Dragonix - Monster Manual Expanded II v1.06 PDF

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The document discusses a supplement book for Dungeons and Dragons 5th edition monsters that provides additional monsters, variants, and other options for Dungeon Masters.

Some of the monsters featured include demons, deep scions, darklings, deathlocks, and more spanning letters A through D in the bestiary section.

Some of the combat talents described include Cleave, Great Cleave, Mighty Cleave, Point Blank Shot, Power Attack, Spell Attack Focus, Taunt, and Two-Weapon Rend.

MONSTER MANUAL

EXPANDED II

an incredible supplement to the monster manual, volo's


guide to monsters, and mordenkainen's tome of foes!
2
By DRAGONIX
MONSTER MANUAL
EXPANDED II

Version 1.06

3
Design
Dragonix
Facebook Home Page
https://twitter.com/DM_Dragonix
Email: [email protected]

Cover Art
Sandeson Gonzaga

Interior Art
Sandeson Gonzaga
Makoy Galido Echavez
Jonathan Elliot
DMG Creator Resource Art (various WoTC artists)
Elite Design Elements © Rising Phoenix Games
Publisher's Choice Quality Stock Art Rick Hershey /
Fat Goblin Games
Lous Porter, Jr. Design
Matthew Richmond
Jeremy Hart
Arcana Games' Character Stock Art

Supporting Writers
Marco Pasamba, Teddy Gonzaga

Editors
Marco Pasamba, Justin Cole, Wena Zaragoza About the Cover
Monster Manual Expanded II, since it is half based on
Playtesters Mordenkainen's Tome of Foes and released during the
Mycko David, Kirby Gonzaga, Teddy Gonzaga, James arrival of Descent into Avernus, has a large number
Manansala, Marco Pasamba, Raffy San Antonio, TJ of fiends. What better way then to feature one of the
Sese, Teejay Suaring, Michael Tiongson, Rowell Zara- most endearing and popular demon lords of all the
goza, Wena Zaragoza time, the Queen of the Demonweb Pits herself, Lolth.
This beautiful artwork was crafted by Sandeson
Gonzaga, which was originally just supposed to be an
interior piece.

About this Book


Monster Manual Expanded II is a continuation
of the Platinum-best selling Monster Manual
Expanded, which is to be used as a source of content Acknowledgment
to supplement the 5th edition Monster Manual, DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten
Realms, the dragon ampersand, Player’s Handbook, Monster Manual,
Volo's Guide to Monsters, and Mordenkainen's Tome Dungeon Master’s Guide, D&D Adventurers League, all other Wizards of
of Foes. It aims to provide the Dungeon Master the Coast product names, and their respective logos are trademarks of
with more options and variants of the monsters Wizards of the Coast in the USA and other countries. All characters and
their distinctive likenesses are property of Wizards of the Coast. This mate-
presented in those books, as well as provide extra rial is protected under the copyright laws of the United States of America.
value to Dungeon Masters who own multiple types of Any reproduction or unauthorized use of the material or artwork contained
miniatures of the same creature. herein is prohibited without the express written permission of Wizards of
the Coast.

4
Table of Contents
The Bestiary Deep Scions Juvenile Red Dragon Frost Giant Champion of
Assassin Juvenile White Dragon Kostchtchie
A Thug Dragonnes Frost Giant Champion of Thrym
Warlock Adult Hill Giant Bruiser
Allip, Dread
Demons Young Hill Giant Champion of Grolantor
Aranea
Abyssal Skulker Dragonspawns Hill Giant Shaman of Ogrémoch
Athach
Babau, Greater Blackspawn Stalker Stone Giant Skirmisher
Brachavyrm Blackspawn Crawler Stone Giant Warden
Nuckalavee Bluespawn Ambusher Stone Giant Thane
B Jovoc Bluespawn Stormlizard Storm Giant Blackguard
Balhannoth, Elder Palrethee Greenspawn Leaper Storm Giant War Caster
Banderhobbs Zovvut Greenspawn Razorfiend Giff
Bogeyman Shoosuva Pack Lord Redspawn Firebelcher Captain
Shadow Assassin Demon Lord Whitespawn Iceskidder Sharpshooter
Shadow Raider Lolth, the Spider Queen Drakes Goblins
Bargda Demon Aspects Ambush Assassin
Barghests Aspect of Baphomet Rage King
Whelp Aspect of Demogorgon Stone Sharpshooter
Greater Aspect of Fraz-Urb'luu Duergar Sorcerer
Beholders Aspect of Graz'zt Artillerist Worg Rider
Doomsphere Aspect of Juiblex Battle Smith Golems
Eye of the Deep Aspect of Kostchtchie Iron Defender (Spider Form) Bone
Gouger Aspect of Lolth Heavy Sniper Mud
Young Aspect of Orcus Inquisitor Girallons
Berbalang Loremaster Aspect of Yeenoghu Sergeant Alpha
Bodaks Aspect of Zuggtmoy Slavemaster Berserker
Ravager Derro Girallon of Xvim
Devotee of Orcus Derro Berserker Giths
Boggle Trickster Derro Hookguard E Githyanki Captain
Boneclaw, Lesser Derro Master Savant Githyanki Psi-Blade
Elementals, Elder
Bugbears Derro Taskmaster Githyanki Pyromind
Young Leviathan
Assassin Derro Thug Githzerai Cenobite
Young Phoenix
Huntmaster Devils Githzerai Lightning Fist
Young Tempest
King Cornugon Githzerai Shadowmind
Young Zaratan
Beast Shaman Dogai Gnolls
Elemental Myrmidons
Bunyips Gastrobolus Flind Captain
Greater Air
Bunyip Paeliryon Flind Queen
Greater Earth
Dire Passion Devil Archer
Greater Fire
Remmanon Greater Water Berserker
Xerfilstyx Elves, Drow Champion of Yeenoghu
C Devils: Archdevils Arcane Knight Sharpshooter
Cadaver Collector, Greater Asmodeus Dark Sniper Skirmisher
Catoblepas Dispater House Wizard Gray Render
Calf Mephistopheles Lolth Sting Displacer
Monstrous Devil Aspects Soldier Elder
Cave Fishers Aspect of Asmodeus Ettins Young
Giant Aspect of Bael Berserker Grung
Monstrous Aspect of Bel Vanguard Hunter
Chitines Aspect of Dispater Witch Doctor Shaman
Skulker Aspect of Geryon Sorcerer
Warrior Aspect of Mephistopheles Sovereign
Aspect of Moloch
Choldrith Priestess
Aspect of Tiamat
F
Choldrith Queen
Choker Cavestalker Aspect of Zariel Firenewt
War Priest of Imix
H
Clockworks Destrachans
Zealot Hags
Arcane Ballista Destrachan
Flail Snail, Monstrous Elder Annis
Clockroach Pack Lord
Froghemoth Elder Bheur
Hammerer Dire Corbies
Tadpole Black
Pulverizer Dire Corby
Young Elder Black
Alpha
Headless Horseman
Dracolisks
Hobgoblins
Ancient
D Adult G Bladebearer
Darklings Vanguard
Young Giants
Creeper King
Draegloths Cloud Giant Mastermind
Elder Assassin Marshal
Abomination Cloud Giant Wind Disciple
Elder Hexblade Pikeman
War Caster Fire Giant Champion of Surtur
Elder Mastermind Sergeant
Dragons Fire Giant Doomblade
Skulker Sharpshooter
Juvenile Black Dragon Fire Giant Houndmaster
Deathlocks Howler Pack Lord
Juvenile Blue Dragon Fire Giant Vanguard
Assassin Juvenile Green Dragon Frost Giant Berserker
Knight

5
K King Shaman Iron Defender
Kenkus Vanguard Skirmisher Master Assassin
Arcane Trickster Mauler Grandfather of Assassins
Duelist Sharpshooter Barbarian
Kobolds War Chanter W Barbarian Champion
Arcane Trickster War Priest of Ilneval Wendigo Barbarian King
Archer Wood Woads Cavalier
Chieftain Grove Keeper Grand Cavalier
King Q Sentinel Dirgesinger
Shaman Grove Warden Dread Dirgesinger
Quicklings
Sting of Kurtulmak Dark Soul
Captain
Trapmaker Radiant Soul
Warlock of the Gloaming Court
Duelist
Kruthik Hive Queen X Master Duelist
Xvarts Lore Master
R Cutthroat Mageslayer
L Redcaps Shaman of Raxivort Elite Mageslayer
Lamia Priestess of Graz'zt Elder Speaker Mastermind
Leucrottas Gang Boss Verminlord Monster Slayer
Female Stalker Elite Monster Slayer
Fiend Retriever, Lesser Sharpshooter
Matriarch Y Elite Sharpshooter
Lizardfolk War Caster
Yeth Hound Stalker
Arcane Archer S Yuan-ti Elite War Caster
Vanguard War Chanter
Salamander, Flame Anathema Ascendant
Lycanthropes Elite War Chanter
Sea Spawns Arcane Archer
Wererat Assassin
Giant Ignan
Wererat, Ogre
Shocker Mageslayer
Pincer Spy
Stinger Templar Appendix C.
M Shadar-kai Yugoloths Cultist Nonplayer
Maruts Dawnkiller Gorsuloth Characters
Concordant Kithlord Ranaeloth
Guard Kithguard Ursaloth Cult Priest of Asmodeus
Maur (Hunched Giant) Painbearer Cult High Priest of Asmodeus
Meazels Shadow Mastiff Cult Exarch of Asmodeus
Assassin Alpha Z Cult Priest of Demogorgon
Thug Pack Lord Cult High Priest of Demogorgon
Zombies
Meenlocks Slithering Tracker, Monstrous Cult Head of Demogorgon
Bugbear
Corruptor Sorrowsworn, The Grim Hellfire Disciple
Bullywug
Elder Spawn of Kyuss, Favored Hellfire Steward
Carrion Crawler
Stalker Hellfire Master
Chimera
Mindflayers Deathpriest of Orcus
Cyclops
Ancient Elder Brain T Ettin
High Deathpriest of Orcus
Deathpriest Exarch of Orcus
Ulitharid Mastermind
Tlincallis Adult Dragon
Ulitharid Supreme
Chieftain Ancient Dragon
Mohrg
Shaman Juvenile Dragon
Morkoth, Ancient
Witch
Tortles
Young Dragon
Fire Giant
Appendix D.
Monk Frost Giant Creatures by CR
N Scout Hill Giant
Neogi Witch doctor Goblin
Great Old Master Trappers Hobgoblin
Overlord Monstrous Hydra
Neothelid Young Hunter Shark
Adolescent Trolls Kobold
Young Berserker Lizardfolk
Nightshades King Orc
Nightcrawler Shaman Owlbear
Nightprowler Whelp Troll
Nightwing Two-Headed Wolf
Nilbog, Greater Witch Doctor

O V Appendix A.
Ogres Vargouilles Nonplayer Characters
Champion of Grolantor Dire (NPCs)
Vanguard Greater
King Arcane Archer
Vegepygmies
Witch Doctor Elite Arcane Archer
Shaman
Orcs Arcane Trickster
Warrior
Conqueror Master Arcane Trickster
Verbeegs
Doom Hand of Yurtrus Artificer (Artillerist)
Verbeeg
Great Eye of Gruumsh Artificer Battle Smith
Chieftain

6
The Bestiary

T
Avernus, you shouldn't be surprised to find a legion of new fiends
his book continues what Monster Manual Expanded to play around with. There are over a dozen new demons and
started. Once again it builds on what exists in the first devils that have been added, as well as a couple of new ones, such
Monster Manual, adding several new variants for the as the horrid brachavyrm and the wretched gastrobolus. You'll
classic humanoids and giants, and thus providing you also find in these pages the Spider Queen herself, plus a trio of
with more archetypal options. The key additions here Archdevils that's been curiously missing from the main books.
are the kings, sharpshooters, and vanguards. But the biggest addition you'll discover is the return of the
As mentioned in the book's cover, the Monster Manual Expanded Aspects, which I find very important. Not many DMs, like myself,
II also includes creatures found in Volo's Guide to Monsters and run a lot of high level or epic campaigns. This means most epic
Mordenkainen's Tome of Foes. As in the previous book, you'll level monsters, especially the various archdevils and demon lords,
find both advanced and lesser versions of the creatures to give will almost never be encountered. Aspects are a great way to
you more flexibility in building your encounters, using of your increase the presence of these fiends in your campaign, and allows
miniatures, and, most importantly, keeping your players on their you to create a mid-level preview of what's to come at the end, if
toes. As before, a number of old nostalgic favorites from previous you ever plan to get there.
versions have been added as well. And lastly, new NPCs can be found at the end of the book, as well
Due to the release of this book coinciding with Descent into as a special section for diabolic and abyssal cultists!

Chapter 1. Bestiary 7
Allip
Dread Allip
It is said that when a group of people working together
uncover or stumble upon a dangerous secret known
only by the archdevil Dispater, a horrible curse befalls
all of them. This knowledge instantly drives them mad
and enraged, causing them to attack and tear each
other apart until all of them are dead. From their grisly
remains there is a chance that a dread allip will rise.
Twisted Amalgamation. Unlike the normal allip, the
dread allip is a twisted amalgamation of each of the poor
souls driven insane. Multiple distorted faces pulsate
through its head and shoulders, all whispering and
babbling incoherently. Any living soul unlucky enough to
be within hearing distance of their whispers fall prey to
the allip’s clutches.
Undead Nature. A dread allip doesn't require air, food,
drink, or sleep.

Dread Allip makes one melee attack against a random creature, or it does
nothing if no creature is within reach.
Large undead, neutral evil If a creature's saving throw is successful, the creature is immune to
the allip's Aura of Insanity for the next 24 hours.
Armor Class 14
Hit Points 120 (16d10 + 32) Incorporeal Movement. The allip can move through other creatures
Speed 0 ft., fly 40 ft. (hover) and objects as if they were difficult terrain. It takes 5 (1d10) force
damage if it ends its turn inside an object.
STR DEX CON INT WIS CHA Multi-headed. The allip has advantage on Wisdom (Perception)
8 (-1) 18 (+4) 14 (+2) 19 (+4) 17 (+3) 18 (+4) checks and on saving throws against being blinded, deafened, and
stunned.
Saving Throws Int +8, Wis +7
Skills Perception +7, Stealth +8 Actions
Damage Resistances acid, fire, lightning, thunder; bludgeoning, Multiattack. The allip makes two attacks with its maddening touch
piercing, and slashing from nonmagical attacks and then uses whispers of madness.
Damage Immunities cold, necrotic, poison
Maddening Touch. Melee Spell Attack: +8 to hit, reach 5 ft., one
Condition Immunities charmed, exhaustion, frightened, grappled,
target. Hit: 18 (4d6 + 4) psychic damage.
paralyzed, petrified, poisoned, prone, restrained
Senses darkvision 120 ft., passive Perception 17 Whispers of Madness. The allip chooses up to four creatures it
Languages understands Common and the languages of its creator, can see within 60 feet of it. Each target must succeed on a DC 16
but can't speak Wisdom saving throw, or it takes 13 (2d8 + 4) psychic damage and
Challenge 9 (5,000 XP) must use its reaction to make a melee weapon attack against one
creature of the allip's choice that the allip can see. Constructs and
Aura of Insanity. When a creature starts its turn within 30 feet of the undead are immune to this effect.
allip and is able to hear the allip, the creature must succeed on a DC Howling Babble (Recharge 5-6). Each creature within 30 feet of the
16 Charisma saving throw, unless the allip is incapacitated. allip that can hear it must make a DC 16 Wisdom saving throw. On
On a failed save, the creature can't take reactions until the start of a failed save, the target takes 22 (4d8 + 4) psychic damage, and it is
its next turn and rolls a d10 to determine what it does during that stunned until the end of its next turn. On a successful save, it takes
turn. On a 1 to 4, the creature does nothing except mutter words half as much damage and isn't stunned. Constructs and undead are
incoherently. On a 5 to 7, the creature takes no action but uses all its immune to this effect.
movement to move in a random direction. On a 8 to 10, the creature

8 Chapter 1. Bestiary
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 which 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 actually 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.

Aranea Heightened Spell: When the aranea casts a spell that forces a
creature to make a saving throw to resist the spell's effects, it can
Medium monstrosity (shapechanger), neutral (any) spend 3 sorcery points to give one target of the spell disadvantage on
its first saving throw against the spell.
Armor Class 13 (16 with mage armor) Quickened Spell: When the aranea casts a spell that has a casting
Hit Points 75 (10d8 + 30) time of 1 action, the giant can spend 2 sorcery points to change the
Speed 30 ft., climb 30 ft. casting time to 1 bonus action for this casting.

STR DEX CON INT WIS CHA Spider Climb. The aranea can climb difficult surfaces, including
12 (+1) 16 (+3) 16 (+3) 13 (+1) 13 (+1) 17 (+3) upside down on ceilings, without needing to make an ability check.
Web Sense. While in contact with a web, the aranea knows the exact
Skills Deception +5, Stealth +5 location of any creature in contact with the same web.
Senses darkvision 60 ft., passive Perception 11
Languages Common, Sylvan. telepathy 60 ft. Web Walker. The aranea ignores movement restrictions caused by
Challenge 3 (700 XP) webbing.

Shapechanger. The aranea can use its action to polymorph into a


Actions
medium humanoid (usually female) or back into its true form. Other Bite (Spider Form only). Melee Weapon Attack: +5 to hit, reach 5
than its size and speed, its statistics are the same in each form. Any ft., one target. Hit: 6 (1d6 + 3) piercing damage and if the target is a
equipment it is wearing or carrying isn't transformed. The aranea creature, it must succeed on a DC 13 Constitution saving throw or
reverts to its true form if it dies. become poisoned for 1 minute. While poisoned, the damage dealt by
the target's weapon attacks are halved. The creature can repeat the
Spellcasting. The aranea is a 6th-level spellcaster. Its spellcasting saving throw at the end of each of its turns, ending the effect on itself
ability is Charisma (spell save DC 13, +5 to hit with spell attacks). It with a successful save.
has the following sorcerer spells prepared:
Quarterstaff (Humanoid Form Only). Melee Weapon Attack: +3 to
Cantrips (at will): dancing lights, mage hand, minor illusion, poison
hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) bludgeoning damage, or 5
spray, ray of frost
(1d8 + 1) bludgeoning damage if used with two hands.
1st level (4 slots): charm person, mage armor, silent image
2nd level (3 slots): phantasmal force, mirror image Web (Spider Form Only, Recharge 5-6). Ranged Weapon Attack:
3rd level (2 slots): lightning bolt, major image +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
Sorcery Points. The aranea has 6 sorcery points. It can spend 1 or
Strength check, bursting the webbing on a success. The webbing
more sorcery points to gain one of the following benefits:
can also be attacked and destroyed (AC 10; hp 5; vulnerability to fire
damage; immunity to bludgeoning, poison, and psychic damage).

Chapter 1. Bestiary 9
Elder Aranea
A colony of aranea is always led by an elder that acts like a hive
queen. The elder is a powerful and intelligent spellcaster that will
prioritize the safety of its kin above all else.
An evil elder aranea will lead its colony in insidious attacks
against small humanoid communities. The aranea will ride into
a hamlet in a caravan posing as silk merchants. By morning the
next day, the aranea have charmed, isolated, and led the men and
guards into ambushes. When they determine that there are no
more threats, they enter the houses one by one and capture and
cocoon each of its inhabitants, including children and livestock.
The aranea will then stay in that hamlet for weeks, feasting on
their captured prey, and whoever else that might wander into the
hamlet. After completely devouring the place's inhabitants and
divesting it off its valuables, the aranea colony will move once
more to find another suitable place to strike.

Aranea, Elder Heightened Spell: When the aranea casts a spell that forces a
creature to make a saving throw to resist the spell's effects, it can
Medium monstrosity (shapechanger), neutral (any) spend 3 sorcery points to give one target of the spell disadvantage on
its first saving throw against the spell.
Armor Class 14 (17 with mage armor) Quickened Spell: When the aranea casts a spell that has a casting
Hit Points 120 (16d8 + 48) time of 1 action, the giant can spend 2 sorcery points to change the
Speed 30 ft., climb 30 ft. casting time to 1 bonus action for this casting.
Subtle Spell: When the aranea casts a spell, it can spend 1 sorcery
STR DEX CON INT WIS CHA point to cast it without any somatic or verbal components.
12 (+1) 18 (+4) 16 (+3) 14 (+2) 14 (+2) 20 (+5)
Spider Climb. The aranea can climb difficult surfaces, including
upside down on ceilings, without needing to make an ability check.
Saving Throws Wis +5, Cha +8
Skills Deception +8, Stealth +6 Web Sense. While in contact with a web, the aranea knows the exact
Senses darkvision 60 ft., passive Perception 12 location of any creature in contact with the same web.
Languages Common, Sylvan, telepathy 60 ft.
Web Walker. The aranea ignores movement restrictions caused by
Challenge 8 (3,900 XP)
webbing.
Shapechanger. The aranea can use its action to polymorph into a Actions
medium humanoid (usually female) or back into its true form. Other
Bite (Spider Form Only). Melee Weapon Attack: +7 to hit, reach 5
than its size and speed, its statistics are the same in each form. Any
ft., one target. Hit: 6 (1d6 + 3) piercing damage and if the target is a
equipment it is wearing or carrying isn't transformed. The aranea
creature, it must succeed on a DC 14 Constitution saving throw or
reverts to its true form if it dies.
become poisoned for 1 minute. While poisoned, the damage dealt by
Spellcasting. The aranea is a 12th-level spellcaster. Its spellcasting the target's weapon attacks are halved. The creature can repeat the
ability is Charisma (spell save DC 16, +8 to hit with spell attacks). It saving throw at the end of each of its turns, ending the effect on itself
has the following sorcerer spells prepared: with a successful save.
Cantrips (at will): dancing lights, mage hand, minor illusion, poison Quarterstaff (Humanoid Form Only). Melee Weapon Attack: +4 to
spray, ray of frost hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) bludgeoning damage, or 5
1st level (4 slots): charm person, mage armor, silent image (1d8 + 1) bludgeoning damage if used with two hands.
2nd level (3 slots): phantasmal force, mirror image
3rd level (3 slots): lightning bolt, major image Web (Spider Form Only, Recharge 5-6). Ranged Weapon Attack:
4th level (3 slots): confusion, greater invisibility +6 to hit, range 30/60 ft., one creature. Hit: The target is restrained
5th level (2 slots): dominate person, cone of cold by webbing. As an action, the restrained target can make a DC 14
6th level (1 slot): mass suggestion Strength check, bursting the webbing on a success. The webbing
can also be attacked and destroyed (AC 10; hp 5; vulnerability to fire
Sorcery Points. The aranea has 12 sorcery points. It can spend 1 or damage; immunity to bludgeoning, poison, and psychic damage).
more sorcery points to gain one of the following benefits:

10 Chapter 1. Bestiary
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 of
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 its greed, the
relationship 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, on the other
hand, may have 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.

Athach Slam. Melee Weapon Attack: +13 to hit, reach 5 ft., one Medium or
smaller target. Hit: 14 (2d4 + 9) bludgeoning damage and the target
Huge giant, chaotic evil is grappled (escape DC 19) and restrained until the grapple ends,
and the athach can't use Slam on another target.
Armor Class 14 (natural armor)
Hit Points 189 (14d12 + 98) Bite. Melee Weapon Attack: +13 to hit, reach 5 ft., one target.
Speed 40 ft. Hit: 16 (2d6 + 9) piercing damage and if the target is a creature, it
must make a DC 19 Constitution saving throw or become poisoned
STR DEX CON INT WIS CHA for 1 minute. While poisoned, the target is incapacitated. The target
28 (+9) 8 (-1) 24 (+7) 5 (-3) 9 (-1) 6 (-2) can repeat the saving throw at the end of each of its turns, ending
the effects on itself on a success.
Skills Perception +3 Slam Foe. The athach slams a creature grappled by it into another
Senses darkvision 60 ft., passive Perception 13 creature it can see within 5 feet of it or a solid surface. Each
Languages Giant creature must succeed on a DC 21 Strength saving throw or take
Challenge 12 (8,400 XP) 22 (3d8 + 9) bludgeoning damage and be stunned until the end of
the athach's next turn. On a successful save, the target takes half the
bludgeoning damage and isn't stunned.
Actions Fling. One creature grappled by the athach is thrown up to 40 feet
Multiattack. The athach makes four attacks: two with its greatclub, in a random direction and knocked prone. If a thrown target strikes
one with its slam, and one with its bite. It can use Slam Foe or Fling a solid surface, the target takes 9 + 3 (1d6) bludgeoning damage
in place of its slam attack. for every 10 feet it was thrown. If the target is thrown at another
Greatclub. Melee Weapon Attack: +13 to hit, reach 10 ft., one target. creature, that creature must succeed on a DC 21 Dexterity saving
Hit: 22 (3d8 + 9) bludgeoning damage. throw or take the same damage and be knocked prone.

Chapter 1. Bestiary 11
Balhannoth
Elder Balhannoth
A balhannoth, if left alone for decades, can gain a
vast amount 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.

Balhannoth, Elder Actions


Huge aberration, chaotic evil Multiattack. The balhannoth makes a bite attack and up to two
tentacle attacks, or it makes up to four tentacle attacks.
Armor Class 18 (natural armor) Bite. Melee Weapon Attack: +10 to hit, reach 5 ft., one target.
Hit Points 168 (16d12 + 64) Hit: 32 (5d10 + 5) piercing damage.
Speed 30 ft., climb 30 ft.
Tentacle. Melee Weapon Attack: +10 to hit, reach 15 ft., one target.
STR DEX CON INT WIS CHA Hit: 15 (3d6 + 5) bludgeoning damage, and the target is grappled
21 (+5) 8 (-1) 22 (+6) 7 (-2) 16 (+3) 15 (+2) (escape DC 18) and is moved up to 10 feet toward the balhannoth.
Until this grapple ends, the target is restrained, and the balhannoth
can't use this tentacle against other targets. The balhannoth has
Saving Throws Con +11
four tentacles.
Skills Perception +8
Condition Immunities blinded Tentacle Slam. The balhannoth slams creatures grappled by it into
Senses blindsight 500 ft. (blind beyond this radius), passive each other or a solid surface. Each creature must succeed on a DC
Perception 18 18 Strength saving throw or take 19 (4d6 + 5) bludgeoning damage
Languages understands Deep Speech, telepathy l mile and be stunned until the end of the balhannoth's next turn. On a
Challenge 16 (15,000 XP) successful save, the target takes half the bludgeoning damage and
isn't stunned.
Enticing Presence. Any non-balhannoth creature that starts its Legendary Actions
turn within 60 feet of the balhannoth must make a DC 15 Wisdom
saving throw. On a failed save, the creature becomes charmed The balhannoth can take 3 legendary actions, choosing from the
by the balhannoth for l minute. While charmed by the balhannoth, options below. Only one legendary action can be used at a time and
a target is incapacitated. If the charmed target is more than 5 feet only at the end of another creature's turn. The balhannoth regains
away from the balhannoth, the target can take the Dash action on spent legendary actions at the start of its turn.
its turn to move toward the balhannoth by the most direct route. It Bite Attack. The balhannoth makes one bite attack against one
doesn't avoid opportunity attacks, but before moving into damaging creature it has grappled.
terrain, such as lava or a pit, and whenever it takes damage from Tentacle Attack. The balhannoth makes one tentacle attack.
a source other than the balhannoth, a target can repeat the saving Teleport. The balhannoth magically teleports, along with any
throw. equipment it is wearing or carrying and any creatures it has
A creature can repeat the saving throw at the end of each of its grappled, up to 60 feet to an unoccupied space it can see.
turns, ending the effect on itself on a success. If a creature's saving Vanish. The balhannoth magically becomes invisible for up to 10
throw is successful or the effect ends for it, the creature is immune minutes or until immediately after it makes an attack roll.
to the balhannoth's Enticing Presence for the next 24 hours.
Legendary Resistance (3/Day). If the balhannoth fails a saving
throw, it can choose to succeed instead.

12 Chapter 1. Bestiary
Banderhobbs
Banderhobb Shadow Assassin and Raider
Banderhobbs normally have a short existence. They expire once
they fulfill their duties, leaving only a puddle of dark goo and a puff
of shadow. In some very rare instances however, a banderhobb
may reform in the Shadowfell and continue to live the rest of
its existence there, evolving into more mature versions of their
normal ilk. They eventually band together, loosely kept in line
by the most powerful in their group. They are often hired and
summoned by fiends, cultists, and evil spellcasters to serve as
mercenaries.

Banderhobb Bogeyman
Once in a while there will be a banderhobb of exceptional guile
and skill that reforms in the Shadowfell. Birthing the legend of
the Bogeyman, this deadly banderhobb has the ability to shift
from the Shadowfell and into the Material Plane. While it enjoys
feeding on flesh, it requires consuming psychic energies generated
by frightened and stressed beings to sustain its magical abilities.
A banderhobb bogeyman can normally be found leading a band
of banderhobb shadow assassins and raiders.

Banderhobb Bogeyman Bite. Melee Weapon Attack: +9 to hit, reach 5 ft., one target.
Hit: 22 (5d6 + 5) piercing damage, and the target is grappled
Large monstrosity, neutral evil (escape DC 15) 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 17 (natural armor) attack or tongue attack on another target.
Hit Points 147 (14d10 + 70)
Speed 30 ft. Tongue. Melee Weapon Attack: +9 to hit, reach 15 ft., one creature.
Hit: 14 (4d6) necrotic damage, and the target must make a DC 15
STR DEX CON INT WIS CHA Strength saving throw. On a failed save, the target is pulled to a
20 (+5) 16 (+3) 20 (+5) 12 (+1) 14 (+2) 16 (+3) space within 5 feet of the banderhobb, which can use a bonus action
to make a bite attack against the target.
Skills Athletics +9, Deception +7, Stealth +11 Claw. Melee Weapon Attack: +9 to hit, reach 5 ft., one target.
Condition Immunities charmed, frightened Hit: 8 (1d6 + 5) slashing damage plus 7 (2d6) psychic damage and
Senses darkvision 120 ft., passive Perception 12 the target must make a DC 15 Wisdom saving throw or become
Languages understands Common and the languages of its frightened for 1 minute. A creature can repeat the saving throw at
creator, but can't speak the end of each of its turns, ending the effect on itself on a success.
Challenge 11 (7,200 XP)
Swallow. The banderhobb makes a bite attack against a Medium
or smaller creature it is grappling. If the attack hits, the creature is
Feed on Fear. A frightened creature that starts its turn within 20
swallowed, and the grapple ends. The swallowed creature is blinded
feet of the banderhobb takes 3 (1d6) psychic damage, unless the
and restrained, it has total cover against attacks and other effects
banderhobb is incapacitated. Each time a creature takes damage
outside the banderhobb, and it takes 14 (4d6) necrotic damage at
this way, the banderhobb regains 3 (1d6) hit points and gains
the start of each of the banderhobb's turns. A creature reduced to 0
advantage on melee attack rolls until the end of its next turn.
hit points in this way stops taking the necrotic damage and becomes
Innate Spellcasting. The banderhobb's innate spellcasting ability is stable.
Charisma (spell save DC 15). The banderhobb can innately cast the The banderhobb can have only one creature swallowed at a time.
following spells, without providing material components: While the banderhobb isn't incapacitated, it can regurgitate the
At will: darkness, detect thoughts, dissonant whispers, phantasmal creature at any time {no action required) in a space within 5 feet
force of it. The creature exits prone. If the banderhobb dies, it likewise
2/day each: major image, phantasmal killer, plane shift (self only) regurgitates a swallowed creature.
Resonant Connection. If the banderhobb has even a tiny piece of Frightful Presence. Each creature of the banderhobb's choice that is
a creature or an object in its possession, such as a lock of hair or a within 120 feet of the banderhobb and aware of it must succeed on
splinter of wood, it knows the most direct route to that creature or a DC 15 Wisdom saving throw or become frightened for 1 minute. A
object if it is within 1 mile of the banderhobb. 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
Shadow Stealth. While in dim light or darkness, the banderhobb can
is successful or the effect ends for it, the creature is immune to the
take the Hide action as a bonus action.
banderhobb's Frightful Presence for the next 24 hours.
Actions Shadow Step. The banderhobb magically teleports up to 30 feet to
Multiattack. The banderhobb makes three attacks: one with its bite an unoccupied space of dim light or darkness that it can see. Before
or tongue and two with its claws. or after teleporting, it can make one melee attack.

Chapter 1. Bestiary 13
ally of the banderhobb that isn't incapacitated and the banderhobb
Banderhobb Shadow Assassin doesn't have disadvantage on the attack roll.
Large monstrosity, neutral evil
Actions
Armor Class 18 (natural armor) Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one target.
Hit Points 136 (13d10 + 65) Hit: 21 (5d6 + 4) piercing damage, and the target is grappled
Speed 30 ft. (escape DC 14) if it is a Large or smaller creature. Until this grapple
ends, the target is restrained, and the banderhobb can't use its bite
STR DEX CON INT WIS CHA attack or tongue attack on another target.
18 (+4) 18 (+4) 20 (+5) 12 (+1) 14 (+2) 8 (-1)
Tongue. Melee Weapon Attack: +8 to hit, reach 15 ft., one creature.
Hit: 10 (3d6) necrotic damage, and the target must make a DC 16
Skills Athletics +8, Acrobatics +8, Stealth +12 Strength saving throw. On a failed save, the target is pulled to a
Condition Immunities charmed, frightened space within 5 feet of the banderhobb, which can use a bonus action
Senses darkvision 120 ft., passive Perception 12 to make a bite attack against the target.
Languages understands Common and the languages of its
creator, but can't speak Swallow. The banderhobb makes a bite attack against a Medium
Challenge 9 (5,000 XP) or smaller creature it is grappling. If the attack hits, the creature is
swallowed, and the grapple ends. The swallowed creature is blinded
and restrained, it has total cover against attacks and other effects
Assassinate. During its first turn, the banderhobb has advantage on outside the banderhobb, and it takes 10 (3d6) necrotic damage at
attack rolls against any creature that hasn't taken a turn. Any hit the the start of each of the banderhobb's turns. A creature reduced to 0
banderhobb scores against a surprised creature is a critical hit. hit points in this way stops taking the necrotic damage and becomes
Resonant Connection. If the banderhobb has even a tiny piece of stable.
a creature or an object in its possession, such as a lock of hair or a The banderhobb can have only one creature swallowed at a time.
splinter of wood, it knows the most direct route to that creature or While the banderhobb isn't incapacitated, it can regurgitate the
object if it is within 1 mile of the banderhobb. creature at any time {no action required) in a space within 5 feet
of it. The creature exits prone. If the banderhobb dies, it likewise
Shadow Stealth. While in dim light or darkness, the banderhobb can
regurgitates a swallowed creature.
take the Hide action as a bonus action.
Shadow Step. The banderhobb magically teleports up to 30 feet to
Sneak Attack (1/Turn). The banderhobb deals an extra 7 (2d6)
an unoccupied space of dim light or darkness that it can see. Before
damage when it hits a target with a weapon attack and has
or after teleporting, it can make one melee attack.
advantage on the attack roll, or when the target is within 5 feet of an

Banderhobb Shadow Raider Actions


Large monstrosity, neutral evil Bite. Melee Weapon Attack: +9 to hit, reach 5 ft., one target.
Hit: 23 (5d6 + 6) piercing damage, and the target is grappled
Armor Class 15 (natural armor) (escape DC 16) if it is a Large or smaller creature. Until this grapple
Hit Points 115 (11d10 + 55) ends, the target is restrained, and the banderhobb can't use its bite
Speed 30 ft. attack or tongue attack on another target.
Tongue. Melee Weapon Attack: +9 to hit, reach 15 ft., one creature.
STR DEX CON INT WIS CHA Hit: 10 (3d6) necrotic damage, and the target must make a DC 17
22 (+6) 12 (+1) 20 (+5) 11 (+0) 14 (+2) 8 (-1) Strength saving throw. On a failed save, the target is pulled to a
space within 5 feet of the banderhobb, which can use a bonus action
Skills Athletics +9, Stealth +7 to make a bite attack against the target.
Condition Immunities charmed, frightened
Swallow. The banderhobb makes a bite attack against a Medium
Senses darkvision 120 ft., passive Perception 12
or smaller creature it is grappling. If the attack hits, the creature is
Languages understands Common and the languages of its
swallowed, and the grapple ends. The swallowed creature is blinded
creator, but can't speak
and restrained, it has total cover against attacks and other effects
Challenge 7 (2,900 XP)
outside the banderhobb, and it takes 10 (3d6) necrotic damage at
the start of each of the banderhobb's turns. A creature reduced to 0
Resonant Connection. If the banderhobb has even a tiny piece of hit points in this way stops taking the necrotic damage and becomes
a creature or an object in its possession, such as a lock of hair or a stable.
splinter of wood, it knows the most direct route to that creature or The banderhobb can have only one creature swallowed at a time.
object if it is within 1 mile of the banderhobb. While the banderhobb isn't incapacitated, it can regurgitate the
Shadow Stealth. While in dim light or darkness, the banderhobb can creature at any time {no action required) in a space within 5 feet
take the Hide action as a bonus action. of it. The creature exits prone. If the banderhobb dies, it likewise
regurgitates a swallowed creature.
Lightfooted. The banderhobb can take the Dash or Disengage action
as a bonus action on each of its turns. Shadow Step. The banderhobb magically teleports up to 30 feet to
an unoccupied space of dim light or darkness that it can see. Before
Distracting Strike (1/Turn). When the banderhobb hits a creature or after teleporting, it can make one melee attack.
with a weapon attack, the next attack roll against the target by an
attacker other than the banderhobb has advantage if the attack is
made before the start of the banderhobb's next turn.

14 Chapter 1. Bestiary
Bargda Bargda
Bargda Huge monstrosity, chaotic evil

Once in every generation, a hill giant worshiper of Baphomet Armor Class 14 (natural armor)
will give birth to a Bargda. Seen as a gift from the unholy union Hit Points 161 (14d12 + 70)
between giant and demon, the Bargda is regarded as a boon to Speed 40 ft.
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 STR DEX CON INT WIS CHA
twisted version of its progenitor. 22 (+6) 10 (+0) 21 (+5) 6 (-2) 17 (+3) 5 (-3)
Horned Tyrant. Aware of its heritage, the bargda uses its
position to lead and force its kin to do its bidding. The bargda also Skills Perception +7
subjugates other lesser giants and monsters such as ogres, trolls, Senses passive Perception 17
minotaurs, and verbeeg and uses them to expand its territory. It Languages Giant
normally leads hunting parties into humanoid communities in Challenge 9 (5,000 XP)
search of treasure, slaves, and food.
Venomous Saliva. While the bargda’s great club and menacing Charge. If the bargda moves at least 10 feet straight toward a target
horns can prove to be a challenge, adventurers should also watch and then hits it with a horns attack on the same turn, the target takes
out for its bite and saliva which has enough toxins and bacteria to an extra 9 (2d8) bludgeoning damage. If the target is a creature, it
bring any able-bodied creature to an agonizing death in a matter of must succeed on a DC 16 Strength saving throw or be pushed up to
days. 10 feet away and knocked prone.
Horrid Visage. When a creature that can see the bargda starts its
turn within 30 feet of the bargda, the bargda can force it to make a
DC 17 Wisdom saving throw if the bargda isn't incapacitated and
can see the creature. On a failed save, the creature is frightened for
1 minute. Unless surprised, a creature can avert its eyes to avoid
the saving throw at the start of its turn. If the creature does so, it
has disadvantage on attack rolls against the bargda until the start of
its next turn. If the creature looks at the bargda in the meantime, it
must immediately make the saving throw. If a target's saving throw
is successful or the effect ends for it, the target is immune to the
bargda's Horrid Visage for the next 24 hours.

Actions
Multiattack. The bargda makes three attacks: one with its bite or
horns, and twice with its greatclub.
Bite. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit:
11 (1d10 + 6) piercing damage. If the target is a creature, it must
succeed on a DC 17 Constitution saving throw against disease or
become poisoned until the disease is cured. Every 24 hours that
elapse, the target must repeat the saving throw, reducing its hit
point maximum by 5 (1d10) on a failure. The disease is cured 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 lasts until the
disease is cured.
Horns. Melee Weapon Attack: +10 to hit, reach 5 ft., one target.
Hit: 15 (2d8 + 6) bludgeoning damage.
Greatclub. Melee Weapon Attack: +10 to hit, reach 10 ft., one target.
Hit: 19 (3d8 + 6) bludgeoning damage.

Chapter 1. Bestiary 15
Barghests Barghest Whelp
Barghest Whelp Medium fiend, neutral evil

The young barghest whelp may look like a goblin, but this sly Armor Class 16 (natural armor)
shapechanger is only biding its time until it can gather enough Hit Points 33 (6d8 + 6)
power and return to Gehenna by consuming goblinoid souls. Speed 60 ft. (30 ft. in goblin form)
Wolf in Goblin's Clothing. Unlucky adventurers may stumble
upon a goblin nest, only to find a barghest whelp hiding among the STR DEX CON INT WIS CHA
goblins. When discovered, the whelp can revert to its true form - 15 (+2) 15 (+2) 12 (+1) 12 (+1) 11 (+0) 12 (+1)
that of a feral canine and rip the flesh and soul of its prey in mere
seconds.
Skills Deception +3, Perception +4, Stealth +4
Damage Resistances cold, fire, lightning; bludgeoning, piercing,
and slashing from nonmagical attacks
Greater Barghest Damage Immunities acid, poison
Greater barghests are mature barghests that have consumed Condition Immunities poison
nearly all the goblinoid souls they need to return to Gehenna. Senses blindsight 60 ft., darkvision 60 ft., passive Perception 15
These vicious beasts have grown larger and more powerful than Languages Abyssal, Common, Goblin, Infernal, telepathy 60 ft.
its brethren by consuming only the souls of powerful goblinoid Challenge 2 (450 XP)
warriors and spellcasters, and the occasional adventurer.
Fiendish Commanders. It is not uncommon to encounter Shapechanger. The barghest can use its action to polymorph into
greater barghests leading their own goblinoid armies, with a Small goblin or back into its true form. Other than its size and
their unfortunate goblin underlings both serving as slaves and speed, its statistics are the same in each form. Any equipment it is
sources of sustenance. Due to their strength and cunning, some wearing or carrying isn't transformed. The barghest reverts to its
greater barghests have even formed alliances with creatures that true form if it dies.
goblinoids might find too troublesome to be with on their own, Fire Banishment. When the barghest starts its turn engulfed in
such as hill giants, ogres, hags, harpies, trolls, and verbeeg. 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.
Instantaneous bursts of flame (such as a red dragon's breath or a
fireball spell) don't have this effect on the barghest.
Keen Smell. The barghest has advantage on Wisdom (Perception)
checks that rely on smell.
Innate Spellcasting. The barghest's innate spellcasting ability is
Charisma (spell save DC 15). The barghest can innately cast the
following spells, without providing material components:
At will: levitate, minor illusion, pass without trace
1/day: charm person

Actions
Bite. Melee Weapon Attack (true form only): +4 to hit, reach 5 ft.,
one target. Hit: 9 (2d6 + 2) piercing damage.

16 Chapter 1. Bestiary
Greater Barghest DC 15 Charisma saving throw or be instantly banished to Gehenna.
Instantaneous bursts of flame (such as a red dragon's breath or a
Large fiend, neutral evil fireball spell) don't have this effect on the barghest.

Armor Class 18 (natural armor) Keen Smell. The barghest has advantage on Wisdom (Perception)
Hit Points 153 (18d10 + 54) checks that rely on smell
Speed 60 ft. (30 ft. in goblin form) Innate Spellcasting. The barghest's innate spellcasting ability is
Charisma (spell save DC 15). The barghest can innately cast the
STR DEX CON INT WIS CHA following spells, without providing material components:
21 (+5) 15 (+2) 16 (+3) 14 (+2) 14 (+2) 16 (+3) At will: levitate, minor illusion, pass without trace
3/day: blink, charm person, dimension door, suggestion
Saving Throws Con +6, Wis +5, Cha +6 1/day: mislead
Skills Deception +6, Intimidation +6, Perception +8, Stealth +5
Damage Resistances cold, fire, lightning; bludgeoning, piercing, Actions
and slashing from nonmagical attacks Multiattack. In goblinoid form, the barghest makes two attacks with
Damage Immunities acid, poison its greatsword or with its claws. In true form, the barghest makes
Condition Immunities poison three attacks: one with its bite and two with its claws.
Senses blindsight 60 ft., darkvision 60 ft., passive Perception 18 Bite. Melee Weapon Attack (true form only): +8 to hit, reach 5 ft.,
Languages Abyssal, Common, Goblin, Infernal, telepathy 60 ft. one target. Hit: 14 (2d8 + 5) piercing damage.
Challenge 8 (3,900 XP)
Claw. Melee Weapon Attack: +8 to hit, reach 5 ft., one target.
Shapechanger. The barghest can use its action to polymorph into a Hit: 9 (1d8 + 5) piercing damage.
Small, Medium, or Large goblinoid, or back into its true form. Other Greatsword. Melee Weapon Attack (goblinoid form only): +8 to hit,
than its size and speed, its statistics are the same in each form. Any reach 10 ft., one target. Hit: 12 (2d6 + 5) slashing damage, or 19
equipment it is wearing or carrying isn't transformed. The barghest (4d6 + 5) slashing damage while in Large goblinoid form.
reverts to its true form if it dies.
Fire Banishment. When the barghest starts its turn engulfed in
flames that are at least 10 feet high or wide, it must succeed on a

Chapter 1. Bestiary 17
Beholders instances, a beholder that sought lichdom but failed in the ritual
Doomsphere would instead return as a doomsphere. The creature retains
almost all of its arsenal of abilities, save a few that have changed
Urban legends speak of the bodies of adventurers who were due to undeath. Most, but not all, tend to become insane after this
unfortunate enough to encounter the ghostly globe of death. ghastly reincarnation.
Lifeless bodies frozen in fear and anguish, no one can tell how The doomsphere continues to “live” beyond death as the vile
they came to their gruesome ends. Perhaps this spectral beholder xenophobic beholder it once was, only far more dangerous and
passed through their bodies, its necrotic touch corrupting flesh more isolated this time, and adventurers know better than to
and bone. Or perhaps one look at its pale, abhorrent visage was invade its old stomping grounds, which it haunts to this day.
enough to drain the life out of its own victims. Undead Nature. A doomsphere doesn't require air, food, drink,
Mad Orb of Undeath. A doomsphere is the restless spirit of or sleep.
a beholder that spawned after its death due to a curse or was
created by powerful necromantic magic. In extremely rare

Doomsphere 3. Fear Ray. The targeted creature must succeed on a DC 17


Wisdom saving throw or be frightened for 1 minute. The target can
Large aberration, lawful evil repeat the saving throw at the end of each of its turns, ending the
effect on itself on a success.
Armor Class 12 4. Slowing Ray. The targeted creature must succeed on a DC 17
Hit Points 161 (19d10 + 57) Dexterity saving throw. On a failed save, the target's speed is halved
Speed 0 ft., fly 20 ft. (hover) 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
STR DEX CON INT WIS CHA creature can repeat the saving throw at the end of each of its turns,
10 (+0) 14 (+2) 16 (+3) 17 (+3) 15 (+2) 18 (+4) ending the effect on itself on a success.
5. Enervation Ray. The targeted creature must succeed on a DC
Saving Throws Int +8, Wis +7, Cha +9 17 Constitution saving throw, taking 36 (8d8) necrotic damage on a
Skills Perception +12 failed save, or half as much damage on a successful one.
Damage Resistances acid, fire, lightning, thunder; bludgeoning, 6. Telekinetic Ray. If the target is a creature, it must succeed on
piercing, and slashing from nonmagical weapons a DC 17 Strength saving throw or the doomsphere moves it up to
Damage Immunities cold, necrotic, poison 30 feet in any direction. It is restrained by the ray's telekinetic grip
Condition Immunities charmed, exhaustion, frightened, until the start of the doomsphere's next turn or until the doomsphere
grappled, paralyzed, petrified, poisoned, prone, restrained is incapacitated. If the target is an object weighing 300 pounds or
Senses darkvision 120 ft., passive Perception 22 less that isn't being worn or carried, it is moved up to 30 feet in any
Languages Deep Speech, Undercommon direction. The doomsphere can also exert fine control on objects with
Challenge 15 (13,000 XP) this ray, such as manipulating a simple tool or opening a door or a
container.
7. Exhaustion Ray. The targeted creature must succeed on a DC 17
Antimagic Cone. The doomsphere's central eye creates an area of
Constitution saving throw or gain 1 level of exhaustion.
antimagic, as in the anti magic field spell, in a 150-foot cone. At the
8. Withering Ray. The targeted creature must succeed on a DC 17
start of each of its turns, the doomsphere decides which way the
Constitution saving throw. On a failed save, the creature ages 1d4 x
cone faces and whether the cone is active. The area works against
10 years. The aging effect can be reversed with a greater restoration
the doomsphere's own eye rays.
spell, but only within 24 hours of it occurring.
Ethereal Sight. The doomsphere can see 60 feet into the Ethereal 9. Disintegration Ray. If the target is a creature, it must succeed on
Plane when it is on the Material Plane, and vice versa. a DC 17 Dexterity saving throw or take 45 (10d8) force damage. If
this damage reduces the creature to 0 hit points, its body becomes a
Incorporeal Movement. The doomsphere can move through other pile of fine gray dust. If the target is a Large or smaller nonmagical
creatures and objects as if they were difficult terrain. It takes 5 object or creation of magical force, it is disintegrated without a saving
(1d10) force damage if it ends its turn inside an object. throw. If the target is a Huge or larger object or creation of magical
force, this ray disintegrates a 10-foot cube of it.
Actions 10. Death Ray. The targeted creature must succeed on a DC 17
Withering Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one Dexterity saving throw or take 55 (10d10) necrotic damage. The
target. Hit: 20 (4d8 + 2) necrotic damage. target dies if the ray reduces it to 0 hit points.
Etherealness. The doomsphere enters the Ethereal Plane from the
Material Plane, or vice versa. It is visible on the Material Plane while Legendary Actions
it is in the Border Ethereal, and vice versa, yet it can't affect or be The doomsphere can take 3 legendary actions, using the options
affected by anything on the other plane. listed below. It can take only one legendary action at a time and only
Eye Rays. The doomsphere shoots three of the following magical at the end of another creature's turn. The doomsphere regains spent
eye rays at random (reroll duplicates), choosing one to three targets legendary actions at the start of its turn.
it can see within 120 feet of it: Antimagic Cone. The doomsphere turns which way the cone faces
1. Chill Ray. The targeted creature must succeed on a DC 17 and whether the cone is active.
Constitution saving throw or take 18 (4d8) cold damage, its speed Eye Ray. The doomsphere uses one random eye ray.
is reduced by 10 feet, and has disadvantage on attack rolls until the
end of its next turn. This ray has no effect on creatures immune to Reactions
cold damage. Redirect Antimagic Cone. When the doomsphere sees a creature
2. Paralyzing Ray. The targeted creature must succeed on a DC 17 within 150 feet cast a spell, the doomsphere activates its antimagic
Constitution saving throw or be paralyzed for 1 minute. The target cone and points it at the creature.
can repeat the saving throw at the end of each of its turns, ending
the effect on itself on a success.

18 Chapter 1. Bestiary
Eye of the Deep Actions
Large aberration, lawful evil Multiattack. The eye of the deep makes three attacks: one with its
bite and two with its pincers.
Armor Class 17 (natural armor) Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 18
Hit Points 136 (16d10 + 48) (4d6 + 4) piercing damage.
Speed 0 ft., fly 20 ft. (hover), swim 30 ft.
Pincer. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit:
STR DEX CON INT WIS CHA 11 (2d6 + 4) bludgeoning damage. The target is grappled (escape
18 (+4) 14 (+2) 16 (+3) 16 (+3) 15 (+2) 16 (+3) DC 14) if it is a Large or smaller creature and the eye of the deep
doesn't have two other creatures grappled.
Saving Throws Int +7, Wis +6, Cha +7 Eye Rays. The eye of the deep shoots two eye rays, choosing one to
Skills Perception +10 two targets it can see within 120 feet of it:
Damage Resistances cold 1. Paralyzing Ray. The targeted creature must succeed on a DC
Condition Immunities prone 15 Constitution saving throw or be paralyzed for 1 minute. The
Senses darkvision 120 ft., passive Perception 20 target can repeat the saving throw at the end of each of its turns,
Languages Deep Speech, Undercommon ending the effect on itself on a success.
Challenge 11 (7,200 XP) 2. Cold Ray. The targeted creature must succeed on a DC 15
Dexterity saving throw, taking 28 (8d8) cold damage on a failed
Amphibious. The eye of the deep can breathe air and water. save, or half as much damage on a successful one.
Baleful Flash. The eye of the deep's central eye projects a blinding Legendary Actions
flash of light in a 60-foot cone as a bonus action. Each creature in
The eye of the deep can take 3 legendary actions, using the Eye
that area must succeed on a DC 15 Constitution saving throw or be
Ray option below. It can take only one legendary action at a time
blinded for 1 minute.
and only at the end of another creature's turn. The eye of the deep
Innate Spellcasting (psionics). The eye of the deep's innate regains spent legendary actions at the start of its turn.
spellcasting ability is Intelligence (spell save DC 15). The eye of Eye Ray. The eye of the deep uses one random eye ray.
the deep can innately cast the following spells, without providing Pincer. The eye of the deep makes one pincer attack.
material components:
At will: major image

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.

Chapter 1. Bestiary 19
Gouger
Gougers are large beholder-kin created by phaerimms eons ago
to hunt and kill other beholders. Slightly larger than a normal
beholder, the gouger possesses the same magical powers as that
of their kin and is armed with an abrasive and razor-sharp tongue
that it uses like a whip. It even has four tiny legs under its body
that enables 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 negate another beholder’s magic. They are
also quite insane.
Aggressive Stalkers. While the phaerimm have since mostly
forgotten about them, the gougers continue to aggressively prowl
the Underdark, hunting actively for beholders. This doesn't mean
they will not attack other creatures, however. In fact, they will
almost always attack and prey on anything Large or smaller on
sight to sustain their eternal hunt. It is quite possible however
to convince them to stop attacking or enter a truce if they are
provided information about a beholder's location.

Gouger another use of its eye ray or central eye (determined randomly,
Large aberration, neutral evil rerolling any duplicates).
Eye Ray. The gouger shoots one of the following magical eye rays
Armor Class 19 (natural armor) at random (reroll if already used this turn), choosing one target it
Hit Points 210 (20d10 + 100) can see within 120 feet of it:
Speed 10 ft., fly 20 ft. (hover) 1. Paralyzing Ray. The targeted creature must succeed on a DC
15 Constitution saving throw or be paralyzed for 1 minute. The
STR DEX CON INT WIS CHA target can repeat the saving throw at the end of each of its turns,
20 (+5) 14 (+2) 20 (+5) 9 (-1) 14 (+2) 14 (+2) ending the effect on itself on a success.
2. Fear Ray. The targeted creature must succeed on a DC 15
Saving Throws Dex + 7, Con +10, Wis +7 Wisdom saving throw or be frightened for 1 minute. The target can
Skills Perception +12 repeat the saving throw at the end of each of its turns, ending the
Condition Immunities prone effect on itself on a success.
Senses darkvision 120 ft., passive Perception 22 3. Telekinetic Ray. If the target is a creature, it must succeed on
Languages Deep Speech, Undercommon a DC 15 Strength saving throw or the beholder moves it up to 30
Challenge 13 (10,000 XP) feet 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
Antimagic Cone. The gouger's central eye creates an area of incapacitated. If the target is an object weighing 300 pounds or
antimagic, as in the anti magic field spell, in a 150-foot cone. At the less that isn't being worn or carried, it is moved up to 30 feet in any
start of each of its turns, the gouger decides which way the cone direction. The beholder can also exert fine control on objects with
this ray, such as manipulating a simple tool or opening a door or a
faces and whether the cone is active. The area works against the
container.
gouger's own eye rays.
4. Disintegration Ray. If the target is a creature, it must succeed
Beholder Slayer. The gouger has advantage on attack rolls and on a DC 15 Dexterity saving throw or take 45 (10d8) force damage.
saving throws made against beholders. If this damage reduces the creature to 0 hit points, its body
becomes a pile of fine gray dust. If the target is a Large or smaller
Actions nonmagical object or creation of magical force, it is disintegrated
Multiattack. The gouger makes three attacks: one with its bite or without a saving throw. If the target is a Huge or larger object or
tongue and two with its eye rays. creation of magical force, this ray disintegrates a 10-foot cube of it.
Bite. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 19
(4d6 + 5) piercing damage. Legendary Actions
The gouger can take 3 legendary actions, using the Eye Ray option
Tongue. Melee Weapon Attack: +10 to hit, reach 15 ft., one target.
below. It can take only one legendary action at a time and only
Hit: 15 (3d6 + 5) piercing damage. If the target is a creature, it must
at the end of another creature's turn. The gouger regains spent
succeed on a DC 15 Constitution saving throw or be blinded for 1
legendary actions at the start of its turn.
minute. If the blinded creature is a beholder, it loses the ability to
use one of its eye rays or central eye (determined randomly) while Eye Ray. The gouger uses one random eye ray.
blinded. Each time the beholder target fails its saving throw, it loses Tongue (Costs 2 Actions). The gouger makes one tongue attack.

20 Chapter 1. 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, 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) 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: +5 to hit, reach 5 ft., one target. Hit: 9 9. Disintegration Ray. If the target is a creature, it must succeed on
(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 (reroll duplicates), choosing one to three targets it
object or creation of magical force, it is disintegrated without a saving
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 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 its own territory where it can
make its mark and grow into adulthood.

Chapter 1. Bestiary 21
Berbalang
Berbalang Lore Master
Berbalang lore masters are berbalang specialist wizards that
have gained a vast amount of knowledge from the dead gods of
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 lore master 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 its spells even more unpredictable and extremely
dangerous.

Berbalang Lore Master duplicate exists, the berbalang is unconscious. A berbalang can
have only one duplicate at a time. The duplicate disappears when
Medium aberration, neutral evil it or the berbalang drops to 0 hit points or when the berbalang
dismisses it (no action required).
Armor Class 14 (natural armor) The duplicate has the same statistics and knowledge as the
Hit Points 76 (17d8) berbalang, and everything experienced by the duplicate is known
Speed 30 ft., fly 40 ft. by the berbalang. All damage dealt by the duplicate's at tacks is
psychic damage.
STR DEX CON INT WIS CHA
9 (-1) 16 (+3) 10 (+0) 18 (+4) 12 (+1) 11 (+0) Innate Spellcasting (psionics). The berbalang's innate spellcasting
ability is Intelligence (spell save DC 15). The berbalang can innately
Saving Throws Dex +6, Int +7 cast the following spells, requiring no material components:
Skills Arcana +7, History +7, Insight +4, Nature +7, Perception +4, At will: speak with the dead
Religion +7 1/day: plane shift
Senses truesight 120 ft., passive Perception 14
Spellcasting. The berbalang is a 6th-level spellcaster. Its
Languages all, but rarely speaks
spellcasting ability is Intelligence (spell save DC 15, + 7 to hit with
Challenge 5 (1,800 XP)
spell attacks). It has the following wizard spells prepared:
Cantrips: fire bolt, mage hand, poison spray, prestidigitation
Alter Energy Type (1/Turn). When the berbalang casts a spell with a 1st level (4 slots): burning hands, identify, magic missile, shield
spell slot and the spell deals acid, cold, fire, force, lightning, necrotic, 2nd level (3 slots): hold person, invisibility, scorching ray
radiant, or thunder damage, it can substitute that damage with one 3rd level (3 slots): dispel magic, fear, fireball
other type from that list.
Alter Saving Throw (Recharges after a Short or Long Rest). When Actions
the berbalang casts a spell with a spell slot and the spell requires a Multiattack. The berbalang makes two attacks: one with its bite
saving throw, it can change the saving throw from one ability score and one with its claws.
to another of its choice. Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target.
Spectral Duplicate (Recharges after a Short or Long Rest). As a Hit: 8 (1d10 + 3) piercing damage.
bonus action, the berbalang creates one spectral duplicate of itself Claws. Melee Weapon Attack: +6 to hit, reach 5 ft., one target.
in an unoccupied space it can see within 60 feet of it. While the Hit: 8 (2d4 + 3) slashing damage.

22 Chapter 1. Bestiary
Bodaks
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 instead. The bodak ravager is a bigger and
more aggressive type of bodak. While the bodak still prefers to
use its terrifying gazes to kill its foes, the ravager enjoys using its
imposing size and strength to crush its enemies.
Undead Nature. A bodak ravager doesn't require air, food, drink,
or sleep.

Bodak Ravager
Large undead, chaotic evil

Armor Class 17 (natural armor)


Hit Points 102 (12d10 + 36)
Speed 40 ft.

STR DEX CON INT WIS CHA


21 (+5) 16 (+3) 17 (+3) 7 (-2) 12 (+1) 12 (+1)

Skills Perception +5, Stealth +7


Damage Resistances cold, fire, necrotic; bludgeoning, piercing, and
slashing from nonmagical weapons
Damage Immunities lightning, poison
Condition Immunities charmed, frightened, poisoned
Senses darkvision 120 ft., passive Perception 15
Languages Abyssal, the languages it knew in life
Challenge 10 (5,900 XP)

Aura of Annihilation. The bodak can activate or deactivate this


feature as a bonus action. While active, the aura deals 5 necrotic
damage to any creature that ends its turn within 30 feet of the bodak.
Undead and fiends ignore this effect.
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
15 Constitution saving throw if the bodak isn't incapacitated and can
see the creature. If the saving throw fails by 5 or more, the creature
is reduced to 0 hit points, unless it is immune to the frightened
condition. Otherwise, a creature takes 16 (3d10) psychic damage on
a failed save. Unless surprised, a creature can avert its eyes to avoid
the saving throw at the start of its turn. If the creature does so, it has
disadvantage on attack rolls against the bodak until the start of its
next turn. If the creature looks at the bodak in the meantime, it must
immediately make the saving throw.
Sunlight Hypersensitivity. The bodak takes 5 radiant damage when
it starts its turn in sunlight. While in sunlight, it has disadvantage on
attack rolls and ability checks.
Actions
Multiattack. The bodak makes two fist attacks.
Fist. Melee Weapon Attack: +9 to hit, reach 10 ft., one target.
Hit: 10 (2d4 + 5) bludgeoning damage plus 9 (2d8) necrotic damage.
Withering Gaze. One creature that the bodak can see within 60
feet of it must make a DC 15 Constitution saving throw, taking 22
(4d10) necrotic damage on a failed save, or half as much damage on
a successful one.

Chapter 1. Bestiary 23
Bodak Devotee of Orcus
Bodak Devotee of Orcus Devotees of Orcus were once high priests who sought the ultimate
Medium undead, chaotic evil gift from Orcus - undeath. Only the most loyal and devout are able
to become bodaks that still retain their divine abilities. Otherwise,
Armor Class 15 (natural armor) they would simply turn into normal bodaks.
Hit Points 112 (15d8 + 45) Agents of Orcus. The Devotees of Orcus serve at the behest of
Speed 30 ft. the Hierophants of Annihilation and their god, Orcus. Staying just
behind the frontlines, devotees of Orcus utilize their vast array of
STR DEX CON INT WIS CHA
divine spells to spread undeath within their enemies’ ranks – and
15 (+2) 16 (+3) 16 (+3) 8 (-1) 16 (+3) 12 (+1)
bolstering theirs – by turning the dead into bodaks.
Undead Nature. A bodak devotee of Orcus doesn't require air,
Saving Throws Wis +7, Cha +5
food, drink, or sleep.
Skills Perception +7, Religion +3, Stealth +7
Damage Resistances cold, fire, necrotic; bludgeoning, piercing, and
slashing from nonmagical weapons
Damage Immunities lightning, poison
Condition Immunities charmed, frightened, poisoned
Senses darkvision 120 ft., passive Perception 17
Languages Abyssal, the languages it knew in life
Challenge 12 (8,400 XP)

Aura of Annihilation. The bodak can activate or deactivate this


feature as a bonus action. While active, the aura deals 5 necrotic
damage to any creature that ends its turn within 30 feet of the bodak.
Undead and fiends ignore this effect.
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
15 Constitution saving throw if the bodak isn't incapacitated and can
see the creature. If the saving throw fails by 5 or more, the creature
is reduced to 0 hit points, unless it is immune to the frightened
condition. Otherwise, a creature takes 22 (4d10) psychic damage on
a failed save. Unless surprised, a creature can avert its eyes to avoid
the saving throw at the start of its turn. If the creature does so, it has
disadvantage on attack rolls against the bodak until the start of its
next turn. If the creature looks at the bodak in the meantime, it must
immediately make the saving throw.
Spellcasting. The bodak is a 13th-level spellcaster. Its spellcasting
ability is Wisdom (spell save DC 15, +7 to hit with spell attacks). It
has the following cleric spells prepared:
Cantrips (at will): guidance, mending, resistance, toll the dead,
thaumaturgy
1st level (4 slots): bane, false life, inflict wounds, ray of sickness
2nd level (3 slots): blindness/deafness, hold person, ray of
enfeeblement, silence
3rd level (3 slots): animate dead, bestow curse, vampiric touch
4th level (3 slots): banishment, blight, death ward
5th level (2 slots): antilife shell, cloudkill, flame strike
6th level (1 slot): harm
7th level (1 slot): symbol
Sunlight Hypersensitivity. The bodak takes 5 radiant damage when
it starts its turn in sunlight. While in sunlight, it has disadvantage on
attack rolls and ability checks.
Actions
Fist. Melee Weapon Attack: +7 to hit, reach 10 ft., one target.
Hit: 4 (1d4 + 2) bludgeoning damage plus 13 (3d8) necrotic damage.
Withering Gaze. One creature that the bodak can see within 60
feet of it must make a DC 15 Constitution saving throw, taking 33
(6d10) necrotic damage on a failed save, or half as much damage on
a successful one.

24 Chapter 1. Bestiary
Boggle

Boggle Trickster
Boggle tricksters are craftier, quicker and tend to be more
annoying than its 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 – in opportune moments – torment its victims. While they do
not intentionally try to kill anyone, they can be very dangerous if
backed in 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.

through the rift (including a portion of its body) emerges at the


Boggle Trickster destination. Only the boggle can use the rift, and it lasts until the
Small fey, chaotic neutral end of the boggle's next turn.
Evasion. If the boggle is subjected to an effect that allows it to
Armor Class 14
make a Dexterity saving throw to take only half damage, the boggle
Hit Points 60 (11d6 + 22)
instead takes no damage if it succeeds on the saving throw, and only
Speed 30 ft., climb 30 ft.
half damage if it fails.
STR DEX CON INT WIS CHA Sneak Attack (1/Turn). The boggle deals an extra 14 (4d6) damage
8 (-1) 18 (+4) 14 (+2) 12 (+1) 12 (+1) 8 (-1) 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 boggle
Skills Perception +3, Sleight of Hand +8, Stealth +8 that isn't incapacitated and the boggle doesn't have disadvantage on
Damage Resistances fire the attack roll.
Senses darkvision 60 ft., passive Perception 13 Spellcasting. The boggle is a 7th-level spellcaster. Its spellcasting
Languages Sylvan ability is Intelligence (spell save DC 11). It has the following wizard
Challenge 3 (700 XP) spells prepared:
Cantrips: infestation, mage hand, minor illusion
Boggle Oil. The boggle excretes nonflammable oil from its pores. 1st level (4 slots): disguise self, silent image, Tasha's hideous
The boggle chooses whether the oil is slippery or sticky and can laughter
change the oil on its skin from one consistency to another as a bonus 2nd level (2 slots): invisibility, phantasmal force
action.
Uncanny Smell. The boggle has advantage on Wisdom (Perception)
Slippery Oil: While coated in slippery oil, the boggle gains
checks that rely on smell.
advantage on Dexterity (Acrobatics) checks made to escape bonds,
squeeze through narrow spaces, and end grapples. Actions
Sticky Oil: While coated in sticky oil, the boggle gains advantage on
Dagger. Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or
Strength (Athletics) checks made to grapple and any ability check
range 20/60 ft., one target. Hit: 6 (1d4 + 4) piercing damage.
made to maintain a hold on another creature, a surface, or an object.
The boggle can also climb difficult surfaces, including upside down Oil Puddle. The boggle creates a puddle of oil that is either slippery
on ceilings, without needing to make an ability check. or sticky (boggle's choice). The puddle is l inch deep and covers the
ground in the boggle's space. The puddle is difficult terrain for all
Cunning Action. On each of its turns, the boggle can use a bonus
creatures except boggles and lasts for l hour.
action to take the Dash, Disengage, or Hide action.
If the oil is slippery, any creature that enters the puddle's area
Dimensional Rift. As a bonus action, the boggle can create an or starts its turn there must succeed on a DC 11 Dexterity saving
invisible and immobile rift within an opening or frame it can see throw or fall prone.
within 5 feet of it, provided that the space is no bigger than 10 feet If the oil is sticky, any creature that enters the puddle's area or
on any side. The dimensional rift bridges the distance between that starts its turn there must succeed on a DC 11 Strength saving throw
space and any point within 30 feet of it that the boggle can see or or be restrained. On its turn, a creature can use an action to try to
specify by distance and direction (such as "30 feet straight up"). extricate itself from the sticky puddle, ending the effect and moving
While next to the rift, the boggle can see through it and is considered into the nearest safe unoccupied space with a successful DC 11
to be next to the destination as well, and anything the boggle puts Strength check.

Chapter 1. Bestiary 25
Boneclaw

Lesser Boneclaw
Boneclaws are accidentally spawned after a wizard's failed
attempt in becoming a lich. Lesser boneclaws, on the other hand,
are deliberately created by powerful necromancers, death priests,
and shadow sorcerers and bears the same pleasure as its normal
brethren when fulfilling its master’s desires.
Cruel Sentinels. While weaker than the standard boneclaw,
lesser boneclaws are still intelligent undead that can serve as elite
guards. Their finger claws can still extend to a distance of 15 feet,
their bony faces twisted in a macabre smile as they skewer and
slice their victims apart with ease.
Undead Nature. A lesser boneclaw doesn't require air, food,
drink, or sleep.

Lesser Boneclaw
Large undead, chaotic evil

Armor Class 15 (natural armor)


Hit Points 75 (10d10 + 20)
Speed 40 ft.

STR DEX CON INT WIS CHA


18 (+4) 16 (+3) 15 (+2) 12 (+1) 13 (+1) 8 (-1)

Skills Perception +5, Stealth +7


Damage Resistances cold, necrotic; bludgeoning, piercing, and
slashing from nonmagical weapons
Condition Immunities charmed, exhaustion, frightened, paralyzed,
poisoned
Senses darkvision 60 ft., passive Perception 15
Languages Cpmmon plus the main languages of its master
Challenge 6 (2,300 XP)

Actions
Multiattack. The boneclaw makes two 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 visible enemy moving into its reach,
the boneclaw makes one claw attack against that enemy. If the attack
hits, the boneclaw can make a second claw attack against the target.

26 Chapter 1. Bestiary
Bugbears
Bugbear Assassin
The bugbear assassin uses its uncanny combination of strength
and agility to successfully carry out assassination missions.
Brutishly strong and incredibly cunning, the bugbear assassin
uses it multitude of specialized weapons to kill its targets. Its
favored weapon is the garrote which it uses to strangle its targets
to death. It would often decapitate its kills and offer the heads to
its deities – Hruggek and Grankhul.

Bugbear Assassin
Medium humanoid (goblinoid), chaotic evil

Armor Class 16 (studded leather)


Hit Points 97 (15d8 + 30)
Speed 30 ft.

STR DEX CON INT WIS CHA


14 (+2) 18 (+4) 14 (+2) 12 (+1) 11 (+0) 9 (-1)

Skills Acrobatics +10, Perception +3, Stealth +10, Survival +3


Senses darkvision 60 ft., passive Perception 13
Languages Common, Goblin
Challenge 7 (2,900 XP)

Assassinate. During its first turn, the bugbear has advantage on


attack rolls against any creature that hasn't taken a turn. Any hit the
bugbear scores against a surprised creature is a critical hit.
Brute. A melee weapon deals one extra die of its damage when the
bugbear hits with it (included in the attack).
Cunning Action. The bugbear can take the Dash, Disengage, or Hide
action as a bonus action on each of its turns.
Evasion. If the bugbear is subjected to an effect that allows it to
make a Dexterity saving throw to take only half damage, the bugbear
instead takes no damage if it succeeds on the saving throw, and only
half damage if it fails.
Sneak Attack (1/Turn). The bugbear deals an extra 14 (4d6) damage
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
bugbear that isn't incapacitated and the bugbear doesn't have
disadvantage on the attack roll.

Actions
Scimitar. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit:
11 (2d6 + 4) slashing 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.
Garrote. Melee Weapon Attack: +7 to hit, reach 5 ft., one Medium
or Small creature against which the bugbear has advantage on the
attack roll. Hit: 9 (2d4 + 4) bludgeoning damage, and the target is
grappled (escape DC 12). Until the grapple ends, the target can't
breathe and takes 14 (4d4 + 4) bludgeoning damage at the start of
each of the bugbear's turns. The bugbear can't make weapon attacks
while grappling a creature in this way.
Javelin. Melee or Ranged Weapon Attack: +7 to hit, reach 5 ft. or
range 30/120 ft., one target. Hit: 11 (2d6 + 4) piercing damage in
melee or 7 (1d6 + 4) piercing damage at range.

Chapter 1. Bestiary 27
Bugbear Huntmaster its weapon attack if it hits a creature that doesn't have all its hit
points.
Medium humanoid (goblinoid), chaotic evil
Surprise Attack. If the bugbear surprises a creature and hits it with
Armor Class 17 (studded leather, shield) an attack during the first round of combat, the target takes an extra
Hit Points 84 (13d8 + 26) 7 (2d6) damage from the attack.
Speed 30 ft. Actions
STR DEX CON INT WIS CHA Multiattack. The bugbear makes two melee attacks or two ranged
16 (+3) 16 (+3) 14 (+2) 8 (-1) 14 (+2) 9 (-1) attacks.
Greatsword. Melee Weapon Attack: +6 to hit, reach 5 ft., one target.
Skills Perception +5, Stealth +9, Survival +5
Hit: 17 (4d6 + 3) slashing damage.
Senses darkvision 60 ft., passive Perception 15
Languages Common, Goblin Hunting Bolas. Ranged Weapon Attack: +6 to hit, range 20/60 ft.,
Challenge 5 (1,800 XP) one creature. Hit: 5 (1d3 + 3) bludgeoning damage and the target
must succeed on a DC 14 Strength saving throw or be restrained
Brute. A melee weapon deals one extra die of its damage when the and knocked prone. As an action, the restrained creature can make
bugbear hits with it (included in the attack). a DC 14 Strength check, escaping on a success. The effect ends if
the hunting bolas is destroyed. The hunting bolas has AC 10, 5 hit
Go for the Throat. As a bonus action, the bugbear targets one beast points, resistance to bludgeoning damage, and immunity to poison
within 30 feet that can see and hear the bugbear. The beast can use and psychic damage.
its reaction to move up to half its speed and make one melee attack
against a prone creature. If the beast hits, the hit is automatically a Longbow. Ranged Weapon Attack: +6 to hit, range 150/600 ft., one
critical hit. creature. Hit: 7 (1d8 + 3) piercing damage.

Innate Spellcasting. The bugbear's innate spellcasting ability is Summon Beasts (Recharges after a Short or Long Rest). The
Wisdom. The bugbear can innately cast the following spells, without bugbear summons 2d6 giant rats, 1d4 wolves, or 1d2 worgs. The
providing material components: beasts appear in unoccupied spaces within 30 feet of the bugbear
and acts as its allies. The beasts act right after the bugbear on
1/day each: beast bond, beast sense, hunter's mark
the same initiative count and fight until they're destroyed. They
Slay Foe (1/Turn). The bugbear deals an extra 9 (2d8) damage with disappear when the bugbear dies.

Bugbear Huntmaster
The bugbear huntmaster is formidable ranger and coldblooded
killer that can command a pack of vicious beasts. Highly efficient
hunters and excellent hunters, a huntmaster is often sent by
its elders to hunt down a rampaging monster, enemy scouts, or
escaped prisoners.

28 Chapter 1. Bestiary
Bugbear King Bugbear Beast Shaman
The bugbear king claims its name for being the strongest and The bugbear beast shaman wears a grizzly bear cloak and is
most cunning of all the bugbears in its tribe. The penultimate armed with meticulously crafted bear claws as fist weapons. The
warlord, it leads its kin in combat while brandishing its great beast shaman is a potent druid that can cast spells and attack
morningstar. The bugbear king displays its strength and guile with its claws on the same turn. As if it wasn’t already strong
through its headstrong stubbornness to be conquered by its foes, enough as a bugbear spellcaster, the beast shaman is also a deadly
and strategically commands its feverishly loyal subjects towards shapeshifter. It can take the form of a giant wolverine, saber-tooth
victory and plunder – all for the glory if its deities. tiger, or worg alpha in an instant before charging into the fray.

Bugbear King Bugbear Beast Shaman


Medium humanoid (goblinoid), chaotic evil Medium humanoid (goblinoid), chaotic evil

Armor Class 17 (half plate) Armor Class 14 (hide armor)


Hit Points 161 (19d8 + 76) Hit Points 71 (11d8 + 22)
Speed 30 ft. Speed 30 ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
22 (+6) 14 (+2) 18 (+4) 11 (+0) 16 (+3) 13 (+1) 15 (+2) 14 (+2) 14 (+2) 10 (+1) 17 (+3) 10 (+0)

Saving Throws Str +10, Dex +6, Con +8 Skills Perception +5, Stealth +6, Survival +5
Skills Athletics +10, Intimidation +5, Stealth +10, Survival +7 Senses darkvision 60 ft., passive Perception 16
Senses darkvision 60 ft., passive Perception 13 Languages Common, Goblin
Languages Common, Bugbear Challenge 4 (1,100 XP)
Challenge 10 (5,900 XP)
Brute. A melee weapon deals one extra die of its damage when the
Aura of Fervor. An ally that is within 30 feet of the bugbear and can bugbear hits with it (included in the attack).
see and hear the bugbear has advantage to saving throws against Change Shape (Recharges after a Short or Long Rest). As a bonus
being charmed and frightened, and all attack rolls against enemies action, the bugbear can magically polymorph into a giant wolverine,
within 30 feet of the bugbear, provided that the bugbear isn't sabre-tooth tiger, or worg alpha, remaining in that form for up to 1
incapacitated. hour. It can revert to its true form as a bonus action. Its statistics,
Brute. A melee weapon deals one extra die of its damage when the other than its size, are the same in each form. Any equipment it is
bugbear hits with it (included in the attack). wearing or carrying isn't transformed. It reverts to its true form if it
dies.
Surprise Attack. If the bugbear surprises a creature and hits it with
an attack during the first round of combat, the target takes an extra Spellcasting. The bugbear is a 7th-level spellcaster. Its spellcasting
7 (2d6) damage from the attack. ability is Wisdom (spell save DC 13, +5 to hit with spell attacks). It
has the following druid spells prepared:
Actions Cantrips (at will): druidcraft, poison spray, thorn whip
Multiattack. The bugbear makes two attacks with its great 1st level (4 slots): charm person, entangle, healing word
morningstar or javelin. 2nd level (3 slots): heat metal, hold person, spike growth
3rd level (3 slots): conjure animals (wolves), erupting earth, stinking
Great Morningstar. Melee Weapon Attack: +10 to hit, reach 5 ft.,
cloud
one target. Hit: 19 (2d12 + 6) bludgeoning damage. If the target is
4th level (1 slot): charm monster
a creature and the attack roll against the target succeeds by 5 or
more, the target must succeed on a DC 18 Constitution saving throw Nature's Fury. When the bugbear casts a druid spell, it can make one
or be stunned until the end of its next turn. bear claw attack as a bonus action.
Javelin. Melee or Ranged Weapon Attack: +10 to hit, reach 5 ft. or Surprise Attack. If the bugbear surprises a creature and hits it with
range 30/120 ft., one target. Hit: 13 (2d6 + 6) piercing damage in an attack during the first round of combat, the target takes an extra 7
melee or 9 (1d6 + 6) piercing damage at range. (2d6) damage from the attack.

Legendary Actions Actions


The bugbear can take 3 legendary actions, choosing from the Multiattack. The bugbear makes two bear claw attacks.
options below. Only one legendary action option can be used at a
Bear Claw. Melee Weapon Attack: +4 to hit, reach 5 ft., one target.
time and only at the end of another creature's turn. The bugbear
Hit: 9 (2d6 + 2) piercing damage.
regains spent legendary actions at the start of its turn.
Move. The bugbear moves up to half its speed.
Strategic Command. The bugbear targets one ally it can see within
30 feet of it. If the target can see and hear the bugbear, the target
can use its reaction to make one weapon attack or take the Dash,
Dodge, or Hide action.
Great Morningstar (Costs 2 Actions). The bugbear makes a great
morningstar attack.

Chapter 1. Bestiary 29
Bunyip
Bunyip
Looking like a cross between a shark and a leopard seal, the
bunyip is a curious specimen of nature. Covered in a seal's
matted fur, but with the fins, tail, and serrated teeth of a shark,
the bunyip is an aquatic predator that can be found in shallow
bodies of fresh water and near sea caves. It generally keeps to
itself, heading out in the open only to forage for edible plants and
hunt for prey. It is normally solitary, using its keen sense of smell
to avoid encounters with other creatures and humanoids, unless it
can ambush them.
Frenzied Killer. What makes a bunyip dangerous is when it
smells blood in the water, which sends it in a savage frenzy. A bite
from a bunyip can become a life and death struggle for its victim.
The bunyip drags its prey underwater and proceeds to thrash its
head sideways, tearing and shredding its victim senseless.

Dire Bunyip
The extremely rare gigantic bunyip lives in isolation and is the
alpha of its kind. A very hungry dire bunyip has been known to
attack small ships or boats docked near shallow waters or stuck in
polar ice, slamming into and attempting to overturn them to get to
its crew and cargo.

Dire Bunyip
Huge monstrosity, unaligned

Armor Class 15 (natural armor)


Hit Points 115 (10d12 + 50)
Bunyip Speed 20 ft., Swim 40 ft.
Large monstrosity, unaligned
STR DEX CON INT WIS CHA
Armor Class 14 (natural armor) 23 (+6) 14 (+2) 21 (+5) 4 (-3) 14 (+2) 7 (-2)
Hit Points 42 (5d10 + 15)
Speed 20 ft., Swim 40 ft.
Skills Perception +5
Senses blindsight 60 ft., passive Perception 15
STR DEX CON INT WIS CHA Languages -----
19 (+4) 14 (+2) 17 (+3) 4 (-3) 12 (+1) 7 (-2) Challenge 6 (2,300 XP)

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) 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 dire bunyip makes two attacks: one with its bite
Keen Smell. The bunyip has advantage on Wisdom (Perception) one 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.

30 Chapter 1. Bestiary
Cadaver Collector

Greater Cadaver Collector


The greater cadaver collector is an ancient juggernaut of war.
Only a few were made due to its exorbitant costs and difficulty to
create, but they were probably worth the trouble as they still exist,
roaming the ancient battlefields of the Lower Planes for eons.
Both demons and devils give them a wide berth, lest they get
added on to the mighty construct’s grisly collection.
War Machine. In battle, the greater cadaver collector can
summon multiple specters for aid as it uses its massive iron fists
to bludgeon opponents into mush. Creatures unable to resist
its paralyzing breath are crushed and trampled by its massive
stomps. Those unfortunate enough to get captured suffer a worse
fate: getting impaled on the construct’s armor spikes and left there
to suffer and slowly die as they bleed out.

Slam. Melee Weapon Attack: +13 to hit, reach 5 ft., one target.
Greater Cadaver Collector Hit: 25 (4d8 + 7) bludgeoning damage plus 16 (3d10) necrotic
Huge construct, lawful evil damage and the target is grappled (escape DC 17) if it is a Large or
smaller creature. Until this grapple ends, the target is restrained,
Armor Class 18 (natural armor) and the cadaver collector can't use its one of its slam attacks on
Hit Points 300 (24d12 + 144) another target.
Speed 40 ft.
Impale. The cadaver collector attempts to impale a creature it has
grappled. The creature must succeed on a DC 21 Strength saving
STR DEX CON INT WIS CHA throw or take 16 (2d8 + 7) piercing damage and 9 (2d8) necrotic
25 (+7) 14 (+2) 22 (+6) 6 (-3) 12 (+1) 9 (-1) damage and be restrained (escape DC 17). While restrained, the
target takes 9 (2d8) piercing damage and 9 (2d8) necrotic damage at
Damage Immunities necrotic, poison, psychic; bludgeoning, the start of each of its turns. The cadaver collector can impale up to
piercing, and slashing from nonmagical attacks that aren't 8 Medium creatures, 1 Large and 6 Medium creatures, 2 Large and
adamantine 4 Medium creatures, 3 Large and 2 Medium creatures, or 4 Large
Condition Immunities charmed, exhaustion, frightened, paralyzed, creatures.
petrified, poisoned
Senses darkvision 60 ft., passive Perception 11 Crushing Stride.The cadaver collector moves up to its speed in
Languages understands all languages but can' t speak a straight line. During this move, it can enter Large or smaller
Challenge 19 (22,000 XP) creatures' spaces. A creature whose space the cadaver collector
enters must succeed on a DC 21 Dexterity saving throw. On a
successful save, the creature is pushed 5 feet to the nearest space
Magic Resistance. The cadaver collector has advantage on saving out of the cadaver collector's path. On a failed save, the creature falls
throws against spells and other magical effects. prone and takes 25 (4d8 + 7) bludgeoning damage and 16 (3d10)
Summon Specters (Recharges after a Short or Long Rest). As a necrotic damage. If the cadaver collector remains in the prone
bonus action, the cadaver collector calls up the enslaved spirits of creature's space, the creature is also restrained until it's no longer
those it has slain; 2d6 specters (without Sunlight Sensitivity) arise in the same space as the cadaver collector. While restrained in this
in unoccupied spaces within 15 feet of the cadaver collector. The way, the creature, or another creature within 5 feet of it, can make a
specters act right after the cadaver collector on the same initiative DC 21 Strength check. On a success, the creature is shunted to an
count and fight until they're destroyed. They disappear when the unoccupied space of its choice within 5 feet of the cadaver collector
cadaver collector is destroyed. and is no longer restrained.
Paralyzing Breath (Recharge 5-6). The cadaver collector releases
Actions paralyzing gas in a 30-foot cone. Each creature in that area must
Multiattack. The cadaver collector makes two slam attacks. If the make a successful DC 20 Constitution saving throw or be paralyzed
cadaver collector is grappling a creature, the cadaver collector can for l minute. A paralyzed creature repeats the saving throw at the
also use Impale once. end of each of its turns, ending the effect on itself with a success.

Chapter 1. Bestiary 31
Catoblepas Catoblepas Calf
Medium monstrosity, unaligned

Armor Class 12 (natural armor)


Hit Points 30 (4d8 + 12)
Speed 30 ft.
Catoblepas Calf
Normally docile, a catoblepas calf will usually stay within its STR DEX CON INT WIS CHA
marshy domain and live contentedly in its own mire. But if 14 (+2) 12 (+1) 16 (+3) 3 (-4) 12 (+1) 8 (-1)
intruders – often lost adventurers – approach, it will use its tail to
keep its opponents at bay. While young, its death ray can still prove Senses darkvision 60 ft., passive Perception 11
to be a deadly threat to naïve adventurers. Adventurers beware Languages -----
though, its overprotective mother may not be not too far away. Challenge 2 (450 XP)

Keen Smell. The catoblepas has advantage on Wisdom (Perception)


checks that rely on smell.
Monstrous Catoblepas Stench. Any creature other than a catoblepas that starts its
Adventurers will feel there's something terribly wrong when turn within 10 feet of the catoblepas must succeed on a DC 12
they've wandered a swamp for miles and have not encountered Constitution saving throw or be poisoned until the start of its next
any sign of life. When a catoblepas, which has no known natural turn. On a successful saving throw, the creature is immune to the
enemies, is left alone for decades of consuming carrion, it can stench of any catoblepas for 1 hour.
grow to an immense size and wipe out all manner of beasts and
humanoid within miles of its natural habitat.
Actions
Tail. Melee Weapon Attack: +4 to hit, reach 5 ft., one target.
Hit: 9 (2d6 + 2) bludgeoning damage, and the target must succeed
on a DC 12 Constitution saving throw or be stunned until the start
of the catoblepas's next turn.
Death Ray (Recharge 5-6). The catoblepas targets a creature
that it can see within 30 feet of it. The target must make a DC 13
Constitution saving throw, taking 18 (4d8) necrotic damage on
a failed save, or half as much damage on a successful one. If the
saving throw fails by 5 or more, the target instead takes 32 necrotic
damage. The target dies if reduced to 0 hit points by this ray.

32 Chapter 1. Bestiary
Monstrous Catoblepas Actions
Multiattack. The catoblepas makes two attacks: one with its bite
Huge monstrosity, unaligned
and one with its tail. It can't make both attacks against the same
Armor Class 16 (natural armor) target.
Hit Points 162 (12d12 + 84) Bite. Melee Weapon Attack: +10 to hit, reach 5 ft., one target.
Speed 40 ft. Hit: 13 (2d6 + 6) piercing damage. If the target is a creature, it must
succeed on a DC 19 Constitution saving throw against disease or
STR DEX CON INT WIS CHA become poisoned until the disease is cured. Every 24 hours that
23 (+6) 12 (+1) 25 (+7) 3 (-4) 16 (+3) 8 (-1) elapse, the target must repeat the saving throw, reducing its hit
point maximum by 5 (1d10) on a failure . The disease is cured
Senses darkvision 60 ft., passive Perception 13 on a success. The target dies if the disease reduces its hit point
Languages ----- maximum to 0. This reduction to the target's hit point maximum
Challenge 10 (5,900 XP) lasts until the disease is cured.
Tail. Melee Weapon Attack: +10 to hit, reach 5 ft., one target.
Keen Smell. The catoblepas has advantage on Wisdom (Perception) Hit: 34 (8d6 + 6) bludgeoning damage, and the target must succeed
checks that rely on smell. on a DC 18 Constitution saving throw or be stunned until the start
Stench. Any creature other than a catoblepas that starts its of the catoblepas's next turn.
turn within 15 feet of the catoblepas must succeed on a DC 19 Death Ray (Recharge 5-6). The catoblepas targets a creature
Constitution saving throw or be poisoned until the start of its next that it can see within 30 feet of it. The target must make a DC 19
turn. On a successful saving throw, the creature is immune to the Constitution saving throw, taking 54 (12d8) necrotic damage on
stench of any catoblepas for 1 hour. a failed save, or half as much damage on a successful one. If the
saving throw fails by 5 or more, the target instead takes 96 necrotic
damage. The target dies if reduced to 0 hit points by this ray.

Chapter 1. Bestiary 33
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.

Monstrous Cave Fisher


Extremely rare and can only be found in the deepest reaches of
the Underdark where there are vast wide caverns, the monstrous
cave fisher reaches lengths of about 25 feet. This fearsome
predator normally hunts umber hulks and similarly large prey.

Monstrous Cave Fisher


Huge monstrosity, unaligned
Giant Cave Fisher
Armor Class 18 (natural armor) Large monstrosity, unaligned
Hit Points 157 (15d12 + 60)
Speed 40 ft., climb 40 ft. Armor Class 17 (natural armor)
Hit Points 102 (12d10 + 36)
STR DEX CON INT WIS CHA Speed 30 ft., climb 30 ft.
24 (+7) 13 (+1) 18 (+4) 3 (-4) 14 (+2) 3 (-4)
STR DEX CON INT WIS CHA
Skills Perception +6, Stealth +9 20 (+5) 13 (+1) 16 (+3) 3 (-4) 12 (+1) 3 (-4)
Senses blindsight 60 ft., passive Perception 16
Languages ----- Skills Perception +4, Stealth +7
Challenge 11 (7,200 XP) Senses blindsight 60 ft., passive Perception 14
Languages -----
Adhesive Filament. The cave fisher can use its action to extend a Challenge 6 (2,300 XP)
sticky filament up to 120 feet, and the filament adheres to anything
that touches it. A creature adhered to the filament is grappled by the Adhesive Filament. The cave fisher can use its action to extend a
cave fisher (escape DC 17), and ability checks made to escape this sticky filament up to 90 feet, and the filament adheres to anything
grapple have disadvantage. A creature that starts its turn adhered to that touches it. A creature adhered to the filament is grappled by the
the filament takes 11 (2d10) acid damage. cave fisher (escape DC 15), and ability checks made to escape this
The filament can be attacked (AC 15; 20 hit points; immunity grapple have disadvantage. A creature that starts its turn adhered to
to poison and psychic damage), but a weapon that fails to sever the filament takes 5 (1d10) acid damage.
it becomes stuck to it, requiring an action and a successful DC The filament can be attacked (AC 15; 10 hit points; immunity
15 Strength check to pull free. Destroying the filament deals no to poison and psychic damage), but a weapon that fails to sever
damage to the cave fisher, which can extrude a replacement filament it becomes stuck to it, requiring an action and a successful DC
on its next turn. 15 Strength check to pull free. Destroying the filament deals no
Flammable Blood. If the cave fisher drops to half its hit points or damage to the cave fisher, which can extrude a replacement filament
fewer, it gains vulnerability to fire damage. on its next turn.

Spider Climb. The cave fisher can climb difficult surfaces, including Flammable Blood. If the cave fisher drops to half its hit points or
upside down on ceilings, without needing to make an ability check. fewer, it gains vulnerability to fire damage.
Spider Climb. The cave fisher can climb difficult surfaces, including
Actions upside down on ceilings, without needing to make an ability check.
Multiattack. The cave fisher makes three attacks: two with its claws.
and one with its bite. Actions
Bite. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Multiattack. The cave fisher makes two attacks with its claws.
Hit: 14 (2d6 + 7) piercing damage plus 11 (2d10) acid damage. Claw. Melee Weapon Attack: +8 to hit, reach 5 ft., one target.
Claw. Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 15 (3d6 + 5) slashing damage.
Hit: 21 (4d6 + 7) slashing damage. Filament. Up to two creatures grappled by the cave fisher's adhesive
Filament. All creatures grappled by the cave fisher's adhesive filament must make a DC 15 Strength saving throw, provided that
filament must make a DC 17 Strength saving throw, provided that the target weighs 200 pounds or less. On a failure, the target is
the target weighs 200 pounds or less. On a failure, the target is pulled into an unoccupied space within 5 feet of the cave fisher, and
pulled into an unoccupied space within 5 feet of the cave fisher, and the cave fisher makes a claw attack against it as a bonus action. Up
the cave fisher makes a claw attack against it as a bonus action. to two targets can be reeled up by the cave fisher and anyone else
Until the grapple ends on the targets, the cave fisher can't extrude that were attached to the filament are released. Until the grapple
another filament. ends on the targets, the cave fisher can't extrude another filament.

34 Chapter 1. Bestiary
Chitines Chitine Warrior
Small monstrosity, chaotic evil
Chitine Skulker Armor Class 16 (hide armor, shield)
Often serving as scouts for its patrols, the deadly skulkers have Hit Points 33 (6d6 + 12)
the ability to stay completely hidden in the darkness, making it Speed 30 ft., climb 30 ft.
perfect for ambushing unwary prey that may have stumbled within
its reach. STR DEX CON INT WIS CHA
12 (+1) 14 (+2) 14 (+2) 10 (+0) 10 (+0) 7 (-2)

Chitine Warrior Skills Athletics +5, Stealth +4


The strongest of their tribe, chitine warriors are chosen from the Senses darkvision 60 ft., passive Perception 10
victors of brutal tribal competitions. Unlike normal chitine that Languages Undercommon
prefer to ambush their foes, chitine warriors willingly charge into Challenge 1 (200 XP)
the battle.
Fey Ancestry. The chitine has advantage on saving throws against
being charmed, and magic can't put the chitine to sleep.
Sunlight Sensitivity. While in sunlight, the chitine has disadvantage
on attack rolls, as well as on Wisdom (Perception) checks that rely
on sight.
Web Sense. While in contact with a web, the chitine knows the
exact location of any creature in contact with the same web.
Web Walker. The chitine ignores movement restrictions caused by
webbing.
Chitine Skulker Actions
Small monstrosity, chaotic evil Multiattack. The chitine makes three attacks with its shortswords.
Armor Class 16 (leather armor) Shortsword. Melee Weapon Attack: +4 to hit, reach 5 ft., one target.
Hit Points 36 (8d6 + 8) Hit: 5 (1d6 + 2) piercing damage.
Speed 30 ft., climb 30 ft.

STR DEX CON INT WIS CHA


10 (+0) 18 (+4) 12 (+1) 10 (+0) 12 (+1) 7 (-2)

Skills Acrobatics +6, Athletics +4, Stealth +8


Senses darkvision 60 ft., passive Perception 11
Languages Undercommon
Challenge 2 (450 XP)

Ambusher. The chitine has advantage on attack rolls against any


creature it has surprised.
Fey Ancestry. The chitine has advantage on saving throws against
being charmed, and magic can't put the chitine to sleep.
Stealthy. On each of its turns, the chitine can use a bonus action to
take the Hide action.
Sunlight Sensitivity. While in sunlight, the chitine has disadvantage
on attack rolls, as well as on Wisdom (Perception) checks that rely
on sight.
Web Sense. While in contact with a web, the chitine knows the
exact location of any creature in contact with the same web.
Web Walker. The chitine ignores movement restrictions caused by
webbing.
Sneak Attack (1/Turn). The chitine deals an extra 10 (3d6) damage
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 chitine
that isn't incapacitated and the chitine doesn't have disadvantage on
the attack roll.

Actions
Multiattack. The chitine makes three attacks with its daggers.
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.

Chapter 1. Bestiary 35
Choldrith Priestess Choldrith Queen
The choldrith priestess is a devout follower of Lolth and serves The choldrith queen is the supreme leader of its chitine colony.
at the behest of the choldrith queen. It takes charge of managing An extremely powerful priestess and capable warrior, the queen
the training of potential young chitine priestesses and facilitating is seen by her kin as an emissary of Lolth and would willingly
brutal contests for selecting potential chitine warriors. A choldrith sacrifice themselves if she commands it.
priestess will sometimes accompany and lead a chitine hunting
party.

Choldrith Queen
Large monstrosity, chaotic evil

Armor Class 15 (studded leather armor)


Hit Points 190 (20d10 + 80)
Choldrith Priestess Speed 40 ft., climb 40 ft.
Medium monstrosity, chaotic evil
STR DEX CON INT WIS CHA
Armor Class 15 (studded leather armor) 16 (+3) 16 (+3) 18 (+4) 13 (+1) 18 (+4) 14 (+2)
Hit Points 111 (17d8 + 34)
Speed 30 ft., climb 30 ft. Skills Athletics +11, Religion +5, Stealth +7
Senses darkvision 60 ft., passive Perception 14
STR DEX CON INT WIS CHA Languages Undercommon
12 (+1) 16 (+3) 14 (+2) 12 (+1) 16 (+3) 12 (+1) Challenge 9 (5,000 XP)

Skills Athletics +7, Religion +4, Stealth +6 Battle Command. As a bonus action, the choldrith targets one
Senses darkvision 60 ft., passive Perception 13 ally it can see within 30 feet of it. If the target can see or hear the
Languages Undercommon choldrith, the target can use its reaction to make one melee attack
Challenge 5 (1,800 XP) or to take the Dodge or Hide action.
Fey Ancestry. The choldrith has advantage on saving throws against
Fey Ancestry. The choldrith has advantage on saving throws against being charmed, and magic can't put the choldrith to sleep.
being charmed, and magic can't put the choldrith to sleep.
Spellcasting. The choldrith is a 12th-level spellcaster. Its
Spellcasting. The choldrith is a 9th-level spellcaster. Its spellcasting spellcasting ability is Wisdom (spell save DC 16, +8 to hit with spell
ability is Wisdom (spell save DC 14, +6 to hit with spell attacks). It attacks). It has the following cleric spells prepared:
has the following cleric spells prepared: Cantrips (at will): guidance, message, poison spray, thaumaturgy
Cantrips (at will): message, poison spray, thaumaturgy 1st level (4 slots): bane, cure wounds, inflict wounds
1st level (4 slots): bane, cure wounds, inflict wounds 2nd level (3 slots): blindness/deafness, silence, spiritual weapon
2nd level (3 slots): blindness/deafness, silence, spiritual weapon 3rd level (3 slots): bestow curse, dispel magic, glyph of warding
3rd level (3 slots): bestow curse, dispel magic, glyph of warding 4th level (3 slots): banishment, divination, freedom of movement
4th level (3 slots): banishment, divination, freedom of movement 5th level (2 slots): contagion, insect plague, mass cure wounds
5th level (1 slot): contagion, insect plague 6th level (1 slot): harm, true seeing
Spider Climb. The choldrith can climb difficult surfaces, including Spider Climb. The choldrith can climb difficult surfaces, including
upside down on ceilings, without needing to make an ability check. upside down on ceilings, without needing to make an ability check.
Sunlight Sensitivity. While in sunlight, the choldrith has Sunlight Sensitivity. While in sunlight, the choldrith has
disadvantage on attack rolls, as well as on Wisdom (Perception) disadvantage on attack rolls, as well as on Wisdom (Perception)
checks that rely on sight. checks that rely on sight.
Web Sense. While in contact with a web, the choldrith knows the Web Sense. While in contact with a web, the choldrith knows the
exact location of any creature in contact with the same web. exact location of any creature in contact with the same web.
Web Walker. The choldrith ignores movement restrictions caused Web Walker. The choldrith ignores movement restrictions caused
by webbing. by webbing.
Actions Actions
Multiattack. The choldrith makes two attacks with its dagger. Multiattack. The choldrith makes two attacks with its dagger.
Dagger. Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or Dagger. Melee or Ranged Weapon Attack: +7 to hit, reach 5 ft. or
range 20/60 ft., one target. Hit: 5 (1d4 + 3) piercing damage plus 10 range 20/60 ft., one target. Hit: 8 (2d4 + 3) piercing damage plus 10
(3d6) poison damage. (3d6) poison damage.
Web (Recharge 5-6). Ranged Weapon Attack: +6 to hit, range Web (Recharge 5-6). Ranged Weapon Attack: +7 to hit, range
30/60 ft., one creature. Hit: The target is restrained by webbing. 30/60 ft., one creature. Hit: The target is restrained by webbing.
As an action, the restrained target can make a DC 13 Strength As an action, the restrained target can make a DC 16 Strength
check, bursting the webbing on a success. The webbing can also be check, bursting the webbing on a success. The webbing can also be
attacked and destroyed (AC 10; hp 5; vulnerability to fire damage; attacked and destroyed (AC 10; hp 5; vulnerability to fire damage;
immunity to bludgeoning, poison, and psychic damage). immunity to bludgeoning, poison, and psychic damage).

36 Chapter 1. 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, chaotic evil

Armor Class 16 (natural armor)


Hit Points 33 (6d6 + 12)
Speed 30 ft.

STR DEX CON INT WIS CHA


16 (+3) 16 (+3) 14 (+2) 5 (-3) 14 (+2) 7 (-2)

Skills Stealth +7
Senses darkvision 60 ft., passive Perception 12
Languages Deep Speech
Challenge 2 (450 XP)

Aberrant Quickness (Recharges after a Short or Long Rest). The


choker can take an extra action on its turn.
Boneless. The choker can move through and occupy a space as
narrow as 4 inches wide without squeezing.
Cave Strider. Moving through nonmagical difficult cavern or
underground terrain doesn't cost the choker extra movement.

Spider Climb. The choker can climb difficult surfaces, including


upside down on ceilings, without needing to make an ability check.
Stealthy. On each of its turns, the choker can use a bonus action to
take the Hide action.
Slay Foe (1/Turn). The choker deals an extra 9 (2d8) damage with
its weapon attack if it hits a creature that doesn't have all its hit
points.

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.

Chapter 1. Bestiary 37
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.

Arcane Ballista Clockroach


Large construct, unaligned Medium construct, unaligned

Armor Class 17 (natural armor) Armor Class 13


Hit Points 133 (14d10 + 56) Hit Points 13 (2d8 + 4)
Speed 40 ft. Speed 30 ft.

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)

Damage Immunities poison; bludgeoning, piercing, and slashing Skills Acrobatics +5


from nonmagical attacks that aren't adamantine Damage Immunities poison; bludgeoning, piercing, and slashing
Condition Immunities charmed, exhaustion, frightened, paralyzed, from nonmagical attacks that aren't adamantine
petrified, poisoned Condition Immunities charmed, exhaustion, frightened, paralyzed,
Senses darkvision 60 ft., passive Perception 10 petrified, poisoned
Languages understands one language of its creator but can't Senses darkvision 60 ft., passive Perception 10
speak Languages understands one language of its creator but can't
Challenge 11 (7,200 XP) speak
Challenge 1 (200 XP)
Magic Resistance. The arcane ballista has advantage on saving
throws against spells and other magical effects. Magic Resistance. The clockroach has advantage on saving throws
against spells and other magical effects.
Magic Weapons. The arcane ballista's weapon attacks are magical.
Slippery Frame: The clockroach gains advantage on Dexterity
Siege Monster. The arcane ballista deals double damage to objects
(Acrobatics) checks made to escape bonds, squeeze through narrow
and structures.
spaces, and end grapples.
Arcane Shot (3/Day). As a bonus action, when the arcane ballista
hits a target with a ranged weapon attack, it can choose one from Actions
the following three effects: Bite. Melee Weapon Attack: +5 to hit, reach 5 ft.. Hit: 5 (1d4 + 3)
1. Bursting Bolt. The target and all other creatures within 15 feet piercing damage plus 2 (1d4) acid.
of it take an extra 10 (3d6) force damage each and must succeed on Acid Spray (Recharges 5-6). The clockroach spits a line of acid
a DC 16 Strength saving throw or be knocked prone. that is 15 feet long and 5 feet wide. Each creature in that line must
2. Flaming Bolt. The target takes an extra 11 (2d10) fire damage succeed on a DC 12 Dexterity saving throw, taking 10 (3d6) acid
and catches fire; until someone takes an action to douse the fire, the damage on a failed save, or half as much on a successful one.
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.

Actions
Multiattack. The arcane ballista makes two arcane bolt attacks.
Arcane Bolt. Melee or Ranged Weapon Attack: +8 to hit, reach
5 ft. or range 100/400 ft., one target. Hit: 20 (3d10 + 4) piercing
damage.
Lightning Bolt (1/Day). The arcane ballista shoots a line of lightning
that is 120 feet long and 5 feet wide. Each creature in that line
must succeed on a DC 16 Dexterity saving throw, taking 54 (12d8)
lightning damage on a failed save, or half as much damage on a
successful one.

38 Chapter 1. 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

Hammerer Armor Class 16 (natural armor)


Medium construct, unaligned Hit Points 15 (2d8 + 6)
Speed 40 ft.
Armor Class 16 (natural armor)
Hit Points 30 (4d8 + 12) STR DEX CON INT WIS CHA
Speed 20 ft. 16 (+3) 10 (+0) 16 (+3) 3 (-4) 10 (+0) 1 (-5)

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)
Languages understands one language of its creator but can't
speak Magic Resistance. The pulverizer has advantage on saving throws
Challenge 3 (700 XP) 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.
Siege Monster. The hammerer deals double damage to objects and Actions
structures. Multiattack. The pulverizer makes two slam attacks.

Actions Slam. Melee Weapon Attack: +5 to hit, reach 5 ft.. Hit: 6 (1d6 + 3)
bludgeoning damage.
Slam. Melee Weapon Attack: +6 to hit, reach 5 ft.. Hit: 15 (2d10 + 4)
bludgeoning damage. If the target is a creature and the attack roll Sonic Shriek (Recharges 5-6). The pulverizer emits intense sound
against the target succeeds by 5 or more, the target must succeed in a cone 15 feet long. Each creature in that area must succeed on
on a DC 14 Constitution saving throw or be stunned until the end of a DC 13 Constitution saving throw, taking 13 (3d8) thunder damage
its next turn. on a failed save, or half as much on a successful one.

Chapter 1. Bestiary 39
Darklings
Darkling Creeper
When they aren't out burglarizing, creepers serve as scouts for
the darklings. Some may even be affiliated with the local thieves'
guild, but will take steps to hide their true nature first.

Darkling Creeper
Small fey, chaotic neutral

Armor Class 15 (leather armor)


Hit Points 27 (6d6 + 6)
Speed 30 ft.

STR DEX CON INT WIS CHA


9 (-1) 18 (+4) 12 (+1) 10 (+0) 12 (+1) 10 (+0)

Skills Acrobatics +6, Deception +2, Perception + 5, Stealth +8


Senses darkvision 60 ft., passive Perception 15
Languages Elvish, Sylvan
Challenge 1 (200 XP)

Ambusher. The darkling has advantage on attack rolls against any


creature it has surprised.
Death Flash. When the darkling dies, nonmagical light flashes out
from it in a 10-foot radius as its body and possessions, other than
metal or magic objects, burn to ash. Any creature in that area and
able to see the bright light must succeed on a DC 10 Constitution
saving throw or be blinded until the end of the creature's next turn.
Shadow Stealth. While in dim light or darkness, the darkling can
take the Hide action as a bonus action.
Light Sensitivity. While in bright light, the darkling has
disadvantage on attack rolls, as well as on Wisdom (Perception)
checks that rely on sight.
Surprise Attack. If the darkling surprises a creature and hits it with
an attack during the first round of combat, the target takes an extra
7 (2d6) damage from the attack.

Actions
Multiattack. The darkling makes two attacks with its dagger.
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.

40 Chapter 1. Bestiary
Darkling Elder Assassin Darkling Elder Hexblade
Cold-blooded and pragmatic, darkling elder assassins take pride Warlocks are not uncommon within the darkling ranks, as they
in their work. When their band is contracted to kill a challenging are are already comfortable answering to a shadowy patron. Most
and difficult target, the dark elder assassin will be more than would prefer to be hexblades, though, due to the fact that they gain
happy to handle the task. more satisfaction inflicting pain by hand instead of magical spells.

Darkling Elder Assassin Darkling Elder Hexblade


Medium fey, chaotic neutral Medium fey, chaotic neutral

Armor Class 16 (studded leather armor) Armor Class 15 (studded leather armor)
Hit Points 55 (10d8 + 10) Hit Points 82 (15d8 + 15)
Speed 30 ft. Speed 30 ft.

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) Challenge 6 (2,300 XP)

Assassinate. During its first turn, the darkling elder has advantage Death Burn. When the darkling elder dies, nonmagical light
on attack rolls against any creature that hasn't taken a turn. Any hit flashes out from it in a 10-foot radius as its body and possessions,
the darkling elder scores against a surprised creature is a critical other than metal or magic objects, burn to ash. Any creature in
hit. that area and able to see the bright light must succeed on a DC 12
Constitution saving throw. On a failure, the creature takes 10 (3d6)
Death Burn. When the darkling elder dies, nonmagical light radiant damage and, if the creature can see the light, is blinded
flashes out from it in a 10-foot radius as its body and possessions, until the end of its next turn. If the saving throw is successful, the
other than metal or magic objects, burn to ash. Any creature in creature takes half the damage and isn't blinded.
that area and able to see the bright light must succeed on a DC 12
Constitution saving throw. On a failure, the creature takes 10 (3d6) Light Sensitivity. While in bright light, the darkling elder has
radiant damage and, if the creature can see the light, is blinded disadvantage on attack rolls, as well as on Wisdom (Perception)
until the end of its next turn. If the saving throw is successful, the checks that rely on sight.
creature takes half the damage and isn't blinded. Spellcasting. The darkling elder is a 10th-level spellcaster. Its
Light Sensitivity. While in bright light, the darkling elder has spellcasting ability is Charisma (spell save DC 14, +6 to hit with
disadvantage on attack rolls, as well as on Wisdom (Perception) spell attacks). It regains its expended spell slots when it finishes a
checks that rely on sight. short or long rest. It knows the following warlock spells:
Shadow Step. While in dim light or darkness, the darkling elder can Cantrips (at will): eldritch blast, infestation, poison spray, toll the
teleport as a bonus action up to 60 feet to an unoccupied space it dead
can see that is also in dim light or darkness. It then has advantage 1st level-5th level (2 5th-level slots): blink, blur, cone of cold,
on the first melee attack it makes before the end of the turn. dimension door, dispel magic, hellish rebuke, misty step,
phantasmal killer, shield, staggering smite
Shadow Stealth. While in dim light or darkness, the darkling elder
can take the Hide action as a bonus action. Hexblade's Curse (Recharges after a Short or Long Rest). As a
bonus action, the darkling elder targets a creature it can see within
Sneak Attack (1/Turn). The darkling elder deals an extra 7 (2d6) 30 feet of it. The target is cursed for 1 minute. The curse ends early
damage when the darkling elder hits a target with a weapon attack if the target dies, the darkling elder dies, or it is incapacitated. Until
and has advantage on the attack roll, or when the target is within 5 the curse ends, the darkling elder gains the following benefits:
feet of an ally of the darkling elder that isn't incapacitated and the • It deals an extra 3 damage on damage rolls against the cursed
darkling elder doesn't have disadvantage on the attack roll. target.
• Any attack roll it makes against the cursed target is a critical hit
Actions on a roll of 19 or 20 on the d20.
Multiattack. The darkling elder makes two melee attacks. • If the cursed target dies, the darkling elder regains 13 hit points.
Shortsword. Melee Weapon Attack: +7 to hit, reach 5 ft., one target.
Hit: 7 (1d6 + 4) piercing damage and the target must make a DC
Actions
11 Constitution saving throw, taking 10 (3d6) poison damage on a Multiattack. The darkling elder makes two melee attacks.
failed save, or half as much damage on a successful one. Shortsword. Melee Weapon Attack: +6 to hit, reach 5 ft., one target.
Darkness (Recharges 6). The darkling elder casts darkness without Hit: 6 (1d6 + 3) piercing damage.
any components. Wisdom is its spellcasting ability. Darkness (Recharges 5-6). The darkling elder casts darkness
without any components. Wisdom is its spellcasting ability.

