Fifth Edition Foes
Fifth Edition Foes
Fifth Edition Foes
compatible
Necromancer
Games
Necromancer
Games
5th Edition Rules,
1st Edition Feel
Table of Contents
Foreword.............................................................. p. 4
Aaztar-Ghola......................................................... p. 5
Adherer................................................................ p. 6
Aerial Servant........................................................ p. 7
Algoid.................................................................. p. 8
Amphoron of Yothri: Worker.................................. p. 9
Amphoron of Yothri: Warrior................................ p. 10
Amphoron of Yothri: Juggernaut.............................. p. 10
Ant Lion.............................................................. p. 11
Ape, Flying......................................................... p. 12
Aranea................................................................. p. 13
Arcanoplasm........................................................ p. 14
Artificer of Yothri................................................. p. 15
Ascomoid............................................................ p. 16
Assassin Bug........................................................ p. 17
Astral Moth......................................................... p. 18
Astral Shark......................................................... p. 19
Aurumvorax........................................................ p. 20
Basilisk, Crimson.................................................. p. 21
Basilisk, Greater................................................... p. 22
Bat: Doombat....................................................... p. 23
Beetle, Giant Rhinoceros........................................ p. 24
Beetle, Giant Slicer................................................ p. 24
Beetle, Giant Water............................................... p. 25
Biclops............................................................... p. 26
Blood Hawk......................................................... p. 27
Blood Orchid....................................................... p. 28
Blood Orchid Savant.............................................. p. 28
Blood Orchid Grand Savant..................................... p. 29
Bloodsuckle......................................................... p. 30
Bloody Bones........................................................ p. 31
Boalisk............................................................... p. 32
Bone Cobbler........................................................ p. 33
Boneneedle, Greater............................................... p. 34
Boneneedle, Lesser................................................. p. 34
Bonesucker........................................................... p. 35
Borsin................................................................ p. 36
Brass Man............................................................ p. 37
Brume................................................................. p. 38
Burning Dervish................................................... p. 39
Cadaver.............................................................. p. 40
Cadaver Lord....................................................... p. 41
Carbuncle............................................................ p. 42
Caryatid Column.................................................. p. 43
Cat, Feral Undead................................................. p. 44
Caterprism.......................................................... p. 45
Catfish, Giant Electric........................................... p. 46
Catoblepas........................................................... p. 47
Cave Cricket........................................................ p. 48
Cave Eel.............................................................. p. 49
Cave Fisher.......................................................... p. 50
Cave Leech........................................................... p. 51
Centipede Nest...................................................... p. 52
Cerebral Stalker..................................................... p. 53
Chain Worm....................................................... p. 54
Chaos Knight....................................................... p. 55
Chupacabra.......................................................... p. 56
Church Grim....................................................... p. 57
Churr................................................................. p. 58
Cimota............................................................... p. 59
Cimota Guardian.................................................. p. 59
Cimota, High...................................................... p. 60
Clam, Giant........................................................ p. 61
Clamor............................................................... p. 62
Cobra Flower....................................................... p. 63
Coffer Corpse...................................................... p. 64
Cooshee.............................................................. p. 65
Corpse Rook........................................................ p. 66
Corpsespinner....................................................... p. 67
Corpsespun.......................................................... p. 68
Crabman............................................................. p. 69
Crayfish, Monstrous.............................................. p. 70
Crimson Mist....................................................... p. 71
Crypt Thing........................................................ p. 72
Dagon................................................................. p. 73
Dark Folk: Dark Creeper......................................... p. 74
Dark Folk: Dark Stalker.......................................... p. 74
Darnoc............................................................... p. 76
Death Dog........................................................... p. 77
Death Worm....................................................... p. 78
Decapus.............................................................. p. 79
Demon, Teratashia................................................ p. 80
Demon, Thalasskoptis............................................ p. 81
Demonic Knight................................................... p. 82
Denizen of Leng.................................................... p. 83
Dire Corby.......................................................... p. 84
Dracolisk............................................................ p. 85
Drake, Fire.......................................................... p. 86
Drake, Ice........................................................... p. 87
Dust Digger......................................................... p. 88
Eblis.................................................................. p. 89
Ectoplasm............................................................ p. 90
Eel, Giant Moray.................................................. p. 91
Eel, Gulper.......................................................... p. 92
Elusa Hound........................................................ p. 93
Encephalon Gorger................................................ p. 94
Exoskeleton, Giant Ant........................................... p. 95
Exoskeleton, Giant Beetle........................................ p. 96
Exoskeleton, Giant Crab......................................... p. 97
Fear Guard........................................................... p. 98
Kampfult........................................................... p. 154
Kech................................................................. p. 155
Kelpie............................................................... p. 156
Khargra............................................................. p. 157
Korred.............................................................. p. 158
Kurok-spirit....................................................... p. 159
Land Lamprey..................................................... p. 160
Lava Child.......................................................... p. 161
Leng Spider......................................................... p. 162
Leopard, Snow.................................................... p. 163
Leucrotta, Adult.................................................. p. 164
Leucrotta, Young................................................ p. 164
Lithonnite.......................................................... p. 165
Magmoid........................................................... p. 166
Mandragora........................................................ p. 167
Mandrill............................................................ p. 168
Mantari............................................................. p. 169
Midnight Peddler................................................. p. 170
Mite................................................................. p. 171
Mite, Pestie........................................................ p. 172
Mummy of the Deep............................................. p. 173
Murder Crow...................................................... p. 174
Naga: Hanu-naga................................................. p. 175
Olive Slime........................................................ p. 176
Olive Slime Zombie............................................. p. 177
Ooze, Glacial...................................................... p. 178
Ooze, Magma..................................................... p. 179
Origami Warrior................................................. p. 180
Pech.................................................................. p. 181
Phycomid........................................................... p. 182
Pleistocene Animal, Brontotherium........................... p. 183
Pleistocene Animal, Hyaenodon............................... p. 184
Pleistocene Animal, Mastodon................................. p. 185
Pleistocene Animal, Woolly Rhinoceros.................... p. 186
Pudding, Blood................................................... p. 187
Pyrolisk............................................................. p. 188
Quadricorn......................................................... p. 189
Quickwood......................................................... p. 190
Rat, Shadow....................................................... p. 191
Red Jester........................................................... p. 192
Ronus............................................................... p. 193
Russet Mold....................................................... p. 194
Ryven............................................................... p. 195
Sandling............................................................. p. 196
Screaming Devilkin.............................................. p. 197
Scythe Tree........................................................ p. 198
Sea Serpent, Brine................................................. p. 199
Sea Serpent, Deep Hunter...................................... p. 200
Sea Serpent, Fanged............................................... p. 201
Sea Serpent, Shipbreaker........................................ p. 202
Sea Serpent, Spitting............................................ p. 204
Seahorse, Giant.................................................... p. 205
Sepulchral Guardian............................................. p. 206
Shadow Mastiff.................................................. p. 207
Shadow, Lesser.................................................... p. 208
Shroom............................................................. p. 209
Foreword
Fifth Edition Foes is a first step into supporting the Fifth Edition of
everyones favorite roleplaying game. The monsters in this book should
be familiar to anyone who enjoyed the Tome of Horrors supplements (all
four volumes of it) published by Necromancer Games during the Third
Edition era. Many of these monsters reach back further than those books,
though, since theyre culled from First Edition volumes such as the Fiend
Folio (1981) and Monster Manual II (1983)and those books drew
material from the even older pages of magazines like The Dragon and
White Dwarf. So while the stat blocks and powers of these creatures are as
up-to-date as we could make them, they also harken back to the very early
years of roleplaying games, when any addition to the gameevery new
monster, spell, or magic itemwas completely new and exciting.
I remember well the thrill that ran through the offices of TSR when a
new book like the Fiend Folio arrived from the printer. Any pretense at
trying to work was set aside as everyone tore into the latest shiny volume,
examining stats, commenting on illustrations, discussing how the new
creatures could be worked into upcoming adventures and which existing
creatures and spells they could be paired with to produce really nasty
surprises for players.
Updating these monsters to the latest edition brought back much of
that same excitement. The rules of the game have changed in big ways
and small over the decades, but the fundamental ideaa group of thrillseeking roustabouts relying on their prowess and their wits to survive in
an imaginary world filled with magic and monstersis still the same.
Ideas and concepts that were challenging, frightening, or amusing to
players imaginations in 1981 have the same potency today. Imagination
never becomes obsolete because of new technology. As G. K. Chesterton
wrote, There are no rules of architecture for a castle in the clouds.
Were not relying on nostalgia to make these monsters interesting.
This book lines up well with the Necromancer Games philosophy that the
challenges faced by our imaginary heroes should be interesting and tough.
Many of these creatures dont fit neatly into level-specific challenges.
Some of them punch well above their weight class. Others have an
alarming ability to keep swinging long after other monsters would flee
or perish. Shocks like those are what keep the game fresh and surprising.
When there was doubt about how to rank a monsters challenge rating, we
intentionally erred on the low side, because players are resourceful. If they
take a beating in their first meeting with a level-appropriate monster,
they can fall back, dress their wounds, learn from the defeat, and come
back the next day armed with a better plan that leads to victory. That
refusal to admit defeat is, after all, part of the fabric of heroism.
Steve Winter
Aaztar-ghola
Aaztar-gholas are ancient creatures originating from some other dimension, foul things that have
established themselves in the prime material plane. They attire their tall, hideous bodies in flowing,
richly embroidered robes, adorning themselves with strange, baroque jewelry.
Aaztar-Ghola
XP 1,100 (CR 4)
CE Medium humanoid
Initiative +0
DEFENSE
AC 13 (mage armor)
hp: 38 (7d8 + 7)
OFFENSE
Speed: 40 ft.
Multiattack: The aaztar-ghola attacks twice with its scimitar.
Melee AttackScimitar: +4 to hit (reach 5 ft.; one creature).
Hit: 1d6 + 2 slashing damage.
STATISTICS
Str 14 (+2), Dex 11 (+0), Con 12 (+1),
Int 16 (+3), Wis 11 (+0), Cha 12 (+1)
Languages: Common, Abyssal
Skills: History +5
TRAITS
Arcane Fatigue: An aaztar-gholagains 1d3 levels of
exhaustion when it uses its finger of death spell-like ability.
It recovers fully after taking a short rest and consuming a
fresh human body part.
Dominate Ghouls (3/day): As a bonus action, an aaztarghola can try to dominate all ghouls within 60 feet. The
aaztar-ghola makes a DC 8 Cha check; if it succeeds,
it charms every ghoul in the area. The aaztar-ghola
establishes a telepathic link to affected creatures, and
they do their best to carry out its simple commands. This
charm lasts for one hour. Ghouls under this affect have
tactical advantage on Wis saving throws against being
turned. If any ghouls the aaztar-ghola is trying to charm
are currently turned by a cleric, the aaztar-ghola has
tactical disadvantage on its Cha check.
Mage Armor: An aaztar-ghola always has mage armor cast
on itself.
Spell-like Abilities: The aaztar-Ghola can use the following
spell-like abilities, using Intelligence as its casting ability
(DC 13, attack +5). The Aaztar-Ghola doesnt need
material components to cast these spells.
2/day: inflict wounds (range 50 ft.), fear
1/day: dispel magic, finger of death, fly, see invisibility
ECOLOGY
Environment: Any
Organization: Solitary
Aaztar-gholas find human flesh delectable, especially when it is cooked
with the strange spices of their distant homeland. An aaztar-ghola lair
often contains cauldrons, skewers, and more alien and disturbing culinary
implements.
Aaztar-gholas have a necromantic affinity with ghouls and ghasts,
which obey their commands without any perceptible reluctance. The lair
Credit
Author Matt Finch
Adherer
This creature appears to be a withered humanoid wrapped in decaying bandages.
Upon close inspection, what appeared to be bandages are actually loose folds of the creatures
rotting skin. A sour odor fills the air around the creature.
Adherer
XP 450 (CR 2)
LE Medium aberration
Initiative +1
DEFENSE
AC 13 (natural armor)
hp: 45 (7d8 +14)
Vulnerability: Fire damage
OFFENSE
Speed: 30 ft.
Multiattack: The adherer slams twice.
Melee AttackSlam: +4 to hit (reach 5 ft.; one
creature). Hit: 1d8 + 2 bludgeoning damage, and
the target creature is grappled and restrained (see
Adhesive).
STATISTICS
Str 14 (+2), Dex 12 (+1), Con 14 (+2),
Int 4 (3), Wis 11 (+0), Cha 8 (1)
Languages: Common (understands but cant speak)
Skills: Stealth +3
Senses: Darkvision 60 ft.
TRAITS
Adhesive: An adherer exudes a sour smelling, gluelike
substance that is a powerful adhesive. Any creatures
or items that touch it, except for items made of stone,
become stuck to the adherer. The adherer automatically
grapples and restrains any creature it hits with its slam
attack. It can grapple up to two opponents at one time.
Gtrappling does not reduce the adherers number of
attacks. Creatures grappled this way can break free with
a successful DC 15 Str check.
A weapon that strikes an adherer is stuck to the creature
unless the wielder succeeds on a DC 12 Dex saving throw.
Pulling a stuck weapon free requires a successful DC 12 Str
check.
Boiling water thrown on the adherer deals 1d6 points of
damage to it and to any creature grappled by the
adherer. It also grants tactical advantage on Dex saving
throws and Str checks to free a weapon or to escape
from the adherers grapple; this bonus lasts for one round.
Inflicting fire damage on the adherer also weakens the
adhesive, granting tactical advantage on Dex saving
throws and Str checks for 1d3 rounds. Universal solvent
dissolves the adhesive instantly. An adherer can dissolve its
adhesive at will, and the substance breaks down naturally
one hour after the creature dies.
ECOLOGY
Environment: Temperate forests and subterranean
Organization: Solitary or gang (24)
Copyright Notice
Authors Scott Greene and Clark Peterson, based on original material
by Guy Shearer.
Aerial Servant
This creature appears as a man-sized humanoid composed of grayish white vapor.
No facial features can be discerned.
speed toward the casters location. The link is broken
permanently only when the aerial servant or the caster is
destroyed.
Natural Invisibility: An aerial servant is permanently invisible,
and it remains invisible even when attacking. This ability
is inherent and cant be magically cancelled or
dispelled. Invisibility is not factored into the aerial
servants +8 Stealth modifier; it gains the benefits of
invisibility in addition. An aerial servant is visible on
the Astral and Ethereal Planes, but it is always
lightly obscured in those locales.
Aerial Servant
XP 5,000 (CR 9)
N Medium fiend
Initiative +4
DEFENSE
AC 18 (natural armor)
hp: 152 (16d8 + 80)
Saving Throws: Dex +8, Wis +4
Resistance: Bludgeoning, piercing, and slashing
damage from nonmagical weapons
Immunity: Poison damage; grappling, paralysis,
petrification, poison, prone, restraint,
unconsciousness
ECOLOGY
Environment: Any (Plane of Air)
Organization: Solitary
OFFENSE
Speed: 60 ft., fly 60 ft.
Multiattack: The aerial servant slams
once and constricts once, or uses its
wind blast.
Melee AttackSlam: +9 to hit (reach
5 ft.; one creature). Hit: 2d10 + 5
bludgeoning damage, and the
target creature is grappled.
Melee AttackConstrict: automatic
hit (one creature grappled by
the aerial servant). Hit: 2d10 + 5
bludgeoning damage.
Area AttackWind Blast (recharge 5,
6): automatic hit (80 ft. line; creatures
in the line). Hit: 4d10 bludgeoning
damage, and creatures of Medium
size or smaller are knocked prone and
pushed 2d10 feet away from the aerial servant.
Affected creatures that make a successful DC 17 Dex
saving throw take half damage and are not knocked
prone, but they are pushed away.
STATISTICS
Str 20 (+5), Dex 18 (+4), Con 20 (+5),
Int 4 (3), Wis 10 (+0), Cha 11 (+0)
Languages: Common, Primordial
Skills: Perception +4, Stealth +8
Senses: Darkvision 60 ft.
TRAITS
Flawless Tracking: An aerial servant can track any creature
on the same plane of existence as itself across any terrain
automatically.
Link with Caster: When summoned, an aerial servant
creates a mental link between itself and the caster who
summoned it. Should the aerial servant fail the mission
it was assigned, it returns to the caster and attacks him.
The aerial servant can find the caster as long as they are
on the same plane of existence. If the caster leaves the
plane, the link is temporarily broken. If the two are again
on the same plane of existence, the link is immediately
reestablished and the aerial servant moves at full
Credit
The Aerial Servant originally appeared in the First Edition Monster
Manual ( TSR/Wizards of the Coast, 1977) and is used by permission.
Copyright Notice
Authors Scott Greene and Clark Peterson, based on original material
by Gary Gygax.
Algoid
This stocky, man-sized creature seems to be composed of nothing more
than algae and murky, stagnant water.
objects spell at will, requiring no components. Each
casting animates two trees, which are all the
algoid can control at a time. A newlyanimated tree takes one full round to
uproot itself. Once free, trees act on the
algoids turn.
Vulnerability to Water Magic: Control
water and destroy water spells deal
3d6 piercing damage to an algoid
(no save).
Water Camouflage: An algoid has
tactical advantage on Stealth
checks when it has any type of
standing water to blend into.
Algoid
XP 700 (CR 3)
N Medium plant
Initiative +0
DEFENSE
AC 14
hp: 52 (7d8 + 21)
Saving Throws: Con +5
Resistance: Slashing and piercing
damage from nonmagical weapons
Immunity: Lightning and fire damage;
prone
OFFENSE
Speed: 20 ft.
Multiattack: The algoid slams
twice or attacks once with its
mind blast.
Melee AttackSlam: +6
to hit (reach 5 ft.; one
creature). Hit: 1d8 + 4
bludgeoning damage.
If an algoid scores
a critical hit with
this attack, the
target must make a
successful DC 14 Con
saving throw or be stunned.
The stunned creature can repeat the saving throw at the
end of each of its turns; the condition ends on a successful
save.
Ranged AttackMind Blast: automatic hit (range 60 ft.
cone; creatures in the cone). Hit: creatures in the cone
must make a successful DC 13 Int saving throw or be
stunned for 3d4 rounds.
ECOLOGY
Environment: Temperate marshes
Organization: Solitary, pair, or
cluster (36)
The algoid is a living colony of algae
that has developed some semblance
of intelligence and mobility. It
is dark green and roughly
humanoid in shape. Algoids
make their lairs in marshes
and swamps. They are often
encountered with other
marsh-dwelling sentient plants,
but never with shambling mounds
(algoids hate them and usually attack them on sight).
An algoid is 7 feet tall and weighs about 300 pounds. The skin
of an algoid is coarse and rough with a leafy texture. In its natural
surroundings, it is nearly invisible until it attacks. Algoids use this
natural camouflage to gain tactical advantage on Stealth checks when
prey is nearby. The algoid lies in wait, submerged in water or a bog,
locating prey with tremorsense. When a potential victim passes nearby,
the algoid springs to attack.
STATISTICS
Str 19 (+4), Dex 10 (+0), Con 16 (+3),
Int 4 (3), Wis 10 (+0), Cha 10 (+0)
Languages: Common (understands but cant speak)
Skills: Stealth +4
Senses: Darkvision 60 ft., Tremorsense 120 ft.
Credit
The Algoid originally appeared in the First Edition Fiend Folio (
TSR/Wizards of the Coast, 1981) and is used by permission.
Copyright Notice
Authors Scott Greene and Clark Peterson, based on original material
by Mike Ferguson.
TRAITS
Animate Trees: An algoid can innately cast the animate
Amphorons of Yothri
The creatures have jointed, metallic shells, clanking limbs, and one glistening, glassy eye.
Clearly, they are not of this world.
Senses: Darkvision 60 ft.
TRAITS
Flicker: Roll 1d6 for every amphoron in play at the start of
its turn. On a roll of 1, the amphoron flickers due to a
momentary interruption of the connection across time and
space. Flickering lasts until the start of the amphorons next
turn. While flickering, the amphoron cant be attacked
and cant inflict damage. It regains 2 hit points when it
rematerializes. A controller flickers only on a roll of 1 on 1d20,
but if it does, all amphorons under its control also flicker.
Highly Charged: Worker amphorons carry a high static
electrical charge. Any living creature that begins its turn
within 10 feet of a worker amphoron takes 2 electrical
damage from static discharge.
Levitate (1/day): Once per day, a worker amphoron can
cast levitate on itself as an action. No components are
required.
DEFENSE
AC 17 (natural armor)
hp: 13 (3d6 + 3)
Resistance: Damage from magic spells and spell-like effects
Immunity: Piercing damage from nonmagical weapons;
poison damage; charm, fright, paralysis, poison, stun,
unconsciousness
OFFENSE
Speed: 30 ft.
Multiattack: The amphoron attacks twice with pincers.
Melee AttackPincer: +2 to hit (reach 5 ft.; one creature).
Hit: 1d8 piercing damage.
ECOLOGY
Environment: Any
Organization: Work gang (1d4 workers) or crew (1d4 1
workers, 1d3 1 warriors, and 1d2 1 juggernauts)
STATISTICS
Str 9 (1), Dex 11 (+0), Con 12 (+1), Int 8 (1), Wis 9 (1), Cha 6 (2)
Languages: Common
DEFENSE
AC 17 (natural armor)
hp: 33 (6d8 + 6)
Resistance: Damage from magic spells and spell-like effects
Immunity: Piercing damage from nonmagical weapons;
poison damage; charm, fright, paralysis, poison, stun,
unconsciousness
STATISTICS
Str 18 (+4), Dex 10 (+0), Con 16 (+3),
Int 6 (2), Wis 10 (+0), Cha 6 (2)
Languages: Common
Senses: Darkvision 60 ft.
OFFENSE
Speed: 30 ft.
Multiattack: The amphoron attacks once with pincers and
once with its flamethrower.
Melee AttackPincers: +4 to hit (reach 5 ft.; one creature).
Hit: 1d10 + 2 piercing damage.
Area AttackFlamethrower: automatic hit (range 100 ft.
line; all creatures in line). Hit: creatures in the line must
make a successful DC 11 Dex saving throw or take 2d6 fire
damage.
STATISTICS
Str 14 (+2), Dex 11 (+0), Con 12 (+1),
Int 10 (+0), Wis 10 (+0), Cha 6 (2)
Languages: Common
Senses: Darkvision 60 ft.
TRAITS
Flicker: Roll 1d6 for every amphoron in play at the start of
its turn. On a roll of 1, the amphoron flickers due to a
momentary interruption of the connection across time and
space. Flickering lasts until the start of the amphorons next
turn. While flickering, the amphoron cant be attacked
and cant inflict damage. It regains 2 hit points when it
rematerializes. A controller flickers only on a roll of 1 on 1d20,
but if it does, all amphorons under its control also flicker.
ECOLOGY
Environment: Any
Organization: Work gang (1d4 workers) or crew (1d4 1
workers, 1d3 1 warriors, and 1d2 1 juggernauts)
DEFENSE
AC 17 (natural armor)
hp: 102 (12d10 + 36)
Resistance: Damage from magic spells and spell-like effects
Immunity: Piercing damage from nonmagical weapons;
poison damage; charm, fright, paralysis, poison, stun,
unconsciousness
OFFENSE
Speed: 40 ft.
TRAITS
Processing: The juggernaut amphoron is equipped with a
large, moving crane mounted on its back. In addition to
attacking with its whirling saw blades, the juggernaut can
pick up one creature per round with its crane and hoist it
aloft. On that creatures turn, it can make a Str (Athletics)
or Dex (Acrobatics) check (with tactical disadvantage
if the creature is wearing metal armor, because of the
magnets in the crane), opposed by the juggernauts Str
check. If the creature wins the contest, it struggles free
from the crane and drops harmlessly to the ground. If
the juggernaut wins the contest, then on its next turn, it
drops the creature into the processing chamber. Any
creature dropped through the hatch is immediately
reduced to 0 hit points and must make a death saving
throw each turn until either it dies or the juggernaut
amphoron is destroyed; a dying creature cant stabilize
inside a juggernauts processing chamber. If the creature
dies, it emerges from the juggernauts ejection hatch
on the juggernauts next turn as a brick of processed
concentrate. A death saving throw is not required on a
turn when the juggernaut flickers.
Flicker: Roll 1d6 for every amphoron in play at the start of
its turn. On a roll of 1, the amphoron flickers due to a
momentary interruption of the connection across time
and space. Flickering lasts until the start of the amphorons
next turn. While flickering, the amphoron cant be
attacked and cant inflict damage. It regains 2 hit points
when it rematerializes. A controller flickers only on a roll of
1 on 1d20, but if it does, all amphorons under its control
also flicker.
ECOLOGY
Environment: Any
Organization: Work gang (1d4 workers) or crew (1d4
workers, 1d3 1 warriors, and 1d2 1 juggernauts)
Amphorons of Yothri are mechanisms created by the artificers of that
plane using their strange magic-science. Amphorons on the material
plane are physical projections of a model that remains on Yothri; the
artificers mind, possibly using a lens apparatus of some kind, projects
the device into the material plane, where it has a physical reality.
These projections can fail momentarily, a phenomenon known
as flickering. A flickering amphoron is visible as a faint, staticshrouded shape. Moreover, the artificers control of more than one
amphoron at a time depends on his mental connection to a single,
controlling amphoron. If the artificer attempts to switch his mental
connection from one amphoron to another, the process takes 1d6
rounds to complete.
10
Ant Lion
This creature resembles a giant gray or brown
ant with leathery skin covered in coarse,
black bristles. Its deep, inset eyes are black and its
mouth is filled with rows of jagged teeth.
Ant Lion
XP 1,100 (CR 4)
Unaligned Large beast
Initiative +0
DEFENSE
AC 15 (natural armor)
hp: 93 (11d10 + 33)
Saving Throws: Con +5
Immunity: Charm
OFFENSE
Speed: 30 ft., burrow 10 ft.
Melee AttackBite: +4 to hit (reach 5 ft.; one creature). Hit:
3d10 + 2 piercing damage, and the target is grappled.
STATISTICS
Str 14 (+2), Dex 11 (+0), Con 17 (+3),
Int 2 (4), Wis 10 (+0), Cha 4 (3)
Languages: None
Skills: Stealth +2
Senses: Darkvision 60 ft., tremorsense 60 ft.
ECOLOGY
Environment: Warm deserts
Organization: Solitary or nest (mated pair plus 1d4
noncombatant young)
The ant lion is a vicious insectlike creature that lurks at the bottoms
of pits and holes, feeding on those unfortunates that fall in.
An ant lion is about 9 feet long and weighs nearly 700 pounds. Ant
lions dig deep, funnel-shaped pits in which to trap their prey. An ant
lion pit is about 60 feet across and about 20 feet deep. A creature that
steps on the pit must make a successful DC 16 Dexterity (Acrobatics)
save or slip and fall into the funnel. It is there the ant lion waits,
buried just under the surface of the ground. When prey falls to the
center of the funnel, the ant lion surfaces and attacks, using its
mandibles to grab and tear its prey. An ant lion never releases its
grapple voluntarily.
Credit
11
Ape, Flying
The creatures leathery wings blot out the sun, allowing your dazzled eyes to see that its a great,
hairy ape with enormous leathery wings. Thats all you see before it dives into you.
Ape, Flying
XP 450 (CR 2)
CN Large monstrosity
Initiative +2
DEFENSE
AC 13 (natural armor)
hp: 45 (6d10 + 12)
OFFENSE
Speed: 30 ft., fly 60 ft.
Multiattack: The flying ape attacks
twice with its fists.
Melee AttackFist: +6 to hit (reach
5 ft.; one creature). Hit: 1d6 + 4
bludgeoning damage. If both
fists hit the same target, the ape
also rends, doing another 2d6
slashing damage and the target is
grappled and restrained.
STATISTICS
Str 18 (+4), Dex 14 (+2), Con 15 (+2),
Int 6 (2), Wis 11 (+0), Cha 7 (2)
Languages: None (some flying apes
understand Common but cant
speak)
Skills: Perception +2
ECOLOGY
Environment: Temperate
Organization: Solitary
Flying apes are larger and more muscular
than gorillas. Most have leathery wings
similar to a bats, but some have feathered
wings like a birds.
If a flying ape hits the same target with both
of its slam attacks, it can either rend its foe
for additional damage or gain a hold secure
enough to carry the foe into the air, either to
drop on a following round or to deliver the
victim to the apes evil overlord, as applicable.
Typical flying apes are considerably less
intelligent than humans, but smarter ones
are not uncommon. It has been observed that
as their intelligence increases, so does their
tendency toward cruelty and evil behavior.
12
Arenea
As the monstrosity approaches across its web, you notice that unlike other giant spiders,
this one has a pair of diminutive arms and hands, and an oddly brain-shaped hump on its back.
Aranea
XP 700 (CR 3)
CE Large monstrosity
Initiative +3
DEFENSE
AC 14 (natural armor)
hp: 39 (6d10 + 6)
Saving Throws: Int +5
OFFENSE
Speed: 30 ft., climb 30 ft.
Melee AttackBite: +5 to hit (reach 5 ft.; one creature). Hit:
1d8 + 3 piercing damage, and the target must make a
successful DC 11 Con saving throw or become poisoned
(see Paralytic Poison, below).
Ranged AttackWebs (recharge 5, 6): +5 to hit (range 30
ft./60 ft.; one creature). Hit: The target is restrained by
webs. A webbed creature can use its action to attempt
a DC 12 Str (Athletics) check to escape. The web can
also be destroyed by 5 points of slashing or fire damage
against AC 10.
STATISTICS
Str 14 (+2), Dex 16 (+3), Con 12 (+1),
Int 16 (+3), Wis 12 (+1), Cha 6 (2)
Languages: Common, Deep Speech
Skills: Stealth +5
Senses: Blindsight 10 ft., darkvision 60 ft.
TRAITS
Paralytic Poison: The poisoned creature has tactical
disadvantage on attack rolls and ability checks. At the end
of each of its turns, the poisoned creature must attempt a
Con saving throw. On a result of 16 or higher, the poisoned
condition ends and the character becomes immune to this
araneas poison. On a result of 1115, the poisoned condition
continues. On a result of 10 or lower, the creature becomes
paralyzed and no more saving throws are needed. Paralysis
lasts for 1 hour or until the poison is neutralized.
Shapechange: An aranea can use its action to polymorph
into a Medium beast or humanoid creature of CR 2 or
lower, or from another form back into its own form. The
aranea retains its Int, Wis, and Cha scores and its current
hit points while polymorphed; otherwise, it takes on all
the attributes of the adopted form. It can cast spells if the
adopted form can provide the spells verbal and somatic
components, and it retains its paralytic poison trait if
the adopted form has a bite attack. A shapechanged
aranea reverts to its natural form when slain.
Spellcasting: All aranea are 3rd-level wizards. They use
Intelligence as their casting ability (DC 13, attack +5) and
require no material components for their spells. Typical
known spells are listed below, but individual aranea can
know different spells.
Cantrips (at will): dancing lights, poison cloud, shocking grasp
1st Level (x4): charm person, sleep
13
Arcanoplasm
This creature resembles a giant, pale amoeba shot through with stripes of dark gray.
Caught within its protoplasmic form are half-digested creatures of various types and sizes.
Arcanoplasm
XP 1,100 (CR 4)
N Large monstrosity
Initiative 2
DEFENSE
AC 12 (natural armor)
hp: 103 (9d10 + 54)
Saving Throws: Con +8
Immunity: Poison damage; paralysis, poison, polymorph,
prone, stun, unconsciousness
OFFENSE
Speed: 40 ft.
Multiattack: The arcanoplasm slams once and
constricts once.
Melee AttackSlam: +4 to hit (reach 5 ft.;
one creature). Hit: 1d6 + 2 bludgeoning
damage plus 1d6 acid damage, and
the target is grappled.
Melee AttackConstriction: automatic
hit (one creature already grappled
by the arcanoplasm at the start of
the arcanoplasms turn). Hit: 1d6 +
2 bludgeoning damage plus 2d6
acid damage.
STATISTICS
Str 15 (+2), Dex 6 (2), Con 22 (+6),
Int 10 (+0), Wis 14 (+2), Cha 14 (+2)
Languages: Common,
draconic (understands but
cant speak)
Skills: Athletics +4, Stealth +0
Senses: Darkvision 60 ft.
TRAITS
Absorb Arcane Energy: Any
arcane spell targeted
at an arcanoplasm is
automatically absorbed
into its body. This cures
1 point of damage per
3 points of damage the
spell would otherwise
deal; nondamaging
spells cure 1 point of
damage per spell level.
Spells that affect an
area are not absorbed,
but neither do they
affect the arcanoplasm.
The arcanoplasm cant
absorb magic from spells
that it cast itself using
arcane spell mimicry, and it
Copyright Notice
Author Scott Greene.
14
Artificer of Yothri
The artificers of Yothri are tall and skeletal, a construction of dark-hued metalloid bones
acting as the framework for artificial tubes and organs. They wear hoods and long, black robes
perhaps a necessity on the dead world they inhabit in a distant and eroding reality.
Artificer of Yothri
XP 1,800 (CR 5)
CE Medium aberration
Initiative +2
DEFENSE
AC 16 (natural armor)
hp: 66 (12d8 + 12)
Resistance: Damage from magic spells and spell-like effects
Immunity: Nondamaging effects from magic spells and
spell-like effects
OFFENSE
Speed: 20 ft.
Multiattack: An artificer of Yothri attacks twice
with claws.
Melee AttackClaw: +5 to hit (reach 5 ft.;
one creature). Hit: 1d12 + 2 slashing
damage.
STATISTICS
Str 8 (1), Dex 14 (+2), Con 12 (+1),
Int 20 (+5), Wis 11 (+0), Cha 15 (+2)
Languages: Any
Skills: Intimidation +5,
Stealth +5
Senses: Blindsight 60 ft.
TRAITS
Spellcasting: The
artificers of Yothri
replicate the effects
of magic with their
alien science (that only
they are capable of
understanding). They
have the spellcasting
capability of 9thlevel wizards, but their
spellcasting requires
no components. They
use Intelligence as their
casting ability (DC 16,
Credit
Author Matt Finch; first appeared in
Knockspell Magazine #1
15
Ascomoid
This creature appears as a large, wide puffball of living fungus. Its surface is brownish-green.
Small pocks dot its form, seeming to function as some sort of sensory organs.
on a successful save, the creature moves 5 feet to
get out of the ascomoids path and can make an
opportunity attack if its allowed to react. An ascomoid
can attempt to trample any number of creatures during
its move, but it cant trample the same creature more
than once per round.
Ascomoid
XP 700 (CR 3)
Unaligned Large plant (fungus)
Initiative +1
DEFENSE
AC 12 (natural armor)
hp: 76 (9d10 + 27)
Saving Throws: Con +5
Resistance: Bludgeoning and slashing damage from
nonmagical weapons; fire and lightning damage
Immunity: Charm, prone, stun, unconsciousness
ECOLOGY
Environment: Underground
Organization: Solitary
OFFENSE
Speed: 40 ft.
Melee AttackSlam: +6 to hit (reach 5 ft.; one creature). Hit:
3d8 + 3 bludgeoning damage.
Area AttackSpores (recharge 5, 6): automatic hit (20-ft.
radius sphere within 30 ft. range; creatures in sphere). Hit:
creatures in the sphere must make a successful DC 16
Con save against poison or take 2d6 poison damage and
become nauseated (incapacitated) for 1d4 rounds. A
successful save negates the poison damage but not the
incapacitated condition, and also makes the creature
immune to further spore attacks from the same ascomoid
for 24 hours.
STATISTICS
Str 19 (+4), Dex 13 (+1), Con 17 (+3),
Int 0 (5), Wis 11 (+0), Cha 1 (5)
Languages: None
Senses: Tremorsense 60 ft.
TRAITS
Trample: As the ascomoid moves, it can enter
spaces occupied by enemies but cant
stop there. Creatures in spaces the
ascomoid enters can attempt
DC 15 Dex saving throws.
On a failed save, the creature
takes 2d10 + 4 bludgeoning
damage and is knocked prone;
16
Assassin Bug
This large insect has a narrow head ending in a segmented beak or proboscis.
The creatures carapace is dull brownish-black, and its front jackknife legs are covered in
thousands of small hairs. Two long segmented antennae jut from its head.
Assassin Bug
XP 1,800 (CR 5)
Unaligned Medium beast
Initiative +3
DEFENSE
AC 16 (natural armor)
hp: 120 (16d8 + 48)
Immunity: Charm
OFFENSE
Speed: 30 ft., climb 20 ft., fly 50 ft.
Multiattack: The assassin bug attacks once with claws and
bites once.
Melee AttackClaws: +6 to hit (reach 5 ft.; one creature).
Hit: 2d6 + 3 slashing damage, and the target must make a
successful DC 13 Dex saving throw or be grappled by the
assassin bug.
Melee AttackBite: automatic hit (reach 5 ft.; one creature
grappled by the assassin bug). Hit: 2d8 + 3 piercing
damage plus 1d8 poison damage, and the creatures
maximum number of hit points is reduced by the amount
of the poison damage. The creatures maximum number
of hit points returns to normal after a long rest or when the
poison is neutralized.
STATISTICS
Str 14 (+2), Dex 17 (+3), Con 16 (+3),
Int 0 (5), Wis 12 (+1), Cha 9 (1)
Languages: None
Senses: Darkvision 60 ft.
Assassin bugs are predatory insects that feed on the blood and
tissue of living creatures. Actively hunting or passively waiting for
its prey, an assassin bug is a formidable killing machine that has few
enemies.
Although often encountered alone, assassin bugs are communal
creatures. Nests containing up to 20 creatures have been found. Most
nests contain at least one female of mating age. During mating season, the
female deposits a sticky clutch of 2d4 eggs in a narrow nest scraped into
the forest floor. The eggs hatch within two weeks. Newborn assassin bugs
look exactly like their adult counterparts (other than being smaller). An
assassin bug goes through several growth stages before finally reaching
adult stage within one year.
An assassin bug stands 5 feet tall. Its body is segmented, and most
are dull brownish black (though red and black or even yellowish-brown
assassin bugs have been reported). Its front, curved legs (called jackknife
legs) are black and covered in tiny hairs that aid it in climbing as well as
capturing its prey. An assassin bug has two pairs of wings that it keeps
folded against its back when not flying.
Depending on the disposition of the assassin bug, it might wait in
ambush for prey to come close, or it might actively seek out live food. In
either case, when a victim is within range, the assassin bug leaps to the
attack, attempting to grapple its prey so it can inject its organ-dissolving
saliva. A victim that dies is kept in the assassin bugs lair for several
weeks as it and any others in the nest slurp up the liquefied internals of
the victim.
Copyright Notice
Author Scott Greene.
ECOLOGY
Environment: Temperate
forests
Organization: Solitary,
cluster (25), or colony
(611)
17
Astral Moth
The creature moves like a dream on mothlike wings that flutter gracefully in a breeze only it can feel.
Astral Moth
XP 25 (CR 1/8)
(alignment varies) Large monstrosity
Initiative +2
DEFENSE
AC 12
hp: 32 (5d10 + 5)
OFFENSE
Speed: 10 ft., fly 30 ft.
Melee AttackBite: +5 to hit (reach
5 ft.; one creature). Hit: 1d6 + 3
piercing damage.
STATISTICS
Str 16 (+3), Dex 14 (+2), Con 12 (+1),
Int 4 (3), Wis 10 (+0), Cha 10 (+0)
Languages: Any (understands via
telepathy but cant speak)
Senses: Darkvision 60 ft.
TRAITS
Interplanar Flight: Astral moths can fly
into the spaces between realities
and travel effortlessly between
planes of existence and dimensions.
The time required for such travel
varies in accordance with the
intended destination, but it would
be rare for a trip of any distance to
take more than 24 hours.
Mount: An astral moth can carry a
single Medium rider, two Small riders,
or up to ten Tiny riders.
ECOLOGY
Environment: Any
Organization: Solitary or eclipse (2d6)
Astral moths are large, mothlike creatures
with the bizarre ability to carry other creatures
between planes of existence or into other
dimensions.
The origins of these rare creatures are lost
in the sands of time, but three varieties are
known. The dark and white varieties are both
semiintelligent, with the dark-colored moths
being Chaotic Neutral in alignment and the white ones being Lawful
Neutral. There is also a grey variety which is believed to be closer to
the original breeding stock, having only animal intelligence and Neutral
alignment. All three varieties are capable of planar travel and of receiving
instructions by means of rudimentary telepathy.
Training is essential for an astral moth that is intended for use as a
mount, because poorly trained and untrained astral moths may try to throw
off a rider mid-journeya significant hazard in some of the realms astral
moths can cross.
The creatures themselves are relatively harmless. The true threat from
an astral moth is whatever strange being might be riding it. Astral moths
have been used by many lost and forgotten nonhuman civilizations that
existed in different times, planes, and dimensions.
They are, of course, greatly prized by wizards. The egg of an astral moth
can fetch 5,000 gp from the right buyer. Capturing a wild adult is possible,
but care must be taken to keep it from getting airborne: if the creature
is able to take wing, it will simply escape into unknown dimensions,
possibly dragging its would-be captor along into distant realms with no
hope of a safe return.
Credit
Author Matt Finch
18
Astral Shark
This creature resembles a shark with sickly white skin, tinged here and there with smears of pink.
Its dorsal fin is jagged and slightly curved, and the creatures eyes are large, bulbous, and lidless.
An astral shark is a sleek creature that resembles a shark but spends its
entire life in the Astral Plane; astral sharks cant materialize on any other
plane. Among the lower life forms of the Astral Plane, the astral shark
is near the top of the food chain. When astral sharks detect extraplanar
visitors nearby, the astral sharks attack them in preference to any other
prey and seldom stop attacking until theyre killed. It is unknown if the
astral shark is drawn to the visitors strange energy or if it somehow
gains special nutrition from them or from the silver cord that connects
an astral traveler to its material body.
Most astral sharks are 10 to 15 feet long, but they can grow to lengths
of nearly 30 feet. An astral sharks tactics resemble those of its Material
Plane counterpart: circling its prey, then darting in and biting with its
powerful jaws. Astral sharks are greatly feared by experienced astral
travelers.
Astral Shark
XP 1,800 (CR 5)
N Large fiend
Initiative +2
DEFENSE
AC 14 (natural armor)
hp: 102 (12d10 + 36)
OFFENSE
Speed: 60 ft.
Melee AttackBite: +6 to hit (reach 5 ft.; one creature). Hit:
2d12 + 3 piercing damage.
STATISTICS
Str 16 (+3), Dex 15 (+2), Con 17 (+3),
Int 6 (2), Wis 12 (+1), Cha 6 (2)
Languages: None
Skills: Stealth +5
Senses: Darkvision 60 ft.
Copyright Notice
Author Scott Greene.
TRAITS
Astral Scent: An astral shark is highly attuned to the energy
of a traveler in the Astral Plane. It automatically detects all
living creatures within 180 ft. of itself.
Sever Silver Cord: When an astral shark scores a critical hit
with its bite, in addition to the normal effects of a critical
hit, the target creature must attempt a DC 10 Dexterity
saving throw. Failure indicates that the astral shark
severed the silver cord connecting the targets astral
form to its material body, and the target creature dies
instantly.
ECOLOGY
Environment: Astral plane
Organization: Solitary or
school (25)
19
Aurumvorax
This small, feral creature resembles an eight-legged wolf with bright golden fur.
The aurumvorax (also called the golden gorger) is an extremely vicious
creature. It will attack any living prey it meets in its territory, and its
territory often extends up to a mile in all directions from its lair.
Despite being just 3 feet long, an aurumvorax weighs between 100 and
150 pounds. The creatures copper-colored claws are razor sharp. Its eyes
are silver with gold pupils, and its whiskers are bronze in color.
The aurumvorax attacks by biting a foe, locking its jaws, then leaping
onto the creature and shredding it with a tornado of claws. Once its jaws
are locked onto an enemy, an aurumvorax doesnt let go until either it or
its prey is dead.
DEFENSE
AC 16 (natural armor)
hp: 78 (12d6 + 36)
Resistance: Fire damage
Immunity: Poison damage; poison
OFFENSE
Speed: 30 ft., burrow 10 ft.
Multiattack: The aurumvorax bites once and attacks twice
with its claws. If the aurumvorax has its jaws locked onto a
target, it rakes that target instead of biting.
Melee AttackBite: +8 to hit (reach 5 ft.; one creature). Hit:
1d8 + 5 piercing damage, and the aurumvorax locks its
jaws onto the target (see below).
Melee AttackClaws: +8 to hit (reach 5
ft.; one creature). Hit: 2d6 + 5 slashing
damage.
Melee AttackRake: automatic
hit (reach 0 ft.; one creature the
aurumvoraxs jaws were locked onto
at the start of the aurumvoraxs turn).
Hit: 4d6 + 5 slashing damage.
Credit
The Aurumvorax originally appeared in the First Edition Monster
Manual II ( TSR/Wizards of the Coast, 1983) and is used by permission.
Copyright Notice
Author Scott Greene, based on original material by Gary Gygax.
STATISTICS
Str 12 (+1), Dex 20 (+5), Con 16 (+3),
Int 2 (4), Wis 13 (+1), Cha 11 (+0)
Languages: None
Senses: Darkvision 60 ft.
TRAITS
Locking Jaws: When the aurumvorax bites a
creature and locks its jaws, the aurumvorax
enters that creatures space. The
aurumvorax cant move on its own while its
jaws are locked, but it moves with the other
creature. To get free from the aurumvorax,
the target creature or an adjacent ally must
use its action to make a successful DC 16
Str (Athletics) check. The aurumvorax cant
use its bite attack again until it releases its
jaws, which automatically moves it out of
that creatures space.
ECOLOGY
Environment: Temperate plains, hills, or
forests
Organization: Solitary or pair
20
Basilisk, Crimson
This creature looks like a stocky, eight-legged, crimson-scaled reptile. A row of bony spines juts from its
back and runs the length of its body. Its eyes have a ghostly blue glow.
while averting its gaze, it suffers all the usual penalties for
attacking an unseen target.
Crimson Basilisk
XP 700 (CR 3)
Unaligned Medium monstrosity
Initiative +0
ECOLOGY
Environment: Underground
Organization: Solitary or pack (25)
DEFENSE
AC 13 (natural armor)
hp: 60 (8d8 + 24)
OFFENSE
Speed: 20 ft.
Melee AttackBite: +5 to hit (reach 5 ft.; one creature). Hit:
2d8 + 3 piercing damage plus 1d8 acid damage (also see
Blood Frenzy below).
STATISTICS
Str 16 (+3), Dex 10 (+0), Con 16 (+3),
Int 2 (4), Wis 12 (+1), Cha 10 (+0)
Languages: None
Skills: Perception +3, Stealth +2
Senses: Darkvision 60 ft.
TRAITS
Blood Frenzy: A crimson basilisk that detects fresh
blood within 30 feet enters a frenzied state
at the start of its next turn, as do any other
crimson basilisks within 30 feet of the frenzied
basilisk. Frenzied crimson basilisks fight until
they are slain or until 1 minute has passed
without the basilisk being attacked. While
frenzied, they gain tactical advantage on
attack rolls and saving throws, their acid
damage increases to 2d8, and their armor
class decreases to 11.
Stone Camouflage: A crimson basilisk has
tactical advantage on Stealth checks
in a stony environment or when it
has a stony background.
Wounding Gaze: A creature
within 30 feet of a crimson
basilisk that meets the
monsters gaze must
make a DC 13 Con
saving throw. Failure
means the creature
takes 1d6 points of
damage as blood weeps
from the victims eyes,
ears, nose, and mouth.
Creatures without blood and
other crimson basilisks are
immune to this effect.
A creature that is
capable of taking
actions can look
away at the start of its
turn to avoid the basilisks
gaze, but if it targets the basilisk
21
Basilisk, Greater
This creature is a thick-bodied reptile with eight legs.
Its eyes glow with an eerie, pale green incandescence.
Basilisk, Greater
XP 1,800 (CR 5)
NE Large monstrosity
Initiative 1
DEFENSE
AC 16 (natural armor)
hp: 95 (10d10 + 40)
Saving Throws: Con +7
OFFENSE
Speed: 20 ft.
Multiattack: The greater basilisk bites once and attacks
once with claws.
Melee AttackBite: +7 to hit (reach 5 ft.; one creature). Hit:
3d6 + 4 piercing damage plus 3d6 poison damage.
Melee AttackClaws: +7 to hit (reach 5 ft.; one creature).
Hit: 2d6 + 4 slashing damage plus 2d6 poison damage.
STATISTICS
Str 19 (+4), Dex 8 (1), Con 18 (+4),
Int 6 (2), Wis 10 (+0), Cha 7 (2)
Languages: None
Skills: Perception +6, Stealth +5
Senses: Darkvision 60 ft.
TRAITS
Foul Breath: A greater basilisks breath is extremely foul. Any
creature adjacent to a greater basilisks head (within 5
feet of its headthis applies automatically to anyone
targeted by the basilisks bite) must make a DC 15 Con
saving throw. Failure indicates the creature is poisoned
(per the condition) until it moves more than 5 feet away
from the basilisks head and then makes a successful
save at the end of its turn. A successful save means the
creature is immune to this basilisks breath for 24 hours.
Gaze: A living creature that starts its turn within 30 feet of
a greater basilisk must make a DC 15 Con saving throw.
Failure indicates the creature begins turning to stone;
it immediately becomes restrained, and it must make
another DC 15 Con saving throw at the end of its next
turn. Success on the second saving throw ends this effect.
Failure on the second saving throw means the creature
is petrified. A creature that is capable of taking actions
can look away to avoid the greater basilisks gaze, but if
it targets the basilisk while averting its gaze, the creature
suffers all the usual penalties for attacking an unseen
target. Creatures that are blind, unconscious, or unable to
see the greater basilisk for any other reason are immune
to this attack.
ECOLOGY
Environment: Warm deserts
Organization: Solitary or pair
22
Bat, Doombat
This creature appears as a giant black bat with glowing yellow eyes.
The doombat is a nocturnal hunter that desires living flesh to sustain
it. The yipping of doombats can be heard long before the creatures arrive
on the scene.
The doombat has a 10-ft. wingspan, though specimens with wingspans
reaching 25 feet have been reported.
Doombats attack any living thing they encounter. They typically shriek
before entering melee and again whenever possible. Their yipping is
constant for the duration of the fight.
Bat, Doombat
XP 700 (CR 3)
Unaligned Large monstrosity
Initiative +5
DEFENSE
AC 15
hp: 59 (7d10 + 21)
OFFENSE
Speed: 10 ft., fly 50 ft.
Multiattack: The doombat bites once and attacks once with
its tail.
Melee AttackBite: +7 to hit (reach 5 ft.; one creature).
Hit: 2d8 + 5 piercing damage.
Melee AttackTail: +7 to hit (reach 10 ft.; one creature).
Hit: 1d8 + 5 bludgeoning damage.
Credit
The Doombat originally appeared in the First Edition Fiend Folio (
TSR/Wizards of the Coast, 1981) and is used by permission.
Copyright Notice
Author Scott Greene, based on original material by Julian Lawrence.
STATISTICS
Str 17 (+3), Dex 21 (+5), Con 17 (+3),
Int 2 (4), Wis 12 (+1), Cha 6 (2)
Languages: None
Skills: Perception +3
Senses: Blindsight 60 ft.
TRAITS
Shriek (recharge 5, 6): A doombat can emit
a piercing shriek as an action. All creatures
that can hear the doombats shriek
(except other doombats) within a 100-ft.
radius must make a DC 13 Wis saving throw.
Failure indicates that the creature has tactical
disadvantage on all attack rolls and ability
checks. An affected creature can repeat the
saving throw at the end of each of its turns,
ending the effect early with a successful
save. A successful saving throw also gives
the creature immunity to the shrieks of that
doombat for 24 hours.
Yip: Doombats yip constantly while in
combat, and the noise interferes with
spellcasters concentration. Creatures
within 100 ft. of any number of yipping
doombats must make a DC 13 Int saving
throw every time they attempt to cast
a spell. Success indicates the spell is
cast. Failure with a result of 9 or higher
indicates the spell is not cast, but the spell
slot is not expended. Failure with a result of 8
or lower indicates the spell is not cast and the
spell slot is expended.
ECOLOGY
Environment: Underground
Organization: Solitary or colony (25)
23
Beetle,
Beetle, Giant Slicer
Giant Rhinoceros
This creature is a giant beetle with a triangular
head and two long, razor sharp mandibles.
Its body is jet black.
DEFENSE
AC 15 (natural
armor)
hp: 59 (7d10 + 21)
XP 1,100 (CR 4)
Unaligned Large beast
Initiative +0
DEFENSE
AC 18 (natural armor)
hp: 95 (10d10 + 40)
OFFENSE
Speed: 20 ft.
Melee AttackGore: +7 to hit (reach 5 ft.; one creature that
was not adjacent to the beetle at the start of the beetles
turn). Hit: 3d8 + 5 piercing damage.
Melee AttackBite: +7 to hit (reach 5 ft.; one creature). Hit:
2d6 + 5 piercing damage.
STATISTICS
Str 20 (+5), Dex 10 (+0), Con 18 (+4),
Int 2 (4), Wis 10 (+0), Cha 6 (2)
Languages: None
Senses: Darkvision 60 ft.
OFFENSE
Speed: 20 ft.
Melee AttackBite:
+7 to hit (reach 5
ft.; one creature). Hit:
2d10 + 5 piercing damage.
If this attack scores a critical hit, see
Vorpal Bite, below.
STATISTICS
Str 20 (+5), Dex 10 (+0), Con 16 (+3),
Int 2 (4), Wis 10 (+0), Cha 9 (1)
Languages: None
Senses: Darkvision 60 ft.
TRAITS
Vorpal Bite: The mandibles of a slicer beetle are extremely
sharp. It scores a critical hit if the attack roll is a natural
19 or 20. If a slicer beetle scores a critical hit on its attack
roll, the affected creature must make a DC 10 Dex saving
throw. Failure indicates the slicer beetle severed one of
the opponents extremities (roll 1d8: 14 = arm, 58 = leg;
even = right, odd = left).
TRAITS
Symbiotic Vermin: Any living creature other than another
giant beetle that ends its turn adjacent to a giant
rhinoceros beetle must make a successful DC 15 Con
saving throw or be poisoned until the end of their next turn.
ECOLOGY
Environment: Temperate forests
Organization: Cluster (25) or swarm (611)
An adult rhinoceros beetle is about 10 feet long. These creatures are
found in the warm jungles and forests of the world, where they spend their
days searching for plants, fruits, berries, and other creaturessome of
which are ferocious predators themselveson which to sustain themselves.
They also scavenge the carcasses of dead animals, wading into the carrion
as they shred the remains with their mandibles. In the process, the beetle
inevitably becomes smeared with blood and gets chunks of carrion caught
in its carapace. Consequently, giant rhinoceros beetles are accompanied
everywhere by clouds of flies, gnats, and other tiny, buzzing, stinging
vermin that make them very unpleasant to stand near.
A giant rhinoceros beetle charges heedlessly into melee, slashing with
its horn whenever it can charge up to an opponent and biting with its razor
sharp mandibles if it has a target already adjacent.
Credit
The Rhinoceros Beetle originally appeared in the First Edition Monster
Manual ( TSR/Wizards of the Coast, 1977) and is used by permission.
ECOLOGY
Environment: Temperate forests
Organization: Solitary or cluster (25)
The slicer beetle closely resembles a large stag beetle and is often
mistaken for one. However, the slicer beetle is more aggressive than the
stag beetle. The creature dines on carrion, fresh meat, and leaves.
Slicer beetles are about 10 feet long, but they can grow to lengths of 20
feet or more.
The slicer beetle attacks by biting with its razor-sharp mandibles. Their
lairs are often littered with the severed limbs of their victims.
Credit
The Slicer Beetle originally appeared in the First Edition Monster
Manual II ( TSR/Wizards of the Coast, 1983) and is used by permission.
Copyright Notice
Author Scott Greene, based on original material by Gary Gygax.
Copyright Notice
Author Scott Greene, based on original material by Gary Gygax.
24
These highly aggressive beetles make their home in deep fresh water
such as slow-moving rivers, lakes, large pools, and inland seas. They can
be found in any climate, from the warmest to the coldest. Giant water
beetles are predators. They sustain themselves on fish and other aquatic
animals. They spend most of their lives in the water, rarely emerging onto
land. In the rare cases where they are encountered on land, a giant water
beetle is seldom more than 30 feet from water. They are diurnal creatures,
hunting during the day and sleeping in deep water at night. They dive
with blinding speed when they spot a potential meal in the water. When
not actively hunting, they sometimes simply drift along with the current.
The giant water beetle normally uses its ink to escape from attackers,
but thanks to its tremorsense, it can fight inside the ink cloud without
penalty.
Giant water beetles lair on the bottoms of lakes, rivers, and inland seas.
A colony always contains at least one female giant water beetle and 2d4
eggs. Eggs hatch within three weeks after the female deposits them and
reach full maturity in six to eight weeks.
When hunting, these creatures prefer to attack by ambushing their prey.
They usually drift near the waters surface and dive down onto targets
below them with surprising speed, but they have also been known to drift
in darker water at greater depth and lunge upward to seize prey with their
tough, sharp mandibles.
Copyright Notice
Author Scott Greene.
ECOLOGY
Environment: Fresh water
Organization: Cluster (25) or
colony (611)
25
Biclops
At first glance this monstrosity appears to be a filthy ettin of huge size. Closer inspection reveals the
true nature of the creature, as it has but one eye in the center of each ugly head.
Biclops
XP 2,300 (CR 6)
N Huge giant
Initiative +1
DEFENSE
AC 13 (hide armor)
hp: 115 (11d12 + 44)
OFFENSE
Speed: 30 ft.
Multiattack: A biclops attacks twice with its longsword or
twice with spears.
Melee AttackLongsword: +9 to hit (reach 10 ft.; one
creature). Hit: 2d8 + 6 slashing damage.
Ranged AttackSpear: +9 to hit (range 20/60 ft.; one
creature). Hit: 2d6 + 6 piercing damage.
STATISTICS
Str 22 (+6), Dex 12 (+1), Con 18 (+4),
Int 9 (1), Wis 9 (1), Cha 10 (+0)
Languages: Giant
Skills: Intimidate +3
Senses: Darkvision 60 ft.
TRAITS
Rock Thrower: A biclops
without spears can
throw boulders, tables,
or any other large
objects instead, with
the same attack and
damage statistics as its
spear attack.
Two-Headed Action
(recharge 4, 5, 6): After
taking its normal action,
a biclops can use a bonus
action to attack (attacking
twice, as normal), move, or
search.
Two Heads: A biclops has tactical
advantage on Wis and Int
saving throws and on saving
throws against being charmed,
deafened, stunned, and
knocked unconscious.
Wakeful: A biclops never falls
fully asleep; one head
always remains awake
while the other sleeps.
ECOLOGY
Environment: Temperate
and warm mountains
Organization: Solitary,
pair, gang (24), or
clan (58)
26
Blood Hawk
This creature appears as a hawk with red talons and a dull red beak.
Blood Hawk
XP 50 (CR 1/4)
Unaligned Small monstrosity
Initiative +3
DEFENSE
AC 13
hp: 5 (2d6 2)
OFFENSE
Speed: 10 ft., fly 60 ft.
Melee AttackTalons: +5 to hit (reach 5 ft.; one creature).
Hit: 1d4 + 3 slashing damage and the target must make a
successful DC 13 Dex saving throw or be blinded until the
end of its next turn.
STATISTICS
Str 8 (1), Dex 16 (+3), Con 8 (1),
Int 2 (4), Wis 14 (+2), Cha 6 (2)
Languages: None
Skills: Perception +4
Senses: Darkvision 60 ft.
TRAITS
Keen Sight: A blood hawk has tactical advantage on
Perception checks based on vision.
ECOLOGY
Environment: Any forest, hills, plains, and mountains
Organization: Flock (611)
The blood hawk is nearly identical
to a normal hawk and is often
mistaken for one, but a blood hawk
is stronger and far more aggressive
than a normal hawk. Blood hawks
love the taste of human flesh and are
relentless in their hunt for human
prey. They often steal gems from the
corpses of their humanoid prey, which they use to decorate their nests.
Blood hawks are fierce combatants that quickly swoop down on their
prey to attack with their razor-sharp talons and beak. Once they attack and
get the taste of flesh in their beaks, blood hawks seldom retreat.
Credit
The Blood Hawk originally appeared in the First Edition Fiend Folio
( TSR/Wizards of the Coast, 1981) and is used by permission.
Copyright Notice
Author Scott Greene, based on original material by Ian Livingstone.
27
Blood Orchid
This beast has three downward curving petals of flesh with a dark, pebbly outer hide and a pallid
whitish underside. The petals end in split tips that converge beneath the blood orchids bulbous body.
The body is flexible and squishy, about one foot long and six inches in diameter, and terminates with
a sphincter-shaped mouth front and center. A swarm of writhing, pallid tentacles dangle from its
underside: there are 16 manipulator arms and eight thinner tendrils with red eyes at the ends.
A second cluster of eye tendrils rises from its back.
Blood Orchid
DEFENSE
AC 14 (natural armor)
hp: 85 (10d10 + 30)
Saving Throws: Wis +4
Resistance: Acid, cold, fire, and lightning damage
Immunity: Thunder damage
DEFENSE
AC 15 (natural armor)
hp: 82 (11d10 + 22)
Saving Throws: Wis +6
Resistance: Acid, cold, fire, and lightning damage
Immunity: Thunder damage
XP 1,800 (CR 5)
CE Large aberration
Initiative +1
XP 2,900 (CR 7)
LE Large aberration
Initiative +2
OFFENSE
Speed: 5 ft., fly 30 ft.
Multiattack: The blood orchid attacks six times, in any
combination of tentacle slams and blood drain.
Melee AttackTentacle Slam: +5 to hit (reach 5 ft.; one
creature). Hit: 1d6 + 2 bludgeoning damage, and the
target is grappled.
Melee AttackBlood Drain: automatic hit (reach 5 ft.;
one creature already grappled by the blood orchid at
the start of the blood orchids turn). Hit: 1d8 piercing
damage, and the target must make a successful DC 13
Con saving throw against poison or become unconscious.
Unconscious characters can repeat the saving throw at
the end of each of their turns; they regain consciousness
on a successful save. A creature that makes a successful
save against this attack becomes immune to the blood
drains unconsciousness effect for 24 hours.
STATISTICS
Str 15 (+2), Dex 12 (+1), Con 16 (+3),
Int 11 (+0), Wis 12 (+1), Cha 13 (+1)
Languages: Common (via telepathy)
Skills: Perception +7
Senses: Darkvision 60 ft.
TRAITS
All-Around Vision: A blood orchid sees in all directions at once.
Enemies never gain tactical advantage or bonus damage
against a blood orchid because of the presence of allies.
Telepathic Bond: Blood orchids communicate through a
nonmagical telepathic bond. They can sense emotions
in other blood orchids at distances up to 100 feet, can
communicate fully with each other through telepathy at
a distance of 20 ft. or less, and can share vast amounts of
information almost instantly when touching each other.
They can sense emotions in other types of creatures when
touching them or within 5 feet.
ECOLOGY
Environment: Underground
Organization: Solitary, brood (38), or colony (920)
OFFENSE
Speed: 5 ft., fly 30 ft.
Multiattack: The blood orchid savant attacks six times, in any
combination of tentacle slams and blood drain.
Melee AttackTentacle: +6 to hit (reach 5 ft.; one creature).
Hit: 1d6 + 3 bludgeoning damage, and the target is
grappled.
Melee AttackBlood Drain: automatic hit (reach 5 ft.; one
creature already grappled by the blood orchid savant
at the start of the blood orchids turn). Hit: 1d8 piercing
damage, and the target must make a successful DC 12
Con saving throw against poison or become unconscious.
Unconscious characters can repeat the saving throw at
the end of each of their turns; they regain consciousness
on a successful save. A creature that makes a successful
save against this attack becomes immune to the blood
drains unconsciousness effect for 24 hours.
STATISTICS
Str 16 (+3), Dex 14 (+2), Con 14 (+2),
Int 13 (+1), Wis 16 (+3), Cha 18 (+4)
Languages: Common (via telepathy)
Skills: Perception +9
Senses: Darkvision 60 ft.
TRAITS
All-Around Vision: A blood orchid sees in all directions at
once. Enemies never gain tactical advantage or bonus
damage against a blood orchid because of the presence
of allies.
Spellcasting: Blood orchid savants are spellcasters who
can cast the spells listed below. They use Charisma as
their casting ability (DC 15, attack +7) and dont require
material components.
Cantrips (at will): chill touch, light, mage hand, minor illusion
1st Level (x2): burning hands, cure wounds, magic missile
2nd Level (x1): phantasmal force
Telepathic Bond: Blood orchids communicate through a
nonmagical telepathic bond. They can sense emotions
in other blood orchids at distances up to 100 feet, can
28
of allies.
Spellcasting: Blood orchid grand savants are
spellcasters who can cast the spells listed below. They
use Charisma as their casting ability (DC 17, attack
+9) and dont require material components.
Cantrips (at will): chill touch, light, mage hand,
minor illusion
1st Level (x8): burning hands, color spray, cure
wounds, mage armor, magic missile, shield
2nd Level (x7): crown of madness, mirror
image, phantasmal force, scorching
ray
3rd Level (x5): lightning bolt,
vampiric touch
Telepathic Bond:
Blood orchids
communicate
through a
nonmagical
telepathic
bond. They can
sense emotions
in other blood
orchids at distances
up to 100 feet,
can communicate
fully with each other
through telepathy at a
distance of 20 ft. or less,
and can share vast amounts
of information almost instantly
when touching each other. They
can sense emotions in other types
of creatures when touching them or
within 5 feet.
ECOLOGY
Environment:
Underground
Organization:
Solitary or brood
(38)
Blood Orchid
Grand Savant
XP 5,000 (CR 9)
LE Huge
aberration
Initiative +1
DEFENSE
AC 16 (natural armor,
ring of protection +2)
hp: 136 (13d12 + 52)
Saving Throws: Wis +7
Resistance: Acid, cold, fire,
and lightning
Immunity: Thunder
damage
OFFENSE
Speed: 5 ft., fly 30 ft.
Multiattack: The blood orchid
grand savant attacks six times, in
any combination of tentacle slams and blood drain.
Melee AttackTentacle: +8 to hit (reach 5 ft.; one creature).
Hit: 1d10 + 4 bludgeoning damage, and the target is
grappled.
Melee AttackBlood Drain: automatic hit (reach 5 ft.; one
creature already grappled by the blood orchid grand
savant at the start of the blood orchids turn). Hit: 2d8
piercing damage, and the target must make a successful
DC 16 Con saving throw against poison or become
unconscious. Unconscious characters can repeat the
saving throw at the end of each of their turns; they regain
consciousness on a successful save. A creature that
makes a successful save against this attack becomes
immune to the blood drains unconsciousness effect for 24
hours.
STATISTICS
Str 19 (+4), Dex 13 (+1), Con 18 (+4),
Int 13 (+1), Wis 16 (+3), Cha 20 (+5)
Languages: Common (via telepathy)
Skills: Intimidation +9, Perception +11
Senses: Darkvision 60 ft.
ECOLOGY
Environment: Underground
Organization: Solitary
Blood orchids are territorial, xenophobic, and possessive. They rarely
form alliances with other creatures, as their alien mindset keeps them from
forming any common ground. They regard other races as aberrant and not
to be trusted, even other lawful creatures.
Communication for blood orchids is through a means of empathy/
telepathy. They have no sense of hearing, which helps render them immune
to sonic effects. The blood orchid can close its outer petals downward and
rest on the ground, where it resembles a rocky nodule or fungus of some
kind.
Blood orchids occasionally develop sorcerous talents and transform
into savants. When their abilities reach a certain level, they can evolve
into a grand savant. Normally, each colony of blood orchids is led by a
single grand savant, and another cant evolve while one is present. A blood
orchid savant ready to become a grand savant leaves the colony with a few
followers and sets out to establish a new brood elsewhere.
Credit
Originally appearing in Rappan Athuk Reloaded ( Necromancer
Games, 2006)
TRAITS
All-Around Vision: A blood orchid sees in all directions at
once. Enemies never gain tactical advantage or bonus
damage against a blood orchid because of the presence
29
Bloodsuckle
This is a nightmarish plant consisting of a bulbous root and several vinelike tendrils, each ending
in a hollow, needlelike point. Woody limbs as thick as a humans leg sprout from the trunk.
Its leaves are a vile greenish color and constantly drip a sticky, foul-smelling sap.
is allowed another DC 14 Wis saving throw with tactical
advantage to break the bloodsuckles control when it
is commanded to act in a manner inconsistent with its
alignment or to turn against its allies.
Host Sense: A bloodsuckle automatically senses the location
of any hosts within 100 feet.
Seed: Once per month, a bloodsuckle generates a walnutsized seed that it implants in one hosts body. The hosts
maximum number of hit points reduces by 1d10 per day.
When its maximum hit points reach 0, the host dies and a
new bloodsuckle plant erupts from the corpse. A greater
restoration or blight spell destroys the seedling.
Bloodsuckle
XP 700 (CR 3)
Unaligned Large plant
Initiative +0
DEFENSE
AC 13 (natural armor)
hp: 57 (6d10 + 24)
Saving Throws: Con +6
Immunity: Blindness, charm, deafness, fright, prone, stun,
unconsciousness
OFFENSE
Speed: 0 ft.
Melee AttackConstriction: +5 to hit (reach 10 ft.; one
creature). Hit: 1d4 + 3 bludgeoning damage plus 1d12
piercing damage, and the target is grappled. If this
attack deals 9 or more piercing damage, the bloodsuckle
releases this victim and seeks another. Also see Create
Host, below.
STATISTICS
Str 16 (+3), Dex 10 (+0), Con 18 (+4),
Int 6 (2), Wis 11 (+0), Cha 11 (+0)
Languages: None
Senses: Blindsight 60 ft.
TRAITS
Create Host: A bloodsuckle that grapples a
living target injects its poison sap into the
victim. The target creature must make a
successful DC 14 Wis save or become
dominated by the bloodsuckle, as
if the plant had cast dominate
person on the victim. Immunity
or resistance to poison
applies normally to this
sap. Domination is
permanent until broken
by a successful save
or by the death of the
bloodsuckle. The host
does not get additional
saving throws when
it takes damage;
instead, a host with an
Intelligence of 3 or higher
ECOLOGY
Environment: Temperate
Organization: Solitary or orchard (220)
Bloodsuckles are semi-intelligent and immobile plants that gain
nourishment from the blood of living creatures. Unlike other carnivorous
plants, the bloodsuckle maintains a herd of living hosts that it feeds on.
Bloodsuckles are found in forests, swamps, and rolling hills in temperate
climes. They are never found in arctic regions, but a variety of this plant
is suspected to exist in tropical regions.
When a bloodsuckle detects movement within 30 feet, it sends out its
long, vinelike tendrils toward the disturbance. When the tendril strikes a
living target, one set of needles sucks blood from the victim while another
set injects sap into the victim. The sap brings the creature under the
plants control. A bloodsuckle automatically recognizes its own
hosts and never attacks them. Rather, it lets the host approach
so it can embrace it with its tendrils and consume
more blood.
A victim that becomes a host returns
to the plant whenever the plant calls.
Such hosts are normally used by the
bloodsuckle for feeding purposes,
but if the plant comes under attack,
it will also summon nearby hosts
for defense. Once per month, it
summons a host that it senses is
near death and implants it with a
seed, then typically commands
that host to walk until it dies. Thus
the bloodsuckle spreads far and
wide across the land.
Copyright Notice
Author Erica Balsley.
30
Bloody Bones
This creature appears as a skeletal humanoid with bits of muscle and sinew hanging from its body.
Four long, sinewy tendrils writhe from its midsection.
The entire creature oozes a mixture of blood and mucus. Its eye sockets are hollow and dark.
Bloody Bones
XP 450 (CR 2)
CE Medium undead
Initiative +1
DEFENSE
AC 13 (natural armor)
hp: 27 (6d8)
Resistance: Fire and necrotic damage
Immunity: Poison damage; Exhaustion, fright, poison,
unconsciousness
OFFENSE
Speed: 30 ft.
Multiattack: A bloody bones attacks twice with claws or four
times with tendrils.
Melee AttackClaw: +5 to hit (reach 5 ft.; one creature).
Hit: 1d8 + 3 slashing damage. This attack hits
automatically if the target is grappled by the bloody
bones.
Melee AttackTendril: +5 to hit (reach 30 ft.; one
creature). Hit: 1d4 bludgeoning damage and the
target is grappled and can be dragged (see below).
STATISTICS
Str 17 (+3), Dex 12 (+1), Con 10 (+0),
Int 11 (+0), Wis 13 (+1), Cha 14 (+2)
Languages: None
Senses: Darkvision 60 ft.
TRAITS
Slippery: Bloody bones are difficult to grapple or
snare because of the constant flow of blood
and mucus across their bodies. Webs, magic or
otherwise, do not affect bloody bones. A bloody
bones has tactical advantage to escape from a
grapple, and enemies trying to escape from its
grapple have tactical disadvantage.
Drag with Tendril: As a bonus action, a bloody
bones can drag each creature grappled by
its tendrils 10 feet directly toward the bloody
bones. When a creature grappled by the bloody
boness tendrils is within 5 feet of the bloody
bones, it can be clawed automatically (no attack
roll is necessary). The bloody boness tendrils can be
attacked separately (AC 13); 6 points of slashing damage
severs the tendril. This damage affects only the tendril,
however, and doesnt reduce the bloody boness hit
points. The monster generates a new tendril to replace the
severed one at the start of its next turn.
