M onster S
1
unim agin able
M onster S
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Introduction Table of Contents
Abbathiel�����������������������������������������������������������������������5
In this compendium, you will find a selection of 50 Ahturomoza������������������������������������������������������������������6
otherworldly creatures, grotesque monstrosities, and
Aiel���������������������������������������������������������������������������������7
reimagined classics. Each monster is accompanied by a
Anari������������������������������������������������������������������������������8
short description, an exciting statblock, and an original
Aurai������������������������������������������������������������������������������9
illustration created with AI-technology!
Aurai Auramancer�����������������������������������������������������10
The AI-generated art is also where the idea for this
compendium originated, as we realized that we could Blood Blight�����������������������������������������������������������������11
use AI-technology to conjure forth creatures we’d Blood Troll�������������������������������������������������������������������12
never have been able to imagine ourselves – which is Carnifex�����������������������������������������������������������������������13
why we call them Unimaginable Monsters! Cryorachnida��������������������������������������������������������������14
That’s also why the monsters in this book have Doom lord�������������������������������������������������������������������15
been reverse engineered, which means that we’ve first Dread Dragon�������������������������������������������������������������16
generated the illustration – feeding the AI with various Drider Anathema������������������������������������������������������ 20
prompts until an interesting result emerged – and then Droserek����������������������������������������������������������������������21
our job was to figure out what this monster was and Far Realm Jaeger�������������������������������������������������������� 22
what statistics it should have. Not only is this a fun F’arex��������������������������������������������������������������������������� 23
way to work, it also makes for some interesting, weird, F’arex Firebreather���������������������������������������������������� 24
and unique monsters – as you’ll find out soon! Feycor�������������������������������������������������������������������������� 25
We hope you will enjoy these monsters as much as Fire Cranius ��������������������������������������������������������������� 26
we enjoyed making them! Frostmaw���������������������������������������������������������������������27
Gore ghast������������������������������������������������������������������ 28
J. A. Valeur & S. K. Valeur Ice Guardian���������������������������������������������������������������29
Eventyr Games Iceheart Inquisitor����������������������������������������������������� 30
Ignis Avenger��������������������������������������������������������������31
Inferus��������������������������������������������������������������������������32
Medusa Tinker������������������������������������������������������������33
Note: Ai-generated art
Mezzeth���������������������������������������������������������������������� 34
This product would not be possible without accessible
AI-generated art. Ordinarily, we would have had Mountain Mimic��������������������������������������������������������35
to rely on stock art, which is neither original nor Netherese Chronoguard������������������������������������������� 36
inspiring, or we’d have to forego art entirely, as Ogre Commander������������������������������������������������������37
commissioning art for this type of publication is not Ogre Juggernaut��������������������������������������������������������� 38
profitable. Rot Gazer���������������������������������������������������������������������39
Even so, we are acutely aware that AI-generated art Scorpioth�������������������������������������������������������������������� 40
is controversial – and frightening for those who make
Shadowmancer�����������������������������������������������������������41
a living as illustrators.
We want to make clear that while we are excited Shakshiel��������������������������������������������������������������������� 42
that this technology has allowed us to make this Sourkettle������������������������������������������������������������������� 43
product, we don’t believe it can, or should, replace Steel Enforcer������������������������������������������������������������� 44
human artists. That’s also why we, despite being a Steelsoul Renegade���������������������������������������������������� 45
small independent publisher, have commissioned Stone Ooze������������������������������������������������������������������ 46
several thousand dollars worth of fantasy illustrations Terrax���������������������������������������������������������������������������47
in 2022 alone.
Terrorspike Worm����������������������������������������������������� 48
Even though we see this technology as a helpful
tool for creators, we remain as committed as ever to Tidal Snapper������������������������������������������������������������� 49
the irreplaceable human artists without whom none Vinditihel�������������������������������������������������������������������� 50
of this would be possible. So committed, in fact, that Void Spectator�������������������������������������������������������������51
we pledge that at least 50% of our proceeds from this Void Walker����������������������������������������������������������������52
publication will go towards commissioning original art Weavewyrm����������������������������������������������������������������53
from a diverse selection of human illustrators. Zyrilax������������������������������������������������������������������������� 54
INTRODUCTION 3
Using this Compendium Creature Overview
This compendium contains a wide variety of different Creature Type CR
monsters – from abhorrent aberrations and delightful Abbathiel Celestial 16
dragons to unnerving undead, there is something for Ahturomoza Elemental 23
every taste here. Likewise, the monsters’ challenge Aiel Aberration 7
ratings vary from the measly CR ½ F’arex to an Anari Aberration 10
overwhelming CR 23 Ahturomoza! Aurai Fey 3
Aurai Auramancer Fey 7
Action-Packed Monsters Blood Blight Plant 5
Though wildly different in flavor and difficulty, all Blood Troll Giant 8
the monsters in this compendium have something in
Carnifex Fiend 17
common: they all feature advanced monster design.
Cryoarchnida Monstrosity 15
This means that they all have multiple actions to
Doom Lord Fiend 20
choose from and are never relegated to just being bags
Dread dragon, Wyrmling Dragon 3
of hit points that deal damage. Instead, each monster
Dread dragon, Young Dragon 8
has a unique composition of abilities that ensures that
Dread dragon, Adult Dragon 15
it is an enjoyable tactical challenge for the players.
Dread dragon, Ancient Dragon 21
Knowing your Enemy Drider Anathema Monstrosity 12
Most monsters in this book have inherent weaknesses Droserek Plant 7
that the player characters can exploit or specific Far Realm Jaeger Aberration 13
abilities that our heroes would do well to be aware of. F’arex Fiend 1/2
When the characters encounter one of the monsters in F’arex Firebreather Fiend 2
this compendium, you can allow them to make a skill Feycor Fey 14
check to determine what, if anything, they know about Fire Cranius Undead 1/2
it. Below are some guidelines you can use: Frost Maw Monstrosity 9
• Up to two characters can make an Intelligence check Gore Ghast Undead 5
using a relevant skill (see the table below) to see Ice Guardian Construct 10
what, if anything, they know about the creature. Inceheart Inquisitor Giant 13
• The DC is 10 + ½ the creature’s CR (rounded down). Ignis Avenger Elemental 10
• On a success, a character knows one thing about the Inferus Fiend 11
monster, such as its weakness, its damage resistances Medusa Tinker Monstrosity 8
and immunities, its damage vulnerabilities, its Mezzeth Undead 4
condition immunities, its senses, or its actions. Mountain Mimic Monstrosity 17
• If the check succeeds by 5 or more, the character Netherese Chronoguard Humanoid 9
may know multiple things, at your discretion.
Ogre Commander Giant 6
Creature Type Skill(s) Ogre Juggernaut Giant 11
Aberration Arcana Rot Gazer Aberration 9
Scorpioth Monstrosity 5
Beast Nature
Shadowmancer Humanoid 11
Celestial Religion
Shakshiel Undead 6
Construct Arcana Sourkettle Fey 1
Dragon Arcana, History Steel Enforcer Construct 3
Elemental Arcana Steelsoul Renegade Construct 6
Fey Arcana, Nature Stone Ooze Monstrosity 3
Fiend Religion Terrax Monstrosity 6
Giant History Terrorspike Worm Monstrosity 19
Tidal Snapper Elemental 7
Humanoid History
Vindithiel Celestial 6
Monstrosity History, Nature
Void Spectator Aberration 8
Ooze Arcana Void Walker Aberration 11
Plant Nature Weavewyrm Dragon 4
Undead Arcana, Religion Zyrilax Aberration 8
4 INTRODUCTION
Abbathiel
The abbathiels – also known as Angels of Death –
are responsible for shepharding souls to the afterlife
and guarding them while they’re there. In rare cases,
abbathiels are sent to retrieve souls from creatures who
are still alive even though they should be dead.
In battle, the abbathiel manipulates the very souls
of its foes as it steers them – gently, but firmly – closer
to death. Its methods are elusive and entropic, as it
weakens its enemies and their very spirits.
Abbat hiel
Large Celestial, Typically Lawful Neutral Spellcasting. The abbathiel casts one of the following spells,
requiring no material components and using Charisma as the
Armor Class 19 (natural armor) spellcasting ability (spell save DC 20):
Hit Points 200 (16d10 + 112)
Speed 40 ft., fly 120 ft. At will: blindness/deafness, dispel evil and good, invisibility
1/day each: blight, dawn, sunbeam, wall of light
STR DEX CON INT WIS CHA
17 (+3) 23 (+6) 24 (+7) 19 (+4) 22 (+6) 25 (+7) Bonus Actions
Afterlight. The abbathiel forces a creature it can see within
Saving Throws Con +12, Wis +11, Cha +12 60 feet of it to relive its entire life in a single moment. The
Skills Insight +11, Perception +11 creature must make a DC 20 Wisdom saving throw. On a
Damage Resistances necrotic, radiant; bludgeoning, failed save, the creature takes 18 (4d8) psychic damage and
piercing, and slashing from nonmagical attacks is stunned until the start of the abbathiel’s next turn. On a
Condition Immunities charmed, exhaustion, frightened successful save, the creature takes only half as much damage
Senses truesight 120 ft., passive Perception 21 and suffer no additional effects.
Languages all, telepathy 120 ft.
Challenge 16 (15,000 XP) Proficiency Bonus +5 Anoint. The abbathiel attempts to prepare the soul of a
creature it can see within 60 feet of it for the afterlife. The
Divine Awareness. The abbathiel knows if it hears a lie. creature must make a DC 20 Charisma saving throw. On a
Magic Resistance. The abbathiel has advantage on saving failed save, the creature takes 18 (4d8) psychic damage and
throws against spells and other magical effects. until the end of its next turn, it has vulnerability to all damage
and can’t regain hit points. On a successful save, the creature
Actions takes only half as much damage and suffer no additional
Multiattack. The abbathiel makes two Spirit Touch attacks. effects.
Spirit Touch. Melee or Ranged Spell Attack: +12 to hit, reach Reactions
5 ft. or range 60 ft., one creature. Hit: 20 (3d8 + 7) force
Corrupted Renewal. When a creature the abbathiel can see
damage and the target has disadvantage on the next saving
within 30 feet of it casts a spell that would cause another
throw it makes before the end of the abbathiel’s next turn.
creature to regain hit points, the abbathiel forces that
Shepherding Light (Recharge 5–6). Each creature of the creature to make a DC 20 saving throw using its spellcasting
abbathiel’s choice it can see within 30 feet of it must make ability. On a failed save, each target of the spell doesn’t regain
a DC 20 Constitution saving throw. On a failed save, the any hit points and instead takes necrotic damage equal to the
creature takes 36 (8d8) radiant damage and gains 1 level of hit points it would have gained.
exhaustion. On a successful save, the creature takes half as
much damage, and suffers no additional effects.
ABBATHIEL 5
Ahturomoza
One of the few primordials in existence, Ahturomoza
is a semi-divine of incredible size and power. Also
known as “the Creator”, Ahturomoza can not only
move through solid earth and rock but also manipulate
it, causing it to shake, fissure, or even spawn stone
oozes. While Ahturomoza’s plans and motives
are indiscernible to mortals, it is clear to most that
disturbing the slumbering primordial is a bad idea.
Ah t uromoza
Gargantuan Elemental, Typically Neutral Uncreation Breath (Recharge 5–6). Ahturomoza exhales a
mist of spiritual energy in a 90-foot cone. Each creature in
Armor Class 20 (natural armor) that area must make a DC 24 Charisma saving throw. On a
Hit Points 546 (28d20 + 252) failed save, the creature takes 67 (15d8) psychic damage and
Speed 60 ft., burrow 60 ft. its proficiency bonus is reduced by 1d4 (to a minimum of 0)
for 1 minute. On a successful save, the creature takes half as
STR DEX CON INT WIS CHA
much damage, and suffers no additional effects.
30 (+10) 11 (+0) 29 (+9) 18 (+4) 19 (+4) 21 (+5)
Spellcasting. Ahturomoza casts one of the following spells
Saving Throws Str +17, Con +16, Wis +11, Cha +12 requiring no spell components and using Charisma as the
Skills Perception +11 spellcasting ability (spell save DC 20) :
Damage Resistances cold, fire, lightning At will: earthbind, dispel magic, lightning bolt, slow
Damage Immunities poison, psychic; bludgeoning, piercing, 2/day each: chain lightning, power word stun, reverse gravity
and slashing from nonmagical attacks
Condition Immunities charmed, exhaustion, frightened, Bonus Actions
paralyzed, petrified, poisoned, stunned, unconscious
Senses truesight 120 ft., passive Perception 21 Swallow. Melee Weapon Attack: +17 to hit, reach 5 ft., one
Languages all, telepathy 120 ft. Huge or smaller creature Ahturomoza is grappling. Hit:
Challenge 23 (50,000 XP) Proficiency Bonus +7 Ahturomoza swallows the creature. The swallowed creature
is blinded and restrained, has total cover against attacks
Earthquake Aura. Unless it wills it to stop (no action and other effects outside Ahturomoza. At the start of each
required) the ground quakes in a 30-foot radius around of Ahturomoza’s turns, each creature swallowed by it takes
Ahturomoza, making it difficult terrain for other creatures. 35 (10d6) force damage. If Ahturomoza takes 40 damage or
Each other creature that starts or ends its turn on the ground more on a single turn from a creature inside it, Ahturomoza
in the area, or moves there for the first time on its turn, must must succeed on a DC 26 Constitution saving throw at the
succeed on a DC 25 Dexterity saving throw or take 7 (2d6) end of that turn or regurgitate all swallowed creatures, which
bludgeoning damage and be knocked prone. fall prone in a space within 10 feet of Ahturomoza.
Legendary Resistance (3/Day). If Ahturomoza fails a saving Gravity Bind. Ahturomoza forces a creature it can see within
throw, it can choose to succeed instead. 60 feet of it to make a DC 24 Constitution saving throw. On a
Magic Resistance. Ahturomoza has advantage on saving failed save, the creature takes 22 (4d10) force damage and its
throws against spells and other magical effects. speed becomes 0 until the end of its next turn.
6 AHTUROMOZA
Aiel
Aiels are powerful psionics that act as protectors across
the Multiverse. In ancient times, these otherworldly
creatures often helped defend worlds that were
attacked by mind flayers, but as the mind flayers’
presence dwindled, so did that of the aiel. Although
few and far between, aiel sometimes settle down as
advisors for mortal kings or in far away corners of
the Multiverse where they use their strange psychic
abilities to fight evil and protect the innocent.
Little is known of the their origin, but their
resemblance to mind flayers cause have led to
speculation that they share an ancestral bond.
Aiel
Medium Aberration, Typically Lawful Good throw at the end of each of its turns, ending the effect on
itself on a success.
Armor Class 15 (chain shirt) At the end of the aiel’s turn, it can move each creature
Hit Points 91 (14d8 + 28) or object it has in its telekinetic grip up to 60 feet in any
Speed 30 ft. direction, but not beyond 120 feet of itself. In addition, it can
choose any number of creatures restrained in this way and
STR DEX CON INT WIS CHA
deal 13 (2d12) force damage to each of them.
11 (+0) 14 (+2) 14 (+2) 17 (+3) 18 (+4) 17 (+3)
Spellcasting (Psionics). The aiel casts one of the following
Saving Throws Int +6, Wis +7, Cha +6 spells, requiring no spell components and using Wisdom as
Skills Insight +7, Investigation +6, Perception +6 the spellcasting ability (spell save DC 15):
Senses darkvision 120 ft., passive Perception 17 1/day each: dispel magic, plane shift, synaptic static
Languages Common, Deep Speech, telepathy 120 ft.,
Challenge 7 (2,900 XP) Proficiency Bonus +3 Bonus Actions
Magic Resistance. The aiel has advantage on saving throws Void Whisper. A creature the aiel can see within 60 feet
against spells and other magical effects. of it must succeed on a DC 15 Wisdom saving throw as an
Psychic Defense. While the aiel is wearing no armor and otherworldly whisper in its mind wracks it with pain. On a
wielding no shield, its AC includes its Wisdom modifier. failed save, the target takes 10 (3d6) psychic damage and
its thoughts are muddled for 1 minute. The target can’t take
Actions reactions and at the start of each of its turns it must roll a d6
Tentacles. Melee Weapon Attack: +7 to hit, reach 5 ft., one to determine its behavior for that turn:
creature. Hit: 22 (4d8 + 4) psychic damage. If the target is • 1–3. The creature loses the ability to distinguish friend from
Medium or smaller, it is grappled (escape DC 15) and must foe regarding all creatures it can see as enemies and must
succeed on a DC 15 Intelligence saving throw or be stunned choose the target at random from among the creatures it
until this grapple ends. At the end of each of its turn while can see within range of the attack, spell, or ability it’s using.
grappled in this way, the creature’s Intelligence score is • 3–4. The creature must choose whether it gets an action, a
reduced by 1d4. If the target’s Intelligence is 4 or lower, it bonus action, or a move; it gets only one of the three.
can’t cast spells or communicate in any intelligible way and if • 5–6. The creature can act and move normally.
its Intelligence is reduced to 0, it is stunned until it regains at At the end of a creature’s turn, it can repeat the saving
least 1 point of Intelligence. throw, ending the effect on itself on a success.
Mass Telekinesis (Recharge 6). The aiel targets up to three
creatures and objects it can see within 120 feet of it. No Reactions
one target can weigh more than 1,000 pounds, and objects Psychic Rebuke. When the aiel is damaged by a creature
can’t be targeted if they’re being worn or carried. Each within 60 feet of it that it can see, the creature that damaged
creature must succeed on a DC 15 Strength saving throw it experiences must succeed on a DC 15 Intelligence saving
or be restrained in the aiel’s telekinetic grip until the aiel throw or be blinded, deafened, and unable to speak until the
uses this action again, or its concentration is broken (as if end of its next turn.
concentrating on a spell). A creature can repeat the saving
AIEL 7
Anari
Anaris are huge aberrant predators covered in large
blister-like deformities filled with deadly acid. Big
enough to swallow a horse in a single bite and capable
of reeking pools of concentrated acid from its mouth,
the few who live to tell the tale of their encounter with
an anari count themselves lucky.