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.

Chapter 1. Bestiary 41
Darkling Elder Mastermind
Darkling Elder Mastermind Darkling elders are the leaders and brilliant strategists of the
Medium fey, chaotic neutral darkling community. Their primary task is to ensure each of their
missions and orders are efficiently carried out.
Armor Class 15 (studded leather armor) In combat, masterminds fight in a calculated and cunning manner.
Hit Points 121 (22d8 + 22) Battle Tacticians. They can assess the battlefield with ease,
Speed 30 ft. and can give specific orders out to their subordinate darklings
where they can be the most effective. They never knowingly
STR DEX CON INT WIS CHA put themselves at risk, and will always have a bodyguard or two
13 (+1) 16 (+3) 12 (+1) 16 (+3) 16 (+3) 14 (+2) nearby to redirect an attack made against them to it.

Saving Throws Dex +7, Int +7, Wis +7


Skills Acrobatics +7, Deception +10, Insight +11, Perception +11, Darkling Skulker
Stealth +11
Senses darkvision 60 ft., passive Perception 21 Skulkers are more mature and experienced darkling creepers.
Languages Elvish, Sylvan While they are still used as scouts from time to time, they are the
Challenge 9 (5,000 XP) ones who are sent for longer spying missions. Their primary role
is to infiltrate a potential target's base or home, gather information
Cunning Action. The darkling elder can take the Dash, Disengage, such as determine the level of risk and resources required to
or Hide action as a bonus action on each of its turns. overwhelm it, and report back safely to the mastermind without
getting noticed.
Cunning Insight (Recharges 5-6). As a bonus action, 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 made 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.
Darkling Skulker
Small fey, chaotic neutral
Cunning Presence. An ally that starts its turn within 30 feet of this
darkling elder and can see and hear this darkling elder can take Armor Class 16 (leather armor)
the Dash, Disengage, or Hide action as a bonus action this turn, Hit Points 40 (9d6 + 9)
provided the darkling elder isn't incapacitated. Speed 30 ft.
Death Burn. When the darkling elder dies, nonmagical light
flashes out from it in a 10-foot radius as its body and possessions, STR DEX CON INT WIS CHA
other than metal or magic objects, burn to ash. Any creature in 9 (-1) 20 (+5) 12 (+1) 10 (+0) 12 (+1) 10 (+0)
that area and able to see the bright light must succeed on a DC 11
Constitution saving throw. On a failure, the creature takes 10 (3d6) Skills Acrobatics +7, Deception +2, Perception + 5, Stealth +9
radiant damage and, if the creature can see the light, is blinded Senses darkvision 60 ft., passive Perception 15
until the end of its next turn. If the saving throw is successful, the Languages Elvish, Sylvan
creature takes half the damage and isn't blinded. Challenge 3 (700 XP)
Light Sensitivity. While in bright light, the darkling elder has
disadvantage on attack rolls, as well as on Wisdom (Perception) Death Flash. When the darkling dies, nonmagical light flashes out
checks that rely on sight. from it in a 10-foot radius as its body and possessions, other than
metal or magic objects, burn to ash. Any creature in that area and
Sneak Attack (1/Turn). The darkling elder deals an extra 24 (7d6) able to see the bright light must succeed on a DC 10 Constitution
damage when the darkling elder hits a target with a weapon attack saving throw or be blinded until the end of the creature's next turn.
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 Light Sensitivity. While in bright light, the darkling has
darkling elder doesn't have disadvantage on the attack roll. disadvantage on attack rolls, as well as on Wisdom (Perception)
checks that rely on sight.
Actions Shadow Step. While in dim light or darkness, the darkling can
Multiattack. The darkling elder makes two melee attacks. teleport as a bonus action up to 60 feet to an unoccupied space it
can see that is also in dim light or darkness. It then has advantage
Rapier. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 7
on the first melee attack it makes before the end of the turn.
(1d8 + 3) piercing damage.
Shadow Stealth. While in dim light or darkness, the darkling can
Darkness (Recharges 5-6). The darkling elder casts darkness
take the Hide action as a bonus action.
without any components. Wisdom is its spellcasting ability.
Sneak Attack (1/Turn). The darkling deals an extra 7 (2d6) damage
Reactions when the darkling hits a target with a weapon attack and has
Misdirection. When the darkling elder is targeted by an attack while advantage on the attack roll, or when the target is within 5 feet of an
a creature within 5 feet of it is granting it cover against that attack, it ally of the darkling that isn't incapacitated and the darkling doesn't
can have the attack target that creature instead. have disadvantage on the attack roll.

Actions
Multiattack. The darkling makes two attacks with its dagger.
Dagger. Melee or Ranged Weapon Attack: +7 to hit, reach 5 ft. or
range 20/60 ft., one target. Hit: 7 (1d4 + 5) piercing damage plus 3
(1d6) poison damage.

42 Chapter 1. Bestiary
Deathlocks
Deathlock Assassin Deathlock Knight
Most deathlocks are satisfied to remain as what they used to be, When a powerul hexblade warlock suffers the consequences of
warlock spellcasters. However, a few, like the deathlock assassin, a broken pact with an evil patron, they may become deathlock
have evolved to become specialist killers, taking advantage of knights. These undead are sometimes mistaken for death knights
ambush and stealthy tactics. due to their appearance and magical abilities. Thankfully, they are
much weaker. Still, a random encounter might bring chills to a
party of adventurers.

Deathlock Assassin Deathlock Knight


Medium undead, neutral evil Medium undead, neutral evil

Armor Class 14 (17 with mage armor) Armor Class 12 (15 with mage armor)
Hit Points 82 (15d8 + 15) Hit Points 78 (12d8 + 24)
Speed 30 ft. Speed 30 ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
11 (+0) 18 (+4) 12 (+1) 16 (+3) 12 (+1) 16 (+3) 16 (+3) 15 (+2) 14 (+2) 12 (+1) 12 (+1) 16 (+3)

Saving Throws Dex +7, Int +6, Cha +6 Saving Throws Int +4, Cha +6
Skills Arcana +6, Deception +6, History +6, Stealth +10 Skills Arcana +4, History +4
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 11 Senses darkvision 60 ft., passive Perception 11
Languages the languages it knew in life Languages the languages it knew in life
Challenge 7 (2,900 XP) Challenge 5 (1,800 XP)

Assassinate. During its first turn, the deathlock has advantage on Hexblade's Curse (Recharges after a Short or Long Rest). As a
attack rolls against any creature that hasn't taken a turn. Any hit the bonus action, the deathlock targets a creature it can see within 30
deathlock scores against a surprised creature is a critical hit. feet of it. The target is cursed for 1 minute. The curse ends early if
Evasion. If the deathlock is subjected to an effect that allows it the target dies, the deathlock dies, or it is incapacitated. Until the
to make a Dexterity saving throw to take only half damage, the curse ends, the deathlock gains the following benefits:
deathlock instead takes no damage if it succeeds on the saving • It deals an extra 3 damage on damage rolls against the cursed
throw, and only half damage if it fails. target.
• Any attack roll it makes against the cursed target is a critical hit
Innate Spellcasting. The deathlock's innate spellcasting ability is on a roll of 19 or 20 on the d20.
Charisma (spell save DC 14). It can innately cast the following spells, • If the cursed target dies, the deathlock regains 10 hit points.
requiring no material components:
At will: detect magic, disguise self, mage armor Innate Spellcasting. The deathlock's innate spellcasting ability is
Charisma (spell save DC 14). It can innately cast the following spells,
Spellcasting. The deathlock is a 5th-level spellcaster. Its spellcasting requiring no material components:
ability is Charisma (spell save DC 14, +6 to hit with spell attacks). It At will: detect magic, disguise self, mage armor
regains its expended spell slots when it finishes a short or long rest.
It knows the following warlock spells: Spellcasting. The deathlock is a 7th-level spellcaster. Its spellcasting
Cantrips (at will): chill touch, eldritch blast, mage hand ability is Charisma (spell save DC 14, +6 to hit with spell attacks). It
1st- 3rd level (2 3rd-level slots): arms of Hadar, darkness, fear, regains its expended spell slots when it finishes a short or long rest.
hold person, hunger of Hadar, shadow blade, spider climb It knows the following warlock spells:
Cantrips (at will): eldritch blast, mage hand, poison spray
One with the Shadows. When in an area of dim light or darkness, 1st level-5th level (2 4th-level slots): blur, dispel magic, elemental
the deathlock can use an action to become invisible until it moves or weapon, hellish rebuke, misty step, phantasmal killer, shield,
takes an action or reaction. staggering smite
Turn Resistance. The deathlock has advantage on saving throws Turn Resistance. The deathlock has advantage on saving throws
against any effect that turns undead. against any effect that turns undead.
Sneak Attack (1/Turn). The deathlock deals an extra 14 (4d6)
damage when it hits a target with a weapon attack and has Actions
advantage on the attack roll, or when the target is within 5 feet of Multiattack. The deathlock makes two melee attacks.
an ally of the deathlock that isn't incapacitated and the deathlock
Longsword. Melee Weapon Attack: +6 to hit, reach 5 ft., one target.
doesn't have disadvantage on the attack roll.
Hit: 7 (1d8 + 3) slashing damage, or 8 (1d10 + 3) slashing damage if
Actions used with two hands, plus 4 (1d8) necrotic damage.
Deathly Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Deathly Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., one target.
Hit: 11 (2d6 + 4) necrotic damage. Hit: 10 (2d6 + 3) necrotic damage.

Chapter 1. Bestiary 43
Deep Scions
Deep Scion Assassin
A deep scion assassin works with cruel efficiency. It often comes
in the guise of a flamboyant sea merchant or a sultry maiden
Deep Scion Assassin
traveling through town, looking for wine and entertainment. Medium humanoid (shapechanger), neutral evil
One does not need to count long until it has everyone relaxed
Armor Class 14
and disarmed with its charm. The assassin expertly marks and
Hit Points 84 (13d8 + 26)
seduces its target, then disappears into the shadows with the Speed 30 ft. (20 ft. and swim 40 ft. in hybrid form)
unsuspecting prey. Its target disappears from the town completely,
people believing the couple running off. The assassin, its job STR DEX CON INT WIS CHA
complete, returns to the sea and waits for its master’s next 15 (+2) 18 (+4) 14 (+2) 10 (+0) 12 (+1) 14 (+2)
command.
Saving Throws Dex +7, Wis +4, Cha +5
Skills Deception +8, Insight +4, Sleight of Hand +7, Stealth +7
Senses darkvision 120 ft., passive Perception 11
Languages Aquan, Common, thieves' cant
Challenge 6 (2,300 XP)

Shapechanger. The deep scion can use its action to polymorph


into a humanoid-piscine hybrid form, or back into its true form.
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.
Amphibious (Hybrid Form Only). The deep scion can breathe air
and water.
Assassinate. During its first turn, the deep scion has advantage on
attack rolls against any creature that hasn't taken a turn. Any hit the
deep scion scores against a surprised creature is a critical hit.
Cunning Action. The deep scion can take the Dash, Disengage, or
Hide action as a bonus action on each of its turns.
Sneak Attack (1/Turn). The deep scion deals an extra 7 (2d6)
damage when the deep scion 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 deep scion that isn't incapacitated and the deep
scion doesn't have disadvantage on the attack roll.

Actions
Multiattack. In humanoid form, the deep scion makes two melee
attacks. In hybrid form, the deep scion makes three attacks: one
with its bite and two with its claws.
Rapier (Humanoid Form Only). Melee Weapon Attack: +7 to hit,
reach 5 ft., one target. Hit: 8 (1d8 + 4) piercing damage and the
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
successful one.
Bite (Hybrid Form Only). Melee Weapon Attack: +7 to hit, reach 5
ft., one target. Hit: 6 (1d4 + 4) piercing damage.
Claw (Hybrid Form Only). Melee Weapon Attack: +7 to hit, reach 5
ft., one target. Hit: 7 (1d6 + 4) slashing damage.
Psychic Screech (Hybrid Form Only; Recharges after a Short
or Long Rest). The deep scion emits a terrible scream audible
within 300 feet. Creatures within 30 feet of the deep scion must
succeed on a DC 13 Wisdom saving throw or be stunned until the
end of the deep scion's next turn. In water, the psychic screech
also telepathically transmits the deep scion's memories of the last
24 hours to its master, regardless of distance, so long as it and its
master are in the same body of water.

44 Chapter 1. Bestiary
Deep Scion Thug Deep Scion Warlock
Deep scion thugs are created from weaker humanoids, possibly Deep scions that show an aptitude for the dark arts are granted
the crew of a sunken ship, or a group of unfortunate fishermen. powers by the gods of their masters for as long as they fulfill
Unlike their normal ilk, they prefer rushing and mugging their their pact. Natural leaders, they help scheme and lead missions
targets in open combat than using ambush and subterfuge. provided by their masters.

Deep Scion Thug Deep Scion Warlock


Medium humanoid (shapechanger), neutral evil Medium humanoid (shapechanger), neutral evil

Armor Class 12 Armor Class 12


Hit Points 90 (12d8 + 36) Hit Points 150 (20d8 + 60)
Speed 30 ft. (20 ft. and swim 40 ft. in hybrid form) Speed 30 ft. (20 ft. and swim 40 ft. in hybrid form)

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) 10 (+0) 14 (+2) 16 (+3)

Saving Throws Wis +3, Cha +4 Saving Throws Con +6, Wis +5, Cha +6
Skills Deception +6, Insight +3, Sleight of Hand +4, Stealth +4 Skills Deception +9, Insight +5, Sleight of Hand +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) Challenge 7 (2,900 XP)

Shapechanger. The deep scion can use its action to polymorph Shapechanger. The deep scion can use its action to polymorph
into a humanoid-piscine hybrid form, or back into its true form. into a humanoid-piscine hybrid form, or back into its true form.
Its statistics, other than its speed, are the same in each form. Any Its statistics, other than its speed, are the same in each form. Any
equipment it is wearing or carrying isn't transformed. The deep equipment it is wearing or carrying isn't transformed. The deep
scion reverts to its true form if it dies. scion reverts to its true form if it dies.
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 Spellcasting. The deep scion is an 11th-level spellcaster. Its
against a creature if at least one of the deep scion's allies is within 5 spellcasting ability is Charisma (spell save DC 14, +6 to hit with
feet of the creature and the ally isn't incapacitated. spell attacks). It regains its expended spell slots when it finishes a
short or long rest. It knows the following warlock spells:
Actions Cantrips (at will): eldritch blast, friends, mage hand, minor illusion
Multiattack. In humanoid form, the deep scion makes two melee 1st level-5th level (3 5th-level slots): charm monster, dissonant
attacks. In hybrid form, the deep scion makes three attacks: one whispers, dominate person, enthrall, Evard's black tentacles,
with its bite and two with its claws. greater invisibility, hold monster, misty step, phantasmal
Battleaxe (Humanoid Form Only). Melee Weapon Attack: +7 to hit, force, synaptic static, suggestion
reach 5 ft., one target. Hit: 9 (1d8 + 5) slashing damage, or 10 (1d10 1/day: circle of death
+ 5) slashing damage if used with two hands. Whispering Aura. At the start of each of the deep scion's turns, each
Bite (Hybrid Form Only). Melee Weapon Attack: +7 to hit, reach 5 creature of her choice within 5 feet of her must succeed on a DC 14
ft., one target. Hit: 7 (1d4 + 5) piercing damage. Wisdom saving throw or take 10 (3d6) psychic damage, provided
that the deep scion isn't incapacitated.
Claw (Hybrid Form Only). Melee Weapon Attack: +7 to hit, reach 5
ft., one target. Hit: 8 (1d6 + 5) slashing damage. Actions
Psychic Screech (Hybrid Form Only; Recharges after a Short Multiattack. In humanoid form, the deep scion makes two melee
or Long Rest). The deep scion emits a terrible scream audible attacks. In hybrid form, the deep scion makes three attacks: one
within 300 feet. Creatures within 30 feet of the deep scion must with its bite and two with its claws.
succeed on a DC 13 Wisdom saving throw or be stunned until the Longsword. Melee Weapon Attack: +6 to hit, reach 5 ft., one target.
end of the deep scion's next turn. In water, the psychic screech Hit: 7 (1d8 + 3) slashing damage, or 8 (1d10 + 3) slashing damage if
also telepathically transmits the deep scion's memories of the last used with two hands.
24 hours to its master, regardless of distance, so long as it and its
master are in the same body of water. Bite (Hybrid Form Only). Melee Weapon Attack: +6 to hit, reach 5
ft., one target. Hit: 5 (1d4 + 3) piercing damage.
Claw (Hybrid Form Only). Melee Weapon Attack: +6 to hit, reach 5
ft., one target. Hit: 6 (1d6 + 3) slashing damage.
Psychic Screech (Hybrid Form Only; Recharges after a Short
or Long Rest). The deep scion emits a terrible scream audible
within 300 feet. Creatures within 30 feet of the deep scion must
succeed on a DC 14 Wisdom saving throw or be stunned until the
end of the deep scion's next turn. In water, the psychic screech
also telepathically transmits the deep scion's memories of the last
24 hours to its master, regardless of distance, so long as it and its
master are in the same body of water.

Chapter 1. Bestiary 45
Demons Abyssal Skulker
Small fiend (demon), chaotic evil

Armor Class 15 (natural armor)


Hit Points 9 (2d6 + 2)
Speed 30 ft.

STR DEX CON INT WIS CHA


10 (+0) 16 (+3) 12 (+1) 13 (+1) 14 (+2) 9 (-1)
Abyssal Skulker
The abyssal skulker resembles a reptilian quadruped, with a Damage Resistances cold, fire, lightning; bludgeoning, piercing,
maw that opens sideways instead of vertically. Knobs of horn and slashing from nonmagical weapons
jutting from its joints and spine complete the demon's grotesque Damage Immunities poison
appearance. The abyssal skulker prefers to sneak up and ambush Condition Immunities poisoned
their prey, avoiding combat unless it can be sure to deal the first Senses darkvision 60 ft., passive Perception 12
strike. Languages Abyssal, telepathy 60 ft.
Challenge 1 (200 XP)

Ambusher. The abyssal skulker has advantage on attack rolls


against any creature it has surprised.
Stealthy. On each of its turns, the abyssal skulker can use a bonus
action to take the Hide action.

Actions
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.
Hit: 8 (2d4 + 3) piercing damage.

46 Chapter 1. Bestiary
Greater Babau
Said to have been created by demon lord Juiblex, a greater Greater Babau
babau is a rare and more dangerous species of babau. It is more Medium fiend (demon), 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.

STR DEX CON INT WIS CHA


20 (+5) 16 (+3) 16 (+3) 12 (+1) 14 (+2) 14 (+2)

Skills Intimidation +5, Perception +8, Stealth +6


Damage Resistances cold, fire, lightning; bludgeoning, piercing, and
slashing from nonmagical attacks
Damage Immunities poison
Condition Immunities poisoned
Senses darkvision 120 ft., passive Perception 17
Languages Abyssal
Challenge 8 (3,900 XP)

Corrosive Slime. A creature that touches the babau or hits it with a


melee attack while within 5 feet of it takes 5 (1d10) acid damage. In
addition, any nonmagical weapon that hits the babau corrodes. After
dealing damage, the weapon takes a permanent and cumulative -1
penalty to damage rolls. If its penalty drops to -5, the weapon is
destroyed.
When a creature hits the babau with a magical weapon and
deals damage, it must succeed on a DC 14 Dexterity saving throw
with advantage on the roll. On a failed save, the weapon takes a
permanent and cumulative -1 penalty to damage rolls. If its penalty
drops to -5, the weapon is destroyed.
Ammunition that hits the babau is destroyed after dealing damage.
Innate Spellcasting. The babau's innate spellcasting ability is
Intelligence (spell save DC 13). The babau can innately cast the
following spells, without providing material components:
At will:: darkness, dispel magic, fear, heat metal, levitate
1/day each: polymorph (self only), teleport
Magic Resistance. The babau has advantage on saving throws
against spells and other magical effects.
Sneak Attack (1/Turn). The babau deals an extra 7 (2d6) damage
when the babau 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 babau that isn't incapacitated and the babau doesn't have
disadvantage on the attack roll.

Actions
Multiattack. The babau makes two melee attacks. It can also use
Weakening Gaze before or after making these attacks.
Claws. Melee Weapon Attack: +8 to hit, reach 5 ft., one target.
Hit: 9 (1d8 + 5) slashing 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.
Weakening Gaze. The babau targets one creature that it can see
within 20 feet of it. The target must make a DC l 3 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.

Chapter 1. Bestiary 47
Brachavyrm elongated body. As the brachavyrm consumes more prey, more
The loathsome brachavyrm is a creature of nightmares that arms are created. But these arms wither and die after a short
prowls the fens, jungles, and marshlands of the Abyss. This period, causing the brachavyrm to constantly hunt for more
demon resembles a giant 20-foot long, slime-coated, segmented humanoids.
worm with a maw ridged with sharp teeth. Its midsection splits Versatile Predator. In combat, the brachavyrm first spits a line
into two tails, each ending with a wicked-looking stinger. Pairs of of saliva from its maw towards its target. The saliva instantly
emaciated arms ending in clawed hands extend grotesquely from hardens into sticky, web-like filaments upon contact with air,
its segmented body and function as the creature's legs. and can entangle a target. Once a creature is ensnared, the
Arm Collector. The brachavyrm is a solitary predator that brachavyrm lunges at it and quickly impales it with its twin
hunts for mortal humanoids. Each time a brachavyrm consumes stingers. After the venom is injected, the demon wraps its body
a humanoid, a pair of arms will sprout from the sides of its around the victim, constricting it at the same time that its multiple
clawed arms dig and tear through its flesh. Finally, the fiend bites
the helpless prey and slowly swallows it whole.

Brachavyrm Constrict. Melee Weapon Attack: +9 to hit, reach 5 ft., one Huge
Large fiend (demon), chaotic evil or smaller creature. Hit: 16 (2d10 + 5) bludgeoning damage plus
16 (2d10 + 5) slashing damage. The target is grappled (escape DC
Armor Class 15 (natural armor) 19) if the brachavyrm isn't already constricting a creature, and the
Hit Points 143 (15d10 + 60) target 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
STR DEX CON INT WIS CHA must succeed on a DC 16 Constitution saving throw or become
20 (+5) 12 (+1) 18 (+4) 8 (-1) 15 (+2) 7 (-2) poisoned.
Swallow. The brachavyrm makes one bite attack against a Medium
Damage Resistances cold, fire, lightning; bludgeoning, piercing, or smaller target it is grappling. If the attack hits, the target is
and slashing from nonmagical weapons swallowed, and the grapple ends. A swallowed creature is blinded
Damage Immunities poison and restrained, it has total cover against attacks and other effects
Condition Immunities poisoned outside the brachavyrm, and it takes 11 (2d10) acid damage at the
Senses darkvision 120 ft., passive Perception 12 start of each of the brachavyrm's turns.
Languages Abyssal, telepathy 60 ft. If the brachavyrm takes 20 damage or more on a single turn from
Challenge 10 (5,900 XP) a creature inside it, the brachavyrm must succeed on a DC 14
Constitution saving throw at the end of that turn or regurgitate all
Body Arms. The brachavyrm gains a pair of arms each time it swallowed creatures, which fall prone in a space within 10 feet of
consumes a humanoid creature. For every five pairs of humanoid the brachavyrm. If the brachavyrm dies, a swallowed creature is no
arms the brachavyrm has, its speed is increased by 5 feet. A pair of longer restrained by it and can escape from the corpse by using 5
arms wither and die after a month it was created. feet of movement, exiting prone.
Spider Climb. The brachavyrm can climb difficult surfaces, If a swallowed creature dies and the creature is a humanoid, the
including upside down on ceilings, without needing to make an corpse's body is consumed and a pair of arms sprout from the
ability check. brachavyrm's body. When this happens, the creature can only be
restored to life only by means of a resurrection spell or greater.
Actions Web Spray (Recharge 5-6). The brachavyrm spits webbing in a
Multiattack. The brachavyrm makes four attacks: one with its bite, line that is 30 feet long and 10 feet wide. Each creature in that line
one to constrict, and two with its tail stingers. It can replace its bite must succeed on a DC 16 Dexterity saving throw or be restrained
attack with swallow or web spray, if available. by webbing. As an action, the restrained creature can make a DC
Bite. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. 15 Strength check, escaping from the webbing on a success. The
Hit: 10 (1d10 + 5) piercing damage and the target is grappled effect ends if the webbing is destroyed. The webbing has AC 10,
(escape DC 15). Until this grapple ends, the target is restrained, 5 hit points, resistance to bludgeoning damage, and immunity to
and the brachavyrm can't bite another target. poison and psychic damage.

48 Chapter 1. Bestiary
Nuckalavee
According to legend, the nuckalavee was once a powerful
champion of good that fell in battle against the forces of the
demon prince Orcus. As punishment, the champion and its steed
are transformed by the Demon Prince of Undeath into a demon.
This is partially true. Deathpriests of Orcus perform an unholy
ritual where they sacrifice, willing or otherwise, a knight and its
steed to the demon lord. A mighty abyssal fiend
is summoned and uses the sacrifice as its vessel.
Both man and steed are then fused together in an
agonizing ritual that brings forth the nuckalavee - a
fiendish abomination whose horrifying visage can
bring unending nightmares to those that gaze upon
it. The resulting appearance - crimson ropy muscles
visible through translucent skin, black blood coursing
through yellow veins, an equine skull jutting from its midsection -
is horrific.
Amphibious Fiend. While it may be a fiend, the amphibious
nuckalavee is normally encountered in the Material Plane,
wading in dismal watery places such as fog-filled bogs and
marshlands.
Bringer of Woe. Like all servants of Orcus, the nuckalavee
is devoid of its heart, and its once righteous spirit has been
replaced with a desire for death and destruction - all for
the glory of the demon prince of undeath. It now serves as
a terrifying herald of Orcus. Some say that when someone a
nuckalavee is sighted, disease, drought, and pestilence shall soon
follow.
Champion of Undeath. The nuckalavee's entire being seethes
with necrotic energy. Its very presence instantly kills nearby
animal and plant life, leaving only death and decay at its wake.
It is not surprising then that it can be found in the company of
undead, even serving them as their leader.
Baleful Weapons. In combat, the nuckalavee can be a deadly
opponent that should not be underestimated. Its potent breath
can instantly cause flesh and bone to rot, and its dreaded claws
can cause instant death to those who are foolish enough to
challenge it.

against spells and other magical effects.


Nuckalavee
Large fiend (demon), chaotic evil Actions
Multiattack. The nuckalavee uses Dreadful Visage. It then attacks
Armor Class 15 (natural armor) twice with its Death Claws.
Hit Points 152 (16d10 + 64) Death Claw. Melee Weapon Attack: +8 to hit, reach 5 ft., one target.
Speed 50 ft. Hit: 11 (2d6 + 4) slashing damage, and if the target is a creature, it
must succeed on a DC 16 Constitution saving throw. If the saving
STR DEX CON INT WIS CHA throw fails by 5 or more, the creature is reduced to 0 hit points,
18 (+4) 15 (+2) 19 (+4) 13 (+1) 13 (+1) 16 (+3) unless it is immune to necrotic damage. Otherwise, a creature takes
22 (4d10) necrotic damage on a failed save.
Saving Throws Str +8, Con +8, Wis +5
Dreadful Visage. Each creature within 60 feet of the nuckalavee
Damage Resistances cold, fire, lightning; bludgeoning, piercing,
that can see it must succeed on a DC 15 Wisdom saving throw or be
and slashing from nonmagical weapons
frightened for 1 minute. If the initial saving throw fails by 5 or more,
Damage Immunities poison
the creature is paralyzed while frightened in this way. A frightened
Condition Immunities poisoned
target can repeat the saving throw at the end of each of its turns,
Senses truesight 120 ft., passive Perception 11
with disadvantage if the nuckalavee is within line of sight, ending the
Languages Abyssal, telepathy 120 ft.
effect on itself on a success. If a target's saving throw is successful
Challenge 12 (8,400 XP)
or the effect ends for it, the target is immune to the nuckalavee's
Dreadful Visage for the next 24 hours. Undead and fiends ignore
Amphibious. The nuckalavee can breathe air and water. this effect.
Aura of Annihilation. The nuckalavee can activate or deactivate Pestilent Breath (Recharge 5-6). The nuckalavee's equine head
this feature as a bonus action. While active, the aura deals 5 exhales pestilent gas in a 30-foot cube. Each creature in that area
necrotic damage to any creature that ends its turn within 30 feet of must succeed on a DC 16 Constitution saving throw, taking 22
the nuckalavee. Undead and fiends ignore this effect. (4d10) poison damage and 22 (4d10) necrotic damage on a failed
Magic Resistance. The nuckalavee has advantage on saving throws save, or half as much damage on a successful one.

Chapter 1. Bestiary 49
Jovoc Flaming Warrior. In combat, palrethees can be difficult
Jovocs are small, obnoxious demons that roam in packs in the opponents due to their constant body flames. A mere touch or
Abyss. Standing only at around four feet tall, jovocs resemble striking them with a melee weapon can cause severe burns. For
dark-skinned hairless shriveled humanoids that have long arms offense, they rely mostly on their martial abilities, cutting down
that end in three clawed fingers that are permanently stained with foes with their flaming greatsword. If faced with large numbers of
blood. foes, palrethees will fall back on their ability to cast fear.
Angry Mob. While jovocs appear to be weak compared to other
demons, they make up for it in sheer numbers. They have been
known to take on bigger and stronger targets, overwhelming them Zovvut
with coordinated attacks. Zovvuts are said to be the horrific bastard spawn of angels that
Aura of Retribution. What make jovocs a real threat in battle were assaulted by greater demons and demon princes. They
is their aura of retribution which allows them to magically inflict resemble large, muscular hairless ogres with fanged and tusked
pain against nearby creatures when they get hurt. When facing maws and arms that end in scimitar-like finger claws. Wretched
multiple enemies, the jovocs employ a nasty tactic. Instead of feather wings stretch from their humped backs, the only vestige
directly attacking their foes, jovocs will claw each other, enabling left of their angelic heritage. Make no mistake, zovvuts may
them to deal damage to multiple targets. 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.
Palrethee Reckless Brutes. Foul tempered and hard to control, their
Palrethees were ambitious lesser demons that aspired to become masters often just set them loose against foes and left on their
greater ones but failed in some unknown trial that destroyed their own, which is probably wise. Zovvuts rely mostly on their brute
original forms. They now appear as tall, emaciated humanoids strength, wading recklessly into melee and shredding their victims
with vestigial wings protruding from their back and hot flames with their fearsome claws. Against tougher targets, zovvuts utilize
enshrouding their entire bodies. They can control the appearance their dreaded draining gaze which simultaneously deals necrotic
of their flames, turning them from searing blue, translucent and damage that can't be cured and healing the zovvuts' wounds.
ghostly, or bright fiery orange. Palrethees often serve as captains
to lesser demons or as attendants to greater demons, such as a
balor.

Jovoc
Small fiend (demon), chaotic evil Palrethee
Medium fiend (demon), chaotic evil
Armor Class 14 (natural armor)
Hit Points 26 (4d6 + 12) Armor Class 16 (natural armor)
Speed 30 ft. Hit Points 60 (8d8 + 24)
Speed 30 ft.
STR DEX CON INT WIS CHA
12 (+1) 15 (+2) 16 (+3) 7 (-2) 10 (+0) 7 (-2) STR DEX CON INT WIS CHA
17 (+3) 15 (+2) 16 (+3) 13 (+1) 12 (+1) 11 (+0)
Damage Resistances cold, fire, lightning
Damage Immunities poison Damage Resistances cold, lightning; bludgeoning, piercing, and
Condition Immunities poisoned slashing from nonmagical weapons
Senses darkvision 120 ft., passive Perception 10 Damage Immunities fire, poison
Languages Abyssal, telepathy 60 ft. Condition Immunities poisoned
Challenge 1 (200 XP) Senses darkvision 120 ft., passive Perception 11
Languages Abyssal, telepathy 60 ft.
Challenge 5 (1,800 XP)
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. Fiends and undead are melee attack while within 5 feet of it takes 5 (1d10) fire damage.
immune to this effect.
Innate Spellcasting. The palrethee's innate spellcasting ability is
Pack Tactics. The jovoc has advantage on an attack roll against Intelligence (spell save DC 12). The palrethee can innately cast the
a creature if at least one of the jovoc's allies is within 5 feet of the following spells, without providing material components:
creature and the ally isn't incapacitated.
At will:: detect evil and good, detect magic
Regeneration. The jovoc regains 5 hit points at the start of its turn. 1/day: fear
If it takes acid or radiant damage, this trait doesn't function at the
start of its next turn. The jovoc dies only if it starts its turn with 0 Actions
hit points and doesn't regenerate. Multiattack. The palrethee makes two flaming greatsword attacks.

Actions Flaming Greatsword. Melee Weapon Attack: +6 to hit, reach 5 ft.,


one target. Hit: 10 (2d6 + 3) slashing damage plus 5 (1d10) fire
Multiattack. The jovoc makes two claw attacks.
damage and the target catches fire. Until someone takes an action
Claw. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. to douse the fire, the creature takes 5 (1d10) fire damage at the
Hit: 5 (1d6 + 2) slashing damage. start of each of its turns.

50 Chapter 1. Bestiary
Zovvut points equal to half the damage taken.
Unless surprised, a creature can avert its eyes to avoid the
Large fiend (demon), chaotic evil saving throw at the start of its turn. If the creature does so, it has
disadvantage on attack rolls against the zovvut until the start of
Armor Class 15 (natural armor) its next turn. If the creature looks at the zovvut in the meantime, it
Hit Points 85 (10d10 + 30) must immediately make the saving throw.
Speed 30 ft., fly 50 ft.
Innate Spellcasting. The zovvut's innate spellcasting ability is
Wisdom (spell save DC 14). The zovvut can innately cast the
STR DEX CON INT WIS CHA
following spells, without providing material components:
19 (+4) 13 (+1) 16 (+3) 14 (+2) 15 (+2) 16 (+3)
At will:: darkness, detect evil and good, detect thoughts
1/day: blight, clairvoyance
Damage Resistances cold, fire, lightning; bludgeoning, piercing,
and slashing from nonmagical weapons Reckless. At the start of its turn, the zovvut can gain advantage
Damage Immunities poison on all melee weapon attack rolls during that turn, but attack rolls
Condition Immunities poisoned against it have advantage until the start of its next turn.
Senses darkvision 120 ft., passive Perception 12 Teleport (1/Day). The zovvut magically teleports, along with any
Languages Abyssal, telepathy 60 ft. equipment it is wearing or carrying, up to 60 feet to an unoccupied
Challenge 7 (2,900 XP) space it can see.

Draining Gaze. When a creature that can see the zovvut's eyes Actions
starts its turn within 30 feet of the zovvut, the zovvut can force Multiattack. The zovvut makes two claw attacks.
it to make a DC 14 Constitution saving throw if the zovvut isn't
incapacitated and can see the creature. On a failed save, a creature Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit:
takes 9 (2d8) necrotic damage, its hit point maximum is reduced by 14 (3d6 + 4) slashing damage.
an amount equal to the damage taken, and the zovvut regains hit

Chapter 1. Bestiary 51
Shoosuva Pack Lord Packmaster. A shoosuva ally that starts its turn within 30 feet
of this shoosuva that can see or hear this shoosuva gains Pack
Huge fiend (demon), chaotic evil Tactics until the start of its next turn, provided this shoosuva isn't
incapacitated.
Armor Class 15 (natural armor)
Hit Points 172 (15d12 + 75) Actions
Speed 50 ft. Multiattack. The shoosuva makes two melee attacks: one with its
bite and one with its tail stinger.
STR DEX CON INT WIS CHA
22 (+6) 13 (+1) 21 (+5) 7 (-2) 16 (+3) 10 (+0) Bite. Melee Weapon Attack: +10 to hit, reach 5 ft., one target.
Hit: 39 (6d10 + 6) piercing damage.
Saving Throws Dex +5, Con +9, Wis +7 Tail Stinger. Melee Weapon Attack: +10 to hit, reach 20 ft.,
Damage Resistances cold, fire, lightning; bludgeoning, piercing, and one creature. Hit: 24 (4d8 + 6) piercing damage and the target
slashing from nonmagical attacks must succeed on a DC 17 Constitution saving throw or become
Damage Immunities poison poisoned. While poisoned, the target is also paralyzed. The target
Condition Immunities poisoned can repeat the saving throw at the end of each of its turns, ending
Senses darkvision 60 ft., passive Perception 13 the effect on itself on a success.
Languages Abyssal, Gnoll, telepathy 120 ft.
Yeenoghu's Laugh (1/Day). The shoosuva emits an unnerving
Challenge 12 (8,400 XP)
hyena laugh. Each ally that is within 30 feet of it, can hear it, and
not already affected by Yeenoghu's Laugh gain 10 temporary hit
Rampage. When the shoosuva reduces a creature to 0 hit points points. All other creatures within 30 feet must succeed on a DC
with a melee attack on its turn, the shoosuva can take a bonus action 17 Wisdom saving throw or become frightened for 1 minute. A
to move up to half its speed and make a bite attack. creature can repeat the saving throw at the end of each of its turns,
Magic Resistance. The shoosuva 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
Yeenoghu's Laugh for the next 24 hours.
Pack Tactics. The shoosuva has advantage on an attack roll against
a creature if at least one of the shoosuva's allies is within 5 feet of
the creature and the ally isn't incapacitated.

Shoosuva Pack Lord


Strongest and largest of its kind, the shoosuva pack lord leads
other shoosuva in service of Yeenoghu. Very rarely, the shooshuva
pack lord, along with a pack of shoosuva, will appear before a
mighty gnoll champion, matriarch, or queen who has proven its
worth to Yeenoghu.
Yeenoghu’s Laugh. No creature can stand the unnerving cackle
that is emitted by a shoosuva pack lord. This potent 'laugh,' said to
be a perfect mimic of Yeenoghu's laugh himself, can drain the will
and courage of any creature that hears it and at the same bolster
the shoosuva pack lord's allies.

52 Chapter 1. Bestiary
Demon: Demon Lord

Lolth, The Spider Queen The entire realm of Demonweb is difficult terrain, and any
Lolth, the Queen of Spiders, is the primary deity of the drow. Cruel creature that seeks to traverse its web-filled tunnels will need to
and unforgiving, Lolth demands blood and sacrifice from her take care not to get caught in any of the webs lest they be food
worshipers. Those who gain her favor are gifted with her boon, for Lolth’s faithful. The Pit, which resides at the bottom of the
and those who do not are severely punished by Lolth herself. This Demonweb, is a dark cavern Lolth occupies. The entire cavern is
has caused much of the infighting within the drow, as Houses fight lit with blue flame torches scattered about its numerous alcoves.
against each other to bring the best sacrifices to the Spider Queen. Thick webs cover every corner and also form a natural carpet
In truth, Lolth does not have an ounce of care for her worshipers; on the floor, making walking more difficult for everyone except
she simply revels in the death and destruction being spread about spiders and spider-kin alike. In the middle of the cavern is Lolth’s
in her name. Her hatred spans millennia and goes back to the throne, just behind a stone altar used for sacrifices. Behind
time when she was exiled to the Abyss. To this day, all the plans the throne is a set of golden doors through which are multiple
she enacts are all for the downfall of those who sent her to the passages to different planes and locations.
Demonweb Pits. Vicious Sadist. Lolth is known for extreme cruelty and sadism.
Spider Queen. Lolth usually appears as a slender female drow She takes great pleasure in inflicting pain and psychologically
dressed in silk made from spider webs. Her true form, however, is tormenting her prey. In the rare instances that she finds herself
the epitome of the Queen of Spiders. Lolth has the upper half of a in combat, she will toy with her opponents first, giving them
strikingly beautiful female drow, with long white hair and gleaming false hope that they might have a chance of defeating her, only to
black and purplish eyes. Her humanoid waist is connected to quickly turn the tables and reveal that she was never in any real
the head of a giant black spider with eight glowing red eyes, two trouble. She will prioritize targeting those who are beloved by all
poisonous fangs, and eight chitinous legs that end in razor-sharp so she can revel in their agony as she slowly kills that target while
points. the rest of her victims watch helplessly in horror.
Demonweb Pits. There are many ways to access the 66th layer Deadly Foe. As a deity, Lolth is incredibly powerful and does not
of the Abyss where the realm of the Demonweb can be found but need weapons when fighting. She usually summons her faithful
getting out may be the biggest problem. The Demonweb is a mass handmaidens, or yochlols, and select high level drow servitors to
of tunnels and pathways that stretch from all directions and are all fight for her. Lolth relies on her spellcasting abilities to confound
full of webs, traps, and its hungry denizens. No one has ever been her opponents and trap them in her steel-like webs. Each of her
able to map this maze-like pit because Lolth constantly changes legs can be used as a spear and can stab and pierce creatures with
paths when she spins her webs. ease as she goes for the kill with her poisonous fangs.

Chapter 1. Bestiary 53
Lolth Actions
Huge fiend (demon), chaotic evil Multiattack. Lolth uses Web and makes four attacks: one with her
bite, one with her whip, and two with her Impaling Forelegs.
Armor Class 23 (natural armor) Bite. Melee Weapon Attack: +15 to hit, reach 5 ft., one target.
Hit Points 400 (32d12 + 240) Hit: 14 (2d6 + 7) piercing damage, and if the target is a creature, it
Speed 40 ft., climb 40 ft. must succeed on a DC 22 Constitution saving throw. If the saving
throw fails by 5 or more, the creature is reduced to 0 hit points,
STR DEX CON INT WIS CHA unless it is immune to poison damage. Otherwise, a creature takes
24 (+7) 23 (+6) 23 (+6) 26 (+8) 26 (+8) 29 (+9) 22 (4d10) poison damage and is poisoned for 1 minute on a failed
save. While poisoned, a creature takes 22 (4d10) poison damage
Saving Throws Dex +14, Int +16, Wis +16, Cha +17 at the end of each of its turns. The creature can repeat the saving
Skills Deception +17, Perception +16, Stealth +14 throw at the end of each of its turns, ending the effect on itself on a
Damage Resistances cold, fire, lightning success.
Damage Immunities poison; bludgeoning, piercing, and slashing Pain Whip. Melee Weapon Attack: +15 to hit, reach 30 ft., one
from nonmagical attacks target. Hit: 14 (2d6 + 7) slashing damage plus 14 (4d6) necrotic
Condition Immunities charmed, exhaustion, frightened, poisoned damage and the target has disadvantage to attack rolls and saving
Senses darkvision 240 ft., truesight 120 ft., passive Perception 26 throw rolls until the end of Lolth's next turn. In addition, the target
Languages Abyssal, Common, Elvish, telepathy 120 ft. must succeed on a DC 25 Strength saving throw or be pulled up to
Challenge 28 (120,000 XP) 25 feet toward Lolth.
Impaling Foreleg. Melee Weapon Attack: +15 to hit, reach 15 ft.,
Discorporation. When Lolth drops to 0 hit points or dies, her body
one target. Hit: 17 (3d6 + 7) piercing damage, and if the target is a
is destroyed but her essence travels back to her domain in the
creature, it is grappled (escape DC 17). While grappled, the target
Abyss, and she is unable to take physical form for a time.
is restrained, takes 7 (2d6) necrotic damage at the start of each
Innate Spellcasting. Lolth's spellcasting ability is Charisma (spell of Lolth's turns, and Lolth can't use one of her Impaling Legs on
save DC 25). She can innately cast the following spells, requiring no another target.
material components:
Web. Ranged Weapon Attack: +15 to hit, range 60/120 ft., one Huge
At will: alter self (can become a Medium female Drow when or smaller creature. Hit: The creature is restrained by webbing.
changing her appearance), detect magic, poison spray (4d12 As an action, the restrained creature can make a DC 22 Strength
damage), web check, escaping from the webbing on a success. The effect ends if
3/day each: confusion, dispel magic, dominate person, fly, teleport the webbing is destroyed. The webbing has AC 15, 20 hit points,
1/day each: divine word, maddening darkness, psychic scream resistance to bludgeoning damage, and immunity to acid, poison,
Legendary Resistance (5/Day). If Lolth fails a saving throw, she can and psychic damage.
choose to succeed instead.
Legendary Actions
Limited Magic Immunity. Unless she wishes to be affected, Lolth is Lolth can take 3 legendary actions, choosing from the options below.
immune to spells of 6th level or lower. She has advantage on saving Only one legendary action option can be used at a time and only at
throws against all other spells and magical effects. the end of another creature's turn. Lolth regains spent legendary
Magic Weapons. Lolth's weapon attacks are magical. actions at the start of her turn.

Noxious Webs. A creature that starts its turn in a space filled with or Insidious Poison. Lolth chooses one creature within 30 feet that
restrained by webbing created by Lolth (either by her Web attack or she has poisoned. The target must make a DC 25 Wisdom saving
her spell) takes 7 (2d6) acid damage. throw. On a failed save, the creature uses its reaction to make a
melee weapon attack against a creature of Lolth's choice that Lolth
Regeneration. If Lolth has at least 1 hit point, she regains 30 hit can see.
points at the start of her turn. Web. Lolth uses Web.
Spider Climb. Lolth can climb difficult surfaces, including upside Web Crawl. While on webbed surfaces, Lolth moves up to half her
down on ceilings, without needing to make an ability check. speed without provoking opportunity attacks.
Whip (Costs 2 Actions). Lolth makes an Pain Whip attack.
Web Sense. While in contact with a web, Lolth knows the exact Impale (Costs 2 Actions). Lolth uses her Impaling Foreleg
location of any creature in contact with the same web. attack.
Web Walker. Lolth ignores movement restrictions caused by Summon Handmaiden (Costs 3 Actions). Lolth magically
webbing. summons a yochlol. The yochlol appears in an unoccupied space
within 60 feet of Lolth and acts as Lolth's ally. The yochlol remain
until Lolth dies or until she dismisses it as an action.

54 Chapter 1. Bestiary
Demon: The Aspects

D
before they dissipate, or until recalled by their progenitor.
eities and fiends will sometimes send a portion of their There can be only One. Only one Aspect can exist at a time, no
power to the Prime Material Plane in order to provide matter how many times the progenitor creates them. In addition,
assistance to their worshipers. These fragments the progenitor cannot exist in the same plane as its Aspect. When
of spiritual energy manifest in an “Aspect,” a being the progenitor creates an Aspect, it actually sends an essence of
that is similar in form to their originators but are not itself to the destination plane. Only when it reaches that plane
directly controlled. Instead, they are a separate entity does the Aspect form. Once an Aspect is created, the progenitor
altogether, albeit sharing the same agenda as its progenitor. must recall it first or wait for it to dissipate before it can create
Aspects can never be summoned, but highly favored priests or another Aspect.
mages can petition their gods to bestow upon them an Aspect. Independent Extension. Aspects are not directly controlled by
Born of Power. Despite being just a portion of the progenitors’ their progenitor nor can they see through the Aspect’s eyes or
power, the Aspects will take a physical and biological form that learn any knowledge the Aspect discovers. They are independent
is nearly identical to their progenitor and with near matching beings after their manifestation and will act in accordance to their
attributes and traits, but obviously scaled down in power. They alignment and general goal of their progenitor. They are aware
always appear as large or larger sized forms and will sport a that they are not the 'real' beings, but understand that they are
weakened version of their progenitors’ favored weapon (should an extension and take comfort that once they dissipate, they will
they have one). Unless specified, fiendish Aspects last 666 days return to their real form.

Chapter 1. Bestiary 55
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 15-foot tall dark-furred
minotaur, its head topped with six iron horns. 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.

Aspect of Baphomet saving throw, it can choose to succeed instead.


Huge fiend (demon), chaotic evil Reckless. At the start of its turn, the Aspect of Baphomet can gain
advantage on all melee weapon attack rolls during that turn, but
Armor Class 16 (natural armor) attack rolls against it have advantage until the start of its next turn.
Hit Points 150 (12d12 + 72)
Speed 40 ft.
Actions
Multiattack. The Aspect of Baphomet makes three attacks: one with
STR DEX CON INT WIS CHA Heartcleaver, one with its bite, and one with its gore attack.
23 (+6) 12 (+1) 22 (+6) 16 (+3) 20 (+5) 14 (+2) Heartcleaver. Melee Weapon Attack: +10 to hit, reach 10 ft., one
target. Hit: 17 (2d10 + 6) slashing damage.
Skills Intimidation +10, Perception +9 Bite. Melee Weapon Attack: +10 to hit, reach 5 ft., one target.
Damage Resistances cold, fire, lightning, bludgeoning, piercing, and Hit: 15 (2d8 + 6) piercing damage.
slashing from nonmagical attacks
Damage Immunities poison Gore. Melee Weapon Attack: +10 to hit, reach 5 ft., one target.
Condition Immunities charmed, exhaustion, frightened, poisoned Hit: 13 (2d6 + 6) piercing damage.
Senses darkvision 120 ft., passive Perception 19 Frightful Presence. Each creature of the Aspect of Baphomet's
Languages all, telepathy 60 ft. choice that is within 120 feet of the Aspect of Baphomet and aware
Challenge 11 (7,200 XP) of it must succeed on a DC 14 Wisdom saving throw or become
frightened for 1 minute. A creature can repeat the saving throw at
Charge. If the Aspect of Baphomet moves at least 10 feet straight the end of each of its turns, ending the effect on itself on a success.
toward a target and then hits it with a gore attack on the same turn, If a creature's saving throw is successful or the effect ends for it, the
the target takes an extra 13 (3d8) piercing damage. If the target is a creature is immune to the Aspect of Baphomet's Frightful Presence
creature, it must succeed on a DC 18 Strength saving throw or be for the next 24 hours.
pushed up to 10 feet away and knocked prone.
Innate Spellcasting. The Aspect of Baphomet's spellcasting ability
Legendary Actions
is Charisma (spell save DC 14). It can innately cast the following The Aspect of Baphomet can take 3 legendary actions, choosing
spells, requiring no material components: 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
At will: detect magic
Aspect of Baphomet regains spent legendary actions at the start of
1/day each: dispel magic, dominate beast, hunter's mark
its turn.
Labyrinthine Recall. The Aspect of Baphomet can perfectly recall Charge. The Aspect of Baphomet moves up its speed.
any path it has traveled, and it is immune to the maze spell. Heartcleaver Attack (Costs 2 Actions). The Aspect of Baphomet
Legendary Resistance (1/Day). If the Aspect of Baphomet fails a makes a melee attack with Heartcleaver.

56 Chapter 1. Bestiary
Aspect of Demogorgon
The Aspect of Demogorgon will be about 15 feet in height
with a body of that of a green-scaled dinosaur with a huge
forked tail. It’s muscular and hairy torso is topped with
two leering simian heads that resemble a cross between a
baboon and a mandrills.
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
deranged, if not totally insane.
The Aspect of Demogorgon will act similarly as its
progenitor, with its two simian heads not caring where their
gaze might land, even if it falls on a loyal worshiper. Which
is probably why its worshipers will only petition one when
they are in desperate need or in a dire situation, such as
when their temple is being 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 are simply following
its own tactical course of action and will not work together
unless faced with a strong foe.

Aspect of Demogorgon reduction lasts until the target finishes a long rest. The target dies if
its hit point maximum is reduced to 0.
Huge fiend (demon), chaotic evil
Gaze. The Aspect of Demogorgon turns its magical gaze toward one
Armor Class 16 (natural armor) creature that it can see within 60 feet of it. That target must make
Hit Points 178 (17d12 + 68) a DC 17 Wisdom saving throw. Unless the target is incapacitated, it
Speed 50 ft., swim 50 ft. can avert its eyes to avoid the gaze and to automatically succeed on
the save. If the target does so, it can't see the Aspect of Demogorgon
STR DEX CON INT WIS CHA until the start of the Aspect of Demogorgon's next turn. If the
21 (+5) 12 (+1) 19 (+4) 15 (+2) 13 (+1) 18 (+4) target looks at the Aspect of Demogorgon in the meantime, it must
immediately make the save.
If the target fails the save, the target suffers one of the following
Skills Insight +6, Perception +11
effects of the Aspect of Demogorgon's choice or at random:
Damage Resistances cold, fire, lightning, bludgeoning, piercing, and
slashing from nonmagical attacks 1. Beguiling Gaze. The target is stunned until the start of the Aspect
Damage Immunities poison of Demogorgon's next turn or until the Aspect of Demogorgon is no
Condition Immunities charmed, exhaustion, frightened, poisoned longer within line of sight.
Senses darkvision 120 ft., passive Perception 21 2. Hypnotic Gaze. The target is charmed by the Aspect of
Languages all, telepathy 60 ft. Demogorgon until the start of the Aspect of Demogorgon's next turn.
Challenge 14 (11,500 XP) The Aspect of Demogorgon chooses how the charmed target uses
its actions, reactions, and movement. Because this gaze requires the
Innate Spellcasting. The Aspect of Demogorgon's spellcasting Aspect of Demogorgon to focus both heads on the target, it can't use
ability is Charisma (spell save DC 17). It can innately cast the his Maddening Gaze legendary action until the start of its next turn.
following spells, requiring no material components: 3. Insanity Gaze. The target suffers the effect of the confusion spell
without making a saving throw. The effect lasts until the start of
At will: detect magic, major image the Aspect of Demogorgon's next turn. The Aspect of Demogorgon
1/day each: dispel magic, fear, telekinesis doesn't need to concentrate on the spell.
Legendary Resistance (1/Day). If the Aspect of Demogorgon fails a
saving throw, it can choose to succeed instead. Legendary Actions
The Aspect of Demogorgon can take 2 legendary actions, choosing
Two Heads. The Aspect of Demogorgon has advantage on saving
from the options below. Only one legendary action option can be
throws against being blinded, deafened, stunned, or knocked
used at a time and only at the end of another creature's turn. The
unconscious.
Aspect of Demogorgon regains spent legendary actions at the start
Actions of its turn.
Multiattack. The Aspect of Demogorgon makes two tentacle attacks. Tail. Melee Weapon Attack: +10 to hit, reach 15 ft., one target.
Hit: 12 (2d6 + 5) bludgeoning damage plus 9 (2d8) necrotic
Tentacle. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. damage.
Hit: 18 (3d8 + 5) bludgeoning damage. If the target is a creature, it Maddening Gaze. The Aspect of Demogorgon uses his Gaze action,
must succeed on a DC 17 Constitution saving throw or its hit point and must choose either the Beguiling Gaze or the Insanity Gaze
maximum is reduced by an amount equal to the damage taken. This effect.

Chapter 1. Bestiary 57
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 Legendary Resistance (1/Day). If the Aspect of Fraz-Urb'luu fails a


saving throw, it can choose to succeed instead.
Large fiend (demon), chaotic evil
Undetectable. Fraz-Urb'luu can't be targeted by divination magic,
Armor Class 15 (natural armor) perceived through magical scrying sensors, or detected by abilities
Hit Points 142 (15d10 + 60) that sense demons or fiends.
Speed 40 ft., fly 40 ft.
Actions
STR DEX CON INT WIS CHA Multiattack. The Aspect of Fraz-Urb' luu makes three attacks: one
21 (+5) 12 (+1) 19 (+4) 19 (+4) 18 (+4) 19 (+4) with its bite and two with his fists.
Bite. Melee Weapon Attack: +9 to hit, reach 10 ft., one target.
Skills Deception +8, Perception +8, Stealth +5 Hit: 12 (2d6 + 5) piercing damage.
Damage Resistances cold, fire, lightning, bludgeoning, piercing, and Fist. Melee Weapon Attack: +9 to hit, reach 10 ft., one target.
slashing from nonmagical attacks Hit : 14 (2d8 + 5) bludgeoning damage.
Damage Immunities poison
Condition Immunities charmed, exhaustion, frightened, poisoned Legendary Actions
Senses darkvision 120 ft., passive Perception 18
The Aspect of Fraz-Urb'luu can take 3 legendary actions, choosing
Languages all, telepathy 60 ft.
from the options below. Only one legendary action option can be
Challenge 11 (7,200 XP)
used at a time and only at the end of another creature's turn. The
Aspect of Fraz-Urb'luu regains spent legendary actions at the start
Innate Spellcasting. The Aspect of Fraz-Urb'luu's spellcasting ability of its turn.
is Charisma (spell save DC 16). It can innately cast the following
Tail. Melee Weapon Attack: +9 to hit, reach 15 ft., one target.
spells, requiring no material components:
Hit: 14 (2d8 + 5) bludgeoning damage. If the target is a Large or
At will: alter self (can become Medium when changing its smaller creature, it is also grappled (escape DC 17). The grappled
appearance), detect magic target is also restrained. The Aspect of Fraz-Urb'luu can grapple
3/day: dispel magic, phantasmal force only one creature with his tail at a time.
1/day: confusion Phantasmal Killer (Costs 2 Actions). Fraz-U rb'luu casts
phantasmal killer, no concentration required.

58 Chapter 1. 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 half slightly smaller than
its extremely 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 3/day: crown of madness, dispel magic, dissonant whispers


1/day: dominate person, greater invisibility
Large fiend (demon), chaotic evil
Legendary Resistance (1/Day). If the Aspect of Graz'zt fails a saving
Armor Class 15 (natural armor) throw, it can choose to succeed instead.
Hit Points 153 (18d10 + 54)
Speed 40 ft.
Actions
Multiattack. The Aspect of Graz'zt attacks twice with Wave of
STR DEX CON INT WIS CHA Sorrow.
19 (+4) 12 (+1) 16 (+3) 17 (+3) 16 (+3) 19 (+4) Wave of Sorrow (Creatsword). Melee Weapon Attack: +8 to hit,
reach 10 ft., one target. Hit: 18 (4d6 + 4) slashing damage plus 7
Skills Deception +8, Insight +7, Perception +7, Persuasion +8 (2d6) acid damage.
Damage Resistances cold, fire, lightning, bludgeoning, piercing, Teleport (Recharges 5-6). The Aspect of Graz'zt magically teleports,
and slashing from nonmagical attacks along with any equipment it is wearing or carrying, up to 60 feet to
Damage Immunities poison an unoccupied space it can see.
Condition Immunities charmed, exhaustion, frightened, poisoned
Senses darkvision 120 ft., passive Perception 17 Legendary Actions
Languages all, telepathy 60 ft. The Aspect of Graz'zt can take 3 legendary actions, choosing from
Challenge 12 (8,400 XP) 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 Aspect of
Shapechanger. The Aspect of Graz'zt can use its action to Graz'zt regains spent legendary actions at the start of its turn.
polymorph into a form that resembles a Medium humanoid, or Dance, My Puppet! One creature charmed by the Aspect of Graz'zt
back into its true form. Aside from its size, its statistics are the that the Aspect of Graz'zt can see must use its reaction to move up
same in each form. Any equipment it is wearing or carrying isn't to its speed as the Aspect of Graz'zt directs.
transformed. Sow Discord. The Aspect of Graz'zt casts crown of madness or
Innate Spellcasting. The Aspect of Graz'zt's spellcasting ability dissonant whispers.
is Charisma (spell save DC 16). It can innately cast the following Teleport. The Aspect of Graz'zt uses its Teleport action, if available.
spells, requiring no material components: Attack (Costs 2 Actions). The Aspect of Graz'zt attacks once with
At will: charm person, detect magic Wave of Sorrow.

Chapter 1. Bestiary 59
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.

Aspect of Juiblex
Huge fiend (demon), chaotic evil

Armor Class 14 (natural armor)


Hit Points 161 (17d12 + 51)
Speed 40 ft.

STR DEX CON INT WIS CHA


18 (+4) 8 (-1) 17 (+3) 15 (+2) 15 (+2) 14 (+2)

Skills Intimidation +10, Perception +10


Damage Resistances cold, fire, lightning, bludgeoning, piercing, and
slashing from nonmagical attacks
Damage Immunities poison
Condition Immunities charmed, exhaustion, frightened, poisoned
Senses darkvision 120 ft., passive Perception 17
Languages all, telepathy 60 ft.
Challenge 11 (7,200 XP)

Foul. Any creature, other than an ooze, that starts its turn within 10
feet of the Aspect of Juiblex must succeed on a DC 21 Constitution
saving throw or be poisoned until the start of the creature's next
turn.
Innate Spellcasting. The Aspect of Juiblex's spellcasting ability Eject Slime (Recharge 5-6). The Aspect of Juiblex spews out a
is Charisma (spell save DC 14). It can innately cast the following corrosive slime, targeting one creature that it can see within 60 feet
spells, requiring no material components: of it. The target must make a DC 15 Dexterity saving throw. On a
failure, the target takes 27 (5d10) acid damage. Unless the target
At will: acid splash (3d6 damage), detect magic avoids taking any of this damage, any nonmagical metal armor
1/day each: blight, contagion, gaseous form worn by the target takes a permanent -1 penalty to the AC it offers,
Legendary Resistance (1/Day). If the Aspect of Juiblex fails a saving and any nonmagical metal weapon it is carrying or wearing takes a
throw, it can choose to succeed instead. permanent - 1 penalty to damage rolls. The penalty worsens each
time a target is subjected to this effect. If the penalty on an object
Regeneration. The Aspect of Juiblex regains 10 hit points at the drops to -5, the object is destroyed.
start of its turn. lf it takes fire or radiant damage, this trait doesn't
function at the start of its next turn. The Aspect of Juiblex dies only if Legendary Actions
it starts its turn with 0 hit points and doesn't regenerate. The Aspect of Juiblex can take 3 legendary actions, choosing from
Spider Climb. The Aspect of Juiblex can climb difficult surfaces, the options below. Only one legendary action option can be used at
including upside down on ceilings, without needing to make an a time and only at the end of another creature's turn. The Aspect of
ability check. Juiblex regains spent legendary actions at the start of its turn.
Acid Splash. The Aspect of Juiblex casts acid splash.
Actions Attack. The Aspect of Juiblex makes one acid lash attack.
Multiattack. The Aspect of Juiblex makes three acid lash attacks. Corrupting Touch (Costs 2 Actions). Melee Weapon Attack: + 8
Acid Lash. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. to hit, reach 10 ft., one creature. Hit: 14 (3d6 + 4) poison damage,
Hit: 11 (2d6 + 4) acid damage. Any creature killed by this attack is and the target is slimed. Until the slime is scraped off with an
drawn into the Aspect of Juiblex's body, and the corpse is obliterated action, the target is poisoned, and any creature, other than an
after 1 hour. ooze, is poisoned while within 10 feet of the target.

60 Chapter 1. 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, and 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 make a beeline toward it, use
its Curse against it, before charging to attack.

Aspect of Kostchtchie Actions


Large fiend (demon), chaotic evil Multiattack. The Aspect of Kostchtchie makes two melee attacks,
only one of which can be a bite attack.
Armor Class 14 (natural armor) Bite. Melee Weapon Attack: +11 to hit, reach 5 ft., one target.
Hit Points 147 (14d10 + 70) Hit: 9 (1d6 + 6) piercing damage.
Speed 40 ft.
Matalotok (Warhammer). Melee Weapon Attack: +11 to hit, reach
STR DEX CON INT WIS CHA 10 ft., one target. Hit: 15 (2d8 + 6) bludgeoning damage, or 17 (2d10
22 (+6) 10 (+0) 20 (+5) 13 (+1) 16 (+3) 14 (+2) + 6) bludgeoning damage if used with two hands to make a melee
attack, and the weapon emits a burst of cold that deals 10 (3d6) cold
damage to each creature within 30 feet of it.
Skills Intimidation +7, Perception +8, Survival +8
Damage Resistances fire, lightning, bludgeoning, piercing, and Legendary Actions
slashing from nonmagical attacks
The Aspect of Kostchtchie can take 3 legendary actions, choosing
Damage Immunities cold, poison
from the options below. Only one legendary action option can be
Condition Immunities charmed, exhaustion, frightened, poisoned
used at a time and only at the end of another creature's turn. The
Senses darkvision 120 ft., passive Perception 18
Aspect of Kostchtchie regains spent legendary actions at the start of
Languages all, telepathy 60 ft.
its turn.
Challenge 13 (10,000 XP)
Charge. The Aspect of Kostchtchie moves up to its speed.
Innate Spellcasting. The Aspect of Kostchtchie's spellcasting ability Attack (Costs 2 Actions). The Aspect of Kostchtchie makes one
is Charisma (spell save DC 15). It can innately cast the following melee weapon attack.
spells, requiring no material components: Curse (Costs 2 Actions). The Aspect of Kostchtchie curses one
creature it can see within 60 feet of it. The cursed creature gains
At will: command, darkness vulnerability to all damage dealt by the Aspect of Kostchtchie until
1/day each: dispel evil and good, telekinesis, wind walk the end of the Aspect of Kostchtchie's next turn.
Legendary Resistance (1/Day). If the Aspect of Kostchtchie fails a
saving throw, it can choose to succeed instead.

Chapter 1. Bestiary 61
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 to an entity or
organization Lolth hates.
The Aspect of Lolth will always appear as that of Lolth's
drider-form or that of a horrid-looking huge 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.
In combat, it will first cause as much pain and suffering
on its targets, toying with them for as much as she can.
Only when it feels threatened will it make use of its full
powers to bring them down.

Aspect of Lolth Bite. Melee Weapon Attack: +9 to hit, reach 5 ft., one target.
Hit: 7 (1d6 + 4) piercing damage, and if the target is a creature, it
Huge fiend (demon), chaotic evil
must succeed on a DC 16 Constitution saving throw. If the saving
throw fails by 5 or more, the creature is reduced to 0 hit points,
Armor Class 18 (natural armor)
unless it is immune to poison damage. Otherwise, a creature takes
Hit Points 152 (16d12 + 48)
11 (2d10) poison damage and is poisoned for 1 minute on a failed
Speed 40 ft., climb 40 ft.
save. While poisoned, a creature takes 11 (2d10) poison damage
at the end of each of its turns. The creature can repeat the saving
STR DEX CON INT WIS CHA
throw at the end of each of its turns, ending the effect on itself on a
18 (+4) 17 (+3) 17 (+3) 19 (+4) 19 (+4) 22 (+6)
success.

Skills Deception +11, Perception +9, Stealth +8 Pain Whip. Melee Weapon Attack: +9 to hit, reach 30 ft., one target.
Damage Resistances cold, fire, lightning; bludgeoning, piercing, Hit: 11 (2d6 + 4) slashing damage plus 7 (2d6) necrotic damage
and slashing from nonmagical attacks and the target has disadvantage to attack rolls and saving throw
Damage Immunities poison rolls until the end of the Aspect of Lolth's next turn. In addition, the
Condition Immunities charmed, exhaustion, frightened, poisoned target must succeed on a DC 17 Strength saving throw or be pulled
Senses darkvision 240 ft., truesight 120 ft., passive Perception 19 up to 25 feet toward the Aspect of Lolth.
Languages Abyssal, Common, Elvish, telepathy 120 ft. Impaling Foreleg. Melee Weapon Attack: +9 to hit, reach 15 ft.,
Challenge 15 (13,000 XP) one target. Hit: 14 (3d6 + 4) piercing damage, and if the target is a
creature, it is grappled (escape DC 14). While grappled, the target
Innate Spellcasting. The Aspect of Lolth's spellcasting ability is is restrained, takes 3 (1d6) necrotic damage at the start of each of
Charisma (spell save DC 19). It can innately cast the following the Aspect of Lolth's turns, and the Aspect of Lolth can't use one of
spells, requiring no material components: its Impaling Legs on another target.
At will: alter self (can become a Medium female Drow when Web. Ranged Weapon Attack: +9 to hit, range 60/120 ft., one Huge
changing her appearance), detect magic, poison spray (3d12 or smaller creature. Hit: The creature is restrained by webbing.
damage), web As an action, the restrained creature can make a DC 16 Strength
1/day each: confusion, dispel magic, dominate person, fly check, escaping from the webbing on a success. The effect ends if
Legendary Resistance (1/Day). If the Aspect of Lolth fails a saving the webbing is destroyed. The webbing has AC 12, 10 hit points,
throw, it can choose to succeed instead. resistance to bludgeoning damage, and immunity to acid, poison,
and psychic damage.
Noxious Webs. A creature that starts its turn in a space filled with or
restrained by webbing created by the Aspect of Lolth (either by her Legendary Actions
Web attack or her spell) takes 3 (1d6) acid damage. The Aspect of Lolth can take 3 legendary actions, choosing from
Regeneration. If the Aspect of Lolth has at least 1 hit point, it the options below. Only one legendary action option can be used at
regains 10 hit points at the start of her turn. a time and only at the end of another creature's turn. The Aspect of
Lolth regains spent legendary actions at the start of its turn.
Spider Climb. The Aspect of Lolth can climb difficult surfaces,
Insidious Poison. The Aspect of The Aspect of Lolth chooses one
including upside down on ceilings, without needing to make an
creature within 30 feet that it has poisoned. The target must make
ability check.
a DC 19 Wisdom saving throw. On a failed save, the creature uses
Web Sense. While in contact with a web, the Aspect of Lolth knows its reaction to make a melee weapon attack against a creature of
the exact location of any creature in contact with the same web. the Aspect of Lolth's choice that the Aspect of Lolth can see.
Web. The Aspect of Lolth uses Web.
Web Walker. The Aspect of Lolth ignores movement restrictions
Web Crawl. While on webbed surfaces, the Aspect of Lolth moves
caused by webbing.
up to half its speed without provoking opportunity attacks.
Actions Whip (Costs 2 Actions). The Aspect of Lolth makes a Pain Whip
attack.
Multiattack. The Aspect of Lolth uses Web and makes four attacks:
Impale (Costs 2 Actions). The Aspect of Lolth uses its Impaling
one with its bite, one with its Pain Whip, and two with its Impaling
Foreleg attack.
Forelegs.

62 Chapter 1. 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 resembles that of an emaciated giant goat's
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 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
itself.

Aspect of Orcus Legendary Resistance (1/Day). If the Aspect of Orcus fails a saving
throw, it can choose to succeed instead.
Huge fiend (demon), chaotic evil
Actions
Armor Class 12 (natural armor), 15 with the Wand of Orcus
Multiattack. The Aspect of Orcus makes two Wand of Orcus attacks.
Hit Points 189 (18d12 + 72)
Speed 40 ft., fly 40 ft. Wand of Orcus. Melee Weapon Attack: +10 to hit, reach 10 ft., one
target. Hit: 12 (2d6 + 5) bludgeoning damage plus 6 (1d12) necrotic
STR DEX CON INT WIS CHA damage.
20 (+5) 12 (+1) 19 (+4) 15 (+2) 15 (+2) 19 (+4)
Tail. Melee Weapon Attack: +10 to hit, reach 10 ft., one target.
Hit: 12 (2d6 + 5) piercing damage plus 4 (1d8) poison damage.
Skills Arcana +7, Perception +7
Damage Resistances cold, fire, lightning, bludgeoning, piercing, and Legendary Actions
slashing from nonmagical attacks The Aspect of Orcus can take 3 legendary actions, choosing from
Damage Immunities necrotic, poison the options below. Only one legendary action option can be used at
Condition Immunities charmed, exhaustion, frightened, poisoned a time and only at the end of another creature's turn. The Aspect of
Senses darkvision 120 ft., passive Perception 17 Orcus regains spent legendary actions at the start of its turn.
Languages all, telepathy 60 ft.
Tail. The Aspect of Orcus makes one tail attack.
Challenge 14 (11,500 XP)
A Taste of Undeath. The Aspect of Orcus casts chill touch (3d8
damage).
Wand of Orcus. The wand has 3 charges, and any of its properties Creeping Death (Costs 2 Actions). The Aspect of Orcus chooses a
that require a saving throw have a save DC of 18. While holding it, point on the ground that it can see within 50 feet of it. A cylinder
the Aspect of Orcus can use an action to cast animate dead, blight, of swirling necrotic energy 60 feet tall and with a 10-foot
or speak with dead. radius rises from that point and lasts until the end of Aspect of
Innate Spellcasting. The Aspect of Orcus's spellcasting ability is Orcus's next turn. Creatures in that area have vulnerability to
Charisma (spell save DC 17, +9 to hit with spell attacks). It can necrotic damage.
innately cast the following spells, requiring no material components:
At will: chill touch (3d8 damage), detect magic
1/day each: create undead, dispel magic

Chapter 1. Bestiary 63
Aspect of Yeenoghu
The demon lord and god of gnolls, Yeenoghu, the Lord
of Savagery, desires slaughter and destruction above
everything else. He enjoys inflicting pain and misery
to his victims before he killing them, and crushing
everyone else's hopes.
For Yeenoghu to grant an Aspect, the petitioner should
be a powerful gnoll or flind with and use the Aspect for
furthering the Beast of Butchery's desires.
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 just
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.

Aspect of Yeenoghu Actions


Huge fiend (demon), chaotic evil Multiattack. The Aspect of Yeenoghu makes three flail attacks.
If an attack hits, it can cause it to create an additional effect of
Armor Class 15 (natural armor) his choice or at random (each effect can be used only once per
Hit Points 142 (15d12 + 45) Multiattack):
Speed 50 ft. 1. The attack deals an extra 9 (2d8) bludgeoning damage.
2. The target must succeed on a DC 12 Constitution saving throw or
STR DEX CON INT WIS CHA be paralyzed until the start ofYeenoghu's next turn.
22 (+6) 12 (+1) 17 (+3) 11 (+0) 18 (+4) 11 (+0) 3. The target must succeed on a DC 12 Wisdom saving throw or be
affected by the confusion spell until the start of Yeenoghu's next
Skills Intimidation +4, Perception +8 turn.
Damage Resistances cold, fire, lightning, bludgeoning, piercing, and Flail. Melee Weapon Attack: +10 to hit, reach 15 ft., one target.
slashing from nonmagical attacks Hit: 11 (1d10 + 6) bludgeoning damage.
Damage Immunities poison
Condition Immunities charmed, exhaustion, frightened, poisoned Bite. Melee Weapon Attack: +10 to hit, reach 10 ft ., one target.
Senses darkvision 120 ft., passive Perception 18 Hit: 10 (1d8 + 6) piercing damage.
Languages all, telepathy 60 ft.
Challenge 12 (8,400 XP) Legendary Actions
The Aspect of Yeenoghu can take 3 legendary actions, choosing
from the options below. Only one legendary action option can be
Innate Spellcasting. The Aspect of Yeenoghu's spellcasting ability used at a time and only at the end of another creature's turn. The
is Charisma (spell save DC 12). It can innately cast the following Aspect of Yeenoghu regains spent legendary actions at the start of
spells, requiring no material components: its turn.
At will: detect magic Charge. The Aspect of Yeenoghu moves up to its speed.
1/day each: dispel magic, fear, invisibility Swat Away (Costs 2 Actions). The Aspect of Yeenoghu makes a
Legendary Resistance (1/Day). If the Aspect of Yeenoghu fails a flail attack. If the attack hits, the target must succeed on a DC 18
saving throw, it can choose to succeed instead. Strength saving throw or be pushed 15 feet in a straight line away
from the Aspect of Yeenoghu. If the saving throw fails by 5 or more,
Rampage. When the Aspect of Yeenoghu reduces a creature to 0 hit the target falls prone.
points with a melee attack on its turn, the Aspect of Yeenoghu can Savage (Costs 3 Actions). The Aspect of Yeenoghu makes a bite
take a bonus action to move up to half his speed and make a bite
attack against each creature within 10 feet of it.
attack.

64 Chapter 1. Bestiary
Aspect of Zuggtmoy creature in the cloud when it appears, or that enters it later, must
make a DC 14 Constitution saving throw. On a successful save,
Large fiend (demon), chaotic evil 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
Armor Class 14 (natural armor) spores of Zuggtmoy. While infected in this way, the creature can't
Hit Points 142 (19d10 + 38) be reinfected, and it must repeat the saving throw at the end of
Speed 30 ft. 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
STR DEX CON INT WIS CHA after three such failed saves, the creature dies and is reanimated
16 (+3) 12 (+1) 14 (+2) 15 (+2) 14 (+2) 18 (+4) as a spore servant if it's a type of creature that can be (see the
"Myconids" entry in the Monster Manual).
Skills Perception +6
Mind Control Spores (Recharge 6). The Aspect of Zuggtmoy
Damage Resistances cold, fire, lightning, bludgeoning, piercing, and
releases spores that burst out in a cloud that fills a 20-foot-radius
slashing from nonmagical attacks
sphere centered on itself, and it lingers for 1 minute. Humanoids
Damage Immunities poison
and beasts in the cloud when it appears, or that enter it later, must
Condition Immunities charmed, exhaustion, frightened, poisoned
make a DC 14 Wisdom saving throw. On a successful save, the
Senses darkvision 120 ft., passive Perception 16
creature can't be infected by these spores for 24 hours. On a failed
Languages all, telepathy 60 ft.
save, the creature is infected with a disease called the influence
Challenge 11 (7,200 XP)
of Zuggtmoy for 24 hours. While infected in this way, the creature
is charmed by the Aspect of Zuggtymoy and can't be reinfected by
Innate Spellcasting. The Aspect of Zuggtmoy's spellcasting ability these spores.
is Charisma (spell save DC 16). It can innately cast the following
spells, requiring no material components: Reactions
At will: detect magic, locate animals or plants, ray of sickness Protective Thrall. When the Aspect Zuggtmoy is hit by an attack,
1/day: dispel magic, ensnaring strike, entangle, plant growth one creature within 5 feet of the Aspect of Zuggtmoy that is
charmed by it must use its reaction to be hit by the attack instead.
Legendary Resistance (1/Day). If the Aspect of Zuggtmoy fails a
saving throw, it can choose to succeed instead. Legendary Actions
Actions The Aspect of Zuggtmoy can take 3 legendary actions, choosing
from the options below. Only one legendary action option can be
Multiattack. The Aspect of Zuggtmoy makes three pseudopod
used at a time and only at the end of another creature's turn. The
attacks.
Aspect of Zuggtmoy regains spent legendary actions at the start of
Pseudopod. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. its turn.
Hit: 7 (1d8 + 3) bludgeoning damage plus 4 (1d8) poison. Attack. Zuggtmoy makes one pseudopod attack.
Infestation Spores (1/ Day). The Aspect of Zuggtmoy releases Exert Will. One creature charmed by the Aspect of Zuggtmoy that it
spores that burst out in a cloud that fills a 20-foot-radius sphere can see must use its reaction to move up to its speed as it directs or
centered on itself, and it lingers for 1 minute. Any flesh-and-blood to make a weapon attack against a target that it designates.

Aspect of Zuggtmoy
The Demon Queen of Fungi may grant petitioners her Aspect if
the will use it to infect as many living creatures with her spores.
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.

Chapter 1. Bestiary 65
Derro Derro Berserker
Small humanoid (derro), chaotic evil
Derro Berserker
Armor Class 14 (hide)
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
Challenge 1 (200 XP)

Magic Resistance. The derro has advantage on saving throws


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
have advantage until the start of its next turn.
Sunlight Sensitivity. While in sunlight, the derro has disadvantage
on attack rolls, as well as on Wisdom (Perception) checks that rely
on sight.

Actions
Multiattack. The derro makes two melee 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.

66 Chapter 1. Bestiary
Derro Hookguard Derro Master Savant
Hookguards are specialize in keeping foes' attention on Derro savants who are favored by their deity, Diirinka, eventually
themselves and away from their more vulnerable allies. They become master savants. These unique savants are divine souls
savagely run after any who try to move past their guard. blessed with the ability to unleash both arcane and divine spells.
They are recognized as the true chosen ones by their kin, and
naturally become their supreme leaders.

Derro Hookguard Derro Master Savant


Small humanoid (derro), chaotic evil Small humanoid (derro), chaotic evil

Armor Class 15 (scale mail) Armor Class 13 (leather armor)


Hit Points 44 (8d6 + 16) Hit Points 54 (12d6 + 12)
Speed 30 ft. Speed 30 ft.

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) 12 (+1) 11 (+0) 5 (-3) 16 (+3)

Skills Stealth +3 Skills Stealth +4


Senses darkvision 120 ft., passive Perception 7 Senses darkvision 120 ft., passive Perception 7
Languages Dwarvish, Undercommon Languages Dwarvish, Undercommon
Challenge 2 (450 XP) Challenge 6 (2,300 XP)

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
2d4 and add it to the total, possibly changing the outcome.
Punish the Marked (1/Turn). As a bonus action, the derro can make
a melee weapon attack against a creature marked by it if the creature Magic Resistance. The derro has advantage on saving throws
dealt damage to anyone other than the derro during the last turn. against spells and other magical effects.
The derro's melee weapon attack has advantage on the attack roll, Spellcasting. The derro is a 9th-level spellcaster. Its spellcasting
and if it hits, the attack's weapon deals an extra 3 (1d6) damage to ability is Charisma (spell save DC 14, +6 to hit with spell attacks). It
the target. has the following sorcerer spells prepared:
Sunlight Sensitivity. While in sunlight, the derro has disadvantage Cantrips (at will): acid splash, mage hand, message, prestidigitation,
on attack rolls, as well as on Wisdom (Perception) checks that rely ray of frost
on sight. 1st level (4 slots): bane, chromatic orb, healing word
2nd level (3 slots): silence, spider climb
Actions 3rd level (3 slots): bestow curse, lightning bolt, spirit guardians
Multiattack. The derro makes two melee attacks. 4th level (3 slots): confusion, greater invisibility
5th level (1 slot): cone of cold
Hooked Spear. Melee Weapon Attack: +5 to hit, reach 5 ft., one
target. Hit: 6 (1d6 + 3) piercing damage. If the target is Medium or Sorcery Points. The derro has 9 sorcery points. It can spend 1 or
smaller, the derro can choose to deal no damage and knock it prone. more sorcery points to gain one of the following benefits:
In either case, the target is marked until the end of the derro's next Heightened Spell: When the derro casts a spell that forces a
turn. This effect ends early if the derro is incapacitated or it dies, creature to make a saving throw to resist the spell's effects, the
or if someone else marks the target. While it is within 5 feet of derro can spend 3 sorcery points to give one target of the spell
the derro, a creature marked by the derro has disadvantage on any disadvantage on its first saving throw against the spell.
attack roll that doesn't target the derro. Quickened Spell: When the derro casts a spell that has a casting
Light Crossbow. Ranged Weapon Attack: +3 to hit, range 80/320 ft., time of 1 action, the derro can spend 2 sorcery points to change the
one target. Hit: 5 (1d8 + 1) piercing damage. casting time to 1 bonus action for this casting.
Sunlight Sensitivity. While in sunlight, the derro has disadvantage
on attack rolls, as well as on Wisdom (Perception) checks that rely
on sight.

Actions
Quarterstaff. Melee Weapon Attack: +2 to hit, reach 5 ft., one target.
Hit: 2 (1d6 - 1) bludgeoning damage, or 3 (1d8 -1) bludgeoning
damage if used with two hands.

Chapter 1. Bestiary 67
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.

Derro Taskmaster Derro Thug


Small humanoid (derro), chaotic evil Small humanoid (derro), chaotic evil

Armor Class 12 (leather armor) Armor Class 14 (studded leather)


Hit Points 45 (10d6 + 10) Hit Points 22 (5d6 + 5)
Speed 30 ft. Speed 30 ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
14 (+2) 12 (+1) 12 (+1) 11 (+0) 5 (-3) 15 (+2) 14 (+2) 14 (+2) 12 (+1) 11 (+0) 5 (-3) 9 (-1)

Skills Stealth +4 Skills Stealth +4


Senses darkvision 120 ft., passive Perception 7 Senses darkvision 120 ft., passive Perception 7
Languages Dwarvish, Undercommon Languages Dwarvish, Undercommon
Challenge 5 (1,800 XP) Challenge 1/2 (100 XP)

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.
Spellcasting. The derro is a 7th-level spellcaster. Its spellcasting Pack Tactics. The derro has advantage on an attack roll against
ability is Charisma (spell save DC 13, +5 to hit with spell attacks). It a creature if at least one of the derro's allies is within 5 feet of the
has the following sorcerer spells prepared: creature and the ally isn't incapacitated.
Cantrips (at will): acid splash, mage hand, message, prestidigitation, Sunlight Sensitivity. While in sunlight, the derro has disadvantage
ray of frost on attack rolls, as well as on Wisdom (Perception) checks that rely
1st level (4 slots): chromatic orb, earth tremor on sight.
2nd level (3 slots): enhance ability, invisibility, spider climb
3rd level (3 slots): enemies abound, haste, lightning bolt Actions
4th level (1 slot): vitriolic sphere Multiattack. The derro makes two melee attacks.
Spur Ally. As a bonus action, the derro targets an allied creature Hooked Spear. Melee Weapon Attack: +4 to hit, reach 5 ft., one
within 30 feet that can see and hear the derro and must have less hit target. Hit: 5 (1d6 + 2) piercing damage. If the target is Medium or
points than the derro. The target takes 3 (1d6) psychic damage and smaller, the derro can choose to deal no damage and knock it prone.
uses its reaction to make one melee attack with advantage on the
roll. Light Crossbow. Ranged Weapon Attack: +4 to hit, range 80/320 ft.,
one target. Hit: 6 (1d8 + 2) piercing damage.
Sunlight Sensitivity. While in sunlight, the derro has disadvantage
on attack rolls, as well as on Wisdom (Perception) checks that rely
on sight.

Actions
Flail. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.
Hit: 6 (1d8 + 2) bludgeoning damage.

68 Chapter 1. Bestiary
Devils
Cornugon
Cornugon devils are an elite subtype of horned devils that
serve under archdevils. They are known for their strength,
fighting prowess, and magical abilities.
Terrifying Fiends. Typical cornugon devils stand at
around 11 to 12 feet tall, are overly muscular, and have
steel-like scales or tough fur covering their body. Two great
horns flank each side of their 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 serve.
For example, cornugon devils who serve under Bael will
look like massive winged minotaurs while those who serve
under Dispater will look like armored humanoids that have
ridged, iron scales covering its body and metallic wings.
Archdevils' Elite. Cornugon devils are often tasked to
lead lesser devils in combat or if grouped together, serve
as the archdevil's elite troops. When a favored cultist
prays for an archdevil to deal with a major threat and the
cultist's sacrifice is deemed worthy, the archdevil may send
a cornugon.
Warrior Spellcasters. In combat, cornugon devils take
a dual role. They start off as artillery support, unleashing
devastating long range spells from afar to break clustered
enemy ranks while also dispelling any magical threats
and barriers that may hinder their allies. When the battle
finally joins, they take flight and dive at the most dangerous
but vulnerable targets, such as enemy spellcasters. Against
challenging opponents, cornugon devils will utilize both
their martial and spellcasting abilities to full advantage,
often creating illusions to distract and mislead while
making hit and run tactics.

Cornugon Devil's Sight. Magical darkness doesn't impede the devil's


darkvision.
Large fiend (devil), lawful evil
Innate Spellcasting. The cornugon's spellcasting ability is Charisma
(spell save DC 17, +9 to hit with spell attacks). It can innately cast
Armor Class 19 (natural armor)
the following spells, requiring no material components:
Hit Points 207 (18d10 + 108)
Speed 20 ft., fly 60 ft. At will: detect evil and good, detect magic, fire bolt (3d10 damage)
2/day each: dispel magic, fireball, lightning bolt, major image
STR DEX CON INT WIS CHA Magic Resistance. The cornugon has advantage on saving throws
24 (+7) 17 (+3) 22 (+6) 13 (+1) 17 (+3) 18 (+4) against spells and other magical effects.

Saving Throws Str +12, Dex +11, Wis +8, Cha +9 Actions
Damage Resistances cold; bludgeoning, piercing, and slashing from Multiattack. The cornugon makes three melee attacks: one with
nonmagical attacks that aren't silvered its bite and two with its claws. Alternatively, it can make one claw
Damage Immunities fire, poison attack and cast one spell.
Condition Immunities poisoned
Senses darkvision 120 ft., passive Perception 13 Bite. Melee Weapon Attack: +12 to hit, reach 5 ft., one target.
Languages all, telepathy 120 ft. Hit: 14 (2d6 + 7) piercing damage.
Challenge 13 (10,000 XP) Claw. Melee Weapon Attack: +12 to hit, reach 5 ft., one target.
Hit: 14 (2d6 + 7) slashing damage.
Charge. If the cornugon moves at least 15 feet straight toward a
Gore. Melee Weapon Attack: +12 to hit, reach 5 ft., one target.
target and then hits it with a gore attack, the attack deals an extra
Hit: 25 (4d8 + 7) piercing damage.
9 (2d8) damage to the target. If the target is a creature, it must
succeed on a DC 19 saving throw or be pushed up to 10 feet away Teleport (1/Day). The cornugon magically teleports, along with
and knocked prone. any equipment it is wearing and carrying, up to 120 feet to an
unoccupied space it can see.

Chapter 1. Bestiary 69
Dogai Innate Spellcasting. The dogai's spellcasting ability is Charisma
(spell save DC 16). It can innately cast the following spells, requiring
Medium fiend (devil), lawful evil no material components:
At will: alter self, darkness, detect evil and good, detect magic,
Armor Class 19 (natural armor)
shadow blade (5th level)
Hit Points 78 (12d8 + 24)
3/day: nondetection
Speed 40 ft.
Shadow Form. As a bonus action, the dogai can turn into an
STR DEX CON INT WIS CHA indistinct figure of pure shadow. While in this form, the dogai
14 (+2) 22 (+6) 14 (+2) 15 (+2) 15 (+2) 18 (+4) can't attack or cast spells, is invisible in dim light or darkness, can
move through a space as narrow as 1 inch wide without squeezing.
Saving Throws Dex +10, Int +6, Wis +6, Cha +8 Attacks against the dogai while in shadow form are made with
Skills Deception +8, Perception +6, Stealth +14 disadvantage. The dogai can use a bonus action to end the effect.
Damage Resistances cold, necrotic; bludgeoning, piercing, and Shadow Stealth. While in dim light or darkness, the dogai can take
slashing from nonmagical attacks that aren't silvered the Hide action as a bonus action.
Damage Immunities fire, poison
Condition Immunities poisoned Sneak Attack (1/Turn). The dogai deals an extra 10 (3d6) damage
Senses darkvision 120 ft., passive Perception 16 when it hits a target with a weapon attack and has advantage on the
Languages all, telepathy 120 ft. attack roll, or when the target is within 5 feet of an ally of the dogai
Challenge 10 (5,900 XP) that isn't incapacitated and the dogai doesn't have disadvantage on
the attack roll.
Assassinate. During its first turn, the dogai has advantage on attack Magic Resistance. The dogai has advantage on saving throws
rolls against any creature that hasn't taken a turn. Any hit the dogai against spells and other magical effects.
scores against a surprised creature is a critical hit.
Actions
Devil's Sight. Magical darkness doesn't impede the devil's
Multiattack. The dogai makes two melee attacks.
darkvision.
Evasion. If the dogai is subjected to an effect that allows it to make Shortsword. Melee Weapon Attack: +10 to hit, reach 5 ft., one
a Dexterity saving throw to take only half damage, the dogai instead target. Hit: 9 (1d6 + 6) piercing damage.
takes no damage if it succeeds on the saving throw, and only half Shadow Step. The dogai magically teleports up to 30 feet to an
damage if it fails. unoccupied space of dim light or darkness that it can see. Before or
after teleporting, it can make one melee attack.

Dogai (Assassin Devil)


The dogai, also known as assassin devils, are highly skilled silent
killers, infiltrators, and spies who serve the Lords of the Nine and
other archdevils. If they are not on spying missions against the
demons, they are sent to the Material Plane to assist and take care
of problems the worshipers of the Nine pray and ask for, such as
troublesome adventurers.
Meticulous Planners. If a dogai is sent to assassinate a target, it
will first plan its approach, assess the target's location, and make
preparations. It will never engage a target unless it can have total
surprise. It will always conjure its shadow blade beforehand,
and will utilize its shadow abilities to ensure it reaches striking
distance unnoticed.

70 Chapter 1. Bestiary
Gastrobolus Incapacitating Weapons. In combat, the gastrobolus excretes
A gastrobolus is a wretched devil that is normally found in infernal and throws acid globs at its targets. The acid globs are caustic
sewers, dungeons, and blood-soaked battlefields. It looks like and sticky, burning and restraining a victim hit by it. If a target is
a bloated, single-horned humanoid with the lower body of a within melee range, the gastrobolus uses its spines to impale and
disgusting giant snail. Poisonous spines protrude from its sides, inject its target with paralyzing venom. Once its prey has been
and its skin and outer shell is coated with a corrosive, sticky slime. rendered helpless, the gastrobolus opens its abhorrent central
Fiendish Cleaners. The gastrobolus is sometimes called the maw, which is located at the lower front side of the devil, and then
custodian of the Nine Hells. It sweeps, scavenges, and clears the swallows the creature whole. The victim is then deposited it into
floors and grounds of organic materials. its acid vat-like abdomen to be consumed completely.

Gastrobolus glob attacks. It can use Swallow in place of one of these attacks.
Large fiend (devil), 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 on
Armor Class 14 (natural armor) 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 (-3) 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)
Swallow. The gastrobulus 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 16
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.

Chapter 1. Bestiary 71
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.
It 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 turn. Until this poison ends, the target is charmed. On a successful
saving throw, the creature is immune to the paeliryon's Intoxicating
Huge fiend (devil), lawful evil Scent for 24 hours.

Armor Class 19 (natural armor) Magic Resistance. The paeliryon has advantage on saving throws
Hit Points 225 (18d12 + 108) against spells and other magical effects.
Speed 40 ft., burrow 20 ft., fly 60 ft.
Actions
STR DEX CON INT WIS CHA Multiattack. The paeliryon uses Belittle. It then makes three
24 (+7) 13 (+1) 23 (+6) 15 (+2) 18 (+4) 18 (+4) attacks: one with its bite and two with its claws.
Bite. Melee Weapon Attack: +13 to hit, reach 5 ft., one target.
Saving Throws Str +13, Con +12, Wis +10, Cha +10 Hit: 17 (3d6 + 7) piercing damage plus 10 (3d6) necrotic damage.
Skills Arcana +14, History +14, Religion +14 Claw. Melee Weapon Attack: +13 to hit, reach 5 ft., one target.
Damage Resistances cold; bludgeoning, piercing, and slashing from Hit: 14 (2d6 + 7) slashing damage plus 7 (2d6) necrotic damage and
nonmagical attacks that aren't silvered if the target is a creature, it must make a DC 20 Charisma saving
Damage Immunities fire, poison throw or be cursed with magical deformities. While deformed,
Condition Immunities poisoned the creature has its speed halved and has disadvantage on ability
Senses darkvision 120 ft., passive Perception 14 checks, saving throws, and attacks based on Strength or Dexterity.
Languages all, telepathy 120 ft. The transformed creature can repeat the saving throw whenever it
Challenge 17 (18,000 XP)
finishes a long rest, ending the effect on a success.

Devil's Sight. Magical darkness doesn't impede the devil's Belittle. The paeliryon hurls insults and epithets that strike at the
darkvision. heart of its enemies' insecurities. Each creature of the paeliryon's
choice that is within 60 feet of the paeliryon and can hear it must
Keen Smell. The paeliryon has advantage on Wisdom (Perception)
succeed on a DC 18 Wisdom saving throw or become frightened for
checks that rely on smell.
1 minute. If the target fails its saving throw by 5 or more, it instead
Innate Spellcasting. The paeliryon's spellcasting ability is Charisma becomes enraged for 1 minute. While enraged, the creature must
(spell save DC 18, +10 to hit with spell attacks). It can innately cast use its action to move up to its speed towards the paeliryon and, if it
the following spells, requiring no material components: is within range, make a melee weapon attack against it. Otherwise,
At will: charm person, detect evil and good, detect magic, produce it must use its Dash action to move towards a space within 5 feet
flame (3d8 damage), suggestion of the paeliryon. A creature can repeat the saving throw at the
3/day each: dispel magic, fireball, major image, unholy weapon*, end of each of its turns, ending the effect on itself on a success. If
vampiric touch (5th level), wall of fire a creature's saving throw is successful or the effect ends for it, the
1/day each: divine word, unholy aura* (*see Appendix C. New Spells) 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 (1/Day). The paeliryon magically teleports, along with
the paeliryon and can smell the paeliryon must succeed on a DC 20 any equipment it is wearing and carrying, up to 120 feet to an
Constitution saving throw or be poisoned until the start of its next unoccupied space it can see.

72 Chapter 1. Bestiary
Passion Devil
Passion devils were created by the archdevil Fierna in her Passion Devil
likeness and image, and are therefore both strikingly beautiful Medium fiend (devil), lawful evil
and terrifying. While the passion devils serve Fierna officially as
ambassadors to the courts of other archdevils or dukes of the Nine Armor Class 17 (natural armor)
Hells, their true purpose is to infiltrate enemy ranks and spy on Hit Points 104 (16d8 + 32)
other devils. Speed 30 ft., fly 60 ft.
Emotional Manipulators. Passion devils rarely engage in
combat and instead use their powers of domination, manipulation, STR DEX CON INT WIS CHA
and seduction to meet their objectives. If forced into a fight it 16 (+3) 21 (+5) 14 (+2) 16 (+3) 18 (+4) 23 (+6)
does not like, it will use its spells and abilities to sow just enough
confusion and discord for it to escape. Saving Throws Dex 8, Int +6, Wis +7, Cha +9
Passion devils rarely travel alone, and are often accompanied by Skills Deception +12, Persuasion +12
bearded devils that serve them as bodyguards. Damage Resistances cold; bludgeoning, piercing, and slashing from
nonmagical attacks that aren't silvered
Damage Immunities fire, poison
Condition Immunities poisoned
Senses darkvision 120 ft., passive Perception 14
Languages all, telepathy 120 ft.
Challenge 8 (3,900 XP)

Aura of Desire. A creature within 10 feet of the passion devil has


disadvantage on saving throws made against being charmed.
Devil's Sight. Magical darkness doesn't impede the devil's
darkvision.
Innate Spellcasting. The passion devil's spellcasting ability is
Charisma (spell save DC 17). It can innately cast the following
spells, requiring no material components:
At will: alter self, charm person, detect evil and good, detect magic,
disguise self, dissonant whispers (5d6 damage), suggestion
3/day each: charm monster, dominate person
Magic Resistance. The passion devil has advantage on saving
throws against spells and other magical effects.

Actions
Fiery Touch. Melee Spell Attack: +8 to hit, reach 5 ft., one target.
Hit: 21 (6d6) fire damage and if the target is a creature, it must
succeed on a DC 17 Wisdom saving throw. On a failed save, the
target is charmed until the end of the turn and must use its reaction
to move up to half its speed and make one weapon attack against
a creature of the passion devil's choice. If the saving throw is
successful, the creature is immune to the fiery touch's charm effect
for 24 hours.
Teleport (1/Day). The passion devil magically teleports, along
with any equipment it is wearing and carrying, up to 120 feet to an
unoccupied space it can see.

Reactions
Instinctive Charm. When a creature within 60 feet of the passion
devil makes an attack roll against it, and another creature is within
the attack's range, the attacker must make a DC 17 Wisdom saving
throw. On a failed save, the attacker is charmed until the end
of the turn and must target the creature that is closest to it, not
including the passion devil or itself. If multiple creatures are closest,
the attacker chooses which one to target. If the saving throw is
successful, the attacker is immune to the passion devil's Instinctive
Charm for 24 hours.

Chapter 1. Bestiary 73
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, jealosy, 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 devastating hellfire touch that can incinerate a
creature and leave nothing but ash.

Remmanon Devil's Sight. Magical darkness doesn't impede the devil's


darkvision.
Medium fiend (devil), lawful evil
Innate Spellcasting. The remmanon's spellcasting ability is
Armor Class 17 (natural armor) Charisma (spell save DC 18, +10 to hit with spell attacks). It can
Hit Points 153 (18d8 + 72) innately cast the following spells, requiring no material components:
Speed 30 ft., fly 30 ft. At will: detect evil and good, detect magic, disguise self, dissonant
whispers (5d6 damage)
STR DEX CON INT WIS CHA Magic Resistance. The remmanon has advantage on saving throws
18 (+4) 19 (+4) 18 (+4) 20 (+5) 21 (+5) 22 (+6)
against spells and other magical effects.

Saving Throws Str +8, Dex 8, Wis +9, Cha +10 Actions
Damage Resistances cold; bludgeoning, piercing, and slashing from Hellfire Touch. Melee Spell Attack: +8 to hit, reach 5 ft., one target.
nonmagical attacks that aren't silvered Hit: 14 (4d6) fire damage plus 14 (4d6) necrotic damage. If this
Damage Immunities fire, poison damage reduces the target to 0 hit points, it is disintegrated. A
Condition Immunities poisoned disintegrated creature and everything it is wearing and carrying,
Senses darkvision 120 ft., passive Perception 15 except magic items, are reduced to a pile of fine ash and slag. The
Languages all, telepathy 120 ft. creature can be restored to life only by means of a true resurrection
Challenge 11 (7,200 XP) or a wish spell.
Teleport (1/Day). The remmanon magically teleports, along with
Insidious Aura. A creature that starts its turn within 20 feet of
any equipment it is wearing and carrying, up to 120 feet to an
the remmanon must succeed on a DC 18 Wisdom saving throw,
unoccupied space it can see.
unless the remmanon is incapacitated. On a failed save, the creature
must use its action to move up to its speed and make a melee Summon Bearded Devils (1/Day). The remmanon magically
weapon attack against a creature of the remmanon's choice that the summons a 1d3 bearded devils. The devils appear in an unoccupied
remmanon can see. If a creature's saving throw is successful, the spaces within 60 feet of the remmanon and act as the remmanon's
creature is immune to the remmanon's Insidious Aura for the next allies. The devils remain until the remmanon dies or until it
24 hours. Constructs, devils, and undead are immune to this effect. dismisses it as an action.
The remmanon can use a bonus action to activate this aura on or off.

74 Chapter 1. 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, 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
dissolved 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 will suck out its blood and then
plunge it into the waters of Styx to end its life. 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 (spell save DC 17, +9 to hit with spell attacks). It can innately cast
the following spells, requiring no material components:
Huge fiend (devil), lawful evil
At will: detect evil and good, detect magic, ray of frost (3d8 damage)
3/day each: charm person, dispel magic, major image, suggestion
Armor Class 18 (natural armor)
1/day each: unholy aura (see Appendix C. New Spells)
Hit Points 212 (17d12 + 102)
Speed 40 ft., burrow 20 ft., fly 50 ft., swim 40 ft. Magic Resistance. The xerfilstyx has advantage on saving throws
against spells and other magical effects.
STR DEX CON INT WIS CHA Spell Steal. As a bonus action, the xerfilstyx can steal a spell
23 (+6) 13 (+1) 22 (+6) 14 (+2) 17 (+3) 18 (+4)
prepared by a creature it is grappling with. The target must make
a DC 17 Wisdom saving throw or lose one of its spells (chosen at
Saving Throws Str +11, Con +11, Wis +8, Cha +9 random) as if the creature had already cast it. The stolen spell is
Skills Arcana +12, History +12, Religion +12 added to the xerfilstyx's list of spells that it can cast 1/day. The
Damage Resistances cold; bludgeoning, piercing, and slashing from xerfilstyx loses all spells acquired this way after 24 hours.
nonmagical attacks that aren't silvered
Damage Immunities fire, poison Actions
Condition Immunities poisoned Multiattack. The xerfilstyx makes three attacks: two with its
Senses darkvision 120 ft., passive Perception 13 greatsword and one with its tail.
Languages Infernal, telepathy 120 ft.
Challenge 15 (13,000 XP) Greatsword. Melee Weapon Attack: +11 to hit, reach 15 ft., one
target. Hit: 20 (4d6 + 6) slashing damage.
Amphibious. The xerfilstyx can breathe air and water. Tail. Melee Weapon Attack: +11 to hit, reach 20 ft., one target.
Hit: 10 (1d8 + 6) bludgeoning damage and the target must make a
Devil's Sight. Magical darkness doesn't impede the devil's
DC 16 Strength saving throw. On a failed save, the target is grappled
darkvision.
(escape DC 16) and pulled to a space within 5 feet of the xerfilstyx.
Fear Aura. A creature that starts its turn within 20 feet of the While grappled this way, the target is restrained, takes 18 (4d8)
xerfilstyx must succeed on a DC 17 Wisdom saving throw, unless necrotic damage at the start of each of the xerfilstyx's turns, and the
the xerfilstyx is incapacitated. On a failed save, the creature is xerfilstyx can't use its tail attack against other targets.
frightened for 1 minute. While frightened in this way, a creature
Blood Breath (Recharge after a Long Rest). The xerfilstyx exhales
must take the Dash action and move away from the xerfilstyx by the
scalding blood in a 60-foot cone. Each creature in that area must
safest available route on each of its turns, unless there is nowhere to
succeed on a DC 19 Constitution saving throw, taking 22 (5d8) fire
move, in which case it needn't take the Dash action. If the creature
damage and 22 (5d8) necrotic damage on a failed save, or half as
ends its turn in a location where it doesn't have line of sight to the
much damage on a successful one.
xerfilstyx, the creature can repeat the saving throw. On a success,
the effect ends If a creature's saving throw is successful, the creature Teleport (1/Day). The xerfilstyx magically teleports, along with
is immune to the xerfilstyx's Fear Aura for the next 24 hours. any equipment it is wearing and carrying, up to 120 feet to an
unoccupied space it can see.
Innate Spellcasting. The xerfilstyx's spellcasting ability is Charisma

Chapter 1. Bestiary 75
Devil: Archdevils
Asmodeus
Unassailable Logician. Asmodeus is one of the most powerful
Asmodeus, the Lord of Nessus, is the supreme master of the
beings in the cosmos. Aside from being a mighty divine caster,
Nine Hells. Deep within The Pit, the lowest point of all of Baator,
his time with the Ruby Rod has given him even more deadly
Asmodeus sits on his throne as he leads the eight archdukes
abilities. But what makes Asmodeus a truly dangerous opponent
of Hell and schemes towards the total conquest of the cosmos.
is his unmatched logic. If ever he finds himself in combat with
Asmodeus believes that existence would be better off if he was to
equally powerful beings, Asmodeus will constantly explain to
rule it. His main goal is to destroy all of creation and rebuild it in
them the error in their ways, even while he is being assaulted.
his image, pure and serene with him at the top. Those who do not
Halfway through the fight, he would have already planted the
know his true capabilities see this as an arrogant vision bound
seeds of doubt in his opponents, who will slowly begin to question
to fail, if only they knew that Asmodeus is one, if not the most,
themselves and the necessity of fighting Asmodeus. By the time
intelligent and competent creatures in the plane of existence.
the fight is over, his opponents would be divided, and some would
Being the most cunning of all, Asmodeus has the rest of the
have already joined his side.
archdukes in the palm of his hands. While the other archdevils
may have incredible power and sizable armies, Asmodeus is
able to diffuse hostilities through his incredible charisma and
unassailable logic. The other archdukes are incredibly wary of
raising arguments with Asmodeus, for fear of being drawn to a
contract that they know will only benefit him.
Majestic Ruler. No one knows the true form of Asmodeus,
but he often appears as a 9-foot-tall humanoid with dark red
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
forcefully exiled to the Pit a millennia ago. The wounds, though
centuries old, never cease to bleed, and yet Asmodeus is able to
keep his calm demeanor befitting the regal station of a supreme
ruler. Asmodeus is never without the Ruby Rod, an all-powerful
artifact given to him by Primus which he uses to bind souls into
an unbreachable contract. For ages, Asmodeus has learned to
channel the Ruby Rod which has evolved his powers to the godly
levels.
Nessus. Nessus, the lowest layer of the Nine Hells, is a barren
plain devoid of any life or activity. The ground on Nessus is
extremely flat, and is dotted with massive gouges, gorges, and
canyons that are miles across and dozens of miles deep. Wooden
bridges in various states of disrepair are scattered across some
of the gouges. Deep below the gouges that span several miles
deep, pit fiends and all kinds of devils cling to the walls and
outcroppings, waiting for any soul unfortunate enough to have
fallen into Nessus.
Most of the canyons and gouges in Nessus end in fiery pits of lava
except for the ones that houses the creatures that form Nessus’
great army.
Fortress Nessus. Notable among these locations is Malsheem,
an enormous city that is home to Fortress Nessus, Asmodeus’
stronghold. The citadel sits at the very bottom of the Pit, the
lowest point in all of Baator. While Nessus is a barren wasteland,
the insides of the fortress is like that of a magnificent castle,
intricately designed and furnished in gold and other expensive
elements. Those that step in are immediately 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.

