NerzugalsExtendedBestiary 1.05
NerzugalsExtendedBestiary 1.05
NerzugalsExtendedBestiary 1.05
Product Identity: The following items are hereby identified as Product Identity, as defined in the Open Game License version 1.0a,
Section 1(e), and are not Open Content: Proper names (characters, place names, etc.), dialogue, plots, story elements, locations,
characters, artwork, graphics, dungeons, adventures, and puzzles. (Elements that have previously been designated as Open Game
Content are not included in this declaration.)
Open Game Content: The Open content in this book includes the monster names, descriptions, monster statistics, and monster
abilities. No other portion of this work may be reproduced in any form without permission.
Nerzugal's Extended Bestiary Copyright 2017, Nerzugal Role-Playing.
1
Alchemists Elemental Alchemists
Alchemists are often considered to be some of the smartest Elemental alchemists were those working on making heavily
individuals around, requiring years and sometimes decades of volatile potions involving the use of fire, lightning, and ice.
study and practice to create magical potions far beyond the The Scorched Alchemists burn with every step they take and
reach of ordinary citizens. An alchemy lab is a dangerous can launch power blasts of flame from their hands. Various
place, however. There are accidents, and the worst amongst parts of their body are constantly ignited, but their skin does
these accidents cause the alchemists themselves to become not seem to be burnt. Sparking alchemists are infused with
bound to their own ingredients and tools. When this happens, lightning. They glow brightly, especially from out of their eyes.
the formerly advanced mind is reduced to that of a feral beast These were former casters and can tap into their spellcasting
with physical manifestations not ever meant to occur in the abilities, but they use them seemingly at random, targeting no
eyes of the gods. particular creature but knowing how to defend itself from
lingering instinct. The Frost Alchemists are frozen to their
core; so cold in fact that it is painful to even touch their skin
Caustic Alchemist as the cold will reach out and bite their attackers. The ground
These alchemists work amongst heavily acidic potions or in freezes with each step they take and water turns to ice in
areas of ingredient disposal. When corruption occurs, the their vicinity.
acid combines with their physicality and causes their blood to
turn to become caustic. Most of their body adapts to this acid, Glass-Infused and Iron-Infused
but other parts are melted and drip corrosive liquids from Alchemist
open wounds. Every moment of life is agony for these
creatures and they seek to inflict this same pain on others. The glass and iron infused alchemists were those working
They will tear at enemies with hands that have melted away amongst the alchemy equipment when the accident occurred.
to bone and will lob balls of acidic bile to melt away their As they felt the infection take hold, they began to go wild,
flesh as their own has been melted. smashing vials and throwing their bodies against laboratory
equipment . . . but some of these items took hold. Even as
Construct Alchemist glass and iron dug into their exposed flesh, it became part of
them. The Glass Alchemists have bits of broken glass stabbed
The construct alchemist is the most powerful of all all through their body making their attacks slice and slash at
transformed former laboratory workers. When the accident opponents, while also making them more difficult to target
occurred, these alchemists were in proximity to a golem or with spells. The Iron Alchemists have portions of their skin
similar creation which fused with their body to create a half- replaced with thick sheets of iron, making them highly
man, half-machine monstrosity that maintains some small resistant to weapon attacks.
scrap of sanity. They are given the strength of a machine, with Greater Entities. Some alchemists took on a more
tubes twisting and writhing between flesh and metal and extreme transformation. Those fused with iron having all of
pumping both blood, oil, and other fluids to somehow keep their skin replaced with flexible metal. Their weight increases
the creature alive. to over five hundred pounds and they become nearly
A Conflicted Mind. This alchemist alone maintains a indestructible. They launch shards of sharp iron from their
portion of its conscious mind, but these instances of clarity body and can crush opponents with their immense strength.
come in incredibly painful waves of occurrence. Because of The glass alchemists have their skin take on a shimmering,
this, the alchemists mind is susceptible to mind altering reflective effect that causes most spells to glance off of them
magics. It may seem like this alchemist could be saved and harmlessly. They also have the ability to spray out a blast of
redeemed, but any attempts to remove the metals latched shattered glass and slice their opponents to ribbons with
onto its brain would result in certain death. deadly claws.
Both Man and Machine. Most of the right half of the body
has been replaced by metal and wiring - from foot to skull.
The left half remains relatively untouched except for a few
wires that dig into its skin. Blood flows through a clear plastic
tube that juts out just below the lungs and curves up to
connect to its brain. Most of its jaw is still human, but some
of its teeth have been replaced by jagged metal shards and
screws. One of its eyes is a glowing red sensor while the
other remains ordinary, though horribly bloodshot. It is the
portions where the metal and flesh combine that is truly
unsettling though. Metal burrows into flesh with sharpened
hooks that pulls and stretches the flesh but doesnt tear it. In
other parts, the skin grows over the metal, turning it a deep
purple color similar to a bruise. In some portions, the job was
not done perfectly and bits of organs are exposed. Bone ribs
jut out through the metal panel on the right side of its chest.
It is nightmarish to behold.
2
Caustic Alchemist Acidic Flesh. Ranged projectiles that hit the alchemist
are dissolved and cannot be recovered.
Medium humanoid, chaotic evil
Armor Class 13
Hit Points 52 (8d8 + 16) Actions
Speed 30 ft. Multiattack. The alchemist makes two attacks with its
claws or one with its caustic burst.
STR DEX CON INT WIS CHA Claws. Melee Weapon Attack: +5 to hit, reach 5ft., one
11 (+0) 16 (+3) 14 (+2) 14 (+2) 10 (+0) 9 (-1) target. Hit: 6 (1d6 + 3) slashing damage plus 3 (1d6)
acid damage.
Damage Immunities acid Caustic Bile. Ranged Weapon Attack: +5 to hit, range
Senses passive Perception 10 15/30 ft., one target. Hit: The target must make a DC
Languages --- 13 Dexterity saving throw, taking 17 (5d6) acid
Challenge 2 (450 XP) damage on a failed save, or half as much damage on a
successful one.
3
Construct Alchemist
4
Frost Alchemist Glass-Infused
Medium humanoid, chaotic evil
Alchemist
Armor Class 16 (natural armor) Medium humanoid, chaotic evil
Hit Points 45 (6d10 + 12)
Speed 30 ft. Armor Class 12
Hit Points 27 (6d6 + 6)
Speed 40 ft.
STR DEX CON INT WIS CHA
16 (+3) 12 (+1) 14 (+2) 16 (+3) 12 (+1) 8 (-1) STR DEX CON INT WIS CHA
5
Greater Glass-Infused Greater Iron-Infused
Alchemist Alchemist
Medium humanoid, chaotic evil Medium humanoid, chaotic evil
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
8 (-1) 18 (+4) 14 (+2) 14 (+2) 10 (+0) 8 (-1) 18 (+4) 10 (+0) 14 (+2) 12 (+1) 12 (+1) 8 (-1)
Saving Throws Dex +6, Int +4 Saving Throws Con +4, Str +6
Damage Vulnerabilities bludgeoning, thunder Damage Resistance piercing, bludgeoning, and
Senses passive Perception 10 slashing damage from nonmagical weapons
Languages --- Senses passive Perception 11
Challenge 3 (700 XP) Languages ---
Challenge 3 (700 XP)
Shattering Blast. When the alchemist dies, it
explodes in a burst of sharp glass. Each creature Tough as Nails. The alchemist cannot be critically
within 5 feet of it must make a make a DC 13 hit.
Dexterity saving throw, taking 21 (6d6) piercing
damage on a failed save, or half as much on a
successful one. Actions
Reflective Skin. The alchemist has resistance to Multiattack. The alchemist makes two attacks with
damage from spells (except for thunder damage) its pummeling strike or two with its iron shard
and has advantage on saving throws against spells attack.
and other magical effects. Pummeling Strike. Melee Weapon Attack: +6 to hit,
Vicious Cuts. If the alchemist hits the same target reach 5ft., one target. Hit: 9 (1d10 + 4)
with both slashing strikes on the same round of bludgeoning damage and the target must succeed
combat, the target takes an additional 11 (2d10) on a DC 13 Strength saving throw or be knocked
piercing damage as glass shards cut deeply into prone.
flesh.
Iron Shard. Ranged Weapon Attack: +6 to hit, range
20/60 ft., one target. Hit: 10 (1d12 + 4) piercing
Actions damage.
Multiattack. The alchemist makes two attacks with
its slashing strike
Slashing Strike. Melee Weapon Attack: +6 to hit,
reach 5ft., one target. Hit: 7 (1d6 + 4) slashing
damage.
Rain of Glass (Recharge 5-6). The alchemist holds
out its hands and unleashes a blast of glass shards
in a 15 foot cone. Each creature in that area must
make a DC 13 Dexterity saving throw, taking 22
(4d10) slashing damage on a failed save, or have as
much damage on a successful one.
6
Iron-Infused Alchemist Actions
Medium humanoid, chaotic evil Pummeling Strike. Melee Weapon Attack: +4 to hit,
reach 5ft., one target. Hit: 6 (1d8 + 2) bludgeoning
Armor Class 15 (natural armor) damage and the target must succeed on a DC 11
Hit Points 27 (5d6 + 10) Strength saving throw or be knocked prone.
Speed 25 ft.
Iron Shard. Ranged Weapon Attack: +4 to hit, range
20/60 ft., one target. Hit: 6 (1d8 + 2) piercing damage.
STR DEX CON INT WIS CHA
14 (+2) 10 (+0) 14 (+2) 12 (+1) 10 (+0) 8 (-1)
Actions
7
Alpha War Eagle
Atop the highest peaks, all creatures fear the powerful giants
which can hurl massive boulders with relative ease.
Adventurers come prepared with armor and weaponry to
protect themselves from these foes as well as the harsh
weathers that accompany high altitudes. What many do not
account for, however, is the possibility of an Alpha War Eagle
protecting its lands and fellow eagles from intruders.
These alphas have proven themselves above all others in
their convocation. They are considered guardians of entire
mountain ranges and will dispatch anyone they see as a
threat to their kin. These eagles are ancient and wise, often
living over three hundred years. Typically the only threat one
of these eagles has is a particularly deadly giant or a younger
eagle attempting to rise up and take its place in the hierarchy.
Giant Hunters. While giants have been known to train and
use eagles as tools for hunting and scouting, the alpha is
known for hunting giants and other large creatures of the
mountain. In order for a giant eagle to be considered an
alpha, it is required that it kill a giant as a proof of its
strength. Most eagles do not survive an attempt, which is why
there are no alphas or only one alpha in an entire mountain
range.
Masters of Wind. The eagle and its massive wings have
full control of the dangerous winds that shriek through the
mountain tops and can bend them to its will with a single
flap. The eagle uses this primarily to assert its dominance
over other eagles, preventing them from flying too close by
creating a sphere of chaotic gusts. It also uses these winds
for combat, especially against giants. These winds are strong
enough to toss aside even the largest of hurled boulders,
allowing the eagle to move in close and begin its assault. The
eldest of these eagles have even been known to conjure up
destructive tornadoes capable of tearing through an entire
army, but eagles this powerful are quite rare.
Magical Feathers. Being around these innate magics for
so long gives the eagles feathers magical properties. The
eagles can use them to disable foes, sending off a single
feather that will attach to a target and rattle their mind with a
psychic assault. This attack also causes the victim to become
immobile, allowing for the eagle to easily pick them up and
drop them off a tall cliff if necessary. These feathers are
sought after by rare collectors and can be used to make
arrows of incredible strength. A single alpha has enough
feathers to make a hundred arrows and is worth upwards of
ten thousand gold to the right buyer.
8
Alpha War Eagle Actions
Large beast, neutral good Multiattack. The eagle makes three attacks: one with its
beak and two with its talons.
Armor Class 15
Hit Points 120 (16d10 + 32) Beak. Melee Weapon Attack: +9 to hit, reach 5ft., one
Speed 20 ft., fly 80 ft. target. Hit: 12 (2d6 + 5) piercing damage.
Talon. Melee Weapon Attack: +9 to hit, reach 5ft., one
STR DEX CON INT WIS CHA target. Hit: 16 (2d10 + 5) slashing damage.
18 (+4) 21 (+5) 15 (+2) 8 (-1) 17 (+3) 12 (+1) Enchanted Feather (Recharge 5-6). The eagle flaps its
wing and releases a cluster of feathers that seek out up
Saving Throws Dex +9, Wis +7 to three targets within 90 feet. The targets must make
Skills Athletics +8, Perception +11 a DC 16 Wisdom save, taking 27 (5d10) psychic
Senses passive Perception 21 damage and becoming restrained until the end of their
Languages Giant Eagle, understands Common and next turn on a failed save, or half as much damage and
Auran but cant speak them not restrained on a successful one.
Challenge 9 (5,000 XP) Create Tornado (1/Day). The eagle gives a powerful flap
of its wings that conjures up a 10-foot-radius, 100-
Keen Sight. The eagle has advantage on Wisdom foot-high tornado at a point within 120 feet. This
(Perception) checks that rely on sight. tornado travels along a straight line, moving 30 feet a
turn, for 1 minute. The area within the tornado is
Flyby Attack. The eagle doesn't provoke an opportunity heavily obscured. The tornado sucks up any Medium or
attack when it flies out of an enemy's reach. smaller objects that arent secured to anything and that
Master of Winds. The eagle has perfect control of the air arent worn or carried by anyone.
around its body. At the beginning of each of its turns A creature must make a DC 16 Dexterity saving throw
the eagle can choose to gain one of the following the first time on a turn that it enters the tornado or that
benefits until its next turn: the tornado enters its space, including when the
Ranged attacks against the eagle are made with tornado first appears. A creature takes 21 (6d6)
disadvantage. bludgeoning damage on a failed save, or half as much
The area in a 20 foot radius sphere centered on the damage on a successful one. In addition, a Large or
eagle is considered difficult terrain for other smaller creature that fails the save must succeed on a
creatures. DC 16 Strength saving throw or become restrained in
All creatures that start their turn within 20 feet of the tornado until it disperses. When a creature starts its
the eagle or enters that area for the first time on a turn restrained within the tornado, the creature is
turn must succeed on a DC 15 Strength saving pulled 10 feet higher inside of it, unless a creature is at
throw or be pushed 15 feet directly away from the the top.
eagle and knocked prone. A restrained creature moves with the whirlwind and
falls when the spell ends, unless a creature has some
means to stay aloft. A restrained creature can use an
action to make a DC 16 Strength or Dexterity check. If
successful, the creature is no longer restrained by the
tornado and is hurled 3d6 x 10 feet away from it in a
random direction.
Actions
9
Ancient Fisherman
Sometimes a man spends so much time at sea that stepping
on land is a foreign and unnatural endeavor. Often this is by
choice - a sailor who spends months at a time out at sea to
provide for their family. Other times it is by misfortune. Ships
Ancient Fisherman
Medium humanoid, unaligned
are not safe from destruction and when the strongest of
storms roll through entire crews may end up on the bottom of Armor Class 16 (mithril chainmail)
the ocean. On rare occasions, a small group or even a lone Hit Points 110 (13d10 + 39)
survivor will make it through such an incident, doomed to Speed 30 ft., swim 30 ft.
drift at sea until they die from malnutrition or until they
happen upon another ship, but typically the former.
On even rarer occasions, one of these survivors forms a STR DEX CON INT WIS CHA
bond with the ocean itself and embraces its power, viewing it 17 (+3) 10 (+0) 16 (+3) 12 (+1) 16 (+3) 12 (+1)
in the same way a cleric does their deity. The sailor and the
sea come to an understanding - the sea shall provide if the Saving Throws Str +6, Wis +6
sailor shows it the greatest of respect - the respect such a Skills Athletics +6, Nature +4, Perception +9,
powerful entity deserves. These sailors become masters of Survival +6
swimming, of fishing, and even receive the power of Senses passive Perception 19
spellcasting to help them through their endeavors. Languages any three languages
Call of the Sea. Even when given the option to return to Challenge 5 (1,800 XP)
civilization - their debt to the sea repaid - most choose to stay
on tropical islands, far from the rest of the world. Those who Aquatic Expert. The fisherman can hold his breath
do return are never the same. They are often considered mad for up to 10 minutes and his abilities are
men as they will spend hours at a time simply staring out at unimpeded when engaging in underwater combat.
the water, speaking to the waves as one would a lover. If the Innate Spellcasting. The fishermans innate
fisherman is ever taken away from the ocean permanently, spellcasting ability is Wisdom (spell save DC 14).
they go mad and will either kill the ones who try to keep them The fisherman can innately cast the following
from their love or die themselves from the anguish. spells, requiring no material components:
Zealous Believers. The fishermen that choose to stay out At will: dancing lights, shape water
away from civilization are the most dangerous. Upon meeting
them, they seem almost druidic in their respect for nature, 1/day each: control water, tidal wave, wall of water,
constantly speaking of the seas grace and power. They thank water sphere
the sea for each and every thing they are given and if anyone
questions their convictions . . . the wrath of the fisherman will Actions
be upon them swiftly. For those that support the fisherman,
they may be rewarded with the locations of long forgotten Multiattack. The fisherman makes three attacks: one
shipwrecks or buried treasure, but often these treasures are with his harpoon and two with his hook.
guarded by creatures of the deep even more dangerous than Giant Hook. Melee Weapon Attack: +6 to hit, reach
the fisherman. 5ft., one target. Hit: 7 (1d8 + 3) piercing damage.
Harpoon. Ranged Weapon Attack: +6 to hit, range
20/60 ft., one target. Hit: 6 (1d6 + 3) piercing
damage and the target is grappled (escape DC 14).
The fisherman may use his bonus action to pull the
target up to 30 feet towards him, dealing an
additional 9 (2d8) piercing damage. If the
fisherman uses this attack with a target already
grappled, the target is pulled up to an additional 30
feet and takes 9 (2d8) piercing damage. Whenever
the grappled creature attempts to break free of the
grapple, they immediately take 9 (2d8) piercing
damage at the harpoon tears at them.
Catch and Release (Recharge 5-6). The fisherman
performs a vicious attack on a target grappled by
his harpoon within 5 feet. He makes an attack roll
with advantage using his giant hook. On a hit, he
pierces through the target with the hook, then rips
it from their body, dealing an additional 33 (6d10)
piercing damage with the attack.
10
Ancient Fisherman
11
Aquatic Strider
One of the leading issues with constructs is their
permanence of form . . . well at least for most constructs. The
aquatic strider is crafted from several lightweight metal
components that are bound together by enchanted waters.
Aquatic Strider
Medium construct, unaligned
These waters are constantly flowing and give the strider not
only its form but also the ability to shift this form when Armor Class 13 (natural armor)
needed. These are typically created as part of a team effort of Hit Points 51 (6d10 + 18)
tinkerer and wizard, though sometimes a particularly bright Speed 40 ft., swim 30 ft.
and skilled gnome will be able to craft such a mechanical
wonder alone. Like any other construct, they serve their
masters will the best they can and are not afraid to be STR DEX CON INT WIS CHA
destroyed upholding these orders. 16 (+3) 8 (-1) 16 (+3) 6 (-2) 10 (+0) 6 (-2)
Best Form for the Job. The striders typical form is small
and quite quick. It has four incredibly thin metal legs that are Condition Immunities charmed, exhaustion,
nearly four feet long and allow the strider to move through frightened, paralyzed, petrified, poisoned
the roughest of terrains with ease. These legs hold up a large Senses passive Perception 10
cylindrical body with a central glowing core that provides the Languages understands Common and Aquan but
construct its power. While in this form, it will charge at cant speak.
enemies and impale them with a massive spike attached to Challenge 2 (450 XP)
the front of its body, but normally this form is only used to
catch foes escaping the striders other form - that of a tank. Shapeshifter. The strider can use its bonus action to
When the strider changes into its tank form, the slender legs transform its body into a tall, swift, four-legged
come together to form a long cannon that can fire burst of ice construct held together by streams of water, or into
cold water at short range. Its maneuverability is reduced a tough, slow-moving, cannon construct. While in
drastically as it no longer has its flexible legs, but the striders the cannon form, the strider has its AC increased to
16 and its movement speed reduced to 20 ft. The
stopping power is increased immensely. strider falls to pieces when it dies, regardless of its
Limitless Flexibility. While the striders two primary current form.
forms are strider and tank, it is capable of transforming to
many other tasks. It can bring its legs together to form a
scoop instead of a barrel to scoop debris, it can combine legs Actions
to allow it to reach across large gaps, or even take the form of
a small boat and pursue enemies in the water at high speeds Multiattack. The strider makes two attacks with its
impale ability.
while firing a cannon. The adaptability of the strider is
restricted only by the mind of its creator. Impale (Strider Form Only). Melee Weapon Attack:
+5 to hit, reach 5ft., one target. Hit: 7 (1d8 + 3)
piercing damage.
Water Orb (Cannon Form Only). Ranged Weapon
Attack: +5 to hit, range 30/90 ft., one target. Hit:
18 (4d8) cold damage and the targets speed is
reduced by 10 feet on their next turn.
Aqua Cannon (Cannon Form Only) (Recharge 6). The
strider unleashes a torrent of powerful water from
its cannon in a 60-foot line. Any creature in this
area must make a DC 12 Dexterity saving throw,
taking 7 (2d6) bludgeoning damage and 7 (2d6)
cold damage and be pushed 15 feet on a failed
save, or half as much damage and not pushed on a
successful one. Any creatures behind the initial
target hit by this ability have advantage on this
saving throw.
12
Arcane Entity
Arcane magics are often considered to be the most Magical Parasites. Once an entity has found a location it
dangerous of the magical elements due to its chaotic and deems suitable, often beneath the streets of an elven city or a
unpredictable nature. Many wizards and scholars spend local wizards tower, it will go into a trance as it slowly saps
lifetimes attempting to unlock one more secret, to reveal to magics away from everything in a three hundred foot radius.
the world one more spark of power that has never been Arcane casters within this area take no notice at first, but as
discovered in the massive expanse of arcane magic. Some of time goes on they will develop headaches, lethargy, and
these scholars unfortunately take this a step too far and pay sometimes have their attempts to use magic fail entirely.
for their hubris with their lives. Magically lit torches will cease to burn, magical locks
A Failed Experiment. When one attempts to tap into the crumble away, and protective runes become useless. This
seemingly limitless pool of arcane magics the world has to often leads to much larger problems than the entity itself, for
offer and does not exercise appropriate precautions, the this failing magic can cause powerful creatures to break free
result may end with death in a simultaneously beautiful and from their prisons, will cause unrest amongst spellcasters as
horrifying manner. But there is a small chance that these they make accusations as to the cause of these anomalies, or
unleashed arcane magics take hold of the creature rather allow enemies to assault the area uninhibited.
than destroying it utterly, infesting its body and transforming A Mobile Breach. As an entity grows stronger, its influence
it into a conduit of magic. These creatures become arcane begins to pierce into other planes, draining from them as
entities. well. Sometimes this will draw over enemies from those
Hunger for Power. The entity knows only one feeling - planes, but more often it calls over creatures similar in nature
hunger. It craves additional arcane energy above everything to the entity, such as arcane wyrms. These tiny arcane
else. It will seek out powerful magic and attempt to consume elementals will circle around the entity, offering additional
it. The creature floats along, a massive sphere of white, blue, protection in exchange for leeching off some of the energies
and purple light with the dark silhouette of a humanoid pulled in by the entity. If these breaches dig too far into other
hidden within. It will strike down any who would attempt to planes, a Mysterious Starcaller may be dispatched to deal
stop it from finding more power, using claws and whips with the problem first hand.
formed from arcane energy to lash out at foes. Their most
powerful offensive measure involves unleashing a massive
surge of energy in a deadly torrent of arcane missiles.
Arcane Entity Arcane Aura. The entity sheds bright light in a 15-foot
radius and dim light for an additional 15 feet. Any
Large elemental, chaotic neutral
magical items that are within this area become
Armor Class 15 (natural armor) mundane. This effect wears off when the entity dies or
Hit Points 135 (18d10 + 36) when the item is taken out of the aura. Enemies that
Speed 0 ft., fly 40 ft. (hover) end their turn in the bright light take 5 (1d10) force
damage.
13
Arcane Entity
14
Arcane Wyrm
These little creatures resemble tiny wingless dragons. They
glide along effortlessly atop of a bed of invisible magic that
follows them constantly. Their bodies are mostly translucent,
allowing them to hide in just about any environment as only
Arcane Wyrm
Tiny elemental, unaligned
those with the sharpest of eyes take notice of their presence.
