From d2f12f1f915de170f2ecec5fcd5e03dfedfc3904 Mon Sep 17 00:00:00 2001 From: TheXanathar <50752261+TheXanathar@users.noreply.github.com> Date: Fri, 17 May 2019 13:03:05 -0600 Subject: [PATCH] Mordenkainen's Tome of Foes Bestiary All the monsters from MToF --- Bestiary/Mordenkainen's Tome of Foes | 8766 ++++++++++++++++++++++++++ 1 file changed, 8766 insertions(+) create mode 100644 Bestiary/Mordenkainen's Tome of Foes diff --git a/Bestiary/Mordenkainen's Tome of Foes b/Bestiary/Mordenkainen's Tome of Foes new file mode 100644 index 00000000..5656eec3 --- /dev/null +++ b/Bestiary/Mordenkainen's Tome of Foes @@ -0,0 +1,8766 @@ + + + + Allip + M + undead, Mordenkainen's Tome of Foes + Neutral Evil + 13 (natural) + 40 (9d8+0) + 0 ft. fly 40ft (hover) + 6 + 17 + 10 + 17 + 15 + 16 + Int +6, Stealth +6 + Perception +5, Stealth +6 + acid (nonmagical), fire(nonmagical), lightning(nonmagical), thunder(nonmagical), bludgeoning(nonmagical), piercing(nonmagical), slashing(nonmagical) + + cold, necrotic, poison + charmed, exhaustion, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained + darkvision 60ft, passive perception 15 + the languages it knew in life + 5 + + Incorporeal Movement + The allip can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside and object. + + + Maddening Touch + Melee Spell Attack: +6 to hit, reach 5ft, one target. Hit 17 (4d6+3) psychic damage. + + + Whispers of Madness + The allip chooses up to three creatures it can see within 60 feet of it. Each target must succeed on a DC 14 Wisdom saving throw, or it takes 7 (1d8+3) psychic damage and must use its reaction to make a meleee weapon attack against one creature of the allip's choice that the allip can see. Constructs and undead are immune to this effect. + + + Howling Babble (Recharge 6) + Each creature within 30 feet of the allip that can hear it must make a DC 14 Wisdom saving throw. On a failed save, a target takes 12 (2d8+3) psychic damage, and it is stunned until the end of its next turn. On a successful save, it takes half as much damage and isn't stunned. Constructs and undead are immune to this effect. + + + + + When a mind uncovers a secret that a powerful being has protected with a mighty curse, the result is often the emergence of an allip. Secrets protected in this manner range in scope from a demon lord's true name ot the hidden truths of the cosmic order. The allip acquires the secret, but the curse annihilates its body and leaves behind a spectral creature composed of fragments from the victim's psyche and overwhelming psychic agony. + Blasphemous Secrets. Every allip is wracked with a horrifying insight that torments what remains of its mind. In the presence of other creatures, an allip seeks to relieve this burden by sharing its secret. The creature can impart only a shard of the knowledge that doomed it, but tha tpiece is enough to wrack the recipient with temporary madness. The survivors of an allip's attack are sometimes left witha compulsion to learn more about what spawned this monstrosity. Strange phrases echo through their minds, and weird visions occupy their dreams. The sense t hat some clossal truth sits just outside their recall plagues them for days, months, and sometimes years after their fateful encounter. + Undead Nature. An allip doesn't require air, food, drink or sleep. + + + + Astral Dreadnought + G + Monstrosity (titan), Mordenkainen's Tome of Foes + unaligned + 20 (natural armor) + 297 (17d20+119) + 15 ft., fly 80 ft. (hover) + 28 + 7 + 25 + 5 + 14 + 18 + Dex +5, Wis +9 + Perception +9 + bludgeoning (nonmagical)), piercing (nonmagical), slashing (nonmagical) + + + charmed, exhaustion, frightened, paralyzed, petrified, poisoned, prone, stunned + darkvision 120 ft., passive Perception 19 + none + 21 + + Antimagic Cone + The astral dreadnought’s opened eye creates an area of antimagic, as in the antimagic field spell, in a 150-foot cone. At the start of each of its turns, the dreadnought decides which way the cone faces. The cone doesn’t function while the dreadnought’s eye is closed or while the dreadnought is blinded. + + + Astral Entity + The astral dreadnought can’t leave the Astral Plane, nor can it be banished or otherwise transported out of the Astral Plane. + + + Demiplanar Donjon + Any creature or object that the astral dreadnought swallows is transported to a demiplane that can be entered by no other means except a wish spell or this creature’s Donjon Visit ability. A creature can leave the demiplane only by using magic that enables planar travel, such as the plane shift spell. The demiplane resembles a stone cave roughly 1,000 feet in diameter with a ceiling 100 feet high. Like a stomach, it contains the remains of the dreadnought’s past meals. The dreadnought can’t be harmed from within the demiplane. If the dreadnought dies, the demiplane disappears, and everything inside it appears around the corpse. The demiplane is otherwise indestructible. + + + Legendary Resistance (3/Day) + If the astral dreadnought fails a saving throw, it can choose to succeed instead. + + + Magic Weapons + An astral dreadnought’s weapon attacks are magical. + + + Sever Silver Cord + If the astral dreadnought scores a critical hit against a creature traveling through the Astral Plane by means of the astral projection spell, the dreadnought can cut the target’s silver cord instead of dealing damage. + + + Multiattack + The astral dreadnought makes three attacks: one with its bite and two with its claws. + + + Bite + Melee Weapon Attack: +16 to hit, reach 10 ft., one target. Hit: 36 (5d10 + 9) piercing damage. If the target is a creature of Huge size or smaller and this damage reduces it to 0 hit points or it is incapacitated, the astral dreadnought swallows it. The swallowed target, along with everything it is wearing and carrying, appears in an unoccupied space on the floor of the astral dreadnought’s Demiplanar Donjon. + + + Claw + Melee Weapon Attack: +16 to hit, reach 20 ft., one target. Hit: 19 (3d6 + 9) slashing damage. + + + + + + + Legendary Actions + The astral dreadnought can take 3 legendary actions, choosing from the options below. Only one legendary option can be used at a time and only at the end of another creature’s turn. The dreadnought regains spent legendary actions at the start of its turn. + + + Claw + The astral dreadnought makes one claw attack. + + + Donjon Visit (Costs 2 Actions) + One creature that is Huge or smaller that the astral dreadnought can see within 60 feet of it must succeed on a DC 19 Charisma saving throw or be magically teleported to an unoccupied space on the floor of the astral dreadnought’s Demiplanar Donjon. At the end of the target’s next turn, the target reappears in the space it left or in the nearest unoccupied space if that space is occupied. + + + Psychic Projection (costs 3 actions) + Each creature within 60 feet of the astral dreadnought must make a DC 19 Wisdom saving throw, taking 15 (2d10 + 4) psychic damage on a failed save, or half as much damage on a successful one. + + + + Balhannoth + L + Aberration, Mordenkainen's Tome of Foes + Chaotic Evil + 17 (natural armor) + 114 (2d10+48) + 25 ft., climb 25 ft. + 17 + 8 + 18 + 6 + 15 + 8 + Constitution +8 + Perception +6 + + + + blinded + blindsight 500 ft. (blind beyond this radius), passive Perception 16 + understands Deep Speech, telepathy 1 mile + 11 + + Legendary Resistance (2/Day) + If the balhannoth fails a saving throw, it can choose to succeed instead. + + + Multiattack + The balhannoth makes a bite attack and up to two tentacle attacks, or it makes up to four tentacle attacks. + + + Bite + Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 25 (4d10 + 3) piercing damage. + + Tentacle + Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 10 (2d6 + 3) bludgeoning damage, and the target is grappled (escape DC 15) and is moved up to 5 feet toward the balhannoth. Until this grapple ends, the target is restrained, and the balhannoth can’t use this tentacle against other targets. The balhannoth has four tentacles. + + + Legendary Actions + The balhannoth can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature’s turn. The balhannoth regains spent legendary actions at the start of its turn. + + + Lair Actions + When fighting inside its lair, a balhannoth can use lair actions. On initiative count 20 (losing initiative ties), a balhannoth can take one lair action to cause one of the following effects; the balhannoth can’t use the same lair action two rounds in a row: +The balhannoth warps reality around it in an area up to 500 feet square. After 10 minutes, the terrain in the area reshapes to assume the appearance of a location sought by one intelligent creature whose mind the balhannoth has read (see Regional Effects below). The transformation affects nonliving material only and can’t create anything with moving parts or magical properties. Any object created in this area is, upon close inspection, revealed as a fake. Books are filled with empty pages, golden items are obvious counterfeits, and so on. The transformation lasts until the balhannoth dies or uses this lair action again. +The balhannoth targets one creature within 500 feet of it. The target must succeed on a DC 16 Wisdom saving throw or the target, along with whatever it is wearing and carrying, teleports to an unoccupied space of the balhannoth’s choice within 60 feet of it. +The balhannoth targets one creature within 500 feet of it. The target must succeed on a DC 16 Wisdom saving throw or the balhannoth becomes invisible to that creature for 1 minute. This effect ends if the balhannoth attacks the target. + + + Regional Effects + A region containing a balhannoth’s lair becomes warped by the creature’s unnatural presence, which creates one or more of the following effects: +Creatures within 1 mile of the balhannoth’s lair experience a sensation of being close to whatever they desire most. The sensation grows stronger the closer the creatures come to the balhannoth’s lair. +The balhannoth can sense the strongest desires of any humanoid within 1 mile of it and learns whether those desires involve a place: a safe location to rest, a temple, home, or somewhere else. +If the balhannoth dies, these effects end immediately. + + + Bite Attack + The balhannoth makes one bite attack against one creature it has grappled. + + + Teleport + The balhannoth magically teleports, along with any equipment it is wearing or carrying and any creatures it has grappled, up to 60 feet to an unoccupied space it can see. + + + Vanish + The balhannoth magically becomes invisible for up to 10 minutes or until immediately after it makes an attack roll. + + + + Berbalang + M + Abberation, Mordenkainen's Tome of Foes + Neutral Evil + 14 (Natural Armor) + 38 (11d8-11) + 30 ft., fly 40 ft. + 9 + 16 + 9 + 17 + 11 + 10 + Dex +5, Int +5 + Arcana +5, History +5, Insight +2, Perception +2, Religion +5 + + + + + Truesight 120ft., passive perception 12 + all, but rarely speaks + 2 + + Spectral Duplicate (1/Short or Long Rest) + As a bonus action, the berbalang creates one spectral duplicate of itself in an unoccupied space it can see within 60 feet of it. While the duplicate exists, the berbalang is unconscious. A berbalang can have only one duplicate at a time. The duplicate disappears when it or the berbalang drops to 0 hit points or when the berbalang dismisses it (no action required). +The duplicate has the same statistics and knowledge as the berbalang, and everything experienced by the duplicate is known by the berbalang. All damage dealt by the duplicate’s attacks is psychic damage. + + + Innate Spellcasting + The berbalang’s innate spellcasting ability is Intelligence (spell save DC 13). The berbalang can innately cast the following spells, requiring no material components: +At will: speak with dead +1/day: plane shift (self only) + + + Speakers of the Dead. + Berbalangs prefer to speak only to dead things, and specifically only to the spirits they call forth in the hope of learning secrets. They record their stories on the bones that once belonged to these creatures, thus preserving the information they gain. + + + Spectral Spy + The pursuit of knowledge drives everything berbalangs do. Although they mostly learn their secrets from the dead, they aren’t above spying on the living to take knowledge from them as well. A berbalang can create a spectral duplicate of itself and send the duplicate out to gather information on other planes by watching places where the gods and their servants gather. When a berbalang is perceiving its environment through its duplicate, its actual body is unconscious and can’t protect or nourish itself. Thus, a berbalang typically uses its duplicate for only a short time before returning its consciousness to its body. + + + Weird Oracles + The knowledge that berbalangs accumulate makes them great sources of information for powerful people traveling the planes. Berba­langs ignore petitioners, however, unless they come bearing a choice secret or the bones of a particularly interesting creature. Githyanki have found a way to coexist with berbalangs, and sometimes use the creatures to spy on their enemies and to watch over their crèches on the Material Plane. + + + Multiattack + The berbalang makes two attacks: one with its bite and one with its claws. + + + Bite + Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (1d10 + 3) piercing damage. + + + Claw + Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (2d4 + 3) slashing damage. + + + + + + + + + + + + Boneclaw + L + Undead, Mordenkainen's Tome of Foes + Chaotic Evil + 16 (natural armor) + 127 (17d10+34) + 40 ft. + 19 + 16 + 15 + 13 + 15 + 9 + Dex +7, Con +6, Wis +6 + Perception +6, Stealth +7 + cold, necrotic, bludgeoning-piercing-slashing from non-magic attacks + + + charmed, exhaustion, frightened, paralyzed, poisoned + darkvision 60 ft., passive perception 16 + Common, plus language of it's master + 12 + + Rejuvenation + While its master lives, a destroyed boneclaw gains a new body in 1d10 hours, with all its hit points. The new body appears within 1 mile of the boneclaw’s master. + + + Shadow Stealth + While in dim light or darkness, the boneclaw can take the Hide action as a bonus action. + + + Limited Immortality + A boneclaw can’t be destroyed while its master lives. No matter what happens to a boneclaw’s body, it re-forms within hours and returns to whatever duty its master assigned. +The boneclaw can serve only evil. If its master finds redemption or sincerely turns away from the path of evil, the boneclaw is permanently destroyed. + + + Cackling Slayers + Boneclaws delight in murder, and nothing pleases them more than causing horrific pain. They lurk like spiders in shadowy recesses, waiting for victims to approach within reach of their long, bony limbs. Once speared, a creature is pulled into the darkness to be sliced apart or teleported elsewhere to be tortured to death. + + + Dark REflections + A boneclaw’s master might not want such a servant or even know it has one. Boneclaws bind to petty criminals, bullies, and even particularly cruel children. Even if the master is unaware of its new, horrid bodyguard, its local area will be plagued by disappearances and grisly murders, tied together by the common thread of the master’s envy or hunger for revenge. + + + Undead Nature + A boneclaw doesn’t require air, food, drink, or sleep. + + + Multiattack + The boneclaw makes two claw attacks. + + + Piercing Claw + Melee Weapon Attack: +8 to hit, reach 15 ft., one target. Hit: 20 (3d10 + 4) piercing damage. If the target is a creature, the boneclaw can pull the target up to 10 feet toward itself, and the target is grappled (escape DC 14). The boneclaw has two claws. While a claw grapples a target, the claw can attack only that target. + + + Shadow Jump + If the boneclaw is in dim light or darkness, each creature of the boneclaw’s choice within 5 feet of it must succeed on a DC 14 Constitution saving throw or take 34 (5d12 + 2) necrotic damage. +The boneclaw then magically teleports up to 60 feet to an unoccupied space it can see. It can bring one creature it’s grappling, teleporting that creature to an unoccupied space it can see within 5 feet of its destination. The destination spaces of this teleportation must be in dim light or darkness. + + + Deadly Reach + In response to a visible enemy moving into its reach, the boneclaw makes one claw attack against that enemy. If the attack hits, the boneclaw can make a second claw attack against the target. + + + + + + + + Cadaver Collector + L + Construct, Mordenkainen's Tome of Foes + Lawful Evil + 17 (natural armor) + 189 (18d10+90) + 30 ft. + 21 + 14 + 20 + 5 + 11 + 8 + + + + + necrotic, poison, psychic, bludgeoning-piercing-slashing from non-magical attacks that aren't adamatine + charmed, exhaustion, frightened, paralyzed, petrified, poisoned + darkvision 60ft, passive perception 10 + understand all languages but can't speak + 14 + + Magic Resistance + The cadaver collector has advantage on saving throws against spells and other magical effects. + + + Summon Specters (Recharges after a Short or Long Rest). + As a bonus action, the cadaver collector calls up the enslaved spirits of those it has slain; 1d6 specters (without Sunlight Sensitivity) arise in unoccupied spaces within 15 feet of the cadaver collector. The specters act right after the cadaver collector on the same initiative count and fight until they’re destroyed. They disappear when the cadaver collector is destroyed. + + + Sweeping the Dead + Cadaver collectors respond to a summons from a mortal only when they are called to the scene of a great battle — either where one is in progress, where one is imminent, or where one once took place. They encase themselves in the armor and weapons of fallen warriors and impale the corpses of those warriors on the lances and other weapons embedded in their salvaged armor. + + + Conjured Berserkers + Corpses that accumulate on the construct’s shell aren’t just grisly battle trophies. A cadaver collector can summon the spirits of these cadavers to join battle with its enemies and to paralyze more creatures for eventual impalement. Although these specters are individually weak, a cadaver collector can call up an almost endless supply of them, if given time. + + + Constructed Nature + A cadaver collector doesn’t require air, food, drink, or sleep. + + + Multiattack + The cadaver collector makes two slam attacks. + + + Slam + Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 18 (3d8 + 5) bludgeoning damage plus 16 (3d10) necrotic damage. + + + Paralyzing Breath (Recharge 5-6) + The cadaver collector releases paralyzing gas in a 30-foot cone. Each creature in that area must make a successful DC 18 Constitution saving throw or be paralyzed for 1 minute. A paralyzed creature repeats the saving throw at the end of each of its turns, ending the effect on itself with a success. + + + + + + + + + + + + Choker + S + Aberration, Mordenkainen's Tome of Foes + Chaotic Evil + 16 (natural armor) + 13 (3d6+3) + 30 ft. + 16 + 14 + 13 + 4 + 12 + 7 + + Stealth +6 + + + + + darkvision 60 ft, passive perception 11 + Deep Speech + 1 + + Aberrant Quickness (Recharges after a Short or Long Rest). + The choker can take an extra action on its turn. + + + Boneless + The choker can move through and occupy a space as narrow as 4 inches wide without squeezing. + + + Spider Climb + The choker can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. + + + Sly Trappers + A choker’s usual method for luring prey involves positioning the body of its latest catch just outside its hiding spot. Whenever it gets hungry, it tears off a few chunks of flesh to feed itself. In the meantime, the corpse serves to entice other curious humanoids — explorers, drow, duergar, or the choker’s favorite prey, goblins — to come within reach. +When a target presents itself, the choker’s starfish-shaped hands dart out of its hiding spot, wrap around the victim’s throat, and pin the unfortunate creature against the cavern wall while choking out its life. Because its arms are so long, the choker can keep its body deep inside the crevice where it hides, beyond the reach of most normal weapons. + + + Lone Hunters + Chokers tend to set their ambushes alone, rather than working in concert, but where one creature is found, others are likely to be nearby. They communicate through eerie, keening howls that travel long distances through rock but are difficult to identify or locate in a typical echo-filled cavern. + + + Multiattack + The choker makes two tentacle attacks. + + + Tentacle + Melee Weapon Attack: +5 to hit, reach 10 ft., one target. Hit: 5 (1d4 + 3) bludgeoning damage plus 3 (1d6) piercing damage. If the target is a Large or smaller creature, it is grappled (escape DC 15). Until this grapple ends, the target is restrained, and the choker can’t use this tentacle on another target. The choker has two tentacles. If this attack is a critical hit, the target also can’t breathe or speak until the grapple ends. + + + + + + + + + + + + Bronze Scout + M + Construct, Mordenkainen's Tome of Foes + Unaligned + 13 () + 18 (4d8) + 30 ft., burrow 30 ft. + 10 + 16 + 11 + 3 + 14 + 1 + + Perception +6, Stealth +7 + + + poison, bludgeoning-piercing-slashing from non-magical attacks that aren't adamantine + charmed, exhaustion, frightened, paralyzed, petrified, poisoned + darkvision 60 ft, passive perception 16 + understand one language of its creator but can't speak + 1 + + Earth Armor + The bronze scout doesn’t