2023 Planescape Morte's Planar Parade!
2023 Planescape Morte's Planar Parade!
2023 Planescape Morte's Planar Parade!
PARADE
— Morte
Planar travelers often find mimirs invaluable in learning about reality and avoiding doom at the hands, claws, fangs, tentacles, proboscises,
ovipositors, and other appendages of the multiverse's countless predatory and lethally grumpy inhabitants.
Creatures from every corner of the multiverse crowd Sigil's busy streets
✏ Chris Seaman
Morte, however, isn't a mimir.
A floating skull with a penchant for speaking his mind and claiming expertise, Morte is one of Sigil's many unique inhabitants and an
accomplished explorer of the planes. For the right amount of coin or a future favor, Morte is quick to offer his advice, insights, and commentary on
the many inhabitants of the planes. This book contains useful data gleaned from Morte's stories and ramblings. Still, the planes are vast and
varied, and what Morte experienced as true might not match all circumstances. Reader beware.
Sunflies influenced by various Outer Planes inhabit every corner of the Outlands
✏ Brian Valeza
Petitioners
Petitioners are former mortals. They've lived, ceased living, and now exist on the Outer Planes. They typically inhabit a plane that shares their
alignment or the realm of a deity they worship. Some, however, become lost and wander the planes or make new homes for themselves elsewhere
on the Great Wheel.
You can make any creature that isn't a Celestial or Fiend a petitioner by giving it the following traits:
Plane Locked. The creature's creature type changes to Celestial or Fiend (DM's choice), and the creature can't leave the Outer Planes.
Portals or magic that allow transport beyond the Outer Planes don't affect this creature.
Soul Shape. A dead petitioner can be returned to life only by the true resurrection spell or the wish spell. If affected by these spells, a
petitioner chooses whether to return in its original mortal form or as a petitioner.
Death and the Planes
Mortals that die eventually have their souls return as petitioners in far-flung reaches of the Outer Planes. There, they manifest as idealized
versions of themselves. These forms might be similar to the forms they had in life or be those of entirely different creatures. A petitioner or
another Celestial or Fiend that is destroyed can reconstitute on a plane that shares its alignment after 100 years, or it might choose to become
one with that plane and never return. A creature that re-forms on the planes multiple times becomes increasingly dissimilar from its original
mortal form.
Planar Influences
The Outer Planes are home to powerful forces of good and evil, chaos and order. Over time, these forces can alter creatures exposed to them. Due
to their proximity to the Outer Planes, the inhabitants of the Outlands' gate-towns and nearby regions often exhibit traits associated with specific
Outer Planes. Creatures might also have such traits if they dwell in other realms steeped in the energy of an Outer Plane—whether such a place be
in the Outlands, on the Material Plane, or elsewhere.
This section provides customization options for creatures exposed to the energies of the Outer Planes for months or years. Creatures influenced
by a plane can have as many or as few of these traits as you choose.
“"Anything you think you know about critters from the Material Plane doesn't apply in the Outlands, Chief. Your dog back home ain't nothing like a
hound from the Nine Hells or Mount Celestia. Only thing those planar sorts have in common is that neither wants to hear about how you're 'totally
a dog person.'"”
— Morte
Planar Alignment
In addition to the plane-specific traits you can grant a creature, the influence of a plane changes a creature's alignment to match the plane's
alignment, as shown on the Outer Plane Alignments table. If a plane a creature is influenced by has more than one alignment, you choose the
creature's alignment from the options listed.
The Abyss
Creatures influenced by the Abyss gain demonic features, such as horns, scales, and black blood. A creature influenced by the Abyss also gains
one or more of following traits of your choice:
Entropy of the Abyss. Whenever the creature deals bludgeoning, piercing, or slashing damage, it can change the damage type to
necrotic.
Poison Tolerant. The creature has advantage on saving throws it makes to avoid or end the poisoned condition on itself.
Siege Monster. The creature deals double damage to objects and structures.
Acheron
Creatures influenced by Acheron have rough, scarred skin that resembles armor or pitted metal. A creature influenced by Acheron also gains one
or more of following traits of your choice:
Battle Lust. Whenever the creature reduces another creature to 0 hit points with a melee attack on its turn, it gains 10 temporary hit
points, and it can take a bonus action to move up to its speed without provoking opportunity attacks.
Corrosive Death. When the creature drops to 0 hit points, it turns into a pile of rust. Any equipment it was wearing or carrying is
unaffected.
Pack Tactics. The creature has advantage on an attack roll against a target if at least one of the creature's allies is within 5 feet of the
target and the ally doesn't have the incapacitated condition.
Arborea
Creatures influenced by Arborea change color to match the season, and their eyes glint with vibrant hues. A creature influenced by Arborea also
gains one or more of following traits of your choice:
Merry Music. Whenever the creature casts a spell or makes a spell attack, the faint sound of merry music can be heard by it and those
affected by its magic.
Recklessness. At the start of its turn, the creature can gain advantage on attack rolls during that turn, but attack rolls against the
creature have advantage until the start of its next turn.
Arcadia
Creatures influenced by Arcadia gain perfectly symmetrical features and appear eternally youthful or vigorous. A creature influenced by Arcadia
also gains one or more of following traits of your choice:
Arcadian Perfection (1/Day). If the creature fails a Strength, Dexterity, or Constitution saving throw, it can choose to succeed instead.
Unshakable Resolve. An invisible, magical aura of confidence and hope surrounds the creature. When another creature that has the
frightened condition starts its turn within 5 feet of the creature, the frightened condition affecting it is suppressed for 1 minute. When
this suppression ends, the condition resumes if its duration hasn't expired.
The Beastlands
Creatures influenced by the Beastlands gain wilder or more animalistic features, such as larger eyes, thicker fur, or more prominent canine teeth.
Beasts influenced by the Beastlands are often affected per the awaken spell—though normal Beasts also typically range through these areas in
large numbers. A creature influenced by the Beastlands also gains one or more of following traits of your choice:
Speech of Beast and Leaf (Requires the Ability to Speak at Least One Language). This creature can comprehend and verbally
communicate with Beasts and Plants.
Tracker's Eye. The creature can see invisible creatures and objects as if they were visible.
Trackless. The creature leaves no tracks to indicate where it has been or where it's headed.
Bytopia
Creatures influenced by Bytopia appear carved, constructed, or sculpted by an expert artisan. A creature influenced by Bytopia also gains one or
more of following traits of your choice:
Phantasmal Dweomer (1/Day). After being in continuous physical contact with a Tiny nonmagical object for 1 minute, the creature can
imbue the object with one of the following magical properties (choose one or roll a d6):
1–3: Light. The object sheds bright light in a 5-foot radius and dim light for an additional 5 feet.
4–6: Sound. The object continuously emits the creature's choice of a nonverbal sound (wind, waves, chirping, or the like). The chosen
phenomenon is perceivable up to 10 feet away.
Carceri
Creatures influenced by Carceri appear as if they'd been imprisoned underground for a long period; their hair is matted, their nails or claws are
long and dirty, and they have marks as if they were bound by chains or rope. A creature influenced by Carceri also gains one or more of following
traits of your choice:
Burden of Hopelessness. An invisible, magical aura of hopelessness surrounds the creature. Any other creature that starts its turn
within 5 feet of the creature has its speed reduced by 10 feet until it is reduced to 0 hit points, regains hit points, or gains temporary hit
points. This reduction never exceeds 10 feet.
Torturous Teleport. An invisible, magic-disrupting aura surrounds the creature. Any creature that teleports into or out of a space within
20 feet of the creature must make a DC 15 Constitution saving throw, taking 16 (3d10) force damage on a failed save, or half as much
damage on a successful one.
Elysium
Creatures influenced by Elysium have seasonal flowers sprouting from their heads, and they faintly smell of herbs or spices. A creature influenced
by Elysium also gains one or more of following traits of your choice:
Hardy Body. The creature no longer needs food or water, and the creature can have no more than 4 levels of exhaustion.
Peaceful Presence. An invisible, magical aura of peace surrounds the creature. Any other creature that starts its turn within 5 feet of
the creature has disadvantage on attack rolls until it is attacked, takes damage, or witnesses an ally being harmed.
Gehenna
Creatures influenced by Gehenna appear haggard and have long, crooked limbs. A creature influenced by Gehenna also gains one or more of
following traits of your choice:
Treasure Sense. The creature can pinpoint, by scent, the location of precious metals and stones, such as coins and gems, within 60
feet of itself.
Vitality Theft. An invisible, magical aura surrounds the creature. Whenever another creature regains hit points within 5 feet of the
creature, half of those regained hit points (rounded down) go to the creature generating the aura instead.
Hades
Creatures influenced by Hades often have dour, gray features and feel cold to the touch. A creature influenced by Hades also gains one or more of
following traits of your choice:
Aura of Gloom. An invisible, magical aura surrounds the creature. Colors are muted within 30 feet of the creature, and other creatures
in that area have disadvantage on Charisma checks and Charisma saving throws.
Extinguish Light. Nonmagical flames within 10 feet of the creature are extinguished.
Larval Rebirth. When the creature dies, it re-forms somewhere in Hades as a larva (see the Dungeon Master's Guide) in 1d10 days.
Shadowy Form. Whenever the creature is fully in darkness or dim light, it becomes semi-incorporeal and gains resistance to
bludgeoning, piercing, and slashing damage. If the creature takes radiant damage, its Shadowy Form trait is suppressed for 1 hour.
Limbo
Creatures influenced by Limbo have their appearance shift at each dawn. Their skin might change color, or their features might morph into
unnatural, even abstract, configurations. A creature influenced by Limbo also gains one or more of following traits of your choice:
Chaotic Magic. The creature can cast the thaumaturgy cantrip, choosing a magical effect at random. Charisma is the spellcasting
ability for this spell.
Churning Chaos. When the creature scores a critical hit or takes a critical hit, chaotic energy bursts from the creature, creating one the
following effects (choose one or roll a d6):
1–2: Melting Terrain. For 1 minute, the ground within 20 feet of the creature melts into a mud-like texture, becoming difficult terrain.
3–4: Miraculous Resilience. This creature gains temporary hit points equal to half the damage the critical hit dealt (rounded up).
5–6: Disrupted Gravity. Each creature within 20 feet of the creature must succeed on a DC 15 Constitution saving throw or rise
vertically, up to 20 feet, and remain magically suspended there for 1 minute. While suspended in this way, a creature has the
restrained condition.
Hidden Slaad. When the creature dies, a slaad tadpole bursts from the creature's chest.
Mechanus
Creatures influenced by Mechanus have angular, symmetrical features, and their skin gains a metallic sheen. A creature influenced by Mechanus
also gains one or more of following traits of your choice:
Lightning Rod. Lightning damage can't reduce the creature below 1 hit point. Whenever the creature takes lightning damage, one other
creature within 5 feet of it (determined randomly) takes half as much damage.
Structural Repair (1/Day). After being in continuous physical contact with a nonmagical object for 1 minute, the creature can magically
repair the object as though it had cast a mending spell on it.
Mount Celestia
Creatures influenced by Mount Celestia gain angelic features, such as gold- or platinum-colored skin, eyes, or hair. Spectral feathers might rise
from a creature's back, or a halo might crown its head. A creature influenced by Mount Celestia also gains one or more of following traits of your
choice:
Healing Orb. When the creature dies, its body releases a spectral orb that hovers in the same space and lasts for 1 minute. Any good-
aligned creature that starts its turn within 5 feet of the orb regains 1d6 hit points.
Light. The creature sheds bright light in a 10-foot radius and dim light for an additional 10 feet. As a bonus action, the creature can
suppress this light or cause it to return. The light winks out if the creature dies.
A gleaming wyvern imbued with the radiance of Mount Celestia navigates a crystalline cave
✏ Brian Valeza
Flames of the Nine. Whenever the creature deals bludgeoning, piercing, or slashing damage, it can change the damage type to fire.
Viper Nest. When the creature dies, its body disgorges a swarm of poisonous snakes in the same space.
“"The planes work on you in all sorts of ways, Chief. Sometimes they'll change your hair or give you spots. Other times they'll turn you into the sort
of ugly little worm fiends love to snack on. If you're planning to visit one of the Outer Planes, best to keep your stay short–if you ever want to leave
at all."”
— Morte
Pandemonium
A creature influenced by Pandemonium appears as though it were exposed to cold air for a long time, its skin dry and cracked. Its hair might blow
in a phantom wind. A creature influenced by Pandemonium also gains one or more of following traits of your choice:
Hindering Winds. Cold winds sweep around the creature. Any other creature that enters a space within 20 feet of the creature or starts
its turn there has its flying speed halved until the start of its next turn.
Wailing Screams. Whenever the creature casts a spell or makes a spell attack, the faint sound of crying and screams can be heard by
it and those affected by its magic.
Ysgard
A creature influenced by Ysgard becomes hearty and muscular. Its scars always appear fresh. When the creature senses danger, it can't help but
express joy. A creature influenced by Ysgard also gains one or more of following traits of your choice:
Warrior's Wrath. The creature has advantage on melee attack rolls against any target missing at least half its hit points.
Ysgardian Stand (2/Day). If the creature has the prone condition at the start of its turn, it can, at that time, end the prone condition on
itself and stand up without expending any movement. The creature can't use this trait while it has the incapacitated condition.
Planar Exemplars
Some creatures originate on specific Outer Planes. Just as flesh and blood are fundamental to many creatures from the Material
Plane, the forces of these creatures' home planes are fundamental to their being. These creatures are manifestations of a plane itself
and are altered by other planar influences only under unusual circumstances. The archons of Mount Celestia, the demons of the
Abyss, the devils of the Nine Hells, the modrons of Mechanus, and the slaadi of Limbo are just a few examples of such children of the
planes.
As a result, it's rare to encounter a group of modrons embracing the chaos of Limbo or devils awash in the natural energy of the
Beastlands. It's up to you to decide what creatures are exemplars of their home planes and under what circumstances they might be
influenced by other planes.
Aberrations
With their inscrutable biologies and agendas, Aberrations might journey to the Outlands pursuing all manner of schemes or sustenance. Slaadi
from Limbo are among the most common Aberrations found on the Outlands.
Outlands Aberrations
d4 Encounter
An aboleth travels in a muck-filled, orbicular carriage, seeking to better understand the Outer Planes in preparation for a
1
future world-domination scheme.
