Waning Moon. Ranged Weapon Attack: +7 to hit, range
Languages Common, Elvish, Sylvan 150/600 ft., one target. Hit: 9 (1d8 + 5) piercing damage.
Proficiency Bonus +2 If the target is a creature who can’t see Vali, the target takes
an extra 7 (2d6) force damage.
Cloak and Dagger. While Vali is hidden, he doesn’t give away
his location if he makes a weapon attack and misses. Waning Moon Fade (1/Day). Vali becomes invisible for
1 minute and takes the Hide action. This invisibility ends if
Deft-Footed. Vali leaves no tracks or other traces of his pres-
Vali makes an attack, casts a spell, or manifests a power.
ence unless he wants to.
BONUS ACTIONS
Nimble Escape. Vali takes the Disengage or Hide action.
Mindrazor
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
13 (+1) 15 (+2) 14 (+2) 22 (+6) 16 (+3) 7 (−2) 10 (+0) 22 (+6) 13 (+1) 15 (+2) 17 (+3) 12 (+1)
Saving Throws Con +5, Int +9 Saving Throws Dex +9, Wis +6
Skills History +9, Investigation +9, Perception +6, Religion +9 Skills Acrobatics +9, Nature +5, Perception +6, Stealth +9,
Damage Resistances poison, psychic Survival +6
Senses darkvision 60 ft., passive Perception 16 Senses darkvision 60 ft., passive Perception 16
Languages Common, Dwarvish, thieves’ cant, Languages Elvish, telepathy 120 ft.
telepathy 120 ft. Proficiency Bonus +3
Proficiency Bonus +3
Deadly Sharpshooter. Attacking at long range with a ranged
Mind Link. Jutkarr can communicate telepathically with any weapon doesn’t impose disadvantage on Llyvessa’s attack rolls.
Amethyst Knife boss regardless of distance, provided they Elf Glamour (1/Day). When a creature targets Llyvessa with
are on the same plane of existence. an attack, power, or spell, the creature must succeed on a
Poison Resistant. Jutkarr has advantage on saving throws he DC 14 Wisdom saving throw or be charmed by her until the
makes to avoid or end the poisoned condition on himself. end of her next turn (no action required).
ACTIONS Mind Link. Llyvessa can communicate telepathically with any
Amethyst Knife boss regardless of distance, provided they
Multiattack. Jutkarr makes two Deserved Transfer attacks.
are on the same plane of existence.
*Deserved Transfer (2nd-Order Power). Melee or Ranged
ACTIONS
Power Attack: +9 to hit, reach 5 ft. or range 30 ft., one
creature. Hit: 13 (2d6 + 6) psychic damage, and one creature Multiattack. Llyvessa makes two Scimitar or Longbow
Jutkarr can see within 30 feet of him gains temporary hit attacks. Alternatively, she makes one Longbow attack and
points equal to half the damage dealt. uses Psychic Shot, if available.
Psionic Resilience (2/Day; 4th-Order Power). Jutkarr Scimitar. Melee Weapon Attack: +9 to hit, reach 5 ft.,
touches a willing creature and gives them immunity to one one target. Hit: 9 (1d6 + 6) slashing damage.
of the following conditions for 1 hour: blinded, charmed, Longbow. Ranged Weapon Attack: +9 to hit, range
dazed, deafened, frightened, paralyzed, petrified, poisoned, 150/600 ft., one target. Hit: 15 (2d8 + 6) piercing damage.
or stunned. Additionally, if the target suffers from the chosen Psychic Shot (Recharge 5–6). Llyvessa makes a Longbow
condition, that condition is suppressed for 1 hour. attack that ignores cover, and which can pass through
REACTIONS mundane solid objects up to 5 feet thick that aren’t
Shared Condition. When Jutkarr is blinded, charmed, dazed, being worn or carried.