76 Chapter 1. Bestiary
Asmodeus Swift Caster. While wielding the Ruby Rod, Asmodeus can use a
bonus action to cast a spell that has a casting time of one action.
Large fiend (devil), lawful evil
Actions
Armor Class 24 (natural armor) Multiattack. Asmodeus attacks twice with his Ruby Rod and uses his
Hit Points 375 (30d10 + 210) Chill Gaze.
Speed 40 ft., fly 120 ft.
Ruby Rod (+5 Mace). Melee Weapon Attack: +20 to hit, reach 10
ft., one target. Hit: 20 (2d8 + 11) bludgeoning damage plus 18 (4d8)
STR DEX CON INT WIS CHA necrotic damage. If the target is a creature, it must make a DC 27
22 (+6) 20 (+5) 24 (+7) 30 (+10) 30 (+10) 30 (+10) Wisdom saving throw. On a failed save, the creature must kneel
and bow before Asmodeus until the start of its next turn. Until this
Saving Throws Dex +14, Int +19, Wis +19, Cha +19 kneeling and bowing ends, the target can't take actions or reactions,
Skills Deception +19, Insight +19, Perception +19, Persuasion +19 and its speed is 0 and can't be increased, unless Asmodeus forces it
Damage Resistances lightning, necrotic, radiant to (see Command Submissive below).
Damage Immunities cold, fire, poison; bludgeoning, piercing, and
Chill Gaze. Asmodeus turns his magical gaze toward one creature
slashing from nonmagical attacks that aren't silvered
he can see within 120 feet of it. The target must succeed on a DC 24
Condition Immunities charmed, exhaustion, frightened, poisoned
Constitution saving throw. On a failed save, the creature takes 31
Senses darkvision 240 ft., truesight 120 ft., passive Perception 29
(6d6 + 10) cold damage, can't use reactions, its speed is halved, and it
Languages all, telepathy 120 ft.
can't make more than one attack on its turn. In addition, the creature
Challenge 30 (155,000 XP)
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
Aura of Submission. While Asmodeus is wielding the Ruby Rod, a
throw at the end of each of its turns, ending the effect on itself with a
creature that starts his turn within 20 feet of Asmodeus must succeed
successful save. On a successful save, the target takes half as much
on a DC 27 Wisdom saving throw, unless Asmodeus is incapacitated.
damage.
On a failed save, the creature must kneel and bow before Asmodeus
until the start of its next turn. Until this kneeling and bowing ends, Reverie of Nessus (1/Day). While wielding the Ruby Rod, Asmodeus
the target can't take actions or reactions, and its speed is 0 and can't magically creates a 5-foot radius spherical wall of force centered on
be increased. If a creature's saving throw is successful, the creature is Asmodeus that lasts until the start of Asmodeus's next turn. This
immune to Asmodeus's Aura of Submission for the next 24 hours. wall of force functions as both the wall of force and the antimagic
Discorporation. When Asmodeus drops to 0 hit points or dies, his field spells. While inside this sphere, Asmodeus can function as if
body is destroyed but his essence travels back to his domain in under the time stop spell. In addition, Asmodeus is automatically
Nessus, the bottommost layer of the Nine Hells, and is unable to take purged of any unwanted physical and magical conditions, enchant-
physical form for a time. ments or effects, diseases, and maladies (including lost body parts).
Furthemore, Asmodeus regains all hit points and gains the benefits of
Limited Magic Immunity. Unless he wishes to be affected, Asmodeus someone that has completed a long rest.
is immune to spells of 6th level or lower. He has advantage on saving
throws against all other spells and magical effects. Teleport. Asmodeus magically teleports, along with any equipment it
is wearing and carrying, up to 120 feet to an unoccupied space it can
Innate Spellcasting. Asmodeus's spellcasting ability is Charisma
see.
(spell save DC 27, +19 to hit with spell attacks). He can innately cast
the following spells, requiring no material components: Legendary Actions
At will: alter self (can become Medium when changing his Asmodeus can take 4 legendary actions, choosing from the options
appearance), chain lightning, cone of cold, detect magic, dispel below. Only one legendary action option can be used at a time and
magic, identify, hellish rebuke (8th level), improved invisibility, only at the end of another creature's turn. Asmodeus regains spent
mass suggestion, mislead, misty step, shield, telekinesis legendary actions at the start of his turn.
3/day each: delayed blast fireball, dominate monster, prismatic spray, Chill Gaze. Asmodeus uses his Chill Gaze.
plane shift, programmed illusion, project image, symbol Command Submissive. Asmodeus targets one creature that is
1/day each: foresight, meteor swarm, power word kill, wish kneeling and bowing he can see within 60 feet of him. The target
Spellcasting. Asmodeus is a 20th-level spellcaster. His spellcasting uses its reaction to move up to half its speed and make one weapon
ability is Wisdom (spell save DC 27, +19 to hit with spell attacks) attack against a creature of Asmodeus's choice that he can see.
and he needs only verbal components to cast his spells. He has the Teleport. Asmodeus uses his Teleport action.
following cleric spells prepared: Ruby Rod (Costs 2 Actions). Asmodeus attacks with his Ruby Rod.
Cantrips (at will): guidance, mending, thaumaturgy, toll the dead Master Strategist (Costs 2 Actions). Roll d10 for Asmodeus.
1st level (4 slots): command, healing word, sanctuary Depending on Asmodeus's choice, the number rolled on the die is
2nd level (3 slots): hold person, locate object, zone of truth subtracted from an attack roll made against Asmodeus or an ally of
3rd level (3 slots): mass healing word, remove curse, spirit guardians his choice or a saving throw roll made against Asmodeus within
4th level (3 slots): banishment, divination, freedom of movement, the next minute. Alternatively, the number rolled can be added to
locate creature Asmodeus's next ability check, attack roll or saving throw within
5th level (3 slots): dispel evil and good, flame strike, geas, legend the next minute, if he so chooses. Asmodeus can keep up to 3
lore, mass cure wounds, scrying, unholy weapon* Master Strategist dies at a time.
6th level (2 slots): blade barrier, harm, heal, word of recall Cast a Spell (Costs 1-4 Actions). Asmodeus expends a spell slot to
7th level (2 slots): divine word, fire storm, resurrection cast a 1st-, 2nd-, 3rd-level, or 4th-level spell that he has prepared.
8th level (1 slot): antimagic field, unholy aura* Doing so costs 1 legendary action per level of the spell.
9th level (1 slot): gate, true resurrection Summon Pit Fiend (Costs 4 Actions). Asmodeus magically
* (see Appendix C. New Spells) summons a Pit Fiend. The devil appears in an unoccupied space
within 60 feet of Asmodeus, acts as Asmodeus's ally, and can
Legendary Resistance (5/Day). If Asmodeus fails a saving throw, he
summon other devils if it has such power. The devil remains until
can choose to succeed instead.
Asmodeus dies or until he dismisses it as an action.
Magic Weapons. Asmodeus's weapon attacks are magical.
Regeneration. If Asmodeus has at least 1 hit point, he regains 30 hit
points at the start of his turn.

Chapter 1. Bestiary 77
Dispater Hallways and chambers look identical and no pathway looks the
The reclusive lord of Dis rules the second layer of Baator with a same after passing through it, leading intruders in a hopeless,
militaristic grip. Hidden within his main lair, the ominous Iron trap-filled, rat race to find Dispater’s throne room.
Tower, Dispater sits on his throne surrounded by the weapons, Dispater’s lair sits at the top of the Iron Tower, underneath the
treasures and scrolls of secrets he has gained throughout dome that forms the highest point of the tower. The circular room
millennia. The Lord of Iron stands at an imposing height of 7 has obsidian black walls which are as hot as all the walls in Dis,
feet, with steel-like, bluish skin that is cold to the touch. His black and four full-sized windows that Dispater uses to watch the entire
hair is always swept back, prominently showing the two horns on city. In the middle of the room is a dais where Dispater sits on his
his forehead. Dispater prefers to roam his castle in resplendent iron throne. On one side of the throne is a rack of weapons that
regalia, but underneath the royal robe is a unique adamantine Dispater has chosen for his private collection. On the other side
armor that he personally crafted and designed to protect him is a long table full of maps and plans that cover the second layer
from any attack no matter how powerful. The armor gleams in and the city of Dis that Dispater uses to create his security and
the darkness, imbued with magical charms that allows him to construction plans. Lined up against the walls are the numerous
teleport to safety if he is about to be harmed. Always cautious and scrolls of secrets that Dispater himself guards with magic
prepared, Dispater has a heavy mace at his side, and a gleaming connected to his life force.
black rod with his symbol at the top serving as his badge of office. Rust and Discord. Anyone who tries to reach the main lair and
Arms Dealer. Dispater trades in iron and secrets. The most challenge the Lord of Iron will need to contend with the room’s
vicious weapons in all nine layers of Hell come from Dis and unbearable heat and Dispater’s aura of fear. Metal obviously has
Dispater sits at the top of all arms deals, selling weapons and no effect on him, any weapon or armor that he touches rust almost
armor to both sides of any battle. The most powerful weapons, immediately. Opponents will also have to deal with his ability to
however, are in the hands of his archdukes and trusted teleport and summon powerful erinyes and horned devils to fight
commanders, with a select few stored in his throne room for his for him, as well as his ability to share the shameful and despicable
own use. secrets of his opponents to their allies, twisting the truths, and
Within the main chamber of the tower sits a mound of scrolls forcing them to fight each other.
full of secrets that Dispater has collected throughout his life. This
veritable treasure trove of knowledge has been the object of envy
among the other lords, seeing it as a new source of advantage
over each other. The secrets that Dispater has collected has
always come at a price. Creatures will often bargain their souls
as payment for the answer to a secret, which Dispater always
gladly collects to fuel his soul harvesters.
The Iron Tower. Dispater rarely leaves his fortress,
preferring to stay inside his libraries and workshops as he
watches over Dis through the eyes of his minions. The
Iron Tower stands in the middle of Dis, and always looks
like it is farther than it seems. The tower is completely
black and is always enveloped in dark mists 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 three devious
imps Ballitu, Arbal, and Ath-Pi, who pose as chattering
children along the alleyways of Dis.
These three imps 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.

78 Chapter 1. Bestiary
Dispater Actions
Multiattack. Dispater makes two heavy mace attacks. He can use
Medium fiend (devil), lawful evil
Iron Touch or Rusting Touch in place of one of these attacks.
Armor Class 23 (+5 adamantine plate) Heavy Mace. Melee Weapon Attack: +16 to hit, reach 10 ft., one
Hit Points 312 (25d8 + 200) target. Hit: 12 (1d8 + 8) bludgeoning damage plus 13 (3d8) force
Speed 30 ft. damage.
Iron Touch. Melee Weapon Attack: +16 to hit, reach 5 ft., one
STR DEX CON INT WIS CHA creature. Hit: 11 (1d6 + 8) piercing damage and the target must
26 (+8) 12 (+1) 26 (+8) 24 (+7) 22 (+6) 26 (+8) succeed on a DC 24 Constitution saving throw against being
magically turned into iron. On a failed save, the creature begins to
Saving Throws Str +16, Con +16, Wis +14, Cha +16 turn to iron and is restrained. It must repeat the saving throw at the
Skills Insight +14, Perception +14, Persuasion +16, Survival +14 end of its next turn. On a success, the effect ends. On a failure, the
Damage Resistances cold creature is turned into iron for 24 hours.
Damage Immunities fire, poison, bludgeoning, piercing, and
slashing from nonmagical attacks that aren't adamantine Rusting Touch. Dispater corrodes a ferrous metal object it can see
Condition Immunities charmed, exhaustion, frightened, poisoned within 5 feet of it. If the object isn't being worn or carried, the touch
Senses darkvision 240 ft., truesight 120 ft., passive Perception 24 destroys a 1-foot cube of it. If the object is being worn or carried by
Languages all, telepathy 120 ft. a creature, the creature can make a DC 24 Dexterity saving throw
Challenge 25 (75,000 XP) to avoid Dispater's touch. If the object is magical, the creature has
advantage on the saving throw.
If the object touched is either metal armor or a metal shield being
Fear Aura. A creature that starts its turn within 20 feet of Dispater worn or carried, its takes a permanent and cumulative -1 penalty to
must succeed on a DC 24 Wisdom saving throw, unless Dispater is the AC it offers. Armor reduced to an AC of 10 or a shield that drops
incapacitated. On a failed save, the creature is frightened until the to a +0 bonus is destroyed. If the object touched is a held metal
start of its next turn. If a creature's saving throw is successful, the weapon, it rusts as described in the Rust Metal trait.
creature is immune to Dispater's Fear Aura for the next 24 hours.
Deadly Secrets (Recharge 5-6). Dispater chooses one creature it
Innate Spellcasting. Dispater's spellcasting ability is Charisma can see within 60 feet of it. Each ally of the target within 60 feet of
(spell save DC 24). He can innately cast the following spells, Dispater and can hear Dispater must succeed on a DC 24 Wisdom
requiring no material components: saving throw or it takes 18 (4d8) psychic damage and must use its
At will: alter self (can become Medium when changing his reaction to move up to half its speed towards the target and if it is
appearance), cloud of daggers (6th level), detect magic, heat metal within range, make one melee weapon attack against it. Otherwise,
(6th level), shield, suggestion it must make a ranged weapon attack or ranged spell attack against
2/day each: blade barrier, charm monster, dispel magic, staggering the target. On a successful save, a creature takes half as much
smite, unholy weapon*, wall of iron* damage. Constructs and undead are immune to this effect.
1/day each: contingency, cage, invulnerability, mordenkainen's
sword, unholy aura* Teleport. Dispater magically teleports, along with any equipment
* (see Appendix C. New Spells) it is wearing and carrying, up to 120 feet to an unoccupied space it
can see.
Legendary Resistance (3/Day). If Dispater fails a saving throw, he
can choose to succeed instead. Legendary Actions
Magic Resistance. Dispater has advantage on saving throws against Dispater can take 3 legendary actions, choosing from the options
spells and other magical effects. below. Only one legendary action option can be used at a time and
only at the end of another creature's turn. Dispater regains spent
Magic Weapons. Dispater's weapon attacks are magical. legendary actions at the start of his turn.
Regeneration. Dispater regains 20 hit points at the start of his turn. Dispater's Touch. Dispater uses Iron Touch or Rusting Touch.
If he takes radiant damage, this trait doesn't function at the start of Teleport. Dispater uses his Teleport action.
its next turn. Dispater dies only if he starts its turn with 0 hit points Enemy Insight (Costs 2 Actions). Dispater chooses one target it
and doesn't regenerate. can see within 60 feet of him. Until the end of Dispater's next turn,
Dispater has advantage on the next attack roll and saving throw he
Rust Metal. Any nonmagical weapon made of metal that hits
makes against the target. In addition, the target has disadvantage
Dispater corrodes. After dealing damage, the weapon takes a
on the next attack roll and saving throw it makes against Dispater.
permanent and cumulative -1 penalty to damage rolls. If its penalty
Heavy Mace (Costs 2 Actions). Dispater makes a heavy mace
drops to -5, the weapon is destroyed.
attack.
When a creature hits Dispater with a magical weapon made of
Raise Barrier (Costs 2 Actions). Dispater casts blade barrier,
metal and deals damage, it must succeed on a DC 24 Wisdom
cloud of daggers or wall of iron.
saving throw with advantage on the roll. On a failed save, the
weapon takes a permanent and cumulative -1 penalty to damage Reactions
rolls. If its penalty drops to -5, the weapon is destroyed.
Ammunition made of metal that hits Dispater is destroyed after Vexing Escape (Recharge 5-6). When Dispater takes damage,
dealing damage. he reduces that damage to 0 and teleports up to 120 feet to an
unoccupied space it can see.

Chapter 1. Bestiary 79
Mephistopheles
Mephistopheles, the Lord of Cania, is the Archduke
of the eight layer of Hell. Steeped in research and
acquisition of knowledge, Mephistopheles has spent
countless millennia on the study of arcane magic. The
expanse of his research has attracted the attention of
other archdukes, most notably Dispater the lord of
the second, who now regularly sends envoys to
Cania in case Mephistopheles stumbles upon new
knowledge that he would also like to acquire. The
most prominent research on Mephistopheles’
table is that of hellfire magic. While he is
the only one who has mastered the use of
hellfire magic, Mephistopheles willingly
imparts the power to influential people and
devoted followers in order to build up and
strengthen his cult following.
Irritable Lord. On the surface, he has
a calm demeanor like that of a well-
educated and sophisticated gentleman.
But as Asmodeus's foremost wizard of the
Nine Hells, Mephistopheles is impatient
and unforgiving, and is prone to killing
minions and other creatures that he may
perceive to be distractions or annoyances
to him. Over 9 feet tall with red skin, a
muscular body, leathery bat wings, two
curved great horns, long black hair,
and yellow eyes, Mephistopheles’
appearance is that of a traditional
devil that mortals perceive. He
wears a long, black cape and
always carries his ranseur, a vicious
three-pronged staff through which he can
channel his hellfire magic.
Cania. Adventurers who dream of
going to Cania will need to survive the
frigid temperature that it offers. Without
any protection, any creature will freeze to
death in seconds while exposed to Cania’s
punishing weather. Mephistopheles chooses
to keep the entire layer of Cania under freezing
temperatures and ice storms to deter unwanted visitors.
Anyone wishing to visit Cania will need to sign a written
approval from Mephistopheles himself which grants visitors
protection from the cold weather, but also makes them subject
to Mephistopheles's Word of Injunction. Most visitors are loyal
worshipers and powerful wizards who would like to study under
Mephistopheles or offer him new knowledge. These unfortunate
visitors soon find themselves the fancy of the Lord of Eight and are Hellfire and Ice. The hallway to Mephistopheles lair is lined
soon unwillingly bound to a contract and forced to toil in the vast with various ports and hidden holes that blast hellfire from time
libraries and research laboratories of Cania for all eternity. to time. While others may see this as a trap, Mephistopheles
Mephistar. The Citadel of Mephistar is the manor of only designed this for his amusement. In the middle of his lair,
Mephistopheles. Perched on top of the tallest point of Cania and Mephistopheles sits on a slowly melting throne, with a “moat” of
surrounded by glaciers, Mephistar acts as the Lord of Eight’s icy water surrounding the dais. The temperature in the room can
main laboratory. The entire citadel is colder than Cania, and the change depending on Mephistopheles’ whim. Adventurers who
citadel's inhabitants, who are mostly scholars, sages, and wizards, wish to defeat the Lord of Eight will have to deal with extreme
have learned not to touch the walls for fear of freezing their limbs heat and cold as they battle Mephistopheles. The archduke is an
instantly. This design was not made to punish the dwellers though. archmage and can emit an aura of hellfire from his body at will.
Mephistar was brought to lower than freezing temperatures so As the true master of hellfire, Mephistopheles can disintegrate
that the citadel could sustain Mephistopheles’ hellfire experiments. opponents through hellfire with nothing but a gaze. While
Some areas that house the strongest hellfire experiments have Mephistopheles possesses all of these powers, he perceives
already started to melt and are creating icy pools on the floor. combat as trivial and will have his subordinates and the ice devils
While these pools are a trivial matter to its denizens, naïve he summons to fight for him.
wanderers and intruders may find themselves frozen in an icy pool
of water or dying of hypothermia.

80 Chapter 1. Bestiary
Mephistopheles Magic Resistance. Mephistopheles has advantage on saving throws
against spells and other magical effects.
Large fiend (devil), lawful evil
Magic Weapons. Mephistopheles's weapon attacks are magical.
Armor Class 22 (natural armor) Regeneration. Mephistopheles regains 20 hit points at the start of
Hit Points 325 (26d10 + 182) his turn. If he takes radiant damage, this trait doesn't function at the
Speed 40 ft., fly 80 ft. start of his next turn. Mephistopheles dies only if he starts his turn
with 0 hit points and doesn't regenerate.
STR DEX CON INT WIS CHA
20 (+5) 18 (+4) 24 (+7) 26 (+8) 26 (+8) 27 (+8) Actions
Multiattack. Mephistopheles makes two ranseur attacks.
Saving Throws Dex +12, Int +16, Wis +16, Cha +16
Skills Arcana +16, History +16, Investigation +16, Perception +16, Ranseur. Melee Weapon Attack: +13 to hit, reach 10 ft., one target.
Persuasion +16, Religion +16 Hit: 16 (2d10 + 5) piercing damage plus 11 (2d10) fire damage
Damage Resistances bludgeoning, piercing, and slashing from and the creature is vulnerable to fire damage until the end of
nonmagical attacks that aren't silvered Mephistopheles' next turn.
Damage Immunities cold, fire, poison Hellfire Gaze (Recharge 5-6). Mephistopheles's eyes project intense
Condition Immunities charmed, exhaustion, frightened, poisoned fiery energy in a 120-foot line that is 5 feet wide. Each creature
Senses darkvision 240 ft., truesight 120 ft., passive Perception 26 in that line must make a DC 23 Dexterity saving throw, taking
Languages all, telepathy 120 ft. 29 (6d6 + 8) fire damage on a failed save, or half as much on a
Challenge 26 (90,000 XP) successful one. If this damage reduces the target to 0 hit points, it is
disintegrated. A disintegrated creature and everything it is wearing
Hellfire Aura. As a bonus action, Mephistopheles can emit an and carrying, except magic items, are reduced to a pile of fine ash
aura of diabolic fire, appearing swathed in dark searing flames. A and slag. The creature can be restored to life only by means of a true
creature that starts its turn within 10 feet of Mephistopheles, or resurrection or a wish spell.
touches him or hits him with a melee attack while within 10 feet Word of Injunction (1/Day). Mephistopheles utters a dreadful
of him and the Hellfire Aura is active takes 11 (2d10) fire damage. word of power that can compel one creature it can see within 60
A creature that takes damage from the Hellfire Aura becomes feet to die instantly or be assailed with waves of intense pain. The
vulnerable to fire damage until the start of its next turn. The Hellfire creature must have entered into a legally binding contract with
Aura remains until Mephistopheles dies or until he dismisses it as Mephistopheles beforehand. Otherwise, it has no effect.
an action. If the target has 150 hit points or less, Mephistopheles can choose
Innate Spellcasting. Mephistopheles's spellcasting ability is to have its hit points reduced to 0 and its corpse reduced to ashes.
Charisma (spell save DC 24, +16 to hit with spell attacks). He can Otherwise, Mephistopheles can cause the target to be affected by
innately cast the following spells, requiring no material components: crippling pain and any speed it has can be no higher than 10 feet.
At will: alter self (can become Medium when changing his The target also has disadvantage on attack rolls, ability checks, and
appearance), detect magic, scorching ray (5th level), fireball, locate saving throws, other than Constitution saving throws. Finally, if the
object, suggestion, telekinesis target tries to cast a spell, it must first succeed on a Constitution
3/day each: charm monster, dispel magic, unholy weapon (see saving throw, or the casting fails and the spell is wasted.
Appendix C. New Spells), wall of fire A target suffering this pain can make a DC 24 Constitution saving
1/day each: divine word, meteor swarm, symbol, unholy aura (see throw at the end of each of its turns. On a successful save, the pain
Appendix C. New Spells) ends.

Spellcasting. Mephistopheles is a 20th-level spellcaster. His Teleport. Mephistopheles magically teleports, along with any
spellcasting ability is Intelligence (spell save DC 24, +16 to hit with equipment he is wearing and carrying, up to 120 feet to an
spell attacks) and he needs only verbal components to cast his unoccupied space it can see.
spells. He has the following wizard spells prepared: Legendary Actions
Cantrips (at will): mage hand, mending, minor illusion, prestidigi-
Mephistopheles can take 3 legendary actions, choosing from the
tation, ray of frost (4d8 damage)
options below. Only one legendary action option can be used at a
1st level (4 slots) : identify, magic missile, shield
time and only at the end of another creature's turn. Mephistopheles
2nd level (3 slots): hold person, mind spike, misty step, scorching ray
regains spent legendary actions at the start of his turn.
3rd level (3 slots): counterspell, major image, lightning bolt
4th level (3 slots): arcane eye, fabricate, Otiluke's resilient sphere Teleport. Mephistopheles uses his Teleport action.
5th level (3 slots): cone of cold, dominate person, modify memory, Ranseur (Costs 2 Actions). Mephistopheles makes one ranseur
scrying attack.
6th level (2 slots): chain lightning, disintegrate, soul cage, wall of ice Cast a Spell (Costs 1-3 Actions). Mephistopheles expends a spell
7th level (2 slots): delayed blast fireball, forcecage, sequester slot to cast a 1st-, 2nd-, or 3rd-level spell that he has prepared.
8th level (1 slot): Abi-Dalzim's horrid wilting, dominate monster Doing so costs 1 legendary action per level of the spell.
9th level (1 slot): imprisonment, prismatic wall Summon Ice Devil (Costs 3 Actions). Mephistopheles magically
summons an Ice Devil. The devil appears in an unoccupied space
Legendary Resistance (3/Day). If Mephistopheles fails a saving within 60 feet of Mephistopheles, acts as Mephistopheles's ally, and
throw, he can choose to succeed instead. can summon other devils if it has such power. The devil remains
until Mephistopheles dies or until he dismisses it as an action.

Chapter 1. Bestiary 81
Devil: The Aspects
Aspect of Asmodeus malevolent red. It wears a rich crimson robe made from the most
Asmodeus, despite being the most powerful fiend in the known expensive materials and wields a faux version of the Archfiend's
multiverse, ironically does not make it difficult to grant a petitioner Ruby Rod. The Aspect exudes a charismatic aura that captivates
an Aspect. However, the petitioner must willingly sign away his any that look at it to kneel and bow in reverence and adoration.
soul in eternal servitude to Asmodeus. While it may lack its progenitor's brilliant tactical mind, the
The Aspect of Asmodeus may not match the cunning and Aspect is still a mighty being to face. Its spell abilities are already
calculating logic of its progenitor, but it still captures the Lord more than enough to defeat most heroes. But with the Ruby Rod
of Nessus's magnetic appeal. The Aspect appears as a 13-foot in its hand, the Aspect is a very formidable opponent able to force
tall, dark-skinned man with extremely handsome features. Two enemies into submission, cast spells effortlessly, and freeze foes
short curving horns sprout from its forehead and its eyes glow a with a stare.

Aspect of Asmodeus Legendary Resistance (1/Day). If the Aspect of Asmodeus fails a


saving throw, it can choose to succeed instead.
Large fiend (devil), lawful evil
Regeneration. The Aspect of Asmodeus regains 10 hit points at the
start of its turn. If it takes cold or radiant damage, this trait doesn't
Armor Class 19 (natural armor)
function at the start of its next turn. The Aspect of Asmodeus dies
Hit Points 180 (19d10 + 76)
only if it starts its turn with 0 hit points and doesn't regenerate.
Speed 40 ft., fly 80 ft.
Swift Caster. While wielding the Ruby Rod, the Aspect of Asmodeus
STR DEX CON INT WIS CHA can use a bonus action to cast a spell that has a casting time of one
17 (+3) 15 (+2) 18 (+4) 23 (+6) 23 (+6) 23 (+6) action.

Skills Deception +12, Insight +12, Perception +12, Persuasion +12


Actions
Damage Resistances lightning, necrotic, radiant; bludgeoning, Multiattack. The Aspect of Asmodeus attacks twice with its Ruby
piercing, and slashing from nonmagical attacks that aren't silvered Rod and uses its Chill Gaze.
Damage Immunities cold, fire, poison Ruby Rod. Melee Weapon Attack: +9 to hit, reach 10 ft., one target.
Condition Immunities charmed, exhaustion, frightened, poisoned Hit: 12 (2d8 + 3) bludgeoning damage plus 4 (1d8) necrotic damage.
Senses darkvision 240 ft., passive Perception 22 If the target is a creature, it must make a DC 20 Wisdom saving
Languages all, telepathy 120 ft. throw. On a failed save, the creature must kneel and bow before
Challenge 17 (18,000 XP) the Aspect of Asmodeus until the start of its next turn. Until this
kneeling and bowing ends, the target can't take actions or reactions,
Aura of Submission. While the Aspect of Asmodeus is wielding the and its speed is 0 and can't be increased.
Ruby Rod, a creature that starts its turn within 20 feet of the Aspect
of Asmodeus must succeed on a DC 20 Wisdom saving throw, Chill Gaze. The Aspect of Asmodeus turns its magical gaze toward
unless the Aspect of Asmodeus is incapacitated. On a failed save, one creature it can see within 60 feet of it. The target must succeed
the creature must kneel and bow before the Aspect of Asmodeus on a DC 18 Constitution saving throw. On a failed save, the creature
until the start of its next turn. Until this kneeling and bowing ends, takes 16 (3d6 + 6) cold damage, can't use reactions, its speed
the target can't take actions or reactions, and its speed is 0 and can't is halved, and it can't make more than one attack on its turn. In
be increased. If a creature's saving throw is successful, the creature addition, the creature can use either an action or a bonus action on
is immune to the Aspect of Asmodeus's Aura of Submission for the its turn, but not both. These effects last until the end of the Aspect of
next 24 hours. Asmodeus's next turn. On a successful save, the target takes half as
much damage.
Innate Spellcasting. The Aspect of Asmodeus's spellcasting ability
is Charisma (spell save DC 20, +12 to hit with spell attacks). It can Teleport (Recharges 5/6). The Aspect of Asmodeus magically
innately cast the following spells, requiring no material components: teleports, along with any equipment it is wearing and carrying, up to
At will: alter self (can become Medium when changing his 60 feet to an unoccupied space it can see.
appearance), detect magic, dispel magic, hellish rebuke (4th level), Legendary Actions
identify, misty step, shield
The Aspect of Asmodeus can take 4 legendary actions, choosing
2/day each: chain lightning, cone of cold, improved invisibility,
from the options below. Only one legendary action option can be
mass suggestion, mislead, telekinesis
used at a time and only at the end of another creature's turn. The
1/day each: dominate monster, prismatic spray, project image
Aspect of Asmodeus regains spent legendary actions at the start of
Spellcasting. The Aspect of Asmodeus is a 13th-level spellcaster. his turn.
Its spellcasting ability is Wisdom (spell save DC 20, +12 to hit with
Chill Gaze. The Aspect of Asmodeus uses its Chill Gaze.
spell attacks) and it needs only verbal components to cast its spells.
Command Submissive. The Aspect of Asmodeus targets one
It has the following cleric spells prepared:
creature frightened by it that it can see within 60 feet of it. The
Cantrips (at will): guidance, mending, thaumaturgy, toll the dead target uses its reaction to move up to half its speed and make one
1st level (4 slots): command, healing word, sanctuary weapon attack against a creature of Aspect of Asmodeus's choice
2nd level (3 slots): hold person, silence, zone of truth that it can see.
3rd level (3 slots): mass healing word, remove curse, spirit guardians Teleport. The Aspect of Asmodeus uses its Teleport action, if
4th level (3 slots): banishment, freedom of movement, guardian of available.
faith, locate creature Ruby Rod (Costs 2 Actions). The Aspect of Asmodeus attacks with
5th level (2 slots): dispel evil and good, flame strike, mass cure its Ruby Rod.
wounds, unholy weapon* Cast a Spell (Costs 1-4 Actions). The Aspect of Asmodeus expends
6th level (1 slot): blade barrier, heal a spell slot to cast a 1st-, 2nd-, 3rd-level, or 4th-level spell that it
7th level (1 slot): divine word has prepared. Doing so costs 1 legendary action per level of the
* (see Appendix C. New Spells) spell.

82 Chapter 1. Bestiary
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.

Aspect of Bael 3/day each: charm person, inflict wounds (5th level), invisibility,
major image
Large fiend (devil), lawful evil
1/day each: animate dead, dispel magic, suggestion
Armor Class 15 (natural armor) Legendary Resistance (1/Day). If the Aspect of Bael fails a saving
Hit Points 114 (12d10 + 48) throw, it can choose to succeed instead.
Speed 30 ft. Regeneration. The Aspect of Bael regains 10 hit points at the
start of its turn. If it takes cold or radiant damage, this trait doesn't
STR DEX CON INT WIS CHA function at the start of its next turn. The Aspect of Bael dies only if it
19 (+4) 13 (+1) 16 (+3) 15 (+2) 17 (+3) 17 (+3) starts its turn with 0 hit points and doesn't regenerate.

Skills Intimidation +7, Perception +7, Persuasion +7 Actions


Damage Resistances cold; bludgeoning, piercing, and slashing from Multiattack. The Aspect of Bael makes two melee attacks.
nonmagical attacks that aren't silvered
Damage Immunities fire, poison Hellish Morningstar. Melee Weapon Attack: +8 to hit, reach 20 ft.,
Condition Immunities charmed, exhaustion, frightened, poisoned one target. Hit: 11 (2d6 + 4) piercing damage plus 9 (2d8) necrotic
Senses darkvision 120 ft., passive Perception 17 damage.
Languages all, telepathy 60 ft. Teleport (Recharges 5-6). The Aspect of Bael magically teleports,
Challenge 10 (5,900 XP) along with any equipment it is wearing and carrying, up to 60 feet to
an unoccupied space it can see.
Dreadful. The Aspect of Bael can use a bonus action to appear
dreadful until the start of his next turn. Each creature, other than a Legendary Actions
devil, that starts its turn within 10 feet of the Aspect of Bael must The Aspect of Bael can take 3 legendary actions, choosing from the
succeed on a DC 15 Wisdom saving throw or be frightened until the options below. Only one legendary action option can be used at a
start of the creature's next turn. time and only at the end of another creature's turn. The Aspect of
Bael regains spent legendary actions at the start of its turn.
Innate Spellcasting. The Aspect of Bael's spellcasting ability is
Charisma (spell save DC 15, +7 to hit with spell attacks). It can Awaken Greed. The Aspect of Bael casts charm person or major
innately cast the following spells, requiring no material components: image.
Teleport. The Aspect of Bael uses its Teleport action, if available.
At will: alter self (can become Medium when changing its
Attack (Cost 2 Actions). The Aspect of Bael attacks once with its
appearance), detect magic
hellish morningstar.

Chapter 1. Bestiary 83
Aspect of Bel Legendary Resistance (1/Day). If the Aspect of Bel fails a saving
throw, it can choose to succeed instead.
Large fiend (devil), lawful evil
Actions
Armor Class 15 (natural armor)
Multiattack. The Aspect of Bel makes two attacks: one with its
Hit Points 152 (16d10 + 64)
greatsword and one with its tail.
Speed 30 ft., fly 60 ft.
Greatsword. Melee Weapon Attack: +10 to hit, reach 20 ft., one
STR DEX CON INT WIS CHA target. Hit: 19 (4d6 + 5) slashing damage plus 10 (3d6) fire damage.
21 (+5) 10 (+0) 19 (+4) 18 (+4) 14 (+2) 19 (+4) If the target is a flammable object that is not being held or worn, it
catches fire.
Skills Intimidation +9, Perception +7, Persuasion +9 Tail. Melee Weapon Attack: +10 to hit, reach 20 ft., one target.
Damage Resistances cold; bludgeoning, piercing, and slashing from Hit: 21 (3d10 + 5) bludgeoning damage. If the target is a creature, it
nonmagical attacks that aren't silvered must succeed on a DC 18 Constitution saving throw or be stunned
Damage Immunities fire, poison until the end of its next turn.
Condition Immunities charmed, exhaustion, frightened, poisoned
Senses darkvision 120 ft., passive Perception 17 Teleport (Recharges 5-6). The Aspect of Bel magically teleports,
Languages all, telepathy 60 ft. along with any equipment it is wearing and carrying, up to 60 feet to
Challenge 13 (10,000 XP) an unoccupied space it can see.

Legendary Actions
Fear Aura. A creature that starts its turn within 20 feet of the Aspect
The Aspect of Bel can take 3 legendary actions, choosing from the
of Bel must succeed on a DC 17 Wisdom saving throw, unless the
options below. Only one legendary action option can be used at a
Aspect of Bel is incapacitated. On a failed save, the creature is
time and only at the end of another creature's turn. The Aspect of
frightened until the start of its next turn. If a creature's saving throw
Bel regains spent legendary actions at the start of its turn.
is successful, the creature is immune to the Aspect of Bel's Fear
Aura for the next 24 hours. Move. The Aspect of Bel moves up to half its speed.
Teleport. The Aspect of Bel uses its Teleport action, if available.
Innate Spellcasting. The Aspect of Bel's spellcasting ability is Attack (Cost 2 Actions). The Aspect of Bel attacks once with its
Charisma (spell save DC 17). It can innately cast the following greatsword.
spells, requiring no material components: Fireball (Cost 2 Actions). The Aspect of Bel casts fireball.
At will: detect magic Tactical Edge (Cost 2 Actions). Roll a d6 for the Aspect of Bel. The
3/day each: fireball, mirror image number rolled on the die is subtracted from the next attack roll
1/day each: dispel magic, hold monster, wall of fire made against the Aspect of Bel or an ally of its choice within the
next minute.

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 plate 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 is able to unleash fireball spells and
wall of fire to quickly turn the tide of battle.

84 Chapter 1. Bestiary
Aspect of Dispater
Probably the only reasons Dispater will grant an Aspect to its In combat, the Aspect of Dispater will rely mostly on its Touch
petitioner is if Dispater will gain a the petitioner's soul or secret attacks and heavy mace. Against groups, it uses its Deadly
information important enough to the Lord of Dis. Secrets and targets the most vulnerable enemy such as a mage.
The Aspect of Dispater will resemble a 7-foot tall tall man with Against a challenging enemy, the Aspect will use its Enemy Insight
long dark hair, a pair of short horns on its forehead, and with one to gain as much advantage as it can.
leg ending with a cloven hoof. The Aspect's skin is pale like a
corpse's, but is as tough as iron. It wears an expensive-looking and
finely embroidered clothing and wields a spiked iron mace.

Aspect of Dispater target. Hit: 9 (1d8 + 5) bludgeoning damage plus 9 (2d8) force
damage.
Medium fiend (devil), lawful evil
Iron Touch. Melee Weapon Attack: +10 to hit, reach 5 ft., one
Armor Class 18 (plate) creature. Hit: 8 (1d6 + 5) piercing damage and the target must
Hit Points 162 (17d8 + 85) succeed on a DC 17 Constitution saving throw against being
Speed 30 ft. magically turned into iron. On a failed save, the creature begins to
turn to iron and is restrained. It must repeat the saving throw at the
STR DEX CON INT WIS CHA end of its next turn. On a success, the effect ends. On a failure, the
20 (+5) 10 (+0) 20 (+5) 18 (+4) 16 (+3) 19 (+4) creature is turned into iron for 1 hour.
Rusting Touch. The Aspect of Dispater corrodes nonmagical ferrous
Skills Insight +8, Perception +8, Persuasion +9, Survival +8 metal object it can see within 5 feet of it. If the object isn't being
Damage Resistances cold; bludgeoning, piercing, and slashing from worn or carried, the touch destroys a 1-foot cube of it. If the object is
nonmagical attacks that aren't silvered being worn or carried by a creature, the creature can make a DC 17
Damage Immunities fire, poison Dexterity saving throw to avoid the Aspect of Dispater's touch.
Condition Immunities charmed, exhaustion, frightened, poisoned If the object touched is either nonmagical metal armor or
Senses darkvision 120 ft., passive Perception 18 a nonmagical metal shield being worn or carried, its takes a
Languages all, telepathy 120 ft. permanent and cumulative -1 penalty to the AC it offers. Armor
Challenge 14 (11,500 XP) reduced to an AC of 10 or a shield that drops to a +0 bonus is
destroyed. If the object touched is a held nonmagical metal weapon,
Fear Aura. A creature that starts its turn within 20 feet of the it rusts as described in the Rust Metal trait.
Aspect of Dispater must succeed on a DC 17 Wisdom saving throw, Deadly Secrets (Recharge 5-6). The Aspect of Dispater chooses
unless the Aspect of Dispater is incapacitated. On a failed save, the one creature it can see within 60 feet of it. Each ally of the target
creature is frightened until the start of its next turn. If a creature's within 60 feet of the Aspect of Dispater and can hear the Aspect
saving throw is successful, the creature is immune to the Aspect of of Dispater must succeed on a DC 17 Wisdom saving throw. On a
Dispater's Fear Aura for the next 24 hours. failed save, the target takes 13 (3d8) psychic damage and must use
Innate Spellcasting. The Aspect of Dispater's spellcasting ability its reaction to move up to half its speed towards the target and if it is
is Charisma (spell save DC 17). It can innately cast the following within range, make one melee weapon attack against it. Otherwise,
spells, requiring no material components: it must make a ranged weapon attack or ranged spell attack against
the target. On a successful save, a creature takes half as much
At will: alter self (can become Medium when changing its
damage. Constructs and undead are immune to this effect.
appearance), cloud of daggers (4th level), detect magic, heat metal
(4th level), shield Teleport (Recharges 5-6). The Aspect of Dispater magically
2/day each: charm monster, dispel magic, staggering smite, unholy teleports, along with any equipment it is wearing and carrying, up to
weapon*, suggestion, wall of iron* 60 feet to an unoccupied space it can see.
*(see Appendix C. New Spells)
Legendary Resistance (1/Day). If the Aspect of Dispater fails a
Legendary Actions
saving throw, it can choose to succeed instead. The Aspect of Dispater can take 3 legendary actions, choosing from
the options below. Only one legendary action option can be used at
Regeneration. The Aspect of Dispater regains 10 hit points at the a time and only at the end of another creature's turn. The Aspect of
start of its turn. If it takes radiant damage, this trait doesn't function Dispater regains spent legendary actions at the start of its turn.
at the start of its next turn. The Aspect of Dispater dies only if it
Attack. The Aspect of Dispater makes a heavy mace attack.
starts its turn with 0 hit points and doesn't regenerate.
Dispater's Touch. The Aspect of Dispater uses Iron Touch or
Rust Metal. Any nonmagical weapon made of metal that hits the Rusting Touch.
Aspect of Dispater corrodes. After dealing damage, the weapon Teleport. The Aspect of Dispater uses its Teleport action, if
takes a permanent and cumulative -1 penalty to damage rolls. If its available.
penalty drops to -5, the weapon is destroyed. Enemy Insight (Costs 2 Actions). The Aspect of Dispater chooses
Ammunition made of metal that hits the Aspect of Dispater is one target it can see within 60 feet of it. Until the end of the Aspect
destroyed after dealing damage. of Dispater's next turn, The Aspect of Dispater has advantage on
the next attack roll and saving throw it makes against the target.
Actions In addition, the target has disadvantage on the next attack roll and
Multiattack. The Aspect of Dispater makes two heavy mace attacks. saving throw it makes against the Aspect of Dispater.
He can use Iron Touch or Rusting Touch in place of one of these Raise Barrier (Costs 2 Actions). The Aspect of Dispater casts
attacks. cloud of daggers or wall of iron.
Heavy Mace. Melee Weapon Attack: +10 to hit, reach 5 ft., one

Chapter 1. Bestiary 85
Aspect of Geryon Claws. Melee Weapon Attack: +9 to hit, reach 15 ft., one target.
Hit: 12 (2d6 + 5) slashing damage. If the target is Large or smaller,
Huge fiend (devil), lawful evil
it is grappled (DC 17) and restrained until the grapple ends. The
Aspect of Geryon can grapple one creature at a time. If the target is
Armor Class 15 (natural armor)
already grappled by the Aspect of Geryon, the target takes an extra
Hit Points 147 (14d12 + 56)
14 (4d6) slashing damage.
Speed 30 ft., fly 50 ft.
Stinger. Melee Weapon Attack: +9 to hit, reach 20 ft., one creature.
STR DEX CON INT WIS CHA Hit: 10 (2d4 + 5) piercing damage, and the target must succeed on a
21 (+5) 13 (+1) 18 (+4) 14 (+2) 12 (+1) 17 (+3) DC 16 Constitution saving throw or take 9 (2d8) poison damage and
become poisoned until it finishes a short or long rest. The target's
Skills Deception +7, Intimidation +7, Perception +5 hit point maximum is reduced by an amount equal to half the poison
Damage Resistances bludgeoning, piercing, and slashing from damage it takes. If its hit point maximum drops to 0, it dies. This
nonmagical attacks that aren't silvered reduction lasts until the poisoned condition is removed.
Damage Immunities cold, fire, poison Sound the Horn (1/Day). The Aspect of Geryon blows its horn,
Condition Immunities charmed, exhaustion, frightened, poisoned which causes 1d3 + 1 minotaurs to appear in unoccupied spaces of
Senses darkvision 120 ft., passive Perception 15 his choice within 60 feet of it and act as its allies. The minotaurs roll
Languages all, telepathy 60 ft. initiative when they appear. They remain until they die or the Aspect
Challenge 11 (7,200 XP) of Geryon uses an action to dismiss any or all of them.
Teleport (Recharges 5-6). The Aspect of Geryon magically teleports,
Innate Spellcasting. The Aspect of Geryon's spellcasting ability
along with any equipment it is wearing and carrying, up to 60 feet to
is Charisma (spell save DC 15). It can innately cast the following
an unoccupied space it can see.
spells, requiring no material components:
At will: alter self (can become Medium when changing its Legendary Actions
appearance), detect magic The Aspect of Geryon can take 3 legendary actions, choosing from
3/day each: invisibility (self only), locate object, suggestion the options below. Only one legendary action option can be used at
1/day each: ice storm, wall of ice a time and only at the end of another creature's turn. The Aspect of
Legendary Resistance (1/Day). If the Aspect of Geryon fails a saving Geryon regains spent legendary actions at the start of its turn.
throw, it can choose to succeed instead. Infernal Glare. The Aspect of Geryon targets one creature it can
see within 60 feet of it. If the target can see Aspect of Geryon, the
Regeneration. The Aspect of Geryon regains 10 hit points at the
target must succeed on a DC 15 Wisdom saving throw or become
start of its turn. If it takes radiant damage, this trait doesn't function
frightened of the Aspect of Geryon until the end of its next turn.
at the start of its next turn. The Aspect of Geryon dies only if it starts
Teleport. The Aspect of Geryon uses its Teleport action, if available.
its turn with 0 hit points and doesn't regenerate.
Swift Sting (Costs 2 Actions). The Aspect of Geryon attacks with
Actions its stinger.
Multiattack. The Aspect of Geryon makes two attacks: one with its
claws and one with its stinger.

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.

86 Chapter 1. Bestiary
Aspect of Mephistopheles
Of all archdevils, Mephistopheles is the least likely to bestow an The Aspect of Mephistopheles will rely mostly on its spells to
Aspect. The Lord of Cania rarely entertains any of its worshipers deal with its opponents, avoiding melee combat. Against groups of
and hates any distractions they bring. The only time it would foes it will unleash chain lightning, cone of cold, fireball, lightning
consider granting one is if the petitioner is an exceptional wizard bolt, and its hellfire gaze. Against single tough opponents, it will
or sage that can be of use to him and is willing to sign over their use dominate person, Otiluke's resilient sphere, charm monster,
souls. scorching ray, and telekinesis.
The Aspect of Mephistopheles stands 9 feet, has deep crimson
skin, and handsome-yet-devilish features. It has blood-red
pupils, thick, jet-black hair, bat-like wings, and long horns that
curl backwards. 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 Spellcasting. The Aspect of Mephistopheles is an 11th-level


spellcaster. Its spellcasting ability is Intelligence (spell save DC 17,
Large fiend (devil), lawful evil
+9 to hit with spell attacks) and it needs only verbal components to
cast its spells. It has the following wizard spells prepared:
Armor Class 17 (natural armor)
Cantrips (at will): mage hand, mending, minor illusion, prestidigi-
Hit Points 171 (18d10 + 72)
tation, ray of frost (4d8 damage)
Speed 40 ft., fly 80 ft.
1st level (4 slots) : identify, magic missile, shield
2nd level (3 slots): hold person, misty step,
STR DEX CON INT WIS CHA
3rd level (3 slots): counterspell, major image, lightning bolt
17 (+3) 14 (+2) 18 (+4) 18 (+4) 18 (+4) 19 (+4)
4th level (3 slots): arcane eye, fabricate, Otiluke's resilient sphere
5th level (2 slots): cone of cold, dominate person, scrying
Skills Arcana +9, History +9, Investigation +9, Perception +9, 6th level (1 slot): chain lightning
Persuasion +9, Religion +9
Damage Resistances bludgeoning, piercing, and slashing from Actions
nonmagical attacks that aren't silvered Multiattack. The Aspect of Mephistopheles makes two ranseur
Damage Immunities cold, fire, poison attacks.
Condition Immunities charmed, exhaustion, frightened, poisoned
Senses darkvision 120 ft., passive Perception 19 Ranseur. Melee Weapon Attack: +8 to hit, reach 10 ft., one target.
Languages all, telepathy 120 ft. Hit: 14 (2d10 + 3) piercing damage plus 5 (1d10) fire damage
Challenge 15 (105,000 XP) and the creature is vulnerable to fire until the end of the Aspect of
Mephistopheles's next turn.
Hellfire Aura. As a bonus action, the Aspect of Mephistopheles Hellfire Gaze (1/Day). The Aspect of Mephistopheles's eyes project
can emit an aura of diabolic fire, appearing swathed in dark searing intense fiery energy in a 120-foot line that is 5 feet wide. Each
flames. A creature that starts its turn within 10 feet of the Aspect creature in that line must make a DC 17 Dexterity saving throw,
of Mephistopheles, or touches it or hits it with a melee attack while taking 21 (5d6 + 4) fire damage on a failed save, or half as much on
within 10 feet of it and the Hellfire Aura is active takes 7 (2d6) a successful one. If this damage reduces the target to 0 hit points,
fire damage. A creature that takes damage from the Hellfire Aura it is disintegrated. A disintegrated creature and everything it is
becomes vulnerable to fire damage until the start of its next turn. wearing and carrying, except magic items, are reduced to a pile of
The Hellfire Aura remains until the Aspect of Mephistopheles dies fine ash and slag. The creature can be restored to life only by means
or until he dismisses it as an action. of a true resurrection or a wish spell.
Innate Spellcasting. The Aspect of Mephistopheles's spellcasting Teleport (Recharges 5-6). The Aspect of Mephistopheles magically
ability is Charisma (spell save DC 17, +9 to hit with spell attacks). teleports, along with any equipment it is wearing and carrying, up to
It can innately cast the following spells, requiring no material 60 feet to an unoccupied space it can see.
components:
At will: alter self (can become Medium when changing its
Legendary Actions
appearance), detect magic The Aspect of Mephistopheles can take 3 legendary actions,
3/day each: scorching ray (4th level), fireball, locate object, choosing from the options below. Only one legendary action option
suggestion, telekinesis can be used at a time and only at the end of another creature's turn.
1/day each: charm monster, dispel magic, unholy weapon (see The Aspect of Mephistopheles regains spent legendary actions at
Appendix C. New Spells), wall of fire the start of its turn.
Legendary Resistance (1/Day). If the Aspect of Mephistopheles fails Attack. The Aspect of Mephistopheles makes one ranseur attack.
a saving throw, it can choose to succeed instead. Teleport. The Aspect of Mephistopheles uses its Teleport action,
if available
Regeneration. The Aspect of Mephistopheles regains 10 hit points Cast a Spell (Costs 1-3 Actions). The Aspect of Mephistopheles
at the start of its turn. If it takes radiant damage, this trait doesn't expends a spell slot to cast a 1st-, 2nd-, or 3rd-level spell that he
function at the start of its next turn. The Aspect of Mephistopheles has prepared. Doing so costs 1 legendary action per level of the
dies only if it starts its turn with 0 hit points and doesn't regenerate. spell.

Chapter 1. Bestiary 87
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 Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one target.
Hit: 13 (2d8 + 4) piercing damage.
Large fiend (devil), lawful evil
Claw. Melee Weapon Attack: +8 to hit, reach 10 ft., one target.
Armor Class 15 (natural armor) Hit: 8 (1d8 + 4) slashing damage.
Hit Points 110 (13d10 + 39) Many-Tailed Whip. Melee Weapon Attack: +8 to hit, reach 20 ft.,
Speed 30 ft. one target. Hit: 9 (2d4 + 4) slashing damage plus 4 (1d8) lightning
damage. If the target is a creature, it must succeed on a DC 16
STR DEX CON INT WIS CHA Strength saving throw or be pulled up to 20 feet in a straight line
19 (+4) 14 (+2) 16 (+3) 16 (+3) 13 (+1) 17 (+3) toward Aspect of Moloch.
Breath of Despair (Recharge 5-6). The Aspect of Moloch exhales
Skills Deception +7, Intimidation +7, Perception +5
in a 30-foot cube. Each creature in that area must succeed on a DC
Damage Resistances cold; bludgeoning, piercing, and slashing from
15 Wisdom saving throw or take 16 (3d10) psychic damage, drop
nonmagical attacks that aren't silvered
whatever it is holding, and become frightened for l minute. While
Damage Immunities fire, poison
frightened in this way, a creature must take the Dash action and
Condition Immunities charmed, exhaustion, frightened, poisoned
move away from the Aspect of Moloch by the safest available route
Senses darkvision 120 ft., passive Perception 15
on each of its turns, unless there is nowhere to move, in which case
Languages all, telepathy 60 ft.
it needn't take the Dash action. If the creature ends its turn in a
Challenge 10 (5,900 XP)
location where it doesn't have line of sight to the Aspect of Moloch,
the creature can repeat the saving throw. On a success, the effect
Innate Spellcasting. The Aspect of Moloch's spellcasting ability ends.
is Charisma (spell save DC 15). It can innately cast the following Teleport (Recharges 5-6). The Aspect of Moloch magically teleports,
spells, requiring no material components: along with any equipment it is wearing and carrying, up to 60 feet to
At will: alter self (can become Medium when changing its an unoccupied space it can see.
appearance), detect magic
1/day each: burning hands (as a 4th level spell), confusion, fly, major Legendary Actions
image, stinking cloud, suggestion, wall of fire The Aspect of Moloch can take 3 legendary actions, choosing from
the options below. Only one legendary action option can be used at
Legendary Resistance (1/Day). If the Aspect of Moloch fails a saving
a time and only at the end of another creature's turn. The Aspect of
throw, it can choose to succeed instead.
Moloch regains spent legendary actions at the start of its turn.
Regeneration. The Aspect of Moloch regains 10 hit points at the Teleport. The Aspect of Moloch uses its Teleport action.
start of its turn. If it takes radiant damage, this trait doesn't function Whip. The Aspect of Moloch makes one attack with its whip.
at the start of its next turn. The Aspect of Moloch dies only if it starts Cast Spell (Costs 2 Actions). The Aspect of Moloch casts a spell.
its turn with 0 hit points and doesn't regenerate.

Actions
Multiattack. The Aspect of Moloch makes three attacks: one with its
bite, one with its claw, and one with its whip.

88 Chapter 1. Bestiary
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 will still be terrifying and
dangerous to engage with. Not
many can survive a single dragon's
breath, let alone one every turn.

Aspect of Tiamat within 120 feet of the Aspect and aware of it must succeed on a
DC 19 Wisdom saving throw or become frightened for 1 minute. A
Huge fiend (devil), lawful evil 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
Armor Class 19 (natural armor) is successful or the effect ends for it, the creature is immune to the
Hit Points 218 (19d12 + 95) the Aspect's Frightful Presence for the next 24 hours.
Speed 60 ft., fly 120 ft.
Legendary Actions
STR DEX CON INT WIS CHA The Aspect can take 5 legendary actions, choosing from the options
21 (+5) 10 (+0) 21 (+5) 19 (+4) 19 (+4) 21 (+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
Skills Arcana +10, Perception +10, Religion +10 legendary actions at the start of its turn.
Damage Resistances bludgeoning, piercing, and slashing from The Aspect's legendary actions are associated with its five dragon
nonmagical attacks heads (a bite and a breath weapon for each). Once the Aspect
Damage Immunities acid, cold, fire, lightning, poison chooses a legendary action for one of its heads, it can't choose
Condition Immunities blinded, charmed, deafened, frightened, another one associated with that head until the start of its next turn.
poisoned, stunned Bite. Melee Weapon Attack: +11 to hit, reach 10 ft., one target.
Senses blindsight 60 ft., darkvision 240 ft., passive Perception 20 Hit: 16 (2d10 + 5) piercing damage plus 7 (2d6) acid damage
Languages Common, Draconic, Infernal (black dragon head), lightning damage (blue dragon head), poison
Challenge 17 (18,000 XP) damage (green dragon head), fire damage (red dragon head), or
cold damage (white dragon head).
Innate Spellcasting (1/Day). The Aspect can innately cast Divine Black Dragon Head (Costs 2 Actions). The Aspect exhales acid in
Word (spell save DC 19). Its spellcasting ability is Charisma. a 60-foot line that is 5 feet wide. Each creature in that line must
make a DC 19 Dexterity saving throw, taking 27 (6d8) acid damage
Legendary Resistance (1/Day). If the Aspect fails a saving throw, it
on a failed save, or half as much damage on a successful one.
can choose to succeed instead.
Green Dragon Head (Costs 2 Actions). The Aspect exhales
Regeneration. If the Aspect has at least 1 hit point, it regains 10 hit poisonous gas in a 60-foot cone. Each creature in that area must
points at the start of its turn. make a DC 19 Dexterity saving throw, taking 28 (8d6) poison
damage on a failed save, or half as much damage on a successful
Multiple Heads. The Aspect can take one reaction per turn, rather
one.
than only one reaction per round. It also has advantage on saving
Blue Dragon Head (Costs 2 Actions). The Aspect exhales lightning
throws against being knocked unconscious. If it fails a saving throw
in a 90-foot line that is 5 feet wide. Each creature in that line must
against an effect that would stun a creature, one of its unspent
make a DC 19 Dexterity saving throw, taking 33 (6d10) lightning
legendary actions is spent.
damage on a failed save, or half as much damage on a successful
Actions one.
Red Dragon Head (Costs 2 Actions). The Aspect exhales fire in a
Multiattack. The Aspect can use its Frightful Presence. It then 60-foot cone. Each creature in that area must make a DC 19
makes three attacks: two with its claws and one with its tail. Dexterity saving throw, taking 31 (9d6) fire damage on a failed
Claw. Melee Weapon Attack: +11 to hit, reach 10 ft., one target. save, or half as much damage on a successful one.
Hit: 12 (2d6 + 5) slashing damage. White Dragon Head (Costs 2 Actions). The Aspect exhales an icy
blast in a 60-foot cone. Each creature in that area must make a
Tail. Melee Weapon Attack: +11 to hit, reach 10 ft., one target.
DC 19 Dexterity saving throw, taking 27 (6d8) fire damage on a
Hit: 14 (2d8 + 5) bludgeoning damage.
failed save, or half as much damage on a successful one.
Frightful Presence. Each creature of the Aspect's choice that is

Chapter 1. Bestiary 89
Aspect of Zariel
Zariel grants petitioners her Aspect if
it will help her cause, especially if it is
used to train particularly skilled and
talented warriors that may 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 start of its next turn. The Aspect of Zariel dies only if it starts its turn
with 0 hit points and doesn't regenerate.
Large fiend (devil), lawful evil
Actions
Armor Class 17 (natural armor) Multiattack. The Aspect of Zariel attacks twice with its longsword
Hit Points 241 (23d10 + 115) or with its javelins. It can substitute Horrid Touch for one of these
Speed 40 ft., fly 120 ft. attacks.

STR DEX CON INT WIS CHA Longsword. Melee Weapon Attack: +10 to hit, reach 10 ft., one
20 (+5) 18 (+4) 20 (+5) 19 (+4) 20 (+5) 22 (+6) target. Hit: 14 (2d8 + 5) slashing damage, or 16 (2d10 + 5) slashing
damage if used with two hands, plus 9 (2d8) fire damage.
Skills Intimidation +11, Perception +10 Javelin. Melee or Ranged Weapon Attack: + 10 to hit, range 30/120
Damage Resistances cold, fire, necrotic, radiant; bludgeoning, ft., one target. Hit: 12 (2d6 + 5) piercing damage plus 9 (2d8) fire
piercing, and slashing from nonmagical attacks that aren't silvered damage.
Damage Immunities poison
Horrid Touch (Recharge 5-6) . Melee Weapon Attack: + 10 to hit,
Condition Immunities charmed, exhaustion, frightened, poisoned
reach 10 ft., one target. Hit: 22 (4d10) necrotic damage, and the
Senses darkvision 120 ft., passive Perception 20
target is poisoned for 1 minute. While poisoned in this way, the
Languages all, telepathy 60 ft.
target is also blinded and deafened. The target can repeat the saving
Challenge 15 (13,000 XP)
throw at the end of each of its turns, ending the effect on itself on a
success.
Devil's Sight. Magical darkness doesn't impede the Aspect of
Zariel's darkvision. Teleport (Recharges 5-6). The Aspect of Zariel magically teleports,
along with any equipment it is wearing and carrying, up to 60 feet to
Fiery Weapons. The Aspect of Zariel's weapon attacks are magical. an unoccupied space it can see.
When it hits with any weapon, the weapon deals an extra 9 (2d8) fire
damage (included in the weapon attacks below). Legendary Actions
Innate Spellcasting. The Aspect of Zariel's spellcasting ability is The Aspect of Zariel can take 3 legendary actions, choosing from
Charisma (spell save DC 19). It can innately cast the following the options below. Only one legendary action option can be used at
spells, requiring no material components: a time and only at the end of another creature's turn. The Aspect of
Zariel regains spent legendary actions at the start of its turn.
At will: alter self (can become Medium when changing its
appearance), detect evil and good Move. The Aspect of Zariel moves up to half its speed.
1/day each: fireball, invisibility (self only), wall of fire Teleport. The Aspect of Zariel uses its Teleport action, if available.
Immolating Gaze (Costs 2 Actions). The Aspect of Zariel turns its
Legendary Resistance (1/Day). If the Aspect of Zariel fails a saving
magical gaze toward one creature it can see within 120 feet of it
throw, it can choose to succeed instead.
and commands it to combust. The target must succeed on a
Regeneration. The Aspect of Zariel regains 10 hit points at the start DC 19 Wisdom saving throw or take 16 (3d10) fire damage.
of its turn. If it takes radiant damage, this trait doesn't function at the

90 Chapter 1. Bestiary
Destrachans
Destrachan
Destrachans are cruel Underdark-dwelling creatures that look
vaguely reptilian and move about like ten-feet long bipedal
dinosaurs, but are actually quite intelligent and very sadistic. They
normally hunt in packs, feeding on misery and taking pleasure in
torturing their victims before going in for the kill.
Sightless Hunters. As underground creatures, destrachans
have evolved to become naturally blind, and relying more on their
unmatched sense of hearing to navigate their surroundings and
locate viable prey. They have a pair of sophisticated, three-part
ears that can pinpoint a target's exact location more accurately
than sight.
Deadly Harmonics. What makes destrachans dangerous
however are their ability to emit flesh-rending sound waves. Their
tubular maws can project carefully focused harmonics, producing
sonic vibrations so powerful it can literally shatter objects and
barriers. Their tough scaly hide has naturally evolved as well
to become resistant to their own harmonics, as well as other
thunder-based attacks.

Destrachan
Large monstrosity, neutral evil

Armor Class 15 (natural armor)


Hit Points 68 (8d10 + 24)
Speed 30 ft.

STR DEX CON INT WIS CHA


18 (+4) 12 (+1) 16 (+3) 6 (-2) 14 (+2) 8 (-1)

Skills Perception +4, Stealth +3


Damage Resistances thunder
Senses blindsight 60 ft. (blind beyond this radius), passive
Perception 14
Languages understands Undercommon but can't speak
Challenge 3 (700 XP)

Echolocation. The destrachan can't use its blindsight while


deafened.
Keen Hearing. The destrachan has advantage on Wisdom
(Perception) checks that rely on hearing.

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.

Chapter 1. Bestiary 91
Destrachan Pack Lord
Destrachans that were physically more superior and vicious than
others eventually bully their way to the top and get the choicest
meals. They eventually grow to a huge size and become the
natural alphas of the pack and the only ones that can breed with
the females. Extremely cunning, they are able to lead other
destrachan to make coordinated attacks.

Destrachan Pack Lord lord gains Pack Tactics until the start of its next turn, provided the
destrachan pack lord isn't incapacitated.
Huge monstrosity, neutral evil
Keen Hearing. The destrachan pack lord has advantage on Wisdom
Armor Class 16 (natural armor) (Perception) checks that rely on hearing.
Hit Points 138 (12d12 + 60)
Speed 40 ft. Actions
Multiattack. The destrachan pack lord makes three attacks: two
STR DEX CON INT WIS CHA with its claws and one with its tail.
22 (+6) 12 (+1) 20 (+5) 8 (-1) 16 (+3) 9 (-1) Claw. Melee Weapon Attack: +9 to hit, reach 5 ft., one target.
Hit: 11 (1d10 + 6) slashing damage.
Skills Perception +6, Stealth +4 Tail. Melee Weapon Attack: +9 to hit, reach 5 ft., one target.
Damage Resistances thunder Hit: 13 (2d6 + 6) bludgeoning damage.
Senses blindsight 60 ft. (blind beyond this radius), passive
Perception 16 Destructive Harmonics (Recharge 4-6). The destrachan pack lord
Languages understands Undercommon but can't speak emits thunder energy in a 60-foot cone. It can choose one from the
Challenge 8 (3,900 XP) following three effects:
1. Rupture. Each creature in that area must succeed on a DC 16
Echolocation. The destrachan pack lord can't use its blindsight Dexterity saving throw, taking 36 (8d8) thunder damage on a failed
save, or half as much on a successful one.
while deafened.
2. Stun. Each creature in that area must succeed on a DC 16
Pack Tactics. The destrachan pack lord has advantage on an attack Constitution saving throw or be stunned until the end of its next
roll against a creature if at least one of the destrachan's allies is turn.
within 5 feet of the creature and the ally isn't incapacitated. 3. Shatter. Each non-magical object that isn't worn in that area takes
54 (12d8) thunder damage.
Packmaster. An allied destrachan that starts its turn within 30
feet of the destrachan pack lord and can hear the destrachan pack

92 Chapter 1. Bestiary
Dire Corbies

Dire Corby
These denizens of the Underdark look like a dark skinned,
humanoid crow, with muscular arms ending in hooked claws. Dire
Corbies are flightless omnivorous predators that have a greater
preference for meat. Although they have a measure of intelligence,
these creatures have no 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.

Dire Corby Alpha


Alphas are the natural leaders of the dire corby pack. Not only are
physically stronger and larger, but they have also developed an
ear-splitting shriek that it uses constantly to distract and frighten
enemies, giving their hunting pack an opening for a killing strike.

Dire Corby Alpha


Large monstrosity, neutral evil

Armor Class 15 (natural armor)


Hit Points 76 (8d10 + 32)
Speed 30 ft., climb 30 ft.

STR DEX CON INT WIS CHA


21 (+5) 13 (+1) 19 (+4) 6 (-2) 13 (+1) 7 (-2)

Dire Corby Skills Perception +3


Medium monstrosity, neutral evil Senses darkvision 120 ft., passive Perception 13
Languages Undercommon
Armor Class 14 (natural armor) Challenge 4 (1,100 XP)
Hit Points 26 (4d8 + 8)
Speed 30 ft., climb 30 ft. Pack Frenzy. While it can see two allied creatures within 30 feet of
it, the dire corby alpha gains advantage on saving throws against
being frightened and charmed, and all melee weapon attack rolls,
STR DEX CON INT WIS CHA but attacks rolls against it have advantage.
17 (+3) 13 (+1) 15 (+2) 5 (-3) 12 (+1) 6 (-2)
Actions
Skills Perception +3 Multiattack. The dire corby alpha makes three attacks: one with its
Senses darkvision 120 ft., passive Perception 13 beak and two with its claws. It can use its Doom Shriek in place of
Languages Undercommon its beak attack.
Challenge 1 (200 XP)
Beak. Melee Weapon Attack: +7 to hit, reach 5 ft., one target.
Pack Frenzy. While it can see two allied creatures within 30 feet of Hit: 8 (1d6 + 5) piercing damage.
it, the dire corby gains advantage on saving throws against being Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., one target.
frightened and charmed, and all melee weapon attack rolls, but Hit: 12 (2d6 + 5) slashing damage.
attacks rolls against it have advantage.
Doom Shriek. The dire corby alpha emits a horrifying shriek. Each
Actions humanoid and beast within 30 feet of the dire corby alpha and
Multiattack. The dire corby makes two claw attacks. able to hear it must succeed on a DC 14 Wisdom saving throw or
be frightened until the end of the dire corby alpha's next turn. If a
Claw. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. target's saving throw is successful or the effect ends for it, the target
Hit: 6 (1d6 + 3) slashing damage. is immune to the dire corby's Doom Shriek for 24 hours.

Chapter 1. Bestiary 93
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 War Caster


When young draegloths show signs of exceptional affinity to
magic, the drow take advantage and train them in both the martial
and arcane arts. Those that survive eventually become cunning
war casters that have the ability to cast and maintain spells while
simultaneously hacking at their enemies with their vicious claws.

Draegloth Abomination
Large fiend (demon), chaotic evil

Armor Class 17 (natural armor)


Hit Points 189 (18d10 + 90)
Draegloth War Caster
Speed 40 ft. Large fiend (demon), chaotic evil

STR DEX CON INT WIS CHA Armor Class 16 (natural armor)
22 (+6) 16 (+3) 20 (+5) 13 (+1) 12 (+1) 12 (+1) Hit Points 190 (20d10 + 80)
Speed 30 ft.
Skills Athletics +14, Perception +5, Stealth +7
Damage Resistances cold, fire, lightning STR DEX CON INT WIS CHA
Damage Immunities poison 20 (+5) 16 (+3) 18 (+4) 14 (+2) 14 (+2) 16 (+3)
Condition Immunities poisoned
Senses darkvision 120 ft., passive Perception 15 Saving Throws Con +8, Wis +6, Cha +7
Languages Abyssal, Elvish, Undercommon Skills Arcana +6, Perception +6, Stealth +7
Challenge 10 (5,900 XP) Damage Resistances cold, fire, lightning
Damage Immunities poison
Fey Ancestry. The draegloth has advantage on saving throws against Condition Immunities poisoned
being charmed, and magic can't put the draegloth to sleep. Senses darkvision 120 ft., passive Perception 16
Languages Abyssal, Elvish, Undercommon
Innate Spellcasting. The draegloth's innate spellcasting ability is Challenge 11 (7,200 XP)
Charisma (spell save DC 13). The draegloth can innately cast the
following spells, without providing material components:
Battle Concentration. The draegloth has advantage on Constitution
At will: darkness saving throws that it makes to maintain concentration on a spell
1/day each: confusion, dancing lights, faerie fire when it takes damage.
Tethering Web. As a bonus action, the draegloth can pull a target Fey Ancestry. The draegloth has advantage on saving throws against
restrained by its web into an unoccupied space within 5 feet of the being charmed, and magic can't put the draegloth to sleep.
draegloth.
Innate Spellcasting. The draegloth's innate spellcasting ability is
Actions Charisma (spell save DC 15). The draegloth can innately cast the
Multiattack. The draegloth makes three attacks: one with its bite following spells, without providing material components:
and two with its claws. At will: darkness, dancing lights, faerie fire
3/day each: blight, confusion, mirror image
Bite. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. 1/day each: power word stun, maddening darkness
Hit: 22 (3d10 + 6) piercing damage.
Claws. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Actions
Hit: 22 (3d10 + 6) slashing damage. Multiattack. The draegloth makes three attacks: one with its bite
and two with its claws. Alternatively, it can make two attacks with its
Web (Recharge 5-6). Ranged Weapon Attack: +7 to hit, range 30/60
claws and cast one spell.
ft., one Large or smaller creature. Hit: The creature is restrained by
webbing. As an action, the restrained creature can make a DC 17 Bite. Melee Weapon Attack: +9 to hit, reach 5 ft., one target.
Strength check, escaping from the webbing on a success. The effect Hit: 16 (2d10 + 5) piercing damage.
ends if the webbing is destroyed. The webbing has AC 10, 5 hit
Claws. Melee Weapon Attack: +9 to hit, reach 5 ft., one target.
points, resistance to bludgeoning damage, and immunity to poison
Hit: 16 (2d10 + 5) slashing damage.
and psychic damage.

94 Chapter 1. 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.

Ancient Dracolisk Actions


Huge dragon, chaotic evil Multiattack. The dracolisk can use its Frightful Presence. It then
makes three attacks: one with its bite and two with its claws.
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 (20,000 XP) 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.

Chapter 1. Bestiary 95
Adult Dracolisk Young Dracolisk
Large dragon, chaotic evil Medium dragon, chaotic evil

Armor Class 17 (natural armor) Armor Class 16 (natural armor)


Hit Points 152 (16d10 + 64) Hit Points 45 (7d8 + 14)
Speed 30 ft., fly 60 ft., swim 30 ft. Speed 25 ft., fly 50 ft., swim 25 ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
20 (+5) 12 (+1) 18 (+4) 8 (-1) 12 (+1) 12 (+1) 16 (+3) 12 (+1) 14 (+2) 6 (-2) 10 (+0) 10 (+0)

Saving Throws Dex +5, Con +8, Wis +5, Cha +5 Saving Throws Dex +3, Con +4, Wis +2, Cha +2
Skills Perception +9, Stealth +5 Skills Perception +4, Stealth +3
Damage Immunities acid Damage Immunities acid
Senses blindsight 30 ft., darkvision 120 ft., passive Perception 19 Senses blindsight 10 ft., darkvision 60 ft., passive Perception 14
Languages Draconic Languages Draconic
Challenge 10 (5,900 XP) Challenge 4 (1,100 XP)

Amphibious. The dracolisk can breath air and water. Amphibious. The dracolisk can breath air and water.
Petrifying Gaze. If a creature starts its turn within 30 feet of the Petrifying Gaze. If a creature starts its turn within 30 feet of the
dracolisk and the two of them can see each other, the dracolisk can dracolisk and the two of them can see each other, the dracolisk can
force the creature to make a DC 15 Constitution saving throw if the force the creature to make a DC 12 Constitution saving throw if the
dracolisk isn't incapacitated. On a failed save, the creature magically dracolisk isn't incapacitated. On a failed save, the creature magically
begins to turn to stone and is restrained. It must repeat the saving begins to turn to stone and is restrained. It must repeat the saving
throw at the end of its next turn. On a success, the effect ends. On a 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 failure, the creature is petrified until freed by the greater restoration
spell or other magic. spell or other magic.
A creature that isn't surprised can avert its eyes to avoid the saving A creature that isn't surprised can avert its eyes to avoid the saving
throw at the start of its turn. If it does so, it can't see the dracolisk 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 until the start of its next turn, when it can avert it s eyes again. If it
looks at the dracolisk in the meantime, it must immediately make looks at the dracolisk in the meantime, it must immediately make
the save. the save.
If the dracolisk sees its reflection within 30 feet of it in bright light, 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. it mistakes itself for a rival and targets itself with its gaze.

Actions Actions
Multiattack. The dracolisk makes three attacks: one with its bite Bite. Melee Weapon Attack: +5 to hit, reach 10 ft., one target.
and two with its claws. Hit: 9 (1d12 + 3) piercing damage plus 3 (1d6) acid damage and 3
(1d6) poison damage.
Bite. Melee Weapon Attack: +9 to hit, reach 10 ft., one target.
Hit: 18 (2d12 + 5) piercing damage plus 4 (1d8) acid damage and 4 Acid Breath (Recharge 5-6). The dracolisk exhales acid in a 15-foot
(1d8) poison damage. 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
Claw. Melee Weapon Attack: +9 to hit, reach 5 ft., one target.
failed save, or half as much damage on a successful one.
Hit: 12 (2d6 + 5) slashing damage.
Acid Breath (Recharge 5-6). The dracolisk exhales acid in a 15-foot
line that is 5 feet wide. Each creature in that area must make a DC
16 Constitution saving throw, taking 54 (12d8) acid damage on a
failed save, or half as much damage on a successful one.

96 Chapter 1. Bestiary
Dragons, Juvenile
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.

Presented below are the stat blocks for juvenile dragons.

Juvenile Black Dragon


Large dragon, chaotic evil
Juvenile Blue Dragon
Armor Class 17 (natural armor) Large dragon, chaotic evil
Hit Points 75 (10d10 + 20)
Speed 40 ft., fly 80 ft., swim 40 ft. Armor Class 17 (natural armor)
Hit Points 93 (11d10 + 33)
Speed 40 ft., burrow 20 ft., fly 80 ft.
STR DEX CON INT WIS CHA
17 (+3) 14 (+2) 15 (+2) 11 (+0) 11 (+0) 14 (+2)
STR DEX CON INT WIS CHA
19 (+4) 10 (+0) 17 (+3) 13 (+1) 12 (+1) 16 (+3)
Saving Throws Dex +5, Con +5, Wis +3, Cha +5
Skills Perception +6, Stealth +5
Damage Immunities acid Saving Throws Dex +3, Con +6, Wis +4, Cha +6
Senses blindsight 10 ft., darkvision 60 ft., passive Perception 16 Skills Perception +7, Stealth +3
Languages Draconic Damage Immunities lightning
Challenge 5 (1,800 XP) Senses blindsight 10 ft., darkvision 60 ft., passive Perception 14
Languages Draconic
Challenge 6 (2,300 XP)
Amphibious. The dragon can breath air and water.

Actions Actions
Multiattack. The dragon makes three attacks: one with its bite and Multiattack. The dragon makes three attacks: one with its bite and
two with its claws. two with its claws.
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 Acid Breath (Recharge 5-6). The dragon exhales acid in a 30-foot
line that is 5 feet wide. Each creature in that area must make a DC line that is 5 feet wide. Each creature in that area must make a DC
13 Constitution saving throw, taking 31 (7d8) acid damage on a 14 Constitution saving throw, taking 33 (6d10) acid 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.

Chapter 1. Bestiary 97
Juvenile Green Dragon Juvenile Red Dragon
Large dragon, chaotic evil Large dragon, chaotic evil

Armor Class 17 (natural armor) Armor Class 17 (natural armor)


Hit Points 82 (11d10 + 22) Hit Points 123 (13d10 + 52)
Speed 40 ft., fly 80 ft., swim 40 ft. Speed 40 ft., fly 80 ft., swim 40 ft.

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 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) Challenge 7 (2,900 XP)

Amphibious. The dragon can breath air and water. Actions


Actions Multiattack. The dragon makes three attacks: one with its bite and
two with its claws.
Multiattack. The dragon makes three attacks: one with its bite and
two with its claws. Bite. Melee Weapon Attack: +8 to hit, reach 10 ft., one target.
Hit: 14 (2d8 + 5) piercing damage plus 3 (1d6) fire damage.
Bite. Melee Weapon Attack: +6 to hit, reach 10 ft., one target.
Hit: 12 (2d8 + 3) piercing damage plus 3 (1d6) poison damage. Claw. Melee Weapon Attack: +8 to hit, reach 5 ft., one target.
Hit: 10 (2d4 + 5) slashing damage.
Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., one target.
Hit: 8 (2d4 + 3) slashing damage. Fire Breath (Recharge 5-6). The dragon exhales fire in a 30-foot
cone. Each creature in that area must make a DC 15 Constitution
Poison Breath (Recharge 5-6). The dragon exhales poisonous gas
saving throw, taking 38 (11d6) fire damage on a failed save, or half
in a 30-foot cone. Each creature in that area must make a DC 13
as much damage on a successful one.
Constitution saving throw, taking 31 (9d6) poison damage on a
failed save, or half as much damage on a successful one.

98 Chapter 1. Bestiary
Juvenile White Dragon
Large dragon, chaotic evil

Armor Class 16 (natural armor)


Hit Points 76 (9d10 + 27)
Speed 40 ft., fly 80 ft., swim 40 ft.

STR DEX CON INT WIS CHA


16 (+3) 10 (+0) 16 (+3) 5 (-3) 11 (+0) 11 (+0)

Saving Throws Dex +2, Con +5, Wis +2, Cha +2


Skills Perception +4, Stealth +2
Damage Immunities cold
Senses blindsight 10 ft., darkvision 60 ft., passive Perception 14
Languages Draconic
Challenge 4 (1,100 XP)

Ice Walk. The dragon can move across and climb icy surfaces
without needing to make an ability check. Additionally, difficult
terrain composed of ice or snow doesn't cost it extra movement.

Actions
Multiattack. The dragon makes three attacks: one with its bite and
two with its claws.
Bite. Melee Weapon Attack: +5 to hit, reach 10 ft., one target.
Hit: 8 (1d10 + 3) piercing damage plus 2 (1d4) cold damage.
Claw. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.
Hit: 6 (1d6 + 3) slashing damage.
Cold Breath (Recharge 5-6). The dragon exhales cold in a 30-foot
cone. Each creature in that area must make a DC 13 Constitution
saving throw, taking 27 (6d8) cold damage on a failed save, or half as
much damage on a successful one.

Chapter 1. Bestiary 99
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, neutral

Armor Class 16 (natural armor)


Hit Points 168 (16d12 + 64)
Speed 40 ft., fly 80 ft.

STR DEX CON INT WIS CHA


23 (+6) 12 (+1) 19 (+4) 8 (-1) 13 (+1) 12 (+1)

Skills Perception +5, Stealth +5


Senses darkvision 60 ft., passive Perception 15
Languages Draconic Young Dragonne
Challenge 11 (7,200 XP) Large dragonne, 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 (-3) 12 (+1) 12 (+1)
Multiattack. The dragonne makes three attacks: one with its bite
and two with its claws. 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)
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 three attacks: one with its bite
options below. Only one legendary action option can be used at a
and two with its claws.
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 flying creature within 60 feet that can hear its roar must succeed on a DC
speed. 14 Wisdom saving throw or gain 1 level of exhaustion.

100 Chapter 1. Bestiary


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.

Blackpawn 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 Slay Foe (1/Turn). The blackspawn stalker deals an extra 13 (3d8)
damage with its weapon attack if it hits a creature that doesn't have
Large dragon, chaotic evil
all its hit points.
Armor Class 16 (natural armor) Actions
Hit Points 95 (10d10 + 40)
Multiattack. The blackspawn stalker makes three attacks: one with
Speed 40 ft.
its bite and two with its tails.
STR DEX CON INT WIS CHA Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13
17 (+3) 18 (+4) 18 (+4) 5 (-2) 12 (+1) 8 (-1) (2d8 + 4) piercing damage plus 4 (1d8) acid damage and 4 (1d8)
poison damage. The target must succeed on a DC 15 Constitution
saving throw or be poisoned for 1 minute. The creature can repeat
Skills Perception +4, Stealth +7
the saving throw at the end of each of its turns, ending the effect on
Damage Immunities acid
itself on a success.
Senses blindsight 10 ft., darkvision 60 ft., passive Perception 14
Languages understands Draconic but can't speak Tail. Melee Weapon Attack: +7 to hit, reach 5 ft., one target.
Challenge 5 (1,800 XP) Hit: 8 (1d8 + 4) bludgeoning damage.
Acid Web Spray (Recharge 5-6). The blackspawn stalker spits
Spider Climb. The blackspawn stalker can climb difficult surfaces, webbing in a line that is 30 feet long and 10 feet wide. Each creature
including upside down on ceilings, without needing to make an in that line must succeed on a DC 15 Dexterity saving throw or take
ability check. 18 (4d8) acid damage and be restrained by webbing. A creature that
Stealthy. On each of its turns, the blackspawn stalker can use a starts its turn restrained takes 4 (1d8) acid damage. As an action,
bonus action to take the Hide action. the restrained creature can make a DC 15 Strength check, escaping
from the webbing on a success. The effect ends if the webbing
Web Sense. While in contact with a web, the blackspawn stalker is destroyed. The webbing has AC 10, 5 hit points, resistance to
knows the exact location of any creature in contact with the same bludgeoning damage, and immunity to poison and psychic damage.
web.
Web Walker. The blackspawn stalker ignores movement restrictions
caused by webbing.

Chapter 1. Bestiary 101


Blackspawn Crawler
The blackspawn crawler is the horrific combination of
a monstrous centipede and a black dragon. It has
the segmented multilegged body of a centipede,
with the head, horns, and fins of a wingless black
dragon. It lives underground beneath temperate
swamps, forests, and ruins. It will head to the
surface only to hunt for prey.
In combat, the blackspawn crawler will prioritize
constricting a target so it can't escape. It then tries to
finish it off with its poisonous bite, unless there
are other targets to fend off. In which case, it
will either use its acid breath or bite attacks against
them.

Bluespawn Ambusher
Ambushers are what blue dragons would look like
when compressed into the shape of a badger. They
stand 3 feet tall at the shoulder and measure 5 feet
in length and width. Their blue-scaled body, which
crackles with electricity, no longer have wings but have
adapted to burrowing under the ground.
Ambushers prefer to live in deserts and hunt in packs,
mainly by hiding under the sand to wait for prey to pass by.

Blackspawn Crawler Bluespawn Ambusher


Large dragon, unaligned Medium dragon, lawful evil

Armor Class 16 (natural armor) Armor Class 15 (natural armor)


Hit Points 114 (12d10 + 48) Hit Points 52 (7d8 + 21)
Speed 40 ft., climb 40 ft. Speed 30 ft., burrow 20 ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
18 (+4) 14 (+2) 18 (+4) 4 (-2) 12 (+1) 7 (-1) 17 (+3) 16 (+3) 16 (+3) 5 (-2) 12 (+1) 8 (-1)

Skills Perception +4 Skills Perception +3, Stealth +7


Damage Immunities acid Damage Immunities lightning
Senses blindsight 10 ft., darkvision 60 ft., passive Perception 14 Senses blindsight 10 ft., darkvision 60 ft., passive Perception 13
Languages understands Draconic but can't speak Languages understands Draconic but can't speak
Challenge 6 (2,300 XP) Challenge 3 (700 XP)

Keen Smell. The blackspawn crawler has advantage on Wisdom Ambusher. The bluespawn ambusher has advantage on attack rolls
(Perception) checks that rely on smell. against any creature it has surprised.

Actions Actions
Multiattack. The blackspawn crawler makes two attacks: one with Multiattack. The bluespawn ambusher makes three attacks: one
its bite and one to constrict. with its bite and two with its claws.
Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one creature. Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.
Hit: 13 (2d8 + 4) piercing damage, and the target must succeed on a Hit: 6 (1d6 + 3) piercing Damage plus 4 (1d8) lightning damage.
DC 15 Constitution saving throw, taking 10 (3d6) acid damage and
Claws. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.
10 (3d6) poison damage on a failed save, or half as much damage on
Hit: 5 (1d4 + 3) slashing damage.
a successful one.
Electricity Burst (Recharge 5-6). The bluespawn ambusher
Constrict. Melee Weapon Attack: +7 to hit, reach 5 ft., one Large or
discharges a burst of electricity in a 15-foot radius circle centered on
smaller creature. Hit: 13 (2d8 + 4) bludgeoning damage. The target
itself. Each creature in the area other than the bluespawn ambusher
is grappled (escape DC 14) if the blackspawn crawler isn't already
must succeed on a DC 13 Constitution saving throw, taking 22
constricting a creature, and the target is restrained until this grapple
(4d10) lightning damage on a failed save, or half as much damage
ends.
on a successful one.
Acid Breath (Recharge 5-6). The blackspawn crawler exhales acid
in a 30-feet long that is 5 feet wide. Each creature in that line must Reactions
succeed on a DC 15 Dexterity saving throw, taking 35 (10d6) poison Instinctive Electricity Burst. When the bluespawn ambusher takes
damage on a failed save, or half as much damage on a successful melee weapon damage and Electricity Burst is available, it uses
one. Electricity Burst.

102 Chapter 1. Bestiary


Bluespawn Stormlizard
Large dragon, lawful evil

Armor Class 16 (natural armor)


Hit Points 94 (9d10 + 45)
Speed 40 ft.

STR DEX CON INT WIS CHA


21 (+5) 8 (-1) 20 (+5) 5 (-2) 12 (+1) 8 (-1) Bluespawn Stormlizard
Stormlizards almost look like a hybrid from a wingless blue
Skills Perception +4
dragon and a rhinoceros, with their horns crackling with
Damage Immunities lightning
electricity. These dragonspawn prefer to live in arid plains but will
Senses blindsight 10 ft., darkvision 60 ft., passive Perception 14
Languages understands Draconic but can't speak
be fine anywhere as long as they have a dry, sandy place to lair and
Challenge 5 (1,800 XP) lay eggs.
Trampling Chargers. Stormlizards hunt by charging and goring
Trampling Charge. If the bluespawn stormlizard moves at least 20 their prey, and then finishing them off with their bite and stomp.
feet straight toward a creature and then hits it with a gore attack on When outnumbered, it will use its lightning breath.
the same turn, that target must succeed on a DC 16 Strength saving Fickle Mounts. Stormlizards have animal level intelligence
throw or be knocked prone. If the target is prone, the bluespawn and are surprisingly easy to train as mounts so long as the rider
stormlizard can make one stomp attack against it as a bonus action. is aligned with Tiamat. They are, however, rather bloodthirsty
and irritable and will need to kill regularly or they will become
Actions intractable.
Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one target.
Hit: 14 (2d8 + 5) piercing Damage plus 9 (2d8) lightning damage.
Gore. Melee Weapon Attack: +8 to hit, reach 5 ft., one target.
Hit: 16 (2d10 + 5) piercing damage.
Stomp. Melee Weapon Attack: +8 to hit, reach 5 ft., one prone
target. Hit: 12 (2d6 + 5) bludgeoning damage.
Electricity Breath (Recharge 5-6). The bluespawn stormlizard
exhales lightning in a 15-foot cone. Each creature in the area
must succeed on a DC 16 Dexterity saving throw, taking 33 (6d10)
lightning damage on a failed save, or half as much on a successful
one.

Chapter 1. Bestiary 103


Greenspawn Leaper
Medium dragon, neutral evil

Armor Class 15 (natural armor)


Hit Points 39 (6d8 + 12)
Speed 40 ft., climb 40 ft.

STR DEX CON INT WIS CHA


14 (+2) 16 (+3) 14 (+2) 5 (-2) 12 (+1) 8 (-1)
Greenspawn Leaper
The greenspawn leaper resembles a 4-foot long wingless green Skills Athletics +6, Perception +3, Stealth +5
dragon that has had its body streamlined for traveling among tree Damage Immunities poison
branches. Senses blindsight 10 ft., darkvision 60 ft., passive Perception 13
Arboreal Assassins. Leapers prefer to live in warm forests. They Languages understands Draconic but can't speak
hunt alone or in groups by traversing across the treetops looking Challenge 2 (1,800 XP)
for prey on the ground. When they find a likely target they will
ambush it by dropping down with a killing bite. As a last resort Amphibious. The greenspawn leaper can breathe air and water.
they will also emit a burst of poison gas that affects all adjacent Standing Leap. The greenspawn leaper's long jump is up to 30 feet
targets. This is usually reserved for escape since the gas would and its high jump is up to 20 feet, with or without a running start.
ruin the flesh of the victim and render it inedible for the leapers.
Actions
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.
Hit: 6 (1d6 + 3) piercing damage plus 7 (2d6) poison damage.
Poison Burst (Recharge 5-6). The greenspawn leaper discharges
a cloud of poisonous gas in a 15-foot radius circle centered on
itself. Each creature in the area other than the greenspawn leaper
must succeed on a DC 12 Constitution saving throw, taking 17
(5d6) poison damage on a failed save, or half as much damage on a
successful one.

Reactions
Instinctive Poison Burst. When the greenspawn leaper takes melee
weapon damage and Poison Burst is available, it uses Poison Burst.

104 Chapter 1. Bestiary


Greenspawn Razorfiend
Large dragon, neutral evil

Armor Class 16 (natural armor)


Hit Points 76 (8d10 + 32)
Speed 40 ft.

STR DEX CON INT WIS CHA


18 (+4) 14 (+2) 18 (+4) 5 (-2) 12 (+1) 8 (-1)
Greenspawn Razorfiend
Skills Perception +4, Stealth +8
Damage Immunities poison The greenspawn razorfiend bears similarities to a green dragon
Senses blindsight 10 ft., darkvision 60 ft., passive Perception 14 but their winged forelimbs are not for flight but for combat as the
Languages understands Draconic but can't speak wings act as slashing weapons.
Challenge 5 (1,800 XP) Ambush Hunters. Greenspawn razorfiends live in warm forests
or marshlands, hunting singly or in groups. They ambush prey by
Amphibious. The greenspawn razorfiend can breathe air and water.
lurking underwater or in a thicket, leaping out to attack with their
blade-like wings and ferocious bite.
Improved Critical. The greenspawn razorfiend's melee weapon Shock Troops. Razorfiends are often raised by Tiamat
attacks score a critical hit on a roll of 19 or 20. worshipers to act as vanguards in combat. Their primary means
of utilization would be to release them ahead of their armies and
Actions take advantage of their bloodthirsty nature to wreak havoc on the
Multiattack. The greenspawn razorfiend makes three attacks: one opposing force, breaking their ranks.
with its bite and two with its wingblades.
Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target.
Hit: 8 (1d8 + 4) piercing damage plus 7 (2d6) poison damage.
Wingblades. Melee Weapon Attack: +7 to hit, reach 5 ft., one target.
Hit: 13 (2d8 + 4) piercing damage.
Poison Breath (Recharge 5-6). The greenspawn razorfiend exhales
poisonous gas in a 30-foot cone. Each creature in that area must
succeed on a DC 15 Constitution saving throw, taking 31 (9d6)
poison damage on a failed save, or half as much on a successful one.

Chapter 1. Bestiary 105


Redspawn Firebelcher
Redspawn Firebelcher Redspawn firebelchers bears the resemblance of a red dragon
Large dragon, chaotic evil with the body of a bull, their bulky bodies averaging at least 12 feet
long. They are vicious, stupid brutes that will attack anything that
Armor Class 16 (natural armor) isn’t aligned with Tiamat.
Hit Points 105 (10d10 + 50) Lava Lurkers. Redspawn firebelchers prefer to reside in volcanic
Speed 30 ft. areas, living solitary lives until mating season. They tend to laze
around in rivers of lava until they become hungry, whereupon they
STR DEX CON INT WIS CHA intrude into nearby countrysides to eat their fill of meat. If there
22 (+6) 9 (-1) 20 (+5) 5 (-2) 12 (+1) 8 (-1) is prey nearby, they would hide just underneath the surface of
the lava and slowly make their approach until the prey is within
Skills Perception +4, Stealth +2 striking distance or within range of their firebelch, which is a glob
Damage Immunities fire of lava and intense flames that the firebelcher spits out.
Senses Senses blindsight 10 ft., darkvision 60 ft., passive Cultists of Tiamat and red dragons often use firebelchers as
Perception 14 guards, placing them underneath low bridges that span lava-filled
Languages understands Draconic but can't speak caverns and chambers.
Challenge 6 (2,300 XP)

Hold Breath. The redspawn firebelcher can hold its breath for 30
minutes.
Lava Camouflage. The redspawn firebelcher has advantage on
Dexterity (Stealth) checks made to hide in lava or fiery terrain.

Actions
Bite. Melee Weapon Attack: +9 to hit, reach 5 ft., one target.
Hit: 15 (2d8 + 6) piercing damage plus 9 (2d8) fire damage.
Belch Fire (Recharges 4-6). Ranged Weapon Attack: +9 to hit, range
30/60 ft., one target. Hit: 42 (12d6) fire damage. All other creatures
within 5 feet of the target must make a DC 15 Dexterity saving
throw, taking 21 (6d6) fire damage on a failed save, or half as much
on a successful one.

106 Chapter 1. Bestiary


Whitespawn Iceskidder
Large dragon, chaotic evil
Whitespawn Iceskidder
Whitespawn Iceskidders resemble 11-foot long dragon-headed Armor Class 15 (natural armor)
white lizards that have adapted to gliding over icy surfaces. Their Hit Points 76 (8d10 + 32)
forelimb-wings aren’t used for flight but instead for adjusting their Speed 40 ft.
air resistance while they skim over the ice.
Iceskidders are at home anywhere there is frozen water. They STR DEX CON INT WIS CHA
roam the vicinity singly or in pairs looking for prey to hunt, often 18 (+4) 10 (+0) 18 (+4) 5 (-2) 10 (+0) 7 (-2)
initiating attacks using their freezing breath to freeze victims in
place before closing in to finish them off with a killing bite. Skills Perception +2
Followers of Tiamat sometimes use iceskidders as mounts or to Damage Immunities poison
pull sleds across frozen surfaces. Senses blindsight 10 ft., darkvision 60 ft., passive Perception 12
Languages understands Draconic but can't speak
Challenge 4 (1,100 XP)

Ice Walk. The whitespawn iceskidder can move across and climb
icy surfaces with out needing to make an ability check. Additionally,
difficult terrain composed of ice or snow doesn't cost it extra
moment.
Iceskidder. While on icy or snowy surfaces, the whitespawn
iceskidder can take the Dash or Disengage action as a bonus action.

Actions
Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target.
Hit: 15 (2d10 + 4) piercing damage plus 4 (1d8) cold damage.
Freezing Breath (Recharge 5-6). The whitespawn iceskidder
exhales an icy blast in a 30-foot cone. Each creature in that area
must make a DC 14 Strength saving throw. On a failed save,
the target takes 27 (6d8) cold damage and is restrained by ice.
Destroying the ice (AC 10, 10 hit points) ends the effect. On a
successful save, the target takes half as much damage and isn't
restrained.

Chapter 1. Bestiary 107


Drakes Ambush Drake
Medium dragon, neutral evil
Ambush Drake
Ambush drakes are often found in the service of Draconic- Armor Class 15 (natural armor)
speaking creatures, such as kobolds and lizardfolk. They are Hit Points 30 (4d8 + 12)
either used as guards or as trackers. Speed 40 ft., fly 20 ft.
Ambush Hunters. In the wild, ambush drakes hunt in packs,
often dividing their numbers - one group to lie waiting in ambush STR DEX CON INT WIS CHA
while another to drive their prey to the ambush spot. Ambush 14 (+2) 16 (+3) 16 (+3) 4 (-3) 10 (+0) 7 (-2)
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 Skills Perception +2, Stealth +7
kill. Damage Immunities poison
Senses blindsight 10 ft., darkvision 60 ft., passive Perception 12
Languages understands Draconic but can't speak
Challenge 1 (200 XP)

Ambusher. The drake has advantage on attack rolls against any


creature it has surprised.

Actions
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.
Hit: 6 (1d6 + 3) piercing damage plus 7 (2d6) poison damage.
Slowing Breath (Recharge 5-6). The drake exhales gas in a 15-
foot cone. Each creature in that area must succeed on a DC 13
Constitution saving throw. On a failed save, the creature can't use
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 Chapter 1. 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 Rage (Recharges after a Short or Long Rest). As a bonus action,
the drake can enter a rage at the start of its turn. The rage lasts for
Large dragon, chaotic evil 1 minute or until the drake is incapacitated. While raging, the drake
gains the following benefits:
Armor Class 17 (natural armor)
• The drake has advantage on Strength checks and Strength saving
Hit Points 147 (14d10 + 70)
throws
Speed 50 ft.
• When it makes a melee weapon attack, the drake gains a +2 bonus
to the damage roll.
STR DEX CON INT WIS CHA
• The drake has resistance to bludgeoning, piercing, and slashing
22 (+6) 16 (+3) 20 (+5) 4 (-3) 12 (+1) 7 (-2)
damage.

Skills Perception +4 Actions


Damage Immunities poison Multiattack. The drake makes three attacks: one with its bite and
Senses blindsight 10 ft., darkvision 60 ft., passive Perception 14 two with its claws. It can use Worry in place of its bite.
Languages understands Draconic but can't speak
Challenge 8 (3,900 XP) Bite. Melee Weapon Attack: +9 to hit, reach 5 ft., one target.
Hit: 15 (2d8 + 6) piercing damage or 17 (2d8 + 8) piercing damage
Brutal Critical. The drake rolls one additional weapon damage while raging. If the target is Large or smaller, it is grappled (escape
die when determining extra damage for a critical hit with a melee DC 16). Until this grapple ends, the target is restrained, and the
attack. drake can't use its bite on another target.

Keen Smell. The drake has advantage on Wisdom (Perception) Claw. Melee Weapon Attack: +9 to hit, reach 5 ft., one target.
checks that rely on smell. Hit: 9 (1d6 + 6) slashing damage or 11 (1d6 + 8) slashing damage
while raging.
Pounce. If the drake moves at least 30 feet straight toward a
creature and then hits it with a claw attack on the same turn, Worry. A creature the drake is grappling must make a DC 17
that target must succeed on a DC 17 Strength saving throw or be Constitution saving throw. On a failed save, the creature takes
knocked prone. 15 (2d8 + 6) slashing damage and is stunned until the end of the
drake's next turn. On a successful save, the creature takes half as
much damage and isn't stunned.

Chapter 1. Bestiary 109


Stone Drake
Large dragon, neutral evil

Armor Class 17 (natural armor)


Hit Points 115 (10d10 + 60)
Speed 40 ft., climb 40 ft.

STR DEX CON INT WIS CHA


20 (+5) 12 (+1) 22 (+6) 4 (-3) 10 (+0) 7 (-2)

Skills Athletics +8, Perception +3


Damage Immunities poison
Senses blindsight 10 ft., darkvision 60 ft., passive Perception 13
Languages understands Draconic but can't speak
Challenge 7 (2,900 XP)

Ambusher. The drake has advantage on attack rolls against any


creature it has surprised.
Perfect Climber. The drake has advantage on Strength (Athletics)
checks made while climbing.

Actions
Multiattack. The drake makes three attacks: one with its bite and
two with its claws.
Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one target.
Hit: 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 Chapter 1. Bestiary


Duergar

Duergar Artillerist
Duergar artillerists are artificers who have the ability to
summon a powerful arcane turrets, capable of raining death
and destruction on all those that attempt to invade what they
watch. By the artillerist’s will, arcane turrets can be set to
spew flame, shoot force-imbued arrows, or emit an aura of
healing within its area.

Duergar Artillerist Heavy Crossbow. Ranged Weapon Attack: +5 to hit, range 100/400
ft., one target. Hit: 7 (1d10 + 2) piercing damage.
Medium humanoid (dwarf), lawful evil
Arcane Turret (Recharges after a Short or Long Rest).The duergar
Armor Class 16 (breastplate) magically summons a Medium turret in an unoccupied space on a
Hit Points 66 (12d8 + 12) horizontal surface within 5 feet of it. The turret is a magical object
Speed 25 ft. that occupies its space and that has crablike legs. It has an AC of 18
and 60 hit points. It is immune to poison damage, psychic damage,
STR DEX CON INT WIS CHA and all conditions. If it is forced to make an ability check or a saving
14 (+2) 14 (+2) 12 (+1) 16 (+3) 10 (+0) 9 (-1) throw, treat all its ability scores as 10 (+0). If the mending spell is
cast on it, it regains 2d6 hit points. It disappears if it is reduced to 0
hit points or after 10 minutes. The duergar can dismiss it early as an
Skills Perception +3
action.
Damage Resistances poison
When the duergar summons the turret, it decides which type it is,
Senses darkvision 120 ft., passive Perception 13
choosing from the options listed below:
Languages Dwarvish, Undercommon
1. Flamethrower. The turret exhales fire in an adjacent 15-foot
Challenge 6 (2,300 XP)
cone that you designate. Each creature in that area must make a
DC 14 Dexterity saving throw, taking 4 (1d8) fire damage on a failed
Duergar Resilience. The duergar has advantage on saving throws save or half as much damage on a successful one. The fire ignites
against poison, spells, and illusions, as well as to resist being any flammable objects in the area that aren’t being worn or carried.
charmed or paralyzed. 2. Force Ballista. Make a ranged spell attack, originating from the
Spellcasting. The duergar is a 12th-level spellcaster. Its spellcasting turret, at one creature or object within 120 feet of it. On a hit, the
ability is Intelligence (spell save DC 14, +6 to hit with spell attacks). target takes 9 (2d8) force damage, and if the target is a creature, it is
It has the following artificer spells prepared: pushed up to 5 feet away from the turret.
3. Defender. The turret emits a burst of positive energy that grants
Cantrip (at will): fire bolt, mage hand, mending
itself and each creature of your choice within 10 feet of it 1d8 + 3
1st level (4 slots): catapult, shield, thunderwave
temporary hit points.
2nd level (3 slots): see invisibility, scorching ray, shatter
On each of its turns, the duergar can take a bonus action to cause
3rd level (3 slots): fireball, flame arrows, wind wall
the turret to activate if it is within 60 feet of it. As part of the same
Sunlight Sensitivity. While in sunlight, the duergar has action, the duergar can direct the turret to walk or climb up to 15
disadvantage on attack rolls, as well as on Wisdom (Perception) feet to an unoccupied space.
checks that rely on sight. The duergar can use an action to command the turret to detonate
if is within 60 feet of it. Doing so destroys the turret and forces
Actions each creature within 10 feet of it to make a DC 14 Dexterity saving
Enlarge (Recharges after a Short or Long Rest). For 1 minute, throw, taking 10 (3d6) force damage on a failed save or half as much
the duergar magically increases in size, along with anything it is damage on a successful one.
wearing or carrying. While enlarged, the duergar is Large, doubles
Invisibility (Recharges after a Short or Long Rest). The duergar
its damage dice on Strength-based weapon attacks (included in the
magically turns invisible until it attacks, casts a spell, or uses its
attacks), and makes Strength checks and Strength saving throws
Enlarge, or until its concentration is broken, up to 1 hour (as if
with advantage. If the duergar lacks the room to become Large, it
concentrating on a spell). Any equipment the duergar wears or
attains the maximum size possible in the space available.
carries is invisible with it.
Light Hammer. Melee Weapon Attack: +5 to hit, reach 5 ft., one
target. Hit: 4 (1d4 + 2) bludgeoning damage.

Chapter 1. Bestiary 111


Duergar Battle Smith
A duergar battle smith is an artificer who can create and
command constructs, known as iron defenders, in battle. The iron
defender would often resemble a mechanical spider that can inject
poison with its bite. Together, the battle smith and iron defender
form a potent team that can prove challenging to a low level party
of adventurers.

Duergar Battle Smith Spellcasting. The duergar is a 9th-level spellcaster. Its spellcasting
ability is Intelligence (spell save DC 14, +6 to hit with spell attacks).
Medium humanoid (dwarf), lawful evil
It has the following artificer spells prepared:
Cantrip (at will): fire bolt, mending
Armor Class 15 (scale mail)
1st level (4 slots): catapult, expeditious retreat
Hit Points 58 (9d8 + 18)
2nd level (3 slots): heroism, searing smite
Speed 25 ft.
3rd level (2 slots): branding smite, haste, warding bond
STR DEX CON INT WIS CHA Actions
12 (+1) 12 (+1) 14 (+2) 18 (+4) 10 (+0) 9 (-1)
Enlarge (Recharges after a Short or Long Rest). For 1 minute,
the duergar magically increases in size, along with anything it is
Skills Perception +2 wearing or carrying. While enlarged, the duergar is Large, doubles
Damage Resistances poison its damage dice on Strength-based weapon attacks (included in the
Senses darkvision 120 ft., passive Perception 12 attacks), and makes Strength checks and Strength saving throws
Languages Dwarvish, Undercommon with advantage. If the duergar lacks the room to become Large, it
Challenge 4 (1,100 XP) attains the maximum size possible in the space available.
Maul. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11
Battle Ready. The duergar uses its Intelligence modifier, instead
(2d6 + 4) bludgeoning damage, or 18 (4d6 + 4) bludgeoning damage
of its Strength or Dexterity, for the attack and damage rolls when
while enlarged.
attacking with a weapon (included in the attacks).
Heavy Crossbow. Ranged Weapon Attack: +6 to hit, range 100/400
Command Iron Defender. As a bonus action, the duergar targets
ft., one target. Hit: 9 (1d10 + 4) piercing damage.
the iron defender it 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 Invisibility (Recharges after a Short or Long Rest). The duergar
to make a melee weapon attack, or take the Dash, Disengage, Help, magically turns invisible until it attacks, casts a spell, or uses its
or Repair action. Enlarge, or until its concentration is broken, up to 1 hour (as if
concentrating on a spell). Any equipment the duergar wears or
Duergar Resilience. The duergar has advantage on saving throws
carries is invisible with it.
against poison, spells, and illusions, as well as to resist being
charmed or paralyzed. Summon Iron Defender (Recharges after a Long Rest). The
duergar summons its mechanical companion. In combat, the iron
Sunlight Sensitivity. While in sunlight, the duergar has
defender shares the duergar's initiative count, but it takes its turn
disadvantage on attack rolls, as well as on Wisdom (Perception)
immediately after the duergar. It can move and use its reaction on
checks that rely on sight.
its own, but the only action it takes on its turn is the Dodge action,
unless the duergar used Command Iron Defender this turn.

Iron Defender (Spider Form) Spider Climb. The iron defender can climb difficult surfaces,
including upside down on ceilings, without needing to make an
Medium construct, unaligned
ability check.
Armor Class 15 (natural armor) Vigilant. The iron defender can’t be surprised.
Hit Points 50
Speed 30 ft., climb 30 ft. Actions
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft.. Hit: 6 (1d8 + 2)
STR DEX CON INT WIS CHA piercing damage plus 5 (2d4) poison damage.
14 (+2) 12 (+1) 14 (+2) 4 (-4) 10 (+0) 6 (-2)
Repair (3/Day). The magical mechanisms inside the iron defender
restore 2d8 + 2 hit points to itself or to one construct or object
Skills Perception +2 within 5 feet of it.
Damage Immunities poison
Condition Immunities charmed, exhaustion, poisoned Reactions
Senses darkvision 60 ft., passive Perception 12 Defensive Pounce. The iron defender imposes disadvantage on
Languages understands one language of its creator but can't the attack roll of one creature it can see that is within 5 feet of it,
speak provided the attack roll is against a creature other than the iron
Challenge 1 defender.

112 Chapter 1. Bestiary


Duergar Heavy Sniper
Duergar heavy snipers are experts at the use of the heavy Duergar Inquisitor
crossbow, which is evident in the speed that they demonstrate Medium humanoid (dwarf), lawful evil
when reloading what others may regard as a slow and
cumbersome weapon. Excellent sharpshooters, heavy snipers can Armor Class 18 (plate mail)
kill targets with just one shot from greater distances, even when Hit Points 91 (14d8 + 28)
the targets are partially hidden by cover. Speed 25 ft.

STR DEX CON INT WIS CHA


Duergar Inquisitor 16 (+3) 11 (+0) 15 (+2) 11 (+0) 12 (+1) 15 (+2)
The inquisitor is a wicked unholy warrior fiercely loyal to the
worship of Laduguer. It is always on the hunt for other dwarven Saving Throws Wis +4, Cha +5
subraces and worshipers of the Morndinsamman. Armed with a Skills Intimidation +5, Perception +4
Damage Resistances poison
vicious flail, the inquisitor strides through the Underdark while
Senses darkvision 120 ft., passive Perception 14
emanating a frightening aura of judgement – a veritable symbol of
Languages Dwarvish, Undercommon
fear among its enemies and brethren alike. Challenge 6 (2,300 XP)

Aura of Judgement. A creature hostile to the duergar that is within


10 feet of the duergar has disadvantage on saving throws against
Duergar Heavy Sniper being frightened, provided that the duergar isn't incapacitated.
Medium humanoid (dwarf), lawful evil
Smite (1/Turn). As a bonus action, when the duergar hits a creature
with a weapon attack, it can expend a 1st level spell slot to deal 9
Armor Class 15 (studded leather)
(2d8) necrotic or radiant damage to the target, and the target must
Hit Points 78 (12d8 + 24)
succeed in a DC 13 Wisdom saving throw or be frightened the end
Speed 25 ft.
of its next turn. If the duergar expends a spell slot of 2nd level or
higher, the extra damage increases by 1d8 for each level above 1st
STR DEX CON INT WIS CHA (maximum 5d8).
14 (+2) 16 (+3) 14 (+2) 11 (+0) 12 (+1) 9 (-1)
Spellcasting. The duergar is a 10th-level spellcaster. Its spellcasting
Skills Perception +5 ability is Charisma (spell save DC 13). It has the following paladin
Damage Resistances poison spells prepared:
Senses darkvision 120 ft., passive Perception 15 1st level (4 slots): bane, command, hunter's mark
Languages Dwarvish, Undercommon 2nd level (3 slots): hold person, misty step
Challenge 4 (1,100 XP) 3rd level (2 slots): crusader's mantle, fear
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 disadvantage
Quick Loader. The duergar ignores the loading quality of on attack rolls, as well as on Wisdom (Perception) checks that rely
crossbows. on sight.
Sharpshooter. The duergar's ranged weapon attacks ignore half Actions
cover and three-quarters cover and attacking at long range doesn't
Multiattack. The duergar makes two flail attacks and uses Enlarge if
impose disadvantage on the duergar's ranged weapon attack rolls.
it is available.
Steady Aim (3/Day). As a bonus action, the duergar takes careful aim
Flail. Melee Weapon Attack: +6 to hit, reach 5 ft., one target.
at a creature it can see within range of its ranged weapon. Until the
Hit: 7 (1d8 + 3) bludgeoning damage, or 12 (2d8 + 3) bludgeoning
end of its turn, the duergar deals an an extra 10 (3d6) damage with
damage while enlarged, plus 4 (1d8) necrotic damage.
its ranged weapon attack against the target.
Enlarge (Recharges after a Short or Long Rest). For 1 minute,
Sunlight Sensitivity. While in sunlight, the duergar has
the duergar magically increases in size, along with anything it is
disadvantage on attack rolls, as well as on Wisdom (Perception)
wearing or carrying. While enlarged, the duergar is Large, doubles
checks that rely on sight.
its damage dice on Strength-based weapon attacks (included in the
Actions attacks), and makes Strength checks and Strength saving throws
with advantage. If the duergar lacks the room to become Large, it
Multiattack. The duergar makes two melee attacks or two ranged
attains the maximum size possible in the space available.
attacks.
Invisibility (Recharges after a Short or Long Rest). The duergar
Shortsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.
magically turns invisible until it attacks, casts a spell, or uses its
Hit: 6 (1d6 + 3) slashing damage.
Enlarge, or until its concentration is broken, up to 1 hour (as if
Heavy Crossbow. Ranged Weapon Attack: +5 to hit, range 100/400 concentrating on a spell). Any equipment the duergar wears or
ft., one target. Hit: 8 (1d10 + 3) piercing damage. carries is invisible with it.
Invisibility (Recharges after a Short or Long Rest). The duergar
magically turns invisible until it attacks, casts a spell, or uses its
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.

Chapter 1. Bestiary 113


Duergar Sergeant Duergar Slavemaster
Duergar sergeants are squad leaders and intelligent tacticians Slave masters lead and control slaves that the duergar acquire
in battle. They often arms themselves with heavy armor while in their raids or from slave-trading drows. These vicious duergar
carrying a sharp war pick and a selection of javelins. These use a combination of their flails and whips to punish and prod
duergar have strong commanding presence enough to maneuver humans, orcs, kobolds, and any other wretched creature into
allies in the battlefield. A phalanx formation led by a duergar hard labor or forced battles. While sergeants and other leaders
sergeant is thought to be unbreakable, moving in a synchronized use their commanding presence to maneuver allies in combat,
and almost mechanical manner, giving no room for attackers to slave masters use pain and punishment to force slaves to do their
strike. bidding, often ending up as fodder in battle.

Duergar Sergeant
Medium humanoid (dwarf), lawful evil
Duergar Slavemaster
Armor Class 16 (scale mail, shield) Medium humanoid (dwarf), lawful evil
Hit Points 32 (5d8 + 10)
Speed 25 ft. Armor Class 16 (chain mail)
Hit Points 65 (10d8 + 20)
STR DEX CON INT WIS CHA Speed 25 ft.
15 (+2) 11 (+0) 14 (+2) 11 (+0) 10 (+0) 10 (+0)
STR DEX CON INT WIS CHA
Damage Resistances poison 16 (+3) 11 (+0) 14 (+2) 11 (+0) 10 (+0) 12 (+1)
Senses darkvision 120 ft., passive Perception 12
Languages Dwarvish, Undercommon Skills Intimidation +3, Perception +2
Challenge 2 (450 XP) Damage Resistances poison
Senses darkvision 120 ft., passive Perception 12
Duergar Resilience. The duergar has advantage on saving throws Languages Dwarvish, Undercommon
against poison, spells, and illusions, as well as to resist being Challenge 3 (700 XP)
charmed or paralyzed.
Phalanx Formation. The duergar has advantage on attack rolls and Duergar Resilience. The duergar has advantage on saving throws
Dexterity saving throws while standing within 5 feet of a duergar against poison, spells, and illusions, as well as to resist being
ally wielding a shield. charmed or paralyzed.