ECOLOGY
Environment: Any caves and ruins
Organization: Solitary or gang (25)
Bloody bones are evil undead spirits that haunt caverns, caves, and
31
Boalisk
This creature appears as a vile serpent with dark scales and reddish eyes.
Boalisk
XP 200 (CR 1)
Unaligned Large monstrosity
Initiative +2
DEFENSE
AC 12
hp: 39 (6d10 + 6)
OFFENSE
Speed: 20 ft.
Melee AttackBite: +5 to hit (reach 5 ft.; one creature). Hit:
1d8 + 3 piercing damage and the target is grappled and
restrained.
Melee AttackConstriction: Automatic hit (reach 0 ft.;
one creature grappled by the boalisk). Hit: 1d10 + 3
bludgeoning damage.
The boalisk is a vile serpent that lurks in misty jungles and along dark
riverbanks. It can cause a disease with its gaze that prevents a body from
healing itself.
A boalisk is a constrictor snake 12 to 30 feet long with dark scales
interspersed with pale green and yellow daubs of color to help it blend in
with its surroundings. The eyes of a boalisk are large and reddish in color.
A boalisk hunts by grabbing prey with its mouth and then squeezing
with its powerful body. More powerful opponents (or if the boalisk has
recently eaten) will be attacked with the boalisks gaze attack.
Credit
The Boalisk originally appeared in the First Edition module S4 Lost
Caverns of Tsojcanth ( TSR/Wizards of the Coast, 1982) and later in the
First Edition Monster Manual II ( TSR/Wizards of the Coast, 1983) and
is used by permission.
Copyright Notice
Author Scott Greene, based on original material by Gary Gygax.
STATISTICS
Str 16 (+3), Dex 15 (+2), Con 14 (+2),
Int 1 (5), Wis 10 (+0), Cha 4 (3)
Languages: None
Skills: Stealth +4
Senses: Darkvision 60 ft.
TRAITS
Gaze: Creatures within 30 feet that meet the boalisks gaze
must succeed on a DC 12 Con saving throw or contract
black rot disease. Creatures with black rot cant spend
hit dice to recover lost hit points. A diseased character
repeats the Con saving throw at the end of every long
rest. On a failed saving throw, the disease continues. With
a successful saving throw, the disease ends. The disease
can also be cured with a lesser restoration spell.
ECOLOGY
Environment: Warm forest, aquatic
Organization: Solitary
32
Bone Cobbler
This creature appears as a tattered and desiccated humanoid with grayish flesh drawn tight over its
bones. Its eyes are hollow sockets of darkness, and its clothes are rags.
Bone Cobbler
XP 450 (CR 2)
CE Medium aberration
Initiative +2
DEFENSE
AC 13 (natural armor)
hp: 22 (5d8)
OFFENSE
Speed: 30 ft.
Multiattack: The bone cobbler attacks twice with light
hammers or twice with claws.
Melee AttackClaws: +4 to hit (reach 5 ft.; one creature).
Hit: 1d4 + 2 slashing damage.
Melee AttackLight Hammer: +4 to hit (reach 5 ft.; one
creature). Hit: 1d4 + 2 bludgeoning damage.
Ranged AttackLight Hammer: +4 to hit
(range 20 ft./60 ft.; one creature). Hit:
1d4 + 2 bludgeoning damage.
STATISTICS
Str 14 (+2), Dex 15 (+2), Con 11 (+0),
Int 10 (+0), Wis 14 (+2), Cha 8 (2)
Languages: Deep Speech,
Undercommon
Senses: Darkvision 60 ft.
TRAITS
Animate Bones (1/day): Once per day
as an action, a bone cobbler can
animate up to five skeletal statues within
30 feet of itself. These creatures use the
stat block of skeletons, though their
forms and structures do not need to
resemble humanoids or anything remotely
humanoid. The skeletal statues remain
animated until destroyed, until the bone
cobbler wills them back into statues, or for
24 hours.
Bonestripping: A bone cobbler can strip all the
flesh from the corpse of a Medium creature
in three minutes using its claws and
hammers. For each size category
larger or smaller than Medium a
corpse is, add or subtract 1 minute.
Once stripped, the bone cobbler
devours the flesh and collects the victims
bones to use in its sculptures. A creature slain in
this manner can be brought back to life only by a wish or
resurrection spell.
ECOLOGY
Environment: Subterranean
Organization: Solitary or gang (25)
Copyright Notice
Author Scott Greene.
33
Boneneedle
This creature is about 5 feet in diameter and resembles a bloated yellow bag of pulpy flesh with eight
spidery legs. It has two long, sharply-curved mandibles protruding from one end of it that you can
assume is the front, though the creature seems to lack both eyes and a mouth.
Immunity: Psychic damage; charm, fright
Greater Boneneedle
XP 200 (CR 1)
Unaligned Medium beast
Initiative +3
OFFENSE
Speed: 20 ft., climb 20 ft.
Melee AttackBite: +4 to hit (reach 5 ft.; one creature). Hit:
1d6 + 2 piercing damage and the target must make
a successful DC 12 Con saving throw or
suffer the effect of boneneedle poison
(see below).
DEFENSE
AC 13
hp: 31 (7d8)
Immunity: Psychic damage; charm, fright
STATISTICS
Str 5 (3), Dex 14 (+2), Con 10 (+0),
Int 1 (5), Wis 10 (+0), Cha 3 (4)
Languages: None
Senses: Darkvision 60 ft.
OFFENSE
Speed: 30 ft., climb 20 ft.
Melee AttackBite: +5 to hit (reach
5 ft.; one creature). Hit: 2d8 + 3
piercing damage and the target
must make a successful DC 12
Con saving throw or suffer the
effect of boneneedle poison
(see below).
STATISTICS
Str 8 (1), Dex 16 (+3), Con 11 (+0),
Int 1 (5), Wis 12 (+1), Cha 3 (4)
Languages: None
Senses: Darkvision 60 ft.
TRAITS
Aversion to Daylight: Boneneedles shun light.
While exposed to natural (not magical) sunlight, they have
tactical disadvantage on all attack rolls, saving throws,
and skill checks.
Boneneedle Poison: The bite of a boneneedle injects a syrupy
neurotoxin that destroys flesh and weakens bone. A creature
that fails its saving throw against boneneedle poison gains
the poisoned condition. While the creature is poisoned by
boneneedle poison, it also takes an extra 2 points of damage
whenever it takes bludgeoning, piercing, or slashing damage.
Cumulative bites do not increase the extra damage. The
poisoned creature can repeat the saving throw after a long
or short rest, ending the poisoned condition with a successful
save. A lesser restoration spell or comparable magic also
neutralizes the poison.
ECOLOGY
Environment: Subterranean
Organization: Solitary, pack (13 plus 36 lesser
boneneedles), or nest (24 plus 1224 lesser boneneedles)
Lesser Boneneedle
XP 50 (CR 1/4)
Unaligned Small beast
Initiative +2
DEFENSE
AC 12
hp: 13 (3d8)
TRAITS
Aversion to Daylight:
Boneneedles shun light. While
exposed to natural (not
magical) sunlight, they have
tactical disadvantage on all
attack rolls, saving throws, and
skill checks.
Boneneedle Poison: The bite of
a boneneedle injects a syrupy
neurotoxin that destroys flesh and
weakens bone. A creature that fails its
saving throw against boneneedle poison
gains the poisoned condition. While the creature
is poisoned by boneneedle poison, it also takes an extra 2
points of damage whenever it takes bludgeoning, piercing,
or slashing damage. Cumulative bites do not increase the
extra damage. The poisoned creature can repeat the
saving throw after a long or short rest, ending the poisoned
condition with a successful save. A lesser restoration spell will
also neutralize the poison.
Crowd: Up to three boneneedles can occupy the same
5-foot space.
ECOLOGY
Environment: Subterranean
Organization: Pack (36), cluster (58), or nest (1224 plus 24
greater boneneedles)
Boneneedles are eyeless, bone-white creatures that resemble a blob
of semi-translucent flesh with eight spindly, spidery legs colored black
or gold. These creatures feed on bone marrow, so their lairs are always
scattered with the cracked, deformed bones of their victims, both
humanoid and animal. A greater boneneedle is a larger version of the
lesser, They appear to be nothing more than lesser boneneedles that have
survived long enough to grow larger than their nest mates.
They make their lairs deep underground to avoid natural daylight,
though some brave the surface world by venturing from their lairs at night.
Such surface encounters are rare, and will always be with at least a pack
of greater and lesser boneneedles. Boneneedles flee from natural daylight
if at all possible.
34
yellow color.
These creatures are highly aggressive and opportunistic hunters. Using
their coloration, they hide among piles of bones in their lair and wait for
living creatures to wander close by. When prey comes within 20 or 30
feet, the boneneedles dart from their hiding places to swarm the victim.
Copyright Notice
Author Scott Greene.
Bonesucker
This bizarre creature resembles a fleshy tree trunk. Atop its main body protrudes a
mass of writhing tentacles that constantly ooze and drip a brownish-yellow fluid.
Beneath these is a ring of black, unblinking eyes.
tactical advantage or bonus damage against it from the
presence of nearby allies.
Bonesucker
XP 1,100 (CR 4)
NE Large aberration
Initiative +1
DEFENSE
AC 15 (natural armor)
hp: 68 (8d10 + 24)
Resistance: All nonmagical damage
OFFENSE
Speed: 20 ft.
Multiattack: The bonesucker attacks four times, using any
combination of tentacle attacks and bonesucker
poison attacks.
Melee AttackTentacle: +6 to hit
(reach 10 ft.; one creature).
Hit: 1d6 + 4 bludgeoning
damage and the target
is grappled and
restrained.
Melee Attack
Bonesucker Poison:
automatic hit
(reach 10 ft.; one
creature already
grappled by the
bonesucker at
the start of the
bonesuckers
turn). Hit: 1d6
+ 3 poison damage and the target
becomes poisoned until it escapes
from the bonesuckers grapple.
ECOLOGY
Environment: Subterranean and any land
Organization: Solitary
A bonesucker is a bizarre creature that stalks the darkness dank caves
and remote wastelands. The body is encased in a thick, rubbery sheath of
flesh and muscle that makes the bonesucker highly resistant to injury. The
bonesucker moves through the use of five thick tentacles
at its base.
Bonesuckers consume only the bones of an opponent
by grabbing it and piercing its flesh with hollow
tentacles. The tentacles inject digestive enzymes
into the bones, which break down and are sucked up
as a pasty meal for the bonesucker. The
process is horrifyingly painful for victims.
Experienced adventurers always know
they are nearing the hunting grounds of a
bonesucker, because the creature leaves
the boneless carcasses of its meals lying
where it finished them.
Bonesuckers stand about 10 feet
tall.
A bonesucker attacks with its
tentacles. Initially, the tentacles appear
to be only a foot or two in length, but the
bonesucker can extend them to a length of
approximately 10 feet. It can attack with up to
four of its eight tentacles in a single round.
A bonesuckers natural weapons are treated as magic
weapons for the purpose of overcoming resistances and
immunities.
Copyright Notice
Author Erica Balsley.
STATISTICS
Str 18 (+4), Dex 13 (+1), Con 17 (+3),
Int 10 (+0), Wis 12 (+1), Cha 13 (+1)
Languages: None
Senses: Darkvision 60 ft.
TRAITS
All-Around Vision: Thanks to its
360-degree vision, the bonesucker has
tactical advantage on all Perception
checks and attackers never gain
35
Borsin
The borsin closely resembles a centaur but with the upper body, arms,
and head of a great ape rather than a human.
tools, or carry treasure. Pack leaders have been seen to drape themselves
in the skins and furs of creatures they have killed, including those of
humanoid adventurers.
Borsin form packs led by the strongest member. They use pack tactics
to drive opponents and prey into traps, kill zones, or natural hazards such
as cliffs and ravines. Borsin packs stake out their territory by raising small
cairns of stone topped with the skulls of their kills, and they patrol their
borders regularly. They often grunt, howl, and gesture to each other, but
whether they have an actual, simple language is unknown. Borsin are
omnivorous and hardy, capable of surviving on plants but much preferring
freshly-killed meat.
Author
Scott Wylie Roberts, Myrystyr
STATISTICS
Str 20 (+5), Dex 14 (+2),
Con 15 (+2), Int 4 (3),
Wis 11 (+0), Cha 8 (1)
Languages: None
Skills: Athletics +7
ECOLOGY
Environment: Temperate
Organization: Solitary
A borsin is a creature with the
head, arms, and upper body of an
ape joined to the body and legs of
a quadruped. The lower half may
be that of a boar, equine, or hound. In
that regard they resemble centaurs, but
they are less massive and far more brutish
than those majestic creatures. They
are suspected to have been magically
crossbred as battle-beasts in antiquity.
Unlike a centaur, a borsin has only a
savage, animal cunning, though they
are capable of problem-solving
and setting crude traps. They
fight only with their teeth and
claws, never their hooves.
They do not use weapons or
36
Brass Man
This creature resembles a humanoid constructed of brass.
Its features are exquisite and delicate. Ancient runes and symbols adorn its body.
Brass Man
XP 2,300 (CR 6)
Unaligned Large construct
Initiative +0
DEFENSE
AC 18 (natural armor)
hp: 95 (10d10 + 40)
Resistance: Bludgeoning, piercing, and slashing damage
except from adamantine weapons
Immunity: Fire and poison damage; paralysis, petrification,
poison, stun, suffocation, unconsciousness
Vulnerability: Cold damage
OFFENSE
Speed: 30 ft.
Multiattack: A brass man attacks twice with its fists, or twice
with its greatsword, or once by spitting molten brass.
Melee AttackFist: +8 to hit (reach 10 ft.; one creature).
Hit: 1d10 + 5 bludgeoning damage plus 1d10 fire
damage.
Melee AttackGreatsword: +8 to hit (reach
10 ft.; one creature). Hit: 2d12 + 5 slashing
damage.
Ranged AttackMolten
Brass (recharge 5, 6):
automatic hit (range
30-ft. line; all creatures
in line). Hit: 6d8 fire
damage. Targets that
make a successful DC 15
Dex saving throw take half
damage.
STATISTICS
Str 20 (+5), Dex 10 (+0),
Con 18 (+4), Int 3 (4),
Wis 11 (+0), Cha 1 (5)
Languages: None
Senses: Darkvision 60 ft.
TRAITS
Immunity to Magic: A brass man
automatically succeeds on all
saving throws against spells
and spell-like effects. If a
successful saving throw
reduces damage
by half, the brass
man takes no
damage instead.
In addition, certain
spells and effects
function differently
against the
creature, as noted
below (these effects
override its immunity).
37
Brume
The semi-transparent brume has the appearance of a humanoid wrapped in a soggy funeral shroud.
Long claws extend from the arms of the shroud. When its hood is thrown back, a noseless,
earless face filled with needlelike fangs and sunken black eye-sockets that glow with two wicked
golden points of light is revealed. The creature has no apparent legs, but instead hovers
inches above the ground on its feet that are nothing more than foul, swirling vapors.
confusion effect can be removed with a dispel
magic spell, but the memories of the
last few hours are gone forever. Lost
spell slots are recovered normally
through rest.
Natural Invisibility: A brume is
always invisible in fog, smoke, or
mist. It cant become visible in
such an environment.
Misty Surroundings (recharge
6): The brume can create an
area of fog around itself as if it
cast the fog cloud spell. It does
not need to concentrate to
maintain the fog. The fog cloud
has a radius of 40 feet.
Brume
XP 2,300 (CR 6)
NE Large aberration
Initiative +3
DEFENSE
AC 16 (natural armor)
hp: 90 (12d8 + 36)
Saving Throws: Wis +5
Resistance: All nonmagical
damage
Immunity: Poison damage;
poison
OFFENSE
Speed: 20 ft., fly 40 ft.
Multiattack: The brume attacks twice
with claws.
Melee AttackClaws: +6 to hit (reach 5
ft.; one creature). Hit: 1d8 + 3 slashing
damage and the target must make a
successful DC 14 Con saving throw
or lose one point of Charisma. The
target is also subject to memory
loss (see below).
ECOLOGY
Environment: Any
Organization: Solitary
STATISTICS
Str 13 (+1), Dex 16 (+3), Con 17 (+3),
Int 14 (+2), Wis 14 (+2), Cha 17 (+3)
Languages: Understands Common and most other
languages, but does not speak
Skills: Perception +8, Stealth +3
Senses: Darkvision 60 ft.
TRAITS
Incorporeal: A brume can move through solid objects
and living creatures at half-speed. If it ends its turn inside
another object or creature, it takes 1d10 force damage.
This damage is not reduced by the brumes resistance to
nonmagical damage.
Lifesense: A brume can automatically pinpoint the location
of any living creature within 120 feet, and it knows how
close to death the creature is.
Memory Loss: A living creature struck by a brumes claw
attack must make a DC 14 Int saving throw. Failure
indicates the creature is affected as if by a confusion spell
for 1d4 hours and it forgets everything that happened in
the preceding 1d6 hours. If the target is a spellcaster, he or
she also loses spell slots equal in value to the sum of those
two die rolls (d4 + d6). The spell slots are treated exactly
as if theyd been used to cast spells already. The largest
spell slots possible must be lost; e.g., a 6th-level wizard who
forgets five spell slots must lose a 3rd-level slot (the largest
possible) and a 2nd-level slot (to reach five slots lost). The
38
Burning Dervish
This creature looks like a normal human but with symbols and tattoos
of alien design covering most of its flesh.
point of damage per hour to a burning dervish until it dies
or returns to the Elemental Plane of Fire.
Flame Form (3/day): Three times per day, a burning
dervish can use its action to change its form to that of a
column of fire. In this form it can attack with its fists. The
transformation lasts indefinitely; changing back requires
another action.
Burning Dervish
XP 700 (CR 3)
LE Medium fiend
Initiative +3
DEFENSE
AC 16 (natural armor)
hp: 65 (10d8 + 20)
Immunity: Fire damage
Vulnerability: Cold damage
ECOLOGY
Environment: Elemental plane of fire
Organization: Solitary, company (24), or band (615)
OFFENSE
Speed: 30 ft., fly 20 ft.
Multiattack: The burning dervish attacks once with
its falchion or twice with fists (fist attacks are
possible only in flame form).
Melee AttackFalchion: +6 to hit (reach 5
ft.; one creature). Hit: 2d8 + 4 slashing
damage.
Melee AttackFist (flame form
only): +6 to hit (reach 5
ft.; one creature). Hit:
1d10 + 4 bludgeoning
damage plus 1d6
fire damage.
STATISTICS
Str 18 (+4), Dex 16 (+3),
Con 14 (+2), Int 13 (+1),
Wis 15 (+2), Cha 15 (+2)
Languages: Common,
Infernal
Skills: Perception +6,
Stealth +7
Senses: Darkvision 60 ft.
TRAITS
Spell-like Abilities: A
burning dervish can
use the following spell-like abilities, using Charisma as its
casting ability (DC 12, attack +4). It doesnt need material
components to use these abilities.
At Will: fire bolt, produce flame
3/day: invisibility (self only)
1/day: enlarge/reduce, flaming sphere, plane shift
(Elemental, Astral, or Material Planes)
Elemental Endurance: Burning dervishes can survive on the
Elemental Planes of Air or Earth for up to 48 hours and on
the Elemental Plane of Water for up to 12 hours. Failure to
return to the Elemental Plane of Fire after that time deals 1
39
Cadaver
This monster resembles a humanoid dressed in tattered rags. Rotted flesh reveals corded muscles and
sinew stretched tightly over its skeleton. Hollow eye sockets flicker with a hellish glow. Broken and
rotted teeth line its mouth, and its hands end in wicked claws.
hit point per round. Hit points
lost to magical weapons
or spells are not regained.
When the creature reaches
its full hit point total (minus
damage dealt by magical
attacks and weapons),
it reassembles itself and
stands up, ready to fight
again. Scattering or
even destroying the
pieces of its body
dont prevent it from
magically reassembling
and reanimating. If
gentle repose is cast on
the cadaver when it is
at 0 hit points, it cant
reanimate. A bless spell
delays the reanimation,
causing the creature
to regain 1 hit point per
minute instead of per
round.
Cadaver
ECOLOGY
Environment: Any
Organization: Solitary or
gang (25)
STATISTICS
Str 13 (+1), Dex 13 (+1), Con 16 (+3),
Int 3 (4), Wis 10 (+0), Cha 10 (+0)
Languages: None
Senses: Darkvision 60 ft.
TRAITS
Cadaver Fever: At the end of a
battle against cadavers, anyone
who was clawed or bitten by
a cadaver must make a DC 13
Con saving throw against disease. Failure indicates the
character is infected with cadaver fever. An infected
character gains one level of exhaustion immediately and
must repeat the saving throw at the end of every long
rest. Each failed saving throw adds one more level of
exhaustion; a successful saving throw at the end of a long
rest means only that the characters condition doesnt
worsen. The character recovers fully when he or she makes
successful saving throws at the ends of two consecutive
long rests or when lesser restoration or comparable magic is
used on the character.
Reanimation: When reduced to 0 hit points, a cadaver is
not destroyed; rather it falls inert and begins regaining 1
40
Cadaver Lord
The rotted flesh and tattered garments of this creature do little to hide the savage gleam of intellect in
its burning eyes nor the grin of anticipation that crosses its features as it advances.
Cadaver Lord
XP 700 (CR 3)
CE Medium undead
Initiative +2
DEFENSE
AC 15 (chain shirt)
hp: 45 (6d8 + 18)
Resistance: Bludgeoning, piercing,
and slashing damage from
nonmagical weapons
Immunity: Cold, necrotic,
and poison damage;
fright, poison, exhaustion,
unconsciousness
OFFENSE
Speed: 30 ft.
Multiattack: The cadaver lord
bites once and attacks
once with claws.
Melee AttackBite: +5
to hit (reach 5 ft.; one
creature). Hit: 1d8 + 3
piercing damage and
the target may be
infected with cadaver
fever (see below).
Melee AttackClaw: +5
to hit (reach 5 ft.; one
creature). Hit: 3d6 + 3
slashing damage and the
target may be infected
with cadaver fever (see
below).
STATISTICS
Str 17 (+3), Dex 15 (+2), Con 16 (+3),
Int 10 (+0), Wis 12 (+1), Cha 14 (+2)
Languages: Any language it spoke while alive;
communicates telepathically with all undead within 100
feet
Senses: Darkvision 60 ft.
TRAITS
Aura of Desecration: All undead within 20 feet of a cadaver
lord gain tactical advantage against attempts to turn
undead.
Cadaver Fever: At the end of a battle against cadaver
lords, anyone who was clawed or bitten by a cadaver
lord must make a DC 12 Con saving throw against
disease. Failure indicates the character is infected with
cadaver fever. An infected character gains one level
of exhaustion immediately and must repeat the saving
throw at the end of every long rest. Each failed saving
throw adds one more level of exhaustion; a successful
saving throw at the end of a long rest means only that
the characters condition doesnt worsen. The character
41
Carbuncle
This creature resembles a cross between an anteater and an armadillo. Embedded in its head is a large,
red jewel. The creature has a long snout and a low-slung body protected by thick bands of leathery
hide, which are dappled gray and brown, shading to lighter colors of gray on its underbelly.
Carbuncle
XP 25 (CR 1/8)
Unaligned Small aberration
Initiative +0
DEFENSE
AC 11 (natural armor)
hp: 4 (1d6 + 1)
Saving Throws: Dex +2
OFFENSE
Speed: 10 ft.
Melee AttackBite: +2 to hit (reach 5 ft.; one creature). Hit:
1d4 piercing damage.
STATISTICS
Str 7 (1), Dex 10 (+0), Con 12 (+1),
Int 10 (+0), Wis 18 (+4), Cha 8 (1)
Languages: Telepathy within 100 ft.
Senses: Darkvision 60 ft.
TRAITS
Discord: As an attack, a carbuncle can telepathically
sow discord in one creature within 30 feet. An affected
creature must make a successful DC 14 Wis saving throw
or fall into loud bickering and arguing with those around
him or her. Meaningful communication is impossible.
If creatures of different alignments are affected and
bickering, each has a 30% chance that they feel
compelled to attack the person they are bickering
with who is the most different in alignment.
Bickering lasts 5d4 rounds. Fighting (if it
occurs) begins 1d4 rounds into the
bickering and lasts 2d4 rounds.
ECOLOGY
Environment: Temperate forests
Organization: Solitary
42
Caryatid Column
An exquisitely sculpted and finished statue of a beautiful female warrior, longsword in her hand.
A caryatid column is akin to the stone golem. Both are magical
constructs created by spellcasters, but caryatid columns have
a much narrower purpose. They are always created for a very
specific defensive function. The caryatid column stands 7 feet
tall and weighs around 1,500 pounds. The column always
wields a weapon (usually a longsword) in its left hand. The
weapon itself is constructed of steel, but is melded with the
column in such a way that it is indistinguishable from stone
until the column animates. When melded, the sword blends
into the column in a way that makes it difficult to notice at
all (a DC 20 Wis [Perception] check is needed to see it).
Caryatid columns are programmed as guardians and
activate when certain conditions or stipulations are met;
for example, when a living creature passes through a
doorway or tampers with a locked chest guarded by a
caryatid column. A caryatid column cant move more
than 50 feet from the spot it guards.
Caryatid Column
XP 200 (CR 1)
Unaligned Medium construct
Initiative 1
DEFENSE
AC 14 (natural armor)
hp: 30 (4d10 + 8)
Resistance: Bludgeoning, piercing, and
slashing damage from nonmagical
weapons
Immunity: Necrotic, poison, and psychic
damage; disease, fright, paralysis,
petrification, exhaustion, stun,
unconsciousness
OFFENSE
Speed: 20 ft.
Melee AttackLongsword: +4 to hit (reach
5 ft.; one creature). Hit: 1d10 + 2 slashing
damage.
Credit
The Caryatid Column originally appeared in
the First Edition Fiend Folio ( TSR/Wizards of
the Coast, 1981) and is used
by permission.
STATISTICS
Str 14 (+2), Dex 9 (1), Con 14 (+2),
Int 10 (+0), Wis 11 (+0), Cha 1 (5)
Senses: Darkvision 60 ft.
Copyright Notice
Author Scott Greene, based on original
material by Jean Wells.
TRAITS
Immunity to Magic: A caryatid column
automatically succeeds on all saving
throws against spells and spell-like effects. If
a successful saving throw reduces damage
by half, the caryatid column takes no
damage instead. In addition, certain spells
and effects function differently against the
creature, as noted below (these effects
override its immunity).
A stone shape spell cancels the caryatid
columns immunity to magic for 1d4 rounds.
Shatter Weapons: Whenever a character strikes
a caryatid column with a melee weapon
and the attack roll is a natural 1, 2, or 3,
the character must make a Str check. The
characters Str bonus is added to the roll,
but the characters proficiency bonus and
the weapons magical bonus (if any) are
subtracted from the roll. If the result is 15 or
less, there is no effect. If the result is 16 or
higher, the weapon shatters and becomes
useless.
ECOLOGY
Environment: Temperate
Organization: Solitary
43
DEFENSE
AC 12
hp: 3 (1d6)
Resistance: Necrotic damage
Immunity: Poison damage;
exhaustion, poison,
unconsciousness
OFFENSE
Speed: 30 ft.
Multiattack: The feral cat attacks
twice with claws.
Melee AttackClaw: +4 to hit
(reach 5 ft.; one creature). Hit: 1
slashing damage and the target
creature must make a successful
DC 8 Con saving throw or suffer
the effect of paralyzing poison
(see below).
STATISTICS
Str 4 (3), Dex 15 (+2), Con 11 (+0),
Int 3 (4), Wis 12 (+1), Cha 6 (2)
Languages: None
Senses: Darkvision 60 ft.
TRAITS
Paralyzing Poison: Every time a
character is clawed by a feral
undead cat, he or she must make
a DC 8 Con saving throw. On the
first failed save, the character
becomes poisoned; on the
second failed save, the character
becomes restrained; and on the
third failed save, the character
becomes paralyzed. Each effect
lasts for 1d6 x 10 minutes, and
the lengths add together as the
characters condition worsens.
ECOLOGY
Environment: Graveyards and ruins
Organization: Group (25) or pack
(424)
Feral undead cats look like they were created by zombie-raising magic,
but they are quite unlike mindless undead such as skeletons or zombies.
These cats possess an animal cunning akin to that of ghouls (although
with less intelligence overall), and they are not slow moving as zombies
are. Like ghouls, they tend to form into packs. A lone undead cat is almost
certainly scouting or keeping watch for a larger group.
Feral undead cats sometimes hide in plain sight by lying alongside the
road, in ditches, along fencerows, or in abandoned buildingsplaces
where people wouldnt be surprised to see dead cats. The surprise comes
when the cats leap onto the characters legs and backs with their filthy,
razor-sharp claws extended. Malevolent witches and other evil spellcasters
who sometimes need dead cats for their magic can be caught unaware by
these creatures and overcome by their poison. The cats eat what they bring
down, but slowly, while its still alive and paralyzed. Theyve been known
to use one victim as bait to lure more victims into their territory.
Credit
Author Matt Finch
44
Caterprism
This creature looks like an immense, crystalline caterpillar.
Organization: Solitary, pair, or nest (25)
Caterprism
XP 1,100 (CR 4)
Unaligned Large monstrosity
Initiative +1
DEFENSE
AC 14 (natural armor)
hp: 87 (8d10 + 32)
Immunity: Petrified, prone
Vulnerability: Thunder damage
OFFENSE
Speed: 30 ft., burrow 20 ft.
Multiattack: A caterprism attacks four times with claws, or
once with mandibles, or spews its crystal saliva.
Melee AttackClaw: +7 to hit (reach 5 ft.; one creature).
Hit: 1d8 + 5 slashing damage.
Melee AttackMandibles: +7 to hit (reach 5 ft.; one creature).
Hit: 2d8 + 5 piercing damage. This attack has tactical
advantage against targets in armor. If the bite scores a
critical hit, the target must make a successful DC 15 Con
saving throw or be reduced to 0 hit points instantly.
Area AttackCrystal Saliva (recharge 6): automatic
hit (range 20 ft. cone; creatures in range). Hit:
3d6 piercing damage, or half damage
with a successful DC 14 Dex saving
throw, and the affected area
becomes difficult terrain for all
creatures except caterprisms.
STATISTICS
Str 20 (+5), Dex 12 (+1),
Con 18 (+4), Int 4 (3),
Wis 13 (+1),
Cha 11 (+0)
Languages: None
Senses:
Darkvision
60 ft.
ECOLOGY
Environment:
Elemental
plane of
earth
45
Copyright Notice
Author Erica Balsley.
XP 700 (CR 3)
Unaligned Large beast (aquatic)
Initiative +2
DEFENSE
AC 12
hp: 68 (8d10 + 24)
Immunity: Lightning damage
OFFENSE
Speed: Swim 40 ft.
Multiattack: The giant electric catfish bites once and uses
its electricity discharge (if available), or it swallows a
grappled creature. It cant bite another target while it has
a creature grappled.
Melee AttackBite: +6 to hit (reach 5 ft.; one creature). Hit:
1d10 + 4 piercing damage and the target is grappled and
restrained.
Melee AttackSwallow: +6 to hit (reach 0 ft.; one Medium
or smaller creature grappled by the giant electric catfish).
Hit: 1d8 + 4 acid damage and the target is swallowed
(see below).
STATISTICS
Str 19 (+4), Dex 15 (+2), Con 17 (+3),
Int 2 (4), Wis 12 (+1), Cha 2 (4)
Languages: None
Senses: Tremorsense 60 ft. (in water)
TRAITS
Electricity Discharge (recharge 6): A giant electric catfish
can generate a pulse of electricity. Every creature within
10 feet of the giant catfish takes 2d6 points of lightning
damage and is stunned until the start of the giant catfishs
46
Catoblepas
This creature resembles a bloated hippopotamus with a whiplike tail,
a long neck like the body of a snake, and the most repulsively ugly head imaginable.
Catoblepas
XP 1,800 (CR 5)
Unaligned Large monstrosity
Initiative +0
DEFENSE
AC 13 (natural armor)
hp: 76 (8d10 + 24)
Immunity: Poison damage; poison
OFFENSE
Speed: 30 ft.
Multiattack: The catoblepas attacks with its tail
and uses its rancid breath (if available).
Melee AttackTail Sweep: +6 to hit (reach
15 ft.; up to 3 creatures in a 10-ft. square).
Hit: 1d10 + 3 bludgeoning damage and the
target is knocked prone.
Area AttackRancid Breath (recharge 5, 6):
automatic hit (60 ft. cone; creatures in the
cone). Hit: creatures in the cone must make
a DC 15 Con saving throw against poison or
be stunned. Stunned creatures can repeat
the saving throw at the end of each of their
turns, recovering with a successful save. If
a creature that is currently stunned by the
catoblepass breath is stunned again by a
second rancid breath attack, that creature
immediately drops to 0 hit points.
STATISTICS
Str 17 (+3), Dex 10 (+0), Con 19 (+4),
Int 4 (4), Wis 8 (1), Cha 4 (3)
Languages: None
Senses: Darkvision 60 ft.
TRAITS
Stunning Ugliness: The catoblepas is so
shockingly ugly that just glimpsing one can
blind the viewer. Characters fighting a
catoblepas must either either avert their eyes
and take tactical disadvantage on attack
rolls against the catoblepas, or make a DC 15
Con saving throw before making their attack
roll. Failure on the saving throw means the
character is blinded until the start of his or her
next turn. Anyone who rolls a lower initiative result than the
catoblepas must attempt this saving throw immediately at
the beginning of combat.
ECOLOGY
Environment:Swamps
Organization:Solitary, pair, or herd (36)
The catoblepas is loathsome beyond description, with no positive
qualities whatsoever. It resembles a bloated hippopotamus with a long,
whiplike tail and a snakelike neck topped with the oversized head of a
diseased warthog with bloodshot eyes. For all its ungainliness, its tail
47
Cave Cricket
This creature appears to be a giant cricket, about the size of a dog. Its body is pale gray in color.
but the slot is not expended. The chirping doubles the
chance of attracting wandering monsters, if applicable.
Cave Cricket
XP 50 (CR 1/4)
Unaligned Small beast
Initiative +2
ECOLOGY
Environment: Underground
Organization: Solitary or cluster (25)
DEFENSE
AC 13 (natural armor)
hp: 5 (2d6 2)
OFFENSE
Speed: 30 ft., climb 30 ft., leap 30 ft.
Multiattack: The cave cricket kicks twice.
Melee AttackKick: +4 to hit (reach 5 ft.; one creature). Hit:
1d4 + 2 bludgeoning damage.
STATISTICS
Str 10 (+0), Dex 14 (+2), Con 8 (1),
Int 1 (5), Wis 10 (+0), Cha 7 (2)
Languages: None
Senses: Darkvision 60 ft.
TRAITS
Chirp: Creatures within 20 feet of a chirping cave cricket
cant be heard unless they scream. Spellcasters in the
area must make a successful DC 9 Con saving throw to
cast a spell correctly. Failure indicates the spell is not cast,
Cave crickets are larger versions of normal crickets and, like the
smaller crickets they resemble, they are mostly harmless. Their chief
danger comes from their chirping, which they do when alarmed, because
other monsters recognize that sound as indicating there might be fresh
prey nearby. The chirping travels up to 300 feet through the tunnels and
caves where these crickets are normally found.
Cave crickets are about 3 feet long.
These giant insects rarely attack living creatures larger than themselves.
If attacked, a cave cricket uses its powerful legs to kick opponents before
hopping away.
Credit
The cave cricket originally appeared in the First Edition module S4
The Lost Caverns of Tsojcanth ( TSR/Wizards of the Coast, 1982) and
later in the First Edition Monster Manual II ( TSR/Wizards of the Coast,
1983), and is used by permission.
Copyright Notice
Author Scott Greene, based on original material by Gary Gygax.
48
Cave Eel
This creature resembles a cross between a snake and an eel,
but thats only if you see it before it bites into you with its steel-hard teeth.
Cave Eel
XP 50 (CR 1/4)
Unaligned Medium beast
Initiative +2
DEFENSE
AC 12
hp: 9 (2d8)
OFFENSE
Speed: 25 ft.
Melee AttackBite: +4 to hit (reach 5
ft.; one creature). Hit: 1d8 + 2 piercing
damage and the target is grappled and
restrained (see Viselike Jaws, below).
STATISTICS
Str 13 (+1), Dex 14 (+2), Con 11 (+0),
Int 1 (5), Wis 10 (+0), Cha 3 (4)
Languages: None
Skills: Stealth +4
Senses: Darkvision 60 ft.
TRAITS
Concealed Burrow: Cave eels conceal their
burrows skillfully, so they have tactical
advantage on Dex (Stealth) checks
to be hidden at the beginning of an
encounter. An attacking cave eel lunges
from its cave, bites a victim within 5 feet,
and then withdraws back into its burrow
without triggering an opportunity attack.
While in a burrow, a cave eel has threequarters cover (+5 bonus to AC and Dex
saving throws). The only way to negate
this benefit is for a character to ready an
action and attack the cave eel with a
reaction as it extends its body to strike.
Viselike Jaws: When a cave eel withdraws
back into its burrow with a grappled
character in its jaws, that characters
body effectively becomes a shield
protecting the eel, giving it total cover
inside its burrow (it has only three-quarters
cover against the character it grapples).
While the eel has a character grappled
this way, it doesnt need to extend from its
burrow to attack the grappled character,
who it bites automatically.
ECOLOGY
Environment: Caves and other subterranean areas
Organization: Group (25) or swarm (324)
Cave eels resemble large, air-breathing eels, but they have armored
snouts and tremendously tough teeth with which they can chew tunnels
through rock. They wait in these tunnels for potential prey to walk near,
then lunge out to take great bites from whatevers in front of them. They
usually pick narrow cave passages for their ambushes, where prey has
little room to back out of reach of the cave eels long, sinuous bodies.
These unusual creatures have even been known to chew burrows
into earth elementals and stone golems and take up residence in those
constructs, to the mutual benefit of both. They dont collect treasure
for any purpose, but because they drag the slain bodies of their victims
(including unfortunate adventurers) into their tunnels to eat them, treasure
can sometimes be found if one follows their tunnels to their lairs. Cave
eel tunnels are just barely big enough for an unarmored human or tiefling
to squeeze through; halflings, gnomes, and elves have an easier time of it,
while dwarves, half-orcs, and dragonborn are too big to fit.
49
Cave Fisher
This man-sized creature resembles a cross between a lobster and a spider.
It has eight legs, two of which end in serrated pincers. Its snout is long and pointed.
initial trap fails, the cave fisher can move forward to the lip of the ledge
and launch its filament like an anteaters tongue at an opponent up to
60 feet away, but this exposes it to attack from below. Another favored
method of attack for the cave fisher is to hide itself in a crack or a ledge
above a cavern and dangle its filament down onto unsuspecting creatures
passing below it.
Cave Fisher
XP 450 (CR 2)
Unaligned Large monstrosity
Initiative +2
DEFENSE
AC 12 (natural armor)
hp: 51 (6d10 + 18)
Immunity: Psychic damage; fright
Credit
The cave fisher originally appeared in the First Edition adventure A4 In
the Dungeons of the Slave Lords ( TSR/Wizards of the Coast, 1981) and
later in the First Edition Monster Manual II ( TSR/Wizards of the Coast,
1983) and is used by permission.
OFFENSE
Speed: 20 ft., climb 20 ft.
Multiattack: The cave fisher attacks once with its filament or
twice with claws.
Melee AttackClaw: +5 to hit (reach 5 ft.; one creature).
Hit: 1d6 + 3 slashing damage.
Ranged AttackFilament: +3 to hit (range 60 ft.; one
creature). Hit: the target is grappled and pulled 20 feet
closer to the cave fisher (see below).
Copyright Notice
Author Scott Greene, based on original material by Lawrence Schick.
STATISTICS
Str 17 (+3), Dex 12 (+1), Con 17 (+3),
Int 1 (5), Wis 10 (+0), Cha 4 (3)
Languages: None
Skills: Perception +2
Senses: Darkvision 60 ft.
TRAITS
Filament: A creature struck by a cave
fishers filament becomes grappled by the
sticky thread and is pulled 20 feet closer
to the cave fisher. A grappled creature
can use its action to rip the filament free
with a DC 13 Str check, or can attack the
filament directly (AC 12, 5 hp, resistant to all
but slashing damage). Alcohol or universal
solvent dissolves the adhesive and releases
the creature caught by the filament. A
cave fisher can have only one creature
grappled at a time.
ECOLOGY
Environment: Underground
Organization: Solitary or gang (24)
The cave fisher is a 7-foot long creature with a hard
outer shell that makes it resemble a large beetle. It can
shoot a strong, sticky, weblike filament from its extended
snout. The creature uses this filament to trap and drag
prey to within range of the cave fishers slicing claws.
The cave fisher lairs on ledges and cliffs underground,
where it can quickly strike passing prey and reel it up to
its mouth. Its lair is always littered with bones and gear
from previous victims, and hanging shreds of spent filaments.
The cave fishers preferred method of attack is to anchor itself to
its ledge and string filament across the ground of its lair. When a living
creature touches or passes near the filament, the fisher attempts to trap
it and reel it in, all while remaining safely sheltered on its ledge. If this
50
Cave Leech
This large, bloated creature has a flattened, semitranslucent body of sickly yellow. Eight whiplike
tentacles protrude from the monsters front, near its head. Hundreds of smaller tentacles line its body
and seem to aid in locomotion. Its mouth is rounded and ringed with dozens of needlelike teeth.
A character who wins
this contest does not
break the cave leechs
grapple. The cave leech
can try a Str contest
against every creature
it makes a constriction
attack against until it
wins a Str contest and
drains one creatures
blood. It can drain
blood from the
same creature or a
different creature
each round, but it
must win a Str contest
each time.
Cave Leech
XP 2,300 (CR 6)
CE Large beast
Initiative +2
DEFENSE
AC 10
hp: 102 (12d10 + 36)
Resistance: Bludgeoning
damage
OFFENSE
Speed: 20 ft., swim
30 ft.
Multiattack: The
cave leech
attacks eight
times, in any
combination of
tentacle attacks
and constriction
attacks.
Melee Attack
Tentacle: +7 to hit
(reach 10 ft.; one
creature). Hit: 1d6 + 4
bludgeoning damage and the
target is grappled and restrained.
Melee AttackConstriction: automatic hit
(one creature grappled by a tentacle). Hit: 1d6 + 4
bludgeoning damage and the target can be dragged
to the cave leechs mouth to be drained of blood (see
below).
STATISTICS
Str 18 (+4), Dex 11 (+0), Con 17 (+3),
Int 3 (3), Wis 12 (+1), Cha 6 (2)
Languages: None
Senses: Tremorsense 60 ft.
TRAITS
Blood Drain: Immediately after making a constriction attack
against a grappled creature, the cave leech can try
to drag that creature to its mouth, where it bites the
creature automatically and drains its blood, inflicting 1d8
piercing damage. The target can resist being dragged
with a Str contest against the cave leech; the cave leech
must win the contest to drag the character to its mouth.
ECOLOGY
Environment:
Underground
Organization: Solitary or
pack (25)
Though not aquatic creatures, cave
leeches are often found lairing near
underground rivers, lakes, and streams.
They are aggressive monsters whose sole
purpose seems to be to kill and devour any
living thing that stumbles into their territory.
Cave leeches arent social animals, but they are
seldom found alone. Food is not shared among them, so each leech is
effectively on its own when hunting prey. When one catches something,
however, others are likely to show up quickly. Quarrels often erupt over
prey, with grappled victims being caught in the middle of a tug-of-war
between two or more leeches, all trying to suck out their blood.
An adult cave leech grows about 8 feet long, and its whiplike tentacles
are each about 6 feet long. Cave leeches are easily mistaken for ordinary
giant leeches, especially when at rest, when the creatures fold their tentacles
back against their bodies. They also do this when waiting to strike.
When a meal comes within range, the cave leech lashes out with a
tentacle and grabs its target. Grabbed prey is pulled to the cave leechs
mouth and bitten by its horrible teeth. A victim that is completely drained
of blood becomes a pale, shrunken husk. Leathery, mummifying carcasses
of the leeches victims litter their hunting grounds or lairs, where victims
are sometimes dragged to feed the leeches young.
Copyright Notice
Author Scott Greene.
51
Centipede Nest
These centipedes arent larger or hungrier than any other, normal centipedes;
there are just more of them.
Centipede Nest
often combined with a few other sorts of bugs that share the same living
space: cockroaches and spiders, generally. Such vermin are not dangerous
individually, but when a great number of them are disturbed at once they
can present a serious threat.
A party will normally encounter a nest of centipedes by accidentally
disturbing the nest itself. Moving large wooden beams and prying into
ancient masonry entail the risk of arousing one of these huge colonies.
The centipedes can swarm up through the floor or drop from the ceiling.
When they attack, they clamber all over the character from head to toe,
even getting inside the persons armor and clothing.
Author
Matt Finch (first appeared in Monsters of Myth, published by First
Edition Adventure Games)
52
Cerebral Stalker
This humanoid creature has blackish-gray scales covering its semireptilian body.
A thick layer of glistening mucus drips from its flesh. Its bestial head sports slate-gray eyes with
vertical pupils and a wide mouth lined with sharp teeth. Its hands end in filthy claws.
stalkers body. The cocooned creature can, as an
action, attempt to break free with a successful
DC 20 Str (Athletics) check or Dex (Acrobatics)
check. The webbing can be cut open
enough for a trapped character to
escape with 8 points of slashing
damage against AC 10.
Consume Brain: Once it has its victim
underground, the cerebral stalker
begins gnawing on the victims
head, rapidly chewing through
bone and tissue, dealing 2d8 +
4 points of piercing damage
each round. When the
victim dies, the cerebral
stalker reaches its goal:
the victims brain, which
it promptly devours. A
victim slain in this manner
reanimates in 1d4 rounds
as a zombie. Typically,
the cerebral stalker
tosses them back up
to the surface of the
ground so their traveling
companions can
witness the reanimation
and deal with their
newly undead friend.
Zombies created in this
manner are under
no ones control.
Earth Glide:
A cerebral
stalker
can glide
through
any sort
of natural
earth or stone
as easily as a fish swims
through water. Its gliding leaves
no sign of its passage or hint of its presence
to creatures that dont possess tremorsense. It can bring
cocooned victims along with it, but they have no special
capacity for breathing while underground. Getting into
the ground, however, is not as easy for the cerebral stalker
as moving underground. It must spend four moves on
four rounds (no dashing) melding into the ground. On the
first round, the creature sinks to its knees; on the second
round, to its waist; on the third round, to its neck; and
on the fourth round, the stalker and any creature it has
cocooned disappear completely underground. Melding
into the ground does not provoke an opportunity attack.
If the cerebral stalker is grappled while sinking into the
ground, it must win a Str contest against its grapplers to
sink farther that round. Dispel magic or a similar spell cast
Cerebral Stalker
XP 1,800 (CR 5)
CE Medium aberration
Initiative +2
DEFENSE
AC 16 (natural armor)
hp: 85 (10d8 + 40
OFFENSE
Speed: 30 ft., burrow 20
ft. plus earth glide (see
below)
Multiattack: The cerebral
stalker bites once and
attacks twice with
claws, or it uses its fear
gaze or cocoon ability.
Melee AttackBite: +6
to hit (reach 5 ft.; one
creature). Hit: 1d10 +
3 piercing damage.
Melee AttackClaw:
+6 to hit (reach 5
ft.; one creature).
Hit: 1d8 + 3 slashing
damage and the
target is grappled
and restrained.
Ranged AttackFear
Gaze: automatic
hit (range 30 feet;
one creature
that can see the
cerebral stalker).
Hit: Target
must make a
successful DC 14
Wis saving throw
or become frightened
for 1d4 rounds.
STATISTICS
Str 16 (+3), Dex 15 (+2), Con 19 (+4),
Int 11 (+0), Wis 15 (+2), Cha 16 (+3)
Languages: Believed to understand Common and possibly
others, but never speaks
Skills: Perception +8
Senses: Darkvision 60 ft., tremorsense 60 ft.
TRAITS
Cocoon (3/day): As an action, a cerebral stalker can
cocoon a grappled foe with sticky webbing. The webs
completely encase the victim, excluding the top of the
victims head, its eyes, and its nose. The cocooned victim
is restrained and anchored by the webs to the cerebral
53
Chain Worm
This creature looks like a massive centipede with a bright, reflective silver carapace. Its legs are dull
silver and its oversized mandibles are black. A dull black stinger is located at the rear of its body.
chain worm emits a high-pitched trilling sound
that stuns and deafens creatures within
range. All living creatures within 30 feet
that can hear the trilling must make
a successful a DC 16 Con saving
throw or be stunned and deafened.
Stunned characters can repeat the
saving throw at the end of each of
their turns; a successful save ends
the stunned condition, but the
deafness lasts until the end of the
creatures next long rest.
Chain Worm
ECOLOGY
Environment: Any land or underground
Organization: Solitary, pair, or pack (35)
Chain worms are terrifying subterranean predators with an insatiable
appetite for meat. The creatures have a particular fondness for dwarf, gnome,
and bugbear flesh. Chain worms often build their nests near communities
of these creatures. Though not particularly fond of cold or damp weather,
chain worms can be found almost anywhere, as their bulky, heavily armored
exoskeletons offer ample protection against almost any environment.
A chain worms nest is a hole or tunnel littered with rocks, bones, refuse,
and debris, and often located on a rocky outcropping or ledge where it is
nearly inaccessible to most creatures. Any valuables found in its lair are
simply the remains of previous meals that the chain worm couldnt digest
or didnt bother eating.
Chain worms stand nearly 6 feet tall and are about 10 feet long,
with silver carapaces and dull silver legs. Their heads sport oversized,
dull black mandibles that constantly drip brownish-gray saliva. A chain
worms tail stinger is almost a foot long and jet black. As they age, their
tail stingers fade to dull gray.
A chain worm lies in wait for a meal, attacking whenever its target
comes within range. Once it grabs a foe in its mandibles, it stings the
victim repeatedly until the unfortunate creature dies.
Copyright Notice
Author Scott Greene.
54
Chaos Knight
The chaos knight appears to be a faintly glowing, ghostly suit of animated armour.
Chaos Knight
XP 700 (CR 3)
CE Medium fiend
Initiative +2
DEFENSE
AC 16 (chain mail)
hp: 78 (12d8 + 24)
Resistance: Bludgeoning, piercing,
and slashing damage from
nonmagical weapons
Immunity: Cold and psychic
damage; fright, stun
Vulnerability: Fire damage
OFFENSE
Speed: 30 ft.
Multiattack: The chaos knight attacks
twice with its greatsword.
Melee AttackGreatsword: +6 to hit
(reach 5 ft.; one creature). Hit: 2d6
+ 4 slashing damage plus 1d6 cold
damage.
STATISTICS
Str 18 (+4), Dex 14 (+2), Con 15 (+2),
Int 10 (+0), Wis 12 (+1), Cha 16 (+3)
Languages: Common
Skills: Perception +4
Senses: Darkvision 60 ft.
TRAITS
Icy Incorporeality: By using an action,
a chaos knight can make itself
incorporeal until the start of its
next turn. While incorporeal, it can
pass through solid objects such
as a wall, or other creatures, as if
they were difficult terrain. It leaves
behind an icy outline where it
passes.
Spell-like Abilities: The chaos knight
can use the following spell-like
abilities, using Charisma as its
casting ability (DC 13, attack +5).
The chaos knight doesnt need
material components to use these
abilities.
At-Will: chill touch, ray of frost
3/day: dimension door, protection
from good
2/day: ice storm
1/day: telekinesis, wall of ice
ECOLOGY
Environment: Temperate
Organization: Solitary
No features can be discerned within a chaos knights helm, save for a
dim blue glow. Although the creature seems insubstantial, a chaos knight
has a real physical presence. Intense cold radiates from its being; any fire
within 20 feet sputters, struggles to remain lit, and gives off no noticeable
heat. Liquids in that radius turn cold and quickly freeze.
The chaos knights dimension door portal appears as a kaleidoscopic
passage of jagged energy bolts and whirling, ever-changing elemental
matter. Any being other than the Chaos Knight that passes through the
portal suffers 10 points of cold damage.
55
Chupacabra
This fur-covered, bipedal creature is 3 or 4 feet tall with a hunched back, red eyes,
and a mouth filled with sharpened teeth. A flexible rows of spines runs down its back.
Chupacabra
XP 200 (CR 1)
CN Small humanoid
Initiative +2
DEFENSE
AC 12
hp: 27 (6d6 + 6)
OFFENSE
Speed: 20 ft.
Multiattack: A chupacabra attacks once with claws and
bites once.
Melee AttackClaws: +4 to hit (reach 5 ft.; one creature).
Hit: 1d4 + 2 slashing damage and the target is grappled.
The chupacabra cant attack with its claws while it has a
creature grappled.
Melee AttackBite: +4 to hit (reach 5 ft.; one creature).
Hit: 1d4 piercing damage. If the target is grappled
by the chupacabra, it takes an extra 1d6 + 2
piercing damage.
STATISTICS
Str 10 (+0), Dex 15 (+2), Con 12 (+1),
Int 3 (4), Wis 11 (+0), Cha 10 (+0)
Languages: None
Skills: Stealth +4
Senses: Darkvision 60 ft.
TRAITS
Wings: One in ten
chupacabras have
leathery wings that give
them a flying speed of
40 feet.
ECOLOGY
Environment: Warm
forests and hills,
decaying urban areas
Organization: Solitary or
pack (212)
56
Church Grim
This creature resembles a large, ghostly black dog with glowing red eyes.
Church Grim
XP 200 (CR 1)
LG Medium monstrosity (incorporeal)
Initiative +2
DEFENSE
AC 12
hp: 32 (5d8 + 10)
OFFENSE
Speed: fly 40 ft.
Melee AttackBite: +4 to hit (reach 5 ft.; one creature).
Hit: 1d8 + 2 piercing damage plus 1d6 radiant damage.
The church grim gains temporary hit points equal to the
radiant damage inflicted, and the targets maximum hit
points are reduced by that amount.
STATISTICS
Str 13 (+1), Dex 14 (+2), Con 15 (+2),
Int 12 (+1), Wis 15 (+2), Cha 14 (+2)
Languages: Common
Skills: Perception +4
Senses: Darkvision 60 ft.
TRAITS
Howl: The howl of a church grim forces any evil creature
within its limited domain (see below)
to make a successful DC 12
Wis saving throw or become
frightened for 2d4 rounds. Good
or Neutral creatures are
unaffected by the howl
as long as they are not
intending to steal anything
or attack the church while
inside the church grims
domain. Once a character
succeeds or fails at this
saving throw, it need not
make another against the
same church grims howl
until after the character
takes a long rest.
Incorporeal: A church
grim can pass
through solid
objects such as
a wall, or other
creatures, as if they
were difficult terrain.
It takes 1d10 force
damage if it is still
inside an object at
the end of its turn.
Know Alignment:
A church grim
automatically
knows the
alignment of any
57
Churr
The trees and underbrush in front of you explode in a hail of leaves and brush that showers down
around you. From the tangled mess emerge feral, apelike creatures with wickedly long claws and fangs.
Churr
XP 1,100 (CR 4)
NE Large monstrosity
Initiative +2
DEFENSE
AC 14 (natural armor)
hp: 57 (6d10 + 24)
Saving Throws: Dex +4
OFFENSE
Speed: 30 ft., climb
20 ft.
Multiattack: A churr
bites once and
attacks twice with
claws, or it howls
once.
Melee AttackBite:
+6 to hit (reach
5 ft.; one
creature).
Hit: 1d8 +
4 piercing
damage.
Melee Attack
Claw: +6 to hit
(reach 10 ft.;
one creature).
Hit: 1d8 + 4 slashing
damage and the
target is grappled and
restrained.
STATISTICS
Str 19 (+4), Dex 15 (+2), Con 18 (+4),
Int 6 (2), Wis 12 (+1), Cha 10 (+0)
Languages: Giant
Skills: Stealth +4
Senses: Darkvision 60 ft.
TRAITS
Howl: A churr can unleash a frightening howl as an action.
Creatures within 60 feet of the churr must make a
successful DC 10 Wis saving throw or become frightened
for 1d6 x 10 minutes. A successful saving throw renders a
character immune to the howling of churrs until after the
characters next long rest.
ECOLOGY
Environment: Temperate and tropical forest
Organization: Pair, mob (36), or pack (712)
58
Cimota
A figure materializes out of the surrounding shadows. It has the black cloak and cowl of a monk,
but the cloak floats in the air, seemingly enclosing no visible body.
Only menacing green eyes glare from inside the dark hood.
Unnatural Aura: All animals, wild or trained, become
frightened when a cimota is within 30 feet. Trained
animals will approach closer if their master makes
a successful DC 20 Wis (Animal Handling) check.
The check allows trained animals to approach
the cimota but does not eliminate the tactical
disadvantage on ability checks and attack rolls
because of fright.
Cimota
XP 450 (CR 2)
LE Medium undead
Initiative +3
DEFENSE
AC 15 (natural armor)
hp: 44 (8d8 + 8)
Immunity: Cold, lightning, necrotic, and
poison damage; fright, poison, exhaustion,
unconsciousness
ECOLOGY
Environment: Any
Organization: Solitary, pair, or haunt (36)
OFFENSE
Speed: fly 60 ft.
Multiattack: A cimota attacks twice with claws.
Melee AttackClaw: +5 to hit (reach 5 ft.; one
creature). Hit: 1d8 + 3 slashing damage.
Cimota Guardian
XP 1,100 (CR 4)
LE Medium undead
Initiative +3
DEFENSE
AC 16 (natural armor)
hp: 71 (11d8 + 22)
Immunity: Cold, lightning, necrotic,
and poison damage; fright, poison,
exhaustion, unconsciousness
STATISTICS
Str 16 (+3), Dex 16 (+3), Con 12 (+1),
Int 13 (+1), Wis 14 (+2), Cha 19 (+4)
Languages: Common, Infernal
Skills: Intimidation +6, Perception +4,
Persuasion +6
Senses: Darkvision 60 ft.
TRAITS
Lifesense: A cimota notices and
locates all living creatures within 60
ft., without effort or error.
Magic Proof: A cimota automatically
succeeds on saving throws against spells
and magic effects unless it chooses not
to.
Manifestation: As an action, a cimota can
transport itself from any point on the Material
Plane to another point within its defined area or
within 300 feet of the artifact to which it is bound. A cimota
can also lurk on the Negative Plane, prepared to manifest
on the Material Plane if certain conditions are met, such
as trespassers entering the area the cimota is doomed
to guard. A cimota cant attack or move in the round in
which it manifestsit is effectively stunned until the start
of its next turn. When it manifests, it appears as a shifting
cloud of shadows that coalesces into its cloaked and
hooded form. Until the start of its next turn (the round after it
manifests), its shifting form has the effect of a blur spell.
Unholy Existence: Although it is possible to temporarily
destroy a cimotas physical form, it will return in 1d6 days,
manifesting again to continue its unholy existence. The
only way to permanently destroy a cimota is to disrupt its
existence by consecrating the ground to which it is tied or
by destroying the artifact to which it is bound. Sometimes,
significant alteration of an unholy place, such as
demolition of an evil temple or burning a haunted forest,
could cause cimota to fade away permanently.
OFFENSE
Speed: fly 60 ft.
Multiattack: A cimota attacks
twice with scimitars.
Melee AttackScimitar: +6 to hit
(reach 5 ft.; one creature). Hit:
1d8 + 4 slashing damage plus 1d8
necrotic damage.
STATISTICS
Str 18 (+4), Dex 16 (+3), Con 14 (+2), Int 13
(+1), Wis 14 (+2), Cha 20 (+5)
Languages: Common, Infernal
Skills: Intimidation +7, Perception +4, Persuasion +7
Senses: Darkvision 60 ft.
TRAITS
Lifesense: A cimota notices and locates all living creatures
within 60 ft., without effort or error.
Magic Proof: A cimota automatically succeeds on saving
throws against spells and magic effects unless it chooses
not to.
Manifestation: As an action, a cimota can transport itself
from any point on the Material Plane to another point
within its defined area or within 300 feet of the artifact to
which it is bound. A cimota can also lurk on the Negative
Plane, prepared to manifest on the Material Plane if
certain conditions are met, such as trespassers entering
the area the cimota is doomed to guard. A cimota cant
attack or move in the round in which it manifestsit is
effectively stunned until the start of its next turn. When it
manifests, it appears as a shifting cloud of shadows that
59
High Cimota
XP 2,300 (CR 6)
LE Medium undead
Initiative +4
DEFENSE
AC 17 (natural armor)
hp: 99 (18d8 + 18)
Immunity: Cold, lightning, necrotic, and poison damage;
fright, poison, exhaustion, unconsciousness
OFFENSE
Speed: fly 60 ft.
Multiattack: A cimota attacks twice with scimitars.
Melee AttackScimitars: +7 to hit (reach 5 ft.; one
creature). Hit: 1d8 + 4 slashing damage plus 1d8 lightning
damage.
STATISTICS
Str 16 (+3), Dex 18 (+4), Con 13 (+1),
Int 14 (+2), Wis 16 (+3), Cha 20 (+5)
Languages: Common, Infernal
Skills: Insight +6, Intimidation +8, Perception +6, Persuasion +8
Senses: Darkvision 60 ft.
TRAITS
Dark Fury (recharge 5, 6): As a bonus action, a high cimota
can generate a field of necrotic energy in the form of
black lightning. This energy can be shaped into either a
20-foot radius sphere with the high cimota at its center,
or as a 100-foot line extending from the high cimotas
fingertips. Dark fury inflicts 6d8 necrotic damage on every
living creature in its area of effect; a successful DC 15 Dex
saving throw negates the damage. Undead, constructs
and other nonliving targets are unaffected by dark fury.
Lifesense: A cimota notices and locates all living creatures
within 60 ft., without effort or error.
Magic Proof: A cimota automatically succeeds on saving throws
against spells and magic effects unless it chooses not to.
Manifestation: As an action, a cimota can transport itself
from any point on the Material Plane to another point
60
Clam, Giant
A large, brightly-colored shell shifts in the current. Seemingly split or divided down the middle,
its interior is a dazzling golden brown.
swallowed creature can get out of the giant
clam by winning a Str contest against it
the swallowed character has tactical
disadvantage in this contestor by using
5 feet of movement after the giant clam
is dead.
Giant Clam
XP 50 (CR 1/4)
Unaligned Large beast
Initiative +0
DEFENSE
AC 14 (natural armor)
hp: 22 (3d10 + 6)
Immunity: Psychic damage; fright,
stun
Vulnerability: Fire damage
OFFENSE
Speed: Swim 5 ft.
Melee AttackSwallow: automatic
hit (reach 5 ft.; one Medium or
smaller creature). Hit: Target
creature must make a successful
DC 13 Dex saving throw or be
grappled and restrained
inside the clams shell (see
Swallow, below).
STATISTICS
Str 16 (+3), Dex 1 (5), Con 15 (+2),
Int 1 (5), Wis 10 (+0), Cha 9 (1)
Languages: None
Skills: Stealth +2
Senses: Tremorsense 60 ft.
TRAITS
Camouflage: The rough shell of a giant clam is draped with
barnacles, anemones, and bits of coral, which help it to
blend into its environment. A giant clam has a +2 bonus
on normal Stealth checks despite its low Dex score, and
it gets tactical advantage on Dex (Stealth) checks to
conceal itself before an encounter (since they have
nothing but time, lying there on the sea bottom).
Swallow: A swallowed creature is blinded and restrained. It
takes 1 acid damage automatically at the start of each
of the giant clams turns. Only one Medium or smaller
creature can be inside the giant clam at one time, and a
giant clam can swallow only one creature per 24 hours. A
swallowed creature is unaffected by anything happening
outside the giant clam or by attacks from outside it. A
ECOLOGY
Environment: Warm or temperate
aquatic
Organization: Solitary or cluster
(210)
Giant clams are generally found
in coastal waters no deeper than
60 feet. Many species of giant
clams subsist strictly on a diet of
sunlight, and as such are never
found at depths where sunlight
cant reach. Such giant clams
typically live in shallow
seas or attached to coral
reefs near the surface.
Some species of giant
clams feed not only on
sunlight but also on what
they can filter from the water,
usually small plants and animals,
and sometimes the occasional swimmer. Giant clams simply wait until an
unsuspecting target swims too close to the clam. When a creature at least
one size smaller than the clam comes within reach, the clam sucks the
prey into its interior and clamps its shell shut. It slowly digests its meal
and expels any indigestible material (such as metal, stone, jewels, and
coins) into the surrounding water. Air-breathers trapped by a giant clam
face the danger of drowning as well.
A giant clam moves by pushing out a small foot and sliding itself
along the sea bottom.
Credit
The Giant Clam originally appeared in the First Edition module EX2
Land Beyond the Magic Mirror ( TSR/Wizards of the Coast, 1983) and
is used by permission.
Copyright Notice
Author Scott Greene, based on original material by Gary Gygax.
61
Clamor
A series of garbled voices, clicks, grinding noises, and other less discernible sounds
seem to emanate from empty air, with no apparent point of origin.
although sounds with magical properties (such as power
word spells) lose their magical effects when duplicated.
Speed of Sound (1/day): Once per day, a clamor can
fly at the speed of sound for four minutes, an effective
speed of 6,730 feet per round. It cant attack or use
any other abilities when moving this way. In four
minutes, it can cover 51 miles (82 kilometers).
Sound-Related Vulnerabilities: Any magical silence
effect or effect that creates a vacuum deals
3d8 force damage to a clamor and forces
it to make a successful Con saving throw
against the spellcasters DC or become
frightened for one minute. In addition,
any spells or abilities that deal thunder
damage require the clamor to make
a successful Con saving throw or be
affected as if hit by a confusion spell
for one minute. Spells or abilities that
manipulate sound in pleasing or at least
nonlethal ways (such as a bards countercharm
ability) require the clamor to make a successful
Cha saving throw or be affected as if charmed
for one hour. The DC of both saving throws
equals 8 + the attackers applicable ability score
modifier + the attackers proficiency bonus. The
DM has final say whether a specific spell or ability
affects a clamor, and how.
Clamor
XP 450 (CR 2)
Unaligned Medium aberration
(extraplanar, incorporeal)
Initiative +7
DEFENSE
AC 17
hp: 45 (6d8 + 18)
Immunity: Nonmagical damage;
thunder damage
OFFENSE
Speed: fly 50 ft.
Melee AttackThunder
Touch: +9 to hit (reach
5 ft.; one creature).
Hit: 1d8 + 7 thunder
damage and the target
is pushed 5 feet away
from the clamor.
Ranged AttackSonic
Ray: +9 to hit (range 120
ft.; one creature). Hit: 1d6
+ 7 thunder damage and
the target is deafened until the start of
the clamors next turn.
Area AttackSonic Burst (recharge 5, 6):
automatic hit (range 100 ft. sphere centered on clamor;
all creatures in range). Hit: every target must make a
successful DC 13 Con saving throw or be stunned for
1d3 rounds. Living creatures within 50 feet of the clamor
are also permanently deafened if this saving throw fails.
Greater restoration, wish, or comparable magic can
restore a creatures hearing.
ECOLOGY
Environment: Any land
Organization: Solitary
STATISTICS
Str 1 (5), Dex 25 (+7), Con 17 (+3),
Int 5 (2), Wis 12 (+1), Cha 17 (+3)
Languages: Unknownseems to understand a bit of most
languages
Senses: Darkvision 60 ft.
TRAITS
Incorporeal: A clamor can pass through solid objects such
as a wall, or other creatures, as if they were difficult terrain.
It takes 1d10 force damage if it is still inside another object
at the end of its turn. It can move in total silence when it
chooses to.
Natural Invisibility: As creatures of living sound, a clamor
is naturally invisible, even when it attacks. This ability
cant be switched off or negated by any means. See
invisibility adds a ghostly outline around a clamor, but true
seeing reveals nothing, because the clamor has no visible
form to reveal.
Sound Mimicry: A clamor can duplicate any sound it has
ever encountered with perfect accuracy. It can duplicate
speech, music, or any other auditory phenomenon,
62
Cobra Flower
This tall, slender plant has a large flowering bulb topping its brownish-green roots.
Two green, winglike leaves flank its flowering top, giving the appearance of a cobras hood.
Its leaves are thin and have transparent blotches on them.
Cobra Flower
XP 450 (CR 2)
Unaligned Large plant
Initiative +1
DEFENSE
AC 11
hp: 51 (6d10 + 18)
Saving Throws: Con +5
Immunity: Psychic damage; fright,
exhaustion, stun, unconsciousness
Vulnerability: Necrotic damage
OFFENSE
Speed: 5 ft.
Melee AttackBite: +5 to
hit (reach 10 ft.; one
creature). Hit: 1d10 +
3 piercing damage
plus 1d8 acid
damage, and the
target is grappled.
This attack hits
automatically
if the target is
already grappled
by the cobra
flower.
STATISTICS
Str 17 (+3), Dex 13 (+1),
Con 16 (+3), Int 1 (5),
Wis 13 (+1), Cha 9 (1)
Languages: None
Senses: Tremorsense 30 ft.
ECOLOGY
Environment: Temperate and cold
forests
Organization: Solitary or patch (24)
Cobra flowers draw nutrients from sunlight, soil, and
water, but they also enjoy a diet of insects, rodents, animals,
and even humanoids when they can catch one. These plantcreatures can be found nesting in forests, and they sometimes take up
residence near small population areas to feed on humanoids who wander
into their reach. Many a childs or adults disappearance can be attributed
to a cobra flower.
When a cobra flower detects a living creature, it remains motionless
until its prey is within 5 feet. It then spreads its leafy hood, opens its
flowery bulb, and bites its prey, injecting acidic enzymes to break down
and digest the victim.
Copyright Notice
Author Scott Greene.
63
Coffer Corpse
This creature appears as a desiccated humanoid shrouded in rotting, tattered funerary clothes.
Its fingers end in sharp, enormously long fingernails.
start of its next turn, the coffer corpse regains 3d6
hit points and rises again as if reanimated. Every
creature that sees the coffer corpse rise must
make a successful DC 12 Wis saving throw
or be frightened for 2d4 rounds or until
they see the coffer corpse destroyed.
Magic Weapon: A coffer corpses claws
are treated as an attack from a magic
weapon.
Coffer Corpse
XP 450 (CR 2)
CE Medium undead
Initiative +1
DEFENSE
AC 12 (natural armor)
hp: 45 (6d8 + 18)
Saving Throws: Wis +3
Resistance: Bludgeoning, piercing, and
slashing damage from nonmagical
weapons; necrotic damage
Immunity: Poison damage; exhaustion,
fright, poison, unconsciousness
ECOLOGY
Environment: Any land, subterranean
Organization: Solitary or crypt (212)
The coffer corpse is an undead creature
formed as the result of an incomplete death
ritual. It is often found haunting stranded
funeral barges or in situations where a corpse
has not been delivered to its final resting place.
Because of the manner of their creation, most
coffer corpses are sealed inside coffins or
sarcophagi until they are released by unwitting
tomb robbers. Coffer corpses hate life and
attack most living creatures on sight.
At a distance, a coffer corpse is often mistaken
for a zombie. They are quicker, however, and
display a level of anger and hatred that indicate
they are more than mindless automatons.
In combat, a coffer corpse attacks with
its filthy, ragged fingernails. They
always try to grab a victim by the
throat and strangle it to death.
Once a coffer corpse gets
its hands around a victims
throat, it doesnt let go until
the victim is dead, or the coffer
corpse is either destroyed, or
damaged enough to trigger its
deceiving death.
OFFENSE
Speed: 25 ft.
Melee AttackClaws: +5 to hit (reach 5
ft.; one creature). Hit: 1d8 + 3 slashing
damage and the target is grappled.
Melee AttackStrangulation: automatic
hit (one creature already grappled
by the coffer corpse at the start of
the coffer corpses turn). Hit: the
target must make a successful DC
13 Con saving throw or it runs out of
breath and begins suffocating. If the
strangled creature escapes from the
coffer corpses grapple, suffocation
ends immediately but the creature is
incapacitated until the end
of its next turn.
STATISTICS
Str 16 (+3),
Dex 12 (+1),
Con 16 (+3),
Int 6 (2), Wis 13 (+1),
Cha 14 (+2)
Languages: None
Senses: Darkvision 60 ft.
TRAITS
Death Grip: A creature that is grappled by a coffer corpse
cant speak or cast spells that have verbal components.
Deceiving Death: The first time a coffer corpses hit points
are reduced below 20, the creature collapses to the
ground as if slain. A grappled creature is released. To all
inspection, the coffer corpse appears destroyed. At the
Credit
The coffer corpse originally appeared in the First
Edition Fiend Folio ( TSR/Wizards of the Coast, 1981) and
is used by permission.
Copyright Notice
Author Scott Greene, based on original material by Simon Eaton.
64
Cooshee
This creature appears as a large green- and brown-spotted dog with slightly elven features.
It has a long, curling tail and ears that taper to points above its head.
Cooshee
XP 200 (CR 1)
NG Medium monstrosity
Initiative +3
DEFENSE
AC 13
hp: 13 (3d8)
OFFENSE
Speed: 40 ft.
Multiattack: A cooshee bites once and attacks once with
claws.
Melee AttackBite: +5 to hit (reach 5 ft.; one creature).
Hit: 1d10 + 3 piercing damage and the target is knocked
prone and grappled and restrained (see Dominate
below).
Melee AttackClaw: +5 to hit (reach 5 ft.; one creature).
Hit: 3d6 + 3 slashing damage.
STATISTICS
Str 14 (+2), Dex 16 (+3), Con 11 (+0),
Int 4 (3), Wis 12 (+1), Cha 8 (1)
Languages: None
Skills: Perception +5, Stealth +5
Senses: Darkvision 60 ft.