provoke opportunity attacks when it burrows. + + + Magic Resistance + The bronze scout has advantage on saving throws against spells and other magical effects. + + + Constructed Nature + A clockwork doesn’t require air, food, drink, or sleep. + + + Bite + Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) piercing damage plus 3 (1d6) lightning damage. + + + Lightning Flare (Recharges after a Short or Long Rest) + Each creature in contact with the ground within 15 feet of the bronze scout must make a DC 13 Dexterity saving throw, taking 14 (4d6) lightning damage on a failed save, or half as much damage on a successful one. + + + Individual Designs + A gnome artisan values an individualized clockwork more highly than a perfectly functioning one that copies too much from another creation. For that reason, even clockworks that fit established designs, such as those described here, are seldom identical. +A clockwork can be customized by adding one of the following enhancements and one potential malfunction to its stat block. You can select randomly or choose a pair of modifications that fit the temperament of the clockwork’s builder. + + + Clockwork Enhancements + d10 +Enhancement +1 +Camouflaged. The clockwork gains proficiency in Stealth if it doesn’t already have it. While motionless, it is indistinguishable from a stopped machine. +2 +Sensors. The range of the clockwork’s darkvision becomes 120 feet, unless it is higher, and it gains proficiency in Perception if it doesn’t already have it. +3 +Improved Armor. The clockwork’s AC increases by 2. +4 +Increased Speed. The clockwork’s speed increases by 10 feet. +5 +Reinforced Construction. The clockwork has resistance to force, lightning, and thunder damage. +6 +Self-Repairing. If the clockwork starts its turn with at least 1 hit point, it regains 5 hit points. If it takes lightning damage, this ability doesn’t function at the start of its next turn. +7 +Sturdy Frame. The clockwork’s hit point maximum increases by an amount equal to its number of Hit Dice. +8 +Suction. The clockwork gains a climbing speed of 30 feet. +9 +Vocal Resonator. The clockwork gains the ability to speak rudimentary Common or Gnomish (creator’s choice). +10 +Water Propulsion. The clockwork gains a swimming speed of 30 feet. + + + Clockwork Malfunctions + d10 +Malfunction +1 +Faulty Sensors. Roll a d6 at the start of the clockwork’s turn. If you roll a 1, the clockwork is blinded until the end of its turn. +2 +Flawed Targeting. Roll a d6 at the start of the clockwork’s turn. If you roll a 1, the clockwork makes attack rolls with disadvantage until the end of its turn. +3 +Ground Fault. The clockwork has vulnerability to lightning damage. +4 +Imprinting Loop. Roll a d6 at the start of the clockwork’s turn. If you roll a 1, the clockwork mistakes one creature it can see within 30 feet for its creator. The clockwork won’t willingly harm that creature for 1 minute or until that creature attacks it or deals damage to it. +5 +Leaking Lubricant. Roll a d6 at the start of the clockwork’s turn. If you roll a 1, the clockwork gains 1 level of exhaustion that it isn’t immune to. +6 +Limited Steering. The clockwork must move in a straight line. It can turn up to 90 degrees before moving and again at the midpoint of its movement. It can rotate freely if it doesn’t use any of its speeds on its turn. +7 +Overactive Sense of Self-Preservation. If the clockwork has half its hit points or fewer at the start of its turn in combat, roll a d6. If you roll a 1, it retreats from combat. If retreat isn’t possible, it continues fighting. +8 +Overheats. Roll a d6 at the start of the clockwork’s turn. If you roll a 1, the clockwork is incapacitated until the end of its turn. +9 +Rusty Gears. The clockwork has disadvantage on initiative rolls, and its speed decreases by 10 feet. +10 +Weak Armor. The clockwork isn’t immune to bludgeoning, piercing, and slashing damage from nonmagical attacks that aren’t adamantine. + + + + Iron Cobra + M + Construct, Mordenkainen's Tome of Foes + Unaligned + 13 () + 45 (7d8+14) + 30 ft. + 12 + 16 + 14 + 3 + 10 + 1 + + Stealth +7 + + + poison, bludgeoning-piercing-slashing from non-magical attacks that aren't adamantine + charmed, exhaustion, frightened, paralyzed, petrified, poisoned + darkvision 60 ft, passive perception 10 + understand one language of its creator but can't speak + 4 + + Magic Resistance + The iron cobra has advantage on saving throws against spells and other magical effects. + + + Constructed Nature + A clockwork doesn’t require air, food, drink, or sleep. + + + Bite + Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage. If the target is a creature, it must succeed on a DC 13 Constitution saving throw or suffer one random poison effect: + + + Poison Damage + The target takes 13 (3d8) poison damage.. + + + Confusion + On its next turn, the target must use its action to make one weapon attack against a random creature it can see within 30 feet of it, using whatever weapon it has in hand and moving beforehand if necessary to get in range. If it’s holding no weapon, it makes an unarmed strike. If no creature is visible within 30 feet, it takes the Dash action, moving toward the nearest creature. + + + Paralysis + The target is paralyzed until the end of its next turn. + + + Individual Designs + A gnome artisan values an individualized clockwork more highly than a perfectly functioning one that copies too much from another creation. For that reason, even clockworks that fit established designs, such as those described here, are seldom identical. +A clockwork can be customized by adding one of the following enhancements and one potential malfunction to its stat block. You can select randomly or choose a pair of modifications that fit the temperament of the clockwork’s builder. + + + Clockwork Enhancements + d10 +Enhancement +1 +Camouflaged. The clockwork gains proficiency in Stealth if it doesn’t already have it. While motionless, it is indistinguishable from a stopped machine. +2 +Sensors. The range of the clockwork’s darkvision becomes 120 feet, unless it is higher, and it gains proficiency in Perception if it doesn’t already have it. +3 +Improved Armor. The clockwork’s AC increases by 2. +4 +Increased Speed. The clockwork’s speed increases by 10 feet. +5 +Reinforced Construction. The clockwork has resistance to force, lightning, and thunder damage. +6 +Self-Repairing. If the clockwork starts its turn with at least 1 hit point, it regains 5 hit points. If it takes lightning damage, this ability doesn’t function at the start of its next turn. +7 +Sturdy Frame. The clockwork’s hit point maximum increases by an amount equal to its number of Hit Dice. +8 +Suction. The clockwork gains a climbing speed of 30 feet. +9 +Vocal Resonator. The clockwork gains the ability to speak rudimentary Common or Gnomish (creator’s choice). +10 +Water Propulsion. The clockwork gains a swimming speed of 30 feet. + + + Clockwork Malfunctions + d10 +Malfunction +1 +Faulty Sensors. Roll a d6 at the start of the clockwork’s turn. If you roll a 1, the clockwork is blinded until the end of its turn. +2 +Flawed Targeting. Roll a d6 at the start of the clockwork’s turn. If you roll a 1, the clockwork makes attack rolls with disadvantage until the end of its turn. +3 +Ground Fault. The clockwork has vulnerability to lightning damage. +4 +Imprinting Loop. Roll a d6 at the start of the clockwork’s turn. If you roll a 1, the clockwork mistakes one creature it can see within 30 feet for its creator. The clockwork won’t willingly harm that creature for 1 minute or until that creature attacks it or deals damage to it. +5 +Leaking Lubricant. Roll a d6 at the start of the clockwork’s turn. If you roll a 1, the clockwork gains 1 level of exhaustion that it isn’t immune to. +6 +Limited Steering. The clockwork must move in a straight line. It can turn up to 90 degrees before moving and again at the midpoint of its movement. It can rotate freely if it doesn’t use any of its speeds on its turn. +7 +Overactive Sense of Self-Preservation. If the clockwork has half its hit points or fewer at the start of its turn in combat, roll a d6. If you roll a 1, it retreats from combat. If retreat isn’t possible, it continues fighting. +8 +Overheats. Roll a d6 at the start of the clockwork’s turn. If you roll a 1, the clockwork is incapacitated until the end of its turn. +9 +Rusty Gears. The clockwork has disadvantage on initiative rolls, and its speed decreases by 10 feet. +10 +Weak Armor. The clockwork isn’t immune to bludgeoning, piercing, and slashing damage from nonmagical attacks that aren’t adamantine. + + + + Oaken Bolter + M + Construct, Mordenkainen's Tome of Foes + Unaligned + 16 (natural) + 58 (9d8+18) + 30 ft. + 12 + 18 + 15 + 3 + 10 + 1 + + + + + poison, bludgeoning-piercing-slashing from non-magical attacks that aren't adamantine + charmed, exhaustion, frightened, paralyzed, petrified, poisoned + darkvision 60 ft, passive perception 10 + understand one language of its creator but can't speak + 5 + + Magic Resistance + The iron cobra has advantage on saving throws against spells and other magical effects. + + + Constructed Nature + A clockwork doesn’t require air, food, drink, or sleep. + + + Multiattack + The oaken bolter makes two lancing bolt attacks or one lancing bolt attack and one harpoon attack. + + + Lancing Bolt + Melee or Ranged Weapon Attack: +7 to hit, reach 5 ft. or range 100/400 ft., one target. Hit: 15 (2d10 + 4) piercing damage. + + + Harpoon + Ranged Weapon Attack: +7 to hit, range 50/200 ft., one target. Hit: 9 (1d10 + 4) piercing damage, and the target is grappled (escape DC 12). While grappled in this way, a creature’s speed isn’t reduced, but it can move only in directions that bring it closer to the oaken bolter. A creature takes 5 (1d10) slashing damage if it escapes from the grapple or if it tries and fails. As a bonus action, the oaken bolter can pull a creature grappled by it 20 feet closer. The oaken bolter can grapple only one creature at a time. + + + Explosive Bolt (Recharge 5–6) + The oaken bolter launches an explosive charge at a point within 120 feet. Each creature within 20 feet of that point must make a DC 15 Dexterity saving throw, taking 17 (5d6) fire damage on a failed save, or half as much damage on a successful one. + + + Individual Designs + A gnome artisan values an individualized clockwork more highly than a perfectly functioning one that copies too much from another creation. For that reason, even clockworks that fit established designs, such as those described here, are seldom identical. +A clockwork can be customized by adding one of the following enhancements and one potential malfunction to its stat block. You can select randomly or choose a pair of modifications that fit the temperament of the clockwork’s builder. + + + Clockwork Enhancements + d10 +Enhancement +1 +Camouflaged. The clockwork gains proficiency in Stealth if it doesn’t already have it. While motionless, it is indistinguishable from a stopped machine. +2 +Sensors. The range of the clockwork’s darkvision becomes 120 feet, unless it is higher, and it gains proficiency in Perception if it doesn’t already have it. +3 +Improved Armor. The clockwork’s AC increases by 2. +4 +Increased Speed. The clockwork’s speed increases by 10 feet. +5 +Reinforced Construction. The clockwork has resistance to force, lightning, and thunder damage. +6 +Self-Repairing. If the clockwork starts its turn with at least 1 hit point, it regains 5 hit points. If it takes lightning damage, this ability doesn’t function at the start of its next turn. +7 +Sturdy Frame. The clockwork’s hit point maximum increases by an amount equal to its number of Hit Dice. +8 +Suction. The clockwork gains a climbing speed of 30 feet. +9 +Vocal Resonator. The clockwork gains the ability to speak rudimentary Common or Gnomish (creator’s choice). +10 +Water Propulsion. The clockwork gains a swimming speed of 30 feet. + + + Clockwork Malfunctions + d10 +Malfunction +1 +Faulty Sensors. Roll a d6 at the start of the clockwork’s turn. If you roll a 1, the clockwork is blinded until the end of its turn. +2 +Flawed Targeting. Roll a d6 at the start of the clockwork’s turn. If you roll a 1, the clockwork makes attack rolls with disadvantage until the end of its turn. +3 +Ground Fault. The clockwork has vulnerability to lightning damage. +4 +Imprinting Loop. Roll a d6 at the start of the clockwork’s turn. If you roll a 1, the clockwork mistakes one creature it can see within 30 feet for its creator. The clockwork won’t willingly harm that creature for 1 minute or until that creature attacks it or deals damage to it. +5 +Leaking Lubricant. Roll a d6 at the start of the clockwork’s turn. If you roll a 1, the clockwork gains 1 level of exhaustion that it isn’t immune to. +6 +Limited Steering. The clockwork must move in a straight line. It can turn up to 90 degrees before moving and again at the midpoint of its movement. It can rotate freely if it doesn’t use any of its speeds on its turn. +7 +Overactive Sense of Self-Preservation. If the clockwork has half its hit points or fewer at the start of its turn in combat, roll a d6. If you roll a 1, it retreats from combat. If retreat isn’t possible, it continues fighting. +8 +Overheats. Roll a d6 at the start of the clockwork’s turn. If you roll a 1, the clockwork is incapacitated until the end of its turn. +9 +Rusty Gears. The clockwork has disadvantage on initiative rolls, and its speed decreases by 10 feet. +10 +Weak Armor. The clockwork isn’t immune to bludgeoning, piercing, and slashing damage from nonmagical attacks that aren’t adamantine. + + + + Stone Defender + M + Construct, Mordenkainen's Tome of Foes + Unaligned + 16 (natural armor) + 52 (7d8+21) + 30 ft. + 19 + 10 + 17 + 3 + 10 + 1 + + + + + poison; bludgeoning, piercing and slashing from nonmagical attacks that aren't adamantine + charmed, exhaustion, frightened, paralyzed, petrified, poisoned + darkvision 60 ft., passive perception 10 + understands one language of its creator but can't speak + 4 + + False Appearance + While the stone defender remains motionless against an uneven earthen or stone surface, it is indistinguishable from that surface. + + + Magic Resistance + The stone defender has advantage on saving throws against spells and other magical effects. + + + Slam + Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) bludgeoning damage, and if the target is Large or smaller, it is knocked prone. + + + Intercept Attack + In response to another creature within 5 feet of it being hit by an attack roll, the stone defender gives that creature a +5 bonus to its AC against that attack, potentially causing a miss. To use this ability, the stone defender must be able to see the creature and the attacker. + + + Individual Designs + A gnome artisan values an individualized clockwork more highly than a perfectly functioning one that copies too much from another creation. For that reason, even clockworks that fit established designs, such as those described here, are seldom identical. +A clockwork can be customized by adding one of the following enhancements and one potential malfunction to its stat block. You can select randomly or choose a pair of modifications that fit the temperament of the clockwork’s builder. + + + Clockwork Enhancements + d10 +Enhancement +1 +Camouflaged. The clockwork gains proficiency in Stealth if it doesn’t already have it. While motionless, it is indistinguishable from a stopped machine. +2 +Sensors. The range of the clockwork’s darkvision becomes 120 feet, unless it is higher, and it gains proficiency in Perception if it doesn’t already have it. +3 +Improved Armor. The clockwork’s AC increases by 2. +4 +Increased Speed. The clockwork’s speed increases by 10 feet. +5 +Reinforced Construction. The clockwork has resistance to force, lightning, and thunder damage. +6 +Self-Repairing. If the clockwork starts its turn with at least 1 hit point, it regains 5 hit points. If it takes lightning damage, this ability doesn’t function at the start of its next turn. +7 +Sturdy Frame. The clockwork’s hit point maximum increases by an amount equal to its number of Hit Dice. +8 +Suction. The clockwork gains a climbing speed of 30 feet. +9 +Vocal Resonator. The clockwork gains the ability to speak rudimentary Common or Gnomish (creator’s choice). +10 +Water Propulsion. The clockwork gains a swimming speed of 30 feet. + + + Clockwork Malfunctions + d10 +Malfunction +1 +Faulty Sensors. Roll a d6 at the start of the clockwork’s turn. If you roll a 1, the clockwork is blinded until the end of its turn. +2 +Flawed Targeting. Roll a d6 at the start of the clockwork’s turn. If you roll a 1, the clockwork makes attack rolls with disadvantage until the end of its turn. +3 +Ground Fault. The clockwork has vulnerability to lightning damage. +4 +Imprinting Loop. Roll a d6 at the start of the clockwork’s turn. If you roll a 1, the clockwork mistakes one creature it can see within 30 feet for its creator. The clockwork won’t willingly harm that creature for 1 minute or until that creature attacks it or deals damage to it. +5 +Leaking Lubricant. Roll a d6 at the start of the clockwork’s turn. If you roll a 1, the clockwork gains 1 level of exhaustion that it isn’t immune to. +6 +Limited Steering. The clockwork must move in a straight line. It can turn up to 90 degrees before moving and again at the midpoint of its movement. It can rotate freely if it doesn’t use any of its speeds on its turn. +7 +Overactive Sense of Self-Preservation. If the clockwork has half its hit points or fewer at the start of its turn in combat, roll a d6. If you roll a 1, it retreats from combat. If retreat isn’t possible, it continues fighting. +8 +Overheats. Roll a d6 at the start of the clockwork’s turn. If you roll a 1, the clockwork is incapacitated until the end of its turn. +9 +Rusty Gears. The clockwork has disadvantage on initiative rolls, and its speed decreases by 10 feet. +10 +Weak Armor. The clockwork isn’t immune to bludgeoning, piercing, and slashing damage from nonmagical attacks that aren’t adamantine. + + + + Corpse Flower + L + Plant, Mordenkainen's Tome of Foes + Chaotic Evil + 12 + 127 (15d10+45) + 20 ft., climb 20 ft. + 14 + 14 + 16 + 7 + 15 + 3 + + + + + + blinded, deafened + blindsight 120ft. (blind beyond this radius), passive perception 12 + none + 8 + + Corpses + When first encountered, a corpse flower contains the corpses of 1d6 + 3 humanoids. A corpse flower can hold the remains of up to nine dead humanoids. These remains have total cover against attacks and other effects outside the corpse flower. If the corpse flower dies, the corpses within it can be pulled free. + While it has at least one humanoid corpse in its body, the corpse flower can use a bonus action to do one of the following: +The corpse flower digests one humanoid corpse in its body and instantly regains 11 (2d10) hit points. Nothing of the digested body remains. Any equipment on the corpse is expelled from the corpse flower in its space. +The corpse flower animates one dead humanoid in its body, turning it into a zombie. The zombie appears in an unoccupied space within 5 feet of the corpse flower and acts immediately after it in the initiative order. The zombie acts as an ally of the corpse flower but isn’t under its control, and the flower’s stench clings to it (see the Stench of Death trait). + + + Spider Climb + The corpse flower can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. + + + Stench of Death + Each creature that starts its turn within 10 feet of the corpse flower or one of its zombies must make a DC 14 Constitution saving throw, unless the creature is a construct or undead. On a failed save, the creature is incapacitated until the end of the turn. Creatures that are immune to poison damage or the poisoned condition automatically succeed on this saving throw. On a successful save, the creature is immune to the stench of all corpse flowers for 24 hours. + + + Multiattack + The corpse flower makes three tentacle attacks. + + + Tentacle + Melee Weapon Attack: +5 to hit, reach 10 ft., one target. Hit: 9 (2d6 + 2) bludgeoning damage, and the target must succeed on a DC 14 Constitution saving throw or take 14 (4d6) poison damage. + + + Harvest the Dead + The corpse flower grabs one unsecured dead humanoid within 10 feet of it and stuffs the corpse into itself, along with any equipment the corpse is wearing or carrying. The remains can be used with the Corpses trait. + + + + + + + + + + + + Deathlock + M + Undead, Mordenkainen's Tome of Foes + Neutral Evil + 12 (15 with mage armor) + 36 (8d8) + 30 ft. + 11 + 15 + 10 + 14 + 12 + 16 + Int +4, Cha +5 + Arcana +4, History +4 + necrotic, bludgeoning piercing and slashing from nonmagical attacks that aren't silvered + + poison + exhaustion, poisoned + darkvision 60 ft., passive Perception 11 + the languages it knew in life + 4 + + Innate Spellcasting + The deathlock’s innate spellcasting ability is Charisma (spell save DC 13). It can innately cast the following spells, requiring no material components: +At will: detect magic, disguise self, mage armor + + + Spellcasting + The deathlock is a 5th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 13, +5 to hit with spell attacks). It regains its expended spell slots when it finishes a short or long rest. It knows the following warlock spells: +Cantrips (at will): chill touch, eldritch blast, mage hand +1st–3rd level (2 3rd-level slots): arms of Hadar, dispel magic, hold