Sunlight Sensitivity. While in sunlight, the duergar has Sunlight Sensitivity. While in sunlight, the duergar has
disadvantage on attack rolls, as well as on Wisdom (Perception) disadvantage on attack rolls, as well as on Wisdom (Perception)
checks that rely on sight. checks that rely on sight.

Actions Actions
Multiattack. The duergar makes two war pick or javelin attacks. It Multiattack. The duergar makes two melee attacks and uses
can use Command in place of one of these attacks. Enlarge if it is available.

Enlarge (Recharges after a Short or Long Rest). For 1 minute, Flail. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.
the duergar magically increases in size, along with anything it is Hit: 7 (1d8 + 3) bludgeoning damage, or 12 (2d8 + 3) bludgeoning
wearing or carrying. While enlarged, the duergar is Large, doubles damage while enlarged.
its damage dice on Strength-based weapon attacks (included in the Whip. Melee Weapon Attack: +5 to hit, reach 10 ft., one target.
attacks), and makes Strength checks and Strength saving throws Hit: 5 (1d4 + 3) slashing damage, or 8 (2d4 + 3) slashing damage
with advantage. If the duergar lacks the room to become Large, it while enlarged.
attains the maximum size possible in the space available.
Enlarge (Recharges after a Short or Long Rest). For 1 minute,
War Pick. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. the duergar magically increases in size, along with anything it is
Hit: 6 (1d8 + 2) piercing damage, or 11 (2d8 + 2) piercing damage wearing or carrying. While enlarged, the duergar is Large, doubles
while enlarged. its damage dice on Strength-based weapon attacks (included in the
Javelin. Ranged Weapon Attack: +4 to hit, range 30/120 ft., one attacks), and makes Strength checks and Strength saving throws
target. Hit: 5 (1d6 + 2) piercing damage, or 9 (2d6 + 2) piercing with advantage. If the duergar lacks the room to become Large, it
damage while enlarged. attains the maximum size possible in the space available.

Command. The duergar targets one ally it can see within 30 feet of Invisibility (Recharges after a Short or Long Rest). The duergar
it. If the target can see and hear the duergar, the target can make magically turns invisible until it attacks, casts a spell, or uses its
one weapon attack as a reaction. Enlarge, or until its concentration is broken, up to 1 hour (as if
concentrating on a spell). Any equipment the duergar wears or
Maneuver Allies (Recharge 5-6). Up to four allies within 60 feet of carries is invisible with it.
the duergar that can hear it can each use their reaction to move up
to half their speed without provoking opportunity attacks. Ruthless Command (Recharges after a Short or Long Rest). For
1 minute, the duergar can issue a telepathic command whenever
Invisibility (Recharges after a Short or Long Rest). The duergar a nonhostile creature that it can see within 30 feet of it makes an
magically turns invisible until it attacks, casts a spell, or uses its attack roll. The creature takes 1d8 psychic damage and can add a
Enlarge, or until its concentration is broken, up to 1 hour (as if d10 to its roll provided it can understand the duergar. A creature
concentrating on a spell). Any equipment the duergar wears or can benefit from only one ruthless command die at a time. This
carries is invisible with it. effect ends if the duergar is incapacitated.

114 Chapter 1. Bestiary


Elementals, Elder
When pure elemental energies converge, a new elemental is Young Leviathan
created. This occasion, however, is extremely rare and only Young leviathans retain the same shape as their elder
happen during catastrophic events that involve the elements. counterparts, albeit a tad smaller and less powerful. These
There are some situations, like that of the phoenix, where an massive serpent-like creatures roam the deepest seas, protecting
elemental is reborn into a new body when its current one is its subjects. In its true form, a young leviathan can crush sea
weakened. Many theories other than the ones above persists, fortresses with its blows and sink battleships with a massive tidal
yet we will never know how these mysterious and powerful wave. Fortunately, young leviathans are rarely encountered, and
elementals came to be. One thing is for sure, young versions of only a fool-hardy simpleton would dare provoke it.
elder elementals are more likelier to be encountered in their home
planes than the older ones.

Presented below are variants of existing elder elementals.

Young Leviathan Slam. Melee Weapon Attack: +11 to hit, reach 15 ft., one target.
Huge elemental, neutral Hit: 11 (1d8 + 7) bludgeoning damage plus 4 (1d8) acid damage.
Tail. Melee Weapon Attack: + 11 to hit, reach 15 ft., one target.
Armor Class 16 Hit: 12 (1d10 + 7) bludgeoning damage plus 4 (1d8) acid damage.
Hit Points 162 (12d12 + 84)
Tidal Wave (Recharge 6). While submerged, the leviathan magically
Speed 40 ft., swim 120 ft.
creates a wall of water centered on itself. The wall is up 120 feet
long, up to 120 feet high, and up to 20 feet thick. When the wall
STR DEX CON INT WIS CHA appears, all other creatures within its area must each make a DC
24 (+7) 22 (+6) 24 (+7) 2 (-4) 14 (+2) 15 (+2)
19 Strength saving throw. A creature takes 22 (4d10) bludgeoning
damage on failed save, or half as much damage on a successful one.
Saving Throws Wis +6, Cha +6 At the start of each of the leviathan's turns after the wall appears,
Damage Resistances bludgeoning, piercing, and slashing from the wall, a long with any other creatures in it, moves 50 feet away
nonmagical attacks from the leviathan. Any Huge or smaller creature inside the wall or
Damage Immunities acid, poison whose space the wall enters when it moves must succeed on a DC
Condition Immunities exhaustion, grappled, paralyzed, petrified, 19 Strength saving throw or take 16 (3d10) bludgeoning damage.
poisoned, prone, restrained, stunned A creature takes this damage no more than once on a turn. At the
Senses darkvision 60 ft., passive Perception 12 end of each turn the wall moves, the wall's height is reduced by 40
Languages ----- feet, and the damage creatures take from the wall on subsequent
Challenge 12 (8,400 XP) rounds is reduced by 1d10. When the wall reaches 0 feet in height,
the effect ends.
A creature caught in the wall can move by swimming. Because
Partial Freeze. If the leviathan takes 30 cold damage or more
of the force of the wave, though, the creature must make
during a single turn, the leviathan partially freezes; until the end of
a successful DC 19 Strength (Athletics) check to swim at all
its next turn, its speeds are reduced to 20 feet, and it makes attack
during that turn.
rolls with disadvantage.
Siege Monster. The leviathan deals double damage to objects and Legendary Actions
structures (included in Tidal Wave). The leviathan can take 3 legendary actions, choosing from the
Water Form. The leviathan can enter a hostile creature's space and options below. Only one legendary action option can be used at a
stop there. It can move through a space as narrow as 1 inch wide time and only at the end of another creature's turn. The leviathan
without squeezing. regains spent legendary actions at the start of its turn.
Move. The leviathan moves up to its speed.
Actions Slam (Costs 2 Actions). The leviathan makes one slam attack.
Multiattack. The leviathan makes two attacks: one with its
slam and one with its tail.

Chapter 1. Bestiary 115


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 retains the wisdom of its former self, and gains a
hot-headed temperament, eager to try its new-born powers
in the world.

Young Tempest
Young tempests are born of the most powerful lightning
storms, forming their serpent-like body alongside their
“parent” until they are whole. Like their adult brethren,
young tempests are temperamental, and are prone to
unleashing torrential rains and punishing winds across all
land it passes through.

Young Zaratan
Zaratans are born from earthquakes and are about the size
of a small hill when young. These dim-witted elementals
only concern themselves with food, moving slowly across
the terrain in search of the best territory. Young zaratans
are normally overlooked since their carapace resemble
the earth, complete with various types of flora. They are,
however, very territorial and when provoked, can induce
earthquakes and spew various debris from its mouth.

Young Phoenix fire damage. In addition, the phoenix can enter a hostile creature's
Huge elemental, 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 two attacks: one with its beak
poisoned, prone, restrained, stunned and one with its fiery talons.
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) 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.

116 Chapter 1. Bestiary


Young Tempest Young Zaratan
Huge elemental, neutral Huge elemental, neutral

Armor Class 17 Armor Class 20 (natural armor)


Hit Points 138 (12d12 + 60) Hit Points 162 (12d12 + 84)
Speed 0 ft., fly 120 ft. (hover) Speed 40 ft., swim 40 ft.

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 from nonmagical attacks
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) Languages -----
Challenge 12 (8,400 XP)
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 Ground-Shaking Movement. As a bonus action after moving at least
squeezing. 10 feet on the ground, the zaratan can send a shock wave through
the ground in a 60-foot-radius circle centered on itself. That area
Flyby. The tempest doesn't provoke opportunity attacks when it flies
becomes difficult terrain for 1 minute. Each creature on the ground
out of an enemy's reach.
within the area that is concentrating must succeed on a DC 19
Living Storm. The tempest is always at the center of a storm ld6 + Constitution saving throw or the creature's concentration is broken.
4 miles in diameter. Heavy precipitation in the form of either rain
Magic Weapons. The zaratan's weapon attacks are magical.
or snow falls there, causing the area to be lightly obscured. Heavy
rain also extinguishes open flames and imposes disadvantage on Siege Monster. The zaratan deals double damage to objects and
Wisdom (Perception) checks that rely on hearing. structures.
In addition, strong winds swirl in the area covered by the storm.
The winds impose disadvantage on ranged attack rolls. The winds Actions
extinguish open flames and disperse fog. Multiattack. The zaratan makes two attacks: one with its bite and
one with its stomp.
Siege Monster. The tempest deals double damage to objects and
structures. Bite. Melee Weapon Attack: +11 to hit, reach 20 ft., one target.
Hit: 20 (3d8 + 7) piercing damage.
Actions
Stomp. Melee Weapon Attack: +11 to hit, reach 20 ft., one target.
Multiattack. The tempest makes two attacks with its thunderous
Hit: 18 (2d10 + 7) bludgeoning damage.
slam.
Spit Rock. Ranged Weapon Attack: +11 to hit, range 120 ft./240 ft.,
Thunderous Slam. Melee Weapon Attack: +12 to hit, reach 20 ft.,
one target. Hit: 25 (4d8 + 7) bludgeoning damage.
one target. Hit: 17 (3d6 + 7) thunder damage.
Spew Debris (Recharge 5-6). The zaratan exhales rocky debris
Lightning Storm (Recharge 6). All other creatures within 80 feet of
in a 60-foot cube. Each creature in that area must make a DC 19
the tempest must each make a DC 18 Dexterity saving throw, taking
Dexterity saving throw. A creature takes 22 (4d10) blud geoning
22 (5d8) lightning damage on a failed save, or half as much damage
damage on a fa iled save, or half as muc h damage on a successful
on a successful one. If a target's saving throw fails by 5 or more, the
one. A creature that fails the save by 5 or more is knocked prone.
creature is also stunned until the end of its next turn.

Legendary Actions Legendary Actions


The zaratan can take 3 legendary actions, choosing from the options
The tempest can take 3 legendary actions, choosing from the
below. Only one legendary action option can be used at a time and
options below. Only one legendary action option can be used at a
only at the end of another creature's turn. The zaratan regains spent
time and only at the end of another creature's turn. The tempest
legendary actions at the start of its turn.
regains spent legendary actions at the start of its turn.
Stomp. The zaratan makes one stomp attack.
Move. The tempest moves up to its speed.
Move. The zaratan moves up to its speed.
Lightning Strike (Costs 2 Actions). The tempest can cause a bolt
Spit (Costs 2 Actions). The zaratan uses Spit Rock.
of lightning to strike a point on the ground anywhere under its
Retract (Costs 2 Actions). The zaratan retracts into its shell. Until
storm. Each creature within 5 feet of that point must make a DC
it takes its Emerge action, it has resistance to all damage, and it is
18 Dexterity saving throw, taking 13 (3d8) lightning damage on a
restrained. The next time it takes a legendary action, it must take
failed save, or half as much damage on a successful one.
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.

Chapter 1. Bestiary 117


Elemental Mymidons

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.

Presented below are more powerful variants of elemental


myrmidons.

Greater Air Elemental


Myrmidon
Large elemental, neutral

Armor Class 18 (plate)


Hit Points 209 (22d10 + 88)
Speed 30 ft., fly 30 ft. (hover)
Greater Earth Elemental
Myrmidon
STR DEX CON INT WIS CHA Large elemental, neutral
22 (+6) 14 (+2) 18 (+4) 10 (+0) 12 (+1) 12 (+1)
Armor Class 18 (plate)
Damage Resistances lightning, thunder; bludgeoning, piercing, Hit Points 199 (21d10 + 84)
and slashing from nonmagical attacks Speed 30 ft.
Damage Immunities poison
Condition Immunities paralyzed, petrified, poisoned, prone STR DEX CON INT WIS CHA
Senses darkvision 60 ft., passive Perception 11 22 (+6) 10 (+0) 18 (+4) 9 (-1) 12 (+1) 12 (+1)
Languages Auran, one language of its creator's choice
Challenge 11 (7,200 XP) Damage Resistances bludgeoning, piercing, and slashing from
nonmagical attacks
Magic Weapons. The mymidon's weapon attacks are magical. Damage Immunities poison
Condition Immunities paralyzed, petrified, poisoned, prone
Actions Senses darkvision 60 ft., passive Perception 11
Multiattack. The myrmidon makes three flail attacks. If available, it Languages Terran, one language of its creator's choice
can use Whirlwind Blast in place of one of these attacks. Challenge 11 (7,200 XP)

Flail. Melee Weapon Attack: +10 to hit, reach 10 ft., one target.
Magic Weapons. The mymidon's weapon attacks are magical.
Hit: 15 (2d8 + 6) bludgeoning damage.
Lightning Strike (Recharge 5-6). The myrmidon makes one flail Actions
attack. On a hit, the target takes an extra 22 (5d8) lightning damage, Multiattack. The myrmidon makes two maul attacks. If available, it
and the target must succeed on a DC 16 Constitution saving throw can use Ground Smash in place of one of these attacks.
or be stunned until the end of the myrmidon's next turn.
Maul. Melee Weapon Attack: +10 to hit, reach 10 ft., one target.
Whirlwind Blast (Recharge 6). The myrmidon unleashes sudden Hit: 20 (4d6 + 6) bludgeoning damage.
violent winds in a 15-foot radius circle centered on itself. Each
Thunderous Strike (Recharge 5-6). The myrmidon makes one maul
creature in the area other than the myrmidon must make a DC
attack. On a hit, the target takes an extra 22 (4d10) thunder damage,
18 Strength saving throw. On a failure, the target takes 15 (2d8 +
and the target must succeed on a DC 16 Strength saving throw or
6) bludgeoning damage and is flung up to 10 feet away from the
be knocked prone.
myrmidon in a random direction and knocked prone. If a thrown
target strikes an object, such as a wall or floor, the target takes an Ground Smash (Recharge 6). The myrmidon slams the ground with
extra 9 (1d6 + 6) bludgeoning damage. If the target is thrown at its maul, causing an earth tremor in and pelting with rocks a 15-foot
another creature, that creature must succeed on a DC 16 Dexterity radius circle centered on itself. Each creature in the area other than
saving throw or take the same damage and be knocked prone. the myrmidon must succeed on a DC 18 Strength saving throw,
If the saving throw is successful, the target takes half the taking 22 (3d10 + 6) bludgeoning damage and is knocked prone on
bludgeoning damage and isn't flung away or knocked prone. a failed save, or half as much damage and isn't knocked prone on a
successful one.

118 Chapter 1. Bestiary


Greater Fire Elemental Greater Water Elemental
Myrmidon Myrmidon
Large elemental, neutral Large elemental, neutral

Armor Class 18 (plate) Armor Class 18 (plate)


Hit Points 218 (23d10 + 92) Hit Points 199 (21d10 + 84)
Speed 40 ft. Speed 40 ft., swim 40 ft.

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 10 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) Challenge 11 (7,200 XP)

Illumination. The myrmidon sheds bright light in a 20-foot radius Magic Weapons. The mymidon's weapon attacks are magical.
and dim light in a 40-foot radius.
Actions
Heated Body. A creature that touches the myrmidon or hits it with a
Multiattack. The myrmidon makes three trident attacks. If
melee attack while within 5 feet of it takes 5 (1d10) fire damage.
available, it can use Water Jet in place of one of these attacks.
Magic Weapons. The mymidon's weapon attacks are magical.
Trident. Melee or Ranged Weapon Attack: +10 to hit, reach 10 ft. or
Water Susceptibility. For every 5 feet the myrmidon moves in l foot range 20/60 ft., one target. Hit: 13 (2d6 + 6) piercing damage, or 15
or more of water, it takes 2 (1d4) cold damage. (2d8 + 6) piercing damage if used with two hands to make a melee
attack.
Actions
Freezing Strikes (Recharge 5-6). The myrmidon uses Multiattack.
Multiattack. The myrmidon makes three scimitar attacks. If
Each attack that hits deals an extra 5 (1d10) cold damage. A target
available, it can use Flame Scorch in place of one of these attacks.
that is hit by one or more of these attacks has its speed reduced by
Scimitar. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. 10 feet until the end of the myrmidon's next turn.
Hit: 11 (2d6 + 4) slashing damage.
Water Jet (Recharge 6). The myrmidon magically shoots water in a
Fiery Strikes (Recharge 5-6). The myrmidon uses Multiattack. Each 60-foot line that is 5 feet wide. Each creature in that line must make
attack that hits deals an extra 5 (1d10) fire damage. a DC 16 Dexterity saving throw. On a failure, the target takes 17
(5d6) bludgeoning damage and, if it is Large or smaller, is pushed
Flame Scorch (Recharge 5-6). The myrmidon discharges flames in
up to 15 feet away from the myrmidon and knocked prone. On a
a 30-foot cone. Each creature in that area must succeed on a DC 16
success, the target takes half the bludgeoning damage, but is neither
Dexterity saving throw, taking 28 (8d6) fire damage on a failed save,
pushed nor knocked prone.
or half as much on a successful one.

Chapter 1. Bestiary 119


Elves, Drow

Drow Arcane Knight


Drow arcane knights are
remarkable arcane guards that
have further advanced their training
in the arcane and martial schools.
They are dangerous adversaries,
able to attack three times with their
poisoned spiked chains. In addition,
they now ability to heighten the
potency of their spells, in addition to
empowering them and being to cast
them as a bonus action.
Drow arcane knights usually serve
drow in high positions, such as
matriarchs, high priestesses, and house
wizards as guards.

Drow Arcane Knight 2nd level (3 slots): mirror image, scorching ray, web
Medium humanoid (elf), neutral evil 3rd level (3 slots): counterspell, lightning bolt
4th level (3 slots): dimension door, greater invisibility
Armor Class 16 (studded leather) 5th level (2 slots): cone of cold
Hit Points 97 (15d8 + 30) Sorcery Points. The drow has 10 sorcery points. It can spend 1 or
Speed 30 ft. more sorcery points to gain one of the following benefits:
Empowered Spell: When the drow rolls damage for a spell, it can
STR DEX CON INT WIS CHA spend 1 sorcery point to reroll up to 3 damage dice. It must use the
10 (+0) 18 (+4) 14 (+2) 12 (+1) 12 (+1) 17 (+3) new rolls. It can use Empowered Spell even if it has already used a
different Metamagic option during the casting of the spell.
Saving Throws Con +6, Cha +7 Heightened Spell: When the drow casts a spell that forces a
Skills Arcana +5, Perception +5, Stealth +8 creature to make a saving throw to resist the spell's effects, the
Senses darkvision 120 ft., passive Perception 15 drow can spend 3 sorcery points to give one target of the spell
Languages Elvish, Undercommon disadvantage on its first saving throw against the spell.
Challenge 10 (5,900 XP) Quickened Spell: When the drow casts a spell that has a casting
time of 1 action, the drow can spend 2 sorcery points to change the
casting time to 1 bonus action for this casting.
Fey Ancestry. The drow has advantage on saving throws against
being charmed, and magic can't put the drow to sleep. Sunlight Sensitivity. While in sunlight, the drow has disadvantage
on attack rolls, as well as on Wisdom (Perception) checks that rely
Innate Spellcasting. The drow's innate spellcasting ability is on sight.
Charisma (spell save DC 15). The drow can innately cast the
following spells, without providing material components: Actions
At will: dancing lights Multiattack. The drow makes three spiked chain attacks.
1/day each: darkness, faerie fire, levitate (self only)
Spiked Chain. Melee Weapon Attack: +8 to hit, reach 10 ft., one
Spellcasting. The drow is a 10th-level spellcaster. Its spellcasting target. Hit: 9 (2d4 + 4) slashing damage plus 7 (2d6) poison damage.
ability is Charisma (spell save DC 15, +7 to hit with spell attacks). It
has the following sorcerer spells prepared: Reactions
Cantrips (at will): fire bolt, mage hand, minor illusion, poison spray, Parry. The drow adds 2 to its AC against one melee attack that
prestidigitation, true strike would hit it. To do so, the drow must see the attacker and be
1st level (4 slots): shield, thunderwave wielding a melee weapon.

120 Chapter 1. Bestiary


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
the Underdark as their cover. Skilled with the use of the longbow spellcaster in the Drow House, a position usually held by a male
and hand crossbow, they can pick off unwary targets with ease who is in a good position with the House Matriarch. His tasks
without getting noticed. Dark snipers are also excellent melee normally include arcane research, training of potential wizards,
fighters, often choosing to carry a shortsword with them in case an supplying arcane scrolls and magic items, providing magical
opponent gets too close. defenses and scrying, and leading artillery support during times of
war.

Drow Dark Sniper Drow House Wizard


Medium humanoid (elf), neutral evil Medium humanoid (elf), neutral evil

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) Languages Elvish, Undercommon
Challenge 9 (5,000 XP)
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.
Innate Spellcasting. The drow's innate spellcasting ability is
Charisma (spell save DC 12). The drow can innately cast the Innate Spellcasting. The drow's innate spellcasting ability is
following spells, without providing material components: Charisma (spell save DC 14). The drow can innately cast the
At will: dancing lights following spells, without providing material components:
1/day each: darkness, faerie fire, levitate (self only) At will: dancing lights
1/day each: darkness, faerie fire, levitate (self only)
Sharpshooter. The drow's ranged weapon attacks ignore half cover
and three-quarters cover and attacking at long range doesn't impose Spellcasting. The drow is a 13th-level spellcaster. Its spellcasting
disadvantage on the drow's ranged weapon attack rolls. ability is Intelligence (spell save DC 17, +9 to hit with spell attacks).
It has the following wizard spells prepared:
Stealthy. On each of its turns, the drow can use a bonus action to
take the Hide action. Cantrip (at will): fire bolt, mage hand, message, minor illusion,
poison spray, prestidigitation
Sunlight Sensitivity. While in sunlight, the drow has disadvantage on 1st level (4 slots): burning hands, mage armor, magic missile, shield
attack rolls, as well as on Wisdom (Perception) checks that rely on 2nd level (3 slots): invisibility, misty step, scorching ray
sight. 3rd level (3 slots): counterspell, dispel magic, fireball
Steady Aim (3/Day). As a bonus action, the drow takes careful aim at 4th level (3 slots): evard's black tentacles, greater invisibility
a creature it can see within range of its ranged weapon. Until the end 5th level (2 slots): cloudkill, telekinesis
of its turn, the drow deals an an extra 10 (3d6) damage with each of 6th level (1 slot): disintegrate
its ranged weapon attacks against the target. 7th level (1 slot): delayed blast fireball
Sunlight Sensitivity. While in sunlight, the drow has disadvantage on
Actions attack rolls, as well as on Wisdom (Perception) checks that rely on
Multiattack. The drow makes two short sword attacks or two sight.
longbow attacks.
Alter Energy Type (1/Turn). When the drow casts a spell with a
Shortsword. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. spell slot and the spell deals acid, cold, fire, force, lightning, necrotic,
Hit: 7 (1d6 + 4) piercing damage plus 7 (2d6) poison damage. radiant, or thunder damage, it can substitute that damage with one
Longbow. Ranged Weapon Attack: +7 to hit, range 150/600 ft., one other type from that list.
target. Hit: 8 (1d8 + 4) piercing damage plus 7 (2d6) poison damage. Alter Saving Throw (Recharges after a Short or Long Rest). When
Hand Crossbow. Ranged Weapon Attack: +7 to hit, range 30/120 the drow casts a spell with a spell slot and the spell requires a saving
ft., one target. Hit: 7 (1d6 + 4) piercing damage, and the target must throw, it can change the saving throw from one ability score to
succeed on a DC 14 Constitution saving throw or be poisoned another of its choice.
for 1 hour. If the saving throw fails by 5 or more, the target is also Actions
unconscious while poisoned in this way. The target wakes up if
it takes damage or if another creature takes an action to shake it Multiattack. The drow makes two shortsword attacks.
awake. Shortsword. Melee Weapon Attack: +7 to hit, reach 5 ft., one target.
Hit: 6 (1d6 + 3) piercing damage plus 7 (2d6) poison damage.

Chapter 1. Bestiary 121


Drow Lolth Sting Drow Soldier
In some drow societies there is a martial arts training school Drow soldiers, usually male, are the foundation of any drow army.
known as the Order of the Spider Queen. The school only accepts Trained for combat and sworn to servitude since childhood, drow
female students who come from prominent drow families favored soldiers exhibit their discipline and combat mastery with perfect
by Lolth. The students undergo years of brutal training, their and unbreakable phalanx formations.
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 Drow Soldier


Medium humanoid (elf), neutral evil Medium humanoid (elf), neutral evil

Armor Class 15 (studded leather) Armor Class 16 (studded leather, shield)


Hit Points 50 (9d8 + 9) Hit Points 22 (4d8 + 4)
Speed 40 ft. Speed 30 ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
11 (+0) 17 (+3) 12 (+1) 11 (+0) 14 (+2) 12 (+1) 10 (+0) 14 (+2) 12 (+1) 11 (+0) 11 (+0) 12 (+1)

Skills Perception +4, Stealth +7 Skills Perception +2, Stealth +6


Senses darkvision 120 ft., passive Perception 14 Senses darkvision 120 ft., passive Perception 12
Languages Elvish, Undercommon Languages Elvish, Undercommon
Challenge 4 (1,100 XP) Challenge 1 (200 XP)

Cunning Action. On each of its turns, the drow can use a bonus Fey Ancestry. The drow has advantage on saving throws against
action to take the Dash, Disengage, or Hide action. being charmed, and magic can't put the drow to sleep.
Fey Ancestry. The drow has advantage on saving throws against Innate Spellcasting. The drow's innate spellcasting ability is
being charmed, and magic can't put the drow to sleep. Charisma (spell save DC 11). The drow can innately cast the
following spells, without providing material components:
Innate Spellcasting. The drow's innate spellcasting ability is
Charisma (spell save DC 11). The drow can innately cast the At will: dancing lights
following spells, without providing material components: 1/day each: darkness, faerie fire
At will: dancing lights Phalanx Formation. The drow has advantage on attack rolls and
1/day each: darkness, faerie fire, levitate (self only) Dexterity saving throws while standing within 5 feet of a drow ally
wielding a shield.
Sneak Attack (1/Turn). The drow deals an extra 10 (3d6) damage
when the drow hits a target with a weapon attack and has advantage Sunlight Sensitivity. While in sunlight, the drow has disadvantage on
on the attack roll, or when the target is within 5 feet of an ally of the attack rolls, as well as on Wisdom (Perception) checks that rely on
drow that isn't incapacitated and the drow doesn't have disadvantage sight.
on the attack roll.
Actions
Shadow Step. While in dim light or darkness, the drow can teleport
Shortsword. Melee Weapon Attack: +4 to hit, reach 5 ft., one target.
as a bonus action up to 60 feet to an unoccupied space it can see that
Hit: 5 (1d6 + 2) piercing damage plus 7 (2d6) poison damage.
is also in dim light or darkness. It then has advantage on the first
melee attack it makes before the end of the turn. Reactions
Sunlight Sensitivity. While in sunlight, the drow has disadvantage on Parry. The drow adds 2 to its AC against one melee attack that
attack rolls, as well as on Wisdom (Perception) checks that rely on would hit it. To do so, the drow must see the attacker and be wielding
sight. a melee weapon.
Unarmored Defense. While the drow is wearing no armor and
wielding no shield, its AC includes its Wisdom modifier.

Actions
Multiattack. The drow makes two attacks with its rapier.
Rapier. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7
(1d8 + 3) piercing damage and 7 (2d6) poison damage.
Hand Crossbow. Ranged Weapon Attack: +5 to hit, range 30/120
ft., one target. Hit: 6 (1d6 + 3) piercing damage, and the target must
succeed on a DC 13 Constitution saving throw or be poisoned
for 1 hour. If the saving throw fails by 5 or more, the target is also
unconscious while poisoned in this way. The target wakes up if
it takes damage or if another creature takes an action to shake it
awake.

122 Chapter 1. Bestiary


Ettins

Ettin Berserker
The ettin berserker is stronger and more aggressive than
their normal kin. Orc tribes that manage to recruit an ettin
berserker into their ranks use them to break their opponent’s
formations in combat. With excellent battlefield awareness,
ettin berserkers are near-impossible to surprise and can attack
simultaneously with their battleaxe and morningstar.

Ettin Berserker
Large giant, chaotic evil

Armor Class 12 (natural armor)


Hit Points 123 (13d10 + 52)
Speed 40 ft.

STR DEX CON INT WIS CHA


22 (+6) 8 (-1) 18 (+4) 6 (-2) 10 (+0) 10 (+0)

Skills Perception +6
Senses darkvision 60 ft., passive Perception 16
Languages Giant, Orc
Challenge 6 (2,300 XP)

Reckless. At the start of its turn, the ettin can gain advantage on all
melee weapon attack rolls during that turn, but attack rolls against it
have advantage until the start of its next turn.
Two Heads. The ettin has advantage on Wisdom (Perception)
checks and on saving throws against being blinded, charmed,
deafened, frightened, stunned, and knocked unconscious.
Wakeful. When one of the ettin's heads is asleep, its other head is
awake.

Actions
Multiattack. The ettin makes two attacks: one with its battleaxe and
one with its morningstar.
Battleaxe. Melee Weapon Attack: +9 to hit, reach 5 ft., one target.
Hit: 15 (2d8 + 6) slashing damage.
Morningstar. Melee Weapon Attack: +9 to hit, reach 5 ft., one target.
Hit: 15 (2d8 + 6) piercing damage.
Whirling Weapons (Recharge 5-6). The ettin moves up to its
walking speed in a straight line and targets each creature within 5
feet of it during its movement. Each target must succeed on a DC 17
Dexterity saving throw or take 15 (2d8 + 6) slashing damage and 15
(2d8 + 6) piercing damage.

Chapter 1. Bestiary 123


Ettin Vanguard Ettin Witch Doctor
Vanguards are strong, ferocious-looking bulky-armored ettin An ettin witch doctor is a divine spellcaster that takes advantage
fighters that lead their allies into battle. They wade into melee of its dual heads, each head being able to maintain concentration
without fear and ensure no foe gets past them. on two spells at the same time. This makes it a potentially very
dangerous foe to be left alone.

Ettin Vanguard Ettin Witch Doctor


Large giant, chaotic evil Large giant, chaotic evil

Armor Class 14 (ring mail) Armor Class 12 (natural armor)


Hit Points 190 (20d10 + 80) Hit Points 120 (16d10 + 32)
Speed 40 ft. Speed 40 ft.

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)

Skills Perception +7 Skills Perception +8


Senses darkvision 60 ft., passive Perception 17 Senses darkvision 60 ft., passive Perception 18
Languages Giant, Orc Languages Giant, Orc
Challenge 8 (3,900 XP) Challenge 7 (2,900 XP)

Indomitable (2/Day). The ettin rerolls a failed save. It must use the Spellcasting. The ettin is a 7th-level spellcaster. Its spellcasting
new roll. ability is Wisdom (spell save DC 13). It has the following druid spells
prepared:
Punish the Marked (1/Turn). As a bonus action, the ettin can
make a melee weapon attack against a creature marked by it if the Cantrips (at will): mending, poison spray, thaumaturgy, toll the dead
creature dealt damage to anyone other than the ettin during the last 1st level (4 slots): bane, divine favor, healing word, shield of faith
turn. The ettin's melee weapon attack has advantage on the attack 2nd level (3 slots): blindness/deafness, hold person, magic weapon,
roll, and if it hits, the attack's weapon deals an extra 7 (2d6) damage spiritual weapon
to the target. 3rd level (3 slots): bestow curse, crusader's mantle, revivify, spirit
guardians
Threatening. Creatures provoke an opportunity attack from the ettin 4th level (2 slots): banishment, freedom of movement, stoneskin
when they move 5 feet or more while within the ettin's reach, and
if the ettin hits a creature with an opportunity attack, the target's Two Heads. The ettin has advantage on Wisdom (Perception)
speed is reduced to 0 until the end of the current turn. checks and on saving throws against being blinded, charmed,
deafened, frightened, stunned, and knocked unconscious.
Two Heads. The ettin has advantage on Wisdom (Perception)
checks and on saving throws against being blinded, charmed, Two-Headed Battle Caster. The ettin can cast a spell in place
deafened, frightened, stunned, and knocked unconscious. of one of its melee weapon attacks. In addition, it can maintain
concentration on up to two spells. If the ettin casts a third spell that
Wakeful. When one of the ettin's heads is asleep, its other head is requires concentration while already maintaining concentraion
awake. on two other spells, one of the two previous spells ends (ettin's
choice). If the ettin is required to make a Constitution saving throw
Actions to maintain concentration, it must make a separate saving throw for
Multiattack. The ettin makes two attacks: one with its battleaxe and each spell.
one with its morningstar.
Wakeful. When one of the ettin's heads is asleep, its other head is
Battleaxe. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. awake.
Hit: 16 (2d8 + 7) slashing damage, and the target is marked until
the end of the ettin's next turn. This effect ends early if the ettin is Actions
incapacitated or it dies, or if someone else marks the target. While Multiattack. The ettin makes two attacks: one with its battleaxe and
it is within 5 feet of the ettin, a creature marked by the ettin has one with its morningstar, or it can make one melee weapon attack
disadvantage on any attack roll that doesn't target the ettin. and cast a spell.
Morningstar. Melee Weapon Attack: +10 to hit, reach 5 ft., one Battleaxe. Melee Weapon Attack: +7 to hit, reach 5 ft., one target.
target. Hit: 16 (2d8 + 7) piercing damage, and the target is marked Hit: 13 (2d8 + 4) slashing damage.
until the end of the ettin's next turn. This effect ends early if the
ettin is incapacitated or it dies, or if someone else marks the target. Morningstar. Melee Weapon Attack: +7 to hit, reach 5 ft., one target.
While it is within 5 feet of the ettin, a creature marked by the ettin Hit: 13 (2d8 + 4) piercing damage.
has disadvantage on any attack roll that doesn't target the ettin.

124 Chapter 1. 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
burning scimitar, the wild and aggressive zealots pose a definite
threat in the battlefield.

Firenewt War Priest of Imix


Medium humanoid (firenewt), neutral evil

Armor Class 17 (chain shirt, shield)


Hit Points 84 (13d8 + 26)
Speed 30 ft.

STR DEX CON INT WIS CHA


10 (+0) 14 (+2) 14 (+2) 8 (-1) 16 (+3) 10 (+0)

Damage Immunities fire


Senses passive Perception 11 Firenewt Zealot
Languages Draconic, Ignan Medium humanoid (firenewt), neutral evil
Challenge 5 (1,800 XP)
Armor Class 17 (chain shirt, shield)
Amphibious. The firenewt can breathe air and water. Hit Points 52 (8d8 + 16)
Spellcasting. The firenewt is a 9th-level spellcaster. Its spellcasting Speed 30 ft.
ability is Wisdom (spell save DC 14, +6 to hit with spell attacks). It
has the following cleric spells prepared: STR DEX CON INT WIS CHA
Cantrips (at will): resistance, sacred flame, thaumathurgy 10 (+0) 14 (+2) 14 (+2) 7 (-2) 12 (+1) 8 (-1)
1st level (4 slots): divine favor, guiding bolt, healing word
2nd level (3 slots): aid, magic weapon, silence, spiritual weapon Damage Immunities fire
3rd level (3 slots): crusader's mantle, dispel magic, spirit guardians Senses passive Perception 11
4th level (3 slots): banishment, freedom of movement, stoneskin Languages Draconic, Ignan
5th level (1 slot): flame strike, hold monster, mass cure wounds Challenge 2 (450 XP)

Actions Amphibious. The firenewt can breathe air and water.


Multiattack. The firenewt makes two attacks with its scimitar.
Divine Fury (Recharges after a Long Rest). As a bonus action,
Scimitar. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. the firenewt can magically infuse its attacks with divine fire. For 1
Hit: 5 (1d6 + 2) slashing damage plus 4 (1d8) fire damage. minute, the first creature the firenewt hits on each of its turns with a
weapon attack takes 7 (1d6 + 4) fire damage.
Spit Fire (Recharges after a Short or Long Rest). The firenewt spits
fire at a creature within 10 feet of it. The creature must make a DC Actions
13 Dexterity saving throw, taking 13 (3d8) fire damage on a failed
Multiattack. The firenewt makes two attacks with its scimitar.
save, or half as much damage on a successful one.
Scimitar. Melee Weapon Attack: +4 to hit, reach 5 ft., one target.
Reactions Hit: 5 (1d6 + 2) slashing damage.
Fiery Retribution (3/day). When a creature within 5 feet of the
Spit Fire (Recharges after a Short or Long Rest). The firenewt spits
firenewt hits the firenewt with an attack, and the firenewt can see
fire at a creature within 10 feet of it. The creature must make a DC
the creature, the firenewt can force the creature to make a DC 14
12 Dexterity saving throw, taking 13 (3d8) fire damage on a failed
Dexterity saving throw. The creature takes 13 (3d8) fire damage on
save, or half as much damage on a successful one.
a failed save, and half as much damage on a successful one.

Chapter 1. Bestiary 125


Flail Snail

Monstrous Flail Snail


A normal flail snail may grow to monstrous
proportions if left alone to consume everything
it comes across. The monstrous flail snail,
which can grow three times the size of its kind,
is a threat to hamlets and small towns that
unfortunately happen to be in its path.
The monstrous flail snail's tentacles are so
powerful that it can stun a creature if it is struck by it
multiple times in the same turn.

Monstrous Flail snail 7-8. If Scintillating Shell has already been used, the flail snail's
shell converts the spell's energy and recharges Scintillating Shell.
Huge elemental, unaligned Otherwise, reroll and ignore results of 7-8.

Armor Class 17 (natural armor) Flail Tentacles. The flail snail has five flail tentacles. Whenever
Hit Points 135 (10d12 + 70) the flail snail takes 25 damage or more on a single turn, one of its
Speed 30 ft. tentacles dies. If even one tentacle remains, the flail snail regrows
all dead ones within ld4 days. If all its tentacles die, the flail snail
retracts into its shell, gaining total cover, and it begins wailing, a
STR DEX CON INT WIS CHA
21 (+5) 5 (-3) 24 (+7) 3 (-4) 12 (+1) 5 (-3) sound that can be heard for 600 feet, stopping only when it dies
5d6 minutes later. Healing magic that restores limbs, such as the
regenerate spell, can halt this dying process.
Damage Immunities fire, poison
Condition Immunities poisoned Actions
Senses darkvision 60 ft., tremorsense 60 ft., passive Perception 11 Multiattack. The flail snail makes as many Flail Tentacle attacks as
Languages ----- it has flail tentacles, all against the same target. If a target is hit at
Challenge 8 (3,900 XP) least three times by Flail Tentacle attacks in the same turn, it must
make a DC 16 Constitution saving throw or be stunned until the end
Antimagic Shell. The flail snail has advantage on saving throws of the flail snail's next turn.
against spells, and any creature making a spell attack against the flail
snail has disadvantage on the attack roll. If the flail snail succeeds Flail Tentacle. Melee Weapon Attack: +8 to hit, reach 15 ft., one
on its saving throw against a spell or a spell attack misses it, an target. Hit: 12 (2d6 + 5) bludgeoning damage.
additional effect might occur, as determined by rolling a d8: Scintillating Shell (Recharges 6). The flail snail's shell emits
1-2. If the spell affects an area or has multiple targets, it fails and has dazzling, colored light until the end of the flail snail's next turn.
no effect. If the spell targets only the flail snail, it has no effect on the During this time, the shell sheds bright light in a 40-foot radius and
flail snail and is reflected back at the caster, using the spell slot level, dim light for an additional 40 feet, and creatures that can see the
spell save DC, attack bonus, and spellcasting ability of the caster. flail snail have disadvantage on attack rolls against it. In addition,
3-4. No additional effect. any creature within the bright light and able to see the flail snail
when this power is activated must succeed on a DC 18 Wisdom
5-6. The flail snail's shell converts some of the spell's energy into a saving throw or be stunned until the light ends.
burst of destructive force. Each creature within 30 feet of the flail
snail must make a DC 18 Constitution saving throw, taking 1d8 Shell Defense. The flail snail withdraws into its shell, gaining a +6
force damage per level of the spell on a failed save, or half as much bonus to AC until it emerges. It can emerge from its shell as a bonus
damage on a successful one. action on its turn.

126 Chapter 1. Bestiary


Froghemoths
Froghemoth Tadpole Young Froghemoth
Froghemoth tadpoles start the challenge of survival the moment It is not uncommon to find a young froghemoth being treated
they are born, having to escape the hungry clutches of its parent as a god by bullywugs, which they considered as an avatar of
and other larger creatures. About the size of a humanoid, Ramenos. A young froghemoth looks like its more mature kin,
the tadpoles spends their first few weeks of their lives hiding but is significantly smaller, enabling the bullywugs to 'tame' them
underwater from other predators and ambushing anything edible by feeding them animals and humanoids they've captured. These
they can overpower. young froghemoths are still quite dangerous though, and will
occasionally swallow a bullywug, or pretty much anything, that
wanders to close to their maws.

Froghemoth Tadpole Young Froghemoth


Medium monstrosity, unaligned Large monstrosity, unaligned

Armor Class 12 (natural armor) Armor Class 13 (natural armor)


Hit Points 22 (4d8 + 4) Hit Points 102 (12d10 + 36)
Speed 30 ft., swim 30 ft. Speed 30 ft., swim 30 ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
14 (+2) 14 (+2) 12 (+1) 2 (-4) 8 (+1) 4 (-3) 19 (+4) 13 (+1) 16 (+3) 2 (-4) 10 (+0) 5 (-3)

Skills Perception +5, Stealth +4 Saving Throws Con +6, Wis +3


Damage Resistances fire, lightning Skills Perception +6, Stealth +4
Senses darkvision 60 ft., passive Perception 15 Damage Resistances fire, lightning
Languages ----- Senses darkvision 60 ft., passive Perception 16
Challenge 1/4 (50 XP) Languages -----
Challenge 5 (1,800 XP)
Amphibious. The froghemoth can breathe air and water.
Amphibious. The froghemoth can breathe air and water.
Shock Susceptibility. If the froghemoth takes lightning damage,
it suffers several effects until the end of its next turn: its speed is Shock Susceptibility. If the froghemoth takes lightning damage,
halved, it takes a -2 penalty to AC and Dexterity saving throws, it it suffers several effects until the end of its next turn: its speed is
can't use reactions or Multiattack, and on its turn, it can use either halved, it takes a -2 penalty to AC and Dexterity saving throws, it
an action or a bonus action, not both. can't use reactions or Multiattack, and on its turn, it can use either
an action or a bonus action, not both.
Actions
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Actions
Hit: 7 (1d10 + 2) piercing damage. Multiattack. The froghemoth makes two attacks with its tentacles. It
can also use its tongue or bite.
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
ends, the froghemoth can't use this tentacle on another target. The
froghemoth has four tentacles.
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 is a Medium or smaller creature. A swallowed creature is blinded
and restrained, has total cover against attacks and other effects
outside the froghemoth, and takes 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.
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
swallowed creatures, each of which falls prone in a space within 10
feet of the froghemoth. If the froghemoth dies, a swallowed creature
is no longer restrained by it and can escape from the corpse using 5
feet of movement, exiting prone.
Tongue. The froghemoth targets one Small or smaller creature
that it can see within 15 feet of it. The target must make a DC 15
Strength saving throw. On a failed save, the target is pulled into
an unoccupied space within 5 feet of the froghemoth, and the
froghemoth can make a bite attack against it as a bonus action.

Chapter 1. Bestiary 127


Giants Cloud Giant Mastermind
Cloud Giant Mastermind Huge giant, neutral good (50%) or neutral evil (50%)
When brutish giants, such as hill giants and frost giants, that
normally only make random raids suddenly show signs of Armor Class 15 (natural armor)
coordinated and strategic attacks, it is very likely a cloud giant Hit Points 275 (22d12 + 132)
Speed 40 ft.
mastermind is behind it. Very rarely will it make its presence
known, and only the most shrewd adventurers will be able to
STR DEX CON INT WIS CHA
uncover its schemes.
26 (+8) 12 (+1) 22 (+6) 16 (+3) 16 (+3) 16 (+3)
Expert Tactician. The cloud giant mastermind is able to read
situations in an instant and strategically place its allies in the best
Saving Throws Con +11, Dex +6, Wis +8, Cha +8
positions to maximize chances of victory. Its quick thinking, ability Skills Deception +8, Insight +8, Perception +8, Stealth +6
to adapt, and arcane powers allow it to gain advantage against its Senses passive Perception 18
foes. It always has bodyguards nearby to misdirect attacks to in Languages Common, Giant
case it finds itself cornered or hard-pressed, which almost never Challenge 16 (15,000 XP)
happens.
Cunning Action. The giant can take the Dash, Disengage, or Hide
action as a bonus action on each of its turns.
Cunning Insight (Recharges 5-6). As a bonus action, the cloud giant
chooses a target it can see within 30 feet of it. The cloud giant and
up to 3 creatures of its choice have advantage on ability checks,
attack rolls, and saving throws made against the target. In addition,
the target has disadvantage on ability checks and attack rolls made
against the cloud giant. These effects last until the start of the cloud
giant's next turn.
Cunning Presence. An ally that starts is turn within 30 feet of this
giant and can see and hear this giant can take the Dash, Disengage,
or Hide action as a bonus action this turn, provided the giant isn't
incapacitated.
Keen Smell. The giant has advantage on Wisdom (Perception)
checks that rely on smell.
Innate Spellcasting. The giant's innate spellcasting ability is
Charisma (spell save DC 16). It can innately cast the following
spells, without providing material components:
At will: detect magic, fog cloud, light
3/day each: feather fall, fly, misty step, telekinesis
1/day each: control weather, gaseous form

Actions
Multiattack. The giant makes two morningstar attacks.
Morningstar. Melee Weapon Attack: +13 to hit, reach 10 ft., one
target. Hit: 21 (3d8 + 8) piercing damage. The attack deals an extra
17 (5d6) damage if the giant has advantage on the attack roll.
Rock. Ranged Weapon Attack: +13 to hit, reach 60/240 ft., one
target. Hit: 30 (4d10 + 8) bludgeoning damage. The attack deals an
extra 17 (5d6) damage if the giant has advantage on the attack roll.

Reactions
Misdirection. When the giant 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.

128 Chapter 1. Bestiary


Cloud Giant Wind Disciple Fire Giant Champion of Surtur
Due to where they live, some cloud giants have become natural Chosen and blessed for its undying fervor, the champion of Surtur
wind disciples that have spent a lifetime mastering the martial arts swears to spread the flame of the fire god in the mortal plane. A
combined with the power of the air elements. Armed with a few towering hulk of armor and weapons, the champion’s body has
spells and its fists, the giant can harness the power of the wind been infused with the fire of Surtur. Any creature that comes into
and hit opponents with the force of a hundred punches. contact with the champion is instantly burned, and any weapon
that the champion touches is instantly imbued with the same fire
burning in its body.
As with the teachings of Surtur, the champion ensures that all its
enemies are cleansed with its fire, that even the tiniest remains
are completely incinerated.

Cloud Giant Wind Disciple Fire Giant Champion of Surtur


Huge giant, neutral good (50%) or neutral evil (50%) Huge giant, lawful evil

Armor Class 16 (natural armor) Armor Class 18 (plate)


Hit Points 207 (18d12 + 90) Hit Points 200 (16d12 + 96)
Speed 40 ft. Speed 30 ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
24 (+7) 14 (+2) 20 (+5) 16 (+3) 16 (+3) 16 (+3) 26 (+8) 9 (-1) 23 (+6) 10 (+0) 16 (+3) 14 (+2)

Saving Throws Con +10, Dex +7, Wis +8, Cha +8 Saving Throws Con +11, Wis +8, Cha +7
Skills Acrobatics +7, Athletics +12, Insight +8, Perception +8 Skills Athletics +13, Intimidation + 7, Perception +8
Senses passive Perception 18 Damage Immunities fire
Languages Common, Giant Senses passive Perception 18
Challenge 13 (10,000 XP) Languages Giant
Challenge 14 (11,500 XP)
Evasion. If the giant is subjected to an effect that allows it to make
a Dexterity saving throw to take only half damage, the giant instead Heated Body. A creature that touches the giant or hits it with a
takes no damage if it succeeds on the saving throw, and only half melee attack while within 5 feet of it takes 5 (1d10) fire damage.
damage if it fails.
Indomitable (2/day). The giant can reroll a saving throw it fails. It
Keen Smell. The giant has advantage on Wisdom (Perception) must use the new roll.
checks that rely on smell.
Innate Spellcasting. The giant's innate spellcasting ability is
Innate Spellcasting. The giant's innate spellcasting ability is Wisdom (spell save DC 16). The giant can innately cast the
Charisma (spell save DC 16). It can innately cast the following following spells, without providing material components:
spells, without providing material components: 2/day each: dispel magic, fireball, shield
At will: detect magic, fog cloud, light 1/day each: conjure elemental (fire), wall of fire
3/day each: feather fall, fly, gust of wind, hold person, misty step,
telekinesis Actions
1/day each: cone of cold, control weather, gaseous form Multiattack. The giant makes two greatword attacks. It can use
Stunning Strike (3/Day). Once per turn, when the giant hits a Arcing Fireblade in place of one of these attacks, if available.
creature with a melee weapon attack, it can force the creature to Greatsword. Melee Weapon Attack: +13 to hit, reach 10 ft., one
make a DC 16 Constitution saving throw or be stunned until the end target. Hit: 29 (6d6 + 8) slashing damage plus 10 (3d6) fire damage
of the creature's next turn. and if the target is not immune to fire, it gains vulnerability to fire
until the end of the giant's next turn.
Actions
Rock. Ranged Weapon Attack: +13 to hit, reach 60/240 ft., one
Multiattack. The giant makes three unarmed strikes. It can use
target. Hit: 30 (4d10 + 8) bludgeoning damage plus 10 (3d6) fire
Giant Fist of the Unbroken Air in place of one unarmed strike, if
damage.
available.
Arcing Fireblade (Recharge 5-6). The giant swings its greatsword
Unarmed Strike. Melee Weapon Attack: +12 to hit, reach 10 ft., one
in a full arc, and every creature within 10 feet of it must succeed on
target. Hit: 20 (3d8 + 7) bludgeoning damage.
a DC 21 Dexterity saving throw. On a failed save, a creature takes
Rock. Ranged Weapon Attack: +12 to hit, reach 60/240 ft., one 29 (6d6 + 8) slashing damage plus 10 (3d6) fire damage and if the
target. Hit: 29 (4d10 + 7) bludgeoning damage. target is not immune to fire, it gains vulnerability to fire damage
until the end of the giant's next turn. On a successful save, the
Giant Fist of Unbroken Air (3/Day, 1/Turn). The giant chooses
creature takes half as much damage and doesn't gain vulnerability to
a creature it can see within 60 feet of it and hits it with a blast of
fire damage.
compressed air. The creature must make a DC 16 Strength saving
throw. On a failed save, the creature takes 33 (6d10) bludgeoning
damage, and is pushed up to 30 feet away and knocked prone. On a
successful save, the creature takes half as much damage, and isn't
pushed or knocked prone.

Chapter 1. Bestiary 129


Fire Giant Doomblade
Very rarely are there giants that show any affinity to arcane magic.
But those that do normally become warlocks that make pacts
with evil elder fire elementals such as Kossuth or Imix. Known
as doomblades, these giants use an array of spells and hexes to
weaken their foes before delivering death blows with a swift slash
of their mighty swords.

Fire Giant Doomblade


Huge giant, lawful evil

Armor Class 20 (plate, shield)


Hit Points 175 (14d12 + 84)
Speed 30 ft.

STR DEX CON INT WIS CHA


25 (+7) 9 (-1) 23 (+6) 10 (+0) 14 (+2) 16 (+3)

Saving Throws Dex +3, Con +10, Cha +7


Skills Arcana + 4, Athletics +11, Perception +6
Damage Immunities fire
Senses passive Perception 16
Languages Giant
Challenge 12 (8,400 XP)

Spellcasting. The giant is an 11th-level spellcaster. Its spellcasting


ability is Charisma (spell save DC 15, +7 to hit with spell attacks). It
regains its expended spell slots when it finishes a short or long rest.
It knows the following warlock spells:
Cantrips (at will): create bonfire, eldritch blast, thunderclap, true
strike
1st level-5th level (3 5th-level slots): blink, blur, dimension door,
dispel magic, elemental weapon, hellish rebuke, hold monster,
misty step, shield, staggering smite, wrathful smite
1/day each: true seeing
Hexblade's Curse (Recharges after a Short or Long Rest). As a
bonus action, the giant 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, the giant dies, or it is incapacitated. Until the curse
ends, the giant gains the following benefits:
• It deals an extra 3 damage on damage rolls against the cursed
target.
• Any attack roll it makes against the cursed target is a critical hit
on a roll of 19 or 20 on the d20.
• If the cursed target dies, the giant regains 14 hit points.

Actions
Multiattack. The giant makes two longword attacks.
Longword. Melee Weapon Attack: +11 to hit, reach 10 ft., one target.
Hit: 20 (3d8 + 7) slashing damage plus 7 (2d6) fire damage.
Rock. Ranged Weapon Attack: +11 to hit, reach 60/240 ft., one
target. Hit: 29 (4d10 + 7) bludgeoning damage.

Reactions
Armor of Hexes. When hit by an attack roll by a creature cursed by
the giant's Hexblade's Curse, roll a d6. On a roll of 4 or higher, the
attack instead misses the giant, regardless of its roll.

130 Chapter 1. Bestiary


Fire Giant Houndmaster Fire Giant Vanguard
While fire giants rally their kin, the normally reclusive A fire giant vanguard is a fearsome figure to behold. Terrifying
houndmaster charges into battle with an army of its own. The spikes protrude from its gruesome plate armor and shield, which
giant trains all hellhounds and nessian warhounds that it has is stained with the blood of its numerous victims. In battle, the
captured. All hounds under its control are fiercely loyal and will giant always leads the attack, aiming to take the enemy forces'
quickly execute any command from the houndmaster. attention away from its more vulnerable allies.

Fire Giant Houndmaster Fire Giant Vanguard


Huge giant, lawful evil Huge giant, lawful evil

Armor Class 15 (half plate) Armor Class 20 (plate, shield)


Hit Points 175 (14d12 + 84) Hit Points 202 (15d12 + 105)
Speed 30 ft. Speed 30 ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
25 (+7) 10 (+0) 23 (+6) 10 (+0) 16 (+3) 13 (+1) 26 (+8) 9 (-1) 24 (+7) 10 (+0) 14 (+2) 13 (+1)

Saving Throws Dex +4, Con +10, Cha +5 Saving Throws Dex +4, Con +12, Cha +6
Skills Animal Handling + 7, Athletics +11, Perception +7 Skills Athletics +13, Intimidation +6, Perception +7
Damage Immunities fire Damage Immunities fire
Senses passive Perception 17 Senses passive Perception 17
Languages Giant Languages Giant
Challenge 12 (8,400 XP) Challenge 13 (10,000 XP)

Command Hound. As a bonus action, the giant targets one hound Indomitable (2/Day). The giant rerolls a failed save. It must use the
ally it can see within 30 feet of it. If the target can see or hear the new roll.
giant, the target can use its reaction to move up to half their speed
Punish the Marked (1/Turn). As a bonus action, the giant can
and make one melee attack.
make a melee weapon attack against a creature marked by it if the
Innate Spellcasting. The giant's innate spellcasting ability is creature dealt damage to anyone other than the giant during the
Wisdom. The giant can innately cast the following spells, without last turn. The giant's melee weapon attack has advantage on the
providing material components: attack roll, and if it hits, the attack's weapon deals an extra 10 (3d6)
3/day each: hunter's mark damage to the target.
Threatening. Creatures provoke an opportunity attack from the
Actions giant when they move 5 feet or more while within the giant's reach,
Multiattack. The giant makes two greatsword attacks. It can use and if the giant hits a creature with an opportunity attack, the
Maneuver Hounds in place of one attack, if available. target's speed is reduced to 0 until the end of the current turn.
Greatsword. Melee Weapon Attack: +11 to hit, reach 10 ft., one Actions
target. Hit: 28 (6d6 + 7) slashing damage.
Multiattack. The giant makes three longword attacks.
Rock. Ranged Weapon Attack: +11 to hit, reach 60/240 ft., one
target. Hit: 29 (4d10 + 7) bludgeoning damage. Longword. Melee Weapon Attack: +13 to hit, reach 10 ft., one target.
Hit: 21 (3d8 + 8) slashing damage, and the target is marked until
Maneuver Hounds (Recharge 5-6). Up to four hound allies within the end of the giant's next turn. This effect ends early if the giant is
60 feet of this giant that can hear it can each use their reaction to incapacitated or it dies, or if someone else marks the target. While
move up to half their speed without provoking opportunity attacks. it is within 5 feet of the giant, a creature marked by the giant has
Summon Hounds (Recharges after a Short or Long Rest). The disadvantage on any attack roll that doesn't target the giant.
giant summons 1d4 + 2 hellhounds or 1d2 nessian warhounds. Reactions
The hellhounds appear in unoccupied spaces within 30 feet of the
giant and acts as its allies. The hellhounds act right after the giant Parry. The giant adds 4 to its AC against one melee attack that
on the same initiative count and fight until they're destroyed. They would hit it. To do so, the giant must see the attacker and be
disappear when the giant dies. wielding a melee weapon.

Chapter 1. Bestiary 131


Frost Giant Berserker
The berserker lives for battle, and it does not stop until all
its enemies are dead. Clad in leather and patchwork armor,
berserkers are incredibly reckless, charging into the fray without
care. One swing of its enormous greataxe can take cleave through
a dozen men, and those not within reach are crushed by the rocks
it hurls in its frenzy.

Frost Giant Berserker


Huge giant, chaotic evil

Armor Class 15 (patchwork armor)


Hit Points 149 (13d12 + 65)
Speed 40 ft.

STR DEX CON INT WIS CHA


24 (+7) 9 (-1) 21 (+5) 9 (-1) 10 (+0) 12 (+1)

Saving Throws Con +10, Wis +4, Cha +5


Skills Athletics +11, Perception +4
Damage Immunities cold
Senses passive Perception 14
Languages Giant
Challenge 9 (5,000 XP)

Reckless. At the start of its turn, the giant can gain advantage on all
melee weapon attack rolls during that turn, but attack rolls against it
have advantage until the start of its next turn.

Actions
Multiattack. The giant makes two greataxe attacks. It can use
Cleaving Swing in place of one of its greataxe attacks, if available.
Greataxe. Melee Weapon Attack: +11 to hit, reach 10 ft., one target.
Hit: 26 (3d12 + 7) slashing damage.
Rock. Ranged Weapon Attack: +11 to hit, reach 60/240 ft., one target.
Hit: 29 (4d10 + 7) bludgeoning damage.
Cleaving Swing (Recharges 5-6). The giant swings its greataxe, and
each creature within 10 feet of it must succeed on a DC 19 Dexterity
saving throw. The creature takes 26 (3d12 + 7) slashing damage on a
failed save, or half as much damage on a successful one.

132 Chapter 1. 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.

Frost Giant Champion of Frost Giant Champion of Thrym


Kostchtchie Huge giant, chaotic evil

Huge giant, chaotic evil Armor Class 15 (patchwork armor)


Hit Points 187 (15d12 + 90)
Armor Class 15 (patchwork armor) Speed 40 ft.
Hit Points 175 (14d12 + 84)
Speed 40 ft. STR DEX CON INT WIS CHA
25 (+7) 9 (-1) 22 (+6) 10 (+0) 12 (+1) 16 (+3)
STR DEX CON INT WIS CHA
24 (+7) 9 (-1) 22 (+6) 9 (-1) 10 (+0) 15 (+2) Saving Throws Con +11, Wis +6, Cha +8
Skills Athletics +12, Intimidation + 8, Perception +6
Saving Throws Con +10, Wis +4, Cha +6 Damage Immunities cold
Skills Athletics +11, Intimidation + 6, Perception +4 Senses passive Perception 16
Damage Immunities cold Languages Giant
Senses passive Perception 14 Challenge 13 (10,000 XP)
Languages Giant
Challenge 12 (8,400 XP) Aura of Frost. A creature that starts its turn within 5 feet of the giant
takes 7 (2d6) cold damage.
Frenzy. The giant can use a bonus action to make one melee weapon
attack. Indomitable (2/day). The giant can reroll a saving throw it fails. It
must use the new roll.
Indomitable (2/day). The giant can reroll a saving throw it fails. It
must use the new roll. Innate Spellcasting. The giant's innate spellcasting ability is
Charisma (spell save DC 16). The giant can innately cast the
Innate Spellcasting. The giant's innate spellcasting ability is following spells, without providing material components:
Charisma (spell save DC 14). The giant can innately cast the
2/day each: dispel magic, sleet storm
following spells, without providing material components:
1/day each: wall of ice
3/day each: command, darkness
1/day: telekinesis, wind walk Actions
Frost Burst (Recharge 5-6). When the giant hits a creature with a Multiattack. The giant makes two greataxe attacks.
melee attack, it can use a bonus action to emit a burst of cold that Greataxe. Melee Weapon Attack: +12 to hit, reach 10 ft., one target.
deals 10 (3d6) cold damage to each creature within 20 feet of it. Hit: 26 (3d12 + 7) slashing damage plus 10 (3d6) cold damage. If the
Actions target is a creature, its speed is halved, it can't take reactions, and it
can take either an action or a bonus action on its turn, not both. The
Multiattack. The giant makes two maul attacks. effects last until the start of the giant's next turn.
Maul. Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: Rock. Ranged Weapon Attack: +12 to hit, reach 60/240 ft., one target.
28 (6d6 + 7) bludgeoning damage. If the target is a creature and the Hit: 29 (4d10 + 7) bludgeoning damage plus 10 (3d6) cold damage.
attack roll against the target succeeds by 5 or more, the target must
succeed on a DC 20 Constitution saving throw or be stunned until Freezing Breath (Recharge 6). The giant breathes cold in a 30-
the end of its next turn. foot cone. Each creature in that area must succeed on a DC 19
Constitution saving throw. On a failed save, a creature takes 54
Rock. Ranged Weapon Attack: +11 to hit, reach 60/240 ft., one (12d8) cold damage and if the target is not immune to cold, its speed
target. Hit: 29 (4d10 + 7) bludgeoning damage. is halved, it can't take reactions, and it can take either an action or a
bonus action on its turn, not both. The effects last for 1 minute. A
creature can repeat the saving throw at the end of each of its turns,
ending the effect on itself on a success. On a successful save, a
creature takes half as much damage and suffers no other effects.

Chapter 1. Bestiary 133


Hill Giant Bruiser
Hill giant bruisers are brutish bullies that are very
accustomed to fighting creatures smaller than it,
carrying themselves with a confident swagger
when faced with the smaller enemies.
Veterans at using underhanded tactics, bruisers
will throw everything from rocks, sand, and
even small creatures just to distract opponents.
These giants also follow the standard
doctrine of giant combat, which is to rain
down boulders to soften the target before
engaging in melee.

Hill Giant Bruiser


Huge giant, chaotic evil

Armor Class 13 (natural armor)


Hit Points 115 (11d12 + 44)
Speed 40 ft.

STR DEX CON INT WIS CHA


21 (+5) 8 (-1) 19 (+4) 5 (-3) 9 (-1) 6 (-2)

Skills Perception +2
Senses passive Perception 12
Languages Giant
Challenge 6 (2,300 XP)

Overbearing. As a bonus action, the giant can make a kick attack


against a creature that is Medium or smaller.
Actions
Multiattack. The giant makes two greatclub attacks.
Greatclub. Melee Weapon Attack: +8 to hit, reach 10 ft., one
target. Hit: 18 (3d8 + 5) bludgeoning damage and the target gains
disadvantage on its next attack roll until the end of its next turn.
Kick. Melee Weapon Attack: +8 to hit, reach 5 ft., one Medium
or smaller creature. Hit: 12 (2d6 + 5) bludgeoning damage and
the target must succeed on a DC 16 Strength saving throw or be
knocked prone.
Rock. Ranged Weapon Attack: +8 to hit, reach 60/240 ft., one target.
Hit: 21 (3d10 + 5) bludgeoning damage.

134 Chapter 1. Bestiary


Hill Giant Champion of Grolantor Hill Giant Shaman of Ogrémoch
The champion of Grolantor inherits its deity’s hunger for battle Hill giant shamans of Ogrémoch are savage druids that draw
and gluttony. The champion is regarded as the leader of its tribe, their power from the evil elder elemental of Earth. As a gift from
although the only thing it does is bully its underlings for more Ogrémoch, enemies fought by the shaman that stand on earthen
food, forcing to raid nearby settlements. When it does step out of surfaces find themselves either suddenly getting stuck in mud or
its comfort zone, it fights with vicious, crazed ferocity worthy of unbalanced from the inexplicable shifting earth beneath them.
carrying the torch of Grolantor. The champion’s fervor in battle
is driven by a singular mission – that is to prove that its deity
Grolantor is the strongest among all giants and that everything
smaller than itself is food to be consumed or crushed.

Hill Giant Champion of Hill Giant Shaman of


Grolantor Ogrémoch
Huge giant, chaotic evil Huge giant, chaotic evil

Armor Class 13 (natural armor) Armor Class 13 (natural armor)


Hit Points 172 (15d12 + 75) Hit Points 157 (15d12 + 60)
Speed 40 ft. Speed 40 ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
24 (+7) 8 (-1) 21 (+5) 5 (-3) 9 (-1) 7 (-2) 21 (+5) 8 (-1) 19 (+4) 6 (-2) 15 (+2) 7 (-2)

Skills Perception +3 Skills Perception +6


Senses passive Perception 13 Senses passive Perception 16
Languages Giant Languages Giant
Challenge 10 (5,900 XP) Challenge 9 (5,000 XP)

Crush the Weak. Large or smaller creatures have disadvantage on Spellcasting. The giant is a 10th-level spellcaster. Its spellcasting
saving throws made against the giant's attacks. ability is Wisdom (spell save DC 14, +6 to hit with spell attacks). It
has the following druid spells prepared:
Indomitable (1/day). The giant can reroll a saving throw it fails. It
must use the new roll. Cantrips (at will): druidcraft, guidance, mending, produce flame
1st level (4 slots): healing word, jump, thunderwave
Actions 2nd level (3 slots): beast sense, heat metal, spike growth,
Multiattack. The giant makes two greatclub attacks. It can use spider climb
Ground Smash, Slam, or Slam Foe in place of one of its greatclub 3rd level (3 slots): erupting earth, dispel magic, lightning bolt,
attacks, if available. meld into stone
4th level (3 slots): ice storm, stone shape, stoneskin
Greatclub. Melee Weapon Attack: +11 to hit, reach 10 ft., one target.
5th level (1 slot): insect plague, passwall, wall of stone
Hit: 20 (3d8 + 7) bludgeoning damage. If the target is a Large or
smaller creature, it must succeed on a DC 19 Strength saving throw Earthbound Superiority (3/day). The giant has advantage on attack
or be knocked prone. rolls made against targets that are touching the earth. In addition,
creatures that are touching the earth have disadvantage on saving
Slam. Melee Weapon Attack: +11 to hit, reach 5 ft., one Medium or
throws made against spells cast by the giant.
smaller target. Hit: 12 (2d4 + 7) bludgeoning damage and the target
is grappled (escape DC 17) and restrained until the grapple ends, Actions
and the giant can't use Slam on another target. It can only grapple
Multiattack. The giant makes two greatclub attacks.
up to one target at a time.
Greatclub. Melee Weapon Attack: +9 to hit, reach 10 ft., one target.
Slam Foe. The giant slams a creature grappled by it into another
Hit: 18 (3d8 + 5) bludgeoning damage.
creature it can see within 5 feet of it or a solid surface. Each creature
must succeed on a DC 19 Strength saving throw or take 20 (3d8 + Rock. Ranged Weapon Attack: +9 to hit, reach 60/240 ft., one target.
7) bludgeoning damage and be stunned until the end of the giant's Hit: 21 (3d10 + 5) bludgeoning damage.
next turn. On a successful save, the target takes half the bludgeoning
damage and isn't stunned.
Rock. Ranged Weapon Attack: +11 to hit, reach 60/240 ft., one
target. Hit: 23 (3d10 + 7) bludgeoning damage.
Ground Smash (Recharge 5-6). The giant slams the ground,
triggering an earth tremor and violently pelting the area around it
with debris. All creatures on the ground within 15 feet of the giant
must succeed on a DC 19 Strength saving throw, taking 20 (3d8 + 7)
bludgeoning damage and is knocked prone on a failed save, or half
as much damage and isn't knocked prone on a successful one.

Chapter 1. Bestiary 135


Stone Giant Skirmisher
Stone giant skirmishers serve behind the front lines of a stone
giant war party. Incredibly agile and nimble, skirmishers use a
combination of stealth and speed to close the distance between its
opponents or retreat behind cover. These stone giants are master
spear and rock throwers, hitting vital points with cruel accuracy.

Stone Giant Skirmisher


Huge giant, neutral

Armor Class 17 (natural armor)


Hit Points 138 (12d12 + 60)
Speed 40 ft.

STR DEX CON INT WIS CHA


23 (+6) 16 (+3) 20 (+5) 10 (+0) 12 (+1) 9 (-1)

Saving Throws Dex +6, Con +8, Wis +4


Skills Athletics +9, Perception +4
Senses passive Perception 14
Languages Giant
Challenge 8 (3,900 XP)

Lightfooted. The giant can take the Dash or Disengage action as a


bonus action on each of its turns.
Skirmish Advantage. The giant gains advantage on the first attack
roll of its turn if it has moved to a space at least 15 feet from the
space it occupied at the start of its turn.
Stone Camouflage. The giant has advantage on Dexterity (Stealth)
checks made to hide in rocky terrain.

Actions
Multiattack. The giant makes two spear attacks.
Spear. Melee or Ranged Weapon Attack: +9 to hit, reach 15 ft. or
range 60/180 ft., one target. Hit: 16 (3d6 + 6) piercing damage, or
19 (3d8 + 6) piercing damage if used with two hands to make a
melee attack.
Rock. Ranged Weapon Attack: +9 to hit, range 60/240 ft., one target.
Hit: 29 (4d10 + 7) bludgeoning damage. If the target is a creature,
it must succeed on a DC 17 Strength saving throw or be knocked
prone.

Reactions
Rock Catching. If a rock or similar object is hurled at the giant, the
giant can, with a successful DC 10 Dexterity saving throw, catch the
missile and take no bludgeoning damage from it.
Skirmisher. When an enemy the giant can see ends its turn within
5 feet of it, the giant can move up to half its speed. This movement
doesn’t provoke opportunity attacks.

136 Chapter 1. Bestiary


Stone Giant Warden
As its title suggests, the normally solitary stone giant warden is Stone Giant Warden
a fierce guardian that serve to defend its territory. In the event of Huge giant, neutral
intruders, a warden can summon earthen pseudopods from the
ground to hold and entagle its targets. Armor Class 19 (natural armor, shield)
Hit Points 184 (16d12 + 80)
Speed 40 ft.

STR DEX CON INT WIS CHA


24 (+7) 15 (+2) 20 (+5) 10 (+0) 12 (+1) 16 (+3)

Saving Throws Dex +6, Con +9, Wis +5, Cha +7


Skills Athletics +11, Perception +5
Senses passive Perception 15
Languages Giant
Challenge 11 (7,200 XP)

Spellcasting. The giant is an 13th-level spellcaster. Its spellcasting


ability is Charisma (spell save DC 15, +7 to hit with spell attacks). It
has the following paladin spells prepared:
1st level (4 slots): compelled duel, cure wounds, ensnaring strike,
wrathful smite, speak with animals
2nd level (3 slots): aid, branding smite, magic weapon, moonbeam,
misty step
3rd level (3 slots): crusader's mantle, dispel magic, plant growth,
protection from energy
4th level (1 slot): ice storm, staggering smite, stoneskin
Stone Camouflage. The giant has advantage on Dexterity (Stealth)
checks made to hide in rocky terrain.
Smite (1/Turn). As a bonus action, when the giant hits a creature
with a weapon attack, it can expend a 1st level spell slot to deal
9 (2d8) radiant (good) or poison (evil) damage to the target. If the
giant expends a spell slot of 2nd level or higher, the extra radiant or
poison damage increases by 1d8 for each level above 1st (maximum
5d8).

Actions
Multiattack. The giant makes two warhammer attacks.
Warhammer. Melee Weapon Attack: +11 to hit, reach 10 ft., one
target. Hit: 20 (3d8 + 7) bludgeoning damage.
Rock. Ranged Weapon Attack: +11 to hit, range 60/240 ft., one
target. Hit: 29 (4d10 + 7) bludgeoning damage. If the target is a
creature, it must succeed on a DC 19 Strength saving throw or be
knocked prone.
Earth's Wrath (Recharges after a Short or Long Rest). The
giant chooses up to three creatures within 30 feet of it it can see.
Earthen pseudopods rise from the ground and grab at the target.
The creature must succeed on a DC 15 Strength or Dexterity
saving throw (its choice) or be restrained. While restrained by the
pseudopods, the creature repeats the saving throw at the end of
each of its turns. On a success, it frees itself and the pseudopods
vanish.

Reactions
Rock Catching. If a rock or similar object is hurled at the giant, the
giant can, with a successful DC 10 Dexterity saving throw, catch the
missile and take no bludgeoning damage from it.

Chapter 1. Bestiary 137


Stone Giant Thane Storm Giant Blackguard
The stone giant thane is the traditional ruler of all stone giant The once noble storm giant paladin that has strayed into the path
kind. It lives deep in its underground stone fortress and is always of evil or tempted by an archdevil, the blackguard is a creature of
surrounded by its fiercest stone giant wardens and shamans. It absolute malevolence, seeking to subjugate everything - even other
doesn't really need them, as the stone giant thane is a fearsome giants.
warrior that can draw arcane power from the earth.

Storm Giant Blackguard


Huge giant, chaotic evil

Armor Class 17 (half plate)


Stone Giant Thane Hit Points 275 (22d12 + 132)
Speed 50 ft., swim 50 ft.
Huge giant, neutral
STR DEX CON INT WIS CHA
Armor Class 18 (natural armor) 29 (+9) 14 (+2) 22 (+6) 17 (+3) 18 (+4) 20 (+5)
Hit Points 195 (17d12 + 85)
Speed 40 ft. Saving Throws Str +15, Con +12, Wis +10, Cha +11
Skills Arcana +9 Athletics +15, History +9, Perception +10
STR DEX CON INT WIS CHA Damage Resistances cold
25 (+7) 15 (+2) 20 (+5) 10 (+0) 17 (+3) 14 (+2) Damage Immunities lightning, thunder
Senses passive Perception 20
Saving Throws Dex +7, Con +10, Wis +8, Cha +7 Languages Giant
Skills Athletics +12, Perception +8 Challenge 17 (18,000 XP)
Senses passive Perception 18
Languages Giant Amphibious. The giant can breathe air and water.
Challenge 13 (7,200 XP)
Aura of Conquest. If the giant isn't incapacitated, a creature
frightened of the giant that starts its turn within 30 feet of the giant
Innate Spellcasting. The giant's innate spellcasting ability is
takes 10 (3d6) psychic damage and has its speed is reduced to 0.
Wisdom (spell save DC 16). The giant can innately cast the
following spells, without providing material components: Innate Spellcasting. The giant's innate spellcasting ability is
3/day each: erupting earth, meld into stone, stone shape Charisma (spell save DC 19). It can innately cast the following
1/day each: bones of the earth, stoneskin, wall of stone spells, without providing material components:
At will: detect magic, feather fall, levitate, light
Stone Camouflage. The giant has advantage on Dexterity (Stealth)
3/day each: control weather, water breathing
checks made to hide in rocky terrain.
Spellcasting. The giant is an 17th-level spellcaster. Its spellcasting
Actions ability is Charisma (spell save DC 19, +11 to hit with spell attacks).
Multiattack. The giant makes two maul attacks. It has the following paladin spells prepared:
Maul. Melee Weapon Attack: +12 to hit, reach 10 ft., one target. 1st level (4 slots): armor of Agathys, command, compelled duel,
Hit: 26 (3d12 + 7) bludgeoning damage. If the target is a creature, detect evil and good, wrathful smite
it must succeed on a DC 20 Strength saving throw or be knocked 2nd level (3 slots): branding smite, hold person, magic weapon,
prone. If a target's saving throw fails by 5 or more, the creature is spiritual weapon
also stunned until the end of its next turn. 3rd level (3 slots): bestow curse, blinding smite, dispel magic, fear
4th level (3 slots): banishment, death ward, dominate beast,
Rock. Ranged Weapon Attack: +12 to hit, range 60/240 ft., one stoneskin
target. Hit: 29 (4d10 + 7) bludgeoning damage. If the target is a 5th level (1 slot): cloudkill, destructive wave, dominate person, geas
creature, it must succeed on a DC 20 Strength saving throw or be
knocked prone. Smite (1/Turn). As a bonus action, when the giant hits a creature
with a weapon attack, it can expend a 1st level spell slot to deal 9
Legendary Actions (2d8) lightning or necrotic damage to the target. If the giant expends
The giant can take 3 legendary actions, choosing from the options a spell slot of 2nd level or higher, the extra lightning or necrotic
below. Only one legendary action option can be used at a time and damage increases by 1d8 for each level above 1st (maximum 5d8).
only at the end of another creature's turn. The giant regains spent
legendary actions at the start of its turn. Actions
Move. The giant moves up to half its speed. Multiattack. The giant makes two greatsword attacks.
Direct Ally (Costs 2 Actions). The giant targets one ally it can see Greatsword. Melee Weapon Attack: +15 to hit, reach 10 ft., one
within 30 feet of it. If the target can see and hear the giant, the target. Hit: 30 (6d6 + 9) slashing damage plus 9 (2d8) lightning
target can use its reaction to move up to half its speed and make damage. If the target is a creature, it must succeed on a DC 18
one weapon attack. Wisdom saving throw or be frightened until the end of its next turn.
Maul (Costs 2 Actions). The giant makes a maul attack.
Cast a Spell (Costs 3 Actions). The giant casts a spell from its Rock. Ranged Weapon Attack: +15 to hit, range 60/240 ft., one
list of innate spells, using a spell slot as normal. target. Hit: 35 (4d12 + 9) bludgeoning damage.
Lightning Strike (Recharge 5-6). The giant hurls a magical lightning
Reactions bolt at a point it can see within 500 feet of it. Each creature within
Rock Catching. If a rock or similar object is hurled at the giant, the 10 feet of that point must make a DC 19 Dexterity saving throw,
giant can, with a successful DC 10 Dexterity saving throw, catch the taking 63 (14d8) lightning damage on a failed save, or half as much
missile and take no bludgeoning damage from it. damage on a successful one.

138 Chapter 1. Bestiary


Storm Giant War Caster
The storm giant war caster is master of both martial and arcane
arts. Toughened by years of training and battle, the storm giant
can concentrate on maintaining spells better than most mages.
Good storm giant war casters usually have good diplomatic ties
with good-aligned kingdoms and societies and maintain trade
agreements with them. Evil storm giant war casters are solitary
and scheme within their floating castles atop stormy clouds that
are guarded by evil cloud giants.

Storm Giant War Caster


Huge giant, chaotic good (50%) or chaotic evil (50%)

Armor Class 16 (scale mail)


Hit Points 253 (22d12 + 110)
Speed 50 ft., swim 50 ft.

STR DEX CON INT WIS CHA


29 (+9) 14 (+2) 20 (+5) 17 (+3) 18 (+4) 18 (+4)

Saving Throws Str +14, Con +10, Wis +9, Cha +9


Skills Arcana +8 Athletics +14, History +8, Perception +9
Damage Resistances cold
Damage Immunities lightning, thunder
Senses passive Perception 19
Languages Giant
Challenge 15 (13,000 XP)

Amphibious. The giant can breathe air and water.


Battle Concentration. The giant has advantage on Constitution
saving throws that it makes to maintain concentration on a spell
when it takes damage.
Innate Spellcasting. The giant's innate spellcasting ability is
Charisma (spell save DC 17). It can innately cast the following
spells, without providing material components:
At will: detect magic, feather fall, gust of wind, levitate, light
3/day each: call lightning, control weather, lightning bolt, tidal wave,
water breathing
War Magic. When the giant uses its action to cast a spell, it can
make one greatsword attack as a bonus action.

Actions
Multiattack. The giant makes two greatsword attacks or two
longbow attacks. If it is available, it can use Lightning Strike in
place of one of these attacks.
Greatsword. Melee Weapon Attack: +14 to hit, reach 10 ft., one
target. Hit: 30 (6d6 + 9) slashing damage. If the target is a creature,
it must succeed on a DC 18 Wisdom saving throw or be frightened
until the end of its next turn.
Longbow. Ranged Weapon Attack: +7 to hit, range 150/600 ft., one
target. Hit: 15 (3d8 + 2) piercing damage plus 9 (2d8) lightning
damage.
Rock. Ranged Weapon Attack: +14 to hit, range 60/240 ft., one
target. Hit: 35 (4d12 + 9) bludgeoning damage.
Lightning Strike (Recharge 5-6). The giant hurls a magical lightning
bolt at a point it can see within 500 feet of it. Each creature within
10 feet of that point must make a DC 17 Dexterity saving throw,
taking 63 (14d8) lightning damage on a failed save, or half as much
damage on a successful one.

Chapter 1. Bestiary 139


Giffs
Giff Captain Giff Sharpshooter
Giff captains are squad leaders in a unit of giffs. These decorated Giff sharpshooters are eagle-eyed gunmen that are unmatched
veterans gain their rank through decisive victories and their with their use of their muskets and pistols. While all giffs are
ability to make tactical decisions in combat. Using their improved adept marksmen, sharpshooters have a higher than normal
battlefield awareness, giff captains can command and maneuver aptitude for shooting.
their fellow giffs to ensure that any skirmish tips in their favor. Sharpshooters are armed with their standard musket and pair of
pistols. They also carry a longsword in case the battle comes too
close to their location.

Giff Captain Giff Sharpshooter


Medium humanoid, lawful neutral Medium humanoid, lawful neutral

Armor Class 16 (breastplate) Armor Class 15 (studded leather)


Hit Points 102 (12d8 + 48) Hit Points 75 (10d8 + 30)
Speed 30 ft. Speed 30 ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
20 (+5) 15 (+2) 18 (+4) 12 (+1) 12 (+1) 12 (+1) 18 (+4) 16 (+3) 17 (+3) 11 (+0) 12 (+1) 12 (+1)

Saving Throws Str +8, Dex +5, Con +7 Skills Perception +3


Skills Perception +4 Senses passive Perception 13
Senses passive Perception 14 Languages Common
Languages Common Challenge 4 (1,100 XP)
Challenge 5 (1,800 XP)
Headfirst Charge. The giff can try to knock a creature over; if the
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
giff moves at least 20 feet in a straight line that ends with in 5 feet of a Large or smaller creature, that creature must succeed on a DC 14
a Large or smaller creature, that creature must succeed on a DC 15 Strength saving throw or take 7 (2d6) bludgeoning damage and be
Strength saving throw or take 7 (2d6) bludgeoning damage and be knocked prone.
knocked prone.
Firearms Knowledge. The giff's mastery of its weapons enables it to
Firearms Knowledge. The giff's mastery of its weapons enables it to ignore the loading property of muskets and pistols.
ignore the loading property of muskets and pistols.
Sharpshooter. The giff's ranged weapon attacks ignore half cover
Actions and three-quarters cover and attacking at long range doesn't impose
Multiattack. The giff makes three longsword attacks or three pistol disadvantage on the giff's ranged weapon attack rolls.
attacks. It can use Command, Maneuver Allies, or Fragmentation Steady Aim (3/Day). As a bonus action, the giff takes careful aim at a
Grenade in place of one of these attacks. creature it can see within range of its ranged weapon. Until the end
Longsword. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. of its turn, the giff deals an an extra 10 (3d6) damage with each of its
Hit: 9 (1d8 + 5) slashing damage, or 10 (1d10 + 5) slashing damage ranged weapon attacks against the target.
if used with two hands. Actions
Musket. Ranged Weapon Attack: +5 to hit, range 40/120 ft., one Multiattack. The giff makes two pistol attacks.
target. Hit: 8 (1d12 + 2) piercing damage.
Longsword. Melee Weapon Attack: +6 to hit, reach 5 ft., one target.
Pistol. Ranged Weapon Attack: +5 to hit, range 30/90 ft., one target. Hit: 8 (1d8 + 4) slashing damage, or 9 (1d10 + 4) slashing damage if
Hit: 7 (1d10 + 2) piercing damage. used with two hands.
Command. The giff targets one ally it can see within 30 feet of it. If Musket. Ranged Weapon Attack: +5 to hit, range 40/120 ft., one
the target can see and hear the giff, the target can make one weapon target. Hit: 9 (1d12 + 3) piercing damage.
attack as a reaction.
Pistol. Ranged Weapon Attack: +5 to hit, range 30/90 ft., one target.
Maneuver Allies (Recharge 5-6). Up to four allies within 60 feet of Hit: 8 (1d10 + 3) piercing damage.
this giff that can hear it can each use their reaction to move up to
half their speed without provoking opportunity attacks. Fragmentation Grenade (1/day). The giff throws a grenade up to
60 feet. Each creature within 20 feet of the grenade's detonation
Fragmentation Grenade (1/day). The giff throws a grenade up to must make a DC 15 Dexterity saving throw, taking 17 (5d6) piercing
60 feet. Each creature within 20 feet of the grenade's detonation damage on a failed save, or half as much damage on a successful
must make a DC 15 Dexterity saving throw, taking 17 (5d6) piercing one.
damage on a failed save, or half as much damage on a successful
one.

140 Chapter 1. Bestiary


Goblins Goblin Assassin
Small humanoid (goblinoid), chaotic evil

Armor Class 16 (studded leather)


Hit Points 40 (9d6 + 9)
Speed 30 ft.
Goblin Assassin
The most talented of goblin sneaks and thugs eventually become STR DEX CON INT WIS CHA
assassins. Nimble and agile, these goblins are sent by their 8 (-1) 18 (+4) 12 (+1) 12 (+1) 10 (+0) 8 (-1)
chieftains to take out key enemy targets, such as guard captains,
village elders, town mayors, and priests, without getting noticed. Saving Throws Dex +6, Int +3
Skills Acrobatics +8, Deception +1, Perception +2, Stealth +8
Senses darkvision 60 ft., passive Perception 12
Languages Common, Goblin
Challenge 3 (700 XP)

Assassinate. During its first turn, the goblin has advantage on attack
rolls against any creature that hasn't taken a turn. Any hit the goblin
scores against a surprised creature is a critical hit.
Nimble Escape. The goblin can take the Disengage or Hide action as
a bonus action on each of its turns.
Sneak Attack (1/Turn). The goblin deals an extra 14 (4d6) damage
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 goblin
that isn't incapacitated and the goblin doesn't have disadvantage on
the attack roll.

Actions
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, and the
target must succeed on a DC 11 Constitution saving throw, taking 10
(3d6) poison damage on a failed save, or half as much damage on a
successful one.
Shortbow. Ranged Weapon Attack: +6 to hit, range 80/320 ft., one
target. Hit: 7 (1d6 + 4) piercing damage, and the target must succeed
on a DC 11 Constitution saving throw, taking 10 (3d6) poison
damage on a failed save, or half as much damage on a successful
one.

Chapter 1. Bestiary 141


Goblin King
Small humanoid (goblinoid), chaotic evil
Goblin King
Armor Class 18 (breast plate, shield) The most powerful goblin chieftain in the region often takes the
Hit Points 78 (12d6 + 36) mantle of the goblin king, who alone can mobilize all goblin tribes
Speed 30 ft. within its territory for war. This means the goblin king is well-
known and may have uneasy alliances with evil giants, orcs, and
STR DEX CON INT WIS CHA other goblinoids.
10 (+0) 16 (+3) 16 (+3) 10 (+0) 12 (+1) 14 (+2) Its presence both terrorizes and rallies its underlings, who
fall over themselves trying to follow and satisfy their king's
Skills Deception +5, Perception + 4, Stealth +9 commands.
Senses darkvision 60 ft., passive Perception 14
Languages Goblin
Challenge 8 (3,900 XP)
Goblin Sharpshooter
Aura of Fervor. An ally that is within 30 feet of the goblin and Skilled and talented goblin archers and hunters become
can see and hear this goblin has advantage to saving throws sharpshooters. Experts with the shot bow and the javelin,
against being charmed and frightened, and all attack rolls against sharpshooters are steady with their aim, with the ability to shoot
enemies within 30 feet of the goblin, provided that the goblin isn't dead a target in cover.
incapacitated.
Nimble Escape. The goblin can take the Disengage or Hide action as
a bonus action on each of its turns.
Indomitable (1/Day). The goblin rerolls a failed save. It must use the
new roll.
Sneak Attack (1/Turn). The goblin deals an extra 14 (4d6) damage
Goblin Sharpshooter
when it hits a target with a weapon attack and has advantage on the Small humanoid (goblinoid), chaotic evil
attack roll, or when the target is within 5 feet of an ally of the goblin
that isn't incapacitated and the goblin doesn't have disadvantage on Armor Class 16 (studded leather)
the attack roll. Hit Points 24 (7d6)
Speed 30 ft.
Actions
Multiattack. The goblin makes two scimitar attacks. STR DEX CON INT WIS CHA
8 (-1) 18 (+4) 10 (+0) 10 (+0) 10 (+0) 8 (-1)
Scimitar. Melee Weapon Attack: +6 to hit, reach 5 ft., one target.
Hit: 6 (1d6 + 3) slashing damage plus 7 (2d6) poison damage.
Skills Perception +4, Stealth +8
Legendary Actions Senses darkvision 60 ft., passive Perception 14
Languages Common, Goblin
The goblin can take 3 legendary actions, choosing from the options Challenge 2 (450 XP)
below. Only one legendary action option can be used at a time and
only at the end of another creature's turn. The goblin regains spent
legendary actions at the start of its turn. Nimble Escape. The goblin can take the Disengage or Hide action as
a bonus action on each of its turns.
Move. The goblin moves up to half its speed without provoking
opportunity attacks. Sharpshooter. The goblin's ranged weapon attacks ignore half cover
Scimitar The goblin makes a scimitar attack. and three-quarters cover and attacking at long range doesn't impose
Bark Command (Costs 2 Actions). The goblin targets up to three disadvantage on the goblin's ranged weapon attack rolls.
goblinoid allies it can see within 30 feet of it. If the target can see Steady Aim (3/Day). As a bonus action, the goblin takes careful aim at
and hear the goblin, the target can use its reaction to make one a creature it can see within range of its ranged weapon. Until the end
weapon attack with disadvantage on the attack roll. of its turn, the goblin deals an an extra 3 (1d6) damage with each of
Reactions its ranged weapon attacks against the target.
Redirect Attack. When a creature the goblin can see targets it with Actions
an attack, the goblin chooses another goblin within 5 feet of it. The Multiattack. The goblin makes two javelin attacks or two shortbow
two goblins swap places, and the chosen goblin becomes the target attacks.
instead.
Javelin. Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or
range 30/120 ft., one target. Hit: 7 (1d6 + 4) piercing damage.
Shortbow. Ranged Weapon Attack: +6 to hit, range 80/320 ft., one
target. Hit: 7 (1d6 + 4) piercing damage.

142 Chapter 1. Bestiary


Goblin Sorcerer Goblin Worg Rider
A goblin sorcerer is treated as a hero by its kin, as it is very rare Goblin rangers who are adept at handling and taking care of
for a goblin to practice the arcane arts, especially one that can cast wolves and worgs eventually become worg riders. These goblins
fireball - the most hated and feared spell of the goblins. Due to are adept at mounted combat. They favor the scimitar and javelin
this ability, a goblin sorcerer becomes a tribe's leader or one of the as its choice weapons while taking advantage of the worg’s
chieftain's advisers. insatiable appetite for killing as it charges into battle.
While adventurers usually prepare for the occasional hobgoblin,
bugbear, or goblin chieftain to be the leader of a den, they find
themselves rudely surprised – and sometimes killed – by a wild
fireball straight from the spindly fingers of a grinning goblin
sorcerer.

Goblin Sorcerer Goblin Worg Rider


Small humanoid (goblinoid), chaotic evil Small humanoid (goblinoid), chaotic 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 (+1) 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 4 (1,100 XP) Challenge 1 (200 XP)

Nimble Escape. The goblin can take the Disengage or Hide action as Mounted Advantage. While mounted, the goblin has advantage on
a bonus action on each of its turns. melee attack rolls against a Medium or smaller creature.
Spellcasting. The goblin is a 5th-level spellcaster. Its spellcasting Mounted Charge. If the goblin, while mounted, moves at least 10
ability is Charisma (spell save DC 12, +4 to hit with spell attacks). It feet straight toward a creature and then hits it with a melee attack
has the following sorcerer spells prepared: on the same turn, the target takes an extra 3 (1d6) weapon damage
Cantrips (at will): fire bolt, mage hand, minor illusion, poison spray and must succeed on a DC 12 Strength saving throw or be knocked
1st level (4 slots): burning hands, mage armor, shield prone. If the target is prone, the goblin's worg mount can use its
2nd level (3 slots): levitate, scorching ray, mirror image reaction to make one bite attack against it.
3rd level (2 slots): fireball
Nimble Escape. The goblin can take the Disengage or Hide action as
Sorcery Points. The goblin has 5 sorcery points. It can spend 1 or a bonus action on each of its turns.
more sorcery points to gain one of the following benefits:
Empowered Spell: When the goblin rolls damage for a spell, it can
Actions
spend 1 sorcery point to reroll up to 3 damage dice. It must use the Multiattack. The goblin makes two scimitar attacks or two javelin
new rolls. It can use Empowered Spell even if it has already used a attacks. It can use Worg Bite in place of one of these attacks.
different Metamagic option during the casting of the spell. Scimitar. Melee Weapon Attack: +4 to hit, reach 5 ft., one target.
Quickened Spell: When the goblin casts a spell that has a casting Hit: 5 (1d6 + 2) slashing damage.
time of 1 action, the giant can spend 2 sorcery points to change the
casting time to 1 bonus action for this casting. 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.
Actions Worg Bite. The goblin's worg mount makes uses its reaction to make
Dagger. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or one bite attack.
range 20/60 ft., one target. Hit: 4 (1d4 + 2) piercing damage.

Chapter 1. Bestiary 143


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
bone golem 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 sentries as an extra precaution
against divine spellcasters that may be prepared against
their undead armies.

Bone Golem would alter its form.


Large construct, unaligned Magic Resistance. The golem has advantage on saving throws
against spells and other magical effects.
Armor Class 13 (natural armor) Magic Weapons. The golem's weapon attacks are magical.
Hit Points 95 (10d10 + 40)
Speed 40 ft. Actions
Multiattack. The golem makes four attacks: one with its longsword,
STR DEX CON INT WIS CHA one with its battleaxe, and twice with its slam.
20 (+5) 9 (-1) 18 (+4) 6 (-2) 8 (-1) 1 (-5)
Sword. 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 from nonmagical attacks that aren't Axe. Melee Weapon Attack: +8 to hit, reach 10 ft., one target.
adamantine 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 creatore 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) feet of it during its movement. Each target must succeed on a DC 16
Dexterity saving throw or take 23 (4d8 + 5) slashing damage and 23
Immutable Form. The golem is immune to any spell or effect that (4d8 + 5) bludgeoning damage.

144 Chapter 1. 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.

Immutable Form. The golem is immune to any spell or effect that


Mud Golem would alter its form.
Large construct, unaligned
Magic Resistance. The golem has advantage on saving throws
against spells and other magical effects.
Armor Class 12 (natural armor)
Hit Points 85 (9d10 + 36) Magic Weapons. The golem's weapon attacks are magical.
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
STR DEX CON INT WIS CHA
weapon becomes stuck to the golem's body. If the weapon's wielder
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
Damage Immunities acid, poison, psychic; bludgeoning, piercing, can pull the weapon free by taking an action to make a DC 15
and slashing from nonmagical attacks that aren't adamantine Strength check and succeeding.
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 creatore but can' t
speak Slam. Melee Weapon Attack: +8 to hit, reach 15 ft., one target.
Challenge 6 (2,300 XP) Hit: 14 (2d8 + 5) bludgeoning damage and the target is grappled
(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.
False Appearance. While the golem remains motionless, it is The golem can grapple up to one Large creature or two Medium or
indistinguishable from a normal mudheap. smaller creatures at a time.

Chapter 1. Bestiary 145


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.

Girallon Alpha Keen Smell. The girallon has advantage on Wisdom (Perception)
checks that rely on smell.
Huge monstrosity, unaligned
Actions
Armor Class 15 (natural armor)
Multiattack. The girallon makes five attacks: one with its bite and
Hit Points 184 (16d12 + 80)
four with its claws. It can use Body Slam in place of two claw
Speed 40 ft., climb 40 ft.
attacks.
STR DEX CON INT WIS CHA Bite. Melee Weapon Attack: +11 to hit, reach 5 ft., one target.
24 (+7) 16 (+3) 20 (+5) 5 (-3) 14 (+2) 8 (-1) Hit: 14 (2d6 + 7) piercing damage.
Claw. Melee Weapon Attack: +11 to hit, reach 5 ft., one target.
Skills Perception +6, Stealth +7 Hit: 14 (2d6 + 7) slashing damage. If the target is Large or smaller,
Senses darkvision 60 ft., passive Perception 16 it is grappled (escape DC 17) and restrained until the grapple ends.
Languages ----- Until this grapple ends, the target is restrained, and the girallon
Challenge 10 (5,900 XP) can't use one of its claws on another target. A girallon can grapple
up to two Large targets, one Large and two Medium targets, or four
Aggressive. As a bonus action, the girallon can move up to its speed Medium or smaller targets.
toward a hostile creature that it can see. Body Slam. The girallon slams creatures grappled by it into each
Pack Tactics. The girallon has advantage on an attack roll against other or a solid surface. Each creature must succeed on a DC 19
a creature if at least one of the girallon's allies is within 5 feet of the Strength saving throw or take 21 (4d6 + 7) bludgeoning damage and
creature and the ally isn't incapacitated. be stunned until the end of the girallon's next turn. On a successful
save, the target takes half the bludgeoning damage and isn't
Packmaster. A girallon ally that starts its turn within 30 feet of this stunned.
girallon that can see or hear this girallon gains Pack Tactics until
the start of its next turn, provided this girallon isn't incapacitated.

146 Chapter 1. Bestiary


Girallon Berserker
Girallon Berserker A berserkers is an aggressive girallon that will attack anything
Large monstrosity, unaligned encroaching its territory. When provoked, a berserker will rush
headlong into battle and use its four muscular arms to slash and
Armor Class 14 (natural armor) grab its victims. While girallons bear no weapons, intruders know
Hit Points 76 (9d10 + 27) better than to be within reach of its arms, as the girallon’s steel-
Speed 40 ft., climb 40 ft. like grip offers almost no escape, and will usually end with an
earth-shattering slam to the ground if caught.
STR DEX CON INT WIS CHA
20 (+5) 16 (+3) 16 (+3) 5 (-3) 12 (+1) 7 (-2)

Skills Perception +4, Stealth +6 Girallon of Xvim


Senses darkvision 60 ft., passive Perception 14 As with all beasts of Xvim, this girallon is abnormally stronger,
Languages -----
fiercer, and more malevolent than the rest of its kind. It roams
Challenge 5 (1,800 XP)
forests in solitude, attacking and killing anything that intrudes its
territory with a sinister glee, including other girallon. Its eyes glow
Aggressive. As a bonus action, the girallon can move up to its speed and burn in the dark and its once majestic white fur is now caked
toward a hostile creature that it can see. with dried blood from years of slaughter.
Keen Smell. The girallon has advantage on Wisdom (Perception)
checks that rely on smell.
Reckless. At the start of its turn, the girallon can gain advantage
on all melee weapon attack rolls during that turn, but attack rolls
against it have advantage until the start of its next turn.

Actions
Girallon of Xvim
Large monstrosity, lawful evil
Multiattack. The girallon makes five attacks: one with its bite and
four with its claws. It can use Body Slam in place of two claw Armor Class 14 (natural armor)
attacks. Hit Points 66 (7d10 + 28)
Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Speed 40 ft., climb 40 ft.
Hit: 8 (1d6 + 5) piercing damage.
STR DEX CON INT WIS CHA
Claw. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. 20 (+5) 16 (+3) 18 (+4) 5 (-3) 12 (+1) 14 (+2)
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.
Until this grapple ends, the target is restrained, and the girallon Skills Perception +4, Stealth +6
can't use one of its claws on another target. A girallon can grapple Damage Resistances bludgeoning, piercing, and slashing from
up to two targets. nonmagical weapons
Condition Immunities frightened, poisoned
Body Slam. The girallon slams creatures grappled by it into each Senses darkvision 60 ft., passive Perception 14
other or a solid surface. Each creature must succeed on a DC 16 Languages -----
Strength saving throw or take 12 (2d6 + 5) bludgeoning damage and Challenge 6 (2,300 XP)
be stunned until the end of the girallon's next turn. On a successful
save, the target takes half the bludgeoning damage and isn't
Aggressive. As a bonus action, the girallon can move up to its speed
stunned.
toward a hostile creature that it can see.
Keen Smell. The girallon has advantage on Wisdom (Perception)
checks that rely on smell.

Smite Good (3/day). As a bonus action, the girallon deals an extra


9 (2d8) necrotic damage when it hits a good-aligned target with a
weapon attack.

Actions
Multiattack. The girallon makes five attacks: one with its bite and
four with its claws.
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 5 ft., one target.
Hit: 8 (1d6 + 5) slashing damage.
Frightful Presence. Each creature of the girallon's choice that is
within 30 feet of the girallon and aware of it must succeed on a
DC 13 Wisdom saving throw or become frightened for 1 minute. A
creature can repeat the saving throw at the end of each of its turns,
ending the effect on itself on a success. If a creature's saving throw
is successful or the effect ends for it, the creature is immune to the
girallon's Frightful Presence for the next 24 hours.

Chapter 1. Bestiary 147


Githyanki Githyanki Captain
Medium humanoid, lawful evil

Armor Class 17 (half plate)


Hit Points 78 (12d8 + 24)
Speed 30 ft.

STR DEX CON INT WIS CHA


16 (+3) 14 (+2) 14 (+2) 13 (+1) 14 (+2) 12 (+1)

Saving Throws Con +5, Int +4, Wis +5


Senses passive Perception 12
Languages Gith
Challenge 5 (1,800 XP)

Innate Spellcasting (Psionics). The githyanki's innate spellcasting


ability is Intelligence. It can innately cast the following spells,
requiring no components:
At will: mage hand (the hand is invisible)
3/day each: jump, misty step, nondetection (self only)

Githyanki Captain Actions


Githyanki captains are veteran soldiers that lead its war party into Multiattack. The githyanki makes two greatsword attacks. It can
use Command or Maneuver Allies in place of one of these attacks.
raids. They give strategic commands to their allies and are able to
manuever them in advantageous positions with ease. Greatsword. Melee Weapon Attack: +6 to hit., reach 5 ft., one target.
Captains can usually be found maneuvering their units while Hit: 10 (2d6 + 3) slashing damage plus 7 (2d6) psychic damage.
aboard its astral vessel, or in combat sitting on the back of a red Command. The githyanki targets one ally it can see within 30 feet of
dragon. it. If the target can see and hear the githyanki, the target can make
one weapon attack as a reaction.
Maneuver Allies (Recharge 5-6). Up to four allies within 60 feet of
this githyanki that can hear it can each use their reaction to move up
to half their speed without provoking opportunity attacks.

148 Chapter 1. Bestiary


Githyanki Psi-Blade Githyanki Pyromind
Psi-blades are phenomenal githyanki warriors that have 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.

Githyanki Psi-Blade Githyanki Pyromind


Medium humanoid, lawful evil Medium humanoid, lawful evil

Armor Class 17 (half plate) Armor Class 14 (studded leather)


Hit Points 136 (21d8 + 42) Hit Points 104 (16d8 + 32)
Speed 30 ft. Speed 30 ft.

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) Challenge 7 (2,900 XP)

Innate Spellcasting (Psionics). The githyanki's innate spellcasting Flaming Weapon. As a bonus action, the githyanki can imbue its
ability is Intelligence (spell save DC 15, +7 with spell attacks). It can melee weapon with fire. For 1 minute, the weapon deals an extra
innately cast the following spells, requiring no components: 1d6 fire damage (included in the attack).
At will: mage hand (the hand is invisible) Innate Spellcasting (Psionics). The githyanki's innate spellcasting
3/day each: jump, misty step, nondetection (self only) ability is Intelligence (spell save DC 15, +7 with spell attacks). It can
1/day each: plane shift, telekinesis innately cast the following spells, requiring no components:
Actions At will: fire bolt (2d10 damage), mage hand (the hand is invisible)
3/day each: burning hands, jump, misty step, nondetection (self only)
Multiattack. The githyanki makes two longsword attacks and uses 1/day each: plane shift, telekinesis
Psionic Blast. It can use Ego Whip, Psychic Blast, or Psychic Crush
in place of Psionic Blast. Actions
Longsword. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Multiattack. The githyanki makes two dagger attacks. It can use
Hit: 7 (1d8 + 3) slashing damage, or 8 (1d10 + 3) slashing damage if Combustion, Rolling Flame, or Detionation in place of one of these
used with two hands, plus 18 (4d8) psychic damage. attacks.
Psionic Blast. Ranged Spell Attack: +7 to hit, range 60 ft., one Dagger. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or
target. Hit: 9 (2d8) psychic damage. range 20/60 ft., one target. Hit: 4 (1d4 + 2) piercing damage plus 3
(1d6) fire damage plus 10 (3d6) psychic damage.
Ego Whip (Recharges 5-6). One creature the githyanki can see
within 60 feet of it must make a DC 15 Intelligence saving throw. On Combustion. One creature or object the githyanki can see within
a failed save, the creature takes 13 (3d8) psychic damage, and it is 120 feet of it must make a DC 15 Constitution save. On a failed
filled with self-doubt, leaving it able to use its action on its next turn save, the target takes 27 (5d10) fire damage and it catches on fire,
only to take the Dodge, Disengage, or Hide action. On a successful taking 5 (1d10) fire damage at the end of each of its turns until the
saving throw, the target takes half as much damage. githyanki's concentration is broken (as if concentrating on a spell) or
a creature adjacent to it extinguishes the flames with an action. On a
Psychic Blast (Recharge 6). The githyanki unleashes devastating
successful save, the target takes half as much damage.
psychic energy in a 60-foot cone. Each creature in that area must
make a DC 15 Intelligence saving throw, taking 36 (8d8) psychic Rolling Flame (Recharges 5-6). The githyanki creates fire in a
damage on a failed save, or half as much damage on a successful 20-foot-by-20-foot cube within 5 feet of it. The fire lasts until the
one. githyanki's concentration is broken (as if concentrating on a spell).
Any creature in that area when it uses this ability and any creature
Psychic Crush (Recharges after a Long Rest). The githyanki
that ends its turn there takes 5 (1d10) fire damage.
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. make a DC 15 Constitution saving throw, taking 42 (12d6) fire
damage and being knocked prone on a failed save, or half as much
damage on a successful one.

Chapter 1. Bestiary 149


Githzerai Githzerai Cenobite
Medium humanoid, lawful neutral

Armor Class 16
Hit Points 55 (10d8 + 10)
Speed 30 ft.

STR DEX CON INT WIS CHA


12 (+1) 16 (+3) 12 (+1) 13 (+1) 16 (+3) 10 (+1)

Saving Throws Str +3, Dex +5, Int +3, Wis +5


Skills Insight +5, Perception +5
Senses passive Perception 15
Languages Gith
Challenge 4 (1,100 XP)
Githzerai Cenobite
Cenobites are ascetic githzerai that are highly skilled in the art of Innate Spellcasting (Psionics). The githzerai's innate spellcasting
unarmed combat. Cenobites do not rely on armor or weapons, and ability is Wisdom. It can innately cast the following spells, requiring
only utilize spell-like psionic abilities aimed to augment its fighting no components:
abilities. They are able to read and predict the movements of their At will: mage hand (the hand is invisible)
enemies and respond with deadly accuracy. 3/day each: feather fall, jump, see invisibility, shield
Psychic Defense. While the githzerai is wearing no armor and
wielding no shield, its AC includes its Wisdom modifier.
Trace Chance (Recharge 5-6). As a bonus action, the githzerai
chooses a target it can see within 30 feet of it. The githzerai gains
advantage on the next melee attack roll it makes against the target
and if it hits, it is a critical hit.

Actions
Multiattack. The githzerai makes two unarmed strikes.
Unarmed Strike. Melee Weapon Attack: +5 to hit, reach 5 ft., one
target. Hit: 8 (1d10 + 3) bludgeoning damage plus 9 (2d8) psychic
damage. This is a magic weapon attack.

150 Chapter 1. Bestiary


Githzerai Lightning Fist Githzerai Shadowmind
Lightning fists are githzerai that have mastered the use of Githzerai shadowminds are martial artists that are able to
electricity. Lightning crackles constantly from their fists. Using its create psychic static that disrupts their enemies' ability to
psionic abilities, these giths can hurl bolts of lightning, unleash think clearly and defend themselves properly. They are highly
a line of lightning through its enemies while riding through the valued by githzerai war bands for their ability to create openings,
light and electricity and teleporting to a new position, and create a leave targets vulnerable, and break the concentration of enemy
devastating explosion of lightning and thunder in an area of their spellcasters.
choosing.