Cooshees are large, 200-pound, 4-foot tall hounds. They are known
throughout the world as elven dogs, for their features resemble those of
elves and they are often found in the company of elves, who train them as
guards. They bark only to warn their masters or other cooshees, but their
bark can be heard clearly up to one mile away.
Cooshees attack by biting and tripping their foes. Once down, an opponent
is held down. A cooshee trained as a guard can hold a person down until
help comes; wild cooshees are more likely to tear the foe to pieces.
These dogs are also legendary for their ability to race like the wind in
almost perfect silence. This is how cooshees launch most attacks; they
begin their charge from so far away that they either havent been spotted
yet or their intended victims believe theyre safe. If the cooshees werent
spotted before they charged, odds are theyll be among their foes and
attacking without anyone hearing their approach.
Credit
The cooshee originally appeared in Dragon #67 ( TSR/Wizards of the
Coast, 1983) and later in the First Edition module S4 Lost Caverns of Tsojcanth
( TSR/Wizards of the Coast, 1982) and still later in the First Edition Monster
Manual II ( TSR/Wizards of the Coast, 1983), and is used by permission.
Copyright Notice
Author Scott Greene, based on original material by Gary Gygax.
TRAITS
Dominate: A cooshee that has its opponent
restrained and prone makes it very difficult for
that foe to stand up again. To stand up, the
creature must break the grapple, which also
ends the restraint. If the creature fails in its
attempt to break free, it takes 1d4 piercing
damage.
Sprint: Once per hour, a cooshee can move
ten times its normal speed (400 ft.) for one round. When
sprinting, it gains tactical advantage on Stealth checks.
ECOLOGY
Environment: Temperate forests
Organization: Solitary, pair, or pack (49)
65
Corpse Rook
This creature resembles a gigantic three-headed raven with oily black feathers
and bright silver talons and beak. Its wings are tipped with silver feathers.
A pungent, almost sulfuric odor emanates from the creature.
Organization: Solitary, pair, or nest (pair plus 1d4 nonfighting
young)
Corpse Rook
XP 1,100 (CR 4)
NE Large monstrosity
Initiative +2
TRAITS
All-around Vision: A corpse rooks three heads allow it to
see in all directions at all times. It has tactical advantage
on sight-based Perception checks, and opponents never
gain tactical advantage or bonus damage against it from
the presence of nearby allies.
Combat Mobility: Opportunity attacks against a moving
corpse rook always have tactical disadvantage.
Corpse rooks are giant, three-headed birds of prey that devour anything
they can catch. Their preferred diet consists of horses, giant lizards, dire
rats, giant frogs, cattle, sheep, and humanoids of all kinds. They build
their nests at the tops of sturdy, broadleaved trees, or on high, rocky
outcrops in less forested terrain. A corpse rooks nest is constructed from
mud, grass, hair, leaves, and the bones of their victims. These creatures
do not associate with other avian creatures. They are often hunted by red
and green dragons, rocs, and wyverns, who savor the taste of their flesh.
Corpse rooks are solitary hunters with a hunting territory extending
5 miles in every direction from their nests. Hunting is done during the
day. During spring and early summer months (mating season), both male
and female corpse rooks hunt for foodsometimes together, but most
often they fly off in separate directions from the nest. Creatures killed
by a corpse rook are carried back to the nest and either devoured or fed
to hatchlings. A nest typically contains 1d4 silver and gold-flecked eggs
(or hatchlings later in the season) along with the chewed and droppingspattered belongings of slain prey.
Corpse rooks attack from the air, slashing with their claws and biting
with their sharpened beaks. They rarely land on the ground during battle,
preferring to swoop in and out of melee to keep their opponents off
balance and limit their vulnerability to melee. Although they generally
hunt individually, a lone corpse rook will call for help from others of its
kind if it spots a group of delectable prey that it suspects it cant handle
alone. The spotting bird then circles high above the potential victims until
more corpse rooks arrive. When working together this way, its common
for one or two corpse rooks to land and draw the attention of the prey,
while others swoop in from multiple directions.
ECOLOGY
Environment: Temperate or warm plains
Copyright Notice
Author Scott Greene.
DEFENSE
AC 14 (natural armor)
hp: 45 (6d10 + 12)
OFFENSE
Speed: 10 ft., fly 60 ft.
Multiattack: A corpse rook bites three times and attacks
once with claws.
Melee AttackBite: +5 to hit (reach 5 ft.; one creature). Hit:
1d10 + 3 piercing damage.
Melee AttackClaw: +5 to hit (reach 5 ft.; one creature).
Hit: 2d8 + 3 slashing damage.
STATISTICS
Str 17 (+3), Dex 15 (+2), Con 14 (+2),
Int 5 (3), Wis 10 (+0), Cha 11 (+0)
Languages: None
Senses: Darkvision 60 ft.
66
Corpsespinner
A massive, bone-white tarantula is the only way to describe this monster. Bands of gray and silver ring
its abdomen and legs, and its body is covered in short, bristly hairs of white and silver.
A large, skull-like marking appears on the creatures thorax. Its eight eyes are stark white.
does not trigger a reaction.
Astralsense: A
corpsespinner can
automatically sense the
presence and location
of anything within 200
feet of it on the Astral
Plane.
Create Corpsespun:
Creatures that die
while affected by a
corpsespinners poison
(and not devoured
by the corpsespinner)
rise in 1 hour as a
corpsespun.
Corpsespinner
XP 1,800 (CR 5)
Unaligned Huge
monstrosity
(extraplanar)
Initiative +3
DEFENSE
AC 17 (natural armor)
hp: 114 (12d12 + 36)
OFFENSE
Speed: 40 ft., climb
20 ft.
Melee AttackBite:
+8 to hit (reach 15
ft.; one creature).
Hit: 2d10 + 5
piercing damage
plus 1d10 poison
damage and the
target is poisoned.
A poisoned
creature makes a
DC 14 Con saving
throw at the end
of each of its turns;
a successful save
ends the condition.
Ranged AttackWeb
(recharge 5, 6):
+6 to hit (range 80
ft.; one creature).
Hit: the target
is restrained. A
restrained creature
can use its action
to attempt a DC
14 Str (Athletics)
check, becoming free of the
webs on a success. A character has tactical
disadvantage on this check on the Astral Plane. These
webs can be destroyed with slashing damage (AC 12, 10
hp), but they are immune to all other damage, including
fire.
STATISTICS
Str 20 (+5), Dex 17 (+3), Con 17 (+3),
Int 7 (2), Wis 15 (+2), Cha 10 (+0)
Languages: Deep Speech
Skills: Perception +5
Senses: Darkvision 60 ft.
TRAITS
Astral Jaunt: A corpsespinner can shift between the Astral
and Material Planes in either direction as a move. This
ECOLOGY
Environment: Astral
Plane
Organization: Solitary
or troupe (1 plus 49
corpsespun)
Corpsespinners are highly
aggressive extraplanar spiders
originating on the Astral
Plane, where they hunt and
devour astral sharks and other
native creatures. Only rarely
do they enter the Material
Plane to hunt all types of giant
spiders and humanoids.
On the Astral Plane,
corpsespinners spend their
time constructing elaborate
webs. They enjoy using
unusual anchor points for
their constructions, such as
bizarre outcroppings of rare
materials, the corpses of deceased
astral travelers, drifting astral ruins, and
just about anything else the corpsespinner
67
Corpsespun
XP 200 (CR 1)
N Medium undead
Initiative +1
DEFENSE
AC 11 plus armor worn
hp: 44 (8d8 + 8)
Immunity: Necrotic and poison damage;
exhaustion, fright, poison, unconsciousness
OFFENSE
Speed: 30 ft., climb 20 ft.
Melee AttackClaw: +5 to hit (reach 5 ft.;
one creature). Hit: 1d6 + 2 slashing damage
plus 1d4 poison damage and the target is
poisoned. A poisoned creature can make
a DC 11 Con saving throw at the end of
each of its turns; a successful save ends the
condition.
Ranged AttackSpider Spray (recharge 5,
6): automatic hit (range 20 ft. cone; all
creatures in cone). Hit: target must make
a successful DC 11 Dex saving throw or
take 1d6 piercing damage plus 2d6 poison
damage.
STATISTICS
Str 15 (+2), Dex 13 (+1), Con 13 (+1),
Int 3 (4), Wis 10 (+0), Cha 6 (2)
Languages: None
Senses: Darkvision 60 ft.
TRAITS
Spider-Infested: Spiders continually crawl out of corpsespun,
swarm over them, and fall to the ground around the
undeads feet. All creatures other than a corpsepinner or
other corpsespun that are adjacent to a corpsespun at
the end of the corpsespuns turn take 1d4 poison damage
from spider bites. This damage is cumulative from multiple
adjacent corpsespun.
ECOLOGY
Environment: Astral Plane
Organization: Troupe (49 plus 1 corpsespinner)
Corpsespun resemble zombies that are infested with spiders. Spiders
crawl in and out of their bodies through their mouths, ears, nostrils, eye
sockets, and wounds, and the creatures can vomit out a stream of spiders
as an attack. They tend to be draped in webbing. Corpsepun follow the
commands of the corpsespinner that created them, which they receive
telepathically. If a corpsespinner is killed, its corpsespun minions continue
carrying out their last instructions, and they fight to protect their masters
body or its home web; otherwise, they have little purpose and are not
innately hostile without a corpsespinner telling them who to kill.
68
Crabman
This giant-sized creature is a bipedal humanoid with a crablike head, large hands that end in powerful
pincers, and splayed feet. It is covered with chitinous plates that are reddish-brown in color.
Two smaller humanoid arms protrude below its pincers.
Crabman
XP 200 (CR 1)
Neutral Large monstrosity
Initiative +0
DEFENSE
AC 14 (natural armor)
hp: 22 (3d10 + 6)
Resistance: Slashing damage from nonmagical
weapons
OFFENSE
Speed: 30 ft., swim 20 ft.
Multiattack: A crabman attacks
twice with pincers.
Melee AttackPincer: +5
to hit (reach 5 ft.; one
creature). Hit: 1d8 +
3 slashing damage
and the target is
grappled.
STATISTICS
Str 16 (+3), Dex 11 (+0),
Con 15 (+2), Int 10 (+0),
Wis 10 (+0), Cha 8 (1)
Languages: Unique
(crabman)
Senses:
Darkvision 60 ft.
TRAITS
Amphibious: A crabman spends
most of its life in water, but they
are equally at home on
land or in water. Crabmen
do not treat water as
difficult terrain, and they
breathe comfortably in
air or water.
ECOLOGY
Environment: Temperate aquatic
Organization: Gang (212)
Crabmen inhabit coastal water, where they hunt for fish and other
food. Their language is unique, relying on buzzes and clicks that can
69
Crayfish, Monstrous
This creature looks like a giant lobster with a sharp snout and eyes on movable, flickering stalks.
Two large claws extend from its thorax in front of four smaller pairs of spindly walking legs.
Its exoskeleton is dark brown.
begins suffocating, with the same effect as if it were
drowning.
Monstrous Crayfish
XP 450 (CR 2)
Unaligned Large beast (aquatic)
Initiative +0
ECOLOGY
Environment: Any freshwater aquatic
Organization: Solitary or colony (25)
DEFENSE
AC 14 (natural armor)
hp: 45 (6d10 + 12)
Immunity: Fright
OFFENSE
Speed: 20 ft., swim 40 ft.
Multiattack: A monstrous crayfish attacks twice, using any
combination of pincer and crush attacks.
Melee AttackPincer: +5 to hit (reach 5 ft.; one creature).
Hit: 1d8 + 3 slashing damage and the target is grappled.
Melee AttackCrush: automatic hit (one creature grappled
by the monstrous crayfish). Hit: 1d8 + 3 piercing damage
and the target is grappled.
STATISTICS
Str 16 (+3), Dex 10 (+0), Con 14 (+2),
Int 1 (5), Wis 10 (+0), Cha 2 (5)
Languages: None
Senses: Darkvision 60 ft.
TRAITS
Water Dependency: A monstrous crayfish can survive out
of water for 7 hours. After this limit, a monstrous crayfish
70
Crimson Mist
Seemingly made of red vapor, the crimson mist is an outstanding stealth hunter.
It is vaguely humanoid in shape, with what appear to be arms, a torso, and a head, but where a
humanoid would have legs, the crimson mists body trails away into crimson vapor.
The creature has no distinct facial features, other than two glowing points where eyes should be.
aside as the crimson mist moves forward. Failure
indicates the crimson mists body encloses the
target, trapping the target inside. An engulfed
character is restrained, takes 2d6 necrotic
and psychic damage at the start of each
of its turns, and immediately begins
suffocating. An engulfed character
can escape by winning a Dex contest
against the crimson mist. A crimson
mist can engulf only one Medium or
smaller creature at a time, and doing
so prevents it from attacking with
one of its tentacles.
Susceptibility: If a creature dies
from the crimson mists engulf
attack, the crimson mists
speed drops to 30 ft., its Stealth
bonus drops to +3 (it flushes
crimson, hence the name),
and attacks against it have
tactical advantage. These
effects last for 1 hour.
Crimson Mist
XP 2,900 (CR 7)
NE Medium aberration
Initiative +4
DEFENSE
AC 17 (natural armor)
hp: 127 (17d8 + 51)
Resistance: Nonmagical damage
except from silver weapons
Vulnerability: Bludgeoning,
piercing, and slashing
damage from silver weapons
OFFENSE
Speed: fly 60 ft.
Multiattack: A crimson
mist attacks twice with
tentacles.
Melee AttackTentacle:
+7 to hit (reach 5 ft.; one
creature). Hit: 1d8 + 4
bludgeoning damage and
the target is grappled and
engulfed (see below).
ECOLOGY
Environment: Swamp or
underground
Organization: Solitary
STATISTICS
Str 11 (+0), Dex 18 (+4), Con 16 (+3),
Int 17 (+3), Wis 16 (+3), Cha 16 (+3)
Languages: Deep Speech (understands
but doesnt speak)
Skills: Perception +6, Stealth +7
Senses: Darkvision 60 ft.
TRAITS
Engulf: When a crimson mist strikes a
target with one of its tentacles, it can
immediately make an engulf attack
by entering the opponents space. The
engulfed creature can attempt a DC 15
Dex saving throw to evade the attack.
Success indicates the character avoids
the attack entirely by retreating or stepping
Credit
Originally appearing in Rappan Athuk Reloaded ( Necromancer
Games, 2006)
71
Crypt Thing
A skeletal humanoid wearing a dark, hooded robe sits in a high-backed chair before you.
Its eyes appear as small pinpoints of reddish light. As you approach,
the creature raises a bony hand and points at you.
Crypt things are undead creatures found guarding tombs,
graves, crypts, and other such structures. They are created
by spellcasters to guard such Areas, and they never leave
their assigned area.
A crypt thing never initiates combat. It is content to
sit or stand in its assigned area so long as intruders
do not disturb it or violate any of the conditions it
was set to guard. At the first sign of disturbance,
a crypt thing springs to action. Its first order of
business is to attempt to remove the interlopers
from its assigned area by using its teleport other
attack. Opponents that resist teleportation are
attacked by the crypt thing with its claws. A
crypt things natural weapons are treated as
magic weapons for the purpose of overcoming
resistances and immunities.
Another variety of crypt thing is rumored
to exist, called a crypt guardian. It has all
the same abilities and statistics as a crypt
thing, with one change. The crypt things
teleportation ability is replaced with the
following cloak other ability.
Cloak Other (1/day): Once per day as
an attack, a crypt guardian can paralyze all
creatures within 50 feet. A targeted creature
resists paralyzation with a successful
DC 13 Con saving throw. Creatures that
fail the saving throw are paralyzed and
turned invisible. Affected creatures remain
paralyzed and invisible for 2d4 days.
The saving throw can be repeated at
the end of each 24-hour period, with
both conditions ending early on a
successful save.
Crypt Thing
XP 700 (CR 3)
N Medium undead
Initiative +2
DEFENSE
AC 15 (chain shirt)
hp: 52 (8d8 + 16)
Resistance: Bludgeoning, piercing, and slashing
damage from nonmagical weapons
Immunity: Necrotic and poison damage;
exhaustion, fright, poison, unconsciousness
OFFENSE
Speed: 30 ft.
Multiattack: A crypt thing attacks twice with
claws.
Melee AttackClaw: +4 to hit (reach 5
ft.; one creature). Hit: 1d8 + 2 slashing
damage.
STATISTICS
Str 12 (+1), Dex 14 (+2), Con 14 (+2),
Int 12 (+1), Wis 14 (+2), Cha 16 (+3)
Languages: Common
Skills: Insight +4, Perception +6
Senses: Darkvision 60 ft.
TRAITS
Teleport Other (1/day):
Once per day as an
attack, a crypt thing
can teleport all
creatures within
50 feet of it
to another
location. A
targeted
creature resists
teleporting with
a successful DC
13 Wis saving throw. Affected creatures are teleported a
random distance (1d10 x 100 feet) in a random direction.
Roll separately for each creature that fails its saving throw.
A teleported creature arrives in an open space as close
as possible to the determined destination spot. A creature
can teleport into midair rather than onto a solid surface, if
the crypt thing wishes. A creature that teleports into midair
takes falling damage normally unless it has some means to
prevent falling.
Credit
The crypt thing originally appeared
in the First Edition Fiend Folio (
TSR/Wizards of the Coast, 1981) and
is used by permission. According to an
article by Don Turnbull in Dragon #55
( TSR/Wizards of the Coast, 1981), the
crypt thing was never intended to be an undead creature, though somehow
it evolved into that over the years.
Copyright Notice
Author Scott Greene, based on original material by Roger Musson.
ECOLOGY
Environment: Underground, burial sites
Organization: Solitary
72
Dagon
This creature has the upper body, arms, and head of a green-skinned humanoid,
and the lower torso of a great, scaled fish. A thin, almost translucent fin runs the length of its back,
and a long mane of black hair falls from its head and down its finned back. Its eyes are crimson.
At will: cloudkill (works underwater only), dominate monster,
darkness, detect evil and good, detect magic, detect
thoughts, dispel magic, fear, magic missile (6 missiles),
teleport, telekinesis, tongues, water breathing
3/day: blur, conjure elemental (water only), enhance ability
1/day: confusion, feeblemind, finger of death, hold
person, hold monster, lightning bolt, stoneskin, time stop,
web, wish
Unholy Aura: An unholy aura surrounds Dagon to a radius of
40 feet. All creatures must make a DC 17 Wis saving throw
with the effects shown below. Evil creatures have tactical
advantage on the saving throw. (Most evil creatures know
better than to approach within 40 feet of Dagon.)
Dagon
Level
or CR
OFFENSE
Speed: 20 ft., swim 60 ft.
Multiattack: Dagon attacks once with its trident and twice
with its claws.
Melee AttackTrident: +13 to hit (reach 10 ft.; one
creature). Hit: 3d13 + 7 piercing damage.
Melee AttackClaw: +12 to hit (reach 5 ft.; one creature).
Hit: 3d10 + 7 slashing damage and the target is poisoned.
Successful Save
Failed Save
No ill effect
Stunned 1 round
2124
1620
015
25
STATISTICS
Str 25 (+7), Dex 18 (+4), Con 22 (+6),
Int 18 (+4), Wis 20 (+5), Cha 19 (+4)
Languages: Abyssal, Celestial, Common, Draconic, Giant,
Infernal; telepathy to 100 ft.
Skills: Athletics +13, History +10, Insight +11, Intimidation +10,
Perception +11
Senses: Truesight 120 ft.
TRAITS
Deadly Critical: Dagon scores a critical hit whenever its
attack roll is a natural 19 or 20. A creature struck by a
critical hit from Dagon is also poisoned for one minute
and must make a successful DC 20 Con saving throw or
immediately begin drowning. This affects all creatures,
even those that can ordinarily breathe underwater or are
benefiting from a water breathing spell or similar magic.
The target can repeat the saving throw at the end of
each of its turns; drowning ceases with a successful save.
Drowning continues until a successful save is made, the
target dies, or the effect is dispelled as a 7th-level spell. A
successful saving throw does not make the target immune
to this effect from another critical hit.
Legendary Resistance (3/day): Dagon can opt to
automatically succeed on a saving throw it just failed.
Spell-Like Abilities: Dagon can use the following spell-like
abilities, using Charisma as its casting ability
(DC 18, attack +10). Dagon doesnt
need material components to
use these abilities.
Constant: speak with animals
(aquatic animals only)
LEGENDARY ACTIONS
Dagon can take up to three legendary actions per round.
Legendary actions are taken at the end of another
creatures turn, and only one can be taken after each
turn.
Claw Attack: Dagon attacks once with
a claw.
Spell-like Ability: Dagon uses one of
its at-will spell-like abilities.
73
Dark Folk
This creature resembles a small humanoid with a light, thin frame.
It has gray skin and stark-white eyes with gray pupils. It dresses in filthy, brownish-black clothing.
The smell of dung and rotted meat hangs in the air around it.
successful save, they are no longer poisoned; on a failed
save, they take 1d4 poison damage and the poisoned
condition continues. Each dark creeper carries three
doses of this poison, and they train from childhood to
reapply it to their daggers as a bonus action after a
successful hit.
Rag Armor: A dark creepers multiple layers of
filthy rags function as hide armor when worn by
one of their kind.
See in Darkness: Light conditions are reversed in
effect for dark creepers. They treat complete
darkness as bright light and bright light as
complete darkness. A dark creeper sees
perfectly in darkness of any kind, including
magical darkness.
Sneak Attack: A dark creepers dagger attack
does an extra 1d6 piercing damage if the dark
creeper has advantage on the attack or if
another dark creeper or dark stalker is within 5
feet of the target.
Dark Creeper
XP 50 (CR 1/4)
CN Small humanoid
Initiative +3
DEFENSE
AC 15 (rag armor; see below)
hp: 16 (3d6 + 6)
OFFENSE
Speed: 30 ft.
Melee AttackDagger: +5 to hit
(reach 5 ft.; one creature). Hit: 1d4
+ 3 piercing damage and the target
must make a successful DC 12 Con
saving throw or be poisoned (see
below).
STATISTICS
Str 11 (+0), Dex 17 (+3), Con 14 (+2),
Int 9 (1), Wis 10 (+0), Cha 8 (1)
Languages: Deep Speech, Undercommon
Skills: Sleight of Hand +5, Stealth +7
TRAITS
Death Throes: When a dark creeper is slain, its body
combusts in a flash of bright light, leaving its gear in a
heap on the ground. All creatures within 10 feet of the
slain creeper must make a DC 12 Con save or be blinded
for 1d6 rounds. Other dark creepers within 10 feet fail the
saving throw automatically.
Poison: Dark creepers are skilled in the use of poison. They
favor a foul-smelling, dark paste called black smear that
they distill from fungi that grows only in deep caverns.
Creatures poisoned by black smear take 1d4 poison
damage immediately and suffer the usual effect of the
poisoned condition. Poisoned creatures repeat the DC 12
Con saving throw at the end of each of their turns. On a
ECOLOGY
Environment: Any underground
Organization: Solitary, pair, gang (36), or clan (2080 plus 1
dark stalker per 20 dark creepers)
Dark Stalker
XP 450 (CR 2)
CN Medium humanoid
Initiative +4
DEFENSE
AC 15 (hide armor)
hp: 48 (6d8 + 12)
OFFENSE
Speed: 30 ft.
Multiattack: A dark stalker attacks twice with shortswords.
74
tall and weigh about 80 pounds. Their flesh is pale and moist, and
their large eyes are milky white. Dark creepers exude a foul stench
of sweat and spoiled food, owing primarily to the fact that they
never take off their clothinginstead piling on new layers
when the outermost one grows too ragged.
It is known that subterranean cities of dark creepers
exist. Most creatures that have seen these cities
venture no closer than necessary, for the route to
the city will be lined with traps, snares, and other
deadly devices to bedevil trespassers. Each city
is a large circular pit with a spiraling staircase
leading down through the multi-layered city.
A dark creeper city is constantly shrouded in
impenetrable darkness. The actual habitat
and details of dark creeper society
remain a mystery, as few
who venture into a dark
creeper city return
to testify about what
theyve seen (if, indeed,
they saw anything in the
stygian darkness).
The
strange
and
mysterious
dark
stalkers
are the undisputed leaders
of dark creeper society. Deep
underground, these creatures dwell
in remote villages (some rumors
suggest entire cities) built of stone
and fungus in caverns where they are
served and worshiped by the coarser,
smaller dark creepers. Dark stalkers come to
the surface rarely. When they do, they are on a mission, and accompanied
by a small army of dark creepers.
Dark stalkers are tall, frail humanoids with incredibly pale skin. They
wear multiple layers of dark cloth and blackened hide armor, but unlike
their lesser kin, a dark stalkers garb is always clean and spotless. Each
dark stalker carries a pair of short swordsthey prefer these weapons
to all others. Dark stalkers are 6 feet tall and weigh 100 pounds. In a
fight, dark stalkers are not above sacrificing lesser creatures, including
dark creepers, to win the day or to cover their retreat if things go poorly.
They never fight to the death if they can escape by sacrificing others. Dark
stalkers hate light and prefer to fight under the cover of darkness.
For all the mayhem and trouble a pack of dark creepers can cause, this
is nothing compared to the danger a tribe led by the sinister dark stalkers
represents. Dark creepers treat their tall, lithe masters almost like gods,
presenting them with offerings and obeying their every whim. All of
the heavy work and labor falls on the shoulders of the creepers, freeing
the dark stalkers for their own decadent pleasures. Yet the dark creepers
themselves see no inherent imbalance in this arrangementto a dark
creeper, a life in servitude to a dark stalker is a life fulfilled.
The origins of the dark stalkers and dark creepers are shrouded in
mystery, made even deeper by the fact that these folk do not keep records
of their history. Many scholars believe that, just as the drow descended
from elves, so too must the dark folk have descended from humanity; their
eerie powers and spell-like abilities grew over generation upon generation
of devotion to profane and sinister magic. Alas, the truth of the races
history may never be known.
Credit
The Dark Creeper originally appeared in the First Edition Fiend Folio
( TSR/Wizards of the Coast, 1981) and is used by permission.
Copyright Notice
Author Scott Greene, based on original material by Rik Shepard.
75
Darnoc
This entity appears as a translucent humanoid whose face is twisted in an evil scowl.
Its eyes burn with a hellish red glow.
at the end of its turn.
Symbol of Discord (1/day): Once per day
as an action, a darnoc can scribe a
symbol of discord in the air. All creatures
with an Int score of 3 or higher within
60 feet who see the symbol must
make a successful DC 12 Wis save or
immediately fall into loud bickering
and arguing with those around him
or her. Meaningful communication
is impossible while bickering. If
creatures of different alignments
are affected and bickering, each
has a 30% chance that they feel
compelled to attack the person
they are bickering with who is
the most different in alignment.
Bickering lasts 5d4 rounds.
Fighting (if it occurs) begins 1d4
rounds into the bickering and
lasts 2d4 rounds. Once drawn,
the darnocs symbol lasts
two hours, making it useful
as a temporary trap or
delaying tactic.
Darnoc
XP 450 (CR 2)
LE Medium undead
Initiative +2
DEFENSE
AC 12
hp: 52 (8d8 + 16)
Resistance: Necrotic damage
Immunity: Poison damage; exhaustion,
fright, poison, unconsciousness
OFFENSE
Speed: 30 ft.
Melee AttackSlam: +4 to hit (reach
5 ft.; one creature). Hit: 1d8 + 2
bludgeoning damage, and the
creatures maximum number
of hit points is reduced by the
same amount. Hit points
lost to this attack cant be
healed by any means until
the darnocs curse is
broken with a greater
restoration spell or
comparable magic.
ECOLOGY
Environment: Any
Organization: Solitary or
gang (24)
STATISTICS
Str 12 (+1), Dex 14 (+2),
Con 15 (+2), Int 12 (+1),
Wis 12 (+1), Cha 14 (+2)
Languages: Common
Senses: Darkvision 60 ft.
TRAITS
Create Spawn:
Any humanoid
slain by a
darnoc
reanimates as
a darnoc in 1d4
rounds. Spawned
darnoc are under the
command of the darnoc that created them and remain
enslaved until its death, when they become independent.
They do not retain any of the abilities they had in life.
Ghost Form: As an action, a darnoc can become
incorporeal for up to 10 minutes each day. While
incorporeal, the darnoc has resistance to bludgeoning,
piercing, and slashing damage from nonmagical
weapons, it gains tactical advantage on attack rolls, its
slam attack does an extra 1d6 necrotic damage, and it
can move through creatures and solid objects as though
they were difficult terrain. The darnoc takes 1d10 force
damage if it is still inside another solid object or creature
76
Death Dog
This creature appears to be a two-headed hound with rich black fur and piercing yellow eyes.
Each set of jaws constantly drips foul-smelling saliva.
with rotting death, which is both a curse and disease.
An infected character repeats the saving throw at the
end of every long rest. On a failed save, the characters
maximum number of hit points immediately drops by 1d8;
on a successful save, it drops by 1d4. Rotting death can
be cured only by first removing the curse, then curing the
disease; attempts to cure the disease while the curse is still
in effect fail automatically.
Death Dog
ECOLOGY
Environment: Warm deserts
Organization: Hunt (24) or pack (510)
Death dogs resemble mastiffs, but with two heads. They are nocturnal
killing machines that hunt their prey without hesitation across the desert
sands and wastelands. Death dog packs have been known to share territory
with other packs with little friction, although they do engage in dominance
battles if food or water become scarce. Death dogs are strictly carnivores.
They hunt and attack creatures much larger than themselves if they have
the numbers to bring down a big opponent, but they are leery of hunting
foes that outnumber the pack.
Credit
The death dog originally appeared in the First Edition Fiend Folio (
TSR/Wizards of the Coast, 1981) and is used by permission.
Copyright Notice
Author Scott Greene, based on original material by Underworld Oracle.
77
Death Worm
This creature is a long, slender (relative to its length), reddish-brown monster
with yellow mottling across its back. Its body tapers toward its head, which is mostly mouth
a circular maw lined with multiple rows of steel-hard teeth
that allow it to chew through rocks and earth as it burrows underground.
Death Worm
XP 700 (CR 3)
Unaligned Large monstrosity
Initiative +1
DEFENSE
AC 15 (natural armor)
hp: 59 (7d10 + 21)
Saving Throws: Wis +2
Immunity: Blindness, prone
OFFENSE
Speed: 20 ft., burrow 10 ft.
Melee AttackBite: +6 to hit (reach 5 ft.; one creature). Hit:
1d10 + 4 piercing damage plus 1d8 acid damage.
Ranged AttackAcid Spit (recharge 5, 6):
automatic hit (range 30 ft. line; creatures in
line). Hit: 4d6 acid damage, or no damage
with a successful DC 13 Dex saving throw.
Ranged AttackLightning (recharge 6):
automatic hit (range 20 ft. line; creatures
in line). Hit: 4d8 lightning damage, or half
damage with a successful DC 13 Dex
saving throw.
STATISTICS
Str 18 (+4), Dex 13 (+1), Con 16 (+3),
Int 3 (4), Wis 11 (+0), Cha 5 (3)
Languages: None
Senses: Tremorsense 60 ft.
ECOLOGY
Environment: Temperate
Organization: Solitary
The death worm is a reclusive, desertdwelling creature content to spend its
life burrowing beneath the ground and
sustaining itself on a diet of sand and
earth. On occasion, it surfaces to devour
more substantial prey (animals such as camels,
desert dogs, and humanoids). The combination of its
ferocious teeth, acidic saliva that it spits with great accuracy,
and lightning generated by a mysterious organ in its head makes the death
worm a seldom-seen but much feared legend in the desert.
Death worms lay their eggs far beneath the surface of the earth.
Newborn death worms live on a diet of sand and earth; only when they
reach maturity (two to five years after hatching) do they surface in search
of their first living prey.
Copyright Notice
Authors Scott Greene and Erica Balsley.
78
Decapus
This creatures body is a large spheroid sprouting ten tentacles. Hair grows in broken patches around
its flesh. Its eyes are stark white with no visible pupils, and its large mouth sports long, yellow fangs.
Decapus
XP 450 (CR 2)
CE Medium aberration
Initiative +1
DEFENSE
AC 12 (natural armor)
hp: 44 (8d8 +8)
OFFENSE
Speed: 10 ft., climb
30 ft.
Multiattack: A
decapus attacks
four times, in any
combination of
tentacle slams and
constriction.
Melee AttackTentacle
Slam: +4 to hit (reach 10 ft.; one
creature). Hit: 1d6 + 2 bludgeoning
damage and the target is grappled
and restrained.
Melee AttackConstriction: automatic
hit (one creature already grappled by
a tentacle at the start of the decapuss
turn). Hit: 1d6 + 2 bludgeoning damage
and the target is grappled and restrained.
STATISTICS
Str 14 (+2), Dex 13 (+1), Con 15 (+2),
Int 10 (+0), Wis 11 (+0), Cha 12 (+1)
Languages: Unique (decapus)
Skills: Deception +5, Stealth +3
Senses: Darkvision 60 ft.
TRAITS
Brachiation: A decapus can move through trees at its climb
speed (30 feet per round) by using its tentacles to swing
from tree to tree, provided the trees are no more than 10
feet apart.
Sound Imitation: A decapus can mimic the sounds of any
creature it has previously encountered with uncanny
accuracy, though it cant mimic humanoid speech
patterns for more than two or three words at a stretch.
The ruse can be detected with a contest between the
decapuss Deception and a listeners Insight.
Spell-like Abilities: A decapus can use the following spell-like
ability, using Charisma as its casting ability (DC 11). The
decapus doesnt need material components to use this
ability.
At Will: major image
ECOLOGY
Environment: Ruins, underground, and temperate or warm
forests
Organization: Solitary (or a mated pair, rarely)
79
Demon, Teratashia
This mighty demon has the body of a cockroach topped by the head of a beautiful
but savage woman, made even fiercer by the bleached human skulls draped round her shoulders.
The only light near her is the sparks that crackle and dance around her claws.
DEFENSE
AC 18 (natural armor)
hp: 161 (19d10 + 76)
Saving Throws: Dex +9, Con +9, Int +9, Cha +9
Resistance: Acid, cold, and psychic damage
Immunity: Lightning and poison damage; bludgeoning,
piercing, and slashing damage from nonmagical
weapons; charm, fright, poison
OFFENSE
Speed: 35 ft., fly 50 ft.
Multiattack: Teratashia attacks four times with her claws, or
she attacks twice with claws and either uses one spell-like
ability or one charge from her necklace.
Melee AttackClaw: +9 to hit (reach 5 ft.; one creature).
Hit: 3d8 + 4 slashing damage plus 2d6 lightning damage.
STATISTICS
Str 17 (+3), Dex 19 (+4), Con 18 (+4),
Int 19 (+4), Wis 15 (+2), Cha 18 (+4)
Languages: Abyssal
Senses: Truesight 120 ft.
TRAITS
Regeneration: Teratashia heals 10 hit points at the start of
her turn if she is in darkness. She heals 5 hit points if she is in
dim light, and no hit points if she is in bright light.
Light Avoidance: Teratashias speed increases to 50 feet
and her flying speed increases to 70 feet if she is in bright
light at the start of her turn. Her speed returns to normal
when she starts her turn in dim light or darkness.
Spell-like Abilities: Teratashia can use the following spelllike abilities, using Charisma as her casting ability (DC 17,
attack +9). She doesnt need material components to use
these abilities.
At Will: clairvoyance, darkness, detect thoughts, dimension
door, dispel magic, fear, suggestion
3/day: charm person, insect plague, telekinesis, wall of stone
Teratashias Necklace of Skulls: Teratashias necklace is a
powerful magic item. It is made from 13 skulls, and each
skull has gems set into the eye sockets. Each gem stores
one magic spell; the wearer of the necklace can use
an action (or reaction for counterspell) to cast one of
the spells. Spells are cast at their lowest level, using the
casters attack bonus and saving throw DC. The necklace
recovers one expended charge per hour when worn
by Teratashia; it doesnt recover charges when worn by
anyone else.
arcane lock (x2)
bestow curse (x2)
cloudkill (x2)
cone of cold (x4)
counterspell (x2)
cure wounds (x4)
fireball (x2)
80
Demon, Thalasskoptis
From a mass of writhing tentacles, the face of a boy emerges
a boy with needle-sharp teeth and drowned eyes.
DEFENSE
AC 18 (natural armor)
hp: 168 (16d10 + 80)
Saving Throws: Dex +8, Con +9, Wis +7
Resistance: Bludgeoning, piercing, and slashing damage
from nonmagical weapons
Immunity: Cold, psychic, and thunder damage; charm,
fright, grappling, paralysis, prone, unconsciousness
OFFENSE
Speed: 30 ft., swim 60 ft.
Multiattack: Thalasskoptis attacks four times with tentacles,
or it attacks twice with tentacles and either uses one spelllike ability or emits a toxic ink cloud.
Melee AttackTentacles: +8 to hit (reach 10 ft.; one
creature). Hit: 2d10 + 4 bludgeoning damage. If the
target of this attack is a stunned creature, the attack is
automatically a critical hit.
STATISTICS
Str 19 (+4), Dex 18 (+4), Con 20 (+5),
Int 15 (+2), Wis 17 (+3), Cha 18 (+4)
Languages: Abyssal, telepathy
Senses: Truesight 120 ft.
TRAITS
Spell-like Abilities: Thalasskoptis can use the following
spell-like abilities, using Charisma as its casting ability
(DC 16, attack +8). Thalasskoptis doesnt need material
components to use these abilities.
At Will: animate dead, charm person, clairvoyance,
darkness, detect thoughts, dispel magic, fear, suggestion,
teleport
3/Day: dominate monster
Toxic Ink (3/day): Thalasskoptis can squirt a cloud of
poisonous ink into air or water. The ink creates a sphere
60 feet in radius centered on Thalasskoptis, and it lasts
for one minute. The cloud is stationary; it doesnt move
with Thalasskoptis. The area inside the cloud is heavily
obscured. Creatures other than Thalasskoptis in the ink
cloud must make a successful DC 17 Con saving throw
against poison or be stunned for as long as they remain
inside the ink cloud.
LEGENDARY ACTIONS
Thalasskoptis can take up to three legendary actions per
round. Legendary actions are taken at the end of another
creatures turn, and only one can be taken after each
turn.
Bite: +8 to hit (one creature grappled by Thalasskoptis). Hit:
2d6 + 4 piercing damage and the target must make a
successful DC 17 Con saving throw or be poisoned for 1d6
rounds and take 2d8 poison damage.
Spell-Like Ability: Thalasskoptis uses one at-will spell-like
ability.
Tentacle Grab: Thalasskoptis makes one tentacle attack. If
81
Demonic Knight
This creature appears as a mansized humanoid dressed in black iron armor.
Its head is completely hidden by a dull black helm.
retain any of the abilities they had in life.
Spell-like Abilities: The demonic knight can use the
following spell-like abilities, using Charisma as its casting
ability (DC 15, attack +7). The demonic knight doesnt
need material components to use these abilities.
At Will: detect magic, see invisibility, wall of ice
2/day: dispel magic, symbol
1/day: fireball, power word stun
Summon Demonic Aid (1/day): Once per day as an
action, a demonic knight can summon additional
demons to his side. He can summon 1d4 shadow
demons, 2 glabrezus or hezrous, or 1 vrock or marilith.
To complete the summoning, the demonic knight
must make a successful DC 18 Cha check (normally
a 50% chance). The summoned demons teleport
into empty spaces within 60 feet of the demon
knight, of his choosing, and remain until
theyre slain or for one hour.
Demonic Knight
XP 1,800 (CR 5)
CE Medium fiend
Initiative +1
DEFENSE
AC 17 (half plate armor +1)
hp: 81 (10d8 + 36)
Resistance: Bludgeoning,
piercing, and slashing
damage from nonmagical
weapons
OFFENSE
Speed: 20 ft.
Multiattack: A demonic knight
attacks once with its anarchic
longsword and once with either
its breath of unlife or its fist.
Melee AttackAnarchic Longsword:
+9 to hit (reach 5 ft.; one creature).
Hit: 1d10 + 6 slashing damage
(treat as magic damage).
Melee AttackMailed Fist: +8 to hit
(reach 5 ft.; one creature). Hit: 1d8
+ 5 bludgeoning damage.
Ranged AttackBreath of Unlife
(recharge 5, 6): automatic hit (range 10 ft. cone; creatures
in the cone). Hit: 6d10 necrotic damage, or half damage
with a successful DC 15 Con saving throw. A creature
reduced to 0 hit points by this attack dies instantly; see
Create Spawn below.
STATISTICS
Str 20 (+5), Dex 13 (+1), Con 18 (+4),
Int 17 (+3), Wis 18 (+4), Cha 18 (+4)
Languages: Abyssal, Common
Skills: A demonic knight applies its proficiency bonus (+3) to
all skill checks.
Senses: Truesight 60 ft.
TRAITS
Create Spawn: Any humanoid slain by a demonic knights
breath of unlife returns to life in 2d4 rounds as a shadow
demon under the command of the demonic knight that
created it. The new shadow demon remains enslaved to
the demonic knight until the knights death. They do not
ECOLOGY
Environment: Any (Abyss)
Organization: Solitary or troupe (demonic
knight plus 24 demons of CR 10 or lower)
The demonic knightknown incorrectly by some as
a death knightis rumored to be the creation of the great
demon prince Orcus, the Prince of the Undead. Some sages doubt
the validity of that claim, since demonic knights are not undead. It is known,
however, that three of the most powerful demonic knights (Baruliis, Caines,
and Arrunes) make their homes on the same plane of the Abyss as the Prince
of the Undead, within the shadow of his great citadel. The true origins of the
demonic knight lay hidden deep in the stinking pits of the Abyss, and those
brave few who have dared search for these secrets have never returned.
Demonic knights serve their master (whoever it may be) with unswerving
loyalty. They never question their orders and never question their superior.
They are often sent to the Material Plane to recruit new bodies for their
masters next plot or deception, or to punish those that have offended their
lord. On some occasions, they are simply sent to another plane to corrupt
and slay those that are just and good (to the delight of their master).
A demonic knight appears as a 6-foot-tall humanoid dressed in black iron
half-plate armor. Its head is completely hidden beneath a helmet that it never
removes. A black iron longsword is clutched in its mailed fist or sometimes slung
at its hip. Some demonic knights don jet-black cloaks and other decorations as
a badge of station. It is unknown how many demonic knights exist, but sages
of such things claim that arcane logic dictates there can be no more than nine.
Copyright Notice
Author Scott Greene.
82
Denizen of Leng
Wrapped from head to toe in tattered leather robes, this creature appears almost
human at first glance. The longer one looks, however, the more one becomes
aware of strange and terrifying realities beneath the faade.
denizen has advantage on the attack or if one
of its allies is within 5 feet of the target.
Spell-like Abilities: A denizen of Leng can
use the following spell-like abilities, using
Charisma as its casting ability (DC 16,
attack +8). A denizen of Leng doesnt need
material components to use these abilities.
Constant: tongues
3/day: detect thoughts, hypnotic
pattern, levitate, minor image
1/day: locate object, plane shift (self
only)
Denizen of Leng
XP 1,800 (CR 5)
CE Medium aberration
Initiative +4
DEFENSE
AC 16 (natural armor)
hp: 85 (10d8 + 40)
Saving Throws: Dex +7
Resistance: Cold and lightning damage
Immunity: Poison damage; poison, suffocation
OFFENSE
Speed: 40 ft.
Multiattack: A denizen of Leng bites once
and attacks once with claws.
Melee AttackBite: +7 to hit (reach 5
ft.; one creature). Hit: 1d8 + 4 piercing
damage and the target must make
a successful DC 15 Con saving throw
or immediately gain one level of
exhaustion.
Melee AttackClaws: +7 to hit (reach 5
ft.; one creature). Hit: 1d8 + 4 slashing
damage.
STATISTICS
Str 14 (+2), Dex 18 (+4), Con 19 (+4),
Int 18 (+4), Wis 17 (+3), Cha 21 (+5)
Languages: Deep Speech, Unique
Skills: Deception +9
Senses: Darkvision 60 ft.
TRAITS
Regeneration: At the start of
its turn, a denizen of Leng
recovers 5 lost hit points. This
ability fails to function only if
the creature is utterly cut off
from Leng; e.g., if its ability to
plane shift is negated. If a denizen
of Leng is reduced to 0 hit points while
it is still capable of regenerating, its body
dissipates into vapor in 1d4 rounds, leaving only
its clothing and equipment behind, and it returns
to life on Leng.
Sneak Attack: Once per turn, a denizen of Leng can do
an extra 4d6 damage with a claw or bite attack if the
ECOLOGY
Environment: Any land
Organization: Solitary, gang (25), or
crew (615)
Denizens of Leng are remote, alien, and
inscrutable, much like their distant, wellhidden home realm. Scholars argue
endlessly over whether Leng is a
physical realm like other planes
secreted among the Outer Planes,
according to someor a more
ephemeral dimension of dreams
and shadows. What is known for
certain is that its native inhabitants
can travel freely among the planes,
both individually using an innate power
and also aboard great black-sailed ships. They
venture out in search of exotic slaves, magic items,
and gems, for which they have an insatiable greed.
Gems always make up the greatest portion of
their treasure. It is also known that the denizens
of Leng are involved in an ages-old war against
the monstrous, intelligent spiders that infest their
homeland.
Travelers from Leng always go abroad in voluminous robes
and head-wrappings similar to those of desert people, to disguise
their true origin. In their disguises, they can readily pass as elves
or short humans. Stripped of their robes and hoods, they reveal horned
brows, clawed fingers, mouths ringed by tentacles, and cloven, doublejointed legs like a goats.
Credit
The denizen of Leng is adapted from the Pathfinder Roleplaying Game
Bestiary 2, 2010, Paizo Publishing, LLC.
83
Dire Corby
This creature resembles a wingless, humanoid crow with slick black feathers,
powerful arms that end in razor-sharp claws, and a gold beak.
Dire Corby
84
Dracolisk
This creature resembles a young six-legged dragon with glistening scales and gleaming eyes.
Senses: Darkvision 60 ft.
Dracolisk
XP 2,900 (CR 7)
Unaligned Large dragon
Initiative +1
DEFENSE
AC 17 (natural armor)
hp: 114 (12d10 + 48)
Immunity: Paralysis, petrification, one energy type (see Traits)
OFFENSE
Speed: 30 ft., fly 60 ft.
Multiattack: A dracolisk bites once and attacks once with
claws, or it uses its breath weapon or its petrifying gaze.
Melee AttackBite: +8 to hit (reach 5 ft.; one creature). Hit:
2d8 + 5 piercing damage.
Melee AttackClaws: +8 to hit (reach 5 ft.; one creature).
Hit: 3d8 + 5 slashing damage.
Area AttackBreath Weapon (recharge 5, 6): automatic
hit (range varies; creatures in range). Hit: target takes the
indicated damage, or half damage with a successful
DC 16 Dex saving throw. See Breath Weapon, below, for
variables.
STATISTICS
Str 21 (+5), Dex 12 (+1), Con 19 (+4),
Int 6 (2), Wis 12 (+1), Cha 13 (+1)
Languages: Draconic
Skills: Perception +4
TRAITS
Breath Weapon: A dracolisk can use its breath weapon as
an attack. Its breath characteristics are determined by
its draconic background, as summarized on the table.
Regardless of the type of breath weapon involved, targets
in the area of effect take half damage with a successful
DC 16 Dex saving throw. Lines are 5 feet wide.
Immunity to Energy: Each type of dracolisk is immune to
the energy type inherent in its own breath weapon, as
summarized on the table.
Dracolisk
Variety
Breath
Weapon
Damage
Immunity
Black
60-foot line
4d8 acid
acid
Blue
60-foot line
4d8 electricity
electricity
Green
30-foot cone
4d8 acid
acid
Red
30-foot cone
4d8 fire
fire
White
30-foot cone
4d8 cold
cold
85
Drake, Fire
This creature has the shape of a small red dragon, but its translucent scales are mottled mauve and
burgundy. Heat and steam rise from its body. Its wings are mottled black, and its eyes are crimson.
ignites in a burst of flame on contact with air. A creature
that makes a successful melee attack with a slashing or
piercing weapon (including natural weapons) against a
fire drake must make a successful DC 11 Dex saving throw
or take 1d6 fire damage from the splashing blood.
Fire Drake
XP 200 (CR 1)
CE Small dragon
Initiative +1
DEFENSE
AC 13 (natural armor)
hp: 27 (6d6 + 6)
Immunity: Fire damage; paralysis, sleep
Vulnerability: Cold damage
OFFENSE
Speed: 20 ft., fly 60 ft.
Multiattack: A fire drake bites once and attacks once with
claws, or it uses its breath weapon.
Melee AttackBite: +3 to hit (reach 5 ft.; one creature). Hit:
1d8 + 1 piercing damage.
Melee AttackClaws: +3 to hit (reach 5 ft.; one creature).
Hit: 2d6 + 1 slashing damage.
Area AttackFiery Breath
(recharge 6): automatic
hit (range 20 ft. cone;
creatures in range). Hit:
2d10 fire damage, or half
damage with a successful
DC 11 Dex saving throw.
ECOLOGY
Environment: Temperate and warm hills and mountains
Organization: Solitary, pair, clutch (26), or family (68)
Fire drakes lair in caves and caverns deep within the hills and mountains.
They are viciously territorial, fighting any other significant carnivores that
move into their area. The only competitors they tolerate are other fire
drakes, but even in those cases, very little provocation is needed to set
them against their own kind. On occasion, a mated pair is encountered,
but only in late summer or early autumn.
Fire drakes are often mistaken for young or miniature red dragons. A
typical fire drake is 4 feet long, but some as much as 6 feet long have
been reported. They prefer to open combat with their flame breath. Once
expended, they rely on their bite and razor-sharp claws.
Credit
STATISTICS
Str 13 (+1), Dex 13 (+1),
Con 13 (+1), Int 4 (3),
Wis 11 (+0),
Cha 10 (+0)
Languages:
Draconic
Skills: Stealth +3
Senses:
Darkvision
60 ft.
TRAITS
Pyrophoric Blood: A
fire drakes blood is
highly flammable; it
86
Drake, Ice
This slender creature looks like a small or immature white dragon with icy white scales and sapphire
eyes. A chill hangs in the air around the creature. Its teeth and claws are like sharpened icicles.
drake can assume the shape of a young white dragon
for 2 hours. It gains no new abilities or statistics, only the
appearance.
Spell-like Abilities: An ice drake can use the following spelllike abilities, using Charisma as its casting ability (DC 10).
The ice drake doesnt need material components to use
these abilities.
2/day: fear, sleep
Ice Drake
XP 200 (CR 1)
CE Small dragon
Initiative +1
DEFENSE
AC 14 (natural armor)
hp: 22 (5d6 + 5)
Immunity: Cold damage; paralysis, unconsciousness
Vulnerability: Fire damage
OFFENSE
Speed: 20 ft., fly 50 ft.
Multiattack: An ice drake bites once and attacks once with
claws, or uses its breath weapon.
Melee AttackBite: +3 to hit (reach 5 ft.; one creature). Hit:
1d8 + 1 piercing damage.
Melee AttackClaws: +3 to hit (reach 5 ft.; one creature).
Hit: 2d6 + 1 slashing damage.
Area AttackIcy Breath (recharge 6): automatic hit (range
20 ft. cone; creatures in range). Hit: 2d10 cold damage, or
half damage with a successful DC 11 Dex saving throw.
STATISTICS
Str 13 (+1), Dex 13 (+1), Con 13 (+1),
Int 7 (2), Wis 7 (2), Cha 10 (+0)
Languages: Draconic
Senses: Darkvision 60 ft.
ECOLOGY
Environment: Any cold land
Organization: Solitary, pair, clutch (26), or family (68)
Ice drakes are found in cold, mountainous caves and chasms. Most
encounters are with a solitary drake. Only in the winter months is it
common to find a mated pair or family. An ice drakes scales are white,
and it is often mistaken for a young white dragon (especially when it
chooses to appear as one). Ice drakes range from 3 feet to 6 feet long.
Credit
The ice drake originally appeared in the First Edition Fiend Folio (
TSR/Wizards of the Coast, 1981) and is used by permission.
Copyright Notice
Author Scott Greene, based on original material by Mike Ferguson.
TRAITS
Alternate Form (2/day): Twice per day as an action, an ice
87
Dust Digger
This creature looks like a man-sized, sandy brown starfish;
five long tentacles ring a central maw lined with sharp teeth.
free action, causing the sand
above it to slide toward its
maw. A creature standing
on the surface above
the dust digger when
it deflates must be
checked for surprise.
If it is surprised, it is
attacked by all five
tentacles during the
dust diggers surprise
round. If the creature
is not surprised, roll
initiative normally.
Swallow: A
swallowed creature
is blinded and
restrained but no
longer grappled.
It takes 1d8 +
1 bludgeoning
damage plus 1d8
acid damage
automatically
at the start of
each of the dust
diggers turns. One
Medium creature or two Small
creatures can be inside the dust digger at one time. A
swallowed creature is unaffected by anything happening
outside the dust digger or by attacks from outside it. A
swallowed creature can get out of the dust digger by
using 5 feet of movement, but only after the dust digger is
dead.
Dust Digger
XP 700 (CR 3)
Unaligned Large aberration
Initiative +0
DEFENSE
AC 13 (natural armor)
hp: 38 (7d8 + 7)
Immunities: Prone,
unconsciousness
OFFENSE
Speed: 10 ft., burrow
10 ft.
Multiattack: A dust
digger attacks
five times; no
more than
one of those
attacks can
be a bite.
Melee Attack
Tentacle Slam:
+5 to hit (reach 10 ft.;
one creature). Hit: 1d8 + 3
bludgeoning damage and the
target is grappled.
Melee AttackTentacle Crush: automatic hit (one creature
already grappled by a tentacle at the start of the dust
diggers turn). Hit: 1d8 + 3 bludgeoning damage and the
target is grappled and restrained.
Melee AttackBite: +5 to hit (one creature already
grappled by a tentacle at the start of the dust diggers
turn). Hit: 2d8 + 3 piercing damage and the target must
make a successful DC 13 Str saving throw or be swallowed
(see below).
STATISTICS
Str 16 (+3), Dex 10 (+0), Con 13 (+1),
Int 2 (4), Wis 11 (+0), Cha 10 (+0)
Languages: None
Skills: Stealth +4
Senses: Tremorsense 60 ft.
TRAITS
Earth Glide: A dust digger can glide through sand, loose
soil, or other loosely packed earth as easily as a fish swims
through water. Its burrowing leaves behind no tunnel
or hole and creates no ripple on the surface or other
sign of its presence. A move earth spell cast on an area
containing a burrowing dust digger flings the creature
back 30 feet and stuns it for one round unless it makes a
successful Con saving throw.
Earthy Camouflage: A dust digger has tactical advantage
on Stealth checks while its buried in the ground.
Sinkhole: A buried dust digger can deflate its body as a
ECOLOGY
Environment: Warm desert
Organization: Solitary, gang (48), or colony (920)
Dust diggers are desert carnivores about 10 feet in diameter. The creature
spends most of its life buried under the sand, waiting for potential prey to
wander too close or to actually wander directly over the buried dust digger.
A hunting dust digger inflates its body with air and buries itself under
a layer of sand or dirt. When a living creature walks over the dust digger,
the creature deflates its body, creating a sinkhole in the loose earth thats
similar in effect to quicksand. It folds its tentacles around the flailing
victim and tries to shove the prey into its mouth.
Credit
The dust digger originally appeared in the First Edition module I3
Pharaoh ( TSR/Wizards of the Coast, 1982) and later in the First Edition
Monster Manual II ( TSR/Wizards of the Coast, 1983) and is used by
permission.
Copyright Notice
Author Scott Greene, based on original material by Tracy and Laura
Hickman.
88
Eblis
This creature strongly resembles an 8-foot-tall stork. Its feathers are grayish brown and its
beak is dark brown, but its eyes are striking gold in color.
Eblis form a semi-civilized society of storkmen that make
their homes in desolate swamps and marshes. They rarely
interact with other races, preferring the company of
their own kind and the serenity of their marshland
homes.
An eblis is a large bird that strongly
resembles a storkso much so that
eblis are often called stork
men. An eblis stands about
8 feet tall, and its neck
is extremely long
and snakelike. With
it, an eblis is capable
of blindingly fast
movement. Storkmen
are very fast at shifting and
striking, and their necks are
very powerful despite their
slenderness. They attack by
stabbing with their beak,
which is long, sharp, and
deadly.
A male eblis has graybrown feathers with reddish
patches on its head, while a
female lacks the red patch.
Eblis
Credit
The eblis originally
appeared in the First
Edition module EX2 Land
Beyond the Magic Mirror
( TSR/Wizards of the
Coast, 1983) and later in the First Edition Monster Manual II ( TSR/
Wizards of the Coast, 1983) and is used by permission.
Copyright Notice
Author Scott Greene, based on original material by Gary Gygax.
ECOLOGY
Environment: Temperate and warm marshes
Organization: Flock (416)
89
Ectoplasm
This creature, which appears to be a shimmering cloud of filaments, tendrils, and whips of eerie mist,
gives off light with the approximate brightness of a candle. The form of the thing continuously roils and
billows like a cloud, and it is eerily silent.
It can also move through solid objects and other
creatures as if they were difficult terrain. The
ectoplasm takes 1d10 force damage if it is still
inside something solid at the end of its turn.
Glow: An ectoplasm continually gives off
light with the approximate brightness of a
candle. It cant consciously extinguish this
light. When an ectoplasm is killed, its light
fades to darkness.
Silent: An ectoplasm has tactical
advantage on Stealth checks when
those detecting it are depending
chiefly on sound.
Undead Bane: An ectoplasm deals
double damage against corporeal
undead.
Ectoplasm
XP 450 (CR 2)
Unaligned Large ooze
(incorporeal)
Initiative +1
DEFENSE
AC 12
hp: 39 (6d10 + 6)
Resistance:
Bludgeoning,
piercing, and
slashing damage
from nonmagical
weapons
Immunity: Psychic
damage;
blindness, charm,
fright, paralysis,
poison, stun,
unconsciousness
OFFENSE
Speed: fly 30 ft.
Melee AttackTouch:
+3 to hit (reach 5 ft.;
one creature). Hit: 2d8
+ 2 psychic damage
and the target gains
one level of exhaustion.
This attack has tactical
advantage against
targets wearing medium
or heavy armor.
Area AttackEctoplasm
(recharge 4, 5, 6): automatic
hit (range 20-ft. cone;
all creatures in cone). Hit:
targeted creatures must make
a successful DC 11 Con saving
throw or fall unconscious for 1d6
rounds. A successful save renders a
creature immune to that creatures
ectoplasms attack for 24 hours.
STATISTICS
Str 5 (3), Dex 12 (+1), Con 21 (+5),
Int 1 (5), Wis 1 (5), Cha 1 (5)
Languages: None
Skills: Stealth +5
Senses: Darkvision 60 ft.
TRAITS
Amorphous and Incorporeal: An ectoplasm can move
through gaps as small as 1 square inch without penalty.
ECOLOGY
Environment: Any
Organization: Solitary
Many encounters with glowing,
ghostly spheres can be attributed to
ectoplasms rather than restless spirits.
An ectoplasm, sometimes called a
ghost ooze, is a faintly glowing orb
of immaterial substance that lurks in
catacombs and cemeteries. Although
incorrectly assumed by many to be some
form of incorporeal undead, ectoplasms
are quite alive. They dwell in places of the
dead because they consume dead flesh, slowly
dissolving decaying bones and skin and
absorbing the nutrients directly. The strange
irony of the ectoplasm is that a cemetery
haunted by these creatures is almost certain to
be free of any corporeal undead; the ectoplasm
makes a meal of them as soon as it discovers
them.
Although its primary diet consists of the
dead, an ectoplasm is also a threat to the living.
An ectoplasm attacks anything within the range
of its senses that disturbs it. An ectoplasm that
encounters a living opponent attacks for a few
rounds before attempting to escapeit senses that it can get no sustenance
from the opponent. If it finds an undead opponent, an ectoplasm continues
to attack until it or the opponent has been destroyed.
Ectoplasms are native to the Ethereal Plane. While ethereal, they cant
affect or be affected by anything in the material world. To consume
carrion on the Material Plane, however, they must manifest themselves,
becoming visible but incorporeal. An ectoplasms insubstantiality makes
it very dangerous to those who depend on heavy armor for protection,
because its otherworldly touch passes right through such defenses.
Copyright Notice
Author Erica Balsley.
90
Giant Eel
XP 450 (CR 2)
Unaligned Medium beast (aquatic)
Initiative +2
DEFENSE
AC 12
hp: 52 (7d8 + 21)
Saving Throws: Dex +4
Immunity: Disease
OFFENSE
Speed: 5 ft., swim 30 ft.
Melee AttackBite: +5 to hit (reach 5 ft.; one
creature). Hit: 2d6 + 3 piercing damage and the
target is grappled. The grapple is broken if the eel
tries to bite a different target.
Melee AttackGnaw: automatic hit (one creature already
grappled at the start of the eels turn). Hit: 2d8 + 3 piercing
damage, and the target must make a successful DC 13
Con saving throw or take 2d6 necrotic damage and lose
1 point of Charisma.
STATISTICS
Str 17 (+3), Dex 14 (+2), Con 16 (+3),
Int 1 (5), Wis 12 (+1), Cha 4 (3)
Languages: None
Skills: Stealth +4
Senses: Darkvision 60 ft.
TRAITS
Water Dependency: Giant moray eels can survive out of
water for 15 minutes. After that, they begin suffocating.
ECOLOGY
Environment: Warm aquatic
Organization: Solitary or school (48)
The moray eel is a ferocious predator, and its giant cousin even more
so. It is capable of holding prey in its primary jaws while a smaller set of
inner jaws in its throat takes bites out of the prey. These inner jaws carry
a flesh-rotting poison that leaves disfiguring scars. Lost Charisma can be
restored with a greater restoration spell.
Credit
The giant moray eel originally appeared in the First Edition Monster
Manual ( TSR/Wizards of the Coast, 1977) and is used by permission.
Copyright Notice
Author Scott Greene, based on original material by Gary Gygax.
91
Eel, Gulper
This strange being of the depths appears to be little more than a large mouth,
flaccid body, and dangling tail which glows with an eerie red light.
creatures count as one Medium creature. A swallowed
creature is unaffected by anything happening outside the
gulper or by attacks from outside it. A swallowed creature
can get out of the gulper by using 5 feet of movement,
but only after the gulper is dead.
Gulper Eel
XP 700 (CR 3)
Unaligned Large beast (aquatic)
Initiative +2
DEFENSE
AC 14 (natural armor)
hp: 60 (8d10 + 16)
Immunity: Prone
OFFENSE
Speed: swim 50 ft.
Melee AttackBite: +5 to hit (reach 5 ft.; one creature). Hit:
2d8 + 3 piercing damage and the target must make a
successful DC 13 Str saving throw or be swallowed (see
below).
STATISTICS
Str 17 (+3), Dex 15 (+2), Con 14 (+2),
Int 1 (5), Wis 12 (+1), Cha 2 (4)
Languages: None
Senses: Darkvision 60 ft.
TRAITS
Swallow: A swallowed creature is blinded and restrained.
It takes 1d8 + 3 bludgeoning damage plus 1d8 acid
damage automatically at the start of each of
the gulpers turns. Up to four Medium
creatures can be inside the
gulper at one time; two
Small or smaller
ECOLOGY
Environment: Any aquatic
Organization: Solitary
This larger version of the common eel makes its home in deep water:
well below 3,000 feet of depth, and they seldom come above that level. At
such depth, it cares little whether the weather above is tropical or arctic.
The gulper spends its life dining on giant shrimp and any other creatures
which happen to arouse its senses.
Solitary creatures by nature, during mating season (typically winter
months), it is common to find a pair of these creatures together. The
female deposits 28 eggs in the sea bottom, and they hatch within two
months. Young gulper eels are dependent on their parents for survival for
only about two weeks. After that, the family splits up again, everyone
going their separate ways.
A gulper eel averages 10 feet in length but some as long as 30 feet have
been reported, if such wild tales are to be believed. Its body is long, sleek,
and black in color, and its tail ends in a luminous organ. The gulpers eyes
are small for its body and very close to its snout. It massive mouth is lined
with rows of needlelike teeth. Because a gulper eel can unhinge its jaw
and stretch its stomach, it can swallow tremendous quantities of food and
opponents as large as itself.
Copyright Notice
Author Scott Greene.
92
Elusa Hound
This powerful, wolf-like canine has coarse white fur, pale white skin, and a short, bushy tail.
Its eyes are colored sickly yellow and its teeth are bone white.
Elusa Hound
XP 200 (CR 1)
Unaligned Medium monstrosity
Initiative +2
DEFENSE
AC 14 (natural armor)
hp: 26 (4d8 + 8)
OFFENSE
Speed: 50 ft.
Melee AttackBite: +4 to hit (reach 5 ft.; one creature). Hit:
1d8 + 2 piercing damage and the target must make a
successful DC 12 Str saving throw or be knocked prone.
STATISTICS
Str 15 (+2), Dex 15 (+2), Con 15 (+2),
Int 6 (2), Wis 12 (+1), Cha 8 (1)
Languages: Understands Common but cant speak
Skills: Athletics +6, Perception +5, Survival +5
Senses: Darkvision 60 ft.
TRAITS
Arcane Sight: Elusa hounds detect magical auras as if they
are under a permanent detect magic spell
with a radius of 120 feet. This
has the added benefit
that an elusa hound
can instantly identify
any spellcaster within
range.
Aura Tracking: Once an
elusa hound has seen
the magical aura of a
living creature with its
arcane sight ability, or
has seen the magical
residue of a spell or
effect created by a
particular spellcaster
or other creature, it gets tactical
advantage on Survival checks to
follow that spellcasters trail. The
trail must be no more than three
hours old for the elusa hound to get
this bonus.
Stand Guard: When an elusa hound knocks
a target prone, it can choose to grapple
the target automatically. The target cant
stand up unless it first escapes the grapple.
While the hound has a target grappled, it
can bite only that creature.
Elusa hounds are kept and trained by many different types of creatures,
but always for the same purpose: tracking (and sometimes killing) magicwielders. These creatures can detect the emanations given off by arcane
and divine spellcasters, and they follow this trail like bloodhounds
following a scent.
The origin of elusa hounds has mystified even the most learned of
sages. They seem to be born of magic, but no spellcaster in his or her right
mind would ever create such a beast.
Renegade bands enthralled with the idea of ridding the world of
spellcasters sometimes employ elusa hounds. Civilized towns and cities
likewise use them in places where magic is forbidden or is policed by
the local government, or where rogue magic-users often cause trouble. In
other instances, they are used by spellcasters to ferret out rivals or to track
down stolen magic items.
When given instructions to track and kill their target, a pack of elusa
hounds uses tactics similar to other canines: they circle the prey and attack
simultaneously from all sides. These beasts can be trained to pin or hold a
foe rather than kill it. This tactic is often employed by handlers when they
wish to capture and interrogate a renegade spellcaster. When using these
tactics, the elusa hound attempts to trip its foe and then pins it with a bite.
Elusa hounds radiate a moderate aura of divination magic if examined
with a detect magic spell or similar effect.
Copyright Notice
Author Scott Greene.
ECOLOGY
Environment: Temperate forests and
plains
Organization: Solitary, pair, or pack
(47)
93
Encephalon Gorger
This creature is a hairless, pale-skinned humanoid with leathery white, semitranslucent flesh.
It is a bit taller than an average human, with features that are delicate and precise.
The creatures arms and legs are spindly, and each ends in just four digits.
It has an alarmingly long tongue and small eyes, with nictitating membranes.
alien and dangerous place. Should a creature
attempt to scan the mind or read the
thoughts of an encephalon gorger with
magic or psionics (not just gauging
intent with Insight skill), the creature
making the attempt must make a
successful DC 16 Int saving throw or
be driven insane (Intelligence and
Wisdom both reduced to 3). Even
on a successful save, the creature
suffers the effects of a confusion spell
for 1d4 rounds.
Mindsense: An encephalon gorger
instinctively senses the Intelligence of any
creature within 60 feet.
Regeneration: At the start of its turn, an
encephalon recovers 5 lost hit points.
This ability fails to function if the creature
took psychic damage since its previous
turn.
ECOLOGY
Environment: Any land
Organization: Solitary, crowd (25), or array
(47)
Encephalon gorgers (sometimes known as cranial
vampires or psilians) are malevolent creatures from
another dimension. They are greatly feared by
intelligent creatures, because they use brain fluid to
power the bizarre, alien technology of their great cities.
Encephalons are known to have constructed strongholds
and outposts on the Material Plane for the purpose of collecting brain
fluid. It is unknown when they first came to the Material Plane or where
their true home lies.
Encephalon gorgers dislike direct sunlight, though they arent harmed
by it. When traveling in daylight, they usually cloak themselves in robes
of gray or black. The gorgers leathery, whitish flesh is nearly translucent,
and in older encephalon gorgers one can faintly see veins and other organs
pushing grayish-brown blood through the body. They are completely
hairless, and their eyes are small with nictitating membranes instead
of eyelids. A psilians mouth is lined with short, needlelike teeth, with
pronounced canines (perhaps the reason these monsters are sometimes
called cranial vampires).
In combat, encephalon gorgers focus on targets with the most potent
brains (i.e., those with the highest Intelligence) in an effort to sink
their teeth into the brain and suck out the precious cranial fluid. They
do not drink this cranial fluid but rather store it in organs similar to a
snakes poison glands. Back at their base, the cranial fluid is expelled
into the weird, arcane machinery that is so vital to the life-pulse of an
encephalon city.
Self-preservation is high on the encephalons list of virtues, so they take
few risks in combat. When encountering groups of adventurers, theyve
been known to make use of enslaved humanoids and trained beasts of
many types to keep enemy warriors occupied while the encephalons
deal with the most prized targets. If an encephalon can capture a highly
94
DEFENSE
AC 16 (natural armor)
hp: 15 (2d10 + 4)
Resistance: Piercing and slashing damage from nonmagical
weapons; necrotic damage
Immunity: Fire, poison, and psychic damage; charm,
disease, exhaustion, fright, poison, stun, unconsciousness
OFFENSE
Speed: 30 ft., climb 20 ft.
Melee AttackBite: +4 to hit (reach 5 ft.; one creature). Hit:
1d8 + 2 piercing damage.
STATISTICS
Str 14 (+2), Dex 12 (+1), Con 14 (+2),
Int 1 (5), Wis 8 (1), Cha 1 (5)
Languages: None
Senses: Darkvision 60 ft.
TRAITS
Fiery Insides: Whenever a giant ant exoskeleton takes
slashing or piercing damage, flames from its insides erupt
through the wound. Everyone within 5 feet of where the
attack struck must make a successful DC 12 Dex saving
throw or take 1d6 fire damage.
ECOLOGY
Environment: Warm deserts and plains
Organization: Foraging gang (25) or column (330)
Giant ant exoskeletons can be animated into undead creatures through
rare necromantic magic. The process burns out whatever remained of their
organic insides and replaces it with magical fire. They can be turned by
turn undead.
Copyright Notice
Author Matt Finch
95
DEFENSE
AC 17 (natural armor)
hp: 42 (5d10 + 15)
Resistance: Piercing and slashing damage;
necrotic damage
Immunity: Acid, poison, and psychic damage;
charm, disease, exhaustion, fright, poison,
stun, unconsciousness
OFFENSE
Speed: 20 ft., climb 20 ft.
Melee AttackBite: +5 to hit (reach 5 ft.; one
creature). Hit: 1d8 + 3 piercing damage plus
1d8 acid damage.
STATISTICS
Str 16 (+3), Dex 11 (+1), Con 16 (+3),
Int 1 (5), Wis 10 (+0), Cha 1 (5)
Languages: None
Senses: Darkvision 60 ft.
TRAITS
Corrosive Insides: Whenever a giant beetle
exoskeleton takes slashing or piercing
damage, corrosive vapor from its insides
erupts through the wound. Everyone within
5 feet of where the attack struck must make
a successful DC 13 Dex saving throw or take
1d6 acid damage.
ECOLOGY
Environment: Any land
Organization: Solitary
Giant beetle exoskeletons are animated by secret
necromantic magic quite different from that used in the
standard animate dead spell. In the process, magical
runes are etched onto the dead creatures husk which
give them great staying power in the face of clerics who
would turn them as undead. These same runes give giant
beetle exoskeletons resistance to all piercing and slashing
damage, including that from magical weapons.
In a few cases, the necromancer responsible for creating one of these
creatures altered the process so that the exoskeleton remained empty
inside instead of filling with poisonous vapor. It could then be carpeted
96
DEFENSE
AC 18 (natural armor)
hp: 57 (6d12 + 18)
Resistance: Piercing and slashing damage;
necrotic damage
Immunity: Lightning, poison, and psychic
damage; charm, disease, exhaustion,
fright, poison, stun, unconsciousness
OFFENSE
Speed: 20 ft., swim 20 ft.
Multiattack: A giant crab exoskeleton
attacks twice with claws or once with
lightning.
Melee AttackClaw: +7 to hit (reach 10
ft.; one creature). Hit: 1d8 + 5 slashing
damage plus 1d8 lightning damage.
Area AttackLightning (recharge 5,
6): automatic hit (range 30-ft. line; all
creatures in line). Hit: 3d8 + 3 lightning
damage, or half damage with a
successful DC 13 Dex saving throw.
STATISTICS
Str 20 (+5), Dex 10 (+0), Con 16 (+3),
Int 1 (5), Wis 10 (+0), Cha 4 (3)
Languages: None
Senses: Darkvision 60 ft.