A beholder influenced by the Abyss has compound eyes and looks like a floating, cyclopean fly head. It promises not to
2
destroy the characters if they bring it a corpse it has never tasted before.
A dejected red slaad wishes to be reunited with its slaad tadpole, but it isn't certain where—or in what—it implanted its
3
egg.
A hirsute, axe-wielding flumph influenced by Ysgard quests across the land, seeking legendary beasts to slay and epic
4
songs to sing.
Beasts
Varied Beasts roam the Outlands, with many species being long extinct on Material Plane worlds. Plane-influenced creatures and gigantic or
idealized animals from the Beastlands are common.
Outlands Beasts
d4 Encounter
d4 Encounter
An awakened giant scorpion owns a custom-made boat and runs a ferry business along a prominent river. It offers its
1
services to characters in need.
A triceratops influenced by Mechanus and composed of simple geometric shapes charges creatures that enter the
2
angular canyons it inhabits. It moves only in straight lines and turns only at right angles.
3 Stirges drawn from countless worlds congregate in a tornado-sized, bloodsucking cloud that threatens a gate-town.
4 A desiccated giant frog influenced by Pandemonium screams whenever it opens its mouth. Its interior is even noisier.
Celestials
Various Celestials watch over the Outlands, particularly those reaches that border the Upper Planes. Angels and archons (presented later in this
book) are particularly common. Some seek to prevent fiendish incursions into the plane, while others try to align the Outlands closer to goodly
philosophies.
Outlands Celestials
d4 Encounter
1 An empyrean calls for aid in taking back a corner of the Outlands overrun by demons.
Wearing grim armor and displaying a rust-colored horn, a unicorn influenced by Acheron challenges all it encounters to
2
mortal combat.
A fallen deva, now neutral aligned, is on permanent vacation. The mellow angel is a font of multiversal secrets, but it
3
shares them only with strangers who prove themselves more relaxed than it.
A couatl influenced by Limbo has color-changing wings and insists passersby convince it that they're worthy of existing.
4
If the couatl isn't convinced, it has a 50 percent chance of either attacking or wandering off.
Constructs
Constructs in the Outlands might be the remnants of forgotten civilizations, servants of plane-walking magic-users, or creations with varied
important or ridiculous purposes. Among the most common are modrons, mechanical denizens of Mechanus that seek to enforce order on the
plane.
Outlands Constructs
d4 Encounter
1 A tyrannical homunculus rules over the small domain of its long-lost archmage master.
A beautiful but vain flesh golem influenced by Arborea insists on following a character until the character sketches,
2
sculpts, or otherwise artistically renders it.
A gang of inquisitive monodrones and its duodrone leader insist on following a character, saying they expect that
3
individual's doom to be "statistically noteworthy."
A clay golem influenced by the Beastlands has been transformed into the walking hive that's home to numerous swarms
4
of insects (wasps).
Mechanical dinosaurs roam an orderly realm influenced by the lawful energies of Mechanus
✏ Quintin Gleim
Dragons
All varieties of Dragons can be found in the Outlands, though many dwell in isolated reaches away from the plane's gate-towns. Some remain
aloof due to their territorial natures, while others seek to avoid the Mausoleum of Chronepsis, home to the legendary dragon Chronepsis (see Sigil
and the Outlands for details).
Outlands Dragons
d4 Encounter
An ancient gold dragon disguised as a canary gives the characters a nonmagical item and offers them Bahamut's best
1
wishes.
A lawful good faerie dragon with wings like stained glass has been influenced by Mount Celestia. It seeks the characters'
2
aid in recovering a stolen holy avenger.
A time dragon wyrmling (presented later in this book) wants help constructing a magical structure that will be important
3
in the future.
A neutral evil adult silver dragon with dull, gray scales has been influenced by Hades. It demands a toll from any who
4
crosses its domain.
Elementals
Elementals of all varieties can be found in the Outlands. Mephits are common and often serve more powerful creatures as messengers.
Outlands Elementals
d4 Encounter
1 Water elementals travel in a group that looks like a long, wandering river.
Some skull-headed azers have been influenced by the Nine Hells. They escort a heavily armored caravan of rare ore to
2
the gate-town of Ribcage.
3 A wounded mud mephit asks the characters to help it deliver a sealed package to a leader in a nearby gate-town.
A wealthy dao that glistens with gemstones has been influenced by Arborea. It leads a parade of glimmering galeb duhr
4
between gate-towns as part of a shopping spree for precious rocks.
Fey
Being close to nature—even the surreal nature of the Outer Planes—Fey dwelling in the Outlands are often influenced by other planes. Fey
encountered near a gate-town typically exhibit influences from the town's associated Outer Plane.
Outlands Fey
d4 Encounter
Revelers joined a group of satyrs in their festivities. As the satyrs' celebration has continued for over a year, the revelers
1
seek the characters' help in extricating themselves without offending their hosts.
A kindly green hag influenced by Elysium invites passersby to join her for tea in her cottage made of sweets. She makes
2
some of the best cookies in the Outlands.
A pack of blink dogs tracks a band of maelephants (presented later in this book) to prevent them from spoiling lands
3
influenced by the Upper Planes.
A gnarled dryad influenced by Carceri seeks to entrap creatures within the root-snarled, prison-like cavern beneath her
4
grove.
Fiends
Denizens of the Lower Planes regularly invade the Outlands, seeking to shift the balance of the realm toward evil. The Blood War, the endless
conflict between demons and devils, regularly spills onto the plane and can devastate whole regions.
Outlands Fiends
d4 Encounter
A nycaloth seeks to capture several monochromatic hell hounds influenced by Gehenna. The yugoloth seeks to sell the
1
hounds to Fiends participating in the Blood War.
After being ambushed by a rival, a night hag merchant offers a reward to characters who help her recover her lost
2
inventory: several dozen stray larvae (see the Dungeon Master's Guide).
A hero requests the characters' help in gaining the aid of a legendary steed called a nic'epona, a nightmare influenced by
3
one of the Upper Planes.
Rival incubi seek to recruit the characters to serve either a balor warlord or a pit fiend general whose fiendish armies are
4
prepared to clash nearby.
Giants
Giants are common in the Outlands. Many gravitate toward regions influenced by planes corresponding with their alignments, but others seek to
find the secret realm of the giant god Annam (see Sigil and the Outlands for details).
Outlands Giants
d4 Encounter
Several cyclopes refuse to let the characters pass through a region where they're constructing a massive ring of
1
beautifully carved standing stones.
An ettin influenced by the Beastlands has one head with bovine features and one head with lupine features. It
2
desperately needs help finding something both heads are willing to eat.
3 A storm giant seeks the characters' help in finding an offering of significant worth and size to impress the god Annam.
A jade-skinned oni from Bytopia has become separated from the spirit she was bound to protect. She requests aid in
4
catching up to her lost ward.
Humanoids
Humanoids from across the planes travel the Outlands and number among the most common inhabitants of the gate-towns.
Outlands Humanoids
d4 Encounter
1 The characters need to find a wandering priest who alone knows the ritual necessary to open a specific portal.
Several gnome mages seek help recovering their walking castle from a band of aggressive, spine-covered lizardfolk
2
influenced by the Abyss.
The characters stumble across a youthful or elderly commoner who doesn't know how they came to be in the Outlands
3
and who wants only to go home.
A bandit captain and his gang seek the characters' help as they plan a heist in the realm of an immortal being, like the
4
Realm of the Norns or Wonderhome (see Sigil and the Outlands for details on both locations).
Monstrosities
Monstrosities are common in the Outlands. Due to the influence of the Outer Planes, many behave differently than they might on the Material
Plane.
Outlands Monstrosities
d4 Encounter
The characters are hired to recover cargo from a crashed vessel brimming with rare technology, but the wreckage is
1
overrun with rust monsters.
The characters have to retrieve a treasure from a group of mischievous sprites. The sprites are secretly defended by
2
mimics influenced by Elysium that take the form of tiny, whimsical cottages.
A pride of displacer beasts stalks a band of traveling merchants. The merchants seek protection from the predators
3
hunting them for sport.
A drider influenced by Arborea runs a giant spider ranch. She hires the characters to hunt a rare breed of sunfly (detailed
4
later in this book) that, when fed to her spiders, will allow them to produce a remarkable type of silk.
Oozes
Oozes often appear in swampy or subterranean reaches of the Outlands or in regions influenced by the Lower Planes.
Outlands Oozes
d4 Encounter
A yugoloth arms dealer has captured a hundred gray oozes and seeks to sell them in the gate-town of Rigus as a weapon
1
capable of destroying Acheron's floating cubes. A rival hires the characters to steal and dispose of the oozes.
Within a gelatinous cube influenced by Gehenna floats a gigantic fiendish skull. Numerous Fiends revere the cube and
2
interpret depraved schemes and threatening orders from its quivering. A Celestial seeks aid in destroying the cube.
A bog in a region influenced by Carceri is swamped with countless black puddings. The characters are hired to recover a
3
lost relic from the bottom of the bog.
A chef in the gate-town of Tradegate wants the characters to retrieve royal jelly from a hive of giant bees (use the giant
4
wasp stat block). He doesn't note that the hive's honey takes the form of sweet-tasting ochre jellies.
In a landscape warped by Limbo's pure chaos, an animal-headed ettin fights a massive, many-eyed ooze
✏ Kent Davis
Plants
Plants in the Outlands often grow to incredible size, produce remarkable flowers or fruit, and exhibit bizarre shapes and colors. Regions influenced
by other planes are typically first recognizable by the effect those planes have on vegetation.
Outlands Plants
d4 Encounter
A young treant wants to put down roots. It asks the characters to help it travel around the Outlands so it can find a
1
suitable place to call home.
A myconid sovereign has convinced a group of githzerai monks to abandon their teachings and follow its path to
2
serenity. Another githzerai hires the characters to oust the fungal guru.
An herbalist has cultivated a unique breed of gas spores. She hires the characters to convey the spores to her buyer
3
without setting off the fungi.
A resident of the gate-town of Ecstasy is missing. His garden of twig blights—influenced by Elysium to resemble topiary
4
sculptures—haven't been fed and now sow chaos in town.
Undead
Undead often lurk in the dismal reaches of the Outlands, but some wander the land, either seeking places to spend eternity or preying on the living.
Outlands Undead
d4 Encounter
The characters find a trapped crawling claw. Rather than attacking, the severed hand can lead the characters to the
1
thankful immortal who lost it.
A banshee influenced by Acheron appears as a fallen knight-commander with a legion of specters. Guardians of the
2
gate-town of Rigus hire the characters to help banish the phantom army.
A lich seeks to dominate the gate-town of Hopeless and see it dragged into Hades with himself as its ruler. Citizens of
3
the gate-town entreat the characters to keep the gate-town hopeful enough that it doesn't fall into the Lower Plane.
Several confused ghost petitioners have become lost. They seek someone to pass judgment on their lives and deliver
4
them to the proper planes.
“"Some folks have notions about what sorts of creatures they don't expect to see around the Outer Planes. Like undead, for example–as if they
can't grok how souls and vampires and zombies might all wind up on the same infinite planes. What can I say? The planes are wild, Chief–I'm
unliving proof."”
— Morte
Planar Encounters
The following tables present random encounters adventurers might face across the Outlands or in other realms influenced by the Outer Planes.
These tables are divided by the alignment of the planes affecting a region. Unless otherwise noted, creatures marked with an asterisk (*) appear in
this book, while the rest are described in the Monster Manual.
If you wish to further customize these encounters, use traits detailed in the "Planar Influences" section.
✏ Zoltan Boros
“"Don't go thinking you've got a handle on the planes now, Chief. That's the surest way to find out you don't know the first thing about how they
really work."”
— Morte
Bestiary A to Z
This section presents stat blocks in alphabetical order for creatures suited to planar campaigns.
Adult Time Dragon Kelubar Demodand
Baernaloth Marut
Hound Archon
Faction Agents
This section presents stat blocks in alphabetical order for members of Sigil's twelve ascendant factions. These groups and a summary of their
beliefs appear on the Ascendant Factions of Sigil table. All are detailed further in Sigil and the Outlands.
Factols Hashkar, Darkwood, and Rhys, along with other Sigil leaders, debate in the Hall of Speakers
✏ Taras Susak
Cover
On the Cover: the skull-like planar traveler Morte explores the multiverse, but he doesn't exactly make friends wherever he goes.
✏ Dmitry Burmak
On the Alt-Cover: a githyanki warrior, the most recent in a long tradition of gith to explore the planes and model for the covers of hardback
bestiaries.
✏ Tony DiTerlizzi
Archons
Archons are denizens of the Seven Heavens of Mount Celestia. Created by the powers of order and benevolence, archons defend
their home from fiendish incursions and safeguard those threatened by wicked forces. Archons are skilled communicators, able to
speak all the languages of the multiverse. When pushed into combat, they prefer to subdue foes. However, against Fiends, archons
are wrathful combatants, manifesting the righteous vengeance of Mount Celestia to strike down the wicked.
Each archon’s form corresponds to its place within the Celestial hierarchy. When faced in battle, archons radiate the full fury of the
Upper Planes, bolstering their allies and cowing their foes.
Hound Archon
Hound archons are the foot soldiers of Mount Celestia, tasked with protecting the innocent and helpless. Loyal defenders, these
bipedal warriors wield blades of shining radiance and can assume canine forms, allowing them to inconspicuously guard peaceable
communities as dogs and wolves.
HOUND ARCHON
Medium Celestial, Typically Lawful Good
Speed 40 ft.
Languages all
Aura of Menace. As long as the archon doesn’t have the incapacitated condition, each creature of the archon’s choice that starts its turn within
20 feet of the archon must make a DC 12 Wisdom saving throw. On a failed save, the creature has the frightened condition until the start of its
next turn. On a successful save, the creature is immune to all archons’ Aura of Menace for 24 hours.
Actions
Multiattack. The archon makes two Bite attacks. It can replace one of the attacks with a Shining Blade attack.
Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) piercing damage. If the target is a Large or smaller creature, it must
succeed on a DC 14 Strength saving throw or have the prone condition.
Shining Blade (True Form Only). Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) radiant damage.