They are composed of pure arcane energy and can also travel Armor Class 12
by instantaneous reallocation of this energy to another Hit Points 14 (4d6)
location rather than standard flight. They can call forth blasts Speed 0 ft., fly 30 ft. (hover)
of arcane energy to track down and strike enemies, despite
any attempts their target may make to hide. They are typically
neutral creatures, living long and uninteresting lives until STR DEX CON INT WIS CHA
someone comes along and threatens to disturb their home or 5 (-3) 14 (+2) 10 (+0) 15 (+2) 10 (+0) 7 (-2)
until it becomes part of a larger cluster of arcane wyrms.
Drawn to Power. Arcane wyrms travel in clusters of 4 to 6 Condition Immunities prone
and will always reside near areas of magical significance. Senses darkvision 60 ft., passive Perception 10
This might be an ancient weapon filled with magic from a Languages understands Primordial but cant speak
long-dead wizard, an area scorched from an ancient magical Challenge 1/2 (100 XP)
war, or perhaps an arcane entity that leeches on the magics of
an entire city. The entities are their favorite place to reside, Arcane Flicker. Instead of flying, the wyrm can
but not all are willing to accept wyrms as followers and will teleports between locations by expending that
sometimes slaughter the entire cluster. much movement.
Raw Magical Power. Sometimes a cluster of wyrms grows Translucent Body. The wyrm has advantage on
particularly large and become brave enough as a collective to Stealth checks.
explore the elemental planes. The wyrms will travel and feed,
slowly changing their arcane makeup to incorporate these
new elements. As they do, the cluster grows stronger and Actions
form powerful bonds - eventually developing a hivemind. If Arcane Volley. The wyrm unleashes 2 jolts of arcane
this cluster survives for long enough, this bond continues to energy at one or two targets within 120 feet. These
develop and wyrms will begin to fuse together, changing color jolts automatically hit and deal 3 (1d4 + 1) force
and growing larger. Eventually, when enough energy has been damage.
gathered, these wyrms will come together in a powerful
explosion that is known as Elemental Confluence, destroying
everything within three hundred feet. The result is a single
entity of devastating power - a Conflux Elemental.
15
Azer
This section expands upon the azer creature found in other
publications. For more information about azer history, their
Azer Guard Captain
Medium elemental, lawful neutral
creation, and their motivation please consult these other
sources. As for these azer, they show that not all azer are Armor Class 17 (natural armor, shield)
created equally. Some are imbued with the ability to control Hit Points 85 (10d10 + 30)
fire and conjure lava, some have an internal flame that burns Speed 30 ft.
brighter and more powerfully than that of other azer, and
some are given the ability to spark power in other azer in the
midst of combat. These varieties give the azer a powerful and STR DEX CON INT WIS CHA
diverse fighting force capable of standing up to just about any 18 (+4) 10 (+0) 16 (+3) 12 (+1) 12 (+1) 10 (+0)
foe. Hopefully you can use these additional creature types to
make any azer encounters your players may face much more Skills Athletics +6, Arcana +3, Intimidation +2
exciting and diverse. Damage Immunities fire, poison
Condition Immunities poisoned
Senses darkvision 90 ft., passive Perception 11
Languages Ignan, Common
Azer Berserker Challenge 4 (1,100 XP)
Medium elemental, lawful neutral
Heated Body. A creature that touches the azer or
Armor Class 15 (natural armor) hits it with a melee attack while within 5 feet of it
Hit Points 68 (8d10 + 24) takes 5 (1d10) fire damage.
Speed 30 ft.
Superheated Equipment. When the azer captain hits
with a metal melee weapon, it deals an extra 7
STR DEX CON INT WIS CHA (2d6) fire damage (included in the attack).
16 (+3) 10 (+0) 16 (+3) 10 (+0) 12 (+1) 10 (+0) Illumination. The azer captain sheds bright light in a
15-foot radius and dim light for an additional 15
Skills Perception +3, Athletics +5 feet.
Damage Immunities fire, poison
Condition Immunities poisoned
Senses darkvision 60 ft., passive Perception 13 Actions
Languages Ignan Multiattack. The azer captain makes two attacks:
Challenge 3 (700 XP) one with its warhammer and one shield bash.
Heated Body. A creature that touches the azer or Warhammer. Melee Weapon Attack: +6 to hit, reach
hits it with a melee attack while within 5 feet of it 5ft., one target. Hit: 8 (1d8 + 4) bludgeoning
takes 5 (1d10) fire damage. damage plus 7 (2d6) fire damage.
Shield Bash. Melee Weapon Attack: +6 to hit, reach
Heated Weapons. When the azer hits with a metal 5ft., one target. Hit: 7 (1d6 + 4) bludgeoning
melee weapon, it deals an extra 4 (1d8) fire damage damage and the target must succeed on a DC 14
(included in the attack). Constitution saving throw or be stunned until the
Illumination. The azer sheds bright light in a 10-foot end of its next turn.
radius and dim light for an additional 10 feet. Ignition (1/Day). The azer captain lets out a powerful
rallying cry that increases the internal flames within
Actions all allies within 120 feet that can see it or hear it.
For the next minute, these azer have the damage of
Multiattack. The azer makes two attacks with its their Heated Body increased by one dice category
maul. to a maximum of 1d12 and gain 10 temporary hit
points.
Maul. Melee Weapon Attack: +5 to hit, reach 5ft.,
one target. Hit: 10 (2d6 + 3) bludgeoning damage
plus 4 (1d8) fire damage. Reactions
Rampage (1/Day). The damage from heated Flame Barrier. The azer captain adds 3 to its AC
weapons increases to 9 (2d8) this round and the against a ranged spell attack that would hit it by
azer immediately makes an attack against each raising his shield and creating a protective barrier of
enemy creature within 5 feet, making a separate flame. If the attack is still successful, the attacker
attack roll for each attack. takes 5 (1d10) fire damage as a spiral of flame
tracks the spell back to its origin. To use this ability,
the azer captain must see the attack and be
wielding a shield.
16
Azer Lavashaper Azer Magma Shaman
Medium elemental, lawful neutral Medium elemental, lawful neutral
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
14 (+2) 10 (+0) 12 (+1) 11 (+0) 10 (+0) 14 (+2) 14 (+2) 10 (+0) 12 (+1) 12 (+1) 10 (+0) 16 (+3)
17
Azer Prototype Lord of the Azer
Medium elemental, lawful neutral Large elemental, lawful evil
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
15 (+2) 12 (+1) 14 (+2) 12 (+1) 12 (+1) 10 (+0) 20 (+5) 10 (+0) 16 (+3) 13 (+1) 10 (+0) 14 (+2)
18
Lord of the Azer
19
Bullywug
This section expands upon the bullywug creature found in
other publications. For more information about these frog-
like creatures please consult these other sources. The
creatures below include the powerful, bulky Bullywug Brute.
Bullywug Brute
Medium humanoid (bullywug), neutral evil
He puts the bull in bullywug with his massive, intimidating
form. Often this intimidating form is the result of a bullywug Armor Class 12 (hide armor)
that has learned to inflate its body with air, but sometimes Hit Points 30 (4d8 + 12)
they are truly ferocious fighters. The tortoise knights are the Speed 20 ft., swim 40 ft.
mounted combatants of the bullywug army, charging into
battle upon the back of ancient, sturdy tortoises at a blistering
pace of 15 feet per round. They use lances carved from tree STR DEX CON INT WIS CHA
branches and shields made from large clam shells and are 16 (+3) 10 (+0) 16 (+3) 7 (-2) 10 (+0) 6 (-2)
the bravest of all bullywugs.
Skills Athletics +5
Senses passive Perception 10
Languages Bullywug
Challenge 1 (200 XP)
Actions
Multiattack. The bullywug makes three attacks: one
with its tongue and two with its punch.
Tongue. Melee Weapon Attack: +5 to hit, reach
15ft., one target. Hit: 4 (1d4 + 2) bludgeoning
damage and the target is grappled (escape DC 13)
if it is a medium or smaller creature and the
bullywug doesnt have a creature grappled. The
target must then succeed on a DC 13 Strength
saving throw or be pulled to a space within 5 feet
of the bullywug.
Punch. Melee Weapon Attack: +5 to hit, reach 5ft.,
one target. Hit: 4 bludgeoning damage.
20
Bullywug Tortoise Tortoise
Medium beast, unaligned
Knight
Medium humanoid (bullywug), neutral evil Armor Class 16 (natural armor)
Hit Points 25 (3d10 + 9)
Armor Class 13 (hide armor) Speed 15 ft., swim 40 ft.
Hit Points 19 (3d8 + 6)
Speed 20 ft., swim 40 ft.
STR DEX CON INT WIS CHA
STR DEX CON INT WIS CHA 14 (+2) 4 (-3) 16 (+3) 8 (-1) 10 (+0) 3 (-4)
14 (+2) 12 (+1) 14 (+2) 7 (-2) 10 (+0) 6 (-2) Senses passive Perception 10
Languages ---
Skills Athletics +4 Challenge 1/2 (100 XP)
Senses passive Perception 10
Languages Bullywug Amphibious. The tortoise can breathe air and water.
Challenge 1/2 (100 XP)
Actions
Lance. Melee Weapon Attack: +4 to hit, reach 10 ft.,
one target. Hit: 8 (1d12 + 2) piercing damage. If
the bullywug is not riding a tortoise, this attack is
made with disadvantage.
21
Centaur
This section expands upon the centaur creature found in
other publications. For more information about these
powerful nomads please consult these other sources. The
creatures included below give a few more options to your
Centaur Marauder
Large monstrosity, neutral good
centaur encounters. The marauder charges into battle with a
lance at the ready. Being half-horse and half-man, the lance is Armor Class 16 (scale mail)
a natural weapon for a centaur and with it they can make Hit Points 68 (8d10 + 24)
quick work of even the strongest foes. Centaur mystics have Speed 50 ft.
harnessed the power of nature to create spells to heal their
allies, protect themselves, and to weaken their enemies. The
centaur scout is responsible for hunting down anyone that STR DEX CON INT WIS CHA
passes through their lands uninvited, using its superior speed 21 (+5) 14 (+2) 16 (+3) 9 (-1) 11 (+0) 7 (-2)
and knowledge of the wilds to ensure only the stealthiest of
groups can pass through without the permission of the Skills Athletics +7, Perception +2
centaur clan. Senses passive Perception 12
Languages Elvish, Sylvan
Challenge 3 (700 XP)
Actions
Multiattack. The centaur makes two attacks: one
with its lance and one with its hooves or two with
its greatbow.
Lance Melee Weapon Attack: +7 to hit, reach 10 ft.,
one target. Hit: 11 (1d12 + 5) piercing damage.
Hooves Melee Weapon Attack: +7 to hit, reach 5ft.,
one target. Hit: 14 (2d8 + 5) bludgeoning damage.
Greatbow Melee Weapon Attack: +4 to hit, range
150/600 ft., one target. Hit: 11 (2d8 + 2) piercing
damage.
22
Centaur Mystic Centaur Scout
Large monstrosity, neutral good Large monstrosity, neutral good
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
14 (+2) 14 (+2) 12 (+1) 10 (+0) 16 (+3) 10 (+0) 16 (+3) 15 (+2) 14 (+2) 8 (-1) 14 (+2) 10 (+0)
Spellcasting. The centaur is a 3rd-level spellcaster. Skilled Tracker. The centaur has advantage on
Its spellcasting ability is Wisdom (spell save DC 13, Wisdom (Survival) checks while in the forest.
+5 to hit with spell attacks). It has the following
Druid spells prepared:
Actions
Cantrips (at will): druidcraft, thornwhip
Multiattack. The centaur makes two attacks: one
1st level (4 slots): animal friendship, faerie fire, with its longsword and one with its hooves or two
healing word with its longbow.
2nd level (2 slots): barkskin, moonbeam
Longsword Melee Weapon Attack: +5 to hit, reach
5ft., one target. Hit: 7 (1d8 + 3) slashing damage.
Actions Hooves Melee Weapon Attack: +5 to hit, reach 5ft.,
Multiattack. The centaur makes two attacks: one one target. Hit: 8 (2d4 + 3) bludgeoning damage.
with its quarterstaff and one with its hooves or two Longbow Melee Weapon Attack: +4 to hit, range
with its longbow. 150/600 ft., one target. Hit: 6 (1d8 + 2) piercing
Quarterstaff Melee Weapon Attack: +4 to hit, reach damage.
5ft., one target. Hit: 5 (1d6 + 2) bludgeoning
damage.
Hooves Melee Weapon Attack: +4 to hit, reach 5ft.,
one target. Hit: 7 (2d4 + 2) bludgeoning damage.
Longbow Melee Weapon Attack: +4 to hit, range
150/600 ft., one target. Hit: 6 (1d8 + 2) piercing
damage.
23
Crabstrosity
These creatures appear exactly as you might expect given the A Feast For An Army. When the first crabstrosity was
name they were appointed from the first sailors that spotted destroyed, it was discovered that eating its meat gives a
one of these towering shellfish. Standing at nearly thirty feet powerful boost to strength and endurance. Since that
tall and wider than a ship, the crabstrosity creates an discovery, they are often hunted in times of war. A man that
intimidating presence that causes even the most powerful of has feasted on the flesh of the crabstrosity is as powerful as
creatures to maintain a healthy distance. These crabs are not three ordinary men in combat, making it a worthy investment
inherently evil, but will protect their territory with ferocity. to lose a few dozen (or hundred) men to defeat one. A single
Unparalleled Strength. There are few objects that can crabstrosity can feed five hundred adult men with ease.
stand up to the crushing force of a crabstrosities claws. They Any creature that feasts upon crabstrosity meat has its
have been known to cut a full grown whale in two with Strength and Constitution scores increased by 4 for 24
seemingly no effort. The same applies to elephants, giants, hours. Once a creature has received this benefit, it cannot
and even ships. In fact, a ship graveyard far from the water is receive it from eating meat of the same crabstrosity and can
often the best indication that a crabstrosity resides nearby. only regain this Strength and Constitution bonus if they hunt
A God Amongst Shellfish. Some creatures view a down yet another of these rare and powerful beasts.
crabstrosity as a sort of god thanks to its menacing form and
unparalleled strength. Certain merfolk tribes, kua-toa, and
even some humans will pay tribute to the crabstrosity,
thinking that it may protect them from other powerful
creatures of the wild. The crabstosity accepts their gifts, but
lacks the intelligence to ever live up to the expectations of
these followers.
24
Crabstrosity Actions
Gargantuan monstrosity, unaligned
Multiattack. The crabstrosity makes three attacks: one
Armor Class 15 (natural armor) with its big claw, one with its small claw, and one with
Hit Points 186 (12d20 + 60) its stomp.
Speed 50 ft. Big Claw. Melee Weapon Attack: +10 to hit, reach 10
ft., one target. Hit: 25 (3d12 + 6) piercing damage and
STR DEX CON INT WIS CHA the target is grappled (escape DC 18) if it is Huge or
smaller and the crabstrosity doesnt have another
23 (+6) 10 (+0) 20 (+5) 3 (-4) 10 (+0) 2 (-4) creature grappled in its big claw.
Small Claw. Melee Weapon Attack: +10 to hit, reach 10
Saving Throws Str +10, Con +9 ft., one target. Hit: 16 (3d6 + 6) piercing damage and
Skills Athletics +10, Perception +4 the target is grappled (escape DC 18) if it is Huge or
Condition Immunities grappled, prone, restrained smaller and the crabstrosity doesnt have another
Senses passive Perception 14 creature grappled in its small claw.
Languages ---
Challenge 10 (5,900 XP) Stomp. Melee Weapon Attack: +10 to hit, reach 10 ft.,
one target. Hit: 17 (2d10 + 6) bludgeoning and the
Vicegrip. The crabstrosity can have the same target target must succeed on a DC 18 Strength saving throw
grappled by both claws. When a creature makes a or be knocked prone.
check to break free of the crabstrosity's grapple, it is Eviscerate. The crabstrosity attempts to eviscerate a
freed from both claws on a success. A target grappled target grappled by both of its claws. The grappled
by both claws is considered restrained. creature takes 52 (8d12) piercing damage. If a creature
is reduced to 0 hit points from this attack, their body is
Powerful Claws. Creatures may target the crabstrosities brutally torn to pieces.
claws individually. The large claw has 75 hit points and
AC 15 while the small claw has 50 hit points and AC
13. If either claw takes more than 25 points of damage
in a single round, it will release any creature it is
currently grappling. When the claw is reduced to 0 hit
points, it falls limply to the ground and can no longer
attack.
25
Cube of Anomalies
The Cube of Anomalies was formed when a deep gnome by Suppressed Evil. If the pendant that gives a creature control
the name of Durmekk attempted to recreate the properties of over the cube is ever destroyed, it will become free to act on
the terrifying multi-eyed entities that live deep underground its own will. Seeing that its life up until this point has been
within a construct. He sought to create a floating, all-knowing servitude and destruction, it continues down this path but
guardian that could defend against any assault. The primary unbounded, annihilating anything and everything in its path -
intent of the cube was for the destruction of drow, a task for cleansing the world one inferior entity at a time. The cube
which he received a great deal of support from his fellow shows no preferences in race, shows no mercy to the weak or
deep gnome. the elderly, and has no remorse for the action it takes.
The cube is roughly four feet wide on each side and made Susceptibility to Paradox. The cube has incredibly
of a blend of mithril and iron. The center two feet of each side intelligence, but is still a machine at the end of the day. Its
of the cube is covered by a thick, nearly indestructible tinted actions are black and white and made with complete
glass. Behind this glass are glowing orbs of power that give confidence and certainty. One of the only weaknesses the
the cube its capabilities. The colors of these sides are red, cube knows is in the face of a paradoxical statement. These
blue, yellow, purple, green, and orange. Each color uses a give the cube pause as it attempts to determine the proper
unique ability - conjuring prisons of water, teleporting response, leaving it paralyzed with indecision. Sometimes
creatures against their will, or simply unleashing devastating this will leave the cube in stasis for entire minutes at a time,
psychic attacks. but if the cube is ever attacked while stuck in this loop, it will
Obedient Guardian. The cube obeys the orders of its break free and begin to defend itself as normal and become
master; its master being the one that wears a pendant around immune to such mental attacks for a short period of time.
their neck that matches the design of the cube itself. The
cube sees all with its advanced sensors, can interpret any
language, and is quite smart in its own right. It is not
charming, however. The cube is brutally honest in all
responses - calculating and precise as you might expect from
a machine. It will let intruders know that they will be killed
and then do so without hesitation should they press their
luck.
26
Cube of Anomalies Blue. Aquatic Prison. The target is surrounded by 10
foot cube of water and is considered grappled (escape
Medium construct, unaligned
DC 15). Until this grapple ends, the target is restrained
Armor Class 16 (natural armor) and unable to breathe unless it can breathe water. At
Hit Points 133 (14d10 + 56) the start of each of the grappled creatures turns, it
Speed 0 ft., fly 30 ft. (hover) takes 14 (2d8 + 5) cold damage as freezing cold water
churns around them.
Another creature within 5 feet of the prison can
STR DEX CON INT WIS CHA attempt to pull the trapped creature free by taking an
10 (+0) 10 (+0) 18 (+4) 18 (+4) 5 (-3) 1 (-5) action to make a DC 15 Athletics check. On a success,
they free the target from the prison. On a natural 1,
Saving Throws Con +7, Int +7, they are pulled into the prison is well.
Damage Immunities poison, psychic Yellow. Blinding Beam. The targeted creature must
Condition Immunities blinded, charmed, exhaustion, succeed on a DC 15 Constitution saving throw, taking
frightened, grappled, paralyzed, petrified, poisoned, 27 (6d8) radiant damage and being blinded until the
restrained, unconscious end of their next turn on a failed save, or half as much
Senses truesight 60 ft., passive Perception 7 damage and not blinded on a success.
Languages All
Challenge 8 (3,900 XP) Purple. Mental Onslaught. The targeted creature must
make a DC 15 Intelligence saving throw, taking 27
(6d8) psychic damage and rolling their first attack on
Legendary Resistance (2/Day). If the cube fails a saving their next turn with disadvantage on a failed save, or
throw, it can choose to succeed instead. half as much damage and not given disadvantage on a
successful one.
Actions Green. Ability Reassessment. The targeted creature
must succeed on a DC 15 Charisma saving throw. On a
Cubic Assault. The anomaly shifts itself around and failed save, the targets highest and lowest ability
unleashes two effects at random (reroll duplicates), scores are swapped. The creature can repeat the saving
choosing one to two targets it can see within 120 feet throw at the end of each of its turns, ending the effect
of it. on itself on a success.
Red. Locational Displacement. The target must succeed Orange. Barbed Bindings. Tendrils of barbed wire burst
on a DC 15 Charisma saving throw or be teleported 50 into existence and attempt to surround the targeted
feet into the air and luanched downward. They smash creature. The target must succeed on a DC 15
into the ground at the end of their next turn, taking 35 Dexterity saving throw or take 14 (4d6) piercing
(10d6) bludgeoning damage as they do so. damage and become restrained. At the start of the
restrained creatures turns it takes an additional 14
(4d6) damage. The creature can repeat the saving
throw at the end of each of its turns, ending the effect
on itself on a success.
Boss Encounter
If your players are facing off against a Cube on its own, give it
the following Legendary Actions and increase its challenge
rating to 9.
Legendary Actions
The cube can take 3 legendary actions, choosing the
Continued Assault option below. It can only take one
legendary action at a time and only at the end of another
creature's turn. The cube regains spent legendary actions at
the start of its turn.
Continued Assault. The cube uses one random ability of its
Cubic Assault.
27
Cursed Cat
There is lore going back as long as anyone can remember
that warns of black cats being a symbol of bad luck. In most
cases, this is merely superstition . . . but not always.
Sometimes a cat is born with a unique disposition for causing
Cursed Cat
Tiny beast, neutral evil
misfortune in others. The cat is aware of the effect it has and
will wander around in public areas to watch others fail, Armor Class 12
relishing in their struggle (as you might expect from a cat). If Hit Points 5 (2d4)
the cat is ever killed, it will even leave a curse behind on the Speed 40 ft., climb 30 ft.
person that took its life, causing them to have bad luck in
everything they do for a short period of time.
A Hags Best Friend. Hags often seek out these cursed STR DEX CON INT WIS CHA
cats and keep them as pets. The cats aura of misfortune only 4 (-3) 15 (+2) 10 (+0) 6 (-2) 13 (+1) 8 (-1)
affects good creatures, so the hag is unaffected while most of
her guests will be left uncomfortable and demoralized. The Skills Perception +3, Stealth +4
cat is typically pleased with this arrangement, being left to Senses darkvision 60 ft., passive Perception 13
cause misfortune and given plenty of rats to eat in the filthy Languages ---
lairs of these hags. Challenge 1/8 (25 XP)
Actions
Claws. Melee Weapon Attack: +2 to hit, reach 5 ft.,
one target. Hit: 2 (1d4) slashing damage.
28
Deadly Hunter
Wanderers, bodyguards for hire, or perhaps members of a
adventuring party, these rangers are skilled in the use of bow
and arrow and have some unique capabilities. They specialize
in striking from the shadows, hiding in foliage and behind
Deadly Hunter
Medium humanoid, unaligned
boulders to make enemies wonder where they will fire from
next. Their most powerful ability infuses a single arrow with Armor Class 16 (studded leather)
incredible power. By firing it into the sky, they can rain down Hit Points 91 (14d8 + 28)
death in a massive area as the single arrow explodes into a Speed 30 ft.
thousand and forms a wave of death so dense that it blocks
out vision of the sky for those cause within its destruction. STR DEX CON INT WIS CHA
14 (+2) 18 (+4) 16 (+3) 11 (+0) 17 (+3) 7 (-2)
Actions
Multiattack. The hunter makes two attacks with its
shortsword or two with its longbow.
Shortsword. Melee Weapon Attack: +7 to hit, reach
5ft., one target. Hit: 7 (1d6 + 4) piercing damage.
Longbow. Ranged Weapon Attack: +9 to hit, range
150/600 ft., one target. Hit: 8 (1d8 + 4) piercing
damage.
Rain of Arrows (Recharge 5-6). The hunter fires a
magical arrow at a point within 150 feet. When the
arrow reaches its destination, it explodes into
hundreds of individual arrows that rain down and
coat the battlefield in a 30 foot cone directly
beneath the initial arrows location. Each creature in
this area must make a DC 14 Dexterity saving
throw, taking 27 (6d8) piercing damage on a failed
save, or half as much damage on a successful one.
Hunt Them Down (1/Day). All creatures within 300
feet of the hunter come under the effects of the
Hunters Mark spell for the next 24 hours. After the
hunter uses this ability, it makes a longbow attack
against each enemy it can see within 150 feet,
making a separate attack roll for each attack.
29
Demons
This section expands upon the demon creatures found in
other publications. Full details of demons and demon lords
are detailed in these other sources, so please use it as
reference if you wish to expand your demonic knowledge.
