Compendium of Forgotten Monsters Part 1

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Compendium of Forgotten Monsters

Part 1: A - C
Background
Having grown up on Dungeons and Dragons 3/3.5e, I had fallen in love with the various
monsters presented throughout the numerous source materials. Having only recently begun
playing the Dungeon Master for my group, I’d noticed that many of the monsters shown in 3/3.5
never made it into the 5e format. And so, this project was born.
In this document, I plan to convert as many, if not all, the monsters yet to be presented from the
many sourcebooks and magazines for third edition into the fifth edition format.
This is an on-going project, and I will be looking for as much feedback, criticism, and
recommendations from the viewers of these files in the hopes of producing the most authentic
creatures to be used by any DM seeking to spice up their encounters.

Methodology
These conversions have been put through a number of sources in order to produce statblocks
as accurate to 5th edition as possible.
For basic game rules and information on class specific traits, abilities, and spells, information
was collected from the Player’s Handbook.
- Wizards of the Coast, 2014, Dungeons & Dragons; Player’s Handbook, fifth edition,
Wizards of the Coast, WA, USA
For tips and guidelines for production of monsters and magic items they use, information was
collected from the Dungeon Master’s Guide.
- Wizards of the Coast, 2014, Dungeons & Dragons; Dungeon Master’s Guide, fifth
edition, Wizards of the Coast, WA, USA
For references on current monsters used in 5e, information was collected from the Monster
Manual.
- Wizards of the Coast, 2014, Dungeons & Dragons; Monster Manual, fifth edition,
Wizards of the Coast, WA, USA
For a basic outline of converting material from older editions into 5e, information was collected
from WotC’s Conversions to 5th Edition D&D.
- Wizards of the Coast, 2015, Conversions to 5th Edition D&D, viewed November 26
2020, online pdf, Wizards of the Coast.
https://media.wizards.com/2015/downloads/dnd/DnD_Conversions_1.0.pdf
For more detailed conversion methods, the document “3.5 to 5E simple conversion guidelines”
was consulted.
- /u/jeb1981, 2014, 3.5 to 5E simple conversion guidelines, viewed November 26 2020,
google doc
https://docs.google.com/document/d/15PDTkBoUBlAXVgzm9YCvRrMKTLKpCFyqwNVc
oz05q9I/edit
As for methods of my own construction, there are a small handful of techniques I’ve had to
make myself.
- I’ve found that undead construct creatures in 3.5e completely lack a Constitution score.
Because of the limited number of undead in 5e, I calculated the average Constitution
score of each creature in the Monster Manual and used the result (rounded down) as
their constitution. (I’m aware a larger sample group would be more helpful, but I’ll get
around to that once I get my hands on more 5e sourcebooks)
Spreadsheet of the results found here.
https://docs.google.com/spreadsheets/d/1hHmekjazeP4ovpu8Oi8Hys3U6uTCschn3Hgn
SzpIeUE/edit?usp=sharing
- When calculating the new Armor Class (AC), I’d found a few methods of conversion, so I
decided to blend a couple together.
First, I collect the average of the monster’s AC and Touch AC.
Then I calculate 80% of the monster’s original AC.
And finally, I use the average of the first and second result as the new AC (unless
average < 10 + Dex modifier, in which case that is the new AC), to a maximum of 25

Aid in converting entries into 5etools provided by rcgy

Thank you to the following users for input and feedback:


Ashley (/u/SauceMemer), /u/Corberus, /u/crabGoblin, DannyPopadoo, HairBearHero,
iamtheooga, Luolang, M J Y Chabaud/Decently OK Person, /u/IlerienPheonix, Sam Casey, /u/
SardScroll, /u/TheNewVegasCourier, Xier SR

Contents
List of Monsters…………...4 Adamantine Spider………..34 Aranea……………………...52
Aballin………………………10 Ahuizotl……………………..37 Arbalester………………...???
Abeil………………………...11 Akleu……………………...??? Arcadian Avenger………....56
Abomination, Anaxim……??? Alaghi……………………….38 Arcane Ooze………………58
Abomination, Chichimec..??? Alchemical Undead……...??? Archon, Hammer…………???
Abomination, All-Consuming Hunger…...39 Archon, Hound...…………???
Dream Larva……………..??? Amoebic Crawler……...…??? Archon, Justice..…………???
Abomination, Angel, Monadic Deva……??? Archon, Lantern..…...……???
Hecatoncheires…………..??? Angel, Movanic Deva……??? Archon, Owl...…………….???
Abomination, Infernal……??? Angel of Decay…………….41 Archon, Sword...……...….???
Abomination, Phaethon…??? Anguillian…………………..42 Archon, Throne..…………???
Abomination, Phane……..??? Annihilator………………....44 Archon, Trumpet...……….???
Abomination, Xixecal……??? Anophelii………………….??? Archon, Warden………….???
Abrian………………………34 Aoa………………………….46 Armand…………………...???
Abyssal Drake……………..35 Aquatic Ooze, Arrowhawk…………..…...???
Abyssal Eviscerator……….30 Bloodbloater……………...??? Asabi……………………...???
Abyssal Ghoul……………..32 Aquatic Ooze, Flotsam …??? Asag……………………….???
Achaierai…………………...33 Aquatic Ooze, Reekmurk.??? Ascendant Councillor……???
Acidwraith………………...??? Aracholoth………………..??? Ascomoid………………....???
Ash Rat…………………...??? Black Beast of Bedlam….??? Canomorph, Vultivor….....???
Ashen Husk……………....??? Black Willow……………...??? Carcass Crab…………….???
Asherati…………………...??? Blackroot Marauder……..??? Caryatid Column…….......???
Ashworm………………….??? Blackskate………………..??? Casurua…………………..???
Asperi……………………..??? Blackstone Gigant…….…??? Cave Ankylosaurus……...???
Astral Kraken…………….??? Blackwing………………...??? Cave Triceratops………...???
Astral Stalker……………..??? Bladeling………………….??? Cave Tyrannosaurus……???
Asura……………………...??? Blaspheme…………….…??? Celestial Paragon, Celestial
Athach…………………….??? Blazewyrm………………..??? Hebdomad, Barachiel..….???
Automaton, Hammerer….??? Bleakborn…………………??? Celestial Paragon, Celestial
Automaton, Pulveriser…..??? Blood Amniote……………??? Hebdomad, Domiel..…….???
Avalancher………………..??? Blood Horse………………??? Celestial Paragon, Celestial
Avatar of Elemental Evil, Bloodfire Ooze…………...??? Hebdomad, Erathaol…….???
Black Rock Triskelion…...??? Bloodhulk………………....??? Celestial Paragon, Celestial
Avatar of Elemental Evil, Bloodlance………………..??? Hebdomad, Pistis Sophia.???
Cyclonic Ravager………..??? Bloodmote Cloud………...??? Celestial Paragon, Celestial
Avatar of Elemental Evil, Bloodrot…………………...??? Hebdomad, Raziel……….???
Holocaust Disciple……….??? Bloodsilk Spider………….??? Celestial Paragon, Celestial
Avatar of Elemental Evil, Bloodthorn………………..??? Hebdomad, Sealtiel……...???
Waterveiled Assassin……??? Blue………………………..??? Celestial Paragon, Celestial
Aventi……………………..??? Bog Imp………………......??? Hebdomad, Zaphkiel…….???
Avolakia…………………..??? Bogun……………………..??? Celestial Paragon, Talisid.???
Bacchae…………………..??? Bone Ooze…………...…..??? Celestial Paragon, Five
Bane Wraith……………...??? Bone Rat Swarm……...…??? Companions, Bharrai……???
Banedead………………...??? Bonedrinker……………....??? Celestial Paragon, Five
Baneguard………………..??? Boneleaf…………………..??? Companions, Kharash…..???
Banelar…………………....??? Bonespear………………..??? Celestial Paragon, Five
Baphitaur………………....??? Bonespitter……………….??? Companions, Manath.......???
Bariaur…………………….??? Bonetree………………….??? Celestial Paragon, Five
Basidirond………………...??? Boneyard………...……….??? Companions, Sathia……..???
Battle Horror……………...??? Brachyurus……………….??? Celestial Paragon, Five
Battlebriar………………...??? Brain Mole………………..??? Companions, Vhara…......???
Bearhound………………..??? Brass Man………………..??? Celestial Paragon, The Court
Beast of Malar…………...??? Braxat……………………..??? of Stars, Faerinaal….…....???
Beastwraith……………….??? Breathdrinker………….....??? Celestial Paragon, The Court
Beguiler…………………...??? Briarvex…………………...??? of Stars, Gwynharwyf…...???
Behir, Halruaan...……...…??? Bronze Serpent………..…??? Celestial Paragon, The Court
Beholderkin, Director.…...??? Brood Keeper…………….??? of Stars, Morwel………….???
Beholderkin, Eye of the Brood Mother………….....??? Century Worm…………....???
Deep………………………??? Broodfiend………………..??? Cesspit Ooze……………..???
Beholderkin, Gouger…....??? Bugbear, Overseer...…….??? Chaneque………………...???
Beholderkin, Hive Mother.??? Bugbear, Stonejack……...??? Chaos Beast…………......???
Beholderkin, Overseer…..??? Burrow Root……………...??? Chaos Roc………………..???
Belgoi……………………..??? Caller from the Deeps…..??? Chaoswyrd………………..???
Belker……………………..??? Caller in Darkness……….??? Charnel Custodian………???
Bhuka……………………..??? Camelopardel…………….??? Charnel Hound…………..???
Bhut……………………….??? Canomorph, Haraknin…..??? Chekryan………………….???
Bilewretch of Holashner...??? Canomorph, Shadurakul..??? Chelicera………………….???
Chilblain…………………..??? Crypt Thing……………….???
Chosen One……………...??? Crypt Warden…………….???
Chraal……………………..??? Crysmal…………………...???
Chronotyryn……………....??? Crystal Cat………………..???
Chupacabra………...…....??? Crystalline Cat…………...???
Chwidencha……………...??? Cursed Cold One………..???
Cildabrin…………………..??? Cursed Spirit……………..???
Cilops……………………..???
Cinder Swarm…………....???
Cinderbrute……………….???
Cinderspawn……………..???
Cipactli…………………….???
Ciruja Plant……………….???
Cloaker Lord……………..???
Cloaker, Shadowcloak
Elder………………………???
Clockroach………………..???
Clockwork Eunuch……....???
Clockwork Horror,
Adamantine………………???
Clockwork Horror, Copper???
Clockwork Horror,
Electrum…………………..???
Clockwork Horror, Gold....???
Clockwork Horror,
Platinum…………………..???
Clockwork Mender……….???
Clockwork Steed…………???
Cloud Ray………………...???
Cloudscout……………….???
Colossus, Flesh…...……..???
Colossus, Iron...………….???
Colossus, Stone...…...…..???
Colossus of Heironeous...???
Conflagration Ooze……...???
Copper Asp……………....???
Corollax…………………...???
Corpse Gatherer………...???
Corpse Rat Swarm….......???
Corrupture………………..???
Cranial Encyster………....???
Crawling Apocalypse……???
Crawling Head…………...???
Crawling Slaughterer……???
Creator Race……………..???
Creeping Stone…………..???
Crimson Death…………...???
Crucian…………………....???
Crypt Chanter…………….???
Monster List
Stat blocks by Challenge Rating
Challenge ⅛ (25 xp) Beastwraith……………….??? Blackroot Marauder……..???
Bogun……………………..??? Blood Horse………………??? Blazewyrm………………..???
Bloodthorn………………..??? Bonetree………………….???
Challenge ¼ (50 xp) Bone Rat Swarm………...??? Brass Man………………..???
Arbalester………………...??? Bonespitter……………….??? Bugbear Stonejack……....???
Asherati…………………...??? Camelopardel…………….??? Cave Triceratops………...???
Aventi……………………..??? Cave Ankylosaurus……...??? Cilops……………………...???
Brain Mole………………..??? Ciruja Plant……………….??? Gold Horror……………….???
Clockwork Mender……....??? Clockwork Mender
Copper Asp……………....??? Swarm…………………….??? Challenge 5 (1,800 xp)
Corollax…………………...??? Clockwork Pony………….??? Abeil Soldier…..……………11
Clockwork Stallion……….??? Ahuizotl……………………..37
Challenge ½ (100 xp) Cranial Encyster………....??? Alchemical Undead……...???
Abrian……………………....34 Crypt Thing……………….??? Arcadian Avenger………....56
Asabi………………………??? Crysmal…………………...??? Belker……………………..???
Ash Rat…………………...??? Cursed Cold One…...…...??? Bloodlance………………..???
Beguiler…………………...??? Cursed Spirit……………..??? Bloodmote Cloud………...???
Bladeling………………….??? Direguard………………....??? Bog Imp…………………...???
Bloodbloaters……………...49 Hammerer………………...??? Bonedrinker……………....???
Blue………………………..??? Juvenile Arrowhawk……..??? Boneleaf…………………..???
Cinderbrute……………….??? Pulveriser…………………??? Briarvex…………………...???
Clockroach………………..??? Stingtail…………………...??? Broodswarm……………...???
Cloudscout……………….??? Caryatid Column………....???
Crystal Cat………………..??? Challenge 3 (700 xp) Cave Tyrannosaurus…….???
Male Anophelii…………...??? Aballin………………………10 Chelicera………………….???
Abyssal Eviscerator……….30 Chraal……………………..???
Challenge 1 (200 xp) Alhagi……………………….38 Cinderspawn……………..???
Abeil Vassal……………......11 Aranea……………………...52 Creeping Stone…………..???
Anguillian…………………??? Armand…………………...??? Halruaan Behir…………...???
Ashworm………………….??? Ascomoid………………....??? Haraknin…………………..???
Bacchae…………………..??? Asperi……………………..??? Justice Archon……………???
Baneguard………………..??? Blackskate………………..??? Reekmurk…………………..51
Baphitaur…………...…….??? Chekryan………………….???
Belgoi……………………..??? Clockwork Eunuch…...….???Challenge 6 (2,300 xp)
Chaneque………………...??? Corpse Rat Swarm……...??? Bearhound………………..???
Chosen One……………...??? Crystalline Cat…………...???Bleakborn………………...???
Copper Horror…………....??? Electrum Horror………….??? Bloodfire Ooze…………...???
Crucian…………………....??? Hound Archon……………..62 Bloodrot…………………...???
Flotsam Ooze……………...50 Lesser Bonedrinker……...???
Breathdrinker………...…..???
Lantern Archon……...…….64 Chaos Beast……………..???
Challenge 4 (1,100 xp) Cildabrin…………………..???
Challenge 2 (450 xp) Achaierai…………………...33 Conflagration Ooze……...???
Adamantine Spider………..34 Adult Arrowhawk………...??? Crypt Chanter…………….???
Aoa Droplet……………......46 Avalancher……………….??? Female Anophelii……......???
Ashen Husk……………....??? Banelar…………………....??? Platinum Horror…………..???
Banedead………...………??? Basidirond………………...??? Warbound Impaler……….???

Challenge 7 (2,900 xp) Challenge 11 (7,200 xp) Chronotyryn……………...???


Akleu……………………...??? Abeil Queen……...………...11 Concordant Killer………...???
All-Consuming Hunger…...39 Astral Stalker……………..??? Corpse Gatherer………...???
Asura……………………...??? Bonespear………………..???
Athach…………………….??? Brood Keeper Larvae..….??? Challenge 19 (22,000 xp)
Bane Wraith………………??? Casurua…………………..??? Broodfiend………………..???
Blackwing………………...??? Chaoswyrd………………..??? Crawling Head…………...???
Bugbear Overseer……….??? Cloaker Lord……...……...??? Manath…………………....???
Burrow Root……………...??? Monadic Deva……………???
Crawling Slaughterer……??? Shadowcloak Elder……...??? Challenge 20 (25,000 xp)
Crypt Warden…………….??? Bone Ooze…………...…..???
Director…………………...??? Challenge 12 (8,400 xp) Chichimec………………….12
Elder Arrowhawk………...??? Charnel Hound……...…...???
Eye of the Deep………….??? Cinder Swarm…………....??? Challenge 21 (33,000 xp)
Warden Archon…………....74 Bilewretch of Holashner...??? Anaxim……………………..10
Barachiel………………….???
Challenge 8 (3,900 xp) Challenge 13 (10,000 xp) Chaos Roc………………..???
Abyssal Drake……………..35 Boneyard………...……….??? Kharash…………………...???
Adamantine Horror……...??? Brood Mother…………….???
Arcane Ooze…………...….58 Trumpet Archon…………...72 Challenge 22 (41,000 xp)
Blood Amniote……………??? Brachyurus……………….???
Braxat……………………..??? Challenge 14 (11,500 xp)
Caller from the Deeps…..??? Angel of Decay…………….41 Challenge 23 (50,000 xp)
Caller in Darkness……….??? Annihilator………………....44 Domiel…………………….???
Cesspit Ooze……………..??? Anzu……………………….??? Stone Colossus……...…..???
Chwidencha……………...??? Aoa Sphere……….……….46 Vhara……………………...???
Corrupture………………..??? Battlebriar………………...???
Creator Race……………..??? Cyclonic Ravager………..??? Challenge 24 (62,000 xp)
Hammer Archon…………...60 Holocaust Disciple……….??? Erathaol…………………...???
Movanic Deva……………??? Overseer………………….??? Gwynharwyf……………...???
Shadurakul…………….…??? Throne Archon…………….69 Phane……………………....23
Vultivor…………………....??? Waterveiled Assassin…...???
Challenge 25 (75,000 xp)
Challenge 9 (5,000 xp) Challenge 15 (13,000 xp) Colossus of Heironeous...???
Abyssal Ghoul……………..32 Astral Kraken…………….??? Infernal……………………..19
Avolakia…………………..??? Brood Keeper………….…??? Pistis Sophia……………..???
Black Willow……………...??? Cloud Ray………………...??? Sathia……………………..???
Bronze Serpent…………..??? Hive Mother……………....???
Challenge 26 (90,000 xp)
Challenge 10 (5,900 xp) Challenge 16 (15,000 xp) Flesh Colossus…………..???
Battle Horror……………...???
Beast of Malar…………...??? Challenge 17 (18,000 xp) Challenge 27 (105,000 xp)
Charnel Custodian…...….??? Ascendant Councillor……??? Bharrai…………………….???
Crawling Apocalypse……??? Black Rock Triskelion…...??? Raziel……………………..???
Crimson Death…………...??? Chilblain…………………..???
Gouger……………………??? Challenge 28 (120,000 xp)
Owl Archon………………...65 Challenge 18 (20,000 xp) Faerinaal………………….???
Sword Archon……...……...67 Blackstone Gigant……….??? Sealtiel…………………….???

Challenge 29 (135,000 xp)

Challenge 30 (155,000 xp)


Cipactli…………………….???
Dream Larva……………....14
Morwel…………………….???
Talisid……………………..???
Zaphkiel…………………..???

Challenge 31+ (???,??? xp)


Iron Colossus (CR 32).....???
Phaethon (CR 32)....……...21
Xixecal (CR 35).…………..25
Hecatoncheires (CR 56)....17

Creatures by Environment

Arctic

Anguillian CR 1
Beastwraith, Bonespitter CR 2
Reekmurk CR 5
Bleakborn CR 6
Blaspheme, Corrupture CR 8
Chilblain CR 17
Century Worm CR 18

Coastal

Aventi CR ¼
Chaneque, Flotsam Ooze CR 1
Beastwraith, Bonespitter CR 2
Banelar CR 4
Corrupture CR 8
Century Worm CR 18

Desert

Asherati CR ¼
Asabi, Ash Rat CR ½
Abeil Vassal, Belgoi, Chaneque, Crucian CR 1
Armand, Ashen Husk, Beastwraith, Bloodthorn, Bonespitter, Camelopardel, Cursed CR 2
Cold One, Stingtail
Chekryan CR 3
Banelar, Cilops CR 4
Abeil Soldier, Bonedrinker CR 5
Braxat, Corrupture CR 8
Crawling Apocalypse CR 10
Abeil Queen CR 11
Cloud Ray CR 15
Century Worm CR 18
Crawling Head CR 19

Forest

Bogun CR ⅛
Brain Mole, Corollax CR ¼
Ash Rat, Blue, Male Anophelii CR ½
Ashworm, Bloodsilk Spider, Chaneque CR 1
Beastwraith, Blood Horse, Bonespitter, Cave Ankylosaurus CR 2
Alhagi, Aranea, Lesser Bonedrinker CR 3
Banelar, Basidirond, Blackroot Marauder, Cave Triceratops CR 4
Bloodlance, Bloodmote Cloud, Bonedrinker, Boneleaf, Briarvex, Cave CR 5
Tyrannosaurus
Bearhound, Female Anophelii, Warbound Impaler CR 6
Banshrae CR 7
Corrupture CR 8
Black Willow CR 9
Battlebriar CR 14
Century Worm CR 18
Brachyurus CR 22

Grassland

Ash Rat, Beguiler, Blue, Chaneque CR ½


Abeil Vassal, Ashworm CR 1
Beastwraith, Blood Horse, Bloodthorn CR 2
Lesser Bonedrinker CR 3
Banelar CR 4
Abeil Soldier, Bloodmote Cloud, Bonedrinker CR 5
Burrow Root CR 7
Blaspheme, Corrupture CR 8
Abeil Queen, Brood Keeper Larvae CR 11
Brood Keeper, Cloud Ray CR 15
Century Worm CR 18
Brachyurus CR 22

Hill

Ash Rat, Blue CR ½


Abeil Vassal, Chaneque CR 1
Beastwraith, Blood Horse, Bonespitter CR 2
Lesser Bonedrinker CR 3
Banelar CR 4
Abeil Soldier, Bloodmote Cloud, Bonedrinker, Halruaan Behir CR 5
Athach, Burrow Root CR 7
Blaspheme, Corrupture CR 8
Abeil Queen CR 11
Cloud Ray CR 15
Century Worm CR 18
Brachyurus CR 22

Mountain

Ash Rat CR ½
Chaneque CR 1
Beastwraith, Bonespitter, Ciruja Plant CR 2
Alhagi, Asperi CR 3
Avalancher, Banelar CR 4
Bloodmote Cloud, Chelicera CR 5
Blackwing CR 7
Braxat, Corrupture, Creator Race CR 8
Century Worm CR 18
Chaos Roc CR 21

Swamp
Bogun CR ⅛
Bloodsilk Spider, Chaneque CR 1
Beastwraith, Bone Rat Swarm, Bonespitter, Crysmal CR 2
Banelar, Basidirond, Bonetree CR 4
Ahuizotl, Bloodmote Cloud, Bog Imp, Boneleaf CR 5
Burrow Root CR 7
Corrupture CR 8
Black Willow CR 9
Crimson Death CR 10
Cloud Ray CR 15
Century Worm CR 18

Underdark

Bloodbloaters, Blue CR ½
Bonebat, Baphitaur CR 1
Adamantine Spider, Beastwraith, Bonespitter, Cave Ankylosaurus, Pulveriser CR 2
Aballin, Ascomoid, Lesser Bonedrinker CR 3
Basidirond, Bugbear Stonejack, Cave Triceratops CR 4
Bonedrinker, Cave Tyrannosaurus CR 5
Bleakborn, Bloodfire Ooze, Bloodrot, Cildabrin, Conflagration Ooze CR 6
Akleu, All-Consuming Hunger, Bugbear Overseer, Caller in Darkness, Crawling CR 7
Slaughterer, Director
Arcane Ooze, Blood Amniote, Chwidencha, Corrupture, Creator Race CR 8
Avolakia, Gouger CR 9
Brood Mother CR 10
Cloaker Lord CR 11
Bilewretch of Holashner CR 12
Black Beast of Bedlam CR 13
Annihilator, Overseer CR 14
Hive Mother CR 15
Century Worm CR 18
Crawling Head CR 19
Bone Ooze CR 20
Cipactli CR 30

Underwater

Aventi CR ¼
Anguillian CR 1
Beastwraith, Bonespitter CR 2
Blackskate CR 3
Banelar CR 4
Reekmurk CR 5
Eye of the Deep CR 7
Caller from the Deeps, Corrupture CR 8
Century Worm CR 18
Urban

Copper Asp CR ¼
Ash rat, Clockroach CR ½
Bacchae, Baneguard, Chaneque, Chosen One CR 1
Banedead, Bone Rat Swarm, Bonespitter, Clockwork Pony, Clockwork Stallion, Crypt CR 2
Thing, Cursed Spirit, Direguard, Hammerer, Pulveriser
Clockwork Eunuch, Corpse Rat Swarm CR 3
Brass Man CR 4
Alchemical Undead, Bloodmote Cloud, Caryatid Column, Cinderspawn, Halruaan CR 5
Behir
Bleakborn, Bloodfire Ooze, Bloodrot, Crypt Chanter CR 6
Akleu, Bane Wraith, Crypt Warden CR 7
Cesspit Ooze, Corrupture CR 8
Abyssal Ghoul, Avolakia CR 9
Battle Horror, Charnel Custodian CR 10
Casurua CR 11
Charnel Hound CR 12
Black Beast of Bedlam, Boneyard CR 13
Angel of Decay CR 14
Deathbringer CR 16
Ascendant Councillor CR 17
Blackstone Gigant, Corpse Gatherer CR 18
Stone Colossus CR 23
Flesh Colossus CR 26
Cipactli CR 30
Iron Colossus CR 32

A
Aballin:
Also known as “living water”, aballins are fluid monsters that entrap and drown creatures that
venture within their reach.
In their passive state, aballins look like large puddles of seemingly normal water, devoid of fish
or other living creatures. Those looking down at the aballin often notice coins, jewellery, or other
metal effects of the monster’s past victims resting beneath the surface of the water, apparently
awaiting recovery. Though they resemble an elemental creature of water, aballins are actually
composed of a weak acid that, over the course of three weeks, digests organic matter.

Aballins lie passively, masquerading as puddles, small ponds, fountains, or cavern pools,
indistinguishable from fresh water until a potential victim approaches. When they sense prey
nearby, they alter their structure, becoming a 10-foot-tall column of living fluid and lashes out
with gelatinous pseudopods at their opponents.
Source: Monster Compendium: Monsters of Faerun; pp.11-12

Aballin
Large ooze, unaligned

● Armor Class 11
● Hit Points 37 (5d10 + 10)
● Speed 20ft., swim 40ft.

STR DEX CON INT WIS CHA


21 (+5) 13 (+1) 14 (+2) 1 (-5) 9 (-1) 6 (-2)

● Skills Stealth +5
● Damage Resistances bludgeoning
● Damage Immunities cold, fire, lightning; piercing, slashing
● Condition Immunities blinded, charmed, deafened, exhaustion, frightened, prone
● Senses blindsight 60 ft. (blind beyond this point), passive Perception 12
● Languages -
● Challenge 3 (700 XP)

False Appearance. While the aballin remains motionless, it is indistinguishable from a pool of
water.

Drown. A creature hit by an aballin's pseudopod attack must succeed on a DC 15 Strength


saving throw or become engulfed. The engulfed creature can't breathe (see Suffocating rules
in the Player’s Handbook; pp.183) and is restrained. Spells such as water breathing do not
allow a creature to breathe while engulfed by an aballin. When the aballin moves, the
engulfed creature moves with it.

Vulnerable to Water-Affecting Spells. Spells that would move water also move the aballin.

Actions
Pseudopod. Melee Weapon Attack: +7 to hit, reach 10ft., one target. Hit 10 (1d10 + 5)
bludgeoning damage.

Abeil:
Abeils are insect-like humanoids known for their industriousness and their complex social
structure. They are commonly referred to as “bee people''. Their society has an expansionist
philosophy – a fact that troubles those whose land they intrude upon. Rather than resorting to
war, abeils prefer to overcome rivals through superior resourcefulness and industry.
An abeil looks like a cross between an elf and a bee. A vassal or queen stands more than 7 feet
high and has slender but sinewy arms and legs. Soldiers are at least 10 feet tall and
considerably more muscular than either of the other two varieties. An abeil’s hands and feet
have four digits each. Its body is covered in bristly fur, coloured in alternating bands of black and
yellow. The creature’s head and facial features resemble those of an elf, except that an abeil
has black faceted eyes and long antennae. Like a bee, an abeil has translucent wings.

The hive-city is the central hub of abeil’s busy society. Vassals buzz here and there, ensuring
the city’s vital services continue, while patrols of soldiers vigilantly keep the peace and protect
the hive against outside threats. Abeils are highly imperialistic, though they are not so much
concerned with conquering other races as they are with setting up new hive cities.
Nevertheless, this goal puts them into conflict with nearly every other race they encounter, since
societies in their path must fight for space and resources or be pushed out by the abeil
civilization. When a hive-city becomes too large, one of the young queens is given a substance
called royal jelly, which converts her into a fully fledged queen. She takes twenty vassals and
five soldiers and leaves to set up a new hive-city at a previously scouted location.

All abeils prefer to fight from the sky, making ranged attacks and sonic assaults upon their foes
below. If forced to fight on the ground, they coordinate their attacks to make the best use of their
ranged weapons (and spells, for those capable of casting them). In melee, they prefer to swarm
around particularly tough opponents and sting them with their enfeebling poison. Abeils fight to
the death because they believe that cowardice on the battlefield could doom the hive. They
rarely wear armour because it impedes their ability to fly.

Vassal:
Vassals are the backbone of abeil society. It is they who provide the menial labour for the hive.
They gather pollen, maintain the hive-city, and obey their queen’s every command. Vassals
produce the necessary goods for the abeil society, provide both mundane and specialized
services and advance the culture and technology of their hive city. A few even chose to leave
behind their mundane tasks and pursue more individualistic paths, such as philosophy, art,
religion, and politics. These abeils form an elite conclave called the vassal court that reports
directly to the queen and serves as her council.

Unless ordered to attack, vassals flee combat to notify the hive of the threat. When armed for
battle, they fight with light flails.

Soldiers:
These creatures account for fully a third of an abeil hive-city’s population. The soldiers are the
queen’s army – the first and last line of defence for their hive. They are trained to respond swiftly
to any danger. Soldiers consider most nearby civilizations to be threats and treat uninvited
visitors with grave suspicion.
Abeil soldiers are often called stormwings because of the thunderous noise they make in battle.
They prefer to meet a threat by using their stormwing attacks and bows first, then meleeing
them with pikes and stingers as needed.

Queen:
At the pinnacle of any abeil society is the queen, who rules with absolute power. All the abeils in
her realm live and die at her command. Though she was born to rule, the typical queen routinely
seeks the advice of her court before committing to any major decisions. The queen selects a
mate from her vassal court and personally rears future queens. Each hive city maintains 1-5
juvenile queens in addition to the reigning queen. Each such young queen has the same
statistics as a vassal.

An abeil queen can cast powerful spells when threatened, and her poison is more virulent than
that of any other abeil. However, she is rarely in combat because she depends primarily on her
soldiers to protect her.

Source: Monster Manual II; pp. 22-24

Abeil Vassal
Medium humanoid (abeil), lawful neutral

● Armor Class 11
● Hit Points 18 (4d8)
● Speed 30ft., fly 60ft.

STR DEX CON INT WIS CHA


11 (+0) 13 (+1) 10 (+0) 10 (+0) 10 (+0) 9 (-1)

● Skills Investigation +2, Nature + 2, Perception +2, Survival +2


● Senses Darkvision 60 ft., passive Perception 12
● Languages Common, Elvish, Sylvan
● Challenge 1 (200 XP)

Hive Mind. All abeils within 25 miles of their queen are in constant communication. If one is
aware of a particular danger, they all are.

Drone. If it forgos moving during its turn, as an action, an abeil can beat its wings to create a
droning buzz in a 60 ft. radius. Each creature in the area must succeed a DC 10 Constitution
saving throw or fall unconscious for 10 minutes. A creature that can't hear the drone
automatically succeeds on the save. The effect on the creature ends if it takes damage or if
another creature takes an action to slap the creature awake. If a creature's saving throw is
successful or the effect ends for it, it is immune to the drone for the next 24 hours.

Actions
Multiattack. A vassal makes 2 claw attacks. If a vassal hits a single target that is Small or
smaller with both claws, it is grappled (escape DC 11). Until this grapple ends, the vassel can
only use its natural weapon attacks on the grappled creature and has advantage on sting
attack rolls.

Claw. Melee Weapon Attack: +2 to hit, reach 5ft., one target. Hit 3 (1d6) slashing damage.

Sting. Melee Weapon Attack: +2 to hit, reach 5ft., one target. Hit 4 (1d8) piercing damage. If
the target is a creature, it must succeed a DC 10 Constitution saving throw or receive 3 (1d6)
poison damage.

Flail. Melee Weapon Attack: +2 to hit, reach 5ft., one target. Hit 4 (1d8) bludgeoning damage.

Javelin. Melee or Ranged Weapon Attack: +3 to hit, reach 5 ft., or range 20/60 ft., one target.
Hit: 4 (1d6 + 1) piercing damage.

Abeil Soldier
Large humanoid (abeil), lawful neutral

● Armor Class 11
● Hit Points 60 (8d8 + 24)
● Speed 40ft., fly 90ft.

STR DEX CON INT WIS CHA


22 (+6) 13 (+1) 16 (+3) 9 (-1) 12 (+1) 13 (+1)

● Saving Throws Dexterity +2


● Skills Nature + 2, Insight +1, Perception +4, Survival +4
● Damage Resistances bludgeoning, piercing, and slashing from nonmagical weapons
● Senses Darkvision 60 ft., passive Perception 14
● Languages Common, Elvish, Sylvan
● Challenge 5 (1,800 XP)

Flyby. The soldier doesn't provoke opportunity attacks when it flies out of an enemy's reach.
Hive Mind. All abeils within 25 miles of their queen are in constant communication. If one is
aware of a particular danger, they all are.

Drone. If it forgos moving during its turn, as an action, an abeil can beat its wings to create a
droning buzz in a 60 ft. radius. Each creature in the area must succeed a DC 10 Constitution
saving throw or fall unconscious for 10 minutes. A creature that can't hear the drone
automatically succeeds on the save. The effect on the creature ends if it takes damage or if
another creature takes an action to slap the creature awake. If a creature's saving throw is
successful or the effect ends for it, it is immune to the drone for the next 24 hours.

Stormwing (Recharge 6). If it forgos moving during its turn, as an action, a soldier in flight
can hover and deliver a destructive sonic attack with its wings. The attack deals 27 (6d8)
thunder damage to all creatures (except other abeils) within a 40-foot radius (Dexterity save
DC 16 for half damage).

Actions
Multiattack. A soldier makes 2 claw attacks. If a soldier hits a single target that is Medium or
smaller both claws, it is grappled (escape DC 17). Until this grapple ends, the soldier can only
use its claw attack on the grappled creature and has advantage on sting attack rolls. The
soldier can replace any number of claw attacks with either pike attacks or longbow attacks.

Claw. Melee Weapon Attack: +9 to hit, reach 5ft., one target. Hit 10 (1d8 + 6) slashing
damage.

Sting. Melee Weapon Attack: +9 to hit, reach 5ft., one target. Hit 6 (1d10 + 1) piercing
damage. If the target is a creature, it must succeed a DC 14 Constitution saving throw or
receive 7 (2d6) poison damage.

Large Pike. Melee Weapon Attack: +8 to hit, reach 15ft., one target. Hit 17 (2d10 + 6)
piercing damage.

Large Longbow. Ranged Weapon Attack: +5 to hit, range 150/600 ft., one target. Hit: 15 (2d8
+ 6) piercing damage.

Abeil Queen
Medium humanoid (abeil), lawful neutral

● Armor Class 10
● Hit Points 112 (15d8 + 45)
● Speed 40ft., fly 90ft.
STR DEX CON INT WIS CHA
18 (+4) 13 (+1) 16 (+3) 15 (+2) 21 (+5) 18 (+4)

● Saving Throws Dexterity +5, Constitution +7, Intelligence +6, Wisdom +9, Charisma
+8
● Skills Arcana +6, Nature +6, Insight +9, Perception +9, Survival +9, Intimidation +8,
Persuasion +8
● Damage Resistances bludgeoning, piercing, and slashing from nonmagical weapons
● Senses Darkvision 60 ft., passive Perception 18
● Languages Common, Elvish, Sylvan
● Challenge 11 (7,200 XP)

Flyby. The Queen doesn't provoke opportunity attacks when it flies out of an enemy's reach.

Hive Mind. All abeils within 25 miles of their queen are in constant communication. If one is
aware of a particular danger, they all are.

Magic Resistance. The Queen has advantage on saving throws against spells and other
magical effects.

Drone. If it forgos moving during its turn, as an action, an abeil can beat its wings to create a
droning buzz in a 60 ft. radius. Each creature in the area must succeed a DC 10 Constitution
saving throw or fall unconscious for 10 minutes. A creature that can't hear the drone
automatically succeeds on the save. The effect on the creature ends if it takes damage or if
another creature takes an action to slap the creature awake. If a creature's saving throw is
successful or the effect ends for it, it is immune to the drone for the next 24 hours.

Spellcasting. The Queen is a 16th-level spellcaster. Her spellcasting ability is Wisdom (spell
save DC 16, +8 to hit with spell attacks). The Queen has the following druid spells prepared:

- Cantrips (at will) : druidcraft, mending, poison spray, thorn whip


- 1st Level (4 slots): detect magic, entangle ,faerie fire, healing word, speak with
animals
- 2nd Level (3 slots): animal messenger, hold person, gust of wind, moonbeam
- 3rd Level (3 slots): conjure animals, dispel magic, speak with plants, wind wall
- 4th Level (3 slots): control water, giant insect, stoneskin
- 5th Level (2 slots): greater restoration, insect plague
- 6th Level (1 slot): wall of thorns
- 7th Level (1 slot): regeneration
- 8th Level (1 slot): feeblemind

Actions
Multiattack. The queen makes 2 claw attacks. If the Queen hits a single target that is Small
or smaller both claws, it is grappled (escape DC 17). Until this grapple ends, the Queen can
only use its claw attack on the grappled creature and has advantage on sting attack rolls. The
Queen can instead take 3 sickle attacks or 3 longbow attacks.

Claw. Melee Weapon Attack: +8 to hit, reach 5ft., one target. Hit 8 (1d8 + 4) slashing damage.

Sting. Melee Weapon Attack: +8 to hit, reach 5ft., one target. Hit 8 (2d6 + 1) piercing damage.
If the target is a creature, it must succeed a DC 15 Constitution saving throw or receive 2
(1d4) poison damage and the target's Strength score is reduced by 1d4. The target dies if this
reduces its Strength to 0. Otherwise, the reduction lasts until the target finishes a short or long
rest.

Sickle. Melee Weapon Attack: +8 to hit, reach 15ft., one target. Hit 6 (1d4 + 4) slashing
damage.

Longbow. Ranged Weapon Attack: +5 to hit, range 150/600 ft., one target. Hit: 8 (1d8 + 4)
piercing damage.

Abominations
Abominations are mistakes—the unwanted, unforeseen offspring of misguided deific concourse.
Abortions of spirit, abominations live on, nurtured by their quasideific powers and pure,
undiluted hate of their forebears and all naturally formed creatures.
Abominations are misshapen, grotesque, and horribly marked from their godly birth-throes.
Abominations come in an overwhelming variety of forms, all terrible. Accursed of heaven and
hell, abominations are sealed away for eons at a time. But over the course of time,
abominations are sometimes accidentally freed or manage to escape on their own. An
abomination’s appearance can panic nations, worlds, or entire planes of existence. Thankfully,
most abominations remain securely locked away by higher deific decree.
Abominations possess the spark of godhood. As such, they are virtually immortal unless slain.
(They are not actually immortal, but they age so slowly, and they need to eat, sleep, and even
breathe so rarely that death for an abomination normally only comes through conflict.) Though
they are unable to grant spells to followers, some abominations are worshiped regardless.

Abominations take unholy delight in cataclysm. Projecting their own self-loathing on the
multiverse at large, they seek to tear it all down. The eradication of life, death, and existence
itself is the goal of most abominations. Though they hardly require food, abominations gain their
single satisfaction by feeding, especially on still-living victims.
Source: Epic Level Handbook; pp.157-169

Anaxim:
Anaxims are the ill-conceived designs crafted by gods of the forge.
Unlike most abominations, anaxims are born not of lust, but piece by laboured piece from
mechanical designs inspired by apocalyptic impulses. Anaxims are constructs that were not
purged as they should have been, and so gained a pseudo-life of their own. Anaxims appear as
human-sized conglomerations of iron, clockwork gears, shearing blades, metallic fists, and other
unfamiliar moving parts of iron. Generally, they appear unbalanced, unwieldy, and ominously
jutting with too many cutting implements. An anaxim takes to the air by deploying a special set
of rotating blades from its back; once deployed, the blades spin over its head with a constant
roar of noise and rushing air.
Most failures of forge gods are never discovered, but anaxims are somehow imbued with the
spark of deific might that all abominations share. Despite their artificial past, anaxims are
animate and determined to make their own way in the world, seeking revenge for being
consigned to the scrap heap by their perfectionist creators.

Anaxims have a variety of attack forms, including simple slam attacks, a special electricity touch
attack, and their favoured spinning blades. Foes at 10 feet or more are subject to spike
projectiles, an electricity ray, or a sonic blast.

Anaxim
Medium construct, lawful neutral

● Armor Class 25 (natural armor)


● Hit Points 399 (38d8 + 228)
● Speed 60ft., fly 200ft.

STR DEX CON INT WIS CHA


30 (+10) 25 (+7) 23 (+6) 20 (+5) 20 (+5) 20 (+5)

● Saving Throws Strength +17


● Damage Resistances bludgeoning, piercing, and slashing from nonmagical weapons
● Damage Immunities acid, cold, fire, lightning, necrotic, poison, radiant, thunder
● Condition Immunities charmed, frightened, exhaustion, paralysed, stunned,
unconscious
● Senses truesight 120 ft., blindsight 500 ft., passive Perception 15
● Languages Abyssal, Celestial, Infernal, Modron
Telepathy 1,000 ft.
● Challenge 21 (33,000 XP)
Immutable Form. The anaxim is immune to any spell or effect that would alter its form

Magic Resistance. The anaxim has advantage on saving throws against spells and other
magical effects.

Magic Weapons. The anaxim’s weapon attacks are magical.

Innate Spellcasting. The anaxim's innate spellcasting ability is Intelligence (spell save DC
20). It can innately cast the following spells, requiring no components:
- At will: dispel evil and good, dispel magic, etherealness (self only), greater invisibility
(self only)

Actions
Multiattack. An anaxim can make 5 attacks: up to 2 spinning blade attacks, up to 2 slam
attacks, up to 1 shocking touch, up to 1 electricity ray attack, and up to 4 spike attacks. If the
anaxim hits a single creature with 2 spinning blade attacks, the target automatically takes an
additional 24 (4d6 + 10) slashing damage.

Spinning Blade. Melee Weapon Attack: +17 to hit, reach 5ft., one target. Hit 19 (2d8 + 10)
slashing damage.

Slam. Melee Weapon Attack: +17 to hit, reach 5ft., one target. Hit 19 (2d8 + 10) bludgeoning
damage.

Shocking Touch. Melee Spell Attack: +14 to hit, reach 5ft., one target. Hit 16 (2d8 + 7)
lightning damage.

Electric Ray. Ranged Spell Attack: +14 to hit, range 120 ft., one target. Hit: 45 (10d8)
lightning damage.

Spike. Ranged Weapon Attack: +14 to hit, range 120 ft., one target. Hit: 16 (2d8 + 7) piercing
damage.

Sonic Blast: As a standard action, an anaxim can emit a 60-foot cone of sonic energy that
deals 90 (20d8) points of thunder damage to all creatures that fail a DC 22 Dexterity saving
throw; those that succeed take half damage.

Summon Iron Golem (Recharge 6): An anaxim summons one iron golem which materializes
within 60 feet of it in an unoccupied space it can see. Golems summoned by this effect cannot
use any legendary actions. The golem obeys its summoner's commands and can't be
controlled by any other creature. The golem vanishes when it drops to 0 hit points or when its
summoner dies.
Chichimec:
Chichimecs are the unwanted offspring of deities of the sky, air, and similar portfolios.
A chichimec looks like a clump of madly flapping, fluttering, scrabbling wings (some chichimecs
have feathered wings, others batlike). A single long tail depends from the centre of the mass,
trailing behind the creature. Their coloration is usually pale white to beige, giving way to sickly
blue in some areas. Unless a chichimec is slain and dissected, its tiny mouths, eyes, and other
sensory organs dotting its body trunk are never seen. Chichimecs are usually about 4 feet in
diameter.
These creatures are sometimes confined to sealed demi-planes of air, or some far reach of the
Elemental Plane of Air, or even distant, uninhabited giant worlds made up only of poisonous
gases.

Chichimecs batter any being that crosses their path with many wings, and a tail buffet. If
forewarned of a threat, they summon as many air elementals as they can in the time available.
Unless its elementals are in range, a chichimec leads off combat with wail of the banshee.

Chichimec
Medium aberration, neutral evil

● Armor Class 25 (natural armor)


● Hit Points 310 (27d8 + 189)
● Speed 5ft., fly 200ft.

STR DEX CON INT WIS CHA


30 (+10) 25 (+7) 24 (+7) 12 (+1) 14 (+2) 30 (+10)

● Saving Throws Strength +16


● Skills Stealth +13, Arcana +7, Investigation +7, Religion +7, Insight +8, Perception
+10, Intimidation +16, Persuasion +16
● Damage Resistances cold, fire; bludgeoning, piercing, and slashing from nonmagical
weapons
● Damage Immunities lightning
● Condition Immunities charmed, frightened, exhaustion
● Senses truesight 120 ft., blindsight 500 ft., passive Perception 20
● Languages Abyssal, Auran, Celestial, Infernal
Telepathy 1,000 ft.
● Challenge 20 (25,000 XP)

Flyby. A chichimec doesn't provoke opportunity attacks when it flies out of an enemy's reach.
Immutable Form. The chichimec is immune to any spell or effect that would alter its form

Magic Resistance. The chichimec has advantage on saving throws against spells and other
magical effects.

Magic Weapons. The chichimec’s weapon attacks are magical.

Innate Spellcasting. The chichimec's innate spellcasting ability is Charisma (spell save DC
24, +16 to hit with spells). It can innately cast the following spells, requiring no components:
- At will: darkness, telekinesis
- 1/day each: control weather, call lightning, chain lightning, greater invisibility, lightning
bolt

Actions
Multiattack. A chichimec can make 2 primary wing attacks, 6 secondary attacks and a tail
slam.

Primary Wing Attack. Melee Weapon Attack: +16 to hit, reach 5 ft., one target. Hit: 19 (2d8 +
10) bludgeoning damage.

Secondary Wing Attack. Melee Weapon Attack: +16 to hit, reach 5 ft., one target. Hit: 14
(1d8 + 10) bludgeoning damage.

Tail Slam. Melee Weapon Attack: +16 to hit, reach 5 ft., one target. Hit: 16 (1d8 + 7)
bludgeoning damage and a living opponent must make a DC 24 Charisma saving throw,
taking only 1 point of temporary Charisma damage and the chichimec heals 5 points of
damage on a successful save, or the opponents Charisma score is reduced by 2 points on a
failed save, or 4 points on a critical hit, and the chichimec heals 10 points of damage, or 20 on
critical hit. Whenever it drains Charisma, gaining any excess as temporary points. The
temporary hit points gained by the chichimec Charisma drain last a maximum of 1 hour.

Wail of the Banshee (1/day). The chichimec releases a mournful wail. This wail has no effect
on constructs and undead. All other creatures within 30 feet of it that can hear her must make
a DC 24 Constitution saving throw. On a failure, a creature drops to 0 hit points. On a
success, a creature takes 35 (10d6) psychic damage.

Summon Air Elemental (Recharge 6): A chichimec summons one air elemental which
materializes within 60 feet of it in an unoccupied space it can see. Elementals summoned by
this effect cannot use any legendary actions. The elemental obeys its summoner's commands
and can't be controlled by any other creature. The elemental vanishes when it drops to 0 hit
points or when its summoner dies.
Dream Larva:
Dream larva are the misbegotten offspring of deities of fancy, longing, and dream.
Most creatures know the startlement of a night terror—a bolt of horror that wakes the sleeper
from a dead sleep. Dream larva are night terrors that escape from dream into the waking world,
nightmares made manifest. They have no specific form, but instead are every creature’s worst
nightmare—each observer sees a dream larva for the first time as the most fearsome, terrible
creature imaginable. To those that survive that squamous vision, dream larvae appear as large
humanoid shapes composed of thousands of crawling larval worms. Dream larvae have horns,
a cruelly fanged mouth, four arms ending in claws, and four arms tipped with pincers.
No one knows how many dream larvae infest the various regions of dreams. Most sleepers
never dream the forbidden dreams that send their thoughts into the self-perpetuating
nightmares that conceal and trap individual dream larvae. Such forbidden dreams are normally
only triggered by the discovery of certain banned, divine manuscripts that have been mostly
purged from the multiverse. However, sometimes dream larvae are disturbed nonetheless (or
purposefully summoned). When they are, they follow the dreamer back into the waking world,
and attempt to plunge all creation into a true nightmare of their own invention.

The mere sight of a dream larva kills all but the most strong-minded. Dream larva who get a
good grip on their foes can send them physically into specially prepared nightmares for a time.
Dream larva rarely do anything without summoning a nightwalker to help them bring the terrors
of the night into the day

Dream Larva
Large aberration, chaotic evil

● Armor Class 25 (natural armor)


● Hit Points 580 (40d10 + 360)
● Speed 80ft., fly 240ft.

STR DEX CON INT WIS CHA


30 (+10) 17 (+3) 29 (+9) 16 (+3) 24 (+7) 30 (+10)

● Saving Throws Strength +19, Charisma + 19


● Skills Stealth +12, Investigation +12, Insight +16, Perception +16, Persuasion +22
● Damage Resistances cold, fire; bludgeoning, piercing, and slashing from nonmagical
weapons
● Damage Immunities thunder
● Condition Immunities charmed, frightened, exhaustion
● Senses truesight 120 ft., blindsight 500 ft., passive Perception 26
● Languages Abyssal, Celestial, Infernal
Telepathy 1,000 ft.
● Challenge 30 (155,000 XP)

Flyby. The dream larva doesn't provoke opportunity attacks when it flies out of an enemy's
reach.

Immutable Form. The dream larva is immune to any spell or effect that would alter its form

Magic Resistance. The dream larva has advantage on saving throws against spells and
other magical effects.

Magic Weapons. The dream larva’s weapon attacks are magical.

Innate Spellcasting. The dream larva's innate spellcasting ability is Charisma (spell save DC
27, +19 to hit with spells). It can innately cast the following spells, requiring no components:
- At will: fly, haste, prismatic spray
Worst Nightmare: Each time a living creature first views a specific dream larva from a
distance of 30 feet or less, the subject sees the image of the most fearsome creature
imaginable. This is not an illusion or phantasm; the dream larva truly becomes, for just that
instant, the subject’s worst nightmare. Even if simultaneously viewed by dozens of different
creatures, the dream larva appears differently to each one of them. Creatures immune to fear
or mind-affecting effects (or warded by protection from evil or death ward spells) are immune
to the worst nightmare; all others must make a DC 27 Wisdom saving throw. On a failed save,
the player must then make a DC 27 Constitution saving throw; taking 29 (3d6 + 19) points of
psychic damage and becomes poisoned on a successful save, or dies from the supernatural
horror revealed on a failure. Survivors (and those resurrected) are immune to the effect from
that individual dream larva in the future.

Actions
Multiattack. A dream larva makes 1 bite attack, 1 gore attack, 4 pincer attacks, and 4 claw
attacks

Bite. Melee Weapon Attack: +25 to hit, reach 5 ft., one target. Hit: 32 (4d10 + 10) piercing
damage.

Gore. Melee Weapon Attack: +25 to hit, reach 10 ft., one target. Hit: 28 (4d8 + 10) piercing
damage.

Pincer. Melee Weapon Attack: +25 to hit, reach 10 ft., one target. Hit: 28 (4d8 + 10) slashing
damage and it is grappled (escape DC 27). The dream larva has four pincers, each of which
can grapple only one target.
Claw. Melee Weapon Attack: +25 to hit, reach 10 ft., one target. Hit: 28 (4d8 + 10) slashing
damage and it is grappled (escape DC 27). The dream larva has four claws, each of which
can grapple only one target.

Sending: The dream larve makes one pincer or claw attack against a target it is grappling. If
the attack hits, the target is sent, and the grapple ends. Grappled victims may be physically
sent into a nightmare, at the dream larva’s option, on the dream larva’s next action after
establishing the grapple. Victims must make a DC 24 Wisdom saving throw or be apparently
swarmed by thousands of worms making up the dream larva’s body. The victim is actually
cast into a shrieking maelstrom of dream where it can take no actions but observe. The victim
physically returns 2d4 rounds later, apparently ejected from the dream larva’s body (but
appearing even if the dream larva has left or is otherwise absent). The victim of the nightmare
has taken 36 (8d8) psychic damage for each round the victim spent sent.

Summon Nightwalker (Recharge 6): A dream larva summons one nightwalker (MToF;
pp.216) which materializes within 60 feet of it in an unoccupied space it can see. Nightwalkers
summoned by this effect cannot use any legendary actions. The nightwalker obeys its
summoner's commands and can't be controlled by any other creature. The nightwalker
vanishes when it drops to 0 hit points or when its summoner dies.

Hecatoncheires:
Hecatoncheires are the oldest abominations, born of proto-deities early in the multiverse’s
history.
At the beginning of time, all things were possible. The definition of form and function for living
things was not yet set, and in that time were born the hecatoncheires, the “Hundred-Handed
ones.” The hecatoncheires are huge, standing over 30 feet tall, and like a living tree bulging with
knobby boles, they have one hundred arms and fifty heads. Words fail to describe the
monstrosity of their forms, or the brutality of their visage. They are always armed, grasping
greatswords or boulders in each of their hands. They wear magic half-plate armour. Sometimes
a hecatoncheires is armed with one or more magic weapons, as well.
From their birth, they were outcast and sealed away by the demiurge that produced them. Other
deities who required their insane martial abilities to take down rival deities have released them
from time to time. Each time they were released, an old pantheon fell. Few creatures can stand
up to hecatoncheires in combat, not even the gods.

Hundred-handed ones rely on their hundred limbs to quickly dispatch foes under a flurry of
blows or boulders.
Hecatoncheires
Huge aberration, chaotic evil

● Armor Class 25 (natural armor)


● Hit Points 858 (52d12 + 520)
● Speed 100ft.

STR DEX CON INT WIS CHA


30 (+10) 15 (+2) 30 (+10) 10 (+0) 8 (-2) 24 (+7)

● Saving Throws Strength +19, Constitution +19


● Skills Athletics +29, Acrobatics +11, History +9, Investigation +9, Insight +7,
Perception +7, Survival +7, Intimidation +21, Persuasion +21
● Damage Resistances cold, fire; bludgeoning, piercing, and slashing from nonmagical
weapons
● Damage Immunities lightning
● Condition Immunities charmed, frightened, exhaustion
● Senses truesight 120 ft., blindsight 500 ft., passive Perception 17
● Languages Abyssal, Celestial, Giant, Infernal
Telepathy 1,000 ft.
● Challenge 56 (??? XP)

Immutable Form. The hecatoncheires is immune to any spell or effect that would alter its
form

Magic Resistance. The hecatoncheires have advantage on saving throws against spells and
other magical effects.

Magic Weapons. The hecatoncheires’ weapon attacks are magical.

Innate Spellcasting. The hecatoncheires' innate spellcasting ability is Charisma (spell save
DC 24). It can innately cast the following spells, requiring no components:
- At will: fly, magic weapon, shield

Actions
Multiattack. The Hecatoncheires can make 100 greatsword attacks. Any number of these
attacks may be replaced by a boulder attack. The press of limbs prevents the creature from
making iterative attacks with any of its single arms, nor can it make more than 10 attacks
against a Small or smaller creature, 15 attacks against a Medium-sized creature, or 20
attacks against a large creature in the same action (It can make all its attacks against a Huge
or larger creature in one action).
Greatsword. Melee Weapon Attack: +29 to hit, reach 15 ft., one target. Hit: 17 (2d6 + 10)
slashing damage.

Boulder. Ranged Weapon Attack: +11 to hit, range 200 ft., one target. Hit: 11 (2d8 + 2)
bludgeoning damage.

Summon Hecatoncheires (1/day): A hecatoncheires can summon one other hecatoncheires


once per day, though is loath to do so because then it will be similarly obligated to answer its
sibling’s summoning. A summoned hecatoncheires cannot use its summoning power while
“summoned.”

Infernal:
Infernals are born of the ill-starred meeting of god and fiend.
Even gods are seduced, and from the union of heaven and hell are born fiendish abominations
called infernals. Those born of god and baatezu are lawful, and infernals born of god and
tanar’ri are chaotic. All are horrors of fiendish form, pitch-black scaled humanoids standing 15 or
more feet tall. Vast dragon-like wings enfold each infernal, but are unable to hide the tearing
claws, the hellish maw, or the eyes from which gleam the promise of eternal damnation.
Unlike many other abominations, infernals have more freedom to roam areas of their hells of
origin, though they are proscribed by divine decree from moving farther afield. This suits the
various princes of the Nine Hells and the Abyss, because many infernals are possessed of such
might that they could challenge even a prince’s supremacy. For this reason, most powers of the
lower planes seek to further isolate infernals if possible, or even slaying them when they can.
For their part, infernals plot and scheme with malice unlike any other, until the time is right to
tear the multiverse to ribbons.

Infernals are mighty creatures, and crafty. If possible, they seek to neutralize spellcasting foes
first, should any conflict arise. Their bite sucks the spells and minds of any it can catch. Infernals
cast blur and greater invisibility on themselves as needed during combat.

Infernal
Large fiend, lawful or chaotic evil

● Armor Class 25 (natural armor)


● Hit Points 540 (40d10 + 360)
● Speed 80ft., fly 240ft.

STR DEX CON INT WIS CHA


30 (+10) 25 (+7) 28 (+9) 22 (+6) 26 (+8) 29 (+9)
● Saving Throws Strength +23
● Skills Acrobatics +15, Stealth +15, Arcana +14, Investigation +14, Insight +16,
Perception +18, Persuasion +17
● Damage Resistances cold, fire; bludgeoning, piercing, and slashing from nonmagical
weapons
● Condition Immunities charmed, frightened, exhaustion
● Senses truesight 120 ft., blindsight 500 ft., passive Perception 28
● Languages Abyssal, Celestial, Infernal
Telepathy 1,000 ft.
● Challenge 25 (75,000 XP)

Flyby. The infernal doesn't provoke opportunity attacks when it flies out of an enemy's reach.

Immutable Form. The infernal is immune to any spell or effect that would alter its form

Learned Spell Immunity: If an infernal is affected by a spell cast by a particular spellcaster,


the infernal thereafter becomes immune to that spell when cast by that spellcaster.

Magic Resistance. The infernal has advantage on saving throws against spells and other
magical effects.

Magic Weapons. The infernal’s weapon attacks are magical.

Innate Spellcasting. The infernal's innate spellcasting ability is Charisma (spell save DC 25,
+17 to hit with spells). It can innately cast the following spells, requiring no components:
- At will: animate dead, blur, charm person, create undead, darkness, detect evil and
good, detect magic, fear, fireball, dispel magic, hold person, greater invisibility, magic
circle, major image, produce flame, polymorph (self only), pyrotechnics, scrying,
suggestion, symbol, telekinesis, teleport, unholy aura, unhallow, wall of fire
- 1/day each: fire storm, meteor swarm

Actions
Multiattack. An infernal can make 2 claw attacks, a bite attack, and a tail slam attack. If the
infernal isn’t flying, it can also make 2 wing attacks.

Claw. Melee Weapon Attack: +23 to hit, reach 10 ft., one target. Hit: 28 (4d8 + 10) slashing
damage and it is grappled (escape DC 27). The infernal has two claws, each of which can
grapple only one target.

Bite. Melee Weapon Attack: +23 to hit, reach 5 ft., one target. Hit: 32 (4d10 + 10) piercing
damage and loses one of its highest-level prepared spells or one of the spell slots for this day
that it has not used. The victim chooses the prepared spell to lose. If the victim has no
prepared spells or unused spell slots (either because it has exhausted its spellcasting for the
day or because the victim is not a spellcaster), the bite instead deals 2 points of temporary
Intelligence damage.

Wing. Melee Weapon Attack: +23 to hit, reach 10 ft., one target. Hit: 19 (2d8 + 10)
bludgeoning damage.

Tail Slam. Melee Weapon Attack: +23 to hit, reach 10 ft., one target. Hit: 32 (4d10 + 10)
bludgeoning damage.

Summon Fiend (Recharge 6): An infernal summons one fiend (lawful infernals summon pit
fiends, and chaotic infernals summon balors) which materializes within 60 feet of it in an
unoccupied space it can see. Fiends summoned by this effect cannot use any legendary
actions. The fiend obeys its summoner's commands and can't be controlled by any other
creature. The fiend vanishes when it drops to 0 hit points or when its summoner dies.

Phaethon:
Phaethons are the progeny of fire gods.
No fire burns hotter than the rage personified by a phaethon. Gargantuan blots of sentient
magma, phaethons burn their way through the belly of the earth. When roused, they burst to the
surface, creating miniature volcanoes as they exit, only to sweep toward the closest flammable
object or creature, a tsunami of red hot liquid rock.
Many worlds contain phaethons locked away at their heart, unable to break the compulsion laid
on them by higher powers. The heat at the core of some worlds is sometimes altogether due to
a supernatural phaethon (or brood of phaethons), trapped and raging for eons. Sometimes a
phaethon breaks its eternal geas for a day or a season, during which time it incinerates anything
it can flow over and smother.

Phaethons exude up to eight magma pseudopods to slam foes, and attempt to grab and pull
their foes into their liquid bodies.

Phaethon
Gargantuan ooze (titan), chaotic evil

● Armor Class 25 (natural armor)


● Hit Points 1,230 (60d20 + 600)
● Speed 120ft., burrow 120ft.

STR DEX CON INT WIS CHA


30 (+10) 25 (+7) 30 (+10) 8 (-2) 18 (+4) 30 (+10)

● Saving Throws Strength +19, Constitution +19, Charisma +19


● Skills Athletics +33, Nature +7,Investigation +7, Perception +15
● Damage Vulnerabilities cold
● Damage Resistances bludgeoning, piercing, and slashing from nonmagical weapons
● Damage Immunities fire, poison
● Condition Immunities charmed, frightened, exhaustion, grappled, paralysed, prone,
restrained, stunned, unconscious
● Senses truesight 120 ft., blindsight 500 ft., passive Perception 25
● Languages Abyssal, Celestial, Ignan, Infernal
Telepathy 1,000 ft.
● Challenge 32 (??? XP)

Heated Body. A creature that touches the phaethon or hits it with a melee attack while within
5 feet of it takes 10 (3d6) fire damage.

Immutable Form. The phaethon is immune to any spell or effect that would alter its form

Magic Resistance. The phaethon has advantage on saving throws against spells and other
magical effects.

Magic Weapons. The phaethon’s weapon attacks are magical.

Innate Spellcasting. The phaethon's innate spellcasting ability is Charisma (spell save DC
32, +24 to hit with spells). It can innately cast the following spells, requiring no components:
- At will: delayed blast fireball, fireball, fire storm, flame strike, wall of fire
- 1/day: scrying

Actions
Multiattack. A phaethon makes 6 pseudopod attacks.

Pseudopod. Melee Weapon Attack: +27 to hit, reach 15 ft., one target. Hit: 32 (4d10 + 10)
bludgeoning damage plus 10 (3d6) fire damage and If the target is a Huge or smaller
creature, it is grappled (escape DC 27). Until this grapple ends, the target is restrained.

Swallow Whole. The phaethon makes one pseudopod attack against a target it is grappling.
If the attack hits, the target takes the pseudopod damage, the target is swallowed, and the
grapple ends. While swallowed, the creature is restrained, it has total cover against attacks
and other effects outside the phaethon, and takes 70 (20d6) points of fire damage and 35
(10d6) points of bludgeoning damage each round they remain inside a phaethon. Victims
must make a successful DC 27 Strength check to “swim” free of the living magma of the
phaethon.
Summon Fire Elemental (Recharge 6): A phaethon summons one fire elemental which
materializes within 60 feet of it in an unoccupied space it can see. Elementals summoned by
this effect cannot use any legendary actions. The elemental obeys its summoner's commands
and can't be controlled by any other creature. The elemental vanishes when it drops to 0 hit
points or when its summoner dies.

Phane:
Phanes are time-lost abominations whose deific parents possessed portfolios relating to time or
fate.
No two phanes have exactly the same appearance, but all are shadowy and insubstantial.
Though it is difficult to pierce the pale shadow of their form, some are vaguely humanoid, all are
somewhat bestial, and many are outright non-humanoid. Usually, two (sometimes more)
emerald eyes burn from their shadowy form.
Phanes are not so much captive as lost so far in the past (or future) that time itself is without
meaning. However, sometimes a phane escapes into the four dimensions of our multiverse.
Here, phanes particularly enjoy collecting victims by permanently locking them in temporal
stasis. Phanes can feed off the essence of creatures they temporarily trap in this fashion. Other
phanes are more ambitious, and seek to alter the fate of nations, worlds, and planes—for the
worse.

Phanes are most effective when they can get up close and personal, drawing their potential
victims into their null time field. If they can get hold of a target, they can temporarily sequester
their victim. Since they are incorporeal, phanes are only 50% likely to be affected by any attack,
whether melee, ranged, or spell. If particularly threatened, a phane will use its time stop ability,
use its chronal blast special ability on a few targets, then flee the scene via teleport. The favorite
tactic of a phane is to use its ability to summon a past time duplicate of a foe to sow confusion
and uncertainty, prior to a full-out attack by the phane and a betrayal by the past time duplicate.

Phane
Large aberration, chaotic evil

● Armor Class 25 (natural armor)


● Hit Points 522 (36d10 + 324)
● Speed 80ft., fly 120ft.

STR DEX CON INT WIS CHA


1 (-5) 25 (+7) 28 (+9) 24 (+7) 16 (+3) 30 (+10)
● Saving Throws Strength +4, Dexterity +15, Constitution +17, Intelligence +15,
Wisdom +11, Charisma +19
● Skills Athletics +4, Acrobatics +15, Stealth +15, Arcana +15, Investigation +15,
Religion +15, Insight +11, Perception +13, Persuasion +19
● Damage Resistances cold, fire; bludgeoning, piercing, and slashing from nonmagical
weapons
● Damage Immunities thunder
● Condition Immunities charmed, frightened, exhaustion
● Senses truesight 120 ft., blindsight 500 ft., passive Perception 23
● Languages Abyssal, Celestial, Infernal
Telepathy 1,000 ft.
● Challenge 24 (62,000 XP)

Immutable Form. The phane is immune to any spell or effect that would alter its form.

Incorporeal Movement. A phane can move through other creatures and objects as if they
were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object.

Magic Resistance. The phane has advantage on saving throws against spells and other
magical effects.

Null Time Field. Phanes continually generate a 30-foot-radius spread null time field. All
creatures and objects in the field, except the phane, must make a DC 19 Wisdom saving
throw each round to take any actions. On a failed save, subjects are stuck in a static time
stream until their next round of actions, at which time they must make another saving throw.
While a subject is stuck in a static time stream induced by a null time field, the phane can use
its temporal stasis touch and chronal blast to harm its foes, though in all other ways, the
subject is invulnerable to attacks and damage as if in temporal stasis.

Innate Spellcasting. The phane's innate spellcasting ability is Charisma (spell save DC 35,
+27 to hit with spells). It can innately cast the following spells, requiring no components:
- At will: detect evil and good, detect magic, greater invisibility (self only)
- 5/day each: haste, slow, teleport, tongues, unholy aura
- 1/day: time stop

Actions
Temporal Stasis Touch. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 4 (1d8)
bludgeoning damage and the target is petrified.

Chronal Blast. Ranged Spell Attack: +7 to hit, range 100 ft., one target. Hit: 67 (15d8) force
damage.
Summon Past Time Duplicate (Recharge 6): A phane can summon a duplicate of one of its
foes stolen from a parallel alternate past. The stolen time duplicate has the same stats and
possessions as the original, but is treated as if having two negative levels (which simulates a
less experienced version of the original). The phane can never summon a past time duplicate
of a creature with more than 25 HD (add sufficient negative levels to compensate for high foe
HD, if necessary). The past time duplicate, despite having most of the knowledge of the
original, serves the phane loyally like any summoned creature. If the past time duplicate is
slain, the original is not harmed because the duplicate was pulled from a parallel past.
However, the original does not necessarily realize this, and must make a DC 17 Wisdom
saving throw or suffer -2 penalty on attack rolls, saving throws, skill checks, and ability checks
for 1d4 rounds after witnessing the death of a duplicate for the first time.

Xixecal:
Xixecals are born of gods whose portfolios include evil, ice, and chaos.
A storm of the ages moves in, cold beyond all imagining. At its nucleus something moves — a
walking glacier 100 feet or more high. Its hoary, icelike body is vaguely humanoid, but always
shrouded in an ice storm that screams and howls around it.
Pale dragons of purest white wing through the storm, alighting on the shoulders of the colossus
with impunity.
More than one world’s arctic region provides a home for an unwanted child of chill deific lust.
Frozen away for all time, xixecals could be released when some unrelated cataclysm causes
the world to shudder and shake, cracking the xixecal free from its rigid prison of black ice. Thus,
xixecals do not precipitate a time of change, but may accompany them.

Xixecals overcome most creatures merely by the shrieking supernatural storm of cold that
accompanies them wherever they go. Those that can withstand the punishment of the storm are
subject to a xixecal’s fearsome claws and stomp ability. Not to mention the one or more adult
white dragons that usually accompany a xixecal wherever it goes, glorying in the frigid calamity
of its presence.

Xixecal
Gargantuan elemental (titan), chaotic evil

● Armor Class 25 (natural armor)


● Hit Points 1,476 (72d20 + 720)
● Speed 140ft.
STR DEX CON INT WIS CHA
30 (+10) 13 (+1) 30 (+10) 12 (+1) 8 (-1) 30 (+10)

● Saving Throws Strength +19, Dexterity +10, Constitution +19, Intelligence +10,
Wisdom +8, Charisma +19
● Skills Athletics +19, Arcana +10, Investigation +10, Religion +10, Perception +10
● Damage Vulnerabilities fire
● Damage Resistances bludgeoning, piercing, and slashing from nonmagical weapons
● Damage Immunities cold
● Condition Immunities charmed, frightened, exhaustion
● Senses truesight 120 ft., blindsight 500 ft., passive Perception 20
● Languages Abyssal, Aquan, Celestial, Infernal
Telepathy 1,000 ft.
● Challenge 35 (??? XP)

Cold. A creature that touches the xixecal or hits it with a melee attack while within 5 feet of it
must succeed a Constitution saving throw (DC 38) or be affected as though by the slow spell
for 10 rounds. A creature can repeat the saving throw at the end of each of its turns, ending
the effect on a success.

Immutable Form. The xixecal is immune to any spell or effect that would alter its form.

Living Storm. The xixecal is always at the centre of a blizzard 5 miles in diameter. Heavy
precipitation in the form of snow or hail falls there, causing the area to be lightly obscured.
Strong winds swirl in the area covered by the storm. These winds extinguish open flames,
disperse fog, and impose disadvantage on both Wisdom (Perception) checks that rely on
hearing and on ranged attack rolls.

Magic Resistance. The xixecal has advantage on saving throws against spells and other
magical effects.

Magic Weapons. The xixecal’s weapon attacks are magical.

Innate Spellcasting. The phaethon's innate spellcasting ability is Charisma (spell save DC
32, +24 to hit with spells). It can innately cast the following spells, requiring no components:
- At will: dispel monster, dominate monster, greater invisibility, hold monster,
nondetection (self only), wall of ice
- 5/day: haste
- 1/day: meteor swarm (deals cold damage instead of fire)

Actions
Multiattack. The xixecal makes two claw attacks.
Claw. Melee Weapon Attack: +37 to hit, reach 20 ft., one target. Hit: 46 (4d8 + 28) slashing
damage plus 18 (4d8) cold damage.

Cold Breath (Recharge 4-6). The xixecal exhales an icy blast in a 120-foot cone. Each
creature in that area must make a DC 23 Constitution saving throw. On a failed save, a
creature takes 90 (20d8) cold damage and is slowed for 1 minute, as if affected by the slow
spell. A creature can repeat the saving throw at the end of each of its turns, ending the effect
on a success. A creature that succeeds on the initial saving throw takes half as much damage
and is not slowed.

Stomp. The xixecal stomps the ground, creating a tremor. This functions as an earthquake
spell centered on the xixecal (save DC 23). The effect lasts only until the end of the xixecal's
next turn, and the xixecal automatically succeeds on all saving throws against its own
earthquake.

Absolute Zero (Recharge 6). The xixecal completely absorbs all heat from the immediate
vicinity, causing the temperature to plunge as low as possible (about -273 degrees Celsius or
-459 degrees Fahrenheit). All creatures within 120 feet of the xixecal that are not immune to
cold damage must succeed on a DC 23 Constitution saving throw or gain one level of
exhaustion. Creatures resistant but not immune to cold damage make this saving throw with
advantage.

Summon Adult White Dragon (Recharge 6): The xixecal summons one adult white dragon
which materializes within 60 feet of it in an unoccupied space it can see. Dragons summoned
by this effect cannot use any legendary actions. The dragon obeys its summoner's commands
and can't be controlled by any other creature. The dragon vanishes when it drops to 0 hit
points or when its summoner dies.

Abrian:
The Abrian is a human-sized flightless birdlike creature found in the desolate reaches of the
Outer Planes, particularly the Abyss. Abrians travel in large flocks and are far more intelligent
than they look. Abrian flocks sometimes engage in trade with nomads and travelling merchants.
An Abrian looks vaguely like an ostrich, except its black and red feathers are short and spiny. In
place of wings, it has a pair of scaly, atrophied humanoid arms (use ½ its strength score to
determine an Abrian’s carrying capacity). Its beak is hooked and razor-sharp.
Abrians fight together in hunting flocks. Typically, the members of a flock will spread out to
surround a target and then dart up in pairs to flank the target.

Source: Fiend Folio; pp.12

Abrian
Medium monstrosity, chaotic evil

● Armor Class 12
● Hit Points 16 (3d8 + 3)
● Speed 50ft.

STR DEX CON INT WIS CHA


13 (+1) 16 (+3) 12 (+1) 7 (-2) 11 (+0) 10 (+0)

● Skills Stealth +5, Perception +2


● Damage Resistances thunder
● Senses Darkvision 60 ft., passive Perception 12
● Languages Abyssal
● Challenge 1/2 (100 XP)

Actions
Beak. Melee Weapon Attack: +3 to hit, reach 5ft., one target. Hit 6 (1d6 + 3) slashing
damage.

Kick. Melee Weapon Attack: +3 to hit, reach 5ft., one target. Hit 8 (1d10 + 3) bludgeoning
damage.

Shriek. The shriek of a lone Abrian is supernaturally loud and distressing. An Abrian can
shriek as a standard action. Anyone within 20 ft. of a shrieking Abrian must make a DC 11
Constitution saving throw or be paralysed for one round. If at least four Abrians are shrieking
within 20 ft. of the target, the target is also deafened for 1d6 minutes if it fails the save. If eight
or more Abrians are within 20 ft. of the target, the target takes 1d12 points of thunder damage
as well on a failed save. An Abrian is immune to its own shrieks as well as the shrieks of other
Abrians.

Abyssal Drake:
The abyssal drake is the horrific result of an ancient breeding program that combines the
nastiest elements of demons, wyverns, and red dragons. Originally intended to serve as mounts
for mighty demon princes, abyssal drakes provide too unruly for such service. Now they roam
the wilds of the abyss, preying on demons and visitors alike.
Abyssal drakes resemble their wyvern ancestors, but their dark red, scaled hides betray their
fiendish heritage. They have powerful batlike wings, a serpentine neck, and razor-sharp claws.
An abyssal drake retains the aggressive nature of its wyvern ancestors, diving upon prey in a
barely controlled descent, strafing foes with its breath weapon and scattering them with its
frightful presence, then picking off lone survivors.

An abyss drake’s natural weapons, as well as any weapons it wields, are treated as evil-aligned
for the purpose of overcoming damage reduction.

Source: Draconomicon; pp.145-146

Abyssal Drake
Huge Dragon, chaotic evil

● Armor Class 16 (natural armor)


● Hit Points 115 (10d12 + 50)
● Speed 40ft., fly 80ft.

STR DEX CON INT WIS CHA


29 (+9) 12 (+1) 20 (+5) 6 (-2) 15 (+2) 15 (+2)

● Skills Stealth +4, Investigation +1, Perception +5, Deception +5, Intimidation +5,
Persuasion +5
● Damage Vulnerabilities cold
● Damage Resistances acid, lightning
● Damage Immunities fire
● Condition Immunities paralysis
● Senses Darkvision 60 ft., passive Perception 15
● Languages Abyssal, Common
● Challenge 8 (3,900 XP)

Flyby. The abyssal drake doesn't provoke opportunity attacks when it flies out of an enemy's
reach.

Frightful Presence. Each target within 120 ft. of the abyssal drake must succeed a DC 16
Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving
throw at the end of each turn, ending the effects on a success. If the creature’s saving throw is
successful or the effect ends for it, the creature is immune to the abyssal drake’s frightful
presence for the next 24 hours.
Keen Smell. The abyssal drake has advantage on Wisdom (Perception) checks that rely on
smell.

Actions
Multiattack. An abyssal drake makes 2 attacks, only one of which may be a sting attack. If an
abyssal drake successfully hits a single target with two claw attacks in a single round, it
latches onto the target and tears the flesh. This rending attack automatically deals 24 (6d4 +
9) extra points of slashing damage.

Sting. Melee Weapon Attack: +12 to hit, reach 10 ft., one target. Hit: 13 (1d8 + 9) piercing
damage. Target needs to succeed a DC 16 Constitution saving throw or suffer 14 (4d6) poison
damage.

Bite. Melee Weapon Attack: +12 to hit, reach 10 ft., one target. Hit: 18 (2d8 + 9) piercing
damage.

Claw. Melee Weapon Attack: +12 to hit, reach 10 ft., one target. Hit: 16 (2d6 + 9) slashing
damage.

Breath Weapon (Recharge 6): 60 ft. cone. Targets suffer 27 (6d8) fire damage and 27 (6d8)
necrotic damage on failing a DC 16 Constitution saving throw or half on a success.

Abyssal Eviscerator:
This creature is a seven-foot tall, purplish mass of limbs and armor-plated muscle. It stands on a
pair of wiry legs, hunched from the sheer weight of a pair of massive arms and a gigantic head
split by a huge, tooth-encrusted mouth. Sprouting from its belly is a second pair of taloned arms,
which are as spindly as its main arms are muscular.

Adventurers often mistake the abyssal eviscerator for a mindless, bloodthirsty brute bent on
wanton destruction. Actually, it’s a cunning, bloodthirsty brute bent on wanton destruction.
Though originally from the 423rd layer of the Abyss, the abyssal eviscerator has found a place
in the warbands, armies, and guard contingents of creatures throughout the Abyss, as well as
on the Material Plane. With its keen senses, the creature can hunt down enemies or detect
intruders, making it valuable to those who employ it.

Eviscerators prefer to fight alone or with groups, against tough odds or against foes that are
easy to overwhelm, by ambush or in fair contests. The fact is, eviscerators simply prefer to fight.
Eviscerators have a habit of playing with the creatures they catch rather than killing them
outright. They enjoy pinning victims with their massive upper arms and tearing into them with the
razor-sharp claws of their lower arms.
Source: Miniatures Handbook; pp.45-46

Abyssal Eviscerator
Medium fiend, chaotic evil

● Armor Class 15 (natural armor)


● Hit Points 47 (5d8 + 25)
● Speed 30ft.

STR DEX CON INT WIS CHA


20 (+5) 11 (+0) 20 (+5) 9 (-1) 12 (+1) 11 (+0)

● Skills Athletics +7, Acrobatics +2, Perception +3, Intimidation +2,


● Damage Resistances acid, cold, fire, lightning
● Damage Immunities poison
● Senses Darkvision 60 ft., passive Perception 13
● Languages Abyssal
● Challenge 3 (700 XP)

Actions
Multiattack. An abyssal eviscerator makes 2 claw attacks. If an abyssal eviscerator
successfully hits a single target with two claw attacks in a single round, it latches onto the
target and tears the flesh. This rending attack automatically deals 9 (1d8 + 5) extra points of
slashing damage.

Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit 9 (1d8 + 5) slashing
damage.

Abyssal Ghoul:
Abyssal ghouls are twisted undead creatures with fiendish characteristics. Their abyssal
connections make them far more formidable opponents than common ghouls.
An abyssal ghoul looks similar to a common ghoul in that it is a warped humanoid figure with
bestial features. Its skin is scaly and tough, and its fingers and toes end in fearsome claws
several inches in length. Its teeth are equally fearsome, and a foot-long tongue dangles from its
mouth, trailing into smoky incorporeality at its tip. Though an abyssal ghoul is blind, its other
senses allow it to perceive prey around it.
An abyssal ghoul enters combat slashing with its claws. Its strange tongue allows it to suck
mental from prey it has pinned. Despite their apparent bestial nature, abyssal ghouls are quite
intelligent, and they show considerable cunning in battle. In groups, they always try to flank
opponents and take advantage of sneak attack opportunities.

Source: Fiend Folio; pp.12-13

Abyssal Ghoul
Medium undead, chaotic evil

● Armor Class 16 (natural armor)


● Hit Points 152 (16d8 + 80)
● Speed 40ft.

STR DEX CON INT WIS CHA


25 (+7) 16 (+3) 20 (+5) 14 (+2) 15 (+2) 18 (+4)

● Saving Throws Dexterity +7


● Skills Athletics +11, Acrobatics +7, Stealth +7
● Damage Resistances acid, cold, fire
● Damage Immunities lightning, poison
● Condition Immunities charmed, exhausted, paralysed, poisoned, unconscious
● Senses Blindsight 90 ft., passive Perception 12
● Languages Abyssal
● Challenge 9 (5,000 XP)

Deathwatch. An abyssal ghoul always knows how near to death all creatures are within 90 ft.
of it. Because of this knowledge, it will prioritize attacking creatures with 10 hit points or fewer.

Actions
Multiattack. An abyssal ghoul makes 2 diseased claw attacks. If the abyssal ghoul hits a
single target that is Medium or smaller both claws, it is grappled (escape DC 19). Until this
grapple ends, the target is restrained, the abyssal ghoul has advantage on diseased claw
attack rolls, and at the start of the abyssal ghoul’s turn, its Wisdom score is reduced by 2
(1d4). The target falls unconscious if this reduces its wisdom to 0. Otherwise this reduction
lasts until the disease is cured and the target finishes a short or long rest.

Diseased Claw. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit 11 (2d4 +7)
slashing damage. If the abyssal ghoul had advantage on the attack roll, the attack deals an
additional 21 (5d6) slashing damage. A creature hit by an abyssal ghoul’s attack must
succeed a DC 12 Constitution saving throw or contract Demon Fever. After a 24-hour
incubation period, the target’s hit point maximum is reduced by 3 (1d6) every 24 hours. After
the target loses its max hp, it must make a successful DC 12 Constitution saving throw. The
creature recovers from the disease once it makes a successful Constitution saving throw on
two consecutive days. If the target's hit point maximum drops to 0 as a result of the disease,
the target dies. Hit points lost can be restored after a long rest after the disease is cured.

Achaierai:
A large creature stands on four stilt-like legs. It has a bird-like body, round and plump, about the
size of a small pony, balancing atop its legs. Feathers that range in colour from brown to red
cover its body, and it's terrible claws and beak glint like burnished metal.

Achaierais are massive, 15 ft. tall flightless birds that inhabit the plane of Acheron and are only
occasionally encountered elsewhere. They are evil, clever, and predatory, with a distinct taste
for torture.

In close combat, an achaierai lashes out with two of its four legs and snaps with its powerful
beak. An achaierai’s natural weapons, as well as any weapons it wields, are treated as
evil-aligned for the purposes of overcoming damage reduction.

Source: Monster Manual; pp.9-10

Achaierai
Large monstrosity, lawful evil

● Armor Class 16 (natural armor)


● Hit Points 60 (8d10 + 16)
● Speed 50ft.

STR DEX CON INT WIS CHA


19 (+4) 13 (+1) 14 (+2) 11 (+2) 14 (+2) 16 (+3)

● Skills Athletics +6, Acrobatics +3, Stealth +3, Insight +4, Perception +4, Persuasion
+5
● Senses Darkvision 60 ft., passive Perception 14
● Languages Infernal
● Challenge 4 (1,100 XP)
Magic Resistance. An achaierai has advantage on saving throws against spells and other
magical effects.

Actions
Multiattack. An achaierai makes 1 bite attack and 2 claw attacks.

Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 22 (4d8 + 4) piercing
damage.

Claw. Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 13 (2d8 + 4) slashing
damage.

Black Cloud (3/day). The achaierai releases a choking black cloud of toxic gas. All creatures
other than achaierai within 10 ft. of the achaierai must make a DC 12 Constitution saving
throw, taking 10 (3d6) poison damage on a failed save, or half as much on a successful save.
Creatures that fail their saves are also affected as though hit by the spell confusion. At the
end of each of its turns, an affected target can make a DC 12 Wisdom saving throw, ending
the effect on itself on a success.

Acidwraith:
The foul, toxic liquid bubbles and surges to noxious life, sliding up onto itself and quickly filling
out into the form of a lumbering, draconic beast. The thing’s body is semi-translucent and
gelatinous, and streamers of acid drip from its flanks to sizzle the ground - some of these
strands writhe and crack like whips. Its long neck ends in a disturbing tangle of skulls, some
human, some draconic, and some something in between.

The acidwraith is a creature so rare it is believed to be unique. This creature manifests when the
soul of a marid genie merged with a specific combination of acids and alchemical fluids
associated with dragons are mixed together. In many ways, the genie’s ghost has possessed
this dangerous combination of chemicals, yet it is not technically a ghost. The creature’s head is
the only really solid part of its body, a collection of skulls that shift between the draconic and the
humanoid. These skulls are real bone manifested by the acidwraith’s presence; they constantly
reform and rebuild as the thing’s acidic body eats them away.
The acidwraith itself is incorporeal, yet much of its body consists of acidic, poisonous fluids.
Close inspection reveals that the fluid constantly runs out of its body only to be reabsorbed from
surrounding liquid. An acidwraith deprived of a constant source of liquid quickly grows
powerless.
Like all incorporeal creatures, an acidwraith can pass through solid objects. When it does so, its
bony skulls and acidic body slough to the floor. As soon as the acidwraith emerges, its acidic
body and skulls reform, as long as the creature is in a watery area.
The acidwraith is quite intelligent, and its skill in alchemy is prodigious. Given resources and
time, this creature could easily create many more similar manifestations of undead creatures
bonded with the acidic leavings of black dragons.
An acidwraith is the size of a large horse. Its liquid body weighs about 1,500 pounds.

In combat, an acidwraith attacks with a bite from its skulls and up to four whip-like strikes with
filaments of acid drawn from its own body.

Source: Dungeon Magazine #131; pp.78-79

Acidwraith
Large undead, chaotic evil

● Armor Class 23 (natural armor)


● Hit Points 60 (22d10 + 16)
● Speed fly 60ft.

STR DEX CON INT WIS CHA


1 (-5) 30 (+10) 21 (+5) 15 (+2) 12 (+1) 25 (+7)

● Skills Acrobatics +15, Stealth +15, Arcana +12, Perception +6


● Damage Resistances fire
● Damage Immunities acid, lightning, poison, thunder
● Condition Immunities poisoned
● Senses Darkvision 60ft., passive Perception 16
● Languages Aquan, Common, Draconic
● Challenge 15 (13,000 XP)

Acidic Body. A creature that touche, makes a natural weapon attack, or makes an unarmed
strike against the acidwraith take 7 (2d6) acid damage.

Corrupting Aura. All water within 10 feet of an acidwraith is quickly converted into acid. In a
large body of water, this merely surrounds the acidwraith with diluted acid that inflicts 3 (1d6)
acid damage per round to anything within the area. Creatures of living water who are within
10 feet of an acidwraith take 21 (6d6) acid damage per round as their bodies are eaten away.
Magic water (and non-water liquids such as blood and potions) is not affected by an
acidwraith’s corrupting aura.

Incorporeal Movement. An acidwraith can move through other creatures and objects as if
they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object.

Liquid Dependency. An acidwraith must remain in contact with a body of liquid at least as
large as its space. Each round it is not in contact with liquid, it loses 7 (2d6) hit points.
Magic Resistance. The acidwraith has advantage on saving throws against spells and other
magical effects.
Regeneration. The acidwraith regains 15 hit points at the start of its turn as long as it has 1 or
more hit points. If the acidwraith isn’t in contact with a body of liquid, this trait doesn't function
at the start of the acidwraith's next turn.

Actions
Multiattack. An acidwraith makes 1 bite attack and 4 tendril attacks.

Bite. Melee Weapon Attack: +15 to hit, reach 10 ft., one target. Hit: 28 (4d8 + 10) piercing
damage plus 7 (2d6) acid damage.

Tendril. Melee Weapon Attack: +15 to hit, reach 10 ft., one target. Hit: 7 (2d6) acid damage.

Acid Breath (Recharge 5-6). The acidwraith exhales a 30-foot cone of burning, noxious
vapor. Targets in that line must succeed a DC 18 Dexterity saving throw, taking 42 (12d6) acid
damage on a failed save, or half as much damage on a successful one.

Adamantine Spider:
This mechanical spider is exquisitely wrought in dark, gleaming metal. As it moves forward, the
delicate legs make a faint clicking noise. Eight lavender eyes fix on your position, and a thin
stream of smoking fluid spills from razor-sharp fangs.

Adamantine spiders are crafted by the drow to serve as companions, guardians, and assassins.
An adamantine spider is controlled by a magic amulet. Whoever wears the amulet can issue
simple commands to its associated construct.
As constructs, adamantine spiders have no physical needs. They do not need sleep or
nourishment. From the moment they acquire a semblance of life, they exist only to serve their
creators, and follow all orders even if doing so would mean their annihilation. Each adamantine
spider is keyed to a special amulet that, while worn, allows the wearer to command it. The
amulet is indistinguishable from a drow house insignia. The wearer of the amulet can speak
simple instructions to the adamantine spider. Typical instructions include the following.

• Attack: The adamantine spider engages and attempts to bite the indicated target. Without
further instructions, it continues to attack that same target, even after killing the creature.

• Fetch: The construct retrieves a single designated object. If it is not strong enough to move the
object, it struggles to complete the order regardless, until it receives another command.

• Go: The spider makes every effort to move to a designated spot. Once there, it waits for new
orders.
• Guard: The adamantine spider stays in a space adjacent to the amulet’s wearer and provides
defense, as described under the guard ability.

• Return: The construct makes every effort to return to a space adjacent to the amulet’s wearer.
Although adamantine spiders can tolerate any environment, their creators are drow. Thus, these
creatures are found almost exclusively in underground environments, particularly drow
settlements. Occasionally an adventurer or a rival creature manages to defeat the holder of an
amulet, thus gaining control of the construct. This circumstance can lead to adamantine spiders
appearing in unusual locations.

An adamantine spider is about 4 feet in diameter, including its legs. It is made entirely of
adamantine. Its abdomen is relatively large, with a diameter of 2 feet; on it is set a small head
with two rows of purple gemstones that serve as eyes. Despite its size, an adamantine spider is
quite heavy, weighing as much as 150 pounds.

Being mindless constructs, adamantine spiders have limited tactical sense. When left to their
own devices, they attack only to defend themselves. However, when fighting at the behest of its
master (the amulet’s wearer), an adamantine spider follows that person’s commands to the best
of its ability, pressing the attack without regard for itself.
An adamantine spider has two typical uses. Its master can send it to attack, usually to deliver
poison with its bite. Depending on the nature of the command, the construct might continue its
attack or retreat once it has fulfilled its orders.
The more common use is as a bodyguard. The amulet’s wearer can order the construct to stay
nearby and interpose itself between its master and attackers. Should an attack slip past and
actually injure its master, an adamantine spider can trap the opponent with a glob of sticky
webbing, making the offender easier prey for retaliation.

Source: Drow of the Underdark; pp.106-108

Adamantine Spider
Small construct, true neutral

● Armor Class 14 (natural armor)


● Hit Points 27 (5d6 + 10)
● Speed 50ft.

STR DEX CON INT WIS CHA


11 (+0) 16 (+3) 10 (+0) 2 (-4) 1 (-5) 1 (-5)

● Skills Athletics +2, Stealth +5, Perception -3


● Damage Resistances bludgeoning, piercing, and slashing from nonmagical weapons
that aren’t adamantine
● Damage Immunities poison, psychic,
● Condition Immunities charmed, exhaustion, frightened, paralysed, poisoned
● Senses Darkvision 60 ft., passive Perception 7
● Languages Understands commands by amulet wearer, but doesn’t speak
● Challenge 2 (450 XP)

Find Master. When crafted, an adamantine spider is keyed to a particular controlling amulet.
Henceforth, it considers the wearer of that amulet to be its master. As long as an adamantine
spider and its controlling amulet are on the same plane, the adamantine spider can find the
amulet.

Guard. If ordered to do so, an adamantine spider moves swiftly to defend its master, blocking
blows and disrupting foes. All attacks against the amulet’s wearer take a –2 penalty when an
adamantine spider is adjacent to the wearer.

Actions
Bite. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 3 (1d6) piercing damage and
the target must make a DC 10 Constitution saving throw or become unconscious.

Reactions
Reactive Web (Recharge 4-6). If an adamantine spider is in a square adjacent to its master,
and that master takes at least 1 point of damage from an attacker within 5 feet of them, the
adamantine spider can squirt webbing at the attacker as an immediate action. The target of
this ability must succeed on a DC 13 Dexterity saving throw or become restrained.

Ahuizotl:
An ahuizotl is a sinister creature that lurks underwater and snatches its victims from hiding so
that it can feast on its favourite body parts: eyes, teeth, and fingernails.
Although fairly large, an ahuizotl is quite squat and can lurk in water as shallow as 3 feet deep.
The creature resembles a monkey in form, but it has a head and hind legs similar to a dog. It
keeps its body flat and low to the ground while on land. The most unusual feature of this
creature is its long, prehensile tail, which is tipped with a muscular hand.

An ahuizotl prefers to lurk in the shallows of its lake among the plants, keeping the tip of its
snout above water so it can entice victims with cries for help. If a victim comes near enough, the
ahuizotl quickly snatches the victim with its tail hand and retreats to the depths of the lake to
feed. Ahuizotls also use the same tactics on people in boats.

Source: Fiend Folio; pp.14


Ahuizotl
Large monstrosity, chaotic evil

● Armor Class 14 (natural armor)


● Hit Points 76 (9d10 + 27)
● Speed 20ft., swim 40ft.

STR DEX CON INT WIS CHA


21 (+5) 14 (+2) 16 (+3) 12 (+1) 11 (+0) 15 (+2)

● Skills Athletics +8, Stealth +5, Perception +3, Deception +5


● Senses Darkvision 60 ft., passive Perception 13
● Languages Common
● Challenge 5 (1,800 XP)

Blinding Strike. If an ahuizotl hits a creature with a successful crit from its natural attacks,
that creature must succeed a DC 14 Constitution saving throw or be blinded until it finishes a
short or long rest.

Voice Mimicry. An ahuizotl has an unnatural ability to perfectly imitate the voice of a creature
it has heard speak at least once. A creature must succeed on a DC 18 Wisdom (Insight)
check to determine the mimicry. The DC is lowered to 14 if the creature is familiar with the
target of the mimicry.

Actions
Multiattack. An ahuizotl makes 3 attacks: One with its tail hand and two with its bite.

Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) piercing
damage.

Tail Hand. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 9 (1d8 + 5) slashing
damage and If the target is a Medium or smaller creature, it is grappled (escape DC 16). Until
this grapple ends, the target is restrained.

Drowning. If an ahuizotl restrains a grappled victim while in water of any depth, it holds the
target underwater and attempts to drown the target.

Akleu:
This grotesque, haunched creature has a translucent body such that only the outlines of its
bones, a few purplish organs, and its beady black eyes are easily spotted. Emaciated and
skeletal, its long arms and legs seem to contain too many joints, bending at odd angles with an
eerie fluidity. The creature’s hands and feet each end in four long clawed digits and its head is
shaped like that of a shark - flat and wedge-shaped.

Akleu are vicious pack hunters native to Xoriat. Imported by the daelkyr millennia ago to serve
as assassins, some are now trapped on Eberron, killing without mercy to satisfy their twisted
desires.
Although intelligent, akleu have little in terms of society. They are nomadic creatures, preferring
to roam from place to place in search of prey. Some are solitary predators and others form
packs of up to eight individuals. Pack life is similar to that of lions: a dominant male reserves
mating rights to several females, who do the majority of the hunting. Young mature quickly,
growing to adulthood within a year. The majority of akleu have left the service of the daelkyr, a
development the daelkyr do not mourn. The presence of the akleu merely serves to remind the
daelkyr of their long-lost plane.
Originally native to forests of writhing trees in Xoriat, the preferred habitat of an akleu on
Eberron is full of places to climb, hide, and prepare ambushes, such as in twisting cavern
complexes, deep canyons, and even large cities such as Sharn. In cities, their gruesome
handiwork is frequently mistaken for the depredations of more mundane killers, as the akleu
hide deep underground or in abandoned towers between kills.
If they stood erect, akleu would easily reach 6 feet tall. They remain ever stooped and hunched,
however, and frequently crawl on all four legs. An adult akleu weighs about 120 pounds.
Selfish and intensely vicious by nature, akleu are imbued with the uncaring evil of Xoriat.
The natural symmetry of gemstones fascinates akleu, and many collect gems above all other
valuables, storing them in pouches sewn from the skin of their victims.

Akleu prefer to attack from ambush, striking quickly with tooth and nail, and then dragging away
victims to be skinned and consumed. If given the option, an akleu strikes out at a single target
and avoids creatures in heavy armor. Packs of akleu work together to flank a single target and
tear it apart.

Source: Dragon Magazine #348; pp.50-51

Akleu
Medium aberration, neutral evil

● Armor Class 18 (natural armor)


● Hit Points 82 (11d8 + 33)
● Speed 50ft., climb 30ft.

STR DEX CON INT WIS CHA


16 (+3) 25 (+7) 16 (+3) 13 (+1) 14 (+2) 11 (+0)
● Skills Athletics +6, Acrobatics +10, Stealth +10, Perception +5, Survival +5
● Senses Darkvision 60 ft., passive Perception 15
● Languages Daelkyr, Undercommon
● Challenge 7 (2,900 XP)

Evasion. When an akleu is subject to an effect that allows it to make a Dexterity saving throw
to take only half damage, it instead takes no damage if it succeeds the saving throw, and only
half damage on a failure.

Pounce. If the akleu moves at least 20 feet straight toward a creature and then hits it with a
claw attack on the same turn, that target must succeed on a DC 12 Strength saving throw or
be knocked prone. If the target is prone, the akleu can make one bite attack against it as a
bonus action.

Sneak Attack. Once per turn, the akleu can deal an extra 3d6 damage to one creature it hits
with an attack if it had advantage on the attack roll. It doesn’t need advantage on the attack
roll if another enemy of the target is within 5 feet of it, that enemy is incapacitated, and it
doesn’t have disadvantage on the attack roll.

Transparent. An akleu is nearly invisible, making it very difficult to hit. Any melee or ranged
attack made against an akleu has disadvantage unless the attacker can pinpoint it by
methods other than sight. True seeing can reveal the akleu and negate this effect, but see
invisibility does not.

Uncanny Dodge. When an akleu is hit with an attack it can see, it can use its reaction to half
the damage taken.
Actions
Multiattack. An akleu makes 2 claw attacks, and 1 bite attack.

Bite. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 17 (2d6 + 10) piercing
damage plus 21 (6d6) poison damage.

Claw. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 13 (1d6 + 10) slashing
damage.

Alaghi:
Alaghis are intelligent forest-dwelling humanoids. They are shy and peaceful and only kill for
food.
Alaghis are barrel-chested, with short, thick necks and wide, flat heads with sloping brows. Their
shoulders are broad, and their arms are long and powerful. Their legs are short but thick, and
their hands and feet are very large. An alaghi’s entire body is covered with thick hair, usually
blonde, reddish brown, or charcoal grey. Most blonde individuals have green eyes and fur tinged
with green highlights. An adult alaghi stands about 6 feet tall and weighs about 330 pounds.
Alaghis live for 75 to 85 years.

Most alaghis are semi-nomadic hunter-gatherers who travel in small families. They travel
throughout the year, going wherever game and wild plants provide the best living.
Rarely, some fifteen or twenty alaghis lay permanent claim to a particularly bountiful area and
settle down to live in crude huts or a large cave complex. Their leaders are at least 100 years
old and are clerics. These communities are generally feared and distrusted, for these alaghis
tend towards hostility and often prey on unwary traders and travelers.
Hermit alaghis are wise and intelligent druids at least 50 years old. They are vegetarians and
tend to be shy, but courageous and helpful.

Alaghis are capable warriors and fight with great cunning if attacked or panicked. A typical
alaghi hunter or warrior carries a stone knife or handaxe, along with three or four wooden
javelins. In melee, an alaghi usually attacks with a weapon in one hand and pummels its
opponent with the other fist.

Source: Monster Compendium: Monsters of Faerun; pp.14-15

Alaghi
Medium humanoid (Alaghi), ranges between neutral good-evil

● Armor Class 14 (natural armor)


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

STR DEX CON INT WIS CHA


19 (+4) 12 (+1) 13 (+1) 6 (-2) 10 (+0) 11 (+0)

● Saving Throws Strength +6, Constitution +3


● Skills Stealth + 3, Perception +2
● Senses passive Perception 12
● Languages Common, Giant, Goblin, Sylvan
● Challenge 3 (700 XP)

Actions
Multiattack. An alaghi makes two attacks.
Unarmed Strike. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 6 (1d4 + 4)
bludgeoning damage.

Handaxe. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d6 + 4) slashing
damage.

Javelin. Melee or Ranged Weapon Attack: +3 to hit, reach 5 ft., or range 20/60 ft., one target.
Hit: 4 (1d6 + 1) piercing damage.

Alchemical Undead:
Green vapor pours from the open sores covering the flesh of the dead thing that stumbles
toward you. Its body is horribly deformed and burned by the chemicals that drip from its sagging
frame.

Many foul alchemists and arcanists find it convenient to dump their waste in out-of-the-way and
infrequently visited places, such as local cemeteries. These vile soups of failed experiments and
magical byproducts sometimes mix with the bodies interred nearby, creating a foul creature
known as an alchemical undead.
As undead creatures, alchemical undead exist outside the natural order of things. They do not
reproduce in any way and do not understand the process that created them. They consume
alchemical items and potions whenever able, but few stop to ingest such a prize when a living
target is nearby. Most alchemical undead lair near the cemetery that spawned them, usually in a
pool of foul chemicals.
Alchemical undead typically stand about 5 feet tall and weigh no more than 150 pounds. Their
bodies are hairless and covered in sores and pustules that leak vile fluids.
Alchemical undead put no value in treasure aside from alchemical items and potions. These
items they consume without abandon whenever they are able.