TRAITS
Lightning Insides: Whenever a giant crab
exoskeleton takes slashing or piercing
damage, lightning from its insides erupts
through the wound and ripples across its
entire body. Every creature within 5 feet of
the giant crab exoskeleton must make a
successful DC 13 Dex saving throw or take
1d8 lightning damage. Anyone riding inside
the creature is immune to this damage.
ECOLOGY
Environment: Any land
Organization: Solitary, team (13), or
caravan (212)
Giant crab exoskeletons are animated by little-known necromantic spells
cast on only the largest giant crab shells (10-foot diameter is typical; huge
crab exoskeletons of 15-foot diameter are reported but unconfirmed). The
process also involves etching magical runes onto the dead creatures husk
which give them great staying power in the face of clerics who would turn
them as undead. These same runes give giant beetle exoskeletons resistance
to all piercing and slashing damage, including that from magical weapons.
In rare cases, the necromancer responsible for creating one of these
creatures altered the process so that only the head of the exoskeleton filled
with lightning while most of the body remained empty. The empty portion
could then be fitted with seats for up to four people to use as a slow-moving
vehicle. In ages past, at least one entire tribe of necromancers was known
to migrate up and down the coast in such conveyances. Occasionally one
of these giant crab exoskeletons is discovered in a tidal cave, abandoned
but still perfectly functional after centuries of disuse and ready to resume
dutyif a way can be found to take control of it.
Copyright Notice
Matt Finch
97
Fear Guard
This incorporeal entity appears as a hooded humanoid figure clad in flowing robes of translucent
gray over a suit of ghostly armor. Its facial features are a swirl of maddening images, fluctuating
between a serene countenance and a visage twisted into a grimace of horror and fear.
Incorporeal: A fear guard can move through
solid objects and other creatures as if they
were difficult terrain. It takes 1d10 force
damage if it is still inside something solid
at the end of its turn.
Shadow Stealth: If the fear guard
ends its turn in dim light or darkness,
it can use a bonus action to make
a Dex (Stealth) check to become
hidden, with tactical advantage on
the check. Because it is incorporeal
and all of its movement is flight, it
makes very little sound when moving
and never leaves footprints or disturbs
dust on the floor.
Spell-like Abilities: A fear guard can use
the following spell-like abilities, using
Charisma as its casting ability (DC 14,
attack +6). The fear lord doesnt need
material components to use these
abilities.
At Will: darkness, ray of enfeeblement
2/day: inflict wounds (as 2nd-level
slot)
Fear Guard
XP 700 (CR 3)
CE Medium undead
Initiative +2
DEFENSE
AC 17 (natural armor)
hp: 51 (6d8 + 24)
Resistance:
Bludgeoning, piercing,
and slashing damage
from nonmagical
weapons; necrotic
damage
Immunity: Poison
damage; exhaustion,
fright, poison,
unconsciousness
OFFENSE
Speed: fly 30 ft.
Melee AttackGreatsword:
+5 to hit (reach 5 ft.; one
creature). Hit: 2d6 + 3
necrotic damage and
the target must make
a successful DC 14
Con saving throw or its
maximum hit points are
reduced by an amount
equal to the necrotic
damage.
ECOLOGY
Environment: Underground
Organization: Solitary or group
(25)
STATISTICS
Str 17 (+3), Dex 15 (+2),
Con 18 (+4), Int 10 (+0),
Wis 12 (+1), Cha 18 (+4)
Languages: Common
Skills: Stealth +4
Senses: Darkvision 60 ft.
TRAITS
Create Spawn: Any living creature slain by a fear guard has
tactical disadvantage on its death saving throws. If it dies,
it will rise again as a fear guard under the control of its
killer 1d6 rounds later.
Daylight Vulnerability: A fear guard suffers 2d6 points of
radiant damage if it is exposed to true sunlight (not magical
sunlight or artificial, bright light) at the start of its turn, and it
is slowed (as the spell) until the start of its next turn.
98
Fen Witch
This creature appears as a female humanoid with one nostril, webbed feet and hands,
and fiery red eyes. Her body is cloaked in tattered robes of gray or brown.
Her hands sprout razor-sharp claws and her hair is long and unkempt.
at the start of their turn and take tactical disadvantage
on attack rolls against the fen witch. Anyone who is
surprised by a fen witch must attempt this saving
throw immediately at the beginning of combat
unless they cant see her for some other reason.
This saving throw never needs to be attempted
more than once per 24 hours. Fen witches and
hags of all kinds are immune to this effect.
Mind Probe: As an attack, a fen witch can peer
into the mind of a living creature within 60
feet in an attempt to extract the secret
vibrations of the creatures name. The
target resists the mental trespassing
(and becomes immune to further
mind probes by the same fen
witch until after a long rest)
with a successful DC 12 Wis
saving throw. If the saving
throw fails, the fen witch finds
the information she sought
and can use her death
speak ability on a later turn.
Creatures with an Intelligence
score of 2 or less are immune to
this ability, as are creatures that are
immune to psychic damage.
Swamp Stride: A fen witch can move through
any sort of natural difficult terrain at its normal
speed while within a swamp. Magically
altered terrain affects a fen witch normally.
Fen Witch
XP 450 (CR 2)
CE Medium monstrosity
Initiative +1
DEFENSE
AC 12 (padded armor)
hp: 33 (6d8 + 6)
Saving Throws: Con +3
OFFENSE
Speed: 30 ft.
Multiattack: A fen witch attacks
twice with claws, or uses her mind
probe or death speak ability.
Melee AttackClaw: +4 to hit
(reach 5 ft.; one creature). Hit:
1d6 + 2 slashing damage.
STATISTICS
Str 15 (+2), Dex 12 (+1), Con 13 (+1),
Int 14 (+2), Wis 14 (+2), Cha 15 (+2)
Languages: Common, Deep
Speech, Sylvan; telepathy 100 ft.
Skills: Deception +4, Insight +4,
Perception +4, Stealth +3
Senses: Darkvision 60 ft.
TRAITS
Death Speak: A fen witch
who knows the secret
vibrations of an
individuals name can
speak that name
as an attack. If the
individual hears the fen
witch speak its name,
that creature must make
a successful DC 12 Wis save
or immediately drop to 0 hit points.
If the save succeeds, that creature cant be affected again
by the same fen witchs death speak for 24 hours. Note
that the fen witch does not need to speak a language the
creature understands in order to affect it; she only needs to
speak its name with its secret vibrations. Other fen witches
who hear the name spoken this way cant use it for their own
death speak attacks (if the targets saving throw succeeds,
other fen witches assume the name was vibrated incorrectly
and wont copy it). Each fen witch must learn the vibrations
independently by using her mind probe successfully on the
target.
Horrific Appearance: The sight of a fen witch is so revolting
that anyone who sets eyes on one within 60 feet must
make a successful DC 11 Con save or be sickened, with
effects identical to the poisoned condition, for 1 minute.
Characters fighting a fen witch can instead avert their eyes
ECOLOGY
Environment: Temperate swamp
Organization: Solitary or coven (27)
The fen witch is a creature of legend, found only
in the most remote of places. It is
almost always a solitary creature
they despise others of their own
kind almost as much as they hate
strangers in their swampsbut they
sometimes band together in larger groups for mysterious, evil rituals when
omens command. Occasionally, fen witches with spellcasting ability are
encountered. These tend to be the leaders of their small covens, by virtue of
their greater ability to inflict suffering on their cohorts.
A fen witch is thoroughly evil and malign, speaking to those she
encounters only to learn the secret vibrations of their true names in
order to use that secret against them. Fen witches rarely engage in direct
combat. Instead, they rely on their mind probe and death speak abilities to
slay creatures almost instantaneously and drive off the victims comrades
(they hope) by instilling shock and fear in them. If this tactic fails, a
fen witch will wade into the fight with her claws. It is not uncommon,
however, for a fen witch to have trained or charmed swamp creatures such
as giant crocodiles nearby that will come to her when needed.
Copyright Notice
Author Scott Greene.
99
Fetch
A ragged-looking and rotting humanoid leaps from the snow, its filthy nails slashing through the frosty
air. Its eyes are stark blue and its skin is pale white. Ice hangs from its scraggly hair.
Fetch
XP 200 (CR 1)
LE Medium undead
Initiative +2
DEFENSE
AC 13 (natural armor)
hp: 16 (3d8 + 3)
Saving Throws: Wis +3
Resistance: Necrotic damage
Immunity: Cold and poison damage; exhaustion, fright,
poison, unconsciousness
Vulnerability: Fire damage
OFFENSE
Speed: 30 ft.
Multiattack: A fetch attacks twice with claws.
Melee AttackClaw: +5 to hit (reach 5 ft.; one creature).
Hit: 1d6 + 3 slashing damage plus 1d6 cold damage.
STATISTICS
Str 17 (+3), Dex 15 (+2), Con 13 (+1),
Int 10 (+0), Wis 12 (+1), Cha 15 (+2)
Languages: Common
Skills: Intimidation +4
Senses: Darkvision 60 ft.
ECOLOGY
Environment: Cold plains, hills, and mountains
Organization: Solitary
A murdered person who is buried in frozen ground sometimes
returns from the grave as a fetch, an evil undead monster with
a hatred for fire and life. Fetches seek out living creatures that
wander too close to their grave, kill them, and bury them
in the hope that the victim will also rise as a fetch. Not all
foes are buried, however; some are dragged to the fetchs
lair and devoured. Fetches savor the flesh of humanoids and
monstrous humanoidsin particular humans, elves, and
centaurs.
A fetch stands from 5 to 7 feet tall and weighs between
100 and 250 pounds. Its clothes are tattered and worn with
age and exposure. Its rotting flesh is drawn tight around
its bones and flushed grayish-white. Its hair is scraggly
and frozen, and ice crystals cover its skin; the ice
frozen onto and into its flesh gives it a small bit of
armor protection. A fetchs eyes are stark blue.
A fetch is a ruthless opponent. They always
fight to the death, unless they are threatened
with fire. If they cant quickly defeat
someone who attacks them with fire, they flee.
Afterward, the fetch trails the hated foe (relatively easy across snow),
waiting for a chance to take it by surprise and destroy the source of heat.
Copyright Notice
Author Scott Greene.
100
Fire Crab
A massive crab with a square-shaped, reddish-brown carapace covered with
dark red and yellow markings scuttles forward, pincers raised.
Tiny flames lick its body, erupting at irregular intervals from its underbelly.
Its eyes are perched atop two long eyestalks that protrude from the center of the carapace.
the character.
XP 450 (CR 2)
Unaligned Large monstrosity
Initiative +0
ECOLOGY
Environment: Elemental Plane of Fire
Organization: Solitary, cluster (25), or colony (611)
DEFENSE
AC 14 (natural armor)
hp: 34 (4d10 + 12)
Immunity: Fire damage
Vulnerability: Cold damage
OFFENSE
Speed: 30 ft., swim 30 ft.
Multiattack: A greater fire crab attacks twice, in any
combination of pincer and crush attacks.
Melee AttackPincer: +6 to hit (reach 5 ft.; one creature).
Hit: 1d8 + 4 slashing damage plus 1d4 fire damage and
the target is grappled.
Melee AttackCrush: automatic hit (one creature already
grappled at the start of the fire crabs turn). Hit: 1d8 + 4
slashing damage plus 1d10 fire damage and the target is
grappled.
DEFENSE
AC 12
hp: 4 (1d6 + 1)
Immunity: Fire damage
Vulnerability: Cold damage
XP 25 (CR 1/8)
Unaligned Small monstrosity
Initiative +2
STATISTICS
Str 18 (+4), Dex 11 (+0), Con 16 (+3),
Int 1 (5), Wis 11 (+0), Cha 2 (4)
Languages: None
Senses: Darkvision 60 ft.
TRAITS
Ring of Fire: The body of a greater fire crab generates
intense heat. Any creature that starts its turn within 5 feet
of a greater fire crab takes 1d8 fire damage. This damage
is cumulative if more than one fire crab is within 5 feet of
OFFENSE
Speed: 20 ft., swim 20 ft.
Multiattack: A lesser fire crab makes two pincer attacks.
Both must be against the same target.
Melee AttackPincer: +4 to hit (reach 5 ft.; one creature).
Hit: 1d4 + 2 slashing damage plus 1d4 fire damage and
the lesser fire crab latches onto the target with its burning
grip (see below).
STATISTICS
Str 10 (+0), Dex 14 (+2), Con 12 (+1),
Int 1 (5), Wis 10 (+0), Cha 2 (4)
Languages: None
Senses: Darkvision 60 ft.
TRAITS
Burning Grip: The body of a lesser fire crab generates intense
101
the superheated rocks and plants of their home plane. Their lairs take the
form of large burrows under the fiery seas or along the shore, near their
water source. Such burrows are sometimes very large, housing up to
20 of these creatures. On the rare occasions when fire crabs are found
on the Material Plane, they spend their time in or near active volcanoes
and hot springs.
The most notable feature of fire crabs, besides the flames playing
across their bodies, are their large pincers. Males can be distinguished
from females because one of the males claws is noticeably larger than the
other. Fire crabs have six spindly, segmented legs, blackish-red in color.
Fire crabs are generally not aggressive creatures, but they can be highly
territorial, especially if they feel that their lair is threatened. In that case,
they attack without hesitation and fight to the death. Both greater and
lesser fire crabs tend to focus all their effort against one enemy until it is
dead, then shift to the next, and so on.
Copyright Notice
Author Scott Greene.
DEFENSE
AC 13
hp: 13 (3d6 + 3)
Immunity: Fire damage
Vulnerability: Cold damage
OFFENSE
Speed: 20 ft., climb 20 ft.
Melee AttackBite: +5 to hit
(reach 5 ft.; one creature).
Hit: 1d6 + 3 piercing
damage and the
target must make
a successful DC 11
Con saving throw
against poison or be
paralyzed for 1d6
rounds. A paralyzed
creature takes 1d4
fire damage at
the start of each
of its turns while it is
paralyzed.
Credit
The Fire Snake originally
appeared in the First Edition
Fiend Folio ( TSR/Wizards of
the Coast, 1981) and is used by
permission.
Copyright Notice
Author Scott Greene, based
on original material by Michael
McDonagh.
STATISTICS
Str 10 (+0), Dex 17 (+3), Con 12 (+1),
Int 1 (5), Wis 12 (+1), Cha 7 (2)
Languages: None
Skills: Acrobatics +5, Stealth +5
Senses: Darkvision 60 ft.
ECOLOGY
Environment: Elemental Plane of Fire
Organization: Solitary or pack (25)
102
Flail Snail
This creature looks like a massive version of a normal snail whose head has been replaced with
four tentacles as thick as a mans arm, each ending in a clublike ball.
Its shell is striped in bright hues of red, blue, yellow, and green, and its flesh is gray-blue.
itself again also takes the place of any other movement
that turn.
Slime Rope: A flail snail can turn its mucus into a ropelike
strand up to 60 ft. long. If this strand is anchored to a
wall or ceiling, the flail snail and up to another 1,000
pounds can hang from it indefinitely. The flail snail
can climb up this strand 10 feet per round,
or lower itself down it 20 feet per round.
Other creatures can climb the strand
with a successful DC 20 Str (Athletics)
check. Once the snail breaks contact
with the strand, the slime dries out
and decomposes in 1d4 rounds,
after which it cant be used by
anyone.
Suction: A snails foot adheres
to surfaces so well that
its 10-foot climb speed
applies even on
perfectly sheer surfaces
and ceilings, with no
chance to fall off unless
the foot is actively
peeled loose by external
force.
Warp Magic: Any spell that
targets a flail snail directly has an 80% chance of
producing a random effect instead of the desired affect.
Only spells that directly target the flail snail are warped;
area effect spells are not affected. When a spell is cast,
roll percentile dice and consult the table.
Flail Snail
XP 700 (CR 3)
Unaligned Large monstrosity
Initiative 1
DEFENSE
AC 16 (natural armor)
hp: 38 (4d10 + 16)
Resistance: Fire damage
Immunity: Poison damage; blindness,
poison, prone
OFFENSE
Speed: 10 ft., climb 10 ft.
Multiattack: A flail snail attacks four times
with tentacle clubs.
Melee AttackTentacle Club: +5 to hit
(reach 5 ft.; one creature). Hit: 1d8 + 3
bludgeoning damage.
STATISTICS
Str 16 (+3), Dex 8 (1), Con 18 (+4),
Int 5 (3), Wis 12 (+1), Cha 4 (3)
Languages: Unique (flail snail)
Skills: Perception +3
Senses: Blindsight 60 ft.
TRAITS
Mucus: As a flail snail moves, it can leave a trail of mucus
along the ground that it travels across. It has two types of
mucus: slimy and sticky. Slimy mucus has the effect of a
grease spell (affected ground is difficult terrain; creatures
that enter affected ground must make a successful DC
12 Dex [Acrobatics] check or fall prone). Sticky mucus has
the effect of a web spell (creatures entering the affected
ground must make a successful DC 12 Str [Athletics] check
or become restrained; the check can be repeated as an
action, with success indicating the trapped creature broke
free). Both types last for 10 minutes, then dry out and are no
longer effective. Flail snails are immune to this mucus.
Retraction: Instead of moving, a flail snail can pull its fleshy
parts back into its shell, increasing its armor class to 22, but
it cant move or take actions while retracted. Extending
A typical adult flail snail has 4 hit dice, but there is tremendous
variety among their population. In fact, flail snails can be found
with 1 to 12 hit dice, and they have one clublike tentacle per hit
die. Thus, a 6 HD flail snail has six tentacles; an 8 HD flail snail
has eight tentacles; a 12 HD flail snail has twelve tentacles; and
so on. A flail snail can attack with all of its tentacles. Flail snails
have 7.5 hit points per hit die, and the creatures CR increases by 1
for every two additional tentacles beyond the basic four. All other
statistics remain the same.
d100
Result
125
2650
5170
7180
81100
ECOLOGY
Environment: Underground or ruins
Organization: Solitary, pair, or rout (330)
Flail snails are solitary omnivores that live in the deepest recesses of
caverns, caves, and dungeons, or occasionally aboveground in the ruins
of ancient, abandoned cities. They sustain themselves on a diet of fungus,
mold, and rodents. Although one would hardly suspect it on seeing a flail
103
Shell hunters may be the reason why flail snails are paranoid in the first
place.
Credit
The flail snail originally appeared in the First Edition Fiend Folio (
TSR/Wizards of the Coast, 1981) and is used by permission.
Copyright Notice
Author Scott Greene, based on original material by Simon Tilbrook.
Flowershroud
This mass of bright flowers and leaves looks no different
from any other carpet of spreading flowersbut it is.
Flowershroud
XP 200 (CR 1)
Unaligned Large plant
Initiative +1
DEFENSE
AC 11
hp: 19 (3d10 + 3)
Resistance: Bludgeoning and piercing damage from
nonmagical weapons
Immunity: Psychic damage; charm, fright, prone, stun,
unconsciousness
OFFENSE
Speed: 5 ft., climb 5 ft.
Multiattack: A flowershroud attacks three times with thorn
strands.
Melee AttackThorn Strand: +3 to hit (reach 15 ft.; one
creature). Hit: 1d6 + 1 piercing damage and the target
must make a successful DC 11 Con saving throw or be
affected by shroudblossom poison (see below).
STATISTICS
Str 6 (2), Dex 12 (+1), Con 12 (+1),
Int 0 (5), Wis 0 (5), Cha 6 (2)
Languages: None
Skills: Stealth +3
Senses: Tremorsense 60 ft.
TRAITS
Innocent Appearance: A patch of flowershroud looks
completely natural to the untrained eye. They always
have tactical advantage on Stealth checks, and their
Stealth is opposed by the observers Nature skill, not
Perception.
Shroudblossom Poison: A character who fails a DC 11 Con
saving throw when struck by a flowershrouds thorn strand
attack falls prone and goes into convulsions lasting 1d6
rounds unless the poison effect is ended early with magic.
During that time, the character cant stand up or move, is
incapacitated, and takes 1d4 poison damage at the start
of each of its turns.
ECOLOGY
Environment: Temperate and warm forest and prairie
Organization: Solitary or patch (29)
104
Foo Dog
This man-sized dog has a slightly oversized head and large, bulbous eyes.
Its paws carry sharp claws. Its golden fur fades to crimson on the creatures belly.
Foo Dog
XP 700 (CR 3)
CG Medium
monstrosity
Initiative +2
DEFENSE
AC 13 (natural
armor)
hp: 52 (7d10 + 21)
Saving Throws: See
Resilient below
OFFENSE
Speed: 40 ft.
Melee AttackBite: +5
to hit (reach 5 ft.;
one creature). Hit:
2d10 + 3 piercing
damage.
STATISTICS
Str 17 (+3),
Dex 15 (+2),
Con 17 (+3),
Int 10 (+0),
Wis 14 (+2), Cha 10 (+0)
Languages: Celestial
Skills: Perception +4, Stealth +6
Senses: Darkvision 60 ft.
TRAITS
Aura: A foo dog is protected by an aura of goodness. An
evil-aligned creature that attacks a foo creature takes a
1 penalty on attack and damage rolls.
Invisibility: A foo dog can become invisible as a bonus
action. It becomes visible again when it attacks.
Planar Travel: A foo dog can shift between the Astral,
Ethereal, and Material Planes during its move. Crossing the
boundary from one plane to another costs the foo dog
30 feet of movement. It can transport only itself into or out
of the Ethereal Plane, but it can bring up to eight other
willing creatures with it across the Astral boundary, with
effects and restrictions identical to the astral projection
spell.
Resilient: A foo dog has tactical advantage on all saving
throws.
Strike Evil: Foo dogs have a +2 bonus on attack and
damage rolls when fighting evil-aligned creatures.
Summon Foo Creatures (1/day): Once per day as an action,
a foo dog can summon up to four additional foo dogs by
barking for them. Roll 4d4; one foo dog appears within 20
feet of the summoning foo dog for each die that rolls a
4. Foo dogs summoned this way cant summon more foo
dogs.
ECOLOGY
Environment: Any good-aligned outer plane
105
Foresters Bane
This creature resembles an enormous, dark green shrub.
is not subtracted from the plants
overall hit points. If a creature is
grappled by more than one
leaf, each leaf must be severed
or overpowered individually.
Severed leaves grow back in
one week, if the
foresters bane
survives the fight.
Foresters Bane
XP 1,800 (CR 5)
Unaligned Large plant
Initiative +0
DEFENSE
AC 10
hp: 103 (9d10 +
54)
Resistance:
Bludgeoning and
piercing damage
from nonmagical
weapons
Immunity: Psychic
damage; charm,
fright, stun,
unconsciousness
ECOLOGY
Environment:
Temperate plains
Organization: Solitary
or pair
OFFENSE
Speed: 0 ft.
Multiattack:
Foresters Bane
attacks four times with
leaves and six times with
stalks.
Melee AttackLeaf: +5 to hit
(reach 10 ft.; one creature of size
Medium or smaller). Hit: the target
is grappled and restrained.
Melee AttackStalk: +5 to hit (one creature grappled by a
leaf). Hit: 1d6 + 3 slashing damage.
STATISTICS
Str 17 (+3), Dex 10 (+0), Con 22 (+6),
Int 0 (5), Wis 13 (+1), Cha 8 (1)
Languages: None
Skills: Stealth +4
Senses: Tremorsense 60 ft.
TRAITS
Grasping Tendrils: A creature grappled by a foresters bane
can break free by winning a Strength contest against
the plant or by inflicting 10 slashing damage against
the grappling leaf, thereby severing it from the plant.
Grappling leaves have AC 10. Damage done to a leaf
106
Froghemoth
This gigantic creature resembles a giant frog with four long tentacles in place of what would
normally be two front legs. A single eyestalk juts from the top of its head. Its body is green,
its underbelly is yellow, and its tentacles and legs are mottled green and yellow.
the froghemoths turns. Any number of creatures can
be inside the froghemoth at one time. A swallowed
creature is unaffected by anything happening outside
the froghemoth or by attacks from outside it. A swallowed
creature can get out of the froghemoth by using 10 feet
of movement, but only after the froghemoth is dead.
Froghemoth
ECOLOGY
Environment: Temperate marsh
Organization: Solitary
OFFENSE
Speed: 20 ft., swim 30 ft.
Multiattack: A froghemoth attacks once with its tongue and
four times with tentacles. Each tentacle can either grab
or crush. In addition to these attacks, it can also bite one
creature it grapples.
Melee AttackTentacle Grab: +11 to hit (reach 15 ft.; one
creature). Hit: 1d8 + 7 bludgeoning damage and the
target is grappled.
Melee AttackTentacle Crush: automatic hit (one creature
already grappled by a tentacle at the start of the
froghemoths turn). Hit: 1d10 + 7 bludgeoning damage
and the target is grappled.
Melee AttackTongue: +11 to hit (reach 30 ft.; one
creature). Hit: 1d6 + 7 bludgeoning damage and the
target is grappled and restrained.
Melee AttackBite: +11 to hit (reach 15 ft.; one creature
grappled by the froghemoths tentacles or tongue). Hit:
2d8 + 7 piercing damage and the target must make a
successful DC 18 Dex saving throw or be swallowed (see
below).
STATISTICS
Str 25 (+7), Dex 11 (+0), Con 22 (+6),
Int 2 (4), Wis 13 (+1), Cha 10 (+0)
Languages: None
Skills: Perception +5, Stealth +4
Senses: Darkvision 60 ft.
TRAITS
All-Around Vision: A froghemoths eyestalk
allows it to scan quickly in all directions.
Attackers never gain tactical
advantage or bonus damage
against it from the presence of
nearby allies.
Slowed by Electricity: Although a froghemoth
is immune to lightning damage, whenever it
would otherwise take such damage, it is instead
slowed for 1 round.
Swallow: A swallowed creature is blinded and
restrained but no longer grappled. It takes
1d8 + 6 bludgeoning damage plus 2d8 acid
damage automatically at the start of each of
107
Fungoid
This tall, stocky, and powerful humanoid appears to be formed of mushroom flesh rather than normal
muscle and tissue. Its rough facial features are barely discernible as crudely humanoid, and its long,
thick arms end in immense, clawed hands. Instead of typical humanoid feet, its legs end in splayed,
three-toed pads. Something akin to thick fur grows only on its chest, stomach, and lower back.
Fungoid
XP 450 (CR 2)
NE Medium plant (fungus)
Initiative +1
DEFENSE
AC 15 (natural armor)
hp: 45 (6d8 + 18)
Resistance: Lightning damage; piercing damage
from nonmagical weapons
Immunity: Psychic damage; charm, fright, stun,
unconsciousness
OFFENSE
Speed: 30 ft.
Multiattack: A fungoid attacks twice with fists.
Melee AttackFist: +6 to hit (reach 5 ft.; one creature).
Hit: 1d10 + 4 bludgeoning damage.
STATISTICS
Str 19 (+4), Dex 12 (+1), Con 17 (+3),
Int 4 (3), Wis 11 (+0), Cha 6 (2)
Languages: Understands Common but cant speak
Senses: Darkvision 60 ft., tremorsense 60 ft.
ECOLOGY
Environment: Temperate and warm marshes
Organization: Gang (24) or cluster (610)
Fungoids are man-sized humanoid creatures formed of
mushroom flesh and leaves. Their coloration varies from
brownish-green to brown to dark green to light gray with
mottled brown splotches. Most weigh about 300 pounds. They
are found in all but the coldest of swamps and marshes, where they
delight in attacking creatures that wander too close to their lair.
Although related to fungi, fungoids are not scavengers but carnivorous
hunters who consider the flesh of humans, elves, and goblins a delicacy.
Only when live food is scarce do fungoids resort to scavenging for carrion.
Fungoids lair in the darkest and most dismal place they can findthe
more devoid of light, the better. Typically a lair is beneath the densest tree
canopy in the area and is ringed with mushrooms of many colors, shapes,
and sizes. The lair itself is guaranteed to be well-hidden or camouflaged and
difficult to get into. Creatures that wander close enough to actually spot the
lair are already in trouble; by then the fungoids are certainly aware of the
intruders presence and are already considering how and when to eat them.
Fungoids do most of their hunting at night, when they travel up to 5
miles away from a lair in search of prey. Slain prey is carried or dragged
back to the lair and devoured over several days time. Fungoids often
hunt in groups, but they never share their kill. Each to its own is the
unspoken motto among fungoids.
108
Fungus Bat
A strange mass of what appears to be mushrooms trailing long,
writhing tendrils flies out of the darkness toward you.
Fungus Bat
XP 50 (CR 1/4)
Unaligned Medium plant (fungus)
Initiative +1
DEFENSE
AC 11
hp: 16 (3d8 + 3)
Immunity: Psychic damage; fright, stun, unconsciousness
OFFENSE
Speed: 30 ft., fly 60 ft.
Melee AttackBite: +3 to hit (reach 5 ft.; one
creature). Hit: 1d8 + 1 piercing damage
and the target must make a successful DC
11 Con saving throw or suffer the effect of
fungus bat poison (see below).
STATISTICS
Str 11 (+0), Dex 12 (+1), Con 13 (+1),
Int 1 (5), Wis 10 (+0), Cha 1 (5)
Languages: None
Senses: Blindsight 60 ft.
TRAITS
Fungus Bat Poison: A creature that fails a
DC 11 Con saving throw against fungus
bat poison suffers the usual effects of being
poisoned. In addition, if the creature typically moves
around on legs, it loses the use of its legs for 1d4 rounds. It
falls prone immediately, and it cant stand up again until
after the 1d4 rounds have elapsed. A successful saving
throw against fungus bat poison does not impart any
immunity against future poisonings.
ECOLOGY
Environment: Underground
Organization: Solitary, pair, patch (36), or field (615)
Fungus bats are found only in deep caves and more extensive regions
of the subterranean world, for they are a very deep-dwelling species.
They are uncommon everywhere, however; their colonies are small and
few. It is believed they were more numerous in the distant past, but other
creatures hunted them near to extinction.
A fungus bat resembles a mass of lumpy mushroom caps with leathery
wings. A pair of long tails flap behind it when it flies, giving it a deceptively
ungraceful appearance. Their bite carries a venom that affects the lower
spine, paralyzing the legs. Its a short-lived effect, but dangerousfungus
bats tend to swarm creatures that are on the ground to the exclusion of
other targets.
Credit
Author Matt Finch
109
Fyr
This small, goat-headed humanoid combines long, backward-curving horns, goatlike legs,
a brutish face, and a short, bushy tail with a very human-looking torso. Thick brown fur covers their
legs, back, and head. They adorn themselves heavily with rings, necklaces, bracelets, earrings,
and other such trinkets, and all fyrs, male and female, braid and decorate their beards.
Organization: Solitary,
band (25), or troop (611)
Fyr
XP 50 (CR 1/4)
Neutral Small fey
Initiative +1
DEFENSE
AC 11
hp: 9 (2d6 + 2)
Saving Throws: See Resilient
below
Resistance: Bludgeoning, piercing,
and slashing damage from
nonmagical weapons
OFFENSE
Speed: 30 ft.
Melee AttackBattleaxe: +4 to hit (reach 5 ft.;
one creature). Hit: 1d8 + 1 slashing damage.
Melee AttackHeadbutt: +3 to hit (reach 5
ft.; one creature). Hit: 1d6 + 1 bludgeoning
damage and the target must make a successful
DC 11 Dex saving throw or be knocked prone. If
the target is knocked prone, the fyr can make
an immediate battleaxe attack against it as a
bonus action.
STATISTICS
Str 12 (+1), Dex 13 (+1), Con 12 (+1),
Int 12 (+1), Wis 13 (+1), Cha 13 (+1)
Languages: Common, Sylvan
Skills: Animal Handling +3, Arcana
+3, Deception +5, Insight +3,
Nature +3, Stealth +5
Senses: Darkvision 60 ft.
TRAITS
Resilient: A fyr has tactical
advantage on all saving
throws.
Spell-like Abilities: All fyrs can use the following spell-like
abilities, using Charisma as their casting ability (DC 11,
attack +3). A fyr doesnt need material components to
use these abilities.
At Will: animal friendship, speak with animals
3/day: faerie fire, pass without trace
2/day: beast sense, conjure animals
1/day: dominate beast, invisibility
Weapon Attunement: Fyrs have an ability to attune
themselves with any wood-handled weapon, so that they
get a +1 attack bonus with such a weapon once theyve
handled for at least 10 minutes. This bonus is already
included in the battleaxe attack line above.
ECOLOGY
Environment: Any forests and mountains
110
Gallows Tree
This creature appears as a massive, tall tree with thick branches from which hang
several humanoid corpses tightly secured by their necks with greenish-brown ropes.
Its canopy is thick and bushy, and its trunk is mottled brown.
Gallows Tree
STATISTICS
Str 21 (+5), Dex 10 (+0),
Con 23 (+6), Int 10 (+0),
Wis 10 (+0), Cha 8 (1)
Languages: Understands
Common but cant speak
Skills: Perception +5
Senses: Tremorsense 60 ft.
TRAITS
Create Gallows Tree Zombie:
When a creature dies within
15 feet of a gallows tree, the
tree uses a sharpened tendril
to slice open the creatures
abdomen, spilling the corpses
innards on the ground. The
organs and fluids are absorbed
by the trees roots. Corpses of
a size other than Medium or
Large are simply left to rot.
Medium or Large corpses
are filled with a greenish
pollen from one of the trees
branches. The abdominal
wound heals in 1d4 days,
and the slain creature
then rises as a gallows tree
zombie connected by a
tethervine to the gallows
Copyright Notice
Author Scott Greene.
111
DEFENSE
AC 11
hp: 33 (6d8 + 6)
Immunity: Psychic damage; fright, stun, unconsciousness
OFFENSE
Speed: 30 ft.
Multiattack: A gallows tree zombie attacks once with its fists
and can create one spore cloud.
Melee AttackFists: +6 to hit (reach 5 ft.; one creature). Hit:
2d8 + 4 bludgeoning damage.
Area AttackSpore Cloud (recharge 5, 6): automatic hit
(range 5 ft. cube adjacent to zombie; creatures in
cube). Hit: a creature in the cloud of spores must
make a successful DC 11 Con saving throw or
suffer the effect of a slow spell lasting 6 rounds
(no concentration required). When the slow
effect ends, the target takes 1d8 poison
damage, or half damage with a successful
DC 11 Con saving throw.
STATISTICS
Str 19 (+4), Dex 13 (+1), Con 13 (+1),
Int 4 (3), Wis 10 (+0), Cha 1 (5)
Languages: Understands Common
but cant speak
Senses: Darkvision 60 ft.
TRAITS
Regeneration: At the start of its
turn, a gallows tree zombie
recovers 5 lost hit points.
This ability fails to function
if the creature has been
severed from its gallows
tree (see Tether Vine,
below).
Tether Vine: A gallows tree
zombie is connected
ECOLOGY
Environment: Temperate and warm forest, hill, marsh, and
plains
Organization: Grove (611 gallows tree zombies plus 1
gallows tree)
Gallows tree zombies were once living humanoids, but they were slain
and devoured by a gallows tree and reborn from its seedlings as one of its
minions. Their new purpose is killing or capturing prey for the gallows
tree that created them to devour.
These monsters retain small memories of their former lives, and
these scenes sometimes manifest in the zombies mind when they
see living creatures similar to what the zombie once was. This
triggers great anger that the zombie vents on the nearest living
creature.
Gallows tree zombies appear as humanoid creatures
with deathly gray skin that is coarse, like tree bark. A
long, sinewy cord of greenish-brown wraps around the
zombies throat and connects it to the gallows tree.
Gallows tree zombies show no spark of life in their
eyes, but they are not completely mindless. Neither
are they undead, even though their name suggests
otherwise; therefore, they cant be turned.
Gallows tree zombies hang motionless from the
tree that created them, being lowered to the ground
only when a living creature comes within 100 feet
of the gallows tree they are connected to. They
relentlessly pound their foes with their clublike
fists while belching out clouds of choking spores.
The zombies prefer uneven odds that favor them,
so ganging up on an individual is their norm
in battle. Slain foes are dragged to the gallows
tree to be devoured, implanted with a seed, and
eventually transformed into a gallows tree zombie
to replace any that fell in battle.
Copyright Notice
Author Scott Greene.
112
Gargoyles
Several varieties of gargoyles exist, and each is detailed below. For all their differences,
gargoyles also share some common traits. They can remain utterly motionless for days, weeks,
or even years, and they are indistinguishable from stone for as long as they remain still.
Regardless of how long theyve been inert, they can spring into sudden, savage action in an instant.
Gargoyle, Four-Armed
This creature appears to be a hideous and winged humanoid carved of stone.
Its ears are oversized and pointed, and two large, backward-curving horns jut from
its head above its eyes. It has four arms, and each ends in stony claws.
cant be detected as alive by
any means.
Four-Armed Gargoyle
XP 1,100 (CR 4)
CE Medium monstrosity
Initiative +2
ECOLOGY
Environment: Any land, aquatic,
and underground
Organization: Solitary, pair, or
wing (516)
DEFENSE
AC 15 (natural armor)
hp: 55 (10d8 + 10)
Resistance: Bludgeoning,
piercing, and slashing
damage from weapons that
are nonmagical or not made of
adamantine
Immunity: Poison damage; exhaustion,
petrification, poison
OFFENSE
Speed: 30 ft., fly 60 ft.
Multiattack: A four-armed gargoyle
attacks twice with claws, bites
once, and gores once with its
horns.
Melee AttackClaws: +4 to hit
(reach 5 ft.; one creature). Hit: 2d8
+ 2 slashing damage.
Melee AttackBite: +4 to hit (reach 5
ft.; one creature). Hit: 1d8 + 2 piercing
damage.
Melee AttackGore: +4 to hit (reach 5
ft.; one creature). Hit: 1d8 + 2 piercing
damage.
STATISTICS
Str 15 (+2), Dex 14 (+2), Con 12 (+1),
Int 6 (2), Wis 11 (+0), Cha 7 (2)
Languages: Terran
Senses: Darkvision 60 ft., tremorsense 60 ft. (while motionless)
Credit
The four-armed gargoyle first appeared
in the First Edition module S1 Tomb of
Horrors ( TSR/Wizards of the Coast, 1978)
and is used by permission.
Copyright Notice
Authors Scott Greene and Clark Peterson, based on
original material by Gary Gygax.
TRAITS
Stony Appearance: While a four-armed gargoyle sits
motionless, it is indistinguishable from natural stone and
113
Gargoyle, Fungus
This creature looks like a winged statue, humanoid in shape, carved from molds,
mushrooms, and other fungi. Its arms and legs end in clawed hands and feet,
and its mouth is lined with fangs carved from the same substances as its body.
Fungus Gargoyle
XP 700 (CR 3)
NE Medium plant (fungus)
Initiative +2
DEFENSE
AC 14 (natural armor)
hp: 52 (7d8 + 21)
Saving Throws: Wis +2
Resistance: Bludgeoning and fire damage
Immunity: Psychic damage; fright, stun,
unconsciousness
OFFENSE
Speed: 30 ft., fly 60 ft.
Multiattack: A fungus gargoyle attacks twice with claws
or once with spore breath.
Melee AttackClaw: +4 to hit (reach 5 ft.; one creature).
Hit: 1d10 + 2 slashing damage.
Area AttackSpore Breath (recharge 5, 6): automatic hit
(range 10-ft. line; creatures in line). Hit: affected creatures
must make a successful DC 13 Con saving throw or gain
one level of exhaustion and suffer spore poisoning (see
below).
STATISTICS
Str 14 (+2), Dex 14 (+2), Con 17 (+3),
Int 6 (2), Wis 11 (+0), Cha 7 (1)
Languages: Understands Common but cant speak
Skills: Stealth +4
Senses: Darkvision 60 ft., tremorsense 60 ft. (while motionless)
TRAITS
Sickening Aura: A fungus gargoyle stinks like rotting
vegetable matter. Creatures that begin their turn within 10
feet of a fungus gargoyle must make a successful DC 13
Con saving throw or become poisoned for as long as they
remain within 10 feet of any fungus gargoyle and for 1d4
rounds afterward.
Spore Poisoning: A creature affected by spore poisoning
must make a DC 13 Con saving throw at the end
of every hour. On a successful saving throw, there
is no effect; on a failed saving throw, the creature
adds one level of exhaustion to its current exhaustion
level. A creature cant recover from exhaustion while
suffering from spore poisoning. The character recovers
from exhaustion by normal means once the poison is
neutralized with magic.
ECOLOGY
Environment: Any non-arctic land
Organization: Solitary, pair, or patch (510)
Credit
The fungus gargoyle originally appeared in the First Edition Fiend
Folio ( TSR/Wizards of the Coast, 1981) and is used by permission.
Fungus gargoyles are thought to have once been normal gargoyles that
were transformed into a fungoid state by an evil cult that pays reverence to
demons of slime, ooze, and fungus. There is a link, in that these creatures
Copyright Notice
Authors Scott Greene and Clark Peterson, based on original material
by Gary Gygax.
114
DEFENSE
AC 13 (natural armor)
hp: 34 (4d8 + 16)
Resistance: Bludgeoning, piercing, and slashing damage
from weapons that are nonmagical or not made of
adamantine
Immunity: Poison damage; exhaustion, petrification, poison
OFFENSE
Speed: 30 ft., fly 60 ft.
Multiattack: A green guardian gargoyle attacks once with
claws and gores once with its horns.
Melee AttackClaws: +4 to hit (reach 5 ft.; one creature).
Hit: 2d8 + 2 slashing damage. If both claw attacks hit the
same target, the target is also grappled and restrained.
Melee AttackGore: +4 to hit (reach 5 ft.; one creature). Hit:
1d8 + 2 piercing damage.
STATISTICS
Str 15 (+2), Dex 14 (+2), Con 18 (+4),
Int 6 (2), Wis 11 (+0), Cha 7 (2)
Languages: Common, Terran
Skills: Stealth +4
Senses: Darkvision 60 ft., tremorsense 60 ft. (while motionless)
TRAITS
Reanimation: A green guardian gargoyle that is destroyed
will reanimate 1d8 + 2 days later unless its eyes are
removed, crushed, and disenchanted by casting both
dispel magic (automatic) and greater restoration on
them. If the eyes are taken away but not destroyed, they
simply disappear from wherever they are and reappear
in the green guardians eye sockets at the moment it
reanimates. The same applies to any other body parts that
were demolished or removed.
Stony Appearance: While a green guardian gargoyle sits
motionless, it cant be detected as a living creature by
any means.
ECOLOGY
Environment: Any land, aquatic, and underground
Organization: Solitary, pair, or wing (516)
Green guardian gargoyles are carved from a strange, green stone. Their
only features that are not this stone are their eyes, which are black jet; they
can easily be appraised to have a value of 200 gp apiece by someone who
knows gems, but they also detect as magic (conjuration) under a detect
magic spell.
The green guardian gargoyles preferred way to kill their victims is to
direct all their attacks at the same foe and grab that creature so that they
can then fly them 60 feet up into the air before releasing them, letting them
take another 6d6 bludgeoning damage from the fall. Fortunately, a single
green guardian can carry only 150 pounds while flying, so it takes two of
them to lift most Medium-sized characters. The first one to attack must
establish the grapple by hitting the same target with both claw attacks. The
second gargoyle needs only one of its claw attacks to hit in order to grab
an arm and help hoist the character into the air.
Green guardian gargoyles are mercifully rare. So far, they are known
to exist only in the halls of Rappan Athuk, where they are employed as
guards and gatekeepers. Its only a matter of time before they spread to
other sites.
Credit
Green guardian gargoyles can be found in the Necromancer Games
module Rappan Athuk I: The Upper Levels (2000 Bill Webb and Clark
Peterson, Necromancer Games, Inc.).
Copyright Notice
Authors Scott Greene and Clark Peterson, based on original material
by Gary Gygax.
115
Gargoyle, Margoyle
This creature looks like a hideously ugly humanoid chiseled from brown stone.
Two large horns protrude from its head, just above its eyes. Four large, stony spikes
jut from its shoulder blades. Its hands and feet end in sharpened claws.
Margoyle
XP 1,800 (CR 5)
CE Medium monstrosity
Initiative +2
DEFENSE
AC 16 (natural armor)
hp: 114 (12d8 + 60)
Resistance: Bludgeoning, piercing, and slashing damage
from weapons that are nonmagical or not made of
adamantine
Immunity: Poison damage; exhaustion, petrification, poison
OFFENSE
Speed: 30 ft., fly 60 ft.
Multiattack: A margoyle attacks once with claws, bites
once, and gores once with its horns.
Melee AttackClaw: +6 to hit (reach 5 ft.; one creature).
Hit: 2d8 + 3 slashing damage.
Melee AttackBite: +6 to hit (reach 5 ft.; one creature).
Hit: 1d8 + 3 piercing damage.
Melee AttackGore: +6 to hit (reach 5 ft.; one creature).
Hit: 1d8 + 3 piercing damage.
STATISTICS
Str 17 (+3), Dex 15 (+2), Con 20 (+5),
Int 8 (1), Wis 12 (+1), Cha 8 (1)
Languages: Common, Terran
Skills: Stealth +5
Senses: Darkvision 60 ft., tremorsense 60 ft. (while motionless)
TRAITS
Stony Appearance: While a margoyle sits motionless, it
is indistinguishable from natural stone and cant be
detected as alive by any means.
ECOLOGY
Environment: Any land, aquatic, and underground
Organization: Solitary, pair, or wing (12 margoyles and 46
gargoyles or four-armed gargoyles)
A margoyle is nothing more than a slightly larger version of a typical
gargoyle. It is, however, meaner, deadlier, and even more evil than the
normal gargoyle, if such a thing is imaginable. Margoyles are most often
encountered in subterranean regions, where they typically have a pack
Credit
The margoyle originally appeared in the First Edition module S4 Lost
Caverns of Tsojcanth ( TSR/Wizards of the Coast, 1982) and later in the
First Edition Monster Manual II ( TSR/Wizards of the Coast, 1983) and
is used by permission. It was called a marlgoyle in S4 (note the extra l).
Copyright Notice
Authors Scott Greene and Clark Peterson, based on original material
by Gary Gygax.
116
Genie, Hawanar
This being is twice as tall as a normal human and has reddish skin, no hair, and small fangs.
Its lower torso is shrouded in a cyclone of embers and flame.
end its move in the same space as a character it isnt
grappling.
Mobility: When a hawanar genie moves,
opportunity attacks against it have tactical
disadvantage.
Spell-like Abilities: A hawanar genie can
use the following spell-like abilities, using
Charisma as its casting ability (DC 13,
attack +5). The genie doesnt
need material components to
use these abilities.
At will: plane shift (willing
targets to elemental
planes, Astral Plane, or
Material Plane only)
1/day: burning hands,
create wine and water
(as create food and
water, but creates wine
instead of water),
fireball, gaseous
form, invisibility (self
only), major image,
scorching ray (3
rays), wall of fire,
wind walk
Hawanar Genie
XP 2,900 (CR 7)
LN Large fiend
Initiative +2
DEFENSE
AC 17 (natural armor)
hp: 97 (13d10 + 26)
Saving Throws: Dex +5, Con +5
Immunity: Acid and fire damage
Vulnerability: Cold damage
OFFENSE
Speed: 20 ft., fly 50 ft.
Multiattack: A hawanar genie
attacks twice with fists or twice
with its falchion, or uses a spelllike ability.
Melee AttackFist: +8 to hit (reach
5 ft.; one creature). Hit: 2d8 + 5
bludgeoning damage plus 1d8 fire
damage.
Melee AttackFalchion: +8 to
hit (reach 5 ft.; one creature).
Hit: 2d8 + 5 slashing damage
plus 1d6 fire damage. This
attack scores a critical hit if the
hawanars attack roll is a natural 18,
19, or 20.
ECOLOGY
Environment: Any
(Plane of Elemental
Air or Plane of
Elemental Fire)
Organization: Solitary,
pair, company (24), or
band (615)
STATISTICS
Str 20 (+5), Dex 14 (+2), Con 14 (+2),
Int 14 (+2), Wis 10 (+0), Cha 15 (+2)
Languages: Auran and Ignan
Skills: Deception +5, Intimidation +5,
Perception +3
Senses: Darkvision 60 ft.
TRAITS
Air Mastery: Airborne creatures have tactical disadvantage
on attacks against a hawanar.
Holocone: A hawanar can transform into a vortex of
embers and white-hot fire as a bonus action and can
remain in this form for up to six rounds. Once it changes
back to its normal form, it cant resume its holocone form
for another 10 minutes. In holocone form, the hawanar
genie can move through the air or along any surface
at its fly speed. It can move through spaces occupied
by other creatures; creatures of Medium size or smaller
must make a successful DC 13 Dex saving throw or
be swept into the vortex, taking 2d8 + 5 bludgeoning
damage plus 1d8 fire damage and being grappled by
the genie, which can then move the grappled creature
according to the normal grappling rules. The genie cant
117
Ghost Ammonite
This large, nautilus-shaped spirit seemingly swims its way through the air
to attack with its writhing, incorporeal tentacles.
Unlike Leng-fossils, which are virtually unique to the
Leng Plateau, ghost-ammonites are the remnants of
some unspeakably ancient race that once traveled
freely through many planes of existenceor so
believe those rare scholars whove dared to
study the enigmatic realm of Leng. Their wide
travels explain the fact that they can be found
literally anywhere. In life, they possessed
genius-level intellects, but their ghostly
remnants have been reduced to idiocy,
propelled by little more than hatred and
instinct.
Ghost ammonites are truly undead,
unlike the fossils of Leng. These sixtentacled creatures are incorporeal and almost
invulnerable to damage of any kind, but their
spiraling, fossilized shells are real stone. If the
shell is destroyed, the ghost-ammonite inside is
destroyed along with it.
For reasons unknown, ghost ammonites
often lie quiescent for centuries, usually
in layers of earth thick with fossils.
They become active for as long as
a century or two before returning
to eons-long hibernation deep
within the alien rock, where
they dream of unknown, unquiet
realities.
Ghost Ammonite
XP 450 (CR 2)
Unaligned Medium undead
Initiative +2
DEFENSE
AC 10
hp: 33 (6d8 + 6)
Resistance: Bludgeoning,
piercing, and slashing
damage from
weapons that are
nonmagical or not
made of adamantine
Immunity: Necrotic
and poison damage;
exhaustion,
fright, poison,
unconsciousness
OFFENSE
Speed: fly 30 ft., burrow 20
ft.
Multiattack: A ghost
ammonite attacks three
times with tentacles.
Melee AttackTentacle: +4 to hit
(reach 5 ft.; one creature). Hit:
2d4 + 2 necrotic damage and
the targets maximum number
of hit points is reduced by
an amount equal to the
necrotic damage.
Copyright Notice
Author Matt Finch
STATISTICS
Str 4 (3), Dex 14 (+2),
Con 12 (+1), Int 3 (4),
Wis 11 (+0), Cha 10 (+0)
Languages: None
Skills: Stealth +4
Senses: Darkvision 60 ft.
TRAITS
Lunge: A ghost ammonite can extend its reach to 15 feet
at will, but if it does, attacks against it have tactical
advantage until the start of the ghost ammonites next
turn.
Shell Retreat: If a ghost ammonite suffers radiant damage, it
retreats into its shell for 1d6 rounds. While withdrawn inside
its shell, its AC increases to 16 and it heals 1 hit point at the
start of each of its turns, but it cant attack.
ECOLOGY
Environment: Any (but chiefly, the Plateau of Leng)
Organization: Solitary, haunt (25), or fossil bed (10100)
118
DEFENSE
AC 11 (natural armor)
hp: 76 (9d10 + 27)
Saving Throws: Con +5, Int +6
Resistance: Piercing and slashing damage; acid damage
Immunity: Bludgeoning damage; blindness, deafness, prone
OFFENSE
Speed: 20 ft.
Multiattack: A giant slug of Pnahk bites once and crushes
once, or uses its mind blast.
Melee AttackBite: +6 to hit (reach 5 ft.; one creature). Hit:
2d10 + 4 slashing damage.
Melee AttackCrush: +6 to hit (reach 5 ft.; one creature). Hit:
2d10 + 4 bludgeoning damage and the target is knocked
prone, grappled, restrained, and smothered (see below).
Area AttackMind Blast (recharge 6): automatic hit (range
60 ft. cone; creatures in cone). Hit: every creature in the
affected area must make a successful DC 14 Int saving
throw or be affected by the insanity of Pnahk (see
below). Characters with Int 16 or higher have tactical
disadvantage on the saving throw.
STATISTICS
Str 18 (+4), Dex 8 (1), Con 16 (+3),
Int 19 (+4), Wis 10 (+0), Cha 4 (3)
Languages: Abyssal, Deep Speech, Primordial
Skills: Arcana +6, History +6, Stealth +3
Senses: Tremorsense 60 ft.
TRAITS
Smothering: When a giant slug of Pnahk hits a creature
with its crushing attack, it drops its body onto the
creature, pinning it to the ground. Treat this
as being grappled and restrained, but the
creature must also make an immediate DC 14
Con saving throw. A successful saving throw
indicates the creature inhaled a lungful of
air before being trapped; a failed saving
throw indicates the air was forced from
the creatures lungs and it is suffocating. A
suffocating creature can act normally for a
number of rounds equal to its Con modifier
(minimum of 1 round). Once those rounds
expire, the creature drops to 0 hit points at the
start of its next turn and it must make death
saving throws.
Insanity of Pnahk: A giant PNahki slug can
produce a momentary mental blast
that transmits subliminal images
of the nightmarish realm of
Pnahk. All creatures in the
affected area that fail a
DC 16 Int saving throw
recall these images and
1d4
Effect
119
Giant, Jack-in-Irons
Brutish, warty, hairy, and stinking of oil and iron, this creature has jutting lower jaws and tusklike
teeth, not unlike an orc or hobgoblin of huge size. It wears belts of skulls, rotting heads are strung on
ropes around its throat and waist, and jangling iron chains enwrap its entire body.
any other nearby solid object as an attack. This
attack hits automatically and does 2d8 + 6
bludgeoning damage and the creature must
make a successful DC 17 Con saving throw
or be incapacitated until the start of the
giants next turn.
Shake the Earth: As an action, a jack-inirons can stomp its foot on the ground,
causing powerful vibrations to
radiate out around the giant.
Any creature within 10 feet of
the jack-in-irons must make a
successful DC 17 Dex saving throw
or fall prone.
Jack-in-Irons Giant
XP 2,900 (CR 7)
CE Huge giant
Initiative +1
DEFENSE
AC 14 (chains)
hp: 126 (11d12 + 55)
Saving Throws: Wis +4, Con +8
OFFENSE
Speed: 40 ft.
Multiattack: A jack-inirons giant makes two
melee attacks in any
combination of club,
chain, fist, and pound,
or it makes two
ranged attacks, or it
shakes the earth (see
below).
Melee AttackClub: +9
to hit (reach 10 ft.; one
creature). Hit: 3d10 + 6
bludgeoning damage
and the target must
make a successful DC
17 Str saving throw or be
incapacitated until the
start of the giants next
turn.
Melee AttackChain: +9
to hit (reach 15 ft.; one
creature). Hit: 2d10 + 6
bludgeoning damage
and the target must
make a successful DC
17 Dex saving throw
or be grappled and
restrained until the start of the giants next turn.
Melee AttackFist: +9 to hit (reach 10 ft.; one creature).
Hit: 2d8 + 6 bludgeoning damage and the target must
make a successful DC 17 Con saving throw or be knocked
prone.
Ranged AttackRock: +9 to hit (range 60 ft./240 ft.; one
creature). Hit: 3d10 + 6 bludgeoning damage.
STATISTICS
Str 22 (+6), Dex 12 (+1), Con 20 (+5),
Int 9 (1), Wis 12 (+1), Cha 11 (+0)
Languages: Giant
Senses: Darkvision 60 ft.
TRAITS
Pound: A jack-in-irons that grapples an opponent of Medium
size or smaller can smash the opponent into the ground or
ECOLOGY
Environment: Temperate plains
and forest
Organization: Solitary
A jack-in irons giant steal chains
from gates, portcullises, and wherever
else it can get them, and fastens them
all around its body, with a special
emphasis on the wrists, forearms,
shins, throats, and shoulders. They
collect the heads of their victims as
trophies and fashion them into grisly
belts and necklaces.
Most jack-in-irons giants dwell
in ruined towers overlooking remote
stretches of roads. From this base, they
watch for lone travelers, pilgrims, and
even guarded caravans to ambush and sack.
Armored knights are their favored prey. They
have been known to take prisoners and hold
them for high ransom, but bargaining with a
jack-in-irons is always a tricky undertaking;
as often as not, they become bored or angry
during the process and simply kill their
captives, regardless of whether theyve been promised or even paid a
ransom for them.
Orcs and goblins sometimes follow a jack-in-irons as their king or leader
because of its size, strength, and bottomless capacity for wickedness. Such
a company almost never includes more than one jack-in-irons, however,
because none will submit to the command of another.
A jack-in-irons stands about 18 feet tall. It prefers to dress in dark
colors such as black or brown and always drapes itself in chains. Its hair is
dark and matted, and many male jacks-in-irons sport thick, bushy beards.
Its eyes are purplish-black with light green irises.
A jack-in-irons is not a clever opponent. They rely almost exclusively
on brute strength until they run out of enemies. Most fight only to the
death, because they believe themselves invincibleas indeed they are,
until someone defeats and kills them.
Copyright Notice
Author Scott Greene.
120
Gillmonkey
This small creature resembles a cross between a monkey and a fish,
with gangly arms and legs, bulging eyes, scaly skin, and webbed fingers and toes.
Gillmonkey
XP 50 (CR 1/4)
CE Small beast (aquatic)
Initiative +2
DEFENSE
AC 12
hp: 7 (2d6)
Saving Throws: Dex +4
OFFENSE
Speed: 25 ft., swim 30 ft.
Multiattack: A gillmonkey bites once and
attacks once with claws.
Melee AttackBite: +4 to hit (reach 5
ft.; one creature). Hit: 1d6 + 2 piercing
damage.
Melee AttackClaw: +4 to hit (reach 5
ft.; one creature). Hit: 1d6 + 2 slashing
damage.
STATISTICS
Str 8 (1), Dex 15 (+2), Con 10 (+0),
Int 10 (+0), Wis 12 (+1), Cha 9 (1)
Languages: Unique (Gillmonkey)
Skills: Stealth +4
Senses: Darkvision 60 ft., tremorsense 60
ft. (when in water)
TRAITS
Amphibious: A gillmonkey can breathe
equally well in air or underwater.
ECOLOGY
Environment: Saltwater or fresh water
Organization: School (220) or colony
(20200)
Gillmonkeys are nasty, monkeylike creatures
that live in the sea. They are native to saltwater,
but they sometimes swim up rivers and into lakes
to hunt or raid. They have hairless, pinkish-brown
skin that is lightly scaled. Short appendages like
tentacles grow from the tops of their heads, but
they seem to be used only for handling food.
Gillmonkeys never fight alone; if someone is
attacked by one gillmonkey, they will be attacked
by more. Individually, gillmonkeys are weak
and cowardly (more generous observers might
call them shy), but in groups they can be quite
dangerousand they always travel in groups. When they attack, they
swarm over a ships rails like waves crashing up from the sea.
Credit
Author Matt Finch
121
Gloom Crawler
This giant, squidlike beast has thirty to forty tentacles, each up to 30 feet long. From the end of each
tentacle stares a small, round, lidless eye with a stark blue pupil. The creatures glossy flesh is inkyblack with a slightly paler underside centered around a vicious, beaked mouth of monstrous size.
Gloom Crawler
XP 5,900 (CR 10)
N Huge monstrosity
Initiative +2
DEFENSE
AC 12
hp: 159 (13d12 + 75)
Immunity: Prone
Vulnerability: Radiant damage
OFFENSE
Speed: 20 ft., climb 20 ft.
Multiattack: A gloom crawler attacks ten times with
tentacles and bites once. Each tentacle can either slam
or constrict.
Melee AttackBite: +9 to hit (reach 5 ft.; one creature
grappled by the gloom crawler). Hit: 1d10 + 5 piercing
damage and the creature is dragged to the gloom
crawlers mouth.
Melee AttackTentacle Slam: +9 to hit (reach 15 ft.; one
creature). Hit: 1d8 + 5 bludgeoning damage and the
target is grappled.
Melee AttackTentacle Constriction: automatic hit (one
creature already grappled by the gloom crawler at the
start of the gloom crawlers turn). Hit: 1d8 + 5 bludgeoning
damage and the target is grappled and restrained.
STATISTICS
Str 20 (+5), Dex 14 (+2), Con 20 (+5),
Int 4 (3), Wis 12 (+1), Cha 2 (4)
Languages: None
Skills: Perception +9, Stealth +6
Senses: Darkvision 60 ft.
TRAITS
All-Around Vision: A
gloomcrawlers many
eyes allow it to
scan quickly in
all directions.
Attackers never
gain tactical
advantage
or bonus
damage
against it from
the presence
of nearby allies.
ECOLOGY
Environment:
Temperate
Organization: Solitary
122
Gnarlwood
This creature resembles a treant, but instead of the kindly, gentle face of the tree-folk,
its face is twisted into a grim scowl. Its deep-set eyes and jagged mouth give it an almost
skull-like grimace, and its four twisted arms are tipped with sharp, woody claws.
Its leaves are deep green, almost black, and have ghostly white markings on them.
Behind it, the skeletal remains of its unfortunate victims shamble through the undergrowth.
Gnarlwood
XP 3,900 (CR 8)
NE Huge plant
Initiative -1
DEFENSE
AC 16 (natural armor)
hp: 132 (11d12 + 55)
Resistance: Bludgeoning and piercing damage
Vulnerability: Fire damage
OFFENSE
Speed: 30 ft.
Multiattack: A gnarlwood attacks four times with clawed
branches, or it uses a spell-like ability.
Melee AttackClawed Branch: +9 to hit (reach 5 ft.; one
creature). Hit: 2d8 + 6 slashing damage.
STATISTICS
Str 22 (+6), Dex 9 (1), Con 20 (+5),
Int 13 (+1), Wis 13 (+1), Cha 8 (1)
Languages: Common
Skills: Perception +4, Stealth +5
Senses: Darkvision 60 ft.
TRAITS
Protected from Good: Good-aligned creatures have tactical
disadvantage when attacking a gnarlwood, and it cant
be charmed, frightened, or possessed by a good-aligned
creature.
Rend: If a single target is hit by two of the gnarlwoods
clawed branch attacks in a single turn, that target
automatically takes an additional 2d8 + 6 slashing
damage and is grappled.
Spell-like Abilities: The gnarlwood can use the following
spell-like abilities, using Wisdom as its casting ability (DC
12, attack +4). The gnarlwood doesnt need material
components to use these abilities.
At Will: ray of sickness
3/day: animate dead, blight, inflict wounds
1/day: circle of power, dispel evil and good
1/week: circle of death
Unhallowed Aura: When an undead creature within 30 feet
of a gnarlwood attacks or makes a saving throw, it can roll
1d4 along with its d20 and add the results together.
ECOLOGY
Environment: Temperate forests
Organization: Solitary or band (24 plus 1d6 skeletons or
zombies per gnarlwood)
Gnarlwoods grow from the seeds of treants that had the misfortune of
sprouting in cursed ground. The good nature of the treant is subverted by the
evil nourishment it gains from the earth, and the evil suffuses into its every fiber.
Most gnarlwoods die before they are much larger than twiggy saplings,
since few creatures of nature can survive on a diet of pure evil. Those
that do survive grow into menacing, twisted mockeries of treants, with
four knobby arms that end in cruel barbed claws. Gnarlwoods are spiteful,
hateful beings that seek to destroy everything they see. Bereft of any
compassion, they tear through forests accompanied by the shambling
corpses of their victims, rending and clawing whatever they meet.
Some evil druidic temples secluded deep in ancient forests are protected
by entire groves of gnarlwoods. Unfortunately for the worshippers,
eventually not even they are spared the psychotic wrath of the gnarlwood.
A gnarlwood usually begins combat by sending its undead minions into
battle ahead of itself, to distract or soften up its foes. It uses its spell-like
abilities against targets it deems most hatefulclerics and paladins are
high priority, followed by other spellcasters. During battle, it tries to keep
its undead minions within range of its undead blessing aura. A gnarlwood
constantly howls and wails in its uncanny, hollow voice during battle, and
always fights to the death.
Copyright Notice
Author Erica Balsley
123
Gohl
This creature appears as a floating blob of mottled black and gray flesh. From its central form
sprout six long tentacles and three snakelike heads, each head perched atop a thin, serpentine neck.
Each head has a mouth lined with pointed fangs. Smaller tentacles constantly extend from the
central mass only to disappear back into it as quickly as they appeared.
changing the colors of their tentacles and central body mass. They spend
most of their lives alone, however, so when encountered by adventurers, a
gohls body is likely to be a plain, splotchy mass of black and gray.
In combat, a gohl can release a loud, metallic-sounding roar. It does
this in an effort to scare adversariesas if its horrific appearance isnt
sufficient for that job.
Gohls make no effort to disguise themselves or to hide from opponents.
They move to intercept intruders as soon as they detect something
entering their territory. If its not too badly outnumbered, a gohl tends to
concentrate its bite attacks against a single targetpreferably one thats
also grappled. Foes that are killed or knocked unconscious by a gohl are
carried to its lair, to be consumed later.
DEFENSE
AC 13
hp: 85 (10d10 + 30)
Saving Throws: Dex +6, Wis +4
Resistance: Bludgeoning, piercing, and slashing damage
from nonsilver weapons
Immunity: Acid damage
Copyright Notice
Author Scott Greene.
OFFENSE
Speed: fly 30 ft.
Multiattack: A gohl bites three times and
attacks six times with tentacles. Each
tentacle can either slam or constrict.
Melee AttackBite: +7 to hit (reach 10
ft.; one creature). Hit: 1d6 + 4 piercing
damage plus 1d8 acid damage.
Melee AttackTentacle Slam: +7 to hit
(reach 5 ft.; one creature). Hit: 1d8 + 4
bludgeoning damage and the target
must make a successful DC 15 Dex
saving throw or be grappled.
Melee AttackTentacle Constriction: automatic
hit (one creature already grappled by the gohl
at the start of the gohls turn). Hit: 1d10 + 4
bludgeoning damage.
STATISTICS
Str 18 (+4), Dex 17 (+3), Con 17 (+3),
Int 6 (2), Wis 12 (+1), Cha 6 (1)
Languages: Understands Common but
cant speak
Senses: Darkvision 60 ft.
ECOLOGY
Environment: Underground or ruins
Organization: Solitary
Gohls are nightmarish creatures that lurk in desolate ruins
and subterranean caverns. No one is quite sure of their
origin; some sages believe they traveled to the Material
Plane from another dimension or even from the distant past
or future. They are solitary creatures that favor humanoid
prey above all else, but they are not above attacking and
devouring any living thing that crosses their path.
A gohl is a 10-foot-wide, 10-foot-high, writhing mass
of tentacles twined around three serpentine bodies with
snakelike heads. Each head is gold with red eyes, and the
mouths are lined with needle-sharp teeth. The snake bodies have
gold-colored scales that shift to dark green near the central body mass,
which can be any color. Gohls communicate with others of their kind by
124
Golden Cat
This marvelous creature appears identical to any other small housecat,
except for its sleek, golden fur and glowing, emerald eyes.
usually near civilized lands where generous, indulgent owners are easy to
find. They favor humans and elves as owners above other races, and never
accept an orc, half-orc, goblin, or other savage as an owner.
A golden cat appears as a normal cat with rich golden fur and green
eyes. Like all cats, a golden cat enjoys catching mice, rabbits and small
birds. They fight larger creatures only if thats their only option.
Golden Cat
XP 0 (CR 0)
Unaligned Tiny beast
Initiative +2
DEFENSE
AC 12
hp: 3 (2d4 2)
Copyright Notice
Author Scott Greene.
OFFENSE
Speed: 20 ft., climb 10 ft.
Melee AttackClaws: +4 to hit (reach 5 ft.; one creature).
Hit: 1 slashing damage.
STATISTICS
Str 6 (2), Dex 15 (+2), Con 8 (1),
Int 2 (4), Wis 12 (+1), Cha 10 (+0)
Languages: Understands Common but cant speak
Senses: Darkvision 60 ft.
TRAITS
Escape Artist (1/day): The golden cat teleports up to 30 feet
as a move.
Luck/Unluck (3/day): The owner of a golden cat can reroll
one die and take the most favorable result, provided the
golden cat is within 40 feet of its owner. Only one reroll
is allowed per round. This ability is a power of the cat,
which responds to its owners telepathic request for luck.
There is a downside, however. Each time the golden cat
grants luck (a reroll) to its owner, it saps a bit of luck from
other, nearby creatures. All other creatures (including
the owners allies) within 40 feet of the golden cat have
tactical disadvantage on their first attack roll or ability
check for one round.
ECOLOGY
Environment: Temperate land
Organization: Solitary
These fickle creatures are highly sought after for their magical
ability to grant luck to the person fortunate enough to be selected as
their owners. Some people have been known to spend extravagant
amounts of gold trying first to locate a golden cat, and then to
keep the cat lavishly protected, entertained, comfortable, and
contented. Despite this, golden cats tend to grow bored easily
with an owner. When that happens, they wander off on their
own in search of someone new and interesting to bestow their
good luck upon. Its important to note that a golden cat bestows
luck on an owner only while its pleased to belong to that creature.
Nothing compels a golden cat to provide luck against its will, just because
it was asked. Imprisoning a golden cat with the intention of forcing it
to supply good luck is a sure way to lose its favor and guarantee that
it provides no bonuses at all. Frequently carrying one into dangerous,
frightening situations and cold, damp, lightless dungeons is another.
While prized by their owners for the luck they bestow, golden cats tend
to be equally despised by the owners allies for the bad luck they bring to
everyone around their owner.
In the wild, golden cats tend to lair in forested areas or hilly terrain,
125
Golem, Flagstone
What you thought was a section of ordinary stone floor unfurls itself before your eyes,
assuming a humanoid form almost 10 feet tall. The words You shall not pass
echo through the area as the creature advances.
saving throw. This attack expels all of the flagstone
golems temporary hit points.
Flatten: As an action, a flagstone golem can
flatten itself onto the ground and become
indistinguishable from normal flagstone
flooring or any other flat, stone surface.
While flattened, the golem becomes
immune to all the damage types it is
normally resistant to. Resuming humanoid
shape takes another action.
Magic Resistance: A flagstone golem
has tactical advantage on saving
throws versus spells and magical
effects.
Flagstone Golem
XP 2,900 (CR 7)
Unaligned Large construct
Initiative 1
DEFENSE
AC 15 (natural armor)
hp: 114 (12d10 + 48)
Resistance: Bludgeoning, piercing,
and slashing damage from
weapons that are neither magical
nor adamantine
Immunity: Force, lightning, poison,
psychic, radiant, and thunder
damage; charm, fright,
paralysis, petrification; any
effect that would alter
the golems form
ECOLOGY
Environment: Any
Organization: Solitary
OFFENSE
Speed: 30 ft.
Multiattack: A
flagstone golem
attacks twice with
fists.
Melee AttackFist:
+7 to hit (reach 5 ft.;
one creature). Hit: 2d10 + 4
bludgeoning damage. If both attacks
hit the same target, the target must
make a successful DC 15 Con saving
throw or be knocked prone and
stunned until the start of the flagstone
golems next turn.
STATISTICS
Str 19 (+4), Dex 9 (1), Con 18 (+4),
Int 3 (4), Wis 11 (+0), Cha 1 (5)
Languages: Understands its
creators language but cant
speak
Senses: Darkvision 60 ft.
TRAITS
Camouflage: While lying flat on the ground, a flagstone
golem cant be distinguished from normal floor.
Energy Absorption: If a flagstone golem is hit by an attack
that causes damage of a type it is immune to, it takes
no damage but instead heals 1 hit point per 3 points of
damage the attack would have inflicted. Excess hit points
are gained as temporary hit points.
Energy Burst: As an action, a flagstone golem can release
temporary hit points as a blast of energy. All creatures
within 20 feet of the flagstone golem take force damage
equal to the number of temporary hit points being
released, or half damage with a successful DC 14 Dex
126
Golem, Furnace
This 20-foot-tall construct looks like a humanoid clad in black iron armor.
A large grate-covered opening in its abdomen reveals a roaring fire in its innards.
that is opposed by the grappled creatures Str
(Athletics) or Dex (Acrobatics) check. If the
grappled creature wins the contest,
nothing happens. If the furnace
golem wins the contest, the
grappled creature is shoved into
the furnace, where it is blinded
and restrained. The trapped
creature takes 2d8 + 4 fire
damage and gains one level
of exhaustion at the start of
each of its turns. The creature
remains trapped until it
uses an action to win an
opposed Str (Athletics) or Dex
(Acrobatics) check against
the furnace golems Con
check. Alternatively, a creature
outside the furnace golem can
attempt a Str (Athletics) or Dex
(Acrobatics) check against the
golems Con check to drag
the trapped character free,
but the rescuer automatically
takes 2d8 + 4 fire damage whether
the attempt succeeds or fails. Only one
creature of up to Medium size can be
inside the golems furnace.
Heat: A furnace golems entire form is
extremely hot. Creatures that attack a
furnace golem with unarmed attacks or
with natural weapons take 1d8 fire damage
each time one of their attacks hits.
Magic Resistance: A furnace golem has
tactical advantage on saving throws
versus spells and magical effects.
Furnace Golem
XP 5,000 (CR 9)
Unaligned Large construct
Initiative 1
DEFENSE
AC 16 (natural armor)
hp: 152 (16d10 + 64)
Resistance: Cold damage
Immunity: Fire, poison,
and psychic damage;
bludgeoning, piercing,
and slashing damage
from weapons that are
neither magical nor
adamantine; charm, fright,
paralysis, petrification; any
effect that would alter the
golems form
OFFENSE
Speed: 20 ft.