Gravigas
Large fiend(demon), chaotic evil
This section gives a few new options for demons your party
may encounter in their adventures. Armor Class 17 (natural armor)
Hit Points 119 (14d10 + 42)
Gravigas Speed 30 ft., fly 50 ft.
Known by most adventurers as a gravity demon, the Gravigas
crushes the bones of lesser creatures with its mere presence. STR DEX CON INT WIS CHA
It is constantly surrounded by a field of intense gravity that 18 (+4) 17 (+3) 16 (+3) 12 (+1) 14 (+2) 7 (-2)
prevents non-evil creatures from moving quickly or even
jumping, while the demon continues to move unhindered. Saving Throws Str +8, Dex +7, Con +7
Those who attempt to strike from a distance with projectiles Skills Arcana +5, Athletics +8, Intimidation +2
are left disappointed as their arrows and bolts quickly fall to Damage Resistances bludgeoning, piercing, and
the ground far short of their mark. slashing from nonmagical weapons.
Gravigas are used on the front lines of battles, as their Senses darkvision 60 ft., passive Perception 12
Gravity Well leaves archers ineffective and forces all but the Languages Common, Infernal, Abyssal
strongest of melee fighters to their knees. It starts off a battle Challenge 9 (5,000 XP)
by ripping in all nearby foes and striking them down in one
swift motion. This alone would be enough to intimidate most, Gravity Well. The demon exudes a powerful gravity
but the demons form is also horrific. field in a 30-foot radius around itself. This area is
It stands at nearly ten feet tall with massive, webbed wings considered difficult terrain for all non-evil creatures.
and a tail lined with jagged spikes. Its claws and tail are Other creatures within this field cannot jump or fly
imbued with gravitational forces, causing its strikes to be and have disadvantage on Strength and Dexterity
even deadlier than expected. It has horns that are nearly two checks. Additionally, all ranged weapon attacks
feet long and from them the demon hangs trophies of his against the demon are made with disadvantage.
defeated foes. Its skin color ranges from dark purple to black
and it bulges with muscle from head to toe. Few are brave
enough to go up against a Gravigas. Actions
Multiattack. The demon makes three attacks: two
with is claws and one with its tail.
Claw. Melee Weapon Attack: +8 to hit, reach 5ft.,
one target. Hit: 8 (1d8 + 4) slashing damage plus 9
(2d8) force damage.
Tail. Melee Weapon Attack: +8 to hit, reach 10 ft.,
one target. Hit: 15 (2d10 + 4) slashing damage
plus 9 (2d8) force damage.
Crushing Forces (Recharge 6). The demon causes the
power of the gravitational field to increase tenfold
for a moment. Each creature in the area of the
gravity well must make a DC 15 Strength saving
throw, taking 44 (8d10) bludgeoning damage and
being knocked prone on a failed save, or half as
much damage and not knocked prone on a
successful one.
Gravity Surge (3/Day). The demon causes the
gravitational forces around it to surge with power.
Each creature in the area of the gravity well must
succeed on a DC 15 Strength saving throw or be
pulled to an unoccupied space adjacent to the
demon. Afterwards, the demon makes a claw attack
against each enemy pulled, making a separate
attack roll for each attack.
30
Soul Harvester
Though the body beneath its armor may seem frail and
withered, this demon is certainly not one to be taken lightly.
The harvester crafts small black orbs that it uses to capture
the souls of good creatures. It then consumes these souls to
give itself power in the heat of battle, destroying any
possibility of a resurrection beyond the use of a wish spell.
The soul harvest will have a maximum of thirteen of these
orbs constantly swirling around it, growing more powerful
with each.
While many demons are fueled by hatred and rage, the
harvester is much more sinister in nature. It will often
capture souls of powerful figures and hold them ransom or
claim slaves in exchange for releasing the soul of a loved one.
In combat it can dispatch orbs to pluck the soul from a
creature even as they attempt to fight the harvester. Once a
soul has been captured, the harvester will attempt to end the
conflict in exchange for the freeing of their soul (with some
sort of expected payment of course) and if its enemies refus,e
the soul will be swiftly consumed to give renewed vitality to
this entity fueled by suffering.
31
Soul Harvester Soul Burst. Ranges Spell Attack: +11 to hit, range 120
ft., one target. Hit: 14 (3d8) necrotic damage plus
Huge fiend (demon), chaotic evil
necrotic damage equal to the number of captured
Armor Class 19 (soul shielding) souls. The soul harvester may choose to consume 1
Hit Points 240 (23d10 + 114) soul when this attack hits to deal an additional 27
Speed 40 ft., fly 60 ft. (6d8) necrotic damage.
Soul Tap. The soul harvest consumes 2 souls and
regains 70 hit points.
STR DEX CON INT WIS CHA
Capture Soul. The soul harvester sends an empty soul
22 (+6) 16 (+3) 20 (+4) 20 (+5) 15 (+2) 14 (+2) orb to drain the soul from a non-evil creature it can see.
The orb hovers in a 10 foot circle around that creature.
Saving Throws Str + 12, Con +10, Int +11, Wis +8 At the start of that creatures turn, it is affected by this
Damage Resistances bludgeoning, piercing, and slashing orb based on how many turns the capture soul effect
damage from nonmagical weapons has been active. If a creature under the effects of this
Damage Immunities poison ability is reduced to 0 hit points for any reason, their
Conditional Immunities poisoned soul is immediately captured. The only way to end this
Senses darkvision 120 ft., passive Perception 12 effect is to destroy the orb or travel to another plane.
Languages Abyssal, telepathy 120 ft.
Challenge 17 (18,000 XP) 1st Turn - The creature must make a DC 19 Wisdom
saving throw, taking 44 (8d10) psychic damage on a
failed save, or half as much damage on a successful
Magic Resistance. The soul harvester has advantage on one.
saving throws against spells and other magical effects. 2nd Turn - The creature must make succeed on a DC
Soul Collector. The soul harvester has a collection of 13 19 Constitution saving throw or become paralyzed
souls trapped within 4-inch diameter blood red orbs until the soul orb is destroyed.
that spiral around its body and make it stronger. It 3rd Turn - The creatures soul is ripped from its body
consumes these souls to empower its abilities. Each and trapped within the soul orb. They are
orb has 25 hit points and AC 15. These orbs are unconscious, but stable, until the soul orb is
immune to all damage except that from magical destroyed. If the soul harvester consumes their soul
weapons or direct damage spells. If an orb is destroyed, to cast a spell or enhance an ability, the creature is
the soul trapped within is freed and returns to its instantly killed.
owners body (if it is still alive) where they will awake
after 1d4 hours. The soul harvester may recreate one Legendary Actions
destroyed orb every 24 hours, but must harvest a new The soul harvester can take 3 legendary actions,
soul to fill them. choosing from the options below. Only one legendary
Soul Shielding. The soul harvesters AC is increased by 1 action can be used at a time and only at the end of
for every 2 captured souls (rounded down). another creatures turn. The soul harvester regains
spent legendary actions at the start of its turn.
Actions Soul Assault. The soul harvester makes one soul burst
attack or one soul strike attack.
Multiattack. The soul harvester makes two attacks with
its greatsword and one with its soul strike, or makes Scatter Explosive Runes (Costs 2 Actions). The soul
three soul blast attacks. harvester creates explosive runes on 3 unoccupied
spaces within 120 feet. If a creature steps on one of
Greatsword. Melee Weapon Attack: +12 to hit, reach these runes they must make a DC 19 Dexterity saving
10 ft., one target. Hit: 13 (2d6 + 6) slashing damage throw, taking 39 (6d12) fire damage on a failed save,
plus necrotic damage equal to the number of captured or half as much damage on a successful one. The soul
souls. harvester may consume 2 souls to make these runes
invisible.
Soul Strike Melee Weapon Attack: +12 to hit, reach 10
ft., one target. Hit: 20 (4d6 + 6) slashing damage and Harvest (Costs 3 Actions). The soul harvester uses its
the target must succeed on a DC 19 Constitution or Capture Soul ability.
have their maximum hit points reduced by that
amount. This effect lasts until the creature finishes a
long rest. The soul harvester may consume 1 soul when
this attack hits to cause the target to make this saving
throw with disadvantage.
32
Dragon Knight
Typically when one hears of a creature that worships
dragons, their mind turns to kobolds or to cultists who tease
the line between sanity and insanity. Dragon knights are
humanoids that worship dragons out of respect for their
immense strength. They admire the power of dragons and
hope to achieve that same strength and wisdom, studying
them for years on end as they hone their skills to resemble
that of a dragon itself.
Walking Shrines. A dragon knights armor gleams the
color of the dragon it worships, always well polished and
pristine as a symbol of their dedication and status. They are
draped in colored cloaks, have dragonscales incorporated
into their armor, and speak draconic as fluently as their native
tongue. They often wield shields in the shape of a dragon
wing and wear a helmet with large metal horns attached, the
shape of these horns unique to each knight. After many years
of dedication the knights eyes will change color to match that
of the dragons they worship and they gain the ability to
unleash powerful bursts of elemental magic out of their
shields.
Good and Evil. Dragon knights represent both metallic
and chromatic dragons, the good dragon knights almost
exclusively emulating the traits of metallic dragons and evil
knights following the ideals of chromatic dragons. Even an
evil dragon knight is rarely found accompanying cultists or
other such organizations. They are primarily greedy
individuals who value power and wealth over the happiness
of others - incredibly selfish and lacking of vision beyond their
own goals. They would gladly sacrifice the life of another to
save their own life, but do not go out on the hunt for blood
unless absolutely necessary.
33
Years of Dedication. Dragoons are far more rare than
knights, as it takes three times as long to master both a
weapon and the art of leaping with pinpoint accuracy. Few
are willing to dedicate such a significant portion of their life
to a discipline with the risk of failing and never becoming a
fully initiated dragoon. On rare occasions, a student who
failed their training and was sent away to become an ordinary
knight will turn to a life of crime. These false dragoons still
possess great skill, but cannot match the skills of one that has
been recognized as ready for combat and to serve their
kingdoms.
Dragoon
Medium humanoid, lawful good
34
Drakes
Obsidian Drake Wind Drake
Using the craters of active volcanoes as its home, the The wind drake is much smaller and weaker than its obsidian
obsidian drake is a creature that embraces the inferno from cousin, but is still a threat in its own right. As they reach
the moment it is born. Their eggs are laid within the lava adulthood, the drake is roughly the size of a full grown cow
itself, the midnight black shells absorbing energy from the with a wingspan of roughly 16 feet. These creatures spends
molten stone and giving it to the developing drake. Unlike most of their time aloft, using subtle magics and its large
dragons with four distinct legs and a set of wings that fold scaled wings to control the wind around itself. They are grey
along their back, the drakes wings have powerful muscles in color, have a twin set of spikes that run down their back all
and a large claw attached to them that the drake uses to walk. the way to their tail, and have their front claws attached
When full grown, a drake is only slightly smaller than an directly to their wings as with all drakes.
adult dragon. Its skin resembles overlapped layers of smooth, Power Hierarchy. Drakes tend to travel in packs, but
black stone rather than the scales of a normal lizard or always follow the drake that has proven itself strongest in
dragon and is incredible durable. It can withstand the aerial combat. They may be challenged by a new rival at any
greatest of heat and the sharpest of blades. The drakes eyes time and thus remain on alert at all times, for if a single
are black as dark as its skin, often obscuring exactly where it moment of weakness or carelessness is displayed it will
is looking which works to its advantage as its victims may not mean their death. These alphas are first to feast when there
even realize it is aware of their presence until a wave of lava is a kill, has first choice of mate, and chooses where the
is being unleashed upon them. brood will travel. These drakes are also impossible to train as
Lavashapers. The drake has spent so much time in and mounts for they know they are too powerful to serve another
around lava that it can bend the molten material to its will. creature.
Not only can it breath entire waves of this substance on Stubborn Mounts. Some bands of warriors use these
command, but it can even summon a volcano out of stone in drakes as their mounts, but not without much difficulty. The
an instant. Its claws are constantly dripping with lava, drake is smart enough to know it can likely kill the creature
causing each attack it delivers to potential burn its victims trying to ride on its back and will only engage is this
alive. subservient relationship with a great deal of friendship and
God Complex. Obsidian drakes see themselves as a bribing in the form of meat. The alternative is to kill the alpha
greater beings than all others - including dragons. They will in the drake brood and show dominance. This causes an
sometimes hunt for other large, powerful creatures simply to instinctive respect and fear to be formed for these potential
prove their strength, traveling far from their homes to do so. riders and makes the training process much easier.
Unfortunately for civilized folk, a moderately well defended
town is the perfect target for a drake wishing to assert its
dominance. It will melt their watch towers with a single
breath, tear through livestock, and wipe out entire armies.
Often all that is left after such attacks are a heap of burning
rubble and a small handful of desperate survivors. The
largest blow is the fact that these creatures do not even take
and hoard treasures as dragons do, they simply wish to be
feared and destroy without restraint.
A Valuable Target. Taking down an obsidian drake is a
lucrative endeavor. Not only is there typically a reward
involved since the creatures ravage cities in a five-hundred
mile radius, but their skin, while not actually made of
obsidian, is even more valuable for the crafting of protective
equipment. It is tough, light, and intimidating - the perfect
material to be used in medium and heavy armors. Its fangs
and claws have elemental properties and can be used to forge
magical weapons that sling flame and lava. Their bones can
be used in a number of magical enchantments. Their blood
can be used in potent potions. While they may not have a
hoard of treasure as a dragon does, they still provide anyone
who slays them a great deal of wealth.
35
Obsidian Drake
36
Obsidian Drake Ashen Breath. The drake exhales a blast of hot ash and
flame in a 60-foot cone. Each creature in this area must
Huge dragon, chaotic evil
make a DC 18 Strength saving throw, taking 28 (8d6)
Armor Class 18 (natural armor) fire damage and being pushed 15 feet on a failed save,
Hit Points 207 (18d12 + 90) or half as much damage and not pushed on a
Speed 40 ft., fly 80 ft. successful one. Each creature that failed this save must
also succeed on a DC 18 Constitution saving throw or
be blinded until the end of their next turn.
STR DEX CON INT WIS CHA Molten Obsidian (3/Day). The drake attempts to turn a
21 (+5) 12 (+1) 20 (+5) 16 (+3) 14 (+2) 15 (+3) burning target it can see to obsidian. That creature
must succeed on a DC 18 Constitution saving throw
Saving Throws Dex +6, Con + 10, Wis +7, Cha +8 against being magically petrified. On a failed save, the
Skills Deception +8, Insight +7, Perception +7, fire on their body turns to lava and begins to envelop
Persuasion +8, Stealth +6 them. The creature is considered restrained and takes
Damage Immunities fire 55 (10d10) fire damage. It must repeat the saving
Senses blindsight 60 ft., darkvision 120 ft., passive throw at the end of its next turn. On a success, the
Perception 17 effect ends. On a failure, the creature is petrified as
Languages Common, Draconic they turn to obsidian. The petrification lasts until the
Challenge 13 (10,000 XP) creature is healed by the greater restoration spell or
other such magic.
Molten Core. The drakes melee attacks have a chance Create Volcano (1/Day). The drake slams a claw in the
to set their target ablaze (included in the attacks ground and causes a volcano to rise up at a target
below). location within 120 ft. This volcano is 30 ft. high with
a 5 foot radius mouth and a 20 foot radius base. The
volcano begins to erupt, going dormant after 1 minute.
Actions While the volcano is erupting, on initiative count 20
(losing ties), the following effects occur:
Multiattack. The drake makes three attacks: one with its
bite and two with its claws. Lava flows out 10 feet in every direction from the
mouth of the volcano. This area is considered
Bite. Melee Weapon Attack: +10 to hit, reach 10 ft., difficult terrain. Creatures that move through an area
one target. Hit: 16 (2d10 + 5) piercing damage and the covered in lava take 11 (2d10) fire damage for every
target must succeed on a DC 18 Constitution saving 5 feet they move.
throw or be set ablaze. Until a creature takes an action Boulders erupt from the volcano and into the sky.
to douse the fire, the target takes 5 (1d10) fire damage One of these boulders flies towards a random
at the start of each of its turns. creature within 120 feet of the volcano (including
Claw. Melee Weapon Attack: +10 to hit, reach 10 ft., the drake). That creature must succeed on a DC 10
one target. Hit: 12 (2d6 + 5) slashing damage and the Dexterity saving throw or take 44 (8d10)
target must succeed on a DC 18 Constitution saving bludgeoning damage.
throw or be set ablaze. Until a creature takes an action
to douse the fire, the target takes 5 (1d10) fire damage Legendary Actions
at the start of each of its turns. The drake can take 3 legendary actions, choosing from
Breath Weapon (Recharge 5-6). The dragon uses one of the options below. Only one legendary action can be
the following breath weapons. used at a time and only at the end of another creatures
turn. The drake regains spent legendary actions at the
Lava Breath. The drake exhales lava in a 30-foot cone. start of its turn.
Each creature in that area must make a DC 18 Dexterity
saving throw, taking 42 (12d6) fire damage on a failed Claw or Bite. The drake makes one claw or bite attack.
save, or half as much damage on a successful one. This Detect. The drake makes a Wisdom (Perception) check.
area becomes coated in lava and is considered difficult
terrain. Creatures that move through an area covered in Molten Obsidian (Costs 2 Actions). The drake uses its
lava take 5 (1d10) fire damage for every 5 feet they Molten Obsidian ability.
move. A creature that ends its turn in this area takes 16
(3d10) fire damage.
37
Wind Drake
Medium dragon, unaligned
Actions
Multiattack. The drake makes two attacks: one with
its bite and one with its claws.
Bite. Melee Weapon Attack: +6 to hit, reach 5ft.,
one target. Hit: 11 (2d6 + 4) piercing damage.
Claw. Melee Weapon Attack: +6 to hit, reach 5ft.,
one target. Hit: 7 (1d6 + 4) piercing damage.
Imprisoning Winds (Recharge 6). The drake conjures
up a storm of powerful winds around a creature
within 60 ft. The target must succeed on a DC 11
Strength saving throw or takes 10 (3d6)
bludgeoning damage become grappled (escape DC
11) for 1 minute by these winds. Pass or fail, any
open flames being held by the target are
immediately extinguished.
38
Elementals
This section expands upon the elemental creatures creature
found in other publications. For more information about their
homelands, their origins, and their usage please consult
these other sources. This section adds an additional type of
Small Air Elemental
Small elemental, neutral
elemental - ice, and adds small versions of each of the five
types of elementals, allowing you to give your players some Armor Class 13
encounters with the elements at a much lower level. Hit Points 19 (3d8 + 6)
Speed 0 ft., 50 ft. (hover)
Damage Vulnerabilities thunder, fire Air Form. The elemental can enter a hostile
Damage Resistances bludgeoning, piercing, and creature's space and stop there. It can move
slashing damage from nonmagical weapons through a space as narrow as 1 inch wide without
Damage Immunities poison, cold squeezing.
Condition Immunities exhaustion, paralyzed,
petrified, poisoned, unconscious
Senses darkvision 60 ft., passive Perception 10 Actions
Languages Aquan
Challenge 5 (1,800 XP) Slam. Melee Weapon Attack: +5 to hit, reach 5ft.,
one target. Hit: 7 (1d8 + 3) bludgeoning damage.
Frozen Form. The ground within a 15ft. radius Whirlwind. (Recharge 6) Each creature in the
sphere centered on the elemental is considered elemental's space must make a DC 11 Strength
difficult terrain as it becomes lightly frozen. saving throw. On a failure, a target takes 5 (1d8 +
Whenever a creature enters or moves within this 1) bludgeoning damage and is flung up 10 feet
area for the first time on a turn, they must succeed away from the elemental in a random direction and
on a DC 14 Dexterity saving throw or fall prone. knocked prone. If a thrown target strikes an object,
such as awall or floor, the target takes 3 (1d6)
bludgeoning damage. If the target is thrown at
Actions another creature, that creature must succeed on a
Multiattack. The elemental makes two slam attacks. DC 11 Dexterity saving throw or take the same
damage and be knocked prone.
Slam. Melee Weapon Attack: +6 to hit, reach 5ft.,
If the saving throw is successful, the target takes
one target. Hit: 12 (2d8 + 3) bludgeoning damage.
half the bludgeoning damage and isn't flung away
Ice Shard. Ranged Weapon Attack: +6 to hit, range or knocked prone.
30/120 ft., one target. Hit: 12 (2d8 + 3) piercing
damage and 9 (2d8) cold damage.
Frost Explosion (Recharge 4-6). The elemental sends
out a flurry of frozen shards and snow. Each
creature within the area of the elementals Frozen
Form feature must make a DC 14 Constitution
saving throw. On a failure, a target takes 22 (5d8)
cold damage and its movement speed is reduced to
0 until the end of its next turn. If the saving throw
is a success, the target takes no damage and has its
speed halved until the end of its next turn.
39
Small Earth Elemental Small Fire Elemental
Small elemental, neutral Small elemental, neutral
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
14 (+2) 8 (-1) 16 (+3) 4 (-3) 10 (+0) 6 (-2) 8 (-1) 14 (+2) 14 (+2) 5 (-3) 12 (+1) 6 (-2)
Earth Glide. The elemental can burrow through non Fire Form. The elemental can move through a space
magical, unworked earth and stone. While doing so, as narrow as 1 inch wide without squeezing. A
the elemental doesn't disturb the material it moves creature that touches the elemental or hits it with a
through. melee attack while within 5 feet of it takes 1 fire
damage.
40
Small Ice Elemental Small Water Elemental
Small elemental, neutral Small elemental, neutral
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
14 (+2) 10 (+0) 14 (+2) 5 (-3) 10 (+0) 8 (-1) 16 (+3) 12 (+1) 14 (+2) 4 (-3) 10 (+0) 8 (-1)
41
Elemental Defender
Crafted of various metals and given life via powerful crystals,
elemental defenders are the ideal guardian for most
situations. The crystals are infused with elemental energies
and allows the construct to adapt to its enemies even as it
Elemental Defender
Medium construct, unaligned
fights them. They will gain resistance to specific element
types and deal additional damage of that type as well. They Armor Class 16 (natural armor, shield)
stand at roughly six feet tall and from a distance resemble a Hit Points 65 (7d10 + 28)
warrior equipped in full armor wielding a shield and Speed 30 ft.
longsword. It is only when they begin to move that it becomes
apparent that it is not a human behind the helmet.
Temporary Guardians. Unlike everlasting defenders such STR DEX CON INT WIS CHA
as a golem, the defender eventually has its elemental crystal 16 (+3) 8 (-1) 18 (+4) 1 (-5) 10 (+0) 4 (-3)
drained and must be replaced to continue functioning. This
typically occurs every three years, but will happen much more Condition Immunities charmed, exhaustion,
rapidly if the defender engages in combat frequently. While frightened, paralyzed, petrified, poisoned
active, they will only obey commands from the creature that Damage Resistances poison, See Elemental Infusion
gave them power and creatures specifically given permission Senses passive Perception 10
by their master. Like a golem, they exhibit blind obedience, Languages understands the languages of its creator
having no will of their own. If left without orders, the but cant speak.
defender expends the crystal, but remains motionless until it Challenge 3 (700 XP)
runs out of power. It is possible to create a permanently
powering crystal, but the spellcasters who craft the crystals Elemental Adaptation. Each defender is given life
keep that a secret to maintain a constant flow of income. from a crystal charged with elemental power. They
Affordable. A defender is typically crafted simply from a start off with resistance to either cold, fire, or
set of platemail, a greatsword, and a power crystal. There are lightning damage and deal additional damage of the
same type. Whenever the defender is damaged by
a few other components at play, but in general the cost is another of these elements, it may use its reaction
substantially lower than most other construct servants. The to shift its elemental properties, changing its
crystals themselves cost around 200 gold to craft and resistance and extra damage to the new type
requires a spellcaster to perform the ritual to charge it with instead as well as gaining 10 temporary hit points.
elemental power. In total, an elemental defender costs around The crystal in its chest changes color to reflect this
1750 gold - a small price to pay for most guilds or aristocrats. shift.
Panic Mode. When the defender is reduced below
15 hit points, it enters a panic mode. While in this
mode, the defender makes an additional longsword
attack on each of its turns. The defender must also
make a DC 10 Constitution saving throw at the end
of each of its turns. On a failure, the crystal in its
chest cannot handle the extra stress and explodes,
shutting down the defender.
Actions
Multiattack. The defender makes two attacks with
its longsword.
Longsword. Melee Weapon Attack: +5 to hit, reach
5ft., one target. Hit: 7 (1d8 + 3) slashing damage,
or 8 (1d10 + 3) slashing damage if being wielded
with two hands, plus 3 (1d6) elemental damage.