Alchemical undead have a hatred for all living things and attack them on sight, raking with their
claws. When pressed, they spew a cone of noxious chemicals on nearby foes. Although
intelligent, these undead rarely use complex tactics, but they do work in tandem with one
another, setting up flanks and focusing their efforts when able. If near death, alchemical undead
often move closer to their enemies, hoping to catch as many as possible in their deathburst.

Source: Dragon Magazine #350; pp.42

Alchemical Dead
Medium undead, neutral evil

● Armor Class 15 (natural armor)


● Hit Points 75 (10d8 + 30)
● Speed 30ft.

STR DEX CON INT WIS CHA


21 (+5) 12 (+1) 17 (+3) 9 (-1) 12 (+1) 14 (+2)

● Skills Athletics +8, Acrobatics +4, Perception +6


● Damage Immunities poison
● Condition Immunities frightened, paralyzed, poisoned, unconscious
● Senses Darkvision 60 ft., passive Perception 16
● Languages -
● Challenge 5 (1,800 XP)

Deathburst. When an alchemical undead is reduced to 0 hit points or less it bursts, spraying
everything within 10 feet with a disgusting mix of alchemical fluid and dead tissue. Anyone in
this area takes 7 (2d6) acid, cold, electricity, or fire damage (the same type as its claws) and
is poisoned for 1d4 rounds. A DC 13 Dexterity saving throw halves the damage and negates
the poisoned condition on a successful save. The save DC is Charisma-based.

Actions
Multiattack. An alchemical undead makes 2 claw attacks.

Claw. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 10 (1d10 + 5) slashing
damage plus 3 (1d6) acid, cold, electricity, or fire damage. The type of damage is determined
randomly when the undead is created and cannot be changed.

Alchemical Breath (1/day). An alchemical undead can release a torrent of alchemical soup
from its mouth. This 15-foot-cone deals 21 (6d6) acid, cold, electricity, or fire damage (the
same type as its claws). A DC 13 Dexterity saving throw halves this damage on a success.
The save DC is Charisma-based.

All-Consuming Hunger:
A writhing, pulsing mass of putrescent body parts moving with a will of its own.

The all-consuming hunger is an undead swarm composed of tiny bits of dead body parts, often
from a variety of creatures. It transmits a horrible, wasting disease that turns its victims into
all-consuming hungers.
An all-consuming hunger resembles a writhing, pulsating mass of rotten body parts and jellied
organs. This mindless undead has no motive other than to kill living creatures and create
spawn.

All-consuming hungers hate all living creatures and yearn to kill them.

Source: Forgotten Realms; Underdark; pp.78-79

All-Consuming Hunger
Medium swarm of Tiny undead, neutral evil

● Armor Class 12
● Hit Points 120 (16d8 + 48)
● Speed 40ft., climb 20ft

STR DEX CON INT WIS CHA


1 (-5) 11 (+0) 16 (+3) 14 (+2) 15 (+2) 18 (+4)

● Skills Athletics -2
● Damage Resistances bludgeoning, piercing, and slashing damage
● Damage Immunities poison, psychic
● Condition Immunities charmed, frightened, paralysed, petrified, poisoned,
polymorph, prone, restrained, stunned, unconscious
● Senses Darkvision 60 ft., passive Perception 12
● Languages -
● Challenge 7 (2,900 XP)

Create Spawn. Any living creature killed by an all-consuming hunger rises as a new
all-consuming hunger within 1d4 rounds.

Fear Aura. A miasma of death and rot surrounds an all-consuming hunger. Any creature
within a 60 ft. radius that can see it must succeed a DC 11 Wisdom saving throw or become
frightened until the start of its next turn. If a creature's saving throw is successful, the creature
is immune to the all-consuming hunger's Fear Aura for the next 24 hours.

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 limb. The swarm can't regain hit points or
gain temporary hit points.

Actions
Diseased Swarm. Melee Weapon Attack: +2 to hit, reach 0 ft., one target. Hit: 18 (4d8)
piercing damage and must make a DC 14 Constitution saving throw or contract All-consuming
Wasting, or 9 (2d8) piercing damage and must make a DC 14 Constitution saving throw or
contract All-consuming Wasting if the swarm has half of its hit points or fewer. After a 24-hour
incubation period, the target takes 3 (1d6) temporary Constitution damage every 24 hours.
Unlike normal diseases, all-consuming wasting continues until the affected creature's
Constitution score reaches 0 (at which point it dies), or until magically removed. Lost
Constitution can be restored after a long rest after the disease is cured

Amoebic Crawler:
A wriggling shape pulses forward, at least 10 feet in length. It is a nauseatingly textured
translucent worm whose head gradually narrows into two ominously long, questing tentacles.

Condensed from the hidden marrow of cerebrotic blot, amoebic crawlers are clots of alien
space-time concentrated into awful ravenous, self-propelled motes. Amoebic crawlers partake
somewhat of the realm which is ultimately responsible for their existence, and thus exude
palpable dread.
An amoebic crawler is 10 feet long, although its tentacles can stretch further. It weighs about
1,000 pounds, although much larger specimens are known to exist.

An amoebic crawler attacks with its lashing tentacles, attempting to grab and slowly strangle
helpless foes. Subdued foes are absorbed into the crawler’s body in a horrific external digestive
process.

Source: Dragon Magazine #330; pp.32-34

Amoebic Crawler
Large ooze, unaligned

● Armor Class 9
● Hit Points 81 (6d10 + 48)
● Speed 20ft., swim 40ft.

STR DEX CON INT WIS CHA


10 (+0) 11 (+0) 26 (+8) 1 (-5) 1 (-5) 11 (+0)

● Damage Immunities lightning


● Condition Immunities blinded, charmed, deafened, exhaustion, frightened, prone
● Senses blindsight 60 ft. (blind beyond this point), passive Perception 5
● Languages -
● Challenge 2 (450 XP)
Actions
Multiattack.The amoebic crawler makes 2 tentacle attacks.

Tentacle. Melee Weapon Attack: +2 to hit, reach 10ft., one target. Hit 4 (1d8) bludgeoning
damage plus 3 (1d6) acid damage and the target is grappled (escape DC 10).

Angels, Deva
Devas are the rank-and-file soldiers in the never-ending war of good against evil. Proactive
messengers of the gods of weal, devas prefer to deliver their missive at swordpoint, and they
take their battles to all corners of the multiverse. Devas most often descend from the planes of
good at the behest of their powerful sponsors. Agents of good frequently summon them using
spells such as gate and summon planar ally. Rarely, devas act independently, spreading the
cause with fervent application of righteous violence.
A dava appears on a handsome human. Two beautiful feathered wings grow from its back.
Devas reluctantly clothe themselves in simple loincloths or coverings when travelling to the
Material Plane, in deference to mortal customs. All remnants of a deva’s body, clothing, and
items vanish upon the creature’s death.
Every deva belongs to one of three orders; astral, movanic, or monadic (astral devas appear in
the Monster Manual). Each order is the political equal of the others, and while squabbles of
personality occasionally occur, the groups themselves cooperate unfailingly. Devas never
knowingly negotiate with evil creatures, though non-lawful devas occasionally treat with non-evil
neutrals.

Devas have a number of common qualities that enable them to act more effectively in combat.

Monadic Deva:
By far the most stoic of their kind, monadic devas keep an eye on the Ethereal Plane and
Elemental Planes at the request of their heavenly masters. This assignment has granted them
heroic patience and a greater appreciation for balance than found among their counterparts.
The bulk of neutral good devas come from the ranks of the monadics.
Monadic devas have dark brown skin, jet black hair, and piercing green eyes.

While astral and movanic devas appreciate battle, monadic devas adore it and view combat as
a welcome break from their tedious watch. They prefer to charm any elemental foes, and they
move to harry enemies with powerful mace.
Source: Fiend Folio; pp.55-56

Monadic Deva
Medium celestial, always good (any)

● Armor Class 17 (natural armor)


● Hit Points 133 (14d8 + 70)
● Speed 40ft., fly 90ft.

STR DEX CON INT WIS CHA


20 (+5) 16 (+3) 20 (+6) 17 (+3) 17 (+3) 19 (+4)

● Saving Throws Wisdom +7, Charisma +8


● Skills Acrobatics +7, Arcana +7, History +7, Religion +7, Insight +7, Perception +7,
Persuasion +8
● Damage Resistances radiant; bludgeoning, piercing, and slashing from nonmagical
weapons
● Damage Immunities acid, cold, fire, lightning
● Condition Immunities charmed, frightened, exhaustion, petrified
● Senses Darkvision 60 ft., passive Perception 17
● Languages Any
● Challenge 11 (7,200 XP)

Angelic Weapons. The deva’s weapon attacks are magical. When a deva hits with any
weapon, the weapon deals an extra 18 (4d8) radiant damage (included in the attack).

Deliverance from Death. Monadic devas are immune to all death spells and magical death
effects.

Innate Spellcasting. The monadic deva's innate spellcasting ability is Charisma (spell save
DC 16, +8 to hit with spell attacks). It can innately cast the following spells, requiring no
components:
- At will: aid, charm monster (elementals only), create food and water, cure wounds,
death ward, detect evil and good, hold monster, mirror image
- 3/day each: daylight, dispel magic, hallow, holy aura, plane shift
- 1/day each: commune, dispel evil and good, raise dead
Magic Resistance. The monadic deva has advantage on saving throws against spells and
other magical effects.

Protection Against Evil. Creatures of evil alignment have disadvantage on attacks against
the monadic deva.
Actions
Multiattack. The monadic deva makes 2 melee attacks.

Mace. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit 8 (1d6 + 5) bludgeoning
damage plus 18 (4d8) radiant damage.

Healing Touch (3/day). The deva touches another creature. The target magically regains 20
(4d8 + 2) hit points and is freed from any curse, disease, poison, blind ness, or deafness.

Change Shape. The deva magically polymorph s into a humanoid or beast that has a
challenge rating equal to or less than its own, or back into its true form. It reverts to its true
form if it dies. Any equipment it is wearing or carrying is absorbed or borne by the new form
(the deva's choice).
In a new form, the deva retains its game statistics and ability to speak, but its AC, movement
modes, Strength , Dexterity, and special senses are replaced by those of the new form, and it
gains any statistics and capabilities (except class features, legendary actions, and lair actions)
that the new form has but that it lacks.

Movanic Deva:
As the most numerous and weakest of their kind, movanic devas serve proudly as infantry
against the hordes of evil. Tasked with serving the needs of the Positive Energy Plane, the
Negative Energy Pane, and the Material Plane, some movanic devas consider themselves more
worldly than their astral and monadic counterparts, since their travels grant them a better grasp
of mortal affairs.
Slender and exceedingly agile, movanic devas have milky white skin and silvery hair. When at
peace among mortals, they prefer to take the form of a humanoid or animal.

Movanic devas enjoy combat and prefer to wade into melee with a firm grip on their +1
flametongue greatsword.

Source: Fiend Folio; pp.55, 57

Movanic Deva
Medium celestial, always good (any)

● Armor Class 17 (natural armor)


● Hit Points 65 (10d8 + 20)
● Speed 40ft., fly 90ft.
STR DEX CON INT WIS CHA
17 (+3) 18 (+4) 15 (+2) 17 (+3) 16 (+3) 18 (+4)

● Saving Throws Intelligence +6, Wisdom +6, Charisma +7


● Skills Acrobatics +7, Arcana +6, History +6, Religion +6, Insight +6, Perception +6,
Intimidation +7, Persuasion +7
● Damage Resistances bludgeoning, piercing, and slashing from nonmagical weapons
● Damage Immunities acid, cold, lightning, necrotic, radiant
● Condition Immunities charmed, frightened, exhaustion, petrified
● Senses Darkvision 60 ft., passive Perception 16
● Languages Any
● Challenge 8 (3,900 XP)

Angelic Weapons. The deva’s weapon attacks are magical. When a deva hits with any
weapon, the weapon deals an extra 18 (4d8) radiant damage (included in the attack).

Innate Spellcasting. The movanic deva's innate spellcasting ability is Charisma (spell save
DC 16, +8 to hit with spell attacks). It can innately cast the following spells, requiring no
components:
- At will: aid, continual flame, create food and water, cure wounds, death ward, detect
evil and good, prayer of healing
- 3/day each: bless, daylight, divination, hallow, holy aura, plane shift
- 1/day each: commune, raise dead
Magic Resistance. The movanic deva has advantage on saving throws against spells and
other magical effects.

Protection Against Evil. Creatures of evil alignment have disadvantage on attacks against
the movanic deva.

Soothing Presence of Nature. Movanic devas have a calm spirit that is pleasing to
inhabitants of the natural world. Unless magically compelled to do so, no plant or beast will
attack a movanic deva.

Actions
Multiattack. The movanic deva makes 2 melee attacks.

+1 Flametongue Greatsword. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit 10
(2d6 + 3) slashing damage, 7 (2d6) fire damage, and 18 (4d8) radiant damage.

Healing Touch (3/day). The deva touches another creature. The target magically regains 20
(4d8 + 2) hit points and is freed from any curse, disease, poison, blind ness, or deafness.
Change Shape. The deva magically polymorph s into a humanoid or beast that has a
challenge rating equal to or less than its own, or back into its true form. It reverts to its true
form if it dies. Any equipment it is wearing or carrying is absorbed or borne by the new form
(the deva's choice).
In a new form, the deva retains its game statistics and ability to speak, but its AC, movement
modes, Strength , Dexterity, and special senses are replaced by those of the new form, and it
gains any statistics and capabilities (except class features, legendary actions, and lair actions)
that the new form has but that it lacks.

Reactions
Heavenly Deflection. A movanic deva can deflect ranged attacks and certain spells by
batting them away with its +1 flametongue greatsword. When a ranged attack, ray, or
single-target spell would ordinarily hit or affect the deva, the deva can make a DC 20 Dexterity
saving throw. If the ranged weapon has an enchantment bonus, the DC increases by that
amount. If the attack is from a spell, the spell level is added to the base DC. If the deva
succeeds, the attack is deflected. Deflected spells are negated as if counterspelled.
The deva must be aware of an attack in order to have a chance to deflect it.

Angel of Decay:
A repulsive, extremely tall, humanlike creature with long, rotting wings and peeling flesh, this
monstrosity continually sheds rivulets of filth and decay, creating a pool of rot in which it stands.

A mockery of a true angel, an angel of decay may appear similar to an angelic outsider only by
happenstance, not design. It is an undead creature that is powered by decay. When a healthy
creature softens, crumbles, and liquefies in death, an indefinable essence wafts away like putrid
steam off stagnant beach sand. This decomposing flesh radiates an essential energy in its
dissipation, and an angel of decay can extract the power resident therein.
An angel of decay stands about 9 feet tall and weighs between 500 and 700 pounds.

An angel of decay prefers to wade into combat, literally, since when it touches down, it produces
a constantly renewing pool of liquid corruption.

Source: Libris Mortis; The Book of the Dead; pp. 83-84

Angel of Decay
Large undead, chaotic evil

● Armor Class 20 (natural armor)


● Hit Points 247 (26d10 + 104)
● Speed 30ft., fly 50ft

STR DEX CON INT WIS CHA


30 (+10) 14 (+2) 18 (+4) 20 (+5) 20 (+5) 18 (+4)

● Saving Throws Strength +18, Dexterity +7, Constitution +9, Intelligence +10, Wisdom
+10, Charisma +8
● Skills Stealth +7, Arcana +10, Investigation +10, Insight +10, Perception +10, Survival
+10, Persuasion +8
● Damage Resistances bludgeoning, piercing, and slashing from non-adamantine and
nonmagical weapons
● Damage Immunities necrotic, poison, psychic
● Condition Immunities charmed, exhausted,frightened, paralysed, poisoned,
unconscious
● Senses Darkvision 60 ft., passive Perception 20
● Languages Abyssal, Common
● Challenge 14 (11,500 XP)

Magic Resistance. The angel of decay has advantage on saving throws against spells and
other magical effects.

Rotting Aura. Whenever a creature that isn’t a construct or undead starts its turn within 15
feet of an angel of decay, that creature must make a DC 16 Constitution saving throw. On a
failed save, the creature takes 17 (5d6) necrotic damage, and is poisoned until the start of its
next turn. On a successful save, the creature takes half as much damage and is not poisoned.
The angel of decay regains 5 hit points at the start of each of its turns if it has more than 0 hit
points and deals damage with its Rotting Aura since the end of its last turn.

Actions
Multiattack. The angel of decay makes two claw attacks.

Claw. Melee Weapon Attack: +18 to hit, reach 10 ft., one target. Hit: 19 (2d8 + 10) slashing
damage plus 9 (2d8) necrotic damage. If the target is a creature other than an undead or a
construct, it must succeed on a DC 16 Constitution saving throw or take 9 (2d8) necrotic
damage at the start of each of its turns due to a necrotic wound. Each time the angel of decay
hits the wounded target with this attack, the necrotic damage dealt by the wound increases by
9 (2d8). Any creature can take an action to staunch the wound with a successful DC 17
Wisdom (Medicine) check. The wound also closes if the target receives magical healing or
takes radiant damage.
Anguillan:
This creature resembles a cross between a humanoid and an eel, with two fleshy appendages
tipped with bony pincers, two stubby hind legs, and a hideous circular mouth filled with rings of
teeth.

Anguillians are aquatic hunters that inhabit the blackwater abysses of cold seas.
Their favorite prey is whales and giant squid, which they hunt down in large parties. They are
scavengers too when need be, willing to eat any kind of flesh—even that of their own dead.
They can’t tolerate bright light and dare the surface only on moonless nights, to raid island
shores or passing ships. During such brief sojourns out of the water, they wield crude spears of
bone and coral in their pincers.
An adult anguillian is about 6 feet long and weighs 180 pounds.

A community of anguillians is a patriarchal hierarchy. A high chief rules and is served by


numerous chieftains, who hold administrative positions, and sub-chiefs, who lead small hunting
or battle groups. A leader faces frequent challenges from young males, for strength is the only
measure of leadership anguillians recognize

A group of anguillians surround the opponent in all dimensions, darting in and attacking, then
withdrawing as others move in.

Source: Stormwrack – Mastering the perils of Wind and Wave; pp.136-137

Anguillian
Medium aberration, lawful evil

● Armor Class 13
● Hit Points 26 (4d8 + 8)
● Speed 20ft., swim 40ft.

STR DEX CON INT WIS CHA


15 (+2) 14 (+2) 15 (+2) 10 (+0) 14 (+2) 6 (-2)

● Skills Athletics +4, Stealth +4, Perception +4, Survival +4


● Damage Vulnerabilities fire
● Senses Darkvision 90 ft., passive Perception 14
● Languages Aquan, Sahuagin
● Challenge 1 (200 XP)

Landwalking. Anguillians can survive out of water for 1 hour per 3 points of Constitution.
Light Blindness. Abrupt exposure to bright light (such as sunlight or a daylight spell) blinds
anguillians for 1 round. On subsequent rounds, they have disadvantage on all rolls while
operating in bright light.

Speak with Eels. Anguillians can communicate with eels up to 150 feet away. The
communication is limited to simple concepts such as “food,” “danger,” and “enemy.”
Anguillians can use the Animal Handling (Wis) skill to befriend and train eels, even if
untrained.

Actions
Multiattack. An anguillian makes two claw attacks, and one bite attack. Two claw attacks can
be replaced by a spear attack.

Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage
and it is grappled (escape DC 13). Until this grapple ends, the anguillian automatically hits the
target with its bite, and the anguillian can't make bite attacks against other targets. An
anguillian that begins its turn attached to an opponent bores into its opponent’s body and
begins to drain fluids. The target's hit point maximum is reduced by 2 (1d4), and the anguillan
regains hit points equal to that amount. The reduction lasts until the target finishes a long rest.
The target dies if this effect reduces its hit point maximum to 0.

Claw. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) slashing
damage.

Spear. Melee Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 5 (1d6 +
2) piercing damage, or 6 (1d8 + 2) piercing damage when wielded with two hands.

Annihilator:
A pale rust monster, perhaps a mutation of some kind, sports an extra pair of antennae
protruding from its head. In the place where its mouth should be, there is only smooth skin.

Deep in the bowels of the Underdark, far down in the lowest layers, lurks a strange creature that
can disintegrate creatures and objects with a touch of its prehensile antennae. The annihilator
seems to derive sustenance and pleasure from destroying things, especially living creatures.
An annihilator measures 5 feet long and 3 feet high and weighs around 200 pounds. Its physical
features are similar to those of a rust monster, except that it has an extra pair of antennae and
no mouth. Its hide varies in colour from a pallid blue on its underside to a light violet on its upper
back.

Annihilators prefer to attack the living, but they happily target anything mobile with their
disintegrating antennae. Once an annihilator decides to attack an object or creature, it doesn’t
stop until it's target has been disintegrated. If its quarry escapes, the annihilator endeavours to
track it down to finish what it started. The monster has been known to pursue prey for
tremendous distances to achieve this goal.

Source: Forgotten Realms; Underdark; pp.79-80

Annihilator
Medium monstrosity, neutral evil

● Armor Class 20 (natural armor)


● Hit Points 115 (21d8 + 21)
● Speed 40ft.

STR DEX CON INT WIS CHA


13 (+1) 21 (+5) 13 (+1) 2 (-4) 13 (+1) 12 (+1)

● Skills Perception +8
● Damage Resistances bludgeoning, piercing, and slashing from nonmagical weapons
● Senses Darkvision 60 ft., passive Perception 18
● Languages -
● Challenge 14 (11,500 XP)

Magic Resistance. An annihilator has advantage on saving throws against spells and other
magical effects.

Keen Smell. An annihilator has advantage on Wisdom (Perception) checks that rely on smell.

Actions
Multiattack. An annihilator makes 2 disintegrating touch attacks

Disintegrating Touch. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: The
target must make a DC 18 Dexterity saving throw. On a failed save. The target takes 75 (10d6
+ 40) force damage. If this damage reduces the target to 0 hit points, it is disintegrated as per
the disintegration spell.

Anophelii:
The first of the she-anophelii breaks the cover of the trees, running.
Like a woman bent double and then bent again against the gain of her bones, crooked and
knotted into a stance subtly wrong. Her neck twisted too far and hard, her long bony shoulders
thrown back, her flesh maggot-white and her huge eyes open very wide, utterly emaciated, her
breasts empty skin rags, her arms outstretched like twists of wire. Her hind legs judder insanely
fast as she runs until she falls forward but doesn’t hit the ground, continues toward them, just
above the earth, her arms and legs dangling ungainly and predatory as wings open on her back
and take her weight, giant mosquito wings, nacreous paddles shudder into motion with that
sudden vibrato whine, moving so fast they cannot be seen, and the terrible woman seems born
toward them below a patch of unclear air.

The anophelii are a race of mosquito-folk who once ruled an empire in the tropics; the women
are insatiably hungry for warm blood and only rational when their hunger has been slaked. The
wingless anophelii menfolk are excellent linguists, engineers, and sorcerers, capable of
deciphering ancient magic and reconstructing rituals that have not been performed in eons.
Male anophelii are smaller than the females of the species, sharing the same large eyes, white
skin and dangling arms. There the resemblance ends.
Male anophelii lack the strength, bloodlust, and ferocity of the females, and they lack wings.
Instead, they have excellent memories, strong mechano-magical skills, and sharply inquisitive
minds. They eat only vegetable matter and (rarely) flesh, but never blood.
The great tragedy of the anophelii race is that men and women can barely communicate with
each other; the species is split by their separate needs.
Anophelii can speak their own high pitched language and most males can also read and write.
The mouths of male anophelii are round and fleshy and resemble sphincters; they are incapable
of forming the syllables of the majority of known languages. Their own language sounds like
puffs of air.
Female anophelii typically stand about 5 feet tall with equally broad wings protruding from their
backs. When thirsty, they weigh around 100 pounds, but a full female might weigh as much as
double that amount. Male anophelii are only 4 feet tall and weigh only 90 pounds on average.

The female anophelii are perpetually hungry and attack any warm blooded creature that enters
their territory. They charge any source of food, drain it dry as quickly as possible, and leave to
digest their meals. The remnants they leave behind are often so dried and desiccated that they
appear mummified or even imploded. Female anophelii much prefer to charge from ambush,
using treelines or other cover to approach their prey.
Male anophelii avoid combat whenever possible, preferring to flee at the first sign of conflict.

Source: Dragon Magazine #352; pp.50-52

Female Anophelii
Medium humanoid (anophelii), chaotic neutral

● Armor Class 16 (natural armor)


● Hit Points 78 (12d8 + 24)
● Speed 30ft., fly 60ft.
STR DEX CON INT WIS CHA
12 (+1) 21 (+5) 14 (+2) 7 (-2) 7 (-2) 8 (-1)

● Skills Stealth +8, Perception +1


● Senses Darkvision 60 ft., passive Perception 11
● Languages Anophelii
● Challenge 6 (2,300 XP)

Blood Drain. A female anophelii drains blood, reducing a grappled target's hit point maximum
by 7 (1d4 + 5) each round at the beginning of her turn. For every maximum hit point drained
from the target, the female anophelii gains 1 temporary hit point. For every 10 points drained
from the target in this way, the female reduces her base speed by 5 feet and her flying speed
by 10 feet. A female anophelii can drain no more than 40 hit points in this way before
becoming full. Temporary hit points are lost at a rate of 5 per hour.

Flyby. The female anophelii doesn't provoke opportunity attacks when it flies out of an
enemy's reach.

Iron Grip. The female anophelii has advantage on grapple checks

Actions
Bite. Melee Weapon Attack: +8 to hit, reach 5ft., one target. Hit 10 (1d10 +5) piercing damage
and the target is grappled (escape DC 16). Until this grapple ends, the female anophelii can't
bite another target.

Berserk. Female anophelii are often so starved for blood that they become unthinking and
bloodthirsty. Whenever a female anophelii has less than 20 temporary hit points gained from
her blood drain ability, she can fly into a rage as a bonus action. In a rage, she temporarily
gains a +4 bonus to Strength and Constitution and a +2 bonus to Intelligence, Wisdom, and
Charisma, but she takes a -2 penalty to Armor Class. The increase in constitution increases
her hit points by 2 per Hit Die, but these hit points go away at the end of the rage when her
Constitution score drops back to normal. These extra hit points are not lost first in the way
temporary hit points are.
While in a rage, an anophelii cannot use any skills or any abilities that require patience or
concentration, nor can she cast spells or activate magic items that require a command word,
a spell trigger (such as a wand), or spell completion (such as a scroll) to function. A fit of rage
lasts for 5 rounds. An anophelii may prematurely end her rage as an action. If she does, she
loses the modifiers and restrictions and gains 1 level of exhaustion.

Male Anophelii
Medium humanoid (anophelii), true neutral

● Armor Class 16 (natural armor)


● Hit Points 18 (4d8)
● Speed 30ft.

STR DEX CON INT WIS CHA


7 (-2) 12 (+1) 11 (+0) 17 (+3) 10 (+0) 10 (+0)

● Skills Sleight of Hand +3, Arcana +5, History +5, Perception +2


● Senses Darkvision 60 ft., passive Perception 12
● Languages Anophelii
● Challenge 1/2 (100 XP)

Iron Grip. The male anophelii has advantage on grapple checks

Actions
Dagger. Melee or Ranged Weapon Attack: +3 to hit, reach 5 ft., or range 20/60 ft., one target.
Hit: 2 (1d4) slashing damage.

Aoa:
Born from friction at rare instances when the Positive Energy Plane and the Negative Energy
Plane graze each other, aoa are curious creatures that are attracted to magical auras and spell
casting. They naturally reflect most attacks and are dangerous to spellcasters. It is theorized
that they might be a “neutral” counterpart to the energons, xag-yas and xeg-yis – reflecting
energy while they produce it.
Aoa are found floating around the Astral Plane and Ethereal Plane, seeking out large amounts
of magic. They are common between the borders of two or more planes, when the clashing of
two magical energies create maelstroms.
Aoa resemble huge blobs of quicksilver that float above the surface of whatever environment
that they are found in. Tiny orbs that separate and reabsorb at random surround them. The
surface is mirror-like and reflects all light, making it very easy to spot in daylight.
Aoa move slowly, bobbing lazily in the air. They become agitated and excited when they sense
magic. Once they sense magic being cast, aoa will fly around crazily, trying to get in the way of
magical blasts and touch magical items. They would be considered nothing more than annoying
pests, if it was not for their erratic behaviour and danger toward magic items.
Aoa can be summoned and are often used as guardians, appeased by low amounts of magic
that keep them content. Aoa do not speak or seem to understand any languages.
Aoa are always attracted to the character or creature in a group that radiates the most magic. To
determine which character or creature that is, add up the following numbers: total number of
magical items on the individual, total number of bonuses each item provides, and total number
of active spells on each individual.
An aoa will immediately try to slam into the target individual, discharging its dispelling slam
attack, then feeding off the energy that it creates. The aoa tries to get in the way of any active
spellcasting and is drawn toward spellcasters that cast targeted spells.

Droplet:
Droplets are smaller and weaker aoa that are created when a full-sized sphere reflects a large
amount of magical energy. Droplets look like aoa spheres (see below) but are much smaller.

Once they are created, droplets will stay around long enough to finish combat (and gather
magical energy), before taking off on their own. Over time, a droplet grows to become a
full-sized sphere.
An aoa droplet relies heavily on its Magic resistance and spell reflection and frequently uses
dispelling slam in combat.

Sphere:
If an aoa sphere is struck by any physical attack, it will release its reflective pulse and attack the
offender.

Source: Fiend Folio; pp.14-16

Aoa Droplet
Medium elemental, unaligned

● Armor Class 17 (natural armor)


● Hit Points 30 (4d8 + 12)
● Speed fly 50ft.

STR DEX CON INT WIS CHA


8 (-1) 18 (+4) 17 (+3) 4 (-3) 15 (+2) 11 (+0)

● Skills Stealth +6, Perception +4


● Damage Resistances cold, fire, lightning, thunder; bludgeoning, piercing, and
slashing from nonmagical weapons
● Senses Blindsight 60 ft. (blind beyond this point), passive Perception 14
● Languages -
● Challenge 2 (450 XP)
Magic Resistance. The droplet has advantage on saving throws against spells and other
magical effects.

Spell Reflection. If the droplet makes a successful saving throw against a targeted spell, or a
spell attack misses it, the droplet can redirect the spell to target the spellcaster instead. If the
spell forces a saving throw, the creature must save against its own spell DC. If the spell was
an attack, the attack roll is rerolled against the chosen creature.

Actions
Slam. Melee Weapon Attack: +6 to hit, reach 5 ft. one target. Hit: 4 (1d10 – 1) bludgeoning
damage and the target creature is affected by dispel magic cast with a 4th level spell slot (DC
10 + spell level Constitution check).

Aoa Sphere
Huge elemental, unaligned

● Armor Class 17 (natural armor)


● Hit Points 202 (15d12 + 105)
● Speed fly 50ft.

STR DEX CON INT WIS CHA


12 (+1) 18 (+4) 25 (+7) 4 (-3) 17 (+3) 11 (+0)

● Skills Stealth +9, Investigation +2, Perception +8


● Damage Resistances cold, fire, lightning, thunder; bludgeoning, piercing, and
slashing from nonmagical weapons
● Senses Blindsight 60 ft. (blind beyond this point), passive Perception 18
● Languages -
● Challenge 14 (11,500 XP)

Magic Resistance. The sphere has advantage on saving throws against spells and other
magical effects.

Spell Reflection. If the sphere makes a successful saving throw against a spell, or a spell
attack misses it, the sphere can redirect the spell to target the spellcaster instead. If the spell
forces a saving throw, the creature must save against its own spell DC. If the spell was an
attack, the attack roll is rerolled against the chosen creature.
Actions
Slam. Melee Weapon Attack: +9 to hit, reach 10 ft. one target. Hit: 10 (2d8 + 1) bludgeoning
damage and the target creature is affected by dispel magic cast with a 7th level spell slot (DC
10 + spell level Constitution check).

Reflective Pulse (3/day). An aoa sphere can release a 20-foot-radius pulse that reflects
magical energy back onto itself that can destroy magical auras and disable magical items.
This effect is similar to a dispel magic spell cast with a 9th level spell slot. Any magic items in
the area lose all magical properties for 24 hours, but a creature wielding a magic item can
make a DC 20 Charisma saving throw to negate this effect.

Reactions
Split. If an aoa sphere reflects 50 points or more of damage through targeted spells in a
single attack, it splits off a blob of matter, creating an aoa droplet.

Aquatic Oozes
Although the various aquatic oozes normally live in the deep waters of the ocean, they can also
lurk in deep, dank underground areas with stagnant pools of water. They are mindless,
generally content to float with the current and eat whatever happens to pass within striking
distance.

Aquatic oozes attack any creature they encounter with little regard for their own safety.

Source; Fiend Folio; pp.16-18

Bloodbloater:
The bloodbloater is a fairly small, flat, disc-shaped ooze about 8 inches in diameter with a bulge
at the centre. It is milky white with flecks of red.
Individually, a bloodbloater poses little threat, however, these oozes tend to congregate in
swarms of above 650 creatures, and as such they can be quite the menace to unweary
swimmers.

A bloodbloater swarm simply swims around or slithers over its target and begins to drain at a
shocking rate. Bloodbloaters have no concept of saturation; upon becoming engorged on blood
(and turning milky red in colour), they continue to feed as excess blood is forced out of their
bodies and into the surrounding water.

Swarm of Bloodbloaters
Medium swarm of Tiny oozes, unaligned

● Armor Class 11
● Hit Points 31 (3d8 + 18)
● Speed 5ft., swim 30ft.

STR DEX CON INT WIS CHA


10 (+0) 13 (+1) 22 (+6) 1 (-5) 1 (-5) 1 (-5)

● Skills Athletics +2
● Damage Vulnerabilities fire
● Damage Immunities poison
● Condition Immunities blinded, charmed, deafened, exhaustion, frightened, grappled,
paralysed, petrified, prone, restrained, stunned, unconscious
● Senses Blindsight 60 ft. (blind beyond this point), passive Perception 5
● Languages -
● Challenge 1/2 (100 XP)

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 limb. The swarm can't regain hit points or
gain temporary hit points.

Actions
Swarm. Melee Weapon Attack: +2 to hit, reach 0 ft., one target. Hit: 4 (1d8) piercing damage
and the target’s Str score is temporarily reduced by 1. This reduction lasts until the target
finishes a short or long rest.

Flotsam Ooze:
A flotsam ooze is a transparent mass of sticky protoplasm that quickly becomes encrusted with
bits of floating debris and possibly treasure. Over the course of several days, it slowly digests
any organic matter stuck to it.

A flotsam ooze floats unseen at the heart of its mass of debris and strikes with sudden ease.

Flotsam Ooze
Medium ooze, unaligned

● Armor Class 11
● Hit Points 31 (3d8 + 18)
● Speed 10ft., swim 30ft.

STR DEX CON INT WIS CHA


14 (+2) 10 (+0) 23 (+6) 1 (-5) 1 (-5) 1 (-5)

● Skills Athletics +2, Stealth + 4


● Damage Immunities poison
● Condition Immunities blinded, charmed, deafened, exhaustion, frightened, prone
● Senses Blindsight 60 ft. (blind beyond this point), passive Perception 5
● Languages -
● Challenge 1 (200 XP)

Adhesive. The flotsam ooze adheres to anything that touches it. A creature adhered to the
flotsam is also grappled by it (escape DC 13). Ability checks made to escape this grapple
have disadvantage.

Transparent. The flotsam ooze is transparent in water, and it gains the benefit of
three-quarters cover when in water.

Actions
Pseudopod. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3)
bludgeoning damage and the target is subject to the adhesive ability.

Reekmurk:
The rare and disgusting reekmurk is found usually in the near freezing ocean depths. Undersea
earthquakes often force reekmurks to the surface, where they remain until the break of day.
They also live in the deepest underground lakes and rivers.
A reekmurk on land looks like a sheet of animated oil. In water, it resembles a cloud of ink.

Only sunlight can drive off a hungry reekmurk. Unfortunately for those attacked at night,
reekmurks are always hungry.

Reekmurk
Huge ooze, unaligned
● Armor Class 13
● Hit Points 80 (7d12 + 35)
● Speed 40ft., swim 60ft.

STR DEX CON INT WIS CHA


22 (+6) 24 (+7) 21 (+6) 1 (-5) 1 (-5) 1 (-5)

● Skills Athletics +9
● Damage Immunities cold, poison
● Condition Immunities blinded, charmed, deafened, exhaustion, frightened, prone
● Senses Blindsight 60 ft. (blind beyond this point), passive Perception 5
● Languages -
● Challenge 5 (1,800 XP)

Secreted Acids. A reekmurk secretes a potent acid that dissolves organic matter. If an object
made of wood is struck by a reekmurk, it takes 30 points of damage per round. A wooden
weapon that strikes a reekmurk dissolves immediately unless the wielder succeeds a DC 18
Dexterity saving throw.

Sunlight Hypersensitivity. The reekmurk takes 20 radiant damage when it starts its turn in
sunlight. While in sunlight, it has disadvantage on attack rolls, saving throws, and ability
checks.

Tendrils. A reekmurk always extends thousands of hairlike tendrils out of the limits of its
reach. Any creature within reach of a reekmurk must make a DC 18 Dexterity saving throw or
take 1d6 points of acid damage from the frenzied tendrils.

Actions
Pseudopod. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 25 (4d8 + 6)
bludgeoning damage and 4 (1d8) acid damage and the target must succeed a DC 16
Constitution saving throw or take 9 (2d8) poison damage.

Aracholoth:
Aracholoths are terrible and vengeful creatures that hide in the darkness looking for prey. They
hate drow with a passion and will band together with driders to hunt them down.
Aracholoths look like a half mix of drow and drider. They appear humanoid, with four spider-like
legs and a shiny black carapace. Their faces are particularly horrifying, with eight spider-eyes
and two poisonous fangs.
Aracholoths are dangerous and terrifying creatures that try to horrify their opponents before
descending upon them in melee. They typically pelt opponents with arrows from the darkness,
then charge while casting fear. They pursue any creature that flees.

Source: Dragon Magazine #298; pp.35

Aracholoth
Medium monstrosity, chaotic evil

● Armor Class 12
● Hit Points 26 (4d8 + 8)
● Speed 30ft., climb 15ft.

STR DEX CON INT WIS CHA


12 (+1) 14 (+2) 14 (+2) 11 (+0) 16 (+3) 10 (+0)

● Skills Stealth +4, Perception +5


● Senses Darkvision 60 ft., passive Perception 15
● Languages -
● Challenge 2 (450 XP)

Innate Spellcasting. The aracholoth's innate spellcasting ability is Wisdom (spell save DC
13, +5 to hit with spell attacks). It can innately cast the following spells, requiring no
components:
- At will: fear
- 1/day each: dancing lights, faerie fire, suggestion, web
Magic Resistance. The aracholoth has advantage on saving throws against spells and other
magical effects.

Actions
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) piercing damage,
and must make a DC 12 Constitution saving throw or take 9 (2d8) poison damage and
become poisoned for one minute. This save can be repeated at the end of each target’s turns
ending the condition on a successful save.

Shortbow. Ranged Weapon Attack: +4 to hit, range 80/320 ft., one target. Hit: 5 (1d6 + 2)
piercing damage.
Aranea:
The creature appears to be a monstrous spider, but it has two small humanlike arms below its
mandibles.

An aranea is an intelligent, shape-changing spider with sorcerous powers. In its natural form, an
aranea resembles a big spider, with a humpbacked body a little bigger than a human torso. It
has fanged mandibles like a normal spider. Two small arms, each about 2 feet long, lie below
the mandibles. Each arm has a hand with four many-jointed fingers and a double-jointed thumb.
An aranea weighs about 150 pounds. The hump on its back houses its brain.

An aranea avoids physical combat and uses its webs and spells when it can. In battle, it
immobilizes or distracts the most aggressive opponents first. Araneas often subdue opponents
for ransom.

Source: Monster Manual; pp.15-16

Aranea
Medium monstrosity (shapechanger), true neutral

● Armor Class 12
● Hit Points 26 (4d8 + 8)
● Speed 50ft., climb 30ft.

STR DEX CON INT WIS CHA


11 (+0) 15 (+2) 14 (+2) 13 (+1) 10 (+0) 14 (+2)

● Saving Throws Strength +2, Constitution +4


● Skills Athletics +2, Acrobatics +4, Perception +2
● Senses Darkvision 60 ft. , passive Perception 12
● Languages Common, Sylvan
● Challenge 3 (700 XP)

Shapechange. Aranea can use a bonus action to polymorph into a Medium spider, a Small or
Medium humanoid, or return to its true form. It can remain in any of these forms indefinitely.
The aranea reverts to its natural form when killed

In its True form, the aranea can cast spells, use its bite and web attacks, but cannot use
weapons. It can however manipulate light objects (of 10 pounds or less)
In Humanoid form, the aranea can use weapons, cast spells, and wear armour, but loses its
climb speed, its spider climb trait, bite, and web attacks. However, armour, clothing, and
weapons do not appear as part of the transformation.

In Spider form, it cannot talk or cast spells. It does gain +1 to Strength and Dexterity.

Spellcasting (True and Humanoid form only). The aranea is a 4th-level spellcaster. Its
spellcasting ability is Charisma (spell save DC 12, +4 to hit with spell attacks). The aranea
has the following sorcerer spells prepared:

- Cantrips (at will) : acid splash, fire bolt, light, prestidigitation, shocking grip
- 1st Level (4 slots): mage armor, silent image, sleep
- 2nd Level (3 slots): darkness, invisibility

Spider Climb (True and Spider form only). The spider can climb difficult surfaces, including
upside-down on ceilings, without the need to make an ability check.

Web Sense (True and Spider form only). While in contact with a web, the aranea knows the
exact location of any other creature in contact with the web.

Web Walker (True and Spider form only). The aranea ignores movement restrictions
caused by webbing.

Actions
Bite (True and Spider form only). Melee Weapon Attack: +4 to hit (+5 in spider form), reach
5 ft., one target. Hit: 4 (1d8) piercing damage. (or 5 (1d8 + 1) in spider form), and must make
a DC 12 Constitution saving throw or take 9 (2d8) poison damage and become poisoned for
one minute. This save can be repeated at the end of each target’s turns ending the condition
on a successful save.

Dagger (Humanoid form only). Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft., or
range 20/60 ft., one target. Hit: 2 (1d4) slashing damage.

Web (True and Spider form only) (Recharge 6). Ranged Weapon Attack: +4 (+5 in spider
form) to hit, range 20/60 ft., one target. Hit: if the target is Large-sized or smaller, the target is
restrained by webbing. As an action, the restrained creature can make a DC 12 Strength
check to escape. The webbing has AC 13, and another creature can deal 5 fire or slashing
damage to the webbing to end this effect; if fire damage is used, the restrained creature also
takes the damage.
Arbalester
What at first appeared to be a carbing of arms and a face on the stock of a crossbow suddenly
springs to life, the arms moving to reload the crossbow while the face looks for another target.

An arbalester is a homunculus created to assist with ranged attacks. Built around the stock of a
light crossbow, the arbalester can fire and reload the crossbow using the normal rules for a
crossbow attack. The arbalester includes a quiver capable of carrying 20 bolts. Bolts stored in
the quiver do not count against the creature’s carrying capacity. Once built, the crossbow and
arbalester cannot be separated without destroying the homunculus.

An arbalester is somewhat effective at providing ranged support, shooting targets designated by


its master. An arbalester is automatically proficient with the crossbow that has been built into its
body.

Source: Eberron: Magic of Eberron; pp.152

Arbalester
Tiny construct, true neutral

● Armor Class 14 (natural armor)


● Hit Points 5 (2d4)
● Speed 10ft.

STR DEX CON INT WIS CHA


8 (-1) 19 (+4) 10 (+0) 12 (+1) 10 (+0) 7 (-2)

● Skills Acrobatics +6, Perception +2


● Damage Immunities poison
● Condition Immunities charmed, poisoned
● Senses Darkvision 60ft., passive Perception 12
● Languages Understands the languages of its creator, but can’t speak
● Challenge 1/4 (50 XP)

Telepathic Bond. While the arbalester is on the same plane of existence as its master, it can
magically convey what it senses to its master, and the two can communicate telepathically.

Actions
Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one creature. Hit: 1 piercing damage.

Light Crossbow. Ranged Weapon Attack: +6 to hit, range 80/320 ft., one creature. Hit: 8
(1d8 + 4) piercing damage.
Arcadian Avenger:
A female with angular features and bright, metallic flesh stalks toward you, her wings as sharp
and threatening as her two readied swords. Each of her movements is framed by perfect
symmetry—she never moves her right blade forward without moving the left blade back in equal
measure. Sparing a glance for each part of the room in turn, she starts the cycle over again.

Arcadian avengers populate the grand legions of Arcadia, providing the force necessary to
protect the utopian plane. Although they have humanoid features, Arcadian avengers spring
forth from the pure forces of law, and as such their outlook and thoughts are as alien to the
mortal races as are those of demons and devils. Arcadian avengers see all situations as a
series of applied rules, and are free of hesitation, doubt, and remorse. Because of this, they
come into conflict even with good creatures that have broken rules or laws.
Arcadian avengers defend the perfect harmony of Arcadia, specifically the lawful edicts of that
plane. With their strict code of conduct and adherence to law over good, it would seem at first
that Arcadian avengers should be more at home within the rigid lockstep of Mechanus than as a
part of the peaceful harmony of Arcadia. Certainly, their extreme views on law occasionally bring
them in conflict with other forces of good. These incidents are rare, however, since the avengers
hold to the ideals of Arcadia, where laws are created for the greater good. It is in mortal realms
where Arcadian avengers often find these forces at odds.
Arcadian avengers are extraplanar creatures from the Peaceable Kingdoms of Arcadia. They
live there in great barracks, as befits their role in the legions that defend the plane. However,
like all areas of Arcadia, the military housing of the Arcadian avengers is beautiful by almost any
standard, with practice yards and training areas set amid carefully sculpted gardens and orderly
rows of flowering trees.
Arcadian avengers all stand 5 feet 8 inches tall and weigh 125 pounds, resembling attractive,
athletic female humans with full wings. Their flesh, wings, and armour seem made of the same
silvery metal. Arcadian avengers are similar to one another in appearance.
Arcadian avengers are benevolent and helpful, but they see adherence to the rules as more
important than kindness. They are usually lawful good, but some fall into lawful neutral
behaviour, forgoing compassion in the execution of their duties.

Arcadian avengers live a simple, ascetic lifestyle among the ordered bounty of Arcadia. Their
lives are as structured as the laws they defend. Arcadian avengers are divided into legions, and
each legion is given a specific task that defines its purpose within the grand armies of law. The
avengers are perfect embodiments of the harmony of Arcadia—free of ambition and inner
conflict, they live in peace within their homes despite their occasional bloody tasks. Arcadians
avengers are much more strongly aligned with law than with good, and as such, they are
housed on Buxenus, the second layer of Arcadia.

Arcadian avengers approach combat as a systematic series of calculations, constantly


assessing the most logical means of attack. They weigh each foe’s ability to harm them and
balance that against their ability to take that foe down quickly. This usually means that Arcadian
avengers focus first on spellcasters and other non-melee types, attempting to nullify these
powerful figures before they can unleash their magic. An Arcadian avenger spends a round
measuring her ability to hit a foe before employing her elude chance ability—her preferred tactic
is to wait until she has hit with her first attack in a round and then use elude chance to ensure
that her blade rend ability affects the foe.

Source: Monster Manual V; pp.8-9

Arcadian Avenger
Medium celestial, lawful good

● Armor Class 20 (plate armor)


● Hit Points 67 (9d8 + 27)
● Speed 30ft., fly 30ft.

STR DEX CON INT WIS CHA


16 (+3) 15 (+2) 16 (+3) 10 (+0) 12 (+1) 12 (+1)

● Skills Acrobatics +5, Arcana +3, Insight +5, Medicine +5, Perception +5, Intimidation
+5, Persuasion +5
● Senses Darkvision 60 ft., passive Perception 15
● Languages Celestial, Common
● Challenge 5 (1,800 XP)

Wrath. Any time the Arcadian avenger sees an ally fall in battle, she gains a +2 bonus on
melee damage rolls. The bonus lasts for 1 minute.

Actions
Multiattack. The arcadian avenger makes 2 longsword attacks

Longsword. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) slashing
damage

Reactions
Elude Chance (3/day). Arcadian avengers can tap directly into the power of law, allowing her
to avoid the uncertainty of chance. When an Arcadian avenger activates this ability, her next
melee attack or saving throw is treated as if the result of the die roll were 10.
Arcane Ooze:
The creature resembles a fluid mass of green protoplasm. Within its immense bulk, glowing
veins throb with eldritch energy.

Created in ancient times, arcane oozes have long since outlived their original purpose and their
long-forgotten creators. The bizarre creatures have a strange affinity for arcane magic. Immune
to most arcane magic, arcane oozes drain arcane energy from nearby spellcasters. Some
speculate that these oozes were created to combat a rival group of arcane spellcasters, but
scant evidence backs any such conclusion. Others suggest arcane oozes arose as a natural
response to some cataclysmic event caused by arcane magic. Adherence to these later theories
claim that one day arcane oozes will drown out all arcane magic in the world

An arcane ooze attacks by grabbing and squeezing its prey. It moves instinctively towards the
nearest creature capable of casting arcane spells. It can only detect such creatures (or any
creature) if they are within 60 ft. If attacked by a creature that it cannot detect (because they are
too far away), the ooze instinctively retreats. An arcane ooze can travel easily on vertical
surfaces, and it lurks on such surfaces, attempting to catch prey by surprise.

Source: Monster Manual III; pp.9

Arcane Ooze
Huge ooze, unaligned

● Armor Class 3
● Hit Points 217 (15d12 + 120)
● Speed 20ft., climb 20ft.

STR DEX CON INT WIS CHA


22 (+6) 3 (-4) 26 (+8) 1 (-5) 4 (-3) 1 (-5)

● Skills Athletics +9
● Damage Immunities poisoned
● Condition Immunities blinded, charmed, deafened, exhaustion, frightened, grappled,
restrained, prone, unconscious
● Senses blindsight 60 ft. (blind beyond this point), passive Perception 7
● Languages -
● Challenge 8 (3,900 XP)

Immunity to Magic. An arcane ooze is immune to any spell effects that allow magic
resistance. In addition, certain spells function differently against the creature, as noted below;
A magical attack that deals lightning damage increases the arcane ooze’s speed as if it had
been affected by the haste spell for 3 rounds.
A magical attack that deals acid damage heals the arcane ooze of an amount of damage
equal to half the acid damage that the spell would have normally caused.

Spell Siphon. An arcane ooze exerts a strange pull on arcane spell energy. Any time an
arcane spellcaster begins his/her turn within 60 ft. of an arcane ooze, he/she must make a DC
19 Wisdom saving throw. If they fail, they lose a prepared spell of the highest level they have
available. In the case they do not prepare spells, they lose the ability to cast one random
known spell of the highest level available to them for a day. For every spell lost by a victim in
this manner, the arcane ooze gains temporary hit points equal to 5x the level of the lost spell.
These temporary hit points are lost after one hour.

Actions
Constrict. Melee Weapon Attack: +10 to hit, reach 10ft., one target. Hit: 15 (2d8 + 6)
bludgeoning damage plus 7 (2d6) acid damage, and a Large or smaller creature is grappled
(escape DC 17). Until this grapple ends, the target is restrained, the arcane ooze
automatically hits the target with its constrict attacks, and the arcane ooze can't constrict
another target.

Archons
Archons are celestials from the plane of Celestia. They have charged themselves with the
protection of the plane, and also consider themselves guardians of all who are innocent or free
of evil. They are the natural enemies of fiends (creatures of the lower planes), particularly
demons.

Archons never attack without provocation (although their overwhelming lawful goodness often
makes them easily provoked). They avoid harming other good creatures if they can, using
non-damaging spells or weapon attacks that deal nonlethal damage if possible. An angry
archon can be vengeance itself, no matter what the foe’s alignment is.
Archons generally prefer to meet a foe head-on if it is prudent to do so, but if outmatched, they
do what they can to even the odds (usually by employing hit-and-run tactics or standing off and
engaging a foe with magic before moving into melee).

Hammer Archon:
The creature in front of you glows with angelic power, yet it's stocky form and rocklike skin seem
firmly rooted in the power of the earth.

Powerful celestial creatures with a great affinity for the earth, hammer archons battle alongside
their dwarf, gnome, and goliath allies, striving to root evil out of its hiding places within the earth.
Hailing from the plane of Celestia, hammer archons see the earth as a pure domain that has
been fouled by the likes of drow, mind flayers, and other perverse creatures. Strong in both will
and limb, hammer archons seldom waste time talking, instead charging into battle with their
warhammers and crushing foes with abandon.
A hammer archon looks like a broad, stocky humanoid that stands between 8 and 9 feet tall. Its
muscled torso rests on short but powerful legs, and its skin resembles a rocklike carapace more
than it does the skin of humanoids. A hammer archon is completely hairless, and the lines of its
face and limbs are sharper than any mortal’s, much like the facets of a crystal. Hammer archon
skin tone ranges from a deep, earthy brown to the lustrous black of polished obsidian. Hammer
archons speak Celestial, Infernal, Draconic, and Terran, but they can speak with almost any
creature because of their tongues ability.

Hammer archons fight with a brutal efficiency. Trusting their substantial natural protections,
hammer archons usually charge the most dangerous foe present and lay into it with their
warhammers. Although they enjoy a good fight, hammer archons use their intelligence and
earth glide ability to gain an advantageous position when possible or to retreat when necessary.
A hammer archon’s natural weapons, as well as any weapons it wields, are treated as
good-aligned for the purpose of overcoming damage reduction.

Source: Races of Stone; pp. 188-189

Hammer Archon
Large celestial, lawful good

● Armor Class 18 (breastplate)


● Hit Points 138 (12d10 + 72)
● Speed 20ft.

STR DEX CON INT WIS CHA


24 (+7) 11 (+0) 23 (+6) 13 (+1) 14 (+2) 10 (+0)

● Skills Athletics +10, Acrobatics +3, Investigation +4, Insight +5, Perception +5
● Damage Resistances poison; bludgeoning, piercing, and slashing from nonmagical
weapons
● Damage Immunities lightning
● Condition Immunities charmed, frightened, exhaustion, petrified
● Senses Darkvision 120 ft., passive Perception 15
● Languages Any.
● Challenge 8 (3,900 XP)

Earth Glide. The hammer archon can burrow through nonmagical, unworked earth and stone.
While doing so, the archon doesn't disturb the material it moves through.
Earth Mastery. A hammer archon gains a +1 bonus on attack rolls and damage rolls if both it
and its foe are touching the ground. If an opponent is airborne or waterborne, the archon
takes a –4 penalty on attack rolls and damage rolls.

Innate Spellcasting. The hammer archon's innate spellcasting ability is Wisdom (spell save
DC 13). It can innately cast the following spells, requiring no components:
- At will: aid, detect evil and good
- 3/day each: stone shape, wall of stone
Magic Resistance. The hammer archon has advantage on saving throws against spells and
other magical effects.

Menace. Each creature of the archon's choice that is within 60 ft. of the archon and aware of
it must succeed on a DC 11 Charisma saving throw or become frightened for 1 minute. A
creature can repeat the saving throw at the end of each of its turns, ending the effect on itself
on a success. If a creature's saving throw is successful or the effect ends for it, the creature is
immune to the Menace of all lantern archons for the next 24 hours.

Protection Against Evil. Creatures of evil alignment have disadvantage on attacks against
the hammer archon.

Actions
Multiattack. The hammer archon makes 2 large warhammer attacks.

Large Warhammer. Melee Weapon Attack: +10 to hit, reach 10ft., one target. Hit 16 (2d8 + 7)
bludgeoning damage.

Celestial Spear. Melee or Ranged Weapon Attack: +10 to hit, reach 10ft., or range 20/60ft.,
one target. Hit 16 (2d6 + 7) piercing damage plus 7 (2d6) radiant damage if the creature is evil
aligned. The spear is created and used as one action, and it disappears at the end of the
archon’s turn, regardless of whether it’s been used.
The hammer archon can only use this ability if it is touching the ground.

Teleport. The hammer archon magically teleports up to 60 feet to an unoccupied space it can
see.

Hound Archon:
A powerfully built humanoid with the head of a dog appears both serine and ready for action,
with a greatsword strapped across its broad back and an expression that indicates both
intelligence and protectiveness.
Hound archons look like well-muscled humans with canine heads. They seek to defend the
innocent and the helpless against evil.
Their broad shoulders and meaty fists mark hound archons as able combatants. Likewise, their
strong legs indicate that fleeting enemies won’t get very far.

Hound archons always fight with a will. They prefer to attack with their natural weapons but
occasionally use greatswords.
A hound archon’s natural weapons, as well as any weapons it wields, are treated as
good-aligned for the purpose of overcoming damage reduction.

Source: Monster Manual; pp.16-18

Hound Archon
Medium celestial, lawful good

● Armor Class 14 (natural armor)


● Hit Points 38 (7d8 + 7)
● Speed 40ft.

STR DEX CON INT WIS CHA


15 (+2) 10 (+0) 13 (+1) 10 (+0) 13 (+1) 12 (+1)

● Skills Acrobatics +2, Stealth +2, Investigation +2, Insight +3, Perception +3, Survival
+3, Persuasion +3
● Damage Resistances poison; bludgeoning, piercing, and slashing from nonmagical
weapons
● Damage Immunities lightning
● Condition Immunities charmed, frightened, exhaustion, petrified
● Senses Darkvision 60 ft., passive Perception 13
● Languages Any.
● Challenge 3 (700 XP)

Innate Spellcasting. The hound archon's innate spellcasting ability is Wisdom (spell save DC
11). It can innately cast the following spells, requiring no components:
- At will: aid, continual flame, detect evil and good

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

Magic Resistance. The hound archon has advantage on saving throws against spells and
other magical effects.
Menace. Each creature of the archon's choice that is within 60 ft. of the archon and aware of
it must succeed on a DC 11 Charisma saving throw or become frightened for 1 minute. A
creature can repeat the saving throw at the end of each of its turns, ending the effect on itself
on a success. If a creature's saving throw is successful or the effect ends for it, the creature is
immune to the Menace of all lantern archons for the next 24 hours.

Protection Against Evil. Creatures of evil alignment have disadvantage on attacks against
the hound archon.

Shapechanger. The archon can polymorph into a Small or Medium dog, wolf, or similar
beast, or back into its true form. Other than its size, its statistics are the same in each form.

Any equipment it is wearing or carrying isn’t transformed and is left behind if it dies. While in
canine form, the hound archon gains +4 circumstance bonus on Stealth and Survival checks.

Actions
Multiattack. The hammer archon makes 2 attacks.

Bite. Melee Weapon Attack: +4 to hit, reach 5ft., one target. Hit 7 (1d10 + 2) piercing damage.

Greatsword. Melee Weapon Attack: +4 to hit, range 5 ft., one target. Hit: 11 (2d6 + 4)
slashing damage.

Teleport. The hound archon magically teleports up to 60 feet to an unoccupied space it can
see.

Justice Archon:
A glorious but menacing angel dives toward you. She is a radiant warrior clad in bright full plate,
wielding a greatsword that crackles with divine power.

Justice archons consider themselves the purest champions of justice in Celestia. Decisive and
self-righteous, their desire to act swiftly on behalf of justice sometimes leads them astray.
Justice archons are native to the Seven Mounting Heavens of Celestia. They inhabit Empyrea,
the City of Tempered Souls, on Celestia’s fifth layer Merition, where reflections of their golden
wings flash in its crystal-clear waters.
A few justice archons voluntarily exile from the shining realm of Celestia. These champions
remain on the Material Plane to maintain eternal watch on infernal portals that border the Lower
Planes, guarding against incursions by fiends.
A typical justice archon stands about 6 feet tall and weighs 190 pounds. It looks like a beautiful
humanoid, usually an elf or human, with gleaming golden eyes, skin, and hair. Justice archons
favor full plate armor and two-handed weapons, usually greatswords but occasionally greataxes
or glaives.

Justice archons outshine other archons in zealous devotion to what is good and right. They
willingly bring succor to the injured and the abused, but their passion lies more in exacting
retribution against those responsible for such mistreatment. Justice archons are at the forefront
of war parties that hunt down fiends, and they frequently come to the aid of clerics who pray for
assistance against evil. They harbor a special enmity towards yugoloths. They despise beings
that do not cleave to a philosophy but exist only to cause as much misery as possible.
If justice archons have a weakness, it is that their lust for vengeance can cloud their sense of
right and wrong. High priests with ambitions toward great temporal power have exploited this
tendency by directing the archons’ fury against “evil” rulers. Should a justice archon learn it has
been manipulated, though, its revenge against the true villain is swift, violent, and horrifying. In
its fury, it might destroy all who surround the object of vengeance, whether they share the guilt
or not.
Justice archons consider themselves the purest champions of justice in Celestia. Throne
archons are the judges of the heavens, but their cold deliberations and resentment of being
called to the Material Plane make them too distant in the eyes of the justice archons. The
summons to defeat evil and injustice, wherever it might be found, is too loud to ignore, and
justice archons eagerly answer.
Cooler-headed celestials recognize the usefulness of such zealotry, but many believe the justice
archons are too easily aroused - and thus too prone to act rashly and harm the blameless who
get between them and their prey. These other celestials encourage justice archons to engage in
raids against the Lower Planes, in which no innocents are at risk.

Justice archons do not attack without provocation, but its highly tuned sense of justice and
retribution often cause it to become incensed at the mere sight of an evil being or even the
suspicion of an evil act. If it is unsure of who was responsible for the wrongdoing, a justice
archon uses detect evil and good to locate evil creatures and charges headlong into battle with
dreadful cries of vengeance, laying into the nearest opponent with its greatsword. It uses the
weapon's normal damage until it can determine the nature of its opponent’s melee attacks
(generally as a result of being hit), then uses its justice strike if that is more effective. If the
opponent provides a serious challenge, the justice archon teleports away to bring
reinforcements or to strike again when it has some other advantage.

Source: Monster Manual IV; pp.80-82

Justice Archon
Medium celestial, always lawful good

● Armor Class 18 (plate armor)


● Hit Points 66 (7d8 + 35)
● Speed 30ft., fly 60ft.

STR DEX CON INT WIS CHA


16 (+3) 12 (+1) 21 (+5) 10 (+0) 13 (+1) 14 (+2)

● Saving Throws Strength +6, Dexterity +4, Constitution +9


● Skills Stealth +4, Arcana +3, Insight +4, Perception +4, Survival +4, Intimidation +5,
Persuasion +5
● Damage Resistances poison; bludgeoning, piercing, and slashing from nonmagical
weapons
● Damage Immunities lightning
● Condition Immunities charmed, frightened, exhaustion, petrified
● Senses Darkvision 60 ft., passive Perception 14
● Languages Any
● Challenge 5 (1,800 XP)

Innate Spellcasting. The justice archon's innate spellcasting ability is Wisdom (spell save DC
12). It can innately cast the following spells, requiring no components:
- At will: aid, continual flame, detect evil and good

Magic Resistance. The justice archon has advantage on saving throws against spells and
other magical effects.

Menace. Each creature of the archon's choice that is within 60 feet of it and aware of it must
succeed on a DC 12 Charisma saving throw or become frightened for 1 minute. A creature
can repeat the saving throw at the end of each of its turns, ending the effect on itself on a
success. If a creature's saving throw is successful or the effect ends for it, the creature is
immune to the Menace of all justice archons for the next 24 hours.

Protection Against Evil. Creatures of evil alignment have disadvantage on attacks against
the justice archon.

Actions
Multiattack. The justice archon makes 2 attacks.

+1 Greatsword. Melee Weapon Attack: +4 to hit, range 5 ft., one target. Hit: 11 (2d6 + 4)
slashing damage.

Justice Strike. Melee Weapon Attack: +4 to hit, range 5 ft., one target. Hit: This attack deals
the damage of the struck opponent’s primary melee attack. This damage includes any
additional effects caused by that attack.
Teleport. The justice archon magically teleports up to 60 feet to an unoccupied space it can
see.

Lantern Archon:
A ball of glowing light floats toward you.

Lantern archons appear as floating balls of light that glow about as brightly as a torch. Only their
destruction can extinguish the glow, but they can try to hide it.
Lantern archons are very friendly and usually eager to give what assistance they can. However,
their bodies are just gaseous globes, and they are much too weak to render any material aid.
Lantern archons speak in soft, musical voices.

A lantern archon has little reason to get within melee range. It usually hovers just close enough
to bring the enemy within its aura of menace, then blasts away with its light rays. Lantern
archons prefer to concentrate on a single opponent, seeking to reduce enemy numbers quickly.

Source: Monster Manual; pp.16

Lantern Archon
Small celestial, lawful good

● Armor Class 12 (natural armor)


● Hit Points 4 (1d8)
● Speed fly 60ft.

STR DEX CON INT WIS CHA


1 (-5) 11 (+0) 10 (+0) 6 (-2) 11 (+0) 10 (+0)

● Skills Arcana +0, Insight +2, Perception +2, Persuasion +2


● Damage Resistances poison; bludgeoning, piercing, and slashing from nonmagical
weapons
● Damage Immunities lightning
● Condition Immunities charmed, frightened, exhaustion, paralysed, petrified, prone,
restrained, unconscious
● Senses Darkvision 60 ft., passive Perception 12
● Languages Any.
● Challenge 1 (200 XP)
Ephemeral. The lantern archon can’t wear or carry anything

Illumination. The lantern archon sheds bright light in a 30-foot radius and dim light in an
additional 30 feet.

Innate Spellcasting. The lantern archon's innate spellcasting ability is Wisdom (spell save
DC 10). It can innately cast the following spells, requiring no components:
- At will: aid, continual flame, detect evil and good

Menace. Each creature of the archon's choice that is within 60 ft. of the archon and aware of
it must succeed on a DC 10 Charisma saving throw or become frightened for 1 minute. A
creature can repeat the saving throw at the end of each of its turns, ending the effect on itself
on a success. If a creature's saving throw is successful or the effect ends for it, the creature is
immune to the Menace of all lantern archons for the next 24 hours.

Protection Against Evil. Creatures of evil alignment have disadvantage on attacks against
the lantern archon.

Actions
Light Ray. Ranged Spell Attack: +2 to hit, range 60 ft., one target. Hit: 3 (1d6) radiant
damage, and the target has disadvantage on the next attack roll it makes before the end of its
next turn. Creatures that don't rely on sight don't suffer this additional effect.

Teleport. The lantern archon magically teleports up to 60 feet to an unoccupied space it can
see.

Owl Archon:
This large owl stands slightly over 9 feet tall and has a mixture of snow-white and charcoal-gray
feathers. Its wicked talons, sharp beak, and wide eyes all possess a silvery gleam.

Owl archons patrol the skies of Celestia and other good-aligned planes. They primarily serve as
airborne scouts, messengers, and spies for the throne archons. They can also serve as airborne
infantry when needed. Beyond their duties to their superiors, owl archons also protect lesser
celestial creatures— animals in particular. Harming a celestial creature on the Upper Planes is
one quick way to earn an owl archon’s wrath.
Owl archons rarely announce their presence. When they spot a potential threat, they alert their
superiors before confronting the threat directly, although they are quite capable of dealing with
most problems on their own. They do not require sleep and spend most of their time in flight.
They periodically leave the skies to consort with allies on land or visit the courts of the celestial
paragons. They are expected to give daily reports to their superiors, apprising them of possible
threats on whatever plane they happen to reside. Owl archons stand 8 feet tall and weigh 300
pounds.

Battle is not the first choice for an owl archon. However, when negotiations fail, an owl archon
takes to the air and uses its eye rays and spell-like abilities against opponents. In numbers, owl
archons are quite bold and often strafe their enemies with swoop attacks.
An owl archon’s natural weapons, as well as any weapons it wields, are treated as having the
good alignment for the purpose of overcoming damage reduction. Its claws and beak are also
treated as silvered weapons for purposes of overcoming damage reduction.

Source: Book of Exalted Deeds; pp.159-160

Owl Archon
Large celestial, lawful good

● Armor Class 19 (natural armor)


● Hit Points 114 (12d10 + 48)
● Speed 30ft., fly 90ft.

STR DEX CON INT WIS CHA


16 (+3) 20 (+5) 18 (+4) 17 (+3) 25 (+7) 15 (+2)

● Saving Throws Dexterity +9


● Skills Stealth +9, Arcana +7, Investigation +7, Insight +11, Medicine +11, Perception
+11, Survival +11, Persuasion +6
● Damage Resistances poison; bludgeoning, piercing, and slashing from nonmagical
weapons
● Damage Immunities lightning
● Condition Immunities charmed, frightened, exhaustion, petrified
● Senses Darkvision 60 ft., passive Perception 21
● Languages Any.
● Challenge 10 (5,900 XP)

Flyby. The owl archon doesn't provoke opportunity attacks when it flies out of an enemy's
reach.

Innate Spellcasting. The owl archon's innate spellcasting ability is Wisdom (spell save DC
19). It can innately cast the following spells, requiring no components:
- At will: dispel magic, faerie fire, freedom of movement (self only; always active), speak
with animals
- 3/day each: find the path, protection from poison
- 1/day each: reincarnate
Magic Resistance. The owl archon has advantage on saving throws against spells and other
magical effects.

Menace. Each creature of the archon's choice that is within 60 ft. of the archon and aware of
it must succeed on a DC 14 Charisma saving throw or become frightened for 1 minute. A
creature can repeat the saving throw at the end of each of its turns, ending the effect on itself
on a success. If a creature's saving throw is successful or the effect ends for it, the creature is
immune to the Menace of all lantern archons for the next 24 hours.

Protection Against Evil. Creatures of evil alignment have disadvantage on attacks against
the owl archon.

Actions
Multiattack. An owl archon makes two claw attacks, and one bite attack

Bite. Melee Weapon Attack: +9 to hit, range 5 ft., one target. Hit: 9 (1d8 + 5) piercing damage.

Claw. Melee Weapon Attack: +9 to hit, range 10 ft., one target. Hit: 10 (1d10 + 5) slashing
damage.

Eye Rays (Recharge 6). Ranged Spell Attack: +6 to hit, range 120 ft., one target. Hit: any
creature struck by the eye rays must make a DC 16 Constitution saving throw or be petrified.

Teleport. The owl archon magically teleports up to 60 feet to an unoccupied space it can see.

Sword Archon:
This creature resembles a ruggedly handsome, oversized human with glorious, feathered wings.
Before entering battle, it transforms its forearms into sharp, fiery blades that ripple the air
around them.

The paragons of the Seven Heavens use sword archons as enforcers of the heavenly laws, a
pursuit to which the canny sword archons seem perfectly suited. Sword archons dress in simple
garments of patterned cloth, covering themselves in great cloaks when attempting to blend in
with their surroundings. Most make little effort to conceal themselves, however, believing that
the justness of their mission would be compromised by subterfuge. The beauty of a sword
archon’s feathered wings rivals that of the most stunning giant eagles. When angered or in
combat, the forearms of a sword archon shift form to take on the quality of holy flaming
longswords. They stand 10 feet tall and weigh 550 pounds.

Unless the situation requires a specific weapon, sword archons generally prefer to use their
arm-blades in combat. While most sword archons revel in battle, they understand the heavy
burden of the magic abilities available to them. Accordingly, sword archons use their powerful
discorporating dive only against those enemies they know to have transgressed the laws of
Mount Celestia or against the sworn enemies of lawful good deities. A sword archon’s natural
weapons, as well as any weapons it wields, are treated as having the good alignment for the
purpose of overcoming damage reduction.

Source: Book of Exalted Deeds; pp.160-162

Sword Archon
Large celestial, lawful good

● Armor Class 19 (natural armor)


● Hit Points 97 (13d10 + 26)
● Speed 30ft., fly 90ft.

STR DEX CON INT WIS CHA


25 (+7) 17 (+3) 14 (+2) 12 (+1) 14 (+2) 17 (+3)

● Skills Acrobatics +7, Stealth +7, Arcana +5, Investigation +5, Religion +5, Insight +6,
Perception +6, Survival +6, Deception +7, Persuasion +7
● Damage Resistances poison; bludgeoning, piercing, and slashing from nonmagical
weapons
● Damage Immunities lightning
● Condition Immunities charmed, frightened, exhaustion, petrified
● Senses Darkvision 60 ft., passive Perception 16
● Languages Any.
● Challenge 10 (5,900 XP)

Flyby. The sword archon doesn't provoke opportunity attacks when it flies out of an enemy's
reach.

Innate Spellcasting. The sword archon's innate spellcasting ability is Wisdom (spell save DC
14). It can innately cast the following spells, requiring no components:
- At will: aid, continual flame, divination, locate creature, locate object, message
- 3/day each: commune, dispel evil and good, symbol
Magic Resistance. The sword archon has advantage on saving throws against spells and
other magical effects.

Magic Weapons. The sword archon’s weapon attacks are magical.

Menace. Each creature of the archon's choice that is within 60 ft. of the archon and aware of
it must succeed on a DC 15 Charisma saving throw or become frightened for 1 minute. A
creature can repeat the saving throw at the end of each of its turns, ending the effect on itself
on a success. If a creature's saving throw is successful or the effect ends for it, the creature is
immune to the Menace of all lantern archons for the next 24 hours.

Protection Against Evil. Creatures of evil alignment have disadvantage on attacks against
the sword archon.

Armblades. As a free action, a sword archon can mould the flesh of its forearms, hardening
and sharpening organic matter into the form of powerful magic blades. The archon wields the
blades like longswords, and they gain the properties of +2 holy flaming longswords. Sword
archons can shift back to their “normal” hands as a free action. The armblades cannot be
disarmed or sundered, and they automatically assume limb form upon the archon’s death.

Actions
Multiattack. A sword archon makes two armblade attacks.

Armblade. Melee Weapon Attack: +11 to hit, range 10 ft., one target. Hit: 18 (2d8 + 9)
slashing damage plus 9 (2d8) radiant damage plus 4 (1d8) fire damage.

Discorperating Dive (3/day). A sword archon can attempt to destroy a living enemy with a
powerful dive attack, literally flying through its opponent armblades-first, tearing apart its body
and sending its soul to imprisonment in the Seven Heavens. Resolve a flying charge as
normal. If the archon fails to damage its opponent, the discorporating dive attack is wasted. If
damaged, however, the target must make a DC 15 Constitution saving throw. Those who
succeed on the Constitution save suffer no further effect beyond the damage of the attack. If
the save fails, the attack utterly annihilates the victim’s body, killing it instantly. Further, the
victim’s soul is bound to a great prison in the Seven Heavens of Celestia, where it remains
until the archons that manage the celestial donjon see fit to release it. Release generally
involves bartering with a throne archon, with some quest for the cause of law and goodness
being the most common price. Such agents of Heaven never release the soul of an
unredeemed evil creature.

Teleport. The owl archon magically teleports up to 60 feet to an unoccupied space it can see.

Throne Archon:
This towering, regal figure has fair hair, flawless golden skin, and glowing blue eyes that fill you
with love and warmth. Its sublime yet stoic facial expression bears an unshakable countenance
that suggests great wisdom and conviction. Although this glorious being has no wings, it wears
an ornate suit of golden full plate and carries a massive greatsword etched with runes.

The spirits of the Seven Heavens of Celestia congregate in magnificent cities throughout the
plane’s seven layers. Throne archons, powerful embodiments of law and good, command these
cities with stern attention to order and unyielding dedication to the power of benevolence. They
serve as the judges of the Heavens, occasionally tasking themselves with meting out justice to
the particularly vile or corrupt. Such duties require the utmost patience and attention, so most
resent being called to the Material Plane. Nonetheless, if bargained with carefully, a throne
archon can be a devastatingly effective ally. Throne archons stand tallest among their race, the
largest reaching 10 feet or more. Unlike most archons, thrones bear no wings. However, their
belief in the causes they represent gives them the natural ability to soar through the air. Their
faces reflect the human ideal of beauty, though all bear a regal, somewhat cold expression that
hints at the ability to make difficult decisions. Their eyes glow with the glorious love of the Upper
Planes. They stand 12 feet tall and weigh 700 pounds.

Throne archons let others (particularly sword archons and owl archons, who serve them directly)
bloody themselves in the ceaseless battle against evil, preferring instead to lead the angelic
archons by example, keeping their focus on the affairs of Celestia. When forced to confront their
enemies, however, thrones make fearsome foes. They prefer to wade into combat, dispatching
victims of their penitentiary gaze with their Large vorpal greatsword. Known throughout the
Outer Planes, such weapons are considered a part of the throne that wields them, and anyone
who has stolen one soon finds himself the target of countless attacks from the throne’s allies
and servants. Any weapons a throne archon wields are treated as having the good alignment for
the purpose of overcoming damage reduction.

Source: Book of Exalted Deeds; pp.162-163


Help in conversion provided by “DannyPopadoo”

Throne Archon
Large celestial, lawful good

● Armor Class 25 (plate armor)


● Hit Points 136 (16d10 + 48)
● Speed 30ft.

STR DEX CON INT WIS CHA


22 (+6) 24 (+7) 17 (+3) 18 (+4) 16 (+3) 22 (+6)

● Skills Arcana +9, History +9, Investigation +9, Religion +9, Insight +8, Medicine +8,
Perception +8, Survival +8, Intimidation +11, Persuasion +11
● Damage Resistances poison; bludgeoning, piercing, and slashing from nonmagical
weapons
● Damage Immunities lightning
● Condition Immunities charmed, frightened, exhaustion, petrified
● Senses Darkvision 60 ft., passive Perception 18
● Languages Any.
● Challenge 14 (11,500 XP)
Innate Spellcasting. The throne archon's innate spellcasting ability is Wisdom (spell save DC
16). It can innately cast the following spells, requiring no components:
- At will: bless, cure wounds, detect good and evil, dispel magic, hallow, protection from
poison, lesser restoration, see invisibility, sending, symbol
- 3/day each: banishment, death ward, divine favor, find the path, heal, hero's feast, holy
weapon, raise dead, greater restoration, true seeing
- 1/day: resurrection
Magic Resistance. The throne archon has advantage on saving throws against spells and
other magical effects.

Magic Weapons. The throne archon’s weapon attacks are magical.

Menace. Each creature of the archon's choice that is within 60 ft. of the archon and aware of
it must succeed on a DC 19 Charisma saving throw or become frightened for 1 minute. A
creature can repeat the saving throw at the end of each of its turns, ending the effect on itself
on a success. If a creature's saving throw is successful or the effect ends for it, the creature is
immune to the Menace of all lantern archons for the next 24 hours.

Protection Against Evil. Creatures of evil alignment have disadvantage on attacks against
the throne archon.

Penitentiary Gaze. Any non-lawful good creature that can see the Archon's eyes and ends
their turn within 30 ft. of the Archon must succeed on a DC 19 Charisma saving throw or
become charmed. While charmed, the creature is filled with remorse, crushed by the guilt of
their actions/inactions. Compare the creature's alignment to the chart below to see how this
remorse manifests. The creature can attempt the saving throw each turn to end the effect;
succeeding means the creature is immune to the effect for 24 hours. The effect can be ended
by the Archon as a free action.
A creature that isn't surprised can avert its eyes to avoid the saving throw at the start of its
turn. If it does so, it can't see the archon until the start of its next turn, when it can avert its
eyes again. If it looks at the archon in the meantime, it must immediately make the save.
Law/Chaos Axis:
Neutral: Gain 1 level of exhaustion every minute, to a maximum of 2, each round for the
duration of the charmed effect.
Chaotic: Gain 2 levels of exhaustion, to a maximum of 4, each round for the duration of the
charmed effect.
Good\Evil Axis:
Neutral: Take 9 (2d8) psychic damage each round while charmed.
Evil: Take 18 (4d8) psychic damage each round while charmed.

Actions
Multiattack. A throne archon makes two large vorpal greatsword attacks.
Large Vorpal Greatsword. Melee Weapon Attack: +14 to hit, range 10 ft., one target. Hit: 19
(3d6 + 9) slashing damage plus 9 (2d8) radiant damage, ignoring slashing resistance. When
the throne archon attacks a creature that has at least one head with this weapon and rolls a 20 on
the attack roll, it cuts off one of the creature's heads. The creature dies if it can't survive without
the lost head. A creature is immune to this effect if it is immune to slashing damage, doesn't have
or need a head, has legendary actions, or the GM decides that the creature is too big for its head to
be cut off with this weapon. Such a creature instead takes an extra 27 (6d8) slashing damage
from the hit.

Teleport. The throne archon magically teleports up to 60 feet to an unoccupied space it can
see.

Trumpet Archon:
Appearing as a green, winged elf of supernatural goodness and beauty, the creature raises a
massive silver trumpet and sounds a blast of piercing, soul-wrenching music.

Trumpet archons serve as celestial messengers and heralds, though their martial skills are
considerable. Each carries a gleaming silver trumpet about 6 feet long.

A trumpet archon usually disdains physical combat, preferring to obliterate foes with spells
quickly and returning to its duties. If forced into extended battle, it sounds its trumpet and
attacks with a vengeance.
A trumpet archon’s natural weapons, as well as any weapons it wields, are treated as
good-aligned for the purpose of overcoming damage reduction.

Source: Monster Manual; pp.18-19

Trumpet Archon
Medium celestial, lawful good

● Armor Class 20 (natural armor)


● Hit Points 136 (13d8 + 78)
● Speed 40ft., fly 90ft.

STR DEX CON INT WIS CHA


20 (+5) 17 (+3) 23 (+6) 16 (+3) 16 (+3) 16 (+3)

● Skills Stealth +8, Religion +8, Animal Handling +8, Insight +8, Perception +8,
Performance +8, Persuasion +8
● Damage Resistances poison; bludgeoning, piercing, and slashing from nonmagical
weapons
● Damage Immunities lightning
● Condition Immunities charmed, frightened, exhaustion, petrified
● Senses Darkvision 60 ft., passive Perception 18
● Languages Any.
● Challenge 13 (10,000 XP)

Innate Spellcasting. The trumpet archon's innate spellcasting ability is Wisdom (spell save
DC 15). It can innately cast the following spells, requiring no components:
- At will: continual flame, detect good and evil, message
Magic Resistance. The trumpet archon has advantage on saving throws against spells and
other magical effects.

Magic Weapons. The trumpet archon’s weapon attacks are magical.

Menace. Each creature of the archon's choice that is within 60 ft. of the archon and aware of
it must succeed on a DC 16 Charisma saving throw or become frightened for 1 minute. A
creature can repeat the saving throw at the end of each of its turns, ending the effect on itself
on a success. If a creature's saving throw is successful or the effect ends for it, the creature is
immune to the Menace of all lantern archons for the next 24 hours.

Protection Against Evil. Creatures of evil alignment have disadvantage on attacks against
the trumpet archon.

Spellcasting. The trumpet archon is a 14th-level spellcaster. Her spellcasting ability is


Wisdom (spell save DC 16, +8 to hit with spell attacks). The archon has the following cleric
spells prepared:

- Cantrips (at will) : guidance, light, mending, sacred flame, spare the dying
- 1st Level (4 slots): bless, detect magic, purify food and drink, sanctuary, shield of faith
- 2nd Level (3 slots): aid, lesser restoration
- 3rd Level (3 slots): daylight, magic circle, protection from energy
- 4th Level (3 slots): banishment, death ward, divination
- 5th Level (2 slots): dispel evil, mass cure wounds
- 6th Level (1 slot): heal
- 7th Level (1 slot): divine word

Actions
Multiattack. A trumpet archon can blow its horn, then it makes two silvered greatsword
attacks.
Silvered Greatsword. Melee Weapon Attack: +10 to hit, range 5 ft., one target. Hit: 12 (2d6 +
5) slashing damage plus 9 (2d8) radiant damage.

Teleport. The trumpet archon magically teleports up to 60 feet to an unoccupied space it can
see.

Trumpet. The archon's trumpet can be heard up to one mile away. Each creature of the
archon's choice that is within 120 feet of the archon and can hear it must succeed on a DC 16
Charisma saving throw or be frightened for 1 minute. A creature that fails its saving throw by 5
or more is also paralyzed while frightened in this way. A creature can repeat the saving throw
at the end of each of its turns, ending the effect on itself on a success. If a creature's saving
throw is successful or the effect ends for it, the creature is immune to the trumpets of all
trumpet archons for the next 24 hours.

Warden Archon:
Standing as tall as an ogre, this hulking creature has white fur, a bearlike head, and eyes like
gleaming black opals. Its broad white paws end in razor-sharp, jet-black claws. The creature is
clad in a fearsome full plate engraved with faintly glowing symbols of holiness and virtue.

The solemn warden archons guard the gates of the Seven Heavens, standing ever vigilant
should that bastion of law and order fall under siege. Since such attacks seldom occur, the
wardens have a secondary task of observing the affairs of the Material Plane through great
magical scrying pools located near the gates.
A warden archon’s bearlike head and gentle nature sometimes lead its enemies to assume it
possesses an ursine disposition to laziness, a conclusion soon proven wrong by powerful jaws
and claws once combat has begun.
Wardens never sleep, spending all their time observing their assigned pools or gates. Many
mortals hence refer to wardens as “Watchers.” They have more interactions with and a keener
understanding of the mortal world than any other archons, a point of pride they bear openly
(occasionally too openly, leading to some chafing among the other archons). Perhaps because
of the temptations they view daily, more warden archons fall to the vices of evil than any other
type of celestial.
Warden archons never speak aloud, preferring to communicate via telepathy. They stand 10
feet tall and weigh 650 pounds.

Most warden archons abhor battle, but take to it with relish when protecting the gateways of
Celestia from interlopers or when tasked to carry out some important deed in the name of the
deities of good. Wardens generally use their unerring assay ability to locate potential targets
before wading into melee and attempting to grab, constrict, and rend as many opponents as
possible. Their powerful muscles and razor-sharp claws make them stunning, if reluctant,
hand-to-hand fighters. A warden archon’s natural weapons, as well as any weapons it wields,
are treated as having the good and lawful alignments for the purpose of overcoming damage
reduction.

Source: Book of Exalted Deeds; pp.163-164

Warden Archon
Large celestial, lawful good

● Armor Class 18 (plate armor)


● Hit Points 85 (10d10 + 30)
● Speed 30ft.

STR DEX CON INT WIS CHA


27 (+8) 11 (+0) 17 (+3) 16 (+3) 12 (+1) 12 (+1)

● Skills Athletics +11, Acrobatics +3, Arcana +6, Investigation +6, Religion +6, Insight
+4, Perception +6, Survival +4, Persuasion +4
● Damage Resistances poison; bludgeoning, piercing, and slashing from nonmagical
weapons
● Damage Immunities lightning
● Condition Immunities charmed, frightened, exhaustion, petrified
● Senses Darkvision 60 ft., passive Perception 16
● Languages Any.
● Challenge 7 (2,900 XP)

Innate Spellcasting. The warden archon's innate spellcasting ability is Wisdom (spell save
DC 12). It can innately cast the following spells, requiring no components:
- At will: aid, continual flame, detect evil and good, detect thoughts, locate creature,
scrying, see invisibility, true strike
- 3/day: true seeing
Keen Smell. The warden archon has advantage on Wisdom (Perception) checks that rely on
smell.

Magic Resistance. The warden archon has advantage on saving throws against spells and
other magical effects.

Menace. Each creature of the archon's choice that is within 60 ft. of the archon and aware of
it must succeed on a DC 12 Charisma saving throw or become frightened for 1 minute. A
creature can repeat the saving throw at the end of each of its turns, ending the effect on itself
on a success. If a creature's saving throw is successful or the effect ends for it, the creature is
immune to the Menace of all lantern archons for the next 24 hours.
Protection Against Evil. Creatures of evil alignment have disadvantage on attacks against
the warden archon.

Unerring Assay. A warden archon instinctively knows the alignment of any creature within 60
feet. Typical methods of masking alignment, such as nondetection, have no effect upon a
warden archon’s unerring assay.

Actions
Multiattack. A warden archon makes 2 claw attacks, and 1 bite attack. If a warden archon
successfully hits a single target with two claw attacks in a single round, it latches onto the
target and tears the flesh. This rending attack automatically deals 21 (2d8 + 12) extra points
of slashing damage.

Bite. Melee Weapon Attack: +11 to hit, range 5 ft., one target. Hit: 17 (2d8 + 8) piercing
damage.

Claw. Melee Weapon Attack: +11 to hit, range 10 ft., one target. Hit: 13 (1d10 + 8) slashing
damage.

Teleport. The warden archon magically teleports up to 60 feet to an unoccupied space it can
see.

Armand:
This short, solidly built humanoid with thick plated skin seems as patient as stone. Its stance
lends its stability.

Armands are nomadic humanoids who wander the desert in search of new experiences. They
operate as a democratic unit with all adult armands able to voice and vote in council. They don’t
believe in individual ownership and share all possessions and resources among other armands.
Their philosophy scorns wealth because of its transitory nature. Of infinitely greater value is
experiences, and those armands who have travelled, adventured, and returned to the tribe are
deemed “wise ones” whose advice carries the most weight. Thus, many young adult armands
leave their families and seek to see more of the world.
A typical armand stands 3½ to 4 feet tall and weighs roughly 150 pounds.

An armand tribe usually consists of several small, closely knit family groups that come together
to share resources. When faced with a deadly common foe, many tribes will converge on a
defensible location to “make their stand”. Tribes look to the wardens for leadership, and a single
tribe may have several wardens leading it. The armands rarely build permanent dwellings. They
live in large communal tents or take advantage of ready shelter, such as caves.
Armands worship Fharlanghn, Obad-Hai, or Pelor (or other deities whose portfolios include
travel, nature, and the sun).

An armand prefers to avoid combat. It enjoys living and treasures new experiences. An armand
rarely starts conflict because combat too often causes an untimely end and deprives the armand
and its foe of the pleasures of life. However, it will certainly fight if attacked.

Source: Monster Manual III; pp.10-11

Armand
Small humanoid (armand), lawful neutral

● Armor Class 15 (natural armor)


● Hit Points 39 (6d6 +18)
● Speed 20ft., burrow 10ft.

STR DEX CON INT WIS CHA


11 (+0) 17 (+3) 17 (+3) 11 (+0) 11 (+0) 11 (+0)

● Skills Perception +2, Survival +2


● Senses Darkvision 60 ft., passive Perception 12
● Languages Common, Armandish
● Challenge 2 (450 XP)

Stability. Armands are exceptionally stable on their feet. When standing on the ground or
burrowing, the armand has advantage on saving throws against being knocked prone.

Actions
Multiattack. An armand makes 2 claw attacks.

Claw. Melee Weapon Attack: +5 to hit, reach 5 ft. one target. Hit: 6 (1d6 +3) slashing damage.

Defensive Stance. When it needs to, an armand can become a stalwart bastion of defense.
As a move action, an armand can take a defensive stance, gaining phenomenal precision and
durability, but it cannot move while in this stance. The armand gains advantage on attack rolls
and all saving throws. It also gains +4 dodge bonus to its AC.
Arrowhawk:
The creature has a sinuous, snakelike body with a long neck and tail. Two pairs of feathered
wings extend from the body, one on the top and another on the bottom. Most of the body is
covered in iridescent blue scales, with tufts of yellow feathers at the base of the neck and tail.
The head has a black, toothed beak and four eyes, one pair above the beak and the other
below.

An arrowhawk is a predator and scavenger from the Elemental Plane of Air. It is a consummate
flier that spends its entire life on the wing.
An arrowhawk is always in motion while it lives. It can fly from the moment it hatches, and it
eats, sleeps, and mates without ever touching the ground. By twisting its body and varying the
cadence of its wingbeats, an arrowhawk can fly at top speed in any direction.
Arrowhawk eggs have an innate levitation ability. Females lay clutches of 2d4 eggs in mid-air
and leave them to float until they hatch. The female guards the eggs and collects them if the
wind scatters them, but otherwise leaves them alone.
A juvenile arrowhawk (1-10 years old) is about 5 feet long from beak to tail, with the body
accounting for about one-third of that length. Its wingspan is 7 feet, and weighs about 20
pounds.
An adult (11-40 years old) is about 10 feet long from beak to tail, with a wingspan of about 15
feet and a weight of about 100 pounds.
An elder arrowhawk (41-75 years old) is about 20 feet long with a wingspan of 30 feet and a
weight of about 800 pounds.
Arrowhawks speak auran, but they are not usually very talkative.

Arrowhawks are extremely territorial and always hungry. They attack almost any other creature
they meet, seeking a meal or trying to drive away a rival. The primary mode of attack is an
electricity ray, fired from the tail. The creature also bites but prefers to stay out of reach.

Source: Monster Manual; pp.19-20

Juvenile Arrowhawk
Small monstrosity, unaligned

● Armor Class 17 (natural armor)


● Hit Points 16 (4d6 + 2)
● Speed fly 60ft.

STR DEX CON INT WIS CHA


12 (+1) 21 (+5) 12 (+1) 10 (+0) 13 (+1) 13 (+3)

● Skills Stealth +7, Arcana +2, Investigation +2, Insight +3, Perception +3, Survival +3,
Persuasion +3
● Damage Resistances cold, fire
● Damage Immunities acid, lightning, poison
● Senses Darkvision 60ft., passive Perception 13
● Languages Auran
● Challenge 2 (450 XP)

Actions
Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 9 (1d8 + 5) slashing
damage.

Lightning Ray. Ranged Spell Attack: +7 to hit, range 20/50 ft., one target. Hit: 14 (2d8 + 5)
lightning damage.

Adult Arrowhawk
Medium monstrosity, unaligned

● Armor Class 17 (natural armor)


● Hit Points 44 (8d8 + 8)
● Speed fly 60ft.

STR DEX CON INT WIS CHA


14 (+2) 21 (+5) 12 (+1) 10 (+0) 13 (+1) 13 (+3)

● Skills Stealth +7, Arcana +2, Investigation +2, Insight +3, Perception +3, Survival +3,
Persuasion +3
● Damage Resistances cold, fire
● Damage Immunities acid, lightning, poison
● Senses Darkvision 60ft., passive Perception 13
● Languages Auran
● Challenge 4 (1,100 XP)

Flyby. The arrowhawk doesn't provoke opportunity attacks when it flies out of an enemy's
reach.

Actions
Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 10 (1d10 + 5) slashing
damage.
Lightning Ray. Ranged Spell Attack: +7 to hit, range 20/50 ft., one target. Hit: 16 (2d10 + 5)
lightning damage.

Elder Arrowhawk
Large monstrosity, unaligned

● Armor Class 17 (natural armor)


● Hit Points 127 (15d10 + 45)
● Speed fly 60ft.

STR DEX CON INT WIS CHA


22 (+6) 21 (+5) 16 (+3) 10 (+0) 13 (+1) 13 (+3)

● Skills Stealth +8, Arcana +3, Investigation +3, Insight +4, Perception +6, Survival +4,
Persuasion +4
● Damage Resistances cold, fire
● Damage Immunities acid, lightning, poison
● Senses Darkvision 60ft., passive Perception 16
● Languages Auran
● Challenge 7 (2,900 XP)

Flyby. The arrowhawk doesn't provoke opportunity attacks when it flies out of an enemy's
reach.

Actions
Bite. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 15 (2d8 + 6) slashing
damage.

Lightning Ray. Ranged Spell Attack: +7 to hit, range 20/50 ft., one target. Hit: 18 (2d12 + 5)
lightning damage.

Asabi:
Asabis are desert-dwelling reptilian humanoids who are found as mercenaries or slaves in the
service of evil creatures.
A normal asabi stands about 7 feet tall and has a 9-foot-long tail that stabilizes the creature
when it stands upright. Asabis’ thick, pebbly skin is brown or grey in hue, fading to dun or light
green on the belly. They have yellow, egg-shaped eyes with horizontal slit pupils. Their limbs
protrude from their sinuous bodies at odd angles, and they move with quick, awkward-looking
gestures. Their narrow heads swing from side to side atop thin necks. Their narrow skulls have
sloping foreheads that end in protruding brows.

Left to themselves, asabis live in tribes under the rule of a council of elders and a war-leader.
They may ally themselves with other evil creatures for mutual gain, or even adopt such beings
into the tribe.

Asabis are cunning and enjoy planning ambushes for their prey, whether they are hunting desert
nomads for their enjoyment, or engaged in warfare at a master’s behest. Their favourite tactic is
to hide themselves under the sand, listening for the approach of foes and rising to attack with
surprise.

Stingtail:

Stingtails are larger, stronger, and less intelligent asabis, standing 12 to 14 feet tall, with poison
glands in their thick, prehensile tails.

Source: Monster Compendium: Monsters of Faerun; pp.15-16

Asabi
Medium humanoid (asabi), lawful evil

● Armor Class 13 (leather armor)


● Hit Points 18 (4d8)
● Speed 50ft., burrow 20ft.

STR DEX CON INT WIS CHA


11 (+0) 13 (+1) 10 (+0) 12 (+1) 13 (+1) 10 (+0)

● Skills Acrobatics +3, Stealth +3


● Senses Darkvision 60 ft., passive Perception 11
● Languages -
● Challenge 1/2 (100 XP)

Actions
Bite. Melee Weapon Attack: +3 to hit, reach 5 ft. one target. Hit: 3 (1d6) piercing damage.
Scimitar. Melee Weapon Attack: +2 to hit, reach 5 ft. one target. Hit: 4 (1d6 + 1) slashing
damage.

Light Crossbow. Ranged Weapon Attack: +3 to hit, range 80/320 ft. one target. Hit: 5 (1d8 +
1) piercing damage.

Stingtail
Large humanoid (asabi), lawful evil

● Armor Class 15 (leather armor)


● Hit Points 52 (7d10 + 14)
● Speed 40ft., burrow 30ft.

STR DEX CON INT WIS CHA


15 (+2) 11 (+0) 14 (+2) 6 (-2) 9 (-1) 8 (-1)

● Skills Acrobatics +2, Stealth +2


● Senses Darkvision 60 ft., passive Perception 9
● Languages -
● Challenge 2 (450 XP)

Immune to Enchantments. Stingtails are immune to the effects of all spells in the school of
Enchantment

Actions
Multiattack. A stingtail makes 2 claw attacks, and one bite attack. A bite attack may be
replaced by a tail sting attack.

Bite. Melee Weapon Attack: +4 to hit, reach 5 ft. one target. Hit: 6 (1d8 + 2) piercing damage.

Claw. Melee Weapon Attack: +4 to hit, reach 10 ft. one target. Hit: 6 (1d8 + 2) slashing
damage.

Tail Sting. Melee Weapon Attack: +4 to hit, reach 10 ft. one target. Hit: 5 (1d6 + 2)
bludgeoning damage plus the target must make a DC 12 Constitution saving throw or take 7
(2d6) poison damage and must make an additional DC 12 Wisdom saving throw or behave as
though affected by the confusion spell.
Asag:
At first glance, this creature looks like little more than an outcropping of earth and stone, but it
soon begins to move on three broad legs, reaching out with a trio of stone arms. Dozens of
stony alien eyes peer out from around its bulk.

Large as a small hill, round as a boulder, three-legged and three-armed, the asag are a race of
elemental stone fiends. Many eyes cover their bulk and their dark, hardened skin resembles
rock. Striations and inclusions, similar to stone, mark their skin and some of the elder asag even
sport lichens and moss from their great age.
Banished from the Elemental Planes by powerful sorcerers, asags are driven by a hatred of
humanoids, especially dwarves and gnomes. They can raise small armies of xorns from fields of
rocks and stones. Some sages believe asags were once the masters of the Elemental Plane of
Earth, and now wander the planes in search of vengeance.

Asags are relatively clever fighters, usually attacking from ambush despite their size. They sit
quietly, pretending to be small hillocks or large rocks, until their prey is close enough to grab and
eat.
When facing multiple opponents, an asag first summons xorns to surround its enemies. Once
opponents have engaged the xorns, the asag rises and attacks from an unexpected direction.

Source: Dragon Magazine #334; pp.37-38

Asag
Huge fiend, lawful evil

● Armor Class 15 (natural armor)


● Hit Points 144 (17d12 + 34)
● Speed 30ft., burrow 30ft.

STR DEX CON INT WIS CHA


26 (+8) 6 (-2) 15 (+2) 13 (+1) 10 (+0) 14 (+2)

● Skills Acrobatics +3, Stealth +6, Arcana +5, Investigation +5, Insight +4, Perception
+4, Deception +6, Intimidation +6
● Damage Immunities poison
● Condition Immunities poisoned
● Senses Tremorsense 60ft., passive Perception 14
● Languages Common, Infernal, Terran
● Challenge 10 (5,900 XP)
False Appearance. While the asag remains motionless, it is indistinguishable from a large
boulder.

Innate Spellcasting. The asag's innate spellcasting ability is Charisma (spell save DC 14, +6
to hit with spell attacks). It can innately cast the following spells, requiring no components:
- At will: detect magic, plane shift
- 3/day each: stone shape, stone skin
- 1/day each: creation (created mineral matter is permanent), passwall

Actions
Multiattack. The asag makes 2 slam attacks.

Slam Melee Weapon Attack: +12 to hit, reach 15 ft., one target. Hit: 24 (3d10 + 8)
bludgeoning damage, the target needs to make a DC 14 Constitution saving throw or suffer 1
level of exhaustion, and the target is stunned if the asag rolls a natural 20 (DC 20 Constitution
saving throw negates).

Summon Xorn (3/day). The asag summons 1d4 xorns.

Ascendant Councillor:
Very little of this creature can be seen – just the corpse of an elf so shrivelled and aged it seems
no more substantial than smoke. Light emanates from its hazy form.

Ascendant councillors are the most holy, powerful, and revered of the ancient dead, and their
power is nothing short of divine. They are incredibly ancient, some as old as the practice of
necromancy. They rarely inhabit their physical forms, preferring to explore the universe in astral
form and return to their bodies only when necessary to speak with the living or defend their
resting place.

While the body of an ascendant councillor appears frail and almost insubstantial, the creature
can deliver incredibly powerful blows with its shrivelled fists.

Source: Eberron Campaign Setting; pp.276-277

Ascendant Councillor
Medium undead (deathless), neutral good

● Armor Class 25 (natural armor)


● Hit Points 273 (26d8 + 156)
● Speed 40ft.

STR DEX CON INT WIS CHA


30 (+10) 16 (+3) 22 (+6) 23 (+6) 27 (+8) 21 (+5)

● Saving Throws Strength +16


● Skills Arcana +12, History +12, Nature +12, Religion +12, Insight +14, Perception
+14, Persuasion +14
● Damage Resistances fire; bludgeoning, piercing, and slashing from nonmagical
weapons
● Damage Immunities radiant, poison
● Condition Immunities charmed, exhausted,frightened, paralysed, petrified, poisoned,
unconscious
● Senses Darkvision 60 ft., Truesight 60ft., passive Perception 24
● Languages Elvish
● Challenge 17 (18,000 XP)

Innate Spellcasting. The ascendant councillor's innate spellcasting ability is Wisdom (spell
save DC 22). It can innately cast the following spells, requiring no components:
- At will: astral projection (self only), dispel evil and good, mass suggestion, scrying
- 3/day each: dispel magic, heal, holy aura
- 1/week: storm of vengeance
Magic Resistance. The ascendent councilor has advantage on saving throws against spells
and other magical effects.

Consecrated Aura. An ascendant councillor projects a continual field of positive energy in a


50-foot-radius emanation. Each attempt to turn undead within this area has a +6 bonus, while
any attempt to turn the ascendant councillor or other deathless creatures in the area take a -6
penalty. Further, each deathless creature in the area (including the ascendant councillor)
gains advantage on attack rolls, damage rolls, and saving throws.