Though it remains unknown how or when anari
came to the Material Plane, the aberrations now roam
freely in the swampy marshlands and dark forests
where no predators match their prowess. As a result, a
trail of death and dissolved undergrowth is usually the
only thing left to tell of their unnatural presence.
An ari
Huge Aberration, Typically Chaotic Evil creature, it is grappled (escape DC 16). Until this grapple ends,
the creature is restrained and takes 18 (4d8) acid damage at
Armor Class 14 (natural armor) the start of each of its turns, and the anari can’t use its Bite
Hit Points 147 (14d12 + 56) against another target.
Speed 30 ft.
Crush. Melee Weapon Attack: +10 to hit, reach 10 ft., one
STR DEX CON INT WIS CHA target. Hit: 12 (1d12 + 6) bludgeoning damage and the
23 (+6) 10 (+0) 19 (+4) 8 (-1) 14 (+2) 4 (-3) target must succeed on a DC 18 Strength saving throw or be
knocked prone.
Saving Throws Str +10, Con +8, Wis +6 Acid Pool (Recharge 5–6). The anari spews acid in a 20-foot
Damage Immunities acid, poison cone. Until the end of the anari’s next turn, the ground in the
Condition Immunities poisoned area is difficult terrain and any creature that enters the area
Senses darkvision 120 ft., passive Perception 12 for the first time on a turn or starts its turn there takes 22
Languages — (5d8) acid damage, or 45 (10d8) acid damage if the creature is
Challenge 10 (5,900 XP) Proficiency Bonus +4 prone. A creature that takes this damage must succeed on a
Acrid Abscesses. The anari’s body is covered in numerous DC 16 Constitution saving throw or be incapacitated until the
abscesses filled with acid. Whenever the anari is hit by a start of its next turn as it retches and reels.
weapon attack, an abscess bursts and each creature within 5
feet of it must make a DC 16 Dexterity saving throw, taking
Bonus Actions
9 (2d8) acid damage on a failed save, and half as much on a Deafening Roar. Each creature within 60 feet of the anari
successful one. A creature that is aware of the abscesses, can must make a DC 16 Constitution saving throw, taking 9
take a -5 penalty to the attack roll when attacking the anari to (2d8) thunder damage on a failed save, or half as much on a
avoid bursting an abscess if the attack hits. successful one. A creature that fails this save is also deafened
for 1 minute. The roar is audible out to 1 mile.
Psychic Aversion. Whenever the anari takes psychic damage,
it must succeed on a Wisdom saving throw with a DC equal Acid Gobbet. The anari lobs a gobbet of sickening acid at
to the damage taken or be staggered until the end of its next a point it can see within 30 feet of it. Each creature within 5
turn. While staggered, the anari can’t take reactions and must feet of that point must make a DC 16 Dexterity saving throw,
choose whether it gets a move, an action, or a bonus action taking 18 (4d8) acid damage on a failed save, or half as much
on its turn; it gets only one of the three. damage on a successful one. If the saving throw fails by 5 or
more, the creature is covered in acid for 1 minute or until it
Actions uses an action to wash it off. A creature covered in acid takes
Multiattack. The anari makes one Bite attack and one Crush 9 (2d8) acid damage at the start of each of its turns and has
attack. disadvantage on attack rolls and ability checks.
Bite. Melee Weapon Attack: +10 to hit, reach 10 ft., one target.
Hit: 19 (2d12 + 6) piercing damage, and if the target is a
8 ANARI
Aurai
Similar to the dryads, the aurai are nymphs, except
that they are borne of the air instead of the trees.
They are at one with the wind and can even use it as
a weapon – or become almost part of it, as they turn
partially incorporeal.
Aurai are most often found in mountaneous regions
or in windswept valleys or coasts, where the wind
reigns supreme over all other elements. Rangers and
druids will sometimes beseech aurai to carry them
across vast distances with their wind walk spell.
Aur ai
Medium Fey, Typically Neutral Spellcasting. The aurai casts one of the following spells
requiring no material components and using Charisma as the
Armor Class 15 spellcasting ability (spell save DC 14) :
Hit Points 44 (8d8 + 8)
Speed 30 ft., fly 90 ft. (hover) At will: minor illusion
1/day each: wind walk
STR DEX CON INT WIS CHA
10 (+0) 21 (+5) 13 (+1) 13 (+1) 17 (+3) 19 (+4) Bonus Actions
Gust. The aurai commands the air to move a Medium or
Saving Throws Dex +7, Cha +6 smaller creature or an object weighing 250 pounds or less it
Skills Perception +5, Stealth +7 can see within 30 feet of it. A creature that is being moved
Senses darkvision 60 ft., passive Perception 15 or that is holding an object that is being moved must make a
Condition Immunities charmed, frightened DC 14 Strength saving throw. On a failed save, the creature or
Languages Auran, Common, Sylvan object is moved 20 feet in a direction of the aurai’s choice.
Challenge 3 (700 XP) Proficiency Bonus +2
Windform. The aurai becomes partially incorporeal until the
Magic Resistance. The aurai has advantage on saving throws end of its next turn, or until it attacks or casts a spell. While
against spells and other magical effects. partially incorporeal, the aurai is invisible and has resistance
Windbreather. If the aurai starts its turn grappled, restrained, to bludgeoning, piercing, and slashing damage.
or in an area with no wind, it must succeed on a DC 11
Constitution saving throw or become staggered until the
Reactions
start of its next turn. While staggered, the aurai can’t take Wind Shield (1/Day). When a creature the aurai can see
reactions and must choose whether it gets a move, an action, within 30 feet of it moves toward the aurai or makes a ranged
or a bonus action on its turn; it gets only one of the three. weapon attack against the aurai, the aurai produces a strong
wind around it that lasts until the start of the aurai’s next
Actions turn. While surrounded by this wind, the area in a 10-foot
Wind Spear. Melee or Ranged Spell Attack: +6 to hit, reach 5 radius around the aurai is difficult terrain and ranged weapon
ft. or range 120 ft., one target. Hit: 13 (2d8 + 4) force damage. attacks against the aurai are made with disadvantage.
AURAI 9
Aurai Auramancer
Auramancers are aurai druids or priestesses, who
have, in even greater extent that other aurai, learned
to control the wind. So proficient are the auramancers
that they can shape the wind to create magical auras
around them – and change the effects of their aura with
a mere wave of their hand.
10 AURAI AURAMANCER
Blood Blight
Lumbering across desolate plains or through dense
woodlands, this bloody mess of spiked growth is
an unwelcome sight to any traveler. Blood blights
manipulate not only the plants and roots around them
but also the very minds of those it gets a hold of.
Blood blights are typically spawned when fell magic
is employed to cause death and destruction near trees
or thorny bushes – as if nature itself comes alive to
exact vengeance for the blood that was spilled.
Blood Bligh t
Medium Plant, Typically Chaotic Evil Actions
Armor Class 15 (natural armor) Multiattack. The blight makes two attacks, using Thorny
Hit Points 67 (9d8 + 27) Branch, Grasping Root, or a combination of both.
Speed 30 ft. Thorny Branch. Melee Weapon Attack: +7 to hit, reach 10 ft.,
one target. Hit: 13 (2d8 + 4) piercing damage.
STR DEX CON INT WIS CHA
19 (+4) 14 (+2) 17 (+3) 6 (–2) 10 (+0) 3 (–4) Grasping Root. Melee Weapon Attack: +7 to hit, reach 15
ft., one creature not grappled by the blight. Hit: The target
Saving Throws Str +7, Con +6 is grappled (escape DC 14). The root can also be attacked
Condition Immunities blinded, deafened, exhaustion and destroyed (AC 15; 15 hit points; vulnerability to fire and
Senses blindsight 60 ft. (blind beyond this radius), passive slashing damage; immunity to poison and psychic damage).
Perception 10 Spike Growth. The ground in a 20-foot radius around the
Languages understands Common and Druidic but can’t blood blight becomes difficult terrain for 1 minute or until the
speak blood blight uses this action again. When a creature other
Challenge 5 (1,800 XP) Proficiency Bonus +3 than the blood blight moves into or within the area, it takes 5
Rotten Mind. If another creature targets the blight with a (2d4) piercing damage for every 5 feet it travels.
spell or other magical effect that deals psychic damage to
the blight or forces the blight to make a saving throw against
Bonus Actions
being charmed or frightened, that creature must succeed on Seed of Evil. A creature grappled by the blight’s Grasping
a DC 14 Wisdom saving throw or take 9 (2d8) psychic damage Root must succeed on a DC 14 Wisdom saving throw or fall
and gain 1 level of exhaustion. under the blight’s control until the start of the blight’s next
turn, as if affected by the dominate monster spell.
BLOOD BLIGHT 11
Blood Troll
Horrifying red-skinned giants, blood trolls feast
off the blood of other creatures and eat any living
creatures they can catch. Unlike an ordinary troll,
their regenerative powers are fueled by the blood of its
victims – giving this specific type of troll an even more
insatiable appetite for slaughter.
Like other trolls, blood trolls have no real society.
Their vile desire for blood makes them ill-suited for
the kind of employment another troll might do for a
group of giants or hags. Instead, blood trolls typically
hunt alone or in smaller groups, hunting wild game in
mountain and forest regions – or satisfying their need
by attacking weary travelers.
Blood T roll
Large Giant, Typically Chaotic Evil Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., one target.
Hit: 11 (2d6 + 4) slashing damage, and if the target is a
Armor Class 14 (natural armor) creature, it must succeed on a DC 15 Constitution saving
Hit Points 108 (12d10 + 48) throw or be slowed until the end of the troll’s next turn. While
Speed 40 ft. slowed, the target must spend 1 extra foot of movement for
every foot it moves using its speed, attack rolls against it
STR DEX CON INT WIS CHA
have advantage, and it has disadvantage on attack rolls and
19 (+4) 12 (+1) 18 (+4) 4 (–3) 8 (-1) 5 (-3) Dexterity saving throws.
Skills Perception +2
Senses darkvision 120 ft., passive Perception 12
Bonus actions
Languages Giant Blood Siphon. The troll attempts to siphon the blood from
Challenge 8 (3,900 XP) Proficiency Bonus +3 a non-Undead, non-Construct creature within 10 feet of it. If
the creature doesn’t have all its hit points, it must succeed on
Blood Regeneration. Whenever the troll deals necrotic a DC 15 Constitution saving throw or take 14 (4d6) necrotic
damage to a non-Undead, non-Construct, the target’s damage and gain 1 level of exhaustion. A creature that has
hit point maximum is reduced by an amount equal to the fewer than half its hit point maximum has disadvantage on its
necrotic damage taken, and the troll regains hit points equal saving throw against this effect.
to that amount. If the troll takes radiant damage, this trait
Crippling Roar. Each creature within 30 feet of the troll that
doesn’t function at the start of the troll’s next turn.
can hear it must succeed on a DC 15 Wisdom saving throw or
Actions become frightened until the end of the troll’s next turn. While
frightened in this way, a creature is also incapacitated and its
Multiattack. The troll makes one Bite attack and two Claw
speed is 0.
attacks.
Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target.
Hit: 9 (1d10 + 4) piercing damage plus 9 (2d8) necrotic
damage. If the target is a creature it is also grappled (escape
DC 14). Until this grapple ends, the creature is restrained and
the troll can’t bite other targets.
12 BLOOD TROLL
Carnifex
A carnifex is a savage demon with an unnerving
resemblance to a humanoid. The menacing aura of a
carnifex is a staggering experience on its own, but it
is not before a carnifex wraps its heavy chains around
its prey and reels it close enough to feast upon its flesh
that the true horror of a carnifex is revealed.
Carnifexes live in the deepest layers of the abyss but
never pass up on a chance to come to the surface world
to hunt for meat. Some scholars theorize that a carnifex
may be the result of a Humanoid being transformed
into a Demon by a foul ritual – making it no less ironic
that a carnifex enjoys the flesh of humanoids above all.
Carnifex
Large Fiend (Demon), Typically Chaotic Evil Actions
Armor Class 17 (natural armor) Multiattack. The carnifex makes two Chain attacks. It can use
Hit Points 210 (20d10 + 100) Feast or Spellcasting in place of one of these attacks.
Speed 30 ft. Chain. Melee Weapon Attack: +11 to hit, reach 15 ft., one
target. Hit: 12 (2d6 + 5) bludgeoning damage. If the target is
STR DEX CON INT WIS CHA
a Large or smaller creature, it is also grappled (escape DC 19).
20 (+5) 10 (+0) 21 (+5) 10 (+0) 17 (+3) 11 (+0) Until this grapple ends, the creature is also restrained and the
Saving Throws Dex +6, Con +11, Wis +9 carnifex can’t use the chain on another target. The carnifex
Skills Athletics +11, Perception +9 has two chains, each of which can grapple one creature.
Damage Resistances cold, fire, lightning; bludgeoning, Feast. Melee Weapon Attack: +11 to hit, reach 5 ft., one
piercing, and slashing from nonmagical attacks creature that is incapacitated or grappled by the carnifex. Hit:
Damage Immunities necrotic, poison 22 (4d10) necrotic damage and the carnifex gains 1 blood
Condition Immunities poisoned charge. In addition, the target must succeed on a DC 19
Senses darkvision 120 ft., passive Perception 19 Constitution saving throw or gain 1 level of exhaustion
Languages Abyssal, Common Spellcasting (Blood Magic). The carnifex casts one of the
Challenge 17 (18,000 XP) Proficiency Bonus +6 following spells, requiring no material components and using
Blood Devourer. The carnifex gains 1 blood charge whenever Wisdom as the spellcasting ability (spell save DC 17). It must
it takes 20 or more damage in a single turn or when it hits have the requisite number of blood charges to cast the spell.
with its Feast attack. The carnifex can have up to 7 blood 1/day each: fear (1 charge), dispel magic (1 charge), fireball
charges and lose all unspent charges after 1 hour. (1 charge), wall of fire (2 charges), blade barrier (3 charges),
Dark Magic. When the carnifex casts a spell that deals chain lightning (3 charges), chain lightning (4 charges), finger
damage, it can change the spell’s damage type to necrotic. of death (4 charges), Abi-Dalzim’s horrid wilting (5 charges)
Magic Resistance. The carnifex has advantage on saving
throws against spells and other magical effects.
Bonus Actions
Blood Infusion. The carnifex expends 1 blood charge to
Menacing Aura. Any creature that starts its turn within 10
cause one of the following effects:
feet of the carnifex must succeed on a DC 19 Wisdom saving
throw or be frightened until the start of the creature’s next • A creature the carnifex can see within 30 feet of it must
turn. While frightened this way, the creature’s speed is 0. On succeed on a DC 19 Intelligence saving throw or be stunned
a successful save, the creature is immune to the carnifex’s until the end of the carnifex’s next turn.
Menacing Aura for the next 24 hours. • The range of the carnifex’s Menacing Aura increases to 30
feet until the end of the carnifex’s next turn.
Searing Blood. At the beginning of its turn, the carnifex
• The carnifex regains 22 (4d10) hit points.
can expend 1 blood charge to end any effects on itself
that is causing it to be charmed, frightened, incapacitated,
paralyzed, or stunned.
Reactions
Shared Pain. When the carnifex takes damage, it can expend
1 blood charge to divide the damage it takes between itself
and one creature it is grappling.
CARNIFEX 13
Cryorachnida
Cryorachnidas are ancient monstrosities that roam
the coldest and most desolate of region. Although
cryorachnidas share numerous traits with ordinary
spiders – such as being capable of catching its unlucky
victims in web-like shards of ice – what truly make
an cryorachnida horrifying is its ability to manipulate
its cold surroundings, transforming the ground into
slippery ice and using its overwhelming size to create
glacial rifts and trap its prey.
If spiders gives you chills, this one will give you... well,
chills in more ways than one, I guess. Anyway, point
is, you see that thing coming, you go the other way.
Understood?
– Harngrym Ebenil, Dwarven Glacier Guide
Cryor a c hnida
Huge Monstrosity, Typically Chaotic Evil As an action, the restrained target can make a DC 15
Strength check, bursting the webbing on a success. The
Armor Class 16 (natural armor) webbing can also be attacked and destroyed (AC 10; hp
Hit Points 230 (18d12 + 100) 15; vulnerability to fire damage; immunity to bludgeoning,
Speed 40 ft., climb 40 ft. poison, and psychic damage).
STR DEX CON INT WIS CHA
Bonus Actions
24 (+7) 14 (+2) 21 (+5) 5 (-3) 11 (+0) 4 (-3)
Flash Frost. Deep frost freezes the ground in a 20-foot radius
Saving Throws Con +10, Wis +5 of a point the cryorachnida can see within 60 feet of it. Each
Damage Immunities cold creature standing on the ground in the area takes 9 (2d8) cold
Condition Immunities charmed, paralyzed, petrified, stunned damage and must succeed on a DC 18 Dexterity saving throw
Senses blindsight 120 ft., passive Perception 12 or fall prone.
Languages — Glacial Rift. A 30-feet long, 5-feet wide, and 20-feet deep
Challenge 15 (13,000 XP) Proficiency Bonus +5 fissure splits the ground in an area the cryorachnida can
Ice Walk. The cryorachnida can move across and climb icy or see within 120 feet of it. Each creature on the ground in the
snowy surfaces without needing to make an ability check and area where the fissure opens must make a DC 18 Dexterity
ignoring difficult terrain. saving throw. A prone creature makes this saving throw
with disadvantage. On a failed save, the target falls into the
Legendary Resistance (3/Day). If the cryorachnida fails a
fissure and lands prone. A creature that attempts to climb the
saving throw, it can choose to succeed instead.
sheer walls of the fissure must succeed on a DC 15 Strength
Actions (Athletics) check for each 10 feet it climbs or fall into the
fissure.
Multiattack. The cryorachnida makes two Claw attacks and
either one Bite attack or one Icy Web attack. Legendary Actions
Bite. Melee Weapon Attack: +12 to hit, reach 10 ft., one target. The cryorachnida can take 3 legendary actions, choosing from
Hit: 18 (2d10 + 7) piercing damage plus 4 (1d8) cold damage the options below. Only one legendary action option can be
and the target is grappled (escape DC 17). Until this grapple used at a time and only at the end of another creature’s turn.
ends, the creature is restrained and the cryorachnida can’t The cryorachnida regains spent legendary actions at the start
bite another target. of its turn.