person, hunger of Hadar, invisibility, spider climb + + + Turn Resistance + The deathlock has advantage on saving throws against any effect that turns undead. + + + Deathly Claw + Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 9 (2d6 + 2) necrotic damage. + + + + + + + PATRON-SPECIFIC SPELLS + You can customize a deathlock by replacing some or all of the spells in its Spellcasting trait with spells specific to its patron. Here are examples. +Deathlock +Archfey patron: blink, faerie fire, hunger of Hadar, hypnotic pattern, phantasmal force, sleep +Fiend patron: blindness/deafness, burning hands, command, fireball, hellish rebuke, scorching ray +Great Old One patron: armor of Agathys, detect thoughts, dissonant whispers, hunger of Hadar, Tasha’s hideous laughter, phantasmal force + + + + Deathlock Mastermind + M + Undead, Mordenkainen's Tome of Foes + Neutral Evil + 13 (16 with mage armor) + 110 (20d8+20) + 30 ft. + 11 + 16 + 12 + 15 + 12 + 17 + Int +5, Cha +6 + Arcana +5, History +5, Perception +4 + necrotic; bludgeoning, piercing and slashing from nonmagical attacks that aren't silvered + + poison + exhaustion, poisoned + darkvision 120 ft. (including magical darkness), passive Perception 14 + the languages it knew in life + 8 + + Innate Spellcasting + The deathlock’s innate spellcasting ability is Charisma (spell save DC 14). It can innately cast the following spells, requiring no material components: +At will: detect magic, disguise self, mage armor + + + Spellcasting + The deathlock is a 10th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 14, +6 to hit with spell attacks). It regains its expended spell slots when it finishes a short or long rest. It knows the following warlock spells: +Cantrips (at will): chill touch, mage hand, minor illusion, poison spray +1st–5th level (2 5th-level slots): arms of Hadar, blight, counterspell, crown of madness, darkness, dimension door, dispel magic, fly, hold monster, invisibility + + + Turn Resistance + The deathlock has advantage on saving throws against any effect that turns undead. + + + Deathly Claw + Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 13 (3d6 + 3 necrotic damage). + + + Grave Bolts + Ranged Spell Attack: +6 to hit, range 120 ft., one or two targets. Hit: 18 (4d8) necrotic damage. If the target is Large or smaller, it must succeed on a DC 16 Strength saving throw or become restrained as shadowy tendrils wrap around it for 1 minute. A restrained target can use its action to repeat the saving throw, ending the effect on itself on a success. + + + + + + + PATRON-SPECIFIC SPELLS + You can customize a deathlock by replacing some or all of the spells in its Spellcasting trait with spells specific to its patron. Here are examples. +Deathlock Mastermind +Archfey patron: blink, dominate beast, dominate person, faerie fire, greater invisibility, hunger of Hadar, hypnotic pattern, phantasmal force, seeming, sleep +Fiend patron: blindness/deafness, burning hands, command, fire shield, fireball, flame strike, hellish rebuke, scorching ray, stinking cloud, wall of fire +Great Old One patron: clairvoyance, detect thoughts, dissonant whispers, dominate person, Evard’s black tentacles, hunger of Hadar, phantasmal force, sending, Tasha’s hideous laughter, telekinesis + + + Deathlock Mastermind + Though deathlocks exist to serve their patrons, they retain some freedom when it comes to devising particular tactics and carrying out their plans. Powerful deathlocks recruit lesser creatures to help them carry out their missions and, in this capacity, become the masterminds behind vast conspiracies and intrigues that culminate in the accomplishment of great acts of evil. + + + Deathlock + Though deathlocks exist to serve their patrons, they retain some freedom when it comes to devising particular tactics and carrying out their plans. Powerful deathlocks recruit lesser creatures to help them carry out their missions and, in this capacity, become the masterminds behind vast conspiracies and intrigues that culminate in the accomplishment of great acts of evil. + The forging of a pact between a warlock and a patron is no minor occasion — at least not for the warlock. The consequences of breaking that pact can be dire and, in some cases, lethal. A warlock who fails to live up to a bargain with an evil patron runs the risk of rising from the dead as a deathlock, a foul undead driven to serve its otherworldly patron from beyond the grave. +An extraordinarily powerful necromancer might also discover the dark methods of creating a deathlock and then bind it to service, acting in this respect as the deathlock’s patron. +Obedient and Obsessed. An overpowering urge to serve consumes the mind of a newly awakened deathlock. All goals and ambitions it had in life that don’t please its patron fall away as its master’s desires become the purpose that drives the deathlock. The creature immediately resumes work on its patron’s behalf. Accomplishing a difficult goal might mean the deathlock is forced to serve another powerful creature or might entail in gathering servants of its own. +Whatever the goal, it always reflects the patron’s interests, ranging from small-scale concerns to matters of cosmic scope. A deathlock in the thrall of a fiend might work to destroy a specific temple dedicated to a good god, while one that serves a Great Old One could be charged with hunting for the materials needed to call forth a horrifying entity into the world. + + + + Deathlock Wight + M + Undead, Mordenkainen's Tome of Foes + Neutral Evil + 12 (15 with mage armor) + 37 (5d8+15) + 30 ft. + 11 + 14 + 16 + 12 + 14 + 16 + Wis +4 + Arcana +3, Perception +4 + necrotic, bludgeoning piercing and slashing from nonmagical attacks + + poison + exhaustion, poisoned + darkvision 60 ft., passive Perception 14 + the languages it knew in life + 3 + + Innate Spellcasting + The wight’s innate spellcasting ability is Charisma (spell save DC 13). It can innately cast the following spells, requiring no verbal or material components: +At will: detect magic, disguise self, mage armor +1/day each: fear, hold person, misty step + + + Sunlight Sensitivity + While in sunlight, the wight has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. + + + Multiattack + The wight attacks twice with Grave Bolt. + + + Grave Bolt + Ranged Spell Attack: +5 to hit, range 120 ft., one target. Hit: 7 (1d8 + 3) necrotic damage. + + + Life Drain + Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 9 (2d6 + 2) necrotic damage. The target must succeed on a DC 13 Constitution saving throw or its hit point maximum is reduced by an amount equal to the damage taken. This reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0. +A humanoid slain by this attack rises 24 hours later as a zombie under the wight’s control, unless the humanoid is restored to life or its body is destroyed. The wight can have no more than twelve zombies under its control at one time. Undead Nature. A deathlock doesn’t require air, food, drink, or sleep. Obedient and Obsessed. An overpowering urge to serve consumes the mind of a newly awakened deathlock. All goals and ambitions it had in life that don’t please its patron fall away as its master’s desires become the purpose that drives the deathlock. The creature immediately resumes work on its patron’s behalf. Accomplishing a difficult goal might mean the deathlock is forced to serve another powerful creature or might entail in gathering servants of its own. +Whatever the goal, it always reflects the patron’s interests, ranging from small-scale concerns to matters of cosmic scope. A deathlock in the thrall of a fiend might work to destroy a specific temple dedicated to a good god, while one that serves a Great Old One could be charged with hunting for the materials needed to call forth a horrifying entity into the world. + + + + + + + Deathlock Wight + Bereft of much of its magic, a deathlock wight lingers between the warlock it was and the deathly existence of a wight — a special punishment meted out by certain patrons and necromancers. + + + + Alkilith + M + Fiend (Demon), Mordenkainen's Tome of Foes + Chaotic Evil + 17 (natural) + 157 (15d8+90) + 40 ft. + 12 + 19 + 22 + 6 + 11 + 7 + Dex +8, Con +10 + Stealth +8 + acid, cold, fire, lightning, bludgeoning piercing and slashing from nonmagical attacks + + poison + charmed, frightened, poisoned + darkvision 120ft., passive Perception 10 + understands Abyssal but can't speak + 11 + + Amorphous + The alkilith can move through a space as narrow as 1 inch wide without squeezing. + + + False Appearance + While the alkilith is motionless, it is indistinguishable from an ordinary slime or fungus. + + + Foment Madness + Any creature that isn’t a demon that starts its turn within 30 feet of the alkilith must succeed on a DC 18 Wisdom saving throw, or it hears a faint buzzing in its head for a moment and has disadvantage on its next attack roll, saving throw, or ability check. +If the saving throw against Foment Madness fails by 5 or more, the creature is instead subjected to the confusion spell for 1 minute (no concentration required by the alkilith). While under the effect of that confusion, the creature is immune to Foment Madness. + + + Magic Resistance + The alkilith has advantage on saving throws against spells and other magical effects. + + + Multiattack + The alkilith makes three tentacle attacks. + + + Tentacle + Melee Weapon Attack: +8 to hit, reach 15 ft., one target. Hit: 18 (4d6 + 4) acid damage. + + + + + + + Alkilith + An alkilith is easily mistaken for some kind of foul fungal growth that appears on doorways, windows, and other portals. These dripping infestations conceal the demonic nature of the alkilith, making what should be a dire warning appear strange but otherwise innocuous. Wherever alkiliths take root, they weaken the fabric of reality, creating a portal through which even nastier demons can invade. +Symptoms of Doom. The appearance of an alkilith in the world heralds a great wrongness and an imminent catastrophe. An alkilith searches for an aperture such as a window or a door around which it can take root, stretching its body around the opening and anchoring itself with a sticky secretion. If left undisturbed, the opening becomes attuned to the Abyss and eventually becomes a portal to that plane (see “Planar Portals” in chapter 2 of the Dungeon Master’s Guide). +Spawn of Juiblex. Alkiliths spring from the cast-off bits of Juiblex’s hideous, shuddering body, then gradually become self-aware and set out to find their way onto the Material Plane. Since most cultists consider them too risky for summoning — they can, after all, create portals to the Abyss — alkiliths must find other escape routes out of their native plane. + + + + Armanite + L + Fiend (Demon), Mordenkainen's Tome of Foes + Chaotic Evil + 16 (natural) + 84 (8d10+40) + 60 ft. + 21 + 18 + 21 + 8 + 12 + 13 + + + cold, fire, lightning + + poison + poisoned + darkvision 120 ft., passive Perception 11 + Abyssal, telepathy 120 ft. + 7 + + Magic Resistance + The armanite has advantage on saving throws against spells and other magical effects. + + + Magic Weapons + The armanite’s weapon attacks are magical + + + Multiattack + The armanite makes three attacks: one with its hooves, one with its claws, and one with its serrated tail. + + + Hooves + Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) bludgeoning damage. + + + Claws + Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 10 (2d4 + 5) slashing damage. + + + Serrated Tail + Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 16 (2d10 + 5) slashing damage. + + + Lightning Lance (Recharge 5-6) + The armanite looses a bolt of lightning in a line 60 feet long and 10 feet wide. Each creature in the line must make a DC 15 Dexterity saving throw, taking 27 (6d8) lightning damage on a failed save, or half as much damage on a successful one. + + + + + + + Armanite + Great herds of armanites race across the blasted fields of the Abyss, bent on slaughter and death, driven by unrestrained bloodlust. Whether being controlled by more powerful demons or charging into battle for the sake of it, armanites use their claws, hooves, and long, whiplike tails to tear apart their foes. +Live for War. In the armies of the demon lords, armanites perform the role of heavy cavalry, leading the charge and tearing into their enemies’ flanks. Armanites fight all the time, even among themselves if they can’t find another enemy. They make ideal shock troops, courageous to the point of stupidity and utterly savage. +Walking Arsenal. Part of what makes armanites so fearsome is the number of weapons they have at their disposal. They possess sharp hooves, claws that end in curling talons, and long, serrated tails that can flense the flesh from a victim, and they use them all to carve through their foes. When they are up against tough formations, they can call on their innate magic to loose bolts of lightning and blow holes in the enemy ranks. + + + + Bulezau + M + Fiend (Demon), Mordenkainen's Tome of Foes + Chaotic Evil + 14 (natural armor) + 52 (7d8+21) + 40 ft. + 15 + 14 + 17 + 8 + 9 + 6 + + + cold, fire, lightning + + poison + charmed, frightened, poisoned + darkvision 120 ft., passive Perception 9 + Abyssal, telepathy 60 ft. + 3 + + Rotting Presence + When any creature that isn’t a demon starts its turn within 30 feet one or more bulezaus, that creature must succeed on a DC 13 Constitution saving throw or take 1d6 necrotic damage plus 1 necrotic damage for each bulezau within 30 feet of it. + + + Standing Leap + The bulezau’s long jump is up to 20 feet and its high jump is up to 10 feet, with or without a running start. + + + Sure-Footed + The bulezau has advantage on Strength and Dexterity saving throws made against effects that would knock it prone. + + + Barbed Tail + Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 8 (1d12 + 2) piercing damage. If the target is a creature, it must succeed on a DC 13 Constitution saving throw against disease or become poisoned until the disease ends. While poisoned in this way, the target sports festering boils, coughs up flies, and sheds rotting skin, and the target must repeat the saving throw after every 24 hours that elapse. On a successful save, the disease ends. On a failed save, the target’s hit point maximum is reduced by 4 (1d8). The target dies if its hit point maximum is reduced to 0. + + + + + + + Bulezau + Diseased manifestations of animalistic rage, bulezaus embody the violence of nature. Across the Abyss, bulezaus lurk in deep canyons and lofty crags, and many find a place in the ranks of the demon lords’ armies, serving as foot soldiers in the Abyss’s endless warring. +Bloodlust. Bulezaus crave violence. Their eagerness to kill and willingness to die make them common members of any demon lord’s entourage. When not being corralled by larger and tougher demons, bulezaus gather into scrabbling mobs, wrestling and fighting among themselves until a better target comes along or until a stronger demon bullies them into subservience. +Repulsive. Disfiguring ailments plague bulezaus: crusted eyes, maggots wriggling in open sores, and a reek of rotten meat that follows them wherever they go. + + + + Dybbuk + M + Fiend (Demon), Mordenkainen's Tome of Foes + Chaotic Evil + 14 () + 37 (5d8+15) + 0 ft., fly 40 ft. (hover) + 6 + 19 + 16 + 16 + 15 + 14 + + Deception +6, Intimidation +4, Perception +4 + acid, cold, fire, lightning, thunder, bludgeoning piercing and slashing from nonmagical attacks + + poison + charmed, exhaustion, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained + darkvision 120 ft., passive Perception 14 + Abyssal, Common, telepathy 120 ft. + 4 + + Incoporeal Movement + The dybbuk can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object. + + + Innate Spellcasting + The dybbuk’s innate spellcasting ability is Charisma (spell save DC 12). It can innately cast the following spells, requiring no material components: +At will: dimension door +3/day each: fear, phantasmal force + + + Magic Resistance + The dybbuk has advantage on saving throws against spells and other magical effects. + + + Violate Corpse + The dybbuk can use a bonus action while it is possessing a corpse to make it do something unnatural, such as vomit blood, twist its head all the way around, or cause a quadruped to move as a biped. Any beast or humanoid that sees this behavior must succeed on a DC 12 Wisdom saving throw or become frightened of the dybbuk for 1 minute. The frightened creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. A creature that succeeds on a saving throw against this ability is immune to Violate Corpse for 24 hours. + + + Possess Corpse (Recharge 6) + The dybbuk disappears into an intact corpse it can see within 5 feet of it. The corpse must be Large or smaller and be that of a beast or a humanoid. The dybbuk is now effectively the possessed creature. Its type becomes undead, though it now looks alive, and it gains a number of temporary hit points equal to the corpse’s hit point maximum in life. +While possessing the corpse, the dybbuk retains its hit points, alignment, Intelligence, Wisdom, Charisma, telepathy, and immunity to poison damage, exhaustion, and being charmed and frightened. It otherwise uses the possessed target’s game statistics, gaining access to its knowledge and proficiencies but not its class features, if any. +The possession lasts until the temporary hit points are lost (at which point the body becomes a corpse once more) or the dybbuk ends its possession using a bonus action. When the possession ends, the dybbuk reappears in an unoccupied space within 5 feet of the corpse. + + + Tendril + Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) necrotic damage. If the target is a creature, its hit point maximum is also reduced by 3 (1d6). This reduction lasts until the target finishes a short or long rest. The target dies if this effect reduces its hit point maximum to 0. + + + + + + + + + + + Dybbuk + Dybbuks terrorize mortals on the Material Plane by possessing corpses and giving them a semblance of life, after which the demons use them to engage in a range of sordid activities. +Puppet Masters. In their natural form, dybbuks appear as translucent flying jellyfish, trailing long tendrils as they move through the air. They rarely travel in this fashion, however. Instead, a dybbuk possesses the first suitable corpse it finds, rousing the body from death so it can then indulge its hideous vices. +Dark Masquerade. By plundering a corpse’s memories and accessing its capabilities, a dybbuk can impersonate the creature as it was in life. But the truth of the matter quickly becomes apparent to those around it, because a dybbuk can’t resist pursuing its vices with a maniacal single-mindedness that betrays its true nature. Dybbuks delight in terrorizing other creatures by making their host bodies behave in horrifying ways — throwing up gouts of blood, excreting piles of squirming maggots, and contorting their limbs in impossible ways as they scuttle across the ground. + + + + Maurezhi + M + Fiend (Demon), Mordenkainen's Tome of Foes + Chaotic Evil + 15 (natural) + 88 (16d8+16) + 30 ft. + 14 + 17 + 12 + 11 + 12 + 15 + + Deception +5 + cold, fire, lightning, necrotic, bludgeoning piercing and slashing from nonmagical attacks + + poison + charmed, exhaustion, poisoned + darkvision 120 ft., passive Perception 11 + Abyssal, Elvish, telepathy 120 ft. + 7 + + Assume Form + The maurezhi can assume the appearance of any Medium humanoid it has eaten. It remains in this form for 1d6 days, during which time the form gradually decays until, when the effect ends, the form sloughs from the demon’s body. + + + Magic Resistance + The maurezhi has advantage on saving throws against spells and other magical effects. + + + Multiattack + The maurezhi makes two attacks: one with its bite and one with its claws. + + + Bite + Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 14 (2d10 + 3) piercing damage. If the target is a humanoid, its Charisma score is reduced by 1d4. This reduction lasts until the target finishes a short or long rest. The target dies if this reduces its Charisma to 0. It rises 24 hours later as a ghoul, unless it has been revived or its corpse has been destroyed. + + + Claws + Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 12 (2d8 + 3) slashing damage. If the target is a creature other than an undead, it must succeed on a DC 12 Constitution saving throw or be paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. + + + Raise Ghoul (Recharge 5-6) + The maurezhi targets one dead ghoul or ghast it can see within 30 feet of it. The target is revived with all its hit points. + + + + + + + Maurezhi + When Doresain, the King of Ghouls, corrupted a society of elves, he created a new breed of demons to lead packs of ghouls and ghasts in the material world. +Horrid Infiltrators. When a maurezhi consumes the corpse of a humanoid it has slain — a process that takes about 10 minutes — it instantly assumes the creature’s appearance as it was in life. The new appearance begins to rot away over the next few days, eventually revealing the demon’s original form. +A Plague of Ghouls. Maurezhi are contagion incarnate. Their bite attacks can drain a victim’s sense of self. If this affliction is allowed to go far enough, the victim is infected with an unholy hunger for flesh that overpowers their personality and transforms them into a ghoul. + + + + Molydeus + H + Fiend (Demon), Mordenkainen's Tome