Professional Documents
Culture Documents
Dragonix Monster Manual Expanded II 2e V 202 2nd Edition PDF PDF Free
Dragonix Monster Manual Expanded II 2e V 202 2nd Edition PDF PDF Free
MONSTER MANUAL
EXPANDED II
SECOND EDITION
Version 2.02
Credits About this Book
This book continues what Monster Manual Expanded started. Once
Design and Development: Dragonix again it builds on what exists in the first Monster Manual, adding several
Patreon: https://www.patreon.com/dm_dragonix new variants for the classic humanoids and giants, and thus providing
Facebook: https://www.facebook.com/DragonixDnD you with more archetypal options. The key additions here are the kings,
Twitter: @DM_Dragonix sharpshooters, and vanguards.
As mentioned in the book's cover, the Monster Manual Expanded II also
Assistant Writing: Marco Pasamba includes creatures found in Volo's Guide to Monsters and Mordenkainen's
Tome of Foes. As in the previous book, you'll find both advanced and
Editing: Justin M. Cole, Alain V. Bennett, Paul Ste. Marie lesser versions of the creatures to give you more flexibility in building your
encounters, using your miniatures, and, most importantly, keeping your
Art Direction: Dragonix players on their toes. As before, several nostalgic favorites from previous
Art Editing: Sandeson Gonzaga versions have been added as well.
Cover Illustration: Joshua Raphael and Wilson Nugrahaa, Liu Jianseng Due to the release of this book coinciding with Descent into Avernus, you
(back cover) shouldn't be surprised to find a legion of new fiends to play around with.
There are over a dozen new demons and devils that have been added,
Commissioned Illustrations: Arthur Azaryan, Ian Bugayong, Brad as well as a couple of new ones, such as the horrid brachavyrm and the
Chavez, The Creation Studio, Oliver Morit DeVera, Allen Geneta, wretched gastrobolus. You'll also find in these pages the Spider Queen
Sandeson Gonzaga, Daphne Gragera, Liu Jianseng, Chong Hwa Kian, herself, plus a trio of Archdevils that's been curiously missing from the
Kaion Long, Russel Marks, Tumo Mere, Von Milano, Mirasand, Mircea main books.
Nicula, Clark Ocleasa, Bok Ruiz, Teejay Suaring, Ren Tu, Nori Teves, But the biggest addition you'll discover is the return of the Aspects, which
Rocky Wong I find very important. Not many DMs, like myself, run a lot of high level
or epic campaigns. This means most epic level monsters, especially the
Licensed Illustrations: Dean Spencer, Daniel Comerci, Bob Greyvenstein, various archdevils and demon lords, will rarely be encountered. Aspects
Jack Holliday, Todor Hristov, Wyn Lacabra, Eric Lofgren, Bryan Syme, are a great way to increase the presence of these fiends in your campaign
Brian Valeza, Tyler Vail, DMG Creator Resource Art. and allows you to create a mid-level preview of what's to come at the end if
you ever plan to get there.
Page Template and Graphic Elements: Darrin G. Scott (Monster Manual
Style Page Background and Graphics), Sandeson Gonzaga And lastly, new NPCs can be found at the end of the book, as well as a
special section for diabolic and abyssal cultists!
Playtesting: Mycko David, Stephen David, Kirby Gonzaga, Teddy Gonzaga,
Makoy Galido Echavez, James Manansala, Mark Manansala, Willow
Manansala, Marco Pasamba, Raffy San Antonio, TJ Sese, Ace Soliman,
Teejay Suaring, Michael Tiongson, Dave Young, Rowell Zaragoza, Wena
Zaragoza
On the Cover
Monster Manual Expanded II, since it is half based on Mordenkainen's
Tome of Foes and released during the arrival of Descent into Avernus,
has a large number of fiends. What better way than to feature one of the
most endearing and popular demon lords of all time, the Queen of the
Demonweb Pits herself, Lolth. Here you will see her engaging a group
of heroes in a campaign I ran back in 2013. This beautiful artwork was
painted by the extremely talented artists Joshua Raphael and Wilson
Nugrahaa.
Acknowledgement
Dungeons & Dragons, D&D, Wizards of the Coast, Forgotten Realms,
Ravenloft, Eberron, the dragon ampersand, Ravnica and all other Wizards
of the Coast product names, and their respective logos are trademarks of
Wizards of the Coast in the USA and other countries.
This work contains material that is copyright Wizards of the Coast
and/or other authors. Such material is used with permission under the
Community Content Agreement for Dungeon Masters Guild.
All other original material in this work is copyright 2021 by Dragonix and
published under the Community Content Agreement for Dungeon Masters
Guild.
Table of Contents
Contents Chitine Skulker............................. 53 Young Dragonne............................ 99 Storm Giant Blackguard...........141
Title Page............................................... 1 Chitine Warrior.............................. 53 Dragonspawns..................................100 Storm Giant Kraken Exarch.....142
Credits.................................................... 2 Choldrith High Priestess............. 54 Blackspawn Stalker....................100 Giffs.....................................................143
Allip......................................................... 5 Choldrith Queen............................ 54 Blackspawn Crawler..................101 Giff Captain..................................143
Dread Allip....................................... 5 Choker.................................................. 55 Bluespawn Ambusher................102 Giff Gadgeteer..............................144
Aranea.................................................... 6 Choker Cavestalker...................... 55 Bluespawn Stormlizard.............103 Giff Sharpshooter.......................144
Aranea............................................... 6 Clockworks.......................................... 56 Greenspawn Leaper...................104 Girallons............................................145
Aranea, Elder................................... 7 Arcane Ballista.............................. 56 Greenspawn Razorfiend............105 Girallon Alpha..............................145
Aranea, Legendary.......................... 7 Clockroach...................................... 56 Redspawn Firebelcher...............106 Girallon Berserker......................146
The Aspects........................................... 8 Hammerer...................................... 57 Whitespawn Iceskidder.............107 Girallon of Xvim...........................146
Aspect of Asmodeus....................... 9 Pulverizer........................................ 57 Drakes................................................108 Githyanki............................................147
Aspect of Baphomet..................... 10 Darklings............................................. 58 Ambush Drake.............................108 Githyanki Captain.......................147
Aspect of Bael................................ 11 Darkling Creeper.......................... 58 Ambush Drake, Elder.................108 Githyanki Psi-Blade....................148
Aspect of Bel.................................. 12 Darkling Elder Assassin.............. 59 Rage Drake...................................109 Githyanki Pyromind...................148
Aspect of Demogorgon................ 13 Darkling Elder Hexblade............. 59 Stone Drake.................................110 Githzerai............................................149
Aspect of Dispater......................... 14 Darkling Elder Mastermind........ 60 Drow...................................................111 Githzerai Cenobite......................149
Aspect of Fraz-Urb'luu................. 15 Darkling Skulker........................... 60 Drow Arcane Knight...................111 Githzerai Lightning Fist............150
Aspect of Geryon........................... 16 Deathlocks........................................... 61 Drow Dark Sniper......................112 Githzerai Shadowmind..............150
Aspect of Graz'zt........................... 17 Deathlock, Greater....................... 61 Drow House Wizard...................112 Gnolls.................................................151
Aspect of Juiblex............................ 18 Deathlock Mastermind, Elder.... 62 Drow Lolth's Sting......................113 Flind Captain...............................151
Aspect of Kostchtchie................... 19 Deathlock Mastermind, Ancient.62 Drow Soldier................................114 Flind Queen..................................152
Aspect of Lolth............................... 20 Deep Scions........................................ 63 Duergar..............................................115 Gnoll Archer.................................153
Aspect of Mephistopheles........... 21 Deep Scion Assassin.................... 63 Duergar Battle Smith.................116 Gnoll Champion of Yeenoghu...153
Aspect of Moloch........................... 22 Deep Scion Thug.......................... 64 Duergar Battle Smith's..............116 Gnoll Berserker...........................153
Aspect of Orcus............................. 23 Deep Scion Warlock..................... 64 Iron Defender (Spider Form)...116 Gnoll Sharpshooter....................154
Aspect of Tiamat........................... 24 Demons................................................ 65 Duergar Bombardier..................117 Gnoll Skirmisher.........................154
Aspect of Yeenoghu....................... 25 Abyssal Skulker............................. 65 Duergar Heavy Sniper...............117 Goblins...............................................155
Aspect of Zariel.............................. 26 Babau, Greater.............................. 66 Duergar Inquisitor......................118 Goblin Archer..............................156
Aspect of Zuggtmoy...................... 27 Brachavyrm.................................... 67 Duergar Sergeant.......................119 Goblin Monarch...........................156
Athach................................................... 28 Jovoc................................................. 69 Duergar Slavemaster.................119 Goblin Assassin...........................156
Athach.............................................. 28 Nuckelavee..................................... 69 Elementals, Elder............................120 Goblin Sorcerer...........................157
Balhannoth.......................................... 29 Palrethee......................................... 69 Young Leviathan..........................121 Goblin Worg Rider......................157
Balhannoth, Elder......................... 29 Shoosuva Pack Lord.................... 70 Young Phoenix.............................121 Golems...............................................158
Banderhobb Bogeyman............... 30 Zovvut.............................................. 71 Young Tempest.............................122 Bone Golem.................................158
Banderhobbs....................................... 30 Demon: Demon Lord........................ 72 Young Zaratan..............................122 Drolem, Large..............................159
Banderhobb Shadow Assassin.. 31 Lolth................................................. 73 Elemental Myrmidons.....................123 Drolem, Huge...............................160
Banderhobb Shadow Raider...... 31 Derro..................................................... 74 Greater Air Elemental Myrmidon... Drolem, Gargantuan...................160
Bargda.................................................. 32 Derro Berserker............................ 74 123 Mud Golem...................................161
Bargda............................................. 32 Derro Hookguard.......................... 75 Greater Earth Elemental Myrmidon Gray Renders....................................162
Derro Master Savant.................... 75 123 Displacer Render........................162
Barghests............................................. 33
Derro Taskmaster......................... 76 Greater Fire Elemental Myrmidon. Elder Gray Render......................163
Barghest Whelp............................. 33
Derro Thug..................................... 76 124 Young Gray Render.....................163
Barghest, Greater.......................... 34
Barghest, Ancient.......................... 34 Destrachans........................................ 77 Greater Water Elemental Grimlocks..........................................164
Destrachan..................................... 77 Myrmidon...................................124 Grimlock Monarch......................164
Beholders............................................. 35
Destrachan Alpha......................... 78 Ettins...................................................125 Grimlock Warlock.......................165
Doomsphere................................... 36
Destrachan Pack Lord................. 78 Ettin Berserker............................125 Grimlock Witch Doctor..............165
Eye of the Deep............................. 37
Gouger............................................. 38 Devils.................................................... 79 Ettin Vanguard.............................126 Grungs................................................166
Young Beholder............................. 39 Cornugon........................................ 80 Ettin Witch Doctor......................126 Grung Hunter...............................166
Dogai................................................ 80 Firenewts...........................................127 Grung Shaman............................166
Berbalang............................................ 40
Gastrobolus.................................... 81 Firenewt War Priest of Imix.....127 Grung Sorcerer...........................167
Berbalang Loremaster................. 40
Paeliryon......................................... 82 Firenewt Zealot...........................127 Grung Sovereign.........................167
Bodaks.................................................. 41 Passion Devil................................. 83
Bodak Devotee of Orcus.............. 41 Flail Snail..........................................128
Remmanon..................................... 84 Monstrous Flail snail..................128
Bodak Ravager.............................. 42 Xerfilstyx......................................... 85
Bodak Shrieker............................. 42 Froghemoth.......................................129
Devil: Archdevils................................. 86 Froghemoth, Young....................129
Boggle................................................... 43 Asmodeus....................................... 87
Boggle Trickster............................ 43 Giants.................................................130
Dispater........................................... 89 Cloud Giant Mastermind...........130
Boneclaw, Lesser............................... 44 Mephistopheles............................. 91
Boneclaw, Lesser.......................... 44 Cloud Giant Wind Disciple.......131
Dire Corbies........................................ 92 Fire Giant Champion of Surtur.131
Bugbears.............................................. 45 Dire Corby...................................... 92 Fire Giant Doomblade...............132
Bugbear Assassin.......................... 45 Dire Corby Alpha.......................... 92 Fire Giant Houndmaster...........133
Bugbear Beast Shaman............... 46 Dracolisks............................................ 93 Fire Giant Vanguard...................133
Bugbear Huntmaster.................... 46 Adult Dracolisk.............................. 93 Frost Giant Berserker................134
Bugbear Monarch......................... 47 Ancient Dracolisk.......................... 94 Frost Giant Champion of
Bunyip................................................... 48 Young Dracolisk............................ 94 Kostchtchie................................135
Bunyip.............................................. 48 Draegloths........................................... 95 Frost Giant Champion of Thrym....
Dire Bunyip.................................... 48 Draegloth Abomination............... 95 135
Cadaver Collector.............................. 49 Draegloth War Caster.................. 95 Hill Giant Champion of Grolantor..
Cadaver Collector, Greater.......... 49 Dragons................................................ 96 136
Catoblepas........................................... 50 Juvenile Black Dragon.................. 96 Hill Giant Hag of Demogorgon .137
Catoblepas Calf............................. 50 Juvenile Blue Dragon.................... 96 Hill Giant Juggernaut.................137
Monstrous Catoblepas................. 51 Juvenile Green Dragon................. 97 Hill Giant Shaman of
Giant Cave Fisher......................... 52 Juvenile Red Dragon..................... 97 Ogrémoch ..................................138
Cave Fishers........................................ 52 Juvenile White Dragon................. 98 Stone Giant Skirmisher.............139
Monstrous Cave Fisher................ 52 Dragonnes........................................... 99 Stone Giant Thane.....................139
Chitines................................................ 53 Adult Dragonne............................. 99 Stone Giant Warden...................140
Hags....................................................168 Ogre Champion of Grolantor....211
Annis Hag, Elder.........................168 Ogre Monarch..............................211
Bheur Hag, Elder........................169 Ogre Vanguard.............................212
Gray Hag.......................................170 Ogre Witch Doctor......................212
Gray Hag, Elder...........................171 Orcs.....................................................213
Hobgoblins........................................172 Orc Conqueror.............................213
Hobgoblin Bladebearer..............173 Orc Doom Hand of Yurtrus.......214
Hobgoblin Hoplite.......................173 Orc Great Eye of Gruumsh.......214
Hobgoblin Marshal.....................173 Orc Monarch................................215
Hobgoblin Monarch....................174 Orc Mauler...................................215
Hobgoblin Sergeant....................174 Orc Sharpshooter.......................216
Hobgoblin Sharpshooter...........175 Orc Vanguard...............................216
Hobgoblin Vanguard...................175 Orc War Chanter.........................217
Howler................................................176 Orc War Priest of Ilneval...........217
Howler Pack Lord.......................176 Quickling Captain.......................218
Kenkus................................................177 Quicklings..........................................218
Kenku Arcane Trickster.............177 Quickling Warlock of the Gloaming
Kenku Duelist..............................178 Court...........................................218
Kobolds..............................................179 Redcaps..............................................219
Kobold Arcane Trickster............180 Elder Redcap...............................219
Kobold Boss.................................180 Redcap Bloodlock.......................220
Kobold Archer..............................180 Redcap Gang Boss......................220
Kobold Chieftain.........................181 Retriever, Lesser...............................221
Kobold Monarch..........................181 Lesser Retriever..........................221
Kobold Shaman...........................182 Salamander, Flame..........................222
Kobold Sting of Kurtulmak.......182 Flame Salamander.....................222
Kobold Trapmaker......................183 Wood Woad Grove Warden.......247 Arcane Trickster..........................273
Sea Spawns ......................................223 Wood Woad Sentinel..................247 Arcane Trickster, Master ..........274
Kruthiks.............................................184 Sea Spawn Pincer......................223
Xvarts .................................................248 Artillerist.......................................274
Kruthik Hive Queen....................184 Sea Spawn Shocker...................223 Xvart Cutthroat............................249 Assassin, Elite..............................275
Lamia..................................................185 Sea Spawn Tidesinger...............224 Barbarian......................................276
Xvart Speaker..............................249
Lamia Priestess of Graz'zt........185 Sea Spawn Stinger.....................224 Barbarian Champion..................276
Xvart Shaman of Raxivort.........249
Leucrottas..........................................186 Shadar-kai ........................................225 Xvart Supreme Speaker............250 Barbarian Monarch....................277
Leucrotta Female........................186 Shadar-kai Dawnkiller...............226 Xvart Verminlord.........................250 Battle Smith.................................278
Leucrotta Fiend...........................187 Shadar-kai Kithguard.................226 Battle Smith's Iron Defender....278
Yeth Hound .......................................251
Leucrotta Matriarch...................187 Shadar-kai Kithlord....................227 Cavalier.........................................279
Yeth Hound Alpha.......................251
Lizardfolk...........................................188 Shadar-kai Painbearer...............227 Cavalier, Grand............................279
Yuan-ti ................................................252
Lizardfolk Arcane Archer..........188 Shadow Mastiff ................................228 Dark Soul......................................280
Yuan-ti Anathema Ascendant...252
Lizardfolk Emperor....................189 Shadow Mastiff Pack Lord.......228 Dirgesinger...................................281
Yuan-ti Arcane Archer................253
Lizardfolk Vanguard...................189 Slithering Tracker ...........................229 Dirgesinger, Elder.......................282
Yuan-ti Ignan................................254
Lycanthropes ....................................190 Monstrous Slithering Tracker..229 Yuan-ti Mageslayer......................255 Duelist...........................................282
Werebat Alpha.............................190 Sorrowsworn ...................................230 Yuan-ti Spy....................................256 Duelist, Legendary .....................283
Wererat Assassin........................191 The Grim.......................................230 Yuan-ti Templar............................256 Grandfather of Assassins..........284
Wererat, Ogre...............................191 Spawn of Kyuss ...............................231 Loremaster...................................285
Yugoloths ..........................................257
Werewolf Favored By Malar......192 Favored Spawn of Kyuss...........231 Mageslayer....................................286
Baernoloth....................................257
Marut..................................................193 Tlincallis ...........................................232 Piscoloth.......................................258 Mageslayer, Elite.........................286
Marut Concordant.......................193 Tlincalli Chieftain........................232 Mastermind..................................287
Yugoloths, Guardian .......................259
Marut Guard.................................193 Tlincalli Shaman.........................233 Monster Slayer............................288
Gorsuloth......................................259
Maur....................................................194 Tlincalli Witch.............................233 Monster Slayer, Elite..................289
Ranaeloth......................................260
Maur (Hunched Giant)...............194 Radiant Soul................................290
Tortles ................................................234 Ursaloth........................................261
Meazels..............................................195 Sharpshooter...............................291
Tortle Monk..................................234 Zombies ............................................262
Meazel Assassin..........................195 Sharpshooter, Elite.....................291
Tortle Scout..................................234 Bugbear Zombie..........................262
Meazel Shadow Mage................196 War Caster....................................292
Tortle Witch Doctor....................235 Bullywug Zombie........................263
Meazel Thug.................................196 War Caster, Elite..........................292
Trappers ............................................236 Chimera Zombie.........................263 War Chanter.................................293
Meenlocks..........................................197 Trapper, Monstrous.....................236 Carrion Crawler Zombie...........263
Meenlock Corruptor...................197 War Chanter, Elite.......................293
Trapper, Young.............................236 Cyclops Zombie...........................264
Meenlock Elder...........................198 Trolls ..................................................237 Ettin Zombie................................264 Appendix B: Cultists 294
Meenlock Stalker........................198 Troll Berserker.............................237 Adult Dragon Zombie.................265 Cult Priest of Asmodeus............294
Mind Flayers.....................................199 Troll Monarch..............................238 Ancient Dragon Zombie............265 Cult High Priest of Asmodeus..295
Ancient Elder Brain....................199 Troll Shaman...............................239 Juvenile Dragon Zombie............266 Cult Exarch of Asmodeus..........295
Ulitharid Mastermind.................200 Troll Witch Doctor......................239 Young Dragon Zombie...............266 Cult Priest of Demogorgon.......296
Ulitharid Supreme......................201 Troll Whelp...................................239 Fire Giant Zombie......................267 Cult High Priest of Demogorgon....
Mohrg.................................................202 Two-Headed Troll........................240 Hill Giant Zombie.......................267 297
Mohrg............................................202 Vargouilles ........................................241 Frost Giant Zombie....................267 Cult Head of Demogorgon........297
Morkoth..............................................203 Dire Vargouille.............................241 Goblin Zombie.............................267 Hellfire Disciple...........................298
Morkoth, Ancient.........................203 Greater Vargouille.......................241 Hobgoblin Zombie......................268 Hellfire Steward..........................299
Neogi...................................................204 Vegepygmies ....................................242 Hydra Zombie..............................268 Hellfire Magistrate......................299
Neogi Great Old Master.............204 Vegepygmy Shaman...................242 Hunter Shark Zombie................269 Deathpriest of Orcus..................300
Neogi Overlord............................205 Vegepygmy Warrior....................242 Lizardfolk Zombie......................269 High Deathpriest of Orcus........301
Neothelid, Adolescent................206 Kobold Zombie............................269 Deathpriest Exarch of Orcus....301
Verbeeg...............................................243
Neothelid............................................206 Orc Zombie..................................270
Verbeeg..........................................243
Neothelid, Young.........................206 Owlbear Zombie..........................270 Appendix C: New Spells 302
Verbeeg Chieftain........................243
Troll Zombie.................................271 Unholy Aura.................................302
Nightshade........................................207 Verbeeg Priest of Karontor.......244
Wolf Zombie.................................271 Unholy Weapon...........................302
Nightcrawler................................207 Verbeeg Skirmisher....................244
Nightprowler................................208 Verbeeg Warlock.........................244 Wall of Iron...................................302
Appendix A: NonPlayer Characters
Nightwing.....................................208 Wendigo ............................................245
272 Appendix D:Creatures by Challenge
Nilbog, Greater.................................209 Wendigo........................................245
Arcane Archer..............................272 Rating 303
Greater Nilbog.............................209 Wood Woads ....................................246 Arcane Archer, Elite....................273
Ogres..................................................210 Wood Woad Grove Keeper........246 Index 311
Allip
Dread Allip
When several people in the same area discover an
obfuscated truth held only by the archdevil Dispater, it can
bring disastrous consequences - a malevolent curse that
plunges those in its path into mad rage. This compels
them to commit wicked acts of violence
upon each other, culminating with their
eventual demise. From their remains,
an abominable creature known as
the dread allip may arise.
Twisted Amalgamation. Unlike
the normal version, the dread allip
is a more powerful and sinister
undead creature, twisted by many
unfortunate souls driven mad. These
tortured spirits manifest as a 9-foot-
tall shadowy, vaguely-humanoid entity
that pulses with chaotic, psionic energy. Its multiple
heads that seemingly writhe in agony howl and
whisper powerful psychic cacophonies that
drive any who hear it to insanity. Those near
the dreadful creature are always in peril of
succumbing to its malevolent influence.
Dread Allip Incorporeal Movement. The allip can move through other creatures
Large Undead, Typically Neutral Evil and objects as if they were difficult terrain. It takes 5 (1d10) force
damage if it ends its turn inside an object.
Armor Class 14 Multi-headed. The allip has advantage on Wisdom (Perception)
Hit Points 120 (16d10 + 32) checks and on saving throws against being blinded, deafened, and
Speed 0 ft., fly 40 ft. (hover) stunned.
STR DEX CON INT WIS CHA Unusual Nature. The allip doesn't require air, food, drink, or sleep.
8 (-1) 18 (+4) 14 (+2) 19 (+4) 17 (+3) 18 (+4)
Actions
Multiattack. The allip makes one Maddening Touch attack. It then
Saving Throws Int +8, Wis +7
uses Whispers of Compulsion.
Skills Perception +7, Stealth +8
Damage Resistances acid, fire, lightning, thunder; bludgeoning, Maddening Touch. Melee Spell Attack: +8 to hit, reach 5 ft., one
piercing, and slashing that is nonmagical target. Hit: 18 (4d6 + 4) psychic damage.
Damage Immunities cold, necrotic, poison
Whispers of Compulsion. The allip chooses up to three creatures
Condition Immunities charmed, exhaustion, frightened, grappled,
it can see within 60 feet of it. Each target must succeed on a DC 16
paralyzed, petrified, poisoned, prone, restrained
Wisdom saving throw, or it takes 13 (2d8 + 4) psychic damage and
Senses darkvision 120 ft., passive Perception 17
must use its reaction to make a melee weapon attack against one
Languages the languages it knew in life
creature of the allip's choice that the allip can see. Constructs and
Challenge 9 (5,000 XP) Proficiency Bonus +4
Undead are immune to this effect.
Aura of Dread. A creature hostile to the allip that starts its turn Howling Babble (Recharge 5–6). Each creature within 30 feet of the
within 20 feet of the allip must succeed on a DC 16 Wisdom saving allip that can hear it must make a DC 16 Wisdom saving throw. On
throw, unless the allip is incapacitated. On a failed save, the creature a failed save, the target takes 22 (4d8 + 4) psychic damage, and it is
is frightened until the start of its next turn. While frightened in this stunned until the end of its next turn. On a successful save, it takes
way, the creature is incapacitated and its speed halved. If a creature's half as much damage and isn't stunned. Constructs and Undead are
saving throw is successful, the creature is immune to the allip's Aura immune to this effect.
of Dread for the next 24 hours.
Bestiary 5
Aranea
Aranea
An aranea is an intelligent shapeshifting
creature not unlike a lycanthrope. In its natural
form, the aranea appears as a giant spider with
slender humanoid arms in place of its pedipalps.
Its thorax has a humpback-shaped bulge that
houses its brain. The aranea's other form is that
of a humanoid female.
Magically Adept. An aranea is naturally
gifted with the arcane arts. Due to their highly
secretive nature, they focus their expertise
in the schools of illusion and enchantment.
Some, although very rarely, even have psionic
abilities.
Silk Weavers. Despite their nature,
most aranea are neutral and will keep to
themselves, often living at the fringes of
civilization so as not to attract unwanted
attention to themselves. Those that manage
to live within city walls work as silk weavers
and silk traders and can live out their lives
normally without getting exposed.
Evil Aranea. Evil aranea are con artists
and serial killers that use their guile and
magical charms to lure innocent victims
into their hovels where they can ensnare and
cocoon them with their webs and place them
in their larder-like attics.
Male aranea do not have the ability to
shapechange into humanoid form and have
no magical abilities. They only serve the
female as consorts and guards.
Armor Class 13 (16 with mage armor) Mind Warp. Melee or Ranged Spell Attack: +5 to hit, reach 5 ft. or
Hit Points 75 (10d8 + 30) range 60 ft., one target. Hit: 16 (3d8 + 3) psychic damage, and the
Speed 30 ft., climb 30 ft. target has disadvantage on Intelligence, Wisdom, and Charisma
saving throws until the end of the aranea's next turn.
STR DEX CON INT WIS CHA Web (Spider Form Only, Recharge 5–6). Ranged Weapon Attack:
12 (+1) 16 (+3) 16 (+3) 13 (+1) 13 (+1) 17 (+3) +5 to hit, range 30/60 ft., one creature. Hit: The target is restrained
by webbing. As an action, the restrained target can make a DC 13
Skills Deception +7, Stealth +5 Strength check, bursting the webbing on a success. The webbing
Senses darkvision 60 ft., passive Perception 11 can also be attacked and destroyed (AC 10; hp 5; vulnerability to fire
Languages Common, Sylvan, telepathy 60 ft. damage; immunity to bludgeoning, poison, and psychic damage).
Challenge 3 (700 XP) Proficiency Bonus +2 Spellcasting. The aranea casts one of the following spells using
Charisma as the spellcasting ability (spell save DC 13, +5 to hit with
Spider Climb. The aranea can climb difficult surfaces, including spell attacks):
upside down on ceilings, without needing to make an ability check. At will: dancing lights, mage hand, minor illusion
Web Sense. While in contact with a web, the aranea knows the 2/day each: charm person, mage armor, major image
exact location of any creature in contact with the same web. 1/day each: fear, mirror image, phantasmal force
Web Walker. The aranea ignores movement restrictions caused by Change Shape (Females Only). The aranea magically transforms
webbing. into a Medium Humanoid or to return to its true form, which is a
hybrid spider. Any equipment the aranea is wearing or carrying is
Actions absorbed by the new form. Its statistics, other than its size, don’t
Bite (Spider Form Only). Melee Weapon Attack: +5 to hit, reach 5 change. It reverts to its true form if it dies.
ft., one target. Hit: 6 (1d6 + 3) piercing damage, and if the target is
a creature, it must succeed on a DC 13 Constitution saving throw
Bonus Actions
or become poisoned for 1 minute. While poisoned, the creature has Quickened Spell (3/Day). The aranea uses Spellcasting.
6 Bestiary
Aranea, Elder or become poisoned for 1 minute. While poisoned, the creature has
disadvantage on Strength-based ability checks and Strength saving
Medium Monstrosity (Shapechanger), Typically Neutral (Any) throws, and the creature’s weapon attacks that rely on Strength deal
half damage.
Armor Class 14 (17 with mage armor)
Hit Points 105 (14d8 + 42) Mind Warp. Melee or Ranged Spell Attack: +7 to hit, reach 5 ft. or
Speed 30 ft., climb 30 ft. range 60 ft., one target. Hit: 17 (3d8 + 4) psychic damage, and the
target has disadvantage on Intelligence, Wisdom, and Charisma
STR DEX CON INT WIS CHA saving throws until the end of the aranea's next turn.
12 (+1) 18 (+4) 16 (+3) 14 (+2) 14 (+2) 19 (+4) Web (Spider Form Only, Recharge 5–6). Ranged Weapon Attack:
+7 to hit, range 30/60 ft., one creature. Hit: The target is restrained
Saving Throws Wis +5, Cha +7 by webbing. As an action, the restrained target can make a DC 14
Skills Deception +10, Stealth +7 Strength check, bursting the webbing on a success. The webbing
Senses darkvision 60 ft., passive Perception 12 can also be attacked and destroyed (AC 10; hp 5; vulnerability to fire
Languages Common, Sylvan, telepathy 60 ft. damage; immunity to bludgeoning, poison, and psychic damage).
Challenge 6 (2,300 XP) Proficiency Bonus +3 Spellcasting. The aranea casts one of the following spells using
Charisma as the spellcasting ability (spell save DC 15):
Spider Climb. The aranea can climb difficult surfaces, including
At will: dancing lights, mage hand, minor illusion
upside down on ceilings, without needing to make an ability check.
2/day each: charm person, mage armor, major image, mirror image
Web Sense. While in contact with a web, the aranea knows the 1/day each: confusion, fear, phantasmal force, synaptic static
exact location of any creature in contact with the same web.
Change Shape (Females Only). The aranea magically transforms
Web Walker. The aranea ignores movement restrictions caused by into a Medium Humanoid or to return to its true form, which is a
webbing. hybrid spider. Any equipment the aranea is wearing or carrying is
absorbed by the new form. Its statistics, other than its size, don’t
Actions change. It reverts to its true form if it dies.
Bite (Spider Form Only). Melee Weapon Attack: +7 to hit, reach 5
ft., one target. Hit: 6 (1d6 + 3) piercing damage, and if the target is Bonus Actions
a creature, it must succeed on a DC 14 Constitution saving throw Quickened Spell (4/Day). The aranea uses Spellcasting.
Bestiary 7
The Aspects
D
eities and fiends will sometimes send a portion of their the destination plane. Only when it reaches that plane does the
power to the Prime Material Plane in order to provide Aspect take form. Once an Aspect is created, the progenitor must
assistance to their worshipers. These fragments of recall it or wait for it to dissipate before it can create a new one.
spiritual energy manifest in an “Aspect,” a being that Independent Extension. Aspects are not directly controlled by
is similar in form to their originators but are not their progenitor nor can they see through the Aspect’s eyes or
directly controlled. Instead, they are a separate entity learn any knowledge the Aspect discovers. They are independent
altogether, albeit sharing the same agenda as its progenitor. beings after their manifestation and will act in accordance to their
Aspects can never be summoned, but highly favored priests or alignment and general goal of their progenitor. They are aware
mages can petition their gods to grant them an Aspect. that they are not the 'real' beings, but understand that they are
Born of Power. Despite being just a portion of the progenitors’ an extension and take comfort that once they dissipate, they will
power, the Aspects will take a physical and biological form that return to their real form.
is nearly identical to their progenitor and with near matching
attributes and traits, but scaled down in power. Unless specified, Aspect of Asmodeus
fiendish Aspects last 666 days before they dissipate, or until Asmodeus, despite being the most powerful fiend in the known
recalled by their progenitor. multiverse, ironically does not make it difficult to grant a petitioner
There can be only One. Only one Aspect can exist at a time, no an Aspect. However, the petitioner must willingly sign away his
matter how many times the progenitor creates them. In addition, soul in eternal servitude to Asmodeus.
the progenitor cannot exist in the same plane as its Aspect. When The Aspect of Asmodeus may not match the cunning and
the progenitor creates an Aspect, it sends an essence of itself to calculating logic of its progenitor, but it still captures the Lord
8 Bestiary
of Nessus's magnetic appeal. The Aspect appears as a 13-foot
tall, dark-skinned man with extremely handsome features. Two
short curving horns sprout from its forehead and its eyes glow a
malevolent red. It wears a rich crimson robe made from the most
expensive materials and wields a faux version of the Archfiend's
Ruby Rod. The Aspect exudes a charismatic aura that captivates
any that look at it to kneel and bow in reverence and adoration.
While it may lack its progenitor's brilliant tactical mind, the
Aspect is still a mighty being to face. Its spell abilities are already
more than enough to defeat most heroes. But with the Ruby Rod
in its hand, the Aspect is a very formidable opponent able to force
enemies into submission, cast spells effortlessly, and freeze foes
with a glare.
Aspect of Asmodeus
Large Fiend (Devil), Lawful Evil
Bestiary 9
Aspect of Baphomet
Baphomet, the Horned King, may bestow his petitioners an
Aspect if it is going to be used to hunt prey.
The Aspect of Baphomet will appear as a 15-foot tall shaggy
minotaur with six iron horns protruding from the top of its head.
It sports a weapon that looks similar to Baphomet's Heartcleaver
but is just a lesser copy.
The Aspect of Baphomet does not share the same cunning as
its progenitor, but its savagery and might in combat are much in
line with the Prince of Beasts.
In combat, the Aspect will immediately charge at its foes. Only
against challenging opponents will the Aspect even think of
using its spells or its Frightful Presence ability.
Actions
Multiattack. The aspect makes one Bite attack, one Gore attack,
and one Heartcleaver attack. It also uses Frightful Presence.
Heartcleaver. Melee Weapon Attack: +10 to hit, reach 10 ft., one
target. Hit: 17 (2d10 + 6) force damage.
Aspect of Baphomet Bite. Melee Weapon Attack: +10 to hit, reach 5 ft., one target.
Huge Fiend (Demon), Chaotic Evil Hit: 15 (2d8 + 6) piercing damage.
Armor Class 16 (natural armor) Gore. Melee Weapon Attack: +10 to hit, reach 5 ft., one target.
Hit Points 150 (12d12 + 72) Hit: 13 (2d6 + 6) piercing damage.
Speed 40 ft. Frightful Presence. Each creature of the aspect's choice that is
within 120 feet of the aspect and aware of it must succeed on a
STR DEX CON INT WIS CHA DC 14 Wisdom saving throw or become frightened for 1 minute. A
23 (+6) 12 (+1) 22 (+6) 16 (+3) 20 (+5) 14 (+2) creature can repeat the saving throw at the end of each of its turns,
ending the effect on itself on a success. If a creature's saving throw
Skills Intimidation +10, Perception +9 is successful or the effect ends for it, the creature is immune to the
Damage Resistances cold, fire, lightning; bludgeoning, piercing, and aspect's Frightful Presence for the next 24 hours.
slashing that is nonmagical
Damage Immunities poison Legendary Actions
Condition Immunities charmed, exhaustion, frightened, poisoned The aspect can take 3 legendary actions, choosing from the options
Senses darkvision 120 ft., passive Perception 19 below. Only one legendary action option can be used at a time and
Languages all, telepathy 60 ft. only at the end of another creature's turn. The aspect regains spent
Challenge 11 (7,200 XP) Proficiency Bonus +4 legendary actions at the start of its turn.
Heartcleaver Attack. The aspect makes one Heartcleaver attack.
Labyrinthine Recall. The aspect can perfectly recall any path it has Charge (Costs 2 Actions). The aspect moves up to his speed
traveled, and it is immune to the maze spell. without provoking opportunity attacks, then makes a Gore attack.
10 Bestiary
Aspect of Bael Hellish Morningstar. Melee Weapon Attack: +8 to hit, reach 20 ft.,
one target. Hit: 13 (2d8 + 4) force damage plus 9 (2d8) necrotic
Large Fiend (Devil), Lawful Evil
damage.
Armor Class 15 (natural armor) Teleport. The aspect magically teleports, along with any equipment
Hit Points 114 (12d10 + 48) it is wearing and carrying, up to 60 feet to an unoccupied space it
Speed 30 ft. can see.
Spellcasting. The aspect casts one of the following spells, requiring
STR DEX CON INT WIS CHA
no material components and using Charisma as the spellcasting
19 (+4) 13 (+1) 16 (+3) 15 (+2) 17 (+3) 17 (+3)
ability (spell save DC 15):
At will: alter self (can become Medium), detect magic
Skills Intimidation +7, Perception +7, Persuasion +7
3/day each: charm person, invisibility, major image
Damage Resistances cold; bludgeoning, piercing, and slashing from
1/day each: dispel magic, fly, suggestion, wall of fire
nonmagical attacks that aren't silvered
Damage Immunities fire, poison Legendary Actions
Condition Immunities charmed, exhaustion, frightened, poisoned
The aspect can take 3 legendary actions, choosing from the options
Senses darkvision 120 ft., passive Perception 17
below. Only one legendary action option can be used at a time and
Languages all, telepathy 60 ft.
only at the end of another creature's turn. The aspect regains spent
Challenge 10 (5,900 XP) Proficiency Bonus +4
legendary actions at the start of its turn.
Dread. Any creature, other than a devil, that starts its turn within 10 Fiendish Magic. The aspect uses Spellcasting or Teleport.
feet of the aspect must succeed on a DC 15 Wisdom saving throw or Attack (Cost 2 Actions). The aspect makes one Hellish Morningstar
be frightened of it until the start of its next turn. A creature succeeds attack.
on this saving throw automatically if the aspect wishes it or if it is
incapacitated.
Legendary Resistance (1/Day). If the aspect fails a saving throw, it
can choose to succeed instead.
Regeneration. The aspect regains 10 hit points at the start of its
turn. If it takes cold or radiant damage, this trait doesn't function
at the start of its next turn. The aspect dies only if it starts its turn
with 0 hit points and doesn't regenerate.
Actions
Multiattack. The aspect makes two Hellish Morningstar attacks.
Aspect of Bael
Bael only listens to petitions from his followers
who consider themselves soldiers and
generals, and only if the Aspect is to be used
in times of war as part of a tactical move or
stratagem.
The Aspect of Bael looks like a 10-foot-tall muscular
humanoid with handsome bovine features. It has an
impressive mane of bright red hair and a pair of bull horns
on its head. Its skin is colored gold and its mouth is ridged
with sharp teeth and fangs.
When engaging enemies, the Aspect of Bael,
unfortunately, does not share its progenitor's natural ability
to think a few steps ahead, measure the battlefield, and
make tactical decisions. Instead, the Aspect prefers to wade
into battle with its morningstar, only falling back to its
spells and other abilities if hard-pressed.
Bestiary 11
Aspect of Bel Multiattack. The aspect makes two attacks: one with its Greatsword
and one with its Tail.
Large Fiend (Devil), Lawful Evil
Greatsword. Melee Weapon Attack: +10 to hit, reach 20 ft., one
target. Hit: 19 (4d6 + 5) slashing damage plus 10 (3d6) fire damage.
Armor Class 16 (natural armor)
If the target is a flammable object that is not being held or worn, it
Hit Points 152 (16d10 + 64)
catches fire.
Speed 30 ft., fly 60 ft.
Tail. Melee Weapon Attack: +10 to hit, reach 20 ft., one target.
STR DEX CON INT WIS CHA Hit: 21 (3d10 + 5) bludgeoning damage. If the target is a creature, it
21 (+5) 10 (+0) 19 (+4) 18 (+4) 14 (+2) 19 (+4) must succeed on a DC 18 Constitution saving throw or be stunned
until the end of its next turn.
Skills Intimidation +9, Perception +7, Persuasion +9 Spellcasting. The aspect casts one of the following spells, requiring
Damage Resistances cold; bludgeoning, piercing, and slashing from no material components and using Charisma as the spellcasting
nonmagical attacks that aren't silvered ability (spell save DC 17):
Damage Immunities fire, poison At will: detect magic
Condition Immunities charmed, exhaustion, frightened, poisoned 3/day each: fireball, mirror image, teleport
Senses darkvision 120 ft., passive Perception 17 1/day each: dispel magic, hold monster, wall of fire
Languages all, telepathy 60 ft.
Challenge 13 (10,000 XP) Proficiency Bonus +5 Legendary Actions
The aspect can take 3 legendary actions, choosing from the options
Fear Aura. A creature that starts its turn within 20 feet of the aspect below. Only one legendary action option can be used at a time and
must succeed on a DC 17 Wisdom saving throw, unless the aspect only at the end of another creature's turn. The aspect regains spent
is incapacitated. On a failed save, the creature is frightened until the legendary actions at the start of its turn.
start of its next turn. If a creature's saving throw is successful, the Tactical Edge. Roll a d6 for the aspect. The number rolled on the
creature is immune to the aspect's Fear Aura for the next 24 hours. die is subtracted from the next attack roll made against the aspect
Legendary Resistance (1/Day). If the aspect fails a saving throw, it or an ally of its choice within the next minute.
can choose to succeed instead. Attack (Costs 2 Actions). The aspect makes one Greatsword or Tail
attack.
Actions Cast a Spell (Costs 3 Actions). The aspect uses Spellcasting.
Aspect of Bel
Bel does not have any cults but is still worshipped
by some warriors and soldiers. Although it is very
unlikely that he will grant a petition to bestow an
Aspect, it is still possible depending on the reason,
especially if it can somehow help him reclaim the
rulership of Avernus back from Zariel.
The Aspect of Bel appears as a pit fiend
wearing a golden suit of armor and wielding a
flaming greatsword.
The fiend is a deadly opponent to face, having
retained the tactical brilliance of its progenitor.
In addition, its fearsome sword can cut down
the mightiest of heroes and when facing
a great number of foes, it can unleash
devastating fire magic to quickly turn the
tide of battle in its favor.
12 Bestiary
Aspect of Demogorgon
The Aspect of Demogorgon will be about 15 feet
in height with a body that of a green-scaled dinosaur
with a huge forked tail. Its muscular and hairy torso is
topped with two leering simian heads that resemble a
cross between a baboon and a mandrill.
Of all Aspects, the Aspect of Demogorgon is probably
the most difficult to measure and anticipate its actions.
Being the embodiment of chaos, madness, and
destruction, its worshipers are always taking a huge
risk to petition for one. But then again, almost all
worshipers of Demogorgon are unhinged, if not totally
insane.
The Aspect of Demogorgon will act similarly to
its progenitor, with its two simian heads not caring
where their gaze might land, even if it falls on a loyal
worshiper. This is probably why its worshipers will only
petition one when they are in desperate need or in a
dire situation, such as when their place of worship is
attacked by a party of powerful adventurers.
In combat, the Aspect of Demogorgon will seemingly
appear to employ random attacks, not focusing on any
single target. In truth, each of the two heads is simply
following its tactical course of action and will not work
together unless faced with a strong foe.
Aspect of Demogorgon Gaze. The aspect turns its magical gaze toward one creature that
it can see within 60 feet of it. The target must succeed on a DC 17
Huge Fiend (Demon), Chaotic Evil
Wisdom saving throw or suffer one of the following effects (choose
one or roll a d6):
Armor Class 16 (natural armor) 1–2: Beguiling Gaze. The target is stunned until the start of the
Hit Points 178 (17d12 + 68) aspect’s next turn or until the aspect is no longer within line of
Speed 50 ft., swim 50 ft. sight.
3–4: Confusing Gaze. The target suffers the effect of the confusion
STR DEX CON INT WIS CHA spell without making a saving throw. The effect lasts until the start
21 (+5) 12 (+1) 19 (+4) 15 (+2) 13 (+1) 18 (+4) of the aspect’s next turn. The aspect doesn’t need to concentrate
on the spell.
Skills Insight +6, Perception +11 5–6: Hypnotic Gaze. The target is charmed by the aspect until
Damage Resistances cold, fire, lightning; bludgeoning, piercing, and the start of the aspect’s next turn. The aspect chooses how the
slashing that is nonmagical charmed target uses its action, reaction, and movement.
Damage Immunities poison
Spellcasting. The aspect casts one of the following spells, requiring
Condition Immunities charmed, exhaustion, frightened, poisoned
no material components and using Charisma as the spellcasting
Senses darkvision 120 ft., passive Perception 21
ability (spell save DC 17):
Languages all, telepathy 60 ft.
Challenge 16 (15,000 XP) Proficiency Bonus +5 At will: detect magic, major image
2/day each: dispel magic, fear, telekinesis
Legendary Resistance (1/Day). If the aspect fails a saving throw, it
can choose to succeed instead.
Legendary Actions
The aspect can take 2 legendary actions, choosing from the options
Two Heads. The aspect has advantage on saving throws against below. Only one legendary action option can be used at a time and
being blinded, deafened, stunned, or knocked unconscious. only at the end of another creature's turn. The aspect regains spent
legendary actions at the start of its turn.
Actions
Gaze. The aspect uses Gaze and must use either Beguiling Gaze or
Multiattack. The aspect makes two Tentacle attacks. It can replace
Confusing Gaze.
one attack with a use of Gaze.
Tail. Melee Weapon Attack: +10 to hit, reach 15 ft., one target.
Tentacle. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 16 (2d10 + 5) bludgeoning damage plus 11 (2d10) necrotic
Hit: 24 (3d12 + 5) force damage. If the target is a creature, it must damage.
succeed on a DC 17 Constitution saving throw or its hit point Cast a Spell (Costs 2 Actions). The aspect uses Spellcasting.
maximum is reduced by an amount equal to the damage taken. This
reduction lasts until the target finishes a long rest. The target dies if
its hit point maximum is reduced to 0.
Bestiary 13
Aspect of Dispater
Dispater rarely grants an Aspect and will probably only do so if
the petitioner has something precious to offer in return. Forbidden
knowledge, forgotten secrets, and powerful magical treasure hold
more value than souls to the Lord of Dis.
The Aspect of Dispater will resemble a 9-foot tall bald man with
pale-reddish skin, a pair of short horns on its forehead, and one
leg ending with a goat-like cloven foot. The Aspect always wears
rich, finely embroidered clothing over its dark plate mail armor
and is never without his iron rod that is shaped like a dragon.
Actions
Multiattack. The aspect makes two Iron Rod attacks. Alternatively,
it can make one Iron Rod attack and use Daggers of Dispater or
Spellcasting.
Iron Rod. Melee Weapon Attack: +10 to hit, reach 5 ft., one target.
Hit: 14 (2d8 + 5) force damage, and the target must succeed on a
DC 17 Constitution saving throw. On a failed save, the aspect can
choose one of two effects:
1. Flesh to Iron. The creature begins to turn to iron and is
restrained. It must repeat the saving throw at the end of its next
turn. On a success, the effect ends. On a failure, the creature is
turned into iron for 1 hour.
2. Corrode. If the target is a metallic object, or is wearing metal
armor or carrying a metal shield (Dispater's choice), its takes a
permanent and cumulative -1 penalty to the AC it offers. Armor
reduced to an AC of 10 or a shield that drops to a +0 bonus is
destroyed.
Daggers of Dispater. The aspect conjures a barrage of flying
daggers that unerringly strike each creature of the aspect's choice
that it can see within a 60-foot cone. Each target must make a DC
17 Dexterity saving throw, taking 7 (3d4) force damage and 7 (3d4)
necrotic damage on a failed save, or half as much damage on a
Aspect of Dispater successful one.
Large Fiend (Devil), Lawful Evil Dark Discomfiture (Recharge 5–6). The aspect magically forces
creatures to instantly relive painful and shameful memories in
Armor Class 18 (plate) excruciating detail. Each visible creature of the aspect's choice
Hit Points 189 (18d10 + 90) within 30 feet of it must succeed on a DC 17 Charisma saving throw.
Speed 30 ft. On a failed save, a creature takes 27 (6d8) psychic damage and is
incapacitated for 1 minute. An incapacitated creature can repeat
STR DEX CON INT WIS CHA the saving throw at the end of each of its turns, ending the effect on
20 (+5) 10 (+0) 20 (+5) 18 (+4) 16 (+3) 19 (+4) itself on a success. On a successful save, a creature takes half as
much damage and isn't incapacitated.
Skills Insight +8, Perception +8, Persuasion +9, Survival +8 Teleport. The aspect magically teleports, along with any equipment
Damage Resistances cold; bludgeoning, piercing, and slashing from it is wearing and carrying, up to 60 feet to an unoccupied space it
nonmagical attacks that aren't silvered can see.
Damage Immunities fire, poison
Condition Immunities charmed, exhaustion, frightened, poisoned Spellcasting. The aspect casts one of the following spells, requiring
Senses darkvision 120 ft., passive Perception 18 no material components and using Charisma as the spellcasting
Languages all, telepathy 120 ft. ability (spell save DC 17):
Challenge 14 (11,500 XP) Proficiency Bonus +5 2/day each: alter self (can become Large when changing its
appearance), blade barrier, detect magic, heat metal (3rd level),
Fear Aura. A creature that starts its turn within 20 feet of the aspect suggestion
must succeed on a DC 17 Wisdom saving throw, unless the aspect Legendary Actions
is incapacitated. On a failed save, the creature is frightened until the
start of its next turn. If a creature's saving throw is successful, the The aspect can take 3 legendary actions, choosing from the options
creature is immune to the aspect's Fear Aura for the next 24 hours. below. Only one legendary action option can be used at a time and
only at the end of another creature's turn. The aspect regains spent
Legendary Resistance (1/Day). If the aspect fails a saving throw, it legendary actions at the start of its turn.
can choose to succeed instead.
Iron Rod. The aspect makes an Iron Rod attack.
Rust Metal. Any nonmagical weapon made of metal that hits Infernal Magic (Costs 2 Actions). The aspect uses Teleport or
the aspect corrodes. After dealing damage, the weapon takes a Spellcasting.
14 Bestiary
Aspect of Fraz-Urb'luu
Rarely does Fraz-Urb'luu share its essence
to create an Aspect of itself, especially if
the ones petitioning for one are unaware
that they are petitioning the Prince
of Deception. If it ever happens,
however, an Aspect of Fraz-Urb'luu
may not share the same skill level
of deceit and illusory powers of
its progenitor, but it is more than
capable enough to deal with most
enemies.
The Aspect of Fraz-Urb'luu will
appear as a 10-foot-tall muscular,
green furred gargoyle with
reptilian features. Large fin-like
ears stretch from the side of
its head and long tendril-like
whiskers dangle from each side of
its chin.
In combat, the Aspect will
employ hit and run tactics,
swooping in to strike vulnerable
targets and flying away before its
allies can help. In between those
strikes it will use its spells such
like Phantasmal Killer to take out
those that are most likely to be
susceptible to it.
Aspect of Fraz-Urb'luu Bite. Melee Weapon Attack: +9 to hit, reach 10 ft., one target.
Hit: 15 (3d6 + 5) force damage.
Large Fiend (Demon), Chaotic Evil
Fist. Melee Weapon Attack: +9 to hit, reach 10 ft., one target.
Armor Class 15 (natural armor) Hit : 18 (3d8 + 5) force damage.
Hit Points 142 (15d10 + 60) Phantasmal Terror. The aspect targets one creature it can see
Speed 40 ft., fly 40 ft. within 60 feet of it. The target must succeed on a DC 16 Wisdom
saving throw, or it takes 16 (3d10) psychic damage and is frightened
STR DEX CON INT WIS CHA of the aspect until the end of its next turn.
21 (+5) 12 (+1) 19 (+4) 19 (+4) 18 (+4) 19 (+4)
Spellcasting. The aspect's casts one of the following spells,
requiring no material components and using Charisma as the
Skills Deception +8, Perception +8, Stealth +5
spellcasting ability (spell save DC 16):
Damage Resistances cold, fire, lightning; bludgeoning, piercing, and
slashing that is nonmagical At will: alter self (can become Medium), detect magic
Damage Immunities poison 3/day each: dispel magic, phantasmal force
Condition Immunities charmed, exhaustion, frightened, poisoned 1/day each: mislead, programmed illusion, seeming
Senses darkvision 120 ft., passive Perception 18
Languages all, telepathy 60 ft.
Legendary Actions
Challenge 12 (8,400 XP) Proficiency Bonus +4 The aspect can take 3 legendary actions, choosing from the options
below. Only one legendary action option can be used at a time and
Legendary Resistance (1/Day). If the aspect fails a saving throw, it only at the end of another creature's turn. The aspect regains spent
can choose to succeed instead. legendary actions at the start of its turn.
Tail. Melee Weapon Attack: +9 to hit, reach 15 ft., one target.
Undetectable. The aspect can't be targeted by divination magic, Hit: 16 (2d10 + 5) force damage. If the target is a Large or smaller
perceived through magical scrying sensors, or detected by abilities creature, it is also grappled (escape DC 17). The grappled target is
that sense demons or fiends. also restrained. The aspect can grapple only one creature with his
Actions tail at a time.
Terror (Costs 2 Actions). The aspect uses Phantasmal Terror.
Multiattack. The aspect makes one Bite attack and Fist attack, and
it uses Phantasmal Terror.
Bestiary 15
Aspect of Geryon
It doesn't take much for
Geryon to grant a
petitioner an Aspect,
for as long as the
Aspect is to be
used in hunting
and destroying its
enemies.
The Aspect of Geryon resembles
a creature with the torso and arms
of a gorilla, the lower body of a
giant serpent, and the head of giant
humanoid. Great bat-like wings
spread from its back and its tail
ends with a stinger that drips deadly
venom.
The Aspect of Geryon lives for battle
and relishes entering into melee
combat where it enjoys tearing foes
with its claws and impaling
others with its stinger. It will
only use its Horn or spells if
hard-pressed or facing a great
number of opponents.
Aspect of Geryon grappled by the aspect, the target takes an extra 27 (6d8) cold
damage.
Huge Fiend (Devil), Lawful Evil
Stinger. Melee Weapon Attack: +9 to hit, reach 20 ft., one creature.
Hit: 10 (2d4 + 5) force damage, and the target must succeed on a
Armor Class 15 (natural armor)
DC 16 Constitution saving throw or take 13 (2d12) poison damage
Hit Points 147 (14d12 + 56)
and become poisoned until it finishes a short or long rest. The
Speed 30 ft., fly 50 ft.
target’s hit point maximum is reduced by an amount equal to half
the poison damage taken. This reduction lasts until the poisoned
STR DEX CON INT WIS CHA
condition is removed. The target dies if its hit point maximum is
21 (+5) 13 (+1) 18 (+4) 14 (+2) 12 (+1) 17 (+3)
reduced to 0.
Skills Deception +7, Intimidation +7, Perception +5 Spellcasting. The aspect casts one of the following spells, requiring
Damage Resistances bludgeoning, piercing, and slashing from no material components and using Charisma as the spellcasting
nonmagical attacks that aren't silvered ability (spell save DC 15):
Damage Immunities cold, fire, poison At will: alter self (can become Medium when changing his
Condition Immunities charmed, exhaustion, frightened, poisoned appearance), detect magic
Senses darkvision 120 ft., passive Perception 15 1/day: banishment, ice storm, invisibility (self only), locate object,
Languages all, telepathy 60 ft. suggestion, wall of ice
Challenge 12 (8,400 XP) Proficiency Bonus +4
Teleport. The aspect magically teleports, along with any equipment
he is wearing and carrying, up to 60 feet to an unoccupied space he
Legendary Resistance (1/Day). If the aspect fails a saving throw, it can see.
can choose to succeed instead.
Regeneration. The aspect regains 10 hit points at the start of its
Legendary Actions
turn. If it takes radiant damage, this trait doesn't function at the start The aspect can take 3 legendary actions, choosing from the options
of its next turn. The aspect dies only if it starts its turn with 0 hit below. Only one legendary action option can be used at a time and
points and doesn't regenerate. only at the end of another creature's turn. The aspect regains spent
legendary actions at the start of its turn.
Actions Infernal Glare. The aspect targets one creature he can see within
Multiattack. The aspect makes one Claw attack and one Stinger 60 feet of him. The target must succeed on a DC 15 Wisdom
attack. saving throw or become frightened of the aspect until the end of its
Claw. Melee Weapon Attack: +9 to hit, reach 15 ft., one target. Hit: next turn.
19 (4d6 + 5) cold damage. If the target is Large or smaller, it is Teleport. The aspect uses Teleport.
grappled (DC 17) and it is restrained until the grapple ends. The Swift Sting (Costs 2 Actions). The aspect makes one Stinger
aspect can grapple one creature at a time. If the target is already attack.
16 Bestiary
Aspect of Graz'zt
Of all demon lords of the Abyss, Graz'zt is the most likely to grant
a follower's petition for an Aspect. The Dark Prince of Pleasure,
unable to resist feeding his vanity, enjoys the awe his Aspect
inspires upon his worshipers.
The Aspect of Graz'zt stands just slightly smaller than its
handsome progenitor at nearly 9-feet tall. Its muscular body is
covered in dark purplish skin, and it has six fingers on each hand
as well as six toes on each foot. It wields a greatsword that has
the likeness and near power of Wave of Sorrow but nowhere near
Graz'zt's skill in combat and magic.
In combat the Aspect will rely mostly on its martial prowess
and Wave of Sorrow. It will only resort to its spells if faced with a
challenging foe.
Aspect of Graz'zt
Large Fiend (Demon), Chaotic Evil
Bestiary 17
Aspect of Juiblex
Of all demon lords, the least likely to ever bestow an Aspect
is Juiblex. The Faceless Lord is apathetic, even to its own
worshipers. It would take a very specific reason for it to ever allow
it, which is the promise to be able to consume and absorb an
insurmountable number of living matter, such as unleashing the
Aspect in the middle of a human bustling city or an elven tree-
home community.
The Aspect of Juiblex will resemble a 9-foot tall, horrid-looking
amorphous mound of greenish, slimy ooze with numerous
tendrils. Its glistening, slimy body is riddled with pulsating blood-
shot eyes and gaping, biting maws ridged with sharp teeth.
In combat, the Aspect will use its Eject Slime against armored
targets and then concentrate its acid lash attacks against the most
vulnerable foe, attempting to kill it quickly so it can consume it. It
will seldom use its spells, unless to finish off a foe.
Actions
Multiattack. The aspect makes two Acid Lash attacks.
Acid Lash. Melee or Ranged Weapon Attack: +8 to hit, reach 10 ft.
or range 60/120 ft., one target. Hit: 14 (3d6 + 4) acid damage. Any
creature killed by this attack is drawn into the aspect's body, here the
corpse is dissolved after 1 minute.
Eject Slime (Recharge 5–6). The aspect spews out a corrosive slime,
targeting one creature that it can see within 60 feet of it. The target
must succeed on a DC 15 Dexterity saving throw or take 44 (8d10)
acid damage. Unless the target avoids taking all of this damage, any
metal armor worn by the target takes a permanent −1 penalty to the
AC it offers, and any metal weapon the target is carrying or wearing
Aspect of Juiblex takes a permanent −1 penalty to damage rolls. The penalty worsens
Huge Fiend (Demon), Chaotic Evil each time a target is subjected to this effect. If the penalty on an
object drops to −5, the object is destroyed. The penalty on an object
Armor Class 14 (natural armor) can be removed by the mending spell.
Hit Points 161 (17d12 + 51)
Spellcasting. The aspect casts one of the following spells, requiring
Speed 40 ft.
no material components and using Charisma as the spellcasting
ability (spell save DC 14):
STR DEX CON INT WIS CHA
18 (+4) 8 (-1) 17 (+3) 15 (+2) 15 (+2) 14 (+2) At will: detect magic
1/day each: contagion, gaseous form
Skills Perception +6 Legendary Actions
Damage Resistances cold, fire, lightning; bludgeoning, piercing, and
slashing that is nonmagical The aspect can take 3 legendary actions, choosing from the options
Damage Immunities poison below. Only one legendary action option can be used at a time and
Condition Immunities charmed, exhaustion, frightened, poisoned only at the end of another creature's turn. The aspect regains spent
Senses darkvision 120 ft., passive Perception 16 legendary actions at the start of its turn.
Languages all, telepathy 60 ft. Attack. The aspect makes one Acid Lash attack.
Challenge 12 (8,400 XP) Proficiency Bonus +4 Corrupting Touch (Costs 2 Actions). Melee Weapon Attack: + 8
to hit, reach 10 ft., one creature. Hit: 14 (3d6 + 4) poison damage,
Foul. Any creature, other than an Ooze, that starts its turn within and the target is slimed. Until the slime is scraped off with an
10 feet of the aspect must succeed on a DC 15 Constitution saving action, the target is poisoned, and any creature, other than an
throw or be poisoned until the start of the creature's next turn. Ooze, is poisoned while within 10 feet of the target.
18 Bestiary
Aspect of Kostchtchie
Kostchtchie will only answer petitions from his
frost giant worshipers, and if ever, it doesn't take
much effort for as long as it allows the Aspect to
unleash its bloodthirsty rage and wreak havoc
against as many enemies as possible.
The Aspect is nearly identical in size with its
progenitor, resembling a cross between an ogre
and a frost giant. Its muscular body is squat and
rotund and stands about , and its skin is deathly
white with shades of icy blue. It wields an almost
exact copy of its mighty, oversized warhammer
that emanates bluish frost.
In combat, the Aspect of Kostchtchie will hardly
deviate from its course of action, which is to
angrily crush and maim as many foes as it can,
hardly casting any spells. The only thing that
would cause it to alter its actions is when it spots
a challenging opponent. It would then use its
curse on its opponent before charging towards it.
Aspect of Kostchtchie Bite. Melee Weapon Attack: +11 to hit, reach 5 ft., one target.
Large Fiend (Demon), Chaotic Evil Hit: 9 (1d6 + 6) force damage.
Matalotok (Warhammer). Melee Weapon Attack: +11 to hit, reach
Armor Class 14 (natural armor) 10 ft., one target. Hit: 15 (2d8 + 6) force damage, or 17 (2d10 + 6)
Hit Points 147 (14d10 + 70) force damage if used with two hands to make a melee attack, and
Speed 40 ft. the weapon emits a burst of cold that deals 10 (3d6) cold damage to
each creature within 30 feet of it.
STR DEX CON INT WIS CHA
Spellcasting. The aspect casts one of the following spells, requiring
22 (+6) 10 (+0) 20 (+5) 13 (+1) 16 (+3) 14 (+2)
no material components and using Charisma as the spellcasting
ability (spell save DC 15):
Skills Intimidation +7, Perception +8, Survival +8
Damage Resistances fire, lightning; bludgeoning, piercing, and At will: command, darkness
slashing that is nonmagical 1/day each: dispel evil and good, telekinesis, wind walk
Damage Immunities cold, poison
Condition Immunities charmed, exhaustion, frightened, poisoned
Legendary Actions
Senses darkvision 120 ft., passive Perception 18 The aspect can take 3 legendary actions, choosing from the options
Languages all, telepathy 60 ft. below. Only one legendary action option can be used at a time and
Challenge 13 (10,000 XP) Proficiency Bonus +5 only at the end of another creature's turn. The aspect regains spent
legendary actions at the start of its turn.
Legendary Resistance (1/Day). If the aspect fails a saving throw, it Charge. The aspect moves up to its speed.
can choose to succeed instead. Attack (Costs 2 Actions). The aspect makes one melee weapon
attack.
Actions Curse (Costs 2 Actions). The aspect curses one creature it can see
Multiattack. The aspect makes two melee attacks, only one of which within 60 feet of it. The cursed creature gains vulnerability to all
can be a Bite attack. damage dealt by the aspect until the end of the aspect's next turn.
Bestiary 19
Aspect of Lolth target has disadvantage on attack rolls and saving throws until the
Huge Fiend (Demon), Chaotic Evil end of the aspect's next turn. In addition, the target must succeed
on a DC 18 Strength saving throw or be pulled up to 25 feet toward
Armor Class 18 (natural armor) the aspect.
Hit Points 189 (18d12 + 72) Foreleg. Melee Weapon Attack: +10 to hit, reach 15 ft., one target.
Speed 40 ft., climb 40 ft. Hit: 14 (3d6 + 4) force damage, and if the target is a creature, it is
grappled (escape DC 14). While grappled, the target is restrained,
STR DEX CON INT WIS CHA takes 3 (1d6) necrotic damage at the start of each of the aspect's
18 (+4) 17 (+3) 18 (+4) 19 (+4) 19 (+4) 22 (+6) turns, and the aspect can't use one of its Forelegs on another target.
Insidious Bolt. Ranged Spell Attack: +10 to hit, range 120 ft., one
Skills Deception +12, Perception +10, Stealth +9 target. Hit: 7 (2d6) poison damage and 7 (2d6) psychic damage, and
Damage Resistances cold, fire, lightning; bludgeoning, piercing, the target is poisoned until the end of the aspect's next turn. While
and slashing that is nonmagical poisoned, the target can't use reactions and has disadvantage on
Damage Immunities poison saving throws.
Condition Immunities charmed, exhaustion, frightened, poisoned
Web. Ranged Weapon Attack: +10 to hit, range 60/120 ft., one Huge
Senses darkvision 240 ft., truesight 120 ft., passive Perception 20
or smaller creature. Hit: The creature is restrained by webbing.
Languages Abyssal, Common, Elvish, Undercommon
As an action, the restrained creature can make a DC 18 Strength
Challenge 17 (18,000 XP) Proficiency Bonus +6
check, escaping from the webbing on a success. The effect ends if
the webbing is destroyed. The webbing has AC 12, 10 hit points,
Legendary Resistance (1/Day). If the aspect fails a saving throw, it resistance to bludgeoning damage, and immunity to acid, poison,
can choose to succeed instead. and psychic damage.
Regeneration. If the aspect has at least 1 hit point, it regains 10 hit Spellcasting. The aspect casts one the following spells, requiring no
points at the start of her turn. material components ability and using Charisma as the spellcasting
Spider Climb. The aspect can climb difficult surfaces, including ability (spell save DC 20):
upside down on ceilings, without needing to make an ability check. At will: alter self (can become a Medium female Drow when
Web Sense. While in contact with a web, the aspect knows the exact changing her appearance), detect magic, web
location of any creature in contact with the same web. 1/day each: confusion, dispel magic, dominate person, fly
Web Walker. The aspect ignores movement restrictions caused by Legendary Actions
webbing.
The aspect can take 3 legendary actions, choosing from the options
Actions below. Only one legendary action option can be used at a time and
Multiattack. The aspect uses Web. It then makes one Bite attack, only at the end of another creature's turn. The aspect regains spent
one Whip attack, and two Foreleg attacks or uses Insidious Bolt legendary actions at the start of its turn.
three times. Insidious Poison. The aspect chooses one creature within 30 feet
Bite. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. that it has poisoned. The target must make a DC 20 Wisdom
Hit: 7 (1d6 + 4) force damage, and if the target is a creature, it must saving throw. On a failed save, the target uses its reaction to move
succeed on a DC 18 Constitution saving throw. If the saving throw up to half its speed as the aspect directs and make one weapon
fails by 5 or more, the creature is reduced to 0 hit points, unless it attack against a visible creature of the aspect's choice.
is immune to poison damage. Otherwise, the target takes 11 (2d10) Web. The aspect uses Web.
poison damage and is poisoned for 1 minute on a failed save. Attack (Costs 2 Actions). The aspect attacks with its Whip or
Foreleg.
Whip. Melee Weapon Attack: +10 to hit, reach 30 ft., one target. Hit:
14 (3d6 + 4) force damage plus 10 (3d6) poison damage, and the
20 Bestiary
Aspect of Lolth
The Demon Queen of Spiders will only answer petitions from a
favored drow worshiper, and only if the petition has something to
do with taking vengeance against an entity or organization Lolth
hates.
The Aspect of Lolth will always appear as that of Lolth's
drider-form or that of a gigantic spider with Lolth's strikingly
beautiful head. While it may not match the natural cunning of its
progenitor, the Aspect will still personify her extreme cruelty and
hatred against all non-Drow races and will take great pleasure
in tormenting and destroying its foes.
Aspect of Mephistopheles
Of all archdevils, Mephistopheles is the least likely to
bestow an Aspect. The Lord of Cania rarely entertains any
of its worshipers and hates any distractions they bring. The
only time it would consider granting one is if the petitioner
is an exceptional wizard or sage that can be of use to him
and is willing to sign over their souls.
The Aspect of Mephistopheles stands 9 feet, has deep
crimson skin, and handsome albeit devilish features. It
has blood-red pupils, thick, jet-black hair, bat-like wings,
and long horns that curl backward. The Aspect is
often dressed in a wizard's robes but without the top,
revealing a muscular bare chest. It wields a flaming
ranseur.
Aspect of Mephistopheles Hellfire Gaze (Recharge 5–6). Unless the aspect is blinded, its eyes
Large Fiend (Devil), Lawful Evil emit hellfire in a 120-foot line that is 5 feet wide. Each creature in
that line must make a DC 17 Dexterity saving throw, taking 14 (4d6)
fire damage and 14 (4d6) necrotic damage on a failed save, or half
Armor Class 17 (natural armor)
as much on a successful one. Any humanoid killed by Hellfire Gaze
Hit Points 180 (19d10 + 76)
has its soul funneled into the River Styx, where it’s reborn instantly
Speed 40 ft., fly 80 ft.
as a lemure devil. The creature can be restored to life only by means
of a wish spell followed by a true resurrection spell.
STR DEX CON INT WIS CHA
17 (+3) 14 (+2) 18 (+4) 18 (+4) 18 (+4) 19 (+4) Teleport. The aspect magically teleports, along with any equipment
it is wearing and carrying, up to 60 feet to an unoccupied space it
Skills Arcana +9, History +9, Investigation +9, Perception +9, can see.
Persuasion +9, Religion +9 Spellcasting. The aspect can cast the following spells, requiring no
Damage Resistances bludgeoning, piercing, and slashing from material components, and using Charisma as its spellcasting ability
nonmagical attacks that aren't silvered (spell save DC 17, +9 to hit with spell attacks):
Damage Immunities cold, fire, poison At will: alter self (can become Medium when changing its
Condition Immunities charmed, exhaustion, frightened, poisoned appearance), detect magic, mage hand, ray of frost (4d8)
Senses darkvision 120 ft., passive Perception 19 2/day each: charm monster, fireball, Otiluke's resilient sphere,
Languages all, telepathy 120 ft. telekinesis
Challenge 15 (13,000 XP) Proficiency Bonus +5 1/day each: chain lightning, cone of cold, dispel magic, wall of fire
Hellfire Aura. A creature that starts its turn within 10 feet of the Reactions
aspect, or touches it or hits it with a melee attack while within 10 Absorb Spell (Recharge 5–6). The aspect tries to interrupt a spell
feet of it and the Hellfire Aura is active takes 4 (1d8) fire damage it sees a creature casting within 60 feet of it. If the spell is 3rd level
and 4 (1d8) necrotic damage. Any humanoid killed by Hellfire Aura or lower, the spell fails and has no effect, and the aspect regains hit
has its soul funneled into the River Styx, where it’s reborn instantly points equal to the twice the spell's level. If the spell is 4th level or
as a lemure devil. The creature can be restored to life only by means higher, the aspect makes a Charisma check against a DC of 10 + the
of a wish spell followed by a true resurrection spell. The aspect can spell’s level. On a success, the spell fails and has no effect.
activate or dismiss its Hellfire Aura with a bonus action.
Legendary Resistance (1/Day). If the aspect fails a saving throw, it
Legendary Actions
can choose to succeed instead. The aspect can take 3 legendary actions, choosing from the options
below. Only one legendary action option can be used at a time and
Actions only at the end of another creature's turn. The aspect regains spent
Multiattack. The aspect makes two Ranseur attacks. legendary actions at the start of its turn.
Attack. The aspect makes one Ranseur attack.
Ranseur. Melee Weapon Attack: +8 to hit, reach 10 ft., one target.
Infernal Magic (Costs 2 Actions). The aspect uses Spellcasting or
Hit: 14 (2d10 + 3) force damage plus 11 (2d10) cold, fire, or
Teleport.
lightning damage (aspect's choice).
Bestiary 21
Aspect of Moloch
It doesn't take much for Moloch to grant petitioners an Aspect,
as it currently needs coins, gems, and treasure to help build an
army.
The Aspect of Moloch has a powerful, stout crimson-skinned
physique with thick arms and legs that ripple with muscle.
Large ridged horns sprout from the side of its head and its
mouth is filled with fearsome sharp teeth.
The Aspect has an array of abilities to employ against its foes,
but mostly relies on its martial-based abilities. It uses its Breath
of Despair as often as it can, especially against large groups of
foes.
Aspect of Moloch Many-Tailed Whip. Melee Weapon Attack: +9 to hit, reach 30 ft.,
one target. Hit: 10 (2d4 + 5) lightning damage plus 5 (1d10) thunder
Large Fiend (Devil), Lawful Evil damage. If the target is a creature, it must succeed on a DC 17
Strength saving throw or be pulled up to 30 feet in a straight line
Armor Class 15 (natural armor) toward the aspect.
Hit Points 110 (13d10 + 39)
Breath of Despair (Recharge 5-6). The aspect exhales in a 30-foot
Speed 30 ft.
cube. Each creature in that area must succeed on a DC 15 Wisdom
saving throw or take 27 (5d10) psychic damage, drop whatever it is
STR DEX CON INT WIS CHA
holding, and become frightened of the aspect for 1 minute. While
20 (+5) 14 (+2) 16 (+3) 16 (+3) 13 (+1) 17 (+3)
frightened in this way, a creature must take the Dash action and
move away from the aspect by the safest available route on each of
Skills Deception +7, Intimidation +7, Perception +5 its turns, unless there is nowhere to move, in which case it needn’t
Damage Resistances cold; bludgeoning, piercing, and slashing from take the Dash action. If the creature ends its turn in a location
nonmagical attacks that aren't silvered where it doesn’t have line of sight to the aspect, the creature can
Damage Immunities fire, poison repeat the saving throw, ending the effect on itself on a success.
Condition Immunities charmed, exhaustion, frightened, poisoned
Senses darkvision 120 ft., passive Perception 15 Spellcasting. The aspect casts one of the following spells, requiring
Languages all, telepathy 60 ft. no material components and using Charisma as the spellcasting
Challenge 10 (5,900 XP) Proficiency Bonus +4 ability (spell save DC 15):
At will: alter self (can become Medium when changing its
Legendary Resistance (1/Day). If the aspect fails a saving throw, it appearance), detect magic
can choose to succeed instead. 1/day each: confusion, fly, major image, stinking cloud, suggestion,
wall of fire
Regeneration. The aspect regains 10 hit points at the start of its
turn. If it takes radiant damage, this trait doesn't function at the start Teleport. The aspect teleports, along with any equipment it is
of its next turn. The aspect dies only if it starts its turn with 0 hit wearing or carrying, up to 60 feet to an unoccupied space it can see.
points and doesn't regenerate. Legendary Actions
Actions The aspect can take 3 legendary actions, choosing from the options
Multiattack. The aspect makes one Bite attack, one Claw attack, below. Only one legendary action option can be used at a time and
and one Many-Tailed Whip attack. only at the end of another creature's turn. The aspect regains spent
legendary actions at the start of its turn.
Bite. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 18
Claw. The aspect makes a Claw attack.
(3d8 + 5) fire damage.
Teleport. The aspect uses Teleport.
Claw. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 9 Cast a Spell (Costs 2 Actions). The aspect uses Spellcasting.
(1d8 + 5) force damage.
22 Bestiary
Aspect of Orcus
Petitioning Orcus for an Aspect will only have a chance of
success if the reason for the petition furthers the goal of the
Demon Prince of Undeath, which is the nullification of all life.
The Aspect of Orcus stands about 12 feet tall and has a
disgusting corpulent body that is covered with animal hair. Its
head and legs resemble that of an emaciated giant goat and
massive leathery bat-like wings spread from its back. In its
hand is a lesser but still potent copy of its dreadful weapon, the
Wand of Orcus.
The Aspect of Orcus always begins combat by summoning
undead before wading into battle. If it finds an opportunity
to trap or block targets within melee range from escaping, it
will use its Creeping Death ability and cast it centered on its
space.
Skills Arcana +7, Perception +7 Spellcasting. The aspect casts one of the following spells, requiring
Damage Resistances cold, fire, lightning; bludgeoning, piercing, and no material components and using Charisma as the spellcasting
slashing that is nonmagical ability (spell save DC 17):
Damage Immunities necrotic, poison At will: detect magic
Condition Immunities charmed, exhaustion, frightened, poisoned 3/day: animate dead (as an action)
Senses darkvision 120 ft., passive Perception 17 1/day each: blight, circle of death, dispel magic, speak with dead
Languages all, telepathy 60 ft.
Challenge 16 (15,000 XP) Proficiency Bonus +5 Legendary Actions
The aspect can take 3 legendary actions, choosing from the options
Legendary Resistance (1/Day). If the aspect fails a saving throw, it below. Only one legendary action option can be used at a time and
can choose to succeed instead. only at the end of another creature's turn. The aspect regains spent
legendary actions at the start of its turn.
Actions Necrotic Bolt. The aspect makes one Necrotic Bolt attack.
Multiattack. The aspect makes two Wand of Orcus, Tail, or Necrotic Tail (Costs 2 Actions). The aspect makes one Tail attack.
Bolt attacks. Creeping Death (Costs 2 Actions). The aspect chooses a point
on the ground that it can see within 100 feet of it. A cylinder of
Wand of Orcus. Melee Weapon Attack: +10 to hit, reach 10 ft.,
swirling necrotic energy 60 feet tall and with a 10-foot radius rises
one target. Hit: 18 (3d8 + 5) bludgeoning damage plus 13 (2d12)
from that point and lasts until the end of the aspect’s next turn.
necrotic damage.
Creatures in that area have vulnerability to necrotic damage.
Tail. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit:
Bestiary 23
Aspect of Tiamat
It was only recently that Tiamat was
almost able to return to the Prime
Material Plane but was thwarted at
the last moment by an intrepid
group of heroes. She will be
willing to grant a petitioner
an Aspect if it would
somehow help her further
her goal of escaping her
eternal prison in the Nine
Hells.
The Aspect of Tiamat will
appear as a huge multi-
headed dragon with each
chromatic dragon head
represented.
The Aspect of Tiamat
may not be as powerful as
its progenitor, but it is still
a terrifying entity to engage.
Not many can survive a single
dragon's breath, let alone one every
turn.
24 Bestiary
Aspect of Yeenoghu
The god of gnolls, the demon lord Yeenoghu is also known as
the Lord of Savagery. Cruel and sadistic, he spreads misery and
enjoys inflicting pain on his foes before slaughtering them.
For Yeenoghu to grant an Aspect, the petitioner should be a
powerful gnoll or flind and must use the Aspect to further the
Beast of Butchery's need for murder and destruction.
The Aspect of Yeenoghu appears as a 12-foot tall, gaunt
gnoll with emaciated features. Its body, which radiates
an overpowering and disgusting musky smell, is covered
with a leathery hide topped with a dirty orange mane, and
protected with garish, spiked armor scraps tied together
with chains and decorated with the flayed skin of its
progenitor's foes.
In combat, the Aspect of Yeenoghu will mostly attack with its
flail, never bothering with spells unless the situation warrants
it. If given the chance, the Aspect will not immediately kill those
it fights. Instead, it will maim them first, then slay and devour
those they love in front of them. Only when it has broken its
foes will it finish them off.
STR DEX CON INT WIS CHA Bite. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 9
21 (+5) 12 (+1) 17 (+3) 11 (+0) 18 (+4) 12 (+1) (1d8 + 5) piercing damage plus 4 (1d8) acid damage.
Spellcasting. The aspect casts one of the following spells, requiring
Skills Intimidation +6, Perception +9 no material components and using Charisma as the spellcasting
Damage Resistances cold, fire, lightning; bludgeoning, piercing, and ability (spell save DC 14):
slashing that is nonmagical At will: detect magic
Damage Immunities poison 1/day each: dispel magic, fear, invisibility, teleport
Condition Immunities charmed, exhaustion, frightened, poisoned
Senses darkvision 120 ft., passive Perception 19 Legendary Actions
Languages all, telepathy 60 ft. The aspect can take 3 legendary actions, choosing from the options
Challenge 13 (10,000 XP) Proficiency Bonus +5 below. Only one legendary action option can be used at a time and
only at the end of another creature's turn. The aspect regains spent
Legendary Resistance (1/Day). If the aspect fails a saving throw, it legendary actions at the start of its turn.
can choose to succeed instead. Charge. The aspect moves up to its speed.
Swat Away. The aspect makes one Flail attack. If the attack hits,
Actions the target must succeed on a DC 18 Strength saving throw or be
Multiattack. The aspect makes three Flail attacks. pushed up to 10 feet in a straight line away from the aspect. If the
saving throw fails by 5 or more, the target is also knocked prone.
Flail. Melee Weapon Attack: +10 to hit, reach 15 ft., one target. Hit:
Savage (Costs 2 Actions). The aspect makes a separate Bite attack
10 (1d10 + 5) bludgeoning damage plus 5 (1d10) force damage. If
against each creature within 10 feet of it.
it is the aspect's turn, the aspect can cause the target to suffer one
of the following additional effects, each of which he can apply only
Bestiary 25
Aspect of Zariel
Zariel grants petitioners her
Aspect if it will help her cause,
especially if the Aspect is used
to train warriors that may
eventually become part of
Zariel's army.
Zariel's Aspect resembles
a 9-foot tall female with
angelic features, but its facial
expressions twisted in an
eternal scowl. It has three
horns sprouting from its
forehead that curls over its
head seemingly like a helmet
and legs that resemble a
goat's. Wings that once
had feathers now burn with
an eternal flame, spread from
its back.
The Aspect of Zariel wields
a flaming sword and javelin,
which it relies on most during
combat, just like its progenitor.
Priding itself a true warrior,
the Aspect rarely uses its spells
and abilities unless faced with a
powerful foe.
Aspect of Zariel Hit: 17 (2d8 + 8) force damage plus 9 (2d8) fire damage.
Large Fiend (Devil), Lawful Evil Longsword. Melee Weapon Attack: +10 to hit, reach 10 ft., one
target. Hit: 14 (2d8 + 5) radiant damage, or 16 (2d10 + 5) radiant
Armor Class 17 (natural armor) damage if used with two hands, plus 9 (2d8) fire damage.
Hit Points 241 (23d10 + 115) Horrid Touch (Recharge 5–6). The aspect touches one creature
Speed 40 ft., fly 120 ft. within 10 feet of her. The target must succeed on a DC 19
Constitution saving throw or take 33 (6d10) necrotic damage and
STR DEX CON INT WIS CHA be poisoned for 1 minute. While poisoned in this way, the target is
20 (+5) 18 (+4) 20 (+5) 19 (+4) 20 (+5) 22 (+6) blinded and deafened. The target can repeat the saving throw at the
end of each of its turns, ending the effect on itself on a success.
Skills Intimidation +11, Perception +10
Teleport. The aspect magically teleports, along with any equipment
Damage Resistances cold, fire, necrotic, radiant; bludgeoning,
it is wearing and carrying, up to 60 feet to an unoccupied space it
piercing, and slashing from nonmagical attacks that aren't silvered
can see.
Damage Immunities poison
Condition Immunities charmed, exhaustion, frightened, poisoned Spellcasting. The aspect's casts one of the following spells,
Senses darkvision 120 ft., passive Perception 20 requiring no material components and using Charisma as the
Languages all, telepathy 60 ft. spellcasting ability (spell save DC 19):
Challenge 15 (13,000 XP) Proficiency Bonus +5 At will: alter self (can become Medium when changing her
appearance), detect evil and good
Devil's Sight. Magical darkness doesn't impede the aspect's 1/day each: blade barrier, dispel evil and good, fireball, invisibility
darkvision. (self only), major image, wall of fire
Legendary Resistance (1/Day). If the aspect fails a saving throw, it Legendary Actions
can choose to succeed instead.
The aspect can take 3 legendary actions, choosing from the options
Regeneration. The aspect regains 10 hit points at the start of its below. Only one legendary action option can be used at a time and
turn. If it takes radiant damage, this trait doesn't function at the start only at the end of another creature's turn. The aspect regains spent
of its next turn. The aspect dies only if it starts its turn with 0 hit legendary actions at the start of its turn.
points and doesn't regenerate.
Teleport. The aspect uses Teleport.
Actions Immolating Gaze (Costs 2 Actions). The aspect turns its magical
gaze toward one creature it can see within 120 feet of it and
Multiattack. The aspect makes two Flail or Longsword attacks. It
commands it to burn. The target must succeed on a DC 19
can replace one attack with a use of Horrid Touch, if available.
Wisdom saving throw or take 16 (3d10) fire damage.
Flail. Melee Weapon Attack: +10 to hit, reach 10 ft., one target.
26 Bestiary
Aspect of Zuggtmoy when it appears, or that enter it later, must make a DC 14 Wisdom
saving throw. On a successful save, a creature can’t be infected by
Large Fiend (Demon), Chaotic Evil these spores for 24 hours. On a failed save, the creature is infected
with a disease called the influence of Zuggtmoy for 24 hours. While
Armor Class 14 (natural armor) infected in this way, the creature is charmed by her and can’t be
Hit Points 142 (19d10 + 38) reinfected by these spores.
Speed 30 ft.
Reactions
STR DEX CON INT WIS CHA Protective Thrall. When the aspect is hit by an attack roll, one
16 (+3) 12 (+1) 14 (+2) 15 (+2) 14 (+2) 18 (+4) creature within 10 feet of her that is charmed by her is hit by the
attack instead.
Skills Perception +6
Damage Resistances cold, fire, lightning; bludgeoning, piercing, and Legendary Actions
slashing that is nonmagical The aspect can take 3 legendary actions, choosing from the options
Damage Immunities poison below. Only one legendary action option can be used at a time and
Condition Immunities charmed, exhaustion, frightened, poisoned only at the end of another creature's turn. The aspect regains spent
Senses darkvision 120 ft., passive Perception 16 legendary actions at the start of its turn.
Languages all, telepathy 60 ft. Exert Will. One creature charmed by the aspect that she can see
Challenge 11 (7,200 XP) Proficiency Bonus +4 must use its reaction, if available, to move up to its speed as she
directs or to make one weapon attack against a target that she
Legendary Resistance (1/Day). If the aspect fails a saving throw, it designates.
can choose to succeed instead. Attack (Costs 2 Actions). The aspect makes one pseudopod attack.
Actions
Multiattack. The aspect makes three Pseudopod attacks.
Pseudopod. Melee Weapon Attack: +7 to hit, reach 10 ft., one target.
Hit: 12 (2d8 + 3) force damage plus 9 (2d8) poison damage.
Spellcasting. The aspect casts one of the following spells, requiring
no material components and using Charisma as the spellcasting
ability (spell save DC 16):
At will: detect magic, locate animals or plants
1/day each: dispel magic, entangle, plant growth, teleport
Bonus Actions
Infestation Spores (3/Day). The aspect releases spores that burst
out in a cloud that fills a 20-foot-radius sphere centered on her, and
it lingers for 1 minute. Any creature in the cloud when it appears, or
that enters it later, must make a DC 14 Constitution saving throw.
On a successful save, the creature can’t be infected by these spores
for 24 hours. On a failed save, the creature is infected with a disease
called the spores of Zuggtmoy, which lasts until the creature is
cured of the disease or dies. While infected in this way, the creature
can’t be reinfected, and it must repeat the saving throw at the end of
every 24 hours, ending the infection on a success. On a failure, the
infected creature’s body is slowly taken over by fungal growth, and
after three such failed saves, the creature dies and is reanimated
as a spore servant if it’s a type of creature that can be (see the
“Myconids” section in the Monster Manual).
Mind Control Spores (Recharge 5–6). The aspect releases spores
that burst out in a cloud that fills a 20-foot-radius sphere centered on
her, and it lingers for 1 minute. Humanoids and Beasts in the cloud
Aspect of Zuggtmoy
The Aspect of Zuggtmoy looks like a 14-foot tall fungal creature
that has the features of a female humanoid dressed in a faux gown
made of lichen and mycelium. Sprouting from its lower torso are
fibrous tentacle-like pseudopods that excrete poison.
To prepare for a big fight, the Aspect of Zuggtmoy will always
create thralls and spore creatures first. Only when it is satisfied
that is has enough, will it venture forth to seek its enemies.
In combat, the Aspect of Zuggtmoy will lash at and batter its
foes with its pseudopods. If it can catch more than two targets,
it will release its infestation spores. Those that survive its
initial attacks will be subjected to its mind control spores.
Bestiary 27
Athach
Athach
An athach is a massive
18-foot tall giant that
has a third arm growing
from its malformed, portly
body and a gnarled, tusked
maw that drips with debilitating
venom. The creature never bathes,
and the stench its body emits is nearly
overpowering.
Obsessive Hoarder. An athach is a greedy
collector of gems, jewelry, and precious
metals. It has an obsessive fascination with
such objects, polishing and talking to them for
hours in its lair. When it isn't admiring its loot, it
sets out to hunt for food or look for more treasure,
which directly puts it into conflict with dwarves, mining
settlements, and merchant caravans.