Actions
Slam. Melee Weapon Attack: +16 to hit, reach 5 ft., one target. Hit: 19 (2d8 + 10) bludgeoning
damage. Neutral/evil aligned creatures must make a DC 19 Charisma saving throw. Neutral
aligned creatures that fail their save take 1d4 temporary Strength and Charisma damage,
while evil aligned creatures that fail take 2d4 instead.
Ascomoid:
Rolling along is a ball of fungus, made up of mottled patches of yellow and orange, marked with
occasional indentations that look almost like gigantic pores.

Perhaps the most mobile plants, ascomoids move about by rolling their large bulk. The spores
they leave behind eventually sprout new ascomoids if given the proper warmth, water, and
nutrients (such as flesh). Ascomoids can grow to a diameter of 10 feet, though most are much
smaller. After growing for only a few weeks, one breaks free from its stem and begins to roll
about, collecting nutrients. Ascomoids pose no threat until they grow to Medium size, which is
when they gain their spore jet ability. A full-grown ascomoid weighs about 500 pounds.

Ascomoids engage moving objects by running into them. If a target is small enough, an
ascomoid uses its crushing trample ability to deal damage. If a target is too large to be trampled,
the ascomoid will spray it with a burst of acidic spores. Although ascomoids are mindless, many
dungeon dwellers use them as sentinels and guard beasts. Ascomoids are relatively easy to
herd and control. If given meat (whether fresh or rotten), they stop, extend several spore stalks
into it, and devour it. Over time, an ascomoid learns to detect those who have repeatedly fed it,
and the creature no longer attacks them. Hobgoblins and goblins in particular make frequent
use of ascomoid guardians. They lure the beasts into tunnels and galleries that lie at the edge of
their territories, relying on them to attack intruders and hopefully cause enough noise to alert
guards. Humanoid races rarely fight alongside ascomoids, because the creatures are too dense
to coordinate with their allies.

Source: Dungeonscape; pp.105-106

Ascomoid
Medium plant, unaligned

● Armor Class 13 (natural armor)


● Hit Points 52 (7d8 + 21)
● Speed 50ft.

STR DEX CON INT WIS CHA


18 (+4) 14 (+2) 16 (+3) 1 (-5) 11 (+0) 11 (+0)

● Damage Resistances piercing damage from nonmagical weapons


● Condition Immunities blinded, deafened,frightened, prone
● Senses Tremorsense 60 ft., passive Perception 10
● Languages -
● Challenge 3 (700 XP)
Charge. If the ascomoid moves at least 10 feet straight toward a target and then hits it with a
slam attack on the same turn, the target takes an extra 9 (2d8) bludgeoning damage. If the
target is a creature, it must succeed on a DC 14 Strength saving throw or be pushed up to 10
feet away and knocked prone.

Actions
Slam. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (2d8 + 4) bludgeoning
damage.

Spore Jet. Ranged Weapon Attack: +4 to hit, range 60 ft., one target. Hit: 7 (2d6) acid
damage.

Ash Rat:
Spreading fires throughout towns, fields and forests, ash rats constitute a deadly menace to any
civilised society. These little nomadic horrors are naturally drawn to large sources of flame; in
fact, they get their nourishment from heat in a way that not even the sages understand. These
creatures are so hot that they ignite any combustibles they touch
An ash rat is a 2-foot-long rodent with orange eyes. It has the general shape of a rat, and its fur
is black, grey, or brown. Its oversized front teeth are a dull yellow colour. An ash rat’s exact
appearance is difficult for most onlookers to discern because it exudes a perpetual cloud of
sooty smoke that hides it from view.

An ash rat normally flees from combat if possible. When cornered, it fights defensively, spitting
fire at those who threaten it. Its heated body is painful to the touch, which prevents prudent foes
from closing.

Source: Monster Manual II; pp. 24-25

Ash Rat
Small monstrosity, unaligned

● Armor Class 13
● Hit Points 7 (2d6)
● Speed 40ft., climb 20ft.

STR DEX CON INT WIS CHA


6 (-2) 18 (+4) 11 (+0) 2 (-4) 13 (+1) 3 (-4)

● Skills Acrobatics +6, Stealth +6


● Damage Vulnerabilities cold
● Damage Immunities fire
● Senses passive Perception 11
● Languages -
● Challenge 1/2 (100 XP)

Fire Heal. Fire and heat heal an ash rat’s wounds. For every round that the creature is
exposed to flame or heat intense enough to deal at least 1 point of damage, the creature
instead heals 1 hit point.

Smokey Hide. Smoke from the ash rat’s hide gives any targeted attack against it
disadvantage

Actions
Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 2 piercing damage plus 3
(1d6) fire damage.

Flame Spit. Ranged Spell Attack: +6 to hit, range 20 ft., one target. Hit: 7 (1d6 + 4) fire
damage.

Ashen Husk:
This animated corpse is bone dry, its flesh so desiccated that it appears nearly skeletal. The air
around it wavers with a dry, sucking heat, as if the corpse brings with it the soul of the waterless
desert.

Ashen husks lost their lives to unquenchable thirst. The evidence of their dry death is obvious
as a supernatural deliquescent aura. Ashen husks stand just shy of 6 feet tall, but in their
dehydrated state, weigh only about 140 pounds. Many ashen husks died of exposure in the
open desert when they became lost without water. Sometimes entire caravans go lost, and
many of these unfortunate creatures might be seen years later as stumbling corpses with a
thirst born in hellish heat.

Ashen husks slam their foes with bone-hard limbs, but they expose their real threat against
living creatures caught in their dehydrating aura.

Source: Sandstorm – Mastering the Perils of Fire and Sand; pp.137-138

Ashen Husk
Medium undead, neutral evil
● Armor Class 9
● Hit Points 26 (4d8 + 8)
● Speed 30ft.

STR DEX CON INT WIS CHA


18 (+4) 8 (-1) 14 (+2) 2 (-4) 10 (+0) 15 (+2)

● Damage Resistances slashing from nonmagical weapons


● Damage Immunities poison
● Condition Immunities exhausted, frightened, poisoned
● Senses Darkvision 60 ft., passive Perception 10
● Languages -
● Challenge 2 (450 XP)

Create Spawn. Any living creature killed by an ashen husk rises as a new ashen husk within
1d4 rounds. They do not possess any of the abilities they had in life.

Dehydrating Aura. An ashen husk gives off a 10-foot-radius emanation of dehydrating heat,
a deadly threat for creatures that must drink to survive. A living creature that ends its turn
within 10 feet of the ashen husk must make a DC15 Constitution saving throw or suffer 1 level
of exhaustion (as per dehydration rules in the Player’s Handbook; pp.185).

Actions
Slam. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 9 (1d8 + 4) bludgeoning
damage.

Asherati:
This humanoid's skin is a dull red, and it seems as if a light shines behind it. She has no body
hair, and her eyes are ivory white. Lithe rather than thin, this creature wears tight leather
armour, as if seeking to further streamline her body.

Asheratis are a geographically established people who live below the silky sands and dusts of
suitable wastelands, rising to the surface to hunt for food, socialize and trade with other races,
and make war upon their enemies.
Asheratis stand about 5-1/2 feet tall and usually weigh slightly more than 150 pounds. Asheratis
are graceful swimmers of the dunes, and thus eschew excessive clothing or equipment, wearing
only minimal, skin-hugging garments for modesty's sake. Some wear tight hide or streamlined
leather armor, which does not hinder their progress through the sands. Asheratis speak their
own language and Common.
Most asheratis encountered outside their homes are warriors; the information in the statistics
block is for one of 1st level.

Asheratis prefer to attack from ambush, hiding in the sand then rising up en-masse around their
foe.

Source: Sandstorm – Mastering the Perils of Fire and Sand; pp.139

Asherati
Medium humanoid (asherati), true neutral

● Armor Class 13 (studded leather)


● Hit Points 11 (2d8 + 2)
● Speed 30ft., burrow (sand only) 30ft.

STR DEX CON INT WIS CHA


13 (+1) 13 (+1) 12 (+1) 8 (-1) 9 (-1) 8 (-1)

● Skills Intimidation +1
● Senses passive Perception 9
● Languages Common, Asherati
● Challenge 1/4 (50 XP)

Illumination. The asherati sheds bright light in a 10-foot radius and dim light for an additional
10 feet.

Sandswim. Asheratis gain a burrow speed equal to their base speed while wearing light
armor or carrying a light load and travelling through sand, ash, or other loose soil. This speed
drops to 5 feet if it is carrying a heavier load or if an asherati tries to drag a Medium or larger
creature along. An asherati can breathe normally while sand-swimming.

Actions
Sickle. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 3 (1d4 + 1) slashing
damage.

Ashworm:
This large, eyeless worm is as big as a horse. It is covered in a thin chitinous layer of pale
purple plates. A nasty stinger quivers at the end of its tail.
Wild ashworms are distant cousins to the purple worm, but not nearly as large or aggressive
(not able to gulp down prey in a single mouthful). Traveling in vast herds both above and below
the desert sands, the sound of a herd's approach is akin to thunder. As a result, ashworms are
sometimes called thunderherders.
Ashworms are sometimes caught and trained as mounts, though a trainer clips off the
dangerous stinger. Ashworms can be induced to travel on the sand's surface (or even packed
earth or stone) exclusively by a skilled rider. However, the rider must succeed on a DC 15
Animal handling check once every 24 hours in a sandy environment or be swept off the back of
the ashworm as it dives below the surface for 1d4 rounds before returning to the surface. Expert
riders who put up with this behaviour are somewhat mollified by the ashworms ability to secrete
a substance that allows it to stick to vertical surfaces; a rider securely strapped to an ashworms
back can climb up walls or other impediments with his mount, albeit slowly.

Ashworms hunt prey from beneath the sand, then rise to confront their targets In battle, an
ashworm forms into a coil, stinging anything in reach.

Source: Sandstorm – Mastering the Perils of Fire and Sand; pp.140

Ashworm
Large monstrosity, unaligned

● Armor Class 11
● Hit Points 41 (5d10 + 15)
● Speed 30ft., burrow 30ft., climb 10ft.

STR DEX CON INT WIS CHA


21 (+5) 10 (+0) 17 (+3) 2 (-4) 13 (+1) 6 (-2)

● Saving Throws Dexterity +2


● Skills Athletics +7, Perception +3
● Senses Tremorsense 60ft., passive Perception 13
● Languages -
● Challenge 1 (200 XP)

Actions
Tail Sting. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 9 (1d8 + 5) slashing
damage plus the target must make a DC 13 Constitution saving throw or take 9 (2d8) poison
damage.

Reactions
Evasive Diver. In areas of sand (not packed earth or stone), the ashworm feels more secure
because of its evasive diver ability. If the ashworm makes a successful Dexterity saving throw
against an attack that normally deals half damage on a successful save, the ashworm instead
manages to instantly dive below the protective sand or earth and takes no damage. An
ashworm's rider might be swept from the ashworm's back unless it makes a DC 15 Dexterity
saving throw when the ashworm dives below the sand. If the rider fails this save, it is swept
from the ashworm's back.

Asperi:
At first glance, an asperi appears to be nothing more than an unusually beautiful horse. An
individual asperi can be white, grey, or dun coloured, with a graceful flowing mane of silver,
white, or light grey. A secondary mane of the same colour as the first extends from the
creature’s front shoulders down along the back of its front legs.
Unlike typical horses, asperi are intelligent magical beasts. They live in the permanent cold of
remote mountain peaks, where they gallop across glaciers and through the frigid skies. By
catching prevailing winds and flying with them, asperis can move even faster than their normal
flying speed permits. Their ability to “ride the wind” in this way has earned them the common
name of wind steeds.
The typical asperi belongs to a herd with up to twenty members, but it spends much of its time
roaming the skies alone or with just one or two chosen companions. Hippogriffs and griffons, the
mortal enemies of asperis, are almost never encountered in mountains where wind steeds live,
since the far more intelligent asperis take pains to drive them off or kill them. Asperis also dislike
rocs, but they get along well with pegasi. Lasting friendships between asperis and pegasi are
rare, however, because the winged horses seldom venture into the cold mountain heights where
the wind steeds live.
If captured when very young and raised with respect and consideration, an asperi can be
trained as a steed. Any potential rider must realize that an asperi mount is not a mere animal; it
is an intelligent, sentient being with opinions and ideals of its own, and it demands to be treated
as such. Under no circumstances will an asperi tolerate a rider who is chaotic or evil. A paladin
might convince an adult wind steed to serve as a permanent mount, but fully-grown asperis
usually agree to bear riders only in the short term, since they value their independence.
Asperis with 7 or more HD are very rare. Such creatures have iridescent hides that glisten like
snow and rainbow-hued manes and tails.

Asperis are inoffensive creatures by nature. Given their great speed, their usual response to
danger is simply to fly away. Like most horses, however, they can fight ferociously when
aroused. In combat, they usually kick and slash with their front hooves and bite with their
powerful jaws.
Asperis prefer to fight from the air, which gives them a significant advantage against opponents
on the ground, under the right conditions. Near their mountain homes, asperis always look for
opportunities to attack intruders when the latter are at the edges of cliffs or manoeuvring on
narrow ledges. The wind steeds use combinations of charges, bullrushes, flyby attacks, and trip
attacks (all while airborne) to force their enemies over precipices or over glacial crevasses. They
usually prefer to use their speed and manoeuvrability to avoid combat until conditions are in
their favour.

If a player is aware of their existence, Asperis can be summoned using the find greater steed
spell (XGtE; pp.153).

Source: Monster Manual II; pp. 25-26

Asperi
Large monstrosity, neutral good

● Armor Class 13 (natural armor)


● Hit Points 45 (6d10 + 12)
● Speed 60ft., fly 30ft.

STR DEX CON INT WIS CHA


13 (+1) 12 (+1) 15 (+2) 13 (+1) 12 (+1) 10 (+0)

● Skills Perception +5, Survival +3, Intimidation +2


● Damage Vulnerabilities fire
● Damage Immunities cold
● Senses Darkvision 60ft., passive Perception 15
● Languages -
● Challenge 3 (700 XP)

Dodge Arrows. Ranged attacks against an asperi in the air has disadvantage.

Flyby. The asperi doesn't provoke opportunity attacks when it flies out of an enemy's reach.

Innate Spellcasting. The asperi's innate spellcasting ability is Wisdom (spell save DC 12). It
can innately cast the following spells, requiring no components:
- 4/day: featherfall
Ride the Winds. An asperi is unaffected by either natural or non-magical winds. An asperi
gains bonus movement (+1 ft. to fly speed for each 1 mph of the prevailing wind) when
moving in winds faster than 20mph. Adverse winds do not provide bonus movement.

Actions
Multiattack. The asperi can make 2 hoof attacks and one bite attack.
Bite. Melee Weapon Attack: +3 to hit, reach 5ft., one target. Hit: 5 (1d8 + 1) bludgeoning
damage.

Hoof. Melee Weapon Attack: +3 to hit, reach 10ft., one target. Hit: 5 (1d8 + 1) piercing
damage.

Astral Kraken:
Eyeless and blanched, looking something like a cross between an octopus and an insect, this
massive creature reaches out with segmented tentacles, feeling the air around it for prey.

Astral krakens prey on astral travellers. They lurk on the Astral Plane, usually near colour pools,
where astral travellers generally pass by. Attracted by some scent only they seem able to
perceive, astral krakens attempt to snare travellers with their tentacles.

When an astral kraken sights prey, it attempts to ensnare a victim in its tentacles. As soon as it
succeeds on a grapple attempt, it moves away from any remaining opponents (if possible) and
consolidates its hold on the grappled opponent by grappling with at least one more tentacle
(depending on whether it is still in combat or not). If an astral kraken is currently grappling a
target, it usually uses any free tentacles to make its attacks of opportunity against the sunder
attempt.
An opponent grappled by an astral kraken faces one of two fates. If the opponent is native to the
Astral Plane (not an astral traveller), the astral kraken attempts to deal bite damage to the target
each round. If the opponent is connected by a silver cord to a physical body elsewhere, the
astral kraken attempts to cocoon the opponent for a later meal.

Source: Planar Handbook: A Player’s Guide to the Planes; pp. 109-110

Astral Kraken
Gargantuan monstrosity, unaligned

● Armor Class 13 (natural armor)


● Hit Points 277 (15d20 + 120)
● Speed fly 60ft.

STR DEX CON INT WIS CHA


30 (+10) 13 (+1) 27 (+8) 2 (-4) 14 (+2) 12 (+1)

● Saving Throws Strength +15


● Condition Immunities charmed, frightened
● Senses Blindsight 120ft., Darkvision 60ft., passive Perception 15
● Languages -
● Challenge 15 (13,000 XP)

Magic Resistance. The astral kraken has advantage on saving throws against spells and
other magical effects.

Astral Cocoon. An astral kraken can save a meal for later by encasing it in a translucent
magical resin, trapping the victim on the Astral Plane. During each round that an astral kraken
has an opponent grappled, it secretes a fast-hardening astral adhesive as a free action. After
the first round of cocooning, the opponent is restrained. An astral traveller’s soul cannot return
to its material body while it is trapped in a cocoon. A creature can escape the cocoon with a
Strength check. The initial break DC for the cocoon is 10, and it increases by 10 for each
additional round spent cocooning, to a maximum break DC of 30 after three rounds. At this
point, the astral kraken tucks the opponent away in the folds of its body and seeks a new
target.
An astral traveller trapped in an astral kraken’s cocoon loses 4 (1d8) maximum hit points each
round after the third as the astral kraken begins feeding on the victim’s life energy. The astral
kraken gains temporary hit points equal to the maximum hit points lost by the victim. This
reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit
point maximum to 0. If an opponent is slain by an astral kraken in this fashion, his physical
body dies as well, and can only be resurrected by a wish spell.

Actions
Multiattack. An astral kraken makes 4 tentacle attacks and 1 bite attack.

Bite. Melee Weapon Attack: +15 to hit, reach 10 ft., one target. Hit: 23 (2d12 + 10) piercing
damage.

Tentacle. Melee Weapon Attack: +15 to hit, range 20 ft., one target. Hit: 19 (2d8 + 10)
bludgeoning damage and Huge or smaller creatures are grappled (escape DC 23). Until this
grapple ends, the astral kraken has advantage on attack rolls. The astral kraken has four
tentacles, each of which can grapple only one target.

Astral Stalker:
The creature looks like a muscular humanoid with thick black-green skin. Its demonic visage is
reminiscent of a skeletal human with a prominent jaw. Its hands end in large, wickedly sharp
claws.

Astral stalkers roam the multiverse looking for the ultimate quarry. They live for the thrill of the
hunt, and they measure their personal worth and status in their community by the number and
the power of the creatures that they have successfully hunted.
These able hunters prefer to stalk intelligent foes, and the pleasure they gain from hunting these
creatures for sport makes them evil by the standards of any race. However, astral stalkers
adhere to a short list of tenets that they refer to as the Rules of the Hunt: Once the quarry has
knowingly eluded an astral stalker, it will never again hunt that creature; If hired to hunt a
creature, the stalker will not hunt its employer for at least one year; and no astral stalker will
ever hunt another astral stalker.
Astral stalkers find that their prey provides better sport if it knows it's being hunted, so they often
warn their quarry in some roundabout fashion before beginning the hunt.
An astral stalker typically stands 6-feet-tall and weighs 275 pounds.

Astral stalkers regard all other creatures as potential prey. Although they seek to test
themselves against stronger prey, astral stalkers are neither stupid nor foolhardy, and rarely
engage in combat without first preparing the hunting ground and sizing up their foes. They
favour ambushes designed to weaken the prey before bringing it down.

Source: Monster Manual III; pp.12

Astral Stalker
Medium monstrosity, lawful evil

● Armor Class 21 (natural armor)


● Hit Points 136 (13d8 + 78)
● Speed 50ft., climb 20ft.

STR DEX CON INT WIS CHA


25 (+7) 21 (+5) 23 (+6) 12 (+1) 16 (+3) 20 (+5)

● Saving Throws Intelligence +5, Wisdom +7, Charisma +9


● Skills Athletics +11, Acrobatics +9, Stealth +9, Investigation +5, Insight +7, Perception
+9, Survival +7
● Damage Resistances bludgeoning, piercing, and slashing from nonmagical weapons
● Senses Darkvision 120ft., passive Perception 15
● Languages Common, Infernal
● Challenge 11 (7,200 XP)

Astral Hunter. The astral stalker has advantage on Wisdom (Perception) and Wisdom
(Survival) checks. When the stalker uses the Search action and finds a creature, it can
magically track the creature for 24 hours or until it tracks a different creature this way. While
tracking the creature, the hunter knows the exact location of the creature, and whether it is
below half of its maximum hit points or not.
Elusive Prey. Wisdom (Survival) checks made to track an astral stalker are made with
disadvantage.

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

Nimble Escape. The astral stalker can take the Disengage or Hide actions as a bonus action
on each of its turns.

Actions
Multiattack. The astral stalker makes two claw attacks.

Claw. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 11 (1d8 + 7) slashing
damage plus an additional 10 (3d6) slashing damage if the astral stalker has advantage on
the attack roll.

Throat Dart. Ranged Weapon Attack: +9 to hit, range 80/320 ft., one target. Hit: 8 (1d6 + 5)
piercing damage and the target must succeed on a DC 18 Constitution saving throw or be
paralyzed for 1 minute. A paralyzed creature can repeat the saving throw at the end of each
of its turns, ending the effect on itself on a success.

Reactions
Unearthly Grace. The astral stalker adds its Charisma modifier to its Armor Class against
one attack that would hit it, potentially causing that attack to miss.

Asura:
You are drawn first to the being’s fiery, piercing eyes, then to the long mane of coppery-red hair
that crowns its pale head. Marble-white flesh covers the being’s stately frame. Its legs end in
birdlike talons with ruby-sharp claws, and wings of crackling flame spring from its narrow
shoulders.

A noble warrior, the asura (ah-SOO-rah) is found throughout the Upper Planes, serving deities
as messengers and heralds with righteous zealotry. Sometimes one or more asuras are sent on
missions to other planes, carrying messages of revenge, punishment, and death to those who
have challenged or angered one of the powers. Other celestial beings find them impertinent and
needlessly violent; however, most asuras take great pride in their ability to intimidate and
“correct” evildoers.
Asuras distrust angels (especially lawful ones) and see them as rivals for the attention of the
good deities. Due to the nature of both types of beings, neither resorts to any sort of violence,
double-dealing, or underhanded measures, although the mutual feelings of contempt are
obvious.
An asura stands about 6 1/2 feet tall and weighs 180 pounds.

Asuras travel light and prefer the scimitar and bow. A typical asura will be encountered with the
following equipment: +1 mithril breastplate, +1 shield, flametongue scimitar, +1 longbow, quiver
of 20 normal arrows.
An asura’s natural weapons, as well as any weapons it wields, are treated as good aligned for
the purpose of overcoming damage reduction.

Source: Book of Exalted Deeds; pp.164-165

Asura
Medium celestial, chaotic good

● Armor Class 21 (mithril armor)


● Hit Points 58 (9d8 + 18)
● Speed 30ft., fly 60ft.

STR DEX CON INT WIS CHA


16 (+3) 14 (+2) 15 (+2) 10 (+0) 14 (+2) 17 (+3)

● Skills Arcana +3, Insight +5, Perception +7, Survival +5, Intimidation +6, Persuasion
+6
● Damage Resistances bludgeoning, piercing, and slashing from nonmagical weapons
● Damage Immunities fire
● Condition Immunities charmed, petrified
● Senses Darkvision 60 ft., passive Perception 17
● Languages Celestial
● Challenge 7 (2,900 XP)

Divine Awareness. The asura knows if it hears a lie.

Innate Spellcasting. The asura's innate spellcasting ability is Charisma (spell save DC 14). It
can innately cast the following spells, requiring no components:
- At will: detect evil and good, true seeing
- 1/day each: magic circle, polymorph (self only; humanoid forms only)
Magic Resistance. The asura has advantage on saving throws against spells and other
magical effects.

Actions
Multiattack. An asura makes three attacks; up to 2 claw attacks, up to +1 flaming scimitar
attacks, and up to 3 longbow attacks.

Flametongue Scimitar. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 7 (1d6 +
4) slashing damage plus an additional 7 (2d6) damage.

Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d10 + 3) slashing
damage.

+1 Longbow. Ranged Weapon Attack: +6 to hit, range 150/600 ft., one target. Hit 7 (1d8 + 3).

Burning Wind. An asura can beat its wings as a standard action and generate a searing
wave of heat that deals 7 (2d6) points of fire damage to all creatures within a 15-foot radius.

Athach:
The creature looks like a portly giant dressed in shabby rags and furs. It has a third arm growing
from its chest. Its wide, slobbering mouth has curving tusks that jut from its lower jaw. It has tiny
eyes, a small nose, and lopsided ears – one huge and one tiny.

An athach is a hulking, misshapen biped. Immensely strong, an athach can hammer most
opponents to gory paste.
An athach rarely bathes and smells particularly foul. An adult stands some 18 feet tall and
weighs about 4,500 pounds.
Athachs are fond of gems and crystals of all types. They often jam bracelets on their chubby
fingers, necklaces around their fat wrists, and other jewellery where they can. They have been
known to sit for hours, polishing and admiring their jewels. The only thing athachs tend to be
passionate about are food and violence. They despise hill giants and, unless outnumbered,
attack them on sight. They fear other giants and most other huge creatures.

Athachs charge into melee combat unless their opponent is out of reach, in which case they
throw rocks. They sometimes try to overrun armoured opponents to reach unarmoured
opponents in back ranks. With few melee attacks, an athach tends to flail about indiscriminately.
After a few rounds, it concentrates on foes that have been hitting it most often and uses its bite
on whoever has dealt it the most damage.

Source: Monster Manual; pp.21

Athatch
Huge giant, chaotic evil
● Armor Class 14 (leather armor)
● Hit Points 161 (14d12 + 70)
● Speed 50ft., climb 20ft.

STR DEX CON INT WIS CHA


26 (+8) 13 (+1) 21 (+5) 7 (-2) 12 (+1) 6 (-2)

● Skills Athletics +11, Acrobatics +4, Perception +6


● Senses Darkvision 60 ft., passive Perception 16
● Languages Giant
● Challenge 7 (2,900 XP)

Actions
Multiattack. An athach makes four attacks: up to 3 with each of its huge morningstars, up to
3 to throw a rock in each hand, and one bite attack.

Huge Morningstar. Melee Weapon Attack: +11 to hit, reach 15 ft., one creature. Hit: 21 (3d8
+ 8) bludgeoning damage.

Bite. Melee Weapon Attack: +11 to hit, reach 5 ft., one creature. Hit: 19 (2d10 + 8) piercing
damage and the target must make a DC 16 Constitution saving throw or gain the poisoned
condition for 1 minute..

Rock. Ranged Weapon Attack: +4 to hit, range 60/240 ft., one target. Hit: 19 (4d8 + 1)
bludgeoning damage.

Automaton
An automaton is a creature built for labour or war. Although the construct is superficially similar
to a golem, an automaton is actually quite different. It is built with clockwork parts and animated
by means of powerful shadow magic. While the shadow consciousness of an automaton
sometimes makes it difficult for the creature to interact with the physical world, it nevertheless
can be a fearsome opponent.

Like golems, automatons are mindless but tenacious combatants. Since they are emotionless in
combat, they are not easily provoked. Automatons don’t use weapons, even if ordered to.
Instead, they will strike with their limbs, which are formidable weapons in themselves.
An automaton follows the orders of its creators. The creature can be commanded directly by its
creator if the latter is within 60 ft. and is both visible and audible to the automaton. If
uncommanded, an automaton follows its last instruction to the best of its ability, though it returns
any attacks directed at it. Typically, the creator gives an automaton a simple set of instructions
(such as “Remain in this area and attack all creatures that enter,” or “Attack all bipedal creatures
you see,” or “Ring a gong and attack,” or the like) to govern its actions in his/her absence.

Hammerer
The hammerer automaton is a roughly human-shaped, bipedal war machine adapted from
another automaton designed for heavy lifting. One of the creature’s two arms ends in a massive
claw or pincer, and the other in an even more massive hammer.

Hammerers are not built for fancy tactical manoeuvres but are still fearsome opponents. On the
battlefield, commanders simply point teams of these constructs at the enemy and let them go.
The powerful hammer-arm that gives the hammerer its name is a nasty piece of business –
heavy, solid, and deadly. The pincer-arm is used mainly for lifting things. The construct can
attack with only one arm at a time, and although it can slam either arm, it favours the
hammer-arm for all its attacks.

Source: Monster Manual II; pp. 27-28

Hammerer
Medium construct, unaligned

● Armor Class 16 (natural armor)


● Hit Points 39 (6d8 + 12)
● Speed 20ft.

STR DEX CON INT WIS CHA


25 (+7) 11 (+0) 14 (+2) 3 (-4) 9 (-1) 4 (-3)

● Damage Resistances bludgeoning, piercing, and slashing from nonmagical weapons


that aren’t adamantine
● Damage Immunities poison, psychic
● Condition Immunities charmed, exhausted, frightened, paralysed, poisoned,
unconscious
● Senses Darkvision 60 ft., passive Perception 9
● Languages Understands the languages of its creator, but doesn’t speak.
● Challenge 2 (450 XP)

Immutable Form. The pulveriser is immune to any spell or effect that would alter its form.
Magic Resistance. The pulveriser has advantage on saving throws against spells and other
magical effects.

Unreliable. At the beginning of each round in which a pulveriser attempts to act, roll 1d20. On
a result of 11 or better, it acts normally, otherwise, it takes no action.

Actions
Slam. Melee Weapon Attack: +9 to hit, reach 5 ft. one target. Hit: 18 (2d10 + 7) bludgeoning
damage.

Pulverizer
The pulveriser automaton was originally intended as a mining machine. Its sonic shriek was
designed to weaken stone, and its wedges to finish the job by breaking it up. Thanks to its
blindsight ability, this construct is particularly effective underground.
A pulveriser looks something like a four-legged, metal lobster with spiked wedges instead of
claws. Instead of a head, it has a round opening at the top of its body from which it emits sonic
attacks.

When attacking, a lone pulveriser usually looses its sonic shriek, then moves in to use its slam
attacks against any foes who are still moving. Teams of these creatures pose a formidable
threat on the battlefield, since one or more can hang back and shriek every round while the
others close with foes.

Source: Monster Manual II; pp. 27-28

Pulverizer
Medium construct, unaligned

● Armor Class 16 (natural armor)


● Hit Points 26 (4d8 + 8)
● Speed 40ft.

STR DEX CON INT WIS CHA


21 (+5) 11 (+0) 14 (+2) 3 (-4) 9 (-1) 4 (-3)

● Damage Resistances bludgeoning, piercing, and slashing from nonmagical weapons


that aren’t adamantine
● Damage Immunities poison, psychic
● Condition Immunities blinded, charmed, exhausted, frightened, paralysed, poisoned,
unconscious
● Senses Blindsight 40 ft., passive Perception 9
● Languages Understands the languages of its creator, but doesn’t speak.
● Challenge 2 (450 XP)

Echolocation. The pulveriser cannot use its blindsight while deafened

Immutable Form. The pulveriser is immune to any spell or effect that would alter its form.

Magic Resistance. The pulveriser has advantage on saving throws against spells and other
magical effects.

Unreliable. At the beginning of each round in which a pulveriser attempts to act, roll 1d20. On
a result of 11 or better, it acts normally, otherwise, it takes no action.

Actions
Multiattack. The pulveriser makes 2 slam attacks.

Slam. Melee Weapon Attack: +7 to hit, reach 5 ft. one target. Hit: 9 (1d8 + 5) bludgeoning
damage.

Sonic Shriek. A pulveriser can loose a cone of sonic energy 30 feet long. Everything within
the cone takes 4 (1d8) thunder damage. In addition, every creature within the cone that fails a
DC 13 Constitution saving throw is paralysed for 1 round.

Avalancher:
A large boulder on the rocky slope above you extends a long tendril with a single eye. The
boulder suddenly moves, sending a torrent of rocks and debris toward you.

Avalanchers are bizarre and dangerous creatures that live along the rocky slopes of tall
mountains. They are scavengers that use their ability to cause avalanches to bury potential
prey, allowing them to feast at their leisure. While dangerous to hunt, avalanchers are prized by
mountain-dwelling races as a prime source of meat, although killing an avalancher is a mighty
chore. Some races even “herd” avalanchers by keeping them penned on planes where their
fearsome abilities pose little threat.
To the casual viewer, an avalanche resembles a large boulder of the same colouration and
texture of the surrounding terrain. Occasionally, it will stretch out its single eye that sits on the
end of a tendril to scout the landscape. An avalancher spends most of its time immobile but can
move with startling speed on spindly, crablike legs.
An avalancher is 6 feet tall and weighs 400 pounds
While not particularly bright, avalanchers possess a deep cunning and use their intimate
knowledge of mountainous terrain to their advantage. An avalancher’s preferred tactic is to hide
on a rocky slope above a game trail or other path, using its cause avalanche ability to send a
torrent of rocks down on its prey. It also bullrushes opponents, knocking them off cliffs to their
deaths on the rocky crags below. If losing in combat, an avalancher will trigger its cause
avalanche ability and “ride” the rocks down to safety – being immune to bludgeoning damage, it
is not harmed using this tactic.

Source: Monster Manual III; pp.13

Avalancher
Large monstrosity, unaligned

● Armor Class 14 (natural armor)


● Hit Points 84 (8d10 + 40)
● Speed 40ft., burrow 10ft., climb 20ft.

STR DEX CON INT WIS CHA


22 (+6) 12 (+1) 21 (+5) 5 (-3) 12 (+1) 11 (+0)

● Saving Throws Strength +8, Constitution +7


● Skills Athletics +8, Stealth +3, Investigation -1, Perception +3
● Damage Immunities bludgeoning damage
● Senses Darkvision 60ft., Tremorsense 30ft., passive Perception 13
● Languages Terran
● Challenge 4 (1,100 XP)

Actions
Multiattack. The avalancher uses Cause Avalanche if it is able to. It then makes two slam
attacks.

Slam. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 11 (1d10 + 6) bludgeoning
damage.

Cause Avalanche (Recharge 5-6). The avalancher lets out a low rumbling noise causing
loose stone to tumble from areas nearby. When this happens, a 5 ft cube of rocks within 30 ft
of the avalancher tumbles down a slope, forming a 30 foot cone. Any creature within this cone
must succeed on a DC 16 Dexterity saving throw or take 22 (4d10) bludgeoning damage and
be restrained. A restrained creature can use an action on its turn to make a DC 16 Strength
(Athletics) check. On a success, the creature is no longer restrained. The space within 10 feet
of the bottom of the slopes becomes difficult terrain.
Avatars of Elemental Evil
The avatars of Elemental Evil have only recently appeared. Each avatar is the living will of a
Prince of Elemental Evil. It contains a tiny fragment of the corresponding prince’s essence and
exists solely to advance its creator’s cause on the Material Plane. The avatars gather at
important sites such as recently discovered nodes or other places that might be key to returning
the Eye to the world. Sometimes they serve as mighty engines of war for the clerics of the Elder
Elemental Eye.
The simmering war between each of the Elder Elemental Eye’s priests draws in the avatars as
well. These creatures are just as likely to turn against each other as they are to ally against a
powerful threat.

Source: Monster Manual IV; pp.7-14

Black Rock Triskelion (Earth Avatar):


A living pillar of black rock towers over the ground before you. Its angular body is covered with
spikes and sharp ridges. It unfurls three long arms, each ending in a long, vicious point. Two
extend slightly forward, while the third sprouts from the center of its back to loom over its head.
Three short, powerful legs support it like a tripod.

A black rock triskelion is a powerful elemental creature spawned by Ogremoch, the Prince of
Evil Earth Elementals. It smashes its enemies with three powerful arms that pierce armor and
flesh like heavy picks.
Black rock triskelions are not natural beings but are sent to the defense of Ogremoch’s temples
and earth nodes. They do not reproduce; the Elemental Prince must create a new avatar at
need. Once created, a triskelion serves its elemental master until destroyed.
Black rock triskelions are native to the Elemental Plane of Earth but are usually found in
subterranean locales, typically in an earth temple of the Elder Elemental Eye or an earth node.
A black rock triskelion stands 16 feet tall and weighs around 6,000 pounds. It resembles a great
pillar of dark stone.

Black rock triskelions operate under the close supervision of powerful earth clerics of the Elder
Elemental Eye, warding off attacks to protect the cleric’s spellcasting. A cult might leave a
triskelion to guard a newfound earth node until it can be properly fortified. Triskelions form the
front line against invaders and heretics.
The dimmest of the four elemental avatars, a black rock triskelion is a simple brute. It wades into
its foes and lashes out with its three arms, exulting in the chaos and pain it causes. It can
reduce lesser opponents to bleeding carcasses with a few strikes. In some cases, an earth
cleric rides a triskelion into battle. The cleric hammers a thick adamantine chain into the
creature’s upper body to hold onto while perched on one of its spikes. Triskelions accept no
other riders.
Black Rock Triskelion
Large elemental, neutral evil

● Armor Class 21 (natural armor)


● Hit Points 434 (28d10 + 280)
● Speed 20ft., burrow 20ft.

STR DEX CON INT WIS CHA


30 (+10) 8 (-1) 30 (+10) 5 (-3) 12 (+1) 8 (-1)

● Saving Throws Strength +16, Dexterity +5, Constitution +16, Intelligence +3, Wisdom
+7, Charisma +5
● Skill Athletics +16, Perception +9
● Damage Vulnerabilities thunder
● Damage Resistances bludgeoning, piercing, and slashing from nonmagical,
non-adamantine weapons
● Damage Immunities poison
● Condition Immunities exhaustion, paralysed, petrified, poisoned, unconscious
● Senses Darkvision 60 ft., Tremorsense 60ft., passive Perception 19
● Languages Terran
● Challenge 17 (18,000 XP)

Endure Pain. Whenever a black rock triskelion fails a saving throw that deals damage, it
takes half damage if it succeeds on a Strength saving throw of the same DC. This additional
saving throw affects only damage, not any other conditions that might apply from failing the
original save

Empowered Attacks. The black rock triskelion's attacks are treated as magical, adamantine,
and silvered for the purpose of bypassing resistance and immunity to nonmagical attacks.

Magic Resistance. The black rock triskelion has advantage on saving throws against spells
and other magical effects.

Siege Monster. The black rock triskelion deals double damage to objects and structures.

Stability. The black rock triskelion is exceptionally stable on its feet. It gains advantage on
ability checks to resist being bulrushes or tripped when standing on the ground.

Actions
Multiattack. The black rock triskelion makes 3 piercing arm attacks. Any number of piercing
arm attacks may be replaced with two spike attacks each.
Piercing Arm. Melee Weapon Attack: +16 to hit, reach 10ft., one target. Hit 19 (2d8 + 10)
piercing damage.

Spike. Ranged Weapon Attack: +5 to hit, range 120 ft., one target. Hit: 3 (1d8 - 1) piercing
damage.

Cyclonic Ravager (Air Avatar):


The air before you seems to explode in fury. Dirt and debris funnels upward, creating a rough
outline of a whirlwind with humanoid features. The creature extends its arms from its body and
begins to spin in place, blasting you with hurricane-force winds.

Yan-C-Bin, the Prince of Evil Air Elementals, sends the cyclonic ravager to toss enemies about
like kites in a hurricane.
A cyclonic ravager assists air priests of the Elder Elemental Eye. It is a cunning tactician and an
excellent complement to the temple’s spellcasting forces. Yan-C-Bin dispatches a ravager when
the temple is hard pressed, especially when servants of other Elemental Princes attack.
Cyclonic ravagers are native to the Elemental Plane of Air and are usually found in an air temple
of the Elder Elemental Eye or an air node. Ravagers ride the winds wherever their duties take
them.
A cyclonic ravager stands 16 feet tall and weighs around 5 pounds. It looks like a tall, thin
column of dust-roiled air but has humanoid features.

Its ability to generate mighty winds allows a cyclonic ravager to take control of the battlefield. It
flings its opponents through the air, sending them crashing into each other and disrupting their
tactics and spellcasting.
A cyclonic ravager works best when it fights alongside the other denizens of an air temple of the
Elder Elemental Eye. It generates air currents within an opponent’s body that rip apart its
organs. However this attack form has little effect against creatures such as elementals and
constructs. Against such opposition, the ravager hangs back to direct the others in melee, using
its buffeting winds to unbalance and interfere with opponents or blast them into
disadvantageous positions. It can also move allies into better tactical situations.

Cyclonic Ravager
Large elemental, neutral evil

● Armor Class 22 (natural armor)


● Hit Points 210 (28d10 + 56)
● Speed 30ft., fly 90ft.
STR DEX CON INT WIS CHA
21 (+5) 30 (+10) 15 (+2) 12 (+1) 12 (+1) 16 (+3)

● Saving Throws Dexterity +15, Intelligence +6, Wisdom +6, Charisma +9


● Skill Stealth +15, Arcana +6, Perception +8, Survival +6
● Damage Resistances lightning, thunder; bludgeoning, piercing, and slashing from
nonmagical weapons
● Damage Immunities poison
● Condition Immunities exhaustion, grappled, paralyzed, petrified, poisoned, prone,
restrained, unconscious
● Senses Darkvision 60 ft., passive Perception 18
● Languages Auran, Common, Infernal
● Challenge 14 (11,500 XP)

Air Form. The cyclonic ravager can enter a hostile creature's space and stop there. It can
move through a space as narrow as 1 inch wide without squeezing.

Flyby. The cyclonic ravager doesn't provoke opportunity attacks when it flies out of an
enemy's reach.

Invisibility. The cyclonic ravager is invisible.

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

Actions
Smite of Seven Winds. Melee Weapon Attack: +15 to hit, reach 5ft., one target. Hit: 28 (4d8
+ 10) slashing damage.

Buffeting Winds (Recharge 5-6). A cyclonic ravager can cause a tremendous surge of
storm-strength winds in a 100-foot-radius centered on itself. A creature within this area must
succeed a DC 17 Dexterity saving throw or be pushed up to 30 feet in a direction of the
ravager’s choice. A creature can choose to fail this save voluntarily. If a thrown target strikes
an object, such as a wall or floor, the target takes 3 (1d6) bludgeoning damage for every 10
feet it was thrown. If the target is thrown at another creature, that creature must succeed a DC
17 Dexterity saving throw or take the same damage and be knocked prone. A ravager can
push a creature to a location outside of the area of effect, but the pushed creature can’t end
on another object’s space.

Holocaust Disciple (Fire Avatar):


A tall, human-shaped creature composed of pure fire stands before you. It wears a plain red
robe that seems to float and billow in the tremendous heat, while the air shimmers around it. Its
lower body is a stream of flame that coils behind it like a snake’s tail.

A holocaust disciple is an elemental avatar crafted by Imix, Prince of Evil Fire Elementals. This
fearsome creature bakes the area around it with withering heat.
Holocaust disciples are unnatural beings of malevolent fire. One’s presence in an area is
unmistakable - flames and destruction spread everywhere. Imix sends a disciple to provide
support to fire priests who are on campaign. The creature is wickedly clever, but its attention
rarely strays from laying waste to everything in sight.
Holocaust disciples are native to the Elemental Plane of Fire but often accompany wandering
fire priests of the Elder Elemental Eye. Occasionally one occupies a fire node, but its thirst for
destruction causes it to chafe if it remains in such a stable location for long.
A holocaust disciple stands 16 feet tall and weighs around 4 pounds.

Holocaust disciples relish spreading destruction and misery with their searing flames. Their
impressive intellects are bent solely to this purpose. In battle, a disciple uses sound tactics to
burn its foes while minimizing risk to itself; for example, it may fly over opponents and rain flame
down on them. It prefers to work with fire giants and red dragons, relying on such powerful
creatures to engage enemies in melee while it indiscriminately fills the area with fire.
A disciple’s flames affect creatures both near and far. It can project bolts of fire up to 200 feet
away or wash the area around it in a wave of flame. As well, the air around it is incredibly hot,
sapping the vitality from the stoutest warrior in mere moments.

Holocaust Disciple
Large elemental, neutral evil

● Armor Class 17 (natural armor)


● Hit Points 266 (28d10 + 112)
● Speed 30ft., fly 40ft.

STR DEX CON INT WIS CHA


21 (+5) 21 (+5) 19 (+4) 14 (+2) 20 (+5) 22 (+6)

● Saving Throws Strength +10, Dexterity +10, Constitution +9, Intelligence +7, Wisdom
+10, Charisma +11
● Skill Athletics +10, Arcana +7, Perception +12
● Damage Resistances bludgeoning, piercing, and slashing from nonmagical weapons
● Damage Immunities fire, poison
● Condition Immunities exhaustion, grappled, paralyzed, petrified, poisoned, prone,
restrained, unconscious
● Senses Darkvision 60 ft., passive Perception 22
● Languages Common, Draconic, Ignan, Terran
● Challenge 14 (11,500 XP)

Fire Form. A holocaust diciple can enter a hostile creature's space and stop there. It can
move through a space as narrow as 1 inch without squeezing if fire could pass through that
space. The first time it enters a creature's space on a turn, that creature takes 7 (2d6) fire
damage and catches fire; until someone takes an action to douse the fire, the creature takes 5
(1d10) fire damage at the start of each of its turns.

Heat Aura. At the end of a creature’s turn, if it is within 10 feet of the holocaust disciple takes
7 (2d6) fire damage. A creature also takes 7 (2d6) fire damage if it touches the disciple or hits
it with a melee attack while within 5 feet of it.

Illumination. The holocaust disciple sheds bright light in a 30-foot radius and dim light in an
additional 30 feet.

Innate Spellcasting. The holocaust disciple's innate spellcasting ability is Charisma (spell
save DC 19, +11 to hit with spell attacks). He can innately cast the following spells, requiring
no material components:

- At will: fireball
- 3/day: wall of fire
- 1/day: fire storm

Magic Resistance. The holocaust disciple has advantage on saving throws against spells
and other magical effects.

Water Susceptibility. For every 5 feet the holocaust disciple moves in water, or for every
gallon of water splashed on it, it takes 1 cold damage.

Actions
Fire Bolt. Ranged Spell Attack: +10 to hit, range 200ft., one target. Hit: 32 (8d6) fire damage.

Heat Wave (Recharge 5-6). The holocaust disciple creates a blast of heat within 60 feet of
itself. Each creature in the area in physical contact with metal objects (for example, carrying
metal weapons or wearing metal armor) takes 9 (2d8) fire damage. Each creature in the area
that isn't resistant or immune to fire damage must make a DC 16 Constitution saving throw or
gain 1 level of exhaustion.

Waterveiled Assassin (Water Avatar):


The walls around you groan, buckle, and bulge outward as a torrent of water sprays out from a
dozen rents. The water flows together, forming a monstrous shape. Bits of rock, dirt, and bones
float within it, along with the shredded remnants of weapons, armor, and clothing. The shape
rushes toward you like a tidal wave as it attacks.

A waterveiled assassin is a creature of living water sent by Olhydra, Prince of Evil Water
Elementals, to slay her cultist’s enemies. This deadly killer can flow through the smallest cracks
to ambush and engulf foes, and its fluid form lets it strike at opponents from a great distance.
A waterveiled assassin is the highest gift that Olhydra can bestow upon priests of the Elder
Elemental Eye. Within water temples, assassins occupy hallowed positions as embodiments of
Olhydra’s will. In addition to being a weapon against powerful foes, an assassin offers advice
and counsel to the clerics and might even lead the temple. Underlings, usually sahuagin rogues
or rangers, help it track down the temple’s enemies.
Waterveiled assassins are native to the Elemental Plane of Water and are usually found in
aquatic locales, typically in a water temple of the Elder Elemental Eye or a water node. Any
body of water might contain an assassin that is on a mission.
A waterveiled assassin stands 16 feet tall and weighs around 3,000 pounds. It looks like a
towering wave of murky water.

Waterveiled assassins are cunning hunters that take full advantage of terrain and their special
abilities to surprise foes. An assassin prefers to lurk within a wall, a large statue, or another
similar object that can contain its bulk. From there, it watches its targets, attacking when they
least expect it. The creature is clever enough to focus on spellcasters and other opponents with
dangerous abilities. Its liquid form makes it difficult to injure, so it ignores physical attacks. This
confidence sometimes leads to rashness; An assassin might leap on a party’s wizard,
disregarding melee combatants until they have dealt it serious damage.
A waterveiled assassin travels through a river or stream to infiltrate a city or enemy camp. Once
there, it relies on information from the temple’s spies and scouts, or clerics’ divination magic, to
find its targets. The assassin attempts to engulf and drag off the victim to an isolated spot for the
kill. It usually lets weaker creatures drown within its liquid body. Stronger targets require
coordinated attacks; for example. The assassin might drag a foe to a nearby river and a waiting
team of sahuagin.

Waterveiled Assassin
Large elemental, neutral evil

● Armor Class 20 (natural armor)


● Hit Points 210 (28d10 + 56)
● Speed 30ft., swim 60ft.

STR DEX CON INT WIS CHA


25 (+7) 23 (+6) 15 (+2) 14 (+2) 20 (+5) 22 (+6)

● Saving Throws Dexterity +11, Intelligence +7, Wisdom +10, Charisma +11
● Skill Athletics +10, Stealth +11, Perception +13
● Damage Resistances acid; bludgeoning, piercing, and slashing from nonmagical
weapons
● Damage Immunities poison
● Condition Immunities exhaustion, grappled, paralyzed, petrified, poisoned, prone,
restrained, unconscious
● Senses Darkvision 60 ft., Blindsight 60 ft., passive Perception 23
● Languages Aquan, Common
● Challenge 14 (11,500 XP)

Freeze. If the waterveiled assassin takes cold damage, it partially freezes; its speed is
reduced by 20 feet until the end of its next turn.
One With Water. The waterveiled assassin’s body can simply disappear into water. An
assassin in a volume of water at least 15 feet wide, 15 feet long, and 15 feet deep is invisible.
It remains invisible as long as it remains within water, even if it attacks.
Malleable Form. The waterveiled assassin moves at normal speed through terrain that slows
movement. It can move through permeable objects at half speed, but it cannot move through
completely solid barriers. For example, an assassin could flow through a wooden or brick wall
by squeezing into cracks and channels, but it could not move through a wall of solid iron or
rock, such as that produced by a wall of stone.
If the assassin ends its movement completely within an object, opponents do not have line of
sight or line of effect on it. Its speed drops to 0 feet. Any creatures engulfed within the
assassin (see Engulf below) fall out, dropping prone at the edge of the object. If only part of
the assassin is in an object, but its remaining space cannot hold all creatures within it, the
assassin chooses which ones to release.

Water Form. The waterveiled assassin can enter a hostile creature's space and stop there.

Actions
Slam. Melee Weapon Attack: +12 to hit, reach 10 ft., one target. Hit: 32 (4d10 + 10)
bludgeoning damage.

Engulf. The waterveiled assassin moves up to its speed. While doing so, it can enter Medium
or smaller creatures' spaces. Whenever the assassin enters a creature's space, the creature
can choose to make either an attack of opportunity or a DC 20 Dexterity saving throw. A
creature that makes an attack of opportunity is subject to the effects of a failed saving throw.
On a successful save, the creature can choose to be pushed 5 feet back or to the side of the
assassin. A creature that chooses not to be pushed suffers the consequences of a failed
saving throw. On a failed save, the assassin enters the creature's space, and the creature is
engulfed. The engulfed creature can't breathe, and is restrained. When the assassin moves,
the engulfed creature moves with it.
An engulfed creature can try to escape by taking an action to make a DC 20 Strength check.
On a success, the creature escapes and enters a space of its choice within 5 feet of the
assassin.
The assassin can engulf up to 2 Medium or smaller creatures at one time.

Reactions
Churn. The waterveiled assassin can create mighty currents within its body that grind
engulfed creatures, dealing 17 (5d6) bludgeoning damage. An engulfed creature that
succeeds a DC 20 Constitution saving throw takes half damage. The save DC is
Strength-based.

Aventi:
The being before you seems human at first glance, but his hair has a slight greenish tinge, and
his forearms and calves have tough spines lying flat along his skin. He wears leather armour
and carries a spear.

The aventi are a race of aquatic humanoids very closely related to humans – in fact, they were
human before their transformation at the hands of Aventernus, their god, who sought to
preserve his people in the face of a terrible cataclysm. They live in kingdoms ruled by
paladin-kings of their god and protected by elite fighters and paladins, including the Order of the
Pearl, knights clad in shimmering pearlsteel.
Aventi are of human height and proportions, with human features (excepting their hair colour,
which tends toward green or bluish tints). They have folding spurs or spines on the forearms
and calves that anchor swimming fins; when the spines lie flat, they are not very noticeable. An
aventi can easily pass for human by covering his legs and arms in long clothing.

Aventi are clever warriors who think in three dimensions, preferring to flank opponents by
approaching them from both above and below, which tends to confuse surface-dwellers. They
usually wear leather armor studded with copper rivets or tough shells and wield piercing
weapons such as spears and short swords, which are not affected by water resistance.

Source: Stormwrack – Mastering the perils of Wind and Wave; pp.138-139

Aventi
Medium humanoid (aventi), lawful good

● Armor Class 12 (studded leather)


● Hit Points 5 (1d8 + 1)
● Speed 30ft., swim 30ft.
STR DEX CON INT WIS CHA
13 (+1) 11 (+0) 12 (+1) 10 (+0) 9 (-1) 8 (-1)

● Skills Athletics +3, Animal Handling +1, Intimidation +1


● Senses passive Perception 9
● Languages Aquan, Common, Elvish, Sahuagin
● Challenge 1/4 (50 XP)

Amphibious. Aventi can breathe air and water.

Actions
Spear. Melee or Ranged Weapon Attack: +3 to hit, reach 5 ft. or range 20/60 ft., one target.
Hit: 6 (1d6 + 1) piercing damage.

Avolakia:
The avolakia is a nauseating creature that combines the worst aspects of a worm, an octopus,
and an insect. It has exceptional intelligence and is incredibly wise and glib. Avolakias are
experts in infiltrating humanoid societies for a variety of nefarious purposes.
An avolakia stands 10 feet tall. Its wormlike body is pallid and grey, shimmering with a
pale-yellow slime. The creature supports itself and moves about on a set of six suckered
tentacles, each of which is tipped with a multifaceted yellow eye. Its “head” consists of a fleshy
sheath that houses a set of three cruelly hooked mandibles. Eight long, spidery arms tipped with
tiny insectoid claws that almost look like human hands protrude from a set of ridges about
halfway up the creature’s body. An avolakia reeks of mould and decay.
Although they can digest dead or living flesh, avolakias find both disgusting and resort to such
sustenance under dire circumstances. They prefer to eat undead flesh “fresh” off a zombie’s
flank.
Avolakias speak their own language (a guttural, slobbering tongue). Many of them also
understand Undercommon and other languages, though they do not have the vocal apparatus
to speak them. With its shapechange ability, however, an avolakia can assume a form that can
speak any language it desires. This ability also enhances its disguise capabilities and aids it in
laying ambushes for unwary opponents.

Avolakias band together in small tribes deep in the recesses of the earth. They delight in
creating and modifying undead of all sorts, which they use for both food and defence. Avolakia
clerics make good use of the create greater undead spell to create mummies, spectres,
vampires, and ghouls. They often arm these greater undead with magic weapons, armour, and
wondrous items to aid them in defending the avolakias’ territory.
The majority of avolakias have taken to worshiping Kyuss, a little-known quasi-deity. Despite the
fact that their deity’s divine status does not enable him to grant spells, many avolakia clerics are
quite powerful, drawing their spells from some unknown source. So eager are avolakias to
elevate Kyuss to full deity status that they actively recruit new worshipers for his cult. The
creatures typically establish settlements beneath the communities of surface races, then use
their shapechange abilities to infiltrate target areas. Often a group of avolakias infiltrates a local
religious institution and attempts to assume full control of the funerary rights for the community.
Should the avolakias succeed, they have access to plenty of corpses that they can use to create
undead. In addition, the disguised avolakias are in the perfect position to corrupt selected
members of the community and slowly indoctrinate them into the cult of Kyuss.
Avolakias also interact with various Underdark races. Some, such as the drow, they infiltrate in
much the same way as they do surface races. With others, such as mind flayers, they openly
purpose alliances for the two groups’ mutual benefits. A typical agreement between mind flayers
and avolakias stipulates that both groups hunt down and capture intelligent beings. The mind
flayers consume the unfortunate victims’ brains, then hand the bodies over to the avolakias,
who use them to create undead. But such alliances tend to fall apart eventually, either when the
mind flayers enslave captives for long periods before consuming their brains, or when the
avolakias kill a few mind flayers to make more powerful undead.

An avolakia prefers to cast spells from a distance while its undead minions close to melee with
the enemy. If forced into melee, an avolakia uses its poisonous bite and flails with its eight
claws. Occasionally, the creature may choose poison against one or more foes, then assume a
humanoid form to manipulate its foes.

Source: Monster Manual II; pp. 28-29

Avolakia
Large aberration (shapechanger), neutral evil

● Armor Class 18 (natural armor)


● Hit Points 178 (21d10 + 63)
● Speed 20ft.

STR DEX CON INT WIS CHA


19 (+4) 16 (+3) 17 (+3) 16 (+3) 21 (+5) 22 (+6)

● Skills Insight +7, Deception +10, Intimidation +10, Persuasion +10


● Damage Resistances fire
● Damage Immunities cold, necrotic
● Condition Immunities paralyzed, poisoned
● Senses Darkvision 60 ft., passive Perception 15
● Languages Avolakian, Any (as shapechanged race)
● Challenge 9 (5,000 XP)
Innate Spellcasting. The avolakia's innate spellcasting ability is Wisdom (spell save DC 17,
+9 to hit with spell attacks). It can innately cast the following spells, requiring no components:
- At will: chill touch, cause fear, detect magic, gentle repose, mage hand, suggestion
- 3/day each: animate dead, create undead, vampiric touch

Shapechanger: An avolakia can use its action to polymorph into a Small or Medium
humanoid it has seen, or back into its true form. Its statistics, other than its size, are the same
in each form. Any equipment it is wearing or carrying isn't transformed. It reverts to its true
form if it dies.

Actions
Multiattack. An avolakia makes 4 claw attacks, and 1 bite attack.

Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) piercing
damage plus 21 (6d6) poison damage.

Claw. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 7 (1d6 + 4) slashing
damage.

B
Bacchae:
Bacchae are entities infused with the spirit of a Bacchanalian revel. They are debauched
creatures that roam the planes, luring others into their frenzied dance. They are erratic beings
that can go from friendly revellers to dangerous combatants in a moment. Most Bacchae look
like normal humans, with a feral gleam in their eye. Although they are attractive beings,
Bacchae of human appearance are typically dirty and dishevelled. Others are satyr-like in
appearance. Their tunics and laurel crowns are stained with dirt, wine, and blood. They carry
large tankards of beer, jugs of wine, and a variety of musical instruments.
Most people encounter Bacchae out in the wilderness. They never stay in one spot for long,
descending upon a location like the wind and leaving destruction and chaos in their wake. From
time to time, a band of Bacchae shows up in a civilized area, bringing revelry and discord.
Commoners usually delight in the chance to let loose, but authority figures fear and despise
Bacchae, seeing them as forces of anarchy and revolution.
Anyone who revels with the Bacchae risks becoming one as well. Over the course of a long
evening of dancing, drinking, and carousing, the spirit of Dionysus may take over the beguiled
individual and transform him/her into a new member of the band.
Bacchae travel in groups and are never found singly. A Bacchae band can see no purpose or
need beyond its own revelry. While Bacchae are rarely cruel or malevolent, they can be
exceedingly careless of other peoples’ property and lives.
Bacchae are on good terms with all fey, such as dryads, satyrs, and sprites. Centaurs and
hardier elves (usually wild elves) are also common members of Bacchae revels. Most other
beings are considered “fair game” for the Bacchae to taunt, challenge, drink with, or kill outright.
Musicians, brewers, and vintners are usually spared their wrath, however.
Bacchae take a very dim view of any authority figures or groups that try to impose any sorts of
rules on their debauched lifestyles. They are staunch opponents of lawful beings of all kind and,
as a result, are haunted by such organizations wherever they go.

Bacchae rarely attack strangers outright, first seeking to lure newcomers with offers of wine and
song. The revellers do not hesitate to use charm person or emotion to magically compel revelry
from anyone who does not wish to join their debauchery. Only when people resist their magical
abilities or seek to interfere with the revel do the Bacchae turn ugly and fall on their hapless
victims with physical attacks.
Bacchae fight literally tooth and nail, tearing and gouging their opponents with utter abandon.
They disdain weapons for their bare hands. Those who are not involved in melee combat hurl
rocks, tankards, bottles, and other loose items they happen to be nearby.

Source: Fiend Folio; pp.18-20

Bacchae
Medium celestial, chaotic neutral

● Armor Class 10
● Hit Points 19 (3d8 + 6)
● Speed 30ft.

STR DEX CON INT WIS CHA


14 (+2) 13 (+1) 15 (+2) 10 (+0) 9 (-1) 14 (+2)

● Saving Throws Strength +4, Constitution +4


● Skills Acrobatics +3, Perception +1, Intimidation +4, Performance +4
● Damage Resistances acid, lightning
● Condition Immunities polymorph
● Senses Darkvision 60 ft., passive Perception 11
● Languages Common
● Challenge 1 (200 XP)

Constant Rage. A Bacchae is always in an enraptured state, utterly zealous in their devotion
to Dionysus (Or chosen pantheon’s God of Revelry). Unless calmed through magic, a
Bacchae gain the following benefits: advantage on Strength checks and Strength saving
throws, when it makes a melee weapon attack using Strength it gains a +2 bonus to the
damage roll, a +3 bonus to armour class, and has resistance to bludgeoning, piercing, and
slashing damage.

Debauch. Bacchae try to draw strangers into their perpetual revel, eventually converting them
into bacchae themselves. Anyone who joins a band of bacchae in their debauchery, whether
voluntarily or through the beguilement of the bacchae’s innate spellcasting, must make a
Wisdom saving throw (DC 10 + 1 for every 3 bacchae engaged in the revel, to a maximum of
DC 20 for a band of 30 bacchae) or lose track of all time and start carousing alongside the
bacchae. A victim ensnared by the bacchae’s debauchery will not willingly leave the mob.
At the next sunrise, the victim must make a second Wisdom saving throw. If successful, the
debauched character recovers his/her senses and may leave if they so choose, although the
bacchae are likely to begin the whole process all over again. If the debauched character fails
the save, the character becomes a bacchae.
A transformed character abandons their previous lifestyle, gains all the statistics and abilities
of a bacchae, and fights against their former allies as part of the bacchae mob. The
characters can be restored by a heal, or wish, spell.

Innate Spellcasting. The bacchae's innate spellcasting ability is Charisma (spell save DC
12). It can innately cast the following spells, requiring no components:
- 3/day each: charm person, Tasha’s hideous laughter
- 1/day: emotion

Actions
Multiattack. A bacchae can make two attacks. If a Bacchae successfully hits a single target
with two claw attacks in a single round, it latches onto the target and tears the flesh. This
rending attack automatically deals 5 (2d4 + 3) extra points of slashing damage (2d4 + 6 points
if the Bacchae is raging)

Claw. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) slashing
damage.

Rock. Ranged Weapon Attack: +3 to hit, reach 20 ft., one target. Hit: 3 (1d4 + 1) bludgeoning
damage.

Bane Wraith:
This individual initially appears normal, albeit livid with rage. Only closer examination reveals
that his form is slightly translucent, and that he floats an inch above the earth.

Bane wraiths are incorporeal undead, similar in many respects to wraiths or spectres. They
result when someone dies a violent and gruesome death, accompanied by the deaths of his
family, friends, and everything he loved and worked for. Bane wraiths develop most frequently,
but not exclusively, in or near tainted regions.
A bane wraith’s true form is that of a vaguely humanoid mass of sickly grey mists and energies.
It usually makes use of its disguise self ability to appear as it did in life, or as someone it is
impersonating. Due to the bane wraith’s tainted and undead nature, living beings often feel
vaguely uneasy around one, but they might not attribute this to the bane wraith itself.
Bane wraiths are roughly human in size and completely weightless. They speak whatever
languages they did in life.

Bane wraiths are fearsome opponents, making efficient use of their incorporeal touch to slay or
incapacitate their foes. What makes a bane wraith truly alarming, however, is that it rarely
attacks its enemies directly. Rather, should a bane wraith grow angry at a living being—and the
temperament of these creatures makes them all too easily angered—it prefers instead to hunt
down the friends and loved ones of its living foe. A single bane wraith can torment an individual
for months or even years, hunting down all those she cares about.

Source: Heroes of Horror; pp. 139-140

Bane Wraith
Medium undead, chaotic evil

● Armor Class 15 (natural armor)


● Hit Points 60 (8d8 + 24)
● Speed 40ft., fly 80ft.

STR DEX CON INT WIS CHA


1 (-5) 17 (+3) 16 (+3) 16 (+3) 14 (+2) 18 (+4)

● Skills Stealth +6, Investigation +6, Perception +5, Deception +7, Intimidation +7
● Damage Resistances acid, cold, fire, lightning, thunder; bludgeoning, piercing, and
slashing from nonmagical weapons that aren’t silvered
● Damage Immunities necrotic, poison
● Condition Immunities charmed, exhaustion, grappled, paralyzed, petrified, poisoned,
prone, restrained
● Senses Darkvision 60 ft., passive Perception 15
● Languages Any languages it knew in life
● Challenge 7 (2,900 XP)

Create Spawn. Any humanoid slain by a bane wraith becomes a standard wraith within 1d4
rounds. Spawn are under the command of the bane wraith that created them and remain
enslaved until its death. They do not possess any of the abilities they had in life, although they
do physically resemble their former selves.
Empathic Sense. When a bane wraith draws within 30 feet of any sentient being, it
immediately and instinctively knows the name and appearance of every one of that
individual’s friends and loved ones. Furthermore, it gains a general sense of where the
individual believes her loved ones to be, although this information might not be accurate. This
ability allows no save, but spells or abilities that make the subject immune to mind-reading or
telepathy block this power.

False Substance A bane wraith looks more solid than most incorporeal creatures. In anything
other than direct lighting, observers must make a DC 18 Wisdom (Perception) check to notice
that a bane wraith is incorporeal.

Incorporeal Movement A bane wraith can move through other creatures and objects as if
they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object.
Actions
Incorporeal Touch. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3)
necrotic damage, and 2 (1d4) temporary Str or Wis damage.
A bane wraith can drain either Strength or Wisdom with a touch. It must decide which ability it
is draining before rolling its attack. While the effects of a bane wraith’s Strength drain are
immediately noticeable, its Wisdom-draining attack is more subtle. If the target does not
realize they has been attacked—if, for instance, the bane wraith brushes against him/her in a
crowd, or attacks from concealment—they must make a DC 13 Wisdom check (with their new,
reduced Wisdom score) to realize that anything untoward has occurred. The target dies if this
reduces its Strength to 0. Otherwise, the reduction lasts until the target finishes a short or long
rest.

Banedead:
Banedead are a form of undead created from the fanatical worship of an evil deity.
The creatures appear as withered humans, drained of life and vitality. The malevolent force that
animates them manifests in their glowing red eyes. One of the banedead’s hands is always
twisted into a hideous claw.

Banedead retain their mortal cunning and use tactics and teamwork more effectively than most
undead. They attack with their claws and a fierce bite. They go out of their way to attack clerics
and paladins.

Source: Monster Compendium: Monsters of Faerun; pp.16-17

Banedead
Medium undead, lawful evil

● Armor Class 12 (natural armor)


● Hit Points 58 (9d8 + 18)
● Speed 30ft.

STR DEX CON INT WIS CHA


13 (+1) 10 (+0) 14 (+2) 10 (+0) 12 (+1) 15 (+2)

● Skills Stealth +2, Investigation +2, Religion +2, Perception +3


● Damage Resistances bludgeoning, piercing, and slashing from nonmagical weapons
● Damage Immunities poison
● Condition Immunities charmed, exhaustion, frightened, paralyzed, poisoned,
unconscious
● Senses Darkvision 60 ft., passive Perception 13
● Languages -
● Challenge 2 (450 XP)

Actions
Multiattack. A bacchae can make 1 bite attack, and 1 claw attack.

Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 5 (1d8 + 1) piercing damage.

Claw. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) slashing
damage plus 1 point of temporary Dexterity damage.

Baneguard:
A skeleton clutches a longsword tightly in one bony hand.

Baneguards are animated skeletons created by evil clerics to serve as guardian creatures.
Baneguards look like the more common variety of animated skeleton. Only their magical powers
sets them apart.

Baneguards are silent but intelligent servants of evil masters. These vile undead are capable of
independent, reasoned, malevolent behaviour. They can fight with any weapon or strike with
their hands.

Direguard:
An improvement on the original baneguard, the direguard has both a more sinister appearance
and greater magical power than its lesser cousin. A direguard is surrounded by a shadowy,
translucent field of force resembling black armour and red flames smouldering in its eye
sockets.

Like a baneguard, a direguard can fight with any weapon or strike with its hands.

Source: Monster Compendium: Monsters of Faerun; pp.17


Forgotten Realms: Lost Empires of Faerun; pp.162-163

Baneguard
Medium undead, neutral evil

● Armor Class 10
● Hit Points 3 (6d8 + 6)
● Speed 30ft.

STR DEX CON INT WIS CHA


12 (+1) 11 (+0) 12 (+1) 9 (-1) 12 (+1) 13 (+1)

● Skills Stealth +2, Investigation +1, Perception +3


● Damage Resistances piercing, and slashing from nonmagical weapons
● Damage Immunities cold, poison
● Condition Immunities charmed, exhaustion, frightened, paralyzed, poisoned,
unconscious
● Senses Darkvision 60 ft., passive Perception 13
● Languages -
● Challenge 1 (200 XP)

Actions
Multiattack. A baneguard can make 2 claw attacks.

Claw. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) slashing
damage.

Longsword. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 5 (1d8 + 1) slashing
damage.

Magic Missile (Recharge 5-6). A baneguard can cast magic missile as if cast with a 4th-level
spell slot.
Blink (Recharge 6). A baneguard can cast blink as if cast with a 4th-level spell slot.

Direguard
Medium undead, neutral evil

● Armor Class 13 (natural armor)


● Hit Points 58 (9d8 + 18)
● Speed 30ft.

STR DEX CON INT WIS CHA


18 (+4) 11 (+0) 14 (+2) 11 (+0) 12 (+1) 13 (+1)

● Skills Stealth +2, Investigation +2, Perception +3


● Damage Resistances piercing, and slashing from nonmagical weapons
● Damage Immunities cold, poison
● Condition Immunities charmed, exhaustion, frightened, paralyzed, poisoned,
unconscious
● Senses Darkvision 60 ft., passive Perception 13
● Languages -
● Challenge 2 (450 XP)

See Invisibility. A direguard can see invisible and ethereal creatures and objects as though it
were constantly under the effect of a see invisibility spell.
Actions
Multiattack. A direguard can make 2 claw attacks. 1 claw attack may be replaced with a
longsword attack.

Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) slashing
damage.

Longsword. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) slashing
damage.

Magic Missile (Recharge 5-6). A baneguard can cast magic missile as if cast with a 6th-level
spell slot.
Blink (Recharge 6). A baneguard can cast blink as if cast with a 6th-level spell slot.

Banelar:
Banelars are evil, naga-like creatures whose mastery of spells and use of magic items make
them deadly opponents.
Banelars have dark, snake-like bodies and large humanoid heads. They are dark purple green
in colour, with green-white glistening eyes and a brownish tail. Tiny tentacles grow in a ring
around their mouths; although they are too weak to wield weapons, these tentacles can wear,
manipulate, or carry minor items such as rings, keys, wands, and bits of food. Banelars can
breathe air or water with equal ease.

A banelar’s physical attacks are its bite and stinger at the end of its tail, both of which inject
venom into its prey. Banelars have a wide range of magical abilities to complement these
attacks as well.

Source: Monster Compendium: Monsters of Faerun; pp.18

Banelar
Huge monstrosity, lawful evil

● Armor Class 11
● Hit Points 103 (9d12 + 45)
● Speed 30ft., swim 30ft.

STR DEX CON INT WIS CHA


26 (+8) 13 (+1) 21 (+5) 17 (+3) 16 (+3) 16 (+3)

● Saving Throws Intelligence +5, Wisdom +5, Charisma +5


● Skills Perception +5, Intimidation +5, Persuasion +5
● Damage Immunities acid, poison
● Condition Immunities petrified
● Senses passive Perception 18
● Languages Common, Draconic, Orcish
● Challenge 4 (1,100 XP)

Amphibious. Banelars can breathe air and water


Spellcasting. The banelar is a 6th-level spellcaster. Her spellcasting ability is Wisdom (spell
save DC 13, +5 to hit with spell attacks). The banelar has the following cleric spells prepared:

- Cantrips (at will) : light, mending, sacred flame, thaumaturgy


- 1st Level (4 slots): command, detect magic, inflict wounds, protection from good and
evil
- 2nd Level (3 slots): blindness/deafness, hold person, locate object
- 3rd Level (3 slots): clairvoyance, dispel magic

The banelar is a 6th-level spellcaster. Her spellcasting ability is Intelligence (spell save DC 13,
+5 to hit with spell attacks). The banelar has the following wizard spells prepared:

- Cantrips (at will) : fire bolt, light, mage hand, ray of frost
- 1st Level (4 slots): charm person, mage armour, magic missile, sleep
- 2nd Level (3 slots): invisibility, lightning bolt, shatter
- 3rd Level (3 slots): fireball, haste

Actions
Bite. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 10 (1d4 + 8) piercing
damage and the target must succeed a DC 15 Constitution saving throw or take 14 (4d6)
poison damage and fall unconscious. The victim’s skin turns blue around the wound as a side
effect.

Sting. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 15 (2d6 + 8) piercing
damage and the target must succeed a DC 15 Constitution saving throw or take 14 (4d6)
poison damage and fall unconscious. The victim’s skin turns blue around the wound as a side
effect.

Banshrae:
A willowy figure dressed in dark green finery approaches; a lustrous topknot decorated with gold
ornaments draped over its shoulder. Except for its golden, insectile eyes, the creature’s oval
face is eerily featureless, yet it raises a carved wooden flute to its chin and begins to play a
haunting tune.

Banshraes are spiteful, musically inclined fey that use their supernatural tunes to torment other
creatures. Their taste for melodic mischief belies their incredible martial skill.
Originally less harmful fey who sang and revealed among their more benevolent kin, banshraes
became what they are through the treachery of an elder of their kind. This banshrae, whose
name and actual crime are forgotten, betrayed a capricious fey queen, who in turn cursed all
banshraes, stealing their mouths. A mighty and terrible Verdant Prince (p.g. ????) made a
compact with the banshraes, interceding with dark spirits and allowing the banshraes to have
back a measure of their musical ability. Since then, banshraes have bred true, forming a new fey
race devoted to grief and fear.
Banshraes “eat” while they rest, absorbing sustenance from nearby plants and the earth. They
breathe through holes in the sides of their heads, under the hair.
Banshraes prefer temperate forests, but they can live in any environment that can sustain fey.
They enjoy tormenting humanoids, so they often live close to humanoid settlements.
Banshraes resemble particularly lithe elves, a little over 5 feet tall and about 100 pounds in
weight. Their faces are smooth and featureless, except for their golden insectile eyes. Their frail
appearance masks their physical power and martial skill.
Banshraes are embittered souls, and they hate most creatures except other banshraes. Even
powerful evil fey must watch their banshrae servants—treachery is in a banshrae’s nature.
Jealous and vindictive, banshraes destroy that which is beautiful and wholesome. They ruin or
pollute that which they can never enjoy, such as food and water.

Banshraes dwell in communities among other blackhearted fey. They serve as minstrels, spies,
and soldiers for malevolent fey leaders or other iniquitous and powerful creatures. Verdant
princes and evil nymphs enjoy such service, and they repay a banshrae’s loyalty with honour
and treasure, rewarding treachery with swift death.
Even among wicked fey, banshraes are notorious for abusing those weaker than they, as their
whims dictate. Banshraes respect only other banshraes and the strong. Non-fey can expect
torment and murder at their hands.

When combat is joined, a banshrae summons its blowgun flute and begins playing. It then uses
its speed and manoeuvrability to command the battlefield, dancing around opponents to gain
advantageous positions from which to use its considerable combat skills. It takes out dangerous
opponents first, so it can later toy with weaker foes. Using Combat Expertise to ensure safety
without seriously compromising its fighting prowess, a banshrae never strikes from the same
place twice. It uses its locust dart and the resultant swarm to help control the fight, focusing the
swarm on troublesome spellcasters.

Source: Monster Manual V; pp.10-11

Baneshrae
Medium fey, chaotic evil

● Armor Class 19 (natural armor)


● Hit Points 112 (15d8 + 45)
● Speed 30ft., swim 30ft.

STR DEX CON INT WIS CHA


16 (+3) 24 (+7) 17 (+3) 14 (+2) 15 (+2) 20 (+5)

● Skills Athletics +6, Acrobatics +10, Stealth +10, Nature +5, Perception +5, Survival
+5, Deception +8, Intimidation +8, Performance +8, Persuasion +8
● Senses passive Perception 15
● Languages Understands Common, Elven, and Sylvan, but cannot speak
● Challenge 7 (2,900 XP)

Actions
Multiattack. A bansheae makes 2 unarmed strike attacks. Any number of unarmed strikes
may be replaced with a +2 blowgun attack.

Unarmed Strike. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 16 (2d8 + 7)
bludgeoning damage.

+2 Blowgun. Ranged Weapon Attack: +10 to hit, range 25/100 ft., one target. Hit: 10 (1 + 9)
piercing damage.

Blowgun Flute. As a bonus action, a banshrae can call into being a flute that also functions
as a +2 blowgun. A banshrae can have only one such flute at a time, and the instrument
disappears if the fey loses possession of it.
Each round, a banshrae can play its flute to create one of the effects detailed below.
Opponents within a 60-foot-radius spread who can hear the flute can be affected (DC 16
Charisma saving throw negates)—the effect ends if an enemy can no longer hear the music
creating it. The tunes are mind-affecting abilities.
Dread Dirge: This mournful tune creates deep unease. Affected creatures are frightened.
Gibbering Sing-Along: This catchy melody forces listeners to blather meaningless sounds.
Affected creatures fail Stealth (Dex) checks, give away their positions if invisible or hidden,
cannot talk, and cannot cast spells that have verbal components.
Traveller’s Tune: This sprightly ditty forces affected creatures to move at least 20 feet on their
turns.

Dart Cone (Recharge 5-6). The baneshrae can create a 15-foot cone of blowgun darts.
Those caught in the cone make a DC 18 Dexterity saving throw; taking 4d6 points of piercing
damage on a failure, and half as much on a success.

Locust Dart (1/day). A banshrae can fire a special dart. An opponent struck by this dart is
poisoned for 1 round and takes 2d6 points of piercing damage as locusts emerge from its
body (DC 15 Constitution saving throw negates). The swarm of Insects (MM pg. 338) that
obeys the banshrae’s commands for 2d6 rounds before dispersing.

Bestow Curse (1/day). A banshrae can produce a bestow curse effect. Victims of this curse
inspire anger in those around them, taking a –6 penalty on Deception (Cha) and Diplomacy
(Cha) checks as well as a –2 penalty to Armor Class.
Baphitaur:
This tall, powerfully muscled monstrous humanoid is covered in shaggy fur. It has the head of a
bull, and its eyes gleam with savage fury.

Baphitaur are the offspring of tieflings mated through unholy sorcery with minotaurs. Though
similar in fundamental principle to tieflings, which are descended from human and demon
pairings, baphitaurs are the products of magical experimentation rather than demonic breeding
as such.
A baphitaur is a tall, broad monstrous humanoid, comparable in size to a strong orc warrior. Its
face resembles that of a minotaur, with bestial features, bull-like ears, short but very sharp
horns, and a shaggy mane of hair. Stringy hair covers its body, and a long tail thrashes wildly
behind it when it is agitated. A baphitaur’s feet are humanlike, not hooved. A baphitaur’s
demonic blood is mingled with both human and minotaur stock. The result is a creature of
unmitigated evil, filled not only with a demonic hatred of puny mortals but also with a passionate
fury at the circumstances of its creation

A baphitaur fights with a greataxe and uses its horns only when charging its opponents. It is
considerably more intelligent than a minotaur, so it uses its darkness ability to confuse foes or
escape unfavourable odds.

Source: Forgotten Realms; Underdark; pp.82-83

Baphitaur
Medium monstrosity, chaotic evil

● Armor Class 15 (Breastplate armor)


● Hit Points 22 (4d8 + 4)
● Speed 30ft.

STR DEX CON INT WIS CHA


15 (+2) 12 (+1) 13 (+1) 11 (+0) 10 (+0) 8 (-1)

● Skills Athletics +4, Acrobatics +3, Stealth +3, Investigation +2, Perception +2, Survival
+2, Intimidation +2
● Damage Resistances cold, fire, lightning
● Senses Darkvision 60ft., passive Perception 12
● Languages Undercommon
● Challenge 1 (200 XP)

Charge. If the baphitaur moves at least 10 feet straight toward a target and then hits it with a
gore attack on the same turn, the target takes an extra 4 (1d8) piercing damage. If the target
is a creature, it must succeed on a DC 12 Strength saving throw or be pushed up to 10 feet
away and knocked prone.

Labyrinthine Recall. The baphitaur can perfectly recall any path it has traveled.

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

Actions
Greataxe. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 8 (1d12 + 2) slashing
damage.

Gore. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) piercing
damage.

Darkness (1/day): A baphitaur can create an affect as per the darkness spell.

Bariaur:
The creature looks a bit like a centaur, but it mixes the forms of human and ram rather than a
human and horse. From the waist down, it is indistinguishable from a powerful ram. From the
waist up, it looks human, except for two curling horns emerging from the top of its forehead.

Bariaurs travel the rolling hills and woods of Ysgard, protecting all who call that plain their home.
When evil is afoot, they track it to its source, then charge into glorious battle. Creatures of
wanderlust, bariaurs rarely remain in one place for long. Their flocks follow a single leader who
remains in charge as long as he or she can defeat opponents in a “clash of horns” (a sequence
of charge attacks similar to a jousting competition). Bariaurs love contests, which tend to be
sources of good-natured amusement rather than rigorous tests of fitness.
Bariaurs revere Ehlonna, deity of the woodlands, and are strict herbivores. Only bariaur rangers
tend to eat meat—generally from woodland creatures they’ve hunted themselves. Bariaurs
stand 6 feet tall at the shoulder and weigh 800 pounds.

Bariaurs relish a good fight, charging into battle with their heads lowered. Once they've pounded
their way through the front ranks of their foes, they press the attack in melee while other bariaur
archers pepper the defenders with a hail of arrows.

Source: Book of Exalted Deeds; pp.165


Manual of the Planes; pp.161
Bariaur
Medium monstrosity, chaotic good

● Armor Class 15 (scale mail)


● Hit Points 22 (4d8 + 4)
● Speed 30ft.

STR DEX CON INT WIS CHA


15 (+2) 10 (+0) 13 (+1) 10 (+0) 10 (+0) 9 (-1)

● Skills Acrobatics +2, Stealth +2, Animal Handling +2, Insight +2, Perception +2,
Survival +2, Persuasion +2
● Senses passive Perception 12
● Languages Celestial, Common
● Challenge 1 (200 XP)

Trampling Charge. If the bariaur moves at least 20 feet straight toward a creature and then
hits it with a gore attack on the same turn, that target must succeed on a DC 18 Strength
saving throw or be knocked prone. If the target is prone, the bariaur can make one hoof attack
against it as a bonus action.
Magic Resistance. The bariaur has advantage on saving throws against spells and other
magical effects.

Actions
Multiattack. A bariaur makes 1 scimitar attack, and 2 hoof attacks. The scimitar attack may
be replaced with a longbow attack.

Scimitar. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) slashing
damage.

Gore. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 11 (2d8 + 2) bludgeoning
damage.

Hoof. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) bludgeoning
damage.

Basidirond:
This strange creature combines the features from both a mushroom and an insect. Its upper
portion is a cup-shaped mushroom cap with clouds of dark spores rising upward. The inside of
this cup is sooty black. Instead of a single stalk, the creature has three fibrous, almost
insect-like legs. The legs and exterior of its cup are dark orange brown.

These multi-stemmed fungoid monsters usually dwell in moist, tangled forests with thick
canopies that rarely allow sunlight to penetrate. They are also sometimes found in swamps or
even caverns - rumors hold of tales of pale yellow or white basidironds as large as ogres that
dwell in the Underdark. The basidirond feeds on organic rot and decay, drawing sustenance up
through its many stalks as it stands over the carcass of a not-so-fresh kill. Often, the hint of
treasure or magic gear on the body below it is enough to draw fresh food in range of its
hallucinatory spores. Basidironds commonly stand 7 feet tall and weigh approximately 350
pounds.

A basidirond remains motionless when it is approached, allowing its spores to act on the minds
of potential prey. Only when a creature attacks or comes within reach does the predatory fungus
lurch into action. The basidirond attacks by slamming creatures with its inverted cup-shaped
cap.

Source: Dungeonscape; pp.48-49

Basidirond
Medium plant, unaligned

● Armor Class 14 (natural armor)


● Hit Points 67 (9d8 + 27)
● Speed 20ft.

STR DEX CON INT WIS CHA


20 (+5) 13 (+1) 17 (+3) 1 (-5) 11 (+0) 10 (+0)

● Damage Immunities cold


● Condition Immunities blinded, deafened, frightened
● Senses Blindsight 30 ft. (blind beyond this point), passive Perception 12
● Languages -
● Challenge 4 (1,100 XP)

Hallucinatory Spores. A basidirond constantly emits an invisible cloud of spores in a


60-foot-radius around itself. Any breathing creature within this odorless cloud of spores must
make a DC 13 Constitution saving throw each round. Failure indicates the victim immediately
begins to hallucinate. Hallucinations last for as long as the victim remains within the
basidirond’s spore cloud plus 1d4 rounds. While hallucinating, a victim takes one specific
random action each round, as detailed on the table below. As long as the victim isn’t
incapacitated, they may still use any remaining move action or standard action each round as
they wish.
Lesser restoration or any similar effect ends the hallucinations. Creatures immune to disease
are immune to this effect.

Partial Cold Immunity. A basidirond takes no damage from cold damage. However, if
exposed to cold damage, the basidirond becomes slowed (as per the slow spell) for 1d4
rounds. During this time, it cannot smother opponents with its slam attack.

Actions
Slam. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 10 (1d10 + 5) bludgeoning
damage. If the target is a creature, it must succeed a DC 13 Constitution saving throw or
become smothered with black spores. If the creature needs to breathe, it begins to suffocate
(PHB; pp.183) on a failed save, or is unaffected on a successful one. A DC 15 Medicine check
clears the victim’s mouth and throat of these spores, as does lesser restoration or any similar
magical effect.

d% roll; Hallucination
01-10 Victim believes they have shrunk (victim shouts for help to return to normal size;
this costs no action but prevents Sneak checks, casting spells with verbal
components, or triggering magical items with command words).

11-20 Victim believes they are sinking in quicksand (spends one move action each round
to “stay afloat by waving arms and kicking legs; this does not provoke attacks of
opportunity).

21-30 Victim thinks the ground is splitting apart in an earthquake (spend one move action
each round “balancing”; victim can only move by taking 5-foot steps).

31-40 Victim believes their allies are festering with contagious diseases (spend a move
action to move out of reach of allies; allies must make opposed checks to
administer aid to the affected character).

41-50 Victim believes they are suffocating (spend one action each round clawing at their
throat; the victim must make a 5-foot step each round if they can to attempt to
stagger into an area with “better air”; the victim may choose the direction of his
5-foot step as they wish).

51-60 Victim believes they are surrounded by spiders, scorpions, and other vermin (
spends an action to forcefully stomp and attack the imaginary swarm).

61-70 Victim believes that objects around them have transformed into snakes (drops any
held item, spend one move action to avoid the “snakes”; the victim may choose
their route as they wish to avoid attacks of opportunity or hazards).
71-80 Victim thinks an ally is bleeding to death (move to ally and make a Medicine check
to stabilize the victim; this check will never be perceived to be successful and
provokes attacks of opportunity as normal).

81-90 Victim believes one of their worn items is a hungry leech (remove random worn
item and drop it and then use an action to attack it; in following rounds, the victim
will continue to attack the item until it is destroyed, at which point they must remove
and drop another worn item).

91-100 Victim believes they are melting (victim becomes incapacitated as they howl in
terror and pain, and try to hold themselves together).

Battle Horror:
Any onlooker knows a battle horror is a construct of magic. It appears as the helmet, torso, and
arms of a suit of plate armor suffused with glowing energy floating just above a sphere of roiling,
luminous force. The upper body balances steadily on this sphere, and the result is a surprisingly
mobile opponent. While a battle horror might wield any melee or ranged weapon, many carry a
greatsword.
An improved version of the famed helmed horrors, the rarer battle horrors are constructs that
have outlived their ancient creators. Constructed in a time when magic was both more plentiful
and more powerful, battle horrors continue to execute their creator’s last command whether it
was to attack a particular type of foe or guard an area against intrusion. Some sages speculate
that these creatures can form spontaneously in any area heavily suffused with magic gone awry,
but others suspect that such instances of new battle horrors are due to a spellcaster learning
the secrets of their creation.

Battle horrors wade into combat without great heed to personal safety, relying on their innate
toughness and mobility to carry them. Many battle horrors can also be found near trapped
corridors and rooms, where pressure plates await land-bound combatants. Battle horrors can
also be found posted near the ceilings of rooms and in other high elevations; few opponents
expect something so cumbersome as a construct to be lurking in the rafters.

Source: Dragon Magazine #302; pp.69

Battle Horror
Medium construct, true neutral

● Armor Class 20 (Plate armor)


● Hit Points 136 (16d8 + 64)
● Speed fly 40ft.

STR DEX CON INT WIS CHA


24 (+7) 14 (+2) 18 (+4) 10 (+0) 10 (+0) 10 (+0)

● Skills Perception +4
● Damage Resistances bludgeoning, piercing, and slashing from nonmagical weapons
that aren’t adamantine
● Damage Immunities force, necrotic, poison, psychic,
● Condition Immunities blinded, charmed, deafened, frightened, paralysed, poisoned,
stunned
● Senses Darkvision 60 ft., passive Perception 14
● Languages Understands the languages of its creator, but doesn’t speak
● Challenge 10 (5,900 XP)

Illumination. The battle horror sheds bright light in a 20-foot radius and dim light for an
additional 20 feet.

Magic Resistance. The battle horror has advantage on saving throws against spells and
other magical effects.

Magic Weapons. The battle horror's weapon attacks are magical.

See Invisibility. Battle horrors see invisible creatures and objects naturally, as if they always
benefit from the see invisibility spell.

Spell Immunity. The battle horror is immune to three spells chosen by its creator. Typical
immunities include fireball, heat metal, and lightning bolt.

Actions
Multiattack. The battle horror makes two attacks.

Greatsword. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 14 (2d6 + 7)
slashing damage.

Longbow. Ranged Weapon Attack: +6 to hit, range 150/600 ft., one target. Hit: 6 (1d8 + 2)
piercing damage.
Battlebriar:
This six-legged lion-like creature has a body made of writhing vines and thorns. Each of its
gorilla-like pairs of limbs is slightly shorter than the pair in front of it – its forelimbs are the
longest, the middle pair of limbs is slightly shorter, and its rear pair of legs are the shortest of all.
Long thorns protrude from every part of the creature's body, making it seemingly impossible to
approach or move around the creature without risking serious injury.

Plants magically engineered to serve as massive living siege engines, battlebriars on the field of
battle can easily destroy massed formations of lesser troops. Although created for war,
battlebriars have long since escaped the control of their creators, and they now roam through
forest and battlefield alike. A single battlebriar is capable of destroying a small town, and for this
reason it is an event of major importance when one is seen near a settlement of any size.
Battlebriars possess a rudimentary intelligence but no capacity for speech. On the few times
that druids and spellcasters of similar skill have been able to communicate with them,
battlebriars have proven intractable and uncaring. A few powerful evil druids have been able to
find magical means of controlling battlebriars, and these controlled beasts make fearsome
guardians.
A battlebriar walks about on all six limbs, but when fighting, it stands on only one set of legs,
swinging both pairs of its huge forelimbs wildly. A battlebriar is almost as broad as it is tall, and
compared to a humanoid of similar size, is quite short and stocky.
Battlebriars have a tough, rubbery hide the colour of drying mud, although some of the more
vine-like strands that run through its body are greenish in colour. A massive plant, one can grow
up to 15 feet in length and weigh as much as 18,000 pounds.
Battlebriars do not speak, but they understand simple words and phrases in Sylvan.

A battlebriar is neither smart enough nor inventive enough to give much thought to tactics. It
moves toward its foes with ponderous steps, launching volleys of thorns if its foes are too
mobile to catch. Although slow-thinking by human standards, a battlebriar is at least perceptive
enough to use its various attack forms to its advantage, trampling larger groups of smaller foes,
using its volley of thorns against fleeing enemies, and moving close to foes who engage in
melee combat so as to expose them to its deadly thorns.

Warbound Impaler (Lesser Battlebriar):


Smaller than the more powerful battlebriars that roam the wild, warbound impalers are at least
somewhat obedient and more often encountered in the service of another creature. Skilled
handlers can influence these creatures enough to keep them docile much of the time, and even
send them into battle when necessary. Many believe that warbound impalers where actually the
original battlebriars and that the larger, more powerful battlebriars are in fact warbound impalers
gone feral. This thinking belies the notion that warbound impalers are somehow lesser versions
of their untamed kin. A lesser battlebriar average around 8 feet long and weighs between
2,000-4,000 pounds.

Lesser battlebriars approach combat just like their larger counterparts.


Source: Monster Manual III; pp.14

Battlebriar
Huge plant, unaligned

● Armor Class 21 (natural armor)


● Hit Points 290 (20d12 + 160)
● Speed 30ft.

STR DEX CON INT WIS CHA


30 (+10) 6 (-2) 27 (+8) 5 (-3) 10 (+0) 7 (-2)

● Saving Throws Strength +15, Intelligence +2, Wisdom +5, Charisma +3


● Skills Stealth +3
● Damage Resistances fire, lightning
● Condition Immunities exhaustion, frightened
● Senses Darkvision 60 ft., passive Perception 10
● Languages -
● Challenge 14 (11,500 XP)

Field of Thorns. The thorns on the battlebriar’s body protrude into the area surrounding the
creature, causing several effects on creatures moving through a battlebriar’s threatened area.
A battle briar may make up to four attacks of opportunity each round. Creatures three or more
size categories smaller than the battlebriar cannot freely move through the area that a
battlebriar occupies.

Entangling Briars. Whenever a battlebriar successfully starts a grapple with a Medium or


smaller creature, the battlebriar presses the creature into its back, entangling the creature in
it’s thorny hide. As long as the creature that it is grappling is entangled, the target is
restrained, the battlebriar is not considered grappled, and can use its remaining attacks
against other opponents.

Siege Monster. The battlebriar deals double damage to objects and structures.

Actions
Multiattack. A bariaur makes 4 slam attacks.

Slam. Melee Weapon Attack: +15 to hit, reach 15 ft. one target. Hit: 19 (2d8 + 10)
bludgeoning damage and the target is grappled (escape DC 23).
Thorn Volley. Ranged Weapon Attack: +3 to hit, range 60 ft, within 10-foot radius. Hit: 28
(8d6) piercing damage (DC 21 Dexterity saving throw for half).

Warbound Impaler (Lesser Battlebriar)


Large plant, unaligned

● Armor Class 14 (natural armor)


● Hit Points 138 (12d10 + 72)
● Speed 30ft.

STR DEX CON INT WIS CHA


23 (+6) 6 (-2) 22 (+6) 5 (-3) 10 (+0) 7 (-2)

● Skills Stealth +3
● Damage Resistances fire, lightning
● Condition Immunities exhaustion, frightened
● Senses Darkvision 60 ft., passive Perception 10
● Languages -
● Challenge 6 (2,300 XP)

Siege Monster. The warbound impaler deals double damage to objects and structures.

Actions
Multiattack. A warbound impaler makes 2 slam attacks.

Slam. Melee Weapon Attack: +9 to hit, reach 15 ft. one target. Hit: 11 (1d10 + 6) bludgeoning
damage and the target is grappled (escape DC 17).

Thorn Volley. Ranged Weapon Attack: +1 to hit, range 60 ft, within 10-foot radius. Hit: 17
(5d6) piercing damage (DC 17 Dexterity saving throw for half).

Bearhound:
A large bear with the strong, sharp teeth of a wolf looks at you. It has a thick neck and a long,
heavy tail.
Bearhounds are intelligent, masterful hunters. Usually loners that value their privacy and keep to
the woodlands, they will sometimes associate with good creatures for a righteous occasion.
Many laugh at the mention of the elusive bearhound. Some call it a myth, an animal invented by
inebriated hunters. Few sightings of a bearhound come from reputable sources.
A typical bearhound stands 6½-feet-tall at the shoulder when on all fours. It weighs as much as
2,000 pounds.

A bearhound typically attacks in response to a threat. It will focus on attacking one opponent at
a time. When that opponent is dead, it will move onto another foe.

Source: Monster Manual III; pp.16

Bearhound
Large monstrosity, neutral good

● Armor Class 17 (natural armor)


● Hit Points 126 (12d10 + 60)
● Speed 40ft.

STR DEX CON INT WIS CHA


27 (+8) 15 (+2) 21 (+5) 16 (+3) 14 (+2) 12 (+1)

● Skills Stealth +8, Nature +6, Perception +7, Survival +5


● Senses Darkvision 60ft., passive Perception 17
● Languages Common, Sylvan
● Challenge 6 (2,300 XP)

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

Trackless Step. A bearhound leaves no trail in natural surroundings and cannot be tracked. It
can choose to leave a trail if so desired.

Actions
Multiattack. The bearhound makes 2 claw attacks, and 1 bite attack. If the bearhound
successfully hits a creature with both claw attacks, the target becomes grappled.

Bite. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 13 (1d10 + 8) piercing
damage.
Claw. Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 12 (1d8 + 8) slashing
damage.

Beast of Malar:
Sacred to the deity of the savage hunt, the Beast of Malar shifts between three savage forms to
run down, slay and even fly after its prey. Unlike a true animal, the Beast of Malar’s sole
purpose is to hunt and slay. At death, the beast re-joins its deity in his home, where it will be
rewarded and reincarnated if it has hunted well.
All three of its forms have glossy black fur splattered with red marks on the muzzle, paws, and
shoulders. The red markings resemble the pattern left by spraying blood.
In the sleek hunting panther form it prefers for locating its prey, the beast has high ears and
glowing red eyes. The hunting panther form has keen senses and exceptional combat and
movement speed, and enough savage fighting ability to slay most foes. The panther form is 5
feet long and weighs between 125 and 150 pounds.
In the wide-bodied claw slayer form it uses for serious combat, the beast grows thicker and
heavier, resembling a low-slung wolverine with an impossibly wide mouth and four paws with
curved, scimitar-like claws. Its rear claws and hooks on the “elbows” of its forelimbs enable it to
climb swiftly up trees and rock faces, despite the fact it weighs over 500 pounds.
The beast’s bat form is a poor flyer, but still capable of locating and pursuing prey it is unable to
catch on the ground. The beast lacks a true bat’s echolocation abilities and is not comfortable in
the air, so it nearly always shifts to one of its more combat-ready forms to engage nonflying
prey.

In hunting panther form, the beast may toy with its prey or streak past stronger defenders to
spring upon a spellcaster.
The claw slayer form’s preferred method of attack is to grab hold of a foe with its teeth, at which
point it can use all four of its claws to make grappling attacks against that held foe.
The beast’s bat form is a relatively poor fighter, but that does not prevent the beast from
attempting to take down flying prey.

Source: Monster Compendium: Monsters of Faerun; pp.20-21

Beast of Malar
Medium monstrosity (shapechanger), chaotic evil

● Armor Class 20 (natural armor), 18 (natural armor) in panther form, 15 (natural


armor) in bat form
● Hit Points 95 (10d8 + 50)
● Speed 20ft, climb 20ft. (60ft. In panther form) (10ft., fly 30ft. In bat form)
STR DEX CON INT WIS CHA
30 (+10) 14 (+2) 20 (+5) 10 (+0) 15 (+2) 20 (+5)

● Saving Throws Strength +14


● Skills Athletics +14, Acrobatics +6, Stealth +6, Perception +10, Survival +6
● Damage Resistances bludgeoning, piercing, slashing damage from nonmagical
weapons
● Condition Immunities frightened
● Senses Darkvision 60ft., passive Perception 20
● Languages -
● Challenge 10 (5,900 XP)

Shapechange. Beasts of Malar can use a bonus action to polymorph into a Medium panther,
a Medium bat, or return to its true form. It can remain in any of these forms indefinitely. The
beast reverts to its natural form when killed. Every time the beast polymorphs, it can heal up
to 8 hp. Note that this allows the beast to heal even lethal damage that it cannot regenerate
normally. Beasts of Malar frequently fail to take advantage of this fact by fighting to the death
instead of running off to recover and then attack again.

In its True form, the beast of malar is exceptionally strong, and uses this form to grapple and
ravage prey.

In Panther form, the beast of malar uses its keen senses and enhanced Dexterity to to hide
from and locate prey. (Str: 15 (+2), Dex: 22 (+6))

In Bat form, the beast of malar uses its flight to access prey that would otherwise be
inaccessible, having climbed beyond the beast’s reach, or taken flight. (Str: 17 (+3), Dex: 15
(+2))

Flyby (Bat form only). A Beast of Malar in Bat form doesn't provoke opportunity attacks
when it flies out of an enemy's reach.

Keen hearing (Bat form only). The beast of malar in bat form has advantage on Wisdom
(Perception) checks that rely on hearing.

Keen Smell (Panther form only). The beast of malar in panther form has advantage on
Wisdom (Perception) checks that rely on smell.

Pounce (Panther form only). If the beast of malar in panther form moves at least 20 feet
straight toward a creature and then hits it with a claw attack on the same turn, that target must
succeed on a DC 12 Strength saving throw or be knocked prone. If the target is prone, the
panther can make one bite attack against it as a bonus action.
Rake (True and Panther form only). If the Beast of Malar pounces on or otherwise grapples
a target, it can make two additional claw attacks with its hind legs.

Actions
Multiattack. The beast of malar makes 2 claw attacks, and 1 bite attack.

Bite. Melee Weapon Attack: +14 to hit, reach 5 ft., one target. Hit: 14 (1d8 + 10) piercing
damage and if the target is a Medium or smaller creature, it is grappled (escape DC 22). Until
this grapple ends, the beast cannot bite another target.

Claw. Melee Weapon Attack: +14 to hit, reach 5 ft., one target. Hit: 14 (1d8 + 10) slashing
damage.

Beastwraith:
This creature looks like an albino animal whose form seems to shift and flow. There seems to be
a strange intelligence in its completely colorless eyes, but that might just be a trick of the light.