Claw. Melee Weapon Attack: +12 to hit, reach 10 ft., one
Claw. The cryorachnida makes one Claw attack.
target. Hit: 15 (2d8 + 7) slashing damage.
Tundra Master. The cryorachnida uses Flash Frost or Glacial
Icy Web. Ranged Weapon Attack: +7 to hit, range 30/60 Rift.
ft., one creature. Hit: The target is restrained by magical Crippling Shriek (Costs 2 Actions). Each creature within 60
ice webbing. While restrained this way, a creature takes 7 feet of the cryorachnida that can hear it must succed on a
(2d6) cold damage at the start of each of its turns and must DC 18 Wisdom saving throw or have disadvantage on attack
succeed on a DC 18 Constitution saving throw or gain 1 level rolls and ability checks, and saving throws made to maintain
of exhaustion. When a creature finishes a short or long rest, it its concentration, until the end of its next turn.
loses every level of exhaustion gained from the icy webbing.
14 CRYORACHNIDA
Doom lord
Doom lords are savage, warmongering demons with
tentacles sprouting from their back and a magma
spewing, trunk-like appendage growing on their arm.
A terrifying sight to behold, a doom lord may be more
powerful than even a balor, but its reckless nature
means that a doom lord is rarely commanding any
demon armies. Instead, a doom lord may be set loose
on the Material Plane for the simple purpose of causing
havoc and destruction – which is what a doom lord
enjoys the most.
a
alw ays th oug ht it could n’t get more scary than ur
I a blazing boulder as yo
balor. Being steamrolled bya gives you perspective.
squadron is melted by lav g of Brega
Survivor of the sackin
– Arian the Scorched,
Doom lor d
Large Fiend (Demon), Typically Chaotic Evil Lava Spray (Recharge 5–6). The doom lord sprays hot lava
in a 90-foot cone. Each creature in that area must make a DC
Armor Class 17 (natural armor) 20 Constitution saving throw, taking 66 (12d10) fire damage
Hit Points 230 (20d10 + 120) on a failed save, or half as much damage on a successful one.
Speed 40 ft.
Bonus actions
STR DEX CON INT WIS CHA
Compelling Glare. One creature within 60 feet that can see
22 (+6) 10 (+0) 23 (+6) 10 (+0) 16 (+2) 12 (+1) the doom lord must succeed on a DC 20 Wisdom saving
Saving Throws Dex +6, Con +12, Wis +8, Cha +5 throw or be compelled to fight the doom lord. Until the end
Damage Resistances cold, lightning; bludgeoning, piercing, of the target’s next turn, it has disadvantage on attack rolls
and slashing from nonmagical attacks against creatures other than the doom lord. If it attempts to
Damage Immunities fire move away from the doom lord, it must first succeed on a DC
Senses darkvision 120 ft., passive Perception 12 18 Wisdom saving throw or be unable to move.
Languages Abyssal Lava Geyser. A geyser erupts from the ground within 60 feet
Challenge 20 (25,000 XP) Proficiency Bonus +6 of the doom lord. The geyser lasts for 1 minute and fills a 10-
foot square which becomes difficult terrain for the duration.
Fiery Purge. At the beginning of the doom lord’s turn, it
When the geyser appears, each creature within its area must
can end any effects causing it to be charmed, paralyzed,
make a DC 20 Dexterity saving throw, taking 18 (4d8) fire
incapacitated, stunned, or poisoned. When it does, it is
damage on a failed save or half as much on a successful one.
staggered until the start of its next turn. While staggered, the
A creature that enters the area of a geyser for the first time
doom lord can’t take reactions and must choose whether it
on its turn or ends its turn there takes 18 (4d8) fire damage.
gets a move, an action, or a bonus action on its turn; it gets
only one of the three. Legendary Actions
Legendary Resistance (3/Day). If the dragon fails a saving The doom lord can take 3 legendary actions, choosing from
throw, it can choose to succeed instead. the options below. Only one legendary action option can be
Magic Resistance. The doom lord has advantage on saving used at a time and only at the end of another creature’s turn.
throws against spells and other magical effects. The doom lord regains spent legendary actions at the start of
its turn.
Actions
Attack. The doom lord makes a Slam or Tentacle attack.
Multiattack. The doom lord makes one Slam attack and two
Lava Geyser (Costs 2 Actions). The doom lord uses Lava
Tentacle attacks.
Geyser.
Slam. Slam. Melee Weapon Attack: +12 to hit, reach 5 ft., one Blazing Boulder (Costs 2 Actions). The doom lord sends
target. Hit: 19 (2d12 + 6) bludgeoning damage. blazing boulder tumbling along the ground in a 60-foot
Tentacle. Melee Weapon Attack: +12 to hit, reach 20 ft., one line that is 5-foot wide. Each creature in that line must
target. Hit: 10 (1d8 + 6) bludgeoning damage plus 9 (2d8) succeed on a DC 19 Dexterity saving throw or take 11 (2d10)
fire damage, and if the target is a creature, the target is bludgeoning damage plus 11 (2d10) fire damage and be
grappled (escape DC 16). Until this grapple ends, the target is knocked prone.
restrained, and the doom lord can’t use the same tentacle on
another target. The doom lord has two tentacles.
DOOM LORD 15
Dread Dragon
Dread dragons are frightful monstrosities that look,
quite literally, like the stuff of nightmares. Deceptively
lazy-looking as they drift along, Dread dragons prey
on all living creatures they come across, eroding their
minds and bodies, and feasting on their nightmares.
Most scholars believe that dread dragons were
spawned in the Abyss and introduced to the Material
Plane by some deranged wizard or astral traveler.
Some, however, believe dread dragons to have been
spawned by actual nightmares – though who’d ever
dream up something like that, is impossible to say.
Dr e ad dr agon , W yr mling
Medium Dragon, Typically Chaotic Evil Breath Weapon (Recharge 5–6). The dragon uses one of the
following breath weapons:
Armor Class 17 (natural armor)
Hit Points 52 (8d8 + 16) Nether Breath. The dragon exhales a cloud of necrotic
Speed 20 ft., fly 40 ft. (hover) energy in a 15-foot cone. Each creature in that area must
make a DC 12 Constitution saving throw. On a failed save,
STR DEX CON INT WIS CHA the creature takes 22 (4d10) necrotic damage and gains 1
18 (+4) 14 (+2) 14 (+2) 15 (+2) 14 (+2) 13 (+1) level of exhaustion. On a successful save, the creature takes
half as much damage with no additional effects.
Saving Throws Con +4, Int +4, Wis +4 Nightmare Breath. The dragon exhales a cloud of silvery air
Skills Insight +4, Perception +4, Stealth +4 in a 15-foot cone. Each creature in that area must make a
Damage Immunities necrotic, psychic DC 12 Wisdom saving throw. On a failed save, the creature
Condition Immunities charmed, frightened takes 11 (2d10) psychic damage, and it is frightened of the
Senses blindsight 30 ft., darkvision 120 ft., passive Perception dragon for 1 minute. At the end of each of the frightened
14 creature’s turns, it must repeat the saving throw, taking
Languages Abyssal, Common, Draconic, telepathy 60 ft. 11 (2d10) psychic damage on a failed save, or ending the
Challenge 3 (700 XP) Proficiency Bonus +2 effect on itself on a success.
Aversion to Compassion. Once per turn, when a creature the Spellcasting. The dragon casts one of the following spells,
dragon can see within 30 feet of it uses a spell or ability that requiring no spell components and using Intelligence as the
causes another creature to regain hit points, the dragon must spellcasting ability (spell save DC 12):
succeed on a DC 14 Wisdom saving throw. On a failed save, At will: minor illusion
the dragon is staggered until the end of its next turn. While 1/day: enemies abound
staggered, the dragon can’t take reactions and it must choose
whether it gets a move, an action, or a bonus action on its Bonus Actions
turn; it gets only one of the three. Ominous Portent. A creature the dragon can see within 60
Actions feet of it must succeed a DC 12 Intelligence saving throw or
be staggered until the start of the dragon’s next turn. While
Multiattack. The dragon makes one Bite attack and two Claw staggered, the creature can’t take reactions and it must
attacks. choose whether it gets a move, an action, or a bonus action
Bite. Melee Weapon Attack: +6 to hit, reach 10 ft., one target. on its turn; it gets only one of the three. If the save fails by
Hit: 11 (2d6 + 4) piercing damage. 5 or more, the creature is incapacitated until the start of the
Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. dragon’s next turn instead.
Hit: 7 (1d6 + 4) slashing damage.
Dr e ad dr agon , Young
Large Dragon, Typically Chaotic Evil Nightmare Breath. The dragon exhales a cloud of silvery air
in a 30-foot cone. Each creature in that area must make a
Armor Class 18 (natural armor) DC 14 Wisdom saving throw. On a failed save, the creature
Hit Points 144 (17d10 + 51) takes 16 (3d10) psychic damage, and it is frightened of the
Speed 20 ft., fly 60 ft. (hover) dragon for 1 minute. At the end of each of the frightened
creature’s turns, it must repeat the saving throw, taking
STR DEX CON INT WIS CHA
16 (3d10) psychic damage on a failed save, or ending the
21 (+5) 12 (+1) 17 (+3) 17 (+3) 16 (+3) 15 (+2) effect on itself on a success.
Saving Throws Str +8, Con +6, Int +6, Wis +6 Spellcasting. The dragon casts one of the following spells,
Skills Insight +6, Perception +6, Stealth +4 requiring no spell components and using Intelligence as the
Damage Immunities necrotic, psychic spellcasting ability (spell save DC 18):
Condition Immunities charmed, frightened At will: minor illusion
Senses blindsight 30 ft., darkvision 120 ft., passive Perception 1/day each: enemies abound, fear, major illusion
20
Languages Abyssal, Common, Draconic, telepathy 60 ft. Bonus Actions
Challenge 8 (3,900 XP) Proficiency Bonus +3
Curse. A creature the dragon can see within 60 feet of it must
Aversion to Compassion. Once per turn, when a creature the succeed on a DC 14 Charisma saving throw or be cursed in
dragon can see within 30 feet of it uses a spell or ability that one of the following ways for 1 minute or until the curse is
causes another creature to regain hit points, the dragon must removed:
succeed on a DC 16 Wisdom saving throw. On a failed save, • The target has disadvantage on ability checks and saving
the dragon is staggered until the end of its next turn. While throws made using an ability score of the dragon’s choice.
staggered, the dragon can’t take reactions and it must choose • The target has disadvantage on attack rolls against the
whether it gets a move, an action, or a bonus action on its dragon.
turn; it gets only one of the three. • The target can’t regain hit points and has vulnerability to
Actions necrotic and psychic damage.
Multiattack. The dragon makes one Bite attack and two Claw Ominous Portent. A creature the dragon can see within 60
attacks. feet of it must succeed a DC 14 Intelligence saving throw
or take 4 (1d8) psychic damage and be staggered until the
Bite. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. start of the dragon’s next turn. While staggered, the creature
Hit: 14 (2d8 + 5) piercing damage. can’t take reactions and it must choose whether it gets a
Claw. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. move, an action, or a bonus action on its turn; it gets only
Hit: 10 (1d10 + 5) slashing damage. one of the three. If the save fails by 5 or more, the creature is
Breath Weapon (Recharge 5–6). The dragon uses one of the incapacitated until the start of the dragon’s next turn instead.
following breath weapons: Spectral Step. The dragon teleports up to 30 feet to an
Nether Breath. The dragon exhales a cloud of necrotic unoccupied space it can see. Each creature within 5 feet of
energy in a 30-foot cone. Each creature in that area must the space where the dragon appears must make a DC 14
make a DC 14 Constitution saving throw. On a failed save, Constitution saving throw or take 4 (1d8) force damage and
the creature takes 33 (6d10) necrotic damage and gains 1 all damage dealt by the creature is halved until the end of the
level of exhaustion. On a successful save, the creature takes creature’s next turn.
half as much damage with no additional effects.
Drider An at hema
Large Monstrosity, Typically Chaotic Evil the number rolled from the next attack roll or saving throw it
makes before the start of the drider’s next turn.
Armor Class 19 (natural armor)
Hit Points 133 (14d10 + 56) Necrotic Web. Melee or Ranged Weapon Attack: +8 to hit,
Speed 30 ft., climb 30 ft. reach 5 ft. or range 120 ft., one creature. Hit: 18 (4d8) necrotic
damage and the target is restrained. As an action, the
STR DEX CON INT WIS CHA restrained target can make a DC 14 Strength check, bursting
18 (+4) 17 (+3) 18 (+4) 15 (+2) 19 (+4) 12 (+1) the webbing on a success. The webbing can also be attacked
and destroyed (AC 10; hp 20; vulnerability to fire damage;
Saving Throws Con +8, Wis +8, Cha +5 immunity to bludgeoning, poison, and psychic damage).
Skills Perception +8, Stealth +7 Spellcasting. The drider casts one of the following spells,
Senses darkvision 120 ft., passive Perception 15 requiring no components and using Wisdom as the
Languages understands Elvish and Undercommon but can’t spellcasting ability (spell save DC 16):
speak
Challenge 12 (8,400 XP) Proficiency Bonus +4 At will: dancing lights, darkness, mage hand
1/day each: banishment, contagion, dispel magic, flesh to stone,
Fey Ancestry. The drider has advantage on saving throws hold monster, insect plague
against being charmed, and magic can’t put it to sleep.
Long-Legged. A Small or smaller creature, or a Medium or Bonus Actions
smaller creature that is prone, can move into the drider’s Drain Vitality. The drider drains the vitality from a creature
space, and vice versa. restrained by its Necrotic Web it can see within 30 feet of it.
Spider Climb. The drider can climb difficult surfaces, The target takes 9 (2d8) necrotic damage and must succeed
including upside down on ceilings, without needing to make on a DC 16 Constitution saving throw or gain 1 level of
an ability check. exhaustion.
Sunlight Sensitivity. While in sunlight, the drider has Spiked Leg. Melee Weapon Attack: +8 to hit, reach 0 ft.,
disadvantage on attack rolls, as well as on Wisdom one Medium or smaller creature. Hit: 13 (2d8 + 4) piercing
(Perception) checks that rely on sight. damage and the target is grappled (escape DC 14). Until this
grapple ends, the target is also restrained. The grapple ends if
Web Walker. The drider ignores movement restrictions
the drider moves out of the creature’s space.
caused by webbing.
Actions Reactions
Malicious Apportion. When a creature restrained by the
Multiattack. The drider makes one Insidious Touch attack
drider’s Necrotic Web makes a saving throw against a spell
and one Necrotic Web attack. It can use Spellcasting in place
or magical effect that targets only that creature, the drider
of either attack.
forces another creature also restrained by its Necrotic Web
Insidious Touch. Melee Weapon Attack: +8 to hit, reach 5 to make the same saving throw as if the spell or effect also
ft., one creature. Hit: 14 (4d6) poison damage plus 14 (4d6) targets them.
psychic damage and the target must roll a d4 and subtract
20 DRIDER ANATHEMA
Droserek
One of the largest carnivorous plants commonly found
on the Material Plane, the droserek is an unintelligent
yet patient predator. Tirelessly, it hunts down and
devours any creatures it can catch as it moves slowly
through the undergrowth of the dense forest it inhabits.
Able to make itself indistinguishable from an ordinary
tree, the droserek prefers to lure its prey close before
catching the creature with its vines, reeling it in, and
swallowing it whole.
Dro ser ek
Huge Plant, Typically Unaligned Immobilizing Screech. The droserek emits a horrific screech.
Each creature within 30 feet of it that can hear it must make a
Armor Class 14 (natural armor) DC 16 Constitution saving throw. On a failed saving throw, a
Hit Points 84 (8d12 + 40) target’s speed is reduced to 0 until the end of its next turn. If
Speed 5 ft. the saving throw fails by 5 or more, the target is also stunned.
If a creature’s saving throw is successful or the effect ends
STR DEX CON INT WIS CHA
for it, the creature is immune to the droserek’s Immobilizing
20 (+5) 10 (+0) 21 (+5) 4 (-3) 10 (+0) 3 (-4) Screech for the next 24 hours.
Damage Immunities poison
Condition Immunities blinded, charmed, deafened,
Bonus Actions
poisoned Swallow. Melee Weapon Attack: +8 to hit, reach 5 ft., one
Senses blindsight 120 ft. (blind beyond this radius), passive Medium or smaller creature the droserek is grappling. Hit:
Perception 10 The droserek swallows the target. The swallowed creature is
Languages — blinded and restrained, has total cover against attacks and
Challenge 7 (2,900 XP) Proficiency Bonus +3 other effects outside the droserek. At the start of each of the
droserek’s turns, the creature takes 11 (2d10) acid damage.
False Appearance. While the droserek remains motionless, it If the droserek takes 20 damage or more on a single turn
is indistinguishable from an ordinary tree. from a creature inside it, the droserek must succeed on a
DC 15 Constitution saving throw at the end of that turn or
Actions regurgitate the swallowed creature, which falls prone in a
Multiattack. The droserek makes one Bite attack and two space within 10 feet of the droserek. If the droserek dies,
Vine attacks. It can use Immobilizing Screech in place of its the swallowed creature is no longer restrained by it and can
Bite attack. escape from the corpse by using 10 feet of movement, exiting
Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. prone.
Hit: 18 (2d12 + 5) piercing damage, and if the target is a Vine Control. A creature grappled by one of the droserek’s
creature, it is grappled (escape DC 15). Until this grapple ends, vines suffers one of the following effects:
the creature is restrained, and the droserek can’t bite another
Choke. The creature must make a DC 16 Constitution saving
target.
throw or lose its concentration and be unable to cast spells
Vine. Melee Weapon Attack: +8 to hit, reach 60 ft., one using somatic components until the end of its next turn.
creature. Hit: 10 (1d10 + 5) bludgeoning damage, and if the Cut. The creature must make a DC 16 Dexterity saving throw,
target is Medium or smaller creature it is grappled (escape DC taking 12 (2d6 +5) piercing damage on a failed save or half
15). Until this grapple ends, the creature is restrained, and the as much damage on a successful one.
droserek can’t use the same vine on another target. Move. The creature must succeed on a DC 16 Strength saving
The droserek has four vines, each of which has AC 15 and throw or be knocked prone and pulled up to 30 feet toward
can be severed by dealing 10 or more fire or slashing damage the droserek.
to it. Cutting a vine doesn’t hurt the droserek but ends the
grapple and the droserek can’t use the vine again.