Paranoid Sociopath. Due to its greedy and obsessive
nature, the athach is a solitary creature. It will never
live with another intelligent being it doesn't intend to
eat, and very rarely will it be with another of its kind,
except probably its mate. But due to their greed,
the relationship often does not last long as they will
soon try to murder each other for fear that the other
will steal the other's treasures. An athach prefers to
keep monstrous pets, such as hydras, owlbears, and
otyughs, to guard its lair.
Grappling Brute. In combat, it moves with a lumbering gait,
crushing enemies with its enormous tree-trunk club. It will try
to grab targets smaller than itself and will then either bite their
heads off, slam them to the ground, or fling them like a missile
weapon against other foes.
28 Bestiary
Balhannoth
Elder Balhannoth
A balhannoth, if left alone for decades, can gain a vast
amount of power from devouring countless victims.
It eventually evolves into the more fearsome elder
balhannoth. Extremely rare even in the Shadowfell,
the elder balhannoth will either take over balhannoth
colonies as its alpha or destroy and consume everything
(even its kin) within miles of its territory to ensure it has
no competition.
Irresistible Lure. The elder balhannoth has developed
an ability to emit an aura of enchantment around it.
When a creature enters this aura, the elder balhannoth
immediately digs deep into its mind, draws forth its
greatest desires, and then projects a reality-warping
manifestation of it that only the unwitting creature
can see. This causes the victim to approach the elder
balhannoth, oblivious to the actual danger.
Bestiary 29
Banderhobbs
Banderhobb Bogeyman
Once in awhile, there will be a banderhobb of exceptional guile
and skill that reforms in the Shadowfell. Birthing the legend of the
Bogeyman, this deadly banderhobb can shift from the Shadowfell
and into the Material Plane. While it enjoys feeding on flesh,
the banderhobb bogeyman needs to consume psychic energy
generated by frightened beings to fuel its magical abilities.
It is not unusual for a banderhobb bogeyman to lead a band of
banderhobb shadow assassins and raiders.
Banderhobb Bogeyman Strength saving throw. On a failed save, the target is pulled to a
space within 5 feet of the banderhobb.
Large Monstrosity, Typically Neutral Evil
Claw. Melee Weapon Attack: +9 to hit, reach 5 ft., one target.
Armor Class 17 (natural armor) Hit: 8 (1d6 + 5) slashing damage plus 7 (2d6) psychic damage, and
Hit Points 147 (14d10 + 70) the target must make a DC 15 Wisdom saving throw or become
Speed 30 ft. frightened until the end of the banderhobb's next turn.
Swallow. Melee Weapon Attack: +9 to hit, reach 5 ft., one Medium
STR DEX CON INT WIS CHA or smaller creature grappled by the banderhobb. Hit: 22 (5d6 + 5)
20 (+5) 16 (+3) 20 (+5) 12 (+1) 14 (+2) 16 (+3) piercing damage. The creature is also swallowed, and the grapple
ends. The swallowed creature is blinded and restrained, it has total
Skills Athletics +9, Deception +7, Stealth +11 cover against attacks and other effects outside the banderhobb,
Condition Immunities charmed, frightened and it takes 10 (3d6) necrotic damage at the start of each of the
Senses darkvision 120 ft., passive Perception 12 banderhobb’s turns. A creature reduced to 0 hit points in this way
Languages understands Common and the languages of its creator, stops taking the necrotic damage and becomes stable.
but can't speak The banderhobb can have only one creature swallowed at a time.
Challenge 10 (5,900 XP) Proficiency Bonus +4 While the banderhobb isn’t incapacitated, it can regurgitate the
creature at any time (no action required) in a space within 5 feet
Feed on Fear. A frightened creature that starts its turn within 20 of it. The creature exits prone. If the banderhobb dies, it likewise
feet of the banderhobb takes 3 (1d6) psychic damage, unless the regurgitates a swallowed creature.
banderhobb is incapacitated. Each time a creature takes damage this Frightful Presence. Each creature of the banderhobb's choice that is
way, the banderhobb regains 3 (1d6) hit points and gains advantage within 60 feet of the banderhobb and aware of it must succeed on a
on melee attack rolls until the end of its next turn. DC 15 Wisdom saving throw or become frightened for 1 minute. A
Resonant Connection. If the banderhobb has even a tiny piece of creature can repeat the saving throw at the end of each of its turns,
a creature or an object in its possession, such as a lock of hair or a ending the effect on itself on a success. If a creature's saving throw
splinter of wood, it knows the most direct route to that creature or is successful or the effect ends for it, the creature is immune to the
object if it is within 1 mile of the banderhobb. banderhobb's Frightful Presence for the next 24 hours.
30 Bestiary
Banderhobb Shadow Assassin Multiattack. The banderhobb makes one Bite attack and one
Tongue attack. It can replace one attack with a use of Shadow Step.
Large Monstrosity, Typically Neutral Evil
Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target.
Armor Class 18 (natural armor) Hit: 14 (3d6 + 4) piercing damage, and the target is grappled
Hit Points 136 (13d10 + 65) (escape DC 15) if it is a Large or smaller creature. Until this grapple
Speed 30 ft. ends, the target is restrained, and the banderhobb can't use its Bite
attack or tongue attack on another target.
STR DEX CON INT WIS CHA Tongue. Melee Weapon Attack: +7 to hit, reach 15 ft., one creature.
18 (+4) 18 (+4) 20 (+5) 12 (+1) 14 (+2) 8 (-1) Hit: 10 (3d6) necrotic damage, and the target must make a DC 15
Strength saving throw. On a failed save, the target is pulled to a
Skills Athletics +7, Acrobatics +7, Stealth +10 space within 5 feet of the banderhobb.
Condition Immunities charmed, frightened Swallow. Melee Weapon Attack: +7 to hit, reach 5 ft., one Medium
Senses darkvision 120 ft., passive Perception 12 or smaller creature grappled by the banderhobb. Hit: 14 (3d6 + 4)
Languages understands Common and the languages of its creator, piercing damage. The creature is also swallowed, and the grapple
but can't speak ends. The swallowed creature is blinded and restrained, it has total
Challenge 8 (3,900 XP) Proficiency Bonus +3 cover against attacks and other effects outside the banderhobb,
and it takes 10 (3d6) necrotic damage at the start of each of the
Assassinate. During its first turn, the banderhobb has advantage on banderhobb’s turns. A creature reduced to 0 hit points in this way
attack rolls against any creature that hasn't taken a turn. Any hit the stops taking the necrotic damage and becomes stable.
banderhobb scores against a surprised creature is a critical hit. The banderhobb can have only one creature swallowed at a time.
Resonant Connection. If the banderhobb has even a tiny piece of While the banderhobb isn’t incapacitated, it can regurgitate the
a creature or an object in its possession, such as a lock of hair or a creature at any time (no action required) in a space within 5 feet
splinter of wood, it knows the most direct route to that creature or of it. The creature exits prone. If the banderhobb dies, it likewise
object if it is within 1 mile of the banderhobb. regurgitates a swallowed creature.
Sneak Attack (1/Turn). The banderhobb deals an extra 14 (4d6) Shadow Step. The banderhobb magically teleports up to 30 feet to
damage when it hits a target with a weapon attack and has an unoccupied space of dim light or darkness that it can see.
advantage on the attack roll, or when the target is within 5 feet of an Bonus Actions
ally of the banderhobb that isn't incapacitated and the banderhobb
doesn't have disadvantage on the attack roll. Shadow Stealth. While in dim light or darkness, the banderhobb
takes the Hide action.
Actions
Banderhobb Shadow Raider Bite. Melee Weapon Attack: +9 to hit, reach 5 ft., one target.
Hit: 16 (3d6 + 6) piercing damage, and the target is grappled
Large Monstrosity, Typically Neutral Evil
(escape DC 17) if it is a Large or smaller creature. Until this grapple
ends, the target is restrained, and the banderhobb can't use its Bite
Armor Class 15 (natural armor)
attack or tongue attack on another target.
Hit Points 115 (11d10 + 55)
Speed 30 ft. Tongue. Melee Weapon Attack: +9 to hit, reach 15 ft., one creature.
Hit: 10 (3d6) necrotic damage, and the target must make a DC 17
STR DEX CON INT WIS CHA Strength saving throw. On a failed save, the target is pulled to a
22 (+6) 12 (+1) 20 (+5) 11 (+0) 14 (+2) 8 (-1) space within 5 feet of the banderhobb.
Swallow. Melee Weapon Attack: +9 to hit, reach 5 ft., one Medium
Skills Athletics +9, Stealth +7 or smaller creature grappled by the banderhobb. Hit: 16 (3d6 + 6)
Condition Immunities charmed, frightened piercing damage. The creature is also swallowed, and the grapple
Senses darkvision 120 ft., passive Perception 12 ends. The swallowed creature is blinded and restrained, it has total
Languages understands Common and the languages of its creator, cover against attacks and other effects outside the banderhobb,
but can't speak and it takes 10 (3d6) necrotic damage at the start of each of the
Challenge 7 (2,900 XP) Proficiency Bonus +3 banderhobb’s turns. A creature reduced to 0 hit points in this way
stops taking the necrotic damage and becomes stable.
Resonant Connection. If the banderhobb has even a tiny piece of The banderhobb can have only one creature swallowed at a time.
a creature or an object in its possession, such as a lock of hair or a While the banderhobb isn’t incapacitated, it can regurgitate the
splinter of wood, it knows the most direct route to that creature or creature at any time (no action required) in a space within 5 feet
object if it is within 1 mile of the banderhobb. of it. The creature exits prone. If the banderhobb dies, it likewise
regurgitates a swallowed creature.
Distracting Strike (1/Turn). When the banderhobb hits a creature
with a weapon attack, the next attack roll against the target by an Shadow Step. The banderhobb magically teleports up to 30 feet to
attacker other than the banderhobb has advantage if the attack is an unoccupied space of dim light or darkness that it can see. Before
made before the start of the banderhobb's next turn. or after teleporting, it can make one melee attack.
Bestiary 31
Bargda
Bargda
Once in every generation, a hill giant worshiper of
Baphomet will give birth to a Bargda. Seen as a gift from
the unholy union between giant and demon, the Bargda is
regarded as a boon to its tribe and is groomed to become its
leader. Towering over its hill giant brethren, the Bargda’s
physique and visage is a bent and twisted version of its
progenitor.
Horned Tyrant. Aware of its heritage, the bargda uses
its position to lead and force its kin to do its bidding.
The bargda also subjugates other lesser giants and
monsters like ogres, trolls, minotaurs, and verbeeg and
uses them to expand its territory. It usually leads hunting
parties into humanoid communities to gather loot, slaves, and
food.
Venomous Bite. While the bargda’s great club and menacing
horns can prove to be a challenge, adventurers should also
watch out for its bite and saliva which has enough toxins and
bacteria to bring any able-bodied creature to an agonizing death
in a matter of days.
32 Bestiary
Barghests
Barghest Whelp
The young barghest whelp may look like a goblin, but this sly These vicious beasts have grown larger and more powerful than
shapechanger is only biding its time until it can gather enough its brethren by consuming only the souls of powerful goblinoid
power and return to Gehenna by consuming goblinoid souls. warriors and spellcasters, and the occasional adventurer.
Wolf in Goblin's Clothing. Unlucky adventurers may stumble Fiendish Commanders. It is not uncommon to encounter
upon a goblin nest, only to find a barghest whelp hiding among the greater barghests leading their goblinoid armies, with their
goblins. When discovered, the whelp can revert to its true form - unfortunate goblin underlings both serving as slaves and sources
that of a feral canine and rip the flesh and soul of its prey in mere of sustenance. Due to their strength and cunning, some greater
seconds. barghests have even formed alliances with creatures that
goblinoids might find too troublesome to be with on their own,
Greater and Ancient Barghests such as hill giants, ogres, hags, harpies, trolls, and verbeeg.
Greater barghests are mature barghests that have consumed
nearly all the goblinoid souls they need to return to Gehenna.
Barghest Whelp Soul Feeding. The barghest can feed on the corpse of a Fey or
Humanoid it killed within the past 10 minutes. This feeding takes
Medium Fiend (Shapechanger), Typically Neutral Evil at least 1 minute, and it destroys the corpse. The victim’s soul is
trapped in the barghest for 24 hours, after which time it is digested
Armor Class 16 (natural armor) and the person is incapable of being revived. If the barghest dies
Hit Points 33 (6d8 + 6) before the soul is digested, the soul is released. While a soul is
Speed 60 ft. (30 ft. in goblin form) trapped in the barghest, any magic that tries to restore the soul to
life has a 50 percent chance of failing and being wasted.
STR DEX CON INT WIS CHA
15 (+2) 15 (+2) 12 (+1) 12 (+1) 11 (+0) 12 (+1) Actions
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 9
(2d6 + 2) piercing damage.
Skills Deception +3, Perception +4, Stealth +4
Damage Resistances cold, fire, lightning; bludgeoning, piercing, Spellcasting. The barghest casts one of the following spells,
and slashing that is nonmagical requiring no material components and using Charisma as the
Damage Immunities acid, poison spellcasting ability (spell save DC 11):
Condition Immunities poison At will: levitate, minor illusion, pass without trace
Senses blindsight 60 ft., darkvision 60 ft., passive Perception 14 1/day: charm person
Languages Abyssal, Common, Goblin, Infernal, telepathy 60 ft.
Challenge 2 (450 XP) Proficiency Bonus +2 Bonus Actions
Change Shape. The barghest transforms into a Small goblin or back
Fire Banishment. When the barghest starts its turn engulfed in into its true form. Other than its size and speed, its statistics are
flames that are at least 10 feet high or wide, it must succeed on a the same in each form. Any equipment it is wearing or carrying isn’t
DC 15 Charisma saving throw or be instantly banished to Gehenna. transformed. The barghest reverts to its true form if it dies.
Bestiary 33
Barghest, Greater before the soul is digested, the soul is released. While a soul is
trapped in the barghest, any magic that tries to restore the soul to
Large Fiend (Shapechanger), Typically Neutral Evil life has a 50 percent chance of failing and being wasted.
Saving Throws Con +6, Wis +5 Claw (Goblinoid or True Form Only). Melee Weapon Attack: +8 to
Skills Deception +6, Intimidation +6, Perception +8, Stealth +6 hit, reach 5 ft., one target. Hit: 9 (1d8 + 5) slashing damage.
Damage Resistances cold, fire, lightning; bludgeoning, piercing, Greataxe (Goblinoid Form Only). Melee Weapon Attack: +8 to hit,
and slashing that is nonmagical reach 10 ft., one target. Hit: 11 (1d12 + 5) slashing damage, or 18
Damage Immunities acid, poison (2d12 + 5) slashing damage while in Large goblinoid form.
Condition Immunities poison Spellcasting. The barghest casts one of the following spells,
Senses blindsight 60 ft., darkvision 60 ft., passive Perception 18 requiring no material components and using Charisma as the
Languages Abyssal, Common, Goblin, Infernal, telepathy 60 ft. spellcasting ability (spell save DC 14):
Challenge 6 (2,300 XP) Proficiency Bonus +3
At will: levitate, minor illusion, pass without trace
2/day each: charm person, dimension door, suggestion
Fire Banishment. When the barghest starts its turn engulfed in 1/day: blink, mislead
flames that are at least 10 feet high or wide, it must succeed on a
DC 15 Charisma saving throw or be instantly banished to Gehenna. Bonus Actions
Soul Feeding. The barghest can feed on the corpse of a Fey or Change Shape. The barghest transforms into a Medium or Large
Humanoid it killed within the past 10 minutes. This feeding takes goblinoid or back into its true form. Other than its size and speed,
at least 1 minute, and it destroys the corpse. The victim’s soul is its statistics are the same in each form. Any equipment it is wearing
trapped in the barghest for 24 hours, after which time it is digested or carrying isn’t transformed. The barghest reverts to its true form if
and the person is incapable of being revived. If the barghest dies it dies.
Barghest, Ancient attacks or two Claw attacks. In true form, the barghest makes one
Large Fiend (Shapechanger), Typically Neutral Evil Bite attack and two Claw attacks.
Bite (True Form Only). Melee Weapon Attack: +10 to hit, reach 5 ft.,
Armor Class 18 (natural armor) one target. Hit: 15 (2d8 + 6) piercing damage.
Hit Points 114 (12d10 + 48)
Claw (Goblinoid or True Form Only). Melee Weapon Attack: +10 to
Speed 60 ft. (30 ft. in goblinoid form)
hit, reach 5 ft., one target. Hit: 10 (1d8 + 6) slashing damage.
STR DEX CON INT WIS CHA Greataxe (Goblinoid Form Only). Melee Weapon Attack: +10 to hit,
22 (+6) 16 (+3) 18 (+4) 14 (+2) 14 (+2) 16 (+3) reach 10 ft., one target. Hit: 12 (1d12 + 6) slashing damage, or 19
(2d12 + 6) slashing damage while in Large goblinoid form.
Saving Throws Con +8, Wis +6 Spellcasting. The barghest casts one of the following spells,
Skills Deception +7, Intimidation +7, Perception +10, Stealth +7 requiring no material components and using Charisma as the
Damage Resistances cold, fire, lightning; bludgeoning, piercing, spellcasting ability (spell save DC 15):
and slashing that is nonmagical At will: levitate, minor illusion, pass without trace
Damage Immunities acid, poison 2/day each: charm person, dimension door, suggestion
Condition Immunities poison 1/day: blink, mislead
Senses blindsight 60 ft., darkvision 60 ft., passive Perception 20
Languages Abyssal, Common, Goblin, Infernal, telepathy 60 ft. Bonus Actions
Challenge 10 (5,900 XP) Proficiency Bonus +4 Change Shape. The barghest transforms into a Medium or Large
goblinoid or back into its true form. Other than its size and speed,
Fire Banishment. When the barghest starts its turn engulfed in its statistics are the same in each form. Any equipment it is wearing
flames that are at least 10 feet high or wide, it must succeed on a or carrying isn’t transformed. The barghest reverts to its true form if
DC 15 Charisma saving throw or be instantly banished to Gehenna. it dies.
Soul Feeding. The barghest can feed on the corpse of a Fey or Legendary Actions
Humanoid it killed within the past 10 minutes. This feeding takes The barghest can take 3 legendary actions, choosing from the
at least 1 minute, and it destroys the corpse. The victim’s soul is options below. Only one legendary action can be used at a time and
trapped in the barghest for 24 hours, after which time it is digested only at the end of another creature's turn. The barghest regains
and the person is incapable of being revived. If the barghest dies spent legendary actions at the start of its turn.
before the soul is digested, the soul is released. While a soul is
Claw. The barghest makes one Claw attack.
trapped in the barghest, any magic that tries to restore the soul to
Rush (Costs 2 Actions). The barghest moves up to its speed and
life has a 50 percent chance of failing and being wasted.
makes one Bite or Greataxe attack.
Actions Cast a Spell (Costs 2 Actions). The barghest uses Spellcasting.
Multiattack. In goblinoid form, the barghest makes two Greatsword
34 Bestiary
Beholders
Doomsphere Lair Actions
Urban legends speak of the bodies of adventurers who were When fighting inside its lair, a beholder can invoke the ambient
unfortunate enough to encounter the ghostly globe of death. magic to take lair actions. On initiative count 20 (losing initiative
Lifeless bodies frozen in fear and anguish, no one can tell how ties), the beholder can take one lair action to cause one of the
they came to their gruesome ends. Perhaps this spectral beholder following effects:
passed through their bodies, its necrotic touch corrupting flesh • A 50-foot square area of ground within 120 feet of the
and bone. Or perhaps one look at its pale, abhorrent visage was doomsphere becomes shadowy and gloomy; that area is difficult
enough to drain the life out of its victims. terrain until initiative count 20 on the next round. Each creature
Mad Orb of Undeath. A doomsphere is the restless spirit of that starts its turn in that area must succeed on a DC 17
a beholder that spawned after its death due to a curse or was Constitution saving throw or take 7 (2d6) necrotic damage and
created by powerful necromantic magic. In extremely rare can't regain hit points until the end of the doomsphere's next
instances, a beholder that sought lichdom but failed in the ritual turn.
would instead return as a doomsphere. The creature retains • Walls within 120 feet of the doomsphere sprout grasping
almost all of its arsenal of abilities, save a few that have changed appendages until initiative count 20 on the round after next.
due to undeath. Most, but not all, tend to become insane after this Each creature of the doomsphere’s choice that starts its turn
ghastly reincarnation. within 15 feet of such a wall must succeed on a DC 17 Dexterity
The doomsphere continues to “live” beyond death as the vile saving throw or be grappled. Escaping requires a successful DC
xenophobic beholder it once was, only far more dangerous and 17 Strength (Athletics) or Dexterity (Acrobatics) check.
more isolated this time and adventurers know better than to • A rotting eye opens on a solid surface within 60 feet of the
invade its old stomping grounds, which it haunts to this day. doomsphere. One random eye ray of the doomsphere shoots
from that eye at a target of the doomsphere’s choice that it can
A Doomsphere's Lair see. The eye then closes and disappears.
A doomsphere’s central lair is usually a large, spacious cavern that Regional Effects
is enclosed and has no physical access.
The regional effects of an doomsphere are identical to that of a
A doomsphere encountered in its lair has a challenge rating of 16
Beholder (MM, pg. 27).
(15,000 XP).
Bestiary 35
Doomsphere effect on itself on a success.
4. Slowing Ray. The targeted creature must succeed on a DC 17
Large Aberration, Typically Lawful Evil Dexterity saving throw. On a failed save, the target's speed is halved
for 1 minute. In addition, the creature can't take reactions, and it
Armor Class 12 can take either an action or a bonus action on its turn, not both. The
Hit Points 161 (19d10 + 57) creature can repeat the saving throw at the end of each of its turns,
Speed 0 ft., fly 20 ft. (hover) ending the effect on itself on a success.
5. Enervation Ray. The targeted creature must succeed on a DC
STR DEX CON INT WIS CHA 17 Constitution saving throw, taking 36 (8d8) necrotic damage on a
10 (+0) 14 (+2) 16 (+3) 17 (+3) 15 (+2) 18 (+4) failed save, or half as much damage on a successful one.
6. Telekinetic Ray. If the target is a creature, it must succeed on
Saving Throws Int +8, Wis +7, Cha +9 a DC 17 Strength saving throw or the doomsphere moves it up to
Skills Perception +12 30 feet in any direction. It is restrained by the ray's telekinetic grip
Damage Resistances acid, fire, lightning, thunder; bludgeoning, until the start of the doomsphere's next turn or until the doomsphere
piercing, and slashing that is nonmagical is incapacitated. If the target is an object weighing 300 pounds or
Damage Immunities cold, necrotic, poison less that isn't being worn or carried, it is moved up to 30 feet in any
Condition Immunities charmed, exhaustion, frightened, direction. The doomsphere can also exert fine control on objects with
grappled, paralyzed, petrified, poisoned, prone, restrained this ray, such as manipulating a simple tool or opening a door or a
Senses darkvision 120 ft., passive Perception 22 container.
Languages Deep Speech, Undercommon 7. Exhaustion Ray. The targeted creature must succeed on a DC 17
Challenge 15 (13,000 XP) Proficiency Bonus +5 Constitution saving throw or gain 1 level of exhaustion.
8. Withering Ray. The targeted creature must succeed on a DC 17
Constitution saving throw. On a failed save, the creature ages 1d4 x
Antimagic Cone. The doomsphere's central eye creates an area of
10 years. The aging effect can be reversed with a greater restoration
antimagic, as in the anti-magic field spell, in a 150-foot cone. At the
spell, but only within 24 hours of it occurring.
start of each of its turns, the doomsphere decides which way the
9. Disintegration Ray. If the target is a creature, it must succeed on
cone faces and whether the cone is active. The area works against
a DC 17 Dexterity saving throw or take 45 (10d8) force damage. If
the doomsphere's own eye rays.
this damage reduces the creature to 0 hit points, its body becomes a
Ethereal Sight. The doomsphere can see 60 feet into the Ethereal pile of fine gray dust. If the target is a Large or smaller nonmagical
Plane when it is on the Material Plane, and vice versa. object or creation of magical force, it is disintegrated without a saving
Incorporeal Movement. The doomsphere can move through other throw. If the target is a Huge or larger object or creation of magical
force, this ray disintegrates a 10-foot cube of it.
creatures and objects as if they were difficult terrain. It takes 5
10. Death Ray. The targeted creature must succeed on a DC 17
(1d10) force damage if it ends its turn inside an object.
Dexterity saving throw or take 55 (10d10) necrotic damage. The
Unusual Nature. The doomsphere doesn't require air, food, drink, or target dies if the ray reduces it to 0 hit points.
sleep.
Etherealness. The doomsphere enters the Ethereal Plane from the
Actions Material Plane, or vice versa. It is visible on the Material Plane while
Withering Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one it is in the Border Ethereal, and vice versa, yet it can't affect or be
target. Hit: 20 (4d8 + 2) necrotic damage. affected by anything on the other plane.
Eye Rays. The doomsphere shoots three of the following magical Legendary Actions
eye rays at random (roll three d10s, and reroll duplicates), choosing The doomsphere can take 3 legendary actions, using the options
one to three targets it can see within 120 feet of it: listed below. It can take only one legendary action at a time and only
1. Chill Ray. The targeted creature must succeed on a DC 17 at the end of another creature's turn. The doomsphere regains spent
Constitution saving throw or take 18 (4d8) cold damage, its speed legendary actions at the start of its turn.
is reduced by 10 feet, and has disadvantage on attack rolls until the
Antimagic Cone. The doomsphere directs which way the cone faces
end of its next turn. This ray has no effect on creatures immune to
and decides whether the cone is active.
cold damage.
Eye Ray. The doomsphere uses one random eye ray.
2. Paralyzing Ray. The targeted creature must succeed on a DC 17
Constitution saving throw or be paralyzed for 1 minute. The target Reactions
can repeat the saving throw at the end of each of its turns, ending
the effect on itself on a success. Redirect Antimagic Cone. When the doomsphere sees a creature
3. Fear Ray. The targeted creature must succeed on a DC 17 within 150 feet cast a spell, the doomsphere activates its antimagic
Wisdom saving throw or be frightened for 1 minute. The target can cone and points it at the creature.
repeat the saving throw at the end of each of its turns, ending the
36 Bestiary
Eye of the Deep
An aquatic sub-species of beholders, the eye of the deep is
only found in the darkest depths of the ocean or the deepest
subterranean lakes of the Underdark. Growing to about five to
nine feet in diameter, the eye of the deep retains its beholder-like
qualities with a cyclopean eye and a large maw of razor-sharp
teeth. Unique among its kind, the eye of the deep only has two
eye stalks but is armed with two limbs ending in crustacean-like
pincers that it uses to crush and dismember its foes. Instead of
projecting an antimagic cone, its central eye creates a bright burst
of light that can leave its enemies unlucky enough to be looking at
it blinded for a minute.
Intolerant Tyrants. True to its nature, the eye of the deep is
xenophobic and fiercely territorial. While they may tolerate and
subjugate nearby weaker life forms such as kuo-toans, merrow,
and sahuagin, other dangerous, intelligent beings such as aboleths
and morkoths are a different matter. It will relentlessly try to
destroy or drive them out if it can. Otherwise, it will seek out new
territory.
Eye of the Deep Eye Rays. The eye of the deep shoots two eye rays, choosing one to
Large Aberration, Typically Lawful Evil two targets it can see within 120 feet of it:
1. Paralyzing Ray. The targeted creature must succeed on a DC
Armor Class 17 (natural armor) 15 Constitution saving throw or be paralyzed for 1 minute. The
Hit Points 136 (16d10 + 48) target can repeat the saving throw at the end of each of its turns,
Speed 0 ft., fly 20 ft. (hover), swim 30 ft. ending the effect on itself on a success.
2. Cold Ray. The targeted creature must succeed on a DC 15
STR DEX CON INT WIS CHA Dexterity saving throw, taking 28 (8d8) cold damage on a failed
18 (+4) 14 (+2) 16 (+3) 16 (+3) 15 (+2) 16 (+3) save, or half as much damage on a successful one.
Major Image (Psionics). The eye of the deep casts major image,
Saving Throws Int +7, Wis +6, Cha +7 requiring no material components and using Intelligence as the
Skills Perception +10 spellcasting ability (spell save DC 15).
Damage Resistances cold
Condition Immunities prone Bonus Actions
Senses darkvision 120 ft., passive Perception 20 Baleful Flash (Recharge 5–6). The eye of the deep's central eye
Languages Deep Speech, Undercommon projects a blinding flash of light in a 60-foot cone. Each creature
Challenge 11 (7,200 XP) Proficiency Bonus +4 in that area that can see the light must succeed on a DC 15
Constitution saving throw or be blinded for 1 minute. A blinded
Amphibious. The eye of the deep can breathe air and water. creature can repeat the saving throw at the end of each of its turns,
ending the effect on itself on a success.
Actions
Multiattack. The eye of the deep makes one Bite attack and two Legendary Actions
Claw attacks. The eye of the deep can take 3 legendary actions, using the options
listed below. It can take only one legendary action at a time and
Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 18
only at the end of another creature's turn. The eye of the deep
(4d6 + 4) piercing damage.
regains spent legendary actions at the start of its turn.
Claw. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 11 Eye Ray. The eye of the deep uses one random Eye Ray.
(2d6 + 4) bludgeoning damage, and if the target is Large or smaller, Pincer. The eye of the deep makes one Claw attack.
it is grappled (escape DC 14). The eye of the deep has two claws,
each of which can grapple only one target.
Bestiary 37
Gouger
Gougers are large beholder-kin created by phaerimms, an ancient
race of powerful aberrations, eons ago to hunt and kill other
beholders. Slightly larger and more unhinged than a standard
beholder, the gouger possesses nearly the same magical powers
as other beholders but is armed with an abrasive and razor-sharp
tongue that it uses like a harpoon. The gouger also has four
stubby legs under its body that allows it to skitter if forced on the
ground. Because of its nature as a beholder-hunter, gougers have
grown stronger than their brethren and can even negate another
beholder’s magic.
Beholder Hunters. While the phaerimm have since been
nearly wiped out, the gougers continue to prowl the Underdark,
aggressively hunting actively for beholders. They will almost
always attack and prey on anything they believe they can kill and
devour. It is quite possible, however, to convince them to enter
into a truce with if they are provided proof or information about a
beholder's location.
38 Bestiary
Young Beholder for 1 minute. In addition, the creature can't take reactions, and it
can take either an action or a bonus action on its turn, not both. The
Medium Aberration, Typically Lawful Evil creature can repeat the saving throw at the end of each of its turns,
ending the effect on itself on a success.
Armor Class 17 (natural armor) 5. Enervation Ray. The targeted creature must succeed on a DC
Hit Points 71 (11d8 + 22) 13 Constitution saving throw, taking 18 (4d8) necrotic damage on a
Speed 0 ft., fly 20 ft. (hover) failed save, or half as much damage on a successful one.
6. Telekinetic Ray. If the target is a creature, it must succeed on a
STR DEX CON INT WIS CHA DC 13 Strength saving throw or the beholder moves it up to 30 feet
8 (-1) 14 (+2) 14 (+2) 15 (+2) 13 (+1) 15 (+2) in any direction. It is restrained by the ray's telekinetic grip until the
start of the beholder's next turn or until the beholder is incapacitated.
If the target is an object weighing 200 pounds or less that isn't
Saving Throws Int +5, Wis +4, Cha +5
being worn or carried, it is moved up to 30 feet in any direction. The
Skills Perception +7
beholder can also exert fine control on objects with this ray, such as
Condition Immunities prone manipulating a simple tool or opening a door or a container.
Senses darkvision 120 ft., passive Perception 17 7. Sleep Ray. The targeted creature must succeed on a DC 13
Languages Deep Speech, Undercommon Wisdom saving throw or fall asleep and remain unconscious for 1
Challenge 7 (2,900 XP) Proficiency Bonus +3 minute. The target awakens if it takes damage or another creature
takes an action to wake it. This ray has no effect on Constructs and
Antimagic Cone. The beholder's central eye creates an area of Undead.
antimagic, as in the anti magic field spell, in a 90-foot cone. At the 8. Petrification Ray. The targeted creature must succeed on a DC
start of each of its turns, the beholder decides which way the cone 13 Dexterity saving throw. On a failed save, the creature begins to
faces and whether the cone is active. The area works against the turn to stone and is restrained. It must repeat the saving throw at
beholder's own eye rays. the end of its next turn. On a success, the effect ends. On a failure,
the creature is petrified for 24 hours, or until freed by the greater
Actions restoration spell or other magic.
Bite. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. 9. Disintegration Ray. If the target is a creature, it must succeed on
Hit: 9 (3d6 - 1) piercing damage. a DC 13 Dexterity saving throw or take 22 (5d8) force damage. If
this damage reduces the creature to 0 hit points, its body becomes a
Eye Rays. The beholder shoots three of the following magical eye
pile of fine gray dust. If the target is a Medium or smaller nonmagical
rays at random (roll three d10s, and reroll duplicates), choosing one
object or creation of magical force, it is disintegrated without a saving
to three targets it can see within 60 feet of it:
throw. If the target is a Large or larger object or creation of magical
1. Charm Ray. The targeted creature must succeed on a DC 13 force, this ray disintegrates a 5-foot cube of it.
Wisdom saving throw or be charmed by the beholder for 1 hour, or 10. Death Ray. The targeted creature must succeed on a DC 13
until the beholder harms the creature. Dexterity saving throw or take 27 (5d10) necrotic damage. The target
2. Paralyzing Ray. The targeted creature must succeed on a DC 13 dies if the ray reduces it to 0 hit points.
Constitution saving throw or be paralyzed for 1 minute. The target
can repeat the saving throw at the end of each of its turns, ending Legendary Actions
the effect on itself on a success.
3. Fear Ray. The targeted creature must succeed on a DC 13 The beholder can take 3 legendary actions, using the options listed
Wisdom saving throw or be frightened for 1 minute. The target can below. It can take only one legendary action at a time and only at the
repeat the saving throw at the end of each of its turns, ending the end of another creature's turn. The beholder regains spent legendary
effect on itself on a success. actions at the start of its turn.
4. Slowing Ray. The targeted creature must succeed on a DC 13 Eye Ray. The beholder uses one random Eye Ray.
Dexterity saving throw. On a failed save, the target's speed is halved
Young Beholder
Young beholders experience their first challenge the
minute they are born into existence. The product of a
beholder’s dream or nightmare, the young beholder
is seen not just as a near-spitting image of its creator,
but also as a threat. Nine times out of ten the young
beholder is slain immediately by its creator. Beholders
that do manage to escape, and these are the exceptional
ones, end up roaming the Underdark seeking to eke out
their own territory where they can make their mark and
grow into adulthood.
Bestiary 39
Berbalang
Berbalang Loremaster
Berbalang lore masters are versatile wizards
with a vast amount of knowledge scoured
from the dead ancient gods in the Astral
Plane. While it may look no different from its
brethren, the berbalang has grown stronger
and wiser from the dark and powerful secrets
it has attained.
Manipulators of Energy. The berbalang
loremaster has also evolved into a more
powerful spellcaster, capable of unleashing
deadly attacks at will. Highly intelligent,
these lore masters have mastered the ability to
control and alter their energy in spell casting,
making their spells even more unpredictable and
extremely dangerous.
40 Bestiary
Bodaks
Bodak Devotee of Orcus Agents of Orcus. The Devotees of Orcus serve at the behest of
Devotees of Orcus were once high priests who sought the ultimate the Hierophants of Annihilation and their god, Orcus. Staying just
gift from Orcus - undeath. Only the most loyal and devout can behind the frontlines, devotees of Orcus utilize their vast array of
become bodaks that still retain their divine abilities. Otherwise, divine spells to spread undeath within their enemies’ ranks – and
they would simply turn into normal bodaks. bolstering theirs – by turning the dead into bodaks.
Bodak Devotee of Orcus next turn. If the creature looks at the bodak in the meantime, that
creature must immediately make the saving throw.
Medium Undead, Typically Chaotic Evil
Sunlight Hypersensitivity. The bodak takes 5 radiant damage when
Armor Class 15 (natural armor) it starts its turn in sunlight. While in sunlight, it has disadvantage
Hit Points 112 (15d8 + 45) on attack rolls and ability checks.
Speed 30 ft. Unusual Nature. The bodak doesn’t require air, food, drink, or
sleep.
STR DEX CON INT WIS CHA
15 (+2) 16 (+3) 16 (+3) 9 (-1) 16 (+3) 12 (+1) Actions
Fist. Melee Weapon Attack: +6 to hit, reach 5 ft., one target.
Saving Throws Wis +7, Cha +5 Hit: 4 (1d4 + 2) bludgeoning damage plus 13 (3d8) necrotic
Skills Perception +7, Religion +3, Stealth +7 damage.
Damage Resistances cold, fire, necrotic; bludgeoning, piercing, and
Withering Gaze. One creature that the bodak can see within 60
slashing that is nonmagical
feet of it must make a DC 15 Constitution saving throw, taking 33
Damage Immunities lightning, poison
(6d10) necrotic damage on a failed save, or half as much damage
Condition Immunities charmed, frightened, poisoned
on a successful one.
Senses darkvision 120 ft., passive Perception 17
Languages Abyssal, the languages it knew in life Spellcasting. The bodak casts one of the following spells using
Challenge 10 (5,900 XP) Proficiency Bonus +4 Wisdom as the spellcasting ability (spell save DC 15, +7 to hit with
spell attacks):
Death Gaze. When a creature that can see the bodak’s eyes starts its At will: guidance, mending, resistance, thaumaturgy
turn within 30 feet of the bodak, the bodak can force it to make a DC 2/day each: bestow curse, blindness/deafness, ray of sickness
15 Constitution saving throw if the bodak isn’t incapacitated and can 1/day each: antilife shell, cloudkill, harm
see the creature. If the saving throw fails by 5 or more, the creature
is reduced to 0 hit points unless it is immune to the frightened Bonus Actions
condition. Otherwise, a creature takes 22 (4d10) psychic damage on Aura of Annihilation. The bodak activates or deactivates this
a failed save. deathly aura. While active, the aura deals 5 necrotic damage to any
Unless surprised, a creature can avert its eyes to avoid the creature that ends its turn within 30 feet of the bodak. Undead and
saving throw at the start of its turn. If the creature does so, it has Fiends ignore this effect.
disadvantage on attack rolls against the bodak until the start of its
Bestiary 41
Bodak Ravager
When a large humanoid or giant worshiper of Orcus takes
the same ritual sacrifice vows others do to become a bodak, it
becomes a ravager, a larger and more aggressive version of bodak. Bodak Shrieker
While the bodak still prefers to use its terrifying gazes to kill its Medium Undead, Typically Chaotic Evil
foes, the ravager prefers to crush and tear them apart.
Armor Class 15 (natural armor)
Bodak Shrieker Hit Points 82 (11d8 + 33)
Speed 30 ft., fly 50 ft.
Devout worshippers of Orcus that were once serial killers or mass
murderers are handpicked to undertake the ritual of transforming STR DEX CON INT WIS CHA
into a bodak. The process turns them into a more vile version of a 15 (+2) 16 (+3) 16 (+3) 7 (-2) 14 (+2) 12 (+1)
bodak - a shrieker. This fearsome winged bodak has a poisonous
stinger and can unleash a horrific screech that strikes terror into Skills Perception +5, Stealth +6
the hearts of those who hear it. Damage Resistances cold, fire, necrotic; bludgeoning, piercing, and
slashing that is nonmagical
Damage Immunities lightning, poison
Bodak Ravager Condition Immunities charmed, frightened, poisoned
Large Undead, Typically Chaotic Evil Senses darkvision 120 ft., passive Perception 15
Languages Abyssal, the languages it knew in life
Armor Class 14 (natural armor) Challenge 7 (2,900 XP) Proficiency Bonus +3
Hit Points 102 (12d10 + 36)
Speed 40 ft. Death Gaze. When a creature that can see the bodak’s eyes starts its
turn within 30 feet of the bodak, the bodak can force it to make a DC
STR DEX CON INT WIS CHA 14 Constitution saving throw if the bodak isn’t incapacitated and can
19 (+4) 14 (+2) 17 (+3) 7 (-2) 12 (+1) 12 (+1)
see the creature. If the saving throw fails by 5 or more, the creature
is reduced to 0 hit points unless it is immune to the frightened
Skills Perception +4, Stealth +5 condition. Otherwise, a creature takes 16 (3d10) psychic damage on
Damage Resistances cold, fire, necrotic; bludgeoning, piercing, and a failed save.
slashing that is nonmagical Unless surprised, a creature can avert its eyes to avoid the
Damage Immunities lightning, poison saving throw at the start of its turn. If the creature does so, it has
Condition Immunities charmed, frightened, poisoned disadvantage on attack rolls against the bodak until the start of its
Senses darkvision 120 ft., passive Perception 14 next turn. If the creature looks at the bodak in the meantime, that
Languages Abyssal, the languages it knew in life creature must immediately make the saving throw.
Challenge 8 (3,900 XP) Proficiency Bonus +3
Sunlight Hypersensitivity. The bodak takes 5 radiant damage when
it starts its turn in sunlight. While in sunlight, it has disadvantage on
Death Gaze. When a creature that can see the bodak’s eyes starts
attack rolls and ability checks.
its turn within 30 feet of the bodak, the bodak can force it to make
a DC 14 Constitution saving throw if the bodak isn’t incapacitated Unusual Nature. The bodak doesn’t require air, food, drink, or sleep.
and can see the creature. If the saving throw fails by 5 or more,
the creature is reduced to 0 hit points unless it is immune to the Actions
frightened condition. Otherwise, a creature takes 16 (3d10) psychic Multiattack. The bodak makes two attacks: one with its Claws and
damage on a failed save. one with its Tail Stinger.
Unless surprised, a creature can avert its eyes to avoid the Claws. Melee Weapon Attack: +6 to hit, reach 5 ft., one target.
saving throw at the start of its turn. If the creature does so, it has Hit: 5 (1d4 + 3) slashing damage plus 9 (2d8) necrotic damage.
disadvantage on attack rolls against the bodak until the start of its
next turn. If the creature looks at the bodak in the meantime, that Tail Stinger. Melee Weapon Attack: +6 to hit, reach 10 ft., one
creature must immediately make the saving throw. creature. Hit: 7 (1d8 + 3) piercing damage, and the target must
succeed on a DC 14 Constitution saving throw or become poisoned.
Sunlight Hypersensitivity. The bodak takes 5 radiant damage when While poisoned, the target is also paralyzed. The target can repeat
it starts its turn in sunlight. While in sunlight, it has disadvantage on the saving throw at the end of each of its turns, ending the effect on
attack rolls and ability checks. itself on a success.
Unusual Nature. The bodak doesn’t require air, food, drink, or Withering Gaze. One creature that the bodak can see within 60
sleep. feet of it must make a DC 14 Constitution saving throw, taking 22
Actions (4d10) necrotic damage on a failed save, or half as much damage on
a successful one.
Multiattack. The bodak makes two Fist attacks.
Baleful Shriek (Recharge 5–6). The bodak emits a horrific screech.
Fist. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Each creature within 30 feet of it that can hear it must succeed
Hit: 9 (2d4 + 4) bludgeoning damage plus 9 (2d8) necrotic damage. on a DC 14 Constitution saving throw. On a failed save, a creature
Withering Gaze. One creature that the bodak can see within 60 takes 22 (4d10) psychic damage and is frightened for 1 minute. On
feet of it must make a DC 14 Constitution saving throw, taking 22 a successful save, a creature takes half as much damage and isn't
(4d10) necrotic damage on a failed save, or half as much damage on frightened. The creature can repeat the saving throw at the end of
a successful one. each of its turns, ending the effect on itself on a success.
42 Bestiary
Boggle
Boggle Trickster
Boggle tricksters are craftier, quicker, and tend to be more
annoying than their normal kin.
Arcane Tricksters. These boggles are canny rogues that dabble
in enchantments and illusions which they use for distraction while
it skips in and out of the darkness to steal from, frighten, and
– at inopportune moments – torment its victims. While they do
not intentionally try to kill anyone, they can be very dangerous if
backed into a corner, if that is at all possible.
Sneaky Infiltrators. When not engaging in pranks to amuse
themselves, boggle tricksters are sometimes hired as spies
by their fey masters to infiltrate strategic targets, such as a
noble folk's keep, a church, or a wizard's tower where they can
potentially encounter adventurers hired as guards.
Boggle Trickster If the oil is sticky, any creature that enters the puddle’s area or
starts its turn there must succeed on a DC 12 Strength saving throw
Small Fey, Typically Chaotic Neutral
or be restrained. On its turn, a creature can use an action to try to
extricate itself from the sticky puddle, ending the effect and moving
Armor Class 14 into the nearest safe unoccupied space with a successful DC 12
Hit Points 66 (12d6 + 24) Strength check.
Speed 30 ft., climb 30 ft.
Spellcasting. The boggle casts one of the following spells using
STR DEX CON INT WIS CHA Intelligence as the spellcasting ability (spell save DC 13):
8 (-1) 18 (+4) 14 (+2) 16 (+3) 12 (+1) 8 (-1) At will: dancing lights, mage hand, minor illusion
1/day each: disguise self, invisibility, phantasmal force, silent image,
Skills Perception +3, Sleight of Hand +8, Stealth +8 Tasha's hideous laughter
Damage Resistances fire Bonus Actions
Senses darkvision 60 ft., passive Perception 13
Boggle Oil. The boggle excretes nonflammable oil from its pores,
Languages Sylvan
giving itself one of the following benefits of its choice until it uses
Challenge 3 (700 XP) Proficiency Bonus +2
this bonus action again:
Evasion. If the boggle is subjected to an effect that allows it to make Slippery Oil. The boggle has advantage on Dexterity (Acrobatics)
a Dexterity saving throw to take only half damage, the boggle instead checks made to escape bonds and end grapples, and it can move
takes no damage if it succeeds on the saving throw, and only half through openings large enough for a Tiny creature without
damage if it fails. squeezing.
Sticky Oil. The boggle has advantage on Strength (Athletics) checks
Actions made to grapple and any ability check made to maintain a hold
Dagger. Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or on another creature, a surface, or an object. The boggle can also
range 20/60 ft., one target. Hit: 6 (1d4 + 4) piercing damage. The climb difficult surfaces, including upside down on ceilings, without
attack deals an extra 14 (4d6) damage if the boggle has advantage on needing to make an ability check.
the attack roll. Dimensional Rift. The boggle creates an invisible and immobile rift
Bolt of Misfortune. Ranged Spell Attack: +5 to hit, range 60 ft., within an opening or frame it can see within 5 feet of it, provided
one target. Hit: 16 (3d8 + 3) psychic damage, and the target has that the space is no bigger than 10 feet on any side. The dimensional
disadvantage on its next attack roll, ability check, or saving throw rift bridges the distance between that space and a point within 30
made within the next minute. feet of it that the boggle can see or specify by distance and direction
Oil Puddle. The boggle creates a puddle of oil that is either slippery (such as “30 feet straight up”). While next to the rift, the boggle can
or sticky (boggle’s choice). The puddle is 1 inch deep and covers the see through it and is considered to be next to the destination as well,
ground in the boggle’s space. The puddle is difficult terrain for all and anything the boggle puts through the rift (including a portion of
creatures except boggles and lasts for 1 hour. its body) emerges at the destination. Only the boggle can use the rift,
If the oil is slippery, any creature that enters the puddle’s area or and it lasts until the end of the boggle’s next turn.
starts its turn there must succeed on a DC 12 Dexterity saving throw
or fall prone.
Bestiary 43
Boneclaw, Lesser Boneclaw, Lesser
Large Undead, Typically Chaotic Evil
Actions
Multiattack. The boneclaw makes two Piercing Claw attacks.
Piercing Claw. Melee Weapon Attack: + 7 to hit, reach 15 ft., one
target. Hit : 17 (3d8 + 4) piercing damage. If the target is a creature,
the boneclaw can pull the target up to 10 feet toward itself, and the
target is grappled (escape DC 14). The boneclaw has two claws.
While a claw grapples a target, the claw can attack only that target.
Reactions
Deadly Reach. In response to a creature entering a space within 15
feet of it, the boneclaw makes one Piercing Claw attack against that
creature.
44 Bestiary
Bugbears
Bugbear Assassin Bugbear Beast Shaman
The bugbear assassin uses its uncanny combination of strength The bugbear beast shaman wears a grizzly bear skin as a cloak
and agility to successfully carry out assassination missions. Its and is armed with finely crafted bear claws as fist weapons. This
favored weapon is the garrote which it uses to strangle its targets deadly druid can seamlessly mix melee combat with magic and
to death. It would then decapitate its kills and offer the heads to its can take the form of a cave bear, giant wolverine, saber-tooth tiger,
god Hruggek or Grankhul. or worg alpha.
Bugbear Assassin bugbear that isn't incapacitated and the bugbear doesn't have
disadvantage on the attack roll.
Medium Humanoid (Goblinoid), Typically Chaotic Evil
Actions
Armor Class 15 (studded leather) Scimitar. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit:
Hit Points 60 (11d8 + 11) 10 (2d6 + 3) slashing damage, and the target must succeed on a DC
Speed 30 ft. 11 Constitution saving throw, taking 10 (3d6) poison damage on a
failed save, or half as much damage on a successful one.
STR DEX CON INT WIS CHA
14 (+2) 16 (+3) 13 (+1) 12 (+1) 12 (+1) 9 (-1) Garrote. Melee Weapon Attack: +5 to hit, reach 5 ft., one Medium
or Small creature against which the bugbear has advantage on the
Skills Acrobatics +7, Perception +3, Stealth +7, Survival +3 attack roll. Hit: 8 (2d4 + 3) bludgeoning damage, and the target is
Senses darkvision 60 ft., passive Perception 13 grappled (escape DC 12). Until the grapple ends, the target can't
Languages Common, Goblin breathe and takes 13 (4d4 + 3) bludgeoning damage at the start of
Challenge 4 (1,100 XP) Proficiency Bonus +2 each of the bugbear's turns. The bugbear can't make weapon attacks
while grappling a creature in this way.
Assassinate. During its first turn, the bugbear has advantage on Longbow. Ranged Weapon Attack: +5 to hit, range 150/600 ft., one
attack rolls against any creature that hasn't taken a turn. Any hit the creature. Hit: 7 (1d8 + 3) piercing damage, and the target must
bugbear scores against a surprised creature is a critical hit. succeed on a DC 11 Constitution saving throw, taking 10 (3d6)
Brute. A melee weapon deals one extra die of its damage when the poison damage on a failed save, or half as much damage on a
bugbear hits with it (included in the attack). successful one.
Sneak Attack (1/Turn). The bugbear deals an extra 7 (2d6) damage Bonus Actions
when it hits a target with a weapon attack and has advantage on Cunning Action. The bugbear takes the Dash, Disengage, or Hide
the attack roll, or when the target is within 5 feet of an ally of the action.
Bestiary 45
Bugbear Beast Shaman Bugbear Huntmaster
Medium Humanoid (Goblinoid), Typically Chaotic Evil Medium Humanoid (Goblinoid), Typically Chaotic Evil
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
15 (+2) 14 (+2) 14 (+2) 10 (+1) 17 (+3) 10 (+0) 16 (+3) 16 (+3) 14 (+2) 8 (-1) 14 (+2) 9 (-1)
Skills Perception +5, Stealth +6, Survival +5 Skills Perception +4, Stealth +7, Survival +4
Senses darkvision 60 ft., passive Perception 16 Senses darkvision 60 ft., passive Perception 14
Languages Common, Goblin Languages Common, Goblin
Challenge 3 (700 XP) Proficiency Bonus +2 Challenge 4 (1,100 XP) Proficiency Bonus +2
Brute. A melee weapon deals one extra die of its damage when the Brute. A melee weapon deals one extra die of its damage when the
bugbear hits with it (included in the attack). bugbear hits with it (included in the attack).
Surprise Attack. If the bugbear surprises a creature and hits it with Slay Foe (1/Turn). The bugbear deals an extra 9 (2d8) damage with
an attack during the first round of combat, the target takes an extra its weapon attack if it hits a creature that doesn't have all its hit
7 (2d6) damage from the attack. points.
Surprise Attack. If the bugbear surprises a creature and hits it with
Actions an attack during the first round of combat, the target takes an extra
Multiattack. The bugbear makes two Claw attacks, or it makes one 7 (2d6) damage from the attack.
Claw attack and uses Spellcasting.
Claw. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 9
Actions
(2d6 + 2) piercing damage. Multiattack. The bugbear makes two Longsword attacks or two
ranged attacks.
Twilight Bolt. Ranged Spell Attack: +5 to hit, range 120 ft., one
target. Hit: 16 (3d8 + 3) radiant damage, and the target has Longsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.
disadvantage to attack rolls until the start of the bugbear's next turn. Hit: 7 (1d8 + 3) slashing damage, or 8 (1d10 + 3) slashing damage if
used with two hands.
Spellcasting. The bugbear casts one of the following spells using
Wisdom as the spellcasting ability (spell save DC 13, +5 to hit with Hunting Bolas. Ranged Weapon Attack: +5 to hit, range 20/60 ft.,
spell attacks): one creature. Hit: 5 (1d3 + 3) bludgeoning damage, and the target
must succeed on a DC 13 Strength saving throw or be restrained
At will: druidcraft, guidance, resistance
and knocked prone. As an action, the restrained creature can make
2/day each: entangle, hold person
a DC 14 Strength check, escaping on a success. The effect ends if
1/day each: conjure animals, dominate beast, erupting earth
the hunting bolas is destroyed. The hunting bolas has AC 10, 5 hit
Change Shape (Recharges after a Short or Long Rest). The points, resistance to bludgeoning damage, and immunity to poison
bugbear magically transforms into a cave bear (MM, pg. 334), giant and psychic damage.
wolverine (MME, pg. 299), saber-toothed tiger (MM, pg. 336), or
Longbow. Ranged Weapon Attack: +5 to hit, range 150/600 ft., one
worg alpha (MME, pg. 303), while retaining its game statistics. This
creature. Hit: 7 (1d8 + 3) piercing damage.
transformation ends if the bugbear is reduced to 0 hit points or uses
a bonus action to end it. Summon Beasts (Recharges after a Short or Long Rest). The
bugbear summons 2d6 giant rats, 1d4 wolves, or 1d2 worgs (all
appear in the Monster Manual). The beasts appear in unoccupied
spaces within 30 feet of the bugbear and acts as its allies. The
beasts act right after the bugbear on the same initiative count and
fight until they're destroyed. They disappear when the bugbear dies.
Bugbear Huntmaster Bonus Actions
The bugbear huntmaster is a formidable scout and cold-blooded Go for the Throat. The bugbear targets one visible beast within 30
killer that can command a pack of vicious beasts. It is often sent feet that can see and hear the bugbear. The beast uses its reaction
by its elders to track and slay a rampaging monster, escaped to move up to half its speed and make one melee attack against a
prisoners, or a party of interloping adventurers. prone creature. If the beast hits, it is a critical hit.
Hunter's Mark (3/Day). The bugbear casts hunter's mark using
Wisdom as the spellcasting ability.
Bugbear Monarch
The bugbear monarch claims its position for being the strongest
and most cunning of all the bugbears in its territory. It leads
its kin in combat like a warlord, brandishing its massive great
morningstar. The bugbear monarch's mere presence stirs its
followers into a zealous frenzy and his powerful blows can maim
even the toughest foes.
46 Bestiary
Bugbear Monarch two Handaxe attacks. If available, it can use Staggering Smash in
place of one of these attacks.
Medium Humanoid (Goblinoid), Typically Chaotic Evil
Great Morningstar. Melee Weapon Attack: +8 to hit, reach 5 ft., one
Armor Class 17 (half plate) target. Hit: 18 (2d12 + 5) piercing damage. If the target is a creature
Hit Points 105 (14d8 + 42) and the attack roll against the target succeeds by 5 or more, the
Speed 30 ft. target must succeed on a DC 16 Constitution saving throw or be
stunned until the end of its next turn.
STR DEX CON INT WIS CHA Handaxe. Melee or Ranged Weapon Attack: +8 to hit, reach 5 ft.
21 (+5) 14 (+2) 16 (+3) 11 (+0) 16 (+3) 13 (+1) or range 20/60 ft., one target. Hit: 12 (2d6 + 5) slashing damage in
melee or 8 (1d6 + 5) slashing damage at range.
Saving Throws Str +8, Dex +5, Con +6
Skills Athletics +8, Intimidation +4, Stealth +8, Survival +6 Staggering Smash (Recharge 5–6). Melee Weapon Attack: +8 to hit,
Senses darkvision 60 ft., passive Perception 13 reach 5 ft., one target. Hit: 24 (3d12 + 5) piercing damage, and if the
Languages Common, Goblin target is a creature, it must succeed on a DC 16 Constitution saving
Challenge 8 (3,900 XP) Proficiency Bonus +3 throw. On a failed save, the creature has disadvantage on attack rolls
and ability checks, can’t take reactions, and its speed is reduced to
Aura of Fervor. The bugbear's allies have advantage on attack rolls 10 feet for 1 minute. A creature can repeat the saving throw at the
and saving throws against being charmed and frightened while end of its turns, ending the effects on itself on a success.
within 20 feet of the bugbear, provided it isn’t incapacitated. Legendary Actions
Brute. A melee weapon deals one extra die of its damage when the The bugbear can take 3 legendary actions, choosing from the
bugbear hits with it (included in the attack). options below. Only one legendary action option can be used at a
Legendary Resistance (1/Day). If the aspect fails a saving throw, it time and only at the end of another creature's turn. The bugbear
can choose to succeed instead. regains spent legendary actions at the start of its turn.
Move. The bugbear moves up to half its speed.
Surprise Attack. If the bugbear surprises a creature and hits it with
Command. The bugbear targets one ally it can see within 30 feet of
an attack during the first round of combat, the target takes an extra
it. If the target can see and hear the bugbear, the target can use its
7 (2d6) damage from the attack.
reaction to make one weapon attack.
Actions Great Morningstar (Costs 2 Actions). The bugbear makes a Great
Morningstar attack.
Multiattack. The bugbear makes two Great Morningstar attacks or
Bestiary 47
Bunyip
Bunyip
Appearing like a
monstrous mixture of
a shark and a leopard
seal, the bunyip is a
fearsome aquatic predator.
It has the body and head of a leopard
seal but with the fins, tail, and mouth of a shark. It is a solitary Dire Bunyip
creature, generally keeping to itself and lurking underwater or in The dire bunyip is a massive specimen that can reach a length of
caves, heading out in the open only to hunt for prey. 25 feet. Very rarely encountered, it has been known to attack small
Frenzied Killer. An encounter with a bunyip can quickly become ships and boats, slamming into them and overturning them to get
a deadly one. The scent of blood automatically sends it in a savage to its crew and cargo.
feeding frenzy. Once it has secured its prey with its mouth, the
bunyip drags its underwater and worries it, an action where the
bunyip violently shakes its head, causing its teeth to saw and tear Dire Bunyip
the victim's flesh. Huge Monstrosity, Unaligned
Skills Perception +3 Amphibious. The bunyip can breath air and water.
Senses blindsight 60 ft., passive Perception 13
Languages ----- Blood Frenzy. The bunyip has advantage on melee attack rolls
Challenge 2 (450 XP) Proficiency Bonus +2 against any creature that doesn't have all its hit points.
Keen Smell. The bunyip has advantage on Wisdom (Perception)
Amphibious. The bunyip can breath air and water. checks that rely on smell.
Blood Frenzy. The bunyip has advantage on melee attack rolls Actions
against any creature that doesn't have all its hit points.
Multiattack. The bunyip makes two attacks: one with its Bite one
Keen Smell. The bunyip has advantage on Wisdom (Perception) with its Tail. It can't make both attacks against the same target.
checks that rely on smell.
Bite. Melee Weapon Attack: +9 to hit, reach 5 ft., one target.
Actions Hit: 19 (3d8 + 6) piercing damage, and if the target is Large or
smaller, it is grappled (escape DC 16). Until this grapple ends, the
Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target.
target is restrained, and the bunyip can't use its bite on another
Hit: 13 (2d8 + 4) piercing damage, and if the target is Large or
target.
smaller, it is grappled (escape DC 14). Until this grapple ends, the
target is restrained, and the bunyip can't use its bite on another Tail. Melee Weapon Attack: +9 to hit, reach 10 ft., one target.
target. Hit: 13 (2d6 + 6) bludgeoning damage.
Worry. A creature the bunyip is grappling must make a DC 14 Worry. A creature the bunyip is grappling must make a DC 17
Constitution saving throw. On a failed save, the creature takes Constitution saving throw. On a failed save, the creature takes
13 (2d8 + 4) slashing damage and is stunned until the end of the 19 (3d8 + 6) slashing damage and is stunned until the end of the
bunyip's next turn. On a successful save, the creature takes half as bunyip's next turn. On a successful save, the creature takes half as
much damage and isn't stunned. much damage and isn't stunned.
48 Bestiary
Cadaver Collector
Cadaver Collector, Greater Impale. The cadaver collector attempts to impale a creature it has
grappled. The creature must succeed on a DC 21 Strength saving
Huge Construct, Typically Lawful Evil throw or take 16 (2d8 + 7) piercing damage and 9 (2d8) necrotic
damage and be restrained (escape DC 17). While restrained, the
Armor Class 18 (natural armor) target takes 9 (2d8) piercing damage and 9 (2d8) necrotic damage at
Hit Points 300 (24d12 + 144) the start of each of its turns. The cadaver collector can impale up to
Speed 40 ft. 8 Medium creatures, 1 Large and 6 Medium creatures, 2 Large and
4 Medium creatures, 3 Large and 2 Medium creatures, or 4 Large
STR DEX CON INT WIS CHA creatures.
25 (+7) 14 (+2) 22 (+6) 6 (-2) 12 (+1) 9 (-1)
Crushing Stride.The cadaver collector moves up to its speed in
a straight line. During this move, it can enter Large or smaller
Damage Immunities necrotic, poison, psychic; bludgeoning, creatures' spaces. A creature whose space the cadaver collector
piercing, and slashing that is nonmagical not made with enters must succeed on a DC 21 Dexterity saving throw. On a
adamantine weapons successful save, the creature is pushed 5 feet to the nearest space
Condition Immunities charmed, exhaustion, frightened, paralyzed, out of the cadaver collector's path. On a failed save, the creature falls
petrified, poisoned prone and takes 25 (4d8 + 7) bludgeoning damage and 16 (3d10)
Senses darkvision 60 ft., passive Perception 11 necrotic damage. If the cadaver collector remains in the prone
Languages understands all languages but can't speak creature's space, the creature is also restrained until it's no longer
Challenge 19 (22,000 XP) Proficiency Bonus +6 in the same space as the cadaver collector. While restrained in this
way, the creature, or another creature within 5 feet of it, can make a
Magic Resistance. The cadaver collector has advantage on saving DC 21 Strength check. On a success, the creature is shunted to an
throws against spells and other magical effects. unoccupied space of its choice within 5 feet of the cadaver collector
and is no longer restrained.
Unusual Nature. The cadaver collector doesn't require air, food,
drink, or sleep. Paralyzing Breath (Recharge 5–6). The cadaver collector releases
paralyzing gas in a 30-foot cone. Each creature in that area must
Actions make a successful DC 20 Constitution saving throw or be paralyzed
Multiattack. The cadaver collector makes two Slam attacks. If the for l minute. A paralyzed creature repeats the saving throw at the
cadaver collector is grappling a creature, the cadaver collector can end of each of its turns, ending the effect on itself with a success.
also use Impale once.
Bonus Actions
Slam. Melee Weapon Attack: +13 to hit, reach 5 ft., one target. Summon Specters (Recharges after a Short or Long Rest). The
Hit: 25 (4d8 + 7) bludgeoning damage plus 16 (3d10) necrotic cadaver collector calls up the enslaved spirits of those it has slain;
damage, and the target is grappled (escape DC 17) if it is a Large 2d6 specters (without Sunlight Sensitivity; see MM, pg. 279) arise
or smaller creature. Until this grapple ends, the target is restrained, in unoccupied spaces within 15 feet of the cadaver collector. The
and the cadaver collector can't use its one of its Slam attacks on specters act right after the cadaver collector on the same initiative
another target. count and fight until they're destroyed. They disappear when the
cadaver collector is destroyed.
Bestiary 49
Catoblepas Catoblepas Calf
Medium Monstrosity, Unaligned
Normally docile, a catoblepas calf will usually stay within its STR DEX CON INT WIS CHA
marshy domain and keep to itself. But if intruders – often lost 14 (+2) 12 (+1) 16 (+3) 3 (-4) 12 (+1) 8 (-1)
adventurers – approach, it will use its tail to keep its opponents
at bay. While young, its death ray can still prove to be a deadly
Senses darkvision 60 ft., passive Perception 11
threat to naïve adventurers. Adventurers beware though, its Languages -----
overprotective mother may not be too far away. Challenge 2 (450 XP) Proficiency Bonus +2
50 Bestiary
Monstrous Catoblepas and one with its Tail. It can't make both attacks against the same
target.
Huge Monstrosity, Unaligned
Bite. Melee Weapon Attack: +10 to hit, reach 5 ft., one target.
Armor Class 16 (natural armor) Hit: 13 (2d6 + 6) piercing damage. If the target is a creature, it must
Hit Points 162 (12d12 + 84) succeed on a DC 19 Constitution saving throw against disease or
Speed 40 ft. become poisoned until the disease is cured. Every 24 hours that
elapse, the target must repeat the saving throw, reducing its hit
STR DEX CON INT WIS CHA point maximum by 5 (1d10) on a failure . The disease is cured
23 (+6) 12 (+1) 25 (+7) 3 (-4) 16 (+3) 8 (-1) on a success. The target dies if the disease reduces its hit point
maximum to 0. This reduction to the target's hit point maximum
Senses darkvision 60 ft., passive Perception 13 lasts until the disease is cured.
Languages ----- Tail. Melee Weapon Attack: +10 to hit, reach 5 ft., one target.
Challenge 10 (5,900 XP) Proficiency Bonus +4 Hit: 34 (8d6 + 6) bludgeoning damage, and the target must succeed
on a DC 18 Constitution saving throw or be stunned until the start
Keen Smell. The catoblepas has advantage on Wisdom (Perception) of the catoblepas's next turn.
checks that rely on smell.
Death Ray (Recharge 5–6). The catoblepas targets a creature
Stench. Any creature other than a catoblepas that starts its that it can see within 30 feet of it. The target must make a DC 19
turn within 15 feet of the catoblepas must succeed on a DC 19 Constitution saving throw, taking 54 (12d8) necrotic damage on
Constitution saving throw or be poisoned until the start of its next a failed save, or half as much damage on a successful one. If the
turn. On a successful saving throw, the creature is immune to the saving throw fails by 5 or more, the target instead takes 96 necrotic
stench of any catoblepas for 1 hour. damage. The target dies if reduced to 0 hit points by this ray.
Actions
Multiattack. The catoblepas makes two attacks: one with its Bite
Bestiary 51
Cave Fishers
Giant Cave Fisher
The giant cave fisher is nearly twice the size of its more common
kin, reaching lengths of 12 feet. This monstrosity is capable of
reeling in prey as large as a hook horror.
52 Bestiary
Chitines
Chitine Skulker
Often serving as scouts for its patrols, the deadly
skulkers have the ability to stay completely hidden in the
darkness, making it perfect for ambushing unwary prey
that may have stumbled within its reach.
Chitine Warrior
The strongest of their tribe, chitine warriors are chosen
from the victors of brutal tribal competitions. Unlike
normal chitine that prefer to ambush their foes, chitine
warriors willingly charge into the battle.
Chitine Skulker
Small Monstrosity, Typically Chaotic Evil
Skills Acrobatics +6, Athletics +4, Stealth +8 Armor Class 16 (hide armor, shield)
Senses darkvision 60 ft., passive Perception 11 Hit Points 33 (6d6 + 12)
Languages Undercommon Speed 30 ft., climb 30 ft.
Challenge 2 (450 XP) Proficiency Bonus +2
STR DEX CON INT WIS CHA
Ambusher. The chitine has advantage on attack rolls against any 12 (+1) 14 (+2) 14 (+2) 10 (+0) 10 (+0) 7 (-2)
creature it has surprised.
Fey Ancestry. The chitine has advantage on saving throws against Skills Athletics +5, Stealth +4
being charmed, and magic can't put the chitine to sleep. Senses darkvision 60 ft., passive Perception 10
Languages Undercommon
Sunlight Sensitivity. While in sunlight, the chitine has disadvantage Challenge 1 (200 XP) Proficiency Bonus +2
on attack rolls, as well as on Wisdom (Perception) checks that rely
on sight. Fey Ancestry. The chitine has advantage on saving throws against
Web Sense. While in contact with a web, the chitine knows the being charmed, and magic can't put the chitine to sleep.
exact location of any creature in contact with the same web. Sunlight Sensitivity. While in sunlight, the chitine has disadvantage
Web Walker. The chitine ignores movement restrictions caused by on attack rolls, as well as on Wisdom (Perception) checks that rely
webbing. on sight.
Web Sense. While in contact with a web, the chitine knows the
Actions exact location of any creature in contact with the same web.
Multiattack. The chitine makes three Dagger attacks.
Web Walker. The chitine ignores movement restrictions caused by
Dagger. Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or webbing.
range 20/60 ft., one target. Hit: 6 (1d4 + 4) piercing damage. The
attack deals an extra 3 (1d6) damage if the chitine has advantage on Actions
the attack roll. Multiattack. The chitine makes three Shortsword attacks.
Bonus Actions Shortsword. Melee Weapon Attack: +4 to hit, reach 5 ft., one target.
Stealthy. The chitine takes the Hide action. Hit: 5 (1d6 + 2) piercing damage.
Bestiary 53
Choldrith High Priestess
The choldrith high priestess is a devout follower of Lolth and Choldrith Queen
serves at the behest of the choldrith queen. It takes charge of Large Monstrosity, Typically Chaotic Evil
managing the training of potential young chitine priestesses and
facilitating brutal contests for selecting potential chitine warriors. Armor Class 15 (natural armor)
A choldrith high priestess will sometimes accompany and lead a Hit Points 153 (18d10 + 54)
chitine hunting party. Speed 40 ft., climb 40 ft.
54 Bestiary
Choker
Choker Cavestalker
As its name would suggest, the choker cavestalker has mastered
moving unnoticed in cavernous terrain. It uses its knowledge of
its surroundings to find the perfect ambush spots where it can lie
in wait and pick off a lone passerby, such as the rear guard of an
adventuring party, without it getting noticed.
Choker Cavestalker
Small Aberration, Typically Chaotic Evil
Skills Stealth +7
Senses darkvision 60 ft., passive Perception 12
Languages Deep Speech
Challenge 2 (450 XP) Proficiency Bonus +2
Actions
Multiattack. The choker makes two Tentacle attacks.
Tentacle. Melee Weapon Attack: +5 to hit, reach 10 ft., one target.
Hit: 5 (1d4 + 3) bludgeoning damage plus 3 (1d6) piercing damage.
If the target is a Large or smaller creature, it is grappled (escape
DC 15). Until this grapple ends, the target is restrained, and the
choker can't use this tentacle on another target. The choker has two
tentacles. If this attack is a critical hit, the target also can't breathe
or speak until the grapple ends.
Bonus Actions
Stealthy. The choker takes the Hide action.
Bestiary 55
Clockworks
Arcane Ballista Clockroach
A true testament to an artificer's ingenuity, the arcane ballista Clockroaches are large, cockroach-like constructs created to patrol
is a mighty siege weapon created to deal with different threats. castle halls and dungeons. In battle, clockroaches are used as
Normally found protecting dwarven or gnomish battlements, some shock troops. With their flat frame and flexible mechanical bodies
continue to guard fallen fortresses or ruins, unable to distinguish coated with oil, clockroaches can squeeze through barricades with
friend or foe. ease. Once inside enemy defenses, clockroaches will begin to sow
pain and confusion with its acid spray and painful, metallic bites.
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
14 (+2) 18 (+4) 19 (+4) 3 (-4) 10 (+0) 1 (-5) 10 (+0) 17 (+3) 15 (+2) 3 (-4) 10 (+0) 1 (-5)
Bonus Actions
Arcane Shot (3/Day). When the arcane ballista hits a target with a
ranged weapon attack, it can choose one from the following three
effects:
1. Bursting Bolt. The target and all other creatures within 15 feet
of it take an extra 10 (3d6) force damage each and must succeed on
a DC 16 Strength saving throw or be knocked prone.
2. Flaming Bolt. The target takes an extra 11 (2d10) fire damage
and catches fire; until someone takes an action to douse the fire, the
creature takes 5 (1d10) fire damage at the start of each of its turns.
3. Thunder Bolt. If the target is a creature, it takes an extra 10
(3d6) thunder damage and the creature must succeed on a DC 16
Constitution saving throw or be stunned until the start of the arcane
ballista's next turn.
56 Bestiary
Hammerer
Originally created for construction, hammerers are often re-
purposed as siege weapons. All steel and armed with a massive
hammer and claws for hands, hammerers can march into enemy
territory and destroy walls and smash skulls with deadly efficiency.
Pulverizer
Like hammerers, pulverizers were created for construction,
mining, and tunneling work. When used for war, pulverizers serve
as military siege engineers. They emit intense high-pitched sounds
from their cannon-like heads that can smash through solid stone
and rock. Creatures unfortunate enough to be solidly hit by the
sound projections are left dazed and senseless.
Pulverizer
Medium Construct, Unaligned
STR DEX CON INT WIS CHA Damage Immunities poison; bludgeoning, piercing, and slashing
18 (+4) 10 (+0) 16 (+3) 3 (-4) 10 (+0) 1 (-5) from nonmagical attacks that aren't adamantine
Condition Immunities charmed, exhaustion, frightened, paralyzed,
Damage Immunities poison; bludgeoning, piercing, and slashing petrified, poisoned
from nonmagical attacks that aren't adamantine Senses darkvision 60 ft., passive Perception 10
Condition Immunities charmed, exhaustion, frightened, paralyzed, Languages understands one language of its creator but can't
petrified, poisoned speak
Senses darkvision 60 ft., passive Perception 10 Challenge 2 (450 XP) Proficiency Bonus +2
Languages understands one language of its creator but can't
speak Magic Resistance. The pulverizer has advantage on saving throws
Challenge 3 (700 XP) Proficiency Bonus +2 against spells and other magical effects.
Siege Monster. The pulverizer deals double damage to objects and
Magic Resistance. The hammerer has advantage on saving throws
structures.
against spells and other magical effects.
Unusual Nature. The pulverizer doesn't require air, food, drink, or
Siege Monster. The hammerer deals double damage to objects and
sleep.
structures.
Unusual Nature. The hammerer doesn't require air, food, drink, or Actions
sleep. Multiattack. The pulverizer makes two Slam attacks.
Actions Slam. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6
(1d6 + 3) bludgeoning damage.
Slam. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 15
(2d10 + 4) bludgeoning damage. If the target is a creature and the Sonic Shriek (Recharge 5–6). The pulverizer emits intense sound
attack roll against the target succeeds by 5 or more, the target must in a cone 15 feet long. Each creature in that area must succeed on a
succeed on a DC 14 Constitution saving throw or be stunned until DC 13 Constitution saving throw, taking 13 (3d8) thunder damage
the end of its next turn. on a failed save, or half as much on a successful one.
Bestiary 57
Darklings Darkling Elder Mastermind
Darkling elders are the leaders and brilliant strategists of the
darkling community. Their primary task is to ensure each of their
Darkling Creeper missions and orders are efficiently carried out.
When they aren't out burglarizing, creepers serve as scouts for Battle Tacticians. In combat, masterminds fight in a calculated
the darklings. Some may even be affiliated with the local thieves' and cunning manner. They can assess the battlefield with ease,
guild, but will take steps to hide their true nature first. and can give specific orders out to their subordinate darklings
where they can be the most effective. They never knowingly put
themselves at risk, and will always have a bodyguard or two
Darkling Elder Assassin nearby to redirect an attack made against them to it.
Cold-blooded and pragmatic, darkling elder assassins take pride
in their work. When their band is contracted to kill a challenging Darkling Skulker
and difficult target, the darkling elder assassin will be more than
happy to handle the task. Skulkers are more mature and experienced darkling creepers.
While they are still used as scouts from time to time, they are the
ones who are sent for longer spying missions. Their primary role
Darkling Elder Hexblade is to infiltrate a potential target's base or home, gather information
such as determine the level of risk and resources required to
Warlocks are not uncommon within the darkling ranks, as they overwhelm it, and report back safely to the mastermind without
are already comfortable answering to a shadowy patron. Most getting noticed.
would prefer to be hexblades, though, due to the fact that they
gain more satisfaction inflicting pain by hand instead of magical
spells.
Darkling Creeper
Small Fey, Typically Chaotic Neutral
Actions
Multiattack. The darkling makes two Dagger attacks.
Dagger. Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or
range 20/60 ft., one target. Hit: 6 (1d4 + 4) piercing damage.
Bonus Actions
Shadow Stealth. While in dim light or darkness, the darkling can
take the Hide action.
58 Bestiary
Darkling Elder Assassin Darkling Elder Hexblade
Medium Fey, Typically Chaotic Neutral Medium Fey, Typically Chaotic Neutral
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
13 (+1) 19 (+4) 12 (+1) 12 (+1) 14 (+2) 13 (+1) 13 (+1) 17 (+3) 12 (+1) 10 (+1) 14 (+2) 16 (+3)
Skills Acrobatics +7, Deception +4, Perception +8, Stealth +10 Skills Acrobatics +6, Deception +6, Perception +8, Stealth +9
Senses darkvision 60 ft., passive Perception 18 Senses darkvision 60 ft., passive Perception 18
Languages Elvish, Sylvan Languages Elvish, Sylvan
Challenge 5 (1,800 XP) Proficiency Bonus +3 Challenge 6 (2,300 XP) Proficiency Bonus +3
Assassinate. During its first turn, the darkling elder has advantage Death Burn. When the darkling elder dies, magical light flashes
on attack rolls against any creature that hasn't taken a turn. Any hit out from it in a 10-foot radius as its body and possessions, other
the darkling elder scores against a surprised creature is a critical than metal or magic objects, burn to ash. Any creature in that area
hit. must make a DC 12 Constitution saving throw. On a failed save,
the creature takes 10 (3d6) radiant damage and is blinded until the
Death Burn. When the darkling elder dies, magical light flashes
end of its next turn. On a successful save, the creature takes half as
out from it in a 10-foot radius as its body and possessions, other
much damage and isn’t blinded.
than metal or magic objects, burn to ash. Any creature in that area
must make a DC 12 Constitution saving throw. On a failed save, Light Sensitivity. While in bright light, the darkling elder has
the creature takes 10 (3d6) radiant damage and is blinded until the disadvantage on attack rolls, as well as on Wisdom (Perception)
end of its next turn. On a successful save, the creature takes half as checks that rely on sight.
much damage and isn’t blinded.
Actions
Light Sensitivity. While in bright light, the darkling elder has
Multiattack. The darkling elder makes two Shortsword attacks.
disadvantage on attack rolls, as well as on Wisdom (Perception)
checks that rely on sight. Shortsword. Melee Weapon Attack: +6 to hit, reach 5 ft., one target.
Hit: 6 (1d6 + 3) piercing damage.
Sneak Attack (1/Turn). The darkling elder deals an extra 7 (2d6)
damage when the darkling elder hits a target with a weapon attack Darkness (Recharge 5–6). The darkling elder casts darkness,
and has advantage on the attack roll, or when the target is within 5 without any components and using Wisdom as its spellcasting
feet of an ally of the darkling elder that isn't incapacitated and the ability.
darkling elder doesn't have disadvantage on the attack roll.
Spellcasting. The darkling elder casts one of the following spells
Actions using Charisma as the spellcasting ability (spell save DC 14, +6 to
hit with spell attacks):
Multiattack. The darkling elder makes two Shortsword attacks.
At will: eldritch blast (3 bolts), mage hand, minor illusion
Shortsword. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. 4/day: blink, cone of cold, dimension door, dispel magic, phantasmal
Hit: 7 (1d6 + 4) piercing damage, and the target must make a DC killer
11 Constitution saving throw, taking 10 (3d6) poison damage on a
failed save, or half as much damage on a successful one. Bonus Actions
Darkness (Recharges 6). The darkling elder casts darkness without Hexblade's Curse (Recharges after a Short or Long Rest). The
any components. Wisdom is its spellcasting ability. darkling elder targets a creature it can see within 30 feet of it. The
target is cursed for 1 minute. The curse ends early if the target dies,
Bonus Actions the darkling elder dies, or it is incapacitated. Until the curse ends,
Shadow Step. While in dim light or darkness, the darkling elder can the darkling elder gains the following benefits:
teleport up to 60 feet to an unoccupied space it can see that is also • It deals an extra 3 damage on damage rolls against the cursed
in dim light or darkness. It then has advantage on the first melee target.
attack it makes before the end of the turn. • Any attack roll it makes against the cursed target is a critical hit
on a roll of 19 or 20 on the d20.
Shadow Stealth. While in dim light or darkness, the darkling can
• If the cursed target dies, the darkling elder regains 13 hit points.
take the Hide action.
Reactions
Armor of Hexes. When hit by an attack roll by a creature cursed
by the darkling elder's Hexblade's Curse, roll a d6. On a roll of 4 or
higher, the attack instead misses the darkling elder, regardless of its
roll.
Bestiary 59
Darkling Elder Mastermind Darkling Skulker
Medium Fey, Typically Chaotic Neutral Small Fey, Typically Chaotic Neutral
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
13 (+1) 16 (+3) 12 (+1) 16 (+3) 16 (+3) 14 (+2) 9 (-1) 20 (+5) 12 (+1) 10 (+0) 12 (+1) 10 (+0)
Saving Throws Dex +7, Int +7, Wis +7 Skills Acrobatics +7, Deception +2, Perception + 5, Stealth +9
Skills Acrobatics +7, Deception +10, Insight +11, Perception +11, Senses darkvision 60 ft., passive Perception 15
Stealth +11 Languages Elvish, Sylvan
Senses darkvision 60 ft., passive Perception 21 Challenge 3 (700 XP) Proficiency Bonus +2
Languages Elvish, Sylvan
Challenge 9 (5,000 XP) Proficiency Bonus +4 Death Flash. When the darkling dies, nonmagical light flashes out
from it in a 10-foot radius as its body and possessions, other than
Cunning Presence. An ally that starts its turn within 30 feet of this metal or magic objects, burn to ash. Any creature in that area and
darkling elder and can see and hear this darkling elder can take the able to see the bright light must succeed on a DC 10 Constitution
Dash, Disengage, or Hide action as a bonus action, provided the saving throw or be blinded until the end of the creature's next turn.
darkling elder isn't incapacitated. Light Sensitivity. While in bright light, the darkling has
Death Burn. When the darkling elder dies, nonmagical light disadvantage on attack rolls, as well as on Wisdom (Perception)
flashes out from it in a 10-foot radius as its body and possessions, checks that rely on sight.
other than metal or magic objects, burn to ash. Any creature in Sneak Attack (1/Turn). The darkling deals an extra 7 (2d6) damage
that area and able to see the bright light must succeed on a DC 13 when the darkling hits a target with a weapon attack and has
Constitution saving throw. On a failure, the creature takes 10 (3d6) advantage on the attack roll, or when the target is within 5 feet of an
radiant damage and, if the creature can see the light, is blinded ally of the darkling that isn't incapacitated and the darkling doesn't
until the end of its next turn. If the saving throw is successful, the have disadvantage on the attack roll.
creature takes half the damage and isn't blinded.
Light Sensitivity. While in bright light, the darkling elder has Actions
disadvantage on attack rolls, as well as on Wisdom (Perception) Multiattack. The darkling makes two Dagger attacks.
checks that rely on sight.
Dagger. Melee or Ranged Weapon Attack: +7 to hit, reach 5 ft. or
Sneak Attack (1/Turn). The darkling elder deals an extra 24 (7d6) range 20/60 ft., one target. Hit: 7 (1d4 + 5) piercing damage plus 3
damage when the darkling elder hits a target with a weapon attack (1d6) poison damage.
and has advantage on the attack roll, or when the target is within 5
feet of an ally of the darkling elder that isn't incapacitated and the Bonus Actions
darkling elder doesn't have disadvantage on the attack roll. Shadow Stealth. While in dim light or darkness, the darkling can
take the Hide action.
Actions
Shadow Step. While in dim light or darkness, the darkling can
Multiattack. The darkling elder makes two Rapier attacks.
teleport up to 60 feet to an unoccupied space it can see that is also
Rapier. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 7 in dim light or darkness. It then has advantage on the first melee
(1d8 + 3) piercing damage. attack it makes before the end of the turn.
Darkness (Recharge 5–6). The darkling elder casts darkness
without any components. Wisdom is its spellcasting ability.
Bonus Actions
Cunning Action. The darkling elder takes the Dash, Disengage, or
Hide action.
Cunning Insight (Recharge 5–6). The darkling elder chooses a
target it can see within 30 feet of it. The darkling elder and up to
3 creatures of its choice have advantage on ability checks, attack
rolls, and saving throws against the target. In addition, the target
has disadvantage on ability checks and attack rolls made against
the darkling elder. These effects last until the start of the darkling
elder's next turn.
Reactions
Misdirection. When the darkling elder is targeted by an attack while
a creature within 5 feet of it is granting it cover against that attack, it
can have the attack target that creature instead.
60 Bestiary
Deathlocks
Greater Deathlock
Greater deathlocks were once powerful
warlocks who proved themselves useful
to their patrons. Whether they broke their
pacts or not, their evil masters deemed them
too valuable to just leave rotting in their shallow
graves and brought them back as greater deathlocks - a
more magically skilled and dangerous version of the standard
deathlock. A few of these, if left unchecked, eventually become
deathlock masterminds.
Deathlock, Greater Unusual Nature. The deathlock doesn’t require air, food, drink, or
sleep.
Medium Undead, Typically Neutral Evil
Actions
Armor Class 12 (15 with mage armor) Multiattack. The deathlock makes two Deathly Claw or Grave Bolt
Hit Points 99 (18d8 + 18) attacks.
Speed 30 ft.
Deathly Claw. Melee Weapon Attack: +5 to hit, reach 5 ft., one
STR DEX CON INT WIS CHA target. Hit: 9 (2d6 + 2) necrotic damage.
11 (+0) 15 (+2) 12 (+1) 14 (+2) 12 (+1) 17 (+3)
Grave Bolt. Ranged Spell Attack: +6 to hit, range 120 ft., one target.
Hit: 13 (3d8) necrotic damage. If the target is Large or smaller,
Saving Throws Int +5, Cha +6
it must succeed on a DC 14 Strength saving throw or become
Skills Arcana +5, History +5
restrained as shadowy tendrils wrap around it for 1 minute. A
Damage Resistances necrotic; bludgeoning, piercing, and slashing
restrained target can use its action to repeat the saving throw,
from nonmagical attacks that aren't silvered
ending the effect on itself on a success.
Damage Immunities poison
Condition Immunities exhaustion, poisoned Spellcasting. The deathlock casts one of the following spells, using
Senses darkvision 60 ft., passive Perception 11 Charisma as the spellcasting ability (spell save DC 14):
Languages the languages it knew in life At will: detect magic, disguise self, mage armor, minor illusion
Challenge 6 (2,300 XP) Proficiency Bonus +3 1/day each: dispel magic, fly, hunger of Hadar, invisibility
Bestiary 61
Deathlock Mastermind, Elder Deathlock Mastermind, Ancient
Medium Undead, Typically Neutral Evil Medium Undead, Typically Neutral Evil
Armor Class 13 (16 with mage armor) Armor Class 13 (16 with mage armor)
Hit Points 136 (21d8 + 42) Hit Points 187 (25d8 + 75)
Speed 30 ft. Speed 30 ft.
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
11 (+0) 16 (+3) 14 (+2) 16 (+3) 14 (+2) 20 (+5) 11 (+0) 16 (+3) 16 (+3) 16 (+3) 16 (+3) 20 (+5)
Saving Throws Int +7, Cha +9 Saving Throws Int +8, Cha +10
Skills Arcana +7, History +7 Skills Arcana +8, History +8
Damage Resistances necrotic; bludgeoning, piercing, and slashing Damage Resistances necrotic; bludgeoning, piercing, and slashing
from nonmagical attacks that aren't silvered from nonmagical attacks that aren't silvered
Damage Immunities poison Damage Immunities poison
Condition Immunities exhaustion, poisoned Condition Immunities exhaustion, poisoned
Senses darkvision 60 ft., passive Perception 12 Senses darkvision 60 ft., passive Perception 13
Languages the languages it knew in life Languages the languages it knew in life
Challenge 11 (7,200 XP) Proficiency Bonus +4 Challenge 15 (13,000 XP) Proficiency Bonus +5
62 Bestiary
Deep Scions
Deep Scion Assassin Rapier (Humanoid Form Only). Melee Weapon Attack: +7 to hit,
reach 5 ft., one target. Hit: 8 (1d8 + 4) piercing damage, and the
Medium Humanoid (Shapechanger), Typically Neutral Evil target must make a DC 11 Constitution saving throw, taking 10
(3d6) poison damage on a failed save, or half as much damage on a
Armor Class 14 successful one.
Hit Points 84 (13d8 + 26)
Speed 30 ft. (20 ft. and swim 40 ft. in hybrid form) Dagger. Melee or Ranged Weapon Attack: +7 to hit, reach 5 ft. or
range 20/60 ft., one target. Hit: 6 (1d4 + 4) piercing damage, and the
target must succeed on a DC 11 Constitution saving throw, taking 10
STR DEX CON INT WIS CHA
(3d6) poison damage on a failed save, or half as much damage on a
15 (+2) 18 (+4) 14 (+2) 10 (+0) 12 (+1) 14 (+2)
successful one.