Spellcasting. The archon casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability:
Teleport. The archon teleports, along with any equipment it is wearing or carrying, to an unoccupied space it can see within 120 feet of itself.
Bonus Actions
Change Shape. The archon magically transforms into any Medium or Large dog or wolf while retaining its game statistics (other than its size
and losing its Shining Blade attack). The archon reverts to its true form if reduced to 0 hit points or if it uses a bonus action to do so.
Lantern Archon
The lowest-ranked archons, lantern archons greet newly arrived souls to Mount Celestia and light the path for those who traverse
the plane with reverence and respect. They appear as glowing, winged balls of vaporous light wrapped in a gleaming metal lattice,
although they have no more physical substance than smoke.
When confronting those who approach with ill intentions, lantern archons strike with searing bolts of focused light, flitting from
place to place between blasts to confound their foes.
ARTIST: COUPLEOFKOOKS
LANTERN ARCHON
Small Celestial, Typically Lawful Good
Armor Class 13
Skills Perception +3
Languages all
Aura of Menace. As long as the archon doesn’t have the incapacitated condition, each creature of the archon’s choice that starts its turn within
20 feet of the archon must make a DC 11 Wisdom saving throw. On a failed save, the creature has the frightened condition until the start of its
next turn. On a successful save, the creature is immune to all archons’ Aura of Menace for 24 hours.
Illumination. The archon sheds bright light in a 30-foot radius and dim light for an additional 30 feet.
Incorporeal Movement. The archon can move through creatures and objects as if they were difficult terrain. If it ends its turn inside an object, it
takes 5 (1d10) force damage.
Actions
Multiattack. The archon makes two Radiant Strike attacks. It can replace one attack with a use of Teleport.
Radiant Strike. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 60 ft., one target. Hit: 6 (1d6 + 3) radiant damage.
Spellcasting. The archon casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability:
1/day: aid
Teleport. The archon teleports, along with any equipment it is wearing or carrying, to an unoccupied space it can see within 120 feet of itself.
Bonus Actions
Shift Radiance. The archon reduces its Illumination to shed only dim light in a 5-foot radius, or it returns the light to full intensity.
Warden Archon
Warden archons are vigilant, ursine guardians of portals and paths connected to goodly realms. They have powerfully built, bipedal
bodies with the heads of great bears and eyes like pools of silvery light. When warden archons speak, glimmering radiance shines
from within their mouths, punctuating their deep, resonant voices.
A warden archon knows when a creature uses a portal the archon is tasked to guard, and it moves swiftly to interrogate any who
cross that planar boundary. If an invader enters the archon’s plane, the warden strikes with claw and tooth, using its powerful bite
to magically mark the intruder, which the archon pursues relentlessly.
–Morte
ARTIST: COUPLEOFKOOKS
WARDEN ARCHON
Large Celestial, Typically Lawful Good
Languages all
Aura of Menace. As long as the archon doesn’t have the incapacitated condition, each creature of the archon’s choice that starts its turn within
20 feet of the archon must make a DC 15 Wisdom saving throw. On a failed save, the creature has the frightened condition until the start of its
next turn. On a successful save, the creature is immune to all archons’ Aura of Menace for 24 hours.
Eternal Vigil. The archon can’t be surprised. Moreover, it knows when any creature uses a portal it is assigned to guard.
Actions
Multiattack. The archon makes two Claw attacks and one Tracker’s Bite attack.
Claw. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 12 (2d6 + 5) slashing damage. If the target is a Medium or smaller creature,
the target has the grappled condition (escape DC 18). The archon can have only one creature grappled in this way at a time.
Tracker’s Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 15 (3d6 + 5) piercing damage. If the target is a creature, for the next
24 hours, the archon knows the distance and direction to the target while they are both on the same plane of existence.
Spellcasting. The archon casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability
(spell save DC 15):
1/day each: aid, continual flame, protection from evil and good, scrying (as an action)
Teleport. The archon teleports, along with any equipment it is wearing or carrying, to an unoccupied space it can see within 120 feet of itself.
ARTIST: DMITRY BURMAK
Baernaloth
Baernaloths are tall, gaunt yugoloths who keep to the Gray Wastes of Hades. Their gray, desiccated skin stretches over their bones,
and their heads resemble horned equine skulls with ember-like eyes. Sages endlessly debate the nature of baernaloths, and the
Books of Keeping— ancient tomes detailing the true names of the first yugoloths—report no mention of baernaloths within. Some
posit that these enigmatic yugoloths were created by a primal evil power before other yugoloths or that they come from an epoch
before the current manifestation of the planes. Baernaloths refuse to say, but most obsess over secrets and obscene lore regarding
the far-flung past and inscrutable future of the multiverse. Many of these rare scholars of the profane seek to manipulate reality on
a grand scale, while others unleash horrific experiments on the planes. It’s said the first demodands of Carceri were created by
baernaloths.
Baernaloths spread discord and despair among any creatures they meet. They use their breath, thick with the gloom of Hades, to
turn friends against each other and then savor the horror that rises when their victims realize how they’ve betrayed one another.
Baernaloths use their wicked power to keep mortally wounded foes alive, sometimes indefinitely, to prolong their suffering. Even
striking against a baernaloth brings misery—they can cause an attacker’s old wounds to painfully reopen. All the while,
baernaloths are disturbingly detached, observing their victims’ agony without emotion.
BAERNALOTH
Large Fiend (Yugoloth), Typically Neutral Evil
Speed 40 ft.
STR DEX CON
Damage Resistances cold, fire, lightning, necrotic, psychic; bludgeoning, piercing, and slashing from nonmagical attacks
Legendary Resistance (4/Day). If the baernaloth fails a saving throw, it can choose to succeed instead.
Magic Resistance. The baernaloth has advantage on saving throws against spells and other magical effects.
Actions
Multiattack. The baernaloth makes one Anguishing Bite attack and one Claw attack. It can also use Teleport.
Anguishing Bite. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 9 (1d10 + 4) piercing damage plus 10 (3d6) psychic damage. If
the target is a creature, it can’t regain hit points until the start of the baernaloth’s next turn.
Claw. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 11 (2d6 + 4) slashing damage plus 17 (5d6) necrotic damage.
Miasma of Discord (Recharge 5–6). The baernaloth exhales gray vapors that coalesce at a point it can see within 120 feet of itself. The vapors
fill a 20-foot-radius sphere centered on that point, then vanish. Each non-yugoloth creature in that area must make a DC 19 Wisdom saving
throw. On a failed save, the creature takes 35 (10d6) psychic damage and has the charmed condition until the end of its next turn. A creature
charmed in this way treats its allies as foes, and the colors of its body and equipment become shades of gray. On a successful save, the creature
takes half as much damage only.
Spellcasting. The baernaloth casts one of the following spells, requiring no material components and using Intelligence as the spellcasting
ability (spell save DC 20):
1/day each: cloudkill, plane shift (self only), scrying (as an action)
Summon Yugoloth (1/Day). The baernaloth has a 50 percent chance of summoning its choice of 1d4 mezzoloths, 1 arcanaloth, or 1 baernaloth
(the mezzoloth and arcanaloth appear in the Monster Manual). A summoned yugoloth appears in an unoccupied space within 60 feet of the
baernaloth, acts as an ally of the baernaloth, and can’t summon other yugoloths. It remains for 1 minute, until it or the baernaloth dies, or until
the baernaloth dismisses it as an action.
Teleport. The baernaloth teleports, along with any equipment it is wearing or carrying, up to 120 feet to an unoccupied space it can see.
Reactions
The baernaloth can take up to three reactions per round but only one per turn.
Afflict Despair. When a creature that the baernaloth can see within 60 feet of itself hits with an attack roll or succeeds on a saving throw, the
baernaloth forces the creature to reroll the d20 and use the new result.
Inescapable Pain. When the baernaloth is damaged by another creature, that creature must make a DC 19 Constitution saving throw, taking 14
(4d6) necrotic damage on a failed save, or half as much damage on a successful one.
A Baernaloth’s Lair
ARTIST: JOHN TEDRICK
Whether in the hopeless realms of Hades or on the rare occasion they lurk on some other plane, baernaloths lair in remote
mountain crags and secluded caves. Their lairs have ample places to house and restrain “guests,” particularly those the baernaloths
keep hovering at death’s door.
The challenge rating of a baernaloth is 18 (20,000 XP) when it’s encountered in its lair.
Lair Actions
On initiative count 20 (losing initiative ties), a baernaloth can take one of the following lair actions; the baernaloth can’t take the
same lair action two rounds in a row:
Consume Suffering. Until initiative count 20 on the next round, when a creature in the baernaloth’s lair other than the baernaloth
takes necrotic or psychic damage or drops to 0 hit points, the baernaloth regains 10 (3d6) hit points.
Discover Secrets. The baernaloth uses Spellcasting to cast detect thoughts. A creature targeted by the spell cast in this way takes
13 (3d8) psychic damage.
Recurring Wound. A creature that doesn’t have all its hit points and that the baernaloth can see in its lair must make a DC 19
Constitution saving throw, taking 22 (4d10) necrotic damage on a failed save, or half as much damage on a successful one.
Regional Effects
A region containing a baernaloth’s lair becomes warped by the creature’s unnatural presence, which creates one or more of the
following effects:
Persistent Anguish. Within 10 miles of a baernaloth’s lair, when a creature casts a spell that either restores hit points or removes
the charmed or frightened condition, the spell fails and is wasted unless the caster succeeds on a DC 19 saving throw using its
spellcasting ability. Once a creature succeeds on the saving throw, it is immune to this regional effect for 24 hours.
Slow Healing. Within 10 miles of a baernaloth’s lair, a creature other than the baernaloth regains only hit points equal to half its hit
point maximum when it finishes a long rest, and it regains only half the usual number of hit points when it spends Hit Dice during
a short rest.
–Morte
ARTIST: COUPLEOFKOOKS
Bariaur Wanderer
Hailing from Ysgard, bariaurs are centaur-like Celestials with the lower bodies of goats, humanoid torsos, and curved horns. Some
bariaurs sate their wanderlust by exploring their home plane, the Outlands, and the Great Wheel beyond. These bariaur wanderers
often serve as guides in the Outlands, assisting visitors by eagerly suggesting gate-town attractions and other points of interest.
Throughout their travels, these hardy wanderers absorb ambient planar energies, adapting to the vast and varied terrains of the
Outer Planes and frequently taking on aspects of those planes (see the “Planar Influences” section in this book’s introduction).
BARIAUR WANDERER
Medium Celestial, Typically Chaotic Good
Speed 40 ft.
STR DEX CON
Portal Sense. The bariaur can sense the presence of portals within 30 feet of itself, including inactive portals, and instinctively knows the
destination of each one. The bariaur knows the distance and direction to the last portal it used as long as they’re on the same plane.
Actions
Barbed Javelin. Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or range 30/120 ft., one target. Hit: 9 (1d10 + 4) piercing damage. If the
target is a creature, its speed is reduced by 10 feet until the start of the bariaur’s next turn.
Ram. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) bludgeoning damage. If the bariaur moved at least 20 feet straight
toward the target immediately before the hit, the target takes an extra 10 (3d6) bludgeoning damage, and the target must succeed on a DC 14
Strength saving throw or have the prone condition.
Shortbow. Ranged Weapon Attack: +4 to hit, range 80/320 ft., one target. Hit: 5 (1d6 + 2) piercing damage, plus 4 (1d8) piercing damage if the
target doesn’t have all its hit points.
Spellcasting. The bariaur casts one of the following spells, requiring no material components and using Wisdom as the spellcasting ability:
Bonus Actions
Armor Class 12
Speed 30 ft.
Shared Telepathy. Any creature touching the cranium rat can use
the rat’s telepathy if the rat allows it. If the creature knows any
language, the creature can use the telepathy to communicate words
and emotions.
Actions
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 1
piercing damage.
Bonus Actions
Illumination. The cranium rat sheds dim light from its exposed
brain in a 5-foot radius or extinguishes the light.
Speed 30 ft.
Condition Immunities charmed, frightened, grappled, paralyzed, petrified, prone, restrained, stunned
Psychic Messenger. The swarm can use its sending spell to target someone familiar to a creature in telepathic contact with the swarm.
Swarm. The swarm can occupy another creature’s space and vice versa, and the swarm can move through any opening large enough for a Tiny
rat. The swarm can’t regain hit points or gain temporary hit points.
Telepathic Shroud. The swarm is immune to any effect that would sense its emotions or read its thoughts, as well as to divination spells.
Actions
Bites. Melee Weapon Attack: +5 to hit, reach 0 ft., one target in the swarm’s space. Hit: 14 (4d6) piercing damage, or 7 (2d6) piercing damage if
the swarm has half of its hit points or fewer, plus 22 (5d8) psychic damage.
Spellcasting (Psionics). The swarm casts one of the following spells, requiring no spell components and using Intelligence as the spellcasting
ability (spell save DC 13):
*To cast this spell, the swarm must have more than half its hit points remaining.
Bonus Actions
Illumination. The swarm sheds dim light from its brains in a 5-foot radius, increases the illumination to bright light in a 5- to 20-foot radius and
dim light for an additional number of feet equal to the chosen radius, or extinguishes the light.
Dabus
Among the bustling throngs of Sigil’s streets float gray-skinned, vaguely humanlike figures with curled horns. Where they travel,
cracks in the mortar seal shut, stray bricks float back into place, and ruined city blocks are restored. These are dabus, the silent
caretakers of Sigil and loyal servants of the Lady of Pain.
Dabus patrol the City of Doors to maintain public buildings, portals, and utilities. They use their innate ability to manipulate Sigil’s
infrastructure not only to effect repairs but also to combat individuals who disrupt the city’s operations or violate the Lady’s edicts,
hurling bricks at troublemakers and subduing them by causing the streets to sprout grasping cobblestone hands.
When dabus communicate, rather than speaking or signing words, they create esoteric illusory images and symbols in front of
themselves. Scholars have yet to determine the origin of dabus’s difficult-to-comprehend rebuses, though some speculate their
etymology predates Sigil itself.
DABUS
Medium Celestial, Typically Lawful Neutral
Armor Class 12
Languages understands all languages but can’t speak; communicates via Symbol Speech
Physical Restraint. The dabus doesn’t make melee attacks or opportunity attacks, even in self-defense.