42
Fan Dancer
Decorated in fine garments, the fan dancer appears a perfect
lady to an ordinary citizen. Those with an expertise in combat
might notice how her eyes flicker around the room and take
in all relevant information, how she carries herself light as a
Fan Dancer
Medium humanoid, unaligned
feather but with great confidence, that her fans are made of
sharpened metal rather than wood and paper. She infiltrates Armor Class 15 (leather)
using her charm and deception to gain access to areas off Hit Points 91 (14d8 + 28)
limits to most assassins. Then, when the time is right, she Speed 30 ft.
strikes.
Assassin for Hire. Fan dancers are an elite form of
assassin. While this is how they are referred to most often, STR DEX CON INT WIS CHA
they do not always use a fan as their weapon of choice. Some 15 (+2) 19 (+4) 14 (+2) 13 (+1) 12 (+1) 17 (+3)
choose to use a parasol with a hidden blade, a long scarf that
folds over into a whip, or even a weaponized hair pin. When Saving Throws Dex +7, Cha +6
the target is hidden behind walls and waves of guards, the Skills Acrobatics +7, Perception +7, Performance
best way to get the kill is to get them alone, which is why +6, Persuasion +9, Sleight of Hand +7, Stealth
seduction is a fan dancers primary tool. Of course, the more +10
dangerous the mission, the more money they require. Senses passive Perception 13
Artistic Combatant. When the fan dancer fights in any Languages any three languages
extended bout it is as if one is watching a battle play out in Challenge 5 (1,800 XP)
the theatre. She moves with perfect grace and elegance,
dodging attacks and making strikes as if they were Swift Repositioning. The dancer can disengage as a
choreographed. She uses her fans to slice through the air bonus action.
itself and launch bursts of slicing wind at foes. She leaps onto Dancing Leap. The dancer uses wind from her fans
rooftops with cat-like grace. Most men fall in love with her to aid her in jumping. Her long jump is up to 20
even as she takes their life. feet and her high jump is up to 15 feet, with or
without a running start.
Sneak Attack. Once per turn, whenever the dancer
attacks, she can deal an extra 17 (5d6) damage to
one creature hit with an attack if she had advantage
on the attack roll or if it has an ally within 5 feet of
its target that isnt incapacitated.
Actions
Multiattack. The dancer makes two attacks with her
bladed fans or with her wind strike.
Bladed Fan. Melee Weapon Attack: +7 to hit, reach
5ft., one target. Hit: 8 (1d8 + 4) slashing damage.
Wind Strike. Ranged Weapon Attack +7 to hit, range
20/60 ft., one target. Hit: 9 (2d4 + 4) slashing
damage.
Dance of a Ninety-Nine Slashes. (Recharge 5-6). The
dancer performs an elaborate display with her fans,
throwing violent winds at all creatures within a 15-
foot radius sphere centered on the dancer.
Creatures in this area must make a DC 14 Dexterity
saving throw, taking 25 (10d4) slashing damage on
a failed save, or half as much damage on a
successful one. Creatures who failed this saving
throw are also pushed to the edge of the dances
radius.
43
Festering Tick
Most consider ticks to be revolting creatures. The thought
that a creature would drink in their blood is enough to turn
stomachs, but some ticks are far worse than others. The
festering tick is one such creature that has grown to an
Festering Tick
Tiny beast, unaligned
unnatural size, upwards of four inches in diameter across its
blood gorged belly. The blood in its stomach becomes boiling Armor Class 10
hot and takes on aspects of decay, causing awful pain and Hit Points 13 (2d8 + 4)
boils if it is ever exposed to bare flesh. Speed 25 ft.
Patient Hunters. The tick is happy to sit in a tree and wait
for a suitable creature to walk by for it to fall upon. It will look
for creatures wearing nothing on their heads and attempt to STR DEX CON INT WIS CHA
latch on as soon as they land, for unlike smaller ticks, a 12 (+1) 11 (+0) 14 (+2) 1 (-5) 9 (-1) 1 (-5)
creature is very likely to notice when one of these falls upon
them. It will take hold, attempting to kill the creature with its Senses darkvision 60 ft., passive Perception 9
deadly necrotic bite before feasting on their body and Languages ---
growing even further engorged. Sometimes they burst merely Challenge 1/4 (50 XP)
from over consumption. Hats are advised when these ticks
are in the area. Explosive Death. When the tick dies, it explodes in a
shower of blood. Each creature within 5 feet of it
must succeed on a DC 10 Dexterity saving throw or
A Putrid Projectile take 5 (2d4) necrotic damage.
44
Flame Hydra
A traditional hydra has a weakness to fire and therefore fears
it, but the flame hydra embraces the flame and instead fears
the cold. This creature is similar in almost every regard to an
ordinary hydra, regenerating heads as they are lost and
Flame Hydra
Huge monstrosity, neutral good
plagued by an everlasting hunger, but a flame hydra is much
more capable of dealing with enemies that would strike from Armor Class 15 (natural armor)
a distance by lobbing blasts of flame. Hit Points 172 (15d12 + 75)
A Terrible Experiment. The flame hydra was created Speed 30 ft.
when an necromancer decided to see what would happen if
he imbued a severed hydra head with the blood of an adult
red dragon. He expected that perhaps a color change would STR DEX CON INT WIS CHA
occur, that the skin would become resistant to flame, or 20 (+5) 12 (+1) 20 (+5) 3 (-4) 12 (+1) 7 (-2)
maybe nothing would occur. What happened was that the
head regrew a body and escaped the laboratory. It burnt most Skills Perception +9
of the town to the ground before escaping to the wilds. Since Senses darkvision 60 ft., passive Perception 19
then, flame hydras have continued to spread as an entire Damage Immunities fire
hydra can form from a single severed head, similar to a troll. Languages ---
Draconic Nature. Not only does a flame hydra constantly Challenge 9 (5,000 XP)
hunger for food, but the red dragon blood that flows through
it also gives it an insatiable need to find wealth. These two Multiple Heads. The hydra has five heads. While it
needs constantly drive a hydra back to civilization where it is has more than one head, the hydra has advantage
unleash destruction to satisfy these overpowering needs. The on saving throws against being blinded, charmed,
hydras life is in constant agony, for even when resting upon a deafened, frightened, stunned, and knocked
mountain of gold, it hungers for more. unconscious. Whenever the hydra takes 25 or more
Always more. damage in a single turn, one of its heads dies. If all
its heads die, the hydra dies. At the end of its turn,
it grows two heads for each of its heads that died
since its last turn, unless it has taken cold damage
since its last turn. The hydra regains 10 hit points
for each head regrown in this way and when a head
grows it releases a burst of flame. Each creature
within 10 feet of the hydra when a head regrows
must succeed on a DC 16 Dexterity saving throw or
take 11 (2d10) fire damage.
Reactive Heads. For each head the hydra has beyond
one, it gets an extra reaction that can be used only
for opportunity attacks.
Wakeful. While the hydra sleeps, at least one of its
heads is awake.
Actions
Multiattack. The hydra makes as many bite or fire
blast attacks as it has heads.
Bite. Melee Weapon Attack: +9 to hit, reach 10 ft.,
one target. Hit: 10 (1d10 + 5) piercing damage.
Fire Blast. Ranged Spell Attack: +9 to hit, range
60/240 ft., one target. Hit: 9 (2d8) fire damage.
Inferno (Recharge 5-6). The hydra exhales fiery
breath from all of its heads, creating a 30 foot cone
of flame. Each creature in this area must make a DC
16 Dexterity saving throw, taking 7 (2d6) fire
damage for each living head on a failed save, or half
as much damage on a successful one.
45
Giant Feymoth
The feymoth is eight feet long with a wingspan of nearly
eighteen feet. It soars through the feywilds, constantly casting
out magical spores beneath it as it does so. Creatures that
see it fly overhead will stop what they are doing and simply
Giant Feymoth
Large fey, neutral good
watch in awe of the hypnotic pattern that covers its wings.
Even fey creatures with their natural resistance to such Armor Class 16 (natural armor)
allures have a difficult time turning away from its beauty. The Hit Points 112 (15d8 + 45)
moth has simple needs - eat, explore, and protect. Speed 20 ft., fly 40 ft.
Guardians of the Forest. Feymoths live exclusively in
dense forest environments. Each feymoth will claim a portion
of this forest as their own to watch over and protect, no two STR DEX CON INT WIS CHA
moths ever overlapping in their territory. These areas are 13 (+1) 14 (+2) 16 (+3) 12 (+1) 16 (+3) 8 (-1)
sometimes up to twenty square miles, but the feymoth always
knows when there is a disturbance in its territory and come Saving Throws Dex +5, Wis +6
to defend its home with a wide array of magical abilities. Skills Nature +4, Perception +6, Survival +6
Givers of Life. The feymoth is naturally magical and Senses darkvision 60 ft., passive Perception 16
possesses the capability to give sentience to trees, to Languages Sylvan, Celestial
summon woodland creatures to its aid, and to reinvigorate Challenge 6 (2,300 XP)
the injured. Typically the moth will only use these capabilities
if it feels the forest is threatened, but when it does, the moth Magic Resistance. The feymoth has advantage on
can create an entire army of creatures to fight against the saving throws against spells and other magical
unwanted entities. All creatures of the forest give respect to effects.
the moth and its position as their protector. Enchanting Pattern. When a creature starts its turn
within 30 feet of the feymoth and is able to see the
feymoths wings, the feymoth can magically force it
to make a DC 14 Charisma saving throw, unless the
feymoth is incapacitated.
On a failed saving throw, the creature makes all
attacks rolls this turn with disadvantage as they are
dazzled and confused by the vibrant display of the
feymoths wings.
Unless surprised, a creature can avert its eyes to
avoid the saving throw at the start of its turn. If the
creature does so, it cant see the feymoth until the
start of its next turn, when it can avert its eyes
again. If the creature looks at the feymoth in the
meantime, it must immediately make the save.
Innate Spellcasting. The feymoths innate
spellcasting ability is Wisdom (spell save DC 14).
The feymoth can innately cast the following spells,
requiring no material components:
At will: dancing lights, druidcraft
3/day each: confusion, gust of wind, plant growth,
sleep
1/day each: awaken, conjure woodland beings,
hypnotic pattern, insect plague, mass cure wounds
Actions
Bite. Melee Weapon Attack: +5 to hit, reach 5ft.,
one target. Hit: 6 (1d8 + 2) piercing damage, and
the target must make a DC 14 Intelligence saving
throw or take 27 (5d10) psychic damage on a
failed save, or half as much on a successful one.
46
Giant Wasp
Even in a world populated with goblin, orcs, and dragons,
these threats are out of sight and out of mind for the average
peasant. Wasps, on the other hand, are creatures that just
about everyone dislikes, especially when the wasp is the size
Hive Queen
Small beast, unaligned
of a chicken. Giant wasps live in groups much smaller than
than their ordinary wasp cousins, usually having only a few Armor Class 14
dozen total in a single massive nest. They do not go out of Hit Points 49 (9d8 + 9)
their way to cause harm, but if a nest is settled within a mile Speed 20 ft., fly 60 ft.
or two of a civilized area it will certainly cause citizens to go
into a panic.
Life for the Queen. Giant wasps live to serve their queen. STR DEX CON INT WIS CHA
All wasps communicate constantly via telepathy and know 12 (+1) 18 (+4) 13 (+1) 6 (-2) 13 (+1) 13 (+1)
when one of their own are under attack so they can move to
rescue them, or flee if the threat is too large. The entire Senses passive Perception 11
swarm obeys the will of the queen unquestioningly, gladly Languages ---
giving their lives if it keeps her safe. Challenge 3 (700 XP)
Call for Help. If there is ever a scenario in which the
queen comes under attack and is without support, she has Hivemind. All wasps within 10 miles of their queen
the ability to magically teleport up to four other wasps to her are in constant communication via a telepathic
side to defend her. This is draining even for the queen so she bond.
cannot do this frequently, but being near her children gives
her strength far beyond what she has on her own. A queen Actions
without her swarm is only a bit more powerful than an Sting. Melee Weapon Attack: +6 to hit, reach 5ft.,
ordinary wasp, but with a dozen allies at her side she can one target. Hit: 6 (1d4 + 4) piercing damage plus 2
destroy even the most powerful foes with a single sting. poison damage for each giant wasp within 120 feet
that isnt incapacitated, and the target must
succeed on a DC 13 Constitution saving throw or
Giant Wasp become poisoned for 1 minute. The target can
repeat this saving throw at the end of their turn,
Small beast, unaligned ending the effect on a success.
Armor Class 12 Command the Hive (Recharge 5-6). The queen gives
Hit Points 14 (4d6) out a command to all wasps within 120 feet. They
Speed 15 ft., fly 30 ft. may use their reaction to immediately move up to
half of their movement speed and attack a target if
able.
STR DEX CON INT WIS CHA
Summon the Swarm (1/Day). The queen summons
6 (-2) 15 (+2) 10 (+0) 3 (-4) 10 (+0) 4 (-3) four giant wasps in unoccupied spaces within 60
feet. These wasps last for 1 day, until the wasps die,
Senses passive Perception 10 or until the queen dismisses them.
Languages ---
Challenge 1/4 (50 XP)
Actions
Sting. Melee Weapon Attack: +4 to hit, reach 5ft.,
one target. Hit: 1 piercing damage plus 4 (1d8)
poison damage.
47
Glacial Raptor
As if raptors were not dangerous enough, this incarnation of
the already deadly creatures are risen from the dead after
being frozen in ice for ages. Many of these raptors have
exposed bone and have portions of their body still frozen even
Glacial Raptor
Medium undead (beast), neutral evil
as they stalk along looking for prey. Their eyes are a piercing
blue that shine menacingly from the tunnels where these Armor Class 13
raptors lurk. Decades and centuries trapped beneath the ice Hit Points 51 (7d10 + 14)
has instilled these raptors with magical abilities. Speed 40 ft.
Arisen by Proximity. It was never intended for these
raptors to be awakened, they just happened to have their
remains buried beneath the snow and ice where a STR DEX CON INT WIS CHA
necromancer was raising his army of the dead. These life- 14 (+2) 16 (+3) 14 (+2) 4 (-3) 10 (+0) 2 (-4)
giving magics seeped down through the frozen soil, into the
ice, and animated these half-decayed dinosaurs. Even after Skills Acrobatics +5, Perception +2
being revived, it took some time for these creatures to dig Damage Resistances cold, piercing, slashing
their way to the surface, the necromancer and his army long Damage Vulnerabilities bludgeoning
gone. Now, these creatures are free to roam the lands, Senses passive Perception 12
reverting to their instincts to hunt as a pack and feed. Languages ---
A Frozen Soul. These raptors see ice as a part of their Challenge 2 (450 XP)
being as much as their own flesh and bones. Their strikes
instill a chilling cold into their foes and their gaze is enough Frozen Ferocity. When the raptor hits with a melee
to drain the life out of unworthy opponents. They will place attack, it deals an extra 2 (1d4) cold damage
their head low, lock eyes with their target, and then with a (included in the attack).
quick flash of light that creature will feel the ice set in. Pack Tactics. The raptor has advantage on an attack
Breathing becomes difficult, extremities go numb, and vision roll against a creature if at least one of the raptors
becomes blurred as the gnawing cold spreads throughout. allies is within 5 feet of the creature and the ally
Moments later, dinner is served. isnt incapacitated.
Actions
Multiattack. The raptor makes one attack with its
bite and one with its claws.
Bite. Melee Weapon Attack: +5 to hit, reach 5ft.,
one target. Hit: 7 (1d8 + 3) piercing damage plus 2
(1d4) cold damage.
Claw. Melee Weapon Attack: +5 to hit, reach 5ft.,
one target. Hit: 6 (1d6 + 3) slashing damage plus 2
(1d4) cold damage.
Frozen Gaze (Recharge 6). The raptor locks eyes
with a creature and attempts to freeze it from the
inside out. The target must make a DC 12
Constitution saving throw, taking 14 (4d6) cold
damage and gaining one level of exhaustion on a
failed save, or half as much damage and not
exhausted on a successful one.
48
Goblin
This section expands upon the goblin creature found in other
publications. For more information about goblin culture, their
homes, and their motivations consult these other sources.
This section contains stat blocks for cave goblins that have
Goblin War Shaman
Small humanoid (goblinoid), neutral evil
been out of daylight for so long that they can no longer stand
it. They use natural weaponry to defend themselves in Armor Class 12
combat and have improved darkvision over a typical goblin. Hit Points 31 (9d6)
The war shaman is a goblin spellcaster that can call on some Speed 30 ft.
basic spells to give additional strength to its allies or to
disable foes in combat. STR DEX CON INT WIS CHA
10 (+0) 14 (+2) 10 (+0) 14 (+2) 10 (+0) 8 (-1)
Cave Goblin Senses darkvision 60 ft., passive Perception 10
Small humanoid (goblinoid), neutral evil Languages Common, Goblin
Challenge 2 (450 XP)
Armor Class 16 (natural armor)
Hit Points 14 (4d6)
Speed 30 ft. Spellcasting. The shaman is a 3rd-level spellcaster.
His spellcasting ability is Intelligence (spell save DC
12, +4 to hit with spell attacks). He has the
STR DEX CON INT WIS CHA following Wizard spells prepared:
10 (+0) 14 (+2) 11 (+0) 10 (+0) 11 (+0) 5 (-3) Cantrips (at will): fire bolt, minor illusion
1st level (4 slots): color spray, grease, mage armor
Skills Perception +2
Senses darkvision 120 ft., passive Perception 12 2nd level (2 slots): blindness/deafness,
Languages Common, Goblin enlarge/reduce
Challenge 1/2 (100 XP)
Nimble Escape. The goblin can take the Disengage Scimitar. Melee Weapon Attack: +4 to hit, reach 5
or Hide action as a bonus action on each of its ft., one target. Hit: 5 (1d6 + 2) slashing damage.
turns.
Sunlight Sensitivity. While in sunlight, the goblin has
disadvantage on attack rolls as well as on Wisdom
(Perception) checks that rely on sight.
Actions
Sharpened Stalagmite. Melee Weapon Attack: +4 to
hit, reach 5ft., one target. Hit: 6 (1d8 + 2) piercing
damage.
Javelin. Melee Weapon Attack: +4 to hit, range
80/320 ft., one target. Hit: 5 (1d6 + 2) piercing
damage.
49
Grim Puppeteer / Grinning Marionette
With razor sharp teeth that are constantly locked into a
horrifying grin, the grim puppeteer is a nightmare to behold
first hand. It physical appearance is almost a parody of the
human body. Along with its grin, it has arms that are far too
long that end in twisted, gnarled fingers. It uses needle and
thread to sew up its wounds so the puppeteer eventually
looks as if it is held together by stitches. The puppeteer is a
master of manipulation, perfectly mimicking any voice with
ease and casting mind altering magics at will.
A Legion of Spies. The puppeteer would not have received
its name if it were not for the legion of horrific dolls that it
controls. These grinning marionettes, as the puppeteer calls
them, are placed in strategic locations all across the
countryside, allowing the puppeteer to gather secrets, learn
voices, and gain information to be used as blackmail. These
marionettes are capable of fighting, but are left immobile
until it is absolutely necessary that their true nature be
revealed. They also follow the will of the puppeteer
completely. It both literally and metaphorically pulls the
strings of this spy network.
Ruling from the Shadows. An entire city may have their
wealthy class fall under the control of the puppeteer without
even knowing it. Through the use of its perfect mimicking,
elaborate blackmail schemes, powerful domination magics,
and sometimes a well-placed murder, the puppeteer can
ensure he controls all decisions. This is where this particular
fiend finds its only joy in the world, being in total control of a
situation without anyone realizing. They all dance when the
correct strings are pulled.
Near-Master Shapeshifter. The puppeteer could be any
random peasant walking down the street, any shopkeeper,
any lord. It has the ability to change appearance in a single
moment and hold that form for as long as it is deemed
necessary. The biggest tell for the puppeteer is that even
when transformed into another humanoid its smile persists.
For some, this behavior is deeply unnatural and is often how
the puppeteers presence is exposed. Unfortunately, anyone
who questions the sanity of someone being impersonated
usually ends up dead and is the next victim of identity theft.
STR DEX CON INT WIS CHA False Appearance. While the marionette remains
motionless, it is indistinguishable from an ordinary doll.
7 (-2) 14 (+2) 8 (-1) 8 (-1) 8(-1) 12 (+1)
50
Grim Puppeteer Innate Spellcasting. The puppeteers innate spellcasting
ability is Charisma (spell save DC 15). It can innately
Medium fiend, chaotic evil
cast the following spells, requiring no components:
Armor Class 16 (natural armor) At will: alter self, charm person, crown of madness
Hit Points 98 (15d8 + 30)
Speed 30 ft. 3/Day: dominate person, hold person
Master Ventriloquist. The puppeteer can cast spells
without any somatic or verbal components and can
STR DEX CON INT WIS CHA perfectly mimic any voice it has ever heard.
15 (+2) 17 (+3) 14 (+2) 14 (+2) 10 (+0) 18 (+4)
Actions
Saving Throws Dex +7, Cha +6
Skills Deception +10, Performance +10, Persuasion +7, Multiattack. The puppeteer makes three attacks with its
Sleight of Hand +6 razor strings.
Damage Resistances bludgeoning, piercing, and slashing
Razor Strings. Melee Weapon Attack: +6 to hit, reach
damage from nonmagical, nonsilvered weapons
15ft., one target. Hit: 10 (2d6 + 3) slashing damage.
Senses darkvision 60 ft., passive Perception 10
Languages Common, Infernal, telepathy 120 ft. Strings Attached (Recharge 5-6). The puppeteer
Challenge 6 (2,300 XP) teleports to an unoccupied space within 120 feet and
makes three attacks with its razor strings against a
Legion of Puppets. The puppeteer crafts and distributes single target, then casts dominate person on them. If at
Grinning Marionettes. The puppeteer may use its least two of puppeteers attacks hit, the target has
action to see through the eyes of any of its disadvantage on their saving throw against the spell.
marionettes. While seeing through the eyes of a
marionette, the puppeteer is blind to everything
happening around its body. The puppeteer is in
constant telepathic communication with all of its
puppets and they follow its will.
51
Haste Devil
This haste devil moves with such incredible speed that often
its opponents are dead before they are even aware they have
been struck. It fights using only its fists, most weapons
unable to withstand the speed at which the devil swings
Haste Devil
Medium fiend (devil), chaotic evil
them. Fortunately, the devil has four arms so it can deal a
substantial amount of damage in just a flash before moving Armor Class 16
on to its next victim. The devil can even move its body at such Hit Points 78 (12d8 + 24)
intense speeds that it creates powerful whirlwinds that Speed 90 ft.
launch creatures across the battlefield.
The devil is bipedal and slender, deriving the power of its
blows from the speed at which they are delivered and not STR DEX CON INT WIS CHA
from raw strength. With a running start, a haste devil has 14 (+2) 22 (+6) 14 (+2) 10 (+0) 10 (+0) 9 (-1)
been known to be capable of breaking through solid stone
walls. They are often used as scouts, running past foes before Skills Acrobatics +9
they are able to react and snatching critical documents that Senses darkvision 60 ft., passive Perception 10
might be left unattended out in the open. When sprinting at Damage Resistances bludgeoning, piercing, and
max speed, the haste devil appears to be a mere streak of slashing damage from nonmagical weapons that
black and red light with no discernable physical arent silvered
characteristics. By the time a creature realizes a haste devil Damage Immunities poison
just moved past, they may turn around and see half of their Condition Immunities grappled, restrained,
friends already lying dead on the ground. poisoned, paralyzed
Languages Infernal, Common
Challenge 5 (1,800 XP)
Actions
Multiattack. The devil uses its Whirlwind ability. It
then makes three attacks with its unarmed strike.
Unarmed Strike. Melee Weapon Attack: +9 to hit,
reach 5ft., one target. Hit: 8 (1d4 + 6) bludgeoning
damage.
Whirlwind. The devil performs a quick spin that
generates a whirlwind in 10 ft. radius sphere
centered on itself. All other creatures within this
whirlwind must succeed on a DC 13 Strength
saving throw or take 10 (3d6) bludgeoning damage
and be flung up to 20 feet away from the whirlwind
in a random direction and knocked prone. If a
thrown target strikes an object, such as awall or
floor, the target takes 3 (1d6) bludgeoning damage
for every 10 feet it was thrown. If the target is
thrown at another creature, that creature must
succeed on a DC 13 Dexterity saving throw or take
the same damage and be knocked prone.