Saving Throws Dex +7, Wis +4, Cha +5 Bite (Hybrid Form Only). Melee Weapon Attack: +7 to hit, reach 5 ft.,
Skills Deception +8, Insight +4, Sleight of Hand +7, Stealth +7 one target. Hit: 6 (1d4 + 4) piercing damage.
Senses darkvision 120 ft., passive Perception 11 Claw (Hybrid Form Only). Melee Weapon Attack: +7 to hit, reach 5
Languages Aquan, Common, thieves' cant ft., one target. Hit: 7 (1d6 + 4) slashing damage.
Challenge 6 (2,300 XP) Proficiency Bonus +3
Psychic Screech (Hybrid Form Only; Recharges after a Short or
Long Rest). The deep scion emits a terrible scream audible within
Amphibious (Hybrid Form Only). The deep scion can breathe air
300 feet. Creatures within 30 feet of the deep scion must succeed
and water.
on a DC 13 Wisdom saving throw or be stunned until the end of the
Assassinate. During its first turn, the deep scion has advantage on deep scion’s next turn.
attack rolls against any creature that hasn't taken a turn. Any hit the In water, the psychic screech also telepathically transmits the deep
deep scion scores against a surprised creature is a critical hit. scion’s memories of the last 24 hours to its master, regardless of
Sneak Attack (1/Turn). The deep scion deals an extra 7 (2d6) distance, so long as it and its master are in the same body of water.
damage when the deep scion hits a target with a weapon attack Bonus Actions
and has advantage on the attack roll, or when the target is within 5
feet of an ally of the deep scion that isn't incapacitated and the deep Cunning Action. The deep scion takes the Dash, Disengage, or Hide
scion doesn't have disadvantage on the attack roll. action.
Change Shape. The deep scion transforms into a hybrid form
Actions (humanoid-piscine) or back into its true form, which is humanlike.
Multiattack. The deep scion makes two Rapier attacks, or it makes Its statistics, other than its speed, are the same in each form. Any
one Bite attack and two Claw attacks. Alternatively, it can make two equipment it is wearing or carrying isn’t transformed. The deep
ranged attacks. scion reverts to its true form if it dies.
Bestiary 63
Deep Scion Thug Deep Scion Warlock
Medium Humanoid (Shapechanger), Typically Neutral Evil Medium Humanoid (Shapechanger), Typically Neutral Evil
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
20 (+5) 14 (+2) 16 (+3) 10 (+0) 12 (+1) 14 (+2) 16 (+3) 14 (+2) 16 (+3) 12 (+1) 14 (+2) 16 (+3)
Saving Throws Wis +3, Cha +4 Saving Throws Wis +5, Cha +6
Skills Deception +6, Insight +3, Sleight of Hand +4, Stealth +4 Skills Arcana +4, Deception +9, Insight +5, Stealth +5
Senses darkvision 120 ft., passive Perception 11 Senses darkvision 120 ft., passive Perception 12
Languages Aquan, Common, thieves' cant Languages Aquan, Common, thieves' cant
Challenge 4 (1,100 XP) Proficiency Bonus +2 Challenge 8 (3,900 XP) Proficiency Bonus +3
Amphibious (Hybrid Form Only). The deep scion can breathe air Amphibious (Hybrid Form Only). The deep scion can breathe air
and water. and water.
Pack Tactics. The deep scion has advantage on an attack roll Whispering Aura. At the start of each of the deep scion’s turns, each
against a creature if at least one of the deep scion's allies is within 5 creature of its choice within 10 feet of it must succeed on a DC 14
feet of the creature and the ally isn't incapacitated. Wisdom saving throw or take 10 (3d6) psychic damage, provided the
deep scion isn’t incapacitated.
Actions
Multiattack. The deep scion makes two Battleaxe attacks, or it
Actions
makes one Bite attack and two Claw attacks. Multiattack. The deep scion makes two Dagger attacks, or it makes
one Bite attack and two Claw attacks.
Battleaxe (Humanoid Form Only). Melee Weapon Attack: +7 to hit,
reach 5 ft., one target. Hit: 9 (1d8 + 5) slashing damage, or 10 (1d10 Dagger. Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or
+ 5) slashing damage if used with two hands. range 20/60 ft., one target. Hit: 5 (1d4 + 3) piercing damage plus 10
(3d6) psychic damage.
Bite (Hybrid Form Only). Melee Weapon Attack: +7 to hit, reach 5
Bite (Hybrid Form Only). Melee Weapon Attack: +6 to hit, reach 5
ft., one target. Hit: 7 (1d4 + 5) piercing damage.
ft., one target. Hit: 5 (1d4 + 3) piercing damage.
Claw (Hybrid Form Only). Melee Weapon Attack: +7 to hit, reach 5
Claw (Hybrid Form Only). Melee Weapon Attack: +6 to hit, reach
ft., one target. Hit: 8 (1d6 + 5) slashing damage.
5 ft., one target. Hit: 6 (1d6 + 3) slashing damage plus 10 (3d6)
Psychic Screech (Hybrid Form Only; Recharges after a Short or psychic damage.
Long Rest). The deep scion emits a terrible scream audible within Howling Void. The deep scion opens a momentary extraplanar rift
300 feet. Creatures within 30 feet of the deep scion must succeed within 60 feet of it. The rift is a scream-filled, 20-foot cube. Each
on a DC 13 Wisdom saving throw or be stunned until the end of the creature in that area must make a DC 14 Wisdom saving throw.
deep scion’s next turn. On a failed save, a creature takes 9 (2d8) psychic damage and is
In water, the psychic screech also telepathically transmits the deep frightened of the deep scion until the start of the deep scion’s next
scion’s memories of the last 24 hours to its master, regardless of turn. On a successful save, a creature takes half as much damage
distance, so long as it and its master are in the same body of water. and isn’t frightened.
Bonus Actions Psychic Screech (Hybrid Form Only; Recharges after a Short or
Change Shape. The deep scion transforms into a hybrid form Long Rest). The deep scion emits a terrible scream audible within
(humanoid-piscine) or back into its true form, which is humanlike. 300 feet. Creatures within 30 feet of the deep scion must succeed
Its statistics, other than its speed, are the same in each form. Any on a DC 14 Wisdom saving throw or be stunned until the end of the
equipment it is wearing or carrying isn’t transformed. The deep deep scion’s next turn.
scion reverts to its true form if it dies. In water, the psychic screech also telepathically transmits the deep
scion’s memories of the last 24 hours to its master, regardless of
distance, so long as it and its master are in the same body of water.
Spellcasting. The deep scion casts one of the following spells using
Charisma as the spellcasting ability (spell save DC 14):
At will: detect magic, guidance, levitate, mage armor (self only),
mage hand, minor illusion, prestidigitation, speak with dead
1/day each: cone of cold, Evard's black tentacles, lightning bolt, tidal
wave, true seeing
Bonus Actions
Change Shape. The deep scion transforms into a hybrid form
(humanoid-piscine) or back into its true form, which is humanlike.
Its statistics, other than its speed, are the same in each form. Any
equipment it is wearing or carrying isn’t transformed. The deep
scion reverts to its true form if it dies.
64 Bestiary
Demons
Abyssal Skulker
Small Fiend (Demon), Typically Chaotic Evil
Abyssal Skulker
Armor Class 15 (natural armor) The abyssal skulker resembles a reptilian quadruped, with a
Hit Points 9 (2d6 + 2) maw that opens sideways instead of vertically. Knobs of horn
Speed 30 ft. jutting from its joints and spine complete the demon's grotesque
appearance. The abyssal skulker prefers to sneak up and ambush
STR DEX CON INT WIS CHA their prey, avoiding combat unless it can be sure to deal the first
10 (+0) 16 (+3) 12 (+1) 13 (+1) 14 (+2) 9 (-1) strike.
Bestiary 65
Greater Babau
Said to have been created by demon lord Juiblex, a greater Babau, Greater
babau is a rare and more dangerous species of babau. It is more Medium Fiend (Demon), Typically Chaotic Evil
intelligent and cunning compared to its normal ilk, and is gifted
with spellcasting abilities. Worse still, its skin secretes a red slime Armor Class 17 (natural armor)
so corrosive it can literally melt weapons that strike it. Hit Points 120 (16d8 + 48)
Speed 40 ft.
Actions
Multiattack. The babau makes two melee attacks. It can also use
Weakening Gaze before or after making these attacks.
Claw. Melee Weapon Attack: +8 to hit, reach 5 ft., one target.
Hit: 7 (1d4 + 5) slashing damage plus 5 (1d10) acid damage.
Spear. Melee or Ranged Weapon Attack: +8 to hit, reach 5 ft. or
range 20/60 ft., one target. Hit: 8 (1d6 + 5) piercing damage, or 9
(1d8 + 5) piercing damage if used with two hands to make a melee
attack, plus 4 (1d8) acid damage.
Weakening Gaze. The babau targets one creature that it can see
within 20 feet of it. The target must make a DC l 4 Constitution
saving throw. On a failed save, the target deals only half damage
with weapon attacks that use Strength for l minute. The target can
repeat the saving throw at the end of each of its turns, ending the
effect on itself on a success.
Spellcasting. The babau casts one of the following spells, requiring
no material components and using Wisdom as the spellcasting
ability (spell save DC 13):
At will: darkness, dispel magic, fear, heat metal, levitate
1/day each: polymorph (self only), teleport
66 Bestiary
Brachavyrm Versatile Predator. In combat, the brachavyrm first spits a line of
The loathsome brachavyrm is a creature of nightmares that saliva from its maw towards its target. The saliva instantly hardens
prowls the fens, jungles, and marshlands of the Abyss. This into sticky, web-like filaments upon contact with air, and can
demon resembles a giant 20-foot long, slime-coated, segmented entangle a target. Once a creature is ensnared, the brachavyrm
worm with a maw ridged with sharp teeth. Its midsection splits lunges at it and quickly impales it with its twin stingers. After the
into two tails, each ending with a wicked-looking stinger. Pairs of venom is injected, the demon wraps its body around the victim,
emaciated arms ending in clawed hands extend grotesquely from constricting it at the same time that its multiple clawed arms dig
its segmented body and function as the creature's legs. and tear through its flesh. Finally, the fiend bites the helpless prey
Arm Collector. The brachavyrm is a solitary predator that and slowly swallows it whole.
hunts for mortal humanoids. Each time a brachavyrm consumes
a humanoid, a pair of arms will sprout from the sides of its
elongated body. As the brachavyrm consumes more prey, more
arms are created. But these arms wither and die after a short
period, causing the brachavyrm to constantly hunt for more
humanoids.
Brachavyrm Constrict. Melee Weapon Attack: +9 to hit, reach 5 ft., one Huge or
Large Fiend (Demon), Typically Chaotic Evil smaller creature. Hit: 16 (2d10 + 5) bludgeoning damage plus 16
(2d10 + 5) slashing damage. The target is grappled (escape DC 19)
Armor Class 15 (natural armor) if the brachavyrm isn't already constricting a creature, and the target
Hit Points 142 (15d10 + 60) is restrained until this grapple ends.
Speed 30 ft., burrow 20 ft., climb 30 ft. (see Body Arms) Tail Stingers. Melee Weapon Attack: +9 to hit, reach 10 ft., one
creature. Hit: 10 (1d10 + 5) piercing damage, and the target must
STR DEX CON INT WIS CHA succeed on a DC 16 Constitution saving throw or become poisoned.
20 (+5) 12 (+1) 18 (+4) 8 (-1) 15 (+2) 7 (-2) Swallow. The brachavyrm makes one Bite attack against a Medium
or smaller target it is grappling. If the attack hits, the target is
Damage Resistances cold, fire, lightning; bludgeoning, piercing, swallowed, and the grapple ends. A swallowed creature is blinded
and slashing that is nonmagical and restrained, it has total cover against attacks and other effects
Damage Immunities poison outside the brachavyrm, and it takes 11 (2d10) acid damage at the
Condition Immunities poisoned start of each of the brachavyrm's turns.
Senses darkvision 120 ft., passive Perception 12 If the brachavyrm takes 20 damage or more on a single turn from
Languages Abyssal, telepathy 60 ft. a creature inside it, the brachavyrm must succeed on a DC 14
Challenge 10 (5,900 XP) Proficiency Bonus +4 Constitution saving throw at the end of that turn or regurgitate all
swallowed creatures, which fall prone in a space within 10 feet of
Body Arms. The brachavyrm gains a pair of arms each time it the brachavyrm. If the brachavyrm dies, a swallowed creature is no
consumes a humanoid creature. For every five pairs of humanoid longer restrained by it and can escape from the corpse by using 5
arms the brachavyrm has, its speed is increased by 5 feet. A pair of feet of movement, exiting prone.
arms wither and die after a month it was created. If a swallowed creature dies and the creature is a humanoid, the
Spider Climb. The brachavyrm can climb difficult surfaces, corpse's body is consumed and a pair of arms sprout from the
including upside down on ceilings, without needing to make an brachavyrm's body. When this happens, the creature can only be
ability check. restored to life only by means of a resurrection spell or greater.
Web Spray (Recharge 5–6). The brachavyrm spits webbing in a
Actions line that is 30 feet long and 10 feet wide. Each creature in that line
Multiattack. The brachavyrm makes one Bite attack, one Constrict must succeed on a DC 16 Dexterity saving throw or be restrained
attack, and two Tail Stinger attacks. It can replace its Bite attack by webbing. As an action, the restrained creature can make a DC
with Swallow or Web Spray, if available. 15 Strength check, escaping from the webbing on a success. The
Bite. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. effect ends if the webbing is destroyed. The webbing has AC 10, 5
Hit: 10 (1d10 + 5) piercing damage, and the target is grappled hit points, vulnerability to fire damage and immunity to bludgeoning,
(escape DC 15). Until this grapple ends, the target is restrained, poison, and psychic damage.
and the brachavyrm can't bite another target.
Bestiary 67
Jovoc The resulting appearance - crimson ropy muscles visible through
Jovocs are small, obnoxious demons that roam in packs in the translucent skin, black blood coursing through yellow veins, an
Abyss. Standing only at around four feet tall, jovocs resemble equine skull jutting from its midsection - is horrific.
dark-skinned hairless shriveled humanoids that have long arms Amphibious Fiend. While it may be a fiend, the amphibious
that end in three clawed fingers that are permanently stained with nuckelavee is normally encountered in the Material Plane, wading
blood. in dismal watery places such as fog-filled bogs and marshlands.
Angry Mob. While jovocs appear to be weak compared to other Bringer of Woe. Like all servants of Orcus, the nuckelavee is
demons, they make up for it in sheer numbers. They have been devoid of its heart, and its once righteous spirit has been replaced
known to take on bigger and stronger targets, overwhelming them with a desire for death and destruction - all for the glory of the
with coordinated attacks. demon prince of undeath. It now serves as a terrifying herald of
Aura of Retribution. What make jovocs a real threat in battle Orcus. Some say that when someone a nuckelavee is sighted,
is their aura of retribution which allows them to magically inflict disease, drought, and pestilence shall soon follow.
pain against nearby creatures when they get hurt. When facing Champion of Undeath. The nuckelavee's entire being seethes
multiple enemies, the jovocs employ a nasty tactic. Instead of with necrotic energy. Its very presence instantly kills nearby
directly attacking their foes, jovocs will claw each other, enabling animal and plant life, leaving only death and decay at its wake. It is
them to deal damage to multiple targets. not surprising then that it can be found in the company of undead,
even serving them as their leader.
Baleful Weapons. In combat, the nuckelavee can be a deadly
Nuckelavee opponent that should not be underestimated. Its potent breath can
instantly cause flesh and bone to rot, and its dreaded claws can
According to legend, the nuckelavee was once a powerful cause instant death to those who are foolish enough to challenge
champion of good that fell in battle against the forces it.
of the demon prince Orcus. As punishment, the
champion and its steed are transformed by the
Demon Prince of Undeath into a demon. Palrethee
This is partially true. Deathpriests of Orcus
perform an unholy ritual where they Palrethees were ambitious lesser demons that aspired to become
sacrifice, willing or otherwise, a knight greater ones but failed in some unknown trial that destroyed their
and its steed to the demon lord. A original forms. They now appear as tall, emaciated humanoids
mighty abyssal fiend is summoned and with vestigial wings protruding from their back and hot flames
uses the sacrifice as its vessel. Both enshrouding their entire bodies. They can control the appearance
man and steed are then fused of their flames, turning them from searing blue, translucent and
together in an agonizing ghostly, or bright fiery orange. Palrethees often serve as captains
ritual that brings forth to lesser demons or as attendants to greater demons, such as a
the nuckelavee balor.
- a fiendish Flaming Warrior. In combat, palrethees can be difficult
abomination opponents due to their constant body flames. A mere touch or
whose horrifying striking them with a melee weapon can cause severe burns. For
visage can offense, they rely mostly on their martial abilities, cutting down
bring unending foes with their flaming greatsword. If faced with a large number of
nightmares foes, palrethees will cast fear.
to those that
gaze upon it.
68 Bestiary
Jovoc Palrethee
Small Fiend (Demon), Typically Chaotic Evil Medium Fiend (Demon), Typically Chaotic Evil
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
12 (+1) 15 (+2) 16 (+3) 7 (-2) 10 (+0) 7 (-2) 17 (+3) 15 (+2) 16 (+3) 13 (+1) 12 (+1) 11 (+0)
Damage Resistances cold, fire, lightning Damage Resistances cold, lightning; bludgeoning, piercing, and
Damage Immunities poison slashing that is nonmagical
Condition Immunities poisoned Damage Immunities fire, poison
Senses darkvision 120 ft., passive Perception 10 Condition Immunities poisoned
Languages Abyssal, telepathy 60 ft. Senses darkvision 120 ft., passive Perception 11
Challenge 1 (200 XP) Proficiency Bonus +2 Languages Abyssal, telepathy 60 ft.
Challenge 5 (1,800 XP) Proficiency Bonus +3
Aura of Retribution. When the jovoc takes damage, each creature
within 10 feet of the jovoc must make a DC 13 Constitution saving Heated Body. A creature that touches the palrethee or hits it with a
throw or take 4 (1d8) necrotic damage. Demons and Undead are melee attack while within 5 feet of it takes 5 (1d10) fire damage.
immune to this effect.
Pack Tactics. The jovoc has advantage on an attack roll against
Actions
a creature if at least one of the jovoc's allies is within 5 feet of the Multiattack. The palrethee makes two Greatsword attacks.
creature and the ally isn't incapacitated. Greatsword. Melee Weapon Attack: +6 to hit, reach 5 ft., one target.
Regeneration. The jovoc regains 5 hit points at the start of its turn. Hit: 10 (2d6 + 3) slashing damage plus 5 (1d10) fire damage, and
If it takes acid or radiant damage, this trait doesn't function at the the target catches fire. Until someone takes an action to douse the
start of its next turn. The jovoc dies only if it starts its turn with 0 fire, the creature takes 5 (1d10) fire damage at the start of each of
hit points and doesn't regenerate. its turns.
Spellcasting. The palrethee casts one of the following spells,
Actions requiring no material components and using Intelligence as the
Multiattack. The jovoc makes two Claw attacks. spellcasting ability (spell save DC 12):
Claw. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. At will: detect evil and good, detect magic
Hit: 5 (1d6 + 2) slashing damage. 1/day: fear
Multiattack. The nuckelavee uses Dreadful Visage. It then makes Bonus Actions
one Bite attack and two Claw attacks. Aura of Annihilation. The nuckelavee activates or deactivates this
Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. deathly aura. While active, the aura deals 5 necrotic damage to any
Hit: 11 (2d6 + 4) piercing damage, and the target must succeed creature that ends its turn within 30 feet of the nuckelavee. Undead
on a DC 16 Constitution saving throw. If the saving throw fails by and Fiends ignore this effect.
Bestiary 69
Shoosuva Pack Lord Actions
Huge Fiend (Demon), Typically Chaotic Evil Multiattack. The shoosuva makes one Bite attack and one Tail
Stinger attack.
Armor Class 15 (natural armor) Bite. Melee Weapon Attack: +10 to hit, reach 5 ft., one target.
Hit Points 172 (15d12 + 75) Hit: 39 (6d10 + 6) piercing damage.
Speed 50 ft.
Tail Stinger. Melee Weapon Attack: +10 to hit, reach 20 ft.,
STR DEX CON INT WIS CHA one creature. Hit: 24 (4d8 + 6) piercing damage, and the target
22 (+6) 13 (+1) 21 (+5) 7 (-2) 16 (+3) 10 (+0) must succeed on a DC 17 Constitution saving throw or become
poisoned. While poisoned, the target is also paralyzed. The target
can repeat the saving throw at the end of each of its turns, ending
Saving Throws Dex +5, Con +9, Wis +7
the effect on itself on a success.
Damage Resistances cold, fire, lightning; bludgeoning, piercing, and
slashing that is nonmagical Yeenoghu's Laugh (1/Day). The shoosuva emits an unnerving
Damage Immunities poison hyena laugh. Each ally that is within 30 feet of it, can hear it, and
Condition Immunities poisoned not already affected by Yeenoghu's Laugh gain 10 temporary hit
Senses darkvision 60 ft., passive Perception 13 points. All other creatures within 30 feet must succeed on a DC
Languages Abyssal, Gnoll, telepathy 120 ft. 17 Wisdom saving throw or become frightened for 1 minute. A
Challenge 12 (8,400 XP) Proficiency Bonus +4 creature can repeat the saving throw at the end of each of its turns,
ending the effect on itself on a success. If a creature's saving throw
Magic Resistance. The shoosuva has advantage on saving throws is successful or the effect ends for it, the creature is immune to the
against spells and other magical effects. Yeenoghu's Laugh for the next 24 hours.
Pack Tactics. The shoosuva has advantage on an attack roll against Bonus Actions
a creature if at least one of the shoosuva's allies is within 5 feet of
Rampage. After the shoosuva reduces a creature to 0 hit points
the creature and the ally isn't incapacitated.
with a melee attack on its turn, the shoosuva moves up to half its
Pack Leader. The shoosuva’s allies have advantage on attack rolls speed and makes a Bite attack.
while within 20 feet of the shoosuva, provided it isn’t incapacitated.
70 Bestiary
Zovvut
Zovvuts are the bastard spawns of
angels that were assaulted by greater
demons and demon princes. They
resemble large, muscular hairless
ogres with fanged and tusked maws
and arms that end in scimitar-like
finger claws. Wretched feather wings
stretch from their humped backs,
the only vestige left of their angelic
heritage. Make no mistake, zovvuts
may be half an angel, but their
hearts are full of hate and anger
as their demonic parent's which
is probably why they resent being
commanded or spoken down to by
their more powerful ilk.
Reckless Brutes. Foul tempered
and hard to control, their masters
often just set them loose against
foes and left on their own, which
is probably wise. Zovvuts rely
mostly on their brute strength,
wading recklessly into melee and
shredding their victims with their
fearsome claws.
Zovvut finishes a long rest. The target dies if this effect reduces its hit point
maximum to 0.
Large Fiend (Demon), Typically Chaotic Evil Unless surprised, a creature can avert its eyes to avoid the
saving throw at the start of its turn. If the creature does so, it has
Armor Class 15 (natural armor) disadvantage on attack rolls against the zovvut until the start of
Hit Points 85 (10d10 + 30) its next turn. If the creature looks at the zovvut in the meantime, it
Speed 30 ft., fly 50 ft. must immediately make the saving throw.
Reckless. At the start of its turn, the zovvut can gain advantage
STR DEX CON INT WIS CHA
on all melee weapon attack rolls during that turn, but attack rolls
19 (+4) 13 (+1) 16 (+3) 14 (+2) 15 (+2) 16 (+3)
against it have advantage until the start of its next turn.
Bestiary 71
Demon: Demon Lord
Lolth, The Spider Queen
Lolth, the Queen of Spiders, is the primary deity of the drow.
Cruel and unforgiving, Lolth demands blood and sacrifice from
her worshipers. Those who gain her favor are gifted with her
boon, and those who do not are severely punished by Lolth
herself. This has caused much infighting within the drow, as
Houses fight against each other to bring the best sacrifices
to the Spider Queen. In truth, Lolth does not have an ounce
of care for her worshipers. She revels in the death and
destruction done in her name. Her hatred spans millennia and
goes back to when she was first exiled to the Abyss. To this day,
each and every plan and scheme she endeavors are all for the
downfall of those who sent her to the Demonweb Pits.
Spider Queen. Lolth usually appears as a slender female
drow dressed in silk made from spider webs. Her true form,
however, is the epitome of the Queen of Spiders. Lolth has the
upper half of a strikingly beautiful female drow, with long white
hair and gleaming black and purplish eyes. Her humanoid torso
has eight arms and is connected to the head of a giant black
spider with eight glowing red eyes, two poisonous fangs, and
eight chitinous legs that end in razor-sharp points.
Vicious Sadist. Lolth is known for extreme cruelty and
sadism. She takes great pleasure in inflicting pain and
psychologically tormenting her prey. In the rare instances that
she finds herself in combat, she will toy with her opponents
first, giving them false hope that they might have a chance of
defeating her, only to quickly turn the tables and reveal that
she was never in any real trouble. She will prioritize targeting
those who are beloved by all so she can revel in their agony as
she slowly kills that target while the rest of her victims watch
helplessly in horror.
Deadly Foe. As a deity, Lolth is incredibly powerful and does
not need weapons when fighting. She usually summons her
faithful handmaidens, or yochlols, and select high-level drow
servitors to fight for her. Lolth relies on her spellcasting
abilities to confound her opponents and trap them in her
steel-like webs. Each of her legs can be used as a spear and can
stab and pierce creatures with ease as she goes for the kill with
her poisonous fangs.
Lolth's Lair
The abode of Lolth is a treacherous realm known as the
Demonweb Pits. There are many ways to access the 66th
layer of the Abyss where the realm of the Demonweb can
be found but getting out may be the biggest problem. The
Demonweb is a mass of deep chasms, rocky gorges, tunnels,
and pathways that stretch from all directions and are all full
of webs, traps, and hungry denizens. No one has ever been
able to map this maze-like plane because Lolth constantly
changes paths when she spins her webs.
The entire realm of Demonweb is difficult terrain, and any
creature that seeks to traverse its web-filled tunnels will
need to take care not to get caught in any of the webs lest
they be food for Lolth’s faithful. The Pit, which resides at the
bottom of the Demonweb, is a dark cavern Lolth occupies. The
entire cavern is lit with blue flame torches scattered about its
numerous alcoves. Thick webs cover every corner and also form
a natural carpet on the floor, making walking more difficult for
everyone except spiders and spider-kin alike. In the middle of
the cavern is Lolth’s throne, just behind a stone altar used for
sacrifices. Behind the throne is a set of golden doors through
which are multiple passages to different planes and locations.
72 Bestiary
Lair Actions Regional Effects
On initiative count 20 (losing initiative ties), Lolth can take one of The region containing Lolth’s lair is warped by its magic, creating
the following lair actions; she can’t take the same lair action two one or more of the following effects:
rounds in a row:
• Giant spiders and spider swarms infest the areas within 6 miles
• Lolth casts web (spell save DC 25, no components required) at of the lair. These arachnids are aggressive and will immediately
4 different points within her lair. Lolth doesn't need to see the attack intruders.
points and doesn't need to maintain concentration on the spell. • Surfaces within 6 miles of the lair are frequently covered by
The webs lasts for 1 minute, until Lolth uses this lair action webs. Any creature touching these webs will be detected by
again, or until Lolth dies or is incapacitated. Lolth's Web Sense.
• Lolth magically summons 2d4 phase spiders (MM, pg. 334) or 1d3 • Webs within 6 miles of the lair appear and block paths or
driders (MM, pg. 120) to appear in unoccupied spaces that she disappear and reveal new paths, making navigation in the area
chooses within the lair. They vanish after 1 hour. exceedingly difficult.
• Lolth magically summons a yochlol (MM, pg. 65). It appears in an
unoccupied space within 60 feet of Lolth and obeys Lolth without
If Lolth dies, these effects fade over the course of 1d10 days.
question. It remains for 10 minutes, until it or Lolth dies, or until
Lolth dismisses it as an action.
Bestiary 73
Derro Derro Berserker
Small Aberration, Typically Chaotic Evil
Derro Berserker
Armor Class 14 (hide armor)
Berserkers are usually placed at the frontlines of battles and
Hit Points 33 (6d6 + 12)
hunting parties not just because of their fighting prowess, but Speed 30 ft.
because no one else wants to fight beside them. Berserkers
are rabidly aggressive and are prone to attack anything it sees, STR DEX CON INT WIS CHA
enemies and derro alike. Hook guards and thugs placed in 15 (+2) 14 (+2) 14 (+2) 11 (+0) 5 (-3) 9 (-1)
the frontlines keep berserkers at bay with their spears while
taskmasters keep their rage focused on enemies. Skills Stealth +4
Senses darkvision 120 ft., passive Perception 7
Languages Dwarvish, Undercommon
Derro Hookguard Challenge 1 (200 XP) Proficiency Bonus +2
Hookguards specialize in keeping foes' attention on themselves
and away from their more vulnerable allies. They savagely run Magic Resistance. The derro has advantage on saving throws
after any who try to move past their guard. against spells and other magical effects.
Reckless. At the start of its turn, the derro can gain advantage on all
melee weapon attack rolls during that turn, but attack rolls against it
Derro Master Savant have advantage until the start of its next turn.
Derro savants who are favored by their deity, Diirinka, eventually Sunlight Sensitivity. While in sunlight, the derro has disadvantage
become master savants. These unique savants are divine souls on attack rolls, as well as on Wisdom (Perception) checks that rely
blessed with the ability to unleash both arcane and divine spells. on sight.
They are recognized as the true chosen ones by their kin, and
naturally become their supreme leaders. Actions
Multiattack. The derro makes two Battleaxe attacks.
Battleaxe. Melee Weapon Attack: +4 to hit, reach 5 ft., one target.
Hit: 6 (1d8 + 2) slashing damage, or 7 (1d10 + 2) slashing damage if
used with two hands.
74 Bestiary
Derro Hookguard Derro Master Savant
Small Aberration, Typically Chaotic Evil Small Aberration, Typically Chaotic Evil
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
16 (+3) 12 (+1) 14 (+2) 11 (+0) 5 (-3) 9 (-1) 9 (-1) 14 (+2) 14 (+2) 12 (+1) 5 (-3) 17 (+3)
Magic Resistance. The derro has advantage on saving throws Favored by Diirinka (Recharges after a Short or Long Rest). If the
against spells and other magical effects. derro fails a saving throw or misses with an attack roll, it can roll
Sunlight Sensitivity. While in sunlight, the derro has disadvantage 2d4 and add it to the total, possibly changing the outcome.
on attack rolls, as well as on Wisdom (Perception) checks that rely Magic Resistance. The derro has advantage on saving throws
on sight. against spells and other magical effects.
Bonus Actions Chromatic Blast (1/Day). The derro magically emits brilliant energy
in a 60-foot cone. Each creature in that area must make a DC 14
Punish the Marked. The derro can make a melee weapon attack
Constitution saving throw. On a failed save, a creature takes 28 (8d6)
against a creature marked by it if the creature dealt damage to
radiant damage and is blinded for 1 minute. A blinded creature
anyone other than the derro during the last turn. The derro's melee
can repeat the saving throw at the end of each of its turns, ending
weapon attack has advantage on the attack roll, and if it hits, the
the blind effect on a success. On a success, a creature takes half as
attack's weapon deals an extra 3 (1d6) damage to the target.
much damage and isn't blinded.
Spellcasting. The derro casts one of the following spells, using
Charisma as the spellcasting ability (spell save DC 14):
At will: mage hand, message, prestidigitation
2/day each: invisibility, sleep, spider climb
1/day each: confusion, dispel magic, sickening radiance, tongues
Bonus Actions
Heightened Spell (2/Day). When the derro casts a spell that forces a
creature to make a saving throw to resist the spell's effects, the derro
gives one target of the spell disadvantage on its first saving throw
against the spell.
Quickened Spell (2/Day). The derro uses Spellcasting.
Bestiary 75
Derro Taskmaster Derro Thug
Taskmasters are derro savants who keep derro warriors in line Some derro, due to their insane nature and inability to keep
while in the battlefield due to their tendency to give in to their social relationships, have broken away from their society and have
insane nature. When not leading derro in combat, they can be instead turned into a life of random violence and crime. Most
found managing derro slave labor and prisoner camps. of them band together like a pack of rats, attacking targets that
they can overwhelm, and then scatter back to their hiding places.
Others wander deeper into the Underdark to live like nomads,
scavenging and preying on whoever crosses their path.
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
14 (+2) 14 (+2) 14 (+2) 16 (+3) 5 (-3) 9 (-1) 14 (+2) 14 (+2) 12 (+1) 11 (+0) 5 (-3) 9 (-1)
Magic Resistance. The derro has advantage on saving throws Magic Resistance. The derro has advantage on saving throws
against spells and other magical effects. against spells and other magical effects.
Sunlight Sensitivity. While in sunlight, the derro has disadvantage Pack Tactics. The derro has advantage on an attack roll against
on attack rolls, as well as on Wisdom (Perception) checks that rely a creature if at least one of the derro's allies is within 5 feet of the
on sight. creature and the ally isn't incapacitated.
Bonus Actions
Spur Ally. The derro targets a visible ally within 30 feet of it. The
target must see and hear the derro and have less hit points than the
derro. The target takes 3 (1d6) psychic damage and uses its reaction
to make one melee attack with advantage on the attack roll.
76 Bestiary
Destrachans
Destrachan Destrachan Alpha
Destrachans are cruel Underdark-dwelling creatures that look Destrachans that are physically more superior and vicious than
vaguely reptilian and move about like ten-feet long bipedal others eventually bully their way to the top and get the choicest
dinosaurs, but are actually quite intelligent and very sadistic. They meals. They eventually become the natural alphas of the pack and
normally hunt in packs, feeding on misery and taking pleasure in the only ones that can breed with the females. They lead their
torturing their victims before going in for the kill. packs in making coordinated hunts.
Sightless Hunters. As underground creatures, destrachans
have evolved to become naturally blind, relying more on their
unmatched sense of hearing to navigate their surroundings and
locate viable prey. They have a pair of sophisticated, three-part Destrachan Pack Lord
ears that can pinpoint a target's exact location more accurately A rare destrachan alpha that is particularly cunning and cruel can
than sight. grow old enough to reach an incredible size. Known as a pack
Deadly Harmonics. What makes destrachans dangerous are lord, this destrachan hunts and kills rival alphas and absorb their
their ability to emit flesh-rending sound waves. Their tubular packs. Intelligent denizens of the Underdark consider the pack
maws can project carefully focused harmonics, producing sonic lord a very dangerous but useful creature due to its ability to lead
vibrations so powerful it can literally shatter objects and barriers. large packs of destrachans and destroy physical structures. They
Their tough scaly hide has naturally evolved as well to become strive to earn the pack lord's favor and become allies with it. If not,
resistant to their own harmonics, as well as other thunder-based they form hunting parties to put it down.
attacks.
Destrachan
Large Monstrosity, Typically Neutral Evil
Actions
Multiattack. The destrachan makes two Claw attacks.
Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., one target.
Hit: 7 (1d6 + 4) slashing damage.
Destructive Harmonics (Recharge 4–6). The destrachan emits
thunder energy in a 30-foot cone. It can choose one from the
following three effects:
1. Rupture. Each creature in that area must succeed on a DC 13
Dexterity saving throw, taking 18 (4d8) thunder damage on a failed
save, or half as much on a successful one.
2. Stun. Each creature in that area must succeed on a DC 13
Constitution saving throw or be stunned until the end of its next
turn.
3. Shatter. Each non-magical object that isn't worn in that area
takes 27 (6d8) thunder damage.
Bestiary 77
Destrachan Alpha Destrachan Pack Lord
Large Monstrosity, Typically Neutral Evil Huge Monstrosity, Typically Neutral Evil
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
20 (+5) 12 (+1) 18 (+4) 7 (-2) 15 (+2) 9 (-1) 22 (+6) 12 (+1) 20 (+5) 8 (-1) 16 (+3) 9 (-1)
Echolocation. The destrachan can't use its blindsight while Echolocation. The destrachan can't use its blindsight while
deafened. deafened.
Pack Tactics. The destrachan has advantage on an attack roll Pack Tactics. The destrachan has advantage on an attack roll
against a creature if at least one of the destrachan's allies is within 5 against a creature if at least one of the destrachan's allies is within 5
feet of the creature and the ally isn't incapacitated. feet of the creature and the ally isn't incapacitated.
Pack Leader. The destrachan’s allies have advantage on attack Pack Leader. The destrachan’s allies have advantage on attack
rolls while within 20 feet of the destrachan, provided it isn’t rolls while within 20 feet of the destrachan, provided it isn’t
incapacitated. incapacitated.
Keen Hearing. The destrachan has advantage on Wisdom Keen Hearing. The destrachan has advantage on Wisdom
(Perception) checks that rely on hearing. (Perception) checks that rely on hearing.
Actions Actions
Multiattack. The destrachan makes two Claw attacks. Multiattack. The destrachan makes two Claw attacks and one Tail
attack.
Claw. Melee Weapon Attack: +8 to hit, reach 5 ft., one target.
Hit: 8 (1d6 + 5) slashing damage. Claw. Melee Weapon Attack: +9 to hit, reach 5 ft., one target.
Hit: 10 (1d8 + 6) slashing damage.
Destructive Harmonics (Recharge 4–6). The destrachan emits
thunder energy in a 30-foot cone. It can choose one from the Tail. Melee Weapon Attack: +9 to hit, reach 5 ft., one target.
following three effects: Hit: 10 (1d8 + 6) bludgeoning damage.
1. Rupture. Each creature in that area must succeed on a DC 15
Destructive Harmonics (Recharge 4–6). The destrachan emits
Dexterity saving throw, taking 22 (5d8) thunder damage on a failed
thunder energy in a 60-foot cone. It can choose one from the
save, or half as much on a successful one.
following three effects:
2. Stun. Each creature in that area must succeed on a DC 15
1. Rupture. Each creature in that area must succeed on a DC 16
Constitution saving throw or be stunned until the end of its next
Dexterity saving throw, taking 31 (7d8) thunder damage on a failed
turn.
save, or half as much on a successful one.
3. Shatter. Each non-magical object that isn't worn in that area
2. Stun. Each creature in that area must succeed on a DC 16
takes 40 (9d8) thunder damage.
Constitution saving throw or be stunned until the end of its next
turn.
3. Shatter. Each non-magical object that isn't worn in that area
takes 45 (10d8) thunder damage.
78 Bestiary
Devils
Cornugon also dispelling any magical threats and barriers that may hinder
Cornugon devils are an elite subtype of horned devils that serve their allies. When the battle finally joins, they take flight and dive
under archdevils. They are known for their strength, fighting at the most dangerous but vulnerable targets, such as enemy
prowess, and magical abilities. spellcasters. Against challenging opponents, cornugon devils
Terrifying Fiends. Typical cornugon devils stand at around 11 to will utilize both their martial and spellcasting abilities to full
12 feet tall, are overly muscular, and have steel-like scales or tough advantage, often creating illusions to distract and mislead while
fur covering their body. Two great horns flank each side of their making hit and run tactics.
head, and their massive leathery or feathered wings stand well
above their full body, enough to serve as a shield in battle. Their
appearances vary, and will closely resemble the archdevils they Dogai (Assassin Devil)
serve. For example, cornugon devils who serve under Bael will The dogai, also known as assassin devils, are highly skilled silent
look like massive winged minotaurs while those who serve under killers, infiltrators, and spies who serve the Lords of the Nine and
Dispater will look like armored humanoids that have ridged, iron other archdevils. If they are not on spying missions against the
scales covering its body and metallic wings. demons, they are sent to the Material Plane to assist and take care
Archdevils' Elite. Cornugon devils are often tasked to lead lesser of problems the worshipers of the Nine pray and ask for, such as
devils in combat or if grouped together, serve as the archdevil's troublesome adventurers.
elite troops. When a favored cultist prays for an archdevil to deal Meticulous Planners. If a dogai is sent to assassinate a target,
with a major threat and the cultist's sacrifice is deemed worthy, the it will first plan its approach, assess the target's location, and
archdevil may send a cornugon. make preparations. It will never engage a target unless it can have
Warrior Spellcasters. In combat, cornugon devils take a dual total surprise. It will always conjure its shadow blade beforehand,
role. They start off as artillery support, unleashing devastating and will utilize its shadow abilities to ensure it reaches striking
long range spells from afar to break clustered enemy ranks while distance unnoticed.
Bestiary 79
Cornugon Bite. Melee Weapon Attack: +12 to hit, reach 5 ft., one target.
Large Fiend (Devil), Typically Lawful Evil Hit: 14 (2d6 + 7) piercing damage.
Claw. Melee Weapon Attack: +12 to hit, reach 5 ft., one target.
Armor Class 19 (natural armor) Hit: 14 (2d6 + 7) slashing damage.
Hit Points 207 (18d10 + 108)
Speed 30 ft., fly 60 ft. Tail. Melee Weapon Attack: +12 to hit, reach 10 ft., one target.
Hit: 12 (1d10 + 7) piercing damage. If the target is a creature
other than an Undead or a Construct, it must succeed on a DC 19
STR DEX CON INT WIS CHA
Constitution saving throw or lose 10 (3d6) hit points at the start of
24 (+7) 17 (+3) 22 (+6) 13 (+1) 17 (+3) 18 (+4)
each of its turns due to an infernal wound. Each time the cornugon
hits the wounded target with this attack, the damage dealt by the
Saving Throws Str +12, Dex +8, Wis +8, Cha +9 wound increases by 10 (3d6). Any creature can take an action to
Damage Resistances cold; bludgeoning, piercing, and slashing from stanch the wound with a successful DC 13 Wisdom (Medicine)
nonmagical attacks that aren't silvered check. The wound also closes if the target receives magical healing.
Damage Immunities fire, poison
Condition Immunities poisoned Infernal Bolt. Ranged Spell Attack: +9 to hit, range 120 ft., one
Senses darkvision 120 ft., passive Perception 13 creature. Hit: 17 (3d8 + 4) fire damage, and the target must succeed
Languages all, telepathy 120 ft. on a DC 17 Wisdom saving throw or become frightened until the
Challenge 14 (11,500 XP) Proficiency Bonus +5 end of the cornugon's next turn.
Teleport. The cornugon magically teleports, along with any
Devil's Sight. Magical darkness doesn't impede the devil's equipment it is wearing and carrying, up to 60 feet to an unoccupied
darkvision. space it can see.
Magic Resistance. The cornugon has advantage on saving throws Spellcasting. The cornugon casts one of the following spells,
against spells and other magical effects. requiring no material components and using Charisma as the
spellcasting ability (spell save DC 17):
Actions At will: detect evil and good, detect magic
Multiattack. The cornugon makes one Bite attack, two Claw attacks, 2/day each: dispel magic, fireball, lightning bolt, major image
and one Tail attack. Or it can use Infernal Bolt twice. Alternatively,
it can make one Tail attack and use Infernal Bolt, Spellcasting or
Teleport.
Dogai when it hits a target with a weapon attack and has advantage on the
attack roll, or when the target is within 5 feet of an ally of the dogai
Medium Fiend (Devil), Typically Lawful Evil that isn't incapacitated and the dogai doesn't have disadvantage on
the attack roll.
Armor Class 19 (natural armor)
Hit Points 78 (12d8 + 24) Magic Resistance. The dogai has advantage on saving throws
Speed 40 ft. against spells and other magical effects.
80 Bestiary
Gastrobolus Incapacitating Weapons. In combat, the gastrobolus excretes
A gastrobolus is a wretched devil that is normally found in and throws acid globs at its targets. The acid globs are caustic and
infernal sewers, dungeons, and blood-soaked battlefields. It looks sticky, burning and restraining a victim hit by it. If a target is within
like a bloated, single-horned humanoid with the lower body of a melee range, the gastrobolus uses its spines to impale and inject
disgusting giant snail. Poisonous spines protrude from its sides, its target with paralyzing venom. Once its prey has been rendered
and its skin and outer shell is coated with a corrosive, sticky slime. helpless, the gastrobolus opens its abhorrent central maw, which
Fiendish Cleaners. The gastrobolus is sometimes called the is located at the lower front side of the devil, and then swallows
custodian of the Nine Hells. It sweeps, scavenges, and clears the the creature whole. The victim is then deposited into its acid vat-
floors and grounds of organic materials. like abdomen to be consumed completely.
Gastrobolus Glob attacks. It can use Swallow in place of one of these attacks.
Large Fiend (Devil), Typically Lawful Evil Spine. Melee Weapon Attack: +8 to hit, reach 5 ft., one target.
Hit: 12 (2d6 + 5) piercing damage, and the target must succeed
Armor Class 14 (natural armor) on a DC 17 Constitution saving throw or become poisoned. While
Hit Points 115 (10d10 + 60) poisoned, the creature is paralyzed. The creature can repeat the
Speed 20 ft. saving throw at the end of each of its turns, ending the effect on
itself on a success.
STR DEX CON INT WIS CHA
Acid Glob. Ranged Weapon Attack: +8 to hit, range 60 ft., one target.
21 (+5) 6 (-2) 22 (+6) 8 (-1) 12 (+1) 5 (-3)
Hit: 10 (3d6) acid damage, and if the target is a creature, it must
succeed on a DC 17 Strength saving throw or be restrained. While
Damage Resistances cold; bludgeoning, piercing, and slashing from restrained, a creature takes 7 (2d6) acid damage at the start of each
nonmagical attacks that aren't silvered of the gastrobolus's turns. As an action, the restrained creature can
Damage Immunities acid, fire, poison make a DC 17 Strength check, escaping from the acid glob on a
Condition Immunities poisoned success. The effect ends if the acid glob is destroyed. The acid glob
Senses darkvision 120 ft., passive Perception 11 has AC 10, 5 hit points and immunity to acid, poison, and psychic
Languages all, telepathy 120 ft. damage. The gastrobolus is immune to its acid globs.
Challenge 7 (2,900 XP) Proficiency Bonus +3
Swallow. The gastrobolus swallows an incapacitated Large or
smaller creature. A swallowed creature is blinded and restrained,
Devil Spines. A creature that touches the gastrobolus or hits it
it has total cover against attacks and other effects outside the
with a melee attack while within 5 feet of it gets pricked by a spine
gastrobolus, and it takes 10 (3d6) acid damage at the start of each of
and takes 7 (2d6) piercing damage and must succeed on a DC 17
the gastrobolus's turns.
Constitution saving throw or become poisoned. While poisoned, the
If the gastrobolus takes 20 damage or more on a single turn from
creature is paralyzed. The creature can repeat the saving throw at
a creature inside it, the gastrobolus must succeed on a DC 16
the end of each of its turns, ending the effect on itself on a success.
Constitution saving throw at the end of that turn or regurgitate all
Devil's Sight. Magical darkness doesn't impede the gastrobolus's swallowed creatures, which fall prone in a space within 5 feet of
darkvision. the gastrobolus. If the gastrobolus dies, a swallowed creature is no
Magic Resistance. The gastrobolus has advantage on saving throws longer restrained by it and can escape from the corpse by using 5
against spells and other magical effects. feet of movement, exiting prone.
Teleport. The gastrobolus magically teleports, along with any
Actions equipment it is wearing and carrying, up to 60 feet to an unoccupied
Multiattack. The gastrobolus makes two Spine attacks or two Acid space it can see.
Bestiary 81
Paeliryon
A paeliryon is a greater devil that does its work unseen. This
devil believes that information is the key to advancing
in power and as such, is responsible for the spy and
assassin networks that rivals even Lolth’s.
The paeliryon is a disgusting sight to behold,
with a massive bloated obese body covered in
warts. Its massive face is framed by a devious,
red-lipped smile that prominently shows its
rows of sharp teeth. On its back sprouts
two bat-like wings with ends flayed like
old leather and its hands are armed with
poisoned claws painted in blood red.
Out of the dark. Paeliryons rarely come
out in the open, preferring to leave its
agents to do the dirty work. When a
paeliryon does come out, it means the
plan has gone wrong, or an opponent
has piqued its interest. Few rarely see
this happen, and even fewer survive,
for paeliryons are incredibly powerful
spellcasters that rival even some of the
demon lords of the Nine Hells.
Paeliryon Hit: 14 (2d6 + 7) slashing damage plus 7 (2d6) necrotic damage, and
if the target is a creature, it must make a DC 20 Charisma saving
Huge Fiend (Devil), Typically Lawful Evil
throw or be cursed with magical deformities. While deformed,
the creature has its speed halved and has disadvantage on ability
Armor Class 19 (natural armor) checks, saving throws, and attacks based on Strength or Dexterity.
Hit Points 225 (18d12 + 108) The cursed creature can repeat the saving throw whenever it
Speed 40 ft., burrow 20 ft., fly 60 ft. finishes a long rest, ending the effect on itself on a success. Casting
remove curse, greater restoration, or a similar spell on the target
STR DEX CON INT WIS CHA also ends the effect.
24 (+7) 13 (+1) 23 (+6) 15 (+2) 18 (+4) 18 (+4)
Infernal Bolt. Ranged Spell Attack: +10 to hit, range 120 ft., one
creature. Hit: 17 (3d8 + 4) fire damage, and the target must succeed
Saving Throws Str +13, Con +12, Wis +10, Cha +10
on a DC 18 Wisdom saving throw or become frightened until the
Skills Arcana +14, History +14, Religion +14
end of the paeliryon's next turn.
Damage Resistances cold; bludgeoning, piercing, and slashing from
nonmagical attacks that aren't silvered Belittle. The paeliryon hurls magical insults and epithets that
Damage Immunities fire, poison strike at the heart of its enemies' insecurities. Each creature of the
Condition Immunities poisoned paeliryon's choice that is within 60 feet of the paeliryon and can
Senses darkvision 120 ft., passive Perception 14 hear it must succeed on a DC 18 Wisdom saving throw or become
Languages all, telepathy 120 ft. enraged for 1 minute. While enraged, the creature must use its
Challenge 17 (18,000 XP) Proficiency Bonus +6 action to move up to its speed towards the paeliryon and, if it is
within range, make a melee weapon attack against it. Otherwise,
Devil's Sight. Magical darkness doesn't impede the devil's it must use its Dash action to move towards a space within 5 feet
darkvision. of the paeliryon. A creature can repeat the saving throw at the end
of each of its turns, ending the effect on itself on a success. If a
Keen Smell. The paeliryon has advantage on Wisdom (Perception) creature's saving throw is successful or the effect ends for it, the
checks that rely on smell. creature is immune to the paeliryon's Belittle for the next 24 hours.
Intoxicating Scent. Any creature that starts its turn within 10 feet of Teleport. The paeliryon magically teleports, along with any
the paeliryon and can smell the paeliryon must succeed on a DC 20 equipment it is wearing and carrying, up to 60 feet to an unoccupied
Constitution saving throw or be poisoned until the start of its next space it can see.
turn. Until this poison ends, the target is charmed. On a successful
saving throw, the creature is immune to the paeliryon's Intoxicating Spellcasting. The paeliryon casts one of the following spells,
Scent for 24 hours. requiring no material components and using Charisma as the
spellcasting ability (spell save DC 18):
Magic Resistance. The paeliryon has advantage on saving throws
against spells and other magical effects. At will: charm person, detect evil and good, detect magic, suggestion
3/day each: dispel magic, fireball, major image, unholy weapon*,
Actions vampiric touch (5d6), wall of fire
Multiattack. The paeliryon uses Belittle. It then makes one Bite 1/day: unholy aura* (*see Appendix C. New Spells)
attack and two Claw attacks or two Infernal Bolt attacks. Bonus Actions
Bite. Melee Weapon Attack: +13 to hit, reach 5 ft., one target. Divine Word (1/Day). The paeliryon casts divine word, requiring no
Hit: 17 (3d6 + 7) piercing damage plus 10 (3d6) necrotic damage. material components and using Charisma as the spellcasting ability
Claw. Melee Weapon Attack: +13 to hit, reach 5 ft., one target. (spell save DC 18).
82 Bestiary
Passion Devil
Passion devils were created by the archdevil
Fierna in her likeness and image, and are
therefore both strikingly beautiful and
terrifying. While the passion devils serve
Fierna officially as ambassadors to the courts
of other archdevils or dukes of the Nine Hells,
their true purpose is to infiltrate enemy ranks
and spy on other devils.
Emotional Manipulators. Passion devils
rarely engage in combat and instead use their
powers of domination, manipulation, and
seduction to meet their objectives. If forced
into a fight it does not like, it will use its spells
and abilities to sow just enough confusion
and discord for it to escape.
Passion devils rarely travel alone, and are
often accompanied by bearded devils that
serve them as bodyguards.
Passion Devil Multiattack. The devil uses Fiery Strike twice. Alternatively, it can
make one Fiery Strike and use Spellcasting.
Medium Fiend (Devil), Typically Lawful Evil
Fiery Strike. Melee or Ranged Spell Attack: +10 to hit, reach 5 ft. or
Armor Class 17 (natural armor) range 60 ft., one target. Hit: 10 (3d6) fire damage, and the target has
Hit Points 117 (18d8 + 36) disadvantage on saving throws against being charmed until the end
Speed 30 ft., fly 60 ft. of the devil's next turn.
Passion Flames (Recharge 5–6). The devil targets up to three
STR DEX CON INT WIS CHA visible creatures within 120 feet of it. Each creature must succeed
16 (+3) 21 (+5) 14 (+2) 16 (+3) 18 (+4) 22 (+6) on a DC 18 Wisdom saving throw. Creatures that are already
charmed by the devil automatically fail their saving throw. On a
Saving Throws Dex 9, Wis +8, Cha +10 failed save, a creature takes 14 (4d6) fire damage and is charmed
Skills Deception +14, Persuasion +14 until the end of the turn. A charmed creature must immediately
Damage Resistances cold; bludgeoning, piercing, and slashing from use its reaction to move up to half its speed as the devil directs and
nonmagical attacks that aren't silvered make one weapon attack against a visible creature of the devil's
Damage Immunities fire, poison choice. On a successful save, the creature takes half as much
Condition Immunities poisoned damage and isn't charmed.
Senses darkvision 120 ft., passive Perception 14 Spellcasting. The passion devil casts one of the following spells,
Languages all, telepathy 120 ft. requiring no material components and using Charisma as the
Challenge 9 (5,000 XP) Proficiency Bonus +4 spellcasting ability (spell save DC 18):
Object of Desire. A creature that starts within 20 feet of the devil At will: alter self, charm person, suggestion
must succeed on a DC 18 Wisdom saving throw, unless the devil 1/day each: charm monster, dominate person
is incapacitated. On a failed save, the creature is charmed until the Reactions
start of its next turn. If a creature's saving throw is successful, the
creature has advantage on saving throws against the devil's Object Instinctive Charm. When a creature within 60 feet of the devil
of Desire for the next 24 hours. makes an attack roll against it, and another creature is within the
attack’s range, the attacker must make a DC 18 Wisdom saving
Devil's Sight. Magical darkness doesn't impede the devil's throw. On a failed save, the attacker must target the creature that is
darkvision. closest to it, not including the devil or itself. If multiple creatures are
Magic Resistance. The devil has advantage on saving throws against closest, the attacker chooses which one to target. If the saving throw
spells and other magical effects. is successful, the attacker is immune to the devil’s Instinctive Charm
for 24 hours.
Actions
Bestiary 83
Remmanon
The remmanon appears as a naked androgynous humanoid
creature that is constantly hovering a few feet above the ground.
Barbed chains and hooks adorn its hairless skin, and long ram-like
horns curl backwards on each side of its head.
Devils of Discord. Remmanons are greater devils of discord,
greed, jealousy, and lust. They hate and destroy the concepts of
camaraderie, kinship, teamwork, trust, and harmony by sowing
dissonance among mortals, breaking their ranks from within.
Most remmanons can be found in Phlegethos, and serve the
archdevil Fierna, while a few work under Dispater and Mammon.
Insidious Manipulators. In combat, remmanons prefer to stay
behind the front lines and will very rarely engage in melee. They
would rather manipulate and influence without been seen, using
spells and their Insidious Aura to do most of the damage. If hard-
pressed, they summon bearded devils to protect them and if they
must, use their accursed hellfire touch that can send souls to hell.
84 Bestiary
Xerfilstyx
The xerfilstyx is a greater devil that has the upper form of a huge
winged devil, while its lower half is that of the body of a giant slug.
It lives within the depths of the River Styx, sampling the memory
fragments of souls that flow through it. Having lived in the waters
of Styx, the xerfilstyx devil has been driven insane from the
constant bombardment of memories. Like the sweetest of poisons,
a xerfilstyx takes pleasure in the memories it absorbs while it
dissolves its own mind. It is this insanity that drives xerfilstyx to
attack other creatures, eager to drive them into the waters of Styx
and taste memories within it. It is also because of this that other
devils avoid them.
Opportune Fighters. Xerfilstyx fight from the safety of the River
Styx, unleashing a barrage of offensive ice-based spells to stun
its enemies until it can charge in for a grapple. Once an enemy is
grappled, the xerfilstyx's small lamprey-like tentacle suckers will
drain it of its blood. When faced with overwhelming numbers, the
xerfilstyx will use its dreaded blood breath, exhaling its own blood
which is so caustic it can melt flesh like butter.
Xerfilstyx Actions
Huge Fiend (Devil), Typically Lawful Evil Multiattack. The xerfilstyx makes two Greatsword attacks and one
Tail attack.
Armor Class 18 (natural armor) Greatsword. Melee Weapon Attack: +11 to hit, reach 15 ft., one
Hit Points 212 (17d12 + 102) target. Hit: 20 (4d6 + 6) slashing damage.
Speed 40 ft., burrow 20 ft., fly 50 ft., swim 40 ft.
Tail. Melee Weapon Attack: +11 to hit, reach 20 ft., one target.
Hit: 10 (1d8 + 6) bludgeoning damage, and the target must make a
STR DEX CON INT WIS CHA
DC 16 Strength saving throw. On a failed save, the target is grappled
23 (+6) 13 (+1) 22 (+6) 14 (+2) 17 (+3) 18 (+4)
(escape DC 16) and pulled to a space within 5 feet of the xerfilstyx.
While grappled this way, the target is restrained, takes 18 (4d8)
Saving Throws Str +11, Con +11, Wis +8, Cha +9 necrotic damage at the start of each of the xerfilstyx's turns, and the
Skills Arcana +12, History +12, Religion +12 xerfilstyx can't use its Tail attack against other targets.
Damage Resistances cold; bludgeoning, piercing, and slashing from
nonmagical attacks that aren't silvered Blood Breath (Recharge after a Long Rest). The xerfilstyx exhales
Damage Immunities fire, poison scalding blood in a 60-foot cone. Each creature in that area must
Condition Immunities poisoned succeed on a DC 19 Constitution saving throw, taking 22 (5d8) fire
Senses darkvision 120 ft., passive Perception 13 damage and 22 (5d8) necrotic damage on a failed save, or half as
Languages Infernal, telepathy 120 ft. much damage on a successful one.
Challenge 15 (13,000 XP) Proficiency Bonus +5 Teleport. The xerfilstyx magically teleports, along with any
equipment it is wearing and carrying, up to 60 feet to an unoccupied
Amphibious. The xerfilstyx can breathe air and water. space it can see.
Devil's Sight. Magical darkness doesn't impede the devil's Spellcasting. The xerfilstyx casts one of the following spells,
darkvision. requiring no material components and using Charisma as the
spellcasting ability (spell save DC 17):
Fear Aura. A creature that starts its turn within 20 feet of the
xerfilstyx must succeed on a DC 17 Wisdom saving throw, unless At will: detect evil and good, detect magic, ray of frost (3d8 damage)
the xerfilstyx is incapacitated. On a failed save, the creature is 3/day each: charm person, dispel magic, major image, suggestion
frightened for 1 minute. While frightened in this way, a creature 1/day each: unholy aura (see Appendix C. New Spells)
must take the Dash action and move away from the xerfilstyx by the
safest available route on each of its turns, unless there is nowhere to
Bonus Actions
move, in which case it needn't take the Dash action. If the creature Spell Steal. The xerfilstyx steals a spell prepared by a creature it
ends its turn in a location where it doesn't have line of sight to the is grappling with. The target must make a DC 17 Wisdom saving
xerfilstyx, the creature can repeat the saving throw. On a success, throw or lose one of its spells (chosen at random) as if the creature
the effect ends If a creature's saving throw is successful, the creature had already cast it. The stolen spell is added to the xerfilstyx's list of
is immune to the xerfilstyx's Fear Aura for the next 24 hours. spells that it can cast 1/day. The xerfilstyx loses all spells acquired
this way after 24 hours.
Magic Resistance. The xerfilstyx has advantage on saving throws
against spells and other magical effects.
Bestiary 85
Devil: Archdevils Unassailable Logician. Asmodeus is one of the most powerful
beings in the cosmos. Aside from being a mighty divine caster,
his time with the Ruby Rod has given him even more deadly
Asmodeus abilities. But what makes Asmodeus a truly dangerous opponent
is his unmatched logic. If ever he finds himself in combat with
Asmodeus, the Lord of Nessus, is the supreme master of the
equally powerful beings, Asmodeus will constantly explain to
Nine Hells. Deep within The Pit, the lowest point of all of Baator,
them the error in their ways, even while he is being assaulted.
Asmodeus sits on his throne as he leads the eight archdukes
Halfway through the fight, he would have already planted the
of Hell and schemes towards the total conquest of the cosmos.
seeds of doubt in his opponents, who will slowly begin to question
Asmodeus believes that existence would be better off if he was to
themselves and the necessity of fighting Asmodeus. By the time
rule it. His main goal is to destroy all of creation and rebuild it in
the fight is over, his opponents would be divided, and some would
his image, pure and serene with him at the top. Those who do not
have already joined his side.
know his true capabilities see this as an arrogant vision bound
Nessus. Nessus, the lowest layer of the Nine Hells, is a barren
to fail, if only they knew that Asmodeus is one, if not the most,
plain devoid of any life or activity. The ground on Nessus is
intelligent and competent creatures in the plane of existence.
extremely flat, and is dotted with massive gouges, gorges, and
Being the most cunning of all, Asmodeus has the rest of the
canyons that are miles across and dozens of miles deep. Wooden
archdukes in the palm of his hands. While the other archdevils
bridges in various states of disrepair are scattered across some
may have incredible power and sizable armies, Asmodeus is
of the gouges. Deep below the gouges that span several miles
able to diffuse hostilities through his incredible charisma and
deep, pit fiends and all kinds of devils cling to the walls and
unassailable logic. The other archdukes are incredibly wary of
outcroppings, waiting for any soul unfortunate enough to have
raising arguments with Asmodeus, for fear of being drawn to a
fallen into Nessus.
contract that they know will only benefit him.
Most of the canyons and gouges in Nessus end in fiery pits of lava
Majestic Ruler. No one knows the true form of Asmodeus,
except for the ones that houses the creatures that form Nessus’
but he often appears as a 9-foot-tall humanoid with dark red
great army.
skin, long black hair, and two horns. He is always dressed in
an expensive-looking majestic black and red robe, covering the
still bleeding wounds from his body that he gained when he was Asmodeus's Lair
forcefully exiled to the Pit a millennia ago. The wounds, though Asmodeus has many lairs but notable among these locations is
centuries old, never cease to bleed, and yet Asmodeus is able to Fortress Nessus, a stronghold located in an enormous city known
keep his calm demeanor befitting the regal station of a supreme as Malsheem. The citadel sits at the very bottom of the Pit, and
ruler. Asmodeus is never without the Ruby Rod, an all-powerful is only accessible to those Asmodeus calls upon. While Nessus
artifact given to him by Primus which he uses to bind souls into an is a barren wasteland, the insides of the fortress is like that of a
unbreachable contract. Through the ages, Asmodeus has learned magnificent castle, intricately designed and furnished in gold and
to channel the Ruby Rod which has evolved his powers to the other expensive elements. Those that step in are immediately
godly levels. weighed down by the stifling aura of despair. Asmodeus’ throne
sits at the bottom of the fortress, and is guarded by pit fiends,
cornugons, and his generals. Any creature that manages to find
Asmodeus himself will first have to deal with the immense aura
of submission that comes from him. Asmodeus loathes mortals
and weaker creatures and will usually not appear nor accept their
challenge. Instead, he sends his most powerful generals to dispose
of them.
Lair Actions
On initiative count 20 (losing initiative ties), Asmodeus can take
one of the following lair actions; he can’t take the same lair action
two rounds in a row:
• Asmodeus casts any spell of 7th level or below that has a casting
time of one action, requiring only verbal components and using
Wisdom as the spellcasting ability (spell save DC 27, +19 to hit with
spell attacks). Asmodeus can't cast the same spell more than once
until he has taken a long rest.
• Asmodeus targets every creature of his choice within his lair. Each
creature must make a DC 27 Wisdom saving throw. On a failed
save, the creature can't target Asmodeus with an attack or harmful
spell. The effect lasts until initiative count 20 of the next round.
• Asmodeus magically summons his avatar, an aspect of Asmodeus
(MME II, pg. 9). It appears in an unoccupied space within 120 feet
of Asmodeus and obeys Asmodeus without question. It remains for
an hour, until it or Asmodeus dies, until Asmodeus dismisses it as
an action, or until Asmodeus uses this lair action again.
Regional Effects
The region containing Asmodeus’s lair is warped by its magic,
creating one or more of the following effects:
86 Bestiary
• Devils within 6 miles of the lair serve as the eyes and ears of • Once every 60 feet within 1 mile of the lair, 10-foot diameter,
Asmodeus. 20-foot-high gouts of flame rise from the ground and lava pits.
• Creatures within 6 miles of the lair and not allied with Any creature or object that touches the flame takes 10 (3d6) fire
Asmodeus must make a DC 20 Wisdom saving throw at the damage, though it can take this damage no more than once per
end of each hour or become frightened for an hour. While round.
frightened, the creature will not willingly approach the lair. A
creature that succeeds in the saving throw is immune to this If Asmodeus dies, these effects fade over the course of 1d10 days.
effect for 24 hours.
Asmodeus Dominate. One creature Asmodeus can see within 60 feet of him
must succeed on a DC 27 Wisdom saving throw or be magically
Large Fiend (Devil), Lawful Evil charmed for 1 day. The charmed target obeys Asmodeus's verbal or
telepathic commands. If the target receives a suicidal command, it
Armor Class 24 (natural armor) can repeat the saving throw, ending the effect on a success. If the
Hit Points 375 (30d10 + 210) target successfully saves against the effect, or if the effect on it ends,
Speed 40 ft., fly 120 ft. the target is immune to Asmodeus's Dominate for the next 24 hours.
Asmodeus can have up to three targets affected by Dominate at a
STR DEX CON INT WIS CHA time. If he uses Dominate on another, the effect on the first target
22 (+6) 20 (+5) 24 (+7) 30 (+10) 30 (+10) 30 (+10) ends.
Spellcasting. Asmodeus casts any spell of 7th level or below that has
Saving Throws Dex +14, Int +19, Wis +19, Cha +19 a casting time of one action, requiring only verbal components and
Skills Deception +19, Insight +19, Perception +19, Persuasion +19 using Wisdom as the spellcasting ability (spell save DC 27, +19 to
Damage Resistances lightning, necrotic, radiant hit with spell attacks). Asmodeus can't cast the same spell more than
Damage Immunities cold, fire, poison; bludgeoning, piercing, and once until he has taken a long rest.
slashing from nonmagical attacks that aren't silvered
Condition Immunities charmed, exhaustion, frightened, poisoned Reverie of Nessus (1/Day). While wielding the Ruby Rod, Asmodeus
Senses darkvision 240 ft., truesight 120 ft., passive Perception 29 magically creates a 5-foot radius spherical wall of force centered on
Languages all, telepathy 120 ft. Asmodeus that lasts until the start of Asmodeus's next turn. This
Challenge 30 (155,000 XP) Proficiency Bonus +9 wall of force functions as both the wall of force and the antimagic
field spells. While inside this sphere, Asmodeus can function as if
Aura of Submission. While Asmodeus is wielding the Ruby Rod, a under the time stop spell. In addition, Asmodeus is automatically
creature that starts its turn within 30 feet of Asmodeus must succeed purged of any unwanted physical and magical conditions, enchant-
on a DC 27 Wisdom saving throw, unless Asmodeus is incapacitated. ments or effects, diseases, and maladies (including lost body parts).
On a failed save, the creature is frightened until the start of its next Furthermore, Asmodeus regains all hit points and gains the benefits
turn. While frightened, the creature is stunned. of someone that has completed a long rest.
Discorporation. When Asmodeus drops to 0 hit points or dies, his Teleport. Asmodeus magically teleports, along with any equipment
body is destroyed but his essence travels back to his domain in he is wearing and carrying, up to 120 feet to an unoccupied space he
Nessus, the bottommost layer of the Nine Hells, and is unable to take can see.
physical form for a time.
Reactions
Limited Magic Immunity. Unless he wishes to be affected, Asmodeus
Negate Spell (Recharge 4–6). Asmodeus tries to interrupt a spell he
is immune to spells of 6th level or lower. He has advantage on saving
sees a creature casting within 60 feet of him. If the spell is 4th level
throws against all other spells and magical effects.
or lower, the spell fails and has no effect. If the spell is 5th level or
Legendary Resistance (5/Day). If Asmodeus fails a saving throw, he higher, Asmodeus makes an Intelligence check against a DC of 10 +
can choose to succeed instead. the spell’s level. On a success, the spell fails and has no effect.
Magic Weapons. Asmodeus's weapon attacks are magical.
Legendary Actions
Regeneration. If Asmodeus has at least 1 hit point, he regains 30 hit
points at the start of his turn. Asmodeus can take 4 legendary actions, choosing from the options
below. Only one legendary action option can be used at a time and
Actions only at the end of another creature's turn. Asmodeus regains spent
Multiattack. Asmodeus makes two Ruby Rod attacks and uses his legendary actions at the start of his turn.
Chill Gaze. Alternatively, he can make one Ruby Rod attack and use Chill Gaze. Asmodeus uses his Chill Gaze.
Dominate, Spellcasting, or Teleport. Command Thrall. Asmodeus targets one creature charmed by him
within 120 feet of it. The target uses its reaction to move up to half
Ruby Rod (+5 Mace). Melee Weapon Attack: +20 to hit, reach 10
its speed as Asmodeus directs and make one weapon attack against
ft., one target. Hit: 20 (2d8 + 11) bludgeoning damage plus 18 (4d8)
a visible creature of Asmodeus's choice.
necrotic damage. If the target is a creature, it must make a DC 27
Rod (Costs 2 Actions). Asmodeus makes a Ruby Rod attack.
Constitution saving throw. On a failed save, the creature is stunned
Master Strategist (Costs 2 Actions). Roll d10 for Asmodeus.
until the end of Asmodeus's next turn.
Depending on Asmodeus's choice, the number rolled on the die is
Chill Gaze. Asmodeus turns his magical gaze toward one creature subtracted from an attack roll made against Asmodeus or an ally of
he can see within 120 feet of it. The target must succeed on a DC his choice or a saving throw made against Asmodeus within
24 Constitution saving throw. On a failed save, the creature takes 31 the next minute. Alternatively, the number rolled can be added to
(6d6 + 10) cold damage, can't use reactions, its speed is halved, and it Asmodeus's next ability check, attack roll or saving throw within
can't make more than one attack on its turn. In addition, the creature the next minute, if he so chooses. Asmodeus can keep up to 3
can use either an action or a bonus action on its turn, but not both. Master Strategist dies at a time.
These effects last for 1 minute. The creature can repeat the saving Infernal Magic (Costs 3 Actions). Asmodeus uses Dominate,
throw at the end of each of its turns, ending the effect on itself with a Teleport, or Spellcasting.
successful save. On a successful save, the target takes half as much
damage.
Bestiary 87
and shadows. Erinyes constantly circle the tower, ensuring that
no one gets in or out without Dispater’s approval.
Dispater is the only one who decides who is allowed to go in
and out of the fortress and getting in is a near-impossible task.
There are several ways to get in the tower and all have deadly
consequences. One may try to secure the services of the imps
that loiter along the streets of Dis. These imps usually pose as
mischievous and chattering children and are willing to guide
anyone through the maze-like city and into the fortress for a
price. Adventurers beware though, because the imps’ true goal is
to lure would-be victims to their deaths.
Due to Dispater’s deep paranoia, he prefers to stay in his
fortress and instead send messages to his archdukes through
letters sewed on the bodies of imp servants. These messengers
use a secret passage to travel in and out of the fortress.
Adventurers may attempt to follow the imp as it goes through
the secret passage, though they will need to take great care not
to harm or kill the imp, lest Dispater be alerted.
Dispater's Lair
The halls of the Iron Tower is as labyrinthine as the city it stands
on. Hallways and chambers look identical and no pathway
looks the same after passing through it, leading intruders in a
hopeless, trap-filled, rat race to find Dispater’s throne room.
Dispater’s lair sits at the top of the Iron Tower, underneath the
dome that forms the highest point of the tower. The circular
room has obsidian black walls which are as hot as all the walls
in Dis, and four full-sized windows that Dispater uses to watch
the entire city. In the middle of the room is a dais where Dispater
sits on his iron throne. On one side of the throne is a rack of
Dispater weapons that Dispater has chosen for his private collection. On
The reclusive lord of Dis rules the second layer of Baator with a the other side is a long table full of maps and plans that cover
militaristic grip. Hidden within his main lair, the ominous Iron the second layer and the city of Dis that Dispater uses to create
Tower, Dispater sits on his throne surrounded by the weapons, his security and construction plans. Lined up against the walls
treasures and scrolls of secrets he has gained throughout are the numerous scrolls of secrets that Dispater himself guards
millennia. The Lord of Iron stands at an imposing height of 7 with magic connected to his life force.
feet, with steel-like, bluish skin that is cold to the touch. His black Anyone who tries to reach the main lair and challenge the Lord
hair is always swept back, prominently showing the two horns on of Iron will need to contend with the room’s unbearable heat and
his forehead. Dispater prefers to roam his castle in resplendent Dispater’s aura of fear. Any weapon or armor that he touches
regalia, but underneath the royal robe is a unique adamantine rust almost immediately. Opponents will also have to deal with
armor that he personally crafted and designed to protect him his ability to teleport and summon devils to fight for him, as well
from any attack no matter how powerful. The armor gleams in as his ability to force opponents to relive painful and shameful
the darkness, imbued with magical charms that allows him to memories.
teleport to safety if he is about to be harmed. Always cautious and
prepared, Dispater has a gleaming black iron rod with his symbol Lair Actions
at the top serving as his badge of office.
On initiative count 20 (losing initiative ties), Dispater can take
Arms Dealer. Dispater trades in iron and secrets. The most
one of the following lair actions; he can’t take the same lair
vicious weapons in all nine layers of Hell come from Dis and
action two rounds in a row:
Dispater sits at the top of all arms deals, selling weapons and
armor to both sides of any battle. The most powerful weapons,
• Dispater casts wall of iron (Appendix C. New Spells), requiring
however, are in the hands of his archdukes and trusted
only verbal components and using Charisma as the spellcasting
commanders, with a select few stored in his throne room for his
ability (spell save DC 24). The wall lasts for 1 minute, until
own use.
Dispater uses this lair action again, or until Dispater dies or is
Within the main chamber of the tower sits a mound of scrolls
incapacitated.
full of secrets that Dispater has collected throughout his life. This • Dispater causes iron chains to rise from an area on the ground,
veritable treasure trove of knowledge has been the object of envy walls, and ceiling in a 20-foot square that he can see. They last
among the other lords, seeing it as a new source of advantage until the next initiative count 20. Each creature in that area when
over each other. The secrets that Dispater has collected has the chains appear must succeed on a DC 24 Strength saving
always come at a price. Creatures will often bargain their souls as throw or be restrained until the chains disappear or until Dispater
payment for the answer to a secret, which Dispater always gladly releases them (no action required).
collects to fuel his soul harvesters. • Dispater magically summons 2d6 merregons (Mordenkainen
The Iron Tower. Dispater rarely leaves his fortress, preferring Presents: Monsters of the Multiverse, pg. 179) or 1 erinyes (MM,
to stay inside his libraries and workshops as he watches over Dis pg. 173). They appear in unoccupied spaces within 120 feet of
through the eyes of his minions. The Iron Tower stands in the Dispater and obeys Dispater without question. It remains for an
middle of Dis, and always looks like it is farther than it seems. The hour, until it or Dispater dies, until Dispater dismisses it as an
tower is completely black and is always enveloped in dark mists action, or until Dispater uses this lair action again.
88 Bestiary
Regional Effects • Once every 60 feet within 1 mile of the lair, 20-foot radius areas
The region containing Dispater’s lair is warped by its magic, on the ground are covered with sharp iron nails and spikes.
creating one or more of the following effects: These areas are difficult terrain. When a creature moves into or
within the area, it takes 5 (2d4) piercing damage for every 5 feet
it travels. Creatures must make a DC 15 Wisdom (Perception)
• The air within 6 miles of the lair smells of rust.
check to recognize the terrain as hazardous before entering it.
• Creatures within 6 miles of the lair that aren't protected from
intense, unbearable heat must make a DC 20 Constitution
If Dispater dies, these effects fade over the course of 1d10 days.
saving throw at the end of every hour or gain one level of
exhaustion.
Dispater restrained. It must repeat the saving throw at the end of its next
turn. On a success, the effect ends. On a failure, the creature is
Medium Fiend (Devil), Lawful Evil turned into iron for 24 hours.
2. Corrode. If the target is a metallic object, or is wearing metal
Armor Class 23 (+5 adamantine plate) armor or carrying a metal shield (Dispater's choice), its takes a
Hit Points 312 (25d8 + 200) permanent and cumulative -2 penalty to the AC it offers. Armor
Speed 30 ft. reduced to an AC of 10 or a shield that drops to a +0 bonus is
destroyed.
STR DEX CON INT WIS CHA
26 (+8) 12 (+1) 26 (+8) 24 (+7) 22 (+6) 26 (+8) Daggers of Dispater. Dispater conjures a barrage of flying daggers
that unerringly strike each creature of Dispater's choice that he can
see within a 60-foot cone. Each target must make a DC 24 Dexterity
Saving Throws Str +16, Con +16, Wis +14, Cha +16 saving throw, taking 10 (4d4) force damage and 10 (4d4) necrotic
Skills Insight +14, Perception +14, Persuasion +16, Survival +14 damage on a failed save, or half as much damage on a successful
Damage Resistances cold one.
Damage Immunities fire, poison; bludgeoning, piercing, and
slashing from nonmagical attacks that aren't adamantine Dark Discomfiture (Recharge 5–6). Dispater magically forces
Condition Immunities charmed, exhaustion, frightened, poisoned creatures to instantly relive painful and shameful memories in
Senses darkvision 240 ft., truesight 120 ft., passive Perception 24 excruciating detail. Each visible creature of Dispater's choice within
Languages all, telepathy 120 ft. 30 feet of him must succeed on a DC 24 Charisma saving throw.
Challenge 25 (75,000 XP) Proficiency Bonus +8 On a failed save, a creature takes 36 (8d8) psychic damage and is
incapacitated for 1 minute. An incapacitated creature can repeat
Fear Aura. A creature that starts its turn within 20 feet of Dispater the saving throw at the end of each of its turns, ending the effect on
must succeed on a DC 24 Wisdom saving throw, unless Dispater is itself on a success. On a successful save, a creature takes half as
incapacitated. On a failed save, the creature is frightened until the much damage and isn't incapacitated.
start of its next turn. If a creature's saving throw is successful, the Teleport. Dispater magically teleports, along with any equipment he
creature is immune to Dispater's Fear Aura for the next 24 hours. is wearing and carrying, up to 120 feet to an unoccupied space he
Legendary Resistance (3/Day). If Dispater fails a saving throw, he can see.
can choose to succeed instead. Spellcasting. Dispater casts one of the following spells, requiring no
Magic Resistance. Dispater has advantage on saving throws against material components and using Charisma as the spellcasting ability
spells and other magical effects. (spell save DC 24):
At will: alter self (can become Large when changing his
Magic Weapons. Dispater's weapon attacks are magical.
appearance), detect magic, heat metal (6th level), suggestion
Regeneration. Dispater regains 20 hit points at the start of his turn. 2/day each: blade barrier, charm monster, dispel magic, plane shift,
If he takes radiant damage, this trait doesn't function at the start of unholy weapon*, wall of iron*
its next turn. Dispater dies only if he starts its turn with 0 hit points 1/day each: forcecage, invulnerability, Mordenkainen's sword, unholy
and doesn't regenerate. aura*
Rust Metal. Any nonmagical weapon made of metal that hits * (see Appendix C. New Spells)
Dispater instantly corrodes. After dealing damage, the weapon is
destroyed.
Reactions
When a creature hits Dispater with a magical weapon made of Vexing Defense (Recharge 5–6). When Dispater is hit by an attack
metal and deals damage, it must succeed on a DC 24 Wisdom roll, Dispater gives himself a +5 bonus to his AC until the start of
saving throw with advantage on the roll. On a failed save, the his next turn, which can cause the triggering attack roll to miss.
weapon takes a permanent and cumulative -1 penalty to damage Additionally, Dispater magically teleports, along with any equipment
rolls. If its penalty drops to -5, the weapon is destroyed. he is wearing and carrying, up to 60 feet to an unoccupied space he
Ammunition made of metal that hits Dispater is destroyed after can see.
dealing damage. Legendary Actions
Actions Dispater can take 3 legendary actions, choosing from the options
Multiattack. Dispater makes two Iron Rod attacks. Alternatively, he below. Only one legendary action option can be used at a time and
can make one Iron Rod Attack and use Spellcasting. only at the end of another creature's turn. Dispater regains spent
legendary actions at the start of his turn.
Iron Rod. Melee Weapon Attack: +16 to hit, reach 10 ft., one target.
Hit: 21 (3d8 + 8) force damage, and the target must succeed on a Iron Strike. Dispater makes an Iron Rod attack or uses Daggers of
DC 24 Constitution saving throw. On a failed save, Dispater can Dispater.
choose one of two effects: Infernal Magic (Costs 2 Actions). Dispater uses Teleport or
1. Flesh to Iron. The creature begins to turn to iron and is Spellcasting.
Bestiary 89
to study under Mephistopheles or offer him new knowledge. These
unfortunate visitors soon find themselves the fancy of the Lord of
Eight and are soon unwillingly bound to a contract and forced to
toil in the vast libraries and research laboratories of Cania for all
eternity.
Mephistopheles's Lair
The Citadel of Mephistar is the manor of Mephistopheles.
Perched on top of the tallest point of Cania and surrounded
by glaciers, Mephistar acts as the Lord of Eight’s main
laboratory. The entire citadel is colder than Cania, and the
citadel's inhabitants, who are mostly scholars, sages, and
wizards, have learned not to touch the walls for fear of
freezing their limbs instantly. This design was not made to
punish the dwellers though. Mephistar was brought to lower
than freezing temperatures so that the citadel could sustain
Mephistopheles’ hellfire experiments. Some areas that house
the strongest hellfire experiments have already started to melt
and are creating icy pools on the floor. While these pools are
a trivial matter to its denizens, naïve wanderers and intruders
may find themselves frozen in an icy pool of water or dying of
hypothermia.
The hallway to Mephistopheles lair is lined with various
ports and hidden holes that blast hellfire from time to time.
While others may see this as a trap, Mephistopheles only
designed this for his amusement. In the middle of his lair,
Mephistopheles sits on a slowly melting throne, with a
“moat” of icy water surrounding the dais. The temperature
in the room can change depending on Mephistopheles’ whim.
Adventurers who wish to defeat the Lord of Eight will have
to deal with extreme heat and cold as they battle Mephistopheles.
Mephistopheles The archduke is an archmage and can emit an aura of hellfire from
Mephistopheles, the Lord of Cania, is the Archduke of the eighth his body at will. As the true master of hellfire, Mephistopheles can
layer of Hell. Steeped in research and acquisition of knowledge, disintegrate opponents through hellfire with nothing but a gaze.
Mephistopheles has spent countless millennia on the study of While Mephistopheles possesses all of these powers, he perceives
arcane magic. The expanse of his research has attracted the combat as trivial and will have his subordinates and the ice devils
attention of other archdukes, most notably Dispater, the lord of he summons to fight for him.
the second, who now regularly sends envoys to Cania in case
Mephistopheles stumbles upon new knowledge that could be Lair Actions
useful to the Lord of Dis. The most prominent research on On initiative count 20 (losing initiative ties), Mephistopheles can
Mephistopheles’ table is that of hellfire magic. While he is the only take one of the following lair actions; he can’t take the same lair
one who has mastered the use of hellfire magic, Mephistopheles action two rounds in a row:
willingly imparts the power to influential people and devoted • Mephistopheles targets one creature he can see within his lair.
followers in order to build up and strengthen his cult following. The target must make a DC 23 Dexterity saving throw, taking 14
Irritable Lord. On the surface, he has a calm demeanor like (4d6) fire damage and 14 (4d6) necrotic damage on a failed save,
that of a well-educated and sophisticated gentleman. But as or half as much on a successful one. If the target dies, its soul is
Asmodeus's foremost wizard of the Nine Hells, Mephistopheles funneled into the River Styx, where it’s reborn instantly as a lemure
is impatient and unforgiving, and is prone to killing minions devil. The creature can be restored to life only by means of a wish
and other creatures that he may perceive to be distractions or spell followed by a true resurrection spell.
annoyances to him. Over 9 feet tall with red skin, a muscular body, • Mephistopheles targets a point he can see within 120 feet of him.
leathery bat wings, two curved great horns, long black hair, and Each creature in a 30-foot-radius sphere centered on that point
yellow eyes, Mephistopheles’ appearance is that of a traditional must make a DC 24 Constitution saving throw. On a failed save, a
devil that mortals perceive. He wears a long, black cape and creature takes 13 (3d8) cold damage and is restrained by ice for
always carries his ranseur, a vicious three-pronged staff through 1 minute. As an action, the restrained target can make a DC 24
which he can channel his hellfire magic. Strength check, breaking the ice on a success. The ice can also be
attacked and destroyed (AC 13; hp 25; vulnerability to fire damage;
Cania. Adventurers who dream of going to Cania will need
immunity to cold, poison, and psychic damage). On a successful
to survive the frigid temperature that it offers. Without any
save, a creature takes half as much damage and isn't restrained by
protection, any creature will freeze to death in seconds while
ice.
exposed to Cania’s punishing weather. Mephistopheles chooses to
• Mephistopheles magically summons 1 ice devil (MM, pg. 75). It
keep the entire layer of Cania under freezing temperatures and ice
appears in an unoccupied space within 120 feet of Mephistopheles
storms to deter unwanted visitors. Anyone wishing to visit Cania and obeys Mephistopheles without question. It remains for an hour,
will need to sign a written approval from Mephistopheles himself until it or Mephistopheles dies, until Mephistopheles dismisses it as
which grants visitors protection from the cold weather, but also an action, or until Mephistopheles uses this lair action again.
makes them subject to Mephistopheles's Word of Injunction. Most
visitors are loyal worshipers and powerful wizards who would like
90 Bestiary
Regional Effects must succeed on a DC 10 Constitution saving throw at the
The region containing Mephistopheles’s lair is warped by its end of its turn or lose its concentration on the spell unless the
magic, creating one or more of the following effects: creature is sheltered against the elements (for example, in an
igloo).
• Perpetual blizzards rampage within 6 miles of the lair. Ranged
• Creatures within 6 miles of the lair that aren't protected from
weapon attack rolls and Wisdom (Perception) checks have
extreme cold must make a DC 20 Constitution saving throw at
disadvantage. The wind extinguishes open flames, disperses
the end of every hour or gain one level of exhaustion.
fog, erases tracks in the snow, and makes flying by nonmagical
means nearly impossible. Visibility in a blizzard is reduced to 30 If Mephistopheles dies, these effects fade over the course of 1d10
feet. Any creature that is concentrating on a spell in a blizzard days.
Mephistopheles crippling pain and any speed it has can be no higher than 10 feet.
The target also has disadvantage on attack rolls, ability checks, and
Large Fiend (Devil), Lawful Evil saving throws, other than Constitution saving throws. Finally, if the
target tries to cast a spell, it must first succeed on a Constitution
Armor Class 22 (natural armor) saving throw, or the casting fails and the spell is wasted.
Hit Points 325 (26d10 + 182) A target suffering this pain can make a DC 24 Constitution saving
Speed 40 ft., fly 80 ft. throw at the end of each of its turns. On a successful save, the pain
effect ends.
STR DEX CON INT WIS CHA
20 (+5) 18 (+4) 24 (+7) 26 (+8) 26 (+8) 27 (+8) Teleport. Mephistopheles magically teleports, along with any
equipment he is wearing and carrying, up to 120 feet to an
unoccupied space he can see.
Saving Throws Dex +12, Int +16, Wis +16, Cha +16
Skills Arcana +16, History +16, Investigation +16, Perception +16, Spellcasting. Mephistopheles can cast the following spells,
Persuasion +16, Religion +16 requiring no material components, and using Intelligence as his
Damage Resistances bludgeoning, piercing, and slashing from spellcasting ability (spell save DC 24, +16 to hit with spell attacks):
nonmagical attacks that aren't silvered At will: alter self (can become Medium when changing its
Damage Immunities cold, fire, poison appearance), detect magic, mage hand, ray of frost (4d8)
Condition Immunities charmed, exhaustion, frightened, poisoned 3/day each: chain lightning, charm monster, cone of cold, dispel
Senses darkvision 240 ft., truesight 120 ft., passive Perception 26 magic, fireball, Otiluke's resilient sphere, plane shift, suggestion,
Languages all, telepathy 120 ft. telekinesis, wall of fire
Challenge 27 (105,000 XP) Proficiency Bonus +8 1/day each: dominate monster, etherealness, forcecage, meteor
swarm, symbol (as an action)
Legendary Resistance (3/Day). If Mephistopheles fails a saving
throw, he can choose to succeed instead. Bonus Actions
Hellfire Aura. Mephistopheles activates or deactivates this infernal
Magic Resistance. Mephistopheles has advantage on saving throws
aura. While active, Mephistopheles emits an aura of diabolic fire,
against spells and other magical effects.
appearing swathed in dark searing flames. A creature that starts its
Magic Weapons. Mephistopheles's weapon attacks are magical. turn within 10 feet of Mephistopheles, or touches him or hits him
with a melee attack while within 10 feet of him and the Hellfire Aura
Regeneration. Mephistopheles regains 20 hit points at the start of
is active takes 7 (2d6) fire damage and 7 (2d6) necrotic damage. Any
his turn. If he takes radiant damage, this trait doesn't function at the
humanoid killed by Hellfire Aura has its soul funneled into the River
start of his next turn. Mephistopheles dies only if he starts his turn
Styx, where it’s reborn instantly as a lemure devil. The creature can
with 0 hit points and doesn't regenerate.
be restored to life only by means of a wish spell followed by a true
Actions resurrection spell.