of Foes + Chaotic Evil + 19 (natural) + 216 (16d12+112) + 40 ft. + 28 + 22 + 25 + 21 + 24 + 24 + Str +16, Con +14, Wis +14, Cha +14 + Perception +21 + cold, fire, lightning, necrotic, bludgeoning piercing and slashing from nonmagical attacks + + poison + charmed, exhaustion, frightened, poisoned, stunned + truesight 120 ft., passive Perception 31 + Abyssal, telepathy 120 ft. + 21 + + Innate Spellcasting + The molydeus’s innate spellcasting ability is Charisma (spell save DC 22). It can innately cast the following spells, requiring no material components: +At will: dispel magic, polymorph, telekinesis, teleport +3/day: lightning bolt +1/day: imprisonment + + + Legendary Resistance (3/Day) + If the molydeus fails a saving throw, it can choose to succeed instead. + + + Magic Resistance + The molydeus has advantage on saving throws against spells and other magical effects. + + + Magic Weapons + The molydeus’s weapon attacks are magical. + + + Multiattack + The molydeus makes three attacks: one with its weapon, one with its wolf bite, and one with its snakebite. + + + Demonic Weapon + Melee Weapon Attack: +16 to hit, reach 15 ft., one target. Hit: 20 (2d10 + 9) slashing damage. If the target has at least one head and the molydeus rolled a 20 on the attack roll, the target is decapitated and dies if it can’t survive without that head. A target is immune to this effect if it takes none of the damage, has legendary actions, or is Huge or larger. Such a creature takes an extra 6d8 slashing damage from the hit. + + + Wolf Bite + Melee Weapon Attack: +16 to hit, reach 10 ft., one target. Hit: 16 (2d6 + 9) piercing damage. + + + Snakebite + Melee Weapon Attack: +16 to hit, reach 15 ft., one creature. Hit: 12 (1d6 + 9) piercing damage, and the target must succeed on a DC 22 Constitution saving throw or its hit point maximum is reduced by an amount equal to the damage taken. This reduction lasts until the target finishes a long rest. The target transforms into a manes if this reduces its hit point maximum to 0. This transformation can be ended only by a wish spell. + + + + + + + Legendary Actions + The molydeus can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The molydeus regains spent legendary actions at the start of its turn. + + + Attack + The molydeus makes one attack, either with its demonic weapon or with its snakebite. + + + Move + The molydeus moves without provoking opportunity attacks. + + + Cast a Spell + The molydeus casts one spell from its Innate Spellcasting trait. + + + Molydeus + The most ruthless and dangerous of demons — more feared than the dreaded balor — the molydeus speaks with the authority of the demon lord it serves as it enforces its master’s will. Standing some 12 feet tall, a molydeus has a red-skinned, humanoid body and two heads — one that of a slavering wolf and the other that of a serpent with dripping fangs perched atop a long neck. Molydei might guard their masters’ possessions, roam the battlefields of the Abyss to ensure the loyalty of troops, or bring swift death to their enemies. +Branded and Bound. When a demon earns the attention of a demon lord through ferocity, cunning, or an act of surprising devotion, the demon lord might reward such service by snatching up the fiend and subjecting it to excruciating torments to remake it into a molydeus. +Voice of the Master. A demon lord has a direct link to its molydeus and uses the serpent head to communicate its wishes. A molydeus is, therefore, said to utter its master’s will, commanding other demons to carry out orders and using violence to ensure they obey. A molydeus must constantly be ready for the scrutiny of its master, for the demon lord can decide at any moment to observe the molydeus through the serpent. Thus, there is no room for treachery in a molydeus. +Special Weapon. As part of a demon lord’s trust in its molydeus, it bestows a powerful weapon upon the guardian demon. The demon lord fashions the weapon from a portion of the fiend’s essence, so that the demon and its weapon are forever bound. If the molydeus dies, the weapon dissolves into a pool of foul-smelling slime. It’s possible to steal such a weapon, but a molydeus deprived of its weapon will stop at nothing to regain it. +The weapon a molydeus wields reflects the nature of its master. Those that serve Baphomet carry a glaive; Demogorgon, a whip; Fraz-Urb’luu, a battleaxe; Graz’zt, a greatsword; Orcus, a morningstar; and Yeenoghu, a flail. The weapon’s form doesn’t affect its capabilities. +Dark Guardians. One of the chief tasks of any molydeus is to help protect its master’s amulet — the most prized possession of any demon lord. Each of these dangerous relics allows a demon lord to return to life in the Abyss if the unthinkable occurs and its abyssal form is destroyed. As useful as these amulets are, they are also liabilities — because, armed with an amulet, a creature can coerce the demon lord to which it belongs into doing its bidding, or can strand it in the Abyss if the amulet is destroyed. + + + Variant: Demon Summoning + You can give a molydeus the ability to summon other demons. +Summon Demon (1/Day). As an action, the molydeus has a 50 percent chance of summoning its choice of 1d6 babaus, 1d4 chasmes, or one marilith. A summoned demon appears in an unoccupied space within 60 feet of the molydeus, acts as an ally of the molydeus, and can’t summon other demons. It remains for 1 minute, until it or the molydeus dies, or until the molydeus dismisses it as an action. + + + + Nabassu + M + Fiend (Demon), Mordenkainen's Tome of Foes + Chaotic Evil + 18 (natural) + 190 (20d8+100) + 40 ft., fly 60 ft. + 22 + 14 + 21 + 14 + 15 + 17 + Str +11, Dex +7 + Perception +7 + cold, fire, lightning, necrotic, bludgeoning piercing and slashing from nonmagical attacks + + poison + poisoned + darkvision 60 ft., passive Perception 17 + Abyssal, telepathy 120 ft. + 15 + + Demonic Shadows + The nabassu darkens the area around its body in a 10-foot radius. Nonmagical light can’t illuminate this area of dim light. + + + Devour Soul + A nabassu can eat the soul of a creature it has killed within the last hour, provided that creature is neither a construct nor an undead. The devouring requires the nabassu to be within 5 feet of the corpse for at least 10 minutes, after which it gains a number of Hit Dice (d8s) equal to half the creature’s number of Hit Dice. Roll those dice, and increase the nabassu’s hit points by the numbers rolled. For every 4 Hit Dice the nabassu gains in this way, its attacks deal an extra 3 (1d6) damage on a hit. The nabassu retains these benefits for 6 days. A creature devoured by a nabassu can be restored to life only by a wish spell. + + + Magic Resistance + The nabassu has advantage on saving throws against spells and other magical effects. + + + Magic Weapons + The nabassu’s weapon attacks are magical. + + + Multiattack + The nabassu uses its Soul-Stealing Gaze and makes two attacks: one with its claws and one with its bite. + + + Claws + Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 17 (2d10 + 6) slashing damage. + + + Bite + Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 32 (4d12 + 6) piercing damage. + + + Soul-Stealing Gaze + The nabassu targets one creature it can see within 30 feet of it. If the target can see the nabassu and isn’t a construct or an undead, it must succeed on a DC 16 Charisma saving throw or reduce its hit point maximum by 13 (2d12) and give the nabassu an equal number of temporary hit points. This reduction lasts until the target finishes a short or long rest. The target dies if its hit point maximum is reduced to 0, and if the target is a humanoid, it immediately rises as a ghoul under the nabassu’s control. + + + + + + + Nabassu + The insatiable nabassus prowl the multiverse in search of souls to devour. If they think they can kill a creature and consume its soul, they attack — even if that other creature is a demon, including another nabassu. +Hated Outcasts. Demons have few rules, and the murder of other demons hardly raises an eyebrow among these fiends. The act of devouring souls is something else. For this reason, most demons shun nabassus and force them to live on the fringes of the Abyss. There, nabassus pick off weaker demons or, if the situation warrants, gather in packs to take down larger prey. Some especially powerful nabassus even search for demon lords’ amulets. +Demonic Infiltrators. Whenever magic pulls demons from the Abyss to the Material Plane, nabassus try to get summoned so that they can embark on a feast of souls there. If a nabassu is summoned, it tries to break free so that it can devour the soul of its summoner and then set out to feed on the souls of whatever creatures it can catch. One way a summoner can avoid this fate is by providing a steady supply of souls to the nabassu, which can cause the demon to be cooperative — for as long as the supply lasts. + + + + Rutterkin + M + Fiend (Demon), Mordenkainen's Tome of Foes + Chaotic Evil + 12 () + 37 (5d8+15) + 20 ft. + 14 + 15 + 17 + 5 + 12 + 6 + + + cold, fire, lightning + + poison + charmed, frightened, poisoned + darkvision 120 ft., passive Perception 11 + understands Abyssal but can't speak + 2 + + Crippling Fear + When a creature that isn’t a demon starts its turn within 30 feet of three or more rutterkins, it must make a DC 11 Wisdom saving throw. The creature has disadvantage on the save if it’s within 30 feet of six or more rutterkins. On a successful save, the creature is immune to the Crippling Fear of all rutterkins for 24 hours. On a failed save, the creature becomes frightened of the rutterkins for 1 minute. While frightened in this way, the creature is restrained. At the end of each of the frightened creature’s turns, it can repeat the saving throw, ending the effect on itself on a success. + + + Bite + Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 12 (3d6 + 2) piercing damage. If the target is a creature, it must succeed on a DC 13 Constitution saving throw against disease or become poisoned. At the end of each long rest, the poisoned target can repeat the saving throw, ending the effect on itself on a success. If the target is reduced to 0 hit points while poisoned in this way, it dies and instantly transforms into a living abyssal wretch. The transformation of the body can be undone only by a wish spell. + + + + + + + Rutterkin + The rutterkins, a breed of warped demon, roam the Abyss in mobs that constantly search for intruders to surround and devour. +Abyssal Defenders. Rutterkins protect the Abyss from non-demons. When they spot any interlopers, they gather in a crowd and surge forward, emitting a wave of fear in advance of their attacks that leaves their victims terrified and rooted in place. +Warping Plague. Creatures bitten by rutterkins are exposed to a terrible disease that infects them with the corrupting influence of the Abyss. Victims that succumb to the disease experience tremendous pain as their bodies become disfigured, flesh twisting around the bones, until they transform to join the mass of abyssal wretches that follow in the wake of the rutterkin mob that laid them low. + + + + Abyssal Wretch + M + Fiend (Demon), Mordenkainen's Tome of Foes + Chaotic Evil + 11 () + 18 (4d8) + 20 ft. + 9 + 12 + 11 + 5 + 8 + 5 + + + cold, fire, lightning + + poison + charmed, frightened, poisoned + darkvision 120 ft., passive Perception 9 + understand Abyssal but can't speak + 1/4 + + Bite + Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 5 (1d8 + 1) slashing damage. + + + + + + + + + + + + Sibriex + H + Fiend (Demon), Mordenkainen's Tome of Foes + Chaotic Evil + 19 (natural armor) + 150 (12d12+72) + 0 ft., fly 20 ft. (hover) + 10 + 3 + 23 + 25 + 24 + 25 + Int +13, Cha +13 + Arcana +13, History +13, Perception +13 + cold, fire, lightning, bludgeoning piercing and slashing from nonmagical attacks + + poison + poisoned + truesight 120 ft., passive Perception 23 + all, telepathy 120 ft. + 18 + + Contamination + The sibriex emits an aura of corruption 30 feet in every direction. Plants that aren’t creatures wither in the aura, and the ground in it is difficult terrain for other creatures. Any creature that starts its turn in the aura must succeed on a DC 20 Constitution saving throw or take 14 (4d6) poison damage. A creature that succeeds on the save is immune to this sibriex’s Contamination for 24 hours. + + + Innate Spellcasting + The sibriex’s innate spellcasting ability is Charisma (spell save DC 21). It can innately cast the following spells, requiring no material components: +At will: charm person, command, dispel magic, hold monster +3/day: feeblemind + + + Legendary REsistance (3/day) + If the sibriex fails a saving throw, it can choose to succeed instead. + + + Magic Resistance + The sibriex has advantage on saving throws against spells and other magical effects. + + + Multiattack + The sibriex uses Squirt Bile once and makes three attacks using its chain, bite, or both. + + + Chain + Melee Weapon Attack: +6 to hit, reach 15 ft., one target. Hit: 20 (2d12 + 7) piercing damage. + + + Bite + Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 9 (2d8) piercing damage plus 9 (2d8) acid damage. + + + Squirt Bile + The sibriex targets one creature it can see within 120 feet of it. The target must succeed on a DC 20 Dexterity saving throw or take 35 (10d6) acid damage. + + + Warp Creature + The sibriex targets up to three creatures it can see within 120 feet of it. Each target must make a DC 20 Constitution saving throw. On a successful save, a creature becomes immune to this sibriex’s Warp Creature. On a failed save, the target is poisoned, which causes it to also gain 1 level of exhaustion. While poisoned in this way, the target must repeat the saving throw at the start of each of its turns. Three successful saves against the poison end it, and ending the poison removes any levels of exhaustion caused by it. Each failed save causes the target to suffer another level of exhaustion. Once the target reaches 6 levels of exhaustion, it dies and instantly transforms into a living abyssal wretch under the sibriex’s control. The transformation of the body can be undone only by a wish spell. + + + Legendary Actions + The sibriex can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The sibriex regains spent legendary actions at the start of its turn. + + + Cast a Spell + The sibriex casts a spell. + + + Spray Bile + The sibriex uses Squirt Bile. + + + Warp (Costs 2 Actions) + The sibriex uses Warp Creature. + + + Sibriex + Thought to be as old as the Abyss itself, sibriexes haunt remote parts of the plane, where they use their vile abilities to breed new horrors and apprehend forbidden lore. Rivulets of blood and bile cascade from a sibriex’s body. Where these noxious fluids hit the ground, the landscape becomes polluted. +Keepers of Forbidden Lore. Sibriexes have spent eons amassing information from across the planes, hoarding knowledge for when it might be useful. Such is their incredible intellect that many seek them out, including demon lords. Some sibriexes act as advisors and oracles, manipulating demons into serving their ends, while other sibriexes cling to their secrets, parceling out lore only when doing so would advance their plans. +Demon Crafters. Sibriexes can channel the power of the Abyss to create new demons from other creatures. Over the course of days, they can create vast numbers of rutterkins to protect their lands and to ensure that the plane teems with destructive monsters. Some demons petition sibriexes for physical gifts, and if they are moved to do so, sibriexes can graft on new body parts to give the demons greater strength, vision, or stamina. Sibriexes never give aid freely; they demand a service or a treasure in return for the flesh-shaping they provide. +Variant: Flesh Warping +Creatures that encounter a sibriex can be twisted beyond recognition. Whenever a creature fails a saving throw against the sibriex’s Warp Creature effect, you can roll percentile dice and consult the Flesh Warping table to determine an additional effect, which vanishes when Warp Creature ends on the creature. If the creature transforms into an abyssal wretch, the effect becomes a permanent feature of that body. +A creature can willingly submit to flesh warping, an agonizing process that takes at least 1 hour while the creature stays within 30 feet of the sibriex. At the end of the process, roll once on the table (or choose one effect) to determine how the creature is transformed permanently. + + + Flesh Warping + d100 +Effect +01–05 +The color of the target’s hair, eyes, and skin becomes blue, red, yellow, or patterned. +06–10 +The target’s eyes push out of its head at the end of stalks. +11–15 +The target’s hands grow claws, which can be used as daggers. +16–20 +One of the target’s legs grows longer than the other, reducing its walking speed by 10 feet. +21–25 +The target’s eyes become beacons, filling a 15-foot cone with dim light when they are open. +26–30 +A pair of wings, either feathered or leathery, sprout from the target’s back, granting it a flying speed of 30 feet. +31–35 +The target’s ears tear free from its head and scurry away; the target is deafened. +36–40 +Two of the target’s teeth turn into tusks. +41–45 +The target’s skin becomes scabby, granting it a +1 bonus to AC but reducing its Charisma by 2 (to a minimum of 1). +46–50 +The target’s arms and legs switch places, preventing the target from moving unless it crawls. +51–55 +The target’s arms become tentacles with fingers on the ends, increasing its reach by 5 feet. +56–60 +The target’s legs grow incredibly long and springy, increasing its walking speed by 10 feet. +61–65 +The target grows a whiplike tail, which it can use as a whip. +66–70 +The target’s eyes turn black, and it gains darkvision out to a range of 120 feet. +71–75 +The target swells, tripling its weight. +76–80 +The target becomes thin and skeletal, halving its weight. +81–85 +The target’s head doubles in size. +86–90 +The target’s ears become wings, giving it a flying speed of 5 feet. +91–95 +The target’s body becomes unusually brittle, causing the target to have vulnerability to bludgeoning, piercing, and slashing damage. +96–00 +The target grows another head, causing it to have advantage on saving throws against being charmed, frightened, or stunned. + + + + Wastrilith + L + Fiend (Demon), Mordenkainen's Tome of Foes + Chaotic Evil + 18 (natural armor) + 157 (15d10+75) + 30 ft., swim 80 ft. + 19 + 18 + 21 + 19 + 12 + 14 + Str +9, Con +10 + + cold, fire, lightning, bludgeoning piercing and slashing from nonmagical attacks + + poison + poisoned + darkvision 120 ft., passive Perception 11 + Abyssal, telepathy 120 ft. + 13 + + Amphibious + The wastrilith can breathe air and water. + + + Corrupt Water + At the start of each of the wastrilith’s turns, exposed water within 30 feet of it is befouled. Underwater, this effect lightly obscures the area until a current clears it away. Water in containers remains corrupted until it evaporates. +A creature that consumes this foul water or swims in it must make a DC 18 Constitution saving throw. On a successful save, the creature is immune to the foul water for 24 hours. On a failed save, the creature takes 14 (4d6) poison damage and is poisoned for 1 minute. At the end of this time, the poisoned creature must repeat the saving throw. On a failure, the creature takes 18 (4d8) poison damage and is poisoned until it finishes a long rest. +If another demon drinks the foul water as an action, it gains 11 (2d10) temporary hit points. + + + Magic Resistance + The wastrilith has advantage on saving throws against spells and other magical effects. + + + Undertow + As a bonus action when the wastrilith is underwater, it can cause all water within 60 feet of it to be difficult terrain for other creatures until the start of its next turn. + + + Multiattack + The wastrilith uses Grasping Spout and makes three attacks: one with its bite and two with its claws. + + + Bite + Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 30 (4d12 + 4) piercing damage. + + + Claws + Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 18 (4d6 + 4) slashing damage. + + + Grasping Spout + The wastrilith magically launches a spout of water at one creature it can see within 60 feet of it. The target must make a DC 17 Strength saving throw, and it has disadvantage if it’s underwater. On a failed save, it takes 22 (4d8 + 4) acid damage and is pulled up to 60 feet toward the wastrilith. On a successful save, it takes half as much damage and isn’t pulled. + + + + + + + Wastrilith + Found in the waters of the Abyss and other bodies of water contaminated by the plane’s fell influence, wastriliths establish themselves as lords of the deep and rule their dominions with cruelty. +Despoilers. A wastrilith contaminates the waters around it. Its noxious presence even affects nearby sources of water when the demon travels on land. The corrupted water, which contains a measure of the demon’s essence, responds to its commands — perhaps hardening to prevent foes from escaping, or erupting in a surge that drags would-be victims into its reach. +Silent Corrupters. Creatures that ingest water that has been corrupted by a wastrilith risk their very souls. Those who drink the poisonous liquid might wither away until they finally die, or remain alive only to become a thrall of chaos and evil. To represent this defilement, you can use the optional rule on abyssal corruption in chapter 2 of the