Symbol Speech. A dabus communicates by creating illusory symbols and pictures that float in the air in front of itself and disappear a few
seconds later. A creature that can see such a message can decipher it with a successful DC 10 Intelligence (Investigation) check (no action
required).
Actions
Flying Brick. Ranged Spell Attack: +5 to hit, range 90 ft., one target. Hit: 7 (1d8 + 3) bludgeoning damage.
Grasping Ground (Recharge 6). The dabus causes a 20-foot-square area of ground it can see within 60 feet of itself to sprout clutching
appendages made of stone. Each creature of the dabus’s choice in that area must succeed on a DC 13 Dexterity saving throw or take 9 (2d8)
bludgeoning damage and have the grappled condition (escape DC 13). While grappled in this way, the creature has the restrained condition. The
appendages vanish after 1 minute or if the dabus’s concentration ends (as if concentrating on a spell).
Darkweaver
Arachnid predators of the Shadowfell, darkweavers inhabit caves, dungeons, and other dark locales throughout the multiverse,
including Undersigil and the windswept darkness of Pandemonium. A darkweaver lurks in the shadows of its lair, waiting for
hapless prey to pass by. When a target approaches, the darkweaver fires webs of pure shadow at its quarry, then drags the victim
into the darkness.
DARKWEAVER
Medium Aberration, Typically Chaotic Evil
Shadowy Form. While the darkweaver is in dim light or darkness, attack rolls against it are made with disadvantage unless the darkweaver has
the incapacitated condition.
Spider Climb. The darkweaver can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
Sunlight Hypersensitivity. The darkweaver takes 10 radiant damage when it starts its turn in sunlight. While in sunlight, it has disadvantage on
attack rolls and ability checks.
Actions
Multiattack. The darkweaver makes two Shadow Web attacks and one Bite attack. It can use Reel after any of these attacks.
Bite. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 13 (3d6 + 3) piercing damage plus 17 (5d6) necrotic damage, and if the target
is a creature, the target’s 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.
Shadow Web. Ranged Weapon Attack: +7 to hit, reach 120 ft., one creature. Hit: 16 (3d10) necrotic damage, and the target has the grappled
condition (escape DC 15). The shadow web can be attacked and destroyed (AC 16; 20 hit points; vulnerability to radiant damage; immunity to
bludgeoning, necrotic, poison, and psychic damage). The darkweaver can grapple up to six creatures at a time using its shadow web.
Reel. The darkweaver pulls each creature it has grappled up to 60 feet toward itself.
A Darkweaver’s Lair
Darkweavers dwell in lightless caverns, preferring locations touched by pitch-black planes, such as Pandemonium or the
Shadowfell. Darkweavers tend to inhabit isolated sites where they can weave webs of shadow undisturbed.
Lair Actions
On initiative count 20 (losing initiative ties), a darkweaver can take one of the following lair actions; the darkweaver can’t take the
same lair action two rounds in a row:
Extinguish. All nonmagical flames within 30 feet of the darkweaver are extinguished. In addition, if this area overlaps with an area
of light created by a spell of 2nd level or lower, the spell that created the light is dispelled.
Shadow Fears. The darkweaver instills frightful magic into its webs. Each creature grappled by the darkweaver’s Shadow Web
must make a DC 15 Wisdom saving throw. On a failed save, the creature has the frightened condition until the end of its next turn.
Shadow Step. If the darkweaver is in dim light or darkness, it teleports, along with any equipment it is wearing or carrying, to an
unoccupied space it can see within 60 feet of itself that is in dim light or darkness.
Darkweaver Webs
A darkweaver’s web has a 50 percent chance of having 1d6 cocoons. Roll on the Darkweaver Cocoon Contents table to determine
what might be inside each of these shadowy masses.
Darkweaver Cocoon Contents
d6 Contents
Roll a die. If you roll an even number, the cocoon contains the bones of a Humanoid. If you roll an odd number,
1
the cocoon contains the bones of a non-Humanoid creature, such as a flumph or a mule.
2 A swarm of insects that might be a darkweaver’s young
3 A corpse holding a jar of universal solvent with a slightly stuck lid
4 A collection of menus from restaurants in Sigil
5 4d12 gold pieces amid a digested slurry
6 A halfling commoner or musteval guardinal (detailed later in this book) that the darkweaver forgot about
–Morte
ARTIST: COUPLEOFKOOKS
Demodands
Demodands, also called gehreleths, are Fiends from the Tarterian Depths of Carceri. Cast into the prison plane long ago for
forgotten transgressions, these bitter, wicked creatures have appointed themselves the jailers of the plane. Demodands viciously
defend the few known portals that lead out of Carceri and ruthlessly torment other creatures trapped there.
Demodands that manage to leave Carceri know they’re doomed to return; a demodand that dies outside Carceri re-forms there in a
torturous process that takes 2d20 days. Even those who survive on other planes find themselves eventually dragged back, pulled by
some planar tether.
Farastu Demodand
Farastus, also known as tarry demodands, are the least of the demodands. These violent Fiends ooze thick, sticky tar that sticks to
anything it touches. Arrogant and cruel, farastus delight in tormenting those weaker than themselves. Due to their sharp senses and
vicious streaks, farastus sometimes work as hunters that track down those who escape Carceri.
FARASTU DEMODAND
Medium Fiend, Typically Neutral Evil
Boundless Movement. The farastu ignores difficult terrain, and magical effects can’t reduce its speed. It can spend 5 feet of movement to
automatically remove the grappled condition from itself.
Magic Resistance. The farastu has advantage on saving throws against spells and other magical effects.
Spider Climb. The farastu can climb difficult surfaces, including upside down on ceilings, without an ability check.
Actions
Multiattack. The farastu makes two Claw attacks and one Bite attack.
Claw. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 16 (2d10 + 5) slashing damage. If the target is a Large or smaller creature, it
has the grappled condition (escape DC 15, with disadvantage). The farastu has two claws, each of which can grapple one creature.
Bite. Melee Weapon Attack: +9 to hit (with advantage against a creature the farastu is grappling), reach 5 ft., one target. Hit: 12 (2d6 + 5)
piercing damage plus 24 (7d6) acid damage.
Spellcasting. The farastu casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability:
Summon Demodand (1/Day). The farastu has a 40 percent chance of summoning 1 farastu demodand. A summoned demodand appears in an
unoccupied space within 60 feet of the farastu, acts as an ally of the farastu, and can’t summon other demodands. It remains for 1 minute, until it
or the farastu dies, or until the farastu dismisses it as an action.
ARTIST: OLIVIER BERNARD
Kelubar Demodand
Kelubars, sometimes called slimy demodands, are the bureaucrats of Carceri, existing as intermediaries between farastus and
shators. They are squat, and their skin drips with a foul-smelling, acidic slime. Kelubars revel in the subservience of others, and
they prefer to do battle with words—or at least to send in their farastu minions—rather than fight directly.
KELUBAR DEMODAND
Medium Fiend, Typically Neutral Evil
Skills Insight +7
Acidic Secretions. A creature that touches the kelubar or hits it with a melee attack while within 5 feet of it takes 5 (2d4) acid damage.
Boundless Movement. The kelubar ignores difficult terrain, and magical effects can’t reduce its speed. It can spend 5 feet of movement to
automatically remove the grappled condition from itself.
Magic Resistance. The kelubar has advantage on saving throws against spells and other magical effects.
Actions
Bite. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 11 (1d10 + 6) piercing damage plus 18 (4d8) acid damage.
Spellcasting. The kelubar casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability
(spell save DC 17):
Spit Acid. The kelubar spits acid in a line 60 feet long and 5 feet wide. Each creature in that area must make a DC 17 Dexterity saving throw,
taking 27 (6d8) acid damage on a failed save, or half as much damage on a successful one.
Summon Demodand (1/Day). The kelubar has a 40 percent chance of summoning its choice of 1d2 farastu demodands or 1 kelubar demodand.
A summoned demodand appears in an unoccupied space within 60 feet of the kelubar, acts as an ally of the kelubar, and can’t summon other
demodands. It remains for 1 minute, until it or the kelubar dies, or until the kelubar dismisses it as an action.
Bonus Actions
Nauseating Fog (Recharge 6). The kelubar magically creates a cloud of greenish fog that fills a 20-foot-radius sphere centered on a point
within 120 feet of itself. The cloud remains for 1 minute or until the kelubar uses this bonus action again. The cloud is heavily obscured and
difficult terrain. Any creature that starts its turn in the cloud or enters the cloud for the first time on a turn must succeed on a DC 17 Constitution
saving throw or have the poisoned condition until the end of its next turn.
ARTIST: OLIVIER BERNARD
Shator Demodand
Shators, known as shaggy demodands, dominate demodand society, ruthlessly commanding their lesser kin. They are hulking
creatures covered in fungal growths. Shators are the self-appointed wardens of Carceri, and they keep meticulous records of their
subordinates and the prisoners they claim. On the rare occasions that shators find themselves on the Material Plane, they
manipulate mortal leaders and philosophers, using them as mouthpieces to spread poisoned words and tempt souls toward Carceri’s
waiting chains.
Boundless Movement. The shator ignores difficult terrain, and magical effects can’t reduce its speed. It can spend 5 feet of movement to
automatically remove the grappled condition from itself.
Jailer (1/Day). The shator can cast the imprisonment spell, requiring no material components and using Intelligence as the spellcasting ability
(chaining effect only; spell save DC 18).
Liquefaction Ritual. The shator can perform a 1-minute ritual that turns all willing farastus and kelubars of its choice within 60 feet of itself
into a living liquid form. Each liquefied demodand becomes enough liquid to fill a flask. A demodand’s liquefaction lasts until a shator uses an
action to end it or a creature opens a container holding the liquid. While liquefied in this way, a demodand has the paralyzed condition despite
any immunity to that condition, it has immunity to all damage, and any curse affecting it is suspended.
Magic Resistance. The shator has advantage on saving throws against spells and other magical effects.
Numbing Secretions. A creature that touches the shator or hits it with a melee attack while within 5 feet of it must succeed on a DC 17
Dexterity saving throw or have disadvantage on attack rolls and its speed halved until the end of its next turn.
Actions
Multiattack. The shator makes one Bite attack and two Enervating Trident attacks.
Bite. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 17 (3d6 + 7) piercing damage plus 26 (4d12) acid damage. If the target is a
creature, it must succeed on a DC 16 Constitution saving throw or have the paralyzed condition until the start of the shator’s next turn.
Enervating Trident. Melee Weapon Attack: +12 to hit, reach 10 ft., one target. Hit: 18 (2d10 + 7) necrotic damage.
Inhibitory Spray (Recharge 5–6). The shator exhales a spray of slime in a line 100 feet long and 5 feet wide. Each creature in that area must
make a DC 16 Dexterity saving throw. On a failed save, a creature takes 40 (9d8) acid damage and has the paralyzed condition for 1 minute.
The creature repeats 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 only.
Spellcasting. The shator casts one of the following spells, requiring no material components and using Intelligence as the spellcasting ability
(spell save DC 18, +10 to hit with spell attacks):
1/day each: dispel magic, plane shift (to Carceri only), scrying (as an action)
Summon Demodand (1/Day). The shator has a 50 percent chance of summoning its choice of 1d4 farastu demodands, 1d2 kelubar demodands,
or 1 shator demodand. A summoned demodand appears in an unoccupied space within 60 feet of the shator, acts as an ally of the shator, and
can’t summon other demodands. It remains for 1 minute, until it or the shator dies, or until the shator dismisses it as an action.
Eater of Knowledge
–Morte
ARTIST: COUPLEOFKOOKS
EATER OF KNOWLEDGE
Large Aberration, Typically Neutral Evil
Armor Class 15 (natural armor)
Speed 40 ft.
Brains Devoured. When the eater of knowledge is first encountered, roll 1d10 to determine the number of brains it has already consumed.
Magic Resistance. The eater of knowledge has advantage on saving throws against spells and other magical effects.
Actions
Multiattack. The eater of knowledge makes two Slam attacks. If both attacks hit the same creature and the target is Large or smaller, it has the
grappled condition (escape DC 14) and must succeed on a DC 15 Intelligence saving throw or have the stunned condition until the grapple ends.
Slam. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) bludgeoning damage.
Extract Brain. Melee Weapon Attack: +7 to hit, reach 5 ft., one Humanoid with the incapacitated condition. Hit: 45 (10d8) piercing damage. If
this damage reduces the target to 0 hit points, the eater of knowledge kills the target by extracting and consuming its brain.
Spellcasting (Psionics). The eater of knowledge casts one of the following spells, requiring no spell components and using Intelligence as its
spellcasting ability (spell save DC 15). It must have consumed the requisite number of brains to cast the spell, as indicated:
1/day each: plane shift (self only, 0 brains), detect magic (1 brain), silent image (2 brains), invisibility (3 brains), hypnotic pattern (4 brains),
major image (5 brains), telekinesis (6 brains), arcane eye (7 brains), mislead (8 brains), greater invisibility (9 brains), mass suggestion (10 or
more brains)
Githzerai
Githzerai descend from an ancient people who were also the progenitors of the githyanki—all of whom were destroyed or
transformed by mind flayers. Many githzerai dwell in Limbo, honing their psionic powers by shaping their homes on that chaotic
plane. The githzerai described here oftentimes traverse the planes, crossing between them via the portals in Sigil and the Outlands.
To learn more about other githzerai, see the Monster Manual.
Githzerai Futurist
Githzerai futurists have transcended their limits through focused meditation and can now catch glimpses of the future. They foresee
the possible outcomes of battles, using those portents to tilt the balance in their favor.
GITHZERAI FUTURIST
Medium Aberration (Gith), Any Alignment
Speed 40 ft.
Psychic Defense. While the githzerai is wearing no armor and wielding no shield, its AC includes its Wisdom modifier.
Actions
Multiattack. The githzerai makes three Unarmed Strike or Psychic Bolt attacks.
Unarmed Strike. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 12 (2d8 + 3) bludgeoning damage plus 11 (2d10) psychic damage.
Psychic Bolt. Ranged Spell Attack: +7 to hit, range 60 ft., one creature. Hit: 21 (4d8 + 3) psychic damage.