Beastwraiths are malevolent spirits that form when a large number of animals are killed and left
to rot, such as throughout years of sport hunting, great forest fires, or magical cataclysms. Each
beastwraith is a composite being formed from the spectral remains of many such animals,
although its form is incorporeal its shape seems to change between those animals that created
it, such as vipers, wolves, and hawks. They long for retribution against the creatures responsible
for their deaths (almost always humanoids).
Beastwraiths do not need to eat, and when they themselves are killed they simply dissipate.
They are completely removed from the natural order they were once a part of. Although they
have never been known to attack wild animals, such creatures still respond to a beastwraith as
they would a dangerous predator, no matter how harmless a form it takes.
Beastwraiths have no society to speak of and don’t seem to interact in any way (beyond utilizing
basic group tactics in combat) even when found in large numbers.
Beastwraiths either haunt wild places and attack any woodmen or explorers who dare wander
there or drift into settled regions where they cause great havoc, turning flocks against their
shepherds and pets against their masters. They might be found in any region where healthy
populations of living animals dwell, as well as attacking nearby hamlets and villages, but they
are especially common in regions rendered barren or empty by extensive overhunting or great
unnatural disasters.
A beastwraith’s form is constantly shifting between those of various animals, from dogs to
badgers to owls (all of which are small, despite the creature’s original size). These forms are all
white in color, including their colorless eyes. Canny observers might also notice a feral,
unearthly cunning in the set of its face, and its cry often sounds like several animals at once.
Beastwraiths have ever-shifting forms, often appearing as native, albeit albino, versions of local
animals. When they get close enough, they often howl before closing in to attack with their
incorporeal touch. Beastwraiths always howl before approaching within 30 feet of a beast so
their savage nature aura has a greater chance of success.
When beastwraiths fight in groups for more powerful champions of nature they act as front-line
fighters, using their combined howls to scatter enemies to hunt them down and slay them
individually.

Source: Dragon Magazine #357: pp.44-46

Beastwraith
Small undead, neutral evil

● Armor Class 12
● Hit Points 33 (6d6 + 12)
● Speed fly 40ft.

STR DEX CON INT WIS CHA


1 (-5) 14 (+2) 14 (+2) 6 (-2) 15 (+2) 13 (+1)

● Skills Stealth +4, Perception +4


● Damage Resistances acid, cold, fire, lightning, thunder; bludgeoning, piercing, and
slashing damage from nonmagical weapons
● Damage Immunities necrotic, poison
● Condition Immunities exhausted, grappled, paralyzed, petrified, poisoned, prone,
restrained
● Senses Darkvision 60 ft., passive Perception 15
● Languages Understands Sylvan, but cannot speak
● Challenge 2 (450 XP)

Create Spawn. Any beast slain by a beastwraith becomes a beastwraith within 1d4 rounds.
They do not possess any of the abilities they had in life.

Incorporeal Movement. A beastwraith can move through other creatures and objects as if
they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object.

Savage Nature. Beats are unnerved by the presence of a beastwraith. Any beasts within 30
feet of a beastwraith must make a DC 11 Wisdom saving throw or become driven by a
bloodlust to attack the nearest creature for 1d4 rounds. This bloodlust can cause familiars and
animal companions to attack their masters. Whether or not the save is successful, a creature
cannot be affected again by the same beastwraith’s savage aura for 24 hours. The save DC is
Charisma-based.
Actions
Incorporeal Touch. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2)
cold damage, and 1 temporary Strength damage.

Terrifying Howl. A beastwraith can unleash a terrifying howl. Any living creature within 60
feet who hears this howl becomes frightened for 1d4 minutes. A DC 11 Wisdom saving throw
negates this

Beguiler:
This plump quadruped is the size of a small dog. It is somewhat mouselike in appearance, with
big, glistening, black eyes, large ears, and a pointed snout.

The beguiler is an exceptionally intelligent creature with natural camouflaging and the ability to
see the truth behind any illusion. A beguiler is about a foot tall and around 2 feet long. Though
not particularly aggressive, beguilers are prized by wizards as familiars or for the magic inherent
in their pelts.
The origin of the beguiler’s unusual powers has long been a mystery, but those who have
studied this creature have determined that it is the favourite prey of Ethereal Marauders (pp.
????). The beguiler species seems to have developed its unique abilities to avoid these planar
predators. Beguilers feed on both plants and animals, preferring plump, water-rich cacti
prevalent in their native environment, as well as small field mice and the eggs and young of
ground-nesting birds.

Beguilers possess four sets of sharp, retractile claws and a sharp bite attack. Beguilers can also
wield weapons in their hairless, prehensile tails.

Source: Forgotten Realms: Shining South; pp.60-61

Beguiler
Small monstrosity, unaligned

● Armor Class 13
● Hit Points 7 (2d6)
● Speed 30ft., climb 10ft.

STR DEX CON INT WIS CHA


6 (-2) 17 (+3) 11 (+0) 12 (+2) 10 (+0) 11 (+0)

● Skills Athletics +0, Acrobatics +5, Stealth +5, Perception +4


● Senses Darkvision 60ft., Truesight 60ft., passive Perception 14
● Languages Beguiler, Common
● Challenge 1/2 (100 XP)

Actions
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage.

Claw. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) slashing
damage.

Shortsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) slashing
damage.

Behir, Halruaan:
This creature looks like a cross between a large snake and a crocodile with horns and too many
legs. Its thick scales are brilliant blue.

The Halruaan version of the many-legged behir is a smaller, more magical breed than its cousin.
They are kept as guardians and occasionally pets.
Halruaan behirs take about five years to reach adult size, which is about half the size of average
behirs. They seldom reach 20 feet or weigh more than 1,500 pounds.
Halruaan behirs are known for their colourful hides. Blue is the most common colour, but
innovative breeders have developed strains of green, coral, and even rose-hued monsters. The
intelligence of the halruaan behir has suffered, due to this forced breeding for colour and size.
They are still cunning predators and sharp-eyed guardians, however, and their breath weapon is
fully as strong as their larger kin.

A halruaan behir is likely to rely on its breath weapon when threatened, because hatchlings are
often trained not to bite, maul, or crush. Some Halruaan behirs are trained to constrict prey – or
intruders – to the point of unconsciousness. Since they emit discharges of electricity when
agitated, any form of combat with a halruaan behir can be dangerous.

Source: Forgotten Realms: Shining South; pp.61

Halruaan Behir
Medium monstrosity, unaligned

● Armor Class 14 (natural armor)


● Hit Points 66 (7d8 +35)
● Speed 30ft., climb 10ft.

STR DEX CON INT WIS CHA


18 (+4) 13 (+1) 21 (+5) 6 (-2) 9 (-1) 12 (+1)

● Skills Athletics +7, Stealth +4, Perception +2


● Damage Immunities lightning
● Senses Darkvision 60ft., passive Perception 12
● Languages Beguiler, Common
● Challenge 5 (1,800 XP)

Static Discharge. When angry or agitated, the behir generates electricity with its body. This
discharge deals 3 (1d6) lightning damage to any creature hit by the behir, touching it, or
makes a successful melee attack against it with a natural or metal weapon.

Actions
Multiattack. The halruuan behir makes 1 bite attack, and 1 constrict attack.

Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) piercing damage
plus 3 (1d6) lightning damage.

Constrict. Melee Weapon Attack: + 7 to hit, reach 5 ft., one Medium or smaller creature. Hit:
13 (2d8 + 4) bludgeoning damage plus 7 (2d6) lightning damage. The target is grappled
(escape DC 15). Until the grapple ends, the target is restrained.

Lightning Breath (Recharge 5-6). The behir exhales a line of lightning that is 20 feet long
and 5 feet wide. Each creature in that line must make a DC 15 Dexterity saving throw, taking
31 (7d8) lightning damage on a failed save, or half as much damage on a successful one.

Beholderkin
Most beholders are solitary monsters that regard others of their kind as deadly enemies. Other
beholders hold a different point of view, gathering in terrible hivelike cities deep underground.
Long ago, powerful hive mothers and elder orbs sought to breed beholderkin slaves, others of
their kind that would acknowledge their rule and give them the ability to destroy or conquer all
other beholders. Creatures such as directors and overseers were the result. In other places,
hive mothers altered their lesser fellows to perform specialized tasks or to invade new
environments, resulting in monsters such as spectators and the dreadful eyes of the deep.

The primary weapons of all beholderkin are their deadly eye rays.

Director:
This bloated sphere of green flesh is armoured with hundreds of interlocking chitinous plates.
Six stalked eyes writhe atop the sphere, and three cruelly barbed tentacles trail below it. A
single eye stares from one side of the sphere, just above a maw filled with needle-sharp teeth.

Directors serve as cavalry units for beholder cities; their ability to bond with and completely
control their vermin mounts makes them invaluable as troops in wars against enemies of other
races. Directors are about 6 feet in diameter. An average director can weigh up to 1,800
pounds.

Although a director has several potent eye rays, it can also inflict terrible wounds with its bite
and tentacles. Most directors avoid combat unless they have a bonded mount. When bonded
with a creature, they control their mount and use their eye rays to deadly effect.

Source: Lords of Madness: The Book of Aberrations; pp.137-138

Director
Large aberration, lawful evil

● Armor Class 19 (natural armor)


● Hit Points 68 (8d10 + 24)
● Speed 5ft., fly 20ft. (hover)

STR DEX CON INT WIS CHA


12 (+1) 12 (+1) 16 (+3) 15 (+2) 12 (+2) 19 (+4)

● Skills Investigation +5, Animal Handling +4, Perception +6


● Senses Darkvision 60ft., passive Perception 16
● Languages Deep Speech, Undercommon
● Challenge 7 (2,900 XP)

Magic Resistance. The director has advantage on saving throws against spells and other
magical effects.

Actions
Multiattack. A director makes 2 tentacle attacks, and 1 bite attack
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (1d10 + 1) piercing
damage.

Eye Rays: The director shoots 2 of the following magical eye rays at random (reroll
duplicates), choosing one to three targets it can see within 120 feet of it:

1. Burning Ray. The targeted creature must make a DC 15 Constitution saving throw,
taking 9 (2d8) fire damage on a failed save, or half as much damage on a successful
one.
2. Enervation. The targeted creature must make a DC 15 Constitution saving throw,
taking 9 (2d8) necrotic damage on a failed save, or half as much damage on a
successful one.
3. Force Ray. The targeted creature must make a DC 15 Constitution saving throw,
taking 9 (2d8) force damage on a failed save, or half as much damage on a successful
one.
4. Freezing Ray. The targeted creature must make a DC 15 Constitution saving throw,
taking 9 (2d8) cold damage on a failed save, or half as much damage on a successful
one.
5. Minor Illusion Ray. This works like the spell. Directors use this effect to create illusory
distractions to draw off attacks from their enemies.
6. Slowing Ray. The targeted creature must succeed on a DC 15 Dexterity saving throw.
On a failed save, the target's speed is halved for 1 minute. In addition, the creature
can't take reactions, and it can take either an action or a bonus action on its turn, not
both. The creature can repeat the saving throw at the end of each of its turns, ending
the effect on itself on a success.

Tentacle. Melee Weapon Attack: +4 to hit, range 10 ft., one target. Hit: 5 (1d8 +1)
bludgeoning damage.

Verminbond. A director can attempt to dominate a creature that it can reach with a tentacle
attack. The touched creature can make a DC 15 Charisma saving throw to negate this effect.
This effect is permanent, as long as the director remains in physical contact with the creature.
Typically, a director uses the creature as a mount, using its tentacles to grip the creature just
behind the head. Giant centipedes and scorpions are favourite choices, but the director can
control any creature with this ability.
As long as this effect remains, the bonded vermin gains the benefits of the director’s magic
resistance. More important, both director and mount take half damage from all wounds and
attacks that deal hit point damage. The amount of damage not taken by one creature is taken
by the other.
Eye of the Deep:
This spherical creature floats silently in the murky water. Two stalked eyes writhe atop the
sphere, and two large arms ending in crablike claws protrude from the sphere’s underside.
Brightly coloured plates armour the sphere. A large eye stares from one side of the sphere,
above a mouth filled with shark-like teeth. You can see flashes of light roiling deep within the
eye.

An eye of the deep is an aquatic version of the more infamous land-based beholder. These
monsters dwell in the deepest reaches of the oceans, but rise to the surface to menace those
who dwell above the waves. These hateful and cruel creatures are fond of creating illusions of
shipwreck survivors, small islands, mermaids, or whatever else they think might lure their
victims closer. Some eyes of the deep can be found in relatively shallow waterways far
underground. Eyes of the deep are about 9 feet in diameter and weigh 6,000 pounds.

An eye of the deep uses its baleful flash ability and eye rays to hinder foes at range so it can
swim up close and tear them apart with its massive claws.

Source: Lords of Madness: The Book of Aberrations; pp.138-139

Eye of the Deep


Large aberration, lawful evil

● Armor Class 22 (natural armor)


● Hit Points 114 (12d10 + 48)
● Speed 5ft., fly 20ft. (hover), swim 30ft.

STR DEX CON INT WIS CHA


20 (+5) 10 (+0) 18 (+4) 12 (+1) 14 (+2) 15 (+2)

● Saving Throws Strength +8, Constitution +7


● Skills Investigation +4, Perception +7, Survival +5
● Senses Darkvision 60ft., passive Perception 17
● Languages Aquan, Deep Speech, Undercommon
● Challenge 7 (2,900 XP)

Baleful Flash. As a bonus action, an eye of the deep can generate a flash of terrible white
light from its central eye once per round. This flash affects all creatures in a 60-foot cone. The
baleful flash blinds creatures for 7 (2d6) rounds and stuns them for half the duration of the
blindness. A DC 15 Constitution saving throw negates the stun and blindness. Sightless
creatures are immune to this attack. The save DC is Constitution-based.
Actions
Multiattack. An eye of the deep makes 2 claw attacks, and 1 bite attack

Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 10 (1d10 + 5) piercing
damage.

Claw. Melee Weapon Attack: + 7 to hit, range 5 ft., one target. Hit: 10 (1d10 +5) slashing
damage and it is grappled (escape DC 16). Until the grapple ends, the target takes 14 (2d8 +
5) points of bludgeoning damage at the end of its turn. The eye of the deep has two pincers,
each of which can grapple only one target.

Eye Rays: The eye of the deep shoots each of the following magical eye rays at random
(reroll duplicates), choosing one to two targets it can see within 150 feet of it:

1. Paralysing Ray. The targeted creature must succeed on a DC 15 Constitution saving


throw or be paralysed for 1 minute. The target can repeat the saving throw at the end
of each of its turns, ending the effect on itself on a success.
2. Freezing Ray. The targeted creature must make a DC 15 Constitution saving throw,
taking 9 (2d8) cold damage on a failed save, or half as much damage on a successful
one.

Gouger:
The gouger was bred to stalk and kill normal beholders. What can kill a beholder can destroy a
party of adventurers.
Gougers can be distinguished from true beholders by their size (10 feet wide, compared to a
beholder’s 7 feet), their crazed appearance (ten spastically twitching eyestalks devoid of
magical function), their screams, their legs (four small limbs attached to the underside of the
orb), and their horrible tongues (stretching as far as 15 feet from their body to strike their prey).
Unlike its ten eyestalks, which are magically useless, the gouger’s central eye retains a magical
function, emitting the same antimagic field as does a normal beholder’s eye.
Gougers were bred by ancient enemies of the beholders to turn the eye tyrants’ powers back
against them. Gougers serve their original masters out of fear but are willing to associate with
any other creature. They are ruthless carnivores. They very rarely speak.

Gougers prefer to strike from a distance with their tongue to take the measure of their foe, then
close in with their bite. If they take heavy damage, they may give up on fighting in close quarters
and fly above their enemy to strike with their tongue. They were designed to be expendable and
have little instinct for self-preservation.

Source: Monster Compendium: Monsters of Faerun; pp.24


Gouger
Large aberration, lawful evil

● Armor Class 21 (natural armor)


● Hit Points 119 (14d10 + 42)
● Speed 10ft., fly 40ft. (hover)

STR DEX CON INT WIS CHA


20 (+5) 14 (+2) 16 (+3) 9 (-1) 9 (-1) 12 (+1)

● Skills Stealth +6, Investigation +3, Perception +3, Survival +3


● Senses Darkvision 60ft., passive Perception 13
● Languages Common, Deep Speech, Undercommon
● Challenge 10 (5,900 XP)

Antimagic Cone. The gouger's central eye creates an area of antimagic, as in the antimagic
field spell, in a 150-foot cone. At the start of each of its turns, the gouger decides which way
the cone faces and whether the cone is active.

Eye Gouge. When the gouger’s tongue hits another beholder or beholderkin whose eyes
have special abilities, that beholder must make a DC 14 Dexterity saving throw or lose the
use of one of its eyes for the next 2d6 rounds. If the result of the 2d6 roll is 12, the loss is
permanent. There is a 50% chance that the tongue hits the central eye. If not, randomly
determine which lesser eye is struck. The eye gouge ability can strike the same eye more
than once, in which case the loss of the eye is cumulative.

Actions
Bite. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 16 (2d10 + 5) piercing
damage.

Tongue. Melee Weapon Attack: +4 to hit, range 15 ft., one target. Hit: 9 (1d10 + 5) slashing
damage.

Hive Mother:
This massive sphere-shaped monstrosity is covered with spiny, razor-sharp plates of chitin and
bone. The creature has a cavernous maw filled with multiple rows of swordlike teeth. A single
huge eye protrudes from above the mouth, and above this eye ten smaller eyes, each recessed
in a bony hood, are scattered across the upper surface of the sphere in a radial pattern.
The hive mother is an extraordinarily (and thankfully) rare creature found only in the largest
beholder communities. Called “ultimate tyrants,” or simply “ultimates,” hive mothers rule
beholder communities with tyranny and cruelty and are mistakenly worshiped as deities by
neighbouring creatures of other races.
A hive mother is larger than a typical beholder, measuring about 12 feet across. The average
hive mother weighs 15,000 pounds. As with other beholders, these creatures are asexual and
genderless. The name “hive mother” was given to these monsters sometimes in the past by a
misinformed (and now eaten) adventurer, but the name seems to have stuck.

Hive mothers prefer to let their minions do the fighting, but when drawn into combat, they fight in
a manner similar to beholders. Against smaller opponents that don’t seem to present a threat, a
hive mother approaches to melee range to eat its foes alive.

Source: Lords of Madness: The Book of Aberrations; pp.135-137

Hive Mother
Huge aberration, lawful evil

● Armor Class 25 (natural armor)


● Hit Points 250 (20d12 + 120)
● Speed 5ft., fly 20ft. (hover)

STR DEX CON INT WIS CHA


24 (+7) 14 (+2) 22 (+6) 21 (+5) 17 (+3) 25 (+7)

● Saving Throws Strength +12, Constitution +11, Intelligence +10, Wisdom +8,
Charisma +12
● Skills Stealth +7, Arcana +10, History +10, Investigation +10, Perception +10, Survival
+8, Intimidation +12
● Senses Darkvision 60ft., passive Perception 20
● Languages Deep Speech, Undercommon
● Challenge 15 (13,000 XP)

Flyby. A hive mother doesn't provoke opportunity attacks when it flies out of an enemy's
reach.

Antimagic Cone. The hive mother's central eye creates an area of antimagic, as in the
antimagic field spell, in a 240-foot cone. At the start of each of its turns, the hive mother
decides which way the cone faces and whether the cone is active. The area works against the
hive mother's own eye rays.
Command Beholder. A hive mother can create a dominate monster spell effect at will, but
only against beholders and beholderkin. A beholder can resist this effect with a successful DC
27 Wisdom saving throw. This is the equivalent of a 9th-level spell.
Hive mothers are immune to the command beholder ability of other hive mothers.
If a hive mother loses control of a dominated beholder (as is the case if a dominated beholder
is in the antimagic cone of another beholder), the hive mother immediately senses the loss of
control, and knows the position and distance to the beholder at the time control was lost. If
control does not return within a few rounds, the hive mother seeks out the rogue beholder to
investigate and possibly punish it.

Actions
Bite. Melee Weapon Attack: +12 to hit, range 5 ft., one target. Hit: 16 (2d8 + 7) piercing
damage and it is grappled (escape DC 20). Until this grapple ends, the target is restrained,
and the hive mother can't bite another target.

Eye Rays: The hive mother shoots 3 of the following magical eye rays at random (reroll
duplicates), choosing one to three targets it can see within 240 feet of it:

1. Charm Ray. The targeted creature must succeed on a DC 20 Wisdom saving throw or
be charmed by the hive mother for 1 hour, or until the hive mother harms the creature.
2. Disintegration Ray. If the target is a creature, it must succeed on a DC 20 Dexterity
saving throw or take 45 (10d8) force damage. If this damage reduces the creature to 0
hit points, its body becomes a pile of fine grey dust. If the target is a Large or smaller
non magical object or creation of magical force, it is disintegrated without a saving
throw. If the target is a Huge or larger object or creation of magical force, this ray
disintegrates a 10-foot cube of it.
3. Death Ray. The targeted creature must succeed on a DC 20 Dexterity saving throw or
take 55 (10d10) necrotic damage. The target dies if the ray reduces it to 0 hit points.
4. Fear Ray. The targeted creature must succeed on a DC 20 Wisdom saving throw or be
frightened for 1 minute. The target can repeat the saving throw at the end of each of
its turns, ending the effect on itself on a success.
5. Petrification Ray. The targeted creature must make a DC 20 Dexterity saving throw.
On a failed save, the creature begins to turn to stone and is restrained. It must repeat
the saving throw at the end of its next turn. On a success, the effect ends. On a failure,
the creature is petrified until freed by the greater restoration spell or other magic.
6. Enervation Ray. The targeted creature must make a DC 20 Constitution saving throw,
taking 36 (8d8) necrotic damage on a failed save, or half as much damage on a
successful one.
7. Slowing Ray. The targeted creature must succeed on a DC 20 Dexterity saving throw.
On a failed save, the target's speed is halved for 1 minute. In addition, the creature
can't take reactions, and it can take either an action or a bonus action on its turn, not
both. The creature can repeat the saving throw at the end of each of its turns, ending
the effect 0n itself on a success.
8. Sleep Ray. The targeted creature must succeed on a DC 20 Wisdom saving throw or
fall asleep and remain unconscious for 1 minute. The target awakens if it takes
damage or another creature takes an action to wake it. This ray has no effect on
constructs and undead.
9. Telekinetic Ray. If the target is a creature, it must succeed on a DC 20 Strength saving
throw or the hive mother moves it up to 30 feet in any direction. It is restrained by the
ray's telekinetic grip until the start of the hive mother's next turn or until the hive mother
is incapacitated. If the target is an object weighing 375 pounds or less that isn't being
worn or carried, it is moved up to 30 feet in any direction. The hive mother can also
exert fine control on objects with this ray, such as manipulating a simple tool or
opening a door or a container.
10. Paralysing Ray. The targeted creature must succeed on a DC 20 Constitution saving
throw or be paralysed for 1 minute. The target can repeat the saving throw at the end
of each of its turns, ending the effect on itself on a success.

Swallow Whole. The hive mother makes one bite attack against a Medium or smaller
creature it is grappling. If the attack hits, the target takes the bite's damage, the target is
swallowed, and the grapple ends. While swallowed, the creature is blinded and restrained, it
has total cover against attacks and other effects outside the hive mother, and it takes 16 (2d8
+ 7) points of bludgeoning damage plus 9 (2d8) points of acid damage at the start of each of
the hive mother’s turn from its gizzard.
If the hive mother takes 15 damage or more on a single turn from a creature inside it, the hive
mother must succeed on a DC 20 Constitution saving throw at the end of that turn or
regurgitate all swallowed creatures, which fall prone in a space within 10 feet of the hive
mother. If the hive mother dies, a swallowed creature is no longer restrained by it and can
escape from the corpse by using 30 feet of movement, exiting prone.

Legendary Actions

The hive mother can take 3 legendary actions, using the Eye Ray option below. It can take
only one legendary action at a time and only at the end of another creature's turn. The hive
mother regains spent legendary actions at the start of its turn.

Eye Ray. The hive mother uses one random eye ray.

Overseer:
This creature resembles a black, rubbery tree of undulant flesh. Thick, matted sheets of wiry
fungus grow all over its surface. The tree’s thirteen gnarled branches each end in a single large
eye. Three fanged maws gurgle lower on the tree’s trunk, and it supports itself with a thick,
coiling mass of eight long tentacles.
Overseers serve hive mothers as subordinates in large beholder communities, similar to the way
humanoid rulers employ others as guards or governors. The rare overseer that does not belong
to a beholder community seeks out societies of other creatures to infiltrate and dominate from
behind the scenes. An overseer is uncomfortable without a large number of subservient minions
to tend to its real (or imagined) needs. An overseer is normally about 15 feet tall and weighs
4,000 pounds.

Unlike most other beholderkin, overseers have a large number of physical attacks that they can
use in melee combat to great effect. Nevertheless, they prefer to let their minions handle such
crude activities as melee combat and concentrate on using their eye rays against enemies. An
overseer’s greatest weakness is its lack of mobility; when faced with a foe that uses greater
mobility to stay out of range of its eye rays, an overseer typically retreats to plot revenge on its
own terms. Most overseers keep at least one magic item that allows some form of teleportation
handy for just such an event.

Source: Lords of Madness: The Book of Aberrations; pp.139-140

Overseer
Large aberration, lawful evil

● Armor Class 22 (natural armor)


● Hit Points 161 (14d10 + 84)
● Speed 5ft.

STR DEX CON INT WIS CHA


22 (+6) 13 (+1) 22 (+6) 20 (+5) 18 (+4) 22 (+6)

● Saving Throws Strength +11, Constitution +11


● Skills Arcana +10, History +10, Investigation +10, Nature +10, Religion +10,
Perception +11, Survival +9
● Senses Darkvision 60ft., passive Perception 21
● Languages Deep Speech, Undercommon
● Challenge 14 (11,500 XP)

Command Beholder. An overseer can create a dominate monster spell effect at will, but only
against beholders and beholderkin. A beholder can resist this effect with a successful DC 23
Wisdom saving throw. This is the equivalent of a 9th-level spell.
The maximum number of beholders an overseer can command at one time equals its Hit Dice
plus its Charisma modifier. Thus, the average overseer can command up to 20 beholders or
beholderkin at a time.
If an overseer loses control of a dominated beholder (as is the case if a dominated beholder is
in the antimagic cone of another beholder), the overseer immediately senses the loss of
control, and knows the position and distance to the beholder at the time control was lost. If
control does not return within a few rounds, the overseer seeks out the rogue beholder to
investigate and possibly punish it.

Fungus. The overseer possesses a protective layer of thick, wiry fungus. This fungus doesn’t
impede or restrict the overseer’s movement in any way. The fungus reacts to the overseer’s
moods, and changes colour as the beholderkin’s emotions change.

Magic Resistance. An overseer has advantage on saving throws against spells and other
magical effects.

Actions
Multiattack. An overseer makes 6 tentacle attacks, and 3 bite attacks.

Bite. Melee Weapon Attack: +11 to hit, range 5 ft., one target. Hit: 11 (1d10 + 6) piercing
damage and it is grappled (escape DC 17). Until the grapple ends, the target takes 10 (1d8 +
6) points of bludgeoning damage at the end of its turn. The overseer has three mouths, each
of which can grapple only one target.

Eye Rays: The hive mother shoots 4 of the following magical eye rays at random (reroll
duplicates), choosing one to three targets it can see within 180 feet of it:

1. Chain Lightning Ray. The initially targeted creature must make a DC 19 Dexterity
saving throw, taking 45 (10d8) lightning damage on a failed save, or half as much
damage on a successful one. If the initial target fails its Dexterity saving throw, four
bolts then leap from that target to as many as four other targets, each of which must
be within 30 feet of the first target. If the initial target succeeds its Dexterity saving
throw, the effect is negated.
2. Domination Ray. The targeted creature must succeed on a DC 19 Wisdom saving
throw or be charmed by the beholder for 1 hour, or until the beholder harms the
creature. While the creature is charmed, the overseer can command the creature.
Whenever the charmed creature takes damage, it can make another Wisdom saving
throw to attempt to break out of the charm.
3. Dispelling Ray. The targeted creature fails to cast any spell of 7th level or lower for one
round.
4. Holding Ray. The targeted creature must succeed on a DC 19 Wisdom saving throw or
be paralysed for 1 minute. The target can repeat the saving throw at the end of each
of its turns, ending the effect on itself on a success.
5. Polar Ray. The targeted creature must make a DC 19 Constitution saving throw, taking
49 (14d6) cold damage on a failed save, or half as much damage on a successful one.
6. Reactive Spell Immunity Ray. Once per round, this eye can be used to negate a single
spell that affects the overseer as the spell is being cast. The overseer must
successfully hit the creature that cast the spell in question; if successful, it is immune
to that casting of that particular spell. If the spell affects multiple targets or an area, it
affects any other targets or the area normally, but the overseer remains immune to its
effect.
7. Reactive Spell Turning Ray. Once per round, this eye can be used to reflect a
single-target spell that targets the overseer back to its source as an eye ray. The
overseer must hit the source with the eye ray; otherwise, the reflected spell dissipates
harmlessly.
8. Stunning Ray. The target must succeed on a DC 19 Constitution saving throw or
become stunned for 1 minute. The target can repeat the saving throw at the end of
each of its turns, ending the effect on itself on a success.
9. Telekinetic Ray. If the target is a creature, it must succeed on a DC 19 Strength saving
throw or the beholder moves it up to 30 feet in any direction. It is restrained by the
ray's telekinetic grip until the start of the beholder's next turn or until the beholder is
incapacitated. If the target is an object weighing 350 pounds or less that isn't being
worn or carried, it is moved up to 30 feet in any direction. The beholder can also exert
fine control on objects with this ray, such as manipulating a simple tool or opening a
door or a container.
10. Suggestion Ray. The targeted creature must succeed on a DC 19 Wisdom saving
throw or become affected by the suggestion spell.
11. Temporal Stasis Ray. the target must succeed a DC 19 Wisdom saving throw or
become stuck in a static time stream until their next round of actions, at which time
they must make another saving throw.
12. Fear Ray. The targeted creature must succeed on a DC 19 Wisdom saving throw or be
frightened for 1 minute. The target can repeat the saving throw at the end of each of
its turns, ending the effect on itself on a success.
13. Petrification Ray. The targeted creature must make a DC 19 Dexterity saving throw.
On a failed save, the creature begins to turn to stone and is restrained. It must repeat
the saving throw at the end of its next turn. On a success, the effect ends. On a failure,
the creature is petrified until freed by the greater restoration spell or other magic.

Tentacle. Melee Weapon Attack: +11 to hit, range 10 ft., one target. Hit: 10 (1d8 + 6)
bludgeoning damage.

Legendary Actions

The overseer can take 3 legendary actions, using the Eye Ray option below. It can take only
one legendary action at a time and only at the end of another creature's turn. The overseer
regains spent legendary actions at the start of its turn.

Eye Ray. The overseer uses one random eye ray.

Belgoi:
The creature appears human at first glance, but the long claws on the end of its fingers, the
puckered, toothless mouth, and the webbed, three-toed feet indicate otherwise. It is dressed in
rags and a ceramic bell hangs from a cord around its neck.

Belogis roam the wastes beyond the city-state walls, assaulting unwary travelers and using their
psionics to lure victims into carefully planned ambushes.
A belgoi is 6 feet tall and weighs 150 pounds.

Belgois eke out their meger survival by eating the foes they ambush. They have no stomach for
a fair fight, and the entire tribe usually moves on when merchant patrols or soldiers from a
nearby city-state threaten them. They are nomadic and don’t keep anything they can’t carry.
Because belogois are such notorious raiders of small villages and trade caravans, they’re
usually attacked on sight by armies and militias that guard smaller settlements. No dragon-king
tolerates a belgoi tribe within five days travel of his city.

Belgois like to sneak up on an encampment, then use charm person to lure guards away from
the safety of the camp with the sound of their bell. They then either attack the now-defenseless
camp or walk the guards into an ambush.

Source: Dungeon Magazine #111; pp.88-89

Belgoi
Medium humanoid (belgoi), lawful evil

● Armor Class 11
● Hit Points 22 (5d8)
● Speed 30ft.

STR DEX CON INT WIS CHA


13 (+1) 13 (+1) 10 (+0) 7 (-2) 14 (+2) 13 (+1)

● Skills Stealth +3, Survival +4


● Senses passive Perception 12
● Languages Belgoi, Common
● Challenge 1 (200 XP)

Innate Spellcasting (Psionics). The belgoi's innate spellcasting ability is Wisdom (spell save
DC 12). It can innately cast the following spells, requiring no components:
- At will: charm person
- 1/day: Tasha’s mind whip

Actions
Multiattack. The belgoi makes 2 claw attacks.
Claw. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) bludgeoning
damage plus 2 (1d4) necrotic damage. The target's hit point maximum is reduced by an
amount equal to the necrotic damage taken. The reduction lasts until the target finishes a long
rest. The target dies if this effect reduces its hit point maximum to 0.

Psionic Blast (1/day). Each creature in a 30-foot-cone must make a DC 12 Dexterity saving
throw. On a failed save, a target takes 22 (5d8) psychic damage, is pushed 20 feet directly
away from the belgoi, and is knocked prone. On a successful save, a target takes half as
much damage and isn’t pushed or knocked prone.

Belker:
A mass of dark smoke moves against the breeze, shifting shape as it comes closer. Cloudlike,
roiling, it suddenly explodes into a demonic creature of smoke and wind, with large bat wings,
clawed tendrils, and a biting maw.

Belkers are creatures of the Plane of Air. They are composed primarily of smoke. Although
undeniably evil, they are very reclusive and usually have no interest in the affairs of others. A
belker’s winged shape makes it look distinctly demonic. Because of its semi-gaseous nature,
however, it shifts and changes shape with every puff of wind. It is about 7-feet-long and weighs
8 pounds.

In most cases, a belker fights with its nasty claws and painful bite.

Source: Monster Manual; pp.27

Belker
Large elemental, neutral evil

● Armor Class 16 (natural armor)


● Hit Points 45 (7d10 + 7)
● Speed 30ft., fly 50ft.

STR DEX CON INT WIS CHA


14 (+2) 21 (+5) 13 (+1) 6 (-2) 11 (+0) 11 (+0)

● Skill Stealth +8, Perception +5


● Damage Immunities poison
● Condition Immunities exhaustion, paralyzed, petrified, poisoned, prone, unconscious
● Senses Darkvision 60 ft., passive Perception 15
● Languages Auran
● Challenge 5 (1,800 XP)

Smoke Form (Recharge 6). As a bonus action, the belker can turn into a form made of pure
smoke and maintain that form for up to 1 minute. While in this form, it has all the properties of
a creature under the effect of a gaseous form spell. It can move through a space as narrow as
1 inch wide without squeezing. It can enter the space(s) occupied by hostile creature(s) and
stop there. When it ends its movement, it can occupy from one to four adjacent 5-foot
squares, as it wishes. It cannot attack except with its Smoke Claws. It is resistant to all
nonmagical damage. It retains its flying speed of 50 ft.

Actions
Multiattack (normal form only). The belker makes 2 claw attacks, and 1 bite attack.

Bite (normal form only). Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d6 +
2) piercing damage.

Claw (normal form only). Melee Weapon Attack: +5 to hit, reach 10 ft., one target. Hit: 4
(1d4 + 2) slashing damage.

Wing Attack (normal form only). The belker beats its wings. Each creature within 10 feet of
the belker must succeed on a DC 12 Constitution saving throw or become poisoned until the
end of its next turn. While poisoned, the creature can’t take reactions. The belker can then fly
up to half its flying speed.

Smoke Claws (smoke form only). When the belker initiates this attack, any creatures whose
space overlaps with that of the belker must succeed on a DC 13 Constitution saving throw to
avoid breathing in or absorbing some of the belker. A creature that fails takes 12 (3d6 + 2)
slashing damage as the belker temporarily rematerializes its claws inside it. Anytime a
creature under this effect moves, the belker may choose to reposition the space it occupies
(one to four adjacent 5-foot squares) to continue to overlap with the moving creature, without
expending any of its own movement. Creatures are affected even if they hold their breath or
don’t need to breathe.

Bhuka:
This slightly built humanoid has deep-set eyes, a flat face with slitted nostrils, and large,
spreading ears. A frill of skin around its throat is daubed with paint, and its splayed feet barely
sink into the sand.
Bhukas are consummate survivors, with many physical adaptations to help them thrive in the
waste. They are experts at farming and finding water in the forbidding lands they call home.
Bhukas form extended families and communities bound through ritual and preservation of
ancestral ways. Art and lore are central to their culture. They are gentle people, but they will
fight firmly against those who attack their land and their livelihood.
A council of elders rules each bhuka settlement, headed by a Grandmother who is the spiritual
leader of the community. They have trading relationships with other desert inhabitants, in
particular the crucians (pp ???).

Bhuka are not warlike, preferring to remain unseen and observe newcomers from a distance to
gauge their intentions. If combat is necessary, bhuka fight in loose bands and employ skirmish
tactics. Usually a druid or ranger leads a fighting band and lends magical support.

Source: Sandstorm – Mastering the Perils of Fire and Sand; pp.141

Bhuka
Medium humanoid (goblinoid), lawful good

● Armor Class 12 (padded armor)


● Hit Points 5 (1d8 + 1)
● Speed 30ft.

STR DEX CON INT WIS CHA


11 (+0) 13 (+1) 12 (+1) 10 (+0) 9 (-1) 8 (-1)

● Skills Acrobatics +3, Nature +2, Perception +1, Intimidation +1


● Senses passive Perception 11
● Languages Bhuka, Common
● Challenge 1/4 (50 XP)

Actions

Club. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 2 (1d4) bludgeoning
damage.

Shortbow. Ranged Weapon Attack: +3 to hit, reach 80/320 ft., one target. Hit: 4 (1d6 + 1)
piercing damage.
Bhut:
The bhut is a foul undead creature that lurks in remote areas and masquerades as the living in a
most unusual manner. A bhut spends much of its time possessing a humanoid corpse. When
forced from its host, the ghostly bhut is a terrifying sight that consists of a humanoid head with
red, feral eyes, a mouth full of dagger-like teeth, and a roiling, half-formed body of sickening
black smoke and dank red mist.
A bhut comes into being when a humanoid dies a sudden, violent death in a remote region.
Bhuts harbor a festering hatred of the living, and they wander the wilderness preying on
travellers and pilgrims.

A bhut avoids combat if it does not have a body, and when it has a body it prefers to slay its
enemies through subterfuge and surprise. Nevertheless, a bhut is a terrible and accomplished
menace in combat.

Source: Fiend Folio; pp.20-21

Bhut
Medium undead, neutral evil

● Armor Class 17 (natural armor)


● Hit Points 60 (8d8 + 24)
● Speed fly 50ft.

STR DEX CON INT WIS CHA


1 (-5) 19 (+4) 16 (+3) 14 (+2) 9 (-2) 20 (+5)

● Skills Perception +2, Survival +2, Deception +7, Intimidation +7, Persuasion +7
● Damage Resistances acid, cold, fire, lightning, thunder; bludgeoning, piercing, and
slashing from nonmagical weapons that aren’t silvered
● Damage Immunities necrotic, poison
● Condition Immunities charmed, exhaustion, grappled, paralyzed, petrified, poisoned,
prone, restrained
● Senses Darkvision 60 ft., passive Perception 12
● Languages Any languages it knew in life
● Challenge 8 (3,900 XP)

Dreadful Appearance. Anyone within 30 ft. of a bhut must make a DC 13 Constitution saving
throw or take 1d4 Strength damage. If a target’s Strength is reduced to 0, the character lies
helpless on the ground, unable to move at all. Regardless of whether the save is successful,
the creature is immune to that bhut’s dreadful appearance for 24 hours.
Earth Vulnerability. A bhut cannot abide contact with earth or stone when in its incorporeal
state, and it cannot pass through such matter without taking 10 (3d6) points of damage per
round. Stone and earth weapons deal an additional 3 (1d6) points of damage when they strike
an incorporeal bhut, and they ignore the bhut’s resistances.

Incorporeal Movement A bhut can move through other creatures and objects as if they were
difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object.
Actions
Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) piercing
damage and must make a DC 14 Constitution saving throw or take 7 (2d6) poison damage. A
humanoid creature slain in by the bhut’s poison rises as a bhut with the next sunset.

Corpse Theft. A bhut can possess a dead humanoid body of any size. The body animates
immediately and is under the bhut’s full control; treat it as a zombie of the appropriate size
with several acceptations: First of all, the animated body retains the bhut’s Intelligence,
Wisdom, and Charisma scores, as well as the bhut’s alignment, base attack bonus, hit points,
base saving throws, and level and class (if any). Additionally, the animated body is not limited
to single actions. Also, the animated body’s bite attack can deliver the bhut’s poison, but the
target has advantage on their Constitution saving throw against the poison.
As long as the bhut inhabits a body, it is not affected by its earth vulnerability, nor does it
benefit from its dreadful appearance abilities. A bhut can use a deception check in this state
to make the animated body appear alive. If the animated body is reduced to 0 hit points, the
bhut must exit the body; but any damage done to the animated body is not transferred to its
natural form.

Bilewretch of Holashner:
Monstrous aberrations sculpted from unknowable samples harvested eons ago from Holashner
itself, bilewretches exist to perpetuate the transformation of black bile of the world into bilestone
and then back again. Like an intelligent fountain, these monsters live only to endlessly break
down bilestone and excrete it as liquid madness, protecting that which they have reformed.
Often ordered by their masters to guard sites honoring the Elder Evils, these aberrations’ limited
intellects myopically focus on their instructions, devising and honing the most effective methods
of protecting that which they were created to honor.

Source: Dungeon Magazine #144; pp.65-66

Bilewretch of Holashner
Huge aberration, chaotic evil

● Armor Class 22 (natural armor)


● Hit Points 250 (20d12 + 120)
● Speed 40ft., fly 40ft., swim 40ft.

STR DEX CON INT WIS CHA


27 (+8) 20 (+5) 22 (+6) 5 (-3) 13 (+1) 10 (+0)

● Saving Throws Dexterity +9


● Skills Stealth +9, Perception +9
● Damage Immunities acid, fire
● Condition Immunities charmed, frightened, poisoned
● Senses Darkvision 60ft., passive Perception 19
● Languages Understands Deep Speech, but cannot speak
● Challenge 12 (8,400 XP)

Innate Spellcasting. A bilewretch's innate spellcasting ability is Wisdom (spell save DC 13,
+5 to hit with spell attacks). It can innately cast the following spells, requiring no components:
- 3/day each: confusion, darkness

Magic Resistance. A bilewretch has advantage on saving throws against spells and other
magical effects.

No Breath. A bilewretch does not need to breathe.

Actions
Multiattack. A bilewretch makes 4 tentacle attacks, and a constrict attack.

Tentacle. Melee Weapon Attack: +12 to hit, reach 10 ft., one target. Hit: 13 (1d10 + 8)
bludgeoning damage plus 3 (1d6) acid damage. The target takes an additional 3 (1d6) acid
damage at the start of the bilewretch’s turn unless the creature spends an action to remove
the bile. Lawful-aligned creatures take double damage from the acid.

Constrict. Melee Weapon Attack: +12 to hit, range 10 ft., one target. Hit: 19 (2d10 + 8)
bludgeoning damage. The target is grappled (escape DC 20) if the bilewretch isn't already
constricting a creature, and the target is restrained until this grapple ends.

Bile Breath (Recharge 5-6). A bilewretch expels a 30-foot-cone of black bile. Creatures in
the must make a DC 18 Dexterity saving throw, taking 21 (6d6) acid damage plus 21 (6d6) fire
damage on a failed save, or half as much damage on a successful one. Creatures also take a
further half damage at the start of the bilewretch’s next turn unless the creature spends an
action to remove the bile. Lawful-aligned creatures take double damage from the acid.
The bilewretch may choose to use its breath on a single creature it is currently grappling. The
grappled creature gets no saving throw.

Black Beast of Bedlam:


Foul and horrifying, the creature before you constantly melts and reforms, seeming to draw
each shape from nightmares and dark tales. It maddeningly shifts through dozens of monstrous
forms before solidifying itself into a slithering, ebon blob covered with spines and tentacled
claws, with countless eyes swimming in viscous sacs. Darting above the monstrosity, a floating
human skull that cackles and screeches.

Spawned from the madness of deities, black beasts of bedlam are creatures of betrayal, deceit,
paranoia, slaughter, and treachery.They are often found wandering the planes of chaos, seeking
to sow madness wherever they can.
As unnatural creatures, black beasts of bedlam serve no ecological purpose on any plane. They
exist to spread discord, madness, and suffering wherever they travel. They possess the
uncanny ability to mimic sounds and throw their voices, which they use to “replay” the voices of
their victims.
Black beasts of bedlam often lurk below ground, in sewers, dungeons, crypts, and caverns,
rarely venturing out into the bright light of day.
Nothing about a black beast of bedlam can be described as typical, especially in appearance.
Ever-changing in shape and apparent composition, in one moment a black beast might appear
as an eye-covered tentacle ball and in the next it might take on an indescribable look without
comparison. Most black beasts of bedlam have favorite forms they take on during combat and
when interacting with others, but even then they rarely hold that shape for more than a minute at
a time.

Black beasts of bedlam pride themselves on unpredictability. They are as likely to strike out with
their innate spell casting abilities as charge into melee. They are not stupid, however, and do
not put themselves at a disadvantage by allowing their chaotic nature to guide them into unwise
tactics. Ultimately, their aim is to cause the most fear and mayhem as possible.
A black beast of bedlam’s natural weapons, as well as any weapons it wields, are treated as
evil-aligned for the purpose of overcoming damage resistances.

Source: Dragon Magazine #355; pp.33-34

Black Beast of Bedlam


Large aberration, chaotic evil

● Armor Class 20 (natural armor)


● Hit Points 178 (17d10 + 85)
● Speed 60ft., climb 60ft.

STR DEX CON INT WIS CHA


23 (+6) 17 (+3) 21 (+5) 9 (-1) 9 (-1) 12 (+1)

● Saving Throws Intelligence +4, Wisdom +4, Charisma +6


● Skills Athletics +11, Acrobatics +8, Stealth +8, Investigation +4, Religion +4,
Perception +4, Survival +4, Deception +6, Intimidation +6
● Damage Resistances acid, cold, fire
● Damage Immunities lightning, poison, thunder
● Condition Immunities blinded, charmed, deafened, frightened, paralyzed, poisoned,
prone, stunned, unconscious
● Senses Darkvision 120ft., Tremorsense 120ft., passive Perception 13
● Languages Abyssal, Common, Slaad
● Challenge 13 (10,000 XP)

Corporeal Instability. A black beast of bedlam’s natural attacks can trigger a terrible
transformation in its targets. A living creature so struck must make a DC 18 Constitution
saving throw. On a successful save, a creature becomes immune to this black beast of
bedlam’s Corporeal instability. On a failed save, the target becomes a spongy amorphous
mass. Unless the victim manages to control the effect, its shape melts, flows, writhes, and
boils. The save DC is Constitution-based.
An affected creature is unable to hold or use any item. Clothing, armor, and rings become
useless. The target’s base speed is reduced to 10 feet, and it cannot burrow or fly. The victim
cannot cast spells or use magical items. It attacks in a pain-induced and uncontrollable rage
until no other creature it can see is left standing. Unable to distinguish friend from foe, it
attacks available targets at random, but does so with disadvantage.
If the victim spends more than 1 minute in an amorphous state, the transformation becomes
permanent, and the victim becomes a chaos beast (pp.???). A victim can regain its own
shape by attempting a DC 15 Constitution saving throw (this check DC does not vary for
bedlam beasts with different ability scores) at the end of their turn. A success reestablishes
the creature’s normal form for 1 minute. On a failure, the creature can still repeat this check
each round until successful.
Corporeal Instability is not a disease or a curse and so is hard to remove. A polymorph or
stoneskin spell does not cure an afflicted creature but fixes its form for the duration of the
spell. A heal or greater restoration spell removes the affliction.

Freedom of Movement. The beast of bedlam ignores difficult terrain, and magical effects
can't reduce its speed or cause it to be restrained. It can spend 5 feet of movement to escape
from nonmagical restraints or being grappled.

Immutable Form. A black beast of bedlam is immune to any spell or effect that would alter its
form
Innate Spellcasting. A black beast of bedlam's innate spellcasting ability is Charisma (spell
save DC 14, +6 to hit with spell attacks). It can innately cast the following spells, requiring no
components:
- At will: disguise self
- 3/day each: confusion, darkness, detect evil and good, major image, shatter, tongues
- 1/day each: bestow curse, greater invisibility, maddening darkness, phantasmal killer,
project image

Keen Smell. A black beast of bedlam has advantage on Wisdom (Perception) checks that
rely on smell.

Magic Resistance. A black beast of bedlam has advantage on saving throws against spells
and other magical effects.

Voice Mimicry. A black beast of bedlam has an unnatural ability to perfectly imitate the cries
of an animal or the voice of a creature it has heard speak at least once. A creature must
succeed on a DC 18 Wisdom (Insight) check to determine the mimicry. The DC is lowered to
14 if the creature is familiar with the target of the mimicry.

Actions
Multiattack. A black beast of bedlam makes 2 claw attacks, and 1 bite attack.

Bite. Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 17 (2d10 + 6) piercing
damage and the target must make a DC 18 Constitution saving throw or suffer the effects of
Corporeal Instability..

Claw. Melee Weapon Attack: +11 to hit, range 10 ft., one target. Hit: 15 (2d8 + 6) slashing
damage.

Gaseous Breath (Recharge 5-6). A black beast of bedlam’s breath weapon acts as the
cloudkill spell.

Black Willow:
This weeping willow tree has long, drooping branches. At its base, the enormous trunk has a
cavity large enough to shelter a man.

The evil black willow is a mobile, ambulatory, carnivorous tree able to alter its appearance to be
indistinguishable from other willows.
Black willows hunt alone, only mingling with others of their kind during seasonal
cross-pollination. The trees position themselves in high-traffic areas and rarely remain in the
same locale for more than a few weeks unless prey is plentiful. Black willows quickly drive off
other predators and disrupt an area’s natural ecosystem, prompting non-evil druids and treants
to destroy them on sight. Other humanoids occasionally see black willows as symbols of death
and construct funeral torches from their wood or place their branches in coffins or near graves.
Broken branches can easily take root in any sort of natural terrain, and legend holds that all
black willows originated from a single tree. In fact, black willows may be an offshoot of the
quickwood, or “spy tree”.
While black willows can gain sustainance as normal plants, they hunger for animal and
humanoid flesh, enjoying halfling meat the most. Black willow bark can be used as an
alchemical remedy for fever, pain, and chills, and brave woodsmen sometimes use its durable
shoots to weave baskets or make charcoal from its limbs. Shipwrights fashion narrow boats
from its wood, and these boats are believed to be common on the River Styx.
A black willow prefers the same areas where normal willows grow, especially moist areas like
riverbanks, but can live in almost any climate, including subterranean lakes and abandoned
ruins. A typical specimen can reach 30 feet or more in height and 6-9 feet in diameter, weighing
in at over 4,000 pounds.

A black willow generally stands motionless near a stream or path and waits for prey to climb
onto a safe-looking limb or shelter under the tree’s canopy, then use its drowsiness ability to
make the intruder fall asleep. It then opens a hole in its hollow appendages underneath the
victim, allowing the prey to fall in and slide into the willow’s trunk cavity. It can likewise open a
hole in its trunk and feed a helpless victim inside.
If forced into melee, a black willow using its lashing, whip-like branches to incapacitate
opponents, lifting helpless victims into its maw.

Source: Dungeon Magazine #149; pp.94-95

Black Willow
Huge plant, neutral evil

● Armor Class 17 (natural armor)


● Hit Points 189 (14d12 + 98)
● Speed 5ft.

STR DEX CON INT WIS CHA


24 (+7) 8 (-1) 25 (+7) 10 (+0) 15 (+2) 18 (+4)

● Saving Throws Intelligence +4, Wisdom +6, Charisma +8


● Skills Perception +6, Deception +8
● Damage Vulnerabilities fire
● Damage Resistances bludgeoning, and piercing damage from nonmagical weapons
● Condition Immunities blinded, charmed, deafened, exhausted, frightened, prone,
unconscious
● Senses passive Perception 16
● Languages Understands Sylvan, but cannot speak
● Challenge 9 (5,000 XP)

Drowsiness Aura. A black willow emits an aura of drowsiness in a 20-foot-radius. Every


round, creatures within the aura must succeed a DC 16 Wisdom saving throw or suffer 1 level
of exhaustion. A creature that is already at 2 levels of exhaustion instead becomes
unconscious.
This effect ends for a creature if the creature takes damage, someone uses an action to wake
it, or the creature is no longer within the aura.

False Appearance. While the black willow remains motionless, it is indistinguishable from a
normal tree.
Actions
Multiattack. A black willow makes 4 tendril attacks.

Tendril. Melee Weapon Attack: +11 to hit, reach 30 ft., one target. Hit: 10 (1d6 + 7)
bludgeoning damage.

Consume. Melee Weapon Attack: +11 to hit, reach 15 ft., one target. Hit: 10 (1d6 + 7)
bludgeoning damage. A Medium or smaller creature that takes damage is consumed. While
consumed, the creature is blinded and restrained, it has total cover against attacks and other
effects outside the black willow, and it takes 2 (1d4) acid damage at the start of each of the
black willow's turns. The acid damage increases by 1d4 each round , up to a maximum of
10d4 acid damage per round.
If the black willow takes 20 slashing damage or more in a single turn from a creature inside it,
the black willow must succeed on a DC 20 Constitution saving throw at the end of that turn or
regurgitate all swallowed creatures, which fall prone in a space within 10 feet of the black
willow. If the black willow dies, a swallowed creature is no longer restrained by it and can
escape from the corpse using 20 feet of movement, exiting prone.

Take Root. The black willow may sink its roots into the ground in any natural surface that can
support at least some vegetation. While rooted, it gains immunity to lightning, and regenerates
5 hp at the start of each of its turns, and its movement speed becomes 0. The black willow
may also use this action to withdraw its roots.
Blackroot Marauder:
This foul creature resembles a sapling covered with black leaves and sharp thorns. It is
humanoid in shape, with broad, powerful legs and long, willowy arms that end with three fierce
talons. The faint outline of a leering, twisted face appears in the beast’s bark.

Blackroot marauders lurk within dense forests, usually at the command of a powerful evil cleric
or arcane spellcaster. Marauders are spawned in elaborate, expensive rituals first created by
cabals of evil clerics and dark druids willing to take any measures to protect their wildlands from
others. In lands ruled by evil clerics, blackroot marauders infest forests where they function as
guardians, watchers, and hunters. They stalk and ambush elves, gnomes, rangers, and other
wilderness warriors who might seek to unseat an evil regime. Unfortunately, the lore needed to
produce these beasts has spread far and wide.

Blackroot marauders are deadly foes due to their patience and skill for fading into the terrain in
dense, forested areas. A marauder might remain still for weeks on end by a forest trail, silently
waiting for its prey to fall into its trap. A swarm of marauders might slowly creep up on an
encampment or castle, shifting into position so slowly that their prey fails to notice the gradual
rise in the number of trees and the density of the underbrush in the area.

Source: Dragon Magazine Compendium; pp.172-174

Blackroot Marauder
Medium construct, neutral evil

● Armor Class 15 (natural armor)


● Hit Points 58 (9d8 + 18)
● Speed 30ft.

STR DEX CON INT WIS CHA


18 (+4) 12 (+1) 14 (+2) 10 (+0) 14 (+2) 10 (+0)

● Skills Stealth +5, Perception +4


● Damage Resistances bludgeoning, piercing, and slashing from nonmagical weapons
● Damage Immunities lightning, psychic
● Condition Immunities charmed, exhaustion, frightened, paralysed
● Senses Tremorsense 60 ft., passive Perception 14
● Languages Understands the languages of its creator, but doesn’t speak
● Challenge 4 (1,100 XP)

False Appearance. While the blackroot marauder remains motionless, it is indistinguishable


from a dead sapling.
Actions
Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) slashing
damage and the target must succeed a DC 14 Constitution saving throw or take 7 (2d6)
poison damage.

Thorns. Ranged Weapon Attack: +3 to hit, range 30 ft., one target. Hit: 4 (1d6 + 1) piercing
damage and the target must succeed a DC 14 Constitution saving throw or take 7 (2d6)
poison damage.

Blackskate:
The thing before you undulates in the currents, moving winglike projections at its sides like a
pallid manta ray. Its body is an amalgamation of tattered flesh. Its is face made up of shattered
pieces of bone roughly pulled together into a mismatched puzzle, as is the tail that now arcs
scorpion-like over its back.

A blackskate is made up of cast-off bits of flesh, bone, scale, and cartilage that settle to the
ocean floor. Somehow this organic detritus mixes with the dark currents of the blackwater
trenches and a terrible undead creature is created. A blackskate’s body is difficult to damage:
the best way to destroy one is to hack it to pieces, which isn’t an easy task in the water.
A blackskate seeks out living, warm-blooded creatures. Though it does not consume blood the
way vampires and their ilk do, warm blood drives a blackskate into what merfolk call the blood
rage—a state in which the creature becomes even more formidable.
A blackskate is capable of inexorably tracking anyone whose blood it has scented, so long as it
and its prey are in the same ocean.

A blackskate prefers to lie in wait, concealing itself beneath a thin layer of sand and silt much
like a living stingray, and uses its deadly tail attack on the first creature that comes near it. It
usually chooses to enter its blood rage at the first opportunity.

Source: Stormwrack – Mastering the Perils of Wind and Wave; pp.139-140

Blackskate
Large undead, neutral evil

● Armor Class 14 (natural armor)


● Hit Points 30 (4d10 + 8)
● Speed 0ft., swim 40ft.

STR DEX CON INT WIS CHA


20 (+5) 17 (+3) 14 (+2) 12 (+1) 12 (+1) 16 (+3)

● Skills Athletics +7, Stealth +5, Investigation +3 Perception +3, Survival +3


● Damage Resistances bludgeoning, and piercing from nonmagical weapons
● Damage Immunities poison
● Condition Immunities poisoned
● Senses Darkvision 60 ft., passive Perception 12
● Languages -
● Challenge 3 (700 XP)

Blood Frenzy. The blackskate has advantage on melee attack rolls against any creature that
doesn't have all its hit points.

Blood Tracker. A blackskate is capable of tracking anyone whose blood it has tasted (that is,
anyone whose blood has been shed near it in the water). It can follow any such trail infallibly,
as long as its quarry remains in the same body of water as the blackskate. It succeeds
automatically unless the quarry uses some magical means of concealing its path. In such an
instance, the blackskate can make a Survival check (DC 10 + caster level of spell or effect) to
continue tracking its prey.

Water Breathing. The blackskate can breathe only underwater.


Actions
Multiattack. A blackskate can take 2 attacks; one bite attack, and one stinger attack.

Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 10 (1d10 + 5) piercing
damage.

Stinger. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 9 (1d8 + 5) piercing
damage and the target must make a DC 13 Constitution saving throw or suffer 9 (2d8)
necrotic damage.

Blackstone Gigant:
A blackstone gigant is an enormous construct created by a powerful cleric to be either a
bodyguard or a guardian of a sacred site. Possessed of a limited intelligence, a blackstone
gigant can serve as an assassin or retrieve an object or creature.
Most blackstone gigants look like fierce, eight-armed women. Evil creators sometimes carve
blackstone gigants to look like mariliths or other demonic creatures.
Blackstone gigants have the power to petrify foes, and they often take grisly trophies from
creatures defeated in such a manner and craft them into a belt of petrified arms or a necklace of
petrified heads.

A blackstone gigant enters battle fearlessly, wading in and among smaller foes and then flail
about with its many arms, hoping to petrify as many foes as it can. It can animate any statues it
created and order them to attack. Should the animated statue be too weak to aid in the fight, the
blackstone gigant often destroys any foe it petrifies, preventing them from being returned to
flesh during battle.

Source: Fiend Folio; pp.21-22

Blackstone Gigant
Gargantuan construct, neutral evil

● Armor Class 21 (natural armor)


● Hit Points 330 (20d20 + 120)
● Speed 40 ft., climb 20ft., fly 40ft.

STR DEX CON INT WIS CHA


30 (+10) 7 (-2) 22 (+6) 6 (-2) 10 (+0) 10 (+0)

● Saving Throws Strength +16, Dexterity +4, Intelligence +4, Wisdom +6, Charisma +6
● Skills Athletics +16, Perception +6
● Damage Resistances acid, cold, fire, lightning; bludgeoning, piercing, and slashing
from nonmagical weapons
● Damage Immunities necrotic, poison, psychic,
● Condition Immunities charmed, exhaustion, frightened, paralysed, petrified,
poisoned, stunned
● Senses Darkvision 60 ft., passive Perception 16
● Languages Speaks the languages of its creator
● Challenge 17 (18,000 XP)

Magic Resistance. The blackstone gigant has advantage on saving throws against spells
and other magical effects.

Magic Weapons. The blackstone gigant's weapon attacks are magical.

Actions
Multiattack. The blackstone gigant makes 4 slam attacks.
Slam. Melee Weapon Attack: +16 to hit, reach 20 ft., one target. Hit: 32 (4d10 + 10)
bludgeoning damage and must make a DC 20 Constitution saving throw or suffer the effects
of the spell flesh to stone.

Animate Statue. A blackstone gigant can use an action to touch an animate any creature it
has turned to stone using its petrifying abilities. This ability works like the spell animate object
cast with a 9th level spell slot. All such animated objects are under the mental control of the
blackstone gigant or its creator (giving orders to a statue is a bonus action). Such statues
remain animated for 20 rounds. A blackstone gigant cannot animate a petrified creature more
than once, and it often destroys statues after the duration of its animate statue ability expires.

Blackwing:
This large skeletal bird’s ragged, ebony wings end in masses of sharp, broken-off bones. Its red
eyes seem full of malice and malign intelligence. Talons and a curved beak make up its natural
armaments.

Blackwings are the keen-eyed undead guardians of a fallen civilization.


Centuries ago, a powerful orc tribe claimed a rugged mountain range, constantly warring
against the giant eagles and elves living in the surrounding forests. The orcs caught and
brutalized eagles for sport until their depraved mystics discovered the necessary ritual to create
powerful undead servitors—the first blackwings.
Blackwings guard tombs hidden high up on treacherous mountains. Such locales have only one
entrance—usually a tunnel leading from a narrow ledge downward into the mountain’s depths.
Blackwings never enter the tomb itself, instead lairing on the ledge and in the entrance tunnel.
The dismembered bodies of inquisitive explorers often fill a blackwing’s lair.
The necromantic ritual used to create blackwings requires the intact body of a giant eagle. The
process stains the creature’s feathers and plumage a deep black and imbues the creature with
unnatural vitality. Feathers hang limply from lumps of dry, leathery skin, and bones are exposed
in places. A typical blackwing stands 10 feet tall and has a wingspan of about 20 feet. Its beak
and claws are curved and extremely sharp.
A blackwing is corrupt to its core, tainted by negative energy. It has no concern for law, but its
actions are not unpredictable.
A blackwing that is not destroyed during the despoilment of its original lair has no true purpose,
and it embarks on an odyssey of destruction. If it survives this violent rampage, the displaced
blackwing settles in a new location from which it terrorizes the surrounding countryside. Multiple
displaced blackwings might congregate, forming a mockery of a natural bird flock. Members of a
flock stick together even if they are forced to abandon a lair.

Blackwings spend much of their time patrolling the hills and mountains surrounding their lairs.
When they spot prey, they immediately plummet down to attack, using their frightful dive to enter
combat. They use differing tactics based on the nature of their foes. Blackwings facing flying
opponents fight a hit-and-run battle, using their superior speed to divide their enemies before
picking off stragglers. Against land-bound opponents, they prefer to hover close to the ground.
Unless dealt significant damage by other opponents, black wings focus their attacks on foes
shaken or frightened because of frightful dives. Once they have slain their foes, blackwings
carry the bodies back to their lair to search for shiny trinkets. Blackwings fight until destroyed.
Members of a flock of blackwings fight in concert. They use wail of despair at the beginning of
the battle, then gang up on one enemy at a time. Only when all enemies appear free of fear
does a flock of blackwings bother wailing again. If their lair is invaded, blackwings bull rush
lightly armoured or Small foes out of the cave and down the mountainside. Heavily armoured
enemies are then cornered and ripped apart. Blackwings mercilessly hunt down fleeing
invaders.

Source: Monster Manual V; pp.12-13

Blackwing
Large undead, neutral evil

● Armor Class 16 (natural armor)


● Hit Points 102 (12d10 + 36)
● Speed 30ft., fly 80ft.

STR DEX CON INT WIS CHA


26 (+8) 17 (+3) 16 (+3) 10 (+0) 14 (+2) 14 (+2)

● Saving Throws Dexterity +6


● Skills Stealth +6, Investigation +3, Insight +5, Perception +5
● Damage Resistances bludgeoning from nonmagical weapons
● Damage Immunities cold, poison
● Condition Immunities poisoned
● Senses Darkvision 60 ft., passive Perception 15
● Languages Auran, Common
● Challenge 7 (2,900 XP)

Dive Attack. If the Blackwing is flying and dives at least 30 feet straight toward a target and
then hits it with a melee weapon attack, the attack deals an extra 9 (2d8) damage to the
target.

Wail of Despair. When two or more blackwings within 30 feet of one another scream, their
cries combine to create a wail of despair, which affects all creatures within 100 feet of any
wailing blackwing. Any creature in the area must succeed on a DC 14 Wisdom saving throw
or become frightened for 1d4 rounds. For every additional two blackwings participating in a
wail of despair, the DC increases by 2. The effect of multiple wails does not stack. This is a
mind-affecting fear ability.

Actions
Multiattack. A blackwing makes 2 claw attacks, and 1 bite attack

Bite. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 13 (1d10 + 8) slashing
damage.

Claw. Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 12 (1d8 + 8) slashing
damage.

Bladeling:
Bladelings are xenophobic beings of humanoid shape. They hail from the plane of Acheron,
most scholars believe that the race emigrated there from another plane, possibly the Nine Hells
of Baator, the Bleak Eternity of Gehenna, or even some unknown metal-based plane.
A bladeling has skin of a dull metallic hue, spotted with patches of metallic spines. Its eyes
gleam like shards of purple ice, and its blood is black and oily.

Most bladelings live in the city of Zoronor, on Ocanthus, the fourth layer of Acheron. Some,
however, wander the other layers of Acheron or even other planes.
Bladelings are superstitious and xenophobic creatures, so its no surprise that they abhor
intrusions into their home territory. (Of course, as residents of Orcanthus – a place of flying
storms of blades – they rarely receive visitors.) Their society is prone to internal strife, but they
immediately band together against external dangers. Bladelings that travel the planes are
reasonably amiable toward strangers, perhaps because they picked up a degree of tolerance for
other beings through constant contact. Even so, they tend not to trust anyone they do not know.

Bladelings are quick to jump into battle, relying on their tough skin and natural agility to see
them through any fight. They are also brave, so they usually focus their attacks on the most
dangerous combatant they see.

Source: Monster Manual II; pp.31

Bladeling
Medium fiend, lawful neutral or evil

● Armor Class 13 (natural armor)


● Hit Points 9 (2d8)
● Speed 30ft.

STR DEX CON INT WIS CHA


11 (+0) 13 (+1) 11 (+0) 10 (+0) 10 (+0) 10 (+0)

● Skills Athletics +2
● Damage Resistances cold, fire; slashing, and piercing damage from nonmagical
weapons
● Damage Immunities acid
● Senses Darkvision 60ft., passive Perception 10
● Languages Common, Infernal
● Challenge 1/2 (100 XP)

Actions
Claw. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) slashing
damage.

Longsword. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 5 (1d8 + 1) slashing
damage, or 6 (1d10 + 1) slashing damage if using two hands.

Razor Storm (1/day). The bladeling expels shrapnel-like bits of its skin in a 15-foot cone.
Each creature in that area must make a DC 11 Dexterity saving throw, taking 7 (2d6) piercing
damage on a failed save, or half as much damage on a successful one. After this attack, the
bladeling’s Armor Class decreases by 2 for 24 hours.

Blaspheme:
Appearing similar to a corpse that has been dug up and surgically modified, this creature stands
nearly 7 feet tall, but is extraordinarily thin. Its arms are extra-long, hanging nearly to mid-calf.
Its head is wide and wedge-shaped, with a split mouth that opens wider than that of a normal
humanoid. Its teeth glitter like shards of black, steaming ice.

Crafted in bygone days by power-mad wizards searching to create the perfect undead
guardians, blasphemes still roam forgotten areas, seeking to destroy nonevil creatures with their
blasphemous bite. They are most likely to be encountered near ruins of ancient cities where
magic was valued more highly than personal liberty or morals. If the secret of creating or calling
a blaspheme into the world still exists, it is buried in just such a location. Each blaspheme is
created with parts from multiple ancient corpses, with teeth specially harvested from sacrifices
to evil powers. However, blasphemes are not hulking, slow-moving constructs; rather, they are
lithe and deadly, aware of their surroundings and capable of directing their own actions.
Blasphemes stand just under 7 feet tall and weigh about 190 pounds.

A blaspheme resonates with evil power, the focus of which is concentrated in its teeth. Thus,
blasphemes charge into combat in almost every situation, attempting to bite their victims as
quickly as possible.

Source: Libris Mortis; The Book of the Dead; pp. 85-86

Blaspheme
Medium undead, neutral evil

● Armor Class 15 (natural armor)


● Hit Points 154 (21d8 + 63)
● Speed 40ft.

STR DEX CON INT WIS CHA


28 (+9) 12 (+1) 16 (+3) 5 (-3) 15 (+2) 10 (+0)

● Skills Perception +5, Survival +5


● Damage Resistances bludgeoning, piercing damage
● Damage Immunities cold, poison
● Condition Immunities poisoned
● Senses Darkvision 60 ft., passive Perception 15
● Languages Common
● Challenge 8 (3,900 XP)

Actions
Bite. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit:14 (1d10 + 9) piercing
damage, 10 (3d6) necrotic damage, and the target's Strength score is reduced by 1d4. The
target dies if this reduces its Strength to 0. Otherwise, the reduction lasts until the target
finishes a short or long rest.

Blazewyrm:
A fire fumbles arid crackles through the air before you, and as the whining slows, you realize
that it is a living rival tire. A dragon-like head of flame becomes apparent above a sinuous tail of
burning air.
The chaotic blazewyrms delight in burning anything that can be set alight, especially other
creatures. Tumbling through the air like balls of fire, they move among their enemies with
impunity, leaving smouldering corpses behind.
Like the Material Plane, the Elemental Planes host countless types of creatures. In the ecology
of the Elemental Plane of Fire, blazewyrms are like wyverns. Although they do not require
sustenance, they delight in waylaying travellers, especially those who are not native to the
plane.
Blazewyrms can be up to 14 feet in length, but they weigh very little for their size, averaging
only 200 pounds.
Blazewyrms often travel in small family groups of three or four members. Once every two years,
these groups join with others in huge mating moots. Eventually, this vast conglomeration of
writhing fire splits up back into family groups, with half again as many full-sized blazewyrms now
among the throng.

A blazewyrm attacks foes by tumbling through their squares. Although it can bite enemies, the
creature rarely stands and fights, preferring to damage multiple opponents by burning through
them.

Source: Dragon Magic; pp.111-112

Blazewyrm
Large elemental, chaotic evil

● Armor Class 14 (natural armor)


● Hit Points 93 (11d10 + 33)
● Speed 40ft., fly 60ft.

STR DEX CON INT WIS CHA


20 (+5) 17 (+3) 16 (+3) 4 (-3) 11 (+0) 10 (+0)

● Skill Acrobatics +5, Perception +4


● Damage Vulnerabilities cold
● Damage Resistances bludgeoning, piercing, and slashing from nonmagical weapons
● Damage Immunities fire, poison
● Condition Immunities paralyzed, petrified, poisoned, stunned, unconscious
● Senses Darkvision 60 ft., passive Perception 14
● Languages Draconic, Ignan
● Challenge 4 (1,100 XP)
Fiery Body. A blazewyrm's body is made of solid flame. A creature that touches the
blazewyrm or hits it with a melee attack while within 5 feet of it takes 1d6 points of fire
damage.

Actions
Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 12 (1d10 + 7) piercing
damage and 3 (1d6) fire damage.

Bleakborn:
This frigid corpse is so cold that it is frosted with icy crystals. Sensing the warmth of life, it
shambles eagerly toward its victims. Its eyes reflect the vacuum of the void, its touch chills to
the bone, and its very presence seems to drain the heat from your pores.

When inactive, a bleakborn appears to be nothing but a humanoid corpse, slain either by bitterly
cold conditions (or if in a warmer environment, as if by a magical cold attack so potent that the
corpse still sparkles with ice crystals). However, whenever any living creature comes to within
30 feet of an inactive bleakborn, the warmth and life of the interloper revive the undead
creature, giving it purpose and an icy semblance of life. Bleakborns are also referred to as Moil
zombies in some lesser-known tomes about undead, in supposed reference to the cursed city in
which they first arose. A bleakborn is not marked by direct violence; rather, it looks like a
humanoid that has been flash-frozen, with discoloration and some ruptured flesh showing here
and there. A bleakborn stands a little over 6 feet tall and weighs between 150 and 230 pounds.

A bleakborn actively moves toward living creatures, attempting to keep them within range of its
heat-draining aura. If possible, a bleakborn pummels a living creature with its ice-cold limbs,
hoping to deprive its victim of all warmth and life.

Source: Libris Mortis; The Book of the Dead; pp. 86-87

Bleakborn
Medium undead, neutral evil

● Armor Class 15 (natural armor)


● Hit Points 154 (9d8 + 27)
● Speed 40ft.

STR DEX CON INT WIS CHA


22 (+6) 16 (+3) 16 (+3) 14 (+2) 14 (+2) 15 (+2)
● Saving Throws Dexterity +6
● Skills Stealth +6, Insight +5, Perception +7, Survival +5, Intimidation +5, Persuasion
+5
● Damage Immunities fire, poison
● Condition Immunities charmed, exhaustion, frightened, poisoned, unconscious
● Senses Darkvision 60 ft., passive Perception 17
● Languages Common, Moilian
● Challenge 6 (2,300 XP)

Cold to the Touch. The touch of a bleakborn deals 7 (2d6) points of cold damage. Each 3
points of cold damage dealt heals a bleakborn of 1 point of damage. If this amount of healing
would cause a bleakborn to exceed its full normal hit point total, it gains any excess as
temporary hit points. These temporary hit points last for up to 1 hour. Anyone who hits a
bleakborn in melee also takes 3 (1d6) points of cold damage, unless wielding a reach
weapon.

Contingent Healing. A bleakborn only heals when in range of a living creature that it can
affect with its heat-draining aura. Even if brought to 0 hit points or less, a bleakborn eventually
heals if a living creature at some future date wanders within 30 feet of the bleakborn’s
remains, automatically triggering its heat-draining aura. As long as affected creatures are
within its heat-draining aura, a bleakborn’s contingent healing remains active.
While a bleakborn doesn’t take cold damage from its own abilities, it can take cold damage
from another of its kind.

Create Spawn. Any humanoid slain by a bleakborn becomes a normal zombie in 1d4 rounds.
These spawns are under the command of the bleakborn that created them and remain
enslaved until its destruction. They do not possess any of the abilities they had in life.
Sometimes a newly created spawn becomes a bleakborn instead of a mere zombie, though
the wiles of the dark gods determine such instances (that is, the DM decides when this
occurs).

Fire Lover. Fire heals a bleakborn of 1 point of damage for each 3 points of damage it would
otherwise deal. If this amount of healing would cause bleakborn to exceed its full normal hit
point total, it gains any excess as temporary hit points. These temporary hit points last for up
to 1 hour. A bleakborn makes no saving throws against fire effects.

Heat-Draining Aura. All living creatures (except those immune to cold damage) that
approach within 30 feet of a bleakborn are subject to its heat-draining aura. Victims must
make a DC 13 Constitution saving throw. If they fail, they take 7 (2d6) cold damage per round
as their living heat is sucked away, but if they succeed, they lose only 3 (1d6) cold damage
per round that they remain in the radius.

Actions
Slam. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 11 (1d10 + 6) bludgeoning
damage and 7 (2d6) cold damage.

Blood Amniote:
A clot of animate blood the size of a small house, this amoeba of failed life is hungry to add new
blood to its oozing body.

The half-congealed blood of past victims gives a blood amniote its form, and its ties to the
Negative Energy Plane give the creature animation. Mindless, it seeks only to pierce the fleshy
carapace of all living creatures it comes upon so it can draw out the blood beneath. Though
these creatures are mindless, vestiges of past victims completely drained of blood remain
imprinted on them. Observers sometimes see these random memories as faces that briefly form
on the surface of a blood amniote, only to fall away again to formlessness moments later.

When a blood amniote senses potential prey, it quickly moves to engage, hoping to draw out the
blood of its victims in full quantity.

Source: Libris Mortis; The Book of the Dead; pp. 87-88

Blood Amniote
Huge undead, unaligned

● Armor Class 20 (natural armor)


● Hit Points 37 (10d12 + 30)
● Speed 30ft.

STR DEX CON INT WIS CHA


19 (+4) 20 (+5) 16 (+3) 1 (-5) 1 (-5) 1 (-5)

● Damage Resistances bludgeoning, piercing, and slashing from nonmagical weapons


● Damage Immunities poison
● Condition Immunities blinded, charmed, deafened, exhaustion, frightened, poisoned,
prone, restrained, stunned
● Senses blindsight 60 ft. (blind beyond this point), passive Perception 5
● Languages -
● Challenge 8 (3,900 XP)
Self-Spawn. If a blood amniote’s hit point total reaches double its original hit point total, it
splits into two blood amniotes, each with the blood amniote’s original maximum hit points. A
blood amniote can self-spawn as a bonus action, but the second blood amniote may not act
until the next round.

Actions
Pseudopod. Melee Weapon Attack: +7 to hit, reach 15 ft., one creature. Hit: 13 (2d8 + 4)
bludgeoning damage plus 10 (3d6) necrotic damage. This causes a living creature to bleed
through its skin pores, which the blood amniote absorbs into its own form, increasing its hit
point total by the amount of necrotic damage it deals.

Blood Horse:
Blood horses are frightening beasts crafted out of the nightmares of children with characteristics
of giant bats and pegasi.
The body of a blood horse resembles that of a sleek, lithely muscled black horse with enormous
bat wings stretching from its back. Its head has large bat-like ears; small, pink eyes; flared
nostrils with leaf-like projections; and curled lips that pull back to reveal large, pointed teeth. Its
hooves are split into talon-like toes, and a thin hairless tail stretches forth from its rump. A
typical blood horse stands almost 6 feet high at the shoulders, weighs 1,250 pounds, and has a
wingspan of 20 feet.
Blood horses prefer to prey on all manner of animals, but they favor the taste of fresh blood
above all else. Blood horses are cruel and capricious, but they are still highly prized mounts for
evil spellcasters.

Blood horses usually soften up tough targets with their sonic screech and then pounce on their
prey, diving from above, with teeth and claws bared. They generally prefer to drain blood only
from foes who are incapable of defending themselves.

Source: Dragon Magazine #299; pp.52-53

Blood Horse
Large monstrosity, chaotic evil

● Armor Class 14
● Hit Points 51 (6d10 + 18)
● Speed 40ft., fly 80ft.

STR DEX CON INT WIS CHA


18 (+4) 18 (+4) 17 (+3) 6 (-2) 13 (+1) 7 (-2)

● Skills Stealth +6, Perception +3


● Senses Blindsight 120ft., Darkvision 20ft., passive Perception 13
● Languages Understands Common, but does not speak.
● Challenge 2 (450 XP)

Echolocation. The blood horse cannot use its blindsight while deafened
Actions
Multiattack. A blood horse makes 2 claw attacks.

Bite. Melee Weapon Attack: +9 to hit, reach 5 ft., one creature. Hit: 7 (1d6 + 4) piercing
damage. If the creature that is grappled by the blood horse, incapacitated, or restrained, the
attack deals an additional 3 (1d6) necrotic damage. The target's hit point maximum is reduced
by an amount equal to the necrotic damage taken, and the blood horse regains hit points
equal to that amount. The reduction lasts until the target finishes a long rest. The target dies if
this effect reduces its hit point maximum to 0.

Claw. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 7 (1d6 + 4) slashing
damage.

Sonic Screech (Recharge 5-6). Creatures a 20-foot radius centered on the blood horse take
3 (1d6) thunder damage and must make a DC 14 Constitution saving throw or be stunned for
1 round and deafened for 1d4 rounds.

Bloodfire Ooze:
This disgusting pool of blood occasionally manifests a face in twisted torment. It seethes and
boils, reeking of brimstone, and extends a gory pseudopod towards you.

A bloodfire ooze is the unholy result of mixing an immense quantity of blood from innocent
beings with the ichor of a demon. It is dimly aware of its surroundings and burns with intense
heat.
Bloodfire oozes came into existence only through twisted rituals and have no place in the
natural world. The more a bloodfire ooze consumes, the larger it grows; the blood of good
creatures provides superior nutrition. Once an ooze comes into existence, it mindlessly pursues
further nourishment.
Bloodfire oozes are found in evil temples (abandoned or otherwise), the demesnes of evil
evokers, and the territories of powerful fire creatures. They roam the underground realm in
places, but few survive long that wander aboveground – the fires they create rapidly draw
attention. Bloodfire oozes frequently remain inside the massive cauldrons that spawned them or
lie in wait in shallow pits.
A bloodfire ooze resembles an enormous, living mass of burning blood. As the creature moves,
faces of tormented souls appear on the surface, only to be reabsorbed moments later. Wisps of
sulphurous smoke constantly rises from a bloodfire ooze. A Huge ooze is about 15 feet on a
side and weighs around 8,000 pounds, but much larger specimens have been observed.

As mindless creatures, bloodfire oozes do not employ any tactics beyond “overwhelm” and
“burn”. Intelligent creatures often create them to serve as guards and to enhance their own
magical abilities. Evil evokers especially favour these oozes because they empower fire spells
cast nearby in addition to providing physical defence. Evil outsiders that can use fire spells or
abilities seek out or create these creatures as well.

Source: Monster Manual IV; pp.18-19

Bloodfire Ooze
Huge ooze, neutral evil

● Armor Class 12 (natural armor)


● Hit Points 189 (14d12 + 98)
● Speed 30ft.

STR DEX CON INT WIS CHA


24 (+7) 13 (+1) 24 (+7) 1 (-5) 11 (+0) 4 (-3)

● Damage Vulnerabilities cold


● Damage Resistances acid, lightning
● Damage Immunities fire, poison
● Condition Immunities blinded, charmed, deafened, frightened, poisoned, prone,
restrained, stunned
● Senses blindsight 60 ft. (blind beyond this point), passive Perception 10
● Languages -
● Challenge 6 (2,300 XP)

Burning Blood. A bloodfire ooze’s body produces tremendous heat. Any creature that strikes
or touches a bloodfire ooze with its body, a melee weapon, or that grapples with it,
automatically takes 7 (2d6) fire damage. A creature takes damage from this ability once per
turn.

Magic Resistance. The ooze has advantage on saving throws against spells and other
magical effects.
Actions
Pseudopod. Melee Weapon Attack: +9 to hit, reach 15 ft., one target. Hit: 12 (1d10 + 7)
bludgeoning damage plus 7 (2d6) fire damage.

Flame Burst (Recharge 5-6). The ooze exudes a blast of fire. Each creature within 10 feet of
the ooze must make a DC 18 Dexterity saving throw, taking 35 (10d6) fire damage on a failed
save, or half as much damage on a successful one. Save DC is Constitution-based.

Bloodhulk:
Bloodhulks are corpses reanimated through an infusion of the blood of innocent victims in a
dark and horrible ritual. Their bloated bodies are filled with viscous gore and unholy fluids,
providing them with the endurance to absorb an amazing amount of punishment before falling.
Although bloodhulk fighters are the most common form of this undead, necromancers and vile
priests sometimes create larger, more ferocious versions, such as the bloodhulk giant and
bloodhulk crusher.
Bloodhulks are completely mindless. Their wretched existence is at the pleasure of their
creators, and their destruction is inconsequential (though unpleasantly messy). Creating a
bloodhulk requires a ritual of bloody sacrifice culminating in a spell of animation. Most living
corporeal beings can be made into these horrors.
As created beings, bloodhulks can be found in any environment. Typically, they patrol grim
temples, mouldering tombs, and precincts devoted to blasphemous observations.
Some spellcasters display a preference for creating bloodhulks over standard undead servants.
In particular, evil blood magi who specialize in necromancy can’t resist innovative methods for
using blood.
Bloodhulks are disgusting to behold, resembling swollen, muscle-bound corpses whose skin
writhes with purulent veins. They stink of festering wounds and make an unsettling slurping
sound as they move. They wear no armour and at most are covered with ragged fragments of
clothing, having outgrown their former garments. A bloodhulk is the same height as the typical
creature for its size but has a much bulkier build. The sheer volume of blood sloshing around
within them makes a bloodhulk twice as heavy as a base creature of comparable size.
Bloodhulks are incapable of independent thought or moral judgement, making them neutral in
outlook. However, the horrible ritual of their creation, the cruelty of their makers, and the grim
tasks to which they are set lend them a taint of evil

Bloodhulks can absorb a tremendous amount of punishment, though its vulnerability to piercing
and slashing weapons gives adventurers an advantage against it. This mindless, bloated
automaton sloshes about, following the orders of its creator without thought. Because of its utter
lack of intelligence, the instructions given to a newly created bloodhulk must be very simple,
such as “Kill anyone who enters this room”.
Bloodhulks can be encountered singly or in groups, depending on the proclivities of their creator
and their purpose. Their immense strength and ability to absorb damage makes them useful
guards, tougher than zombies but not as expensive or complex as flesh golems. Bloodhulks are
commonly found shuffling alongside other minor undead servants in a necromancer’s lair or a
temple to an evil god of death.
Most evil spellcasters who employ bloodhulks use them as bodyguards. While a bloodhulk holds
back a band of adventurers, its master can rain spells and ranged attacks upon then. A
bloodhulk’s durability makes it possible to drop area attacks upon both the bloodhulk and those
it is fighting. In most cases, the undead can better absorb the punishment than its opponents.

Fighter:
This might have been a human, once. Now it is a bloated horror, distended veins sprawling
across its livid skin. Scraps of rotted cloth are all that covers its swollen body. Its empty eyes fix
on you, and it lurches forward swinging its massive fists.

Giant:
This towering, swollen giant looks as if its skin is about to burst and rip away. Thick veins run
across its body, and here and there it pulses and shifts with a great quantity of fluid.

A bloodhulk giant is a larger, tougher version of a bloodhulk fighter. It can absorb scores of
attacks, making it ideal as a guardian or bodyguard. Necromancers, evil clerics, and other evil
spellcasters use bloodhulk giants to fend off enemies while they attack with their magic.

Crusher:
A twisted, swollen form the size of a castle tower looms over you. Its bloated, swollen body is
covered with thick, ropy veins that throb with viscous blood. It looks down upon you with hollow,
empty eyes.

The most powerful version of this undead, a bloodhulk crusher is a living engine of destruction.
Evil clerics use these beasts as walking engines of war. Their tremendous durability and great
strength allow them to batter down castle gates, smash apart buildings, and crush smaller
creatures.

Source: Monster Manual IV; pp. 20-22

Bloodhulk Fighter
Medium undead, neutral evil

● Armor Class 9
● Hit Points 120 (10d8 + 20 + 20)
● Speed 20ft.

STR DEX CON INT WIS CHA


16 (+3) 9 (-1) 14 (+2) 2 (-4) 10 (+0) 1 (-5)

● Damage Vulnerabilities piercing, and slashing damage


● Damage Immunities poison
● Condition Immunities charmed, exhaustion, frightened, poisoned, unconscious
● Senses Darkvision 60 ft., passive Perception 10
● Languages Understands languages of its creators, but doesn’t speak
● Challenge 3 (700 XP)

Fragile. A bloodhulk takes an extra 3 (1d6) points of damage whenever it takes at least 1
point of damage from a piercing or slashing weapon.

Blood Bloated. A bloodhulk always gains maximum hit points possible per Hit Die. In
addition, it gains 2 bonus hit points per Hit Die. (Total calculated in HD)

Actions
Slam. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (1d10 + 3) bludgeoning
damage.

Bloodhulk Giant
Large undead, neutral evil

● Armor Class 9
● Hit Points 210 (14d10 + 42 + 28)
● Speed 20ft.

STR DEX CON INT WIS CHA


30 (+10) 6 (-2) 17 (+3) 2 (-4) 10 (+0) 1 (-5)

● Saving Throws Strength +13


● Damage Vulnerabilities piercing, and slashing damage
● Damage Immunities poison
● Condition Immunities charmed, exhaustion, frightened, poisoned, unconscious
● Senses Darkvision 60 ft., passive Perception 10
● Languages Understands languages of its creators, but doesn’t speak
● Challenge 5 (1,800 XP)
Fragile. A bloodhulk takes an extra 3 (1d6) points of damage whenever it takes at least 1
point of damage from a piercing or slashing weapon.

Blood Bloated. A bloodhulk always gains maximum hit points possible per Hit Die. In
addition, it gains 2 bonus hit points per Hit Die. (Total calculated in HD)

Actions
Slam. Melee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit: 19 (2d8 + 10)
bludgeoning damage.

Bloodhulk Crusher
Huge undead, neutral evil

● Armor Class 9
● Hit Points 210 (20d12 + 60 + 40)
● Speed 20ft.

STR DEX CON INT WIS CHA


30 (+10) 6 (-2) 17 (+3) 2 (-4) 10 (+0) 1 (-5)

● Saving Throws Strength +13


● Damage Vulnerabilities piercing, and slashing damage
● Damage Immunities poison
● Condition Immunities charmed, exhaustion, frightened, poisoned, unconscious
● Senses Darkvision 60 ft., passive Perception 10
● Languages Understands languages of its creators, but doesn’t speak
● Challenge 7 (2,900 XP)

Fragile. A bloodhulk takes an extra 3 (1d6) points of damage whenever it takes at least 1
point of damage from a piercing or slashing weapon.

Blood Bloated. A bloodhulk always gains maximum hit points possible per Hit Die. In
addition, it gains 2 bonus hit points per Hit Die. (Total calculated in HD)

Actions
Slam. Melee Weapon Attack: +13 to hit, reach 15 ft., one target. Hit: 23 (3d8 + 10)
bludgeoning damage.
Bloodlance:
This horse-like creature appears demon-possessed; eyes glowing a hellish red, muscles
unnaturally swollen with such power that they threaten to tear its skin, hooves ripping up the
ground as it rampages. A twisted, crimson lance or cartilage and scar tissue grows from the
stump of its horn, a grizzly parody of the pearly lance carried by a normal unicorn. Thin lines of
blood run down its face and into its mane. The creature seems to be emitting one constant
scream of insanity, interrupted by the occasional gasping breath.

Because of their unique magical properties, unicorn horns are a coveted commodity among evil
alchemists and spellcasters, most of whom are not above hunting down a living unicorn to get
one. While most at least have the decency to kill the noble creature before taking its horn, the
most twisted among them are sadistic enough to simply saw the horn off a living unicorn,
leaving the creature in unending, unspeakable pain. The evilest rituals even require the unicorn
remain among the living. While many of these poor creatures spend most of their short lives in
crippling misery, some are fated to worse: they first go mad, then fall under demonic influence,
becoming hellish perversions of their kind.
Bloodlances are creatures similar to the unicorns they once were, although they benefit from
greatly enhanced physical abilities and a number of traits usually associated with demons. A
bloodlance’s entire existence is an insane, mindless rage, and it is capable of nothing but
destruction.
A bloodlance doesn’t contribute to an ecology so much as it damages it: it kills, breaks, and
spreads disease without reason in its rampage. No natural scavenger touches a bloodlance’s
remains should it fall. It usually wanders too far and too quickly to deal serious damage to a
glade or forest, tirelessly cutting an endless swath of destruction. Bloodlances do not need to
sleep and rarely take time to eat, most often feasting on still-warm meat.
While unicorns are usually found in forests, the demons speaking in a bloodlance’s head tend to
guide it with some intelligence towards places where it can do the most harm. Bloodlances
might be found in any wild or civilized place, but most often attack settlements near woodlands
where they can make a hasty retreat if necessary.
A bloodlance resembles a unicorn, with the obvious exceptions of muscles swollen with abyssal
strength and a ghoulish “horn” made of gore and cartilage. A typical bloodlance is 8 feet in
length and 5 feet high at the shoulder, but weighs up to 1,600 pounds. The fur of elder
bloodlances is more red than white, coated in several layers of bloodstains.
Although completely insane and tormented by fiendish whispers, a bloodlance is by most
definitions not evil. Many good folk would rather see a bloodlance captured and cured than
killed, but the creature’s great strength, destructive nature, and immunity to most enchantments
make capturing one a risky prospect.

A bloodlance that comes under attack or spots an armed party charges headlong, unleashing all
of its abilities in quick succession. It employs few tactics but usually positions itself so it can
strike weak targets with its less accurate hoof attacks while lashing out at tougher foes with its
horn.
Source: Dragon Magazine #357: pp.46-48

Bloodlance
Large monstrosity, chaotic neutral

● Armor Class 14 (natural armor)


● Hit Points 51 (9d10 + 63)
● Speed 60ft.

STR DEX CON INT WIS CHA


24 (+7) 17 (+3) 25 (+7) 11 (+0) 11 (+0) 24 (+7)

● Skills Acrobatics +6, Stealth +6, Perception +3, Survival +3


● Damage Immunities lightning, poison
● Condition Immunities charmed, paralyzed, poisoned
● Senses Darkvision 60ft., passive Perception 13
● Languages Understands Celestial, Elvish, and Sylvan, but does not speak.
Telepathy 60ft.
● Challenge 5 (1,800 XP)

Charge. If the bloodlance moves at least 20 feet straight toward a target and then hits it with a
horn attack on the same turn, the target takes an extra 9 (2d8) piercing damage. If the target
is a creature, it must succeed on a DC 15 Strength saving throw or be knocked prone.

Fiendish Presence. A bloodlance is forever plagued by the disembodied voices of demons.


They cannot control it directly (bloodlances are immune to such effects), but they can and
gleefully influence it and use it as a vessel for destruction on the Material Plane.
Dispel Evil and Good, Magic Circle, and Protection from Evil and Good spells hedge out these
forces for the duration of the spell. For the duration of the spell, the bloodlance loses its ability
to summon demons. A bloodlance so affected acts naturally; it does not regain its sanity or
attempt to communicate, but it does try to flee the fight and only attacks to defend itself.
Bloodlances attempt Wisdom saving throws against these spells, where allowed.

Innate Spellcasting. The bloodlance's innate spellcasting ability is Charisma (spell save DC
18). It can innately cast the following spells, requiring no components:
- 3/day each: inflict wounds

Magic Resistance. The bloodlance has advantage on saving throws against spells and other
magical effects.

Magic Weapons. The bloodlance's weapon attacks are magical.


Actions
Multiattack. The bloodlance makes two attacks: one with its hooves and one with its horn.

Hooves. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 14 (2d6 + 7)
bludgeoning damage.

Horn. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 11 (1d8 + 7) piercing
damage and the creature is wounded. At the start of each of the wounded creature's turns, it
takes 1d4 necrotic damage for each time it has been wounded, and it can then make a DC 15
Constitution saving throw, ending the effect of all such wounds on itself on a success.
Alternatively, the wounded creature, or a creature within 5 feet of it, can use an action to make
a DC 15 Wisdom (Medicine) check, ending the effect of such wounds on it on a success.
A creature hit by a bloodlance’s horn attack must also succeed a DC 18 Constitution saving
throw or contract Demon Fever. After a 24-hour incubation period, the target’s hit point
maximum is reduced by 3 (1d6) every 24 hours. After the target loses its max hp, it must
make a successful DC 18 Constitution saving throw. The creature recovers from the disease
once it makes a successful Constitution saving throw on two consecutive days. If the targets
hit point maximum drops to 0 as a result of the disease, the target dies. Hit points lost can be
restored after a long rest after the disease is cured.

Summon Demon (Recharge 6). With a soul-splitting shriek as a bonus action, a bloodlance
can automatically summon a fiend with the demon subtype with CR 2 or less.

Bloodmote Cloud:
This cloud of buzzing insects boils toward its victims, droning ominously in its strangely deep
pitch and accompanied by the sickly-sweet aroma of blood.

A bloodmote cloud is made up of undead mosquitoes with a blood thirst. While a living mosquito
is hardly more than an annoyance, and a swarm of the same is hardly cause for alarm, the
appearance of a concentrated swarm of undead bloodsuckers is a calamity.

A bloodmote cloud seeks to engulf, and suck dry any living prey it encounters. A bloodmote
cloud is never sated.

Source: Libris Mortis; The Book of the Dead; pp. 88

Bloodmote Cloud
Medium swarm of Tiny undead, neutral evil

● Armor Class 15 (natural armor)


● Hit Points 75 (10d8 + 30)
● Speed fly 20ft.

STR DEX CON INT WIS CHA


4 (-3) 13 (+1) 16 (+3) 1 (-5) 10 (+0) 1 (-5)

● Damage Immunities poison; bludgeoning, piercing, and slashing damage


● Condition Immunities blinded, charmed, deafened, frightened, grappled, paralysed,
petrified, prone, restrained, unconscious
● Senses Darkvision 60ft., passive Perception 10
● Languages -
● Challenge 5 (1,800 XP)

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 mosquito. The swarm can't regain hit
points or gain temporary hit points.

Actions
Multiattack. A bloodmote cloud makes 2 swarm attacks

Swarm. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 6 (2d4 + 1) piercing
damage plus 3 (1d6) necrotic damage, or 3 (1d4 + 1) piercing damage plus 2 (1d4) necrotic
damage if the bloodmote cloud is at half its hit points or fewer. The target's hit point maximum
is reduced by an amount equal to the necrotic damage taken, and the bloodmote cloud
regains hit points equal to that amount. The reduction lasts until the target finishes a long rest.
The target dies if this effect reduces its hit point maximum to 0.

Bloodrot:
What appears to be a large pool of slick, dark blood with patches of more viscous fluids,
suddenly surges forward like a slug.

A bloodrot is an ooze-like undead. While sages originally believed that bloodrots were slain
oozes animated by necromantic spells, they have now come to understand that the bloodrot is
not a true ooze at all, despite its ooze-like form. Rather, a bloodrot is formed from the remaining
fluids of a creature dissolved in acid or otherwise liquefied. Bloodrots have no goal save to
consume the fluids of the living, whom they dissolve with their blood fever ability. Most bloodrots
have a diameter of roughly 8 feet and a thickness of 2 to 6 inches. A typical specimen weighs
about 400 pounds.
A bloodrot attacks with pseudopods of its own substance, often striking at a surprising distance.
While unintelligent, it possesses an instinctive cunning that enables it to recognize
advantageous circumstances for attack—or for retreat if a fight turns against it. A bloodrot
prefers to kill its prey immediately after infecting them, so as to enjoy a meal then and there, but
if it appears to be losing a battle it retreats and tracks those whom it has infected to consume
later.

Source: Heroes of Horror; pp. 140-142

Bloodrot
Medium undead, unaligned

● Armor Class 5
● Hit Points 75 (10d8 + 30)
● Speed 20ft., climb 20ft.

STR DEX CON INT WIS CHA


17 (+3) 1 (-5) 16 (+3) 2 (-4) 1 (-5) 14 (+2)

● Skills Athletics +6
● Damage Resistances bludgeoning, piercing, and slashing damage from nonmagical
weapons
● Damage Immunities poison
● Condition Immunities blinded, charmed, deafened, frightened, paralysed, poisoned,
prone, restrained, stunned
● Senses blindsight 60 ft. (blind beyond this point), passive Perception 5
● Languages -
● Challenge 6 (2,300 XP)

Blood Fever. A creature that is struck by or makes bodily contact with the bloodrot must
succeed a DC 14 Constitution saving throw or become infected with Blood Fever. After an
incubation period of 1 minute, the victim suffers 13 (3d8) necrotic damage every 24 hours.
Unlike normal diseases, blood fever continues until the creature reaches 0 hit points (and
dies) or is cured. Blood fever is a powerful curse, not a natural disease. A character
attempting to cast any conjuration (healing) spell on a creature afflicted with blood fever must
succeed on a DC 20 Medicine (Int) check, or the spell has no effect. To eliminate blood fever,
the curse must first be broken with break enchantment or remove curse (requiring a DC 20
Medicine (Int) check for either spell), after which a caster level check is no longer necessary
to cast healing spells on the creature, and the blood fever can be magically cured as any
normal disease.
An afflicted creature who dies of blood fever—or who dies of any other cause while infected
with blood fever—dissolves into a puddle of thick blood and liquefied flesh and organs. A
bloodrot feeds on these remains.

Sanguineous Mount. If a bloodrot is losing a battle, it might attempt to hide within the body of
anyone already infected with blood fever. The bloodrot need merely touch someone it has
already infected, and it can then seep into his body. The individual can resist this invasion with
a DC 14 Constitution saving throw. Failure on the save means the bloodrot occupies the
target’s bloodstream, and the target is poisoned as long as the bloodrot remains within him.
The bloodrot can be expelled through the use of remove disease or heal, if the caster
succeeds on a DC 20 Medicine (Int) check. Otherwise, it can remain for up to 24 hours before
it must depart, gushing forth from the host’s various orifices.

Track Infected. A bloodrot can sense the distance and direction to anyone currently infected
with blood ever, so long as he is within a number of miles equal to the bloodrot’s Hit Dice and
not within an antimagic field or similar effect.

Actions
Pseudopod. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d10 + 3)
bludgeoning damage and it is grappled (escape DC 14). Until the grapple ends, the bloodrot
has advantage on attack rolls against the target. The bloodrot can only grapple one target at a
time. Creatures who have not already contracted blood fever must make a new save every
round while grappled to avoid contracting the disease.

Reactions
Split. Instead of receiving piercing or slashing damage, the creature splits into two identical
bloodrots, each with half of the original’s current hit points (round down). A bloodrot with 10 or
fewer hit points cannot be further split and dies if reduced to 0 hit points. Splitting only occurs
if an attack would deal actual damage; blows that are completely nullified by a bloodrot’s
damage reduction do not cause it to split.

Bloodsilk Spider:
This bloated spider is as big as a wolf, with thick, powerful legs and a heavy, red blister of flesh
on its back.

Bloodsilk spiders, like their mundane cousins, are ambush predators that feed on the vital fluids
of their prey. They lurk in reddened webs, which they use to drain blood from trapped creatures.
Bloodsilk spiders live and reproduce much like other spiders do. They prefer areas of heavy
foliage for their lairs, particularly if the region contains plenty of animals to feed upon. When it
has exhausted the local stock of prey, a spider moves on to another area.
A bloodsilk spider might instead inhabit ruins if the local forest has a significant number of giant
wasps or spider eaters – both of which are deadly foes. Even other varieties of giant spider are
troublesome to bloodsilk spiders, if prey in the area is scarce.
Bloodsilk spiders are found in warm and temperate forests and marshes, particularly amid larger
trees or areas of thick undergrowth, where they can blend in more easily.
A typical bloodsilk spider is about 3 feet long and weighs 40 to 50 pounds.