Multiattack: A furnace golem
attacks twice with fists or
once with flame breath. It
cant attack with its fists
while it has a creature
grappled.
Melee AttackFist: +10
to hit (reach 5 ft.; one
creature). Hit: 2d8 + 6
bludgeoning damage
plus 1d8 fire damage. If
both attacks hit the same
target, the target is grappled (see
Furnace, below).
Area AttackFlame Breath (recharge 6): automatic hit
(50-ft. line; creatures in line). Hit: 10d8 fire damage, or half
damage with a successful DC 16 Dex saving throw.
STATISTICS
Str 22 (+6), Dex 9 (1), Con 19 (+4),
Int 3 (4), Wis 11 (+0), Cha 1 (5)
Languages: Understands its creators language but cant
speak
Senses: Darkvision 60 ft.
TRAITS
Cold and Fire Sensitivity: If a furnace golem takes cold
damage, its speed is halved, it cant take bonus actions,
and it can make only one attack until the end of its next
turn. If it is attacked with fire, it takes no damage but
instead heals 1 hit point per 3 points of fire damage the
attack would have inflicted. Excess hit points are gained
as temporary hit points.
Furnace: As a bonus action at the start of its turn, a furnace
golem can try to shove a grappled opponent into its
interior furnace. The furnace golem makes a Str check
ECOLOGY
Environment: Any
Organization: Solitary
Furnace golems are most often used to guard some arcane secret or
treasure, though some are programmed to seek out objects or individuals.
Those used as guards stand motionless, appearing as nothing more than a
giant black iron statue, until activated.
Like other constructs, furnace golems obey their creators commands
to the best of their ability. Should the creator die or its commands be
impossible to follow, the furnace golem becomes an uncontrolled rogue;
it remains completely functional, but it follows no commands or orders
from anyone, being driven purely by its own limited, erratic intelligence.
The fire powering a furnace golem is magical in nature; it needs no
fuel to continue burning forever and it cant be extinguished except by
more potent magic. If a furnace golem is destroyed, the fire in its innards
continues burning for days before fading to a flicker and eventually dying.
A furnace golems body is constructed from 8,000 pounds of iron mixed
with rare ingredients and chemicals totaling 12,000 gp.
Copyright Notice
Author Scott Greene
127
DEFENSE
AC 14 (natural armor)
hp: 42 (5d10 + 15)
Resistance: Cold, fire, and lightning damage
Immunity: Poison and psychic damage;
bludgeoning, piercing, and slashing
damage from weapons that are
neither magical nor adamantine;
charm, fright, paralysis,
petrification; any effect that
would alter the golems
form
OFFENSE
Speed: 20 ft.
Multiattack: A stone
guardian golem attacks
twice with fists.
Melee AttackFist: +5
to hit (reach 5 ft.; one
creature). Hit: 1d10
+ 3 bludgeoning
damage.
Credit
The stone guardian originally appeared in
the First Edition module L1 Secret of Bone
Hill ( TSR/Wizards of the Coast, 1981) and
later in the First Edition Monster Manual II
( TSR/Wizards of the Coast, 1983) and is
used by permission.
STATISTICS
Str 17 (+3), Dex 9 (1),
Con 17 (+3), Int 6 (2),
Wis 8 (1), Cha 2 (4)
Languages: Understands
its creators language
but cant speak
Senses: Truesight 60 ft.
Copyright Notice
Author Scott Greene, based
on original material by
Lenard Lakofka
TRAITS
Fortified: A stone
guardian never takes
additional damage
from critical hits.
Ring Link: A stone
guardian is linked to a
magic ring. The construct
will never attack any creature that wears
this ring, or any creatures within 10 feet of
the ringwearer, unless one of those creatures
attacks the guardian first.
ECOLOGY
Environment: Any
Organization: Solitary or gang (24)
128
Golem, Wooden
This automaton is human-sized and resembles an ornately carved wooden statue.
Wooden Golem
XP 700 (CR 3)
Unaligned Medium construct
Initiative 1
DEFENSE
AC 14 (natural armor)
hp: 60 (8d8 + 24)
Resistance: Bludgeoning, piercing, and slashing damage
from weapons that are neither magical nor
adamantine
Immunity: Cold, poison, psychic, and radiant
damage; charm, fright, paralysis, petrification;
any effect that would alter the golems form
Vulnerability: Fire damage
OFFENSE
Speed: 30 ft.
Multiattack: A wooden golem attacks twice
with longswords.
Melee AttackLongsword: +6 to hit
(reach 5 ft.; one creature). Hit: 1d8 +
4 bludgeoning damage.
STATISTICS
Str 18 (+4), Dex 9 (1), Con 16 (+3),
Int 3 (4), Wis 9 (1), Cha 1 (5)
Languages: Understands its creators
language but cant speak
Senses: Darkvision 60 ft.
Copyright Notice
Authors Scott Greene and Patrick Lawinger.
TRAITS
Alarm (1/day): All creatures with
hearing and within 30 feet of a
wooden golem when it howls an
alarm must make a successful DC 13
Con saving throw or be deafened for
10 minutes.
Camouflage: While standing still, a
wooden golem cant be distinguished
from a wooden statue.
Magic Resistance: A wooden golem
has tactical advantage on saving
throws versus spells and magical
effects.
ECOLOGY
Environment: Any
Organization: Solitary
129
Gorbel
This bizarre creature is a small, floating orb with reddish skin.
Atop its round body are six eyestalks, each ending in a sapphire-colored eye.
Dangling beneath its body are two stubby, rubbery legs that end in claws.
Gorbel
XP 50 (CR 1/4)
N Small aberration
Initiative +2
DEFENSE
AC 12
hp: 11 (2d8 + 2)
Resistance: Bludgeoning damage
OFFENSE
Speed: 5 ft., fly 40 ft.
Multiattack: A gorbel bites once and
attacks once with claws.
Melee AttackBite: +4 to hit (reach 5
ft.; one creature). Hit: 1d6 + 2 piercing
damage.
Melee AttackClaw: +4 to hit (reach
15 ft.; one creature). Hit: 1d4 slashing
damage. A target of Small size or
smaller is pulled to within 5 feet of
the gorbel; if the target is Medium
size or larger, the gorbel pulls itself to
within 5 feet of the target.
STATISTICS
Str 12 (+1), Dex 14 (+2),
Con 12 (+1), Int 8 (1), Wis 9 (1),
Cha 8 (1)
Languages: Deep Speech
Senses: Darkvision 60 ft.
TRAITS
Explosive: When a gorbel takes
piercing or slashing damage,
it must make a successful Con
saving throw or it explodes. The
DC for the saving throw equals 5
plus the damage taken from the
attack. When it explodes, all creatures within 5 feet
of it take 1d6 + 1 force damage, or half damage with
a successful DC 11 Dex saving throw. The gorbel dies
instantly, of course.
ECOLOGY
Environment: Warm forests
Organization: Solitary or swarm (210)
The gorbel is a strange creature approximately 3 feet in diameter,
possibly related to the gas spore. Its reddish skin is a tough, rubbery
membrane that is tragically thin. The spherical body of a gorbel is filled
with a lighter-than-air gas that smells of rotten eggs (sulfur) and that reacts
violently with air.
A gorbel eats, breathes, and excretes through an aperture best described
as a mouth. This mouth is lined with a ring of sharp teeth that face inward
to help it force food into its gullet.
Gorbels primarily attack with their claws, which they can extend
elastically to tremendous lengths and hook into prey. They then either drag
the prey to their mouths, or drag their mouths to the prey. A gorbel will
attack and try to eat whatever it suspects might be ediblegenerally, that
covers anything that moves. The strange metabolic processes that produce
the gorbels light-than-air gas also instill it with an insatiable hunger.
Credit
The gorbel originally appeared in the First Edition Fiend Folio ( TSR/
Wizards of the Coast, 1981) and is used by permission.
Copyright Notice
Author Scott Greene, based on original material by Andrew Key
130
Gorgimera
This hideous creature has leathery dragon wings and three heads; one each resembling a lion,
a dragon, and a gorgon. The back half of its body resembles a gorgons hindquarters,
and the front half resembles a great lion.
its next turn. If the second saving throw succeeds, the
effect ends. If the second saving throw fails, the target
is permanently petrified; a greater restoration spell can
reverse the petrification.
Gorgimera
XP 2,900 (CR 7)
Unaligned Large monstrosity
Initiative +1
DEFENSE
AC 17 (natural armor)
hp: 95 (10d10 + 40)
Immunity: Petrification
OFFENSE
Speed: 30 ft., fly 50 ft.
Multiattack: A gorgimera bites once, and attacks once with
its horns and twice with claws. The horn attack can be
replaced by gorgon breath, and the bite attack can be
replaced by dragon breath.
Melee AttackBite: +7 to hit (reach 5 ft.; one creature). Hit:
2d8 + 4 piercing damage.
Melee AttackClaw: +7 to hit (reach 5 ft.; one creature).
Hit: 1d8 + 4 slashing damage.
Melee AttackHorns: +7 to hit (reach 5 ft.; one creature).
Hit: 1d8 + 4 bludgeoning damage.
Area AttackDragon Breath (recharge 5, 6): automatic hit
(range varies; creatures in area). Hit: 3d8 damage (type varies),
or half damage with a successful DC 15 Dex saving throw.
Area AttackGorgon Breath (recharge 5, 6): automatic
hit (range 30-ft. cone; creatures in cone). Hit: targets
must make a successful DC 15 Con saving throw or be
restrained as they begin turning to stone. A restrained
creature attempts the saving throw again at the end of
STATISTICS
Str 19 (+4), Dex 13 (+1), Con 19 (+4),
Int 4 (3), Wis 13 (+1), Cha 10 (+0)
Languages: Draconic
Skills: Perception +4
Senses: Darkvision 60 ft.
TRAITS
Dragon Breath (recharge 5, 6): The breath weapon used
by a gorgimeras dragon head depends on the color of
its dragon head, as listed on the table below. Regardless
of its type, a gorgimeras breath weapon deals 3d8
points of damage, or half damage to targets that make
a successful DC 15 Dex saving throw. To determine a
gorgimeras head color and breath weapon randomly,
roll 1d10 and consult the table.
1d10
Head Color
Breath Weapon
Damage
12
Black
40-foot line
acid
34
Blue
40-foot line
lightning
56
Green
20-foot cone
gas (acid)
78
Red
20-foot cone
fire
910
White
20-foot cone
cold
ECOLOGY
Environment: Temperate hills and mountains
Organization: Solitary or pair
A gorgimera is a chimerical creature with the heads of a lion, a dragon,
and a gorgon. It has the hindquarters of a gorgon and the forequarters of
a lion. A gorgimeras dragon head can be that of any of the chromatic
dragons. The lion head has no mane, and the scaled gorgon head is a deep
navy blue with glowing red eyes.
These creatures are highly territorial predators, and their hunting range
covers many square miles around their lairs. The creature makes its home
inside deep caverns with openings atop high mountains. A typical lair
contains a mated pair and one or two young.
A gorgimera prefers to attack from ambush or to plunge suddenly onto
unsuspecting targets from high in the sky. It usually attacks by biting with its
dragon head, butting with its gorgon head, and slashing with its leonine paws.
The dragon and gorgon heads can also use their characteristic breath weapons.
Credit
The gorgimera originally appeared in the First Edition module S4 Lost
Caverns of Tsojcanth ( TSR/Wizards of the Coast, 1982) and later in the
First Edition Monster Manual II ( TSR/Wizards of the Coast, 1983) and
is used by permission.
Copyright Notice
Author Scott Greene, based on original material by Gary Gygax
131
Gorilla Bear
This creature resembles a massive gorilla with shaggy, dark fur and the forepaws of a powerful bear.
Its head and face mix the features of both a gorilla and a bear.
Gorilla Bear
XP 200 (CR 1)
Unaligned Medium monstrosity
Initiative +2
DEFENSE
AC 13 (natural armor)
hp: 26 (4d8 + 8)
OFFENSE
Speed: 40 ft., climb 30 ft.
Multiattack: A gorilla bear attacks twice with claws.
Melee AttackClaw: +6 to hit (reach 5 ft.; one creature).
Hit: 1d6 + 4 slashing damage. If both claw attacks hit
the same target, the target is grappled and restrained,
and it takes an additional 2d6 bludgeoning damage.
The grapple ends automatically at the start of the gorilla
bears next turn, if the creature hasnt escaped before
then.
STATISTICS
Str 18 (+4), Dex 14 (+2), Con 14 (+2),
Int 4 (3), Wis 12 (+1), Cha 7 (2)
Languages: None
Skills: Athletics +6, Perception +3
Senses: Darkvision 60 ft.
ECOLOGY
Environment: Warm forests
Organization: Solitary, pair, or troop (3-6)
Gorilla bears are the result of the same, or similar,
magical crossbreeding that created the owlbear. In this
case, the creatures merged were an ape (not necessarily a
gorilla, despite the name) and a black bear. The resulting
creature is smaller than an owlbear, but somewhat more
intelligent.
A gorilla bears fur ranges in color from jet black to
brownish-black. Older creatures have a distinct stripe of gray
fur running down their backs. Their forepaws and hind feet
end in bear claws, not a gorillas nails. On its hind feet, a
typical gorilla bear stands 8 feet tall, but they spend most
of the their time on all fours.
Legends speak of an immensely powerful, whitefurred gorilla bear with eyes the color of amethysts,
but such a pelt has never been sold or displayed in
any civilized land.
Gorilla bears make their lairs in caves hidden
among the twisted tangle of trees and shrubs. A
typical lair contains a single adult male, one
to three adult females, and one to four
young. Many adult males live alone.
Gorilla bears are daylight hunters
with a stronger taste for fresh
meat than either bears or gorillas.
Theyve been known to actually
trail and hunt both goblins and elves,
presumably because they enjoy the taste of those
132
Gray Nisp
This creature is a tall, hairless humanoid with smooth, slick skin; its hands and feet are
webbed and clawed, and its face has large, dark eyes with no visible pupils.
It likewise has no nose or ears, and its wide, fishlike mouth is filled with sharp teeth.
Gray Nisp
XP 2,300 (CR 6)
CN Large fey
Initiative +3
DEFENSE
AC 15 (natural armor)
hp: 95 (10d10 + 40)
OFFENSE
Speed: 10 ft., swim 40 ft.
Multiattack: A gray nisp bites once and attacks twice with
claws.
Melee AttackBite: +6 to hit (reach 5 ft.; one creature). Hit:
1d12 + 3 piercing damage.
Melee AttackClaw: +6 to hit (reach 5 ft.; one creature).
Hit: 1d10 + 3 slashing damage. If both claws hit the same
target, it takes an additional 1d10 + 3 slashing damage.
STATISTICS
Str 17 (+3), Dex 17 (+3), Con 19 (+4),
Int 5 (3), Wis 12 (+1), Cha 7 (2)
Languages: Unique (Gray Nisp)
Senses: Darkvision 60 ft., tremorsense 180 ft.
TRAITS
Keen Scent: A gray nisp can taste blood in the surrounding
water from a distance of up to 1 mile.
Spell-like Abilities: A gray nisp can use the
following spell-like abilities, using Wisdom as
its casting ability (DC 12, attack +4). The gray
nisp doesnt need material components to use
these abilities.
At Will: confusion, detect thoughts, minor illusion (auditory
only), hold monster, slow
Water Dependent: A gray nisp can survive out of water for
only 10 minutes. After that, it begins suffocating.
ECOLOGY
Environment: Temperate and warm aquatic
Organization: Solitary
Nisps are a race of water-based fey creatures that dwell in oceans,
seas, lakes, rivers, and occasionally swamps, provided they can find deep
enough water there. They are aggressive hunters that dine on anything
they can catch and kill. This fearsome creature is 9 feet tall, with light gray
skin and a white underbelly. It has large, wicked talons and a frighteningly
large mouth that is filled with daggerlike teeth.
Gray nisps dwell alone in deep water; caves on the ocean floor or
hollows at the bottom of large lakes are where they usually hide their
lairs. They are solitary and territorial, and they have a keen sense of smell
while underwater.
Nisps do not reason the way most creatures do. They have no concepts
of love, duty, or hatred, and they seem completely unsympathetic to the
pain and suffering of others. While they seldom leave their watery homes
or interact with creatures on land, tremendous curiosity drives them to
investigate whenever creatures stray too close to their lairs. To satisfy their
curiosity, nisps are more likely to pull intruders apart limb by limb to see
how they are built than to ask questionsor they will ask their questions
as they are pulling someone apart, and become annoyed when the person
doesnt answer clearly. They have enough intelligence to realize that
most other humanoids are smarter than them, and this understanding also
makes them irritable and unpredictable. Even other aquatic creatures such
as kuo-toa and sahuagin tend to leave gray nisps alone, although sahuagin
have been known to enlist their aid on rare occasions.
Gray nisps surprise intruders if they can. They are unpredictable in
all things, including combat. They can be engaged in conversation if the
stranger has something the gray nisp wants that cant easily be snatched
away. Sadly, their innate stupidity usually leads to increasing frustration,
and finally a burst into violence. It is never wise to goad or even drift too
close to a nisp that is showing signs of impatience.
Copyright Notice
Author Scott Greene
133
Green Brain
This creature resembles a walking cauliflower headbut instead of white cauliflower,
its leaves wrap around a pulsing, fleshy brain.
Green Brain
XP 200 (CR 1)
LE Small plant
Initiative +2
DEFENSE
AC 12
hp: 17 (5d6)
Immunity: Psychic damage; fright, stun,
unconsciousness
OFFENSE
Speed: 10 ft., fly 30 ft.
Ranged AttackPsychic Bolt: automatic
hit (range 50 ft.; one creature). Hit: 2d8
+ 3 psychic damage, or half damage if
the target makes a successful DC 13 Int
saving throw.
STATISTICS
Str 6 (2), Dex 14 (+2), Con 10 (+0),
Int 7 (2), Wis 12 (+1), Cha 16 (+3)
Languages: Telepathy
Senses: Truesight 60 ft.
TRAITS
Psychic Waves (1/day): As an action, a
green brain can emit a pulse of psychic
energy to debilitate and disarm potential
foes. The pulse affects all creatures with
Int 3 or higher within 50 feet of the green
brain.
Every creature in the affected area
must make a successful DC 13 Int saving
throw or be affected as if poisoned until
the start of the green brains next turn.
This is a psychic effect, not poison, so
resistance to poison provides no defense
against it.
Every creature in the affected area must
make a successful DC 13 Dex saving
throw or drop everything it is holding in its
hands.
Every spellcaster in the affected area
must make a successful DC 13 Con
saving throw or be unable to cast spells
for 1d4 rounds.
ECOLOGY
Environment: Underground
Organization: Solitary or pair
Green brains are plant creatures grown by myconids and other
malevolent races with aptitudes for magically altering and breeding plants.
Green brains are reasonably intelligent, psychically potent, and entirely
free of personal ambitions or thoughts of freedom, traits that make them
useful to their masters for supervising and overseeing the activities of
mindless or semi-intelligent creatures. Often the supervised species will
be other plant creatures of some kind, but a green brain can also supervise
brutish humanoids and other non-plant creatures of low intelligence.
The telepathy of green brains allows them to project mental commands
and communication at a deep enough level that the brains demands
are clear even to mindless creatures such as oozes or monstrous plants.
Indeed, the less intelligent the recipient of the orders, the stronger the
green brains hold over it.
Credit
Author Matt Finch
134
Grimm
This enormous humanoid stands well over 9 feet tall. Its flesh is a very dark blue-green and glistens
as if coated with oil. Its head is oval and pointed, and its eyes show as dull, ivory-colored pits without
visible pupils. Its mouth is almost too wide for its face and is crowded with two rows of fanglike teeth
and a long, snaky tongue that flicks in and out past its thin, scaly lips. The monsters powerful arms
and legs end in wicked claws that sport broken, jagged, yet incredibly sharp and tough fingernails.
Devour: If both of a grimms claw attacks and its bite attack
hit the same target in a single turn, the grimm gains
temporary hit points equal to the piercing damage
done by its bite.
Ethereal Jaunt (recharge 5, 6): A grimm can shift
between the Ethereal Plane and the Material Plane as
a bonus action when it moves. It can remain on the
Ethereal Plane only until ethereal jaunt recharges; it
must return to the Material Plane on the first turn it can
(but not necessarily as the first thing it does that turn;
the grimm could move in the Ethereal Plane before
returning to the Material Plane). While in the Ethereal
Plane, the grimm cant be seen or harmed by anyone
on the Material Plane except by magical effects that
cross the planar boundary. It can see and hear what
is around it (within 60 feet) on the Material Plane, but
it cant harm anything in the Material Plane. While
Ethereal, the grimm can move in any direction,
even up or down and through solid objects, but
it treats all space as difficult terrain.
Spell-like Abilities: A grimm can use the
following spell-like abilities, using Charisma
as its casting ability (DC 14, attack +6). The
grimm doesnt need material components to
use these abilities.
At Will: blur
3/day: call lightning, darkness, detect fey (as detect
evil and good but detects fey only)
Grimm
XP 2,900 (CR 7)
NE Large fey
Initiative +2
DEFENSE
AC 14 (natural armor)
hp: 104 (11d10 + 44)
Saving Throws: Con +7
Resistance: Bludgeoning, piercing,
and slashing damage from
weapons that arent silver or
good-aligned
OFFENSE
Speed: 30 ft.
Multiattack: A grimm attacks
twice with its claws, then
bites once.
Melee AttackClaw: +8
to hit (reach 5 ft.; one
creature). Hit: 1d10 + 5
slashing damage. If both
claw attacks hit the same
target, the grimm gains tactical
advantage on its bite attack
if it makes that attack
immediately against the
same target.
Melee AttackBite: +8 to hit (reach
5 ft.; one creature). Hit: 3d10 + 5 piercing damage. Also
see devour, below.
ECOLOGY
Environment: Mountains
Organization: Solitary
STATISTICS
Str 20 (+5), Dex 14 (+2), Con 19 (+4),
Int 12 (+1), Wis 14 (+2), Cha 16 (+3)
Languages: Understands Common and Sylvan but cant
speak
Skills: Stealth +5
Senses: Blindsight 10 ft., Darkvision 60 ft.
TRAITS
Aura of Evil: A grimm constantly exudes a miasma of evil
around itself. Any creature that begins its turn within 5 feet
of a grimm takes 2d6 radiant damage. Creatures of evil
alignment are immune to this effect.
Diehard: A grimm does not die when it reaches 0 hit points.
Instead, the creature continues fighting, but it must make
a Con saving throw every time it takes damage while at 0
hit points. The DC of the saving throw equals the damage
from the attack. The first time the grimm fails this saving
throw, it gains tactical disadvantage on all its attack rolls
and ability checks, but it keeps fighting. When it fails this
saving throw for a second time, it dies instantly.
A grimm is one of the most evil of all fey. Conceived and created by members
of the Unseelie Court, the monsters only purpose seems to be the destruction
of life and that which is beautiful. Legends among the fairy folk say powerful
members of the Unseelie Court created this fell beast (legends say a circle of
powerful quickling sorcerers are responsible) to avenge the death of their kin
who were slain when the Seelie and Unseelie Courts did battle.
Grimms dwell in the deepest and darkest mountains, making their lairs
in deep recesses or hard to access caves and caverns, venturing forth only
to kill and to eat. They eat only meatthe fresher the better, and the flesh
of good-aligned fey creatures is their top choice. Any creature that crosses
their path, however, is fair game. These creatures are highly territorial and
do not associate with other creatures, even their own kind, for long without
some force such as a powerful Unseelie noble compelling them to.
A grimm stands 9 feet tall and is stout and powerfully built. Its body
ripples with muscles and is always covered in a glossy sheen.
In combat, grimms focus their attacks on single opponents, hoping to
gain temporary hit points by devouring part of their foe. If the tide of
battle turns against it, a grimm will try to flee through the Ethereal Plane,
but this is an unreliable gambit.
Copyright Notice
Author Scott Greene
135
Grippli
This creature looks like a bipedal tree frog, smaller than a halfling, and with delicate, dexterous hands
in place of its forepaws. Its skin is grayish-green with dark green swirls and stripes.
poisoning, the target repeats the saving
throw. A successful save means the
target recovers, but a failed save
means the target becomes
paralyzed for 1d6 rounds. A
successful saving throw does not
make the target immune to later
poisonings.
Swamp Stride: Gripplis can move
across mud, muck, shallow water,
and any other difficult terrain that
arises from the presence of water without
penalty.
Grippli
XP 50 (CR 1/4)
N Small humanoid
Initiative +3
DEFENSE
AC 13
hp: 9 (2d6 + 2)
OFFENSE
Speed: 30 ft., climb
30 ft., swim 20 ft.
Melee Attack
Shortsword: +5
to hit (reach
5 ft.; one
creature). Hit:
1d6 + 3 piercing
damage.
Ranged Attack
Dart: +5 to
hit (range 20
ft./60 ft.; one
creature).
Hit: 1d4 +
3 piercing
damage. If
poison is used, see
grippli poison, below.
Ranged AttackNet: +5 to hit
(range 5 ft./15 ft.; one creature).
Hit: The target is restrained until
it makes a successful DC 10 Str
check or until 5 slashing damage is
done to the net (AC 10). Targets of Huge size or larger are
not affected.
STATISTICS
Str 10 (+0), Dex 16 (+3), Con 12 (+1),
Int 12 (+1), Wis 11 (+0), Cha 6 (2)
Languages: Common, Unique (Grippli)
Skills: Perception +2, Stealth +4, Survival +4
Senses: Darkvision 60 ft.
TRAITS
Grippli Shaman: Any large group of gripplis (12 or more) will
be accompanied by one or more tribal shamans. A grippli
shaman has heightened Wisdom (13) and the ability to
cast the following spells, using Wisdom as its spellcasting
ability (DC 11, attack +3). It doesnt need material
components to cast these spells.
Cantrips (at will): druidcraft, guidance
1st level (x4): animal friendship, entangle, fog cloud,
goodberry
2nd level (x2): lesser restoration, pass without trace
Grippli Poison: A target hit by a poisoned grippli dart must
make a successful DC 11 Con saving throw or become
poisoned for 1d4 rounds. At the end of the last turn of
ECOLOGY
Environment: Warm forests and marshes
Organization: Gang (25), pack (611), or
village (2030 plus 611 noncombatants)
Gripplis are short, froglike humanoids that dwell
in swamps, marshes, and rainforests. They can move
upright or on all fours. They spend most of their time
scooting about their community doing many of the same
tasks that humans perform in their own towns.
A grippli stands 2 to 21/2 feet tall. Its eyes are yellow with
vertical pupils of black. Gripplis often wear brightly colored
clothes and gaudy, decorative jewelry and other adornments.
They are fond of brightly colored items of all kinds.
Gripplis are peaceful, thoughtful, nonaggressive,
creatures who attack only when threatened or frightened. They
prefer to keep their distance and attack using their nets and
darts. If engaged in melee, gripplis employ short swords. Some
gripplis coat their darts with paralytic poison before entering battle,
but this practice is not universal; it largely depends on how much
trouble this tribe of gripplis has experienced from outsiders recently.
A grippli village is organized much like a human village. Each grippli
family maintains its own dwelling. Their huts are small, constructed of
wood and mud. Gripplis build them beneath the branches of large trees
to shade themselves from long, hot, tropical days. Every grippli village
is led by a tribal leader (usually a female) who is considered the wisest
among them, and has one or more shamans (always female) who cast
spells similar to druids.
Gripplis are enthusiastic traders with other more gregarious races
such as elves and halflings and with peaceful fey. They are also skilled
hunters in their swampy or forested territory. Gripplis are fond of fruit and
insects (including the giant varieties), and they are very responsible about
collecting and storing supplies in their villages against seasonal shortages
and lean times.
Gripplis reproduce by laying eggs. They reproduce slowly, with a
typical clutch containing but one egg. For this reason, the normally
peaceful gripplis defend their young with a ferocity that surprises even
those races of humanoids with a reputation for cherishing their children.
Credit
The grippli originally appeared in the First Edition Monster Manual II
( TSR/Wizards of the Coast, 1983) and is used by permission.
Copyright Notice
Author Scott Greene, based on original material by Gary Gygax
136
Grue (Type 1)
This creature is seldom seen as anything more than an indistinct shape in the darkness,
until a stray beam of light glints off its enormous, fang-lined mouth.
A type 1 grue is a nasty, large thing with dark gray or green skin,
rather like a half-filled water balloon ten feet long, with a huge
mouth filled with needlelike teeth. Inside its leathery skin, the
grue is mostly gelatinous goo surrounding an enormous
stomach. Its rubbery hide is deceptively thick and tough.
Grues cant coexist with light; if they are exposed
to a light source, they instantly retreat into
the darkness. In the dark, however, they are
dangerous.
Once a grue swallows a victim, it is
satisfied. It will leave with a full stomach
if it is permitted to do so. They are
unintelligent, despite their evil
appearance, and they eat people
for nourishment, not out of malice.
Although they dont accumulate
treasure, valuable items can
sometimes be found in their
guts, depending on how
recently theyve eaten a wellsupplied adventurer.
Grue, Type 1
XP 1,100 (CR 4)
Unaligned Large ooze
Initiative +0
DEFENSE
AC 15 (natural armor)
hp: 75 (10d10 + 20)
Immunity: Bludgeoning
and piercing damage from
nonmagical weapons; prone,
paralysis
Vulnerability: Radiant damage
OFFENSE
Speed: 20 ft.
Melee AttackBite: +3 to hit
(reach 5 ft.; one creature).
Hit: 2d8 + 1 piercing
damage and the
target must make a
successful DC 11
Str saving throw or
be swallowed (see
below).
Credit
Author Matt Finch
STATISTICS
Str 13 (+1), Dex 10 (+0),
Con 15 (+2),
Int 1 (5), Wis 8 (1),
Cha 1 (5)
Languages: None
Skills: Stealth +2
Senses: Darkvision 60 ft.
TRAITS
Amorphous: A type 1 grue can move
through gaps as small as 6 square
inches without penalty.
Blends Into Darkness: A grue has tactical
disadvantage on Stealth checks when not in darkness or
dim light.
Extinguish Light: As a bonus action, a grue can extinguish
one normal (nonmagical) light within 100 feet.
Swallow: A swallowed creature is blinded and restrained.
It takes 1d8 + 1 bludgeoning damage plus 1d8 acid
damage automatically at the start of each of the grues
turns. Up to two Medium creatures or four Small creatures
can be inside the grue at one time. A swallowed creature
is unaffected by anything happening outside the grue
or by attacks from outside it. A swallowed creature can
get out of the grue by using 5 feet of movement, but only
after the grue is dead.
ECOLOGY
Environment: Underground
Organization: Solitary
137
Grue (Type 2)
What can only be described as a blob of darkness moves menacingly up the corridor,
seeming to swallow all light as it advances.
Grue, Type 2
XP 450 (CR 2)
CE Medium aberration
Initiative +3
DEFENSE
AC 13
hp: 36 (8d8)
Immunity: Bludgeoning,
piercing, and slashing
damage from nonmagical
weapons; grappling,
paralysis, petrification,
poison, prone, restrained
OFFENSE
Speed: fly 30 ft.
Melee AttackBite: +5
to hit (reach 5 ft.; one
creature). Hit: 2d8 + 3
piercing damage and
the grue heals half as
many hit points.
STATISTICS
Str 3 (4), Dex 16 (+3),
Con 10 (+0), Int 8 (+0),
Wis 10 (+0), Cha 10 (+0)
Languages: Deep Speech
Senses: Truesight 60 ft.
TRAITS
Aura of Darkness: A type
2 grue is permanently
enveloped by a sphere
of darkness with a 15-foot
diameter. Other than the auras
size and duration, it behaves
exactly as the darkness spell.
Extinguish Light: As a bonus action,
a grue can extinguish one normal
(nonmagical) light within 100 feet.
Soul Devourer: The body of any creature killed by
a grue, along with everything it wore or carried, fades
from existence 1d6 x 10 minutes after its death unless it is
protected by magic such as a gentle repose spell. Four
days later, the vanished persons soul returns as a grue,
and it becomes impossible for the slain creature to ever
be raised.
Spell Immunity: The only spells that affect a type 2 grue are
those that do radiant damage.
ECOLOGY
Environment: Temperate
Organization: Solitary
138
Hanged Man
This creature has pale skin pulled tight over its bones. Its head hangs at an odd angle,
unsupported by a broken neck. A rotted noose and many feet of rope hang from its neck
and trail behind it. Its lifeless eyes stare unblinking into eternity.
victims, although it seems to draw no sustenance from them.
Hanged men are always encountered near the area where they were
executed or where they were interred in a way that shames them (in
unsanctified ground or in a mass grave for criminals, for example). Its
lair is either this final resting place, if it is an accessible mausoleum, or
a secluded area near the place of its death that is overgrown and choked
with brush, thorns, and ancient trees. Its lair is marked by the scattered
remains of its victims, including any treasure a former meal happened to
be carrying.
The rope around the hanged mans neck is imbued with necrotic energy
to such an extent that it acts like an extension of the undead creature. It
is also the creatures weakness, however, because if the rope is cut, the
creature is also destroyed.
Hanged Man
Copyright Notice
Author Erica Balsley
STATISTICS
Str 15 (+2), Dex 13 (+1), Con 12 (+1),
Int 9 (1), Wis 11 (+0), Cha 13 (+1)
Languages: Understands Common but cant speak
Senses: Darkvision 60 ft.
TRAITS
Entangle: The hanged mans noose is a 20-foot length of
rope that moves on its own like an animated object to
entangle opponents of any size. An entangled creature
is grappled and restrained. If it is not already adjacent
to the hanged man, the rope initiates a Str contest
against the entangled creature on each of the hanged
mans turns. If the rope wins the contest, it pulls the
entangled creature 10 feet closer to the hanged man. If
the entangled creature wins the Str contest, it stays at its
current range from the hanged man. Only one creature
can be entangled at a time. The rope can be attacked
directly (AC 13); it is destroyed by 15 points of slashing
or fire damage but is immune to all other damage. If
the rope is severed, both it and the hanged man are
destroyed. The rope becomes nothing more than 20 feet
of rotted rope if removed from the hanged man.
ECOLOGY
Environment: Any land
Organization: Solitary
A hanged man is the corpse of a hanged humanoid who was too evil
to rest peacefully in the grave or who was wrongfully hanged for a crime
that was actually committed by one of his or her executioners. It is a
malevolent and vengeful entity that attacks living creatures on sight; it
cant be reasoned with or placated. Like a ghoul, it devours the flesh of its
139
Hangman Tree
A giant oak tree with few leaves and branches stands nearby.
hangman tree in darkness affect it as the slow spell for 1d4
rounds.
Vines: The vines of a hangman tree have AC 15 and 10
hit points. Only slashing damage affects them. Damage
done to a vine is not subtracted from the hangman trees
overall total and does not reduce its number of vine
attacks (the tree has plenty of vines to replace any that
are severed).
Hangman Tree
XP 2,900 (CR 7)
NE Huge plant
Initiative 2
DEFENSE
AC 17 (natural armor)
hp: 92 (8d12 + 40)
Resistance: Bludgeoning and piercing damage
Immunity: Psychic damage; charm, fright, prone, stun,
unconsciousness
Vulnerability: Lightning damage
ECOLOGY
Environment: Temperate and warm forests
Organization: Solitary or pair
OFFENSE
Speed: 10 ft.
Multiattack: A hangman tree attacks four times with vines
and constriction in any mix, or it can release hallucinatory
spores (see below).
Melee AttackVine: +8 to hit (reach 15 ft.; one creature).
Hit: 1d8 + 5 bludgeoning damage and the target
must make a successful DC 16 Dex saving throw or be
grappled. Because the tree seizes targets by the neck, a
creature grappled by the hangman tree cant speak or
cast spells with verbal components.
Melee AttackConstriction: automatic hit (one creature
already grappled by the hangman tree at the start of the
trees turn). Hit: 1d8 + 5 bludgeoning damage and the
target must make a successful DC 16 Str saving throw or
be lifted off the ground and hanged (see below).
Area AttackHallucinatory Spores: automatic hit (range
50 ft. cloud centered on tree; creatures in range). Hit:
creatures must make successful DC 16 Wis saving throws
or be charmed by the tree for 2d6 minutes. Affected
creatures believe the tree to be of some ordinary sort (or
to be a treant or other friendly tree creature). An affected
creature wont attack the hangman tree for any reason
while charmed. A successful saving throw renders
a creature immune to this trees hallucinatory
spores for 24 hours.
The hangman tree looks like any other tree in its part of the forest. It is
always a broadleaf hardwood; hangman trees never live among conifers
or trees with needle-shaped leaves. Hidden among the trees branches and
leaves are its ropelike appendages that it uses to trap and strangle prey.
Strangled victims are hoisted high into the branches and then lowered
into the creatures mouth: an opening at the top of the trunk through
which the tree eats. The tree also appears to have a horizontal scar in
its bark near the ground, but close inspection reveals it to be an orifice
through which the tree expels bones, gear, and other undigestible bits of
the creatures it eats.
Being plants, hangman trees are not subject to any of the emotions or
sentiment of humanoids. They are not malicious killers, but they place no
value on animal life beyond the food it provides. Most of them believe
that animals (including humanoids) dont actually feel pain, so they see
no reason to be gentle with their food.
Credit
The hangman tree originally appeared in EX1 Dungeonland ( TSR/
Wizards of the Coast, 1983) and is used by permission.
Copyright Notice
Author Scott Greene, based on original material by Gary Gygax.
STATISTICS
Str 20 (+5), Dex 7 (2), Con 20 (+5),
Int 6 (2), Wis 12 (+1), Cha 10 (+0)
Languages: Common
Senses: Darkvision 60 ft.
TRAITS
Hang: When a creature fails the saving
throw from a constriction attack, the
hangman tree hoists it off the ground
by the vine around the targets neck.
The creature is still grappled, and it runs
out of breath and begins suffocating.
Paralyzed by Cold: A hangman tree is
paralyzed for 1 round if it fails a Con
saving throw after taking cold damage.
The DC of the saving throw equals the
spellcasters standard DC.
Slowed by Darkness: Spells that engulf the
140
Hawktoad
The creature you see resembles a three-foot-long toad, but instead of hopping on the ground,
it swims through the air, propelled by a swishing, tadpole-like tail instead of back legs.
Its foreclaws are long and hooked, and its tongue lashes menacingly.
creature is being strangled by the
hawktoad; it runs out of breath
and begins suffocating. As long
as the hawktoad continues
strangling it, the unconscious
creature cant stabilize
by making successful
death saving throws. If
the hawktoad is killed or
its stranglehold is broken,
the victim can recover
normally. A creature has
tactical disadvantage on
attacks against a hawktoad
that has grappled it and
is clinging to its back. A
hawktoad uses its Dex in
contests to maintain its
grapple, instead of Str.
Hawktoad
XP (CR 1/4)
Unaligned Small monstrosity
Initiative +2
DEFENSE
AC 12
hp: 5 (2d4)
OFFENSE
Speed: fly 30 ft.
Multiattack: A
hawktoad
attacks once
with claws
and once
with its
tongue.
Melee Attack
Claws: +4
to hit (reach
5 ft.; one
creature). Hit:
1d4 + 2 slashing
damage.
Melee Attack
Tongue: +4 to
hit (reach 5 ft.; one
creature). Hit: the
target is grappled and
strangled (see below).
STATISTICS
Str 8 (1), Dex 14 (+2),
Con 10 (+0), Int 2 (5),
Wis 10 (+0), Cha 3 (4)
Languages: None
Senses: Darkvision 60 ft.
TRAITS
Strangling: When a hawktoad hits a target with its tongue,
the monster wraps its tongue around the victims neck. It
then quickly maneuvers itself behind the target, landing
on the targets back. The hawktoad digs in its claws and
tries to strangle the victim with its tongue. If the targeted
creature makes a successful DC 12 Dex saving throw, it
gets an arm, a hand, or some other limb or object under
the hawktoads tongue and avoids any further danger
from this specific tongue attack; the hawktoad can try
again on coming turns. If the Dex saving throw fails, the
ECOLOGY
Environment: Temperate
and warm forest and swamp
Organization: Army (212)
Hawktoads are amphibians with
the body of a very large toad, but
their front paws have very long,
hooked claws. Instead of back legs,
they have a thick tail like that of a
tadpole. The full length of a hawktoad
is about 3 feet.
These bizarre creatures float in air and
swim through it by lashing their tails,
exactly the way a tadpole swims through
water. Their sharp claws are dangerous, but the
real threat comes from their tongues, with which
they can strangle creatures up to Large size. Once
a hawktoad gets its tongue around a potential
victims neck and latches onto the victims back,
it quickly transitions from pest to lethal threat.
A single hawktoad would be easy to deal with, but they always move
and attack in packs. Hawktoads are most dangerous in spring, when they
can be ravenous if the winter was particularly long or harsh.
There are rumors that some wizards have attained hawktoads as
familiars, but most scholars discount them as legend. Even if such stories
were true, the hawktoads foul temper would make it an unpleasant
companion.
Credit
Author Matt Finch
141
142
the hungry larvae attack and eat each other; this typically results in only
half the larvae surviving their first weeks of life.
On rare occasions (1-in6 chance), the secretions of the larvae react
with the slime covering their chamber to form a vapor thats poisonous to
other creatures who inhale it. Creatures other than helix moths breathing
the fumes must make a successful DC 11 Con saving throw or take 1d8
poison damage. The saving throw must be repeated after every minute of
continued exposure.
Despite their imposing size and ferocious appearance, helix moths are
normally inoffensive creatures toward humanoids. They are nocturnal
hunters, and their usual prey is deer, elk, pheasant, and boar. A helix moth
journeys up to a mile from its lair in search of prey. Slain prey is carried
back to the lair to be eaten.
The exception to this behavior is when a mother helix moth has a brood
of larvae to feed. At those times, she becomes quite aggressive, attacking
anything made of meat. Ideally, the mother brings something back for her
larvae that is unconscious but still alive.
Copyright Notice
Author Scott Greene
Hieroglyphicroc
This creature has the size and shape of a crocodile, but it is shrunken, as if its insides
are dried out or even removed entirely. Its eyes shine with an eerie yellow glow,
and the rough scales of its sides and back are covered with faded hieroglyphs.
start of each of the hieroglyphicrocs turns. Only one
Medium creature or two Small creatures can be inside
the hieroglyphicroc at one time. A swallowed creature
is unaffected by anything happening outside
the hieroglyphicroc or by attacks from outside
it. A swallowed creature can get out of the
hieroglyphicroc by using 5 feet of movement,
but only after the hieroglyphicroc is destroyed.
A humanoid that dies inside a hieroglyphicroc
reanimates as a zombie 1d4 rounds later, and is
regurgitated by the hieroglyphicroc.
Unholy Fortitude: Hieroglyphicrocs are highly resistant
to turning. They have tactical advantage on saving
throws against being turned.
Hieroglyphicroc
XP 700 (CR 3)
LE Large undead
Initiative +0
DEFENSE
AC 13 (natural armor)
hp: 52 (7d10 + 14)
Resistance: Bludgeoning, piercing,
and slashing damage from
nonmagical weapons
Immunity: Necrotic and poison
damage; charm, exhaustion,
fright, paralysis, poison
Vulnerability: Fire damage
ECOLOGY
Environment: Arid tombs
Organization: Solitary or troop (27)
OFFENSE
Speed: 20 ft., swim 30 ft.
Melee AttackBite: +5 to hit (reach 5 ft.; one creature).
Hit: 2d10 + 3 piercing damage. If the attack causes 16
or more damage to a Medium or smaller creature, the
target must make a successful DC 13 Str saving throw or
be swallowed by the hieroglyphicroc (see below).
STATISTICS
Str 16 (+3), Dex 11 (+0), Con 15 (+2),
Int 5 (3), Wis 10 (+0), Cha 6 (2)
Languages: None
Skills: Stealth +2
Senses: Darkvision 60 ft.
TRAITS
Swallow: A swallowed creature is blinded and restrained. It
takes 1d8 + 3 bludgeoning damage automatically at the
143
Hippocampus
This strange creature appears to be half horse and half fish. The front half resembles a
sleek stallion with a flowing mane and long, powerful legs ending in wide fins rather than hooves.
The hindquarters are that of a great fish
Hippocampus
XP 200 (CR 1)
CG Large monstrosity
Initiative +2
DEFENSE
AC 12
hp: 34 (4d10 + 12)
OFFENSE
Speed: swim 60 ft.
Melee AttackBite: +5 to hit (reach 5 ft.; one creature). Hit:
1d6 + 3 bludgeoning damage.
Melee AttackTail Slap: +5 to hit (reach 5 ft.; one creature).
Hit: 2d8 + 3 bludgeoning damage and the target is
pushed 5 feet away from the hippocampus if it is Medium
size or smaller.
STATISTICS
Str 16 (+3), Dex 14 (+2), Con 16 (+3),
Int 3 (4), Wis 12 (+1), Cha 10 (+0)
Languages: None
Senses: Darkvision 60 ft.
TRAITS
Water Dependent: A hippocampus can breathe air for up to
15 minutes, but after that time, it begins suffocating.
ECOLOGY
Environment: Any aquatic
Organization: Solitary, pair, or herd (38)
A hippocampus is often called a merhorse or sea horse, for it is indeed
half horse/half fish and lives entirely in the sea. The hindquarters of the
animal are that of a great fish. The front (horse) portion of its body is
covered in fine scales, and the rear (fish) portion is covered in large scales.
The scales vary in color from ivory to deep green, mixed with shades of
blue and silver.
Aquatic races sometimes tame these animals, because hippocampi
make fine steeds. They are strong, swift, and smarter than horses; they
can be taught hundreds of words, and some actually learn to speak the
language of their riders. Hippocampi are docile creatures that fight only if
they or an ally is threatened.
Credit
The hippocampus originally appeared in the First Edition Monster
Manual ( TSR/Wizards of the Coast, 1977) and is used by permission.
Copyright Notice
Authors Scott Greene and Erica Balsley, based on original material by
Gary Gygax.
144
Training a Hippocampus
Hoar Fox
This creature appears to be a silvery gray fox with sapphire-colored eyes.
Hoar Fox
XP 200 (CR 1)
Unaligned Small monstrosity
Initiative +3
DEFENSE
AC 14 (natural armor)
hp: 26 (4d8 + 8)
Immunity: Cold damage
Vulnerability: Fire damage
OFFENSE
Speed: 40 ft.
Multiattack: A hoar fox bites once or
use its cold breath.
Melee AttackBite: +5 to hit (reach
5 ft.; one creature). Hit: 1d8 + 3
piercing damage.
Area AttackCold Breath (recharge
5, 6): automatic hit (range 30 ft.
cone; creatures in cone). Hit: 2d8
+ 2 cold damage, or half damage
with a successful DC 13 Dex saving
throw.
STATISTICS
Str 10 (+0), Dex 17 (+3), Con 14 (+2),
Int 3 (4), Wis 12 (+1), Cha 10 (+0)
Languages: None
Skills: Perception +3, Stealth +5
Senses: Darkvision 60 ft.
TRAITS
Winter Hunter: In natural, wintry
surroundings, a hoar fox has tactical
advantage on both Perception and
Stealth checks.
ECOLOGY
Environment: Cold hills and forest
Organization: Solitary, pair, or pack (38)
Hoar foxes live and hunt in stable packs of up to eight
animals. Although they are shy and generally not aggressive toward
humanoids, they are also curious creatures, and their curiosity (and taste
for easy food like chickens and young sheep) too often lead them to build
their underground dens near humanoid settlements. They are hunted for
their remarkably warm fur, which brings a handsome sum on the market.
When threatened, hoar foxes tend to bite a foe in an attempt to scare
it away. Only if that fails (or they have prior experience with it failing
against similar attackers) do they use their breath weapon.
While attacking a hoar fox with fire seems like an effective tactic, given
their vulnerability to it, any fire damage destroys the foxs pelt and renders
it worthless for sale.
Credit
The hoar fox originally appeared in the First Edition Fiend Folio (
TSR/Wizards of the Coast, 1981) and is used by permission.
Copyright Notice
Author Scott Greene, based on original material by Graeme Morris
145
Horsefly, Giant
This creature looks like a common, hairy, black and green horsefly, except it is 8 feet long.
Giant Horsefly
146
Huggermugger
This small humanoid stands no more than 4 feet tall. Its cropped, black hair is hidden beneath a floppybrimmed black hat thats pulled low to hide its face. A long, dark robe conceals the rest of its body.
bearings in any setting, they are never surprised,
and they can automatically follow any trail thats
less than 24 hours old. They have tactical
advantage on Wis (Survival) checks to
follow a trail thats more than 24
hours old.
Huggermugger
XP 50 (CR 1/4)
CE Small humanoid
Initiative +3
DEFENSE
AC 13
hp: 7 (2d6)
ECOLOGY
Environment: Underground
Organization: Band (49) or swarm
(1020)
OFFENSE
Speed: 30 ft.
Melee AttackShortsword:
+5 to hit (reach 5 ft.; one creature).
Hit: 1d6 + 3 piercing damage.
Ranged AttackSling: +5 to hit (range
30 ft./120 ft.; one creature). Hit: 1d4 +
3 bludgeoning damage.
STATISTICS
Str 11 (+0), Dex 16 (+3), Con 10 (+0),
Int 11 (+0), Wis 13 (+1), Cha 12 (+1)
Languages: Unique
Skills: Stealth +5, Survival +5
Senses: Darkvision 60 ft.
TRAITS
Confusion Aura (1/
day): When three
huggermuggers
gather in a group,
they automatically
generate an aura
of confusion. All
creatures within 40
feet of any one of
the huggermuggers
must make a
successful DC 11 Wis
saving throw or be
affected the same
as if by a confusion
spell for 1d6 rounds. Each
of the huggermuggers generating the effect must
be no more than 30 feet from both of the other two;
if one of them moves outside that range or is killed,
incapacitated, or knocked unconscious, the aura and
the effect end immediately. If another huggermugger
is within range of the other two, however, it can
instantly assume the fallen huggermuggers role in
maintaining the confusion aura, so there is no break
in the auras effect. An individual huggermugger can
contribute to creating one confusion aura per day.
A creature that successfully saves against the aura is
immune to all huggermugger confusion auras until the
end of their next long rest.
Cunning: Huggermuggers possess cunning and logical
ability far beyond what their nominal Intelligence
and Wisdom scores imply. They never lose their
147
Igniguana
If not for its glowing eyes and flickering skin that makes this creature look as if its insides are all
glowing coals, this creature could be mistaken for any other giant lizard.
Igniguana
XP 200 (CR 1)
Unaligned Medium elemental
Initiative +0
DEFENSE
AC 12 (natural armor)
hp: 26 (4d8 + 8)
Immunity: Fire damage; prone
Vulnerability: Thunder damage
OFFENSE
Speed: 20 ft., burrow 30 ft.
Melee AttackBite: +4 to hit (reach
5 ft.; one creature). Hit: 1d4 + 2
piercing damage plus 1d8 fire
damage.
Area AttackFire Breath (recharge
4, 5, 6): automatic hit (range 20 ft.
cone; creatures in cone). Hit: 2d8
fire damage, or half damage with a
successful DC 12 Dex saving throw.
STATISTICS
Str 14 (+2), Dex 11 (+0), Con 15 (+2),
Int 3 (4), Wis 11 (+0), Cha 7 (2)
Languages: None
Senses: Darkvision 60 ft.
TRAITS
Earth Glide: The igniguana can move
through any sort of earth or mineral
except metal as easily as a fish
swims through water. This movement
leaves behind no tunnel or hole, nor
does it create any ripple or other
sign of the igniguanas presence.
It provokes an opportunity attack
if it leaves a creatures reach while
on the surface, but not if it does so
while gliding through solid earth.
The igniguana cant breathe while
surrounded by solid stone or earth, so
it can remain underground only for
as long as it can hold its breath (15
minutes).
ECOLOGY
Environment: Underground, Elemental
Plane of Fire
Organization: Solitary or group (25)
Igniguanas resemble lizards, though whether there is a true relationship
or the resemblance is only coincidence is unknown. Its been postulated
that they could be relatives of the fire salamander.
An adult igniguana has a body thats about 4 feet long, plus a tail that
adds another 3 to 5 feet. It has reddish hide that flickers live embers
and glowing eyes. They are undoubtedly elemental in origin, coupling
148
Jackal of Darkness
This creature appears to be a jackal with jet-black skin, wearing gold ornaments on its collar
and with intricate designs traced on its face and flanks with light-colored ink. Most striking of all
is the aura of shadow that surrounds it, like flickering flames of translucent darkness.
Jackal of Darkness
XP 200 (CR 1)
NE Small undead
Initiative +2
DEFENSE
AC 13 (natural armor)
hp: 21 (6d4 + 6)
Saving Throws: Wis + 4
Resistance: Bludgeoning, piercing, and
slashing damage from nonmagical
weapons
Immunity: Necrotic and poison damage;
charm, exhaustion, fright, paralysis,
poison, unconsciousness
OFFENSE
Speed: 40 ft.
Multiattack: A jackal of darkness bites once
and attacks once with black fire.
Melee AttackBite: +4 to hit (reach 5
ft.; one creature). Hit: 1d8 + 2 piercing
damage.
Melee AttackBlack Fire: automatic
hit (reach 50 ft.; one creature). Hit:
the target must make a successful DC
12 Dex saving throw or take 1d6 + 2
necrotic damage immediately and
again at the start of each of the jackal
of darknesss turns until the jackal is
destroyed, the jackal attacks a different
target with black fire, the jackal is turned,
or the jackal and the target are more
than 50 ft. apart.
STATISTICS
Str 13 (+1), Dex 14 (+2), Con 12 (+1),
Int 4 (3), Wis 14 (+2), Cha 8 (1)
Languages: None
Senses: Darkvision 60 ft.
TRAITS
Black Fire: Bright light fades to dim light,
and dim light fades to darkness, within 5
feet of a jackal of darkness.
ECOLOGY
Environment: Arid tombs
Organization: Solitary or pack (212)
These creatures resemble black-furrred jackals, but they are limned
with a flickering fire that appears to be burning shadow, and casts shadow
instead of light. They haunt ancient tombs. Possibly they are shackled to
such tombs as guardians by ancient magic, or possibly they are just drawn
to the aura of death that permeates such places; the precise relation of the
jackals to their tomb-lairs is not known. They are undead, but they do not
149
Jaculi
This creature appears as serpent with a long, muscular body and a squarish, flat head.
Its head is encased in bony armor, and a fringe of sharp bone spikes rings its head like a mane.
Organization: Solitary
Jaculi
XP 25 (CR 1/8)
Unaligned Medium monstrosity
Initiative +3
Jaculi average 8 feet long, but they can grow to a length of 12 feet. Its
natural coloration is a deep green with dark brown stripes across its back;
its underbelly is light gray.
Jaculi typically find a hiding spot high up in trees or on a rock wall
above a pathway or game trail, then wait for prey to stroll beneath them.
The jaculi then drops silently onto its victim and bites.
DEFENSE
AC 14 (natural armor)
hp: 4 (1d8)
OFFENSE
Speed: 30 ft.
Melee AttackBite: +5 to hit (reach 5 ft.; one creature). Hit:
1d8 + 3 piercing damage.
STATISTICS
Str 12 (+1), Dex 16 (+3), Con 11 (+0),
Int 2 (4), Wis 12 (+1), Cha 2 (4)
Languages: None
Skills: Stealth +5
Senses: Darkvision 60 ft.
Credit
The jaculi originally appeared in the First Edition Fiend Folio ( TSR/
Wizards of the Coast, 1981) and is used by permission.
Copyright Notice
Author Scott Greene, based on original material by Philip Masters.
TRAITS
Ambush Leap: A jaculi can drop or fall as far as 30
feet without taking any damage. It takes normal
damage for falling farther than 30 feet. A jaculi
gets tactical advantage on an attack roll
immediately after dropping 10 feet or
more.
ECOLOGY
Environment: Temperate
150
Jelly, Mustard
This creature appears to be an enormous, yellowish-brown amoeba.
should have caused.
Poison Aura: A mustard jelly exudes a poisonous vapor.
Every creature that ends its turn within 10 feet of a mustard
jelly must make a successful DC 15 Con saving throw or
be restrained for as long as it remains within 10 feet of any
mustard jelly and for 1d4 rounds afterward. This is a poison
effect, not physical restraint.
Mustard Jelly
XP 1,800 (CR 5)
Unaligned Large ooze
Initiative +0
DEFENSE
AC 14
hp: 85 (10d8 + 40)
Resistance: Bludgeoning, piercing, and slashing damage
from nonmagical weapons; cold damage
Immunity: Acid, lightning, and poison damage; grappling,
paralysis, poison, restraint, stun, unconsciousness; magic
missile
ECOLOGY
Environment: Temperate marshes
Organization: Solitary
OFFENSE
Speed: 30 ft.
Multiattack: A mustard jelly makes one slam attack, plus up
to five constriction attacks against grappled creatures.
Melee AttackSlam: +5 to hit (reach 5 ft.; one creature).
Hit: 2d6 + 2 bludgeoning damage plus 1d6 acid damage
and the target must make a successful DC 13 Str saving
throw or be grappled. A mustard jelly can have up to five
creatures grappled at once and still make slam attacks;
it can grapple a sixth creature, but it cant make slam
attacks while it has six creatures grappled.
Melee AttackConstrict: automatic hit (one creature
already grappled by the mustard jelly at the start of the
jellys turn). Hit: 2d6 + 2 bludgeoning damage plus 1d10
acid damage.
STATISTICS
Str 15 (+2), Dex 10 (+0), Con 18 (+4),
Int 10 (+0), Wis 10 (+0), Cha 10 (+0)
Languages: None
Senses: Tremorsense 60 ft.
TRAITS
Blind: A mustard jelly has no eyes, so it is immune to effects
that depend on sight such as illusions or gaze attacks.
Divide: As an action, a mustard jelly with more than 10 hit
points can split itself into two identical jellies, each with
half of the originals current hit points (rounded down).
For the first minute (10 rounds) after dividing, the newly
divided jellies have speed 40 feet.
Energy Absorption: When a mustard jelly is targeted by a
magic missile spell or when it would take lightning
damage, it takes no damage but instead
gains temporary hit
points equal to
the damage
the attack
151
Jupiter Bloodsucker
This plant is a man-sized tangle of leaves and roots. Four large, dark green,
serrated leaves top the roots laced with pulsing red veins.
Jupiter Bloodsucker
XP 200 (CR 1)
Unaligned Medium plant
Initiative 3
DEFENSE
AC 8 (natural armor)
hp: 26 (4d8 + 8)
Saving Throws: Con +4
Immunity: Psychic damage; charm, fright, stun,
unconsciousness
Vulnerability: Fire damage
OFFENSE
Speed: 5 ft.
Multiattack: A Jupiter bloodsucker makes five melee
attacks.
Melee AttackVine: +3 to hit (reach 5 ft.; one creature).
Hit: 1d8 + 1 piercing damage and the target is
grappled.
Melee AttackSmother: +3 to hit (one creature
grappled by the Jupiter bloodsucker). Hit: The
target must make a successful
DC 11 Con saving throw
or it begins suffocating.
Suffocation continues for as
long as the creature is grappled
by the Jupiter bloodsucker.
are stabbed into a victim, the plant can siphon off the creatures blood.
The Jupiter bloodsucker attacks with its vines, trying to grapple a foe
with the ropy vine and then gulp down its blood through the leaves. At the
same time, leaves cover the victims face to smother it and prevent it from
escaping the plants weak grip.
Credit
The Jupiter bloodsucker originally appeared in the adventure module
B3 Palace of the Silver Princess ( TSR/Wizards of the Coast, 1981)
and is used by permission. It appears in the orange-covered version (the
original), not the revised green-covered module.
Copyright Notice
Author Scott Greene, based on original material by Jean Wells.
STATISTICS
Str 12 (+1), Dex 5 (3), Con 14 (+2),
Int 1 (5), Wis 10 (+0),
Cha 10 (+0)
Languages: None
Senses: Tremorsense 60 ft.
ECOLOGY
Environment: Temperate forests
Organization: Solitary, patch (25),
or bed (610)
The Jupiter bloodsucker, or vampire plant,
is a seemingly ordinary plant. A creature
looking closely at the roots may notice
that the stems are transparent and that
blood seems to course through them.
The vines are lined with leaves, and on
the underside of each leaf are many small
but very sharp, hollow thorns. When these
152
Kamadan
This creature resembles a large, leopardlike cat with green eyes. From its shoulders sprout
six serpents that are blackish-green in color, each about twice the length of an adult human.
The serpents eyes are reddish-yellow.
Kamadan
XP 700 (CR 3)
Unaligned Large monstrosity
Initiative +2
DEFENSE
AC 14 (natural armor)
hp: 30 (4d10 + 8)
OFFENSE
Speed: 40 ft.
Multiattack: The kamadan attacks once with claws, twice
with snake appendages, and either bites once or uses
sleep breath.
Melee AttackBite: +6 to hit (reach 5 ft.; one creature). Hit:
1d10 + 4 piercing damage.
Melee AttackClaws: +6 to hit (reach 5 ft.; one creature).
Hit: 1d10 + 4 slashing damage.
Melee AttackSnakes: +6 to hit (reach 5 ft.; one creature).
Hit: 1d10 piercing damage.
Area AttackSleep Breath (recharge 5, 6): automatic hit
(range 30 ft. cone; creatures in the cone). Hit: every
creature in the cone must make a successful DC 12 Con
saving throw or become unconscious for 2d4 rounds.
STATISTICS
Str 18 (+4), Dex 15 (+2), Con 15 (+2),
Int 5 (3), Wis 12 (+1), Cha 9 (1)
Languages: None
Skills: Stealth +6
Senses: Darkvision 60 ft.
ECOLOGY
Environment:
Temperate and
warm land
Organization: Solitary
The kamadan is a felinelike
predator. It is highly territorial and
a fierce hunter that pursues just about anything that lingers in
its territory, which encompasses an area of five to six square miles. A
kamadans lair usually is a shallow cave or a sheltered area surrounded
by rocks.
The kamadans body is identical to a standard leopards, but it is much
larger, being almost 9 feet long. It is covered with coarse yellow fur with
brown spots. The snakelike appendages that protrude from the kamadans
shoulders can be up to 6 feet long.
The kamadan almost always uses its sleep breath as soon as possible,
usually from ambush.
Poisonous Kamadan
Credit
The kamadan originally appeared in the First Edition Fiend Folio (
TSR/Wizards of the Coast, 1981) and is used by permission.
Copyright Notice
Author Scott Greene, based on original material by Nick Louth.
153
Kampfult
This creature is a human-sized monster resembling nothing so much as a tree trunk with six thick,
twisting, barren branches that are as flexible as vines. Six smaller roots at the base of the
trunk drag it around slowly. Its coloration is similar to any trees, but it has no leaves.
Kampfult
XP 450 (CR 2)
Unaligned Medium plant
Initiative +1
DEFENSE
AC 15 (natural armor)
hp: 32 (5d8 + 10)
Resistance: Bludgeoning damage from
nonmagical weapons
Vulnerability: Fire damage
OFFENSE
Speed: 10 ft.
Multiattack: A kampfult attacks six times with
branches. Each branch can either slam or constrict.
Melee AttackSlam: +5 to hit (reach 5 ft.; one creature).
Hit: 1d4 + 3 bludgeoning damage and the target must
make a successful DC 13 Str saving throw or be
grappled.
Melee AttackConstriction: automatic hit (one creature
already grappled by the kampfult at the start of the
kampfults turn). Hit: 1d8 + 3 bludgeoning damage and
the target is grappled and restrained.
STATISTICS
Str 16 (+3), Dex 12 (+1), Con 14 (+2),
Int 6 (2), Wis 12 (+1), Cha 6 (2)
Languages: Understands Sylvan but cant speak
Senses: Tremorsense 60 ft.
ECOLOGY
Environment: Underground
Organization: Solitary or grove (212)
The kampfult is a plant creature that resembles a tree thats had all its
leaves and secondary branches stripped off. It hunts subterranean realms
for living creatures that it crushes to death and then slowly absorbs the
liquids from their bodies for nourishment.
A kampfult stands 6 feet tall, but smaller and larger specimens have
been encountered. They have no organs with which to speak, but they
can be communicated with telepathically. They are not deep thinkers and
they seldom have anything interesting to say, but they can provide useful
information about the types of creatures roaming nearby tunnels.
A kampfult usually stands completely still, looking like nothing more
than an oddly out-of-place dead tree, until potential prey approaches
within reach. Then it lashes out and tries to get as many grappling tendrils
as possible around a single target. They rarely attack creatures larger or
more dangerous than themselves unless theyre extremely hungry, since
they cant run from a fight thats going against them. For a kampfult, every
battle is to the death.
Credit
The kampfult originally appeared in the First Edition Monster Manual
II ( TSR/Wizards of the Coast, 1983) and is used by permission.
Copyright Notice
Author Scott Greene, based on original material by Gary Gygax.
154
Kech
This man-sized, humanoid creature resembles a monkey, but it has sapphire blue eyes and its
body is covered is covered in short, coarse fur that blends easily into foliage.
Kech
155
Kelpie
A beautiful human female with long, flowing dark hair, emerald eyes, and milky-white skin sits nearby.
She is cloaked in a robe of green seaweed.
person from the waist up but from the hips down, she is
still a tangle of seaweed. The third form is a hippocampus
(see that entry). The fourth form is a Large horse. In
each form, the kelpie retains all of her special abilities.
Kelpies do not polymorph as true shapechangers do,
they simply reshape the seaweed of their bodies. In
all of her forms, a kelpies flesh or fur has a greenish
cast and her features are slightly distorted, but
this distortion is usually perceived as a strikingly
beautiful exoticness. A nearby observer can spot
the true nature of the creature with a successful
DC 13 Wis (Perception) check, provided
theyre suspicious in the first place and
are not charmed.
Telepathy: A kelpie can
communicate telepathically to a
range of 1 mile with any creature
shes touched who is not immune to
her charm.
Kelpie
XP 200 (CR 1)
NE Medium plant
Initiative +2
DEFENSE
AC 12
hp: 27 (5d8 + 5)
Resistance: Fire damage
OFFENSE
Speed: 20 ft., swim 30 ft.
Melee AttackClaws: +4
to hit (reach 5 ft.; one
creature). Hit: 1d6 + 2
slashing damage and
a humanoid target must
make a successful DC
13 Wis saving throw or be
charmed by the kelpie.
The effect is the same as
the kelpies charm ability
(see below), but a humanoid
charmed by this attack can
repeat the saving throw at the
end of each of its turns; the
charm is broken by a successful
save. Charming from the claw
attack is unlimited.
ECOLOGY
Environment: Any aquatic
Organization: Solitary or bed
(25)
STATISTICS
Str 13 (+1), Dex 14 (+2), Con 12 (+1),
Int 8 (1), Wis 13 (+1), Cha 17 (+3)
Languages: Common, Sylvan,
telepathy
Skills: Deception +5, Persuasion +5
Senses: Darkvision 60 ft.
TRAITS
Amphibious: A kelpie can breathe equally well in air or
underwater.
Charm (1/day): As an action, a kelpie can force a
humanoid who can see the kelpie or hear her voice to
make a DC 13 Wis saving throw. If the save succeeds,
the creature is immune to kelpie charm for 24 hours. If
the save fails, the victim is charmed by the kelpie for 24
hours (the saving throw is not repeated each round, as
it is with the kelpies claw attack). A charmed creature
perceives the kelpie as a beautiful and alluring creature
and wants nothing more than to sit adoringly by its
side, even if that means diving underwater and staying
there forever. The charm is broken if the kelpie is killed or
knocked unconscious, or if dispel magic, lesser restoration,
or comparable magic is used on the charmed creature.
Reshape Form: A kelpie can assume four different physical
forms. The first is simply a mass of tangled seaweed. The
second is a female of any Small or Medium humanoid
race, or a semihuman form in which she appears as a
156
Khargra
This creature resembles a man-sized cylinder covered in metallic scales. It sports three large fins
spaced even around its circumference. Between each fin is a metal sheath from which slide long,
clawlike arms. A large hole in the front of the cylindrical body is lined with many small,
inward-curving, metallic teeth; this appears to function as the creatures mouth.
sign of its presence. A move earth spell cast on an area
containing a burrowing khargra flings the khargra back 30
feet and stuns the creature for 1 round unless it makes a
successful Con saving throw.
Metal Attunement: A khargra has tactical advantage on
attack rolls against targets wearing metal armor (chain
shirt or better) or carrying a metal shield.
Vulnerable to Heat: A khargra takes maximum damage
from a heat metal spell.
Khargra
XP 450 (CR 2)
Unaligned Small fiend
Initiative +2
DEFENSE
AC 16 (natural armor)
hp: 33 (6d6 + 12)
Immunity: Cold, fire, and poison damage;
paralysis, poison, stun, unconsciousness
ECOLOGY
Environment: Elemental Plane of Earth
Organization: Solitary or pack (25)
OFFENSE
Speed: 10 ft., burrow 30 ft.
Multiattack: A khargra
attacks once with claws
and bites once.
Melee AttackClaws:
+4 to hit (reach 5 ft.;
one creature). Hit:
1d6 + 2 piercing
damage and the
target is grappled.
If the target is
using a shield, it
is not grappled
but it must make
a successful DC
12 Str saving throw
or the khargra pulls
the shield away and
drops it.
Melee AttackBite: +4
to hit (reach 5 ft.; one
creature). Hit: 1d10 + 2
piercing damage, plus 1d8 fire
damage if the target is grappled by
the khargra.
STATISTICS
Str 14 (+2), Dex 14 (+2), Con 15 (+2),
Int 10 (+0), Wis 11 (+0), Cha 10 (+0)
Languages: Common, Ignan (understands but cant
speak)
Senses: Darkvision 60 ft.
TRAITS
Earth Glide A khargra can glide through stone, dirt, and
almost any other sort of earth, including metal, as easily
as a fish swims through water. Its burrowing leaves behind
no tunnel or hole and does not create a ripple or other
Credit
The khargra originally appeared in the First Edition Fiend Folio
( TSR/Wizards of the Coast, 1981) and is used by permission.
Copyright Notice
Author Scott Greene, based on original material by Lawrence Schick.
157
Korred
This creature has the upper torso of a small humanoid and the lower torso of a goat,
giving it an appearance similar to a satyrs. It has a long, flowing beard that, like its hair,
is dark and wild, tangled and matted into frightful knots. It wears a simple leather tunic
and a large leather pouch. Its brown eyes have an almost feral gleam.
8 hp, is immune to all but slashing damage, and flies with
a speed of 30 feet. When it attacks its target, the target
creature must make a successful DC 12 Dex or Str saving
throw or be restrained. A restrained creature can repeat
the saving throw at the end of each of its turns. The hair
rope is destroyed by a successful Str saving throw, but a
successful Dex save leaves it unaffected and it continues
attacking.
Korred
XP 200 (CR 1)
CN Small fey
Initiative +2
DEFENSE
AC 13 (leather armor)
hp: 27 (6d6 + 6)
Resistance: Bludgeoning, piercing, and slashing damage
from nonmagical weapons.
Immunity: Charm, stun, unconsciousness
Target Size
OFFENSE
Speed: 30 ft.
Melee AttackClub: +4 to hit (reach 5 ft.; one creature). Hit:
1d6 + 2 bludgeoning damage.
Melee AttackShears: +4 to hit (reach 5
ft.; one creature). Hit: 1d8 + 2 slashing
damage. A korred scores a critical
hit with shears if its attack roll is a
natural 18, 19, or 20.
Ranged AttackStone: +4
to hit (range 20 ft./60 ft.;
one creature). Hit: 1d4 + 2
bludgeoning damage.
Area AttackLaugh (recharge
5, 6): automatic hit (range 60
ft.; all creatures in range). Hit:
creatures in range that can
hear the laugh must make a
successful DC 12 Wis saving
throw or be stunned for 1d3
rounds.
STATISTICS
Str 15 (+2), Dex 15 (+2),
Con 12 (+1), Int 12 (+1),
Wis 12 (+1), Cha 14 (+2)
Languages: Common,
Sylvan
Skills: Sleight of Hand +4,
Stealth +4
Senses: Darkvision 60 ft.
Time to Create
Duration
Up to Tiny
1 round
9 rounds
Small or Medium
2 rounds
6 rounds
Large
3 rounds
3 rounds
TRAITS
Animated Hair: A korred carries
cuttings of its own hair, braided
into ropes, in its leather pouch. It can
quickly splice these short hair ropes into
a longer rope and magically animate
it to entangle foes. The time it takes to
weave together enough rope for the
job depends on the size of the creature
to be entangled, as shown below. A
korreds animated hair rope has AC 14,
158
Credit
The korred originally appeared in the First Edition Monster Manual II
( TSR/Wizards of the Coast, 1983) and is used by permission.
Copyright Notice
Author Scott Greene, based on original material by Gary Gygax.
Kurok-spirit
This ghostly creature resembles an enormous crocodile burning with
flames of unlife as it swims out of the darkness toward you.
Kurok-spirit
XP 200 (CR 1)
CN Large fiend
Initiative +3
DEFENSE
AC 13
hp: 19 (3d10 + 3)
Immunity: Bludgeoning, piercing, and slashing
damage from nonmagical or nonsilver weapons
OFFENSE
Speed: fly 30 ft.
Melee AttackBite: +5 to hit (reach 5 ft.; one
creature). Hit: 1d8 necrotic damage and the
target must make a successful DC 11 Wis saving
throw or take 1d6 + 3 psychic damage.
STATISTICS
Str 1 (5), Dex 16 (+3), Con 13 (+1),
Int 7 (2), Wis 10 (+0), Cha 12 (+1)
Languages: Abyssal
Senses: Darkvision 60 ft.