DROSEREK 21
Far Realm Jaeger
Ruthless mercenaries, the jaegers will work for anyone
who can pay their steep fees. They specialize in the
retrieval of sentient creatures, which they pin down
and immobilize using their augmented tentacle arm
and potent psionic magic.
Far Realm jaegers are mind flayers who’ve undergone
mind-bending rituals to become even more powerful.
These rituals also sever their connection to the hive
mind, making them more solitary creatures than the
typical mind flayer.
F ’ar ex
Medium Fiend, Typically Chaotic Evil at the end of each of its turns due to an infernal wound. Each
time the f’arex hits the wounded target with this attack, the
Armor Class 14 (chain shirt) damage dealt by the wound increases by 3 (1d6). Any creature
Hit Points 11 (2d8 + 2) can take an action to stanch the wound with a successful DC
Speed 30 ft. 11 Wisdom (Medicine) check. The wound also closes if the
target receives magical healing.
STR DEX CON INT WIS CHA
12 (+1) 13 (+1) 12 (+1) 8 (-1) 12 (+1) 8 (-1) Shortbow. Ranged Weapon Attack: +4 to hit, range 80/320 ft.,
one target. Hit: 4 (1d6 + 1) piercing damage.
Damage Resistances fire
Senses darkvision 60 ft., passive Perception 11 Bonus Actions
Languages Common, Goblin Attach. The f’arexs attempts to climb onto a Medium or
Challenge ½ (100 XP) Proficiency Bonus +2 larger creature within 5 ft. of it. The target must make a
DC 11 Dexterity (Acrobatics) check. On a failure, the f’arex
Coward’s Strength. If the f’arex hasn’t taken damage since
successfully moves into the target creature’s space and clings
the end of its last turn, its attacks deal an additional 3 (1d6)
to its body. While in the target’s space, the f’arex moves with
necrotic damage on a hit.
the target and has advantage on melee weapon attack rolls
Gutless. Whenever the f’arex takes damage, it takes the Dash against it. The target can dislodge the f’arex as an action by
action on its next turn and moves as far away as possible succeeding on a DC 11 Strength (Athletics) check.
from the source of the damage using the safest available If a creature has more F’arex attached to it than its Strength
route. The f’arex can still use its Nimble Escape to take the modifier, its speed is halved and it has disadvantage on ability
Disengage or Hide action as a bonus action. checks and attack rolls that use Strength or Dexterity.
Actions Nimble Escape. The f’arex takes the Disengage or Hide
action.
Jagged Blade. Melee Weapon Attack: +3 to hit, reach 5 ft.,
one target. Hit: 3 (1d4 + 1) slashing damage. If the target is a
creature other than an undead or a construct, it must succeed
on a DC 11 Constitution saving throw or lose 3 (1d6) hit points
F’AREX 23
F’arex Firebreather
When a f’arex cultivates its fiendish powers, it can
sometimes learn various types of infernal magic.
A f’arex firebreather is a f’arex that has learned to
conjure searing darts and breathe fire. They can even
absorb fire directed at them and use it to fuel their
own attacks. Most unnervingly, a f’arex firebreather
can brand its foes with an infernal mark that makes
it impossible to hide from other devils. Despite these
abilities, a f’arex firebreather shares its cowardly nature
with an ordinary f’arex.
it’d
ain? One of these days
Flames and slaughter. Agdemon that threw flowers
be fun to encounter a t didn’t try to scorch, kill,
and wrote poems. Or jus a change of pace, y’kno
w?
and eat you. Just for Paladin
lf-elf
– Gert Nightsbane, Ha
24 F’AREX FIREBREATHER
Feycor
Myth has it that when an archfey’s heart breaks –
which it does often, as archfey are as fickle in their
relationships as they are with everything else they do
– a physical manifestation of the bitter, broken heart is
created: a feycor.
Feycor are rare and fabled beings that usually reside
in the most dense and obscure places in the Feywild.
Lovesick and despairing, feycor have little patience
for other creatures. When that patience runs thin, the
feycor wields dark, fey magic to deadly effect. The
feycor’s only true weakness is the source of its creation;
when reminded of its lost love, the feycor descends into
despair and self-pity.
There are few things as painful as a broken heart.
No, really, I mean it - it can literally kill you!
– Sir Jaunth, Fey Knight
Feyc or
Small Fey, Typically Chaotic Neutral partially incorporeal until the end of the feycor’s next turn.
While partially incorporeal, the creature has resistance to
Armor Class 18 (natural armor) bludgeoning, piercing, and slashing damage, deals only half
Hit Points 162 (25d6 + 75) damage with its weapon attacks, and is vulnerable to force
Speed 0 ft., 60 ft. (hover) damage. On a successful save, the creature takes half as much
damage, and suffer no additional effects.
STR DEX CON INT WIS CHA
12 (+1) 21 (+5) 17 (+3) 22 (+6) 21 (+5) 24 (+7) Spellcasting. The feycor casts one of the following spells,
requiring no components and using Charisma as its
Saving Throws Dex +10, Con +8, Wis +10, Cha +12 spellcasting ability (spell save DC 20):
Skills Insight +10, Perception +10 At will: confusion, darkness, hold person, thunderwave (as a
Damage Immunities cold, poison 3rd-level spell)
Senses darkvision 60 ft., passive Perception 20 1/day each: dominate person, enervation, power word pain
Languages all, telepathy 120 ft.
Challenge 14 (11,500 XP) Proficiency Bonus +5 Bonus Actions
Aura of Despair. Whenever another creature within 10 feet Baleful Gaze. The feycor focuses its baleful gaze on a
of the feycor makes an attack roll or a saving throw, the creature it can see within 30 feet of it. The creature must
creature must roll a d4 and subtract the number rolled from succeed on a DC 20 Wisdom saving throw or take 18 (4d8)
the attack roll or saving throw. psychic damage and be frightened of the feycor for 1 minute.
Lost Paramour. A creature that shows a likeness of the The creature can repeat the saving throw at the end of each
feycor’s beloved or mentions the beloved’s name can make of its turns, ending the effect on itself on a success.
a DC 15 Charisma (Persuasion) check as a bonus action. On a Color Spray. The feycor produces a dazzling array of flashing,
success, the feycor wallows in self-pity and is staggered until colored lights in a 10-foot radius around it. Each creature in
the end of its next turn. While staggered, the feycor can’t take the area must succeed on a DC 20 Constitution saving throw
reactions and must choose whether it gets a move, an action, or take 9 (2d8) radiant damage and be blinded until the end
or a bonus action on its turn; it gets only one of the three. of the feycor’s next turn. If its save fails by 5 or more, the
Magic Resistance. The feycor has advantage on saving creature is also incapacitated while blinded in this way.
throws against spell and other magical effects.
Legendary Actions
Actions The feycor can take 3 legendary actions, choosing from the
Multiattack. The feycor makes two Eldritch Blast attacks. options below. Only one legendary action option can be used
at a time and only at the end of another creature’s turn. The
Eldritch Blast. Ranged Spell Attack: +12 to hit, range 120 ft.,
feycor regains spent legendary actions at the start of its turn.
one target. Hit: 18 (2d10 + 7) force damage, and if the target
is a Large or smaller creature, it is also shoved back 10 feet. Eldritch Blast. The feycor makes one Eldritch Blast attack.
Ethereal Breath (Recharge 5–6). The feycor spews forth Ether Step. The feycor teleports to an unoccupied space it
ethereal energy in a 60-foot cone. Each creature in that area can see within 30 feet of it and the next attack roll made
must make a DC 20 Charisma saving throw. On a failed save, against it before the end of its next turn has disadvantage.
the creature takes 36 (8d8) force damage and becomes Cast Spell (Costs 2 Actions). The feycor casts an at-will spell.
FEYCOR 25
Fire Cranius
A fire cranius is the terrifying result of a humanoid
raised as undead after first being burnt to death by
magical flames. Although fire cranius’ are bloodthirsty
beings, they’re typically wholly controlled by the
creature who raised them. Most fire cranius’ follow
their master’s will to the letter – proven by their
unyielding determination when they mindlessly throw
their "life" away by latching on to their opponents
before exploding in a fiery burst of sharp bones. Loyal,
deadly, and disposable are all qualities that have made
the creation of fire cranius’ a favorite amongst evil
necromancers and others who wield dark magic – at
great cost to everyone involved.
F ir e Cr aniu s
Small Undead, Typically Chaotic Evil Actions
Armor Class 13 Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.
Hit Points 11 (2d6 + 4) Hit: 6 (1d6 + 3) piercing damage plus 3 (1d6) fire damage, and
Speed 40 ft. if the target is a Medium or larger creature, the fire cranius
attaches itself to the creature. While attached to the creature,
STR DEX CON INT WIS CHA the fire cranius has advantage on attack rolls against the
8 (-1) 16 (+3) 14 (+2) 6 (-2) 8 (-1) 5 (-3) creature but can’t attack other targets. The fire cranius’ speed
also becomes 0, it can’t benefit from any bonus to its speed,
Damage Vulnerabilities bludgeoning
and it moves with the creature. A creature can detach the fire
Damage Immunities poison
cranius by making a successful DC 13 Strength check as an
Condition Immunities exhaustion, poisoned
action. On its turn, the fire cranius can detach itself by using 5
Senses darkvision 60 ft., passive Perception 9
feet of movement.
Languages understands the languages it knew in life but
can’t speak Fire Ray. Ranged Spell Attack: +5 to hit, range 120 ft., one
Challenge ½ (100 XP) Proficiency Bonus +2 target. Hit: 3 (1d6) fire damage and the target must make a
DC 12 Dexterity saving or catch fire. While ablaze, the target
Fiery Demise. When the fire cranius is reduced to 0 hit takes 3 (1d6) fire damage at the end of each of its turns. A
points, it explodes in a fiery shower of sparks and bones. creature can take an action to douse the flames on itself or a
Each creature within 10 feet of it must succeed on a DC 12 creature within 5 feet of it with a successful DC 10 Dexterity
Dexterity saving throw, taking 7 (2d6) fire damage and 7 (2d6) check.
piercing damage on a failed save, or half as much damage on
a successful one. Reactions
Pushover. When a creature deals bludgeoning damage to Collateral. When a creature misses on a weapon attack made
the fire cranius, the attacker can attempt to push the fire against the fire cranius and the fire cranius is attached to
cranius away. The fire cranius must succeed on a Strength another creature, the attack hits that creature instead.
saving throw equal to the damage dealt or be pushed back 10
feet in a direction chosen by the attacker. If the bludgeoning
damage would cause the fire cranius’ Fiery Demise to trigger,
it is pushed back before it explodes.
26 FIRE CRANIUS
Frostmaw
Frostmaws are huge monstrosities that roam in cold
regions. Always surrounded by a veil of hail and cold
fog, the frostmaw seems almost like a small blizzard of
its own as it crosses the tundra on a clear day.
A force of nature, a frostmaw’s approach is marked
by the cold veil that engulfs it, but it is its ability to
conjure freezing fog and cages of ice while it uses
its deadly bite to inflict frostbites that truly makes a
frostmaw a terrifying creature.
F ro stMaw
Huge Monstrosity, Typically Chaotic Evil • Legs. The target’s speed is halved and it has disadvantage
on Strength and Dexterity ability checks and saving throws.
Armor Class 16 (natural armor)
Hit Points 126 (12d12 + 48) The creature can repeat the saving throw whenever it finishes
Speed 40 ft. a long rest, ending the effect on a success. The frostbite
can also be removed with a greater restoration spell or if the
STR DEX CON INT WIS CHA creature regains 10 or more hit points from a single spell or
21 (+5) 10 (+0) 18 (+4) 6 (-2) 10 (+0) 9 (–1) magical effect.
Claw. Melee Weapon Attack: +9 to hit, reach 10 ft., one target.
Saving Throws Str +9, Con +8, Wis +4 Hit: 12 (2d6 + 5) slashing damage plus 3 (1d6) cold damage.
Damage Immunities cold
Senses blindsight 60 ft., passive Perception 10 Bonus Actions
Languages — Freezing Fog. The frostmaw fills a 20-foot-radius sphere
Challenge 9 (5,000 XP) Proficiency Bonus +4 centered on a point it can see within 120 feet of it with
Blizzard Veil. A blizzard fills the area in a 20-foot radius freezing fog. The fog spreads around corners, and its area is
around the frostmaw, making the area heavily obscured and heavily obscured. Each creature in the fog when it appears
extinguishing all nonmagical flames within the area. must make a DC 16 Constitution saving throw, taking 14 (4d6)
cold damage on a failed save, or half as much damage on a
Ice Walk. The frostmaw can move across difficult terrain
successful one. A creature that ends its turn in the fog takes
created by ice or snow without spending extra movement.
7 (2d6) cold damage. A wind of at least 20 miles per hour
Actions disperses the fog. The fog otherwise lasts for 1 minute or
until the frostmaw uses this action again.
Multiattack. The frostmaw makes one Bite attack and two
Claw attacks. Ice Cage. One Medium or smaller creature that the
frostmaw can see within 30 feet of it must succeed on a DC
Bite. Melee Weapon Attack: +9 to hit, reach 5 ft., one target.
16 Dexterity saving throw or be restrained in a cage of ice.
Hit: 14 (2d8 + 5) piercing damage plus 7 (2d6) cold damage.
While restrained in this way, the creature takes 10 (3d6) cold
If the target is a creature, it must also succeed on a DC 16
damage at the start of each of its turns. As an action, the
Constitution saving throw or suffer frostbite. The effect of the
restrained target can make a DC 15 Strength check, bursting
frostbite depends on where it was bit (frostmaw’s choice):
the ice cage on a success. The cage can also be attacked
• Arm. The target has disadvantage on weapon attack rolls and destroyed (AC 10; hp 15; vulnerability to fire damage;
and can’t cast spells with somatic components. immunity to piercing, poison, and psychic damage).
• Torso. The target gains 1 level of exhaustion that lasts until
the frostbite is removed.
FROSTMAW 27
Gore ghast
Like “ordinary” ghouls or ghasts, the gore ghast is
a fearsome Undead creature that exists only to prey
on the living. The Gore ghast is not interested in its
victims’ flesh, however, but thirst for their blood,
which it can absorb through its grotesque, spinal-cord
whip – or drink directly from its victims’ wounds.
A gore ghast is created when the corpse of a
Humanoid who suffered a brutal and violent death is
infused with abyssal, necrotic energy.
Gor e ghast
Medium Undead, Typically Chaotic Evil Actions
Armor Class 14 Multiattack. The ghast makes one Blood Whip attack and
Hit Points 65 (10d8 + 20) one Claw attack.
Speed 30 ft. Blood Whip. Melee Weapon Attack: +7 to hit, reach 15 ft.,
one target. Hit: 9 (2d4 + 4) slashing damage. If the target
STR DEX CON INT WIS CHA
is a Medium or smaller creature, it is also grappled (escape
19 (+4) 18 (+4) 14 (+2) 11 (+0) 10 (+0) 8 (–3) DC 14). Until this grapple ends, the target is restrained and
Damage Immunities necrotic, poison can’t regain hit points, and the ghast can’t use its Blood Whip
Condition Immunities charmed, exhaustion, poisoned against another target.
Senses darkvision 60 ft., passive Perception 10 Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., one
Languages any languages it knew in life target. Hit: 11 (2d6 + 4) slashing damage. If the target is a
Challenge 5 (1,800 XP) Proficiency Bonus +3 creature other than an Undead, it must succeed on a DC 13
Constitution saving throw or be paralyzed for 1 minute. The
Aversion to Positive Energy. Spells and other magical effects
target can repeat the saving throw at the end of each of its
that cause one or more targets to regain hit points can affect
turns, ending the effect on itself on a success.
the ghast even if it normally can’t affect or target Undead
creatures. Whenever the ghast would regain hit points from Bonus Actions
such a spell or magical effect, except for its Blood Absorption,
Absorb Blood. A creature grappled by the ghast’s Blood
it regains no hit points and instead takes radiant damage
Whip takes 9 (2d8) necrotic damage and the ghast regains hit
equal to the hit points it would have regained.
points equal to that amount.
Blood Scent. Any creature that starts its turn within 15 feet
Blood Spittle. The ghast flings necrotic blood in a 15-foot
of the ghast must succeed on a DC 13 Wisdom saving throw
cone. Each creature in that area must make a DC 13 Dexterity
or be charmed by the ghast, until the start of the ghast’s next
saving throw. On a failed save, the creature takes 9 (2d8)
turn. While charmed in this way, the target regards all non-
necrotic damage and has disadvantage on attack rolls
Undead, non-Construct creatures it can see as enemies and
against the ghast until the start of the ghast’s next turn. On a
must take the Attack action, if able, to attack the nearest of
successful save, the creature takes half as much damage with
those creatures, moving only if it needs to in order to get in
no additional effects.
reach or range of its target. On a successful save, the creature
is immune to the ghast’s Blood Scent for 24 hours.
Turning Defiance. The ghast and any ghouls within 30 feet
of it have advantage on saving throws against effects that
turn undead.
28 GORE GHAST
Ice Guardian
Fearsome and loyal protectors, ice guardians are
majestic constructs made of hardened ice. Capable of
releasing blasts of cold energy and cripple enemies with
a mere glare, ice guardians are fearsome constructs that
follow their commands with mechanical determination
and without any concept of good and evil.
Ice guardians are often found safeguarding ancient
temples or the remains of long-lost cities or forgotten
empires buried deep in the snow, but it isn’t unheard of
for duergar or frost giants to employ ice guardians.