52
Hellhound
This section expands upon the hellhound creature found in Hellhound Alpha
other publications. For more information about hellhound's
history, their ferocity, and their motivations please consult The hellhound alpha is the leader of a pack, instilling fear
these other sources. This section expands upon the possible into victims with its howl and catching fire when it charges
hellhounds your players may encounter while out towards its victims for an attack. These hellhounds are a bit
adventuring. larger than an ordinary hellhound and often have glowing red
patterns along their sides and back. There are even rumors of
Young Hellhound alphas that sprout an extra head, both working in conjunction
to attack. A Twin-Headed Hellhound Alpha is a CR 5
Though pups, they are still just as evil and hateful as a fully creature, has a bite multiattack, and can use its Horrifying
developed hellhound. They do not yet have the capability to Howl twice per day.
breath fire at their foes, but they know how to use effective
hunting tactics - cornering their foes so the elder hellhounds
can unleash powerful waves of flame at them. It is at this age
that hellhounds are often given as gifts to fire giants and Hellhound Alpha
devils as a sign of good will. Medium fiend, lawful evil
Armor Class 13 (natural armor) STR DEX CON INT WIS CHA
Hit Points 26 (4d8 + 8) 18 (+4) 12 (+1) 14 (+2) 8 (-1) 14 (+2) 6 (-2)
Speed 40 ft.
Skills Perception +6
STR DEX CON INT WIS CHA Damage Immunities fire
Senses darkvision 60 ft., passive Perception 16
15 (+2) 12 (+1) 14 (+2) 6 (-2) 12 (+1) 5 (-3) Languages Understands Infernal and Ignan, but
cannot speak
Skills Perception +3 Challenge 4 (1,100 XP)
Damage Immunities fire
Senses darkvision 60 ft., passive Perception 13 Keen Hearing and Smell. The hound has advantage
Languages Understands Infernal and Ignan, but on Wisdom (Perception) checks that rely on
cannot speak hearing or smell.
Challenge 1 (200 XP)
Pack Tactics. The hound has advantage on an attack
Keen Hearing and Smell. The hound has advantage roll against a creature if at least one of the hounds
on Wisdom (Perception) checks that rely on allies is within 5 feet of the creature and the ally
hearing or smell. isnt incapacitated.
Flame Charge. If the hound moves at least 10 feet
Pack Tactics. The hound has advantage on an attack
straight toward a target and then hits it with a bite
roll against a creature if at least one of the hounds
attack on the same turn, the target takes an extra
allies is within 5 feet of the creature and the ally
13 (3d8) fire damage and must succeed on a DC
isnt incapacitated.
13 Strength saving throw or be knocked prone.
Pounce. If the hound moves at least 10 feet straight
toward a target and then hits it with a bite attack on
the same turn, the target takes an extra 2 (1d4) Actions
piercing damage and must succeed on a DC 11 Bite. Melee Weapon Attack: +6 to hit, reach 5ft.,
Strength saving throw or be knocked prone. one target. Hit: 9 (1d10 + 4) piercing damage plus
13 (3d8) fire damage.
Actions Horrifying Howl (1/Day). Each creature of the
Bite. Melee Weapon Attack: +4 to hit, reach 5ft., hounds choice that is within 60 feet and is not
one target. Hit: 5 (1d6 + 2) piercing damage plus 3 deafened must succeed on a DC 12 Wisdom saving
(1d6) fire damage. throw or become frightened for 1 minute. A
creature can repeat the saving throw at the end of
each of its turns, ending the fear on a success.
53
Herald of Lightning
A celestial cousin of the powerful storm giant, the herald has Unshakable Determination. A herald is dispatched
a wide array of powers that harness lightning and uses it to whenever divine intervention is deemed necessary but the
quickly dispatch enemies. Smaller than a giant, the herald gods are not willing to send an angel to deal with the
makes up for this fact with its superior wisdom and magical situation. Unlike the consistently lawful angels, the herald
capabilities. They stand at roughly fourteen feet tall and wear will sometimes stray from the planned course and take the
a breastplate and shield into battle along with a massive necessary actions required to handle the situation, even if it
scimitar that sparks with power. The herald can teleport may lead to some collateral damage. They will do whatever it
short distances, lock opponents in place with magical takes, including giving their own life or sacrificing the lives of
shackles, and even turn creatures into conduits of lightning mortals, to ensure that their mission is completed
energy. They often work alone, but will sometimes pair up successfully.
with other powerful humans to take out a threat if they Master Blacksmiths. Heralds use the lightning they
cannot handle it themselves. command to create powerful equipment from nearly any
material. They craft sets of armor that are as sturdy as they
are breathtaking and forge weapons of unparalleled strength.
With a single glance at the person expected to wear this
equipment, they can discern the exact specifications it will
require. It is a gift that even the strongest of celestials looks
upon with awe, for even to them it is unknown how such
insight is possible.
Herald of Lightning Shield Slam. Melee Weapon Attack: +7 to hit, reach 5ft.,
one target. Hit: 14 (2d10 + 3) bludgeoning damage
Large celestial, chaotic good
and the target must succeed on a DC 15 Strength
Armor Class 18 (breastplate, shield) saving throw or be stunned until the end of its next
Hit Points 152 (16d10 + 64) turn.
Speed 50 ft., fly 50 ft. Jolting Blast. Ranged Spell Attack: +7 to hit, range 120
ft., one target. Hit: 28 (8d6) lightning damage and the
target must succeed on a DC 16 Constitution saving
STR DEX CON INT WIS CHA throw or be paralyzed until the end of its next turn.
16 (+3) 18 (+4) 19 (+4) 11 (+0) 17 (+3) 14 (+2) Lightning Shackles. Target creature within 120 feet has
their feet bound to the ground with chains of sparking
Saving Throws Dex +8, Wis +7, Cha +6 metal. That creature may move freely, but takes 5
Skills Perception +7, Persuasion +6, Sleight of Hand +8 (1d10) lightning damage for every 5 feet they move. A
Damage Immunities lightning creature may use their action to attempt to break the
Senses darkvision 60 ft., passive Perception 17 bindings. That creature makes a DC 16 Athletics check,
Languages Common, Celestial smashing the bindings and freeing the bound creature
Challenge 9 (5,000 XP) on a success. On a fail, the creature attempting to
break the bindings takes 11 (2d10) lightning damage.
Magic Resistance. The herald has advantage on saving Cone of Lightning (Recharge 5-6). The herald unleashes
throws against spells and other magical effects. a blast of sparking energy in a 30-foot cone. All
One With Lightning. The herald may choose to expend creatures in that area must make on a DC 16 Dexterity
50 feet of movement to teleport to an unoccupied saving throw, taking 38 (7d10) lightning damage on a
space within 50 feet. When it does so, lightning streaks failed save, or half as much damage on a successful
in a line between the heralds starting position and its one.
new position. Any creature in that area must succeed Create Conduits (1/Day). The herald turns three
on a DC 16 Dexterity saving throw or take 16 (3d10) creatures within 120 feet into conduits of lightning for
lightning damage. 1 minute. If any of those creatures end their turn within
20 feet of another conduit, lightning arcs between
them, dealing 16 (3d10) lightning damage to each of
Actions them. A creature between two conduits when this
Multiattack. The herald makes two attacks: one with its effect occurs must succeed on a DC 16 Dexterity
scimitar and one with its shield slam. saving throw or take 16 (3d10) lightning damage.
Creatures are immediately aware of the fact they are a
Sparking Scimitar. Melee Weapon Attack: +8 to hit, conduit when they become one, but are not aware of
reach 5ft., one target. Hit: 7 (1d6 + 4) slashing damage its effects.
plus 16 (3d10) lightning damage.
54
Herald of Lightning
55
Kobolds
This section expands upon the kobold creature found in other
publications. For more information on kobold culture, their
motivations, and their weaknesses please consult these other
sources. In this section there are two new kobolds included,
Kobold Dragon
each of which has special characteristics based on the kind of Shaman
dragon they worship. The dragons blood kobold is a melee Small humanoid (kobold), lawful evil
fighter that deals a bit of extra elemental damage with each
attack as well as some resistances. Dragon shamans have a Armor Class 11
few spells that they can throw out, also dependant upon the Hit Points 17 (5d6)
color of dragon they worship. Speed 30 ft.
STR DEX CON INT WIS CHA Pack Tactics. The kobold has advantage on an attack
roll against a creature if at least one of the kobolds
8 (-1) 16 (+3) 12 (+1) 8 (-1) 7 (-2) 8 (-1) allies is within 5 feet of the creature and the ally
isnt incapacitated.
Senses darkvision 60 ft., passive Perception 8 Innate Spellcasting. The kobolds innate spellcasting
Languages Common, Draconic ability is Charisma (spell save DC 11, +3 to hit with
Challenge 1/2 (100 XP) spell attacks). It can innately cast a number of
spells, requiring no material components. The type
Sunlight Sensitivity. While in sunlight, the kobold of dragon the kobold worships determines the
has disadvantage on attack rolls, as well as on spells it has available, as shown below.
Wisdom (Perception) checks that rely on sight.
Black, 1/day each: acid splash, fog cloud
Pack Tactics. The kobold has advantage on an attack Blue, 1/day each: shocking grasp, witch bolt
roll against a creature if at least one of the kobolds
allies is within 5 feet of the creature and the ally Green, 1/day each: poison spray, ray of sickness
isnt incapacitated. Red, 1/day each: firebolt, burning hands
Dragons Blood. This kobold is a servant of a White, 1/day each: ray of frost, ice knife
chromatic dragon and has taken on some of its
characteristics. It gains resistance to one type of
damage and deals additional damage on each attack Actions
depending on the dragons color as shown below. Dagger. Melee Weapon Attack: +3 to hit, reach 5ft.,
Black: Acid one target. Hit: 3 (1d4 + 1) slashing damage.
Blue: Lightning Sling. Ranged Weapon Attack: +3 to hit, range
Green: Poison 30/120 ft., one target. Hit: 3 (1d4 + 1)
bludgeoning damage.
Red: Fire
White: Cold
Actions
Claws. Melee Weapon Attack: +5 to hit, reach 5ft.,
one target. Hit: 5 (1d4 + 3) slashing damage plus 2
(1d4) elemental damage (See Dragon's Blood).
Sling. Ranged Weapon Attack: +5 to hit, range
30/120 ft., one target. Hit: 5 (1d4 + 3)
bludgeoning damage.
56
Leaf Sorcerer
A leaf sorcerer is a tiny fairie creature that stands at roughly
eight inches tall and is indistinguishable from a leaf when
motionless. They are fun-loving creatures similar in nature to
a pixie - friendly and inviting to those who are kind. Unlike a
Leaf Sorcerer
Tiny fey, chaotic good
pixie, they will rarely play tricks on visitors unless they have
proven themselves cruel. The sorcerers travel in large groups, Armor Class 15
sometimes up to two dozen and survive simply by being Hit Points 10 (4d6 - 4)
undetectable. Even the largest groups of leaf sorcerers are Speed 10 ft., fly 30 ft.
perfectly hidden if they can find a large enough tree.
Nomadic Tribes.A tribe of leaf sorcerer rarely stays in one
place for long - a month or two at most. They enjoy seeing the STR DEX CON INT WIS CHA
world and all it has to offer and will travel for weeks at a time 4 (-3) 20 (+5) 8 (-1) 10 (+0) 10 (+0) 12 (+1)
before they find another place they deem worthy of temporary
settlement. Often the leaves in these new locations will be Senses darkvision 60 ft., passive Perception 10
different than their last home, but it takes only ten minutes of Languages Sylvan
sitting motionless amongst other leaves for their camouflage Challenge 1/4 (50 XP)
to update to match the new surroundings.
Riders of Beasts. Some leaf sorcerers prefer to ride on Leaf Camouflage. While unmoving, the sorcerer is
the backs of smaller woodland creatures rather than walk or indistinguishable from an ordinary cluster of leaves.
fly. They will craft saddles and harnesses out of twigs, leaves,
and vines and ride upon creatures such as rabbits, Innate Spellcasting. The sorcerers innate
porcupines, and squirrels. These animals are treated as spellcasting ability is Charisma (spell save DC 11).
It can innately cast the following spells, requiring no
family and are well treated by the leaf sorcerers. They are components:
happy to ride alongside their fey allies on their travels and
sometimes even follow them into battle. 1/day each: animal friendship, color spray, fog
cloud
Actions
Razor Leaf. Ranged Spell Attack: +3 to hit, range
20/60 ft., one target. Hit: 4 (1d6 + 1) slashing
damage.
57
Light Devourer
Most humans start out with a fear of the dark. It is an
understandable fear, for many threats only present
themselves under the cover of darkness. The light devourer
brings this shroud of protection along with it, absorbing all
Light Devourer
Medium aberration, chaotic evil
light in a large radius around its body. The devourer is a
wolflike entity, but with wispy shadows in place of fur and Armor Class 16 (natural armor)
flesh. It has no eyes, but its nose and ears are so heightened Hit Points 60 (11d8 + 11)
from living in constant darkness that it can effectively see Speed 40 ft.
regardless.
Eaters of Light. As their name suggests, a light devourer
survives by consuming light. That being said, they rarely STR DEX CON INT WIS CHA
travel out into direct sunlight. The sun provides so much 14 (+2) 16 (+3) 12 (+1) 14 (+2) 10 (+0) 8 (-1)
energy that they cannot filter out the power and risk
exploding from being overcharged. Instead, they prefer to Senses blindsight 90 ft., passive Perception 10
come out at dawn or dusk, when there is a bit of light Languages Infernal, telepathy 120 ft.
bleeding over the horizon but not so much to cause any threat Challenge 4 (1,100 XP)
of over-indulgence.
Takers of Sight. A light devourers aura is so strong that it Shrouded in Darkness. The area in a 30 foot area
can blind even creatures adapted to seeing in darkness. It around the devourer is shrouded in magical
prevents any and all light from finding their eyes, leaving darkness and cannot be pierced by any light,
them as ineffective as a human in the total darkness. Taking magical or mundane.
sight from a creature is a delicacy for the devourer - a sweet
dessert that they constantly crave. They love to stalk up on
unsuspecting adventuring camps in the night, remaining Actions
unseen as its form is completely obscured by its aura, and Multiattack. The devourer makes three attacks, one
stealing the sight from an entire group before tearing them to with its bite and two with its claws.
shreds. It does not eat their bodies, however, for it does not
require food to survive. Instead it will leave them out for Bite. Melee Weapon Attack: +5 to hit, reach 5ft.,
one target. Hit: 7 (1d8 + 3) piercing damage and
scavengers and return the next night to steal their sight as the target must succeed on a DC 13 Constitution
well. saving throw or be blinded until the end of their
next turn.
Claw. Melee Weapon Attack: +5 to hit, reach 5ft.,
one target. Hit: 6 (1d6 + 3) slashing damage.
Consume Sight (Recharge 5-6). The light devourer
drains any and all light from within its shroud of
darkness. All other creatures in that area must
succeed on a DC 13 Constitution saving throw or
be blinded. A blinded creature can repeat the saving
throw at the end of each of its turns, ending the
blinded condition on itself on a success.
58
Living Temple
One of the most terrifying and intricate constructs to ever be
assembled is the Living Temple. A group of tribal warriors
decided to hide their most valuable treasures in a place they
knew without a doubt would be safe from ever being stolen.
They assembled an elaborate temple, one filled with traps
and stocked with creatures that would destroy all but the
strongest and most determined thieves.
Still, their leader decided this would not be enough. They
needed something more to ensure the protection of their
sacred relics and so their most powerful shamans came
together and discussed how they might go about using the
gods and the elements to present additional difficulties. After
weeks of debate and argument they decided on the best
course of action - give life to the temple itself.
A Lifetime of Work. Even when the plans to give the
temple of life were created and laid out, it would take a great
deal of effort and investment to make their vision reality. Tens
of thousands of gold worth of resources were poured into the
project, hundreds of lives were lost to labor and
experimentation, and years upon years were expended to
research that led nowhere. In total, it took forty-six years to
give life to the temple. Only a handful of the original
designers were alive to see it in its full glory.
A Transforming Terror. The temple still functions as a full
dungeon for all intents and purposes, even after being given
the gift of life. The traps and creatures still remain within its
walls. The decaying bodies of many attempted thieves still
line its tunnels. But when the time comes, the entire temple
shifts and twists as the grinding of stone roars through the
halls. It rises from the ground, turning stone passageways
into arms and legs, worship chambers into a chest cavity, and
finally the treasure room as its head a full hundred feet off
the ground. It looms with a shadow that can stretch for miles,
a final challenge to anyone who wishes to claim the relics
stored within.
Unparalleled Might. The temple has strength that can
match even the strongest of giants. If required, it could ravage
entire cities with relative ease, level mountains, or destroy the
most powerful monstrosities. Only the strongest of
combatants can hope to survive even a single blow from its
fist that is literally the size of an elephant. It can fire beams of
energy from the guardian orb that gives it life and turn an
army to dust in an instant.
The Guardian Orb. Inside the head of the temple is both
the sacred treasure it protects and the guardian orb that
keeps it alive. This 3-foot diameter sphere glows bright green
and can unleash devastating attacks in the form of beams of
pure energy. While the beam gives great strength to the
temple, it is also fragile. For this reason it is incredibly
difficult to reach and the temple will go to any length to make
sure no one reaches the chamber that holds it. As long as the
orb survives, the temple can never truly be destroyed.
59
Living Temple Actions
Gargantuan construct, lawful neutral Multiattack. The temple makes two attacks: one with its
slam and one with its crush.
Armor Class 19 (natural armor)
Hit Points 333 (18d20 + 144) Slam. Melee Weapon Attack: +14 to hit, reach 15ft.,
Speed 50 ft. one target. Hit: 34 (4d12 + 8) bludgeoning damage.
Creatures within the temples arms take 17 (2d12 + 4)
bludgeoning damage from the impact.
STR DEX CON INT WIS CHA
Crush. Melee Weapon Attack: +14 to hit, reach 15ft.,
27 (+8) 6 (-2) 26 (+8) 4 (-3) 14 (+2) 3 (-4) one target. Hit: 30 (4d10 + 8) bludgeoning damage.
Creatures within the temples legs take 15 (2d10 + 4)
Saving Throws Str +14, Con +14, Wis +8 bludgeoning damage from the impact.
Damage Immunities poison, psychic
Condition Immunities blinded, charmed, exhaustion, Hurl Debris. Ranged Weapon Attack: +14 to hit, range
frightened, grappled, paralyzed, petrified, poisoned, 60/240 ft., one target. Hit: 47 (6d12) + 8 bludgeoning
restrained, unconscious damage.
Senses passive Perception 10 Leaping Smash (Recharge 5-6). The temple leaps into
Languages --- the air and slams down, creating a powerful shockwave
Challenge 20 (24,500 XP) in a 30-foot radius. Each creature in that area that is
not within the temple, must make a DC 22 Dexterity
Change Shape. The temple magically transforms into a saving throw, taking 55 (10d10) bludgeoning damage
100 foot tall humanoid structure, or back into its and being knocked prone on a failed save, or half as
temple form. It reverts to temple form if it dies. Any much damage and not knocked prone on a successful
creatures within the temple when it transforms into its one. Creatures within the temple when it makes this
humanoid form must succeed on a DC 16 Strength attack must succeed on a DC 18 Strength saving throw
saving throw or fall down to the bottom of the temple, or slide 20 ft. down the temple. Succeed or fail, all
taking 3 (1d6) bludgeoning damage for every 10 feet creatures within the temple take 22 (4d10)
they fall when doing so. On a success, they find bludgeoning damage.
something to grab hold of and do not fall. Guardian Beam (3/Day). The temple temporarily exposes
the guardian orb in its head to unleash a deadly attack.
Enchanted Structure. While unmoving, the temple is
A streak of brilliant green light flashes out from the orb
indistinguishable from an ordinary worn stone temple.
in a 10-foot-wide, 150-foot-long line. The temple
It does not activate until a specific set of conditions,
moves this beam up to 30 feet in a straight line before
specified by its creator, are met.
it runs out of energy. Each creature touched by the
Hollowed Body. The temples body is filled with beam must make a DC 22 Constitution saving throw.
hollowed stone corridors and chambers. Creatures can On a failed save, the creature takes 54 (12d8) radiant
ascend the inner portions of the temple by using their damage and is blinded until the end of its next turn. On
climb speed and moving along the thick overgrowth a successful save, it takes half as much damage and
and worn stone within. The temple has vulnerability to isnt blinded by the beam. The temple cant use this
bludgeoning and thunder damage from within its body. ability if the guardian orb has been destroyed.
Guardian Orb. The temple holds a large green orb that
gives it life and power. If the temple would be reduced Legendary Actions
to 0 hit points, but the orb is not destroyed, the temple The temple can take 3 legendary actions, choosing
is instead reduced to 1 hit point. The orb has 15 AC from the options below. Only one legendary action can
and must be dealt 30 points of damage in a single be used at a time and only at the end of another
round of combat to be destroyed. This orb is housed creatures turn. The temple regains spent legendary
within a stone chamber 100 feet up that forms the actions at the start of its turn.
temples head. This orb exudes bright green light in a
20-foot radius and dim light for an additional 20 feet. Slam or Crush. The temple makes one slam or crush
The room containing the orb has a single 3 ft. by 3 ft. attack.
square entrance on the back of the temples head. Trigger Interior Dart Traps (Costs 2 Actions). The temple
activates a series of dart traps within its body. Anyone
within the bounds of the temple must succeed on a DC
22 Dexterity saving throw or take 10 (1d4 + 8)
piercing damage and 22 (4d10) poison damage.
Guardian Beam (Costs 3 Actions). The temple uses its
guardian beam.
Actions
60
Living Temple
61
Maiden of Ice
Frost giants will seek strength wherever possible, knowing She wears almost no armor, embracing the cold and
that their place in the hierarchy is decided by their raw power. feeding on its strength - her skin as tough as a block of solid
Some giants will ascend to the top of a mountain and train at ice. She does however wear a fearsome helmet adorned with
the bitter cold, snow covered peak in hopes that it will give the scales and fangs of a white dragon that she has no doubt
them resilience beyond that of any other giant. A maiden is a bested in solo combat. Her eyes are pure white, piercing
female frost giant that succeeds in this trial of ice and is given through even the most powerful of blizzard to give her
newfound power by the elements themselves. opponents an omen of what is coming for them - the maiden,
She wields a massive scythe, capable of carving through and likely, death.
ice and flesh alike with her powerful strikes. When she walks,
the ground freezes around her in an instant. When she
wishes it, a spear of ice will form in her strong hands. When
enraged, she can unleash devastation the likes of which few
other giants thought possible, freezing every living thing in a
massive area around her.
62
Maiden of Ice
63
Mammoth Beetle
What is there really to say about a beetle the size of a small
house other than it is in your best interests to stay away from
it? These gigantic insects often lurk underground, but will
occasionally pop up on the surface to hunt or if there are
Mammoth Beetle
Huge beast, unaligned
threats beneath ground. Their exterior shell is as strong (or
stronger) than any set of armor and its only real point of Armor Class 20 (natural armor)
weakness is its underside. The beetles belly is soft and rather Hit Points 116 (11d12 + 44)
unprotected, and fortunately for anyone attacking by one of Speed 30 ft., fly 20 ft.
these creatures the beetle stands nearly 5 full feet off the
ground, giving most enough room to move around beneath
this beetle without much trouble. They are not evil creatures STR DEX CON INT WIS CHA
and will merely defend themselves or their homes from any 18 (+4) 7 (-2) 19 (+4) 2 (-4) 10 (+0) 2 (-4)
potential threats.
Senses blindsight 30 ft., passive Perception 10
Languages ---
Challenge 5 (1,800 XP)
Actions
Multiattack. The beetle makes three attacks: two
with its stomp and one with its mandibles.
Stomp. Melee Weapon Attack: +7 to hit, reach 5ft.,
one target. Hit: 9 (1d10 + 4) bludgeoning damage.
Mandibles. Melee Weapon Attack: +7 to hit, reach
5ft., one target not underneath the beetle. Hit: 13
(2d8 + 4) piercing damage and the target is
grappled (escape DC 15) if it is a larger or smaller
creature and the beetle doesnt have a creature
grappled.
64
Mephits
This section expands upon the mephit creature found in
other publications. For more information about these devilish
little elementals please consult these other sources. In this
section, stats for a few more powerful mephits are included.
Imbued Steam Mephit
Small elemental, neutral evil
Actions
Multiattack. The mephit makes two claw attacks.
Claws. Melee Weapon Attack: +4 to hit, reach 5ft.,
one target. Hit: 5 (1d6 + 2) piercing damage plus 5
(2d4) fire damage.
Magma Spout (Recharge 6). The mephit causes
magma to burst forward from a point on a solid
surface within 50 ft. All creatures a 15-foot line in
front of that point must make a DC 12 dexterity
saving throw, taking 13 (3d8) fire damage on a
failed save, or half as much damage on a successful
one.