Spellcasting (Psionics). The githzerai casts one of the following spells, requiring no spell components and using Wisdom as the spellcasting
ability (spell save DC 15):
At will: dispel magic, levitate (self only), mage hand (the hand is invisible), see invisibility
1/day each: plane shift ( self only), scrying (as an action), slow, telekinesis
Reactions
Future Insight (3/Day). When the githzerai or a creature it can see makes an attack roll, a saving throw, or an ability check, the githzerai can
cause the roll to be made with advantage or disadvantage.
—Morte
ARTIST: COUPLEOFKOOKS
Githzerai Traveler
Githzerai travelers wander the multiverse to train and pursue cosmic enlightenment. These githzerai learn to manipulate planar
energies to create wondrous effects.
GITHZERAI TRAVELER
Medium Aberration (Gith), Any Alignment
Speed 30 ft.
STR DEX CON
Psychic Defense. While the githzerai is wearing no armor and wielding no shield, its AC includes its Wisdom modifier.
Actions
Unarmed Strike. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) bludgeoning damage plus 4 (1d8) psychic damage.
Spellcasting (Psionics). The githzerai casts one of the following spells, requiring no spell components and using Wisdom as the spellcasting
ability (spell save DC 13):
Bonus Actions
Matter Manipulation (Recharge 4–6). The githzerai manipulates the energy of the plane of existence it’s on to produce one of the following
effects (choose one or roll a d6):
1–2: Astral Step. The githzerai can teleport, along with any equipment it is wearing or carrying, up to 40 feet to an unoccupied space it can see.
In addition, its walking speed increases to 40 feet until the start of its next turn.
3–4: Growth. Flowers and vines grow around the githzerai until the start of its next turn, then vanish; the ground within 15 feet of the githzerai
is difficult terrain for other creatures while the flowers and vines are present.
5–6: Retaliating Light. Multicolored lights surround the githzerai until the start of its next turn. For the effect’s duration, whenever a creature
within 5 feet of the githzerai hits it with a melee attack roll, that creature takes 3 (1d6) force damage, as magic lashes out in retribution.
Githzerai Uniter
Githzerai uniters espouse wisdom and unity rather than violence. Many uniters are members of the Sha’sal Khou, a group of
githyanki and githzerai who band together to reunify the gith people. Capable martial artists, uniters are more inclined to disarm
and subdue their opponents than destroy them.
GITHZERAI UNITER
Medium Aberration (Gith), Any Alignment
Armor Class 16 (Psychic Defense)
Speed 40 ft.
Psychic Defense. While the githzerai is wearing no armor and wielding no shield, its AC includes its Wisdom modifier.
Actions
Multiattack. The githzerai makes three Unarmed Strike or Psychic Bolt attacks. It can replace any of these attacks with one use of its Pacifying
Touch.
Unarmed Strike. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) bludgeoning damage plus 10 (3d6) psychic damage.
Psychic Bolt. Ranged Spell Attack: +6 to hit, range 60 ft., one creature. Hit: 17 (5d6) psychic damage.
Pacifying Touch. The githzerai touches one creature it can see within 5 feet of itself. The target must succeed on a DC 14 Intelligence saving
throw, or the githzerai chooses an action for that target: Attack, Cast a Spell, or Dash. The affected target can’t take that action for 1 minute. At
the end of each of the target’s turns, it can repeat the saving throw, ending the effect on itself on a successful save. A target that succeeds on the
saving throw becomes immune to this githzerai’s Pacifying Touch for 24 hours.
Spellcasting (Psionics). The githzerai casts one of the following spells, requiring no spell components and using Wisdom as the spellcasting
ability (spell save DC 14):
Guardinals
Nomadic and peaceful, guardinals are animalistic Celestials who hail from Elysium. Guardinals resemble Humanoids with bestial
traits. In their daily interactions, guardinals embody the beauty, calm, and righteousness of their home plane. Guardinals can be
found throughout the Outlands, especially in Ecstasy, the gate-town to Elysium, and in Faunel, the gate-town to the Beastlands.
While guardinals are usually friendly and slow to anger, their supernatural virtue puts them at odds with the evil beings of the
Lower Planes. Guardinals abhor wickedness and strike out against injustice and villainy without hesitation, determined to eradicate
forces that threaten beauty and peace.
Avoral Guardinal
Avorals are eagle-like bipeds with winged arms and keen, golden eyes. Prone to wander, these avian Celestials leave Elysium more
frequently than their counterparts, meandering across the Outlands to wherever the winds might take them. Solitary scouts and
skirmishers, avorals are nimble aerial combatants, able to swiftly dive at foes from the heavens and tear into them with razor-sharp
talons.
AVORAL GUARDINAL
Medium Celestial, Typically Neutral Good
Dive Attack. If the avoral is flying, dives at least 30 feet in a straight line toward a Medium or smaller creature, and ends within 5 feet of it, that
creature must succeed on a DC 15 Strength saving throw or take 14 (4d6) piercing damage and have the prone condition.
Flyby. The avoral doesn’t provoke an opportunity attack when it flies out of an enemy’s reach.
Actions
Multiattack. The avoral makes two Talon attacks. It can replace one attack with a use of Spellcasting.
Talon. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) piercing damage plus 13 (2d12) radiant damage.
Spellcasting. The avoral casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability
(spell save DC 16):
Equinal Guardinal
The horselike equinals are among the strongest of the guardinals. Equinals have long faces and crested manes, and their powerful,
hocked legs carry them over great distances. These good-natured, boisterous Celestials boast their might in contests of strength and
rarely back down from a challenge. Tough and courageous, they use their iron-hard fists to pound evil to a pulp. Equinals can also
bellow a mighty shout that stops their foes in their tracks.
EQUINAL GUARDINAL
Large Celestial, Typically Neutral Good
Speed 50 ft.
Headfirst Charge. If the equinal moves at least 30 feet in a straight line toward a creature and ends within 5 feet of it, that creature must
succeed on a DC 17 Strength saving throw or take 14 (4d6) bludgeoning damage and have the prone condition.
Actions
Fist. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 13 (2d6 + 6) bludgeoning damage plus 3 (1d6) radiant damage.
Rock. Ranged Weapon Attack: +9 to hit, range 60/180 ft., one target. Hit: 22 (3d10 + 6) bludgeoning damage. If the target is a creature, it must
succeed on a DC 17 Strength saving throw or have the prone condition.
Shout (Recharge 6). The equinal lets out a booming shout. Each creature within 30 feet of the equinal must succeed on a DC 14 Constitution
saving throw or have the stunned condition until the end of the equinal’s next turn.
Musteval Guardinal
Mustevals are small, mousy guardinals skilled at evading danger. Their speed, stealthy nature, and illusion magic make them adept
spies, scurrying through the multiverse to serve greater forces of good.
MUSTEVAL GUARDINAL
Small Celestial, Typically Neutral Good
Armor Class 13
Speed 35 ft.
Actions
Bone Blade. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) slashing damage plus 3 (1d6) radiant damage.
Spellcasting. The musteval casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability:
Reactions
Skirmish Movement. When a creature ends its turn within 5 feet of the musteval, the musteval can move up to half its speed. This movement
doesn’t provoke opportunity attacks.
ARTIST: ERIC BELISLE
Kolyarut
Created by Primus, the leader of the modrons, the Kolyarut is a wondrous machine capable of forging binding contracts between
parties. From the Hall of Concordance in Sigil, the Kolyarut judges the needs of planar beings seeking uniquely binding terms and
forges ironclad agreements. Those who break these contracts are pursued by maruts (detailed in Mordenkainen Presents: Monsters
of the Multiverse) and punished in brutally decisive fashion.
In cases where the terms of a contract or a foundational truth of an agreement come into question, the Kolyarut sends a component
part of itself into the planes to seek the truth. Also known as kolyaruts, these manifestations of the great machine function as
multiversal investigators and pursue answers to specific quandaries. Once their questions have been satisfied, they report back to
their creator, allowing the Kolyarut to impose accurate judgments.
Kolyaruts are four-armed beings of magic and machinery. Like maruts, they are inevitables, beings dedicated to the smooth
exaction of laws across the planes. Kolyaruts wield blades with deadly efficiency, allowing them to defend themselves on their
excursions and slice through any who obscure the truth.
Occasionally, the Hall of Concordance loans kolyaruts to lawful beings who have inherent interest in the orderly functioning of the
multiverse, aiding them in seeking answers of planar importance.
KOLYARUT
Medium Construct (Inevitable), Typically Lawful Neutral
Damage Resistances thunder; bludgeoning, piercing, and slashing from nonmagical attacks
Languages all
Immutable Form. The kolyarut is immune to any spell or effect that would alter its form.
Legendary Resistance (4/Day). If the kolyarut fails a saving throw, it can choose to succeed instead.
Magic Resistance. The kolyarut has advantage on saving throws against spells and other magical effects.
Actions
Unerring Blade. Melee Weapon Attack: automatic hit, reach 5 ft., one target. Hit: 24 force damage plus one of the following effects (choose one
or roll a d6):
1–2: Disarm. The target drops one item it is holding of the kolyarut’s choice.
3–4: Imbalance. The target can’t take reactions until the start of the kolyarut’s next turn.
5–6: Push. If the target is Large or smaller, the target is pushed up to 15 feet away from the kolyarut.
Edict of Blades (Recharge 5–6). The kolyarut moves up to its speed without provoking opportunity attacks and can make one Unerring Blade
attack against each creature it moves past. Whenever it hits a creature with an Unerring Blade attack during this movement, each spell of 5th
level or lower on the creature ends, and the creature has the incapacitated condition until the end of the kolyarut’s next turn.
Plane Shift (3/Day). The kolyarut casts plane shift, requiring no material components and using Intelligence as the spellcasting ability. The
kolyarut can cast the spell normally, or it can cast the spell on an unwilling creature it can see within 60 feet of itself. If it uses the latter option,
the targeted creature must succeed on a DC 18 Charisma saving throw or be sent to a teleportation circle in the Hall of Concordance in Sigil.
Reactions
Parry. The kolyarut adds 6 to its AC against one attack roll that would hit it. To do so, the kolyarut must see the attacker and be wielding a
melee weapon.
ARTIST: MATIAS TAPIA
Maelephant
ARTIST: KATERINA LADON
Maelephants strike bargains with wicked spellcasters and entities of the Lower Planes, pledging to guard a site or object for
decades. The Fiends fulfill their end of the bargain with unwavering loyalty, steadfastly tending to their posts per the terms of their
agreement.
A maelephant expels poisonous gas from its trunk at a group of would-be thieves.
MAELEPHANT
Large Fiend, Typically Lawful Evil
Speed 40 ft.
Skills Perception +7
Languages Infernal
Magic Resistance. The maelephant has advantage on saving throws against spells and other magical effects.
Actions
Multiattack. The maelephant makes one Barbed Trunk attack and two Glaive attacks.
Barbed Trunk. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 13 (2d8 + 4) piercing damage plus 13 (2d12) poison damage. If the
target is a Medium or smaller creature, it has the grappled condition (escape DC 14). Until this grapple ends, the target has the restrained
condition. While it is grappling a creature, the maelephant can’t use its barbed trunk to attack other creatures.
Glaive. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 15 (2d10 + 4) slashing damage.
Mind Poison (Recharge 5–6). The maelephant expels poisonous gas from its trunk in a 60-foot cone. Each creature in that area must make a
DC 16 Constitution saving throw. On a failed save, a creature takes 39 (6d12) poison damage and has the poisoned condition. While poisoned in
this way, the creature loses all weapon and skill proficiencies, it can’t cast spells, it can’t understand language, and it has disadvantage on
Intelligence saving throws. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. On a
successful save, the target takes half as much damage only and is immune to this maelephant’s Mind Poison for 24 hours.
Modrons
Constructed on the plane of Mechanus, modrons are partially mechanical beings that belong to a strict hierarchy. Each modron
dutifully obeys commands from the rank directly above it and in turn acts as the superior to the rank directly below it, passing
down commands from paragons of law to the lowliest monodrone. While most modrons are the lower-ranked base modrons—
monodrones, duodrones, tridrones, quadrones, and pentadrones—the upper-tier hierarch modrons hold leadership positions,
maintaining order in Mechanus and the realms beyond. For more information on modrons, see the Monster Manual.
Decaton Modron
The least of the hierarchs, decatons monitor the physical well-being of base modrons. Two stubby legs support their spherical
bodies, and ten mechanical tentacles sprout out from their rounded frames in all directions. Their heads contain ten eyes to readily
observe the operations of surrounding base modrons. In emergencies, a decaton can discharge a bolt of electricity from each of its
ten eyes, synchronizing them to deadly effect.
DECATON MODRON
Large Construct, Typically Lawful Neutral
Skills Perception +8
Axiomatic Mind. The decaton can’t be compelled to act in a manner contrary to its nature or its instructions.
Disintegration. If the decaton dies, its body disintegrates into dust, leaving behind anything it was carrying.
Actions
Lightning Rays (Recharge 6). The decaton unleashes a barrage of lightning bolts from its eyes. Each creature within 30 feet of the decaton
must make a DC 13 Dexterity saving throw, taking 38 (7d10) lightning damage on a failed save, or half as much damage on a successful save.
Spellcasting. The decaton casts one of the following spells, requiring no material components and using Intelligence as the spellcasting ability
(spell save DC 13):
1/day each: plane shift (self only), protection from evil and good
Hexton Modron
When the armies of Mechanus mobilize against the forces of chaos, hextons are the field generals who command modron troops.
These hulking hierarchs lead groups of modrons in endeavors outside Mechanus, with the most notable example being the Great
Modron March. Hextons have solid frames that bristle with six shining flanges. They boast a pair of arms and tentacles, both of
which end in powerful pincers.
ARTIST: COUPLEOFKOOKS
HEXTON MODRON
Huge Construct, Typically Lawful Neutral
Axiomatic Mind. The hexton can’t be compelled to act in a manner contrary to its nature or its instructions.
Disintegration. If the hexton dies, its body disintegrates into dust, leaving behind anything it was carrying.
Legendary Resistance (4/Day). If the hexton fails a saving throw, it can choose to succeed instead.
Actions
Multiattack. The hexton makes one Pincer attack and two Tentacle attacks.