Ice Gu ar dian
Large Construct, Typically Unaligned Glacial Blast (Recharge 5–6). A burst of cold energy
emanates from the ice guardian’s fingertips in a 30-foot
Armor Class 16 (natural armor) cone. Each creature in the area must make a DC 16 Dexterity
Hit Points 142 (15d10 + 60) saving throw, taking 45 (10d8) cold damage on a failed save
Speed 40 ft. and half as much on a successful one. A creature that fails its
save is also restrained by ice for 1 minute. A creature can free
STR DEX CON INT WIS CHA
itself or another creature within 5 feet of it from the ice as an
20 (+5) 10 (+0) 19 (+4) 8 (-1) 12 (+1) 9 (-1) action with a successful DC 15 Strength check.
Saving Throws Str +9, Con +8, Wis +5
Damage Resistances bludgeoning, piercing, and slashing
Bonus actions
from nonmagical attacks that aren’t adamantine Freezing Glare. The ice guardian forces one creature it
Damage Immunities cold, poison, psychic can see within 60 feet of it that can see it to make a DC 16
Condition Immunities charmed, exhaustion, frightened, Constitution saving throw. On a failed save, the creature
paralyzed, petrified, poisoned is covered in a sheath of magical rimefrost for 1 minute,
Senses darkvision 120 ft., passive Perception 11 suffering one of the following effects (ice guardian’s choice):
Languages understands the languages of its creator but can’t • The creature is staggered. While staggered, the creature
speak can’t take reactions and on each of its turns, it must choose
Challenge 10 (5,900 XP) Proficiency Bonus +4 whether it gets a move, an action, or a bonus action; it gets
only one of the three.
Cold Absorption. Whenever the ice guardian is subjected
• The target has vulnerability to bludgeoning damage.
to cold damage, it takes no damage and instead regains a
• Moving becomes painful for the target. The target takes 3
number of hit points equal to the cold damage dealt.
(1d6) cold damage for every 5 feet it moves.
Immutable Form. The ice guardian is immune to any spell or
The target can repeat the saving throw at the end of each of
effect that would alter its form.
its turns, ending the effect on itself on a success. A target that
Magic Resistance. The ice guardian it has advantage on succeeds on the saving throw is immune to the ice guardian’s
saving throws against spells and other magical effects. Freezing Glare for the next 24 hours.
Actions Reactions
Multiattack. The ice guardian makes two Fist attacks. Ice Tomb (1/Day). When the ice guardian takes damage, it
Fist. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. can momentarily entomb itself in ice that melts away at the
Hit: 18 (2d12 + 5) bludgeoning damage plus 10 (3d6) cold end of its next turn. It gains 50 temporary hit points, which
damage and the target’s movement speed is halved until the take as much of the triggering damage as possible. Until
end of its next turn. the ice melts, the ice guardian’s speed is reduced to 0 and
it is incapacitated. Any remaining temporary hit points also
disappear when the ice melts.
ICE GUARDIAN 29
Iceheart Inquisitor
A frost giant champion who combines martial prowess
with complete devotion to Auril the Frostmaiden may
ascend to become an iceheart inquisitor. Clad in cold
steel imbued with a sliver of the Frostmaiden’s chilly
essence, the eternally armored inquisitors are sent to
the edges of the world to hunt down heretics or guard
the Frostmaiden’s sanctums.
In battle, the inquisitors rely not only on their
impressive strength. They bring the chill of deep
winter with theme everywhere they go, can produce
a cone of bitter cold, and can even turn their prey into
statues of ice.
Icehe ar t Inquisi t or
Huge Giant, Typically Lawful Evil Frostbite Cone (Recharge 5–6). The inquisitor releases
glacial air from the ice crystal in its chest in a 30-foot cone.
Armor Class 18 (plate) Each creature in that area must make a DC 18 Constitution
Hit Points 230 (20d12 + 100) saving throw. On a failed save, the creature takes 54 (12d8)
Speed 40 ft. cold damage and becomes slowed by frost until the end
of the inquisitor’s next turn. While slowed, the target must
STR DEX CON INT WIS CHA
spend 1 extra foot of movement for every foot it moves using
25 (+7) 12 (+1) 21 (+5) 7 (–2) 14 (+2) 10 (+0) its speed, attack rolls against it have advantage, and it has
Saving Throws Str +12, Con +10, Wis +7 disadvantage on attack rolls and Dexterity saving throws. On
Skills Athletics +12, Insight +7, Perception +7 a successful save, the creature takes half as much damage,
Damage Immunities cold and suffer no additional effects.
Senses darkvision 60 ft., passive Perception 17
Languages Common, Giant
Bonus Actions
Challenge 13 (10,000 XP) Proficiency Bonus +5 Ice Ray. Ranged Spell Attack: +7 to hit, range 60 ft. one
creature. Hit: 9 (2d8) cold damage and the target must
Ice Walker. The inquisitor can move across difficult terrain succeed on a DC 18 Constitution saving throw or be magically
created by ice or snow without spending extra movement. restrained as it begins turning into a statue of ice. The
Melting Heart. When the inquisitor takes 20 or more fire creature must repeat the saving throw at the end of its next
damage in a single turn, any cold damage dealt by the turn, becoming petrified on a failure, or ending the effect
inquisitor is halved until the end of its next turn. on a success. A creature petrified in this way is turned to ice
Snow Aura. The ground in a 10-foot radius around the instead of stone; it doesn’t have resistance to all damage but
inquisitor is snowy, making it difficult terrain. instead has vulnerability to fire damage.
Ice Aura. The inquisitor turns the snowy ground in a 10-foot
Actions radius around it into glacial ice for a brief moment. Each
Multiattack. The inquisitor makes two Ice Shard attacks. creature other than the inquisitor standing on the ground in
Ice Shard. Melee Weapon Attack: +12 to hit, reach 10 ft., one that area takes 9 (2d8) cold damage and must succeed on a
target. Hit: 25 (4d8 + 7) slashing damage plus 9 (2d8) cold DC 18 Dexterity saving throw or fall prone.
damage. If the target is a creature, its speed is reduced by 10
until the end of its next turn.
30 ICEHEART INQUISITOR
Ignis Avenger
Ignis avengers are powerful elementals that appear as
blue-skinned humanoids covered in wreathing flames.
The mere touch of an ignis avenger sets its foes ablaze
with magical flames, but the elemental’s true power
is its ability to conjure melting infernos of flames and
teleport through the magical flames it creates.
Ignis avengers typically reside on the Elemental
Plane of Fire but sometimes find their way to the
Material Plane where they leave behind a trail of
death, smoke, and destruction.
IGNIS AVENGER 31
Inferus
When ambitious humanoids beseech devils to
attain power, they are often mocked or tricked, but
sometimes a devil is prepared to grant true power to a
humanoid willing to sacrifice everything. An inferus
is the terrifying result of a humanoid who’ve achieved
fiendish powers in exchange for their servitude and
own self. Only brief flashes of memories serve as a
haunting reminder of the inferus’ past, driving the
accursed devil to keep its mind occupied by serving its
devilish master as commander in infernal wars.
Inferu s
Medium Fiend (Devil), Typically Lawful Evil other than an Undead or a Construct, it must succeed on a
DC 16 Constitution saving throw or lose 7 (2d6) hit points
Armor Class 16 (natural armor) at the end of each of its turns due to an infernal wound.
Hit Points 144 (17d8 + 68) Any creature can take an action to stanch the wound with a
Speed 30 ft. successful DC 12 Wisdom (Medicine) check. The wound also
closes if the target receives magical healing.
STR DEX CON INT WIS CHA
19 (+4) 17 (+3) 18 (+4) 14 (+2) 16 (+3) 18 (+4) Fire Nova (Recharge 6). The inferus releases a blast of fire
in a 20-foot radius around it. Each creature within that area
Saving Throws Con +8, Wis +7, Cha +8 must make a DC 16 Dexterity saving throw, taking 28 (8d6)
Damage Resistances cold; bludgeoning, piercing, and fire damage on a failed save, or half as much on a successful
slashing from nonmagical attacks that aren’t silvered one. On a failed save, the target also burns for 1 minute.
Damage Immunities fire, poison The burning target sheds bright light in a 30-foot radius
Condition Immunities poisoned and dim light for an additional 30 feet. At the end of each
Senses truesight 120 ft., passive Perception 13 of its turns, the target repeats its saving throw. It takes 11
Languages Infernal, telepathy 120 ft. (2d10) fire damage on a failed save, and the effect ends on a
Challenge 11 (7,200 XP) Proficiency Bonus +4 successful one. These magical flames can’t be extinguished by
nonmagical means.
Commanding Presence. Allied creatures of the inferus within
60 feet of it can’t be charmed or frightened. Bonus Actions
Infernal Fortitude. If the inferus fails a saving throw, it can Battle Command. An allied creature that is within 60 feet of
choose to gain 1 level of exhaustion and succeed instead. the inferus and can hear it gains 10 temporary hit points and
Magic Resistance. The inferus has advantage on saving can use its reaction to make a melee weapon attack.
throws against spells and other magical effects. Blazing Prison. The inferus creates a ringed wall of fire up to
Past Memories. Whenever the inferus takes psychic damage, 20 feet in diameter, 20 feet high, and 1 foot thick at a point it
it must succeed on a Wisdom saving throw with a DC equal can see within 60 feet of it. The fire is opaque and lasts until
to the damage taken or be staggered until the end of its next the end of the inferus’ next turn. When a creature enters the
turn. While staggered, the inferus can’t take reactions and fire for the first time on a turn or starts its within 10 feet of
must choose whether it gets a move, an action, or a bonus the flames, it is engulfed in flames and must make a DC 16
action on its turn; it gets only one of the three. Constitution saving throw, taking 14 (4d6) fire damage on a
failed save, or half as much damage on as successful one.
Actions
Multiattack. The inferus makes two melee attacks. Reactions
Greatsword. Melee Weapon Attack: +8 to hit, reach 5 ft., one Soul Forge. When the inferus takes damage, a willing
target. Hit: 11 (2d6 + 4) slashing damage plus 7 (2d6) fire creature that the inferus can see within 60 feet takes the
damage. damage instead.
Horn. Melee Weapon Attack: +8 to hit, reach 5 ft., one target.
Hit: 8 (1d8 + 4) piercing damage. If the target is a creature
32 INFERUS
Medusa Tinker
The medusa tinker has augmented itself with steel and
cogs, turning it partially into a construct and granting
it additional powers and abilities. Its serpentine hair
longer and stronger, the medusa can deliver insidious
poison and mute the magical powers of its enemies.
Even more frighteningly, the medusa tinker can make
puppets out of the creatures that are turned to metal by
its petrifying gaze.
beautiful,
It’s a travesty, if you ask me. Turning your ed, rough
slick hair into dull, cold metal? Making jagg
, smooth
statues of iron and steel instead of beautifules, but
stone? Can’t say it doesn’t have it adva ntag
still - just seems so... barbaric.
– Athonia, Medusa
Medu s a T ink er
Medium Monstrosity, Typically Neutral Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., one target.
Hit: 10 (2d6 + 3) piercing damage.
Armor Class 17 (natural armor)
Hit Points 127 (17d8 + 51) Snake Hair. Melee Weapon Attack: +6 to hit, reach 10 ft., one
Speed 30 ft. target. Hit: 5 (1d4 + 3) bludgeoning damage and, if the target
is a creature, it suffers one of the following effects of the
STR DEX CON INT WIS CHA medusa’s choice:
16 (+3) 14 (+2) 17 (+3) 14 (+2) 12 (+1) 17 (+3) • The target is grappled (escape DC 13). Until this grapple
ends, the medusa can’t use its Snake Hair against another
Saving Throws Con +6, Cha +6 creature.
Skills Perception +4, Stealth +5 • The target takes 9 (2d8) poison damage and must succeed
Senses truesight 60 ft., passive Perception 14 on a DC 14 Constitution saving throw or be poisoned until
Languages Common plus any languages of its creator the end of its next turn.
Challenge 8 (3,900 XP) Proficiency Bonus +3 • The target must succeed on a DC 14 Charisma saving throw
Petrifying Gaze. When a creature that can see the medusa’s or it can’t cast spells and the magical properties of each
eyes starts its turn within 30 feet of the medusa, the medusa non-artifact magic item it is carrying are suppressed until
can force it to make a DC 14 Constitution saving throw if the end of its next turn.
the medusa isn’t incapacitated and can see the creature. If
the saving throw fails by 5 or more, the creature is instantly Bonus Actions
petrified. Otherwise, a creature that fails the save begins to Clockwork Puppeteer. The medusa puppeteers the metallic
turn to metal and is restrained. The restrained creature must form of a creature petrified by its Petrifying Gaze. Until the
repeat the saving throw at the end of its next turn, becoming start of the medusa’s next turn, it is no longer incapacitated,
petrified on a failure or ending the effect on a success. The is aware of its surroundings, and can move, although it is
petrification lasts until the creature is freed by the greater slowed. While slowed, the creature must spend 1 extra foot of
restoration spell or other magic. movement for every foot it moves using its speed, attack rolls
Unless surprised, a creature can avert its eyes to avoid the against it have advantage, and it has disadvantage on attack
saving throw at the start of its turn. If the creature does so, it rolls and Dexterity saving throws. It moves and acts only as
can’t see the medusa until the start of its next turn, when it directed by the medusa.
can avert its eyes again. If the creature looks at the medusa in Mind Engineering. The medusa casts the command spell
the meantime, it must immediately make the save. (spell save DC 14).
If the medusa sees itself reflected on a polished surface
within 30 feet of it and in an area of bright light, the medusa Reactions
is, due to its curse, affected by its own gaze. Guardian Statue. When a creature the medusa can see
targets it with an attack, the medusa can force a creature
Actions petrified by it that is within 5 feet of it to move in front of it,
Multiattack. The medusa makes one Snake Hair attack and becoming the target of the attack instead.
two Claw attacks.
MEDUSA TINKER 33
Mezzeth
Mezzeths are the undead remains of humanoids who
met their untimely demise in the acidic swamps of the
Shadowfell – likely in the grip of another mezzeth.
An empty husk of bones dripping with magical acid,
mezzeths live only to hunt and feast on the flesh that
once covered their own bodies. While they usually
linger in the dark, swampy areas of the Shadowfell
where they were created, mezzeths are sometimes
brought to the Material Plane by ill-intended wizards
– or even appear naturally in the wake of powerful
necromantic rituals or following terrible events.
be eaten by a
Don’t run to the swamp or you d to say. Well lad,
mezzeth like ol’ Tom, my Ma’ use
Tom. In the swamp.
I didn’t believe her. Until I met not go there!
Now I tell the same to you. Do
Hunter’s Handbook
– Eryk , recorded in the Monster
Mezzet h
Medium Undead, Typically Chaotic Evil and the target must succeed on a DC 12 Constitution saving
throw or have disadvantage on the next attack roll it makes
Armor Class 15 (natural armor) before the end of its next turn.
Hit Points 85 (13d8 + 40)
Speed 30 ft. Grasp. Melee Weapon Attack: +5 to hit, reach 10 ft., one
target. Hit: 14 (2d10 + 3) acid damage. If the target is a
STR DEX CON INT WIS CHA Medium or smaller creature, it is grappled (escape DC 13).
17 (+3) 12 (+1) 15 (+2) 6 (-2) 11 (+0) 4 (-3) Until this grapple ends, the creature takes 5 (2d4) acid
damage at the start of each of its turns, and the mezzeth
Damage Vulnerabilities radiant can’t use its Grasp attack on another target. When the
Damage Immunities acid, poison mezzeth moves, it can drag the grappled creature with it,
Condition Immunities exhaustion, poisoned without the mezzeth’s speed being halved.
Senses darkvision 120 ft., passive Perception 10
Languages understands the languages it knew in life but Bonus Actions
can’t speak Acid Gobbet. The mezzeth lobs a gobbet of acid at a point it
Challenge 4 (1,100 XP) Proficiency Bonus +2 can see within 30 feet of it. Each creature within 5 feet of that
point must make a DC 12 Dexterity saving throw, taking 14
Acidic Reformation. While emerged in acid, the mezzeth
(4d6) acid damage on a failed save, or half as much damage
regains 10 hit points at the end of each of its turns.
on a successful one.
Undead Fortitude. If damage reduces the mezzeth to 0 hit
Contagion. One creature that is grappled or restrained by the
points, it must make a Constitution saving throw with a DC of
mezzeth must make a DC 12 Constitution saving throw or be
5 + the damage taken, unless the damage is radiant or from
poisoned. At the end of each of the poisoned creature’s turns,
a critical hit. On a success, the mezzeth drops to 1 hit point
the creature must make a DC 12 Constitution saving throw. If
instead.
it succeeds on three of these saves, it is no longer poisoned. If
Actions it fails three of these saves, the target is no longer poisoned,
but its flesh begins to decay. For the next 24 hours, the target
Multiattack. The mezzeth makes one Bite Attack and one
has disadvantage on Strength and Dexterity checks and
Grasp attack.
vulnerability to all damage. This disease can be removed by
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. any spell or other effect that removes a disease or otherwise
Hit: 10 (2d6 + 3) piercing damage plus 7 (2d6) acid damage ameliorates a disease’s effects.
34 MEZZETH
Mountain Mimic
These huge monstrosities resemble small mountains
or rock outcroppings. Patient predators, rock mimics
hunker down – often for years on end – disguising
themselves as cozy camp spots, just waiting for a party
of hapless travelers to come along.
Like their smaller kin, the mountain mimic’s attacks
are rudimentary but devastating. Insatiable, the mimic
will devour whole parties of adventurers one by one,
while it throws huge boulders and use its powerful
arms keep them separated and disorganized.
MOUNTAIN MIMIC 35
Netherese Chronoguard
Before the fortresses of the Netherese Empire crashed
down upon the lands of Faerûn, a small cabal of
netherese arcanists had unlocked the power of time
travel. Though still a new and unexplored art, a few
netherese wizards and sorcerers managed to escape the
empire’s fall by diving headfirst through time.
Homeless – in both a physical and temporal sense
– the netherese chronoguards now roam the vastness
of time as they seek to protect the secrets of the
Netherese empire. Ruthless and uncaring, these
immortal arcanists are tireless in their pursuit of
any who has, in their eyes, transgressed against the
Netherese Empire.