65
Magma Mephit King
The magma mephit king is far more powerful than the Magma Mephit King
traditional mephit. While at any given point dozens of Small elemental, neutral evil
mephits will claim they are kings, only a very small amount of
those actually have power beyond a traditional mephit. A Armor Class 13
magma mephit can only ascend to such power by feeding on Hit Points 65 (10d8 + 20)
the remains of a red dragon. Their essence fills the mephit Speed 40 ft., fly 40 ft.
with power that they can use to become more than a mere
pest, it can wield a power that rivals even larger creatures of STR DEX CON INT WIS CHA
the elemental planes.
10 (+0) 16 (+3) 14 (+2) 9 (-1) 13 (+1) 14 (+2)
Actions
Multiattack. The mephit makes two attacks with its
claws or with its bow.
Magma Claws. Melee Weapon Attack: +5 to hit,
reach 5ft., one target. Hit: 6 (1d6 + 3) piercing
damage plus 5 (1d10) fire damage.
Magma Bow. Melee Weapon Attack: +5 to hit, range
80/320 ft., one target. Hit: 6 (1d6 + 3) piercing
damage plus 5 (1d10) fire damage.
Molten Caltrops. The mephit scatters molten
caltrops in a 15-foot square around itself. This area
is considered difficult terrain and creatures take 7
(2d6) fire damage for every 5 feet they move
through this terrain.
Lava Choke (Recharge 6). The mephit causes a ball
of lava to appear in the throat of a creature it can
see within 90 ft. That creature must make a DC 13
Constitution saving throw, taking 27 (5d10) fire
damage on a failed save and the creature is silenced
as their throat is charred, or half as much damage
and not silenced on a successful save. The silence
lasts until the creature takes a short rest or is
healed by lesser restoration or similar magic.
66
Merfolk Hydromancer
This section expands upon the merfolk creature found in
other publications. For more information on merfolk, their
settlements, and their lifestyles, please consult these other
sources. The hydromancer is far more powerful than a
traditional merfolk, with the ability to conjure a constantly
flowing wave of water to propel herself forward when she
needs to travel on land. After decades of study and practice
she has mastered the art of spellcasting as well, bending
water to her will in almost any way imaginable. These
merfolk are deadly on land and a nightmare when
encountered at sea.
Scholars of the Deep. These merfolk learn many of their
abilities by studying the creatures that lie along the bottom of
the deepest trenches of the ocean. She will observe them
almost obsessively, turning their unique adaptations into
magic and sometimes even transforming her physical
appearance to match these monstrous entities. The immense
pressure of the depths also causes her skin to become
incredibly tough and resistant to any attack.
67
Merfolk Hydromancer Actions
Medium humanoid (merfolk), neutral good Multiattack. The merfolk makes two attacks with its
staff.
Armor Class 15 (natural armor)
Hit Points 91 (14d8 + 28) Staff. Melee Weapon Attack: +6 to hit, reach 5ft., one
Speed 30 ft., swim 50 ft. target. Hit: 6 (1d8 + 2) bludgeoning damage plus 14
(3d8) cold damage.
STR DEX CON INT WIS CHA Torrent of Water. Target creature within 60 feet must
succeed on a DC 16 Dexterity saving throw or take 33
11 (+0) 14 (+2) 14 (+2) 19 (+4) 17 (+3) 14 (+2) (6d10) cold damage as a powerful torrent of freezing
water flows over them. If a creature fails this saving
Saving Throws Int +8, Wis +7, Cha +6 throw by 10 or more, its movement speed is reduced
Skills Arcana +8, Nature +8, Persuasion +6 to 10 ft. on its next turn.
Senses darkvision 60 ft., passive Perception 13
Damage Resistances bludgeoning, piercing, and slashing Tether of the Tides (Recharge 5-6). The merfolk binds
damage from nonmagical weapons. two targets together with a stream of ice cold water. If
Languages Aquan, Common either target tries to move more than 20 feet away
Challenge 9 (5,000 XP) from its bound partner, it must expend 2 feet of
movement for every 1 foot traveled and it takes 11
(2d10) cold damage for every 5 feet traveled.
Amphibious. The merfolk can breathe air and water.
Aquatic Travel. The merfolk uses surges of conjured
water to propel its body forward when on land, allowing
it to move rapidly despite its lack of standard ground
travel.
Spellcasting. The merfolk is a 12th-level spellcaster. Its
spellcasting ability is Intelligence (spell save DC 16, +8
to hit with spell attacks). It has the following Wizard
spells prepared:
Cantrips (at will): dancing lights, frostbite, shape water
1st level (4 slots): comprehend languages, shield, silent
image
2nd level (3 slots): blur, hold person
3rd level (3 slots): tidal wave, wall of water
4th level (3 slots): control water, greater invisibility,
water sphere
5th level (2 slots): cone of cold, dominate person
6th level (1 slots): globe of invulnerability, otilukes
freezing sphere
Actions
68
Molten Spider
Born in the elemental plane of fire, these large spiders spin
webs of molten silk. These webs both capture the victim and
cook them alive, creating a delicious meal for the spider with
minimal effort. They will line the walls of deep caverns with
Molten Spider
Medium beast, unaligned
their webs, for even though the webs are molten hot they do
not produce any additional light - a detail the spider uses to Armor Class 12
its advantage. The spiders bite causes their victims blood to Hit Points 45 (7d8 + 14)
literally boil, inflicting excruciating pain that resonates Speed 30 ft., climb 30 ft.
through every part of their body. While their webs will never
overlap, these spiders tend to live in small groups to aid each
other if danger should threaten their home. STR DEX CON INT WIS CHA
16 (+3) 14 (+2) 14 (+2) 6 (-2) 12 (+1) 6 (-2)
Skills Perception +5
Damage Immunities fire
Damage Vulnerabilities cold
Senses darkvision 60 ft., passive Perception 15
Languages ---
Challenge 2 (450 XP)
Actions
Bite. Melee Weapon Attack: +5 to hit, reach 5ft.,
one target. Hit: 7 (1d8 + 3) piercing damage, and
the target must make a DC 11 Constitution saving
throw, taking 10 (3d6) fire damage on a failed save,
or half as much damage on a successful one.
Molten Web (Recharge 6). The spider produces a
mass of molten, sticky webbing at a point within 20
feet. The web fills a 10-foot cube from that point
for the next minute. The web is difficult terrain and
lightly obscures the area. Each creature that starts
its turn in the webs or that enters them during its
turn takes 5 (2d4) fire damage and must make a DC
11 Dexterity saving throw. On a failed saving throw
the creature is restrained as long as it remains in
the webs or until it breaks free. A creature
restrained by the webs can use its action to make a
DC 11 Strength check, freeing itself on a success.
The webs are vulnerable to water. Any 5-foot cube
of webs exposed to water dissolve in 1 round.
69
Monk of the Scattered Sands
Born and raised in a expansive desert or along the shores of
the ocean, these monks have learned to control sand and use
it as a weapon is combat. As with all monks, their hands, feet, Monk of the Scattered
and elbows are weapons in their own right, able to deal as
much damage as a weapon forged from steel. They carry Sands
multiple pouches filled with sand that they use for both Medium humanoid, neutral good
offensive and defensive maneuvers - blinding their opponents
and even redirecting spells at other targets. Armor Class 16 (unarmored defense)
Hit Points 65 (10d8 + 20)
Tradition Above Victory. A monk holds their system of Speed 40 ft.
values above all else. A monk of the scattered sands is
forbidden from using weapons or armor crafted of metal,
similar to the restrictions most druids follow. They need to be STR DEX CON INT WIS CHA
able to defend themselves using only their influence over 10 (+0) 16 (+3) 14 (+2) 10 (+0) 16 (+3) 11 (+0)
sand and their natural agility. This often is not a problem for
monks, as their lives are free of temptation when living in
their massive temples; but when they travel out into the world Saving Throws Dex +6, Wis +6
it can be a struggle knowing that a fight (and potentially their Skills Acrobatics +5, Medicine +5, Religion +2
Senses passive Perception 13
own life) may be lost merely because they refuse to pick up a Languages any three languages
blade. Challenge 4 (1,100 XP)
A Chosen Path. Once these monks reach a certain age,
they can choose between a few different paths for their Sand Glide. The monk has a flight speed of 20 ft. as
future. These choices include staying at the temple sands swirl to carry it. This benefit works only in
permanently and teaching others the way of the scattered short bursts; the monk falls at the end of its turn if
sands, taking up residence in a nearby town to act as a it is in the air and nothing else is holding it aloft.
protector and to spread the word of their order, or to travel
the world in search of holy relics to bring back to their temple Unarmored Defense. While the monk is wearing no
to protect and worship. These monks often stand out in a armor and wielding no shield, its AC incluces its
room as they continue to wear traditional vibrant desert garb Wisdom modifier.
despite weather or culture. They will never raise their voice
unless engaged in a battle and will maintain a calm Actions
demeanor up until the very moment combat begins.
Multiattack. The monk makes three attacks with its
quarterstaff. It can also use Manipulate Sands once,
either before or after one of the attacks.
Quarterstaff. Melee Weapon Attack: +5 to hit, reach
5ft., one target. Hit: 7 (1d8 + 3) bludgeoning
damage.
Manipulate Sands. The monk sends a stream of sand
at a target within 30 ft. The target must make a DC
13 Dexterity saving throw, taking 15 (6d4)
bludgeoning damage and becoming blinded until
the end of their next turn on a fail, or half as much
damage and are not blinded on a success.
Reactions
Dancing Winds (2/Day). When the monk is targeted
by a ranged spell attack with no other targets, it can
quickly kick up a spiral of wind that alters its
trajectory away from the monk. The monk takes no
damage from this attack. As part of the same
reaction, the monk makes a ranged spell attack
against another creature within 60 ft. with a +5
bonus to the attack roll. On a hit, the spell strikes
the new target instead.
70
Mysterious Starcaller
These celestial beings stand at roughly the height of an Interplanar Travellers. The starcallers answer to no one.
average human, have a similar build and form as a human, They show up whenever the balance between the planes is
and even have a voice that sounds human in nature . . . but threatened, handle the situation, and disappear. They show
their true appearance is a mystery to all but the gods. The no allegiance to good or evil, simply to the balance; though
starcallers wear black robes that seem to have a galaxy typically they are fighting against the forces of evil. A
swimming across them, as if they are a scrying device to a far starcaller can step through any number of planes with each
off location in the universe. Their hoods are always up, their step. It uses this ability to travel massive distances in
hands covered by gloves, and their feet firmly secured in a moments even without the use of true teleportation.
pair of boots, leaving no physical portion of the starcallers Celestial Heritage. While mortals are uncertain of their
body visible. origin or their appearance, it is clear that the starcallers are
Looking into these robes, even at a distance of 5 feet away celestial in nature. They speak the language of the gods with
and even for creatures with darkvision, is the same as looking profound elegance and beauty, unleash powerful divine
into a void. There is clearly something beneath the robes to magics, and are resistant to radiant attacks. Many theorize
give it form - a mouth to speak words, hands to unleash spells that these entities have been around since the beginning of
and attacks, but even on the rare occasions when a starcaller time, an unbiased protector of the multiverse. No one who
is defeated when their hood is pulled back the robes has encountered a starcaller first hand disagree with this
immediately deflate and are left empty. idea.
71
Mysterious Starcaller
72
Mystic Spellblade
Spellblades are divine warriors, a kind of paladin that Judgement of the Gods. The spellblade considers their
answers to no king, noble, or order - only to the gods. These word to be the same as those of the gods. If someone goes
serene fighters are almost always women, as their combat against the teachings of their god or against their god's
style is quite elegant. They stand far from battle, dressed in declarations, the spellblade will have no hesitation to strike
beautiful garments, focusing only on guiding their weapons down the transgressor regardless of their status or
and dodging attacks. On rare occasions they will need to get alignment. Ironically, paladins of other gods are often the
their hands dirty with a devastating series of attacks from ones who find themselves fighting these spellblades, for both
newly conjured ethereal weapons. It is even rarer that a are stubborn and unrelenting in their beliefs. Neither is
target survive the onslaught. willing to cast aside their values and often the spellblade will
Spellblades exist for both good and evil gods, following the be forced to make an example of these holy warriors.
will of their deity with every action performed, hoping to one
day be accepted as worthy of ascension and given the full gifts
of a celestial being. A spellblade following a good god often
has weapons that glow blue, green, or white while followers
of an evil god will have weapons that are blood red or black.
Both kinds of spellblades are dangerous for anyone with
differing views of the world.
Reactions
Spiritual Barrier. The spellblade adds 3 to the result of
any spell saving throw by boosting her fortitude with
spiritual energy.
Actions
73
Mystic Spellblade
74
Necromancer
A simple lower level necromancer wizard. As is typical for a
necromancer, they are often accompanied by skeletal
warriors or sometimes even a golem. Necromancers can
serve a variety of purposes and have too many backgrounds
to specify a single set of details to them. Use them as needed
for a
Necromancer
Medium humanoid, lawful evil
Armor Class 12
Hit Points 45 (7d6 + 21)
Speed 30 ft.
Actions
Quarterstaff. Melee Weapon Attack: +1 to hit, reach
5ft., one target. Hit: 2 (1d6 - 1) bludgeoning
damage.
75
Ninja
A master of stealth and discrete elimination, a ninja belongs
to an ancient order of ninjutsu warriors. These combatants
have extreme discipline, pushing their bodies to its limits to
gain special talents such as holding their breath for extended
Ninja
Medium humanoid, lawful neutral
periods of time, detecting an enemys location even in a pitch
black room, and immunity to everything but the most Armor Class 14 (leather armor)
advanced poisons. They do not lean towards good or evil but Hit Points 22 (4d8 + 4)
simply follow the commands of the elders in their order. Speed 30 ft., climb 20 ft.
Dishonor in Detection. For a ninja, to be unseen is to stay
alive another night. They will sometimes remain unmoving
for hours at a time, just waiting for the perfect opportunity to STR DEX CON INT WIS CHA
strike. They will learn patrol patterns, weaknesses in 10 (+0) 16 (+3) 12 (+1) 10 (+0) 12 (+1) 10 (+0)
defenses, secrets that can be used to exploit - and all of this
for a single slice of the blade and a swift escape. If they are Skills Stealth +7, Sleight of Hand +5, Perception +3
caught in direct combat they will flee, using their grappling Senses blindsight 10 ft., passive Perception 13
hook and smoke bombs to escape and fight another day . . . Damage Resistances poison
but they will hang their head in shame regardless. Conditional Immunities poisoned
Languages Common
Challenge 1 (200 XP)
Actions
Dagger. Melee Weapon Attack: +5 to hit, reach 5ft.,
one target. Hit: 5 (1d4 + 3) piercing damage.
Throwing Star. Ranged Weapon Attack: +5 to hit,
range 20/60 ft., one target. Hit: 5 (1d4 + 3)
piercing damage.
Smoke Bomb. The ninja throws a smoke bomb at its
feet. This creates a cloud of smoke in a 10-foot
radius area that renders all creatures within it blind
and heavily obscures the area to creatures outside
of it. This cloud persists until the beginning of the
ninjas next turn.
76
Noxious Savageclaw
Stalking through deep caverns, the savageclaw secretes Noxious Savageclaw
poisonous gases and liquids with every step it takes. It is a Medium aberration, chaotic evil
large, flightless insectile beast roughly the size of a wolf. It
has glowing green eyes and incredibly powerful mandibles Armor Class 16 (natural armor)
that it uses to crush through armored enemies. Large Hit Points 39 (6d8 + 12)
Speed 40 ft.
armored plates cover its body, making difficult for larger
predators to harm them as they use their superior speed and
poison to escape. The savageclaw's primary weapon is a long STR DEX CON INT WIS CHA
segmented tail similar to that of a scorpion that it uses to 16 (+3) 12 (+1) 14 (+2) 2 (-4) 12 (+1) 1 (-5)
impale and poison victims.
Pack Hunters. A savageclaw rarely hunts alone. They
typically move in packs of 4-8, but sometimes will send Damage Immunities poison
scouting groups of one or two up ahead of the rest. They can Conditional Immunities poisoned
Senses darkvision 60 ft., passive Perception 11
produce clouds of poison with specific scents that travel Languages ---
quickly through the caverns and alert the rest of their pack to Challenge 2 (450 XP)
dangers or potential meals. The savageclaws will quickly
converge on that location, approaching with terrifying ferocity Poison Trail. The savageclaws body exudes poison
and ready to fight. in a 5 foot cube around it. Whenever the
Subterranean Dwellers. The savageclaws live exclusively savageclaw moves, this poison follows along and
underground. They do not fear sunlight and are not weak fills every space the savageclaw touched during its
when exposed to it, but feel at home when underground. movement. This poison dissipates after 1 round.
Their hunting styles and predatory nature gives them an Any creature that moves through one of these
instinctual need to stay in the dark. The tunnels of deep caves poison clouds must succeed on a DC 12
also allows for them to set up entire pockets of odorless, Constitution saving throw or take 9 (2d8) poison
poisonous gar to weaken their prey without them being damage. A creature that holds their breath while
aware of the imminent threat at hand. moving through one of these spaces has advantage
on the saving throw.
Actions
Multiattack. The savageclaw makes two attacks with
its bite.
Bite. Melee Weapon Attack: +5 to hit, reach 5ft.,
one target. Hit: 7 (1d8 + 3) piercing damage.
Poison Tail. Melee Weapon Attack: +5 to hit, reach
5ft., one target. Hit: 6 (1d6 + 3) piercing damage
plus 7 (2d6) poison damage and the target must
succeed on a DC 12 Constitution saving throw or
become poisoned for 1 minute. Creatures poisoned
in this way cannot use reactions. A creature can
repeat the saving throw at the end of each of its
turns, ending the effect on itself on a success.
Noxious Discharge (1/Day). The savageclaw lets out
a powerful blast of poison gas in a 15 foot cube
originating on itself. Any creature in this area must
make a DC 12 Constitution saving throw, taking 13
(3d8) poison damage on a failed save, or half as
much damage on a successful one.
77
Obsidian Golem
A powerful guardian made from volcanic glass and powered Mobile Smeltery. The golem has tubes that run through its
by lava, this azer-crafted construct serves as a deadly body, pumping the lava that is its lifeblood to all of its
guardian. It stands at roughly nine feet tall with broad extremities. When it has a target grasped in both hands, they
shoulders nearly four feet across. It has arms so large that are almost completely obscured by its two massive obsidian
they seem absurd, even for a creature of such a large stature. fists. It will then open up pumps in the center each hand and
It uses these arms to pick up even human sized creatures in a unleash a powerful flow of lava, causing the helpless victim to
single fist and then to crush them. It will even use these be melted into a horrific puddle of molten rock and flesh.
grappled targets as weapons against their own allies, a
particularly brutal display for creatures that bleed or break
easily.
As with other golems, it is effectively eternal in its lifespan
and only obeys orders from its master. It obeys these
commands without question. The azer will send these
expendable soldiers to wreak havoc in a efreeti fortress,
killing dozens or sometimes hundreds of their slaves before
someone finally manages to destroy it. When not on offense,
they guard the azers armories and smelteries with their ever
watching eyes.
78
Ogres
This section expands upon the ogre creature found in other
publications. For more information about ogre behaviors,
intelligence, and their culture please consult these other
sources. These following monsters give a few more options
Ogre Warchief
Large giant, chaotic evil
for these popular monstrous creature types, making them
into a more diverse and exciting threat. Armor Class 16 (chainmail)
Ogre shamans use innate spellcasting to move earth, Hit Points 76 (8d12 + 24)
create pretty colors, and make ground clouds. Their skin has Speed 40 ft.
also become infused with magic, giving them additional
defenses against enemy spellcasters. They also still hit
absurdly hard. The warchief commands his fellow ogres by STR DEX CON INT WIS CHA
playing the drums of war. They are also masters of rockball 20 (+5) 8 (-1) 17 (+3) 9 (-1) 10 (+0) 8 (-1)
and put those abilities to use by hurling enemies through the
air (and off cliffs) with powerful kicks. Skills Athletics +7, Intimidation +3
Senses darkvision 60 ft., passive Perception 10
Languages Common, Giant
Challenge 4 (1,100 XP)
Ogre Shaman
Large giant, chaotic evil
Actions
Armor Class 9 Multiattack. The ogre makes two attacks with its
Hit Points 59 (7d10 + 21) greatmaul or with its javelin.
Speed 40 ft.
Greatmaul. Melee Weapon Attack: +7 to hit, reach
5ft., one target. Hit: 14 (2d8 + 5) bludgeoning
STR DEX CON INT WIS CHA damage.
16 (+3) 8 (-1) 16 (+3) 5 (-3) 8 (-1) 14 (+2) Javelin. Melee or Ranged Weapon Attack: +7 to hit,
reach 5 ft. or range 30/120 ft., one target., one
Senses darkvision 60 ft., passive Perception 9 target. Hit: 12 (2d6 + 5) piercing damage.
Languages Common, Giant Punt. Melee Weapon Attack: +7 to hit, reach 5ft.,
Challenge 2 (450 XP) one target. Hit: 23 (4d8 + 5) bludgeoning damage
and the target must make a DC 15 Strength saving
Thick Hide. The ogre has advantage on saving throw, being thrown 20 ft. and knocked prone on a
throws against spells and other magical effects. failed save or pushed 10 ft. and not knocked prone
on a success.
Innate Spellcasting. The ogres innate spellcasting
ability is Charisma (spell save DC 12). The ogre can War Drums (Recharge 5-6). The warchief play the
innately cast the following spells, requiring no drums of war. All other ogres within 120 ft. that
material components: can hear the drums may use their reaction to make
a melee attack against an enemy in range.
At will: light, mold earth, create bonfire
1/day each: earth tremor, enhance ability, fog
cloud, color spray
Actions
Club. Melee Weapon Attack: +5 to hit, reach 5ft.,
one target. Hit: 10 (2d6 + 3) bludgeoning damage.
79
Orcs
This section expands upon the orc creature found in other
publications. For more information about orc savagery, their Demonblood Orc
fighting styles, and their gods please consult these other
sources. Berserker
Medium humanoid (orc), chaotic evil
Demonblood Orcs
Demonblood orcs are those who have made a deal with a Armor Class 14 (natural armor)
Hit Points 45 (5d12 + 15)
powerful demon lord in exchange for strength. This deal Speed 30 ft.
often involves serving in the demon lords armies, capturing
an ancient relic, or capturing creatures to be used as blood
tributes. These orcs have their bodies covered in glowing STR DEX CON INT WIS CHA
tattooes - their color and style specific to the demon lord that 19 (+4) 12 (+1) 16 (+3) 7 (-2) 12 (+1) 10 (+0)
granted them this blessing of power. Weaker orcs die from
this process, while the strong become as powerful as ten
ordinary orcs. Once their contact has been completed, these Skills Athletics +6, Intimidation +2
Senses darkvision 60 ft., passive Perception 11
orcs retain this enhanced strength and will often use it to Damage Resistances bludgeoning, piercing, and
conquer and pillage with a ferocity that most town are not slashing damage from nonmagical weapons
prepared to fight against until the demon lord calls upon Languages Common, Orc
them once again. Challenge 3 (700 XP)
Berserkers. The way the demonblood transformation
affects an orc is unique to each creature. Berserkers are Aggressive. As a bonus action, the ore can move up
thrown into a constant state of rage. These were the orcs to its speed toward a hostile creature that it can
charged blindly into battle, seeing the only honorable death see.
as one surrounded by a pile of corpses of their slaughtered
enemies. They usually grow a full foot from the infusion and Demonblood Rage. The orc is in a constant state of
their muscles bulge with unnatural strength. rage due to its demonic blood. It has resistance to
Bloodcasters. These orcs were already adept at bludgeoning, piercing, and slashing damage from
spellcasting. Being infused with demon blood allows them to nonmagical weapons and deals 2 additional damage
become even more powerful by sacrificing their own life force with each attack (included in the attacks).
to enhance the strength of their spells while simultaneously
absorbing the life force from their victims. The blood that fills Actions
them is volatile because of this cocktail of overlapping magic, Multiattack. The orc makes two attacks with its
causing these orcs to violently explode upon being killed. greataxe or its spear.
Hunters. These orcs were archers before, but with this
new blood they have uncanny aim. They stab themselves with Battleaxe. Melee Weapon Attack: +6 to hit, reach 5
each arrow before firing, causing them to inflict painful ft., one target. Hit: 12 (1d12 + 6) slashing damage.
necrotic damage upon their targets. They can also tap into Spear. Melee or Ranged Weapon Attack: +6 to hit,
this well of power, pulling their bowstring back further than reach 5 ft. or range 20/60 ft., one target. Hit: 9
thought possible and letting loose an arrow that hits with the (1d6 + 6) piercing damage, or 10 (1d8 + 6)
strength of two. piercing damage if used with two hands to make a
Warriors. Demonblood warriors are the strongest melee melee attack.
fighters of them all. The berserkers have raw power, but the Furious Strikes (1/Day). The orc doubles its
warriors have tactics and strategy along with their natural Demonblood Rage bonus damage to 4 this turn,
orcish fury. They use their demonic vision to exploit their then makes three attacks with its greataxe. Until the
opponents weaknesses and can call on a powerful end of the orcs next turn, all attacks made against
combination of orcish and demonic blood to cause powerful it have advantage.
to attacks to glance off almost harmlessly.