Githzerai Lightning Fist


Medium humanoid, lawful neutral

Armor Class 18
Hit Points 91 (14d8 + 28)
Speed 30 ft. Githzerai Shadowmind
Medium humanoid, lawful neutral
STR DEX CON INT WIS CHA
12 (+1) 18 (+4) 14 (+2) 16 (+3) 18 (+4) 10 (+0)
Armor Class 17
Saving Throws Str +5, Dex +8, Int +7, Wis +8 Hit Points 78 (12d8 + 24)
Skills Insight +8, Perception +8 Speed 30 ft.
Senses passive Perception 18
STR DEX CON INT WIS CHA
Languages Gith
12 (+1) 16 (+3) 14 (+2) 16 (+3) 18 (+4) 12 (+1)
Challenge 9 (5,000 XP)
Saving Throws Str +4, Dex +6, Int +6, Wis +7
Innate Spellcasting (Psionics). The githzerai's innate spellcasting Skills Insight +9, Perception +9
ability is Wisdom (spell save DC 16). It can innately cast the Senses passive Perception 19
following spells, requiring no components: Languages Gith
At will: mage hand (the hand is invisible) Challenge 7 (2,900 XP)
3/day each: feather fall, jump, see invisibility, shield, thunder clap
1/day: haste Innate Spellcasting (Psionics). The githzerai's innate spellcasting
Shocking Weapon. As a bonus action, the githzerai can imbue its ability is Wisdom (spell save DC 15). It can innately cast the
melee weapon with lightning. For 1 minute, the weapon deals an following spells, requiring no components:
extra 1d8 lightning damage (included in the attack). At will: mage hand (the hand is invisible)
Psychic Defense. While the githzerai is wearing no armor and 3/day each: feather fall, jump, mind spike, see invisibility, shield
wielding no shield, its AC includes its Wisdom modifier. 1/day: telekinesis
Psychic Defense. While the githzerai is wearing no armor and
Actions wielding no shield, its AC includes its Wisdom modifier.
Multiattack. The githzerai makes two unarmed strikes and uses
Hungry Lightning. It can use Lightning Leap or Storm Clap in place Actions
of Hungry Lightning. Multiattack. The githzerai makes two unarmed strikes and uses
Unarmed Strike. Melee Weapon Attack: +8 to hit, reach 5 ft., one Distracting Haze. It can use Daze or Mind Storm in place of
target. Hit: 11 (2d6 + 4) bludgeoning damage plus 9 (2d8) psychic Distracting Haze.
damage plus 4 (1d8) lightning damage. This is a magic weapon Unarmed Strike. Melee Weapon Attack: +6 to hit, reach 5 ft., one
attack. target. Hit: 10 (2d6 + 3) bludgeoning damage plus 13 (3d8) psychic
Hungry Lightning. The githzerai lashes out at one creature it can damage. This is a magic weapon attack.
see within 60 feet of it with tendrils of lightning. The target must Distracting Haze. One creature the githzerai can see within 60 feet
make a DC 16 Dexterity saving throw, with disadvantage if it’s of it must make a DC 15 Intelligence saving throw. On a failed save,
wearing heavy armor. The target takes 18 (4d8) lightning damage on the target takes 16 (3d10) psychic damage and can’t see anything
a failed save, or half as much damage on a successful one. more than 10 feet from it until the githzerai's concentration is
Lightning Leap (Recharges 5-6). The githzerai lets loose a line of broken (as if concentrating on a spell). On a successful save, it takes
lightning that is 60 feet long and 5 feet wide. Each creature in the half as much damage.
line must make a DC 16 Dexterity saving throw, taking 28 (8d6) Daze (Rechareges 5-6). One creature the githzerai can see within
lightning damage on a failed save, or half as much damage on a 60 feet of it must make a DC 15 Intelligence saving throw. On a
successful one. The githzerai then teleports to an unoccupied space failed save, the target is incapacitated until the end of its next turn or
touched by opposite end of the line. until it takes damage.
Storm Clap (Recharges after a Long Rest). The githzerai chooses Mind Storm (Recharges after a Long Rest). The githzerai chooses a
a point it can see within 60 feet of it. Thunder and lightning energy point it can see within 60 feet of it. Each creature in a 20-foot-radius
erupts in a 20-foot-radius sphere centered on that point. Each sphere centered on that point must make a DC 15 Wisdom saving
creature in that area must make DC 16 Constitution saving throw. throw. On a failed save, the target takes 36 (8d8) psychic damage
On a failed save, the target takes 17 (5d6) lightning and 17 (5d6) and suffers disadvantage on all saving throws until the end of the
thunder damage, and it is stunned until the end of your next turn. githzerai's next turn. On a successful save, a creature takes half as
On a successful save, the target takes half as much damage. much damage.

Chapter 1. Bestiary 151


Gnolls

Flind Captain
Flind captains stand at the head of its warbands. Chosen for its
strength and cunning, captains are battlefield tacticians able to
manuever their allies into advantageous positions and distract
their foes with their attacks to create an opening for their allies.

Flind Captain Flail of Madness. Melee Weapon Attack: +9 to hit, reach 5 ft., one
target. Hit: 10 (1d10 + 5) bludgeoning damage, and the target must
Medium humanoid (gnoll), chaotic evil make a DC 17 Wisdom saving throw. On a failed save, the target
must make a melee attack against a random target within its reach
Armor Class 18 (chain mail, shield) on its next turn. If it has no targets within its reach even after
Hit Points 171 (18d8 + 90) moving, it loses its action on that turn.
Speed 30 ft.
Flail of Pain. Melee Weapon Attack: +9 to hit, reach 5 ft., one target.
Hit: 10 (1d10 + 5) bludgeoning damage plus 22 (4d10) psychic
STR DEX CON INT WIS CHA
21 (+5) 10 (+0) 20 (+5) 11 (+0) 14 (+2) 13 (+1) damage.
Flail of Paralysis. Melee Weapon Attack: +9 to hit, reach 5 ft., one
Saving Throws Con +9, Wis +6 target. Hit: 10 (1d10 + 5) bludgeoning damage, and the target must
Skills Intimidation +5, Perception +6 succeed on a DC 17 Constitution saving throw or be paralyzed until
Senses darkvision 60 ft., passive Perception 16 the end of its next turn.
Languages Gnoll, Abyssal Longbow. Ranged Weapon Attack: +4 to hit, range 150/600 ft., one
Challenge 11 (7,200 XP) target. Hit: 4 (1d8) piercing damage
Maneuver Allies (Recharge 5-6). Up to four allies within 60 feet of
Aura of Blood Thirst. If the flind isn't incapacitated, any creature
this flind that can hear it can each use their reaction to move up to
with the Rampage trait can make a bite attack as a bonus action
half their speed without provoking opportunity attacks.
while within 10 feet of the flind.
Distracting Strike (1/Turn). When the flind hits a creature with a Reactions
weapon attack, the next attack roll against the target by an attacker Command Retaliate. In response to a creature missing the flind
other than the flind has advantage if the attack is made before the with a melee attack and the attacker is visible to the flind, it can
start of the flind's next turn. target an ally within 5 feet of the creature. If the ally can see and
hear the flind, it uses its reaction to make one melee weapon attack
Actions against the creature with advantage on the attack roll.
Multiattack. The flind makes three attacks: one with each of its
different flail attacks or three with its longbow.

152 Chapter 1. Bestiary


Flind Queen Bite. Melee Weapon Attack: +11 to hit, reach 5 ft., one target.
Hit: 9 (1d6 + 6) piercing damage.
Medium humanoid (gnoll), chaotic evil
Flail of Madness. Melee Weapon Attack: +11 to hit, reach 5 ft.,
one target. Hit: 11 (1d10 + 6) bludgeoning damage, and the target
Armor Class 19 (splint, shield)
must make a DC 19 Wisdom saving throw. On a failed save, the
Hit Points 210 (20d8 + 120)
target must make a melee attack against a random target within its
Speed 30 ft.
reach on its next turn. If it has no targets within its reach even after
moving, it loses its action on that turn.
STR DEX CON INT WIS CHA
22 (+6) 10 (+0) 22 (+6) 12 (+1) 16 (+3) 14 (+2) Flail of Pain. Melee Weapon Attack: +11 to hit, reach 5 ft., one
target. Hit: 11 (1d10 + 6) bludgeoning damage plus 22 (4d10)
Saving Throws Str +11, Con +11, Wis +8 psychic damage.
Skills Intimidation +7, Perception +8 Flail of Paralysis. Melee Weapon Attack: +11 to hit, reach 5 ft., one
Senses darkvision 60 ft., passive Perception 18 target. Hit: 11 (1d10 + 6) bludgeoning damage, and the target must
Languages Gnoll, Abyssal succeed on a DC 19 Constitution saving throw or be paralyzed until
Challenge 14 (11,500 XP) the end of its next turn.

Aura of Blood Thirst. If the flind isn't incapacitated, any creature Legendary Actions
with the Rampage trait can make a bite attack as a bonus action The flind can take 3 legendary actions, choosing from the options
while within 10 feet of the flind. 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
Indomitable (2/Day). The flind rerolls a failed save. It must use the
legendary actions at the start of its turn.
new roll.
Charge. The flind moves up to its speed.
Innate Spellcasting. The flind's innate spellcasting ability is Wisdom Bite. The flind makes a bite attack.
(spell save DC 16). The flind can innately cast the following spells, Flail (Costs 2 Actions). The flind makes a flail of madness, fail of
without providing material components: pain, or flail of paralysis attack.
1/day each: dispel magic, fear, invisibility Battlefield Savagery (Costs 3 Actions). Up to three gnoll allies
within 60 feet of the flind that can hear it can use their reactions to
Actions make one melee attack each with advantage on the roll.
Multiattack. The flind makes four melee attacks: one with each of its
different flail attacks and one with its bite.

Flind Queen
The most savage and cunning member of a gnoll tribe, the flind
queen is the most favored by Yeenoghu and is greatly revered
by its kin. In battle, the queen is a bloodthirsty warrior with
unmatched fury.
She is never without her cadre of flind bodyguards, and is often
gifted by Yeenoghu with a pack of shoosuva.

Chapter 1. Bestiary 153


Gnoll Archer Gnoll Berserker
Medium humanoid (gnoll), chaotic evil Medium humanoid (gnoll), chaotic evil

Armor Class 15 (studded leather) Armor Class 13 (hide armor)


Hit Points 27 (6d8) Hit Points 52 (8d8 + 16)
Speed 30 ft. Speed 30 ft.

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)

3
Senses darkvision 60 ft., passive Perception 10 Senses darkvision 60 ft., passive Perception 10
Languages Gnoll Languages Gnoll
Challenge 1 (200 XP) Challenge 2 (450 XP)

Rampage. When the gnoll reduces a creature to 0 hit points with a Rampage. When the gnoll reduces a creature to 0 hit points with a
melee attack on its turn, the gnoll can take a bonus action to move melee attack on its turn, the gnoll can take a bonus action to move
up to half its speed and make a bite attack. up to half its speed and make a bite attack.
Actions Reckless. At the start of its turn, the gnoll can gain advantage on all
Multiattack. The gnoll makes two handaxe attacks or two longbow melee weapon attack rolls during that turn, but attack rolls against it
attacks. have advantage until the start of its next turn.

Handaxe. Melee Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 Actions
ft., one target. Hit: 5 (1d6 + 2) slashing damage. Multiattack. The gnoll makes two greataxe attacks or two longbow
Longbow. Ranged Weapon Attack: +5 to hit, range 150/600 ft., one attacks.
target. Hit: 7 (1d8 + 3) piercing damage. Greataxe. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.
Hit: 9 (1d12 + 3) slashing damage.
Longbow. Ranged Weapon Attack: +3 to hit, range 150/600 ft., one
Gnoll Archer target. Hit: 5 (1d8 + 1) piercing damage.
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 Champion of Yeenoghu
Gnoll Berserker Exceptional gnoll warriors that show unmatched savagery in
Berserkers are the frontline of any gnoll warband. These vicious combat are chosen to become champions of Yeenoghu. They are
and bloodthirsty creatures rush recklessly into battle ahead of its able to invoke the wrath of their deity, imbuing their flails with
warband. 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 1-2: The target takes 16 (3d10) psychic damage.
3-4: The target must make a DC 14 Wisdom saving throw. On a
Medium humanoid (gnoll), chaotic evil failed save, the target must make a melee attack against a random
target within its reach on its next turn. If it has no targets within its
Armor Class 18 (chain mail, shield) reach even after moving, it loses its action on that turn.
Hit Points 90 (12d8 + 36) 5-6: The target must succeed on a DC 14 Constitution saving throw
Speed 30 ft. or be paralyzed until the end of its next turn.

STR DEX CON INT WIS CHA Actions


18 (+4) 10 (+0) 17 (+3) 11 (+0) 13 (+1) 12 (+1) Multiattack. The gnoll makes three flail attacks or three longbow
attacks.
Saving Throws Con +6, Wis +4 Flail. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 8
Skills Intimidation +4, Perception +4 (1d8 + 4) bludgeoning damage.
Senses darkvision 60 ft., passive Perception 14
Languages Gnoll, Abyssal Longbow. Ranged Weapon Attack: +3 to hit, range 150/600 ft., one
Challenge 6 (2,300 XP) target. Hit: 4 (1d8) piercing damage

Rampage. When the gnoll reduces a creature to 0 hit points with a


Reactions
melee attack on its turn, the gnoll can take a bonus action to move Parry. The gnoll adds 2 to its AC against one melee attack that
up to half its speed and make a bite attack. would hit it. To do so, the gnoll must see the attacker and be
wielding a melee weapon.
Wrath of Yeenoghu (1/Turn). When the gnoll hits a creature with a
flail attack, roll 1d6 to determine what effect happens.

154 Chapter 1. Bestiary


Gnoll Sharpshooter Gnoll Skirmisher
Gnoll shapshooters 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.

Gnoll Sharpshooter Gnoll Skirmisher


Medium humanoid (gnoll), chaotic evil Medium humanoid (gnoll), chaotic evil

Armor Class 16 (studded leather) Armor Class 15 (studded leather)


Hit Points 66 (12d8 + 12) Hit Points 44 (8d8 + 8)
Speed 30 ft. Speed 30 ft.

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)

Skills Perception +5, Survival +3 Skills Stealth +5


Senses darkvision 60 ft., passive Perception 15 Senses darkvision 60 ft., passive Perception 10
Languages Gnoll Languages Gnoll
Challenge 3 (700 XP) Challenge 2 (450 XP)

Rampage. When the gnoll reduces a creature to 0 hit points with a Rampage. When the gnoll reduces a creature to 0 hit points with a
melee attack on its turn, the gnoll can take a bonus action to move melee attack on its turn, the gnoll can take a bonus action to move
up to half its speed and make a bite attack. up to half its speed and make a bite attack.
Sharpshooter. The gnoll's ranged weapon attacks ignore half cover Lightfooted. The gnoll can take the Dash or Disengage action as a
and three-quarters cover and attacking at long range doesn't impose bonus action on each of its turns.
disadvantage on the gnoll's ranged weapon attack rolls. Skirmish Advantage. The gnoll gains advantage on the first attack
Steady Aim (3/Day). As a bonus action, the gnoll takes careful aim at roll of its turn if it has moved to a space at least 15 feet from the
a creature it can see within range of its ranged weapon. Until the end space it occupied at the start of its turn.
of its turn, the gnoll deals an an extra 7 (2d6) damage with each of its
ranged weapon attacks against the target. Actions
Multiattack. The gnoll makes two melee attacks or two ranged
Actions attacks.
Multiattack. The gnoll makes two flail attacks or three longbow Spear. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or
attacks. range 20/60 ft., one target. Hit: 5 (1d6 + 2) piercing damage, or 6
Flail. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. (1d8 + 2) piercing damage if used with two hands to make a melee
Hit: 6 (1d8 + 2) bludgeoning damage. attack.
Longbow. Ranged Weapon Attack: +6 to hit, range 150/600 ft., one Whip. Melee Weapon Attack: +5 to hit, reach 10 ft., one target.
target. Hit: 8 (1d8 + 4) piercing damage. Hit: 5 (1d4 + 3) slashing damage
Longbow. Ranged Weapon Attack: +5 to hit, range 150/600 ft., one
target. Hit: 7 (1d8 + 3) piercing damage.

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.

Chapter 1. Bestiary 155


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
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.

Displacer Render attack rolls against it to have disadvantage. If it is hit by an attack,


this trait is disrupted until the end of its next turn. This trait is also
Large monstrosity, chaotic neutral
disrupted while the displacer render is incapacitated or has a speed
of 0.
Armor Class 19 (natural armor)
Hit Points 207 (18d10 + 108) Actions
Speed 40 ft. Multiattack. The displacer render makes five attacks: one with its
bite, two with its claws, and two with its tentacles.
STR DEX CON INT WIS CHA
20 (+5) 13 (+1) 22 (+6) 3 (-4) 8 (-1) 9 (-1) Bite. Melee Weapon Attack: +10 to hit, reach 5 ft., one target.
Hit: 18 (2d12 + 5) piercing damage. If the target is Medium or
smaller, the target must succeed on a DC 18 Strength saving throw
Saving Throws Str +10, Con +11 or be knocked prone.
Skills Perception +4
Senses darkvision 60 ft., passive Perception 14 Claws. Melee Weapon Attack: +10 to hit, reach 10 ft., one target.
Languages ----- Hit: 14 (2d8 + 5) slashing damage, plus 7 (2d6) bludgeoning damage
Challenge 14 (11,500 XP) if the target is prone.
Tentacle. Melee Weapon Attack: +10 to hit, reach 15 ft., one target.
Avoidance. If the displacer render is subjected to an effect that Hit: 9 (1d8 + 5) bludgeoning damage plus 4 (1d8) piercing damage.
allows it to make a saving throw to take only half damage, it instead
takes no damage if it succeeds on the saving throw, and only half Reactions
damage if it fails. Bloody Rampage. When the displacer render takes damage, it
makes one attack with its claws or tentacle against a random
Displacement. The displacer render projects a magical illusion
creature within its reach, other than its master.
that makes it appear to be standing near its actual location, causing

156 Chapter 1. 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.

Young Gray Render


Young gray renders are created from nodules that burst from the
bodies of adult gray renders. They will be abandoned by their
parents to fend for themselves, and some may form packs for
the first few weeks in order to survive. Eventually, they will live
solitary lives, consuming anything edible they come across, until
they are mature enough to bond with an intelligent being.

Elder Gray Render


Huge monstrosity, chaotic neutral

Armor Class 20 (natural armor)


Hit Points 275 (22d12 + 132)
Speed 40 ft.

STR DEX CON INT WIS CHA


23 (+6) 13 (+1) 22 (+6) 4 (-3) 8 (-1) 9 (-1)

Saving Throws Str +12, Con +12


Skills Perception +5
Senses darkvision 60 ft., passive Perception 15
Young Gray Render
Languages ----- Large monstrosity, chaotic neutral
Challenge 17 (18,000 XP)
Armor Class 18 (natural armor)
Hit Points 85 (9d10 + 36)
Actions Speed 30 ft.
Multiattack. The gray render makes three attacks: one with its bite
and two with its claws. STR DEX CON INT WIS CHA
Bite. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. 17 (+3) 13 (+1) 18 (+4) 2 (-4) 5 (-3) 7 (-2)
Hit: 25 (3d12 + 6) piercing damage. If the target is Medium or
smaller, the target must succeed on a DC 20 Strength saving throw Skills Perception +0
or be knocked prone. Senses darkvision 60 ft., passive Perception 10
Languages -----
Claws. Melee Weapon Attack: +12 to hit, reach 15 ft., one target.
Challenge 6 (2,300 XP)
Hit: 19 (3d8 + 6) slashing damage, plus 10 (3d6) bludgeoning
damage if the target is prone.
Harrowing Roar (Recharge 6). The gray render emits a loud, Actions
bloodcurdling roar. Each creature, other than its master, within 60 Multiattack. The gray render makes three attacks: one with its bite
feet of the gray render that can hear the gray render must succeed and two with its claws.
on a DC 20 Wisdom saving throw or be frightened and deafened
Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target.
for 1 minute. While frightened, the creature can't use reactions,
Hit: 14 (2d10 + 3) piercing damage. If the target is Medium or
its speed is halved, and it can't make more than one attack on its
smaller, the target must succeed on a DC 14 Strength saving throw
turn. In addition, the creature can use either an action or a bonus
or be knocked prone.
action on its turn, but not both. The creature can repeat the saving
throw at the end of each of its turns, ending the effects on itself with Claws. Melee Weapon Attack: +6 to hit, reach 5 ft., one target.
a successful save. A target that successfully saves is immune to the Hit: 10 (2d6 + 3) slashing damage, plus 5 (2d4) bludgeoning damage
Harrowing Roar of all gray renders for the next 24 hours. if the target is prone.

Reactions Reactions
Devastating Rampage. When the gray render takes damage, it Wild Rampage. When the gray render takes damage, it makes one
makes one attack with its claws against each creature within its attack with its claws against a random creature within its reach,
reach, other than its master. Each attack is made with disadvantage other than its master. The attack is made with disadvantage on the
on the attack roll. attack roll.

Chapter 1. Bestiary 157


Grungs
Grung Hunter Grung Shaman
The crafty green-skinned grung hunters are skilled archers. Grung shamans serve as the tribe's elder scholars and advisors.
Their main role is to hunt for food for the tribe and watch for any They are able to harness and manipute the elements around them
intruders that may enter their territory. and predict the weather, enabling the tribe to make necessary
prepartions or adjustments if needed.

Grung Hunter Grung Shaman


Small humanoid (grung), lawful evil Small humanoid (grung), lawful evil

Armor Class 12 Armor Class 12


Hit Points 16 (3d6 + 6) Hit Points 44 (8d6 + 16)
Speed 25 ft., climb 25 ft. Speed 25 ft., climb 25 ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
7 (-2) 14 (+2) 15 (+2) 10 (+0) 11 (+0) 10 (+0) 7 (-2) 14 (+2) 15 (+2) 10 (+0) 16 (+3) 11 (+0)

Saving Throws Dex +4 Saving Throws Dex +4


Skills Athletics +2, Perception +2, Stealth +4, Survival +2 Skills Athletics +2, Perception +5, Stealth +4, Survival +5
Damage Immunities poison Damage Immunities poison
Condition Immunities poisoned Condition Immunities poisoned
Senses passive Perception 12 Senses passive Perception 15
Languages Grung Languages Grung
Challenge 1/2 (100 XP) Challenge 2 (450 XP)

Amphibious. The grung can breathe air and water. Amphibious. The grung can breathe air and water.
Poisonous Skin. Any creature that grapples the grung or otherwise Poisonous Skin. Any creature that grapples the grung or otherwise
comes into direct contact with the grung's skin must succeed on a comes into direct contact with the grung's skin must succeed on a
DC 12 Constitution saving throw or become poisoned for l minute. DC 12 Constitution saving throw or become poisoned for l minute.
A poisoned creature no longer in direct contact with the grung can A poisoned creature no longer in direct contact with the grung can
repeat the saving throw at the end of each of its turns, ending the repeat the saving throw at the end of each of its turns, ending the
effect on itself on a success. effect on itself on a success.
Standing Leap. The grung's long jump is up to 25 feet and its high Spellcasting. The grung is a 7th-level spellcaster. Its spellcasting
jump is up to 15 feet, with or without a running start. ability is Wisdom (spell save DC 13, +5 to hit with spell attacks). It
has the following druid spells prepared:
Actions Cantrips (at will): druidcraft, poison spray, thorn whip
Dagger. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or 1st level (4 slots): entangle, healing word, thunderwave
range 20/60 ft., one target. Hit: 4 (1d4 + 2) piercing damage, and the 2nd level (3 slots): darkness, hold person, Melf's acid arrow,
target must succeed on a DC 12 Constitution saving throw or take 5 spike growth
(2d4) poison damage. 3rd level (3 slots): call lightning, erupting earth, stinking cloud,
Shortbow. Ranged Weapon Attack: +4 to hit, range 80/320 ft., water walk
one target. Hit: 5 (1d6 + 2) piercing damage, and the target must 4th level (1 slot): freedom of movement, locate creature, stoneskin
succeed on a DC 12 Constitution saving throw or take 5 (2d4) Standing Leap. The grung's long jump is up to 25 feet and its high
poison damage. 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
range 20/60 ft., one target. Hit: 4 (1d4 + 2) piercing damage, and the
target must succeed on a DC 12 Constitution saving throw or take 5
(2d4) poison damage.

158 Chapter 1. Bestiary


Grung Sorcerer Grung Sovereign
Grung sorcerers are the tribe's red grung magic-users. While they The golden-skinned grung sovereign stands as the leader of its
provide fire, light, and warmth to the village, their primary role is tribe. Not one to shy away from battle, the sovereign leads its
artillery support to grung war parties and capturing slaves. grung army with its strong and commanding presence and a
Just like all other sorcerers, these grungs believe that they are trilling battle chirr that spurs and emboldens all grung that hear it.
blessed by dragons. As such, mastering the dragon’s breath spell is
a grung’s rite of passage to becoming a full-fledged sorcerer. While
they are armed with a variety of other elemental spells, grung
sorcerers will almost always choose to cast dragon’s breath, just to
display their supposed dragon “heritage."

Grung Sovereign
Small humanoid (grung), lawful evil

Armor Class 13
Grung Sorcerer Hit Points 78 (12d6 + 36)
Speed 25 ft., climb 25 ft.
Small humanoid (grung), lawful evil
STR DEX CON INT WIS CHA
Armor Class 12 7 (-2) 16 (+3) 16 (+3) 10 (+0) 12 (+1) 14 (+2)
Hit Points 22 (4d6 + 8)
Speed 25 ft., climb 25 ft. Saving Throws Dex +4
Skills Athletics +2, Perception +2, Stealth +4, Survival +2
STR DEX CON INT WIS CHA Damage Immunities poison
7 (-2) 14 (+2) 15 (+2) 10 (+0) 11 (+0) 14 (+2) Condition Immunities poisoned
Senses passive Perception 12
Saving Throws Dex +4 Languages Grung
Skills Athletics +2, Perception +2, Stealth +4, Survival +2 Challenge 3 (700 XP)
Damage Immunities poison
Condition Immunities poisoned Amphibious. The grung can breathe air and water.
Senses passive Perception 12
Languages Grung Battle Command. As a bonus action, the grung targets one ally it
Challenge 1 (200 XP) can see within 30 feet of it. If the target can see or hear the grung,
the target can use its reaction to make one melee attack or to take
Amphibious. The grung can breathe air and water. the Dodge or Hide action.

Poisonous Skin. Any creature that grapples the grung or otherwise Poisonous Skin. Any creature that grapples the grung or otherwise
comes into direct contact with the grung's skin must succeed on a comes into direct contact with the grung's skin must succeed on a
DC 12 Constitution saving throw or become poisoned for l minute. DC 13 Constitution saving throw or become poisoned for l minute.
A poisoned creature no longer in direct contact with the grung can A poisoned creature no longer in direct contact with the grung can
repeat the saving throw at the end of each of its turns, ending the repeat the saving throw at the end of each of its turns, ending the
effect on itself on a success. effect on itself on a success.

Spellcasting. The grung is a 4th-level spellcaster. Its spellcasting Standing Leap. The grung's long jump is up to 25 feet and its high
ability is Charisma (spell save DC 12, +4 to hit with spell attacks). It jump is up to 15 feet, with or without a running start.
has the following sorcerer spells prepared: Battle Chirr (1/Day). As a bonus action, the grung makes a chirring
Cantrips (at will): fire bolt, mage hand, shape water, poison spray noise that rouses its allies. Each grung ally within 30 feet of this
1st level (4 slots): burning hands, shield, thunderwave grung and able to hear it gains advantage on attack rolls and saving
2nd level (3 slots): dragon's breath, Maximilian's earthen grasp throws until the end of its next turn.
Sorcery Points. The grung has 4 sorcery points. It can spend 1 or Actions
more sorcery points to gain one of the following benefits:
Multiattack. The grung makes two dagger attacks or two longbow
Empowered Spell: When the grung rolls damage for a spell, it can
attacks. It can use Mesmerizing Chirr in place of one of these
spend 1 sorcery point to reroll up to 3 damage dice. It must use the
attacks.
new rolls. It can use Empowered Spell even if it has already used a
different Metamagic option during the casting of the spell. Dagger. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or
Heightened Spell: When the grung casts a spell that forces a range 20/60 ft., one target. Hit: 5 (1d4 + 3) piercing damage, and
creature to make a saving throw to resist the spell's effects, the the target must succeed on a DC 13 Constitution saving throw or
grung can spend 3 sorcery points to give one target of the spell take 7 (2d6) poison damage.
disadvantage on its first saving throw against the spell.
Shortbow. Ranged Weapon Attack: +5 to hit, range 80/320 ft.,
Standing Leap. The grung's long jump is up to 25 feet and its high one target. Hit: 6 (1d6 + 3) piercing damage, and the target must
jump is up to 15 feet, with or without a running start. succeed on a DC 13 Constitution saving throw or take 7 (2d6)
poison damage.
Actions Mesmerizing Chirr (Recharge 5-6). The grung makes a chirring
Dagger. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or noise to which grungs are immune. Each humanoid or beast that
range 20/60 ft., one target. Hit: 4 (1d4 + 2) piercing damage, and the is within 15 feet of the grung and able to hear it must succeed on
target must succeed on a DC 12 Constitution saving throw or take 5 a DC 13 Wisdom saving throw or be stunned until the end of the
(2d4) poison damage. grung's next turn.

Chapter 1. Bestiary 159


Hags

Elder Annis Hag


The elder annis hag has lived for centuries, prolonging her
unnatural life by preying on children and young virgins unnoticed,
growing stronger and more powerful. She rarely steps out of
from her lair deep within the dark forests of a high mountain,
sending only her minions, such as hill giants, ogres, and trolls, to
descend on nearby villages and towns to capture victims she can
torment and later feed on.
The elder annis hag has performed enough evil deeds to secure
ties with a dark deity, such as Cegilune. She has become the
deity's champion and agent, and has been gifted divine abilities to
continue her sinister work.

Annis Hag, Elder Smite (1/Turn). As a bonus action, when the annis hits a creature
with a weapon attack, it can expend a 1st level spell slot to deal 9
Large fey, chaotic evil (2d8) necrotic damage to the target. If the annis expends a spell slot
of 2nd level or higher, the extra damage increases by 1d8 for each
Armor Class 18 (natural armor) level above 1st (maximum 5d8).
Hit Points 142 (19d10 + 38)
Speed 40 ft. Actions
Multiattack. The annis makes three attacks: one with its bite and
STR DEX CON INT WIS CHA two with its claws.
22 (+6) 12 (+1) 15 (+2) 14 (+2) 14 (+2) 16 (+3)
Bite. Melee Weapon Attack: +10 to hit, reach 5 ft., one target.
Saving Throws Con +6, Wis +6, Cha +7 Hit: 16 (3d6 + 6) piercing damage.
Skills Deception +7, Intimidation +7, Perception +6 Claw. Melee Weapon Attack: +10 to hit, reach 5 ft., one target.
Damage Resistances cold; bludgeoning, piercing, and slashing Hit: 16 (3d6 + 6) slashing damage.
from nonmagical attacks
Crushing Hug. Melee Weapon Attack: +10 to hit, reach 5 ft., one
Senses darkvision 60 ft., passive Perception 16
target. Hit: 37 (9d6 + 6) bludgeoning damage, and the target is
Languages Common, Giant, Sylvan
grappled (escape DC 16) if it is a Large or smaller creature. Until
Challenge 12 (8,400 XP)
the grapple ends, the target takes 37 (9d6 + 6) bludgeoning damage
at the start of each of the hag's turns. The hag can't make claw
Innate Spellcasting. The hag's innate spellcasting ability is
attacks while grappling a creature in this way.
Charisma (spell save DC 15). She can innately cast the following
spells, without providing material components: Despairing Cackle (Recharge 5-6). Each creature within 30 feet
3/day each: disguise self (including the form of a Medium of the annis and able to hear the annis must succeed on a DC 15
humanoid), fog cloud Wisdom saving throw. On a failed save, the target takes 20 (4d8 + 2)
psychic damage, drop whatever it is holding, and become frightened
Spellcasting. The annis is a 17th-level spellcaster. Its spellcasting for one minute. While frightened in this way, a creature must
ability is Charisma (spell save DC 15). It has the following paladin take the Dash action and move away from the annis by the safest
spells prepared: available route on each of its turns, unless there is nowhere to move,
1st level (4 slots): armor of Agathys, command, compelled duel in which case it needn't take the Dash action. If the creature ends its
2nd level (3 slots): branding smite, hold person, magic weapon turn in a location where it doesn't have line of sight to the annis, the
3rd level (3 slots): bestow curse, blinding smite, dispel magic creature can repeat the saving throw. On a success, the effect ends.
4th level (3 slots): banishment, death ward, dominate beast If a creature's saving throw is successful or the effect ends for it, the
5th level (1 slot): cloudkill, destructive wave, dominate person creature is immune to the annis's Despairing Cackle for the next 24
hours.

160 Chapter 1. Bestiary


Elder Bheur Hag
The elder 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 bloodchilling cackle that makes anyone
hearing it susceptible to her cold spells.

Bheur Hag, Elder At will: armor of Agathys,* hold person,* ray of frost (3d8 damage),
sleet storm*, Snilloc's snowball swarm*
Medium fey, chaotic evil 3/day each: cone of cold,* ice storm,* investiture of ice*, wall of ice*
1/day: control weather
Armor Class 18 (natural armor)
Hit Points 172 (23d8 + 69) Actions
Speed 30 ft. Multiattack. The hag makes two slam attacks.

STR DEX CON INT WIS CHA Slam. Melee Weapon Attack: +7 to hit, reach 5 ft., one target.
14 (+2) 16 (+3) 16 (+3) 14 (+2) 14 (+2) 16 (+3) Hit: 12 (2d8 + 3) bludgeoning damage plus 7 (2d6) cold damage.
Maddening Feast. The hag feasts on the corpse of one enemy
Saving Throws Dex +7, Con +7, Wis +6 within 5 feet of her that died within the past minute. Each creature
Skills Nature +6, Perception +6, Stealth +7, Survival +6 of the hag's choice that is within 60 feet of her and able to see her
Damage Immunities cold must succeed on a DC 15 Wisdom saving throw or be frightened
Senses darkvision 60 ft., passive Perception 16 of her for 1 minute. While frightened in this way, a creature is
Languages Auran, Common, Giant incapacitated, can't understand what others say, can't read, and
Challenge 12 (8,400 XP) speaks only in gibberish; the DM controls the creature's movement,
which is erratic. A creature can repeat the saving throw at the
Elder Graystaff Magic. The hag carries a graystaff, a length of end of each of its turns, ending the effect on itself on a success. If
gray wood that is a focus for her inner power. She can ride the a creature's saving throw is successful or the effect ends for it, the
staff as if it were a broom of flying. While holding the staff, she creature is immune to the hag's Maddening Feast for the next 24
can cast additional spells with her Innate Spellcasting trait (these hours.
spells are marked with an asterisk). If the staff is lost or destroyed,
Numbing Cackle (Recharge 5-6). The hag makes a chilling cackle.
the hag must craft another, which takes a year and a day. Only a
Each creature that isn't immune to cold within 30 feet of the hag
bheur hag can use a graystaff.
and able to hear the hag must succeed on a DC 15 Constitution
Ice Walk. The hag can move across and climb icy surfaces saving throw. On a failed save, a target becomes vulnerable to cold,
without needing to make an ability check. Additionally, difficult its speed is halved, it can't take reactions, and it can take either an
terrain composed of ice or snow doesn't cost her extra moment. action or a bonus action on its turn, not both. The effects last for 1
minute. A creature can repeat the saving throw at the end of each
Innate Spellcasting. The hag's innate spellcasting ability is
of its turns, ending the effect on itself on a success. On a successful
Charisma (spell save DC 15, +7 to hit with spell attacks). She
save, a creature takes half as much damage and suffers no other
can innately cast the following spells, without providing material
effects.
components:

Black Hag Innate Spellcasting. The hag's innate spellcasting ability is Wisdom
(spell save DC 17, +5 to hit with spell attacks). She can innately cast
Medium fey, chaotic evil the following spells, without providing material components:
1/day each: animate dead, enervation, negative energy flood
Armor Class 16 (natural armor)
Hit Points 84 (13d8 + 26) Actions
Speed 30 ft., climb 30 ft. Claws. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.
Hit: 12 (2d8 +3) slashing damage, and if the target is a creature, it
STR DEX CON INT WIS CHA must succeed on a DC 12 Constitution saving throw. The target
16 (+3) 12 (+1) 14 (+2) 14 (+2) 16 (+3) 14 (+2) takes 33 (4d8 + 15) necrotic damage on a failed save, or half as
much damage on a successful one. A humanoid killed by this rises
Skills Arcana + 4, Deception +4, Perception +5, Religion +4 at the start of the hag's next turn as a zombie that is permanently
Damage Resistances acid, necrotic, poison under the hag's command, following her verbal orders to the best of
Senses darkvision 60 ft., passive Perception 15 its ability.
Languages Abyssal, Common Change Shape. The hag magically polymorphs into a Small or
Challenge 4 (1,100 XP) Medium female humanoid, or back into her true form. Her statistics
are the same in each form. Any equipment she is wearing or
Spider Climb. The hag can climb difficult surfaces, including carrying isn't transformed. She reverts to her true form if she dies.
upside down on ceilings, without needing to make an ability check.

Chapter 1. Bestiary 161


Black Hag
The black 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 black hag is often
a worshiper of either Juiblex or Orcus, and is
normally found in the company of oozes, jellies,
puddings, and various undead creatures.
Claws of Death. The black hag has tough iron-
like claws that can rend through armor and deal
necrotic damage. Those unfortunate to die from
it will rise as an undead creature, permanently
under the control of the hag.

Elder Black Hag


The malevolent elder black hag reigns within its dark, twisted
territory which stretches for miles and is now overrun with slimes,
oozes, and undead creatures.
Abyssal Servant. The elder black hag is powerful divine
spellcaster, drawing her powers from the abyssal demon princes.
In combat she unleashes an assortment of powerful necromantic
spells that can drain the life out of her foes. Her horrifying cackle
can strike paralyzing fear at the heart of even the bravest of
heroes.

Black Hag, Elder 2nd level (3 slots): blindness/deafness, gentle repose, hold person,
ray of enfeeblement
Medium fey, chaotic evil 3rd level (3 slots): bestow curse, dispel magic, vampiric touch
4th level (3 slots): banishment, blight, death ward
Armor Class 16 (natural armor) 5th level (2 slots): antilife shell, cloudkill, contagion
Hit Points 165 (22d8 + 66) 6th level (1 slot): harm
Speed 30 ft., climb 30 ft. 7th level (1 slot): symbol

STR DEX CON INT WIS CHA Actions


16 (+3) 12 (+1) 16 (+3) 14 (+2) 20 (+5) 14 (+2) Claws. Melee Weapon Attack: +7 to hit, reach 5 ft., one target.
Hit: 12 (2d8 +3) slashing damage, and if the target is a creature, it
Skills Arcana + 6, Deception +6, Perception +9, Religion +6 must succeed on a DC 15 Constitution saving throw. The target
Damage Resistances acid, necrotic, poison takes 61 (7d8 + 30) necrotic damage on a failed save, or half as
Senses darkvision 60 ft., passive Perception 19 much damage on a successful one. A humanoid killed by this rises
Languages Abyssal, Common at the start of the hag's next turn as a ghoul that is permanently
Challenge 11 (7,200 XP) under the hag's command, following her verbal orders to the best of
its ability.
Spider Climb. The hag can climb difficult surfaces, including Change Shape. The hag magically polymorphs into a Small or
upside down on ceilings, without needing to make an ability check. Medium female humanoid, or back into her true form. Her statistics
are the same in each form. Any equipment she is wearing or
Innate Spellcasting. The hag's innate spellcasting ability is
carrying isn't transformed. She reverts to her true form if she dies.
Wisdom (spell save DC 17, +9 to hit with spell attacks). She can
innately cast the following spells, without providing material Horrifying Cackle (Recharge 5-6). Each creature that isn't undead
components: or an ooze within 30 feet of the hag and able to hear the hag must
3/day each: animate dead, enervation, negative energy flood succeed on a DC 15 Wisdom saving throw. On a failed save, the
1/day: Abi-Dhalzim's horrid wilting target takes 23 (4d8 + 5) psychic damage and is frightened for
one minute. If a creature fails its saving throw by 5 or more, the
Spellcasting. The hag is a 13th-level spellcaster. Its spellcasting creature is paralyzed while frightened for the same duration. The
ability is Wisdom (spell save DC 17, +9 to hit with spell attacks). It target can repeat the saving throw at the end of each of its turns,
has the following cleric spells prepared: ending the effect on itself on a success. If a creature's saving throw
Cantrips (at will): guidance, mending, resistance, toll the dead, is successful or the effect ends for it, the creature is immune to the
thaumaturgy hag's Horrifying Cackle for the next 24 hours.
1st level (4 slots): bane, false life, inflict wounds, ray of sickness

162 Chapter 1. Bestiary


Headless Horseman
Headless Horseman
No one truly knows where the legendary headless horseman
came from. It is commonly said though that the creature
first rose from the decapitated corpse of a disgraced knight
that was animated by a night hag. As part of the ritual to
bind it in servitude, the corpse’s head is kept and hidden by
the animator. What rises is an evil undead creature imbued
with the spirit of vengeance and destruction. The headless
horseman is a relentless avenger that will tirelessly hunt its
target. The headless horseman retains the armor it wore in life,
sans the helm. In place of its head is a jack o' lantern that burns
with abyssal fire.
Relentless Avenger. The headless horseman can be summoned
or controlled by its animator as long as it keeps possession
of the head. While the horseman is bound in servitude, it
must follow the commands of its animator without question.
A headless horseman that regains possession of its head will
immediately attack its animator until it is slain. If there are others
creatures the horseman still needs to seek vengeance on, it will
seek them out and kill them. Only after all are dead will it finally
return to rest.

Headless Horseman extra damage increases by 1d8 for each level above 1st (maximum
Medium undead, neutral evil 5d8).
Spellcasting. The headless horseman is a 13th-level spellcaster.
Armor Class 20 (plate, shield) Its spellcasting ability is Charisma (spell save DC 15, +7 to hit
Hit Points 110 (13d8 + 52) with spell attacks). It has the following paladin spells prepared:
Speed 30 ft. 1st level (4 slots): bane, hunter's mark, wrathful smite
2nd level (3 slots): branding smite, hold person, misty step
STR DEX CON INT WIS CHA 3rd level (3 slots): blinding smite, haste
18 (+4) 11 (+0) 18 (+4) 11 (+0) 14 (+2) 16 (+3) 4th level (1 slot): dimension door
Horrific Laugh (Recharge 5-6). As a bonus action, the headless
Saving Throws Str +8, Dex +4 horseman emits a terrifying, bloodcurdling laugh. Each creature
Damage Immunities necrotic, poison within 120 feet of the headless horseman that can hear the
Condition Immunities exhaustion, frightened, poisoned headless horseman must succeed on a DC 16 Wisdom saving
Senses darkvision 120 ft., passive Perception 12 throw or be frightened. If the saving throw fails by 5 or more, the
Languages Abyssal, Common creature also gains 1 level of exhaustion. The creature can repeat
Challenge 11 (7,200) the saving throw at the end of each of its turns, ending the effects
on itself with a successful save. A target that successfully saves is
Magic Resistance. The headless horseman has advantage on immune to the Horrific Laugh of the headless horseman for the
saving throws against spells and other magical effects. next 24 hours.

Regeneration. The headless horseman regains 10 hit points at Actions


the start of its turn. If the headless horseman takes fire or radiant Multiattack. The headless horseman makes two melee attacks.
damage, this trait doesn't function at the start of the headless
horseman's next turn. The headless horseman dies only if it starts Longsword. Melee Weapon Attack: +8 to hit, reach 5 ft., one
its turn with 0 hit points and doesn't regenerate. target. Hit: 8 (1d8 + 4) slashing damage, or 9 (1d10 + 4) slashing
damage if used with two hands, plus 9 (2d8) necrotic damage.
Relentless Avenger. When the headless horseman hits a creature If the target is a creature against which the headless horseman
with an opportunity attack, it can move up to half its speed has sworn vengeance, the target takes an extra 9 (2d8) slashing
immediately after the attack as part of the same reaction. The damage.
move doesn't provoke opportunity attacks.
Jack-o'-Lantern (1/Day). The headless horseman hurls an abyssal
Turn Immunity. The headless horseman is immune to effects that jack-o'-lantern that explodes at a point it can see within 60 feet of
turn undead. it. Each creature in a 20-foot radius sphere centered on that point
Vengeful Tracker. The headless horseman knows the distance to must succeed on a DC 15 Dexterity saving throw. The sphere
and direction of any creature against which it seeks revenge, even if spreads around corners. A creature takes 21 (6d6) fire damage
the creature and the headless horseman are on different planes of and 21 (6d6) necrotic damage on a failed save, or half as much
existence. If the creature being tracked by the headless horseman damage on a successful one.
dies, the headless horseman knows.
Reactions
Smite (1/Turn). As a bonus action, when the headless horseman Parry. The headless horseman adds 3 to its AC against one melee
hits a creature with a weapon attack, it can expend a 1st level spell attack that would hit it. To do so, the headless horseman must see
slot to deal 9 (2d8) radiant or necrotic damage to the target. If the the attacker and be wielding a melee weapon.
headless horseman expends a spell slot of 2nd level or higher, the

Chapter 1. Bestiary 163


Hobgoblins

Hobgoblin Bladebearer Hobgoblin Vanguard


Hobgoblin bladebearers stand just behind the pikemen and Wearing full plate mail armor and shield, the dreaded hobgoblin
goblin underlings in a military formation. Extremely deadly vanguard is an intimidating sight to the enemy frontlines. Any who
with a longsword and their dagger, bladebearers can strike their dare engage it will find themselves unable to escape from its threat
opponents three times before they can react. range.

Hobgoblin Bladebearer Hobgoblin Vanguard


Medium humanoid (goblinoid), lawful evil Medium humanoid (goblinoid), lawful evil

Armor Class 17 (half plate) Armor Class 20 (plate, shield)


Hit Points 27 (5d8 + 5) Hit Points 90 (12d8 + 36)
Speed 30 ft. Speed 30 ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
14 (+2) 14 (+2) 12 (+1) 10 (+0) 10 (+0) 9 (-1) 18 (+4) 12 (+1) 16 (+3) 10 (+0) 11 (+0) 12 (+1)

Senses darkvision 60 ft., passive Perception 10 Saving Throws Str +7, Dex +4, Con +6
Languages Common, Goblin Senses darkvision 60 ft., passive Perception 10
Challenge 2 (450 XP) Languages Common, Goblin
Challenge 7 (2,900 XP)
Martial Advantage (1/Turn). The hobgoblin can deal an extra 10
(3d6) damage to a creature it hits with a weapon attack if that Indomitable (2/Day). The hobgoblin rerolls a failed save. It must use
creature is within 5 feet of an ally of the hobgoblin and that ally isn't the new roll.
incapacitated.
Martial Advantage (1/Turn). The hobgoblin can deal an extra 14
Actions (4d6) damage to a creature it hits with a weapon attack if that
Multiattack. The hobgoblin makes three melee weapon attacks: two creature is within 5 feet of an ally of the hobgoblin and that ally isn't
with its longsword and one with its dagger. incapacitated.

Longsword. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Punish the Marked (1/Turn). As a bonus action, the hobgoblin can
Hit: 6 (1d8 + 2) slashing damage. make a melee weapon attack against a creature marked by it if the
creature dealt damage to anyone other than the hobgoblin during
Dagger. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or the last turn. The hobgoblin's melee weapon attack has advantage
range 20/60 ft., one target. Hit: 4 (1d4 + 2) piercing damage. on the attack roll, and if it hits, the attack's weapon deals an extra 7
(2d6) damage to the target.
Reactions
Parry. The hobgoblin adds 2 to its AC against one melee attack that Threatening. Creatures provoke an opportunity attack from
would hit it. To do so, the hobgoblin must see the attacker and be the hobgoblin when they move 5 feet or more while within the
wielding a melee weapon. hobgoblin's reach, and if the hobgoblin hits a creature with an
opportunity attack, the target's speed is reduced to 0 until the end of
the current turn.

Actions
Multiattack. The hobgoblin makes three longsword attacks.
Longsword. Melee Weapon Attack: +7 to hit, reach 5 ft., one target.
Hit: 8 (1d8 + 4) slashing damage, or 9 (1d10 + 4) slashing damage
if used with two hands, and the target is marked until the end of
the hobgoblin's next turn. This effect ends early if the hobgoblin
is incapacitated or it dies, or if someone else marks the target.
While it is within 5 feet of the hobgoblin, a creature marked by the
hobgoblin has disadvantage on any attack roll that doesn't target the
hobgoblin.

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.

164 Chapter 1. Bestiary


Hobgoblin King
The hobgoblin king is a shrewd, calculating general who rose
from the ranks of soldiers and won favor from the goblin deity
Maglubiyet. Now he is revered by almost all goblinoids, and can
command all goblinoid armies within its region.
Physically imposing and a true master in the art of war, the
hobgoblin king commands its allies with both confidence and
brutal efficiency.

Hobgoblin King Hold the Line! (1/Day). The hobgoblin targets each nonhostile
creature of its choice that is within 60 feet of it, can hear it, is within
Medium humanoid (goblinoid), lawful evil
5 feet of an ally of the hobgoblin and that ally isn't incapacitated
and not already affected by Hold the Line. Until the end of the
Armor Class 18 (plate) hobgoblin's next turn, creatures provoke an opportunity attack from
Hit Points 150 (20d8 + 60) the target when they move 5 feet or more while within the target's
Speed 30 ft. reach, and if the target hits a creature with an opportunity attack,
the creature's speed is reduced to 0 until the end of the current turn.
STR DEX CON INT WIS CHA
18 (+4) 14 (+2) 16 (+3) 14 (+2) 12 (+1) 16 (+3) Unleash Hell! (1/Day). Up to 6 nonhostile creatures of the
hobgoblin's choice that is within 60 feet of it, can hear it, and not
already affected by Unleash Hell can use their reaction to move up
Saving Throws Con +7, Int +6, Wis +5, Cha +7 to half their speed and make one weapon attack.
Senses darkvision 60 ft., passive Perception 11
Languages Common, Goblin Legendary Actions
Challenge 11 (7,200 XP) The hobgoblin can take 3 legendary actions, choosing from the
options below. Only one legendary action option can be used at a
Aura of Fervor. An ally that is within 30 feet of the hobgoblin and can time and only at the end of another creature's turn. The hobgoblin
see and hear the hobgoblin has advantage to saving throws against regains spent legendary actions at the start of its turn.
being charmed and frightened, and all attack rolls against enemies Move. The hobgoblin moves up to half its speed.
within 30 feet of the hobgoblin, provided that the hobgoblin isn't Greatsword (Costs 2 Actions). The hobgoblin makes a greatsword
incapacitated. attack.
Indomitable (2/Day). The hobgoblin rerolls a failed save. It must use Tactical Edge (Cost 2 Actions). Roll a d6 for the hobgoblin. The
the new roll. number rolled on the die is subtracted from the next attack roll
made against the hobgoblin or an ally of its choice within the
Martial Advantage (1/Turn). The hobgoblin can deal an extra 17
next minute.
(5d6) damage to a creature it hits with a weapon attack if that
Command Allies (Costs 1-3 Actions). The hobgoblin chooses up to
creature is within 5 feet of an ally of the hobgoblin and that ally isn't
3 allies it can see within 60 feet of it. If the target can see and hear
incapacitated.
the hobgoblin, the target can use its reaction to make one weapon
Actions attack. It costs 1 legendary action per target.
Multiattack. The hobgoblin makes three greatsword attacks. It can Reactions
use Maneuver Allies, Hold the Line, or Unleash Hell in place of one
General's Guidance (5/day). When a creature the hobgoblin can
of these attacks, if available.
see within 30 feet of it makes an attack roll or saving throw, and the
Greatsword. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. creature can hear the hobgoblin, the hobgoblin grants advantage to
Hit: 11 (2d6 + 4) slashing damage. that roll.
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.

Chapter 1. Bestiary 165


Hobgoblin Marshal Hobgoblin Pikeman
The hobgoblin marshal, who reports directly to a general or Pikemen form the second line of a goblinoid army, standing just
king, is a highly skilled battlefield tactician that can improve the behind the goblin ranks that hobgoblins use as fodder. Pikemen
efficiency of any batallion it commands. Its ability to manuever act as the first line of defense against cavalry and also serve to
allies, give orders, redirect attacks, and rally its troops make it a prod the mostly unwilling goblins into battle.
dangerous adversary if left alone.

Hobgoblin Marshal Hobgoblin Pikeman


Medium humanoid (goblinoid), lawful evil Medium humanoid (goblinoid), lawful evil

Armor Class 19 (splint, shield) Armor Class 16 (chain mail)


Hit Points 71 (11d8 + 22) Hit Points 16 (3d8 + 3)
Speed 30 ft. Speed 30 ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
16 (+3) 12 (+1) 14 (+2) 12 (+1) 10 (+0) 12 (+1) 14 (+2) 12 (+1) 12 (+1) 10 (+0) 10 (+0) 9 (-1)

Senses darkvision 60 ft., passive Perception 10 Senses darkvision 60 ft., passive Perception 10
Languages Common, Goblin Languages Common, Goblin
Challenge 5 (1,800 XP) Challenge 1 (200 XP)

Marshal Allies. Unless the hobgoblin is incapacitated, it and Martial Advantage (1/Turn). The hobgoblin can deal an extra 7
creatures of its choice within 30 feet of it have advantage on saving (2d6) damage to a creature it hits with a weapon attack if that
throws against being frightened. creature is within 5 feet of an ally of the hobgoblin and that ally isn't
incapacitated.
Martial Advantage (1/Turn). The hobgoblin can deal an extra 14
(4d6) damage to a creature it hits with a weapon attack if that Actions
creature is within 5 feet of an ally of the hobgoblin and that ally isn't
Pike. Melee Weapon Attack: +4 to hit, reach 10 ft., one target.
incapacitated.
Hit: 7 (1d10 + 2) piercing damage.
Rallying Cry (1/Day). Each creature of the hobgoblin's choice that is
Longbow. Ranged Weapon Attack: +3 to hit, range 150/600 ft., one
within 30 feet of it, can hear it, and not already affected by Rallying
target. Hit: 5 (1d8 + 1) piercing damage.
Cry gain advantage on attack rolls and saving throws until the start
of the hobgoblin's next turn. The hobgoblin can then make one attack Reactions
as a bonus action.
Protection. When an attacker the hobgoblin can see makes an attack
Actions roll against a creature within 5 feet of the hobgoblin, the giant can
impose disadvantage on the attack roll.
Multiattack. The hobgoblin makes two longsword attacks. The
hobgoblin can use Command in place of one longsword attack.
Longsword. Melee Weapon Attack: +6 to hit, reach 5 ft., one target.
Hit: 7 (1d8 + 3) slashing damage, or 8 (1d10 + 3) slashing damage if
used with two hands.
Command. The hobgoblin targets one ally it can see within 30 feet 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
this hobgoblin that can hear it can each use their reaction to move
up to half their speed without provoking opportunity attacks.

Reactions
Directed Strike (3/day). When a creature the hobgoblin can see
within 30 feet of it makes an attack roll, and the creature can hear
the hobgoblin, the hobgoblin grants advantage to that roll.

166 Chapter 1. Bestiary


Hobgoblin Sergeant Hobgoblin Sharpshooter
The hobgoblin sergeant, who reports to a marshal, is a skilled Hobgoblin sharpshooters are the most skilled and highly trained
swordsman and leader that can provide sound tactical commands archers of the hobgoblin army. They are normally sent on
and manuevers. They are normally encountered leading small war assassination missions to take out opposing army generals and
bands or commanding guards in an outpost, barracks, or dungeon. officers or placed as deadly sentries on high vantage points such
as treetops and cliff ledges to guard contested territories and
borders.

Hobgoblin Sergeant Hobgoblin Sharpshooter


Medium humanoid (goblinoid), lawful evil Medium humanoid (goblinoid), lawful evil

Armor Class 18 (chain mail, shield) Armor Class 16 (studded leather)


Hit Points 32 (5d8 + 10) Hit Points 55 (10d8 + 10)
Speed 30 ft. Speed 30 ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
15 (+2) 12 (+1) 14 (+2) 10 (+0) 10 (+0) 9 (-1) 11 (+0) 18 (+4) 12 (+1) 10 (+0) 12 (+1) 9 (-1)

Senses darkvision 60 ft., passive Perception 10 Skills Perception +3, Survival +3


Languages Common, Goblin Senses darkvision 60 ft., passive Perception 13
Challenge 2 (450 XP) Languages Common, Goblin
Challenge 3 (700 XP)
Martial Advantage (1/Turn). The hobgoblin can deal an extra 10
(3d6) damage to a creature it hits with a weapon attack if that Lightfooted. The hobgoblin can take the Dash or Disengage action
creature is within 5 feet of an ally of the hobgoblin and that ally isn't as a bonus action on each of its turns.
incapacitated. Sharpshooter. The hobgoblin's ranged weapon attacks ignore half
Actions cover and three-quarters cover and attacking at long range doesn't
impose disadvantage on the hobgoblin's ranged weapon attack rolls.
Multiattack. The hobgoblin makes two longsword attacks or two
longbow attacks. The hobgoblin can use Command in place of one Steady Aim (3/Day). As a bonus action, the hobgoblin takes careful
of these attacks. aim at a creature it can see within range of its ranged weapon. Until
the end of its turn, the hobgoblin deals an an extra 7 (2d6) damage
Longsword. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. with each of its ranged weapon attacks against the target.
Hit: 6 (1d8 + 2) slashing damage, or 7 (1d10 + 2) slashing damage if
used with two hands. Martial Advantage (1/Turn). The hobgoblin can deal an extra 10
(3d6) damage to a creature it hits with a weapon attack if that
Longbow. Ranged Weapon Attack: +3 to hit, range 150/600 ft., one creature is within 5 feet of an ally of the hobgoblin and that ally isn't
target. Hit: 5 (1d8 + 1) piercing damage. incapacitated.
Command. The hobgoblin targets one ally it can see within 30 feet of
it. If the target can see and hear the hobgoblin, the target can make
Actions
one weapon attack as a reaction. Multiattack. The hobgoblin makes two shortsword attacks or two
longbow attacks.
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 Shortsword. Melee Weapon Attack: +6 to hit, reach 5 ft., one target.
up to half their speed without provoking opportunity attacks. Hit: 7 (1d6 + 4) piercing damage.
Longbow. Ranged Weapon Attack: +6 to hit, range 150/600 ft., one
target. Hit: 8 (1d8 + 4) piercing damage.

Chapter 1. Bestiary 167


Howler Howler Pack Lord
Huge fiend, chaotic evil

Armor Class 17 (natural armor)


Hit Points 168 (16d12 + 64)
Speed 50 ft.
Howler Pack Lord
The terrifying and cunning howler pack lord leads its kind STR DEX CON INT WIS CHA
to successful hunts, able to command its followers to make 21 (+5) 16 (+3) 19 (+4) 6 (-2) 22 (+6) 8 (-1)
coordinated attacks.
Poisonous Quills. In addition to the normal abilities of a typical Skills Perception +10
howler, the pack lord has grown to an immense size, its venomous Damage Resistances cold, fire, lightning; bludgeoning, piercing,
quills now providing an extra layer of defense to any that might get and slashing from nonmagical attacks
too close to it. Condition Immunities frightened
Senses darkvision 60 ft., passive Perception 20
Languages understands Abyssal
Challenge 12 (8,400 XP)

Pack Lord's Command. As a bonus action, the howler targets one


allied howler it can see within 30 feet of it. If the target can see or
hear the howler, the target can use its reaction to move up to half its
speed and make one melee attack or take the Dash action.
Pack Tactics. A howler has advantage on attack rolls against a
creature if at least one of the howler' s allies is within 5 feet of the
creature and the ally isn't incapacitated.
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 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 18 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.

168 Chapter 1. Bestiary


Kenkus

Kenku Arcane Trickster


Kenku who have an inclination to the arcane arts
often become arcane tricksters. They learn and use
their wizard spells to enhance and compliment their
rogue craft.
Kenku arcane tricksters are the natural leaders
of any kenku gang because of their cunning and
intellectual superiority, and naturally become kenku
ganglords.

Kenku Arcane Trickster Mimicry. The kenku has advantage on Wisdom (Perception) checks
that rely on hearing or smell.
Medium humanoid (kenku), chaotic neutral
Evasion. If the kenku is subjected to an effect that allows it to make
Armor Class 15 (studded leather) a Dexterity saving throw to take only half damage, the kenku instead
Hit Points 77 (14d8 + 14) takes no damage if it succeeds on the saving throw, and only half
Speed 30 ft. damage if it fails.
Sneak Attack (1/Turn). The kenku deals an extra 24 (7d6) damage
STR DEX CON INT WIS CHA when it hits a target with a weapon attack and has advantage on the
8 (-2) 16 (+3) 12 (+1) 18 (+4) 11 (+0) 10 (+0) attack roll, or when the target is within 5 feet of an ally of the kenku
that isn't incapacitated and the kenku doesn't have disadvantage on
Skills Arcana +7, Deception +6, Perception +3, Stealth +9 the attack roll.
Senses darkvision 60 ft., passive Perception 13
Spellcasting. The kenku is a 14th-level spellcaster. Its spellcasting
Languages Understands Auran and Common but speaks only
ability is Intelligence (spell save DC 15, +7 to hit with spell attacks).
through the use of its Mimicry trait
It has the following wizard spells prepared:
Challenge 6 (2,300 XP)
Cantrips: fire bolt, mage hand, minor illusion, prestidigitation
1st level (4 slots): charm person, disguise self, silent image, Tasha's
Ambusher. The kenku has advantage on attack rolls against any
hideous laughter
creature it has surprised.
2nd level (3 slots): invisibility, mirror image, shadow blade,
Cunning Action. On each of its turns, the drow can use a bonus suggestion
action to take the Dash, Disengage, or Hide action. 3rd level (2 slots): lightning bolt, haste
Distracting Hand. As a bonus action, while the kenku has the Mage Actions
Hand spell active, it can designate a creature within 5 feet of the
Shortsword. Melee Weapon Attack: +6 to hit, reach 5 ft., one target.
spectral hand. The kenku has advantage on its attack rolls against
Hit: 6 (1d6 + 3) piercing damage.
that creature until the end of the turn.

Chapter 1. Bestiary 169


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 Feinting Attack. As a bonus action, the kenku can choose one
creature within 5 feet of it. It has advantage on its next attack roll
Medium humanoid (kenku), chaotic neutral
against the target.
Armor Class 15 (studded leather) Toujours l’Audace. The kenku adds its Charisma modifier to its
Hit Points 52 (8d8 + 16) initiative rolls. In addition, it can use Sneak Attack with any melee
Speed 30 ft. attack made against a target that has none of its allies adjacent to
it.
STR DEX CON INT WIS CHA
Sneak Attack (1/Turn). The kenku deals an extra 7 (2d6) damage
16 (+3) 16 (+3) 14 (+2) 11 (+0) 10 (+0) 12 (+1)
when it hits a target with a weapon attack and has advantage on the
Skills Deception +3, Intimidation +3, Perception +2, Stealth +7 attack roll, or when the target is within 5 feet of an ally of the kenku
Senses passive Perception 12 that isn't incapacitated and the kenku doesn't have disadvantage on
Languages Understands Auran and Common but speaks only the attack roll.
through the use of its Mimicry trait
Challenge 4 (1,100 XP)
Actions
Multiattack. The kenku makes three attacks: two with its rapier and
one with its handaxe.
Ambusher. The kenku has advantage on attack rolls against any
creature it has surprised. Rapier. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7
(1d8 + 3) piercing damage.
Cunning Action. On each of its turns, the kenku can use a bonus
action to take the Dash, Disengage, or Hide action. Handaxe. Melee Weapon Attack: +5 to hit, reach 5 ft. or range 20/60
ft., one target. Hit: 6 (1d6 + 3) slashing damage.
Mimicry. The kenku has advantage on Wisdom (Perception) checks
that rely on hearing or smell. Reactions
Fancy Footwork. When the kenku makes a melee attack at a Riposte. When a creature misses you with a melee attack, make one
creature, that creature can't make opportunity attacks against the melee weapon attack against it.
kenku until the end of the turn.

170 Chapter 1. Bestiary


Kobolds

Kobold Arcane Trickster


It is very rare for a kobold to have a high enough intelligence to be
able to cast wizard spells, but those that do, are more often that
not arcane tricksters.
This obnoxious kobold spellcaster will specialize in spells that
will dupe its foes, exposing them to attack from its allies. But if
forced into melee, it will unleash and make full use of its shadow
blade spell.

Kobold Arcane Trickster


Small humanoid (kobold), lawful evil

Armor Class 15 (studded leather)


Hit Points 44 (8d6 + 16)
Speed 30 ft.
Kobold Archer
STR DEX CON INT WIS CHA Kobolds archers are often assigned as guards and sentries and
7 (-2) 17 (+3) 14 (+2) 14 (+2) 10 (+0) 8 (-1) posted in high vantage point areas, such as cave ledges or tree
branches.
Skills Arcana + 4, Perception +2, Sleight of Hand +5, Stealth +7
Senses darkvision 60 ft., passive Perception 12
Languages Common, Draconic
Challenge 3 (700 XP)

Cunning Action. On each of its turns, the kobold can use a bonus
action to take the Dash, Disengage, or Hide action. Kobold Archer
Evasion. If the kobold is subjected to an effect that allows it to make Small humanoid (kobold), lawful evil
a Dexterity saving throw to take only half damage, the kobold instead
takes no damage if it succeeds on the saving throw, and only half Armor Class 14
damage if it fails. Hit Points 10 (4d6 - 4)
Pack Tactics. The kobold has advantage on an attack roll against Speed 30 ft.
a creature if at least one of the kobold's allies is within 5 feet of the
creature and the ally isn't incapacitated. STR DEX CON INT WIS CHA
7 (-2) 18 (+4) 9 (-1) 8 (-1) 7 (-2) 8 (-1)
Sunlight Sensitivity. While in sunlight, the kobold has disadvantage
on attack rolls, as well as on Wisdom (Perception) checks that rely
on sight. Senses darkvision 60 ft., passive Perception 8
Languages Common, Draconic
Sneak Attack (1/Turn). The kobold deals an extra 14 (4d6) damage Challenge 1/2 (100 XP)
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 kobold
Sunlight Sensitivity. While in sunlight, the kobold has disadvantage
that isn't incapacitated and the kobold doesn't have disadvantage on
on attack rolls, as well as on Wisdom (Perception) checks that rely
the attack roll.
on sight.
Spellcasting. The kobold is a 7th-level spellcaster. Its spellcasting
Pack Tactics. The kobold has advantage on an attack roll against
ability is Intelligence (spell save DC 12, +4 to hit with spell attacks).
a creature if at least one of the kobold's allies is within 5 feet of the
It has the following wizard spells prepared:
creature and the ally isn't incapacitated.
Cantrips: fire bolt, mage hand, minor illusion
1st level (4 slots): blur, silent image, Tasha's hideous laughter Actions
2nd level (2 slots): mirror image, shadow blade
Dagger. Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or
Actions range 20/60 ft., one target. Hit: 6 (1d4 + 4) piercing damage.
Dagger. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or Shortbow. Ranged Weapon Attack: +6 to hit, range 80/320 ft., one
range 20/60 ft., one target. Hit: 5 (1d4 + 3) piercing damage. target. Hit: 7 (1d6 + 4) piercing damage.

Chapter 1. Bestiary 171


Kobold Chieftain
A chieftain leads its kobold tribe and serves as a vassal to the
kobold king. It is a crafty warrior, and has the ability to command
and boost the morale of its underlings. It is normally attended to
by four bodyguards, a couple of shaman or sorcerer advisers, and
one or two pet drakes. Kobold King
Small humanoid (kobold), lawful evil
Kobold King
Armor Class 18 (studded leather, shield)
The kobold king leads all the kobold tribes within its territory. This Hit Points 66 (12d6 + 24)
powerful kobold is treated with reverence by its subjects. Speed 30 ft.
A kobold king is a formidable warrior, but what makes it dange-
rous is its rallying effect on its allies during combat. STR DEX CON INT WIS CHA
A kobold king is never without its elite bodyguards and 15 (+2) 18 (+4) 14 (+2) 11 (+0) 12 (+1) 14 (+1)
spellcaster advisers. It is not even surprising if it has a young
dragon within its lair that serves as its companion. Skills Deception +4, Perception +4, Stealth +10
Senses darkvision 60 ft., passive Perception 14
Languages Common, Draconic
Challenge 7 (2,900 XP)
Kobold Chieftain
Small humanoid (kobold), lawful evil Aura of Fervor. An ally that is within 30 feet of the kobold and
can see and hear the kobold has advantage to saving throws
Armor Class 17 (studded leather, shield) against being charmed and frightened, and all attack rolls against
Hit Points 49 (9d6 + 18) enemies within 30 feet of the kobold, provided that the kobold isn't
Speed 30 ft. incapacitated.
Cunning Action. On each of its turns, the kobold can use a bonus
STR DEX CON INT WIS CHA
action to take the Dash, Disengage, or Hide action.
12 (+1) 16 (+3) 14 (+2) 8 (-1) 10 (+0) 12 (+1)
Indomitable (2/Day). The kobold rerolls a failed save. It must use
Skills Deception +3, Perception +2, Stealth +7 the new roll.
Senses darkvision 60 ft., passive Perception 12 Pack Tactics. The kobold has advantage on an attack roll against
Languages Common, Draconic a creature if at least one of the kobold's allies is within 5 feet of the
Challenge 4 (1,100 XP) creature and the ally isn't incapacitated.
Sunlight Sensitivity. While in sunlight, the kobold has disadvantage
Cunning Action. On each of its turns, the kobold can use a bonus
on attack rolls, as well as on Wisdom (Perception) checks that rely
action to take the Dash, Disengage, or Hide action.
on sight.
Pack Tactics. The kobold has advantage on an attack roll against
Sneak Attack (1/Turn). The kobold deals an extra 10 (3d6) damage
a creature if at least one of the kobold's allies is within 5 feet of the
when it hits a target with a weapon attack and has advantage on the
creature and the ally isn't incapacitated.
attack roll, or when the target is within 5 feet of an ally of the kobold
Sunlight Sensitivity. While in sunlight, the kobold has disadvantage that isn't incapacitated and the kobold doesn't have disadvantage on
on attack rolls, as well as on Wisdom (Perception) checks that rely the attack roll.
on sight.
Actions
Sneak Attack (1/Turn). The kobold deals an extra 7 (2d6) damage
when it hits a target with a weapon attack and has advantage on the Multiattack. The kobold makes two spear attacks. It can use
attack roll, or when the target is within 5 feet of an ally of the kobold Maneuver Allies in place of one of these attacks, if available.
that isn't incapacitated and the kobold doesn't have disadvantage on Spear. Melee or Ranged Weapon Attack: +7 to hit, reach 5 ft. or
the attack roll. range 20/60 ft., one target. Hit: 7 (1d6 + 4) piercing damage, or 8
War Yip (1/Day). Until the end of the kobold's next turn, each creature (1d8 + 4) piercing damage if used with two hands to make a melee
of the kobold's choice that is within 30 feet of it, can hear it, and not attack. The kobold treats the spear as a finesse weapon.
already affected by War Yip deals an extra 3 (1d6) damage when it Maneuver Allies (Recharge 5-6). Up to four allies within 60 feet of
hits a target with a weapon attack and has advantage on the attack this kobold that can hear it can each use their reaction to move up to
roll. The kobold can then make one weapon attack as a bonus half their speed without provoking opportunity attacks.
action.
Legendary Actions
Actions The kobold can take 3 legendary actions, choosing from the options
Multiattack. The kobold makes two spear attacks. It can use below. Only one legendary action option can be used at a time and
Maneuver Allies in place of one of these attacks, if available. only at the end of another creature's turn. The kobold regains spent
Spear. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or legendary actions at the start of its turn.
range 20/60 ft., one target. Hit: 6 (1d6 + 3) piercing damage, or 7 Move. The kobold moves up to half its speed without provoking
(1d8 + 3) piercing damage if used with two hands to make a melee opportunity attacks.
attack. The kobold treats the spear as a finesse weapon. Spear (Costs 2 Actions). The kobold makes a spear attack.
Command Allies (Costs 3 Actions). The kobold chooses up to
Maneuver Allies (Recharge 5-6). Up to three allies within 60 feet of three allies it can see within 30 feet of it. If the target can see and
this kobold that can hear it can each use their reaction to move up to hear the kobold, the target can use its reaction to make one
half their speed without provoking opportunity attacks. weapon attack.

172 Chapter 1. Bestiary


Kobold Shaman
Veering from the traditional sorcerous path of kobold spellcasters, Kobold Sting of Kurtulmak
shamans have made a connection with a powerful nature spirit Small humanoid (kobold), lawful evil
and are able to draw power from it. Shamans provide healing and
rituals to the tribe, and artillery support during combat. They often Armor Class 12 (15 with mage armor)
take the form of a giant lizard if forced into melee, or a weasel, if it Hit Points 54 (12d6 + 12)
needs to be more mobile. Speed 30 ft.

Kobold Sting of Kurtulmak STR DEX CON INT WIS CHA


When a kobold demonstrates unmatched cunning, roguecraft, 14 (+2) 15 (+2) 12 (+1) 10 (+0) 12 (+1) 16 (+3)
and arcane skills, it may get the attention of Kurtulmak. Once it
becomes favored by the deity, the kobold's tail end transforms into Skills Arcana + 3, Deception +6, Perception +7, Stealth +8
a venomous stinger. Senses darkvision 60 ft., passive Perception 17
Melee Sorcerer. The Sting of Kurtulmak serves as the tribe's Languages Common, Draconic
warlord, second only to the chieftain or king. During combat, it Challenge 5 (1,800 XP)
mixes its arcane and martial skills with deadly efficiency, taking
advantage of both its empowered and quickened spell powers and Cunning Action. On each of its turns, the kobold can use a bonus
tail stinger. action to take the Dash, Disengage, or Hide action.
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
Kobold Shaman creature and the ally isn't incapacitated.

Small humanoid (kobold), lawful evil Sunlight Sensitivity. While in sunlight, the kobold has disadvantage
on attack rolls, as well as on Wisdom (Perception) checks that rely
on sight.
Armor Class 12 (18 with barkskin)
Hit Points 22 (5d6 + 5) Spellcasting. The kobold is a 4th-level spellcaster. Its spellcasting
Speed 30 ft. ability is Charisma (spell save DC 14, +6 to hit with spell attacks). It
has the following sorcerer spells prepared:
STR DEX CON INT WIS CHA Cantrips (at will): fire bolt, mage hand, minor illusion, poison spray
7 (-2) 14 (+2) 12 (+1) 8 (-1) 15 (+2) 8 (-1) 1st level (4 slots): burning hands, mage armor, shield
2nd level (3 slots): dragon's breath, invisibility
Senses darkvision 60 ft., passive Perception 12 Sorcery Points. The kobold has 4 sorcery points. It can spend 1 or
Languages Common, Draconic more sorcery points to gain one of the following benefits:
Challenge 2 (450 XP)
Empowered Spell: When the kobold rolls damage for a spell, it can
spend 1 sorcery point to reroll up to 3 damage dice. It must use the
Pack Tactics. The kobold has advantage on an attack roll against new rolls. It can use Empowered Spell even if it has already used a
a creature if at least one of the kobold's allies is within 5 feet of the different Metamagic option during the casting of the spell.
creature and the ally isn't incapacitated. Quickened Spell: When the kobold casts a spell that has a casting
Sunlight Sensitivity. While in sunlight, the kobold has disadvantage time of 1 action, the giant can spend 2 sorcery points to change the
on attack rolls, as well as on Wisdom (Perception) checks that rely casting time to 1 bonus action for this casting.
on sight. Sneak Attack (1/Turn). The kobold deals an extra 7 (2d6) damage
Spellcasting. The kobold is a 5th-level spellcaster. Its spellcasting when the kobold hits a target with a weapon attack and has
ability is Wisdom (spell save DC 12, +4 to hit with spell attacks). It advantage on the attack roll, or when the target is within 5 feet of an
has the following druid spells prepared: ally of the kobold that isn't incapacitated and the kobold doesn't have
Cantrips (at will): druidcraft, poison spray, thorn whip disadvantage on the attack roll.
1st level (4 slots): earth tremor, ice knife, thunderwave Actions
2nd level (3 slots): barkskin, spike growth
3rd level (2 slots): erupting earth, feign death Multiattack. The kobold makes two attacks: one with its spear and
one with its tail stinger.
Actions Spear. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or
Dagger. 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
range 20/60 ft., one target. Hit: 4 (1d4 + 2) piercing damage. (1d8 + 2) piercing damage if used with two hands to make a melee
Sling. Ranged Weapon Attack: +4 to hit, range 30/120 ft., one target. attack. The kobold treats the spear as a finesse weapon.
Hit: 4 (1d4 + 2) bludgeoning damage. Tail Stinger. Melee Weapon Attack: +5 to hit, reach 10 ft., one
Change Shape (Recharges after a Short or Long Rest). The kobold creature. Hit: 5 (1d4 + 2) piercing damage. The target must succeed
magically polymorphs into a giant lizard or weasel, remaining in that on a DC 13 Constitution saving throw, taking 14 (4d6) poison
form for up to 1 hour. It can revert to its true form as a bonus action. damage on a failed save, or half as much damage on a successful
Its statistics, other than its size, are the same in each form. Any one.
equipment it is wearing or carrying isn't transformed. It reverts to its
true form if it dies.

Chapter 1. Bestiary 173


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 prefering to
deploy booby traps and making a hasty retreat.

Kobold Trapmaker Shortbow. Ranged Weapon Attack: +5 to hit, range 80/320 ft., one
target. Hit: 6 (1d6 + 3) piercing damage plus 3 (1d6) poison damage.
Small humanoid (kobold), lawful evil
Set Trap (5/Day). The kobold can discretely place a mechanical trap
Armor Class 13 of its choice (see below) on a surface (such as a section of floor, a
Hit Points 31 (7d6 + 7) wall, a staircase, or a table) or within an object that can be closed to
Speed 30 ft. conceal the trap (such as a chest, door, or window) within 5 feet of it.
If it is a surface, the trap can cover an area of the surface no larger
STR DEX CON INT WIS CHA than 10 feet in diameter.
7 (-2) 16 (+3) 12 (+1) 12 (+1) 8 (-1) 8 (-1) The trap is hidden, requiring a DC 15 Intelligence (Investigation) to
find it or a DC 15 Wisdom (Perception) check to spot it.
For traps placed on a surface, the trap is triggered when a surface
Skills Perception +1, Sleight of Hand +7, Stealth +5 within the area is touched or stepped on, removing another object
Senses darkvision 60 ft., passive Perception 11 covering it, or manipulating an object that holds it. For traps
Languages Common, Draconic within an object, the trap is triggered when the object is opened or
Challenge 2 (450 XP) manipulated.
When the kobold lays a trap, it chooses from one of the following
Cunning Action. On each of its turns, the kobold can use a bonus options below for its effect. Once triggered, each creature within 5
action to take the Dash, Disengage, or Hide action. feet of the trap is targeted by its effect, unless specified otherwise.
Sunlight Sensitivity. While in sunlight, the kobold has disadvantage 1. Bear Trap. This trap can only be placed on a ground surface
on attack rolls, as well as on Wisdom (Perception) checks that rely and only the creature that triggered it as affected. The target must
on sight. make a DC 15 Strength saving throw. On a failed save, a creature
takes 10 (4d4) piercing damage and is restrained. The creature can
Pack Tactics. The kobold has advantage on an attack roll against make a DC 15 Strength (Athletics) check to escape the trap. If the
a creature if at least one of the kobold's allies is within 5 feet of the check fails, the target takes 1d4 piercing damage. Until the creature
creature and the ally isn't incapacitated. regains all of its hit points, its walking speed is reduced by half.
Drop Caltrops (3/Day). As a bonus action, the kobold can spread 2. Flare Blast. Each target must make a DC 15 Wisdom saving
caltrops to cover a 5-foot-square area. Any creature that isn't flying throw or be blinded for 1 minute.
and enters the area must succeed on a DC 15 Dexterity saving 3. Explosive Blast. Each target must make a DC 15 Dexterity
throw or stop moving and take 1 piercing damage. Until the creature saving throw, taking 10 (3d6) fire damage and 7 (2d6) piercing
regains at least 1 hit point, its walking speed is reduced by 10 feet. A damage on a failed save, or half as much damage on a successful
creature moving through the area at half speed doesn't need to make save.
the saving throw. 4. Poison Gas. Each target must make a DC 15 Constitution saving
throw or become poisoned for 1 minute.
Sneak Attack (1/Turn). The kobold deals an extra 7 (2d6) damage 5. Stink Cloud. The trap creates a 10-foot radius sphere of green,
when it hits a target with a weapon attack and has advantage on the nauseating gas centered on the trap which lasts for 1 minute. The
attack roll, or when the target is within 5 feet of an ally of the kobold sphere spreads around corners, and its area is heavily obscured.
that isn't incapacitated and the kobold doesn't have disadvantage on Each target within the cloud must make a DC 15 Constitution
the attack roll. 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.

174 Chapter 1. Bestiary


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.

Stab. Melee Weapon Attack: +9 to hit, reach 10 ft., one target.


Kruthik Hive Queen Hit: 16 (2d10 + 5) piercing damage.
Huge monstrosity, chaotic evil
Spike. Ranged Weapon Attack: +9 to hit, range 30/120 ft., one
target. Hit: 12 (2d6 + 5) piercing damage.
Armor Class 22 (natural armor)
Hit Points 157 (15d12 + 60) Stinger. Melee Weapon Attack: +9 to hit, reach 10 ft., one creature.
Speed 40 ft., burrow 20 ft., climb 40 ft. Hit: 14 (2d8 + 5) piercing damage. The target must make a DC 17
Constitution saving throw or become poisoned for 1 minute. While
STR DEX CON INT WIS CHA poisoned, the target is also paralyzed. The target can repeat the
21 (+5) 16 (+3) 19 (+4) 13 (+1) 16 (+3) 12 (+1) saving throw at the end of each of its turns, ending the effect on
itself on a success.
Senses darkvision 60 ft., tremorsense 60 ft., passive Perception 13 Acid Spray (Recharge 5-6). The kruthik sprays acid in a 30-foot
Languages Kruthik cone. Each creature in that area must make a DC 16 Dexterity
Challenge 10 (5,900 XP) saving throw, taking 33 (6d10) acid damage on a failed save, or half
as much damage on a successful one.
Battle Command. As a bonus action, the kruthik targets one ally it
can see within 30 feet of it. If the target can see or hear the kruthik, Legendary Actions
the target can use its reaction to make one melee attack or to take The kruthik can take 3 legendary actions, choosing from the options
the Dodge or Hide action. 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
Keen Smell. The kruthik has advantage on Wisdom (Perception)
legendary actions at the start of its turn.
checks that rely on smell.
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-diame ter 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.

Chapter 1. Bestiary 175


Lamia

Lamia Priestess of Graz'zt


Most lamia clerics are devout followers of Graz'zt.
They take perverse joy in receiving and inflicting
pain. Every lash it receives fuels its rage, giving
it more enthusiasm in battle as it attacks with its
claws and flaming dagger. It can also turn its pain
into a pleasurable gift, bolstering nearby allies
when it takes damage.

Lamia Priestess of Graz'zt has the following cleric spells prepared:


Cantrips (at will): infestation, poison spray, toll the dead
Large monstrosity, chaotic evil
1st level (4 slots): bane, command, divine favor, false life
2nd level (3 slots): blindness/deafness, hold person, ray of
Armor Class 14 (natural armor)
enfeeblement, silence
Hit Points 127 (15d10 + 45)
3rd level (2 slots): fear, spirit guardians
Speed 30 ft.
Magic Resistance. The lamia has advantage on saving throws
STR DEX CON INT WIS CHA against spells and other magical effects.
16 (+3) 14 (+2) 16 (+3) 14 (+2) 16 (+3) 16 (+3)
Actions
Skills Deception +9, Insight +6, Religion +5, Stealth +5 Multiattack. The lamia makes two attacks: one with its claws and
Senses darkvision 120 ft., passive Perception 13 one with its dagger or Intoxicating Touch.
Languages Abyssal, Common
Claws. Melee Weapon Attack: +6 to hit, reach 5 ft., one target.
Challenge 6 (2,300 XP)
Hit: 14 (2d10 + 3) slashing damage.

Shapechanger. The lamia can use its action to polymorph into a Dagger. Melee Weapon Attack: +6 to hit, reach 5 ft., one target.
Small or Medium humanoid it has seen, or back into its true form. Hit: 5 (1d4 + 3) piercing damage plus 7 (2d6) fire damage.
Its statistics, other than its size, are the same in each form. Any Intoxicating Touch. Melee Spell Attack: +6 to hit, reach 5 ft., one
equipment it is wearing or carrying isn't transformed. It reverts to its target. Hit: The target is magically cursed for 1 hour. Until the
true form if it dies. curse ends, the target has disadvantage on Wisdom saving throws
and all ability checks.
Innate Spellcasting. The lamia's innate spellcasting ability is
Charisma (spell save DC 14). The lamia can innately cast the Reactions
following spells, without providing material components:
Joy from Pain. When the lamia takes critical hit damage, it can
At will: disguise self (any humanoid form), major image make one melee weapon attack.
3/day each: charm person, mirror image, scrying, suggestion
1/day: geas Master of Pleasures. When the lamia takes damage, it can
magically grant 5 temporary hit points to itself and up to three allies
Spellcasting. The lamia is a 5th-level spellcaster. Its spellcasting within 30 feet of it.
ability is Wisdom (spell save DC 14, +6 to hit with spell attacks). It

176 Chapter 1. Bestiary


Leucrottas Leucrotta Matriarch
The leucrotta matriarch is the largest and oldest leucrotta of its
Leucrotta Female clan, and is often the most cunning and vicious as well.
Female leucrottas are larger than males, and are the dominant sex In battle, it prefers to stand back, lets the younger females and
in the pack. They are more aggressive and vicious, often bullying males engage its foes, and then moves at the center of battle to
male leucrottas into submission. Their bites are more ferocious, maximize its packmaster trait.
able to deliver critical hits more often, and are very strong that
they can pierce and destroy armor.

Leucrotta Fiend
Female leucrotta that is blessed by Yeenoghu, or is an offspring
of a male shoosuva, become leucrotta fiends. These gruesome
monsters are slightly larger than their normal ilk, and sport crest
spikes running over their spine. While they act the same as
normal leucrotta females, they are more insidious and share the
resistances of their fiendish parent. Leucrotta Fiend
Large monstrosity, chaotic evil

Armor Class 15 (natural armor)


Leucrotta Female Hit Points 110 (13d10 + 39)
Large monstrosity, chaotic evil Speed 50 ft.

Armor Class 15 (natural armor) STR DEX CON INT WIS CHA
Hit Points 90 (12d10 + 24) 22 (+6) 14 (+2) 16 (+3) 10 (+0) 15 (+2) 8 (-1)
Speed 50 ft.
Skills Deception +3, Perception +6
STR DEX CON INT WIS CHA Damage Resistances cold, fire, lightning; bludgeoning, piercing,
20 (+5) 14 (+2) 15 (+2) 9 (-1) 14 (+2) 6 (-2) and slashing from nonmagical attacks
Damage Immunities poison
Skills Deception +2, Perception +4 Condition Immunities poisoned
Senses darkvision 60 ft., passive Perception 14 Senses darkvision 60 ft., passive Perception 16
Languages Abyssal, Gnoll Languages Abyssal, Gnoll
Challenge 4 (1,100 XP) Challenge 6 (2,300 XP)

Bone Bite. A bite attack roll the leucrotta makes is a critical hit on a Bone Bite. A bite attack roll the leucrotta makes is a critical hit on a
roll of 19 or 20 on the d20. roll of 19 or 20 on the d20.

Keen Smell. The leucrotta has advantage on Wisdom (Perception) Keen Smell. The leucrotta has advantage on Wisdom (Perception)
checks that rely on smell. checks that rely on smell.

Kicking Retreat. If the leucrotta attacks with its hooves, it can take Kicking Retreat. If the leucrotta attacks with its hooves, it can take
the Disengage action as a bonus action. the Disengage action as a bonus action.

Mimicry. The leucrotta can mimic animal sounds and humanoid Mimicry. The leucrotta can mimic animal sounds and humanoid
voices. A creature that hears the sounds can tell they are imitations voices. A creature that hears the sounds can tell they are imitations
with a successful DC 14 Wisdom (Insight) check. with a successful DC 17 Wisdom (Insight) check.

Rampage. When the leucrotta reduces a creature to 0 hit points Rampage. When the leucrotta reduces a creature to 0 hit points
with a melee attack on its turn, it can take a bonus action to move up with a melee attack on its turn, it can take a bonus action to move up
to half its speed and make an attack with its hooves. to half its speed and make an attack with its hooves.

Actions Actions
Multiattack. The leucrotta makes two attacks: one with its bite and Multiattack. The leucrotta makes two attacks: one with its bite and
one with its hooves. one with its hooves.

Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Bite. Melee Weapon Attack: +9 to hit, reach 5 ft., one target.
Hit: 9 (1d8 + 5) piercing damage. If the leucrotta scores a critical Hit: 10 (1d8 + 6) piercing damage. If the leucrotta scores a critical
hit, it rolls the damage dice three times, instead of twice. In hit, it rolls the damage dice three times, instead of twice. In
addition, any nonmagical armor or shield worn by the target gets addition, any nonmagical armor or shield worn by the target gets
crushed. The Armor Class (AC) of the armor or shield (determined crushed. The Armor Class (AC) of the armor or shield (determined
randomly) takes a permanent and cumulative -1 penalty. If its Armor randomly) takes a permanent and cumulative -1 penalty. If its Armor
Class drops to 0, the armor or shield is destroyed. Class drops to 0, the armor or shield is destroyed.
If the armor or shield is magical, the wearer must succeed on If the armor or shield is magical, the wearer must succeed on
a DC 13 Wisdom saving throw with advantage on the roll. On a a DC 14 Wisdom saving throw with advantage on the roll. On a
failed save, Armor Class (AC) of the armor or shield (determined failed save, Armor Class (AC) of the armor or shield (determined
randomly) takes a permanent and cumulative -1 penalty. If its Armor randomly) takes a permanent and cumulative -1 penalty. If its Armor
Class drops to 0, the armor or shield is destroyed. Class drops to 0, the armor or shield is destroyed.

Hooves. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hooves. Melee Weapon Attack: +9 to hit, reach 5 ft., one target.
Hit: 12 (2d6 + 5) bludgeoning damage. Hit: 13 (2d6 + 6) bludgeoning damage.

Chapter 1. Bestiary 177


Leucrotta Matriarch Packmaster. A leucrotta ally that starts its turn within 30 feet of this
Huge monstrosity, chaotic evil leucrotta that can see or hear this leucrotta gains Pack Tactics until
the start of its next turn, provided this leucrotta isn't incapacitated.
Armor Class 16 (natural armor) Rampage. When the leucrotta reduces a creature to 0 hit points
Hit Points 168 (16d12 + 64) with a melee attack on its turn, it can take a bonus action to move up
Speed 50 ft. to half its speed and make an attack with its hooves.

STR DEX CON INT WIS CHA Actions


22 (+6) 14 (+2) 19 (+4) 9 (-1) 16 (+3) 8 (-1) Multiattack. The leucrotta makes two attacks: one with its bite and
one with its hooves.
Skills Deception +5, Intimidation +5, Perception +5 Bite. Melee Weapon Attack: +9 to hit, reach 5 ft., one target.
Senses darkvision 60 ft., passive Perception 15 Hit: 15 (2d8 + 6) piercing damage. If the leucrotta scores a critical
Languages Abyssal, Gnoll hit, it rolls the damage dice three times, instead of twice. In
Challenge 7 (2,900 XP) addition, any nonmagical armor or shield worn by the target gets
crushed. The Armor Class (AC) of the armor or shield (determined
Bone Bite. A bite attack roll the leucrotta makes is a critical hit on a randomly) takes a permanent and cumulative -1 penalty. If its Armor
roll of 19 or 20 on the d20. Class drops to 0, the armor or shield is destroyed.
If the armor or shield is magical, the wearer must succeed on
Keen Smell. The leucrotta has advantage on Wisdom (Perception) a DC 14 Wisdom saving throw with advantage on the roll. On a
checks that rely on smell. failed save, Armor Class (AC) of the armor or shield (determined
Kicking Retreat. If the leucrotta attacks with its hooves, it can take randomly) takes a permanent and cumulative -1 penalty. If its Armor
the Disengage action as a bonus action. Class drops to 0, the armor or shield is destroyed.
Mimicry. The leucrotta can mimic animal sounds and humanoid Hooves. Melee Weapon Attack: +9 to hit, reach 5 ft., one target.
voices. A creature that hears the sounds can tell they are imitations Hit: 16 (3d6 + 6) bludgeoning damage. If the target is a Medium or
with a successful DC 14 Wisdom (Insight) check. smaller creature, it must succeed on a DC 17 Strength saving throw
or be knocked prone.
Pack Tactics. The leucrotta has advantage on an attack roll against
a creature if at least one of theleucrotta's allies is within 5 feet of the
creature and the ally isn't incapacitated.

178 Chapter 1. Bestiary


Lizardfolk

Lizardfolk Arcane Archer


Long ago lizardfolk shamans stumbled upon the knowledge of
weapons being imbued with elven magic. Now a few tribes are
able to reproduce it.
Lizardfolk arcane archers are able to imbue their arrow shots
with magical energy, creating shots that can explode and fill an
area with poison and even enfeeble or blind a foe. They are very
rare, however, as only the most intelligent lizardfolk can become
arcane archers.

Lizardfolk Arcane Archer 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
Medium humanoid (lizardfolk), neutral
Wisdom saving throw or be unable to see anything farther than 5
feet away until the start of the lizardfolk's next turn.
Armor Class 17 (natural armor)
Hit Points 71 (11d8 + 22) Curving Shot. When the lizardfolk makes a ranged attack roll and
Speed 30 ft., swim 30 ft. misses, it can use a bonus action to reroll the attack roll against a
different target within 60 feet of the original target.
STR DEX CON INT WIS CHA Hold Breath. The lizardfolk can hold its breath for 15 minutes.
12 (+1) 18 (+4) 14 (+2) 12 (+1) 12 (+1) 7 (-2)
Magic Ranged Weapons. The lizardfolk's ranged weapon attacks
Skills Athletics +4, Perception +4, Survival +7 are magical.
Senses passive Perception 14 Actions
Languages Draconic
Challenge 5 (1,800 XP) Multiattack. The lizardfolk makes three ranged attacks or two
melee attacks.
Arcane Shot (3/Day). As a bonus action, when the lizardfolk hits Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target.
a target with a ranged weapon attack, it can choose one from the Hit: 7 (1d6 + 4) piercing damage.
following three effects:
Scimitar. Melee Weapon Attack: +7 to hit, reach 5 ft., one target.
1. Poison Arrow. The target and all other creatures within 10 feet of
Hit: 7 (1d6 + 4) piercing damage.
it take an extra 10 (3d6) poison damage each.
2. Enfeebling Arrow. The target takes an extra 7 (2d6) necrotic Longbow. Ranged Weapon Attack: +7 to hit, range 150/600 ft., one
damage. If the target is a creature, it must succeed on a DC 12 target. Hit: 8 (1d8 + 4) piercing damage.
Constitution saving throw, or the damage dealt by its weapon attacks
are halved until the start of the lizardfolk's next turn.

Chapter 1. Bestiary 179


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 Vanguard Threatening. Creatures provoke an opportunity attack from


Medium humanoid (lizardfolk), neutral the 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, the target's speed is reduced to 0 until the end of
Armor Class 20 (plate, shield) the current turn.
Hit Points 82 (11d8 + 33)
Speed 30 ft., swim 30 ft. Actions
Multiattack. The lizardfolk makes three melee attacks: one with its
STR DEX CON INT WIS CHA bite and two with its longsword.
18 (+4) 10 (+0) 16 (+3) 8 (-1) 12 (+1) 9 (-1)
Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target.
Hit: 7 (1d6 + 4) piercing damage.
Saving Throws Str +7, Dex +3, Con +6
Skills Athletics +7, Perception +4, Survival +7 Longsword. Melee Weapon Attack: +7 to hit, reach 5 ft., one target.
Senses passive Perception 14 Hit: 8 (1d8 + 4) slashing damage, or 9 (1d10 + 4) slashing damage
Languages Draconic if used with two hands, and the target is marked until the end of
Challenge 5 (1,800 XP) the lizardfolk's next turn. This effect ends early if the lizardfolk
is incapacitated or it dies, or if someone else marks the target.
Hold Breath. The lizardfolk can hold its breath for 15 minutes. While it is within 5 feet of the lizardfolk, a creature marked by the
lizardfolk has disadvantage on any attack roll that doesn't target the
Indomitable (2/Day). The lizardfolk rerolls a failed save. It must use lizardfolk.
the new roll.
Punish the Marked (1/Turn). As a bonus action, the lizardfolk can
Reactions
make a melee weapon attack against a creature marked by it if the Parry. The lizardfolk adds 3 to its AC against one melee attack that
creature dealt damage to anyone other than the lizardfolk during the would hit it. To do so, the lizardfolk must see the attacker and be
last turn. The lizardfolk's melee weapon attack has advantage on the wielding a melee weapon.
attack roll, and if it hits, the attack's weapon deals an extra 7 (2d6)
damage to the target.

180 Chapter 1. Bestiary


Lycanthropes, Wererats

Wererat Assassin
Wererats who show an aptitude for becoming
inconspicuous and have mastered the craft
of making quick and silent kills become
assassins. They normally join thieves' and
assassins' guilds but seldom do they reveal
their true nature.

Wererat Assassin Keen Smell. The wererat has advantage on Wisdom (Perception)
Medium humanoid (human, shapechanger), lawful evil checks that rely on smell.
Sneak Attack (1/Turn). The wererat deals an extra 7 (2d6) damage
Armor Class 16 (studded leather) when it hits a target with a weapon attack and has advantage
Hit Points 65 (10d8 + 20) on the attack roll, or when the target is within 5 feet of an ally of
Speed 30 ft. the wererat that isn't incapacitated and the wererat doesn't have
disadvantage on the attack roll.
STR DEX CON INT WIS CHA
10 (+0) 18 (+4) 14 (+2) 11 (+0) 10 (+0) 8 (-1) Actions
Multiattack. The wererat makes two attacks, only one of which can
Skills Perception +3, Stealth +10 be a bite.
Damage Immunities bludgeoning, piercing, and slashing damage Bite (Rat or Hybrid Form Only). Melee Weapon Attack: +7 to hit,
from nonmagical weapons that aren't silvered reach 5 ft., one target. Hit: 6 (1d4 + 4) piercing damage. lf the target
Senses darkvision 60 ft., passive Perception 13 is a humanoid, it must succeed on a DC 13 Constitution saving
Languages Common (can't speak in rat form) throw or be cursed with wererat lycanthropy.
Challenge 5 (1,800 XP)
Shortsword (Humanoid or Hybrid Form Only). Melee Weapon
Attack: +7 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) piercing
Shapechanger. The wererat can use its action to polymorph into a
damage, and the target must succeed on a DC 11 Constitution
rat-humanoid hybrid or into a giant rat, or back into its true form,
saving throw, taking 10 (3d6) poison damage on a failed save, or half
which is humanoid. Its statistics, other than its size and AC, are the
as much damage on a successful one.
same in each form. Any equipment it is wearing or carrying isn't
transformed. It reverts to its true form if it dies. Hand Crossbow. Ranged Weapon Attack: +7 to hit, range 30/120
ft., one target. Hit: 7 (1d6 + 4) piercing damage, and the target
Assassinate. During its first turn, the wererat has advantage on
must succeed on a DC 11 Constitution saving throw, taking 10
attack rolls against any creature that hasn't taken a turn. Any hit the
(3d6) poison damage on a failed save, or half as much damage on a
wererat scores against a surprised creature is a critical hit.
successful one.
Cunning Action. The wererat can take the Dash, Disengage, or Hide
action as a bonus action on each of its turns.

Chapter 1. Bestiary 181


Ogre Wererat
Normally only humanoids can be afflicted with lycanthropy.
However, there have been a few rare cases where giants, for some
unknown reason or fluke, become cursed after suffering a bite
from a werecreature. The ogre wererat is such an example. To
the ogre, the curse has become a gift. The transformation has
given it more resistance and stamina, acute senses, cunning, and
agility. Unfortunately, it now also has an insatiable appetite for
flesh.
An ogre wererat can sometimes be found in the company of other
wererats and serves as their muscle.

Ogre Wererat Shapechanger. The ogre wererat can use its action to polymorph
into a rat-giant hybrid or into a Large giant rat, or back into its true
Large humanoid (giant, shapechanger), lawful evil
form, which is giant. Its statistics, other than its size and AC, are
the same in each form. Any equipment it is wearing or carrying isn't
Armor Class 12 (natural armor) transformed. It reverts to its true form if it dies.
Hit Points 110 (13d10 + 39)
Speed 40 ft. Keen Smell. The ogre wererat has advantage on Wisdom
(Perception) checks that rely on smell.
STR DEX CON INT WIS CHA Actions
19 (+4) 12 (+1) 16 (+3) 5 (-3) 8 (-1) 7 (-2)
Multiattack. The ogre wererat makes two attacks, only one of which
can be a bite.
Skills Perception +2, Stealth +7
Damage Immunities bludgeoning, piercing, and slashing damage Bite (Rat or Hybrid Form Only). Melee Weapon Attack: +7 to hit,
from nonmagical weapons that aren't silvered reach 5 ft., one target. Hit: 9 (2d4 + 4) piercing damage. lf the target
Senses darkvision 60 ft., passive Perception 11 is a humanoid, it must succeed on a DC 14 Constitution saving
Languages Common, Giant (can't speak in rat form) throw or be cursed with wererat lycanthropy.
Challenge 5 (1,800 XP) Greatclub (Giant or Hybrid Form Only). Melee Weapon Attack: +7
to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) bludgeoning damage.

182 Chapter 1. Bestiary


Marut Marut Guards
Marut guards are posted in and around the city of Sigil. Smaller
than the typical marut construct, guards are armed with a
Marut Concordant greatsword that is primarily used to break any in-fighting within
Concordants were created to carry out justice for broken contracts parties and defend the Hall of Concordance from intrusion. Marut
accepted and imposed by the marut. As with the contract holders, guards are sometimes sent to accompany marut concordants
the concordant does not consider the grey area of things, focusing on the latters' missions, especially when they are instructed to
solely on what is written – however good or evil the implications capture and bring back contract breakers.
may be. Concordants are persistent beings and will hunt contract-
breakers through dimensions and planes until it can exact justice
with its thunderous fists.

Marut Concordant
Large construct, lawful neutral

Armor Class 21 (natural armor)


Hit Points 168 (16d10 + 80)
Speed 40 ft., fly 20 ft. (hover)

STR DEX CON INT WIS CHA


22 (+6) 12 (+1) 20 (+5) 17 (+3) 13 (+1) 16 (+2)

Saving Throws Int +8, Wis +6, Cha +7


Skills Insight +6, Intimidation +7, Perception +6
Damage Resistances lightning, thunder; bludgeoning, piercing, and
slashing from nonmagical attacks
Damage Immunities poison
Condition Immunities charmed, frightened, paralyzed, poisoned,
unconscious
Senses darkvision 60 ft., passive Perception 16
Languages all but rarely speaks
Challenge 13 (10,000 XP)

Immutable Form. The marut is immune to any spell or effect that


would alter its form.
Innate Spellcasting. The marut's innate spellcasting ability is
Intelligence (spell save DC 16). The marut can innately cast the Marut Guard
following spell, requiring no material components. Medium construct, lawful neutral
At will: hunter's mark, locate creature, mind spike
1/day: plane shift (self only) Armor Class 20 (natural armor)
Hit Points 60 (8d8 + 24)
Magic Resistance. The marut has advantage on saving throws
Speed 40 ft., fly 20 ft. (hover)
against spells and other magical effects.

Actions STR DEX CON INT WIS CHA


18 (+4) 12 (+1) 16 (+3) 12 (+1) 12 (+1) 14 (+2)
Multiattack. The marut attacks twice: once with its lightning slam
and once with its thunder slam.
Skills Perception +4
Lightning Slam. Melee Weapon Attack: +11 to hit, reach 5 ft., one Damage Resistances thunder; bludgeoning, piercing, and
target. Hit: 19 (3d8 + 6) bludgeoning damage plus 9 (2d8) lightning slashing from nonmagical attacks
damage. If the target is a creature and the attack roll against the Damage Immunities poison
target succeeds by 5 or more, the target must succeed on a DC 18 Condition Immunities charmed, frightened, paralyzed, poisoned,
Constitution saving throw or be blinded until the end of the marut's unconscious
next turn. Senses darkvision 60 ft., passive Perception 14
Thunder Slam. Melee Weapon Attack: +11 to hit, reach 5 ft., one Languages all but rarely speaks
target. Hit: 19 (3d8 + 6) bludgeoning damage plus 9 (2d8) thunder Challenge 6 (2,300 XP)
damage. If the target is a creature and the attack roll against the
target succeeds by 5 or more, the target must succeed on a DC 18 Immutable Form. The marut is immune to any spell or effect that
Constitution saving throw or be blinded until the end of the marut's would alter its form.
next turn.
Magic Resistance. The marut has advantage on saving throws
Thunderous Edict (Recharge 5-6). The marut chooses a point it against spells and other magical effects.
can see within 60 feet of it. Thunder and lightning energy erupts
in a 20-foot-radius sphere centered on that point. Every creature in Actions
that area takes 15 lightning damage and 15 thunder damage. Each Multiattack. The marut attacks twice with its greatsword.
creature that takes any of this damage must succeed on a DC 18
Constitution saving throw or be stunned until the end of the marut's Greatsword. Melee Weapon Attack: +7 to hit, reach 5 ft., one target.
next turn. Hit: 11 (2d6 + 4) slashing damage.

Chapter 1. Bestiary 183


Maur (Hunched Giant)

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) Actions


Large giant, chaotic neutral Multiattack. The maur makes two warhammer attacks.
Warhammer. Melee Weapon Attack: +10 to hit, reach 5 ft., one
Armor Class 16 (natural armor) target. Hit: 20 (3d8 + 7) bludgeoning damage, or 25 (4d8 + 7)
Hit Points 138 (12d10 + 72) bludgeoning damage while unfurled.
Speed 30 ft.
Unfurled Might (Recharges after a Short or Long Rest). For 1
STR DEX CON INT WIS CHA minute, the maur increases in size, along with anything it is wearing
24 (+7) 8 (-1) 22 (+6) 9 (-1) 15 (+2) 16 (+3) or carrying. While unfurled, the maur is Huge, deals one extra die
of weapon damage on Strength-based weapon attacks (included in
Skills Perception +5, Nature +5 the attacks), makes Strength checks and Strength saving throws
Senses darkvision 120 ft., passive Perception 15 with advantage, and gains the ability to cast call lightning and chain
Languages Giant, Undercommon lighting once per day. If the maur lacks the room to become Huge, it
Challenge 8 (3,900 XP) attains the maximum size possible in the space available.
Rock. Ranged Weapon Attack: +10 to hit, range 30/120 ft., one
Brute. A melee weapon deals one extra die of its damage when the target. Hit: 23 (3d10 +7) bludgeoning damage, or 29 (4d10 + 7)
maur hits with it (included in the attack). bludgeoning damage while unfurled.

Innate Spellcasting. The maur's innate spellcasting ability is Tunnel Scream (1/Day). The maur magically emits a deafening
Charisma (spell save DC 14). The maur can innately cast the scream in a 60-foot cone. Each creature in that area must succeed
following spells, without providing material components: on a DC 17 Constitution saving throw or take 27 (6d8) thunder
damage, be deafened for 1 minute, and stunned until the end of its
2/day each: meld into stone, move earth, spider climb
next turn. On a successful save, the creature takes half as much
1/day each (while unfurled only): call lightning, chain lightning
damage and doesn't get deafened or stunned.

184 Chapter 1. Bestiary


Meazels

Meazel Assassin
Meazels with noteworthy cunning and martial skill become
assassins for hire, often offering their services to intelligent
creatures from the Shadowfell, such as Shadar-kai.
Dark Ambushers. They take advantage of the shadows, striking
seemingly out of nowhere when their intended victim venture
close to their ambush spot. Against tougher targets, meazel
assassins will use their shadow teleport ability to bring the targets
into the Shadowfell, leaving them temporarily to be engaged by
whatever horrors that lurk nearby before returning to finish them
off.

Meazel Assassin that isn't incapacitated and the meazel doesn't have disadvantage
on the attack roll.
Medium humanoid (meazel), neutral evil
Shadow Stealth. While in dim light or darkness, the meazel can
Armor Class 14 take the Hide action as a bonus action.
Hit Points 99 (18d8 + 18) Actions
Speed 30 ft.
Multiattack. The meazel makes two shortsword attacks.
STR DEX CON INT WIS CHA Garrote. Melee Weapon Attack: +7 to hit, reach 5 ft., one target of
8 (-1) 18 (+4) 12 (+1) 14 (+2) 14 (+2) 10 (+0) the meazel' s size or smaller. Hit: 7 (1d6 + 4) bludgeoning damage,
and the target is grappled (escape DC 14 with disadvantage). Until
Skills Perception +5, Stealth +7 the grapple ends, the target takes 11 (2d6 + 4) bludgeoning damage
Senses darkvision 60 ft., passive Perception 15 at t he start of each of the meazel's turns. The meazel can't make
Languages Common weapon attacks while grappling a crea ture in this way.
Challenge 6 (2,300 XP)
Shortsword. Melee Weapon Attack: +7 to hit, reach 5 ft., one target.
Hit: 7 (1d6 + 4) piercing damage plus 3 (1d6) necrotic damage.
Assassinate. During its first turn, the meazel has advantage on
attack rolls against any creature that hasn't taken a turn. Any hit the Shadow Teleport (Recharge 5-6). The meazel, any equipment it
meazel scores against a surprised creature is a critical hit. is wearing or carrying, and any creature it is grappling teleport
to an unoccupied space within 500 feet of it, provided that the
Cunning Action. The meazel can take the Dash, Disengage, or Hide starting space and the destination are in dim light or darkness. The
action as a bonus action on each of its turns. destination must be a place the meazel has seen before, but it need
Evasion. If the meazel is subjected to an effect that allows it to not be within line of sight. If the destination space is occupied, the
make a Dexterity saving throw to take only half damage, the meazel teleportation leads to the nearest unoccupied space.
instead takes no damage if it succeeds on the saving throw, and only Any other creature the meazel teleports becomes cursed by
half damage if it fails. shadow for 1 hour. Unti l this curse ends, every undead and every
creature native to the Shadowfell within 300 feet of the cursed
Sneak Attack (1/Turn). The meazel deals an extra 14 (4d6) damage creature can sense it, which prevents that creature from hiding
when it hits a target with a weapon attack and has advantage on the from them.
attack roll, or when the target is within 5 feet of an ally of the meazel

Chapter 1. Bestiary 185


Meazel Thug
Some meazels are thugs that congregate and form packs for
the purpose of having strength in numbers. This allows them to
successfully attack groups instead of just single targets.
Meazel thugs are often hired to kill or kidnap a specific target. In
such cases, the thugs will try to create a distraction, engage any
guards, divert attention, and sow confusion before grabbing the
target and taking it back to the Shadowfell.

Meazel Thug Actions


Medium humanoid (meazel), neutral evil Multiattack. The meazel makes two shortsword attacks.
Garrote. Melee Weapon Attack: +6 to hit, reach 5 ft., one target of
Armor Class 14 the meazel' s size or smaller. Hit: 7 (1d6 + 4) bludgeoning damage,
Hit Points 63 (14d8) and the target is grappled (escape DC 14 with disadvantage). Until
Speed 30 ft. the grapple ends, the target takes 11 (2d6 + 4) bludgeoning damage
at t he start of each of the meazel's turns. The meazel can't make
STR DEX CON INT WIS CHA weapon attacks while grappling a crea ture in this way.
8 (-1) 18 (+4) 11 (+0) 14 (+2) 13 (+1) 10 (+0) Shortsword. Melee Weapon Attack: +6 to hit, reach 5 ft., one target.
Hit: 7 (1d6 + 4) piercing damage plus 3 (1d6) necrotic damage.
Skills Perception +3, Stealth +6
Senses darkvision 60 ft., passive Perception 13 Shadow Teleport (Recharge 5-6). The meazel, any equipment it
Languages Common is wearing or carrying, and any creature it is grappling teleport
Challenge 2 (450 XP) to an unoccupied space within 500 feet of it, provided that the
starting space and the destination are in dim light or darkness. The
destination must be a place the meazel has seen before, but it need
Shadow Stealth. While in dim light or darkness, the meazel can take
not be within line of sight. If the destination space is occupied, the
the Hide action as a bonus action.
teleportation leads to the nearest unoccupied space.
Pack Tactics. The meazel has advantage on an attack roll against Any other creature the meazel teleports becomes cursed by
a creature if at least one of the meazel's allies is within 5 feet of the shadow for 1 hour. Unti l this curse ends, every undead and every
creature and the ally isn't incapacitated. creature native to the Shadowfell within 300 feet of the cursed
creature can sense it, which prevents that creature from hiding
from them.

186 Chapter 1. Bestiary


Meenlocks

Meenlock Corruptor
Meenlock Corruptor Meenlock corruptors take utmost pleasure in psychologically
Small fey, neutral evil tormenting their prey. These twisted fey make full use of their
Horrid Link and Corrupt Thoughts ability, cursing their targets to
Armor Class 16 (natural armor) make them vulnerable to further psychic attacks. They will use
Hit Points 71 (13d6 + 26)
the spell enemies abound against a large group, and dominate
Speed 30 ft.
person against smaller ones.
STR DEX CON INT WIS CHA
7 (-2) 16 (+3) 14 (+2) 12 (+1) 14 (+2) 8 (-1)

Skills Perception +6, Stealth +7, Survival +4


Condition Immunties frightened
Senses darkvision 120 ft., passive Perception 16
Languages telepathy 120 ft.
Challenge 4 (1,100 XP)

Fear Aura. Any beast or humanoid that starts its turn within 10 feet
of the meenlock must succeed on a DC 12 Wisdom saving throw or
be frightened until the start of the creature's next turn.
Innate Spellcasting (Psionics). The meenlock's innate spellcasting
ability is Wisdom (spell save DC 12). The meenlock can innately
cast the following spells, without providing material components:
1/day each: dominate person, enemies abound
Light Sensitivity. While in bright light, the meenlock has
disadvantage on attack rolls, as well as on Wisdom (Perception)
checks that rely on sight.
Horrid Link (1/Turn). As a bonus action, 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). As a bonus action, 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.