Dungeon Master’s Guide, causing the poisoned creature to be corrupted. + + + + Black Abishai + M + Fiend (Devil), Mordenkainen's Tome of Foes + Lawful Evil + 15 (natural armor) + 58 (9d8+18) + 30 ft., fly 40 ft. + 14 + 17 + 14 + 13 + 16 + 11 + Dex +6, Wis +6 + Perception +6, Stealth +6 + cold, bludgeoning piercing and slashing from nonmagical attacks that aren't silvered + + acid, fire, poison + poisoned + darkvision 120 ft., passive Perception 16 + Draconic, Infernal, telepathy 120 ft. + 7 + + Devil's Sight + Magical darkness doesn’t impede the abishai’s darkvision. + + + Magic Resistance + The abishai has advantage on saving throws against spells and other magical effects. + + + Magic Weapons + The abishai’s weapon attacks are magical. + + + Shadow Stealth + While in dim light or darkness, the abishai can take the Hide action as a bonus action. + + + Multiattack + The abishai makes three attacks: two with its scimitar and one with its bite. + + + Scimitar + Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) slashing damage. + + + Bite + Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d10 + 3) piercing damage plus 9 (2d8) acid damage. + + + Creeping Darkness (Recharge 6) + The abishai casts darkness at a point within 120 feet of it, requiring no components. Wisdom is its spellcasting ability for this spell. While the spell persists, the abishai can move the area of darkness up to 60 feet as a bonus action. + + + + + + + Black Abishai + Expert assassins and infiltrators, black abishais can weave shadows to mask their presence, allowing them to reach a location from where they can deliver a fatal strike to their targets. + + + Abishai + Each abishai was once a mortal who somehow won Tiamat’s favor before death and, as a reward, found its soul transformed into a hideous devil to serve at her pleasure in the Nine Hells. +Emissaries of Doom. Tiamat deploys abishais as emissaries, sending them to represent her interests in the Hells and across the multiverse. Some have simple tasks, such as delivering a message to cultists or taking charge of worshipers to carry out a sensitive mission. Others have greater responsibilities, such as leading large groups, assassinating targets, and serving in armies. In all cases, abishais are fanatically loyalty to Tiamat, ready to lay down their lives if needed. +Outsiders in Hell. Abishais stand outside the normal hierarchy of the Nine Hells, having their own chain of command and ultimately answering to Tiamat (and Asmodeus, when the dark lord chooses to use them). Other archdevils can command abishais to work for them, but most archdevils do so rarely, since it is never clear whether an abishai follows Tiamat’s orders or Asmodeus’s. There is inherent risk in countermanding an order given by Tiamat, but interfering with Asmodeus’s plans invites certain destruction. + + + + Green Abishai + M + Fiend (Devil), Mordenkainen's Tome of Foes + Lawful Evil + 18 (natural armor) + 187 (25d8+75) + 30 ft., fly 40 ft. + 12 + 17 + 16 + 17 + 12 + 19 + Int +8, Cha +9 + Perception +6, Insight +6, Deception +9, Persuasion +9 + cold, bludgeoning piercing and slashing from nonmagical attacks that aren't silvered + + fire, poison + poisoned + darkvision 120 ft., passive Perception 16 + Draconic, Infernal, telepathy 120 ft. + 15 + + Devil's Sight + Magical darkness doesn’t impede the abishai’s darkvision. + + + Magic Resistance + The abishai has advantage on saving throws against spells and other magical effects. + + + Magic Weapons + The abishai’s weapon attacks are magical. + + + Innate Spellcasting + The abishai’s innate spellcasting ability is Charisma (spell save DC 17). It can innately cast the following spells, requiring no material components: +At will: alter self, major image +3/day each: charm person, detect thoughts, fear +1/day each: confusion, dominate person, mass suggestion + + + Multiattack + The abishai makes two attacks, one with its claws and one with its longsword, or it casts one spell from its Innate Spellcasting trait and makes one claw attack. + + + Longsword + Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 5 (1d8 + 1) slashing damage, or 6 (1d10 + 1) slashing damage if used with two hands. + + + Claws + Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 12 (2d8 + 3) piercing damage. If the target is a creature, it must succeed on a DC 16 Constitution saving throw or take 11 (2d10) poison damage and become poisoned for 1 minute. The poisoned target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. + + + + + + + Green Abishai + The envoys of Tiamat’s armies, green abishais represent the god’s interests in the Nine Hells and beyond. Their keen senses make them adept at discovering secrets and other sensitive information, while their diplomatic skills and their magic ensure that they can manipulate even the shrewdest opponents. + + + Abishai + Each abishai was once a mortal who somehow won Tiamat’s favor before death and, as a reward, found its soul transformed into a hideous devil to serve at her pleasure in the Nine Hells. +Emissaries of Doom. Tiamat deploys abishais as emissaries, sending them to represent her interests in the Hells and across the multiverse. Some have simple tasks, such as delivering a message to cultists or taking charge of worshipers to carry out a sensitive mission. Others have greater responsibilities, such as leading large groups, assassinating targets, and serving in armies. In all cases, abishais are fanatically loyalty to Tiamat, ready to lay down their lives if needed. +Outsiders in Hell. Abishais stand outside the normal hierarchy of the Nine Hells, having their own chain of command and ultimately answering to Tiamat (and Asmodeus, when the dark lord chooses to use them). Other archdevils can command abishais to work for them, but most archdevils do so rarely, since it is never clear whether an abishai follows Tiamat’s orders or Asmodeus’s. There is inherent risk in countermanding an order given by Tiamat, but interfering with Asmodeus’s plans invites certain destruction. + + + + Red Abishai + M + Fiend (Devil), Mordenkainen's Tome of Foes + Lawful Evil + 22 (natural armor) + 255 (30d8+120) + 30 ft., fly 50 ft. + 23 + 16 + 19 + 14 + 15 + 19 + Str +12, Con +10, Wis +8 + Perception +8, Intimidation +10 + cold, bludgeoning piercing and slashing from nonmagical attacks that aren't silvered + + fire, poison + poisoned + darkvision 120 ft., passive Perception 18 + Draconic, Infernal, telepathy 120 ft. + 19 + + Devil's Sight + Magical darkness doesn’t impede the abishai’s darkvision. + + + Magic Resistance + The abishai has advantage on saving throws against spells and other magical effects. + + + Magic Weapons + The abishai’s weapon attacks are magical. + + + Multiattack + The abishai can use its Frightful Presence. It also makes three attacks: one with its morningstar, one with its claw, and one with its bite. + + + Morningstar + Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 10 (1d8 + 6) piercing damage. + + + Claw + Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 17 (2d10 + 6) slashing damage. + + + Bite + Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 22 (5d10 + 6) piercing damage plus 38 (7d10) fire damage. + + + Frightful Presence + Each creature of the abishai’s choice that is within 120 feet and aware of it must succeed on a DC 18 Wisdom saving throw or become frightened of it for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature’s saving throw is successful or the effect ends for it, the creature is immune to the abishai’s Frightful Presence for the next 24 hours + + + Incite Fanatcism + The abishai chooses up to four of its allies within 60 feet of it that can see it. For 1 minute, each of those allies makes attack rolls with advantage and can’t be frightened. + + + Power of the Dragon Queen + The abishai targets one dragon it can see within 120 feet of it. The dragon must make a DC 18 Charisma saving throw. A chromatic dragon makes this save with disadvantage. On a successful save, the target is immune to the abishai’s Power of the Dragon Queen for 1 hour. On a failed save, the target is charmed by the abishai for 1 hour. While charmed in this way, the target regards the abishai as a trusted friend to be heeded and protected. This effect ends if the abishai or its companions deal damage to the target. + + + + + + + Red Abishai + Red abishais have no equals among the abishais when it comes to leadership ability and raw power. They can invoke Tiamat’s authority to bend even dragons to their will. Red abishais lead other devils into battle or take charge of troublesome cults to ensure that they continue to carry out Tiamat’s commands. A red abishai cuts a fearsome figure, and that sight can be inspiring to the abishai’s allies, filling them with a fanatical willingness to fight. + + + Abishai + Each abishai was once a mortal who somehow won Tiamat’s favor before death and, as a reward, found its soul transformed into a hideous devil to serve at her pleasure in the Nine Hells. +Emissaries of Doom. Tiamat deploys abishais as emissaries, sending them to represent her interests in the Hells and across the multiverse. Some have simple tasks, such as delivering a message to cultists or taking charge of worshipers to carry out a sensitive mission. Others have greater responsibilities, such as leading large groups, assassinating targets, and serving in armies. In all cases, abishais are fanatically loyalty to Tiamat, ready to lay down their lives if needed. +Outsiders in Hell. Abishais stand outside the normal hierarchy of the Nine Hells, having their own chain of command and ultimately answering to Tiamat (and Asmodeus, when the dark lord chooses to use them). Other archdevils can command abishais to work for them, but most archdevils do so rarely, since it is never clear whether an abishai follows Tiamat’s orders or Asmodeus’s. There is inherent risk in countermanding an order given by Tiamat, but interfering with Asmodeus’s plans invites certain destruction. + + + + White Abishai + M + Fiend (Devil), Mordenkainen's Tome of Foes + Lawful Evil + 15 (natural armor) + 68 (8d8+32) + 30 ft., fly 40 ft. + 16 + 11 + 18 + 11 + 12 + 13 + Str +6, Con +7 + + bludgeoning, piercing, and slashing from nonmagical attacks that aren't silvered + + cold, fire, poison + poisoned + darkvision 120 ft., passive Perception 11 + Draconic, Infernal, telepathy 120 ft. + 6 + + Devil's Sight + Magical darkness doesn’t impede the abishai’s darkvision. + + + Magic Resistance + The abishai has advantage on saving throws against spells and other magical effects. + + + Magic Weapons + The abishai’s weapon attacks are magical. + + + Reckless + At the start of its turn, the abishai can gain advantage on all melee weapon attack rolls during that turn, but attack rolls against it have advantage until the start of its next turn. + + + Multiattack + The abishai makes two attacks: one with its longsword and one with its claw. + + + Longsword + Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) slashing damage, or 8 (1d10 + 3) slashing damage if used with two hands. + + + Bite + Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) piercing damage plus 3 (1d6) cold damage. + + + Claw + Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d10 + 3) slashing damage. + + + + + + + White Abishai + Though they are the least of their kind, white abishais fight with a reckless fury, making them ideally suited for bolstering the ranks of Tiamat’s armies. White abishais fight without fear, becoming whirlwinds of destruction on the battlefield. + + + Abishai + Each abishai was once a mortal who somehow won Tiamat’s favor before death and, as a reward, found its soul transformed into a hideous devil to serve at her pleasure in the Nine Hells. +Emissaries of Doom. Tiamat deploys abishais as emissaries, sending them to represent her interests in the Hells and across the multiverse. Some have simple tasks, such as delivering a message to cultists or taking charge of worshipers to carry out a sensitive mission. Others have greater responsibilities, such as leading large groups, assassinating targets, and serving in armies. In all cases, abishais are fanatically loyalty to Tiamat, ready to lay down their lives if needed. +Outsiders in Hell. Abishais stand outside the normal hierarchy of the Nine Hells, having their own chain of command and ultimately answering to Tiamat (and Asmodeus, when the dark lord chooses to use them). Other archdevils can command abishais to work for them, but most archdevils do so rarely, since it is never clear whether an abishai follows Tiamat’s orders or Asmodeus’s. There is inherent risk in countermanding an order given by Tiamat, but interfering with Asmodeus’s plans invites certain destruction. + + + + Blue Abishai + M + Fiend (Devil), Mordenkainen's Tome of Foes + Lawful Evil + 19 (natural armor) + 195 (26d8+78) + 30 ft., fly 50 ft. + 15 + 14 + 17 + 22 + 23 + 18 + Int +12, Wis +12 + Arcana +12 + cold, bludgeoning piercing and slashing from nonmagical attacks that aren't silvered + + lightning, fire, poison + poisoned + darkvision 120 ft., passive Perception 16 + Draconic, Infernal, telepathy 120 ft. + 17 + + Devil's Sight + Magical darkness doesn’t impede the abishai’s darkvision. + + + Magic Resistance + The abishai has advantage on saving throws against spells and other magical effects. + + + Magic Weapons + The abishai’s weapon attacks are magical. + + + Spellcasting + The abishai is a 13th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 20, +12 to hit with spell attacks). The abishai has the following wizard spells prepared: +Cantrips (at will): friends, mage hand, message, minor illusion, shocking grasp +1st level (4 slots): chromatic orb, disguise self, expeditious retreat, magic missile, charm person, thunderwave +2nd level (3 slots): darkness, mirror image, misty step +3rd level (3 slots): dispel magic, fear, lightning bolt +4th level (3 slots): dimension door, greater invisibility, ice storm +5th level (2 slots): cone of cold, wall of force +6th level (1 slot): chain lightning +7th level (1 slot): teleport + + + Multiattack + The abishai makes three attacks: two with its quarterstaff and one with its bite. + + + Quarterstaff + Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) bludgeoning damage, or 6 (1d8 + 2) bludgeoning damage if used with two hands. + + + Bite + Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 13 (2d10 + 2) piercing damage plus 14 (4d6) lightning damage. + + + + + + + Blue Abishai + Seekers of forgotten lore and lost relics, blue abishais are the most cunning and learned of their kind. Their research into occult subjects gleaned from tomes and grimoires plundered from across the multiverse enables them to become accomplished spellcasters. They use their magic to devastate their mistress’s enemies. + + + Abishai + Each abishai was once a mortal who somehow won Tiamat’s favor before death and, as a reward, found its soul transformed into a hideous devil to serve at her pleasure in the Nine Hells. +Emissaries of Doom. Tiamat deploys abishais as emissaries, sending them to represent her interests in the Hells and across the multiverse. Some have simple tasks, such as delivering a message to cultists or taking charge of worshipers to carry out a sensitive mission. Others have greater responsibilities, such as leading large groups, assassinating targets, and serving in armies. In all cases, abishais are fanatically loyalty to Tiamat, ready to lay down their lives if needed. +Outsiders in Hell. Abishais stand outside the normal hierarchy of the Nine Hells, having their own chain of command and ultimately answering to Tiamat (and Asmodeus, when the dark lord chooses to use them). Other archdevils can command abishais to work for them, but most archdevils do so rarely, since it is never clear whether an abishai follows Tiamat’s orders or Asmodeus’s. There is inherent risk in countermanding an order given by Tiamat, but interfering with Asmodeus’s plans invites certain destruction. + + + + Amnizu + M + Fiend (Devil), Mordenkainen's Tome of Foes + Lawful Evil + 21 (natural armor) + 202 (27d8+81) + 30 ft., fly 40 ft. + 11 + 13 + 16 + 20 + 12 + 18 + Dex +7, Con +9, Wis +7, Cha +10 + Perception +7 + cold, bludgeoning piercing and slashing from nonmagical attacks that aren't silvered + + fire, poison + charmed, poisoned + darkvision 120 ft., passive Perception 17 + Common, Infernal, telepathy 1,000 ft. + 18 + + Devil's Sight + Magical darkness doesn’t impede the amnizu’s darkvision. + + + Innate Spellcasting + The amnizu’s innate spellcasting ability is Intelligence (spell save 19, +11 to hit with spell attacks). The amnizu can innately cast the following spells, requiring no material components: +At will: charm person, command +3/day each: dominate person, fireball +1/day each: dominate monster, feeblemind + + + Magic Resistance + The amnizu has advantage on saving throws against spells and other magical effects. + + + Multiattack + The amnizu uses Poison Mind. It also makes two attacks: one with its whip and one with its Disruptive Touch. + + + Taskmaster Whip + Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 10 (2d4 + 5) slashing damage plus 33 (6d10) force damage. + + + Disruptive Touch + Melee Spell Attack: +11 to hit, reach 5 ft., one target. Hit: 44 (8d10) necrotic damage + + + Poison Mind + The amnizu targets one or two creatures that it can see within 60 feet of it. Each target must succeed on a DC 19 Wisdom saving throw or take 26 (4d12) necrotic damage and be blinded until the start of the amnizu’s next turn. + + + Forgetfulness (Recharge 6) + The amnizu targets one creature it can see within 60 feet of it. That creature must succeed on a DC 18 Intelligence saving throw or become stunned for 1 minute. A stunned creature repeats the saving throw at the end of each of its turns, ending the effect on itself on a success. If the target is stunned for the full minute, it forgets everything it sensed, experienced, and learned during the last 5 hours. + + + Amnizu + Amnizus lead the infernal legions into battle and command guardians at the gateways to the Hells. Amnizus are arrogant, bullying, and ruthless, but they’re also highly intelligent tacticians and unfailingly loyal — qualities that the hellish archdukes value. +Guarding the River Styx. Some amnizus perform the critical task of watching over the River Styx from fortresses along the river’s blighted banks, where it flows through Dis and Stygia. Souls arriving in the form of lemures have no personalities or memories; they’re driven only by the desire to commit evil. The amnizus that patrol here drill the rules of the Nine Hells into the new arrivals’ pitiful brains and marshal the lemures into legions. + + + Variant: Devil Summoning + Amnizus lead the infernal legions into battle and command guardians at the gateways to the Hells. Amnizus are arrogant, bullying, and ruthless, but they’re also highly intelligent tacticians and unfailingly loyal — qualities that the hellish archdukes value. +Guarding the River Styx. Some amnizus perform the critical task of watching over the River Styx from fortresses along the river’s blighted banks, where it flows through Dis and Stygia. Souls arriving in the form of lemures have no personalities or memories; they’re driven only by the desire to commit evil. The amnizus that patrol here drill the rules of the Nine Hells into the new arrivals’ pitiful brains and marshal the lemures into legions. + + + + Hellfire Engine + H + Construct, Mordenkainen's Tome of Foes + Lawful Evil + 18 (natural armor) + 216 (16d12+112) + 40 ft. + 20 + 16 + 24 + 2 + 10 + 1 + Dex +8, Wis +5, Cha +0 + + cold, psychic, bludgeoning piercing and slashing from nonmagical attacks that aren't silvered + + fire, poison + charmed, deafened, exhaustion, frightened, paralyzed, poisoned, unconcious + darkvision 120ft., passive Perception 10 + understands Infernal but can't speak + 16 + + Immutable Form + The hellfire engine is immune to any spell or effect that would alter its form. + + + Magic Resistance + The hellfire engine has advantage on saving throws against spells and other magical effects. + + + Flesh-Crushing Stride + The hellfire engine moves up to its speed in a straight line. During this move, it can enter Large or smaller creatures’ spaces. A creature whose space the hellfire engine enters must make a DC 18 Dexterity saving throw. On a successful save, the creature is pushed 5 feet to the nearest space out of the hellfire engine’s path. On a failed save, the creature falls prone and takes 28 (8d6) bludgeoning damage. +If the hellfire engine remains in the prone creature’s space, the creature is also restrained until it’s no longer in the same space as the hellfire engine. While restrained in this way, the creature, or another creature within 5 feet of it, can make a DC 18 Strength check. On a success, the creature is shunted to an unoccupied space of its choice within 5 feet of the hellfire engine and is no longer restrained. + + + Hellfire Weapons + The hellfire engine uses one of the following options: + + + Bonemelt Sprayer + The hellfire engine spews acidic flame in a 60-foot cone. Each creature in the cone must make a DC 20 Dexterity saving throw, taking 11 (2d10) fire damage plus 18 (4d8) acid damage on a failed save, or half as much damage on a successful one. Creatures that fail the saving throw are drenched in burning acid and take 5 (1d10) fire damage plus 9 (2d8) acid damage at the end of their turns. An