Pincer. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 13 (2d8 + 4) bludgeoning damage plus 10 (3d6) force damage. If the target
is a creature, it must succeed on a DC 17 Constitution saving throw or have the incapacitated condition until the end of its next turn.
Tentacle. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 15 (2d10 + 4) piercing damage, and if the target is a Medium or smaller
creature, it has the grappled condition (escape DC 14). Until this grapple ends, the hexton can’t use this tentacle against other targets. The
hexton has six tentacles, each of which can grapple one target.
Spellcasting. The hexton casts one of the following spells, requiring no material components and using Intelligence as the spellcasting ability
(spell save DC 17):
1/day each: plane shift (self only), protection from evil and good
Reactions
The hexton can take up to three reactions per round but only one per turn.
Counter Magic. The hexton attempts to interrupt a creature it can see that is casting a spell. If the spell is 3rd level or lower, it fails and has no
effect. If the spell is 4th level or higher, the hexton makes an Intelligence check (DC 10 + the spell’s level). On a success, the spell fails and has
no effect.
Lightning Rebuke. When a creature within 120 feet of the hexton damages it, the hexton magically retaliates with an arc of lightning. The
creature must make a DC 17 Dexterity saving throw, taking 11 (2d10) lightning damage on a failed save, or half as much damage on a
successful one.
Nonaton Modron
When modrons act against the will of Primus, nonatons are charged with bringing those rogue units into line. These inspectors also
interrogate captured trespassers of Mechanus. Nonatons have wormlike bodies studded with nine mechanical arms.
–Morte
ARTIST: COUPLEOFKOOKS
NONATON MODRON
Large Construct, Typically Lawful Neutral
Axiomatic Mind. The nonaton can’t be compelled to act in a manner contrary to its nature or its instructions.
Disintegration. If the nonaton dies, its body disintegrates into dust, leaving behind anything it was carrying.
Actions
Multiattack. The nonaton makes three Arm attacks and uses Pillar of Truth or Spellcasting.
Arm. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 13 (2d8 + 4) piercing damage, and if the target is a Medium or smaller
creature, it has the grappled condition (escape DC 14). Until this grapple ends, the nonaton can’t use this arm against other targets. The nonaton
has nine arms, each of which can grapple one target.
Pillar of Truth. The nonaton chooses a point on the ground that it can see within 60 feet of itself. A 60-foot-tall, 20-foot-radius cylinder of
magical force rises from that point. Each creature in that area must make a DC 15 Dexterity saving throw. On a failed save, a creature takes 21
(6d6) force damage, and the creature reverts to its original form (if it’s in a different form) and can’t assume a different form until the end of its
next turn. On a successful save, a creature takes half as much damage only.
Spellcasting. The nonaton casts one of the following spells, requiring no material components and using Intelligence as the spellcasting ability
(spell save DC 15):
1/day each: plane shift (self only), protection from evil and good
Octon Modron
At the head of Mechanus’s sectors are the octons, hierarch modrons that oversee daily governance. They provide data to other
hierarchs, such as productivity reports to septons and diagnostic data to decatons. Octons have eight mechanical tentacles which
they use to manipulate objects and defend themselves, spinning them in a bludgeoning whirlwind.
OCTON MODRON
Large Construct, Typically Lawful Neutral
Axiomatic Mind. The octon can’t be compelled to act in a manner contrary to its nature or its instructions.
Disintegration. If the octon dies, its body disintegrates into dust, leaving behind anything it was carrying.
Actions
Tentacle. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 14 (3d6 + 4) bludgeoning damage plus 9 (2d8) lightning damage.
Whirlwind of Tentacles (Recharge 5–6). The octon rapidly extends and spins its ring of tentacles. Each creature within 20 feet of the octon
must succeed on a DC 16 Strength saving throw or be pulled up to 10 feet in a straight line toward the octon. Then, the octon makes two
Tentacle attacks against each creature within 10 feet of itself.
Spellcasting. The octon casts one of the following spells, requiring no material components and using Intelligence as the spellcasting ability
(spell save DC 15):
1/day each: plane shift (self only), protection from evil and good
Septon Modron
Septons are auditors of base modrons in Mechanus, recording the activities in each of the plane’s sectors to ensure operations are in
perfect order. They are easily identified by their seven flexible limbs.
–Morte
ARTIST: COUPLEOFKOOKS
SEPTON MODRON
Large Construct, Typically Lawful Neutral
Axiomatic Mind. The septon can’t be compelled to act in a manner contrary to its nature or its instructions.
Disintegration. If the septon dies, its body disintegrates into dust, leaving behind anything it was carrying.
Actions
Multiattack. The septon makes four Tentacle attacks and uses Lightning Network or Spellcasting.
Tentacle. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 15 (2d10 + 4) piercing damage, and if the target is a Medium or smaller
creature, it has the grappled condition (escape DC 14). Until this grapple ends, the septon can’t use this tentacle against other targets. The septon
has seven tentacles, each of which can grapple one target.
Lightning Network. The septon conjures a field of electricity that fills a 30-foot cube originating from itself before dissipating. Each creature in
that area must make a DC 16 Dexterity saving throw. On a failed save, a creature takes 33 (6d10) lightning damage and has the stunned
condition for 1 minute. On a successful save, a creature takes half as much damage only. A stunned creature can repeat the saving throw at the
end of each of its turns, ending the effect on itself on a success.
Spellcasting. The septon casts one of the following spells, requiring no material components and using Intelligence as the spellcasting ability
(spell save DC 16):
1/day each: plane shift (self only), protection from evil and good, sending
Planar Incarnate
The Upper and Lower Planes are fundamental manifestations of good and evil, law and chaos. In the most dire and fateful
circumstances, these planes can manifest primal embodiments of their might. These expressions of a plane’s power are called
planar incarnates, and they appear as roiling energies with features distinct to the plane that created it. They protect their home
from destructive or otherwise antithetical forces, then merge back into their plane of origin.
Planar incarnates are akin to natural disasters that work to protect and further the virtues and vices of the planes they originate
upon. Those from the Lower Planes might appear as roiling waves of fiendish flames or other sinister forms, while those from the
Upper Planes often appear as blooms of light and wild growth or similarly majestic shapes. On the rare occasions that planar
incarnates appear on another plane, they might take either form or appear as unique manifestations of the philosophies they
embody.
PLANAR INCARNATE
Gargantuan Celestial or Fiend, Any Alignment
Damage Immunities necrotic, poison, radiant; bludgeoning, piercing, and slashing from nonmagical attacks
Condition Immunities charmed, exhaustion, frightened, grappled, paralyzed, petrified, poisoned, restrained, stunned, unconscious
Languages all
Legendary Resistance (3/Day). If the incarnate fails a saving throw, it can choose to succeed instead.
Magic Resistance. The incarnate has advantage on saving throws against spells and other magical effects.
Planar Form. An incarnate on the Upper Planes is a Celestial. An incarnate on the Lower Planes is a Fiend.
Siege Monster. The incarnate deals double damage to objects and structures.
Actions
Slam. Melee Weapon Attack: +15 to hit, reach 15 ft., one target. Hit: 27 (3d12 + 8) force damage.
Energy Bolt. Ranged Spell Attack: +12 to hit, range 120 ft., one target. Hit: 32 (5d12) necrotic damage if the incarnate is a Fiend or radiant
damage if the incarnate is a Celestial.
Planar Exhalation (Recharge 5–6). The incarnate exhales concentrated energy native to its plane in a 60-foot cone. Each creature in that area
must make a DC 23 Constitution saving throw. On a failed save, a creature takes 52 (8d12) necrotic damage if the incarnate is a Fiend or radiant
damage if the incarnate is a Celestial, and the creature has the blinded condition until the end of the incarnate’s next turn. On a successful save,
a creature takes half as much damage only.
Reactions
The incarnate can take up to three reactions per round but only one per turn.
Searing Gaze. In response to being hit by an attack roll, the incarnate turns its magical gaze toward one creature it can see within 120 feet of
itself and commands it to combust. The target must succeed on a DC 20 Wisdom saving throw or take 16 (3d10) fire damage.
Teleport. Immediately after a creature the incarnate sees ends its turn, the incarnate teleports up to 60 feet to an unoccupied space it can see.
Razorvine Blight
Travelers of Sigil and the Lower Planes take care to avoid razorvine, a creeping plant named for its prickly stems and cutting
leaves. While razorvine is normally a mere environmental nuisance or deterrent, razorvine that absorbs the blood of a vampiric
passerby can awaken into a terror known as a razorvine blight.
Razorvine blights lay ambushes on well-traveled paths by standing still to appear as ordinary razorvine. When unassuming
travelers pass by the seemingly inanimate plant, the blight strikes, revealing its twisted, humanlike form and lashing out with razor-
sharp vines to feed its bloodlust.
While razorvine blights are usually dangerous, in Sigil they sometimes mimic the behaviors of the city’s other inhabitants—for
better or worse. At least one blight, known as Patch, spreads copies of itself across the city, creating a spy network of copies with
mysterious goals.
–Morte
ARTIST: COUPLEOFKOOKS
RAZORVINE BLIGHT
Medium Plant, Typically Neutral Evil
Armor Class 12
Skills Stealth +4
Senses blindsight 60 ft. (can’t see beyond this radius), passive Perception 10
False Appearance. If the blight is motionless at the start of combat, it has advantage on its initiative roll. If a creature hasn’t observed the blight
move or act, that creature must succeed on a DC 18 Intelligence (Investigation) check to discern that the blight is animate.
Spider Climb. The blight can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
Actions
Claw. Melee Weapon Attack: +4 to hit (with advantage if the target is missing any of its hit points), reach 10 ft., one target. Hit: 5 (1d6 + 2)
slashing damage.
Life-Draining Vines (Recharge 6). Snaking vines erupt from the blight. Each creature within 10 feet of it must make a DC 12 Dexterity saving
throw, taking 9 (2d8) slashing damage on failed save, or half as much damage on a successful one. If at least one of the creatures that failed this
save isn’t a Construct or an Undead, the blight regains 9 hit points.
Rilmani ARTIST: CHRISTOPHER BURDETT
Rilmani protect the balance between the forces and philosophies of the multiverse. They seek to maintain planar equilibrium,
assuring that good, evil, law, or chaos never grow too powerful or too weak. To the rilmani, each of these forces is fundamental to
the multiverse’s existence. Whenever one threatens to tip the balance in its favor or a plane is on the verge of collapse, the rilmani
act to even the odds.
While the rilmani might be found anywhere, they’re most frequently encountered on their home plane, the Outlands, where they
work to ensure that no force overexerts itself on the Concordant Opposition.
Rilmani are bipedal, with bodies of living metal that ranges in appearance from cold iron to brilliant gold. Most have smooth faces
with few features, and their extraordinary anatomies often act in defiance of natural forces. ARTIST: KIERAN YANNER
AN AURUMACH RILMANI GUARDS AGAINST PLANAR IMBALANCES IN THE OUTLANDS
Aurumach Rilmani
From redoubts near the Spire in the Outlands, aurumachs oversee the preservation of the cosmic status quo, serving as leaders and
strategists of the rilmani. Employing mysterious magic, occult calculations, and networks of informants, aurumachs monitor forces
across the planes. Only when planar balance is under threat of total collapse do these elusive, gold-skinned beings leave the
Outlands, manifesting gleaming blades to destroy those that threaten multiversal stability.
AURUMACH RILMANI
Large Celestial, Typically Neutral
Damage Resistances psychic; bludgeoning, piercing, and slashing from nonmagical attacks
Actions
Multiattack. The aurumach makes three Manifested Blade or Gleaming Ray attacks.
Manifested Blade. Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 23 (4d8 + 5) force damage.
Gleaming Ray. Ranged Spell Attack: +11 to hit, range 120 ft., one target. Hit: 24 (3d12 + 5) force damage.
Spellcasting. The aurumach casts one of the following spells, requiring no material components and using Intelligence as the spellcasting ability
(spell save DC 19):
Bonus Actions
Aura of Blades. The aurumach manifests a spectral, golden aura of blades around itself. While this aura is manifested, each creature that starts
its turn within 10 feet of the aurumach must make a DC 19 Dexterity saving throw, taking 16 (3d10) force damage on a failed save, or half as
much damage on a successful one. The aura disappears after 1 minute, when the aurumach has the incapacitated condition or dies, or when the
aurumach uses a bonus action to end it.
Invoke Weakness (Recharge 5–6). The aurumach attempts to use its magic to weaken the defenses of a creature it can see within 120 feet of
itself. The target must succeed on a DC 19 Wisdom saving throw or become cursed until the end of the aurumach’s next turn. The next time the
aurumach hits the cursed target with a Manifested Blade or Gleaming Ray attack, the target takes an extra 27 (6d8) force damage.
Cuprilach Rilmani
Cuprilachs infiltrate places of power throughout the multiverse, serving as spies and assassins. They strike surgically, following the
orders of aurumachs without question or emotion.
Cuprilachs have wiry copper frames, with torsos that float above their waists, separated by a hovering, polished sphere. Agile and
armed with an arsenal of deceptive magic, cuprilachs do whatever they must to complete their missions.
CUPRILACH RILMANI
Medium Celestial, Typically Neutral
Speed 40 ft.
Actions
Burnished Blade. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 8 (1d6 + 5) piercing damage plus 13 (2d12) psychic damage.
Bolt. Ranged Weapon Attack: +9 to hit, range 20/60 ft., one target. Hit: 7 (1d4 + 5) piercing damage plus 13 (2d12) psychic damage.
Spellcasting. The cuprilach casts one of the following spells, requiring no material components and using Intelligence as the spellcasting ability
(spell save DC 15):
At will: detect magic, disguise self
Bonus Actions
Assassin’s Agility. The cuprilach takes the Dash or Disengage action, or it makes one Burnished Blade attack.
Reactions
Uncanny Dodge. The cuprilach halves the damage it takes from an attack that hits it, provided it can see the attacker.
Ferrumach Rilmani
Ferrumachs are the foot soldiers of the rilmani, preserving the balance between the planes through martial force. They vigilantly
defend the Spire and fight at the command of aurumachs to protect the neutrality of the multiverse. Ferrumachs gleam with the
sheen of bare iron. Their bodies are honed to razor edges, and from it they can fling bolts of sharpened metal.