TRAITS
Ghost Flames: Every creature that ends its turn within
5 feet of a kurok-spirit must make a successful DC
11 Con saving throw or take 1d4 necrotic damage.
The creatures maximum number of hit points is
reduced by an amount equal to the necrotic
damage, and the kurok-spirit gains the same
number of temporary hit points.
Incorporeal: A kurok-spirit can move through solid
objects and other creatures as if they were difficult
terrain. The kurok-spirit takes 1d10 force damage if
it is still inside something solid at the end of its turn.
Soul Eater: A creature slain by a kurok-spirit cant be
raised from the dead; its soul was devoured by the
kurok-spirit and no longer exists.
ECOLOGY
Environment: Any
Organization: Solitary or bask (25)
A kurok-spirit is a fiendish spirit that manifests as a ghostly crocodile,
seeming to swim through the air. Its most startling feature is the gray,
ghostly fire that swirls and churns around it constantly. This fire drains life
from living beings and transfers it to the kurok, which is ravenous for the stuff.
The most frightening aspect of the kurok-spirit, however, is that they
devour the souls of the dead. A person slain by a kurok is lost forever; no
magic short of divine intervention can return them to life. Its hypothesized
that the souls consumed by a kurok arent really destroyed but would be
released if the kurok itself was tracked down and destroyed. These creatures
are so rare, however, that this notion has never been tested or confirmed.
Credit
Author Matt Finch
159
Land Lamprey
This creature is a 3-foot-long, blackish-green eel with a large mouth lined with sharpened teeth that
look as if theyd be hard to extract from flesh once they were sunken in.
Land Lamprey
XP 50 (CR 1/4)
Unaligned Small beast
Initiative +2
ECOLOGY
Environment: Temperate land or underground
Organization: Solitary, pack (25), or swarm (611)
DEFENSE
AC 12
hp: 2 (1d6 1)
Vulnerability: Fire damage
Land lampreys can be found in all but the hottest and the coldest
environments. They prefer the darkness and dampness of the underground
world and are most often encountered there, but they also hunt on the
surface near fissures and caves that lead into deeper subterranean realms.
A school of land lampreys wriggling across the ground as if theyre
swimming can be a startling sight the first time theyre encountered.
Some people find them amusing, even comical, until the creatures leap
onto people, bite through their clothing and armor, and start sucking out
a persons blood, fluids, and other organs. Thankfully, they hate fire, and
will often release a victim if theyre struck with a torchassuming the fire
doesnt kill the creature outright.
OFFENSE
Speed: 40 ft.
Melee AttackBite: +4 to hit (reach 5 ft.; one creature).
Hit: 1d4 + 2 piercing damage and the lamprey enters the
targets space and attaches itself to the target. While
attached, the lamprey doesnt attack but automatically
inflicts 1d4 + 2 piercing damage at the start of its turn.
The lamprey cant move on its own while attached, but
it moves with the other creature. To get free from the
lamprey, the target creature uses its action to make a Str
(Athletics) check contested by the lampreys Dex check.
The lamprey has tactical advantage on this check. It
cant use its bite attack again until it is pulled free or it
releases the target, either of which automatically moves
it out of that creatures space. A lamprey detaches
immediately if it caused 5 or 6 damage that turn.
Credit
The land lamprey originally appeared in the First Edition Monster
Manual II ( TSR/Wizards of the Coast, 1983) and is used by permission.
Copyright Notice
Author Scott Greene, based on original material by Gary Gygax.
STATISTICS
Str 6 (2), Dex 14 (+2), Con 9 (1),
Int 1 (5), Wis 10 (+0), Cha 2 (4)
Languages: None
160
Lava Child
This creature is a stocky humanoid standing 5 or 6 feet tall with sooty black hair,
green eyes, and flesh that ranges from pink to crimson. It sometimes wears clothing
crudely fashioned from hides, and sometimes goes naked. Its face has a curious, almost
childlike appearance and seems to be imprinted with a permanent, unchanging smile.
this, a lava child also has tactical advantage on
melee attack rolls against targets wearing armor
that is predominantly metal.
Lava Child Shaman: Every band of lava
children includes one arcane spellcaster.
A lava child spellcaster has heightened
Charisma (13) and the ability to cast the
following spells, using Charisma as its
spellcasting ability (DC 11, attack +3). It
doesnt need material components to cast
these spells. The shaman is CR 1 (200 XP).
Cantrips (at will): fire bolt, dancing lights
1st level (x4): burning hands,
comprehend languages, magic missile
2nd level (x2): continual flame,
scorching ray
Lava Child
XP 200 (CR 1)
N Medium humanoid (elemental)
Initiative +0
DEFENSE
AC 11 (natural armor)
hp: 22 (4d8 + 4)
Immunity: Fire damage; damage from
metal weapons
Vulnerability: Cold damage
OFFENSE
Speed: 25 ft.
Multiattack: A lava child bites
once and attacks once with
claws.
Melee AttackClaws: +3
to hit (reach 5 ft.; one
creature). Hit: 1d8 + 1
slashing damage.
Melee Attack
Bite: +3 to hit
(reach 5 ft.; one
creature). Hit: 1d6
+ 1 bludgeoning
damage. If the
lava child bites the
same creature that
it hit with its claws
this turn, its bite does
an additional 1d8 fire
damage.
ECOLOGY
Environment: Underground
Organization: Gang (36) or band
(714 plus 1 shaman and 18
noncombatants)
STATISTICS
Str 13 (+1), Dex 11 (+0),
Con 13 (+1), Int 10 (+0), Wis 11 (+0),
Cha 11 (+0)
Languages: Ignan
Senses: Darkvision 60 ft.
TRAITS
Elemental Vulnerability: Lava children take 1
extra damage per damage die from spells of the tempest
domain. They are unaffected (either directly or indirectly)
by spells of the transmutation school.
Metal Immunity: Lava children are completely unaffected
by metal. They can walk through metal doors or bars as if
the metal wasnt there, and metal objects and weapons,
including magic weapons, pass right through a lava
childs body without affecting it in any way. Because of
161
Leng Spider
This creature resembles an enormous spider with the glint of malevolent intelligence in its multifaceted
eyes. Its bloated, purple body moves with surprising grace on seven legs.
Leng Spider
XP 2,300 (CR 6)
CE Huge aberration
Initiative +3
DEFENSE
AC 15 (natural armor)
hp: 97 (15d12)
Resistance: Cold damage
Immunity: Poison damage; poison, suffocation
OFFENSE
Speed: 40 ft.
Multiattack: A Leng-spider bites once and attacks once with
web flails.
Melee AttackBite: +6 to hit (reach 5 ft.; one creature). Hit:
2d10 + 3 piercing damage and the target must make a
successful DC 11 Con saving throw or be poisoned by
Leng venom (see below).
Melee AttackWeb Flails: +6 to hit (reach 5 ft.; one
creature). Hit: 2d10 + 3 bludgeoning damage.
STATISTICS
Str 14 (+2), Dex 16 (+3), Con 10 (+0),
Int 18 (+4), Wis 15 (+2), Cha 16 (+3)
Languages: Deep Speech, Unique
Skills: Arcana +7, Stealth +6
Senses: Darkvision 60 ft.
TRAITS
Leng Venom: A Leng spiders venom causes flesh to blister
and rot, reducing the targets Charisma score by 1 point.
It also triggers vivid and horrific hallucinations. A poisoned
creature suffers the effect of the poisoned condition
and must act as if affected by the confusion spell. The
confusion effect ends the second time the creature rolls
a 9 or 10 at the start of its turn (allowing it to act normally
that turn). The poisoned condition persists until after the
creatures next long rest, or until the poison is neutralized
magically. Lost Charisma can be regained through magic.
Spell-like Abilities: A Leng-spider can use the following spelllike abilities, using Intelligence as its casting ability (DC
16, attack +8). The Leng-spider doesnt need material
components to use these abilities. It can cast dispel magic
as a bonus action.
At Will: dispel magic
3/day: invisibility, phantasmal force
1/day: dominate monster
ECOLOGY
Environment: Any land
Organization: Solitary or gang (25)
The immense purple spiders of Leng are hideously bloated, yet they
move with a fluid grace. A Leng-spiders body can grow up to 15 feet
long, and they weigh several tons. Most leng-spiders possess seven legs,
but some have nine, eleven, or five. They never have an even number, and
the legs are positioned according to the rules of some alien symmetry that
162
Leopard, Snow
Grayish fur covers this large cat, allowing it to blend in with the
high-contrast light and shadow of snow drifts.
Snow Leopard
XP 50 (CR 1/4)
Unaligned Medium beast
Initiative +2
DEFENSE
AC 12
hp: 16 (3d8 + 3)
OFFENSE
Speed: 50 ft.
Multiattack: A snow
leopard attacks
once with its claws.
If that attack hits,
it bites the same
target.
Melee AttackClaws:
+4 to hit (reach 5
ft.; one creature).
Hit: 1d4 + 2 slashing
damage.
Melee AttackBite: +4 to
hit (reach 5 ft.; one
creature). Hit: 1d6 +
2 piercing damage.
STATISTICS
Str 15 (+2), Dex 15 (+2),
Con 12 (+1), Int 3 (4),
Wis 14 (+2), Cha 7 (2)
Languages: None
Skills: Perception +4, Stealth +4
Senses: Darkvision 60 ft.
TRAITS
Snow Camouflage: A snow leopard has tactical advantage
on Stealth checks in an arctic or snowy environment.
Snow Mobility: Because of its large, fur-covered paws, a
snow leopard never treats snowy or icy ground as difficult
terrain.
ECOLOGY
Environment: cold forests, plains, and mountains
Organization: Solitary, pair, or den (12 adults plus 14 cubs)
Snow leopards are relatives of the common leopard. Theyre found in
the coldest regions of the world, inhabiting mountain ranges, taiga, and
snowy coniferous forests. Their lairs are typically rocky shelters lined
with their own fur for warmth.
Snow leopards are strong, agile, nocturnal hunters. Their diet consists
of livestock, wild boars, hares, and deer. Like most other big cats, they
stalk and ambush their prey. Slain prey is dragged back to the lair and
devoured over a period of several days.
Snow leopards are generally solitary, but a pair can be encountered
during mating season. A den typically contains up to four cubs. Captured
snow leopard cubs can be sold on the exotic-animal market for up to 500
gp.
A snow leopard is about five feet long, with light gray or smoky gray fur
that turns to white on its underbelly. Its fur is marked with large rings that
contain smaller and darker spots of dark gray or black. The fur is over an
inch thick, providing the snow leopard with warmth against the extreme
cold of its environment. Eyes are gray or dark blue. The cats paws are
large and thickly furred, enabling it to maintain its footing on normally
treacherous ice and to move quickly across deep snow.
Snow leopards are hunted by many races for their fur, which is both
visually striking and warm.
Unlike other great cats, snow leopards do not roar. Their only
vocalization is a low, soft moan.
Copyright Notice
Author Scott Greene.
163
Leucrotta
This hideous, staglike creature has the head of a badger,
yellow-gray fangs, and demonically glowing eyes.
Adult Leucrotta
XP 450 (CR 2)
CE Large monstrosity
Initiative +2
DEFENSE
AC 14 (natural armor)
hp: 39 (6d10 + 6)
OFFENSE
Speed: 40 ft.
Multiattack: A leucrotta bites once and kicks once.
Melee AttackBite: +4 to hit (reach 5 ft.; one creature). Hit:
1d8 + 2 piercing damage.
Melee AttackKick: +4 to hit (reach 5 ft.; one creature
behind the leucrotta). Hit: 1d6 + 2 bludgeoning damage
and the target is knocked prone.
STATISTICS
Str 14 (+2), Dex 14 (+2), Con 12 (+1),
Int 8 (1), Wis 9 (1), Cha 12 (+1)
Languages: Unique (Leucrotta)
Skills: Acrobatics +4, Deception +5, Stealth +4
Senses: Darkvision 60 ft.
TRAITS
Armor-Piercing Bite: The bony ridges that a leucrotta has for
teeth can chew through metal or wood. When a leucrotta
scores a critical hit with its bite attack, the targets armor
or shield (GMs choice), if any, loses one point of armor
protection; e.g., a damaged shield provides just one point
of AC instead of two, or a chain shirt provides AC 12 +
Dex mod instead of AC 13 + Dex mod. This damage is
cumulative, but it can be repaired by an armorer for 20%
of the armor or shields new cost per critical hit inflicted on
it. Magical properties continue to function while the armor
or shield is damaged.
Kicking Retreat: When a leucrotta turns to flee, it instinctively
kicks with both rear legs as a bonus action before racing
away. The leucrotta still provokes an opportunity attack
when it leaves a characters reach.
Mimic Voice: A leucrotta can mimic the voice of a man,
woman, child, or a domestic animal in pain. This is often
used to lure a victim into attack range. To mimic a voice,
the leucrotta must make a Cha (Deception) check
opposed by the passive Wis (Perception) of any listeners.
Characters who expressly try to determine whether the
sound is mimicry can make an active Wis (Perception)
check instead.
ECOLOGY
Environment: Temperate or tropical forests or hills
Organization: Solitary, pair, or pack (312)
Young Leucrotta
XP 50 (CR 1/4)
CE Medium monstrosity
Initiative +2
DEFENSE
AC 13 (natural armor)
hp: 10 (3d8 3)
OFFENSE
Speed: 30 ft.
Melee AttackBite: +2 to hit (reach 5 ft.; one creature). Hit:
1d4 piercing damage.
Melee AttackKick: +2 to hit (reach 5 ft.; one creature
behind the leucrotta). Hit: 1d6 bludgeoning damage and
the target must make a successful DC 10 Str saving throw
or be knocked prone.
STATISTICS
Str 10 (+0), Dex 15 (+2), Con 8 (1),
Int 8 (1), Wis 9 (1), Cha 10 (+0)
Languages: Unique (Leucrotta)
Skills: Acrobatics +4, Deception +4, Stealth +4
Senses: Darkvision 60 ft.
TRAITS
Armor-Piercing Bite: Armor-piercing Bite: The bony ridges
that a leucrotta has for teeth can chew through metal or
wood. When a leucrotta scores a critical hit with its bite
attack, the targets armor or shield (GMs choice), if any,
loses one point of armor protection; e.g., a damaged
shield provides just one point of AC instead of two, or a
chain shirt provides AC 12 + Dex mod instead of AC 13
+ Dex mod. This damage is cumulative, but it can be
repaired by an armorer for 20% of the armor or shields
new cost per critical hit inflicted on it. Magical properties
continue to function while the armor or shield is damaged.
Kicking Retreat: When a leucrotta turns to flee, it instinctively
kicks with both rear legs as a bonus action before racing
away. The leucrotta still provokes an opportunity attack
when it leaves a characters reach.
Mimic Voice: A leucrotta can mimic the voice of a man,
164
Lithonnite
What appeared to be a submerged, moss-covered boulder turns out
to be some type of monstrous crustacean, with slashing, crushing tentacles.
Lithonnite
XP 700 (CR 4)
Unaligned Large monstrosity
Initiative +1
DEFENSE
AC 18 (natural armor)
hp: 68 (8d10 + 24)
Resistance: Psychic damage
OFFENSE
Speed: 10 ft., swim 30 ft.
Multiattack: A lithonnite attacks twice with tentacles.
Melee AttackTentacles: +5 to hit (reach 5 ft.; one
creature). Hit: 1d10 + 3 slashing damage. If both
attacks hit the same target, it takes an additional 2d6
bludgeoning damage and is grappled and restrained.
While the lithonnite has a target grappled, it can attack
only that target.
STATISTICS
Str 16 (+3), Dex 13 (+1), Con 17 (+3),
Int 4 (3), Wis 10 (+0), Cha 4 (3)
Languages: None
Skills: Stealth +3
Senses: Darkvision 60 ft.
TRAITS
Soft Underbelly: A lithonnites shell has AC 18. If it can be
attacked from underneath, where its body is exposed, its
AC is only 11. Its soft body has resistance to bludgeoning
damage from nonmagical weapons.
Stony Camouflage: While sitting motionless in water, a
lithonnite is impossible to distinguish visually from a mosscovered boulder.
ECOLOGY
Environment: Temperate and warm aquatic, underground
Organization: Solitary or pair
Lithonnites are enormous creatures related to mollusks. They live in
shallow water both on the surface and underground. When the lithonnites
body is at rest in shallow water (2 to 6 feet of depth is its preferred
environment), the shell is nearly indistinguishable from any other boulder
or natural rock. A lithonnite is always covered with barnacles, moss,
seaweed, starfish, and other aquatic life, adding to its camouflage.
165
Magmoid
This elemental appears to be a massive sphere of swirling fire and superheated, liquid rock.
neither advantage nor disadvantage. Missiles
are destroyed automatically. Creatures
that attack a magmoid unarmed
or with natural weapons take 1d8
fire damage each time one of their
attacks hits.
Magmoid
XP 1,100 (CR 4)
Unaligned Large elemental
Initiative +2
DEFENSE
AC 16 (natural armor)
hp: 75 (10d10 + 20)
Resistance: Bludgeoning and
slashing damage from
nonmagical weapons
Immunity: Fire damage
Vulnerability: Cold
damage
OFFENSE
Speed: 40 ft.
Melee Attack
Slam: +5 to hit
(reach 5 ft.; one
creature). Hit: 2d8
+ 3 bludgeoning
damage plus 1d8
fire damage, and
the creature takes
1d8 fire damage at the
start of its next turn.
Area AttackMagma
Blast (recharge 5, 6):
automatic hit (range 40 ft.
line; creatures in line). Hit:
Each target must make a
successful DC 12 Dex saving
throw or take 2d8 + 2 fire
damage plus 1d8 fire
damage at the start of its
turn for 1d3 turns.
STATISTICS
Str 17 (+3), Dex 14 (+2), Con 15 (+2),
Int 4 (3), Wis 11 (+0), Cha 10 (+0)
Languages: Ignan (understands but
cant speak)
Skills: Athletics +5
Senses: Blindsight 60 ft.
TRAITS
All-Around Awareness: A magmoid sees
perfectly in all directions. Attackers never gain tactical
advantage or bonus damage against it from the
presence of nearby allies.
Magma Body: Every time a magmoid is struck by a melee
weapon, the weapons wielder must make a successful
DC 12 Dex saving throw or the weapon is destroyed by
the heat of the magmoids body. Magical weapons
and bludgeoning weapons have tactical advantage
on the saving throw, piercing weapons have tactical
disadvantage, and magical piercing weapons have
ECOLOGY
Environment: Elemental
Plane of Fire
Organization: Solitary
Magmoids are giant balls of
elemental fire and magma that
burn everything they come in
contact with. Though they are
typically found only on the
Elemental Planes of Fire
and Earth, or the Plane of
Molten Skies (see the City
of Brass by Necromancer
Games for details on this
demiplane), one occasionally
slips through a portal or
nexus into the Material
Plane (usually in the
heart of a volcano)
where it wreaks havoc
on everything that cross
its path until something
destroys it. The magmoid
leaves a scorched wake of
flaming buildings, seared foliage,
burned creatures, and even melted
rocks wherever it rolls across the landscape.
Attempts by arcane spellcasters (foolish ones,
some would say) to control or harness the
power of a magmoid thus far have failed.
Magmoids are thought to be living
extensions of the Elemental Plane of Fire. A
giant magmoid measuring 30 feet across is
rumored to exist near the Sea of Fire, but no
one has ever brought back a first-hand account
of having actually seen it. What role these
creatures fulfill in their native environment is
unknown.
Bubbling pockets and glowing blisters on
the magmoids form serve as sensory organs,
but they change size and position continually.
A magmoid can eject a spray of superheated
magma, or it can simply hurl itself against foes.
It has no fear of opponents who fight with melee
weapons, for obvious reasons. Theyve been known to attack humanonids
armed with swords and spears first, and to ignore them entirely while
seeking out spellcasters with their magma blasts. In short, they are
unpredictable and dangerous.
Copyright Notice
Author Scott Greene.
166
Mandragora
This small, vaguely humanoid plant-creature is mottled green and brown.
Its body, if it could be called that, is a solid mass of vegetable matter covered in lumps.
Beneath that, its roots twist into ropy, grasping arms and gangly legs with splayed feet.
Mandragora
XP 25 (CR 1/8)
NE Small plant (fungus)
Initiative +1
DEFENSE
AC 11
hp: 4 (1d6 + 1)
Resistance: Fire damage
Immunity: Psychic damage; charm, fright, stun,
unconsciousness
OFFENSE
Speed: 30 ft., burrow 15 ft.
Melee AttackTentacles: +3 to hit (reach 5 ft.; one
creature). Hit: 1d4 + 1 bludgeoning damage and the
target must make a successful DC 11 Dex saving throw or
be grappled.
Melee AttackStrangulation: automatic hit (one
creature already grappled by the mandragora
at the start of the mandragoras turn). Hit: 1d6
+ 1 bludgeoning damage.
STATISTICS
Str 11 (+0), Dex 13 (+1), Con 13 (+1),
Int 8 (1), Wis 10 (+0), Cha 9 (1)
Languages: None
Senses: Darkvision 60 ft., tremorsense 60 ft.
ECOLOGY
Environment: Temperate forests
Organization: Solitary, gang (25), or colony
(318)
167
Mandrill
This brightly-colored primate has a bushy mane, dense fur, and a long ridged snout.
Mandrill
XP 25 (CR 1/8)
Unaligned Small beast
Initiative +2
DEFENSE
AC 12
hp: 9 (2d6 + 2)
OFFENSE
Speed: 30 ft., climb 30 ft.
Melee AttackBite: +4
to hit (reach 5 ft.; one
creature). Hit: 1d4 + 2
piercing damage.
Ranged AttackThrown
Object: +4 to hit
(range 20 ft./50 ft.; one
creature). Hit: 1d4 + 2
bludgeoning damage.
STATISTICS
Str 10 (+0), Dex 15 (+2),
Con 12 (+1), Int 4 (3),
Wis 12 (+1), Cha 6 (2)
Languages: None
Senses: Darkvision 60 ft.
ECOLOGY
Environment: Warm forests
Organization: Solitary, foraging
pack (25), group (49 adults plus
410 young) or colony (1040 adults
plus 15160 young)
Mandrills are primates found in warm
forests. They are active during the day, when
mandrills spend their time hunting and
foraging on the forest floor. At night,
the animals seek shelter in the trees.
They subsist on a diet of fruits, nuts,
berries, small insects, seeds, roots, and
occasionally grass. The typical group
has a foraging territory of 5 to 8
square miles. A mandrill often stores
food in its cheeks while it continues
hunting or climbing; it can store an
entire meal in its pouchy cheeks.
The average adult mandrill reaches
a height of just under 3 feet tall and weighs
around 35 pounds. A mandrills fur is olive brown
fading to a paler color on its underbelly. Adult males
have a bright blue and red snout and a yellowish beard. Females and
young mandrills have similar but duller coloration.
Mandrills are generally passive creatures that rarely fight. When danger
threatens, they prefer to climb into the trees and either dash away or pelt
the intruder with fruit and branches. That situation can change suddenly if
mothers believe that their young are threatened. Likewise, a foraging pack
defends its food tenaciously.
Copyright Notice
Author Scott Greene.
168
Mantari
This creature looks like a man-sized flying manta ray, dark gray in color.
Mantari
XP 25 (CR 1/8)
NE Medium monstrosity
Initiative +2
DEFENSE
AC 12
hp: 4 (1d8)
OFFENSE
Speed: 5 ft., fly 50 ft.
Melee AttackTail Sting: +4 to hit (reach 5
ft.; one creature). Hit: 1d8 + 2 piercing
damage.
STATISTICS
Str 12 (+1), Dex 14 (+2), Con 11 (+0),
Int 2 (4), Wis 11 (+0), Cha 6 (2)
Languages: None
Senses: Darkvision 60 ft.
ECOLOGY
Environment: Underground
Organization: Solitary or pack (24)
Mantari appear as large manta rays, gray in color, with
a long smooth tail that ends in a sharpened barb. The
mantari flies silently through its underground world in
search of prey, and when encountered, it is often hungry
and immediately attacks.
Mantari sustain themselves on a diet of rats, carrion, and
subterranean plants, but prefer the taste of fresh meat
particularly humans and gnomes.
The mantari attacks by slashing and stinging with its tail.
Its preferred method of attack is to circle in the air near the
ceiling of a high cavern, where it is hidden by darkness, and
then dive onto a target by surprise.
Credit
The mantari originally appeared in the First Edition
Fiend Folio ( TSR/Wizards of the Coast, 1981) and is
used by permission.
Copyright Notice
Author Scott Greene, based on original material by
David Wormell.
169
Midnight Peddler
This creature appears as a human cloaked in a gray, hooded robe. A long sharp jaw protrudes from
under the hood. It moves with a shuffling gait, pushing a wooden cart that squeaks as it rolls along.
prices for his items and sometimes refuses to sell for any pricebut will
accept a favor.
Even more valuable than the items in his cart is the knowledge in the
midnight peddlers head. He will answer one question for someone who
buys an item from his cart, and the answer is invariably correct. The
answer is likely to be cryptic, and the midnight peddler doesnt advertise
this ability at all; its up to customers to ask questions.
The midnight peddler shuns combat. If forced into battle, his chief
concern will be simply plane shifting to safety. Afterward, characters who
attacked the midnight peddler might find themselves oddly unwelcome
in certain taverns and markets, and beggars and street thieves will be
distinctly unfriendly toward them.
Midnight Peddler
XP 100 (CR 1/2)
N Medium fey
Initiative +1
DEFENSE
AC 11
hp: 45 (7d8 + 14)
Saving Throws: Con +4
OFFENSE
Speed: 20 ft.
Melee AttackDeathly Touch: +3 to hit (reach 5
ft.; one creature). Hit: 1d6 + 1 necrotic damage.
The targets maximum number of hit points is
reduced by an amount equal to the necrotic
damage, and the midnight peddler gains the
same number of temporary hit points.
Copyright Notice
Author Scott Greene.
STATISTICS
Str 11 (+0), Dex 13 (+1), Con 15 (+2),
Int 15 (+2), Wis 16 (+3), Cha 13 (+1)
Languages: Common
Senses: Darkvision 60 ft.
TRAITS
Divination: The peddler
provides good advice
or a correct answer to
one question asked of
him by a creature who
buys something from his
cart. This ability functions
similarly to a divination
spell.
Plane Shift: The midnight
peddler can use the
plane shift spell at will. He
can shift only himself, his cart,
and the nonliving contents of
his cart; he cant bring along
willing companions or banish other
creatures.
ECOLOGY
Environment: Any land
Organization: Solitary
The midnight peddler wanders city streets, where he is most often
encountered on fog-shrouded nights. He is first detected by the audible
squeaking of the cart he pushes. The midnight peddler moves with a slow
gait as he pushes his noisy wooden cart. The contents of the cart vary
each time he visits the Material Plane, and anyone looking into the cart
sees nothing but junk: dented pots and pans, dull utensils, tattered gloves,
chipped crockery. With a few moments of searching beneath the junk,
however, the midnight peddler can find any item on the Adventuring Gear,
Tools, Trade Goods, and Trinkets lists with a value of 50 gp or less. No
one else will ever find anything but junk. He sometimes charges standard
170
Mite
This creature is an ugly humanoid about 2 feet tall.
It has long, pointed ears, a large round nose, and grayish-brown skin.
creatures and can give them simple commands such as
attack and enter that building.
Mite
XP 25 (CR 1/8)
LE Small fey
Initiative +1
DEFENSE
AC 11
hp: 3 (1d6)
ECOLOGY
Environment: Underground
Organization: Solitary, band (28), or mob (920 plus 26
summoned vermin)
Descended from even smaller fey, mites are among the most
pitiful and craven dwellers of the dark. They are so ugly that
even goblins mock mites for their appearancemockery that the
insecure mites take to heart and brood on for weeks, months, or
even years until their distress and anger finally overcome their
natural cowardice and launch them on short-lived bouts of
bloody vengeance.
Their diminutive stature places them at the bottom of
the pecking order in the dangerous caverns where they
live. Their traditional enemies are dwarves, gnomes,
and especially svirfneblin. The one thing that gives
them an edge in a fight is their ability to summon
certain types of vermin. Since they live in areas
infested with such vermin, this is a handy
ability.
Mites make their homes underground in
deep, dark dungeons and caverns, where
they survive largely by stealing from other
creatures that live nearby or that wander
near their lair. A mite lair consists of a
large central chamber from which many
small, winding tunnels lead. All mite
lairs are littered with garbage and refuse.
Cleanliness and sanitation are virtually
unknown among mites. A typical lair
contains young mites but they are almost
never encountered; they scatter into deep
hiding places whenever intruders appear.
Mites have a reputation for almost
animal-like stupidity, but they are more
canny than their reputation suggests.
Trickery and surprise are the forte of the
OFFENSE
Speed: 20 ft., climb 20 ft.
Melee AttackDagger:
+3 to hit (reach 5 ft.; one
creature). Hit: 1d4 + 1
piercing damage.
Ranged AttackDart: +3
to hit (range 20 ft./60 ft.;
one creature). Hit: 1d4 +
1 piercing damage.
STATISTICS
Str 8 (1), Dex 13 (+1),
Con 11 (+0), Int 8 (1),
Wis 13 (+1), Cha 10 (+0)
Languages: Deep Speech
Skills: Stealth +3
Senses: Darkvision 60 ft.
TRAITS
Hatred: Mites have
tactical advantage
on attack rolls against
dwarves, gnomes, and
svirfneblin.
Spell-like Abilities:
A mite can use
the following spelllike abilities, using
Charisma as its casting
ability (DC 10). The mite
doesnt need material
components to use
these abilities.
At Will: prestidigitation
1/day: fear
Vermin Empathy (1/
day): As an action,
a mite can
summon a swarm
of bats, a swarm
of rats, 1d4 giant
centipedes, 1d4 giant
wasps, or 1d2 giant
wolf spiders. The summoned
creatures arrive 1d4 rounds after
being summoned and stays near
the mite for one hour. The mite has
telepathic communication with the
171
Mite, Pestie
This creature is an ugly humanoid about 3 feet tall. It has long, pointed ears,
a large round nose, and grayish-brown skin wrapped in filthy rags.
Pestie
XP 50 (CR 1/4)
LE Small fey
Initiative +2
DEFENSE
AC 12
hp: 7 (2d6)
OFFENSE
Speed: 40 ft., climb 20 ft.
Melee AttackDagger: +4 to hit (reach 5 ft.; one creature).
Hit: 1d4 + 2 piercing damage.
Ranged AttackDart: +4 to hit (range 20 ft./60 ft.; one
creature). Hit: 1d4 + 2 piercing damage.
STATISTICS
Str 8 (1), Dex 15 (+2), Con 11 (+0),
Int 6 (2), Wis 13 (+1), Cha 10 (+0)
Languages: Deep Speech (understands but cant speak)
Skills: Acrobatics +4, Sleight of Hand +6, Stealth +6
Senses: Darkvision 60 ft.
TRAITS
Combat Mobility: Opportunity attacks against a moving
pestie always have tactical disadvantage.
Hatred: Pesties have tactical advantage on attack rolls
against dwarves, gnomes, and svirfneblin.
Sneak Attack: A pesties dagger attack does an extra 1d6
piercing damage if the pestie has advantage on the
attack or if one of its allies is within 5 feet of the target.
Spell-like Abilities: A pestie can use the following spell-like
abilities, using Charisma as its casting ability (DC 10). The
pestie doesnt need material components to use these
abilities.
At Will: prestidigitation
1/day: fear
Pesties are the larger cousins of the mites. They stand talleras much
as 3 feet tallbut also tend to be leaner, with elongated limbs, slender
fingers, and large, pointed ears.
Pesties communicate only through body language and crude hand
signals, even with others of their own race. Sages whove examined
pesties state that the creatures have vocal chords, but they remain silent
except when terrified or in terrible pain. Whether their lack of speech is
caused by a mental condition or is a cultural choice is unknown.
Where mites focus on stealth and surprise in combat, pesties rely on
their speed and agility to evade and bewilder their foes.
Pesties are found working with and living among common mites and
(less often) goblins. They seldom band together into large communities
of their own.
All pesties are kleptomanics. This tendency often leads to pesties
being driven out of whatever community they were living in when their
allies patience with their pilfering finally reaches an end. However, the
trapmaking skills of the mites complement the pesties agility and speed,
so that invariably the two groups end up cooperating again. Pesties who
wear out their welcome in a goblin community face a grimmer fate;
either they succeed at outrunning their pursuers or they end up in a
goblin cook pot.
Credit
The mite and pestie originally appeared in the First Edition Fiend Folio
( TSR/Wizards of the Coast, 1981) and are used by permission.
Copyright Notice
Authors Scott Greene and Skeeter Green, based on original material by
Ian Livingstone and Mark Barnes.
ECOLOGY
Environment: Underground
Organization: Solitary or squad (28)
172
XP 450 (CR 2)
NE Medium undead (aquatic)
Initiative +0
DEFENSE
AC 11 (natural armor)
hp: 33 (6d8 + 6)
Saving Throws: Wis +2
Resistance: Bludgeoning, piercing, and slashing damage
from nonmagical weapons
Immunity: Necrotic and poison damage; charm, exhaustion,
fright, paralysis, poison
OFFENSE
Speed: 20 ft., swim 20 ft.
Melee AttackFist: +5 to hit (reach 5 ft.; one creature). Hit:
1d10 + 3 bludgeoning damage and a target of Medium
size or smaller must make a successful DC 13 Dex saving
throw or be grappled; see Curse of the Deep below.
STATISTICS
Str 16 (+3), Dex 10 (+0), Con 12 (+1),
Int 6 (2), Wis 10 (+0), Cha 12 (+1)
Languages: Common
Senses: Darkvision 60 ft.
TRAITS
Control Water (1/day): A mummy of the
deep can control water as the spell by
using an action.
Curse of the Deep: When a mummy of the
deep grapples a creature, it immediately
uses a bonus action to press its mouth
against the opponents and spew sea water
into the opponents lungs. It then releases its
grapple. The affected creature must make
a successful DC 11 Con saving throw at the
start of each of its turns. An affected creature
can act normally on a round when it makes a
successful saving throw; if the saving throw fails,
the creature takes 1d6 necrotic damage and is
stunned until the start of its next turn. The effect ends
when the affected creature makes a third successful
save. It can also be ended by a spell or other magical
effect that neutralizes a curse.
Despair: At the sight of a mummy of the deep within 60
feet, the viewer must make a successful DC 11 Wis
saving throw or be frightened for 1d4
rounds. If the saving throw result is
5 or less, the creature is paralyzed
instead. A successful saving throw
renders the creature immune to any
mummy of the deeps despair for 24
hours.
ECOLOGY
Environment: Any aquatic
173
Murder Crow
This creature appears to be a massive crow about 4 feet tall. Its feathers are tattered, blood-soaked,
and matted against its rotting form. A stench of decay emanates from it as it circles overhead.
Murder Crow
XP 700 (CR 3)
CE Medium undead
Initiative +3
DEFENSE
AC 15 (natural armor)
hp: 52 (8d8 + 16)
Resistance: Piercing damage from nonmagical weapons
Immunity: Necrotic and poison damage; charm, exhaustion,
fright, poison, unconsciousness
OFFENSE
Speed: 10 ft., fly 50 ft.
Multiattack: A murder crow attacks once with claws and
once with its beak. If both attacks hit the same target, see
Eye Rake below.
Melee AttackClaws: +5 to hit (reach 5 ft.; one creature).
Hit: 1d8 + 3 slashing damage.
Melee AttackBeak: +5 to hit (reach 5 ft.; one creature).
Hit: 1d6 + 3 piercing damage.
STATISTICS
Str 10 (+0), Dex 17 (+3), Con 14 (+2),
Int 2 (4), Wis 14 (+2), Cha 12 (+1)
Languages: None
Senses: Darkvision 60 ft.
TRAITS
Combat Mobility: Opportunity attacks against a moving
murder crow always have tactical disadvantage.
Death Throes: If a murder crow is reduced to 0 hit points,
174
Naga, Hanu-naga
The creature twined around a crumbling stone obelisk resembles an enormous python,
but instead of the head of a great serpent, its body is topped by the head of a great ape.
It stares at you with deep, intelligent, almost human eyes, then begins a hypnotic dance.
Hanu-naga
XP 450 (CR 2)
CE Large monstrosity
Initiative +2
DEFENSE
AC 14 (natural armor)
hp: 39 (6d10 + 6)
Saving Throws: Dex +5
Immunity: Poison damage; charm, poison
OFFENSE
Speed: 40 ft.
Melee AttackBite: +5 to hit (reach 5 ft.; one creature). Hit:
1d8 + 3 piercing damage plus 2d6 poison damage, or
half as much poison damage with a successful DC 11 Con
saving throw. A creature has tactical disadvantage on this
saving throw if it is grappled by the hanu-naga.
Melee AttackConstrict: +5 to hit (reach 5 ft.; one creature).
Hit: 1d6 + 3 bludgeoning damage and the target is
grappled and restrained.
STATISTICS
Str 14 (+2), Dex 16 (+3), Con 12 (+1),
Int 11 (+0), Wis 14 (+2), Cha 15 (+2)
Languages: Common, telepathy (with charmed primates)
Senses: Darkvision 60 ft.
TRAITS
Dominate Apes: A hanu-naga can dance in a writhing,
hypnotic way that charms apes, baboons, mandrills,
and other primates with Intelligence scores of 5 or
less (including humanoids). It can perform this dance
even while fighting. When it dances, all primates
within 60 feet are charmed by the hanu-naga, and
all other primates within one mile are drawn to the
hanu-nagas location at top speed. It can have up
to 20 creatures charmed this way at one time. The
hanu-naga has telepathic communication with the
creatures its charmed, and they do their utmost to
carry out its simple commands as if they are affected
by a dominate beast spell. Its control lasts for as long
as the hanu-naga continues dancing. Humanoids of
Intelligence 5 or less who are within 60 feet of a dancing
hanu-naga must make a successful DC 12 Cha saving
throw to avoid the hanu-nagas charm. One successful
save renders a humanoid immune to this charm effect
for 24 hours.
ECOLOGY
Environment: Tropical and subtropical forest and mountains
Organization: Pack (14)
Hanu-nagas are a form of naga with the head and face of an ape instead
of a human or other creature. They are less magical than the humanheaded variety but more savage.
These nagas lair in jungles and rainforests, where they haunt overgrown
temples and ancient ruins. In these remote regions, many hanu-nagas are
worshipped by tribes of wild primates. The most intelligent hanu-nagas
sometimes even have followings of more advanced humanoids such as
cavemen and primitive tribesmen.
The stylized, writhing dance of a hanu-naga allows it to exert a mystic
control over nearby primates, including simple-minded humanoids. This
might explain their influence over tribes of primitive humans.
Although theyre no geniuses, hanu-nagas are more intelligent than
their brutish features suggest they are. They also live for centuries,
meaning they sometimes have first-hand knowledge about the history of
the ruins they inhabit. Theyve been known to teach themselves to read the
inscriptions carved on crumbling temple walls and vine-choked edifices.
Such knowledge makes hanu-nagas excellent allies for adventurers
looking to explore or plunder ancient jungle sites, if a way can be found to
placate the creatures bloodlust and their deep mistrust of strangers.
Copyright Notice
Author Matt Finch
175
Olive Slime
The walls, ceiling, and floor of the cavern ahead are coated with glistening, dripping slime.
with olive slime. The olive slime gains
hit points equal to the number of
Constitution points lost by the victim.
The host must double its normal
food intake or lose 1 extra point of
Constitution after each 24 hours. Also,
the host does not recover hit points
or hit dice after a long rest if it didnt
double its food intake.
If the hosts Constitution drops to 0,
the host dies. Five minutes later, its body
reanimates as an olive slime zombie.
Olive slime can be burned, cut away,
or frozen. Anything that damages the
olive slime deals half damage to its host
(before doubling for vulnerability in the
case of acid, cold, or fire damage).
Greater restoration ends the olive slimes
charm effect for two minutes; during
that time, the victim can cooperate with
attempts to remove the slime.
Olive Slime
XP 0 (CR 0)
Unaligned Large
plant (fungus)
Initiative +1
DEFENSE
AC 11
hp: 14 (4d10 8)
Immunity: Lightning,
piercing, and psychic
damage; charm,
fright, prone, stun,
unconsciousness
Vulnerability: Acid, cold, and fire
damage
OFFENSE
Speed: 0 ft.
Melee AttackDrop: +3 to hit
(reach 30 ft.; one creature
beneath the olive slime). Hit:
target creature must make a
successful DC 15 Wis saving throw
to notice the olive slime that dripped onto it. If the
olive slime is noticed and removed immediately, it has
no effect. If the olive slime is not noticed and removed
within two minutes, the creature loses 1 point of
Constitution and is infested with olive slime; see below.
ECOLOGY
Environment: Underground
Organization: Solitary or colony (25)
STATISTICS
Str 1 (5), Dex 12 (+1), Con 6 (2),
Int 1 (5), Wis 10 (+0), Cha 4 (3)
Languages: None
Skills: Stealth +5
Senses: Tremorsense 30 ft.
TRAITS
Olive Slime Defenses: The armor class and hit points listed
above are for a Large patch of olive slime in its native
environment. Olive slime on a victim has the victims AC
and hit points equal to the number of Constitution points
the victim has lost.
Olive Slime Infestation: Any amount of olive slime that
remains in contact with a potential victim for more than
two minutes charms the victim and alters his or her thinking
patterns so that the hosts main concern becomes
feeding and protecting the olive slimeincluding keeping
the slime hidden from companions. If anyone tries to
remove the olive slime from the host, the host does
whatever is required to protect the slime, whether its
running away or fighting back. As long as the host is alive
and conscious, it will do everything in its power to protect
the slime, including knocking out or even killing its friends.
An infested creature suffers the following effects.
It loses 1 point of Constitution immediately when the
infestation begins and another 1d6 points of Constitution
at the end of each 24-hour period, as the growing olive
slime replaces the creatures skin, muscle, and organs
176
DEFENSE
AC 9
hp: 26 (4d8 + 8)
Immunity: Lightning, piercing, and psychic damage; charm,
fright, stun, unconsciousness
Vulnerability: Acid, cold, and fire damage
OFFENSE
Speed: 20 ft.
Melee AttackFist: +3 to hit (reach 5 ft.; one creature).
Hit: 1d8 + 1 bludgeoning damage and the target must
make a successful DC 15 Wis saving throw to notice the
olive slime smeared on it. If the olive slime is noticed
and removed immediately, it has no effect. If the
olive slime is not noticed and removed within
two minutes, the creature loses 1 point of
Constitution and is infested with olive slime;
see below.
STATISTICS
Str 12 (+1), Dex 8 (1), Con 14 (+2),
Int 3 (4), Wis 6 (2), Cha 4 (3)
Languages: None
Senses: Darkvision 60 ft.
TRAITS
Death Throes: When a slime zombie
is reduced to 0 hit points, it
collapses into a full-strength
puddle of olive slime.
Telepathic Bond: A
slime zombie is linked
telepathically with the
patch of olive slime that
created it and with all
other slime zombies
linked to that patch
of olive slime.
This link has a
maximum range of
20 miles. The slime
zombie and olive
slime must be on the same
plane of existence.
Olive Slime Infestation:
Any amount of olive
slime that remains
in contact with a
potential victim for
more than two minutes charms
the victim and alters his or her
thinking patterns so that the
hosts main concern becomes
177
Ooze, Glacial
What appeared at first glance to be a snow bank or mound of snow
reveals itself to be a sentient creature formed of clear ice.
14 Str check, and the creature making
the check takes 2d6 cold damage
whether it succeeds or fails. A
glacial ooze can contain up to
four creatures that are Medium or
smaller, or one Large creature.
Superchilled: A glacial oozes form is
extremely cold. Creatures that hit a
glacial ooze with natural weapons
or with an unarmed attack take
1d6 cold damage per hit.
Transparent: A glacial ooze
is hard to spot, even under
ideal conditions. A DC 15
Wis (Perception) check
is needed to notice one,
and if the ooze is drifting in
water or is surrounded by
blowing snow (as it usually
is), this check is made
with tactical disadvantage.
Creatures who blunder into
the glacial oozes space are
treated exactly as if the ooze
had attacked them with its
freezing embrace, but they
make the Dex saving throw
with tactical disadvantage.
Glacial Ooze
XP 200 (CR 1)
Unaligned Large ooze
Initiative 5
DEFENSE
AC 5
hp: 57 (6d10 + 24)
Resistance: Bludgeoning,
piercing, and slashing
damage from
nonmagical weapons
Immunity: Cold and
psychic damage;
blindness, exhaustion,
fear, paralysis, poison,
prone, stun
Vulnerability: Fire
damage
OFFENSE
Speed: 20 ft., swim 20 ft.
Melee AttackSlam:
+4 to hit (reach 5 ft.;
one creature). Hit:
2d6 + 2 bludgeoning
damage plus 1d6
cold damage.
ECOLOGY
Environment: Any cold
Organization: Solitary
STATISTICS
Str 15 (+2), Dex 1 (5),
Con 19 (+4),
Int 0 (5), Wis 1 (5),
Cha 1 (5)
Languages: None
Senses: Tremorsense
60 ft.
TRAITS
Amorphous: A glacial ooze can move through gaps as small
as 1 square foot as if its difficult terrain.
Freezing Embrace: As it moves, a glacial ooze can enter
spaces occupied by Large or smaller creatures. If
the creature whose space is being entered makes a
successful DC 12 Dex saving throw, the creature can
move safely out of the glacial oozes path. If the saving
throw fails, the creature is engulfed: it takes 2d6 cold
damage immediately, is restrained, cant breathe,
and takes 4d6 cold damage at the start of each of the
glacial oozes turns. An engulfed creature can use an
action on its turn to try to escape from the glacial ooze;
the creature escapes if it makes a successful DC 14 Str
check. A creature adjacent to the glacial ooze can use
an action to try to pull one engulfed creature free. The
rescue succeeds if the creature makes a successful DC
178
Ooze, Magma
This creature appears to be no more than a normal pool of bubbling and churning molten rock.
attack take 1d6 fire damage per hit. If a hit from a metal
weapon causes the minimum possible damage, the
weapon melts and is destroyed. A creature grappled by a
magma ooze takes 2d6 fire damage at the start of its own
turn.
Magma Ooze
XP 1,800 (CR 5)
Unaligned Large ooze
Initiative 5
DEFENSE
AC 14 (natural armor)
hp: 115 (10d10 + 60)
Resistance: Bludgeoning, piercing, and slashing damage
from nonmagical weapons
Immunity: Fire, poison, and psychic damage; blindness,
exhaustion, fear, paralysis, poison, prone, stun
Vulnerability: Cold damage
ECOLOGY
Environment: Warm mountains, underground
Organization: Solitary
OFFENSE
Speed: 10 ft., climb 10 ft.
Melee AttackSlam: +6 to hit (reach 5 ft.; one creature). Hit:
2d6 + 3 bludgeoning damage plus 2d6 fire damage, and
the target must make a successful DC 14 Dex saving throw
or be grappled (see Superheated, below).
STATISTICS
Str 16 (+3), Dex 1 (5), Con 23 (+6),
Int 1 (5), Wis 1 (5), Cha 1 (5)
Languages: None
Senses: Tremorsense 60 ft.
TRAITS
Amorphous: A magma ooze can move
through gaps as small as 6 square inches
as if its difficult terrain.
Split: If an attack does 10 or more slashing
damage to a magma ooze, a chunk
of the ooze is sliced off and becomes
an independent
magma
ooze.
The new
ooze has
hit points
equal
to the
slashing
damage
caused by
the attack,
and the parent
oozes hit points
are reduced by
an equal amount (in
addition to the damage
caused by the attack). The
new ooze makes one slam
attack immediately as a reaction
against one adjacent foe, then joins the
initiative order at the same point as its parent.
Superheated: A magma oozes form is extremely hot and
composed entirely of magma. Creatures that hit a
magma ooze with natural weapons or with an unarmed
179
Origami Warrior
The creature appears to be an armed and armored human warrior,
but it is made entirely of folded paper.
Origami Warrior
XP 25 (CR 1/8)
Unaligned Medium construct
Initiative +3
DEFENSE
AC 15 (natural armor)
hp: 9 (2d8)
Resistance: Bludgeoning damage from nonmagical
weapons
Immunity: Necrotic, piercing, poison, and psychic damage;
disease, fright, poison, stun, unconsciousness
Vulnerability: Fire damage
OFFENSE
Speed: 40 ft.
Melee AttackPaper Longsword: +5 to hit (reach 5 ft.; one
creature). Hit: 1d8 + 3 slashing damage.
STATISTICS
Str 8 (1), Dex 16 (+3), Con 10 (+0),
Int 8 (1), Wis 10 (+0), Cha 10 (+0)
Languages: Understands Common but cant speak
Skills: Acrobatics +5
Senses: Darkvision 60 ft.
TRAITS
Mobility: An opponent has tactical disadvantage on
opportunity attack rolls against an origami warrior.
ECOLOGY
Environment: Any land
Organization: Squad (110)
An origami warrior is a magical creation made of intricately folded
paper with the shape and size of a humanoid warrior. They can be made
to resemble any type of humanoid, but humans and elves are the most
common. Except in dim light or darkness, however, no one would ever
mistake an origami warrior for a living creature. They are flat and angular,
just like the small paper sculptures theyre named for. They range from
very simplistic in their structure to tremendously complex and intricate,
but all have the same statistics.
The magic for creating origami warriors is not widely known, but it
doesnt seem much of a leap from making origami creatures that resemble
humans to making origami trolls, ogres, bulettes, or even dragons.
Somewhere, an ambitious or curious wizard undoubtedly is working on
that, if it hasnt been done already.
Like most constructs, origami warriors have limited autonomy. They
wait for orders from their creators, then follow those orders narrowly and
to the letter, but also patiently and for as long as they survive.
A typical origami warrior is armed with a longsword, but they can be
given any weapon. The only restriction is that their creator must be able to
fold paper into the appropriate shape.
Copyright Notice
Author Matt Finch
180
Pech
This small humanoid has the same height and rough build of a dwarf, but with gangly arms and legs.
Its hands are broad and its skin is ochre-colored with lighter shades on its palms and feet. Its hair is a
mix of reds and light browns. Its large, bulbous eyes are stark white with no apparent pupil or iris.
feet of all other members of the group, and all must use
an action simultaneously to trigger the spell-like effect. An
individual pech can use each ability once per day. Only
one pech needs to maintain concentration to keep an
effect ongoing.
4 pechs: wall of stone
8 pechs: greater restoration (only to remove petrification)
Stone Knowledge: A pechs extensive knowledge of
stone gives it tactical advantage on attack rolls against
creatures made of stone, earth, or clay.
Pech
XP 50 (CR 1/4)
NG Small fey
Initiative +1
DEFENSE
AC 11
hp: 18 (4d6 + 4)
Resistance: Bludgeoning, piercing, and slashing damage
from nonmagical weapons
Immunity: Petrification
OFFENSE
Speed: 20 ft.
Multiattack: A pech attacks twice with its pick or twice with
stones, or uses one spell-like ability.
Melee AttackPick: +6 to hit (reach 5 ft.; one
creature). Hit: 1d4 + 4 piercing damage.
Ranged AttackStone: +3 to hit (range 30 ft./90
ft.; one creature). Hit: 1d4 + 1 bludgeoning
damage.
ECOLOGY
Environment: Underground, Elemental Plane of Earth
Organization: Gang (24), pack (520), or tribe (2140 plus
1120 noncombatants)
A pech is a fey creature believed to have its origins on the Elemental
Plane of Earth. On the Material Plane, peches dwell deep underground
in places rarely seen even by dwarves, drow, or other subterranean
races.
They are unexcelled as stonemasons, a talent that leads to them
sometimes being employed by other subterranean races for their
skill at stoneworking. Peches seek isolation for their lairs, however,
and their skill at stonecarving lets them blend their dwellings into
the natural surroundings so perfectly that they are almost
impossible to find.
Peches never wear armor; most are arrayed
in nothing more than a simple leather apron
or a loincloth of brown or black fur.
Peches speak Terran as their primary
language, but a few in any group
will also be able to communicate in
Undercommon or, much more rarely,
Common.
Peches are a peaceful folk. They avoid
combat and hostile encounters if possible. If they are
forced to fight, peches rely on their picks and their magic
to dispatch opponents or to escape. Their favorite trick is to
cooperate in rapidly erecting a wall of stone around attackers
to trap them, or across a narrow tunnel to prevent pursuit as
the peches and their families escape into the caverns they
know perfectly.
STATISTICS
Str 18 (+4), Dex 12 (+1), Con 12 (+1),
Int 11 (+0), Wis 12 (+1), Cha 11 (+0)
Languages: Terran, Undercommon
Skills: Perception +3, Survival +3
Senses: Darkvision 60 ft.
TRAITS
Earthbound: A pech has tactical
disadvantage on attack rolls
against targets that are entirely
surrounded by an element
other than earth; i.e., foes that
are flying or swimming.
Light Blindness: A pech has
tactical disadvantage on
attack rolls and Wis (Perception)
checks in bright light.
Spell-like Abilities: A pech can use the
following spell-like abilities, using Wisdom
as its casting ability (DC 11, attack
+3). The pech doesnt need material
components to use these abilities.
4/day: stone shape, speak with stone
(functions identically to speak with plants, but
with stones instead)
A pech can also use the following spell-like abilities as part
of a group. All members of the group must be within 20
Credit
The pech originally appeared in S4 Lost Caverns of
Tsojcanth ( TSR/ Wizards of the Coast, 1982) and is used by permission.
Copyright Notice
Author Scott Greene, based on original material by Gary Gygax.
181
Phycomid
A small blob of decomposing matter covers the ground, with mushrooms sprouting from the patch.
dagger or other edged weapon. Scraping or burning
causes 1d4 slashing or fire damage per round. A creature
cant take any other actions during a round when it
is destroying a spore infection. If a creature dies while
infected, its body immediately sprouts a new, full-strength
phycomid.
Phycomid
ECOLOGY
Environment: Underground
Organization: Solitary or patch (25)
OFFENSE
Speed: 10 ft.
Ranged AttackFluid Glob: +2 to hit (range 20 ft.; one
creature). Hit: 1d8 acid damage and the target must
make a successful DC 11 Con saving throw or be infected
by phycomid spores (see below).
STATISTICS
Str 8 (1), Dex 10 (+0), Con 13 (+1),
Int 0 (5), Wis 11 (+0), Cha 1 (5)
Languages: None
Senses: Tremorsense 30 ft.
TRAITS
Spore Infection: A creature that fails the DC 11 Con saving
throw against a phycomids fluid glob attack is infected
with the plants spores. Tiny mushroomlike growths sprout
from the creatures body. These look like fine, white hairs
at first, but after 10 minutes they become recognizable
as distinct mushroom shapes. An infected creature
takes 1 acid damage and its maximum number of hit
points declines by 1 at the start of each of its turns, until
the infestation is ended with a lesser restoration spell or
comparable magic, or by spending 2d4 rounds burning
away the phycomid spores or scraping them off with a
182
Pleistocene Animals
Pleistocene animals, also known as megafauna, are from a time just prior to recorded history.
Brontotherium
XP 2,300 (CR 6)
Unaligned Huge beast
Initiative +0
DEFENSE
AC 13 (natural armor)
hp: 128 (10d12 + 50)
OFFENSE
Speed: 40 ft.
Melee AttackGore: +9
to hit (reach 5 ft.; one
creature). Hit: 2d10 + 6
piercing damage.
ECOLOGY
Environment: Temperate
Organization: Solitary
STATISTICS
Str 23 (+6), Dex 10 (+0),
Con 20 (+5), Int 2 (4),
Wis 13 (+1), Cha 6 (2)
Languages: None
Senses: Darkvision 60 ft.
TRAITS
Wounded Fury: While
a brontotheriums hit
points are below half
of its starting number,
the brontotherium has
tactical advantage
on attack rolls, the DC
to avoid its trample
increases to 19, and it
rerolls all 1s, 2s, and 3s
rolled on its damage dice.
Trample: As the brontotherium
moves, it can enter spaces
occupied by enemies up
to Large size. Creatures in
spaces the brontotherium enters can attempt DC 17 Dex
saving throws. On a failed save, the creature takes 2d10
+ 6 bludgeoning damage and is knocked prone; on a
successful save, the creature moves 5 feet out of the
183
Hyaenodon
XP 200 (CR 1)
Unaligned Large beast
Initiative +2
DEFENSE
AC 13 (natural armor)
hp: 44 (8d10)
OFFENSE
Speed: 50 ft.
Melee AttackBite: +6 to hit
(reach 5 ft.; one creature).
Hit: 2d6 + 4 piercing damage
and the target must make a
successful DC 14 Dex saving
throw or be grappled; see
Scrapping for Food, below. A
hyaenodon cant bite while it has a
target grappled.
STATISTICS
Str 18 (+4), Dex 14 (+2), Con 11 (+0),
Int 7 (2), Wis 12 (+1), Cha 6 (2)
Languages: None
Skills: Perception +3
Senses: Darkvision 60 ft.
TRAITS
Keen Senses: Hyaenodons have tactical
advantage on Perception checks
based on smell.
Pack Tactics: A hyaenodon has tactical
advantage on its attack roll if the target
is already grappled by at least one other
hyaenodon.
Scrapping for Food: A creature
that is grappled by one or more
hyaenodons takes damage
automatically at the start of its turn.
It takes 1d6 + 4 piercing damage
from the first grappling hyaenodon,
2d6 + 4 from the second hyaenodon,
3d6 + 4 from the third hyaenodon, and so
on. Up to four hyaenodons can grapple the same Small
or Medium creature. Up to six can grapple a Large
creature.
ECOLOGY
Environment: Temperate and arid plains
Organization: Solitary, pair, or pack (318)
The hyaenodon, sometimes called the short-faced hyena, is a larger
relative of the common hyena. Hyaenodons (and hyenas) are generally
thought of as scavengers, but they are skilled hunters capable of taking
down large preyvery large prey, in the case of the hyaenodon. When
food is scarce, hyaenodons cover large areas individually in search of
food, relying primarily on their sense of smell to locate potential prey.
Hyaenodons hunt both alone and in packs led by a single leader. They
eat carrion they find lying on the ground or abandoned by other carnivores,
but such treasure is scarce in the hyaenodons world, and their size and
ferocity enable them to fill their bellies with their own kills. Favored
meals include deer, elk, moose, zebras, bison, lions, brontotheriums, and
even mastodons.
Hyaenodons up to Huge size have been reported, but never in packs.
They are solitary hunters. Aside from these monsters, the largest typical
hyaenodons grow to lengths of 8 feet.
Copyright Notice
Author Scott Greene.
184
Mastodon
XP 1,100 (CR 4)
Unaligned Huge beast
Initiative 1
DEFENSE
AC 13 (natural armor)
hp: 105 (10d12 + 40)
OFFENSE
Speed: 35 ft.
Melee AttackGore: +8
to hit (reach 5 ft.; one
creature). Hit: 3d10 + 6
piercing damage.
STATISTICS
Str 22 (+6), Dex 9 (1),
Con 19 (+4), Int 3 (4),
Wis 12 (+1), Cha 5 (3)
Languages: None
TRAITS
Trample: As the
mastodon moves,
it can enter
spaces occupied
by enemies up
to Large size.
Creatures in spaces
the mastodon enters
can attempt DC 16
Dex saving throws.
On a failed save, the
creature takes 3d10 + 6
bludgeoning damage and
is knocked prone; on a successful
save, the creature moves 5 feet out
of the mastodons path and can make an opportunity
attack if its allowed to react. A mastodon can attempt
to trample any number of creatures during its move, but
it cant trample the same creature more than once per
round and it cant end its movement in another creatures
space.
ECOLOGY
Environment: Cold forests, hills, and plains
Organization: Solitary or herd (520 plus 530 calves)
The great mastodon is a distant relative of the elephant, and is linked
to that creature through the woolly mammoth. It is a herbivore that lives
primarily in northerly, forested areas. Its diet includes grasses, fruit, and
berries, but also leaves, twigs, and branches of trees. A mastodon herd
stays in an area long enough to deplete it of food, then moves on.
The mastodon has few natural predators, thanks to its great size.
Humanoids who hunt the creatures for meat, for their tusks, or to train
them as beasts of burden or war pose the greatest threat.
185
Woolly Rhinoceros
Languages: None
XP 2,300 (CR 6)
Unaligned Large beast
Initiative 1
TRAITS
Nearsighted: A woolly rhinoceros has tactical disadvantage
on Perception checks involving sight.
DEFENSE
AC 14 (natural armor)
hp: 136 (13d10 + 65)
ECOLOGY
Environment: Temperate and cold forests, marshes, and
plains
Organization: Solitary or herd (28)
OFFENSE
Speed: 35 ft.
Multiattack: A woolly rhinoceros attacks once by goring. If
the target is knocked prone, the rhino stomps the same
creature as a bonus action.
Melee AttackGore: +9 to hit (reach 5 ft.; one creature). Hit:
2d10 + 6 piercing damage and the target must make a
successful DC 17 Dex saving throw or be knocked prone
and stomped.
Melee AttackStomp: +9 to hit (reach 5 ft.; one creature).
Hit: 3d10 + 6 bludgeoning damage.
STATISTICS
Str 23 (+6), Dex 8 (1), Con 20 (+5),
Int 3 (4), Wis 12 (+1), Cha 5 (3)
186
Pudding, Blood
A three-foot-tall spherical blob of blood-red protoplasm seeps a sticky, foul smelling slime.
Blood Pudding
XP 450 (CR 2)
Unaligned Medium ooze
Initiative +0
DEFENSE
AC 10
hp: 42 (5d8 + 20)
Resistance: Fire damage
Immunity: Poison and psychic damage; blindness,
exhaustion, fright, paralysis, poison, prone, stun
OFFENSE
Speed: 30 ft.
Melee AttackSlam: +3 to hit (reach 5 ft.; one creature).
Hit: 1d6 + 1 bludgeoning damage plus 1d6 acid damage
and a Medium or Large target is grappled and restrained
(see Infusion below). A blood pudding can grapple one
creature at a time.
STATISTICS
Str 12 (+1), Dex 11 (+0), Con 18 (+4),
Int 0 (5), Wis 10 (+0), Cha 7 (2)
Languages: None
Senses: Blindsight 60 ft.
TRAITS
Amorphous: A blood pudding can move through gaps as
small as 1 square inch without penalty.
Cold Vulnerability: A blood pudding that takes cold
damage has its speed halved, it cant grapple (a
grappled creature is immediately released), and damage
from disgorgement is halved.
Disgorgement: When a blood pudding starts its turn infused
in a host creature (see Infusion), it uses its action to force
out the creatures blood and bodily fluids through the
creatures eyes, ears, nose, mouth, open wounds, and
pores. The host creature takes 2d6 + 4 bludgeoning
damage. If the creature dies, the blood pudding stays
put, feeding on the corpse from the inside. When sated,
the pudding oozes out; to onlookers, it appears as if the
slain creature is bleeding profusely.
Infusion: A blood pudding that starts its turn grappling a
creature forces itself into that creatures body through
osmosis. The blood pudding quickly disappears as it oozes
into wounds and through skin. This is an action on the part
of the blood pudding. It causes no damage to the target
but does turn the hosts eyes blood red and gives it an
overall swollen, flushed appearance.
A creature infused with a blood pudding can use an action
on its turn trying to eject the creature by coughing it up,
vomiting, and so on. The blood pudding is expelled with a
successful DC 14 Con saving throw. Lesser restoration and
comparable magic gives the host tactical advantage on
its next Con saving throw to expel the pudding. Drinking
alcohol has the same effect. If the host creature takes
damage from an external cause (not from the blood
pudding), the blood pudding takes half as much. It does
not get saving throws against attacks that allow them, but
simply takes half as much damage as the host creature. If
a blood pudding is killed while inside a host creature, the
187
Pyrolisk
This creature resembles a rooster with thinning feathers and leathery, batlike wings covered thinly in
red-tinged feathers. Its tail feathers are yellow-brown save for one bright red feather.
Pyrolisk
188
Quadricorn
This creature is a two-headed bull-like monstrosity, armed with four sharp-tipped, glistening horns.
Quadricorn
XP 1,100 (CR 4)
NE Large monstrosity
Initiative +1
DEFENSE
AC 12 (natural armor)
hp: 59 (7d10 + 21)
Saving Throws: Con +5
Immunity: Charm, stun
OFFENSE
Speed: 30 ft.
Multiattack: A quadricorn attacks twice with
its horns. The two attacks must be made
against separate targets.
Melee AttackHorns: +6 to hit (reach 5
ft.; one creature). Hit: 1d8 + 4 piercing
damage.
STATISTICS
Str 18 (+4), Dex 12 (+1), Con 17 (+3),
Int 10 (+0), Wis 12 (+1), Cha 9 (1)
Languages: Common
Senses: Darkvision 60 ft.
TRAITS
Charge: A quadricorn does extra damage
with a horn attack if it moved at least 20
feet in a straight line toward the target of
the attack. It can trample another target
during this move. If the horn attack hits, the
target creature takes an extra 3d8 piercing
damage and must make a successful DC
14 Str check or be pushed 5 feet away
from the quadricorn and knocked prone.
Magic Horns: A quadricorns horns are
treated as magic weapons.
Trample: As it moves, a quadricorn can
trample one Medium or smaller creature.
The target creature must make a DC 14
Dex saving throw when the quadricorn
moves adjacent. If the saving throw
succeeds, the target can move 5 feet
to either side, the quadricorn continues
moving, and the trample attack has no
effect. If the saving throw fails, the target is
knocked prone, takes 1d8 + 4 bludgeoning damage, and
the quadricorn can move through the targets space but
cant end its turn there.
ECOLOGY
Environment: Temperate and warm hills and prairies
Organization: Solitary
Quadricorns resemble two-headed bulls, although the body is more
massive than that of a normal bull, to accommodate the two heads. Unlike
unicorns, with their attraction toward virgins, quadricorns have somewhat
the reverse propensity; they are known to sometimes charge into towns to
find houses of ill repute, where they batter through walls and doors in an
attempt to carry off one or two captive soiled doves.
In general, quadricorns live in barren wilderness areas, and can even be
found making their lairs in caves, although they are not generally found
in deep catacombs. The wilderness around a quadricorns lair shows signs
of the creatures presence: stretches of ground that are heavily trampled
and torn up by hooves, trees with their bark torn off and with deep gouges
from horns, even boulders split cleanly in half from unimaginably heavy
impact.
Copyright Notice
Author Matt Finch
189
Quickwood
This creature resembles an oak tree with a humanlike visage on its trunk. Its bark is dark and
withered with age. A great maw filled with jagged teeth opens in its trunk.
Quickwood
XP 3,900 (CR 8)
N Huge plant
Initiative +2
DEFENSE
AC 14 (natural armor)
hp: 149 (13d12 + 65)
Saving Throws: Dex +4, Con +5
Resistance: Bludgeoning and piercing damage
Immunity: Lightning and psychic damage; charm, stun,
unconsciousness
Vulnerability: Fire damage
OFFENSE
Speed: 10 ft.
Multiattack: A quickwood bites once and attacks four times
with its roots.
Melee AttackBite: +8 to hit (reach 5 ft.; one creature).
Hit: 3d8 + 5 piercing damage. This attack roll has tactical
advantage against a target thats grappled by the
quickwood.
Melee AttackRoot: +8 to hit (reach 30 ft.; one creature).
Hit: 1d10 + 5 bludgeoning damage and the target must
make a successful DC 16 Dex saving throw or be grappled
and dragged 15 feet closer to the quickwood. This attack
roll has tactical advantage against a target thats already
grappled by the quickwood.
STATISTICS
Str 20 (+5), Dex 7 (2), Con 20 (+5),
Int 10 (+0), Wis 13 (+1), Cha 11 (+0)
Languages: Common, Sylvan
Senses: Darkvision 60 ft.
TRAITS
Fear Aura: If a quickwood
makes a successful
saving throw against
a spell that would
have damaged it, the
quickwood takes no
damage but instead
absorbs some of the
spells energy and
immediately releases
it as a fear spell in a
30-foot radius instead
of a cone. Saving
throws against this
fear are made
against DC 12.
Grasping Roots: A
creature grappled
by a quickwood
190
Rat, Shadow
This creature appears as a rat with rotting flesh, torn and matted fur, and blazing red eyes.
Its semitranslucent skin reveals the rats discolored bones and muscles.
Shadow Rat
XP 10 (CR 0)
Unaligned Tiny undead
Initiative +2
DEFENSE
AC 12
hp: 1 (1d4 1)
Immunity: Poison
damage;
exhaustion,
fright, poison,
unconsciousness
OFFENSE
Speed: 40 ft., climb
15 ft.
Melee AttackBite:
+4 to hit (reach
5 ft.; one
creature).
Hit: 1
piercing
damage
and the target
may be infected with
cadaver fever (see
below).
STATISTICS
Str 6 (2), Dex 15 (+2), Con 9 (1),
Int 2 (4), Wis 12 (+1), Cha 12 (+1)
Languages: None
Senses: Darkvision 60 ft.
TRAITS
Cadaver Fever: At the end of a battle against shadow rats,
anyone who was bitten by a shadow rat must make a
DC 9 Con saving throw against disease. Failure indicates
the character is infected with cadaver fever. An infected
character gains one level of exhaustion immediately
and must repeat the saving throw at the end of every
long rest. Each failed saving throw adds one more level
of exhaustion; a successful saving throw at the end of
a long rest means only that the characters condition
doesnt worsen. The character recovers fully when he
or she makes successful saving throws at the ends of
two consecutive long rests or when lesser restoration or
comparable magic is used on the character.
191
Red Jester
A horrid walking corpse appears, arrayed in brightly colored clothes, floppy shoes, and a
bright red jesters hat complete with jingling bells sewn to the ends of the cap.
Rigor mortis has permanently pulled the creatures face into a broad yet horrifying grin.
Red Jester
XP 1,800 (CR 5)
CN Medium undead
Initiative +3
DEFENSE
AC 14 (natural armor)
hp: 67 (15d8)
Saving Throws: Dex +6
Resistance: Bludgeoning, piercing, and slashing damage
from nonmagical weapons
Immunity: Necrotic and poison damage; exhaustion, fright,
poison, unconsciousness
OFFENSE
Speed: 30 ft.
Multiattack: A red jester attacks twice with fists, or once with
its jesters deck, or twice with its mace.
Melee AttackFist: +6 to hit (reach 5 ft.; one creature). Hit:
1d12 + 3 bludgeoning damage.
Ranged AttackJesters
Deck: +6 to hit (range
20 ft.; one creature). Hit:
the target creature is
affected as if he or she
drew a random card
from the Deck of Many
Things. In the hands of
anyone but a red jester,
the jesters deck acts as a
normal, nonmagical deck
of playing cards.
Melee Attack +2 Mace of
Merriment: +7 to hit (reach
5 ft.; one creature). Hit: 2d8
+ 4 bludgeoning damage
and the target must make a
successful DC 14 Wis saving
throw or be paralyzed with
merriment for 1d3 rounds. In
the hands of anyone but a
red jester, the weapon acts
as a +1 mace.
STATISTICS
Str 15 (+2), Dex 17 (+3),
Con 10 (+0), Int 15 (+2),
Wis 14 (+2), Cha 16 (+3)
Languages: Common and
any two others
Skills: Acrobatics +6, Deception
+6, Sleight of Hand +6
Senses: Darkvision 60 ft.
TRAITS
Fear Cackle (1/day): As an
192
Ronus
A horrific creature steps forth, its body that of a great gray wolf and its
head resembling a tremendous falcon covered with light brown feathers.
It sits poised to pounce, gnashing its black, razor-sharp beak.
Ronus
XP 50 (CR 1/4)
Unaligned Medium monstrosity
Initiative +3
DEFENSE
AC 14 (natural armor)
hp: 16 (3d8 + 3)
OFFENSE
Speed: 60 ft.
Melee AttackBite: +5 to hit (reach 5 ft.; one creature). Hit:
1d6 + 3 piercing damage.
STATISTICS
Str 14 (+2), Dex 16 (+3), Con 12 (+1),
Int 4 (3), Wis 13 (+1), Cha 7 (2)
Languages: None
Skills: Perception +3, Stealth +5
Senses: Darkvision 60 ft.
ECOLOGY
Environment: Temperate forest
Organization: Pack (38) or lair (614)
When the sound of a falcons shriek and a wolfs howl
mix together in the night air, chances are good
that a ronus is nearby and about to strike.
Turning and running wont help; that only
incites the pack, because they know few
normal creatures can outrun them.
Ronuses always hunt in packs. The
only time a runus is encountered alone
is if it is injured, sick, old, or cast out
of its pack. Such a creature wont attack
unless provoked and fights only to
defend itself.
Ronuses live by hunting for
fresh meat. They will eat anything
from mice to rabbits to goblins
to ogres; anything they can
catch and kill is food. Prey is
attacked and dispatched as
quickly as possible, before
it has a chance to mount a
defense against the pack.
Prey is eaten where it falls.
The pack ravenously devours
most of the meat, but enough
is left behind on the bones for
other
scavengerswhich
encourages creatures the
ronuses can eat to live in
their territory.
193
Russet Mold
This plant appears to be a normal rust stain formed by iron-rich water trickling across the stone for ages.
and caves. On closer inspection (within 10 feet), it can
be identified with a successful DC 15 Int (Nature) check.
Once characters are familiar with it (theyve had a
prior encounter with russet mold), it can be identified
automatically, but this identification still requires close
inspection.
Russet Mold
ECOLOGY
Environment: Underground
Organization: Solitary or patch (25)
Russet mold thrives in dark, wet areas. It looks nearly identical to the
rust streaks and stains that can be found in every cave or dungeon where
water trickles down the walls and forms puddles on the floor. When a
living creature gets within 5 feet, however, the russet mold coughs out
a burst of spores that forms a cloud 15 feet in diameter, centered on the
russet mold. This cloud contains a deadly, mutagenic poison that not only
kills creatures unfortunate enough to be caught in it, but transforms them
into vegepygmies.