affected creature or another creature within 5 feet of it can take an action to scrape off the burning fuel. + + + Lightning Flail + Melee Weapon Attack: +11 to hit, reach 15 ft., one creature. Hit: 18 (3d8 + 5) bludgeoning damage plus 22 (5d8) lightning damage. Up to three other creatures of the hellfire engine’s choice that it can see within 30 feet of the target must each make a DC 20 Dexterity saving throw, taking 22 (5d8) lightning damage on a failed save, or half as much damage on a successful one. + + + Thunder Cannon + The hellfire engine targets a point within 120 feet of it that it can see. Each creature within 30 feet of that point must make a DC 20 Dexterity saving throw, taking 27 (5d10) bludgeoning damage plus 13 (2d12) thunder damage on a failed save, or half as much damage on a successful one. +If the chosen option kills a creature, the creature’s soul rises from the River Styx as a lemure in Avernus in 1d4 hours. If the creature isn’t revived before then, only a wish spell or killing the lemure and casting true resurrection on the creature’s original body can restore it to life. Constructs and devils are immune to this effect. + + + + + + + Hellfire Engine + Hellfire engines are semiautonomous bringers of destruction. Amnizus and other devilish generals hold them in reserve until they are needed to repel an incursion by demons or crusading mortals, but occasionally one of these mechanical and magical hybrids gets loose, driven berserk by its need to destroy. +Many Forms, One Purpose. Hellfire engines take many forms, but all of them have one purpose: to mow down foes in waves. They are incapable of subtlety or trickery, but their destructive capability is immense. +Soul Trapping. Mortal creatures slain by hellfire engines are doomed to join the infernal legions in mere hours unless powerful magic-wielders intervene on their behalf. The archdukes would like nothing better than to modify this magic so it works against demons, too, but that discovery has eluded them so far. +Constructed Nature. A hellfire engine doesn’t require air, food, drink, or sleep. + + + + Merregon + M + Fiend (Devil), Mordenkainen's Tome of Foes + Lawful Evil + 16 (natural) + 45 (6d8+18) + 30 ft. + 18 + 14 + 17 + 6 + 12 + 8 + + + cold, bludgeoning piercing and slashing from nonmagical attacks that aren’t silvered + + fire, poison + frightened, poisoned + darkvision 60 ft., passive Perception 11 + understands Infernal b ut can't speak, telepathy 120 ft. + 4 + + Devil's Sight + Magical darkness doesn’t impede the merregon’s darkvision. + + + Magic Resistance + The merregon has advantage on saving throws against spells and other magical effects. + + + Multiattack + The merregon makes two halberd attacks, or if an allied fiend of challenge rating 6 or higher is within 60 feet of it, the merregon makes three halberd attacks. + + + Halberd + Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 9 (1d10 + 4) slashing damage. + + + Heavy Crossbow + Ranged Weapon Attack: +4 to hit, range 100/400 ft., one target. Hit: 7 (1d10 + 2) piercing damage. + + + Loyal Bodyguard + When another fiend within 5 feet of the merregon is hit by an attack, the merregon causes itself to be hit instead. + + + Merregon + The souls of fallen soldiers, mercenaries, and bodyguards who served evil without reservation often find everlasting servitude in the Nine Hells as merregons. These faceless foot soldiers are the hells’ legionnaires, tasked with protecting the realm and its rulers against intruders. +Masks of Uniformity. Merregons have no individuality, and hence no need for faces. Every merregon legionnaire has a metal mask bolted to its head. Markings on the mask indicate the only elements of the wearer’s identity that matter: its commander and the layer of the Nine Hells it serves. +Fearless Obedience. Because of their unshakable loyalty, merregons form the backbone of many devils’ protective retinues. They shrink from no task, no matter how dangerous. Unless ordered to fall back, they retreat from no fight. + + + + Narzugon + M + Fiend (Devil), Mordenkainen's Tome of Foes + Lawful Evil + 20 (plate armor, shield) + 112 (15d8+45) + 30 ft. + 20 + 10 + 17 + 16 + 14 + 19 + Dex +5, Con +8, Cha +9 + Perception +7 + acid, cold, bludgeoning piercing and slashing from nonmagical attacks that aren’t silvered + + fire, poison + charmed, frightened, poisoned + darkvision 120 ft., passive Perception 17 + Common, Infernal, telepathy 120 ft. + 13 + + Diabolical Sense + The narzugon has advantage on Wisdom (Perception) checks made to perceive good-aligned creatures. + + + Infernal Tack + The narzugon wears spurs that are part of infernal tack, which allow it to summon its nightmare companion. + + + Magic Resistance + The narzugon has advantage on saving throws against spells and other magical effects. + + + Multiattack + The narzugon uses its Infernal Command or Terrifying Command. It also makes three hellfire lance attacks. + + + Hellfire Lance + Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 11 (1d12 + 5) piercing damage plus 16 (3d10) fire damage. If this damage kills a creature, the creature’s soul rises from the River Styx as a lemure in Avernus in 1d4 hours. If the creature isn’t revived before then, only a wish spell or killing the lemure and casting true resurrection on the creature’s original body can restore it to life. Constructs and devils are immune to this effect. + + + Infernal Command + Each ally of the narzugon within 60 feet of it can’t be charmed or frightened until the end of the narzugon’s next turn. + + + Terrifying Command + Each creature that isn’t a fiend within 60 feet of the narzugon that can hear it must succeed on a DC 17 Charisma saving throw or become frightened of it for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. A creature that makes a successful saving throw is immune to this narzugon’s Terrifying Command for 24 hours. + + + Healing (1/Day) + The narzugon, or one creature it touches, regains up to 100 hit points. + + + + + + + Narzugon + Paladins who make deals with devils and carry their twisted sense of honor into the afterlife are especially valuable to the archdukes of the Nine Hells, who want unquestioning champions to lead their legions in war. These narzugons, wielding lances of hellfire and riding nightmare steeds like horrific perversions of knights errant, roam across the infernal layers and other planes to carry out the will of their masters. +Death in Hellfire. A narzugon’s lances are forged in hellfire. The soul of anyone killed by such a lance is shunted to the River Styx for rebirth as a lemure. Each lance is unique to its owner, bearing the marks of both the narzugon and its master. +Nightmare Riders. Each narzugon claims a nightmare as its mount. These nightmares are bound by infernal tack (see the sidebar) and must respond to summons and commands from the wearer of the spurs. + + + Infernal Tack (Magic Item) + Wondrous item, legendary (requires attunement by a creature of evil alignment) +A narzugon binds a nightmare to its service with infernal tack, which consists of a bridle, bit, reins, saddle, stirrups, and spurs. A nightmare equipped with infernal tack must serve whoever wears the spurs until the wearer dies or the tack is removed. +You can use an action to call a nightmare equipped with infernal tack by clashing the spurs together or scraping them through blood. The nightmare appears at the start of your next turn, within 20 feet of you. It acts as your ally and takes its turn on your initiative count. It remains for 1 day, until you or it dies, or until you dismiss it as an action. If the nightmare dies, it reforms in the Nine Hells within 24 hours, after which you can summon it again. +The tack doesn’t conjure a nightmare from thin air; one must first be subdued so the tack can be placed on it. No nightmare accepts this forced servitude willingly, but some eventually form strong loyalties to their masters and become true partners in evil. + + + + Nupperibo + M + Fiend (Devil), Mordenkainen's Tome of Foes + Lawful Evil + 13 (natural) + 11 (2d8+2) + 20 ft. + 16 + 11 + 13 + 3 + 8 + 1 + + Perception +1 + acid, cold, bludgeoning piercing and slashing from nonmagical attacks that aren’t silvered + + fire, poison + blinded, charmed, frightened, poisoned + blindsight 10 ft. (blind beyond this radius), passive Perception 11 + understands Infernal but can't speak + 1/2 + + Cloud of Vermin + Any creature, other than a devil, that starts its turn within 20 feet of the nupperibo must make a DC 11 Constitution saving throw. A creature within the areas of two or more nupperibos makes the saving throw with disadvantage. On a failure, the creature takes 2 (1d4) piercing damage. + + + Hunger-Driven + In the Nine Hells, the nupperibos can flawlessly track any creature that has taken damage from any nupperibo’s Cloud of Vermin within the previous 24 hours. + + + Bite + Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage. + + + + + + + Nupperibo + No soul is turned away from the Nine Hells, but the truly worthless — those whose evil acts in life arose from carelessness and sloth more than anything else — are suitable only to become nupperibos. These pitiful creatures shuffle mindlessly across the landscape: blind, bloated from unquenchable hunger, and groping for whatever scraps of fetid matter or swarming vermin they can scoop into their groaning mouths. +Nauseating Bulk. Individually, nupperibos are pathetic, but they’re rarely alone and can be dangerous when gathered into packs. They herd together into throngs that can clog a vital passage or an entire valley. Clouds of stinging insects, stirges, and other vermin surround them in a terrifying, reeking sheath that torments any non-devil that draws near. +Hunger Unending. A nupperibo knows nothing but the hunger that propels it on a blind quest for anything to devour. Once it senses a potential meal, it pursues that prey tirelessly until the food is consumed, the nupperibo is slain, or some other morsel crosses the fiend’s path and distracts it. +Slavish Obedience. With no interest of its own beyond the need to consume, a nupperibo obeys unthinkingly any command it receives telepathically from another devil. This blind loyalty makes them the easiest of infernal troops to lead into battle, but their presence in a legion does nothing to elevate its general’s status. + + + + Orthon + L + Fiend (Devil), Mordenkainen's Tome of Foes + Lawful Evil + 17 (half-plate) + 105 (10d10+50) + 30 ft., climb 30 ft. + 22 + 16 + 21 + 15 + 15 + 16 + Dex +7, Con +9, Wis +6 + Perception +10, Stealth +11, Survival +10 + cold, bludgeoning piercing and slashing from nonmagical attacks that aren’t silvered + + fire, poison + charmed, exhaustion, poisoned + darkvision 120 ft., truesight 30 ft., passive Perception 20 + Common, Infernal, telepathy 120 ft. + 10 + + Invisibility Field + The orthon can use a bonus action to become invisible. Any equipment the orthon wears or carries is also invisible as long as the equipment is on its person. This invisibility ends immediately after the orthon makes an attack roll or is hit by an attack. + + + Magic Resistance + The orthon has advantage on saving throws against spells and other magical effects. + + + Infernal Dagger + Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 11 (2d4 + 6) slashing damage, and the target must make a DC 17 Constitution saving throw, taking 22 (4d10) poison damage on a failed save, or half as much damage on a successful one. On a failure, the target is also poisoned for 1 minute. The poisoned target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. + + + Infernal Crossbow + Ranged Weapon Attack: +7 to hit, range 100/400 ft., one target. Hit: 14 (2d10 + 3) piercing damage, plus one of the following effects: + + + Acid + The target must make a DC 17 Constitution saving throw, taking an additional 17 (5d6) acid damage on a failed save, or half as much damage on a successful one. + + + Blindness (1/Day) + The target takes 5 (1d10) radiant damage. In addition, the target and all other creatures within 20 feet of it must each make a successful DC 17 Dexterity saving throw or be blinded until the end of the orthon’s next turn. + + + Concussion + The target and each creature within 20 feet of it must make a DC 17 Constitution saving throw, taking 13 (2d12) thunder damage on a failed save, or half as much damage on a successful one. + + + Entanglement + The target must make a successful DC 17 Dexterity saving throw or be restrained for 1 hour by strands of sticky webbing. A restrained creature can escape by using an action to make a successful DC 17 Dexterity or Strength check. Any creature other than an orthon that touches the restrained creature must make a successful DC 17 Dexterity saving throw or become similarly restrained. + + + Paralysis (1/Day) + The target takes 22 (4d10) lightning damage and must make a successful DC 17 Constitution saving throw or be paralyzed for 1 minute. The paralyzed target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. + + + Tracking + For the next 24 hours, the orthon knows the direction and distance to the target, as long as it’s on the same plane of existence. If the target is on a different plane, the orthon knows which one, but not the exact location there. + + + Explosive Retribution + When it is reduced to 15 hit points or fewer, the orthon causes itself to explode. All other creatures within 30 feet of it must each make a DC 17 Dexterity saving throw, taking 9 (2d8) fire damage plus 9 (2d8) thunder damage on a failed save, or half as much damage on a successful one. This explosion destroys the orthon, its infernal dagger, and its brass crossbow. + + + Orthon + When an archduke of the Nine Hells needs a creature tracked, found, and either done away with or captured, the task usually falls to an orthon. Orthons are infernal bounty hunters, tireless in their pursuit of their quarry across the multiverse. +Unseen and All-Seeing. Orthons are infamous for their sharp senses. Because an orthon can become invisible at will, its quarry is often unaware of being hunted until the orthon strikes. The orthon’s invisibility can be disrupted when the devil is attacked, however, so a strong counterattack is often the best defense against it. +A Sporting Chance. Orthons value the challenge of the chase and the thrill of one-on-one combat above all else. An orthon’s first loyalty is to its archduke, but if it has no immediate assignment, an orthon might work for anyone who offers it the promise of a worthy struggle against a lethal foe. Because they travel widely, orthons are unequaled as guides through the layers of the Nine Hells. + + + + Bael + L + Fiend (Devil), Mordenkainen's Tome of Foes + Lawful Evil + 18 (plate) + 189 (18d10+90) + 30 ft. + 24 + 17 + 20 + 21 + 24 + 24 + Dex +9, Con +11, Int +11, Cha +13 + Intimidation +13, Perception +13, Persuasion +13 + cold, bludgeoning piercing and slashing from nonmagical attacks that aren’t silvered + + fire, poison + charmed, exhaustion, frightened, poisoned + truesight 120 ft., passive Perception 23 + all, telepathy 120 ft. + 19 + + Dreadful + Bael can use a bonus action to appear dreadful until the start of his next turn. Each creature, other than a devil, that starts its turn within 10 feet of Bael must succeed on a DC 22 Wisdom saving throw or be frightened until the start of the creature’s next turn. + + + Innate Spellcasting + Bael’s innate spellcasting ability is Charisma (spell save DC 21, +13 to hit with spell attacks). He can innately cast the following spells, requiring no material components: +At will: alter self (can become Medium when changing his appearance), animate dead, charm person, detect magic, inflict wounds (as an 8th-level spell), invisibility (self only), major image +3/day each: counterspell, dispel magic, fly, suggestion, wall of fire +1/day each: dominate monster, symbol (stunning only) + + + Legendary REsistance (3/Day) + If Bael fails a saving throw, he can choose to succeed instead. + + + Magic Resistance + Bael has advantage on saving throws against spells and other magical effects. + + + Magic Weapons + Bael’s weapon attacks are magical. + + + Regeneration + Bael regains 20 hit points at the start of his turn. If he takes cold or radiant damage, this trait doesn’t function at the start of his next turn. Bael dies only if he starts his turn with 0 hit points and doesn’t regenerate. + + + Multiattack + Bael makes two melee attacks. + + + Hellish Morningstar + Melee Weapon Attack: +13 to hit, reach 20 ft., one target. Hit: 16 (2d8 + 7) piercing damage plus 13 (3d8) necrotic damage. + + + Infernal Command + Melee Weapon Attack: +13 to hit, reach 20 ft., one target. Hit: 16 (2d8 + 7) piercing damage plus 13 (3d8) necrotic damage. + + + Teleport + Bael magically teleports, along with any equipment he is wearing and carrying, up to 120 feet to an unoccupied space he can see. + + + + + + + Archdevils + At the top of the hierarchy of the Nine Hells stand the archdevils, a vicious and backbiting group made up of the Hells’ elite devils. They include the various lords, the nobles who owe them fealty, and some exiles and outcasts who have fallen out of favor. Favor in the Nine Hells shifts like the wind, and the fortunes of the great and mighty rise and fall at the whims of their betters. Many dread names are included in the rolls of the archdevils; the few described here are among those that adventurers are most likely to encounter. +Wish Fulfillment. All devils seek control over mortal souls, so they offer enticements to tempt mortals into making unwise bargains. Archdevils, possessing the true power of the Nine Hells, can fulfill nearly any desire (within the limits of a wish spell) requested by the mortals they bind to their infernal contracts. Archdevils always fulfill the letter of the wish, rewarding desperate mortals with a twisted interpretation of their desires. In exchange for this gift, the devil expects and receives total power over a soul and usually claims it upon the mortal’s death. An archdevil can’t fulfill its own wish. + + + Legendary Actions + Bael can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. Bael regains spent legendary actions at the start of his turn. + + + Attack (Costs 2 Actions)) + Bael attacks once with his hellish morningstar. + + + Awaken Greed + Bael casts charm person or major image. + + + Infernal Command + Bael uses his Infernal Command action. + + + Teleport + Bael uses his Teleport action + + + Bael + With the Blood War raging for eons and no end in sight, opportunities abound for ambitious archdevils to win fame, glory, and power in the ongoing struggle against the demons. Duke Bael, one of Mammon’s most important vassals, has won fame and acclaim for his victories. Charged with leading sixty-six companies of barbed devils, Bael has proven to be a tactical genius, earning esteem for himself and his master as a result of victory after victory over the abyssal host. Mammon relies on Bael, because of his battle acumen, to safeguard his holdings. Mammon has never been ousted during a time when so many other archdevils have lost their positions, which is a testament to Bael’s skill on the battlefield. +For his accomplishments, as well as for the hue of his skin, Baal has been granted the title of Bronze General. His accolades notwithstanding, Bael has had a difficult time navigating the quagmire of infernal politics. His critics call him naive, though never to his face. His primary interest has always been leading soldiers in battle, so he finds it frustrating to have his ambitions of ascending to a higher rank constantly stymied by politically shrewd rivals. +Bael prefers to make servants out of his adversaries, and mortals bound to his service earn their wretched place by falling victim to Bael’s superior stratagems. Bael gladly spares the lives of those he defeats, but only if they pledge their souls and service to him. Although he is willing to corrupt almost any being in this way, he always destroys any demons he defeats. +Bael also welcomes mortals into his service if they can provide him with an advantage in his own politicking. He recruits savvy individuals and relies on them to represent his interests at Mammon’s court, which leaves Bael free to pursue his battle lust. +Despite his lack of interest in affairs outside battle, or perhaps because of it, Bael has gained a small following of cultists. Those who worship at his altar call him the King of Hell, and the most deluded believe that he is the lord of all devils. In arcane circles, certain writings, such as the dreaded Book of Fire, say that Bael revealed the invisibility spell to the world, though some scholars of magic hotly refute such claims. Bael is sometimes depicted as a toad, a cat, a male human, or some combination of these forms, though none of these images reflect his true appearance. + + + + Geryon + H + Fiend (Devil), Mordenkainen's Tome of Foes + Lawful Evil + 19 (natural armor) + 300 (24d12+144) + 30 ft., fly 50 ft. + 29 + 17 + 22 + 19 + 16 + 23 + Dex +10, Con +13, Wis +10, Cha +13 + Deception +13, Intimidation +13, Perception +10 + bludgeoning, piercing, and slashing from nonmagical attacks that aren’t silvered + + cold, fire, poison + charmed, exhaustion, frightened, poisoned + truesight 120 ft., passieve Perception 20 + all, telepathy 120 ft. + 22 + + Innate Spellcasting + Geryon’s innate spellcasting ability is Charisma (spell save DC 21). He can innately cast the following spells, requiring