80
Demonblood Orc Demonblood Orc
Bloodcaster Hunter
Medium humanoid (orc), chaotic evil Medium humanoid (orc), chaotic evil
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
12 (+1) 12 (+1) 14 (+2) 10 (+0) 9 (-1) 18 (+4) 13 (+1) 16 (+3) 14 (+2) 8 (-1) 14 (+2) 8 (-1)
Senses darkvision 60 ft., passive Perception 9 Skills Animal Handling +4, Survival +4, Perception
Languages Common, Orc +4
Challenge 4 (1,100 XP) Senses darkvision 60 ft., passive Perception 14
Languages Common, Orc
Blood Magic. Whenever the orc deals damage to an Challenge 3 (700 XP)
enemy with a spell, it gains 5 temporary hit points.
Additionally, the orc can use its bonus action to pay Aggressive. As a bonus action, the orc can move up
1d10 hit points to make the next spell it casts act to its speed toward a hostile creature that it can
as if it were cast at one spellslot higher. see.
Uncontainable Power. When the orc dies, it Demons Aim. As a bonus action, the orc can
explodes violently. Each creature within 5 feet of it choose to tap into its demonic blood to make its
must make a DC 13 Dexterity saving throw, taking next shot. The orcs next ranged attack takes a -3
18 (4d8) necrotic damage on a failed save, or half penalty to the attack roll. If the attack hits, add +6
as much damage on a successful one. to the attacks damage.
Spellcasting. The orc is an 7th-level spellcaster. Its
spellcasting ability is Charisma (spell save DC 14, Actions
+6 to hit with spell attacks). The orc has the
following Sorcerer spells prepared: Multiattack. The orc makes two attacks with its
longbow or with its shortswords.
Cantrips (at will): acid splash, blade ward, ray of
frost, prestidigitation Longbow. Melee Weapon Attack: +7 to hit, range
150/600 ft., one target. Hit: 7 (1d8 + 3) piercing
1st level (4 slots): burning hands, mage armor,
damage plus 2 (1d4) necrotic damage.
shield
2nd level (3 slots): hold person, spider climb Shortsword. Melee Weapon Attack: +5 to hit, reach
5 ft., one target. Hit: 6 (1d6 + 3) piercing damage.
3rd level (3 slots): counterspell, fireball
Volley (Recharge 5-6). The orc makes a ranged
4th level (2 slots): wall of fire attack against any number of creatures within 10
feet of a point it can see within its weapons range.
It makes a separate attack roll for each target.
Actions
Quarterstaff. Melee Weapon Attack: +3 to hit, reach
5ft., one target. Hit: 4 (1d6 + 1) bludgeoning
damage.
81
Demonblood Orc
Warrior
Medium humanoid (orc), chaotic evil
Actions
Multiattack. The orc makes two attacks with its
longsword or its spear.
Longsword. Melee Weapon Attack: +5 to hit, reach
5 ft., one target. Hit: 7 (1d8 + 3) slashing damage,
or 8 (1d10 + 3) if used with two hands.
Spear. Melee or Ranged Weapon Attack: +5 to hit,
reach 5 ft. or range 20/60 ft., one target. Hit: 6
(1d6 + 3) piercing damage, or 7 (1d8 + 3) piercing
damage if used with two hands to make a melee
attack.
Precision Attacks (Recharge 5-6). As a bonus action,
the orc taps into its demonic sight and finds its
opponents weak spots. Each weapon attack the orc
makes against an enemy within 30 feet this turn is
made with advantage.
Reactions
Demonic Endurance. The orc reduces the damage
dealt by a single source to 10.
82
Overgrowth Ghoul
Sometimes when a corpse is reanimated, it is so infested with
plantlife that the two form a symbiotic relationship as a
means to better survive. Its appearance is similar to that of a
zombie, as it is still a body that is being risen from the dead,
Overgrowth Ghoul
Medium undead (plant), chaotic evil
but it has vines and leaves twisting around its body. Flowers
sometimes sprout out of its eyes or grow in clusters out of its Armor Class 9
stomach. It is a twisted, morbid sight to combine such beauty Hit Points 17 (3d8 + 4)
with death and decay. Speed 30 ft.
The ghoul can take root and and dig its vines deep into the
ground, allowing it to pull energy from the soil but also
causing it to become immobilized. While in this form it can STR DEX CON INT WIS CHA
also make long range attacks by erupting roots and vines 14 (+2) 9 (-1) 13 (+1) 5 (-3) 9 (-1) 3 (-4)
from the ground and lashing at their foes. While not rooted, it
acts as a traditional undead, shambling about and doing Damage Immunities poison
whatever is demanded of it from its master. Condition Immunities poisoned
Unnatural Manifestations. The plant symbiosis can be Senses darkvision 60 ft., passive Perception 9
forced upon the arisen rather than naturally occurring. If a Languages understands the languages it knew in life
wood wraith claims a life, plants will swarm around it and but cant speak
take hold. When the corpse reanimates in this scenario it is Challenge 1/4 (50 XP)
because the plants are controlling its movements and not
because it has been given life again. These ghouls are under Floral Fortification. The ghoul can use its action to
the wood wraiths control, doing what is demanded of them plant its body into the ground and become fortified
without question as all good servants should. or it can uproot and return to its mobile ghoul
form. While fortified, the ghoul has its AC increased
to 14, its movement speed is reduced to 0 ft., and
as long as it has at least 1 hit point it regains 1d4
hit points at the beginning of its turn.
Actions
Claw. Melee Weapon Attack: +4 to hit, reach 5ft.,
one target. Hit: 5 (1d6 + 2) slashing damage.
Root Slash (Fortified Form Only). Melee Weapon
Attack: +4 to hit, reach 10 ft., one target. Hit: 6
(1d8 + 2) slashing damage.
83
Pyrefly
A pyrefly is a tiny elemental quite similar to a firefly in nature,
but the pyrefly is quite a bit more deadly. They obsess over
open flames and when they find a source of it they swarm and
signal to other pyreflies to gather round with a brilliant
Pyrefly
Tiny elemental, chaotic neutral
display of lights. They will cause the fire to dance with
beautiful colors, creating plumes of colored light and flashes Armor Class 12
of dazzling flame. This display of color is also their way of Hit Points 14 (4d6)
finding a suitable mate. Speed fly 40 ft.
Separation Anxiety. Once a pyrefly has found a source of
flame, it will go berserk if anything threatens to put it out.
Ordinarily a pyrefly is friendly and beautiful, but make a move STR DEX CON INT WIS CHA
to extinguish their fire, especially during a mating display, 6 (-2) 14 (+2) 10 (+0) 10 (+0) 14 (+2) 4 (-3)
and they will go all out with tiny flare attacks. They will set
anything and everything around them ablaze and give off Damage Resistances fire
warning flares so bright that it can blind creatures Senses darkvision 60 ft., passive Perception 12
temporarily. Languages understands Ignan but cant speak
Omen of Luck. While a will-o-wisp is considered to be bad Challenge 1/4 (50 XP)
luck, a pyrefly is considered a sign of good things to come in
most cultures. Their mating rituals typically coincide with Attraction to Fire. Pyreflies can detect any nearby
patterns of beautiful weather and clear, starry night skies, so fires and will flock to them, dancing and making
people come to think the pyreflies bring these conditions. In beautiful colors. They grow aggressive when these
reality, the pyreflies can glimpse weather in the near future fires are put out.
and know when they will have plenty of time to stay with a Illumination. The pyrefly sheds bright light in a 5-
blazing fire, so they are in fact an indicator of lovely weather. foot radius and dim light an additional 5 feet.
Actions
Spark. Melee Spell Attack: +4 to hit, reach 5ft., one
target. Hit: 5 (1d6 + 2) fire damage.
Flare. The pyrefly gives off a brilliant flash of light.
All non-pyrefly creatures within 10 feet of the
pyrefly must succeed on a DC 12 Constitution
saving throw or be blinded until the end of their
next turn.
Ignite (1/Day). The pyrefly sets fire to a flammable
object not being worn or carried.
84
Radiant Stalker
The stalker is of a strange design, with three spider-like legs
that are each roughly ten feet long. Each leg has four joints,
allowing for superior navigation in any terrain. These legs are
attached to an oval-shaped body with a twin cannon mounted
Radiant Stalker
Large construct, neutral
beneath. Along the edge of this central body are numerous
glowing orbs of light that become supercharged as the stalker Armor Class 15 (natural armor)
approaches an opponent. The cannons on its body can fire Hit Points 110 (13d10 + 39)
blasts of radiant energy at long range or have them rotate Speed 40 ft.
around its body rapidly bisect a room with damaging light.
Tomb Guardians. After an unfortunate incident involving a
necromancer, a small town landed themselves with the STR DEX CON INT WIS CHA
problem of all of their dead slowly coming back to life and 14 (+2) 17 (+3) 16 (+3) 17 (+3) 6 (-2) 5 (-3)
shambling back towards their homes. They sent men on
shifts to defend their graveyards, but sometimes it would be a Damage Immunities poison, psychic
week between incidents and other times there would be four Condition Immunities charmed, exhaustion,
or five in a single day. After a few deaths, they decided to give frightened, paralyzed, petrified, poisoned
technology a try and so they hired a gnomish inventor of great Senses darkvision 60 ft., passive Perception 8
renown who decided to create the ultimate defender against Languages Common, Celestial
the undead - The Radiant Stalker. Challenge 5 (1,800 XP)
A Zombies Worst Nightmare. The stalker has no flesh to
be eaten and each of its legs can easily step through the Radiant Aura. The stalker sheds bright light in a 15-
undead, impaling and usually killing them in a single move. foot radius and dim light for an additional 15 feet.
The core components of the stalker are kept high off the Charging Strike. If the stalker moves at least 20 feet
ground and away from their reach. Even if zombies do straight toward a target it begins to glow with
manage to surround it, it can always use its Resplendent divine energy. If the stalker that target with its
Assault to turn them all to ash in an instant. impale attack on this turn, the target takes an
Also a Crypt Robbers Worst Nightmare. While these additional 9 (2d8) radiant damage and becomes
machines were mainly intended to keep the undead at bay, charged with divine energies. The first time that
they also serve the very useful purpose of deterring crypt target deals damage to the stalker on its next turn,
robbers. The stalker will let anyone into the tomb to visit, but it takes an additional 9 (2d8) radiant damage as
if it detects that creature has left with more than it came, it these energies surge.
will stop their passage. If the creature attacks the stalker or
refuses to put back what was taken, they are met with a swift Actions
death with the last thing they see being a bright flash of light.
Multiattack. The stalker makes two attacks with its
impale or three with its radiant beam.
Impale. Melee Weapon Attack: +6 to hit, reach 10
ft., one target. Hit: 12 (2d8 + 3) piercing damage
plus 4 (1d8) radiant damage.
Radiant Beam. Ranged Spell Attack: +6 to hit, range
120 ft., one target. Hit: 10 (3d6) radiant damage.
Resplendent Assault (Recharge 5-6). The stalker
unleashes twin beams of energy that spiral around
the room. Each creature within 60 feet of the
stalker make two DC 14 Constitution saving
throws, taking 18 (4d8) radiant damage for each
failed save.
85
Storm Raven
This raven may be small but it certainly should not be
underestimated. The storm raven is a lightning imbued bird
that has the ability to summon orbs of lightning to destroy its
foes. At a glance it appears to be an ordinary raven, but when
Storm Raven
Tiny beast, unaligned
it flaps its wings small bolts of lightning arc to nearby objects.
As it approaches a surface for landing, lightning will spark Armor Class 13
from its talons to the surface. Even with these capabilities, Hit Points 31 (7d6 + 7)
they behave similarly to an ordinary raven unless they need to Speed 10 ft., fly 40 ft.
defend themselves.
Sorcerers Spark. Similar to a sorcerer, these ravens have
their abilities awoken at a critical moment in their lives. This STR DEX CON INT WIS CHA
is almost always as the raven is about to be killed be a 7 (-2) 17 (+3) 12 (+1) 8 (-1) 14 (+2) 9 (-1)
predator. Some innate power stored deep in the creature,
extending back for thousands of years, is unleashed and the Skills Perception +4
raven can they harness the power of the storm. Immediately, Damage Immunities lightning
the raven grows more intelligent as their mind is opened to Senses darkvision 60 ft., passive Perception 14
the world and they gain a complete understanding of their Languages ---
capabilities. Challenge 2 (450 XP)
Actions
Multiattack. The raven makes two attacks: one with
its beak and one with its talons. It then summons a
lightning orb.
Beak. Melee Weapon Attack: +5 to hit, reach 5ft.,
one target. Hit: 5 (1d4 + 3) piercing damage plus 2
(1d4) lightning damage.
Talons. Melee Weapon Attack: +5 to hit, reach 5ft.,
one target. Hit: 6 (1d6 + 3) piercing damage plus 2
(1d4) lightning damage.
Summon Lightning Orb. The raven creates a 3 inch
diameter sphere of electricity in an unoccupied
space within 60 feet. This sphere persists for 1
minute or until the raven is killed. A creature that
ends its turn in the same space as a lightning orb
takes 3 (1d6) lightning damage. On initiative count
20, the orbs spark a 5-foot wide line of lighting
between all other orbs within 20 feet. Creatures
caught within one of these streaks of lightning
must succeed on a DC 12 Dexterity saving throw or
take 10 (3d6) lightning damage.
86
Temple Scarab
A tiny creature with terrifying capabilities. These beetle-like
creatures were bred and raised to be the ultimate guardians
within a sacred temple. They do not disturb any ancient relics
or the bodies of the dead, live for over a hundred years, and
Temple Scarab
Tiny beast, chaotic evil
require little to no sustenance to survive. They are small
enough to squeeze through the cracks and hidden Armor Class 11
passageways in the stone halls they call home, waiting for Hit Points 7 (3d4)
living intruders to make their way into the temple so they can Speed 25 ft.
have a true meal.
Controllers of Mind. The scarab enjoys nothing more than
to gain control of a living creature. It will bite them and STR DEX CON INT WIS CHA
burrow beneath the flesh, crawling along under their skin 5 (-3) 10 (+0) 10 (+0) 2 (-4) 10 (+0) 4 (-3)
until it reaches the location where spine and brain meet. It
then clamps down on this cluster of nerves and gains control Senses darkvision 60 ft., passive Perception 10
of that creatures actions. The victims mind silently screams Languages ---
out in agony as the scarab feeds on their cranial fluid. The Challenge 1/8 (25 XP)
scarab defends its meal by directing the creature to attack its
own allies or sometimes to simply flee to a location so it can Actions
eat in peace.
Bite. Melee Weapon Attack: +2 to hit, reach 5ft.,
one target. Hit: 2 (1d4) piercing damage and the
target must succeed on a DC 10 Constitution
saving throw or the scarab burrows under the skin
of the target. A creature may use its action to
attempt to cut out the scarab. That creature makes
a DC 10 sleight of hand check, killing the scarab
and cutting it out of the victim on a success.
Success or fail, the creature in which the scarab is
burrowed takes 1 point of piercing damage from
this maneuver.
If the scarab is burrowed, at the end of each of its
turns it moves closer to the creatures brain,
dealing an additional 1 piercing damage. If the
scarab is not removed, after 3 turns of being
burrowed it latches on to the brain of the creature
and takes control of its body until removed. A
creature that has a scarab removed from its brain
falls unconscious for 1d4 days.
87
The beast is constantly on the move, looking for new
Terror Beast victims it can literally scare to death. They will often wander
While this entity is called a terror beast, its physical into moderately sized town and lurk in back alleyways,
appearance is similar to that of a large rabbit. It has comically waiting for unsuspecting victims to approach at night.
large, floppy ears, big green eyes, and is covered in light Sometime the terror beast will let these people flee and
brown fur. Unlike a rabbit, it does have a set of claws and spread the word that there is some sort of nightmarish
some sharp teeth, but it is small enough that it can only take creature plaguing their city. The terror beast relishes in
small nibbles of flesh with a bite. Even though this is the true whatever decision the town makes - either send these people
form of the terror beast, very few will ever get a chance to see away as insane or turn to panic against this unknown
it. monster.
Aspiring for Intimidation. The terror beast longs to inflict Psychic Assault. The terror beast uses a powerful set of
fear in other creatures, but unfortunately its ordinary form psychic abilities to attack its opponents rather than its tiny
doesnt help the cause. To compensate for this fact, the terror claws and teeth. It can make a victim think that they are being
beast is capable of creating incredibly realistic illusions. It ripped limb from limb, unable to recognize that their body is
also has unnatural insight into the minds of others, still in tact and responding to the pain as if it were real. The
uncovering their deepest horrors with a single glance and beast can even cause a creature to live out its own death,
transforming into them. This often is what causes its unleashing all of their fears one after another and causing
opponents to cower in fear and brings tremendous joy to the them to die from each of them until their mind collapses
terror beast. under the mental strain.
88
The Emerald Queen
Deep in the forest, so far from society that it begins to blend
with the realm of the fey, is the Domain of the Emerald
Queen. For thousands of years this throne belonged to an
Emerald King by the name of Sylarrian - a kind and
seemingly eternal ruler who managed the balance between
the two planes. Then an elf named Lylia found her way into
Sylarrians kingdom and the two fell in love. As time went on,
she began to crave his power . . . lusted for it. The elder fey
that give power to the crown decided it time for new
leadership if Sylarrian was blind the plot unraveling under
his own nose, within his own domain.
She killed Sylarrian with a dagger as he embraced her
tenderly, then took the crown and named herself the Emerald
Queen,. This title is quite formal for a woman who is more a
fighter than an aristocrat. She decided mortals unworthy to
pass through her domain and blocked it off with a massive
ring of thorns and vines, leaving only one passage into her
realm. This passage is guarded by both plant and beast alike.
Here she rules with her powerful magic and remarkable skill
with a bow, making sure not to expose herself to the same
weakness as her former lover.
Lylia is a beautiful elf with pale skin and midnight black
hair that wraps around and hangs down over her chest in a
braid. Her eyes are a stunning and fierce green, ablaze with
confidence and wisdom. She wears incredibly well-crafted
green-tinted leather armor, not something expected of a
queen but rather a warrior. Hanging from one hip is a silver
sword with a gleam of emerald along the edge of the blade
and hanging off of the other side is a curled up strand of
thorns. The final item is the crown thorns and plant life that
wraps around her head, the Crown of the Emerald Queen. It
seems painful to wear and her face even appears to be
permanently scarred from some of the thorns, but she doesnt
pay it any mind.
Bound to the Ancient Ways. The power of the crown
comes with drawbacks of its own. If anyone wishes to
challenge her for the crown, she must leave them unharmed
as they go through the Emerald Trials. If they are successful
in these trials, she will engage them in combat in her throne
room and if defeated must give up her power and leave the
realm in shame (if they choose to let her live at all).
You can send your players through the Domain of the
Emerald Queen by referring to the Dungeon section of the
Toolkit.
89
The Emerald Queen Thorn Whip. Melee Weapon Attack: +7 to hit, reach
15ft., one target. Hit: 9 (2d4 + 4) slashing damage. The
Medium fey, lawful evil
target is grappled (escape DC 14) if the Queen is not
Armor Class 15 (emerald bark armor) already grappling a creature. Until the grapple ends, the
Hit Points 134 (16d10 + 48) target takes 10 (3d6) piercing damage at the start of
Speed 35 ft. each of its turns. If the queen uses this attack while a
target is already grappled, she may pull the target to her
and deal an additional 9 (2d4 +4) piercing damage
STR DEX CON INT WIS CHA automatically.
14 (+2) 18 (+4) 16 (+3) 12 (+1) 14 (+2) 17 (+3) Longbow. Ranged Weapon Attack: +7 to hit, range
150/600 ft., one target. Hit: 8 (1d8 + 4) piercing
Saving Throws Dex +7, Cha +6 damage plus 7 (2d6) poison damage.
Skills Acrobatics +7, Deception +6, Perception +5, Hail of Thorns (Recharge 5-6). The queen launches a
Persuasion +6 volley of deadly thorns in a 30-foot cone. Each creature
Damage Resistances piercing in the area must make a DC 14 Dexterity saving throw,
Condition Immunities poisoned, charmed taking 35 (10d6) piercing damage on a failed save, or
Senses Darkvision 60 ft., passive Perception 15 half as much damage on a successful one.
Languages Common, Elvish, Sylvan
Challenge 7 (2,900 XP) Legendary Actions
The queen can take 3 legendary actions, choosing from
Legendary Resistance (1/Day). If the queen fails a saving the options below. Only one legendary action can be
throw, she can choose to succeed instead. used at a time and only at the end of another creatures
turn. The queen regains spent legendary actions at the
Actions start of her turn.
Multiattack. The queen makes two attacks: one with her Strike. The queen makes an attack with her shortsword
shortsword and one with her thornwhip, or two attacks or her longbow.
with her longbow.
Swift Repositioning. The queen can move up to half of
Shortsword. Melee Weapon Attack: +7 to hit, reach 5ft., her movement speed without provoking attacks of
one target. Hit: 7 (1d6 + 4) slashing damage plus 7 opportunity.
(2d6) fire damage.
Lair Actions
On initiative count 20 (losing initiative ties), the queen takes a
lair action to cause one of the following effects; the queen
cant use the same effect two rounds in a row.
Vines erupt from the floor and attempt to envelop a
creature the queen can see within 120 feet of her. The
target must succeed on a DC 14 Strength saving throw or
become restrained. A creature can use its action to make a
DC 14 Strength saving throw, ending the effect on a
success. The vines wilt away when the queen uses this lair
action again or when she dies.
A burst of thorns explodes from the wall and launch at two
creatures with deadly precision. Those creatures must
succeed on a DC 14 Dexterity saving throw or take 17
(5d6) piercing damage.
A magical green energy billows around one creature the
queen can see within 120 feet of her. The creature must
make a DC 14 Wisdom saving throw or or be charmed by
the queen until she chooses another lair action.
90
Timeless Chronomancer
The chronomancer long ago stopped feeling the effects of the
passage of time. He primarily stays within a castle his family
constructed thousands of years ago. It rests on peninsula that
extends out into the ocean and creates a stunning view. It
also makes the castle nearly impossible to siege. From here
he has watched the waves erode away the stone and reshape
the land into something completely different than what it was
when he was a child oh so long ago. Once in an ordinary
mans lifetime he will leave and take a few years to explore
the world, take note of how it has changed, and collect enough
books to last him another 50 or 60 years until he feels the
urge to go out and explore once again.
Despite being thousands of years old, the chronomancer
appears to be in his mid-forties, this was his age he was when
he unlocked the secrets of time magic. He spent every
moment of his adolescence and adult life in study and
performing experiments. He had a passion and his parents
had incredible wealth. They were proud to be raising a
scholar and a spellcaster that would shape the future of the
world.
His motivations changed when his mother became sick
with a disease that no cleric could seem to cure. He put her in
a stasis to keep her alive until he could find a way to fix her.
Afterwards, he gathered the best healers from around the
world and brought them back to the castle, but when he
broke the spell he realized the terrible mistake he had made.
In her stasis she could feel the pain of the disease the entire
time . . . he had trapped her in an inescapable prison of agony
for years and her sane mind had long since faded. He would
never seem to forgive himself for this and decided that he
would increase his own life and continue to live on with this
guilt until he has finally made peace with himself. Thousands
of years later and this still has not happened.
Decider of Fate. The chronomancer has turned the tide in
a few wars when he saw it fit for one side to be victorious
over the other, stopping time for all but himself and with a
single strike of his magical dagger putting an end to a king or
general. Stories of the chronomancer and his influence are
older than even the most ancient of history books. His
exploits are sung about in taverns, told around campfires, and
recited at dinner parties. He has written down everything he
has done in his life and sometimes the events were so long
ago that he gets to rediscover the memories as he reads them
in his own books.
Hoarder of Knowledge. The chronomancer knows just
about all there is to be known in this world, but does not
spread it on his journeys. He is there merely to observe and
to retain. He has forgotten more than even most elves will
learn in an entire lifetime. When someone wishes to obtain
knowledge of time magic from the chronomancer, he will
demand they prove themselves worthy of wielding such
power and engage them in combat - even if it is one against
many. Few have managed to pass this test, but he will not
spare them death in this combat, knowing that if they are not
able to defeat him then they would not have the wisdom to
use this magic and would fall victim to the same mistakes he
made so many years ago.