Unlike mundane or even monstrous vermin, bloodsilk spiders possess a cunning intelligence.
They attack any living thing for its blood, using their webs to catch and slay even more prey.
They are not powerful individually, so they prefer to attack in numbers, usually groups of four to
eight. One of the spiders leads off the attack with a blast of webbing, after which the others
charge any snared opponents.
A lone bloodsilk spider strings its web between two trees, rocks, or similar landmarks along a
forest path. The spider lurks nearby, using its tremorsense to detect a foe’s approach. Once a
creature is trapped within the webs, the spider leaps to attack. Its web soaks up the prey’s blood
while the spider bites with its mandibles.
Bloodsilk spiders fighting opponents larger than themselves always wait until they have slain
some lesser prey (and thus gained temporary hit points) before attacking more dangerous foes.

Source: Monster Manual IV; pp.24-25

Bloodsilk Spider
Small monstrosity, unaligned

● Armor Class 13
● Hit Points 14 (4d6)
● Speed 30ft., climb 20ft.

STR DEX CON INT WIS CHA


9 (-1) 16 (+3) 10 (+0) 2 (-4) 10 (+0) 1 (-5)

● Skills Athletics +1, Stealth +5, Perception +2


● Senses Darkvision 60ft., passive Perception 12
● Languages -
● Challenge 1 (200 XP)

Blood Drain. As a bonus action, the spider can command its webs to burrow into their
victims’ flesh. When it does, each creature restrained by one of the spider’s blood webs loses
6 (1d6+3) hit points due to blood loss, and the spider gains temporary hit points equal to the
total damage dealt. A bloodsilk spider can gain no more than 10 temporary hit points in this
fashion. These temporary hit points last for up to 24 hours.
Actions
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) piercing damage
and 5 (2d4) poison damage.

Web (Recharge 5-6). Ranged Weapon Attack: +5 to hit, range 10/40 ft., Hit: The target is
restrained. As an action, the restrained target can make a DC 15 Strength check, bursting the
webbing on a success. The webbing can also be attacked and destroyed (AC 10; hp 5;
vulnerability to fire damage; immunity to bludgeoning, poison, and psychic damage)

Bloodthorn:
The bloodthorn is a tough, wiry plant that grows in thick, briar-like patches out in the barren
wastelands of the Outlands, Carceri, the Abyss, and Pandemonium. The plant subsists entirely
on the blood of living creatures by draining it out of 3-inch-long, hollow, needle-sharp spikes on
its tendrils. Bloodthorns appear as black, desiccated vines, with small-bladed leaves. Bright red,
succulent berries grow on the plant continually.
The berries produce a fragrant odour that appeals to most species, especially in the deserts
where the bloodthorns grow. If a creature survives a bloodthorn’s attack and steals away a few
berries, it discovers its efforts were in vain – the berries are bitter and provide no sustenance.
On rare occasions, a bloodthorn is transplanted onto the Material Plane. Such plants usually die
in a few days, but some survive and grow to great size in the wastelands.

A bloodthorn seems to be a normal plant until a living creature comes within reach of its tendrils.
It then lashes out with as many tendrils as possible and drains the victim of blood. A bloodthorn
allows scavengers to remove the carcasses, thus keeping the area around the plant free of its
consumed prey.

Source: Fiend Folio; pp.23-24

Bloodthorn
Large plant, unaligned

● Armor Class 13
● Hit Points 25 (3d10 + 9)
● Speed 0ft.

STR DEX CON INT WIS CHA


20 (+5) 17 (+3) 17 (+3) 1 (-5) 12 (+1) 2 (-4)

● Condition Immunities blinded, charmed, deafened, exhausted, frightened, prone,


unconscious
● Senses passive Perception 11
● Languages -
● Challenge 2 (450 XP)

Actions
Multiattack. A bloodthorn makes four tentacle attacks. If the bloodthorn hits a Medium or
smaller creature with at least two tendril attacks, the creature is grappled (escape DC 15).
Until the grapple ends, the target is restrained, and the bloodthorn automatically deals 7 (2d6)
necrotic damage at the start of the bloodthorn’s turn. The bloodthorn restores hit points equal
to the necrotic damage dealt. When a target escapes a grappling bloodthorn, the target
becomes wounded. At the start of each of the wounded creature's turns, it takes 1d4 necrotic
damage for each time you've wounded it, and it can then make a DC 15 Constitution saving
throw, ending the effect of all such wounds on itself on a success. Alternatively, the wounded
creature, or a creature within 5 feet of it, can use an action to make a DC 15 Wisdom
(Medicine) check, ending the effect of such wounds on it on a success.

Tentacle. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 10 (1d10 + 5) piercing
damage

Blue:
This little humanoid has a bluish tint to a flat face characterized by a broad nose, pointed ears,
and a high forehead. It has a wide mouth with small, sharp fangs, and its eyes gleam with
intelligence. It wears robes of black leather.

Blues are a subrace of goblins with an innate knack for psionics. Their bluish skin sets them
apart from other goblins immediately—which often makes them a target not just of goblin
enemies but also of other goblins. Enlightened goblin communities attempt to preserve their
blues, since those that survive to adulthood augment the tribe. A blue is often smaller than an
average goblin, standing just about 3 feet tall and weighing about 40 pounds. Blues have
noticeably blue-tinged skin, and their eyes are less dull than those of a common goblin.
Otherwise, they resemble their kin. They generally dress in short leather robes, dyed black.

Blues are often poorly integrated into their goblin tribes. Common goblins rail against them (but
not in their presence), and leaders don’t trust them. It is not uncommon for blues to be killed by
their own kin out of fear. As a result, blues are often extremely paranoid—those that survive do
so because they have become cruel, cunning, and dangerous. Blues usually live apart in caves
of their own, but since they depend on the tribe for protection, they do not often stray too far. In
a tribe containing more than one blue, a “Blue Council” may secretly gain control and thereafter
manipulate the titular leader from behind the scenes. Such tribes are far more dangerous than
those that slay their blues early on.
Blues support goblin warriors in combat and are often called upon to lead a gang of goblins
(from the rear) into battle.

Source: Expanded Psionics Handbook; pp. 189-190

Blue
Small humanoid (goblinoid), neutral evil

● Armor Class 12 (leather armor)


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

STR DEX CON INT WIS CHA


6 (-2) 11 (+0) 12 (+1) 15 (+2) 10 (+0) 7 (-2)

● Skills Stealth +2
● Senses Darkvision 60ft., passive Perception 11
● Languages Common, Goblin
● Challenge 1/2 (100 XP)

Nimble Escape. The blue can take the Disengage or Hide action as a bonus action on each
of its turns.

Innate Spellcasting (Psionics). The blue's innate spellcasting ability is Intelligence (spell
save DC 12). It can innately cast the following spells, requiring no components:
- 1/day each: charm person

Actions

Quarterstaff. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 3 (1d6 )
bludgeoning damage.

Shortbow. Ranged Weapon Attack: +2 to hit, reach 80/320 ft., one target. Hit: 4 (1d8)
piercing damage.

Mind Thrust (Recharge 5-6). Ranged Spell Attack: +2 to hit, range 25 ft., one creature. Hit:
The target must make a DC 12 Wisdom saving throw, dealing 5 (1d10) psychic damage on a
failed save, and half as much on a success.
Bog Imp:
A small humanoid creature rises from the stagnant waters of the swamp. Naked save for the
moss and leaves that cling to its splotchy green skin, it has spindly, pointed ears. Its eyes
gleam, and its grin displays broken teeth as swamp water trickles from its mouth.

Bog imps—no relation to fiendish imps— are small, swamp-dwelling fey who torment anyone
who passes through their territory. They are cruel, malicious creatures, eager to cause suffering
and death to trespassers. Strangely enough, however, various clutches (extended families) of
bog imps each have their own code of laws, a system of honour that they are psychologically
incapable of breaking. This system varies from clutch to clutch and from swamp to swamp. For
instance, one family of bog imps might leave a group of travellers alone if the passers-by are
willing to risk one of their number in a game of wits or in a race over treacherous terrain with one
of the bog imps. A different clutch might allow anyone to pass if he can guess their family name.
Still others—those who began their lives as elves (see below)—might instinctively recognize any
other elf from their home community and allow her to pass. Bog imps are loath to reveal their
laws and codes, and knowledge of how to win past one group offers no safety from another. Bog
imps stand about 2 feet tall and weigh about 20 pounds.

Bog imps are not powerful combatants and so prefer to avoid direct confrontation. Their
favoured tactic is to use their sink ability on all enemies, ganging up on those who manage to
resist. They will flee if overpowered and, if defeated, might offer to guide the passers-by through
the swamp in exchange for their lives.

Source: Heroes of Horror; pp. 142-143

Bog Imp
Small fey, lawful evil

● Armor Class 15
● Hit Points 27 (5d6 + 10)
● Speed 30ft., burrow 60ft. (mud and viscous water only), swim 30ft.

STR DEX CON INT WIS CHA


8 (-1) 21 (+5) 15 (+2) 12 (+1) 15 (+2) 12 (+1)

● Skills Athletics +2, Stealth +8, Investigation +4, Perception +5, Survival +5
● Damage Immunities acid, poison
● Condition Immunities paralyzed, poisoned
● Senses passive Perception 15
● Languages Common, Elven, Sylvan
● Challenge 5 (1,800 XP)
Amphibious. Bog imps can breathe in air and water.

Code of Law. Every clutch of bog imps has a code of behaviour they must follow. A bog imp
who violates that code of law cannot use its sink action and it loses its immunities and
resistances.

Stagnate. Any nonmagical liquids that come within 60 feet of a bog imp immediately
stagnate. This effect renders water, wine, milk, and other liquids non-potable; anyone who
drinks them must succeed on a DC 13 Constitution save or be poisoned for 1d3 hours. This
ability has no effect on potions. The save DC is Constitution-based.

Actions
Multiattack. A bog imp makes two claw attacks.

Claw. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 7 (1d4 + 5) slashing
damage and the target must make a DC 13 Constitution saving throw or become poisoned for
2d4 minutes.

Sink. A bog imp can, with a simple glance, cause anyone standing on or in water, mud, or any
other nonsolid surface to sink. This ability functions within 60 feet. A successful DC 12
Wisdom saving throw negates the attack and renders the target immune to the sink attack of
that particular bog imp for 24 hours. The save DC is Charisma-based.
If the save fails, the target is dragged beneath the surface by a spectral force; this takes 1 full
round, plus 1 additional round per point of the target’s Strength bonus, if any. Once beneath
the surface, the target is subject to drowning (standard drowning rules apply). A target can be
rescued if aided by another who succeeds on a DC 15 Strength check, but this simply begins
the process over again. The effect ends instantly if the bog imp is slain, if the target is placed
on solid stone or lifted 5 feet or more above the surface of the bog, or if the target moves out
of range (more than 60 feet away from the bog imp).
If an elf (and only an elf) drowns in this manner, he does not truly die. Rather, he remains in a
form of stasis beneath the swamp, pickling and shrivelling over the course of thirteen days.
When that period ends, the elf becomes a new bog imp. He has an instinctive understanding
of the laws of his clutch and a lawful evil alignment. He remembers little, if anything, of his
past life.

Bogun:
A bogun is a small nature servant created by a druid. Like a homunculus, it is an extension of its
creator. Thus, it has the same alignment and link to nature that its master has.
A bogun looks like a vaguely humanoid mound of compost. The creator determines its precise
features, but the typical version stands about 18 inches tall and has a wingspan of about 2 feet.
Its skin is covered with nettles and branches. Insect carapaces, feathers, scales, and other
forest detritus may also be part of its form.
A bogun does not fight particularly well, but it can perform any simple action, such as attacking,
carrying a message, or opening a door or window. For the most part, the creature simply carries
out its creator’s instructions. Because it is self-aware and somewhat willful, however, its
behavior is not entirely predictable. On rare occasions (5% of the time), a bogun may refuse to
perform a particular task. In that case, the creator must make a Persuasion check (DC 11) to
convince the creature to cooperate. Success means the bogun performs the task as requested;
failure indicates that it either does exactly the opposite or refuses to do anything at all for 24
hours (DM’s option).
A bogun cannot speak, but the process of creating one links it telepathically with its creator. It
knows what its creator knows and can convey to him or her everything it sees and hears, as
long as it is on the same plane as its creator.
If the creator is slain, the bogun also dies, and its body collapses into a heap of rotting
vegetation.

A bogun has very little offensive capability, since its primary purpose is to carry out small tasks.
Nevertheless, it is capable of attacking, either on the command of its creator or in self-defence.
A bogun usually tries to flee from combat. If it is prevented from escaping, it attacks by raking
opponents with its poisonous nettles.

Source: Monster Manual II; pp. 34-35

Bogun
Tiny Construct, true neutral

● Armor Class 13
● Hit Points 5 (2d4)
● Speed 20ft., fly 50ft.

STR DEX CON INT WIS CHA


7 (-2) 16 (+3) 11 (+0) 10 (+0) 13 (+1) 11 (+0)

● Damage Immunities poison


● Condition Immunities charmed, poisoned
● Senses passive Perception 11
● Languages Understands the languages of its creator, but can’t speak
● Challenge 1/8 (25 XP)

Telepathic Bond. While the bogun is on the same plane of existence as its master, it can
magically convey what it senses to its master, and the two can communicate telepathically.

Actions
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 1 piercing damage, and
the target must succeed on a DC 10 Constitution saving throw or suffer 3 (1d6) poison
damage and becomes poisoned for 1 minute.

Bone Ooze:
Bone oozes slide along underground, scavenging for bones. These disgusting creatures are
called rolling graveyards because of all the bones suspended in their bodies. A bone ooze
appears as an immense, undulating mass of goo the colour of bleached bone. Jagged, bony
protrusions jut from the monster’s mass here and there, and more bones in various stages of
digestion are suspended within its translucent body. A bone ooze normally maintains a roughly
spherical shape, measuring more than 30 feet in diameter and weighing more than 40,000
pounds, though it can alter its shape to flow through a space as small as 5 feet by 5 feet.
Because the bones it contains give its amorphous shape firmer support than the typical ooze
has, it takes 1 round for a bone ooze to squeeze through an opening too small for its normal
dimensions.

A bone ooze attacks by slamming opponents or by rolling over them. It tries to engulf opponents
whenever possible, so that it can use its bone meld. A bone ooze’s attacks also cause bleeding
wounds.

Source: Monster Manual II; pp. 36-37

Bone Ooze
Gargantuan ooze, unarmored

● Armor Class 1
● Hit Points 390 (20d20 + 180)
● Speed 20ft.

STR DEX CON INT WIS CHA


30 (+10) 1 (-5) 28 (+9) 1 (-5) 1 (-5) 1 (-5)

● Saving Throws Strength +16


● Damage Resistances bludgeoning, piercing, and slashing damage from nonmagical
weapons.
● Damage Immunities poison
● Condition Immunities blinded, charmed, deafened, frightened, paralyzed, poisoned,
prone, restrained, stunned
● Senses blindsight 60 ft. (blind beyond this point), passive Perception 5
● Languages -
● Challenge 20 (25,000 XP)

Bone Meld. Once per round, a bone ooze can attempt to absorb the skeleton of an engulfed
creature into its own mass as a bonus action, pulling the bones out through the flesh. The
victim must make a successful Constitution saving throw (DC 19) or die. After 1d4 rounds, the
bone ooze leaves behind the fleshy parts of the victim and any treasure he or she carried.

Magic Resistance. The ooze has advantage on saving throws against spells and other
magical effects.

Actions
Multiattack. A bone ooze makes 2 pseudopod attacks.

Pseudopod. Melee Weapon Attack: +16 to hit, reach 20 ft., one target. Hit: 21 (2d10 + 10)
bludgeoning damage, 18 (4d8) slashing damage, and 27 (6d8) necrotic damage. A bone ooze
heals hit points equal to the amount of necrotic damage dealt. If the amount of healing is more
than the damage the creature has taken, it gains any excess as temporary hit points for 1
hour.

Engulf. A bone ooze can simply bowl over Huge or smaller creatures as a standard action.
This attack affects as many opponents as the creature’s body can cover in a standard move
action (20 ft. by 30 ft.). Each target can make either an attack of opportunity against the bone
ooze or a Dexterity saving throw (DC 19) to avoid being engulfed.
A successful saving throw indicates that the target has been pushed back or aside (target’s
choice) as the ooze moves forward. A creature that chooses not to be pushed suffers the
consequences of a failed saving throw.
On a failed save, the bone ooze enters the creature's space, and the creature takes 31 (2d10
+ 20) bludgeoning damage, 18 (4d8) slashing damage, and 27 (6d8) necrotic damage, and is
engulfed. The engulfed creature can't breathe and is restrained. When the cube moves, the
engulfed creature moves with it. An engulfed creature can try to escape by taking an action to
make a DC 24 Strength check. On a success, the creature escapes and enters a space of its
choice within 5 feet of the ooze.
In the next round after engulfing, the bone ooze can attempt a bone meld.

Bone Rat Swarm:


With the scrabble of hundreds of bony claws, a mass of tiny skeletal creatures surges across
the floor, with pinpoints of red light gleaming in their empty eye sockets.

A bone rat swarm is a mass of undead skeletal rats. Though individually such creatures would
pose little risk, in great numbers they can strip a creature clean in short order.
A bone rat swarm seeks to engulf and devour any living prey it encounters.

Source: Libris Mortis; The Book of the Dead; pp. 88-89

Bone Rat Swarm


Medium swarm of Tiny undead, neutral evil

● Armor Class 13
● Hit Points 32 (5d8 + 10)
● Speed 15ft., climb 15ft.

STR DEX CON INT WIS CHA


9 (-1) 17 (+3) 14 (+2) 2 (-4) 10 (+0) 3 (-4)

● Damage Resistances piercing, and slashing damage


● Damage Immunities cold, poison
● Condition Immunities blinded, charmed, deafened, exhausted, frightened, grappled,
paralysed, petrified, prone, restrained, unconscious
● Senses Darkvision 60ft., passive Perception 10
● Languages -
● Challenge 2 (400 XP)

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.

Actions
Multiattack. A bone rat swarm makes 2 swarm attacks

Swarm. Melee Weapon Attack: +5 to hit, reach 0 ft., one target. Hit: 12 (2d8 + 3) piercing
damage or 7 (1d8 + 3) piercing damage if the swarm has half of its hit points or fewer.

Bonedrinker:
This gaunt creature is humanoid in shape, except for two long, writhing, pale tentacles that
sprout from beneath its arms. Although its features are somewhat goblinoid in appearance,
wicked talons cap its long, spindly fingers, and its wide maw opens to reveal many sharp teeth,
including six 6-inchlong fangs. Its hairless, grey-skinned body is covered in oozing sores that
weep a pale white fluid.
A truly repulsive creature, the bonedrinker hunts to feed on the bones of its victims. Terrible
undead created in a horrid ritual reminiscent of mummy creation, bonedrinkers wander the dark
places of the world, seeking new creatures to feed upon. Hobgoblin wizards originally
developed the ritual to create these monstrosities, using the fallen corpses of goblin and
bugbear warriors to create the first lesser bonedrinkers and bonedrinkers. The tradition of using
bugbears and goblins became habit, and nearly all bonedrinkers previously lived as one of
these two goblinoid races. In theory, other humanoid creatures could be converted into
bonedrinkers, but this would require twisting and adapting the original ritual.
Bonedrinkers resemble ghasts in many ways, leading those who catch only fleeting glimpses of
the creatures to erroneously pass on exactly that description. If it weren’t for the two tentacles
that grow beneath their arms and the six horribly long fangs in their mouths, the description
might even fit.
A bonedrinker’s body is covered in weeping sores, the result of its constant need to feed. The
longer one goes without liquefying and draining a creature’s bones, the more sores appear. This
has no effect on the creature’s abilities, but a bonedrinker certainly grows more reckless and
desperate the hungrier it becomes.
Bonedrinkers prey on any creature with a skeletal structure. They care nothing for vermin,
elementals, constructs, or any other creature lacking their favourite food. Many other carnivores
similarly eat bones, but not in the same way that a bonedrinker does. Bonedrinkers secrete a
strange chemical in their saliva that breaks down bones into a viscous liquid. As the bones
liquefy, the bonedrinker slurps them up through wounds it inflicts with its bite. In essence, a
bonedrinker is to bones what a vampire is to blood.
A bonedrinker stands about 7 feet tall and weighs roughly 225 pounds. Created from a bugbear,
it superficially resembles the goblinoid from which it was created.

Clever hunters, bonedrinkers prefer to attack lone victims unless hunting in packs. They typically
strike from hiding, pouncing on their chosen prey and attempting to establish a grapple as
quickly as possible. If especially famished, a bonedrinker might attack more recklessly,
grappling a single victim even if part of a group and attempting to drain it dry while ignoring the
victim’s companions.

Lesser Bonedrinker:
Lesser bonedrinkers vaguely resemble the goblins from which they spawned, just as
bonedrinkers vaguely resemble bugbears. However, just as with bonedrinkers, no one confuses
a lesser bonedrinker for a new species of goblin. More so than any goblinoid, lesser
bonedrinkers resemble their larger cousins, with the same gray skin, sharp fangs, tentacles, and
oozing sores that the larger breed possesses.

Lesser bonedrinkers result from applying the necromantic bonedrinker ritual to goblins. These
smaller specimens stand about 3 to 3-1/2 feet tall and weigh about 35 pounds.

Lesser bonedrinkers lack some of the potent physical capabilities of the larger versions, and not
just as a result of their smaller size. They are less resilient to energy and lack damage
reduction. Not as proficient at grappling as their larger cousins and lacking the more potent
defence of their kin, lesser bonedrinkers tend to rely more on group tactics when possible.
Although driven by ravenous hunger, lesser bonedrinkers are canny enough to swarm a single
target in battle, aiding one another in bringing down a single foe.

Source: Monster Manual III; pp.18-19

Bonedrinker
Medium undead, chaotic evil

● Armor Class 14 (natural armor)


● Hit Points 112 (15d8 + 45)
● Speed 30ft.

STR DEX CON INT WIS CHA


21 (+5) 16 (+3) 16 (+3) 8 (-1) 14 (+2) 15 (+2)

● Skills Stealth +6, Perception +5


● Damage Resistances cold, fire, thunder; bludgeoning, piercing, and slashing damage
from non-silvered, nonmagical weapons
● Damage Immunities poison
● Condition Immunities charmed, exhaustion, frightened, poisoned, unconscious
● Senses Darkvision 60 ft., passive Perception 15
● Languages Common, Goblin
● Challenge 5 (1,800 XP)

Keen Smell. A bonedrinker has advantage on Wisdom (Perception) checks that rely on smell.

Pounce. If the bonedrinker moves at least 20 feet straight toward a creature and then hits it
with a claw attack on the same turn, that target must succeed on a DC 16 Strength saving
throw or be knocked prone. If the target is prone, the bonedrinker can make one tentacle
attack against it as a bonus action.

Actions
Multiattack. A bonedrinker makes 2 tentacle attacks, and 2 claw attacks.

Claw. Melee Weapon Attack: +8 to hit, reach 5 ft. one target. Hit: 10 (1d10 + 5) slashing
damage.

Tentacle. Melee Weapon Attack: +8 to hit, reach 10 ft. one target. Hit: 11 (1d12 + 5)
bludgeoning damage and is grappled (escape DC 16).

Bone Drink. Once a bonedrinker has successfully grappled an opponent, it can begin to drink
its bones. If it pins its foe, it fastens onto the creature with its horrendous fangs. It then
secretes a painful toxin into the victim that deals 9 (2d8) necrotic damage. Each round the pin
is maintained, the bonedrinker deals an additional 9 (2d8) necrotic damage.

Lesser Bonedrinker
Small undead, chaotic evil

● Armor Class 14
● Hit Points 71 (13d6 + 26)
● Speed 30ft.

STR DEX CON INT WIS CHA


15 (+2) 18 (+4) 14 (+2) 8 (-1) 12 (+1) 15 (+2)

● Skills Stealth +6, Perception +3


● Damage Resistances cold, fire, thunder
● Damage Immunities poison
● Condition Immunities charmed, exhaustion, frightened, poisoned, unconscious
● Senses Darkvision 60 ft., passive Perception 13
● Languages Common, Goblin
● Challenge 3 (700 XP)

Keen Smell. A lesser bonedrinker has advantage on Wisdom (Perception) checks that rely on
smell.

Pounce. If the lesser bonedrinker moves at least 20 feet straight toward a creature and then
hits it with a claw attack on the same turn, that target must succeed on a DC 12 Strength
saving throw or be knocked prone. If the target is prone, the lesser bonedrinker can make one
tentacle attack against it as a bonus action.

Actions
Multiattack. A lesser bonedrinker makes 2 tentacle attacks, and 2 claw attacks.

Claw. Melee Weapon Attack: +8 to hit, reach 5 ft. one target. Hit: 8 (1d8 + 4) slashing
damage.

Tentacle. Melee Weapon Attack: +8 to hit, reach 10 ft. one target. Hit: 9 (1d10 + 4)
bludgeoning damage and is grappled (escape DC 12).
Bone Drink. Once a lesser bonedrinker has successfully grappled an opponent, it can begin
to drink its bones. If it pins its foe, it fastens onto the creature with its horrendous fangs. It
then secretes a painful toxin into the victim that deals 7 (2d6) necrotic damage. Each round
the pin is maintained, the lesser bonedrinker deals an additional 7 (2d6) necrotic damage.

Boneleaf:
In the midst of the swamp stands a copse of plants that look like small trees and stiff vines. The
leaves appear pale but otherwise normal at first glance; closer inspection reveals their colour to
be off-white with a green tint. The vines writhe gently, even though no wind blows.

The boneleaf is a large, predatory creature that lurks in the midst of thick vegetation. Although it
can easily be mistaken for a plant—and often has been, even by the wisest sages—it is in fact
an aberration. This becomes more clear upon examination of a dead boneleaf; blood vessels
and strings of cartilage make up the interior of what appear as vines and trees, and a large
system of nerves runs beneath the earth where roots should be, connecting all parts of the
boneleaf not only to one another but to other boneleaves in the area. Boneleaves feed on the
blood they draw with their razor leaves on a slam or constricting attack, as well as by drawing
nutrients from the soil as true plants do. They prefer the taste of decomposing sentient
creatures to all other prey. Although boneleaves are not particularly clever, they are quite
cunning and capable of adapting to tactics and abilities that have been used against them.
Boneleaves understand Common and Sylvan. They are not equipped to speak it normally but
might do so briefly through their illusory lure ability.

Big, slow, and not particularly bright, boneleaves prefer to have their prey come to them. Using
their innocuous appearance and illusory lure abilities, they entice creatures to come within
reach, then they attack and keep attacking until they have killed their prey. A boneleaf losing an
encounter attempts to flee by burrowing—an odd sight, in which a dozen small trees and fronds
vanish into the earth as though yanked from below.

Source: Heroes of Horror; pp.143-144

Boneleaf
Large aberration, chaotic evil

● Armor Class 15 (natural armor)


● Hit Points 103 (9d10 + 54)
● Speed 10ft., burrow 10ft. (soft earth and soil only)

STR DEX CON INT WIS CHA


25 (+7) 15 (+2) 22 (+6) 8 (-1) 16 (+3) 12 (+1)

● Skills Perception +8, Survival +6


● Condition Immunities charmed, paralyzed, unconscious
● Senses Darkvision 60ft., passive Perception 12
● Languages -
● Challenge 5 (1,800 XP)

False Appearance. While the boneleaf remains motionless, it is indistinguishable from a


copse of vines.

Illusory Lure. A boneleaf can generate detailed but short-lived illusions, designed to lure prey
into its reach. These usually take the form of something valuable lying among the trunks or of
an injured individual crying for aid. This ability functions as the spell major image, except that
this illusion lasts for only 1d6+1 rounds and the boneleaf must wait 1d4 rounds before using
the ability again. Interaction with the illusion allows a DC 14 Wisdom saving throw to
disbelieve. The save DC is Charisma-based.

Passive Sentience. A boneleaf functions as an independent creature, but it is only a portion


of a much larger whole. While boneleaves are encountered singly, they are not actually alone.
If boneleaves are present in a given area, there are always 1d6 + 6 of them in the region.
They are considered solitary creatures because each boneleaf in the group remains
anywhere from 100 yards to a mile away from its nearest fellow. All the boneleaves in a group
are in fact portions of the same creature, connected by miles of underground nerves. Anything
one boneleaf experiences is known to all of them, so characters who encounter a second
boneleaf after defeating the first will find it anticipates their tactics and abilities.

Actions
Multiattack. A Boneleaf makes 2 attacks.

Slam. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 14 (2d6 + 7) bludgeoning
damage and 10 (1d6 + 7) slashing damage.

Tendril. Melee Weapon Attack: +10 to hit, reach 15 ft., one target. Hit: the target is grappled
(escape DC 18). Until the grapple ends, the target is restrained, and the boneleaf has
advantage on attack rolls.

Bonespear:
Bonespears are patient predators that live on many different planes. Named for the two long,
wickedly barbed horns that grow from their heads, they are a menace to any creature they might
perceive as food – a category that includes most anything that moves. Their home plane is
Acheron, but bonespears have spread throughout the planes and can be found in even the most
inhospitable climates due to their natural hardiness.
Bonespears resemble large grasshoppers in shape. Their dark, carapaced bodies are 8 feet
long, and they stand nearly 5 feet tall at the shoulder. Their heads are capped by a pair of
3-foot-long horns. Only when the creature begins to hunt does it become apparent that the
horns are not firmly attached to the creature’s head – long sinews connecting the head and the
horns enable the bonespear to launch its horns at prey and reel them in to be consumed.
Bonespears can sit for days on end, waiting for suitable prey to wander by. They typically
choose barren, rocky places to conduct their hunts, and many bonespears lair underground. If
more than a week passes without a sign of prey, the creatures move on until they find a food
source.

When a bonespear spots food, it reacts quickly. As soon as a target comes within 60 feet, the
bonespear launches both horns at it and attempts to reel it in by retracting the tough sinews that
connect the horns to the creature’s head.

Source: Fiend Folio; pp.24-25

Bonespear
Large monstrosity, unaligned

● Armor Class 19 (natural armor)


● Hit Points 142 (15d10 + 60)
● Speed 40ft.

STR DEX CON INT WIS CHA


22 (+6) 17 (+3) 19 (+4) 2 (-4) 12 (+1) 10 (+0)

● Damage Resistances fire, thunder


● Condition Immunities charmed, frightened
● Senses passive Perception 11
● Languages -
● Challenge 11 (7,200 XP)

Immobile Stance. As a bonus action, a bonespear can make itself virtually immobile by
anchoring itself to the surrounding terrain with its six large, strong feet. While in this stance, it
gains +10 to saving throws to avoid being pushed back or knocked prone. If a bonespear
moves, this effect ends. In addition, the bonespear can use its bonus action to end this effect.
Actions
Multiattack. A bonespear makes 3 actions; up to 2 horn attacks, any number of drag actions,
and up to 1 bite attack.

Bite. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 19 (3d8 + 6) piercing
damage.

Horn. Melee or Ranged Weapon Attack: +10 to hit, reach 5 ft., or range 60 ft., one target. Hit:
15 (2d8 + 6) piercing damage, the target becomes grappled (escape DC 18), and the target
needs to make a DC 16 Constitution saving throw or take 14 (4d6) poison damage. While
grappled by the bonespear, the target must make another Constitution saving throw against
the it’s poison at the end of the bonespear’s turn. Once a bonespear spears a target, it cannot
use its horns on another target until its current target escapes or dies.

Drag. The bonespear pulls a creature it has grappled 10 feet closer +1 foot for each point by
which its strength modifier exceeds its victim’s. The bonespear gains +4 Strength bonus if it is
set in its immobile stance. Against a Medium-size or smaller victim, the bonespear’s Strength
modifier is +10, or +14 if set in its immobile stance.

Bonespitter:
A horrific monstrosity with a vaguely humanoid shape, this creature is composed of body parts
from apparently dozens of different species and includes plants and minerals in its
amalgamation. The creature’s bones appear to writhe beneath its flesh, and on occasion a bone
spur juts forth in a bloody eruption, only to be reabsorbed a moment later.

The bonespitter is a disgusting undead abomination formed when a planar flux causes the fabric
between two worlds to break, mingle, and return to normal in the space of a few moments. The
living creatures caught in this terrible storm are torn asunder and put back together as a
bonespitter, horrific beasts animated by the planar magic that caused the flux. Luckily, planar
fluxes are incredibly rare, although they are more common in areas where mages experiment
with travel between worlds or in areas where Limbo and similar planes bleed over to the
Material Plane.
No two bonespitters look alike, although they all share the same basic features. A bonespitter is
a terrible stew of arms, legs, torsos, and heads, mixed together with plant and animal matter.
The bonespitter moves about on those arms and legs nearest its base and is nimble despite its
ungainly appearance. Non-living matter is mixed into the mess; bonespitter skin is patchy with
streaks of stone and metal. The bones of a bonespitter are in constant flux, swimming through
its body like fish and occasionally leaping from the body to fall back in with wet slaps.
The transformation into a bonespitter shatters the minds of those consumed by the planar shift,
but their new undead bodies are resistant to destruction.
The bonespitter is haunted by half-formed memories of various lives its body parts had. The
sight of an unblemished creature who has not been consumed by these terrible energies fills the
bonespitter with boundless rage.

Source: Dragon Magazine Compendium; pp.178-179

Bonespitter
Medium undead, chaotic evil

● Armor Class 18 (natural armor)


● Hit Points 32 (5d8 + 10)
● Speed 40ft.

STR DEX CON INT WIS CHA


13 (+1) 24 (+7) 14 (+2) 2 (-4) 2 (-4) 19 (+4)

● Damage Resistances lightning, thunder; bludgeoning, piercing, and slashing damage


from nonmagical weapons
● Condition Immunities blinded, charmed, deafened, frightened
● Senses passive Perception 6
● Languages -
● Challenge 2 (400 XP)

Counterspelling. As a bonus action, the bonespitter can create the effect of a counterspell
spell.

Create Spawn. A creature slain by a bonespitter becomes a bonespitter within 1d4 rounds.
They do not possess any of the abilities they had in life.

Displacement. The bonespitter projects a magical illusion that makes it appear to be standing
near its actual location, causing attack rolls against it to have disadvantage. If it is hit by an
attack, this trait is disrupted until the end of its next turn. This trait is also disrupted while the
bonespitter is incapacitated or has a speed of 0.

Frightful Presence. Each target within 30 ft. of the bonespitter must succeed a DC 14
Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving
throw at the end of each turn, ending the effects on a success. If the creature’s saving throw is
successful or the effect ends for it, the creature is immune to the bonespitter’s frightful
presence for the next 24 hours. DC is Charisma-based.

Actions
Multiattack. A bonespitter makes 2 attacks
Slam. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 11 (1d8 + 7) bludgeoning
damage and the target needs to make a DC 14 Constitution saving throw or suffer 10 (3d6)
necrotic damage.

Bone Shards. Ranged Weapon Attack: +9 to hit, range 30 ft., one target. Hit: 17 (3d6 + 7)
piercing damage and the target needs to make a DC 14 Constitution saving throw or suffer 10
(3d6) necrotic damage.

Bonetree:
This twisted and bulbous treelike creature possesses a number of lashing vines instead of
normal branches.

The bonetree is a particularly horrible form of carnivorous plant that subsists on the various
minerals found in bones. It has developed an efficient method of extracting additional
nourishment from prey, both living and dead, allowing it to grow much larger than the other
plants in its region.
A bonetree is a swamp-dwelling plant. It is similar to a mangrove plant in that its trunk is bulbous
and lumpy and its thick nest of roots is mostly above ground.
Dozens of spindly branches grow out of the top of the trunk, but its sides are barren save for
hundreds of knots and jagged holes the size of an apple. The tree’s bark is pale brown and its
branches are leafless. For a short period of time after feeding, a bonetree can grow thick bony
plates and spurs over its body to aid it in attack and defense.
A typical bonetree is 25 feet tall. Although its growth slows after reaching this height, a bonetree
continues to grow its entire life. A well-fed bonetree can live for hundreds of years and reach
heights of 100 feet or more.

When a bonetree senses prey, it begins to rattle its branches in anticipation. This creates an
unnerving sound that resembles a nest of rattlesnakes.

Source: Dragon Magazine Compendium; pp.179-181

Bonetree
Huge plant, unaligned

● Armor Class 10
● Hit Points 149 (13d12 + 65)
● Speed 0ft.
STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 20 (+5) 1 (-5) 10 (+0) 2 (-4)

● Damage Resistance fire


● Condition Immunities blinded, charmed, deafened, exhausted, frightened, prone,
unconscious
● Senses Tremorsense 60ft., passive Perception 10
● Languages -
● Challenge 4 (1,100 XP)

Constitution Drain. As a bonus action, the bone tree can attach its vines to a paralyzed
target. The vines quickly extrude a nest of tiny filaments that worm their way into the flesh of
the victim and begin to extrude a horrible enzyme that dissolves bone while leaving
surrounding tissue intact. This process deals 4 (1d8) necrotic damage each round following
the round in which the vine latched onto the victim. These feeding filaments are quite fragile
and cannot be used against a mobile creature. Removing the filaments from a paralyzed or
otherwise helpless victim requires a contested Strength check and is a move-equivalent
action.

Bonegrowth. Once a bonetree has dealt 10 necrotic damage to a victim or victims, it can
“sweat” a foul-smelling mixture of liquified bone and enzymes from its body as a bonus action.
This layer of sweat hardens into interlocking bony plates in a single round, giving the bonetree
a +4 bonus to AC on the bonetree’s next action after it has drained the tenth point of necrotic
damage.
Once the bonetree has dealt 20 necrotic damage, it can grow razor sharp bony spurs out of
its stinging vines; the spurs fall out after 10 minutes (at which time the bonetree gathers them
up to consume them), but until they do so the bonetree’s tendrils deal an additional 10 (3d6)
piercing damage on a successful hit.
The bony exoskeleton degrades at the rate of 1 point of natural armor bonus per hour until it
is completely reabsorbed by the tree.

Blinding Flash. A bonetree’s trunk is charged with energy. When it is struck forcefully, this
energy is released in a flash of blinding light. Each time a bonetree is struck for damage, the
attacker must succeed a DC 15 Constitution saving throw or become blinded for 1 round.
Those standing at least 30 feet away have advantage on their saving throw.
Actions
Tendrils. Melee Weapon Attack: +2 to hit, reach 30 ft., all creatures. Hit: 3 (1d6) bludgeoning
damage and the target needs to succeed a DC 15 Constitution saving throw or take 3 (1d6)
temporary Dexterity damage and is paralyzed. Save DC is Constitution-based.
Boneyard:
The pile of bones before you stirs. The bones rise and reform, and as each bone finds its proper
place, the shape of a huge serpentine creature emerges, one whose form is composed of
interlocking bones, its head the skull of some unnamed and long-dead beast.

A boneyard is an undead creature made entirely from the bones of other dead creatures.
However, unlike a skeleton or similar monster, a boneyard’s form is fluid in the sense that it can
appear merely as a pile of bones, or as a serpent composed of bones, or some other form of its
choice. Boneyards have been called by many names, depending upon where they are
encountered, including bone weirds, dancing bones, and bonetakers. A boneyard weighs
between 4,000 and 8,000 pounds, depending on the number of bones it has subsumed.

A boneyard seeks to bite and subsume the bones of its foes. If it can start a grapple, it pulls
victims directly into its mass.

Source: Libris Mortis; The Book of the Dead; pp. 89-90

Boneyard
Huge undead, chaotic evil

● Armor Class 22 (natural armor)


● Hit Points 178 (17d12 + 68)
● Speed 20ft., fly 60ft.

STR DEX CON INT WIS CHA


30 (+10) 14 (+2) 18 (+4) 18 (+4) 20 (+5) 18 (+4)

● Saving Throws Strength +15, Dexterity +7, Constitution +9, Intelligence +9, Wisdom
+10, Charisma +9
● Skills Athletics +15, Acrobatics +7, Stealth +7, Investigation +9, Perception +10
● Damage Resistances bludgeoning, piercing, and slashing damage from nonmagical
weapons
● Damage Immunities cold, poison
● Condition Immunities charmed, exhaustion, frightened, paralyzed, poisoned,
unconscious
● Senses Darkvision 60ft., passive Perception 20
● Languages Abyssal, Common, Terran
● Challenge 13 (10,000 XP)

Magic Resistance. The boneyard has advantage on saving throws against spells and other
magical effects.
Actions
Bite. Melee Weapon Attack: +15 to hit, reach 10 ft., one target. Hit: 21 (2d10 + 10) piercing
damage, 21 (6d6) necrotic damage, and it is grappled (escape DC 25). Until the grapple ends,
the target is restrained, and the boneyard can't bite another target. . If the boneyard begins a
turn with a victim still grappled, and the victim makes an escape check. If the victim fails to
escape, the boneyard automatically tears every bone from the victim’s body, instantly killing
the victim.

Summon Skeletons (1/day). A boneyard can summon undead creatures from its own bones
once per day: 3d6 skeletons or 1d6 ogre skeletons. The undead arrive in 1d10 rounds and
serve for 1 hour or until they are reabsorbed back into the boneyard.

Brachyurus:
Brachyuruses are the primordial stock from which all lesser wolves and canines devolved. The
mythological Fenris Wolf itself springs directly from brachyurus stock. Brachyuruses appear as
extraordinarily large wolves with bristling mane of white and burnt red fur. Their teeth and claws,
even for their extreme size, seem overlarge, but not in the least clumsy. The howl of a
brachyurus can frighten even the most hardened, experienced adventurer. Brachyuruses roam
ancient savannahs lost to time, other-planar wilds, or as single individuals among their lesser
kin in worlds where their presence is generally unrealized. Esoteric hunters prize brachyurus
pelts, though more often than not such a hunter becomes the hunted. Brachyuruses can
communicate with all wolves.

Brachyuruses are straightforward when on the prowl. They give loose to their frightful howl to
break up a group of opponents, then choose either a fleeing victim or one left behind by fleeing
companions. The brachyurus’s preferred tactic is to first trip on an opponent, then immediately
savage its downed foe with the ability of the same name. Brachyuruses working in tandem are
particularly deadly near tripped foes.

Source: Epic Level Handbook; pp.170

Brachyurus
Large monstrosity, lawful neutral

● Armor Class 25 (natural armor)


● Hit Points 589 (38d10 + 380)
● Speed 80ft.
STR DEX CON INT WIS CHA
30 (+10) 30 (+10) 30 (+10) 18 (+4) 30 (+10) 19 (+4)

● Saving Throws Strength +17, Dexterity +17, Constitution +17, Intelligence +11,
Wisdom +17, Charisma +11
● Skills Stealth +17, Perception +19
● Damage Resistances acid, cold, fire, lightning, thunder; bludgeoning, piercing, and
slashing damage from nonmagical weapons
● Senses Blindsight 240ft., Darkvision 60ft., passive Perception 29
● Languages Common
● Challenge 22 (41,000 XP)

Magic Resistance. The brachyurus has advantage on saving throws against spells and other
magical effects.

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

Savage. If a brachyurus successfully knocks an opponent prone, it latches onto the


opponent’s body and tears the flesh. This attack automatically deals an additional 77 (15d8 +
10) slashing damage. If an opponent goes prone for any reason in an area a brachyurus can
reach, the brachyurus can also savage the victim as a bonus action (treat as the brachyurus’s
attack of opportunity for the round), even though it had nothing to do with tripping the foe.

Actions
Multiattack. A brachyurus makes 1 bite attack, and 2 claw attacks.

Bite. Melee Weapon Attack: +17 to hit, reach 10 ft., one target. Hit: 23 (3d8 + 10) piercing
damage. If the target is a creature, it must succeed on a DC 25 Strength saving throw or be
knocked prone.

Claw. Melee Weapon Attack: +17 to hit, reach 10 ft., one target. Hit: 19 (2d8 + 10) slashing
damage.

Frightful Howl. As a standard action, a brachyurus can emit a howl in a 60-foot-radius


spread that affects opponents with fewer Hit Dice or levels than the brachyurus has. The
affected creature must make a successful DC 25 Wisdom saving throw or become frightened
for 1d6 rounds. Success indicates that the target is immune to that brachyurus’s frightful howl
for 24 hours.
Brain Mole:
A small, brown-furred creature with a fleshy, star-shaped snout lies half buried in the earth.

Brain moles are burrowing animals that use psionic powers to overcome large psionic prey.
Small, furry, and nearly blind, brain moles are almost indistinguishable from their common
animal cousins.
Brain moles eat small insects when they can’t get psionic energy.

Brain moles hunger for psionic energy. They hide in loose dirt and detritus on forest floors,
watching for the approach of psionic creatures with their detect psionics power. When a suitable
target comes in range, the brain moles then attack with their power leech ability. The moles
remain hidden as long as possible. If threatened, they use aversion and mind thrust to
discourage attackers, using their bite only as a last resort.

Source: Expanded Psionics Handbook; pp.190-191

Brain Mole
Tiny monstrosity, unaligned

● Armor Class 12
● Hit Points 2 (1d4)
● Speed 15ft., burrow 15ft.

STR DEX CON INT WIS CHA


2 (-4) 14 (+2) 10 (+0) 2 (-4) 14 (+2) 11 (+0)

● Skills Stealth +4, Perception +6


● Senses passive Perception 16
● Languages -
● Challenge 1/4 (50 XP)

Innate Spellcasting (Psionic). The brain mole's innate spellcasting ability is Wisdom (spell
save DC 12). It can innately cast the following spells, requiring no components:
- At will: detect magic (psionics)
- 1/day: suggestion

Keen Smell. The brain mole has advantage on Wisdom (Perception) checks that rely on
smell.
Poor Sight. The brain mole has disadvantage on Wisdom (Perception) checks that rely on
sight.

Actions
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 1 piercing damage.

Psionic Drain. Ranged Spell Attack: +4 to hit, range 30 ft., one creature. Hit: 4 (1d4 + 2)
psychic damage. The mole then magically regains hit points equal to half the damage dealt.

Mind Thrust (Recharge 5-6). Ranged Spell Attack: +4 to hit, range 25 ft., one creature. Hit:
The target must make a DC 12 Wisdom saving throw, dealing 5 (1d10) psychic damage on a
failed save, and half as much on a success.

Brass Man:
This creature appears to be a humanoid-shaped statue of brass, copper, and bronze. Its fists
glow and smolder with heat.

A brass man’s body consists of metallic plates and cunningly constructed hidden weights,
leavers, and clockwork gears, all of which are imbued with powerful animating magic. They are
most common in the far western Flanaess, especially the Caliphate of Ekbir and the Sultanate
of Zeif, where they are sometimes called copper automatons.
Brass men are built with artifice and skill, and they reflect their maker’s whims. Some are tall
and long-legged, others are short and stocky, but they all share the same blank eyes and
corroding surfaces. Their metal plates are sometimes embellished with silver and golden inlays
(sometimes worth up to 500 gp). They are usually sculpted to resemble warriors in armor, but
they may just as easily look like nobles, peasants, or even humanoid monsters.
Slow but limber, their movements are regulated by the orders given to them by their creators.
Their mechanical limbs respond quickly and powerfully, and their articulation is almost as good
as a human’s - their fingers can grasp, their waists and bend, and their walk is even, if not quite
as fast as a human’s.
A brass man stands 6 feet in height and weighs 650 pounds.

A brass man fights with minimal tactics; two or more may attempt to surround or flank an
opponent, but that is the depth of their cunning.
Brass men are proficient with all simple and martial weapons. And some powerful creatures give
their creations magical weaponry. They often wield matched sets of scimitars, maces, or axes.

Source: Dungeon Magazine #126; pp.60

Brass Man
Medium construct, unaligned

● Armor Class 13 (natural armor)


● Hit Points 65 (10d8 + 20)
● Speed 20ft.

STR DEX CON INT WIS CHA


22 (+6) 10 (+0) 14 (+2) 6 (-2) 10 (+0) 12 (+1)

● Skills Perception +4
● Damage Vulnerabilities cold
● Damage Immunities fire, poison, psychic,
● Condition Immunities charmed, exhaustion, frightened, paralyzed, poisoned,
unconscious
● Senses Darkvision 60ft., passive Perception 14
● Languages The languages of its creator
● Challenge 4 (1,100 XP)

Heat. After a single round of combat, a brass man’s fists glow from the internal heat and their
unarmed attacks deal an additional 3 (1d6) fire damage. After 3 rounds of combat, metal
weapons inflict 3 (1d6) fire damage. Wooden weapons burn to ashes after 6 rounds of use. If
the target of the brass man’s heated fists or weapons is a creature or flammable object, it
ignites. Until a creature takes an action to douse the fire, the target takes 5 (1d10) fire
damage at the start of each of its turns.
Actions
Multiattack. The brass man makes 2 fist attacks.

Fist. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 10 (1d8 + 6) bludgeoning
damage. If the target is a creature, it must succeed on a DC 16 Strength saving throw or be
knocked prone.

Braxat:
Braxats are violent, nocturnal hunters that stalk mountainous and desert regions. These
dangerous, evil humanoids prey exclusively on intelligent beings, whom they take great
pleasure in torturing, killing, and eating. Their taste for humanoid flesh can take them deep into
civilized lands, where prey is plentiful and easy to catch.
A braxat is a hulking, bipedal, lizard-like humanoid that towers over many giants at its full adult
height of 15 feet. Its features are a combination of those of a rhinoceros and a spiny beetle. The
top of its head and its back are lined with thick, horn-covered plates, and a single, massive horn
juts up from between its nostrils.
Braxats respect neither law nor authority, and they fear no one. Their awesome strength, psionic
abilities, and damage reduction make them nearly unstoppable, and it is not uncommon for a
single band of them to wipe out several humanoid settlements in the course of a year.
Occasionally a few survivors from braxat raids band together and try to hunt the creatures
down, but rarely do they succeed in exacting vengeance. Experienced adventurers have been
known to hunt braxats for sport, pitting their experience and cleverness against the creatures’
raw cunning and psionic abilities. As such hunters have discovered to their dismay, braxats are
quite proficient at protecting themselves with deadly traps and ambushes. Most such hunts end
in victory for the braxats, but now and then one is successful, yielding a few braxat-horn
trophies to the hunters. These horns have no value in themselves, but artists sometimes carve
intricate sculptures on them and sell them as art objects.

Braxats live in a tribal society in which males and females have equal social status and access
to leadership positions. Each tribal leader must prove his or her worthiness annually in a ritual
combat with a single challenger who has earned the right of contest through successful raiding
over the past year. Young braxats are trained to fight from the time they can stand. Deadly
combat between young braxats over potential mates, lairs, or treasure is encouraged to ensure
that only the strongest and cleverest survive to reproduce. Once a young braxat is deemed
worthy to join a warband, that group becomes his or her second family. Switching to a different
warband occurs only rarely—usually when most of a band has been killed in battle. Aggression
between bandmates is strictly forbidden, since cooperation is vital to a successful hunt. Killing a
bandmate is punishable by the immediate execution of both the offender and his or her family.

Braxats relish the hunt. They delight in their victims’ fear and like to prolong the agony of their
prey by stalking it for long periods, using their telepathy to create false hopes, and then crushing
those hopes with new ambushes. Alternatively, braxats may send their victims telepathic taunts,
detailing the grisly fate that awaits them after capture. In combat, braxats are cruel and cunning.
They prefer to soften up opponents with mind blasts and psionic assaults before closing in for
the kill. They usually save their breath weapons for particularly stubborn foes. Once the
opponents are damaged, the braxats wade into combat with their greatclubs.

Source: Monster Manual II; pp.37-38

Braxat
Large humanoid (braxit), neutral evil

● Armor Class 14 (natural armor)


● Hit Points 105 (10d10 + 50)
● Speed 50ft.

STR DEX CON INT WIS CHA


23 (+6) 12 (+1) 20 (+5) 15 (+2) 12 (+1) 11 (+0)

● Saving Throws Intelligence +5, Wisdom +4, Charisma +3


● Skills Athletics +9, Perception +4, Survival +4, Intimidation +3
● Damage Resistances bludgeoning, piercing, and slashing damage from nonmagical
weapons
● Senses Darkvision 60ft., passive Perception 14
● Languages Common, Giant
Telepathy 1 mile
● Challenge 8 (3,900 XP)

Innate Spellcasting (Psionic). The braxat's innate spellcasting ability is Intelligence (spell
save DC 12). It can innately cast the following spells, requiring no components:
- At Will: blink, dimension door, mind blank
- 1/day each: confusion, feeblemind

Actions
Multiattack. A braxat makes 1 gore attack, and 2 Large greatclub attacks.

Gore. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 11 (1d10 + 6) piercing
damage.

Large Greatclub. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 15 (2d8 + 6)
bludgeoning damage.

Mind Blast. The braxat magically emits psychic energy in a 30-foot cone. Each creature in
that area must succeed on a DC 16 Intelligence saving throw or be stunned 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.

Cold Breath (Recharge 5-6). The braxat exhales a blast of freezing wind in a 30-foot cone.
Each creature in that area must make a DC 16 Dexterity saving throw, taking 18 (4d8) cold
damage on a failed save, or half as much damage on a successful one.

Breathdrinker:
The breathdrinker is a dreadful elemental that feeds on air extracted from the lungs of living
creatures. How it actually derives sustenance from such a source is unknown, but the cruel
monster seems to take great delight in stealing the breath of its helpless victims.
The breathdrinker is normally invisible, except when attacking. When it does become visible, it
roughly mimics the form of its chosen victim, appearing as a misty, translucent duplicate. Its
eyes resemble tiny, red spheres of light.
Most breathdrinkers reside on the Elemental Plane of Air. Occasionally, a breathdrinker
summoned to the Material Plane by a spellcaster for a specific task (most often the slaying of a
specific target) decides to stay on after completing the assignment. A creature that chooses this
course nearly always does so because it enjoyed its task and wishes to continue bringing death
and destruction.

A breathdrinker lurks invisibly most of the time, waiting for prey to wander near. It normally
selects a single creature as a victim, then spends some time stalking and watching its quarry
before deciding on the best method of approach. Often, it simply waits for its chosen prey to fall
asleep before attempting to steal its breath. Alternatively, it may first attempt to render the
creature helpless with its gaze attack, then follow up with its steal breath attack. The
breathdrinker is single-minded to a fault— once it selects a victim, it does not rest until it has
fully fed from that creature’s lungs. Unless the breathdrinker is killed, it persists with its
breath-stealing attacks until its chosen victim dies, then flees to digest its meal (a process that
usually takes several days) before setting out to hunt again.
If attacked by creatures other than the one it has selected, the breathdrinker usually defends
itself with a wind scythe—a plane of pressurized air that it forms from its own body. The creature
does not use this attack against its chosen victim, preferring to kill that creature entirely through
breath-stealing.

Source: Monster Manual II; pp.39

Breathdrinker
Medium elemental, chaotic evil

● Armor Class 13 (natural armor)


● Hit Points 105 (9d8 + 27)
● Speed fly 80ft.

STR DEX CON INT WIS CHA


11 (+0) 15 (+2) 16 (+3) 14 (+2) 13 (+1) 14 (+2)

● Skill Stealth +5, Investigation +5, Perception +4, Survival +4


● Damage Resistances bludgeoning, piercing, and slashing from nonmagical weapons
● Damage Immunities poison
● Condition Immunities exhaustion, grappled, paralyzed, petrified, poisoned, prone,
restrained, unconscious
● Senses Darkvision 60 ft., passive Perception 12
● Languages Auran, Common
● Challenge 6 (2,300 XP)
Air Form. The breathdrinker can enter a hostile creature's space and stop there. It can move
through a space as narrow as 1 inch wide without squeezing.

Consume Life. As a bonus action, the breathdrinker can target one creature it can see within
5 feet of it that has 0 hit points and is still alive. The target must succeed on a DC 10
Constitution saving throw against this magic or die. If the target dies, the breathdrinker
regains 10 (3d6) hit points.

Flyby. The breathdrinker doesn't provoke opportunity attacks when it flies out of an enemy's
reach.

Invisibility. The breathdrinker is invisible.

Paralyzing Gaze. When a creature that can see the breathdrinker's eyes starts its turn within
30 feet of the breathdrinker, the breathdrinker can force it to make a DC 14 Constitution
saving throw if the breathdrinker isn't incapacitated and can see the creature. A creature that
fails the save is paralysed for 1 minute. A creature that can't be paralyzed automatically
succeeds on this save.
Unless surprised, a creature can avert its eyes to avoid the saving throw at the start of its turn.
If the creature does so, it can't see the breathdrinker until the start of its next turn, when it can
avert its eyes again. If the creature looks at the breathdrinker in the meantime, it must
immediately make the save.

Actions
Windscythe. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (2d6) slashing
damage. The target must also succeed on a DC 11 Strength saving throw or be pushed up to
10 feet away from the breathdrinker by powerful gusts of wind and knocked prone.

Steal Breath. Melee Spell Attack: +5 to hit, reach 5 ft., one prone or incapacitated target. Hit:
9 (2d8) necrotic damage. The breathdrinker gains hit points equal to the necrotic damage
taken by the target, gaining any excess as temporary hit points.

Briarvex:
This creature appears to be a large humanoid-shaped plant, roughly the size of an ogre.
Glistening with sticky amber sap, wicked spikes protrude from its body, and a pair of writhing,
tentacular vines extend from its hips.

A briarvex is a vicious, aggressive plant creature that haunts old-growth forests, dense swamps,
and other areas choked with plant life. Briarvexes are able to control plants, thereby entangling
their foes, or piercing opponents with spiny thorns that animate to drill into flesh. These
creatures are commonly referred to as “vine ogres''.
Briarvexes seek only to propagate, spreading their seeds across any lands with habitable soil.
They view all other creatures – especially treants – as potential threats to their continued
existence. Against stronger beings, briarvexes might attempt diplomatic manoeuvres while they
grow their population to unstoppable numbers. However, they seek to remove weaker creatures
forcibly from areas they inhabit. A rare few briarvexes have attempted to establish peaceful
relations with other creatures that live nearby, particularly gnolls, but most consider such “lesser
beings” to be nuisances fit only to fertilize the soil.
A newly sprouted briarvex seedling spends the first two years of its life inert and rooted to the
ground, looking like a large, gnarled bush. Once fully matured, it awakens, uproots itself, and
moves out into the world.
Briarvexes can sow tremendous numbers of their kind, though excessive planting greatly strains
the soil and water table. However, in areas blessed with rich soil and plentiful rain, their
numbers can explode, leading to disaster. At least twice in recorded history, briarvexes have
managed to plant almost a thousand of their kind in the course of a year near a city that poorly
patrolled the nearby wilds. Two years later, the unlucky city found itself under attack by a horde
of these creatures.
Briarvexes seek out the darkest parts of large forests, where their distinguishing features are
less noticeable. Once there, they clear an area of canopy to gain access to daylight but do so as
unobtrusively as possible.
Sages and druids who know of briarvexes believe they originated somewhere in the Nine Hells
of Baator but at some point were transported wholly to earthly realms.
Briarvexes stand from 9 to 12 feet tall at maturity and can weigh as much as 1,500 pounds.
They do not eat, but they do require a reliable source of water and access to sunlight.

Existing only in limited numbers, briarvexes are preoccupied with their own survival and
prosperity. They seek to populate forested lands with their spawn, migrating to new areas to
expand their influence and control.
When they encounter other creatures, briarvexes attempt to appraise any possible threat from
hiding. They are particularly wary of intruders who bear a source of fire. They generally assault
only creatures that appear weaker than themselves, and they prefer surprise. A briarvex begins
combat by entangling opponents, then close to melee range; it is unaffected by the entangle
effect. When facing a powerful opponent, a briarvex tries to buy time for reinforcements to
arrive. It first attempts to intimidate the opponent (typically lying about its companions’
numbers), and then resorts to wheedling if that is unsuccessful. Combat is a last resort.
Briarvexes hate treants (the feeling is mutual) and attack them on sight. They see treants as
their most powerful competition in the war for control of the forest, and they attempt to eradicate
their woodland cousins whenever possible. As always, they do this from a position of strength,
gathering in great numbers before launching an assault.

Source: Monster Manual IV; pp.26-27

Briarvex
Large plant, neutral evil
● Armor Class 13 (natural armor)
● Hit Points 95 (10d10 + 40)
● Speed 30ft.

STR DEX CON INT WIS CHA


25 (+7) 10 (+0) 19 (+4) 11 (+0) 12 (+1) 11 (+0)

● Saving Throws Intelligence +3, Wisdom +4, Charisma +4


● Skills Stealth +3, Perception +4, Survival +4
● Damage Vulnerabilities fire
● Damage Resistance bludgeoning and piercing from nonmagical weapons
● Condition Immunities exhausted, unconscious
● Senses passive Perception 14
● Languages Common, Sylvan
● Challenge 5 (1,800 XP)

Land’s Stride. Moving through nonmagical difficult terrain costs a briarvex no extra
movement. It can also pass through nonmagical plants without being slowed by them and
without taking damage from them if they have thorns, spines, or a similar hazard.
Briarvexes also have advantage on saving throws against plants that are magically created or
manipulated to impede movement, such as those created by the entangle spell.
Actions
Multiattack. A briarvex makes 2 slam attacks.

Slam. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 16 (2d8 + 7) bludgeoning
damage. Each time a briarvex hits with a spiked fist, thorns break off and bore into the struck
opponent. As a bonus action, the briarvex can cause the embedded thorns to twist and
burrow into a single creature’s flesh, dealing 13 (3d8) piercing damage. The target of this
ability must be within 100 feet of the briarvex and the briarvex must also have line of effect to
the creature. A creature can remove the thorns with a standard action.

Entangle: The briarvex can create the effect of the entangle spell that affects a 60-foot-radius
area around itself and lasts for 1 round.

Bronze Serpent:
First seen in tropical lands, bronze serpents are golem-like guardians that resemble the serpent
gods whose temples they once protected. Over the course of centuries, the secret of the
creatures’ construction has spread far and wide, so now they may appear anywhere. A bronze
serpent is a 20-foot-long snake built of articulated bronze rings. Its eyes glow blue-white, and its
powerful jaws are equipped with impressive fangs that drip fat electrical sparks instead of
venom. A bronze serpent cannot speak, but it can understand simple instructions in its creator’s
language.

A bronze serpent usually concentrates its initial attacks on the creatures that appear most
vulnerable to its shocking bite. Once it hits with that attack, it wraps its body around the
opponent, then continues biting while it constricts.

Source: Monster Manual II; pp.40-41

Bronze Serpent
Huge construct, unaligned

● Armor Class 20 (natural armor)


● Hit Points 138 (12d12 + 60)
● Speed 50 ft., burrow 30ft., climb 20ft.

STR DEX CON INT WIS CHA


25 (+7) 28 (+9) 20 (+5) 3 (-4) 13 (+1) 3 (-4)

● Skills Athletics +11


● Damage Resistances bludgeoning, piercing, and slashing from nonmagical weapons
● Damage Immunities lightning, poison, psychic,
● Condition Immunities charmed, exhaustion, frightened, paralysed, petrified,
poisoned, unconscious
● Senses passive Perception 11
● Languages Understands the languages of its creator, but doesn’t speak
● Challenge 9 (5,000 XP)

Lightning Absorption. Whenever the bronze serpent is subjected to lightning damage, it


takes no damage and instead regains a number of hit points equal to the lightning damage
dealt.

Magic Resistance. The bronze serpent has advantage on saving throws against spells and
other magical effects.

Actions
Bite. Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 16 (2d8 + 7) piercing
damage, 17 (5d6) lightning damage, and is grappled (escape DC 19). If the target is a
creature, it must succeed on a DC 15 Constitution saving throw or be stunned until the start of
its next turn. If the target has resistance to lightning damage, the target has advantage on its
save. If the target has immunity to lightning damage, it automatically succeeds on its save.
Until the grapple ends, the target is restrained, the bronze automatically deals 18 (2d10 + 7)
bludgeoning damage at the start of its turn, and the bronze serpent can't bite another target. .

Brood Keeper:
This creature looks like an enormous beetle with a carapace made of hundreds of leaf-shaped,
chitinous plates. The creature’s black body gleams with iridescence like the shells of some
insects, but it has eyes like a cat’s. It is armed with long claws on each of its legs, and large
mandibles extend from its mouth.

Brood keepers are terrifying insect-like creatures with the glimmer of intelligence in their eyes.
Like spider eaters, they are solitary hunters and reproduce in a grisly manner.
Brood keepers are so named because they keep their young in their backs, releasing them to
feed or in times of stress. Brood keeper larvae look very different from their parent, but grow to
resemble it over the course of many months.
Brood keepers are asexual and releasing their larva swarms into danger is a part of their
reproductive cycle. Brood keeper larvae do not grow while they live with their parent, and the
adult is willing to put its offspring at risk. A larva swarm taking damage and potentially dispersing
is the brood keeper’s means of ensuring that the next generation is strong.
Brood keepers are carnivores, viewing all other living creatures as food. Hardy and powerful
creatures, they fearlessly assault prey of any size, including dragons and giants.
Few find peaceable relations with a brood keeper worthwhile due to their aggressive and
foul-tempered nature, but some have found them useful as potent guardians for small items by
placing the objects inside the brood keeper’s carapace pockets. A brood keeper averages 30
feet in length and weighs some 12 tons.
Although intelligent enough to know a language, brood keepers do not speak and do not
understand a language unless one is taught to them.

A brood keeper charges and pounces on one foe, then claws at another. It attacks each enemy
it can reach with a charge in turn and releases its larva swarm to attack prey that is farther
away.

Brood Keeper Larva Swarm:


As you watch, the plates of chitin on the creature’s back slowly open, revealing mucus-filled
cavities and the writhing forms of giant maggots with wasp wings. Suddenly, dozens of the
foot-and-a-half-long winged larvae wriggle out of their pockets on the beetle-creature’s back and
take to the air. Once they are freed from the confines of the shell, you see that their pulpy white
bodies are ringed in brown chitin.

Brood keeper larvae do not grow while they live with their brood keeper parent but they enjoy
the protection the swarm and their parent offers.
When a brood keeper larva swarm is dispersed, the remaining larvae flee in every direction. An
individual larva poses little threat, and only one or two survive the dangers of the wild to become
full-grown brood keepers. Each winged maggot is about 1-1/2 feet long and weighs about 2
pounds.

A brood keeper larva swarm seeks to please its parent when released so that the brood keeper
will allow it to return to the chitin pockets in its shell. The swarm often focuses on attacking flying
foes its parent cannot reach and other creatures attacking from a distance.

Source: Monster Manual III; pp.20-21

Brood Keeper
Huge monstrosity, unaligned

● Armor Class 19 (natural armor)


● Hit Points 297 (22d12 + 154)
● Speed 60ft.

STR DEX CON INT WIS CHA


25 (+7) 17 (+3) 25 (+7) 6 (-2) 16 (+3) 8 (-1)

● Saving Throws Strength +12, Dexterity +8, Constitution +12, Intelligence +3, Wisdom
+8, Charisma +4
● Skills Athletics +12, Perception +10
● Damage Resistances bludgeoning, piercing, and slashing damage from nonmagical
weapons
● Senses Darkvision 60ft., passive Perception 20
● Languages None, unless taught
● Challenge 15 (13,000 XP)

Evasion. When a broodkeeper is subject to an effect that allows it to make a Dexterity saving
throw to take only half damage, it instead takes no damage if it succeeds the saving throw,
and only half damage on a failure.

Frightening Abilities. A creature that witnesses a brood keeper rend a foe or release its
larva swarm must make a DC 18 Wisdom saving throw or be frightened for 1d10 rounds.
Creatures that succeed on the save are immune to that brood keeper’s fear effect for 24
hours. This is a mind-affecting fear effect.

Pounce. If the brood keeper moves at least 20 feet straight toward a creature and then hits it
with a claw attack on the same turn, that target must succeed on a DC 20 Strength saving
throw or be knocked prone. If the target is prone, the brood keeper can make one rake attack
against it as a bonus action.

Rend. If a brood keeper hits with at least one bite or claw attack, and one rake attack against
a single target, it rips its foe apart. This attack automatically deals 21 (2d10 + 10) slashing
damage.

Actions
Multiattack. A brood keeper makes 1 bite attack, and 2 claw attacks.

Bite. Melee Weapon Attack: +12 to hit, reach 10 ft. one target. Hit: 16 (2d8 + 7) piercing
damage and it is grappled (escape DC 20). Until the grapple ends, the brood keeper has
advantage on attack rolls against the target, and the brood keeper can't bite another target.

Claw. Melee Weapon Attack: +12 to hit, reach 15 ft. one target. Hit: 12 (1d10 + 7) slashing
damage.

Rake. Melee Weapon Attack: +12 to hit, reach 10 ft. one grappled or prone target. Hit: 28
((1d8 + 3) x 4) slashing damage. A brood keeper rakes with all four back legs, granting it four
extra claw attacks when it begins a round in a grapple or when it pounces.

Release Larval Swarm. A brood keeper can lift the plates of chitin on its back, releasing a
brood keeper larva swarm. The brood keeper larva swarm can act immediately. Until its next
action, the brood keeper takes a –5 penalty to Armor Class. Brood keepers are immune to a
brood keeper larva swarm’s swarm attacks. A brood keeper can call its larva swarm back as a
bonus action, but it takes one round to accept them back into its carapace, during which time
the brood keeper takes a –5 penalty to Armor Class. Releasing or accepting its larva swarm
provokes attacks of opportunity. A brood keeper can keep only one brood of larvae in its back.
Should the larva swarm be damaged so much that it disperses, a brood keeper gives birth to
another batch of larvae in 1 month. If the brood keeper has not done so already, it
automatically releases its brood of larvae when it dies.

Brood Keeper Larva Swarm


Large swarm of Tiny monstrosities, unaligned

● Armor Class 18 (natural armor)


● Hit Points 187 (25d10 + 50)
● Speed 20ft., fly 30ft.

STR DEX CON INT WIS CHA


1 (-5) 25 (+7) 14 (+2) 3 (-4) 16 (+3) 8 (-1)

● Saving Throws Strength -1, Dexterity +11, Constitution +6, Intelligence +0, Wisdom
+7, Charisma +3
● Skills Perception +9
● Damage Resistances bludgeoning, piercing, and slashing damage
● Condition Immunities blinded, charmed, deafened, exhausted, frightened, grappled,
paralysed, petrified, prone, restrained, unconscious
● Senses Darkvision 60ft., passive Perception 19
● Languages None, unless taught
● Challenge 11 (7,200 XP)

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 insect. The swarm can't regain hit points
or gain temporary hit points.

Actions
Multiattack. A brood keeper larva swarm makes 2 swarm attacks

Swarm. Melee Weapon Attack: +11 to hit, reach 0 ft., one target. Hit: 22 (5d8) slashing
damage, or 7 (2d6) slashing damage if the swarm has half of its hit points or fewer.

Brood Mother:
A brood mother looks like an enormous black widow spider with a tormented drow head. It does
not have any hands, but it does have two deceptively strong, feathery antennae close to its face
that can grasp and use objects. Like driders, brood mothers are outcasts from drow society and
are ruthlessly hunted down when found. Brood mothers prefer to be left alone, content to spawn
huge numbers of monstrous spiders from the victims caught in her webs.

Brood mothers prefer to fight from behind a shield of their monstrous spider kin.

Source: Dragon Magazine #298; pp.38

Brood Mother
Large monstrosity, chaotic evil

● Armor Class 16 (natural armor)


● Hit Points 189 (18d10 + 90)
● Speed 40ft., climb 30ft.

STR DEX CON INT WIS CHA


27 (+8) 17 (+3) 20 (+5) 6 (-2) 16 (+3) 16 (+3)

● Skills Athletics +13, Perception +10


● Damage Immunities poison
● Condition Immunities charmed, frightened, poisoned
● Senses Darkvision 60 ft., passive Perception 15
● Languages -
● Challenge 13 (10,000 XP)

Innate Spellcasting. The brood mother's innate spellcasting ability is Wisdom (spell save DC
16, +8 to hit with spell attacks). It can innately cast the following spells, requiring no
components:
- 3/day each: dancing lights, darkness, detect evil and good, detect magic, faerie fire
Magic Resistance. The brood mother has advantage on saving throws against spells and
other magical effects.

Spider Climb. The brood mother can climb difficult surfaces, including upside down on
ceilings, without needing to make an ability check.

Web Sense. While in contact with a web, the brood mother knows the exact location of any
other creature in contact with the same web.

Web Walker. The brood mother ignores movement restrictions caused by webbing.

Actions
Bite. Melee Weapon Attack: +13 to hit, reach 5 ft., one target. Hit: 26 (4d8 + 8) piercing
damage, and must make a DC 18 Constitution saving throw or take 18 (4d8) poison damage
and become poisoned. The poison injected by a brood mother is actually a tiny egg in a fluid
that causes rapid growth of the egg under the right conditions. The bodies of creatures killed
by a brood mother’s poison burst apart as a giant spider, already grown to maturity, is born to
the world. When a creature succeeds at the second saving throw against the brood mother’s
poison, its body has nullified the growth liquid and killed the egg.

Web (Recharge 5-6). Ranged Weapon Attack: +5 to hit, range 30/60 ft., one creature. Hit:
The target is restrained by webbing. As an action, the restrained target can make a DC 21
Strength check, bursting the webbing on a success. The webbing can also be attacked and
destroyed (AC 10; hp 20; vulnerability to fire damage; immunity to bludgeoning, poison, and
psychic damage).
Broodfiend:
An almost headless, grotesque mix of worm, lizard, bat, and ape, this monstrosity has short
clawed hind legs, a baggy belly, leathery wings, and boneless, tentacle-like arms ending in
teeth-filled mouths. Between the beast’s shoulders gapes a large smoking orifice surrounded by
a writhing nest of tendrils.

The subsistence of a broodfiend’s body is supernaturally malleable and resilient, almost as if it


were a strange green-brown metal that learned to mimic flesh. Twenty feet tall and with a
wingspan of 35 feet, the secret of their generation has always been closely guarded by the
avolakias, although this knowledge might have been passed to some necromancer or other
worshipper of Kyuss.
Broodfiends react only to immediate threats and follow the orders of the more intelligent
servants of Kyuss. They are more likely to attack aerial targets than landbound ones, and prefer
to attack creatures who can channel positive energy. A broodfiend’s tentacles have prodigious
reach, so the menace generally tries to stay about 20 feet away from its enemies to avoid melee
attacks.

Source: Dungeon Magazine #135; pp.83-84

Broodfiend
Huge fiend, neutral evil

● Armor Class 25 (natural armor)


● Hit Points 363 (22d12 + 220)
● Speed 30ft., fly 50ft.

STR DEX CON INT WIS CHA


30 (+10) 14 (+2) 30 (+10) 12 (+1) 26 (+8) 21 (+5)

● Skills Athletics +16, Stealth +8, Arcana +7, Religion +7, Insight +14, Perception +14
● Damage Resistances cold, lightning, thunder; bludgeoning, piercing, and slashing
from non-silvered, nonmagical weapons
● Damage Immunities acid, poison
● Condition Immunities charmed, frightened, paralyzed, poisoned
● Senses Blindsight 90ft., passive Perception 24
● Languages Abyssal, Common, Infernal
● Challenge 19 (22,000 XP)
Breath of Kyuss. A broodfiend’s exhalations consist of rancid-smelling green-brown mist that
quickly fills a 15-foot radius around the creature at all times. If the broodfiend is slain, the mist
dissipates in a single round. Wind conditions equal to or greater than strong prevent the mist
from forming as long as the wind condition persists.
Visibility within the mist is obscured, as if by a fog cloud spell. All living creatures (excluding
broodfiends) within the mist must succeed a DC 24 Constitution saving throw or become
poisoned for the round. On a successful save, creatures become accustomed to the mist and
cannot be affected by it until they leave the area of effect and re-enter.
Dead bodies within the area of the mist quickly become saturated with necromantic energy. A
day after exposure to this mist, a skeletal body rises as a free-willed skeleton (MM; pp.272),
while fresher corpses rise as zombies (MM; pp.315). A humanoid corpse affected by the mist
instead rises as a spawn of Kyuss (VGtM; pp.192).

Innate Spellcasting. The broodfiend's innate spellcasting ability is Wisdom (spell save DC
22, +14 to hit with spell attacks). It can innately cast the following spells, requiring no
components:
- At will: dispel magic, inflict wounds, teleport
- 3/day each: feeblemind, harm, true seeing

Regeneration. The broodfiend regains 10 hit points at the start of its turn if it has at least 1 hit
point. If the broodfiend takes radiant damage or damage from holy water, this trait doesn't
function at the start of the broodfiend's next turn.

Actions
Multiattack. A broodfiend makes 2 bite attacks.

Bite. Melee Weapon Attack: +12 to hit, reach 10 ft. one target. Hit: 16 (3d8 + 7) piercing
damage, and the target's Intelligence score is reduced by 1d6. The target dies if this reduces
its Intelligence to 0. Otherwise, the reduction lasts until the target finishes a short or long rest.
If a non-evil humanoid dies from this attack, a new spawn of Kyuss (VGtM; pp.192) rises from
the corpse 1d4 hours later.

Breath Weapon (Recharge 5-6). The broodfiend exhales a 60-foot cone of noxious gas.
Each creature in that area must make a DC 24 Constitution saving throw, taking 82 (15d10)
acid damage on a failed save, or half as much damage on a successful one.

Bugbears
The biggest and strongest of the goblinoids, bugbears are more aggressive than their smaller
relatives. They live by hunting any creature weaker than themselves.
The bugbear’s nose is the cause of its name, though the creature is not related to bears. Its hide
and sharp claws also resemble those of bears. A bugbear’s hands are far more dexterous than
a bear’s paws, however, and its claws are too small to make effective weapons.

Bugbear Overseer:
This snarling brute is a hulking, furry goblinoid with a flattened snout. It expertly aims a polearm
at your feet, and, as you attempt to dodge the swing, raises a clawed hand in an arcane
gesture.

Each drow community controls hundreds or thousands of slaves, requiring trustees of a sort
among the inferior races they hold sway over. They have bred bugbear overseers to this end,
cultivating sorcerously imbued family groups from which new recruits are drawn.

Bugbear overseers are true bullies, easily intimidating unarmed and helpless slaves. Their
disabling spells and glaive attacks are well suited to overpowering recalcitrant individuals
quickly and with a minimum of damage. However, they take delight in getting tough with
troublemakers who resist their disabling magic.
When faced with a worthy adversary, however, this bluster quickly falters. If initial attacks fail to
cow such an opponent, a bugbear overseer begins looking for opportunities to withdraw, using
spider climb, invisibility, or mirror image, while blowing his signal whistle to summon help. Only
when under the scrutiny of his drow masters does an overseer stand and fight an equal foe. In
this case, he still relies on his weapon’s reach to remain at a distance, disabling opponents with
spells. The crossbow is a weapon of last resort unless he is in a secure position. Bugbear
overseers are loath to use the poison provided by their drow masters for fear of accidentally
poisoning themselves, but if retreat is necessary, they coat their crossbow bolts with venom.

Source: Drow of the Underdark: pp.120-121

Bugbear Overseer
Medium humanoid (goblinoid), chaotic evil

● Armor Class 16 (chain mail)


● Hit Points 65 (10d8 + 20)
● Speed 30ft.

STR DEX CON INT WIS CHA


18 (+4) 14 (+2) 14 (+2) 13 (+1) 12 (+1) 15 (+2)

● Skills Stealth +5, Perception +7, Intimidation +5


● Senses Darkvision 60ft., passive Perception 17
● Languages Goblin, Undercommon
● Challenge 7 (2,900 XP)

Brute. A melee weapon deals one extra die of its damage when the bugbear hits with it
(included in the attack).

Spellcasting. The bugbear overseer is a 3rd-level spellcaster. Its spellcasting ability is


Charisma (spell save DC 13, +5 to hit with spell attacks). It has the following sorcerer spells
prepared:

- Cantrips (at will) : acid splash, blade ward, message, shocking grasp
- 1st Level (4 slots): alarm, detect magic, sleep
- 2nd Level (2 slots): blur

Surprise Attack. If the bugbear surprises a creature and hits it with an attack during the first
round of combat, the target takes an extra 7 (2d6) damage from the attack.

Actions
Multiattack. The bugbear makes 2 melee attacks.

Glaive. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 15 (2d10 + 4)
bludgeoning damage.

Light Crossbow. Ranged Weapon Attack: +5 to hit, reach 80/320 ft., one target. Hit: 6 (1d8 +
2) piercing damage.

Bugbear Stonejack:
This muscular goblinoid is clad in leather and laiden with assorted stoneworking tools. He
swings a heavy mining pick.

The fantastic grandeur of drow cities requires massive excavation that displaces tons of rubble
and stone. The drow are not about to soil their delicate hands with such demeaning labor, so
they usually assign it to bugbear stonejacks. These pliant goblinoid servants are equipped to
handle the rigors and the dangers of construction.

Bugbear stonejacks are not sophisticated warriors. They have only the most rudimentary of
training, relying on their natural strength and aggressiveness to see them through in a fight, and
their inexperience can often be used against them. They are terrified of their masters and fight
to the death when so ordered, but if the drow leaders should fall, the stonejacks are likely to
drop their weapons and flee into the surrounding tunnels.
In battle, lines of stonejacks charge opponents to overpower them with numbers and sheer fury.
The bugbears try to swing the ends of their battle line around that of their opponents to surround
them and gain flanking positions. The drow who lead them stay to the rear, using the cover and
distraction provided by the stonejacks to launch spells or implement clever tactics.
A bugbear stonejack typically keeps a potion of gaseous form in his potion bladder in case of a
cave-in while he works in the mines. However, if he is on guard duty or has been assigned to a
military force, he replaces this with a potion of bull’s strength, which he imbibes if possible
before entering combat.

Source: Drow of the Underdark: pp.120-121

Bugbear Stonejack
Medium humanoid (goblinoid), chaotic evil

● Armor Class 14 (studded leather armor)


● Hit Points 65 (8d8 + 20)
● Speed 30ft.

STR DEX CON INT WIS CHA


17 (+3) 14 (+2) 14 (+2) 11 (+0) 11 (+0) 9 (-1)

● Skills Athletics +7, Stealth +5, Perception +6


● Senses Darkvision 60ft., passive Perception 16
● Languages Goblin, Undercommon
● Challenge 4 (1,100 XP)

Brute. A melee weapon deals one extra die of its damage when the bugbear hits with it
(included in the attack).

Surprise Attack. If the bugbear surprises a creature and hits it with an attack during the first
round of combat, the target takes an extra 7 (2d6) damage from the attack.

Actions

Morningstar. Melee Weapon Attack: +5 to hit, reach 5 ft. , one target. Hit: 12 (2d8 + 3)
piercing damage.

Burrow Root:
A massive ripple churns through the topsoil with great speed and fluidity. Suddenly, a strange,
serpentine root—twice the length of a grown human—bursts through the surface. Its massive,
thorny jaws snap at you with a ravenous hunger.
Burrow roots are animate plants that feed on blood. They attack to spill blood on the ground,
then burrow underground and consume their food in safety.
Burrow roots are predators that live just beneath the topsoil. The blood of living creatures
sustains them, so unless they are provided with a steady food source by a third party, they root
in areas that have high traffic. Once they find an appropriate spot, they colonize it and begin
reproducing. Desiccated corpses mark burrow root territory. Burrow roots reproduce asexually,
splitting apart into separate creatures once they have grown too large or have taken significant
damage. Since they are easy to cultivate, a few wily and powerful creatures breed burrow roots
as guardians.
A burrow root’s environment is limited to regions where food is plentiful. They colonize warm or
temperate regions, and they prefer areas with soft, treeless terrain, such as marshes, plains,
and hills. They live near roads, agricultural fields, bodies of water, and other prey-attracting
features.
A burrow root’s usual mode of travel leaves behind large trails of upturned soil. From a distance,
these trails look like twisted patches of veins bulging from the earth’s surface. The tilled earth is
soft, making for treacherous travel (difficult terrain) along a burrow root’s trail.
A burrow root is between 12 and 14 feet long. The bulk of its grey-brown body is about the width
of a human head, and its posterior tapers to a sharp spike. Dozens of thorny branches split the
anterior, creating the appearance of an exaggerated maw about the size of a barrel. It uses its
mouth to wound its prey, but it can absorb nutrients by imbedding its spiked taproot into an
opponent’s flesh, draining that creature’s blood.

A burrow root attacks in three stages. Upon sensing prey, the creature burrows rapidly toward
that quarry, springing from the earth and delivering a powerful bite. If multiple opponents are
nearby, the burrow root attacks each one with the goal of spilling as much blood on the ground
as possible. It uses its speed burrow ability to quickly move between opponents or to escape
from a particularly nasty foe or effect. A burrow root can instinctively determine if a creature has
blood—it ignores a bloodless creature unless that creature seriously harms it.
A burrow root needs to be split to reproduce, so it fights until it has lost half of its hit points. If an
individual burrow root is reduced to 9 hit points or fewer, it retreats beneath the surface, content
to nourish itself with the blood seeping down from above.

Source: Monster Manual V; pp.14-15

Burrow Root
Large plant, unaligned

● Armor Class 16 (natural armor)


● Hit Points 147 (14d10 + 70)
● Speed 30ft., burrow 20ft.

STR DEX CON INT WIS CHA


26 (+8) 15 (+2) 20 (+5) 2 (-4) 12 (+1) 7 (-2)

● Skills Stealth +5, Perception +4


● Damage Vulnerabilities fire
● Condition Immunities blinded, deafened, exhausted, frightened, unconscious
● Senses Blindsight 30ft. (blind beyond this point), Tremorsense 60ft., passive
Perception 14
● Languages -
● Challenge 7 (2,900 XP)

Actions
Bite. Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 17 (2d8 + 8) piercing
damage. If the target is a creature that isn’t a construct or undead, it must succeed on a DC
16 Constitution saving throw or lose an additional 9 (2d8) hit points due to blood loss. The
burrow root regains hit points equal to half the hit points lost.

Tail Spike. Melee Weapon Attack: +11 to hit, reach 15 ft., one target. Hit: 12 (1d8 + 8)
piercing damage plus 7 (2d6) necrotic damage. If the target is a Large or smaller creature, it
must succeed on a DC 15 Constitution saving throw, or its speed is halved until the end of its
next turn.

Reactions
Speed Burrow (Recharge 6). When the burrow root is damaged by a melee attack, it can
use its reaction to burrow up to twice its burrow speed. This movement does not provoke
opportunity attacks.

Split. When a burrow root that is Medium or larger is reduced to half its hit point maximum or
less, it splits into two new burrow roots if it has at least 10 hit points. Each new burrow root
has hit points equal to half the original burrow roots, rounded down. New burrow roots are one
size smaller than the original burrow root.

C
Caller from the Deeps:
An inky blot of cold black water, this horrific tentacled mass ripples and seethes in the water.

In the deep, black places of the ocean, strange things come to rest. Corpses, cast-offs magics,
even light itself is pulled into these places and consumed. Little wonder then that sometimes, in
such places, a malevolence grows. Impelled by the rot of the things of the light and driven by a
horrible hunger, this thing becomes impatient waiting for the tides of the sea to pull the world
above it down into its ravenous maw. It forms for itself a body out of the black, cold waters
where it found its genesis and leaves the blackwater trenches of the deep oceans, seeking life
and light to consume.
A caller from the deeps has the ability to call things to itself, so that it can consume them. It
often lures sailors overboard with its call, enwrapping them as they leap into the cold water and
feeding on their life’s warmth. When endangered, a caller from the deeps has the ability to
summon aquatic creatures to defend it.

A caller from the deeps maintains a very simple technique for hunting. It begins by calling its
prey to itself, using siren’s call. It then grapples those who enter the water, drowning them.
Should any manage to put up enough of a fight to endanger its serenity, it summons a creature
to defend itself and distract any adversaries. Only if its opponents fight their way past this
summoned minion or manage to directly engage the caller itself will this creature focus its full
attention and might on them.

Source: Stormwrack – Mastering the perils of Wind and Wave; pp.140-141

Caller from the Deeps


Huge elemental, neutral evil

● Armor Class 16 (natural armor)


● Hit Points 181 (11d12 + 110)
● Speed swim 50ft.

STR DEX CON INT WIS CHA


26 (+8) 9 (-1) 30 (+10) 15 (+2) 12 (+1) 14 (+2)

● Skill Athletics +11, Perception +4


● Damage Resistances bludgeoning, piercing, and slashing from nonmagical weapons
● Damage Immunities poison
● Condition Immunities exhaustion, grappled, paralyzed, petrified, poisoned, prone,
restrained, unconscious
● Senses Darkvision 60 ft., passive Perception 14
● Languages -
● Challenge 8 (3,900 XP)

Water Form. The caller from the deeps can enter a hostile creature's space and stop there. It
can move through a space as narrow as 1 inch wide without squeezing.

Actions
Multiattack. The caller from the deeps makes 2 tentacle attacks.

Tentacle. Melee Weapon Attack: +11 to hit, reach 15 ft., one target. Hit: 17 (2d8 + 8)
bludgeoning damage and it is grappled (escape DC 20). Until the grapple ends, the creature
is restrained, the caller from the deeps automatically hits with a tentacle attack at the start of
its turn, and it cannot grapple another target.

Life Drain. Melee Spell Attack: +11 to hit, reach 15 ft., one target. Hit: 11 (1d6 + 8) necrotic
damage. The target must succeed on a DC 18 Constitution saving throw or its hit point
maximum is reduced by an amount equal to the damage taken. This reduction lasts until the
creature finishes a long rest. The target dies if this effect reduces its hit point maximum to 0.
Siren’s Call (3/day). The target hears a song that instils in them a longing to be in the water.
The target must make a DC 14 Wisdom saving throw. On a failed save, the target immediately
moves towards the source of the song by the shortest and fastest route possible for 1 minute.
If attacked or restrained they will defend themselves and the continue towards the source of
the song unless the duration has ended. Once in water the target swims to the source, even if
this means a risk of drowning. The target can make a new saving throw at the end of the
caller’s turn each round. Creatures that succeed on the save are immune to that caller from
the deeps’ siren’s call effect for 24 hours.

Summon Water Elemental (Recharge 6). A caller from the deeps summons a water
elemental. This creature remains for 10 minutes or until slain.

Caller in Darkness:
This entity appears as a roiling bank or cloud of pale mist, with dozens of silently screaming
humanoid faces discernible in the milky vapor.

A caller in darkness is an incorporeal creature composed of the minds of dozens of victims who
died together in terror. It seeks to draw others into its fear-wracked, hellish existence. Callers in
darkness rarely speak, but when they do, they speak Common.

All creatures fear incorporation into the undead fog of a caller in darkness. Those who lose their
lives to the horror are doomed to share its endless misery.

Source: Expanded Psionics Handbook; pp. 191-192

Caller in Darkness
Large undead, chaotic evil

● Armor Class 13
● Hit Points 110 (13d10 + 39)
● Speed 30ft., fly 60ft.

STR DEX CON INT WIS CHA


1 (-5) 16 (+3) 16 (+3) 14 (+2) 14 (+2) 15 (+2)

● Skills Stealth +7, Arcana +5, Investigation +5, Insight +5, Perception +5, Intimidation
+5
● Damage Resistances bludgeoning, piercing, and slashing damage from nonmagical
weapons
● Damage Immunities necrotic, poison
● Condition Immunities charmed, exhaustion, frightened, grappled, paralyzed,
petrified, poisoned, prone, restrained, unconscious
● Senses passive Perception 14
● Languages Common
● Challenge 8 (3,900 XP)

Consume Life. As a bonus action, the caller in darkness can target one creature it can see
within 5 feet of it that has 0 hit points and is still alive. The target must succeed on a DC 16
Constitution saving throw against this magic or die. If the target dies, the caller in darkness
regains 10 (3d6) hit points and a new screaming face appears in the cloud. A caller in
darkness can also use this ability on a living creature that is incapacitated. Doing so is a
standard action and provokes an attack of opportunity.

Fear Aura. Any creature within a 30 ft. radius that can see the caller in darkness must
succeed a DC 16 Wisdom saving throw or become frightened until the start of its next turn. If
a creature's saving throw is successful, the creature is immune to the caller in darkness' Fear
Aura for the next 24 hours.

Incorporeal Movement. A caller in darkness can move through other creatures and objects
as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an
object.

Innate Spellcasting (Psionic). The caller in darkness’ innate spellcasting ability is


Intelligence (spell save DC 13, +5 to hit with spell attacks). It can innately cast the following
spells, requiring no components:
- At will: vicious mockery
- 3/day each: clairvoyance, detect magic, suggestion
- 1/day: bestow curse

Sunlight Weakness. While in natural sunlight, the caller in darkness has disadvantage on
attack rolls, ability checks, and saving throws.
Actions
Multiattack. The caller in darkness makes 4 necrotic touch attacks.

Necrotic Touch. Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 13 (2d8 + 4)
necrotic damage.

Camelopardel:
A graceful creature resembling a cross between a giraffe and a panther stands tail on long legs.
It has a long neck, and two long, curving horns sweep back from its brow.

A camelopardel is a solitary being that inhabits a waste territory, browsing on its scant
vegetation and protecting the smaller creatures in the area. Camelopardels are able to resist
extremes of dryness that even other desert creatures cannot, due to their innate abilities. They
extend this protection to nearby friendly creatures and tend to those who are injured by harmful
desert magic. These regal creatures are often represented in heraldry or desert tribes' totems. A
sighting of a camelopardel in the vicinity is taken as a sign of favour from good waste deities. A
camelopardel speaks a waste dialect of Sylvan but does not usually talk.

A camelopardel is not a powerful combatant. It prefers to drive off intruders by making the
environment unfriendly with its haboob ability. The dust cloud also serves it well for escape
against enemies that are too powerful to defeat.

Source: Sandstorm – Mastering the Perils of Fire and Sand; pp.141-142

Camelopardel
Large monstrosity, neutral good

● Armor Class 11
● Hit Points 52 (7d10 + 14)
● Speed 50ft.

STR DEX CON INT WIS CHA


16 (+3) 13 (+1) 14 (+2) 5 (-3) 12 (+1) 15 (+2)

● Saving Throws Intelligence -1, Wisdom +3, Charisma +4


● Skills Acrobatics +3, Perception +5
● Senses passive Perception 15
● Languages Sylvan
● Challenge 2 (450 XP)

Trampling Charge. If the camalopardel moves at least 20 feet straight toward a creature and
then hits it with a gore attack on the same turn, that target must succeed on a DC 14 Strength
saving throw or be knocked prone. If the target is prone, the camelopardel can make one hoof
attack against it as a bonus action.

Speak With Beasts and Plants. The camelopardel can communicate with beasts and plants
as if they shared a language.

Actions
Multiattack. A camelopardel makes 1 gore attack, and 2 hoof attacks.

Gore. Melee Weapon Attack: +5 to hit, reach 10 ft., one target. Hit: 7 (1d8 + 3) bludgeoning
damage.

Hoof. Melee Weapon Attack: +5 to hit, reach 10 ft., one target. Hit: 6 (1d6 + 3) bludgeoning
damage.

Haboob (Recharge 5-6). A thick haze of swirling dust and sand swirls out from around the
camelopardel in a 20 ft. radius and 20 ft. high. The effect obscures all sight, including
Darkvision, beyond 5 feet. A creature within 5 feet has concealment. Creatures farther away
have total concealment. Unprotected, nonmagical flames are automatically extinguished, and
there is a 50% chance that protected flames will be snuffed. In addition to obscuring sight, the
swirling dust abrades any creature within it or attempting to move through it. Other creatures
passing through the haze take 12 (5d4) force damage with no save allowed. Other creatures
that remains within the affected area for more than 1 round likewise take damage
automatically (no save). This effect lasts 5 rounds.
A moderate wind (11+ mph) disperses the dust in 4 rounds; a strong wind (21+ mph)
disperses it in 2 rounds. This ability does not function underwater.

Canomorphs
Those who don’t understand the true nature of the canomorphs often incorrectly identify them
as fiendish lycanthropes. The canomorph is not a true lycanthrope; it is a fiendish hound (either
a hell hound, vorr, or shadow mastiff) that has learned to assume humanoid form. Created by
devil and demon lords to serve as intelligent trackers and guardians, canomorphs often journey
to the Material Plane to undertake diabolical missions for their infernal masters.
An intense rivalry among the three subraces divides canomorphs from each other. All three fill
similar soles in the Lower Planes, so there is intense competition for dominance. The haraknins
are the physically weakest of the three, but they are also the most numerous and tenacious.
The shadurakuls are the strongest and most dangerous canomorphs, but they are few in
number. Between the two are the shadowy vultivors, who are for now content to remain in hiding
and let their more aggressive kin tear at each other.

Canomorphs have all the abilities and characteristics of their hound form (hell hound for
haraknins, shadow mastiff for shadurakuls, or vorr for vultivors), plus class levels learned in their
humanoid forms. Canomorphs can change their form at will from their hound form to a
humanoid form – usually human, although other races are possible. They infiltrate humanoid
settlements in this guise, but often revert to their natural forms to attack

Source: Fiend Folio; pp.25-29

Haraknin:
A haraknin can assume a variety of appearances with its alternate form, but it strongly favours
humans or half-orcs with hair the colour of flame, smouldering red eyes, and wiry rust-coloured
hair all over its body. A feint smell of brimstone clings to its humanoid form, and it tends to be
ill-tempered and violent.

The haraknin described here is based on an exceptional 2nd-level hell hound barbarian. The
haraknin is an aggressive combatant and favours sudden charges out of ambush in either form.
It prefers to hunt in its hell hound form in order to cover ground faster, assuming its humanoid
form to close in when its prey seeks shelter in places where the canomorph’s hell hound form
would not be welcomed.

Haraknin
Medium fiend, lawful evil

● Armor Class 14 in humanoid form (chain shirt), 14 in hellhound form (natural armor)
● Hit Points 62 (7d8 + 14) + (2d12 + 4)
● Speed 30ft., (50ft. In hellhound form)

STR DEX CON INT WIS CHA


17 (+3) 14 (+2) 15 (+2) 8 (-1) 13 (+1) 6 (-2)

● Skills Acrobatics +5, Stealth +5, Perception +4, Survival +4


● Damage Immunities fire
● Senses Darkvision 60 ft., passive Perception 14
● Languages Common, Infernal
● Challenge 5 (1,800 XP) (+2 from class levels)
Shapechanger. The haraknin can use its action to polymorph into a Medium humanoid, or
back into its true form, which is a hell hound. Its statistics, other than its size and AC are the
same in each form. Any equipment it is wearing or carrying isn’t transformed. It reverts to its
true form if it dies.

Keen Hearing and Smell. The haraknin has advantage on Wisdom (Perception) checks that
rely on hearing or smell.

Pack Tactics. The haraknin has advantage on an attack roll aga in st a creature if at least
one of the it’s allies is within 5 feet of the creature and the ally isn't incapacitated.

Actions
Multiattack (Humanoid Form Only). A haraknin makes 2 scimitar attacks.

Scimitar (Humanoid Form Only). Melee Weapon Attack: +6 to hit, reach 5 ft., one target.
Hit: 6 (1d6 + 3) slashing damage.

Bite (Hellhound Form Only). Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7
(1d8 + 3) piercing damage plus 7 (2d6) fire damage.

Fire Breath (Recharge 5-6). The haraknin exhales fire in a 15-foot cone. Each creature in
that area must make a DC 12 Dexterity saving throw, taking 21 (6d6) fire damage on a failed
save, or half as much damage on a successful one.

Shadurakul:
In its humanoid form, a shadurakul often appears as a barrel-chested human with inky,
blue-black skin, no hair, and cold white eyes. Contemptuous of the weak and defenceless, a
shadurakul rarely bothers to conceal its true nature, counting on its strength and ruthlessness to
overwhelm its foes.

The shadurakul described here is based on an exceptional 6th-level shadow mastiff fighter. A
powerful and intimidating combatant, the shadurakul is a remorseless and determined tracker
who prefers to wear down its prey with relentless and unforgiving pursuit.

Shadurakul
Medium monstrosity, neutral evil

● Armor Class 18 in humanoid form (plate armor), 13 in shadow mastiff form (natural
armor)
● Hit Points120 (6d8 + 30) + (6d10 + 30)
● Speed 30ft., (40ft. In shadow mastiff form)

STR DEX CON INT WIS CHA


21 (+5) 16 (+3) 21 (+5) 10 (+0) 14 (+2) 10 (+0)

● Skills Acrobatics +6, Stealth +6, Investigation +3, Perception +5, Survival +5,
Intimidation +3
● Damage Resistances bludgeoning, piercing, and slashing damage from nonmagical
weapons while in dim light or darkness
● Senses Darkvision 60 ft., passive Perception 15
● Languages Abyssal, Common, Infernal
● Challenge 8 (3,900 XP) (+6 from class levels)

Shapechanger. The shadurakul can use its action to polymorph into a Medium humanoid, or
back into its true form, which is a shadow mastiff. Its statistics, other than its size and AC are
the same in each form. Any equipment it is wearing or carrying isn’t transformed. It reverts to
its true form if it dies.

Ethereal Awareness. The shadurakul can see ethereal creatures and objects

Keen Hearing and Smell. The haraknin has advantage on Wisdom (Perception) checks that
rely on hearing or smell.

Shadow Stealth. While in dim light or darkness, the shadurakul can use a bonus action to
become invisible, along with anything it is wearing or carrying. The invisibility lasts until the
shadurakul uses a bonus action to end it or until it attacks, is in bright light, or is incapacitated.
Sunlight Weakness. While in bright light created by sunlight, the shadurakul has
disadvantage on attack rolls, ability checks, and saving throws.

Actions
Multiattack (Humanoid Form Only). A shadurakul makes 2 spiked chain attacks.

Spiked Chain (Humanoid Form Only). Melee Weapon Attack: +8 to hit, reach 5 ft., one
target. Hit: 12 (2d6 + 5) piercing damage.

Bite (Shadow Mastiff Form Only). Melee Weapon Attack: +8 to hit, reach 5 ft., one target.
Hit: 12 (2d6 + 5) piercing damage and the target must make a DC 16 Strength saving throw or
be knocked prone.

Bay. When a shadurakul howls, all creatures except evil fiends in a 300-foot spread must
succeed a DC 13 Wisdom saving throw or become frightened for 2d4 rounds. A creature can
repeat the saving throw at the end of each turn, ending the effects on a success. Regardless
of whether creature’s saving throw is successful or not, or the effect ends for it, the creature is
immune to the shadurakul’s bay for the next 24 hours.

Vultivor:
Like other canomorphs, a vultivor can appear as any humanoid. Greyish skin, black and hungry
eyes, and a long, lupine face often mark its humanoid guises. It tends to be cruel and subtle,
taking great pleasure in the misfortune of others.

The vultivor described here is based on an exceptional 5th-level vorr (pp.???) rogue. Vultivors
are stealthy and patient murderers, stalking their victims until they see an opportunity to make a
sneak attack. A vultivor often shifts to its vorr form to speed its escape from the scene of a
crime.

Vultivor
Medium fiend, chaotic evil

● Armor Class 18 in humanoid form (plate armor), 13 in vorr form (natural armor)
● Hit Points 62 (4d8 + 12) + (5d6 + 15)
● Speed 30ft., (40ft. In vorr form)

STR DEX CON INT WIS CHA


16 (+3) 23 (+6) 16 (+3) 11 (+0) 13 (+1) 12 (+1)

● Skills Athletics +6, Acrobatics +9, Stealth +9, Perception +6, Survival +4
● Senses Darkvision 60 ft., passive Perception 16
● Languages Abyssal, Common
● Challenge 8 (3,900 XP) (+5 from class levels)

Shapechanger. The vultivor can use its action to polymorph into a Medium humanoid, or
back into its true form, which is a vorr. Its statistics, other than its size and AC are the same in
each form. Any equipment it is wearing or carrying isn’t transformed. It reverts to its true form
if it dies.