Actions
Claws. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.
Hit: 8 (2d4 + 3) slashing damage, and the target must succeed on a
DC 12 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 the effect on itself on a success.
Corrupt Thoughts. The meenlock targets a humanoid creature
within 30 feet of it. The creature must succeed on a DC 12 Wisdom
saving throw. A nongood creature has disadvantage on the saving
throw. On a failed save, the creature takes 16 (4d6 + 2) psychic
damage and is cursed for 1 minute. Until the curse ends, the target
has disadvantage on Wisdom and Intelligence saving throws, all
ability checks, and the meenlock is always invisible to it. On a
successful save, the creature takes only half as much damage and
isn't cursed.

Chapter 1. Bestiary 187


Meenlock Elder Meenlock Stalker
The meenlock elder is an older and more power meenlock The meenlock stalker is an extraordinary tracker. It uses mind
corruptor. It knows more psionic spells it can cast to torment its spike to keep track of its prey, and darkness and shadow stealth to
foes and has the capability to force foes to attack each other. keep from being noticed. When it finally finds an ideal moment to
ambush its prey, it first uses Maddening Thoughts to stun it, before
rending it with its claws to paralyze it.

Meenlock Elder Meenlock Stalker


Small fey, neutral evil Small fey, neutral evil

Armor Class 16 (natural armor) Armor Class 16 (natural armor)


Hit Points 88 (16d6 + 32) Hit Points 55 (10d6 + 20)
Speed 30 ft. Speed 30 ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
7 (-2) 16 (+3) 14 (+2) 12 (+1) 16 (+3) 9 (-1) 7 (-2) 17 (+3) 14 (+2) 11 (+0) 14 (+2) 8 (-1)

Skills Perception +9, Stealth +9, Survival +6 Skills Perception +6, Stealth +7, Survival +4
Condition Immunties frightened Condition Immunties frightened
Senses darkvision 120 ft., passive Perception 19 Senses darkvision 120 ft., passive Perception 16
Languages telepathy 120 ft. Languages telepathy 120 ft.
Challenge 5 (1,800 XP) Challenge 3 (700 XP)

Fear Aura. Any beast or humanoid that starts its turn within 10 feet Fear Aura. Any beast or humanoid that starts its turn within 10 feet
of the meenlock must succeed on a DC 13 Wisdom saving throw or of the meenlock must succeed on a DC 12 Wisdom saving throw or
be frightened until the start of the creature's next turn. be frightened until the start of the creature's next turn.
Innate Spellcasting (Psionics). The meenlock's innate spellcasting Innate Spellcasting (Psionics). The meenlock's innate spellcasting
ability is Wisdom (spell save DC 14). The meenlock can innately ability is Wisdom (spell save DC 12). The meenlock can innately
cast the following spells, without providing material components: cast the following spells, without providing material components:
2/day each: darkness, enemies abound, mind spike 1/day each: darkness, mind spike
1/day each: dominate person, mass suggestion, synaptic static
Light Sensitivity. While in bright light, the meenlock has
Light Sensitivity. While in bright light, the meenlock has disadvantage on attack rolls, as well as on Wisdom (Perception)
disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.
checks that rely on sight.
Shadow Stealth. While in dim light or darkness, the meenlock can
Horrid Link (1/Turn). As a bonus action, the meenlock targets a take the Hide action as a bonus action.
creature it can see within 30 feet of it. Each time the meenlock
Shadow Teleport (Recharge 5-6). As a bonus action, the meenlock
takes damage, the target takes 5 (1d10) psychic damage. This effect
can teleport to an unoccupied space within 30 feet of it, provided
lasts until the start of the meenlock's next turn.
that both the space it's teleporting from and its destination are in
Shadow Teleport (Recharge 5-6). As a bonus action, the meenlock dim light or darkness. The destination need not be within line of
can teleport to an unoccupied space within 30 feet of it, provided sight.
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 Actions
sight. Claws. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.
Hit: 8 (2d4 + 3) slashing damage, and the target must succeed on a
Actions DC 12 Constitution saving throw or be paralyzed for 1 minute. The
Claws. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. target can repeat the saving throw at the end of each of its turns,
Hit: 8 (2d4 + 3) slashing damage, and the target must succeed on a ending the effect on itself on a success.
DC 13 Constitution saving throw or be paralyzed for 1 minute. The
Maddening Thoughts. The meenlock targets a humanoid creature
target can repeat the saving throw at the end of each of its turns,
within 30 feet of it. The creature must succeed on a DC 12
ending the effect on itself on a success.
Intelligence saving throw. On a failed save, the creature takes 12
Corrupt Thoughts. The meenlock targets a humanoid creature (3d6 + 2) psychic damage and is stunned until the end of its next
within 30 feet of it. The creature must succeed on a DC 14 Wisdom turn.
saving throw. A nongood creature has disadvantage on the saving
throw. On a failed save, the creature takes 20 (5d6 + 3) psychic
damage and is cursed for 1 minute. Until the curse ends, the target
has disadvantage on Wisdom and Intelligence saving throws, all
ability checks, and the meenlock is always invisible to it. On a
successful save, the creature takes only half as much damage and
isn't cursed.
Twisted Thoughts (Recharge 5-6). The meenlock chooses up to
three humanoid creatures it can see within 30 feet of it. Each target
must succeed on a DC 14 Intelligence saving throw. On a failed
save, the target must use its reaction to move up to half its speed
and make one weapon attack against a creature of the meenlock's
choice.

188 Chapter 1. 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.

Ancient Elder Brain


Huge aberration, lawful evil

Armor Class 10
Hit Points 297 (22d12 + 154)
Speed 5 ft., swim 10 ft.

STR DEX CON INT WIS CHA


19 (+4) 10 (+0) 24 (+7) 22 (+6) 20 (+5) 24 (+7)

Saving Throws Int +12, Wis +11, Cha +13


Skills Arcana +12, Deception +13, Insight +11, Intimidation +13,
Persuasion +13 Psychic Link. The elder brain targets one incapacitated creature it
Senses blindsight 120 ft., passive Perception 14 can perceive with its Creature Sense trait and establises a psychic
Languages understands Common, Deep Speech, and link with that creature. Until the psychic link ends, the elder brain
Undercommon but can't speak, telepathy 5 miles can perceive everything the target senses. The target becomes
Challenge 20 (25,000 XP) aware that something is linked to its mind once it is no longer
incapacitated, and the elder brain can terminate the link at any time
Creature Sense. The elder brain is aware of the presence of (no action required). The target can use an action on its turn to
creatures within 2 miles of it that have an Intelligence score of 4 or attempt to break the psychic link, doing so with a successful DC 20
higher. It knows the distance and direction to each creature, as well Charisma saving throw. On a successful save, the target takes 14
as each creature's Intelligence score, but can't sense anything else (4d6) psychic damage. The psychic link also ends if the target and
about it. A creature protected by a mind blank spell, a nondetection the elder brain are more than 5 miles apart, with no consequences
spell, or similar magic can't be perceived in this manner. to the target. The elder brain can form psychic links with up to ten
creatures at a time.
Innate Spellcasting (Psionics). The elder brain's innate spellcasting
ability is Intelligence (spell save DC 20). The elder brain can innately Sense Thoughts. The elder brain targets a creature with which it
cast the following spells, without providing material components: has a psychic link. The elder brain gains insight into the target's
At will: detect thoughts, levitate, shield reasoning, its emotional state, and thoughts that loom large in its
3/day each: dominate monster, telekinesis mind (including things the target worries about, loves, or hates}.
1/day each: plane shift, psychic scream The elder brain can also make a Charisma (Deception) check with
advantage to deceive the target's mind into thinking it believes one
Legendary Resistance (3/Day). If the elder brain fails a saving idea or feels a particular emotion. The target contests this attempt
throw, it can choose to succeed instead. with a Wisdom (Insight} check. If the elder brain succeeds, the
Magic Resistance. The elder brain has advantage on saving throws mind believes the deception for l hour or until evidence of the lie is
against spells and other magical effects. presented to the target.

Telepathic Hub. The elder brain can use its telepathy to initiate and Legendary Actions
maintain telepathic conversations with up to ten creatures at a time. The elder brain can take 3 legendary actions, choosing from the
The elder brain can let those creatures telepathically hear each options below. It can take only one legendary action at a time and
other while connected in this way. only at the end of another creature's turn. The elder brain regains
spent legendary actions at the start of its turn.
Actions
Multiattack. The elder brain makes two tentacle attacks. Tentacle. The elder brain makes a tentacle attack.
Break Concentration. The elder brain targets a creature within
Tentacle. Melee Weapon Attack: +12 to hit, reach 40 ft., one 120 feet of it with which it has a psychic link. The elder brain
creature. Hit: 28 (5d8 + 6) bludgeoning damage. If the target is breaks the creature's concentration on a spell it has cast. The
Huge or smaller, it is grappled (escape DC 16) and and takes 15 creature also takes 1d6 psychic damage per level of the spell.
(2d8 + 6) psychic damage at the start of each of its turns until the Psychic Pulse. The elder brain targets a creature within 120 feet
grapple ends. The elder brain can have up to four targets grappled of it with which it has a psychic link. Enemies of the elder brain
at a time. within 10 feet of that creature take 14 (4d6) psychic damage.
Mind Blast (Recharge 5-6). The elder brain magically emits psychic Sever Psychic Link. The elder brain targets a creature within 120
energy in a 60-foot cone. Each creature in that area must succeed feet of it with which it has a psychic link. The elder brain ends the
on a DC 20 Intelligence saving throw or take 39 (6d10 + 6) psychic link, causing the creature to have disadvantage on all ability
damage and be stunned for 1 minute. A creature can repeat the checks, attack rolls, and saving throws until the end of the
saving throw at the end of each of its turns, ending the effect on creature's next turn.
itself on a success. Cast Spell (Costs 3 Actions). The elder brain casts a spell.

Chapter 1. Bestiary 189


Psionic Hub. If an elder brain establishes a psychic link with the
Ulitharid Mastermind ulitharid, the elder brain can form a psychic link with any other
Large aberration, lawful evil creature the ulitharid can detect using its Creature Sense. Any such
link ends if the creature falls outside the telepathy ranges of both
Armor Class 15 (breast plate) the ulitharid and the elder brain. The ulitharid can maintain its
Hit Points 135 (18d10 + 36) psychic link with the elder brain regardless of the distance between
Speed 30 ft. 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
STR DEX CON INT WIS CHA the psychic link at any time (no action required).
15 (+2) 12 (+1) 15 (+2) 22 (+6) 19 (+4) 21 (+5) Innate Spellcasting (Psionics). The ulitharid's innate spellcasting
ability is Intelligence (spell save DC 18). The ulitharid can innately
Saving Throws Int +10, Wis +8, Cha +9 cast the following spells, without providing material components:
Skills Arcana +10, Deception +9, Insight +8, Perception +8, At will: detect thoughts, levitate
Persuasion +9, Stealth +5 1/day (each): confusion, dominate monster, eyebite, feeblemind,
Senses darkvision 120 ft., passive Perception 18 mass suggestion, plane shift (self only), project image, scrying,
Languages Deep Speech, Undercommon, telepathy 2 miles telekinesis
Challenge 12 (8,400 XP)
Actions
Creature Sense. The ulitharid is aware of the presence of creatures Tentacles. Melee Weapon Attack: +10 to hit, reach 10 ft., one
within 2 miles of it that have an Intelligence score of 4 or higher. It creature. Hit: 28 (4d10 + 6) psychic damage. If the target is Large
knows the distance and direction to each creature, as well as each or smaller, it is grappled (escape DC 14) and must succeed on a DC
creature's Intelligence score, but can't sense anything else about it. 18 Intelligence saving throw or be stunned until this grapple ends.
A creature protected by a mind blank spell, a nondetection spell, or
Extract Brain. Melee Weapon Attack: +10 to hit, reach 5 ft., one
similar magic can't be perceived in this manner.
incapacitated humanoid grappled by the ulitharid. Hit: 55 (10d10)
Cunning Action. The ulitharid can take the Dash, Disengage, or piercing damage. If this damage reduces the target to 0 hit points,
Hide action as a bonus action on each of its turns. the ulitharid kills the target by extracting and devouring its brain.
Cunning Insight (Recharges 5-6). As a bonus action, the ulitharid Mind Blast (Recharge 5-6). The ulitharid magically emits psychic
chooses a target it can see within 30 feet of it. The ulitharid and energy in a 60-foot cone. Each creature in that area must succeed
up to 3 creatures of its choice have advantage on ability checks, on a DC 18 Intelligence saving throw or take 32 (4d12 + 6) psychic
attack rolls, and saving throws made against the target. In addition, damage and be stunned for 1 minute. A creature can repeat the
the target has disadvantage on ability checks and attack rolls saving throw at the end of each of its turns, ending the effect on
made against the ulitharid. These effects last until the start of the itself on a success.
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 this turn, provided the creature within 5 feet of it is granting it cover against that attack, it
ulitharid 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.

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.

190 Chapter 1. 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.

is more than 5 miles away from the elder brain, it can end the
Ulitharid Supreme psychic link at any time (no action required).
Large aberration, lawful evil
Innate Spellcasting (Psionics). The ulitharid's innate spellcasting
ability is Intelligence (spell save DC 20). The ulitharid can innately
Armor Class 15 (breast plate) cast the following spells, without providing material components:
Hit Points 161 (19d10 + 57)
At will: detect thoughts, levitate, shield
Speed 30 ft.
3/day each: confusion, scrying, telekinesis
1/day each: dominate monster, eyebite, feeblemind, mass
STR DEX CON INT WIS CHA
suggestion, plane shift (self only), project image
15 (+2) 12 (+1) 16 (+3) 22 (+6) 20 (+5) 22 (+6)
Actions
Saving Throws Int +12, Wis +11, Cha +12 Tentacles. Melee Weapon Attack: +12 to hit, reach 10 ft., one
Skills Arcana +12, Deception +12, Insight +11, Perception +11, creature. Hit: 28 (4d10 + 6) psychic damage. If the target is Large
Stealth +7 or smaller, it is grappled (escape DC 14) and must succeed on a DC
Senses darkvision 120 ft., passive Perception 21 19 Intelligence saving throw or be stunned until this grapple ends.
Languages Deep Speech, Undercommon, telepathy 2 miles
Challenge 17 (18,000 XP) Extract Brain. Melee Weapon Attack: +12 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,
Creature Sense. The ulitharid is aware of the presence of creatures
the ulitharid kills the target by extracting and devouring its brain.
within 2 miles of it that have an Intelligence score of 4 or higher. It
knows the distance and direction to each creature, as well as each Mind Blast (Recharge 5-6). The ulitharid magically emits psychic
creature's Intelligence score, but can't sense anything else about it. energy in a 60-foot cone. Each creature in that area must succeed
A creature protected by a mind blank spell, a nondetection spell, or on a DC 20 Intelligence saving throw or take 32 (4d12 + 6) psychic
similar magic can't be perceived in this manner. damage and be stunned for 1 minute. A creature can repeat the
saving throw at the end of each of its turns, ending the effect on
Legendary Resistance (3/Day). If the ulitharid fails a saving
itself on a success.
throw, it can choose to succeed instead.
Magic Resistance. The ulitharid has advantage on saving throws Legendary Actions
against spells and other magical effects. The ulitharid can take 3 legendary actions, choosing from the
Psionic Hub. If an elder brain establishes a psychic link with the options below. Only one legendary action option can be used at a
ulitharid, the elder brain can form a psychic link with any other time and only at the end of another creature's turn. The ulitharid
creature the ulitharid can detect using its Creature Sense. Any such regains spent legendary actions at the start of its turn.
link ends if the creature falls outside the telepathy ranges of both the Tentacles. The ulitharid makes one attack with its tentacles.
ulitharid and the elder brain. The ulitharid can maintain its psychic Cast Spell (Costs 2 Actions). The ulitharid casts a spell.
link with the elder brain regardless of the distance between them, so Extract Brain (Costs 2 Actions). The ulitharid uses Extract Brain.
long as they are both on the same plane of existence. If the ulitharid

Chapter 1. Bestiary 191


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 Undead Nature. A mohrg doesn't require air, food, drink, or
humanoid corpse, with its rib cage showing grotesque, writhing sleep.
organs and viscera. It moves with incredible speed and unnatural
strength, and often catches its victims with surprise because of
this.

Mohrg
Medium undead, chaotic evil

Armor Class 16 (natural armor)


Hit Points 105 (14d8 + 42)
Speed 40 ft.

STR DEX CON INT WIS CHA


21 (+5) 19 (+4) 16 (+3) 11 (+0) 12 (+1) 14 (+2)

Saving Throws Dex +7, Wis +4


Skills Perception +4, Stealth +10
Damage Resistances necrotic
Damage Immunities poison
Condition Immunities charmed, frightened, poisoned
Senses darkvision 60 ft., passive Perception 14
Languages the languages it knew in life
Challenge 7 (2,900 XP)

Cunning Action. On each of its turns, the mohrg can use a bonus
action to take the Dash, Disengage, or Hide action.
Create Ghoul. As a bonus action, 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.

Actions
Multiattack. The mohrg makes three attacks: two with its claws and
one with its tongue.
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.

192 Chapter 1. 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 lakes.

Ancient Morkoth Tentacles. Melee Weapon Attack: +9 to hit, reach 20 ft., one
target. Hit: 22 (4d8 + 4) bludgeoning damage, and the target is
Large aberration, lawful evil
grappled (escape DC 17) if it is a Large or smaller creature. Until
this grapple ends, the target is restrained and takes 22 (4d8 + 4)
Armor Class 18 (natural armor) bludgeoning damage at the start of each of the morkoth's turns, and
Hit Points 209 (22d10 + 88) the morkoth can't use its tentacles on another target.
Speed 25 ft., swim 50 ft.
Hypnosis. The morkoth projects a 30-foot cone of magical energy.
STR DEX CON INT WIS CHA Each creature in that area must make a DC 18 Wisdom saving
18 (+4) 14 (+2) 18 (+4) 21 (+5) 16 (+3) 14 (+2) throw. On a failed save, the creature is charmed by the morkoth
for l minute. While charmed in this way, the target tries to get as
close to the morkoth as possible, using its actions to Dash until it
Saving Throws Dex +7, Int +10, Wis +8
is within 5 feet of the morkoth. A charmed target can repeat the
Skills Arcana +10, History +10, Perception +8, Stealth +7
saving throw at the end of each of its turns and whenever it takes
Senses darkvision 120 ft., passive Perception 18
damage, ending the effect on itself on a success. If a creature's
Languages telepathy 120 ft.
saving throw is successful or the effect ends for it, the creature has
Challenge 16 (15,000 XP)
advantage on saving throws against the morkoth's Hypnosis for 24
hours.
Amphibious. The morkoth can breathe air and water.
Legendary Resistance (3/Day). If the morkoth fails a saving
Legendary Actions
throw, it can choose to succeed instead. The morkoth can take 3 legendary actions, choosing from the
options below. Only one legendary action option can be used at a
Spellcasting. The morkoth is an 15th-level spellcaster. Its time and only at the end of another creature's turn. The morkoth
spellcasting ability is Intelligence (save DC 18, +10 to hit with spell regains spent legendary actions at the start of its turn.
attacks). The morkoth has the following wizard spells prepared:
Bite. The morkoth makes one bite attack.
Cantrips (at will): acid splash, mage hand, mending, ray of frost, Tentacles. The morkoth makes one attack with its tentacles.
shocking grasp Hypnosis (Costs 2 Actions). The morkoth uses Hypnosis.
1st level (4 slots): detect magic, identify, shield, witch bolt Cast Spell (Costs 1-3 Actions). The morkoth uses a spell slot to
2nd level (3 slots): darkness, detect thoughts, shatter cast a 1st-, 2nd-, or 3rd-level spell that it has prepared. Doing so
3rd level (3 slots): dispel magic, lightning bolt, sending costs 1 legendary action per level of the spell.
4th level (3 slots): dimension door, Evard's black tentacles
5th level (2 slots): geas, scrying, telekinesis Reactions
6th level (l slot): chain lightning Spell Reflection. If the morkoth makes a successful saving throw
7th level (1slot): forcecage against a spell, or a spell attack misses it, the morkoth can choose
8th level (l slot): dominate monster another creature (including the spellcaster) it can see within 120
feet of it. The spell targets the chosen creature instead of the
Actions morkoth. If the spell forced a saving throw, the chosen creature
Multiattack. The morkoth makes three attacks: two with its bite and makes its own save. If the spell was an attack, the attack roll is
one with its tentacles or three with its bite. rerolled against the chosen creature.
Bite. Melee Weapon Attack: +9 to hit, reach 5 ft., one target.
Hit: 14 (3d6 + 4) slashing damage.

Chapter 1. Bestiary 193


Neogi

Neogi Great Old Master


Great old masters are huge, bloated neogi at the end of its life
cycle, having been injected with toxin by other neogi. In very rare
cases, however, instead of the great old master becoming helpless,
the toxin instead slowly transforms the creature into a feral, egg-
infested abomination with renewed unnatural strength.
Unleash Hatchlings. It combat, it relies primarily on brute
might, tearing its foes with its toothy maw and claws. When
faced against overwhelming numbers, it can pop and release the
hatchlings from its body. These hatchlings immediately swarm
nearby foes and distracting them from the real threat.

Neogi Great Old Master Bite. Melee Weapon Attack: +9 to hit, reach 5 ft., one target.
Hit: 15 (3d6 + 5) piercing damage plus 28 (8d6) poison damage,
Huge aberration, 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 207 (18d12 + 90) 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 (-3) 14 (+2) 10 (+0) Release Hatchlings (Recharges 5-6). The great old master
releases out 2d4 neogi hatchlings. The neogi hatchlings appear in
Senses darkvision 120 ft. (penetrates magical darkness), passive unoccupied spaces within 30 feet of the neogi and acts as its allies.
Perception 12 The neogi hatchlings act right after the neogi on the same initiative
Languages Common, Deep Speech, Undercommon, count and fight until they're destroyed. The great old master can
telepathy 120 ft. only release up to a total of 40 neogi hatchlings (the total is shared
Challenge 11 (7,200 XP) 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 Pop Hatchlings (Recharges 5-6). In response to taking
neogi to sleep. bludgeoning, piercing, or slashing damage, the great old master
can release 1d4 neogi hatchlings. The neogi hatchlings appear in
Spider Climb. The great old master can climb difficult surfaces, unoccupied spaces within 5 feet of the neogi and acts as its allies.
including upside down on ceilings, without needing to make an The neogi hatchlings act right after the neogi on the same initiative
ability check. count and fight until they're destroyed. The great old master can
only release up to a total of 40 neogi hatchlings (the total is shared
Actions with its Release Hatchlings action).
Multiattack. The great old master makes three attacks: one with its
bite and two with its claws.

194 Chapter 1. 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 Spider Climb. The neogi can climb difficult surfaces, including
upside down on ceilings, without needing to make an ability check.
Large aberration, lawful evil
Actions
Armor Class 16 (natural armor) Multiattack. The neogi makes three attacks: one with its bite and
Hit Points 152 (16d10 + 64) two with its claws.
Speed 30 ft., climb 30 ft.
Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target.
STR DEX CON INT WIS CHA Hit: 10 (2d6 + 3) piercing damage plus 21 (6d6) poison damage,
10 (+0) 16 (+3) 18 (+4) 18 (+4) 14 (+2) 20 (+5) and the target must succeed on a DC 15 Constitution saving throw
or become poisoned for 1 minute. A target can repeat the saving
Saving Throws Int +7, Wis +5, Cha +8 throw at the end of each of its turns, ending the effect on itself on a
Skills Arcana +7, Deception +8, Intimidation +8, Perception +5, success.
Persuasion +8 Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., one target.
Senses darkvision 120 ft. (penetrates magical darkness), passive Hit: 7 (1d8 + 3) piercing damage.
Perception 15
Languages Common, Deep Speech, Undercommon, Enslave (Recharge 6). The neogi targets one creature it can see
telepathy 120 ft. within 30 feet of it. The target must succeed on a DC 16 Wisdom
Challenge 8 (3,900 XP) saving throw or be magically charmed by the neogi for 1 day,
or until the neogi dies or is more than 1 mile from the target.
The charmed target obeys the neogi's commands and can't
Mental Fortitude. The neogi has advantage on saving throws take reactions, and the neogi and the target can communicate
against being charmed or frightened, and magic can't put the neogi telepathically with each other at a distance of up to 1 mile.
to sleep. Whenever the charmed target takes damage from a source other
Spellcasting. The neogi is an 11th-level spellcaster. Its spellcasting than Ruthless Command, it can repeat the saving throw, ending the
ability is Charisma (spell save DC 16, +8 to hit with spell attacks). It effect on itself on a success.
regains its expended spell slots when it finishes a short or long rest. Ruthless Command (Recharges after a Short or Long Rest). For
It knows the following warlock spells: 1 minute, the neogi can issue a telepathic command whenever a
Cantrips (at will): eldritch blast (range 300 ft., +4 bonus to each nonhostile creature that it can see within 30 feet of it makes an
damage roll), guidance, mage hand, minor illusion, prestidigitation, attack roll. The creature takes 1d8 psychic damage and can add a
vicious mockery d10 to its roll provided it can understand the neogi. A creature can
1st level-5th level (3 5th-level slots): arms of Hadar, counterspell, benefit from only one ruthless command die at a time. This effect
dimension door, enervation, fear, hold person, hunger of Hadar, ends if the neogi is incapacitated.
invisibility, mind spike, synaptic static, unseen servant
1/day: mental prison

Chapter 1. Bestiary 195


Neothelid
Adolescent and Young Neothelid
These failed ilithids 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.

Young Neothelid
Huge aberration, lawful evil

Adolescent Neothelid Armor Class 15 (natural armor)


Large aberration, lawful evil Hit Points 189 (18d12 + 72)
Speed 30 ft.
Armor Class 14 (natural armor)
Hit Points 142 (15d10 + 60) STR DEX CON INT WIS CHA
Speed 30 ft. 23 (+6) 7 (-2) 19 (+4) 3 (-4) 15 (+2) 10 (+0)

STR DEX CON INT WIS CHA Saving Throws Wis +6, Cha +4
19 (+4) 7 (-2) 18 (+4) 3 (-4) 14 (+2) 8 (-1) Senses blindsight 120 ft., passive Perception 12
Languages -----
Senses blindsight 120 ft., passive Perception 12 Challenge 9 (5,000 XP)
Languages -----
Challenge 5 (1,800 XP) Creature Sense. The neothelid is aware of the presence of creatures
within 1 mile of it that have an Intelligence score of 4 or higher. It
Creature Sense. The neothelid is aware of the presence of creatures knows the distance and direction to each creature, as well as each
within 1 mile of it that have an Intelligence score of 4 or higher. It creature's Intelligence score, but can't sense anything else about it.
knows the distance and direction to each creature, as well as each A creature protected by a mind blank spell, a nondetection spell, or
creature's Intelligence score, but can't sense anything else about it. similar magic can't be perceived in this manner.
A creature protected by a mind blank spell, a nondetection spell, or
Innate Spellcasting (Psionics). The neothelid's innate spellcasting
similar magic can't be perceived in this manner.
ability is Wisdom (spell save DC 14). The neothelid can innately cast
Innate Spellcasting (Psionics). The neothelid's innate spellcasting the following spells, without providing material components:
ability is Wisdom. The neothelid can innately cast the following At will: levitate
spells, without providing material components: 1/day: confusion, telekinesis
1/day: levitate
Magic Resistance. The neothelid has advantage on saving throws
Magic Resistance. The neothelid has advantage on saving throws against spells and other magical effects.
against spells and other magical effects.
Actions
Actions Tentacles. Melee Weapon Attack: +10 to hit, reach 40 ft., one
Tentacles. Melee Weapon Attack: +7 to hit, reach 40 ft., one creature. Hit: 15 (2d8 + 6) bludgeoning damage plus 9 (2d8) psychic
creature. Hit: 8 (1d8 + 4) bludgeoning damage plus 4 (1d8) psychic damage. If the target is a Medium or smaller creature, it must
damage. If the target is a Small or smaller creature, it must succeed succeed on a DC 16 Strength saving throw or be swallowed by the
on a DC 14 Strength saving throw or be swallowed by the neothelid. neothelid. A swallowed creature is blinded and restrained, it has
A swallowed creature is blinded and restrained, it has total cover total cover against attacks and other effects outside the neothelid,
against attacks and other effects outside the neothelid, and it takes and it takes 28 (8d6) acid damage at the start of each of the
21 (6d6) acid damage at the start of each of the neothelid's turns. neothelid's turns.
If the neothelid takes 10 damage or more on a single turn from If the neothelid takes 20 damage or more on a single turn from
a creature inside it, the neothelid must succeed on a DC 13 a creature inside it, the neothelid must succeed on a DC 14
Constitution saving throw at the end of that turn or regurgitate all Constitution saving throw at the end of that turn or regurgitate all
swallowed creatures, which fall prone in a space within 5 feet of the swallowed creatures, which fall prone in a space within 10 feet
neothelid. If the neothelid dies, a swallowed creature is no longer of the neothelid. If the neothelid dies, a swallowed creature is no
restrained by it and can escape from the corpse by using 10 feet of longer restrained by it and can escape from the corpse by using 15
movement, exiting prone. feet of movement, exiting prone.
Acid Breath (Recharge 5-6). The neothelid exhales acid in a 30-foot Acid Breath (Recharge 5-6). The neothelid exhales acid in a 30-foot
cone. Each creature in that area must make a DC 14 Dexterity cone. Each creature in that area must make a DC 16 Dexterity
saving throw, taking 21 (6d6) acid damage on a failed save, or half saving throw, taking 28 (8d6) acid damage on a failed save, or half
as much damage on a successful one. as much damage on a successful one.

196 Chapter 1. Bestiary


Nightshade
Nightshades are extremely powerful undead creatures
that seek to destroy all life. They are native to the
Negative Plane and occassionally can also be found
lurking in the Shadowfell. The dreaded Nightwalker is a
type of Nightshade.
Undead Nature. All nightshades don't require air, food,
drink, or sleep.

In this section, three other nightshades are introduced:


the nightcrawler, nightprowler, and the nightwing.

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 Actions
Gargantuan undead, chaotic evil Enervating Maw. Melee Weapon Attack: +16 to hit, reach 5 ft., one
target. Hit: 31 (5d8 + 9) necrotic damage. If the target is a Large
Armor Class 12 or smaller creature, it must succeed on a DC 19 Dexterity saving
Hit Points 437 (25d20 + 175) throw or be swallowed by the nightcrawler. A swallowed creature
Speed 50 ft., burrow 30 ft. is blinded and restrained, it has total cover against attacks and
other effects outside the nightcrawler, and it takes 21 (6d6) necrotic
STR DEX CON INT WIS CHA damage at the start of each of the nightcrawler's turns. Each time
28 (+9) 14 (+2) 24 (+7) 6 (-2) 9 (-1) 8 (-1) the target takes necrotic damage, it must succeed on a DC 22
Constitution saving throw or its hit point maximum is reduced by
an amount equal to the necrotic damage taken. This reduction lasts
Saving Throws Con +14
until the target finishes a long rest.
Damage Resistances acid, cold, fire, lightning, thunder;
If the nightcrawler takes 20 damage or more on a single turn from
bludgeoning, piercing, and slashing from nonmagical attacks
a creature inside it, the nightcrawler must succeed on a DC 24
Damage Immunities necrotic, poison
Constitution saving throw at the end of that turn or regurgitate all
Condition Immunities exhaustion, frightened, grappled, paralyzed,
swallowed creatures, which fall prone in a space within 10 feet of
petrified, poisoned, prone, restrained
the nightcrawler. If the nightcrawler dies, a swallowed creature is
Senses darkvision 120 ft., tremorsense 60 ft., passive Perception 9
no longer restrained by it and can escape from the corpse by using
Languages -----
5 feet of movement, exiting prone.
Challenge 22 (41,000 XP)
Finger of Doom (Recharge 6). The nightcrawler chooses one
Annihilating Aura. Any creature that starts its turn with in 40 feet creature it can see within 300 feet of it. The target must succeed
of the nightcrawler must succeed on a DC 22 Constitution saving on a DC 22 Wisdom saving throw or take 32 (5d12) necrotic
throw or take 21 (6d6) necrotic damage and grant the nightcrawler damage and become frightened until the end of the nightcrawler's
advantage on attack rolls against it until the start of the creature's next turn. While frightened in this way, the creature is paralyzed.
next turn. Undead are immune to this aura. If a target's saving throw is successful, the target is immune to the
nightcrawler's Finger of Doom for the next 24 hours.
Life Eater. A creature reduced to 0 hit points from damage dealt by
the nightcrawler dies and can't be revived by any means short of a
wish spell.

Chapter 1. Bestiary 197


Nightprowler
The nightprowler is the most common type of nightshade and also
relatively the weakest. Yet it will still pose a threat to most mortals
due to its nightshade 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 tendrils and smoke constantly swirls 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, chaotic evil

Armor Class 16
Hit Points 212 (17d12 + 102)
Speed 20 ft., fly 60 ft.

STR DEX CON INT WIS CHA


Nightprowler 20 (+5) 22 (+6) 22 (+6) 6 (-2) 9 (-1) 8 (-1)
Large undead, chaotic evil
Saving Throws Con +11
Damage Resistances acid, cold, fire, lightning, thunder;
Armor Class 14 bludgeoning, piercing, and slashing from nonmagical attacks
Hit Points 114 (12d10 + 48) Damage Immunities necrotic, poison
Speed 40 ft. Condition Immunities exhaustion, frightened, grappled, paralyzed,
petrified, poisoned, prone, restrained
STR DEX CON INT WIS CHA Senses darkvision 120 ft., passive Perception 9
20 (+5) 18 (+4) 18 (+4) 6 (-2) 9 (-1) 8 (-1) Languages -----
Challenge 14 (11,500 XP)
Saving Throws Con +8
Damage Resistances acid, cold, fire, lightning, thunder;
Annihilating Aura. Any creature that starts its turn with in 30 feet of
bludgeoning, piercing, and slashing from nonmagical attacks
the nightwing must succeed on a DC 19 Constitution saving throw
Damage Immunities necrotic, poison
or take 10 (3d6) necrotic damage and grant the nightwing advantage
Condition Immunities exhaustion, frightened, grappled, paralyzed,
on attack rolls against it until the start of the creature's next turn.
petrified, poisoned, prone, restrained
Undead are immune to this aura.
Senses darkvision 120 ft., passive Perception 9
Languages ----- Flyby. The nightwing doesn't provoke opportunity attacks when it
Challenge 11 (7,200 XP) flies out of an enemy's reach.
Life Eater. A creature reduced to 0 hit points from damage dealt by
Annihilating Aura. Any creature that starts its turn with in 20 feet the nightwing dies and can't be revived by any means short of a wish
of the nightprowler must succeed on a DC 16 Constitution saving spell.
throw or take 7 (2d6) necrotic damage and grant the nightprowler
advantage on attack rolls against it until the start of the creature's Actions
next turn. Undead are immune to this aura. Enervating Bite. Melee Weapon Attack: +11 to hit, reach 5 ft., one
Life Eater. A creature reduced to 0 hit points from damage dealt by target. Hit: 15 (2d8 + 6) piercing damage plus 9 (2d8) necrotic
the nightprowler dies and can't be revived by any means short of a damage. The target must succeed on a DC 19 Constitution saving
wish spell. 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., one it can see within 300 feet of it. The target must succeed on a DC
target. Hit: 9 (1d8 + 5) slashing damage plus (2d8) necrotic damage. 19 Wisdom saving throw or take 19 (3d12) necrotic damage and
The target must succeed on a DC 16 Constitution saving throw or become frightened until the end of the nightwing's next turn. While
its hit point maximum is reduced by an amount equal to the necrotic frightened in this way, the creature is paralyzed. If a target's saving
damage taken. This reduction lasts until the target finishes a long throw is successful, the target is immune to the nightwing's Finger
rest. of Doom for the next 24 hours.

198 Chapter 1. Bestiary


Nilbog, Greater

Greater Nilbog
It is already known that when goblinoids form a host, there is a
chance that a goblin will become possessed by a nilbog. However,
when a particular goblin jester has suffered greatly under the
hands of other goblinoids, there is a small chance that a far
deadlier and more sinister spirit possesses the goblin.
Unlike the typical nilbog, this greater version has more potent
spell-like abilities and is able to control foes that it has charmed
and sometimes even have them fully take an attack intended
against the greater nilbog.

Greater Nilbog hit points, including through magical healing, except through its
Reversal of Fortune reaction.
Small humanoid (goblinoid), chaotic evil
Command Fool. As a bonus action, the nilbog targets one creature
Armor Class 14 (leather armor) charmed by it that the nilbog can see within 30 feet of it. If the target
Hit Points 36 (8d6 + 8) can see or hear the nilbog, the target can use its reaction to make
Speed 30 ft. one melee attack against a target of the nilbog's choice.
Nimble Escape. The nilbog can take the Disengage or Hide action
STR DEX CON INT WIS CHA as a bonus action on each of its turns.
8 (-1) 16 (+3) 12 (+1) 10 (+0) 8 (-1) 17 (+3)
Actions
Skills Deception +5, Stealth +7 Multiattack. The nilbog makes two melee weapon attacks or two
Senses darkvision 60 ft., passive Perception 9 ranged weapon attacks.
Languages Common, Goblin
Fool's Scepter. Melee Weapon Attack: +5 to hit, reach 5 ft., one
Challenge 3 (700 XP)
target. Hit: 6 (1d6 + 3) bludgeoning damage.

Innate Spellcasting. The nilbog's innate spellcasting ability is Shortbow. Ranged Weapon Attack: +5 to hit, range 80/320 ft., one
Charisma (spell save DC 13). It can innately cast the following spells, target. Hit: 6 (1d6 + 3) piercing damage.
requiring no material components:
At will: mage hand, Tasha's hideous laughter, vicious mockery
Reactions
2/day: confusion, phantasmal force Protective Fool. When the nilbog is hit by an attack, one creature
1/day: Otto's irresistible dance within 5 feet of the nilbog that is charmed by it must use its reaction
to be hit by the attack instead.
Nilbogism. Any creature that attempts to damage the nilbog must
first succeed on a DC 13 Charisma saving throw or be charmed Reversal of Fortune. In response to another creature dealing
until the end of the creature's next turn. A creature charmed in this damage to the nilbog, the nilbog reduces the damage to 0 and
way must use its action praising the nilbog. The nilbog can't regain regains 2d6 hit points.

Chapter 1. Bestiary 199


Ogres Ogre Champion of Grolantor
Large giant, chaotic evil

Ogre Champion of Grolantor Armor Class 11 (hide armor)


There are a few ogres that worship Grolantor, seeing themselves Hit Points 123 (13d10 + 52)
as equals to hill giants. For some unknown reason, the deity Speed 40 ft.
seems to listen to their prayers. Their champions are able to
STR DEX CON INT WIS CHA
magically emit a roar that is terrifying to any who are considered
21 (+5) 8 (-1) 18 (+4) 5 (-3) 7 (-2) 7 (-2)
'lesser' to them. This means any human or beast that is smaller
than an ogre.
Senses darkvision 60 ft., passive Perception 8
Languages Common, Giant
Challenge 5 (1,800 XP)

Ogre Vanguard Grolantor's Roar (1/Day). As a bonus action, the ogre can unleash
Very few ogres are trained to wear armor heavier than hide. An a savage roar. Any Medium or smaller beast or humanoid within 60
ogre vanguard is one of those few. Often found in hobgoblin feet of the ogre and able to hear it must succeed on a DC 15 Wisdom
armies, this ogre can be seen in the front lines, bellowing and saving throw or be frightened for l minute. A frightened target can
grunting as it tries to grab its enemies' attention. It then charges repeat the saving throw at the end of each of its turns, ending the
and barrels itself into the enemy ranks, cleaving through bodies effect on itself on a success.
with its greatsword. Those that dare to run away or disengage Indomitable (2/Day). The ogre rerolls a failed save. It must use the
from it are met with quick, punishing strikes. new roll.
Actions
Multiattack. The ogre makes two melee attacks. It can use Cleaving
Swing in place of one of its greatclub attacks, if available.
Greatclub. Melee Weapon Attack: +8 to hit, reach 5 ft., one target.
Hit: 14 (2d8+ 5) bludgeoning damage.
Cleaving Swing (Recharges 5-6). The ogre swings its greatclub, and
each creature within 5 feet of it must succeed on a DC 16 Dexterity
saving throw. The target takes 14 (2d8 + 5) bludgeoning damage on a
failed save, or half as much damage on a successful one.

Ogre Vanguard
Large giant, chaotic evil

Armor Class 14 (ring mail)


Hit Points 104 (11d10 + 44)
Speed 40 ft.

STR DEX CON INT WIS CHA


20 (+5) 8 (-1) 18 (+4) 5 (-3) 8 (-1) 7 (-2)

Senses darkvision 60 ft., passive Perception 9


Languages Common, Giant
Challenge 6 (2,300 XP)

Punish the Marked (1/Turn). As a bonus action, the ogre can make a
melee weapon attack against a creature marked by it if the creature
dealt damage to anyone other than the ogre during the last turn. The
ogre'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.
Threatening. Creatures provoke an opportunity attack from the ogre
when they move 5 feet or more while within the ogre's reach, and if
the ogre hits a creature with an opportunity attack, the target's speed
is reduced to 0 until the end of the current turn.

Actions
Multiattack. The ogre makes two melee attacks.
Greatsword. Melee Weapon Attack: +8 to hit, reach 5 ft., one target.
Hit: 19 (4d6 + 5) slashing damage, and the target is marked until
the end of the ogre's next turn. This effect ends early if the ogre is
incapacitated or it dies, or if someone else marks the target. While
it is within 5 feet of the ogre, a creature marked by the ogre has
disadvantage on any attack roll that doesn't target the ogre.

200 Chapter 1. Bestiary


Ogre King
Ogre King The ogre king rules over all ogre tribes within its territory. It is
Large ogre, chaotic evil an intimidating and savage figure, having killed its way to the top.
But despite its brutish nature, it is very cunning for its kind, and is
Armor Class 17 (splint) both feared and revered by all its subjects.
Hit Points 157 (15d10 + 75) All those witnessing the ogre king's might during combat are
Speed 40 ft. further emboldened in battle. And all those it instructs directly
can't help but panic and do their best to follow its command.
STR DEX CON INT WIS CHA
22 (+6) 8 (-1) 21 (+5) 6 (-2) 10 (+0) 11 (+0)

Senses darkvision 60 ft., passive Perception 10


Ogre Witch Doctor
Languages Common, Giant Most ogre witch doctors are divine spellcasters that worship
Challenge 10 (5,900 XP) Vaprak. They often serve as leaders or advisers to a more
powerful ogre, such as a chieftain. They accompany war parties
Aura of Fervor. An ally that is within 30 feet of the ogre and can see to provide them support and are valued for their ability to bestow
and hear this ogre has advantage to saving throws against being Vaprak's Gift, which enables a creature to temporarily regenerate
charmed and frightened, and all attack rolls against enemies within wounds and lost body parts.
30 feet of the ogre, provided that the ogre isn't incapacitated.
Indomitable (1/Day). The ogre rerolls a failed save. It must use the
new roll.

Actions
Multiattack. The ogre makes two melee attacks. It can use Cleaving
Swing or Slam Foe in place of one of its attacks, if available.
Spiked Greatclub. Melee Weapon Attack: +10 to hit, reach 5 ft., one Ogre Witch Doctor
target. Hit: 15 (2d8 + 6) bludgeoning damage plus 4 (1d8) piercing Large giant, chaotic evil
damage. If the target is a creature and the attack roll against the
target succeeds by 5 or more, the target must succeed on a DC 18 Armor Class 11 (hide armor)
Constitution saving throw or be stunned until the end of its next turn. Hit Points 90 (12d10 + 24)
Speed 40 ft.
Slam. Melee Weapon Attack: +10 to hit, reach 5 ft., one Medium or
smaller target. Hit: 8 (1d4 + 6) bludgeoning damage and the target is STR DEX CON INT WIS CHA
grappled (escape DC 16) and restrained until the grapple ends, and 17 (+3) 8 (-1) 14 (+2) 7 (-2) 14 (+2) 7 (-2)
the ogre can't use Slam on another target.
Slam Foe. The ogre slams a creature grappled by it into another Senses darkvision 60 ft., passive Perception 11
creature it can see within 5 feet of it or a solid surface. Each creature Languages Common, Giant
must succeed on a DC 18 Strength saving throw or take 15 (2d8 + Challenge 3 (700 XP)
6) bludgeoning damage and be stunned until the end of the ogre's
next turn. On a successful save, the target takes half the bludgeoning
Spellcasting. The ogre is a 5th-level spellcaster. Its spellcasting
damage and isn't stunned.
ability is Wisdom (spell save DC 12). It has the following cleric spells
Cleaving Swing (Recharges 5-6). The ogre swings its spiked prepared:
greatclub, and each creature within 5 feet of it must succeed on a DC Cantrips (at will): guidance, poison spray, thaumaturgy, toll the dead
18 Dexterity saving throw. The target takes 15 (2d8 + 6) bludgeoning 1st level (4 slots): bane, divine favor, healing word, shield of faith
damage plus 4 (1d8) piercing damage on a failed save, or half as 2nd level (3 slots): blindness/deafness, hold person, magic weapon,
much damage on a successful one. spiritual weapon
3rd level (2 slots): bestow curse, crusader's mantle, spirit guardians
Legendary Actions
The ogre can take 3 legendary actions, choosing from the options Actions
below. Only one legendary action option can be used at a time and Quarterstaff. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.
only at the end of another creature's turn. The ogre regains spent Hit: 10 (2d6 + 3) bludgeoning damage, or 12 (2d8 + 3) bludgeoning
legendary actions at the start of its turn. damage if used with two hands.
Move. The ogre moves up to half its speed.
Vaprak's Gift (3/Day). The ogre chooses one creature it can see
Attack (Costs 2 Actions). The ogre makes a melee attack.
within 30 feet of it. For 1 minute, the target regains 10 hit points at
Bark Command (Costs 3 Actions). The ogre chooses up to two
the start of each of its turns. If the target takes acid or fire damage,
allies it can see within 30 feet of it. If the target can see and hear
the target will not regain any hit points at the start of its next turn.
the ogre, the target can use its reaction to make one weapon attack
The target dies only if it starts its turn with 0 hit points and doesn't
with disadvantage on the attack roll.
regenerate.

Chapter 1. Bestiary 201


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.

Orc Conqueror Spellcasting. The orc is an 13th-level spellcaster. Its spellcasting


ability is Charisma (spell save DC 15). It has the following paladin
Medium humanoid (orc), chaotic evil spells prepared:

Armor Class 18 (plate) 1st level (4 slots): armor of Agathys, command, compelled duel,
Hit Points 153 (18d8 + 72) detect evil and good, wrathful smite
Speed 30 ft. 2nd level (3 slots): branding smite, hold person, magic weapon,
spiritual weapon
3rd level (3 slots): bestow curse, blinding smite, dispel magic, fear
STR DEX CON INT WIS CHA
19 (+4) 10 (+0) 18 (+4) 8 (-1) 13 (+1) 16 (+3) 4th level (1 slot): banishment, death ward, dominate beast,
stoneskin
Saving Throws Con +8, Wis +5, Cha +7 Smite (1/Turn). As a bonus action, when the orc hits a creature
Skills Athletics +8, Intimidation +7, Religion +3 with a weapon attack, it can expend a 1st level spell slot to deal 9
Senses darkvision 60 ft., passive Perception 11 (2d8) lightning or necrotic damage to the target. If the orc expends
Languages Common, Orc a spell slot of 2nd level or higher, the extra lightning or necrotic
Challenge 9 (5,000 XP) damage increases by 1d8 for each level above 1st (maximum 5d8).

Aggressive. As a bonus action, the orc can move up to its speed


Actions
toward a hostile creature it can see. Multiattack. The orc makes two greataxe attacks.
Aura of Conquest. If the orc isn't incapacitated, a creature frightened Greataxe. Melee Weapon Attack: +8 to hit, reach 5 ft., one target.
of the orc that starts its turn within 30 feet of the orc takes 7 (2d6) Hit: 10 (1d12 + 4) slashing damage plus 4 (1d8) necrotic damage. If
psychic damage and has its speed is reduced to 0. the target is a creature, it must succeed on a DC 15 Wisdom saving
throw or be frightened until the end of its next turn.

202 Chapter 1. Bestiary


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.

Orc Doom Hand of Yurtrus Orc Great Eye of Gruumsh


Medium humanoid (orc), chaotic evil Medium humanoid (orc), chaotic evil

Armor Class 12 (hide armor) Armor Class 18 (chain mail, shield)


Hit Points 90 (12d8 + 36) Hit Points 112 (15d8 + 45)
Speed 30 ft. Speed 30 ft.

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 Perception +6, Intimidation +4, 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) Challenge 7 (2,900 XP)

Aggressive. As a bonus action, the orc can move up to its speed Aggressive. As a bonus action, the orc can move up to its speed
toward a hostile creature it can see. toward a hostile creature it can see.
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
Spellcasting. The orc is a 10th-level spellcaster. Its spellcasting
(3d6) poison damage and becomes poisoned. While poisoned, the
ability is Wisdom (spell save DC 14, +6 to hit with spell attacks). It
target can't regain hit points. On a success, the creature takes half as
has the following cleric spells prepared:
much damage and isn't poisoned. A creature poisoned by this effect
can repeat the save at the end of each of its turn, ending the effect on Cantrips (at will): resistance, sacred flame, thaumaturgy
itself on a success. 1st level (4 slots): bane, bless, command
2nd level (3 slots): augury, hold person, spiritual weapon (spear)
Spellcasting. The orc is a 8th-level spellcaster. Its spellcasting ability 3rd level (3 slots): bestow curse, dispel magic, revivify
is Wisdom (spell save DC 13, +5 to hit with spell attacks). It has the 4th level (3 slots): banishment, guardian of faith
following cleric spells prepared: 5th level (2 slots): contagion, flame strike
Cantrips (at will): guidance, thaumaturgy, toll the dead
1st level (4 slots): bane, false life, inflict wounds, ray of sickness
Actions
2nd level (3 slots): blindness/deafness, ray of enfeeblement Multiattack. The orc makes two spear attacks. If Blinding Spittle is
3rd level (3 slots): animate dead, bestow curse, vampiric touch available, the orc can use it after these attacks.
4th level (2 slots): banishment, blight, death ward Spear. Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or
range 20/60 ft., one target. Hit: 10 (1d6 + 3 plus 1d8) piercing
Actions damage, or 11 (1d8 + 3 plus 1d8) piercing damage if used with two
Touch of the White Hand. Melee Weapon Attack: +3 to hit, reach 5 hands to make a melee attack.
ft., one target. Hit: 13 (3d8) 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 target
is a creature, it must succeed on a DC 13 Constitution saving throw
or be blinded for 1 minute. A creature can repeat the saving throw at
the end of each of its turns, ending the effect on itself on a success.

Chapter 1. Bestiary 203


Orc King Orc Vanguard
The mighty orc king is a striking figure, garbed in plate armor and Most orcs prefer to wear light or medium armor and frown at
armed with a greatsword. It rides into battle on its personal war wearing heavy armor as it feels restrictive. An orc vanguard,
beast – often a large dire wolf or boar – commanding its horde however, sees it as a necessity to be able to deflect most blows
to unleash hell’s fury on its enemies. Its presence alone can rally that might hit. This is an inevitability as the orc vanguard's role
nearby orcs in battle. However, the orc king is not just a potent is to be at the frontline of a charging army and attract the enemy's
commander. It is a mighty and savage warrior that can attack attention away from its more vulnerable allies.
thrice with its weapon, and emit battle cries that can turn its allies
into a battle frenzy, or strike fear into the hearts of its enemies.

Orc King
Medium humanoid (orc), chaotic evil Orc Vanguard
Medium humanoid (orc), chaotic evil
Armor Class 18 (plate)
Hit Points 190 (20d8 + 100) Armor Class 18 (plate)
Speed 30 ft. Hit Points 136 (16d8 + 64)
Speed 30 ft.
STR DEX CON INT WIS CHA
20 (+5) 12 (+1) 20 (+5) 11 (+0) 12 (+1) 17 (+3) STR DEX CON INT WIS CHA
20 (+5) 12 (+1) 18 (+4) 8 (-1) 12 (+1) 12 (+1)
Saving Throws Str +9, Dex +5, Con +9
Skills Athletics +9, History +4, Intimidation +7 Saving Throws Str +8, Dex +4, Con +7
Senses darkvision 60 ft., passive Perception 11 Skills Athletics +8, History +2, Intimidation +7
Languages Common, Orc Senses darkvision 60 ft., passive Perception 11
Challenge 10 (5,900 XP) Languages Common, Orc
Challenge 8 (3,900 XP)
Aggressive. As a bonus action, the orc can move up to its speed
toward a hostile creature it can see. Aggressive. As a bonus action, the orc can move up to its speed
Aura of Fervor. An ally that is within 30 feet of the orc and can toward a hostile creature it can see.
see and hear the orc has advantage to saving throws against being Indomitable (2/Day). The orc rerolls a failed save. It must use the
charmed and frightened, and all attack rolls against enemies within new roll.
30 feet of the orc, provided that the orc isn't incapacitated.
Punish the Marked (1/Turn). As a bonus action, the orc can make a
Gruumsh's Fury. The orc deals an extra 4 (1d8) damage when it hits melee weapon attack against a creature marked by it if the creature
with a weapon attack (included in the attacks). dealt damage to anyone other than the orc during the last turn. The
Actions orc's melee weapon attack has advantage on the attack roll, and if
it hits, the attack's weapon deals an extra 10 (3d6) damage to the
Multiattack. The orc makes three attacks with its greatsword or its target.
spear.
Threatening. Creatures provoke an opportunity attack from the orc
Greatsword. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. when they move 5 feet or more while within the orc's reach, and if
Hit: 16 (2d6 + 5 plus 1d8) slashing damage. the orc hits a creature with an opportunity attack, the target's speed
Spear. Melee or Ranged Weapon Attack: +9 to hit, reach 5 ft. or is reduced to 0 until the end of the current turn.
range 20/60 ft., one target. Hit: 12 (1d6 + 5 plus 1d8) piercing
damage, or 13 (1d8 + 5 plus 1d8) piercing damage if used with two Actions
hands to make a melee attack. Multiattack. The orc makes three attacks with its greatsword or
javelin.
Battle Cry (Recharges 6). Each creature of the orc's choice that is
within 30 feet of it, can hear it, and not already affected by Battle Cry Greatsword. Melee Weapon Attack: +8 to hit, reach 5 ft., one target.
gain advantage on attack rolls until the start of the orc's next turn. Hit: 12 (2d6 + 5) slashing damage, and the target is marked until
The orc can then make one attack as a bonus action. the end of the orc's next turn. This effect ends early if the orc is
incapacitated or it dies, or if someone else marks the target. While
Legendary Actions it is within 5 feet of the orc, a creature marked by the orc has
The orc can take 3 legendary actions, choosing from the options disadvantage on any attack roll that doesn't target the orc.
below. Only one legendary action option can be used at a time and Javelin. Melee or Ranged Weapon Attack: +8 to hit, reach 5 ft. or
only at the end of another creature's turn. The orc regains spent range 30/120 ft., one target. Hit: 8 (1d6 + 5) piercing damage, and
legendary actions at the start of its turn. the target is marked until the end of the orc's next turn. This effect
Move. The orc moves up to half its speed. ends early if the orc is incapacitated or it dies, or if someone else
Attack (Costs 2 Actions). The orc makes a melee weapon attack. marks the target. While it is within 5 feet of the orc, a creature
Terrifying Shout (Costs 3 Actions). The orc emits an intimidating marked by the orc has disadvantage on any attack roll that doesn't
shout. Each enemy within 60 feet of it that can hear it must succeed target the orc.
on a DC 17 Wisdom saving throw or be frightened for one minute.
The target can repeat the saving throw at the end of each of its turns, Reactions
ending the effect on itself on a success. If a creature's saving throw Parry. The orc adds 3 to its AC against one melee attack that would
is successful or the effect ends for it, the creature is immune to the hit it. To do so, the orc must see the attacker and be wielding a melee
orc's Terrifying Cry for the next 24 hours. weapon.

204 Chapter 1. Bestiary


Orc Mauler Orc Sharpshooter
Medium humanoid (orc), chaotic evil Medium humanoid (orc), chaotic evil

Armor Class 13 (hide armor) Armor Class 15 (studded leather)


Hit Points 51 (6d8 + 24) Hit Points 75 (10d8 + 30)
Speed 30 ft. Speed 30 ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
20 (+5) 12 (+1) 18 (+4) 7 (-2) 11 (+0) 10 (+0) 14 (+2) 17 (+3) 16 (+3) 7 (-2) 12 (+1) 10 (+0)

Senses darkvision 60 ft., passive Perception 10 Skills Perception +3, Survival +3


Languages Common, Orc Senses darkvision 60 ft., passive Perception 13
Challenge 3 (700 XP) Languages Common, Orc
Challenge 3 (700 XP)
Aggressive. As a bonus action, the orc can move up to its speed
toward a hostile creature it can see. Aggressive. As a bonus action, the orc can move up to its speed
toward a hostile creature it can see.
Brute. A melee weapon deals one extra die of its damage when the
orc hits with it (included in the attack). Sharpshooter. The orc's ranged weapon attacks ignore half cover
and three-quarters cover and attacking at long range doesn't impose
Actions disadvantage on the orc's ranged weapon attack rolls.
Multiattack. The orc makes two maul attacks.
Steady Aim (3/Day). As a bonus action, the orc takes careful aim at a
Maul. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. creature it can see within range of its ranged weapon. Until the end
Hit: 19 (4d6 + 5) bludgeoning damage and the target gains of its turn, the orc deals an an extra 7 (2d6) damage with each of its
disadvantage on its next attack roll until the end of its next turn. ranged weapon attacks against the target.
Javelin. Melee or Ranged Weapon Attack: +7 to hit, reach 5 ft. or Actions
range 30/120 ft., one target. Hit: 12 (2d6 + 5) piercing damage and
the target gains disadvantage on its next attack roll until the end of Multiattack. The orc makes two longbow attacks or two scimitar
its next turn. attacks.
Scimitar. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.
Hit: 6 (1d6 + 3) slashing damage.
Longbow. Ranged Weapon Attack: +5 to hit, range 150/600 ft., one
creature. Hit: 7 (1d8 + 3) piercing damage.

Orc Mauler
An orc mauler is an unusually large brute, even by orcish
standards. It is so strong that its blows can cause pain so
intense it can hinder one's fighting abilities.

Orc Sharpshooter
Orc sharpshooters are highly skilled archers with deadly aim.
Thankfully, only a few orcs attain this level of skill with the
bow.

Chapter 1. Bestiary 205


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
always become war chanters. While they can still fight savagely as is bestowed with divine abilities. It now becomes a war priest,
most orc warriors, their true worth shines when they perform their able 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.

Orc War Chanter Orc War Priest of Ilneval


Medium humanoid (orc), chaotic evil Medium humanoid (orc), chaotic evil

Armor Class 14 (studded leather) Armor Class 18 (chain mail, shield)


Hit Points 45 (7d8 + 14) Hit Points 91 (14d8 + 28)
Speed 30 ft. Speed 30 ft.

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) Challenge 5 (1,100 XP)

Aggressive. As a bonus action, the orc can move up to its speed Aggressive. As a bonus action, the orc can move up to its speed
toward a hostile creature it can see. toward a hostile creature it can see.
Spellcasting. The orc is a 6th-level spellcaster. Its spellcasting ability Foe Smiter of llneval. The orc deals an extra die of damage when it
is Charisma (spell save DC 13, +5 to hit with spell attacks). It has the hits with a spear attack (included in the attack).
following bard spells prepared: Spellcasting. The orc is a 6th-level spellcaster. Its spellcasting ability
Cantrips (at will): minor illusion, thunderclap, vicious mockery is Wisdom (spell save DC 14, +6 to hit with spell attacks). It has the
1st level (4 slots): dissonant whispers, earth tremor, thunderwave following cleric spells prepared:
2nd level (3 slots): enhance ability, enthrall, shatter Cantrips (at will): guidance, sacred flame, thaumaturgy, toll the dead
3rd level (3 slots): bestow curse, enemies abound, fear 1st level (4 slots): bane, command, divine favor, guiding bolt,
War Chant. As a bonus action, the orc can perform a war chant that healing word, shield of faith
lasts until the start of the orc's next turn. The orc can select from 2nd level (3 slots): hold person, magic weapon, silence,
one of three effects: spiritual weapon
1. Chant of Dread. Provided the orc isn't incapacitated, an enemy 3rd level (3 slots): bestow curse, crusader's mantle, mass healing
that starts its turn within 60 feet of the orc and can hear the orc must word, spirit guardians
succeed on a DC 13 Wisdom saving throw or become frightened
until the end the start of its next turn. If a creature's saving throw is
Actions
successful, the creature is immune to the orc's Chant of Dread for Multiattack. The orc makes two longsword attacks. If llneval's
the next 24 hours. Command is available to use, the orc can use it after these attacks.
2. Chant of Ferocity. Provided the orc isn't incapacitated, an ally Longsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.
that starts its turn within 60 feet of the orc and can hear the orc Hit: 6 (1d8 + 2) slashing damage, or 7 (1d10 + 2) slashing damage if
gains advantage on all melee weapon attack rolls during that turn, used with two hands.
but attack rolls against it have advantage until the start of its next
turn. Ilneval's Command (Recharge 4-6). Up to three allied orcs within
3. Chant of Resolve. Provided the orc isn't incapacitated, an ally that 120 feet of this orc that can hear it can use their reactions to each
starts its turn within 60 feet of the orc and can hear the orc gains make one weapon attack.
advantage on saving throws against being charmed and frightened
until the start of its next turn.
Reactions
Guided Strike (Recharges after a Short or Long Rest). The orc
Actions grants a + 10 bonus to an attack roll made by itself or another
Scimitar. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. creature within 30 feet of it. The orc can make this choice after the
Hit: 5 (1d6 + 2) slashing damage. roll is made but before it hits or misses.

Longbow. Ranged Weapon Attack: +4 to hit, range 150/600 ft., one


creature. Hit: 6 (1d8 + 2) piercing damage.
Incite Allies (1/Day). Up to three allies within 60 feet of the orc and
can hear the orc can use its reaction to move up to half its speed and
make one melee weapon attack.

206 Chapter 1. Bestiary


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.

Quickling Warlock of the Gloaming Court


The quickling warlock serves the Queen of Air and Darkness, the
fey deity of dark magic and murder. This malevolent quickling
employs illusions and enchantments to sow discord and chaos,
and then reveling at the aftermath and tragedy that ensues.

Quickling Warlock of the


Gloaming Court
Tiny fey, chaotic evil

Armor Class 16
Quickling Captain Hit Points 24 (7d4 + 7)
Speed 120 ft.
Tiny fey, chaotic evil
STR DEX CON INT WIS CHA
Armor Class 17
4 (-3) 23 (+6) 12 (+1) 10 (+0) 12 (+1) 14 (+2)
Hit Points 36 (8d4 + 16)
Speed 120 ft.
Skills Acrobatics +8, Perception +5, Sleight of Hand +8, Stealth +8
Senses darkvision 60 ft., passive Perception 15
STR DEX CON INT WIS CHA
4 (-3) 24 (+7) 14 (+2) 10 (+0) 14 (+2) 7 (-2) Languages Common, Sylvan
Challenge 2 (450 XP)

Skills Acrobatics +9, Perception +6, Sleight of Hand +9, Stealth +9 Blurred Movement. Attack rolls against the quickling have
Senses darkvision 60 ft., passive Perception 16 disadvantage unless the quickling is incapacitated or restrained.
Languages Common, Sylvan
Challenge 3 (700 XP) 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
Blurred Movement. Attack rolls against the quickling have takes no damage if it succeeds on the saving throw, and only half
disadvantage unless the quickling is incapacitated or restrained. damage if it fails.

Distracting Strike (1/Turn). When the quickling hits a creature Innate Spellcasting. The quickling's innate spellcasting ability is
with a weapon attack, the next attack roll against the target by an Charisma. It can innately cast the following spells (spell save DC
attacker other than the quickling has advantage if the attack is made 12), requiring no material components:
before the start of the quickling's next turn. At will: disguise self, silent image
Evasion. If the quickling is subjected to an effect that allows it to Spellcasting. The quickling is a 4th-level spellcaster. Its spellcasting
make a Dexterity saving throw to take only half damage, it instead ability is Charisma (spell save DC 12, +4 to hit with spell attacks). It
takes no damage if it succeeds on the saving throw, and only half regains its expended spell slots when it finishes a short or long rest.
damage if it fails. It knows the following quickling spells:

Actions Cantrips (at will): eldritch blast, minor illusion, vicious mockery
1st-2nd level (2 5th-level slots): calm emotions, charm person, faerie
Multiattack. The quickling makes three dagger attacks. fire, hold person, hex, hellish rebuke, phantasmal force, sleep
Dagger. Melee or Ranged Weapon Attack: +9 to hit, reach 5 ft. or
range 20/60 ft., one target. Hit: 9 (ld4 + 7) piercing damage.
Actions
Multiattack. The quickling makes three dagger attacks.
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 Dagger. Melee or Ranged Weapon Attack: +8 to hit, reach 5 ft. or
one weapon attack as a reaction. range 20/60 ft., one target. Hit: 8 (ld4 + 6) piercing damage.

Chapter 1. Bestiary 207


Redcaps

Elder Redcap
Elder redcaps are redcaps that have supernaturally gone beyond
their natural age limits, and yet show no signs of aging. This
has made them more cunning and dangerous opponents and
the obvious leaders of a redcap band. Aside from being shrewd
battle tacticians, their presence alone bolsters other redcaps to a
bloodthirsty frenzy when they smell blood or weakness.

Elder Redcap Outsize Strength. While grappling, the redcap is considered


to be Medium. Also, wielding a heavy weapon doesn't impose
Small fey, neutral evil
disadvantage on its attack rolls.
Armor Class 15 (natural armor) Actions
Hit Points 112 (15d6 + 60)
Speed 25 ft. Multiattack. The elder redcap makes three attacks with its wicked
sickle.
STR DEX CON INT WIS CHA Wicked Sickle. Melee Weapon Attack: +8 to hit, reach 5 ft., one
20 (+5) 16 (+3) 18 (+4) 10 (+0) 14 (+2) 12 (+1) target. Hit: 10 (2d4 + 5) slashing damage. The attack deals an
extra 7 (2d6) damage if the elder redcap has advantage on the
Skills Athletics +8, Intimidation +4, Perception +5, Stealth +9 attack roll.
Damage Resistances bludgeoning, piercing, and slashing from Eldritch Sling. Ranged Weapon Attack: +6 to hit, range 30/120
nonmagical attacks ft., one target. Hit: 5 (1d4 + 3) bludgeoning damage plus 13 (3d8)
Senses darkvision 60 ft., passive Perception 15 force 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)
Call to Attack. Up to three allied redcaps within 30 feet of the elder
redcap that can see it can each use their reaction to make one
Bloodthirsty Presence. If the elder redcap isn't incapacitated, an weapon attack.
allied redcap within 30 feet of the elder redcap has advantage on
melee attack rolls against any creature that doesn't have all its hit lronbound Pursuit. The elder redcap moves up to its speed to a
points. creature it can see and kicks with its iron boots. The target must
succeed on a DC 16 Dexterity saving throw or take 27 (4d10 + 5)
Iron Boots. While moving, the redcap has disadvantage on Dexterity bludgeoning damage and be knocked prone.
(Stealth) checks.

208 Chapter 1. Bestiary


Redcap Gang Boss Redcap Stalker
A redcap gang boss is normally the oldest and strongest of a Stalkers are cold-blooded redcaps that have impressive stealth
redcap band. It bullies all weaker redcap and gains their respect abilities, despite having iron boots. They are skilled in hiding and
through fear, ensuring that they follow its command during battle. setting up ambushes. Victims who try to escape are caught by
the surprisingly quick redcaps, running them down and knocking
them prone and senseless with their ironboots.

Redcap Gang Boss Redcap Stalker


Small fey, neutral evil Small fey, neutral evil

Armor Class 14 (natural armor) Armor Class 15 (natural armor)


Hit Points 90 (12d6 + 48) Hit Points 58 (9d6 + 27)
Speed 25 ft. Speed 25 ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
19 (+4) 14 (+2) 18 (+4) 10 (+0) 12 (+1) 10 (+0) 18 (+4) 16 (+3) 16 (+3) 10 (+0) 12 (+1) 9 (-1)

Skills Athletics +7, Perception +4, Stealth +8 Skills Athletics +6, Perception +3, Stealth +7
Senses darkvision 60 ft., passive Perception 14 Senses darkvision 60 ft., passive Perception 13
Languages Common, Sylvan Languages Common, Sylvan
Challenge 5 (1,800 XP) Challenge 4 (1,100 XP)

Iron Boots. While moving, the redcap gang boss has disadvantage Iron Boots. While moving, the redcap has disadvantage on Dexterity
on Dexterity (Stealth) checks. (Stealth) checks.
Outsize Strength. While grappling, the redcap gang boss is Outsize Strength. While grappling, the redcap is considered
considered to be Medium. Also, wielding a heavy weapon doesn't to be Medium. Also, wielding a heavy weapon doesn't impose
impose disadvantage on its attack rolls. disadvantage on its attack rolls.

Actions Stealthy. On each of its turns, the redcap can use a bonus action to
take the Hide action.
Multiattack. The redcap gang boss makes three attacks with its
wicked sickle. Slay Foe (1/Turn). The redcap deals an extra 9 (2d8) damage with
its weapon attack if it hits a creature that doesn't have all its hit
Wicked Sickle. Melee Weapon Attack: +7 to hit, reach 5 ft., one
points.
target. Hit: 9 (2d4 + 4) slashing damage. The attack deals an extra
3 (1d6) damage if the redcap gang boss has advantage on the attack Actions
roll.
Multiattack. The redcap makes three attacks with its wicked sickle.
Eldritch Sling. Ranged Weapon Attack: +5 to hit, range 30/120 ft.,
Wicked Sickle. Melee Weapon Attack: +6 to hit, reach 5 ft., one
one target. Hit: 4 (1d4 + 2) bludgeoning damage plus 13 (3d8) force
target. Hit: 9 (2d4 + 4) slashing damage.
damage and the target must succeed on a DC 13 Constitution saving
throw or be stunned until the end of its next turn. Eldritch Sling. Ranged Weapon Attack: +5 to hit, range 30/120 ft.,
Call to Attack. Up to three allied redcaps within 30 feet of the elder one target. Hit: 5 (1d4 + 3) bludgeoning damage plus 13 (3d8) force
redcap that can see it can each use their reaction to make one damage and the target must succeed on a DC 13 Constitution saving
weapon attack. throw or be stunned until the end of its next turn.

lronbound Pursuit. The redcap gang boss moves up to its speed to lronbound Pursuit. The redcap moves up to its speed to a creature
a creature it can see and kicks with its iron boots. The target must it can see and kicks with its iron boots. The target must succeed on
succeed on a DC 16 Dexterity saving throw or take 26 (4d10 + 4) a DC 16 Dexterity saving throw or take 26 (4d10 + 4) bludgeoning
bludgeoning damage and be knocked prone. damage and be knocked prone.

Chapter 1. Bestiary 209


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 plane of existence. The retriever can have only one such quarry at a
time. The retriever also always knows the location of its master.
Large construct, lawful evil
Innate Spellcasting. The retriever's innate spellcasting ability is
Armor Class 17 (natural armor) Wisdom (spell save DC 11). The retriever can innately cast the
Hit Points 95 (10d10 + 40) following spells, requiring no material components.
Speed 40 ft. 1/day each: plane shift (only self and up to one incapacitated
creature, which is considered will in g for the spell), web.
STR DEX CON INT WIS CHA
20 (+5) 16 (+3) 18 (+4) 3 (-4) 11 (+0) 4 (-3) Actions
Multiattack. The retriever makes two foreleg attacks and uses its
Saving Throws Dex +6, Con +7 force or paralyzing beam once, if available.
Skills Perception +3, Stealth +6 Foreleg. Melee Weapon Attack: +8 to hit, reach 10 ft., one target.
Damage Resistances necrotic, poison, psychic; bludgeoning, Hit: 12 (2d6 + 5) slashing damage.
piercing, and slashing from nonmagical attacks that aren't
adamantine Force Beam. The retriever targets one creature it can see within
Condition Immunities charmed, exhaustion, frightened, paralyzed, 30 feet of it. The target must make a DC 15 Dexterity saving throw,
poisoned taking 22 (4d10) force damage on a failed save, or half as much
Senses blindsight 30 ft., darkvision 60 ft., passive Perception 13 damage on a successful one.
Languages understands Abyssal, Elvish, and Undercommon but Paralyzing Beam (Recharge 5-6). The retriever targets one
can't speak creature it can see within 60 feet of it. The target must succeed on
Challenge 7 (2,900 XP) a DC 15 Constitution saving throw or be paralyzed for l minute.
The paralyzed target can repeat the saving throw at the end of each
Faultless Tracker. The retriever is given a quarry by its master. The of its turns, ending the effect on itself on a success.
quarry can be a specific creature or object the master is personally If the paralyzed creature is Medium or smaller, the retriever can
acquainted with, or it can be a general type of creature or object pick it up as part of the retriever's move and walk or climb with it at
the master has seen before. The retriever knows the direction and full speed.
distance to its quarry as long as the two of them are on the same

210 Chapter 1. Bestiary


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 be 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) Actions
Hit Points 126 (12d12 + 48)
Speed 50 ft., climb 30 ft. Multiattack. The salamander makes four attacks: one with its bite,
one to constrict, and two with its claws.
STR DEX CON INT WIS CHA Bite. Melee Weapon Attack: +7 to hit, reach 15 ft., one ta rget.
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 Claws. Melee Weapon Attack: +7 to hit, reach 10 ft., one target.
Challenge 8 (3,900 XP) 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

Chapter 1. Bestiary 211


Sea Spawns
Sea Spawn Stinger
Not all sea spawn look the same after they are transformed as A stinger is a sea spawn with the qualities and features of a
thralls. Some will bear some resemblance to their masters. stingray. Its body is smooth and jet black, with a long slender
Presented here are some advanced examples: tail that ends with a vicious stinger.
In combat, stingers glide under the water until it can sting
its target directly above it. Prey are paralyzed and poisoned
Sea Spawn Giant with the stinger, allowing the sea spawn to drag it to its watery
grave.
Large humanoids or giants that become thralls turn into sea
spawn giants. Other than their size and strenght, they act as
normal sea spawns loyal to their masters.

Sea Spawn Shocker


The sea spawn shocker is a ghastly eel-like or octopus-like
humanoid with thick webbed hands. Its skin is dark grey except
for its chest which is often dark yellow or orange, mottled with
spots of green. It uses electricity to shock and incapacitate its prey,
making it easier for the shocker to drag it underwater to its death.

Sea Spawn Pincer


Sea spawn pincers appear as half-crab, half-humanoids. The
pincer’s body is covered in tough chitin with sharp spines
protruding from its shoulders and limbs. Giant, pincer-like
claws act as hands and weapons. The pincer is stronger than
its brethren, and will even attack creatures larger than itself,
snapping at its opponents with its vicious claws.

Sea Spawn Giant


Huge giant, chaotic evil

Armor Class 13 (natural armor)


Hit Points 115 (11d12 + 44)
Speed 30 ft., swim 30 ft.

STR DEX CON INT WIS CHA


21 (+5) 8 (-1) 19 (+4) 5 (-3) 9 (-1) 6 (-2)

Skills Perception +2
Senses passive Perception 12
Languages understands Aquan and Giant but can't speak
Challenge 6 (1,800 XP)

Limited Amphibiousness. The sea spawn can breathe air and water,
but needs to be submerged in the sea at least once a day for 1 minute
to avoid suffocating.
Actions
Multiattack. The sea spawn makes three attacks: one with its bite
and two with its longsword.
Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one target.
Hit: 8 (1d6 + 5) piercing damage.
Longsword. Melee Weapon Attack: +8 to hit, reach 5 ft., one target.
Hit: 18 (3d8 + 5) slashing damage, or 21 (3d10 + 5) slashing damage
if used with two hands.

212 Chapter 1. Bestiary


Sea Spawn Pincer
Medium humanoid, neutral evil

Armor Class 14 (natural armor)


Hit Points 75 (10d8 + 30)
Speed 20 ft., swim 20 ft.

STR DEX CON INT WIS CHA


18 (+4) 8 (-1) 16 (+3) 6 (-2) 10 (+0) 8 (-1)

Senses darkvision 120 ft., passive Perception 10


Languages understands Aquan and Common but can't speak
Challenge 3 (700 XP)

Brute. A melee weapon deals one extra die of its damage when the
sea spawn hits with it (included in the attack).
Limited Amphibiousness. The sea spawn can breathe air and
water, but needs to be submerged in the sea at least once a day for 1
minute to avoid suffocating.

Actions
Multiattack. The sea spawn makes three attacks: one with its bite
and two with its claws.
Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target.
Hit: 9 (2d4 + 4) piercing damage.
Claw (Hybrid Form Only). Melee Weapon Attack: +6 to hit, reach 5
ft., one target. Hit: 11 (2d6 + 4) slashing damage, and the target is
grappled (escape DC 14) if it is a Medium or smaller creature. Until
this grapple ends, the sea spawn can't use this pincer on another
target.

Sea Spawn Shocker


Medium humanoid, neutral evil
Sea Spawn Stinger
Armor Class 13 (natural armor) Medium humanoid, neutral evil
Hit Points 67 (9d8 + 27)
Speed 20 ft., swim 40 ft. Armor Class 12 (natural armor)
Hit Points 52 (7d8 + 21)
STR DEX CON INT WIS CHA Speed 20 ft., swim 30 ft.
16 (+3) 12 (+1) 16 (+3) 6 (-2) 10 (+0) 8 (-1)
STR DEX CON INT WIS CHA
15 (+2) 10 (+0) 16 (+3) 6 (-2) 10 (+0) 8 (-1)
Damage Immunities lightning
Senses darkvision 120 ft., passive Perception 10
Languages understands Aquan and Common but can't speak Senses darkvision 120 ft., passive Perception 10
Challenge 3 (700 XP) Languages understands Aquan and Common but can't speak
Challenge 2 (450 XP)
Limited Amphibiousness. The sea spawn can breathe air and
water, but needs to be submerged in the sea at least once a day for 1 Limited Amphibiousness. The sea spawn can breathe air and
minute to avoid suffocating. water, but needs to be submerged in the sea at least once a day for 1
minute to avoid suffocating.
Actions
Multiattack. The sea spawn makes four tentacle attacks.
Actions
Multiattack. The sea spawn makes three attacks: two unarmed
Tentacle. Melee Weapon Attack: +5 to hit, reach 10 ft., one target. strikes and one with its tail stinger.
Hit: 5 (1d4 + 3) bludgeoning damage, and the target is grappled
(escape DC 13) if it is a Large or smaller creature. Until the grapple Unarmed Strike. Melee Weapon Attack: +4 to hit, reach 5 ft., one
ends, the sea spawn can't use this tentacle on another target. target. Hit: 4 (1d4 + 2) bludgeoning damage.
Lightning Discharge (Recharges 4-6). The sea spawn discharges Tail Stinger. Melee Weapon Attack: +4 to hit, reach 5 ft., one
electricity that shocks targets around it. Each creature within 10 creature. Hit: 6 (1d8 + 2) piercing damage and the target must
feet of the sea spawn must succeed on a DC 13 Constitution saving succeed on a DC 13 Constitution saving throw or become poisoned.
throw. On a failed save, the target takes 27 (6d8) lightning damage While poisoned, the target is also paralyzed. The target can repeat
and is stunned until the end of its next turn. On a successful save, the saving throw at the end of each of its turns, ending the effect on
the target takes half as much damage and isn't stunned. itself on a success.

Chapter 1. Bestiary 213


Shadar-kai
Dawnkiller killers are armed with a kukri infused with necrotic energy, which
Dawnkillers are assassins of the shadar-kai that use the cover of becomes deadlier when they strike their targets while within in the
darkness to move in stealth as they hunt their prey. These sinister shadows.

Dawnkiller Fey Ancestry. The dawnkiller has advantage on saving throws


against being charmed, and magic can't put the dawnkiller to sleep.
Medium humanoid (elf), neutral
Shadow Jump. As a bonus action, the dawnkiller can teleport up to
Armor Class 16 (studded leather) 30 feet to an unoccupied space it can see. Both the space it teleports
Hit Points 55 (10d8 + 10) from and the space it teleports to must be in dim light or darkness.
Speed 30 ft. The dawnkiller can use this ability between the weapon attacks of
another action it takes.
STR DEX CON INT WIS CHA Shadow Stealth. While in dim light or darkness, the dawnkiller can
12 (+1) 18 (+4) 13 (+1) 11 (+0) 12 (+1) 12 (+1) take the Hide action as a bonus action.
Shade Strike (1/Turn). While in dim light or darkness, when the
Saving Throws Dex +7, Cha +4 dawnkiller hits a target with a weapon attack, the dawnkiller can
Skills Stealth +7 use a bonus action to magically deal an extra 26 (4d12) necrotic
Damage Resistances necrotic damage to the target. In addition, the target must make a DC 14
Condition Immunities charmed, exhaustion Wisdom saving throw or be blinded until the end of the dawnkiller's
Senses darkvision 60 ft., passive Perception 11 next turn.
Languages Common, Elvish
Challenge 6 (2,300 XP) Actions
Multiattack. The dawnkiller makes three kukri attacks. It can cast a
Innate Spellcasting. The dawnkiller's innate spellcasting ability is spell in place of one of these attacks.
Charisma (spell save DC 12). The dawnkiller can innately cast the
following spells, without providing material components: Kukri. Melee Weapon Attack: +7 to hit, reach 5 ft., one target.
Hit: 6 (1d4 + 4) slashing damage plus 6 (1d12) necrotic damage.
3/day each: darkness, gaseous form

214 Chapter 1. Bestiary


Kithlord Kithguard
Kithlords are the undisputed leaders and generals of the shadar- Kithguards are warlock hexblades that serve directly under
kai army. The kithlord is a powerful shadar-kai commander that is kithlords as personal bodyguards. They are extremely loyal
able to deflect attacks and spells against it and use the shadows to fanatics who will gladly sacrifice their lives if it will prevent thier
teleport closer to its enemies. It is armed with a dark, phantasmal masters from harm.
dagger that weakens its opponents and spreads necrotic decay
with every hit.

Kithguard from and the space it teleports to must be in dim light or darkness.
The kithguard can use this ability between the weapon attacks of
Medium humanoid (elf), neutral another action it takes.

Armor Class 15 (studded leather) Spellcasting. The kithguard is a 7th-level spellcaster. Its spellcasting
Hit Points 104 (16d8 + 32) ability is Charisma (spell save DC 14, +6 to hit with spell attacks). It
Speed 30 ft. regains its expended spell slots when it finishes a short or long rest.
It knows the following warlock spells:
STR DEX CON INT WIS CHA Cantrips (at will): eldritch blast (2d10 damage), infestation,
12 (+1) 16 (+3) 14 (+2) 10 (+0) 14 (+2) 16 (+3) true strike
1st level-4th level (2 2nd-level slots): blur, counterspell, hellish
rebuke, hex, phantasmal killer, shadow blade, shield, staggering
Saving Throws Dex +6, Cha +6
smite
Skills Perception +5, Stealth +6
Damage Resistances necrotic Actions
Condition Immunities charmed, exhaustion
Multiattack. The kithguard makes two scimitar attacks.
Senses darkvision 60 ft., passive Perception 15
Languages Common, Elvish Scimitar. Melee Weapon Attack: +6 to hit, reach 5 ft., one target.
Challenge 7 (2,900 XP) Hit: 5 (1d6 + 3) slashing damage plus 19 (3d12) necrotic damage.

Fey Ancestry. The kithguard has advantage on saving throws against


Reactions
being charmed, and magic can't put the kithlord to sleep. Guardian Strike: If an enemy within 5 feet of the kithguard attacks a
target other than the kithguard, that enemy provokes an opportunity
Shadow Jump. As a bonus action, the kithguard can teleport up to attack from the kithguard.
30 feet to an unoccupied space it can see. Both the space it teleports

Kithlord 1/day each: chain lightning, finger of death, maddening darkness,


mislead, seeming, weird
Medium humanoid (elf), neutral
Legendary Resistance (3/Day). If the kithlord fails a saving
Armor Class 16 (studded leather) throw, it can choose to succeed instead.
Hit Points 143 (22d8 + 44) Magic Resistance. The kithlord has advantage on saving throws
Speed 30 ft. against spells and other magical effects.
Shadow Stride. As a bonus action, the kithlord can teleport up
STR DEX CON INT WIS CHA
to 300 feet to an unoccupied space it can see. Both the space it
8 (-1) 18 (+4) 14 (+2) 20 (+5) 16 (+3) 14 (+2)
teleports from and the space it teleports to must be in dim light or
darkness. The kithlord can use this ability between the weapon
Saving Throws Dex +9, Int +10, Wis +8, Cha +7 attacks of another action it takes.
Skills Arcana +10, Deception +7, Perception +8
Damage Immunities necrotic, psychic Actions
Condition Immunities charmed, exhaustion Multiattack. The kithlord makes two phantasmal dagger attacks.
Senses darkvision 60 ft., passive Perception 18
Languages Common, Elvish Phantasmal Dagger. Melee Weapon Attack: +9 to hit, reach 5 ft., one
Challenge 15 (13,000 XP) target. Hit: 14 (4d4 + 4) piercing damage plus 26 (4d12) necrotic
damage, and the target has disadvantage on saving throws until the
start of the kithlord's next turn.
Coalescing Darkness. While in dim light or darkness, the kithlord
can turn invisible as a bonus action. The effect ends when the Legendary Actions
kithlord uses a bonus action to end it or enters a space in bright light
The kithlord can take 3 legendary actions, choosing from the options
or stronger.
below. Only one legendary action option can be used at a time and
Fey Ancestry. The kithlord has advantage on saving throws against only at the end of another creature's turn. The kithlord regains spent
being charmed, and magic can't put the kithlord to sleep. legendary actions at the start of its turn.
Innate Spellcasting. The kithlord's innate spellcasting ability is Cantrip. The kithlord casts chill touch or poison spray.
Intelligence (spell save DC 18, +10 to hit with spell attacks). It can Shadow Shift. While in dim light or in darkness, the kithlord moves
innately cast the following spells, requiring no material components: up to half its speed without provoking opportunity attacks.
Dagger (Costs 2 Actions). The kithlord makes a phantasmal dagger
At will: chill touch (4d8 damage), poison spray (4d12 damage) attack.
2/day each: bestow curse, darkness, gaseous form, phantasmal
killer, shield

Chapter 1. Bestiary 215


Painbearer
The painbearer is a graceful warrior known for the spiked chains
that it uses in battle and the tattoos, body piercings, and symbols
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.

Painbearer Actions
Medium humanoid (elf), neutral Multiattack. The painbearer makes three spiked chain attacks. It
can use Shadow Cage or cast one spell in place of one of these
Armor Class 16 (studded leather) attacks, if available.
Hit Points 127 (17d8 + 51) Spiked Chain. Melee Weapon Attack: +8 to hit, reach 10 ft., one
Speed 30 ft. target. Hit: 11 (2d6 + 4) piercing damage, and the target must
succeed on a DC 16 Dexterity saving throw or suffer one additional
STR DEX CON INT WIS CHA effect of the painbearer's choice:
12 (+1) 18 (+4) 16 (+3) 10 (+0) 12 (+1) 14 (+2) • The target is grappled (escape DC 14) if it is a Medium or smaller
creature. Until the grapple ends, the target is restrained, and the
Saving Throws Con +7, Dex +8, Cha +6 painbearer can't grapple another target.
Skills Perception +5, Stealth +8 • The target is knocked prone.
Damage Resistances necrotic, psychic • The target takes 27 (5d10) necrotic damage
Condition Immunities charmed, exhaustion
Shadow Cage (Recharges 6). Magical darkness spreads from
Senses darkvision 60 ft., passive Perception 15
a point within 120 feet of the painbearer to fill a 10-foot radius
Languages Common, Elvish
sphere that lasts until the painbearer's concentration is broken, up
Challenge 12 (8,400 XP)
to 1 minute (as if concentrating on a spell). The darkness spreads
around corners. A creature with darkvision can't see through this
Fey Ancestry. The painbearer has advantage on saving throws darkness. Nonmagical light, as well as light created by spells of
against being charmed, and magic can't put the painbearer to sleep. 3rd level or lower, can't illuminate the area. Each creature in that
Innate Spellcasting. The dawnkiller's innate spellcasting ability is area must make a DC 14 Wisdom saving throw or take 22 (4d10)
Charisma (spell save DC 14). The dawnkiller can innately cast the necrotic damage and be restrained until the effect ends. Any
following spells, without providing material components: creature within the area, other than a shadar-kai, takes 11 (2d10)
necrotic damage at the start of each of the painbearer's turns. The
1/day each: false life, life transference, vampiric touch
creature can repeat the saving throw at the end of each of its turns,
Magic Resistance. The painbearer has advantage on saving throws ending the effect on itself on a success.
against spells and other magical effects.
Reactions
Shadow Jump. As a bonus action, the painbearer can teleport up to
30 feet to an unoccupied space it can see. Both the space it teleports Pain and Vengeance. When a creature within 5 feet of the
from and the space it teleports to must be in dim light or darkness. painbearer is hit by an attack, the painbearer swaps places with that
The painbearer can use this ability between the weapon attacks of creature and is hit instead. The painbearer then makes a melee
another action it takes. attack at the attacker.

216 Chapter 1. Bestiary


Shadow Mastiffs Shadow Mastiff Pack Lord
Large monstrosity, neutral evil

Shadow Mastiff Alpha Armor Class 13


The alpha is normally the largest and most powerful of its pack Hit Points 114 (12d10 + 48)
and is able to unleash a bloodcurdling howl that strikes fear into Speed 50 ft.
the hearts of any who hear it.
STR DEX CON INT WIS CHA
22 (+6) 16 (+3) 18 (+4) 7 (-2) 16 (+3) 7 (-2)
Shadow Mastiff Pack Lord
Sometimes a remarkable shadow mastiff alpha survives long Skills Perception +6, Stealth +9
Damage Resistances bludgeoning, piercing, and slashing from
enough and grows into an unusually large size. It becomes a pack
nonmagical attacks while in dim light or in darkness
lord, a fearsome specimen that all shadow mastiffs will submit to.
Senses darkvision 60 ft., passive Perception 16
Pack lords can lead multiple packs, each led by an alpha.
Languages -----
Challenge 5 (1,100 XP)

Ethereal Awareness. The shadow mastiff pack lord can see ethereal
Shadow Mastiff Alpha creatures and objects.

Medium monstrosity, neutral evil Keen Hearing and Smell. The shadow mastiff pack lord has
advantage on Wisdom (Perception) checks that rely on hearing or
Armor Class 13 smell.
Hit Points 58 (9d8 + 18) Pack Tactics. The shadow mastiff pack lord has advantage on an
Speed 40 ft. attack roll against a creature if at least one of the shadow mastiff's
allies is within 5 feet of the creature and the ally isn't incapacitated.
STR DEX CON INT WIS CHA
18 (+4) 16 (+3) 14 (+2) 6 (-2) 14 (+2) 6 (-2) Packmaster. An allied shadow mastiff that starts its turn within
30 feet of the shadow mastiff pack lord and can hear the shadow
mastiff pack lord gains Pack Tactics until the start of its next turn,
Skills Perception +4, Stealth +7 provided the shadow mastiff pack lord isn't incapacitated.
Damage Resistances bludgeoning, piercing, and slashing from
nonmagical attacks while in dim light or in darkness Shadow Blend. While in dim light or darkness, the shadow mastiff
Senses darkvision 60 ft., passive Perception 14 pack lord can use a bonus action to become invisible, along with
Languages ----- anything it is wearing or carrying. The invisibility lasts until the
Challenge 3 (700 XP) shadow mastiff pack lord uses a bonus action to end it or until
the shadow mastiff pack lord attacks, is in bright light, or is
incapacitated.
Ethereal Awareness. The shadow mastiff can see ethereal creatures
and objects. Sunlight Weakness. While in bright light created by sunlight, the
shadow mastiff pack lord has disadvantage on attack rolls, ability
Keen Hearing and Smell. The shadow mastiff has advantage on
checks, and saving throws.
Wisdom (Perception) checks that rely on hearing or smell.
Shadow Blend. While in dim light or darkness, the shadow mastiff Actions
can use a bonus action to become invisible, along with anything it Bite. Melee Weapon Attack: +9 to hit, reach 5 ft., one target.
is wearing or carrying. The invisibility lasts until the shadow mastiff Hit: 16 (3d6 + 6) piercing damage. If the target is a creature, it must
uses a bonus action to end it or until the shadow mastiff attacks, is succeed on a DC 17 Strength check or be knocked prone.
in bright light, or is incapacitated.
Terrifying Howl. The shadow mastiff pack lord howls. Any beast or
Sunlight Weakness. While in bright light created by sunlight, the humanoid within 300 feet of the mastiff and able to hear its howl
shadow mastiff has disadvantage on attack rolls, ability checks, and must succeed on a DC 15 Wisdom saving throw or be frightened
saving throws. for l minute. A frightened target can repeat the saving throw at the
end of each of its turns, ending the effect on itself on a success. If a
Actions target's saving throw is successful or the effect ends for it, the target
Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. is immune to any shadow mastiff pack lord's Terrifying Howl for the
Hit: 11 (2d6 + 4) piercing damage. If the target is a creature, it must next 24 hours.
succeed on a DC 14 Strength check or be knocked prone.
Terrifying Howl. The shadow mastiff howls. Any beast or humanoid
within 300 feet of the mastiff and able to hear its howl must succeed
on a DC 12 Wisdom saving throw or be frightened for l minute. A
frightened target can repeat the saving throw at the end of each of
its turns, ending the effect on itself on a success. If a target's saving
throw is successful or the effect ends for it, the target is immune to
any shadow mastiff's Terrifying Howl for the next 24 hours.

Chapter 1. Bestiary 217


Slithering Tracker

Monstrous Slithering Tracker


A monstrous slithering tracker is born out of several vengeful
beings that have willingly offered themselves to the ritual. The
combined bodies result int the creation of an unnaturally large
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, 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 pudding can climb difficult surfaces, including
upside down on ceilings, without needing to make an ability check.
Skills Stealth +8
Damage Vulnerabilities cold Watery Stealth. While underwater, the slithering tracker has
Damage Resistances bludgeoning, piercing, and slashing from advantage on Dexterity (Stealth) checks made to hide, and it can
nonmagical attacks take the Hide action as a bonus action.
Condition Immunities blinded, deafened, exhaustion, grappled,
paralyzed, petrified, prone, restrained, unconscious
Actions
Senses blindsight 120 ft., passive Perception 13 Multiattack. The slithering makes two slam attacks.
Languages understands languages it knew in its previous form but Slam. Melee Weapon Attack: +8 to hit, reach 10 ft., one target.
can't speak Hit: 16 (2d10 + 5) bludgeoning damage.
Challenge 7 (2,900 XP)
Life Leech. One Huge or smaller creature that the slithering tracker
can see within 5 feet of it must succeed on a DC 16 Dexterity saving
Ambusher. In the first round of a combat, the slithering tracker has
throw or be grappled (escape DC 15). Until this grapple ends, the
advantage on attack rolls against any creature it surprised.
target is restrained and unable to breathe unless it can breathe
Damage Transfer. While grappling a creature, the slithering tracker water. In addition, the grappled target takes 22 (4d10) necrotic
takes only half the damage dealt to it, and the creature it is grappling damage at the start of each of its turns. The slithering tracker can
takes the other half. grapple only one target at a time.

218 Chapter 1. Bestiary


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
attack with thrice each turn, and with each hit can inflict grievous
wounds that can't be healed normally.

The Grim 2. Great Emptiness. The Grim makes creatures reflect on their
most terrible actions that have wracked them with guilt. Each
Medium monstrosity, chaotic evil creature within range must succeed on a DC 16 Charisma saving
throw or be take 22 (4d10) psychic damage and be confused until
Armor Class 19 (natural armor) the end of its next turn. The creature can't take reactions until
Hit Points 304 (32d8 + 160) the start of its next turn and rolls a d10 to determine what it does
Speed 30 ft., fly 60 ft. during that 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
STR DEX CON INT WIS CHA a random direction. On an 8 to 10, the creature makes one melee
18 (+4) 12 (+1) 20 (+5) 10 (+0) 14 (+2) 8 (-1) attack against a random creature, or it does nothing if no creature is
within reach. On a successful save, the creature takes half as much
Skills Perception +8 damage.
Damage Resistances bludgeoning, piercing, and slashing while 3. Past Losses. The Grim makes creatures recall painful, tragic
in dim light or darkness events and lost love ones that have haunted them. Each creature
Senses darkvision 60 ft., passive Perception 18 within range must succeed on a DC 16 Intelligence saving throw or
Languages Common, telepathy 30 ft. take 11 (2d10) psychic damage and become stunned until the end of
Challenge 20 (25,000 XP) the Grim's next turn. On a successful save, the creature takes half as
much damage.
Aura of Loss. A creature that starts its turn within 30 feet of the
Grim must succeed on a DC 16 Wisdom saving throw. On a failed Actions
save, the creature has disadvantage on saving throws and grant the Multiattack. The Grim makes three Scythe attacks. It can use Bleak
Grim advantage on attack rolls against it until the start of the Grim's Visage in place of one of these attacks.
next turn.
Reaping Scythe. Melee Weapon Attack: +10 to hit, reach 10 ft., one
Whispers of Loss. As a bonus action, the Grim can whisper and target. Hit: 9 (1d10 + 4) slashing damage plus 22 (4d10) necrotic
hiss constantly, which can be heard loudly in the minds of creatures damage. The target must succeed on a DC 19 Constitution saving
within 30 feet of it that can understand it. It can choose one from throw or its hit point maximum is reduced by an amount equal to the
the following three effects: necrotic damage taken. This reduction lasts until the target finishes
1. Future Sorrow. The Grim fills creatures' thoughts of images of a long rest.
loved ones dying horrible deaths. Each creature within range must Bleak Visage. The Grim fixes its gaze on one creature it can see
succeed on a DC 16 Wisdom saving throw or take 16 (3d10) psychic within 60 feet of it. The target must succeed on DC 16 Wisdom
damage and drop whatever it is holding, and become frightened saving throw against this magic or take 22 (4d10) psychic damage
until the end of the Grim's next turn. While frightened in this way, a and be frightened for 1 minute. While frightened, the creature is
creature must take the Dash action and move away from the Grim incapacitated. The target can repeat the saving throw at the end
by the safest available route on each of its turns, unless there is of each of its turns, ending the effect on itself on a success. On a
nowhere to move, in which case it needn't take the Dash action. On successful save, the target takes half as much damage. If a target's
a successful save, the creature takes half as much damage. saving throw is successful or the effect ends for it, the target is
immune to the Grim's Bleak Visage for the next 24 hours.

Chapter 1. Bestiary 219


Spawn of Kyuss

Favored Spawn of Kyuss


Spawn of Kyuss are mostly victims of their god's corruption,
but those who are actually favored by their master are tougher,
stronger, and have other special abilities. These former fanatics
who were high priests of Kyuss project a persistent aura that
can haunt and terrify creatures. In addition to spawn of Kyuss
typical abilities, it can also expel worms from its body, striking and
burrowing into the bodies of any who are unfortunate enough to
be close.
Undead Nature. A favored spawn of Kyuss doesn't require air,
food, drink, or sleep.

Favored Spawn of Kyuss Worms. If the spawn of Kyuss is targeted by an effect that cures
Medium undead, chaotic evil disease or removes a curse, all the worms infesting it wither away,
and it loses its Infested Form feature and its Burrowing Worm and
Armor Class 11 (natural armor) Wormburst actions.
Hit Points 127 (15d8 + 60) Actions
Speed 30 ft.
Multiattack. The spawn of Kyuss makes two attacks with its claws
STR DEX CON INT WIS CHA and uses Burrowing Worm.
18 (+4) 12 (+1) 18 (+4) 6 (-2) 8 (-1) 10 (+0) Burrowing Worm. A worm launches from the spawn of Kyuss at
one humanoid that the spawn can see within 10 feet of it. The
Saving Throws Wis +3, Cha +4 worm latches onto the target's skin unless the target succeeds on
Skills Perception +3 a DC 12 Dexterity saving throw. The worm is a Tiny undead with
Condition Immunities exhaustion, poisoned AC 6, l hit point, a 2 (-4) in every ability score, and a speed of 1
Senses darkvision 60 ft., passive Perception 13 foot. While on the target's skin, the worm can be killed by normal
Languages understands the languages it knew in life but can't speak means or scraped off using an action (the spawn can use this action
Challenge 9 (5,000 XP) to launch a scraped-off worm at a humanoid it can see within 10
feet of the worm). Otherwise, the worm burrows under the target's
Fear Aura. A creature that starts its turn within 10 feet of the spawn skin at the end of the target's next turn, dealing 1 piercing damage
of kyuss must succeed on a DC 12 Wisdom saving throw or be to it. At the end of each of its turns thereafter, the target takes 7
frightened until the start of the creature's next turn. If a creature's (2d6) necrotic damage per worm infesting it (maximum of 10d6).
saving throw is successful, the creature is immune to the Fear aura A worm-infested target dies if it drops to 0 hit points, then rises 10
for the next 24 hours. minutes later as a spawn of Kyuss. If a worm-infested creature is
Infested Form. A creature that touches the spawn or hits it with a targeted by an effect that cures disease or removes a curse, all the
melee attack while within 5 feet of it must make a DC 12 Dexterity worms infesting it wither away.
saving throw or become infected by a worm (see effects of Burrowing Claw. Melee Weapon Attack: +8 to hit, reach 5 ft., one target.
Worm). Hit: 7 (1d6 + 4) slashing damage plus 10 (3d6) necrotic damage.
Regeneration. The spawn of Kyuss regains 15 hit points at the start Wormburst (Recharge 5-6). The spawn of kyuss expels worms
of its turn if it has at least 1 hit point and isn't in sunlight or a body of from its body, striking creatures around it. Each creature within 10
running water. If the spawn takes acid, fire, or radiant damage, this feet of it must succeed on a DC 16 Dexterity saving throw. On a
trait doesn't function at the start of the spawn's next turn. The spawn failed save, 1d4 + 1 worms latches on the target's skin (see effects
is destroyed only if it starts its turn with 0 hit points and doesn't of Burrowing Worm).
regenerate.

220 Chapter 1. Bestiary


Tlincallis Tlincalli Shaman
Large monstrosity, neutral evil
Tlincalli Chieftain
Nomadic scorpion folk are led by a chieftain. This formidable Armor Class 15 (natural armor)
creature is an exceptional hunter, warrior, and leader. The Hit Points 136 (16d10 + 48)
Speed 40 ft.
chieftain is almost revered like a god by its subjects, and the sight
of it fighting inspires them to attack savagely.
STR DEX CON INT WIS CHA
In combat, the chieftain grabs its foes with its giant pincers and
14 (+2) 13 (+1) 16 (+3) 8 (-1) 16 (+3) 10 (+0)
then impales them with both its glaive and venomous stinger.

Skills Perception +6, Stealth +4, Survival +6


Tlincalli Shaman Senses darkvision 60 ft., passive Perception 16
Languages Tlincalli
Tlincalli shamans are druidic spellcasters that serve to support its Challenge 7 (2,900 XP)
tribe as they travel from one place to another. Shamans are able to
create food and water, and can also cast spells to protect its tribe
Spellcasting. The tlincalli is an 8th-level spellcaster. Its spellcasting
from both natural and unnatural elements.
ability is Wisdom (spell save DC 14, +6 to hit with spell attacks). It
During combat it will typically cast spike growth first to slow has the following druid spells prepared:
down and weaken its foes before casting wall of stone first to
Cantrips (at will): druidcraft, poison spray, thorn whip
divide and isolate them. It then finishes them off with erupting
1st level (4 slots): earth tremor, entangle, thunderwave
earth and its melee attacks. 2nd level (3 slots): blur, silence, spike growth
3rd level (3 slots): create food and water, erupting earth, protection
from energy
4th level (2 slots): insect plague, locate creature, wall of stone
Tlincalli Chieftain
Large monstrosity, neutral evil Actions
Multiattack. The tlincalli makes two attacks: one with its glaive and
Armor Class 18 (plate) one with its sting.
Hit Points 190 (20d10 + 80)
Speed 40 ft. Glaive. Melee Weapon Attack: +5 to hit, reach 10 ft., one target.
Hit: 7 (1d10 + 2) slashing damage.
STR DEX CON INT WIS CHA Sting. Melee Weapon Attack: +5 to hit, reach 5 ft., one creature.
18 (+4) 14 (+2) 18 (+4) 8 (-1) 14 (+2) 12 (+1) Hit: 5 (1d6 + 2) piercing damage plus 17 (5d6) poison damage, and
the target must succeed on a DC 14 Constitution saving throw or
Saving Throws Str +8, Con +8, Dex +6 be poisoned for 1 minute. If it fails the saving throw by 5 or more,
Skills Perception +6, Stealth +6, Survival +6 the target is also paralyzed while poisoned. The target can repeat
Senses darkvision 60 ft., passive Perception 16 the saving throw at the end of each of its turns, ending the effect on
Languages Tlincalli itself on a success.
Challenge 10 (5,900 XP)

Great Hunter's Inspiration (Recharges 5-6). When the tlincalli hits


an enemy with a melee weapon attack and deals damage to it, it can
use a bonus action to target all allies it can see within 30 feet of it.
The target gains advantage to its next melee weapon attack made
until the start of the tlincalli's next turn.
Slay Foe (1/Turn). The tlincalli deals an extra 13 (3d8) damage
with its weapon attack if it hits a creature that doesn't have all its hit
points.

Actions
Multiattack. The tlincalli makes four attacks: one with its glaive, two
with its claws, and one with its sting.
Glaive. Melee Weapon Attack: +8 to hit, reach 10 ft., one target.
Hit: 9 (1d10 + 4) slashing damage.
Claw. Melee Weapon Attack: +8 to hit, reach 5 ft., one target.
Hit: 8 (1d8 + 4) bludgeoning damage, and the target is grappled
(escape DC 14) . The tlincalli has two claws, each of which can
grapple only one target.
Sting. Melee Weapon Attack: +8 to hit, reach 5 ft., one creature.
Hit: 7 (1d6 + 4) piercing damage plus 21 (6d6) poison damage, and
the target must succeed on a DC 16 Constitution saving throw or
be poisoned for 1 minute. If it fails the saving throw by 5 or more,
the target is also paralyzed while poisoned. The target can repeat
the saving throw at the end of each of its turns, ending the effect on
itself on a success.

Chapter 1. Bestiary 221


Tlincalli Witch
The devious tlincalli witch is a warlock that has made a pact
with an archfiend or demon prince. A single tlincalli witch can
hypnotize and control an entire unit of enemies, bring a monster
into submission, and cause immeasurable pain to any creature it
desires to torture. As such, tlincalli tribes that have witches are
able to rise in power easily, with the witch providing its support as
long as it is allowed to play with its victims.

Tlincalli Witch Spellcasting. The tlincalli is a 17th-level spellcaster. Its spellcasting


Large monstrosity, neutral evil ability is Charisma (spell save DC 15, +7 to hit with spell attacks). It
regains its expended spell slots when it finishes a short or long rest.
Armor Class 15 (natural armor) It knows the following warlock spells:
Hit Points 153 (18d10 + 54) Cantrips (at will): eldritch blast, infestation, minor illusion,
Speed 40 ft. poison spray, prestidigitation
1st level-5th level (4 5th-level slots): banishment, charm person,
STR DEX CON INT WIS CHA fireball, hellish rebuke, mirror image, scorching ray, scrying,
14 (+2) 14 (+2) 16 (+3) 13 (+1) 13 (+1) 17 (+3) stinking cloud, suggestion, wall of fire
1/day each: dominate monster, power word pain, mass suggestion
Skills Deception +7, Perception +5, Stealth +6 Actions
Senses darkvision 60 ft., passive Perception 15
Languages Common, Tlincalli Multiattack. The tlincalli makes three attacks: two with its claws
Challenge 9 (5,000 XP) and one with its sting. It can cast a spell in place of its two claw
attacks.

Agonizing Blast. When the tlincalli casts eldritch blast, she adds her Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., one target.
Charisma modifier to the damage it deals on a hit. Hit: 6 (1d8 + 2) bludgeoning damage, and the target is grappled
(escape DC 12) . The tlincalli has two claws, each of which can
Dark One's Own Luck (Recharges after a Short or Long Rest). grapple only one target.
When the tlincalli makes an ability check or saving throw, it can add
a d10 to the roll. It can do this after the roll is made but before any Sting. Melee Weapon Attack: +6 to hit, reach 5 ft., one creature.
of the roll's effects occur. Hit: 5 (1d6 + 2) piercing damage plus 17 (5d6) poison damage, and
the target must succeed on a DC 15 Constitution saving throw or
Innate Spellcasting. The tlincalli's innate spellcasting ability is be poisoned for 1 minute. If it fails the saving throw by 5 or more,
Charisma (spell save DC 15). The tlincalli can innately cast the the target is also paralyzed while poisoned. The target can repeat
following spells, without providing material components: the saving throw at the end of each of its turns, ending the effect on
At will: alter self, false life, levitate (self only), silent image, speak itself on a success.
with the dead

222 Chapter 1. Bestiary


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 Tortle Scout


Medium humanoid, lawful good Medium humanoid, lawful good

Armor Class 17 (natural armor) Armor Class 17 (natural armor)


Hit Points 27 (5d8 + 5) Hit Points 39 (7d8 + 7)
Speed 30 ft. Speed 30 ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
15 (+2) 12 (+1) 12 (+1) 11 (+0) 16 (+3) 12 (+1) 12 (+1) 15 (+2) 12 (+1) 11 (+0) 12 (+1) 12 (+1)

Skills Athletics +4, Perception +5 Skills Perception +3, Stealth +6


Senses passive Perception 15 Senses passive Perception 13
Languages Aquan, Common Languages Aquan, Common
Challenge 1 (200 XP) Challenge 3 (700 XP)

Hold Breath. The tortle can hold its breath for 1 hour. Hold Breath. The tortle can hold its breath for 1 hour.
Stunning Strike (5/Day). Once per turn, when the tortle hits a Cunning Action. The tortle can take the Dash, Disengage, or Hide
creature with a melee weapon attack, it can force the creature to action as a bonus action on each of its turns.
make a DC 12 Constitution saving throw or be stunned until the end
Sneak Attack (1/Turn). The tortle deals an extra 10 (3d6) damage
of the creature's next turn.
when it hits a target with a weapon attack and has advantage on the
Actions attack roll, or when the target is within 5 feet of an ally of the tortle
that isn't incapacitated and the tortle doesn't have disadvantage on
Multiattack. The tortle makes three melee attacks, two which must
the attack roll.
be unarmed strikes.
Claws. Melee Weapon Attack: +4 to hit, reach 5 ft., one target . Actions
Hit: 4 (1d4 + 2) slashing damage. Claws. Melee Weapon Attack: +4 to hit, reach 5 ft., one target .
Hit: 4 (1d4 + 2) slashing damage.
Quarterstaff. Melee Weapon Attack: +4 to hit, reach 5 ft., one target.
Hit: 5 (1d6 + 2) bludgeoning damage, or 6 (1d8 + 2) bludgeoning Quarterstaff. Melee Weapon Attack: +4 to hit, reach 5 ft., one target.
damage if used with two hands. Hit: 5 (1d6 + 2) bludgeoning damage, or 6 (1d8 + 2) bludgeoning
damage if used with two hands.
Unarmed Strike. Melee Weapon Attack: +4 to hit, reach 5 ft., one
target. Hit: 5 (1d6 + 2) bludgeoning damage. Light Crossbow. Ranged Weapon Attack: +4 to hit, range 80/320 ft.,
one target. Hit: 6 (1d8 + 2) piercing damage
Dart. Ranged Weapon Attack: +4 to hit, range 20/60 ft., one target.
Hit: 4 (1d4 + 2) piercing damage. Shell Defense. The tortle withdraws into its shell. Until it emerges,
it gains a +4 bonus to AC and has advantage on Strength and
Shell Defense. The tortle withdraws into its shell. Until it emerges,
Constitution saving throws. While in its shell, the tortle is prone, its
it gains a +4 bonus to AC and has advantage on Strength and
speed is 0 and can't increase, it has disadvantage on Dexterity saving
Constitution saving throws. While in its shell, the tortle is prone, its
throws, it can't take reactions, and the only action it can take is a
speed is 0 and can't increase, it has disadvantage on Dexterity saving
bonus action to emerge.
throws, it can't take reactions, and the only action it can take is a
bonus action to emerge.