Multiattack. Mephistopheles makes two Ranseur attacks. Reactions
Alternatively, he can make one Ranseur attack and use Spellcasting.
Absorb Spell (Recharge 5–6). Mephistopheles tries to interrupt
Ranseur. Melee Weapon Attack: +13 to hit, reach 10 ft., one target. a spell he sees a creature casting within 60 feet of him. If the
Hit: 21 (3d10 + 5) force damage plus 16 (3d10) cold, fire, or spell is 4th level or lower, the spell fails and has no effect, and
lightning damage (Mephistopheles's choice). Mephistopheles regains hit points equal to the twice the spell's level.
If the spell is 5th level or higher, Mephistopheles makes a Charisma
Hellfire Gaze (Recharge 5–6). Unless Mephistopheles is blinded, his
check against a DC of 10 + the spell’s level. On a success, the spell
eyes emit hellfire in a 120-foot line that is 5 feet wide. Each creature
fails and has no effect.
in that line must make a DC 23 Dexterity saving throw, taking 21
(6d6) fire damage and 21 (6d6) necrotic damage on a failed save, or Protective Shield (4/Day). When Mephistopheles is hit by an attack
half as much on a successful one. Any humanoid killed by Hellfire roll, Mephistopheles gains a +5 bonus to his AC until the start of the
Gaze has its soul funneled into the River Styx, where it’s reborn his next turn, which can cause the triggering attack roll to miss.
instantly as a lemure devil. The creature can be restored to life only
by means of a wish spell followed by a true resurrection spell. Legendary Actions
Mephistopheles can take 3 legendary actions, choosing from the
Word of Injunction (1/Day). Mephistopheles utters a dreadful
options below. Only one legendary action option can be used at a
word of power that can compel one creature he can see within 60
time and only at the end of another creature's turn. Mephistopheles
feet to die instantly or be assailed with waves of intense pain. The
regains spent legendary actions at the start of his turn.
creature must have entered into a legally binding contract with
Mephistopheles beforehand. Otherwise, it has no effect. Ranseur. Mephistopheles makes one Ranseur attack.
If the target has 150 hit points or less, Mephistopheles can choose Infernal Magic (Costs 2 Actions). Mephistopheles uses
to have its hit points reduced to 0 and its corpse reduced to ashes. Spellcasting or Teleport.
Otherwise, Mephistopheles can cause the target to be affected by
Bestiary 91
Dire Corbies
Dire Corby
Dire corbies are denizens of the Underdark that resemble
humanoid avians with brutish features. Although they have
a measure of intelligence, these savage creatures barely have
any societal structure and do not often use tools. They nest in
underground cliff-side caves and normally hunt their prey by
leaping down from ceilings or overhangs to rend targets with their
claws. When attacking as a pack, they turn into a savage frenzy
and become nearly suicidal.
92 Bestiary
Dracolisks
Dracolisk
The dreaded dracolisk is an extremely rare
crossbreed between a dragon and a
basilisk.
The dracolisk appears at first glance
like a typical dragon, with its same
chromatic skin and typical batlike
wings. However, it has three pairs
of legs that end with razor sharp
claws.
Just like a
dragon, the dracolisk has a
breath weapon. What makes
it more dangerous is its deadly
ability to petrify opponents with its
gaze just like a basilisk's.
Presented below are the stats
of an ancient, adult, and young
dracolisk of the black dragon
variety.
Adult Dracolisk throw at the end of its next turn. On a success, the effect ends. On a
failure, the creature is petrified until freed by the greater restoration
Large Dragon, Typically Chaotic Evil
spell or other magic.
A creature that isn't surprised can avert its eyes to avoid the saving
Armor Class 17 (natural armor)
throw at the start of its turn. If it does so, it can't see the dracolisk
Hit Points 152 (16d10 + 64)
until the start of its next turn, when it can avert it s eyes again. If it
Speed 30 ft., fly 60 ft., swim 30 ft.
looks at the dracolisk in the meantime, it must immediately make
the save.
STR DEX CON INT WIS CHA If the dracolisk sees its reflection within 30 feet of it in bright light,
20 (+5) 12 (+1) 18 (+4) 8 (-1) 12 (+1) 12 (+1) it mistakes itself for a rival and targets itself with its gaze.
Bestiary 93
Ancient Dracolisk Actions
Huge Dragon, Typically Chaotic Evil Multiattack. The dracolisk can use its Frightful Presence. It then
makes one Bite attack and two Claw attacks.
Armor Class 18 (natural armor) Bite. Melee Weapon Attack: +13 to hit, reach 10 ft., one target.
Hit Points 225 (18d12 + 108) Hit: 20 (2d12 + 7) piercing damage plus 4 (1d8) acid damage and 4
Speed 30 ft., fly 60 ft., swim 30 ft. (1d8) poison damage.
Claw. Melee Weapon Attack: +13 to hit, reach 5 ft., one target.
STR DEX CON INT WIS CHA Hit: 14 (2d6 + 7) slashing damage.
24 (+7) 12 (+1) 22 (+6) 10 (+0) 14 (+2) 14 (+2)
Tail. Melee Weapon Attack: +13 to hit, reach 5 ft., one target.
Hit: 16 (2d8 + 7) bludgeoning damage.
Saving Throws Dex +7, Con +12, Wis +8, Cha +8
Skills Perception +14, Stealth +7 Frightful Presence. Each creature of the dracolisk's choice that is
Damage Immunities acid within 120 feet of the dracolisk and aware of it must succeed on a
Senses blindsight 60 ft., darkvision 120 ft., passive Perception 24 DC 16 Wisdom saving throw or become frightened for 1 minute. A
Languages Draconic creature can repeat the saving throw at the end of each of its turns,
Challenge 20 (25,000 XP) Proficiency Bonus +6 ending the effect on itself on a success. If a creature's saving throw
is successful or the effect ends for it, the creature is immune to the
dracolisk's Frightful Presence for the next 24 hours.
Amphibious. The dracolisk can breath air and water.
Acid Breath (Recharge 5–6). The dracolisk exhales acid in a 15-foot
Legendary Resistance (3/Day). If the dracolisk fails a saving throw, line that is 5 feet wide. Each creature in that area must make a DC
it can choose to succeed instead. 20 Constitution saving throw, taking 58 (13d8) acid damage on a
Petrifying Gaze. If a creature starts its turn within 60 feet of the failed save, or half as much damage on a successful one.
dracolisk and the two of them can see each other, the dracolisk can
force the creature to make a DC 20 Constitution saving throw if the Legendary Actions
dracolisk isn't incapacitated. On a failed save, the creature magically The dracolisk can take 3 legendary actions, choosing from the
begins to turn to stone and is restrained. It must repeat the saving options below. Only one legendary action option can be used at a
throw at the end of its next turn. On a success, the effect ends. On a time and only at the end of another creature's turn. The dracolisk
failure, the creature is petrified until freed by the greater restoration regains spent legendary actions at the start of its turn.
spell or other magic. Detect. The dracolisk makes a Wisdom (Perception) check.
A creature that isn't surprised can avert its eyes to avoid the saving Tail Attack. The dracolisk makes a Tail attack.
throw at the start of its turn. If it does so, it can't see the dracolisk Wing Attack (Costs 2 Actions). The dracolisk beats its wings. Each
until the start of its next turn, when it can avert it s eyes again. If it creature within 10 feet of the dracolisk must succeed on a DC 21
looks at the dracolisk in the meantime, it must immediately make Dexterity saving throw or take 14 (2d6 + 7) bludgeoning damage
the save. and be knocked prone. The dracolisk can then fly up to half its
If the dracolisk sees its reflection within 30 feet of it in bright light, flying speed.
it mistakes itself for a rival and targets itself with its gaze.
Young Dracolisk dracolisk isn't incapacitated. On a failed save, the creature magically
begins to turn to stone and is restrained. It must repeat the saving
Medium Dragon, Typically Chaotic Evil
throw at the end of its next turn. On a success, the effect ends. On a
failure, the creature is petrified until freed by the greater restoration
Armor Class 16 (natural armor)
spell or other magic.
Hit Points 45 (7d8 + 14)
A creature that isn't surprised can avert its eyes to avoid the saving
Speed 25 ft., fly 50 ft., swim 25 ft.
throw at the start of its turn. If it does so, it can't see the dracolisk
until the start of its next turn, when it can avert it s eyes again. If it
STR DEX CON INT WIS CHA looks at the dracolisk in the meantime, it must immediately make
16 (+3) 12 (+1) 14 (+2) 6 (-2) 10 (+0) 10 (+0) the save.
If the dracolisk sees its reflection within 30 feet of it in bright light,
it mistakes itself for a rival and targets itself with its gaze.
Saving Throws Dex +3, Con +4, Wis +2, Cha +2
Skills Perception +4, Stealth +3 Actions
Damage Immunities acid
Senses blindsight 10 ft., darkvision 60 ft., passive Perception 14 Bite. Melee Weapon Attack: +5 to hit, reach 10 ft., one target.
Languages Draconic Hit: 9 (1d12 + 3) piercing damage plus 3 (1d6) acid damage and 3
Challenge 4 (1,100 XP) Proficiency Bonus +2 (1d6) poison damage.
Acid Breath (Recharge 5–6). The dracolisk exhales acid in a 15-foot
Amphibious. The dracolisk can breath air and water. line that is 5 feet wide. Each creature in that area must make a DC
12 Constitution saving throw, taking 27 (6d8) acid damage on a
Petrifying Gaze. If a creature starts its turn within 30 feet of the failed save, or half as much damage on a successful one.
dracolisk and the two of them can see each other, the dracolisk can
force the creature to make a DC 12 Constitution saving throw if the
94 Bestiary
Draegloths
Draegloth Abomination
Draegloth abominations are physically larger, stronger,
and more feral specimens compared to their kind. In
addition, they also have the ability to weave steel-like
webbing from their smaller arms, trapping hapless victims
who are then ripped apart by their larger clawed arms.
Draegloth Abomination
Large Fiend (Demon), Typically Chaotic Evil
Bestiary 95
Dragons
Juvenile Dragons
Juvenile dragons range
anywhere from 26 to 50
years old, and are at the
stage where they are now
out in the wild and looking
to establish their own lair.
Juveniles tend to travel
far from their parents’ lair
to avoid encroaching in
their territory. Adventurers
often mistake juveniles to
be younger and weaker, and
while juveniles may not be
as powerful as their adult
brethren, they still pose a threat
considerable enough to be taken
seriously.
Actions Actions
Multiattack. The dragon makes one Bite attack and two Claw Multiattack. The dragon makes one Bite attack and two Claw
attacks. attacks.
Bite. Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Bite. Melee Weapon Attack: +7 to hit, reach 10 ft., one target.
Hit: 12 (2d8 + 3) piercing damage plus 3 (1d6) acid damage. Hit: 13 (2d8 + 4) piercing damage plus 4 (1d8) lightning damage.
Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., one target.
Hit: 8 (2d4 + 3) slashing damage. Hit: 9 (2d4 + 4) slashing damage.
Acid Breath (Recharge 5–6). The dragon exhales acid in a 30-foot Lightning Breath (Recharge 5–6). The dragon exhales lightning in a
line that is 5 feet wide. Each creature in that area must make a DC 30-foot line that is 5 feet wide. Each creature in that area must make
13 Dexterity saving throw, taking 31 (7d8) acid damage on a failed a DC 14 Dexterity saving throw, taking 33 (6d10) lightning damage
save, or half as much damage on a successful one. on a failed save, or half as much damage on a successful one.
96 Bestiary
Juvenile Green Dragon Juvenile Red Dragon
Large Dragon, Typically Lawful Evil Large Dragon, Typically Chaotic Evil
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
17 (+3) 12 (+1) 15 (+2) 15 (+2) 12 (+1) 14 (+2) 21 (+5) 10 (+0) 19 (+4) 13 (+1) 11 (+0) 17 (+3)
Saving Throws Dex +4, Con +5, Wis +4, Cha +5 Saving Throws Dex +3, Con +7, Wis +3, Cha +6
Skills Deception +5, Perception +7, Stealth +4 Skills Perception +6, Stealth +3
Damage Immunities poison Damage Immunities fire
Senses blindsight 10 ft., darkvision 60 ft., passive Perception 17 Senses blindsight 10 ft., darkvision 60 ft., passive Perception 16
Languages Draconic Languages Draconic
Challenge 5 (1,800 XP) Proficiency Bonus +3 Challenge 7 (2,900 XP) Proficiency Bonus +3
Bestiary 97
Juvenile White Dragon
Juvenile white dragons make their lairs near sea ice or frozen ice and the availability of their prey - which consists mostly of seal,
coastlines. The sea ice is vast and ever-changing. Because of this, sea lion, walrus, whale, and the occasional humanoid.
a juvenile white dragon's territory can be enormous—far greater They fear and avoid frost giants, because the latter tend to
than any other species of dragon. The size of a juvenile white capture young white dragons and use them as guards and scouts.
dragon's range depends on two main factors: the quality of the sea
Juvenile White Dragon Ice Walk. The dragon can move across and climb icy surfaces
without needing to make an ability check. Additionally, difficult
Large Dragon, Typically Chaotic Evil
terrain composed of ice or snow doesn't cost it extra movement.
Armor Class 16 (natural armor) Actions
Hit Points 76 (9d10 + 27)
Speed 40 ft., burrow 20 ft., fly 80 ft., swim 40 ft. Multiattack. The dragon makes one Bite attack and two Claw
attacks.
Bite. Melee Weapon Attack: +5 to hit, reach 10 ft., one target.
STR DEX CON INT WIS CHA
Hit: 8 (1d10 + 3) piercing damage plus 2 (1d4) cold damage.
16 (+3) 10 (+0) 16 (+3) 5 (-3) 11 (+0) 11 (+0)
Claw. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.
Saving Throws Dex +2, Con +5, Wis +2, Cha +2 Hit: 6 (1d6 + 3) slashing damage.
Skills Perception +4, Stealth +2 Cold Breath (Recharge 5–6). The dragon exhales cold in a 30-foot
Damage Immunities cold cone. Each creature in that area must make a DC 13 Constitution
Senses blindsight 10 ft., darkvision 60 ft., passive Perception 14 saving throw, taking 27 (6d8) cold damage on a failed save, or half
Languages Draconic as much damage on a successful one.
Challenge 4 (1,100 XP) Proficiency Bonus +2
98 Bestiary
Dragonnes
Dragonne
A dragonne is a very rare subspecies
of dragon that appear to be a cross
between a lion and a dragon. An adult
dragonne is about 8 feet tall at the shoulder
and has a 16-foot long body of a lion covered
in either lion fur or dragon colored scales and
sporting a pair of dragon wings.
Territorial Predators. Dragonnes live in the
dense jungles and savannahs. They are very
territorial creatures but will also often let out
warning roars to scare would-be intruders.
Those that do not take heed, however, become
prey and are treated to the full brunt of the
dragonne’s roar, a thunderous rumble that
weakens the body and the mind, allowing the
dragonne to tear apart and rend its targets.
Adult Dragonne
Huge Dragonne, Typically Neutral
Stunning Pounce. If the dragonne moves at least 30 feet straight Armor Class 15 (natural armor)
toward a creature and then hits it with a Claw attack on the same Hit Points 102 (12d10 + 36)
turn, that target must succeed on a DC 18 Strength saving throw or Speed 40 ft., fly 80 ft.
be knocked prone and stunned until the end of the dragonne's next
turn.
STR DEX CON INT WIS CHA
Actions 19 (+4) 12 (+1) 17 (+3) 6 (-2) 12 (+1) 12 (+1)
Multiattack. The dragonne makes one Bite attack and two Claw
attacks. Skills Perception +4, Stealth +4
Senses darkvision 60 ft., passive Perception 14
Bite. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Languages Draconic
Hit: 16 (3d6 + 6) piercing damage. Challenge 5 (1,800 XP) Proficiency Bonus +3
Claw. Melee Weapon Attack: +10 to hit, reach 5 ft., one target.
Hit: 16 (3d6 + 6) slashing damage. Stunning Pounce. If the dragonne moves at least 30 feet straight
toward a creature and then hits it with a Claw attack on the same
Roar (Recharge 5–6). The dragonne emits a magical roar. Each turn, that target must succeed on a DC 15 Strength saving throw or
creature within 120 feet that can hear its roar must succeed on a be knocked prone and stunned until the end of the dragonne's next
DC 16 Wisdom saving throw or gain 2 levels of exhaustion. turn.
Legendary Actions Actions
The dragonne can take 3 legendary actions, choosing from the
Multiattack. The dragonne makes one Bite attack and two Claw
options below. Only one legendary action option can be used at a
attacks.
time and only at the end of another creature's turn. The dragonne
regains spent legendary actions at the start of its turn. Bite. Melee Weapon Attack: +7 to hit, reach 10 ft., one target.
Detect. The dragonne makes a Wisdom (Perception) check. Hit: 11 (2d6 + 4) piercing damage.
Bite. The dragonne makes a Bite attack. Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., one target.
Wing Attack (Costs 2 Actions). The dragonne beats its wings. Each Hit: 11 (2d6 + 4) slashing damage.
creature within 15 feet of the dragonne must succeed on a DC 18
Dexterity saving throw or take 13 (2d6 + 6) bludgeoning damage Roar (Recharge 5–6). The dragonne emits a magical roar. Each
and be knocked prone. The dragonne can then fly up to half its creature within 60 feet that can hear its roar must succeed on a DC
flying speed. 14 Wisdom saving throw or gain 1 level of exhaustion.
Bestiary 99
Dragonspawns
Dragonspawns
The deity Tiamat continuously seeks to escape its infernal
prison and return to the Prime Material Plane. To that end,
it has empowered its most gifted followers to create the
Dragonspawn from various beasts and monstrous eggs. These
spawns of Tiamat have a sliver of Tiamats’ power and are born
to spread chaos and destruction, and help prepare the deity's
return.
Tiamat's Sentinels. Dragonspawn reach maturity in just a few
years, never reaching sizes bigger than Large, and leave the nest
to strike out on their own, preferring to stay in environments
similar to those favored by their parents. They nest with other
dragonspawn or even other races so long as they have the same
objectives. They are normally found in the company of Tiamat's
followers, such as the Cult of the Dragon and kobolds, often
serving as guards.
All dragonspawn are loyal to Tiamat’s cause and have adopted
Tiamat’s temperament when it comes to dealing with other races,
which is to say they look down on all non-Dragons and they hate
good-aligned Dragons with a vengeance.
Blackspawn Stalker
This nightmarish creature looks like a young black dragon whose
body has bloated into a spiders’ proportions. It has lost its wings
and in exchange has two spinneret tails that weave webbing, six
arachnid limbs and four pairs of eyes that glow a sickly yellow as
it hunts for prey.
The blackspawn stalker prefers to live in temperate swamps or
dark forests where they lay clutches of eggs in multiple locations
to increase chances of hatching.
Ambush Hunter. The blackspawn stalkers is an expert trap
hunter, spinning webs on the forest floor or the treetops to waylay
unsuspecting wanderers with. It then spits caustic webbing at
its prey to pin them down before lunging at them for a bite and
bludgeoning them with its tails.
Blackspawn Stalker damage with its weapon attack if it hits a creature that doesn't have
all its hit points.
Large Dragon, Typically Chaotic Evil
Actions
Armor Class 16 (natural armor)
Multiattack. The blackspawn stalker makes one Bite attack and two
Hit Points 95 (10d10 + 40)
Tail attacks.
Speed 40 ft.
Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13
STR DEX CON INT WIS CHA (2d8 + 4) piercing damage plus 4 (1d8) acid damage and 4 (1d8)
17 (+3) 18 (+4) 18 (+4) 5 (-3) 12 (+1) 8 (-1) poison damage. The target must succeed on a DC 15 Constitution
saving throw or be poisoned for 1 minute.
Skills Perception +4, Stealth +7 Tail. Melee Weapon Attack: +7 to hit, reach 5 ft., one target.
Damage Immunities acid Hit: 8 (1d8 + 4) bludgeoning damage.
Senses blindsight 10 ft., darkvision 60 ft., passive Perception 14
Acid Web Spray (Recharge 5–6). The blackspawn stalker emits
Languages understands Draconic but can't speak
noxious webbing in a line that is 30 feet long and 10 feet wide. Each
Challenge 5 (1,800 XP) Proficiency Bonus +3
creature in that line must succeed on a DC 15 Dexterity saving
throw or take 18 (4d8) acid damage and be restrained by webbing.
Spider Climb. The blackspawn stalker can climb difficult surfaces, A creature that starts its turn restrained takes 4 (1d8) acid damage.
including upside down on ceilings, without needing to make an As an action, the restrained creature can make a DC 15 Strength
ability check. check, escaping from the webbing on a success. The effect ends
Web Sense. While in contact with a web, the blackspawn stalker if the webbing is destroyed. The webbing has AC 10, 5 hit points,
knows the exact location of any creature in contact with the same vulnerability to fire damage and immunity to acid, bludgeoning,
web. poison, and psychic damage.
Web Walker. The blackspawn stalker ignores movement restrictions Bonus Actions
caused by webbing. Stealthy. The blackspawn stalker takes the Hide action.
Slay Foe (1/Turn). The blackspawn stalker deals an extra 13 (3d8)
100 Bestiary
Blackspawn Crawler
The blackspawn crawler is the horrific combination of a In combat, the blackspawn crawler will prioritize constricting
monstrous centipede and a black dragon. It has the segmented a target to immobilize it. It then tries to finish it off with its
multilegged body of a centipede, with the head, horns, and fins of venomous bite, unless there are other targets to fend off. In which
a wingless black dragon. It lives underground beneath temperate case, it will either use its highly toxic breath attack or bite against
swamps, forests, and ruins. It will head to the surface only to hunt them.
for prey.
Blackspawn Crawler Multiattack. The blackspawn crawler makes one Bite attack and
Huge Dragon, Typically Chaotic Evil one Constrict attack.
Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one creature.
Armor Class 16 (natural armor) Hit: 13 (2d8 + 4) piercing damage plus 4 (1d8) acid damage, and the
Hit Points 126 (12d12 + 48) target must succeed on a DC 15 Constitution saving throw, taking
Speed 40 ft., climb 40 ft. 17 (5d6) poison damage on a failed save, or half as much damage
on a successful one.
STR DEX CON INT WIS CHA
18 (+4) 14 (+2) 18 (+4) 4 (-3) 12 (+1) 7 (-2) Constrict. Melee Weapon Attack: +7 to hit, reach 5 ft., one Huge or
smaller creature. Hit: 13 (2d8 + 4) bludgeoning damage. The target
Skills Perception +4 is grappled (escape DC 14) if the blackspawn crawler isn't already
Damage Immunities acid constricting a creature, and the target is restrained until this grapple
Senses blindsight 10 ft., darkvision 60 ft., passive Perception 14 ends.
Languages understands Draconic but can't speak Toxic Breath (Recharge 5–6). The blackspawn crawler exhales
Challenge 6 (2,300 XP) Proficiency Bonus +3 noxious acid in a 30-foot cone. Each creature in that area must
succeed on a DC 15 Constitution saving throw. On a failed save, a
Keen Smell. The blackspawn crawler has advantage on Wisdom creature takes 14 (4d6) acid damage and 14 (4d6) poison damage
(Perception) checks that rely on smell. and the creature is incapacitated until the end of the blackspawn
crawler's next turn. On a successful save, a creature takes half as
Actions much damage and isn't incapacitated.
Bestiary 101
Bluespawn Ambusher
Medium Dragon, Typically Lawful Evil
Bluespawn ambushers are what blue dragons would look like Ambusher. The bluespawn ambusher has advantage on attack rolls
when compressed into the shape of a badger. They stand 3 feet against any creature it has surprised.
tall at the shoulder and measure 5 feet in length and width. Their
blue-scaled body, which crackles with electricity, no longer have Actions
wings but have adapted to burrowing under the ground. Multiattack. The bluespawn ambusher makes one Bite attack and
Bluespawn ambushers live in deserts and dry wastelands and two Claw attacks.
hunt in packs. They hide underneath the surface and wait until
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.
prey passes by before overwhelming it with sheer numbers. Hit: 6 (1d6 + 3) piercing Damage plus 4 (1d8) lightning damage.
Claw. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.
Hit: 5 (1d4 + 3) slashing damage.
Electricity Burst (Recharge 5–6). The bluespawn ambusher
discharges a burst of electricity in a 15-foot radius circle centered
on its space. Each creature in the area other than the bluespawn
ambusher must succeed on a DC 13 Constitution saving throw,
taking 22 (4d10) lightning damage on a failed save, or half as much
damage on a successful one.
Reactions
Instinctive Electricity Burst. When the bluespawn ambusher takes
damage from an attacker within 15 feet of it and Electricity Burst is
available, it uses Electricity Burst.
102 Bestiary
Bluespawn Stormlizard
Large Dragon, Typically Lawful Evil
Bestiary 103
Greenspawn Leaper
Medium Dragon, Typically Neutral Evil
Actions
Multiattack. The greenspawn leaper makes one Bite attack and one Greenspawn Leaper
Claws attack. The greenspawn leaper resembles a 5-foot long wingless green
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. dragon with a simian-like body.
Hit: 5 (1d4 + 3) piercing damage plus 3 (1d6) poison damage. Arboreal Assassins. Greenspawn leapers are genetically
streamlined for living in woodland canopies and prefer to live
Claws. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. in warm, temperate forests. They hunt alone or in groups,
Hit: 8 (2d4 + 3) slashing damage.
ambushing prey by dropping down and delivering a vicious bite to
Poison Burst (Recharge 5–6). The greenspawn leaper discharges its neck.
a cloud of poisonous gas. Each creature within 15 feet of the Poison Burst. If the greenspawn leapers need to escape, they
greenspawn leaper must succeed on a DC 12 Constitution saving can emit a vile, poisonous gas, affecting all those unfortunate
throw. On a failed save, a creature takes 17 (5d6) poison damage enough to be close when this happens.
and is poisoned for 1 minute. On a successful save, a creature takes
half as much damage and isn't poisoned. A poisoned creature can
repeat the saving throw at the end of each of its turns, ending the
effect on itself on a success.
Reactions
Instinctive Poison Burst. When the greenspawn leaper takes
damage from a visible attacker within 15 feet of it and Poison Burst
is available, it uses Poison Burst.
104 Bestiary
Greenspawn Razorfiend
Large Dragon, Typically Neutral Evil
Bestiary 105
Redspawn Firebelcher
Large Dragon, Typically Chaotic Evil
106 Bestiary
Whitespawn Iceskidder
Whitespawn iceskidders resemble 11-foot long dragon-headed roam the vicinity singly or in pairs looking for prey to hunt, often
white lizards that have adapted to gliding over icy surfaces. Their initiating attacks using their freezing breath to freeze victims in
forelimb-wings aren’t used for flight but instead for adjusting their place before closing in to finish them off with a killing bite.
air resistance while they skim over the ice. Followers of Tiamat sometimes use iceskidders as mounts or to
Iceskidders are at home anywhere there is frozen water. They pull sleds across frozen surfaces.
Bestiary 107
Drakes
Ambush Drake
Ambush drakes are often found in the service of draconic-
speaking creatures, such as kobolds and lizardfolk. They are
either used as guards or as trackers.
Ambush Hunters. In the wild, ambush drakes hunt in
packs, often dividing their numbers - one group to lie
waiting in ambush while another to drive their prey to
the ambush spot. Ambush drakes use a combination of
its poisonous bite and slowing breath to immobilize their
targets as the rest of the pack swoop in for the kill.
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
14 (+2) 16 (+3) 16 (+3) 4 (-3) 10 (+0) 7 (-2) 17 (+3) 18 (+4) 19 (+4) 4 (-3) 11 (+0) 8 (-1)
Ambusher. The drake has advantage on initiative rolls. Ambusher. The drake has advantage on initiative rolls.
Actions Actions
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Multiattack. The drake makes one Bite attack and two Claw attacks.
Hit: 6 (1d6 + 3) piercing damage plus 3 (1d6) poison damage. If
Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11
the attack roll has advantage, the target also takes 3 (1d6) piercing
(2d6 + 4) piercing damage plus 7 (2d6) poison damage. If the attack
damage.
roll has advantage, the target also takes 3 (1d6) piercing damage.
Slowing Breath (Recharge 5–6). The drake exhales gas in a 15-
Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., one target.
foot cone. Each creature in that area must succeed on a DC 13
Hit: 6 (1d4 + 4) slashing damage. If the attack roll has advantage,
Constitution saving throw. On a failed save, the creature can't use
the target also takes 2 (1d4) slashing damage.
reactions, its speed is halved, and it can't make more than one
attack on its turn. In addition, the creature can use either an action Slowing Breath (Recharge 5–6). The drake exhales gas in a 30-
or a bonus action on its turn, but not both. These effects last for 1 foot cone. Each creature in that area must succeed on a DC 14
minute. The creature can repeat the saving throw at the end of each Constitution saving throw. On a failed save, the creature can't use
of its turns, ending the effect on itself with a successful save. reactions, its speed is halved, and it can't make more than one
attack on its turn. In addition, the creature can use either an action
or a bonus action on its turn, but not both. These effects last for 1
minute. The creature can repeat the saving throw at the end of each
of its turns, ending the effect on itself with a successful save.
108 Bestiary
Rage Drake
Rage drakes resemble red dragons in large cat-like bodies.
They are incredibly aggressive, strong, and vicious, pouncing
savagely on prey. Those hardy enough to survive the initial
attack have their bodies locked by the drake's bite and are
violently ripped to shreds like ragdolls by its brutal worrying.
Although extremely difficult to control and prone to bursts
of anger, they are sometimes used as mounts by humanoid
champions of Tiamat.
Rage Drake Multiattack. The drake makes one Bite attack and two Claw attacks.
It can use Worry in place of its Bite attack.
Large Dragon, Typically Chaotic Evil
Bite. Melee Weapon Attack: +9 to hit, reach 5 ft., one target.
Armor Class 17 (natural armor) Hit: 15 (2d8 + 6) piercing damage or 17 (2d8 + 8) piercing damage
Hit Points 147 (14d10 + 70) while raging. If the target is Large or smaller, it is grappled (escape
Speed 50 ft. DC 16). Until this grapple ends, the target is restrained, and the
drake can't use its bite on another target.
STR DEX CON INT WIS CHA Claw. Melee Weapon Attack: +9 to hit, reach 5 ft., one target.
22 (+6) 16 (+3) 20 (+5) 4 (-3) 12 (+1) 7 (-2) Hit: 9 (1d6 + 6) slashing damage or 11 (1d6 + 8) slashing damage
while raging.
Skills Perception +4
Worry. A creature the drake is grappling must make a DC 17
Damage Immunities poison
Constitution saving throw. On a failed save, the creature takes
Senses blindsight 10 ft., darkvision 60 ft., passive Perception 14
15 (2d8 + 6) slashing damage and is stunned until the end of the
Languages understands Draconic but can't speak
drake's next turn. On a successful save, the creature takes half as
Challenge 8 (3,900 XP) Proficiency Bonus +3
much damage and isn't stunned.
Brutal Critical. The drake rolls one additional weapon damage Bonus Actions
die when determining extra damage for a critical hit with a melee
Rage (Recharges after a Short or Long Rest). The drake enters a
attack.
rage. The rage lasts for 1 minute or until the drake is incapacitated.
Keen Smell. The drake has advantage on Wisdom (Perception) While raging, the drake gains the following benefits:
checks that rely on smell. • The drake has advantage on Strength checks and Strength saving
Pounce. If the drake moves at least 30 feet straight toward a throws
creature and then hits it with a Claw attack on the same turn, • When it makes a melee weapon attack, the drake gains a +2 bonus
that target must succeed on a DC 17 Strength saving throw or be to the damage roll (already included in the attack).
knocked prone. • The drake has resistance to bludgeoning, piercing, and slashing
damage.
Actions
Bestiary 109
Stone Drake
Large Dragon, Typically Neutral Evil
Actions
Multiattack. The drake makes one Bite attack and two Claw attacks.
Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one target.
Hit: 12 (2d6 + 5) piercing damage plus 7 (2d6) acid damage.
Claw. Melee Weapon Attack: +8 to hit, reach 5 ft., one target.
Hit: 8 (1d6 + 5) slashing damage.
Acid Breath (Recharge 5–6). The drake exhales gas in a 15-foot
cone. Each creature in that area must succeed on a DC 17 Dexterity
saving throw. On a failed save, the creature takes 21 (6d6) acid
damage. If the saving throw fails by 5 or more, its armor also takes
a permanent and cumulative -1 penalty to the AC it offers. Armor
reduced to an AC of 10 is destroyed. On a successful save, the target
takes half as much damage.
Stone Drake
Stone drakes mark their territories on hills and mountains,
perfectly camouflaged within their rocky regions. These drakes
are expert ambushers and can swiftly move from one crevice to
another without exposing their presence. When faced against
overwhelming odds or a tough foe, they use their powerful breath
weapon - an acid breath so extremely potent that it can melt
through a victim's armor.
Warlords and powerful spellcasters that are able to speak
draconic can tame stone drakes and utilize them to protect their
castles and dungeons from intruders.
110 Bestiary
Drow
Bestiary 111
Drow Dark Sniper Drow House Wizard
Drow dark snipers are expert marksmen who use the shadows of The house wizard is, usually, the most powerful arcane spellcaster
the Underdark as their cover. Skilled with the use of the longbow in a drow house, a position usually held by a male who is in a good
and hand crossbow, they can pick off unwary targets with ease position with the house matriarch. His tasks normally include
without getting noticed. Dark snipers are also excellent melee arcane research, training of potential wizards, supplying arcane
fighters, often choosing to carry a shortsword with them in case an scrolls and magic items, providing magical defenses and scrying,
opponent gets too close. and leading artillery support during times of war.
Armor Class 16 (studded leather) Armor Class 13 (16 with mage armor)
Hit Points 60 (11d8 + 11) Hit Points 143 (22d8 + 44)
Speed 30 ft. Speed 30 ft.
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
12 (+1) 18 (+4) 12 (+1) 11 (+0) 12 (+1) 12 (+1) 10 (+0) 16 (+3) 14 (+2) 20 (+5) 13 (+1) 15 (+2)
Skills Perception +7, Stealth +10 Saving Throws Int +9, Wis +5
Senses darkvision 120 ft., passive Perception 17 Skills Arcana +13, History +13, Nature +13, Perception +5
Languages Elvish, Undercommon Senses darkvision 120 ft., passive Perception 15
Challenge 5 (1,800 XP) Proficiency Bonus +3 Languages Elvish, Undercommon
Challenge 10 (5,900 XP) Proficiency Bonus +4
Fey Ancestry. The drow has advantage on saving throws against
being charmed, and magic can't put the drow to sleep. Fey Ancestry. The drow has advantage on saving throws against
being charmed, and magic can't put the drow to sleep.
Sharpshooter. The drow's ranged weapon attacks ignore half cover
and three-quarters cover and attacking at long range doesn't impose Sunlight Sensitivity. While in sunlight, the drow has disadvantage
disadvantage on the drow's ranged weapon attack rolls. on attack rolls, as well as on Wisdom (Perception) checks that rely
on sight.
Sunlight Sensitivity. While in sunlight, the drow has disadvantage on
attack rolls, as well as on Wisdom (Perception) checks that rely on Actions
sight.
Multiattack. The drow makes three Arcane Burst attacks.
Actions Arcane Burst. Melee or Ranged Spell Attack: +9 to hit, reach 5 ft. or
Multiattack. The drow makes two Shortsword attacks or two range 120 ft., one target. Hit: 21 (3d10 + 5) force damage.
Longbow attacks. Spellcasting. The drow casts one of the following spells, requiring
Shortsword. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. no material components and using Intelligence as the spellcasting
Hit: 7 (1d6 + 4) piercing damage plus 7 (2d6) poison damage. ability (spell save DC 17):
At will: dancing lights, mage hand, message, minor illusion,
Longbow. Ranged Weapon Attack: +7 to hit, range 150/600 ft., one
prestidigitation
target. Hit: 8 (1d8 + 4) piercing damage, and the target must succeed
2/day each: mage armor, invisibility, lightning bolt
on a DC 14 Constitution saving throw or be poisoned for 1 hour. If
1/day each: banishment, cloudkill, darkness, delayed blast fireball,
the saving throw fails by 5 or more, the target is also unconscious
dimension door, disintegrate, dispel magic, faerie fire, levitate (self
while poisoned in this way. The target wakes up if it takes damage or
only), greater invisibility, telekinesis
if another creature takes an action to shake it awake.
Summon Demon (1/Day). The drow magically summons a shadow
Spellcasting. The drow casts one of the following spells, requiring
demon, or attempts to summon a vrock with a 50 percent chance
no material components and using Charisma as the spellcasting
of success. The summoned demon appears in an unoccupied space
ability (spell save DC 12):
within 60 feet of its summoner, acts as an ally of its summoner, and
At will: dancing lights can’t summon other demons. It remains for 10 minutes, until it or its
1/day each: darkness, faerie fire, levitate (self only) summoner dies, or until its summoner dismisses it as an action.
Bonus Actions Bonus Actions
Stealthy. The drow can takes the Hide action. Misty Step (2/Day). The drow casts misty step using Intelligence as
Steady Aim (3/Day). The drow takes careful aim at a creature it can the spellcasting ability.
see within range of its ranged weapon. Until the end of its turn, the
drow deals an extra 10 (3d6) damage with each of its ranged weapon Reactions
attacks against the target. Counterspell (1/Day). The drow casts counterspell using
Intelligence as the spellcasting ability.
Shield (2/Day). The drow casts shield using Intelligence as the
spellcasting ability.
112 Bestiary
Drow Lolth's Sting
In some drow societies there is a martial arts training school
known as the Order of the Spider Queen. The school only accepts
female students who come from prominent drow families favored
by Lolth. The students undergo years of brutal training, their
masters pitting them against one another in duels to
the death. Those who complete their training, which
is less than half their original number, become
formidable shadow monk assassins known
as Lolth's Stings.
Drow Lolth's Sting Unarmored Defense. While the drow is wearing no armor and
wielding no shield, its AC includes its Wisdom modifier.
Medium Humanoid (Elf), Typically Neutral Evil
Actions
Armor Class 16
Multiattack. The drow makes two Shortsword attacks and one
Hit Points 78 (12d8 + 24)
Unarmed Strike.
Speed 40 ft.
Shortsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.
STR DEX CON INT WIS CHA Hit: 6 (1d6 + 3) piercing damage and 7 (2d6) poison damage.
11 (+0) 17 (+3) 14 (+2) 11 (+0) 16 (+3) 12 (+1) Unarmed Strike. Melee Weapon Attack: +5 to hit, reach 5 ft., one
target. Hit: 6 (1d6 + 3) bludgeoning damage.
Saving Throws Dex +5, Wis +5 Hand Crossbow. Ranged Weapon Attack: +5 to hit, range 30/120
Skills Perception +5, Stealth +7 ft., one target. Hit: 6 (1d6 + 3) piercing damage, and the target must
Senses darkvision 120 ft., passive Perception 15 succeed on a DC 13 Constitution saving throw or be poisoned
Languages Elvish, Undercommon for 1 hour. If the saving throw fails by 5 or more, the target is also
Challenge 4 (1,100 XP) Proficiency Bonus +2 unconscious while poisoned in this way. The target wakes up if
it takes damage or if another creature takes an action to shake it
Fey Ancestry. The drow has advantage on saving throws against awake.
being charmed, and magic can't put the drow to sleep.
Spellcasting. The drow casts one of the following spells, requiring
Sneak Attack (1/Turn). The drow deals an extra 10 (3d6) damage no material components and using Charisma as the spellcasting
when the drow hits a target with a weapon attack and has advantage ability (spell save DC 11):
on the attack roll, or when the target is within 5 feet of an ally of the At will: dancing lights
drow that isn't incapacitated and the drow doesn't have disadvantage 1/day each: darkness, faerie fire, levitate (self only)
on the attack roll.
Stunning Strike (3/Day). Once per turn, when the drow hits a
Bonus Actions
creature with an Unarmed Strike attack, it can force the creature to Cunning Action. The drow takes the Dash, Disengage, or Hide
make a DC 13 Constitution saving throw or be stunned until the end action.
of the drow's next turn. Shadow Step. While in dim light or darkness, the drow teleports up
Sunlight Sensitivity. While in sunlight, the drow has disadvantage on to 60 feet to an unoccupied space it can see that is also in dim light
attack rolls, as well as on Wisdom (Perception) checks that rely on or darkness.
sight.
Bestiary 113
Drow Soldier
Drow soldiers, usually male, are the
foundation of any drow army. Trained for
combat and sworn to servitude since
childhood, drow soldiers exhibit their
discipline and combat mastery with perfect
and unbreakable phalanx formations.
Drow Soldier Rapier. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7
(1d8 + 3) piercing damage.
Medium Humanoid (Elf), Typically Neutral Evil
Shortsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.
Armor Class 15 (studded leather) Hit: 5 (1d6 + 2) piercing damage.
Hit Points 22 (4d8 + 4) Hand Crossbow. Ranged Weapon Attack: +5 to hit, range 30/120
Speed 30 ft. ft., one target. Hit: 6 (1d6 + 3) piercing damage, and the target must
succeed on a DC 13 Constitution saving throw or be poisoned
STR DEX CON INT WIS CHA for 1 hour. If the saving throw fails by 5 or more, the target is also
10 (+0) 16 (+3) 12 (+1) 11 (+0) 11 (+0) 12 (+1) unconscious while poisoned in this way. The target wakes up if
it takes damage or if another creature takes an action to shake it
Skills Perception +2, Stealth +7 awake.
Senses darkvision 120 ft., passive Perception 12 Spellcasting. The drow casts one of the following spells, requiring
Languages Elvish, Undercommon no material components and using Charisma as the spellcasting
Challenge 1 (200 XP) Proficiency Bonus +2 ability (spell save DC 11):
At will: dancing lights
Fey Ancestry. The drow has advantage on saving throws against 1/day each: darkness, faerie fire
being charmed, and magic can't put the drow to sleep.
Sunlight Sensitivity. While in sunlight, the drow has disadvantage on
Reactions
attack rolls, as well as on Wisdom (Perception) checks that rely on Parry. The drow adds 2 to its AC against one melee attack that
sight. would hit it. To do so, the drow must see the attacker and be
wielding a melee weapon.
Actions
Multiattack. The drow makes one Rapier attack and one Shortsword
attack.
114 Bestiary
Duergar
Duergar Battle Smith
A duergar battle smith is an artificer who can create and subraces and worshipers of the Morndinsamman. Armed with a
command constructs, known as iron defenders, in battle. The iron vicious flail, the inquisitor strides through the Underdark while
defender would often resemble a mechanical spider that can inject emanating a frightening aura of judgement – a veritable symbol of
poison with its bite. Together, the battle smith and iron defender fear among its enemies and brethren alike.
form a potent team that can prove challenging to a low level party
of adventurers.
Duergar Sergeant
Duergar sergeants are squad leaders and intelligent tacticians in
Duergar Bombardier battle. They often arm themselves with heavy armor while carrying
Duergar bombardiers are artificers that use long range cannons, a sharp war pick and a selection of javelins. These duergar have
capable of raining death and destruction from a great distance. strong commanding presence enough to maneuver allies in the
battlefield. A phalanx formation led by a duergar sergeant is
thought to be unbreakable, moving in a synchronized and almost
Duergar Heavy Sniper mechanical manner, giving no room for attackers to strike.
Duergar heavy snipers are experts at the use of the heavy
crossbow, which is evident in the speed that they demonstrate
when reloading what others may regard as a slow and Duergar Slavemaster
cumbersome weapon. Excellent sharpshooters, heavy snipers can Slave masters lead and control slaves that the duergar acquire
kill targets with just one shot from greater distances, even when in their raids or from slave-trading drows. These vicious duergar
the targets are partially hidden by cover. use a combination of their flails and whips to punish and prod
humans, orcs, kobolds, and any other wretched creature into
hard labor or forced battles. While sergeants and other leaders
Duergar Inquisitor use their commanding presence to maneuver allies in combat,
The inquisitor is a wicked unholy warrior fiercely loyal to the slave masters use pain and punishment to force slaves to do their
worship of Laduguer. It is always on the hunt for other dwarven bidding, often ending up as fodder in battle.
Bestiary 115
Duergar Battle Smith attacks), and makes Strength checks and Strength saving throws
with advantage. If the duergar lacks the room to become Large, it
Medium Humanoid (Dwarf), Typically Lawful Evil
attains the maximum size possible in the space available.
Armor Class 15 (scale mail) Invisibility (Recharges after a Short or Long Rest). The duergar
Hit Points 78 (12d8 + 24) magically turns invisible until it attacks, casts a spell, or uses its
Speed 25 ft. Enlarge, or until its concentration is broken, up to 1 hour (as if
concentrating on a spell). Any equipment the duergar wears or
STR DEX CON INT WIS CHA carries is invisible with it.
12 (+1) 12 (+1) 14 (+2) 18 (+4) 10 (+0) 9 (-1) Summon Iron Defender (Recharges after a Long Rest). The
duergar summons its mechanical companion. In combat, the iron
Skills Perception +2 defender shares the duergar's initiative count, but it takes its turn
Damage Resistances poison immediately after the duergar. It can move and use its reaction on
Senses darkvision 120 ft., passive Perception 12 its own, but the only action it takes on its turn is the Dodge action,
Languages Dwarvish, Undercommon unless the duergar used Command Iron Defender this turn.
Challenge 4 (1,100 XP) Proficiency Bonus +2 Spellcasting. The duergar casts one of the following spells using
Intelligence as the spellcasting ability (spell save DC 14, +6 to hit
Battle Ready. The duergar uses its Intelligence modifier, instead with spell attacks). It has the following artificer spells prepared:
of its Strength or Dexterity, for the attack and damage rolls when At will: fire bolt (3d10), mending, message
attacking with a weapon (included in the attacks). 1/day each: conjure barrage, haste, heroism
Duergar Resilience. The duergar has advantage on saving throws Bonus Actions
against poison, spells, and illusions, as well as to resist being
charmed or paralyzed. Branding Smite (3/Day). Immediately after the duergar hits a
target with an attack roll, the duergar deals an extra 7 (2d6) radiant
Sunlight Sensitivity. While in sunlight, the duergar has damage to the target, which becomes visible if it is invisible, and the
disadvantage on attack rolls, as well as on Wisdom (Perception) target sheds dim light in a 5-foot radius and can’t become invisible
checks that rely on sight. for 1 minute.
Actions Command Iron Defender. The duergar targets the iron defender it
Multiattack. The duergar makes two Maul attacks. summoned and it can see within 60 feet of it. If the target can see
or hear the duergar, the target can use its reaction to make a melee
Maul. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 weapon attack, or take the Dash, Disengage, Help, or Repair action.
(2d6 + 4) bludgeoning damage, or 18 (4d6 + 4) bludgeoning damage
while enlarged. Reactions
Enlarge (Recharges after a Short or Long Rest). For 1 minute, Protective Shield (3/Day). When the duergar is hit by an attack roll,
the duergar magically increases in size, along with anything it is the duergar gains a +5 bonus to its AC until the start of the its next
wearing or carrying. While enlarged, the duergar is Large, doubles turn, which can cause the triggering attack roll to miss.
its damage dice on Strength-based weapon attacks (included in the
Duergar Battle Smith's Spider Climb. The iron defender can climb difficult surfaces,
including upside down on ceilings, without needing to make an
Iron Defender (Spider Form) ability check.
Medium Construct, Unaligned Vigilant. The iron defender can’t be surprised.
STR DEX CON INT WIS CHA Repair (3/Day). The magical mechanisms inside the iron defender
14 (+2) 12 (+1) 14 (+2) 4 (-3) 10 (+0) 6 (-2) restore 2d8 + 2 hit points to itself or to one construct or object
within 5 feet of it.
Skills Perception +2 Reactions
Damage Immunities poison
Defensive Pounce. The iron defender imposes disadvantage on
Condition Immunities charmed, exhaustion, poisoned
the attack roll of one creature it can see that is within 5 feet of it,
Senses darkvision 60 ft., passive Perception 12
provided the attack roll is against a creature other than the iron
Languages understands one language of its creator but can't
defender.
speak
Challenge 1 (200 XP) Proficiency Bonus +2
116 Bestiary
Duergar Bombardier Duergar Heavy Sniper
Medium Humanoid (Dwarf), Typically Lawful Evil Medium Humanoid (Dwarf), Typically Lawful Evil
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
14 (+2) 14 (+2) 12 (+1) 16 (+3) 10 (+0) 9 (-1) 14 (+2) 16 (+3) 14 (+2) 11 (+0) 12 (+1) 9 (-1)
Duergar Resilience. The duergar has advantage on saving throws Duergar Resilience. The duergar has advantage on saving throws
against poison, spells, and illusions, as well as to resist being against poison, spells, and illusions, as well as to resist being
charmed or paralyzed. charmed or paralyzed.
Sunlight Sensitivity. While in sunlight, the duergar has Quick Loader. The duergar ignores the loading quality of
disadvantage on attack rolls, as well as on Wisdom (Perception) crossbows.
checks that rely on sight. Sharpshooter. The duergar's ranged weapon attacks ignore half
Actions cover and three-quarters cover and attacking at long range doesn't
impose disadvantage on the duergar's ranged weapon attack rolls.
Enlarge (Recharges after a Short or Long Rest). For 1 minute,
the duergar magically increases in size, along with anything it is Sunlight Sensitivity. While in sunlight, the duergar has
wearing or carrying. While enlarged, the duergar is Large, doubles disadvantage on attack rolls, as well as on Wisdom (Perception)
its damage dice on Strength-based weapon attacks (included in the checks that rely on sight.
attacks), and makes Strength checks and Strength saving throws
with advantage. If the duergar lacks the room to become Large, it
Actions
attains the maximum size possible in the space available. Multiattack. The duergar makes two Shortsword attacks or two
Heavy Crossbow attacks.
Light Hammer. Melee or Ranged Weapon Attack: +4 to hit, reach
5 ft. or range 20/60 ft., one target. Hit: 4 (1d4 + 2) bludgeoning Shortsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.
damage, or 7 (2d4 + 2) bludgeoning damage while enlarged, plus 9 Hit: 6 (1d6 + 3) piercing damage.
(2d8) force damage. Heavy Crossbow. Ranged Weapon Attack: +5 to hit, range 100/400
Arcane Bombard (Recharge 4–6).The duergar fires from its ft., one target. Hit: 8 (1d10 + 3) piercing damage.
cannon an arcane shell at a point it can see within 150 feet of it. Invisibility (Recharges after a Short or Long Rest). The duergar
The arcane shell explodes upon impact, creating a blast wave. Each magically turns invisible until it attacks, casts a spell, or uses its
creature in a 15-foot-radius sphere centered on that point must Enlarge, or until its concentration is broken, up to 1 hour (as if
make a Dexterity saving throw. On a failed save, a target takes 35 concentrating on a spell). Any equipment the duergar wears or
(10d6) force damage and is knocked prone. On a successful save, carries is invisible with it.
a target takes half as much damage and isn't knocked prone. The
duergar must immediately make a DC 11 Constitution saving throw Bonus Actions
or be incapacitated until the end of its next turn. If the duergar is
Steady Aim (3/Day). The duergar takes careful aim at a creature it
enlarged, it has advantage on the saving throw.
can see within range of its ranged weapon. Until the end of its turn,
Invisibility (Recharges after a Short or Long Rest). The duergar the duergar deals an extra 10 (3d6) damage with its ranged weapon
magically turns invisible until it attacks, casts a spell, or uses its attack against the target.
Enlarge, or until its concentration is broken, up to 1 hour (as if
concentrating on a spell). Any equipment the duergar wears or
carries is invisible with it.
Spellcasting. The duergar casts one of the following spells using
Intelligence as the spellcasting ability (spell save DC 13):
At will: mage hand, mending, prestidigitation
2/day each: shatter, thunderwave
Reactions
Protective Shield (3/Day). When the duergar is hit by an attack roll,
the duergar gains a +5 bonus to its AC until the start of the its next
turn, which can cause the triggering attack roll to miss.
Bestiary 117
Duergar Inquisitor Flail. Melee Weapon Attack: +6 to hit, reach 5 ft., one target.
Hit: 7 (1d8 + 3) bludgeoning damage, or 12 (2d8 + 3) bludgeoning
Medium Humanoid (Dwarf), Typically Lawful Evil damage while enlarged, plus 9 (2d8) psychic damage.
Armor Class 18 (plate) Heavy Crossbow. Ranged Weapon Attack: +3 to hit, range 100/400
Hit Points 97 (15d8 + 30) ft., one target. Hit: 5 (1d10) piercing damage plus 9 (2d8) psychic
Speed 25 ft. damage.
Enlarge (Recharges after a Short or Long Rest). For 1 minute,
STR DEX CON INT WIS CHA the duergar magically increases in size, along with anything it is
16 (+3) 11 (+0) 15 (+2) 11 (+0) 12 (+1) 15 (+2) wearing or carrying. While enlarged, the duergar is Large, doubles
its damage dice on Strength-based weapon attacks (included in the
Saving Throws Wis +4, Cha +5 attacks), and makes Strength checks and Strength saving throws
Skills Intimidation +5, Perception +4 with advantage. If the duergar lacks the room to become Large, it
Damage Resistances poison attains the maximum size possible in the space available.
Senses darkvision 120 ft., passive Perception 14 Invisibility (Recharges after a Short or Long Rest). The duergar
Languages Dwarvish, Undercommon magically turns invisible until it attacks, casts a spell, or uses its
Challenge 6 (2,300 XP) Proficiency Bonus +3 Enlarge, or until its concentration is broken, up to 1 hour (as if
concentrating on a spell). Any equipment the duergar wears or
Aura of Judgement. A creature hostile to the duergar that is within carries is invisible with it.
10 feet of the duergar has disadvantage on saving throws against Spellcasting. The duergar casts one of the following spells using
being frightened, provided that the duergar isn't incapacitated. Charisma as the spellcasting ability (spell save DC 13):
Duergar Resilience. The duergar has advantage on saving throws 2/day each: command, fear, hold person
against poison, spells, and illusions, as well as to resist being
charmed or paralyzed. Bonus Actions
Sunlight Sensitivity. While in sunlight, the duergar has disadvantage Smite. Immediately after the duergar hits a target with an attack
on attack rolls, as well as on Wisdom (Perception) checks that rely roll, the duergar deals an extra 7 (2d6) psychic damage to the target
on sight. and forces the target to make a DC 13 Wisdom saving throw or the
target is frightened of the duergar until the end of the duergar's next
Actions turn.
Multiattack. The duergar makes two Flail attacks and uses Enlarge
if it is available. Alternatively, it can make one Flail attack and use
Spellcasting.
118 Bestiary
Duergar Sergeant Duergar Slavemaster
Medium Humanoid (Dwarf), Typically Lawful Evil Medium Humanoid (Dwarf), Typically Lawful Evil
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
15 (+2) 11 (+0) 14 (+2) 11 (+0) 10 (+0) 10 (+0) 16 (+3) 11 (+0) 14 (+2) 11 (+0) 10 (+0) 12 (+1)
Bestiary 119
Elementals, Elder Young Phoenix
When a phoenix dies, or when it sees its powers dim, it can
choose to die and be reborn anew. The young phoenix partially
When pure elemental energies converge, a new elemental is retains the wisdom of its former self, and gains a hot-headed
created. This occasion, however, is extremely rare and only temperament, eager to try its new-born powers in the world.
happen during catastrophic events that involve the elements.
There are some situations, like that of the phoenix, where an
elemental is reborn into a new body when its current one is Young Tempest
weakened. Many theories other than the ones above persists, Young tempests are born of the most powerful lightning storms,
yet we will never know how these mysterious and powerful forming their serpent-like body alongside their “parent” until
elementals came to be. One thing is for sure, young versions of they are whole. Like their adult brethren, young tempests are
elder elementals are more likelier to be encountered in their home temperamental, and are prone to unleashing torrential rains and
planes than the older ones. punishing winds across all land it passes through.
120 Bestiary
Young Leviathan Actions
Huge Elemental, Typically Neutral Multiattack. The leviathan makes one Slam attack and one Tail
attack.
Armor Class 16
Slam. Melee Weapon Attack: +11 to hit, reach 15 ft., one target.
Hit Points 162 (12d12 + 84)
Hit: 11 (1d8 + 7) bludgeoning damage plus 4 (1d8) acid damage.
Speed 40 ft., swim 120 ft.
Tail. Melee Weapon Attack: + 11 to hit, reach 15 ft., one target.
STR DEX CON INT WIS CHA Hit: 12 (1d10 + 7) bludgeoning damage plus 4 (1d8) acid damage.
24 (+7) 22 (+6) 24 (+7) 2 (-4) 14 (+2) 15 (+2) Tidal Wave (Recharge 6). The leviathan magically creates a wave
of water that extends from a point it can see within 120 feet of
Saving Throws Wis +6, Cha +6 itself. The wave is up to 250 feet long, up to 250 feet tall, and up
Damage Resistances bludgeoning, piercing, and slashing from to 50 feet wide. Each creature in the wave must make a DC 19
nonmagical attacks Strength saving throw. On a failed save, a creature takes 22 (4d10)
Damage Immunities acid, poison bludgeoning damage and is knocked prone. On a successful save, a
Condition Immunities exhaustion, grappled, paralyzed, petrified, creature takes half as much damage and isn’t knocked prone. The
poisoned, prone, restrained, stunned water spreads out across the ground in all directions, extinguishing
Senses darkvision 60 ft., passive Perception 12 unprotected flames in its area and within 250 feet of it, and then it
Languages ----- vanishes.
Challenge 12 (8,400 XP) Proficiency Bonus +4
Legendary Actions
The leviathan can take 3 legendary actions, choosing from the
Partial Freeze. If the leviathan takes 30 cold damage or more
options below. Only one legendary action option can be used at a
during a single turn, the leviathan partially freezes; until the end of
time and only at the end of another creature's turn. The leviathan
its next turn, its speeds are reduced to 20 feet, and it makes attack
regains spent legendary actions at the start of its turn.
rolls with disadvantage.
Move. The leviathan moves up to its speed.
Siege Monster. The leviathan deals double damage to objects and Slam (Costs 2 Actions). The leviathan makes one Slam attack.
structures (included in Tidal Wave).
Water Form. The leviathan can enter a hostile creature's space and
stop there. It can move through a space as narrow as 1 inch wide
without squeezing.
Young Phoenix fire damage. In addition, the phoenix can enter a hostile creature's
Huge Elemental, Typically Neutral space and stop there. The first time it enters a creature's space
on a turn, that creature takes 4 (1d8) fire damage. With a touch,
the phoenix can also ignite flammable objects that aren't worn or
Armor Class 17
carried (no action required).
Hit Points 100 (8d12 + 48)
Speed 20 ft., fly 120 ft. Flyby. The phoenix doesn't provoke opportunity attacks when it flies
out of an enemy's reach.
STR DEX CON INT WIS CHA Illumination. The phoenix sheds bright light in a 40-foot radius and
17 (+3) 24 (+7) 22 (+6) 2 (-4) 17 (+3) 16 (+3)
dim light for an additional 20 feet.
Saving Throws Wis +7, Cha +7 Siege Monster. The phoenix deals double damage to objects and
Damage Resistances bludgeoning, piercing, and slashing from structures.
nonmagical attacks Actions
Damage Immunities fire, poison
Condition Immunities exhaustion, grappled, paralyzed, petrified, Multiattack. The phoenix makes one Beak attack and one Fiery
poisoned, prone, restrained, stunned Talons attack.
Senses darkvision 60 ft., passive Perception 13 Beak. Melee Weapon Attack: +11 to hit, reach 15 ft., one target.
Languages ----- Hit: 14 (2d6 + 7) fire damage. If the target is a creature or a
Challenge 10 (5,900 XP) Proficiency Bonus +4 flammable object, it ignites. Until a creature takes an action to
douse the fire, the target takes 4 (1d8) fire damage at the start
Fiery Death and Rebirth. When the phoenix dies, it explodes. Each of each of its turns.
creature within 40 feet of it must make a DC 18 Dexterity saving Fiery Talons. Melee Weapon Attack: +11 to hit, reach 15 ft., one
throw, taking 16 (3d10) fire damage on a failed save, or half as much target. Hit: 16 (2d8 + 7) fire damage.
damage on a successful one. The fire ignites flammable objects in
the area that aren't worn or carried. Legendary Actions
The explosion destroys the phoenix's body and leaves behind an The phoenix can take 3 legendary actions, choosing from the
egg-shaped cinder that weighs 5 pounds. The cinder is blazing hot, options below. Only one legendary action option can be used
dealing 21 (6d6) fire damage to any creature that touches it, though at a time and only at the end of another creature's turn. The
no more than once per round. The cinder is immune to all damage, phoenix regains spent legendary actions at the start of its turn.
and after ld6 days, it hatches a new phoenix.
Peck. The phoenix makes one Beak attack.
Fire Form. The phoenix can move through a space as narrow as l Move. The phoenix moves up to its speed.
inch wide without squeezing. Any creature that touches the phoenix Swoop (Costs 2 Actions). The phoenix moves up to its speed and
or hits it with a melee attack while within 5 feet of it takes 4 (1d8) attacks with its Fiery Talons.
Bestiary 121
Young Tempest Young Zaratan
Huge Elemental, Typically Neutral Huge Elemental, Typically Neutral
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
19 (+4) 24 (+7) 21 (+5) 2 (-4) 17 (+3) 16 (+3) 24 (+7) 10 (+0) 24 (+7) 2 (-4) 17 (+3) 16 (+3)
Saving Throws Wis +8, Cha +8 Saving Throws Wis +7, Cha +7
Damage Resistances bludgeoning, piercing, and slashing from Damage Vulnerabilities thunder
nonmagical attacks Damage Resistances cold, fire, lightning; bludgeoning, piercing,
Damage Immunities lightning, poison, thunder and slashing that is nonmagical
Condition Immunities exhaustion, grappled, paralyzed, petrified, Damage Immunities poison
poisoned, prone, restrained, stunned Condition Immunities exhaustion, paralyzed, petrified, poisoned,
Senses darkvision 60 ft., passive Perception 13 stunned
Languages ----- Senses darkvision 60 ft., tremorsense 60 ft., passive Perception 13
Challenge 13 (10,000 XP) Proficiency Bonus +5 Languages -----
Challenge 12 (8,400 XP) Proficiency Bonus +4
Air Form. The tempest can enter a hostile creature's space and stop
there. It can move through a space as narrow as 1 inch wide without Magic Weapons. The zaratan's weapon attacks are magical.
squeezing. Siege Monster. The zaratan deals double damage to objects and
Flyby. The tempest doesn't provoke opportunity attacks when it flies structures.
out of an enemy's reach. Actions
Living Storm. The tempest is always at the center of a storm ld6 + Multiattack. The zaratan makes one Bite attack and one Stomp
4 miles in diameter. Heavy precipitation in the form of either rain attack.
or snow falls there, causing the area to be lightly obscured. Heavy
Bite. Melee Weapon Attack: +11 to hit, reach 20 ft., one target.
rain also extinguishes open flames and imposes disadvantage on
Hit: 20 (3d8 + 7) piercing damage.
Wisdom (Perception) checks that rely on hearing.
In addition, strong winds swirl in the area covered by the storm. Stomp. Melee Weapon Attack: +11 to hit, reach 20 ft., one target.
The winds impose disadvantage on ranged attack rolls. The winds Hit: 18 (2d10 + 7) bludgeoning damage.
extinguish open flames and disperse fog. Spit Rock. Ranged Weapon Attack: +11 to hit, range 120 ft./240 ft.,
Siege Monster. The tempest deals double damage to objects and one target. Hit: 25 (4d8 + 7) bludgeoning damage.
structures. Spew Debris (Recharge 5–6). The zaratan exhales rocky debris
in a 60-foot cube. Each creature in that area must make a DC 19
Actions Dexterity saving throw. A creature takes 22 (4d10) bludgeoning
Multiattack. The tempest makes two Thunderous Slam attacks. damage on a failed save, or half as much damage on a successful
Thunderous Slam. Melee Weapon Attack: +12 to hit, reach 20 ft., one. A creature that fails the save by 5 or more is knocked prone.
one target. Hit: 17 (3d6 + 7) thunder damage. Bonus Actions
Lightning Storm (Recharge 6). All other creatures within 80 feet of Ground-Shaking Movement. After moving at least 10 feet on the
the tempest must each make a DC 18 Dexterity saving throw, taking ground, the zaratan can send a shock wave through the ground in
22 (5d8) lightning damage on a failed save, or half as much damage a 60-foot-radius circle centered on its space. That area becomes
on a successful one. If a target's saving throw fails by 5 or more, the difficult terrain for 1 minute. Each creature on the ground within the
creature is also stunned until the end of its next turn. area that is concentrating must succeed on a DC 19 Constitution
saving throw or the creature's concentration is broken.
Legendary Actions
The tempest can take 3 legendary actions, choosing from the
Legendary Actions
options below. Only one legendary action option can be used at a The zaratan can take 3 legendary actions, choosing from the options
time and only at the end of another creature's turn. The tempest below. Only one legendary action option can be used at a time and
regains spent legendary actions at the start of its turn. only at the end of another creature's turn. The zaratan regains spent
legendary actions at the start of its turn.
Move. The tempest moves up to its speed.
Lightning Strike (Costs 2 Actions). The tempest can cause a bolt Stomp. The zaratan makes one Stomp attack.
of lightning to strike a point on the ground anywhere under its Move. The zaratan moves up to its speed.
storm. Each creature within 5 feet of that point must make a DC Spit (Costs 2 Actions). The zaratan uses Spit Rock.
18 Dexterity saving throw, taking 13 (3d8) lightning damage on a Retract (Costs 2 Actions). The zaratan retracts into its shell. Until
failed save, or half as much damage on a successful one. it takes its Emerge action, it has resistance to all damage, and it is
restrained. The next time it takes a legendary action, it must take
its Revitalize or Emerge action.
Revitalize (Costs 2 Actions). The zaratan can use this option only
if it is retracted in its shell. It regains 32 (5d12) hit points. The next
time it takes a legendary action, it must take its Emerge action.
Emerge (Costs 2 Actions). The zaratan emerges from its shell and
uses Spit Rock. It can use this option only if it is retracted in its
shell.
122 Bestiary
Elemental Myrmidons
Elemental Myrmidon
Elemental Myrmidons were once free elementals summoned by
powerful spellcasters and bound into magical plates of armor.
While these elementals retain their intelligence, their free
will have been erased, fully subservient to their masters that
summoned them. Elemental myrmidons are neutral-aligned by
nature, its alignment only shifting to good or evil depending on
who or what summoned them. As they get older and absorb more
energy, they get stronger and larger.
Bestiary 123
Greater Fire Elemental Greater Water Elemental
Myrmidon Myrmidon
Large Elemental, Typically Neutral Large Elemental, Typically Neutral
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
17 (+3) 18 (+4) 19 (+4) 10 (+0) 12 (+1) 12 (+1) 22 (+6) 14 (+2) 19 (+4) 9 (-1) 12 (+1) 12 (+1)
Damage Resistances bludgeoning, piercing, and slashing from Damage Resistances acid; bludgeoning, piercing, and slashing from
nonmagical attacks nonmagical attacks
Damage Immunities fire, poison Damage Immunities poison
Condition Immunities paralyzed, petrified, poisoned, prone Condition Immunities paralyzed, petrified, poisoned, prone
Senses darkvision 60 ft., passive Perception 11 Senses darkvision 60 ft., passive Perception 11
Languages Ignan, one language of its creator's choice Languages Aquan, one language of its creator's choice
Challenge 11 (7,200 XP) Proficiency Bonus +4 Challenge 11 (7,200 XP) Proficiency Bonus +4
124 Bestiary
Ettins
Ettin Berserker
The ettin berserker is stronger and more aggressive than their combat. With excellent battlefield awareness, ettin berserkers are
normal kin. Orc tribes that manage to recruit an ettin berserker near-impossible to surprise and can attack simultaneously with
into their ranks use them to break their opponent’s formations in their battleaxe and morningstar.
Ettin Berserker Two Heads. The ettin has advantage on Wisdom (Perception)
checks and on saving throws against being blinded, charmed,
Large Giant, Typically Chaotic Evil deafened, frightened, stunned, and knocked unconscious.
Armor Class 12 (natural armor) Wakeful. When one of the ettin's heads is asleep, its other head is
Hit Points 123 (13d10 + 52) awake.
Speed 40 ft.
Actions
STR DEX CON INT WIS CHA Multiattack. The ettin makes one Battleaxe attack and one
22 (+6) 8 (-1) 18 (+4) 6 (-2) 10 (+0) 10 (+0) Morningstar attack.
Battleaxe. Melee Weapon Attack: +9 to hit, reach 5 ft., one target.
Skills Perception +6 Hit: 15 (2d8 + 6) slashing damage.
Senses darkvision 60 ft., passive Perception 16
Languages Giant, Orc Morningstar. Melee Weapon Attack: +9 to hit, reach 5 ft., one target.
Challenge 6 (2,300 XP) Proficiency Bonus +3 Hit: 15 (2d8 + 6) piercing damage.
Whirling Weapons (Recharge 5–6). The ettin moves up to its
Reckless. At the start of its turn, the ettin can gain advantage on all walking speed in a straight line and targets each creature within 5
melee weapon attack rolls during that turn, but attack rolls against it feet of it during its movement. Each target must succeed on a DC 17
have advantage until the start of its next turn. Dexterity saving throw or take 15 (2d8 + 6) slashing damage and 15
(2d8 + 6) piercing damage.
Bestiary 125
Ettin Vanguard Ettin Witch Doctor
Vanguards are strong, ferocious-looking armored ettin fighters that An ettin witch doctor is a unique spellcaster that takes advantage
lead their allies into battle. They wade into melee without fear and of its dual heads. Each head can maintain concentration on a
ensure no foe gets past them. different spell at the same time, making the ettin a very dangerous
opponent.
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
24 (+7) 8 (-1) 18 (+4) 6 (-2) 12 (+1) 10 (+0) 19 (+4) 8 (-1) 15 (+2) 6 (-2) 15 (+2) 10 (+0)
Threatening. Creatures provoke an opportunity attack from the ettin Two Heads. The ettin has advantage on Wisdom (Perception)
when they move 5 feet or more while within the ettin's reach, and checks and on saving throws against being blinded, charmed,
if the ettin hits a creature with an opportunity attack, the target's deafened, frightened, stunned, and knocked unconscious.
speed is reduced to 0 until the end of the current turn.
Two-Headed Battle Caster. The ettin can cast a spell in place
Two Heads. The ettin has advantage on Wisdom (Perception) of one of its melee weapon attacks. In addition, it can maintain
checks and on saving throws against being blinded, charmed, concentration on up to two spells. If the ettin casts a third spell that
deafened, frightened, stunned, and knocked unconscious. requires concentration while already maintaining concentration
on two other spells, one of the two previous spells ends (ettin's
Wakeful. When one of the ettin's heads is asleep, its other head is
choice). If the ettin is required to make a Constitution saving throw
awake.
to maintain concentration, it must make a separate saving throw for
Actions each spell.
Multiattack. The ettin makes one Battleaxe attack and one Wakeful. When one of the ettin's heads is asleep, its other head is
Morningstar attack. awake.
Battleaxe. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Actions
Hit: 16 (2d8 + 7) slashing damage, and the target is marked until
Multiattack. The ettin makes one Shortsword attack and one
the end of the ettin's next turn. This effect ends early if the ettin is
Quarterstaff attack. It can use Cursed Bolt or Spellcasting in place
incapacitated or it dies, or if someone else marks the target. While
of one of these attacks.
it is within 5 feet of the ettin, a creature marked by the ettin has
disadvantage on any attack roll that doesn't target the ettin. Shortsword. Melee Weapon Attack: +7 to hit, reach 5 ft., one target.
Hit: 11 (2d6 + 4) piercing damage.
Morningstar. Melee Weapon Attack: +10 to hit, reach 5 ft., one
target. Hit: 16 (2d8 + 7) piercing damage, and the target is marked Quarterstaff. Melee Weapon Attack: +7 to hit, reach 5 ft., one target.
until the end of the ettin's next turn. This effect ends early if the Hit: 13 (2d6 + 4) bludgeoning damage.
ettin is incapacitated or it dies, or if someone else marks the target.
Cursed Bolt. Ranged Spell Attack: +5 to hit, range 60 ft., one target.
While it is within 5 feet of the ettin, a creature marked by the ettin
Hit: 15 (3d8 + 2) psychic damage, and the target has disadvantage
has disadvantage on any attack roll that doesn't target the ettin.
on attack rolls, ability checks, and saving throws until the end of the
Bonus Actions ettin’s next turn.
Punish the Marked. The ettin makes a melee weapon attack against Spellcasting. The ettin casts one of the following spells using
a creature marked by it if the creature dealt damage to anyone other Wisdom as the spellcasting ability (spell save DC 13):
than the ettin during the last turn. The ettin's melee weapon attack At will: guidance, mending, thaumaturgy
has advantage on the attack roll, and if it hits, the attack's weapon 2/day each: bane, bestow curse, blindness/deafness
deals an extra 7 (2d6) damage to the target. 1/day each: banishment, spirit guardians, stoneskin
126 Bestiary
Firenewts
Firenewt War Priest of Imix
Blessed by Imix, the war priest is a high-level cleric
specializing in divine warfare magic and often leads its
kin into battle. As a gift from its deity, the war priest’s
red scales are always glowing faintly like embers. Fiery
sparks bristle from the scales and claws of the war priest,
and opponents find themselves the burning victims of its fiery
rage after striking the war priest.
Firenewt Zealot
Devout worshipers of Imix, firenewt zealots are blessed with the
ability to empower their attacks with divine fire. Armed with a
flaming scimitar, the wild and aggressive zealots pose a definite
threat on the battlefield.
Bestiary 127
Flail Snail
Monstrous Flail snail Constitution saving throw, taking 7 (2d6) force damage per level of
the spell on a failed save, or half as much damage on a successful
Huge Elemental, Unaligned one.
128 Bestiary
Froghemoth
Young Froghemoth
It is not uncommon to find a young froghemoth being treated by feeding them animals and humanoids they've captured. These
as a god by bullywugs, which they considered as an avatar of young froghemoths are still quite dangerous though, and will
Ramenos. A young froghemoth looks like its more mature kin, occasionally swallow a bullywug, or pretty much anything, that
but is significantly smaller, enabling the bullywugs to 'tame' them wanders to close to their maws.
Large Monstrosity, Unaligned Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target.
Hit: 15 (2d10 + 4) piercing damage, and the target is swallowed if it
Armor Class 13 (natural armor) is a Small or smaller creature. A swallowed creature is blinded and
Hit Points 102 (12d10 + 36) restrained, has total cover against attacks and other effects outside
Speed 30 ft., swim 30 ft. the froghemoth, and takes 7 (2d6) acid damage at the start of each
of the froghemoth's turns.
The froghemoth's gullet can hold up to two creatures at a time.
STR DEX CON INT WIS CHA
19 (+4) 13 (+1) 16 (+3) 2 (-4) 10 (+0) 5 (-3) If the froghemoth takes 10 damage or more on a single turn from
a creature inside it, the froghemoth must succeed on a DC 17
Constitution saving throw at the end of that turn or regurgitate all
Saving Throws Con +6, Wis +3 swallowed creatures, each of which falls prone in a space within 10
Skills Perception +6, Stealth +4 feet of the froghemoth. If the froghemoth dies, a swallowed creature
Damage Resistances fire, lightning is no longer restrained by it and can escape from the corpse using 5
Senses darkvision 60 ft., passive Perception 16 feet of movement, exiting prone.
Languages -----
Challenge 5 (1,800 XP) Proficiency Bonus +3 Tentacle. Melee Weapon Attack: +7 to hit, reach 15 ft., one target.
Hit: 13 (2d8 + 4) bludgeoning damage, and the target is grappled
(escape DC 14) if it is a Large or smaller creature. Until the grapple
Amphibious. The froghemoth can breathe air and water. ends, the froghemoth can't use this tentacle on another target. The
Shock Susceptibility. If the froghemoth takes lightning damage, it froghemoth has four tentacles.
suffers two effects until the end of its next turn: its speed is halved, Tongue. The froghemoth targets one Small or smaller creature
and it has disadvantage on Dexterity saving throws. that it can see within 15 feet of it. The target must make a DC 15
Actions Strength saving throw. On a failed save, the target is pulled into an
unoccupied space within 5 feet of the froghemoth.
Multiattack. The froghemoth makes one Bite attack and two
Bestiary 129
Giants
Cloud Giant Mastermind Rock. Ranged Weapon Attack: +13 to hit, reach 60/240 ft., one
target. Hit: 30 (4d10 + 8) bludgeoning damage. The attack deals an
Huge Giant, Typically Neutral Good (50%) or Neutral Evil (50%) extra 17 (5d6) damage if the giant has advantage on the attack roll.
Spellcasting. The giant casts one of the following spells, requiring
Armor Class 15 (natural armor)
no material components and using Charisma as the spellcasting
Hit Points 275 (22d12 + 132)
ability (spell save DC 16):
Speed 40 ft.
At will: detect magic, fog cloud, light
STR DEX CON INT WIS CHA 3/day each: fly, telekinesis
26 (+8) 12 (+1) 22 (+6) 16 (+3) 16 (+3) 16 (+3) 1/day each: control weather, gaseous form
Bonus Actions
Saving Throws Con +11, Dex +6, Wis +8, Cha +8
Skills Deception +8, Insight +8, Perception +8, Stealth +6 Cunning Action. The giant takes the Dash, Disengage, or Hide
Senses passive Perception 18 action.
Languages Common, Giant Cunning Insight (Recharge 5–6). The giant chooses a target it can
Challenge 16 (15,000 XP) Proficiency Bonus +5 see within 30 feet of it. The giant and up to 3 creatures of its choice
have advantage on ability checks, attack rolls, and saving throws
Cunning Presence. An ally that starts is turn within 30 feet of against the target. In addition, the target has disadvantage on ability
this giant and can see and hear this giant can take the Dash, checks and attack rolls made against the giant. These effects last
Disengage, or Hide action as a bonus action, provided the giant isn't until the start of the giant's next turn.
incapacitated. Misty Step (3/Day). The giant casts misty step using Charisma as
Keen Smell. The giant has advantage on Wisdom (Perception) the spellcasting ability.
checks that rely on smell.
Reactions
Actions Featherfall (3/Day). The giant casts featherfall using Charisma as
Multiattack. The giant makes two Morningstar attacks. the spellcasting ability.
Morningstar. Melee Weapon Attack: +13 to hit, reach 10 ft., one Misdirection. When the giant is targeted by an attack while a
target. Hit: 21 (3d8 + 8) piercing damage. The attack deals an extra creature within 5 feet of it is granting it cover against that attack, it
17 (5d6) damage if the giant has advantage on the attack roll. can have the attack target that creature instead.
130 Bestiary
Cloud Giant Mastermind Cloud Giant Wind Disciple
When brutish giants, such as hill giants and frost giants, that Due to where they live, some cloud giants have become natural
normally only make random raids suddenly show signs of wind disciples that have spent a lifetime mastering the martial arts
coordinated and strategic attacks, it is very likely a cloud giant combined with the power of the air elements. Armed with a few
mastermind is behind it. Scheming and always working behind spells and its fists, the giant can harness the power of the wind
ths shadows, a cloud giant mastermind uses guile, strategy, and and hit opponents with the force of a hundred punches.
adaptability as its foremost weapons. Very rarely will it make its
presence known, but if it does come out to the open, it is to claim Fire Giant Champion of Surtur
its goal. Chosen and blessed for its undying fervor, the champion of Surtur
swears to spread the flame of the fire god in the mortal plane. A
towering hulk of armor and weapons, the champion’s body has
been infused with the fire of Surtur. Any creature that comes into
contact with the champion is instantly burned.
Cloud Giant Wind Disciple As with the teachings of Surtur, the champion ensures that all its
enemies are cleansed with its fire, that even the tiniest remains
Huge Giant, Typically Neutral Good (50%) or Neutral Evil (50%)
are completely incinerated.
Armor Class 16 (natural armor)
Hit Points 207 (18d12 + 90)
Speed 40 ft.
Actions Heated Body. A creature that touches the giant or hits it with a
Multiattack. The giant makes three Unarmed Strike attacks. It can melee attack while within 5 feet of it takes 5 (1d10) fire damage.
use Giant Fist of the Unbroken Air in place of one Unarmed Strike,
if available. Indomitable (2/Day). The giant can reroll a saving throw it fails. It
must use the new roll.
Unarmed Strike. Melee Weapon Attack: +12 to hit, reach 10 ft., one
target. Hit: 20 (3d8 + 7) bludgeoning damage. Actions
Rock. Ranged Weapon Attack: +12 to hit, reach 60/240 ft., one Multiattack. The giant makes two Greatsword attacks. It can use
target. Hit: 29 (4d10 + 7) bludgeoning damage. Arcing Fireblade in place of one of these attacks, if available.
Giant Fist of Unbroken Air (3/Day, 1/Turn). The giant chooses Greatsword. Melee Weapon Attack: +13 to hit, reach 10 ft., one
a creature it can see within 60 feet of it and hits it with a blast of target. Hit: 29 (6d6 + 8) slashing damage plus 10 (3d6) fire damage,
compressed air. The creature must make a DC 16 Strength saving and if the target is not immune to fire, it gains vulnerability to fire
throw. On a failed save, the creature takes 33 (6d10) bludgeoning until the end of the giant's next turn.
damage, and is pushed up to 30 feet away and knocked prone. On a Rock. Ranged Weapon Attack: +13 to hit, reach 60/240 ft., one
successful save, the creature takes half as much damage, and isn't target. Hit: 30 (4d10 + 8) bludgeoning damage plus 10 (3d6) fire
pushed or knocked prone. damage.
Spellcasting. The giant casts one of the following spells, requiring Arcing Fireblade (Recharge 5–6). The giant swings its greatsword
no material components and using Charisma as the spellcasting in a full arc, and every creature within 15 feet of it must succeed on
ability (spell save DC 16): a DC 21 Dexterity saving throw. On a failed save, a creature takes
At will: detect magic, fog cloud, light 29 (6d6 + 8) slashing damage plus 10 (3d6) fire damage, and if the
3/day each: fly, gust of wind, hold person, telekinesis target is not immune to fire, it gains vulnerability to fire damage
1/day each: cone of cold, control weather, gaseous form until the end of the giant's next turn. On a successful save, the
creature takes half as much damage and doesn't gain vulnerability to
Bonus Actions fire damage.
Misty Step (3/Day). The giant casts misty step using Charisma as
Spellcasting. The giant casts one of the following spells, requiring
the spellcasting ability.
no material components and using Wisdom as the spellcasting
Reactions ability (spell save DC 16):
Featherfall (3/Day). The giant casts featherfall using Charisma as 2/day each: dispel magic, fireball, shield
the spellcasting ability. 1/day each: conjure elemental (fire), wall of fire
Bestiary 131
Fire Giant Doomblade
Very rarely are there giants that show any affinity to arcane magic. as doomblades, these giants wield dark spells and swords that
But those that do normally become warlocks that make pacts temporarily curse those it strikes.
with evil elder fire elementals such as Kossuth or Imix. Known
Fire Giant Doomblade damage and the target is cursed until the end of the giant's next
turn. While cursed, the target has disadvantage on attack rolls,
Huge Giant, Typically Lawful Evil
ability checks, and saving throws.
Armor Class 18 (plate) Doom Blast. Each creature in a 20-foot cube originating from
Hit Points 187 (15d12 + 90) the giant must make a DC 15 Wisdom saving throw. On a failed
Speed 30 ft. save, a creature takes 22 (5d8) psychic damage and is vulnerable
to all types of damage until the end of the giant's next turn. On a
STR DEX CON INT WIS CHA successful save, a creature takes half as much damage with no other
25 (+7) 9 (-1) 23 (+6) 10 (+0) 14 (+2) 16 (+3) effects.
Spellcasting. The giant casts one of the following spells using
Saving Throws Dex +3, Con +10, Cha +7 Charisma as the spellcasting ability (spell save DC 15, +7 to hit with
Skills Arcana + 4, Athletics +11, Perception +6 spell attacks):
Damage Immunities fire At will: mage hand, minor illusion, true strike
Senses passive Perception 16 1/day each: circle of death, dispel magic
Languages Giant
Challenge 11 (7,200 XP) Proficiency Bonus +4 Bonus Actions
Staggering Smite (2/Day). Immediately after the giant hits a
Actions target with an attack roll, the target takes an extra 14 (4d6) psychic
damage and must make a DC 15 Wisdom saving throw. On a failed
Multiattack. The giant makes two Longsword attacks.
save, the target has disadvantage on attack rolls and ability checks,
Longsword. Melee Weapon Attack: +11 to hit, reach 10 ft., one and can’t take reactions, until the end of its next turn.
target. Hit: 20 (3d8 + 7) slashing damage plus 7 (2d6) psychic
132 Bestiary
Fire Giant Houndmaster
While fire giants rally their kin, the normally reclusive
houndmaster charges into battle with an army of its own. The
giant trains all hell hounds (MM, pg. 182) and nessian warhounds
(Monster Manual Expanded, pg. 152) it has bred or captured. All
hounds under its control are fiercely loyal and will quickly execute
any command from the houndmaster.
Saving Throws Dex +4, Con +10, Cha +5 STR DEX CON INT WIS CHA
Skills Animal Handling + 7, Athletics +11, Perception +7 26 (+8) 9 (-1) 24 (+7) 10 (+0) 14 (+2) 13 (+1)
Damage Immunities fire
Senses passive Perception 17 Saving Throws Dex +4, Con +12, Cha +6
Languages Giant Skills Athletics +13, Intimidation +6, Perception +7
Challenge 10 (5,900 XP) Proficiency Bonus +4 Damage Immunities fire
Senses passive Perception 17
Languages Giant
Actions Challenge 13 (10,000 XP) Proficiency Bonus +5
Multiattack. The giant makes two Battleaxe attacks. It can use
Maneuver Hounds in place of one attack, if available. Threatening. Creatures provoke an opportunity attack from the
Battleaxe. Melee Weapon Attack: +11 to hit, reach 10 ft., one target. giant when they move 5 feet or more while within the giant's reach,
Hit: 20 (3d8 + 7) slashing damage, or 23 (3d10 + 7) slashing damage and if the giant hits a creature with an opportunity attack, the
if used with two hands. target's speed is reduced to 0 until the end of the current turn.
Rock. Ranged Weapon Attack: +11 to hit, reach 60/240 ft., one Actions
target. Hit: 29 (4d10 + 7) bludgeoning damage. Multiattack. The giant makes three Longsword attacks.
Maneuver Hounds (Recharge 5–6). Up to four hound allies within Longsword. Melee Weapon Attack: +13 to hit, reach 10 ft., one
60 feet of this giant that can hear it can each use their reaction to target. Hit: 21 (3d8 + 8) slashing damage, and the target is marked
move up to half their speed without provoking opportunity attacks. until the end of the giant's next turn. This effect ends early if the
giant is incapacitated or it dies, or if someone else marks the target.
Summon Hounds (Recharges after a Short or Long Rest). The
While it is within 5 feet of the giant, a creature marked by the giant
giant summons 1d3 hell hounds (MM, pg. 182) or 1 nessian
has disadvantage on any attack roll that doesn't target the giant.
warhound (Monster Manual Expanded, pg. 152). The hounds
appear in unoccupied spaces within 30 feet of the giant and acts as Bonus Actions
its allies. The hounds act right after the giant on the same initiative
Punish the Marked. The giant can make a melee weapon attack
count and fight until they're destroyed. They disappear after 1 hour,
against a creature marked by it if the creature dealt damage to
when the giant dismisses them, or when the giant dies.
anyone other than the giant during the last turn. The giant's melee
Bonus Actions weapon attack has advantage on the attack roll, and if it hits, the
attack's weapon deals an extra 10 (3d6) damage to the target.
Command Hound. The giant targets one hound ally it can see
within 30 feet of it. If the target can see or hear the giant, the target Reactions
can use its reaction to move up to half their speed and make one
Parry. The giant adds 4 to its AC against one melee attack that
melee weapon attack.
would hit it. To do so, the giant must see the attacker and be
Hunter's Mark (3/Day). The giant casts hunter's mark, requiring no wielding a melee weapon.
material components and using Wisdom as the spellcasting ability.
Bestiary 133
Frost Giant Berserker
The berserker lives for battle, and it does not stop until all care. One swing of its enormous greataxe can take cleave through
its enemies are dead. Clad in leather and patchwork armor, a dozen men, and those not within reach are crushed by the rocks
berserkers are incredibly reckless, charging into the fray without it hurls in its frenzy.