Evasion. When a broodkeeper is subject to an effect that allows it to make a Dexterity saving
throw to take only half damage, it instead takes no damage if it succeeds the saving throw,
and only half damage on a failure.
Keen Hearing and Smell. The haraknin has advantage on Wisdom (Perception) checks that
rely on hearing or smell.

Uncanny Dodge. When a vultivor is hit with an attack it can see, it can use its reaction to half
the damage taken.
Actions
Multiattack (Humanoid Form Only). A vultivor makes 2 rapier attacks.

Rapier (Humanoid Form Only). Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit:
7 (1d8 + 3) slashing damage.

Bite (Shadow Mastiff Form Only). Melee Weapon Attack: +6 to hit, reach 5 ft., one target.
Hit: 10 (2d6 + 3) piercing damage and the target must make a DC 14 Strength saving throw or
be knocked prone.

Shadow Form (1/day). A vultivor can assume the form of a living shadow for up to 10
minutes. While in this form, the vultivor can move at normal speed on any surface, including
walls and ceilings, and even across liquids. The vultivor gains a +5 circumstantial bonus on
Stealth (Dex). Effects that detect thoughts, life, or presences (including true seeing) can
detect it. While in shadow form, the vultivor gains the following buffs (Damage Resistance:
acid, fire; bludgeoning, piercing, and slashing damage from nonmagical weapons. Damage
Immunities: Poison. Condition Immunities: Blinded, deafened, poisoned, stunned).

Shadow Jump. A vultivor can travel between shadows as if by the dimension door spell. The
starting and ending points of the jump must be in shadow, and these points be at least 10 feet
apart. A vultivor can make several shadow jumps in one day, as long as the total distance
travelled in this fashion per day does not exceed 160 feet.

Carcass Crab:
What looked at first like a mound of corpses and discarded armament now shifts and moves.
Eight legs and two massive claws emerge. Four eyes on stalks snake out from above the claws

The carcass crab is a warped mutation of natural life found on the battlefield. Though essentially
a giant crustacean, it augments its natural armour by attaching the detritus of battle – bits of
armour, weapons and bodies – to its hard shell with natural adhesive. This trait provides both
protection and camouflage in wasted battlefields, the creature’s preferred hunting ground

Carcass crabs are hardly brilliant or subtle opponents. They make minimal use of their
camouflage to get close to potential prey, then try to grab one opponent and scurry off to make a
meal of it. They can also hurl poisonous barbs at targets out of claw’s reach

Source: Eberron Campaign Setting; pp.277


Carcass Crab
Huge monstrosity, unaligned

● Armor Class 21 (natural armor)


● Hit Points 161 (14d12 + 70)
● Speed 50ft.

STR DEX CON INT WIS CHA


26 (+8) 13 (+1) 20 (+5) 5 (-3) 10 (+0) 9 (-1)

● Skills Stealth +4, Perception +3


● Senses passive Perception 13
● Languages -
● Challenge 7 (2,900 XP)

False Appearance. While the carcass crab remains motion less, it is indistinguishable from a
mound of corpses and discarded arms and armour.

Spiny Defense. A carcass crab’s shell is covered with sharp spines that protrude from
between attached metal and bodies. Combined with spears and swords affixed to its shell,
these spines make attacking the creature a hazardous proposition. A creature that touches
the carcass crab or hits it with a melee attack while within 5 ft. of it must succeed on a DC 15
Dexterity saving throw or takes 4 (1d8) piercing damage.

Adhesive Carapace. A carcass crab uses a natural adhesive to attach pieces of armour,
weapons, and whole corpses to its shell. Typically, this grants a crab an armour class of 21,
but it is possible to find crabs with better or worse protection.

Actions
Multiattack. A carcass crab makes 1 bite attack, and 2 claw attacks.

Bite. Melee Weapon Attack: +11 to hit, reach 15 ft., one target. Hit 14 (2d6 + 7) piercing
damage and the target must succeed on a DC 16 Constitution saving throw or take 7 (2d6)
poison damage and become poisoned for 1 hour. The target can repeat the saving throw at
the end of each of its turns, ending the effect on itself on a success.

Claw. Melee Weapon Attack: +11 to hit, reach 15 ft., one creature. Hit: 17 (2d8 + 8)
bludgeoning damage, and the target is Grappled (escape DC 19). Until this grapple ends, the
creature is Restrained. The carcass crab has two claws, each of which can grapple only one
target.
Caryatid Column:
A caryatid column looks like a simple stone pillar until an unwary creature violates the strictures
given to the construct by its creator. In the blink of an eye, the caryatid column becomes a silk
draped, beautiful female figure that wields a deadly magic weapon.
Caryatid columns are relentless opponents, and they are surprisingly agile despite their stone
composition. They dance fearlessly into combat and expect feeble weapons to shatter against
their marble skin. With martial skill uncommon in constructs, they attack and break their foes’
weapons.

Caryatid columns are typically assigned to guard a particular doorway or room against intrusion.
Sometimes these instructions are as simple as “Kill anyone but me who enters this room”, but a
caryatid column can understand more complicated instructions, such as the order to “Eject
anyone who does not perform the proper ritual observances upon entering this room”.
Caryatid columns are often placed so they can take fight form when a target is within reach;
allowing the caryatid column to attack with surprise. Upon taking its normal fighting form, a
caryatid column fights tirelessly to fulfill the wording of its command to the letter.

Source: Fiend Folio; pp.30-31

Caryatid Column
Medium construct, unaligned

● Armor Class 20 (natural armor)


● Hit Points 59 (7d8 + 28)
● Speed 30ft.

STR DEX CON INT WIS CHA


20 (+5) 16 (+3) 18 (+4) 6 (-2) 6 (-2) 1 (-5)

● Skills Insight +1, Persuasion -2


● Damage Resistances bludgeoning, piercing, and slashing from nonmagical weapons
that aren’t adamantine
● Damage Immunities poison, psychic,
● Condition Immunities charmed, exhaustion, frightened, paralysed, petrified,
poisoned, unconscious
● Senses passive Perception 8
● Languages Understands the languages of its creator, but doesn’t speak
● Challenge 5 (1,800 XP)
Break Weapons. Whenever the caryatid column is hit by a nonmagical, non-natural,
non-adamantine weapon, roll 1d6 after the weapon deals damage. On a 1, the weapon takes
a permanent and cumulative -1 penalty to damage rolls. If its penalty drops to -5, the weapon
is destroyed. Nonmagical ammunition made of metal or wood that hits the caryatid column is
destroyed after dealing damage. This penalty can be removed if the weapon is taken to a
competent weapon-smith to be repaired

False Appearance. While the caryatid column remains motionless, it is indistinguishable from
a stone column.

Immutable Form. The caryatid column is immune to any spell or effect that would alter its
form.

Magic Resistance. The caryatid column has advantage on saving throws against spells and
other magical effects.

Magic Weapons. The caryatid column's weapon attacks are magical.

Actions
Multiattack. The caryatid column makes 2 attacks.

Slam. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 8 (1d6 + 5) bludgeoning
damage.

Longsword. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 9 (1d8 + 5) slashing
damage.

Casurua:
This creature appears to be a host of angry eyes glaring at you. Amidst the crowd of eyes float
vague, humanoid figures apparently bearing an unsettling resemblance to a mob of indistinct,
angry figures.

The casurua is an undead creature that forms when dozens or more intelligent - usually
defenseless - creatures die in a single traumatic event. The victims’ pain, fear, misery, and rage
combine to form a terrible undead creature.
Casuruas tend to haunt the sites of massacres and other atrocities. Adventurers who unleash a
fireball on a mob of defenseless kobolds might spawn one of these creatures, leaving behind an
undead terror to stalk the surrounding land. Ruined castles, villages sacked and burned by
raiders, and similar places might host an angry casurura.
In some cases, a casurua can be put to rest if those who created it are made to pay for their
crime. While most casuruas mindlessly attack all living creatures, in this situation the casurua
tries to communicate with creatures of the same race or alignment as the victims. The casurua
might scrawl a map or message in the dirt, pleading with adventurers to slay the criminals who
created it and allow the souls that comprise it to finally rest in peace.

Casuruas typically attack living creatures on sight. Driven by their anger and relentless desire
for vengeance, they lash out at everyone unfortunate enough to stumble across areas they
haunt. Casuruas never wander more than a few hundred feet from the location of the massacre
that created them. Smart travelers learn to avoid these places.

Source: Dragon Magazine Compendium; pp.181

Casurua
Large undead, chaotic evil

● Armor Class 14
● Hit Points 155 (20d10 + 100)
● Speed fly 30ft.

STR DEX CON INT WIS CHA


1 (-5) 18 (+4) 21 (+5) 14 (+2) 14 (+2) 15 (+2)

● Saving Throws Strength -1, Dexterity +8, Constitution +9, Intelligence +6, Wisdom
+6, Charisma +6
● Skills Perception +8
● Damage Resistances bludgeoning, piercing, and slashing damage from nonmagical
weapons
● Damage Immunities necrotic, poison
● Condition Immunities charmed, exhaustion, frightened, grappled, paralyzed,
petrified, poisoned, prone, restrained, unconscious
● Senses passive Perception 18
● Languages Whatever language it knew in life
● Challenge 11 (7,200 XP)

Fear Aura. Any creature within a 30 ft. radius that can see the casurua must succeed a DC
14 Wisdom saving throw or become frightened until the start of its next turn. If a creature's
saving throw is successful, the creature is immune to the casurua's Fear Aura for the next 24
hours.

Incorporeal Movement. A casurua can move through other creatures and objects as if they
were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object.

Actions
Multiattack. The casurua makes 5 wisdom drain attacks.
Wisdom Drain. Melee Weapon Attack: +8 to hit, reach 5 ft., one creature. Hit: the target's
Wisdom score is reduced by 1d4. The target dies if this reduces its Strength to 0. Otherwise,
the reduction lasts until the target finishes a short or long rest.

Volley of Stones (Recharge 5-6). If the ground beneath or near a casurua has any loose
debris, such as rocks, branches, and so forth, the casurua can grab them and throw them at
opponents with tremendous force. All creatures within a 60-foot cone receive 52 (15d6)
bludgeoning damage, or half as much on a successful DC 16 Dexterity saving throw.

Cave Dinosaurs
Cave dinosaurs are smaller versions of their terrible cousins. The yuan-ti originally bred them as
servants—more manageable servants than their full-sized cousins. Smaller than normal
dinosaurs, cave dinosaurs are more maneuverable in the yuan-ti’s jungle homes as well as in
the subterranean warrens in which they were created and which they prefer as their habitat.
Most cave dinosaurs encountered by adventurers are the feral descendants of the yuan-ti’s
domesticated stock.
Like all dinosaurs, cave dinosaurs have sharp teeth, savage dispositions, a well-developed
sense of territory, and a ruthless capacity to hunt. Herbivorous dinosaurs attack if startled,
harassed, cornered, forced to defend their young, or “challenged” by an appraising look.

Cave Dinosaur Mutation:


As products of a yuan-ti breeding program, cave dinosaurs sometimes possess strange genetic
traits, the result of partially successful breeding experiments. Not all cave dinosaurs have
mutations. Among populations located close to the site of the yuan-ti breeding program,
mutations may be very common. In populations further removed from the direct influence of the
yuan-ti, mutations may be rarer, occurring in only a small percentage of all cave dinosaurs. The
table below gives random mutations for cave dinosaurs. A few mutations make a significant
difference in the level of threat posed by the mutated cave dinosaur. In these instances, as
noted on the table, increase the Challenge Rating of the creature appropriately

1d100 Mutation

1-10 Tail Constrict. Melee Weapon Attack: +Str/Dex bonus to hit, reach 10 ft.,
one target. Hit: 8 (1d6 + Str bonus) bludgeoning damage and the target is
grappled (Escape DC = 8 + Str/Dex bonus + Proficiency bonus.

11-20 Magic Resistance. The creature has advantage on saving throws against
spells and other magical effects.
21-30 Stone Camouflage. The creature has advantage on Dexterity (Stealth)
checks made to hide in rocky terrain .

31-40 Damage Resistance acid

41-50 Bite attack deals an additional 7 (2d6) poison damage. (CR +1)

51-60 Blindsight 60ft.

61-65 +6 Strength

66-70 +6 Dexterity

71-75 +6 Constitution

76-80 Damage Resistance fire, lightning

81-85 Damage Resistance cold, lightning

86-90 Damage Resistance cold, fire

91-100 Wings: fly 50ft. (CR +1)

Source: Miniatures Handbook; pp.57 -59

Cave Ankylosaurus:
This low-slung beast is covered in bony plates of armour, studs, and spikes. It trails an
armoured tail ending in a massive club of bone.

This dinosaur, built like a war machine, has stocky legs and a short, heavy body.
All creatures know enough to give the cave ankylosaurus’s tail club a wide berth. A cave
ankylosaurus has a body about 8 feet long and weighs about 500 pounds

A cave ankylosaurus blunders heedlessly into combat, sometimes blundering right through and
over whatever threatens it.
Cave Ankylosaurus
Large beast, unaligned

● Armor Class 15 (natural armor)


● Hit Points 52 (7d10 + 14)
● Speed 30ft.

STR DEX CON INT WIS CHA


19 (+4) 11 (+0) 14 (+2) 2 (-4) 12 (+1) 6 (-2)

● Saving Throws Strength +6, Constitution +4


● Skills Perception +3
● Senses Darkvision 60 ft., passive Perception 13
● Languages -
● Challenge 2 (450 XP)

Actions
Tail. Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 18 (3d8 + 5) bludgeoning
damage. If the target is a creature, it must succeed on a DC 14 Strength saving throw or be
knocked prone.

Cave Triceratops:
This bulky, four-legged beast has a huge front plate of bone protecting its reptile-like head, from
which project two great horns. A shorter horn juts from its nose.

Though an herbivore, the cave triceratops is short-tempered and aggressive.


A head-on encounter with a bothered cave triceratops is something most creatures know
enough to back down from. Its nose spike and armoured head make it a deadly foe when it
charges into combat. A cave triceratops has a body about 9 feet long and weighs about 600
pounds.

A cave triceratops doesn’t fear combat, or much of anything. Unless it’s badly wounded, it
prefers to trample creatures that disturb it underfoot.

Cave Triceratops
Large beast, unaligned
● Armor Class 13 (natural armor)
● Hit Points 76 (9d10 + 27)
● Speed 30ft.

STR DEX CON INT WIS CHA


21 (+5) 11 (+0) 16 (+3) 2 (-4) 12 (+1) 6 (-2)

● Saving Throws Strength +7, Constitution +5


● Skills Perception +3
● Senses Darkvision 60 ft., passive Perception 13
● Languages -
● Challenge 4 (1,100 XP)

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

Trampling Charge. If the triceratops moves at least 20 feet straight toward a creature and
then hits it with a gore attack on the same turn, that target must succeed on a DC 15 Strength
saving throw or be knocked prone. If the target is prone, the triceratops can make one stomp
attack against it as a bonus action.

Actions
Gore. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 18 (3d8 + 5) piercing
damage.

Stomp. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 16 (2d10 + 5)
bludgeoning damage.

Cave Tyrannosaurus:
This 9-foot-tall reptilelike predator has a mouth full of gnashing teeth. It stands on two powerful
legs and has only vestigial forelimbs.

This ravenous creature is the most fearsome of all cave dinosaurs. It is more than 13 feet long
from nose to tail and weighs about 600 pounds. The cave tyrannosaurus is a swift runner with a
voracious appetite. It is both a hunter and a scavenger, seeking carrion slain by other creatures.

A hunter pure and simple, a cave tyrannosaurus is likely to attack Small creatures and retreat
once it has secured a meal.
Cave Tyrannosaurus
Large beast, unaligned

● Armor Class 13 (natural armor)


● Hit Points 93 (11d10 + 33)
● Speed 40ft.

STR DEX CON INT WIS CHA


22 (+6) 14 (+2) 17 (+3) 2 (-4) 15 (+2) 10 (+0)

● Skills Perception +5, Survival +3


● Senses Darkvision 60 ft., passive Perception 15
● Languages -
● Challenge 5 (1,800 XP)

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

Actions
Multiattack. The cave tyrannosaurus makes 2 attacks: one with its bite and one with its tail. It
can't make both attacks against the same target.

Bite. Melee Weapon Attack: +9 to hit, reach 10ft., one target. Hit: 19 (3d12 + 6) piercing
damage. If the target is a Small or smaller creature, it is grappled (escape DC 17). Until this
grapple ends, the target is restrained, and the tyrannosaurus can't bite another target.

Tail. Melee Weapon Attack: +19 to hit, reach 10ft., one target. Hit: 15 (2d8 + 6) bludgeoning
damage.

Celestial Paragons
The archons (pp.???), guardinals (pp.???), and eladrins (pp.???) have their rulers, leaders, and
exemplars on the celestial planes where good holds sway. These celestial paragons share
much in common with each other and also bear certain similarities to their archfiend
counterparts on the Lower Planes. At the same time, each is a unique being blessed with
powers and abilities that relate directly to that paragon’s area of interest and expertise. Raziel
and Pistis Sophia are both archon lords, but their nature and abilities are radically different, as
Raziel is the champion of paladins and Pistis Sophia is the exemplar of monks.
While angels such as solars and planetars number among the most powerful celestial servants
of good deities, the celestial paragons function independently of the deities, standing as powers
in their own right. They have their own followers and agents. They pursue their own agendas,
which may or may not coincide with the goals of deities of like alignment. Short of deities, they
are the most powerful creatures of good in existence. They also supremely embody what it
means to be good.

The Celestial Hebdomad


The seven martyrs, or their successors, together form the Celestial Hebdomad, the ruling
council of Heaven. Similar to the strict hierarchy that rules the Nine Hells, the Hebdomad
governs the affairs of their home plane, supervising the archons beneath them, marshalling the
celestial armies when necessary, and leading troops to war against the forces of evil when
Zaphkiel, their head, so commands.

In stark contrast to the archdevils of Hell, the seven paragons of Celestia (sometimes referred to
as “tome archons” by scholars from the Material Plane) are utterly without jealousy, envy, or
pride. Plotting and infighting are unimaginable within their ranks, and never have the armies of
one celestial paragon marched upon the fortresses of another.

Like Asmodeus in the deepest Hell, Zaphkiel is an ancient ruler shrouded in mystery. He is
wrapped in radiant light and bathed in holy power, as though a living extension of the heaven he
rules. He is the only one of the original seven martyrs who remains in his position in
Celestia—his original six fellows have all perished in the eons since their establishment. As one
of the Hebdomad falls, however, another archon somewhere in Celestia rises to take its place,
instantly assuming the form, rank, and power of the fallen one. Most scholars believe that
Zaphkiel alone can promote another archon to the Hebdomad, which may account, along with
the exalted nature of the archons, for the complete peace and harmony that prevails among the
ruling council.

Source: Book of Exalted Deeds; pp.124-138

Barachiel, the Messenger:


This empyreal figure appears as a 9-foot-tall androgynous human with silver skin and dark violet
eyes. Great wings covered with silver feathers grace his shoulders. He wears a flowing violet
robe adorned with tiny motes of light that glow like stars. He wields a longsword that crackles
with electricity and carries a burnished silver trumpet.

Barachiel (bah-RAY-kee-ehl) rules Lunia, the bottom layer of the great heavenly mountain, also
known as the Silver Heaven. He commands Celestia’s defenses against incursion, though he
rarely has much to do in that capacity. In addition, he is the herald and messenger of the archon
paragons, even visiting the Material Plane on occasion to deliver messages of the utmost
importance. He leads the trumpet archons and is a patron of mortal heralds as well.
The Citadel of Stars is Barachiel’s home on the shore of the Silver Sea. A towering fortress with
gleaming white marble walls, the Citadel entertains an almost constant stream of trumpet
archons coming in and going out on their missions across the planes.

Barachiel prefers to use lightning bolts in combat, but faced with enemies immune to electricity,
he turns to his spells and innate spellcasting abilities. He does not hesitate to use his summon
archons ability if he needs help.
Any weapon Barachiel wields is treated as good-aligned for the purpose of overcoming damage
reduction.

Barachiel
Large celestial, lawful good

● Armor Class 25 (natural armor)


● Hit Points 472 (35d10 + 280)
● Speed 40ft., fly 120ft.

STR DEX CON INT WIS CHA


27 (+8) 30 (+10) 27 (+8) 27 (+8) 30 (+10) 29 (+9)

● Saving Throws Dexterity +17, Intelligence +15, Wisdom +17, Charisma +16
● Skills Arcana +15, History +15, Investigation +15, Religion +15, Animal Handling +17,
Insight +17, Medicine +17, Perception +17, Survival +17, Intimidation +16,
Performance +16, Persuasion +16
● Damage Resistances radiant; bludgeoning, piercing, and slashing from nonmagical
weapons
● Damage Immunities lightning, poison
● Condition Immunities charmed, exhaustion, frightened, petrified
● Senses Darkvision 60 ft., passive Perception 27
● Languages Any.
● Challenge 21 (33,000 XP)

Electric Weapons. Barachiel’s weapon attacks are magical.. If he drops the weapon (or is
disarmed), it loses its magical power. A weapon charged in this manner deals an additional 10
(3d6) lightning damage on a successful melee attack (included in the attack).

Innate Spellcasting. Barachiel's innate spellcasting ability is Wisdom (spell save DC 25, +17
to hit with spell attacks). He can innately cast the following spells, requiring no components:
- At will: daylight, detect good and evil, continual flame, dream, dispel magic, divine
word, hallow, holy aura, message, power word stun, true seeing
- 1/day: true resurrection
Indelible Imprint. When Barachiel is slain, he releases holy energy to brand its murderer for
all time. The instant he dies, all creatures within 100 feet who have dealt damage to the
paragon within the past day must make a DC 34 Wisdom saving throw (DC 8 + 1/2 the
paragon’s Hit Dice + its Cha modifier). Those that succeed suffer no ill effects. Creatures that
fail receive an unsightly rune upon their faces that instantly identifies them to any lawful good
celestial as a murderer of a member of the Hebdomad. The mark may be removed with a
wish spell.

Legendary Resistance (3/Day). If Barachiel fails a saving throw, he can choose to succeed
instead.

Magic Resistance. Barachiel has advantage on saving throws against spells and other
magical effects.

Menace. Each creature of Barachiel’s choice that is within 60 ft. of him and aware of it must
succeed on a DC 24 Charisma saving throw or become frightened for 1 minute. A creature
can repeat the saving throw at the end of each of its turns, ending the effect on itself on a
success. If a creature's saving throw is successful or the effect ends for it, the creature is
immune to the Menace of Barachiel for the next 24 hours.

Protection Against Evil. Creatures of evil alignment have disadvantage on attacks against
Barachiel.

Spellcasting. Barachiel is a 20th-level spellcaster. His spellcasting ability is Wisdom (spell


save DC 25, +17 to hit with spell attacks). He has the following cleric spells prepared:

- Cantrips (at will) : guidance, mending, resistance, sacred flame, spare the dying
- 1st Level (4 slots): bless, command, create or destroy water, healing word, sanctuary,
shield of faith
- 2nd Level (3 slots): aid, hold person, silence, zone of truth
- 3rd Level (3 slots): blindness/deafness, magic circle, protection from energy, remove
curse
- 4th Level (3 slots): banishment, death ward, divination, locate creature
- 5th Level (3 slots): commune, greater restoration, mass cure wounds, planar binding
- 6th Level (2 slot): blade barrier, heal, true seeing
- 7th Level (2 slot): etherealness, fire storm, plane shift
- 8th Level (1 slot): holy aura
- 9th Level (1 slot): astral projection

Actions
Multiattack. Barachiel makes 4 attacks; up to four large electrified longsword attacks, and up
to one lightning stroke.
Large Longsword. Melee Weapon Attack: +15 to hit, range 10 ft., one target. Hit: 18 (2d8 +
9) slashing damage plus 10 (3d6) lightning damage.

Lightning Stroke. Ranged Spell Attack: +17 to hit, range 100 ft., one target. Hit: 35 (10d6)
lightning damage.

Trumpet. Barachiel’s trumpet can be heard up to one mile away. Each creature of the
Barachiel's choice that is within 120 feet of him and can hear it must succeed on a DC 24
Charisma saving throw or be frightened for 1 minute. A creature that fails its saving throw by 5
or more is also paralysed while frightened in this way. A creature can repeat the saving throw
at the end of each of its turns, ending the effect on itself on a success. If a creature's saving
throw is successful or the effect ends for it, the creature is immune to the trumpets of
Barachiel for the next 24 hours.

Summon Archons (2/day). Barachiel can automatically summon 4d10 lantern archons, 2d4
sword archons, 1d4 trumpet archons, 1d2 throne archons, or another member of the
Hebdomad.

Legendary Actions

Barachiel can take 3 legendary actions, choosing from the options below. Only one legendary
action option can be used at a time and only at the end of another creature's turn. Barachiel
regains spent legendary actions at the start of its turn.

Teleport. Barachiel magically teleports, along with any equipment he is wearing or carrying,
up to 120 feet to an unoccupied space he can see.
Lightning Stroke (Costs 2 Actions). Barachiel makes a lightning stroke attack.
Crown of Brilliance (Costs 3 Actions). Until the end of his next turn, A blazing crown of
golden light surrounds Barachiel’s head. Creatures that engage in melee combat with him
make a successful DC 15 Constitution saving throw or be blinded until magic such as a lesser
restoration spell removes the blindness. Creatures with sunlight vulnerability and creatures
that are harmed by sunlight (such as vampires) must make a DC 25 Wisdom saving throw if
they are within the area of the spell. Creatures that fail their saving throws must move outside
the area. Undead within the area take 7 (2d6) radient damage each round they remain in the
area.

Domiel, the Mercy-Bringer:


This celestial entity stands 12 feet tall and resembles an androgynous human with subtle
masculine traits. He has golden skin, black hair, and bright golden eyes that burn like miniature
suns. His great wings are sheathed in golden feathers, and he wields a massive flaming
greatsword. He is bare-chested, muscular, and doesn’t wear armour. His handsome face bears
a stern yet wise countenance.
Domiel (DOH-mee-ehl) rules the Golden Heaven of Mercuria, the second layer of Celestia.
Great tombs and wondrous mausoleums dot Mercuria’s golden landscape, and Domiel has
sworn an oath to prevent their desecration. Domiel also opposes tyranny, visiting death and ruin
upon evil tyrants and all who follow them.
Aurilon, the Golden Spire, serves as Domiel’s redoubt. The 400-foot-tall tower of burnished gold
rises from a pristine lake formed by the meeting of four rivers, in the middle of a verdant valley.

Domiel strides into battle wielding his magnificent greatsword.


Any weapon Domiel wields is treated as good-aligned for the purpose of overcoming damage
reduction.

Domiel
Large celestial, lawful good

● Armor Class 25 (natural armor)


● Hit Points 496 (32d10 + 320)
● Speed 40ft., fly 90ft.

STR DEX CON INT WIS CHA


28 (+9) 20 (+5) 30 (+10) 28 (+9) 28 (+9) 30 (+10)

● Saving Throws Charisma +17


● Skills Arcana +16, History +16, Investigation +16, Religion +16, Animal Handling +16,
Insight +16, Medicine +16, Perception +18, Survival +16, Intimidation +16,
Performance +16, Persuasion +16
● Damage Resistances radiant; bludgeoning, piercing, and slashing from nonmagical
weapons
● Damage Immunities lightning, poison
● Condition Immunities charmed, exhaustion, frightened, petrified
● Senses Darkvision 60 ft., passive Perception 28
● Languages Any.
● Challenge 23 (50,000 XP)

Angelic Weapons. Domiel's weapon attacks are magical. When he hits with any weapon, the
weapon deals an extra 6d8 radiant damage (included in the attack).

Death Ward. The first time Domiel would drop to 0 hit points as a result of taking damage, he
instead drops to 1 hit point, and the effect ends. If this ability is still in effect when Domiel is
subject to an effect that would kill him instantaneously without dealing damage, that effect is
instead negated.
Innate Spellcasting. Domiel's innate spellcasting ability is Wisdom (spell save DC 24, +16 to
hit with spell attacks). He can innately cast the following spells, requiring no components:
- 1/day: power word kill
Indelible Imprint. When Domiel is slain, he releases holy energy to brand its murderer for all
time. The instant he dies, all creatures within 100 feet who have dealt damage to the paragon
within the past day must make a DC 34 Wisdom saving throw (DC 8 + 1/2 the paragon’s Hit
Dice + its Cha modifier). Those that succeed suffer no ill effects. Creatures that fail receive an
unsightly rune upon their faces that instantly identifies them to any lawful good celestial as a
murderer of a member of the Hebdomad. The mark may be removed with a wish spell.

Legendary Resistance (3/Day). If Domiel fails a saving throw, he can choose to succeed
instead.

Magic Resistance. Domiel has advantage on saving throws against spells and other magical
effects.

Menace. Each creature of Domiel’s choice that is within 60 ft. of him and aware of it must
succeed on a DC 25 Charisma saving throw or become frightened for 1 minute. A creature
can repeat the saving throw at the end of each of its turns, ending the effect on itself on a
success. If a creature's saving throw is successful or the effect ends for it, the creature is
immune to the Menace of Domiel for the next 24 hours.

Protection Against Evil. Creatures of evil alignment have disadvantage on attacks against
Domiel.

Spellcasting. Domiel is a 20th-level spellcaster. His spellcasting ability is Wisdom (spell save
DC 24, +16 to hit with spell attacks). He has the following cleric spells prepared:

- Cantrips (at will) : guidance, light, mending, resistance, sacred flame


- 1st Level (4 slots): bless, command, create or destroy water, sanctuary, shield of faith
- 2nd Level (3 slots): aid, hold person, silence, zone of truth
- 3rd Level (3 slots): blindness/deafness, dispel magic, magic circle, remove curse
- 4th Level (3 slots): banishment, death ward, divination
- 5th Level (3 slots): commune, flame strike, hallow, planar binding
- 6th Level (2 slot): blade barrier, heal, true seeing
- 7th Level (2 slot): fire storm, plane shift
- 8th Level (1 slot): antimagic field, holy aura
- 9th Level (1 slot): astral projection, mass heal

Actions
Multiattack. Domiel makes 4 large +5 flaming greatsword attacks.

Large +5 Flaming Greatsword. Melee Weapon Attack: +16 to hit, range 10 ft., one target.
Hit: 24 (3d6 + 14) slashing damage plus 27 (6d8) radiant damage, and 14 (4d6) fire damage.
Summon Archons (2/day). Domiel can automatically summon 4d10 lantern archons, 2d4
sword archons, 1d4 trumpet archons, 1d2 throne archons, or another member of the
Hebdomad.

Legendary Actions

Domiel can take 3 legendary actions, choosing from the options below. Only one legendary
action option can be used at a time and only at the end of another creature's turn. Domiel
regains spent legendary actions at the start of its turn.

Teleport. Domiel magically teleports, along with any equipment he is wearing or carrying, up
to 120 feet to an unoccupied space he can see.
Large +5 Flaming Greatsword. Domiel makes a large +5 flaming greatsword attack.
Finger of Death (Costs 3 Actions). Domiel sends negative energy coursing through a
creature he can see within 60 feet, causing serious pain. The target must make a DC 24
Constitution saving throw. It takes 61 (7d8 +30) necrotic damage on a failed save, or half as
much on a successful one.

Erathaol, the Seer:


This being appears as an 8-foot-tall androgynous human with subtle masculine traits,
white-feathered wings, pearly skin, and golden hair. He carries a beautiful and ornate
quarterstaff, one end wreathed in flames, the other end coated with frost. His rich blue robes are
adorned with arcane symbols stitched with silver thread and sewn with pearls. He looks both
regal and wise.

Erathaol (eh-rah-THAY-ohl) rules Venya, the Pearly Heaven and the third of Celestia’s layers. A
patron of prophets and seers, Erathaol forecasts planar events before they unfold and watches
over children destined for greatness. He also oversees a vast library that includes thousands of
historical codices, written laws, and celestial canticles.
Erathaol watches the universe unfold from Xiranthador, an undersea library-fortress made of
colossal seashells set with ornate mother-of-pearl mosaics. The fortress holds more books and
scrolls than can be read in one thousand lifetimes.

Erathaol abhors combat but wields a great rune-carved quarterstaff in battle when necessary.
Any weapon Erathaol wields is treated as good-aligned for the purpose of overcoming damage
reduction.

Erathaol
Large celestial, lawful good

● Armor Class 25 (natural armor)


● Hit Points 465 (30d10 + 300)
● Speed 40ft., fly 90ft.

STR DEX CON INT WIS CHA


28 (+9) 20 (+5) 30 (+10) 30 (+10) 30 (+10) 28 (+9)

● Saving Throws Intelligence +17


● Skills Athletics +16, Arcana +17, History +17, Investigation +17, Nature +17, Religion
+17, Insight +17, Medicine +17, Perception +19, Intimidation +16, Persuasion +16
● Damage Resistances radiant; bludgeoning, piercing, and slashing from nonmagical
weapons
● Damage Immunities lightning, poison
● Condition Immunities charmed, exhaustion, frightened, petrified
● Senses Darkvision 60 ft., passive Perception 29
● Languages Any.
● Challenge 24 (62,000 XP)

Angelic Weapons. Erathaol's weapon attacks are magical. When he hits with any weapon,
the weapon deals an extra 4d8 radiant damage (included in the attack).

Celestial Knowledge. Erathaol has advantage on checks and saves on Intelligence based
effects and skills.

Innate Spellcasting. Erathaol's innate spellcasting ability is Wisdom (spell save DC 26, +18
to hit with spell attacks). He can innately cast the following spells, requiring no components:
- At Will: detect good and evil, continual flame, divine word, dispel magic, dispel good
and evil, hallow, holy aura, message, sending, true seeing, water breathing
Indelible Imprint. When Erathaol is slain, he releases holy energy to brand its murderer for
all time. The instant he dies, all creatures within 100 feet who have dealt damage to the
paragon within the past day must make a DC 32 Wisdom saving throw (DC 8 + 1/2 the
paragon’s Hit Dice + its Cha modifier). Those that succeed suffer no ill effects. Creatures that
fail receive an unsightly rune upon their faces that instantly identifies them to any lawful good
celestial as a murderer of a member of the Hebdomad. The mark may be removed with a
wish spell.

Legendary Resistance (3/Day). If Erathaol fails a saving throw, he can choose to succeed
instead.

Magic Resistance. Erathaol has advantage on saving throws against spells and other
magical effects.
Menace. Each creature of Erathaol’s choice that is within 60 ft. of him and aware of it must
succeed on a DC 25 Charisma saving throw or become frightened for 1 minute. A creature
can repeat the saving throw at the end of each of its turns, ending the effect on itself on a
success. If a creature's saving throw is successful or the effect ends for it, the creature is
immune to the Menace of Erathaol for the next 24 hours.

Protection Against Evil. Creatures of evil alignment have disadvantage on attacks against
Erathaol.

Spellcasting. Erathaol is a 20th-level spellcaster. His spellcasting ability is Wisdom (spell


save DC 26, +18 to hit with spell attacks). He has the following cleric spells prepared:

- Cantrips (at will) : guidance, light, mending, resistance, sacred flame


- 1st Level (4 slots): bless, command, detect magic, sanctuary, shield of faith
- 2nd Level (3 slots): aid, hold person, silence, zone of truth
- 3rd Level (3 slots): clairvoyance, create food and water, remove curse, water walk
- 4th Level (3 slots): banishment, control water, death ward, divination
- 5th Level (3 slots): commune, flame strike, mass cure wounds, planar binding, scrying
- 6th Level (2 slot): blade barrier, find the path, heal, true seeing
- 7th Level (2 slot): fire storm, plane shift
- 8th Level (1 slot): holy aura
- 9th Level (1 slot): astral projection

Actions
Multiattack. Erathaol makes 6 attacks: 3 large +5 flaming quarterstaff attacks, and 3 large +5
frost quarterstaff attacks.

Large +5 Flaming Quarterstaff. Melee Weapon Attack: +16 to hit, range 10 ft., one target.
Hit: 21 (2d6 + 14) slashing damage plus 23 (5d8) radiant damage, and 14 (4d6) fire damage.

Large +5 Frost Quarterstaff. Melee Weapon Attack: +16 to hit, range 10 ft., one target. Hit:
21 (2d6 + 14) slashing damage plus 23 (5d8) radiant damage, and 14 (4d6) cold damage.

Summon Archons (2/day). Erathaol can automatically summon 4d10 lantern archons, 2d4
sword archons, 1d4 trumpet archons, 1d2 throne archons, or another member of the
Hebdomad.

Legendary Actions

Erathaol can take 3 legendary actions, choosing from the options below. Only one legendary
action option can be used at a time and only at the end of another creature's turn. Erathaol
regains spent legendary actions at the start of its turn.

Teleport. Erathaol magically teleports, along with any equipment he is wearing or carrying, up
to 120 feet to an unoccupied space he can see.
Attack. Domiel makes a melee attack
Moment of Prescience (Costs 3 Actions). Until the beginning of his next turn, Erathaol has
a +10 insight bonus against the next attack roll, skill check, or saving throw.

Pistis Sophia, the Ascetic:


A lovely 8-foot-tall androgynous being with subtle feminine traits stands before you. She has
bright green eyes and silver hair. Her skin looks like polished indigo crystal, and her wings have
translucent silver feathers that catch the light. She bears a gentle, self-satisfied countenance
that fills your hearts with hope.

Pistis Sophia rules Solania, the Crystal Heaven and the fourth layer of Celestia. Embodying all
that is serene and sincere, she always speaks the unclouded and undiluted truth, for in truth lies
harmony and bliss. Even in the face of conflict, she never displays a temper or allows a scowl to
cross her face. She wants for nothing and inspires others to pursue self-perfection by casting off
possessions and clothing—symbols of greed and insecurity.
Pistis Sophia tours the various monasteries and cathedrals that rise from Solania’s breathtaking
landscape, sand she particularly enjoys long walks through fog-shrouded valleys with groups of
petitioners or visiting pilgrims.

Pistis Sophia does not relish battle, but she’s ready for it when it comes. She finds weapons
crude, preferring to attack with lightning-fast strikes of her fists and feet.
Pistis Sophia’s natural weapons, in addition to any weapon she wields, are treated as
good-aligned for the purpose of overcoming damage reduction.

Pistis Sophia
Large celestial, lawful good

● Armor Class 25 (natural armor)


● Hit Points 480 (31d10 + 310)
● Speed 90ft., fly 90ft.

STR DEX CON INT WIS CHA


21 (+5) 29 (+9) 30 (+10) 29 (+9) 30 (+10) 29 (+9)

● Saving Throws Dexterity +17, Constitution +18, Intelligence +17, Wisdom +18,
Charisma +17
● Skills Acrobatics +25, Arcana +17, Investigation +17, Religion +17, Insight +18,
Medicine +18, Perception +18, Survival +18, Intimidation +17, Persuasion +17
● Damage Resistances radiant; bludgeoning, piercing, and slashing from nonmagical
weapons
● Damage Immunities lightning, poison
● Condition Immunities charmed, exhaustion, frightened, petrified
● Senses Darkvision 60 ft., passive Perception 28
● Languages Any.
● Challenge 25 (75,000 XP)

Angelic Weapons. Pistis Sophia's weapon attacks are magical. When she hits with any
weapon, the weapon deals an extra 6d8 radiant damage (included in the attack).

Improved Evasion. When subjected to an attack that normally allows a Dexterity saving
throw for half damage, Pistis Sophia takes no damage if she makes a successful saving throw
and half damage if the saving throw fails.

Innate Spellcasting. Pistis Sophia's innate spellcasting ability is Wisdom (spell save DC 26,
+18 to hit with spell attacks). She can innately cast the following spells, requiring no
components:
- At Will: detect good and evil, continual flame, divine word, dispel magic, divine word,
etherealness, freedom of movement, message, sending, true seeing
Indelible Imprint. When Pistis Sophia is slain, she releases holy energy to brand its murderer
for all time. The instant she dies, all creatures within 100 feet who have dealt damage to the
paragon within the past day must make a DC 32 Wisdom saving throw (DC 8 + 1/2 the
paragon’s Hit Dice + its Cha modifier). Those that succeed suffer no ill effects. Creatures that
fail receive an unsightly rune upon their faces that instantly identifies them to any lawful good
celestial as a murderer of a member of the Hebdomad. The mark may be removed with a
wish spell.

Legendary Resistance (3/Day). If Pistis Sophia fails a saving throw, she can choose to
succeed instead.

Magic Resistance. Pistis Sophia has advantage on saving throws against spells and other
magical effects.

Menace. Each creature of Pistis Sophia’s choice that is within 60 ft. of her and aware of it
must succeed on a DC 25 Charisma saving throw or become frightened for 1 minute. A
creature can repeat the saving throw at the end of each of its turns, ending the effect on itself
on a success. If a creature's saving throw is successful or the effect ends for it, the creature is
immune to the Menace of Pistis Sophia for the next 24 hours.

Protection Against Evil. Creatures of evil alignment have disadvantage on attacks against
Pistis Sophia.
Spellcasting. Pistis Sophia is a 20th-level spellcaster. Her spellcasting ability is Wisdom
(spell save DC 26, +18 to hit with spell attacks). She has the following cleric spells prepared:

- Cantrips (at will) : guidance, light, mending, resistance, sacred flame


- 1st Level (4 slots): bless, command, detect magic, sanctuary, shield of faith
- 2nd Level (3 slots): hold person, silence, zone of truth
- 3rd Level (3 slots): create food and water, daylight, magic circle, remove curse
- 4th Level (3 slots): banishment, control water, death ward, divination
- 5th Level (3 slots): commune, dispel evil and good, flame strike, mass cure wounds,
planar binding, scrying
- 6th Level (2 slot): blade barrier, heal, true seeing
- 7th Level (2 slot): fire storm, plane shift
- 8th Level (1 slot): holy aura, earthquake
- 9th Level (1 slot): astral projection

Wholeness of Body: Pistis Sophia can cure her own wounds. She can cure up to 60 hp each
day, and she can spread this healing out among several uses.

Actions
Multiattack. Pistis Sophia makes 6 unarmed strike attacks.

Unarmed Strike. Melee Weapon Attack: +17 to hit, range 5 ft., one target. Hit: 22 (2d12 + 9)
bludgeoning damage plus 21 (6d6) radiant damage.

Summon Archons (2/day). Pistis Sophia can automatically summon 4d10 lantern archons,
2d4 sword archons, 1d4 trumpet archons, 1d2 throne archons, or another member of the
Hebdomad.

Legendary Actions

Pistis Sophia can take 3 legendary actions, choosing from the options below. Only one
legendary action option can be used at a time and only at the end of another creature's turn.
Pistis Sophia regains spent legendary actions at the start of its turn.

Teleport. Pistis Sophia magically teleports, along with any equipment she is wearing or
carrying, up to 120 feet to an unoccupied space she can see.
Unarmed Strike. Pistis Sophia makes an unarmed strike attack
Heavenly Lightning Storm (Costs 3 Actions). Pistis Sophia creates a storm of heavenly
lightning that can strike up to 20 creatures within 100 feet of herself. Creatures subject to this
attack make a DC 26 Dexterity saving throw. A creature takes 17 (5d6) lightning damage and
17 (5d6) radiant damage on a failed saving throw, and half as much on a successful one.
Raziel, the Crusader:
A 9-foot-tall celestial being stands before you. He is muscular with platinum-white skin, flames
for hair, and bright, ruby-red eyes. He wears an ornate mithril breastplate and carries a mithril
shield in one hand. In the other, he grasps a great longsword. Great wings with reddish-gold and
white feathers sprout from his broad shoulders.

Raziel (RAY-zee-ehl) rules Mertion, the fifth layer of Celestia, known as the Platinum Heaven.
Among his celestial peers, he is called the Firestar for his judicious wrath. Raziel offers
guidance to paladins and devotes his energy to protecting the defenceless. Raziel opposes
tyranny and oppression with a ferocity that is both startling and inspiring.
When legendary paladins seek the wisdom of the Firestar, they come to Empyrea, the City of
Tempered Souls. Raziel doesn’t maintain a stronghold but can be found in any one of the city’s
great hospitals and infirmaries, providing spiritual guidance and protection to the clerics and
patients.

Raziel rides a celestial charger (unicorn) named Temperion into battle. It has maximum hit
points (211 hp) but otherwise conforms to the statistics presented on page 294 of the Monster
Manual.
The Firestar wears a majestic mithral breastplate and carries a heavy mithral shield in one hand
and an enormous holy sword in the other.
Any weapon Raziel wields is treated as good-aligned for the purpose of overcoming damage
reduction.

Raziel
Large celestial, lawful good

● Armor Class 25 (mithril breastplate armor)


● Hit Points 520 (40d10 + 400)
● Speed 40ft., fly 90ft.

STR DEX CON INT WIS CHA


30 (+10) 29 (+9) 30 (+10) 28 (+9) 28 (+9) 22 (+6)

● Saving Throws Strength +18, Constitution +18


● Skills Arcana +17, History +17, Investigation +17, Religion +17, Animal Handling +17,
Insight +17, Medicine +17, Perception +17, Survival +17
● Damage Resistances radiant; bludgeoning, piercing, and slashing from nonmagical
weapons
● Damage Immunities lightning, poison
● Condition Immunities charmed, exhaustion, frightened, petrified
● Senses Darkvision 60 ft., passive Perception 27
● Languages Any.
● Challenge 27 (105,000 XP)

Aura of Courage. Raziel is immune to fear (magical or otherwise). Allies within 10 feet of him
gain a +6-morale bonus on saving throws against fear effects. This ability functions while
Raziel is conscious, but not if he is unconscious or dead.

Innate Spellcasting. Raziel's innate spellcasting ability is Wisdom (spell save DC 27, +19 to
hit with spell attacks). He can innately cast the following spells, requiring no components:
- At Will: detect good and evil, continual flame, daylight, dispel magic, dispel good and
evil, divine word, hallow, holy aura, message, sending, true seeing
Indelible Imprint. When Raziel is slain, he releases holy energy to brand its murderer for all
time. The instant he dies, all creatures within 100 feet who have dealt damage to the paragon
within the past day must make a DC 34 Wisdom saving throw (DC 8 + 1/2 the paragon’s Hit
Dice + its Cha modifier). Those that succeed suffer no ill effects. Creatures that fail receive an
unsightly rune upon their faces that instantly identifies them to any lawful good celestial as a
murderer of a member of the Hebdomad. The mark may be removed with a wish spell.

Legendary Resistance (3/Day). If Raziel fails a saving throw, he can choose to succeed
instead.

Magic Resistance. Raziel has advantage on saving throws against spells and other magical
effects.

Menace. Each creature of Raziel’s choice that is within 60 ft. of him and aware of it must
succeed on a DC 22 Charisma saving throw or become frightened for 1 minute. A creature
can repeat the saving throw at the end of each of its turns, ending the effect on itself on a
success. If a creature's saving throw is successful or the effect ends for it, the creature is
immune to the Menace of Raziel for the next 24 hours.

Protection Against Evil. Creatures of evil alignment have disadvantage on attacks against
Raziel.

Spellcasting. Raziel is a 20th-level spellcaster. His spellcasting ability is Wisdom (spell save
DC 25, +17 to hit with spell attacks). He has the following cleric spells prepared:

- Cantrips (at will) : guidance, light, mending, resistance, sacred flame


- 1st Level (4 slots): bless, command, detect magic, sanctuary, shield of faith
- 2nd Level (3 slots): hold person, silence, spiritual weapon, zone of truth
- 3rd Level (3 slots): beacon of hope, create food and water, magic circle, remove curse,
water walk
- 4th Level (3 slots): banishment, death ward, divination
- 5th Level (3 slots): commune, flame strike, mass cure wounds, planar binding
- 6th Level (2 slot): blade barrier, heal, true seeing
- 7th Level (2 slot): fire storm, plane shift
- 8th Level (1 slot): power word stun
- 9th Level (1 slot): mass heal, true resurrection

Actions
Multiattack. Raziel makes 4 large holy avenger attacks.

Large Holy Avenger. Melee Weapon Attack: +21 to hit, range 10 ft., one target. Hit: 23 (3d6
+ 13) slashing damage plus 11 (2d10) radiant damage.

Summon Archons (2/day). Raziel can automatically summon 4d10 lantern archons, 2d4
sword archons, 1d4 trumpet archons, 1d2 throne archons, or another member of the
Hebdomad.

Legendary Actions

Raziel can take 3 legendary actions, choosing from the options below. Only one legendary
action option can be used at a time and only at the end of another creature's turn. Raziel
regains spent legendary actions at the start of its turn.

Teleport. Raziel magically teleports, along with any equipment he is wearing or carrying, up
to 120 feet to an unoccupied space he can see.
Smite Evil (Costs 2 Actions). Raziel may attempt to smite a creature that is evil with one
melee attack. He adds his Charisma modifier (+6) to his attack roll. If the attack hits a chaotic
or evil target, Raziel deals an additional 20 force damage; if the target is both chaotic and evil,
the damage is doubled (40 points).
Last Judgement (Costs 3 Actions). Reciting a list of the targets’ evil deeds, Raziel calls
down the judgment of the heavens upon their heads. Creatures that fail their saving throw are
struck dead and bodily transported to the appropriate Lower Plane to suffer their eternal
punishment. Creatures that succeed nevertheless take 10 (3d6) temporary Wisdom damage
as guilt for their misdeeds overwhelms their minds. This affects only humanoids and giants of
evil alignment. A true resurrection or wish spell can restore life to a creature slain by this spell
normally. A resurrection spell works only if the creature’s body can be recovered from the
Lower Planes before the resurrection is cast.

Sealtiel, the Defender:


Standing before you is a divinely beautiful yet androgynous human with subtle masculine traits
standing 9 feet tall. He has ebony skin, no hair, silvery eyes that flare like stars, and great wings
with metallic golden feathers. A glittering aura surrounds him.

Sealtiel (see-AHL-teel) is a patron of the warden archons and the ruler of Jovar, the Glittering
Heaven and Celestia’s sixth layer. He commands an impressive standing army of archons and
other celestial beings sworn to defend Celestia against fiendish incursions. Sealtiel is also
charged with preventing impure beings from reaching Chronias, the seventh and highest layer
of Celestia.
Sealtiel’s empyreal fortress of Pax Exaltea dominates the sixth terrace of Yetsira, a ziggurat-city
with seven terraces. Warden archons come to Vanguard to receive new assignments. Sealtiel
also entertains countless celestial beings seeking enlightenment as part of their quest to reach
the seventh layer of Celestia, the Illuminated Heaven.

In battle, Sealtiel wields a massive greatclub licked by tongues of white-hot flame.


Any weapon Sealtiel wields is treated as good-aligned for the purpose of overcoming damage
reduction.

Sealtiel
Large celestial, lawful good

● Armor Class 25 (natural armor)


● Hit Points 775 (50d10 + 500)
● Speed 40ft., fly 90ft.

STR DEX CON INT WIS CHA


30 (+10) 22 (+6) 30 (+10) 30 (+10) 30 (+10) 30 (+10)

● Saving Throws Constitution +19, Wisdom +19


● Skills Athletics +19, Acrobatics +16, Arcana +19, Investigation +19, Nature +19,
Religion +19, Insight +19, Medicine +19, Perception +19, Survival +19, Intimidation
+19, Persuasion +19
● Damage Resistances radiant; bludgeoning, piercing, and slashing from nonmagical
weapons
● Damage Immunities lightning, poison
● Condition Immunities charmed, exhaustion, frightened, petrified
● Senses Darkvision 60 ft., passive Perception 28
● Languages Any.
● Challenge 28 (120,000 XP)

Angelic Weapons. Sealtiel's weapon attacks are magical. When he hits with any weapon, the
weapon deals an extra 6d8 radiant damage (included in the attack).

Fortify. Sealtiel strengthens whatever building or fortification he occupies, regardless of its


size. Walls, doors, and objects within or attached to the structure have double the normal
hardness and hit points, and their break DCs increase by +20. Objects within the stronghold
also gain a saving throw against spells when unattended as if they were magic items (save
bonus +12). In addition, any good character defending the fortification gains a +4-deflection
bonus to AC and a +4 resistance bonus on saves. Such characters also gain spell resistance
against evil spells and spells cast by evil creatures. Furthermore, they are protected from
possession and mental influence as per the protection from good and evil spell.

Innate Spellcasting. Sealtiel's innate spellcasting ability is Wisdom (spell save DC 27, +19 to
hit with spell attacks). He can innately cast the following spells, requiring no components:
- At Will: detect good and evil, continual flame, daylight, dispel magic, divine word,
hallow, holy aura, message, sending, true seeing, wrathful smite
Indelible Imprint. When Sealtiel is slain, he releases holy energy to brand its murderer for all
time. The instant he dies, all creatures within 100 feet who have dealt damage to the paragon
within the past day must make a DC 43 Wisdom saving throw (DC 8 + 1/2 the paragon’s Hit
Dice + its Cha modifier). Those that succeed suffer no ill effects. Creatures that fail receive an
unsightly rune upon their faces that instantly identifies them to any lawful good celestial as a
murderer of a member of the Hebdomad. The mark may be removed with a wish spell.

Legendary Resistance (3/Day). If Sealtiel fails a saving throw, he can choose to succeed
instead.

Magic Resistance. Sealtiel has advantage on saving throws against spells and other magical
effects.

Menace. Each creature of Sealtiel’s choice that is within 60 ft. of him and aware of it must
succeed on a DC 22 Charisma saving throw or become frightened for 1 minute. A creature
can repeat the saving throw at the end of each of its turns, ending the effect on itself on a
success. If a creature's saving throw is successful or the effect ends for it, the creature is
immune to the Menace of Sealtiel for the next 24 hours.

Protection Against Evil. Creatures of evil alignment have disadvantage on attacks against
Sealtiel.

Spellcasting. Sealtiel is a 20th-level spellcaster. His spellcasting ability is Wisdom (spell save
DC 25, +17 to hit with spell attacks). He has the following cleric spells prepared:

- Cantrips (at will) : guidance, light, mending, resistance, sacred flame


- 1st Level (4 slots): bless, command, detect magic, sanctuary, shield of faith
- 2nd Level (3 slots): blindness/deafness, hold person, silence, spiritual weapon, zone
of truth
- 3rd Level (3 slots): create food and water, magic circle, protection from energy, remove
curse
- 4th Level (3 slots): banishment, death ward, divination
- 5th Level (3 slots): commune, dispel evil and good, flame strike, planar binding,
scrying
- 6th Level (2 slot): blade barrier, heal, true seeing
- 7th Level (2 slot): fire storm, plane shift
- 8th Level (1 slot): antimagic field
- 9th Level (1 slot): mass heal, true resurrection

Actions
Multiattack. Sealtiel makes 4 large +5 flaming greatclub attacks.

Large +5 Flaming Greatclub. Melee Weapon Attack: +19 to hit, range 10 ft., one target. Hit:
24 (2d8 + 15) bludgeoning damage plus 21 (6d6) radiant damage and 17 (5d6) fire damage.

Summon Archons (2/day). Sealtiel can automatically summon 4d10 lantern archons, 2d4
sword archons, 1d4 trumpet archons, 1d2 throne archons, or another member of the
Hebdomad.

Legendary Actions

Sealtiel can take 3 legendary actions, choosing from the options below. Only one legendary
action option can be used at a time and only at the end of another creature's turn. Sealtiel
regains spent legendary actions at the start of its turn.

Teleport. Sealtiel magically teleports, along with any equipment he is wearing or carrying, up
to 120 feet to an unoccupied space he can see.
Large +5 Flaming Greatclub. Sealtiel makes a large +5 flaming greatclub
Earthquake (Costs 3 Actions). Sealtiel creates an earthquake as per the earthquake spell.

Zaphkiel, the Watcher:


A roiling maelstrom of golden energy instils in you tremendous feelings of joy and harmony.
Suddenly, it coalesces into the form of a stunningly beautiful yet androgynous figure standing 10
feet tall, with golden skin and metallic, platinum-white wings. Warm light surrounds it, and its
expressions are both soothing and kind.

Zaphkiel (ZAF-kee-ehl) presides over the seventh layer of Celestia, the Illuminated Heaven of
Chronias. Zaphkiel embodies the perfect good, and only the most exalted creatures can stand in
his presence without being consumed.

Zaphkiel watches over all of Celestia, sending advice and providing wise counsel to the other
members of Hebdomad regarding their dealings with mortals and other celestial beings.
Zaphkiel also protects and nurtures the innocent spirits of stillborn babies and sacrificed
children.
Although Zaphkiel clearly has some interest in advancing less-perfect beings, Zaphkiel’s true
goals remain inscrutable. Only the gods and the other Hebdomad members have actually seen
Zaphkiel. All other beings who have encountered or perceived the archon have either perished
for their folly or achieved such a state of goodness that their essences have joined with Celestia
itself.
Zaphkiel does not wield weapons or wear armor, relying on his holy touch and emanations to
quell evil foes.
Zaphkiel’s melee and ranged attacks are treated as good aligned for the purpose of overcoming
damage reduction.

Zaphkiel
Large celestial, lawful good

● Armor Class 25 (natural armor)


● Hit Points 573 (37d10 + 300)
● Speed 40ft., fly 90ft.

STR DEX CON INT WIS CHA


30 (+10) 23 (+6) 30 (+10) 30 (+10) 30 (+10) 30 (+10)

● Saving Throws Strength +19, Charisma +19


● Skills Arcana +19, History +19, Investigation +19, Religion +19, Animal Handling +19,
Insight +19, Medicine +19, Perception +19, Survival +19, Intimidation +19,
Performance +19, Persuasion +19
● Damage Resistances radiant; bludgeoning, piercing, and slashing from nonmagical
weapons
● Damage Immunities lightning, poison
● Condition Immunities charmed, exhaustion, frightened, petrified
● Senses Darkvision 60 ft., passive Perception 29
● Languages Any.
● Challenge 30 (155,000 XP)

Holy Touch. A touch of Zaphkiel’s hands deals 35 (10d6) radiant damage to evil creatures.
Undead and fiends take 70 (20d6) radiant damage instead. Evil creatures hitting Zaphkiel with
natural weapons or unarmed attacks take holy damage as though hit by his touch attack.

Innate Spellcasting. Zaphkiel's innate spellcasting ability is Wisdom (spell save DC 27, +19
to hit with spell attacks). He can innately cast the following spells, requiring no components:
- At Will: detect good and evil, continual flame, daylight, dispel magic, divine word,
hallow, holy aura, message, sending, true seeing, wrathful smite
- 1/day: wish
Indelible Imprint. When Zaphkiel is slain, he releases holy energy to brand its murderer for
all time. The instant he dies, all creatures within 100 feet who have dealt damage to the
paragon within the past day must make a DC 36 Wisdom saving throw (DC 8 + 1/2 the
paragon’s Hit Dice + its Cha modifier). Those that succeed suffer no ill effects. Creatures that
fail receive an unsightly rune upon their faces that instantly identifies them to any lawful good
celestial as a murderer of a member of the Hebdomad. The mark may be removed with a
wish spell.

Legendary Resistance (3/Day). If Zaphkiel fails a saving throw, he can choose to succeed
instead.

Magic Resistance. Zaphkiel has advantage on saving throws against spells and other
magical effects.

Menace. Each creature of Zaphkiel’s choice that is within 60 ft. of him and aware of it must
succeed on a DC 28 Charisma saving throw or become frightened for 1 minute. A creature
can repeat the saving throw at the end of each of its turns, ending the effect on itself on a
success. If a creature's saving throw is successful or the effect ends for it, the creature is
immune to the Menace of Zaphkiel for the next 24 hours.

Positive Energy Aura. An undead creature with 25 HD or fewer that comes within 10 feet of
Zaphkiel is automatically affected as if he had turned it, while undead creatures with 15 HD or
fewer are destroyed. Undead with total cover relative to Zaphkiel are unaffected.

Protection Against Evil. Creatures of evil alignment have disadvantage on attacks against
Zaphkiel.

Spellcasting. Zaphkiel is a 20th-level spellcaster. His spellcasting ability is Wisdom (spell


save DC 25, +17 to hit with spell attacks). He has the following cleric spells prepared:

- Cantrips (at will) : guidance, light, mending, resistance, sacred flame


- 1st Level (4 slots): bless, command, detect magic, sanctuary, shield of faith
- 2nd Level (3 slots): blindness/deafness, hold person, silence, spiritual weapon, zone
of truth
- 3rd Level (3 slots): magic circle, protection from energy, remove curse
- 4th Level (3 slots): banishment, death ward, divination
- 5th Level (3 slots): dispel evil and good, flame strike, planar binding
- 6th Level (2 slot): blade barrier, forbiddance, heal, true seeing
- 7th Level (2 slot): etherealness, fire storm, plane shift
- 8th Level (1 slot): antimagic field, earthquake
- 9th Level (1 slot): mass heal, true resurrection

Actions
Multiattack. Zaphkiel makes 3 attacks: up to three touch attacks, and up to 2 emanation
attacks

Touch. Melee Weapon Attack: +19 to hit, range 5 ft., one target. Hit: 35 (10d6) radiant
damage to evil creatures. Undead and fiends take 70 (20d6) radiant damage instead.
Emanation. Ranged Spell Attack: +19 to hit, range 150 ft., one target. Hit: Each of the
stigmata upon Zaphkiel’s hands shine and fires a magical ray, each hand producing a different
effect. Zaphkiel cannot use the same ray twice per round:

- Lefthand Ray of Suffering. This ray wracks the victim with the pain and anguish
endured by the archon during its mortal life, dealing 97 (15d12) force damage. A
successful DC 29 Wisdom saving throw reduces the damage by half. The ray of
suffering cannot reduce the target to less than 1 hit point.
- Righthand Ray of Soothing. This ray charges its target with the palliative power of
righteousness experienced by the archon during apotheosis. This infusion of holy
power immediately ends any and all of the following adverse conditions affecting the
target: temporary ability damage (but not permanent ability drain), blindness (including
dazzled effects), confusion or insanity, daze, deafness, fatigue and exhaustion,
feeblemindedness, nausea, and poison. It also cures 97 (15d12) hit points of damage.

The ray of soothing does not restore permanently drained ability scores.

Summon Archons (2/day). Zaphkiel can automatically summon 4d10 lantern archons, 2d4
sword archons, 1d4 trumpet archons, 1d2 throne archons, or another member of the
Hebdomad.

Legendary Actions

Zaphkiel can take 3 legendary actions, choosing from the options below. Only one legendary
action option can be used at a time and only at the end of another creature's turn. Zaphkiel
regains spent legendary actions at the start of its turn.

Teleport. Zaphkiel magically teleports, along with any equipment he is wearing or carrying, up
to 120 feet to an unoccupied space he can see.
Attack. Zaphkiel makes an attack action. He cannot use an emanation effect that he used
during his last turn.
Shapechange (Costs 3 Actions). Zaphkiel can assume one of two forms: an incorporeal
maelstrom of golden energy or a 10-foot-tall archon. In maelstrom form, he flies at a speed of
90 feet and can pass through solid objects. He can only attack and be harmed in archon form.

Talisid and the Five Companions


The guardinals have no record of their origin. They have been the protectors of Elysium for all of
the plane’s recorded history. For as long as Elysium has known the guardinals, there have been
the Celestial Lion and his Five Companions, exemplars and epitomes of their respective kind. In
contrast to the relatively unchanging ranks of the archons, however, members of the
Companions come and go, assuming the office when they are fit for it and abdicating when they
are no longer fit. Talisid, the current Celestial Lion, has held that position far longer than normal,
and few can even remember the name of his predecessor, but the Five Companions have all
relatively recently ascended to their positions as representatives of their respective kinds.
Talisid and the Five Companions are rather more like an adventuring party—though an exalted
one—than the ruling council of the Celestial Hebdomad or the loosely feudal court of the
eladrins. The Celestial Lion and his friends wander the fields of Elysium, solving problems as
they arise and smashing evil if it dares rear its ugly head in their domain. They each hear
petitions and resolve disputes among guardinals of their kind, lead companies into battle, and
solve problems on their own initiative when necessary.
All the actions of Talisid and the Companions are guided by the principles of goodness, in
particular the ideal of friendship they embody in their work together. The Five Companions is
more than an empty title: the leaders of the guardinals are the closest of companions, bound by
a fierce devotion to one another that puts mere family loyalty to shame. They are not without
discord, as the interests of the different kinds of guardinals may at times conflict, but they argue
and clash as the dearest of friends, holding themselves and each other to the highest standards
of love and good.

Source: Book of Exalted Deeds; pp.138-149

Talisid, the Celestial Lion:


This mighty figure looks like a poised, 9-foot-tall lion-headed man with a muscular build. He has
golden fur, a regal mane of golden hair, and dark, penetrating eyes. He wears exquisite robes
and absently strokes his chin whiskers with one sharp claw.

Although proud of his accomplishments and those of his beloved Companions, Talisid
(TAL-eh-seed) does not allow pride or other emotions interfere with his mission to protect and
aid the residents of Elysium. His love for the Blessed Fields has grown in the thousands of
years he has served as Celestial Lion, and he takes great delight in its many natural wonders.
The wisest and most powerful of leonals, Talisid regularly travels the four layers of Elysium but
spends most of his time on Amoria, the topmost layer. He often assumes an animal form when
traveling alone in the wilderness, taunting unlawful hunters with his trackless step and woodland
stride abilities. He maintains no permanent residence, often “shacking up” with friends he has
made throughout the Blessed Fields. A king among guardinals, Talisid prefers to think of himself
as a humble servant of the people and demands no special treatment or consideration.

Talisid has little need for armor or weapons, preferring to spring into battle by pouncing on foes
and tearing them to pieces with his sharp claws.
Talisid’s natural weapons and any weapons he wields are treated as good-aligned for the
purpose of overcoming damage reduction.

Talisid
Large celestial, neutral good
● Armor Class 25 (natural armor)
● Hit Points 609 (42d10 + 378)
● Speed 60ft.

STR DEX CON INT WIS CHA


30 (+10) 30 (+10) 29 (+9) 21 (+5) 22 (+6) 25 (+7)

● Saving Throws Strength +19, Dexterity +19


● Skills Acrobatics +19, Stealth +19, Arcana +14, Investigation +14, Nature +14, Insight
+15, Perception +15, Survival +15, Intimidation +16, Persuasion +16
● Damage Resistances cold, thunder; bludgeoning, piercing, and slashing damage
from non-silvered, nonmagical attacks
● Damage Immunities lightning
● Condition Immunities petrified
● Senses Darkvision 60 ft., passive Perception 25
● Languages Any.
● Challenge 29 (135,000 XP)

Bastion of Good. As a bonus action, Talisid can surround himself with a 20-foot-radius
nimbus of light. The aura excludes all spell effects of up to 3rd level. In addition, creatures of
evil alignment have disadvantage on attacks against Talisid, and creatures are protected from
possession, mental control, and bodily contact by evil creatures.

Innate Spellcasting. Talisid's innate spellcasting ability is Wisdom (spell save DC 23, +15 to
hit with spell attacks). He can innately cast the following spells, requiring no components:
- 3/day: protection from poison
- 1/day: heal
Land’s Stride. Moving through nonmagical difficult terrain costs Talisid no extra movement.
He can also pass through nonmagical plants without being slowed by them and without taking
damage from them if they have thorns, spines, or a similar hazard.
Talisid also have advantage on saving throws against plants that are magically created or
manipulated to impede movement, such as those created by the entangle spell.

Lay on Hands. As the paladin class feature, except that each day, a Talisid can heal an
amount of damage equal to its full normal hit points.
Legendary Resistance (3/Day). If Talisid fails a saving throw, he can choose to succeed
instead.

Magic Resistance. Talisid has advantage on saving throws against spells and other magical
effects.
Resist Nature’s Lure. Talisid gains advantage on saving throws against the spells and
abilities of fey.

Pounce. If Talisid moves at least 20 feet straight toward a creature and then hits it with a claw
attack on the same turn, that target must succeed on a DC 33 Strength saving throw or be
knocked prone. If the target is prone, Talisid can make one bite attack against it as a bonus
action.

Speak with Animals. This ability works like speak with animals spell but is a free action and
does not require sound.

Spellcasting. Talisid is a 20th-level spellcaster. His spellcasting ability is Wisdom (spell save
DC 25, +17 to hit with spell attacks). He has the following druid spells prepared:

- Cantrips (at will) : druidcraft, guidance, resistance, thornwhip


- 1st Level (4 slots): animal friendship, create or destroy water, detect magic, entangle,
faerie fire, longstrider, purify food and drink
- 2nd Level (3 slots): animal messenger, find traps, moonbeam
- 3rd Level (3 slots): plant growth, protection from energy, speak with plants, wind wall
- 4th Level (3 slots): control water, dominate beast, freedom of movement
- 5th Level (3 slots): awaken, commune with nature
- 6th Level (2 slot): find the path, wall of throns
- 7th Level (2 slot): mirage arcane, regenerate
- 8th Level (1 slot): control weather, sunburst
- 9th Level (1 slot): foresight

Thousand Faces. While in his natural form, Talisid can alter his appearance at will, as if using
the alter self spell.

Trackless Step. Talisid leaves no trail in natural surroundings and cannot be tracked. He may
choose to leave a trail if so desired.

Wild Shape. At will, Talisid can turn himself into any animal, plant, or good-aligned magical
beast of Tiny to Huge size or an elemental of Small to Huge size. Aside from having no usage
limit, this ability works the same as a druid’s wild shape ability.

Actions
Multiattack. Talisid makes a bite attack, and 2 claw attacks.

Bite. Melee Weapon Attack: +19 to hit, reach 10 ft., one target. Hit: 19 (2d8 + 10) piercing
damage. If the target is a Medium or smaller creature, it is grappled (escape DC 27). Until this
grapple ends, the target is restrained, Talisid has advantage on claw attacks made against the
target, and the Talisid can't bite another target.
Claw. Melee Weapon Attack: +19 to hit, range 10 ft., one target. Hit: 15 (1d10 + 10) slashing
damage.

Legendary Actions

Talisid can take 3 legendary actions, choosing from the options below. Only one legendary
action option can be used at a time and only at the end of another creature's turn. Talisid
regains spent legendary actions at the start of its turn.

Claw. Talisid makes a claw attack


Roar (Costs 2 Actions). Talisid’s roar releases a blast in a 60-foot cone that duplicates the
effects of a divine word spell and deals an additional 28 (8d6) thunder damage (DC 24
Constitution saving throw negates). The DC is Charisma-based.
Rain of Black Tulips (Costs 3 Actions). Tulips as black as midnight fall from the sky in an
80-foot-radius cylinder reaching 80 feet high centered on Talisid. The tulips explode with
divine energy upon striking evil creatures, each of which takes 21 (6d6) radiant damage. In
addition, evil creatures that fail a DC 24 Constitution saving throw become frightened and
poisoned until they leave the spell’s area. A successful Constitution saving throw renders a
creature immune to the condition effects of the tulips, but not the damage.

Bharrai, the Great Bear:


This bipedal bear has thick snow-white fur, eyes like shards of blue ice, and massive paws. She
stands 18 feet tall and wears immaculate robes of the finest quality.

Bharrai (buh-RYE) is the matriarch of the ursinals. Some ursinals refer to her as “Mother Bear,”
for she treats others of her kind like cherished children, taking great interest in their endeavours
and exploits and fearing for them when they leave Elysium to study magic and fight evil abroad.
When not accompanying Talisid and the other Companions on some important escapade,
Bharrai resides in a great lodge overlooking a small lake, all nestled between four mountains on
Eronia (the second layer of Elysium). The region enjoys hot summers and harsh winters. During
the summer, Bharrai teaches her fellow ursinals about the importance of living in harmony with
nature. In the winter, she turns the lodge into a college of wizardry—an isolated retreat where
ursinals and visiting wizards can study and learn magic under her supervision.

A formidable combatant, Bharrai prefers to cast spells than engage in melee combat.
Bharrai’s natural weapons and any weapons she wields are treated as good aligned for the
purpose of overcoming damage reduction.

Bharrai
Huge celestial, neutral good
● Armor Class 25 (natural armor)
● Hit Points 511 (33d12 + 297)
● Speed 40ft.

STR DEX CON INT WIS CHA


30 (+10) 27 (+8) 29 (+9) 30 (+10) 29 (+9) 30 (+10)

● Saving Throws Strength +18


● Skills Arcana +18, History +18, Investigation +18, Nature +18, Religion +18, Animal
Handling +17, Insight +17, Medicine +17, Perception +19, Survival +17, Intimidation
+18, Persuasion +18
● Damage Resistances cold, thunder; bludgeoning, piercing, and slashing damage
from non-silvered, nonmagical attacks
● Damage Immunities lightning
● Condition Immunities petrified
● Senses Darkvision 60 ft., passive Perception 29
● Languages Any.
● Challenge 27 (105,000 XP)

Innate Spellcasting. Bharrai's innate spellcasting ability is Wisdom (spell save DC 23, +15 to
hit with spell attacks). She can innately cast the following spells, requiring no components:
- At Will: aid, daylight, detect good and evil, detect magic, detect thoughts. dimension
door, dispel magic, fog cloud, hold monster, magic missile, polymorph
- 3/day each: heal, protection from poison, remove disease
- 1/day each: divine word

Lay on Hands. As the paladin class feature, except that each day, a Manath can heal an
amount of damage equal to its full normal hit points.
Legendary Resistance (3/Day). If Bharrai fails a saving throw, she can choose to succeed
instead.

Magic Resistance. Bharrai has advantage on saving throws against spells and other magical
effects.

Nature-Friendly Spells. Bharrai can change the composition of any energy-based spell she
casts to something that is not destructive to nature. The spell must have the acid, cold,
electricity, or fire descriptor, and Bharrai may choose to deal nonlethal damage instead of
lethal damage against animals and plants targeted or otherwise affected by the spell.

Speak with Animals. This ability works like speak with animals spell but is a free action and
does not require sound.
Spellcasting. Bharrai is a 20th-level spellcaster. Her spellcasting ability is Intelligence (spell
save DC 25, +17 to hit with spell attacks). She has the following wizard spells prepared:

- Cantrips (at will) : blade ward, chilling touch, light, mage hand, ray of frost
- 1st Level (4 slots): charm person, identify, shield, sleep
- 2nd Level (3 slots): Melf’s acid arrow, scorching ray, ray of enfeeblement
- 3rd Level (3 slots): fly, fireball, haste, protection from energy, water breathing
- 4th Level (3 slots): banishment, confusion, fire shield, stone skin
- 5th Level (3 slots): cone of cold, dominate person, legend lore, planar binding, wall of
force
- 6th Level (2 slot): mass suggestion, otto’s irresistible dance, wall of ice
- 7th Level (2 slot): prismatic spray, teleport
- 8th Level (1 slot): control weather, dominate monster
- 9th Level (1 slot): foresight, time stop

Actions
Multiattack. Bharrai makes a bite attack, and 2 claw attacks.

Bite. Melee Weapon Attack: +18 to hit, reach 10 ft., one target. Hit: 23 (3d8 + 10) piercing
damage. If the target is a Large or smaller creature, it is grappled (escape DC 28). Until this
grapple ends, the victim is restrained, Bharrai can't bite another target.

Hoof. Melee Weapon Attack: +18 to hit, range 10 ft., one target. Hit: 23 (3d8 + 10) slashing
damage.

Legendary Actions

Bharrai can take 3 legendary actions, choosing from the options below. Only one legendary
action option can be used at a time and only at the end of another creature's turn. Bharrai
regains spent legendary actions at the start of its turn.

Move. Bharrai moves up to her speed without provoking opportunity attacks.


Claw. Bharrai makes a claw attack.
Cast a Spell (Costs 3 Actions). Bharrai casts a spell from its list of prepared spells, using a
spell slot as normal.

Kharash, the Stalker:


A werewolf-like creature with topaz eyes steps from the shadows on all fours. Measuring 10 feet
long, its lithe, muscular body is covered in a neatly groomed black and brown fur. It smiles
broadly, revealing rows of sharp, pearly-white fangs.
The paragon of lupinals, Duke Kharash (kah-RASH) is the closest Companion to Talisid, sharing
the Celestial Lion’s passion for the hunt as well as his love for the untamed wilderness. The two
are nigh inseparable except when Talisid chooses to enter a populated area, at which time
Kharash usually opts to remain in the wild. Although sly of tongue and not exactly shy, Kharash
doesn’t care much for large groups or accolades. He adores children but is inexplicably
awkward around them. His ability to remain out of sight coupled with his willingness to let Talisid
speak on his behalf in public has earned Kharash the moniker “Talisid’s Shadow,” and the
lupinal duke doesn’t seem to mind.
An undisputed master of the hunt, Kharash trusts his senses and intuition. He doesn’t fall easily
into traps, and he studies his enemies carefully before moving in for the kill. He maintains no
permanent residence. When traveling apart from Talisid and the Companions, Kharash is
usually joined by a pack of his trusted lupinals.

Kharash prefers to study his foes for a few rounds before springing into battle, giving him the
chance to use his death strike. When fighting alongside Talisid and the other Companions,
Kharash usually attacks the most vulnerable opponent first, hoping to take it out quickly before
moving on to tougher prey.
Kharash’s natural weapons and any weapons he wields are treated as good-aligned for the
purpose of overcoming damage reduction.

Karash
Large celestial, neutral good

● Armor Class 25 (natural armor)


● Hit Points 507 (35d10 + 315)
● Speed 60ft.

STR DEX CON INT WIS CHA


30 (+10) 30 (+10) 29 (+9) 26 (+8) 28 (+9) 25 (+7)

● Saving Throws Strength +17, Dexterity +17


● Skills Athletics +17, Acrobatics +17, Stealth +17, Arcana +15, Investigation +15,
Nature +15, Animal Handling +16, Insight +16, Perception +16, Survival +16,
Intimidation +14, Persuasion +14
● Damage Resistances cold, thunder; bludgeoning, piercing, and slashing damage
from non-silvered, nonmagical attacks
● Damage Immunities lightning
● Condition Immunities petrified
● Senses Darkvision 60 ft., passive Perception 27
● Languages Any.
● Challenge 21 (41,000 XP)
Death Attack. If Kharash studies his victim for 3 rounds and then makes a sneak attack with
a natural weapon that successfully deals damage, the sneak attack has the additional effect of
possibly either paralysing or killing the target. While studying the victim, Kharash can take
other actions so long as his attention stays focused on the target and the target does not
detect him or recognize him as an enemy. If the victim of such an attack fails a DC 24
Constitution saving throw. If the saving throw fails, the victim’s mind and body become
enervated, rendering them paralysed for 1d6+10 rounds. The paralysed victim must make
another Constitution saving throw, with a failure resulting in the death of the target. If the
victim’s initial saving throw succeeds, the attack is just a normal sneak attack. Once Kharash
has completed the 3 rounds of study, he must make the death attack within the next 3 rounds.
If the death attack is attempted and fails (the victim makes her save) or if Kharash does not
launch the attack within 3 rounds of completing the study, 3 new rounds of study are required
before he can attempt a new death attack.

Dodge Arrows. Ranged attacks against Kharash have disadvantage.

Favored Enemies. As the ranger class feature, except Kharash gains bonuses as follows: +8
against fiends, +4 against undead, +2 against aberrations, +2 against elementals, and +2
against dragons.

Innate Spellcasting. Karash's innate spellcasting ability is Wisdom (spell save DC 23, +15 to
hit with spell attacks). He can innately cast the following spells, requiring no components:
- At Will: blink, blur (Self Only), darkness, disguise self
- 3/day each: cone of cold, cure wounds, fly, magic missile
- 1/day: find the path
Keen Smell. Kharash has advantage on Wisdom (Perception) checks that rely on smell.

Lay on Hands. As the paladin class feature, except that each day, a Manath can heal an
amount of damage equal to its full normal hit points.
Legendary Resistance (3/Day). If Karash fails a saving throw, he can choose to succeed
instead.

Magic Resistance. Karash has advantage on saving throws against spells and other magical
effects.

Sneak Attack. Once per turn,Karash can deal an extra 10d6 damage to one creature he hits
with an attack if he had advantage on the attack roll. He doesn’t need advantage on the attack
roll if another enemy of the target is within 5 feet of it, that enemy is incapacitated, and he
doesn’t have disadvantage on the attack roll.

Speak with Animals. This ability works like speak with animals spell but is a free action and
does not require sound.
Wild Empathy. Kharash receives advantage on Animal Handling (Wis) checks to sway the
attitudes of animals and good-aligned monstrosities.

Actions
Multiattack. Karash makes a bite attack, and 2 claw attacks.

Bite. Melee Weapon Attack: +17 to hit, reach 5 ft., one target. Hit: 15 (1d10 + 10) piercing
damage. If the target is a Medium or smaller creature, it is grappled (escape DC 25). Until this
grapple ends, Kharash can't bite another target.

Claw. Melee Weapon Attack: +17 to hit, range 10 ft., one target. Hit: 14 (1d8 + 10) slashing
damage.

Legendary Actions

Karash can take 3 legendary actions, choosing from the options below. Only one legendary
action option can be used at a time and only at the end of another creature's turn. Karash
regains spent legendary actions at the start of its turn.

Move. Karash moves up to his speed without provoking opportunity attacks.


Claw. Karash makes a claw attack.
Frightful Howl (Costs 2 Actions). When Kharash howls, every creature within 600 feet
(except other guardinals) that can hear it must make a DC 22 Wisdom saving throw. On a
failure, a creature with 32 HD or fewer becomes frightened for 4d6 rounds. Success leaves
the creature unaffected. Once a creature has either been affected by this ability or made a
successful save, it cannot be affected by Kharash’s howl again for 24 hours. The save DC is
Charisma-based.

Manath, the Horned Duke:


A 6-foot-tall figure stands before you, his head crowned with a magnificent set of curved ram’s
horns. His shaggy fur varies in colour from red to gold to autumn yellow on his bare chest, and
his large cloven feet are ash-black in colour. A wry yet endearing smile plays across his wise
face.

Manath (man-ATH) is the newest member of the Five Companions, only recently replacing the
curmudgeonly Duke Rhanok. The new duke of the cervidals feels he has much to learn from
Talisid and the other Companions, but if he has any doubts about his ability to stand in Rhanok’s
hoofprints, he isn’t showing them. Manath has brought a keen wit and sense of fun to the
Companions, charming the others with his colloquial manner and prancing tongue.

Although fearless in combat, Manath prefers to resolve disputes peacefully, using friendly jokes
instead of weapons to disarm opponents. When charm and diplomacy fail, he brings his horns
and hooves to bear.
Manath’s natural weapons and any weapons he wields are treated as good aligned for the
purpose of overcoming damage reduction.

Manath
Medium celestial, neutral good

● Armor Class 25 (natural armor)


● Hit Points 337 (27d8 + 216)
● Speed 50ft.

STR DEX CON INT WIS CHA


30 (+10) 29 (+9) 26 (+8) 22 (+6) 29 (+9) 28 (+9)

● Saving Throws Strength +16


● Skills Acrobatics +15, Stealth +15, Arcana +12, Nature +12, Insight +15, Medicine +
15, Perception +17, Survival +15, Intimidation +15, Persuasion +15
● Damage Resistances cold, thunder; bludgeoning, piercing, and slashing damage
from non-silvered, nonmagical attacks
● Damage Immunities lightning
● Condition Immunities petrified
● Senses Darkvision 60 ft., passive Perception 27
● Languages Any.
● Challenge 19 (22,000 XP)

Charge. If Manath moves at least 10 feet straight toward a target and then hits it with a gore
attack on the same turn, the target takes an extra 20 (2d8 + 11) bludgeoning damage. If the
target is a creature, it must succeed on a DC 24 Strength saving throw or be pushed up to 10
feet away and knocked prone.

Horn Powers. Manath can deliver any of several effects by a touch of his horns.
He can negate any disease or poison (curing poison as per the protection from poison spell
and disease as per the remove disease spell) in the creature touched, dispel an illusion (as a
targeted dispel magic spell, except that it affects only spells of the Illusion school and is
automatically successful), or dismiss a summoned, conjured, or extraplanar creature. Each of
these horn powers can be used at will as a standard action. Save DC 15.

Innate Spellcasting. Manath's innate spellcasting ability is Wisdom (spell save DC 23, +15 to
hit with spell attacks). He can innately cast the following spells, requiring no components:
- At Will: bless, command, detect poison and disease, light
- 1/day each: hold person, magic missile, suggestion
Lay on Hands. As the paladin class feature, except that each day, a Manath can heal an
amount of damage equal to its full normal hit points.
Legendary Resistance (3/Day). If Manath fails a saving throw, he can choose to succeed
instead.

Magic Resistance. Manath has advantage on saving throws against spells and other magical
effects.

Speak with Animals. This ability works like speak with animals spell but is a free action and
does not require sound.

Actions
Multiattack. Manath makes a gore attack, and 2 slam attacks.

Gore. Melee Weapon Attack: +16 to hit, reach 5 ft., one target. Hit: 18 (2d8 + 10) bludgeoning
damage.

Slam. Melee Weapon Attack: +16 to hit, reach 5 ft., one target. Hit: 14 (1d8 + 10) bludgeoning
damage.

Legendary Actions

Manath can take 3 legendary actions, choosing from the options below. Only one legendary
action option can be used at a time and only at the end of another creature's turn. Manath
regains spent legendary actions at the start of its turn.

Move. Manath moves up to his speed without provoking opportunity attacks.


Slam. Manath makes a slam attack.
Charge (Costs 2 Actions). Manath moves up to his speed and makes a gore attack.

Sathia, the Sky Dutchess:


This tall, lithe woman has powerful wings instead of arms. Flecks of green speckle her
snow-white feathers. Her face is more human than avian, but her hair resembles a feathery
cowl, and her eyes are bright gold. Her feet end in talons that have an emerald-green lustre and
look as sharp as diamonds. Numerous small birds flutter around her, obviously drawn to her
powerful presence.

The voice of the avorals, Sathia (SAY-thee-ah) is also a patron and muse for gifted painters and
sculptors. She possesses a sharp eye for detail and has created a number of masterful
paintings and wood sculptures. Most of all, she enjoys time spent with the Companions and
soaring in the skies of Elysium.
Sathia attacks with her talons or the razor-sharp edges of her mighty wings. She does not wear
armor or carry weapons, preferring to remain unburdened in flight.
Sathia’s natural weapons and any weapons she wields are treated as good-aligned for the
purpose of overcoming damage reduction.

Sathia
Large celestial, neutral good

● Armor Class 25 (natural armor)


● Hit Points 522 (36d10 + 324)
● Speed 40ft., fly 90ft.

STR DEX CON INT WIS CHA


28 (+9) 30 (+10) 28 (+9) 29 (+9) 30 (+10) 30 (+10)

● Saving Throws Dexterity +19, Intelligence +18, Wisdom +19, Charisma +19
● Skills Stealth +19, Arcana +18, Investigation +18, Nature +18, Animal Handling +19,
Insight +19, Perception +21, Survival +19, Intimidation +19, Persuasion +19
● Damage Resistances cold, thunder; bludgeoning, piercing, and slashing damage
from non-silvered, nonmagical attacks
● Damage Immunities lightning
● Condition Immunities petrified
● Senses Darkvision 60 ft., passive Perception 31
● Languages Any.
● Challenge 25 (75,000 XP)

Fear Aura (1/day). As a free action, Sathia can create an aura of fear in a 20-foot radius. It is
otherwise identical to the fear spell (save DC 27). The save DC is Charisma-based.

Flyby. Sathia doesn't provoke opportunity attacks when it flies out of an enemy's reach.

Innate Spellcasting. Sathia's innate spellcasting ability is Wisdom (spell save DC 27, +19 to
hit with spell attacks). She can innately cast the following spells, requiring no components:
- 3/day: aid, blur (Self Only), command, detect good and evil, detect magic, dimension
door, dispel magic, gust of wind, hold person, light, magic missile
- 1/day: heal

Lay on Hands. As the paladin class feature, except that each day, a Sathia can heal an
amount of damage equal to its full normal hit points.
Legendary Resistance (3/Day). If Sathia fails a saving throw, she can choose to succeed
instead.
Magic Resistance. Sathia has advantage on saving throws against spells and other magical
effects.

Speak with Animals. This ability works like speak with animals spell but is a free action and
does not require sound.

True Seeing. As the true seeing spell except Sathia must concentrate for 1 full round before it
takes effect. Thereafter, it remains in effect as long as she concentrates on it.

Actions
Multiattack. Sathia makes 2 claw attacks. If Sathia isn’t flying, she can also make 2 attacks
with its wings.

Claw. Melee Weapon Attack: +19 to hit, range 10 ft., one target. Hit: 20 (2d10 + 9) slashing
damage.

Wing. Melee Weapon Attack: +19 to hit, reach 10 ft., one target. Hit: 28 (4d8 + 10) slashing
damage.

Legendary Actions

Saithia can take 3 legendary actions, choosing from the options below. Only one legendary
action option can be used at a time and only at the end of another creature's turn. Sathia
regains spent legendary actions at the start of its turn.

Claw. Sathia makes a claw attack.


Flight. Sathia flies up to half her flying speed.
Whirlwind (Costs 3 Actions). Sathia stirs up a whirlwind. Functions as a whirlwind spell.

Vhara, Duchess of the Fields:


Standing 15 feet tall, this statuesque woman has a horse-like head, shoulders of heroic
proportion, and long arms ending in thick, iron-hard fingers that make creditable hooves when
curled into fists. Her legs are even more horse-like, with a long foot ending in a true hoof. Her
face is long and narrow. A long, neatly groomed mane runs from the crest of her head down to
the centre of her back. She is both lovely and poised.

Behind an aloof and somewhat domineering façade, Vhara (VAHrah), the duchess of the
equinals, hides a profoundly generous and emotional spirit. Her fellow Companions know that
she takes her commitment to equinals and Elysium with absolute seriousness and that she
privately weeps when confronted by suffering that she cannot herself allay.
Vhara adores flowers of all sorts and enjoys receiving bouquets as gifts. When not traveling with
the other Companions on one of Talisid’s adventures, she dwells in a spacious manse on
Amoria. Her manse, Sienna Rise, stands atop a hill surrounded by fields of flowers, and Vhara
is seldom seen without a small troupe of doting servants, including a male half-elf bard with a
small golden harp and a female elf sorcerer with a predilection for speaking in rhymes and
riddles.

In battle, Vhara relentlessly smashes foes with her great hooves. Armor and weapons are
beneath her. She tries to surround herself with as many enemies as possible before using her
whinny ability.
Vhara’s natural weapons and any weapons she wields are treated as good-aligned for the
purpose of overcoming damage reduction.

Vhara
Huge celestial, neutral good

● Armor Class 25 (natural armor)


● Hit Points 561 (34d12 + 340)
● Speed 70ft.

STR DEX CON INT WIS CHA


30 (+10) 23 (+6) 30 (+10) 26 (+8) 28 (+9) 28 (+9)

● Saving Throws Strength +17, Constitution +17


● Skills Athletics +17, Acrobatics +13, Stealth +13, Arcana +15, Nature +15, Insight
+16, Perception +16, Survival +16, Intimidation +16, Persuasion +16
● Damage Resistances cold, thunder; bludgeoning, piercing, and slashing damage
from non-silvered, nonmagical attacks
● Damage Immunities lightning
● Condition Immunities petrified
● Senses Darkvision 60 ft., passive Perception 26
● Languages Any.
● Challenge 23 (50,000 XP)

Innate Spellcasting. Vhara's innate spellcasting ability is Wisdom (spell save DC 23, +15 to
hit with spell attacks). She can innately cast the following spells, requiring no components:
- At Will: aid, command, detect good and evil, detect magic, dimension door, dispel
magic, fog cloud, light, magic missile, true sight
- 1/day each: slow, wall of stone

Lay on Hands. As the paladin class feature, except that each day, a Manath can heal an
amount of damage equal to its full normal hit points.
Legendary Resistance (3/Day). If Vhara fails a saving throw, she can choose to succeed
instead.

Magic Resistance. Vhara has advantage on saving throws against spells and other magical
effects.

Speak with Animals. This ability works like speak with animals spell but is a free action and
does not require sound.

Actions
Multiattack. Vhara makes 2 hoof attacks.

Hoof. Melee Weapon Attack: +17 to hit, range 15 ft., one target. Hit: 23 (3d8 + 10)
bludgeoning damage.

Legendary Actions

Vhara can take 3 legendary actions, choosing from the options below. Only one legendary
action option can be used at a time and only at the end of another creature's turn. Vhara
regains spent legendary actions at the start of its turn.

Move. Vhara moves up to her speed without provoking opportunity attacks.


Hoof. Vhara makes a hoof attack.
Whinny (Costs 2 Actions). Vhara can emit a piercing shriek that affects all non-celestials in
a 20-foot-radius radius. Creatures with 30 HD or fewer are stunned for 1d6 rounds, while
creatures with more than 30 HD are deafened for 1d6 rounds. A successful DC 24
constitution saving throw negates either effect. Creatures that are immune to the deafened
condition are immune to this effect. The save DC is Charisma-based.

The Court of Stars


The noble, passionate, and mercurial eladrins call the Olympian Glades of Arborea their home.
Shifting between its three layers is a demiplane known as the Court of Stars—the seat of power
of the eladrin people. The Court of Stars drifts about Arborea like an autumn leaf on a pool and
can only be reached when the eladrin monarch, Queen Morwel, wishes it so. Portals leading to
and from the Court of Stars can manifest anywhere—within the halls of Corellon Larethian’s
Court on Arvandor, beneath the eternal sea of Aquallor, somewhere in the white deserts of
Mithardir, or any other location Morwel fancies. No power on Arborea seems capable of opening
or closing a portal without Morwel’s consent. Rumour has it that one of Arborea’s fabled
attractions, the Fountain of Beauty, which has the power to temporarily improve one’s Charisma,
can only be reached from the Court of Stars, and that Morwel requires some kind of gift before
granting passage.
Morwel’s demiplane resembles an autumnal sylvan forest under a starlit sky. Time does not
pass here, so creatures living in the demiplane (including plants) never age, hunger, or thirst.
They do eat, drink, and sleep, but purely for enjoyment. Fey creatures living in the forest lead
visitors to Morwel’s palace, which thrusts up from the heart of the woodland, its spires breaking
through the forest canopy. Within the crystalline walls of her palace, Morwel entertains guests,
hosts parties, and discusses pressing issues with her eladrin advisors and consorts.

Queen Morwel can seem flighty and pretentious at times, but she has the best interests of her
people at heart. She does not rule alone, relying heavily on the counsel of her dear consorts.
Over the centuries, Morwel has taken many consorts. Currently, she has two: a male tulani
named Faerinaal and a female bralani named Gwynharwyf. Her affection for both is beyond
measure.

Faerinaal is a master politician and a shrewd judge of character. Morwel relies on his guidance
to handle serious matters affecting her darling subjects. Gwynharwyf is a fierce and devastating
warrior whose tireless crusade against evil helps to unite the eladrin people.

Source: Book of Exalted Deeds; pp.150-156

Morwel, Queen of Stars:


This woman bears a passing resemblance to an elf, although her beauty is awesome and
otherworldly. She wears a shimmering mantle of stars that flicker out before touching the
ground, and she slices her brilliant rapier through the air with playful confidence.

Morwel (MOR-wel) has always ruled the eladrins. No eladrin can recall any monarch coming
before her, and no eladrin can imagine the Court of Stars without her. To them, she has always
been. Since time does not pass in the Court of Stars, it is conceivable that Morwel is many
thousands of years old, although no one dares ask her to reveal her age. Morwel never leaves
her demiplane, and some fear that if she did leave, the demiplane would collapse and be
destroyed forever. However, she welcomes and entertains a steady stream of visitors and
ardent admirers.
Although she usually appears in humanoid form, Morwel can take the form of a 4-foot-diameter
globe of scintillating, multi-coloured light.

Morwel wields her dancing light rapier with blinding speed and incredible finesse.
Any weapon Morwel wields is treated as good-aligned for the purpose of overcoming damage
reduction.

Morwel
Medium celestial, chaotic good

● Armor Class 25 (natural armor)


● Hit Points 540 (40d8 + 360)
● Speed 40ft., fly 90ft.

STR DEX CON INT WIS CHA


22 (+6) 26 (+8) 28 (+9) 30 (+10) 30 (+10) 30 (+10)

● Saving Throws Intelligence +19, Charisma +19


● Skills Stealth +17, Arcana +19, Investigation +19, Nature +19, Religion +19, Animal
Handling +19, Insight +19, Perception +21, Survival +19, Intimidation +19,
Performance +19, Persuasion +19
● Damage Resistances cold, fire; bludgeoning, piercing, and slashing damage from
nonmagical attacks
● Damage Immunities lightning
● Condition Immunities petrified
● Senses Darkvision 60 ft., Truesight 60ft., passive Perception 31
● Languages Any.
● Challenge 30 (155,000 XP)

Bardic Music. Morwel can use the bardic musical abilities as 20th-level bards. She can use
or maintain concentration on one such ability per round as a bonus action, requiring no
instrument other than her unearthly voice.

Blinding Beauty. All humanoids within 60 feet of Morwel who look directly at her must make
a DC 27 Constitution saving throw or be blinded permanently as though by the blindness
spell. Morwel can suppress or resume this ability as a bonus action. The DC is
Charisma-based.
A creature that isn't surprised can avert its eyes to avoid the saving throw at the start of its
turn. If it does so, it can't see Morwel until the start of its next turn, when it can avert its eyes
again. If it looks at her in the meantime, it must immediately make the save.

Dancing Sword of Light. Morwel can create a +6 dancing light rapier at will as a bonus
action. When she does so, the sword begins to hover, flies up to 30 feet, and attacks one creature
of her choice within 5 feet of it.
The rapier deals an additional 21 (6d6) radiant damage, or 42 (12d6) radiant damage to evil
creatures. If Morwel dies or it is taken further than 30 feet from her, the rapier disappears
instantly.

Innate Spellcasting. Morwel's innate spellcasting ability is Charisma (spell save DC 27, +19
to hit with spell attacks). She can innately cast the following spells, requiring no components:
- At Will: chain lightning, cure wounds, dancing lights, detect thoughts, dispel magic,
divine favour, haste, greater invisibility, major image, mass suggestion, polymorph,
telekinesis, teleport, wall of force
- 1/day each: heal, meteor swarm, power word kill, time stop
Legendary Resistance (3/Day). If Morwel fails a saving throw, she can choose to succeed
instead.

Magic Resistance. Morwel has advantage on saving throws against spells and other magical
effects.

Protective Aura. As a bonus action, Morwel can generate a 20-foot-radius nimbus of light.
This causes creatures of evil alignment have disadvantage on attacks against Morwel, and
acts as a globe of invulnerability spell (as cast with a 9th level spell slot). The aura can be
dispelled, but Morwel can create it again as a bonus action on her next turn.

Spellcasting. Morwel is a 20th-level spellcaster. His spellcasting ability is Charisma (spell


save DC 27, +19 to hit with spell attacks). She has the following sorcerer spells prepared:

- Cantrips (at will) : acid splash, fire bolt, light, mage hand, message, prestidigitation
- 1st Level (4 slots): charm person, expeditious retreat, fog cloud, magic missile, ray of
sickness
- 2nd Level (3 slots): blur, cloud of daggers, see invisibility, shatter
- 3rd Level (3 slots): clairvoyance, hypnotic pattern, protection from energy, slow
- 4th Level (3 slots): banishment, confusion, dimension door, ice storm
- 5th Level (3 slots): animate object, cone of cold, hold monster, insect plague
- 6th Level (2 slot): disintegration, mass suggestion, sunbeam
- 7th Level (2 slot): prismatic spray, reverse gravity
- 8th Level (1 slot): dominate monster, power word stun
- 9th Level (1 slot): gate, wish

Unearthly Beauty (1/day). As a bonus action, any non-eladrin within 30 feet of Morwel who
looks directly at her must make a DC 27 Wisdom saving throw or die instantly. The DC is
Charisma-based.

Actions
Multiattack. Morwel makes 4 attacks; 4 +6 dancing light rapier attacks, or 4 prismatic light
attacks.

+6 Dancing Light Rapier (humanoid form only). Melee Weapon Attack: +17 to hit, range 5
ft., one target. Hit: 18 (1d8 + 14) piercing damage and an additional 21 (6d6) radiant damage,
or 42 (12d6) radiant damage if the target is evil-aligned.

Gaze (humanoid form only). Slay evil creatures of 8 HD or fewer, range 60 feet, DC 29
Wisdom saving throw negates. The DC is Charisma-based.

Prismatic Light (globe form only). Morwel can project a ray of light with a range of 300 feet.
Morwel must choose the colour of the ray before making each attack roll. During rounds when
she makes multiple attacks, Morwel can change the colour of the ray after every attack. A
creature struck by a ray must make an appropriate saving throw (DC 29) and suffers the
effects listed below (the save DC is Charisma-based).

1. Red: 70 (20d6) points of fire damage (Dexterity half)

2. Orange: Ray of enfeeblement (as the ray of enfeeblement spell; no save)

3. Yellow: Flesh to stone (as the flesh to stone spell; Constitution negates)

4. Green: Disintegrate (as the disintegrate spell; Constitution partial)

5. Blue: 70 (20d6) points of cold damage (Dexterity half)

6. Violet: Sent to another plane of Morwel’s choosing (Wisdom negates)

Legendary Actions

Morwel can take 3 legendary actions, choosing from the options below. Only one legendary
action option can be used at a time and only at the end of another creature's turn. Morwel
regains spent legendary actions at the start of its turn.

+6 Dancing Light Rapier (humanoid form only). Morwel moves her +6 Dancing Light
Rapier and makes an attack with it
Prismatic Light (globe form only). Morwel makes a prismatic light attack
Shapechange (Costs 2 Actions). Queen Morwel shifts between her humanoid and globe
forms. In humanoid form, she cannot fly or use her prismatic light rays, but she can use her
gaze attack, make physical attacks, and cast spells. In globe form, she can fly, use her
prismatic light rays, and cast her innate spellcasting spells, but she cannot cast regular spells,
make physical attacks, or use her gaze attack. The globe form is incorporeal, and Morwel has
no Strength score while in that form. While incorporeal, Morwel can be harmed only by other
incorporeal creatures, +1 or better magic weapons (though her damage reduction still applies
as well), and spells, or supernatural abilities. She is immune to all nonmagical attack forms.
Even when hit by spells or magic weapons, she has a 50% chance to ignore any damage
from a corporeal source (except for positive energy, negative energy, force effects, such as
magic missile, or attacks made with ghost touch weapons).
Morwel remains in one form until she chooses to assume a new one. A change in form cannot
be dispelled, nor does Morwel revert to any particular form when killed. A true seeing spell,
however, reveals both forms simultaneously.
Cast a Spell (Costs 3 Actions). Morwel casts a spell from its list of prepared spells, using a
spell slot as normal.
Faerinaal, the Queen’s Consort:
This breathtakingly handsome, elf-like man moves with otherworldly grace and casts a
mischievous smile in your direction. He wears an elaborate midnight-blue robe adorned with
silver stars and arcane symbols.

As Morwel’s consort, Faerinaal (FAY-reh-nayl) provides company and counsel to the queen. He
also oversees the defence of the Court of Stars should it ever fall under attack. Faerinaal’s last
sworn duty is to liberate any eladrins captured by the forces of evil. (It was during such a
mission to the Abyss that Faerinaal’s predecessor, Vaeros, perished.)
Faerinaal adores Morwel more than any other creature and would gladly give his life to protect
hers. His alternate form is that of a 4-foot-radius scintillating sphere of rainbow-hued light.