A patch of russet mold is 5 to 7 feet in diameter.
Acid is by far the most effective way to kill a patch of russet mold. If
none is available, alcohol can also be used, but it does just 2 points of
damage per gallon, or 1 point per gallon if beer or wine are used.
TRAITS
Camouflage: From a distance of
10 feet or more, russet mold
is indistinguishable from
the normal rust stains
that are often seen
in damp dungeons
Credit
Russet mold originally appeared in the First
Edition module S3 Expedition to the Barrier
Peaks ( TSR/Wizards of the Coast, 1980) and
later in the First Edition Monster Manual II (
TSR/Wizards of the Coast, 1983) and is used by
permission.
Copyright Notice
Author Scott Greene, based on
original material by Gary Gygax.
194
Ryven
This humanoid resembles an anthropomorphic badger. It stands nearly as tall as a human,
but its body is broader and covered with gray fur, with a white stripe running across the top of its head
and down its back to its bushy tail. A ryven has long, sharp claws on its fingers and toes alike.
ability (DC 13, attack +5). It doesnt need
material components to cast these spells.
The listed spells are suggestions only;
others can be chosen instead. Ryven
shamans are immune to rage.
Cantrips (at will): druidcraft, guidance,
resistance
1st level (x4): cure wounds, faerie fire,
goodberry, speak with animals
2nd level (x2): beast sense, moonbeam
White and Black Death: Some ryven
(approximately 1 in 5) coat their
weapons and claws with a poison
known as the white and black
death. A living creature struck by
a poisoned weapon or claw must
make a successful DC 12 Con saving
throw or take 1d6 poison damage
immediately and be poisoned for 1d6
rounds.
Ryven
XP 200 (CR 1)
Neutral Medium humanoid
Initiative +2
DEFENSE
AC 13 (natural armor)
hp: 19 (3d8 + 6)
OFFENSE
Speed: 30 ft., burrow 5 ft.
Multiattack: A ryven normally
makes one melee attack or
one ranged attack. When
berserk, it bites once and
attacks once with claws.
Melee AttackBite: +4 to hit
(reach 5 ft.; one creature).
Hit: 2d6 + 2 piercing damage.
Melee AttackClaw: +4 to hit
(reach 5 ft.; one creature). Hit:
1d6 + 2 slashing damage; also
see White and Black Death,
below.
Melee AttackShortsword: +4 to
hit (reach 5 ft.; one creature). Hit:
1d6 + 2 piercing damage; also
see White and Black Death, below.
Ranged AttackLight Crossbow: +4
to hit (range 80 ft./320 ft.; one
creature). Hit: 1d8 + 2 piercing
damage; also see White and
Black Death, below.
ECOLOGY
Environment: Temperate forests
Organization: Solitary, pair, raiding party (4
9), or tribe (1130 plus 216 noncombatants,
13 shamans, and 26 giant badgers)
STATISTICS
Str 12 (+1), Dex 14 (+2),
Con 14 (+2), Int 8 (1),
Wis 12 (+1), Cha 10 (+0)
Languages: Common
Skills: Perception +3, Survival +3
Senses: Darkvision 60 ft.
TRAITS
Rage: When a ryven is reduced to 12 or fewer hit points in
combat, it flies into a berserk rage lasting ten rounds (one
minute). While berserk, the ryven has tactical advantage
on bite attacks, it uses both its bite and claw attacks,
all of its attacks do 2 extra points of damage, and it
gains resistance to bludgeoning, piercing, and slashing
damage. It drops whatever it held in its hands and fights
solely with tooth and claw. Ryven shamans are immune to
rage.
Ryven Shaman: Any large group of ryvens (seven or more)
will be accompanied by one or more tribal shamans. A
ryven shaman has heightened Wisdom (16) and the ability
to cast the following spells, using Wisdom as its spellcasting
195
The favorite meals of ryvens include sheep, goat, deer, and snakes,
but they arent above consuming the flesh of humanoid enemies. They
consume massive quantities of meat, much more than one would expect
for creature of their size.
Ryvens are primarily nocturnal, so most encounters with them occur at
night. They have no difficulty hunting and fighting during the day; they
just prefer nighttime.
Copyright Notice
Author Scott Greene.
Sandling
This creature appears to be a large snake formed of earth and sand.
A simple slit functions as the creatures mouth.
Sandling
XP 200 (CR 1)
Unaligned Large elemental
Initiative +1
DEFENSE
AC 15 (natural armor)
hp: 26 (4d10 + 4)
Resistance: Piercing and slashing damage from nonmagical
weapons
Immunity: Poison damage; paralysis, poison, prone, stun,
unconsciousness
OFFENSE
Speed: 30 ft., burrow 20 ft.
Melee AttackBite: +5 to hit (reach 5 ft.; one creature). Hit:
2d8 + 3 bludgeoning damage.
STATISTICS
Str 17 (+3), Dex 13 (+1), Con 13 (+1),
Int 4 (3), Wis 11 (+0), Cha 11 (+0)
Languages: Understands Terran but cant speak
Senses: Darkvision 60 ft., tremorsense 60 ft.
TRAITS
Vulnerability to Water: A sandling that
is hit by at least two gallons of
water has its speed halved,
its AC reduced by 2, and
it cant use reactions
for one round.
ECOLOGY
Environment:
Elemental Plane
of Earth
Organization: Solitary
196
Screaming Devilkin
This winged creature is humanoid in appearance, with frail, spindly arms and legs.
It also has a long, thick tail that ends in a wicked barb.
Screaming Devilkin
XP 50 (CR 1/4)
LE Small fiend
Initiative +2
DEFENSE
AC 12
hp: 13 (3d6 + 3)
OFFENSE
Speed: 5 ft., fly 30 ft.
Melee AttackTail Barb: +4 to hit
(reach 5 ft.; one creature). Hit:
1d4 + 2 piercing damage.
STATISTICS
Str 6 (2), Dex 13 (+2), Con 12 (+1),
Int 6 (2), Wis 11 (+0), Cha 12 (+1)
Languages: Infernal
Senses: Darkvision 60 ft.
TRAITS
Scream: A screaming devilkin
continuously emits a painful howl.
Creatures with hearing must make a
successful DC 11 Con saving throw every
time they start their turn within 60 feet of
a screaming devilkin or be incapacitated
and deafened until the start of their
next turn. It doesnt matter how many
screaming devilkin are within range; only
one saving throw needs to be made each round.
A silence spell can negate devilkin screaming for the
duration of the spell.
ECOLOGY
Environment: Any
Organization: Solitary or pack (25)
Shrill wails echoing through the night signal the arrival of a screaming
devilkin. Screaming devilkins are small creatures, humanoid in
appearance but with frail, spindly arms and legs. These weak limbs are
nearly useless for combat and locomotion, but the screaming devilkin
makes up for this disability by flying everywhere with its batlike wings.
Screaming devilkins are fast fliers but not particularly agile on the wing.
Screaming devilkins also have a long, muscular, barbed tail that is their
primary means of physical attack.
Screaming devilkins are tireless foes. They attack mortals on sight and
never back down no matter how a fight is progressing.
A typical screaming devilkin is 3 feet tall and has a wingspan of about 5
feet. Its skin is reddish-brown and its eyes are entirely black. Their barbed
tails are up to 4 feet long.
Credit
The screaming devilkin originally appeared in the First Edition Fiend
Folio ( TSR/Wizards of the Coast, 1981) and is used by permission.
Copyright Notice
Author Scott Greene, based on original material by Philip Masters.
197
Scythe Tree
This twisted tree has many branches but few leaves. In the center of its trunk is a long, deep scar.
Its roots are twisted and blackened as if by fire.
Scythe Tree
XP 1,800 (CR 5)
CE Huge plant
Initiative 1
ECOLOGY
Environment: Temperate forest
Organization: Solitary or grove (47)
DEFENSE
AC 14 (natural armor)
hp: 76 (8d12 + 24)
Saving Throws: Con +6
Resistance: Bludgeoning and piercing damage from
nonmagical weapons
Immunity: Psychic damage; charm, fright, prone, stun,
unconsciousness
Vulnerability: Fire damage
Scythe trees are malevolent plants that live in dense forest, where they
blend in with normal trees around them. Scythe trees are carnivorous by
nature and draw very little sustenance from sun, air, or earth, preferring a
diet of dryad or elf flesh.
Scythe trees average 20 feet in height, but they can reach or even exceed
heights of 30 feet, with a trunk diameter of 3 feet. Their bark is dark brown,
becoming darker near the roots. What few
leaves a scythe tree has are reddish-brown
year-round; they dont change color or
fall off as the seasons change.
The branches of a scythe tree
curve like scythes (hence the
trees name). The scar on its trunk
is the trees mouth.
Scythe trees hate treants and
dryads. They attack dryads on
sight, but they steer clear of treants
unless the scythe trees have a
significant numbers advantage.
A scythe tree stands
motionless, appearing to be a
normal tree, until prey comes
within range. Then it slashes
with its scythe-like limbs in
an effort to cut its foe into
bite-size pieces.
OFFENSE
Speed: 20 ft.
Multiattack: A scythe tree
attacks three times with
branches.
Melee AttackBranch:
+8 to hit (reach 10 ft.;
one creature). Hit:
2d6 + 5 slashing
damage. A
scythe tree
scores a
critical hit if
the attack
roll is a natural
19 or 20.
STATISTICS
Str 20 (+5), Dex 8 (1),
Con 17 (+3), Int 10 (+0),
Wis 13 (+1), Cha 12 (+1)
Languages: Sylvan, Treant
Copyright Notice
Author Scott Greene.
198
Sea Serpents
The sea serpents, great snakelike creatures that have roamed the oceans
for ages, are nearly as old as the dragons that roam the sky. Unlike dragons,
these great, scaly, serpentine beasts are products of natural evolution,
though many scholars suspect magical influence, either deliberate or
natural, somewhere in their evolution.
Sea serpents display great variation in size, color, intellect, and
temperament. All of them, however, bear certain similarities. They
are long, serpentine, warmblooded creatures that resemble snakes in
appearance, though they also have two sets of flippers. On some sea
serpents, these flippers are large and powerful, while on others they are
so small and atrophied as to be almost unnoticeable. All sea serpents are
aquatic, as their name implies, but they can survive for extended times out
of water and some can even make their way about on land. Furthermore,
all sea serpents are sentient, with intellects ranging from that of a smart
dolphin to levels rivaling the smartest humans.
One trait that sea serpents share with dragons is a sense of innate superiority,
a feeling that they are unequalled, unchallenged masters of the sea.
Unlike dragons, sea serpents are not distinguished by color or age. A few
species are as acquisitive as dragons, but most have no interest in hoarding
wealth or surrounding themselves with worshipful, lesser creatures. All
sea serpents can speak and understand Aquatic, and many know Draconic
as well. The more intelligent among them often learn the languages of
nearby marine civilizations or the languages of seagoing surface dwellers.
In combat, most sea serpents use similar tactics. All have venomous
bites, and all have the ability to trap prey in their coils and crush the life
out of them the way a giant constrictor snake does. The largest sea serpents
can even crush ships this way; mariners in their smoky dens delight in
recounting tales of horror about great serpents that splintered mighty hulls
and then gulped down the helpless sailors as they splashed in the water or
sank into the brine.
Because they are intelligent, sea serpents can often be reasoned with
or bargained with, if the bargainer has something the sea serpent wants
and approaches as a supplicant, not an equal. They are adaptable to
circumstances and never throw themselves into battle rashly.
199
200
XP 1,800 (CR 5)
NE Large dragon (aquatic)
Initiative +1
DEFENSE
AC 18
hp: 85 (10d10 + 30)
Saving Throws: Dex +4
Immunity: Paralysis, prone, stun, unconsciousness
OFFENSE
Speed: swim 30 ft.
Melee AttackBite: +7 to hit (reach 5 ft.; one creature). Hit:
1d12 + 4 piercing damage plus 2d6 poison damage. The
target must make a successful DC 14 Con saving throw
or be poisoned for 1d4 rounds. The fanged sea serpent
scores a critical hit if its attack roll is a natural 18, 19, or 20;
see Impale, below.
STATISTICS
Str 18 (+4), Dex 13 (+1), Con 16 (+3),
Int 5 (3), Wis 11 (+0), Cha 6 (2)
Languages: Aquan, Draconic
TRAITS
Impale: When a
fanged sea
serpent delivers
a critical hit, it
drives its fangs
completely
through the
creatures
body or limbs.
An impaled
creature is
grappled and
takes 1d12
+ 4 piercing
damage at
the start of
each of the
fanged sea
serpents
turns. It
201
202
Hull DC
Sinks after
Rowboat
20
1 failed save
Barge
19
1 failed save
18
2 failed saves
16
2 failed saves
17
2 failed saves
15
3 failed saves
Sailing Warship
13
3 failed saves
STATISTICS
Str 26 (+8), Dex 13 (+1), Con 21 (+5),
Int 11 (+0), Wis 17 (+3), Cha 17 (+3)
Languages: Understands Aquan and Draconic but seldom
speaks
Skills: Athletics +14, Perception +9
Senses: Darkvision 60 ft.
LEGENDARY ACTIONS
The sea serpent can take up to three legendary actions per
round. Legendary actions are taken at the end of another
creatures turn, and only one can be taken after each
turn.
Coiling Maneuver: +14 to hit (reach 5 ft.; one creature). Hit:
the target must make a successful DC 22 Str saving throw
or be grappled and restrained by the sea serpent.
Its Coming Round!: The shipbreaker can try to recharge its
203
XP 1,800 (CR 5)
CE Large dragon (aquatic)
Initiative +4
DEFENSE
AC 14
hp: 97 (13d10 + 26)
Saving Throws: Dex +7, Con +5
Immunity: Paralysis, prone, stun, unconsciousness
OFFENSE
Speed: 10 ft., swim 40 ft.
Multiattack: A spitting sea serpent spits
once and bites once, or it can make a
constrict attack.
Melee AttackBite: +7 to hit (reach 5 ft.; one
creature). Hit: 2d8 + 4 piercing damage and
the target must make a successful DC 13 Con
saving throw or take 1d8 poison damage.
Ranged AttackSpit: +7 to hit (range 60 ft.; one
creature). Hit: 3d6 + 4 acid damage. This attack
functions underwater with no penalty.
Melee AttackConstrict: +7 to hit (range 5 ft.; one
creature). Hit: the target must make a successful
DC 15 Dex saving throw or be grappled and
restrained and take 4d8 + 4 bludgeoning damage.
STATISTICS
Str 13 (+1), Dex 18 (+4), Con 14 (+2),
Int 8 (1), Wis 13 (+1), Cha 6 (2)
Languages: Understands Aquan but seldom speaks
Skills: Athletics +4, Perception +4
Senses: Darkvision 60 ft.
ECOLOGY
Environment: Any aquatic
Organization: Solitary or pair
Spitting sea serpents are a fiercely territorial if not terribly intelligent
species that can be a great hazard along coastlines. They are renowned
for their ability to spit gobs of acidic spittle onto creatures that threaten
them. Their spittle is just as dangerous underwater as through the air
and they have been known to spit at people on the decks of ships and on
docks, wharfs, and beaches. Being able to move (slowly) on land, they
sometimes hunt along the shore, killing creatures with their spit and then
crawling onto land to retrieve the carcass and drag it back to the sea.
Spitting sea serpents dwell in shallow coastal water and and avoid deep
water, where they sometimes fall prey to larger sea serpents and other
gigantic sea predators such as giant squids or octopi. They are most often
found in water well away from high-traffic shipping lanes, because sailors
kill them on sight, too. Remote stretches of coast are where spitting sea
serpents are most likely to be encountered.
Copyright Notice
Authors Scott Greene and Patrick Lawinger.
204
Seahorse, Giant
This aquatic creature resembles an ordinary seahorse with a vaguely equine-shaped head, fins
emerging from the base of its head, and a curling tail that extends to a length of 8 feet or more.
Giant Seahorse
205
Sepulchral Guardian
A humanoid wearing iron armor stands before you. In its hands it holds a wickedly sharp halberd.
Its eyes show no signs of life.
or halberds, and the touch of the weapon transmits a wasting disease from
the guardian into the target of the attack. When creatures are affected by
a sepulchral guardians dread, the guardian tries to corner the victim so it
can attack from 10 feet away with its pole weapon while the frightened
creature cowers under the blows, unable to get close enough to use its
weapons. These constructs are intelligent enough to pursue an intruder
through nearby corridors and chambers of a tomb, but they seldom leave
the immediate structure theyve been set to guard, even to chase down a
thief who stole something.
Sepulchral guardians cant speak; they are incapable of uttering any
sound, but their armor scrapes and grinds loudly when they move. As they
stand perfectly still on guard, however, they are also perfectly silent.
A sepulchral guardian body is constructed from 500 pounds of iron
mixed with rare chemicals totaling 1,000 gp and fashioned into armor
that is fused to the preserved corpse of a humanoid.
Sepulchral Guardian
XP 700 (CR 3)
Unaligned Medium construct
Initiative +0
DEFENSE
AC 14 (scale mail)
hp: 65 (10d8 + 20)
Resistance: Acid and lightning damage; bludgeoning,
piercing, and slashing damage from nonadamantine weapons
Immunity: Cold, fire, necrotic, poison, and psychic
damage; charm, disease, fright, paralysis,
petrification, poison, stun, unconsciousness
OFFENSE
Speed: 30 ft.
Melee AttackGlaive: +5 to hit (reach 10 ft.; one
creature). Hit: 1d10 + 3 slashing damage and the target
must make a DC 12 Con saving throw or be infected with
crypt fatigue (see below).
STATISTICS
Str 17 (+3), Dex 10 (+0), Con 14 (+2),
Int 5 (3), Wis 11 (+0), Cha 12 (+1)
Languages: None
Senses: Darkvision 60 ft.
TRAITS
Crypt Fatigue: A creature infected with crypt fatigue gains
one level of exhaustion immediately, and gains one more
level every time it fails the DC 12 Con saving throw after
taking damage from a sepulchral guardian. An infected
creature must make a DC 12 Con saving throw at the end
of every long rest; with a successful save, it recovers from
one level of exhaustion, but with a failed save, it gains one
level of exhaustion. The disease is cured when the victim
no longer has any levels of exhaustion.
Dread: Living creatures with line of sight to one or more
sepulchral guardians and within 50 feet of them must
make a successful DC 11 Wis saving throw or be
frightened for 2d4 rounds. A successful save renders the
target immune to any guardians dread for 24 hours.
ECOLOGY
Environment: Temperate
Organization: Solitary
Sepulchral guardians are constructs created from the preserved corpses
of dead humanoids that have been encased in iron. They are created for
one purpose only: to guard the final resting place of a dead creature. Once
activated, a sepulchral guardian performs its task until it is destroyed.
Even the death of its creator does not disrupt a sepulchral guardian: many
are created to guard the final resting places of their creators.
A sepulchral guardian appears as a humanoid standing just over 6 feet
tall. Its entire body except for its face is encased in a suit of banded iron.
Its face, while humanoid, shows no sign of life, and its eyes are filled with
the emptiness of an automaton. Most sepulchral guardians wield glaives
206
Copyright Notice
Author Scott Greene.
Shadow Mastiff
This creature resembles an enormous dog, but with shadow-stuff for flesh.
Shadow Mastiff
XP 100 (CR 1/2)
CE Medium fiend
Initiative +2
DEFENSE
AC 12
hp: 22 (5d8)
Resistance: Bludgeoning, piercing, and
slashing damage from nonmagical
weapons
Immunity: Necrotic and poison damage;
poison
Vulnerability: Radiant damage
OFFENSE
Speed: 45 ft.
Melee AttackBite: +4 to hit (reach 5
ft.; one creature). Hit: 2d6 + 2 piercing
damage.
STATISTICS
Str 12 (+1), Dex 14 (+2), Con 10 (+0),
Int 4 (3), Wis 12 (+1), Cha 14 (+2)
Languages: None
Skills: Stealth +6
Senses: Darkvision 60 ft.
TRAITS
Frightful Howl: As an action, a shadow
mastiff can emit a terrifying, otherworldly
howl that conjures nightmare visions in
those who hear it. All living creatures
within 300 feet of the shadow mastiff
that hear its howl must make a
successful DC 12 Wis saving throw or
be frightened for 3d6 rounds. While
frightened, the creature must move
away from the shadow mastiff as rapidly
as possible, until its far enough away
that it cant hear the howling at all (not
just beyond the howls effective 300-foot
range).
Shadow Affinity: A shadow mastiff has
tactical advantage on Dex (Stealth)
checks in dim light or darkness, and it
can make a Stealth check to become
hidden as a bonus action anytime it is in
darkness or dim light. A shadow mastiff suffers the effect of
being poisoned while in bright light.
ECOLOGY
Environment: Any land
Organization: Hunting pack (416)
Shadow mastiffs are large dogs resembling normal mastiffs but
seemingly composed of solid shadow. The existence of these and similar
shadow creatures leads some scholars to posit the existence of an entire
Plane of Shadow, but such conjectures are scoffed at by more experienced
207
Shadow, Lesser
This creature appears to be a humanoid constructed of living darkness.
Lesser Shadow
XP 25 (CR 1/8)
CE Medium undead
Initiative +2
DEFENSE
AC 12
hp: 7 (2d8 2)
Resistance: Acid, cold, fire, lightning, and thunder
damage; bludgeoning, piercing, and slashing damage
from nonmagical weapons
Immunity: Necrotic and poison damage; poison, prone,
stun, unconsciousness
Vulnerability: Radiant damage
OFFENSE
Speed: fly 40 ft.
Melee AttackStrength Damage: +4 to hit (reach 5
ft.; one creature). Hit: 1d6 + 2 necrotic damage and
the targets Strength is reduced by 1. If its Strength is
reduced to 0, the target dies. Lost Strength is recovered
fully after a long or short rest.
STATISTICS
Str 5 (3), Dex 15 (+2), Con 9 (1),
Int 5 (3), Wis 10 (+0), Cha 14 (+2)
Languages: None
Skills: Stealth +4
Senses: Darkvision 60 ft.
TRAITS
Shadow Affinity: A lesser shadow has tactical
advantage on Dex (Stealth) checks in dim
light or darkness, and it can make a Stealth
check to become hidden as a bonus action
anytime it is in darkness or dim light.
ECOLOGY
Environment: Temperate
Organization: Solitary
According to ancient texts, an arcane creature
known only as the Shadow Lord created beings
of living darkness to aid him and protect him.
These beings, called shadows, were formed
through a combination of darkness and evil. He also
created lesser beings of darkness, not as powerful as his favored creations.
These creatures are known as lesser shadows. Though not as powerful
as shadows, lesser shadows are every bit as evil. Until it moves, a lesser
shadow is indistinguishable from any mundane shadow.
Lesser shadows hide in darkness, springing to attack when living
opponents wander too close. They are often led in combat by a shadow.
Unlike full shadows, lesser shadows do not spawn additional shadows.
It is rumored that such a lesser shadow might exist, but none have been
proven.
Copyright Notice
Authors Scott Greene and Clark Peterson.
208
Shroom
This creature is about the size and stature of a gnome, but for the enormous
mushroom cap atop a cylindrical head. Two dark, piercing eyes drill into you from beneath
flaring eyebrows on an otherwise featureless face.
must make a DC 13 Con saving throw. If the
save succeeds, the creature detects the
poison and spits out the morsel before
any damage is done. If the save fails,
the character is overwhelmed by the
deliciousness of the shroom and immediately
downs a mouthful, then continues eating in a
normal manner until full or until someone stops
him or her. An hour after consuming even one
bite of shroom flesh, the eater is affected as if by a
feeblemind spell. The effect of the toxin can actually
turn out to be beneficial in the long run; there is a
5 percent chance that a character who recovers
or is restored to sanity after being feebleminded
by shroom flesh permanently gains 1 point of
Intelligence from the experience. A character can
gain this benefit only once.
Shroom
XP 1,100 (CR 4)
CE Small plant (fungus)
Initiative +0
DEFENSE
AC 12 (natural armor)
hp: 49 (11d6 + 11)
Saving Throws: Int +7, Cha +5
Resistance: Bludgeoning, piercing, and
slashing damage from nonmagical
weapons
Immunity: Psychic damage; charm,
fright, stun, unconsciousness
OFFENSE
Speed: 25 ft.
Melee AttackSlam: +2 to hit (reach 5
ft.; one creature). Hit: 1d6 bludgeoning
damage.
Ranged AttackPsychic Thrashing: +6
to hit (range 100 ft.; one creature). Hit:
2d10 + 4 psychic damage and the
target must make a successful DC 14 Int
saving throw or be stunned until the end
of its next turn.
IN-LAIR ACTIONS
At 20 in the initiative countdown, a shroom
defending its lair can take one of the following
actions.
Entangle: The shroom selects a 20-foot-by20-foot
area of ground, and entangling roots and vines
erupt from it, turning it into difficult terrain. Every
creature in the area when the effect is triggered
must make a successful DC 15 Str saving throw
or be restrained until it uses an action on its turn
to make a successful DC 15 Str saving throw. The
plants wither and die after five minutes.
Plant Stride: The shroom can step into a Medium
or larger plant it is adjacent to and emerge
immediately from another Medium or larger
plant within 50 feet of the first plant.
STATISTICS
Str 9 (1), Dex 10 (+0), Con 12 (+1),
Int 19 (+4), Wis 16 (+3), Cha 15 (+2)
Languages: Common, Deep Speech,
Sylvan, Undercommon
Skills: Arcana +6, Nature +6, Medicine +5,
Perception +5, Persuasion +4
Senses: Darkvision 60 ft.
TRAITS
Animate Plants (1/day): As an action, a shroom can
magically animate plants within 50 feet of itself. The effect
is identical to the animate objects spell, but only live plants
can be animated and the duration is 24 hours.
Awaken Plants (1/month): A shroom can magically awaken
one plant it touches. The effect is identical to the awaken
spell, but only live plants can be awakened.
Spellcasting: The shroom is an arcane and divine spellcaster
that uses Intelligence as its spellcasting ability (DC 14,
attack +6). It doesnt need material components to cast
spells. The spells listed below are suggestions; individual
shrooms can have different spell selections.
Cantrips (at will): druidcraft, poison spray, thorn whip
1st level (x4): charm, detect magic, entangle, sleep,
thunderwave
2nd level (x3): barkskin, enlarge/reduce, pass without trace,
spike growth
3rd level (x2): plant growth, speak with plants, stinking cloud
Toxic Flesh: Any creature that tastes the flesh of a shroom
ECOLOGY
Environment: Underground, temperate and warm forests
Organization: Solitary (but usually accompanied by 27
animated plants or charmed, feebleminded adventurers)
Shrooms are evil toadstool creatures with genius intellects and
considerable magical power. They lurk in the deep places of the earth and
in dank forests, plotting ruin against surface dwellers and scheming to
gain power for themselves by any means possible. They are highly adept
with magic that influences plants, and most of them are knowledgeable
in various forms of arcane study of other kinds, such as alchemy. Many,
too, will surround themselves with strange minions that they have created,
grown, or bred.
Shrooms are highly individual and their schemes are wide-ranging,
but always sinister. They can be gracious hosts, but they always want
something in return for their hospitality. They are master manipulators;
many adventurers have stumbled upon the lair of a shroom and
been treated to an evening (or several days) of fine dining, engaging
conversation, and whimsical entertainment, only to discover later that the
shroom pre-arranged all of itright down to their traveling through that
area to begin withbecause it wanted to enlist their unwitting aid in one
of its intricate plots.
209
Skeleton Warrior
The armor clanks loosely against the bony form that wears it, an ancient warrior in archaic harness.
It raises its sword in salute and assumes a fighting stance.
necrotic damage, and the target must make a successful
DC 16 Con saving throw or be infected with crypt fatigue
(see below).
Skeleton Warrior
XP 11,500 (CR 14)
NE Medium undead
Initiative +1
DEFENSE
AC 19 (splint mail +2)
hp: 150 (20d8 + 60)
Saving Throws: Con +8, Wis +6, Cha +7
Resistance: Piercing and slashing damage from nonmagical
weapons
Immunity: Necrotic and poison damage; exhaustion, fright,
poison, unconsciousness
OFFENSE
Speed: 30 ft.
Multiattack: A skeleton warrior attacks three times with its
greatsword or twice with its longbow.
Melee AttackGreatsword +2: +12 to hit (reach 5 ft.; one
creature). Hit: 2d6 + 7 slashing damage plus 2d6 necrotic
damage.
Ranged AttackLongbow: +6 to hit (range 150 ft./600 ft.;
one creature). Hit: 1d12 + 1 piercing damage plus 2d6
STATISTICS
Str 20 (+5), Dex 13 (+1), Con 16 (+3),
Int 10 (+0), Wis 13 (+1), Cha 14 (+2)
Languages: Common, any other language the warrior knew
in life
Skills: Insight +6, Intimidate +7, Perception +6
Senses: Truesight 60 ft.
TRAITS
Crypt Fatigue: A creature infected with crypt fatigue gains
one level of exhaustion immediately, and gains one more
level every time it fails the DC 16 Con saving throw after
taking damage from a skeleton warriors longbow. An
infected creature must make another DC 16 Con saving
throw at the end of every long rest; with a successful save,
it recovers from one level of exhaustion, but with a failed
save, it gains one level of exhaustion. The disease is cured
when the victim no longer has any levels of exhaustion.
Legendary Resistance (3/day): The skeleton warrior can
210
211
Stygian Skeleton
This creature looks like a skeleton with glistening black bones, seemingly constructed of blackened
steel. Small red pinpoints of light burn in its hollowed eye sockets.
weapons are caked with Stygian poison. A creature
affected by Stygian poison has the poisoned condition
and takes 1d12 + 3 necrotic damage at the start of the
Stygian skeletons turn. At the end of each of its turns while
poisoned, the creature makes a DC 13 Con saving throw;
a successful save ends the poisoning.
Stygian Skeleton
XP 2,900 (CR 7)
CE Medium undead
Initiative +3
DEFENSE
AC 16 (chain mail)
hp: 97 (15d8 + 14)
Saving Throws: Wis +3
Resistance: Piercing and slashing damage from nonmagical
weapons; necrotic damage
Immunity: Poison damage; exhaustion, fright, poison,
unconsciousness
OFFENSE
Speed: 35 ft.
Multiattack: A stygian skeleton makes two melee
attacks or two ranged attacks.
Melee AttackShortsword: +6 to hit (reach 5 ft.;
one creature). Hit: 3d6 + 3 piercing damage
plus 1d8 necrotic damage and the target
must make a successful DC 13 Con saving
throw or be poisoned by Stygian
poison (see below).
Melee AttackClaw: +6 to hit
(reach 5 ft.; one creature).
Hit: 2d6 + 3 slashing damage
plus 1d12 necrotic damage
and the target must
make a successful DC
13 Con saving throw or
be poisoned by Stygian
poison (see below).
Ranged AttackShortbow:
+6 to hit (range 80 ft./320
ft.; one creature). Hit: 2d6
+ 3 piercing damage
plus 1d8 necrotic
damage and the
target must make a
successful DC 13 Con
saving throw or be
poisoned by Stygian
poison (see below).
STATISTICS
Str 11 (+0), Dex 17 (+3),
Con 14 (+2),
Int 12 (+1),
Wis 10 (+0), Cha 10 (+0)
Languages: Abyssal,
Common
Senses:
Darkvision 60 ft.
ECOLOGY
Environment: Underground
Organization: Squad (212) or troop (10100)
Stygian skeletons were first encountered in Rappan Athuk (see the
adventure, Rappan Athuk from Necromancer Games and Frog God
Games). Much more powerful than standard skeletons, these minions
of evil are often employed as guardians over ancient knowledge that is
best left undiscovered. They are intelligent, free-willed monsters, unlike
zombies and lesser skeletons. They are known
to sometimes act against the commands of
those they serve, if doing so benefits the
Stygian skeleton, preserves its existence,
or furthers its mission.
Stygian skeletons are the remnants
of creatures that were slain in an area
saturated with evil. The bodies of
fallen heroes become contaminated
and polluted by the ambient evil and,
within days after their death, rise
as Stygian skeletons, leaving their
former lives and bodies behind.
Stygian skeletons maintain some
memories of their former lives, but
the retention is random and the
skeletons themselves are often not
aware of the memories significance
(undead, as a group, are not known
for deep introspection) until an
event or a person reminds them.
Stygian skeletons wear whatever
clothes and armor they wore in life.
Some still carry the same ancient
gear and weapons, but they tend
to swap their deteriorating weapons
for newer ones taken from victims
whenever they can. For an unknown
reason, Stygian skeletons favor fighting
with two short swords or with one short
sword and their own filthy, infected claws.
Having been veteran warriors in life, Stygian
skeletons are excellent tacticians. They employ
enveloping maneuvers, timing, and even ruses
in combat. They are smart enough to know
when a battle is lost and withdraw to save
themselves. Most, however, simply fight until
one side or the other is destroyed, driven by
some unseen hatred for the living.
TRAITS
Stygian Poison: A
Stygian skeletons
Copyright Notice
Authors Scott Greene and
Bill Webb.
212
Skelzi
This creature is humanoid but shorter and slighter than a human, and its face is birdlike with a long,
sharp beakbut you only get a glimpse before it fades from view and blends into the background!
Skelzi
XP 200 (CR 1)
CE Medium humanoid
Initiative +2
DEFENSE
AC 14 (natural armor)
hp: 44 (8d8 + 8)
OFFENSE
Speed: 30 ft.
Multiattack: A skelzi attacks once with claws and once with
its blood whip.
Melee AttackBlood Whip: +4 to hit (reach 10 ft.; one
creature). Hit: 1d4 + 2 slashing damage and the target
must make a successful DC 12 Con saving throw or take
continuing damage from bleeding (see Blood Whip,
below).
Melee AttackClaws: +4 to hit (reach 5 ft.; one creature).
Hit: 1d8 + 2 slashing damage.
STATISTICS
Str 14 (+2), Dex 15 (+2), Con 12 (+1),
Int 10 (+0), Wis 10 (+0), Cha 10 (+0)
Languages: Common, Unique
Skills: Stealth +4
TRAITS
Blood Whip: A skelzis vicious blood whip causes wounds that
bleed profusely. A creature must make a DC 12 Con saving
throw every time it takes damage from a blood whip. If
the saving throw fails, the wound is bleeding freely and the
creature takes 1d4 + 2 damage at the start of each of its
turns. Bleeding continues for 1d6 rounds unless it is ended
early with magical healing. Bleeding is also stopped if the
affected creature or another creature adjacent to it binds
the wound by spending an action and making a successful
DC 12 Wis (Medicine) check. Every bleeding wound causes
additional damage and must be treated separately; a
character that was struck three times by blood whips, for
example, takes 3d4 + 6 damage at the start of its next turn
if none of those wounds are treated before then. A blood
whip behaves as a normal whip when wielded by anyone
who is not a skelzi.
Chameleonic Hide: If they shed their garments, skelzis can
hide when they are lightly obscured, their Stealth bonus
increases to +6, and they have tactical advantage on
Stealth checks and on initiative rolls.
ECOLOGY
Environment: Any land
Organization: Solitary, flight (1013), or squadron (20120)
Skelzis originate from beyond the Material Plane. They have humanoid
bodies with leathery skin, but their human appearance is rendered alien by
the long, sharp beak that protrudes from the birdlike skelzi face. Moreover,
a skelzis hide is chameleonic, changing to blend with its surroundings. The
creatures usually travel robed and masked so that they are less alarming to
other races and to conceal their chameleonic power until the need for it arises.
A typical skelzi stands 6 feet tall and weighs 160 pounds. They speak
their own language (a strange patter of clicks and whispered crooning), the
213
Skulk
This creature appears to be a human, but entirely hairless and with slender, graceful limbs.
Their skin, however, can change color like a chameleons.
turns ugly, and they are almost impossible to track. They speak their own
whispered language and the Common tongue.
Skulks have also been enslaved in great numbers by the warlike skelzi
race, with whom they share their chameleonlike blending ability. These
creatures live across all across the multiverse and in many nooks and
crannies between the worlds.
Skulk
Credit
The skulk originally appeared in the First Edition Fiend Folio ( TSR/
Wizards of the Coast, 1981) and is used by permission.
OFFENSE
Speed: 30 ft.
Melee AttackShortsword: +5 to hit (reach 5 ft.; one
creature). Hit: 1d6 + 3 piercing damage.
Ranged AttackSling: +5 to hit (range 30 ft./120 ft.; one
creature). Hit: 1d4 + 3 bludgeoning damage.
Copyright Notice
Author Scott Greene, based on original material by Simon Muth.
STATISTICS
Str 10 (+0), Dex 16 (+3), Con 10 (+0),
Int 12 (+1), Wis 12 (+1), Cha 6 (2)
Languages: Unique
Skills: Acrobatics +5, Stealth +5
Senses: Darkvision 60 ft.
TRAITS
Chameleonic Hide: If they shed their garments,
skulks can hide when they are lightly obscured,
their Stealth bonus increases to +7, and they have
tactical advantage on Stealth checks and initiative
rolls.
Sneak Attack: A skulks attack does an extra 1d6
damage if the skulk has advantage on the attack
or if one or more of its allies is within 5 feet of the
target.
Untrackable: Anyone trying to follow skulks
through forest or underground territory
has tactical disadvantage on skill
checks for trailing or tracking.
ECOLOGY
Environment: Any land,
underground
Organization:
Solitary or gang
(220)
Skulks are a race of
humanoids that dwell
on the fringe of other societies. They are a parasitic racethe humanoid
equivalent of rats that survive by theft, subterfuge, and the occasional
outright murder. Skulks are consummate cowards, sneaking into
humanoid communities under cover of darkness to take what they desire
but fleeing if they are interrupted or spotted. Skulks are physically very
close to human in appearance, but they are hairless and lightly built with
slender, graceful arms and legs. Their eyes are usually pale blue or pink.
In its relaxed state, the leathery skin of a skulk is a medium gray
color. All skulks have a natural, chameleonic ability to vary their skin tone
to match almost any environment. This gives them a tremendous ability to
infiltrate areas with minimal cover and to disappear when the situation
214
Slithering Tracker
This creature looks like a long, thin, transparent protoplasm, almost snakelike in form.
slithering tracker is attacked while it is engulfing a victim,
damage is split evenly between the slithering tracker and
the engulfed victim. A slithering tracker cant make melee
attacks while it is engulfing a creature.
Transparent: A slithering tracker is hard to spot even under
ideal conditions. Spotting one that is sitting still takes a
successful DC 15 Wis (Perception) check. The creature is
spotted automatically if it moves, attacks, or is engulfing
someone. Creatures that blunder into an unseen slithering
tracker are automatically hit by its slam attack.
Slithering Tracker
XP 200 (CR 1)
Unaligned Small ooze
Initiative +4
DEFENSE
AC 14
hp: 32 (5d6 + 15)
Immunity: Poison and psychic damage; blindness, charm,
exhaustion, paralysis, poison, prone, stun
OFFENSE
Speed: 30 ft., climb 30 ft.
Melee AttackSlam: +4 to hit (reach 5 ft.; one creature). Hit:
2d6 + 2 bludgeoning damage and the target must make
a successful DC 13 Con saving throw or be paralyzed for
1d4 hours.
STATISTICS
Str 14 (+2), Dex 18 (+4), Con 16 (+3),
Int 8 (1), Wis 10 (+0), Cha 1 (5)
Languages: None
Skills: Stealth +6
Senses: Blindsight 60 ft.
TRAITS
Amorphous: A slithering tracker can move through gaps as
small as 1 square inch without penalty.
Engulf: As an action, a slithering tracker can enter the
space of a Medium or smaller paralyzed creature and
completely cover it with a thin, transparent film. The
engulfed creature loses 1 point of Constitution every 5
minutes. The creature dies if its Constitution drops to 0. If a
ECOLOGY
Environment: Any underground
Organization: Solitary
The slithering tracker is an amorphous and transparent creature that
inhabits dark underground areas. Unlike other oozes, the slithering tracker
does not feed on carrion. It eats only living tissue.
A typical slithering tracker is 3 to 4 feet long and has a thickness of
about 6 inches. Very old ones can grow to a length of 8 feet.
A slithering tracker prefers to attack helpless or immobile opponents.
Theyve been known to ooze through tiny cracks between stones into
an underground campsite thats foolishly believed to be secure against
attack, where they paralyze a sleeping victim, engulf it, drain it of life,
and ooze away again, leaving behind the shrunken husk of the victim to
be discovered in the morning by its alarmed comrades.
Credit
The slithering tracker originally appeared in the Strategic Review #5 (
TSR/Wizards of the Coast, 1975) and later in the First Edition Monster
Manual ( TSR/Wizards of the Coast, 1977) and is used by permission.
Copyright Notice
Author Scott Greene, based on original material by Gary Gygax.
215
Soul Reaper
This sinister figure appears shrouded in a long, black, hooded robe. Its face is hidden
from view and its wickedly-curved claws are night-black in color. The gleaming, silver-bladed
scythe in its grip completes the image of death.
Soul Slash: If a soul reaper scores a critical
hit with its scythe, the target must make a
successful DC 18 Con saving throw or its
soul is torn from its body and into the
soul reapers scythe, and the creature
dies immediately. A victims soulless
body collapses into a desiccated husk and
crumbles to dust after 24 hours. To release a
captured soul, the reaper must be destroyed
and its scythe shattered on consecrated
ground. When the scythe is shattered, all
trapped souls are released. If a souls body
hasnt crumbled into dust, the soul returns to
the body and the body returns to life. Souls
without a body are left to wander formlessly,
but they can be returned to life through
powerful magic (wish, true resurrection).
Spell-like Abilities: The soul reaper can
use the following spell-like abilities, using
Charisma as its casting ability (DC 18,
attack +10). The soul reaper doesnt need
material components to use these abilities.
At Will: darkness, bane, inflict wounds
1/Day: contagion, hold person, insect
plague
Soul Reaper
ECOLOGY
Environment: Any
Organization: Solitary
Soul reapers are vile undead with a fierce hatred for the living. They take
great pleasure in slaying any living creature they encounter. They kill without
guilt, without remorse, and without emotion, trapping the souls of their
victims to insure they never return to life.
Soul reapers have no ties to the world of the living. Their origins are
shrouded in unknowable antiquity, but scholars speculate that soul reapers
stepped directly from the great void at the beginning of creation. It is
believed that very fewperhaps only six or sevenof these creatures
exist (and most living beings are thankful for that).
A soul reaper has a mystic connection to its scythe. Barring incredible
circumstances, it cant be separated from the weapon for more than a few seconds.
Soul reapers are humanoid creatures shrouded in long, black, hooded
cloaks, but standing 12 feet tall. Though they are corporeal, their form is
either shrouded in utter darkness or formed of the stuff of shadows. They
are not skeletal; no discernible facial features of any kind are visible under
the hood. The creatures hands are wicked claws of inky blackness that
are always wrapped tightly around its gleaming scythe.
These creatures never speak; no one knows if they even can. If they
could, what would one say to a soul reaper?
Soul reapers haunt civilized lands, searching for the next victim who
will fall prey to the deadly, soul-drinking scythe. They have been known to
attack lone travelers in remote areas, and to wade through towns or cities,
reaping souls left and right. No one knows why a soul reaper appears in a
certain area, or why it leaves.
Copyright Notice
Author Scott Greene.
216
Stegocentipede
This creature resembles a gigantic centipede covered with plates of chitin with spikes that can be raised
or lowered along its back and flanks. Its tail ends in a wicked, whiplike stinger.
Stegocentipede
XP 1,100 (CR 4)
Unaligned Huge beast
Initiative +2
DEFENSE
AC 14 (natural armor)
hp: 76 (9d12 + 18)
Immunity: Charm, prone, restraint
OFFENSE
Speed: 40 ft.
Multiattack: A stegocentipede bites once and stings
once.
Melee AttackBite: +6 to hit (reach 5 ft.; one creature).
Hit: 1d8 + 4 piercing damage.
Melee AttackSting: +6 to hit (reach 10 ft.; one
creature). Hit: 2d8 + 4 piercing damage and the
target must make a successful DC 12 Con saving
throw or be poisoned for 2d4 rounds. While
poisoned, the creature takes 2d6 poison damage at
the start of each of its turns
STATISTICS
Str 19 (+4), Dex 15 (+2), Con 14 (+2),
Int 1 (5), Wis 10 (+0), Cha 6 (2)
Languages: None
Senses: Darkvision 60 ft.
TRAITS
Spines: Creatures adjacent to a stegocentipede must
make a successful DC 12 Dex saving throw each time
they make a melee attack against it or take 1d8 + 2
slashing damage from spines on the stegocentipedes
carapace.
ECOLOGY
Environment: Temperate forest, underground
Organization: Solitary
Stegocentipedes are arthropods that have grown to stunning size. They
are rumored among sages to have come to the Material Plane from another
plane or dimension, though no proof has been found to support this theory.
It is based chiefly on the fact that nothing else like it exists. Whatever their
origin, they are greatly feared by adventurers and dungeon dwellers.
A stegocentipede raises its spines instinctively when it enters combat,
and it moves constantly in a back-and-forth, sawing motion as it fights.
A typical stegocentipede is 18 feet long, but there is much variety
among the species. The color of a stegocentipedes carapace depends on
its environment; in wooded areas, they tend toward green and brown, but
in underground areas, they tend toward gray and black.
Credit
The stegocentipede originally appeared in the First Edition Monster
Manual II ( TSR/Wizards of the Coast, 1983) and is used by permission.
Copyright Notice
Author Scott Greene, based on original material by Gary Gygax.
217
Strangle Weed
This mass of writhing vines and leaves looks like a large patch of seaweed.
Several long fronds protrude from the center of it.
grapple equals 10 plus
2 per frond restraining
the creature. A
restrained creature
takes 1d8 + 2
bludgeoning damage
at the start of each
of its turns, and it can
also be targeted by
frond attacks. Strangling
fronds have AC 10
and can be severed
individually by 4 slashing
damage each.
Strangle Weed
XP 450 (CR 2)
Unaligned Large
plant (aquatic)
Initiative +0
DEFENSE
AC 10
hp: 34 (4d10 + 12)
Resistance: Fire
damage
Immunity: Psychic
damage; charm,
fright, prone, stun,
unconsciousness
ECOLOGY
Environment: Temperate and
warm aquatic, underground
aquatic
Organization: Solitary or patch
(25)
OFFENSE
Speed: Swim 5 ft.
Multiattack: A strangle weed
makes 1d4 melee attacks.
The number of attacks is
determined each round.
Melee AttackFrond: +4
to hit (reach 20 ft.; one
creature). Hit: 1d6 + 2
bludgeoning damage and the
target must make a successful DC 12
Dex saving throw or be grappled. Also see
Strangling, below.
STATISTICS
Str 14 (+2), Dex 10 (+0), Con 16 (+3),
Int 2 (4), Wis 12 (+1), Cha 6 (2)
Languages: None
Senses: Tremorsense 30 ft.
TRAITS
Camouflage: Because strangle weed looks like normal
seaweed, it can be recognized as hazardous before it
attacks only with a successful DC 20 Int (Nature) or Wis
(Survival) check.
Strangling: As a bonus action, a strangle weed can
strangle one creature that was already grappled at
the start of the strangle weeds turn. The strangle weed
drags the grappled creature underwater and wraps 1d6
additional fronds around the target, which becomes
grappled and restrained. The DC to escape from this
218
Tabaxi
This creature appears as a tall, thin, felinelike humanoid with cinnamon-colored fur with
black stripes like those of a tiger. It wears no clothing or armor. Its eyes are a piercing yellow,
and it has pointed ears and a long tail.
attack rolls with one-handed weapons and thrown
weapons. This bonus is included in the attack modifiers
listed above.
Tabaxi
XP 25 (CR 1/2)
CN Medium humanoid
Initiative +2
ECOLOGY
Environment: Warm forests
Organization: Solitary or pride (28)
DEFENSE
AC 12
hp: 11 (2d8 + 2)
OFFENSE
Speed: 40 ft., climb 20 ft.
Multiattack: A tabaxi attacks twice with claws or once with
a weapon.
Melee AttackClaw: +4 to hit (reach 5 ft.; one creature).
Hit: 1d4 + 2 slashing damage. If both attacks hit the same
target, the second attack does an additional 1d6 slashing
damage.
Melee AttackShortsword: +6 to hit (reach 5 ft.; one
creature). Hit: 1d6 + 2 piercing damage.
Ranged AttackJavelin: +5 to hit (range 30 ft./120 ft.; one
creature). Hit: 1d6 + 1 piercing damage.
STATISTICS
Str 13 (+1), Dex 14 (+2), Con 12 (+1),
Int 10 (+0), Wis 12 (+1), Cha 10 (+0)
Languages: Common, Unique
Skills: Acrobatics +4, Stealth +4
Senses: Darkvision 60 ft.
TRAITS
Weapon Aptitude: Tabaxis have an instinctive affinity for
weapons. They add twice their proficiency bonus to
219
Taer
This hulking, shaggy brute has a large, sloping head, icy blue eyes, and overall apelike appearance.
Its body is covered in thick, snow-white fur, and its fists are massive and powerful.
Taer
XP 200 (CR 1)
N Medium humanoid
Initiative +2
DEFENSE
AC 14 (natural armor)
hp: 26 (4d8 + 8)
Immunity: Cold damage
Vulnerability: Fire damage
OFFENSE
Speed: 35 ft.
Multiattack: A taer bites once and attacks once with fists, or
it throws two stones or two javelins.
Melee AttackBite: +5 to hit (reach 5 ft.; one creature). Hit:
1d6 + 3 piercing damage.
Melee AttackFists: +5 to hit (reach 5 ft.; one creature). Hit:
1d6 + 3 bludgeoning damage.
Ranged AttackJavelin or Stone: +5 to hit (range 20
ft./60 ft.; one creature). Hit: 1d6 + 3 piercing (javelin) or
bludgeoning (stone) damage.
STATISTICS
Str 16 (+3), Dex 15 (+2),
Con 15 (+2),
Int 6 (2),
Wis 12 (+1),
Cha 6 (2)
Languages:
Unique
Skills: Athletics
+5, Survival +3
ECOLOGY
Environment:
Cold
mountains
Organization:
Solitary, band
(212), or
clan (1040)
220
Tangtal
A large feline creature approaches, covered in stiff, short, brown fur. Small white flecks cover its head,
throat, neck, and shoulders, and its long, upward curving tail ends with a white tip.
It stands on muscular legs with huge paws and razor claws.
Tangtal
XP 200 (CR 1)
NE Medium monstrosity
Initiative +3
DEFENSE
AC 13
hp: 19 (3d8 + 6)
OFFENSE
Speed: 40 ft.
Multiattack: A tangtal bites once and attacks once with
claws.
Melee AttackBite: +5 to hit (reach 5 ft.; one creature). Hit:
1d6 + 3 piercing damage.
Melee AttackClaws: +5 to hit (reach 5 ft.; one creature).
Hit: 1d8 + 3 slashing damage.
STATISTICS
Str 16 (+3), Dex 17 (+3), Con 15 (+2),
Int 12 (+1), Wis 13 (+1), Cha 10 (+0)
Languages: Common, Sylvan
Senses: Darkvision 60 ft.
TRAITS
Duplicate (1/day): As an
action, a tangtal creates
2d4 images of itself. The
images can move up to
30 feet away from the
tangtal, but each must stay
within 10 feet of at least one
other image. Images have the
same AC and speed as the tangtal
and 1 hit point apiece; an image
disappears when it takes any damage.
An image can be damaged only
by an attack that targets and
damages it specifically;
images arent affected
by area attacks
or nondamaging
effects. An attack that
targets the tangtal
has a chance to hit an
image instead, in exact
proportion to the number
of images; e.g., if there are
six images, an attack against
the tangtal has a 1-in7 chance
to hit it and a 6-in7 chance to hit
an image.
ECOLOGY
Environment: Temperate forests and plains
Organization: Solitary
221
Tazelwurm
This creature looks like a long serpent with grayish scales and a leonine head resembling
a female lion with gray and tan fur. Two long, powerful humanoid arms extend from
its serpentine body, each ending in vicious talons.
Tazelwurm
XP 450 (CR 2)
Unaligned Large monstrosity
Initiative +2
DEFENSE
AC 12
hp: 45 (7d10 + 7)
Immunity: Fire damage
OFFENSE
Speed: 40 ft.
Multiattack: A tazelwurm bites once and attacks once with
claws.
Melee AttackBite: +4 to hit (reach 5 ft.; one creature). Hit:
2d8 + 2 piercing damage.
Melee AttackClaws: +4 to hit (reach 5 ft.; one creature).
Hit: 1d6 + 2 slashing damage.
STATISTICS
Str 16 (+2), Dex 14 (+2), Con 16 (+1),
Int 2 (+0), Wis 15 (+2), Cha 15 (+2)
Languages: Common
Skills: Stealth +6
Senses: Darkvision 60 ft., tremorsense 60 ft.
the morning hours. Their hunting grounds cover several square miles of
rocky terrain. Should a tazelwurm be detected in anothers territory, it is
quickly driven away. Tazelwurms eat just about anything, but they are
especially fond of mountain lions and mountain goats. Downed prey is
dragged to the tazelwurms lair, which is usually a well-hidden and nearly
inaccessible depression or cave. The kill is devoured over a period of
several days.
Tazelwurms rarely interact with other creatures, including their own
kind. When more than one is encountered, they will be a mated pair.
Young are born live and left to the care of the mother. Young tazelwurms
reach maturity and are driven out of their parents territory after two years.
After choosing a likely ambush spot, a tazelwurm conceals itself among
stones and scree along a path or a game trail, then waits for a meal to pass
by. Being lone hunters, tazelwurms generally ignore large groups; they
prefer to attack lone travelers, a single straggler from a large group, or
a one-or-two-member scouting party moving ahead of a larger body. A
hungry or desperate tazelwurm will attack just about anything, however.
Copyright Notice
Author Scott Greene.
TRAITS
Ambush: A tazelwurm has tactical advantage on initiative
rolls. Against an opponent that hasnt yet taken a turn
in the current combat, the tazelwurm has tactical
advantage on attack rolls and each of its attacks causes
an additional 1d6 damage.
Frightening Exuviation: If an attack that hits a tazelwurm
includes fire damage, the tazelwurm takes no damage.
Instead, its skin, scales, and flesh burn away in just a few
seconds, reducing the tazelwurm to a living skeleton.
A creature viewing this (other than another tazelwurm)
must make a successful DC 12 Wis saving throw or
be frightened for 1d4 rounds. A creature that saves
successfully cant be affected by this ability until after its
next long rest. If the tazelwurm survives the encounter, it
regenerates all of its flesh and organs in 24 hours.
ECOLOGY
Environment: Any mountains
Organization: Solitary or pair
A tazelwurm is an aggressive, flesh-eating monster with a serpentine
body, a feline head, and two long, powerful arms equipped with razorsharp claws. Their flesh has the mottled appearance of stone and gravel,
giving them excellent camouflage. They haunt mountain passes and prey
on travelers passing through their territory.
Tazelwurms are masters of camouflage. Very old tazelwurms
sometimes have lichens and mosses growing on them, enhancing their
rocky appearance. They plan elaborate ambushes to gain devastating first
strikes against intruders. They are diurnal hunters and are most active in
222
Temporal Crawler
A six-foot-long, hairy, gray spider crawls from the darkness. An hourglass-shaped patch of silver fur
stands out on its back, and light reflects from its silvery, metallic mandibles beneath red-glowing eyes.
suffer the effects of a slow spell. The slowing effect
ends 1d4 rounds after the creature leaves the
affected area.
Webbing Trap (1/day): The approach
to a temporal crawler lair usually is
trapped by a concealed net of
webbing. The trap, which covers
a 20-foot-by20-foot area,
can be spotted with a DC 15
Int (Nature) or Wis (Survival)
check. Each creature entering
the trapped area has a 1-in3
chance to set it off. When
the trap is triggered, the
webbing drops and each
creature in the trapped
area must make a successful
DC 12 Dex saving throw or
be restrained. A restrained
creature can escape by using
an action to make a successful
DC 12 Str (Athletics) check.
Alternatively, the webs
restraining one creature
can be destroyed by
10 points of slashing
or fire damage (AC
10).
Temporal Crawler
XP 450 (CR 2)
NE Medium aberration
Initiative +3
DEFENSE
AC 14 (foresight bonus)
hp: 45 (7d8 + 14)
OFFENSE
Speed: 35 ft., climb 25 ft.
Melee AttackBite: +5
to hit (reach 5 ft.; one
creature). Hit: 1d6 + 3
piercing damage and
the target must make
a successful DC 12 Con
saving throw or take 1d6
poison damage and be
paralyzed for a number of
rounds equal to the poison
damage.
Ranged AttackWebs (recharge
5, 6): automatic hit (range 50 ft.;
one creature. Hit: the target
must make a successful DC
12 Dex saving throw
or be restrained. A
restrained creature
can escape by
using an action to
make a successful
DC 12 Str (Athletics)
check. Alternatively, the
restraining webs can be destroyed by 10 points of slashing
or fire damage (AC 10).
STATISTICS
Str 14 (+2), Dex 17 (+3), Con 14 (+2),
Int 5 (3), Wis 13 (+1), Cha 10 (+0)
Languages: Unique, telepathy
Skills: Stealth +5
Senses: Darkvision 60 ft., tremorsense 30 ft. while in webs
TRAITS
Foresight: A temporal crawler can see a few seconds into
the future. This ability prevents a temporal crawler from
ever being surprised and grants it an AC bonus equal
to its Wisdom modifier (already factored into its AC). In
addition, attackers never gain tactical advantage or
bonus damage against it from the presence of nearby
allies.
Immunity to Temporal Magic: Temporal crawlers are
unaffected by magic that alters or manipulates time in
any way.
Slowing Webs: Creatures other than temporal crawlers that
are within 10 feet of the webbing in a temporal crawlers
lair must make a successful DC 12 Con saving throw or
ECOLOGY
Environment: Elemental
Plane of Time, any land
Organization: Solitary or cluster (25)
Temporal crawlers are man-sized spiders from the distant and littleknown Elemental Plane of Time. How and why they first came to the
Material Plane is unknown; some sages believe they jumped through a
portal opened by a time elemental.
These carnivorous aberrations prey on the flesh of intelligent creatures.
They build their well-hidden lairs near populated areas where the food
supply is plentiful. They can be found in the decaying slums and sewers
of large, old cities, along remote stretches of well-traveled caravan routes,
near lawless boom-towns of all sorts, and anywhere else that people can
disappear without causing much alarm or triggering a well-organized
search.
Because of their manner of hunting, their distant origins, the magical
nature of their lairs, and their deep, piercing eyes, it is easy for victims
to conclude that these creatures are more intelligent than they are. Sadly,
all efforts to communicate with them have met with failure, and scholars
have concluded that they are not reticent geniuses but just very clever
beasts.
The silver hourglass-shaped marking on a temporal crawlers back is
animated: sand actually appears to flow from one chamber to the other.
If a temporal crawler is slain, the marking fades and the sand stops
flowing.
Copyright Notice
Author Scott Greene.
223
Tendriculos
What you thought was nothing more than another haystack in the field
just sprouted tentacles and a fanged mouth!
Tendriculos
XP 1,100 (CR 4)
Unaligned Large plant
Initiative 2
DEFENSE
AC 8
hp: 93 (11d10 + 33)
Resistance: Bludgeoning and slashing damage
Immunity: Poison and psychic damage;
charm, fright, poison, prone, restraint, stun,
unconsciousness
Vulnerability: Fire damage
OFFENSE
Speed: 20 ft.
Multiattack: A tendriculos attacks twice with
tendrils and makes one swallow attack, if it can.
Having creatures grappled doesnt reduce the
tendriculoss number of tendril attacks.
Melee AttackTendril: +4 to hit (reach 10 ft.; one
creature). Hit: 1d8 + 2 bludgeoning damage and
the target must make a successful DC 12 Dex
saving throw or be grappled. A creature grappled
by more than one tendril is also restrained.
Melee AttackSwallow: automatic hit (one
creature already grappled by the tendriculos
at the start of the tendriculoss turn). Hit: the
grappled creature is dragged to the tendriculoss
mouth and swallowed (see Swallow, below).
STATISTICS
Str 14 (+2), Dex 6 (2), Con 16 (+3),
Int 2 (4), Wis 10 (+0), Cha 4 (3)
Skills: Athletics +4
Languages: None
TRAITS
Camouflage: Until it attacks or is set afire, a
tendriculos is indistinguishable from a normal
haystack.
Swallow: A swallowed creature is blinded and
restrained. It takes 1d8 + 3 bludgeoning damage
plus 1d8 acid damage automatically at the start of each
of the tendriculoss turns. One Medium creature or two
Small creatures can be inside the tendriculos at one
time. A swallowed creature is unaffected by anything
happening outside the tendriculos or by attacks from
outside it, with one exception; if the tendriculos takes
fire damage, creatures inside it take half as much fire
damage. A swallowed creature can get out of the
tendriculos by using 5 feet of movement, but only after the
tendriculos is dead.
ECOLOGY
Environment: Temperate
Organization: Solitary
224
Tentacled Horror
Four tentacles emerge from the torso of this massive, misshapen creature. Above these are a tooth-lined
maw and a single glaring, red eye. Atop the hideous head is a glistening, black horn.
Tentacled Horror
Die
XP 7,200 (CR11)
CE Huge aberration
Initiative 1
Result
DEFENSE
AC 17 (natural armor)
hp: 171 (18d12 + 54)
Saving Throws: Cha +7, Con +7, Str +10
Resistance: Acid damage
Poisoned
Blinded
Stunned
OFFENSE
Speed: 15 ft., swim 30 ft.
Multiattack: A tentacled horror attacks three times with
tentacles.
Melee AttackTentacle: +10 to hit (reach 10 ft.; one
creature). Hit: 2d6 + 6 bludgeoning damage and the
target must make a successful DC 18 Dex saving throw or
be grappled.
STATISTICS
Str 22 (+6), Dex 8 (1), Con 16 (+3),
Int 7 (2), Wis 10 (+0), Cha 16 (+3)
Languages: Telepathy
Senses: Darkvision 120 ft.
TRAITS
Horn: The source of a tentacled horrors power is its horn.
If a tentacled horrors horn is removed or destroyed,
the creature loses its regeneration ability, cant take
legendary actions, and has disadvantage on attack
rolls. The horn can be attacked specifically with targeted
attacks but not area affects; it has AC 20, 30 hit points,
and is immune to all damage types except slashing,
bludgeoning, and force damage from spells or magic
weapons. The horn can be torn off with a successful
DC 25 Str (Athletics) check made by a creature that is
grappling the tentacled horror. Damage done to the
horn does not reduce the tentacled horrors hit points.
Regeneration: A tentacled horror heals 10 hit points at the
start of each of its turns. This ability doesnt function if it
took cold or fire damage since its previous turn or if its
horn is destroyed or removed. If the horn is damaged,
regeneration heals it first.
Insanity Toxin: Creatures poisoned by insanity toxin must roll
1d10, add their Intelligence modifier, and find the result
on the table below. Affected creatures can repeat the
saving throw if the tentacled horrors horn is torn off. A
successful save ends the insanity. Otherwise, these effects
are permanent until removed by magic that can end a
curse.
Die
3-
Result
FrightenedThe creature flees from the tentacled
horror and from any creature not of its own
species.
10+
LEGENDARY ACTIONS
A tentacled horror can take up to three legendary actions
per round. Legendary actions are taken at the end of
another creatures turn, and only one can be taken after
each turn.
Bite: +10 to hit (one creature grappled by the tentacled
horror). Hit: 1d12 + 6 piercing damage and the target must
make a successful DC 15 Con saving throw or suffer the
effect of insanity toxin (see above).
Escape: The tentacled horror attempts to escape from a
grapple.
Tail Slap: +10 to hit (reach 10 ft.; one creature). Hit: 2d8 + 6
bludgeoning damage.
ECOLOGY
Environment: Underground
Organization: Solitary
Ancient and evil, a tentacled horror is a monstrosity from unknown
depths of the earth. This monster is most often found inhabiting deep
dungeons or ancient ruins far from the reaches of civilization.
Tentacled horrors are egotistical creatures that themselves above
all others they encounter. A tentacled horror that finds its way into a
subterranean society tries to set itself up as a god. Lesser creatures such
as troglodytes, kuo-toas, and kobolds sometimes accept this false god and
225
226
Therianthropes
diseased and they cant infect anyone else with their ability. In human
form, therianthropes have slightly feral characteristics, such as slightly
larger than normal canine teeth, extended fingernails, slightly pointed ears,
or a barely noticeable covering of very fine hair on their entire bodies.
Therianthrope, Foxwere
This fox-headed humanoid stands 5 feet tall and is covered in reddish fur.
A sleek, white stripe runs along its back.
the foxweres gaze for one complete round.
If it targets the foxwere while averting its
gaze, it suffers all the usual penalties for
attacking an unseen target. Creatures
that are blind, unconscious, or unable
to see the foxwere for any other
reason are immune to this attack.
Shapechanger: The foxwere can
change from its fox form or
human form to its hybrid form
as a bonus action. Changing
from fox form directly to
human form or vice versa takes
an action. The foxwere is Small
in fox form but Medium in
human or hybrid form. In fox
form, it is indistinguishable from
a normal fox, but is noticeably
larger than other foxes.
Foxwere
ECOLOGY
Environment: Temperate and
cold forests, and underground
Organization: Solitary, gang
(25), pack (1 plus 58 foxes)
Foxweres in humanoid form
are indistinguishable from normal
humanoids. Most have red hair.
Foxweres are very aggressive creatures;
when hunting, they usually chase and attack
potential prey on sight. They spend most of
their time in fox form, switching to humanoid
form chiefly to trick humanoids and lure
them into traps. Once within range, they
assume hybrid or animal form and attack.
STATISTICS
Str 10 (+0), Dex 14 (+2), Con 10 (+0),
Int 11 (+0), Wis 12 (+1), Cha 14 (+2)
Languages: Common
Skills: Deception +4
Senses: Darkvision 60 ft.
TRAITS
Charming Gaze: As a bonus
action, a foxwere in fox
or human form can target
one living creature within 30 feet and line of sight
with its charming gaze. If the targeted creature
can see the foxwere, then the targeted creature
must make a successful DC 12 Cha saving throw
or be charmed for one hour. A creature
that is capable of taking actions can, at
the start of its turn, look away to avoid
227
Therianthrope, Lionwere
This powerful creature appears as a lion-headed humanoid with a large, golden mane.
Its body is covered in golden-brown fur and its piercing eyes are greenish-gray.
Lionwere
XP 450 (CR 2)
CE Large monstrosity (shapechanger)
Initiative +3
DEFENSE
AC 13
hp: 30 (4d10 + 8)
Resistance:
Bludgeoning,
piercing, and slashing damage from
nonmagical or nonadamantine weapons
OFFENSE
Speed: 40 feet in lion form, 30 ft. in human or hybrid form
Multiattack: In hybrid form, a lionwere attacks twice with
claws or once with its greatsword. In human form, it
attacks once with its greatsword. In lion form, it makes
two melee attacks and can also use its lethargy ability.
Melee AttackBite (lion form): +6 to hit (reach 5 ft.; one
creature). Hit: 1d6 + 4 piercing damage.
Melee AttackClaws (lion and hybrid form): +6 to
hit (reach 5 ft.; one creature). Hit: 1d6 + 4 slashing
damage.
Melee AttackGreatsword (human and hybrid form):
+6 to hit (reach 5 ft.; one creature). Hit: 2d8 + 4
slashing damage.
STATISTICS
Str 18 (+4), Dex 17 (+3), Con 14 (+2),
Int 10 (+0), Wis 12 (+1), Cha 15 (+2)
Languages: Common
Skills: Deception +4, Stealth +5
Senses: Darkvision 60 ft.
TRAITS
Lethargy: By speaking, singing, or roaring,
the lionwere causes all creatures
that can hear it and that are within
60 feet of it to make a successful
DC 12 Con saving throw or suffer
the effect of a slow spell lasting
1d6 rounds. A creature that saves
successfully is immune to lethargy until after its next long
rest. Therianthropes are immune to lethargy.
Shapechanger: The lionwere can change from its lion
form or human form to its hybrid form as a bonus action.
Changing from lion form directly to human form or vice
versa takes an action. The lionwere is Large in lion form
but Medium in human or hybrid form. In lion form, it is
indistinguishable from a normal lion.
ECOLOGY
Environment: Warm plains and underground
Organization: Solitary, gang (25), or pack (1 plus 58 lions)
228
Therianthrope, Owlwere
This creature appears as a small, lithe, owlheaded humanoid with
brownishyellow feathers and large white eyes.
Owlwere
XP 25 (CR 1/2)
CE Small monstrosity
(shapechanger)
Initiative +3
DEFENSE
AC 13
hp: 13 (3d8)
Resistance:
Bludgeoning,
piercing,
and slashing
damage
from
nonmagical or
nonadamantine
weapons
OFFENSE
Speed: 10 ft., fly 60 ft. in owl
form; 30 ft., fly 30 ft. in hybrid
form; 30 ft. in human form
Melee AttackBeak (owl form): +7 to
hit (reach 5 ft.; one creature). Hit: 1d4
+ 3 piercing damage.
Melee AttackTalons (owl and hybrid
form): +5 to hit (reach 5 ft.; one creature).
Hit: 1d6 + 3 slashing damage and the
target must make a successful DC 10
Con saving throw or be poisoned for
1d4 rounds.
Melee AttackShortsword (human and
hybrid form): +5 to hit (reach 5 ft.; one creature). Hit:
1d6 + 3 piercing damage.
STATISTICS
Str 10 (+0), Dex 17 (+3), Con 11 (+0),
Int 12 (+1), Wis 14 (+2), Cha 12 (+2)
Languages: Common
Skills: Deception +4, Perception +4
Senses: Darkvision 60 ft.
TRAITS
Shapechanger: The owlwere can change from its owl
form or human form to its hybrid form as a bonus action.
Changing from owl form directly to human form or vice
versa takes an action. The owlwere is Small in owl form
but Medium in human or hybrid form. In owl form, it is
229
Therianthrope, Wolfwere
This humanoid has a wolfs head and a body covered in short gray fur.
Its hands bear sharp, lupine claws.
and line of sight with its mesmerizing gaze. If the targeted
creature can see the wolfwere, then the targeted
creature must make a successful DC 12 Cha
saving throw or be stunned for 1d4 rounds. A
creature that is capable of taking actions
can, at the start of its turn, look away
to avoid the wolfweres gaze for
one complete round. If it targets
the wolfwere while averting
its gaze, it suffers all the usual
penalties for attacking an unseen
target. Creatures that are blind,
unconscious, or unable to see the
wolfwere for any other reason are
immune to this attack.
Shapechanger: The wolfwere can
change from its wolf form or
human form to its hybrid form
as a bonus action. Changing
from wolf form directly to
human form or vice versa
takes an action. In wolf
form, it is indistinguishable
from a normal wolf.
Wolfwere
XP 200 (CR 1)
CE Medium monstrosity
(shapechanger)
Initiative +3
DEFENSE
AC 14 (natural armor)
hp: 19 (3d8 + 6)
Resistance: Bludgeoning,
piercing, and
slashing damage
from nonmagical or
nonadamantine weapons
OFFENSE
Speed: 50 ft. in wolf form, 30 ft.
in hybrid or form
Multiattack: In hybrid form, a
wolfwere makes two melee
attacks, one of which can be
with its scimitar. In human or fox
form, it makes one melee attack
and can also use its mesmerizing
gaze.
Melee AttackBite (wolf form): +5
to hit (reach 5 ft.; one creature).
Hit: 2d4 + 3 piercing damage and
the target must make a successful
DC 11 Str saving throw or be knocked
prone.
Melee AttackClaws (hybrid form): +5 to hit
(reach 5 ft.; one creature). Hit: 1d6 + 3
slashing damage.
Melee AttackScimitar (human and
hybrid form): +5 to hit (reach 5 ft.;
one creature). Hit: 1d6 + 3 slashing
damage.
ECOLOGY
Environment: Cold or
temperate plains and
underground
Organization: Solitary,
gang (25), or pack (1
plus 58 wolves)
STATISTICS
Str 13 (+1), Dex 17 (+3), Con 11 (+0),
Int 12 (+1), Wis 14 (+2), Cha 12 (+2)
Languages: Common
Skills: Deception +4, Perception +4
Senses: Darkvision 60 ft.
TRAITS
Mesmerizing Gaze: As a bonus action, a wolfwere in wolf or
human form can target one living creature within 30 feet
230
Treant, Lightning
This creature looks like an animated, yet dead, moss-covered tree.
Its bark is darkened with age, and no leaves cling to its branches.
Lightning Treant
XP 2,300 (CR 6)
NE Huge plant
Initiative 2
DEFENSE
AC 15 (natural armor)
hp: 105 (10d12 + 40)
Saving Throws: Dex +1, Con +7
Resistance: Bludgeoning, fire, and piercing
damage
Immunity: Lightning and psychic damage; charm,
fright, stun, unconsciousness
OFFENSE
Speed: 30 ft.
Multiattack: A lightning treant attacks twice with
limbs.
Melee AttackLimb: +8 to hit (reach 5 ft.; one
creature). Hit: 1d8 + 5 bludgeoning damage plus
1d6 lightning damage.
STATISTICS
Str 20 (+5), Dex 7 (2), Con 19 (+4),
Int 10 (+0), Wis 14 (+2), Cha 10 (+0)
Languages: Common, Deep Speech, Sylvan
Senses: Darkvision 60 ft.