36 NETHERESE CHRONOGUARD
Ogre commander
Hardened by years of battles, an ogre commander
is a fearsome combatant and capable leader. Ogre
commanders might be as ill-tempered as an ordinary
ogre, but they don’t share their thoughtless behavior
and lazy nature. Instead, ogre commanders are capable
leaders who are used to navigating a battlefield,
commanding, and even inspiring those around it!
A rare exception to the rule, an ogre commander
sometimes rises from the herd of common ogres when
their mind and muscles are sharpened by years of
deployment as spearheads in armies led by fire giants,
orcs, or savage humans.
OGRE COMMANDER 37
Ogre Juggernaut
As their name would imply, ogre juggernauts are
overwhelmingly large ogres. Easily weighing more
than 5,000 lbs, there’s a good reason many believe
ogre juggernauts carry the blood of a much larger giant
in their veins. Whether that’s true or not, they are as
ill-tempered and unintelligent as an ordinary ogre, if
not more so. What an ogre juggernaut lacks in wit, it
compensates for in muscle as its sheer strength and size
make any weapon deadly in its hand.
Ogr e Ju ggern au t
Huge Giant, Typically Chaotic Evil Devastating Charge. The ogre moves up to its speed feet in
a straight line and can move through the spaces of Large or
Armor Class 15 (half plate) smaller creatures. The first time it enters a creature’s space
Hit Points 184 (16d12 + 80) during this move, that creature must succeed on a DC 18
Speed 40 ft. Strength saving throw or take 32 (4d12 + 6) bludgeoning
damage and be knocked prone.
STR DEX CON INT WIS CHA
25 (+6) 10 (+0) 20 (+5) 5 (-3) 8 (-1) 7 (–2) Sweeping Arc. The ogre swings its greatclub in a 20-foot
radius around it. Each creature in that area must make a DC
Saving Throws Str +10, Dex +4, Con +9, Wis +3 18 Dexterity saving throw. On a failed save, the creature takes
Senses darkvision 60 ft., passive Perception 9 32 (4d12 + 6) bludgeoning damage and is shoved 10 feet
Languages Giant away from the ogre. On a successful save, the creature takes
Challenge 11 (7,200 XP) Proficiency Bonus +4 half as much damage and isn’t shoved back.
Idiot’s Pride. A creature can use its action to make a DC 15 Bonus Actions
Charisma (Persuasion) check to attempt taunt the ogre. On a
Fling. The ogre tries to throw a Medium or smaller creature
success, the ogre must use its next turn to reach and attack
it can see within 10 feet of it. The target must succeed on
that creature, ignoring all other targets, unless it can’t see
a DC 18 Dexterity saving throw or be hurled up to 60 feet
or sense the creature or another creature has successfully
in a direction of the ogre’s choice and land prone, taking 3
taunted it before then.
(1d6) bludgeoning damage for every 10 feet it was thrown. If
Indomitable (2/Day). The ogre can reroll a saving throw that the target is thrown at another creature, that creature must
it fails. It must use the new roll. succeed on a DC 18 Dexterity saving throw or take the same
Reckless. At the start of its turn, the ogre can gain advantage damage and be knocked prone.
on all melee weapon attack rolls during that turn, but attack Intimidating Roar. Each creature within 30 feet of the ogre
rolls against it have advantage until the end of its next turn. that can hear it must succeed on a DC 17 Wisdom saving
throw or be frightened of the ogre for 1 minute. A frightened
Actions target can repeat the saving throw at the end of each of
Multiattack. The ogre makes two Greatclub attacks. its turns, ending the effect on a success. If a target’s saving
Greatclub. Melee Weapon Attack: +10 to hit, reach 15 ft., one throw is successful or the effect ends for it, the target is
target. Hit: 32 (4d12 + 6) bludgeoning damage, and if the immune to the ogre’s Intimidating Roar for the next 24 hours.
target is a creature, it must succeed on a DC 18 Constitution
saving throw or be stunned until the end of the ogre’s next
turn.
38 OGRE JUGGERNAUT
Rot Gazer
The grotesque rot gazer is a lesser beholder that
can come into being when a beholder has recurring
nightmares about its physical form succumbing to age,
illness, disease, or poison.
Covered with pus-dripping sores and foul-smelling
fungi, rot gazers are solitary creatures that spend
their pain-wracked existence muttering maniacally
to themselves. They leave a trail of death and
decomposed matter as they hover about, searching for
creatures they can share their misery with.
Ro t G a zer
Large Aberration (Beholder), Typically Chaotic Evil Dementing Gaze. The targeted creature must succeed
on a DC 16 Wisdom saving throw or take 18 (4d8)
Armor Class 14 (natural armor) psychic damage and be cursed. The cursed creature has
Hit Points 133 (14d10 + 56) disadvantage on saving throws made to maintain its
Speed 0 ft., fly 30 ft. (hover) concentration and its Wisdom, Intelligence, and Charisma
scores are reduced by 1d4 each. If either of these ability
STR DEX CON INT WIS CHA
scores are reduced to 0, the creature is stunned until it
21 (+5) 11 (+0) 18 (+4) 9 (–1) 14 (+2) 8 (–1) regains at least 1 point in that score. The reduction to the
Saving Throws Con +8, Wis +6 creature’s ability scores ends when it dies or the curse is
Skills Perception +6 ended with remove curse, greater restoration, or similar
Damage Immunities necrotic, poison magic.
Condition Immunities exhaustion, poisoned, prone Rotting Gaze. The targeted creature must succeed on a DC
Senses darkvision 120 ft., passive Perception 16 16 Constitution saving throw. On a failed save, it takes 18
Languages Deep Speech, Undercommon (4d8) necrotic damage and gains 1d2 levels of exhaustion.
Challenge 9 (5,000 XP) Proficiency Bonus +4 On a successful save, it takes half as much damage and
suffer no additional effects.
Putrefying Presence. A creature that starts its turn within 5
Poison Spittle (Recharge 5–6). The gazer spits poisonous
feet of the gazer or moves there for the first time on its turn
mist in a 30-foot cone. Each creature in that area must make
takes 4 (1d8) necrotic damage.
a DC 16 Constitution saving throw. On a failed save, the
Actions creature takes 45 (10d8) poison damage and is poisoned for 1
Multiattack. The gazer makes one Bite Attack and uses minute. On a successful save, the creature takes half as much
Baneful Gaze twice. damage and isn’t poisoned. A poisoned creature can repeat
the saving throw at the end of each of its turns, ending the
Bite. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. effect on itself on a success.
Hit: 16 (2d10 + 5) piercing damage plus 9 (2d8) necrotic
damage. Bonus Actions
Baneful Gaze. The gazer focuses its gaze on a creature it can Tentacle. Melee Weapon Attack: +9 to hit, reach 10 ft., one
see within 60 feet of it, causing one of the following effects: target. Hit: 12 (2d6 + 5) bludgeoning damage and, if the
Deforming Gaze. The targeted creature must succeed on target is Medium or smaller, it is also grappled (escape DC
a DC 16 Charisma saving throw or take 18 (4d8) psychic 14). The gazer has 1d6 + 4 tentacles, each of which can
damage and be cursed. The cursed creature can’t regain hit grapple one target.
points and its Strength and Dexterity scores are reduced Maddening Babble. Each creature within 10 feet of the gazer
by 1d4 each. If either of these ability scores are reduced to that can hear it must succeed on a DC 16 Intelligence saving
0, the creature dies. The reduction to the creature’s ability throw or take 9 (2d8) psychic damage and be staggered
scores ends when it dies or the curse is ended with remove until the start of the gazer’s next turn. While staggered, the
curse, greater restoration, or similar magic. creature can’t take reactions and must choose whether it gets
a move, an action, or a bonus action on its turn; it gets only
one of the three.
ROT GAZER 39
Scorpioth
A chimera-like monstrosity, scorpioths are the result of
powerful transmutation magic used to create a creature
with the powers of a basilisk and a giant scorpion.
A scorpioth possesses the basilisk’s ability to petrify
targets – although it does so with its stinger – and
can weaken its prey with its gaze before it rips it to
pieces with its poisonous bite. Scorpioths are easily
enraged and can be sent into a foaming frenzy by the
mere smell of blood, making them unsuited allies and
fearsome monstrosities.
Scorpioths may be the result of transmutation magic,
but reports suggest that they are able to multiply,
causing scholars to theorize that scorpioths use the
blood of their victims to somehow fertilize their eggs.
As a result, scorpioths have been reported to spread
rather quickly once they settle down in an area, if
they’re not dealt with in due time.
Sc orpio t h
Medium Monstrosity, Typically Unaligned Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target.
Hit: 7 (1d8 + 3) piercing damage plus 7 (2d6) poison damage
Armor Class 15 (natural armor) and the target must make a DC 14 Constitution saving throw.
Hit Points 90 (12d8 + 36) On a failed save, it is poisoned until the end of its next turn.
Speed 40 ft. While poisoned this way, the target’s speed is halved and it
can’t take reactions.
STR DEX CON INT WIS CHA
16 (+3) 12 (+1) 16 (+3) 2 (-4) 8 (-1) 5 (-3) Sting. Melee Weapon Attack: +6 to hit, reach 5 ft., one
creature. Hit: 7 (1d10 + 2) piercing damage, and the target
Skills Perception +2 must make a DC 14 Constitution saving throw. On a failed
Senses blindsight 60 ft., passive Perception 12 save, the creature magically begins to turn to stone and is
Languages – restrained. It must repeat the saving throw at the end of
Challenge 5 (1,800 XP) Proficiency Bonus +3 its next turn. On a successful save, the effect ends for the
creature and the creature is immune to this effect next 24
Blood Frenzy. The scorpioth has advantage on melee attack
hours. On a failure, the creature is petrified until freed by the
rolls against any creature that doesn’t have all its hit points.
greater restoration spell or other magic.
Enrage. If the scorpioth starts its turn with 30 hit points or
Crippling Gaze. The scorpioth forces one creature that it can
fewer, it becomes enraged. While enraged, the scorpioth
see within 20 feet of it to make a DC 14 Wisdom saving throw.
is immune to being frightened. On each of its turns while
On a failed save, the creature is frightened for 1 minute. While
frenzied, the scorpioth attacks the nearest creature it can
frightened in this way, it is restrained and deals only half
see. If it can’t reach the creature, it takes the Dash action and
damage with weapon attacks that use Strength and Dexterity.
moves as close to it as possible. If the scorpioth starts its turn
The creature can repeat the saving throw at the end of each
and can’t see any other creatures, it is no longer enraged.
of its turns, ending the effect on itself on a success.
Actions
Multiattack. The scorpioth makes a Bite attack and a Sting
attack. It can use Weakening Gaze in place of one of these
attacks.
40 SCORPIOTH
Shadowmancer
Shadowmancers are fearsome agents of Mask, the
Lord of Shadows, who draw upon the dark powers
that lie within the shadows most try to avoid. While
shadowmancers sometimes act according to purely
selfish desires, they ultimately abide by the will of
their dark master. They are often deployed as deadly
assassins who move soundlessly through the shadow in
its relentless hunt for those who have crossed Mask.
Once per day, the shadowmancer can also summon
a shadow demon, that represents a sliver of Mask’s
shadowy power. While close to Mask’s emissary, the
shadowmancer’s power is amplified even further.
Shadowmancer
Medium Humanoid, Typically Neutral Evil Shadow Lance. The shadowmancer conjures a lance made
of wispy shadow material and throws it in a 60-foot line that
Armor Class 17 (half plate) is 5 feet wide. Each creature in that line must make a DC 16
Hit Points 119 (14d8 + 56) Dexterity saving throw. On a failed save, a creature takes 27
Speed 30 ft. (6d8) necrotic damage, and whenever it makes an attack roll
or a saving throw until the end of the shadowmancer’s next
STR DEX CON INT WIS CHA
turn, it must roll a d4 and subtract the number rolled from
18 (+4) 19 (+4) 18 (+4) 14 (+2) 16 (+3) 15 (+2) the attack roll or saving throw. On a failed save, the target
Saving Throws Con +8, Wis +7, Cha +6 takes half as much damage with no additional effects.
Skills Perception +7, Stealth +8 Summon Shadow Demon (1/Day). The shadowmancer
Damage Resistances (Shadow Form Only) acid, cold, fire, summons a shadow demon which appears in an unoccupied
lightning, necrotic, poison, thunder; bludgeoning, piercing, space within 60 feet of the shadowmancer and acts as its
and slashing from nonmagical attacks ally. It remains for 1 hour, or until the shadowmancer dies or
Condition Immunities (Shadow Form Only) exhaustion, dismisses it as a bonus action.
grappled, paralyzed, petrified, poisoned, prone, restrained
Senses darkvision 120 ft., passive Perception 17 Bonus Action
Languages Common, telepathy 60 ft. Incite Shadows. Each creature of the shadowmancer’s choice
Challenge 11 (7,200 XP) Proficiency Bonus +4 within 30 feet of it must make a DC 16 Charisma saving throw
as the shadowmancer incites each creature’s shadow to attack
Shadow Form. While within 60 feet of a shadow demon it
it. On a failed save, a creature takes 9 (2d8) necrotic damage
has summoned, the shadowmancer takes on a shadowy form
and its Strength score is reduced by 1d4. The target dies if
and gains additional powers.
this reduces its Strength to 0. Otherwise, the reduction lasts
Actions until the target finishes a short or long rest.
Multiattack. The shadowmancer makes two Whip attacks Shadow Step (Shadow Form Only). While in dim light or
and uses Summon Shadow Demon, if available. darkness, the shadowmancer can teleport as a bonus action
up to 60 feet to an unoccupied space it can see that is also
Whip. Melee Weapon Attack: +8 to hit, reach 10 ft., one
in dim light or darkness. It then has advantage on the first
target. Hit: 7 (1d6 + 4) slashing damage plus 18 (4d8) necrotic
melee attack it makes before the end of the turn.
damage. If the target is a creature it is also grappled by
strands of shadow (escape DC 15). Until this grapple ends, the Reactions
target is blinded, deafened, restrained, and unable to speak.
Pain Transfer (Shadow Form Only). The shadowmancer
At the end of each of its turns while grappled in this way,
halves the damage it takes from an attack or spell, provided
the creature must succeed on a DC 16 Constitution saving
it can see the attacker and an allied shadow demon is within
throw or take 9 (2d8) necrotic damage and gain 1 level of
60 feet of it. The shadow demon then loses hit points equal
exhaustion.
to the damage dealt to the shadowmancer.
SHADOWMANCER 41
Shakshiel
A shakshiel is a large, snake-like undead capable of
spreading terrifying diseases. While scholars believe
that shakshiel were once humanoids, how they are
created is unclear. Shakshiels usually live in acid pools
in the Shadowfell, but sometimes they end up on the
Material Plane. Here, they eat whatever they can find
as they lurk in swampy forests or reside in dark lakes
that have been corrupted by necromantic energy.
When hunting, a shakshiel uses its ability to sense
creatures submerged in liquid to surprise its unwitting
victims. It weakens its prey with its disease-ridden bite
before constricting them with its tail and dissolving
their flesh with its acidic breath.
There’s something under the water! Ew, it’s a corpse.
Wait, it’s moving? What the--
– Last words of Gerro, Halfling Adventurer
Shaks hiel
Large Undead, Typically Chaotic Evil poisoned in this way must make a DC 13 Constitution saving
throw at the end of each of its turns. If it succeeds on three of
Armor Class 15 (natural armor) these saves, it is no longer poisoned. If it fails three of these
Hit Points 102 (12d10 + 36) saves, the target is no longer poisoned, but is inflicted by one
Speed 40 ft., swim 40 ft. of the following diseases chosen by the shakshiel:
STR DEX CON INT WIS CHA Filth Fever. A raging fever sweeps through the creature’s
17 (+3) 16 (+3) 17 (+3) 8 (-1) 14 (+2) 8 (-1) body. The creature has disadvantage on Strength checks,
Strength saving throws, and attack rolls that use Strength.
Skills Athletics +6, Perception +5, Stealth +6 Seizure. The creature is overcome with shaking. The creature
Damage Immunities acid, poison has disadvantage on Dexterity checks, Dexterity saving
Condition Immunities charmed, exhaustion, paralyzed, throws, and attack rolls that use Dexterity.
poisoned The disease lasts for 24 hours or until removed by an effect
Senses darkvision 120 ft., passive Perception 15 that removes a disease or otherwise ameliorates a disease’s
Languages understands the languages it knew in life but effects.
can’t speak
Challenge 6 (2,300 XP) Proficiency Bonus +3 Constrict. Melee Weapon Attack: +5 to hit, reach 10 ft., one
creature. Hit: 12 (2d8 + 3) bludgeoning damage, and the
Brittle. Whenever the shakshiel takes 10 or more target is grappled (escape DC 13). Until this grapple ends, the
bludgeoning damage from a single source on a turn, it must creature is restrained and has disadvantage on saving throws
make a DC 12 Constitution saving throw. The first time it made to maintain its concentration, and the shakshiel can’t
fails on this saving throw, the shakshiel can no longer take constrict another target.
reactions. The second time, its speed is halved. The third time, Acid Breath (Recharge 5–6). The shakshiel exhales a 15-foot
it can no longer take bonus actions. cone of acid. Each creature in the cone must make a DC 13
Magic Resistance. The shakshiel has advantage on saving Constitution saving throw, taking 27 (6d8) acid damage on a
throws against spells and other magical effects. failed save, or half as much damage on a successful one.
Submerged Vigilance. While emerged in a body of water,
the shakshiel has advantage on Dexterity (Stealth) checks.
Bonus Actions
Moreover, the shakshiel knows the exact location of any other Horrifying Hiss. The shakshiel emits a horrifying hissing
creatures moving in the same body of water within 1,000 feet sound, causing creatures it has hurt to relive their pain. Each
of it and it can’t be surprised by those creatures. creature within 30 feet of the shakshiel that can hear the
shakshiel and that the shakshiel has dealt damage to since
Actions the beginning of the shakshiel’s last turn must make a DC 13
Multiattack. The shakshiel makes one Bite attack and one Wisdom saving throw. On a failed saving throw, a creature
Constrict attack. takes 9 (2d8) psychic damage and is staggered until the end
of the shakshiel’s next turn. While staggered, the target can’t
Bite. Melee Weapon Attack: +5 to hit, reach 10 ft., one target.
take reactions and must choose whether it gets a move, an
Hit: 10 (2d6 + 3) piercing damage plus 10 (3d6) poison
action, or a bonus action on its turn; it gets only one of the
damage and, if the target is a creature, the target must make
three.
a DC 13 Constitution saving throw or be poisoned. A creature
Nimble. The shakshiel takes the Disengage or Hide action.