Faerinaal wields a +4 holy longsword in battle.


Any weapon Faerinaal wields is treated as good-aligned for the purpose of overcoming damage
reduction.

Faerinaal
Medium celestial, chaotic good

● Armor Class 25 (natural armor)


● Hit Points 412 (33d8 + 264)
● Speed 40ft., fly 90ft.

STR DEX CON INT WIS CHA


24 (+7) 28 (+9) 27 (+8) 30 (+10) 27 (+8) 30 (+10)

● Saving Throws Intelligence +18, Charisma +18


● Skills Sleight of Hand +17, Stealth +17, Arcana +18, Investigation +18, Nature +18,
Religion +18, Animal Handling +16, Insight +16, Perception +16, Survival +16,
Deception +18, Intimidation +18, Performance +18, Persuasion +18
● Damage Resistances cold, fire; bludgeoning, piercing, and slashing damage from
nonmagical attacks
● Damage Immunities lightning
● Condition Immunities petrified
● Senses Darkvision 60 ft., Truesight 60ft., passive Perception 26
● Languages Any.
● Challenge 28 (120,000 XP)

Bardic Music. Faerinaal can use the bardic musical abilities as 20th-level bards. He can use
or maintain concentration on one such ability per round as a bonus action, requiring no
instrument other than his unearthly voice.
Dancing Sword of Light. Faerinaal can create a +4 dancing light rapier at will as a bonus
action. When he does so, the sword begins to hover, flies up to 30 feet, and attacks one creature
of her choice within 5 feet of it.
The rapier deals an additional 14 (4d6) radiant damage, or 28 (8d6) radiant damage to evil
creatures. If Faerinaal dies or it is taken further than 30 feet from him, the rapier disappears
instantly.

Innate Spellcasting. Faerinaal's innate spellcasting ability is Intelligence (spell save DC 26,
+18 to hit with spell attacks). He can innately cast the following spells, requiring no
components:
- At Will: chain lightning, cure wounds, dancing lights, detect thoughts, dispel magic,
divine favour, haste, greater invisibility, major image, mass suggestion, polymorph,
telekinesis, teleport, wall of force
- 1/day each: heal, meteor swarm, power word kill, time stop
Legendary Resistance (3/Day). If Faerinaal fails a saving throw, he can choose to succeed
instead.

Magic Resistance. Faerinaal has advantage on saving throws against spells and other
magical effects.

Protective Aura. As a bonus action, Faerinaal can generate a 20-foot-radius nimbus of light.
This causes creatures of evil alignment have disadvantage on attacks against Faerinaall, and
acts as a globe of invulnerability spell (as cast with a 9th level spell slot). The aura can be
dispelled, but Faerinaal can create it again as a bonus action on his next turn.

Spellcasting. Faerinaal is an 18th-level spellcaster. His spellcasting ability is Intelligence


(spell save DC 26, +18 to hit with spell attacks). He has the following wizard spells prepared:

- Cantrips (at will) : light, mage hand, mending, message, prestidigitation


- 1st Level (4 slots): alarm, expeditious retreat, fog cloud, magic missile, shield
- 2nd Level (3 slots): darkness, hold person, mirror image, scorching ray, see invisibility,
suggestion
- 3rd Level (3 slots): fireball, protection from energy, slow
- 4th Level (3 slots): banishment, dimension door, otiluke’s resilient sphere, phantasmal
killer, wall of fire
- 5th Level (3 slots): bigby’s hand, cloudkill, cone of cold, scrying
- 6th Level (2 slots): disintegrate, wall of ice
- 7th Level (2 slots): forcecage, mordenkainen’s sword, plane shift
- 8th Level (1 slot): maze, power word stun
- 9th Level (1 slot): gate

Actions
Multiattack. Morwel makes 4 +4 dancing light rapier attacks.
+4 Dancing Light Rapier (humanoid form only). Melee Weapon Attack: +17 to hit, range 5
ft., one target. Hit: 17 (1d8 + 13) piercing damage and an additional 14 (4d6) radiant damage,
or 28 (8d6) radiant damage if the target is evil-aligned.

Gaze (humanoid form only). Slay evil creatures of 5 HD or fewer, range 60 feet, DC 26
Wisdom saving throw negates. The DC is Charisma-based.

Dream Ray (globe form only). In globe form, Faerinaal can fire a coruscating ray of light with
a range of 300 feet. The ray deals 3 (1d6) points of temporary Charisma damage with a
successful hit. Any non-evil creature reduced to 0 Charisma by the dream ray falls into a
dream-filled coma. An evil creature reduced to 0 Charisma falls into a nightmare-wracked
coma and takes 1d10 points of damage plus an additional 1d10 points of damage per hour
spent in the comatose state. A creature awakens from its coma if its Charisma is raised to 1
or higher. This is a mind-affecting effect.

Legendary Actions

Faerinaal can take 3 legendary actions, choosing from the options below. Only one legendary
action option can be used at a time and only at the end of another creature's turn. Faerinaal
regains spent legendary actions at the start of its turn.

+4 Dancing Light Rapier (humanoid form only). Faerinaal moves his +4 Dancing Light
Rapier and makes an attack with it
Dream Ray (globe form only). Faerinaal makes a prismatic light attack
Shapechange (Costs 2 Actions). Faerinaal shifts between his humanoid and globe forms. In
humanoid form, he cannot fly or use his dream ray, but he can use his gaze attack, make
physical attacks, and cast spells. In globe form, he can fly, use his dream ray, and cast his
innate spellcasting spells, but he cannot cast regular spells, make physical attacks, or use his
gaze attack. The globe form is incorporeal, and Faerinaal has no Strength score while in that
form. While incorporeal, Faerinaal can be harmed only by other incorporeal creatures, +1 or
better magic weapons (though his damage reduction still applies as well), and spells, or
supernatural abilities. He is immune to all nonmagical attack forms. Even when hit by spells or
magic weapons, he has a 50% chance to ignore any damage from a corporeal source (except
for positive energy, negative energy, force effects, such as magic missile, or attacks made
with ghost touch weapons).
Faerinaal remains in one form until he chooses to assume a new one. A change in form
cannot be dispelled, nor does Faerinaal revert to any particular form when killed. A true
seeing spell, however, reveals both forms simultaneously.
Cast a Spell (Costs 3 Actions). Faerinaal casts a spell from its list of prepared spells, using
a spell slot as normal.
Gwynharwyf, the Queen’s Consort:
A short, stocky elf stands ready for battle. Her hair is a wild silver-white mane, and her eyes are
as green as jade. She has a tanned complexion and clutches a pair of gleaming scimitars that
seem to reflect every colour of the rainbow.

A patron of good barbarians, Gwynharwyf (gwin-HAR-wif ) is Queen Morwel’s loyal champion


and a barbarian of unparalleled ferocity. As one of Morwel’s consorts, she attends to the
queen’s desires when not leading barbarian hordes in the eternal struggle against evil.
Gwynharwyf can also assume the form of a whirlwind of glittering sand.

Gwynharwyf rages before entering battle, cutting her foes to ribbons with her holy scimitars.
Gwynharwyf ’s natural attacks and any weapons she wields are treated as good-aligned for the
purpose of overcoming damage reduction.

Gwynharwyf
Medium celestial, chaotic good

● Armor Class 25 (natural armor)


● Hit Points 391 (27d8 + 270)
● Speed 50ft., fly 100ft.

STR DEX CON INT WIS CHA


30 (+10) 25 (+7) 30 (+10) 23 (+6) 23 (+6) 29 (+9)

● Saving Throws Strength +17, Dexterity +14, Intelligence +13, Wisdom +13, Charisma
+16
● Skills Athletics +17, Acrobatics +14, Stealth +14, Animal Handling +13, Insight +13,
Perception +15, Intimidation +16, Persuasion +16
● Damage Resistances cold, fire; bludgeoning, piercing, and slashing damage from
nonmagical attacks
● Damage Immunities lightning
● Condition Immunities petrified
● Senses Darkvision 60 ft., passive Perception 26
● Languages Any.
● Challenge 24 (62,000 XP)

Innate Spellcasting. Gwynharwyf's innate spellcasting ability is Intelligence (spell save DC


24, +16 to hit with spell attacks). She can innately cast the following spells, requiring no
components:
- At Will: blur, charm person, mirror image, wind wall
- 2/day each: lightning bolt, cure wounds
Legendary Resistance (3/Day). If Gwynharwyf fails a saving throw, she can choose to
succeed instead.

Magic Resistance. Gwynharwyf has advantage on saving throws against spells and other
magical effects.

Mighty Rage. Gwynharwyf can enter a mighty rage as a bonus action, but no more than once
in a given encounter. During her rage, she gains a +8 bonus to her Strength and Constitution,
and a +4 morale bonus on Wisdom saves; she also takes a –2 penalty to AC. Otherwise, his
ability functions as the barbarian’s rage ability.

Protective Aura. As a bonus action, Gwynharwyf can generate a 20-foot-radius nimbus of


light. This causes creatures of evil alignment have disadvantage on attacks against her, and
acts as a globe of invulnerability spell (as cast with a 9th level spell slot). The aura can be
dispelled, but Gwynharwyf can create it again as a bonus action on his next turn.

Actions
Multiattack (humanoid form only). Gwynharwyf makes four attacks; 2 +4 holy scimitar
attacks, and 2 +2 banishing scimitar..

+4 Holy Scimitar (humanoid form only). Melee Weapon Attack: +21 to hit, range 5 ft., one
target. Hit: 17 (1d6 + 14) slashing damage and 14 (4d6) radiant damage.

+2 Banishing Scimitar (humanoid form only). Melee Weapon Attack: +19 to hit, range 5 ft.,
one target. Hit: 15 (1d6 + 12) slashing damage and must make a DC 24 Charisma saving
throw or is subject to effect of the banishment spell.

Whirlwind Blast (whirlwind form only). Gwynharwyf can attack with a scouring blast of
wind, dealing 42 (12d6) slashing damage in a 20-foot line (DC 25 Dexterity saving throw half).
The save DC is Constitution-based.

Legendary Actions

Gwynharwyf can take 3 legendary actions, choosing from the options below. Only one
legendary action option can be used at a time and only at the end of another creature's turn.
Gwynharwyf regains spent legendary actions at the start of its turn.

Attack. Gwynharwyf makes an attack


Shapechange (Costs 2 Actions). Gwynharwyf shifts between her humanoid and whirlwind
forms. In humanoid form, she cannot fly or use her whirlwind blast, but she can use her innate
spellcasting abilities and her weapons. In whirlwind form, she can fly, make slam attacks and
whirlwind blast attacks, and use innate spellcasting abilities.
Gwynharwyf remains in one form until she chooses to assume a new one. A change in form
cannot be dispelled, nor does Gwynharwyf revert to any particular form when killed. A true
seeing spell, however, reveals both forms simultaneously.
Whirlwind (Costs 3 Actions). Sathia stirs up a whirlwind. Functions as a whirlwind spell.

Century Worm:
Some believe that nature is a chaotic, destructive force that cares little for the concepts of
morality or fair play. Such devotees of wild destruction and entropy often point to the dreaded
century worm as evidence of their philosophy and single out the repulsive, voracious creature
as the living embodiment of the uncaring wrath of the natural world.
A century worm is composed of seven translucent segments of pulpy flesh topped by a
menacing head partially covered by a hood of rough, dark brown skin. Its round, tooth-lined
mouth easily accommodates an ogre. Hundreds of squirming larvae about the size of a human’s
arm line the worm’s stomach, which doubles as a womb. These little creatures spill out of the
worm’s mouth, though they die within an hour for want of their parent’s live-giving nutrient bile.
Century worm larvae are far from harmless to creatures that find themselves trapped within their
parent. Once the litter has sapped the life out of their victim, one larva takes up residence in the
victim’s body, where it gestates for a period of 100 years.

From the moment of its birth, a century worm exists only to destroy. It mindlessly attempts to
swallow any living creature it encounters by lunging in with a forceful attack and finishing off
enemies with a satisfying gulp.

Source: Fiend Folio; pp.31-32

Century Worm
Gargantuan monstrosity, unaligned

● Armor Class 19 (natural armor)


● Hit Points 429 (26d20 + 156)
● Speed 30ft., burrow 20ft., swim 10ft.

STR DEX CON INT WIS CHA


30 (+10) 7 (-2) 22 (+6) 1 (-5) 11 (+0) 2 (-4)

● Saving Throws Strength +16


● Skills Athletics +16
● Damage Resistances acid
● Senses Tremorsense 120ft., passive Perception 10
● Languages -
● Challenge 18 (20,000 XP)

Wriggling Progeny. : Characters trapped within the century worm’s stomach must make a
DC 20 Constitution saving throw or have a century worm larva enter its body. The host takes 4
(1d8) temporary Constitution damage at the end of each of its turns as century worm larvae
burrow through the victim’s skin and make their way towards their heart.
When a victim’s Constitution reaches 0, the victim dies and a single century worm larva digs
into its flesh and attaches itself to the corpse’s spine.
The larva can be destroyed by a remove disease spell. If it is not destroyed, a new century
worm begins to grow inside the body. This larval form begins as a Tiny creature with 20 hit
points and grows one size category every 20 years (gaining another 80 hit points for every
size change). When its size is the same as the size of its host body, the worm bursts forth
from within the body. It continues to feed on the remains of the body until 100 years, it
reaches Gargantuan size and becomes a fully formed century worm.
Bodies currently serving as incubators for century worm larvae cannot be returned to life by
any means.

Actions
Bite. Melee Weapon Attack: +16 to hit, reach 15ft., one target. Hit: 28 (4d8 + 10) piercing
damage. If the target is a Huge or smaller creature, it must succeed on a DC 19 Dexterity
saving throw or be swallowed by the worm. A swallowed creature is blinded and restrained, it
has total cover against attacks and other effects outside the worm, and it takes 28 (8d6) acid
damage at the start of each of the worm's turns. If the worm takes 30 damage or more on a
single turn from a creature inside it, the worm must succeed on a DC 21 Constitution saving
throw at the end of that turn or regurgitate all swallowed creatures, which fall prone in a space
within 10 feet of the worm. If the worm dies, a swallowed creature is no longer restrained by it
and can escape from the corpse by using 20 feet of movement, exiting prone.

Keening (Recharge 5-6). The worm emits a terrible keening sound. Each creature within 60
feet of the worm must make a DC 20 Constitution saving throw. On a failed saving throw, a
creature takes 22 (4d10) thunder damage and is deafened. On a successful saving throw, a
creature takes half as much damage and is deafened until the end of its next turn.

Cesspit Ooze:
The foul brown-green sludge of the sewer abruptly rears up, striking at you with a viscous
pseudopod. Rusted tools, old rags, and even bits of rotten animals shift within, their edges
scraping against the stone as the sludge moves.

The cesspit ooze is a product of the urban environment, a horrific predator born of the distinctive
mixture of pain and despair found in the poorest quarters of the city combined with the ambient
arcane energies that emanate from the most magic-intensive regions. They are most common in
large cities and are usually found in impoverished neighborhoods about districts containing
arcane colleges or laboratories.
Unlike most oozes, cesspit oozes possess a level of intelligence that, while less than that of the
average human, allows them a fierce cunning and rudimentary grasp of hunting and ambush
tactics. Despite this fact, their minds are so alien that they retain their relatives’ immunity to
mind-affecting spells and abilities and similar forces.
Cesspit oozes lurk in sewers, dark alleyways, drainage ditches, garbage heaps—anywhere they
can blend in with humanoid-produced waste and refuse. While they are known to consume
various urban animals, such as rats and dogs, they gain little if any sustenance from them; the
odd physiology of the ooze requires sentient prey.
The cesspit ooze is not born in any traditional sense of the word. They are formed when a
sentient creature dies in an environment filled with humanoid refuse and filth, surrounded by the
misery of others, and tinged with effects such as arcane pollution. As the corpse slowly
dissolves into the slime, it absorbs both the magic and the ambient despair of the hungry and
frightened. The result is an intelligent ooze that feeds on both the flesh and the pain of sentient
beings and, while not undead, shares a few traits in common with such creatures. Oddly
enough, nobody slain by a cesspit ooze ever spawns the creation of another one, even if all
factors and circumstances are appropriate. Sages theorize that the emotion absorbed by the
ooze prevents the dead body from “powering” a new one.
While the ooze possesses an intelligence that it apparently “inherits” from the decaying body, it
in no way contains any remnants of that personality. The cesspit ooze is a brand new creature,
completely alien in thought and unable even to comprehend anything recognizable as a
language.
Cesspit oozes can inhabit any urban, particularly impoverished districts with nearby magic. Due
to the requirements for misery in their surroundings, they are more common in cities that have
recently seen some measure of catastrophe—invasion, famine, plague, or the like—than they
are in happier and more thriving communities.
A cesspit ooze averages between 12 and 16 feet in diameter, and anywhere from 6 inches to 2
feet thick. It can compress its body to fit through openings as small as two inches in width. They
range from swamp-green to thick brown in color, blending into the refuse, and usually have
various bits of detritus contained within. This might include body parts of people as animals, as
well as more mundane items such as broken tools or bits of stone.
In most instances, a larger cesspit ooze has likely lived for longer than a smaller one, but not all
of them grow larger with age.

While they are intelligent, cesspit oozes do not think as other creatures do. They have no sense
of community, and they do not appear to recognize even other oozes as living beings.

Cesspit oozes are ambush hunters. They never move far from their point of origin, and they gain
sustenance from the sense of fear and desperation around them as much as from the flesh of
those they consume, so they are always found in particularly impoverished areas. This allows
them to take prey that is not likely to be missed, an added benefit of their hunting technique.
Where possible the cesspit ooze strikes from concealment, often attempting to drag a single
person out of sight before others even realize the creature is present.
Source: Cityscape: An Essential Guide to Urban Adventuring; pp.128-131

Cesspit Ooze
Large ooze, chaotic evil

● Armor Class 5
● Hit Points 149 (13d10 + 78)
● Speed 20ft., climb 20ft., swim 20ft.

STR DEX CON INT WIS CHA


19 (+4) 1 (-5) 23 (+6) 7 (-2) 11 (+0) 10 (+0)

● Damage Vulnerabilities radiant


● Damage Resistances fire, lightning
● Damage Immunities acid, necrotic, poison
● Condition Immunities blinded, charmed, deafened, exhaustion, frightened,
paralysed, poisoned, prone, stunned, unconscious
● Senses blindsight 60 ft. (blind beyond this point), passive Perception 10
● Languages -
● Challenge 8 (3,900 XP)

Corrosive Form. A creature that touches the ooze or hits it with a melee attack while within 5
feet of it takes 7 (2d6) acid damage. Any nonmagical weapon made of metal or wood that hits
the ooze corrodes. After dealing damage, the weapon takes a permanent cumulative -1
penalty to damage rolls. If its penalty drops to -5, the weapon is destroyed. Non magical
ammunition made of metal br wood that hits the pudding is destroyed after dealing damage.
The pudding can eat through 2-inch-thick, non magical wood or metal in 1 round .

Death Throes. When a cesspit ooze is slain, it bursts in a spray of viscous acids. All
creatures within a 30-foot radius must make a DC 17 Dexterity saving throw, taking 14 (4d6)
acid damage, and are subject to the ooze’s enrage ability on a failed save, even if they have
already successfully saved against it, or half damage and negate the enrage effect on a
successful save. Even those who fail are still entitled to the standard DC 15 Will save to avoid
being enraged.

Spider Climb. The ooze can climb difficult surfaces, including upside down on ceilings,
without needing to make an ability check.

Stench. Due to its nature as a creature of refuse, the cesspit ooze emits a horrific odor. All
living creatures within 30 feet of a cesspit ooze must succeed on a DC 17 Constitution saving
throw or be poisoned for as long as it remains in the affected area and for 1d4 rounds
afterward.
Creatures that successfully save cannot be affected by that same ooze’s odor for 24 hours. A
protection from poison spell removes the effect from the poisoned creature.

Actions
Multiattack. The cesspool ooze makes 2 pseudopod attacks.

Pseudopod. Melee Weapon Attack: +7 to hit, reach 5ft., one target. Hit: 11 (2d6 + 4)
bludgeoning damage plus 14 (4d6) acid damage. In addition, non magical armor worn by the
target is partly dissolved and takes a permanent and cumulative -1 penalty to the AC it offers.
The armor is destroyed if the penalty reduces its AC to 10.

Constrict. Melee Weapon Attack: +7 to hit, reach 5ft., one target. Hit: 10 (2d6 + 4)
bludgeoning damage plus 14 (4d6) acid damage, and the target is grappled (escape DC 15).
In addition, non magical armor worn by the target is partly dissolved and takes a permanent
and cumulative -1 penalty to the AC it offers. The armor is destroyed if the penalty reduces its
AC to 10.
Until this grapple ends, the target is restrained, and the ooze can't constrict another target.

Reactions
Split. When an ooze that is Medium or larger is subjected to lightning or slashing damage, it
splits into two new oozes if it has at least 10 hit points. Each new ooze has hit points equal to
half the original ooze's, rounded down. New oozes are one size smaller than the original
ooze.

Chaneque:
Chaneques (pronounced Tcha-NE-kays) are mischievous earth sprites whose pranks are often
deadly to their victims. A chaneque can be a danger or just a nuisance, depending on whether
or not its whims are satisfied.
All chaneques are male. No one knows whether they reproduce by magic or are just humanoids
afflicted with some foul curse. A chaneque’s true form is humanoid in shape, but it can assume
animal form at will. In its natural form, its skin is dull gray in color, and its hair and beard are
black.
These mischievous fey like to dance, play games, drink, and build things. Due to their
impatience and capricious nature, however, they make better destroyers than builders.
Chaneques are sometimes found serving a more powerful being, but not for long.

Chaneques are cowardly by nature. They’d rather flee than fight, and if pressed to do battle,
they usually prove to be weak combatants. They are well aware of their own shortcomings, so
they usually resort to magic and trickery to defeat their opponents.

Source:Dragon Magazine #317; pp.64


Chaneque
Small fey, chaotic neutral

● Armor Class 13
● Hit Points 13 (3d6 + 3)
● Speed 20ft.

STR DEX CON INT WIS CHA


8 (-1) 16 (+3) 12 (+1) 13 (+1) 7 (-2) 14 (+2)

● Skills Sleight of Hand +5, Stealth +5, Deception +4, Performance +4


● Senses passive Perception 8
● Languages Abyssal, Common, Sylvan, Undercommon
● Challenge 1 (200 XP)

Innate Spellcasting. The chaneque's innate spellcasting ability is Charisma (spell save DC
12). It can innately cast the following spells, requiring no components:
- At will: greater invisibility, mage hand
- 3/day each: dancing lights, expeditious retreat, sleep
- 1/day: darkness, haste (self only), shatter
Shapechange. A chaneque can use a bonus action to polymorph into a Small or smaller
beast, or return to its true form. It can remain in any of these forms indefinitely. The aranea
reverts to its natural form when killed or incapacitated.

Actions
Spear. Melee or Ranged Weapon Attack: +1 to hit, reach 5 ft., or range 20/60 ft., one target.
Hit: 2 (1d6 - 1) piercing damage, or 3 (1d8 - 1) piercing damage if wielded with two hands.

Chaneque Fright. The chaneque performs a special ritual dance. Each viewer within 60 feet
must succeed a DC 12 Wisdom saving throw. On a failed save, the creature is frightened for 1
minute. A creature can repeat the saving throw at the end of each of its turns, ending the
effect on itself on a success. If a creature’s saving throw is successful or the effect ends for it,
the creature is immune to the chaneque’s fright for the next 24 hours. The save DC is
Charisma based.

Chaos Beast:
Foul and terrible, the creature before you has no set form. It constantly melts and reforms,
apparently drawing each shape from every nightmare that has ever plagued humankind. It
chaotically shifts through a dozen monstrous forms before shaping itself into a bulbous thing
with ten eyes swimming in a viscous sac at the top of its body that’s surrounded by a ring of
smacking mouths.

The horrific creature known as chaos beasts have mutable, ever-changing forms. Their deadly
touch can make opponents melt into formless goo.
There’s no telling what a chaos beast will look like. One moment it might be a towering horror of
hooks and fangs, all pulpy flesh and exposed veins, and the next a slithering mass of ropy,
vermilion-tipped tentacles. Then it became a mighty creature, all muscle and fury. A chaos
beast’s dimensions vary, but it always weighs about 200 pounds

How many different attacks can a creature capable of any form have? In this case, only two.
For all its fearsome appearances, whether it has claws, fangs, pincers, tentacles, or spines, a
chaos beast does little physical harm. Regardless of form, the creature seems unable to
manage more than two attacks per round. Its continual transformations prevent the coordination
needed to do more.

Source: Monster Manual I; pp.33

Chaos Beast
Medium aberration, chaotic neutral

● Armor Class 13 (natural armor)


● Hit Points 49 (9d8 + 9)
● Speed 20ft.

STR DEX CON INT WIS CHA


14 (+2) 13 (+1) 13 (+1) 10 (+0) 10 (+0) 10 (+0)

● Skills Athletics +5, Acrobatics +4, Stealth +4, Investigation +3, Perception +3, Survival
+3
● Condition Immunities prone
● Senses Darkvision 60ft., passive Perception 13
● Languages -
● Challenge 6 (2,300 XP)

Corporeal Instability. A chaos beast’s natural attacks can trigger a terrible transformation in
its targets. A living creature so struck must make a DC 15 Constitution saving throw. On a
successful save, a creature becomes immune to this chaos beast’s Corporeal instability. On a
failed save, the target becomes a spongy amorphous mass. Unless the victim manages to
control the effect, its shape melts, flows, writhes, and boils. The save DC is
Constitution-based.
An affected creature is unable to hold or use any item. Clothing, armor, and rings become
useless. The target’s base speed is reduced to 10 feet, and it cannot burrow or fly. The victim
cannot cast spells or use magical items. It attacks in a pain-induced and uncontrollable rage
until no other creature it can see is left standing. Unable to distinguish friend from foe, it
attacks available targets at random, but does so with disadvantage.
If the victim spends more than 1 minute in an amorphous state, the transformation becomes
permanent, and the victim becomes a chaos beast. A victim can regain its own shape by
attempting a DC 15 Constitution saving throw (this check DC does not vary for chaos beasts
with different ability scores) at the end of their turn. A success reestablishes the creature’s
normal form for 1 minute. On a failure, the creature can still repeat this check each round until
successful.
Corporeal Instability is not a disease or a curse and so is hard to remove. A polymorph or
stoneskin spell does not cure an afflicted creature but fixes its form for the duration of the
spell. A heal or greater restoration spell removes the affliction.

Immutable Form. A chaos beast is immune to any spell or effect that would alter its form

Magic Resistance. A chaos beast has advantage on saving throws against spells and other
magical effects.

Actions
Multiattack. A chaos beast makes 2 claw attacks.

Claw. Melee Weapon Attack: +5 to hit, range 5 ft., one target. Hit: 4 (1d4 + 2) slashing
damage.

Chaos Roc:
Almost too big to be believed, chaos rocs are immense birds of prey known for carrying off large
animals (such as cattle, horses, or even elephants). These enormous birds lair in huge nests
made from whole trees. They prefer to dwell high in the mountains, far from other large
creatures such as rocs, dragons, and even other chaos rocs. This tactic ensures that the food
supply in any one area is not compromised too severely. Each chaos roc usually hunts within a
radius of about 10 miles around its own nest.
A chaos roc resembles a large eagle covered from head to tail with brilliant, shimmering
plumage in rainbow hues. The creature measures 90 feet long from beak to tail, and its
wingspan can be as wide as 240 feet.

Chaos rocs prefer to attack on the wing, using their prismatic spray ability to blind prey before
attempting to snatch it up. Any additional damage done by the spray effect simply makes the
snatch attempt easier
Source: Monster Manual II; pp.45-46

Chaos Roc
Gargantuan monstrosity, chaotic neutral

● Armor Class 15 (natural armor)


● Hit Points 429 (22d20 + 198)
● Speed 20ft., fly 120ft.

STR DEX CON INT WIS CHA


30 (+10) 15 (+2) 28 (+9) 3 (-4) 13 (+1) 13 (+1)

● Saving Throws Strength +17


● Skills Perception +8, Survival +8
● Damage Resistances bludgeoning, piercing, and slashing damage from nonmagical
weapons
● Senses Darkvision 60ft., passive Perception 18
● Languages -
● Challenge 21 (33,000 XP)

Flyby. The chaos roc doesn't provoke opportunity attacks when it flies out of an enemy's
reach.

Keen Sight. The chaos roc has advantage on Wisdom (Perception) checks that rely on sight.

Magic Resistance. A chaos roc has advantage on saving throws against spells and other
magical effects.

Actions
Multiattack. The chaos roc makes two attacks: one with its beak and one with its talons.

Beak. Melee Weapon Attack: +17 to hit, reach 10 ft., one target. Hit: 32 (4d10 + 10) piercing
damage.

Claw. Melee Weapon Attack: +17 to hit, reach 5 ft., one target. Hit: 24 (4d6 + 10) slashing
damage, and the target is grappled (escape DC 25). Until this grapple ends, the target is
restrained, and the roc can't use its talons on another target.

Prismatic Spray (Recharge 5-6). A chaos roc can emit a spray of coloured light from its eyes
at will. The effect is like that of the prismatic spray spell (save DC 24), except that the range is
105 feet, and only the colours red, orange, yellow, green, blue, and indigo are present (roll
1d6 instead of 1d8 on the table given for prismatic spray in the Player’s Handbook).

Chaoswyrd:
This huge creature's upper torso vaguely resembles a gorilla's. Its hide is a random collection of
scales, quills, fur, hold skin, and chitin. Instead of arms, it has four thick tentacles covered with
hook-rimmed suction cups; these tentacles protrude from random points on its torso. The head
appears to be several bestial humanoid heads blended together into one mass that shares a
single shark-toothed maw. The creature's lower torso is a tangled mass of tendrils, feelers, and
coils of unknowable limbs in which hundreds of parasitic insects writhe and wriggle.

Despite their appearance, chaoswyrds are very intelligent creatures. Unfortunately, they are also
prone to madness. They represent the whims of chaos made corporeal and sentient, and they
scour their territories in search of intruders to transform into minions of chaos. Chaoswyrds can
communicate telepathically with any intelligent creature; this telepathic contact has the side
effect of causing madness in those with whom they communicate.

A chaoswyrd's attacks reflect their insanity—they aren't known for complex tactics. One round,
the creature might lash out with its tentacles and bite, the next round it might use a spell-like
ability, and the round after that it might begin talking to its victims with idle interest. Some
adventurers tell stories of how they were able to distract an attacking chaoswyrd by posing
philosophical questions about the planes, causing the creature to forget about attacking to
ponder the question.

Source: Dragon Magazine Compendium; pp.182-184

Chaoswyrd
Huge aberration, chaotic neutral

● Armor Class 14 (natural armor)


● Hit Points 189 (18d12 + 72)
● Speed 30ft.

STR DEX CON INT WIS CHA


27 (+8) 6 (-2) 19 (+4) 22 (+6) 3 (-4) 12 (+1)

● Saving Throws Intelligence +10, Wisdom +0, Charisma +5


● Skills Stealth +2, Arcana +10, Perception +0, Survival +0
● Damage Resistances bludgeoning, piercing, and slashing damage from nonmagical
weapons
● Senses Darkvision 120ft., passive Perception 10
● Languages -
● Challenge 11 (7,200 XP)

Innate Spellcasting. The chaoswyrd's innate spellcasting ability is Intelligence (spell save DC
18, +10 to hit with spell attacks). It can innately cast the following spells, requiring no
components:
- At Will: blur, confusion, detect magic, detect thoughts, hallucinatory terrain, magic
circle, mirror image, planar binding, see invisibility
Regeneration. The chaoswyrd regains 10 hit points at the start of its turn if it has at least 1 hit
point.

Wisdom Parasites. The swarming parasites that coat the lower regions of a chaoswyrd's
body are highly magical and exist only partially in reality. They feed on the chaoswyrd's more
logical thoughts, thoughts for which it has little use. This feeding continues at all times and
creates an aura of discordant mental fog to a radius of 30 feet from the chaoswyrd. Each
round, all living creatures within this area must make a DC 15 Wisdom saving throw save or
take 2 (1d4) temporary Wisdom damage as some of their thoughts are swept up and
consumed by the parasites. Creatures with Wisdom scores of 3 or lower cannot be perceived
by the parasites and are immune to their mind-draining frenzy.

Actions
Multiattack. A chaoswyrd makes a bite attack, and 4 tentacle attacks.

Bite. Melee Weapon Attack: +12 to hit, range 10 ft., one target. Hit: 17 (2d8 + 8) piercing
damage.

Tentacle. Melee Weapon Attack: +12 to hit, range 15 ft., one target. Hit: 13 (1d10 + 8)
bludgeoning damage.

Madness. A chaoswyrd can mentally communicate with any one creature in line of sight. This
communication fills the target's mind with chaos; the target must make a DC 13 Wisdom
saving throw or suffer from a continuous confusion effect as per the confusion spell. Greater
restoration, or a similar spell can restore the creature. This ability's save DC is
Charisma-based.

Charnel Custodian:
The very graveyard seems to come alive around you. Earth shifts, rising into a horror composed
of soil, gravestones, and the bodies of the dead. Reaching out a hand of bone and splintered
coffin-wood, dozens of skulls open across the creature’s form, mouthing silent scream.

Formed from materials drawn from crowded cemeteries, charnel custodians are masses of
bone, earth, coffin-shards, and sepulchral monuments. Beings of unmitigated rage, these
spontaneously forming terrors are forever bound to the boneyards that spawn them.
Charnel custodians form at locales where some great injustice has been committed upon the
dead interred there. In some cases, those burries have not been granted proper funeral rites, or
were laid in unconsecrated ground. In others, new constructions have been built upon old
graves or an undeserving body - such as that of a tyrant, criminal, or foul priest - is buried
among those deserving of a more peaceful afterlife.
A charnel custodian has no will or consciousness of its own, it knows only that it has been
wronged, and seeks to avenge the residents of its graveyard. Only through the destruction of its
physical form and the proper consecration of its grounds can the abomination’s unquiet spirit be
put to rest.
Charnel custodians are rare in the forgotten realms, but they occasionally rise at the sites of
battles where the fallen dead are left unburied and in towns and villages wiped out by
swift-moving plagues. Once discovered, a charnel custodian usually persists for a season or
two, until local priests or passing adventurers can determine the cause of the disturbance and
lay the creature to rest. Several recent deaths in the City of the Dead in Waterdeep have
recently been blamed on one of these undead, while one of the oldest and largest known
charnel custodians, a mound the size of a small hill, still stalks the lands around the Battle of
Bones.

Source: Dragon Magazine #352; pp.78-81

Charnel Custodian
Huge undead, neutral evil

● Armor Class 18 (natural armor)


● Hit Points 253 (22d12 + 110)
● Speed 40ft.

STR DEX CON INT WIS CHA


26 (+8) 13 (+1) 21 (+5) 1 (-5) 16 (+3) 14 (+2)

● Damage Immunities poison


● Condition Immunities poisoned
● Senses Tremorsense 30 ft., passive Perception 13
● Languages -
● Challenge 10 (5,900 XP)
Bury. When a charnel custodian begins its turn grappling a target, it can drag that creature
into its body with a successful grapple check. Once inside, the opponent takes 17 (2d8 + 8)
bludgeoning damage at the start of its turn while inside the custodian from the grinding stone
and bones within. A buried creature can dig its way out using an opposed grapple check
against the charnel custodian. Once the creature frees itself, earth and debris clog the hole;
another buried creature must fight its own way out. Creatures killed by this ability cannot be
raised or resurrected by any means until the horror is permanently destroyed.

Gravebound. A charnel custodian is permanently bound to the location where it was formed.
The custodian cannot move more than 100 feet beyond the borders of the cemetery,
battlefield, or similar spawning place. A charnel custodian can forgo its action to discorperate,
merging with the earth of its domain. The creature cannot be harmed in any way while it is
discorporated and it may reform anywhere within the location it is bound to on its next turn.

Morbid Rejuvenation. A charnel custodian reduced to 0 hp recedes into the ground but is not
permanently destroyed. 24 hours following its destruction, a charnel custodian rises again
within the area it is bound to, restored to full hit points. This rejuvenation can only be
prevented by destroying the horror then casting a hallow spell on the site or by setting right
the offense that raised the creature.

Actions
Multiattack. A charnel custodian makes 5 attacks; 3 bite attacks, up to 2 slam attacks, and up
to 2 thrown monument attacks.

Bite. Melee Weapon Attack: +12 to hit, reach 10 ft. one target. Hit: 17 (2d8 + 8) piercinging
damage.

Slam. Melee Weapon Attack: +12 to hit, reach 10 ft. one target. Hit: 13 (1d10 + 8)
bludgeoning damage.

Thrown Monument. Ranged Weapon Attack: +5 to hit, range 60 ft. one target. Hit: 10 (2d8 +
1) bludgeoning damage and is grappled (escape DC 16).

Charnel Hound:
The hound-shaped creature stands at least 20 feet at the shoulder. Closer scrutiny reveals that
while the creature has the outward shape of a hound, its form is composed of the bodies of
hundreds of rotting humanoid corpses.

Charnel hounds are a stunning achievement of some crazed necromancer or god of death.
Their very presence is a proclamation of necromantic power. The way in which the bodies
making up a charnel hound’s form sometimes scream, mutter, and jerk serves to horrify and
frighten onlookers.
Charnel hounds, once created, are self-sufficient engines of undead destruction found at night
roaming plains where battles have been fought, or loose in underground areas large enough to
accommodate their bulk. During the day, they dig themselves great burrows to escape the sun.
When clerics or necromancers are powerful enough to command a charnel hound, it is often
used as a guardian.
A charnel hound is about 20 feet tall and weighs about 35,000 pounds.

A charnel hound savages any living creatures it encounters. When it overcomes its foes
(especially humanoids) it immediately integrates the foe into its own body, even if the foe is not
quite dead yet.

Source: Monster Manual III; pp. 26

Charnel Hound
Huge undead, chaotic evil

● Armor Class 17 (natural armor)


● Hit Points 241 (23d12 + 92)
● Speed 40ft.

STR DEX CON INT WIS CHA


30 (+10) 14 (+2) 18 (+4) 3 (-4) 11 (+0) 18 (+4)

● Saving Throws Strength +14


● Damage Resistances bludgeoning, piercing, and slashing damage from non-silvered,
nonmagical weapons
● Damage Immunities poison
● Condition Immunities charmed, exhaustion, frightened, paralyzed, poisoned
● Senses Blindsight 60 ft., passive Perception 10
● Languages -
● Challenge 12 (8,400 XP)

Body Integration. Whenever a charnel hound reduces a creature of Large size or smaller to
0 hit points with a melee attack, that creature must make a DC 16 Constitution saving throw.
On a failed save, the creature dies, and its body is absorbed into the body of the charnel
hound. When this happens, the charnel hound regains 20 hit points. If the charnel hound is
destroyed, the bodies and equipment of all creatures absorbed by it can be retrieved.
Creatures killed by this ability cannot be raised or resurrected by any means until the charnel
hound is destroyed.
Horrific Appearance. Any humanoid that starts its turn within 30 feet of the charnel hound
and can see it must make a DC 12 Wisdom saving throw. On a failed save, the creature is
frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns,
with disadvantage if the charnel hound is within line of sight, ending the effect on itself on a
success. If a creature’s saving throw is successful or the effect ends for it, the creature is
immune to the charnel hound’s Horrific Appearance for the next 24 hours. Unless the target is
surprised, the target can avert its eyes and avoid making the initial saving throw. Until the start
of its next turn, a creature that averts its eyes has disadvantage on attack rolls against the
charnel hound.

Innate Spellcasting. The charnel hound's innate spellcasting ability is Charisma (spell save
DC 16, +8 to hit with spell attacks). It can innately cast the following spells, requiring no
components:
- At Will: detect magic
- 1/day: suggestion

Magic Resistance. The charnel hound has advantage on saving throws against spells and
other magical effects.

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

Actions
Multiattack. A charnel custodian makes 2 attacks; a bite attack, and 2 claw attacks.

Bite. Melee Weapon Attack: +14 to hit, reach 10 ft. one target. Hit: 21 (2d10 + 10) piercinging
damage.

Claw. Melee Weapon Attack: +14 to hit, reach 10 ft. one target. Hit: 19 (2d8 + 10) slashing
damage plus 24 (4d8 + 10) slashing damage if the charnel hound has already dealt damage
to the target with a claw attack this turn.

Chekryan:
This creature shares some traits in common with a scorpion, but one that has grown to
monstrous size and adopted a partially upright posture, allowing it to bite foes with its dangerous
mandibles.

Chekryans were obviously engendered from the blood of scorpion forebears, but these
creatures are not mere vermin grown monstrously large. Indeed, some facet of their uprising
has imbued the species with psionic abilities.
A chekryan has six legs. It stands roughly 9 feet tall and weighs about 900 pounds.
A chekryan protects itself from the desert heat by burrowing, but many of these creatures
discover sand-covered ruins. Once discovered, they can use their psi-like abilities to access the
hidden shelter, if it is not too far below the surface of the sand.
A chekryan is not a scavenger—it hunts large prey on the desert surface and is always eager
for the next tasty meal. It doesn't usually hunt creatures of Small or smaller size, preferring to
bring down big game that can provide it with food for a few days.

A chekryan might wait partially buried in the sand, or even in a hollow ruin covered by sand but
near the surface, using its tremorsense to locate approaching prey. It then instantly uses its
dimension door psi-like ability to reach the surface, ready to attack.

Source: Sandstorm – Mastering the Perils of Fire and Sand; pp.142-143

Chekryan
Large monstrosity, unaligned

● Armor Class 11
● Hit Points 52 (5d10 + 25)
● Speed 40ft., burrow 10ft.

STR DEX CON INT WIS CHA


21 (+5) 12 (+1) 20 (+5) 1 (-5) 13 (+1) 16 (+3)

● Skills Athletics +7, Acrobatics +3, Perception +5


● Senses Darkvision 60ft., Tremorsense 60ft., passive Perception 15
● Languages -
● Challenge 3 (700 XP)

Innate Spellcasting (Psionic). The chekryan's innate spellcasting ability is Charisma (spell
save DC 13, +5 to hit with spell attacks). It can innately cast the following spells, requiring no
components:
- 1/day each: blur, dimension door, fog cloud

Actions
Multiattack. The chekryan makes 4 attacks: a bite attack, 2 claw attacks, and a sting attack.

Bite. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 9 (1d8 + 5) piercing
damage.

Claw. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 15 (2d8 + 5) bludgeoning
damage and is grappled (escape DC 15). Until the grapple ends, the chekryan deals
automatic claw damage at the start of its turn. The chekryan has two claws, each of which can
grapple only one target.

Sting. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 6 (1d8 + 5) piercing
damage and the target must make a DC 15 Constitution saving throw or take 7 (2d6) poison
damage.

Chelicera:
This creature looks like a spindly black spider as large as a human. Two thin arms extend from
the insect’s small body, each ending in a sharp looking claw. A strange pair of thick antennae
sits atop its head like a tuning fork.

The chelicera is a spidery creature that can reproduce any sound it hears. Cheliceras are a
common problem in towns and cities built in warm climates, where the vermin tend to live in
neighborhoods with poor sanitation.
A chelicera can remember and duplicate sounds. It has no understanding of speech but can
duplicate many of the component sounds. The creature tests each sound it knows, looking for
those that most reliably draw prey. Often, the most useful sounds are the screams of a previous
victim.
From their hidden lairs, they lure victims to their doom by reproducing the sounds they hear.
Warriors of noble intent rush into a chelicera’s lair to rescue an innocent, only to discover that it
is they who need rescuing. Once someone enters a chelicera’s territory in search of the source
of the sounds, the creature attacks, leaving the drained corpse in another part of town.
Infestations are often mistaken for the work of a vampire, but holy water and garlic is of no use
against the cheliceras.
A chelicera is mostly long legs and arms, standing 4 feet tall and about 5 feet in diameter even
though its body is only about the size of a full backpack. It weighs no more than 50 pounds.

Cheliceras always attempt to ambush their foe, leaping from the shadows when they lure a
creature to their nest. As they cannot truly gauge the odds of success, they always spring to the
attack even if a large group enters, subsequently fleeing if the battle turns against them.

Source: Monster Manual II; pp.27

Chelicera
Medium monstrosity, unaligned

● Armor Class 16 (natural armor)


● Hit Points 71 (13d8 + 13)
● Speed 30ft., climb 30ft.

STR DEX CON INT WIS CHA


14 (+2) 19 (+4) 12 (+1) 2 (-4) 13 (+1) 12 (+1)

● Skills Athletics +5, Acrobatics +7, Perception +4


● Damage Immunities thunder
● Condition Immunities charmed, frightened
● Senses Darkvision 60ft., passive Perception 14
● Languages -
● Challenge 5 (1,800 XP)

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

Mimicry. The chelicera can mimic any sounds it has heard, including voices. A creature that
hears the sounds can tell they are imitations with a successful DC 17 Insight (Wis) check.
Actions
Multiattack. The chelicera makes 3 attacks: a bite attack, and 2 claw attacks.

Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 9 (1d10 + 4) piercing
damage plus 9 (2d8) poison damage. If the target is a creature, it is grappled (escape DC 14).
Until this grapple ends, the target is restrained, the creature temporarily loses 7 (2d6)
maximum hit points at the end of its turn, and the chelicera can’t bite another target.

Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) slashing
damage.

Chilblain:
This creature appears as a four-legged monstrosity with thick, blue-white skin and heavy,
clawed feet. Its body is saucer-shaped, with a long, powerful tail ending in a mace-like club and
huge jutting ribs of bone arching over its back. Its head is vaguely insectile and shelters
between its forelimbs, protected by its bony carapace. Four long clawed arms sprout from its
back, ending in claws that look like razor-sharp icicles.

Chilblains originate on the Material Plane but seem more like inhabitants of the most frigid
regions of the Elemental Planes. These strange creatures have an innate hatred of warmth and
seek to destroy all life not affiliated with cold energy—especially creatures of fi re, their sworn
enemies.
Though chilblains are well-suited for life in frostfell environments, they often mount solitary raids
into warmer lands, wreaking havoc on whatever they encounter. In their relentless pursuit of
destruction, they fight to the death, never seeing beyond the present battle, seeking only to
quench their ever-burning urge to smite the warm.

Chilblains keep opponents at a distance, relying on their breath weapon, cold aura, frozen stare,
and spell-like abilities to weaken foes before engaging in melee combat.

Source: Frostburn – Mastering the Perils of Ice and Snow; pp.114-115

Chilblain
Large aberration, neutral evil

● Armor Class 25 (natural armor)


● Hit Points 250 (20d10 + 140)
● Speed 30ft., fly 60ft.

STR DEX CON INT WIS CHA


28 (+9) 17 (+3) 24 (+7) 5 (-3) 14 (+2) 19 (+4)

● Skills Perception +10, Intimidation +10


● Damage Vulnerabilities fire
● Damage Resistances bludgeoning, piercing, and slashing damage from non-silvered,
nonmagical weapons
● Damage Immunities cold, poison
● Condition Immunities paralyzed, poisoned
● Senses Darkvision 120ft., passive Perception 20
● Languages -
● Challenge 17 (18,000 XP)

Cold Aura. A chilblain radiates intense cold in a 10- foot radius. Any creature within 10 feet of
the chilblain takes 7 (2d6) cold damage at the beginning of its turn.

Frozen Stare. If a creature starts its turn within 30 feet of the chilblain and the two of them
can see each other, the chilblain can force the creature to make a DC 21 Constitution saving
throw if the chilblain isn't incapacitated. On a failed save, the creature magically begins to turn
to ice and is restrained. It must repeat the saving throw at the end of its next turn. On a
success, the effect ends. On a failure, the creature is petrified until freed by the greater
restoration spell or other magic.
A creature that isn't surprised can avert its eyes to avoid the saving throw at the start of its
turn. If it does so, it can't see the chilblain until the start of its next turn, when it can avert its
eyes again. If it looks at the chilblain in the meantime, it must immediately make the save.
Ice Walk. The chilblain can move across and climb icy surfaces without needing to make an
ability check. Additionally, difficult terrain composed of ice or snow doesn't cost it extra
moment.

Innate Spellcasting. The chilblain's innate spellcasting ability is Charisma (spell save DC 18,
+10 to hit with spell attacks). It can innately cast the following spells, requiring no
components:
- At will: ice storm, wall of ice
- 1/day: cone of cold
Magic Resistance. The chilblain has advantage on saving throws against spells and other
magical effects.

Regeneration. The chilblain regains 10 hit points at the start of its turn if it has at least 1 hit
point.

Actions
Multiattack. The chilblain makes 5 attacks: a tail slam attack, and 4 claw attacks.

Claw. Melee Weapon Attack: +15 to hit, reach 10 ft., one target. Hit: 13 (1d10 + 9) slashing
damage plus 9 (2d8) cold damage.

Tail Slam. Melee Weapon Attack: +15 to hit, reach 10 ft., one target. Hit: 23 (4d8 + 9)
bludgeoning damage plus 9 (2d8) cold damage.

Cold Breath (Recharge 5-6). The chilblain exhales an icy blast in a 60-foot cone. Each
creature in that area must make a DC 21 Dexterity saving throw, taking 54 (12d8) cold
damage on a failed save, or half as much damage on a successful one. The target must also
succeed a DC 21 Constitution saving throw or become blinded by frostbitten skin and frozen
eyes for 2d6 rounds.

Chosen One:
Chosen ones are a twisted mockery of humanity created from slave stock to serve as
bodyguards or soldiers.
The spells that create chosen ones transform their appearance into a hideous caricature: their
faces are contorted, their teeth are long and sharp, and their skin is tough and leathery. Their
hands are gnarled and stretched, ending in wicked, filthy claws.
Driven by rage, chosen ones seek to avenge themselves on those who caused their pain and
suffering, but their anger is magically redirected from their creators. In effect, a chosen one is
compelled to see everyone except its creator and his/her companions as the cause of its pain;
consequently, it attacks all others with unstoppable fury.
Chosen ones attack fearlessly, biting with fangs and slashing with claws. They obey their
creator’s commands to the best of their abilities. However, a chosen one occasionally goes
berserk, somehow recovering some memory of its past life and the tortures it endured at its
master’s hand.

Source: Monster Compendium: Monsters of Faerun; pp.27-28

Chosen One
Medium humanoid, chaotic evil

● Armor Class 11
● Hit Points 18 (4d8)
● Speed 30ft.

STR DEX CON INT WIS CHA


11 (+0) 13 (+1) 11 (+0) 6 (-2) 12 (+1) 10 (+0)

● Skills Athletics +2, Perception +3


● Senses passive Perception 13
● Languages -
● Challenge 1 (200 XP)

Recollection of Rage. For each consecutive round a chosen one is in combat after the fifth,
there is a cumulative 1% chance that it goes berserk, screaming horribly and fleeing combat
in search of its creator.

Actions
Multiattack. A chosen one makes 3 attacks; a bite attack, and 2 claw attacks.

Bite. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 6 (1d10 + 1) piercing
damage and the target must make a DC 10 Constitution saving throw or receive 7 (2d6)
poison damage and become poisoned.

Claw. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) slashing
damage.

Chraal:
An 8-foot-tall, powerful being seemingly constructed of magical ice confronts you. Jagged spurs
and spines form icy ridges along its blue-black, humanoid-shaped body, and cold blue light
leaks from eyes, mouth, and joints of its glistening black icy form. Its long, muscled arms end in
sharp talons, and its mouth opens to reveal rows of wickedly sharp teeth.

When a particularly evil and hateful being perishes on either the Elemental Plane of Air or the
Elemental Plane of Water, its life force is sometimes captured by the planar powers and
coalesced into a chraal. The chraal retains no knowledge of its past life and exists as a radiant
cloud of cold energy trapped inside a monstrous shell of hard, bluish-black ice.
Some spellcasters who specialize in summoning and controlling extraplanar servants bind
chraals to them once they learn of the elemental’s existence. The chraals enjoy such excursions
from their home plane, relishing any chance to inflict harm on the living. A chraal summoned
and bound to a spellcaster’s service that is not given the opportunity to hunt and kill invariably
tries to turn against its summoner.
Chraals are solitary creatures and do not intermingle or procreate. They do not generally attack
one another and will sometimes combine their strength to defeat a common enemy before going
their separate ways.
A chraal stands 8 feet tall. Its head rests atop two broad shoulders, and its thick arms end in
wicked claws strong enough to crush stone. A chraal weighs between 1,000 and 2,000 pounds.
Chraals cannot speak or communicate in any way, but they have rudimentary intelligence and
can be commanded to follow orders under the proper circumstances.

A chraal is a ruthless killer, relishing the shed blood of its enemies. It rarely retreats from a fight,
attacking until it or its opponent is slain. A chraal nearly always begins a battle with its breath
weapon. It focuses its attacks on any creature that exhibits signs that it might have fi re (magic
or otherwise) at its disposal. A chraal is too impatient to rely on its breath weapons for long,
however. It would rather wade into melee, tearing its enemies to pieces with its sharp claws.

Source: Monster Manual III; pp.28

Chraal
Large elemental, neutral evil

● Armor Class 15 (natural armor)


● Hit Points 115 (11d10 + 55)
● Speed 40ft.

STR DEX CON INT WIS CHA


21 (+5) 11 (+0) 20 (+5) 9 (-1) 10 (+0) 14 (+2)

● Saving Throws Intelligence +2, Wisdom +3, Charisma +5


● Skill Investigation +2, Perception +3
● Damage Vulnerabilities fire
● Damage Resistances bludgeoning, piercing, and slashing from nonmagical weapons
● Damage Immunities cold, poison
● Condition Immunities exhaustion, paralyzed, petrified, poisoned, unconscious
● Senses Darkvision 60 ft., passive Perception 13
● Languages -
● Challenge 5 (1,800 XP)

Death Throes. When the chraal dies, its body lets out a blast of cold, and each creature
within 30 feet of it must make a DC 16 Dexterity saving throw, taking 10 (3d6) piercing
damage and 10 (3d6) cold damage on a failed save, or half as much damage on a successful
one.

Actions
Multiattack. The chraal makes 3 attacks; a bite attack, and 2 claw attacks.

Bite. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 10 (1d10 + 5) slashing
damage and 3 (1d6) cold damage.

Claw. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 14 (2d8 + 5) slashing
damage and 3 (1d6) cold damage.

Cold Breath (Recharge 5-6). The chraal exhales cold in a 60-foot cone. Each creature in that
area must make a DC 16 Dexterity saving throw, taking 21 (6d6) cold damage on a failed
save, or half as much damage on a successful one.

Chronotyryn:
Chronotyryns believe themselves to be the masters of time. Although this claim is likely not true,
those who have encounter the creatures and survive often come away believers due to the
bird-creature’s unique set of abilities.
A chronotyryn resembles a large bird and is roughly 12 feet long from beak to tail, with a set of
wiry, scaly-skinned arms that sprout just under its wings. Those who have seen a chronotyryn
liken its body shape to that of a gargoyle, only with feathers. These feathers are dark dusky
colour of adamantine, of which they are composed. A chonotyryn has piercing, dark eyes and
the large hooked beak of a bird of prey, and it typically wears a sort of harness that enable it to
carry miscellaneous magic equipment that it has constructed. The chronotyryn’s dual brain and
dual voice boxes make it especially eerie: Its two voices often carry on simultaneous
conversations, and at other times, it seems to provide an echo for its own voice.
Chronotyryns are believed to be native to Acheron, although the creatures have scattered
across the planes of existence. Hoarders of knowledge, most chonotyryns do not willingly share
any information. Their nests are built in secret, out-of-the-way places, and they usually consist
of a jumble of magic paraphernalia the creatures have accumulated from their victims.
A chronotyryn is highly magical and capable of unleashing tremendous force on its opponents. It
is also quite arrogant. A chronotyryn usually begins combat from a distance by blasting at foes
with its spells and perhaps a feather flurry. If an opponent is particularly tough, it doesn’t hesitate
to use its time stop ability to plant a multitude of devastating spells and spell-like abilities on its
opponents

Source: Fiend Folio; pp.33-34

Chronotyryn
Large monstrosity, lawful evil

● Armor Class 23 (natural armor)


● Hit Points 199 (19d10 + 95)
● Speed 30ft., fly 70ft.

STR DEX CON INT WIS CHA


26 (+8) 21 (+5) 21 (+5) 22 (+6) 17 (+3) 26 (+8)

● Saving Throws Intelligence +12, Wisdom +9, Charisma +14


● Skills Athletics +14, Arcana +12, History +12, Insight +9, Perception +9
● Damage Resistances acid, cold, fire, lightning; bludgeoning, piercing, and slashing
damage from nonmagical weapons
● Damage Immunities thunder
● Senses Darkvision 60ft., passive Perception 19
● Languages Abyssal, Celestial, Draconic, Giant, Infernal, Orcish, Undercommon
● Challenge 18 (20,000 XP)

Dual Actions. At the start of combat, the chronotyryn rolls for initiative twice, occupying two
places in the initiative order and taking two turns per round. Additionally, the chronotyryn can
concentrate on two spells at once.

Innate Spellcasting. The chronotytyn's innate spellcasting ability is Charisma (spell save DC
22, +14 to hit with spell attacks). It can innately cast the following spells, requiring no
components:
- At will: blink, detect magic, feeblemind, teleport
- 3/day each: blur, time stop
- 1/day each: imprisonment, plane shift
Knowledgeable. The chronotyryn has advantage on checks and saves on Intelligence based
effects and skills.
Magic Resistance. The chronotyryn has advantage on saving throws against spells and
other magical effects.
Spellcasting. The chronotyryn is a 12th-level spellcaster. Its spellcasting ability is Intelligence
(spell save DC 25, +17 to hit with spell attacks). It has the following wizard spells prepared:

- Cantrips (at will) : dancing lights, light, mage hand, mending, ray of frost
- 1st Level (4 slots): expeditious retreat, fog cloud, grease, magic missile, shield
- 2nd Level (3 slots): hold person, invisibility, locate object, melf’s acid arrow, web
- 3rd Level (3 slots): counterspell, lightning bolt, sleet storm, slow
- 4th Level (3 slots): evard’s black tentacle, hallucinatory terrain, polymorph
- 5th Level (2 slots): cloudkill, hold monster
- 6th Level (1 slot): disintegrate

Actions
Multiattack. The chronotyryn makes 3 attacks: a beak attack, up to 2 talon attacks, and up to
2 feather flechette attacks.

Bite. Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: 13 (1d10 + 8) piercing
damage.

Talon. Melee Weapon Attack: +15 to hit, reach 10 ft., one target. Hit: 12 (1d8 + 8) slashing
damage

Feather Flachette. Ranged Weapon Attack: +11 to hit, range 60 ft., one target. Hit: 14 (2d8 +
5) slashing damage.

Sonic Screech (Recharge 5-6). The chronotyryn unleashes an ear-splitting screech. Each
creature within 20 feet of the chronotyryn must make a DC 19 Constitution saving throw. On a
failed save, a creature takes 35 (10d6) thunder damage and is deafened for 1 minute. On a
successful save, a creature takes half as much damage and is not deafened.

Chupacabra:
This small, humanoid shaped beast has large red eyes, long claws, and needlelike fangs. Its
furred body has a row of spines along its back and its legs are strong and poised to leap.

Chupacabras are small, savage creatures that feed solely on mammalian blood. They are
known as “goat-suckers” for their penchant for preying on livestock. After sneaking into civilized
land, a pack of chupacabras can drain entire herds of cows, goats, or sheep dry in a matter of
days. In addition, some chupacabras have developed a taste for humanoids, pouncing on
children, the elderly, and any other victim generally incapable of putting up a fight. Halfling
communities frequently fall victim to these creatures, as halflings are typically weaker and
slower than many other humanoids. Despite their intelligence, chupacabras possess no culture,
merely primitive cunning and skill at hunting.
Rumor has it that a breed of chupacabras have grown thin membranous wings and are capable
of flight. Such creatures are identical to normal chupacabras, but have lost their pounce ability
and instead have a fly speed of 40 feet.
Chupacabras stand about 3 feet tall and weigh 40 pounds. They do not speak, but some show
evidence of understanding Common.

Chupacabras prefer to attack from hiding, grappling their prey and draining blood as soon as
possible. Once gorged on blood, they retreat to digest their meal. If outnumbered, they readily
flee, returning later with a larger pack to deal with their foes.

Source: Dragon Magazine #343; pp.37-38

Chupacabra
Small monstrosity, neutral evil

● Armor Class 16 (natural armor)


● Hit Points 26 (4d6 + 12)
● Speed 40ft.

STR DEX CON INT WIS CHA


14 (+2) 20 (+5) 17 (+3) 9 (-1) 15 (+2) 8 (-1)

● Skills Stealth +7, Perception +4


● Senses Darkvision 60ft., passive Perception 14
● Languages Understands Common, but doesn’t speak
● Challenge 2 (450 XP)

Blood Drain. A chupacabra drains blood, reducing a grappled target's hit point maximum by 2
(1d4) each round at the beginning of its turn. For every maximum hit point drained from the
target, the female anophelii gains 1 temporary hit point. A chupacabra can drain no more than
10 hit points in this way before becoming full. A full chupacabra gains a point of exhaustion
until it completes a short or long rest. Temporary hit points are lost at a rate of 1 per hour.

Grass Camouflage. The chupacabra has advantage on Dexterity (Stealth) checks made to
hide in grassy terrain.

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

Uncanny Dodge. When a chupacabra is hit with an attack it can see, it can use its reaction to
half the damage taken.
Actions
Multiattack. The chupacabra makes 3 attacks: a bite attack, and 2 claw attacks.
Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 8 (1d6 + 5) piercing damage.

Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 8 (1d6 + 5) slashing
damage and the target is grappled (escape DC 15). Until the grapple ends, the chupacabra
can use its Blood Drain ability, and it cannot grapple another target.

Chwidencha:
What seems to be a writhing mass of flexible, hairy spider legs surges forward, revealing long
barbed spikes at the ends of its many appendages.

Chwidenchas (commonly called “spider leg horrors” by surface dwellers) are created when drow
fail one of the many tests set by their deity Lolth, the Spider Queen. Chwidenchas lurk in
caverns deep beneath the earth; they are nearly mindless beasts that search out prey to
strangle and devour.
A chwidencha has a radial body that measures about 11 feet in diameter and weighs as much
as half a ton. All of its many legs seem to emerge from a single point, but if the creature has a
mouth or central body, it’s impossible to discern beneath the jumble of limbs. Chwidenchas can
live as long as 500 years, but often succumb sooner to Underdark threats or hunting parties
dispatched to clear an important passage. A chwidencha moves in a skittering undulation and
can crawl up walls and burrow through the earth with ease.
Chwidenchas hunt down any living creature, but they particularly despise drow, who have cast
them out of society just as the drow have done with driders. Some evil races capture groups of
chwidenchas and place them in metal-lined pits, using them to dispose of waste, carcasses, and
the occasional prisoner or criminal.
Chwidenchas are found only underground. Though they have no aversion to light, some dim
recollection of their time as drow binds them to the communities of their birth. They are
extremely sensitive to sonic effects and flee from loud noises.
Most chwidenchas hide in piles of debris and rubble in caverns and tunnels near a drow city,
waiting for prey. They prefer tunnels and caverns with sporadic traffic, understanding that the
Underdark is filled with greater menaces that could destroy them with ease. A chwidencha’s lair
is easy to spot; a profusion of split and shattered bones litters the broken terrain around it.
The transformation into a chwidencha destroys a cursed drow’s mind, erasing memories and
higher-order thinking. Fragments of recollection might remain for a while, making newly created
chwidenchas even more vicious than normal. But as the creature becomes more comfortable in
its new form, it forgets its former existence, devolving into a near-mindless hunter.

A chwidencha is a bold combatant, scuttling forward on its many legs to drive its claws into the
soft flesh of its foes. It relies on the element of surprise, attacking fast and preferably first. It
often lies in wait just beneath the earth’s surface, waiting for prey to come within range, then
pouncing to grab and impale the creature on its barbed claws. Because it takes several hours
for a chwidencha to devour its victim, it retreats into its burrow or another hidden location once
its prey has been slain. If a chwidencha is damaged before it has subdued its prey, it retreats,
dragging the victim with it to finish off in a safe place. When encountered in groups,
chwidenchas attack en masse. Emboldened by their numbers, they do not content themselves
with single victims but slay every living thing they can. Only when the group is reduced to half its
original number or fewer do the chwidenchas retreat, dragging away what prey they can.

Source: Fiend Folio; pp.34-35,


Drow of the Underdark; pp.108-110,
Dragon Magazine #298; pp.38

Chwidencha
Large monstrosity, unaligned

● Armor Class 17 (natural armor)


● Hit Points 147 (14d10 + 70)
● Speed 30ft., burrow 30ft., climb 30ft.

STR DEX CON INT WIS CHA


22 (+6) 17 (+3) 20 (+5) 3 (-4) 16 (+3) 3 (-4)

● Saving Throws Strength +9, Dexterity +6, Constitution +8


● Skills Athletics +9, Stealth +6, Perception +6
● Damage Vulnerabilities thunder
● Senses Darkvision 60ft., Tremorsense 60ft., passive Perception 16
● Languages Understands Undercommon, but doesn’t speak
● Challenge 8 (3,900 XP)

Frightful Presence. A chwidencha can inspire terror by charging or attacking. Affected


creatures must succeed a DC 14 Wisdom saving throw or become frightened for 1 minute. A
creature can repeat the saving throw at the end of each turn, ending the effects on a success.
If the creature’s saving throw is successful or the effect ends for it, the creature is immune to
the chwidencha’s frightful presence for the next 24 hours.

Regenerating Legs. Foes can attack a chwidenca’s legs, but only when those appendages
are actually holding an opponent. Each leg can be attacked (AC 17; 15 hit points; immunity to
poison and psychic damage). Destroying a leg deals no damage to the chwidencha. The
chwidencha regrows all of its destroyed legs after it finishes a long rest.

Spider Climb. The chwidencha can climb difficult surfaces, including upside-down on
ceilings, without the need to make an ability check.
Tunneler. The chwidencha can burrow through solid rock at half its burrowing speed and
leaves a 10-foot-wide tunnel in its wake.
Actions
Multiattack. The chwidencha makes 4 leg rake attacks.

Leg Rake. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 10 (1d8 + 6) slashing
damage and the target is grappled (escape DC 17). While the target is grappled, the
chwidencha automatically deals 19 (3d8 + 6) bludgeoning damage at the start of its turn, and
it can’t use the same leg to attack another target.

Cildabrin:
Cildabrins are subterranean hunters that prefer temperate or warm underground regions.
Incapable of spinning normal webs, cildabrins roam their territory like great wolves, looking for
any prey they can catch and tear to shreds with their powerful pincers. Once they catch their
food, it is poisoned into submission or killed. The cildabrin then retreat to its lair—a warm, dark
cave—to eat at its leisure. It devours its prey like a scorpion rather than a spider; its pincers tear
off shreds of flesh small enough for the creature to chew with its mandibles. A cildabrin has no
interest in any gear or valuables its prey carries, beyond the possibility that scattering such
items around its territory might attract more prey.
Sages speculate that cildabrins might be a created race, not one that evolved naturally. Those
who espouse this theory point to the aberration’s remarkable similarities to two other natural
kinds of arachnid creatures: hunting spiders (such as tarantulas) and scorpions. Cildabrins
seem incapable of true speech but can communicate with other arachnids. They are sentient;
they merely lack the means to vocalize sounds.
When roaming underground, cildabrins sometimes stray perilously close to dungeons, sewers,
crypts, and other subterranean elements of civilization. Despite legends to the contrary, it does
not seem that cildabrins are tools of the drow. The dark elves fear these terrible beasts at least
as much as other humanoids do. In fact, some religious sects among the drow consider the
appearance of a cildabrin to be a dire omen. For their own part, these aberrations seem to
prefer dwarf flesh above all else.

As a solitary hunter, a cildabrin prefers to stalk its prey. It slowly closes the distance to the
quarry after using its spell-like silence ability, and then leaps to the attack. If hunting a lone
figure or a small group, a cildabrin remains in melee, trying to kill or incapacitate as many
targets as possible. If engaging a large or powerful group of prey, a cildabrin uses its Spring
Attack feat to snatch up one or two targets, tries to trap any remaining foes in its spike stones,
casts darkness to cover its escape, and then flees to kill and consume its prey later in safety. Its
long claws and segmented, scorpion-like tail give it exceptional reach in combat.

Source: Lords of Madness – The Book of Aberrations; pp.141-142


Cildabrin
Large aberration, neutral evil

● Armor Class 15 (natural armor)


● Hit Points 136 (13d10 + 65)
● Speed 50ft., climb 20ft.

STR DEX CON INT WIS CHA


24 (+7) 17 (+3) 21 (+5) 11 (+0) 10 (+0) 13 (+1)

● Skills Athletics +9, Acrobatics +6, Stealth +6, Perception +3


● Damage Vulnerabilities thunder
● Senses Darkvision 60ft., Tremorsense 60ft., passive Perception 13
● Languages -
● Challenge 6 (2,300 XP)

Innate Spellcasting. The cildabrin's innate spellcasting ability is Charisma (spell save DC 12,
+4 to hit with spell attacks). It can innately cast the following spells, requiring no components:
- 3/day each: darkness, silence

Actions
Multiattack. The cildabrin makes 3 attacks; 2 pincer attacks, and a tail stinger attack

Pincer. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 11 (1d8 + 7) slashing
damage and the target is grappled (escape DC 18). While the target is grappled, the cildabrin
automatically deals 11 (1d8 + 7) bludgeoning damage at the start of its turn, and the cildabrin
has two claws, each of which can grapple only one target.

Tail Stinger. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 9 (1d6+6) slashing
damage and needs to make a DC 16 Constitution saving throw or suffer 9 (2d8) poison
damage and is poisoned.

Cilops:
This creature looks like an enormous centipede with long antennae, mandibles, and more than
a dozen hooked legs.

The cyclops is a peerless desert tracker sometimes trained by the templars of city-states to hunt
down escaped slaves and other fugitives. It’s the Athasian equivalent of a bloodhound, although
much more dangerous.
High-level druids sometimes choose a cyclops as an animal companion. The cilops’ natural
ability to track and its psionic abilities are useful for druids hunting down those who would dispoil
what life remains in the wilds. An ordinary cilops lacks the intelligence and language skills to
articulate what it learns with its detect thoughts. A cilops animal companion, on the other hand,
is smart enough to share what it knows, and the druid can converse with it after casting speak
with animals.
Cilops constantly roam in search of food. Many grow used to a particular kind of food (such as
belgoi, humans, or kanks), and track these creatures down rather than seek out different prey.
A cilops is 10 to 15 feet long and weighs from 500 to 700 pounds.

In a fight, a cilops lashes out with its sharp mandibles and its paralysing antennae. If it’s
particularly hungry, it makes a coup de grace attack against a paralyzed foe, but usually it waits
until all threats have been dealt with before feeding.

Source: Dungeon Magazine #110; pp.84-85

Cilops
Large beast, unaligned

● Armor Class 14 (natural armor)


● Hit Points 95 (10d10 + 40)
● Speed 40ft., climb 30ft.

STR DEX CON INT WIS CHA


22 (+6) 17 (+3) 19 (+4) 2 (-4) 14 (+2) 6 (-2)

● Skills Athletics +8, Perception +6, Survival +4


● Senses passive Perception 16
● Languages -
● Challenge 4 (1,100 XP)

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

Innate Spellcasting (Psionic). The cilops' innate spellcasting ability is Wisdom (spell save
DC 12, +4 to hit with spell attacks). It can innately cast the following spells, requiring no
components:
- At will: detect thoughts, locate object
- 1/day: suggestion

Actions
Multiattack. The cilops makes a bite attack and an antennae attack.
Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 11 (1d10 + 6) piercing
damage.

Antennae. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 10 (1d8 + 6) piercing
damage. If the target is a creature, it must succeed a DC 14 Constitution saving throw or
become paralyzed 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.

Cinder Swarm:
Flickering flames move along the ground and through the air as one unified mass. It sparks and
crackles, setting fire to all it touches.

While most elementals tend toward neutrality, cinders are most definitely evil. They glory in
inflicting pain and causing destruction. Individually, they are no more significant than a fleck of
hot ash that snaps out of a campfire. Collectively, they possess great destructive power. Each
elemental composing a cinder swarm speaks Ignan but communicating with a single Fine
elemental in the swarm is virtually impossible. The crackle and roar of the mass of cinders
overwhelms individual voices.

A cinder swarm begins by attacking the nearest creature. However, in subsequent rounds, it will
attack creatures that demonstrate the ability to harm it, especially those that have cold-based
attacks. Unlike many fire-based elementals, cinders have a fly speed and frequently go after
aerial opponents.

Source: Monster Manual III; pp.29

Cinder Swarm
Large swarm of Tiny elementals, neutral evil

● Armor Class 20 (natural armor)


● Hit Points 88 (16d10)
● Speed 40ft., fly 40ft

STR DEX CON INT WIS CHA


1 (-5) 22 (+6) 10 (+0) 4 (-3) 11 (+0) 11 (+0)

● Saving Throws Strength -1, Dexterity +10, Constitution +4, Intelligence +1, Wisdom
+4, Charisma +4
● Skills Stealth +10, Perception +4
● Damage Vulnerabilities cold
● Damage Resistances bludgeoning, piercing, and slashing damage
● Damage Immunities fire, poison
● Condition Immunities charmed, frightened, paralysed, petrified, poisoned,
polymorph, prone, restrained, unconscious
● Senses Darkvision 60 ft., passive Perception 14
● Languages Ignan
● Challenge 12 (8,400 XP)

Fire Form. The swarm can move through a space as narrow as 1 inch wide without
squeezing. A creature that touches the elemental or hits it with a melee attack while with in 5
feet of it takes 5 (1d10) fire damage. In addition, the swarm can enter a hostile creature's
space and stop there . The first time it enters a creature's space on a turn, that creature takes
5 (1d10) fire damage and catches fire; until someone takes an action to douse the fire, the
creature takes 5 (1d10) fire damage at the start of each of its turns.

Illumination. The swarm sheds bright light in a 30-foot radius and dim light in an additional 30
feet.

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 limb. The swarm can't regain hit points or
gain temporary hit points.

Water Susceptibility. For every 5 feet the swarm moves in water, or for every gallon of water
splashed on it, it takes 1 cold damage.

Actions
Swarm. Melee Weapon Attack: +10 to hit, each target in the swarm’s space. Hit: 18 (4d8)
piercing damage and 10 (3d6) fire damage, or 7 (2d6) piercing damage and 3 (1d6) fire
damage if the swarm has half of its hit points or fewer. If the target is a creature, it must
succeed on a DC 18 Dexterity saving throw or catch fire; until someone takes an action to
douse the fire, the creature takes 5 (1d10) fire damage at the start of each of its turns.

Cinderbrute:
This creature’s ashen body is humanoid-shaped, but only in the abstract sense. It carries a
battered iron shield on one arm and a warhammer of iron-shod stone in the other.

Cinderbrutes wander the Elemental Plane of Fire, making war on interlopers - and on each
other if there aren’t any invaders to fight. They’re often summoned to the Material Plane, where
they have an instinctive sense of who they’re supposed to attack.
A cinderbrute is almost 4 feet tall and weighs about 50 pounds.
Cinderbrutes attack with their warhammers, which glow with heat when wielded by a
cinderbrute.

Source: Dungeon Magazine #110; pp.86

Cinderbrute
Small elemental, neutral

● Armor Class 13 (shield)


● Hit Points 11 (2d6 + 4)
● Speed 30ft.

STR DEX CON INT WIS CHA


13 (+1) 13 (+1) 14 (+2) 9 (-1) 10 (+0) 8 (-1)

● Skill Perception +2
● Damage Vulnerabilities cold
● Damage Resistances piercing, and slashing from nonmagical weapons
● Damage Immunities fire, poisoned
● Condition Immunities exhaustion, paralyzed, petrified, poisoned, unconscious
● Senses Darkvision 60 ft., passive Perception 12
● Languages Ignan
● Challenge 1/2 (100 XP)

Illumination. The cinderbrute sheds bright light in a 5-foot radius and dim light in an
additional 5 feet.

Actions
Warhammer. Melee Weapon Attack: +3 to hit, range 5 ft., one target. Hit: 5 (1d8 + 1)
bludgeoning damage.

Cinderspawn:
This tall, gaunt, coal-black humanoid flickers with a blue-white flame. Its bright yellow eyes
gleam with menace.
Cinderspawn are burnt-out undead remnants of creatures of elemental fire. They hate living
creatures for their warmth and seek to destroy all such beings.
Like a fire elemental, a cinderspawn cannot enter water or any other non-flammable liquid. A
body of water is an impassable barrier for a cinderspawn unless the creature can step or jump
over it.
A cinderspawn stands 12 feet tall and weighs 200 pounds.

A cinderspawn chooses targets carefully, rushing to reach vulnerable opponents that might
otherwise be protected by comrades.

Source: Libris Mortis; The Book of the Dead; pp.91-92

Cinderspawn
Large undead, chaotic evil

● Armor Class 15
● Hit Points 90 (12d10 + 24)
● Speed 50ft.

STR DEX CON INT WIS CHA


12 (+1) 21 (+5) 15 (+2) 11 (+0) 11 (+0) 17 (+3)

● Skills Acrobatics +8, Stealth +8, Perception +3


● Damage Vulnerabilities cold
● Damage Resistances bludgeoning, piercing, and slashing damage from nonmagical
weapons
● Damage Immunities fire, poison
● Condition Immunities charmed, exhaustion, frightened, poisoned, unconscious
● Senses Blindsight 60 ft., passive Perception 13
● Languages Ignan
● Challenge 5 (1,800 XP)

Frostfire Shield. Any creature that starts its turn within 5 feet of a cinderspawn takes 3 (1d6)
cold damage. Whenever a creature hits a cinderspawn with a melee weapon attack while
within 5 feet of it, that creature takes 3 (1d6) cold damage.

Illumination. The cinderspawn sheds bright light in a 30-foot radius and dim light in an
additional 30 feet.

Water Susceptibility. For every 5 feet the cinderspawn moves in water, or for every gallon of
water splashed on it, it takes 1 cold damage.

Actions
Draining Touch. Melee Weapon Attack: +8 to hit, reach 5 ft., one creature. Hit: 17 (5d6) cold
damage plus 17 (5d6) necrotic damage. The cinderspawn regains hit points equal to the
necrotic damage dealt.

Cipactli:
A cipactli, also known as a world lizard, is a massive, reptilian creature more than 300 feet long
that dwells beneath the earth. According to Aztec mythology, this creature carries the world on
its back.
A cipactli is a crocodile-like titan that hibernates for centuries, then wakes up and spreads terror
through inhabited lands for a few weeks before returning to hibernation once again. Its body is
colored like the earth, and its scales seem like great slabs of stone.
Since cipactli can eat virtually anything (including rocks and ores such as mithril), they do not
need to eat living beings, but they certainly prefer warm food. Considering the enormous
quantity of food required to sustain a creature of this size through a long hibernation, it is no
surprise that it spends its brief waking period gorging on whatever is at hand - humanoids,
animals, rivers, trees, or even mountains.

When a cipactli spots prey, it usually growls or stomps the earth to paralyze its foes with fear,
then consumes them with minimal effort. A cipactli that engages on true combat becomes a
terrible force of destruction, knocking foes hither and yon with its tail slap as it tears down the
world around itself.

Source: Dragon Magazine #317; pp.63

Cipactli
Gargantuan monstrosity (titan), unaligned

● Armor Class 25 (natural armor)


● Hit Points 861 (42d20 + 420)
● Speed 40ft., burrow 40ft., swim 40ft.

STR DEX CON INT WIS CHA


30 (+10) 4 (-3) 30 (+10) 2 (-4) 20 (+5) 25 (+7)

● Saving Throws Strength +19, Dexterity +6, Constitution +19, Intelligence +5, Wisdom
+14, Charisma +16
● Skills Athletics +19, Perception +14, Survival +14
● Damage Resistances cold, fire, lightning; bludgeoning, piercing, and slashing
damage from nonmagical weapons
● Damage Immunities poison
● Condition Immunities charmed frightened, paralyzed, petrified, poisoned
● Senses Darkvision 60ft., Tremorsense 120ft., passive Perception 24
● Languages -
● Challenge 30 (155,000 XP)

Earthen Form. The cipactli is immune to any attack or effect requiring a Constitution saving
throw unless it also works on objects.

Legendary Resistance (3/Day). If the cipactli fails a saving throw, it can choose to succeed
instead.

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

Regeneration. The cipactli regains 10 hit points at the start of its turn. If the cipactli takes acid
or thunder damage, this trait doesn't function at the start of the cipactli's next turn. The cipactli
dies only if it starts its turn with 0 hit points and doesn't regenerate.

Siege Monster. The cipactli deals double damage to objects and structures.

Tunneler. The cipactli can burrow through solid rock at half its burrow speed and leaves a
30-foot-diameter tunnel in its wake.

Actions
Multiattack. The cipactli can use its Frightful Presence. It then makes 4 attacks: 1 with its
bite, 2 with its claws, and 1 with its tail. It can use its Swallow instead of its bite.

Bite. Melee Weapon Attack: +19 to hit, reach 10 ft., one target. Hit: 32 (4d10 + 10) piercing
damage. If the target is a creature, it is grappled (escape DC 20). Until this grapple ends, the
target is restrained, and the cipactli can't bite another target.

Claw. Melee Weapon Attack: +19 to hit, reach 15ft., one target. Hit: 32 (4d10 + 10) slashing
damage.

Tail. Melee Weapon Attack: +19 to hit, reach 20ft., one target. Hit: 32 (4d10 + 10)
bludgeoning damage. If the target is a creature, it must succeed on a DC 20 Strength saving
throw or be knocked prone.

Frightful Presence. Each creature of the cipactli's choice within 120 feet of it and aware of it
must succeed on a DC 17 Wisdom saving throw or become frightened for 1 minute. A
creature can repeat the saving throw at the end of each of its turns, with disadvantage if the
cipactli is within line of sight, ending the effect on itself on a success. If a creature's saving
throw is successful or the effect ends for it, the creature is immune to the cipactli's Frightful
Presence for the next 24 hours.
Swallow. The cipactli makes one bite attack against a Large or smaller creature it is
grappling. If the attack hits, the target takes the bite's damage, the target is swallowed, and
the grapple ends. While swallowed, the creature is blinded and restrained, it has total cover
against attacks and other effects outside the cipactli, and it takes 18 (4d8) bludgeoning
damage and 36 (8d8) acid damage at the start of each of the cipactli's turns. If the cipactli
takes 60 damage or more on a single turn from a creature inside it, the cipactli must succeed
on a DC 20 Constitution saving throw at the end of that turn or regurgitate all swallowed
creatures, which fall prone in a space within 10 feet of the cipactli. If the cipactli dies, a
swallowed creature is no longer restrained by it and can escape from the corpse by using 30
feet of movement, exiting prone.

Legendary Actions
The cipactli can take 3 legendary actions, choosing from the options below. Only one
legendary action option can be used at a time and only at the end of another creature's turn.
The cipactli regains spent legendary actions at the start of its turn.

Attack. The cipactli makes one claw attack or tail attack.


Move. The cipactli moves up to half its speed.
Chomp (Costs 2 Actions). The cipactli makes one bite attack or uses its Swallow.

Ciruja Plant:
This strange plant appears to have all its roots above ground, supporting a body of a cluster of
narrow, triangular fronds that grow to about afoot off the ground. Bright red berries and small
blue and white flowers are scattered throughout these fronds.

The ciruja plant is a hardy species that grows on the narrow ledges high on the cliffs of the
Wormcrawl Fissure. The plant's root system is completely above ground and consists of a
fibrous mass of thick tendrils that allow it to cling to sheer surfaces with ease. These roots give it
a limited form of movement as well. When the ciruja senses food, a tall central stalk rises to a
height of about 3 feet above these fronds. This stalk is topped by a bright orange and yellow
flower. Despite its beautiful appearance, the ciruja plant is one of the most dangerous threats of
the Wormcrawl Fissure, for it feeds on other creatures' youth. The process by which the ciruja
plant causes organic matter to age rapidly has baffled the greatest minds of Greyhawk for ages.
More than one sage has died of premature old age while studying a captured ciruja plant.
Although ciruja plants do not carry treasure with them, there is a 10% chance that an
encountered plant will have just finished a meal, leaving behind the inorganic "waste" carried by
its prey.
A ciruja plant can defend itself from melee attacks by lashing about with up to two of its sharp
leafy fronds. This is an attack of last resort, however; it relies on its central stalk to subdue its
prey.

Source: Dragon Magazine Compendium; pp.184-185

Ciruja Plant
Small plant, unaligned

● Armor Class 12
● Hit Points 26 (4d6 + 12)
● Speed 5ft., climb 5ft.

STR DEX CON INT WIS CHA


10 (+0) 14 (+2) 16 (+3) 1 (-5) 2 (-4) 1 (-5)

● Condition Immunities blinded, charmed, deafened, exhausted, frightened, prone,


unconscious
● Senses Tremorsense 60ft., passive Perception 6
● Languages -
● Challenge 2 (450 XP)

Aging. If the ciruja is grappling a paralyzed victim, its roots burrow into the skin of the victim,
increasing the target’s AC by 1. Once attached, the victim begins to age by 1d10 years at the
start of each of the plant’s turns. Once the victim reaches maximum age, it dies. The ciruja’s
roots consume everything organic - even bones quickly turn to dust. The only remains are any
inorganic items carried by the victim
Actions
Multiattack. A ciruja makes 2 frond attacks.

Frond. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 1 slashing damage.

Poison Gas. Ranged Weapon Attack: +5 to hit, range 10ft., all creatures within 5ft of target.
Hit: Creatures must make a DC 13 Constitution saving throw or become paralyzed for 3d6
minutes.

Cloaker Lord:
Cloaker lords are a superior subrace of the feared subterranean race of cloakers. They look like
large cloakers, appearing either as a black cloak, such as an ogre or small giant might wear, or
unfurling to reveal their batlike true form, with ivory-clawed black wings, a flattish body with a
white underside, a red-eyed, needle-fanged, horned face, and a lashing, whiplike tail.

Cloaker lords initially use their moan attack to thin the numbers of their opponents. With some
opponents fleeing, nauseated, or held, the cloaker lord chooses the most dangerous or powerful
remaining opponent (usually a wizard) and tries to engulf that character, often fighting off other
attackers with its thick-muscled, bone-barbed tail.

Source: Monster Compendium: Monsters of Faerun; pp.28-29

Cloaker Lord
Huge aberration, chaotic neutral

● Armor Class 15 (natural armor)


● Hit Points 214 ((12d12 + 60) + (9d6 + 45))
● Speed 10ft., fly 50ft.

STR DEX CON INT WIS CHA


26 (+8) 15 (+2) 20 (+5) 18 (+4) 17 (+3) 15 (+2)

● Saving Throws Dexterity +6


● Skills Stealth +6, Arcana +8, Perception +7
● Senses Darkvision 60ft., passive Perception 17
● Languages Deep Speech, Undercommon
● Challenge 11 (7,200 XP)

Command Cloakers. A cloaker lord can create a dominate monster spell effect at will, but
only against cloakers. A cloaker can resist this effect with a successful DC 20 Wisdom saving
throw. This is the equivalent of a 9th-level spell.

Damage Transfer. While attached to a creature, the cloaker takes only half the damage dealt
to it (rounded down). and that creature takes the other half.

False Appearance. While the cloaker remains motionless without its underside exposed, it is
indistinguishable from a dark leather cloak.

Light Sensitivity. While in bright light, the cloaker has disadvantage on attack rolls and
Wisdom (Perception) checks that rely on sight.
Innate Spellcasting. The cloaker lord's innate spellcasting ability is Intelligence (spell save
DC 16). It can innately cast the following spells, requiring no components:
- 1/day: plane shift

Spellcasting. The cloaker lord is a 9th-level spellcaster. Its spellcasting ability is Intelligence
(spell save DC 16, +8 to hit with spell attacks). It has the following wizard spells prepared:

- Cantrips (at will) : chill touch, mage hand, minor illusion, shocking grasp
- 1st Level (4 slots): detect magic, magic missile, sleep, thunder wave
- 2nd Level (3 slots): blur, darkness, hold person
- 3rd Level (3 slots): fear, gaseous form, nondetection
- 4th Level (3 slots): Evard’s black tentacle, greater invisibility
- 5th Level (1 slots): passwall

Actions
Multiattack. The cloaker uses its moan. Then, the cloaker makes two attacks: one with its
bite and one with its tail.

Bite. Melee Weapon Attack: +9 to hit, reach 5 ft., one creature. Hit: 15 (2d6 + 8) piercing
damage, and if the target is Huge or smaller, the cloaker attaches to it. If the cloaker has
advantage against the target, the cloaker attaches to the target’s head, and the target is
blinded and unable to breathe while the cloaker is attached. While attached, the cloaker can
make this attack only against the target and it has advantage on the attack roll. The cloaker
can detach itself by spending 5 feet of its movement. A creature, including the target, can take
its action to detach the cloaker by succeeding on a DC 20 Strength check.

Tail. Melee Weapon Attack: +9 to hit, reach 15 ft., one creature. Hit: 17 (2d8 + 8) slashing
damage.

Moan. Each creature within 90 feet of the cloaker that can hear its moan and that isn’t an
aberration must succeed on a DC 15 Wisdom saving throw or become frightened for 1
minute. If a creature’s saving throw is successful, the creature is immune to the cloaker’s
moan for the next 24 hours. While a creature is frightened in this way, the cloaker can use its
bonus action to continue its moan to affect a frightened creature with additional conditions.
The moaning ends if the cloaker lord uses a bite attack. The condition the creature is affected
by is determined by the number of rounds it has been subjected to the cloaker’s moan beyond
the first:

- Second Round. The cloaker forces a frightened creature to become poisoned until the
cloaker stops moaning or the frightened effect ends for it.
- Third Round. The creature becomes paralysed as if affected by the hold monster spell
until the cloaker stops moaning or the frightened effect ends for it.
- Fourth Round. The creature is charmed by the cloaker as if affected by the dominate
monster spell. This effect lasts for 24 hours and does not require the cloaker to
maintain concentration or continue its moan.

Phantasms (Recharges after a Short or Long Rest). The cloaker magically creates three
illusory duplicates of itself if it isn't in bright light. The duplicates move with it and mimic its
actions, shifting position so as to make it impossible to track which cloaker is the real one. If
the cloaker is ever in an area of bright light, the duplicates disappear. Whenever any creature
targets the cloaker with an attack or a harmful spell while a duplicate remains, that creature
rolls randomly to determine whether it targets the cloaker or one of the duplicates. A creature
is unaffected by this magical effect if it can't see or if it relies on senses other than sight. A
duplicate has the cloaker's AC and uses its saving throws. If an attack hits a duplicate, or if a
duplicate fails a saving throw against an effect that deals damage, the duplicate disappears.

Cloaker, Shadowcloak Elder:


A great, menacing shadow hovers in the air, with hateful red eyes and a crooked maw full of
needle-sharp fangs. Its raylike body ripples in shades of black, grey, and pallid white, and it has
a long, lashing whip of a tail.

Deep underground, cloakers build city-like nests of swooping shadows and crawling darkness.
The secret rulers of these dark cities lurk behind the perceived leaders—the shadowcloak
elders, cloakers of great size and power, tainted with the substance of shadow and skilled in
dark sorcery. Sinister and inscrutable, shadowcloak elders occasionally emerge from secrecy to
lead their lesser fellows in raids and patrols of the nearby territory, in search of slaves and food.
An average shadowcloak elder has a wingspan of 12 feet and weighs 400 pounds.

Shadowcloak elders are clever and resourceful opponents with numerous strange abilities. They
coordinate the efforts of their cloaker followers, so that some cloakers constantly moan while
others attack the weakened and disoriented prey. A shadowcloak elder hovers out of melee
range to attack enemy spellcasters with its own spells while its minions do their grisly work,
counting on its shadow blend power to stay out of sight.
If confronted by a dangerous spellcaster, a shadowcloak elder might swoop in and engulf the
enemy, hoping to smother the offending caster with one bold stroke.

Source: Lords of Madness – The Book of Aberrations; pp.142-144

Shadowcloak Elder
Huge aberration, chaotic neutral

● Armor Class 17 (natural armor)


● Hit Points 235 ((12d12 + 84) + (7d6 + 49))
● Speed 15ft., fly 60ft.

STR DEX CON INT WIS CHA


26 (+8) 17 (+3) 24 (+7) 16 (+3) 14 (+2) 22 (+6)

● Skills Stealth +13, Arcana +8, Investigation +8, Insight +7, Perception +7, Intimidation
+11
● Damage Resistance cold; bludgeoning, piercing, and slashing damage from
nonmagical weapons
● Senses Darkvision 60ft., passive Perception 17
● Languages Deep Speech, Undercommon
● Challenge 11 (7,200 XP)

Command Cloakers. A shadowcloak elder can create a dominate monster spell effect at will,
but only against cloakers. A cloaker can resist this effect with a successful DC 20 Wisdom
saving throw. This is the equivalent of a 9th-level spell.

Damage Transfer. While attached to a creature, the cloaker takes only half the damage dealt
to it (rounded down). and that creature takes the other half.

False Appearance. While the cloaker remains motionless without its underside exposed, it is
indistinguishable from a dark leather cloak.

Light Sensitivity. While in bright light, the cloaker has disadvantage on attack rolls and
Wisdom (Perception) checks that rely on sight.

Innate Spellcasting. The shadowcloak elder's innate spellcasting ability is Charisma (spell
save DC 19). It can innately cast the following spells, requiring no components:
- 1/day: plane shift
Shadow Stealth. While in dim light or darkness, the cloaker can take the Hide action as a
bonus action.

Spellcasting. The shadowcloak elder is a 7th-level spellcaster. Its spellcasting ability is


Charisma (spell save DC 19, +11 to hit with spell attacks). It has the following sorcerer spells
prepared:

- Cantrips (at will) : chill touch, fire bolt, mage hand, minor illusion, ray of frost
- 1st Level (4 slots): colour spray, detect magic, mage armour, magic missile, witch bolt
- 2nd Level (3 slots): blindness/deafness, blur, darkness, web
- 3rd Level (3 slots): fear, haste, hypnotic pattern, lightning bolt
- 4th Level (1 slots): dimension door

Actions
Multiattack. The cloaker uses its moan. Then, the cloaker makes two attacks: one with its
bite and one with its tail.

Bite. Melee Weapon Attack: +13 to hit, reach 5 ft., one creature. Hit: 17 (2d8 + 8) piercing
damage, and if the target is Huge or smaller, the cloaker attaches to it. If the cloaker has
advantage against the target, the cloaker attaches to the target’s head, and the target is
blinded and unable to breathe while the cloaker is attached. While attached, the cloaker can
make this attack only against the target and it has advantage on the attack roll. The cloaker
can detach itself by spending 5 feet of its movement. A creature, including the target, can take
its action to detach the cloaker by succeeding on a DC 20 Strength check.

Tail. Melee Weapon Attack: +13 to hit, reach 15 ft., one creature. Hit: 17 (2d8 + 8) slashing
damage.

Moan. Each creature within 90 feet of the cloaker that can hear its moan and that isn’t an
aberration must succeed on a DC 15 Wisdom saving throw or become frightened for 1
minute. If a creature’s saving throw is successful, the creature is immune to the cloaker’s
moan for the next 24 hours. While a creature is frightened in this way, the cloaker can use its
bonus action to continue its moan to affect a frightened creature with additional conditions.
The moaning ends if the cloaker lord uses a bite attack. The condition the creature is affected
by is determined by the number of rounds it has been subjected to the cloaker’s moan beyond
the first:

- Second Round. The cloaker forces a frightened creature to become poisoned until the
cloaker stops moaning or the frightened effect ends for it.
- Third Round. The creature becomes paralysed as if affected by the hold monster spell
until the cloaker stops moaning or the frightened effect ends for it.
- Fourth Round. The creature is charmed by the cloaker as if affected by the dominate
monster spell. This effect lasts for 24 hours and does not require the cloaker to
maintain concentration or continue its moan.

Clockroach:
Chewing on the ground is a whirring, scuttling metal bug about the size of a large dog. Glass
eyes dotting its body look in all directions as it sinks sharp pincers into the ground and spews a
stream of acid onto a bit of debris

Clockroaches are automatons designed to clean up messes in dungeons, workshops, and the
like. A clockroach is controlled by a command amulet, through which the owner can give it
simple instructions.
Clockroaches are mindless constructs. They do not eat, sleep, or breathe. They exist as tools,
working only to the purposes they have been set. They follow their programming from the
moment they are built to the day they fall apart
Each clockroach is constructed with a command amulet. This small round disk of metal fits into
an indentation in the clockroach’s carapace. When fitted with this amulet, a clockroach can be
given a simple program. Programmed instructions must depend only on sight and hearing and
allow no cognitive function; they can be no longer than 25 words.
Though clockroaches can be found anywhere, they were originally built by extraplanar generals
to clean up battlegrounds taken from eternal foes.
A clockroach is 4 feet long with 1½ feet wide. Eight spindly metal legs carry it 1 foot off the
ground. Its feet are lined with tiny hooks, allowing it burrows into the ground and walk up a wall.
Glass eyes are randomly located on its body. It constantly produces a slight whirring noise, like
a wheel spinning very fast. Most clockroaches are made of brass or bronze, but a few steel or
iron specimens have been encountered.
The carapace of a clockroach has a round indentation in it, which is rigid and inscribed with
many small runes.

As mindless constructs, clockroaches exercise limited, preprogramed tactics. A clockroach


attacks only when defending itself or if a creature is in an area it’s been instructed to clear. In
either case, it uses its breath weapon as often as possible, using its pincers while recharging its
reserve of acid. A clockroach also uses its acid to bore through obstacles between it and its
objective.

Source: Monster Manual IV; pp.28-29

Clockroach
Small construct, unaligned

● Armor Class 14 (natural armor)


● Hit Points 11 (2d6 + 4)
● Speed 30ft., burrow 15ft., climb 30ft.

STR DEX CON INT WIS CHA


11 (+0) 17 (+3) 14 (+2) 2 (-4) 11 (+0) 10 (+0)

● Skills Athletics +2, Stealth +5, Perception +2


● Damage Immunities poison, psychic,
● Condition Immunities charmed, exhaustion, frightened, paralyzed, poisoned,
unconscious
● Senses Darkvision 60ft., Tremorsense 60ft., passive Perception 12
● Languages Understands the languages of its creator, but doesn’t speak
● Challenge 1/2 (100 XP)
Actions
Multiattack. The clockroach makes 2 bite attacks.

Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 3 (1d6) piercing damage.

Cleansing Spray (Recharge 6). The clockroach sprays acid in a 15-foot line that is 5 feet
wide. Each creature in that area must make a DC 12 Constitution saving throw, taking 7 (3d4)
acid damage on a failed save, or half as much damage on a successful one. Objects in the
area take maximum damage.

Clockwork Eunuch:
This rotund figure is made entirely of brass, silver, and gold. Between his joints, oiled gears click
and spin. His metal legs are fashioned to appear as if he is wearing baggy pants and a wide
belt. Two glowing blue eyes shine forth from underneath a large brass turban. Instead of hands,
he has only two large curving scimitars.

These clockwork creatures are not true eunuchs, but often replace them as harem guards in the
palaces of sultans, emirs, and princes. They are always built of the finest materials, and are
often inlaid with gold, silver, mother of pearl, and precious stones for their flashing eyes. Most
wear a turban and baggy trousers, although these are entirely decorative. Some are built with
two faces, one on either side of their head, in order to watch in two directions down a passage
or at a doorway.
Quicker and smarter than many constructs, clockwork eunuchs are wise enough to see basic
evasion and trickery. Their behavior is governed by their master’s or maker’s commands.
Tales of clockwork eunuchs’ liaisons with harem girls are nothing more than scandalous rumors.
The act is impossible.

Clockwork eunuchs are sensitive to gender, race, and direction. They can recognize as many as
fifty unique individuals. This allows them to fight or detain intruders and yet show proper
deference to the residents of a palace, harem, or bordello. They can filter out all male visitors
from an area, passageway, or doorway, while permitting female visitors to pass freely. Likewise,
they can make exceptions for particular individuals whom they have been commanded to allow
or deny entry.

Source: Dragon Magazine #334; pp.38-39

Clockwork Eunuch
Medium construct, unaligned
● Armor Class 13 (natural armor)
● Hit Points 52 (8d8 + 16)
● Speed 30ft.

STR DEX CON INT WIS CHA


18 (+4) 10 (+0) 14 (+2) 8 (-1) 14 (+2) 10 (+0)

● Skills Insight +4, Perception +6


● Damage Immunities poison, psychic,
● Condition Immunities charmed, exhaustion, frightened, paralyzed, poisoned,
unconscious
● Senses Darkvision 60ft., passive Perception 16
● Languages Common
● Challenge 3 (700 XP)

Innate Spellcasting. The clockwork eunuch’s innate spellcasting ability is Wisdom (spell save
DC 12). It can innately cast the following spells, requiring no components:
- 1/day: hold person

Actions
Multiattack. The clockwork eunuch makes 2 scimitar attacks.

Scimitar. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) slashing
damage.

Oil (1/day). A clockwork eunuch can release several gallons of slippery oil from a hidden
reservoir. This acts like the spell grease but instead covers a 5-foot-radius centered on the
clockwork eunuch. This oil remains effective for 1 hour before becoming a sticky mess that
does not hinder movement. Those in the area must succeed a DC 12 Dexterity saving throw
or fall prone. Clockwork eunuchs are immune to this effect.

Clockwork Horrors
Clockwork horrors are intelligent, arachnid-like constructs that live as a hierarchical collective.
They exist solely to strip entire worlds of worked and raw metals, which they use to produce
more horrors. These activities take clockwork horrors into areas where metal can be found, from
underground mines to civilized areas where processed metal is often readily available.
Clockwork horrors ignore nonmechanical creatures unless such beings pose a threat or
obviously possess metal. The horrors’ searches are methodical and efficient, resulting in the
destruction of nearly everything in their path. An army of horrors can devastate an entire nation
in a matter of weeks. A clockwork horror appears as a four-legged, mechanical arachnid with a
body about 2 feet in diameter. It is made of a base metal (such as iron) overlaid with a thin
patina of precious or semiprecious metal. A large gem is embedded in the creature’s brow. A
single razor saw is situated near the front of its head where a mouth would normally be located.
The more powerful clockwork horrors are more fantastically designed and decorated than the
lesser ones. Servant clockwork horrors with overlays of less precious metals are known to exist,
but these serve the hierarchy primarily as laborers. Clockwork horrors communicate in their own
language of mechanical sounds. The linked mind that they share allows for instant
communication among individual horrors within 10 miles of each other. Logic indicates that
since the horrors are mechanical beings, someone or something must have created them. What
happened to that being is unknown. Some sages theorize that the adamantine horror rebelled
against and slew its creator, then devised the other types of clockwork horrors to serve as its
armies.

Clockwork horrors attack their foes with calculated, merciless precision. Lesser horrors
unswervingly follow the orders of their superiors, fighting to the death if so commanded. In
battle, clockwork horrors swarm around foes and whittle away at them while calling for
reinforcements. A clockwork horror’s weaponry is a part of its being, so it cannot be disarmed.
When it dies, the gem in its brow disintegrates, and its body fuses into a mass of melted metal.