deafened, frightened, paralyzed, or stunned, he chooses a BONUS ACTIONS
willing Amethyst Knife boss within 60 feet of him who doesn’t Jaunt (1/Day; 3rd-Order Power). Llyvessa or one willing
already have the condition or is immune to it. The chosen creature within 5 feet of her teleports to an unoccupied
creature then gains the condition for the duration, and Jutkarr space Llyvessa can see within 30 feet of her.
loses the condition. He can use this reaction even while
incapacitated. REACTIONS
*Control Projectiles (3/Day; 2nd-Order Power). When
a creature Llyvessa can see within 60 feet of her makes a
ranged weapon attack, she gives the creature advantage or
Thieves? No. Thieves dream of doing one big, disadvantage on the attack roll (her choice).
easy job. If they pull it off, they go into hiding
Shared Condition. When Llyvessa is blinded, charmed,
and retire. We are not thieves. We’re architects. dazed, deafened, frightened, paralyzed, or stunned, she
Jutkarr Flintfingers chooses a willing Amethyst Knife boss within 60 feet of
her who doesn’t already have the condition or is immune
to it. The chosen creature then gains the condition for the
duration, and Llyvessa loses the condition. She can use this
reaction even while incapacitated.
Charm Resistant. Treyvan has advantage on saving throws Exploit Opening (3/Day). When Victory makes an attack,
he makes to avoid or end the charmed condition on himself. she has advantage on the attack roll.
Mind Link. Treyvan can communicate telepathically with any Mind Link. Victory can communicate telepathically with any
Amethyst Knife boss regardless of distance, provided they Amethyst Knife boss regardless of distance, provided they
are on the same plane of existence. are on the same plane of existence.
Telekinetic Bastion. Each ally within 20 feet of Treyvan has Kinetic Buildup. When Victory hits a creature with a melee
a +2 bonus to AC and Dexterity saving throws. Enemies treat weapon attack, her speed increases by a cumulative 5 feet
the area within 20 feet of Treyvan as difficult terrain. and she gains one additional reaction until the start of her
next turn.
ACTIONS
Psionic Wound (3/Day). When Victory hits a creature with a
Multiattack. Treyvan makes two Maul attacks. He can
Mindrazor attack, she can attempt to inflict a psionic wound
replace one attack with a use of Telekinetic Throw or Choke,
(no action required). The target must succeed on a DC 17
if available.
Intelligence saving throw or become vulnerable to psychic
Maul. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. damage for 1 minute (save ends at end of turn).
Hit: 13 (2d6 + 6) bludgeoning damage. If the target is
ACTIONS
Medium or smaller, Treyvan can choose to either knock them
prone or push them up to 10 feet away from him. Multiattack. Victory makes three Mindrazor attacks and one
Cheap Shot attack.
Telekinetic Throw. Treyvan throws his maul with telekinetic
force, making a Maul attack with a range of 30 feet. After Mindrazor. Melee Weapon Attack: +10 to hit, reach 5 ft.,
making this attack, the maul immediately returns to Trey- one target. Hit: 11 (1d8 + 7) piercing damage.
van’s hands. Cheap Shot. Melee Weapon Attack: +9 to hit, reach 5 ft.,
Choke (2/Day; 5th-Order Power; Concentration). Treyvan one target. Hit: 8 (1d4 + 6) bludgeoning damage, and the
telekinetically crushes one Large or smaller creature he can target must make a DC 17 Dexterity saving throw. On a failed
see within 30 feet of him. The target must succeed on a save, Victory can choose for the target to either be knocked
DC 17 Dexterity saving throw or be restrained for 1 minute prone or gain one of the following conditions until the end
(save ends at end of turn). While restrained in this way, the of the target’s next turn: blinded, dazed, or deafened.
target takes 14 (4d6) force damage at the start of each of REACTIONS
their turns. If the target is ever more than 30 feet away from
Shared Condition. When Victory is blinded, charmed,
Treyvan or has total cover from him, the power ends early.
dazed, deafened, frightened, paralyzed, or stunned, she
REACTIONS chooses a willing Amethyst Knife boss within 60 feet of
Shared Condition. When Treyvan is blinded, charmed, her who doesn’t already have the condition or is immune
dazed, deafened, frightened, paralyzed, or stunned, he to it. The chosen creature then gains the condition for the
chooses a willing Amethyst Knife boss within 60 feet of duration, and Victory loses the condition. She can use this
him who doesn’t already have the condition or is immune reaction even while incapacitated.
to it. The chosen creature then gains the condition for the
duration, and Treyvan loses the condition. He can use this
reaction even while incapacitated.