134 Bestiary
Frost Giant Champion of Kostchtchie Frost Giant Champion of Thrym
The champion of Kostchtchie is chosen by its deity to be the The champion of Thrym inherits its deity’s cold will. The skin of
embodiment of its wrath in the Material Plane. The champion, the champion turn a darker shade of blue, and the area around
fueled by the wrath of Kostchtchie, displays a manic look in the giant becomes constantly enveloped in a frigid aura. The
its eyes as expecting a battle to happen soon. The skin of the champion also gains the ability to cast spells from its fingertips
champion is cold to the touch, and any creature caught in its which it uses to slow and freeze its enemies. In honor of Thrym,
breath is instantly frozen. the champion also brandishes a double-bladed greataxe, which it
can swing with incredible strength and ferocity in battle.
Bestiary 135
Hill Giant Champion of Large or smaller creature, it must succeed on a DC 19 Strength
saving throw or be knocked prone.
Grolantor Ground Pound (Recharge 5–6). The giant slams its greatclub on
Huge Giant, Typically Chaotic Evil the ground, triggering an earth tremor and violently pelting the area
with debris. Each creature on the ground originating from the giant
Armor Class 13 (natural armor) in a 15-foot cube must succeed on a DC 19 Strength saving throw.
Hit Points 172 (15d12 + 75) If the creature is Large or smaller, it has disadvantage on its saving
Speed 40 ft. throw. On a failed save, a creature takes 20 (3d8 + 7) bludgeoning
damage and is knocked prone. If a creature fails its save by 5 or
STR DEX CON INT WIS CHA more, it is also stunned until the end of its next turn. On a successful
24 (+7) 8 (-1) 21 (+5) 5 (-3) 9 (-1) 10 (+0) save, a creature takes half as much damage and isn't knocked prone.
136 Bestiary
Hill Giant Champion of Grolantor for vengeance, will seek the aid of demon lords. Hill giants with
The champion of Grolantor inherits its deity’s hunger for battle deformities are more likely to be successful in forming pacts with
and gluttony. The champion is regarded as the leader of its tribe, Demogorgon, gaining supernatural powers in exchange for their
although the only thing it does is bully its underlings for more souls.
food, forcing to raid nearby settlements. When it does step out of
its comfort zone, it fights with vicious, crazed ferocity worthy of
carrying the torch of Grolantor. The champion’s fervor in battle Hill Giant Juggernaut
is driven by a singular mission – that is to prove that its deity A hill giant juggernaut is a formidable warrior that towers over
Grolantor is the strongest among all giants and that everything its kin. Unlike most of its race, the juggernaut wears patches of
smaller than itself is food to be consumed or crushed. leather and metal armor. As its name implies, the juggernaut is a
weapon of destruction and siege warfare. The giant wields a large
oversized maul that can destroy enemy armor and fortifications.
Hill Giant Hag of Demogorgon
Hill giants rarely worship outside of the giant pantheon. There
are a few though, because of their greed, desire for power, or need Hill Giant Shaman of Ogrémoch
Hill giant shamans of Ogrémoch are savage druids that draw
their power from the evil elder elemental of Earth. As a gift from
Hill Giant Hag of Demogorgon Ogrémoch, enemies fought by the shaman that stand on earthen
Huge Giant, Typically Chaotic Evil surfaces find themselves either suddenly getting stuck in mud or
unbalanced from the inexplicable shifting earth beneath them.
Armor Class 15 (natural armor)
Hit Points 168 (16d12 + 64)
Speed 40 ft.
STR
20 (+5)
DEX
12 (+1)
CON
19 (+4)
INT
6 (-2)
WIS
15 (+2)
CHA
8 (-1)
Hill Giant Juggernaut
Huge Giant, Typically Chaotic Evil
Skills Perception +8
Senses passive Perception 18 Armor Class 15 (patchwork armor)
Languages Giant Hit Points 161 (14d12 + 70)
Challenge 7 (2,900 XP) Proficiency Bonus +3 Speed 40 ft.
Two Heads. The giant has advantage on saving throws against being STR DEX CON INT WIS CHA
blinded, deafened, stunned, or knocked unconscious. 22 (+6) 8 (-1) 20 (+5) 5 (-3) 9 (-1) 6 (-2)
Bestiary 137
Hill Giant Shaman of Multiattack. The giant makes two Greatclub attacks.
Ogrémoch Greatclub. Melee Weapon Attack: +9 to hit, reach 10 ft., one target.
Hit: 18 (3d8 + 5) bludgeoning damage.
Huge Giant, Typically Chaotic Evil
Rock. Ranged Weapon Attack: +9 to hit, reach 60/240 ft., one target.
Armor Class 13 (natural armor) Hit: 21 (3d10 + 5) bludgeoning damage.
Hit Points 157 (15d12 + 60) Spellcasting. The giant casts one of the following spells using Wisdom
Speed 40 ft. as the spellcasting ability (spell save DC 14, +6 to hit with spell
attacks):
STR DEX CON INT WIS CHA
At will: druidcraft, guidance, mending, mold earth
21 (+5) 8 (-1) 19 (+4) 6 (-2) 15 (+2) 7 (-2)
1/day each: erupting earth, spike growth, stoneskin, transmute rock,
wall of stone
Skills Perception +6
Senses passive Perception 16 Rippling Earth (Recharges 5–6). The giant causes the earth to
Languages Giant suddenly move in a violent, cascading motion in a 30-foot line that is
Challenge 9 (5,000 XP) Proficiency Bonus +4 10 feet wide. Each creature standing on the ground in that line must
make a DC 14 Dexterity saving throw. On a failed save, a creature
Earthbound Superiority (3/Day). The giant has advantage on attack takes 32 (5d12) bludgeoning damage, is pushed up to 10 feet, and is
rolls made against targets that are touching the earth. In addition, knocked prone. On a successful save, a creature takes half as much
creatures that are touching the earth have disadvantage on saving damage and isn't pushed or knocked prone. Additionally, the ground
throws against spells cast by the giant. in that area becomes difficult terrain until cleared. Each 5-foot-square
portion of the area requires at least 1 minute to clear by hand.
Actions
138 Bestiary
Stone Giant Skirmisher Stone Giant Warden
Stone giant skirmishers serve behind the front lines of a stone As its title suggests, the normally solitary stone giant warden is
giant war party. Incredibly agile and nimble, skirmishers use a a fierce guardian that serve to defend its territory. In the event of
combination of stealth and speed to close the distance between its intruders, a warden can summon earthen pseudopods from the
opponents or retreat behind cover. These stone giants are master ground to hold and entangle its targets.
spear and rock throwers, hitting vital points with cruel accuracy.
Bestiary 139
Stone Giant Warden Earth's Wrath (Recharges after a Short or Long Rest). The giant
targets up to three visible creatures standing on the ground within 60
Huge Giant, Typically Neutral
feet of it. Earth elemental-like pseudopods rise from the ground and
grab at each target. The creature must succeed on a DC 15 Strength
Armor Class 19 (natural armor, shield)
or Dexterity saving throw (its choice). On a failed save, a creature
Hit Points 184 (16d12 + 80)
takes 9 (2d8) bludgeoning damage and is restrained for 1 minute.
Speed 40 ft.
A creature that starts its turn restrained takes 9 (2d8) bludgeoning
damage. A restrained creature can repeat the saving throw at the end
STR DEX CON INT WIS CHA
of each of its turns. On a success, it frees itself and the pseudopod
24 (+7) 15 (+2) 20 (+5) 10 (+0) 12 (+1) 16 (+3)
disappears.
Saving Throws Dex +6, Con +9, Wis +5, Cha +7 Spellcasting. The giant casts one of the following spells using
Skills Athletics +11, Perception +5 Charisma as the spellcasting ability (spell save DC 15, +7 to hit with
Senses passive Perception 15 spell attacks):
Languages Giant 3/day each: aid, cure wounds
Challenge 11 (7,200 XP) Proficiency Bonus +4 1/day each: dispel magic, ice storm, plant growth, stoneskin
140 Bestiary
Storm Giant Blackguard
The once noble storm giant paladin that has strayed into
the path of evil or tempted by an archdevil, the blackguard
is a creature of absolute malevolence, seeking to subjugate
everything - even other giants.
Storm Giant Blackguard Dread Bolt. Ranged Spell Attack: +11 to hit, range 120 ft., one target.
Hit: 18 (3d8 + 5) necrotic damage, and the target must make a DC 19
Huge Giant, Typically Neutral Evil Wisdom saving throw. On a failed save, the target is frightened of the
giant until the end of the giant’s next turn.
Armor Class 17 (half plate)
Hit Points 275 (22d12 + 132) Lightning Strike (Recharge 5–6). The giant hurls a magical lightning
Speed 50 ft., swim 50 ft. bolt at a point it can see within 500 feet of it. Each creature within 10
feet of that point must make a DC 19 Dexterity saving throw, taking
STR DEX CON INT WIS CHA 63 (14d8) lightning damage on a failed save, or half as much damage
29 (+9) 14 (+2) 22 (+6) 17 (+3) 18 (+4) 20 (+5) on a successful one.
Dreadful Aspect (Recharges after a Short or Long Rest). Each
Saving Throws Str +15, Con +12, Wis +10, Cha +11 enemy within 30 feet of the giant succeed on a DC 19 Wisdom saving
Skills Arcana +9, Athletics +15, History +9, Perception +10 throw or be frightened of the giant for 1 minute. If a frightened target
Damage Resistances cold ends its turn more than 30 feet away from the giant, the target can
Damage Immunities lightning, thunder repeat the saving throw, ending the effect on itself on a success.
Senses passive Perception 20
Spellcasting. The giant casts one of the following spells, requiring no
Languages Giant
material components and using Charisma as the spellcasting ability
Challenge 17 (18,000 XP) Proficiency Bonus +6
(spell save DC 19):
At will: detect magic, feather fall, levitate, light
Amphibious. The giant can breathe air and water.
3/day each: command, control weather, dispel magic, water breathing
Aura of Conquest. If the giant isn't incapacitated, a creature 1/day: banishment, destructive wave, find steed
frightened of the giant that starts its turn within 30 feet of the giant
takes 10 (3d6) psychic damage and has its speed is reduced to 0. Bonus Actions
Smite. Immediately after the giants hits a target with an attack roll,
Actions the giant forces that target to make a DC 19 Constitution saving
Multiattack. The giant makes two Glaive attacks or two Dread Bolt throw. On a failed save, the target is blinded for 1 minute. The
attacks. blinded target can repeat the save at the end of each of its turns,
Glaive. Melee Weapon Attack: +15 to hit, reach 10 ft., one target. ending the effect on itself on a success.
Hit: 25 (3d10 + 9) slashing damage plus 9 (2d8) necrotic damage.
Bestiary 141
Storm Giant Kraken Exarch
Misguided worshippers of a kraken are sometimes gifted with
power. The most devout of them become priests that slowly
undergo horrific physical mutations, turning their appearances
into the likeness of their very deity. Yet almost all of these priests
end up becoming pawns and fodder for the kraken's
schemes. In very rare instances, however, a kraken
will answer the call of a fallen mighty creature,
such as a storm giant who was either left for
dead at the bottom of the ocean or simply
seeking a patron to help it achieve its goals.
Recognizing the benefits of having a powerful
creature as its champion, the kraken
grants it its wishes, bestowing some
of its divine power, and making it
its exarch.
Storm Giant Kraken Exarch Thunderbolt. Ranged Spell Attack: +11 to hit, range 120 ft., one
target. Hit: 11 (2d10) lightning damage plus 11 (2d10) thunder
Huge Giant, Typically Chaotic Evil damage, and the target is knocked prone.
Armor Class 16 (scale mail) Lightning Strike (Recharge 5–6). The giant hurls a magical lightning
Hit Points 241 (21d12 + 105) bolt at a point it can see within 500 feet of it. Each creature within 10
Speed 50 ft., swim 50 ft. feet of that point must make a DC 19 Dexterity saving throw, taking
63 (14d8) lightning damage on a failed save, or half as much damage
STR DEX CON INT WIS CHA on a successful one.
26 (+8) 14 (+2) 20 (+5) 17 (+3) 21 (+5) 18 (+4) Spellcasting. The giant casts one of the following spells, requiring no
material components and using Wisdom as the spellcasting ability
Saving Throws Str +14, Con +11, Wis +11, Cha +10 (spell save DC 19):
Skills Arcana +9, History +9, Perception +11, Religion +9 At will: command, create or destroy water
Damage Resistances cold 3/day each: control water, control weather, darkness, water breathing,
Damage Immunities lightning, thunder water walk
Senses passive Perception 21 1/day each: Evard’s black tentacles, maelstrom, tidal wave
Languages Giant
Challenge 18 (20,000 XP) Proficiency Bonus +6 Voice of the Kraken (Recharges after a Short or Long Rest). A
kraken speaks through the giant with a thunderous voice audible
Amphibious. The giant can breathe air and water. within 300 feet. Creatures of the giant’s choice that can hear the
kraken’s words (which are spoken in Abyssal, Infernal, or Primordial)
Legendary Resistance (1/Day). If the giant fails a saving must succeed on a DC 19 Wisdom saving throw or be frightened
throw, it can choose to succeed instead. of the giant for 1 minute. A frightened target can repeat the saving
Actions throw at the end of each of its turns, ending the effect on itself on a
success.
Multiattack. The giant makes two melee attacks or two ranged
attacks. Legendary Actions
Trident. Melee or Ranged Weapon Attack: +14 to hit, reach 10 ft. The giant can take 3 legendary actions, choosing from the options
or range 60/240 ft., one target. Hit: 18 (3d6 + 8) piercing damage, below. Only one legendary action option can be used at a time and
or 21 (3d8 + 8) piercing damage if used with two hands to make a only at the end of another creature's turn. The giant regains spent
melee attack, plus 11 (2d10) thunder damage, and the target can’t legendary actions at the start of its turn.
take reactions until the end of the giant’s next turn. Tentacle. The giant makes a Tentacle attack.
Tentacle. Melee Weapon Attack: +14 to hit, reach 30 ft., one target. Thunder Strike (Costs 2 Actions). The giant makes a Trident or
Hit: 15 (2d6 + 8) bludgeoning damage, and the target is grappled Thunderbolt attack.
(escape DC 18). Until this grapple ends, the target is restrained. The Cast a Spell (Costs 3 Actions). The giant uses Spellcasting.
giant has eight tentacles, each of which can grapple one target.
142 Bestiary
Giffs
Giff Captain
Giff captains are squad leaders in a unit of giffs. These decorated battlefield awareness, giff captains can command and maneuver
veterans gain their rank through decisive victories and their their fellow giffs to ensure that any skirmish tips in their favor.
ability to make tactical decisions in combat. Using their improved
Firearms Knowledge. The giff's mastery of its weapons enables it to Maneuver Allies (Recharge 5–6). Up to four allies within 60 feet of
ignore the loading property of muskets and pistols. this giff that can hear it can each use their reaction to move up to
half their speed without provoking opportunity attacks.
Headfirst Charge. The giff can try to knock a creature over; if the
giff moves at least 20 feet in a straight line that ends with in 5 feet of Fragmentation Grenade (1/Day). The giff throws a grenade up to
a Large or smaller creature, that creature must succeed on a DC 15 60 feet. Each creature within 20 feet of the grenade's detonation
Strength saving throw or take 7 (2d6) bludgeoning damage and be must make a DC 15 Dexterity saving throw, taking 17 (5d6) piercing
knocked prone. damage on a failed save, or half as much damage on a successful
one.
Bestiary 143
Giff Gadgeteer Giff Sharpshooter
The giff gadgeteer is a master techsmith and artificer. It Giff sharpshooters are eagle-eyed gunmen that are unmatched
specializes in crafting and using ingenius items and weapons with their use of their muskets and pistols. While all giffs are
that provide it an edge in the battlefield. Aside from its arsenal of adept marksmen, sharpshooters have a higher than normal
powerful pistols and grenades, the giff gadgeteer can shock foes aptitude for shooting.
with its fist, shoot powerful flames, and even temporarily soar into Sharpshooters are armed with their standard musket and pair of
the air. pistols. They also carry a longsword in case the battle comes too
close to their location.
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
18 (+4) 16 (+3) 18 (+4) 18 (+4) 12 (+1) 12 (+1) 18 (+4) 16 (+3) 17 (+3) 11 (+0) 12 (+1) 12 (+1)
Bonus Actions
Backcopter (3/Day). The giff gains a flying speed of 60 feet for 10
minutes.
144 Bestiary
Girallons
Girallon Alpha
Alphas are the dominant girallon of its band, usually
the oldest, largest, and most savage among them. As
the most experienced warrior and hunter, all other
girallon follow and study the movements of the alpha,
learning how to strike coordinated attacks with their
leader.
Bestiary 145
Girallon Berserker Girallon of Xvim
A berserker is an aggressive girallon that will attack anything As with all beasts of Xvim, this girallon is abnormally stronger,
encroaching its territory. When provoked, a berserker will rush fiercer, and more malevolent than the rest of its kind. It roams
headlong into battle and use its four muscular arms to slash and forests in solitude, attacking and killing anything that intrudes its
grab its victims. While girallons bear no weapons, intruders know territory with a sinister glee, including other girallon. Its eyes glow
better than to be within reach of its arms, as the girallon’s steel- and burn in the dark and its once majestic white fur is now caked
like grip offers almost no escape, and will usually end with an with dried blood from years of slaughter.
earth-shattering slam to the ground if caught.
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
20 (+5) 16 (+3) 16 (+3) 5 (-3) 12 (+1) 7 (-2) 20 (+5) 16 (+3) 18 (+4) 5 (-3) 12 (+1) 14 (+2)
Reckless. At the start of its turn, the girallon can gain advantage
Keen Smell. The girallon has advantage on Wisdom (Perception)
on all melee weapon attack rolls during that turn, but attack rolls
checks that rely on smell.
against it have advantage until the start of its next turn.
Actions Actions
Multiattack. The girallon uses Frightful Presence. It then makes
Multiattack. The girallon makes one Bite attack and four Claw
one Bite attack and four Claw attacks.
attacks. It can use Body Slam in place of two Claw attacks.
Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one target.
Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one target.
Hit: 8 (1d6 + 5) piercing damage.
Hit: 8 (1d6 + 5) piercing damage.
Claw. Melee Weapon Attack: +8 to hit, reach 5 ft., one target.
Claw. Melee Weapon Attack: +8 to hit, reach 5 ft., one target.
Hit: 8 (1d6 + 5) slashing damage.
Hit: 8 (1d6 + 5) slashing damage. If the target is Medium or smaller,
it is grappled (escape DC 15) and restrained until the grapple ends. Frightful Presence. Each creature of the girallon's choice that is
Until this grapple ends, the target is restrained, and the girallon within 30 feet of the girallon and aware of it must succeed on a
can't use one of its claws on another target. A girallon can grapple DC 13 Wisdom saving throw or become frightened for 1 minute. A
up to two targets. creature can repeat the saving throw at the end of each of its turns,
ending the effect on itself on a success. If a creature's saving throw
Body Slam. The girallon slams creatures grappled by it into each
is successful or the effect ends for it, the creature is immune to the
other or a solid surface. Each creature must succeed on a DC 16
girallon's Frightful Presence for the next 24 hours.
Strength saving throw or take 12 (2d6 + 5) bludgeoning damage and
be stunned until the end of the girallon's next turn. On a successful Bonus Actions
save, the target takes half the bludgeoning damage and isn't
Aggressive. The girallon can move up to its speed toward a hostile
stunned.
creature that it can see.
Bonus Actions Smite (3/Day). Immediately after the girallon hits a target with an
Aggressive. The girallon can move up to its speed toward a hostile attack roll, the girallon deals an extra 9 (2d8) necrotic damage.
creature that it can see.
146 Bestiary
Githyanki Githyanki Captain
Medium Humanoid (Gith), Typically Lawful Evil
Bonus Actions
Astral Step (Recharge 4–6). The githyanki teleports, along with any
equipment it is wearing or carrying, up to 30 feet to an unoccupied
space it can see.
Bestiary 147
Githyanki Psi-Blade Githyanki Pyromind
Psi-blades are phenomenal githyanki warriors that have Pyrominds are githyanki who have mastered the control and
specialized in psionic assault abilities. They are able to project manipulation of fire through their psionic abilities. They are
psychic blasts, steal a foe's confidence, unleash a devastating cone able to imbue their weapons with fire energy, cause foes to
of psychic energy, and stun groups of enemies. spontaneous combust, fill a large area with flames, and cause a
fiery explosion from a great distance.
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
17 (+3) 14 (+2) 14 (+2) 17 (+3) 16 (+3) 16 (+3) 12 (+1) 14 (+2) 14 (+2) 18 (+4) 14 (+2) 12 (+1)
Saving Throws Con +6, Int +7, Wis +7 Saving Throws Con +5, Int +7, Wis +5
Skills Insight +7, Perception +7, Stealth +6 Damage Resistances fire
Senses passive Perception 17 Senses passive Perception 12
Languages Gith Languages Gith
Challenge 11 (7,200 XP) Proficiency Bonus +4 Challenge 7 (2,900 XP) Proficiency Bonus +3
Actions Actions
Multiattack. The githyanki makes two Longsword attacks and uses Multiattack. The githyanki makes two Dagger attacks. It can use
Psionic Blast. It can use Ego Whip, Psychic Blast, or Psychic Crush Combustion, Rolling Flame, or Detonation in place of one of these
in place of Psionic Blast. attacks.
Longsword. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Dagger. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or
Hit: 7 (1d8 + 3) slashing damage, or 8 (1d10 + 3) slashing damage if range 20/60 ft., one target. Hit: 4 (1d4 + 2) piercing damage plus 3
used with two hands, plus 18 (4d8) psychic damage. (1d6) fire damage plus 10 (3d6) psychic damage.
Psionic Blast. Each creature in a 20-foot cube originating from the Combustion. One creature or object the githyanki can see within
githyanki must make a DC 15 Intelligence saving throw, taking 13 120 feet of it must make a DC 15 Constitution save. On a failed
(3d8) psychic damage on a failed save, or half as much damage on a save, the target takes 27 (5d10) fire damage and it catches on fire,
successful one. taking 5 (1d10) fire damage at the end of each of its turns until the
githyanki's concentration is broken (as if concentrating on a spell) or
Ego Whip (Recharge 5–6). One creature the githyanki can see
a creature adjacent to it extinguishes the flames with an action. On a
within 60 feet of it must make a DC 15 Intelligence saving throw.
successful save, the target takes half as much damage.
On a failed save, the target takes 27 (6d8) psychic damage, is filled
with self-doubt, an is incapacitated for 1 minute. An incapacitated Rolling Flame (Recharge 5–6). The githyanki creates fire in a
creature can repeat its saving throw at the end of each of its turns, 20-foot-cube within 5 feet of it. The fire lasts until the githyanki's
ending the effect on itself on a success. On a successful saving concentration is broken (as if concentrating on a spell). Any creature
throw, the target takes half as much damage with no other effects. in that area and any creature that ends its turn there takes 5 (1d10)
fire damage. As a bonus action, the githyanki can move the cube up
Psychic Crush (Recharges after a Long Rest). The githyanki
to 10 feet.
creates a 20-foot cube of psychic energy within 120 feet of it. Each
creature in that area must make a DC 15 Intelligence saving throw. Detonation (Recharges after a Long Rest). The githyanki creates
On a failed save, the target takes 45 (10d8) psychic damage and is a fiery explosion at a point it can see within 120 feet of it. Each
stunned until the end of the githyanki's next turn. On a successful creature in a 20-foot-radius sphere centered on that point must
save, the target takes half as much damage and isn't stunned. make a DC 15 Constitution saving throw. On a failed save, a
creature takes 42 (12d6) fire damage and is knocked prone. On a
Spellcasting (Psionics). The githyanki casts one of the following
successful save, a creature takes half as much damage and isn't
spells, requiring no material components and using Intelligence as
knocked prone.
the spellcasting ability (spell save DC 15):
At will: light, mage hand (the hand is invisible) Spellcasting (Psionics). The githyanki casts one of the following
3/day each: jump, nondetection (self only) spells, requiring no material components and using Intelligence
1/day each: plane shift, telekinesis as the spellcasting ability (spell save DC 15, +7 to hit with spell
attacks):
Bonus Actions At will: light, fire bolt (3d10), mage hand (the hand is invisible)
Astral Step (Recharge 4–6). The githyanki teleports, along with any 3/day each: burning hands, jump, nondetection (self only)
equipment it is wearing or carrying, up to 30 feet to an unoccupied 1/day each: plane shift, telekinesis
space it can see.
Bonus Actions
Astral Step (Recharge 4–6). The githyanki teleports, along with any
equipment it is wearing or carrying, up to 30 feet to an unoccupied
space it can see.
148 Bestiary
Githzerai
Githzerai Cenobite Githzerai Lightning Fist
Cenobites are ascetic githzerai that are highly skilled in the art of Lightning fists are githzerai that have mastered the use of
unarmed combat. Cenobites do not rely on armor or weapons, and electricity. Lightning crackles constantly from their fists. Using its
only utilize spell-like psionic abilities aimed to augment its fighting psionic abilities, these giths can hurl bolts of lightning, unleash
abilities. They are able to read and predict the movements of their a line of lightning through its enemies while riding through the
enemies and respond with deadly accuracy. light and electricity and teleporting to a new position, and create a
devastating explosion of lightning and thunder in an area of their
choosing.
Githzerai Cenobite Unarmed Strike. Melee Weapon Attack: +5 to hit, reach 5 ft., one
target. Hit: 8 (1d10 + 3) bludgeoning damage plus 9 (2d8) psychic
Medium Humanoid (Gith), Typically Lawful Neutral damage.
Armor Class 16 Spellcasting (Psionics). The githzerai casts one of the following
Hit Points 55 (10d8 + 10) spells, requiring no material components and using Wisdom as the
Speed 30 ft. spellcasting ability:
At will: mage hand (the hand is invisible)
STR DEX CON INT WIS CHA 3/day each: jump, see invisibility
12 (+1) 16 (+3) 12 (+1) 13 (+1) 16 (+3) 10 (+1)
Bonus Actions
Saving Throws Str +3, Dex +5, Int +3, Wis +5 Trace Chance (Recharge 5–6). The githzerai chooses a target it can
Skills Insight +5, Perception +5 see within 30 feet of it. The githzerai gains advantage on the next
Senses passive Perception 15 melee attack roll it makes this turn against the target and if it hits, it
Languages Gith is a critical hit.
Challenge 4 (1,100 XP) Proficiency Bonus +2
Reactions
Psychic Defense. While the githzerai is wearing no armor and Protective Shield (4/Day). When the githzerai is hit by an attack
wielding no shield, its AC includes its Wisdom modifier. roll, it gains a +5 bonus to his AC until the start of its next turn,
which can cause the triggering attack roll to miss.
Actions Slow Fall. When the githzerai falls, it reduces any falling damage it
Multiattack. The githzerai makes two Unarmed Strike attacks. takes by 50.
Bestiary 149
Githzerai Shadowmind
Githzerai shadowminds are martial artists that are able to by githzerai war bands for their ability to create openings,
create psychic static that disrupts their enemies' ability to think leave targets vulnerable, and break the concentration of enemy
clearly and defend themselves properly. They are highly valued spellcasters.
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
12 (+1) 18 (+4) 14 (+2) 16 (+3) 18 (+4) 10 (+0) 12 (+1) 16 (+3) 14 (+2) 16 (+3) 18 (+4) 12 (+1)
Saving Throws Str +5, Dex +8, Int +7, Wis +8 Saving Throws Str +4, Dex +6, Int +6, Wis +7
Skills Insight +8, Perception +8 Skills Insight +10, Perception +10
Senses passive Perception 18 Senses passive Perception 20
Languages Gith Languages Gith
Challenge 9 (5,000 XP) Proficiency Bonus +4 Challenge 7 (2,900 XP) Proficiency Bonus +3
Psychic Defense. While the githzerai is wearing no armor and Psychic Defense. While the githzerai is wearing no armor and
wielding no shield, its AC includes its Wisdom modifier. wielding no shield, its AC includes its Wisdom modifier.
Actions Actions
Multiattack. The githzerai makes two Unarmed Strike attacks and Multiattack. The githzerai makes two Unarmed Strike attacks and
uses Hungry Lightning. It can use Lightning Leap or Storm Clap in uses Daze, Distracting Haze, or Mind Storm, if available.
place of Hungry Lightning. Unarmed Strike. Melee Weapon Attack: +6 to hit, reach 5 ft., one
Unarmed Strike. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) force damage plus 13 (3d8) psychic damage.
target. Hit: 11 (2d6 + 4) force damage plus 9 (2d8) psychic damage Daze. One creature the githzerai can see within 60 feet of it must
plus 4 (1d8) lightning damage. make a DC 15 Intelligence saving throw. On a failed save, the
Hungry Lightning. The githzerai lashes out at one creature it can target is incapacitated until the end of its next turn or until it takes
see within 60 feet of it with tendrils of lightning. The target must damage.
make a DC 16 Dexterity saving throw, with disadvantage if it’s Distracting Haze. One creature the githzerai can see within 60 feet
wearing heavy armor. The target takes 18 (4d8) lightning damage on of it must make a DC 15 Intelligence saving throw. On a failed save,
a failed save, or half as much damage on a successful one. the target takes 16 (3d10) psychic damage and can’t see anything
Lightning Leap (Recharge 5–6). The githzerai lets loose a line of more than 10 feet from it until the githzerai's concentration is
lightning that is 60 feet long and 5 feet wide. Each creature in the broken (as if concentrating on a spell). On a successful save, it takes
line must make a DC 16 Dexterity saving throw, taking 28 (8d6) half as much damage.
lightning damage on a failed save, or half as much damage on a Mind Storm (Recharges after a Long Rest). The githzerai chooses a
successful one. The githzerai then teleports to an unoccupied space point it can see within 60 feet of it. Each creature in a 20-foot-radius
touched by opposite end of the line. sphere centered on that point must make a DC 15 Wisdom saving
Storm Clap (Recharges after a Long Rest). The githzerai chooses throw. On a failed save, the target takes 36 (8d8) psychic damage
a point it can see within 60 feet of it. Thunder and lightning energy and suffers disadvantage on all saving throws until the end of the
erupts in a 20-foot-radius sphere centered on that point. Each githzerai's next turn. On a successful save, a creature takes half as
creature in that area must make DC 16 Constitution saving throw. much damage.
On a failed save, a creature takes 17 (5d6) lightning and 17 (5d6) Spellcasting (Psionics). The githzerai casts one of the following
thunder damage and is stunned until the end of the githzerai's next spells, requiring no material components and using Wisdom as the
turn. On a successful save, a creature takes half as much damage spellcasting ability (spell save DC 15):
and isn't stunned.
At will: mage hand (the hand is invisible)
Spellcasting (Psionics). The githzerai casts one of the following 3/day each: jump, mind spike, see invisibility
spells, requiring no material components and using Wisdom as the 1/day: telekinesis
spellcasting ability (spell save DC 16):
At will: mage hand (the hand is invisible) Reactions
3/day each: jump, see invisibility, thunder clap Protective Shield (4/Day). When the githzerai is hit by an attack
1/day: haste roll, it gains a +5 bonus to his AC until the start of its next turn,
which can cause the triggering attack roll to miss.
Reactions Slow Fall. When the githzerai falls, it reduces any falling damage it
Protective Shield (4/Day). When the githzerai is hit by an attack takes by 50.
roll, it gains a +5 bonus to his AC until the start of its next turn,
which can cause the triggering attack roll to miss.
Slow Fall. When the githzerai falls, it reduces any falling damage it
takes by 50.
150 Bestiary
Gnolls
Flind Captain
Flind captains stand at the head of its warbands. Chosen for its
strength and cunning, captains are battlefield tacticians able to
maneuver their allies into advantageous positions and distract
their foes with their attacks to create an opening for their allies.
Flind Queen
The brutal flind queen is twice the size of any gnoll and is the
most favored gnoll of Yeenoghu. Revered by all gnolls as a god, the
flind queen is a bloodthirsty warrior with unmatched fury.
She is never without her cadre of flind bodyguards, and is often
bestowed with a pack of loyal shoosuva by Yeenoghu.
Gnoll Archer
Spread out across its territory, gnoll archers take to the trees,
scouting for food and intruders. Skilled marksmen, these gnolls
are also adept melee fighters and are always armed with a
pair of handaxes in case an enemy gets too close.
Gnoll Berserker
Berserkers are the frontline of any gnoll warband.
These vicious and bloodthirsty creatures rush
recklessly into battle ahead of its warband.
Flind Captain Flail of Chaos. Melee Weapon Attack: +9 to hit, reach 10 ft., one
target. Hit: 10 (1d10 + 5) bludgeoning damage, and the target must
Medium Humanoid (Gnoll), Typically Chaotic Evil
make a DC 17 Wisdom saving throw. On a failed save, the target
must use its reaction, if available, to make one melee attack against
Armor Class 18 (chain mail, shield) a random creature, other than the flind, within its reach. If there’s
Hit Points 171 (18d8 + 90) no creature within reach, the target instead moves half its speed in a
Speed 30 ft. random direction.
STR DEX CON INT WIS CHA Flail of Pain. Melee Weapon Attack: +9 to hit, reach 10 ft., one
21 (+5) 14 (+2) 20 (+5) 11 (+0) 14 (+2) 13 (+1) target. Hit: 10 (1d10 + 5) bludgeoning damage plus 16 (3d10)
psychic damage.
Saving Throws Con +9, Wis +6 Flail of Paralysis. Melee Weapon Attack: +9 to hit, reach 10 ft., one
Skills Intimidation +5, Perception +6 target. Hit: 10 (1d10 + 5) bludgeoning damage, and the target must
Senses darkvision 60 ft., passive Perception 16 succeed on a DC 17 Constitution saving throw or be paralyzed until
Languages Abyssal, Gnoll the end of its next turn.
Challenge 11 (7,200 XP) Proficiency Bonus +4
Longbow. Ranged Weapon Attack: +6 to hit, range 150/600 ft., one
target. Hit: 6 (1d8 + 2) piercing damage
Aura of Blood Thirst. If the flind isn't incapacitated, any creature
with the Rampage trait can make a Bite attack as a bonus action Maneuver Allies (Recharge 5–6). Up to four allies within 60 feet of
while within 10 feet of the flind. this flind that can hear it can each use their reaction to move up to
half their speed without provoking opportunity attacks.
Distracting Strike (1/Turn). When the flind hits a creature with a
weapon attack, the next attack roll against the target by an attacker Reactions
other than the flind has advantage if the attack is made before the Command Retaliate. In response to a creature missing the flind
start of the flind's next turn. with a melee attack and the attacker is visible to the flind, it can
target an ally within 5 feet of the creature. If the ally can see and
Actions hear the flind, it uses its reaction to make one melee weapon attack
Multiattack. The flind makes one Flail of Chaos attack, one Flail against the creature with advantage on the attack roll.
of Pain attack, and one Flail of Paralysis attack, or it makes three
Longbow attacks.
Bestiary 151
Flind Queen make a DC 19 Wisdom saving throw. On a failed save, the target
must use its reaction, if available, to make one melee attack against
Large Humanoid (Gnoll), Typically Chaotic Evil a random creature, other than the flind, within its reach. If there’s
no creature within reach, the target instead moves half its speed in a
Armor Class 19 (splint, shield) random direction.
Hit Points 218 (19d10 + 114)
Speed 30 ft. Flail of Pain. Melee Weapon Attack: +11 to hit, reach 15 ft., one
target. Hit: 11 (1d10 + 6) bludgeoning damage plus 16 (3d10)
psychic damage.
STR DEX CON INT WIS CHA
22 (+6) 10 (+0) 22 (+6) 12 (+1) 16 (+3) 14 (+2) Flail of Paralysis. Melee Weapon Attack: +11 to hit, reach 15 ft., one
target. Hit: 11 (1d10 + 6) bludgeoning damage, and the target must
Saving Throws Con +11, Wis +8 succeed on a DC 19 Constitution saving throw or be paralyzed until
Skills Intimidation +7, Perception +8 the end of its next turn.
Senses darkvision 60 ft., passive Perception 18 Spellcasting. The flind casts one of the following spells, requiring no
Languages Abyssal, Gnoll material components and using Wisdom as the spellcasting ability
Challenge 13 (10,000 XP) Proficiency Bonus +5 (spell save DC 16):
At will: detect magic
Aura of Blood Thirst. If the flind isn't incapacitated, any creature 1/day each: dispel magic, fear, invisibility
with the Rampage trait can make a Bite attack as a bonus action
while within 10 feet of the flind. Legendary Actions
Legendary Resistance (1/Day). If the flind fails a saving throw, it can The flind can take 3 legendary actions, choosing from the options
choose to succeed instead. below. Only one legendary action option can be used at a time and
only at the end of another creature's turn. The flind regains spent
Actions legendary actions at the start of its turn.
Multiattack. The flind makes one Flail of Chaos attack, one Flail of Charge. The flind moves up to its speed.
Pain attack, one Flail of Paralysis attack, and one Bite attack. Bite. The flind makes a Bite attack.
Bite. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Cast a Spell (Costs 2 Actions). The flind uses Spellcasting.
Hit: 9 (1d6 + 6) piercing damage. Battlefield Savagery (Costs 3 Actions). Up to three allies within 60
feet of the flind that can hear it can use their reactions to move up
Flail of Chaos. Melee Weapon Attack: +11 to hit, reach 15 ft., one to half its speed and make one melee attack each with advantage
target. Hit: 11 (1d10 + 6) bludgeoning damage, and the target must on the roll.
152 Bestiary
Gnoll Archer Gnoll Berserker
Medium Humanoid (Gnoll), Typically Chaotic Evil Medium Humanoid (Gnoll), Typically Chaotic Evil
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
14 (+2) 16 (+3) 11 (+0) 6 (-2) 10 (+0) 7 (-2) 17 (+3) 12 (+1) 14 (+2) 6 (-2) 10 (+0) 7 (-2)
Senses darkvision 60 ft., passive Perception 10 Senses darkvision 60 ft., passive Perception 10
Languages Gnoll Languages Gnoll
Challenge 1 (200 XP) Proficiency Bonus +2 Challenge 2 (450 XP) Proficiency Bonus +2
Actions Reckless. At the start of its turn, the gnoll can gain advantage on all
melee weapon attack rolls during that turn, but attack rolls against it
Multiattack. The gnoll makes two Handaxe attacks or two Longbow
have advantage until the start of its next turn.
attacks.
Handaxe. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or Actions
range 20/60 ft., one target. Hit: 5 (1d6 + 2) slashing damage. Multiattack. The gnoll makes two Greataxe attacks or two Longbow
attacks.
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature.
Hit: 5 (1d4 + 2) piercing damage. Greataxe. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.
Hit: 9 (1d12 + 3) slashing damage.
Longbow. Ranged Weapon Attack: +5 to hit, range 150/600 ft., one
target. Hit: 7 (1d8 + 3) piercing damage. Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one creature.
Hit: 5 (1d4 + 3) piercing damage.
Bonus Actions Longbow. Ranged Weapon Attack: +3 to hit, range 150/600 ft., one
Rampage. After the gnoll reduces a creature to 0 hit points with a target. Hit: 5 (1d8 + 1) piercing damage.
melee attack on its turn, the gnoll moves up to half its speed and
makes a Bite attack. Bonus Actions
Rampage. After the gnoll reduces a creature to 0 hit points with a
melee attack on its turn, the gnoll moves up to half its speed and
makes a Bite attack.
Gnoll Champion of Yeenoghu
Exceptional gnoll warriors that show unmatched savagery in
combat are chosen to become champions of Yeenoghu. They are
able to invoke the wrath of their deity, imbuing their flails with
additional magical abilities. As they mature, gain more kills,
and prove their worth, they eventually receive Yeenoghu's gift - a
transformation to a Flind.
Gnoll Champion of Yeenoghu 5-6: The target must succeed on a DC 14 Constitution saving throw
or be paralyzed until the end of its next turn.
Medium Humanoid (Gnoll), Typically Chaotic Evil
Actions
Armor Class 18 (chain mail, shield) Multiattack. The gnoll makes three Flail attacks or three Longbow
Hit Points 90 (12d8 + 36) attacks.
Speed 30 ft.
Flail. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 8
STR DEX CON INT WIS CHA (1d8 + 4) bludgeoning damage.
18 (+4) 10 (+0) 17 (+3) 11 (+0) 13 (+1) 12 (+1) Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one creature.
Hit: 6 (1d4 + 4) piercing damage.
Saving Throws Con +6, Wis +4 Longbow. Ranged Weapon Attack: +3 to hit, range 150/600 ft., one
Skills Intimidation +4, Perception +4 target. Hit: 4 (1d8) piercing damage
Senses darkvision 60 ft., passive Perception 14
Languages Abyssal, Gnoll Bonus Actions
Challenge 6 (2,300 XP) Proficiency Bonus +3 Rampage. After the gnoll reduces a creature to 0 hit points with a
melee attack on its turn, the gnoll moves up to half its speed and
Wrath of Yeenoghu (1/Turn). When the gnoll hits a creature with a makes a Bite attack.
Flail attack, roll 1d6 to determine what effect happens.
1-2: The target takes 16 (3d10) psychic damage. Reactions
3-4: The target must make a DC 14 Wisdom saving throw. On a Parry. The gnoll adds 2 to its AC against one melee attack that
failed save, the target must make a melee attack against a random would hit it. To do so, the gnoll must see the attacker and be
target within its reach on its next turn. If it has no targets within its wielding a melee weapon.
reach even after moving, it loses its action on that turn.
Bestiary 153
Gnoll Sharpshooter Gnoll Skirmisher
Gnoll sharpshooters are the highly skilled archers of any gnoll Skirmishers wait for the warriors of their war party to engage
warband. Before their war parties attack, the sharpshooters their enemies before rushing from the weak side to gain
position themselves in high vantage points. When the fighting advantage. They can nimbly move from one opponent to another,
starts, they pick off the most dangerous soft targets, such as applying hit and run tactics with quick, sharp thrusts from their
enemy spellcasters, healers, and artillerists. wicked spears.
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
14 (+2) 18 (+4) 12 (+1) 7 (-2) 12 (+1) 7 (-2) 14 (+2) 17 (+3) 12 (+1) 6 (-2) 11 (+0) 7 (-2)
Sharpshooter. The gnoll's ranged weapon attacks ignore half cover Skirmish Advantage. Once per turn, when the gnoll attacks while in
and three-quarters cover and attacking at long range doesn't impose a space that is at least 15 feet away from where it started its turn, it
disadvantage on the gnoll's ranged weapon attack rolls. gains advantage on that attack roll.
Actions Actions
Multiattack. The gnoll makes two Scimitar attacks or three Multiattack. The gnoll makes two melee attacks or two ranged
Longbow attacks. attacks.
Scimitar. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Spear. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or
Hit: 7 (1d6 + 4) slashing damage. range 20/60 ft., one target. Hit: 5 (1d6 + 2) piercing damage, or 6
(1d8 + 2) piercing damage if used with two hands to make a melee
Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one creature.
attack.
Hit: 6 (1d4 + 4) piercing damage.
Whip. Melee Weapon Attack: +5 to hit, reach 10 ft., one target.
Longbow. Ranged Weapon Attack: +6 to hit, range 150/600 ft., one
Hit: 5 (1d4 + 3) slashing damage
target. Hit: 8 (1d8 + 4) piercing damage.
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one creature.
Bonus Actions Hit: 5 (1d4 + 3) piercing damage.
Rampage. After the gnoll reduces a creature to 0 hit points with a Longbow. Ranged Weapon Attack: +5 to hit, range 150/600 ft., one
melee attack on its turn, the gnoll moves up to half its speed and target. Hit: 7 (1d8 + 3) piercing damage.
makes a Bite attack.
Steady Aim (3/Day). The gnoll takes careful aim at a creature it can Bonus Actions
see within range of its ranged weapon. Until the end of its turn, the Rampage. After the gnoll reduces a creature to 0 hit points with a
gnoll deals an extra 7 (2d6) damage with each of its ranged weapon melee attack on its turn, the gnoll moves up to half its speed and
attacks against the target. makes a Bite attack.
Lightfooted. The gnoll takes the Dash or Disengage action.
Reactions
Skirmisher. When an enemy the gnoll can see ends its turn within
5 feet of it, the gnoll can move up to half its speed. This movement
doesn’t provoke opportunity attacks.
154 Bestiary
Goblins
Goblin Archer Goblin Sorcerer
The goblin archer is a highly skilled hunter and a sharpshooter A goblin sorcerer is treated as a hero by its kin, as it is very rare
with the shortbow. A target's cover does little to deter the aim of a for a goblin to practice the arcane arts, especially one that can cast
goblin archer. fireball - the most hated and feared spell of the goblins. Due to
this ability, a goblin sorcerer becomes a tribe's leader or one of the
chieftain's advisers.
Goblin Assassin While adventurers usually prepare for the occasional hobgoblin,
The most talented of goblin sneaks and thugs eventually become bugbear, or goblin chieftain to be the leader of a den, they find
assassins. Nimble and agile, these goblins are sent by their themselves rudely surprised – and sometimes killed – by a wild
chieftains to take out key enemy targets, such as guard captains, fireball straight from the spindly fingers of a grinning goblin
village elders, town mayors, and priests, without getting noticed. sorcerer.
Bestiary 155
Goblin Archer Goblin Assassin
Small Humanoid (Goblinoid), Typically Neutral Evil Small Humanoid (Goblinoid), Typically Neutral Evil
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
8 (-1) 16 (+3) 10 (+0) 10 (+0) 10 (+0) 8 (-1) 8 (-1) 18 (+4) 12 (+1) 12 (+1) 10 (+0) 8 (-1)
Bonus Actions
Nimble Escape. The goblin takes the Disengage or Hide action.
Goblin Monarch Multiattack. The goblin makes two Scimitar attacks or two
Shortbow attacks.
Small Humanoid (Goblinoid), Typically Neutral Evil
Scimitar. Melee Weapon Attack: +6 to hit, reach 5 ft., one target.
Armor Class 18 (breastplate, shield) Hit: 6 (1d6 + 3) slashing damage plus 3 (1d6) poison damage.
Hit Points 78 (12d6 + 36) Shortbow. Ranged Weapon Attack: +6 to hit, range 80/320 ft., one
Speed 30 ft. target. Hit: 6 (1d6 + 3) piercing damage plus 3 (1d6) poison damage.
156 Bestiary
Goblin Sorcerer Goblin Worg Rider
Small Humanoid (Goblinoid), Typically Neutral Evil Small Humanoid (Goblinoid), Typically Neutral Evil
Armor Class 12 (15 with mage armor) Armor Class 14 (studded leather)
Hit Points 24 (7d6) Hit Points 17 (5d6)
Speed 30 ft. Speed 30 ft. (or 50 ft. while mounted)
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
8 (-1) 14 (+2) 10 (+0) 12 (+1) 10 (+0) 15 (+2) 8 (-1) 15 (+2) 10 (+0) 10 (+0) 13 (+1) 9 (-1)
Skills Arcana +3, Stealth +6 Skills Animal Handling +5, Perception +3, Stealth +6
Senses darkvision 60 ft., passive Perception 10 Senses darkvision 60 ft., passive Perception 13
Languages Common, Goblin Languages Common, Goblin
Challenge 2 (450 XP) Proficiency Bonus +2 Challenge 1 (200 XP) Proficiency Bonus +2
Bestiary 157
Golems
Bone Golem
A bone golem is a horrific combination of
giant-sized skeleton parts magically bolted
and sutured together to form a
humanoid-shaped figure about
9-feet tall. It has for four massive
skeletal arms, two of which
hold giant-sized weapons.
In combat, the bone golem
fights like a brute, hacking at
each foe with its weapons and pair
of oversized clubbed arms. Against
large groups, the skeletal construct
can become a deadly machine, able
to charge in a straight line and spin its
upper body around at the same time,
striking all targets within reach of its
arms and weapons.
Bone golems are often created by
necromancers to serve as guards and
as an extra precaution against divine
spellcasters that may be prepared against
their undead armies.
Bone Golem Magic Resistance. The golem has advantage on saving throws
against spells and other magical effects.
Large Construct, Unaligned
Magic Weapons. The golem's weapon attacks are magical.
Armor Class 13 (natural armor) Unusual Nature. The golem doesn’t require air, food, drink, or sleep.
Hit Points 95 (10d10 + 40)
Speed 40 ft. Actions
Multiattack. The golem makes one Longsword attack, one Battleaxe
STR DEX CON INT WIS CHA attack, and two Slam attacks.
20 (+5) 9 (-1) 18 (+4) 6 (-2) 8 (-1) 1 (-5)
Longsword. Melee Weapon Attack: +8 to hit, reach 10 ft., one target.
Hit: 14 (2d8 + 5) slashing damage.
Damage Immunities necrotic, poison, psychic; bludgeoning,
piercing, and slashing that is nonmagical not made with Battleaxe. Melee Weapon Attack: +8 to hit, reach 10 ft., one target.
adamantine weapons Hit: 14 (2d8 + 5) slashing damage.
Condition Immunities charmed, exhaustion, frightened, paralyzed, Slam. Melee Weapon Attack: +8 to hit, reach 10 ft., one target.
petrified, poisoned Hit: 14 (2d8 + 5) bludgeoning damage.
Senses darkvision 60 ft., passive Perception 9
Languages understands the languages of its creator but can't Whirling Weapons (Recharge 5–6). The golem moves up to its
speak walking speed in a straight line and targets each creature within 10
Challenge 8 (3,900 XP) Proficiency Bonus +3 feet of it during its movement. Each target must succeed on a DC 16
Dexterity saving throw, taking 23 (4d8 + 5) slashing damage and 23
Immutable Form. The golem is immune to any spell or effect that (4d8 + 5) bludgeoning damage.
would alter its form.
158 Bestiary
Drolem Drolem's Breath. A drolem is fashioned from the remains of a
A drolem is a mighty construct that always resembles a specific dragon, which determines its breath attack. For example,
mechanical or skeletal (or a mix of both) dragon. With the latter a drolem created from the corpse of a red dragon will always have
form, the drolem is often mistaken for a dracolich or a breath attack that deals fire damage.
undead dragon. Unlike other golems, however, a drolem
has the same capabilities as a typical dragon, with the
ability to fly and unleash dragon's breath. Just like any
other golem, a drolem will follow the command of its
creator or possessor flawlessly. The drolem can't think or
act for itself, but it will defend itself if attacked.
Bestiary 159
Drolem, Huge Unusual Nature. The drolem doesn’t require air, food, drink, or
sleep.
Huge Construct, Unaligned
Actions
Armor Class 19 (natural armor) Multiattack. The drolem can use its Frightful Presence. It then
Hit Points 172 (15d12 + 75) makes one Bite attack and two Claw attacks.
Speed 40 ft., fly 60 ft.
Bite. Melee Weapon Attack: +11 to hit, reach 10 ft., one target.
STR DEX CON INT WIS CHA Hit: 17 (2d10 + 6) piercing damage plus 5 (1d10) acid, cold, fire,
22 (+6) 9 (-1) 20 (+5) 6 (-2) 8 (-1) 10 (+0) lightning, or poison damage (depending on drolem type).
Claw. Melee Weapon Attack: +11 to hit, reach 5 ft., one target.
Damage Resistances cold, fire, lightning Hit: 13 (2d6 + 6) slashing damage.
Damage Immunities necrotic, poison, psychic; bludgeoning,
Dragon's Breath (Recharge 5–6). The drolem exhales acid, cold,
piercing, and slashing that is nonmagical not made with
fire, lightning, or poison (depending on drolem type) in a 60-foot
adamantine weapons
cone. Each creature in that area must make a DC 18 Constitution
Condition Immunities charmed, exhaustion, frightened, paralyzed,
saving throw, taking 49 (14d6) acid, cold, fire, lightning, or poison
petrified, poisoned
damage on a failed save, or half as much damage on a successful
Senses blindsight 60 ft., darkvision 120 ft., passive Perception 9
one.
Languages understands the languages of its creator but can't
speak Frightful Presence. Each creature of the drolem's choice that is
Challenge 13 (10,000 XP) Proficiency Bonus +5 within 120 feet of the drolem and aware of it must succeed on a
DC 13 Wisdom saving throw or become frightened for 1 minute. A
Immutable Form. The drolem is immune to any spell or effect that creature can repeat the saving throw at the end of each of its turns,
would alter its form. ending the effect on itself on a success. If a creature's saving throw
is successful or the effect ends for it, the creature is immune to the
Magic Resistance. The drolem has advantage on saving throws drolem's Frightful Presence for the next 24 hours.
against spells and other magical effects.
Magic Weapons. The drolem's weapon attacks are magical.
Drolem, Gargantuan Unusual Nature. The drolem doesn’t require air, food, drink, or
sleep.
Gargantuan construct, Unaligned
Actions
Armor Class 21 (natural armor) Multiattack. The drolem can use its Frightful Presence. It then
Hit Points 297 (18d20 + 108) makes one Bite attack, two Claw attacks, and one Tail attack.
Speed 40 ft., fly 60 ft.
Bite. Melee Weapon Attack: +13 to hit, reach 10 ft., one target.
STR DEX CON INT WIS CHA Hit: 18 (2d10 + 7) piercing damage plus 11 (2d10) acid, cold, fire,
24 (+7) 9 (-1) 22 (+6) 6 (-2) 8 (-1) 12 (+1) lightning, or poison damage (depending on drolem type).
Claw. Melee Weapon Attack: +13 to hit, reach 5 ft., one target.
Damage Resistances cold, fire, lightning Hit: 14 (2d6 + 7) slashing damage.
Damage Immunities necrotic, poison, psychic; bludgeoning, Tail. Melee Weapon Attack: +13 to hit, reach 10 ft., one target.
piercing, and slashing that is nonmagical not made with Hit: 16 (2d8 + 7) bludgeoning damage.
adamantine weapons
Condition Immunities charmed, exhaustion, frightened, paralyzed, Dragon's Breath (Recharge 5–6). The drolem exhales acid, cold,
petrified, poisoned fire, lightning, or poison (depending on drolem type) in a 90-foot
Senses blindsight 60 ft., darkvision 120 ft., passive Perception 9 cone. Each creature in that area must make a DC 20 Constitution
Languages understands the languages of its creator but can't saving throw, taking 63 (18d6) acid, cold, fire, lightning, or poison
speak damage on a failed save, or half as much damage on a successful
Challenge 18 (20,000 XP) Proficiency Bonus +6 one.
Frightful Presence. Each creature of the drolem's choice that is
Immutable Form. The drolem is immune to any spell or effect that within 120 feet of the drolem and aware of it must succeed on a
would alter its form. DC 15 Wisdom saving throw or become frightened for 1 minute. A
creature can repeat the saving throw at the end of each of its turns,
Magic Resistance. The drolem has advantage on saving throws
ending the effect on itself on a success. If a creature's saving throw
against spells and other magical effects.
is successful or the effect ends for it, the creature is immune to the
Magic Weapons. The drolem's weapon attacks are magical. drolem's Frightful Presence for the next 24 hours.
160 Bestiary
Mud Golem
Often mistaken for an earth elemental, the mud golem is a
magical construct created for its amorphous nature and ability to
appear as natural heaps of mud, making it ideal as inconspicuous
guardians in outdoor settings, such as a wizard's courtyard or
garden.
Sticky Body. A mud golem is a bane to weapon
wielding foes as any melee weapon that
strikes the construct's body can become
stuck fast if the attacker is not strong
enough to pull it back out. Any creature
caught by the golem's powerful limbs
will soon find themselves getting
smothered to death within the mud
golem's body.
Large Construct, Unaligned Magic Resistance. The golem has advantage on saving throws
against spells and other magical effects.
Armor Class 12 (natural armor) Magic Weapons. The golem's weapon attacks are magical.
Hit Points 85 (9d10 + 36)
Speed 20 ft. Sticky Body. When the golem is hit by a melee weapon attack, the
attacker must succeed on a DC 15 Strength saving throw, or the
weapon becomes stuck to the golem's body. If the weapon's wielder
STR DEX CON INT WIS CHA
20 (+5) 6 (-2) 18 (+4) 6 (-2) 8 (-1) 1 (-5) can't or won't let go of the weapon, the wielder is grappled while the
weapon is stuck. While stuck, the weapon can't be used. A creature
can pull the weapon free by taking an action to make a DC 15
Damage Immunities acid, poison, psychic; bludgeoning, Strength check and succeeding.
piercing, and slashing that is nonmagical not made with
adamantine weapons Unusual Nature. The golem doesn’t require air, food, drink, or sleep.
Condition Immunities charmed, exhaustion, frightened, paralyzed,
petrified, poisoned
Actions
Senses darkvision 60 ft., passive Perception 9 Multiattack. The golem makes two Slam attacks.
Languages understands the languages of its creator but can't Slam. Melee Weapon Attack: +8 to hit, reach 15 ft., one target.
speak Hit: 14 (2d8 + 5) bludgeoning damage, and the target is grappled
Challenge 6 (2,300 XP) Proficiency Bonus +3 (escape DC 15). Until the grapple ends, the target takes 14 (2d8
+ 5) bludgeoning damage at the start of each of the golem's turns
Amorphous. The golem can move through a space as narrow as 1 and the golem can't use one of its Slam attacks. While grappled in
inch wide without squeezing. this way, the target is restrained, blinded, and at risk of suffocating.
The golem can grapple up to one Large creature or two Medium or
False Appearance. While the golem remains motionless, it is
smaller creatures at a time.
indistinguishable from a normal mudheap.
Immutable Form. The golem is immune to any spell or effect that
Bestiary 161
Gray Renders
Displacer Render
Displacer renders are said to be
the result of twisted experiments of
combining a gray render and a displacer
beast by wizards employed by the Unseelie
court. Whatever reasons they may have had
were never uncovered.
The gray render retains its form but is now
covered in bluish-black fur with two tentacles
sprouting from its back. With the gray
render’s powerful rage-fueled attacks, and
the displacer’s natural light bending abilities,
the threat level of this monster is taken to an
entirely new level.
162 Bestiary
Elder Gray Render
Elder gray render have grown to a massive size and are covered
in tougher skin as compared to its normal brethren. These gray
renders are incredibly aggressive and will return attacks as long
as it is able. In addition, it can unleash a deafening roar that can
drain the courage of even the mightiest warriors, rendering them
nearly incapacitated for the gray render to rip apart.
Reactions Reactions
Devastating Rampage. When the gray render takes damage, it Wild Rampage. When the gray render takes damage, it makes one
makes one Claw attack against each creature within its reach, other Claw attack against a random creature within its reach, other than
than its master. its master. The attack is made with disadvantage on the attack roll.
Bestiary 163
Grimlocks
164 Bestiary
Grimlock Monarch Grimlock Witch Doctor
The largest, strongest, and most terrifying of all grimlocks almost Grimlock witch doctors are the priests of Shar or devout
always become the monarch, or overall leader, of all grimlock worshippers of the demon lord Ahrimanes. They support grimlock
tribes in a territory. Despite its brutish appearance, it is a skilled war parties and serve as advisors to their chieftains. Witch doctors
and cunning commander. often have mushroom gardens near the tribe's lair, which they tend
and gather stock from for their brews and concoctions.
Grimlock Ravager
Some grimlocks who worship the goddess Shar or Ahrimanes,
demon lord of the exiles and wanderers, are sometimes tainted
with their essence. These become ravagers, fearless and savage
champions of their deities who live only to wreak havoc and
destruction upon their enemies.
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
14 (+2) 12 (+1) 12 (+1) 9 (-1) 8 (-1) 16 (+3) 14 (+2) 12 (+1) 12 (+1) 9 (-1) 14 (+2) 8 (-1)
Skills Arcana +1, Perception +1, Stealth +3 Skills Perception +6, Religion +1, Stealth +3
Senses blindsight 30 ft. or 10 ft. while deafened (blind beyond this Senses blindsight 30 ft. or 10 ft. while deafened (blind beyond this
radius), passive Perception 11 radius), passive Perception 16
Condition Immunities blinded Condition Immunities blinded
Languages Undercommon Languages Undercommon
Challenge 3 (700 XP) Proficiency Bonus +2 Challenge 2 (450 XP) Proficiency Bonus +2
Blind Senses. The grimlock can't use its blindsight while deafened Blind Senses. The grimlock can't use its blindsight while deafened
and unable to smell. and unable to smell.
Keen Hearing and Smell. The grimlock has advantage on Wisdom Keen Hearing and Smell. The grimlock has advantage on Wisdom
(Perception) checks that rely on hearing or smell. (Perception) checks that rely on hearing or smell.
Stone Camouflage. The grimlock has advantage on Dexterity Stone Camouflage. The grimlock has advantage on Dexterity
(Stealth) checks made to hide in rocky terrain. (Stealth) checks made to hide in rocky terrain.
Whispering Aura. At the start of each of the grimlock’s turns, each Actions
creature of its choice within 10 feet of it must succeed on a DC 13
Quarterstaff. Melee Weapon Attack: +4 to hit, reach 5 ft., one target.
Wisdom saving throw or take 10 (3d6) psychic damage, provided the
Hit: 5 (1d6 + 2) bludgeoning damage, or 6 (1d8 + 2) bludgeoning
grimlock isn’t incapacitated.
damage if used with two hands.
Actions Cursed Bolt. Ranged Spell Attack: +4 to hit, range 60 ft., one target.
Quarterstaff. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 15 (3d8 + 2) psychic damage, and the target has disadvantage
Hit: 5 (1d6 + 2) bludgeoning damage, or 6 (1d8 + 2) bludgeoning on attack rolls, ability checks, and saving throws until the end of the
damage if used with two hands, plus 7 (2d6) psychic damage. grimlock’s next turn.
Howling Void. The grimlock opens a momentary extraplanar rift Spellcasting. The grimlock casts one of the following spells using
within 60 feet of it. The rift is a scream-filled, 20-foot cube. Each Wisdom as the spellcasting ability (spell save DC 12):
creature in that area must make a DC 12 Wisdom saving throw. At will: guidance, resistance, thaumaturgy
On a failed save, a creature takes 9 (2d8) psychic damage and is 2/day each: blindness/deafness, cure wounds, meld into stone
frightened of the grimlock until the start of the grimlock’s next turn. 1/day each: hold person, spirit guardians
On a successful save, a creature takes half as much damage and
isn’t frightened. Reactions
Spellcasting. The grimlock casts one of the following spells using Bloodstrike (Recharges after a Short or Long Rest). The grimlock
Charisma as the spellcasting ability (spell save DC 13): grants a + 10 bonus to an attack roll made by itself or another
At will: guidance, mage armor (self only), mage hand, minor illusion, grimlock within 30 feet of it against any creature that doesn't have
prestidigitation all its hit points. The grimlock can make this choice after the roll is
made but before it hits or misses.
Bestiary 165
Grungs
Grung Shaman
Small Humanoid (Grung), Any Alignment
Grung Hunter
Small Humanoid (Grung), Any Alignment Armor Class 12
Hit Points 44 (8d6 + 16)
Armor Class 12 Speed 25 ft., climb 25 ft.
Hit Points 16 (3d6 + 6)
Speed 25 ft., climb 25 ft. STR DEX CON INT WIS CHA
7 (-2) 14 (+2) 15 (+2) 10 (+0) 16 (+3) 11 (+0)
STR DEX CON INT WIS CHA
7 (-2) 14 (+2) 15 (+2) 10 (+0) 11 (+0) 10 (+0) Saving Throws Dex +4
Skills Athletics +2, Perception +5, Stealth +4, Survival +5
Saving Throws Dex +4 Damage Immunities poison
Skills Athletics +2, Perception +2, Stealth +4, Survival +2 Condition Immunities poisoned
Damage Immunities poison Senses passive Perception 15
Condition Immunities poisoned Languages Grung
Senses passive Perception 12 Challenge 2 (450 XP) Proficiency Bonus +2
Languages Grung
Challenge 1/2 (100 XP) Proficiency Bonus +2 Amphibious. The grung can breathe air and water.
Poisonous Skin. Any creature that grapples the grung or otherwise
Amphibious. The grung can breathe air and water. comes into direct contact with the grung's skin must succeed on a
Poisonous Skin. Any creature that grapples the grung or otherwise DC 12 Constitution saving throw or become poisoned for l minute.
comes into direct contact with the grung's skin must succeed on a A poisoned creature no longer in direct contact with the grung can
DC 12 Constitution saving throw or become poisoned for l minute. repeat the saving throw at the end of each of its turns, ending the
A poisoned creature no longer in direct contact with the grung can effect on itself on a success.
repeat the saving throw at the end of each of its turns, ending the Standing Leap. The grung's long jump is up to 25 feet and its high
effect on itself on a success. jump is up to 15 feet, with or without a running start.
Standing Leap. The grung's long jump is up to 25 feet and its high
jump is up to 15 feet, with or without a running start. Actions
Dagger. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or
Actions range 20/60 ft., one target. Hit: 4 (1d4 + 2) piercing damage, and the
Dagger. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or target must succeed on a DC 12 Constitution saving throw or take 5
range 20/60 ft., one target. Hit: 4 (1d4 + 2) piercing damage, and the (2d4) poison damage.
target must succeed on a DC 12 Constitution saving throw or take 5 Spellcasting. The grung casts one of the following spells using
(2d4) poison damage. Wisdom as the spellcasting ability (spell save DC 13, +5 to hit with
Shortbow. Ranged Weapon Attack: +4 to hit, range 80/320 ft., spell attacks):
one target. Hit: 5 (1d6 + 2) piercing damage, and the target must At will: druidcraft
succeed on a DC 12 Constitution saving throw or take 5 (2d4) 3/day each: entangle, healing word, thunderwave
poison damage. 1/day each: erupting earth, freedom of movement, stinking cloud
166 Bestiary
Grung Hunter blessed by dragons. As such, mastering the dragon’s breath spell is
The crafty green-skinned grung hunters are skilled archers. a grung’s rite of passage to becoming a full-fledged sorcerer.
Their main role is to hunt for food for the tribe and watch for any
intruders that may enter their territory. Grung Sovereign
The golden-skinned grung sovereign stands as the leader of its
Grung Shaman tribe. Not one to shy away from battle, the sovereign leads its
Grung shamans serve as the tribe's elder scholars and advisors. grung army with its strong and commanding presence and a
They are able to harness and manipulate the elements around trilling battle chirr that spurs and emboldens all grung that hear it.
them and predict the weather, helping and guiding its tribe to
survive its harsh environment.
Bestiary 167
Hags
Annis Hag, Elder damage at the start of each of the hag's turns. The hag can't make
Claw attacks while grappling a creature in this way.
Large Fey, Typically Chaotic Evil
Despairing Cackle (Recharge 5–6). Each creature within 30 feet
Armor Class 18 (natural armor) of the annis and able to hear the annis must succeed on a DC 15
Hit Points 142 (19d10 + 38) Wisdom saving throw. On a failed save, the target drops whatever it
Speed 40 ft. is holding, and becomes frightened for one minute. While frightened
in this way, a creature must take the Dash action and move away
from the annis by the safest available route on each of its turns,
STR DEX CON INT WIS CHA
22 (+6) 12 (+1) 15 (+2) 14 (+2) 14 (+2) 16 (+3) unless there is nowhere to move, in which case it needn't take the
Dash action. If the creature ends its turn in a location where it
doesn't have line of sight to the annis, the creature can repeat the
Saving Throws Con +6, Wis +6, Cha +7
saving throw. On a success, the effect ends. If a creature's saving
Skills Deception +7, Intimidation +7, Perception +6
throw is successful or the effect ends for it, the creature is immune
Damage Resistances cold; bludgeoning, piercing, and slashing
to the annis's Despairing Cackle for the next 24 hours.
that is nonmagical
Senses darkvision 60 ft., passive Perception 16 Spellcasting. The annis casts one of the following spells, requiring
Languages Common, Giant, Sylvan no material components and using Charisma as the spellcasting
Challenge 11 (7,200 XP) Proficiency Bonus +4 ability (spell save DC 15):
2/day each: armor of Agathys, disguise self (including the form of a
Actions Medium humanoid), fog cloud
1/day each: banishment, bestow curse, destructive wave, dispel
Multiattack. The annis makes one Bite attack and two Claw magic
attacks. It also uses Despairing Cackle, if available.
Bite. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Bonus Actions
Hit: 16 (3d6 + 6) piercing damage. Blinding Smite. Immediately after the hag hits a target with an
attack roll, the hag deals an extra 9 (2d8) necrotic damage to the
Claw. Melee Weapon Attack: +10 to hit, reach 5 ft., one target.
target and forces it to make a DC 18 Constitution saving throw. On a
Hit: 16 (3d6 + 6) slashing damage.
failed save, the target is blinded for 1 minute. The blinded target can
Crushing Hug. Melee Weapon Attack: +10 to hit, reach 5 ft., one repeat the save at the end of each of its turns, ending the effect on
target. Hit: 37 (9d6 + 6) bludgeoning damage, and the target is itself on a success.
grappled (escape DC 16) if it is a Large or smaller creature.
Until the grapple ends, the target takes 37 (9d6 + 6) bludgeoning
168 Bestiary
Elder Bheur Hag
The elder bheur hag has acquired
immeasurable power throughout centuries,
maintaining its life unnaturally by feasting
on mortals. It now wields an elder
graystaff, a more powerful version of
her previous staff, which allows her
to cast more spells. In addition, she is
able to emit a blood-chilling cackle that
makes anyone hearing it susceptible to
her cold spells.
Bheur Hag, Elder Slam. Melee Weapon Attack: +6 to hit, reach 5 ft., one target.
Hit: 11 (2d8 + 2) bludgeoning damage plus 18 (4d8) cold damage.
Medium Fey, Typically Chaotic Evil
Frost Shard. Ranged Spell Attack: +8 to hit, range 60 ft., one target.
Armor Class 18 (natural armor) Hit: 30 (6d8 + 3) cold damage, and the target’s speed is reduced by
Hit Points 172 (23d8 + 69) 10 feet until the start of the hag’s next turn.
Speed 30 ft., fly 50 ft. (hover, Greystaff Magic) Horrific Feast. The hag feeds on the corpse of one enemy within
reach that died within the past minute and regains 25 hit points.
STR DEX CON INT WIS CHA Each creature of the hag’s choice that is within 60 feet and able to
14 (+2) 16 (+3) 16 (+3) 14 (+2) 14 (+2) 18 (+4) see the feeding must succeed on a DC 16 Wisdom saving throw or
be frightened of the hag for 1 minute. While frightened in this way,
Saving Throws Dex +7, Con +7, Wis +6 a creature is incapacitated, can’t understand what others say, can’t
Skills Nature +6, Perception +6, Stealth +7, Survival +6 read, and speaks only in gibberish. A creature can repeat the saving
Damage Immunities cold throw at the end of each of its turns, ending the effect on itself on a
Senses darkvision 60 ft., passive Perception 16 success. If a creature’s saving throw is successful or the effect ends
Languages Auran, Common, Giant for it, the creature is immune to the hag’s Horrific Feast for the next
Challenge 12 (8,400 XP) Proficiency Bonus +4 24 hours.
Numbing Cackle (Recharge 5–6). The hag makes a chilling cackle.
Control Weather (1/Day). The hag can cast the control weather Each creature that isn't immune to cold within 30 feet of the hag
spell, requiring no material components and using Charisma as and able to hear the hag must succeed on a DC 16 Constitution
the spellcasting ability. saving throw. On a failed save, a target becomes vulnerable to cold,
Graystaff Magic. The hag carries a graystaff, a magic staff. The its speed is halved, and it can't take reactions. The effects last for 1
hag can use its flying speed only while astride the staff. If the staff minute. A creature can repeat the saving throw at the end of each of
is lost or destroyed, the hag must craft another, which takes a year its turns, ending the effect on itself on a success.
and a day. Only a bheur hag can use a graystaff. Spellcasting. The hag casts one of the following spells, requiring no
Ice Walk. The hag can move across and climb icy surfaces material components and using Charisma as the spellcasting ability
without needing to make an ability check, and difficult terrain (spell save DC 16):
composed of ice or snow doesn’t cost the hag extra moment. At will: armor of Agathys, hold person, sleet storm, Snilloc's
snowball swarm
Actions 2/day each: cone of cold, ice storm, wall of ice
Multiattack. The hag makes two Slam or Frost Shard attacks. It 1/day: investiture of ice
also uses Numbing Cackle, if available.
Bestiary 169
Gray Hag
The gray hag is a disgusting and horrid looking
monster. She has wild wiry hair that (thankfully)
partially covers her grotesque face, and her
grayish-black skin is riddled with warts and puss.
She prefers to live in the dark recesses of caves in
the gloomiest forests or most treacherous swamps.
Demonic Disciple. The gray hag is often a worshiper
of Juiblex, and is normally found in the company of
slimes, jellies, puddings, and various ooze-like creatures.
Claws of Death. The gray hag has tough iron-like claws
that carry supernatural toxins. Any mortal creature wounded
by them can instantly die from a horrific death.
170 Bestiary
Gray Hag, Elder Spit Green Slime. Ranged Weapon Attack: +9 to hit, reach 5 ft., one
target. Hit: 5 (1d10) acid damage and the creature takes the damage
Medium Fey, Typically Chaotic Evil again at the start of each of its turns until the slime is scraped off or
destroyed. Against wood or metal, green slime deals 11 (2d10) acid
Armor Class 18 (natural armor) damage each round, and any nonmagical wood or metal weapon or
Hit Points 161 (19d8 + 76) tool used to scrape off the slime is effectively destroyed.
Speed 30 ft., climb 30 ft. Sunlight, any effect that cures disease, and any effect that deals
cold, fire, or radiant damage destroys the green slime.
STR DEX CON INT WIS CHA
20 (+5) 14 (+2) 18 (+4) 14 (+2) 16 (+3) 15 (+2) Horrifying Cackle (Recharge 5–6). Each creature that isn't undead
or an ooze within 30 feet of the hag and able to hear the hag must
succeed on a DC 16 Wisdom saving throw. On a failed save, the
Saving Throws Dex +6, Con +8, Wis +7
target is frightened for one minute. If a creature fails its saving
Skills Arcana +6, Deception +6, Perception +11, Religion +6
throw by 5 or more, the creature is paralyzed while frightened for
Damage Resistances acid, necrotic, poison
the same duration. The target can repeat the saving throw at the
Senses darkvision 60 ft., passive Perception 21
end of each of its turns, ending the effect on itself on a success. If
Languages Abyssal, Common
a creature's saving throw is successful or the effect ends for it, the
Challenge 10 (5,900 XP) Proficiency Bonus +4
creature is immune to the hag's Horrifying Cackle for the next 24
hours.
Poisonous Skin. Any creature that grapples the hag or otherwise
comes into direct contact with the hag's skin must succeed on a Spellcasting. The hag casts one of the following spells using
DC 16 Constitution saving throw or become poisoned for l minute. Wisdom as the spellcasting ability (spell save DC 15):
A poisoned creature no longer in direct contact with the hag can At will: guidance, mending, thaumaturgy
repeat the saving throw at the end of each of its turns, ending the 2/day each: blight, blindness/deafness, detect magic
effect on itself on a success. 1/day each: cloudkill, contagion, harm
Spider Climb. The hag can climb difficult surfaces, including Bonus Actions
upside down on ceilings, without needing to make an ability check.
Stench Spray (Recharge 5–6). The hag emits noxious gas in a
Actions 20-foot cube originating from the hag. Each creature in that area
must make a DC 16 Constitution saving throw. On a failed save, a
Multiattack. The hag makes two Claw attacks. It also uses
creature is poisoned for 1 minute. A poisoned creature spends its
Horrifying Cackle, if available.
action on each of its turns coughing and reeling. A creature can
Claw. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. repeat the saving throw at the end of each of its turns, ending the
Hit: 9 (1d8 + 5) slashing damage, and if the target is a creature, effect on itself on a success. Creatures that don't need to breathe or
it must succeed on a DC 16 Constitution saving throw against are immune to poison automatically succeed on this saving throw.
poison. On a failed save, the target is reduced to 0 hit points. On a successful save, a creature takes half as much damage and
isn't poisoned.
Bestiary 171
Hobgoblins
Hobgoblin Bladebearer Hobgoblin Marshal
Hobgoblin bladebearers stand just behind the pikemen and The hobgoblin marshal, who reports directly to a general or
goblin underlings in a military formation. Extremely deadly king, is a highly skilled battlefield tactician that can improve the
with a longsword and their dagger, bladebearers can strike their efficiency of any batallion it commands. Its ability to maneuver
opponents three times before they can react. allies, give orders, redirect attacks, and rally its troops make it a
dangerous adversary if left alone.
Hobgoblin Hoplite
Hoplites are footsoldiers highly trained to fight in a tight formation.
Aside from their martial advantage, hoplites can sometimes deflect
an attack intended for a nearby ally.
172 Bestiary
Hobgoblin Bladebearer Hobgoblin Marshal
Medium Humanoid (Goblinoid), Typically Lawful Evil Medium Humanoid (Goblinoid), Typically Lawful Evil
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
14 (+2) 14 (+2) 12 (+1) 10 (+0) 10 (+0) 9 (-1) 16 (+3) 12 (+1) 14 (+2) 12 (+1) 10 (+0) 12 (+1)
Senses darkvision 60 ft., passive Perception 10 Senses darkvision 60 ft., passive Perception 10
Languages Common, Goblin Languages Common, Goblin
Challenge 2 (450 XP) Proficiency Bonus +2 Challenge 4 (1,100 XP) Proficiency Bonus +2
Martial Advantage (1/Turn). The hobgoblin can deal an extra 10 Marshal Allies. Unless the hobgoblin is incapacitated, it and
(3d6) damage to a creature it hits with a weapon attack if that creatures of its choice within 30 feet of it have advantage on saving
creature is within 5 feet of an ally of the hobgoblin and that ally isn't throws against being frightened.
incapacitated.
Martial Advantage (1/Turn). The hobgoblin can deal an extra 10
Actions (3d6) damage to a creature it hits with a weapon attack if that
creature is within 5 feet of an ally of the hobgoblin and that ally isn't
Multiattack. The hobgoblin makes two Longsword attacks and one
incapacitated.
Dagger attack.
Longsword. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Actions
Hit: 6 (1d8 + 2) slashing damage. Multiattack. The hobgoblin makes two Longsword attacks or two
Longbow attacks. The hobgoblin can use Command or Maneuver
Dagger. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or
Allies in place of one of these attacks.
range 20/60 ft., one target. Hit: 4 (1d4 + 2) piercing damage.
Longsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.
Reactions Hit: 7 (1d8 + 3) slashing damage, or 8 (1d10 + 3) slashing damage if
Parry. The hobgoblin adds 2 to its AC against one melee attack that used with two hands.
would hit it. To do so, the hobgoblin must see the attacker and be
Command. The hobgoblin targets one ally it can see within 30 feet
wielding a melee weapon.
of it. If the target can see and hear the hobgoblin, the target can
make one weapon attack as a reaction.
Maneuver Allies (Recharge 5–6). Up to four allies within 60 feet of
Hobgoblin Hoplite this hobgoblin that can hear it can each use their reaction to move
up to half their speed without provoking opportunity attacks.
Medium Humanoid (Goblinoid), Typically Lawful Evil
Bonus Actions
Armor Class 18 (chain mail, shield) Rallying Cry (1/Day). Each creature of the hobgoblin's choice that is
Hit Points 16 (3d8 + 3) within 30 feet of it, can hear it, and not already affected by Rallying
Speed 30 ft. Cry gains advantage on attack rolls and saving throws until the start
of the hobgoblin's next turn.
STR DEX CON INT WIS CHA
14 (+2) 12 (+1) 12 (+1) 10 (+0) 10 (+0) 9 (-1) Reactions
Directed Strike (3/Day). When a creature the hobgoblin can see
Senses darkvision 60 ft., passive Perception 10 within 30 feet of it makes an attack roll, and the creature can hear
Languages Common, Goblin the hobgoblin, the hobgoblin grants advantage to that roll.
Challenge 1 (200 XP) Proficiency Bonus +2
Actions
Spear. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or
range 20/60 ft., one target. Hit: 5 (1d6 + 2) piercing damage, or 6
(1d8 + 2) piercing damage if used with two hands to make a melee
attack.
Javelin. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or
range 30/120 ft., one target. Hit: 5 (1d6 + 2) piercing damage.
Reactions
Protection. When an attacker the hobgoblin can see makes an
attack roll against a creature within 5 feet of the hobgoblin, the
hobgoblin can impose disadvantage on the attack roll.
Bestiary 173
Hobgoblin Monarch Legendary Actions
Medium Humanoid (Goblinoid), Typically Lawful Evil The hobgoblin can take 3 legendary actions, choosing from the
options below. Only one legendary action option can be used at a
Armor Class 18 (plate) time and only at the end of another creature's turn. The hobgoblin
Hit Points 150 (20d8 + 60) regains spent legendary actions at the start of its turn.
Speed 30 ft. Move. The hobgoblin moves up to half its speed.
Greatsword (Costs 2 Actions). The hobgoblin makes a
STR DEX CON INT WIS CHA Greatsword attack.
18 (+4) 14 (+2) 16 (+3) 14 (+2) 12 (+1) 16 (+3) Tactical Edge (Cost 2 Actions). Roll a d6 for the hobgoblin. The
number rolled on the die is subtracted from the next attack roll
Saving Throws Con +7, Int +6, Wis +5, Cha +7 made against the hobgoblin or an ally of its choice within the next
Senses darkvision 60 ft., passive Perception 11 minute.
Languages Common, Goblin Command Allies (Costs 1-3 Actions). The hobgoblin chooses up
Challenge 10 (5,000 XP) Proficiency Bonus +4 to 3 allies it can see within 60 feet of it. If the target can see and
hear the hobgoblin, the target can use its reaction to make one
Aura of Fervor. The hobgoblin's allies have advantage on attack weapon attack. It costs 1 legendary action per target.
rolls and saving throws against being charmed and frightened while
within 20 feet of the hobgoblin, provided it isn’t incapacitated. Reactions
General's Guidance (Recharge 4–6). When a creature the
Legendary Resistance (1/Day). If the hobgoblin fails a saving throw,
hobgoblin can see within 30 feet of it makes an attack roll or saving
it can choose to succeed instead.
throw, and the creature can hear the hobgoblin, the hobgoblin rolls
Martial Advantage (1/Turn). The hobgoblin can deal an extra 17 1d10 and adds the result to the attack roll or saving throw.
(5d6) damage to a creature it hits with a weapon attack if that
creature is within 5 feet of an ally of the hobgoblin and that ally isn't
incapacitated.
Actions
Multiattack. The hobgoblin makes two Greatsword attacks. It can
use Maneuver Allies or Hold the Line in place of one Greatsword
attack.
Greatsword. Melee Weapon Attack: +8 to hit, reach 5 ft., one target.
Hit: 11 (2d6 + 4) slashing damage.
Hobgoblin Sergeant
Medium Humanoid (Goblinoid), Typically Lawful Evil
Maneuver Allies (Recharge 5–6). Up to four allies within 60 feet of
this hobgoblin that can hear it can each use their reaction to move
up to half their speed without provoking opportunity attacks. Armor Class 18 (chain mail, shield)
Hit Points 32 (5d8 + 10)
Hold the Line! (1/Day). The hobgoblin targets each goblinoid Speed 30 ft.
creature of its choice that is within 60 feet of it, can hear it, is within
5 feet of an ally of the hobgoblin and that ally isn't incapacitated STR DEX CON INT WIS CHA
and not already affected by Hold the Line. Until the end of the 15 (+2) 12 (+1) 14 (+2) 10 (+0) 10 (+0) 9 (-1)
hobgoblin's next turn, creatures provoke an opportunity attack from
the target when they move 5 feet or more while within the target's
Senses darkvision 60 ft., passive Perception 10
reach, and if the target hits a creature with an opportunity attack, the
Languages Common, Goblin
creature's speed is reduced to 0 until the end of the current turn.
Challenge 2 (450 XP) Proficiency Bonus +2
Unleash Hell! (1/Day). Up to 6 goblinoid allies of the hobgoblin's
choice that is within 60 feet of it, can hear it, and not already Martial Advantage (1/Turn). The hobgoblin can deal an extra 10
affected by Unleash Hell can use their reaction to move up to half (3d6) damage to a creature it hits with a weapon attack if that
their speed and make one weapon attack. creature is within 5 feet of an ally of the hobgoblin and that ally isn't
incapacitated.
Actions
Hobgoblin Monarch Multiattack. The hobgoblin makes two Longsword attacks or two
The hobgoblin monarch is a shrewd, calculating general who Longbow attacks. The hobgoblin can use Command in place of one
rose from the ranks of soldiers and won favor from the goblin of these attacks.
deity Maglubiyet. It is revered by almost all goblinoids, and can Longsword. Melee Weapon Attack: +4 to hit, reach 5 ft., one target.
command all goblinoid armies within its region. Hit: 6 (1d8 + 2) slashing damage, or 7 (1d10 + 2) slashing damage if
Physically imposing and a true master in the art of war, the used with two hands.
hobgoblin monarch commands its allies with both confidence and
Longbow. Ranged Weapon Attack: +3 to hit, range 150/600 ft., one
brutal efficiency.
target. Hit: 5 (1d8 + 1) piercing damage.
Command. The hobgoblin targets one ally it can see within 30 feet of
Hobgoblin Sergeant it. If the target can see and hear the hobgoblin, the target can make
one weapon attack as a reaction.
The hobgoblin sergeant, who reports to a marshal, is a skilled
swordsman and leader that can provide sound tactical commands Maneuver Allies (Recharge 5–6). Up to four allies within 60 feet of
and maneuvers. They are normally encountered leading small war this hobgoblin that can hear it can each use their reaction to move
bands or commanding guards in an outpost, barracks, or dungeon. up to half their speed without provoking opportunity attacks.
174 Bestiary
Hobgoblin Sharpshooter Hobgoblin Vanguard
Hobgoblin sharpshooters are the most skilled and highly trained Wearing full plate mail armor and shield, the dreaded hobgoblin
archers of the hobgoblin army. They are positioned behind or vanguard is an intimidating sight to the enemy frontlines. Any who
flanking the front line infantry, often on elevated vantage points. dare engage it will find themselves unable to escape from its threat
Hobgoblin sharpshooters prioritize high value targets, such as range.
mages and opposing generals, and even sent on assassination
missions.
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
11 (+0) 18 (+4) 12 (+1) 10 (+0) 12 (+1) 9 (-1) 16 (+3) 12 (+1) 16 (+3) 10 (+0) 11 (+0) 12 (+1)
Reactions
Parry. The hobgoblin adds 3 to its AC against one melee attack that
would hit it. To do so, the hobgoblin must see the attacker and be
wielding a melee weapon.
Bestiary 175
Howler Howler Pack Lord
Huge Fiend, Typically Chaotic Evil
Skills Perception +7
Damage Resistances cold, fire, lightning; bludgeoning, piercing,
and slashing that is nonmagical
Condition Immunities frightened
Senses darkvision 60 ft., passive Perception 17
Languages understands Abyssal but can't speak
Challenge 12 (8,400 XP) Proficiency Bonus +4
Howler Pack Lord
The terrifying and cunning howler pack lord leads its kind Pack Leader. The howler’s allies have advantage on attack rolls
to successful hunts, able to command its followers to make while within 20 feet of the howler, provided it isn’t incapacitated.
coordinated attacks.
Poisonous Quills. In addition to the normal abilities of a typical Pack Tactics. A howler has advantage on attack rolls against a
howler, the pack lord has grown to an immense size, its venomous creature if at least one of the howler' s allies is within 5 feet of the
creature and the ally isn't incapacitated.
quills now providing an extra layer of defense to any that might get
too close to it. Poisonous Quills. A creature that touches the howler or hits it with a
melee attack while within 5 feet of it gets pricked by a quill and takes
4 (1d8) piercing damage and must succeed on a DC 16 Constitution
saving throw or become poisoned until a creature takes an action to
remove the quill.
Actions
Multiattack. The howler makes two Rending Bite attacks.
Rending Bite. Melee Weapon Attack: +9 to hit, reach 5 ft., one target.
Hit: 15 (3d6 + 5) piercing damage, plus 27 (5d10) psychic damage if
the target is frightened. This attack ignores damage resistance.
Mind-Breaking Howl (Recharge 5–6) . The howler emits a keening
howl in a 60-foot cone. Each creature in that area that isn't deafened
must succeed on a DC 16 Wisdom saving throw or be frightened
until the end of the howler's next turn. While a creature is frightened
in this way, its speed is halved, and it is incapacitated. A target that
successfully saves is immune to the Mind-Breaking Howl of all
howlers for the next 24 hours.
176 Bestiary
Kenkus
Kenku Arcane Trickster Spellcasting. The kenku casts one of the following spells using
Intelligence as the spellcasting ability (spell save DC 14):
Medium Humanoid (Kenku), Typically Chaotic Neutral
Cantrips: mage hand, minor illusion, prestidigitation
2/day each: major image, mirror image, Tasha's hideous laughter
Armor Class 15 (studded leather)
1/day each: greater invisibility, phantasmal force
Hit Points 77 (14d8 + 14)
Speed 30 ft. Actions
Shortsword. Melee Weapon Attack: +6 to hit, reach 5 ft., one target.
STR DEX CON INT WIS CHA
Hit: 6 (1d6 + 3) piercing damage. The attack deals an extra 17 (5d6)
8 (-1) 16 (+3) 12 (+1) 16 (+3) 11 (+0) 10 (+0)
damage if the kenku has advantage on the attack roll.
Skills Arcana +6, Deception +6, Perception +3, Stealth +9 Befuddling Bolt. Ranged Spell Attack: +6 to hit, range 60 ft., one
Senses darkvision 60 ft., passive Perception 13 creature. Hit: 13 (3d6 + 3) psychic damage, and the target has
Languages understands Auran and Common but speaks only disadvantage to Intelligence, Wisdom, and Charisma saving throws
through the use of its Mimicry trait and can't use reactions until the end of the kenku's next turn.
Challenge 5 (1,800 XP) Proficiency Bonus +3
Bonus Actions
Ambusher. The kenku has advantage on attack rolls against any Cunning Action. The kenku takes the Dash, Disengage, or Hide
creature it has surprised. action.