42 SHAKSHIEL
Sourkettle
Peculiar creatures, sourkettles are rumored to be
spawned whenever a hag utters a particularly cutting
insult. Growing from the ground like carrots or beets,
their brightly-shining leaf-stalks are the first to emerge,
followed by a squat, barbed berry-shaped creature
filled with highly acidic liquid.
Not particularly fearsome combatants, sourkettles are
nonetheless feared by most warriors for their ability to
snatch and dissolve metal objects – including expensive
weapons!
Sour k et t le
Small Fey, Typically Chaotic Neutral Bonus Actions
Armor Class 14 (natural armor) Baleful Light. The sourkettle flashes crimson light in a 10-
Hit Points 16 (3d6 + 6) foot radius around it. Each creature in the area must succeed
Speed 20 ft. on a DC 12 Constitution saving throw or take 3 (1d6) radiant
damage and be blinded until the end of the sourkettle’s next
STR DEX CON INT WIS CHA turn.
12 (+1) 13 (+1) 15 (+2) 4 (–3) 11 (+0) 14 (+2) Leap. The sourkettle jumps horizontally up to its speed to an
Damage Immunities acid, poison unoccupied space it can see without provoking opportunity
Condition Immunities poisoned attacks. If a creature is holding unto an object in the
Senses passive Perception 11 sourkettle’s mouth, that creature must make a DC 11 Strength
Languages Sylvan saving throw. On a successful save, the sourkettle’s Leap fails.
Challenge 1 (200 XP) Proficiency Bonus +2 On a failed save, the creature loses hold of the object as the
sourkettle leaps.
Acidic Being. If a gallon of water or more is poured on
sourkettle, or it starts its turn submerged in water, the Reactions
sourkettle takes 5 (2d4) cold damage and is staggered until Dissolving Bite. When a creature misses the sourkettle
the end of its next turn. While staggered, the sourkettle can’t with a melee weapon attack, the sourkettle tries to bite
take reactions and must choose whether it gets a move, an down on the weapon. The attacker must succeed on a DC 11
action, or a bonus action on its turn; it gets only one of the Strength saving throw, or the weapon becomes stuck in the
three. sourkettle’s mouth. If the weapon’s wielder can’t or won’t let
go of the weapon, the wielder is grappled while the weapon is
Actions stuck. A creature can pull the weapon free by taking an action
Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. to make a DC 11 Strength check and succeeding.
Hit: 4 (1d6 + 1) piercing damage plus 3 (1d6) acid damage. At the start of each of the sourkettle’s turns, any nonmagic
Spit Acid. Ranged Weapon Attack: +3 to hit, range 30 ft., one weapon stuck in the sourkettle’s mouth takes a permanent
target. Hit: 7 (2d6) acid damage. and cumulative −1 penalty to damage rolls. If its penalty
drops to −5, the weapon is destroyed.
SOURKETTLE 43
Steel Enforcer
Durable constructs made of hardened steel plates set
with various magical gems, steel enforcers were built
by an enclave of artificers to be deployed against the
Red Wizards of Thay. Steel enforcers are designed
with the sole purpose of hunting down spellcasters and
are able to penetrate magical barriers, nullify spells,
and even nullify magic.
Few have the skills and knowledge to construct steel
enforcers, and most who do safeguard their blueprints
with their life – yet it is not unheard of for kingdoms to
build armies of steel enforcers to conquer other nations,
or for rich merchants to use steel enforcers as guards.
St eel Enforcer
Medium Construct, Typically Unaligned spell of 3rd level or lower on the target ends. Additionally, the
magical properties of each non-artifact item the creature is
Armor Class 16 (natural armor) carrying are suppressed until the end of its next turn.
Hit Points 65 (10d8 + 20)
Speed 30 ft. Nullify Magic (Recharge 5–6). Each creature within 30 feet
of the steel enforcer that has spell slots must make a DC 12
STR DEX CON INT WIS CHA Charisma saving throw. On a failed save, the creature loses
16 (+3) 17 (+3) 15 (+2) 4 (−3) 10 (+0) 2 (−4) the highest level spell slot it has available of 3rd level or lower
and takes psychic damage equal to 1d8 + the level of the
Damage Immunities poison spell slot. The steel enforcer gains temporary hit points equal
Condition Immunities charmed, exhaustion, frightened, to 1d8 + the combined level of spell slots consumed this way.
paralyzed, poisoned
Senses darkvision 60 ft., passive Perception 11 Bonus Actions
Languages understands the languages of its creator but can’t Gem Surge. The steel enforcer activates the gems set into its
speak armor to gain one of the following benefits that lasts until it
Challenge 3 (700 XP) Proficiency Bonus +2 uses this action again or until it takes cold damage:
Arcane Penetration. The steel enforcer ignores any bonuses • The steel enforcer gains resistance to one type of damage.
or changes to AC gained from spells such as mage armor and • The steel enforcer has advantage on Dexterity saving
shield, and other magical effects. throws and gains a +2 bonus to AC.
• The steel enforcer’s attacks deal an additional 3 (1d6) force
Immutable Form. The steel enforcer is immune to any spell
damage on a hit.
or effect that would alter its form.
Nondetection. The steel enforcer can’t be targeted or Reactions
detected by any divination magic or perceived through
Mage Slayer. When a creature within 5 feet of the steel
magical scrying sensors.
enforcer casts a spell, it can make a Rend attack against that
Actions creature.
Multiattack. The steel enforcer makes two Slam attacks. Uncanny Dodge. When an attacker the steel enforcer can see
hits it with an attack, the steel enforcer can use its reaction to
Slam. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.
halve the attack’s damage against it.
Hit: 7 (1d8 + 3) bludgeoning damage and the target must
make a DC 12 Charisma saving throw. On a failed save, any
44 STEEL ENFORCER
Steelsoul Renegade
A steelsoul renegade is a humanoid-shaped construct
that has, as the name implies, a soul and a free will of
its own. Attuned to the laws of physics and the pull
of gravity, a steelsoul renegade attacks using its fists
(conveniently shaped into heavy hammers) and by
pushing, pulling, shoving, immobilizing, and even
levitating its opponents. The steelsoul can also assume
the appearance of its enemies and, in some cases,
acquire their muscle memory, granting them tactical
benefits in combat.
It is assumed that steelsoul renegades are the
by-product of some magical experiment gone wrong,
though few no more than that – and the few steelsoul
renegades that exist refuse to weigh in on the topic.
Most steelsoul renegades work as mercenaries, bounty
hunters, or spies.
Terrible thing, fighting yourself. Even worse, fighting a
version of yourself that’s stronger, faster, and smarter!
– Ba’tuk, Goliath Fighter
STEELSOUL RENEGADE 45
Stone Ooze
Made from liquid stone, the stone ooze is not only a
born ambusher, it also possesses many of the qualities
of natural stone. Disguised as an innocuous pillar, a
section of wall, or even the ground upon which the
adventurers’ tread, the stone ooze exists only to engulf
other creatures. A creature engulfed by the ooze is
slowly crushed until it becomes part of the stone ooze.
“If only these walls could talk”, the saying goes - me,
well, as long as they don’t crawl, slither, and eat
then I’m happy!
- Jaxo, Tiefling Rogue
St one Ooze
Medium Ooze, Unaligned if the target is a creature, it must make a DC 13 Constitution
saving throw. On a failed save, the creature magically begins
Armor Class 7 to turn to stone and is restrained. It must repeat the saving
Hit Points 60 (8d8 + 24) throw at the end of its next turn. On a successful save, the
Speed 10 ft., climb 10 ft. effect ends. On a failed save, the creature is petrified for 1
minute or until freed by the greater restoration spell or other
STR DEX CON INT WIS CHA
magic.
17 (+3) 5 (–3) 16 (+3) 1 (−5) 9 (–1) 2 (–4)
Skills Stealth +1
Bonus Actions
Damage Resistances cold, fire, lightning Engulf. The ooze moves up to its speed. While doing so, it
Damage Immunities poison can enter Medium or smaller creatures’ spaces. Whenever
Condition Immunities blinded, charmed, deafened, the cube enters a creature’s space, the creature must make a
exhaustion, frightened, grappled, prone, restrained DC 13 Dexterity saving throw. If the creature’s speed is 0, it
Senses blindsight 60 ft. (blind beyond this radius), passive automatically fails this saving throw. On a successful save, the
Perception 9 creature can choose to move 5 feet back or to the side of the
Languages — ooze. On a failed save, the ooze enters the creature’s space,
Challenge 3 (700 XP) Proficiency Bonus +2 and the creature takes 10 (3d6) bludgeoning damage and is
engulfed. The engulfed creature can’t breathe, can’t be seen,
Amorphous. The ooze can move through a space as narrow has total cover, and is restrained. When the ooze moves, the
as 1 inch wide without squeezing. engulfed creature moves with it.
False Appearance. While the ooze remains motionless, it is An engulfed creature can try to escape by taking an action
indistinguishable from ordinary stone. to make a DC 13 Strength check. On a success, the creature is
Ooze Form. The ooze takes up its entire space. Other no longer restrained and enters a space of its choice within 5
creatures can enter the space, but a creature that does so is feet of the ooze.
subjected to the ooze’s Engulf and has disadvantage on the The ooze can engulf only one Medium creature at a time.
saving throw. A creature within 5 feet of the ooze can use an Harden. Any creature engulfed by the ooze takes 14 (4d6)
action to pull a creature or object out of the ooze by making bludgeoning damage as the ooze hardens to become almost
a DC 13 Strength check and succeeding. completely solid. Until the start of the ooze’s next turn, it
Spider Climb. The ooze can climb difficult surfaces, including gains resistance to all damage except psychic damage, and
upside down on ceilings, without needing to make an ability all ability checks made to free a creature or object from the
check. ooze’s form are made with disadvantage.
Actions Reactions
Pseudopod. Melee Weapon Attack: +5 to hit, reach 5 ft., one Solid Grasp. When a creature hits the ooze with a melee
target. Hit: 10 (2d6 + 3) bludgeoning damage and, if the attack, the ooze grasps the attacker’s weapon. The attacker
target is a Medium or smaller creature, the target is grappled. must succeed on a DC 13 Strength saving throw, or the
weapon becomes stuck inside the ooze. If the weapon’s
Petrifying Pebbles. Ranged Weapon Attack: +5 to hit, range
wielder can’t or won’t let go of the weapon, the wielder is
60 ft., one target. Hit: 7 (1d6 +3) bludgeoning damage and,
grappled while its weapon is stuck.
46 STONE OOZE
Terrax
A terrax – or a giant rust monster as some call it – is a
terrifying, bronze-colored beast of a monstrosity. An
acid-dripping, oversized beetle with a thick carapace-
like shell and long tentacle arms, a terrax is a horrifying
sight to behold as it rampages through dark forests or
swampy marshland in search of prey. A terrax’s acid is
deadly, but its ability to corrode and rust any metal it
touches can be even as devastating.
Terr ax
Large Monstrosity, Typically Unaligned target is a creature, the target is grappled (escape DC 14).
Until this grapple ends, the creature is restrained, and the
Armor Class 15 (natural armor) terrax can’t use this tentacle against another target. The
Hit Points 95 (10d10 + 40) terrax has two tentacles, each of which can grapple only one
Speed 40 ft. target.
STR DEX CON INT WIS CHA Corroding Acid (Recharge 5–6). The terrax spews forth a
18 (+4) 16 (+3) 18 (+4) 12 (+1) 13 (+1) 16 (+3) torrent of acid in a 30-foot cone. Each creature in that area
must make a DC 15 Dexterity saving throw, taking 22 (4d10)
Damage Resistances acid, poison acid damage on a failed save, or half as much damage on a
Senses darkvision 120 ft., passive Perception 11 successful one. Any nonmagical objects made of metal that
Languages — isn’t being worn or carried instantly corrodes, and any armor
Challenge 6 (2,300 XP) Proficiency Bonus +3 or shield made of metal that is worn or carried by a creature
in the area takes a permanent and cumulative -1 penalty to
Foul Presence. Each creature of the terrax’s choice that is
the AC it offers. Armor reduced to an AC of 10 or a shield that
within 30 feet of the terrax and aware of it must succeed on
drops to a +0 bonus is destroyed. If the object touched is a
a DC 15 Constitution saving throw or become poisoned for 1
held metal weapon, it rusts as described in the Rust Metal
minute. A creature can repeat the saving throw at the end of
trait.
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, Bonus Actions
the creature is immune to the terrax’s Foul Presence for the
Infection. A creature grappled by the terrax must succeed
next 24 hours.
on a DC 15 Constitution saving throw or be diseased.
Rust Metal. Any nonmagical weapon made of metal that hits While diseased, the creature’s speed is halved and it has
the terrax corrodes. After dealing damage, the weapon takes disadvantage on ability checks, saving throws, and attacks
a permanent and cumulative −1 penalty to damage rolls. If its based on Strength or Dexterity as painful blisters appear on
penalty drops to −5, the weapon is destroyed. Nonmagical its body. The creature can repeat the saving throw whenever
metal ammunition that hits the terrax is destroyed after it finishes a long rest, ending the effect on a success.
dealing damage.
Sweep. The terrax sweeps a tentacle in a 10-foot radius
Actions around it. Each creature in that area must make a DC 14
Dexterity saving throw. On a failed save, a creature takes 8
Multiattack. The terrax makes one Bite attack and one
(1d8 + 4) bludgeoning damage and is knocked prone. On a
Tentacle attack.
successful save, the creature takes half as much damage and
Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. isn’t knocked prone.
Hit: 13 (2d8 + 4) piercing damage plus 7 (2d6) acid damage.
Tentacle. Melee Weapon Attack: +7 to hit, reach 15 ft., one
target. Hit: 11 (2d6 + 4) bludgeoning damage and, if the
TERRAX 47
Terrorspike Worm
Its carapace lined with dark spikes and its sinister
eyes glowing with mindless malice, a terrorspike
worm strikes dread into the hearts of anyone who
has the misfortune of encountering it. Infused with
necrotic energy and capable of spawning shadows and
producing a terrifying trill, the terrorspike worm is a
dangerous enemy to any who dares enter its territory.
Originally native to the Shadowfell, terrorspike
worms can also sometimes spaw on the Material Plane
– usually deep in the ground underneath the scene of a
great, bloody battle or similarly tragic event.
Terrorspik e Wor m
Gargantuan Monstrosity, Unaligned Bonus Actions
Armor Class 19 (natural armor) Swallow. Melee Weapon Attack: +15 to hit, reach 5 ft., one
Hit Points 280 (17d20 + 102) Large or smaller creature the worm is grappling. Hit: The
Speed 40 ft., burrow 40 ft. worm swallows the target. The swallowed creature is blinded
and restrained, has total cover against attacks and other
STR DEX CON INT WIS CHA effects outside the worm. At the start of each of the worm’s
28 (+9) 10 (+0) 22 (+6) 3 (–4) 5 (-3) 5 (–3) turns, each creature swallowed by it takes 10 (3d6) necrotic
damage plus 10 (3d6) piercing damage and must succeed
Saving Throws Str +15, Con +12, Wis +3
on a DC 20 Constitution saving throw or its Strength score
Damage Immunities necrotic
is reduced by 1d4 until it finishes a short or long rest. The
Senses blindsight 30 ft., tremorsense 120 ft., passive
creature dies if this reduces its Strength to 0.
Perception 7
If the worm takes 30 damage or more on a single turn
Languages —
from a creature inside it, the worm must succeed on a DC
Challenge 19 (22,000 XP) Proficiency Bonus +6
22 Constitution saving throw at the end of that turn or
Aversion to Radiance. When the worm takes radiant regurgitate all swallowed creatures, which fall prone in a
damage, it must succeed on a Constitution saving throw space within 10 feet of the worm.
against a DC equal to the radiant damage taken. On a failed Spikefin Slither. The worm moves up to its burrow speed just
save, the worm is poisoned until the end of its next turn. underneath the surface. Each creature standing in the area
Legendary Resistance (3/Day). If the worm fails a saving the worm moves beneath must succeed on a DC 20 Dexterity
throw, it can choose to succeed instead. saving throw or take 14 (4d6) slashing damage and fall prone.
Tunneler. The worm can burrow through solid rock at half its
burrow speed, leaving a 20-foot-diameter tunnel in its wake.
Legendary Actions
The worm can take 3 legendary actions, choosing from the
Actions options below. Only one legendary action option can be used
Bite. Melee Weapon Attack: +15 to hit, reach 10 ft., one target. at a time and only at the end of another creature’s turn. The
Hit: 22 (3d8 + 9) piercing damage plus 10 (3d6) necrotic worm regains spent legendary actions at the start of its turn.
damage and, if the target is a creature, it is grappled (escape Slither. The worm uses Spikefin Slither.
DC 19). Until this grapple ends, the creature is restrained, and Spawn Shadow. A shadow spawns in an unoccupied space
the worm can’t bite another target. within 5 feet of the worm. The shadow is under the worm’s
Spike Breath (Recharge 5–6). The worm exhales a cloud of control and remains for 1 minute or until destroyed.
dark spikes in a 60-foot cone. Each creature in the area must Terror Trill (Costs 2 Actions). Each creature within 60 feet
make a DC 20 Dexterity saving throw, taking 36 (8d8) piercing of the worm that can hear it must succeed on a DC 20
damage on a failed save or half as much on a successful one. Wisdom saving throw or be frightened of the worm for 1
A creature that fails it save and is standing on the ground is minute. If the save fails by 5 or more, the creature is also
also restrained as it is pinned by the spikes. A creature can paralyzed while frightened in this way. A creature can repeat
free itself or another creature within 5 feet of it from the the saving throw at the end of each of its turns, ending the
spikes as an action with a successful DC 15 Strength check. effect on itself on a success.