Prince Ellan Farra CR 6 Controller 10 (3d6) poison damage, and the target must succeed on a
Medium Humanoid (Elf ), Lawful Evil 2,300 XP DC 18 Constitution saving throw or be poisoned for 1 minute
(save ends at end of turn).
Armor Class 18 (breastplate, shield)
Hit Points 110 (20d8 + 20) Command (2nd-Level Spell). Ellan speaks a one-word com-
Speed 30 ft. mand to up to two creatures he can see within 60 feet of him.
Each target must succeed on a DC 18 Wisdom saving throw or
STR DEX CON INT WIS CHA follow the command on their next turn. The spell has no effect
24 (+7) 14 (+2) 12 (+1) 11 (+0) 24 (+7) 20 (+5) if the target is Undead, doesn’t understand Common or Elvish,
or would be directly harmed by following the command. If
Saving Throws Dex +5, Wis +10, Cha +8 the target can’t follow Ellan’s command, the spell ends. Some
Skills Deception +8, Insight +10, Persuasion +8, Religion +3 typical commands and their effects follow:
Damage Immunities psychic
Approach. The target moves toward Ellan by the shortest
Condition Immunities charmed, frightened
and most direct route, ending their turn if they move within
Senses darkvision 60 ft., passive Perception 17
5 feet of Ellan.
Languages Common, Elvish
Drop. The target drops whatever they are holding and then
Proficiency Bonus +3
ends their turn.
Elf Glamour (1/Day). When a creature targets Ellan with an Flee. The target spends their turn moving away from Ellan by
attack, power, or spell, the creature must succeed on a DC 18 the fastest available means.
Wisdom saving throw or be charmed by him until the end of Grovel. The target falls prone and then ends their turn.
his next turn (no action required). Halt. The target doesn’t move and takes no actions.
Resolute Aura. While he is conscious, Ellan and any allies Unholy Flame (3rd-Level Spell). Ellan conjures unholy fire
within 20 feet of him who can see him can’t be charmed or around one creature he can see within 60 feet of him. The
frightened. target must make a DC 18 Dexterity saving throw. On a failed
save, the target takes 27 (6d8) fire damage and is enveloped
ACTIONS
(save ends at end of turn). While enveloped, a creature takes
Multiattack. Ellan makes two Bladed Scepter attacks. 7 (2d6) fire damage at the start of each of their turns. On
Bladed Scepter. Melee Weapon Attack: +10 to hit, reach a successful save, the target takes half as much damage and
5 ft., one target. Hit: 11 (1d8 + 7) bludgeoning damage plus isn’t enveloped.
Magic Items
Qazyldrath entrusted Aronar and Athmia with two rings:
Aronar with the Sun Eater’s soul and Athmia with the Sun
Eater’s mind. Sun Eater’s
Soul
Sun Eater’s Mind
Ring, Very Rare (Requires Attunement)
The shifting shadows within this black glass ring constantly
move. While wearing this ring, when a creature you can
see within 60 feet of you makes a spell attack against you or
casts a spell that requires you to make a saving throw, you
can use your reaction to pierce the creature’s mind. The
next attack you make against that creature before the end of
your next turn is automatically a critical hit. The ring can
be used to pierce a creature’s mind three times and regains
all uses daily at dusk.
Sun Eater’s Gift. While within 30 feet of a willing
creature who is attuned to the Sun Eater’s soul, you can
use a bonus action to swap places with them. The ring
can be used to swap places three times and regains all
uses daily at dusk.