Chapter 1. Bestiary 223


Tortle Witch doctor 1st level (4 slots): cure wounds, guiding bolt, inflict wounds, speak
with animals
Medium humanoid, lawful neutral
2nd level (3 slots): barkskin, hold person, spike growth, spiritual
weapon
Armor Class 17 (natural armor) 3rd level (3 slots): mass healing word, plant growth, spirit
Hit Points 71 (11d8 + 22) guardians, wind wall
Speed 30 ft. 4th level (1 slot): banishment, grasping vine, guardian of faith
STR DEX CON INT WIS CHA Actions
12 (+1) 10 (+0) 14 (+2) 11 (+0) 17 (+3) 12 (+1)
Claws. Melee Weapon Attack: +4 to hit, reach 5 ft., one target .
Hit: 3 (1d4 + 1) slashing damage.
Skills Perception +6, Religion +3
Senses passive Perception 16 Quarterstaff. Melee Weapon Attack: +4 to hit, reach 5 ft., one
Languages Aquan, Common target. Hit: 4 (1d6 + 1) bludgeoning damage, or 5 (1d8 + 1)
Challenge 5 (1,800 XP) bludgeoning damage if used with two hands.
Shell Defense. The tortle withdraws into its shell. Until it emerges,
Hold Breath. The tortle can hold its breath for 1 hour. it gains a +4 bonus to AC and has advantage on Strength and
Constitution saving throws. While in its shell, the tortle is prone,
Spellcasting. The tortle is a 7th-level spellcaster. Its spellcasting its speed is 0 and can't increase, it has disadvantage on Dexterity
ability is Wisdom (spell save DC 14, +6 to hit with spell attacks). It saving throws, it can't take reactions, and the only action it can take
has the following cleric spells prepared: is a bonus action to emerge.
Cantrips (at will): guidance, sacred flame, thaumaturgy

224 Chapter 1. Bestiary


Trappers
Monstrous and Young Trapper
The trapper provided in Volo's Guide to Monsters is that of an
adult. Presented in this section are the young and monstrous
versions.

Monstrous Trapper Young Trapper


Huge monstrosity, unaligned Medium monstrosity, unaligned

Armor Class 14 (natural armor) Armor Class 13 (natural armor)


Hit Points 172 (15d12 + 75) Hit Points 32 (5d8 + 10)
Speed 10 ft., climb 10 ft. Speed 10 ft., climb 10 ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
21 (+5) 10 (+0) 21 (+5) 2 (-4) 14 (+2) 4 (-3) 14 (+2) 10 (+0) 15 (+2) 2 (-4) 11 (+0) 4 (-3)

Skills Stealth +3 Skills Stealth +2


Senses blindsight 30 ft., darkvision 60 ft., passive Perception 12 Senses blindsight 30 ft., darkvision 60 ft., passive Perception 10
Languages ----- Languages -----
Challenge 6 (2,300 XP) Challenge 1 (200 XP)

False Appearance. While the trapper is attached to a ceiling, floor, False Appearance. While the trapper is attached to a ceiling, floor,
or wall and remains motionless, it is almost indistinguishable or wall and remains motionless, it is almost indistinguishable
from an ordinary section of ceiling, floor, or wall. A creature that from an ordinary section of ceiling, floor, or wall. A creature that
can see it and succeeds on a DC 20 Intelligence (Investigation) or can see it and succeeds on a DC 20 Intelligence (Investigation) or
Intelligence (Nature) check can discern its presence. Intelligence (Nature) check can discern its presence.
Spider Climb. The trapper can climb difficult surfaces, including Spider Climb. The trapper can climb difficult surfaces, including
upside down on ceilings, without needing to make an ability check. upside down on ceilings, without needing to make an ability check.

Actions Actions
Smother. One Large or smaller creature within 5 feet of the trapper Smother. One Medium or smaller creature within 5 feet of the
must succeed on a DC 16 Dexterity saving throw or be grappled trapper must succeed on a DC 12 Dexterity saving throw or be
(escape DC 15). Until the grapple ends, the target takes 22 (5d6 grappled (escape DC 12). Until the grapple ends, the target takes
+ 5) bludgeoning damage plus 7 (2d6) acid damage at the start of 12 (3d6 + 2) bludgeoning damage plus 2 (1d4) acid damage at
each of its turns. While grappled in this way, the target is restrained, the start of each of its turns. While grappled in this way, the target
blinded, and at risk of suffocating. The trapper can smother up to is restrained, blinded, and at risk of suffocating. The trapper can
one Huge creature or two Large or smaller creatures at a time. smother only one creature at a time.

Chapter 1. Bestiary 225


Trolls Troll King
Large giant, chaotic evil

Troll Berserker Armor Class 18 (plate)


Stronger and larger than a typical troll, the terrifying berserkers Hit Points 184 (16d10 + 96)
charge at their prey with abandon, savagely slashing and rending Speed 30 ft.
with their claws and tearing flesh with their jagged teeth.
STR DEX CON INT WIS CHA
22 (+6) 12 (+1) 22 (+6) 9 (-1) 12 (+1) 8 (-1)

Troll King Skills Perception +5


The troll king is a hulking and fearsome-looking figure. In combat Senses darkvision 60 ft., passive Perception 15
it attacks with its greataxe and uses it to cleave through foes with Languages Giant
ease and then finishing off those who survive after the first blow Challenge 12 (8,400 XP)
with its terrible bite.
The mere sight of the troll king emboldens other trolls, turning Aura of Fervor. An ally that is within 30 feet of the troll and can see
them into fanatical warriors. and hear this troll has advantage to saving throws against being
charmed and frightened, and all attack rolls against enemies within
30 feet of the troll, provided that the troll isn't incapacitated.
Indomitable (1/Day). The troll rerolls a failed save. It must use the
Troll Berserker new roll.
Large giant, chaotic evil Keen Smell. The troll has advantage on Wisdom (Perception)
checks that rely on smell.
Armor Class 15 (natural armor)
Hit Points 115 (11d10 + 55) Regeneration. The troll regains 10 hit points at the start of its turn.
Speed 40 ft. If the troll takes acid or fire damage, this trait doesn't function at
the start of the troll's next turn. The troll dies only if it starts its turn
STR DEX CON INT WIS CHA with 0 hit points and doesn't regenerate.
20 (+5) 13 (+1) 20 (+5) 7 (-2) 9 (-1) 7 (-2)
Actions
Multiattack. The troll makes three attacks: one with its bite and two
Skills Perception +2
with its greatsword. It can use Cleaving Swing in place of one of its
Senses darkvision 60 ft., passive Perception 12
greatsword attacks, if available.
Languages Giant
Challenge 6 (2,300 XP) Bite. Melee Weapon Attack: +10 to hit, reach 5 ft., one target.
Hit: 9 (1d6 + 6) piercing damage. If the target is a creature and the
Keen Smell. The troll has advantage on Wisdom (Perception) checks attack roll against the target succeeds by 5 or more, the target takes
that rely on smell. an extra 7 (2d6) necrotic damage at the start of its next turn.

Reckless. At the start of its turn, the giant can gain advantage on all Greataxe. Melee Weapon Attack: +10 to hit, reach 10 ft., one target.
melee weapon attack rolls during that turn, but attack rolls against it Hit: 19 (2d12 + 6) slashing damage.
have advantage until the start of its next turn. Cleaving Swing (Recharges 5-6). The troll swings its greatsword,
Regeneration. The troll regains 10 hit points at the start of its turn. and each creature within 10 feet of it must succeed on a DC 18
If the troll takes acid or fire damage, this trait doesn't function at the Dexterity saving throw. The target takes 19 (2d12 + 6) slashing
start of the troll's next turn. The troll dies only if it starts its turn with damage on a failed saving save, or half as much damage on a
0 hit points and doesn't regenerate. successful one.

Actions Legendary Actions


Multiattack. The troll makes three attacks: one with its bite and two The troll can take 3 legendary actions, choosing from the options
with its claws. below. Only one legendary action option can be used at a time and
only at the end of another creature's turn. The troll regains spent
Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. legendary actions at the start of its turn.
Hit: 8 (1d6 + 5) piercing damage.
Charge. The troll moves up to its speed.
Claw. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Bite. The troll makes a bite attack.
Hit: 12 (2d6 + 5) slashing damage Greataxe (Costs 2 Actions). The troll makes a greataxe attack.

226 Chapter 1. Bestiary


Troll Shaman
Shamans are troll druids that support its brethren with spells
to control the battlefield and tip the conflict in their favor.
These trolls 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 Shaman
Large giant, chaotic evil

Armor Class 15 (natural armor)


Hit Points 133 (14d10 + 56)
Speed 30 ft.

STR DEX CON INT WIS CHA


16 (+3) 13 (+1) 18 (+4) 7 (-2) 14 (+2) 7 (-2)

Skills Perception +5
Senses darkvision 60 ft., passive Perception 15
Languages Giant
Challenge 7 (2,900 XP)

Keen Smell. The troll has advantage on Wisdom (Perception)


checks that rely on smell.
Troll Whelp
Spellcasting. The troll is a 8th-level spellcaster. Its spellcasting Medium giant, chaotic evil
ability is Wisdom (spell save DC 13, +5 to hit with spell attacks). It
has the following druid spells prepared: Armor Class 14 (natural armor)
Cantrips (at will): druidcraft, poison spray, thorn whip Hit Points 30 (4d8 + 12)
1st level (4 slots): earth tremor, entangle, fog cloud Speed 30 ft.
2nd level (3 slots): hold person, spike growth
3rd level (3 slots): erupting earth, stinking cloud STR DEX CON INT WIS CHA
4th level (2 slots): ice storm, stoneskin 14 (+2) 13 (+1) 16 (+3) 5 (-3) 7 (-2) 5 (-3)
Ravenous Presence. When an allied troll within 30 feet of this troll
hits a creature with a bite attack, it is a critical hit, provided that this Skills Perception +0
troll isn't incapacitated. Senses darkvision 60 ft., passive Perception 10
Languages Giant
Regeneration. The troll regains 10 hit points at the start of its turn.
Challenge 1 (200 XP)
If the troll takes acid or fire damage, this trait doesn't function at
the start of the troll's next turn. The troll dies only if it starts its turn
with 0 hit points and doesn't regenerate. Keen Smell. The troll has advantage on Wisdom (Perception) checks
that rely on smell.
Actions Regeneration. The troll regains 5 hit points at the start of its turn. If
Multiattack. The troll makes three attacks: one with its bite and two the troll takes acid or fire damage, this trait doesn't function at the
with its claws. start of the troll's next turn. The troll dies only if it starts its turn with
Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. 0 hit points and doesn't regenerate.
Hit: 6 (1d6 + 3) piercing damage.
Actions
Claw. Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Multiattack. The troll makes two attacks: one with its bite and one
Hit: 10 (2d6 + 3) slashing damage with its claws.
Vaprak's Fury (Recharges after a Short or Long Rest). The troll Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target.
targets up to three allied trolls it can see within 30 feet of it. Each Hit: 4 (1d4 + 2) piercing damage.
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 Claws. Melee Weapon Attack: +4 to hit, reach 10 ft., one target.
acid or fire damage during its last turn. Hit: 9 (2d6 + 2) slashing damage

Chapter 1. Bestiary 227


Two-Headed Troll Troll Witch Doctor
It is not exactly sure how the two-headed trolls came to be. Some Troll witch doctors serve as the troll tribe's healer, divine adviser,
say it is due to a troll crossbreeding with an ettin. Others say that and prophet of Vaprak, the troll deity. In combat, it serves as
it is because the troll ate another troll, and the head of the eaten primary support to its allies, either through the use of healing and
troll had grown back and merged into the body of the consumer. enhancement spells, or spells that wreak havoc on enemy ranks,
This is unlikely as well, as such a troll is said to be a dire troll, such as call lightning and erupting earth.
which is an entirely different species and doesn't share the same When forced into melee, the troll witch doctor is still a dangerous
qualities. Whatever the case may be, such a troll appears to be foe, as its claws and teeth can still tear a man into pieces.
considered by its kin as a boon from Vaprak.

Two-Headed Troll Troll Witch Doctor


Large giant, chaotic evil Large giant, chaotic evil

Armor Class 15 (natural armor) Armor Class 15 (natural armor)


Hit Points 126 (12d10 + 60) Hit Points 93 (11d10 + 33)
Speed 30 ft. Speed 30 ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
22 (+6) 13 (+1) 20 (+5) 7 (-2) 9 (-1) 7 (-2) 16 (+3) 13 (+1) 16 (+3) 7 (-2) 14 (+2) 7 (-2)

Skills Perception +5 Skills Perception +5


Senses darkvision 60 ft., passive Perception 15 Senses darkvision 60 ft., passive Perception 15
Languages Giant Languages Giant
Challenge 7 (2,900 XP) Challenge 6 (2,300 XP)

Keen Smell. The troll has advantage on Wisdom (Perception) checks Keen Smell. The troll has advantage on Wisdom (Perception)
that rely on smell. checks that rely on smell.
Regeneration. The troll regains 10 hit points at the start of its turn. Spellcasting. The troll is a 5th-level spellcaster. Its spellcasting
If the troll takes acid or fire damage, this trait doesn't function at the ability is Wisdom (spell save DC 13, +5 to hit with spell attacks). It
start of the troll's next turn. The troll dies only if it starts its turn with has the following cleric spells prepared:
0 hit points and doesn't regenerate. Cantrips (at will): guidance, sacred flame, thaumaturgy, toll the dead
Two Heads. The troll has advantage on Wisdom (Perception) checks 1st level (4 slots): bane, command, earth tremor, guiding bolt,
and on saving throws against being blinded, charmed, deafened, wrathful smite
frightened, stunned, and knocked unconscious. 2nd level (3 slots): gust of wind, hold person, lesser restoration,
shatter
Actions 3rd level (2 slots): bestow curse, call lightning, erupting earth
Multiattack. The troll makes four attacks: two with its bite and two Regeneration. The troll regains 10 hit points at the start of its turn.
with its claws. If the troll takes acid or fire damage, this trait doesn't function at
Bite. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. the start of the troll's next turn. The troll dies only if it starts its turn
Hit: 9 (1d6 + 6) piercing damage. with 0 hit points and doesn't regenerate.

Claw. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Actions
Hit: 13 (2d6 + 6) slashing damage Multiattack. The troll makes three attacks: one with its bite and two
with its claws.
Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target.
Hit: 6 (1d6 + 3) piercing damage.
Claw. Melee Weapon Attack: +6 to hit, reach 10 ft., one target.
Hit: 10 (2d6 + 3) slashing damage

Reactions
Vaprak's Wrath (Recharges after a Short or Long Rest). When
an ally within 30 feet of the troll and can be seen by the troll hits a
target with a melee weapon attack, the troll grants 5 extra damage
to the ally's weapon damage roll. In addition, the ally's hit is a
critical hit.

228 Chapter 1. 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.

Greater Vargouille Greater Vargouille


Medium fiend, chaotic evil
Greater vargouille are extremely rare, which happens when a
giant undergoes the gruesome transformation after being infected
Armor Class 13 (natural armor)
by a vargouille's kiss. These horrid creatures are nearly 3 to 4 Hit Points 76 (9d8 + 36)
feet height in length, have wingspans 10 feet wide, and are able to Speed 5 ft., fly 40 ft.
exhale poisonous vapors that can make creatures violently sick.
STR DEX CON INT WIS CHA
10 (+0) 16 (+3) 18 (+4) 4 (-3) 9 (-1) 3 (-4)
Dire Vargouille
Small fiend, chaotic evil Damage Resistances cold, fire, lightning
Damage Immunities poison
Armor Class 13 (natural armor) Condition Immunities poisoned
Hit Points 39 (6d6 + 18) Senses darkvision 60 ft., passive Perception 9
Speed 5 ft., fly 40 ft. Languages understands Abyssal, Infernal, and any languages it
knew before becoming a vargouille but can't speak
STR DEX CON INT WIS CHA Challenge 3 (700 XP)
8 (-1) 16 (+3) 16 (+3) 4 (-3) 8 (-1) 2 (-4)
Actions
Damage Resistances cold, fire, lightning
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 13
Damage Immunities poison
(3d6 + 3) piercing damage plus 17 (5d6) poison damage and the
Condition Immunities poisoned
target can't regain hit points until the start of the vargouille's next
Senses darkvision 60 ft., passive Perception 9
turn.
Languages understands Abyssal, Infernal, and any languages it
knew before becoming a vargouille but can't speak Kiss. The vargouille kisses one incapacitated giant or humanoid
Challenge 2 (450 XP) within 5 feet of it. The target must succeed on a DC 14 Charisma
saving throw or become cursed. The cursed target loses l point of
Charisma after each hour, as its head takes on fiendish aspects. The
Actions curse doesn't advance while the target is in sunlight or the area of
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 a daylight spell. When the cursed target's Charisma becomes 2, it
(2d6 + 3) piercing damage plus 14 (4d6) poison damage and the dies, and its head tears from its body and becomes a new vargouille.
target can't regain hit points until the start of the vargouille's next Casting remove curse, greater restoration, or a similar spell on the
turn. target before the transformation is complete can end the curse.
Kiss. The vargouille kisses one incapacitated humanoid within 5 Doing so undoes the changes made to the target by the curse.
feet of it. The target must succeed on a DC 13 Charisma saving Stunning Shriek. The vargouille shrieks. Each giant, humanoid,
throw or become cursed. The cursed target loses l point of and beast within 30 feet of the vargouille and able to hear it must
Charisma after each hour, as its head takes on fiendish aspects. The succeed on a DC 14 Wisdom saving throw or be frightened until
curse doesn't advance while the target is in sunlight or the area of the end of the vargouille's next turn. While frightened in this way,
a daylight spell. When the cursed target's Charisma becomes 2, it a target is stunned. If a target's saving throw is successful or the
dies, and its head tears from its body and becomes a new vargouille. effect ends for it, the target is immune to the Stunning Shriek of all
Casting remove curse, greater restoration, or a similar spell on the vargouilles for l hour.
target before the transformation is complete can end the curse.
Horrid Breath (Recharge 5-6). The vargouille exhales nauseating
Doing so undoes the changes made to the target by the curse.
vapor in a 15-foot cone. Each creature in that area must succeed
Stunning Shriek. The vargouille shrieks. Each humanoid and beast on a DC 14 Constitution saving throw or become poisoned for
within 30 feet of the vargouille and able to hear it must succeed 1 minute. While poisoned, the target can't regain hit points and
on a DC 13 Wisdom saving throw or be frightened until the end of spends its action during its turn retching and reeling. A poisoned
the vargouille's next turn. While frightened in this way, a target is target can repeat the saving throw at the end of each of its turns,
stunned. If a target's saving throw is successful or the effect ends for ending the effect on itself on a success.
it, the target is immune to the Stunning Shriek of all vargouilles for Creatures that don't need to breathe or are immune to poison
l hour. automatically succeed on this saving throw.

Chapter 1. Bestiary 229


Vegepygmies Vegepygmy Warrior
Small plant, neutral

Armor Class 13 (natural armor)


Hit Points 22 (5d6 + 5)
Speed 30 ft.
Vegepygmy Shaman
Vegepygmy shamans are often the only type of spellcasters found STR DEX CON INT WIS CHA
in vegepygmy communities. They serve as the tribe's healer, 14 (+2) 14 (+2) 13 (+1) 6 (-2) 11 (+0) 7 (-2)
prophet, and head adviser.
Skills Perception +2, Stealth +4
Damage Resistances lightning, piercing
Vegepygmy Warrior Senses darkvision 60 ft., passive Perception 12
Vegepygmy warriors are the tribe's guards, hunters, and primary Languages Vegepygmy
soldiers during times of war. Challenge 1/2 (100 XP)

Plant Camouflage. The vegepygmy has advantage on Dexterity


(Stealth) checks it makes in any terrain with ample obscuring plant
life.
Regeneration. The vegepygmy regains 3 hit points at the start of
its turn. If it takes cold, fire, or necrotic damage, this trait doesn't
function at the start of the vegepygmy's next turn. The vegepygmy
dies only if it starts its turn with 0 hit points and doesn't regenerate.

Actions
Multiattack. The vegepygmy makes two attacks with its claws
or two melee attacks with its spear.
Claws. Melee Weapon Attack: +4 to hit, reach 5 ft., one target.
Hit: 5 (1d6 + 2) slashing damage.
Vegepygmy Shaman Spear. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or
Small plant, neutral
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
Armor Class 13 (natural armor)
attack.
Hit Points 27 (5d6 + 10)
Speed 30 ft.

STR DEX CON INT WIS CHA


7 (-2) 14 (+2) 14 (+2) 6 (-2) 13 (+1) 7 (-2)

Skills Perception +3, Stealth +4


Damage Resistances lightning, piercing
Senses darkvision 60 ft., passive Perception 13
Languages Vegepygmy
Challenge 1 (200 XP)

Plant Camouflage. The vegepygmy has advantage on Dexterity


(Stealth) checks it makes in any terrain with ample obscuring plant
life.
Regeneration. The vegepygmy regains 3 hit points at the start of
its turn. If it takes cold, fire, or necrotic damage, this trait doesn't
function at the start of the vegepygmy's next turn. The vegepygmy
dies only if it starts its turn with 0 hit points and doesn't regenerate.
Spellcasting. The vegepygmy is a 3rd-level spellcaster. Its
spellcasting ability is Wisdom (spell save DC 11, +3 to hit with spell
attacks). It has the following druid spells prepared:
Cantrips (at will): poison spray, thorn whip
1st level (4 slots): entangle, snare
2nd level (2 slots): locate animals or plants, spike growth

Actions
Claws. Melee Weapon Attack: +4 to hit, reach 5 ft., one target.
Hit: 5 (1d6 + 2) slashing damage.
Sling. Ranged Weapon Attack: +4 to hit, range 30/120 ft., one target.
Hit: 4 (1d4 + 2) bludgeoning damage.

230 Chapter 1. Bestiary


Verbeeg
Verbeeg are 9 to 10 feet tall unpleasant giants that have more
human-like features and proportions compared to the commonly
muscular and brutish forms of giants.
Barbaric Mercenaries. Most verbeeg are evil-natured and live
a life of barbarism - raiding nearby settlements to plunder and
kidnap folk for slaves or ransom. Others offer themselves as
unscrupulous mercenaries that work for the highest bidder.
Clever Bullies. Verbeeg are clever and are rarely encountered
alone. They often bully and take charge of less intelligent groups
of giant-kin such as ogres, hill giants, and trolls, and forcing and
manipulating them to do the heavy lifting - such as fighting, as they
stay behind relative safety.
Verbeeg often establish lairs in underground caves, dungeons,
and abandoned castles. They mostly worship the evil giant gods,
such as Grolantor and Vaprak. Among its leaders and unique
warriors are the chieftain, the shaman, the skirmisher, and the
priest of Grolantor. Presented below are the stat blocks for each.

Verbeeg Verbeeg Chieftain


Large giant, neutral (usually evil) Large giant, neutral (usually evil)

Armor Class 13 (hide armor, shield) Armor Class 17 (patchwork armor, shield)
Hit Points 76 (8d10 + 32) Hit Points 147 (14d10 + 70)
Speed 40 ft. Speed 40 ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
20 (+5) 8 (-1) 18 (+4) 7 (-2) 10 (+0) 8 (-1) 22 (+6) 8 (-1) 20 (+5) 8 (-1) 12 (+1) 10 (+0)

Skills Perception +2 Skills Intimidation +3, Perception +4


Senses darkvision 60 ft., passive Perception 12 Senses darkvision 60 ft., passive Perception 14
Languages Common, Giant Languages Common, Giant
Challenge 3 (700 XP) Challenge 7 (2,900 XP)

Actions Command Assault. As a bonus action, the verbeeg targets one ally it
can see within 30 feet of it. If the target can see or hear the verbeeg,
Multiattack. The verbeeg makes two melee attacks. the target can use its reaction to make one melee attack or to take
Spear. Melee or Ranged Weapon Attack: +7 to hit, reach 5 ft. or the Dash action.
range 20/60 ft., one target. Hit: 12 (2d6 + 5) piercing damage, or 14
(2d8 + 5) piercing damage if used with two hands to make a melee Actions
attack. Multiattack. The verbeeg makes two melee attacks.
Longsword. Melee Weapon Attack: +9 to hit, reach 5 ft., one target.
Hit: 15 (2d8 + 6) slashing damage, or 17 (2d10 + 6) slashing damage
if used with two hands.

Chapter 1. Bestiary 231


Verbeeg Priest of Grolantor Cantrips (at will): guidance, sacred flame, thaumaturgy, toll the dead
1st level (4 slots): bane, command, cure wounds, divine favor,
Large verbeeg, neutral evil
guiding bolt
2nd level (3 slots): hold person, shatter, silence, spiritual weapon
Armor Class 15 (patchwork armor)
3rd level (2 slots): bestow curse, mass healing word, spirit guardians
Hit Points 110 (13d10 + 39)
Speed 40 ft. Actions
STR DEX CON INT WIS CHA Multiattack. The verbeeg makes two melee attacks.
18 (+4) 8 (-1) 16 (+3) 10 (+0) 14 (+2) 10 (+0) Spear. Melee or Ranged Weapon Attack: +7 to hit, reach 5 ft. or
range 20/60 ft., one target. Hit: 11 (2d6 + 4) piercing damage, or 13
Skills Perception +5, Religion +3 (2d8 + 4) piercing damage if used with two hands to make a melee
Senses darkvision 60 ft., passive Perception 15 attack.
Languages Common, Giant
Challenge 5 (1,800 XP) Reactions
Grolantor's Glare. When a creature attacks the verbeeg, and the
Smite the Weak. Medium or smaller creatures have disadvantage on creature is Medium or smaller and within 30 feet and visible to the
saving throws made against the verbeeg's spells. verbeeg, the creature must succeed on a DC 13 Wisdom saving
throw. On a failed save, the attacker is frightened until the end of
Spellcasting. The verbeeg is a 5th-level spellcaster. Its spellcasting the verbeeg's next turn.
ability is Wisdom (spell save DC 13, +5 to hit with spell attacks). It
has the following cleric spells prepared:

Verbeeg Shaman
Large giant, neutral (usually evil)

Armor Class 15 (patchwork armor)


Hit Points 119 (14d10 + 42) Verbeeg Skirmisher
Speed 40 ft. Large giant, neutral (usually evil)

STR DEX CON INT WIS CHA Armor Class 14 (hide armor, shield)
18 (+4) 8 (-1) 16 (+3) 8 (-1) 16 (+3) 10 (+0) Hit Points 95 (10d10 + 40)
Speed 40 ft.
Skills Perception +6
Senses darkvision 60 ft., passive Perception 16 STR DEX CON INT WIS CHA
Languages Common, Giant 20 (+5) 10 (+0) 18 (+4) 7 (-2) 10 (+0) 8 (-1)
Challenge 6 (2,300 XP)
Skills Perception +2
Change Shape (Recharges after a Short or Long Rest). As a bonus Senses darkvision 60 ft., passive Perception 12
action, the verbeeg can magically polymorph into a cave bear or Languages Common, Giant
giant boar, remaining in that form for up to 1 hour. It can revert to Challenge 4 (1,100 XP)
its true form as a bonus action. Its statistics, other than its size, are
the same in each form. Any equipment it is wearing or carrying isn't Lightfooted. The verbeeg can take the Dash or Disengage action as a
transformed. It reverts to its true form if it dies. bonus action on each of its turns.
Spellcasting. The verbeeg is a 8th-level spellcaster. Its spellcasting Skirmish Advantage. The verbeeg gains advantage on the first
ability is Wisdom (spell save DC 14, +6 to hit with spell attacks). It attack roll of its turn if it has moved to a space at least 15 feet from
has the following druid spells prepared: the space it occupied at the start of its turn.
Cantrips (at will): druidcraft, mending, produce flame
1st level (4 slots): entangle, healing word, thunderwave
Actions
2nd level (3 slots): hold person, moonbeam, spike growth Multiattack. The verbeeg makes two melee attacks.
3rd level (3 slots): dispel magic, erupting earth, meld into stone Spear. Melee or Ranged Weapon Attack: +7 to hit, reach 5 ft. or
4th level (2 slots): ice storm, stoneskin range 20/60 ft., one target. Hit: 12 (2d6 + 5) piercing damage, or 14
(2d8 + 5) piercing damage if used with two hands to make a melee
Actions attack.
Multiattack. The verbeeg makes two melee attacks.
Spear. Melee or Ranged Weapon Attack: +7 to hit, reach 5 ft. or Reactions
range 20/60 ft., one target. Hit: 11 (2d6 + 4) piercing damage, or 13 Skirmisher. When an enemy the verbeeg can see ends its turn within
(2d8 + 4) piercing damage if used with two hands to make a melee 5 feet of it, the verbeeg can move up to half its speed. This movement
attack. doesn’t provoke opportunity attacks.

232 Chapter 1. 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, chaotic evil

Armor Class 15 (natural armor)


Hit Points 114 (12d10 + 48)
Speed 40 ft.

STR DEX CON INT WIS CHA


20 (+5) 16 (+3) 18 (+4) 10 (+0) 16 (+3) 18 (+4)

Skills Perception +7, Stealth +7, Survival +7 Actions


Damage Immunities cold, bludgeoning, piercing, and slashing from
nonmagical attacks not made with silvered weapons Multiattack. The wendigo makes three melee attacks: one with its
Condition Immunities charmed, exhaustion, frightened ravenous bite or gore and two with its claws.
Senses darkvision 60 ft., passive Perception 17 Ravenous Bite. Melee Weapon Attack: +9 to hit, reach 5 ft., one
Languages Common, Elvish, and Sylvan; telepathy 60 ft. target. Hit: 12 (2d6 + 5) piercing damage plus 7 (2d6) necrotic
Challenge 9 (5,000 XP) damage and the target must succeed on a DC 16 Constitution
saving throw against disease or become poisoned until the disease
Charge. If the wendigo moves at least 10 feet straight toward a is cured. While poisoned, the target's Wisdom score is reduced by
target and then hits it with a gore attack on the same turn, the target 1d4 at the start of each of its turns. This reduction will not cause
takes an extra 9 (2d8) piercing damage. If the target is a creature, a target's score to go below 3. When a target's Wisdom reaches
it must succeed on a DC 15 Strength saving throw or be knocked a score of 3, it becomes insane and ravenous. While in this state,
prone. the creature acts as an ally of the wendigo, gains a bite attack (1d6
Keen Hearing and Smell. The wendigo has advantage on Wisdom piercing damage), and must spend its action each turn making a
(Perception) checks that rely on hearing or smell. bite attack against an enemy of the wendigo.
The Wisdom score reduction lasts until the target finishes a short
Innate Spellcasting. The wendigo's innate spellcasting ability is or long rest.
Charisma (spell save DC 16). The wendigo can innately cast the
following spells, without providing material components: Claw. Melee Weapon Attack: +9 to hit, reach 5 ft., one target.
Hit: 8 (1d6 + 5) slashing damage.
At will: chill touch (3d8), dancing lights, detect magic
1/day each: greater invisibility, wind walk (self only). Gore. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit:
14 (2d8 + 5) piercing damage.
Maddening Whispers. As a bonus action, the wendigo chooses one
creature it can see within 60 feet of it. The target must succeed on a Baleful Howl. The wendigo emits a terrifying howl. Every enemy
DC 16 Wisdom saving throw, or it takes 13 (2d8 + 4) psychic damage within 300 feet of the wendigo that can hear it must succeed on
and must use its reaction to move up to half its speed and make a a DC 16 Wisdom saving throw or be frightened for 1 minute. A
melee weapon attack against one creature of the wendigo's choice frightened target that starts its turn within 30 feet of the wendigo
that the wendigo can see. Constructs and undead are immune to this must use all its movement on that turn to get as far from the
effect. wendigo as possible, must finish the move before taking an action,
and must take the most direct route, even if hazards lie that way. A
Regeneration. The wendigo regains 10 hit points at the start of its
frightened target can repeat the saving throw at the end of each of
turn. If the wendigo takes fire damage, this trait doesn't function at
its turns, ending the effect on itself on a success.
the start of the wendigo's next turn. The wendigo dies only if it starts
A target that successfully saves is immune to the wendigo's baleful
its turn with 0 hit points and doesn't regenerate.
howl for the next 24 hours.

Chapter 1. Bestiary 233


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.

Wood Woad Grove Keeper


Medium plant, lawful neutral

Armor Class 18 (natural armor, shield)


Hit Points 112 (15d8 + 45)
Speed 30 ft., climb 30 ft.

STR DEX CON INT WIS CHA


18 (+4) 12 (+1) 16 (+3) 10 (+0) 16 (+3) 11 (+0)

Skills Athletics +7, Perception +6, Stealth +4


Damage Vulnerabilities fire
Damage Resistances bludgeoning, piercing
Condition Immunities charmed, frightened
Senses darkvision 60 ft., passive Perception 16
Languages Sylvan
Challenge 7 (2,900 XP)

Magic Club. In the wood woad's hand, its club is magical and deals
7 (3d4) extra damage (included in its attacks).
Plant Camouflage. The wood woad has advantage on Dexterity
(Stealth) checks it makes in any terrain with ample obscuring plant
life.
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
trait doesn't function at the start of the wood woad's next turn. The
wood woad dies only if it starts its turn with 0 hit points and doesn't
regenerate.
Spellcasting. The wood woad is an 8th-level spellcaster. Its
spellcasting ability is Wisdom (spell save DC 14, +6 to hit with spell
attacks). It has the following druid spells prepared:
Cantrips (at will): druidcraft, poison spray, thorn whip
1st level (4 slots): entangle, fog cloud, goodberry, healing word
2nd level (3 slots): hold person, healing spirit, moonbeam
3rd level (3 slots): call lightning, erupting earth, plant growth
4th level (2 slots): divination, freedom of movement, grasping vine
Tree Stride. Once on each of its turns, the wood woad can use 10
feet of its movement to step magically into one living tree within 5
feet of it and emerge from a second living tree within 60 feet of it
that it can see, appearing in an unoccupied space within 5 feet of the
second tree. Both trees must be Large or bigger.

Actions
Multiattack. The wood woad makes two attacks with its club.
Club. Melee Weapon Attack: +7 to hit, reach 5 ft., one target.
Hit: 14 (4d4 + 4) bludgeoning damage

234 Chapter 1. Bestiary


Wood Woad Sentinel Wood Woad Grove Warden
The wood woad sentinel was born from the heart of a former A grove keeper was created from the sacrifice made by an elf
knight, resulting in a wood woad that is skilled in protecting and paladin that swore an Oath of the Ancients. The creature has
defending its ward. retained its former life's paladin abilities which it now uses to help
protect its woodland territory.

Wood Woad Sentinel


Medium plant, lawful neutral

Armor Class 18 (natural armor, shield)


Hit Points 119 (14d8 + 56)
Speed 30 ft., climb 30 ft. Wood Woad Grove Warden
Medium plant, lawful neutral
STR DEX CON INT WIS CHA
20 (+5) 12 (+1) 18 (+4) 10 (+0) 13 (+1) 9 (-1) Armor Class 18 (natural armor, shield)
Hit Points 136 (16d8 + 64)
Skills Athletics +8, Perception +7, Stealth +4 Speed 30 ft., climb 30 ft.
Damage Vulnerabilities fire
Damage Resistances bludgeoning, piercing STR DEX CON INT WIS CHA
Condition Immunities charmed, frightened 20 (+5) 12 (+1) 18 (+4) 10 (+0) 13 (+1) 15 (+2)
Senses darkvision 60 ft., passive Perception 17
Languages Sylvan
Skills Athletics +9, Perception +5, Stealth +5
Challenge 8 (3,900 XP)
Damage Vulnerabilities fire
Damage Resistances bludgeoning, piercing
Magic Club. In the wood woad's hand, its club is magical and deals Condition Immunities charmed, frightened
7 (3d4) extra damage (included in its attacks). Senses darkvision 60 ft., passive Perception 15
Plant Camouflage. The wood woad has advantage on Dexterity Languages Sylvan
(Stealth) checks it makes in any terrain with ample obscuring plant Challenge 9 (5,000 XP)
life.
Magic Club. In the wood woad's hand, its club is magical and deals
Regeneration. The wood woad regains 10 hit points at the start of
7 (3d4) extra damage (included in its attacks).
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 Plant Camouflage. The wood woad has advantage on Dexterity
wood woad dies only if it starts its turn with 0 hit points and doesn't (Stealth) checks it makes in any terrain with ample obscuring plant
regenerate. life.
Punish the Marked (1/Turn). As a bonus action, the wood woad can Regeneration. The wood woad regains 10 hit points at the start of
make a melee weapon attack against a creature marked by it if the its turn if it is in contact with the ground. If it takes fire damage, this
creature dealt damage to anyone other than the wood woad during trait doesn't function at the start of the wood woad's next turn. The
the last turn. The wood woad's melee weapon attack has advantage wood woad dies only if it starts its turn with 0 hit points and doesn't
on the attack roll, and if it hits, the attack's weapon deals an extra 7 regenerate.
(2d6) damage to the target.
Spellcasting. The wood woad is an 9th-level spellcaster. Its
Threatening. Creatures provoke an opportunity attack from spellcasting ability is Charisma (spell save DC 14). It has the
the wood woad when they move 5 feet or more while within the following paladin spells prepared:
wood woad's reach, and if the wood woad hits a creature with an
1st level (4 slots): compelled duel, cure wounds, ensnaring strike,
opportunity attack, the target's speed is reduced to 0 until the end of
wrathful smite, speak with animals
the current turn.
2nd level (3 slots): aid, branding smite, magic weapon, moonbeam,
Tree Stride. Once on each of its turns, the wood woad can use 10 misty step
feet of its movement to step magically into one living tree within 5 3rd level (2 slots): crusader's mantle, dispel magic, plant growth,
feet of it and emerge from a second living tree within 60 feet of it protection from energy
that it can see, appearing in an unoccupied space within 5 feet of the
Smite (1/Turn). As a bonus action, when the wood woad hits a
second tree. Both trees must be Large or bigger.
creature with a weapon attack, it can expend a 1st level spell slot to
Actions deal 9 (2d8) radiant (good) or poison (evil) damage to the target. If
the wood woad expends a spell slot of 2nd level or higher, the extra
Multiattack. The wood woad makes three attacks with its club. radiant or poison damage increases by 1d8 for each level above 1st
Club. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. (maximum 5d8).
Hit: 15 (4d4 + 5) bludgeoning damage and the target is marked until Tree Stride. Once on each of its turns, the wood woad can use 10
the end of the wood woad's next turn. This effect ends early if the feet of its movement to step magically into one living tree within 5
wood woad is incapacitated or it dies, or if someone else marks the feet of it and emerge from a second living tree within 60 feet of it
target. While it is within 5 feet of the wood woad, a creature marked that it can see, appearing in an unoccupied space within 5 feet of the
by the wood woad has disadvantage on any attack roll that doesn't second tree. Both trees must be Large or bigger.
target the wood woad.

Reactions Actions
Multiattack. The wood woad makes three attacks with its club.
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 Club. Melee Weapon Attack: +9 to hit, reach 5 ft., one target.
be wielding a melee weapon. Hit: 15 (4d4 + 5) bludgeoning damage.

Chapter 1. Bestiary 235


Xvarts
Xvart Cutthroat
Cutthroats are vicious, opportunistic thugs that serve the will of
Raxivort. These xvarts use stealth and strength in numbers to
overwhelm their targets.

Xvart Shaman of Raxivort


The shaman of Raxivort is a devout worshiper of xvart god and
has druidic spells and abilities, making it a natural leader in a tribe
of xvarts and serves as an adviser to the tribe speaker.
The xvart shaman can transform into a vermin to gain access to
enemy territory or to escape fights it knows it cannot win.

Xvart Shaman of Raxivort


Small humanoid (xvart), chaotic evil

Armor Class 14 (hide armor)


Hit Points 22 (5d6 + 5)
Speed 30 ft.

STR DEX CON INT WIS CHA


8 (-1) 14 (+2) 12 (+1) 8 (-1) 14 (+2) 8 (-1)

Skills Perception +4, Stealth +4


Xvart Cutthroat Senses darkvision 30 ft., passive Perception 14
Languages Abyssal
Small humanoid (xvart), chaotic evil Challenge 2 (450 XP)
Armor Class 14 (studded leather) Low Cunning. The xvart can take the Disengage action as a bonus
Hit Points 10 (3d6) action on each of its turns.
Speed 30 ft.
Overbearing Pack. The xvart has advantage on Strength (Athletics)
STR DEX CON INT WIS CHA checks to shove a creature if at least one of the xvart's allies is
8 (-1) 15 (+2) 10 (+0) 8 (-1) 7 (-2) 7 (-2) within 5 feet of the target and the ally isn't incapacitated.
Raxivort's Blessing. When the xvart reduces an enemy to 0 hit
Skills Stealth +6 points, the xvart gains 4 temporary hit points.
Senses darkvision 30 ft., passive Perception 8 Raxivort's Tongue. The xvart can communicate with ordinary bats
Languages Abyssal and rats, as well as giant bats and giant rats.
Challenge 1/4 (50 XP)
Spellcasting. The xvart is a 5th-level spellcaster. Its spellcasting
Low Cunning. The xvart can take the Disengage action as a bonus ability is Wisdom (spell save DC 12, +4 to hit with spell attacks). It
action on each of its turns. has the following druid spells prepared:
Overbearing Pack. The xvart has advantage on Strength (Athletics) Cantrips (at will): druidcraft, poison spray, thorn whip
checks to shove a creature if at least one of the xvart's allies is 1st level (4 slots): beast bond, earth tremor, entangle
within 5 feet of the target and the ally isn't incapacitated. 2nd level (3 slots): hold person, spike growth
3rd level (2 slots): conjure animals (bats and rats only), erupting
Raxivort's Tongue. The xvart can communicate with ordinary bats earth
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 Scimitar. Melee Weapon Attack: +4 to hit, reach 5 ft., one target.
attack roll, or when the target is within 5 feet of an ally of the xvart Hit: 5 (1d6 + 2) slashing damage.
that isn't incapacitated and the xvart doesn't have disadvantage on Sling. Ranged Weapon Attack: +4 to hit, range 30/120 ft., one target.
the attack roll. Hit: 4 (1d4 + 2) bludgeoning damage.
Actions Change Shape (Recharges after a Short or Long Rest). The xvart
Shortsword. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. magically polymorphs into a giant bat or dire rat (Monster Manual
Hit: 5 (1d6 + 2) piercing damage. Expanded page 299), remaining in that form for up to 1 hour. It can
revert to its true form as a bonus action. Its statistics, other than
Sling. Ranged Weapon Attack: +4 to hit, range 30/120 ft., one target. its size, are the same in each form. Any equipment it is wearing or
Hit: 4 (1d4 + 2) bludgeoning damage. carrying isn't transformed. It reverts to its true form if it dies.

236 Chapter 1. Bestiary


Xvart Speaker
The cunning xvart speaker serves as the tribe's supreme leader Xvart Verminlord
and chieftain. It spends most of its time scheming, conniving, Small humanoid (xvart), chaotic evil
and obsessing with hoarding valuable treasure. It trusts no one,
not even its advisers, and for good reason. Xvarts by nature are Armor Class 15 (hide armor)
so greedy they can't stop themselves from scheming and finding Hit Points 45 (10d6 + 10)
opportunities to usurp their leader and steal. Speed 30 ft.
In combat, the speaker is normally the most formidable warrior
of its kind, wields a scimitar laced with poison, and uses every STR DEX CON INT WIS CHA
advantage it can find, to the point of overpreparing, to maximize 8 (-1) 16 (+3) 12 (+1) 8 (-1) 12 (+1) 7 (-2)
success.
Skills Animal Handling + 5, Stealth +5
Senses darkvision 30 ft., passive Perception 11
Languages Abyssal
Xvart Verminlord Challenge 2 (450 XP)

While rats and bats are naturally attracted to xvarts, they become Low Cunning. The xvart can take the Disengage action as a bonus
fanatical followers to an xvart verminlord. This xvart has a action on each of its turns.
supernatural affinity with the vermin, and are able to summon
Overbearing Pack. The xvart has advantage on Strength (Athletics)
them and command them to do its bidding, even if it would mean
checks to shove a creature if at least one of the xvart's allies is
risking their lives. The verminlord normally rides a giant rat or
within 5 feet of the target and the ally isn't incapacitated.
bat as a mount.
Raxivort's Tongue. The xvart can communicate with ordinary bats
and rats, as well as giant bats and giant rats.
Command Vermin. As a bonus action, the xvart targets one allied
Xvart Speaker beast (bat and rat types only) it can see within 30 feet of it. If the
Small humanoid (xvart), chaotic evil 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.
Armor Class 16 (studded leather) Innate Spellcasting. The xvart's innate spellcasting ability is
Hit Points 66 (12d6 + 24) Wisdom. The xvart can innately cast the following spells, without
Speed 30 ft. providing material components:
1/day each: beast bond, beast sense
STR DEX CON INT WIS CHA
8 (-1) 18 (+4) 14 (+2) 13 (+1) 12 (+1) 8 (-1) Summon Vermin (Recharges after a Short or Long Rest). As a
bonus action, the xvart summons 3d6 rats or bats, 1d4 giant rats,
Skills Perception +3, Stealth +8 1d2 giant bats, or 1d2 dire rats (Monster Manual Expanded page
Senses darkvision 30 ft., passive Perception 13 299). The beasts appear in unoccupied spaces within 30 feet of
Languages Abyssal, Common the xvart and acts as its allies. The beasts act right after the xvart
Challenge 3 (700 XP) on the same initiative count and fight until they're destroyed. They
disappear when the xvart dies.
Low Cunning. The xvart can take the Disengage action as a bonus
action on each of its turns.
Actions
Multiattack. The xvart makes two attacks with its shortsword.
Overbearing Pack. The xvart has advantage on Strength (Athletics)
checks to shove a creature if at least one of the xvart's allies is Shortsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.
within 5 feet of the target and the ally isn't incapacitated. Hit: 6 (1d6 + 3) piercing damage.

Raxivort's Tongue. The xvart can communicate with ordinary bats Sling. Ranged Weapon Attack: +5 to hit, range 30/120 ft., one target.
and rats, as well as giant bats and giant rats. Hit: 5 (1d4 + 3) bludgeoning damage.
Net (Recharges after a Short or Long Rest). Ranged Weapon
Actions Attack: +5 to hit, range 5/15 ft., one Large or smaller target.
Multiattack. The xvart makes three attacks with its scimitar. Hit: The creature is restrained. As an action, the restrained creature
Scimitar. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. can make a DC 15 Strength check, escaping from the net on a
Hit: 7 (1d6 + 4) slashing damage plus 3 (1d6) poison damage. success. The effect ends if the net is destroyed. The net has AC 10,
5 hit points, resistance to bludgeoning damage, and immunity to
Sling. Ranged Weapon Attack: +6 to hit, range 30/120 ft., one target. poison and psychic damage.
Hit: 6 (1d4 + 4) bludgeoning damage.
Maneuver Vermin (Recharge 5-6). Up to three allied beasts (bat and
Kick Them While They're Down. The xvart chooses up to four rat types only) within 30 feet of the xvart that can hear it can each
allies it can see within 30 feet of it that is 5 feet from a prone use their reaction to move up to half their speed without provoking
enemy. If the target can see and hear the xvart, the target can use its opportunity attacks.
reaction to make one weapon attack against the prone enemy.
Net (Recharges after a Short or Long Rest). Ranged Weapon
Attack: +6 to hit, range 5/15 ft., one Large or smaller target. Hit: The
creature is restrained. As an action, the restrained creature 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, 5 hit
points, resistance to bludgeoning damage, and immunity to poison
and psychic damage.

Chapter 1. Bestiary 237


Yeth Hound
Yeth Hound Stalker
Stalkers are yeth hounds that have adapted to hunting using their
exceptional tracking and stealth abilities. They are patient and
cruel killers that employ hit and run tactics even against bigger
and stronger targets. They attack with vicious bites and then
retreating back to the the darkness as they wait 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 Stalker The hound is visible on the Material Plane while it is in the Border
Large fey, neutral evil 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
Armor Class 15 (natural armor) that is on the Material Plane, a yeth hound in the Border Ethereal
Hit Points 85 (9d10 + 36) can return to the Material Plane as an action.
Speed 40 ft., fly 40 ft. (hover) Telepathic Bond. While the yeth hound is on the same plane of
existence as its master, it can magically convey what it senses to
STR DEX CON INT WIS CHA its master, and the two can communicate telepathically with each
20 (+5) 18 (+4) 18 (+4) 6 (-2) 14 (+2) 8 (-1) other.
Slay Foe (1/Turn). The yeth hound deals an extra 9 (2d8) damage
Skills Perception +5, Stealth +10, Survival +5
with its weapon attack if it hits a creature that doesn't have all its
Damage Immunities bludgeoning, piercing, and slashing from
hit points.
nonmagical attacks not made with silvered weapons
Condition Immunities charmed, exhaustion, frightened Actions
Senses darkvision 60 ft., passive Perception 15
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) 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
Stealthy. On each of its turns, the yeth hound can use a bonus action hound's next turn or until the hound is incapacitated. A frightened
to take the Hide action. target that starts its turn within 30 feet of the hound must use all
its movement on that turn to get as far from the hound as possible,
Sunlight Banishment. If the yeth hound starts its turn in sunlight, must finish the move before taking an action, and must take
it is transported to the Ethereal Plane. While sunlight shines on the the most direct route, even if hazards lie that way. A target that
spot from which it vanished, the hound must remain in the Deep successfully saves is immune to the baying of all yeth hounds for
Ethereal. After sunset, it returns to the Border Ethereal at the same the next 24 hours.
spot, whereupon it typically sets out to find its pack or its master.

238 Chapter 1. Bestiary


Yuan-Ti

Yuan-ti Anathema Ascendant


The most powerful of its twisted kind, the ascendant is a rare
anathema that has gained vast amounts of power through
sacrifices, rituals, and combat – power it believes is enough for it
to be a demigod.
While most anathema live outside yuan-ti colonies and are only
sought out by fanatical worshipers, ascendants are welcomed
in fear and reverence as a leader and as a deity. These devious
beings are still on the path to godhood, and will not hesitate to use
its worshipers as fodder in battle or as sacrifices in its rituals.
Ascendants have also gained near-immortality, able to regenerate
lost limbs and heal wounds in a matter of minutes.

Yuan-ti Anathema Ascendant Shapechanger. The anathema can use its action to polymorph into
a Huge anathema constrictor snake, or back into its true form. Its
Huge monstrosity (shapechanger, yuan-ti), neutral evil statistics are the same in each form. Any equipment it is wearing or
carrying isn't transformed.
Armor Class 17(natural armor)
Six Heads. The anathema has advantage on Wisdom (Perception)
Hit Points 230 (20d12 + 100)
checks and on saving throws against being blinded, charmed,
Speed 40 ft., climb 30 ft., swim 30 ft.
deafened, frightened, stunned, or knocked unconscious.
STR DEX CON INT WIS CHA Actions
24 (+7) 14 (+2) 20 (+5) 20 (+5) 18 (+4) 21 (+5)
Multiattack (Anathema ascendant Form Only). The anathema
makes two claw attacks, one constrict attack, and one Flurry of
Skills Perception +9, History +10, Stealth +7
Bites attack.
Damage Resistances acid, fire, lightning
Damage Immunities poison Claw (Anathema ascendant Form Only). Melee Weapon Attack:
Condition Immunities poisoned +12 to hit, reach 10 ft., one target. Hit: 14 (2d6 + 7) slashing
Senses blindight 30 ft., darkvision 60 ft., passive Perception 19 damage.
Languages Abyssal, Common, Draconic
Constrict. Melee Weapon Attack: +12 to hit, reach 15 ft., one Large
Challenge 16 (15,000 XP)
or smaller creature. Hit: 17 (3d6 + 7) bludgeoning damage plus 7
(2d6) acid damage, and the target is grappled (escape DC 16). Until
Innate Spellcasting (Anathema ascendant Form Only). The this grapple ends, the target is restrained and takes 17 (3d6 + 7)
anathema's innate spellcasting ability is Charisma (spell save DC bludgeoning damage plus 7 (2d6) acid damage at the start of each
18). It can innately cast the following spells, requiring no material of its turns, and the anathema can't constrict another target.
components:
At will: animal friendship (snakes only) Flurry of Bites. Melee Weapon Attack: +12 to hit, reach 10 ft., one
3/day each: darkness, entangle, fear, haste, suggestion, polymorph creature. Hit: 28 (6d6 + 7) piercing damage plus 14 (4d6) poison
1/day: Abi-Dalzim's horrid wilting, divine word, unholy aura (see damage.
Appendix C. New Spells)
Legendary Actions
Magic Resistance. The anathema has advantage on saving throws The anathema can take 3 legendary actions, choosing from the
against spells and other magical effects. options below. Only one legendary action option can be used at a
Ophidiophobia Aura. Any creature of the anathema's choice, time and only at the end of another creature's turn. The anathema
other than a snake or a yuan-ti, that starts its turn within 30 feet regains spent legendary actions at the start of its turn.
of the anathema and can see or hear it must succeed on a DC 18 Move. The anathema moves up to half its speed.
Wisdom saving throw or become frightened of snakes and yuan-ti. Claw. The anathema makes a claw attack.
A frightened target can repeat the saving throw at the end of each of Constrict (Costs 2 Actions). The anathema makes a constrict
its turns, ending the effect on itself on a success. If a target's saving attack.
throw is successful or the effect ends for it, the target is immune to Cast a Spell (Costs 3 Actions). The anathema casts a spell from its
this aura for the next 24 hours. list of innate spells, using a spell slot as normal.
Command Yuan-ti (Costs 3 Actions). The anathema chooses up to
Regeneration. The anathema regains 10 hit points at the start of
three allied yuan-ti it can see within 60 feet of it. If the target can
its turn if it has at least 1 hit point. If the anathema takes radiant
see and hear the anathema, the target can move up to half its
damage, this trait doesn't function at the start of the anathema's next
speed and make one weapon attack as a reaction.
turn. The anathema is destroyed only if it starts its turn with 0 hit
points and doesn't regenerate.

Chapter 1. Bestiary 239


Yuan-ti Arcane Archer
Yuan-ti Arcane Archer Arcane archers are yuan-ti that have learned to imbue their
Medium monstrosity (shapechanger, yuan-ti), neutral evil ranged weapons with magic, after extracting it from tortured
elven prisoners. They enhance their arrows with arcane force and
Armor Class 16 (natural armor) shadow powers to pummel and blind enemies in battle.
Hit Points 71 (13d8 + 13)
Speed 30 ft.

STR DEX CON INT WIS CHA


14 (+2) 18 (+4) 13 (+1) 14 (+2) 13 (+1) 14 (+2)

Skills Deception +5, Stealth +7


Damage Immunities poison
Condition Immunities poisoned
Senses darkvision 60 ft., passive Perception 11
Languages Abyssal, Common, Draconic
Challenge 5 (1,800 XP)

Shapechanger. The yuan-ti can use its action to polymorph into


a Medium snake, or back into its true form. Its statistics are the
same in each form. Any equipment it is wearing or carrying isn't
transformed. It doesn't change form if it dies.
Arcane Shot (2/Day). As a bonus action, when the yuan-ti hits a
target with a ranged weapon attack, it can choose one from the
following three 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 yuan-ti's next turn.
Innate Spellcasting (Yuan-Ti Form Only). The yuan-ti's innate
spellcasting ability is Charisma (spell save DC 13). The yuan-ti
can innately cast the following spells, without providing material
components:
At will: animal friendship (snakes only), druidcraft
3/day: suggestion
Magic Resistance. The yuan-ti has advantage on saving throws
against spells and other magical effects.
Magic Ranged Weapons. The yuan-ti's ranged weapon attacks are
magical.

Actions
Multiattack (Yuan-Ti Form Only). The yuan-ti makes three ranged
attacks or two melee attacks, but can constrict only once.
Bite (Snake Form Only). Melee Weapon Attack: +7 to hit, reach 5 ft.,
one creature. Hit: 6 (1d4 + 4) piercing damage plus 7 (2d6) poison
damage.
Constrict. Melee Weapon Attack: +5 to hit, reach 5 ft., one target Hit:
9 (2d6 + 2) bludgeoning damage, and the target is grappled (escape
DC 16). Until this grapple ends, the target is restrained, and the
yuan-ti can't constrict another target.
Scimitar (Yuan-ti Form Only). Melee Weapon Attack: +7 to hit, reach
5 ft., one target. Hit: 8 (1d8 + 4) slashing damage.
Longbow (Yuan-ti Form Only). Ranged Weapon Attack: +7 to hit,
range 150/600 ft., one target. Hit: 8 (1d8 + 4) piercing damage plus 7
(2d6) poison damage.

240 Chapter 1. Bestiary


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 Ignan Innate Spellcasting (Yuan-Ti Form Only). The yuan-ti's innate
spellcasting ability is Charisma (spell save DC 14, +6 to hit with
Large monstrosity (yuan-ti), chaotic evil
spell attacks). The yuan-ti can innately cast the following spells,
without providing material components:
Armor Class 16 (natural armor, shield)
At will: animal friendship (snakes only), fire bolt (2d10 damage)
Hit Points 90 (12d10 + 24)
1/day: fireball
Speed 40 ft.
Magic Resistance. The yuan-ti has advantage on saving throws
STR DEX CON INT WIS CHA against spells and other magical effects.
18 (+4) 14 (+2) 15 (+2) 11 (+0) 14 (+2) 16 (+3)
Actions
Skills Athletics +7, Stealth +5 Multiattack. The yuan-ti makes three attacks, but can use its gore
Damage Immunities fire, poison and constrict attacks only once each.
Condition Immunities poisoned
Gore. Melee Weapon Attack: +7 to hit, reach 5 ft., one target.
Senses darkvision 60 ft., passive Perception 12
Hit: 14 (3d6 + 4) percing damage plus 3 (1d6) fire damage.
Languages Abyssal, Common, Draconic
Challenge 6 (2,300 XP) Mace. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit:
11 (2d6 + 4) bludgeoning damage plus 3 (1d6) fire damage.
Charge. If the yuan-ti moves at least 10 feet straight toward a target Constrict. Melee Weapon Attack: +7 to hit, reach 5 ft., one target
and then hits it with a gore attack on the same turn, the target takes Hit: 11 (2d6 + 4) bludgeoning damage plus 3 (1d6) fire damage,
an extra 10 (3d6) piercing damage. If the target is a creature, it must and the target is grappled (escape DC 14). Until this grapple ends,
succeed on a DC 15 Strength saving throw or be pushed up to 10 the target is restrained, and the yuan-ti can't constrict another
feet away and knocked prone. target.

Chapter 1. Bestiary 241


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 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.

Yuan-ti Mageslayer Sorcery Points. The yuan-ti has 6 sorcery points. It can spend 1 or
more sorcery points to gain one of the following benefits:
Medium monstrosity (shapechanger, yuan-ti), neutral evil
Quickened Spell: When the yuan-ti casts a spell that has a casting
time of 1 action, the yuan-ti can spend 2 sorcery points to change
Armor Class 14 (studded leather) the casting time to 1 bonus action for this casting.
Hit Points 117 (18d8 + 36) Subtle Spell: When the yuan-ti casts a spell, it can spend 1
Speed 30 ft. sorcery point to cast it without any somatic or verbal components.

STR DEX CON INT WIS CHA Actions


16 (+3) 14 (+2) 14 (+2) 14 (+2) 12 (+1) 17 (+3) Multiattack (Yuan-Ti Form Only). The yuan-ti makes two ranged
attacks or two melee attacks, but can constrict only once.
Skills Arcana +5, Deception +6, Stealth +5
Damage Immunities poison Bite (Snake Form Only). Melee Weapon Attack: +6 to hit, reach
Condition Immunities poisoned 5 ft., one creature. Hit: 5 (1d4 + 3) piercing damage plus 7 (2d6)
Senses darkvision 60 ft., passive Perception 11 poison damage and the creature has disadvantage on the saving
Languages Abyssal, Common, Draconic throw it makes to maintain its concentration.
Challenge 5 (1,800 XP) Constrict. Melee Weapon Attack: +6 to hit, reach 5 ft., one target
Hit: 10 (2d6 + 3) bludgeoning damage, and the target is grappled
Shapechanger. The yuan-ti can use its action to polymorph into (escape DC 16) and if it is a creature, it has disadvantage on the
a Medium snake, or back into its true form. Its statistics are the saving throw it makes to maintain its concentration. Until this
same in each form. Any equipment it is wearing or carrying isn't grapple ends, the target is restrained, and the yuan-ti can't constrict
transformed. It doesn't change form if it dies. another target.
Innate Spellcasting (Yuan-Ti Form Only). The yuan-ti's innate Longsword (Yuan-ti Form Only). Melee Weapon Attack: +6 to hit,
spellcasting ability is Charisma (spell save DC 14). The yuan-ti reach 5 ft., one target. Hit: 7 (1d8 + 3) slashing damage, or 8 (1d10
can innately cast the following spells, without providing material + 3) slashing damage if used with two hands, and the creature
components: has disadvantage on the saving throw it makes to maintain its
At will: animal friendship (snakes only) concentration.
3/day: suggestion
Longbow (Yuan-ti Form Only). Ranged Weapon Attack: +5 to hit,
Magic Resistance. The yuan-ti has advantage on saving throws range 150/600 ft., one target. Hit: 6 (1d8 + 2) piercing damage plus
against spells and other magical effects. 7 (2d6) poison damage and the creature has disadvantage on the
Spellcasting. The yuan-ti is a 6th-level spellcaster. Its spellcasting saving throw it makes to maintain its concentration.
ability is Charisma (spell save DC 14). It has the following sorcerer Reactions
spells prepared:
Mage Strike. When a creature within 5 feet of the yuan-ti casts
Cantrips (at will): mage hand, minor illusion, poison spray, true strike
a spell, the yuan-ti can make a melee weapon attack against that
1st level (4 slots): absorb elements, detect magic, shield
creature.
2nd level (3 slots): mind spike, see invisibility
3rd level (3 slots): counterspell, dispel magic

242 Chapter 1. Bestiary


Yuan-ti Spy At will: animal friendship (snakes only)
Medium monstrosity (shapechanger, yuan-ti), neutral evil 3/day: poison spray, suggestion
Magic Resistance. The yuan-ti has advantage on saving throws
Armor Class 14 (leather armor) against spells and other magical effects.
Hit Points 49 (11d8)
Sneak Attack (1/Turn). The yuan-ti deals an extra 7 (2d6) damage
Speed 30 ft.
when the yuan-ti hits a target with a weapon attack and has
advantage on the attack roll, or when the target is within 5 feet of
STR DEX CON INT WIS CHA
an ally of the yuan-ti that isn't incapacitated and the yuan-ti doesn't
11 (+0) 16 (+3) 11 (+0) 13 (+1) 12 (+1) 14 (+2)
have disadvantage on the attack roll.
Skills Deception +6, Stealth +7 Actions
Damage Immunities poison
Multiattack (Yuan-Ti Form Only). The yuan-ti makes two melee
Condition Immunities poisoned
attacks.
Senses darkvision 60 ft., passive Perception 11
Languages Abyssal, Common, Draconic Shortsword (Yuan-ti Form Only). Melee Weapon Attack: +5 to hit,
Challenge 3 (700 XP) reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage.
Hand Crossbow (Yuan-ti Form Only). Ranged Weapon Attack: +5
Cunning Action. On each of its turns, the yuan-ti can use a bonus
to hit, range 30/120 ft., one target. Hit: 6 (1d6 + 3) piercing damage
action to take the Dash, Disengage, or Hide action.
plus 7 (2d6) poison damage.
Innate Spellcasting. The yuan-ti's innate spellcasting ability is
Charisma (spell save DC 12). The yuan-ti can innately cast the
following spells, without providing material components:

Yuan-ti Templar Cantrips (at will): guidance, sacred flame, thaumaturgy, toll the
dead
Medium monstrosity (shapechanger, yuan-ti), neutral evil
1st level (4 slots): bane, command, divine favor, guiding bolt,
healing word, shield of faith
Armor Class 16 (natural armor, shield) 2nd level (3 slots): hold person, magic weapon, silence,
Hit Points 93 (17d8 + 17) spiritual weapon
Speed 30 ft. 3rd level (2 slots): bestow curse, crusader's mantle, spirit guardians

STR DEX CON INT WIS CHA Actions


16 (+3) 14 (+2) 13 (+1) 12 (+1) 16 (+3) 16 (+3) Multiattack (Yuan-Ti Form Only). The yuan-ti makes two ranged
attacks or two melee attacks, but can constrict only once.
Skills Deception +6, Stealth +5
Damage Immunities poison Bite (Snake Form Only). Melee Weapon Attack: +6 to hit, reach
Condition Immunities poisoned 5 ft., one creature. Hit: 5 (1d4 + 3) piercing damage plus 7 (2d6)
Senses darkvision 60 ft., passive Perception 13 poison damage.
Languages Abyssal, Common, Draconic Constrict. Melee Weapon Attack: +6 to hit, reach 5 ft., one target
Challenge 5 (1,800 XP) Hit: 10 (2d6 + 3) bludgeoning damage, and the target is grappled
(escape DC 16). Until this grapple ends, the target is restrained,
Shapechanger. The yuan-ti can use its action to polymorph into and the yuan-ti can't constrict another target.
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 Morningstar (Yuan-ti Form Only). Melee Weapon Attack: +6 to hit,
transformed. It doesn't change form if it dies. reach 5 ft., one target. Hit: 7 (1d8 + 3) bludgeoning damage.

Innate Spellcasting (Yuan-Ti Form Only). The yuan-ti's innate Longbow (Yuan-ti Form Only). Ranged Weapon Attack: +5 to hit,
spellcasting ability is Charisma (spell save DC 14). The yuan-ti range 150/600 ft., one target. Hit: 6 (1d8 + 2) piercing damage plus
can innately cast the following spells, without providing material 7 (2d6) poison damage.
components:
Reactions
At will: animal friendship (snakes only)
Guided Strike (Recharges after a Short or Long Rest). The yuan
3/day: suggestion
-ti grants a + 10 bonus to an attack roll made by itself or another
Magic Resistance. The yuan-ti has advantage on saving throws creature within 30 feet of it. The yuan -ti can make this choice after
against spells and other magical effects. the roll is made but before it hits or misses.
Spellcasting. The yuan-ti is a 5th-level spellcaster. Its spellcasting
ability is Wisdom (spell save DC 14, +6 to hit with spell attacks). It
has the following cleric spells prepared:

Chapter 1. Bestiary 243


Yugoloths, Guardian Gorsuloth
The gorsuloth looks like a 10-foot tall gorilla with dull black fur,
curving horns sprouting from its head, pointed ears, fanged maw
and over-sized forearms.
Guardian Yuguloths The gorsuloth can leap to close the distance between enemies
Guardian yugoloths are mercenary yugoloths that specialize in and are able to exhale deadly, noxious vapors when outnumbered.
defense and protection. They have unnaturally alert senses and
are quick to punish any who may attack their wards. They are
normally hired by other fiends as bodyguards or guards, but they
can also be summoned by evil priests and wizards who are in need
of their services.
Guardian yugoloths come in different forms and appearances,
Gorsuloth
Medium fiend (yugoloth), neutral evil

Armor Class 16 (natural armor)


Hit Points 60 (8d8 + 24)
Speed 30 ft., climb 30 ft.

STR DEX CON INT WIS CHA


18 (+4) 12 (+1) 17 (+3) 7 (-2) 15 (+2) 9 (-1)

Skills Athletics +7, Perception +5


Damage Resistances cold, fire, lightning; bludgeoning, piercing,
and slashing from nonmagical weapons
Damage Immunities acid, poison
Condition Immunities poisoned
Senses blindsight 60 ft., darkvision 60 ft., passive Perception 15
Languages Abyssal, Infernal, telepathy 60 ft.
Challenge 5 (1,800 XP)

Alert. The gorsuloth has advantage on Initiative rolls and Wisdom


(Perception) checks and can't be surprised while it is conscious.
Magic Resistance. The gorsuloth has advantage on saving throws
against spells and other magical effects.
Magic Weapons. The gorsuloth's weapon attacks are magical.
Running Leap. The gorsuloth's long jump is up to 30 feet and its
high jump is up to 10 feet when it has a running start.

Actions
Multiattack. The gorsuloth makes three attacks: one with its bite
and two with its fists. If both fist attacks hit a Medium or smaller
creature, the target must succeed on a DC 15 Constitution saving
throw or be knocked prone and stunned until the end of its next turn.
Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one creature.
Hit: 7 (1d6 + 4) piercing damage.
Fist. Melee Weapon Attack: +7 to hit, reach 5 ft., one target.
Hit: 8 (1d8 + 4) bludgeoning damage.
Rock. Ranged Weapon Attack: +7 to hit, range 25/50 ft., one target.
Hit: 11 (2d6 + 4) bludgeoning damage.
Baleful Breath (Recharge 5-6). The gorsuloth exhales pestilent gas
in a 20-foot cube. Each creature in that area must succeed on a DC
14 Constitution saving throw, taking 24 (7d6) necrotic damage on a
failed save, or half as much damage on a successful one.

Reactions
Guardian Strike: If an enemy within 5 feet of the gorsuloth attacks a
target other than the gorsuloth, that enemy provokes an opportunity
attack from the gorsuloth.

244 Chapter 1. Bestiary


Ranaeloth
Ranaeloth A ranaeloth is the least powerful of its kind. It resembles a
Medium fiend (yugoloth), neutral evil spindly, 7-foot tall upright frog with warty greenish-brown leathery
hide, horns on its head, fanged maw, and clawed limbs.
Armor Class 15 (natural armor) In combat, a ranaeloth attacks with bites and sharp claws and
Hit Points 45 (6d8 + 18) can also use its prehensile tongue to grab and reel foes in. In
Speed 30 ft., swim 20 ft. addition, they have a poisonous breath weapon which it uses
against large groups of foes.
STR DEX CON INT WIS CHA
16 (+3) 12 (+1) 16 (+3) 7 (-2) 14 (+2) 9 (-1)

Skills Athletics +5, Perception +4


Damage Resistances cold, fire, lightning; bludgeoning, piercing,
and slashing from nonmagical weapons
Damage Immunities acid, poison
Condition Immunities poisoned
Senses blindsight 60 ft., darkvision 60 ft., passive Perception 14
Languages Abyssal, Infernal, telepathy 60 ft.
Challenge 3 (700 XP)

Alert. The ranaeloth has advantage on Initiative rolls and Wisdom


(Perception) checks and can't be surprised while it is conscious.
Magic Resistance. The ranaeloth has advantage on saving throws
against spells and other magical effects.
Magic Weapons. The ranaeloth's weapon attacks are magical.
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.

Actions
Multiattack. The ranaeloth makes three attacks: one with its bite or
tongue and two with its claws.
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one creature.
Hit: 6 (1d6 + 3) piercing damage plus 7 (2d6) poison damage, and
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
ranaeloth can't use its bite attack or tongue attack on another target.
Tongue. Melee Weapon Attack: +5 to hit, reach 10 ft., one creature.
Hit: 7 (2d6) poison damage, and the target must make a DC 13
Strength saving throw. On a failed save, the target is pulled to a
space within 5 feet of the ranaeloth, which can use a bonus action to
make a bite attack against the target.
Claw. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.
Hit: 6 (1d6 + 3) slashing damage.
Poison Breath (Recharge 5-6). The ranaeloth exhales poisonous gas
in a 15-foot cone. Each creature in that area must succeed on a DC
13 Constitution saving throw, taking 17 (5d6) poison damage on a
failed save, or half as much on a successful one.

Reactions
Guardian Strike: If an enemy within 5 feet of the ranaeloth attacks a
target other than the ranaeloth, that enemy provokes an opportunity
attack from the ranaeloth.

Chapter 1. Bestiary 245


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 very expensive, guardians.

Ursaloth Innate Spellcasting. The ursaloth's innate spellcasting ability is


Wisdom (spell save DC 14). The ursaloth can innately cast the
Large fiend (yugoloth), neutral evil following spells, without providing material components:
At will: darkness, suggestion
Armor Class 17 (natural armor) 2/day: dispel magic
Hit Points 95 (10d10 + 40)
Speed 40 ft., fly 60 ft. Actions
Multiattack. The ursaloth makes three attacks: one with its bite
STR DEX CON INT WIS CHA and two with its talons. If both claw attacks hit a Large or smaller
20 (+5) 12 (+1) 19 (+4) 7 (-2) 16 (+3) 15 (+2) creature, the target must succeed on a DC 15 Strength saving
throw or take an extra 12 (2d6 + 5) slashing damage and be
Skills Athletics +8, Perception +6 knocked prone.
Damage Resistances cold, fire, lightning; bludgeoning, piercing,
and slashing from nonmagical weapons Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one creature.
Damage Immunities acid, poison Hit: 9 (1d8 + 5) piercing damage.
Condition Immunities poisoned Talon. Melee Weapon Attack: +8 to hit, reach 5 ft., one target.
Senses blindsight 60 ft., darkvision 60 ft., passive Perception 16 Hit: 12 (2d6 + 5) slashing damage.
Languages Abyssal, Infernal, telepathy 60 ft.
Fire Breath (Recharge 5-6). The ursaloth exhales fire in a 30-
Challenge 8 (3,900 XP)
foot cone. Each creature in that area must succeed on a DC 15
Dexterity saving throw, taking 40 (9d8) fire damage on a failed save,
Alert. The ursaloth has advantage on Initiative rolls and Wisdom
or half as much damage on a successful one.
(Perception) checks and can't be surprised while it is conscious.
Magic Resistance. The ursaloth has advantage on saving throws Reactions
against spells and other magical effects. Guardian Strike: If an enemy within 5 feet of the ursaloth attacks a
target other than the ursaloth, that enemy provokes an opportunity
Magic Weapons. The ursaloth's weapon attacks are magical.
attack from the ursaloth.

246 Chapter 1. Bestiary


Zombies
Undead Nature. Zombies doesn't require air, food, drink, or sleep.

Presented in this section are various zombie types of standard


creatures.

Chapter 1. Bestiary 247


Bugbear Zombie Bullywug Zombie
Medium undead, neutral evil Medium undead, neutral evil

Armor Class 11 (hide armor) Armor Class 11 (hide armor)


Hit Points 32 (5d8 + 10) Hit Points 13 (2d8 + 4)
Speed 20 ft. Speed 20 ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
16 (+3) 8 (-1) 15 (+2) 3 (-4) 7 (-2) 5 (-3) 13 (+1) 8 (-1) 15 (+2) 3 (-4) 6 (-2) 3 (-4)

Saving Throws Wis +0 Saving Throws Wis +0


Damage Immunities poison Damage Immunities poison
Condition Immunities poisoned Condition Immunities poisoned
Senses darkvision 60 ft., passive Perception 8 Senses darkvision 60 ft., passive Perception 8
Languages understands Common, Goblin but can't speak Languages understands Bullywug but can't speak
Challenge 1 (200 XP) Challenge 1/4 (50 XP)

Brute. A melee weapon deals one extra die of its damage when the Undead Fortitude. If damage reduces the zombie to 0 hit points, it
bugbear hits with it (included in the attack). 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 Actions
success, the zombie drops to 1 hit point instead.
Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one target.
Actions Hit: 3 (1d4 + 1) piercing damage.
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 10 Spear. Melee or Ranged Weapon Attack: +3 to hit, reach 5 ft., one
(2d4 + 3) piercing damage. target. Hit: 4 (1d6 + 1) piercing damage, or 5 (1d8 + 1) piercing
damage if used with two hands to make a melee attack.
Morningstar. Melee Weapon Attack: +4 to hit, reach 5 ft., one target.
Hit: 12 (2d8 + 3) piercing damage. Reactions
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
Sudden Lunge. If an enemy moves within 10 feet of the zombie,
toward the enemy. If the zombie ends within 5 feet of the target, the
roll a d20. If the roll is 11 or higher, the zombie moves up to 5 feet
zombie can make one melee weapon attack against it.
toward the enemy. If the zombie ends within 5 feet of the target, the
zombie can make one melee weapon attack against it.

Carrion Crawler Zombie taken, unless the damage is radiant or from a critical hit. On a
success, the zombie drops to 1 hit point instead.
Large undead, neutral evil
Spider Climb. The zombie can climb difficult surfaces, including
upside down on ceilings, without needing to make an ability check.
Armor Class 10 (natural armor)
Hit Points 57 (6d10 + 24) Actions
Speed 20 ft., climb 20 ft.
Tentacles. Melee Weapon Attack: +4 to hit, reach 10 ft., one
STR DEX CON INT WIS CHA creature. Hit: 4 (1d4 + 2) poison damage, and the target must
15 (+2) 7 (-2) 18 (+4) 1 (-5) 8 (-1) 1 (-5) succeed on a DC 14 Constitution saving throw or be poisoned for 1
minute. Until this poison ends, the target is paralyzed.
The target can repeat the saving throw at the end of each of its
Saving Throws Wis +1 turns, ending the poison on itself on a success.
Damage Immunities poison
Condition Immunities poisoned Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target.
Senses darkvision 60 ft., passive Perception 9 Hit: 7 (2d4 + 2) piercing damage.
Languages -----
Challenge 2 (50 XP)
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
Keen Smell. The zombie has advantage on Wisdom (Perception) toward the enemy. If the zombie ends within 10 feet of the target,
checks that rely on smell. the zombie can make one tentacles attack against 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

248 Chapter 1. Bestiary


Chimera Zombie Cyclops Zombie
Large undead, neutral evil Huge undead, neutral evil

Armor Class 12 (natural armor) Armor Class 12 (natural armor)


Hit Points 126 (12d10 + 60) Hit Points 150 (12d12 + 72)
Speed 20 ft. Speed 20 ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
20 (+5) 6 (-2) 21 (+5) 3 (-4) 10 (+0) 6 (-2) 23 (+6) 6 (-2) 22 (+6) 3 (-4) 5 (-3) 6 (-2)

Saving Throws Wis +3 Saving Throws Wis +0


Damage Immunities poison Damage Immunities poison
Condition Immunities poisoned Condition Immunities poisoned
Senses darkvision 60 ft., passive Perception 10 Senses darkvision 60 ft., passive Perception 7
Languages understands Draconic but can't speak Languages understands Giant but can't speak
Challenge 5 (1,800 XP) Challenge 5 (1,800 XP)

Three-Headed. The zombie has advantage on Wisdom (Perception) Undead Fortitude. If damage reduces the zombie to 0 hit points, it
checks and on saving throws against being blinded, charmed, must make a Constitution saving throw with a DC of 5 + the damage
deafened, frightened, stunned, and knocked unconscious. taken, unless the damage is radiant or from a critical hit. On a
success, the zombie drops to 1 hit point instead.
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 Actions
taken, unless the damage is radiant or from a critical hit. On a Greatclub. Melee Weapon Attack: +9 to hit, reach 10 ft., one target.
success, the zombie drops to 1 hit point instead. Hit: 19 (3d8 + 6) bludgeoning damage.
Actions
Multiattack. The zombie makes two attacks: one with its bite or
horns, and one with its claws.
Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one target.
Hit: 12 (2d6 + 5) percing damage.
Horns. Melee Weapon Attack: +8 to hit, reach 5 ft., one target.
Hit: 11 (1d12 + 5) bludgeoning damage.
Claws. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Ettin Zombie
Hit: 12 (2d6+ 5) slashing damage. Large undead, neutral evil
Baleful Breath (Recharge 5-6). The zombie exhales pestilent gas
Armor Class 11 (natural armor)
in a 15-foot cone. Each creature in that area must make a DC 16
Hit Points 95 (10d10 + 40)
Constitution saving throw, taking 22 (5d8) necrotic damage on a
Speed 20 ft.
failed save, or half as much damage on a successful one.
STR DEX CON INT WIS CHA
22 (+6) 6 (-2) 19 (+4) 3 (-4) 6 (-2) 4 (-3)

Saving Throws Wis +0


Damage Immunities poison
Condition Immunities poisoned
Senses darkvision 60 ft., passive Perception 8
Languages understands Giant but can't speak
Challenge 4 (1,100 XP)

Two Heads. The zombie has advantage on Wisdom (Perception)


checks and on saving throws against being blinded, charmed,
deafened, frightened, stunned, and knocked unconscious.
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
taken, unless the damage is radiant or from a critical hit. On a
success, the zombie drops to 1 hit point instead.

Actions
Multiattack. The zombie makes two attacks: one with its battleaxe
and one with its morningstar.
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.

Chapter 1. Bestiary 249


Adult Dragon Zombie Ancient Dragon Zombie
Huge undead, neutral evil Gargantuan undead, neutral evil

Armor Class 17 (natural armor) Armor Class 20 (natural armor)


Hit Points 243 (18d12 + 126) Hit Points 507 (26d20 + 234)
Speed 30 ft. Speed 30 ft.

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)

Saving Throws Wis +4 Saving Throws Wis +7


Damage Immunities poison Damage Immunities poison
Condition Immunities poisoned Condition Immunities poisoned
Senses blindsight 60 ft., darkvision 120 ft., passive Perception 10 Senses blindsight 60 ft., darkvision 120 ft., passive Perception 11
Languages understands Common, Draconic but can't speak Languages understands Common, Draconic but can't speak
Challenge 12 (8,400 XP) Challenge 19 (22,000 XP)

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.

Actions Actions
Multiattack. The zombie can use its Frightful Presence. It then Multiattack. The zombie can use its Frightful Presence. It then
makes two attacks: one with its bite or tail, and once with its claw. makes two attacks: one with its bite or tail, and one with its claw.
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.
Tail. Melee Weapon Attack: +12 to hit, reach 15 ft., one target. Tail. Melee Weapon Attack: +16 to hit, reach 20 ft., one target.
Hit: 17 (2d8 + 8) bludgeoning damage. Hit: 19 (2d8 + 10) bludgeoning 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.

250 Chapter 1. Bestiary


Juvenile Dragon Zombie Young Dragon Zombie
Large undead, neutral evil Large undead, neutral evil

Armor Class 15 (natural armor) Armor Class 16 (natural armor)


Hit Points 102 (12d10 + 36) Hit Points 168 (16d10 + 80)
Speed 30 ft. Speed 30 ft.

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)

Saving Throws Wis +1 Saving Throws Wis +2


Damage Immunities poison Damage Immunities poison
Condition Immunities poisoned Condition Immunities poisoned
Senses blindsight 10 ft., darkvision 60 ft., passive Perception 9 Senses blindsight 30 ft., darkvision 120 ft., passive Perception 9
Languages understands Common, Draconic but can't speak Languages understands Common, Draconic but can't speak
Challenge 4 (1,100 XP) Challenge 7 (2,900 XP)

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.

Actions Actions
Multiattack. The zombie makes two attacks: one with its bite and Multiattack. The zombie makes two attacks: one with its bite and
one with its claw. one with its claws.
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.

Chapter 1. Bestiary 251


Fire Giant Zombie Frost Giant Zombie
Huge undead, neutral evil Huge undead, neutral evil

Armor Class 18 (plate) Armor Class 11 (patchwork armor)


Hit Points 175 (13d12 + 91) Hit Points 150 (12d12 + 72)
Speed 30 ft. Speed 30 ft.

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)

Saving Throws Wis +3 Saving Throws Wis +1


Damage Immunities fire, poison Damage Immunities cold, poison
Condition Immunities poisoned Condition Immunities poisoned
Senses darkvision 60 ft., passive Perception 10 Senses darkvision 60 ft., passive Perception 8
Languages understands Giant but can't speak Languages understands Giant but can't speak
Challenge 8 (3,900 XP) Challenge 6 (2,300 XP)

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.

Actions Actions
Greatsword. Melee Weapon Attack: +11 to hit, reach 10 ft., one Greataxe. Melee Weapon Attack: +10 to hit, reach 10 ft., one target.
target. Hit: 29 (6d6 + 8) slashing damage. Hit: 26 (3d12 + 7) slashing damage.

Goblin Zombie
Small undead, neutral evil

Armor Class 9 (leather armor)


Hit Points 9 (2d6 + 2)
Speed 20 ft.

STR DEX CON INT WIS CHA


Hill Giant Zombie 9 (-1) 6 (-2) 12 (+1) 4 (-3) 4 (-3) 4 (-3)
Huge undead, neutral evil
Saving Throws Wis -1
Armor Class 10 (natural armor) Damage Immunities poison
Hit Points 115 (10d12 + 50) Condition Immunities poisoned
Speed 30 ft. Senses darkvision 60 ft., passive Perception 7
Languages understands Common, Goblin but can't speak
STR DEX CON INT WIS CHA Challenge 1/8 (25 XP)
22 (+6) 3 (-4) 20 (+5) 3 (-4) 5 (-3) 2 (-4)
Undead Fortitude. If damage reduces the zombie to 0 hit points, it
Saving Throws Wis -1 must make a Constitution saving throw with a DC of 5 + the damage
Damage Immunities poison taken, unless the damage is radiant or from a critical hit. On a
Condition Immunities poisoned success, the zombie drops to 1 hit point instead.
Senses darkvision 60 ft., passive Perception 7
Languages understands Giant but can't speak Actions
Challenge 3 (700 XP) Bite. Melee Weapon Attack: +1 to hit, reach 5 ft., one target.
Hit: 1 (1d4 - 1) piercing damage.
Undead Fortitude. If damage reduces the zombie to 0 hit points, it Scimitar. Melee Weapon Attack: +1 to hit, reach 5 ft., one target. Hit:
must make a Constitution saving throw with a DC of 5 + the damage 2 (1d6 - 1) slashing damage.
taken, unless the damage is radiant or from a critical hit. On a
success, the zombie drops to 1 hit point instead. Reactions
Actions 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
Greatclub. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. toward the enemy. If the zombie ends within 5 feet of the target, the
Hit: 19 (3d8 + 6) bludgeoning damage. zombie can make one melee weapon attack against it.

252 Chapter 1. Bestiary


Hobgoblin Zombie Hydra Zombie
Medium undead, neutral evil Huge undead, neutral evil

Armor Class 16 (chain mail) Armor Class 13 (natural armor)


Hit Points 13 (2d8 + 4) Hit Points 188 (15d12 + 90)
Speed 20 ft. Speed 20 ft., swim 30 ft.

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)

Saving Throws Wis +0 Saving Throws Wis +1


Damage Immunities poison Damage Immunities poison
Condition Immunities poisoned Condition Immunities poisoned
Senses darkvision 60 ft., passive Perception 8 Senses darkvision 60 ft., passive Perception 9
Languages understands Common, Goblin but can't speak Languages -----
Challenge 1/4 (50 XP) Challenge 7 (2,900 XP)

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,
Actions one of its heads dies. If all its heads die, the zombie dies.
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.
Reactive Heads. For each head the zombie has beyond one, it gets
Reactions an extra reaction that can be used only for opportunity attacks.
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
Actions
toward the enemy. If the zombie ends within 5 feet of the target, the Multiattack. The zombie makes as many bite attacks as it has
zombie can make one melee weapon attack against it. heads.
Bite. Melee Weapon Attack: +8 to hit, reach 10 ft., one target.
Hit: 10 (1d10 + 5) percing damage.

Chapter 1. Bestiary 253


Kobold Zombie
Small undead, neutral evil

Armor Class 9
Hit Points 9 (2d6 + 2)
Hunter Shark Zombie Speed 20 ft.

Large undead, neutral evil STR DEX CON INT WIS CHA
8 (-1) 9 (-1) 12 (+1) 2 (-4) 4 (-3) 4 (-3)
Armor Class 10 (natural armor)
Hit Points 51 (6d10 + 18) Saving Throws Wis -1
Speed 30 ft. Damage Immunities poison
Condition Immunities poisoned
STR DEX CON INT WIS CHA Senses darkvision 60 ft., passive Perception 7
19 (+4) 9 (-1) 17 (+3) 1 (-5) 6 (-2) 3 (-4) Languages understands Common, Draconic but can't speak
Challenge 1/8 (25 XP)
Saving Throws Wis +0
Damage Immunities poison Undead Fortitude. If damage reduces the zombie to 0 hit points, it
Condition Immunities poisoned must make a Constitution saving throw with a DC of 5 + the damage
Senses darkvision 60 ft., passive Perception 8 taken, unless the damage is radiant or from a critical hit. On a
Languages ----- success, the zombie drops to 1 hit point instead.
Challenge 1 (200 XP)
Actions
Blood Frenzy. The shark has advantage on melee attack rolls Bite. Melee Weapon Attack: +1 to hit, reach 5 ft., one target.
against any creature that doesn't have all its hit points. Hit: 1 (1d4 - 1) piercing damage.
Undead Fortitude. If damage reduces the zombie to 0 hit points, it Dagger. Melee Weapon Attack: +1 to hit, reach 5 ft., one target.
must make a Constitution saving throw with a DC of 5 + the damage Hit: 1 (1d4 - 1) piercing damage.
taken, unless the damage is radiant or from a critical hit. On a
success, the zombie drops to 1 hit point instead. 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
Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. toward the enemy. If the zombie ends within 5 feet of the target, the
Hit: 13 (2d8 + 4) percing damage. zombie can make one melee weapon attack against it.

254 Chapter 1. Bestiary


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, 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) Actions
Speed 20 ft. Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.
Hit: 6 (1d6 + 3) piercing damage.
STR DEX CON INT WIS CHA
17 (+3) 6 (-2) 15 (+2) 3 (-4) 8 (-1) 3 (-4) Heavy Club. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.
Hit: 7 (1d8 + 3) bludgeoning damage.
Saving Throws Wis +1
Damage Immunities poison
Reactions
Condition Immunities poisoned Sudden Lunge. If an enemy moves within 10 feet of the zombie,
Senses darkvision 60 ft., passive Perception 9 roll a d20. If the roll is 11 or higher, the zombie moves up to 5 feet
Languages understands Draconic but can't speak toward the enemy. If the zombie ends within 5 feet of the target, the
Challenge 1/4 (50 XP) zombie can make one melee weapon attack against it.

Orc Zombie
Medium undead, neutral evil

Armor Class 10 (hide armor)


Hit Points 17 (2d8 + 8)
Owlbear Zombie
Speed 20 ft. Large undead, neutral evil

STR DEX CON INT WIS CHA Armor Class 11 (natural armor)
17 (+3) 6 (-2) 18 (+4) 3 (-4) 7 (-2) 6 (-2) Hit Points 66 (7d10 + 28)
Speed 30 ft.
Saving Throws Wis +0
STR DEX CON INT WIS CHA
Damage Immunities poison 21 (+5) 8 (-1) 19 (+4) 3 (-4) 8 (-1) 3 (-4)
Condition Immunities poisoned
Senses darkvision 60 ft., passive Perception 8
Languages understands Common, Orc but can't speak Saving Throws Wis +1
Challenge 1/2 (100 XP) Damage Immunities poison
Condition Immunities poisoned
Senses darkvision 60 ft., passive Perception 9
Undead Fortitude. If damage reduces the zombie to 0 hit points, it Languages -----
must make a Constitution saving throw with a DC of 5 + the damage Challenge 2 (450 XP)
taken, unless the damage is radiant or from a critical hit. On a
success, the zombie drops to 1 hit point instead.
Keen Sight and Smell. The zombie has advantage on Wisdom
Actions (Perception) checks that rely on sight and smell.
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Undead Fortitude. If damage reduces the zombie to 0 hit points, it
Hit: 5 (1d4 +3) piercing damage. must make a Constitution saving throw with a DC of 5 + the damage
Greataxe. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. taken, unless the damage is radiant or from a critical hit. On a
Hit: 9 (1d12 + 3) slashing damage. success, the zombie drops to 1 hit point instead.

Reactions Actions
Sudden Lunge. If an enemy moves within 10 feet of the zombie, Beak. Melee Weapon Attack: +7 to hit, reach 5 ft., one target.
roll a d20. If the roll is 11 or higher, the zombie moves up to 5 feet Hit: 10 (1d10 + 5) percing damage.
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.

Chapter 1. Bestiary 255


Troll Zombie Wolf Zombie
Large undead, neutral evil Large undead, neutral evil

Armor Class 13 (natural armor) Armor Class 11 (natural armor)


Hit Points 92 (8d10 + 48) Hit Points 13 (2d8 + 4)
Speed 20 ft. Speed 30 ft.

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)

Saving Throws Wis -1 Saving Throws Wis +1


Damage Immunities poison Damage Immunities poison
Condition Immunities poisoned Condition Immunities poisoned
Senses darkvision 60 ft., passive Perception 7 Senses darkvision 60 ft., passive Perception 9
Languages understands Giant but can't speak Languages -----
Challenge 2 (450 XP) Challenge 1/4 (50 XP)

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.
Actions Actions
Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Beak. Melee Weapon Attack: +3 to hit, reach 5 ft., one target.
Hit: 7 (1d6 + 4) piercing damage. Hit: 6 (2d4 + 1) percing damage.
Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., one target.
Hit: 11 (2d6 + 4) slashing damage.

256 Chapter 1. Bestiary


Appendix A: NonPlayer Characters
This appendix contains statistics for various humanoid nonplayer can represent human and nonhuman NPCs, and you can add
characters (NPCs) --- whether friend or foe --- expanding on racial traits to further customize them.
appendix B of the Monster Manual Expanded. These stat blocks

Appendix A. NonPlayer Characters 257


Arcane Archer
An Arcane Archer is someone that weaves magic into archery
attacks to create extra deadly effects. While almost all arcane
archers are elves, a few other races have began learning the art.

Arcane Archer 2. Enfeebling Arrow. The target takes an extra 7 (2d6) necrotic
damage. If the target is a creature, it must succeed on a DC 13
Medium humanoid (any), any alignment
Constitution saving throw, or the damage dealt by its weapon
attacks are halved until the start of the arcane archer's next turn.
Armor Class 17 (+1 studded leather) 3. Shadow Arrow. If the target is a creature, it takes an extra 7
Hit Points 71 (11d8 + 26) (2d6) psychic damage and the creature must succeed on a DC 13
Speed 30 ft. Wisdom saving throw or be unable to see anything farther than 5
feet away until the start of the arcane archer's next turn.
STR DEX CON INT WIS CHA
12 (+1) 18 (+4) 14 (+2) 14 (+2) 10 (+0) 10 (+0) Curving Shot. When the arcane archer makes a ranged attack
roll and misses, it can use a bonus action to reroll the attack roll
Saving Throws Str +4, Dex +7, Con +5 against a different target within 60 feet of the original target.
Skills Perception +3, Stealth +7 Magic Ranged Weapons. The arcane archer's ranged weapon
Senses passive Perception 13 attacks are magical.
Languages any three languages (usually Common)
Challenge 6 (2,300 XP) Actions
Multiattack. The arcane archer makes three ranged weapon
Arcane Shot (3/Day). As a bonus action, when the arcane archer attacks or two melee weapon attacks.
hits a target with a ranged weapon attack, it can choose one from the
+1 Rapier. Melee Weapon Attack: +8 to hit, reach 5 ft., one target.
following three effects:
Hit: 9 (1d8 + 5) piercing damage.
1. Bursting Arrow. The target and all other creatures within 10 feet
of it take an extra 7 (2d6) force damage each. +1 Longbow. Ranged Weapon Attack: +8 to hit, range 150/600 ft.,
one target. Hit: 9 (1d8 + 5) piercing damage.

258 Appendix A. NonPlayer Characters


Elite Arcane Archer the attack. Instead, the arrow shoots forward in a line, which is 1
foot wide and 30 feet long, before disappearing. The arrow passes
Medium humanoid (any), any alignment
harmlessly through objects, ignoring cover. Each creature in that
line must make a DC 16 Dexterity saving throw. On a failed save, a
Armor Class 19 (+2 studded leather) creature takes damage as if it were hit by the arrow, plus an extra
Hit Points 117 (18d8 + 36) 2d6 piercing damage. On a successful save, a target takes half as
Speed 30 ft. much damage.
4. Shadow Arrow. If the target is a creature, it takes an extra 7
STR DEX CON INT WIS CHA (2d6) psychic damage and the creature must succeed on a DC 16
12 (+1) 20 (+5) 14 (+2) 18 (+4) 12 (+1) 10 (+0) Wisdom saving throw or be unable to see anything farther than 5
feet away until the start of the arcane archer's next turn.
Saving Throws Str +5, Dex +9, Con +6
Skills Perception +5, Stealth +9 Curving Shot. When the arcane archer makes a ranged attack
Senses passive Perception 15 roll and misses, it can use a bonus action to reroll the attack roll
Languages any five languages (usually Common) against a different target within 60 feet of the original target.
Challenge 9 (5,000 XP) Magic Ranged Weapons. The arcane archer's ranged weapon
attacks are magical.
Arcane Shot (4/Day). As a bonus action, when the arcane archer
hits a target with a ranged weapon attack, it can choose one from the Actions
following four effects: Multiattack. The arcane archer makes four ranged weapon attacks
1. Bursting Arrow. The target and all other creatures within 10 feet or three melee weapon attacks.
of it take an extra 14 (4d6) force damage each. +2 Rapier. Melee Weapon Attack: +11 to hit, reach 5 ft., one target.
2. Enfeebling Arrow. The target takes an extra 14 (4d6) necrotic Hit: 11 (1d8 + 7) piercing damage.
damage. If the target is a creature, it must succeed on a DC 16
Constitution saving throw, or the damage dealt by its weapon attacks +2 Longbow. Ranged Weapon Attack: +11 to hit, range 150/600 ft.,
are halved until the start of the arcane archer's next turn. one target. Hit: 11 (1d8 + 7) piercing damage.
3. Piercing Arrow. The arcane archer doesn't make an attack roll for

Appendix A. NonPlayer Characters 259


Arcane Trickster
Arcane tricksters are rogues that have learned to blended their
knowledge of enchantment and illusion magic into their craft,
further enhancing their abilities for combat, subterfuge, and
mischief.

Arcane Trickster
Medium humanoid (any race), any non-lawful

Armor Class 15 (studded leather)


Hit Points 42 (8d8 + 16)
Speed 30 ft.

STR DEX CON INT WIS CHA


10 (+0) 16 (+3) 14 (+2) 16 (+3) 12 (+1) 10 (+0)

Saving Throws Dex +5, Int +5


Skills Arcana + 5, Perception +3, Sleight of Hand +5, Stealth +7
Senses passive Perception 13
Languages any two languages (usually Common)
Challenge 4 (1,100 XP)

Cunning Action. On each of its turns, the arcane trickster can use a
bonus action to take the Dash, Disengage, or Hide action.
Evasion. If the arcane trickster is subjected to an effect that allows
it to make a Dexterity saving throw to take only half damage, the
arcane trickster instead takes no damage if it succeeds on the saving
throw, and only half damage if it fails.
Sneak Attack (1/Turn). The arcane trickster deals an extra 14
(4d6) damage 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 arcane trickster that isn't incapacitated and the arcane
trickster doesn't have disadvantage on the attack roll.
Spellcasting. The arcane trickster is an 8th-level spellcaster. Its
spellcasting ability is Intelligence (spell save DC 13, +5 to hit with
spell attacks). It has the following wizard spells prepared:
Cantrips: fire bolt, mage hand, minor illusion
1st level (4 slots): shield, silent image, Tasha's hideous laughter
2nd level (2 slots): mirror image, invisibility, phantasmal force

Actions
Rapier. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.
Hit: 5 (1d8 + 3) piercing damage.

Reactions
Uncanny Dodge. The arcane trickster halves the damage that it
takes from an attack that hits it. The arcane trickster must be able to
see the attacker.

260 Appendix A. NonPlayer Characters


Master Arcane Trickster Magical Ambush. If the master arcane trickster is hidden from a
creature when it casts a spell on it, the creature has disadvantage
Medium humanoid (any race), any non-lawful
on any saving throw it makes against the spell this turn.

Armor Class 18 (+2 studded leather) Sneak Attack (1/Turn). The master arcane trickster deals an extra
Hit Points 104 (16d8 + 32) 28 (8d6) damage when it hits a target with a weapon attack and
Speed 30 ft. has advantage on the attack roll, or when the target is within 5 feet
of an ally of the master arcane trickster that isn't incapacitated and
STR DEX CON INT WIS CHA the master arcane trickster doesn't have disadvantage on the attack
10 (+0) 18 (+4) 14 (+2) 18 (+4) 12 (+1) 10 (+0) roll.
Spellcasting. The master arcane trickster is a 16th-level spellcaster.
Saving Throws Dex +7, Int +7 Its spellcasting ability is Intelligence (spell save DC 16, +8 to hit
Skills Arcana + 7, Perception +4, Sleight of Hand +7, Stealth +10 with spell attacks). It has the following wizard spells prepared:
Senses passive Perception 14 Cantrips: fire bolt, mage hand, minor illusion
Languages any two languages (usually Common) 1st level (4 slots): disguise self, shield, silent image, Tasha's hideous
Challenge 9 (5,000 XP) laughter
2nd level (3 slots): hold person, invisibility, mirror image,
Cunning Action. On each of its turns, the master arcane trickster phantasmal force
can use a bonus action to take the Dash, Disengage, or Hide action. 3rd level (3 slots): lightning bolt, haste, major image
Distracting Hand. As a bonus action, while the master arcane Actions
trickster has the Mage Hand spell active, it can designate a creature +2 Rapier. Melee Weapon Attack: +10 to hit, reach 5 ft., one target.
within 5 feet of the spectral hand. The master arcane trickster has Hit: 10 (1d8 + 6) piercing damage.
advantage on its attack rolls against that creature until the end of the
turn. Reactions
Evasion. If the master arcane trickster is subjected to an effect that Uncanny Dodge. The master arcane trickster halves the damage
allows it to make a Dexterity saving throw to take only half damage, that it takes from an attack that hits it. The master arcane trickster
the master arcane trickster instead takes no damage if it succeeds must be able to see the attacker.
on the saving throw, and only half damage if it fails.

Appendix A. NonPlayer Characters 261


Artillerist
Artillerists are artificers that specialize in the creation
of arcane turrets - magical constructs that can unleash
powerful force bolts, generate a cone of searing flames, or
provide bursts of healing energy.

Battlesmith
Artificers that focus on enhancing and supplementing their
martial skills are battlesmiths. They are able to create and
command iron defenders, constructs that act like beast
companions to the battlesmiths.

Artillerist Arcane Turret (Recharges after a Short or Long Rest).The


artillerist magically summons a Medium turret in an unoccupied
Medium humanoid (any), any alignment
space on a horizontal surface within 5 feet of it. The turret is a
magical object that occupies its space and that has crablike legs. It
Armor Class 16 (+1 chain shirt) has an AC of 18 and 65 hit points. It is immune to poison damage,
Hit Points 84 (13d8 + 26) psychic damage, and all conditions. If it is forced to make an ability
Speed 30 ft. check or a saving throw, treat all its ability scores as 10 (+0). If the
mending spell is cast on it, it regains 2d6 hit points. It disappears if
STR DEX CON INT WIS CHA it is reduced to 0 hit points or after 10 minutes. The artillerist can
12 (+1) 14 (+2) 14 (+2) 18 (+4) 10 (+0) 9 (-1) dismiss it early as an action.
When the artillerist summons the turret, it decides which type it is,
Saving Throws Con +5, Int +7 choosing from the options listed below:
Skills Arcana +7, Perception +3 1. Flamethrower. The turret exhales fire in an adjacent 15-foot
Senses darkvision 120 ft., passive Perception 13 cone that you designate. Each creature in that area must make a
Languages any four languages (usually Common) DC 15 Dexterity saving throw, taking 4 (1d8) fire damage on a failed
Challenge 6 (2,300 XP) save or half as much damage on a successful one. The fire ignites
any flammable objects in the area that aren’t being worn or carried.
2. Force Ballista. Make a ranged spell attack, originating from the
Spellcasting. The artillerist is a 13th-level spellcaster. Its
turret, at one creature or object within 120 feet of it. On a hit, the
spellcasting ability is Intelligence (spell save DC 15, +7 to hit with
target takes 9 (2d8) force damage, and if the target is a creature, it is
spell attacks). It has the following artillerist spells prepared:
pushed up to 5 feet away from the turret.
Cantrip (at will): fire bolt, mage hand, mending 3. Defender. The turret emits a burst of positive energy that grants
1st level (4 slots): catapult, shield, thunderwave itself and each creature of your choice within 10 feet of it 8 (1d8 + 4)
2nd level (3 slots): see invisibility, scorching ray, shatter temporary hit points.
3rd level (3 slots): fireball, flame arrows, wind wall On each of its turns, the artillerist can take a bonus action to cause
4th level (1 slot): vitriolic sphere the turret to activate if it is within 60 feet of it. As part of the same
Actions action, the artillerist can direct the turret to walk or climb up to 15
feet to an unoccupied space.
+1 Light Hammer. Melee Weapon Attack: +5 to hit, reach 5 ft., one The artillerist can use an action to command the turret to detonate
target. Hit: 4 (1d4 + 2) bludgeoning damage. if is within 60 feet of it. Doing so destroys the turret and forces
+1 Heavy Crossbow. Ranged Weapon Attack: +5 to hit, range each creature within 10 feet of it to make a DC 15 Dexterity saving
100/400 ft., one target. Hit: 7 (1d10 + 2) piercing damage. throw, taking 10 (3d6) force damage on a failed save or half as much
damage on a successful one.

262 Appendix A. NonPlayer Characters


Battle Smith use its reaction to make a melee weapon attack, or take the Dash,
Disengage, Help, or Repair action.
Medium humanoid (any), any alignment
Spellcasting. The battle smith is a 12th-level spellcaster. Its
Armor Class 17 (+1 half plate) spellcasting ability is Intelligence (spell save DC 16, +8 to hit with
Hit Points 90 (12d8 + 36) spell attacks). It has the following battle smith spells prepared:
Speed 25 ft. Cantrip (at will): fire bolt, mending, prestidigitation
1st level (4 slots): absorb elements, catapult, cure wounds,
STR DEX CON INT WIS CHA expeditious retreat
12 (+1) 12 (+1) 16 (+3) 20 (+5) 10 (+0) 9 (-1) 2nd level (3 slots): heroism, magic weapon, searing smite
3rd level (3 slots): branding smite, warding bond, haste
Saving Throws Con +6, Int +8
Skills Arcana +8, Perception +3
Actions
Senses passive Perception 13 +1 Greataxe. Melee Weapon Attack: +9 to hit, reach 5 ft., one target.
Languages any six languages (usually Common) Hit: 12 (1d12 + 6) slashing damage.
Challenge 6 (2,300 XP) +1 Heavy Crossbow. Ranged Weapon Attack: +9 to hit, range
100/400 ft., one target. Hit: 11 (1d10 + 6) piercing damage.
Battle Ready. The battle smith uses its Intelligence modifier, instead Summon Iron Defender (Recharges after a Long Rest). The battle
of its Strength or Dexterity, for the attack and damage rolls when smith summons its mechanical companion. In combat, the iron
attacking with a weapon (included in the attacks). defender shares the battle smith's initiative count, but it takes its
Command Iron Defender. As a bonus action, the battle smith turn immediately after the battle smith. It can move and use its
targets the iron defender it summoned and it can see within 60 feet reaction on its own, but the only action it takes on its turn is the
of it. If the target can see or hear the battle smith, the target can Dodge action, unless the battle smith used Command Iron Defender
this turn.

Iron Defender
Medium construct, unaligned

Armor Class 15 (natural armor)


Hit Points 67
Speed 30 ft., climb 30 ft.

STR DEX CON INT WIS CHA


14 (+2) 12 (+1) 14 (+2) 4 (-4) 10 (+0) 6 (-2)

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)

Vigilant. The iron defender can’t be surprised.

Actions
Slam. Melee Weapon Attack: +4 to hit, reach 5 ft.. Hit: 6 (1d8 + 2)
bludgeoning damage plus 5 (2d4) force damage.
Repair (3/Day). The magical mechanisms inside the iron defender
restore 2d8 + 2 hit points to itself or to one construct or object
within 5 feet of it.

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.

Appendix A. NonPlayer Characters 263


Assassins
Master Assassin Master assassins are those rare and vey dangerous individuals
Medium humanoid, any non-good alignment that have mastered the art of efficiently killing and disposing of
targets without ever getting noticed or caught.
Armor Class 17 (+1 studded leather) A Grandfather of Assassins is the most skilled master assassin,
Hit Points 135 (18d8 + 54) and normally is the ultimate head of a network of Assassins's
Speed 30 ft. 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
STR DEX CON INT WIS CHA true identity.
11 (+0) 18 (+4) 16 (+3) 14 (+2) 14 (+2) 12 (+1)

Saving Throws Dex +9, Wis +7, Int +7


Skills Acrobatics +9, Deception +6, Perception +12, Stealth +14
Damage Resistances poison
Senses passive Perception 22
Languages Thieves' cant plus any three languages
Challenge 13 (10,000 XP)

Assassinate. During its first turn, the master assassin has advantage
on attack rolls against any creature that hasn't taken a turn. Any hit
the master assassin scores against a surprised creature is a critical
hit.
Cunning Action. On each of its turns, the master assassin can use a
bonus action to take the Dash, Disengage, or Hide action.
Evasion. If the master assassin is subjected to an effect that allows
it to make a Dexterity saving throw to take only half damage, the
master assassin instead takes no damage if it succeeds on the
saving throw, and only half damage if it fails.
Sneak Attack (1/Turn). The master assassin deals an extra 31 (9d6)
damage when the master assassin 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 master assassin that isn't incapacitated and the
master assassin doesn't have disadvantage on the attack roll.

Actions
Multiattack. The master assassin makes two melee attacks.
+1 Shortsword. Melee Weapon Attack: +10 to hit, reach 5 ft., one
target. Hit: 8 (1d6 + 5) 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.
+1 Light Crossbow. Ranged Weapon Attack: +10 to hit, range
80/320 ft., one target. Hit: 9 (1d8 + 5) 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.

Reactions
Uncanny Dodge. The master assassin halves the damage that it
takes from an attack that hits it. The master assassin must be able
to see the attacker.

264 Appendix A. NonPlayer Characters


Grandfather of Assassins
Medium humanoid (any), any non-good

Armor Class 19 (+2 studded leather armor)


Hit Points 195 (26d8 + 78)
Speed 30 ft.

STR DEX CON INT WIS CHA


11 (+0) 20 (+5) 16 (+3) 16 (+3) 16 (+3) 14 (+2)

Saving Throws Dex +12, Wis +10, Int +10


Skills Acrobatics +12, Deception +9, Perception +17, Stealth +19
Damage Resistances poison
Senses darkvision 60 ft., passive Perception 27
Languages Thieves' cant plus any four languages
Challenge 21 (30,000 XP)

Assassinate. During its first turn, the grandfather of assassins has


advantage on attack rolls against any creature that hasn't taken a
turn. Any hit the grandfather of assassins scores against a surprised
creature is a critical hit.
Cunning Action. On each of its turns, the grandfather of assassins
can use a bonus action to take the Dash, Disengage, or Hide action.
Elusive. No attack roll has advantage on the grandfather of
assassins as long as it isn't incapacitated.
Evasion. If the grandfather of assassins is subjected to an effect that
allows it to make a Dexterity saving throw to take only half damage,
the grandfather of assassins instead takes no damage if it succeeds
on the saving throw, and only half damage if it fails.
Sneak Attack (1/Turn). The grandfather of assassins deals an extra
35 (10d6) damage when the grandfather of assassins 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 grandfather of assassins
that isn't incapacitated and the grandfather of assassins doesn't have
disadvantage on the attack roll.
Stroke of Luck (Recharges after a Short or Long Rest). If the
Legendary Actions
grandfather of assassins misses a target within range, it can turn the The grandfather of assassins can take 3 legendary actions, choosing
miss into a hit. Alternatively, if the grandfather of assassins fails an from the options below. Only one legendary action option can be
ability check, it can treat the d20 roll as a 20. 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
Actions of its turn.
Multiattack. The grandfather of assassins makes two melee attacks. Shift. The grandfather of assassins moves up to half its speed
without provoking opportunity attacks.
+2 Rapier. Melee Weapon Attack: +14 to hit, reach 5 ft., one target.
Vanish. The grandfather of assassins performs a Hide action. It can
Hit: 11 (1d8 + 7) piercing damage and the target must make a DC
move up to half its speed before or after this action.
19 Constitution saving throw, taking 42 (12d6) poison damage on a
Attack (Costs 2 Actions). The grandfather of assassins makes a
failed save, or half as much damage on a successful one.
melee or ranged weapon attack.
+2 Light Crossbow. Ranged Weapon Attack: +14 to hit, range
80/320 ft., one target. Hit: 11 (1d8 + 7) piercing damage and the Reactions
target must make a DC 19 Constitution saving throw, taking 42 Uncanny Dodge. The grandfather of assassins halves the damage
(12d6) poison damage on a failed save, or half as much damage on a that it takes from an attack that hits it. The grandfather of assassins
successful one. must be able to see the attacker.