Source: Monster Manual II; pp.47-49


Dragon Magazine #350; pp.62

Copper Horror:
A rusting automaton shaped like a clockwork beetle clicks and whirs as it comes closer, the
pinchers on its front legs snapping violently.

The lowliest, but most numerous, is the copper horror. These peons serve as workers and, in
times of urgency, as fodder in battle. They show little in the way of intellect or initiative and
spend most of their time rendering down metal, mining, moving debris, and hauling ore for
processing. Despite their crude nature, copper horrors are fast and always appear in large
numbers. Their carapace is covered in a dull copper layer, and copper horrors that spend too
much time in the elements often bear streaks of verdigris on their joints. Superior horrors have
no compunctions whatsoever about sending a copper horror into a situation that spells its doom,
as long as it serves the rest of the race.

Copper Horror
Small construct, lawful evil

● Armor Class 14 (natural armor)


● Hit Points 18 (4d6 + 4)
● Speed 40ft.

STR DEX CON INT WIS CHA


10 (+0) 13 (+1) 12 (+1) 4 (-3) 12 (+1) 4 (-3)

● Skills Perception +3
● Damage Immunities poison
● Condition Immunities charmed, exhaustion, frightened, paralysed, poisoned,
unconscious
● Senses Darkvision 60ft., passive Perception 13
● Languages -
● Challenge 1 (200 XP)

Innate Spellcasting. The copper horror's innate spellcasting ability is Wisdom (spell save DC
11, +3 to hit with spell attacks). It can innately cast the following spells, requiring no
components:
- 1/day: shocking grasp
Linked Mind. Copper horrors within range of any greater horror's linked mind effect are in
constant communication. If one of them is aware of a particular danger, all of them are. No
clockwork horror connected by a mind link is considered surprised unless all of them are.

Magic Resistance: Clockwork horrors have advantage on saving throws against spells.

Spell Vulnerability. A clockwork horror that fails the Constitution save against a shatter spell
must succeed on another Constitution saving throw against the spell's DC or be blinded until
the end of its next turn.

Actions
Razor Saw. Melee Weapon Attack: +3 to hit, reach 5ft., one target. Hit 4 (1d6 + 1) slashing
damage.

Electrum Horror:
Electrum horrors are the shock troops of the clockwork horror collective. They are sent in to
scout out areas, assess potential resistance, and overcome any opposition.

Electrum horrors advance into combat in precise battle lines, with the individual horrors spaced
about 10 feet apart. They open fire with volleys of pressure darts. Upon closing with the enemy,
some continue firing darts at perceived spellcasters or opponents using ranged weapons, while
others slice away at nearby foes with their razor-sharp saws. After a battle, additional electrum
horrors scavenge the area, retrieving fallen companions and any abandoned weapons for
smelting down and making new horrors.

Electrum Horror
Small construct, lawful evil

● Armor Class 15 (natural armor)


● Hit Points 27 (5d6 + 10)
● Speed 30ft.

STR DEX CON INT WIS CHA


12 (+1) 13 (+1) 14 (+2) 5 (-3) 14 (+2) 5 (-3)

● Damage Immunities lightning, poison


● Condition Immunities charmed, exhaustion, frightened, paralysed, poisoned,
unconscious
● Senses Darkvision 60ft., passive Perception 12
● Languages -
● Challenge 3 (700 XP)

Linked Mind. Electrum horrors within range of any greater horror's linked mind effect are in
constant communication. If one of them is aware of a particular danger, all of them are. No
clockwork horror connected by a mind link is considered surprised unless all of them are.

Magic Resistance: Clockwork horrors have advantage on saving throws against spells.

Spell Vulnerability. A clockwork horror that fails the Constitution save against a shatter spell
must succeed on another Constitution saving throw against the spell's DC or be blinded until
the end of its next turn.

Actions
Razor Saw. Melee Weapon Attack: +3 to hit, reach 5ft., one target. Hit 6 (1d10 + 1) slashing
damage.

Pressure Dart. Ranged Weapon Attack: +3 to hit, reach 20/60ft., one target. Hit 6 (2d4 + 1)
piercing damage.
Gold Horror:
Gold horrors are the commanders of the clockwork horror armies. They supervise the electrums
and other lesser horrors, ensuring that the orders of their superiors are obeyed.

Gold horrors fight from behind a line of electrum guards, shooting lightning bolts at their foes.

Gold Horror
Small construct, lawful evil

● Armor Class 15 (natural armor)


● Hit Points 42 (9d6 + 18)
● Speed 30ft.

STR DEX CON INT WIS CHA


15 (+2) 14 (+2) 14 (+2) 9 (-1) 16 (+3) 11 (+0)

● Damage Immunities lightning, poison


● Condition Immunities charmed, exhaustion, frightened, paralysed, poisoned,
unconscious
● Senses Darkvision 60ft., passive Perception 13
● Languages -
● Challenge 4 (1,100 XP)

Linked Mind Hub. All clockwork horrors within 1 mile of a gold horror are in constant
communication. If one of them is aware of a particular danger, all of them are. No clockwork
horror connected by a mind link is considered unaware unless all of them are.

Magic Resistance: Clockwork horrors have advantage on saving throws against spells.

Spell Vulnerability. A clockwork horror that fails the Constitution save against a shatter spell
must succeed on another Constitution saving throw against the spell's DC or be blinded until
the end of its next turn.

Sundering Saws: The horror's weapon attacks are magical and deal double damage to
objects and structures.

Actions
Razor Saw. Melee Weapon Attack: +4 to hit, reach 5ft., one target. Hit 8 (1d12 + 2) slashing
damage.
Lightning Bolt (Recharge 4-6). The horror produces lightning in a 40-feet line that is 5 feet
wide. Each creature in that line must make a DC 14 Dexterity saving throw, taking 21 (6d6)
lightning damage on a failed save, or half as much damage on a successful one.

Platinum Horror:
Platinum horrors are the generals and governors of all the lesser clockwork horrors. It is they
who identify targets, devise strategies, and decide how best to deploy other horrors to achieve
their goals.

In combat, platinum horrors fire lightning bolts at opponents before closing with them.

Platinum Horror
Small construct, lawful evil

● Armor Class 18 (natural armor)


● Hit Points 84 (13d6 + 39)
● Speed 40ft.

STR DEX CON INT WIS CHA


16 (+3) 17 (+3) 16 (+3) 13 (+1) 20 (+5) 15 (+2)

● Damage Immunities lightning, poison


● Condition Immunities charmed, exhaustion, frightened, paralysed, poisoned,
unconscious
● Senses Darkvision 60ft., passive Perception 15
● Languages -
● Challenge 6 (2,300 XP)

Linked Mind Nexus. All clockwork horrors within 10 miles of a platinum horror are in constant
communication. If one of them is aware of a particular danger, all of them are. No clockwork
horror connected by a mind link is considered surprised unless all of them are.

Magic Resistance: Clockwork horrors have advantage on saving throws against spells.

Spell Vulnerability. A clockwork horror that fails the Constitution save against a shatter spell
must succeed on another Constitution saving throw against the spell's DC or be blinded until
the end of its next turn.
Sundering Saws: The horror's weapon attacks are magical and deal double damage to
objects and structures.

Actions
Razor Saw. Melee Weapon Attack: +6 to hit, reach 5ft., one target. Hit 12 (1d8 + 3) slashing
damage.

Lightning Bolt (Recharge 4-6). The horror produces lightning in a 80-feet line that is 5 feet
wide. Each creature in that line must make a DC 14 Dexterity saving throw, taking 42 (12d6)
lightning damage on a failed save, or half as much damage on a successful one.

Adamantine Horror:
An adamantine horror is the supreme leader of the entire clockwork horror collective. Only one
is believed to exist.
The adamantine horror directs the harvesting of metal and the creation of new horrors. It alone
decides which new horrors to make; thus, it controls the composition of the collective. The
adamantine horror holds the secret of animating a newly built horror body.
The adamantine horror’s motives in its aggressive campaign to grow the collective are
unknown. Some sages speculate that it strives to destroy rival cultures; others claim it has
acquired a living thing’s drive to reproduce. Whatever its motives, the creature is a master at
destroying other civilizations.

An adamantine horror devastates foes with its spell-like abilities from afar. In melee, it slashes
through its enemies with its razor saw.

Adamantine Horror
Small construct, lawful evil

● Armor Class 20 (natural armor)


● Hit Points 127 (17d6 + 68)
● Speed 50ft.

STR DEX CON INT WIS CHA


20 (+5) 19 (+4) 18 (+4) 17 (+3) 24 (+7) 21 (+5)

● Damage Resistances bludgeoning, piercing, and slashing damage


● Damage Immunities lightning, poison
● Condition Immunities charmed, exhaustion, frightened, paralysed, petrified,
poisoned, unconscious
● Senses Darkvision 60ft., passive Perception 17
● Languages -
● Challenge 8 (3,900 XP)

Innate Spellcasting. The copper horror's innate spellcasting ability is Wisdom (spell save DC
18, +10 to hit with spell attacks). It can innately cast the following spells, requiring no
components:
- At will: disintegrate, dispel magic, lightning bolt
Greater Linked Mind Nexus. All clockwork horrors within 20 miles of the adamantine horror
are in constant communication. If one of them is aware of a particular danger, all of them are.
No clockwork horror connected by a mind link is considered unaware unless all of them are.

Magic Resistance: Clockwork horrors have advantage on saving throws against spells.

Spell Vulnerability. A clockwork horror that fails the Constitution save against a shatter spell
must succeed on another Constitution saving throw against the spell's DC or be blinded until
the end of its next turn.

Sundering Saws: The horror's weapon attacks are magical and deal double damage to
objects and structures.

Actions
Razor Saw. Melee Weapon Attack: +6 to hit, reach 5ft., one target. Hit 18 (2d12 + 5) slashing
damage.

Clockwork Mender:
This minuscule mechanical creature flits about on wings that beat like a hummingbird. Its tiny
face vaguely resembles a human’s, and its tail ends in a sharp stinger.

Clockwork menders live on the Clockwork Nirvana of Mechanus, where they serve a vital role in
the plane’s ecology. Wizards and sorcerers of the Material Plane who craft constructs find them
to be useful familiars and guardians for their creations.
On Mechanus, clockwork menders work to repair damaged parts of the mechanized plane and
heal its construct inhabitants, striving to maintain perfect order. Since they do not originate on
the Material Plane, they do not fit into its ecology in any way. Once brought there, clockwork
menders rarely leave the presence of the person who summons them, usually remaining
indoors.
Clockwork menders feed on small bits of metal and rust as they go about their repairs. Their
masters often leave scrap metal about as nourishment – over the course of a month, a
clockwork mender devours about 4 pounds of metal.
Although clockwork menders do not propagate as living creatures do, they can build more of
their kind. On Mechanus, swarms of menders gather according to a strict schedule, carrying
materials to a long-established “mating” ground. There they construct a new batch of clockwork
menders, numbering roughly half the swarms’ population. The mender swarm fiercely guard this
process from interruption. As yet, clockwork menders have not reproduced outside Mechanus;
sages speculate that some peculiarity of the plane grants them “life” and sentience.
Clockwork menders prefer dry and cool settings – wet locals irritate them, and extremely hot
places such as deserts make them lethargic.
A clockwork mender is close to a small cat in size. It has the same general shape as a wasp,
including a sharp stinger, but bears a vaguely humanoid head devoid of distinct features. A
clockwork mender has two-minute arms that can perform incredibly delicate repairs.

Clockwork menders exist to repair damaged objects and constructs, but when agitated they can
attack any creature fearlessly. Menders attack when disturbed in their repairing efforts or when
commanded to do so by their masters.
Clockwork menders spend most of their time on the wing and use their speed and Dexterity to
their advantage, swooping in hit and run attacks with their stings. They target non-constructs
first, using their poison to weaken those opponents before moving to construct or undead
creatures. If damaged in combat, a clockwork mender uses its repairing touch on itself.
Clockwork mender swarms are more dangerous. They surround a target and batter it with their
metallic wings while injecting poison. A swarm’s ability to heal itself repeatedly makes it
especially dangerous.

Source: Monster Manual IV; pp.30-31

Clockwork Mender
Tiny construct, unaligned

● Armor Class 15 (natural armor)


● Hit Points 2 (1d4)
● Speed 10ft., fly 20ft.

STR DEX CON INT WIS CHA


3 (-4) 19 (+4) 11 (+0) 4 (-3) 12 (+1) 10 (+0)

● Skills Stealth +6
● Damage Immunities poison
● Condition Immunities charmed, exhaustion, frightened, paralyzed, poisoned,
unconscious
● Senses Darkvision 60ft., passive Perception 11
● Languages Understands the languages of its creator, but doesn’t speak
● Challenge 1/4 (50 XP)

Actions
Sting. Melee Weapon Attack: +6 to hit, reach 5 ft. one target. Hit: 1 piercing damage and the
target must make a DC 12 Constitution saving throw or suffer 3 (1d6) poison damage.

Repairing Touch (1/day). A clockwork mender can touch an object or construct to repair 4
(1d8) points of damage.

Swarm of Clockwork Menders


Medium swarm of Tiny construct, unaligned

● Armor Class 15 (natural armor)


● Hit Points 27 (5d8 + 5)
● Speed 10ft., fly 30ft.

STR DEX CON INT WIS CHA


3 (-4) 19 (+4) 11 (+0) 4 (-3) 12 (+1) 10 (+0)

● Skills Perception +3
● Damage Resistances bludgeoning, piercing, and slashing damage
● Damage Immunities poison
● Condition Immunities charmed, exhaustion, grappled, frightened, paralyzed,
petrified, poisoned, prone, restrained, stunned, unconscious
● Senses Darkvision 60ft., passive Perception 13
● Languages Understands the languages of its creator, but doesn’t speak
● Challenge 2 (450 XP)

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 insect. The swarm can't regain hit points
or gain temporary hit points.
Swarm Repair. A clockwork mender swarm can choose not to damage a construct with its
swarm attack. When a clockwork mender swarm occupies a construct’s space at the end of
the swarm’s turn, it can repair 1 point of damage on that construct. The swarm can use swarm
repair on itself; but it cannot move for 1 round.

Swarm Sacrifice. When the swarm occupies a construct’s space at the end of the swarm’s
turn, it can repair damage to that construct, up to the swarm’s current hit points. The swarm
loses an equal number of hit points as its members sacrifice themselves to become building
material to repair the construct. If the swarm sacrifice reduces the clockwork mender swarm’s
hit points to 0, it breaks up.
Actions
Swarm. Melee Weapon Attack: +6 to hit, reach 0 ft., one target. Hit: 4 (1d8) piercing damage,
or 2 (1d4) piercing damage if the swarm has half of its hit points or fewer. The target must
also make a DC 12 Constitution saving throw or suffer 7 (2d6) poison damage.

Clockwork Steed:
This creature resembles a horse crafted of sturdy metal plates and taut springs. A whistle of
steam and the ratcheting click of gears accompany its movements.

A clockwork steed presents its owner with a perfectly tractable and battle-ready mount that
never grows tired or requires food. Clockwork stallions are built for Medium riders, while ponies
serve Small riders.
As clockwork constructs, clockwork steeds don’t contribute to the environment. Without a rider,
a clockwork steed simply stands, gathering dust and slowly rusting away.
A forgotten wizard created the first clockwork steeds for a warlord’s forces in a long campaign,
but when the warlord learned how expensive the mounts were, he refused to pay. The wizard
ended up selling his creations (and the warlord’s plans) to the nobility of the city-state the
warlord was planning to attack. Since then, others have learned how to create the mounts, and
now they can be found in the services of anyone with enough gold.
Clockwork steeds, being constructs, have no natural environment. Like real horses, they fare
best on hard, open ground such as grasslands, hills, and deserts. Massed cavalry gets bogged
down in forests and swamps, but lone outriders or scouts mounted on clockwork steeds might
be encountered even in such terrain.
A clockwork stallion is roughly the size of a heavy warhorse, standing nearly 6 feet at the
shoulder. A clockwork pony is about the size of a war-pony, slightly under 5 feet tall at the
shoulder. The steeds’ metallic construction makes them significantly heavier than their living
equivalents. A clockwork stallion weights upward of 2,500 pounds, while a pony weighs around
2,000 pounds.
Clockwork steeds are utterly mindless and simply stand inert unless commanded by a rider.
Commanding a clockwork steed is a simple matter for anyone trained to ride an ordinary mount.
As a bonus action, a character with at least + 1 animal handling can direct the steed to perform
a move action or attack action. A rider without any bonus in animal handling must instead use a
move action and attack action, respectively. Commanded actions cannot be complicated tactical
choices such as tripping or overrunning or aiding another’s attack, but clockwork steeds can be
directed to charge and jump like horses. No command words are needed.
Clockwork steeds serve at least as well as battle trained mounts in combat, despite their lack of
intelligence.

Source: Monster Manual IV; pp.32-33

Clockwork Stallion
Large construct, unaligned

● Armor Class 13 (natural armor)


● Hit Points 60 (8d10 + 16)
● Speed 50ft.

STR DEX CON INT WIS CHA


20 (+5) 8 (-1) 14 (+2) 1 (-5) 10 (+0) 1 (-5)

● Skills Acrobatics +1
● Damage Resistances bludgeoning, piercing, and slashing damage from nonmagical
weapons
● Damage Immunities poison, psychic
● Condition Immunities charmed, exhaustion, frightened, paralyzed, poisoned,
unconscious
● Senses Darkvision 60ft., passive Perception 10
● Languages Understands the languages of its creator, but doesn’t speak
● Challenge 2 (450 XP)

Rider Response. A clockwork steed is built to respond to physical commands given to it by a


rider holding its reins or guiding it with the knees. A riderless clockwork steed stops
motionless, regardless of threats to itself, until mounted by a rider. A clockwork steed also
stops and stands still if the rider becomes unconscious, stunned, paralysed, dead, or
otherwise unable to function.
A clockwork steed cannot be taught tricks like a real horse or pony. A rider can direct it to
move or attack foes just like a war-trained mount but cannot spur it to greater speeds.
Trampling Charge. If the clockwork steed at least 20 feet straight toward a creature and then
hits it with a hooves attack on the same turn, that target must succeed on a DC 15 Strength
saving throw or be knocked prone. If the target is prone, the steed can make another attack
with its hooves against it as a bonus action.
Actions
Hooves. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) bludgeoning
damage.

Clockwork Pony
Medium construct, unaligned

● Armor Class 13 (natural armor)


● Hit Points 45 (7d8 + 14)
● Speed 40ft.

STR DEX CON INT WIS CHA


18 (+4) 10 (+0) 14 (+2) 1 (-5) 10 (+0) 1 (-5)

● Skills Acrobatics +2
● Damage Resistances bludgeoning, piercing, and slashing damage from nonmagical
weapons
● Damage Immunities poison, psychic
● Condition Immunities charmed, exhaustion, frightened, paralyzed, poisoned,
unconscious
● Senses Darkvision 60ft., passive Perception 10
● Languages Understands the languages of its creator, but doesn’t speak
● Challenge 2 (450 XP)

Rider Response. A clockwork steed is built to respond to physical commands given to it by a


rider holding its reins or guiding it with the knees. A riderless clockwork steed stops
motionless, regardless of threats to itself, until mounted by a rider. A clockwork steed also
stops and stands still if the rider becomes unconscious, stunned, paralysed, dead, or
otherwise unable to function.
A clockwork steed cannot be taught tricks like a real horse or pony. A rider can direct it to
move or attack foes just like a war-trained mount but cannot spur it to greater speeds.
Trampling Charge. If the clockwork steed at least 20 feet straight toward a creature and then
hits it with a hooves attack on the same turn, that target must succeed on a DC 14 Strength
saving throw or be knocked prone. If the target is prone, the steed can make another attack
with its hooves against it as a bonus action.
Actions
Hooves. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 9 (2d4 + 4) bludgeoning
damage.

Cloud Ray:
Cloud rays are among the most majestic of all flying creatures. They do not truly fly; instead,
they levitate while propelling themselves with their wing-flaps.
A cloud ray has an enormous, flattened, triangular body that resembles that of aquatic rays, but
on an immensely larger scale. Its vast body is mottled in shades of dark blue and grey, with
similar, lighter patterns underneath. Along each side of its body is a long, wing-shaped pieces of
muscular tissue, which it uses for manoeuvring and propulsion. Its abdomen tapers into a long,
agile tail, called a zip, which is covered in bony spines.
With the possible exception of dragons, cloud rays have no known predators. They typically
prey on rocs, pegasi, mantacores, hippogriffs, griffons, and other large flying creatures. Cloud
rays do not deliberately seek out human prey, but they have been known to devour whole
villages when the opportunity presents itself.

Most often, a cloud ray attacks simply when it is hungry. It dives on its prey and tries to snatch it
up in its 20-foot-wide mouth, then flies off to swallow it.

Source: Monster Manual II; pp.49-50

Cloud Ray
Gargantuan monstrosity, unaligned

● Armor Class 11
● Hit Points 390 (20d20 + 180)
● Speed fly 40ft.

STR DEX CON INT WIS CHA


30 (+10) 13 (+1) 28 (+9) 2 (-4) 11 (+0) 11 (+0)

● Saving Throws Strength +15


● Skills Stealth +6, Perception +5
● Senses Darkvision 60ft., passive Perception 15
● Languages -
● Challenge 15 (13,000 XP)

Dive Attack. If the cloud ray is flying and dives at least 30 feet straight toward a target and
then hits it with a melee weapon attack, the attack deals an extra 36 (8d6) damage to the
target.

Dodge Arrows. Ranged attacks against the cloud ray have disadvantage.

Flyby. The cloud ray doesn't provoke opportunity attacks when it flies out of an enemy's
reach.

Levitate. The cloud ray may ascend up to 20 ft. per round or drop up to 500 ft. as part of its
normal move action and prevents the cloud ray from being prone.

Actions
Bite. Melee Weapon Attack: +15 to hit, reach 5 ft., one target. Hit: 29 (3d12 + 10) piercing
damage and the creature is grappled (escape DC 23). Until this grapple ends, the target is
restrained, and the cloud ray can't bite another target.

Tail. Melee Weapon Attack: +15 to hit, reach 20 ft., one target. Hit: 21 (2d10 + 10) slashing
damage.

Swallow. The cloud ray makes one bite attack against a Huge or smaller creature it is
grappling. If the attack hits, that creature takes the bite's damage and is swallowed, and the
grapple ends. While swallowed, the creature is blinded and restrained, it has total cover
against attacks and other effects outside the cloud ray, and it takes 23 (3d10 + 22)
bludgeoning, slashing and piercing damage at the start of each of the cloud ray's turns.
A successful grapple check allows the swallowed creature to return to the ray’s mouth, where
another successful grapple check is needed to break free.
If the cloud raytakes 25 piercing or slashing damage or more in a single turn from a creature
inside it, the cloud ray must succeed on a DC 20 Constitution saving throw at the end of that
turn or regurgitate all swallowed creatures, which fall prone in a space within 10 feet of the
cloud ray. If the cloud ray dies, a swallowed creature is no longer restrained by it and can
escape from the corpse using 20 feet of movement, exiting prone.

Cloudscout:
This creature looks like a puff of smoke with bat-like, smoky wings on each side. Two clots of
particularly dark vapor look vaguely like eyes.
Cloudscouts patrol the vast skies of the Elemental Plane of Air, alert for intruders. Elemental
clerics often summon them to the Material Plane as spies or combatants.
A cloudscout is about 3 feet across and weighs about a pound.

Cloudscouts prefer to throw daggers at their foes from above, but they can also wield them in
melee if they need to.

Source: Dungeon Magazine #110; pp.86-87

Cloudscout
Small elemental, neutral

● Armor Class 13
● Hit Points 7 (2d6)
● Speed fly 30ft.

STR DEX CON INT WIS CHA


10 (+0) 17 (+3) 10 (+0) 9 (-1) 12 (+1) 8 (-1)

● Skill Perception +5
● Damage Resistances lightning, thunder; bludgeoning, and slashing from nonmagical
weapons
● Damage Immunities poison
● Condition Immunities exhaustion, grappled, paralyzed, petrified, poisoned, prone,
restrained, unconscious
● Senses Darkvision 60 ft., passive Perception 15
● Languages Auran
● Challenge 1/2 (100 XP)

Create Daggers. As a bonus action, a cloudscout can form an iron dagger from its body.
Such daggers disappear after 10 rounds.

Actions
Dagger. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one target.
Hit: 5 (1d4 + 3) piercing damage.

Colossi
A colossus, as its name suggests, is a golem-like construct of Colossal size. Colossi are
magically created automatons of close to godlike power. Constructing one involves the
employment of epic magic and elemental forces.

Colossi are nigh unstoppable in combat, and rarely miss a target they have chosen to batter.
They follow instructions explicitly and are incapable of devising any strategy or tactics.
A colossus’s creator can command it if the colossus is within 120 feet and can see and hear its
creator. If uncommanded, a colossus usually follows its last instruction to the best of its ability,
though if attacked it returns the attack. The creator can give the colossus a simple program to
govern its actions in his or her absence, such as “Attack all creatures that enter this demiplane”
(or only a specific type of creature).

Source: Epic Level Handbook; pp.170-174

Flesh Colossus:
The epitome of the necromancer’s art, a flesh colossus spreads terror and destruction in its
wake.
A horrific humanoid mass of rotting flesh, a flesh colossus resembles nothing so much as a
Colossal zombie, but in fact it is a construct of great power. Its composite construction is
revealed only by the coarse texture of its greyish skin.
A flesh colossus knows all languages spoken in life by the ghost who acts as its controlling
spirit. When the controlling spirit is suppressed, it mutters in all the tongues spoken by its
component corpses.

Unwieldy because of its enormous bulk, a flesh colossus relies upon simple methods that
require no finesse—such as tearing up a tree by the roots and using it as an enormous club,
lifting wagons or cottages (or any object weighing less than 10 tons) and tossing them like
pebbles, grabbing foes and hurling them against walls with a satisfying crunch, or simply
stomping any who offend it into the bloody dirt.

Flesh Colossus
Gargantuan construct, true neutral

● Armor Class 25 (natural armor)


● Hit Points 725 (50d20 + 200)
● Speed 40ft.

STR DEX CON INT WIS CHA


30 (+10) 6 (-2) 18 (+4) 6 (-2) 10 (+0) 5 (-3)

● Saving Throws Strength +18


● Damage Resistances bludgeoning, piercing, and slashing damage
● Damage Immunities lightning, poison; bludgeoning, piercing, and slashing damage
from nonmagical weapons that aren’t adamantine
● Condition Immunities charmed, exhaustion, frightened, paralysed, petrified,
poisoned
● Senses Darkvision 60ft., passive Perception 10
● Languages Understands the languages of its creator, but doesn’t speak
● Challenge 26 (90,000 XP)

Frightful Presence. A flesh colossus radiates malignity to all that live, causing any creature
within a mile of it to make a DC 20 Wisdom saving throw. Those who make their saves are
unaffected. Those who fail by 5 points or less are frightened. Those who fail by between 6 and
15 points are stunned. Those who fail by 16 points or more fall unconscious out of fear.
Constructs and Undead aren’t affected by this skill.

Horrific Appearance (1/day). The controlling spirit within the flesh colossus may draw upon
the negative energy latent in the construct to transform its countenance into a horrible leering
visage.
All creatures within 300 feet who see this must make a DC 24 Wisdom saving throw or take 5
(2d4) temporary Strength, Dexterity, and Constitution damage. Constructs and Undead aren’t
affected by this skill.

Immutable Form. The colossus is immune to any spell or effect that would alter its form.

Lightning Absorption. Whenever the colossus is subjected to lightning damage, it takes no


damage and instead regains a number of hit points equal to the lightning damage dealt.

Magic Resistance. The colossus has advantage on saving throws against spells.

Magic Weapons. The colossus’ weapon attacks are magical.

Stench. The foul carrion stench that surrounds the flesh colossus is so utterly revolting that all
creatures with a sense of smell who come within 300 feet of the construct must make a DC 24
Constitution saving throw or become nauseated (unable to attack, cast spells, concentrate on
spells, or do anything else requiring attention, except for a single move or move-equivalent
action per round). Those who succeed on their saves take a -4 circumstantial penalty to
attack rolls, saving throws, and skill checks for the next 11 (2d6 + 4) rounds.

Actions
Multiattack. The colossus makes 2 slam attacks

Slam. Melee Weapon Attack: +18 to hit, reach 25 ft., one target. Hit: 28 (4d8 + 10)
bludgeoning damage.
Thrown Object. Ranged Weapon Attack: +6 to hit, range 80/320 ft., one target. Hit: 28 (4d8 +
10) bludgeoning damage.

Stomp. Melee Weapon Attack: +18 to hit, reach 25 ft., one target. Hit: 92 (2x (8d8 + 10))
bludgeoning damage and the target is restrained until the colossus chooses to release them.

Iron Colossus:
An iron colossus is at least 80 feet tall and weighs around 350,000 pounds. It can be fashioned
in any manner, just like a stone colossus, although it almost always displays armour of some
sort. Its features are much smoother than those of a stone colossus. Iron colossi sometimes
wield Huge weapons in one hand.

When an iron colossus hits (which is pretty much all the time), its strike is almost always
potentially lethal, since the death by massive damage rule is most likely invoked.

Iron Colossus
Gargantuan construct, true neutral

● Armor Class 25 (natural armor)


● Hit Points 744 (48d20 + 240)
● Speed 50ft.

STR DEX CON INT WIS CHA


30 (+10) 7 (-2) 20 (+5) 9 (-1) 12 (+1) 7 (-2)

● Saving Throws Strength +20


● Damage Resistances bludgeoning, piercing, and slashing damage
● Damage Immunities fire, poison, psychic; bludgeoning, piercing, and slashing
damage from nonmagical weapons that aren’t adamantine
● Condition Immunities charmed, exhaustion, frightened, paralysed, petrified,
poisoned
● Senses Darkvision 120ft., passive Perception 12
● Languages Understands the languages of its creator, but doesn’t speak
● Challenge 32 (???,??? XP)

Antimagic Field. A colossus constantly generates an antimagic field in a 100-foot-radius. The


field is an invisible barrier that is impervious to most magical effects, including spells, and
supernatural abilities. Likewise, it prevents the functioning of any magic items or spells within
its confines, except for the colossus’s own supernatural abilities. This effect is otherwise as an
antimagic field spell.

Fire Absorption. Whenever the colossus is subjected to fire damage, it takes no damage and
instead regains a number of hit points equal to the fire damage dealt.

Immutable Form. The colossus is immune to any spell or effect that would alter its form.

Magic Resistance. The colossus has advantage on saving throws against spells.

Magic Weapons. The colossus’ weapon attacks are magical.

Rustproof. An iron colossus is not affected by rust attacks, unlike smaller iron golems.

Actions
Multiattack. The colossus makes 2 melee attacks

Slam. Melee Weapon Attack: +20 to hit, reach 25 ft., one target. Hit: 52 (12d6 + 10)
bludgeoning damage.

Sword. Melee Weapon Attack: +20 to hit, reach 25 ft., one target. Hit: 76 (12d10 + 10)
slashing damage.

Breath Weapon (Recharge 5-6). The iron colossus produces an 80-foot-cone of poisonous
gas. Targets within the cone must make a DC 22 Constitution saving throw, taking 140 (40d6)
necrotic damage on a failed save, and half as much on a successful one.

Stone Colossus:
A stone colossus is 70 feet tall and weighs around 250,000 pounds. Its body is of chiselled
stone, frequently stylized to suit its creator. For example, it may look like an exact carved replica
of its egotistical creator.

Stone colossi are formidable opponents, being physically powerful and difficult to harm.

Stone Colossus
Gargantuan construct, true neutral

● Armor Class 25 (natural armor)


● Hit Points 496 (32d20 + 160)
● Speed 50ft.
STR DEX CON INT WIS CHA
30 (+10) 5 (-3) 20 (+5) 7 (-2) 11 (+0) 5 (-3)

● Saving Throws Strength +17


● Damage Resistances bludgeoning, piercing, and slashing damage
● Damage Immunities poison, psychic; bludgeoning, piercing, and slashing damage
from nonmagical weapons that aren’t adamantine
● Condition Immunities charmed, exhaustion, frightened, paralysed, petrified,
poisoned
● Senses Darkvision 120ft., passive Perception 10
● Languages Understands the languages of its creator, but doesn’t speak
● Challenge 23 (50,000 XP)

Antimagic Field. A colossus constantly generates an antimagic field in a 100-foot-radius. The


field is an invisible barrier that is impervious to most magical effects, including spells, and
supernatural abilities. Likewise, it prevents the functioning of any magic items or spells within
its confines, except for the colossus’s own supernatural abilities. This effect is otherwise as an
antimagic field spell.

Immutable Form. The colossus is immune to any spell or effect that would alter its form.

Magic Resistance. The colossus has advantage on saving throws against spells.

Magic Weapons. The colossus’ weapon attacks are magical.

Actions
Multiattack. The colossus makes 2 slam attacks

Slam. Melee Weapon Attack: +17 to hit, reach 25 ft., one target. Hit: 46 (8d8 + 10)
bludgeoning damage.

Shatter (Recharge 4-6). The stone colossus produces a shatter spell effect that deals 117
(26d8) thunder damage on a failed save, and half as much on a successful one.

Colossus of Hieroneous:
Thousands of years ago, the god Heironeous aided his followers in the construction of a
massive iron guardian known as the Colossus. This construct was a titanic, 185-foot-tall statue
created to defend the land from evil and malice. The Colossus was built with a habitable interior
to allow followers of Hieroneous to control basic mechanisms within the statue, while the soul of
a selfless priest was bound within the structure itself to endow it with a living mind. The massive
construct was an invincible force, and on numerous occasions defeated evil that threatened to
dominate the land.
So powerful was this creation that evil had no chance within the area and was forced to move
on to darker lands. Occasionally a need for it arose once more, but mostly it spend years on end
in a huge cavern, guarded by members of the church. The periods of time between uses of the
construct lengthened, and eventually, evil uprisings were small enough that bringing out the
Colossus wasn’t worth the effort. Priests eventually stopped tending to the thing, and when an
earthquake collapsed the entrances to the cavern complex, few remained who even knew of the
construct’s existence. Time passed, and memories of the titanic defender passed into legend
and myth.

Source: Dungeon Magazine #97: Heart of the Iron God; pp.23-41

Colossus of Hieroneous
Gargantuan construct, unaligned

● Armor Class 25 (natural armor)


● Hit Points 410 (20d20 + 200)
● Speed 60ft.

STR DEX CON INT WIS CHA


30 (+10) 5 (-3) 30 (+10) 10 (+0) 16 (+3) 12 (+1)

● Saving Throws Intelligence +8, Wisdom +11, Charisma +9


● Damage Immunities poison
● Condition Immunities charmed, exhaustion, frightened, incapacitated, paralysed,
petrified, poisoned, stunned
● Senses Darkvision 120ft., passive Perception 13
● Languages Understands the languages of it’s bound soul
● Challenge 25 (75,000 XP)

Bound Soul. The Colossus has the Intelligence, Wisdom, and Charisma of the cleric who
sacrificed themself to power the construct. If the Colossus is not possessed by a soul, it
cannot function and is just a massive, inanimate object. The skills and feats of the bound soul
cannot be used due to the bounds of the construct.

Damage Threshold 25. The Colossus has immunity to all damage unless it takes 25 or more
damage from a single attack, in which case it takes damage as normal. Any damage that fails
to meet or exceed the Colossus' damage threshold is considered superficial and doesn't
reduce the object's hit points.
Divination Immunity. Any spells from the Divination school of magic that target the Colossus
or a creature, object, or location within the Colossus automatically fail.

Immutable Form. The Colossus is immune to any spell or effect that would alter its form.

Legendary Resistance (3/day). If the Colossus fails a saving throw, it can choose to succeed
instead.

Magic Resistance. The Colossus has advantage on saving throws against spells.

Siege Monster. The Colossus deals double damage to objects and structures.

Actions
Multiattack. The Colossus makes a slam attack, and a stomp attack.

Slam. Melee Weapon Attack: +18 to hit, reach 25 ft., one target. Hit: 29 (3d12 + 10)
bludgeoning damage, and the Colossus can push the target up to 20 feet away from it.

Stomp. The Colossus stomps one of its feet at a point on the ground within 20 feet of it. Any
creature in a 20-foot-radius, 20-foot-high cylinder centered on this point must succeed on a
DC 26 Dexterity saving throw or take 33 (6d10) bludgeoning damage and fall prone. Until the
Colossus uses its Stomp again or moves, the creature is restrained. While restrained in this
way, the creature (or another creature within 5 feet of it) can use its action to make a DC 26
Strength check. On a success, the creature relocates to an unoccupied space of its choice
within 5 feet of the Colossus and is no longer restrained.
Structures, as well as nonmagical objects that are neither being worn nor carried, take the
same amount of damage if they are in the cylinder (no save).

Concordant Killer:
This creature resembles a tall, scarlet-skinned fiend with a pair of dusky feathered wings. Its
loose-fitting robes are decorated with polished bits of blades taken from fallen enemies, and a
grey-indigo vapor rises from the top of its head.

Possessing both celestial and demonic heritage, these powerful entities are dispassionate
killers who frequently deliver the wrath of the gods. Concordant killers seek always to perfect
their killing abilities and, when not in the employ of a higher power, hunt down those they deem
worthy prey.
Some say concordant killers were an experiment by gods of neutrality, who sought to create the
perfect stewards for maintaining the cosmic balance. Others hold that they were created by a
long-forgotten demigod to serve as bodyguards. They failed in that endeavour, and their master
was lost to a shadowy rival. Without direction, they settled into the role of mercenaries.
Whatever the truth, as beings of neutrality, concordant killers are concerned with the balance of
all forces in the planes. They understand that defeating a powerful foe might tip the scales one
way or another. Therefore, they track their kills as a group, endeavouring to distribute their prey
evenly among all alignments. They keep the location of such meetings secret, though many
sages believe they congregate near the central spire of the Outlands. Even deities’ magic is
impeded there, making it a perfect spot for clandestine gatherings.
Concordant killers do not reproduce, so every one that falls in battle forever reduces their
number. Anyone who destroys a concordant killer becomes the target of its irate kin.
Infused with both fiendish and celestial essence, concordant killers are beings of the Outer
Planes but are not native to any one. A killer might be found anywhere its mission takes it.
A concordant killer is between 10 and 11 feet in height and weighs from 900 to 1,200 pounds.

A concordant killer prefers to study its opponent before entering combat, to discern the
creature’s alignment and appropriately prepare its defences. If possible, it first casts mind blank,
and invisibility on itself, in that order.
Once combat begins, the concordant killer starts by casting dispel magic against its target, or
against the greatest threat when facing multiple opponents. If it faces a large group of enemies,
it breaks the group into manageable numbers with one or more uses of wall of force.
If the fight becomes unmanageable, or if the concordant killer is being overwhelmed, it uses
teleport or plane shift to escape combat altogether, then returns later when it is fresh and ready
to battle on its own terms.

Source: Monster Manual IV; pp.34-35

Concordant Killer
Large celestial, true neutral

● Armor Class 25 (natural armor)


● Hit Points 241 (21d10 + 126)
● Speed 40ft., fly 90ft.

STR DEX CON INT WIS CHA


27 (+8) 17 (+3) 23 (+6) 16 (+3) 22 (+6) 24 (+7)

● Skills Acrobatics +9, Stealth +9, Arcana +9, Insight +12, Perception +12, Survival
+12, Intimidation +13, Persuasion +13
● Damage Resistances bludgeoning, piercing, and slashing damage from nonmagical
attacks
● Damage Immunities acid, cold, fire, lightning, poison
● Condition Immunities petrified, poisoned
● Senses Darkvision 60 ft., passive Perception 19
● Languages Abyssal, Celestial, Common
Telepathy 100ft.
● Challenge 18 (20,000 XP)

Concordant Greatsword. The Concordant Killer's greatsword attacks are magical. When the
concordant killer hits with its greatsword attack it deals an extra 5d8 radiant damage (included
in the attack). If the concordant killer relinquishes the blade or the concordant killer dies, the
weapon dissipates forever. The concordant killer can magically create a new blade as a
bonus action if it does not already possess one.
Divine Awareness. The concordant killer knows a target’s alignment.

Innate Spellcasting. The concordant killer's innate spellcasting ability is Charisma (spell save
DC 21, +13 to hit with spell attacks). It can innately cast the following spells, requiring no
components:
- At will: dispel magic, magic missile, otiluke’s resilient sphere, protection from good and
evil, shield, teleport
- 3/day each: forcecage, invisibility, mordenkainen’s sword, plane shift, wall of force
- 1/day: mind blank

Magic Resistance: The concordant killer has advantage on saving throws against spells.

Actions
Multiattack. The concordant killer makes 2 large concordant greatsword attacks

Large Concordant Greatsword. Melee Weapon Attack: +14 to hit, range 10 ft., one target.
Hit: 18 (3d6 + 8) slashing damage plus 22 (5d8) radiant damage.

Conflagration Ooze:
This odd creature looks like a massive pudding of flame. Its glistening membrane barely seems
able to contain the roaring inferno within it. Flames and fiery fluid swirl and flow through the
ooze, and bursts and gouts of flame erupt from occasional breaks in the creature’s surface.

Most oozes are mindless hunters, stalking the shadowy places in a constant search for food.
But magical or environmental accidents sometimes result in a new breed of monster. Such was
the case with the conflagration ooze. Whether the result of some wild magical experiment, an
environmental disaster, or something else entirely, conflagration oozes have demonstrated to
the unwary that they should not be underestimated or trifled with.
A conflagration ooze looks like a mass of liquid flame, barely held together by a transparent
membrane. The fire that roars within it breaks through the protective outer skin on occasion, and
the creature radiates an intense heat. The average conflagration ooze measures 8 feet across
and weighs around 1,500 pounds.
Conflagration oozes, unlike the majority of their ooze counterparts, are not mindless eaters.
They possess a reasonable degree of intellect, allowing them to formulate tactics and basic
strategy. One typically claims a series of caverns near a volcano or hot springs as a lair. It
spends most of its time hunting, like other oozes, as it requires a great deal of energy to fuel the
massive inferno raging within.
Conflagration oozes also hoard treasure, and some have even been known to conduct magical
research. Conflagration oozes love fire, and they sometimes wander out of their lairs to revel in
the destruction and panic their coming brings as entire regions of land are consumed in their
passing.

A conflagration ooze begins a battle with its spell-like abilities, hoping to immobilize some of its
opponents before engaging in melee. Once it closes in, it attempts to grapple its foes and infuse
them with the fiery toxin that surges through its body.

Source: Monster Manual III; pp. 30-31

Conflagration Ooze
Large ooze, chaotic evil

● Armor Class 15 (natural armor)


● Hit Points 85 (9d10 + 36)
● Speed 30ft., climb 10ft.

STR DEX CON INT WIS CHA


23 (+6) 10 (+0) 18 (+4) 9 (-1) 12 (+1) 13 (+1)

● Saving Throws Dexterity +3


● Skills Athletics +9, Stealth +3, Perception +4
● Damage Vulnerabilities cold
● Damage Resistances piercing, and slashing damage from nonmagical weapons
● Damage Immunities fire, poison
● Condition Immunities blinded, deafened, frightened, paralyzed, poisoned, prone,
restrained
● Senses blindsight 60 ft. (blind beyond this point), passive Perception 11
● Languages Ignan
● Challenge 6 (2,300 XP)

Fire in Blood. A potent fiery toxin flows through the body of a conflagration ooze. Any
creature grappled or pinned by the ooze must make a successful DC 15 Constitution saving
throw as the fiery toxin seeps through the victim’s skin (or whatever surface passes for its
skin) and into its blood (or life-supporting fluid, such as sap in a plant creature). Success
indicates the creature takes 3 (1d6) points of fire damage in addition to any damage already
dealt by the slam or grapple, as the fire burns and sears the creature. Failure indicates that
the toxin has taken hold of the creature’s body and has begun converting portions of its blood
into liquid flame. The creature takes 7 (2d6) necrotic damage and 7 (2d6) points of fire
damage, in addition to any damage already dealt by the slam or grapple. Each round the
creature remains grappled by the ooze, and for 1 round afterward, it must make another DC
15 Constitution saving throw to reduce or avoid the same effects. As a creature that fails its
saves takes necrotic damage, the flaming blood burns through the victim’s skin in small
patches that increase in size the more necrotic damage accrues. Tiny rivulets of flame leak
from these holes, as well as from the creature’s ears, nose, and mouth, running down the
victim’s body and giving it an unearthly, terrible appearance. Creatures not considered “alive”,
such as constructs and undead, or any sort of life-dependent body fluid, such as elementals,
are immune to the necrotic damage from this ability but are still subject to the fire damage.

Innate Spellcasting. The conflagration ooze's innate spellcasting ability is Charisma (spell
save DC 12, +4 to hit with spell attacks). It can innately cast the following spells, requiring no
components:
- 1/day each: confusion, sleep, hold monster

Actions
Multiattack. A conflagration ooze makes 2 pseudopod attacks.

Pseudopod. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 15 (2d8 + 6)
bludgeoning damage, 3 (1d6) fire damage, and the target creature is grappled.

Copper Asp:
Curled up like a fine copper armband in the shape of a snake, this tiny creature’s scales catch
the light beautifully and its green-jeweled eyes reflect images with an emerald cast.

The copper asp is obsessive regarding status and respect. Those who don’t show the asp’s
master the proper deference often end up covered in venom. The asp may be instructed to
restrict its reactions to verbal berating but it retains its fixation.

Copper asps avoid melee combat whenever possible, preferring to stay in the shadows and
spitting at any opponent that draws too close.

Source: Dragon Magazine #341; pp.35-36

Copper Asp
Tiny construct, true neutral

● Armor Class 16 (natural armor)


● Hit Points 2 (1d4)
● Speed 15ft., climb 15ft.

STR DEX CON INT WIS CHA


6 (-2) 17 (+3) 11 (+0) 6 (-2) 12 (+1) 4 (-3)

● Skills Athletics +0, Acrobatics +5, Stealth +5, Perception +3


● Damage Immunities poison
● Condition Immunities charmed, exhaustion, frightened, paralysed, poisoned
● Senses passive Perception 13
● Languages Common
● Challenge 1/4 (50 XP)

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

Actions
Bite. Melee Weapon Attack: +5 to hit, reach 5ft., one target. Hit: 1 piercing damage.

Poison Spray (3/day). Ranged Spell Attack: +5 to hit, range 10ft., one target. Hit: Target
makes a DC 10 Constitution saving throw, taking 7 (2d6) poison damage on a failed save.

Corollax:
Corollaxes are mischievous and curious insectivores that dwell in dense jungles in tropical and
subtropical climates. They typically nest in large colonies that span several closely placed trees.
These colourful creatures are very curious and quite social. They can provide the unknowing
traveller with a great deal of companionship and amusement—at least until startled. At that
point, their natural defensive reaction erupts, and chaos usually ensues. A corollax has a
grey-black, curved beak and black eyes. Its plumage varies in colour, but a typical male’s
feathers are a mixture of bright red, orange, and yellow, and a female’s are either brown or grey.

Corollaxes are not aggressive and do not attack unless someone attacks or harasses them first.
If disturbed, a corollax screeches and flies about, unleashing its colour spray attack. If forced
into melee, the bird combines both claws into a single attack.

Source; Monster Manual II; pp. 50-51


Corollax
Tiny monstrosity, unaligned

● Armor Class 14 (natural armor)


● Hit Points 2 (1d4)
● Speed 10ft., fly 60ft.

STR DEX CON INT WIS CHA


1 (-5) 17 (+3) 11 (+0) 2 (-4) 14 (+2) 16 (+3)

● Skills Perception +4
● Damage Resistances bludgeoning, piercing, and slashing damage from non-silvered,
nonmagical weapons
● Senses Darkvision 60ft., passive Perception 13
● Languages -
● Challenge 1/2 (100 XP)

Actions
Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 1 slashing damage.

Color Spray. The corollax can unleash a vivid cone of clashing colours. This ability works like
a colour spray spell (save DC 13). The creature is immune to its own colour spray attack and
to those of others of its kind.

Corpse Gatherer:
A corpse gatherer is an animated graveyard empowered by a mean intelligence and a greed for
more bodies. It exists only to increase its own size and power by devouring more dead bodies. It
seeks corpses everywhere, from cemeteries to battlefields to scenes of natural disasters. A
corpse gatherer appears roughly humanoid, but its immense body is made up of corpses,
tombstones, and grave earth. From a distance, the creature resembles a hulking giant made of
earth and stones, but upon closer inspection, a viewer can detect the occasional dead hand,
head, or other appendage protruding from its form.
These creatures are thought to spawn from the burial of a sentient undead creature (such as a
vampire) in unconsecrated ground. The lingering taint of undeath somehow permeates the
earth, causing the entire graveyard— corpses, tombstones, and all—to coalesce into a ravening
undead monster.
Corpse gatherers feast upon dead flesh, but they are more than willing to create fresh corpses
by slaying living creatures. A single corpse gatherer has been known to destroy several entire
villages to sate its unceasing hunger.
Though corpse gatherers are not themselves evil, their undead taint extends to any living prey
they devour. The soul of a creature consumed by a corpse gatherer is trapped within the latter’s
body along with its corpse. Thus, the soul cannot escape (so the creature cannot be raised or
resurrected) until the corpse gatherer itself is destroyed.

A corpse gatherer fights by attempting to pound its opponents into mush. From time to time, it
also grabs troublesome opponents and stuffs them into its porous body. Those so absorbed are
grasped and held fast by the hands of the corpses that make up the gatherer.

Source: Monster Manual II; pp. 51-52

Corpse Gatherer
Gargantuan undead, true neutral

● Armor Class 15 (natural armor)


● Hit Points 435 (30d20 + 120)
● Speed 40ft., burrow 10ft.

STR DEX CON INT WIS CHA


30 (+10) 7 (-2) 18 (+4) 10 (+0) 11 (+0) 15 (+2)

● Saving Throws Strength +16


● Skills Athletics +16, Acrobatics +4, Investigation +6, Perception +6
● Damage Resistances bludgeoning, piercing, and slashing damage from non-silvered,
nonmagical weapons
● Damage Immunities poison
● Condition Immunities charmed, exhaustion, frightened, paralysed, poisoned,
unconscious
● Senses Darkvision 60 ft., passive Perception 16
● Languages Understands Common, but cannot speak
● Challenge 18 (20,000 XP)

Deathly Body. The corpse gatherer cannot be slain by instant death effects, is not affected by
spells effects that cause hit point reduction and is not affected by revivify, raise dead,
resurrection, true resurrection or similar spell effect.

Desanctifying Aura. The corpse gatherer has a 100-foot radius aura cantered on itself that
cannot be affected by an antimagic field or dispel magic. Undead within this aura have
advantage on saving throws against turning. Undead within this aura have +2 to attack rolls,
+2 to saving throws and +2 necrotic damage on hit (included in the attack). Undead creatures
created within and the corpse gatherer have a +2 hit points per hit die (included in the hit
points). This aura stays in effect for 24 hours after the corpse gatherer passes through an
area or dies.

Magic Resistance. The corpse gatherer has advantage on saving throws against magic and
magic effects.

Soul Binding. Creatures that are slain and ingested by the corpse gatherer cannot be
resurrected. Killing the corpse gatherer negates this effect against affected creatures.
Creatures ingested but not slain by the corpse gatherer are not affected by this feature.

Zombie Spawn. Upon reaching 0 hit points, an amount of medium sized zombies equal to the
amount of hit dice of the corpse gatherer spawn within the Desanctifying aura and act on the
corpse gatherer's initiative. While within the aura, the zombies function as normal but when
they are not within the aura they are normal corpses. These zombies are spawned under the
effect of the Desanctifying Aura feature giving them extra hit points.

Actions
Multiattack. A corpse gatherer makes 3 attacks; up to 3 slam attacks, and up to 3 swallow
attacks.

Slam. Melee Weapon Attack: +16 to hit, reach 20 ft., one target. Hit: 28 (4d8 + 10)
bludgeoning damage. If the target of this attack is a creature, it is grappled (escape DC 20).
Until the grapple ends, the target is restrained and takes automatic slam damage at the start
of the corpse gatherer’s turn.

Ingest Corpses. The corpse gatherer grabs up to 4 corpses within reach and regains 5 hit
points per corpse. It can go above its hit point maximum using this action, gaining any excess
as temporary hit points. Swallowed creatures are not subject to ingestion until the round after
they have died.

Swallow. The corpse gatherer can swallow a creature that is at least 1 size category smaller
than itself by making a successful grapple check (DC 20). If the target is already grappled by
the corpse gatherer, it does not need to make the grapple check. Instead the target takes
damage from a slam attack and is put inside the corpse gatherer. The corpse gatherer does
not need to use its mouth to swallow; it can merely stuff the creature into any convenient
portion of its porous body. Once inside the corpse gatherer, the creature is blinded and
restrained, it has total cover against attacks and other effects outside the corpse gatherer, and
the creature takes 19 (2d8 + 10) bludgeoning damage each round from the roiling corpses,
gravestones and other objects within. A successful grapple check (DC 24) allows the creature
to extract themselves from the hands of corpses within the corpse gatherer and return to the
surface, where another successful grapple check (DC 20) is needed to get free. Alternatively,
a creature can use weapons that do piercing or slashing damage to cut their way out. Dealing
at least 25 points of damage in this way permits escape. Once a single swallowed creature
escapes, the hole that was made fills thus another creature will have to cut its own way out.

Corpse Rat Swarm:


Leaving a stinking trail of blood and rotting entrails, the horde of tiny rat corpses squirms and
squeals toward its victims.

Like a bone rat swarm, a corpse rat swarm is made up of countless undead rats. These,
however, are closer to zombies than skeletons, with hunks of rotting flesh still hanging on their
bones. They are even more disease-ridden than a normal rat swarm, and every bit as hungry for
flesh.

A corpse rat swarm seeks to engulf and devour any living prey it encounters.

Source: Libris Mortis; The Book of the Dead; pp.92-93

Corpse Rat Swarm


Medium swarm of Tiny undead, neutral evil

● Armor Class 11
● Hit Points 58 (9d8 + 18)
● Speed 15ft., climb 15ft.

STR DEX CON INT WIS CHA


4 (-3) 13 (+1) 14 (+2) 2 (-4) 10 (+0) 1 (-5)

● Damage Resistances bludgeoning, and piercing damage


● Damage Immunities poison, psychic
● Condition Immunities charmed, exhaustion, frightened, paralysed, petrified,
poisoned, prone, restrained, stunned, unconscious
● Senses Darkvision 60 ft., passive Perception 10
● Languages -
● Challenge 3 (700 XP)

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.
Actions
Swarm. Melee Weapon Attack: +4 to hit, reach 0 ft., one target. Hit: 10 (2d8 + 1) piercing
damage and must make a DC 13 Constitution saving throw or become diseased (Incubation
1d4 days, 1d2 temporary Dexterity and Constitution damage each day); or 5 (1d8 + 1)
piercing damage and must make a DC 13 Constitution saving throw or become diseased if
the swarm has half of its hit points or fewer.

Corrupture:
A hideous avalanche of flesh rolls down upon you, undulating like a wave of skin. Warts full of
thick, yellow liquid swell up continually across its mass, bursting with loud pops and spaying
corrosive fluids into the air.

Disgusting bags of acid-filled flesh, corruptures result from the warping of nature. They hunger
for meat and mindlessly attack living things even as they dissolve the environment that supports
their prey.
Corruptures come into being whenever the wilderness has been horribly befouled or natural
laws have been repeatedly broken. In such places, nature reacts with a rent in existence that
births a corrupture before closing, an embodiment of the cancerous damage to the world.
Corruptures commonly appear in wilderness areas that have been poisoned or diseased, or that
are heavily influenced by magic or another plane. Rarely do they appear in civilized areas.
Mundane defilements, such as razing a forest or draining a swamp isn’t enough to create a
corrupture, but an arcane laboratory used for magical experimentation on creatures might well
do so.
A corrupture is a mindless hunter, driven by instinct to hunt down the nearest prey of fair size. It
draws food and water directly through its skin, first by dissolving flesh with its acid and then
removing over the gooey remains. Corruptures are able to survive on plant matter for a short
time but need meat at least once a week. They can feed on carrion if necessary, but they prefer
fresh, fluid-filled prey.
Corruptures have no gender and do not mate: they just get bigger. An undamaged corrupture
with plenty to eat moults its outer flesh as it grows. This process takes a month of uninterrupted
hibernation. After this time, the corrupture has an even more voracious appetite for several
weeks. Larger, ancient corruptures begin to lose the ability to move under their own power.
Such massive sacks of flesh can actually become stationary and starve.
Corruptures can appear in any sullied environment, even the sea.
A corrupture is a large mass of semifluid flesh approximately 15 feet in diameter. It constantly
undulates and pulses, making its exact mass difficult to determine, but a typical example weighs
about 6,000 pounds. Corruptures’ flesh varies in colour from tan to pink to angry red, and is
covered in a web of veins, bruises, and sores. Boils of thick, yellow acid swell up on its surface
every few seconds, bursting to spray the area. The skin of a corrupture is covered with the
residue of these eruptions, coating it in a caustic slime.
A corrupture instinctively moves toward any moving object or creature larger than Tiny size and
attacks it, trampling others in its rush to dissolve and taste flesh. Stubborn in its mindless
hunger, a corrupture doggedly continues attacking the creature it first tastes. It uses its acid
burst whenever its prey and at least one other creature are within range, or if it is blocked by a
creature larger than it can trample. If a group of foes flee a corrupture, it follows only its prey,
following the nearest creature if it has not yet tasted flesh. Once its initial prey dies, the
corrupture attacks the largest fleshy creature of which it is aware; if no others are nearby, the
ooze begins consuming its meal at leisure.
A corrupture ignores creatures it cannot taste after its first attack, such as those not susceptible
to its acid or those lacking flesh – at least until they move out of range of its blindsight. (The
mindless ooze cannot recognize a new moving object as one that it hit before.) Skeletal undead,
many constructs, and creatures immune to acid can escape harm simply by not attacking back
after first being struck. The oozes seem to instinctively recognize that other corruptures aren’t
prey.

Source: Monster Manual IV; pp. 36-37

Corrupture
Huge ooze, unaligned

● Armor Class 5
● Hit Points 201 (13d12 + 117)
● Speed 20ft., climb 20ft., swim 20ft.

STR DEX CON INT WIS CHA


30 (+10) 1 (-5) 29 (+9) 1 (-5) 6 (-2) 1 (-5)

● Saving Throws Strength +13


● Skills Athletics +13, Perception +1
● Damage Immunities acid
● Condition Immunities blinded, deafened, exhaustion, frightened, prone, restrained
● Senses blindsight 60 ft. (blind beyond this point), passive Perception 11
● Languages -
● Challenge 8 (3,900 XP)

Amorphous. The corrupture can move through a space as narrow as 1 inch wide without
squeezing.

Amphibious. Corruptures can breathe air and water.

Corrosive Form. A creature that touches the corrupture or hits it with a melee attack while
within 5 feet of it takes 3 (1d6) acid damage.
Magic Resistance. The corrupture has advantage on saving throws against spells and other
magical effects.

Actions
Multiattack. A conflagration ooze can use Corrosive Burst if able. It then makes 2 pseudopod
attacks.

Pseudopod. Melee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit: 19 (2d8 + 10)
bludgeoning damage plus 7 (2d6) acid damage.

Corrosive Burst (Recharge 6). The corrupture’s body blasts acid in all directions. Each
creature within 20 feet of the corrupture must make a DC 17 Dexterity saving throw, taking 21
(6d6) acid damage on a failed save, or half as much damage on a successful one.

Cranial Encyster:
This ghastly creature crosses a humanoid face with an obscenely bloated tick, with legs each
tapering to needle points. From the creature’s back, the face howls, screams, grunts, and
gibbers its eager hunger.

Cranial encysters are creatures born of too-close contact with the Far Realm’s influence.
Encysters feed on the essence of dying creatures, and to that end they attempt to coerce
victims to lethally injure themselves via direct contact. Even a single cranial encyster is a
formidable threat.
A cranial encyster has the color of pinkish, almost translucent flesh. Its rolling eyes are bone
white, while its teeth are the color of corruption and its tongue diseased and yellow.
A cranial encyster is about the size of a deflated human head with legs. It weighs about 1
pound.

A cranial encyster attacks by charging up to a victim, migrating to the victim’s head, and
plunging its needle tipped legs into the victim’s skull. This attack can only target Small or larger
creatures with a discernible head or skull.

Source; Dragon Magazine #330; pp.34-35

Cranial Encyster
Tiny monstrosity, neutral evil

● Armor Class 19 (natural armor)


● Hit Points 17 (2d4 + 12)
● Speed 40ft.

STR DEX CON INT WIS CHA


3 (-4) 24 (+7) 22 (+6) 1 (-5) 12 (+1) 16 (+3)

● Skills Stealth +9, Perception +3


● Senses Darkvision 60ft., passive Perception 13
● Languages -
● Challenge 2 (450 XP)

Disquieting. All creatures (other than cranial encysters) within a 30 ft. radius that can see it
must succeed a DC 13 Wisdom saving throw or become frightened until the start of its next
turn. If the face on the back of the encyster is that of a friend or loved one, the save DC
increases to 18. If a creature's saving throw is successful, the creature is immune to the
cranial encyster's Disquieting for the next 24 hours.
Actions
Death Urge. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 1 piercing damage
and the cranial encyster latches onto the victim’s face, treating it as grappled (escape DC 17).
Until the grapple ends, the target is blinded, the cranial encyster AC becomes 12, and the
target must make a DC 13 Wisdom saving throw at the start of its turn. If the victim fails its
save, the subject looks for the quickest method to end its life and attempts to do so. The
subject takes no other action on its turn except attempting to harm itself.
If armed, the subject attacks themself. The attack automatically succeeds and deals damage
as a critical hit. If unarmed, the subject moves to the nearest enemy and provokes an attack
of opportunity by offering the opponent an opening (which the opponent may or may not take
advantage of). If the subject is unarmed and no enemies are nearby, the subject does nothing
at all. At the DM’s option, a subject close to an immediate and lethal hazard such as a cliff or
fire might hurl itself at the hazard rather than striking itself with a weapon.
If the victim dies, the encyster disengages, looking for a new target. Its face-like effigy is now
that of the just-slain victim.

Crawling Apocalypse:
A horrific nest of withered, desiccated tentacles heaves from the sand. Behind the tentacles is a
barrellike body wrapped in centuries-old funeral dressings. Two staring orbs surmount the
gargantuan form, promising annihilation.

A few crawling apocalypses yet traverse the trackless sands, self-impelled immortal remnants of
ancient wars. Each crawling apocalypse is actually a war machine created by a race called the
marru. Known for their power over the flesh of the living, splinter factions of marru wandered
into realms of necromancy, and in their madness to win at any cost, they introduced
monstrosities of the sea to mummification and the sea of sand. Too potent to perish with the
conclusion of the wars and the eradication of their creators, crawling apocalypses yet patrol
ancient perimeters, guarding against intrusion by enemies long vanished.
While some roving weapons of the ancient marru still sometimes rise to the surface and cause
desolation, most remaining crawling apocalypses arc secreted in ancient weapon depots,
well-hidden thousands of feet below the desert surface. They have vague memories of their
former living existence, thousands of years ago. The memory of their former mastery, and what
was taken from them, fuels their violence against all creatures. Some could still respond to
command codes devised by the marru, though those codes are most likely all forgotten.

Crawling apocalypses strike their opponents with their barbed tentacles, which, in addition to
dealing awful damage, can also infect foes with diseases from beyond the grave.

Source: Sandstorm – Mastering the Perils of Fire and Sand; pp.143-144

Crawling Apocalypse
Gargantuan undead, lawful evil

● Armor Class 21 (natural armor)


● Hit Points 290 (20d20 + 80)
● Speed 20ft., burrow 20ft.

STR DEX CON INT WIS CHA


30 (+10) 10 (+0) 18 (+4) 6 (-2) 20 (+5) 20 (+5)

● Saving Throws Strength +14, Intelligence +2, Wisdom +9, Charisma +9


● Skills Perception +9
● Damage Vulnerabilities fire
● Damage Resistances bludgeoning, piercing, and slashing damage from nonmagical
weapons
● Damage Immunities poison
● Condition Immunities charmed, exhaustion, frightened, paralysed, poisoned,
unconscious
● Senses passive Perception 19
● Languages -
● Challenge 10 (5,900 XP)

Dispair. At the mere sight of a crawling apocalypse, a creature must succeed on a DC 20


Wisdom saving throw or be paralysed. Whether or not the save is successful, that creature
cannot be affected again by that same crawling apocalypse's despair ability for 24 hours. The
save DC is Charisma-based.
Regeneration. The crawling apocalypse regains 10 hit points at the start of its turn as long as
it has 1 or more hit points. If the crawling apocalypse takes fire damage, this trait doesn't
function at the start of the crawling apocalypse's next turn.

Actions
Multiattack. The crawling apocalypse makes 2 tentacle attacks and 6 slam attacks.

Slam. Melee Weapon Attack: +14 to hit, reach 15 ft., one target. Hit: 14 (1d8 + 10)
bludgeoning damage.

Tentacle. Melee Weapon Attack: +14 to hit, reach 25 ft., one target. Hit: 21 (2d10 + 10)
bludgeoning damage. If the target is a creature, it must succeed on a DC 20 Constitution
saving throw or be cursed with mummy rot. The cursed target can't regain hit points, and its
hit point maximum decreases by 10 (3d6) for every 24 hours that elapse. If the curse reduces
the target's hit point maximum to 0, the target dies, and its body turns to dust. The curse lasts
until removed by the remove curse spell or other magic.

Crawling Head:
The crawling head is a horrifying undead monstrosity spawned from the severed head of a
giant.
A crawling head’s body is a huge, bloated giant’s head that has grown to enormous size. Its
jaws are overdeveloped and filled with multiple rows of shark-like teeth. A seething nest of
animated intestines, arteries, and veins spreads out from the head’s neck, allowing the creature
to slither across any surface (even vertical one) with surprising and disturbing grace. The
creature’s body is studded with numerous severed heads that it has swallowed, each one
trapped in a sac just beneath the surface of the creature’s translucent skin.
An overconfident necromancer who was quickly slain by his own creation created the original
crawling head ages ago. Since then, crawling heads have been slowly increasing in number in
areas frequented by giants and their ilk.

A crawling head uses its spells to soften up its enemies before wading in to finish the job with its
vicious bite and its tentacles. Most crawling heads take the time to establish intricate lairs
populated with magic traps and undead guardians.

Source: Fiend Folio; pp.35-36

Crawling Head
Huge undead, lawful evil
● Armor Class 10 (natural armor)
● Hit Points 280 (20d12 + 150)
● Speed 20ft., Climb 20ft.

STR DEX CON INT WIS CHA


30 (+10) 7 (-2) 23 (+6) 20 (+5) 19 (+4) 25 (+7)

● Skills Athletics +16, Arcana +11, Investigation +11, Religion +11, Perception +10,
Survival +10
● Damage Resistances bludgeoning, piercing, and slashing damage from nonmagical
weapons
● Damage Immunities lightning, poison, thunder
● Condition Immunities charmed, poisoned, prone
● Senses Truesight 120ft., passive Perception 20
● Languages Common, Giant
● Challenge 19 (22,000 XP)

Absorb Heads. A crawling head swallows the heads it bites off, storing them in its body. A
crawling head can absorb one head per hit die. It can consume one of these heads as a
bonus action to do any of the following: gain advantage on a single attack roll or saving throw;
or to heal itself, restoring up to 50 lost hit points; or to cast any one of its innate spells as part
of the bonus action used to consume the head. A randomly-encountered crawling head has
1d6+10 heads already stored in its body.

Cacophony. The heads stored in a crawling head's body constantly screech and howl. Any
creature within 60 feet of a crawling head must make a Wisdom saving throw (DC 17) at the
start of its turn or become frightened. If a creature succeeds on its saving throw, it becomes
immune to the aura of agony's effects for the next 24 hours.

Innate Spellcasting. The crawling head's innate spellcasting ability is Charisma (spell save
DC 21, +13 to hit with spell attacks). It can innately cast the following spells, requiring no
components:
- At will: animate dead, fear, gentle repose, inflict wounds, shield, speak with dead
- 3/day each: create undead, finger of death
Vorpal Bite. When a crawling head deals critical damage, reducing a creature to 0 hp with its
bite attack, it severs the creature's head. Some creatures are not affected by the loss of a
head, but most creatures die when their heads are cut off.

Water Vulnerability. Water affects a crawling head in the same manner that acid affects most
creatures. Water deals 3 (1d6) acid damage to the creature per round of exposure except in
case of total immersion (such as a deep pool of water), which deals 35 (10d6) points of
damage per round. An attack with water, such as from a hurled vial or the create water spell,
counts as 1 round of exposure.

Actions
Multiattack. The crawling apocalypse makes a bite attack and 4 tentacle attacks.

Bite. Melee Weapon Attack: +16 to hit, reach 10 ft., one creature. Hit: 19 (2d8 + 10) piercing
damage.

Tentacle. Melee Weapon Attack: +16 to hit, reach 10 ft., one creature. Hit: 15 (1d10 + 10)
bludgeoning damage.

Crawling Slaughterer:
The crawling slaughterer is an enormous undead creature made from the remains of monstrous
spiders. Although not venomous, the crawling slaughterer drips fetid goo from its orifices as it
lumbers across the landscape. The creature’s horrific stench foretells its approach for hundreds
of yards, and it leaves a trail of slime and rotting lumps of flesh behind.
The crawling slaughterer is often found in the company of drow, serving either as the
centerpiece of a warband or occasionally as a mount for a powerful drow cleric. In the latter
case, the drow commands the creature with a large spiked ankush. A crawling slaughterer feels
no fear, no joy, no want, and very little pain - it exists only to destroy the enemies of its master.

The crawling slaughterer follows whatever simple instructions it receives from its controller. It is
capable of following directions such as “March forward and destroy all dwarves you encounter”.

Source: Dragon Magazine #309; pp.26

Crawling Slaughterer
Gargantuan undead, unaligned

● Armor Class 17 (natural armor)


● Hit Points 189 (14d20 + 42)
● Speed 30ft., climb 20ft.

STR DEX CON INT WIS CHA


25 (+7) 15 (+2) 16 (+3) 1 (-5) 10 (+0) 1 (-5)

● Skills Athletics +10


● Damage Immunities poison
● Condition Immunities charmed, exhaustion, frightened, paralysed, poisoned,
unconscious
● Senses Darkvision 60ft., passive Perception 10
● Languages -
● Challenge 7 (2,900 XP)

Spider Climb. The crawling slaughterer can climb difficult surfaces, including upside-down on
ceilings, without the need to make an ability check.

Stench. A living creature within 30 feet must succeed a DC 14 Constitution saving throw,
becoming poisoned on a failed save. Whether or not the save is successful, that creature
cannot be affected again by that same crawling slaughterer's stench ability for 24 hours.

Undead Fortitude. If damage reduces the crawling slaughterer to 0 hit points, it must make a
Constitution saving throw with a DC of 5 +the damage taken, unless the damage is radiant or
from a critical hit. On a success, the crawling slaughterer drops to 1 hit point instead.

Web Walker. The crawling slaughterer ignores movement restrictions caused by webbing.

Actions
Bite. Melee Weapon Attack: +10 to hit, reach 15 ft., one target. Hit: 20 (3d8 + 7) piercing
damage.

Web (3/day). Ranged Weapon Attack: +5 to hit, range 20/60 ft., one target. Hit: the target is
restrained by webbing. As an action, the restrained creature can make a DC 18 Strength
check to escape. The webbing has AC 13, and another creature can deal 30 fire or slashing
damage to the webbing to end this effect; if fire damage is used, the restrained creature also
takes the damage.

Creator Race:
The creator race hails from an ancient time, long before the rise of humans and elves. The race
craved supremacy and control of the world, and so they waged war against the only enemy that
matched them in power and numbers - the great wyrms. In time, the death tolls on both sides
grew to extraordinary numbers. In desperation, the creators devised a plan;
They would pull themselves into a trance and sleep for centuries, and meanwhile, time would
destroy what they could not. Now the centuries have passed, and curious adventurers have
discovered their crypts, brought light to their long-closed eyes, and loosed them again on the
world. It is a world not only where the dragons have survived but also where dominance has
passed to strange, monkey-like beings. The creators still desire to have ultimate control over the
world, and so they have once again begun preparations for war.
Creators are a reptilian race, and they closely resemble lizardfolk. They stand roughly 6-7 feet
tall, have the same dead ridge as lizardfolk, and possess a tail. However, a creator’s snake-like
scales are finer and softer than a lizardfolk’s scales. Creators claim that this difference marks
them as a more highly evolved species, but it also means they lack the strong natural protection
of their barbaric descendants.
Creators excel in the arcane arts and are natural spellcasters. Even with years of study, few can
hope to match the might of an accomplished creator sorcerer. Some even whisper that it was
the creator race that created the art of arcane magic in the first place, and that sorcerers have
the blood of creators not dragons in their veins, although this is a matter of pure conjecture.

Creators live in a magocracy, and magic holds overall sway over all aspects of their lives. They
place as much emphasis on intellectual achievements as most human societies place on
physical. Their pastimes are mostly devoid of physical activity and instead focus on puzzle and
strategy games, often with arcane themes, The most learned are the most revered, and the
dim-witted warrior is intellectually abused throughout their life.
Because of this focus on intellect, creators prefer to have others do their menial chores; such
tasks are not worthy of minds such as theirs. Slavery is a common practice, and most creators
assume it is only a matter of time before life bows to them in servitude and worship.
The majority of the race still slumbers in its mystically induced hibernation, but they are slowly
returning to the world. Upon awakening, a community of creators typically seeks to dominate all
intelligent life around them (within reason, their arrogance does have limits) in order o\to build
their slave network. These slaves serve as hunters, laborers, and warriors.
Although most of the race remains underground, their natural habitat is in the mountains. As the
creators’ communities grow in power, they begin moving to higher ground and braving the
outside world in an attempt to reclaim their ancient homeland.

Creators prefer to strike from cover, giving them protection from missile fire, preventing foes
from charging them, and buying them more time to attack with spells. Their first targets are often
rival spellcasters, although they are intelligent enough to alter their tactics as the situation
requires.

Source: Dragon Magazine #303; pp.82

Creator Race
Medium humanoid (Creator), neutral evil

● Armor Class 12
● Hit Points 49 (9d8 + 9)
● Speed 30ft.

STR DEX CON INT WIS CHA


10 (+0) 14 (+2) 13 (+1) 16 (+3) 12 (+1) 17 (+3)
● Skills Stealth + 5, Arcana +6
● Senses passive Perception 11
● Languages Abyssal, Celestial, Draconic, Infernal
● Challenge 8 (3,900 XP)

Innate Spellcasting. The creator's innate spellcasting ability is Charisma (spell save DC 14,
+6 to hit with spell attacks). It can innately cast the following spells, requiring no components:
- At will: mage armor
Nexus Empower. As a bonus action, the creator taps into its magical nexus it produces to
enhance the next spell or Nexus Ray attack it makes to deal maximum damage. This ability
can only be used if the Magic Nexus is activated, using this ability removes the benefits of the
Magic Nexus, and this ability cannot be used again until a new Magic Nexus is created.

Spellcasting. The creator is a 8th-level spellcaster. Its spellcasting ability is Charisma (spell
save DC 14, +6 to hit with spell attacks). It has the following sorcerer spells prepared:

- Cantrips (at will) : chill touch, fire bolt, mage hand, minor illusion, true strike
- 1st Level (4 slots): detect magic, magic missile, shield
- 2nd Level (3 slots): blur, enhance ability, mirror image
- 3rd Level (3 slots): counterspell, haste
- 4th Level (2 slots): dimension door

Actions
Multiattack. A creator makes two scimitar attacks.

Scimitar. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 2) slashing
damage.

Magic Nexus. The creator weaves the magic it naturally produces, providing the creator
resistance to cold, fire, and necrotic damage which lasts indefinitely.

Nexus Ray (Recharge 5-6). Ranged Spell Attack: +6 to hit, range 60 ft., one target. Hit:
before making the attack, the creator chooses which effect the ray has:

- Cold Ray. 13 (3d8) cold damage.


- Death Ray. 9 (2d8) necrotic damage.
- Fire Ray. 13 (3d8) fire damage.

Creeping Stone:
A portion of the rock slides off the cave wall, as though suddenly turned to some viscous liquid.
Slowly but inevitably, it creeps across the chamber.
Creeping stone is a form of ooze native to the Elemental Plane of Earth. Sages do not know
precisely how it first appeared on the Material Plane.
On its home plane, a creeping stone draws nutrients directly from the surrounding rock. On the
Material plane, however, it must feed by consuming organic materials, which it replaces with a
calcified waste substance formed by its own body. The net effect of this process is the
petrification of its victims.
The average creeping stone is about 10 feet in diameter and about 6 inches thick. It seems
likely, however, that much larger specimens exist on the Elemental Plane of Earth.

The creeping stone remains hidden within stone or among boulders while it waits for prey. When
it senses movement, it attacks.

Source: Dragon Magazine #314; pp.30

Creeping Stone
Large ooze, unaligned

● Armor Class 5
● Hit Points 92 (8d10 + 48)
● Speed 20ft., burrow 20ft., climb 10ft.

STR DEX CON INT WIS CHA


18 (+4) 1 (-5) 22 (+6) 1 (-5) 1 (-5) 1 (-5)

● Skills Athletics +7, Stealth +1


● Condition Immunities blinded, deafened, exhaustion, frightened, prone, restrained
● Senses Blindsight 60 ft. (blind beyond this point), Tremorsense 60ft., passive
Perception 5
● Languages -
● Challenge 5 (1,800 XP)

Amorphous. The corrupture can move through a space as narrow as 1 inch wide without
squeezing.

Earth Glide. The creeping stone can burrow through nonmagical, unworked earth and stone.
While doing so, the ooze doesn't disturb the material it moves through.

False Appearance. While the ooze remains motionless, it is indistinguishable from a stone or
boulder.

Actions
Pseudopod. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4)
bludgeoning damage, the creature is grappled (escape DC 13), and the target must make a
DC 17 Constitution saving throw or suffer the effect of the slow spell for 1d4 rounds. Until the
grapple ends, the target is restrained, and the creeping stone can automatically hit the target
with its slam attack.

Engulf. The creeping stone moves up to its speed. While doing so, it can enter Medium or
smaller creatures' spaces. Whenever the ooze enters a creature's space, the creature can
choose to make either an attack of opportunity or a DC 13 Dexterity saving throw. A creature
that makes an attack of opportunity is subject to the effects of a failed saving throw.
On a successful save, the creature can choose to be pushed 5 feet back or to the side of the
ooze. A creature that chooses not to be pushed suffers the consequences of a failed saving
throw. On a failed save, the ooze enters the creature's space, and the creature is engulfed.
The engulfed creature can't breathe, and is restrained, and must make a DC 17 Constitution
saving throw at the start of the ooze’s turn, or become petrified. When the ooze moves, the
engulfed creature moves with it.
An engulfed creature that isn’t petrified can try to escape by taking an action to make a DC 17
Strength check. On a success, the creature escapes and enters a space of its choice within 5
feet of the ooze.

Crimson Death:
A crimson death is a vaporous creature that lives in marshes, on moors, or any place that is
subject to frequent, thick fogs. To conceal its presence from the general populace, a crimson
death usually carries the bodies of its victims back to its lair, which is a charnel-house piled with
the corpses and treasure of its victims.
A crimson death resembles a knot of fog with a vaguely humanoid shape, including arms and a
torso. Its lower body trails off into indistinct vapor. The creature’s eyes glow white, but it has no
other facial features. After it has fed, the blood of its victims stains its misty body red.

A crimson death’s attack consists of extending a vaporous tendril and wrapping it around its
opponent. The creature prefers to attack from ambush, and it avoids physically powerful targets
that might easily break free of its grasp.

Source: Monster Manual II; pp.53

Crimson Death
Medium undead, neutral evil

● Armor Class 15
● Hit Points 97 (13d8 + 39)
● Speed fly 30ft.

STR DEX CON INT WIS CHA


1 (-5) 21 (+5) 16 (+3) 17 (+3) 15 (+2) 14 (+2)

● Saving Throws Dexterity +9


● Skills Stealth +9, Investigation +7, Perception +8, Survival +6
● Damage Resistances bludgeoning, piercing, and slashing damage from nonmagical
weapons
● Damage Immunities necrotic, poison
● Condition Immunities charmed, exhaustion, frightened, grappled, paralyzed,
petrified, poisoned, prone, restrained, unconscious
● Senses passive Perception 18
● Languages -
● Challenge 10 (5,900 XP)

Incorporeal Movement. A caller in darkness can move through other creatures and objects
as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an
object.

Actions
Multiattack. The crimson death makes 2 seizing touch attacks.

Seizing Touch. Melee Weapon Attack: +9 to hit, reach 5 ft., one creature. Hit: The creature is
seized; not considered grappled but can break free as per the grappled condition. A crimson
death drains blood, reducing the victim’s maximum hit points 7 (2d6) points immediately upon
seizing an opponent. Each round thereafter that the opponent remains seized, the creature
automatically loses an additional 7 (2d6) maximum hit points at the end of its turn.

Crucian:
A crablike shell covers the upper body of this otherwise humanoid form. Its shell is heavily
inscribed and painted, and it wears simple equipment and clothing.

Comfortable in the brutal heat of the desert, battle-hardened crucians rely on their natural shell
Armor to protect them in all situations.
Crucians are humanoids that sport broad, flat shells, like desert crabs, encompassing their
upper bodies in natural protection. Not content with just their shells, they often wear additional
leather chaps and armlets to protect the rest of their bodies. They decorate their shells with
brightly coloured painted sigils, as well as deeply etched tallies of their personal triumphs on the
sandy field of conflict. Most crucians prefer to wield enormous Warhammers, weighted to crack
even the hardest enemy shells.
Crucians are highly territorial, and they organize into small bands, each group protecting a
prized water source. Crucian bands regularly raid one another's oases, which accounts for their
warlike demeanour. Every twenty years or so, a leader rises among the crucians and forges the
various bands into a mighty force. This crucian army strikes out into cooler lands for booty and
conquest, only to fall back into the desert once the creatures have wreaked their fill of misery.
In negotiations, crucians are known to be cunning. They often employ verbal feints to draw
others out and get a better read on them, and they are keenly interested in figuring out how both
friends and enemies think. Crucians speak Common and Draconic. More intelligent crucians
learn Sphinx, the language of the creatures that share their desert homes.

When they can, crucians prefer to attack as a solid line to prevent enemies from getting at their
flanks.

Source: Sandstorm – Mastering the Perils of Fire and Sand; pp.144-145

Crucian
Medium humanoid (Crucian), lawful neutral

● Armor Class 17 (leather armor)


● Hit Points 30 (4d8 + 12)
● Speed 20ft.

STR DEX CON INT WIS CHA


15 (+2) 8 (-1) 17 (+3) 11 (+0) 10 (+0) 8 (-1)

● Saving Throws Intelligence +2, Wisdom +2, Charisma +1


● Skills Insight +2, Perception +2, Persuasion +1
● Senses passive Perception 12
● Languages Common, Draconic, Sphinx
● Challenge 1 (200 XP)

Actions
Warhammer. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2)
bludgeoning damage, or 7 (1d10 +2) bludgeoning damage if wielded with two-hands.

Crypt Chanter:
A lone, wavering figure begins a song. The haunting melody echoes through the air, calling for
you to dance. The music makes your soul shrivel, but it also makes you smile. How can
something be so awful and so wonderful at the same time?

A crypt chanter’s voice is the perfect horror, at once compelling and dreadful. These undead
creatures sometimes appear to be playing spectral viols, flutes, drums, or any other instruments
they choose, varying from chanter to chanter.
As incorporeal creatures, crypt chanters are weightless.
A crypt chanter never speaks directly, though it may give instructions or provide answers within
the lyrics of its music (usually in Common, sometimes Abyssal).

A crypt chanter’s strength and shield is its music. A crypt chanter seeks to snare its victims with
its music, and then drain them of life with the same melody. If threatened, a crypt chanter
retreats into a nearby wall or other handy physical barrier.

Source: Libris Mortis; The Book of the Dead; pp.93-94

Crypt Chanter
Medium undead, chaotic evil

● Armor Class 17 (natural armor)


● Hit Points 60 (8d8 + 24)
● Speed 30ft., fly 30ft.

STR DEX CON INT WIS CHA


1 (-5) 21 (+5) 16 (+3) 14 (+2) 14 (+2) 20 (+5)

● Skills Stealth +8, Investigation +5, Perception +7, Intimidation +8, Performance +11
● Damage Resistances bludgeoning, piercing, and slashing damage from nonmagical
weapons
● Damage Immunities necrotic, poison
● Condition Immunities charmed, exhaustion, frightened, grappled, paralyzed,
petrified, poisoned, prone, restrained, unconscious
● Senses Darkvision 60ft., passive Perception 17
● Languages Speaks none, but can Sing in Common, and Abyssal
● Challenge 6 (2,300 XP)

Create Spawn. Any humanoid slain by a crypt chanter through its draining melody becomes a
crypt chanter in 1d4 rounds. These spawns are under the command of the crypt chanter that
created them and remain enslaved until its destruction. They do not possess any of the
abilities they had in life.
Daylight Powerlessness. A crypt chanter exposed to natural sunlight (not merely a daylight
spell) cannot perform any actions other than move or Dash in order to escape the light.

Incorporeal Movement. A caller in darkness can move through other creatures and objects
as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an
object.

Actions
Necrotic Touch. Melee Weapon Attack: +7 to hit, reach 5 ft., one creature. Hit: 5 (1d10)
necrotic damage.

Draining Melody. A crypt chanter constantly sings, creating a magically charged allure. All
creatures within 60 feet of a crypt chanter must make a DC 16 Wisdom saving throw or stand
stunned as long as the music continues. This is a sonic, mind-affecting, compulsion effect.
Beginning on the round after becoming stunned, creatures that failed the first saving throw
must make a second saving throw (same DC) to avoid being affected as if by the enthral spell
(see page 238 of the PHB). Enthralled victims also begin 4 (1d8) maximum hit points per
round while the song continues, as long as they remain within range.
When a crypt chanter reduces a victim’s hitpoint maximum, it gains temporary hit points equal
to the amount the victim lost. These temporary hit points last for up to 1 hour.
Creatures that successfully save upon hearing a crypt chanter’s music cannot be affected by
that crypt chanter’s music again unless the chanter ceases singing for 1 full round (releasing
all those it previously held in thrall) and begins a new song. The save DC is Charisma-based.

Crypt Thing:
A crypt thing is a kind of undead guardian that is built to watch over a particular site or object
and deal with intruders in a nonlethal manner.
The creature appears as nothing more unusual than a skeletal figure in tattered robes. When
active, its eyes glow with a fierce red light. A crypt thing exists only to guard, and it typically
watches over religious treasure, tomb, or holy site. It normally waits in an alcove or on a chair
provided for it. It speaks Common and is willing to converse with those that do not threaten it
while it tries to scare away creatures it thinks are cowards.

A crypt thing attacks only if assaulted or if it believes it cannot drive away those that enter the
place it guards. Its first act is to use its Scatter Defilers ability, and then it attacks with its claws
until all its enemies are dead or fleeing. If approached by creatures it has dispersed by its
Scatter Defilers ability, it attacks immediately.

Source: Fiend Folio; pp.36-37


Crypt Thing
Medium undead, true neutral

● Armor Class 14 (natural armor)


● Hit Points 38 (7d8 + 7)
● Speed 20ft., burrow 20ft.

STR DEX CON INT WIS CHA


10 (+0) 16 (+3) 12 (+1) 11 (+0) 15 (+2) 13 (+1)

● Skills Insight +4, Perception +4, Deception +3, Intimidation +3, Persuasion +3
● Damage Immunities necrotic, poison
● Condition Immunities charmed, exhaustion, frightened, paralyzed, poisoned
● Senses passive Perception 14
● Languages Common
● Challenge 2 (450 XP)

Turn Resistance. While within 50 feet of the location or object it guards, a crypt thing has
advantage of saving throws against turn effects.

Actions
Multiattack. The crypt thing makes 2 claw attacks.

Claw. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 4 (1d8) slashing damage.

Scatter Defilers (1/day). A crypt thing can target its enemies with a teleportation effect, which
causes them to be transported 10 x 10 x 10 feet in a random direction (DC 14 Wisdom saving
throw negates). Targets that fail their saves arrive safely in the closest open space to the
destination (including up or down if necessary) if a solid body occupies that location. This
ability affects a number of enemies equal to the crypt thing’s Hit Dice, and all targets must be
within a 30-foot-radius centred on the crypt thing. The transported targets cannot take any
actions until their next turn.

Crypt Warden:
Evil undead are not the only creatures that guard ancient tombs: crypt wardens are protectors of
the resting places of saints and heroes.
Unlike animated undead that stand eternal guard over their haunts, crypt wardens lie inanimate
until their tombs are disturbed. When intruders enter, the crypt warden’s spirit returns from its
enjoyment of the Seven Mounting Heavens of Celestia, animating its corpse in deathless form
to protect the holy ground it guards. When the threat is over, its soul returns to its rest.
A crypt warden’s basic form is indistinguishable from a skeleton or similar creature. It wears a
fine breastplate and carries a shield and sword to use in its tomb’s defence.

Crypt wardens fight fearlessly, for they literally have nothing to lose—win or lose, their spirit
returns to heavenly bliss when its task is done. They are far more intelligent than they appear,
and quickly surprise tomb-robbers who assume them to be nothing more than mindless
skeletons.

Source: Book of Exalted Deeds; pp.167-168

Crypt Warden
Medium undead, lawful good

● Armor Class 20 (plate armor)


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

STR DEX CON INT WIS CHA


15 (+2) 12 (+1) 16 (+3) 14 (+2) 13 (+1) 16 (+3)

● Skills Athletics +5, Religion +5, Insight +4, Intimidation +6, Persuasion +6
● Damage Resistances Piercing, and slashing damage from nonmagical weapons
● Damage Immunities necrotic, poison
● Condition Immunities charmed, exhaustion, frightened, paralyzed, petrified,
poisoned
● Senses Darksight 60ft., passive Perception 11
● Languages Celestial, Common
● Challenge 7 (2,900 XP)

Magic Resistance. A crypt warden has advantage on saving throws against spells and other
magical effects.

Actions
Holy Shortsword. Melee Weapon Attack: +5 to hit, range 5 ft., one target. Hit: 5 (1d6 + 2)
slashing damage plus 2 (1d4) radiant damage.

Animate Object. A crypt warden can cause a statue or another object within the tomb it
guards to animate, as if affected by the animate object spell. It can animate one object of
Large size or smaller each round.
Crysmal:
This creature’s 3-foot-long scorpion-like shape is formed wholly of minerals. Six curved
crystalline shards provide locomotion, while a wicked point of jagged crystal forms a perfect
stinger.

A conglomerate of stone and crystal, a crysmal above all else seeks to perpetuate its kind.
Crysmals transform mundane minerals into juvenile crysmals. Gems are the perfect substance
for this reproductive cycle: To make a single juvenile, a crysmal generally needs eight to ten
gems, each of 25 gp value or more.

Crysmals prefer to quietly reproduce, but sometimes they must hunt for minerals to carry out
their reproductive imperative. They are not shy about attacking bipedal creatures, which
crysmals have learned often carry gemstones.

Source: Expanded Psionics Handbook; pp. 194

Crysmal
Small elemental, lawful neutral

● Armor Class 16 (natural armor)


● Hit Points 31 (7d6 + 7)
● Speed 30ft., burrow 20ft.

STR DEX CON INT WIS CHA


15 (+2) 14 (+2) 12 (+1) 6 (-2) 10 (+0) 14 (+2)

● Saving Throws Strength +4, Deterity +4, Constitution +3


● Skill Athletics +4, Acrobatics +4, Perception +3
● Damage Vulnerabilities thunder
● Damage Resistances lightning; bludgeoning, piercing, and slashing from nonmagical
weapons
● Damage Immunities cold, fire, poison
● Condition Immunities exhaustion, paralyzed, petrified, poisoned, unconscious
● Senses Darkvision 60 ft., passive Perception 14
● Languages Understands Terran, but does not speak
● Challenge 2 (450 XP)
Innate Spellcasting (Psionics). The crysmal's innate spellcasting ability is Charisma (spell
save DC 12, +4 to hit with spell attacks). It can innately cast the following spells, requiring no
components:
- At will: detect magic, mage hand
- 3/day: dimension door

Actions
Sting. Melee Weapon Attack: +4 to hit, range 5 ft., one target. Hit: 5 (1d6 + 2) piercing
damage.

Mind Thrust (Recharge 5-6). Ranged Spell Attack: +4 to hit, range 25 ft., one creature. Hit:
The target must make a DC 12 Wisdom saving throw, dealing 5 (1d10) psychic damage on a
failed save, and half as much on a success.

Crystal Cat:
This creature appears as a translucent crystalline feline with sharp edges at its joints. Barely
visible, the cat stalks with soundless purpose.

Crystal cats act in much the same manner as a house cat. They like nothing better than relaxing
and hunting - everything else is a distraction from these pursuits. The construct’s weakness lies
in its interior; they are more delicate than a standard constructed familiar and require constant
maintenance in order to remain in working conditions.

In combat, crystal cats stick close to their masters, protecting them as best they can. If alone,
crystal cats usually flee from combat, relying upon their stealth for safety.

Source: Dragon Magazine #341; pp.36

Crystal Cat
Tiny construct, true neutral

● Armor Class 15 (natural armor)


● Hit Points 10 (3d4 + 3)
● Speed 30ft.

STR DEX CON INT WIS CHA


7 (-2) 18 (+4) 12 (+1) 3 (-4) 12 (+1) 7 (-2)

● Skills Athletics +0, Acrobatics +6, Stealth +6, Perception +3


● Damage Immunities poison
● Condition Immunities charmed, exhaustion, frightened, paralysed, poisoned
● Senses passive Perception 13
● Languages -
● Challenge 1/2 (100 XP)

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

Sharp Hide. Creatures grappling with a crystalline cat or attacking it with natural weapons
take 2 (1d4) slashing damage as the cat’s sharp edges cut into them.

Actions
Multiattack. The crystal cat makes a bite attack, and 2 claw attacks.

Bite. Melee Weapon Attack: +6 to hit, reach 5ft., one target. Hit: 7 (1d4 + 4) piercing damage.

Claw. Melee Weapon Attack: +6 to hit, reach 5ft., one target. Hit: 6 (1d4 + 4) slashing
damage.

Crystalline Cat:
A crystalline cat looks as if a master gemcutter crafted a lion out of diamonds. In bright light, it
has a breathtakingly beautiful appearance since its body reflects and refracts light.
In reality, the fey’s body dies gave a physical composition akin to fine quality quartz, but it
possesses a keen intelligence and sentience far beyond any mere construct. Beautiful, with
catlike grace, a crystalline cat chimes softly when it walks.

Crystalline cats are fierce predators and often attack from ambush.

Source: Dragon Magazine #304; pp.60

Crystalline Cat
Large fey, chaotic neutral

● Armor Class 17 (natural armor)


● Hit Points 37 (5d10 + 10)
● Speed 40ft.

STR DEX CON INT WIS CHA


17 (+3) 16 (+3) 14 (+2) 13 (+1) 10 (+0) 16 (+3)

● Skills Athletics +5, Acrobatics +5, Stealth +5, Perception +2


● Damage Immunities acid, poison
● Condition Immunities charmed, frightened, petrified, poisoned
● Senses passive Perception 12
● Languages -
● Challenge 3 (700 XP)

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

Pounce. If the crystalline cat moves at least 20 feet straight toward a creature and then hits it
with a claw attack on the same turn, that target must succeed on a DC 13 Strength saving
throw or be knocked prone. If the target is prone, the cat can make a bite attack against it as a
bonus action.

Actions
Multiattack. The crystalline cat makes a bite attack, and 2 claw attacks.

Bite. Melee Weapon Attack: +5 to hit, reach 5ft., one target. Hit: 7 (1d8 + 3) piercing damage.

Claw. Melee Weapon Attack: +5 to hit, reach 5ft., one target. Hit: 7 (1d8 + 3) slashing damage
and the target needs to make a DC 13 Constitution saving throw. On a failed save, the
crystalline cat injects a tiny crystal prism into the opponent’s body.
24 hours after the crystal is implanted, the victim falls extremely ill, losing 2 points of each
ability score each day, to a minimum of 1. The prism grows by 1 size category every 2 days
(becoming Tiny sized after 2 days, and Small sized after 4), dealing 2d10 slashing damage
each time it grows. The prism bursts forth from the host when any one of the following
conditions are met, forming a new crystalline cat:

- The host is killed


- The prism grows to 1 size category smaller than the host.
- The prism reaches Large size.

If the newly created crystalline cat loses its host before reaching Large size, it continues to
grow 1 size category every 2 days. A crystalline cat is not sufficiently developed to move and
attack and is considered helpless until it reaches Large size. Any damage shatters crystalline
cats smaller than Large.
A spell or effect that removes disease rids a victim of the prism. A healer can also try to
surgically remove the prism with a successful Medicine check (DC 20). If the check fails, the
healer can try again, but each attempt (successful or not) deals 1d4 slashing damage to the
patient.
Harmonics. A crystalline cat can cause its body to resonate in a rich range of tones. This
ability has the effect of the shatter spell (DC 15).

Cursed Cold One (Gelun):


A slab of ice stands upright in the sand. Within it is a humanoid shape, curled up in a ball. The
humanoid is nearly as transparent and smooth as the ice itself, but its eyes are open, and they
are as blue and cold as a mountain glacier.

Cursed cold ones were humanoids once, before their blood was cursed and their forms
changed to suit their new reliance on warmth and heat. Such is their curse—their bodies are
heat sinks, so much so that should they ever venture into an environment too cold, they would
freeze immobile, entering a timeless stasis until the surrounding temperature rises enough to
thaw them. The name "cursed cold one" was given to these creatures by others; they call
themselves geluns. A gelun is sufficient unto itself, requiring only warmth to remain conscious
and active. This reliance on warmth means that geluns inhabit warm regions, and all known
gelun conclaves are in warm desert lands. Bitter at their enforced and permanent exile to the
waste, cursed cold ones are usually hostile to other creatures, especially those native to
temperate environments. Geluns live in conclaves out in the open sands where shadows are
scarce, and the heat is the fiercest. Even then, many conclaves must suffer through cold desert
nights, where the temperature drops so much that all present risk freezing solid until the rising
sun returns their mobility. Great bonfires at the centre of each conclave usually forestall this
event, but bonfires require good supplies of coke or wood, which means foraging, raiding, and
sometimes trade. As to the nature of the supposed curse that created their race, no living gelun
can say for certain, though many stories (each widely different) circulate among gelun
conclaves.

Geluns rely on their icy claws and frigid gaze in combat.

Source: Sandstorm – Mastering the Perils of Fire and Sand; pp.145-146

Cursed Cold One


Medium aberration, true neutral

● Armor Class 16 (natural armor)


● Hit Points 27 (6d8)
● Speed 30ft.

STR DEX CON INT WIS CHA


14 (+2) 18 (+4) 11 (+0) 7 (-1) 12 (+1) 14 (+2)
● Skills Insight +3, Perception +3
● Damage Vulnerabilities cold
● Damage Immunities fire
● Senses Darkvision 60ft., passive Perception 13
● Languages Common
● Challenge 2 (450 XP)

Heat Reliant. Unless a cursed cold one inhabits an environment where the temperature
remains above 110 °F (43 °C), it frosts over and freezes solid, entering a state of extreme
hibernation. It is extremely vulnerable during such periods, essentially helpless. On the other
hand, while enjoying environments of severe hetl or hotter, cursed cold one’s function
normally, gaining all the nutrition and energy they need from the warmth itself.

Immunity to Fire. Any magical attack that deals fire damage to a cursed cold one heals 1
point of damage for each 3 points of damage the attack would otherwise deal. If the amount of
healing would cause a cursed cold one to exceed its full normal hit points, it gains any excess
as temporary hit points. A cursed cold one can only gain temporary hit points from this ability
equal to its full normal hit points (25 extra hit points for an average cursed cold one).
Temporary hit points gained in this fashion last for 1 hour. For example, a cursed cold one hit
by a fireball gains back 6 hit points if the damage total is 18 points. A cursed cold one gets no
saving throw against fire effects.

Vulnerability to Cold. If a cursed cold one fails its save against a cold effect, it is also
stunned for 1 round.

Actions
Multiattack. The cursed cold one makes an icy gaze attack, and a slam attack.

Slam. Melee Weapon Attack: +6 to hit, range 5 ft., one target. Hit: 7 (1d6 + 4) bludgeoning
damage plus 3 (1d6) cold damage.

Icy Gaze. When a creature that can see the cursed cold one's eyes starts its turn within 30
feet of the it, the cursed cold one can force it to make a DC 14 Constitution saving throw if the
cursed cold one isn't incapacitated and can see the creature. A creature that fails the save is
stunned for 1 minute. A creature that can't be stunned automatically succeeds on this save.
Unless surprised, a creature can avert its eyes to avoid the saving throw at the start of its turn.
If the creature does so, it can't see the cursed cold one until the start of its next turn, when it
can avert its eyes again. If the creature looks at the cursed cold one in the meantime, it must
immediately make the save.
Cursed Spirit:
This creature’s tormented, immaterial form suggests terrible loss. Its upper body is distinct, with
a manic humanoid form, but its lower body blurs into a ghostly cloud. Its hollow eyes convey
malevolent intelligence.

Those who die while under terrible curses or inimical enchantments sometimes linger on as
cursed spirits, bringing their misfortune to others.
Evil clerics send cursed spirits to fight enemy combatants. The presence of a cursed spirit
weakens the enemies’ defences against spells and other special attack types.
A cursed spirit speaks the languages it spoke in life. One is often heard predicting doom for
those it is trying to slay

The cursed spirit is cunning enough to ambush enemies though walls, floors, and ceilings.

Source: Miniatures Handbook; pp.60

Cursed Spirit
Medium undead, chaotic evil

● Armor Class 12
● Hit Points 28 (5d8 + 5)
● Speed fly 30ft.

STR DEX CON INT WIS CHA


1 (-5) 14 (+2) 12 (+1) 9 (-1) 8 (-1) 13 (+1)

● Skills Perception +1, Intimidation +3


● Damage Resistances bludgeoning, piercing, and slashing damage from nonmagical
weapons
● Damage Immunities necrotic, poison
● Condition Immunities charmed, exhaustion, frightened, grappled, paralyzed,
petrified, poisoned, prone, restrained, unconscious
● Senses Darkvision 60ft., passive Perception 11
● Languages -
● Challenge 2 (450 XP)

Cursed Aura. The taint of loss surrounds a cursed spirit. Adjacent enemy creatures take a –2
penalty on all saving throws.

Incorporeal Movement. A cursed spirit can move through other creatures and objects as if
they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object.
Actions
Multiattack. The cursed spirit makes 2 touch attacks.

Touch. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 7 (1d10 + 2) force
damage

Part 2 of the Compendium of Forgotten Monsters found here:


https://docs.google.com/document/d/1bD__7UlSPrs4Bdua_CvA9-vLpbYXDznt_ZczUFxZJVk/ed
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