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
10 (+0) 26 (+8) 14 (+2) 26 (+8) 12 (+1) 13 (+1) 10 (+0) 26 (+8) 14 (+2) 14 (+2) 26 (+8) 12 (+1)
Saving Throws Dex +11, Int +11, Wis +4 Saving Throws Dex +11, Con +5, Wis +11
Skills Insight +4, Perception +7, Stealth +14 Skills Perception +11, Stealth +11, Survival +11
Damage Resistances acid, necrotic Damage Resistances acid, fire, necrotic
Senses blindsight 30 ft., darkvision 120 ft., passive Senses blindsight 30 ft., darkvision 120 ft., passive
Perception 17 Perception 21
Languages Common, Draconic, Elvish Languages Common, Draconic, Infernal
Proficiency Bonus +3 Proficiency Bonus +3
Charm Resistant. Athmia has advantage on saving throws Forest Defense. When Caithas is in forest terrain and is
she makes to avoid or end the charmed condition on herself. targeted by a ranged attack by an attacker he can see,
Evasion. If Athmia is subjected to an effect that allows her to the attack has disadvantage.
make a Dexterity saving throw to take only half damage, she ACTIONS
instead takes no damage if she succeeds on the saving throw, Multiattack. Caithas makes three Scimitar or three Scaled
and only half damage if she fails. Longbow attacks.
Mental Assault (1/Turn). When Athmia hits a creature with Scimitar. Melee Weapon Attack: +11 to hit, reach 5 ft.,
her Soul Blade attack, she can assault their mind. The target one target. Hit: 15 (2d6 + 8) slashing damage.
must succeed on a DC 19 Intelligence saving throw or expend
one spell slot of the highest level available with no effect. A Scaled Longbow. Ranged Weapon Attack: +11 to hit, range
creature who fails this saving throw but can’t expend a spell 150/600 ft., one target. Hit: 12 (1d8 + 8) piercing damage
slot must instead spend 3 of their Hit Dice with no effect, or plus 7 (2d6) necrotic damage. If the target is a creature who
if they can’t, take an extra 10 (3d6) psychic damage. hasn’t attacked Caithas since the end of his last turn, he has
advantage on the attack roll.
ACTIONS
Manifestation (Recharge 5–6). Caithas calls on his
Multiattack. Athmia makes two Soul Blade attacks. connection with Qazyldrath, and the dragon manifests in
Soul Blade. Melee or Ranged Weapon Attack: +11 to hit, Caithas’s space and exhales dark energy in a 30-foot line
reach 5 ft. or range 30/60 ft., one target. Hit: 25 (5d6 +8) that is 5 feet wide. Each creature in that line must make a
psychic damage, and the target must succeed on a DC 19 DC 19 Dexterity saving throw, taking 18 (4d8) acid damage
Wisdom saving throw or be frightened of Athmia until the plus 18 (4d8) necrotic damage on a failed save, or half as
end of her next turn. much damage on a successful one. Additionally, that area
Psychic Frenzy (1/Day). Athmia clouds the minds of her foes. is filled with magical darkness for 1 minute. A creature with
Each enemy within 60 feet of her must succeed on a DC 19 darkvision can’t see through this darkness, and supernatural
Wisdom saving throw or be dazed until the start of her next light can’t illuminate it. The manifestation of Qazyldrath
turn. Athmia gains 5 temporary hit points for each creature then disappears.
who fails this save. BONUS ACTIONS
BONUS ACTIONS Gaze of the Decay (1/Day). Caithas chooses a creature he
Cunning Action. Athmia takes the Dash, Disengage, or can see within 60 feet of him, magically marking them for
Hide action. 24 hours. While Caithas and the marked creature are on the
same plane of existence, he always knows the distance and
Sun Eater’s Gift (3/Day). While within 30 feet of Aronar,
direction to them. Additionally, a marked creature can’t hide
Athmia swaps places with him if he is willing.
from him, and if the marked creature becomes invisible, they
REACTIONS gain no benefit from that condition against Caithas.
Sun Eater’s Mind (3/Day). When a creature Athmia can
see within 60 feet of her makes a spell attack against her or
casts a spell that requires her to make a saving throw, she can
pierce their mind, and the next attack she makes against that
creature is automatically a critical hit.