Mimicry. The kenku can mimic any sounds it has heard, including Distracting Hand. While the kenku has the Mage Hand spell active,
voices. A creature that hears the sounds can tell they are imitations it can designate a creature within 5 feet of the spectral hand. The
with a successful DC 14 Wisdom (Insight) check. kenku has advantage on its attack rolls against that creature until
the end of the turn.
Evasion. If the kenku is subjected to an effect that allows it to make
a Dexterity saving throw to take only half damage, the kenku instead
takes no damage if it succeeds on the saving throw, and only half
damage if it fails.
Bestiary 177
Kenku Duelist
A kenku duelist is a sly and dangerous warrior that takes
full advantage of its combat skills to compliment its 'street-
style' dirty-fighting techniques.
The kenku duelist often serves as its gang's boss, or
assassin if it serves a master.
Kenku Duelist attack made against a target that has none of its allies adjacent to
it.
Medium Humanoid (Kenku), Typically Chaotic Neutral
Sneak Attack (1/Turn). The kenku deals an extra 7 (2d6) damage
Armor Class 15 (studded leather) when it hits a target with a weapon attack and has advantage on the
Hit Points 52 (8d8 + 16) attack roll, or when the target is within 5 feet of an ally of the kenku
Speed 30 ft. that isn't incapacitated and the kenku doesn't have disadvantage on
the attack roll.
STR DEX CON INT WIS CHA
16 (+3) 16 (+3) 14 (+2) 11 (+0) 10 (+0) 12 (+1) Actions
Multiattack. The kenku makes two Rapier attacks and one Handaxe
Skills Deception +3, Intimidation +3, Perception +2, Stealth +7 attack.
Senses passive Perception 12
Languages understands Auran and Common but speaks only Rapier. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7
through the use of its Mimicry trait (1d8 + 3) piercing damage.
Challenge 4 (1,100 XP) Proficiency Bonus +2 Handaxe. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or
range 20/60 ft., one target. Hit: 6 (1d6 + 3) slashing damage.
Ambusher. The kenku has advantage on attack rolls against any
creature it has surprised. Bonus Actions
Cunning Action. The kenku takes the Dash, Disengage, or Hide
Mimicry. The kenku can mimic any sounds it has heard, including
action.
voices. A creature that hears the sounds can tell they are imitations
with a successful DC 14 Wisdom (Insight) check. Feinting Attack. The kenku can choose one creature within 5 feet of
it. It has advantage on its next attack roll against the target.
Fancy Footwork. When the kenku makes a melee attack against a
creature, that creature can't make opportunity attacks against the Reactions
kenku until the end of the turn.
Riposte. When a creature misses the kenku with a melee attack, the
Toujours l’Audace. The kenku adds its Charisma modifier to its kenku can make one melee weapon attack against it.
initiative rolls. In addition, it can use Sneak Attack with any melee
178 Bestiary
Kobolds
Kobold Arcane Trickster Kobold Chieftain
It is very rare for a kobold to have a high enough intelligence to be A chieftain leads its kobold tribe and serves as a vassal to the
able to cast wizard spells, but those that do, usually becomes an kobold king. It is a crafty warrior, and has the ability to command
arcane trickster. and boost the morale of its underlings. It is normally attended to
This obnoxious kobold specializes in deception and by four bodyguards, a couple of shaman or sorcerer advisers, and
manipulation, often uses its befuddling bolt attacks to make its one or two pet drakes.
foes more susceptible to its illusions and enchantments.
Kobold Monarch
Kobold Archer The kobold monarch leads all the kobold tribes within its territory
Kobolds archers are often assigned as guards and sentries and and is both feared and revered by its subjects.
posted in high vantage point areas, such as cave ledges or tree A kobold monarch is a formidable warrior, but what makes it
branches. dangerous is its ability to rally its allies during combat. It is never
without its elite bodyguards and spellcaster advisers. It is not
even surprising if it has a young dragon within its lair that serves
as its companion.
Bestiary 179
Kobold Arcane Trickster Kobold Archer
Small Humanoid (Kobold), Any Alignment Small Humanoid (Kobold), Any Alignment
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
7 (-2) 17 (+3) 12 (+1) 14 (+2) 10 (+0) 8 (-1) 7 (-2) 18 (+4) 9 (-1) 8 (-1) 7 (-2) 8 (-1)
Skills Arcana + 4, Perception +2, Sleight of Hand +5, Stealth +7 Senses darkvision 60 ft., passive Perception 8
Senses darkvision 60 ft., passive Perception 12 Languages Common, Draconic
Languages Common, Draconic Challenge 1/2 (100 XP) Proficiency Bonus +2
Challenge 3 (700 XP) Proficiency Bonus +2
Sunlight Sensitivity. While in sunlight, the kobold has disadvantage
Pack Tactics. The kobold has advantage on an attack roll against on attack rolls, as well as on Wisdom (Perception) checks that rely
a creature if at least one of the kobold's allies is within 5 feet of the on sight.
creature and the ally isn't incapacitated.
Pack Tactics. The kobold has advantage on an attack roll against
Sunlight Sensitivity. While in sunlight, the kobold has disadvantage a creature if at least one of the kobold's allies is within 5 feet of the
on attack rolls, as well as on Wisdom (Perception) checks that rely creature and the ally isn't incapacitated.
on sight.
Actions Actions
Dagger. Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or
Dagger. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 6 (1d4 + 4) piercing damage.
range 20/60 ft., one target. Hit: 5 (1d4 + 3) piercing damage. The
attack deals an extra 14 (4d6) damage if the kobold has advantage Shortbow. Ranged Weapon Attack: +6 to hit, range 80/320 ft., one
on the attack roll. target. Hit: 7 (1d6 + 4) piercing damage.
Befuddling Bolt. Ranged Spell Attack: +4 to hit, range 60 ft., one
creature. Hit: 12 (3d6 + 2) psychic damage, and the target has
disadvantage to Intelligence, Wisdom, and Charisma saving throws
and can't use reactions until the end of the kobold's next turn.
Spellcasting. The kobold casts one of the following spells using
Intelligence as the spellcasting ability (spell save DC 12):
Cantrips: dancing lights, mage hand, minor illusion
2/day each: blur, silent image, Tasha's hideous laughter
1/day each: enemies abound, mirror image
Bonus Actions
Cunning Action. The kobold takes the Dash, Disengage, or Hide
action.
180 Bestiary
Kobold Chieftain Kobold Monarch
Small Humanoid (Kobold), Any Alignment Small Humanoid (Kobold), Any Alignment
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
12 (+1) 16 (+3) 14 (+2) 8 (-1) 10 (+0) 12 (+1) 16 (+3) 15 (+2) 14 (+2) 11 (+0) 12 (+1) 14 (+2)
Skills Deception +3, Perception +2, Stealth +7 Skills Deception +4, Perception +4, Stealth +10
Senses darkvision 60 ft., passive Perception 12 Senses darkvision 60 ft., passive Perception 14
Languages Common, Draconic Languages Common, Draconic
Challenge 4 (1,100 XP) Proficiency Bonus +2 Challenge 6 (2,300 XP) Proficiency Bonus +3
Pack Tactics. The kobold has advantage on an attack roll against Aura of Fervor. The kobold's allies have advantage on attack rolls
a creature if at least one of the kobold's allies is within 5 feet of the and saving throws against being charmed and frightened while
creature and the ally isn't incapacitated. within 20 feet of the kobold, provided it isn’t incapacitated.
Sneak Attack (1/Turn). The kobold deals an extra 7 (2d6) damage Legendary Resistance (1/Day). If the kobold fails a saving throw, it
when it hits a target with a weapon attack and has advantage on the can choose to succeed instead.
attack roll, or when the target is within 5 feet of an ally of the kobold Pack Tactics. The kobold has advantage on an attack roll against
that isn't incapacitated and the kobold doesn't have disadvantage on a creature if at least one of the kobold's allies is within 5 feet of the
the attack roll. creature and the ally isn't incapacitated.
Sunlight Sensitivity. While in sunlight, the kobold has disadvantage Sneak Attack (1/Turn). The kobold deals an extra 7 (2d6) damage
on attack rolls, as well as on Wisdom (Perception) checks that rely when it hits a target with a weapon attack and has advantage on the
on sight. attack roll, or when the target is within 5 feet of an ally of the kobold
that isn't incapacitated and the kobold doesn't have disadvantage on
Actions the attack roll.
Multiattack. The kobold makes two Spear attacks.
Sunlight Sensitivity. While in sunlight, the kobold has disadvantage
Spear. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or on attack rolls, as well as on Wisdom (Perception) checks that rely
range 20/60 ft., one target. Hit: 6 (1d6 + 3) piercing damage, or 7 on sight.
(1d8 + 3) piercing damage if used with two hands to make a melee
attack. The kobold treats the spear as a finesse weapon. Actions
Multiattack. The kobold makes two Spear attacks. It can use
Bonus Actions Maneuver Allies in place of one of these attacks, if available.
Cunning Action. The kobold takes the Dash, Disengage, or Hide
Spear. Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or
action.
range 20/60 ft., one target. Hit: 6 (1d6 + 3) piercing damage, or 7
War Yip (1/Day). Until the end of the kobold's next turn, each (1d8 + 3) piercing damage if used with two hands to make a melee
creature of the kobold's choice that is within 30 feet of it, can hear it, attack, plus 7 (2d6) poison damage.
and not already affected by War Yip deals an extra 3 (1d6) damage Maneuver Allies (Recharge 5–6). Up to four allies within 60 feet of
when it hits a target with a weapon attack and has advantage on the this kobold that can hear it can each use their reaction to move up to
attack roll. half their speed without provoking opportunity attacks.
Bonus Actions
Cunning Action. The kobold takes the Dash, Disengage, or Hide
action.
War Yip (1/Day). Until the end of the kobold's next turn, each
creature of the kobold's choice that is within 30 feet of it, can hear it,
and not already affected by War Yip deals an extra 3 (1d6) damage
when it hits a target with a weapon attack and has advantage on the
attack roll.
Legendary Actions
The kobold can take 3 legendary actions, choosing from the options
below. Only one legendary action option can be used at a time and
only at the end of another creature's turn. The kobold regains spent
legendary actions at the start of its turn.
Move. The kobold moves up to half its speed without provoking
opportunity attacks.
Spear (Costs 2 Actions). The kobold makes a Spear attack.
Command Allies (Costs 3 Actions). The kobold chooses up to
three allies it can see within 30 feet of it. If the target can see and
hear the kobold, the target can use its reaction to make one
weapon attack.
Bestiary 181
Kobold Shaman Kobold Sting of Kurtulmak
Small Humanoid (Kobold), Any Alignment Small Humanoid (Kobold), Lawful Evil
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
7 (-2) 14 (+2) 12 (+1) 8 (-1) 15 (+2) 8 (-1) 14 (+2) 16 (+3) 14 (+2) 10 (+0) 12 (+1) 16 (+3)
Senses darkvision 60 ft., passive Perception 12 Skills Arcana + 3, Deception +6, Perception +7, Stealth +8
Languages Common, Draconic Senses darkvision 60 ft., passive Perception 17
Challenge 2 (450 XP) Proficiency Bonus +2 Languages Common, Draconic
Challenge 6 (2,300 XP) Proficiency Bonus +3
Pack Tactics. The kobold has advantage on an attack roll against
a creature if at least one of the kobold's allies is within 5 feet of the Pack Tactics. The kobold has advantage on an attack roll against
creature and the ally isn't incapacitated. a creature if at least one of the kobold's allies is within 5 feet of the
creature and the ally isn't incapacitated.
Sunlight Sensitivity. While in sunlight, the kobold has disadvantage
on attack rolls, as well as on Wisdom (Perception) checks that rely Legendary Resistance (1/Day). If the kobold fails a saving throw, it
on sight. can choose to succeed instead.
Sunlight Sensitivity. While in sunlight, the kobold has disadvantage
Actions on attack rolls, as well as on Wisdom (Perception) checks that rely
Poison Lash. Melee or Ranged Spell Attack: +4 to hit, reach 5 ft. on sight.
or range 60 ft., one target. Hit: 13 (2d10 + 2) poison damage. If the
target is a creature, it is also poisoned until the end of the kobold’s Actions
next turn. A poisoned creature has disadvantage on saving throws Multiattack. The kobold makes one Spear attack and one Tail
made against the kobold's spells. Stinger attack.
Sling. Ranged Weapon Attack: +4 to hit, range 30/120 ft., one target. Spear. Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or
Hit: 4 (1d4 + 2) bludgeoning damage. range 20/60 ft., one target. Hit: 6 (1d6 + 3) piercing damage, or 7
(1d8 + 3) piercing damage if used with two hands to make a melee
Spellcasting. The kobold casts one of the following spells using
attack, plus 7 (2d6) necrotic damage. The attack deals an extra 10
Wisdom as the spellcasting ability (spell save DC 12):
(3d6) damage if the kobold has advantage on the attack roll. The
At will: druidcraft, guidance, mold earth kobold treats the spear as a finesse weapon.
1/day each: barkskin, earth tremor, erupting earth, feign death, spike
growth, thunderwave Tail Stinger. Melee Weapon Attack: +6 to hit, reach 10 ft., one
creature. Hit: 5 (1d4 + 3) piercing damage. The target must succeed
Bonus Actions on a DC 13 Constitution saving throw or become poisoned for 1
Change Shape (Recharges after a Short or Long Rest). The kobold minute. A poisoned creature is paralyzed. A poisoned creature can
magically polymorphs into a giant lizard or weasel, remaining in that repeat the saving throw at the end of each of its turns, ending the
form for up to 1 hour. It can revert to its true form as a bonus action. effect on itself on a success.
Its statistics, other than its size, are the same in each form. Any Savage Stab (Recharge 5–6). Melee Weapon Attack: +6 to hit, reach
equipment it is wearing or carrying isn't transformed. It reverts to its 5 ft., one target. Hit: 16 (3d8 + 3) piercing damage, and if the target
true form if it dies. is a creature, it must succeed on a DC 14 Constitution saving throw.
On a failed save, the creature has disadvantage on attack rolls and
ability checks, can’t take reactions, and its speed is halved for 1
minute. A creature can repeat the saving throw at the end of its
Kobold Shaman turns, ending the effects on itself on a success.
Veering from the traditional sorcerous path of kobold spellcasters,
Spellcasting. The kobold casts one of the following spells using
shamans have made a connection with a powerful nature spirit
Charisma as the spellcasting ability (spell save DC 14):
and are able to draw power from it. Shamans provide healing and
rituals to the tribe, and artillery support during combat. They often At will: mage hand, minor illusion, true strike
2/day each: invisibility, passwall, stinking cloud
take the form of a giant lizard if forced into melee, or a weasel, if it
1/day each: confusion, mislead
needs to be more mobile.
Bonus Actions
Cunning Action. The kobold takes the Dash, Disengage, or Hide
Kobold Sting of Kurtulmak action.
When a kobold demonstrates unmatched cunning, roguecraft,
and arcane skills, it may get the attention of Kurtulmak. Once it
Legendary Actions
becomes favored by the deity, the kobold's tail end transforms into The kobold can take 3 legendary actions, choosing from the options
a venomous stinger. below. Only one legendary action option can be used at a time and
Mage Assassin. The Sting of Kurtulmak serves as the tribe's only at the end of another creature's turn. The kobold regains spent
legendary actions at the start of its turn.
warband leader and chief assassin, second only to the chieftain
or king. During combat, it mixes its arcane and martial skills with Move. The kobold moves up to half its speed.
deadly efficiency, sneaking behind enemy lines and neutralizing Sting. The kobold makes a Tail Stinger attack.
key targets first. Spear (Costs 2 Actions). The kobold makes a Spear attack.
Cast a Spell (Costs 2 Actions). The kobold uses Spellcasting.
182 Bestiary
Kobold Trapmaker
These wily kobolds are experts at crafting and setting traps
and are responsible for their tribe’s perimeter defense.
Trapmakers spend their lifetime mastering and perfecting
their craft, and those that do not blow themselves up or
accidentally kill or maim themselves eventually become highly
prized tribe members.
Cunning Lurer. In combat, trapmakers are normally armed
with a both a dagger and a shortbow, with their blades and
arrow points tipped with venom. But they rarely use them
except to draw enemies' attention to lead them to their
traps. They will never engage in melee unless they really
have to, always preferring to deploy booby traps and making
a hasty retreat.
Kobold Trapmaker For traps placed on a surface, the trap is triggered when a surface
within the area is touched or stepped on, removing another object
Small Humanoid (Kobold), Any Alignment covering it, or manipulating an object that holds it. For traps
within an object, the trap is triggered when the object is opened or
Armor Class 13 manipulated.
Hit Points 31 (7d6 + 7) When the kobold lays a trap, it chooses from one of the following
Speed 30 ft. options below for its effect. Once triggered, each creature within 5
feet of the trap is targeted by its effect, unless specified otherwise.
STR DEX CON INT WIS CHA 1. Bear Trap. This trap can only be placed on a ground surface and
7 (-2) 16 (+3) 12 (+1) 12 (+1) 8 (-1) 8 (-1) only the creature that triggered it as affected. The target must make
a DC 15 Strength saving throw. On a failed save, a creature takes
Skills Perception +1, Sleight of Hand +7, Stealth +5 10 (4d4) piercing damage and is restrained. The creature can make
Senses darkvision 60 ft., passive Perception 11 a DC 15 Strength (Athletics) check to escape the trap. If the check
Languages Common, Draconic fails, the target takes 2 (1d4) piercing damage. Until the creature
Challenge 2 (450 XP) Proficiency Bonus +2 regains all of its hit points, its walking speed is reduced by half.
2. Flare Blast. Each target must make a DC 15 Wisdom saving
throw or be blinded for 1 minute.
Pack Tactics. The kobold has advantage on an attack roll against
3. Explosive Blast. Each target must make a DC 15 Dexterity
a creature if at least one of the kobold's allies is within 5 feet of the
saving throw, taking 10 (3d6) fire damage and 7 (2d6) piercing
creature and the ally isn't incapacitated.
damage on a failed save, or half as much damage on a successful
Sneak Attack (1/Turn). The kobold deals an extra 7 (2d6) damage save.
when it hits a target with a weapon attack and has advantage on the 4. Poison Gas. Each target must make a DC 15 Constitution saving
attack roll, or when the target is within 5 feet of an ally of the kobold throw or become poisoned for 1 minute.
that isn't incapacitated and the kobold doesn't have disadvantage on 5. Stink Cloud. The trap creates a 10-foot radius sphere of green,
the attack roll. nauseating gas centered on the trap which lasts for 1 minute. The
Sunlight Sensitivity. While in sunlight, the kobold has disadvantage sphere spreads around corners, and its area is heavily obscured.
on attack rolls, as well as on Wisdom (Perception) checks that rely Each target within the cloud must make a DC 15 Constitution
on sight. saving throw against poison. On a failed save, the creature spends
its action that turn retching and reeling. Creatures that don't need
Actions to breathe or are immune to poison automatically succeed on
Dagger. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or this saving throw. A moderate wind (at least 10 miles per hour)
range 20/60 ft., one target. Hit: 5 (1d4 + 3) piercing damage plus 3 disperses the cloud after 4 rounds. A strong wind (at least 20 miles
(1d6) poison damage. per hour) disperses it after I round.
Shortbow. Ranged Weapon Attack: +5 to hit, range 80/320 ft., one Bonus Actions
target. Hit: 6 (1d6 + 3) piercing damage plus 3 (1d6) poison damage. Cunning Action. The kobold takes the Dash, Disengage, or Hide
Set Trap (5/Day). The kobold can discretely place a mechanical trap action.
of its choice (see below) on a surface (such as a section of floor, a Drop Caltrops (3/Day). The kobold can spread caltrops to cover a
wall, a staircase, or a table) or within an object that can be closed to 5-foot-square area. Any creature that isn't flying and enters the area
conceal the trap (such as a chest, door, or window) within 5 feet of it. must succeed on a DC 15 Dexterity saving throw or stop moving
If it is a surface, the trap can cover an area of the surface no larger and take 1 piercing damage. Until the creature regains at least 1 hit
than 10 feet in diameter. point, its walking speed is reduced by 10 feet. A creature moving
The trap is hidden, requiring a DC 15 Intelligence (Investigation) to through the area at half speed doesn't need to make the saving
find it or a DC 15 Wisdom (Perception) check to spot it. throw.
Bestiary 183
Kruthiks
Kruthik Hive Queen
The kruthik hive queen is the overall master of all hives
within its territory, and is always attended to by
2-3 hive lords. It very rarely leaves its main lair,
preferring to stay within the hive as it spends
its time laying and watching over its eggs and
commanding its hive lords to
manage its territory.
Battle Mistress. If forced
into battle, the hive queen
can become a terrifying
opponent. Like hive
lords, it can stab with its
razor-sharp forelimbs,
shoot iron-like spikes, or
spew horrific amounts
of acid. In addition to
these weapons, the hive
queen can also unleash its
terrible tail stinger, which
can instantly paralyze
a creature hit. The hive
queen is also a shrewd
tactician, able to call other
kruthiks to its side, or
direct them to attack specific
targets of its choosing.
Kruthik Hive Queen Spike. Ranged Weapon Attack: +9 to hit, range 30/120 ft., one
target. Hit: 12 (2d6 + 5) piercing damage.
Huge Monstrosity, Typically Chaotic Evil
Stinger. Melee Weapon Attack: +9 to hit, reach 10 ft., one creature.
Armor Class 22 (natural armor) Hit: 14 (2d8 + 5) piercing damage. The target must make a DC 16
Hit Points 157 (15d12 + 60) Constitution saving throw or become poisoned for 1 minute. While
Speed 40 ft., burrow 20 ft., climb 40 ft. poisoned, the target is also paralyzed. The target can repeat the
saving throw at the end of each of its turns, ending the effect on
STR DEX CON INT WIS CHA itself on a success.
21 (+5) 16 (+3) 19 (+4) 13 (+1) 16 (+3) 12 (+1)
Acid Spray (Recharge 5–6). The kruthik sprays acid in a 30-foot
cone. Each creature in that area must make a DC 16 Dexterity
Senses darkvision 60 ft., tremorsense 60 ft., passive Perception 13 saving throw, taking 33 (6d10) acid damage on a failed save, or half
Languages Kruthik as much damage on a successful one.
Challenge 10 (5,900 XP) Proficiency Bonus +4
Legendary Actions
Keen Smell. The kruthik has advantage on Wisdom (Perception) The kruthik can take 3 legendary actions, choosing from the options
checks that rely on smell. below. Only one legendary action option can be used at a time and
only at the end of another creature's turn. The kruthik regains spent
Pack Leader. The kruthik’s allies have advantage on attack rolls
legendary actions at the start of its turn.
while within 20 feet of the kruthik, provided it isn’t incapacitated.
Charge. The kruthik moves up to its speed.
Pack Tactics. The kruthik has advantage on an attack roll against To Me. Up to three allied kruthiks of this kruthik's choice within 60
a creature if at least one of the kruthik's allies is within 5 feet of the feet of this kruthik that can hear it can each use their reaction to
creature and the ally isn't incapacitated. move up to their speed to the nearest possible space to this kruthik.
Tunneler. The kruthik can burrow through solid rock at half its Attack (Costs 2 Actions). The kruthik makes one Stab or Spike
burrowing speed and leaves a 10-foot-diameter tunnel in its wake. attack.
Command (Costs 1-3 Actions). The kruthik chooses up to three
Actions allied kruthiks it can see within 30 feet of it. If the target can see
Multiattack. The kruthik makes two Stab attacks or two Spike and hear the kruthik, the target can use its reaction to move up to
attacks, and one Sting attack. half its speed and make one weapon attack. It costs 1 legendary
action per target.
Stab. Melee Weapon Attack: +9 to hit, reach 10 ft., one target.
Hit: 16 (2d10 + 5) piercing damage.
184 Bestiary
Lamia
Lamia Priestess of Graz'zt Intoxicating Touch. Melee Spell Attack: +6 to hit, reach 5 ft., one
target. Hit: The target is magically cursed for 1 hour. Until the curse
Large Monstrosity, Typically Chaotic Evil
ends, the target has disadvantage on Wisdom saving throws and all
ability checks.
Armor Class 14 (natural armor)
Hit Points 127 (15d10 + 45) Spellcasting. The lamia casts one of the following spells, requiring
Speed 30 ft. no material components and using Charisma as the spellcasting
ability (spell save DC 14):
STR DEX CON INT WIS CHA At will: disguise self (any humanoid form), guidance, major image,
16 (+3) 14 (+2) 16 (+3) 14 (+2) 16 (+3) 16 (+3) thaumathurgy
3/day each: command, charm person, mirror image, scrying,
Skills Deception +9, Insight +6, Religion +5, Stealth +5 suggestion
Senses darkvision 120 ft., passive Perception 13 1/day each: charm monster, dominate person, fear, geas
Languages Abyssal, Common
Change Shape. The lamia transforms into a Small or Medium
Challenge 6 (2,300 XP) Proficiency Bonus +3
humanoid it has seen, or back into its true form, while retaining its
game statistics. This transformation ends if the lamia is reduced to
Magic Resistance. The lamia has advantage on saving throws 0 hit points or uses an action to end it.
against spells and other magical effects.
Reactions
Actions Joy from Pain. When the lamia takes critical hit damage, it can
Multiattack. The lamia makes one Claws attack and one Dagger make one melee weapon attack.
attack. It can use Intoxicating Touch or Spellcasting in place of the
Dagger attack. Master of Pleasures. When the lamia takes damage, it can
magically grant 5 temporary hit points to itself and up to three allies
Claws. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. within 30 feet of it.
Hit: 14 (2d10 + 3) slashing damage.
Dagger. Melee Weapon Attack: +6 to hit, reach 5 ft., one target.
Hit: 5 (1d4 + 3) piercing damage plus 7 (2d6) fire damage.
Bestiary 185
Leucrottas
Leucrotta Female
Female leucrottas are larger than males, and are the dominant sex able to deliver critical hits more often, and are very strong that
in the pack. They are more aggressive and vicious, often bullying they can pierce and destroy armor.
male leucrottas into submission. Their bites are more ferocious,
186 Bestiary
Leucrotta Fiend Leucrotta Matriarch
Female leucrotta that is blessed by Yeenoghu, or is an offspring The leucrotta matriarch is the largest and oldest leucrotta of its
of a male shoosuva, become leucrotta fiends. These gruesome clan, and is often the most cunning and vicious as well.
monsters are slightly larger than their normal ilk, and sport In battle, it prefers to stand back, letting the younger females
crest spikes running over their spine. While they act the same as and males engage its foes, at it moves to the center of battle to
normal leucrotta females, they are more insidious and share the maximize its Pack Leader trait.
resistances of their fiendish parent.
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
22 (+6) 14 (+2) 16 (+3) 10 (+0) 15 (+2) 8 (-1) 23 (+6) 14 (+2) 19 (+4) 9 (-1) 16 (+3) 8 (-1)
Skills Deception +2, Perception +8 Skills Deception +5, Intimidation +5, Perception +6
Damage Resistances cold, fire, lightning; bludgeoning, piercing, Senses darkvision 60 ft., passive Perception 16
and slashing that is nonmagical Languages Abyssal, Gnoll
Damage Immunities poison Challenge 7 (2,900 XP) Proficiency Bonus +3
Condition Immunities poisoned
Senses darkvision 60 ft., passive Perception 18 Mimicry. The leucrotta can mimic animal sounds and humanoid
Languages Abyssal, Gnoll voices. A creature that hears the sounds can tell they are imitations
Challenge 6 (2,300 XP) Proficiency Bonus +3 with a successful DC 14 Wisdom (Insight) check.
Pack Leader. The leucrotta’s allies have advantage on attack rolls
Mimicry. The leucrotta can mimic animal sounds and humanoid
while within 20 feet of the leucrotta, provided it isn’t incapacitated.
voices. A creature that hears the sounds can tell they are imitations
with a successful DC 17 Wisdom (Insight) check. Pack Tactics. The leucrotta has advantage on an attack roll against
a creature if at least one of the leucrotta's allies is within 5 feet of the
Stench. Any creature other than a leucrotta or gnoll that starts
creature and the ally isn't incapacitated.
its turn within 5 feet of the leucrotta must succeed on a DC 14
Constitution saving throw or be poisoned until the start of the Stench. Any creature other than a leucrotta or gnoll that starts
creature’s next turn. On a successful saving throw, the creature is its turn within 5 feet of the leucrotta must succeed on a DC 15
immune to the Stench of all leucrottas for 1 hour. Constitution saving throw or be poisoned until the start of the
creature’s next turn. On a successful saving throw, the creature is
Actions immune to the Stench of all leucrottas for 1 hour.
Multiattack. The leucrotta makes one Bite attack and one Hooves
attack. If available, it can make one Bone Bite attack in place of its Actions
Bite attack. Multiattack. The leucrotta makes one Bite attack and one Hooves
attack. If available, it can make one Bone Bite attack in place of its
Bite. Melee Weapon Attack: +9 to hit, reach 5 ft., one target.
Bite attack.
Hit: 10 (1d8 + 6) piercing damage, and the target is grappled (escape
DC 16). If the leucrotta scores a critical hit, it rolls the damage dice Bite. Melee Weapon Attack: +9 to hit, reach 5 ft., one target.
three times, instead of twice. Hit: 15 (2d8 + 6) piercing damage, and the target is grappled (escape
DC 16). If the leucrotta scores a critical hit, it rolls the damage dice
Hooves. Melee Weapon Attack: +9 to hit, reach 5 ft., one target.
three times, instead of twice.
Hit: 13 (2d6 + 6) bludgeoning damage.
Bone Bite. Melee Weapon Attack: +9 to hit, reach 5 ft., one target it
Bone Bite. Melee Weapon Attack: +9 to hit, reach 5 ft., one target it
is grappling with. Hit: 19 (3d8 + 6) piercing damage, and if the target
is grappling with. Hit: 19 (3d8 + 6) piercing damage, and if the target
is a creature, it must succeed on a DC 17 Constitution saving throw.
is a creature, it must succeed on a DC 17 Constitution saving throw.
On a failed save, the creature has disadvantage on attack rolls and
On a failed save, the creature has disadvantage on attack rolls and
ability checks, can’t take reactions, and its speed is reduced to 10
ability checks, can’t take reactions, and its speed is reduced to 10
feet for 1 minute. The effects end when the creature regains all of its
feet for 1 minute. The effects end when the creature regains all of its
hit points.
hit points.
Hooves. Melee Weapon Attack: +9 to hit, reach 5 ft., one target.
Bonus Actions Hit: 16 (3d6 + 6) bludgeoning damage. If the target is a Medium or
Kicking Retreat. Immediately after the leucrotta makes a Hooves smaller creature, it must succeed on a DC 17 Strength saving throw
attack, it takes the Disengage action. or be knocked prone.
Rampage. After the leucrotta reduces a creature to 0 hit points with Bonus Actions
a melee attack on its turn, the leucrotta moves up to half its speed
Kicking Retreat. Immediately after the leucrotta makes a Hooves
and makes a Bite attack.
attack, it takes the Disengage action.
Bestiary 187
Lizardfolk
Lizardfolk Arcane Archer Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target.
Hit: 7 (1d6 + 4) piercing damage.
Medium Humanoid (Lizardfolk), Typically Neutral
Scimitar. Melee Weapon Attack: +6 to hit, reach 5 ft., one target.
Armor Class 16 (natural armor) Hit: 7 (1d6 + 4) piercing damage.
Hit Points 58 (9d8 + 18)
Speed 30 ft., swim 30 ft.
Bonus Actions
Arcane Shot (3/Day). When the lizardfolk hits a target with a
STR DEX CON INT WIS CHA ranged weapon attack, it can choose one from the following three
12 (+1) 18 (+4) 14 (+2) 12 (+1) 12 (+1) 7 (-2) effects:
1. Poison Arrow. The target and all other creatures within 10 feet
Skills Athletics +3, Perception +3, Survival +5 of it take an extra 10 (3d6) poison damage each.
Senses passive Perception 13 2. Enfeebling Arrow. The target takes an extra 7 (2d6) necrotic
Languages Draconic damage. If the target is a creature, it must succeed on a DC 12
Challenge 3 (700 XP) Proficiency Bonus +2 Constitution saving throw, or the damage dealt by its weapon
attacks are halved until the start of the lizardfolk's next turn.
Hold Breath. The lizardfolk can hold its breath for 15 minutes. 3. Shadow Arrow. If the target is a creature, it takes an extra 7
(2d6) psychic damage and the creature must succeed on a DC 12
Magic Ranged Weapons. The lizardfolk's ranged weapon attacks are
Wisdom saving throw or be unable to see anything farther than 5
magical.
feet away until the start of the lizardfolk's next turn.
Actions Curving Shot. When the lizardfolk makes a ranged attack roll and
Multiattack. The lizardfolk makes two ranged attacks or two melee misses, it can reroll the attack roll against a different target within
attacks. 60 feet of the original target.
Longbow. Ranged Weapon Attack: +6 to hit, range 150/600 ft., one
target. Hit: 8 (1d8 + 4) piercing damage.
188 Bestiary
Lizardfolk Emperor devouring all other humanoid creatures, even other lizardfolk.
Lizardfolk tainted with the blood of the demon lord Sess'innek Those who worship Semuanya are prepared and sacrificed to
become lizardfolk kings. Eventually, one of these kings will rise Sess'innek by its priests in the presence of the emperor.
in power and rule over other kings and becomes the lizardfolk
emperor. Ruthless and evil, the lizardfolk emperor serves its
demon lord by aggressively expanding its territory, slaying and Lizardfolk Vanguard
Lizardfolk vanguards serve as the chieftain's or king's bodyguards
or lead its war party into battle. They always heavy armor, and will
favor swords and shields over crude weapons.
Lizardfolk Emperor
Medium Humanoid (Lizardfolk), Typically Chaotic Evil
Aura of Fervor. The lizardfolk's allies have advantage on attack STR DEX CON INT WIS CHA
rolls and saving throws against being charmed and frightened while 16 (+3) 14 (+2) 16 (+3) 8 (-1) 12 (+1) 9 (-1)
within 20 feet of the lizardfolk, provided it isn’t incapacitated.
Hold Breath. The lizardfolk can hold its breath for 15 minutes. Saving Throws Str +5, Dex +4, Con +5
Skills Athletics +7, Perception +3, Survival +5
Legendary Resistance (1/Day). If the lizardfolk fails a saving throw, Senses passive Perception 13
it can choose to succeed instead. Languages Draconic
Actions Challenge 4 (1,100 XP) Proficiency Bonus +2
Multiattack. The lizardfolk makes one Bite attack and two Trident
attacks. Hold Breath. The lizardfolk can hold its breath for 15 minutes.
Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Threatening. Creatures provoke an opportunity attack from the
Hit: 7 (1d6 + 4) piercing damage. lizardfolk when they move 5 feet or more while within the lizardfolk's
reach, and if the lizardfolk hits a creature with an opportunity attack,
Trident. Melee or Ranged Weapon Attack: +7 to hit, reach 10 ft. or the target's speed is reduced to 0 until the end of the current turn.
range 20/60 ft., one target. Hit: 7 (1d6 + 4) piercing damage, or 8
(1d8 + 4) piercing damage if used with two hands to make a melee Actions
attack, plus 3 (1d6) acid damage. Multiattack. The lizardfolk makes one Bite attack and two
Abyssal Breath (Recharge 5–6). The lizardfolk exhales abyssal gas Longsword attacks.
in a 15-foot cone. Each creature in that area must make a DC 14
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.
Constitution saving throw, taking 10 (3d6) poison damage and 10
Hit: 6 (1d6 + 3) piercing damage.
(3d6) necrotic damage on a failed save, or half as much damage on a
successful one. Longsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.
Hit: 7 (1d8 + 3) slashing damage, or 8 (1d10 + 3) slashing damage
Bonus Actions if used with two hands, and the target is marked until the end of
Skewer. Immediately after the lizardfolk hits a target with a trident the lizardfolk's next turn. This effect ends early if the lizardfolk is
attack, the lizardfolk deals an extra 10 (3d6) damage, and the incapacitated or it dies, or if someone else marks the target. While it
lizardfolk gains temporary hit points equal to the extra damage dealt. is within 5 feet of the lizardfolk, a creature marked by the lizardfolk
has disadvantage on any attack roll that doesn't target the lizardfolk.
Legendary Actions
The lizardfolk can take 3 legendary actions, choosing from the Bonus Actions
options below. Only one legendary action option can be used at a Punish the Marked. The lizardfolk makes a melee weapon attack
time and only at the end of another creature's turn. The lizardfolk against a creature marked by it if the creature dealt damage to
regains spent legendary actions at the start of its turn. anyone other than the lizardfolk during the last turn. The lizardfolk's
Move. The lizardfolk moves up to half its speed. melee weapon attack has advantage on the attack roll, and if it hits,
Trident (Costs 2 Actions). The lizardfolk makes a Trident attack. the attack's weapon deals an extra 7 (2d6) damage to the target.
Frighten Foes (Costs 1-3 Actions). The lizardfolk targets up to 3
enemies it can see within 30 feet of it. If the target can see and Reactions
hear the lizardfolk, the target must succeed on a DC 14 Wisdom Parry. The lizardfolk adds 3 to its AC against one melee attack that
saving throw or be frightened until the end of lizardfolk’s next turn. would hit it. To do so, the lizardfolk must see the attacker and be
It costs 1 legendary action per target. wielding a melee weapon.
Bestiary 189
Lycanthropes
Werebat Alpha
While most werebats are of goblin stock, some Underdark intelligent than the common werebat, and find themselves leading
humanoids (drow, grimlocks, duergar, etc.) and even orcs can the colony (see Waterdeep: Dungeon of the Mad Mage for more
become afflicted too. These tend to be more experienced and information on werebats).
190 Bestiary
Wererat Assassin An ogre wererat can sometimes be found in the company of other
Wererats who show an aptitude for becoming inconspicuous and wererats and serves as their muscle.
have mastered the craft of making quick and silent kills become
assassins. They normally join thieves' and assassins' guilds but Werewolf Favored by Malar
seldom do they reveal their true nature. Malar the Beastlord, the god of bestial bloodlust, savagery, and
evil lycanthropes, will sometimes choose amongst its worshippers
Ogre Wererat champions to lead its flock. These champions must have proven
Normally only humanoids can be afflicted with lycanthropy. itself in savage combat, displaying both unparalleled brutality and
However, there have been a few rare cases where giants, for some cunning. They Beastlord bestows upon them enhanced strength,
unknown reason or fluke, become cursed after suffering a bite ferocity, and extraordinary abilities.
from a werecreature. The ogre wererat is such an example. To the There are only a handful of such champions, known as Favored
ogre, the curse has become a gift. The transformation has given it by Malar, and only one exists for each type of evil lycanthrope.
more resistance and stamina, acute senses, cunning, and agility. The overall leader of the People of the Black Blood, a loosely
Unfortunately, it now also has an insatiable appetite for flesh. organized tribe of evil lycanthropes that worship Malar, is almost
always a Favored by Malar.
Wererat Assassin the attack roll, or when the target is within 5 feet of an ally of
Medium Humanoid (Shapechanger), Typically Lawful Evil the wererat that isn't incapacitated and the wererat doesn't have
disadvantage on the attack roll.
Armor Class 16 (studded leather) Actions
Hit Points 65 (10d8 + 20)
Multiattack (Humanoid or Hybrid Form Only). The wererat makes
Speed 30 ft.
two attacks, only one of which can be a Bite.
STR DEX CON INT WIS CHA Bite (Rat or Hybrid Form Only). Melee Weapon Attack: +7 to hit,
10 (+0) 18 (+4) 14 (+2) 11 (+0) 10 (+0) 8 (-1) reach 5 ft., one target. Hit: 6 (1d4 + 4) piercing damage. lf the target
is a humanoid, it must succeed on a DC 13 Constitution saving
Skills Perception +3, Stealth +10 throw or be cursed with wererat lycanthropy.
Damage Immunities bludgeoning, piercing, and slashing from Shortsword (Humanoid or Hybrid Form Only). Melee Weapon
nonmagical attacks not made with silvered weapons Attack: +7 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) piercing
Senses darkvision 60 ft., passive Perception 13 damage, and the target must succeed on a DC 11 Constitution
Languages Common (can't speak in rat form) saving throw, taking 10 (3d6) poison damage on a failed save, or half
Challenge 5 (1,800 XP) Proficiency Bonus +3 as much damage on a successful one.
Hand Crossbow. Ranged Weapon Attack: +7 to hit, range 30/120
Assassinate. During its first turn, the wererat has advantage on
ft., one target. Hit: 7 (1d6 + 4) piercing damage, and the target
attack rolls against any creature that hasn't taken a turn. Any hit the
must succeed on a DC 11 Constitution saving throw, taking 10
wererat scores against a surprised creature is a critical hit.
(3d6) poison damage on a failed save, or half as much damage on a
Cunning Action. The wererat takes the Dash, Disengage, or Hide successful one.
action.
Change Shape. The werebat polymorphs into a Medium rat-
Keen Smell. The wererat has advantage on Wisdom (Perception) humanoid hybrid or into a giant rat, or back into its true form, which
checks that rely on smell. appears humanoid. Its statistics, other than its size and speed, are
the same in each form. Any equipment it is wearing or carrying isn’t
Sneak Attack (1/Turn). The wererat deals an extra 7 (2d6) damage
transformed. It reverts to its true form if it dies.
when it hits a target with a weapon attack and has advantage on
Bestiary 191
Werewolf Favored By Malar is a humanoid, it must succeed on a DC 18 Constitution saving
throw or be cursed with werewolf lycanthropy.
Medium Humanoid (Shapechanger), Typically Chaotic Evil
Claw (Wolf or Hybrid Form Only). Melee Weapon Attack: +10 to hit,
reach 5 ft., one target. Hit: 10 (2d4 + 5) slashing damage.
Armor Class 15 (chain shirt) in humanoid and hybrid form,
14 (natural armor) in wolf form Change Shape. The werewolf polymorphs into a Large wolf-
Hit Points 199 (21d8 + 105) humanoid hybrid or into a Large dire wolf, or back into its true
Speed 30 ft. (40 ft. in wolf form) form, which appears humanoid. Its statistics, other than its size and
speed, are the same in each form. Any equipment it is wearing or
STR DEX CON INT WIS CHA carrying isn’t transformed. It reverts to its true form if it dies.
20 (+5) 15 (+2) 20 (+5) 13 (+1) 14 (+2) 14 (+2)
Bonus Actions
Savage Howl (Recharge 5–6). The werewolf emits a terrifying howl
Skills Intimidation +7, Perception +12, Stealth +7 that also rallies its allies. Each ally that is within 30 feet of it, can
Damage Immunities bludgeoning, piercing, and slashing from hear it, and not already affected by Savage Howl gains advantage
nonmagical attacks not made with silvered weapons on attack rolls and saving throws until the start of the werewolf's
Senses passive Perception 22 next turn. All other creatures within 30 feet must succeed on a DC
Languages Common (can't speak in wolf form) 18 Wisdom saving throw or become frightened for 1 minute. A
Challenge 13 (10,000 XP) Proficiency Bonus +5 creature can repeat the saving throw at the end of each of its turns,
ending the effect on itself on a success. If a creature's saving throw
Keen Hearing and Smell. The werewolf has advantage on Wisdom is successful or the effect ends for it, the creature is immune to the
(Perception) checks that rely on hearing and smell. werewolf's Savage Howl for the next 24 hours.
Pack Leader. The werewolf’s allies have advantage on attack rolls Legendary Actions
while within 20 feet of the werewolf, provided it isn’t incapacitated.
The werewolf can take 3 legendary actions, choosing from the
Actions options below. Only one legendary action option can be used at a
time and only at the end of another creature's turn. The werewolf
Multiattack (Humanoid or Hybrid Form Only). In humanoid form,
regains spent legendary actions at the start of its turn.
the werewolf makes two Greataxe attacks. In hybrid form, the
werewolf makes one Bite attack and two Greataxe attacks, or one Charge. The werewolf moves up to its speed.
Bite attack and two Claw attacks. Bite. The werewolf makes a Bite attack.
Greataxe (Costs 2 Actions). The werewolf makes a Greataxe attack.
Greataxe. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Savagery of Malar (Costs 3 Actions). Up to three lycanthrope
Hit: 11 (1d12 + 5) slashing damage. allies within 60 feet of the werewolf that can hear it can use their
Bite (Wolf or Hybrid Form Only). Melee Weapon Attack: +10 to hit, reactions to move up to half their speed and make one melee
reach 5 ft., one target. Hit: 9 (1d8 + 5) piercing damage. lf the target attack each with advantage on the roll.
192 Bestiary
Marut Marut Guards
Marut guards are posted in and around the city of Sigil. Smaller
Marut Concordant than the typical marut construct, guards are armed with a
Concordants were created to carry out justice for broken contracts greatsword that is primarily used to break any in-fighting within
accepted and imposed by the marut. As with the contract holders, parties and defend the Hall of Concordance from intrusion. Marut
the concordant does not consider the grey area of things, focusing guards are sometimes sent to accompany marut concordants
solely on what is written – however good or evil the implications on the latters' missions, especially when they are instructed to
may be. Concordants are persistent beings and will hunt contract- capture and bring back contract breakers.
breakers through dimensions and planes until it can exact justice
with its thunderous fists.
Marut Concordant
Large Construct, Lawful Neutral
Bestiary 193
Maur
Maur (Hunched Giant)
Maurs, also known as hunched giants, are
rumored to be the devolved cousins of Storm
Giants that have been trapped millions of
years ago deep in the Underdark. The harsh,
cramped, and tight spaces of subterranean life
has transformed them into hunched, stoop-
shouldered caricatures of their former greatness
and their skin and hair pasty white. Unless there is
actual space to stand up, these 15-foot tall giants
are always hunched over and scraping their
knuckles on the floor.
Unfurled Might. Maurs are armed with stone-
mail and stone weapons, and they decorate their
skin by scarring glyphs onto it. They typically set
up ambush by melding into stone, wait for their
intended targets to pass by them, before launching
an assault with their stone warhammer. If faced
with difficult foes and there is a large enough
space in the area, they can unfurl, stretch, and
stand in a process that can be seen as intensely
painful. Once fully upright, the Maurs are better
able to leverage their strength and spell capabilities
to their maximum potential. Due to their evolved
physiology however, they are unable to maintain
an upright position for a long period of time and
must return to their hunched form as soon as
they can.
Symbiotic Giants. Maurs are only encountered
in the Underdark, and unless forced, never
leave it. They are very rarely encountered in large
groups, and, due to the challenges they have
with their size, they work and create symbiotic
relationships with smaller intelligent races such
as duergar, grimlocks, svirfneblin, and troglodytes
to serve as guards in exchange for food and
treasure.
Maur (Hunched Giant) Unfurled Might (Recharges after a Short or Long Rest). For 1
minute, the maur increases in size, along with anything it is wearing
Large Giant, Typically Chaotic Neutral or carrying. While unfurled, the maur is Huge, deals one extra die
of weapon damage on Strength-based weapon attacks (included in
Armor Class 16 (natural armor) the attacks), makes Strength checks and Strength saving throws
Hit Points 138 (12d10 + 72) with advantage, and gains the ability to cast call lightning and chain
Speed 30 ft. lighting once per day. If the maur lacks the room to become Huge, it
attains the maximum size possible in the space available.
STR DEX CON INT WIS CHA
24 (+7) 8 (-1) 22 (+6) 9 (-1) 15 (+2) 16 (+3) Rock. Ranged Weapon Attack: +10 to hit, range 30/120 ft., one
target. Hit: 23 (3d10 +7) bludgeoning damage, or 29 (4d10 + 7)
Skills Perception +5, Nature +5 bludgeoning damage while unfurled.
Senses darkvision 120 ft., passive Perception 15 Tunnel Scream (Recharge 5–6). The maur magically emits a
Languages Giant, Undercommon deafening scream in a 60-foot cone. Each creature in that area must
Challenge 8 (3,900 XP) Proficiency Bonus +3 succeed on a DC 17 Constitution saving throw. On a failed save, a
creature takes 27 (6d8) thunder damage, is deafened for 1 minute,
Brute. A melee weapon deals one extra die of its damage when the and stunned until the end of the maur's next turn. On a successful
maur hits with it (included in the attack). save, a creature takes half as much damage and isn't deafened or
stunned.
Actions
Spellcasting. The maur casts one of the following spells, requiring
Multiattack. The maur makes two Warhammer attacks.
no material components and using Charisma as the spellcasting
Warhammer. Melee Weapon Attack: +10 to hit, reach 5 ft., one ability (spell save DC 14):
target. Hit: 20 (3d8 + 7) bludgeoning damage, or 25 (4d8 + 7) 2/day each: meld into stone, move earth, spider climb
bludgeoning damage while unfurled. 1/day each (while unfurled only): call lightning, chain lightning
194 Bestiary
Meazels
Bestiary 195
Meazel Assassin Meazel Thug
Meazels with noteworthy cunning and martial skill become Some meazels are thugs that congregate and form packs for
assassins for hire, often offering their services to intelligent the purpose of having strength in numbers. This allows them to
creatures from the Shadowfell, such as the shadar-kai. successfully attack groups instead of just single targets.
Dark Ambushers. They take advantage of the shadows, Meazel thugs are often hired to kill or kidnap a specific target. In
striking seemingly out of nowhere when their intended victim such cases, the thugs will try to create a distraction, engage any
venture close to their ambush spot. Against tougher targets, guards, divert attention, and sow confusion before grabbing the
meazel assassins will use their Shadow Teleport ability to bring target and taking it back to the Shadowfell.
the targets into the Shadowfell, leaving them temporarily to be
engaged by whatever horrors that lurk nearby before returning to
finish them off.
Shadow Teleport (Recharge 5–6). The meazel, any equipment Shadow Teleport (Recharge 5–6). The meazel, any equipment
it is wearing or carrying, and any creature it is grappling teleport it is wearing or carrying, and any creature it is grappling teleport
to an unoccupied space within 500 feet of it, provided that the to an unoccupied space within 500 feet of it, provided that the
starting space and the destination are in dim light or darkness. The starting space and the destination are in dim light or darkness. The
destination must be a place the meazel has seen before, but it need destination must be a place the meazel has seen before, but it need
not be within line of sight. If the destination space is occupied, the not be within line of sight. If the destination space is occupied, the
teleportation leads to the nearest unoccupied space. teleportation leads to the nearest unoccupied space.
Any other creature the meazel teleports becomes cursed by shadow Any other creature the meazel teleports becomes cursed by shadow
for 1 hour. Until this curse ends, every undead and every creature for 1 hour. Until this curse ends, every undead and every creature
native to the Shadowfell within 300 feet of the cursed creature can native to the Shadowfell within 300 feet of the cursed creature can
sense it, which prevents that creature from hiding from them. sense it, which prevents that creature from hiding from them.
196 Bestiary
Meenlocks Meenlock Corruptor
Small Fey, Typically Neutral Evil
Bonus Actions
Horrid Link (1/Turn). The meenlock targets a creature it can see
within 30 feet of it. Each time the meenlock takes damage, the
target takes 5 (1d10) psychic damage. This effect lasts until the start
of the meenlock's next turn.
Shadow Teleport (Recharge 5–6). The meenlock can teleport to an
unoccupied space within 30 feet of it, provided that both the space
it's teleporting from and its destination are in dim light or darkness.
The destination need not be within line of sight.
Bestiary 197
Meenlock Elder
Small Fey, Typically Neutral Evil
198 Bestiary
Mind Flayers
Ancient Elder Brain
An ancient elder brain has lived for centuries and has absorbed
thousands of mind flayer brains, making it even more powerful. It
has increased its spellcasting powers and can lash out with two
tentacles at a time during combat.
It is never without a few ulitharids near its brine pool that serve
as its guardians.
Armor Class 10
Hit Points 297 (22d12 + 154)
Speed 5 ft., swim 10 ft.
Saving Throws Int +12, Wis +11, Cha +13 Psychic Link. The elder brain targets one incapacitated creature it
Skills Arcana +12, Deception +13, Insight +11, Intimidation +13, can perceive with its Creature Sense trait and establishes a psychic
Persuasion +13 link with that creature. Until the psychic link ends, the elder brain
Senses blindsight 120 ft., passive Perception 15 can perceive everything the target senses. The target becomes
Languages understands Common, Deep Speech, and aware that something is linked to its mind once it is no longer
Undercommon but can't speak, telepathy 5 miles incapacitated, and the elder brain can terminate the link at any time
Challenge 20 (25,000 XP) Proficiency Bonus +6 (no action required). The target can use an action on its turn to
attempt to break the psychic link, doing so with a successful DC 20
Creature Sense. The elder brain is aware of the presence of Charisma saving throw. On a successful save, the target takes 14
creatures within 10 miles of it that have an Intelligence score of 4 or (4d6) psychic damage. The psychic link also ends if the target and
higher. It knows the distance and direction to each creature, as well the elder brain are more than 5 miles apart, with no consequences
as each creature's Intelligence score, but can't sense anything else to the target. The elder brain can form psychic links with up to ten
about it. A creature protected by a mind blank spell, a nondetection creatures at a time.
spell, or similar magic can't be perceived in this manner. Sense Thoughts. The elder brain targets a creature with which it
Legendary Resistance (3/Day). If the elder brain fails a saving has a psychic link. The elder brain gains insight into the target's
throw, it can choose to succeed instead. reasoning, its emotional state, and thoughts that loom large in its
mind (including things the target worries about, loves, or hates}.
Magic Resistance. The elder brain has advantage on saving throws The elder brain can also make a Charisma (Deception) check with
against spells and other magical effects. advantage to deceive the target's mind into thinking it believes one
Telepathic Hub. The elder brain can use its telepathy to initiate and idea or feels a particular emotion. The target contests this attempt
maintain telepathic conversations with up to ten creatures at a time. with a Wisdom (Insight} check. If the elder brain succeeds, the
The elder brain can let those creatures telepathically hear each mind believes the deception for l hour or until evidence of the lie is
other while connected in this way. presented to the target.
Bestiary 199
Ulitharid Mastermind Mind Blast (Recharge 5–6). The ulitharid magically emits psychic
energy in a 60-foot cone. Each creature in that area must succeed
Large Aberration, Typically Lawful Evil on a DC 18 Intelligence saving throw or take 32 (4d12 + 6) psychic
damage and be stunned for 1 minute. A creature can repeat the
Armor Class 15 (breastplate) saving throw at the end of each of its turns, ending the effect on
Hit Points 135 (18d10 + 36) itself on a success.
Speed 30 ft.
Spellcasting (Psionics). The ulitharid casts one of the following
spells, requiring no material components and using Intelligence as
STR DEX CON INT WIS CHA
the spellcasting ability (spell save DC 18):
15 (+2) 12 (+1) 15 (+2) 22 (+6) 19 (+4) 21 (+5)
At will: detect thoughts, levitate
1/day (each): confusion, dominate monster, eyebite, feeblemind,
Saving Throws Int +10, Wis +8, Cha +9
mass suggestion, plane shift (self only), project image, scrying,
Skills Arcana +10, Deception +9, Insight +8, Perception +8,
telekinesis
Persuasion +9, Stealth +5
Senses darkvision 120 ft., passive Perception 18 Bonus Actions
Languages Deep Speech, Undercommon, telepathy 2 miles
Cunning Action. The ulitharid takes the Dash, Disengage, or Hide
Challenge 12 (8,400 XP) Proficiency Bonus +4
action.
Creature Sense. The ulitharid is aware of the presence of creatures Cunning Insight (Recharge 5–6). The ulitharid chooses a target it
within 2 miles of it that have an Intelligence score of 4 or higher. It can see within 30 feet of it. The ulitharid and up to 3 creatures of
knows the distance and direction to each creature, as well as each its choice have advantage on ability checks, attack rolls, and saving
creature's Intelligence score, but can't sense anything else about it. throws against the target. In addition, the target has disadvantage
A creature protected by a mind blank spell, a nondetection spell, or on ability checks and attack rolls made against the ulitharid. These
similar magic can't be perceived in this manner. effects last until the start of the ulitharid's next turn.
Cunning Presence. An ally that starts is turn within 30 feet of this Reactions
ulitharid and can see and hear this ulitharid can take the Dash, Misdirection. When the ulitharid is targeted by an attack while a
Disengage, or Hide action as a bonus action, provided the ulitharid creature within 5 feet of it is granting it cover against that attack, it
isn't incapacitated. can have the attack target that creature instead.
Magic Resistance. The ulitharid has advantage on saving throws
against spells and other magical effects.
Psionic Hub. If an elder brain establishes a psychic link with the
ulitharid, the elder brain can form a psychic link with any other
creature the ulitharid can detect using its Creature Sense. Any such
link ends if the creature falls outside the telepathy ranges of both
the ulitharid and the elder brain. The ulitharid can maintain its
psychic link with the elder brain regardless of the distance between
them, so long as they are both on the same plane of existence. If the
ulitharid is more than 5 miles away from the elder brain, it can end
the psychic link at any time (no action required).
Actions
Tentacles. Melee Weapon Attack: +10 to hit, reach 10 ft., one
creature. Hit: 28 (4d10 + 6) psychic damage. If the target is Large or
smaller, it is grappled (escape DC 14) and must succeed on a DC 18
Intelligence saving throw or be stunned until this grapple ends.
Extract Brain. Melee Weapon Attack: +10 to hit, reach 5 ft., one
incapacitated humanoid grappled by the ulitharid. Hit: 55 (10d10)
piercing damage. If this damage reduces the target to 0 hit points,
the ulitharid kills the target by extracting and devouring its brain.
Ulitharid Mastermind
An ulitharid mastermind is an extremely brilliant tactician,
schemer, and manipulator. It does its work behind the scenes,
secretly instructing its minions and underlings to do the dirty,
hands-on tasks, while also influencing other powerful beings,
such as other ulitharid and illithids, to work towards its goals,
knowingly or unknowingly.
Paranoid Schemer. Due to its nature, an ulitharid mastermind
is very careful in its actions, for fear that the elder brain will find it
a threat, and end its life early. Because of this, it is very paranoid
and tends to get rid of any loose ends, consuming their brains to
leave no trace of evidence that the elder brain might discover.
200 Bestiary
Ulitharid Supreme
The most powerful ulitharid is given the title of Supreme and acts
as the right hand of the illithid colony's elder brain. It rarely leaves
the safety of its colony, preferring to act as the ulitharid’s leader in
an administrative function.
If it does have to leave, it is always accompanied by a couple
of lesser ulitharids and more than a dozen illithid bodyguards.
However, this is more for show than necessity, as the ulitharid
supreme is very capable of defending itself, even against powerful
foes, such as high level adventurers or giths.
Constant Threat. Despite how loyal it is to the elder brain, the
ulitharid supreme knows that it has grown too much in power and
will be recognized as a threat by the elder brain and its minions.
It will thus prepare for contingencies, either to escape and break
off from the colony, or to destroy and replace the elder brain as the
colony's new leader.
Ulitharid Supreme
Large Aberration, Typically Lawful Evil
Bestiary 201
Mohrg
Mohrg
Serial killers and mass murderers who had a strong hatred for life Cunning Sadist. Despite its appearances, a mohrg is not a
and die without atoning for their sins catch the attention of Orcus, mindless undead. It is quite cunning and feverishly experiences
the Demon Prince of Undeath. These wicked souls are gifted a perverse pleasure toying with and killing its victims. It will even
unlife by the demon lord, and rise as mohrgs to continue their carry a conversation with its prey, tormenting it with its thoughts
passion for killing. of how it will slowly torture and dismember it alive.
Supernatural Strength. A mohrg appears as a nearly skeletal
humanoid corpse, with its rib cage showing grotesque, writhing
organs and viscera. It moves with incredible speed and unnatural
strength, and often catches its victims with surprise because of
this.
Mohrg
Medium Undead, Typically Chaotic Evil
Unusual Nature. The mohrg doesn’t require air, food, drink, or sleep.
Actions
Multiattack. The mohrg makes two Claw attacks and one Tongue
attack.
Claw. Melee Weapon Attack: +8 to hit, reach 5 ft., one target.
Hit: 9 (1d8 + 5) slashing damage plus 4 (1d8) necrotic damage and
target is grappled (escape DC 15) if it is a Large or smaller creature.
Until this grapple ends, the target is restrained, and the mohrg can't
use its one of its Claw attacks on another target.
Tongue. Melee Weapon Attack: +8 to hit, reach 10 ft., one creature.
Hit: 10 (3d6) necrotic damage, and the target must succeed a DC 14
Constitution saving throw. On a failed save, the target is paralyzed
for 1 minute. The creature can repeat the saving throw at the end of
each of its turns, ending the effect on itself with a successful save.
Bonus Actions
Create Ghoul. The mohrg can choose a corpse within 5 feet of it.
The corpse must be that of a humanoid slain by the mohrg. Unless
the humanoid is restored to life or its body is destroyed, the corpse
will rise as a ghoul at the start of the mohrg's next turn. The ghoul
will act as an ally of the mohrg and under control of the mohrg. The
mohrg can have no more than four ghouls under its control at one
time.
Cunning Action. The mohrg takes the Dash, Disengage, or Hide
action.
202 Bestiary
Morkoth
Ancient Morkoth
Morkoth normally only live for 80-100
years but a very rare few have unnatural
life spans that go beyond that. These
ancient morkoth has grown larger and
more powerful than their brethren, and
have amassed vast amounts of knowledge,
becoming powerful wizards.
They make their lairs in the center of
treacherous underwater mazes in the
deepest parts of the seas or Underdark
Morkoth, Ancient minute. While charmed in this way, the target tries to get as close to
Huge Aberration, Typically Lawful Evil the morkoth as possible, using its actions to Dash until it is within
5 feet of the morkoth. A charmed target can repeat the saving
Armor Class 18 (natural armor) throw at the end of each of its turns and whenever it takes damage,
Hit Points 228 (24d12 + 72) ending the effect on itself on a success. If a creature's saving throw
Speed 25 ft., swim 50 ft. is successful or the effect ends for it, the creature has advantage on
saving throws against the morkoth's Hypnosis for 24 hours.
STR DEX CON INT WIS CHA Spellcasting. The morkoth casts one of the following spells,
17 (+3) 14 (+2) 17 (+3) 21 (+5) 16 (+3) 14 (+2) requiring no material components and using Intelligence as the
spellcasting ability (spell save DC 19):
Saving Throws Dex +8, Int +11, Wis +9 At will: dancing lights, detect magic, mage hand, prestidigitation
Skills Arcana +11, History +11, Perception +9, Stealth +8 3/day each: darkness, dimension door, dispel magic, lightning bolt,
Senses blindsight 30 ft., darkvision 120 ft., passive Perception 19 sending
Languages telepathy 120 ft. 1/day each: chain lightning, dominate monster, forcecage,
Challenge 18 (20,000 XP) Proficiency Bonus +6 maelstrom, telekinesis
Bestiary 203
Neogi
Neogi Great Old Master Bite. Melee Weapon Attack: +9 to hit, reach 5 ft., one target.
Hit: 15 (3d6 + 5) piercing damage plus 21 (6d6) poison damage,
Huge Aberration, Typically Lawful Evil and the target must succeed on a DC 17 Constitution saving throw
or become poisoned for 1 minute. A target can repeat the saving
Armor Class 14 (natural armor) throw at the end of each of its turns, ending the effect on itself on a
Hit Points 172 (15d12 + 75) success.
Speed 40 ft., climb 20 ft.
Claw. Melee Weapon Attack: +9 to hit, reach 5 ft., one target.
STR DEX CON INT WIS CHA Hit: 14 (2d8 + 5) piercing damage.
20 (+5) 16 (+3) 20 (+5) 3 (-4) 14 (+2) 10 (+0) Release Hatchlings (Recharge 5–6). The great old master releases
out 2d4 neogi hatchlings (Mordenkainen presents Monsters of the
Senses darkvision 120 ft. (penetrates magical darkness), passive Multiverse, pg. 191). The neogi hatchlings appear in unoccupied
Perception 12 spaces within 30 feet of the great old master and acts as its allies.
Languages Common, Deep Speech, Undercommon, The neogi hatchlings act right after the great old master on the
telepathy 120 ft. same initiative count and fight until they're destroyed. The great old
Challenge 9 (5,000 XP) Proficiency Bonus +4 master can only release up to a total of 40 neogi hatchlings (the
total is shared with its Pop Hatchlings reaction).
Mental Fortitude. The great old master has advantage on saving Reactions
throws against being charmed or frightened, and magic can't put the
neogi to sleep. Pop Hatchlings (Recharge 5–6). In response to taking
bludgeoning, piercing, or slashing damage, the great old master
Spider Climb. The great old master can climb difficult surfaces, can release 1d4 neogi hatchlings. The neogi hatchlings appear in
including upside down on ceilings, without needing to make an unoccupied spaces within 5 feet of the great old master and acts as
ability check. its allies. The neogi hatchlings act right after the great old master
on the same initiative count and fight until they're destroyed.
Actions The great old master can only release up to a total of 40 neogi
Multiattack. The great old master makes one Bite attack and two hatchlings (the total is shared with its Release Hatchlings action).
Claw attacks.
204 Bestiary
Neogi Overlord
Exceptional neogi masters that survive long enough
eventually grow to become overlords. These merciless
taskmasters lead the savage neogi as they travel through
the Astral Plane, searching for more slaves and treasure.
No creature is spared of the Overlord’s cruelty, as even
other neogi fall under its ruthless command,
forcing them to perform actions in the battlefield.
Neogi Overlord Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., one target.
Hit: 7 (1d8 + 3) piercing damage plus 4 (1d8) psychic damage.
Large Aberration, Typically Lawful Evil
Tentacle of Hadar. Ranged Spell Attack: +8 to hit, range 120 ft.,
Armor Class 16 (natural armor) one target. Hit: 15 (3d6 + 5) necrotic damage, and the target can’t
Hit Points 114 (12d10 + 48) take reactions until the end of the neogi’s next turn, as a spectral
Speed 30 ft., climb 30 ft. tentacle clings to the target.
Tormenting Screech (Recharges after a Short or Long Rest).
STR DEX CON INT WIS CHA The neogi emits a terrible psychic scream audible within 300
10 (+0) 16 (+3) 18 (+4) 18 (+4) 14 (+2) 20 (+5) feet. Creatures other than neogi within 60 feet of the neogi must
succeed on a DC 16 Wisdom saving throw. On a failed save, a
Saving Throws Int +7, Wis +5 creature takes 27 (6d8) psychic damage and is incapacitated for 1
Skills Arcana +7, Deception +8, Intimidation +8, Perception +5, minute. An incapacitated creature can repeat the saving throw at
Persuasion +8 the end of each of its turns, ending the effect on itself on a success.
Senses darkvision 120 ft. (penetrates magical darkness), passive On a successful save, a creature takes half as much damage and
Perception 15 isn't stunned.
Languages Common, Deep Speech, Undercommon,
telepathy 120 ft. Bonus Actions
Challenge 7 (2,900 XP) Proficiency Bonus +3 Enslave (Recharge 6). The neogi targets one creature it can see
within 30 feet of it. The target must succeed on a DC 16 Wisdom
Mental Fortitude. The neogi has advantage on saving throws saving throw or be magically charmed by the neogi for 1 day,
against being charmed or frightened, and magic can't put the neogi or until the neogi dies or is more than 1 mile from the target.
to sleep. The charmed target obeys the neogi's commands and can't
take reactions, and the neogi and the target can communicate
Spider Climb. The neogi can climb difficult surfaces, including telepathically with each other at a distance of up to 1 mile.
upside down on ceilings, without needing to make an ability check. Whenever the charmed target takes damage from a source other
Actions than Scouring Instruction, it can repeat the saving throw, ending
the effect on itself on a success.
Multiattack. The neogi makes one Bite attack and two Claw attacks.
Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target.
Reactions
Hit: 10 (2d6 + 3) piercing damage plus 17 (5d6) poison damage, Scouring Instruction. When an ally that the neogi can see
and the target must succeed on a DC 15 Constitution saving makes a d20 roll, the neogi can roll a d8 and the ally can add the
throw or become poisoned for 1 minute. A poisoned creature has number rolled to the d20 roll by taking 4 (1d8) psychic damage. A
disadvantage on Wisdom saving throws. A poisoned creature can creature immune to psychic damage can’t be affected by Scouring
repeat the saving throw at the end of each of its turns, ending the Instruction.
effect on itself on a success.
Bestiary 205
Neothelid
Adolescent and Young Neothelid
These failed illithids experience the struggle for survival the
moment they are born, having to escape the clutches of adult mind
flayers that seek to eliminate it. Adolescent neothelids tend to stay
away from populated areas, preferring to live in the Underdark
wilds, preying on natural wildlife and the occasional solitary
humanoid it might come across, such as a dire corby, drow, or
troglodyte. As it gets older and becomes a young neothelid, it finds
refuge in the deep recesses of old purple worm tunnels. Here it
begins hunting larger prey like grells or hook horrors.
Neothelid, Young
Huge Aberration, Typically Lawful Evil
Creature Sense. The neothelid is aware of the presence of creatures Magic Resistance. The neothelid has advantage on saving throws
within 1 mile of it that have an Intelligence score of 4 or higher. It against spells and other magical effects.
knows the distance and direction to each creature, as well as each Actions
creature’s Intelligence score, but can’t sense anything else about it.
A creature protected by a mind blank spell, a nondetection spell, or Tentacles. Melee Weapon Attack: +10 to hit, reach 40 ft., one
similar magic can’t be perceived in this manner. creature. Hit: 15 (2d8 + 6) bludgeoning damage plus 9 (2d8) psychic
damage. If the target is a Medium or smaller creature, it must
Magic Resistance. The neothelid has advantage on saving throws succeed on a DC 16 Strength saving throw or be swallowed by the
against spells and other magical effects. neothelid. A swallowed creature is blinded and restrained, it has
total cover against attacks and other effects outside the neothelid,
Actions and it takes 28 (8d6) acid damage at the start of each of the
Tentacles. Melee Weapon Attack: +7 to hit, reach 40 ft., one neothelid's turns.
creature. Hit: 8 (1d8 + 4) bludgeoning damage plus 4 (1d8) psychic If the neothelid takes 20 damage or more on a single turn from
damage. If the target is a Large or smaller creature, it must succeed a creature inside it, the neothelid must succeed on a DC 14
on a DC 14 Strength saving throw or be swallowed by the neothelid. Constitution saving throw at the end of that turn or regurgitate all
A swallowed creature is blinded and restrained, it has total cover swallowed creatures, which fall prone in a space within 10 feet
against attacks and other effects outside the neothelid, and it takes of the neothelid. If the neothelid dies, a swallowed creature is no
21 (6d6) acid damage at the start of each of the neothelid’s turns. longer restrained by it and can escape from the corpse by using 15
If the neothelid takes 10 damage or more on a single turn from feet of movement, exiting prone.
a creature inside it, the neothelid must succeed on a DC 14
Constitution saving throw at the end of that turn or regurgitate all Acid Breath (Recharge 5–6). The neothelid exhales acid in a 30-
swallowed creatures, which fall prone in a space within 10 feet foot cone. Each creature in that area must make a DC 16 Dexterity
of the neothelid. If the neothelid dies, a swallowed creature is no saving throw, taking 28 (8d6) acid damage on a failed save, or half
longer restrained by it and can escape from the corpse by using 20 as much damage on a successful one.
feet of movement, exiting prone. Spellcasting (Psionics). The neothelid casts one of the following
Acid Breath (Recharge 5–6). The neothelid exhales acid in a 60- spells, requiring no material components and using Wisdom as the
foot cone. Each creature in that area must make a DC 15 Dexterity spellcasting ability (spell save DC 14):
saving throw, taking 21 (6d6) acid damage on a failed save, or half At will: levitate
as much damage on a successful one. 1/day each: confusion, telekinesis
206 Bestiary
Nightshade
Nightshades are extremely powerful undead
creatures that seek to destroy all life. They are
native to the Negative Plane and occasionally
can also be found lurking in the Shadowfell. The
dreaded Nightwalker is a type of Nightshade.
Nightcrawler
A nightcrawler at first glance resembles a
nightmarish purple worm, but is jet black in color
and oozes an insidious presence. It is in fact
one of the mightiest undead creatures that ever
existed. Its giant coiled body constantly emits a
shadowy aura that causes living organisms to
rot and decay.
Ambush Burrowers. The nightcrawler
normally burrows underground and attacks from
underneath its prey. Its huge maw, which is lined
with rows of long, sharp teeth, bursts from the
ground and tries to swallow its target whole.
Creatures rarely survive this initial horrific
assault, and those that do still have to contend
with the nightcrawler's Finger of Doom and
Annihilating Aura.
Nightcrawler Unusual Nature. The nightcrawler doesn’t require air, food, drink,
or sleep.
Gargantuan Undead, Typically Chaotic Evil
Actions
Armor Class 12 Enervating Maw. Melee Weapon Attack: +16 to hit, reach 5 ft., one
Hit Points 437 (25d20 + 175) target. Hit: 31 (5d8 + 9) necrotic damage. If the target is a Large
Speed 50 ft., burrow 30 ft. or smaller creature, it must succeed on a DC 19 Dexterity saving
throw or be swallowed by the nightcrawler. A swallowed creature
STR DEX CON INT WIS CHA is blinded and restrained, it has total cover against attacks and
28 (+9) 14 (+2) 24 (+7) 6 (-2) 9 (-1) 8 (-1) other effects outside the nightcrawler, and it takes 21 (6d6) necrotic
damage at the start of each of the nightcrawler's turns. Each time
Saving Throws Con +14 the target takes necrotic damage, it must succeed on a DC 22
Damage Resistances acid, cold, fire, lightning, thunder; Constitution saving throw or its hit point maximum is reduced by
bludgeoning, piercing, and slashing that is nonmagical an amount equal to the necrotic damage taken. This reduction lasts
Damage Immunities necrotic, poison until the target finishes a long rest.
Condition Immunities exhaustion, frightened, grappled, paralyzed, If the nightcrawler takes 20 damage or more on a single turn from
petrified, poisoned, prone, restrained a creature inside it, the nightcrawler must succeed on a DC 24
Senses darkvision 120 ft., tremorsense 60 ft., passive Perception 9 Constitution saving throw at the end of that turn or regurgitate all
Languages ----- swallowed creatures, which fall prone in a space within 10 feet of
Challenge 22 (41,000 XP) Proficiency Bonus +7 the nightcrawler. If the nightcrawler dies, a swallowed creature is
no longer restrained by it and can escape from the corpse by using
Annihilating Aura. Any creature that starts its turn with in 40 feet 5 feet of movement, exiting prone.
of the nightcrawler must succeed on a DC 22 Constitution saving Finger of Doom (Recharge 6). The nightcrawler chooses one
throw or take 21 (6d6) necrotic damage. Undead are immune to this creature it can see within 300 feet of it. The target must succeed
aura. on a DC 22 Wisdom saving throw or take 32 (5d12) necrotic
Life Eater. A creature reduced to 0 hit points from damage dealt by damage and become frightened until the end of the nightcrawler's
the nightcrawler dies and can't be revived by any means short of a next turn. While frightened in this way, the creature is paralyzed.
wish spell. If a target's saving throw is successful, the target is immune to the
nightcrawler's Finger of Doom for the next 24 hours.
Bestiary 207
Nightprowler
The nightprowler is the most common and weakest type of
nightshade. Yet it will still pose a threat to most mortals due to its
deadly traits.
The nightprowler resembles a creature that has a vaguely
humanoid upper body and a lower body of a large feline. It has
a single eye at the center of its otherwise featureless face, and
shadowy mist-like tendrils constantly swirl around its body.
Nightwing
A nightwing resembles a giant shadowy bat with wingspan of 40
feet. Black mists can be seen trailing from its body as it scours the
skies of the Negative Plane constantly looking for prey.
The nightwing attacks by performing hit and run tactics,
swooping in to make a quick bite and flying again before giving the
victim a chance to retaliate.
Nightwing
Huge Undead, Typically Chaotic Evil
Armor Class 16
Hit Points 212 (17d12 + 102)
Speed 20 ft., fly 60 ft.
Nightprowler STR
20 (+5)
DEX
22 (+6)
CON
22 (+6)
INT
6 (-2)
WIS
9 (-1)
CHA
8 (-1)
Large Undead, Typically Chaotic Evil
Saving Throws Con +11
Armor Class 14 Damage Resistances acid, cold, fire, lightning, thunder;
Hit Points 114 (12d10 + 48) bludgeoning, piercing, and slashing that is nonmagical
Speed 40 ft. Damage Immunities necrotic, poison
Condition Immunities exhaustion, frightened, grappled, paralyzed,
STR DEX CON INT WIS CHA petrified, poisoned, prone, restrained
20 (+5) 18 (+4) 18 (+4) 6 (-2) 9 (-1) 8 (-1) Senses darkvision 120 ft., passive Perception 9
Languages -----
Saving Throws Con +8 Challenge 14 (11,500 XP) Proficiency Bonus +5
Damage Resistances acid, cold, fire, lightning, thunder;
bludgeoning, piercing, and slashing that is nonmagical Annihilating Aura. Any creature that starts its turn with in 30 feet of
Damage Immunities necrotic, poison the nightwing must succeed on a DC 19 Constitution saving throw
Condition Immunities exhaustion, frightened, grappled, paralyzed, or take 10 (3d6) necrotic damage. Undead are immune to this aura.
petrified, poisoned, prone, restrained
Senses darkvision 120 ft., passive Perception 9 Flyby. The nightwing doesn't provoke opportunity attacks when it
Languages ----- flies out of an enemy's reach.
Challenge 11 (7,200 XP) Proficiency Bonus +4 Life Eater. A creature reduced to 0 hit points from damage dealt by
the nightwing dies and can't be revived by any means short of a wish
Annihilating Aura. Any creature that starts its turn with in 20 feet spell.
of the nightprowler must succeed on a DC 16 Constitution saving
throw or take 7 (2d6) necrotic damage. Undead are immune to this Unusual Nature. The nightwing doesn’t require air, food, drink, or
aura. sleep.
Life Eater. A creature reduced to 0 hit points from damage dealt by Actions
the nightprowler dies and can't be revived by any means short of a Enervating Bite. Melee Weapon Attack: +11 to hit, reach 5 ft., one
wish spell. target. Hit: 15 (2d8 + 6) piercing damage plus 9 (2d8) necrotic
Unusual Nature. The nightprowler doesn’t require air, food, drink, damage. The target must succeed on a DC 19 Constitution saving
or sleep. throw or its hit point maximum is reduced by an amount equal to
the necrotic damage taken. This reduction lasts until the target
Actions finishes a long rest.
Multiattack. The nightprowler uses Enervating Claw twice. Finger of Doom (Recharge 6). The nightwing points at one creature
Enervating Claw. Melee Weapon Attack: +9 to hit, reach 10 ft., it can see within 300 feet of it. The target must succeed on a DC
one target. Hit: 9 (1d8 + 5) slashing damage plus 9 (2d8) necrotic 19 Wisdom saving throw or take 19 (3d12) necrotic damage and
damage. The target must succeed on a DC 16 Constitution saving become frightened until the end of the nightwing's next turn. While
throw or its hit point maximum is reduced by an amount equal to frightened in this way, the creature is paralyzed. If a target's saving
the necrotic damage taken. This reduction lasts until the target throw is successful, the target is immune to the nightwing's Finger
finishes a long rest. of Doom for the next 24 hours.
208 Bestiary
Nilbog, Greater
Greater Nilbog
It is already known that when goblinoids form a host, there is a Unlike the typical nilbog, this greater version has more potent
chance that a goblin will become possessed by a nilbog. However, spell-like abilities and is able to control foes that it has charmed
when a particular goblin jester has suffered greatly under the and sometimes even have them fully take an attack intended
hands of other goblinoids, there is a small chance that a far against the greater nilbog.
deadlier and more sinister spirit possesses the goblin.
Bestiary 209
Ogres
Ogre Champion of Grolantor Ogre Vanguard
There are a few ogres that worship Grolantor, seeing themselves Very few ogres are trained to wear armor heavier than hide.
as equals to hill giants. For some unknown reason, the deity An ogre vanguard is one of those few. Often found in hobgoblin
seems to listen to their prayers. Their champions are able to armies, this ogre can be seen in the front lines, bellowing and
magically emit a roar that is terrifying to any who are considered grunting as it tries to grab its enemies' attention. It then charges
'lesser' to them. This means any human or beast that is smaller and barrels itself into the enemy ranks, cleaving through bodies
than an ogre. with its Greatsword. Those that dare to run away or disengage
from it are met with quick, punishing strikes.
Ogre Monarch
The ogre monarch rules over all ogre tribes within its territory. It
is an intimidating and savage figure, having killed its way to the
top. But despite its brutish nature, it is very cunning for its kind, Ogre Witch Doctor
and is both feared and revered by all its subjects. Most ogre witch doctors are divine spellcasters that worship
All those witnessing the ogre monarch's might during combat Vaprak. They often serve as leaders or advisers to a more powerful
are further emboldened in battle. And all those it instructs directly ogre, such as a chieftain. They accompany war parties to provide
can't help but panic and do their best to follow its command. them support and are valued for their ability to bestow Vaprak's
Gift, which enables a creature to temporarily regenerate wounds
and lost body parts.
210 Bestiary
Ogre Champion of Grolantor Ogre Monarch
Large Giant, Typically Chaotic Evil Large Giant, Typically Chaotic Evil
Bestiary 211
Ogre Vanguard
Large Giant, Typically Chaotic Evil
STR DEX CON INT WIS CHA Armor Class 11 (hide armor)
20 (+5) 8 (-1) 18 (+4) 5 (-3) 8 (-1) 7 (-2) Hit Points 90 (12d10 + 24)
Speed 40 ft.
Senses darkvision 60 ft., passive Perception 9
Languages Common, Giant STR DEX CON INT WIS CHA
Challenge 5 (1,800 XP) Proficiency Bonus +3 17 (+3) 8 (-1) 14 (+2) 7 (-2) 14 (+2) 7 (-2)
Threatening. Creatures provoke an opportunity attack from the Senses darkvision 60 ft., passive Perception 12
ogre when they move 5 feet or more while within the ogre's reach, Languages Common, Giant
and if the ogre hits a creature with an opportunity attack, the Challenge 3 (700 XP) Proficiency Bonus +2
target's speed is reduced to 0 until the end of the current turn.
Actions Actions
Multiattack. The ogre makes two melee weapon attacks. Quarterstaff. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.
Hit: 10 (2d6 + 3) bludgeoning damage, or 12 (2d8 + 3) bludgeoning
Spiked Club. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. damage if used with two hands.
Hit: 12 (2d6 + 5) bludgeoning damage plus 5 (2d4) piercing damage,
and the target is marked until the end of the ogre's next turn. This Cursed Bolt. Ranged Spell Attack: +4 to hit, range 60 ft., one target.
effect ends early if the ogre is incapacitated or it dies, or if someone Hit: 15 (3d8 + 2) psychic damage, and the target has disadvantage
else marks the target. While it is within 5 feet of the ogre, a creature on attack rolls, ability checks, and saving throws until the end of the
marked by the ogre has disadvantage on any attack roll that doesn't ogre’s next turn.
target the ogre. Vaprak's Gift (3/Day). The ogre chooses one creature it can see
Shield Bash. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. within 30 feet of it. For 1 minute, the target regains 10 hit points at
Hit: 10 (2d4 + 5) bludgeoning damage and the target must succeed the start of each of its turns. If the target takes acid or fire damage,
on a DC 16 Constitution saving throw or be stunned until the end of the target will not regain any hit points at the start of its next turn.
the ogre's next turn. The target dies only if it starts its turn with 0 hit points and doesn't
regenerate.
Bonus Actions
Punish the Marked. The ogre makes a melee weapon attack against Spellcasting. The ogre casts one of the following spells using
a creature marked by it if the creature dealt damage to anyone other Wisdom as the spellcasting ability (spell save DC 12):
than the ogre during the last turn. The ogre's melee weapon attack At will: guidance, resistance, thaumaturgy
has advantage on the attack roll, and if it hits, the attack's weapon 3/day each: bane, blindness/deafness
deals an extra 7 (2d6) damage to the target. 1/day each: bestow curse, spirit guardians
212 Bestiary
Orcs
Orc Conqueror Frightful Weapons. Blessed and favored by their deities, these
Very few orcs become champions of their tribes. And fewer still conquerors can unleash divine spells and imbue their weapons
ever become unholy knights that serve their deities. These are the with necrotic energy to smite their foes with. Any creature hit by
exceptional ones that have survived countless battles and many their weapons are stricken with fear, and are unable to move away
tests, and have been honed to become merciless tyrants who lead from the orc due to its supernatural aura.
their orcish kin to raid and destroy enemy settlements in the name Conquerors are most likely the overall leaders of any orc tribe. If
of their gods. not, they believe they certainly will be.
Bestiary 213
Orc Doom Hand of Yurtrus Orc Great Eye of Gruumsh
When a Hand of Yurtrus has passed the many trials of its god and An Eye of Gruumsh that has proven itself in battle and killed many
proven its worth by sacrificing countless enemy lives, it eventually foes in the name of its god can become a Great Eye of Gruumsh,
becomes a Doom Hand of Yurtrus, a powerful but wretched priest. a powerful warrior priest that can now attack twice with its spear
Corrupted Form. While the orc is blessed with more potent cast more potent divine spells than before. In addition to these
spells, it is cursed as well. The orc's skin horribly transforms, new traits, they can also spit poisonous saliva at the eyes of its
turning it into a puss-filled and boil-ridden hide that constantly enemies, blinding them temporarily.
secrets toxins. Somehow, the orc itself is unharmed, but any who
try to touch it are exposed to a virulent poison. The orc doesn't see
it as a curse though, and welcomes it as its true natural state of a
Hand of Yurtrus.
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
12 (+1) 11 (+0) 17 (+3) 11 (+0) 16 (+3) 9 (-1) 16 (+3) 12 (+1) 16 (+3) 10 (+0) 17 (+3) 13 (+1)
Saving Throws Wis +5, Cha +1 Saving Throws Wis +6, Cha +4
Skills Arcana +2, Intimidation +1, Medicine +5, Religion +2 Skills Intimidation +4, Perception +6, Religion +3
Senses darkvision 60 ft., passive Perception 13 Senses darkvision 60 ft., passive Perception 16
Languages Common, Orc Languages Common, Orc
Challenge 4 (1,100 XP) Proficiency Bonus +2 Challenge 5 (1,800 XP) Proficiency Bonus +3
Corrupted Form. A creature that touches the orc or hits it with Gruumsh's Fury. The orc deals an extra 4 (1d8) damage when it hits
a melee attack while within 5 feet of it must make a DC 13 with a weapon attack (included in the attacks).
Constitution saving throw. On a failed save, the creature takes 10
(3d6) poison damage and becomes poisoned. While poisoned, the Actions
target can't regain hit points. On a success, the creature takes half as Multiattack. The orc makes two Spear attacks. If Blinding Spittle is
much damage and isn't poisoned. A creature poisoned by this effect available, the orc can use it after these attacks.
can repeat the save at the end of each of its turn, ending the effect on
Spear. Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or
itself on a success.
range 20/60 ft., one target. Hit: 10 (1d6 + 3 plus 1d8) piercing
Actions damage, or 11 (2d8 + 3) piercing damage if used with two hands to
make a melee attack.
Touch of the White Hand. Melee Weapon Attack: +3 to hit, reach 5
ft., one target. Hit: 18 (4d8) necrotic damage. Blinding Spittle (Recharge 4–6). Ranged Weapon Attack: +6 to
hit, range 60 ft., one target. Hit: 10 (3d6) poison damage, and if the
Necrotic Bolt. Ranged Spell Attack: +5 to hit, range 60 ft., one target.
target is a creature, it must succeed on a DC 13 Constitution saving
Hit: 16 (3d8 + 3) necrotic damage, and the target can’t regain hit
throw or be blinded for 1 minute. A creature can repeat the saving
points until the start of the orc’s next turn.
throw at the end of each of its turns, ending the effect on itself on a
Vile Breath (Recharge 5–6). The orc exhales corrupted gas in success.
a 15-foot cube. Each creature in that area must make a DC 13
Constitution saving throw, taking 10 (3d6) poison damage and 10 Spellcasting. The orc casts one of the following spells using Wisdom
(3d6) necrotic damage and becomes poisoned. While poisoned, the as the spellcasting ability (spell save DC 14, +6 to hit with spell
target can't regain hit points. On a success, the creature takes half as attacks):
much damage and isn't poisoned. A creature poisoned by this effect At will: guidance, resistance, thaumaturgy
can repeat the save at the end of each of its turn, ending the effect on 2/day each: bane, bestow curse, blindness/deafness
itself on a success. 1/day each: banishment, dispel magic, flame strike, revivify
Spellcasting. The orc casts one of the following spells using Wisdom Bonus Actions
as the spellcasting ability (spell save DC 13): Aggressive. The orc moves up to its speed toward a hostile creature
At will: guidance, resistance, thaumaturgy it can see.
2/day each: ray of sickness, silence
1/day each: animate dead (as an action), bestow curse, contagion,
vampiric touch
Bonus Actions
Aggressive. The orc moves up to its speed toward a hostile creature
it can see.
214 Bestiary
Orc Monarch attack thrice with its weapon, and emit battle cries that can turn
The mighty orc monarch is a striking figure, garbed in plate armor its allies into a battle frenzy, or strike fear into the hearts of its
and armed with a greatsword. It rides into battle on its personal enemies.
war beast – often a large dire wolf or boar – commanding its
horde to unleash hell’s fury on its enemies. Its presence alone can
rally nearby orcs in battle. However, the orc monarch is not just Orc Mauler
a potent commander. It is a mighty and savage warrior that can An orc mauler is an unusually large brute, even by orcish
standards. It is so strong that the orc's debilitating blows can also
dent or destroy armor and shields.