TRAITS
Electric Healing: A lightning treant is immune to
lightning damage, but for every 3 points of
lightning damage an attack should cause, the
lightning treant heals 1 hit point. Excess healing is
gained as temporary hit points.
Regeneration: A lightning treant heals 5 hit points at
the start of each of its turns.
Spell-like Abilities: The lightning treant can use the
following spell-like abilities, using Wisdom as its casting
ability (DC 13, attack +5). The lightning treant doesnt
need material components to use these abilities.
At Will: enlarge/reduce, faerie fire
3/day: call lightning, lightning bolt, protection from energy
1/day: chain lightning
ECOLOGY
Environment: Temperate forests
Organization: Solitary, pair, or grove (38)
This creature appears to be a dead, moss-covered tree, with bare,
tangled branches stretching toward the sky. Often living in the shade
of larger trees or in the wasteland of a destroyed or burned-over forest,
lightning treants are strange, angry creatures whose powers and talents
are almost elemental in nature. Especially twisted, stunted examples of
this creature have been confused with shambling mounds, but lightning
treants are much larger, and the mossy vegetation covering them is only a
thin layer over their hard, barklike flesh.
While treants are generally willing to talk to strangers, hear what they
have to say, and consider their requests or their plight, lightning treants
tend to attack first and never ask questions at all. These creatures can be
a serious bane to travelers who must cross the lightning treants territory,
especially those who dont recognize the nature of the danger facing them.
Lightning treants have an inherent hatred of all humanoids. Anyone
armed with an axe is especially likely to anger them and incite them to
violence just by being in their neighborhood. If combat goes against
them, lightning treants will happily toss lightning at each other, to gain
its healing benefits.
Copyright Notice
Author Casey Christofferson.
231
Tri-flower Frond
This man-sized plant is deep green with trumpet-shaped flowers
of red, yellow, and orange topping its stalks.
flowering plant. Until it attacks, its dangerous nature can
be recognized only with close inspection and a successful
DC 15 Int (Nature) check. Once characters have fought
these plants, they can be recognized again on sight.
Tri-flower Frond
ECOLOGY
Environment: Warm forests and hills
Organization: Solitary, patch (25), or grove (611)
Tri-flower fronds are carnivorous plants found in warm
forests and hilly regions. Rarely, they extend their range
into mild temperate zones. They are immobile, but they
reproduce readily by releasing seeds into the air. The
seeds drift on the wind or hitch rides on passing
creatures. They take root rapidly once they touch
the ground, and reach full maturity within a
few months.
These creatures are active round the
clock. They dine on fresh meat of any
kind, having no preference for one
kind over any other. When a potential
meal falls victim to the tri-flowers
narcotic poison, the plant droops
a frond over the fallen creature,
allowing its yellow bloom to drip a
shower of highly caustic digestive
enzymes onto the sleeping victim. It
then inserts a needlelike tendril from
its red bloom deep into the victims body
and drains its fluids and dissolving organs.
A tri-flower frond stands 5 to 8 feet tall.
A combination of orange, red, and yellow
flowers is most common, but varieties with
other color combinations exist, including white,
gray, and pearly silver-gray, and golden brown,
deep brown and russet.
Tri-flower fronds are popular in the gardens of
wizards and alchemists, because their narcotic poison
and digestive juices are useful in many concoctions.
They are also planted defensively around the homes
of many magic-users, wealthy merchants, and
potentates in areas where theyll flourish, because
they never sleep and thieves or assassins trying to
creep silently past them make perfect targets for
their tranquilizing tendrils.
Credit
The tri-flower frond originally appeared in the
First Edition module S3 Expedition to the Barrier
Peaks ( TSR/Wizards of the Coast, 1980) and later in the
First Edition Monster Manual II ( TSR/Wizards of the Coast,
1983) and is used by permission.
Copyright Notice
Author Scott Greene, based on original material by Gary Gygax.
TRAITS
Camouflage: A tri-flower frond looks like a normal, if exotic,
232
Triton, Dark
This creature has the upper body of a giant human, but from the waist down,
its all squirming tentacles.
Dark Triton
XP 200 (CR 1)
CE Large monstrosity (aquatic)
Initiative +0
DEFENSE
AC 12 (studded leather)
hp: 30 (4d10 + 8)
OFFENSE
Speed: 5 ft., swim 40 ft.
Melee AttackTrident: +4 to hit (reach 5 ft.; one creature).
Hit: 2d6 + 2 piercing damage.
STATISTICS
Str 15 (+2), Dex 11 (+0), Con 14 (+2),
Int 10 (+0), Wis 11 (+0), Cha 13 (+1)
Languages: Aquan
Senses: Darkvision 60 ft., tremorsense 60 ft. in water
TRAITS
Summon Sea Creatures (1/day): All triton leaders (those
with 50 or more hit points) have the ability to summon sea
creatures as an action. Roll 2d6: one die indicates how
many rounds later the creatures arrive, and the other
determines what type of creatures respond.
Die
Creatures
13 giant octopi
310 sharks
36 aquatic ghouls
14 aquatic trolls
Dark tritons resemble their more benevolent cousins, the normal tritons,
but they are malevolent creatures. Just as the normal tritons are rumored to
be servants of a sea god, the dark tritons are servants of oceanic demons of
various types, most commonly the demon-prince Thalasskoptis.
Dark tritons have tentacles rather than the fishlike legs of normal
tritons. They often ride giant moray eels as mounts when traveling in the
dark depths of the sea, where they dwell in their castlelike lairs on the sea
floor.
For every 10 dark tritons, either in their lair or in a hunting party, there
will be a lieutenant with 50 hit points and two melee attacks per round (CR
3). For every two lieutenants, there will be a captain with 70 hit points and
three melee attacks per round (CR 5). Roll a die for each leader; for each
even result, add one triton shaman to the group (CR 2).
Copyright Notice
Author Matt Finch
233
Troll, Spectral
Spectral trolls resemble normal trolls but are jet-black in color, and translucent.
By nature, they are creatures of darkness. Direct, bright sunlight
banishes a spectral troll to an unknown realm. When daylight fades, the
spectral troll returns, near the same spot but not necessarily at the exact
location.
Its impossible to destroy a spectral troll through simple combat. Even
the most potent spells (wish, true resurrection) offer temporary solutions
at best. The spectral trolls spirit is so powerfully compelled by hatred
to regenerate that it restores itself to unlife in 2d4 days. The only way
to destroy a spectral troll permanently is to determine the reason for its
existence and set right whatever prevents it from resting in peace or from
traveling on to whatever spirit realm would claim it. The exact means for
doing this vary with each spirit and usually can be discovered only with
extensive researchincluding long hours of searching and investigating
in the obviously dangerous area the spectral troll haunts.
Spectral Troll
XP 1,100 (CR 4)
CE Large undead
Initiative +1
DEFENSE
AC 15 (natural armor)
hp: 52 (8d10 + 8)
Immunity: Necrotic and poison damage; all nonmagical
damage; exhaustion, fright, poison, unconsciousness
OFFENSE
Speed: 30 ft., fly 30 ft.
Melee AttackCorrupting Touch: +6 to hit (reach 5 ft.;
one creature). Hit: 4d8 + 4 necrotic damage. Creatures
immune to aging are immune to this attack.
Credit
The spectral troll originally appeared in the Second Edition Monstrous
Manual ( TSR/Wizards of the Coast, 1993) and is used by permission.
STATISTICS
Str 18 (+4), Dex 13 (+1), Con 20 (+5),
Int 7 (2), Wis 10 (+0), Cha 13 (+1)
Languages: Understands Giant but doesnt speak
Senses: Truesight 60 ft.
Copyright Notice
Author Scott Greene, based on original material by Wizards of the
Coast.
TRAITS
Create Spawn: A humanoid killed by a spectral troll rises one
to three days later as a free-willed specter unless a cleric
of the victims religion casts gentle repose or comparable
magic on the corpse before it rises.
Incorporeal: A spectral troll can move through gaps as small
as 1 square inch without penalty. It can also move through
solid objects and other creatures as if they were difficult
terrain. The spectral troll takes 1d10 force damage if it is
still inside something solid at the end of its turn.
Rejuvenation: Unless it is permanently destroyed by having
its spirit laid to rest, a destroyed spectral trolls spirit
restores itself to unlife in 2d4 days.
Silent: A spectral troll makes no sound whatsoever; it is
undetectable by purely audial means.
Unholy Fortitude: Spectral trolls are highly resistant to turning.
They have tactical advantage on saving throws against
being turned.
Vanish in Sunlight: A spectral troll that begins its turn in
bright sunlight is banished to a remote, unknown
dimension. It returns, near the same spot, when that
location is no longer in direct sunlight. Only true
sunlight has this effect; magical light does nothing.
ECOLOGY
Environment: Any
Organization: Solitary
Spectral trolls are a unique form of undead. They are the
undying spirits of slain trolls whose regenerative ability, for
unknown reasons, continues functioning long after the trolls
physical form is utterly destroyed. Such undead creatures are
tormented by snatches of memory from their former lives.
They detest all living creatures, including other trollspossibly
other trolls more than anything else.
Being undead, spectral trolls can be turned, but not easily.
234
Troll, Two-headed
The most distinctive feature of this massive brute is the fact that it has two heads. Each head is
identical: red eyes, drooping nose, and yellow fangs. Its arms and legs end in razor-sharpened claws,
and its hide is mottled green-gray and covered in coarse, splotchy, dark hair.
The two-headed troll is thought to be the hideous offspring of an ettin
and a female troll. Sages contend that no other explanation is
possible (or bears thinking about) concerning this monster.
They do not associate with ettins, but two-headed
trolls are often found leading normal trolls
during raids or wars. They are
greatly feared, being bigger
than and twice as cruel as
other trolls.
Two-headed trolls make
their lairs underground
and, thankfully, far from
civilization.
A two-headed troll
stands 10 feet tall. Its
hide is mottled green or
gray, and its facial features
resemble that of a standard
troll. They dress in rags and
uncured hides, and adapt
battered armor from
fallen foes to their
own piecemeal use.
Their feet and hands
sport
enormous
claws. The twoheaded troll has the
gait of a normal troll but
walks fully upright, not
hunched over, so they tower
above other trolls.
On occasion, two-headed
trolls have been known to wield
captured or crudely-made clubs, axes,
longswords, or even greatswords (onehanded).
Two-headed Troll
XP 2,300 (CR 6)
CE Large giant
Initiative +1
DEFENSE
AC 15 (natural armor)
hp: 105 (10d10 + 50)
OFFENSE
Speed: 30 ft.
Multiattack: A two-headed
troll attacks twice with
claws or weapons and
bites twice.
Melee AttackBite: +7
to hit (reach 5 ft.; one
creature). Hit: 1d8 + 4
piercing damage.
Melee AttackClaw:
+7 to hit (reach 5 ft.;
one creature).
Hit: 2d6 +
4 slashing
damage.
STATISTICS
Str 19 (+4), Dex 12 (+1),
Con 20 (+5), Int 8 (1),
Wis 8 (1), Cha 6 (2)
Languages: Giant
Skills: Perception +5
Senses: Darkvision 60 ft.
TRAITS
Regeneration: A two-headed
troll heals 5 hit points at the start
of each of its turns. This ability
doesnt function if the troll took
fire damage since its previous
turn. To be killed, the troll
must be prevented from
regenerating for at least
one round while it has 0
hit points.
Credit
The two-headed troll originally
appeared in the First Edition Fiend
Folio ( TSR/Wizards of the
Coast, 1981) and is used by
permission.
Copyright Notice
Author Scott Greene,
based on original material
by Oliver Charles MacDonald.
ECOLOGY
Environment: Any mountains and underground
Organization: Solitary, gang (25), or warband (12 twoheaded trolls plus 26 trolls)
235
Tunnel Prawn
You hear the clicking sound first for several moments, Then the walls and ceiling
are suddenly crawling with dozens of what appear to be enormous lobsters.
Tunnel Prawn
XP 25 (CR 1/8)
Unaligned Small beast
Initiative +2
DEFENSE
AC 14 (natural armor)
hp: 7 (2d6)
OFFENSE
Speed: climb 25 ft.
Melee AttackPincers: +4 to hit
(reach 5 ft.; one creature). Hit: 1d4
+ 2 slashing damage.
STATISTICS
Str 12 (+1), Dex 14 (+2), Con 11 (+0),
Int 1 (5), Wis 9 (1), Cha 3 (4)
Languages: None
Senses: Darkvision 60 ft.
TRAITS
Crowding: Up to five tunnel prawns
can occupy a single 5-foot-square
space.
ECOLOGY
Environment: Underground
Organization: Group (14) or cluster
(212)
Tunnel prawns are scavengers resembling
very large lobsters. These creatures wander
through subterranean caverns eating bugs
and fungi from the wall, floor, and ceiling. A
tunnel prawn can scale walls and move along
ceilings with no more difficulty than walking
along a floor.
These dungeon vermin consider everything
food, and they are easily antagonized. They
attack almost any creature they encounter,
alive or dead, regardless of its size.
Tunnel prawns are edible, and each one is
large enough to provide a days rations for
a Small or Medium humanoid. The meat
is tough and chewy, but tasty (somewhat
surprisingly, considering their diet). It
becomes inedible after 24 hours, however.
Some tavernsusually those located near
well-known dungeon entrancesserve
tunnel prawns, and will pay up to 3 gp apiece
for fresh ones. An adult tunnel prawn weighs
up to 20 lbs.
Copyright Notice
Author Matt Finch
236
Tunnel Worm
This massive creature is a 30-foot-long, sleek black centipede with segmented armor covering its body.
Its huge mandibles are serrated and razor-sharp. Heavy plates of chitin protect its oversized head.
worms offspring incubate in carrion.
The favorite tactic of the tunnel worm is to lurk in a spot where one of
its tunnels passes very near a dungeon passage until it senses live prey
passing nearby. Then it cuts through the last remaining bit of wall, snatches
a creature, and retreats into the tunnel so that only its well-armored head is
exposed to attack. Thus protected, it chews through its preys protective
covering before devouring the gooey portions inside.
A tunnel worm that has lost more than half its hit points retreats to its
lair if possible, taking along anything its grappled. If it cant retreat, it
fights to the death.
A typical tunnel worm is 30 feet long, but theyve been known to grow
to a length of 60 feet.
Tunnel Worm
XP 3,900 (CR 8)
Unaligned Huge monstrosity
Initiative +1
DEFENSE
AC 16 (natural armor)
hp: 115 (11d12 + 44)
Saving Throws: Con +7
Resistance: Bludgeoning, piercing, and slashing damage
from nonmagical weapons
OFFENSE
Speed: 20 ft., burrow 20 ft.
Melee AttackBite: +8 to hit (reach 5 ft.; one creature).
Hit: 3d8 + 5 piercing damage and the target must make a
DC 16 Dex saving throw or be grappled.
Melee AttackSevering Bite: automatic hit (one creature
already grappled by the tunnel worm at the start of the
tunnel worms turn). Hit: 4d10 + 5 slashing damage and
the targets armor class is reduced by 2. A successful
DC 15 Dex or Str saving throw reduces damage by half
and reduces armor loss to 1. Armor reduced to AC 10 is
destroyed. If the target isnt wearing armor, its armor
class is not affected in any case.
Credit
The tunnel worm originally appeared in the First Edition Monster
Manual II ( TSR/Wizards of the Coast, 1983) and is used by permission.
Copyright Notice
Author Scott Greene, based on original material by Gary Gygax.
STATISTICS
Str 20 (+5), Dex 13 (+1), Con 19 (+4),
Int 1 (5), Wis 8 (1), Cha 4 (3)
Languages: Common
Skills: Perception +5, Stealth +4
Senses: Tremorsense 60 ft.
TRAITS
Armored Skull: Only the tunnel
worms head has resistance
to bludgeoning, piercing,
and slashing damage. Attacks
against any other portion of its
body arent affected by that
resistance.
ECOLOGY
Environment: Underground
Organization: Solitary or cluster (25)
The tunnel worm is a burrowing creature
related to certain other enormous,
subterranean monstrosities (the monstrous
centipede, the purple worm). It can
sustain itself by scavenging, but it is a very
aggressive predator and hunter. Its preferred
food is fresh, raw meat.
Tunnel worms attack anything that enters
their territory. They live in winding, disorienting
complexes of 3-foot-wide tunnels that theyve
chewed through earth and stone. These burrows are
often filled with the rotting remains of past prey; the
237
Vampire Rose
This bush has many flowering white bulbs and petals, green stems lined with
tiny thorns, and small, viny branches of greenish-brown.
Skills: Athletics +5
Vampire Rose
TRAITS
Camouflage: A vampire rose is indistinguishable
from a normal rose bush until it moves or
attacks.
XP 50 (CR 1/4)
Unaligned Small plant
Initiative 1
DEFENSE
AC 9
hp: 27 (5d6 + 10)
Resistance: Bludgeoning
damage from nonmagical
weapons
Immunity: Piercing and
psychic damage; charm,
fright, prone, stun,
unconsciousness
Vulnerability: Slashing
damage
OFFENSE
Speed: 5 ft.
Multiattack: A
vampire rose
makes one thorn
attack, and it
drains blood
from every
creature it has
grappled.
Melee Attack
Thorns: +3 to
hit (reach 5 ft.;
one creature).
Hit: 1d4 + 1 piercing
damage and the target
is grappled. The vampire rose
can have any number of creatures
grappled and still make one thorn attack
per turn. The DC to escape this grapple is 11.
Melee AttackBlood Drain: automatic hit (all creatures
grappled by the vampire rose at the start of the vampire
roses turn). Hit: 1d6 + 1 piercing damage.
STATISTICS
Str 12 (+1), Dex 8 (1), Con 14 (+2),
Int 1 (5), Wis 13 (+1), Cha 10 (+0)
Languages: None
Senses: Tremorsense 60 ft.
ECOLOGY
Environment: Temperate land
Organization: Solitary, patch (25), or
tangle (318)
Vampire roses look like normal white rose
bushes and are often mistaken for such. The
typical vampire rose bush stands about 3
feet tall. The plant remains motionless
until its prey moves within range,
when it strikes with a thorny stalk.
This attack is almost imperceptible
and easily mistaken for simply
becoming snagged by the thorny
vines of a normal rose bush. Its
only on the vampire roses next turn,
when the vine tightens its grip and
thorns really dig into the victims
flesh and begin siphoning out blood,
that the true nature of the plant
becomes apparent.
When fully sated with blood, a
vampire roses petals flush red.
Vampire roses spreading out of
control have been known to render
entire valleys and stretches of forest
impassable. Because they can uproot
themselves and move to find fresh
sources of food, its possible for fully grown vampire roses to appear
literally overnight in areas that were clear the day before, closing roads or
even encircling a farm or a hamlet and cutting it off from its neighbors.
Credit
The vampire rose originally appeared in the First Edition module
(revised edition) B3 Palace of the Silver Princess ( TSR/Wizards of the
Coast, 1981) and is used by permission.
Copyright Notice
Author Scott Greene, based on original material by Tom Moldvay and
Jean Wells.
238
Vegepygmy
This creature has a humanoid shape, but it otherwise appears to be composed entirely of vegetable
matter. It has a wide mouth, large yellow eyes, and a topknot of dark leaves. In addition to two arms
and two legs, leafy tendrils protrude from its shoulders, midsection, arms, and legs.
Ranged AttackJavelin: +4 to hit (range 30 ft./120 ft.; one
creature). Hit: 1d6 + 1 piercing damage.
STATISTICS
Str 12 (+1), Dex 14 (+2), Con 13 (+1),
Int 10 (+0), Wis 12 (+1), Cha 10 (+0)
Languages: Unique; understands Undercommon but doesnt
speak
Skills: Stealth +4
Senses: Darkvision 60 ft.
DEFENSE
AC 12
hp: 10 (3d6)
Resistance: Piercing damage from nonmagical weapons
Immunity: Lightning and psychic damage; charm, fright,
stun, unconsciousness
OFFENSE
Speed: 25 ft.
Melee AttackClaws: +4 to hit (reach 5 ft.; one creature).
Hit: 1d4 + 2 slashing damage.
Melee AttackJavelin: +2 to hit (reach 5 ft.; one creature).
Hit: 1d4 piercing damage.
STATISTICS
Str 10 (+0), Dex 14 (+2), Con 11 (+0),
Int 7 (2), Wis 11 (+0), Cha 10 (+0)
Languages: Unique; understands Undercommon but doesnt
speak
Skills: Stealth +4
Senses: Darkvision 60 ft.
TRAITS
Camouflage: A vegepygmy has tactical advantage on
Stealth checks in areas with dense vegetation.
ECOLOGY
Environment: Underground
Organization: Gang (25) or work crew (510)
Vegepygmy Guard
TRAITS
Camouflage: A vegepygmy has tactical advantage on
Stealth checks in areas with dense vegetation.
ECOLOGY
Environment: Underground
Organization: Pair or patrol (28)
Vegepygmy Chief
XP 700 (CR 3)
Unaligned Medium plant (fungus)
Initiative +2
DEFENSE
AC 14 (wicker armor)
hp: 60 (8d8 + 24)
Resistance: Piercing damage from nonmagical weapons
Immunity: Lightning and psychic damage; charm, fright,
stun, unconsciousness
OFFENSE
Speed: 25 ft.
Multiattack: A vegepygmy chief makes two melee attacks,
or two ranged attacks, or one spores attack.
Melee AttackClaws: +5 to hit (reach 5 ft.; one creature).
Hit: 2d4 + 3 slashing damage.
Melee AttackSpear: +5 to hit (reach 5 ft.; one creature).
Hit: 1d8 + 3 piercing damage.
Ranged AttackSpear: +5 to hit (range 20 ft./80 ft.; one
creature). Hit: 1d8 + 3 piercing damage.
Area AttackSpores (recharge 5, 6): automatic hit (40
ft. cone; creatures in cone). Hit: targets must make
successful DC 13 Con saving throws against poison or be
paralyzed for 2d6 rounds. When paralysis ends, affected
creatures take 3d6 poison damage, or half damage with
a successful DC 13 Con saving throw. Creatures that die
from the poison damage reanimate 24 hours later as
vegepygmy guards. The paralysis can be ended early by
magic that neutralizes poison; ending the effect early also
eliminates the second saving throw. Plant creatures are
immune to this effect.
STATISTICS
Str 16 (+3), Dex 14 (+2), Con 16 (+3),
Int 11 (+0), Wis 14 (+2), Cha 14 (+2)
239
240
Volt
This repulsive creature appears to be a small, spherical beast with a long, sinewy tail.
Its body is covered with thick gray bristles. Two large eyes resembling those of a fly dominate its head.
Small horns protrude above these from its head.
The origin of the volt is unknown, despite the effort of many learned
scholars to trace its roots. They are referred to as bolt wurms in certain
old grimoires for their ability to deliver a jolt of electricity with their
whiplike tail. Volts were once thought to be from another plane or another
planet, but recent evidence suggests they are from the Material Plane.
Other than that, the volt remains largely a mystery.
Volts inhabit very deep caverns and caves, preferring to lair in areas
with plentiful water. They are never found alone, and usually travel in
threateningly large groups.
Its anyones guess which are volts are male and which are female, if
such a distinction actually means anything where volts are concerned.
A volts head (its actually both head and body) is about 2 feet in
diameter. The tail is 3 feet long and is mostly tough cartilage and thin,
powerful muscles. Its mouth is impossible to
see until it opens; then it can be spotted on
the underside of the body. It resembles the
circular mouth of a lamprey or certain
types of blood-sucking worms, and is
lined with multiple rows of needlesharp teeth.
Volts are very aggressive.
They attack by latching
onto a foe, then shocking
the creature repeatedly
with their electrified tails
until it passes out. Once the
creature is unconscious, they
suck out its blood and other
fluids at their leisure.
DEFENSE
AC 13
hp: 13 (3d6 + 3)
Immunity: Lightning
damage
OFFENSE
Speed: fly 30 ft.
Melee AttackBite:
+5 to hit (reach 5
ft.; one creature).
Hit: 1d6 + 3 piercing
damage and the
volt enters the targets
space and grapples the
target. The volt cant use its
bite attack while it is grappling
a creature.
Melee AttackTail Slap: automatic hit (one creature
already grappled by the volt at the start of the
volts turn). Hit: 1d6 + 2 lightning damage. A
creature reduced to 0 hp by this attack is
unconscious and stable, not dying.
Credit
The Volt originally
appeared in the First Edition
Fiend Folio ( TSR/ Wizards
of the Coast, 1981) and is used
by permission.
STATISTICS
Str 10 (+0), Dex 16 (+3), Con 12 (+1),
Int 2 (4), Wis 10 (+0), Cha 6 (2)
Languages: None
Skills: Acrobatics +5
Senses: Darkvision 60 ft.
TRAITS
Agile Grappler: A volt uses its Dex (Acrobatics) score to
oppose attempts to escape from its grapple. The volt
cant move a creature it grapples, but it moves with
the grappled creature. If the grapple is broken, the volt
immediately moves 5 feet into an adjacent, empty space.
ECOLOGY
Environment: Underground
Organization: Mob (212) or swarm (1020)
241
Copyright Notice
Author Scott Greene,
based on original
material by Jonathon
Jones.
Vorin
This creature is an immense, greenish-black, wormlike thing with intense yellow eyes.
It is 30 feet long and a foot thick. The body is a ropy mass of pulpy flesh with several gill-like
apertures along its length with which the creature propels itself through the water. The front of the
beast has a long trunk similar to that of an elephant. Its skin glistens as if coated with oil.
Vorin
XP 5,000 (CR 9)
CE Huge monstrosity (aquatic)
Initiative +4
ECOLOGY
Environment: Any marsh
Organization: Solitary or knot (25)
DEFENSE
AC 14
hp: 149 (13d12 + 65)
Saving Throws: Dex +8
Resistance: Fire and bludgeoning damage
Immunity: Acid damage; charm, prone
Vorins live in dismal swamps and bogs, where they lurk in the murk and
the mire. Only its slightly bulging eyes protrude above the water or the
mud as it watches for potential prey.
A vorin is difficult to injure with blunt force; its squishy, boneless body
gives easily under heavy blows that dont break its thick hide.
The vorins proboscis contains muscular tubes that are used to spit
gobs of sticky, poisonous saliva up to 25 feet. Each gob is the size of a
small melon, and the substance seems almost to have a mind of its own
as it oozes across an armored surface seeking a way through to the soft,
vulnerable flesh underneath.
A vorin relies heavily on its spit attack in combat, hoping to incapacitate
opponents before emerging from the slime to finish them off with its
bite and its stinger. If its spit attacks arent having the desired effect, it
submerges and appears to swim away. In fact, it probably is shadowing its
prey from a distance while keeping out of sight, waiting for an opportunity
to try again under more favorable circumstances. Although the creature is
dumb as a post in most ways, it is a wily hunter.
OFFENSE
Speed: 20 ft., swim 40 ft.
Multiattack: A vorin attacks three times. It spits, then bites,
directing both attacks at the same target if it can. It also stings,
and that attack can be aimed at any target within reach.
Ranged AttackSpit: +8 to hit (range 25 ft.; one creature). Hit:
the target must make a successful DC 17 Con saving throw
or be incapacitated. An incapacitated creature repeats
the saving throw at the end of its next turn. A successful
save ends the incapacitation, but if the saving throw
fails, the creature is paralyzed for 1d4 hours. If the target
creature is wearing armor, see Seeping Poison, below.
Melee AttackBite: +9 to hit (reach 10 ft.; one creature). Hit:
2d10 + 5 piercing damage.
Melee AttackSting: +9 to hit (reach 10 ft.; one creature).
Hit: 3d10 + 5 piercing damage and the target must make
a successful DC 17 Con saving throw or be incapacitated.
An incapacitated creature repeats the saving throw
at the end of its next turn. A successful save ends the
incapacitation, but if the saving throw fails, the creature is
paralyzed for 1d4 hours.
Copyright Notice
Author Scott Greene.
STATISTICS
Str 20 (+5), Dex 18 (+4), Con 21 (+5),
Int 2 (4), Wis 10 (+0), Cha 6 (2)
Languages: None
Senses: Darkvision 60 ft.
TRAITS
Camouflage: A vorin thats submerged in
water or mud can be spotted with a
successful DC 15 Int (Nature) or Wis
(Survival) check.
Seeping Poison: If the target of the
vorins spit attack is wearing armor,
then the poison needs one round to
seep through gaps in the armor and
contact the targets skin. The target or
an adjacent ally can use an action to
make a DC 15 Dex check; success indicates
the poison was scraped off completely before it
penetrated the armor. An edged weapon or tool
must be used. Any slashing weapon and most piercing
weapons will do the job. Note that only the vorins spit
needs to seep through armor; poison from its sting does not.
242
Vulchling
This creature looks like a man-sized vulture with inky black feathers, a gray beak, and jet black talons.
Vulchling
XP 25 (CR 1/8)
CE Medium monstrosity
Initiative +2
DEFENSE
AC 12
hp: 9 (2d8)
OFFENSE
Speed: 20 ft., fly 50 ft.
Melee AttackBite: +4 to hit (reach
5 ft.; one creature). Hit: 1d4 + 2
piercing damage. The vulchling uses
this attack when it is grounded.
Melee AttackTalons: +4 to hit (reach
5 ft.; one creature). Hit: 1d6 + 2
slashing damage. The vulchling uses
this attack when it is flying.
STATISTICS
Str 9 (1), Dex 14 (+2), Con 11 (+0),
Int 7 (2), Wis 11 (+0), Cha 10 (+0)
Languages: Unique, Undercommon
Senses: Darkvision 60 ft.
ECOLOGY
Environment: Underground
Organization: Solitary or flock (216)
Vulchlings are a malevolent race of avian creatures akin to
vultures, but larger and much more intelligent. Their faces are
clearly birdlike, yet something about them seems oddly human.
Vulchlings are scavengers and predators. They hunt any creatures they
believe they can kill. They tend to avoid hunting intelligent humanoids
not from any sense of ethics or revulsion over killing intelligent beings,
but simply because intelligent prey is more dangerous.
Vulchlings can be found in the company of harpies and vrocks,
sometimes as servitors and sometimes as mercenaries. Most of their time
is spent in their large nests hidden deep inside the earth.
Vulchlings always attack from ambush if possible. They hide on
shadowy ledges high up on cavern walls, then dive silently onto
unsuspecting prey.
Credit
The vulchling originally appeared in the First Edition Monster
Manual II ( TSR/Wizards of the Coast, 1983) and is used by permission.
Copyright Notice
Author Scott Greene, based on original material by Gary Gygax.
243
Weird, Lava
This serpentine horror coils beneath a haze of shimmering heat waves. As the outer layer of its form
cools into hard, black plates, the cracks between these plates give off the cherry glow of molten rock.
is established, it has no range limitation, provided
the lava weird and the elemental remain on
the same plane of existence. Lava weirds are
immune to this effect.
Lava Pool: A creature thats dragged into
a lava pool (or that falls in, or winds up in
lava for any reason at all) is restrained
and takes 2d8 fire damage at the start
of each of its turns. To escape from
the lava, the creature or an adjacent
ally must use an action and make a
successful DC 15 Str (Athletics) check. If
the check succeeds, the creature moves
5 feet out of the lava pool, is prone,
and is on fire. While on fire, the creature
takes 1d8 fire damage at the start of
each of its turns. The fire is extinguished
automatically when the creature or an
adjacent ally spends an action to put it
out.
Reform: When reduced to 0 hit points, a
lava weird dissolves into its lava pool. One
minute later, it reforms with full hit points
minus any hit points it lost to cold damage
in the preceding 24 hours.
Camouflage: Until it attacks, a lava weird in its lava
pool is treated as invisible.
Lava Weird
XP 1,100 (CR 4)
CE Large elemental
Initiative +2
DEFENSE
AC 16 (natural armor)
hp: 76 (9d10 + 27)
Resistance: Piercing and
slashing damage from
nonmagical weapons
Immunity: Fire and poison
damage; paralysis, poison,
stun, unconsciousness
Vulnerability: Cold damage
OFFENSE
Speed: 35 ft.
Melee AttackBite: +4
to hit (reach 5 ft.; one
creature). Hit: 2d8 + 2 fire
damage and the target
must make a successful
DC 12 Dex saving throw or
be grappled. A grappled
creature takes 1d8 + 2 fire
damage at the start of its turn. If
the save succeeds, the target is not grappled but it does
catch fire if it is wearing or carrying combustible material
or is itself flammable. While the fire burns, the creature
takes 1d8 fire damage at the start of each of its turns. The
fire is extinguished automatically when the creature or an
adjacent ally spends an action to put it out.
Melee AttackDrag Into Lava: automatic hit (one creature
grappled by the lava weird). Hit: the lava weird and
the grappled creature engage in a Strength (Athletics)
contest. If the lava weird wins, the grappled creature is
dragged into the lava pool; see Lava Pool below.
STATISTICS
Str 15 (+2), Dex 14 (+2), Con 16 (+3),
Int 11 (+0), Wis 12 (+1), Cha 16 (+3)
Languages: Ignan, Terran
Skills: Athletics +4
Senses: Darkvision 60 ft.
TRAITS
Control Elemental: Lava weirds have the ability to dominate
elementals of the earth or fire type. When the lava
weird uses an action to issue a command to an elemental
within 50 feet, the elemental must make a successful
DC 13 Wis saving throw or be dominated. The effect is
permanent, but the elemental is allowed to repeat the
saving throw if it is commanded to do something that
will clearly result in its own destruction. An elemental that
makes a successful save is not dominated and is immune
to this effect for 24 hours. Theres no limit to the number of
elementals a lava weird can control. Once domination
ECOLOGY
Environment: Elemental Plane of Fire, Plane of Molten Skies
Organization: Solitary, pack (25)
Weirds are creatures from the elemental planes. They are sometimes
encountered on the Material Plane, often in the employ of a powerful
spellcaster. They are much more intelligent than typical elementals,
however, and they do not take kindly to deception or forced servitude, so
summoning these creatures against their will is a risky undertaking. Even
so, their ability to command elementals is legendary and highly useful to
anyone who has a need for an army of such beings.
Weirds speak the elemental languages of earth and fire. Those that spend
time on the Material Plane usually pick up enough words of Common to
engage in simple conversations.
Lava weirds have serpentine bodies about 10 feet long formed of
elemental magma. No matter what plane they reside on, they spend their
time swimming in pools of molten rock and liquid fire. On the Material
Plane, they are only found in active volcanoes and other sources of
magma. The air of the Material Plane is painfully cold to them, so they
never leave their lava pools willingly or for very long. Anyone who hopes
to employ these creatures as guards or as elemental commanders must
provide them with lava pools to swim in. Because their range of control
over elementals is unlimited, they can control any number of them from
the safety of their lava pools in a remote volcano while the elementals
wreak havoc halfway across the world.
A lava weird hides in its bubbling lava pool, where it is effectively
invisible, until enemies come within range. Once a target is within reach,
the weird lashes out. If it can, it will pull an intruder into the lava pool and
let the molten rock do most of its dirty work. Being of a naturally vicious
and malign nature, lava weirds are prone to attack just about any creature
that wanders too close to their pools.
244
Were-mist
An unusual mist flows across the ground and swirls around your companions feet before seeming to
climb up his body and envelop him. Then, as the mist takes on the vague outline of a wolflike monster,
your companion begins changing into a werewolf!
Were-mist
Despite its name, a were-mist is not a true lycanthrope, but is a monster than
can inflict involuntary shapechange upon other creatures. The were-mist attacks
by enveloping its chosen victim and trying to transform it. If the surrounded
creature fails to resist the were-mists assault, the creature transforms into a
ravening, wolflike beast completely under the were-mists control.
The only clue that the victim is not a real lycanthrope is that the were-mist
remains wrapped around the victim, giving the creature an eerie, almost
ethereal appearance. The mist can be attacked without risk to the controlled
creature, but it is resistant to many types of attack. Magic is the best offense.
When the were-mists victim is weakened by combat, the mist simply
abandons it and moves on to a new victim. As soon as it departs, its control
is broken and the slave returns to normal shape, but it usually takes several
moments before it recovers from the shock of the experience. In battle, the
were-mist moves from victim to victim, transforming them and forcing
them to attack their allies, discarding each puppet when it becomes weak
and moving to another.
Were-mists are solitary because of their rarity more than through any
unwillingness to congregate. In rare instances, a lair containing more than
one of these creatures might be found. They have no known means of
reproduction, so such a lair probably could exist only near whatever force
or source creates these malign entities.
Copyright Notice
Author Matt Finch
245
Weredactyl
This creature closely resembles a pterodactyl, but for the human fingers rather than claws
extending from its wing joint, and its very human-lookiing eyes.
Weredactyl
XP 450 (CR 2)
NE Medium humanoid (shapechanger)
Initiative +2
DEFENSE
AC 12
hp: 44 (8d8 + 8)
Immunity: Bludgeoning, piercing, and slashing
damage from nonmagical and nonsilver
weapons
OFFENSE
Speed: 30 ft. in human or hybrid form; 10 ft., 50 ft.
flying in pterodactyl form
Multiattack: A weredactyl makes two melee
attacks.
Melee AttackPeck (pterodactyl form): +5
to hit (reach 5 ft.; one creature). Hit: 1d6
+ 3 piercing damage.
Melee AttackClaws (hybrid form): +5 to
hit (reach 5 ft.; one creature). Hit: 1d6 +3
slashing damage. If both claw attacks hit
the same target, the creature must make
a successful DC 12 Dex saving
throw or be grappled.
Melee AttackHandaxe
(human or hybrid form):
+5 to hit (reach 5 ft.; one
creature). Hit: 1d6 + 3 slashing
damage.
STATISTICS
Str 16 (+3), Dex 15 (+2), Con 12 (+1),
Int 7 (2), Wis 10 (+0), Cha 8 (+0)
Languages: Common, Unique
Senses: Darkvision 60 ft.
ECOLOGY
Environment: Temperate
Organization: Solitary, patrol (25),
or one per skelzi when encountered
with their masters
Weredactyls in their human form are fat, slouching humanoids
with protruding faces, low foreheads, and sagittal crests. Their wereform is a pterodactyl with long human fingers at the wing-joint and
human eyes. In hybrid form, their arms and legs are more developed,
and their wings and beaks are small; too small to enable flight, in the
case of the wings.
Weredactyls live in servitude to the evil skelzis. They are naturally
stupid even in human form. Weredactyls without skelzis to command
them have been known to throw all their axes at approaching enemies,
leaving themselves weaponless in the following melee. If they spend more
than six continuous hours in pterodactyl form, they go completely feral
and must be retrained from scratch to be of any use to their skelzi masters.
246
Widow Creeper
This creature resembles a monstrous spider about twice the size of a human, but constructed
of weeds, vines, and leaves. Two writhing tentacles sprout from its eight-legged body, each ending
in a sharpened talon. An hourglass-shaped pattern of leaves and brush can be seen on its back.
This ability functions identically to tremorsense, but uses
plants as its medium instead of earth.
Woodland Stride: A widow creeper can move through
thorns, briars, dense brush, and similar terrain at its normal
speed without being hindered, slowed down, or injured.
This includes terrain that is magically manipulated.
Widow Creeper
ECOLOGY
Environment: Temperate forests
Organization: Solitary
OFFENSE
Speed: 30 ft., climb 20 ft.
Multiattack: A widow creeper attacks twice.
Melee AttackVines: +9 to hit (reach 15 ft.; one creature).
Hit: 3d10 + 5 piercing damage. If both vine attacks hit the
same target, the creature must make a successful DC 17
Dex saving throw or be grappled.
Melee AttackBrain Fluid Drain: +9 to hit (reach 5 ft.; one
restrained or grappled creature). Hit: 3d8 + 5 piercing
damage and the target loses 1 point of Intelligence.
Ranged AttackWebs (recharge 5, 6): +5 to hit (range 30
ft./60 ft.; one creature). Hit: The target is restrained by
plant-fiber webs. A webbed creature can use its action
to attempt a DC 17 Str (Athletics) check to escape.
The web can also be destroyed by 15
points of slashing or fire damage
against AC 10.
Widow creepers are spiderlike plant creatures that make their lairs
deep in tangled forests. When widow creepers are in a region, they are a
constant danger to woodsmen, foresters, and other denizens of the forest.
Widow creepers spend much of their time in their nests, which are built
of plant-fiber webs strung high in the trees and stretching to a diameter
of 50 yards or more. When they venture out for food, however, they can
cover a tremendous amount of territory in their lethal hunt.
A widow creeper sustains itself on a diet of brain fluid and blood.
Corpses drained of fluids are left where they fell; the widow creeper does
not devour the flesh, bones, or muscle of its prey.
A widow creeper looks like a giant (8 feet tall) black widow spider, but
it is a plant, not an animal. Its body is formed from stems, small leaves,
and tightly twisted vines, all dark green or brown in color. Two long,
sinewy, tentacle-like vines protrude from its body and serve as both the
creatures primary weapons and its primary manipulative limbs.
A widow creeper utters no sounds; it is believed they neither speak nor
understand any humanoid languages.
STATISTICS
Str 21 (+5), Dex 12 (+1),
Con 18 (+4), Int 5 (3),
Wis 10 (+0), Cha 13 (+1)
Languages: None
Skills: Perception +8,
Stealth +3
Senses:
Darkvision 60 ft.,
plantsense 120 ft.
TRAITS
Charm Plants: All
plant creatures with
Intelligence 3 or higher
that come within 50 feet
of a widow creeper must
make a successful DC
12 Wis saving throw or be
charmed by it for 24 hours.
Entangle (recharge 6): As a bonus action, a widow creeper
can cast the spell entangle (DC 13 to escape).
Plantsense: A widow creeper can pinpoint the location of
anything within 120 feet that is in contact with vegetation.
247
Copyright Notice
Author Scott Greene.
Witch Grass
These plants, growing to a height of about 2 feet, have a bulbous root
and a bushy, leafy crown of purple leaves.
Witch Grass
XP 0 (CR 0)
Unaligned Small plant
AC 5
hp: 3 (1d6)
Immunity: All
conditions
Speed: 0 ft.
TRAITS
Defenseless: Witch grass
plants automatically fail
saving throws.
Magic Damping: When
an arcane spellcaster
tries to cast an
arcane spell within
20 feet of a patch
of witch grass, the
caster must make an
Int or Cha saving throw;
use the ability most
appropriate to the
spellcasters class.
The DC equals 10 +
the size of the patch
in 10-ft. squares (see
Organization, below).
For example, if a wizard
tries to cast a spell
near a 30-square-foot
patch of witch grass,
she must make a
successful DC 13 Int
saving throw. If the save
succeeds, the spell is cast normally. If the
saving throw fails, the spell is not cast but
the spell slot is not expended. Only arcane
magic is affected.
Seeds: Witch grass seeds attach themselves
to anything they come in contact
with. Seeds have the same magic damping effect as
the plants, but their range is only 10 feet and the DC
to overcome their effect is always 11. The effect lasts
for 12 hours, then the seeds lose their potency. A close
inspection of clothing and gear, plus a successful DC 8 Int
(Nature) check, reveals the presence of the seeds. Once
theyre identified, seeds can be eliminated by spending
an hour washing and thoroughly cleaning clothes,
animals, and equipment.
ECOLOGY
Environment: Temperate or warm forests, hills, and plains
Organization: Patch (1d6 x 10 sq. ft.)
h u e that extends to the plants base and roots. A patch of witch grass
covers an area of 10 to 60 square feet. It is only found in temperate or
warm forests, hills and plains.
Witch grass is completely harmless in most ways, but it has an
inhibiting effect on arcane magic. Something about the plant causes the
intricate memorization patterns in an arcane spellcasters mind to become
muddled, making it difficult for them to cast spells properly. Only arcane
magic is hampered; divine spellcasters arent bothered by the plants.
When anything brushes past a witch grass plant, the plants tiny seeds
attach themselves to clothing, fur, boots, saddles, hooves, and whatever
else they come in contact with. Once they get into a spellcasters clothing
or gear, or that of his or her companions, they can cause almost as much
trouble as an entire patch of witch grass. The seeds are easily eliminated
by cleaning, but the job must be thorough.
Copyright Notice
Author Scott Greene.
248
Witherstench
This creature resembles a mangy yellow skunk with very little fur, whose body is splotched
with tiny purple spots. Patchy, dark fur grows here and there across its body.
(except witherstenches) that start their turn within 30
feet of a witherstench must make a successful DC 8
Con saving throw or be incapacitated for as long as
they remain within 30 feet of the creature. Even after
leaving the affected area, the creature has tactical
disadvantage on attack rolls and ability checks until the
end of its next turn. Creatures that save successfully are
immune to this stench until after their next long rest. Spells
and effects that neutralize poison are effective against
stench. Creatures that are immune to poison are immune
to this effect, and those that are resistant to poison have
tactical advantage on their saving throw.
Witherstench
XP 0 (CR 0)
Unaligned Small monstrosity
Initiative +2
DEFENSE
AC 12
hp: 1 (1d6 2)
OFFENSE
Speed: 20 ft.
Melee AttackClaws: +4 to hit (reach 5 ft.; one creature).
Hit: 2 slashing damage.
ECOLOGY
Environment: Temperate
Organization: Solitary
STATISTICS
Str 6 (2), Dex 14 (+2), Con 6 (2),
Int 2 (4), Wis 10 (+0), Cha 3 (4)
Languages: None
Senses: Darkvision 60 ft.
TRAITS
Stench: A witherstench has a putrid stench that nearly
every form of animal life finds offensive. All living creatures
249
DEFENSE
AC 12
hp: 25 (3d10 + 9)
Immunity: Psychic damage; charm, fright, prone, stun,
unconsciousness
ECOLOGY
Environment: Temperate and warm forests and underground
Organization: Patch (1 yellow musk creeper plus 16 yellow
musk zombies)
OFFENSE
Speed: 5 ft.
Multiattack: A yellow musk creeper attacks twice with
tendrils and sprays pollen once.
Melee AttackTendril: +6
to hit (reach 5 ft.; one
creature). Hit: 1d4 + 2
piercing damage. If
the target is charmed
by the yellow musk
creeper, it also loses
1d4 Intelligence
points; see Create
Yellow Musk
Zombie, below.
Ranged Attack
Pollen: automatic
hit (range 30 ft.;
one creature).
Hit: the target
must make a
successful DC 13
Con saving throw or
be incapacitated
and charmed by the
yellow musk creeper
for 1d4 minutes.
Charmed creatures
must approach the
yellow musk creeper
and dont resist its
attacks; the creepers
tendril attacks have
tactical advantage
against them.
STATISTICS
Str 18 (+4), Dex 14 (+2), Con 17 (+3),
Int 0 (5), Wis 10 (+0), Cha 8 (1)
Languages: None
Senses: Darkvision 60 ft.
TRAITS
Create Yellow Musk Zombie: A creature that is charmed
by a yellow musk creeper and reduced to Intelligence 0
becomes a yellow musk zombie under the control of the
creeper that created it. The transformation takes 1 hour. If
Credit
The yellow musk creeper originally appeared in the First Edition Fiend
Folio ( TSR/Wizards of the Coast, 1981) and is used by permission
Copyright Notice
Author Scott Greene, based on original material by Albie Fiore.
250
DEFENSE
AC 9
hp: 19 (3d8 + 6)
Immunity: Psychic damage; charm, fright, stun,
unconsciousness
OFFENSE
Speed: 20 ft.
Melee AttackFist or Weapon: +4 to hit (reach 5 ft.; one
creature). Hit: 1d8 + 2 bludgeoning damage (type can
vary by weapon)
STATISTICS
Str 15 (+2), Dex 8 (1), Con 14 (+2),
Int 2 (4), Wis 10 (+0), Cha 1 (5)
Languages: None
Senses: Darkvision 60 ft.
TRAITS
Link to Creator: A yellow musk zombie can never move
more than 200 feet away from the yellow musk creeper
that created it. If it is forced to do so, it dies. The
exception to this restriction is when the yellow
musk creeper separates from the zombie
so the zombie can seek out a location for a
new creeper to take root.
ECOLOGY
Environment: Temperate and warm forests and
underground
Organization: Solitary (when spreading) or
patch (1 yellow musk creeper plus 16 yellow
musk zombies)
Yellow musk zombies are creatures that have been
transformed into their current state by a yellow musk
creeper. The yellow musk zombie appears much as it did in
life, wearing the same clothes and carrying the same weapons
it had at the time of its transformation. Yellow musk zombies
have pale yellow skin and stark white eyes. They are attuned to
the yellow musk creeper that created them by the many thin, ivylike
vines growing from their flesh. This attunement prevents them from
moving more than 200 feet away from the creeper. If a zombie is forced
to exceed that distance, it dies.
About two months after its transformation, the zombie is ripe. At that
time, the yellow musk creeper turns it loose, and the zombie wanders up
to a mile away from its parent creeper and dies. Where it falls, new yellow
musk seedlings sprout from the corpse, and within one hour, a fully grown
yellow musk creeper blooms.
Credit
The yellow musk zombie originally appeared in the First Edition Fiend
Folio ( TSR/Wizards of the Coast, 1981) and is used by permission.
Copyright Notice
Author Scott Greene, based on original material by Albie Fiore.
251
Zombie Raven
Among the flock of ravens passing overhead are many birds that appear tattered,
rotted, and eyelessflying zombie ravens!
Zombie Raven
XP 10 (CR 0)
CE Tiny undead
Initiative +1
DEFENSE
AC 11
hp: 3 (1d4 + 1)
Saving Throws: Wis +0
Immunity: Poison damage; exhaustion, fright, poison,
unconsciousness
OFFENSE
Speed: 10 ft., fly 50 ft.
Melee AttackBeak: +3 to hit (reach 5 ft.; one creature).
Hit: 1 piercing damage.
STATISTICS
Str 4 (3), Dex 12 (+1), Con 10 (+0),
Int 3 (4), Wis 6 (2), Cha 5 (3)
Languages: None
Senses: Darkvision 60 ft.
TRAITS
Disintegration: Zombie ravens disintegrate into dust
and feathers when destroyed. Whenever five zombie
ravens have been destroyed in a confined space (or
10 in the open), all living creatures involved in the fight
must make successful DC 10 Con saving throws. The
saving throw must be repeated every time another
five (or 10 in the open) zombie ravens are destroyed.
The first failed saving throw causes a creature to have
tactical disadvantage on attack rolls against targets
that are more than 5 feet away (if the attack is a spell
that relies on a saving throw, the target has tactical
advantage on the saving throw). The second failed
saving throw applies tactical disadvantage to all
attacks, regardless of range. The third failed saving
throw blinds the creature. These penalties last until the
affected creature leaves the confined space (or the
area) where the fight occurred, or until five minutes
have passed.
Mobility: An opponent has tactical disadvantage on
opportunity attacks against a flying zombie raven.
Unholy Fortitude: Zombie ravens care nothing about the
deities of humanoids, so they have tactical advantage on
saving throws against being turned.
ECOLOGY
Environment: Any land
Organization: Flock (636)
252
Appendix A:
Monsters by Type
Aberrations
Creature................................................CR
Adherer.................................................... 2
Artificer of Yothri...................................... 5
Blood Orchid............................................ 5
Blood Orchid Grand Savant.................. 9
Blood Orchid Savant.............................. 7
Bone Cobbler.......................................... 2
Bonesucker.............................................. 4
Brume....................................................... 6
Carbuncle.............................................1/8
Cerebral Stalker....................................... 5
Clamor...................................................... 2
Crimson Mist............................................. 7
Decapus................................................... 2
Denizen of Leng...................................... 5
Dust Digger.............................................. 3
Encephalon Gorger................................ 4
Froghemoth........................................... 11
Gohl (Hydra Cloud)................................ 8
Gorbel...................................................1/4
Grue, Type 2............................................ 2
Leng Spider.............................................. 6
Temporal Crawler................................... 2
Tentacled Horror................................... 11
Volt.........................................................1/4
Were-mist................................................. 2
Beasts
Creature................................................CR
Ant Lion.................................................... 4
Assassin Bug............................................. 5
Beetle, Giant Rhinoceros....................... 4
Beetle, Giant Slicer.................................. 3
Beetle, Giant Water.............................1/2
Boalisk....................................................... 1
Boneneedle, Greater............................. 1
Boneneedle, Lesser..............................1/4
Catfish, Giant Electric............................. 3
Cave Cricket........................................1/4
Cave Eel................................................1/4
Cave Leech............................................. 6
Centipede Nest....................................1/2
Chain Worm........................................... 12
Clam, Giant..........................................1/4
Crayfish, Monstrous................................. 2
Eel, Giant Moray...................................... 2
Eel, Gulper................................................ 3
Gillmonkey............................................1/4
Golden Cat.............................................. 0
Helix Moth, Adult..................................... 6
Helix Moth, Larva..................................... 2
Horsefly, Giant......................................1/2
Land Lamprey......................................1/4
Leopard, Snow.....................................1/4
Mandrill..................................................1/8
Pleistocene: Brontotherium.................... 6
Pleistocene: Hyaenodon........................ 1
Pleistocene: Mastodon........................... 4
Pleistocene: Woolly Rhinoceros............. 6
Seahorse, Giant....................................1/2
Stegocentipede...................................... 4
Tunnel Prawn........................................1/8
Constructs
Creature................................................CR
Amphoron of Yothri: Juggernaut.......... 6
Amphoron of Yothri: Warrior.................. 2
Amphoron of Yothri: Worker...............1/2
Brass Man................................................. 6
Caryatid Column.................................... 1
Exoskeleton: Giant Ant........................1/2
Exoskeleton: Giant Beetle...................... 2
Exoskeleton: Giant Crab........................ 3
Golem, Flagstone.................................... 7
Golem, Furnace...................................... 9
Golem, Stone Guardian......................... 2
Golem, Wooden..................................... 3
Origami Warrior....................................1/8
Sepulchral Guardian.............................. 3
Dragons
Creature................................................CR
Dracolisk................................................... 7
Drake, Fire................................................ 1
Drake, Ice................................................. 1
Sea Serpent, Brine................................. 10
Sea Serpent, Deep Hunter................... 14
Sea Serpent, Fanged.............................. 5
Sea Serpent, Shipbreaker..................... 20
Sea Serpent, Spitting............................... 5
Elementals
Creature................................................CR
Igniguana................................................. 1
Lava Child................................................ 1
Magmoid................................................. 4
Sandling................................................... 1
Weird, Lava.............................................. 4
Fey
Creature................................................CR
Fyr...........................................................1/4
Gray Nisp.................................................. 6
Grimm....................................................... 7
253
Korred....................................................... 1
Midnight Peddler..................................1/2
Mite........................................................1/8
Mite: Pestie............................................1/4
Pech......................................................1/4
Fiends
Creature................................................CR
Aerial Servant.......................................... 9
Astral Shark............................................... 5
Burning Dervish........................................ 3
Chaos Knight........................................... 4
Dagon.................................................... 20
Demon: Teratashia................................ 17
Demon: Thalasskpotis........................... 10
Demonic Knight....................................... 5
Fire Snake, Poisonous...........................1/2
Genie: Hawanar...................................... 7
Giant Slug of Pnakh............................... 4
Khargra..................................................... 2
Kurok-spirit................................................ 1
Screaming Devilkin..............................1/4
Shadow Mastiff.....................................1/2
Giants
Creature................................................CR
Biclops...................................................... 6
Giant, Jack-in-Irons................................. 7
Troll, Two-headed.................................... 6
Humanoids
Creature................................................CR
Aaztar-Ghola........................................... 4
Chupacabra........................................... 1
Dark Creeper........................................1/4
Dark Stalker.............................................. 2
Grippli....................................................1/4
Huggermugger.....................................1/4
Ryven........................................................ 1
Skelzi.......................................................... 1
Skulk.......................................................1/2
Tabaxi....................................................1/2
Taer........................................................... 1
Weredactyl.............................................. 2
Monstrosities
Creature................................................CR
Ape, Flying............................................... 2
Aranea..................................................... 3
Arcanoplasm........................................... 4
Astral Moth............................................1/8
Aurumvorax............................................. 5
Therianthrope: Lionwere........................ 2
Therianthrope: Owlwere......................1/2
Therianthrope: Wolfwere........................ 1
Triton, Dark............................................... 1
Tunnel Worm............................................ 8
Vorin.......................................................... 9
Vulchling...............................................1/8
Witherstench............................................ 0
Oozes
Creature................................................CR
Ectoplasm................................................ 2
Grue, Type 1............................................ 4
Jelly, Mustard........................................... 5
Ooze, Glacial........................................... 1
Ooze, Magma......................................... 5
Pudding, Blood........................................ 2
Slithering Tracker..................................... 2
Plants
Creature................................................CR
Algoid....................................................... 3
Ascomoid................................................. 3
Bloodsuckle.............................................. 3
Cobra Flower........................................... 2
Flowershroud........................................... 1
Foresters Bane........................................ 5
Fungoid.................................................... 2
Fungus Bat.............................................1/4
Gallows Tree.......................................... 13
Gallows Tree Zombie.............................. 2
Gargoyle, Fungus.................................... 3
Gnarlwood............................................... 8
Green Brain.............................................. 1
Hangman Tree......................................... 7
Jupiter Bloodsucker................................. 1
Kampfult................................................... 2
Kelpie........................................................ 1
Mandragora.........................................1/8
Olive Slime................................................ 0
Olive Slime Zombie...............................1/2
Phycomid..............................................1/2
Quickwood.............................................. 8
Russet Mold...........................................1/2
254
Scythe Tree.............................................. 5
Shroom..................................................... 4
Strangle Weed......................................... 2
Tendriculos............................................... 4
Treant, Lightning...................................... 6
Tri-flower Frond......................................1/2
Vampire Rose.......................................1/4
Vegepygmy Chief.................................. 3
Vegepygmy Commoner, Worker......1/8
Vegepygmy Guard.............................1/2
Widow Creeper..................................... 10
Witch Grass.............................................. 0
Yellow Musk Creeper.............................. 1
Yellow Musk Zombie............................1/4
Undead
Creature................................................CR
Bloody Bones........................................... 2
Cadaver................................................1/2
Cadaver Lord.......................................... 3
Cat, Feral Undead...............................1/8
Cimota..................................................... 2
Cimota Guardian.................................... 4
Cimota, High............................................ 6
Coffer Corpse.......................................... 2
Corpsespun.............................................. 1
Crypt Thing............................................... 3
Darnoc..................................................... 2
Fear Guard.............................................. 3
Fetch......................................................... 1
Ghost-Ammonite..................................... 2
Hanged Man........................................1/2
Hieroglyphicroc....................................... 3
Jackal of Darkness.................................. 1
Mummy of the Deep.............................. 2
Murder Crow............................................ 3
Rat, Shadow............................................ 0
Red Jester................................................ 5
Shadow, Lesser.....................................1/8
Skeleton Warrior.................................... 14
Skeleton, Stygian..................................... 7
Soul Reaper............................................ 16
Troll, Spectral............................................ 4
Zombie Raven......................................... 0
Appendix B:
Monsters by CR
CR 0
Creature.............................................Type
Golden Cat...................................... beast
Olive Slime......................................... plant
Rat, Shadow................................ undead
Witch Grass....................................... plant
Witherstench...........................monstrosity
Zombie Raven............................. undead
CR 1/8
Creature.............................................Type
Astral Moth..............................monstrosity
Carbuncle................................aberration
Cat, Feral Undead...................... undead
Fire Crab, Lesser.....................monstrosity
Jaculi.......................................monstrosity
Mandragora..................................... plant
Mandrill............................................. beast
Mantari....................................monstrosity
Mite........................................................fey
Origami Warrior.........................construct
Shadow, Lesser............................ undead
Tunnel Prawn................................... beast
Vegepygmy Commoner, Worker.. plant
Vulchling.................................monstrosity
CR 1/4
Creature.............................................Type
Blood Hawk.............................monstrosity
Boneneedle, Lesser......................... beast
Cave Cricket................................... beast
Cave Eel........................................... beast
Clam, Giant..................................... beast
Dark Creeper........................... humanoid
Fungus Bat......................................... plant
Fyr...........................................................fey
Gillmonkey....................................... beast
Gorbel......................................aberration
Grippli....................................... humanoid
Hawktoad...............................monstrosity
Huggermugger........................ humanoid
Land Lamprey................................. beast
Leopard, Snow................................ beast
Leucrotta, Young...................monstrosity
Mite, Pestie............................................fey
Pech......................................................fey
Ronus.......................................monstrosity
Screaming Devilkin.......................... fiend
Vampire Rose................................... plant
Volt............................................aberration
Yellow Musk Zombie........................ plant
CR 1/2
Creature.............................................Type
Amphoron of Yothri (Worker)...construct
Beetle, Giant Water........................ beast
Cadaver....................................... undead
Centipede Nest............................... beast
Death Dog..............................monstrosity
Dire Corby...............................monstrosity
Eblis..........................................monstrosity
Exoskeleton, Giant Ant.............construct
Fire Snake, Poisonous....................... fiend
Hanged Man............................... undead
Horsefly, Giant................................. beast
Kech........................................monstrosity
Midnight Peddler..................................fey
Olive Slime Zombie........................... plant
Phycomid.......................................... plant
Pyrolisk.....................................monstrosity
Russet Mold....................................... plant
Seahorse, Giant............................... beast
Shadow Mastiff................................. fiend
Skulk.......................................... humanoid
Tabaxi....................................... humanoid
Therianthrope, Foxwere.........monstrosity
Therianthrope, Owlwere........monstrosity
Tri-Flower Frond................................. plant
Vegepygmy Guard......................... plant
CR 1
Creature.............................................Type
Boalisk............................................... beast
Boneneedle, Greater..................... beast
Caryatid Column......................construct
Chupacabra........................... humanoid
Church Grim...........................monstrosity
Cooshee..................................monstrosity
Corpsespun.................................. undead
Crabman................................monstrosity
Drake, Fire..................................... dragon
Drake, Ice...................................... dragon
Elusa Hound............................monstrosity
Fetch............................................. undead
Flowershroud.................................... plant
Gargoyle, Green Guardian..monstrosity
Gorilla Bear.............................monstrosity
Green Brain....................................... plant
Hippocampus.........................monstrosity
Hoar Fox..................................monstrosity
Hyaenodon...................................... beast
Igniguana................................. elemental
Jupiter Bloodsucker.......................... plant
Kelpie................................................. plant
255
Korred....................................................fey
Kurok-spirit......................................... fiend
Lava Child................................ elemental
Ooze, Glacial.....................................ooze
Ryven........................................ humanoid
Sandling................................... elemental
Skelzi.......................................... humanoid
Taer........................................... humanoid
Tangtal....................................monstrosity
Therianthrope, Wolfwere.......monstrosity
Triton, Dark..............................monstrosity
Yellow Musk Creeper....................... plant
Jackal of Darkness...................... undead
CR 2
Creature.............................................Type
Adherer....................................aberration
Amphoron of Yothri (Warrrior).construct
Ape, Flying..............................monstrosity
Bloody Bones............................... undead
Bone Cobbler..........................aberration
Cave Fisher.............................monstrosity
Cimota......................................... undead
Clamor......................................aberration
Cobra Flower.................................... plant
Coffer Corpse.............................. undead
Crayfish, Monstrous......................... beast
Dark Stalker.............................. humanoid
Darnoc......................................... undead
Decapus...................................aberration
Ectoplasm..........................................ooze
Eel, Giant Moray.............................. beast
Exoskeleton, Giant Beetle........construct
Fen Witch................................monstrosity
Fire Crab, Greater..................monstrosity
Flail Snail..................................monstrosity
Foo Dog...................................monstrosity
Fungoid............................................. plant
Gallows Tree Zombie....................... plant
Ghost Ammonite......................... undead
Golem, Stone Guardian...........construct
Grue, Type 2............................aberration
Helix Moth Larva.............................. beast
Kampfult............................................ plant
Khargra.............................................. fiend
Leucrotta, Adult.....................monstrosity
Mummy of the Deep.................. undead
Naga, Hanu-naga.................monstrosity
Pudding, Blood..................................ooze
Slithering Tracker...............................ooze
Strangle Weed.................................. plant
Tazelwurm...............................monstrosity
Temporal Crawler...................aberration
CR 3
Creature.............................................Type
Algoid................................................ plant
Aranea....................................monstrosity
Ascomoid.......................................... plant
Basilisk, Crimson......................monstrosity
Bat, Doombat.........................monstrosity
Beetle, Giant Slicer.......................... beast
Bloodsuckle....................................... plant
Borsin........................................monstrosity
Burning Dervish................................. fiend
Cadaver Lord.............................. undead
Catfish, Giant Electric..................... beast
Crypt Thing................................... undead
Death Worm...........................monstrosity
Dust Digger..............................aberration
Eel, Gulper........................................ beast
Exoskeleton, Giant Crab..........construct
Fear Guard.................................. undead
Gargoyle, Fungus............................. plant
Golem, Wooden.......................construct
Hieroglyphicroc........................... undead
Kamadan................................monstrosity
Murder Crow................................ undead
Sepulchral Guardian................construct
Vegepygmy Chief........................... plant
CR 4
Creature.............................................Type
Aaztar-Ghola........................... humanoid
Ant Lion............................................ beast
Arcanoplasm..........................monstrosity
Beetle, Giant Rhinoceros............... beast
Bonesucker..............................aberration
Caterprism..............................monstrosity
Chaos Knight.................................... fiend
Churr........................................monstrosity
Cimota, Guardian....................... undead
Corpse Rook...........................monstrosity
Encephalon Gorger................aberration
Gargoyle, Four-Armed..........monstrosity
Giant Slug of Pnahk........................ fiend
Grue, Type 1......................................ooze
Lithonnite.................................monstrosity
Magmoid................................. elemental
Mastodon......................................... beast
Quadricorn.............................monstrosity
Shroom.............................................. plant
Stegocentipede.............................. beast
Tendriculos........................................ plant
Troll, Spectral................................ undead
Weird, Lava.............................. elemental
CR 5
Creature.............................................Type
Artificer of Yothri......................aberration
Assassin Bug..................................... beast
Astral Shark........................................ fiend
Aurumvorax............................monstrosity
Basilisk, Greater......................monstrosity
Blood Orchid............................aberration
Catoblepas.............................monstrosity
Cerebral Stalker.......................aberration
Corpsespinner........................monstrosity
Demonic Knight................................ fiend
Denizen of Leng......................aberration
Foresters Bane................................. plant
Gargoyle, Margoyle..............monstrosity
Mustard Jelly......................................ooze
Ooze, Magma...................................ooze
Red Jester.................................... undead
Scythe Tree....................................... plant
Sea Serpent, Fanged................... dragon
Sea Serpent, Spitting.................... dragon
CR 6
Creature.............................................Type
Amphoron of Yothri (Juggernaut)...........
construct
Biclops............................................... giant
Brass Man...................................construct
Brontotherium.................................. beast
Brume.......................................aberration
Cave Leech..................................... beast
Cimota, High................................ undead
Gray Nisp...............................................fey
Helix Moth Adult.............................. beast
Leng Spider..............................aberration
Treant, Lightning............................... plant
Troll, Two-Headed............................ giant
Wooly Rhinoceros........................... beast
CR 7
Creature.............................................Type
Blood Orchid Savant..............aberration
Crimson Mist.............................aberration
Dracolisk........................................ dragon
Genie, Hawanar............................... fiend
Giant, Jack-in-Irons.......................... giant
Golem, Flagstone......................construct
Gorgimera..............................monstrosity
Grimm....................................................fey
Hangman Tree.................................. plant
Stygian Skeleton.......................... undead
CR 8
Creature.............................................Type
Gnarlwood........................................ plant
Gohl..........................................aberration
Quickwood....................................... plant
Tunnel Worm...........................monstrosity
CR 9
Creature.............................................Type
Aerial Servant................................... fiend
Blood Orchid Grand Savant..aberration
Golem, Furnace........................construct
Vorin.........................................monstrosity
CR 10
Creature.............................................Type
Demon: Thalasskoptis...................... fiend
Gloom Crawler.......................monstrosity
Sea Serpent, Brine........................ dragon
Widow Creeper................................ plant
CR 11
Creature.............................................Type
Froghemoth.............................aberration
Tentacled Horror.....................aberration
CR 12
Creature.............................................Type
Chain Worm..................................... beast
CR 13
Creature.............................................Type
Gallows Tree..................................... plant
CR 14
Creature.............................................Type
Sea Serpent, Deep Hunter.......... dragon
Skeleton Warrior.......................... undead
CR 15
Creature.............................................Type
Demon: Thalasskpotis...................... fiend
CR 16
Creature.............................................Type
Soul Reaper.................................. undead
CR 20
Creature.............................................Type
Dagon............................................... fiend
Sea Serpent, Shipbreaker............ dragon
256
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257
Eel, Gulper
Elusa Hound
Encephalon Gorger
Exoskeleton:
Giant Ant
Exoskeleton:
Giant Beetle
Exoskeleton: Giant Crab
Fear Guard
Fetch
Fire Crab, Greater
Fire Crab, Lesser
Flowershroud
Fungoid
Fungus Bat
Fyr
Gallows Tree
Gallows Tree Zombie
Gargoyle, Fungus
Genie: Hawanar
Ghost-Ammonite
Giant Slug of Pnakh
Giant, Jack-in-Irons
Gillmonkey
Gloom Crawler
Gnarlwood
Gohl (Hydra Cloud)
Golden Cat
Golem, Flagstone
Golem, Furnace
Gray Nisp
Green Brain
Grimm
Grue, Type 1
Grue, Type 2
Hanged Man
Hawktoad
Helix Moth
Hieroglyphicroc
Horsefly, Giant
Huggermugger
Igniguana
Jackal of Darkness
Kurok-spirit
Lava Weird
Leng Spider
Leopard, Snow
Leucrotta, Adult
Leucrotta, Young
Lithonnite
Magmoid
Mandragora
Mandrill
Murder Crow
Naga: Hanu-naga
Ooze, Glacial
Ooze, Magma
Origami Warrior
Pleistocene Animals:
Brontotherium
Pleistocene Animals:
Hyaenodon
Pleistocene Animals:
Mastodon
Pleistocene Animals:
Woolly Rhinoceros
Pudding, Blood
Quadricorn
Red Jester
Ronus
Ryven
Sea Serpent, Brine
Sea Serpent,
Deep Hunter
Sea Serpent, Fanged
Sea Serpent,
Shipbreaker
Sea Serpent, Spitting
Sepulchral Guardian
Shadow Mastiff
Shroom
Skeleton, Stygian
Skelzi
Soul Reaper
Tangtal
Tazelwurm
Temporal Crawler
Tendriculos
Tentacled Horror
Treant, Lightning
Triton, Dark
Tunnel Prawn
Vorin
Were-mist
Weredactyl
Widow Creeper
Witch Grass
Zombie Raven
The following monsters contain Open Game Content that is subject to additional
rules about how to use the Open Game Content in a publication (see below for
instructions):
This book contains two types of Open Game Content. Some of the Open Game
Content was originally released under a specific license from Wizards of the Coast
for Necromancer Gamess Tome of Horrors and Tome of Horrors Revised, and contains restrictions that are not applicable to normal Open Game Content. Other Open
Game Content in the book is ordinary Open Game Content, unrestricted by anything other than the provisions of the Open Game License.
Adherer
Aerial Servant
Algoid
Ant Lion
Ascomoid
Assassin Bug
Astral Shark
Aurumvorax
Basilisk, Greater
Bat: Doombat
Beetle,
Giant Rhinoceros
Beetle, Giant Slicer
Blood Hawk
Bloody Bones
Boalisk
Bone Cobbler
Bonesucker
Carbuncle
Caryatid Column
Cave Cricket
Cave Fisher
Clam, Giant
Cobra Flower
Cooshee
Crabman
Crayfish, Monstrous
Crypt Thing
Dagon
Dark Creeper
Dark Stalker
Darnoc
Death Dog
Death Worm
258
Decapus
Demonic Knight
Dire Corby
Dracolisk
Drake, Fire
Drake, Ice
Dust Digger
Eblis
Eel, Giant Moray
Fen Witch
Fire Snake
Flail Snail
Foo Dog
Foresters Bane
Froghemoth
Gargoyle:
Four-Armed
Gargoyle,
Green Guardian
Gargoyle: Margoyle
Golem,
Stone Guardian
Gorbel
Gorgimera
Grippli
Hangman Tree
Hippocampus
Hoar Fox
Jaculi
Jelly, Mustard
Jupiter Bloodsucker
Kamadan
Kampfult
Kech
Kelpie
Khargra
Korred
Land Lamprey
Lava Child
Mantari
Midnight Peddler
Mite
Mite, Pestie
Mummy of the Deep
Olive Slime
Olive Slime Zombie
Pech
Phycomid
Pyrolisk
Quickwood
Rat, Shadow
Russet Mold
Sandling
Screaming Devilkin
Scythe Tree
Shadow, Lesser
Skeleton Warrior
Skulk
Slithering Tracker
Stegocentipede
Strangle Weed
Tabaxi
Taer
Therianthrope:
Foxwere
Therianthrope:
Lionwere
Therianthrope:
Tunnel Worm
Vampire Rose
Vegepygmy Commoner,
Worker
Vegepygmy Guard
Vegepygmy Chief
Volt
Vulchling
Witherstench
Yellow Musk Creeper
Yellow Musk Zombie
Important Reminder
Remember, at no time can you use or refer to any of the content in the Credit
section of any monster. That content is provided to us by prior permission, and we
do not have the right to contribute it as Open Game Content. If you use any content
from the Credit section of any monster, you will be in violation of the license.
Disclaimer
The above is not legal advice. It is a helpful summary to aid you in reusing the
content contained in this book. Though the above language warrants that Necromancer Games, Inc. and Frog God Games will not allege you have failed to comply
with the Open Game License if you follow the above instructions, this does not
prevent third parties from possibly making such a claim. If you have concerns,
please consult an attorney.
259
ISBN 978-1-62283-219-4
$19.99
260