FERRUMACH RILMANI
Medium Celestial, Typically Neutral
Speed 30 ft.
Bladed Edges. A creature takes 10 (3d6) slashing damage if it starts its turn grappling or being grappled by the ferrumach.
Skewering Charge. If the ferrumach moves at least 20 feet in a straight line toward a Large or smaller creature and ends within 5 feet of it, that
creature must succeed on a DC 16 Strength saving throw or have the grappled condition (escape DC 18) and take 10 (3d6) piercing damage.
Actions
Sharpened Limb. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 9 (1d10 + 4) slashing damage plus 11 (2d10) psychic damage.
Bolt. Ranged Weapon Attack: +8 to hit, range 20/60 ft., one target. Hit: 7 (1d6 + 4) piercing damage plus 11 (2d10) psychic damage.
Spellcasting. The ferrumach casts one of the following spells, requiring no material components and using Intelligence as the spellcasting
ability (spell save DC 14):
Shemeshka
Shemeshka the arcanaloth is one of Sigil’s most ambitious and notorious crime bosses. From her multiplanar casino, Fortune’s
Wheel, she manipulates secrets and fates across the planes. Shemeshka and her plots are further detailed in the adventure Turn of
Fortune’s Wheel.
SHEMESHKA
Medium Fiend (Yugoloth), Neutral Evil
Damage Resistances cold, fire, lightning; bludgeoning, piercing, and slashing from nonmagical attacks
Legendary Resistance (4/Day). If Shemeshka fails a saving throw, she can choose to succeed instead.
Magic Resistance. Shemeshka has advantage on saving throws against spells and other magical effects.
Special Equipment. Shemeshka carries a magic crown called the Razorvine Tiara. In the hands of anyone other than Shemeshka, the Razorvine
Tiara functions as a tentacle rod that deals slashing damage instead of bludgeoning damage.
Actions
Multiattack. Shemeshka uses Arcane Flux or Spellcasting. She then makes one Claw attack or one attack with her Razorvine Tiara.
Arcane Flux. Shemeshka causes a surge of arcane energy to burst around one creature she can see within 120 feet of herself. The target must
make a DC 18 Dexterity saving throw. On a failed save, the target takes 45 (7d12) force damage and has the incapacitated condition until the
end of its next turn. On a successful save, the target takes half as much damage only.
Claw. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 10 (2d4 + 5) slashing damage plus 14 (4d6) poison damage.
Razorvine Tiara. Melee Weapon Attack: +10 to hit, reach 15 ft., one target. Hit: 10 (3d6) slashing damage plus 9 (2d8) necrotic damage. If the
target is a creature, it must succeed on a DC 15 Constitution saving throw, or its speed is halved and it has disadvantage on attack rolls and
saving throws until the end of its next turn.
Spellcasting. Shemeshka casts one of the following spells, requiring no material components and using Intelligence as the spellcasting ability
(spell save DC 18):
At will: alter self, darkness, invisibility (self only), mage hand, prestidigitation
1/day each: banishment, contact other plane (as an action), mind blank
Bonus Actions
Teleport. Shemeshka teleports, along with any equipment she is wearing or carrying, up to 60 feet to an unoccupied space she can see.
Reactions
Fell Counterspell (3/Day). Shemeshka utters a magical word to interrupt a creature she can see that is casting a spell. If the spell is 5th level or
lower, it fails and has no effect. If the spell is 6th level or higher, Shemeshka makes an Intelligence check (DC 10 + the spell’s level). On a
success, the spell fails and has no effect. Whatever the spell’s level, the caster gains the poisoned condition until the end of its next turn.
SUNFLY
Tiny Celestial, Typically Chaotic Good
Armor Class 13
Actions
Sting. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 2
(1d4) piercing damage. Additionally, if the sunfly is on an Outer Plane, it
injects the target with a toxin, the effect of which is determined by the
sunfly’s location:
Upper Plane. The target sheds bright light in a 5-foot radius until the end
of its next turn.
Lower Plane. The target’s speed is reduced by 5 feet until the end of its
next turn.
Bonus Actions
Illumination. The sunfly sheds bright light in a 5-foot radius and dim
light for an additional 5 feet, or it uses a bonus action to extinguish the
light.
SWARM OF SUNFLIES
Medium Swarm of Tiny Celestials, Typically Chaotic Good
Armor Class 13
Hit Points 22 (5d8)
Swarm. The swarm can occupy another creature’s space and vice versa, and the swarm can move through any opening large enough for a Tiny
dragonfly. The swarm can’t regain hit points or gain temporary hit points.
Actions
Stings. Melee Weapon Attack: +5 to hit, reach 0 ft., one creature in the swarm’s space. Hit: 10 (3d4 + 3) piercing damage, or 5 (1d4 + 3)
piercing damage if the swarm has half of its hit points or fewer. Additionally, if the swarm is on an Outer Plane, it injects the target with a toxin,
the effect of which is determined by the swarm’s location:
Upper Plane. The target sheds bright light in a 5-foot radius until the end of its next turn. During that time, the invisible condition has no effect
on it.
Neutral Plane. If the target is concentrating on a spell or similar effect, it loses its concentration.
Lower Plane. The target’s speed is reduced by 10 feet until the end of its next turn.
Dazzling Lights (Recharge 6). The swarm shines its lights in a dazzling display. Each creature within 15 feet of the swarm must succeed on a
DC 10 Constitution saving throw or have the stunned condition 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.
Bonus Actions
Illumination. The swarm sheds bright light in a 15-foot radius and dim light for an additional 15 feet, or it uses a bonus action to extinguish the
light.
–Morte
ARTIST: COUPLEOFKOOKS
Time Dragons
These sleek dragons harness the power of time to manipulate the past, present, and future. Time dragon wyrmlings are born with
shining scales and have horns that are barely more than nubs. As they master the flow of time, their horns grow with branching,
rainbow-hued veins suggestive of time’s paths and possibilities.
Ancient time dragons can create temporal gates connected to specific times and places in the multiverse. Using these, they and
allied creatures can travel anywhere in time to affect fate-determining moments or to banish threats beyond the flow of time. As a
result of their ability to travel between ages, time dragons often seem unstuck from the usual flow of time and have a flexible view
of what is, what was, and what will be. ARTIST: JOHN TEDRICK
Saving Throws Dex +10, Con +16, Wis +12, Cha +14
Languages all
Cycle of Rebirth. If the dragon dies, its soul coalesces into a steely egg and teleports to a random plane of existence. The egg is immune to all
damage and hatches into a time dragon wyrmling after 1d100 years. The dragon retains all memories and knowledge it gained in its previous
life.
Legendary Resistance (5/Day). If the dragon fails a saving throw, it can choose to succeed instead.
Actions
Rend. Melee Weapon Attack: +17 to hit, reach 15 ft., one target. Hit: 22 (3d8 + 9) slashing damage plus 10 (3d6) force damage.
Time Breath (Recharge 5–6). The dragon exhales a wave of shimmering light in a 90-foot cone. Nonmagical objects and vegetation in that area
that aren’t being worn or carried crumble to dust. Each creature in that area must make a DC 24 Constitution saving throw. On a failed save, a
creature takes 52 (8d12) force damage and is magically weakened as it is desynchronized from the time stream. While the creature is in this
state, attack rolls against it have advantage, it has the poisoned condition, and other creatures have resistance to all damage it deals. On a
successful save, the creature takes half as much damage only. A weakened creature can repeat the saving throw at the end of each of its turns,
ending the effect on itself after it succeeds on three of these saves.
Time Gate (1/Day). The dragon conjures a 20-foot-diameter, circular portal in the space between its horns or in an unoccupied space it can see
within 30 feet of itself. The portal links to a precise location on any plane of existence at a point in time up to 8,000 years from the present,
whether past or future. The portal lasts for 24 hours or until the dragon’s concentration ends (as if concentrating on a spell). The portal has a
front and a back on each plane where it appears. Travel through the portal is possible only by moving through its front. Anything that does so is
transported to the destination, appearing in the unoccupied space nearest to the portal. Deities and other planar rulers can prevent portals created
by the dragon from opening in the rulers’ presence or anywhere within their domains.
Reactions
The dragon can take up to three reactions per round but only one per turn.
Reactive Rend. After using Legendary Resistance or in response to being hit by an attack roll, the dragon makes one Rend attack.
Slow Time. Immediately after a creature the dragon can see ends its turn, the dragon targets a creature it can see within 90 feet of itself that is
weakened by its Time Breath. Until the weakened effect ends on the target, its speed becomes 0, and its speed can’t increase.
Time Slip. The dragon halves the damage it takes from an attack made against it, provided it can see the attacker. The dragon can then
immediately teleport, along with any equipment it is wearing or carrying, up to 60 feet to an unoccupied space it can see.
Saving Throws Dex +8, Con +12, Wis +9, Cha +11
Languages all
Legendary Resistance (3/Day). If the dragon fails a saving throw, it can choose to succeed instead.
Actions
Rend. Melee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit: 14 (2d6 + 7) slashing damage plus 7 (2d6) force damage.
Time Breath (Recharge 5–6). The dragon exhales a wave of shimmering light in a 60-foot cone. Nonmagical objects and vegetation in that area
that aren’t being worn or carried crumble to dust. Each creature in that area must make a DC 20 Constitution saving throw. On a failed save, a
creature takes 36 (8d8) force damage and is magically weakened as it is desynchronized from the time stream. While the creature is in this state,
attack rolls against it have advantage, and it has the poisoned condition. On a successful save, a creature takes half as much damage only. A
weakened creature can repeat the saving throw at the end of each of its turns, ending the effect on itself after it succeeds on three of these saves.
Reactions
The dragon can take up to three reactions per round but only one per turn.
Reactive Rend. After using Legendary Resistance or in response to being hit by an attack roll, the dragon makes one Rend attack.
Slow Time. Immediately after a creature the dragon can see ends its turn, the dragon targets a creature it can see within 60 feet of itself that is
weakened by its Time Breath. Until the weakened effect ends on the target, its speed becomes 0, and its speed can’t increase.
Time Slip. The dragon halves the damage it takes from an attack made against it, provided it can see the attacker. The dragon can then
immediately teleport, along with any equipment it is wearing or carrying, up to 30 feet to an unoccupied space it can see.
Time dragons often lair in the ruins of ancient civilizations or temples to dead gods and do their utmost to preserve these historical
sites. A time dragon’s insatiable desire for knowledge means it’s likely to have more than one such lair.
The challenge rating of an ancient or adult time dragon increases by 1 when it’s encountered in its lair.
Lair Actions
On initiative count 20 (losing initiative ties), the dragon can take one of the following lair actions; the ancient or adult dragon can’t
take the same lair action two rounds in a row:
Temporal Fling. The dragon attempts to fling a creature it can see within 60 feet of itself forward through time. The target must
succeed on a DC 18 Wisdom saving throw or take 26 (4d12) psychic damage and move 1 round forward in time. A target moved
forward in time vanishes for the duration. When the effect ends, the target reappears in the space it left or in an unoccupied space
nearest to that space if it’s occupied.
Temporal Lag. The dragon slows time for each creature within 60 feet of itself. Until initiative count 20 of the next round, the
affected creature can move or take an action on its turn, not both. The creature also can’t take a reaction or a bonus action.
Timeline Divergence. The dragon chooses a space it can fit into within its lair. The dragon exists simultaneously in its space and
the chosen space until initiative count 20 on the next round. Whenever it moves or takes an action, the dragon chooses which
version is moving or acting. If an effect or attack can target both the dragon’s spaces at the same time, the dragon is affected only
once.
Regional Effects
The region surrounding an ancient or adult time dragon’s lair is altered by the dragon’s magic, creating one or more of the
following effects:
Time Dilations. Time fluctuates within 3 miles of the lair. Short rests taken within this area take 10 minutes or 2 hours (your
choice).
Timelessness. Beasts, Humanoids, and Plants within 3 miles of the lair age only 1 year for every 10 years that pass.
If the dragon dies, these effects fade over the course of 1d10 days.
Rend. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 12 (2d6 + 5) slashing damage plus 7 (2d6) force damage.
Time Breath (Recharge 5–6). The dragon exhales a wave of shimmering light in a 30-foot cone. Nonmagical objects and vegetation in that area
that aren’t being worn or carried crumble to dust. Each creature in that area must make a DC 17 Constitution saving throw. On a failed save, a
creature takes 31 (7d8) force damage and is magically weakened as it is desynchronized from the time stream. While the creature is in this state,
attack rolls against it have advantage. On a successful save, a creature takes half as much damage only. A weakened creature can repeat the
saving throw at the end of each of its turns, ending the effect on itself after it succeeds on two of these saves.
Actions
Rend. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 7 (1d6 + 4) slashing damage plus 3 (1d6) force damage.
Time Breath (Recharge 5–6). The dragon exhales a wave of shimmering light in a 15-foot cone. Nonmagical objects and vegetation in that area
that aren’t being worn or carried crumble to dust. Each creature in that area must make a DC 14 Constitution saving throw. On a failed save, a
creature takes 27 (6d8) force damage and is magically weakened as it is desynchronized from the time stream. While the creature is in this state,
attack rolls against it have advantage. On a successful save, a creature takes half as much damage only. A weakened creature can repeat the
saving throw at the end of each of its turns, ending the effect on itself on a success.
ARTIST: JOHN TEDRICK
—Morte
ARTIST: COUPLEOFKOOKS
Vargouille Reflection
Vargouilles are flying Fiends that resemble disembodied Humanoid heads with wings. While most vargouilles roam the planes to
curse Humanoids and create more vargouilles, a variant known as the vargouille reflection resides in Undersigil. When a vargouille
reflection spots a Humanoid target, it takes on that creature’s visage, terrifying that creature by appearing as its own disembodied
head.
VARGOUILLE REFLECTION
Tiny Fiend, Typically Chaotic Evil
Armor Class 12
Actions
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5
(1d6 + 2) piercing damage plus 10 (3d6) psychic damage.
Athar Null
The Athar deny the legitimacy of gods, believing the so-called deities are merely powerful spellcasters. To combat false gods,
Athar nulls train to negate the powers of those with magic. Nulls work in the shadows, serving as assassins and spies for the Athar.
ATHAR NULL
Small or Medium Humanoid, Any Alignment
Speed 30 ft.