48 TERRORSPIKE WORM
Tidal Snapper
A tidal snapper is an elemental creature that travels
with the tide, devouring whatever crosses the its path.
Tidal snappers tend to reside in the wildest and most
dangerous parts of the sea on the Material Plane,
although records tell of tidal snappers attacking ships
even on popular trade routes.
A tidal snapper appears as a huge wave with a
large, beak-like mouth at its front. When slain, a tidal
snapper becomes inanimate water, although some
scholars suspect they are able to reform again over
time.
T idal Sn ap per
Huge Elemental, Typically Unaligned Engulf. Each Large or smaller creature in the tidal snapper’s
space must make a DC 15 Strength saving throw. On a
Armor Class 13 (natural armor) successful save, a creature is ejected from its space to the
Hit Points 105 (10d12 + 40) nearest unoccupied space of the creature’s choice outside the
Speed 0 ft., 40 ft. swim tidal snapper’s space. On a failed save, a creature is engulfed
by the tidal snapper. An engulfed creature is blinded and
STR DEX CON INT WIS CHA
restrained, it has total cover against attacks and other effects
18 (+4) 12 (+1) 18 (+4) 4 (-3) 8 (-1) 4 (-3) outside the tidal snapper, and it can’t breathe unless it can
Damage Resistances fire; bludgeoning, piercing, and breathe water. At the end of each of the engulfed creature’s
slashing from nonmagical attacks turns, it takes 11 (2d10) bludgeoning damage as it is crushed
Damage Immunities poison by the whirling waves inside the tidal snapper.
Condition Immunities exhaustion, grappled, paralyzed, An engulfed creature or another creature within 5 feet of
poisoned, prone, restrained, unconscious the tidal snapper can take an action to make a DC 15 Strength
Senses blindsight 60 ft., passive Perception 9 check. On a success, the creature is no longer grappled or
Languages understands Aquan but can’t speak engulfed by the tidal snapper and it is ejected from its space
Challenge 7 (2,900 XP) Proficiency Bonus +3 to the nearest unoccupied space of its choice outside the tidal
snapper’s space.
Force of Nature. The tidal snapper can enter a hostile
creature’s space and stop there. It can move through a space Bonus Actions
as narrow as 1 foot wide without squeezing. Moreover, any
Tidal Wave. The tidal snapper moves up to its speed in a
creature grappled by the tidal snapper moves with it.
straight line. Each creature it passes through must make a DC
Freeze. If the tidal snapper takes 20 or more cold damage 15 Dexterity saving throw. On a failed save, a creature takes
from a single source, it partially freezes; its speed is reduced 13 (2d8 + 4) bludgeoning damage and is grappled (escape
by 20 feet until the end of its next turn. DC 14).
Water Bound. The water weird dies if it leaves the water to Whirlpool. The tidal snapper pulls in the water around it. The
which it is bound or if that water is destroyed. tidal snapper regains 13 (3d8) hit points and each creature
and object that isn’t worn or carried that are within 60 feet
Actions and emerged in the same body of water as the tidal snapper
Multiattack. The tidal snapper makes a Bite attack and uses is pulled 10 foot towards it. A creature can use its reaction
Engulf. to make a DC 15 Strength (Athletics) check and avoid being
Bite. Melee Weapon Attack: +7 to hit, reach 15 ft., one target. pulled on a success.
Hit: 15 (2d10 + 4) piercing damage.
TIDAL SNAPPER 49
Vinditihel
Vinditihels are celestial enforcers that are typically
sent to enact retribution against creatures that have
transgressed against the gods. Oathbreaker paladins,
immoral priests, or blasphemers are the most typical
targets, although vinditihels have been known to hunt
after careless adventurers who have vandalized a holy
shrine or meddled in celestial affairs.
A vindithiel’s powers grow with each blow again
it, building as a radiant power within it that fuels its
blows and focuses its efforts until it is released in a
burst of vengeful energy. Clever enemies realize that
the vindithiel grows more powerful when it is damaged
and thus should be averted, immobilized, or ignored
until it can be brought down quickly.
Vin di t ihel
Medium Celestial, Typically Lawful Neutral 14 Constitution saving throw or be staggered until the start
of the vindithiel’s next turn. While staggered, the creature
Armor Class 18 (natural armor) can’t take reactions and must choose whether it gets a move,
Hit Points 75 (10d8 + 30) an action, or a bonus action on its turn; it gets only one of the
Speed 30 ft., fly 60 ft. three.
STR DEX CON INT WIS CHA Burst of Vengeance (Recharge 5–6). If the vindithiel has
16 (+3) 17 (+3) 17 (+3) 11 (+0) 15 (+2) 17 (+3) at least 1 vengeance charge, it bursts with blinding light in
a 30-foot radius around it. Each creature of the vindithiel’s
Saving Throws Str +6, Con +6, Wis +5 choice within that area must succeed on a DC 14 Charisma
Skills Insight +5, Perception +5 saving throw. On a failed save, the creature takes 9 (2d8)
Damage Resistances radiant radiant damage for each charge the vindithiel has, and until
Condition Immunities charmed, exhaustion, frightened the end of the vindithiel’s next turn, it loses any resistances
Senses darkvision 120 ft., truesight 120 ft., passive Perception it has and can’t roll any dice with advantage. On a successful
15 save, it takes only half as much damage with no additional
Languages all, telepathy 120 ft. effects. The vindithiel loses all its charges after using Burst of
Challenge 6 (2,300 XP) Proficiency Bonus +3 Vengeance.
Flyby. The vindithiel doesn’t provoke opportunity attacks Bonus Actions
when it flies out of an enemy’s reach.
Blood Dash. The vindithiel moves up to its speed. It if has 3
Growing Retribution. When a creature deals 10 or more or more charges, it can also make a Greatsword attack against
damage to the vindithiel in a single turn, the vindithiel gains one creature that is within its reach at any point during this
1 vengeance charge. The vindithiel can have up to 5 charges movement.
and it loses 1 charge if it starts its turn and haven’t taken
Injunction. The vindithiel utters an injunction against a
damage since the end of its last turn.
creature it can see within 30 feet of it. That creature must
Magic Resistance. The vindithiel has advantage on saving make a DC 14 Wisdom saving throw or be frightened of the
throws against spells and other magical effects. vindithiel until the start of the vindithiel’s next turn. If the
save fails by 5 or more, the target is also incapacitated while
Actions frightened in this way. On a successful save, the creature is
Multiattack. The vindithiel makes two Greatsword attacks. immune to the vindithiel’s injunction for 24 hours.
Greatsword. Melee Weapon Attack: +6 to hit, reach 5 ft., one Vow of Enmity (1/Day). The vindithiel utters a vow of enmity
target. Hit: 10 (2d6 + 3) slashing damage plus 4 (1d8) radiant against a creature it can see within 30 feet of it. The vindithiel
damage per vengeance charge the vindithiel has. If the target has advantage on attack rolls against that creature for 1
is a creature that has dealt damage to the vindithiel since the minute.
end of the vindithiel’s last turn, it must also succeed on a DC
50 VINDITIHEL
Void Spectator
Void spectators are strange aberrations that revel in the
misery of others. Driven by an evil desire to see other
creatures fail, give up on their hopes, and betray their
ideals, void spectators are manipulative creatures that
prefer to pull their sinister strings from the shadows –
rarely revealing their role in the ultimate failure of their
victims before its too late for redemption. To achieve
its cruel goals, a void spectator will often manipulate its
unwitting victims by entering their dreams, inducing
nightmares, and even whispering ill-gotten advice into
their minds, while following them around invisibly.
VOID SPECTATOR 51
Void Walker
Little is known about the void walkers or their origin.
Presumably spawned somewhere in the recesses of the
Far Realm, a void walker is shaped like a humanoid
with a head, two arms, and two legs. There ends the
similarities, however, as the void walker has no face
– instead, it has a scattering of black, pupilless eyes,
and a gaping mouth that holds a pulsating light. Slimy
tentacles wrap around the void walkers’ slender body,
slithering and undulating interminably.
Void Walk er
Medium Aberration, Typically Chaotic Evil Mind. Each creature in the area must succeed on a DC 17
Intelligence saving throw or take 22 (5d8) psychic damage
Armor Class 17 (natural armor) and be stunned for 1 minute. A target can repeat the
Hit Points 136 (16d8 + 64) saving throw at the end of each of its turns, ending the
Speed 30 ft., fly 30 ft. (hover) effect on itself on a success.
Scatter. Each creature in the area must succeed on a DC 17
STR DEX CON INT WIS CHA
Constitution saving throw or take 22 (5d8) force damage
11 (+0) 19 (+4) 19 (+4) 21 (+5) 16 (+3) 17 (+3) and be teleported, along with any equipment it is wearing
Saving Throws Dex +8, Con +8, Int +9, Wis +7 or carrying, to an unoccupied space that the void walker
Skills Deception +7, Insight +7, Perception +7, Stealth +8 can see within 60 feet of it.
Damage Resistances psychic; bludgeoning, piercing, and Spellcasting (Psionics). The void walker casts one of the
slashing from nonmagical attacks following spells, requiring no spell components and using
Senses blindsight 60 ft., darkvision 120 ft., passive Perception Intelligence as the spellcasting ability (spell save DC 17):
17 At will: detect thoughts, mage hand (the hand is invisible)
Languages all, telepathy 120 ft. 1/day each: dominate monster, plane shift (self only),
Challenge 11 (7,200 XP) Proficiency Bonus +4 telekinesis
Magic Resistance. The void walker has advantage on saving
throws against spells and other magical effects. Bonus Actions
Invert Essence. The void walker attempts to invert the
Actions essence of a creature it can see within 30 feet of it. The target
Multiattack. The void walker makes one Tentacles attack and must succeed on a DC 17 Charisma saving throw. On a failed
uses Energy Cone. save, the creature takes psychic damage equal to 5 times its
Tentacles. Melee Weapon Attack: +8 to hit, reach 15 ft., one proficiency bonus and loses its proficiency bonus until the
target. Hit: 11 (2d6 + 4) bludgeoning damage plus 18 (4d8) start of the void walker’s next turn.
psychic damage and, if the target is a creature, the target Reality Jaunt. The void walker teleports up to 30 feet to an
must also succeed on a DC 17 Intelligence saving throw or be unoccupied space it can see. Each creature within 5 feet of
stunned until the end of the void walker’s next turn. the space where the void walker appears must make a DC 18
Energy Cone. The void walker magically emits energy in a 60- Wisdom saving throw or take 9 (2d8) psychic damage and
foot cone, choosing from one of the following options: must subtract 1d4 from the next attack roll or saving throw it
makes before the end of the void walker’s next turn.
Antimagic. The void walker creates an area of antimagic, as
in the antimagic field spell, in the area, that lasts until the
start of its next turn.
52 VOID WALKER
Weavewyrm
Weavewyrms are dragons that are attracted –
addicted, even – to the Weave of Magic. Like buzzards
to a corpse, weavewyrms loiter wherever the scent
of magic is strongest. With the ability to unravel the
weave, devour spells, and use magic of their own,
weavewyrms are particularly feared by spellcasters.
The weavewyrms’ origins are unclear, though most
believe them to have been created by the Goddess of
Magic, Mystra, herself. They certainly seem to adore
the goddess and may sometimes serve her priests as
temple guardians.
I’m not doing it. I’m not going in there. I say let
the dragon have the treasure. There’s just no way
I’m gonna go in there. If you want to go in there
and let that serpent eat everything you’ve got, well
that’s on you. I’m not doing it!
– Hebrianna, Elf Wizard
We avew yr m
Large Dragon, Typically Neutral Unraveling Breath (Recharge 5–6). The weavewyrm exhales
arcane energy in a 30-foot cone. Each creature in that area
Armor Class 17 (natural armor) must make a DC 13 Charisma saving throw. On a failed save,
Hit Points 60 (8d8 + 24) the creature takes 27 (6d8) psychic damage and all spells
Speed 30 ft., fly 60 ft. (hover) and other magical effects of 5th-level or lower on it end.
In addition, the creature can’t cast spells and the magical
STR DEX CON INT WIS CHA
properties of each non-artifact magic item it is carrying are
17 (+3) 14 (+2) 17 (+3) 16 (+3) 14 (+2) 15 (+2) suppressed until the end of its next turn.
Saving Throws Dex +4, Con +5, Int +5 Spellcasting. The dragon casts one of the following spells,
Skills Arcana +7, Perception +5, Stealth +4 requiring no spell components and using Intelligence as the
Damage Resistances force spellcasting ability (spell save DC 13):
Senses truesight 30 ft., darkvision 120 ft., passive Perception At will: charm person, color spray, detect magic, magic missile
15 1/day each: fear, hold person, slow
Languages Common, Draconic, telepathy 120 ft.
Challenge 4 (1,100 XP) Proficiency Bonus +2 Bonus Actions
Magic Addiction. If the weavewyrm starts its turn in an area Forced Transposition. A creature the weavewyrm can see
of an antimagic field or is targeted by a dispelling effect such within 30 feet of it must make a DC 13 Constitution saving
as the spell dispel magic, the weavewyrm must succeed on throw. On a failed save, the creature takes 9 (2d8) force
a DC 15 Constitution saving throw or take 9 (2d8) psychic damage and magically switches places with the weavewyrm.
damage and be staggered until the end of its next turn. While Mirror Image. The weavewyrm magically produces an
staggered, the weavewyrm can’t take reactions and must illusory duplicate of itself in its space. The duplicate functions
choose whether it gets a move, an action, or a bonus action as if created by the spell mirror image. The weavewyrm can
on its turn; it gets only one of the three. have no more than three illusory duplicates at a time.
Magic Resistance. The weavewyrm has advantage on saving
throws against spells and other magical effects. Reactions
Devour Spell. When a creature the weavewyrm can see
Actions within 60 feet of it casts a spell, the weavewyrm forces the
Multiattack. The dragon makes one Bite attack and uses creature to make a spellcasting ability check (DC 10 + the
Spellcasting. spell’s level). On a failure, the spell fails and the weavewyrm
Bite. Melee Weapon Attack: +5 to hit, reach 10 ft., one target. gains 4 (1d8) temporary hit points per level of the spell.
Hit: 12 (2d8 + 3) piercing damage. If the target is a creature,
it also takes 4 (1d8) force damage for each magic item it is
attuned to, each spell or other magical effect affecting it, and
each spell it is concentrating on, to a maximum of 22 (5d8)
force damage.
WEAVEWYRM 53
Zyrilax
Zyrilaxes are otherworldly species of warmongering
psionics. In ancient times, zyrilaxes were united in
conquest to capture other worlds, leaving a trace
of blood across the multiverse until their empire
eventually crumbled at the hands of the githyanki.
The remaining zyrilaxes are spread out across the
multiverse, where they take up employment as
mercenaries for interplanetary crime organizations or
work as dangerous assassins for the local crime lords
wherever they settle down.
Zyril ax
Medium Aberration, Typically Neutral Evil it takes 21 (6d6) psychic damage and must make a DC
14 Charisma saving throw. On a failed saving throw, the
Armor Class 16 (natural armor) creature’s Intelligence and Charisma scores become 1 for
Hit Points 112 (15d8 + 45) the next minute. The creature can’t cast spells, activate
Speed 30 ft. magic items, understand language, or communicate in
any intelligible way. The creature can, however, identify its
STR DEX CON INT WIS CHA
friends, follow them, and even protect them. At the end of
17 (+3) 16 (+3) 16 (+3) 15 (+2) 13 (+1) 8 (-1) a creature’s turn, it can repeat the saving throw, ending the
Saving Throws Con +3, Wis +4, Cha +2 effect on itself on a success.
Skills Perception +4, Investigation +4
Condition Immunities charmed
Bonus Actions
Senses darkvision 120 ft., passive Perception 17 Force Barrier (Recharge 5–6). The zyrilax creates an
Languages Deep Speech, telepathy 120 ft. invisible wall of force within 90 feet of itself. The wall lasts
Challenge 8 (3,900 XP) Proficiency Bonus +3 for 1 minute or until the zyrilax uses this action again. The
barrier can be a vertical or horizontal plane up to 30 feet on
Aberrant Mind. Magic can’t read the zyrilax’s thoughts or put a side or a 10-foot-radius hemispherical dome with a floor.
the zyrilax to sleep. The barrier provides total cover. Nothing can physically pass
Arcane Penetration. The zyrilax ignores any bonuses or through the barrier and it is immune to all damage. The
changes to AC gained from spells such as mage armor and barrier also extends into the Ethereal Plane, blocking ethereal
shield, and other magical effects. travel through the wall. A dispel magic or a disintegrate spell
destroys the wall instantly.
Actions Phase. The zyrilax becomes partially incorporeal until the end
Multiattack. The zyrilax makes one Bite attack and one of its next turn. While partially incorporeal, the zyrilax has
Psychic Blade attack. resistance to bludgeoning, piercing, and slashing damage but
Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. vulnerability to force damage.
Hit: 6 (1d8 + 3) piercing damage plus 7 (2d6) psychic damage.
Psychic Blade. Melee Weapon Attack: +6 to hit, reach 5 ft.,
Reactions
one target. Hit: 6 (1d6 + 3) piercing damage plus 7 (2d6) Nullify. The zyrilax telepathically whispers alien sounds into
psychic damage, and if the target is a creature it must the mind of a creature it can see that is casting a spell within
succeed on a DC 14 Intelligence saving throw or be staggered 60 feet of it. If the spell is 3rd level or lower, it fails and has no
until the start of the zyrilax’s next turn. While staggered, the effect. If the spell is 5th level or higher, the zyrilax makes an
creature can’t take reactions and must choose whether it gets Intelligence check (DC 10 + the spell’s level). On a success, the
a move, an action, or a bonus action on its turn; it gets only spell fails and has no effect. Whether the check succeeds or
one of the three. fails, the zyrilax takes 4 (1d8) psychic damage for each level of
the spell (minimum of 1).
Numbing Screech (1/Day). The zyrilax emits an otherworldly
screech. Each creature within 20 feet of it that can hear
54 ZYRILAX
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