Aura of Fervor. The orc's allies have advantage on attack rolls and
saving throws against being charmed and frightened while within 20
feet of the orc, provided it isn’t incapacitated. Orc Mauler
Gruumsh's Fury. The orc deals an extra 4 (1d8) damage when it hits Medium Humanoid (Orc), Typically Chaotic Evil
with a weapon attack (included in the attacks).
Armor Class 13 (hide armor)
Legendary Resistance (1/Day). If the orc fails a saving throw, it can
Hit Points 51 (6d8 + 24)
choose to succeed instead.
Speed 30 ft.
Actions
Multiattack. The orc makes two melee attacks or two ranged attacks. STR DEX CON INT WIS CHA
20 (+5) 12 (+1) 18 (+4) 7 (-2) 11 (+0) 10 (+0)
Greatsword. Melee Weapon Attack: +9 to hit, reach 5 ft., one target.
Hit: 16 (2d6 + 5 plus 1d8) slashing damage. Senses darkvision 60 ft., passive Perception 10
Javelin. Melee or Ranged Weapon Attack: +9 to hit, reach 5 ft. or Languages Common, Orc
range 30/120 ft., one target. Hit: 12 (1d6 + 5 plus 1d8) piercing Challenge 3 (700 XP) Proficiency Bonus +2
damage.
Brute. A melee weapon deals one extra die of its damage when the
Furious Blade of Gruumsh (Recharge 5–6). The orc moves up to
orc hits with it (included in the attack).
its speed without provoking opportunity attacks and targets each
creature within 5 feet of it during its movement. Each target must Actions
succeed on a DC 17 Dexterity saving throw or take 21 (2d6 + 5 plus
2d8) slashing damage. Multiattack. The orc makes two melee attacks.
Maul. Melee Weapon Attack: +7 to hit, reach 5 ft., one target.
Bonus Actions Hit: 19 (4d6 + 5) bludgeoning damage, and the target has
Aggressive. The orc moves up to its speed toward a hostile creature disadvantage on its next attack roll until the end of its next turn.
it can see.
Sunder. Melee Weapon Attack: +7 to hit, reach 10 ft., one target.
Legendary Actions Hit: 12 (2d6 + 5) bludgeoning damage, and if the target is wearing a
The orc can take 3 legendary actions, choosing from the options nonmagical armor or shield, it must succeed on a DC 15 Strength
below. Only one legendary action option can be used at a time and saving throw or the Armor Class (AC) of the nonmagical armor or
only at the end of another creature's turn. The orc regains spent shield (determined randomly) takes a permanent and cumulative -1
legendary actions at the start of its turn. penalty to the AC it offers. Armor reduced to an AC of 10 or a shield
that drops to a +0 bonus is destroyed.
Charge. The orc moves up to its speed.
Attack (Costs 2 Actions). The orc makes a melee weapon attack. Javelin. Melee or Ranged Weapon Attack: +7 to hit, reach 5 ft. or
Menacing Cry (Costs 3 Actions). The orc emits an intimidating range 30/120 ft., one target. Hit: 12 (2d6 + 5) piercing damage in
battle cry. Each enemy within 60 feet of it that can hear it must melee or 8 (1d6 + 5) piercing damage at range, and the target has
succeed on a DC 17 Wisdom saving throw or be frightened for one disadvantage on its next attack roll until the end of its next turn.
minute. The target can repeat the saving throw at the end of each
of its turns, ending the effect on itself on a success. If a creature's Bonus Actions
saving throw is successful or the effect ends for it, the creature is Aggressive. The orc moves up to its speed toward a hostile
immune to the orc's Menacing Cry for the next 24 hours. creature it can see.
Bestiary 215
Orc Vanguard
Medium Humanoid (Orc), Typically Chaotic Evil
Orc Sharpshooter Threatening. Creatures provoke an opportunity attack from the orc
Medium Humanoid (Orc), Typically Chaotic Evil when they move 5 feet or more while within the orc's reach, and if
the orc hits a creature with an opportunity attack, the target's speed
is reduced to 0 until the end of the current turn.
Armor Class 15 (studded leather)
Hit Points 75 (10d8 + 30) Actions
Speed 30 ft.
Multiattack. The orc makes three Greatsword attacks or three
Javelin attacks.
STR DEX CON INT WIS CHA
14 (+2) 17 (+3) 16 (+3) 7 (-2) 12 (+1) 10 (+0) Greatsword. Melee Weapon Attack: +7 to hit, reach 5 ft., one target.
Hit: 12 (2d6 + 5) slashing damage, and the target is marked until
Skills Perception +3, Survival +3 the end of the orc's next turn. This effect ends early if the orc is
Senses darkvision 60 ft., passive Perception 13 incapacitated or it dies, or if someone else marks the target. While
Languages Common, Orc it is within 5 feet of the orc, a creature marked by the orc has
Challenge 3 (700 XP) Proficiency Bonus +2 disadvantage on any attack roll that doesn't target the orc.
Javelin. Melee or Ranged Weapon Attack: +7 to hit, reach 5 ft. or
Sharpshooter. The orc's ranged weapon attacks ignore half cover range 30/120 ft., one target. Hit: 8 (1d6 + 5) piercing damage, and
and three-quarters cover and attacking at long range doesn't impose the target is marked until the end of the orc's next turn. This effect
disadvantage on the orc's ranged weapon attack rolls. ends early if the orc is incapacitated or it dies, or if someone else
marks the target. While it is within 5 feet of the orc, a creature
Actions marked by the orc has disadvantage on any attack roll that doesn't
Multiattack. The orc makes two Longbow attacks or two Scimitar target the orc.
attacks.
Scimitar. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.
Bonus Actions
Hit: 6 (1d6 + 3) slashing damage. Aggressive. The orc moves up to its speed toward a hostile creature
it can see.
Longbow. Ranged Weapon Attack: +5 to hit, range 150/600 ft., one Punish the Marked. The orc can make a melee weapon attack
creature. Hit: 7 (1d8 + 3) piercing damage. against a creature marked by it if the creature dealt damage to
Bonus Actions anyone other than the orc during the last turn. The orc's melee
weapon attack has advantage on the attack roll, and if it hits, the
Aggressive. The orc moves up to its speed toward a hostile attack's weapon deals an extra 7 (2d6) damage to the target.
creature it can see.
Steady Aim (3/Day). The orc takes careful aim at a creature it can Reactions
see within range of its ranged weapon. Until the end of its turn, the Parry. The orc adds 3 to its AC against one melee attack that would
orc deals an extra 7 (2d6) damage with each of its ranged weapon hit it. To do so, the orc must see the attacker and be wielding a melee
attacks against the target. weapon.
216 Bestiary
Orc War Chanter Orc War Priest of Ilneval
Very rarely do orcs learn the bardic arts, but those that do almost When an orc blade of Ilneval has proven its worth to its god, it is
always become war chanters. While they can still fight savagely as bestowed with divine abilities. It now becomes a war priest, able
most orc warriors, their true worth shines when they perform their to cast spells that either complement and enhance its martial
war chants during battle. These war chants enable them to either skills, or wreak havoc at the enemy ranks. Its commands resonate
strike fear to any enemy that can hear it, inspire allies to a battle through the battlefield, and any orc that hears it readily follows,
frenzy, or rally its allies. knowing that whatever it commands is guided by the wisdom of
the orcish war god.
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
14 (+2) 14 (+2) 14 (+2) 10 (+0) 12 (+1) 16 (+3) 14 (+2) 12 (+1) 14 (+2) 10 (+0) 16 (+3) 12 (+1)
Saving Throws Dex +4, Cha +5 Saving Throws Wis +6, Cha +4
Skills Intimidation +7, Perception +3, Performance +7 Skills Perception +6, Insight +6, Religion +3
Senses darkvision 60 ft., passive Perception 13 Senses darkvision 60 ft., passive Perception 16
Languages Common, Orc Languages Common, Orc
Challenge 3 (700 XP) Proficiency Bonus +2 Challenge 5 (1,800 XP) Proficiency Bonus +3
Actions Foe Smiter of llneval. The orc deals an extra die of damage when it
hits with a Longsword attack (included in the attack).
Scimitar. Melee Weapon Attack: +4 to hit, reach 5 ft., one target.
Hit: 5 (1d6 + 2) slashing damage. Actions
Mocking Word. The orc targets one creature it can see within 60 Multiattack. The orc makes two Longsword attacks or uses Unholy
feet of it. The target must succeed on a DC 13 Wisdom saving throw Fire.
or take 5 (2d4) psychic damage and have disadvantage on its next Longsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.
attack roll before the end of its next turn. Hit: 11 (2d8 + 2) slashing damage, or 13 (2d10 + 2) slashing damage
Incite Allies (1/Day). Up to three allies within 60 feet of the orc and if used with two hands.
can hear the orc can use its reaction to move up to half its speed and Unholy Fire. The orc targets one creature it can see within 60 feet of
make one melee weapon attack. it. The target must make a DC 14 Wisdom saving throw. On a failed
Spellcasting. The orc casts one of the following spells using save, the target takes 12 (2d8 + 3) necrotic damage, and it is blinded
Charisma as the spellcasting ability (spell save DC 13): until the start of the orc’s next turn. On a successful save, the target
At will: dancing lights, message, minor illusion takes half as much damage and isn’t blinded.
2/day each: dissonant whispers, enhance ability, fear Spellcasting. The orc casts one of the following spells using Wisdom
as the spellcasting ability (spell save DC 14, +6 to hit with spell
Bonus Actions attacks):
Aggressive. The orc moves up to its speed toward a hostile At will: guidance, resistance, thaumaturgy
creature it can see. 2/day each: bless, guiding bolt, silence
War Chant. The orc performs a war chant that lasts until the start of 1/day each: crusader's mantle, spirit guardians
the orc's next turn. The orc can select from one of three effects:
1. Chant of Dread. Provided the orc isn't incapacitated, an enemy
Bonus Actions
that starts its turn within 60 feet of the orc and can hear the orc must Aggressive. The orc moves up to its speed toward a hostile
succeed on a DC 13 Wisdom saving throw or become frightened creature it can see.
until the end the start of its next turn. If a creature's saving throw is Ilneval's Command (Recharge 4–6). Up to three allied orcs within
successful, the creature is immune to the orc's Chant of Dread for 120 feet of this orc that can hear it can use their reactions to each
the next 24 hours. make one weapon attack.
2. Chant of Ferocity. Provided the orc isn't incapacitated, an ally
that starts its turn within 60 feet of the orc and can hear the orc Reactions
gains advantage on all melee weapon attack rolls during that turn, Guided Strike (Recharges after a Short or Long Rest). The orc
but attack rolls against it have advantage until the start of its next grants a + 10 bonus to an attack roll made by itself or another
turn. creature within 30 feet of it. The orc can make this choice after the
3. Chant of Resolve. Provided the orc isn't incapacitated, an ally that roll is made but before it hits or misses.
starts its turn within 60 feet of the orc and can hear the orc gains
advantage on saving throws against being charmed and frightened
until the start of its next turn.
Bestiary 217
Quicklings
Quickling Captain
A band of quicklings out to do mischief is normally led by a
captain. This malicious quickling is crafty and cruel, making use
of coordinated strikes to ensure its goal of causing trouble and
suffering is met.
Armor Class 16
Hit Points 35 (10d4 + 10)
Speed 120 ft.
Armor Class 17 Skills Acrobatics +8, Perception +5, Sleight of Hand +8, Stealth +8
Hit Points 36 (8d4 + 16) Senses darkvision 60 ft., passive Perception 15
Speed 120 ft. Languages Common, Sylvan
Challenge 4 (1,100 XP) Proficiency Bonus +2
STR DEX CON INT WIS CHA
4 (-3) 24 (+7) 14 (+2) 10 (+0) 14 (+2) 7 (-2) Blurred Movement. Attack rolls against the quickling have
disadvantage unless the quickling is incapacitated or restrained.
Skills Acrobatics +9, Perception +6, Sleight of Hand +9, Stealth +9 Evasion. If the quickling is subjected to an effect that allows it to
Senses darkvision 60 ft., passive Perception 16 make a Dexterity saving throw to take only half damage, it instead
Languages Common, Sylvan takes no damage if it succeeds on the saving throw, and only half
Challenge 3 (700 XP) Proficiency Bonus +2 damage if it fails.
Blurred Movement. Attack rolls against the quickling have Actions
disadvantage unless the quickling is incapacitated or restrained.
Multiattack. The quickling makes three Dagger attacks. It can use
Distracting Strike (1/Turn). When the quickling hits a creature Beguile or Spellcasting in place of one of these attacks.
with a weapon attack, the next attack roll against the target by an
attacker other than the quickling has advantage if the attack is made Dagger. Melee or Ranged Weapon Attack: +8 to hit, reach 5 ft. or
before the start of the quickling's next turn. range 20/60 ft., one target. Hit: 8 (1d4 + 6) piercing damage plus 3
(1d6) psychic damage.
Evasion. If the quickling is subjected to an effect that allows it to
make a Dexterity saving throw to take only half damage, it instead Beguile. The quickling targets one creature it can see within 30 feet
takes no damage if it succeeds on the saving throw, and only half of it. If the target can see and hear the quickling, it must make a DC
damage if it fails. 13 Wisdom saving throw. On a failed save, the target takes 10 (3d6)
psychic damage and must use its reaction to make a weapon attack
Actions against a target that the quickling designates. Constructs, Undead,
Multiattack. The quickling makes three Dagger attacks. and creatures with immunity to charm are immune to this effect.
Dagger. Melee or Ranged Weapon Attack: +9 to hit, reach 5 ft. or Spellcasting. The quickling casts one of the following spells,
range 20/60 ft., one target. Hit: 9 (1d4 + 7) piercing damage. requiring no material components and using Charisma as the
spellcasting ability (spell save DC 13):
Command. The quickling targets one ally it can see within 30 feet of
it. If the target can see and hear the quickling, the target can make At will: disguise self, minor illusion, silent image
one weapon attack as a reaction. 1/day each: charm person, phantasmal force
218 Bestiary
Redcaps
has made them more cunning and dangerous opponents and
Elder Redcap the obvious leaders of a redcap band. Aside from being shrewd
Elder redcaps are redcaps that have supernaturally gone beyond battle tacticians, their presence alone bolsters other redcaps to a
their natural age limits, and yet show no signs of aging. This bloodthirsty frenzy when they smell blood or weakness.
Small Fey, Typically Neutral Evil Outsize Strength. While grappling, the redcap is considered
to be Medium. Also, wielding a heavy weapon doesn't impose
Armor Class 15 (natural armor) disadvantage on its attack rolls.
Hit Points 112 (15d6 + 60) Actions
Speed 25 ft.
Multiattack. The elder redcap makes three attacks with its Wicked
Sickle.
STR DEX CON INT WIS CHA
20 (+5) 16 (+3) 18 (+4) 10 (+0) 14 (+2) 12 (+1) Wicked Sickle. Melee Weapon Attack: +8 to hit, reach 5 ft., one
target. Hit: 10 (2d4 + 5) slashing damage. The attack deals an extra
Skills Athletics +8, Intimidation +4, Perception +5, Stealth +9 7 (2d6) damage if the elder redcap has advantage on the attack roll.
Damage Resistances bludgeoning, piercing, and slashing from Eldritch Sling. Ranged Weapon Attack: +6 to hit, range 30/120 ft.,
nonmagical attacks one target. Hit: 5 (1d4 + 3) bludgeoning damage plus 13 (3d8) force
Senses darkvision 60 ft., passive Perception 15 damage, and the target must succeed on a DC 14 Constitution
Languages Common, Sylvan saving throw or be stunned until the end of its next turn.
Challenge 8 (3,900 XP) Proficiency Bonus +3 Call to Attack. Up to three allies within 90 feet of this redcap that
can hear it can each use their reaction to make one weapon attack.
Bloodthirsty Presence. If the elder redcap isn't incapacitated, an
Ironbound Pursuit. The elder redcap moves up to its speed to a
allied redcap within 30 feet of the elder redcap has advantage on
creature it can see and kicks with its iron boots. The target must
melee attack rolls against any creature that doesn't have all its hit
succeed on a DC 16 Dexterity saving throw or take 27 (4d10 + 5)
points.
bludgeoning damage and be knocked prone.
Iron Boots. While moving, the redcap has disadvantage on Dexterity
Bestiary 219
Redcap Bloodlock Redcap Gang Boss
A redcap bloodlock is a dangerous warlock that has been A redcap gang boss is normally the oldest and strongest of a
bestowed by its fiendish patron the malevolent ability to harness redcap band. It bullies all weaker redcap and gains their respect
blood magic, enabling it to temporarily tap, control, and drain the through fear, ensuring that they follow its command during battle.
blood of other living creatures.
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
16 (+3) 13 (+1) 16 (+3) 12 (+1) 12 (+1) 16 (+3) 19 (+4) 14 (+2) 18 (+4) 10 (+0) 12 (+1) 10 (+0)
Skills Arcana +3, Athletics +5, Perception +3 Skills Athletics +7, Perception +4, Stealth +8
Senses darkvision 60 ft., passive Perception 13 Senses darkvision 60 ft., passive Perception 14
Languages Common, Sylvan Languages Common, Sylvan
Challenge 4 (1,100 XP) Proficiency Bonus +2 Challenge 5 (1,800 XP) Proficiency Bonus +3
Iron Boots. While moving, the redcap has disadvantage on Dexterity Iron Boots. While moving, the redcap has disadvantage on Dexterity
(Stealth) checks. (Stealth) checks.
Outsize Strength. While grappling, the redcap is considered Outsize Strength. While grappling, the redcap is considered
to be Medium. Also, wielding a heavy weapon doesn't impose to be Medium. Also, wielding a heavy weapon doesn't impose
disadvantage on its attack rolls. disadvantage on its attack rolls.
Actions Actions
Multiattack. The redcap makes two attacks with its Wicked Scythe. Multiattack. The redcap makes three attacks with its Wicked Sickle.
Wicked Scythe. Melee Weapon Attack: +5 to hit, reach 5 ft., one Wicked Sickle. Melee Weapon Attack: +7 to hit, reach 5 ft., one
target. Hit: 10 (2d6 + 3) slashing damage plus 3 (1d6) necrotic target. Hit: 9 (2d4 + 4) slashing damage. The attack deals an extra 3
damage and the target has disadvantage to Constitution saving (1d6) damage if the redcap has advantage on the attack roll.
throws until the end of the redcap's next turn.
Eldritch Sling. Ranged Weapon Attack: +5 to hit, range 30/120
Blood Twist. The redcap targets one creature it can see within 120
ft., one target. Hit: 4 (1d4 + 2) bludgeoning damage plus 13 (3d8)
feet of it and momentarily disrupts the flow of blood in its veins. The
force damage, and the target must succeed on a DC 13 Constitution
target must make a DC 13 Constitution saving throw. On a failed
saving throw or be stunned until the end of its next turn.
save, the target takes 27 (6d8) necrotic damage and is stunned
until the end of the redcap's next turn. Constructs, Elementals, and Call to Attack. Up to three allies within 60 feet of this redcap that
Undead are immune to this effect. can hear it can each use their reaction to make one weapon attack.
Hemorrhage (Recharge 5–6). The redcap targets up to three Ironbound Pursuit. The redcap moves up to its speed to a creature
creatures it can see within 60 feet of it. The target must make a it can see and kicks with its iron boots. The target must succeed on
DC 13 Constitution saving throw. On a failed save, the target takes a DC 15 Dexterity saving throw or take 26 (4d10 + 4) bludgeoning
18 (4d8) necrotic damage and is incapacitated for 1 minute. While damage and be knocked prone.
incapacitated, a target coughs blood, bleeds from every orifice of
its body, and takes 9 (2d8) necrotic damage at the start of each of
its turns. A target can repeat the saving throw at the end of each
of its turns, ending the effect on itself on a success. Constructs,
Elementals, and Undead are immune to this effect.
Ironbound Pursuit. The redcap moves up to its speed to a creature
it can see and kicks with its iron boots. The target must succeed on
a DC 13 Dexterity saving throw or take 25 (4d10 + 3) bludgeoning
damage and be knocked prone.
Spellcasting. The redcap casts one of the following spells, requiring
no material components and using Charisma as the spellcasting
ability (spell save DC 13):
At will: disguise self, minor illusion, silent image
1/day each: antilife shell, death ward, false life (25 hp), feign death,
vampiric touch (5d6)
220 Bestiary
Retriever, Lesser
Lesser Retriever
Retrievers are extremely expensive and time consuming to
make. When the drow require a similar construct urgently, or
only have limited resources, they resort to crafting the lesser
retriever. It functions similarly as a normal retriever, but is
smaller and obviously weaker.
Lesser Retriever Unusual Nature. The retriever doesn’t require air, food, drink, or
sleep.
Large Construct, Typically Lawful Evil
Actions
Armor Class 17 (natural armor)
Multiattack. The retriever makes two Foreleg attacks and uses its
Hit Points 95 (10d10 + 40)
Force or Paralyzing beam once, if available.
Speed 40 ft.
Foreleg. Melee Weapon Attack: +8 to hit, reach 10 ft., one target.
STR DEX CON INT WIS CHA Hit: 12 (2d6 + 5) slashing damage.
20 (+5) 16 (+3) 18 (+4) 3 (-4) 11 (+0) 4 (-3) Force Beam. The retriever targets one creature it can see within
30 feet of it. The target must make a DC 15 Dexterity saving throw,
Saving Throws Dex +6, Con +7 taking 22 (4d10) force damage on a failed save, or half as much
Skills Perception +3, Stealth +6 damage on a successful one.
Damage Resistances necrotic, poison, psychic; bludgeoning,
Paralyzing Beam (Recharge 5–6). The retriever targets one
piercing, and slashing that is nonmagical that aren't
creature it can see within 60 feet of it. The target must succeed on
adamantine
a DC 15 Constitution saving throw or be paralyzed for l minute.
Condition Immunities charmed, exhaustion, frightened, paralyzed,
The paralyzed target can repeat the saving throw at the end of each
poisoned
of its turns, ending the effect on itself on a success.
Senses blindsight 30 ft., darkvision 60 ft., passive Perception 13
If the paralyzed creature is Medium or smaller, the retriever can
Languages understands Abyssal, Elvish, and Undercommon but
pick it up as part of the retriever's move and walk or climb with it at
can't speak
full speed.
Challenge 7 (2,900 XP) Proficiency Bonus +3
Spellcasting. The retriever casts one of the following spells,
Faultless Tracker. The retriever is given a quarry by its master. The requiring no material components and using Wisdom as the
quarry can be a specific creature or object the master is personally spellcasting ability (spell save DC 11):
acquainted with, or it can be a general type of creature or object 1/day each: plane shift (only self and up to one incapacitated
the master has seen before. The retriever knows the direction and creature, which is considered willing for the spell), web.
distance to its quarry as long as the two of them are on the same
plane of existence. The retriever can have only one such quarry at a
time. The retriever also always knows the location of its master.
Bestiary 221
Salamander, Flame
Flame Salamander
Not to be confused with the intelligent salamander elementals,
flame salamanders are massive feral fire elementals that resemble
gigantic lizards with elongated slender bodies. The creatures'
skin look like burning coals and radiate intense heat. They are
normally found in the Elemental Plane of Fire.
Mortal Enemies. These temperamental beings hate cold
creatures, and will attack frost salamanders on sight.
Flame Salamander attack while within 5 feet of it takes 10 (3d6) fire damage.
Huge Elemental, Unaligned Freezing Fury. When the salamander takes cold damage, its Flame
Breath automatically recharges.
Armor Class 16 (natural armor)
Hit Points 126 (12d12 + 48)
Actions
Speed 50 ft., climb 30 ft. Multiattack. The salamander makes one Bite, one Constrict attack,
and two Claw attacks.
STR DEX CON INT WIS CHA Bite. Melee Weapon Attack: +7 to hit, reach 15 ft., one target.
18 (+4) 14 (+2) 18 (+4) 7 (-2) 11 (+0) 7 (-2) Hit: 8 (1d8 + 4) piercing damage and 5 (1d10) fire damage.
Constrict. Melee Weapon Attack: +7 to hit, reach 5 ft., one Huge
Saving Throws Con +7, Wis +3
or smaller creature. Hit: 17 (3d8 + 4) bludgeoning damage plus 11
Skills Perception +3
(2d10) fire damage. The target is grappled (escape DC 14) if the
Damage Vulnerabilities cold
salamander isn't already constricting a creature, and the target is
Damage Immunities fire
restrained until this grapple ends.
Senses darkvision 60 ft., passive Perception 13
Languages Primordial Claw. Melee Weapon Attack: +7 to hit, reach 10 ft., one target.
Challenge 8 (3,900 XP) Proficiency Bonus +3 Hit: 7 (1d6 + 4) slashing damage.
Flame Breath (Recharge 6). The salamander exhales searing
Fire Aura. At the start of each of the salamander's turns, each flames in a 60-foot cone. Each creature in that area must make a
creature within 5 feet of it takes 5 (1d10) fire damage, and DC 15 Dexterity saving throw, taking 36 (8d8) fire damage on a
flammable objects in the aura that aren't being worn or carried failed save, or half as much damage on a successful one.
ignite. A creature that touches the salamander or hits it with a melee
222 Bestiary
Sea Spawns
Not all sea spawn look the same after they are transformed as
thralls. Some will bear some resemblance to their masters.
Presented here are some advanced examples:
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
18 (+4) 8 (-1) 16 (+3) 6 (-2) 10 (+0) 8 (-1) 16 (+3) 12 (+1) 16 (+3) 6 (-2) 10 (+0) 8 (-1)
Bestiary 223
Sea Spawn Stinger
Medium Humanoid, Typically Neutral Evil
Actions
Multiattack. The sea spawn makes two Unarmed Strike attacks and
one Tail Stinger attack.
Unarmed Strike. Melee Weapon Attack: +4 to hit, reach 5 ft., one
target. Hit: 4 (1d4 + 2) bludgeoning damage.
Tail Stinger. Melee Weapon Attack: +4 to hit, reach 5 ft., one
creature. Hit: 6 (1d8 + 2) piercing damage, and the target must
succeed on a DC 13 Constitution saving throw or become poisoned.
While poisoned, the target is also paralyzed. The target can repeat
the saving throw at the end of each of its turns, ending the effect on
itself on a success.
224 Bestiary
Shadar-kai
Dawnkiller Kithlord
Dawnkillers are assassins of the shadar-kai that use the cover of Kithlords are the undisputed leaders and generals of the shadar-
darkness to move in stealth as they hunt their prey. These sinister kai army. The kithlord is a powerful shadar-kai commander that is
killers are armed with a kukri infused with necrotic energy, which able to deflect attacks and spells against it and use the shadows to
becomes deadlier when they strike their targets while within in the teleport closer to its enemies. It is armed with a dark, phantasmal
shadows. dagger that weakens its opponents and spreads necrotic decay
with every hit.
Kithguard
Kithguards are warlock hexblades that serve directly under Painbearer
kithlords as personal bodyguards. They are extremely loyal The painbearer is a graceful warrior known for the spiked chains
fanatics who will gladly sacrifice their lives if it will prevent their that it uses in battle and the tattoos, body piercings, and symbols
masters from harm. that adorns its skin. The symbols increase in number throughout
the painbearer’s life, as it tries to block out the curse of gloom with
excruciating pain. Painbearers trap enemies in pitch black shadow
cages where the darkness slowly latches on to their bodies and
starts to leech away their lives.
Bestiary 225
Shadar-kai Dawnkiller Shadar-kai Kithguard
Medium Humanoid (Elf), Typically Neutral Evil Medium Humanoid (Elf), Typically Neutral Evil
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
12 (+1) 18 (+4) 13 (+1) 10 (+0) 11 (+0) 14 (+2) 12 (+1) 16 (+3) 14 (+2) 10 (+0) 14 (+2) 16 (+3)
Saving Throws Dex +7, Cha +5 Saving Throws Dex +6, Cha +6
Skills Stealth +7 Skills Perception +5, Stealth +6
Damage Resistances necrotic Damage Resistances necrotic
Condition Immunities charmed, exhaustion Condition Immunities charmed, exhaustion
Senses darkvision 60 ft., passive Perception 11 Senses darkvision 60 ft., passive Perception 15
Languages Common, Elvish Languages Common, Elvish
Challenge 6 (2,300 XP) Proficiency Bonus +3 Challenge 7 (2,900 XP) Proficiency Bonus +3
Fey Ancestry. The shadar-kai has advantage on saving throws Fey Ancestry. The shadar-kai has advantage on saving throws
against being charmed, and magic can't put the shadar-kai to sleep. against being charmed, and magic can't put the shadar-kai to sleep.
Actions Actions
Multiattack. The shadar-kai makes three Kukri attacks. It can use Multiattack. The shadar-kai makes two Phantasmal Dagger attacks.
Spellcasting in place of one of these attacks. It can use Phantasm in place of one of these attacks.
Kukri. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Phantasmal Dagger. Melee Weapon Attack: +6 to hit, reach 5
Hit: 6 (1d4 + 4) slashing damage plus 6 (1d12) necrotic damage. ft., one target. Hit: 10 (3d4 + 3) piercing damage plus 19 (3d12)
Spellcasting. The shadar-kai casts one of the following spells, necrotic damage, and the target has disadvantage on Wisdom and
requiring no material components and using Charisma as the Intelligence saving throws until the start of the shadar-kai's next
spellcasting ability (spell save DC 13): turn.
3/day each: darkness, gaseous form Phantasm. The shadar-kai targets one creature it can see within
60 feet of it. The target must make a DC 14 Wisdom saving throw.
Bonus Actions On a failed save, the target takes 17 (5d6) psychic damage and is
Shadow Jump. The shadar-kai teleports, along with any equipment frightened until the end of the shadar-kai's next turn. Constructs,
is it wearing or carrying, up to 30 feet to an unoccupied space it can and Undead are immune to this effect.
see. Both the space it teleports from and the space it teleports to
must be in dim light or darkness. Spellcasting. The shadar-kai casts one of the following spells using
Charisma as the spellcasting ability (spell save DC 14):
Shadow Stealth. While in dim light or darkness, the shadar-kai
At will: dancing lights, silent image, true strike
takes the Hide action.
2/day each: blur, darkness, mirror image, phantasmal force
Shade Strike (1/Turn). While in dim light or darkness, when 1/day each: greater invisibility, major image, phantasmal killer
the shadar-kai hits a target with a weapon attack, the shadar-kai
magically deals an extra 26 (4d12) necrotic damage to the target. In Bonus Actions
addition, the target must make a DC 13 Wisdom saving throw or be Shadow Jump. The shadar-kai teleports, along with any equipment
blinded until the end of the shadar-kai's next turn. is it wearing or carrying, up to 30 feet to an unoccupied space it can
see. Both the space it teleports from and the space it teleports to
must be in dim light or darkness.
Reactions
Guardian Strike: If an enemy within 5 feet of the shadar-kai
attacks a target other than the shadar-kai, that enemy provokes an
opportunity attack from the shadar-kai.
226 Bestiary
Shadar-kai Kithlord Intelligence saving throws until the start of the shadar-kai's next turn.
Medium Humanoid (Elf), Typically Neutral Evil Phantasm. The shadar-kai targets one creature it can see within
60 feet of it. The target must make a DC 18 Wisdom saving throw.
Armor Class 16 (studded leather) On a failed save, the target takes 28 (8d6) psychic damage and is
Hit Points 143 (22d8 + 44) frightened until the end of the shadar-kai's next turn. Constructs, and
Speed 30 ft. Undead are immune to this effect.
Spellcasting. The shadar-kai casts one of the following spells using
STR DEX CON INT WIS CHA Intelligence as the spellcasting ability (spell save DC 18):
8 (-1) 18 (+4) 14 (+2) 20 (+5) 16 (+3) 14 (+2)
At will: dancing lights, silent image, true strike
2/day each: blur, darkness, greater invisibility, major image, mirror
Saving Throws Dex +9, Int +10, Wis +8, Cha +7 image, phantasmal force, phantasmal killer
Skills Arcana +10, Deception +7, Perception +8 1/day each: maddening darkness, mislead, seeming, weird
Damage Immunities necrotic, psychic
Condition Immunities charmed, exhaustion Bonus Actions
Senses darkvision 60 ft., passive Perception 18 Coalescing Darkness. The shadar-kai turns invisible. The effect ends
Languages Common, Elvish when the shadar-kai uses a bonus action to end it or enters a space
Challenge 15 (13,000 XP) Proficiency Bonus +5 in bright light or stronger.
Shadow Stride. The shadar-kai teleports up to 300 feet to an
Fey Ancestry. The shadar-kai has advantage on saving throws unoccupied space it can see. Both the space it teleports from and the
against being charmed, and magic can't put the shadar-kai to sleep. space it teleports to must be in dim light or darkness.
Legendary Resistance (3/Day). If the shadar-kai fails a saving throw,
it can choose to succeed instead.
Legendary Actions
The shadar-kai can take 3 legendary actions, choosing from the
Magic Resistance. The shadar-kai has advantage on saving throws options below. Only one legendary action option can be used at a
against spells and other magical effects. time and only at the end of another creature's turn. The shadar-kai
Actions regains spent legendary actions at the start of its turn.
Multiattack. The shadar-kai makes two Phantasmal Dagger attacks. Shadow Shift. While in dim light or in darkness, the shadar-kai
It can use Phantasm in place of one of these attacks. moves up to half its speed without provoking opportunity attacks.
Phantasmal Strike (Costs 2 Actions). The shadar-kai makes a
Phantasmal Dagger. Melee Weapon Attack: +9 to hit, reach 5 Phantasmal Dagger attack or uses Phantasm.
ft., one target. Hit: 14 (4d4 + 4) piercing damage plus 26 (4d12) Cast a Spell (Costs 3 Actions). The shadar-kai uses Spellcasting.
necrotic damage, and the target has disadvantage on Wisdom and
Fey Ancestry. The shadar-kai has advantage on saving throws Bonus Actions
against being charmed, and magic can't put the shadar-kai to sleep. Shadow Jump. The shadar-kai teleports, along with any equipment
is it wearing or carrying, up to 30 feet to an unoccupied space it can
Magic Resistance. The shadar-kai has advantage on saving throws
see. Both the space it teleports from and the space it teleports to
against spells and other magical effects.
must be in dim light or darkness.
Actions Reactions
Multiattack. The shadar-kai makes three Spiked Chain attacks. It
Pain and Vengeance. When an ally within 5 feet of the shadar-kai
can use Shadow Cage in place of one of these attacks, if available.
is hit by a visible attacker within 10 feet of it, the shadar-kai swaps
Spiked Chain. Melee Weapon Attack: +8 to hit, reach 10 ft., one places with that creature and is hit instead. The shadar-kai then
target. Hit: 11 (2d6 + 4) piercing damage, and the target must makes one Spiked Chain attack at the attacker with advantage on
succeed on a DC 16 Dexterity saving throw or suffer one additional the attack roll.
effect of the shadar-kai's choice:
Bestiary 227
Shadow Mastiff
Shadow Mastiff Pack Lord Sunlight Weakness. While in bright light created by sunlight, the
shadow mastiff has disadvantage on attack rolls, ability checks, and
Large Monstrosity, Typically Neutral Evil saving throws.
Armor Class 13 Actions
Hit Points 114 (12d10 + 48)
Bite. Melee Weapon Attack: +9 to hit, reach 5 ft., one target.
Speed 50 ft.
Hit: 16 (3d6 + 6) piercing damage. If the target is a creature, it must
succeed on a DC 17 Strength check or be knocked prone.
STR DEX CON INT WIS CHA
22 (+6) 16 (+3) 18 (+4) 7 (-2) 16 (+3) 7 (-2) Terrifying Howl (Recharge 5–6). The shadow mastiff howls. Any
beast or humanoid within 300 feet of the shadow mastiff and able
to hear its howl must succeed on a DC 15 Wisdom saving throw or
Skills Perception +6, Stealth +9 be frightened for l minute. A frightened target can repeat the saving
Damage Resistances bludgeoning, piercing, and slashing from throw at the end of each of its turns, ending the effect on itself on a
nonmagical attacks while in dim light or in darkness success. If a target's saving throw is successful or the effect ends for
Senses darkvision 60 ft., passive Perception 16 it, the target is immune to any shadow mastiff's Terrifying Howl for
Languages ----- the next 24 hours.
Challenge 5 (1,800 XP) Proficiency Bonus +3
Bonus Actions
Ethereal Awareness. The shadow mastiff can see ethereal creatures Shadow Blend. While in dim light or darkness, the shadow mastiff
and objects. becomes invisible, along with anything it is wearing or carrying.
Keen Hearing and Smell. The shadow mastiff has advantage on The invisibility lasts until the shadow mastiff uses a bonus action
Wisdom (Perception) checks that rely on hearing or smell. to end it or until the shadow mastiff attacks, is in bright light, or is
incapacitated.
Pack Leader. The shadow mastiff’s allies have advantage on attack
rolls while within 20 feet of the shadow mastiff, provided it isn’t
incapacitated.
228 Bestiary
Slithering Tracker
Monstrous Slithering Tracker False Appearance. While the slithering tracker remains motionless,
it is indistinguishable from a puddle, unless an observer succeeds
Large Ooze, Typically Chaotic Evil on a DC 18 Intelligence (Investigation) check.
Keen Tracker. The slithering tracker has advantage on Wisdom
Armor Class 14
checks to track prey.
Hit Points 76 (8d10 + 32)
Speed 30 ft., climb 30 ft., swim 30 ft. Liquid Form. The slithering tracker can enter an enemy's space
and stop there. It can also move through a space as narrow as l inch
STR DEX CON INT WIS CHA wide without squeezing.
20 (+5) 19 (+4) 19 (+4) 10 (+0) 16 (+3) 11 (+0)
Spider Climb. The slithering tracker can climb difficult surfaces,
including upside down on ceilings, without needing to make an
Skills Stealth +10 ability check.
Damage Vulnerabilities cold
Damage Resistances bludgeoning, piercing, and slashing from Actions
nonmagical attacks Multiattack. The slithering tracker makes two Slam attacks.
Condition Immunities blinded, deafened, exhaustion, grappled,
paralyzed, petrified, prone, restrained, unconscious Slam. Melee Weapon Attack: +8 to hit, reach 10 ft., one target.
Senses blindsight 120 ft., passive Perception 13 Hit: 16 (2d10 + 5) bludgeoning damage.
Languages understands languages it knew in its previous form but Life Leech. One Huge or smaller creature that the slithering tracker
can't speak can see within 5 feet of it must succeed on a DC 16 Dexterity saving
Challenge 7 (2,900 XP) Proficiency Bonus +3 throw or be grappled (escape DC 15). Until this grapple ends, the
target is restrained and unable to breathe unless it can breathe
Ambusher. In the first round of a combat, the slithering tracker has water. In addition, the grappled target takes 22 (4d10) necrotic
advantage on attack rolls against any creature it surprised. damage at the start of each of its turns. The slithering tracker can
grapple only one target at a time.
Damage Transfer. While grappling a creature, the slithering tracker
takes only half the damage dealt to it, and the creature it is grappling
takes the other half.
Bestiary 229
Sorrowsworn
The Grim
The embodiment of hopelessness and despair, the grim is
among the mightiest of the sorrowsworn that can be found in the
Shadowfell. It resembles an 8-foot tall, slender humanoid creature
with pale emaciated skin, thin horns protruding from its head,
bulging red eyes, large leathery wings on its back, and hands with
long clawed fingers clutching a scythe made out of bones and dark
steel.
Lord of Despair. The grim radiates an aura of bleakness, forcing
creatures nearby to be overwhelmed with feelings of despair. In
addition, the grim can whisper and hiss constantly. Creatures
unfortunate enough to be within range will hear it, even in their
minds. The grim can then choose to fill their thoughts either of
extreme sorrow, deep emptiness, or memories of past losses and
regret.
Reaping Scythe. Those that do survive the harrowing abilities
of the grim will still have to contend with its deadly scythe that it
attacks with thrice each turn, and with each hit can inflict grievous
wounds that can't be healed normally.
The Grim incapacitated. The target can repeat the saving throw at the end
of each of its turns, ending the effect on itself on a success. On a
Medium Monstrosity, Typically Chaotic Evil successful save, the target takes half as much damage. If a target's
saving throw is successful or the effect ends for it, the target is
Armor Class 19 (natural armor) immune to the Grim's Bleak Visage for the next 24 hours.
Hit Points 304 (32d8 + 160)
Speed 30 ft., fly 60 ft. Bonus Actions
Whispers of Loss. The Grim whispers and hisses constantly, which
STR DEX CON INT WIS CHA can be heard loudly in the minds of creatures within 60 feet of it that
18 (+4) 12 (+1) 20 (+5) 10 (+0) 14 (+2) 8 (-1) can understand it. It can choose one from the following three effects:
1. Future Sorrow. The Grim fills creatures' thoughts of images of
Skills Perception +8 loved ones dying horrible deaths. Each creature within range must
Damage Resistances bludgeoning, piercing, and slashing while succeed on a DC 16 Wisdom saving throw or take 16 (3d10) psychic
in dim light or darkness damage and drop whatever it is holding, and become frightened
Senses darkvision 60 ft., passive Perception 18 until the end of the Grim's next turn. While frightened in this way, a
Languages Common, telepathy 30 ft. creature must take the Dash action and move away from the Grim
Challenge 20 (25,000 XP) Proficiency Bonus +6 by the safest available route on each of its turns, unless there is
nowhere to move, in which case it needn't take the Dash action. On
Aura of Loss. A creature that starts its turn within 30 feet of the a successful save, the creature takes half as much damage with no
Grim must succeed on a DC 16 Wisdom saving throw. On a failed additional effects.
save, the creature has disadvantage on saving throws and grant the 2. Great Emptiness. The Grim makes creatures reflect on their
Grim advantage on attack rolls against it until the start of the Grim's most terrible actions that have wracked them with guilt. Each
next turn. creature within range must succeed on a DC 16 Charisma saving
throw or be take 22 (4d10) psychic damage and be confused until the
Actions end of its next turn. The creature can't take reactions until the start
Multiattack. The Grim makes three Reaping Scythe attacks. It can of its next turn and rolls a d10 to determine what it does during that
use Bleak Visage in place of one of these attacks. turn. On a 1 to 4, the creature does nothing. On a 5 to 7, the creature
takes no action but uses all its movement to move in a random
Reaping Scythe. Melee Weapon Attack: +10 to hit, reach 10 ft., one
direction. On an 8 to 10, the creature makes one melee attack
target. Hit: 9 (1d10 + 4) slashing damage plus 22 (4d10) necrotic
against a random creature, or it does nothing if no creature is within
damage. The target must succeed on a DC 19 Constitution saving
reach. On a successful save, the creature takes half as much damage
throw or its hit point maximum is reduced by an amount equal to the
with no additional effects.
necrotic damage taken. This reduction lasts until the target finishes
3. Past Losses. The Grim makes creatures recall painful, tragic
a long rest.
events and lost love ones that have haunted them. Each creature
Bleak Visage. The Grim fixes its gaze on one creature it can see within range must succeed on a DC 16 Intelligence saving throw or
within 60 feet of it. The target must succeed on DC 16 Wisdom take 11 (2d10) psychic damage and become stunned until the end of
saving throw against this magic or take 22 (4d10) psychic damage the Grim's next turn. On a successful save, the creature takes half as
and be frightened for 1 minute. While frightened, the creature is much damage with no additional effects.
230 Bestiary
Spawn of Kyuss
Favored Spawn of Kyuss disease or removes a curse, all the worms infesting it wither away,
Medium Undead, Typically Chaotic Evil and it loses its Infested Form feature and its Burrowing Worm and
Wormburst actions.
Armor Class 11 (natural armor) Unusual Nature. The spawn of Kyuss doesn’t require air, food,
Hit Points 127 (15d8 + 60) drink, or sleep.
Speed 30 ft.
Actions
STR DEX CON INT WIS CHA Multiattack. The spawn of Kyuss makes two Claw attacks and uses
18 (+4) 12 (+1) 18 (+4) 6 (-2) 8 (-1) 10 (+0) Burrowing Worm.
Saving Throws Wis +3, Cha +4 Claw. Melee Weapon Attack: +8 to hit, reach 5 ft., one target.
Skills Perception +3 Hit: 7 (1d6 + 4) slashing damage plus 10 (3d6) necrotic damage.
Condition Immunities exhaustion, poisoned Burrowing Worm. A worm launches from the spawn of Kyuss at
Senses darkvision 60 ft., passive Perception 13 one humanoid that the spawn can see within 10 feet of it. The
Languages understands the languages it knew in life but can't speak worm latches onto the target's skin unless the target succeeds on
Challenge 9 (5,000 XP) Proficiency Bonus +4 a DC 12 Dexterity saving throw. The worm is a Tiny undead with
AC 6, l hit point, a 2 (-4) in every ability score, and a speed of 1
Fear Aura. A creature that starts its turn within 10 feet of the spawn foot. While on the target's skin, the worm can be killed by normal
of kyuss must succeed on a DC 12 Wisdom saving throw or be means or scraped off using an action (the spawn can use this action
frightened until the start of the creature's next turn. If a creature's to launch a scraped-off worm at a humanoid it can see within 10
saving throw is successful, the creature is immune to the Fear Aura feet of the worm). Otherwise, the worm burrows under the target's
for the next 24 hours. skin at the end of the target's next turn, dealing 1 piercing damage
Infested Form. A creature that touches the spawn or hits it with a to it. At the end of each of its turns thereafter, the target takes 7
melee attack while within 5 feet of it must make a DC 16 Dexterity (2d6) necrotic damage per worm infesting it (maximum of 10d6).
saving throw or become infected by a worm (see effects of Burrowing A worm-infested target dies if it drops to 0 hit points, then rises 10
Worm). minutes later as a spawn of Kyuss. If a worm-infested creature is
targeted by an effect that cures disease or removes a curse, all the
Regeneration. The spawn of Kyuss regains 15 hit points at the start worms infesting it wither away.
of its turn if it has at least 1 hit point and isn't in sunlight or a body of
running water. If the spawn takes acid, fire, or radiant damage, this Wormburst (Recharge 5–6). The spawn of Kyuss expels worms
trait doesn't function at the start of the spawn's next turn. The spawn from its body, striking creatures around it. Each creature within
is destroyed only if it starts its turn with 0 hit points and doesn't 10 feet of it must succeed on a DC 16 Dexterity saving throw. On a
regenerate. failed save, 1d4 + 1 worms latches on the target's skin (see effects
of Burrowing Worm).
Worms. If the spawn of Kyuss is targeted by an effect that cures
Bestiary 231
Tlincallis
Tlincalli Chieftain
Nomadic scorpion folk are led by a chieftain. This
formidable creature is an exceptional hunter, warrior,
and leader. The chieftain is almost revered like a god
by its subjects, and the sight of it fighting inspires
them to attack savagely.
In combat, the chieftain grabs its foes with
its giant pincers and then impales them with
both its glaive and venomous stinger.
Tlincalli Chieftain poisoned for 1 minute. If it fails the saving throw by 5 or more, the
target is also paralyzed while poisoned. The target can repeat the
Large Monstrosity, Typically Neutral saving throw at the end of each of its turns, ending the effect on
itself on a success.
Armor Class 16 (natural armor)
Hit Points 142 (15d10 + 60) Bonus Actions
Speed 40 ft. Battle Command. The tlincalli targets one ally it can see within 30
feet of it. If the target can see or hear the tlincalli, the target can use
STR DEX CON INT WIS CHA its reaction to make one melee attack or to take the Dodge or Hide
18 (+4) 14 (+2) 18 (+4) 8 (-1) 14 (+2) 12 (+1) action.
Great Hunter's Inspiration (Recharge 5–6). When the tlincalli
Saving Throws Con +8, Wis +6 damages an enemy with a melee weapon attack, all allies within 30
Skills Perception +6, Stealth +6, Survival +6 feet of it and can see the tlincalli gains advantage to its next melee
Senses darkvision 60 ft., passive Perception 16 weapon attack until the start of the tlincalli's next turn.
Languages Tlincalli
Challenge 9 (5,000 XP) Proficiency Bonus +4 Legendary Actions
The tlincalli can take 3 legendary actions, choosing from the
Legendary Resistance (1/Day). If the tlincalli fails a saving options below. Only one legendary action option can be used at a
throw, it can choose to succeed instead. time and only at the end of another creature's turn. The tlincalli
regains spent legendary actions at the start of its turn.
Actions Move. The tlincalli moves up to half its speed.
Multiattack. The tlincalli makes one Glaive attack and one Sting Sting (Costs 2 Actions). The tlincalli makes a melee weapon
attack. attack.
Glaive. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Glaive Slash (Costs 3 Actions). The tlincalli moves up to its speed
Hit: 9 (1d10 + 4) slashing damage plus 7 (2d6) poison damage. in a straight line and targets each creature within 10 feet of it
during its movement. Each target must succeed on a DC 16
Sting. Melee Weapon Attack: +8 to hit, reach 5 ft., one creature. Hit: Dexterity saving throw, taking 9 (1d10 + 4) slashing damage plus
7 (1d6 + 4) piercing damage plus 21 (6d6) poison damage, and the 7 (2d6) poison damage on a failed save.
target must succeed on a DC 16 Constitution saving throw or be
232 Bestiary
Tlincalli Shaman Tlincalli Witch
Tlincalli shamans are druidic spellcasters that serve to support its The devious tlincalli witch is a warlock that has made a pact
tribe as they travel from one place to another. Shamans are able to with an archfiend or demon prince. A single tlincalli witch can
create food and water, and can also cast spells to protect its tribe hypnotize and control an entire unit of enemies, bring a monster
from both natural and unnatural elements. into submission, and cause immeasurable pain to any creature it
During combat it will typically cast spike growth first to slow desires to torture. As such, tlincalli tribes that have witches are
down and weaken its foes before casting wall of fire to divide and able to rise in power easily, with the witch providing its support as
isolate them. It then finishes them off with erupting earth, Sirroco, long as it is allowed to play with its victims.
and its melee attacks.
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
14 (+2) 13 (+1) 16 (+3) 8 (-1) 16 (+3) 10 (+0) 14 (+2) 14 (+2) 16 (+3) 13 (+1) 13 (+1) 17 (+3)
Skills Perception +6, Stealth +4, Survival +6 Skills Deception +6, Perception +4, Stealth +5
Senses darkvision 60 ft., passive Perception 16 Senses darkvision 60 ft., passive Perception 14
Languages Tlincalli Languages Common, Tlincalli
Challenge 6 (2,300 XP) Proficiency Bonus +3 Challenge 7 (2,900 XP) Proficiency Bonus +3
Actions Actions
Multiattack. The tlincalli makes one Sting attack and uses Sirocco. Multiattack. The tlincalli makes one Sting attack and uses Infest or
Glaive. Melee Weapon Attack: +5 to hit, reach 10 ft., one target. Spellcasting.
Hit: 7 (1d10 + 2) slashing damage. Sting. Melee Weapon Attack: +5 to hit, reach 5 ft., one creature.
Sting. Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 5 (1d6 + 2) piercing damage plus 17 (5d6) poison damage, and
Hit: 5 (1d6 + 2) piercing damage plus 17 (5d6) poison damage, and the target must succeed on a DC 14 Constitution saving throw or
the target must succeed on a DC 14 Constitution saving throw or be poisoned for 1 minute. If it fails the saving throw by 5 or more,
be poisoned for 1 minute. If it fails the saving throw by 5 or more, the target is also paralyzed while poisoned. The target can repeat
the target is also paralyzed while poisoned. The target can repeat the saving throw at the end of each of its turns, ending the effect on
the saving throw at the end of each of its turns, ending the effect on itself on a success.
itself on a success. Infest. The tlincalli magically implants parasitic bug eggs on one
Sirocco. The tlincalli emits fiery winds and heated sand in a 20- creature it can see within 60 feet of it. The target must succeed on a
DC 14 Constitution saving throw against disease. On a failed save,
foot cube originating from the tlincalli. Each creature in that area
the eggs hatch and the parasitic bugs begin to eat the target from
must make a DC 14 Constitution saving throw. On a failed save, a
the inside out. Immediately on this turn and at the start of each of
creature takes 13 (3d8) fire damage and is blinded until the start of
the target's turns, the target takes 3 (1d6) piercing damage plus 7
the tlincalli’s next turn. On a successful save, a creature takes half as
(2d6) necrotic damage and is poisoned. While poisoned, the target
much damage and isn’t blinded.
is incapacitated. A poisoned creature can repeat the saving throw at
Spellcasting. The tlincalli is an 8th-level spellcaster. Its spellcasting the end of each of its turns, ending the effect on itself on a success.
ability is Wisdom (spell save DC 14, +6 to hit with spell attacks): On a successful save, the target takes half as much damage and
At will: druidcraft, guidance, resistance isn't poisoned. If an infested target is targeted by an effect that cures
2/day each: earth tremor, erupting earth, spike growth disease, dispels magic, or removes a curse, all the bugs infesting it
1/day each: conjure elemental (fire or earth), wall of fire wither away. Constructs, Elementals, and Undead are immune to
this effect.
Spellcasting. The tlincalli casts one of the following spells, requiring
no material components and using Charisma as the spellcasting
ability (spell save DC 14):
At will: alter self, false life, levitate (self only), minor illusion, silent
image, speak with the dead
1/day each: contagion, giant insect, insect plague, stinking cloud,
vitriolic sphere
Bestiary 233
Tortles
Most tortles are warriors and druids. But a few manage to become
monks, scouts, and witch doctors. Their stats have been provided
in this section.
Tortle Monk
Medium Humanoid (Tortle), Any Non-Chaotic
234 Bestiary
Tortle Witch Doctor Quarterstaff. Melee Weapon Attack: +3 to hit, reach 5 ft., one
target. Hit: 4 (1d6 + 1) bludgeoning damage, or 5 (1d8 + 1)
Medium Humanoid (Tortle), Any Alignment
bludgeoning damage if used with two hands, plus 10 (3d6) necrotic
damage.
Armor Class 17 (natural armor)
Hit Points 71 (11d8 + 22) Cursed Bolt. Ranged Spell Attack: +5 to hit, range 60 ft., one target.
Speed 30 ft. Hit: 16 (3d8 + 3) psychic damage, and the target has disadvantage
on attack rolls, ability checks, and saving throws until the end of the
STR DEX CON INT WIS CHA tortle’s next turn.
12 (+1) 10 (+0) 14 (+2) 11 (+0) 17 (+3) 12 (+1) Shell Defense. The tortle withdraws into its shell. Until it emerges,
it gains a +4 bonus to AC and has advantage on Strength and
Skills Perception +5, Religion +2 Constitution saving throws. While in its shell, the tortle is prone,
Senses passive Perception 15 its speed is 0 and can't increase, it has disadvantage on Dexterity
Languages Aquan, Common saving throws, it can't take reactions, and the only action it can take
Challenge 4 (1,100 XP) Proficiency Bonus +2 is a bonus action to emerge.
Spellcasting. The tortle casts one of the following spells using
Hold Breath. The tortle can hold its breath for 1 hour. Wisdom as the spellcasting ability (spell save DC 13):
Actions At will: guidance, resistance, thaumaturgy
3/day each: blindness/deafness, cure wounds
Claws. Melee Weapon Attack: +3 to hit, reach 5 ft., one target . 1/day: banishment, bestow curse, revivify, spirit guardians
Hit: 3 (1d4 + 1) slashing damage.
Bestiary 235
Trappers
Trapper, Monstrous
Huge Monstrosity, Unaligned
Skills Stealth +3
Senses blindsight 30 ft., darkvision 60 ft., passive Perception 12 Trapper, Young
Languages ----- Medium Monstrosity, Unaligned
Challenge 6 (2,300 XP) Proficiency Bonus +3
Armor Class 13 (natural armor)
False Appearance. While the trapper is attached to a ceiling, floor, Hit Points 32 (5d8 + 10)
or wall and remains motionless, it is almost indistinguishable from Speed 10 ft., climb 10 ft.
an ordinary section of ceiling, floor, or wall. A creature that can see it
and succeeds on a DC 20 Intelligence (Investigation) or Intelligence STR DEX CON INT WIS CHA
(Nature) check can discern its presence. 14 (+2) 10 (+0) 15 (+2) 2 (-4) 11 (+0) 4 (-3)
236 Bestiary
Trolls
Troll Berserker Troll Witch Doctor
Stronger and larger than a typical troll, the terrifying berserkers Troll witch doctors serve as the troll tribe's healer, divine adviser,
charge at their prey with abandon, savagely slashing and rending and prophet of Vaprak, the troll deity. In combat, it uses spells that
with their claws and tearing flesh with their jagged teeth. wreak havoc on enemy ranks, such bestow curse and erupting
earth.
Troll Monarch When forced into melee, the troll witch doctor is still a dangerous
foe, as its claws and teeth can still tear a man into pieces.
The troll monarch is a hulking and fearsome-looking figure. In
combat it attacks with its greataxe and uses it to cleave through
foes with ease and then finishing off those who survive after the Two-Headed Troll
first blow with its terrible bite. It is not exactly sure how the two-headed trolls came to be. Some
The mere sight of the troll monarch emboldens other trolls, say it is due to a troll crossbreeding with an ettin. Others say that it
turning them into fanatical warriors. is because the troll ate another troll, and the head of the eaten troll
had grown back and merged into the body of the consumer. This
is unlikely as well, as such a troll is said to be a dire troll, which is
Troll Shaman an entirely different species and doesn't share the same qualities.
Shamans are troll druids that support its brethren with spells to Whatever the case may be, such a troll appears to be considered
control the battlefield and tip the conflict in their favor. These trolls by its kin as a boon from Vaprak.
can also instill the fury and constitution of Vaprak temporarily in
its allies, enabling them to fight with unnatural ferocity and regain
hit points.
Troll Whelp
Troll whelps, although common, are rarely seen as they often take
cover or flee when their lair is attacked. Although only a few years
old, they stand as tall as a human and are already able to defend
and fight with their tusks, teeth, and claws.
Troll Berserker
Large Giant, Typically Chaotic Evil
Skills Perception +2
Senses darkvision 60 ft., passive Perception 12
Languages Giant
Challenge 6 (2,300 XP) Proficiency Bonus +3
Actions
Multiattack. The troll makes one Bite attack and two Claw attacks.
Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one target.
Hit: 8 (1d6 + 5) piercing damage.
Claw. Melee Weapon Attack: +8 to hit, reach 10 ft., one target.
Hit: 12 (2d6 + 5) slashing damage.
Bestiary 237
Troll Monarch one War Club attack.
Huge Giant, Typically Chaotic Evil Bite. Melee Weapon Attack: +10 to hit, reach 5 ft., one target.
Hit: 10 (1d8 + 6) piercing damage.
Armor Class 16 (natural armor) War Club. Melee Weapon Attack: +10 to hit, reach 10 ft., one target.
Hit Points 187 (15d12 + 90) Hit: 16 (3d6 + 6) bludgeoning damage.
Speed 30 ft.
Claw. Melee Weapon Attack: +10 to hit, reach 10 ft., one target.
STR DEX CON INT WIS CHA Hit: 15 (2d8 + 6) slashing damage, and the target is grappled (escape
22 (+6) 12 (+1) 22 (+6) 9 (-1) 12 (+1) 8 (-1) DC 16). Until this grapple ends, the target is restrained, and the
troll can automatically hit the target with its Claw but can't make
Saving Throws Con +10, Wis +5 Claw attacks against other targets.
Skills Perception +5 Intimidating Roar (Recharge 5–6). The troll lets out a terrifying roar
Senses darkvision 60 ft., passive Perception 15 audible out to 120 feet. Any creature within 30 feet of the troll that can
Languages Giant hear its roar must succeed on a DC 18 Wisdom saving throw or be
Challenge 11 (7,200 XP) Proficiency Bonus +4 frightened of the troll for 1 minute. A creature can repeat the saving
throw at the end of its turns, ending the effect on itself on a success. If
Aura of Fervor. The troll's allies have advantage on attack rolls and a target’s saving throw is successful or the effect ends for it, the target
saving throws against being charmed and frightened while within 20 is immune to this troll’s Intimidating Roar for the next 24 hours.
feet of the troll, provided it isn’t incapacitated.
Legendary Actions
Legendary Resistance (1/Day). If the troll fails a saving throw, it can
The troll can take 3 legendary actions, choosing from the options
choose to succeed instead.
below. Only one legendary action option can be used at a time and
Keen Smell. The troll has advantage on Wisdom (Perception) only at the end of another creature's turn. The troll regains spent
checks that rely on smell. legendary actions at the start of its turn.
Regeneration. The troll regains 10 hit points at the start of its turn. Charge. The troll moves up to its speed.
If the troll takes acid or fire damage, this trait doesn't function at Claw (Costs 2 Actions). The troll makes a Claw attack.
the start of the troll's next turn. The troll dies only if it starts its turn Smash (Costs 3 Actions). Melee Weapon Attack: +10 to hit, reach 10
with 0 hit points and doesn't regenerate. ft., one target. Hit: 16 (3d6 + 6) bludgeoning damage, and the target
must succeed on a DC 18 Constitution saving throw or be stunned
Actions until the end of its next turn. If the target fails its saving throw by 5
Multiattack. The troll makes one Bite attack, one Claw attack, and or more, it is also knocked unconscious for 1 minute.
238 Bestiary
Troll Shaman Troll Whelp
Large Giant, Typically Chaotic Evil Medium Giant, Typically Chaotic Evil
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
16 (+3) 13 (+1) 18 (+4) 7 (-2) 14 (+2) 7 (-2) 14 (+2) 13 (+1) 16 (+3) 5 (-3) 7 (-2) 5 (-3)
Keen Smell. The troll has advantage on Wisdom (Perception) Keen Smell. The troll has advantage on Wisdom (Perception) checks
checks that rely on smell. that rely on smell.
Regeneration. The troll regains 10 hit points at the start of its turn. Regeneration. The troll regains 5 hit points at the start of its turn. If
If the troll takes acid or fire damage, this trait doesn't function at the troll takes acid or fire damage, this trait doesn't function at the
the start of the troll's next turn. The troll dies only if it starts its turn start of the troll's next turn. The troll dies only if it starts its turn with
with 0 hit points and doesn't regenerate. 0 hit points and doesn't regenerate.
Actions Actions
Multiattack. The troll makes one Bite attack and two Claw attacks. Multiattack. The troll makes one Bite attack one Claws attack.
Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target.
Hit: 6 (1d6 + 3) piercing damage. Hit: 4 (1d4 + 2) piercing damage.
Claw. Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Claws. Melee Weapon Attack: +4 to hit, reach 10 ft., one target.
Hit: 10 (2d6 + 3) slashing damage. Hit: 9 (2d6 + 2) slashing damage.
Vaprak's Fury (Recharges after a Short or Long Rest). The troll
targets up to three allied trolls it can see within 30 feet of it. Each
target gains advantage on melee attack rolls until the end of its next
turn. In addition, each target regains 10 hit points unless they took
acid or fire damage during its last turn.
Spellcasting. The troll casts one of the following spells using
Wisdom as the spellcasting ability (spell save DC 13, +5 to hit with
spell attacks):
At will: druidcraft, mold earth, resistance
2/day each: earth tremor, spike growth
1/day each: erupting earth, stinking cloud, stoneskin
Troll Witch Doctor Multiattack. The troll makes one Bite attack and two Claw attacks.
Large Giant, Typically Chaotic Evil Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target.
Hit: 6 (1d6 + 3) piercing damage.
Armor Class 15 (natural armor) Claw. Melee Weapon Attack: +6 to hit, reach 10 ft., one target.
Hit Points 93 (11d10 + 33) Hit: 10 (2d6 + 3) slashing damage.
Speed 30 ft.
Cursed Bolt. Ranged Spell Attack: +5 to hit, range 60 ft., one target.
STR DEX CON INT WIS CHA Hit: 15 (3d8 + 2) psychic damage, and the target has disadvantage
16 (+3) 13 (+1) 16 (+3) 7 (-2) 14 (+2) 7 (-2) on attack rolls, ability checks, and saving throws until the end of the
troll’s next turn.
Skills Perception +5 Spellcasting. The troll casts one of the following spells using
Senses darkvision 60 ft., passive Perception 15 Wisdom as the spellcasting ability (spell save DC 13, +5 to hit with
Languages Giant spell attacks):
Challenge 6 (2,300 XP) Proficiency Bonus +3 At will: guidance, mold earth, thaumaturgy
2/day each: bane, hold person
Keen Smell. The troll has advantage on Wisdom (Perception) 1/day each: bestow curse, erupting earth
checks that rely on smell.
Reactions
Regeneration. The troll regains 10 hit points at the start of its turn.
Vaprak's Wrath (Recharges after a Short or Long Rest). When
If the troll takes acid or fire damage, this trait doesn't function at
an ally within 30 feet of the troll and can be seen by the troll hits a
the start of the troll's next turn. The troll dies only if it starts its turn
target with a melee weapon attack, the troll grants 5 extra damage
with 0 hit points and doesn't regenerate.
to the ally's weapon damage roll. In addition, the ally's hit is a
Actions critical hit.
Bestiary 239
Two-Headed Troll the troll takes acid or fire damage, this trait doesn't function at the
start of the troll's next turn. The troll dies only if it starts its turn
Large Giant, Typically Chaotic Evil
with 0 hit points and doesn't regenerate.
Armor Class 15 (natural armor) Two Heads. The troll has advantage on Wisdom (Perception)
Hit Points 126 (12d10 + 60) checks and on saving throws against being blinded, charmed,
Speed 30 ft. deafened, frightened, stunned, and knocked unconscious.
Extra Reaction. The troll gets an extra reaction that can be used
STR DEX CON INT WIS CHA
22 (+6) 13 (+1) 20 (+5) 7 (-2) 9 (-1) 7 (-2) only for opportunity attacks.
Actions
Skills Perception +5
Multiattack. The troll makes two Bite attacks and two Claw
Senses darkvision 60 ft., passive Perception 15
attacks.
Languages Giant
Challenge 7 (2,900 XP) Proficiency Bonus +3 Bite. Melee Weapon Attack: +9 to hit, reach 5 ft., one target.
Hit: 9 (1d6 + 6) piercing damage.
Keen Smell. The troll has advantage on Wisdom (Perception) checks Claw. Melee Weapon Attack: +9 to hit, reach 10 ft., one target.
that rely on smell. Hit: 13 (2d6 + 6) slashing damage.
Regeneration. The troll regains 10 hit points at the start of its turn. If
240 Bestiary
Vargouilles
Not all vargouilles are created equal. The most common
vargouilles are created from the humanoid races. Some
vargouilles are created from the heads of other species, and
have resulted in a different species of vargouilles.
Dire Vargouille
In most cases, the fiendish curse from a vargouille can only affect
a humanoid. In very rare instances, however, the curse may affect
beasts and monstrosities, especially if the target was assaulted
by a swarm of vargouille. When the transformation occurs, the
resulting creature is that of dire vargouille - a stronger, more lethal
specimen of the original.
Bestiary 241
Vegepygmies
Vegepygmy Shaman
Vegepygmy shamans are often the only type of spellcasters found
in vegepygmy communities. They serve as the tribe's healer,
prophet, and head adviser.
Vegepygmy Warrior
Vegepygmy warriors are the tribe's guards, hunters, and primary
soldiers during times of war.
Vegepygmy Shaman
Small Plant, Typically Neutral
STR DEX CON INT WIS CHA Armor Class 13 (natural armor)
7 (-2) 14 (+2) 14 (+2) 6 (-2) 13 (+1) 7 (-2) Hit Points 22 (5d6 + 5)
Speed 30 ft.
Skills Perception +3, Stealth +4
STR DEX CON INT WIS CHA
Damage Resistances lightning, piercing
14 (+2) 14 (+2) 13 (+1) 6 (-2) 11 (+0) 7 (-2)
Senses darkvision 60 ft., passive Perception 13
Languages Vegepygmy
Challenge 1 (200 XP) Proficiency Bonus +2 Skills Perception +2, Stealth +4
Damage Resistances lightning, piercing
Senses darkvision 60 ft., passive Perception 12
Plant Camouflage. The vegepygmy has advantage on Dexterity
Languages Vegepygmy
(Stealth) checks it makes in any terrain with ample obscuring plant
Challenge 1/2 (100 XP) Proficiency Bonus +2
life.
Regeneration. The vegepygmy regains 3 hit points at the start of Plant Camouflage. The vegepygmy has advantage on Dexterity
its turn. If it takes cold, fire, or necrotic damage, this trait doesn't (Stealth) checks it makes in any terrain with ample obscuring plant
function at the start of the vegepygmy's next turn. The vegepygmy life.
dies only if it starts its turn with 0 hit points and doesn't regenerate.
Regeneration. The vegepygmy regains 3 hit points at the start of
Actions its turn. If it takes cold, fire, or necrotic damage, this trait doesn't
Claws. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. function at the start of the vegepygmy's next turn. The vegepygmy
Hit: 5 (1d6 + 2) slashing damage. dies only if it starts its turn with 0 hit points and doesn't regenerate.
242 Bestiary
Verbeeg
Armor Class 14 (hide armor, shield) Armor Class 17 (patchwork armor, shield)
Hit Points 76 (9d10 + 27) Hit Points 142 (15d10 + 60)
Speed 40 ft. Speed 40 ft.
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
17 (+3) 10 (+0) 16 (+3) 11 (+0) 10 (+0) 9 (-1) 21 (+5) 11 (+0) 18 (+4) 11 (+0) 12 (+1) 9 (-1)
Saving Throws Dex +2, Con +5 Saving Throws Dex +3, Con +7, Wis +4
Skills Animal Handling +2, Athletics +5, Stealth +2 Skills Animal Handling +4, Athletics +8, Stealth +3
Senses darkvision 60 ft., passive Perception 10 Senses darkvision 60 ft., passive Perception 11
Languages Common, Giant Languages Common, Giant
Challenge 3 (700 XP) Proficiency Bonus +2 Challenge 7 (2,900 XP) Proficiency Bonus +3
Simple Weapon Wielder. A simple weapon deals one extra die of its Simple Weapon Wielder. A simple weapon deals one extra die of its
damage when the verbeeg hits with it (included in the attack). damage when the verbeeg hits with it (included in the attack).
Actions Actions
Multiattack. The verbeeg makes two Spear attacks. Multiattack. The verbeeg makes two melee attacks.
Spear. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or Longsword. Melee Weapon Attack: +8 to hit, reach 5 ft., one target.
range 20/60 ft., one target. Hit: 13 (3d6 + 3) piercing damage, or 16 Hit: 14 (2d8 + 5) slashing damage, or 16 (2d10 + 5) slashing damage
(3d8 + 3) piercing damage if used with two hands to make a melee if used with two hands.
attack.
Javelin. Melee or Ranged Weapon Attack: +8 to hit, reach 5 ft. or
range 30/120 ft., one target. Hit: 12 (2d6 + 5) piercing damage.
Bonus Actions
Assault Command. The verbeeg targets one ally it can see within 30
feet of it. If the target can see or hear the verbeeg, the target can use
its reaction to make one melee attack or move up to its speed.
Bestiary 243
Verbeeg Priest of Karontor Club. Melee Weapon Attack: +6 to hit, reach 5 ft., one target.
Hit: 10 (3d4 + 3) bludgeoning damage plus 7 (2d6) cold damage.
Large Giant, Neutral Evil
Enmity of Karontor. The verbeeg targets one creature it can see
Armor Class 14 (hide armor) within 60 feet of it. The target must make a DC 14 Wisdom saving
Hit Points 93 (11d10 + 33) throw. On a failed save, the creature takes 16 (3d8 + 3) psychic
Speed 40 ft. damage and until the end of the verbeeg's next turn, all attacks against
the target have advantage.
STR DEX CON INT WIS CHA Breath of Karontor (Recharge 5–6). The verbeeg exhales a blast of
17 (+3) 12 (+1) 16 (+3) 11 (+0) 16 (+3) 10 (+0) freezing wind in a 30-foot cone. Each creature in that area must make
a DC 14 Constitution saving throw, taking 27 (6d8) cold damage on a
Saving Throws Dex +4, Con +6, Wis +6 failed save, or half as much damage on a successful one.
Skills Athletics +6, Religion +6, Stealth +4
Senses darkvision 60 ft., passive Perception 13 Spellcasting. The verbeeg casts one of the following spells using
Languages Common, Giant Wisdom as the spellcasting ability (spell save DC 14, +6 to hit with
Challenge 6 (2,300 XP) Proficiency Bonus +3 spell attacks):
At will: guidance, resistance, thaumaturgy
Simple Weapon Wielder. A simple weapon deals one extra die of its 2/day each: bane, bestow curse, spiritual weapon (club)
damage when the verbeeg hits with it (included in the attack). Reactions
Actions Karontor's Rebuke (3/Day). In response to being damaged by a visible
Multiattack. The verbeeg makes two Club attacks, and it uses creature within 60 feet of it, the verbeeg forces that creature to make
Enmity of Karontor. a DC 14 Constitution saving throw, taking 16 (3d10) cold damage on a
failed save, or half as much damage on a successful one.
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
17 (+3) 15 (+2) 16 (+3) 11 (+0) 10 (+0) 9 (-1) 17 (+3) 12 (+1) 16 (+3) 11 (+0) 10 (+0) 15 (+2)
Saving Throws Dex +4, Con +5 Saving Throws Con +6, Wis +3
Skills Animal Handling +2, Athletics +5, Stealth +4 Skills Arcana +3, Athletics +6, Stealth +4
Senses darkvision 60 ft., passive Perception 10 Senses darkvision 60 ft., passive Perception 10
Languages Common, Giant Languages Common, Giant
Challenge 4 (1,100 XP) Proficiency Bonus +2 Challenge 5 (1,800 XP) Proficiency Bonus +3
Simple Weapon Wielder. A simple weapon deals one extra die of its Simple Weapon Wielder. A simple weapon deals one extra die of its
damage when the verbeeg hits with it (included in the attack). damage when the verbeeg hits with it (included in the attack).
Skirmish Advantage. Once per turn, when the verbeeg attacks while Actions
on a space that is at least 15 feet away from where it started its turn, Multiattack. The verbeeg makes two Spear attacks or uses
it gains advantage on that attack roll. Bewildering Word twice.
Actions Spear. Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or
Multiattack. The verbeeg makes two Spear attacks. range 20/60 ft., one target. Hit: 13 (3d6 + 3) piercing damage, or 16
(3d8 + 3) piercing damage if used with two hands to make a melee
Spear. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or attack, plus 7 (2d6) force damage.
range 20/60 ft., one target. Hit: 13 (3d6 + 3) piercing damage, or 16
(3d8 + 3) piercing damage if used with two hands to make a melee Bewildering Word. The verbeeg utters a magical bewilderment,
attack. targeting one creature it can see within 60 feet of it. The target must
succeed on a DC 13 Wisdom saving throw or take 9 (2d8) psychic
Bonus Actions damage and have disadvantage on attack rolls until the end of the
Lightfooted. The verbeeg takes the Dash or Disengage action. verbeeg's next turn.
Spellcasting. The verbeeg casts one of the following spells using
Reactions Charisma as the spellcasting ability (spell save DC 13):
Skirmisher. When an enemy the verbeeg can see ends its turn within At will: mage hand, minor illusion, prestidigitation
5 feet of it, the verbeeg can move up to half its speed. This movement 1/day each: faerie fire, fear, phantasmal force, mirror image
doesn’t provoke opportunity attacks.
Reactions
Misty Escape (Recharges after a Short or Long Rest). In response
to taking damage, the verbeeg turns invisible and teleports, along
with any equipment it is wearing or carrying, up to 60 feet to an
unoccupied space it can see. It remains invisible until the start of its
next turn or until it attacks, makes a damage roll, or casts a spell.
244 Bestiary
Wendigo
Wendigo
A wendigo is a dreadful fey spirit that haunts cold temperate
forests and desolate tundras. It is often mistaken for an undead
or lycanthrope due to its appearance and its insatiable craving for
humanoid flesh.
Bestial Horror. The wendigo appears as a gaunt horrid-looking
9-foot tall humanoid with an emaciated elk's head with antlers.
Its foul body is covered with dark matted hair that is stained
with blood. Its unnaturally long arms end in vicious claws and its
mouth is ridged with sharp teeth.
Ravenous Spirit. The wendigo was once an evil humanoid
that hunted and preyed on its own kind, surviving as a cannibal
for most of its life while living alone in the wilderness. Such
a creature will attract the attention of the Queen of Air and
Darkness or Malar the Beastlord. Before the creature's death, the
deity it gained favor from bestows upon it a gift, or rather a curse,
which transforms the creature into the ravenous wendigo. This
allows the creature to continue what it did in its previous life, for
eternity.
Wendigo
Large Fey, Typically Chaotic Evil
Bestiary 245
Wood Woads
Wood Woad Grove Keeper
When a druid willingly enters into the ritual to sacrifice itself in
becoming a wood woad, the result is the birth of a grove keeper.
This creature functions similarly as a normal wood woad, except
that it also has the ability to cast druid spells to help achieve its
goal of protecting the woodlands and the creatures that live in it.
Actions
Multiattack. The wood woad makes two Club attacks.
Club. Melee Weapon Attack: +7 to hit, reach 5 ft., one target.
Hit: 14 (4d4 + 4) force damage.
Briar Lash. Ranged Spell Attack: +6 to hit, range 60 ft., one target.
Hit: 12 (2d8 + 3) slashing damage plus 9 (2d8) poison damage. If the
target is a Large or smaller creature, the creature must make a DC
14 Strength saving throw or be restrained until the end of the wood
woad's next turn.
Spellcasting. The wood woad casts one of the following spells using
Wisdom as the spellcasting ability (spell save DC 14):
At will: druidcraft, mold earth, resistance
2/day each: entangle, erupting earth, moonbeam
1/day each: plant growth, wither and bloom
246 Bestiary
Wood Woad Grove Warden Wood Woad Sentinel
A grove warden was created from the sacrifice made by an elf The wood woad sentinel was born from the heart of a former
paladin that swore an Oath of the Ancients. The creature has knight, resulting in a wood woad that is skilled in protecting and
retained its former life's paladin abilities which it now uses to help defending its ward.
protect its woodland territory.
Armor Class 18 (natural armor, shield) Armor Class 18 (natural armor, shield)
Hit Points 136 (16d8 + 64) Hit Points 119 (14d8 + 56)
Speed 30 ft., climb 30 ft. Speed 30 ft., climb 30 ft.
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
20 (+5) 12 (+1) 18 (+4) 10 (+0) 13 (+1) 15 (+2) 20 (+5) 12 (+1) 18 (+4) 10 (+0) 13 (+1) 9 (-1)
Skills Athletics +9, Perception +5, Stealth +5 Skills Athletics +8, Perception +7, Stealth +4
Damage Vulnerabilities fire Damage Vulnerabilities fire
Damage Resistances bludgeoning, piercing Damage Resistances bludgeoning, piercing
Condition Immunities charmed, frightened Condition Immunities charmed, frightened
Senses darkvision 60 ft., passive Perception 15 Senses darkvision 60 ft., passive Perception 17
Languages Sylvan Languages Sylvan
Challenge 9 (5,000 XP) Proficiency Bonus +4 Challenge 8 (3,900 XP) Proficiency Bonus +3
Plant Camouflage. The wood woad has advantage on Dexterity Plant Camouflage. The wood woad has advantage on Dexterity
(Stealth) checks it makes in any terrain with ample obscuring plant (Stealth) checks it makes in any terrain with ample obscuring plant
life. life.
Regeneration. The wood woad regains 10 hit points at the start of Regeneration. The wood woad regains 10 hit points at the start of
its turn if it is in contact with the ground. If it takes fire damage, this its turn if it is in contact with the ground. If it takes fire damage, this
trait doesn't function at the start of the wood woad's next turn. The trait doesn't function at the start of the wood woad's next turn. The
wood woad dies only if it starts its turn with 0 hit points and doesn't wood woad dies only if it starts its turn with 0 hit points and doesn't
regenerate. regenerate.
Tree Stride. Once on each of its turns, the wood woad can use 10 Threatening. Creatures provoke an opportunity attack from
feet of its movement to step magically into one living tree within 5 the wood woad when they move 5 feet or more while within the
feet of it and emerge from a second living tree within 60 feet of it wood woad's reach, and if the wood woad hits a creature with an
that it can see, appearing in an unoccupied space within 5 feet of the opportunity attack, the target's speed is reduced to 0 until the end of
second tree. Both trees must be Large or bigger. the current turn.
Actions Tree Stride. Once on each of its turns, the wood woad can use 10
feet of its movement to step magically into one living tree within 5
Multiattack. The wood woad makes three Club attacks. feet of it and emerge from a second living tree within 60 feet of it
Club. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. that it can see, appearing in an unoccupied space within 5 feet of the
Hit: 15 (4d4 + 5) force damage. second tree. Both trees must be Large or bigger.
Spellcasting. The wood woad casts one of the following spells using Actions
Charisma as the spellcasting ability (spell save DC 14):
Multiattack. The wood woad makes three Club attacks.
1/day each: aid, cure wounds, dispel magic, plant growth, protection
from energy, speak with animals Club. Melee Weapon Attack: +8 to hit, reach 5 ft., one target.
Hit: 15 (4d4 + 5) force damage, and the target is marked until the
Bonus Actions end of the wood woad's next turn. This effect ends early if the wood
Smite. Immediately after the wood woad hits a target with an attack woad is incapacitated or it dies, or if someone else marks the target.
roll, the wood woad deals an extra plus 9 (2d8) poison damage. If While it is within 5 feet of the wood woad, a creature marked by the
the target is a Large or smaller creature, the creature must make a wood woad has disadvantage on any attack roll that doesn't target
DC 14 Strength saving throw or be restrained until the end of the the wood woad.
wood woad's next turn. Bonus Actions
Punish the Marked. The wood woad can make a melee weapon
attack against a creature marked by it if the creature dealt damage
to anyone other than the wood woad during the last turn. The wood
woad's melee weapon attack has advantage on the attack roll, and
if it hits, the attack's weapon deals an extra 7 (2d6) damage to the
target.
Reactions
Parry. The wood woad adds 2 to its AC against one melee attack
that would hit it. To do so, the wood woad must see the attacker and
be wielding a melee weapon.
Bestiary 247
Xvarts
Xvart Cutthroat
Cutthroats are vicious, opportunistic thugs that serve the will of for good reason. Xvarts by nature are so greedy they can't stop
Raxivort. These xvarts use stealth and strength in numbers to themselves from scheming and finding opportunities to usurp
overwhelm their targets. their leader and steal.
In combat, the speaker is normally the most formidable warrior
of its kind, wields a scimitar laced with poison, and uses every
Xvart Shaman of Raxivort advantage it can find, to the point of overpreparing, to maximize
The shaman of Raxivort is a devout worshiper of the Lord of success.
Xvartkind. The shaman is granted druidic spells and abilities by
the xvart god, making it a natural leader of small xvart tribes. In
larger tribes, the xvart shaman serves as an adviser to the tribe
speaker. Xvart Verminlord
While rats and bats are naturally attracted to xvarts, they become
fanatical followers to an xvart verminlord. This xvart has a
Xvart Speaker supernatural affinity with the vermin, and are able to summon
The cunning xvart speaker serves as the tribe's chieftain. It spends them and command them to do its bidding, even if it would mean
most of its time scheming, conniving, and obsessing with hoarding risking their lives. The verminlord normally rides a giant rat or bat
valuable treasure. It trusts no one, not even its advisers, and as a mount.
248 Bestiary
Xvart Cutthroat Xvart Shaman of Raxivort
Small Monstrosity, Typically Chaotic Evil Small Monstrosity, Chaotic Evil
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
8 (-1) 15 (+2) 10 (+0) 8 (-1) 7 (-2) 7 (-2) 8 (-1) 14 (+2) 12 (+1) 8 (-1) 14 (+2) 8 (-1)
Raxivort's Tongue. The xvart can communicate with ordinary bats Raxivort's Tongue. The xvart can communicate with ordinary bats
and rats, as well as giant bats and giant rats. and rats, as well as giant bats and giant rats.
Sneak Attack (1/Turn). The xvart deals an extra 3 (1d6) damage Actions
when it hits a target with a weapon attack and has advantage on the
Multiattack. The xvart makes two Shortsword attacks or uses Toxic
attack roll, or when the target is within 5 feet of an ally of the xvart
Bolt twice.
that isn't incapacitated and the xvart doesn't have disadvantage on
the attack roll. Shortsword. Melee Weapon Attack: +4 to hit, reach 5 ft., one target.
Hit: 5 (1d6 + 2) slashing damage. If at least one of the xvart’s allies is
Actions within 5 feet of the target, the xvart can push the target 5 feet if the
Shortsword. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. target is a Medium or smaller creature.
Hit: 5 (1d6 + 2) piercing damage. If at least one of the xvart’s allies is Toxic Bolt. Ranged Spell Attack: +4 to hit, range 60 ft., one target.
within 5 feet of the target, the xvart can push the target 5 feet if the Hit: 11 (2d8 + 2) poison damage, and the target is poisoned until the
target is a Medium or smaller creature. end of the xvart's next turn.
Sling. Ranged Weapon Attack: +4 to hit, range 30/120 ft., one target. Spellcasting. The xvart casts one of the following spells using
Hit: 4 (1d4 + 2) bludgeoning damage. Wisdom as the spellcasting ability (spell save DC 12, +4 to hit with
spell attacks):
Bonus Actions At will: druidcraft, poison spray, thorn whip
Low Cunning. The xvart takes the Disengage action. 2/day each: earth tremor, hold person
1/day each: conjure animals (bats and rats only), erupting earth,
spike growth
Bonus Actions
Change Shape (Recharges after a Short or Long Rest). The xvart
magically polymorphs into a giant bat (MM, pg. 323) or dire rat
(Monster Manual Expanded, pg. 299), remaining in that form for up
to 1 hour, or it can revert to its true form. Its statistics, other than
its size, are the same in each form. Any equipment it is wearing or
carrying isn't transformed. It reverts to its true form if it dies.
Low Cunning. The xvart takes the Disengage action.
Bestiary 249
Xvart Supreme Speaker Xvart Verminlord
Small Monstrosity, Typically Chaotic Evil Small Monstrosity, Typically Chaotic Evil
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
8 (-1) 18 (+4) 16 (+3) 13 (+1) 12 (+1) 8 (-1) 8 (-1) 16 (+3) 12 (+1) 8 (-1) 12 (+1) 7 (-2)
Raxivort's Tongue. The xvart can communicate with ordinary bats Overbearing Pack. The xvart has advantage on Strength (Athletics)
and rats, as well as giant bats and giant rats. checks to shove a creature if at least one of the xvart's allies is
within 5 feet of the target and the ally isn't incapacitated.
Legendary Resistance (1/Day). If the xvart fails a saving throw, it
can choose to succeed instead. Raxivort's Tongue. The xvart can communicate with ordinary bats
and rats, as well as giant bats and giant rats.
Actions
Multiattack. The xvart makes three Scimitar attacks. Actions
Multiattack. The xvart makes two Spear attacks.
Scimitar. Melee Weapon Attack: +7 to hit, reach 5 ft., one target.
Hit: 7 (1d6 + 4) slashing damage plus 3 (1d6) poison damage. If Spear. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft., one
at least one of the xvart’s allies is within 5 feet of the target, the target. Hit: 5 (1d6 + 3) piercing damage, or 7 (1d8 + 3) piercing
xvart can push the target 5 feet if the target is a Medium or smaller damage if used with two hands to make a melee attack. If at least
creature. After the target is pushed, it must succeed on a DC 15 one of the xvart’s allies is within 5 feet of the target, the xvart can
Strength saving throw or be knocked prone. push the target 5 feet if the target is a Medium or smaller creature.
Sling. Ranged Weapon Attack: +7 to hit, range 30/120 ft., one target. Sling. Ranged Weapon Attack: +5 to hit, range 30/120 ft., one target.
Hit: 6 (1d4 + 4) bludgeoning damage plus 3 (1d6) force damage. Hit: 5 (1d4 + 3) bludgeoning damage.
Kick Them While They're Down. The xvart chooses up to four Net (Recharges after a Short or Long Rest). Ranged Weapon
allies it can see within 30 feet of it that is 5 feet from a prone enemy. Attack: +5 to hit, range 5/15 ft., one Large or smaller target.
If the ally can see and hear the xvart, the ally can use its reaction to Hit: The creature is restrained. As an action, the restrained creature
make one weapon attack against the prone enemy. can make a DC 15 Strength check, escaping from the net on a
success. The effect ends if the net is destroyed. The net has AC 10,
Bonus Actions 5 hit points, resistance to bludgeoning damage, and immunity to
Low Cunning. The xvart takes the Disengage action. poison and psychic damage.
Legendary Actions Maneuver Vermin (Recharge 5–6). Up to three allied beasts (bat
and rat types only) within 30 feet of the xvart that can hear it can
The xvart can take 3 legendary actions, choosing from the options each use their reaction to move up to half their speed without
below. Only one legendary action option can be used at a time and provoking opportunity attacks.
only at the end of another creature's turn. The xvart regains spent
legendary actions at the start of its turn. Summon Vermin (Recharges after a Short or Long Rest). The
Charge. The xvart moves up to its speed. xvart summons 3d6 rats or bats, 1d4 giant rats, 1d2 giant bats (all
Scimitar (Costs 2 Actions). The xvart makes a Scimitar attack. appear in the Monster Manual), or 1d2 dire rats (Monster Manual
Command Rush (Costs 3 Actions). Each ally within 30 feet of Expanded, pg. 299). The vermin appear in unoccupied spaces
the xvart moves up to their speed without provoking opportunity within 30 feet of the xvart and acts as its allies. The vermin act right
attacks. after the xvart on the same initiative count and fight until they're
destroyed. They disappear when the xvart dies.
Bonus Actions
Command Vermin. The xvart targets one allied beast (bat and rat
types only) it can see within 30 feet of it. If the target can see or hear
the xvart, the target can use its reaction to move up to half their
speed and make one melee attack.
Low Cunning. The xvart takes the Disengage action.
250 Bestiary
Yeth Hound
Yeth Hound Alpha
Yeth hound alphas lead their packs in hunting and tracking prey.