Avoidance. If the null is subjected to an effect that allows it to make a saving throw to take half as much damage, it instead takes no damage if it
succeeds on the saving throw, and half as much damage if it fails.
Actions
Force Dagger. Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 5 (1d4 + 3) piercing damage plus 13
(3d8) force damage. Hit or Miss: The dagger magically returns to the null’s hand immediately after a ranged attack.
Bonus Actions
Defier’s Whim. The null takes the Dash, Disengage, or Use an Object action.
Reactions
Nullify Spell (3/Day). The null utters a magical word of cancelation to interrupt a creature it can see that is casting a spell. If the spell is 3rd
level or lower, it fails and has no effect. If the spell is 4th level or higher, the null makes an Intelligence check (DC 10 + the spell’s level). On a
successful check, the spell fails and has no effect.
Speed 30 ft.
Skills Medicine +4
Actions
Multiattack. The void soother makes two Mace or Void Bolt attacks.
Mace. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) bludgeoning damage plus 3 (1d6) force damage.
Void Bolt. Ranged Spell Attack: +4 to hit, range 90 ft., one target. Hit: 9 (2d8) force damage.
Spellcasting. The void soother casts one of the following spells, using Wisdom as the spellcasting ability (spell save DC 12):
1/day each: calm emotions, lesser restoration, remove curse, protection from energy
Bonus Actions
Soothing Word (3/Day). The void soother speaks a magical word of mercy, healing one creature it can see within 60 feet of itself. The target
regains 4 (1d4 + 2) hit points.
ARTIST: EKATERINA BURMAK
–Morte
ARTIST: COUPLEOFKOOKS
Speed 30 ft.
Skills Perception +6
Aura of Doom. Any creature that starts its turn within 10 feet of the doom lord must make a DC 16 Constitution saving throw, taking 18 (4d8)
necrotic damage on a failed save, or half as much damage on a successful one. If the doom lord doesn’t have the incapacitated condition, it can
suppress or resume this aura at the start of its turn (no action required).
Siege Monster. The doom lord deals double damage to objects and structures.
Actions
Multiattack. The doom lord makes two Entropic Greatsword or Entropic Javelin attacks.
Entropic Greatsword. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) slashing damage plus 10 (3d6) necrotic damage.
A creature killed by this attack has its body and everything it is wearing or carrying, except for magic items, reduced to ash.
Entropic Javelin. Melee or Ranged Weapon Attack: +9 to hit, reach 5 ft. or range 30/120 ft., one target. Hit: 8 (1d6 + 5) piercing damage plus
14 (4d6) necrotic damage. A creature killed by this attack has its body and everything it is wearing or carrying, except for magic items, reduced
to ash.
ARTIST: EKATERINA BURMAK
Speed 30 ft.
Skills Perception +3
Actions
Multiattack. The rot blade makes two Entropic Blade or Entropic Javelin attacks.
Entropic Blade. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 9 (1d10 + 4) slashing damage plus 7 (2d6) necrotic damage. A
creature killed by this attack has its body and everything it is wearing or carrying, except for magic items, reduced to ash. Hit or Miss: The rot
blade can cause the blade to emit a burst of entropic magic in a 10-foot-radius sphere centered on the weapon. Each creature in that area other
than the rot blade must succeed on a DC 13 Constitution saving throw or take 6 (1d12) necrotic damage. The blade can emit entropic magic in
this way only once per turn.
Entropic Javelin. Melee or Ranged Weapon Attack: +7 to hit, reach 5 ft. or range 30/120 ft., one target. Hit: 7 (1d6 + 4) piercing damage plus
13 (2d12) necrotic damage. A creature killed by this attack has its body and everything it is wearing or carrying, except for magic items, reduced
to ash.
Fated Shaker
Fated shakers are bullies who shake down those indebted to the faction’s tax collectors and evictors. These enforcers use their
magic to intimidate and subjugate those who try to stand up to them.
FATED SHAKER
Small or Medium Humanoid, Any Alignment
Speed 30 ft.
Actions
Multiattack. The shaker makes two Golden Rod or Radiant Bolt attacks.
Golden Rod. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) bludgeoning damage plus 9 (2d8) radiant damage.
Radiant Bolt. Ranged Spell Attack: +6 to hit, range 120 ft., one target. Hit: 14 (2d10 + 3) radiant damage.
Spellcasting. The shaker casts one of the following spells, requiring no material components and using Wisdom as the spellcasting ability (spell
save DC 14):
Bonus Actions
Commanding Words. The shaker speaks magical words to order a creature it can see within 30 feet of itself. The target must succeed on a DC
14 Wisdom saving throw or be affected by one of the following effects (choose one or roll a d4):
1–2: Grovel. The target takes 14 (4d6) psychic damage, drops whatever it is holding, and has the prone condition.
3–4: Cower. The target takes 10 (3d6) psychic damage and has the frightened condition until the end of its next turn.
ARTIST: EKATERINA BURMAK
–Morte
ARTIST: COUPLEOFKOOKS
Speed 30 ft.
STR DEX CON
Actions
Multiattack. The law bender makes three Arcane Burst attacks and uses Power of Authority or Spellcasting.
Arcane Burst. Melee or Ranged Spell Attack: +8 to hit, reach 5 ft. or range 90 ft., one target. Hit: 17 (2d12 + 4) force damage.
Power of Authority. The law bender targets a creature it can see within 60 feet of itself. The target must succeed on a DC 16 Intelligence saving
throw or take 10 (3d6) psychic damage and have the incapacitated condition for 1 minute. At the end of each of the target’s turns, it can repeat
the saving throw, ending the incapacitated condition on itself on a success. A target that succeeds on the saving throw becomes immune to this
law bender’s Power of Authority for 24 hours.
Spellcasting. The law bender casts one of the following spells, requiring no material components and using Intelligence as the spellcasting
ability:
Bonus Actions
Spatial Loophole. The law bender teleports, along with any equipment it is wearing or carrying, up to 30 feet to an unoccupied space it can see.
Reactions
Probability Loophole (3/Day). When the law bender or a creature it can see makes an attack roll, a saving throw, or an ability check, the law
bender can cause the roll to be made with advantage or disadvantage.
ARTIST: EKATERINA BURMAK
Speed 30 ft.
Actions
Multiattack. The fire starter makes two Havoc Hammer or Havoc Flask attacks.
Havoc Hammer. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) bludgeoning damage plus 9 (2d8) fire damage. If the
target is a creature, magical flames cling to it, causing it to take 3 (1d6) fire damage at the start of each of its turns. Immediately after taking this
damage on its turn, the target can make a DC 13 Dexterity saving throw, ending the effect on itself on a successful save.
Havoc Flask. Ranged Weapon Attack: +4 to hit, range 30/90 ft., one target. Hit: 13 (2d12) fire damage. If the target is a creature, magical
flames cling to it, causing it to take 3 (1d6) fire damage at the start of each of its turns. Immediately after taking this damage on its turn, the
target can make a DC 13 Dexterity saving throw, ending the effect on itself on a successful save.
After the fire starter throws the flask, roll a d6; on a 3 or lower, the fire starter has no more flasks to throw.
Harmonium Captain
Harmonium captains lead peacekeeper patrols throughout Sigil. They bolster their subordinates in battle and bring the authority of
the Harmonium crashing down on suspects with their commands.
HARMONIUM CAPTAIN
Small or Medium Humanoid, Any Alignment
Skills Perception +6
Aura of Command. Allies within 30 feet of the captain are immune to the charmed and frightened conditions. This aura is suppressed while the
captain has the incapacitated condition.
Actions
Multiattack. The captain makes three Harmonium Blade attacks. The captain can also use Dictate if available.
Harmonium Blade. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 9 (1d10 + 4) piercing damage plus 10 (3d6) lightning damage.
Dictate (Recharge 5–6). The captain verbally commands up to three creatures it can see within 60 feet of itself. This magical command must be
to undertake an action or to refrain from taking actions (for example, “Throw down your weapons”).
A target must succeed on a DC 14 Wisdom saving throw or have the charmed condition for 1 minute, during which time it follows the captain’s
command. The effect ends early if the target takes damage or if it successfully completes the command. A target automatically succeeds on its
saving throw if the command is directly harmful to itself, such as commanding it to walk into fire.
A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a successful save.
ARTIST: EKATERINA BURMAK
Harmonium Peacekeeper
Peacekeepers wear distinctive red plate armor and wield planar mancatchers, polearms whose metal pincers prevent criminals
clamped in their grasp from teleporting away, making them excellent at catching wrongdoers in Sigil.
HARMONIUM PEACEKEEPER
Small or Medium Humanoid, Any Alignment
Speed 30 ft.
Skills Perception +4
Pack Tactics. The peacekeeper has advantage on an attack roll against a creature if at least one of the peacekeeper’s allies is within 5 feet of the
creature and the ally doesn’t have the incapacitated condition.
Actions
Electrified Mancatcher. Melee Weapon Attack: +5 to hit, reach 10 ft., one target. Hit: 8 (1d10 + 3) piercing damage plus 4 (1d8) lightning
damage. If the target is a Large or smaller creature, it has the grappled condition (escape DC 13). Until the grappled condition ends, the target
has the restrained condition and can’t teleport, the peacekeeper can’t make Electrified Mancatcher attacks, and the target takes 8 (1d10 + 3)
lightning damage at the start of each of its turns.
Speed 30 ft.
Actions
Necrotic Surge. Melee or Ranged Spell Attack: +5 to hit, reach 5 ft. or range 120 ft., one target. Hit: 14 (2d10 + 3) necrotic damage.
Spellcasting. The remnant casts one of the following spells, requiring no material components and using Intelligence as the spellcasting ability
(spell save DC 13):
Bonus Actions
Phase (2/Day). The remnant becomes partially incorporeal for as long as it maintains concentration on the effect (as if concentrating on a spell).
While partially incorporeal, the remnant has resistance to bludgeoning, piercing, and slashing damage.
ARTIST: EKATERINA BURMAK
Mercykiller Bloodhound
Clad in black armor and spiked gauntlets that end in steel claws, bloodhounds hunt down those guilty of serious offenses in Sigil.
These trackers pursue their targets across the planes.
MERCYKILLER BLOODHOUND
Small or Medium Humanoid, Any Alignment
Speed 40 ft.
Portal Sense. The bloodhound can sense the presence of portals within 30 feet of itself, including inactive portals, and instinctively knows the
destination of each portal.
Actions
Clawed Gauntlet. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) slashing damage plus 10 (3d6) necrotic damage.
Bonus Actions
Marked for Pursuit (3/Day). The bloodhound attempts to place a magical mark on a creature it can see within 30 feet of itself. The target must
succeed on a DC 13 Charisma saving throw or become cursed for 24 hours. A creature missing any of its hit points has disadvantage on this
saving throw. While cursed in this way, the bloodhound can sense the direction and distance to the target as long as the two are on the same
plane of existence. If the target isn’t on the same plane, the bloodhound knows what plane the target is on.
ARTIST: COUPLEOFKOOKS
Speed 30 ft.
Actions
Manifested Force. Melee or Ranged Spell Attack: +5 to hit, reach 5 ft. or range 120 ft., one target. Hit: 10 (2d6 + 3) force damage.
Spellcasting. The matter smith casts one of the following spells, using Charisma as the spellcasting ability:
Bonus Actions
Planar Smithing. The matter smith magically manipulates the energy of the plane of existence it’s on to produce one of the following effects
(choose one or roll a d4):
1–2: Chains. The matter smith creates spectral bindings around a creature it can see within 30 feet of itself. The target must succeed on a DC 13
Dexterity saving throw or have the restrained condition until the end of its next turn.
3–4: Magic Shield. The matter smith conjures a floating, spectral shield that grants the matter smith a +5 bonus to its AC until the shield
disappears at the start of the matter smith’s next turn. The first time a creature misses a melee attack roll against the matter smith while the
shield is conjured, that creature takes 7 (2d6) force damage.
ARTIST: EKATERINA BURMAK
Speed 30 ft.
Actions
Beguiling Resonance. Melee or Ranged Spell Attack: +5 to hit, reach 5 ft. or range 90 ft., one target. Hit: 9 (2d8) psychic damage. If the target
is a creature, it must succeed on a DC 13 Charisma saving throw or have disadvantage on the next attack roll it makes until the end of its next
turn.
Spellcasting. The muse casts one of the following spells, using Charisma as the spellcasting ability (spell save DC 13):
Bonus Actions
Enchanting Presence. Each creature within 30 feet of the muse must make a DC 13 Wisdom saving throw. On a failed save, the creature has
the charmed condition for 1 minute. On a successful save, the creature becomes immune to any muse’s Enchanting Presence for 24 hours.
Whenever the muse deals damage to the charmed creature, the charmed creature can repeat the saving throw, ending the effect on itself on a
success.
Speed 50 ft.
Instinctive Reflexes. The conduit has advantage on initiative rolls, and it can’t have disadvantage on attack rolls.
Unarmored Defense. While the conduit is wearing no armor and wielding no shield, its AC includes its Wisdom modifier.
Actions
Unarmed Strike. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) bludgeoning damage. If the target is a creature, the
conduit can choose one of the following additional effects (up to once per turn each):
Incapacitate. The target must succeed on a DC 15 Constitution saving throw or have the incapacitated condition until the end of the conduit’s
next turn.
Push. The target is pushed up to 10 feet horizontally away from the conduit.
Reactions
The conduit can take up to three reactions per round but only one per turn.
Deflect Attack. In response to being hit by an attack roll, the conduit partially deflects the blow. The damage the conduit takes from the attack is
reduced by 1d10.
Don’t Be There. When the conduit must make a saving throw, it can move up to half its speed without provoking opportunity attacks. If its new
position moves it out of range or otherwise makes it impossible to be targeted by the effect, the conduit avoids the effect entirely.
ARTIST: EKATERINA BURMAK
Speed 40 ft.
Unarmored Defense. While the instinct is wearing no armor and wielding no shield, its AC includes its Wisdom modifier.
Actions
Unarmed Strike. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) bludgeoning damage.
Reactions
The instinct can take up to three reactions per round but only one per turn.
Deflect Blow. In response to being hit by a melee attack roll, the instinct partially deflects the blow. The damage the instinct takes from the
attack is reduced by 1d6.
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