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
10 (+0) 26 (+8) 18 (+4) 26 (+8) 10 (+0) 10 (+0) 26 (+8) 11 (+0) 20 (+5) 11 (+0) 12 (+1) 24 (+7)
Saving Throws Dex +11, Con +7, Int +11 Saving Throws Str +11, Con +8, Cha +10
Skills Arcana +11, Investigation +11 Skills Acrobatics +3, Athletics +11, Deception +10,
Damage Resistances acid, necrotic Intimidation +10
Senses blindsight 30 ft., darkvision 120 ft., passive Damage Resistances acid, necrotic (bludgeoning, piercing,
Perception 10 and slashing during Draconic Rage)
Languages Common, Draconic Senses blindsight 30 ft., darkvision 120 ft., passive
Proficiency Bonus +3 Perception 11
Languages Common, Draconic
Exploit Opening (3/Day). When Draven makes an attack, Proficiency Bonus +3
he has advantage on the attack roll.
Profane Sacrifice (1/Turn). When Draven hits a creature Exploit Opening (3/Day). When Vivienn makes an attack,
with a melee attack, he can sacrifice his vitality to empower she has advantage on the attack roll.
the attack. The target’s speed drops to 0 until the start of his Reckless. At the start of her turn, Vivienn can gain advantage
next turn, and Draven takes 5 (1d10) psychic damage. on all melee weapon attack rolls made during her turn, but
attack rolls made against her have advantage until the start
ACTIONS
of her next turn.
Multiattack. Draven makes three Gloom Dagger attacks.
ACTIONS
Gloom Dagger. Melee or Ranged Weapon Attack: +11 to
hit, reach 5 ft. or range 20/60 ft., one target. Hit: 10 (1d4 + 8) Multiattack. Vivienn makes three Godslayer Axe attacks.
piercing damage plus 7 (3d4) necrotic damage, and Draven Godslayer Axe. Melee Weapon Attack: +11 to hit, reach 5 ft.,
can move the target up to 10 feet horizontally. If the damage one target. Hit: 14 (1d12 + 8) slashing damage plus 4 (1d8)
from this attack reduces a creature to 0 hit points, Draven necrotic damage. If the target is a Celestial, they take an extra
regains a use of Blood of the Dragon. 18 (4d8) necrotic damage.
Blood of the Dragon (1/Day). Draven boils the blood of BONUS ACTIONS
up to three creatures he can see within 60 feet of him. Each Draconic Rage (3/Day). Vivienn roars with the might of
target takes 33 (6d10) necrotic damage and must succeed dragons, entering a rage that lasts for 1 minute or until she is
on a DC 19 Constitution saving throw or be poisoned for incapacitated. While raging, she gains the following benefits:
1 minute (save ends at end of turn) and knocked prone.
• Her size becomes Large.
BONUS ACTIONS • She has a +2 bonus to weapon damage rolls.
Creeping Dread. Draven chooses a creature he can see • She has advantage on Strength ability checks and sav-
within 30 feet of him in an area of dim light or darkness. The ing throws.
creature must succeed on a DC 19 Wisdom saving throw or • She has resistance to bludgeoning, piercing, and slash-
move their speed in a direction chosen by Draven. A creature ing damage.
with advantage on saving throws against being frightened has Ravenous Bite (Draconic Rage Only). Melee Weapon
advantage on this saving throw, and a creature who can’t be Attack: +11 to hit, reach 5 ft., one target. Hit: 14 (1d12 + 8)
frightened automatically succeeds on it. piercing damage, and the target must succeed on a DC 19
UTILITY SPELLS Constitution saving throw or be frightened of Vivienn for
1 minute (save ends at end of turn).
In addition to any other spells in this stat block, Draven can
cast the following spells, using Intelligence as the spellcasting
ability (spell save DC 19):
At will: alarm +, mage hand A
1/day each: glyph of warding +, scrying +
FLEE, MORTALS!