They employ hit and run tactics against bigger and stronger
targets. They attack by pouncing on their prey first to knock
them down, allowing their allies to make quick easy hits, before
retreating back to the darkness, waiting for their victims
to bleed and weaken. When they feel that they have
almost broken the will of their prey, they use
their baleful baying before moving in for the
kill.
Yeth Hound Alpha is transported to the Ethereal Plane. While sunlight shines on the
Large Fey, Typically Neutral Evil spot from which it vanished, the hound must remain in the Deep
Ethereal. After sunset, it returns to the Border Ethereal at the same
Armor Class 15 (natural armor) spot, whereupon it typically sets out to find its pack or its master.
Hit Points 85 (9d10 + 36) The hound is visible on the Material Plane while it is in the Border
Speed 40 ft., fly 40 ft. (hover) Ethereal, and vice versa, but it can't affect or be affected by anything
on the other plane. Once it is adjacent to its master or a pack mate
STR DEX CON INT WIS CHA that is on the Material Plane, a yeth hound in the Border Ethereal
20 (+5) 18 (+4) 18 (+4) 6 (-2) 14 (+2) 8 (-1) can return to the Material Plane as an action.
Telepathic Bond. While the yeth hound is on the same plane of
Skills Perception +5, Stealth +10, Survival +5 existence as its master, it can magically convey what it senses to
Damage Immunities bludgeoning, piercing, and slashing from its master, and the two can communicate telepathically with each
nonmagical attacks not made with silvered weapons other.
Condition Immunities charmed, exhaustion, frightened
Senses darkvision 60 ft., passive Perception 15 Actions
Languages understands Common, Elvish, and Sylvan but can't Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one target.
speak Hit: 12 (2d6 + 5) piercing damage, plus 17 (5d6) psychic damage if
Challenge 6 (2,300 XP) Proficiency Bonus +3 the target is frightened.
Baleful Baying. The yeth hound bays magically. Every enemy
Keen Hearing and Smell. The yeth hound has advantage on Wisdom
within 300 feet of the hound that can hear it must succeed on a
(Perception) checks that rely on hearing or smell.
DC 15 Wisdom saving throw or be frightened until the end of the
Pack Leader. The yeth hound’s allies have advantage on attack rolls hound's next turn or until the hound is incapacitated. A frightened
while within 20 feet of the yeth hound, provided it isn’t incapacitated. target that starts its turn within 30 feet of the hound must use all
Pounce. If the yeth hound moves at least 30 feet straight toward its movement on that turn to get as far from the hound as possible,
a creature and then hits it with a Bite attack on the same turn, must finish the move before taking an action, and must take
that target must succeed on a DC 16 Strength saving throw or be the most direct route, even if hazards lie that way. A target that
knocked prone. successfully saves is immune to the baying of all yeth hounds for
the next 24 hours.
Sunlight Banishment. If the yeth hound starts its turn in sunlight, it
Bestiary 251
Yuan-ti
Yuan-ti Anathema Ascendant Claw (Anathema Form Only). Melee Weapon Attack: +13 to hit,
reach 10 ft., one target. Hit: 14 (2d6 + 7) slashing damage.
Huge Monstrosity, Typically Neutral Evil
Flurry of Bites (Anathema Form Only). Melee Weapon Attack: +13
to hit, reach 10 ft., one creature. Hit: 28 (6d6 + 7) piercing damage
Armor Class 17 (natural armor)
plus 14 (4d6) poison damage.
Hit Points 230 (20d12 + 100)
Speed 40 ft., climb 30 ft., swim 30 ft. Constrict. Melee Weapon Attack: +13 to hit, reach 15 ft., one Large
or smaller creature. Hit: 17 (3d6 + 7) bludgeoning damage plus 7
STR DEX CON INT WIS CHA (2d6) acid damage, and the target is grappled (escape DC 17). Until
24 (+7) 14 (+2) 20 (+5) 20 (+5) 18 (+4) 21 (+5) this grapple ends, the target is restrained and takes 17 (3d6 + 7)
bludgeoning damage plus 7 (2d6) acid damage at the start of each
Skills Perception +10, History +11, Stealth +8 of its turns, and the anathema can't constrict another target.
Damage Resistances acid, fire, lightning Spellcasting (Anathema Form Only). The anathema casts one of
Damage Immunities poison the following spells, requiring no material components and using
Condition Immunities poisoned Charisma as the spellcasting ability (spell save DC 19):
Senses blindsight 30 ft., darkvision 60 ft., passive Perception 20
At will: animal friendship (snakes only)
Languages Abyssal, Common, Draconic
3/day each: darkness, entangle, fear, haste, polymorph, suggestion
Challenge 19 (22,000 XP) Proficiency Bonus +6
1/day: Abi-Dalzim's horrid wilting, unholy aura (see Appendix C.
New Spells)
Legendary Resistance (2/Day). If the anathema fails a saving throw,
it can choose to succeed instead. Bonus Actions
Magic Resistance. The anathema has advantage on saving throws Battle Command. The anathema targets one ally it can see within
against spells and other magical effects. 30 feet of it. If the target can see or hear the anathema, the target
can use its reaction to make one melee attack or to take the Dodge
Ophidiophobia Aura. Any creature of the anathema's choice,
or Hide action.
other than a snake or a yuan-ti, that starts its turn within 30 feet
of the anathema and can see or hear it must succeed on a DC 19 Change Shape. The anathema transforms into a Huge constrictor
Wisdom saving throw or become frightened of snakes and yuan-ti. snake or back into its true form. Its statistics are the same in each
A frightened target can repeat the saving throw at the end of each of form. Any equipment it is wearing or carrying isn’t transformed.
its turns, ending the effect on itself on a success. If a target's saving
throw is successful or the effect ends for it, the target is immune to
Legendary Actions
this aura for the next 24 hours. The anathema can take 3 legendary actions, choosing from the
options below. Only one legendary action option can be used at a
Six Heads. The anathema has advantage on Wisdom (Perception) time and only at the end of another creature's turn. The anathema
checks and on saving throws against being blinded, charmed, regains spent legendary actions at the start of its turn.
deafened, frightened, stunned, or knocked unconscious.
Claw. The anathema makes a Claw attack.
Actions Constrict (Costs 2 Actions). The anathema makes a Constrict
Multiattack (Anathema Form Only). The anathema makes two Claw attack.
attacks and one Flurry of Bites attack. It can use Constrict in place of Cast a Spell (Costs 3 Actions). The anathema uses Spellcasting.
Flurry of Bites.
252 Bestiary
Yuan-ti Arcane Archer
Arcane archers are yuan-ti that have learned to imbue their
ranged weapons with magic, after extracting it from tortured
elven prisoners. They enhance their arrows with arcane force and
shadow powers to pummel and blind enemies in battle.
Yuan-ti Ignan
An ignan is a rare fire-based subtype of yuan-ti that can be found
in hot climates and volcanoes.
In combat, the brutish ignan prefers to fight with its melee
attacks, gleefully crushing enemies with its mace, horns, and
constricting tail. But when outnumbered, an ignan will not
hesitate to use its fireball spell.
The yuan-ti often use ignan as guardians in temples and
treasure vaults.
Yuan-ti Mageslayer
Yuan-ti mageslayers are trained to fight and counter
enemy spellcasters. They can anticipate and read
spellcaster actions, such as somatic movement, and
can strike them to break their concentration.
A yuan-ti war party or set of guards will always have
at least one mageslayer with them.
Yuan-ti Arcane Archer 9 (2d6 + 2) bludgeoning damage, and the target is grappled (escape
DC 12). Until this grapple ends, the target is restrained, and the
Medium Monstrosity, Typically Neutral Evil
yuan-ti can't constrict another target.
Armor Class 16 (natural armor) Scimitar. Melee Weapon Attack: +7 to hit, reach 5 ft., one target.
Hit Points 71 (13d8 + 13) Hit: 8 (1d8 + 4) slashing damage.
Speed 30 ft. Longbow. Ranged Weapon Attack: +7 to hit, range 150/600 ft.,
one target. Hit: 8 (1d8 + 4) piercing damage plus 7 (2d6) poison
STR DEX CON INT WIS CHA damage.
14 (+2) 18 (+4) 13 (+1) 14 (+2) 13 (+1) 14 (+2)
Spellcasting. The yuan-ti casts one of the following spells, requiring
Skills Deception +5, Stealth +7 no material components and using Charisma as the spellcasting
Damage Immunities poison ability (spell save DC 13):
Condition Immunities poisoned At will: animal friendship (snakes only), druidcraft
Senses darkvision 60 ft., passive Perception 11 3/day: suggestion
Languages Abyssal, Common, Draconic
Challenge 5 (1,800 XP) Proficiency Bonus +3 Bonus Actions
Arcane Shot (3/Day). When the yuan-ti hits a target with a ranged
Magic Resistance. The yuan-ti has advantage on saving throws weapon attack, it can choose one from the following three effects:
against spells and other magical effects. 1. Bursting Arrow. The target and all other creatures within 10
feet of it take an extra 10 (3d6) force damage each.
Magic Ranged Weapons. The yuan-ti's ranged weapon attacks are
2. Shadow Arrow. If the target is a creature, it takes an extra 10
magical.
(3d6) psychic damage and the creature must succeed on a DC 13
Actions Wisdom saving throw or be unable to see anything farther than 5
feet away for 1 minute. The creature can repeat the saving throw at
Multiattack. The yuan-ti makes three ranged attacks or two melee
the end of each of its turns, ending the effect on itself on a success.
attacks, but can Bite or Constrict only once.
Change Shape. The yuan-ti transforms into a Medium snake or
Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one creature. Hit: 6
back into its true form. Its statistics are the same in each form. Any
(1d4 + 4) piercing damage plus 7 (2d6) poison damage.
equipment it is wearing or carrying isn’t transformed. If it dies, it
Constrict. Melee Weapon Attack: +5 to hit, reach 5 ft., one target Hit: stays in its current form.
Bestiary 253
Yuan-ti Spy
Yuan-ti spies take the form of their enemies and entrench
themselves within enemy territory. Aside from gathering
intel, they are sometimes employed to assassinate key
targets. In such missions, they always employ poison,
sneaking it in the food and drink that the target will
ingest.
They always avoid combat, and will only fight if escape
is not an option.
Yuan-ti Templar
Templars are the unholy warrior priests of Sseth. These
armored yuan-ti carry a morning star and a long bow
into battle, while wielding divine spells to tip the battle
in their favor. Able melee combatants, templars can
rush in to battle with an incredibly accurate guided
strike – which it often uses against heavily armored or
very agile opponents.
254 Bestiary
Yuan-ti Mageslayer if used with two hands, and the creature has disadvantage on the
saving throw it makes to maintain its concentration.
Medium Monstrosity, Typically Neutral Evil
Noxious Bolt. Ranged Spell Attack: +6 to hit, range 60 ft., one
Armor Class 14 (studded leather) target. Hit: 9 (2d8) poison damage, and the target must succeed
Hit Points 117 (18d8 + 36) on a DC 14 Constitution saving throw or be incapacitated and its
Speed 30 ft. speed halved until the end of the yuan-ti's next turn.
Spellcasting. The yuan-ti casts one of the following spells, requiring
STR DEX CON INT WIS CHA no material components and using Charisma as the spellcasting
16 (+3) 14 (+2) 14 (+2) 14 (+2) 12 (+1) 17 (+3) ability (spell save DC 14)
At will: animal friendship (snakes only), mage hand, minor illusion,
Skills Arcana +5, Deception +6, Stealth +5 true strike
Damage Immunities poison 3/day: suggestion
Condition Immunities poisoned 1/day each: detect magic, dispel magic, see invisibility
Senses darkvision 60 ft., passive Perception 11
Languages Abyssal, Common, Draconic Bonus Actions
Challenge 5 (1,800 XP) Proficiency Bonus +3 Change Shape. The yuan-ti transforms into a Medium snake or
back into its true form. Its statistics are the same in each form. Any
Magic Resistance. The yuan-ti has advantage on saving throws equipment it is wearing or carrying isn’t transformed. If it dies, it
against spells and other magical effects. stays in its current form.
Actions Reactions
Multiattack. The yuan-ti makes two ranged attacks or two melee Mage Strike. When a creature within 5 feet of the yuan-ti casts
attacks, but can Bite only once. a spell, the yuan-ti can make a melee weapon attack against that
Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one creature. Hit: creature.
5 (1d4 + 3) piercing damage plus 7 (2d6) poison damage and the Negate Spell (Recharge 4–6). The yuan-ti tries to interrupt a spell
creature has disadvantage on the saving throw it makes to maintain it sees a creature casting within 60 feet of it. If the spell is 3rd level
its concentration. or lower, the spell fails and has no effect. If the spell is 4th level or
Longsword. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. higher, the yuan-ti makes a Charisma check against a DC of 10 +
Hit: 7 (1d8 + 3) slashing damage, or 8 (1d10 + 3) slashing damage the spell’s level. On a success, the spell fails and has no effect.
Bestiary 255
Yuan-ti Spy Yuan-ti Templar
Medium Humanoid, Typically Neutral Evil Medium Monstrosity, Typically Neutral Evil
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
11 (+0) 16 (+3) 11 (+0) 13 (+1) 12 (+1) 14 (+2) 16 (+3) 14 (+2) 13 (+1) 12 (+1) 16 (+3) 16 (+3)
Magic Resistance. The yuan-ti has advantage on saving throws Magic Resistance. The yuan-ti has advantage on saving throws
against spells and other magical effects. against spells and other magical effects.
Sneak Attack (1/Turn). The yuan-ti deals an extra 7 (2d6) damage Actions
when the yuan-ti hits a target with a weapon attack and has
Multiattack (Yuan-Ti Form Only). The yuan-ti makes two ranged
advantage on the attack roll, or when the target is within 5 feet of an
attacks or two melee attacks, but can Bite or Constrict only once.
ally of the yuan-ti that isn't incapacitated and the yuan-ti doesn't have
Alternatively, it can make one melee attack and use Spellcasting.
disadvantage on the attack roll.
Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one creature. Hit: 5
Actions (1d4 + 3) piercing damage plus 7 (2d6) poison damage.
Multiattack. The yuan-ti makes two Shortsword attacks.
Constrict. Melee Weapon Attack: +6 to hit, reach 5 ft., one target Hit:
Shortsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 10 (2d6 + 3) bludgeoning damage, and the target is grappled (escape
Hit: 6 (1d6 + 3) piercing damage. DC 16). Until this grapple ends, the target is restrained, and the
yuan-ti can't constrict another target.
Hand Crossbow. Ranged Weapon Attack: +5 to hit, range 30/120
ft., one target. Hit: 6 (1d6 + 3) piercing damage plus 7 (2d6) poison Morningstar. Melee Weapon Attack: +6 to hit, reach 5 ft., one target.
damage. Hit: 7 (1d8 + 3) bludgeoning damage.
Spellcasting. The yuan-ti casts one of the following spells, requiring Longbow. Ranged Weapon Attack: +5 to hit, range 150/600 ft., one
no material components and using Charisma as the spellcasting target. Hit: 6 (1d8 + 2) piercing damage plus 7 (2d6) poison damage.
ability (spell save DC 12):
Spellcasting. The yuan-ti casts one of the following spells, requiring
At will: animal friendship (snakes only) no material components and using Charisma as the spellcasting
3/day: suggestion ability (spell save DC 14):
Bonus Actions At will: animal friendship (snakes only)
3/day: guiding bolt, suggestion
Cunning Action. The yuan-ti takes the Dash, Disengage, or Hide 1/day each: blindness/deafness, crusader's mantle, silence, spiritual
action. weapon
Bonus Actions
Change Shape. The yuan-ti transforms into a Medium snake or
back into its true form. Its statistics are the same in each form. Any
equipment it is wearing or carrying isn’t transformed. If it dies, it
stays in its current form.
Reactions
Guided Strike (Recharges after a Short or Long Rest). The yuan
-ti grants a + 10 bonus to an attack roll made by itself or another
creature within 30 feet of it. The yuan -ti can make this choice after
the roll is made but before it hits or misses.
256 Bestiary
Yugoloths
Baernoloth
This horrid and lanky creature stands 9-foot tall and weighs about
500 pounds. Its gaunt oversized head looks like that of a horse's
skull, with thin skin barely covering it. Necrotic ooze drips from its
foul maw. Disgusting warts and pus-filled sores riddle its leathery
hide. Its gangly limbs end in terrible claws that can rip flesh like
knife through butter.
Reclusive Lords. It is said that the baernoloths were the first
yugoloths, or were the creators of the yugoloths. Whether that is
true or not, the baernoloth all but vanished, leaving the ultroloths
in charge. The baernoloths went to the Gray Waste, and now
live as reclusive hermits in well-guarded towers. They no longer
interact with other yugoloths, except for ultroloths, who pay tribute
to them, in return for the baernoloth's wisdom and guidance.
Ultroloths may command armies of yugoloths, but it is the
baernoloths that secretly provide direction to the ultroloths.
Collector of Secrets. Not unlike arcanoloths, baernoloths collect
secret lores and answers to mysteries that they can use for their
own ends. They also appear to know more about other fiends; in
particular, their strengths and weaknesses that they can exploit. It
is often for this reason that ultroloths seek them out.
Baernoloth
Large Fiend (Yugoloth), Typically Neutral Evil
Bestiary 257
Piscoloth
Piscoloth
Medium Fiend (Yugoloth), Typically Neutral Evil
At first glance, the piscoloth resembles a 6-foot-tall humanoid
crustacean. It has the tough, chitinous body of a lobster, muscular Armor Class 15 (natural armor)
arms that end in large crab-like pincers, fish-like tails, and legs that Hit Points 105 (14d8 + 42)
end in talons. Its head is similar to that of a cuttlefish, with bulging Speed 30 ft., climb 30 ft.
eyes and short tentacles writhing from its maw. A piscoloth's shell
and skin range from crimson, dark purple, maroon, and orange- STR DEX CON INT WIS CHA
red. 18 (+4) 10 (+0) 16 (+3) 7 (-2) 12 (+1) 14 (+2)
Cruel Sycophants. A piscoloth is a brutal and despicable bully
who serves as the captain or sergeant of the yugoloth armies. Skills Intimidation +5, Perception +4
Sadistic and slavering, it torments those underneath its station Damage Resistances cold, fire, lightning; bludgeoning, piercing,
and fawns over its masters. A piscoloth is also opportunistic and and slashing that is nonmagical
Damage Immunities acid, poison
ambitious, quick to betray its rivals or sacrifice its underlings if it
Condition Immunities poisoned
would further its position.
Senses blindsight 60 ft., darkvision 60 ft., passive Perception 14
Vision of Madness. A piscoloth avoids melee combat whenever Languages Abyssal, Infernal, telepathy 60 ft.
it can, preferring to let its minions engage while it attacks from Challenge 6 (2,300 XP) Proficiency Bonus +3
a safe distance using its Vision of Madness, a psychic attack that
renders a target bewildered. If a mark has been suitably weakened Amphibious. The piscoloth can breathe air and water.
or recognizes a victim as not a threat, it closes in on it and tries
to snare it with its pincers. Once the piscoloth has a creature Magic Resistance. The piscoloth has advantage on saving throws
trapped, it attacks the victim's head with its venomous tentacles. against spells and other magical effects.
Actions
Multiattack. The piscoloth uses Vision of Madness. It then makes
two Pincer attacks. If the piscoloth is grappling a creature, the
piscoloth can also use its Tentacles once.
Pincer. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit:
7 (1d6 + 4) bludgeoning damage. The target is grappled (escape DC
14) if it is a Large or smaller creature and the piscoloth doesn't have
two other creatures grappled.
Tentacles. One creature grappled by the piscoloth must succeed
on a DC 14 Constitution saving throw or be poisoned for 1 minute.
Until this poison ends, the target is paralyzed and takes 7 (2d6)
poison damage at the start of each of its turns. The target can repeat
the saving throw at the end of each of its turns, ending the effect on
itself on a success.
Vision of Madness. The piscoloth targets one creature it can
see within 60 feet of it. The creature must succeed on a DC 13
Wisdom saving throw. On a failed save, the creature takes 12 (3d6
+ 2) psychic damage and it suffers the effect of the confusion spell
without making a saving throw. The effect lasts for 1 minute. The
creature can repeat the saving throw at the end of each of its turns,
ending the effect on itself on a success.
258 Bestiary
Yugoloths, Guardian
Skills Athletics +7, Perception +5 Baleful Breath (Recharge 5–6). The gorsuloth exhales pestilent
Damage Resistances cold, fire, lightning; bludgeoning, piercing, gas in a 20-foot cube. Each creature in that area must succeed on a
and slashing that is nonmagical DC 14 Constitution saving throw. On a failed save, a creature takes
Damage Immunities acid, poison 24 (7d6) necrotic damage and is incapacitated until the end of the
Condition Immunities poisoned gorsuloth's next turn. On a successful save, a creature takes half as
Senses blindsight 60 ft., darkvision 60 ft., passive Perception 15 much damage and isn't incapacitated.
Languages Abyssal, Infernal, telepathy 60 ft.
Challenge 5 (1,800 XP) Proficiency Bonus +3
Reactions
Guardian Strike: If an enemy within 5 feet of the gorsuloth
Alert. The gorsuloth has advantage on Initiative rolls and Wisdom attacks a target other than the gorsuloth, that enemy provokes an
(Perception) checks and can't be surprised while it is conscious. opportunity attack from the gorsuloth.
Bestiary 259
Ranaeloth Actions
Medium Fiend (Yugoloth), Typically Neutral Evil Multiattack. The ranaeloth makes one Bite or Tongue attack and
one Claws attack.
Armor Class 15 (natural armor) Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit:
Hit Points 45 (6d8 + 18) 6 (1d6 + 3) piercing damage plus 10 (3d6) poison damage, and
Speed 30 ft., swim 20 ft. the target is grappled (escape DC 13) if it is a Medium or smaller
creature. Until this grapple ends, the target is restrained, and the
STR DEX CON INT WIS CHA ranaeloth can't use its Bite attack or Tongue attack on another
16 (+3) 12 (+1) 16 (+3) 7 (-2) 14 (+2) 9 (-1) target.
Skills Athletics +5, Perception +4 Tongue. Melee Weapon Attack: +5 to hit, reach 15 ft., one creature.
Damage Resistances cold, fire, lightning; bludgeoning, piercing, Hit: 10 (3d6) poison damage, and the target must make a DC 13
and slashing that is nonmagical Strength saving throw. On a failed save, the target is pulled to a
Damage Immunities acid, poison space within 5 feet of the ranaeloth, which can use a bonus action
Condition Immunities poisoned to make a Bite attack against the target.
Senses blindsight 60 ft., darkvision 60 ft., passive Perception 14 Claws. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.
Languages Abyssal, Infernal, telepathy 60 ft. Hit: 8 (2d4 + 3) slashing damage.
Challenge 3 (700 XP) Proficiency Bonus +2
Poison Breath (Recharge 5–6). The ranaeloth exhales poisonous
Alert. The ranaeloth has advantage on Initiative rolls and Wisdom gas in a 15-foot cone. Each creature in that area must succeed on
(Perception) checks and can't be surprised while it is conscious. a DC 13 Constitution saving throw, taking 17 (5d6) poison damage
on a failed save, or half as much on a successful one.
Amphibious. The ranaeloth can breathe air and water.
Magic Resistance. The ranaeloth has advantage on saving throws
Reactions
against spells and other magical effects. Guardian Strike: If an enemy within 5 feet of the ranaeloth
attacks a target other than the ranaeloth, that enemy provokes an
Magic Weapons. The ranaeloth's weapon attacks are magical. opportunity attack from the ranaeloth.
Standing Leap. The ranaeloth's long jump is up to 20 feet and its
high jump is up to 10 feet, with or without a running start.
Ranaeloth
A ranaeloth is the least powerful of its kind. It resembles a spindly,
7-foot tall upright frog with warty greenish-brown leathery hide,
horns on its head, fanged maw, and clawed limbs.
In combat, a ranaeloth attacks with bites and sharp claws and
can also use its prehensile tongue to grab and reel foes in. In
addition, they have a poisonous breath weapon which it uses
against large groups of foes.
260 Bestiary
Ursaloth
Ursaloths are the most powerful of
guardian yugoloths. These vicious
yugoloths look like a 12-foot tall
bipedal bear with bat-like wings
sprouting from their backs
and terrible eagle-like talons
for hands.
In combat, they prefer
to tear their opponents
to shreds with their
bites and talons. If
facing challenging
opponents, they can
use their devastating
fire breath. In addition
to these abilities, they are
able to employ spells that
can snuff light, confuse
opponents, and dispel
enemy magic. This kind of
versatility and power makes the
ursaloths highly sought after, and
are very expensive guardians to acquire.
Ursaloth Actions
Large Fiend (Yugoloth), Typically Neutral Evil Multiattack. The ursaloth makes one Bite attack and two Talon
attacks. If both Talon attacks hit a Large or smaller target, the
Armor Class 17 (natural armor) target must succeed on a DC 15 Strength saving throw or take an
Hit Points 114 (12d10 + 48) extra 12 (2d6 + 5) slashing damage and be knocked prone.
Speed 40 ft., fly 60 ft. Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one creature.
Hit: 9 (1d8 + 5) piercing damage.
STR DEX CON INT WIS CHA
Talon. Melee Weapon Attack: +8 to hit, reach 5 ft., one target.
20 (+5) 12 (+1) 19 (+4) 7 (-2) 16 (+3) 15 (+2)
Hit: 12 (2d6 + 5) slashing damage.
Skills Athletics +8, Perception +6 Fire Breath (Recharge 5–6). The ursaloth exhales fire in a 30-
Damage Resistances cold, fire, lightning; bludgeoning, piercing, foot cone. Each creature in that area must succeed on a DC 15
and slashing that is nonmagical Dexterity saving throw, taking 40 (9d8) fire damage on a failed save,
Damage Immunities acid, poison or half as much damage on a successful one.
Condition Immunities poisoned Spellcasting. The ursaloth casts one of the following spells,
Senses blindsight 60 ft., darkvision 60 ft., passive Perception 16 requiring no material components and using Wisdom as the
Languages Abyssal, Infernal, telepathy 60 ft. spellcasting ability (spell save DC 14):
Challenge 8 (3,900 XP) Proficiency Bonus +3
At will: darkness, suggestion
2/day: dispel magic
Alert. The ursaloth has advantage on Initiative rolls and Wisdom
(Perception) checks and can't be surprised while it is conscious. Reactions
Magic Resistance. The ursaloth has advantage on saving throws Guardian Strike: If an enemy within 5 feet of the ursaloth attacks a
against spells and other magical effects. target other than the ursaloth, that enemy provokes an opportunity
attack from the ursaloth.
Magic Weapons. The ursaloth's weapon attacks are magical.
Bestiary 261
Zombies
Presented in this section are various zombie types of standard
creatures.
Bugbear Zombie Undead Fortitude. If damage reduces the zombie to 0 hit points,
it must make a Constitution saving throw with a DC of 5 + the
Medium Undead, Typically Neutral Evil damage taken, unless the damage is radiant or from a critical hit.
On a success, the zombie drops to 1 hit point instead.
Armor Class 11 (hide armor)
Hit Points 32 (5d8 + 10) Unusual Nature. The zombie doesn’t require air, food, drink, or
Speed 20 ft. sleep.
262 Bestiary
Bullywug Zombie Carrion Crawler Zombie
Medium Undead, Typically Neutral Evil Large Undead, Typically Neutral Evil
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
13 (+1) 8 (-1) 15 (+2) 3 (-4) 6 (-2) 3 (-4) 15 (+2) 7 (-2) 18 (+4) 1 (-5) 8 (-1) 1 (-5)
Undead Fortitude. If damage reduces the zombie to 0 hit points, it Keen Smell. The zombie has advantage on Wisdom (Perception)
must make a Constitution saving throw with a DC of 5 + the damage checks that rely on smell.
taken, unless the damage is radiant or from a critical hit. On a Undead Fortitude. If damage reduces the zombie to 0 hit points, it
success, the zombie drops to 1 hit point instead. must make a Constitution saving throw with a DC of 5 + the damage
Unusual Nature. The zombie doesn’t require air, food, drink, or taken, unless the damage is radiant or from a critical hit. On a
sleep. success, the zombie drops to 1 hit point instead.
Unusual Nature. The zombie doesn’t require air, food, drink, or
Actions sleep.
Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one target.
Spider Climb. The zombie can climb difficult surfaces, including
Hit: 3 (1d4 + 1) piercing damage.
upside down on ceilings, without needing to make an ability check.
Spear. Melee or Ranged Weapon Attack: +3 to hit, reach 5 ft., one
target. Hit: 4 (1d6 + 1) piercing damage, or 5 (1d8 + 1) piercing Actions
damage if used with two hands to make a melee attack. Tentacles. Melee Weapon Attack: +4 to hit, reach 10 ft., one
creature. Hit: 4 (1d4 + 2) poison damage, and the target must
Reactions succeed on a DC 14 Constitution saving throw or be poisoned for 1
Sudden Lunge. If an enemy moves within 10 feet of the zombie, minute. Until this poison ends, the target is paralyzed.
roll a d20. If the roll is 11 or higher, the zombie moves up to 5 feet The target can repeat the saving throw at the end of each of its
toward the enemy. If the zombie ends within 5 feet of the target, the turns, ending the poison on itself on a success.
zombie can make one melee weapon attack against it. Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target.
Hit: 7 (2d4 + 2) piercing damage.
Reactions
Sudden Lunge. If an enemy moves within 15 feet of the zombie,
roll a d20. If the roll is 11 or higher, the zombie moves up to 5 feet
toward the enemy. If the zombie ends within 10 feet of the target, the
zombie can make one attack at it with its Tentacles.
Chimera Zombie Undead Fortitude. If damage reduces the zombie to 0 hit points,
it must make a Constitution saving throw with a DC of 5 + the
Large Undead, Typically Neutral Evil damage taken, unless the damage is radiant or from a critical hit.
On a success, the zombie drops to 1 hit point instead.
Armor Class 12 (natural armor)
Hit Points 126 (12d10 + 60) Unusual Nature. The zombie doesn’t require air, food, drink, or
Speed 20 ft. sleep.
Three-Headed. The zombie has advantage on Wisdom (Perception) Baleful Breath (Recharge 5–6). The zombie exhales pestilent gas
checks and on saving throws against being blinded, charmed, in a 15-foot cone. Each creature in that area must make a DC 16
deafened, frightened, stunned, and knocked unconscious. Constitution saving throw, taking 22 (5d8) necrotic damage on a
failed save, or half as much damage on a successful one.
Bestiary 263
Cyclops Zombie Ettin Zombie
Huge Undead, Typically Neutral Evil Large Undead, Typically Neutral Evil
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
23 (+6) 6 (-2) 22 (+6) 3 (-4) 5 (-3) 6 (-2) 22 (+6) 6 (-2) 19 (+4) 3 (-4) 6 (-2) 4 (-3)
Undead Fortitude. If damage reduces the zombie to 0 hit points, it Two Heads. The zombie has advantage on Wisdom (Perception)
must make a Constitution saving throw with a DC of 5 + the damage checks and on saving throws against being blinded, charmed,
taken, unless the damage is radiant or from a critical hit. On a deafened, frightened, stunned, and knocked unconscious.
success, the zombie drops to 1 hit point instead.
Undead Fortitude. If damage reduces the zombie to 0 hit points, it
Unusual Nature. The zombie doesn’t require air, food, drink, or must make a Constitution saving throw with a DC of 5 + the damage
sleep. taken, unless the damage is radiant or from a critical hit. On a
success, the zombie drops to 1 hit point instead.
Actions
Greatclub. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Unusual Nature. The zombie doesn’t require air, food, drink, or
Hit: 19 (3d8 + 6) bludgeoning damage. sleep.
Actions
Multiattack. The zombie makes one Battleaxe attack and one
Morningstar attack.
Battleaxe. Melee Weapon Attack: +8 to hit, reach 5 ft., one target.
Hit: 15 (2d8 + 6) slashing damage.
Morningstar. Melee Weapon Attack: +8 to hit, reach 5 ft., one target.
Hit: 15 (2d8 + 6) piercing damage.
264 Bestiary
Adult Dragon Zombie Ancient Dragon Zombie
Huge Undead, Typically Neutral Evil Gargantuan Undead, Typically Neutral Evil
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
26 (+8) 6 (-2) 25 (+7) 10 (+0) 11 (+0) 15 (+2) 30 (+10) 6 (-2) 28 (+9) 12 (+1) 13 (+1) 17 (+3)
Undead Fortitude. If damage reduces the zombie to 0 hit points, it Undead Fortitude. If damage reduces the zombie to 0 hit points, it
must make a Constitution saving throw with a DC of 5 + the damage must make a Constitution saving throw with a DC of 5 + the damage
taken, unless the damage is radiant or from a critical hit. On a taken, unless the damage is radiant or from a critical hit. On a
success, the zombie drops to 1 hit point instead. success, the zombie drops to 1 hit point instead.
Unusual Nature. The zombie doesn’t require air, food, drink, or Unusual Nature. The zombie doesn’t require air, food, drink, or
sleep. sleep.
Actions Actions
Multiattack. The zombie can use its Frightful Presence. It then Multiattack. The zombie can use its Frightful Presence. It then
makes one Bite and one Claw attack. makes one Bite attack and one Claw attack.
Bite. Melee Weapon Attack: +12 to hit, reach 10 ft., one target. Bite. Melee Weapon Attack: +16 to hit, reach 15 ft., one target.
Hit: 19 (2d10 + 8) piercing damage. Hit: 21 (2d10 + 10) piercing damage.
Claw. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Claw. Melee Weapon Attack: +16 to hit, reach 10 ft., one target.
Hit: 15 (2d6 + 8) slashing damage. Hit: 17 (2d6 + 10) slashing damage.
Frightful Presence. Each creature of the zombie's choice that is Frightful Presence. Each creature of the zombie's choice that is
within 120 feet of the zombie and aware of it must succeed on a within 120 feet of the zombie and aware of it must succeed on a
DC 14 Wisdom saving throw or become frightened for 1 minute. A DC 17 Wisdom saving throw or become frightened for 1 minute. A
creature can repeat the saving throw at the end of each of its turns, creature can repeat the saving throw at the end of each of its turns,
ending the effect on itself on a success. If a creature's saving throw ending the effect on itself on a success. If a creature's saving throw
is successful or the effect ends for it, the creature is immune to the is successful or the effect ends for it, the creature is immune to the
zombie's Frightful Presence for the next 24 hours. zombie's Frightful Presence for the next 24 hours.
Baleful Breath (Recharge 5–6). The zombie exhales pestilent gas Baleful Breath (Recharge 5–6). The zombie exhales pestilent gas
in a 60-foot cone. Each creature in that area must make a DC 19 in a 60-foot cone. Each creature in that area must make a DC 23
Constitution saving throw, taking 44 (8d10) necrotic damage on a Constitution saving throw, taking 66 (12d10) necrotic damage on a
failed save, or half as much damage on a successful one. failed save, or half as much damage on a successful one.
Bestiary 265
Juvenile Dragon Zombie Young Dragon Zombie
Large Undead, Typically Neutral Evil Large Undead, Typically Neutral Evil
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
19 (+4) 6 (-2) 17 (+3) 7 (-2) 8 (-1) 12 (+1) 22 (+6) 6 (-2) 21 (+5) 8 (-1) 9 (-1) 13 (+1)
Undead Fortitude. If damage reduces the zombie to 0 hit points, it Undead Fortitude. If damage reduces the zombie to 0 hit points, it
must make a Constitution saving throw with a DC of 5 + the damage must make a Constitution saving throw with a DC of 5 + the damage
taken, unless the damage is radiant or from a critical hit. On a taken, unless the damage is radiant or from a critical hit. On a
success, the zombie drops to 1 hit point instead. success, the zombie drops to 1 hit point instead.
Unusual Nature. The zombie doesn’t require air, food, drink, or Unusual Nature. The zombie doesn’t require air, food, drink, or
sleep. sleep.
Actions Actions
Multiattack. The zombie makes one Bite attack and one Claw Multiattack. The zombie makes one Bite attack and one Claw
attack. attack.
Bite. Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Bite. Melee Weapon Attack: +9 to hit, reach 10 ft., one target.
Hit: 13 (2d8 + 4) piercing damage. Hit: 17 (2d10 + 6) piercing damage.
Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Claw. Melee Weapon Attack: +9 to hit, reach 5 ft., one target.
Hit: 7 (1d6 + 4) slashing damage. Hit: 13 (2d6 + 6) slashing damage.
Baleful Breath (Recharge 5–6). The zombie exhales pestilent gas Baleful Breath (Recharge 5–6). The zombie exhales pestilent gas
in a 30-foot cone. Each creature in that area must make a DC 13 in a 30-foot cone. Each creature in that area must make a DC 16
Constitution saving throw, taking 27 (5d10) necrotic damage on a Constitution saving throw, taking 33 (6d10) necrotic damage on a
failed save, or half as much damage on a successful one. failed save, or half as much damage on a successful one.
266 Bestiary
Fire Giant Zombie Frost Giant Zombie
Huge Undead, Typically Neutral Evil Huge Undead, Typically Neutral Evil
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
26 (+8) 3 (-4) 25 (+7) 4 (-3) 10 (+0) 9 (-1) 24 (+7) 3 (-4) 23 (+6) 3 (-4) 6 (-2) 8 (-1)
Undead Fortitude. If damage reduces the zombie to 0 hit points, it Undead Fortitude. If damage reduces the zombie to 0 hit points, it
must make a Constitution saving throw with a DC of 5 + the damage must make a Constitution saving throw with a DC of 5 + the damage
taken, unless the damage is radiant or from a critical hit. On a taken, unless the damage is radiant or from a critical hit. On a
success, the zombie drops to 1 hit point instead. success, the zombie drops to 1 hit point instead.
Unusual Nature. The zombie doesn’t require air, food, drink, or
Unusual Nature. The zombie doesn’t require air, food, drink, or
sleep.
sleep.
Actions Actions
Greataxe. Melee Weapon Attack: +10 to hit, reach 10 ft., one target.
Greatsword. Melee Weapon Attack: +11 to hit, reach 10 ft., one
target. Hit: 29 (6d6 + 8) slashing damage. Hit: 26 (3d12 + 7) slashing damage.
Goblin Zombie
Small Undead, Typically Neutral Evil
Hill Giant Zombie
Huge Undead, Typically Neutral Evil Armor Class 9 (leather armor)
Hit Points 9 (2d6 + 2)
Armor Class 10 (natural armor) Speed 20 ft.
Hit Points 115 (10d12 + 50)
Speed 30 ft. STR DEX CON INT WIS CHA
9 (-1) 6 (-2) 12 (+1) 4 (-3) 4 (-3) 4 (-3)
STR DEX CON INT WIS CHA
22 (+6) 3 (-4) 20 (+5) 3 (-4) 5 (-3) 2 (-4) Saving Throws Wis -1
Damage Immunities poison
Saving Throws Wis -1 Condition Immunities poisoned
Damage Immunities poison Senses darkvision 60 ft., passive Perception 7
Condition Immunities poisoned Languages understands Common, Goblin but can't speak
Senses darkvision 60 ft., passive Perception 7 Challenge 1/8 (25 XP) Proficiency Bonus +2
Languages understands Giant but can't speak
Challenge 3 (700 XP) Proficiency Bonus +2 Undead Fortitude. If damage reduces the zombie to 0 hit points, it
must make a Constitution saving throw with a DC of 5 + the damage
Undead Fortitude. If damage reduces the zombie to 0 hit points, it taken, unless the damage is radiant or from a critical hit. On a
must make a Constitution saving throw with a DC of 5 + the damage success, the zombie drops to 1 hit point instead.
taken, unless the damage is radiant or from a critical hit. On a Unusual Nature. The zombie doesn’t require air, food, drink, or
success, the zombie drops to 1 hit point instead. sleep.
Unusual Nature. The zombie doesn’t require air, food, drink, or
sleep.
Actions
Bite. Melee Weapon Attack: +1 to hit, reach 5 ft., one target.
Actions Hit: 1 (1d4 - 1) piercing damage.
Greatclub. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Scimitar. Melee Weapon Attack: +1 to hit, reach 5 ft., one target.
Hit: 19 (3d8 + 6) bludgeoning damage. Hit: 2 (1d6 - 1) slashing damage.
Reactions Reactions
Sudden Lunge. If an enemy moves within 15 feet of the zombie, Sudden Lunge. If an enemy moves within 10 feet of the zombie,
roll a d20. If the roll is 11 or higher, the zombie moves up to 5 feet roll a d20. If the roll is 11 or higher, the zombie moves up to 5 feet
toward the enemy. If the zombie ends within 10 feet of the target, the toward the enemy. If the zombie ends within 5 feet of the target, the
zombie can make one melee weapon attack against it. zombie can make one melee weapon attack against it.
Bestiary 267
Hobgoblin Zombie Hydra Zombie
Medium Undead, Typically Neutral Evil Huge Undead, Typically Neutral Evil
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
14 (+2) 6 (-2) 14 (+2) 4 (-3) 6 (-2) 5 (-3) 21 (+5) 8 (-1) 22 (+6) 2 (-4) 6 (-2) 3 (-4)
Undead Fortitude. If damage reduces the zombie to 0 hit points, it Multiple Heads. The zombie has five heads. While it has more than
must make a Constitution saving throw with a DC of 5 + the damage one head, the zombie has advantage on saving throws against being
taken, unless the damage is radiant or from a critical hit. On a blinded, charmed, deafened, frightened, stunned, and knocked
success, the zombie drops to 1 hit point instead. unconscious.
Whenever the zombie takes 20 or more damage in a single turn,
Unusual Nature. The zombie doesn’t require air, food, drink, or
one of its heads dies. If all its heads die, the zombie dies.
sleep.
Reactive Heads. For each head the zombie has beyond one, it gets
Actions an extra reaction that can be used only for opportunity attacks.
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Undead Fortitude. If damage reduces the zombie to 0 hit points, it
Hit: 4 (1d4 + 2) piercing damage. must make a Constitution saving throw with a DC of 5 + the damage
Longsword. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. taken, unless the damage is radiant or from a critical hit. On a
Hit: 6 (1d8 + 2) slashing damage, or 7 (1d10 + 2) slashing damage if success, the zombie drops to 1 hit point instead.
used with two hands. Unusual Nature. The zombie doesn’t require air, food, drink, or
sleep.
Reactions
Sudden Lunge. If an enemy moves within 10 feet of the zombie, Actions
roll a d20. If the roll is 11 or higher, the zombie moves up to 5 feet Multiattack. The zombie makes as many Bite attacks as it has
toward the enemy. If the zombie ends within 5 feet of the target, the heads.
zombie can make one melee weapon attack against it.
Bite. Melee Weapon Attack: +8 to hit, reach 10 ft., one target.
Hit: 10 (1d10 + 5) piercing damage.
268 Bestiary
Hunter Shark Zombie Kobold Zombie
Large Undead, Typically Neutral Evil Small Undead, Typically Neutral Evil
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
19 (+4) 9 (-1) 17 (+3) 1 (-5) 6 (-2) 3 (-4) 8 (-1) 9 (-1) 12 (+1) 2 (-4) 4 (-3) 4 (-3)
Blood Frenzy. The zombie has advantage on melee attack rolls Undead Fortitude. If damage reduces the zombie to 0 hit points, it
against any creature that doesn't have all its hit points. must make a Constitution saving throw with a DC of 5 + the damage
taken, unless the damage is radiant or from a critical hit. On a
Undead Fortitude. If damage reduces the zombie to 0 hit points, it
success, the zombie drops to 1 hit point instead.
must make a Constitution saving throw with a DC of 5 + the damage
taken, unless the damage is radiant or from a critical hit. On a Unusual Nature. The zombie doesn’t require air, food, drink, or
success, the zombie drops to 1 hit point instead. sleep.
Unusual Nature. The zombie doesn’t require air, food, drink, or Actions
sleep. Bite. Melee Weapon Attack: +1 to hit, reach 5 ft., one target.
Actions Hit: 1 (1d4 - 1) piercing damage.
Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Dagger. Melee Weapon Attack: +1 to hit, reach 5 ft., one target.
Hit: 13 (2d8 + 4) piercing damage. Hit: 1 (1d4 - 1) piercing damage.
Reactions
Sudden Lunge. If an enemy moves within 10 feet of the zombie,
roll a d20. If the roll is 11 or higher, the zombie moves up to 5 feet
toward the enemy. If the zombie ends within 5 feet of the target, the
zombie can make one melee weapon attack against it.
Lizardfolk Zombie Undead Fortitude. If damage reduces the zombie to 0 hit points,
it must make a Constitution saving throw with a DC of 5 + the
Medium Undead, Typically Neutral Evil
damage taken, unless the damage is radiant or from a critical hit.
On a success, the zombie drops to 1 hit point instead.
Armor Class 11 (natural armor)
Hit Points 26 (4d8 + 8) Unusual Nature. The zombie doesn’t require air, food, drink, or
Speed 20 ft. sleep.
Bestiary 269
Orc Zombie
Medium Undead, Typically Neutral Evil
Reactions Actions
Beak. Melee Weapon Attack: +7 to hit, reach 5 ft., one target.
Sudden Lunge. If an enemy moves within 10 feet of the zombie, Hit: 10 (1d10 + 5) piercing damage.
roll a d20. If the roll is 11 or higher, the zombie moves up to 5 feet
toward the enemy. If the zombie ends within 5 feet of the target, the Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., one target.
zombie can make one melee weapon attack against it. Hit: 14 (2d8 + 5) slashing damage.
270 Bestiary
Troll Zombie Wolf Zombie
Large Undead, Typically Neutral Evil Medium Undead, Typically Neutral Evil
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
19 (+4) 9 (-1) 22 (+6) 3 (-4) 5 (-3) 3 (-4) 13 (+1) 9 (-1) 14 (+2) 3 (-4) 8 (-1) 3 (-4)
Keen Sight and Smell. The zombie has advantage on Wisdom Keen Hearing and Smell. The zombie has advantage on Wisdom
(Perception) checks that rely on smell. (Perception) checks that rely on hearing and smell.
Undead Fortitude. If damage reduces the zombie to 0 hit points, it Undead Fortitude. If damage reduces the zombie to 0 hit points, it
must make a Constitution saving throw with a DC of 5 + the damage must make a Constitution saving throw with a DC of 5 + the damage
taken, unless the damage is radiant or from a critical hit. On a taken, unless the damage is radiant or from a critical hit. On a
success, the zombie drops to 1 hit point instead. success, the zombie drops to 1 hit point instead.
Unusual Nature. The zombie doesn’t require air, food, drink, or Unusual Nature. The zombie doesn’t require air, food, drink, or
sleep. sleep.
Actions Actions
Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one target.
Hit: 7 (1d6 + 4) piercing damage. Hit: 6 (2d4 + 1) piercing damage.
Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., one target.
Hit: 11 (2d6 + 4) slashing damage.
Bestiary 271
Appendix A: NonPlayer Characters
This appendix contains statistics for various humanoid nonplayer
characters (NPCs) --- whether friend or foe --- expanding on Arcane Archer
appendix B of the Monster Manual Expanded. These stat blocks Medium Humanoid, Any Alignment
can represent human and nonhuman NPCs, and you can add
racial traits to further customize them. Armor Class 17 (+1 studded leather)
Hit Points 82 (11d8 + 33)
Speed 30 ft.
Bonus Actions
Arcane Shot (3/Day). When the arcane archer hits a target with
a ranged weapon attack, it can choose one from the following two
effects:
1. Bursting Arrow. The target and all other creatures within 10
feet of it take an extra 7 (2d6) force damage each.
2. Shadow Arrow. If the target is a creature, it takes an extra 7
(2d6) psychic damage and the creature must succeed on a DC 13
Wisdom saving throw or be unable to see anything farther than 5
feet away until the start of the arcane archer's next turn.
Curving Shot. When the arcane archer makes a ranged attack roll
and misses, it can reroll the attack roll against a different target
within 60 feet of the original target.
Actions
Rapier. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.
Hit: 7 (1d8 + 3) piercing damage. The attack deals an extra 14 (4d6)
damage if the arcane trickster has advantage on the attack roll.
Befuddling Bolt. Ranged Spell Attack: +5 to hit, range 60 ft., one
creature. Hit: 13 (3d6 + 3) psychic damage, and the target has
disadvantage to Intelligence, Wisdom, and Charisma saving throws
and can't use reactions until the end of the arcane trickster's next
turn.
Spellcasting. The arcane trickster casts one of the following spells,
requiring no material components and using Intelligence as the
spellcasting ability (spell save DC 13):
Cantrips: dancing lights, mage hand, minor illusion
2/day each: mirror image, phantasmal force, Tasha's hideous laughter
Bonus Actions
Cunning Action. The arcane trickster takes the Dash, Disengage, or
Hide action.
Reactions
Uncanny Dodge. The master arcane trickster halves the damage that
it takes from an attack that hits it. The master arcane trickster must
be able to see the attacker.
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
10 (+0) 18 (+4) 14 (+2) 18 (+4) 12 (+1) 10 (+0) 12 (+1) 14 (+2) 14 (+2) 18 (+4) 10 (+0) 9 (-1)
Saving Throws Dex +7, Int +7 Saving Throws Con +5, Int +7
Skills Arcana + 7, Perception +4, Sleight of Hand +7, Stealth +10 Skills Arcana +7, Perception +3
Senses passive Perception 14 Senses darkvision 120 ft., passive Perception 13
Languages any two languages (usually Common) Languages any four languages (usually Common)
Challenge 8 (3,900 XP) Proficiency Bonus +3 Challenge 5 (1,800 XP) Proficiency Bonus +3
Actions
Multiattack. The assassin makes two melee attacks.
Shortsword. Melee Weapon Attack: +8 to hit, reach 5 ft., one target.
Hit: 7 (1d6 + 4) piercing damage, and the target must make a DC
15 Constitution saving throw, taking 24 (7d6) poison damage on a
failed save, or half as much damage on a successful one.
Light Crossbow. Ranged Weapon Attack: +8 to hit, range 80/320
ft., one target. Hit: 8 (1d8 + 4) piercing damage, and the target must
make a DC 15 Constitution saving throw, taking 24 (7d6) poison
damage on a failed save, or half as much damage on a successful
one.
Bonus Actions
Cunning Action. The assassin takes the Dash, Disengage, or Hide
action.
Reactions
Uncanny Dodge. The assassin halves the damage that it takes from
an attack that hits it. The assassin must be able to see the attacker.
Barbarian Champion
Medium Humanoid, Any Non-Lawful
Reckless. At the start of its turn, the barbarian can gain advantage Reckless. At the start of its turn, the barbarian can gain advantage
on all melee weapon attack rolls during that turn, but attack rolls on all melee weapon attack rolls during that turn, but attack rolls
against it have advantage until the start of its next turn. against it have advantage until the start of its next turn.
Actions Actions
Multiattack. The barbarian makes two Greatsword attacks or two Multiattack. The barbarian makes two Greatsword attacks or two
Longbow attacks. Longbow attacks.
Greatsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Greatsword. Melee Weapon Attack: +7 to hit, reach 5 ft., one target.
Hit: 10 (2d6 + 3) slashing damage, or 12 (2d6 + 5) slashing damage Hit: 11 (2d6 + 4) slashing damage, or 14 (2d6 + 7) slashing damage
while raging. while raging.
Longbow. Ranged Weapon Attack: +3 to hit, range 150/600 ft., one Longbow. Ranged Weapon Attack: +4 to hit, range 150/600 ft., one
target. Hit: 5 (1d8 + 1) piercing damage. target. Hit: 5 (1d8 + 1) piercing damage.
Skills Perception +2
Damage Immunities poison
Condition Immunities charmed, exhaustion, poisoned
Senses darkvision 60 ft., passive Perception 12
Languages understands one language of its creator but can't
speak
Challenge 1 (200 XP) Proficiency Bonus +2
Reactions
Defensive Pounce. The iron defender imposes disadvantage on
the attack roll of one creature it can see that is within 5 feet of it,
provided the attack roll is against a creature other than the iron
defender.
Battle Smith Summon Iron Defender (Recharges after a Long Rest). The battle
smith summons its mechanical companion. In combat, the iron
Medium Humanoid, Any Alignment
defender shares the battle smith's initiative count, but it takes its
turn immediately after the battle smith. It can move and use its
Armor Class 16 (half plate)
reaction on its own, but the only action it takes on its turn is the
Hit Points 90 (12d8 + 36)
Dodge action, unless the battle smith used Command Iron Defender
Speed 25 ft.
this turn.
STR DEX CON INT WIS CHA Spellcasting. The battle smith casts one of the following spells
12 (+1) 12 (+1) 16 (+3) 20 (+5) 10 (+0) 9 (-1) using Intelligence as the spellcasting ability (spell save DC 16, +8 to
hit with spell attacks):
Skills Arcana +8, Perception +3 At will: light, mending, prestidigitation
Senses passive Perception 13 1/day each: blur, haste, heat metal, heroism
Languages any six languages (usually Common)
Challenge 5 (1,800 XP) Proficiency Bonus +3
Bonus Actions
Branding Smite (3/Day). Immediately after the battle smith hits
Battle Ready. The battle smith uses its Intelligence modifier, instead a target with an attack roll, the battle smith deals an extra 7 (2d6)
of its Strength or Dexterity, for the attack and damage rolls when radiant damage to the target, which becomes visible if it is invisible,
attacking with a weapon (included in the attacks). and the target sheds dim light in a 5-foot radius and can’t become
invisible for 1 minute.
Actions Command Iron Defender. The battle smith targets the iron
Multiattack. The battle smith makes two Maul attacks. defender it summoned and it can see within 60 feet of it. If the target
Maul. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 12 can see or hear the battle smith, the target can use its reaction to
(2d6 + 5) bludgeoning damage plus 4 (1d8) force damage. make a melee weapon attack, or take the Dash, Disengage, Help, or
Repair action.
Heavy Crossbow. Ranged Weapon Attack: +8 to hit, range 100/400
ft., one target. Hit: 10 (1d10 + 5) piercing damage plus 4 (1d8) force
damage.
Cavalier, Grand
Medium Humanoid, Any Lawful
Reactions Reactions
Warding Maneuver (3/Day). If the cavalier or a creature it can see Warding Maneuver (4/Day). If the cavalier or a creature it can see
within 5 feet of it is hit by an attack, it can roll a d8 and add it to the within 5 feet of it is hit by an attack, it can roll a d8 and add it to the
target's AC against that attack. If the attack still hits, the target has target's AC against that attack. If the attack still hits, the target has
resistance against the attack's damage. resistance against the attack's damage.
Dark Soul Soul Strike. Melee or Ranged Spell Attack: +9 to hit, reach 5 ft.
or range 60 ft., one target. Hit: 28 (8d6) necrotic damage, and
Medium Humanoid, Any Evil Alignment the target must succeed on a DC 17 Wisdom saving throw or be
frightened until the end of the dark soul's next turn.
Armor Class 13 (16 with mage armor)
Hit Points 110 (20d8 + 20) Spellcasting. The dark soul casts one of the following spells using
Speed 30 ft., fly 30 ft. Charisma as the spellcasting ability (spell save DC 17):
At will: mage hand, minor illusion, prestidigitation
3/day each: bestow curse, mage armor, mirror image
STR DEX CON INT WIS CHA
10 (+0) 16 (+3) 12 (+1) 14 (+2) 16 (+3) 20 (+5) 1/day each: circle of death, cone of cold, finger of death, unholy aura*
(see Appendix C. New Spells)
Actions
Multiattack. The dark soul makes two Soul Strike attacks.
Dirgesinger
Dirgesingers are bards that spread sorrow and grief instead of joy
and celebration. They are normally found singing in places where
the symbolism of death is strong, such as a catacombs, mortuary,
or cemetery.
They are often in the company of cults that and
secret guilds that specialize in necromancy,
such as the Death Priests of Orcus, who highly
prize the dirgesinger's abilities to enhance the
undead they summon and control.
Bonus Actions
Dual Wielder. When the duelist is wielding a separate melee
Cunning Action. The duelist takes the Dash, Disengage, or Hide
weapon in each hand, it gains a +1 bonus to its AC (included in the
action.
AC). In addition, it can draw or stow two one-handed weapons.
Legendary Resistance (1/Day). If the duelist fails a saving throw, it Feinting Attack. The duelist chooses one creature within 5 feet of it.
can choose to succeed instead. It has advantage on its next attack roll against the target.
Fancy Footwork. When the duelist makes a melee attack against a Legendary Actions
creature, that creature can't make opportunity attacks against the The duelist can take 3 legendary actions, choosing from the options
duelist until the end of the turn. below. Only one legendary action option can be used at a time and
Sneak Attack (1/Turn). The duelist deals an extra 21 (6d6) damage only at the end of another creature's turn. The duelist regains spent
when the duelist hits a target with a weapon attack and has legendary actions at the start of its turn.
advantage on the attack roll, or when the target is within 5 feet of an Feint. The duelist chooses one creature within 5 feet of it. It has
ally of the duelist that isn't incapacitated and the duelist doesn't have advantage on its next attack roll against the target.
disadvantage on the attack roll. Shift. The duelist moves up to half its speed without provoking
Toujours l’Audace. The duelist adds its Charisma modifier to its opportunity attacks.
initiative rolls. In addition, it can use Sneak Attack with any melee Attack (Costs 2 Actions). The duelist makes a melee or ranged
attack made against a target that has none of its allies adjacent to it. weapon attack.
Disarm and Grab (Costs 2 Actions). When the duelist hits a
Actions melee weapon attack at one creature holding an object (such as
Multiattack. The duelist makes two Rapier attacks and one Dagger a weapon), it must make a DC 18 Strength or Dexterity saving
attack. throw. On a failed save, the target drops the held object. The object
lands in the other hand of the duelist.
Rapier. Melee Weapon Attack: +10 to hit, reach 5 ft., one target.
Hit: 9 (1d8 + 5) piercing damage. Reactions
Dagger. Melee or Ranged Weapon Attack: +10 to hit, reach 5 ft. or Riposte. When a creature misses the duelist with a melee attack, the
range 20/60 ft., one target. Hit: 7 (1d4 + 5) piercing damage. duelist can make one melee weapon attack against it.
Legendary Actions
The grandfather of assassins can take 3 legendary actions, choosing
from the options below. Only one legendary action option can be
used at a time and only at the end of another creature's turn. The
grandfather of assassins regains spent legendary actions at the start
of its turn.
Shift. The grandfather of assassins moves up to half its speed
without provoking opportunity attacks.
Vanish. The grandfather of assassins performs a Hide action. It can
move up to half its speed before or after this action.
Attack (Costs 2 Actions). The grandfather of assassins makes a
weapon attack.
Reactions
Uncanny Dodge. The grandfather of assassins halves the damage
that it takes from an attack that hits it. The grandfather of assassins
must be able to see the attacker.
Grandfather of Assassins
A Grandfather of Assassins is the most skilled
master assassin, and normally is the ultimate head
of a network of Assassins's Guilds. His or her name
is well known and greatly feared throughout the
realm. Only a few, or none at all, know his or her true
identity.
Loremaster
Medium Humanoid, Any Alignment
Actions
Quarterstaff. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Alter Saving Throw (Recharges after a Short or Long Rest). When
Hit: 3 (1d6) bludgeoning damage plus 10 (3d6) force damage. the loremaster casts a spell and the spell requires a saving throw, it
Elemental Bolt. Ranged Spell Attack: +9 to hit, range 120 ft., one can change the saving throw from one ability score to another of its
target. Hit: 18 (3d8 + 5) acid, cold, fire, force, lightning, necrotic, choice.
radiant, or thunder damage (loremaster's choice). Arcane Step (3/Day). The loremaster teleports, along with any
Spellcasting. The loremaster casts one of the following spells using equipment it is wearing or carrying, up to 30 feet to an unoccupied
Intelligence as the spellcasting ability (spell save DC 17, +9 to hit space it can see.
with spell attacks): Reactions
At will: mage hand, message, minor illusion, prestidigitation
Negate Spell (3/Day). The loremaster tries to interrupt a spell he
2/day each: dispel magic
sees a creature casting within 60 feet of him. If the spell is 3rd level
1/day each: chain lightning, cone of cold, delayed blast fireball,
or lower, the spell fails and has no effect. If the spell is 4th level or
fireball, fire shield, incendiary cloud, mage armor, stoneskin
higher, the loremaster makes an Intelligence check against a DC of
Bonus Actions 10 + the spell’s level. On a success, the spell fails and has no effect.
Alter Energy Type (1/Turn). When the loremaster casts a spell and Protective Shield (3/Day). When the loremaster or a creature within
the spell deals acid, cold, fire, force, lightning, necrotic, radiant, or 10 feet of it is hit by an attack roll, the loremaster gives the target a
thunder damage, it can substitute that damage with one other type +5 bonus to its AC until the start of the loremaster’s next turn, which
from that list. can cause the triggering attack roll to miss.
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
16 (+3) 14 (+2) 14 (+2) 12 (+1) 12 (+1) 16 (+3) 16 (+3) 14 (+2) 14 (+2) 12 (+1) 14 (+2) 18 (+4)
Saving Throws Wis +4, Cha +6 Saving Throws Int +5, Wis +6, Cha +8
Skills Arcana +4, Perception +4 Skills Arcana +5, Perception +6
Senses passive Perception 14 Senses passive Perception 16
Languages any two languages (usually Common) Languages any two languages (usually Common)
Challenge 5 (1,800 XP) Proficiency Bonus +3 Challenge 9 (5,000 XP) Proficiency Bonus +4
Actions Actions
Multiattack. The mageslayer makes two Longsword attacks. Multiattack. The mageslayer makes three Longsword attacks or two
Disrupting Bolt attacks.
Longsword. Melee Weapon Attack: +6 to hit, reach 10 ft., one target.
Hit: 7 (1d8 + 3) slashing damage, or 8 (1d10 + 3) slashing damage if Longsword. Melee Weapon Attack: +7 to hit, reach 10 ft., one target.
used with two hands, plus 3 (1d6) psychic damage and the creature Hit: 7 (1d8 + 3) slashing damage, or 8 (1d10 + 3) slashing damage if
has disadvantage on the saving throw it makes to maintain its used with two hands, plus 7 (2d6) psychic damage and the creature
concentration. has disadvantage on the saving throw it makes to maintain its
concentration.
Disrupting Bolt. Ranged Spell Attack: +6 to hit, range 60 ft., one
target. Hit: 12 (2d8 + 3) psychic damage, and the target must Disrupting Bolt. Ranged Spell Attack: +8 to hit, range 60 ft., one
succeed on a DC 14 Constitution saving throw or be incapacitated target. Hit: 13 (2d8 + 4) psychic damage, and the target must
and its speed halved until the end of the mageslayer's next turn. succeed on a DC 16 Constitution saving throw or be incapacitated
and its speed halved until the end of the mageslayer's next turn.
Spellcasting. The mageslayer casts one of the following spells using
Charisma as the spellcasting ability (spell save DC 14): Spellcasting. The mageslayer casts one of the following spells using
At will: gust, mage hand, message, true strike Charisma as the spellcasting ability (spell save DC 16):
1/day each: detect magic, dispel magic, haste, mind spike, vortex At will: gust, mage hand, message, true strike
warp 2/day: detect magic, dispel magic, mind spike, vortex warp
1/day each: banishment, haste, synaptic static
Bonus Actions
Arcane Step (1/Day). The mageslayer teleports, along with any
Bonus Actions
equipment it is wearing or carrying, up to 30 feet to an unoccupied Arcane Step (1/Day). The mageslayer teleports, along with any
space it can see. equipment it is wearing or carrying, up to 30 feet to an unoccupied
space it can see.
Quickened Spell (2/Day). The mageslayer uses Spellcasting.
Quickened Spell (3/Day). The mageslayer uses Spellcasting.
Subtle Spell (2/Day). The mageslayer uses Spellcasting, requiring
no somatic or verbal components. Subtle Spell (3/Day). The mageslayer uses Spellcasting, requiring
no somatic or verbal components.
Reactions
Mage Strike. When a creature within 5 feet of the mageslayer casts
Reactions
a spell, the mageslayer can make a melee weapon attack against that Mage Strike. When a creature within 5 feet of the mageslayer casts
creature. a spell, the mageslayer can make a melee weapon attack against that
creature.
Negate Spell (Recharge 5–6). The mageslayer tries to interrupt a
spell he sees a creature casting within 60 feet of him. If the spell is Negate Spell (Recharge 4–6). The mageslayer tries to interrupt a
3rd level or lower, the spell fails and has no effect. If the spell is 4th spell he sees a creature casting within 60 feet of him. If the spell is
level or higher, the mageslayer makes a Charisma check against a 3rd level or lower, the spell fails and has no effect. If the spell is 4th
DC of 10 + the spell’s level. On a success, the spell fails and has no level or higher, the mageslayer makes a Charisma check against a
effect. DC of 10 + the spell’s level. On a success, the spell fails and has no
effect.
Actions
Multiattack. The mastermind makes two melee attacks or two
ranged attacks.
Rapier. Melee Weapon Attack: +8 to hit, reach 5 ft., one target.
Hit: 8 (1d8 + 4) piercing damage plus 10 (3d6) poison damage.
Dagger. Melee or Ranged Weapon Attack: +8 to hit, reach 5 ft. or
range 20/60 ft., one target. Hit: 6 (1d4 + 4) piercing damage.
Bonus Actions
Cunning Action. The mastermind takes the Dash, Disengage, or
Hide action.
Cunning Insight (Recharge 5–6). The mastermind chooses a
target it can see within 30 feet of it. The mastermind and up to 3
creatures of its choice have advantage on ability checks, attack rolls,
and saving throws against the target. In addition, the target has
disadvantage on ability checks and attack rolls made against the
mastermind. These effects last until the start of the mastermind's
next turn.
Reactions
Misdirection. When the mastermind is targeted by an attack while a
creature within 5 feet of it is granting it cover against that attack, it
can have the attack target that creature instead.
Monster Slayer Hunter's Sense (2/Day). The monster slayer chooses one creature
it can see within 60 feet of it. It immediately learns whether the
Medium Humanoid, Any Alignment
creature has any damage immunities, resistances, or vulnerabilities
and what they are. If the creature is hidden from divination magic,
Armor Class 15 (studded leather) it will sense that it has no damage immunities, resistances, or
Hit Points 102 (12d8 + 48) vulnerabilities.
Speed 30 ft.
Spellcasting. The monster slayer casts one of the following spells
STR DEX CON INT WIS CHA using Wisdom as the spellcasting ability (spell save DC 13, +5 to hit
16 (+3) 16 (+3) 18 (+4) 10 (+0) 14 (+2) 10 (+0) with spell attacks):
1/day each: conjure barrage, flame arrows
Saving Throws Str +6, Dex +6, Con +7
Skills Perception +5, Survival +5 Bonus Actions
Senses passive Perception 15 Slayer's Prey (Recharges after a Short or Long Rest). The
Languages any one language (usually Common) monster slayer designates one creature it can see within 60 feet of
Challenge 5 (1,800 XP) Proficiency Bonus +3 it. The first time each turn that the monster slayer hits that target
with a weapon attack, it takes an extra 1d6 damage from that
Magic Weapons. The monster slayer's weapon attacks are magical. weapon. In addition, whenever the target forces the monster slayer
to make a saving throw and whenever the monster slayer makes
Actions an ability check to escape that target's grapple, it can add 1d6 to its
Multiattack. The monster slayer makes two +1 Longsword attacks or roll.
two +1 Longbow attacks. Swift Spellcasting. The monster slayer casts one of the following
+1 Longsword. Melee Weapon Attack: +7 to hit, reach 5 ft., one spells using Wisdom as the spellcasting ability (spell save DC 13):
target. Hit: 8 (1d8 + 4) slashing damage, or 9 (1d10 + 4) slashing 3/day: ensnaring strike, hunter's mark, zephyr strike
damage if used with two hands, plus 4 (1d8) poison damage.
+1 Longbow. Ranged Weapon Attack: +7 to hit, range 150/600 ft.,
one target. Hit: 8 (1d8 + 4) piercing damage plus 4 (1d8) poison
damage.
Actions
Multiattack. The monster slayer makes two melee attacks or two
ranged attacks.
+2 Scythe. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Bonus Actions
Hit: 11 (1d10 + 6) slashing damage plus 14 (4d6) necrotic damage. Slayer's Prey (Recharges after a Short or Long Rest). The
If the target is a creature, it must succeed on a DC 16 Constitution monster slayer designates one creature it can see within 60 feet of
saving throw or its hit point maximum is reduced by an amount it. The first time each turn that the monster slayer hits that target
equal to the necrotic damage taken. This reduction lasts until the with a weapon attack, it takes an extra 1d6 damage from that
target finishes a long rest. The target dies if its hit point maximum is weapon. In addition, whenever the target forces the monster slayer
reduced to 0. to make a saving throw and whenever the monster slayer makes
+2 Dagger. Melee or Ranged Weapon Attack: +10 to hit, reach 5 ft. an ability check to escape that target's grapple, it can add 1d6 to its
or range 20/60 ft., one target. Hit: 8 (1d4 + 6) piercing damage plus roll.
7 (2d6) necrotic damage. If the target is a creature, it must succeed Swift Spellcasting. The monster slayer casts one of the following
on a DC 16 Constitution saving throw or its hit point maximum is spells using Wisdom as the spellcasting ability (spell save DC 15):
reduced by an amount equal to the necrotic damage taken. This 3/day: ensnaring strike, hunter's mark, zephyr strike
reduction lasts until the target finishes a long rest. The target dies if
its hit point maximum is reduced to 0. Reactions
Hunter's Sense (3/Day). The monster slayer chooses one creature Slayer's Counter. If the target of the monster slayer's Slayer's Prey
it can see within 60 feet of it. It immediately learns whether the forces the monster slayer to make a saving throw, the monster
creature has any damage immunities, resistances, or vulnerabilities slayer can make one weapon attack against the target. The monster
and what they are. If the creature is hidden from divination magic, slayer makes this attack immediately before making the saving
it will sense that it has no damage immunities, resistances, or throw. If the attack hits, the monster slayer's save automatically
vulnerabilities. succeeds, in addition to the attack's normal effects.
Spellcasting. The monster slayer casts one of the following spells Magic-User's Nemesis (Recharges after a Short or Long Rest).
using Wisdom as the spellcasting ability (spell save DC 15, +7 to hit When the monster slayer sees a creature casting a spell or
with spell attacks): teleporting within 60 feet of it, it can try to magically foil it. The
1/day each: banishment, conjure barrage, flame arrows, hold creature must succeed on a DC 15 Wisdom saving throw or its
monster, steel wind strike spell or teleport fails and is wasted.
Radiant Soul Radiant Bolt. Ranged Spell Attack: +9 to hit, range 120 ft., one
Medium Humanoid, Any Good Alignment target. Hit: 28 (8d6) radiant damage, and the target must succeed on
a DC 18 Constitution saving throw or be blinded until the end of the
radiant soul's next turn.
Armor Class 12 (15 with mage armor)
Hit Points 150 (20d8 + 60) Spellcasting. The radiant soul casts one of the following spells
Speed 30 ft., fly 30 ft. using Charisma as the spellcasting ability (spell save DC 18):
STR DEX CON INT WIS CHA At will: guidance, light, message, thaumaturgy
14 (+2) 14 (+2) 16 (+3) 10 (+0) 16 (+3) 20 (+5) 3/day each: beacon of hope, cure wounds, hold person
1/day each: chain lightning, greater invisibility, heal, mage armor,
mass cure wounds, sunburst
Saving Throws Con +8, Wis +8, Cha +10
Skills Perception +8, Religion +5 Bonus Actions
Senses passive Perception 18 Heightened Spell (3/Day). When the radiant soul casts a spell that
Languages any one language (usually Common) forces a creature to make a saving throw to resist the spell's effects,
Challenge 13 (10,000 XP) Proficiency Bonus +5 the radiant soul gives one target of the spell disadvantage on its first
saving throw against the spell.
Favored by the Gods (Recharges after a Short or Long Rest). When
the radiant soul fails a saving throw or misses with an attack roll, it Quickened Spell (3/Day). The radiant soul uses Spellcasting.
can roll 2d4 and add it to the total, possibly changing the outcome. Unearthly Recovery (Recharges after a Long Rest). When the
Actions radiant soul has fewer than 75 hit points, it regains 75 hit points.
Sharpshooter, Elite
Medium Humanoid, Any Alignment
Actions Actions
Multiattack. The sharpshooter makes two Longbow attacks or two Multiattack. The sharpshooter makes three Longbow attacks or
Shortsword attacks. three Shortsword attacks.
Longbow. Ranged Weapon Attack: +8 to hit, range 150/600 ft., one Shortsword. Melee Weapon Attack: +8 to hit, reach 5 ft., one target.
creature. Hit: 8 (1d8 + 4) piercing damage. Hit: 8 (1d6 + 5) piercing damage.
Shortsword. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Longbow. Ranged Weapon Attack: +10 to hit, range 150/600 ft.,
Hit: 7 (1d6 + 4) piercing damage. one creature. Hit: 9 (1d8 + 5) piercing damage.
Actions
Multiattack. The cult priest makes two Red Scepter attacks.
Red Scepter (Mace). Melee Weapon Attack: +3 to hit, reach 5 ft.,
one target. Hit: 4 (1d6 + 1) bludgeoning damage plus 9 (2d8) psychic
damage.
Spellcasting. The cult priest casts one of the following spells using
Wisdom as the spellcasting ability (spell save DC 13, +5 to hit with
spell attacks):
At will: guidance, sacred flame (2d8), thaumaturgy
3/day each: command, hold person
1/day each: banishment, fear, flame strike
Bonus Actions
Dominance of Nessus (2/Day). Saving throws made against the cult
priest's spells this turn are made with disadvantage.
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
14 (+2) 14 (+2) 14 (+2) 14 (+2) 18 (+4) 16 (+3) 14 (+2) 14 (+2) 14 (+2) 14 (+2) 20 (+5) 16 (+3)
Saving Throws Wis +7, Cha +6 Saving Throws Dex +6, Wis +9, Cha +7
Skills Insight +7, Persuasion +9, Religion +5 Skills Insight +9, Persuasion +11, Religion +6
Senses passive Perception 14 Senses passive Perception 15
Languages any three languages (usually Common) Languages any three languages (usually Common)
Challenge 6 (2,300 XP) Proficiency Bonus +3 Challenge 11 (7,200 XP) Proficiency Bonus +4
Demands of Nessus. At the start of each of the cult high priest's Demands of Nessus. At the start of each of the cult exarch's turns,
turns, it can choose one ally it can see within 30 feet of it. The it can choose one ally it can see within 30 feet of it. The chosen ally
chosen ally loses 10 hit points, and the cult high priest regains the loses 10 hit points, and the cult exarch regains the same number
same number of hit points. If the cult high priest is incapacitated, of hit points. If the cult exarch is incapacitated, it makes no choice;
it makes no choice; instead, the closest ally within 30 feet is the instead, the closest ally within 30 feet is the chosen ally.
chosen ally.
Actions
Actions Multiattack. The cult high priest makes two Red Scepter attacks.
Multiattack. The cult high priest makes two Red Scepter attacks.
Ruby Scepter (Mace). Melee Weapon Attack: +6 to hit, reach 5
Red Scepter (Mace). Melee Weapon Attack: +5 to hit, reach 5 ft., one ft., one target. Hit: 5 (1d6 + 2) bludgeoning damage plus 18 (4d8)
target. Hit: 5 (1d6 + 2) bludgeoning damage plus 13 (3d8) psychic psychic damage, and the target must succeed on a DC 17 Wisdom
damage. saving throw. On a failed save, the creature is stunned until the end
Spellcasting. The cult high priest casts one of the following spells of the cult exarch's next turn.
using Wisdom as the spellcasting ability (spell save DC 15, +7 to hit Word of Submission (Recharges after a Long Rest). The cult
with spell attacks): exarch channels the voice of Asmodeus through a word of power.
At will: guidance, sacred flame (3d8), thaumaturgy Each creature of the cult exarch's choice that is within 60 feet of it,
3/day each: command, hold person can hear it, and not already affected by Word of Submission must
1/day each: banishment, bestow curse, confusion, dominate person, succeed on a DC 17 Wisdom saving throw. On a failed save, the
fear, flame strike, mass suggestion creature takes 18 (4d8) psychic damage is frightened for 1 minute.
A creature frightened in this way is stunned. A frightened creature
Bonus Actions can repeat the saving throw at the end of each of its turns, ending the
Dominance of Nessus (3/Day). Saving throws made against the cult effect on itself on a success. If a creature's saving throw is successful,
high priest's spells this turn are made with disadvantage. the creature is immune to Word of Submission for the next 24 hours.
On a successful save, the creature takes half as much damage and
isn't frightened.
Spellcasting. The cult exarch casts one of the following spells using
Wisdom as the spellcasting ability (spell save DC 17, +9 to hit with
spell attacks):
At will: guidance, sacred flame (4d8), thaumaturgy
3/day each: command, hold person
1/day each: antimagic field, banishment, bestow curse, confusion,
dominate monster, dominate person, fear, flame strike, project
image
Bonus Actions
Dominance of Nessus (4/Day). Saving throws made against the cult
exarch's spells and actions this turn are made with disadvantage.
Bonus Actions
Divine Word. The cult head casts divine word using Charisma as
the spellcasting ability
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
16 (+3) 12 (+1) 14 (+2) 16 (+3) 17 (+3) 10 (+0) 16 (+3) 14 (+2) 14 (+2) 18 (+4) 19 (+4) 10 (+0)
Saving Throws Wis +6, Cha +3 Saving Throws Dex +6, Wis +8, Cha +4
Skills Arcana +6, Religion +6 Skills Arcana +8, Religion +8
Senses passive Perception 13 Senses passive Perception 14
Languages any four languages (usually Common) Languages any four languages (usually Common)
Challenge 6 (2,300 XP) Proficiency Bonus +3 Challenge 11 (7,200 XP) Proficiency Bonus +4
Spellshield. The hellfire steward has advantage on saving throws Spellshield. The hellfire magistrate has advantage on saving
against spells. If it succeeds on such a saving throw, it gains throws against spells. If it succeeds on such a saving throw, it gains
temporary hit points equal to the spell's level. temporary hit points equal to the spell's level.
Actions Actions
Multiattack. The hellfire steward makes two Spear attacks or two Multiattack. The hellfire magistrate makes two Hellfire Spear
Infernal Bolt attacks. attacks or two Infernal Bolt attacks.
Spear. Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or Hellfire Spear. Melee or Ranged Weapon Attack: +7 to hit, reach 5
range 20/60 ft., one target. Hit: 6 (1d6 + 3) piercing damage, or 7 ft. or range 20/60 ft., one target. Hit: 6 (1d6 + 3) piercing damage, or
(1d8 + 3) piercing damage if used with two hands to make a melee 7 (1d8 + 3) piercing damage if used with two hands to make a melee
attack, plus 7 (2d6) fire damage. attack, plus 10 (3d6) fire damage. Any humanoid killed by Hellfire
Spear has its soul funneled into the River Styx, where it’s reborn
Infernal Bolt. Ranged Spell Attack: +6 to hit, range 120 ft., one instantly as a lemure devil. The creature can be restored to life only
creature. Hit: 12 (2d8 + 3) fire damage, and the target must succeed by means of a wish spell followed by a true resurrection spell.
on a DC 12 Wisdom saving throw or become frightened until the
end of the hellfire steward's next turn. Spellcasting. The hellfire magistrate casts one of the following
spells using Wisdom as the spellcasting ability (spell save DC 16):
Spellcasting. The hellfire steward casts one of the following spells
At will: guidance, mending, thaumaturgy
using Wisdom as the spellcasting ability (spell save DC 14):
2/day each: fireball, flaming sphere, wall of fire
At will: guidance, mending, thaumaturgy 1/day each: antimagic field, chain lightning, dispel magic, scrying
2/day each: burning hands, fireball, flaming sphere
1/day each: chain lightning, dispel magic, scrying, wall of fire Reactions
Absorb Spell (2/Day). The hellfire magistrate tries to interrupt a
Reactions spell it sees a creature casting within 60 feet of it. If the spell is
Negate Spell (1/Day). The hellfire steward tries to interrupt a spell 3rd level or lower, the spell fails and has no effect, and the hellfire
it sees a creature casting within 60 feet of it. If the spell is 3rd level magistrate regains hit points equal to the spell's level. If the spell is
or lower, the spell fails and has no effect. If the spell is 4th level or 4th level or higher, the hellfire magistrate makes a Charisma check
higher, the hellfire steward makes a Charisma check against a DC of against a DC of 10 + the spell’s level. On a success, the spell fails
10 + the spell’s level. On a success, the spell fails and has no effect. and has no effect.
Protective Shield (2/Day). When the hellfire magistrate is hit by an
attack roll, the hellfire magistrate gains a +5 bonus to his AC until
the start of the his next turn, which can cause the triggering attack
roll to miss.
Armor Class 15 (+1 chain shirt) Armor Class 16 (+2 chain shirt)
Hit Points 97 (13d8 + 39) Hit Points 130 (20d8 + 40)
Speed 30 ft. Speed 30 ft.
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
14 (+2) 12 (+1) 16 (+3) 14 (+2) 17 (+3) 12 (+1) 16 (+3) 12 (+1) 14 (+2) 16 (+3) 18 (+4) 12 (+1)
Saving Throws Wis +6, Cha +4 Saving Throws Wis +8, Cha +5
Skills Arcana +5, Religion +5 Skills Arcana +7, Religion +7
Senses passive Perception 13 Senses passive Perception 14
Languages any three languages (usually Common) Languages any four languages (usually Common)
Challenge 6 (2,300 XP) Proficiency Bonus +3 Challenge 11 (7,200 XP) Proficiency Bonus +4
Aura of Death. The high deathpriest emanates a deathly aura Aura of Death. The deathpriest exarch emanates a deathly aura
that extends 30 feet in every direction from its space while it isn't that extends 30 feet in every direction from its space while it isn't
incapacitated. The aura is blocked by total cover. While in the incapacitated. The aura is blocked by total cover. While in the
aura, the high deathpriest and any Undead ally are immune to aura, the deathpriest exarch and any Undead ally are immune to
the frightened condition and have resistance to radiant damage. the frightened condition and have resistance to radiant damage.
Enemies suffer disadvantage on death saving throws while in the Enemies suffer disadvantage on death saving throws while in the
aura. aura.
Undying Soul (Recharges after a Short or Long Rest). If the high Undying Soul (Recharges after a Short or Long Rest). If the
deathpriest is reduced to 0 hit points, it immediately makes a DC 10 deathpriest exarch is reduced to 0 hit points, it immediately makes a
Constitution saving throw. lf it succeeds, it is instead reduced to 1 hit DC 10 Constitution saving throw. lf it succeeds, it is instead reduced
point. to 1 hit point.
Actions Actions
Multiattack. The high deathpriest makes two Sickle attacks or two Multiattack. The deathpriest exarch makes two Bone Mace attacks
Necrotic Bolt attacks. or two Necrotic Bolt attacks.
Sickle. Melee Weapon Attack: +5 to hit, reach 10 ft., one target. Bone Mace. Melee Weapon Attack: +7 to hit, reach 10 ft., one target.
Hit: 5 (1d4 + 2) slashing damage plus 9 (2d8) necrotic damage. Hit: 8 (1d6 + 5) bludgeoning damage plus 13 (3d8) necrotic damage.
If the target is a creature, it must succeed on a DC 15 Constitution
Necrotic Bolt. Ranged Spell Attack: +6 to hit, range 60 ft., one target. saving throw or its hit point maximum is reduced by an amount
Hit: 16 (3d8 + 3) necrotic damage, and the target can’t regain hit equal to the necrotic damage taken. This reduction lasts until the
points until the start of the high deathpriest's next turn. target finishes a long rest. The target dies if its hit point maximum is
Spellcasting. The deathpriest casts one of the following spells using reduced to 0.
Wisdom as the spellcasting ability (spell save DC 14, +6 to hit with
Necrotic Bolt. Ranged Spell Attack: +8 to hit, range 60 ft., one target.
spell attacks):
Hit: 17 (3d8 + 4) necrotic damage, and the target can’t regain hit
At will: guidance, resistance, thaumaturgy points until the start of the high exarch's next turn.
2/day each: blindness/deafness, false life, vampiric touch
1/day each: animate dead (as an action) banishment, circle of death, Spellcasting. The deathpriest casts one of the following spells using
cloudkill, contagion Wisdom as the spellcasting ability (spell save DC 16, +8 to hit with
spell attacks):
At will: guidance, resistance, thaumaturgy
2/day each: animate dead (as an action), blindness/deafness, false
life, vampiric touch
1/day each: Abi-Dalzim's horrid wilting, banishment, circle of death,
cloudkill, contagion, finger of death
Summon Undead (1/Day). The deathpriest exarch conjures Undead
creatures no higher than CR 5 and whose combined average hit
points don't exceed 150. These Undead magically rise up from the
ground or otherwise form in unoccupied spaces within 60 feet of the
deathpriest exarch and obey its commands until they are destroyed,
until it dismisses them as an action, or 8 hours have passed.
Unholy Weapon
5th-level evocation
Casting Time 1 bonus action
Range Touch
Components V, S
Duration: Concentration, up to 1 hour.
You imbue a weapon you touch with unholy power. Until the spell
ends, the weapon shimmers with a dark, pulsating purplish aura.
In addition, weapon attacks made with it deal an extra 2d8 necrotic
damage on a hit. If the weapon isn't already a magic weapon, it
becomes one for the duration. As a bonus action on your turn, you can
dismiss this spell and cause the weapon to emit a burst of necrotic
energy. Each creature of your choice that you can see within 30
feet of you must make a Constitution saving throw. On
a failed save, a creature takes 4d8 necrotic damage,
and gains 1 level of exhaustion. On a successful save,
a creature takes half as much damage with no additional
effect.
Wall of Iron
5th-level evocation
Casting Time 1 action
Range 120 feet
Components V, S, M (A piece of sheet iron plus
gold worth 50 gp)
Duration: Concentration, up to 10 minutes.
A nonmagical wall of solid iron springs into
existence at a point you choose within range. The
wall is 6 inches thick and is composed of ten
10-foot-by-10-foot panels. Each panel must
be contiguous with at least one other panel.
Alternatively, you can create 10-foot-by-10-foot
panels that are only 3 inches thick.
If the wall cuts through a creature's space
when it appears, the creature is pushed
to one side of the wall (your choice). lf a
creature would be surrounded on all sides by the wall
(or the wall and another solid surface), that creature can
make a Dexterity saving throw. On a success, it can use its
reaction to move up to its speed so that it is no longer enclosed by the
wall.
https://www.patreon.com/dm_dragonix
DM OPTIONS
MONSTER TALENTS
L V
P Vegepygmy Shaman, 242
Lamia Priestess of Graz'zt, 185
Paeliryon, 82 Vegepygmy Warrior, 242
Lesser Retriever, 221
Palrethee, 69 Verbeeg Chieftain, 243
Leucrotta Female, 186
Passion Devil, 83 Verbeeg Priest of Karontor, 244
Leucrotta Fiend, 187
Piscoloth, 258 Verbeeg Skirmisher, 244
Leucrotta Matriarch, 187
Pulverizer, 57 Verbeeg Warlock, 244
Lizardfolk Arcane Archer, 188
Verbeeg, 243
Lizardfolk Emperor, 189
Lizardfolk Vanguard, 189 Q
Lizardfolk Zombie, 269 Quickling Captain, 218 W
Lolth, 73 Quickling Warlock of the Gloaming War Caster, 292
Loremaster, 285 Court, 218 War Chanter, 293
Wendigo, 245
M R Werebat Alpha, 190
Wererat Assassin, 191
Mageslayer, 286 Radiant Soul, 290 Wererat Ogre, 191
Mageslayer, Elite, 286 Rage Drake, 109 Werewolf Favored By Malar, 192
Marut Concordant, 193 Ranaeloth, 260 Whitespawn Iceskidder, 107
Marut Guard, 193 Redcap Bloodlock, 220 Wolf Zombie, 271
Mastermind, 287 Redcap Gang Boss, 220 Wood Woad Grove Keeper, 246
Maur (Hunched Giant), 194 Redspawn Firebelcher, 106 Wood Woad Grove Warden, 247
Meazel Assassin, 195 Remmanon, 84 Wood Woad Sentinel, 247
Meazel Shadow Mage, 196
Meazel Thug, 196 X
S
Meenlock Corruptor, 197 Xerfilstyx, 85
Sea Spawn Pincer, 223 Xvart Cutthroat, 249
Meenlock Elder, 198
Sea Spawn Shocker, 223 Xvart Shaman of Raxivort, 249
Meenlock Stalker, 198
Sea Spawn Stinger, 224 Xvart Speaker, 249
Meenlocks, 197
Sea Spawn Tidesinger, 224 Xvart Supreme Speaker, 250
Mephistopheles, 91
Shadar-kai Dawnkiller, 226 Xvart Verminlord, 250
Mohrg, 202
Shadar-kai Kithguard, 226
Monster Slayer, 288
Shadar-kai Kithlord, 227
Monster Slayer, Elite, 289 Y
Shadar-kai Painbearer, 227
Monstrous Catoblepas, 51
Shadow Mastiff Pack Lord, 228 Yeth Hound Alpha, 251
Monstrous Cave Fisher, 52
Sharpshooter, 291
Monstrous Flail snail, 128
Over 390 new
creature stat blocks!
Monster Manual Expanded II is the sequel to
the Adamantine-best-selling Monster Manual
Expanded. Just like the first, this book
provides Dungeon Masters more options
and flexibility in designing adventures and
dressing up their dungeons with a wider
variety of critters and characters that are
based on the Monster Manual, Volo’s Guide
to Monsters, Mordenkainen’s Tome of Foes,
and books from older editions. It adds over
390 new creatures and variants that give
a nostalgic and classic feel that Dungeon
Masters experienced with the older editions
will enjoy using.