91
Timeless Chronomancer Dagger of Sands. Melee Weapon Attack: +10 to hit,
reach 5ft., one target. Hit: 6 (1d4 + 4) piercing
Medium humanoid, chaotic neutral
damage, and must succeed on a DC 21 Constitution
Armor Class 14 (17 with mage armor) (19 with haste) saving throw against being magically petrified. A
Hit Points 169 (26d8 + 52) creature within a Dome of Lethargy has disadvantage
Speed 30 ft. (60 ft. with haste) on this saving throw. On a failed save, the creature
becomes restrained. It must repeat the saving throw at
the end of its next turn. On a success, the effect ends.
STR DEX CON INT WIS CHA On a failure, the creature is petrified. Only a greater
restoration or wish spell can restore the creature to
10 (+0) 18 (+4) 14 (+2) 25 (+7) 19 (+4) 14 (+2) normal.
Saving Throws Int +13, Wis +10, Dex +10 Domes of Distortion (Recharge 5-6). The chronomancer
Skills Arcana +13, History +19, Insight +10, Perception creates two 15-foot radius domes at two locations
+10 within 120 feet. These domes last for one next minute
Senses passive Perception 20 or until the chronomancer uses this ability again. One
Languages any eight languages dome, the Dome of Vigor, gives the creatures within
Challenge 17 (18,000 XP) the benefits of the Haste spell while the other, the
Dome of Lethargy, gives the detriments of the Slow
spell. The Dome of Haste is a green in color while the
Magic Resistance. The devil has advantage on saving Dome of Lethargy is blue in color. These domes cannot
throws against spells and other magical effects. overlap
Innate Spellcasting. The chronomancers innate Entombed By Time. The chronomancer conjures an
spellcasting ability is Intelligence (spell save DC 21). hourglass shaped prison in an attempt to trap a
He can innately cast the following spells, requiring no creature within 120 feet. That creature must succeed
components: on a DC 21 Dexterity saving throw or be imprisoned.
At will: haste, mage armor, slow, shield Sand immediately begins to pour from the top of the
hourglass to the bottom, causing the trapped creature
3/Day: foresight, legend lore, time stop to age rapidly. A creature that starts its turn within the
hourglass ages 1d20 years. If 30 points of damage are
dealt to the glass walls of the hourglass in a single turn,
Actions the glass shatters and the hourglass disappears.
Multiattack. The chronomancer uses its Domes of
Distortion ability if able. It then makes one attack with Legendary Actions
each of its daggers. The chronomancer can take 3 legendary actions,
Dagger of Ages. Melee Weapon Attack: +10 to hit, choosing from the options below. Only one legendary
reach 5ft., one target. Hit: 6 (1d4 + 4) piercing damage action can be used at a time and only at the end of
and the target must succeed on a DC 21 Constitution another creatures turn. The chronomancer regains
saving throw or immediately age 1d20 years and take spent legendary actions at the start of its turn.
27 (6d8) force damage. A creature within a Dome of Dagger. The chronomancer makes an attack with one of
Vigor has disadvantage on this saving throw. A greater its daggers.
restoration spell can restore a creatures age to normal.
Teleport (Costs 2 Actions). The chronomancer magically
teleports, along with any equipment it is wearing or
carrying, up to 120 feet to an unoccupied space it can
see.
Entomb (Costs 3 Actions). The chronomancer uses its
Entombed By Time ability.
92
Witch Doctor
Calling to the spirits of the dead and dark inner magics for
their power, the witch doctor is unique and frightening Witch Doctor
opponent. They adorn themselves with decorated masks,
paint their skin with intricate patterns, wear the claws and Medium humanoid, neutral evil
teeth of animals about their necks, and carry pouches upon Armor Class 13 (leather armor)
pouches of strange ingredients for their rituals. A witch Hit Points 91 (14d8 + 28)
doctor seems primitive at a glance, but have a greater Speed 30 ft.
understanding of spirits and death than all but the most
knowledgeable scholars. They are obsessed with death and
what follows, dedicating their entire lives to better STR DEX CON INT WIS CHA
understand it. 8 (-1) 15 (+2) 14 (+2) 10 (+0) 17 (+3) 12 (+1)
Totemic Conjurers. The witch doctor can reach into the
ethereal plane, grab hold of an unsuspecting spirit, and pull it Saving Throws Con +5, Wis +6
back to the material plane in the form of a physical entity they Skills Animal Handling +6, Insight +6, Sleight of
call a totem. The witch doctor is so well trained in this Hand +5
process that it takes them only a moment to complete the Senses passive Perception 13
task. These manifestations are unique to the spirit bound and Languages Common, Primordial
can either give strength to allies or harm their enemies. The Challenge 5 (1,800 XP)
spirits the witch doctor uses to complete this ritual do not
come willingly and if the totem is destroyed they are Innate Spellcasting. The witch doctors innate
destroyed along with it. spellcasting ability is Wisdom (spell save DC 14).
Forbidden Ritualists. The witch doctor does not show The witch doctor can innately cast the following
restraint when it comes to their rituals. They will pull over spells, requiring no material components:
demonic servants, cause plagues to befall local villages, and
can even cause the skies to rain blood if they are particularly 3/day each: darkness, hex, hellish rebuke
skilled. Each victim they kill has something to offer in a ritual 1/day each: counterspell, fear, magic circle
- hair, clothing, blood, teeth - it all appeases their gods in new Totemic Ritualist. Whenever the witch doctor uses
and exciting way and can cause unforeseen results. It is not its action to cast a spell, it may use its bonus action
uncommon for the witch doctor to call over a force they to conjure a totem if able.
cannot control, twisted abominations of realms buried so far
down that no one can access them willingly. When this Actions
occurs, the witch doctor will throw themselves into servitude Multiattack. The witch doctor conjures a totem is
of this new force in hope of achieving greatness and power. able. It then makes two attacks with its claws or
two with its blowgun.
Dagger. Melee Weapon Attack: +5 to hit, reach 5ft.,
one target. Hit: 4 (1d4 + 2) piercing damage.
Blowgun. Ranged Weapon Attack: +5 to hit, range
20/60 ft., one target. Hit: 5 (1d6 + 2) piercing
damage plus 14 (4d6) poison damage.
Conjure Totem (Recharge 4-6). The Witch Doctor
creates a powerful, magical totem in an unoccupied
space within 30 feet. This totem is a tiny object
with 15 hit points and AC 12. The totem provides
bonuses to the witch doctor and its allies until
destroyed. The witch doctor may only have one
totem of each type active at a time. When the witch
doctor summons a totem it chooses from the
following options:
Invigorating Totem - On initiative count 20
(losing ties), evil creatures within 30 feet of the
totem regain 5 (1d10) hit points.
Empowering Totem - Evil creatures within 30
feet of the totem deal an additional 5 (1d10)
force damage on all weapon attacks.
Impeding Totem - The area within 30 feet of the
totem is considered difficult terrain for non-evil
creatures.
93
Woodwraith
Sometimes in order to deal with an evil spirit, it will be
trapped inside of an object to serve as a prison. When the Woodwraith
object chosen as the target of this imprisonment is a tree, a
particularly powerful spirit can exert influence upon it. Over Medium undead (plant), chaotic evil
time the tree will decay, rot, and mold into a new form. It Armor Class 15 (natural armor)
slowly changes to appear more and more humanoid in nature Hit Points 85 (10d8 + 40)
until finally the spirit has worn the plant down enough that it Speed 30 ft.
can take control and a woodwraith is formed. While the spirit
is still trapped, it can channel its corruption through the tree
and even raise the dead as overgrowth ghouls. STR DEX CON INT WIS CHA
Viciously Spiteful. The wraths first target will always be 14 (+2) 10 (+0) 18 (+4) 6 (-2) 10 (+0) 5 (-3)
the ones who trapped them in the first place. It often takes
years for the spirit to be able to animate their prison and Damage Resistances bludgeoning, piercing
during that time they are left to fester with hate and thoughts Damage Vulnerabilities fire
of revenge. There is a lingering magic within the spirit that Senses darkvision 60 ft., passive Perception 10
guides it to its jailor, and while it is not a perfect guidance Languages ---
system, they will always find their way there eventually - Challenge 4 (1,100 XP)
typically rallying an army of ghoul followers along the way.
Return in Kind. While imprisoned, there is another Locus of Spirits. Whenever a non-evil humanoid dies
unintentional negative outcome - the spirit learns how to turn within 60 feet of the wraith, their body rises as an
others to wood and trap them in prisons of their own. It does Overgrowth Ghoul under the wraiths control 1d4
not have the power to cause this permanently, but it finds rounds later.
great joy seeing the ones that trapped it suffer a similar fate.
The wraith will imprison their target of its hate and see to it Actions
that they suffer by taking their petrified form along as a
witness as it converts their friends and family to ghouls under Multiattack. The wraith uses its Convert Flesh ability.
It then makes two vine slash attacks..
its control.
Vine Slash. Melee Weapon Attack: +4 to hit, reach
10 ft., one target. Hit: 8 (1d8 + 2) slashing damage.
Convert Flesh. Target creature within 60 feet makes
a DC 13 Constitution saving throw against being
magically petrified. On a failed save, the creature
begins to turn to wood and their movement speed
is reduced to 0 ft. It must repeat the saving throw
at the end of its next turn. On a success, the effect
ends. On a failure, the creature turns to wood and is
considered petrified for 24 hours.
Rain of Splinters (Recharge 5-6). The wraith
unleashes an explosion of sharp splinters in a 15
foot cone. Each creature in that area must make a
DC 13 Dexterity saving throw, taking 27 (6d8)
piercing damage on a failed save, or half as much
on a successful one.
94
Zombies and Zoblins
This section expands upon the zombie creatures found in
other publications. For more information about zombies and
how they are created and used, please consult these other
sources. The zombies listed simply give a bit more variety to
Horde of Zoblins
Large swarm of small creatures, neutral evil
your walking dead. Some were stronger than others and that
strength persists even into death in the form of the zombie Armor Class 9
warrior. Some resurrections are also not perfect, forming Hit Points 66 (12d6 + 24)
mad creatures such as the feral Zombie. Speed 30 ft.
Actions
Claw. Melee Weapon Attack: +2 to hit, reach 5ft.,
one target. Hit: 2 (1d4) slashing damage.
95
Zoblin Undead Fortitude. If damage reduces the zoblin to 0 hit
points, it must make a Constitution saving throw with a
Small undead (goblinoid), neutral evil
DC of 5 + the damage taken, unless the damage is
Armor Class 10 (leather armor) radiant or from a critical hit. On a success, the zoblin
Hit Points 22 (4d6 + 8) drops to 1 hit point instead.
Speed 30 ft.
Actions
STR DEX CON INT WIS CHA Vicious Bite. Melee Weapon Attack: +3 to hit, reach
12 (+1) 8 (-1) 15 (+2) 5 (-3) 7 (-2) 6 (-2) 5ft., one target. Hit: 3 (1d4 + 1) piercing damage, and
the zoblin attaches to the target. While attached, the
Damage Immunities poison zoblin doesnt attack. Instead, at the start of each of
Condition Immunities poisoned the zoblins turns, that creature takes 5 (2d4) necrotic
Senses darkvision 60 ft., passive Perception 8 damage. While the zoblin is attached, that creatures
Languages understands the languages it knew in life but movement speed is also reduced by 10 ft. A creature
cant speak may use its action to make a DC 11 Athletics check,
Challenge 1/4 (50 XP) prying the zoblin loose on a success.
96
Zoblin Boss Undead Fortitude. If damage reduces the zoblin to 0 hit
points, it must make a Constitution saving throw with a
Small undead (goblinoid), neutral evil
DC of 5 + the damage taken, unless the damage is
Armor Class 12 (chain shirt) radiant or from a critical hit. On a success, the zoblin
Hit Points 33 (6d6 + 12) drops to 1 hit point instead.
Speed 30 ft.
Actions
STR DEX CON INT WIS CHA Scimitar. Melee Weapon Attack: +4 to hit, reach 5ft.,
14 (+2) 8 (-1) 14 (+2) 5 (-3) 8 (-1) 6 (-2) one target. Hit: 5 (1d6 + 2) piercing damage plus 2
(1d4) necrotic damage.
Damage Immunities poison
Condition Immunities poisoned Reactions
Senses darkvision 60 ft., passive Perception 9 Lingering Instincts. Whenever an enemy within 5ft.
Languages understands the languages it knew in life but misses the zoblin with an attack, it can use its reaction
cant speak to make a scimitar attack against that creature with
Challenge 1 (200 XP) disadvantage.
97
Appendices
Appendix A: Monsters By CR
CR 1/8 CR 2
Cursed Cat 28 Aquatic Strider 12
Decaying Zoblin 95 Azer Lavashaper 17
Temple Scarab 87 Caustic Alchemist 3
Centaur Mystic 23
CR 1/4 Frost Alchemist 5
Festering Tick 44 Glacial Raptor 48
Giant Wasp 47 Goblin War Shaman 49
Grinning Marionette 50 Imbued Magma Mephit 65
Leaf Sorcerer 57 Molten Spider 69
Overgrowth Ghoul 83 Noxious Savageclaw 77
Pyrefly 84 Ogre Shaman 79
Zoblin 96 Scorched Alchemist 7
Sparking Alchemist 7
CR 1/2 Storm Raven 86
Arcane Wyrm 15 Wind Drake 38
Bullywug Tortoise Knight 21
Cave Goblin 49
CR 3
Dragon's Blood Kobold 56 Azer Berserker 16
Feral Zombie 97 Azer Magma Shaman 17
Small Air Elemental 39 Centaur Marauder 22
Small Earth Elemental 40 Demonblood Orc Berserker 80
Small Fire Elemental 40 Demonblood Orc Hunter 81
Small Ice Elemental 41 Dragoon 34
Small Water Elemental 41 Elemental Defender 42
Tortoise 21 Greater Glass-Infused Alchemist 6
Greater Iron-Infused Alchemist 6
CR 1 Hive Queen 47
Azer Prototype 18 Horde of Zoblins 95
Bullywug Brute 20 Necromancer 75
Centaur Scout 23
Glass-Infused Alchemist 5
Imbued Steam Mephit 65
Iron-Infused Alchemist 7
Kobold Dragon Shaman 56
Ninja 76
Young Hellhound 53
Zoblin Boss 97
98
CR 4 CR 8
Azer Guard Captain 16 Cube of Anomalies 26
Demonblood Orc Bloodcaster 81 Lord of the Azer 18
Demonblood Orc Warrior 82
Hellhound Alpha 53
CR 9
Light Devourer 58 Alpha War Eagle 8
Magma Mephit King 66 Flame Hydra 45
Monk of the Scattered Sands 70 Gravigas 30
Ogre Warchief 79 Herald of Lightning 54
Woodwraith 94 Maiden of Ice 62
Merfolk Hydromancer 68
CR 5 Mysterious Starcaller 71
Ancient Fisherman 10
Deadly Hunter 29
CR 10
Fan Dancer 43 Crabstrosity 24
Haste Devil 52 Terror Beast 88
Ice Elemental 39
Mammoth Beetle 64 CR 13
Mystic Spellblade 73 Obsidian Drake 37
Radiant Stalker 85
Witch Doctor 93 CR 17
Soul Harvester 31
CR 6 Timeless Chronomancer 92
Abomination From The Deep 1
Dragon Knight 33 CR 20
Giant Feymoth 46 Living Temple 60
Grim Puppeteer 51
CR 7
Arcane Entity 13
Construct Alchemist 3
Obsidian Golem 78
The Emerald Queen 90
99
Appendix B: Monsters By Creature Type
Aberration Elemental
Abomination From The Deep CR 6 1 Arcane Entity CR 7 13
Light Devourer CR 4 58 Arcane Wyrm CR 1/2 15
Noxious Savageclaw CR 2 77 Azer Berserker CR 3 16
Terror Beast CR 10 88 Azer Guard Captain CR 4 16
Azer Lavashaper CR 2 17
Beast Azer Magma Shaman CR 3 17
Alpha War Eagle CR 9 8 Azer Prototype CR 1 18
Cursed Cat CR 1/8 28 Ice Elemental CR 5 39
Festering Tick CR 1/4 44 Imbued Magma Mephit CR 2 65
Giant Wasp CR 1/4 47 Imbued Steam Mephit CR 1 65
Hive Queen CR 3 47 Lord of the Azer CR 8 18
Mammoth Beetle CR 5 64 Magma Mephit King CR 4 66
Molten Spider CR 2 69 Pyrefly CR 1/4 84
Storm Raven CR 2 86 Small Air Elemental CR 1/2 39
Temple Scarab CR 1/8 87 Small Earth Elemental CR 1/2 40
Tortoise CR 1/2 21 Small Fire Elemental CR 1/2 40
Small Ice Elemental CR 1/2 41
Celestial Small Water Elemental CR 1/2 41
Herald of Lightning CR 9 54
Mysterious Starcaller CR 9 71
Fey
Giant Feymoth CR 6 46
Construct Leaf Sorcerer CR 1/4 57
Aquatic Strider CR 2 12 The Emerald Queen CR 7 90
Construct Alchemist CR 7 3
Cube of Anomalies CR 8 26
Fiend
Elemental Defender CR 3 42 Grim Puppeteer CR 6 51
Grinning Marionette CR 1/4 50 Hellhound Alpha CR 4 53
Living Temple CR 20 60 Young Hellhound CR 1 53
Obsidian Golem CR 7 78 Gravigas CR 9 30
Radiant Stalker CR 5 85 Haste Devil CR 5 52
Soul Harvester CR 17 31
Dragon
Obsidian Drake CR 13 37
Giant
Wind Drake CR 2 38 Maiden of Ice CR 9 62
Ogre Shaman CR 2 79
Ogre Warchief CR 4 79
100
Humanoid Monstrosity
Ancient Fisherman CR 5 10 Centaur Marauder CR 3 22
Bullywug Brute CR 1 20 Centaur Mystic CR 2 23
Bullywug Tortoise Knight CR 1/2 21 Centaur Scout CR 1 23
Caustic Alchemist CR 2 3 Crabstrosity CR 10 24
Cave Goblin CR 1/2 49 Flame Hydra CR 9 45
Deadly Hunter CR 5 29
Demonblood Orc Berserker CR 3 80
Undead
Demonblood Orc Bloodcaster CR 4 81 Decaying Zoblin CR 1/8 95
Demonblood Orc Hunter CR 3 81 Feral Zombie CR 1/2 97
Demonblood Orc Warrior CR 4 82 Glacial Raptor CR 2 48
Dragon Knight CR 6 33 Goblin War Shaman CR 2 49
Dragon's Blood Kobold CR 1/2 56 Horde of Zoblins CR 3 95
Dragoon CR 3 34 Overgrowth Ghoul CR 1/4 83
Fan Dancer CR 5 43 Woodwraith CR 4 94
Frost Alchemist CR 2 5 Zombie Warrior CR 2 97
Glass-Infused Alchemist CR 1 5 Zoblin CR 1/4 96
Greater Glass-Infused Alchemist CR 3 6 Zoblin Boss CR 1 97
Greater Iron-Infused Alchemist CR 3 6
Iron-Infused Alchemist CR 1 7
Kobold Dragon Shaman CR 1 56
Merfolk Hydromancer CR 9 68
Monk of the Scattered Sands CR 4 70
Mystic Spellblade CR 5 73
Necromancer CR 3 75
Ninja CR 1 76
Scorched Alchemist CR 2 7
Sparking Alchemist CR 2 7
Timeless Chronomancer CR 17 92
Witch Doctor CR 5 93
101
OPEN GAME LICENSE Version 1.0a 6.Notice of License Copyright: You must update the
The following text is the property of Wizards of the Coast, COPYRIGHT NOTICE portion of this License to include the
Inc. and is Copyright 2000 Wizards of the Coast, Inc exact text of the COPYRIGHT NOTICE of any Open Game
("Wizards"). All Rights Reserved. Content You are copying, modifying or distributing, and You
1.Definitions: (a)"Contributors" means the copyright and/or must add the title, the copyright date, and the copyright
trademark owners who have contributed Open Game holder's name to the COPYRIGHT NOTICE of any original
Content; (b)"Derivative Material" means copyrighted material Open Game Content you Distribute.
including derivative works and translations (including into 7.Use of Product Identity: You agree not to Use any Product
other computer languages), potation, modification, correction, Identity, including as an indication as to compatibility, except
addition, extension, upgrade, improvement, compilation, as expressly licensed in another, independent Agreement
abridgment or other form in which an existing work may be with the owner of each element of that Product Identity. You
recast, transformed or adapted; (c) "Distribute" means to agree not to indicate compatibility or co-adaptability with any
reproduce, license, rent, lease, sell, broadcast, publicly Trademark or Registered Trademark in conjunction with a
display, transmit or otherwise distribute; (d)"Open Game work containing Open Game Content except as expressly
Content" means the game mechanic and includes the licensed in another, independent Agreement with the owner
methods, procedures, processes and routines to the extent of such Trademark or Registered Trademark. The use of any
such content does not embody the Product Identity and is an Product Identity in Open Game Content does not constitute a
enhancement over the prior art and any additional content challenge to the ownership of that Product Identity. The
clearly identified as Open Game Content by the Contributor, owner of any Product Identity used in Open Game Content
and means any work covered by this License, including shall retain all rights, title and interest in and to that Product
translations and derivative works under copyright law, but Identity.
specifically excludes Product Identity. (e) "Product Identity" 8.Identification: If you distribute Open Game Content You
means product and product line names, logos and identifying must clearly indicate which portions of the work that you are
marks including trade dress; artifacts; creatures characters; distributing are Open Game Content.
stories, storylines, plots, thematic elements, dialogue, 9.Updating the License: Wizards or its designated Agents
incidents, language, artwork, symbols, designs, depictions, may publish updated versions of this License. You may use
likenesses, formats, poses, concepts, themes and graphic, any authorized version of this License to copy, modify and
photographic and other visual or audio representations; distribute any Open Game Content originally distributed
names and descriptions of characters, spells, enchantments, under any version of this License.
personalities, teams, personas, likenesses and special 10.Copy of this License: You MUST include a copy of this
abilities; places, locations, environments, creatures, License with every copy of the Open Game Content You
equipment, magical or supernatural abilities or effects, logos, Distribute.
symbols, or graphic designs; and any other trademark or 11.Use of Contributor Credits: You may not market or
registered trademark clearly identified as Product identity by advertise the Open Game Content using the name of any
the owner of the Product Identity, and which specifically Contributor unless You have written permission from the
excludes the Open Game Content; (f) "Trademark" means the Contributor to do so. 12.Inability to Comply: If it is impossible
logos, names, mark, sign, motto, designs that are used by a for You to comply with any of the terms of this License with
Contributor to identify itself or its products or the associated respect to some or all of the Open Game Content due to
products contributed to the Open Game License by the statute, judicial order, or governmental regulation then You
Contributor (g) "Use", "Used" or "Using" means to use, may not Use any Open Game Material so affected.
Distribute, copy, edit, format, modify, translate and otherwise 13.Termination: This License will terminate automatically if
create Derivative Material of Open Game Content. (h) "You" You fail to comply with all terms herein and fail to cure such
or "Your" means the licensee in terms of this agreement. breach within 30 days of becoming aware of the breach. All
2.The License: This License applies to any Open Game sublicenses shall survive the termination of this License.
Content that contains a notice indicating that the Open Game 14.Reformation: If any provision of this License is held to
Content may only be Used under and in terms of this License. be unenforceable, such provision shall be reformed only to
You must affix such a notice to any Open Game Content that the extent necessary to make it enforceable.
you Use. No terms may be added to or subtracted from this 15.COPYRIGHT NOTICE
License except as described by the License itself. No other Open Game License v 1.0 Copyright 2000, Wizards of the
terms or conditions may be applied to any Open Game Coast, Inc.
Content distributed using this License. System Reference Document 5.1 Copyright 2016,
3.Offer and Acceptance: By Using the Open Game Content Wizards of the Coast, Inc.; Authors Mike Mearls, Jeremy
You indicate Your acceptance of the terms of this License. Crawford, Chris Perkins, Rodney Thompson, Peter Lee,
4.Grant and Consideration: In consideration for agreeing to James Wyatt, Robert J. Schwalb, Bruce R. Cordell, Chris
use this License, the Contributors grant You a perpetual, Sims, and Steve Townshend, based on original material by E.
worldwide, royalty-free, non-exclusive license with the exact Gary Gygax and Dave Arneson.
terms of this License to Use, the Open Game Content.
5.Representation of Authority to Contribute: If You are
contributing original material as Open Game Content, You
represent that Your Contributions are Your original creation
and/or You have sufficient rights to grant the rights conveyed
by this License.
102