Appendix A. NonPlayer Characters 265


Barbarians
Most barbarians are simply berserkers. Featured here are the true
barbarians that summon and are fueled by their rage to become
deadly melee combatants.

Barbarian Champion
Medium humanoid (any), any nonlawful

Barbarian Armor Class 13 (hide armor)


Medium humanoid (any), any nonlawful Hit Points 65 (10d8 + 20)
Speed 40 ft.
Armor Class 13 (hide armor)
Hit Points 39 (6d8 + 12) STR DEX CON INT WIS CHA
Speed 40 ft. 18 (+4) 12 (+1) 14 (+2) 8 (-1) 10 (+0) 8 (-1)

Saving Throws Str +7, Con +5


STR DEX CON INT WIS CHA
Senses passive Perception 10
16 (+3) 12 (+1) 14 (+2) 8 (-1) 10 (+0) 8 (-1)
Languages any one language (usually Common)
Challenge 5 (450 XP)
Saving Throws Str +5, Con +4
Senses passive Perception 10
Languages any one language (usually Common) Brutal Critical. The barbarian champion rolls one additional weapon
Challenge 3 (700 XP) damage die when determining extra damage for a critical hit with a
melee attack.
Rage (Recharges after a Short or Long Rest). As a bonus action, the Rage (Recharges after a Short or Long Rest). As a bonus action, the
barbarian can enter a rage at the start of its turn. The rage lasts for barbarian champion can enter a rage at the start of its turn. The rage
1 minute or until the barbarian is incapacitated. While raging, the lasts for 1 minute or until the barbarian champion is incapacitated.
barbarian gains the following benefits: While raging, the barbarian champion gains the following benefits:
• The barbarian has advantage on Strength checks and Strength • The barbarian champion has advantage on Strength checks and
saving throws. Strength saving throws.
• When it makes a melee weapon attack, the barbarian gains a +2 • When it makes a melee weapon attack, the barbarian champion
bonus to the damage roll. gains a +3 bonus to the damage roll.
• The barbarian has resistance to bludgeoning, piercing, and slashing • The barbarian champion has resistance to bludgeoning, piercing,
damage. and slashing damage.
• The barbarian can make a single melee weapon attack as a bonus • The barbarian champion can make a single melee weapon attack as
action. a bonus action.
• The barbarian can't be charmed or frightened. • The barbarian champion can't be charmed or frightened.
Reckless. At the start of its turn, the barbarian can gain advantage Reckless. At the start of its turn, the barbarian champion can gain
on all melee weapon attack rolls during that turn, but attack rolls advantage on all melee weapon attack rolls during that turn, but
against it have advantage until the start of its next turn. attack rolls 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 champion makes two maul attacks or
longbow attacks. two longbow attacks.
Greatsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Maul. 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) bludgeoning damage, or 14 (2d6 + 7) bludgeoning
while raging. damage 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.

266 Appendix A. NonPlayer Characters


Barbarian King Actions
Medium humanoid (any), any nonlawful Multiattack. The barbarian king makes two greataxe attacks or two
longbow attacks.
Armor Class 18 +2 Greataxe. Melee Weapon Attack: +14 to hit, reach 5 ft., one
Hit Points 230 (20d8 + 140) target. Hit: 16 (2d6 + 9) slashing damage, or 20 (2d6 + 13) slashing
Speed 40 ft. damage while raging.
Longbow. Ranged Weapon Attack: +6 to hit, range 150/600 ft., one
STR DEX CON INT WIS CHA target. Hit: 5 (1d8 + 1) piercing damage.
24 (+7) 12 (+1) 24 (+7) 8 (-1) 10 (+0) 8 (-1)
War Cry (1/Day). Each creature of the barbarian king's choice that
Saving Throws Str +12, Con +12 is within 30 feet of it, can hear it, and not already affected by War
Senses passive Perception 10 Cry gain advantage on attack rolls until the start of the barbarian
Languages any one language (usually Common) king's next turn. All other creatures within 30 feet of it, can hear it,
Challenge 15 (13,000 XP) and not already affected by War Cry must make a DC 20 Wisdom
saving throw or become frightened until the end of the barbarian
king's next turn. The barbarian king can then make one attack as a
Brutal Critical. The barbarian king rolls two additional weapon
bonus action.
damage dice when determining extra damage for a critical hit with a
melee attack. Legendary Actions
Rage (Recharges after a Short or Long Rest). As a bonus action, The barbarian king can take 3 legendary actions, choosing from the
the barbarian king can enter a rage at the start of its turn. The rage options below. Only one legendary a64ction option can be used at a
lasts for 1 minute or until the barbarian king is incapacitated. While time and only at the end of another creature's turn. The barbarian
raging, the barbarian king gains the following benefits: king regains spent legendary actions at the start of its turn.
• The barbarian king has advantage on Strength checks and Strength
saving throws. Move. The barbarian king moves up to half its speed.
• When it makes a melee weapon attack, the barbarian king gains a Attack (Costs 2 Actions). The barbarian king makes a melee
+4 bonus to the damage roll. weapon attack.
• The barbarian king has resistance to bludgeoning, piercing, and Command of the Horde (Costs 3 Actions). The barbarian king
slashing damage. chooses up to four allies it can see within 30 feet of it. If the
• The barbarian king can make a single melee weapon attack as a target can see and hear the barbarian king, the target can use its
bonus action. reaction to make one weapon attack.
• The barbarian king can't be charmed or frightened. Reactions
Reckless. At the start of its turn, the barbarian king can gain Retaliation. When the barbarian king takes damage from a
advantage on all melee weapon attack rolls during that turn, but creature within 5 feet of it, the barbarian king can make one melee
attack rolls against it have advantage until the start of its next turn. weapon attack against the creature.

Appendix A. NonPlayer Characters 267


Cavaliers
Cavaliers are noble knights that excel in mounted combat. They
are superior defenders and protectors, able to keep enemies from
breaking off and escaping.

Cavalier
Medium humanoid (any), any lawful

Armor Class 20 (plate, shield)


Hit Points 82 (11d8 + 33)
Speed 30 ft.

STR DEX CON INT WIS CHA


18 (+4) 10 (+0) 16 (+3) 12 (+1) 10 (+0) 14 (+2)

Saving Throws Str +7, Con +6


Skills History +4, Persuasion +5
Senses passive Perception 10
Languages any two languages (usually Common)
Challenge 6 (2,300 XP)

Action Surge (Recharges after a Short or Long Rest). The cavalier


can take one additional action on top of its regular action and
possible bonus action.
Punish the Marked (1/Turn). As a bonus action, the cavalier can
make a melee weapon attack against a creature marked by it if the
creature dealt damage to anyone other than the cavalier during the
last turn. The cavalier's melee weapon attack has advantage on the
attack roll, and if it hits, the attack's weapon deals an extra 5 damage
to the target.
Threatening. Creatures provoke an opportunity attack from the
cavalier when they move 5 feet or more while within the cavalier's
reach, and if the cavalier hits a creature with an opportunity attack,
the target's speed is reduced to 0 until the end of the current turn.
Actions
Multiattack. The cavalier makes three longword attacks.
+1 Longword. Melee Weapon Attack: +8 to hit, reach 10 ft., one
target. Hit: 9 (1d8 + 5) slashing damage, or 11 (1d10 + 5) slashing
damage if used with two hands, and the target is marked until the
end of the cavalier's next turn. This effect ends early if the cavalier is
incapacitated or it dies, or if someone else marks the target. While
it is within 5 feet of the cavalier, a creature marked by the cavalier
has disadvantage on any attack roll that doesn't target the cavalier.

Reactions
Warding Manuever (3/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
target's AC against that attack. If the attack still hits, the target has
resistance against the attack's damage.

268 Appendix A. NonPlayer Characters


Grand Cavalier the attack roll, and if it hits, the attack's weapon deals an extra 5
damage to the target.
Medium humanoid (any), any lawful
Threatening. Creatures provoke an opportunity attack from the
Armor Class 22 (+1 plate, +1 shield) cavalier when they move 5 feet or more while within the cavalier's
Hit Points 170 (20d8 + 80) reach, and if the cavalier hits a creature with an opportunity attack,
Speed 30 ft. the target's speed is reduced to 0 until the end of the current turn.
Vigilant Defender. The cavalier can take one special reaction
STR DEX CON INT WIS CHA on every creature's turn, except its own. It can use this special
20 (+5) 10 (+0) 18 (+4) 12 (+1) 12 (+1) 16 (+3) reaction only to make an opportunity attack, and it can't use it on
the same turn it took its normal reaction.
Saving Throws Str +10, Con +9, Wis +6
Skills History +6, Persuasion +8 Actions
Senses passive Perception 11 Multiattack. The cavalier makes four longword attacks.
Languages any two languages (usually Common)
Challenge 14 (11,500 XP) +2 Longword. Melee Weapon Attack: +12 to hit, reach 10 ft., one
target. Hit: 11 (1d8 + 7) slashing damage, or 12 (1d10 + 7) slashing
damage if used with two hands, plus 9 (2d8) radiant damage, and
Action Surge (Recharges after a Short or Long Rest). The cavalier
the target is marked until the end of the cavalier's next turn. This
can take one additional action on top of its regular action and
effect ends early if the cavalier is incapacitated or it dies, or if
possible bonus action.
someone else marks the target. While it is within 5 feet of the
Ferocious Charger (1/Turn). If the cavalier moves at least 10 feet in cavalier, a creature marked by the cavalier has disadvantage on any
a straight line right before attacking a creature and hits it with the attack roll that doesn't target the cavalier.
attack, that target must succeed on a DC 16 Strength saving throw
or be knocked prone. Reactions
Punish the Marked (1/Turn). As a bonus action, the cavalier can Warding Manuever (4/Day). If the cavalier or a creature it can see
make a melee weapon attack against a creature marked by it if the within 5 feet of it is hit by an attack, it can roll a d8 and add it to the
creature dealt damage to anyone other than the cavalier during the target's AC against that attack. If the attack still hits, the target has
last turn. The cavalier's melee weapon attack has advantage on resistance against the attack's damage.

Appendix A. NonPlayer Characters 269


Dirgesinger 1. Song of Horror. Provided the dirgesinger isn't incapacitated,
an enemy that starts its turn within 60 feet of the dirgesinger and
Medium humanoid (any), any non-good alignment
can hear the dirgesinger must succeed on a DC 14 Wisdom saving
throw or become frightened until the end the start of its next turn.
Armor Class 14 (studded leather) If a creature's saving throw is successful, the creature is immune to
Hit Points 44 (8d8 + 8) the dirgesinger's Song of Horror for the next 24 hours.
Speed 30 ft. 2. Song of Sorrow. Provided the dirgesinger isn't incapacitated,
an enemy that starts its turn within 60 feet of the dirgesinger and
STR DEX CON INT WIS CHA can hear the dirgesinger must succeed on a DC 14 Wisdom saving
10 (+0) 14 (+2) 12 (+1) 10 (+0) 12 (+1) 18 (+4) throw or start wailing and weeping in grief until the start of its next
turn. Until this wailing and weeping ends, the target can't take
Saving Throws Dex +4, Cha +6 actions or reactions, and its speed is halved and can't be increased.
Skills Deception +8, Intimidation +8, Performance +6 If a creature's saving throw is successful, the creature is immune to
Senses passive Perception 11 the dirgesinger's Song of Sorrow for the next 24 hours.
Languages any one language (usually Common) 3. Song of the Profane. Provided the dirgesinger isn't incapaci-
Challenge 4 (1,100 XP) tated, any undead that starts its turn within 60 feet of the dirge-
singer and can hear the dirgesinger gains advantage on melee
Spellcasting. The dirgesinger is an 8th-level spellcaster. Its attack rolls and saving throws against features that turn undead.
spellcasting ability is Charisma (spell save DC 14, +6 to hit with spell
attacks). It has the following bard spells prepared: Actions
Cantrips (at will): minor illusion, toll the dead, vicious mockery Shortsword. Melee Weapon Attack: +4 to hit, reach 5 ft., one target.
1st level (4 slots): dissonant whispers, inflict wounds, thunderwave Hit: 5 (1d6 + 2) piercing damage.
2nd level (3 slots): blindness/deafness, enthrall, shatter Longbow. Ranged Weapon Attack: +4 to hit, range 150/600 ft., one
3rd level (3 slots): animate dead, feign death, vampiric touch creature. Hit: 6 (1d8 + 2) piercing damage.
4th level (2 slots): blight, greater invisibility
March of the Dead. Up to six undead within 60 feet of the
Dirge. As a bonus action, the dirgesinger can perform a dirge that dirgesinger and can hear the dirgesinger can use its reaction to
lasts until the start of the dirgesinger's next turn. The dirgesinger move up to half its speed.
can select from one of three effects:

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.

270 Appendix A. NonPlayer Characters


Dread Dirgesinger the start of its next turn. If a creature's saving throw is successful,
the creature is immune to the dread dirgesinger's Song of Horror
Medium humanoid (any), any non-good alignment
for the next 24 hours.
2. Song of Sorrow. Provided the dread dirgesinger isn't
Armor Class 16 (+2 studded leather) incapacitated, an enemy that starts its turn within 60 feet of the
Hit Points 112 (15d8 + 45) dread dirgesinger and can hear the dread dirgesinger must succeed
Speed 30 ft. on a DC 17 Wisdom saving throw or start wailing and weeping in
grief until the start of its next turn. Until this wailing and weeping
STR DEX CON INT WIS CHA ends, the target can't take actions or reactions, and its speed is
14 (+2) 14 (+2) 16 (+3) 10 (+0) 16 (+3) 20 (+5) halved and can't be increased. If a creature's saving throw is
successful, the creature is immune to the dread dirgesinger's Song
Saving Throws Dex +6, Wis +7, Cha +9 of Sorrow for the next 24 hours.
Skills Deception +13, Intimidation +13, Performance +13 3. Song of the Profane. Provided the dread dirgesinger isn't
Senses passive Perception 13 incapaci-tated, any undead that starts its turn within 60 feet of the
Languages any one language (usually Common) dirge-singer and can hear the dread dirgesinger gains advantage
Challenge 11 (7,200 XP) on melee attack rolls and saving throws against features that turn
undead.
Spellcasting. The dread dirgesinger is a 15th-level spellcaster. Its
spellcasting ability is Charisma (spell save DC 17, +9 to hit with spell Actions
attacks). It has the following bard spells prepared: +2 Shortsword. Melee Weapon Attack: +8 to hit, reach 5 ft., one
Cantrips (at will): minor illusion, toll the dead, vicious mockery target. Hit: 7 (1d6 + 4) piercing damage plus 9 (2d8) necrotic
1st level (4 slots): dissonant whispers, inflict wounds, thunderwave damage.
2nd level (3 slots): blindness/deafness, enthrall, shatter +2 Longbow. Ranged Weapon Attack: +8 to hit, range 150/600 ft.,
3rd level (3 slots): animate dead, feign death, vampiric touch one creature. Hit: 8 (1d8 + 4) piercing damage plus 9 (2d8) necrotic
4th level (3 slots): blight, freedom of movement, greater invisibility damage.
5th level (2 slots): hold monster, mislead, scrying
6th level (1 slot): create undead, eyebite March of the Dead. Up to six undead within 60 feet of the dread
7th level (1 slot): finger of death dirgesinger and can hear the dread dirgesinger can use its reaction
8th level (1 slot): Abi-Dalzim's horrid wilting to move up to half its speed.
Dirge. As a bonus action, the dread dirgesinger can perform a dirge Dirge of Death (Recharges 5-6). The dread dirgesinger sings a
that lasts until the start of the dread dirgesinger's next turn. The horrid, mournful lament. This dirge has no effect on constructs and
dread dirgesinger can select from one of three effects: undead. All other creatures within 60 feet of it that can hear it must
1. Song of Horror. Provided the dread dirgesinger isn't make a DC 17 Constitution saving throw. On a failure, a creature
incapacitated, an enemy that starts its turn within 60 feet of the drops to 0 hit points. On a success, a creature takes 21 (6d6)
dread dirgesinger and can hear the dread dirgesinger must succeed psychic damage.
on a DC 17 Wisdom saving throw or become frightened until the end

Appendix A. NonPlayer Characters 271


Divine Souls
Featured here are two types of divine souls.
The Dark Souls, who draw their magic
from fiends and evil gods, and the Radiant
Soul, who gain their powers from celestial
beings.

Dark Soul Cantrips (at will): mage hand, fire bolt, light, shocking grasp
1st level (4 slots): mage armor, false life, inflict wounds
Medium humanoid (any), any evil alignment 2nd level (3 slots): hold person, mirror image
3rd level (3 slots): bestow curse, fireball
Armor Class 13 (16 with mage armor) 4th level (3 slot): blight, Evard's black tentacles
Hit Points 110 (20d8 + 20) 5th level (2 slot): insect plague, cone of cold
Speed 30 ft., fly 30 ft. 6th level (1 slot): circle of death
7th level (1 slot): finger of death
STR DEX CON INT WIS CHA 8th level (1 slot): unholy aura* (see Appendix C. New Spells)
10 (+0) 16 (+3) 12 (+1) 14 (+2) 16 (+3) 20 (+5) 9th level (1 slot): meteor swarm
Sorcery Points. The dark soul has 20 sorcery points. It can spend 1
or more sorcery points to gain one of the following benefits:
Saving Throws Wis +8, Cha +10
Skills Perception +8, Religion +7 Empowered Spell: When the dark soul rolls damage for a spell,
Senses passive Perception 18 it can spend 1 sorcery point to reroll up to 3 damage dice. It must
Languages any two languages (usually Common) use the new rolls. It can use Empowered Spell even if it has already
Challenge 13 (10,000 XP) used a different Metamagic option during the casting of the spell.
Heightened Spell: When the dark soul casts a spell that forces a
creature to make a saving throw to resist the spell's effects, it can
Favored by the Gods (Recharges after a Short or Long Rest). When spend 3 sorcery points to give one target of the spell disadvantage
the dark soul fails a saving throw or misses with an attack roll, it can on its first saving throw against the spell.
roll 2d4 and add it to the total, possibly changing the outcome. Quickened Spell: When the dark soul casts a spell that has a
Unearthly Recovery (Recharges after a Long Rest). When the dark casting time of 1 action, it can spend 2 sorcery points to change the
soul has fewer than 55 hit points, it can use a bonus action to regain casting time to 1 bonus action for this casting.
55 hit points.
Actions
Spellcasting. The dark soul is a 20th-level spellcaster. Its
+2 Dagger. Melee Weapon Attack: +10 to hit, reach 5 ft., one target.
spellcasting ability is Charisma (spell save DC 18, +10 to hit with
Hit: 7 (1d4 + 5) piercing damage plus 10 (3d6) necrotic damage.
spell attacks). It has the following sorcerer spells prepared:

272 Appendix A. NonPlayer Characters


Radiant Soul Cantrips (at will): mage hand, fire bolt, light, shocking grasp
1st level (4 slots): mage armor, healing word
Medium humanoid (any), any good alignment 2nd level (3 slots): hold person, scorching ray
3rd level (3 slots): beacon of hope, mass healing word
Armor Class 12 (15 with mage armor) 4th level (3 slot): greater invisibility, guardian of faith
Hit Points 150 (20d8 + 60) 5th level (2 slot): mass cure wounds, hold monster
Speed 30 ft., fly 30 ft. 6th level (2 slots): chain lightning, heal
7th level (2 slots): conjure celestial
STR DEX CON INT WIS CHA 8th level (1 slot): sunburst
14 (+2) 14 (+2) 16 (+3) 10 (+0) 16 (+3) 20 (+5) 9th level (1 slot): mass resurrection
Sorcery Points. The radiant soul has 20 sorcery points. It can spend
1 or more sorcery points to gain one of the following benefits:
Saving Throws Wis +8, Cha +10
Skills Perception +8, Religion +5 Heightened Spell: When the radiant soul casts a spell that forces
Senses passive Perception 18 a creature to make a saving throw to resist the spell's effects, it can
Languages any one language (usually Common) spend 3 sorcery points to give one target of the spell disadvantage
Challenge 13 (10,000 XP) on its first saving throw against the spell.
Quickened Spell: When the radiant soul casts a spell that has a
casting time of 1 action, it can spend 2 sorcery points to change the
Favored by the Gods (Recharges after a Short or Long Rest). When casting time to 1 bonus action for this casting.
the radiant soul fails a saving throw or misses with an attack roll, it Subtle Spell: When the mageslayer casts a spell, it can spend 1
can roll 2d4 and add it to the total, possibly changing the outcome. sorcery point to cast it without any somatic or verbal components.
Unearthly Recovery (Recharges after a Long Rest). When the
radiant soul has fewer than 75 hit points, it can use a bonus action Actions
to regain 75 hit points. +2 Quarterstaff. Melee Weapon Attack: +9 to hit, reach 5 ft.,
one target. Hit: 7 (1d6 + 4) bludgeoning damage, or 8 (1d8 + 4)
Spellcasting. The radiant soul is a 20th-level spellcaster. Its
bludgeoning damage if used with two hands, plus 10 (3d6) cold
spellcasting ability is Charisma (spell save DC 18, +10 to hit with
damage.
spell attacks). It has the following sorcerer spells prepared:

Appendix A. NonPlayer Characters 273


Duelist
Duelist A duelist is a cunning melee combatant who combines its
Medium humanoid (any), any alignment expertise with two-weapon fighting, the art of leaving opponents
open, and mastery of taking advantage of such vulnerabilities.
Armor Class 17 (+1 studded leather) Most duelists are sought after mercenaries. Some are obsessive
Hit Points 78 (12d8 + 24) narcissists, always looking for a challenge to prove their martial
Speed 30 ft. skills. If they hear stories of adventurers great deeds that
overshadow theirs, the duelist will seek them out and goad them
STR DEX CON INT WIS CHA into a fight.
11 (+0) 18 (+4) 14 (+2) 12 (+1) 10 (+0) 14 (+2)

Saving Throws Dex +7, Con +5, Int +4


Skills Deception +5, Intimidation +5, Perception +3, Stealth +7
Senses passive Perception 13
Languages any two languages (usually Common)
Challenge 7 (2,900 XP)

Cunning Action. On each of its turns, the duelist can use a bonus
action to take the Dash, Disengage, or Hide action.
Dual Wielder. When the duelist is wielding a separate melee weapon
in each hand, it gains a +1 bonus to its AC (included in AC). In
addition, it can draw or stow two one-handed weapons.
Feinting Attack. As a bonus action, the duelist can choose one
creature within 5 feet of it. It has advantage on its next attack roll
against the target.
Fancy Footwork. When the duelist makes a melee attack at a
creature, that creature can't make opportunity attacks against the
duelist until the end of the turn.
Sneak Attack (1/Turn). The duelist deals an extra 10 (3d6) damage
when the duelist hits a target with a weapon attack and has advan-
tage on the attack roll, or when the target is within 5 feet of an ally
of the duelist that isn't incapacitated and the duelist doesn't have
disadvantage on the attack roll.
Toujours l’Audace. The duelist adds its Charisma modifier to its
initiative rolls. In addition, it can use Sneak Attack with any melee
attack made against a target that has none of its allies adjacent to
it.
Two-Weapon Fighter. The duelist can use a bonus action to make
one melee or ranged weapon attack with its dagger.

Actions
Multiattack. The duelist makes two rapier attacks.
+1 Rapier. Melee Weapon Attack: +8 to hit, reach 5 ft., one target.
Hit: 9 (1d8 + 5) piercing damage.
+1 Dagger. Melee or Ranged Weapon Attack: +8 to hit, reach 5 ft. or
range 20/60 ft., one target. Hit: 7 (1d4 + 5) piercing damage

Reactions
Riposte. When a creature misses the duelist with a melee attack, the
duelist can make one melee weapon attack against it.

274 Appendix A. NonPlayer Characters


Master Duelist
Medium humanoid (any), any alignment

Armor Class 20 (+2 studded leather)


Hit Points 165 (22d8 + 66)
Speed 30 ft.

STR DEX CON INT WIS CHA


11 (+0) 20 (+5) 16 (+3) 12 (+1) 12 (+1) 16 (+3)

Saving Throws Dex +10, Con +8, Int +6, Wis +6


Skills Deception +8, Intimidation +8, Perception +6, Stealth +15
Senses passive Perception 16
Languages any two languages (usually Common)
Challenge 15 (13,000 XP)

Cunning Action. On each of its turns, the master duelist can use a
bonus action to take the Dash, Disengage, or Hide action.
Dual Wielder. When the master duelist is wielding a separate melee
weapon in each hand, it gains a +1 bonus to its AC (included in the
AC). In addition, it can draw or stow two one-handed weapons.
Feinting Attack. As a bonus action, the master duelist can choose
one creature within 5 feet of it. It has advantage on its next attack
roll against the target.
Fancy Footwork. When the master duelist makes a melee attack at
a creature, that creature can't make opportunity attacks against the
master duelist until the end of the turn.
Sneak Attack (1/Turn). The master duelist deals an extra 21 (6d6)
damage when the master duelist hits a target with a weapon attack Legendary Actions
and has advan-tage on the attack roll, or when the target is within 5 The master duelist can take 3 legendary actions, choosing from
feet of an ally of the master duelist that isn't incapacitated and the the options below. Only one legendary action option can be used at
master duelist doesn't have disadvantage on the attack roll. a time and only at the end of another creature's turn. The master
Toujours l’Audace. The master duelist adds its Charisma modifier to duelist regains spent legendary actions at the start of its turn.
its initiative rolls. In addition, it can use Sneak Attack with any melee Feint. The master duelist chooses one creature within 5 feet of it. It
attack made against a target that has none of its allies adjacent to it. has advantage on its next attack roll against the target.
Shift. The master duelist moves up to half its speed without
Two-Weapon Fighter. As a bonus action, the master duelist can
provoking opportunity attacks.
make one melee or ranged weapon attack with its dagger.
Attack (Costs 2 Actions). The master duelist makes a melee
Actions or ranged weapon attack.
Disarm and Grab (Costs 2 Actions). When the master duelist hits
Multiattack. The master duelist makes two rapier attacks. a melee weapon attack at one creature holding an object (such as a
+2 Rapier. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. weapon), it must make a DC 18 Strength or Dexterity saving throw.
Hit: 11 (1d8 + 7) piercing damage. On a failed save, the target drops the held object. The object lands
in the other hand of the master duelist.
Dagger. Melee or Ranged Weapon Attack: +10 to hit, reach 5 ft. or
range 20/60 ft., one target. Hit: 7 (1d4 + 5) piercing damage. Reactions
Rain of Daggers (Recharges after a Short or Long Rest). The Riposte. When a creature misses the master duelist with a melee
master duelist makes six ranged dagger attacks. attack, the master duelist can make one melee weapon attack
against it.

Appendix A. NonPlayer Characters 275


Lore Master
Lore Masters are wizards who specializes in understanding how
magic works. Most are wizard scholars but a few become
mercenaries or adventurers to earn coin that can fund their
research.
Lore Masters are able to alter and switch the of a
mechanics of a spell, whether switching its energy
type or how it manifests and affects a target.

Lore Master
Medium humanoid (any), any alignment

Armor Class 13 (16 with mage armor)


Hit Points 97 (15d8 + 30)
Speed 30 ft.

STR DEX CON INT WIS CHA


10 (+0) 16 (+3) 14 (+2) 20 (+5) 13 (+1) 15 (+2)

Saving Throws Int +9, Wis +5


Skills Arcana +13, History +13, Nature +13, Religion +13
Senses passive Perception 11
Languages any five languages
Challenge 9 (5,000 XP)

Spellcasting. The lore master is a 15th-level spellcaster. Its


spellcasting ability is Intelligence (spell save DC 17, +9 to hit with
spell attacks). It has the following wizard spells prepared:
Cantrip (at will): fire bolt, mage hand, message, minor illusion,
prestidigitation
1st level (4 slots): burning hands, mage armor, magic missile, shield
2nd level (3 slots): Aganazzar's scorcher, misty step, scorching ray
3rd level (3 slots): dispel magic, fireball, fly, Melf's minute meteors
4th level (3 slots): fire shield, storm sphere
5th level (2 slots): cone of cold, stoneskin
6th level (1 slot): chain lightning, disintegrate
7th level (1 slot): delayed blast fireball, forcecage
8th level (1 slot): incendiary cloud
Alter Energy Type (1/Turn). When the lore master casts a spell
with a spell slot and the spell deals acid, cold, fire, force, lightning,
necrotic, radiant, or thunder damage, it can substitute that damage
with one other type from that list.
Alter Saving Throw (Recharges after a Short or Long Rest). When
the lore master casts a spell with a spell slot and the spell requires a
saving throw, it can change the saving throw from one ability score to
another of its choice.

Actions
+1 Shortsword. Melee Weapon Attack: +8 to hit, reach 5 ft., one
target. Hit: 6 (1d6 + 4) piercing damage.

276 Appendix A. NonPlayer Characters


Mageslayers
Mageslayers are warrior sorcerers that have trained in dealing
with and defeating spellcasters. Their arcane repertoire consists
of spells that counter and dispel enemy magic. In addition, their
weapon attacks can disrupt enemy concentration.

Mageslayer Sorcery Points. The mageslayer has 6 sorcery points. It can spend
1 or more sorcery points to gain one of the following benefits:
Medium humanoid (any), any alignment
Quickened Spell: When the mageslayer casts a spell that has a
casting time of 1 action, the mageslayer can spend 2 sorcery points
Armor Class 15 (chain shirt) to change the casting time to 1 bonus action for this casting.
Hit Points 71 (11d8 + 22) Subtle Spell: When the mageslayer casts a spell, it can spend 1
Speed 30 ft. sorcery point to cast it without any somatic or verbal components.

STR DEX CON INT WIS CHA Actions


14 (+2) 14 (+2) 14 (+2) 12 (+1) 12 (+1) 16 (+3) Multiattack. The mageslayer makes two melee attacks or two
ranged attacks.
Saving Throws Wis +4, Cha +6
Skills Arcana +4, Perception +4 Mace. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.
Senses passive Perception 14 Hit: 5 (1d6 + 2) bludgeoning damage, and the creature has
Languages any two languages (usually Common) disadvantage on the saving throw it makes to maintain its
Challenge 6 (2,300 XP) concentration.
Longbow. Ranged Weapon Attack: +5 to hit, range 150/600 ft.,
Spellcasting. The mageslayer is a 6th-level spellcaster. Its one target. Hit: 6 (1d8 + 2) piercing damage and the creature
spellcasting ability is Charisma (spell save DC 14, +6 to hit with spell has disadvantage on the saving throw it makes to maintain its
attacks). It has the following sorcerer spells prepared: concentration.
Cantrips (at will): fire bolt, mage hand, true strike Reactions
1st level (4 slots): absorb elements, detect magic
Mage Strike. When a creature within 5 feet of the mageslayer casts
2nd level (3 slots): Melf's acid arrow, mind spike
a spell, the mageslayer can make a melee weapon attack against
3rd level (3 slots): counterspell, dispel magic, fireball
that creature.

Appendix A. NonPlayer Characters 277


Elite Mageslayer Sorcery Points. The mageslayer has 6 sorcery points. It can spend
1 or more sorcery points to gain one of the following benefits:
Medium humanoid (any), any alignment
Heightened Spell: When the mageslayer casts a spell that forces
a creature to make a saving throw to resist the spell's effects, it can
Armor Class 17 (+2 studded leather) spend 3 sorcery points to give one target of the spell disadvantage
Hit Points 130 (20d8 + 40) on its first saving throw against the spell.
Speed 30 ft. Quickened Spell: When the mageslayer casts a spell that has a
casting time of 1 action, the mageslayer can spend 2 sorcery points
STR DEX CON INT WIS CHA to change the casting time to 1 bonus action for this casting.
16 (+3) 16 (+3) 14 (+2) 12 (+1) 14 (+2) 18 (+4) Subtle Spell: When the mageslayer casts a spell, it can spend 1
sorcery point to cast it without any somatic or verbal components.
Saving Throws Wis +6, Cha +8
Skills Arcana +5, Perception +6 Actions
Senses passive Perception 16 Multiattack. The mageslayer makes three melee weapon attacks or
Languages any two languages (usually Common) three ranged weapon attacks.
Challenge 10 (5,900 XP)
+1 Longword. Melee Weapon Attack: +8 to hit, reach 10 ft., one
target. Hit: 8 (1d8 + 4) slashing damage, or 9 (1d10 + 4) slashing
Spellcasting. The mageslayer is a 9th-level spellcaster. Its damage if used with two hands, and the creature has disadvantage
spellcasting ability is Charisma (spell save DC 16, +8 to hit with spell on the saving throw it makes to maintain its concentration.
attacks). It has the following sorcerer spells prepared:
+1 Longbow. Ranged Weapon Attack: +8 to hit, range 150/600
Cantrips (at will): fire bolt, mage hand, true strike ft., one target. Hit: 8 (1d8 + 4) piercing damage and the creature
1st level (4 slots): absorb elements, detect magic has disadvantage on the saving throw it makes to maintain its
2nd level (3 slots): Melf's acid arrow, mind spike concentration.
3rd level (3 slots): counterspell, dispel magic, fireball, protection
from energy Reactions
4th level (3 slots): dimension door Mage Strike. When a creature within 5 feet of the mageslayer casts
5th level (1 slot): cone of cold a spell, the mageslayer can make a melee weapon attack against
that creature.

278 Appendix A. NonPlayer Characters


Mastermind
Medium humanoid (any), any non-lawful alignment

Armor Class 18 (+2 studded leather armor)


Hit Points 130 (20d8 + 40)
Speed 30 ft.

STR DEX CON INT WIS CHA


10 (+0) 18 (+4) 14 (+2) 16 (+3) 16 (+3) 16 (+3)
Mastermind
A mastermind is the calculating, deceitful tactician who constantly Saving Throws Dex +8, Int +7, Wis +7
influences, schemes, and manipulates. It sees everyone as pawns Skills Deception +11, Insight +11, Perception +11, Stealth +12
it can use to further its goals. It never willingly engages in combat Senses passive Perception 21
unless it believes it has the advantage, and is highly observant Languages any four languages (usually Common)
and insighftful that it can instantly take advantage of an enemy's Challenge 10 (5,900 XP)
weaknesses.
Cunning Action. The mastermind can take the Dash, Disengage, or
Hide action as a bonus action on each of its turns.
Cunning Insight (Recharges 5-6). As a bonus action, 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 made 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.
Cunning Presence. An ally that starts is turn within 30 feet of
this mastermind and can see and hear this mastermind can take
the Dash, Disengage, or Hide action as a bonus action this turn,
provided the mastermind isn't incapacitated.
Evasion. If the mastermind is subjected to an effect that allows
it to make a Dexterity saving throw to take only half damage, the
mastermind instead takes no damage if it succeeds on the saving
throw, and only half damage if it fails.
Sneak Attack (1/Turn). The mastermind deals an extra 24 (7d6)
damage when the mastermind 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 mastermind that isn't incapacitated and the
mastermind doesn't have disadvantage on the attack roll.

Actions
Multiattack. The mastermind makes two melee attacks.
+2 Rapier. Melee Weapon Attack: +10 to hit, reach 5 ft., one target.
Hit: 10 (1d8 + 6) piercing damage plus 10 (3d6) poison damage.

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.

Appendix A. NonPlayer Characters 279


Sharpshooter
Medium humanoid (any), any alignment

Armor Class 16 (studded leather)


Hit Points 45 (7d8 + 14)
Speed 30 ft.

STR DEX CON INT WIS CHA


10 (+0) 18 (+4) 14 (+2) 10 (+0) 14 (+2) 10 (+0)

Saving Throws Str +2, Dex +6, Con +4


Skills Perception +4, Survival +4
Senses passive Perception 14
Languages any one language (usually Common)
Challenge 3 (700 XP)
Sharpshooters
Action Surge (Recharges after a Short or Long Rest). The Sharpshooters are the highly-skilled archers that rarely miss, able
sharpshooter can take one additional action on top of its regular to make incredible shots. Their arrows hit with deadly accuracy,
action and possible bonus action. striking those that are even protected by cover.
Archery. The sharpshooter has a +2 bonus to ranged weapon attack
rolls (included in the attack).
Careful Eyes. The sharpshooter can use a bonus action to perform a
Search action.
Sharpshooter. The sharpshooter's ranged weapon attacks ignore
half cover and three-quarters cover and attacking at long range
doesn't impose disadvantage on the sharpshooter's ranged weapon
attack rolls.
Steady Aim (3/Day). As a bonus action, the sharpshooter takes careful
aim at a creature it can see within range of its ranged weapon. Until
the end of its turn, the sharpshooter deals an an extra 5 damage with
each of its ranged weapon attacks against the target.

Actions
Multiattack. The sharpshooter makes two longbow attacks or two
shortsword attacks.
Shortsword. Melee Weapon Attack: +6 to hit, reach 5 ft., one target.
Hit: 7 (1d6 + 4) piercing damage.
Longbow. Ranged Weapon Attack: +8 to hit, range 150/600 ft., one
creature. Hit: 8 (1d8 + 4) piercing damage.

280 Appendix A. NonPlayer Characters


Elite Sharpshooter
Medium humanoid (any), any alignment

Armor Class 18 (+1 studded leather)


Hit Points 127 (17d8 + 51)
Speed 30 ft.

STR DEX CON INT WIS CHA


10 (+0) 20 (+5) 16 (+3) 10 (+0) 16 (+3) 10 (+0)

Saving Throws Str +3, Dex +8, Con +6


Skills Perception +6, Survival +6
Senses passive Perception 16
Languages any one language (usually Common)
Challenge 8 (3,900 XP)

Action Surge (Recharges after a Short or Long Rest). The


sharpshooter can take one additional action on top of its regular
action and possible bonus action.
Archery. The sharpshooter has a +2 bonus to ranged weapon attack
rolls (included in the attack).
Careful Eyes. The sharpshooter can use a bonus action to perform a
Search action.
Close Quarters Shooting. Making a ranged attack roll while within 5
feet of an enemy doesn’t impose disadvantage on the sharpshooter's
roll. In addition, if the sharpshooter hit a creature within 5 feet of it
with a ranged attack on its turn, that creature can’t take reactions
until the end of this turn.
Sharpshooter. The sharpshooter's ranged weapon attacks ignore
half cover and three-quarters cover and attacking at long range
doesn't impose disadvantage on the sharpshooter's ranged weapon
attack rolls.
Steady Aim (3/Day). As a bonus action, the sharpshooter takes careful
aim at a creature it can see within range of its ranged weapon. Until
the end of its turn, the sharpshooter deals an an extra 10 damage with
each of its ranged weapon attacks against the target.

Actions
Multiattack. The sharpshooter makes three longbow attacks or three
shortsword attacks.
+1 Shortsword. Melee Weapon Attack: +9 to hit, reach 5 ft., one
target. Hit: 7 (1d6 + 6) piercing damage.
+1 Longbow. Ranged Weapon Attack: +11 to hit, range 150/600 ft.,
one creature. Hit: 10 (1d8 + 6) piercing damage.

Appendix A. NonPlayer Characters 281


Monster Slayers
Good-aligned monster slayers are dedicated hunters of creatures
of the night and dark magic users. They hunt down undead,
fiends, evil fey, and other evil threats because they believe they
are a threat to the natural world. They are often encountered
in desolate locales, wilderness frontiers, and other fringes of
civilization, where they can offer their services.
Evil monster slayers hunt any supernatural threat, such as bards,
paladins, clerics, sorcerers, and warlocks, as well as any of the
unnatural races, such as tieflings and aasimars. They are often
employed as bounty hunters or assassins to deal with magical
threats, such as a party of adventurers.

Monster Slayer attacks). It has the following ranger spells prepared:


Medium humanoid (any), any alignment 1st level (4 slots): ensnaring strike, hunter's mark, zephyr strike
2nd level (3 slots): cordon of arrows, spike growth
Armor Class 16 (+1 studded leather) 3rd level (3 slots): conjure barrage, flame arrows
Hit Points 102 (12d8 + 48)
Speed 30 ft. Actions
Multiattack. The monster slayer makes three melee attacks: two
STR DEX CON INT WIS CHA with its longsword and one with its handaxe. Alternatively, it can
16 (+3) 16 (+3) 18 (+4) 10 (+0) 14 (+2) 10 (+0) make two longbow attacks.
+1 Longsword. Melee Weapon Attack: +7 to hit, reach 5 ft., one
Saving Throws Str +6, Dex +6, Con +7 target. Hit: 8 (1d8 + 4) slashing damage, or 9 (1d10 + 4) slashing
Skills Perception +5, Survival +5 damage if used with two hands.
Senses passive Perception 15
Languages any one language (usually Common) +1 Handaxe. Melee Weapon Attack: +7 to hit, reach 5 ft. or range
Challenge 5 (1,800 XP) 20/60 ft., one target. Hit: 7 (1d6 + 4) slashing damage.
+1 Longbow. Ranged Weapon Attack: +7 to hit, range 150/600
Slayer's Prey (Recharges after a Short or Long Rest). As a bonus ft., one target. Hit: 8 (1d8 + 4) piercing damage and the creature
action, the monster slayer designates one creature it can see within has disadvantage on the saving throw it makes to maintain its
60 feet of it. The first time each turn that the monster slayer hits that concentration.
target with a weapon attack, it takes an extra 1d6 damage from that
Hunter's Sense (2/Day). The monster slayer chooses one creature
weapon. In addition, whenever the target forces the monster slayer
it can see within 60 feet of it. It immediately learns whether the
to make a saving throw and whenever the monster slayer makes an
creature has any damage immunities, resistances, or vulnerabilities
ability check to escape that target's grapple, it can add 1d6 to its roll.
and what they are. If the creature is hidden from divination magic,
Spellcasting. The monster slayer is a 9th-level spellcaster. Its it will sense that it has no damage immunities, resistances, or
spellcasting ability is Wisdom (spell save DC 13, +5 to hit with spell vulnerabilities.

282 Appendix A. NonPlayer Characters


Elite Monster Slayer +2 Scythe. Melee Weapon Attack: +10 to hit, reach 10 ft., one
Medium humanoid (any), any alignment target. Hit: 11 (1d10 + 6) slashing damage plus 14 (4d6) necrotic
damage. If the target is a creature, it must succeed on a DC 16
Constitution saving throw or its hit point maximum is reduced by
Armor Class 18 (+2 studded leather) an amount equal to the necrotic damage taken. This reduction lasts
Hit Points 170 (20d8 + 80) until the target finishes a long rest. The target dies if its hit point
Speed 30 ft. maximum is reduced to 0.

STR DEX CON INT WIS CHA +2 Hand Crossbow. Ranged Weapon Attack: +10 to hit, range
18 (+4) 18 (+4) 18 (+4) 10 (+0) 16 (+3) 10 (+0) 30/120 ft., one target. Hit: 9 (1d6 + 6) piercing damage plus 14
(4d6) necrotic damage. If the target is a creature, it must succeed
Saving Throws Str +8, Dex +8, Con +8 on a DC 16 Constitution saving throw or its hit point maximum is
Skills Perception +7, Survival +7 reduced by an amount equal to the necrotic damage taken. This
Senses passive Perception 17 reduction lasts until the target finishes a long rest. The target dies if
Languages any one language (usually Common) its hit point maximum is reduced to 0.
Challenge 11 (7,200 XP) Hunter's Sense (3/Day). The monster slayer chooses one creature
it can see within 60 feet of it. It immediately learns whether the
Slayer's Prey (Recharges after a Short or Long Rest). As a bonus creature has any damage immunities, resistances, or vulnerabilities
action, the monster slayer designates one creature it can see within and what they are. If the creature is hidden from divination magic,
60 feet of it. The first time each turn that the monster slayer hits that it will sense that it has no damage immunities, resistances, or
target with a weapon attack, it takes an extra 1d6 damage from that vulnerabilities.
weapon. In addition, whenever the target forces the monster slayer
to make a saving throw and whenever the monster slayer makes an Reactions
ability check to escape that target's grapple, it can add 1d6 to its roll. Slayer's Counter. If the target of the monster slayer's Slayer's Prey
Spellcasting. The monster slayer is a 20th-level spellcaster. Its forces the monster slayer to make a saving throw, the monster
spellcasting ability is Wisdom (spell save DC 15, +7 to hit with spell slayer can make one weapon attack against the target. The monster
attacks). It has the following ranger spells prepared: slayer makes this attack immediately before making the saving
throw. If the attack hits, the monster slayer's save automatically
1st level (4 slots): ensnaring strike, hunter's mark, zephyr strike succeeds, in addition to the attack's normal effects.
2nd level (3 slots): cordon of arrows, spike growth
3rd level (3 slots): conjure barrage, flame arrows Magic-User's Nemesis (Recharges after a Short or Long Rest).
4th level (3 slots): banishment, guardian of nature, When the monster slayer sees a creature casting a spell or
5th level (2 slots): hold monster, steel wind strike teleporting within 60 feet of it, it can use your reaction to try to
magically foil it. The creature must succeed on a Wisdom saving
Actions throw against the monster slayer's spell save DC, or its spell or
Multiattack. The monster slayer makes two scythe attacks. teleport fails and is wasted.

Appendix A. NonPlayer Characters 283


War Caster
Medium humanoid (any), any alignment

Armor Class 14 (studded leather)


Hit Points 71 (11d8 + 22)
Speed 30 ft.

STR DEX CON INT WIS CHA


14 (+2) 14 (+2) 14 (+2) 16 (+3) 10 (+0) 10 (+0)

Saving Throws Int +6, Wis +3


Skills Arcana +6, Perception +3
Senses passive Perception 13
Languages any four languages (usually Common)
Challenge 5 (1,800 XP)

Battle Concentration. The war caster has advantage on Consti-


tution saving throws that it makes to maintain concentration on a
spell when it takes damage.
Spellcasting. The war caster is a 6th-level spellcaster. Its spell-
casting ability is Intelligence (spell save DC 14, + 6 to hit with spell
attacks). It has the following wizard spells prepared:
Cantrips: fire bolt, mage hand, prestidigitation, true strike
1st level (4 slots): burning hands, magic missile, shield
2nd level (3 slots): blur, misty step, scorching ray
3rd level (3 slots): fireball, thunder step, vampiric touch
War Casters
War Magic. When the war caster uses its action to cast a spell, it can
Warcasters are wizards who also train as fighters. They have
make one melee attack as a bonus action.
adapted to use their magic while in close quarters combat, able
Actions to maintain concentrate better and follow up their spells with a
Multiattack. The war caster makes two melee attacks. weapon attack.

Mace. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.


Hit: 5 (1d6 + 2) bludgeoning damage.

Reactions
Opportunity Spell. When a hostile creature's movement provokes an
opportunity attack from the war caster, it can use its reaction to cast
a spell at the creature, rather than making an opportunity attack.
The spell must have a casting time of 1 action and must target only
that creature.

284 Appendix A. NonPlayer Characters


Elite War Caster
Medium humanoid (any), any alignment

Armor Class 17 (+2 chain shirt)


Hit Points 150 (20d8 + 60)
Speed 30 ft.

STR DEX CON INT WIS CHA


16 (+3) 14 (+2) 16 (+3) 18 (+4) 10 (+0) 10 (+0)

Saving Throws Con +7, Int +8, Wis +4


Skills Arcana +8, Perception +4
Senses passive Perception 14
Languages any five languages (usually Common)
Challenge 11 (7,200 XP)

Battle Concentration. The war caster has advantage on Consti-


tution saving throws that it makes to maintain concentration on a
spell when it takes damage.
Spellcasting. The war caster is a 13th-level spellcaster. Its spell-
casting ability is Intelligence (spell save DC 16, + 8 to hit with spell
attacks). It has the following wizard spells prepared:
Cantrips: fire bolt, mage hand, prestidigitation, true strike
1st level (4 slots): burning hands, magic missile, shield
2nd level (3 slots): Aganazzar's scorcher, misty step, scorching ray
3rd level (3 slots): counterspell, fireball, thunder step, vampiric touch
4th level (3 slots): greater invisibility, ice storm, stoneskin
5th level (2 slots): cone of cold, steel wind strike
6th level (1 slot): globe of invulnerability
7th level (1 slot): prismatic spray
War Magic. When the war caster uses its action to cast a spell, it can
make one melee attack as a bonus action.

Actions
Multiattack. The war caster makes two melee attacks.
+1 Longsword. Melee Weapon Attack: +8 to hit, reach 5 ft., one
target. Hit: 8 (1d8 + 4) slashing damage, or 9 (1d10 + 4) slashing
damage if used with two hands.

Reactions
Opportunity Spell. When a hostile creature's movement provokes an
opportunity attack from the war caster, it can use its reaction to cast
a spell at the creature, rather than making an opportunity attack.
The spell must have a casting time of 1 action and must target only
that creature.

Appendix A. NonPlayer Characters 285


War Chanters
War Chanter War Chanters are bards that focuses on inspiring others to excel
Medium humanoid (any), any alignment in combat or demoralize foes. They are capable warriors but they
are valued for their ability to incite allies and weave bardic magic.
Armor Class 15 (studded leather)
Hit Points 44 (8d8 + 8)
Speed 30 ft.

STR DEX CON INT WIS CHA


10 (+0) 16 (+3) 12 (+1) 10 (+0) 12 (+1) 16 (+3)

Saving Throws Dex +5, Cha +5


Skills Intimidation +7, Perception +3, Performance +7
Senses passive Perception 13
Languages any one language (usually Common)
Challenge 4 (1,100 XP)

Spellcasting. The war chanter is a 7th-level spellcaster. Its


spellcasting ability is Charisma (spell save DC 13, +5 to hit with spell
attacks). It has the following bard spells prepared:
Cantrips (at will): minor illusion, thunderclap, vicious mockery
1st level (4 slots): dissonant whispers, healing word, thunderwave
2nd level (3 slots): enhance ability, enthrall, shatter
3rd level (3 slots): dispel magic, enemies abound
4th level (2 slots): confusion, hallucinatory terrain
War Chant. As a bonus action, the war chanter can perform a war
chant that lasts until the start of the war chanter's next turn. The
war chanter can select from one of three effects:
1. Chant of Dread. Provided the war chanter isn't incapacitated,
an enemy that starts its turn within 60 feet of the war chanter and
can hear the war chanter must succeed on a DC 13 Wisdom saving
throw or become frightened until the end the start of its next turn. If
a creature's saving throw is successful, the creature is immune to the
war chanter's Chant of Dread for the next 24 hours.
2. Chant of Ferocity. Provided the war chanter isn't incapacitated,
an ally that starts its turn within 60 feet of the war chanter and can
hear the war chanter gains advantage on all melee weapon attack
rolls during that turn, but attack rolls against it have advantage until
the start of its next turn.
3. Chant of Resolve. Provided the war chanter isn't incapacitated,
an ally that starts its turn within 60 feet of the war chanter and can
hear the war chanter gains advantage on saving throws against being
charmed and frightened until the start of its next turn.

Actions
Multiattack. The war chanter makes two melee attacks or two
ranged attacks.
Rapier. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.
Hit: 7 (1d8 + 3) piercing damage.
Whip. Melee Weapon Attack: +5 to hit, reach 10 ft., one target.
Hit: 5 (1d4 + 3) slashing damage.
Longbow. Ranged Weapon Attack: +5 to hit, range 150/600 ft., one
creature. Hit: 7 (1d8 + 3) piercing damage.
Incite Allies (Recharges after a Long Rest). Up to three allies within
60 feet of the war chanter and can hear the war chanter can use its
reaction to move up to half its speed and make one melee weapon
attack.

286 Appendix A. NonPlayer Characters


Elite War Chanter
Medium humanoid (any), any alignment

Armor Class 17 (+1 breast plate)


Hit Points 97 (13d8 + 39)
Speed 30 ft.

STR DEX CON INT WIS CHA


16 (+3) 14 (+2) 16 (+3) 10 (+0) 12 (+1) 18 (+4)

Saving Throws Dex +5, Cha +7


Skills Intimidation +7, Perception +4, Performance +7
Senses passive Perception 14
Languages any one language (usually Common)
Challenge 8 (3,900 XP)

Spellcasting. The war chanter is a 13th-level spellcaster. Its


spellcasting ability is Charisma (spell save DC 15, +7 to hit with spell
attacks). It has the following bard spells prepared:
Cantrips (at will): minor illusion, thunderclap, vicious mockery
1st level (4 slots): dissonant whispers, healing word, thunderwave
2nd level (3 slots): enhance ability, enthrall, shatter
3rd level (3 slots): dispel magic, major image, enemies abound
4th level (2 slots): freedom of movement, hallucinatory terrain
5th level (2 slots): hold monster, mass cure wounds
6th level (1 slot): Otto's irresistible dance
7th level (1 slot): resurrection
War Chant. As a bonus action, the war chanter can perform a war
chant that lasts until the start of the war chanter's next turn. The
war chanter can select from one of three effects:
1. Chant of Dread. Provided the war chanter isn't incapacitated,
an enemy that starts its turn within 60 feet of the war chanter and
can hear the war chanter must succeed on a DC 15 Wisdom saving
throw or become frightened until the end the start of its next turn. If
a creature's saving throw is successful, the creature is immune to the
war chanter's Chant of Dread for the next 24 hours.
2. Chant of Ferocity. Provided the war chanter isn't incapacitated,
an ally that starts its turn within 60 feet of the war chanter and can
hear the war chanter gains advantage on all melee weapon attack
rolls during that turn, but attack rolls against it have advantage until
the start of its next turn.
3. Chant of Resolve. Provided the war chanter isn't incapacitated,
an ally that starts its turn within 60 feet of the war chanter and can
hear the war chanter gains advantage on saving throws against being
charmed and frightened until the start of its next turn.

Actions
Multiattack. The war chanter makes two melee attacks or two
ranged attacks.
+1 Longword. Melee Weapon Attack: +7 to hit, reach 10 ft., one
target. Hit: 8 (1d8 + 4) slashing damage.
+1 Longbow. Ranged Weapon Attack: +6 to hit, range 150/600 ft.,
one creature. Hit: 7 (1d8 + 3) piercing damage.
Incite Allies (Recharges after a Long Rest). Up to four allies within
60 feet of the war chanter and can hear the war chanter can use its
reaction to move up to half its speed and make one melee weapon
attack.
Bolster Allies (Recharges after a Long Rest). Up to four allies within
60 feet of the war chanter and can hear the war chanter gain 30
temporary hit points. The temporary hit points last for 1 minute.

Appendix A. NonPlayer Characters 287


Appendix B: Cultists

Cultists
Presented in this section are cultist priests, high priests,
and exarchs of Asmodeus, Demogorgon, Mephistopheles,
and Orcus.

Cult Priest of Asmodeus


Medium humanoid (any), lawful evil

Armor Class 13 (studded leather)


Hit Points 27 (5d8 + 5)
Speed 30 ft.

STR DEX CON INT WIS CHA


12 (+1) 12 (+1) 12 (+1) 14 (+2) 16 (+3) 15 (+2)
Cultists of Asmodeus
The Cult of Asmodeus is the largest and most feared of the
Saving Throws Wis +5, Cha +4 diabolical cults. While other cults may worship different arch-
Skills Persuasion +6, Religion +4 devils, they must still acknowledge Asmodeus as the supreme
Senses passive Perception 13 leader that holds power over them.
Languages any two languages (usually Common) Power and Wealth. Although the cult may have fiendish and
Challenge 2 (450 XP) monstrous members, majority of its sects are secretly located in
civilized human cities and a few from the other fair races. Those
Dominance of Nessus (1/Day). Saving throws made against the who join the cult mostly use the membership to take advantage of
next enchantment spell cast by the cult priest this turn are made the Cult’s political reach and deep resources to gain wealth and
with disadvantage. power. As such, a large number of members are local politicians,
Spellcasting. The cult priest is a 5th-level spellcaster. Its spellcasting merchants, and noblemen.
ability is Wisdom (spell save DC 13, +5 to hit with spell attacks). It Shrewd Negotiators. However, some do join in hopes of
has the following cleric spells prepared: following the ideology of Asmodeus and become priests. Like
Asmodeus, the cultists see themselves cut above the rest, and
Cantrips (at will): guidance, sacred flame, toll the dead, thaumaturgy
1st level (4 slots): bane, command, charm person, cure wounds,
are often regarded by others as arrogant, cruel, and elitist. But
inflict wounds, sanctuary despite these negative qualities, majority of their membership are
2nd level (3 slots): hold person, enthrall, suggestion, spiritual weapon very sharp, intuitive, and very skillful diplomats, forming secret
3rd level (2 slots): bestow curse, fear, spirit guardians, tongues alliances and lucrative trade deals with various organizations,
legitimate or not. They have been mostly successful due to
Actions their ability to use Dominance of Nessus, as well as their array
Red Sceptre (Mace). Melee Weapon Attack: +3 to hit, reach 5 ft., of coercive spells. If they encounter a threat or problem, they
one target. Hit: 4 (1d6 + 1) bludgeoning damage plus 4 (1d8) psychic rarely act on it themselves. Instead, they use or leverage other
damage. individuals, organizations, or cults to take care of it.

288 Appendix B. Cultist NonPlayer Characters


Cult High Priest of Asmodeus Cult Exarch of Asmodeus
Medium humanoid (any), lawful evil Medium humanoid (any), lawful evil

Armor Class 15 (+1 studded leather) Armor Class 16 (+2 studded leather)
Hit Points 60 (11d8 + 11) Hit Points 130 (20d8 + 40)
Speed 30 ft. Speed 30 ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
12 (+1) 14 (+2) 12 (+1) 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) Challenge 12 (8,400 XP)

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, it of hit points. If the cult exarch is incapacitated, it makes no choice;
makes no choice; instead, the closest ally within 30 feet is the chosen instead, the closest ally within 30 feet is the chosen ally.
ally.
Dominance of Nessus (1/Day). Saving throws made against the
Dominance of Nessus (1/Day). Saving throws made against the next enchantment spell cast by the cult exarch this turn are made
next enchantment spell cast by the cult high priest this turn are with disadvantage.
made with disadvantage.
Spellcasting. The cult exarch is an 20th-level spellcaster. Its
Spellcasting. The cult high priest is an 11th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 17, +9 to hit with spell
spellcasting ability is Wisdom (spell save DC 15, +7 to hit with spell attacks). It has the following cleric spells prepared:
attacks). It has the following cleric spells prepared: Cantrips (at will): guidance, mending, sacred flame, thaumaturgy,
Cantrips (at will): guidance, mending, sacred flame, thaumaturgy, toll the dead
toll the dead 1st level (4 slots): bane, command, charm person, cure wounds,
1st level (4 slots): bane, command, charm person, cure wounds, inflict wounds, sanctuary
inflict wounds, sanctuary 2nd level (3 slots): hold person, enthrall, suggestion, spiritual weapon
2nd level (3 slots): hold person, enthrall, suggestion, spiritual weapon 3rd level (3 slots): bestow curse, fear, spirit guardians, tongues
3rd level (3 slots): bestow curse, fear, spirit guardians, tongues 4th level (3 slots): banishment, confusion, dominate beast, guardian
4th level (3 slots): banishment, confusion, dominate beast, guardian of faith
of faith 5th level (3 slots): dominate person, flame strike, geas, planar
5th level (2 slots): dominate person, flame strike, geas, planar binding
binding 6th level (2 slots): forbiddance, mass suggestion, planar ally, word of
6th level (1 slot): forbiddance, mass suggestion, planar ally, word of recall
recall 7th level (2 slots): divine word, project image, symbol
8th level (1 slot): antimagic field, unholy aura*
Actions 9th level (1 slot): gate, mass heal
+1 Red Sceptre (Mace). Melee Weapon Attack: +5 to hit, reach 5 ft., * (see Appendix C. New Spells)
one target. Hit: 5 (1d6 + 2) bludgeoning damage plus 9 (2d8) psychic Word of Submission (Recharge 5-6). As a bonus action, the cult
damage. exarch channels the voice of Asmodeus through a word of power.
Each creature of the cult exarch's choice that is within 60 feet of it,
can hear it, and not already affected by Word of Submission must
succeed on a DC 17 Wisdom saving throw. On a failed save, the
creature takes 18 (4d8) psychic damage and must kneel and bow
until the end of the cult exarch's next turn. Until this kneeling and
bowing ends, the target can't take actions or reactions, and its speed
is 0 and can't be increased. If a creature's saving throw is successful,
the creature is immune to Word of Submission for the next 24 hours.
On a successful save, the creature takes half as much damage.

Actions
Ruby Sceptre (+2 Mace). Melee Weapon Attack: +8 to hit, reach 5
ft., one target. Hit: 7 (1d6 + 4) bludgeoning damage plus 13 (3d8)
psychic damage and the target must succeed on a DC 17 Wisdom
saving throw. On a failed save, the creature must kneel and bow until
the end of the cult exarch's next turn. Until this kneeling and bowing
ends, the target can't take actions or reactions, and its speed is 0 and
can't be increased.

Appendix B. Cultist NonPlayer Characters 289


Cultists of Demogorgon
The Cult of Demogorgon is not a true organization. Instead, it is Cult High Priest of
a set of loosely connected covens of various sizes. Majority of the
cultists are fiends and intelligent aberrations. Their humanoid
Demogorgon
members are comprised of mostly bandits, thugs, and social Medium humanoid (any), chaotic evil
outcasts They do have two common sets of attributes - all share
some form of deformity and a level of deranged sociopathy. Most, Armor Class 16 (+1 studded leather)
Hit Points 71 (11d8 + 22)
if not all, are psychopaths.
Speed 30 ft.
Double Headed. Each coven is often led by two heads, each
symbolizing demogorgon's twin heads, Aameul and Hathradiah. STR DEX CON INT WIS CHA
These two heads lead separate groups, each with their own 14 (+2) 16 (+3) 14 (+2) 12 (+1) 17 (+3) 16 (+3)
objectives. They clash with each other as often as they cooperate
together. While their methods are not efficient, the horrific trail of Saving Throws Wis +6, Cha +6
bodies they leave sow chaos and fear in most civilized lands. Skills Perception +6, Religion +4
Senses passive Perception 16
Languages any two languages (usually Common)
Challenge 6 (2,300 XP)

Cult Priest of Demogorgon Spellcasting. The cult high priest is an 11th-level spellcaster. Its
Medium humanoid (any), chaotic evil spellcasting ability is Wisdom (spell save DC 14). It has the following
cleric spells prepared:
Armor Class 14 (studded leather)
Cantrips (at will): minor illusion, poison spray, toll the dead,
Hit Points 32 (5d8 + 10)
thaumaturgy
Speed 30 ft.
1st level (4 slots): arms of Hadar, bane, command, inflict wounds,
STR DEX CON INT WIS CHA Tasha's hideous laughter
12 (+1) 14 (+2) 14 (+2) 11 (+0) 15 (+2) 14 (+2) 2nd level (3 slots): blindness/deafness, crown of madness, enthrall,
hold person
3rd level (3 slots): bestow curse, dispel magic, fear, major image
Saving Throws Wis +4, Cha +4 4th level (3 slots): control water, confusion, Evard's black tentacles,
Skills Perception +4, Religion +2 guardian of faith
Senses passive Perception 14 5th level (2 slots): contagion, dominate person, flame strike,
Languages any one language (usually Common) telekinesis
Challenge 2 (450 XP) 6th level (1 slot): eyebite, harm, mass suggestion

Spellcasting. The cult priest is a 5th-level spellcaster. Its spellcasting


Actions
ability is Wisdom (spell save DC 12). It has the following cleric spells Multiattack. The cult high priest makes one melee attack. It also
prepared: uses Maddening Gaze, if available.
Cantrips (at will): minor illusion, poison spray, toll the dead, Dagger. Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or
thaumaturgy range 20/60 ft., one target. Hit: 5 (1d4 + 3) piercing damage, and the
1st level (4 slots): arms of Hadar, bane, command, inflict wounds, target must succeed on a DC 15 Constitution saving throw, taking 24
Tasha's hideous laughter (7d6) poison damage on a failed save, or half as much damage on a
2nd level (3 slots): blindness/deafness, crown of madness, enthrall, successful one.
hold person
Maddening Gaze (Recharges 4-6). The cult high priest fixes its
3rd level (2 slots): bestow curse, dispel magic, fear, major image
gaze on one creature it can see within 30 feet of it. The target must
Actions succeed on DC 14 Wisdom saving throw. On a failed saving throw,
roll 1d6. On a roll of 1-3, the target suffers the effect of the confusion
Multiattack. The cult priest makes one melee attack. It also uses
spell without making a saving throw. On a roll of 4-6, the target is
Insanity Gaze, if available.
stunned. Either effect lasts until the start of the cult priest's next
Dagger. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or turn.
range 20/60 ft., one target. Hit: 4 (1d4 + 2) piercing damage, and the
target must succeed on a DC 11 Constitution saving throw, taking 10
(3d6) poison damage on a failed save, or half as much damage on a
successful one.
Insanity Gaze (Recharges 5-6). The cult priest fixes its gaze on one
creature it can see within 30 feet of it. The target must succeed on
DC 12 Wisdom saving throw or suffer the effect of the confusion
spell without making a saving throw. The effect lasts until the start
of the cult priest's next turn.

290 Appendix B. Cultist NonPlayer Characters


Cult Head of Demogorgon
High priests who have proven themselves worthy of Demogorgon
are gifted by the demon prince with deformities, most commonly
sprouting an extra grotesque limb or an arm that mutates into a
tentacle. These deformities imbue the high priests with additional
abilities which eventually allows them to take the position of
exarch.

Cult Head of Demogorgon 6th level (2 slot): eyebite, harm, mass suggestion
7th level (2 slots): divine word, finger of death, symbol
Medium humanoid (any), chaotic evil 8th level (1 slot): antimagic field, unholy aura*
9th level (1 slot): gate, true resurrection
Armor Class 17 (+2 studded leather) * (see Appendix C. New Spells)
Hit Points 150 (20d8 + 60)
Speed 30 ft. Actions
Multiattack. The cult head uses its Maddening Gaze. It then makes
STR DEX CON INT WIS CHA
two melee attacks: one with its tentacle and one with its dagger.
14 (+2) 16 (+3) 16 (+3) 12 (+1) 19 (+4) 18 (+4)
Alternatively, it can make one melee attack and cast one spell.

Saving Throws Con +7, Wis +8, Cha +8 +1 Dagger. Melee or Ranged Weapon Attack: +8 to hit, reach 5 ft. or
Skills Perception +8, Religion +5 range 20/60 ft., one target. Hit: 6 (1d4 + 4) piercing damage, and the
Senses passive Perception 18 target must succeed on a DC 15 Constitution saving throw, taking
Languages any two languages (usually Common) 24 (7d6) poison damage on a failed save, or half as much damage on
Challenge 11 (7,200 XP) a successful one.
Tentacle. Melee Weapon Attack: +7 to hit, reach 15 ft., one target.
Spellcasting. The cult head is a 20th-level spellcaster. Its spellcasting Hit: 7 (1d8 + 3) bludgeoning damage plus 9 (2d8) necrotic damage.
ability is Wisdom (spell save DC 16). It has the following cleric spells If the target is a creature, it must succeed on a DC 15 Constitution
prepared: saving throw or its hit point maximum is reduced by an amount
Cantrips (at will): minor illusion, poison spray, toll the dead, equal to the necrotic damage taken. This reduction lasts until the
thaumaturgy target finishes a long rest. The target dies if its hit point maximum is
1st level (4 slots): arms of Hadar, bane, command, inflict wounds, reduced to 0.
Tasha's hideous laughter Maddening Gaze. The cult head fixes its gaze on one creature it can
2nd level (3 slots): blindness/deafness, crown of madness, enthrall, see within 30 feet of it. The target must succeed on DC 16 Wisdom
hold person saving throw. On a failed saving throw, roll 1d6. On a roll of 1-3,
3rd level (3 slots): bestow curse, dispel magic, fear, major image the target suffers the effect of the confusion spell without making a
4th level (3 slots): control water, confusion, Evard's black tentacles, saving throw. On a roll of 4-6, the target is stunned. Either effect
guardian of faith lasts until the start of the cult priest's next turn.
5th level (3 slots): contagion, dominate person, flame strike,
telekinesis

Appendix B. Cultist NonPlayer Characters 291


Hellfire Disciple
Medium humanoid (any), lawful evil
Cultists of Mephistopheles
Centuries ago Mephistopheles discovered and harnessed hellfire, Armor Class 13 (studded leather)
a new magical fiery substance of his design. He has since Hit Points 27 (5d8 + 5)
abandoned it for other projects, but his cultists continued to use Speed 30 ft.
the name for its members.
Knowledge Collectors. Majority of the cult's members are STR DEX CON INT WIS CHA
mages, sages, and scholars that seek long-lost or forbidden 12 (+1) 12 (+1) 12 (+1) 14 (+2) 15 (+2) 10 (+0)
knowledge that they normally can't access themselves. The
members work tirelessly to accumulate such knowledge, and Saving Throws Wis +4, Cha +2
scheme to acquire more. When news of an important discovery Skills Arcana +4, Religion +4
reaches them - such as finding an ancient set of elven ruins or a Senses passive Perception 12
legendary archmage's tomb, the cult mobilizes immediately and Languages any three languages (usually Common)
sends its cadre of hellfire disciples and stewards to get to the Challenge 3 (700 XP)
location and deal with anyone that would challenge them from
plundering the place. Spellcasting. The hellfire disciple is a 5th-level spellcaster. Its
spellcasting ability is Wisdom (spell save DC 12). It has the following
cleric spells prepared:
Cantrips (at will): guidance, mending, fire bolt, thaumaturgy
1st level (4 slots): bane, burning hands, command, cure wounds,
inflict wounds, sanctuary, shield
2nd level (3 slots): flaming sphere, hold person, scorching ray,
spiritual weapon
3rd level (2 slots): bestow curse, fireball, major image, glyph of
warding
Spellshield. The hellfire disciple has advantage on saving throws
against spells. If it succeeds on such a saving throw, it gains
temporary hit points equal to the spell's level.
Actions
Spear. Melee or Ranged Weapon Attack: +3 to hit, reach 5 ft. or
range 20/60 ft., one target. Hit: 4 (1d6 + 1) piercing damage, or 5
(1d8 + 1) piercing damage if used with two hands to make a melee
attack.

292 Appendix B. Cultist NonPlayer Characters


Hellfire Steward Hellfire Master
Medium humanoid (any), lawful evil Medium humanoid (any), lawful evil

Armor Class 14 (+1 studded leather) Armor Class 16 (+2 studded leather)
Hit Points 71 (11d8 + 22) Hit Points 130 (20d8 + 40)
Speed 30 ft. Speed 30 ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
12 (+1) 12 (+1) 14 (+2) 16 (+3) 17 (+3) 10 (+0) 12 (+1) 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) Challenge 11 (7,200 XP)

Spell Leech. As a bonus action, the hellfire steward can choose one Spell Leech. As a bonus action, the hellfire master can choose one
ally it can see within 30 feet of it. The target loses its lowest-level ally it can see within 30 feet of it. The target loses its lowest-level
spell slot, and the hellfire steward gains it. spell slot, and the hellfire master gains it.
Spellcasting. The hellfire steward is a 11th-level spellcaster. Its Spellcasting. The hellfire master is a 20th-level spellcaster. Its
spellcasting ability is Wisdom (spell save DC 14, +6 to hit with spell spellcasting ability is Wisdom (spell save DC 16, +8 to hit with spell
attacks). It has the following cleric spells prepared: attacks). It has the following cleric spells prepared:
Cantrips (at will): guidance, mage hand, mending, fire bolt, Cantrips (at will): guidance, mage hand, mending, fire bolt,
thaumaturgy thaumaturgy
1st level (4 slots): bane, burning hands, command, cure wounds, 1st level (4 slots): bane, burning hands, command, cure wounds,
inflict wounds, sanctuary, shield inflict wounds, sanctuary, shield
2nd level (3 slots): flaming sphere, hold person, scorching ray, 2nd level (3 slots): flaming sphere, hold person, scorching ray,
spiritual weapon spiritual weapon
3rd level (3 slots): bestow curse, fireball, major image, glyph of 3rd level (3 slots): bestow curse, fireball, major image, glyph of
warding warding
4th level (3 slots): banishment, ice storm, guardian of faith, 4th level (3 slots): banishment, ice storm, guardian of faith,
polymorph polymorph
5th level (2 slots): cone of cold, legend lore, scrying, telekinesis 5th level (3 slots): cone of cold, legend lore, scrying, telekinesis
6th level (1 slot): chain lightning, find the path, true seeing 6th level (2 slot): chain lightning, find the path, true seeing
7th level (2 slots): delayed blast fireball, divine word, symbol
Spellshield. The hellfire steward has advantage on saving throws
8th level (1 slot): antimagic field, earthquake
against spells. If it succeeds on such a saving throw, it gains
9th level (1 slot): gate, mass heal
temporary hit points equal to the spell's level.
Spellshield. The hellfire master has advantage on saving throws
Actions against spells. If it succeeds on such a saving throw, it gains
+1 Hellfire Spear. Melee or Ranged Weapon Attack: +5 to hit, temporary hit points equal to the spell's level.
reach 5 ft. or range 20/60 ft., one target. Hit: 5 (1d6 + 2) piercing
War Magic. When hellfire master uses its action to cast a spell, it can
damage, or 6 (1d8 + 2) piercing damage if used with two hands to
make one melee attack as a bonus action.
make a melee attack, plus 7 (2d6) fire damage and the target gains
vulnerability to fire until the end of the hellfire steward's next turn. Actions
+2 Hellfire Spear. Melee or Ranged Weapon Attack: +7 to hit,
reach 5 ft. or 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 attack, plus 10 (3d6) fire damage and the target gains
vulnerability to fire until the end of the hellfire steward's next turn.

Appendix B. Cultist NonPlayer Characters 293


Cultists of Orcus
Of all of the demon lords of the Abyss, Orcus, the Demon Prince of
Undeath, claims the largest amount of followers. It has therefore
spawned scores of cults with diversified objectives, but all fall
under three major doctrines.
Necromantic Practitioners. The first one is mastery of
necromancy, which is the most common type of cult of Orcus.
Members of this type of cult are mages and priests who seek
power over mortality, utilizing undead minions to further their
goals and aspirations.
Undead Master Race. The second doctrine is the support of
undeath or power over the living. Majority of its members are
undead themselves and seek to add more to its ranks while those
who live use the remainder of their mortal lives to infiltrate and
set up shop in major cities to establish a steady source of fresh
bodies. Members of these types of cults are undead that require
sustenance, knowledge, or the arts, such as vampires and liches,
and other intelligent undead.
Insane Nihilists. The third most common doctrine is the true
goal of Orcus, which is to seek an end to all life in the cosmos,
replacing the living with undead who serve only him. Cult
members of this type are mostly insane, deranged, and suicidal.
Those that work in large groups carry out mass murders,
attacking small villages and hamlets, while those that work in
smaller groups or individually, operate like serial killers and hide
in plain sight within bustling and thriving cities.
Deathpriests. Majority of divine spellcasters who worship Orcus,
no matter the doctrine, call themselves deathpriests. Blessed by
the Prince of Undeath, they are able to cast necromantic spells
that are normally only available to arcane spellcasters.

Deathpriest of Orcus
Medium humanoid (any), chaotic evil

Armor Class 13 (chain shirt)


Hit Points 27 (5d8 + 5)
Speed 30 ft.

STR DEX CON INT WIS CHA


13 (+1) 10 (+0) 12 (+1) 12 (+1) 16 (+3) 12 (+1)

Saving Throws Wis +5, Cha +3


Skills Arcana +3, Religion +2
Senses passive Perception 13
Languages any two languages (usually Common)
Challenge 2 (450 XP)

Spellcasting. The deathpriest is a 5th-level spellcaster. Its


spellcasting ability is Wisdom (spell save DC 13, +5 to hit with spell
attacks). It has the following cleric spells prepared:
Cantrips (at will): minor illusion, poison spray, toll the dead,
thaumaturgy
1st level (4 slots): false life, guiding bolt, inflict wounds, ray of
sickness, sanctuary
2nd level (3 slots): blindness/deafness, protection from poison,
ray of enfeeblement, spiritual weapon
3rd level (2 slots): animate dead, bestow curse, fear, vampiric touch
Undying Soul (Recharges after a Short or Long Rest). If the
deathpriest is reduced to 0 hit points, it immediately makes a DC 10
Constitution saving throw. lf it succeeds, it is instead reduced to 1 hit
point.

Actions
Sickle. Melee Weapon Attack: +3 to hit, reach 10 ft., one target.
Hit: 3 (1d4 + 1) slashing damage.

294 Appendix B. Cultist NonPlayer Characters


High Deathpriest of Orcus Deathpriest Exarch of Orcus
Medium humanoid (any), chaotic evil Medium humanoid (any), chaotic evil

Armor Class 15 (+1 chain shirt) Armor Class 16 (+2 chain shirt)
Hit Points 60 (11d8 + 11) 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) 12 (+1) 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) Challenge 11 (7,200 XP)

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.
Spellcasting. The high deathpriest is an 11th-level spellcaster. Its Spellcasting. The deathpriest exarch is an 11th-level spellcaster. Its
spellcasting ability is Wisdom (spell save DC 14, +6 to hit with spell spellcasting ability is Wisdom (spell save DC 16, +8 to hit with spell
attacks). It has the following cleric spells prepared: attacks). It has the following cleric spells prepared:
Cantrips (at will): minor illusion, poison spray, resistance, Cantrips (at will): minor illusion, poison spray, resistance,
toll the dead, thaumaturgy toll the dead, thaumaturgy
1st level (4 slots): false life, guiding bolt, inflict wounds, ray of 1st level (4 slots): false life, guiding bolt, inflict wounds, ray of
sickness, sanctuary sickness, sanctuary
2nd level (3 slots): blindness/deafness, protection from poison, 2nd level (3 slots): blindness/deafness, protection from poison,
ray of enfeeblement, spiritual weapon ray of enfeeblement, spiritual weapon
3rd level (3 slots): animate dead, bestow curse, fear, vampiric touch 3rd level (3 slots): animate dead, bestow curse, fear, vampiric touch
4th level (3 slots): banishment, blight, death ward, freedom of 4th level (3 slots): banishment, blight, death ward, freedom of
movement movement
5th level (2 slots): cloudkill, contagion, flame strike, scrying 5th level (3 slots): cloudkill, contagion, flame strike, scrying
6th level (1 slot): circle of death, create undead, harm, magic jar 6th level (2 slots): circle of death, create undead, harm, magic jar
7th level (2 slots): divine word, finger of death, symbol
Undying Soul (Recharges after a Short or Long Rest). If the high 8th level (1 slot): Abi-Dalzim's horrid wilting, unholy aura*
deathpriest is reduced to 0 hit points, it immediately makes a DC 10 9th level (1 slot): astral projection, gate
Constitution saving throw. lf it succeeds, it is instead reduced to 1 hit * (see Appendix C. New Spells)
point.
Undying Soul (Recharges after a Short or Long Rest). If the
Actions deathpriest exarch is reduced to 0 hit points, it immediately makes a
Sickle. Melee Weapon Attack: +5 to hit, reach 10 ft., one target. DC 10 Constitution saving throw. lf it succeeds, it is instead reduced
Hit: 5 (1d4 + 2) slashing damage plus 4 (1d8) necrotic damage. to 1 hit point.

Actions
+2 Bone Mace. Melee Weapon Attack: +9 to hit, reach 10 ft., one
target. Hit: 8 (1d6 + 5) bludgeoning damage plus 9 (2d8) necrotic
damage. If the target is a creature, it must succeed on a DC 15
Constitution saving throw or its hit point maximum is reduced by
an amount equal to the necrotic damage taken. This reduction lasts
until the target finishes a long rest. The target dies if its hit point
maximum is reduced to 0.
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.

Appendix B. Cultist NonPlayer Characters 295


Appendix C: New Spells
Unholy Aura size of each panel to create supports. You can crudely shape the wall
to create crenellations, battlements, and so on.
8th-level abjuration
The wall is an object made of iron that can be damaged and thus
Casting Time 1 action breached. Each panel has AC 18 and 60 hit points per inch of
Range self thickness. Reducing a panel to O hit points destroys it and might
Components V, S, M (a tiny reliquary worth at least 1000 gp contai- cause connected panels to collapse at the DM's discretion.
ning a sacred relic, such as a scrap of cloth from a saint's robe or a lf you maintain your concentralion on this spell for its whole duration,
piece of parchment from an unholy text) the wall becomes permanent and can't be dispelled. Otherwise, the
Duration: Concentration, up to 1 minute. wall disappears when the spell ends.
Like any iron wall, this wall is subject to rust, perforation, and other
Necrotic energy slithers out from you and coalesces in a dark essence
natural phenomena.
in a 30-foot radius around you. Creatures of your choice in that radius
when you cast this spell are enshrouded in shadowy tendrils and have
advantage on all saving throws against spells cast by good-aligned
creatures and creatures have disadvantage on attack rolls against
them until the spell ends. In addition, when an attacker hits an
affected creature with a melee attack, the attacker must succeed on a
Constitution saving throw or the attacker's Strength score is reduced
by 1d4. The attacker dies if this reduces its Strength to 0. Otherwise,
the reduction lasts until the target finishes a Short or Long rest.

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.

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 slone 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 alleast 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.
If you create a span greater than 20 feet in length, you must halve the

296 Appendix B. Cultist NonPlayer Characters


Appendix D:Creatures by Challenge Rating
CR 1/8 Sea Spawn Stinger War Chanter Sea Spawn Giant
Goblin Zombie Dire Vargouille Dawnkiller
Kobold Zombie Xvart Shaman of Raxivort Monstrous Trapper
Carrion Crawler Zombie CR 5 Troll Berserker
Owlbear Zombie Berbalang Loremaster Troll Witch Doctor
CR 1/4 Troll Zombie Bugbear Huntmaster Verbeeg Shaman
Cult Priest of Asmodeus Choldrith Priestess Yeth Hound Stalker
Froghemoth Tadpole Cult Priest of Demogorgon Yuan-ti Ignan
Xvart Cutthroat Darkling Elder Assassin
Deathpriest of Orcus Deathlock Knight Frost Giant Zombie
Bullywug Zombie Arcane Archer
Hobgoblin Zombie Palrethee
Derro Taskmaster Artificer (Artillerist)
Lizardfolk Zombie CR 3 Artificer Battle Smith
Wolf Zombie Juvenile Black Dragon
Aranea Juvenile Green Dragon Cavalier
Boggle Trickster Young Dragonne Mageslayer
Hammerer Blackspawn Stalker Monster Slayer
CR 1/2 Darkling Skulker Bluespawn Stormlizard Cult High Priest of Asmodeus
Derro Thug Destrachan Greenspawn Razorfiend Cult High Priest of Demogorgon
Grung Hunter Bluespawn Ambusher Drow Dark Sniper Hellfire Steward
Kobold Archer Duergar Slavemaster Ettin Berserker High Deathpriest of Orcus
Vegepygmy Warrior Goblin Assassin Firenewt War Priest of Imix
Orc Zombie Gnoll Sharpshooter Young Froghemoth
Grung Sovereign Giff Captain CR 7
Hobgoblin Sharpshooter Girallon Berserker Banderhobb Shadow Raider
CR 1 Kobold Arcane Trickster Githyanki Captain Young Beholder
Chitine Warrior Meenlock Stalker Hobgoblin Marshal Bugbear Assassin
Clockroach Ogre Witch Doctor Kobold Sting of Kurtulmak Deathlock Assassin
Darkling Creeper Orc Mauler Lizardfolk Arcane Archer Deep Scion Warlock
Abyssal Skulker Orc Sharpshooter Lizardfolk Vanguard Zovvut
Jovoc Orc War Chanter Wererat Assassin Gastrobolus
Derro Berserker Quickling Captain Ogre Wererat Juvenile Red Dragon
Dire Corby Sea Spawn Shocker Meenlock Elder Stone Drake
Ambush Drake Sea Spawn Pincer Adolescent Neothelid Ettin Witch Doctor
Iron Defender (Spider Form) Shadow Mastiff Alpha Ogre Champion of Grolantor Githyanki Pyromind
Drow Soldier Tortle Scout Orc War Priest of Ilneval Githzerai Shadowmind
Goblin Worg Rider Greater Vargouille Redcap Gang Boss Hobgoblin Vanguard
Gnoll Archer Verbeeg Shadow Mastiff Pack Lord Kobold King
Grung Sorcerer Xvart Speaker Tortle Witch doctor Leucrotta Matriarch
Hobgoblin Pikeman Yuan-ti Spy Yuan-ti Mageslayer Mohrg
Tortle Monk Ranaeloth Yuan-ti Templar Orc Great Eye of Gruumsh
Young Trapper Ettin Zombie Gorsuloth Lesser Retriever
Troll Whelp Hill Giant Zombie Chimera Zombie Kithguard
Vegepygmy Shaman Barbarian Cyclops Zombie Monstrous Slithering Tracker
Xvart Verminlord Sharpshooter NPC, Barbarian Champion Tlincalli Shaman
Bugbear Zombie Hellfire Disciple NPC, Monster Slayer Troll Shaman
Hunter Shark Zombie NPC, War Caster Two-Headed Troll
Iron Defender Verbeeg Chieftain
CR 4 Wood Woad Grove Keeper
Bugbear Beast Shaman CR 6 Young Dragon Zombie
CR 2 Deep Scion Thug Lesser Boneclaw Hydra Zombie
Dire Corby Alpha Dire Bunyip Duelist
Barghest Whelp
Bunyip Dracolisk, Young Giant Cave Fisher
Catoblepas Calf Juvenile White Dragon Darkling Elder Hexblade
Chitine Skulker Whitespawn Iceskidder Deep Scion Assassin CR 8
Choker Cavestalker Duergar Battle Smith Derro Master Savant Greater Barghest
Pulverizer Duergar Heavy Sniper Juvenile Blue Dragon Greater Babau
Derro Hookguard Drow Lolth Sting Blackspawn Crawler Passion Devil
Greenspawn Leaper Giff Sharpshooter Redspawn Firebelcher Destrachan Pack Lord
Duergar Sergeant Goblin Sorcerer Duergar Artillerist Rage Drake
Firenewt Zealot Githzerai Cenobite Duergar Inquisitor Ettin Vanguard
Goblin Sharpshooter Black Hag Hill Giant Bruiser Monstrous Flail snail
Gnoll Berserker Kenku Duelist Girallon of Xvim Stone Giant Skirmisher
Gnoll Skirmisher Kobold Chieftain Golem, Mud Goblin King
Grung Shaman Leucrotta Female Gnoll Champion of Yeenoghu Golem, Bone
Hobgoblin Bladebearer Meenlock Corruptor Young Gray Render Maur (Hunched Giant)
Hobgoblin Sergeant Orc Doom Hand of Yurtrus Kenku Arcane Trickster Neogi Overlord
Kobold Shaman Redcap Stalker Lamia Priestess of Graz'zt Orc Vanguard
Kobold Trapmaker Verbeeg Skirmisher Leucrotta Fiend Elder Redcap
Meazel Thug Yuan-ti Arcane Archer Marut Guard Flame Salamander
Quickling Warlock of the Gloaming Juvenile Dragon Zombie Meazel Assassin Wood Woad Sentinel
Court Arcane Trickster Ogre Vanguard Ursaloth
Dirgesinger

297
Fire Giant Zombie Neogi Great Old Master CR 16
Elite Sharpshooter Nightprowler Elder Balhannoth
Elite War Chanter Dread Dirgesinger Cloud Giant Mastermind
NPC, Elite Monster Slayer Ancient Morkoth
NPC, Elite War Caster Yuan-ti Anathema Ascendant
NPC, Cult Head of Demogorgon
NPC, Hellfire Master

CR 9
NPC, Deathpriest Exarch of Orcus CR 17
Paeliryon
Dread Allip Aspect of Asmodeus
Banderhobb Shadow Assassin Aspect of Tiamat
Bargda CR 12 Storm Giant Blackguard
Choldrith Queen Athach Elder Gray Render
Darkling Elder Mastermind Bodak Devotee of Orcus Ulitharid Supreme
Drow House Wizard Nuckalavee
Frost Giant Berserker Shoosuva Pack Lord
Hill Giant Shaman of Ogrémoch Aspect of Graz'zt CR 19
Githzerai Lightning Fist Aspect of Yeenoghu
Young Neothelid Young Leviathan Greater Cadaver Collector
Orc Conqueror Young Zaratan Ancient Dragon Zombie
Spawn of Kyuss Fire Giant Doomblade
Tlincalli Witch Fire Giant Houndmaster
Wendigo Frost Giant Champion of CR 20
Wood Woad Grove Warden Kostchtchie Dracolisk, Ancient
Elite Arcane Archer Elder Annis Hag Elder Brain, Ancient
Master Arcane Trickster Elder Bheur Hag Sorrowsworn, the Grim
Lore Master Howler Pack Lord
Ulitharid Ulitharid
Painbearer CR 21
CR 10 Troll King
Grandfather of Assassins
Bodak Ravager Adult Dragon Zombie
Bugbear King Cult Exarch of Asmodeus
Monstrous Catoblepas CR 22
Demon, Brachavyrm
Devil, Dogai CR 13 Nightcrawler
Aspect of Bael Gouger
Aspect of Moloch Aspect of Kostchtchie
Draegloth Abomination Cornugon
CR 25
Dracolisk, Adult Aspect of Bel Dispater
Young Phoenix Young Tempest
Drow Arcane Knight Cloud Giant Wind Disciple
Hill Giant Champion of Grolantor Fire Giant Vanguard CR 26
Girallon Alpha Frost Giant Champion of Thrym Mephistopheles
Kruthik Hive Queen Stone Giant Thane
Ogre King Marut Concordant
Orc King Master Assassin CR 28
Tlincalli Chieftain Dark Soul
Elite Mageslayer Radiant Soul Lolth, Queen of Spiders
Mastermind

CR 14 CR 30
CR 11 Aspect of Demogorgon Asmodeus
Banderhobb Bogeyman Aspect of Orcus
Eye of the Deep Aspect of Dispater
Monstrous Cave Fisher Fire Giant Champion of Surtur
Arcane Ballista Flind Queen
Aspect of Baphomet Displacer Render
Aspect of Fraz-Urb'luu Nightwing
Aspect of Juiblex Grand Cavalier
Aspect of Zuggtmoy
Remmanon
Aspect of Geryon CR 15
Draegloth War Caster
Doomsphere
Adult Dragonne
Aspect of Lolth
Greater Air Elemental Myrmidon
Xerfilstyx
Greater Earth Elemental Myrmidon
Aspect of Mephistopheles
Greater Fire Elemental Myrmidon
Aspect of Zariel
Greater Water Elemental Myrmidon
Storm Giant War Caster
Stone Giant Warden
Kithlord
Githyanki Psi-Blade
Barbarian King
Flind Captain
Master Duelist
Elder Black Hag
Headless Horseman
Hobgoblin King

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About this Book
Rowell Zaragoza Character Options: Talents offers variant rules for
Rowena Zaragoza your 5th edition gaming. It does not change any of
the existing rules. Instead, it offers you addition-
al options for character development. It contains
Acknowledgement over 200 talents to choose from that you can use
DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten to customize your character and make them more
Realms, the dragon ampersand, Player’s Handbook, Monster Manual, unique, specialized, and dynamic.
Dungeon Master’s Guide, D&D Adventurers League, all other Wizards The 5th edition core rules has been an amazing
of the Coast product names, and their respective logos are trade-
marks of Wizards of the Coast in the USA and other countries. All set but it has left me a little more wanting in char-
characters and their distinctive likenesses are property of Wizards of acter options. In particular, the Feats and character
the Coast. This material is protected under the copyright laws of the archetypes. Do not get me wrong, they are both
United States of America. Any reproduction or unauthorized use of
the material or artwork contained herein is prohibited without the well written, balanced, and fun. However, I would
express written permission of Wizards of the Coast. have liked to have been able to decide more on how
I develop my character as I gained levels.
Character Options: Talents harkens back to the
days of 3rd edition gaming where you always look
forward to that extra feat you can acquire at 3rd
“The result is ... that there’s no level, and every three levels thereafter. The talents
room left in the world for the weird you will see within this book are like mini-feats.
Most do not bring as many features as a standard
– though plenty for crude, con- feat. Instead, they either help shape and add flavor
temptuous, wisecracking, fun-pok- to your character, improve your specializations, or
address your opportunities. You do not need to use
ing imitations of it.” all of them if you think some are not balanced. Feel
free to modify them as you see fit. And most impor-
― Fritz Leiber, Heroes and Horrors tantly, have fun!

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Introduction of their faction are allowed to have. Finally, there
are class talents. These comprise the majority
of the talents, and most have specific class level
What are Talents?

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requirements.
alents are extraordinary aspects of a
character’s abilities, background, personality, Game Balance

T
physique, proficiencies, and features. he introduction of talents may result in
They are similar to, but not always as powerful some game imbalance issues in favor of the
as, standard Feats. They offer a means for you to players.
improve your current existing abilities, slightly or To address this, you can use some or all of the
temporarily shift game mechanics into your favor, following options:
provide you with a new capability, or build your • Reduce the starting total ability scores of players
character’s background and personality for a richer by 2-4 and/or set a maximum starting ability score
roleplaying experience. of 14 after racial bonuses.
• Assign talents to NPCs or even humanoid
Acquiring Talents monsters. As a standard, monsters can have

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ach character begins with one talent at one talent for every three CR they have plus one,
1st level. At 3rd level and every three rounded down. Class talents can also be applied to
levels thereafter (6th, 9th, 12th, 15th, and monsters who have classes or class-like features.
18th), they gain another talent. Talents are The book DM Options: Monster Talents extensively
gained according to character level, regardless of provides more details about providing talents to
individual class levels. monsters.
You can only acquire a specific talent once. • Increase the average level of the party by 1 for
However, certain talents can be retaken more than every 3 levels when calculating CR.
once as detailed in their description.
You may also choose not to acquire a talent when
you reach a level where you are eligible to do so.
You can save this acquisition for later on (perhaps
when you have met the prerequisites).
If you do not wish to use the variant rules of
The Talents
acquiring talents, you can instead just acquire them Talent Descriptions
as Half Feats. Each time you are eligible to take a Below is the format for talent descriptions:
new Feat, you can opt to select two Talents instead.
Talent Name
Prerequisites Description of what the talent does or represents

S
ome talents have prerequisites. Your character in plain language.
must have the indicated ability score, class Prerequisite: A minimum ability score, another
level, faction, feature, feat, race, skill, or other talent or talents, member of a race or faction, or a
quality designated in order to select or use that class level that a character must have in order to
talent. acquire this talent. This entry is absent if a talent
You cannot use or gain the benefit of a talent if you has no prerequisite. A talent may have more than
lose the prerequisite. one prerequisite.
Benefit: What the talent enables the character
Types of Talents

S
(“you” in the talent description) to do. If a character
ome talents are general, meaning that no
has the same talent more than once, its benefits
special rules govern them as a group.
do not stack unless indicated otherwise in the
Others are racial, which means that those
description.
talents are only available to members of that race.
Faction talents are talents which only members

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Table of Talents
General Talents Tool Focus Fortunate
Witchcraft Nimble Reaction
Ability Second Chance
Agile Strongheart
Astute Racial Talents
Brilliant Mind
Built Dragonborn Human
Breath Weapon Focus Human Aptitude
Commanding Presence
Deadly Breath Weapon Human Ingenuity
Cunning
Great Fortitude Dragonborn Fury Human Resolve
Indomitable Dragonborn Heritage
Iron Will Potent Breath Weapon Tiefling
Lightning Reflexes Bloodhunt
Vigorous Dwarf Greater Infernal Legacy
Winsome Dwarven Bullheadedness Infernal Fortitude
Dwarven Racial Foe Infernal Wrath
Dwarven Weapon Expert
Background
Improved Dwarven Armor Training
Ascetic Missionary
Last Stand
Class Talents
Brilliant Academic
Crafty Dealer Barbarian
Cunning Spy Elf Brutal Strikes
Daring Explorer Arcane Knowledge Deadly Rage
Dashing Scoundrel Elven Accuracy Extra Rage
Gallant Hero Elven Focus Greater Rage
Grizzled Veteran Elven Racial Foe Expertise Improved Unarmored Defense
Rugged Outdoorsman Elven Vigilance Invigorating Rage
Shady Operator Sunlight Adaptation Mighty Rage
Shrewd Investigator Uncanny Senses Savagery
Summon Twin Totem Spirits
Gnome Summon Totem Spirit
Combat
Cleave Arcane Inclination
Great Cleave Conservator Bard
Improved Dodge Fade Bardic Prodigy
Improved Initiative Gnome Furtiveness Extra Bardic Inspiration
Improved Taunt Gnomish Racial Foe Extra Expertise
Mighty Cleave Improved Bardic Inspiration
Point Blank Shot Half-Elf Improved Cutting Words
Power Attack Elven Senses Improved Song of Rest
Spell Attack Focus Elven Weapon Training Instinctive Bardic Inspiration
Taunt Natural Diplomat Inspiring Strike
Two-Weapon Rend Galvanizing Strike
Weapon Focus
Half-Orc
Furious Assault
Cleric
Miscellaneous Orcish Brute Ancestry
Blinding Strike
Armor Focus Channel Divinity Focus
Orcish Resilience
Bloodline of Fire Divine Fortune
Orcish Rush
Elemental Focus Divine Recovery
Orcish Weapon Familiarity
Extra Attunement Divine Sneak Attack
Multitasker Elemental Shape
Skill Focus Halfling Extra Channel Divinity
Born Sneaky
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Extra Domain Knowledge Extra Fighting Style Warlock
Extra Knowledge of Magic Extra Sacred Oath Channel Divinity Dark Forte
Gift of Lightning Improved Aura Distracting Intrusion
Knowledge of Magic Improved Lay on Hands Extra Invocation
Improved Blinding Strike Improved Abjure Enemy Extra Dark One’s Own Luck Extra
Improved Cloak of Shadows Improved Nature’s Wrath Extra Entopic Ward
Improved Gift of Lightning Improved Sacred Weapon Fey Presence
Improved Swift Cure Wounds Improved Turn the Faithless Improved Dark One’s Blessing
Improved Turn Undead Improved Turn the Unholy Improved Misty Escape
Improved War God’s Blessing Improved Vow of Enmity Pernicious Magic
Swift Cure Wounds Potent Divine Smite
War Strike Wizard
Ranger Arcane Tradition Focus
Druid Beast Combo Strike Arcane Tradition Prodigy
Extra Circle Beast Intercept Improved Arcane Recovery
Extra Wild Shape Druidic Lore Improved Arcane Ward
Imbued Wild Shape Extra Defensive Tactics Improved Grim Harvest
Improved Conjuration Extra Favored Enemy Improved Instinctive Charm
Improved Natural Recovery Extra Favored Terrain Improved Portent
Instinctive Wild Shape Extra Fighting Style Improved Sculpt Spell
Plant Form Extra Hunter’s Prey Instinctive Benign Transposition
Nature Sense Favored Enemy Slayer Swift Illusion Spell
Rejuvenate Greater Ranger’s Companion Swift Transmutation Spell
Improved Favored Enemy
Improved Multiattack
Fighter Faction Talents
Improved Ranger’s Companion
Called Strike
Nature's Sense
Eldritch Weapon Emerald Enclave, The
Extra Action Surge Blessing of Sylvanus
Extra Combat Maneuver Rogue Naturalist
Extra Fighting Style Arcane Exploit Preserve the Natural Order
Extra Superiority Die Deadly Sneak Attack
Impairing Critical Deft Sneak Attack
Extra Expertise
Harpers, The
Improved Second Wind
Harper Favored Foes
Weapon Specialization Gouge
Harper Knowledge
Vicious Critical Hamstring
Tymora’s Smile
Impairing Strike
Improved Uncanny Dodge
Monk Lord’s Alliance, The
Master Assassin
Abundant Step
Poisoncraft Best Defense is a Strong Offense
Drunken Mongoose
Sap Glory and Honor
Elemental Combo
Thief Acrobat Unite Against the Dark
Extra Elemental Discipline
Extra Ki
Greater Ki-Empowered Strikes Sorcerer Order of the Gauntlet, The
Improved Ki-Empowered Strikes Double Wing Strike Faith Against Evil
Improved Unarmored Defense Dragon Wing Shield Strength and Honor
Instinctive Shadow Step Extra Metamagic Punish the Evil
Ki Focus Extra Sorcery Points
Shadow Strike Improved Bend Luck Zhentarim, The
Improved Control Chaos Cheap Shot
Improved Draconic Resilience
Paladin Zhentarim Agent
Improved Elemental Affinity Zhentarim Thug
Blessed Divine Smite
Improved Flexible Casting
Deadly Divine Smite
Selected Chaos
Divine Lore
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General Talents result of the second roll, even if it is lower.
Once you use this feature, you cannot use it again
until you finish a long rest.

Ability Brilliant Mind


You are extraordinarily smarter than normal.
Agile Prerequisite: Intelligence 10 or higher.
You are more nimble and quick to react than
normal. Benefit: You have a +1 bonus to Intelligence saving
throws.
Benefit: You can reroll a Dexterity ability check or
Dexterity saving throw. You must use the result of
the second roll, even if it is lower.
Once you use this feature, you cannot use it again
Built
until you finish a long rest. You are stronger than normal.
Benefit: You can reroll a Strength ability check or
Strength saving throw. You must use the result of
Astute the second roll, even if it is lower.
You are smarter than normal. Once you use this feature, you cannot use it again
until you finish a long rest.
Benefit: You can reroll an Intelligence ability check
or Intelligence saving throw. You must use the

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Commanding Presence the second roll, even if it is lower.
You have a greater personality than normal. Once you use this feature, you cannot use it again
until you finish a long rest.
Prerequisite: Charisma 10 or higher.
Benefit: You have a +1 bonus to Charisma saving
throws. Great Fortitude
You are extraordinarily healthier than normal.

Cunning Prerequisite: Constitution 10 or higher.


You are more shrewd and headstrong than normal. Benefit: You have a +1 bonus to Constitution saving
throws.
Benefit: You can reroll a Wisdom ability check or
Wisdom saving throw. You must use the result of

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Indomitable throws.
You are extraordinarily stronger than normal.
Prerequisite: Strength 10 or higher.
Vigorous
Benefit: You have a +1 bonus to Strength saving You are healthier than normal.
throws.
Benefit: You can reroll a Constitution ability check
or Constitution saving throw. You must use the
Iron Will result of the second roll, even if it is lower.
Once you use this feature, you cannot use it again
You are extraordinarily more strong-willed than
until you finish a long rest.
normal.
Prerequisite: Wisdom 10 or higher.
Benefit: You have a +1 bonus to Wisdom saving Winsome
throws. You have a stronger personality than normal.
Benefit: You can reroll a Charisma ability check or
Charisma saving throw. You must use the result of
Lightning Reflexes the second roll, even if it is lower.
You are extraordinarily quicker than normal. Once you use this feature, you cannot use it again
Prerequisite: Dexterity 10 or higher. until you finish a long rest.

Benefit: You have a +1 bonus to Dexterity saving

Background
Ascetic Missionary
You live a devout and disciplined life, abstaining
from wordly pleasures in order to order to pursue
spiritual goals, help the weak, or achieve supreme
martial prowess.
Benefit: You have 3 Ascetic Missionary points.
Whenever you make an ability check that involves
the skill Insight, History, Medicine, Perception, or
Religion, you can spend one Ascetic Missionary
point to roll a d12 and add it to the result. You can
choose to spend one of your Ascetic Missionary
points after you roll the die, but before the outcome
is determined.
You regain your expended Ascetic Missionary
points when you finish a long rest.

Brilliant Academic
You are a young prodigy, a well-travelled professor,
or an accomplished historian. Knowledge is your
tool to gain the attention of everyone around you
when you explain your points.

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Benefit: You have 3 Brilliant Academic points. Daring Explorer
Whenever you make an ability check that involves You are a bold, well-travelled adventurer always on
the skill Arcana, History, Investigate, Nature, or the hunt for secret treasure or undiscovered areas.
Persuasion, you can spend one Brilliant Academic You deftly avoid traps and natural hazards. There
point to roll a d12 and add it to the result. You can is hardly any place you cannot reach or find a way
choose to spend one of your Brilliant Academic into or any puzzle you cannot solve.
points after you roll the die, but before the outcome
Benefit: You have 3 Daring Explorer points.
is determined.
Whenever you make an ability check that involves
You regain your expended Brilliant Academic
the skill Acrobatics, Athletics, History, Investigation,
points when you finish a long rest.
or Survival, you can spend one Daring Explorer
point to roll a d12 and add it to the result. You can
choose to spend one of your Daring Explorer points
Crafty Dealer after you roll the die, but before the outcome is
You have uncanny knowledge of the prices and determined.
trends of commodities. You can easily recognize an You regain your expended Daring Expolorer points
opportunity to earn a profit, sometimes exploiting when you finish a long rest.
the ignorance of others. You are very rarely taken
advantage of, and you can spot a con or trick a mile
away.
Benefit: You have 3 Crafty Dealer points.
Whenever you make an ability check that involves
the skill Deception, Insight, Persuasion, or Sleight
of Hand, or an Intelligence check to appraise an
item, you can spend one Crafty Dealer point to roll
a d12 and add it to the result. You can choose to
spend one of your Crafty Dealer points after you
roll the die, but before the outcome is determined.
You regain your expended Crafty Dealer points
when you finish a long rest.

Cunning Spy
You are trained in the arts of subterfuge. You can
blend into the crowd or assume the identity of
others. You have a knack of finding ways to gain
information or reach an objective without getting
detected.
Benefit: You have 3 Cunning Spy points. Whenever
you make an ability check that involves the skill
Deception, Investigation, or Stealth, or the tool
Disguise Kit, Forgery Kit, or Thieves’ Tools, you
can spend one Cunning Spy point to roll a d12 and
add it to the result. You can choose to spend one of
your Cunning Spy points after you roll the die, but
before the outcome is determined.
You regain your expended Cunning Spy points
when you finish a long rest.

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Dashing Scoundrel Whenever you make an ability check that involves
You are a rakish knave, a charming rascal, a the skill History, Insight, Intimidation, Perception,
dauntless warrior with a wit. You face challenges or Survival, you can spend one Grizzled Veteran
with bravado and always find humor in every dire point to roll a d12 and add it to the result. You
situation. You are popular with the opposite sex can choose to spend one of your Grizzled Veteran
and hardly anyone hates you, even if they cannot points after you roll the die, but before the outcome
trust you. is determined.
You regain your expended Grizzled Veteran points
Benefit: You have 3 Dashing Scoundrel points.
when you finish a long rest.
Whenever you make an ability check that involves
the skill Acrobatics, Athletics, Performance,
Persuasion, or Sleight of Hand, you can spend one
Dashing Scoundrel point to roll a d12 and add it Rugged Outdoorsman
to the result. You can choose to spend one of your You have dedicated your life and work in the
Dashing Scoundrel points after you roll the die, but frontier and harsh wilderness. Your skill as a guide,
before the outcome is determined. a tracker, or a hunter is extraordinary. There is
You regain your expended Dashing Scoundrel hardly anyone better at what you do and thus you
points when you finish a long rest. are often sought after.
Benefit: You have 3 Rugged Outdoorsman points.
Whenever you make an ability check that involves
Gallant Hero the skill Animal Handling, Athletics, Nature,
You are the people’s champion, the brave knight, Perception, or Survival, you can spend one Rugged
or the humble ronin. You know how to carry and Outdoorsman point to roll a d12 and add it to the
present yourself to people of different walks of life. result. You can choose to spend one of your Rugged
You are often the first to charge in a battle. There Outdoorsman points after you roll the die, but
is nothing more important to you than defending before the outcome is determined.
the weak, oppressed, and the occassional damsel in You regain your expended Rugged Outdoorsman
distress. points when you finish a long rest.
Benefit: You have 3 Gallant Hero points. Whenever
you make an ability check that involves the skill
Animal Handling, Athletics, or Persuasion, an
Intelligence check to recall information about
proper etiquette and customs, or an initiative roll,
you can spend one Gallant Hero point to roll a d12
and add it to the result. You can choose to spend
one of your Gallant Hero points after you roll the
die, but before the outcome is determined.
You regain your expended Gallant Hero points
when you finish a long rest.

Grizzled Veteran
You are a retired soldier, former guard captain,
or ex-mercenary. You have survived too many
wars and served under too many banners. You
may gruff and prefer not to be bothered, but you
bring experience and wisdom to any group you
accompany.
Benefit: You have 3 Grizzled Veteran points.

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Shady Operator Combat
You were born in the streets, surviving the
harshness of poverty and the cruelty of society. You
learned how to become resourceful, shrewd, and Cleave
opportunistic. You rose from the ranks of common The follow through from your melee weapon
thieves and thugs. You built a network of spies and strikes can sometimes fell another enemy within
informants through extortion, deals, and favors. range.
You are the person to reach out to when someone Prerequisite: Strength 13 or higher.
need information or a job done discreetly.
Benefit: On your turn, when your melee attack
Benefit: You have 3 Shady Operator points. reduces a creature to 0 hit points, any excess
Whenever you make an ability check that involves damage from that attack might carry over to
the skill Persuasion, Sleight of Hand, Stealth, or another creature nearby. You can select another
Survival (urban areas only), or any Intelligence creature within reach and, and if your original
check to recall local information or identify a attack roll can hit it, apply any remaining damage
source of information, you can spend one Shady to it. You cannot move while you perform Cleave.
Operator point to roll a d12 and add it to the You can only use this ability once per turn.
result. You can choose to spend one of your Shady
Operator points after you roll the die, but before
the outcome is determined. Great Cleave
You regain your expended Shady Operator points You can deal your full damage when you Cleave.
when you finish a long rest.
Prerequisite: Cleave, Strength 15 or higher.
Benefit: As Cleave, but you deal your full normal
Shrewd Investigator damage to the additional creature you selected to
From a young age you have always been highly attack.
observant. You notice things that most others do
not. You can spot clues and significant details that
others will simply find as irrelevant. You can often Improved Dodge
tell when a person is lying and can easily draw out You can attack while dodging.
or leverage information from others. You can track
even the most elusive of quarries. Benefit: When you take the Dodge action, you can
make one weapon attack with disadvantage.
Benefit: You have 3 Shrewd Investigator points.
Whenever you make an ability check that involves
the skill Insight, Intimidation, Investigation, Improved Initiative
Perception, or Survival, you can spend one Shrewd You are quicker to react than normal.
Investigator point to roll a d12 and add it to the
result. You can choose to spend one of your Shrewd Benefit: You have advantage on initiative rolls.
Investigator points after you roll the die, but before
the outcome is determined.
You regain your expended Shrewd Investigator Improved Taunt
points when you finish a long rest. You hurl a string of insults and slurs at a group of
creatures you can see, distracting them and trying
to gain their attention.
Prerequisite: Taunt.
Benefit: As Taunt, except you can choose a number
of creatures equal to your Charisma, Intelligence, or
Wisdom modifier (your choice).

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Mighty Cleave a Wisdom saving throw equal to 8 plus your
You can Cleave more often than normal. profienciency modifier plus your Charisma
modifier or Intelligence modifier or Wisdom mo
Prerequisite: Great Cleave, Strength 17 or higher.
difier (your choice). If it fails its saving throw, it
Benefit: As Great Cleave, but there is no limit to gains disadvantage to all attacks not made against
the number of creatures you can attack. As long you. The creature can continue to make saving
as your melee attack reduces a creature to 0 hit throws at the end of each of its turns.
points, you can keep on choosing another creature Once you use this feature, you cannot use it again
within reach and apply your full damage to it. until you finish a short or long rest.
You can only use this ability once per turn.

Two-Weapon Rend
Point Blank Shot You deliver a vicious double slash after hitting a
You are skilled at making well-placed shots with creature with both your weapons at the same time.
ranged weapons at close range.
Prerequisite: Two-Weapon Fighting.
Benefit: You have +1 bonus to ranged weapon
Benefit: When performing two-weapon fighting
damage rolls against creatures you hit within 30
and you hit a creature with both your left and right
feet.
hand weapons in the same turn, you can choose to
deal an extra weapon damage equal to 2d6 + your
Power Attack
You can make exceptionally deadly melee attacks
by sacrificing accuracy for strength.
Benefit: On your turn, before you make a strength-
based melee weapon attack, you can choose to take
a -5 penalty to the attack roll. If the attack hits, you
add +5 to the attack’s damage.
This talent does not stack with the Great Weapon
Mastery feat.

Spell Attack Focus


You are more accurate in the use of a melee or
ranged spell attack.
Benefit: Choose either a melee or ranged spell
attack. You gain a +1 bonus to attack rolls made
with the spell attack chosen.
You can retake this talent one more time only to
select the other type of spell attack.

Taunt
You cause a ruckus or hurl a string of insults and
slurs at a creature you can see, distracting it and
trying to gain its attention.
Benefit: As a bonus action, choose a creature
you can see within 30 feet that can hear and
understand you. That creature must make
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