no material components: +At will: alter self (can become Medium when changing his appearance), detect magic, geas, ice storm, invisibility (self only), locate object, suggestion, wall of ice +1/day each: divine word, symbol (pain only) + + + Legendary Resistance (3/Day) + If Geryon fails a saving throw, he can choose to succeed instead. + + + Magic Resistance + Geryon has advantage on saving throws against spells and other magical effects + + + Magic Weapons + Geryon’s weapon attacks are magical. + + + Regeneration + Geryon regains 20 hit points at the start of his turn. If he takes radiant damage, this trait doesn’t function at the start of his next turn. Geryon dies only if he starts his turn with 0 hit points and doesn’t regenerate. + + + Multiattack + Geryon makes two attacks: one with his claws and one with his stinger. + + + Claws + Melee Weapon Attack: +16 to hit, reach 15 ft., one target. Hit: 23 (4d6 + 9) slashing damage. If the target is Large or smaller, it is grappled (DC 24) and restrained until the grapple ends. Geryon can grapple one creature at a time. If the target is already grappled by Geryon, the target takes an extra 27 (6d8) slashing damage. + + + Stinger + Melee Weapon Attack: +16 to hit, reach 20 ft., one creature. Hit: 14 (2d4 + 9) piercing damage, and the target must succeed on a DC 21 Constitution saving throw or take 13 (2d12) poison damage and become poisoned until it finishes a short or long rest. The target’s hit point maximum is reduced by an amount equal to half the poison damage it takes. If its hit point maximum drops to 0, it dies. This reduction lasts until the poisoned condition is removed. + + + Teleport + Geryon magically teleports, along with any equipment he is wearing and carrying, up to 120 feet to an unoccupied space he can see. + + + + + + + Archdevils + At the top of the hierarchy of the Nine Hells stand the archdevils, a vicious and backbiting group made up of the Hells’ elite devils. They include the various lords, the nobles who owe them fealty, and some exiles and outcasts who have fallen out of favor. Favor in the Nine Hells shifts like the wind, and the fortunes of the great and mighty rise and fall at the whims of their betters. Many dread names are included in the rolls of the archdevils; the few described here are among those that adventurers are most likely to encounter. +Wish Fulfillment. All devils seek control over mortal souls, so they offer enticements to tempt mortals into making unwise bargains. Archdevils, possessing the true power of the Nine Hells, can fulfill nearly any desire (within the limits of a wish spell) requested by the mortals they bind to their infernal contracts. Archdevils always fulfill the letter of the wish, rewarding desperate mortals with a twisted interpretation of their desires. In exchange for this gift, the devil expects and receives total power over a soul and usually claims it upon the mortal’s death. An archdevil can’t fulfill its own wish. + + + Legendary Actions + Geryon can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. Geryon regains spent legendary actions at the start of his turn. + + + Infernal Glare + Geryon targets one creature he can see within 60 feet of him. If the target can see Geryon, the target must succeed on a DC 23 Wisdom saving throw or become frightened of Geryon until the end of its next turn. + + + Swift Sting (costs 2 actions) + Geryon attacks with his stinger. + + + Teleport + Geryon uses his Teleport action. + + + Geryon's Lair + Geryon has recently reclaimed his ancient fortress, Coldsteel, a sprawling complex that rises from the ice and snow at the center of Stygia. He roams the passages of this place, scattering the ice devils and minotaur slaves he took from Baphomet, raging against Asmodeus’s betrayal while spitting oaths of vengeance and hatching mad schemes to reclaim his standing from Levistus. +Lair Actions. On initiative count 20 (losing initiative ties), Geryon can take a lair action to cause one of the following effects; he can’t use the same effect two rounds in a row: +Geryon causes a blast of cold to burst from the ground at a point he can see within 120 feet of him. The cold fills a cube, 10 feet on each side, centered on that point. Each creature in that area must succeed on a DC 21 Constitution saving throw or take 28 (8d6) cold damage. +Geryon targets one creature he can see within 60 feet of him. The target must succeed on a DC 21 Wisdom saving throw or become restrained for 1 minute. The target can end the effect on itself if it deals any damage to one or more of its allies. +Geryon casts the banishment spell. +Regional Effects. The region containing Geryon’s lair is warped by his magic, creating one or more of the following effects: +Intelligent creatures within 1 mile of the lair frequently see shimmering portals leading to places they consider safe. Passing through a portal always deposits a traveler somewhere in Stygia. +Freezing strong winds howl around the area within 1 mile of the lair. +Howls and screams fill the air within 1 mile of the lair. Any creature that finishes a short or long rest in this area must succeed on a DC 21 Wisdom saving throw or derive no benefit from the rest. +If Geryon dies, these effects fade over the course of 1d10 days. + + + Variant: Sound the Horn + Geryon can have an action that allows him to summon enslaved minotaurs. +Sound the Horn (1/Day). Geryon blows his horn, which causes 5d4 minotaurs to appear in unoccupied spaces of his choice within 600 feet of him. The minotaurs roll initiative when they appear. They remain until they die or Geryon uses an action to dismiss any or all of them. + + + + Hutijin + L + Fiend (Devil), Mordenkainen's Tome of Foes + Lawful Evil + 19 (natural armor) + 200 (16d10+112) + 30 ft., fly 60 ft. + 27 + 15 + 25 + 23 + 19 + 25 + Dex +9, Con +14, Wis +11 + Intimidation +14, Perception +11 + cold, bludgeoning piercing and slashing from nonmagical attacks that aren’t silvered + + fire, poison + charmed, exhaustion, frightened, poisoned + truesight 120 ft., passive Perception 21 + all, telepathy 120 ft. + 21 + + Infernal Despair + Each creature within 15 feet of Hutijin that isn’t a devil makes saving throws with disadvantage. + + + Innate Spellcasting + Hutijin’s innate spellcasting ability is Charisma (spell save DC 22). He can innately cast the following spells, requiring no material components: +At will: alter self (can become Medium when changing his appearance), animate dead, detect magic, hold monster, invisibility (self only), lightning bolt, suggestion, wall of fire +3/day: dispel magic +1/day each: heal, symbol (hopelessness only) + + + Legendary Resistance (3/Day) + If Hutijin fails a saving throw, he can choose to succeed instead. + + + Magic Resistance + Hutijin has advantage on saving throws against spells and other magical effects. + + + Magic Weapons + Hutijin’s weapon attacks are magical. + + + Regeneration + Hutijin regains 20 hit points at the start of his turn. If he takes radiant damage, this trait doesn’t function at the start of his next turn. Hutijin dies only if he starts his turn with 0 hit points and doesn’t regenerate. + + + Multiattack + Hutijin makes four attacks: one with his bite, one with his claw, one with his mace, and one with his tail. + + + Bite + Melee Weapon Attack: +15 to hit, reach 5 ft., one target. Hit: 15 (2d6 + 8) piercing damage. The target must succeed on a DC 22 Constitution saving throw or become poisoned. While poisoned in this way, the target can’t regain hit points, and it takes 10 (3d6) poison damage at the start of each of its turns. The poisoned target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. + + + Claw + Melee Weapon Attack: +15 to hit, reach 10 ft., one target. Hit: 17 (2d8 + 8) slashing damage. + + + Mace + Melee Weapon Attack: +15 to hit, reach 5 ft., one target. Hit: 15 (2d6 + 8) bludgeoning damage. + + + Tail + Melee Weapon Attack: +15 to hit, reach 10 ft., one target. Hit: 19 (2d10 + 8) bludgeoning damage. + + + Teleport + Hutijin magically teleports, along with any equipment he is wearing and carrying, up to 120 feet to an unoccupied space he can see. + + + Fearful Voice (Recharge 5-6) + In response to taking damage, Hutijin utters a dreadful word of power. Each creature within 30 feet of him that isn’t a devil must succeed on a DC 22 Wisdom saving throw or become frightened of him for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. A creature that saves against this effect is immune to Hutijin’s Fearful Voice for 24 hours. + + + Archdevils + At the top of the hierarchy of the Nine Hells stand the archdevils, a vicious and backbiting group made up of the Hells’ elite devils. They include the various lords, the nobles who owe them fealty, and some exiles and outcasts who have fallen out of favor. Favor in the Nine Hells shifts like the wind, and the fortunes of the great and mighty rise and fall at the whims of their betters. Many dread names are included in the rolls of the archdevils; the few described here are among those that adventurers are most likely to encounter. +Wish Fulfillment. All devils seek control over mortal souls, so they offer enticements to tempt mortals into making unwise bargains. Archdevils, possessing the true power of the Nine Hells, can fulfill nearly any desire (within the limits of a wish spell) requested by the mortals they bind to their infernal contracts. Archdevils always fulfill the letter of the wish, rewarding desperate mortals with a twisted interpretation of their desires. In exchange for this gift, the devil expects and receives total power over a soul and usually claims it upon the mortal’s death. An archdevil can’t fulfill its own wish. + + + Legendary Actions + Hutijin can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. Hutijin regains spent legendary actions at the start of his turn. + + + Attack + Hutijin attacks once with his mace. + + + Lightning Storm (Costs 2 actions) + Hutijin releases lightning in a 20-foot radius. All other creatures in that area must each make a DC 22 Dexterity saving throw, taking 18 (4d8) lightning damage on a failed save, or half as much damage on a successful one. + + + Teleport + Hutijin uses his Teleport action. + + + Hutijin + Politics in the Nine Hells are anything but predictable. Alliances form all the time, but most wind up unraveling due to treachery. Nevertheless, for all their backbiting and betrayal, the devils do occasionally display loyalty, offering unwavering service to their masters. One such example is Hutijin, a duke of Cania and loyal servant of Mephistopheles. +Across the Hells, Hutijin’s name fills lesser devils with fear and loathing, for this duke commands two companies of pit fiends, which make up Cania’s aristocracy. With such soldiers under his command, Hutijin can easily crush any rival who gets in his way, while also providing Mephistopheles with security against armies that might seek to contest his dominion. Hutijin has amassed enough power to challenge the lord of Cania, but he has never wavered in his support for his master — suggesting, perhaps, that Mephistopheles has some hold over him. +Outside the Nine Hells, Hutijin is a relatively obscure figure, known only to the most learned infernal scholars. He has no cults of his own, and his servants are few in number. The reason is simple: Hutijin hates mortals. When summoned from the Hells, he repays the instigator with a long and agonizing death. +Mephistopheles forbids Hutijin from making too many forays into the Material Plane, since the duke’s absence leaves him vulnerable to his rivals. Other archdevils know how much Hutijin despises mortals and have secretly disseminated the means to call him from the Nine Hells in the hope of distracting the archdevil long enough for them to assail Mephistopheles. Hutijin sends devils into the Material Plane to eradicate mention of his name and destroy those who have learned of him, but the summonings still occur. When called from his post, he negotiates as quickly as he can, usually closing a deal with little cost to the summoner. However, once the deal has been struck, Hutijin repays the interruption with death. + + + + Moloch + L + Fiend (Devil), Mordenkainen's Tome of Foes + Lawful Evil + 19 (natural armor) + 253 (22d10+132) + 30 ft. + 26 + 19 + 22 + 21 + 18 + 23 + Dex +11, Con +13, Wis +11, Cha +13 + Deception +13, Intimidation +13, Perception +11 + cold, bludgeoning piercing and slashing from nonmagical attacks that aren’t silvered + + fire, poison + charmed, exhaustion, frightened, poisoned + darkvision 120 ft., passive Perception 21 + all, telepathy 120 ft. + 21 + + Innate Spellcasting + Moloch’s innate spellcasting ability is Charisma (spell save DC 21). He can innately cast the following spells, requiring no material components: +At will: alter self (can become Medium when changing his appearance), animate dead, burning hands (as a 7th-level spell), confusion, detect magic, fly, geas, major image, stinking cloud, suggestion, wall of fire +1/day each: flame strike, symbol (stunning only) + + + Legendary Resistance (3/Day) + If Moloch fails a saving throw, he can choose to succeed instead. + + + Magic Resistance + Moloch has advantage on saving throws against spells and other magical effects. + + + Magic Weapons + Moloch’s weapon attacks are magical. + + + Regeneration + Moloch regains 20 hit points at the start of his turn. If he takes radiant damage, this trait doesn’t function at the start of his next turn. Moloch dies only if he starts his turn with 0 hit points and doesn’t regenerate. + + + Multiattack + Moloch makes three attacks: one with his bite, one with his claw, and one with his whip. + + + Bite + Melee Weapon Attack: +15 to hit, reach 5 ft., one target. Hit: 26 (4d8 + 8) piercing damage. + + + Claw + Melee Weapon Attack: +15 to hit, reach 10 ft., one target. Hit: 17 (2d8 + 8) slashing damage. + + + Many-Tailed Whip + Melee Weapon Attack: +15 to hit, reach 30 ft., one target. Hit: 13 (2d4 + 8) slashing damage plus 11 (2d10) lightning damage. If the target is a creature, it must succeed on a DC 24 Strength saving throw or be pulled up to 30 feet in a straight line toward Moloch. + + + Breath of Dispair (Recharge 5-6) + Moloch exhales in a 30-foot cube. Each creature in that area must succeed on a DC 21 Wisdom saving throw or take 27 (5d10) psychic damage, drop whatever it is holding, and become frightened for 1 minute. While frightened in this way, a creature must take the Dash action and move away from Moloch by the safest available route on each of its turns, unless there is nowhere to move, in which case it needn’t take the Dash action. If the creature ends its turn in a location where it doesn’t have line of sight to Moloch, the creature can repeat the saving throw. On a success, the effect ends. + + + Teleport + Moloch magically teleports, along with any equipment he is wearing and carrying, up to 120 feet to an unoccupied space he can see. + + + + + + + Archdevils + At the top of the hierarchy of the Nine Hells stand the archdevils, a vicious and backbiting group made up of the Hells’ elite devils. They include the various lords, the nobles who owe them fealty, and some exiles and outcasts who have fallen out of favor. Favor in the Nine Hells shifts like the wind, and the fortunes of the great and mighty rise and fall at the whims of their betters. Many dread names are included in the rolls of the archdevils; the few described here are among those that adventurers are most likely to encounter. +Wish Fulfillment. All devils seek control over mortal souls, so they offer enticements to tempt mortals into making unwise bargains. Archdevils, possessing the true power of the Nine Hells, can fulfill nearly any desire (within the limits of a wish spell) requested by the mortals they bind to their infernal contracts. Archdevils always fulfill the letter of the wish, rewarding desperate mortals with a twisted interpretation of their desires. In exchange for this gift, the devil expects and receives total power over a soul and usually claims it upon the mortal’s death. An archdevil can’t fulfill its own wish. + + + Legendary Actions + Moloch can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. Moloch regains spent legendary actions at the start of his turn. + + + Stinking Cloud + Moloch casts stinking cloud. + + + Teleport + Moloch uses his Teleport action. + + + Whip + Moloch makes one attack with his whip. + + + Moloch + Exiled from the Nine Hells, Moloch would do anything to reclaim his position. Long ago, Moloch earned his place among the other archdevils through the glory he won driving demons out of the Nine Hells. Asmodeus rewarded him by elevating Moloch to the rulership of Malbolge. +For eons, Moloch ruled his domain, vying against the other archdevils as he sought still greater power. This animosity worked in Asmodeus’s favor, since Asmodeus knew that Moloch’s scheming helped keep the other archdevils in check. The arrangement began to unravel, however, when Moloch took the night hag named Malagard for his advisor. Her words were poison, and gradually she convinced Moloch to direct his efforts to topple Asmodeus. Although the conspiracy nearly succeeded, it was thwarted. Moloch was stripped of his station and sentenced to death — and only the timely use of a planar portal allowed him to escape. + +Moloch wasted no time in preparing for his return. He amassed an army of devils and monsters and left them to make final preparations for invading the Nine Hells, while he ventured to a distant Material Plane in the hope of finding an artifact that would ensure his success. While there, he became trapped, leaving his armies at the mercy of his enemies. In short order they were destroyed. +Now, Moloch has been rendered nearly powerless after his last failure. He endlessly schemes of ways to return to his former status, but every time he enters the Nine Hells, he is demoted to an imp and can’t regain his normal powers until he leaves. Thus, he lives a split existence, sometimes scheming in Malbolge or other layers of the Hells and at other times wandering the planes searching for magical might or secrets that might help him win back his title. +Rumors suggest that he can often be found in Sigil, where he bargains with yugoloths to build yet another army with which he might invade Malbolge and wrest the throne from Glasya. Bereft as he is, he has little to offer in exchange, so he might bargain with mortals to gain their aid in acquiring coin, jewels, and other riches in return for knowledge about the Nine Hells and the other planes. +Most of Moloch’s cultists have switched allegiance to one of the other archdevils, but idols constructed to honor him still stand in deep dungeons, their jeweled eyes and the remnants of power they hold drawing monstrous worshipers and unwise adventurers into places where his foul influence remains. + + + + Titivilus + M + Fiend (Devil), Mordenkainen's Tome of Foes + Lawful Evil + 20 (natural armor) + 127 (17d8+51) + 40 ft., fly 60 ft. + 19 + 22 + 17 + 24 + 22 + 26 + Dex +11, Con +8, Wis +11, Cha +13 + Deception +13, Insight +11, Intimidation +13, Persuasion +13 + cold, bludgeoning piercing and slashing from nonmagical attacks that aren’t silvered + + fire, poison + charmed, exhaustion, frightened, poisoned + darkvision 120 ft., passive Perception 16 + all, telepathy 120 ft. + 16 + + Innate Spellcasting + Titivilus’s innate spellcasting ability is Charisma (spell save DC 21). He can innately cast the following spells, requiring no material components: +At will: alter self, animate dead, bestow curse, confusion, major image, modify memory, nondetection, sending, suggestion +3/day each: greater invisibility (self only), mislead +1/day each: feeblemind, symbol (discord or sleep only) + + + Legendary Resistance (3/Day) + If Titivilus fails a saving throw, he can choose to succeed instead. + + + Magic Resistance + Titivilus has advantage on saving throws against spells and other magical effects. + + + Magic Weapons + Titivilus’s weapon attacks are magical. + + + Regeneration + Titivilus regains 10 hit points at the start of his turn. If he takes cold or radiant damage, this trait doesn’t function at the start of his next turn. Titivilus dies only if he starts his turn with 0 hit points and doesn’t regenerate. + + + Ventiloquism + Whenever Titivilus speaks, he can choose a point within 60 feet; his voice emanates from that point. + + + Multiattack + Titivilus makes one sword attack and uses his Frightful Word once. + + + Silver Sword + Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) slashing damage, or 9 (1d10 + 4) slashing damage if used with two hands, plus 16 (3d10) necrotic damage. If the target is a creature, its hit point maximum is reduced by an amount equal to half the necrotic damage it takes. + + + Frightful Word + Titivilus targets one creature he can see within 10 feet of him. The target must succeed on a DC 21 Wisdom saving throw or become frightened of him for 1 minute. While frightened in this way, the target must take the Dash action and move away from Titivilus by the safest available route on each of its turns, unless there is nowhere to move, in which case it needn’t take the Dash action. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. + + + Teleport + Titivilus magically teleports, along with any equipment he is wearing and carrying, up to 120 feet to an unoccupied space he can see. + + + Twisting Words + Titivilus targets one creature he can see within 60 feet of him. The target must succeed on a DC 21 Charisma saving throw or become charmed by Titivilus for 1 minute. The charmed target can repeat the saving throw if Titivilus deals any damage to it. A creature that succeeds on the saving throw is immune to Titivilus’s Twisting Words for 24 hours. + + + + + + + Archdevils + At the top of the hierarchy of the Nine Hells stand the archdevils, a vicious and backbiting group made up of the Hells’ elite devils. They include the various lords, the nobles who owe them fealty, and some exiles and outcasts who have fallen out of favor. Favor in the Nine Hells shifts like the wind, and the fortunes of the great and mighty rise and fall at the whims of their betters. Many dread names are included in the rolls of the archdevils; the few described here are among those that adventurers are most likely to encounter. +Wish Fulfillment. All devils seek control over mortal souls, so they offer enticements to tempt mortals into making unwise bargains. Archdevils, possessing the true power of the Nine Hells, can fulfill nearly any desire (within the limits of a wish spell) requested by the mortals they bind to their infernal contracts. Archdevils always fulfill the letter of the wish, rewarding desperate mortals with a twisted interpretation of their desires. In exchange for this gift, the devil expects and receives total power over a soul and usually claims it upon the mortal’s death. An archdevil can’t fulfill its own wish. + + + Legendary Actions + Titivilus can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. Titivilus regains spent legendary actions at the start of his turn. + + + Assault (Costs 2 Actions) + Titivilus attacks with his silver sword or uses his Frightful Word. + + + Corrupting Guidance + Titivilus uses Twisting Words. Alternatively, he targets one creature charmed by him that is within 60 feet of him; that charmed target must make a DC 21 Charisma saving throw. On a failure, Titivilus decides how the target acts during its next turn. + + + Teleport + Titivilus uses his Teleport action. + + + Titivilus + The gloomy Lord of the Second, Dispater, rules from his iron palace, seeming to hide surrounded by its labyrinthine corridors, iron walls, diabolical traps, and monstrous servants. So intense is his paranoia that he almost never travels farther than the sprawling city that lies outside his magnificent palace. Dispater knows he has enemies on all sides — enemies who would do to him what has been done to the likes of Geryon, Moloch, and so many others. +Dispater is correct to fear, but the true threat comes not from without. The lord’s great error was allowing himself to be seduced by Titivilus, who beguiled his way into being the primary advisor in Dispater’s household. +Although he is inferior in physical strength and power when compared to other archdevils, Titivilus compensates with cunning. A shrewd and calculating politician, he has clawed his way up through the ranks to become the second-most powerful fiend in Dis, entirely by saying just the right thing at the right time to get what he wanted. Charming and pleasant, he is a master at negotiation, able to twist words in such a way as to leave his victims confused and believing they have found a friend in Titivilus. Through these skills, Titivilus has manipulated everyone along his path to power, either to win them over to his cause or to remove them as a threat. +Since gaining his position, Titivilus has convinced Dispater that countless plots are being hatched against him and that Asmodeus himself seeks to remove Dispater from power. In response, Dispater has withdrawn to his palace and left day-to-day decisions to Titivilus, while also authorizing him to answer and negotiate bargains with mortals who attempt to summon Dispater. Titivilus now represents his master and speaks with his voice, a turn of events that leads some to whisper that either Titivilus is Dispater in disguise, or that Titivilus has removed the archduke and replaced him altogether. +Titivilus recognizes the inherent precariousness of his position. After all, Dispater’s acceptance of his plans and his advice can last only so long before some other plotter steps in and reveals the truth. For insurance, Titi­vilus has begun recruiting outsiders to deal with problem devils, to insulate himself against criticism, and, above all, to create complications that he can solve so as to reinforce his value in the eyes of his master. Titi­vilus finds adventurers well suited to the tasks he needs performed and recruits them directly or through intermediaries, expending them later as his plans require. + + + + Zariel + L + Fiend (Devil), Mordenkainen's Tome of Foes + Lawful Evil + 21 (natural armor) + 580 (40d10+360) + 50 ft., fly 150 ft. + 27 + 24 + 28 + 26 + 27 + 30 + Int +16, Wis +16, Cha +18 + Intimidation +18, Perception +16 + cold, fire, radiant, bludgeoning piercing and slashing from nonmagical attacks that aren’t silvered + + necrotic, poison + charmed, exhaustion, frightened, poisoned + darkvision 120 ft., passive Perception 26 + all, telepathy 120 ft. + 26 + + Devil's Sight + Magical darkness doesn’t impede Zariel’s darkvision. + + + Fiery Weapons + Zariel’s weapon attacks are magical. When she hits with any weapon, the weapon deals an extra 36 (8d8) fire damage (included in the weapon attacks below). + + + Innate Spellcasting + Zariel’s innate spellcasting ability is Charisma (spell save DC 26). She can innately cast the following spells, requiring no material components: +At will: alter self (can become Medium when changing her appearance), detect evil and good, fireball, invisibility (self only), wall of fire +3/day each: blade barrier, dispel evil and good, finger of death + + + Legendary Resistance (3/Day) + If Zariel fails a saving throw, she can choose to succeed instead. + + + Magic Resistance + Zariel has advantage on saving throws against spells and other magical effects. + + + Regeneration + Zariel regains 20 hit points at the start of her turn. If she takes radiant damage, this trait doesn’t function at the start of her next turn. Zariel dies only if she starts her turn with 0 hit points and doesn’t regenerate. + + + Multiattack + Zariel attacks twice with her longsword or with her javelins. She can substitute Horrid Touch for one of these attacks. + + + Longsword + Melee Weapon Attack: +16 to hit, reach 10 ft., one target. Hit: 17 (2d8 + 8) slashing damage, or 19 (2d10 + 8) slashing damage if used with two hands, plus 36 (8d8) fire damage. + + + Javelin + Melee or Ranged Weapon Attack: +16 to hit, range 30/120 ft., one target. Hit: 15 (2d6 + 8) piercing damage plus 36 (8d8) fire damage. + + + Horrid Touch + Melee Weapon Attack: +16 to hit, reach 10 ft., one target. Hit: 44 (8d10) necrotic damage, and the target is poisoned for 1 minute. While poisoned in this way, the target is also blinded and deafened. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. + + + Teleport + Zariel magically teleports, along with any equipment she is wearing and carrying, up to 120 feet to an unoccupied space she can see. + + + + + + + Archdevils + At the top of the hierarchy of the Nine Hells stand the archdevils, a vicious and backbiting group made up of the Hells’ elite devils. They include the various lords, the nobles who owe them fealty, and some exiles and outcasts who have fallen out of favor. Favor in the Nine Hells shifts like the wind, and the fortunes of the great and mighty rise and fall at the whims of their betters. Many dread names are included in the rolls of the archdevils; the few described here are among those that adventurers are most likely to encounter. +Wish Fulfillment. All devils seek control over mortal souls, so they offer enticements to tempt mortals into making unwise bargains. Archdevils, possessing the true power of the Nine Hells, can fulfill nearly any desire (within the limits of a wish spell) requested by the mortals they bind to their infernal contracts. Archdevils always fulfill the letter of the wish, rewarding desperate mortals with a twisted interpretation of their desires. In exchange for this gift, the devil expects and receives total power over a soul and usually claims it upon the mortal’s death. An archdevil can’t fulfill its own wish. + + + Legendary Actions + Zariel can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. Zariel regains spent legendary actions at the start of her turn. + + + Immolating Gaze (Costs 2 Actions) + Zariel turns her magical gaze toward one creature she can see within 120 feet of her and commands it to combust. The target must succeed on a DC 26 Wisdom saving throw or take 22 (4d10) fire damage. + + + Teleport + Zariel uses her Teleport action. + + + Zariel + Zariel rules Avernus, the first layer of the Nine Hells. Once a mighty angel charged with watching the tides of the Blood War, she succumbed to the plane’s corrupting influence and fell from grace. She recently reclaimed her position as archdevil of Avernus after the cautious Bel proved inadequate at marshaling his forces to launch offensives against the encroaching demons. Now Bel advises her and helps her manage the war, though many whisper that her true agenda is vengeance against Asmodeus, and her true plan is to drive him from the Nine Hells. +All who enter and exit the Nine Hells must pass through Avernus, so the infernal armies muster on this layer. Here, the amnizus guard the citadels overlooking the River Styx, much of the fighting of the Blood War takes place, and devils gather to invade the Abyss. Anyone hoping to reach the lower layers must first contend with the darkness of this layer and the myriad threats it houses. Zariel manages it all and has the ultimate say over who comes and goes. +Given her role in the Blood War, Zariel is keenly interested in collecting souls from the greatest warriors on the Material Plane and securing their loyalty. She bargains hard, and mortals end up worse for dealing with her, because she holds all the cards. A bargain with Zariel is eternal; there is little hope of wriggling out of it. However, she does expect the best from her servants, and so she allows her mortal followers to live out their lives, ever honing their talents, so she can put them to the best use when she finally calls in their debts. As a result, Zariel’s servants are universally effective, disciplined, and dangerous. +Zariel’s Lair +Zariel makes her lair in a basalt citadel that rises up in Avernus. From nearly a mile away, one can hear the screams and moans coming from the burned victims chained to the stronghold’s wall, the dying remains of those who failed to impress the archdevil. The stronghold, covering five square miles, is surrounded by walls reinforced with high turrets. Devils of all kinds crawl over the structure, ensuring that no intruders breach their defenses. +Lair Actions. On initiative count 20 (losing initiative ties), Zariel can take a lair action to cause one of the following effects; she can’t use the same effect two rounds in a row: +Zariel casts major image four times at its lowest level, targeting different areas with the spell. Zariel prefers to create images of intruders’ loved ones being burned alive. Zariel doesn’t need to concentrate on the spells, which end on initiative count 20 of the next round. Each creature that can see these illusions must succeed on a DC 26 Wisdom saving throw or become frightened of the illusion for 1 minute. A frightened creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. +Zariel casts her innate fireball spell. +Regional Effects. The region containing Zariel’s lair is warped by her magic, which creates one or more of the following effects: +The area within 9 miles of the lair is filled with screaming voices and the stench of burning meat. +Once every 60 feet within 1 mile of the lair, 10-foot-high gouts of flame rise from the ground. Any creature or object that touches the flame takes 7 (2d6) fire damage, though it can take this damage no more than once per round. +The area within 2 miles, but no closer than 500 feet, of the lair is filled with smoke, which causes the area to be heavily obscured. The smoke can’t be cleared away. +If Zariel dies, these effects fade over the course of 1d10 days. + + + + Drow Arachnomancer + M + humanoid (elf), Mordenkainen's Tome of Foes + chaotic evil + 15 (studded leather) + 162 (25d8+50) + 30 ft., climb 30 ft. + 11 + 17 + 14 + 19 + 14 + 16 + Con +7, Int +9, Cha +8 + Arcana +9, Nature +9, Perception +7, Stealth +8 + poison + + + + blindsight 10 ft., darkvision 120 ft., passive Perception 17 + Elvish, Undercommon, can speak with spiders + 13 + + Change Shape (Recharges after a Short or Long Rest)) + The drow can use a bonus action to magically polymorph into a giant spider, remaining in that form for up to 1 hour. It can revert to its true form as a bonus action. Its statistics, other than its size, are the same in each form. It can speak and cast spells while in giant spider form. Any equipment it is wearing or carrying in humanoid form melds into the giant spider form. It can’t activate, use, wield, or otherwise benefit from any of its equipment. It reverts to its humanoid form if it dies. + + + Fey Ancestry + The drow has advantage on saving throws against being charmed, and magic can’t put the drow to sleep. + + + Innate Spellcasting + The drow’s innate spellcasting ability is Charisma (spell save DC 16). It can innately cast the following spells, requiring no material components: +At will: dancing lights +1/day each: darkness, faerie fire, levitate (self only) + + + Spellcasting + The drow is a 16th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 16, +8 to hit with spell attacks). It regains its expended spell slots when it finishes a short or long rest. It knows the following warlock spells: +Cantrips (at will): chill touch, eldritch blast, mage hand, poison spray +1st–5th level (3 5th-level slots): conjure animals (spiders only), crown of madness, dimension door, dispel magic, fear, fly, giant insect, hold monster, insect plague, invisibility, vampiric touch, web, witch bolt +1/day each: dominate monster, etherealness, eyebite + + + Spider Climb + The drow can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. + + + Sunlight Sensititvity + While in sunlight, the drow has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. + + + Web Walker + The drow ignores movement restrictions caused by webbing. + + + Multiattack + The drow makes two poisonous touch attacks or two bite attacks. The first of these attacks that hits each round deals an extra 26 (4d12) poison damage to the target. + + + Poisonous touch (Humanoid Form Only) + Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 28 (8d6) poison damage. + + + Bite (Giant Spider form Only) + Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 12 (2d8 + 3) piercing damage, and the target must make a DC 15 Constitution saving throw, taking 26 (4d12) poison damage on a failed save, or half as much damage on a successful one. If the poison damage reduces the target to 0 hit points, the target is stable but poisoned for 1 hour, even after regaining hit points, and is paralyzed while poisoned in this way. + + + Web (Giant Spider form Only) + Ranged Weapon Attack: +8 to hit, range 30/60 ft., one target. Hit: The target is restrained by webbing. As an action, the restrained target can make a DC 15 Strength check, bursting the webbing on a success. The webbing can also be attacked and destroyed (AC 10; hp 5; vulnerability to fire damage; immunity to bludgeoning, poison, and psychic damage). + + + + + + + Drow Arachnomancer + Drow spellcasters who seek to devote themselves wholly to the Spider Queen sometimes walk the dark path of the arachnomancer. By offering up body and soul to Lolth, they gain tremendous power and a supernatural connection to the ancient spiders of the Demonweb Pits, channeling magic from that dread place. + + + + Drow Favored Consort + M + humanoid (elf), Mordenkainen's Tome of Foes + neutral evil + 15 (18 with mage armor) + 225 (30d8+90) + 30 ft. + 15 + 20 + 16 + 18 + 15 + 18 + Dex +11, Con +9, Cha +10 + Acrobatics +11, Athletics +8, Perception +8, Stealth +11 + + + + + darkvision 120 ft., passive Perception 18 + Elvish, Undercommon + 18 + + Fey Ancestry + The drow has advantage on saving throws against being charmed, and magic can’t put the drow to sleep. + + + Innate Spellcasting + The drow’s innate spellcasting ability is Charisma (spell save DC 18). He can innately cast the following spells, requiring no material components: +At will: dancing lights +1/day each: darkness, faerie fire, levitate (self only) + + + Spellcasting + The drow is a 11th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 18, +10 to hit with spell attacks). It has the following wizard spells prepared: +Cantrips (at will): mage hand, message, poison spray, shocking grasp, ray of frost +1st level (4 slots): burning hands, mage armor, magic missile, shield +2nd level (3 slots): gust of wind, invisibility, misty step, shatter +3rd level (3 slots): counterspell, fireball, haste +4th level (3 slots): dimension door, Otiluke’s resilient sphere +5th level (2 slots): cone of cold +6th level (1 slot): chain lightning + + + Sunlight Sensitivity + While in sunlight, the drow has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. + + + War Magic + When the drow uses its action to cast a spell, it can make one weapon attack as a bonus action. + + + Multiattack + The drow makes three scimitar attacks. + + + Scimitar + Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 8 (1d6 + 5) slashing damage plus 18 (4d8) poison damage. In addition, the target has disadvantage on the next saving throw it makes against a spell the drow casts before the end of the drow’s next turn. + + + Hand Crossbow + Ranged Weapon Attack: +11 to hit, range 30/120 ft., one target. Hit: 8 (1d6 + 5) piercing damage, and the target must succeed on a DC 13 Constitution saving throw or be poisoned for 1 hour. If the saving throw fails by 5 or more, the target is also unconscious while poisoned in this way. The target regains consciousness if it takes damage or if another creature takes an action to shake it. + + + + + + + Drow Favored Consort + Nearly all priestesses of Lolth, including the powerful matron mothers, take attractive drow as their consorts. Often these individuals serve no purpose beyond pleasure, breeding, or both, but sometimes consorts can gain the ear of their priestess and be relied on to provide useful advice. No position of consort is assured for long; priestesses are infamous for being fickle with their favor, which are they are especially glad to lavish on a consort who combines beauty with magical might. + + + + Drow House Captain + M + humanoid (elf), Mordenkainen's Tome of Foes + neutral evil + 16 (chain mail) + 162 (25d8+50) + 30 ft. + 14 + 19 + 15 + 12 + 14 + 13 + Dex +8, Con +6, Wis +6 + Perception +6, Stealth +8 + + + + + darkvision 120 ft., passive Perception 16 + Elvish, Undercommon + 9 + + Battle Command + As a bonus action, the drow targets one ally he can see within 30 feet of him. If the target can see or hear the drow, the target can use its reaction to make one melee attack or to take the Dodge or Hide action. + + + Fey Ancestry + The drow has advantage on saving throws against being charmed, and magic can’t put the drow to sleep. + + + Innate Spellcasting + The drow’s innate spellcasting ability is Charisma (spell save DC 13). He can innately cast the following spells, requiring no material components: +At will: dancing lights +1/day each: darkness, faerie fire, levitate (self only) + + + Sunlight Sensitivity + While in sunlight, the drow has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. + + + Multiattack + The drow makes three attacks: two with his scimitar and one with his whip or his hand crossbow. + + + Scimitar + Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) slashing damage plus 14 (4d6) poison damage. + + + Whip + Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 6 (1d4 + 4) slashing damage. If the target is an ally, it has advantage on attack rolls until the end of its next turn. + + + Hand Crossbow + Ranged Weapon Attack: +8 to hit, range 30/120 ft., one target. Hit: 7 (1d6 + 4) piercing damage, and the target must succeed on a DC 13 Constitution saving throw or be poisoned for 1 hour. If the saving throw fails by 5 or more, the target is also unconscious while poisoned in this way. The target regains consciousness if it takes damage or if another creature takes an action to shake it + + + Parry + The drow adds 3 to his AC against one melee attack that would hit him. To do so, the drow must see the attacker and be wielding a melee weapon. + + + Drow House Captain + Each drow noble house entrusts the leadership of its military forces to a house captain, a position normally held by the matriarch’s first or second son. The house captain commands the drow and slaves making up the family’s army and has made extensive study of strategy and tactics to become an effective leader in battle. + + + + Drow Inquisitor + M + humanoid (elf), Mordenkainen's Tome of Foes + neutral evil + 16 (breastplate) + 143 (22d8+44) + 30 ft. + 11 + 15 + 14 + 16 + 21 + 20 + Con +7, Wis +10, Cha +10 + Insight +10, Perception +10, Religion +8, Stealth +7 + + + + frightened + deakvision 120 ft., passive Perception 20 + Elvish, Undercommon + 14 + + Discern Lie + The drow knows when she hears a creature speak a lie in a language she knows. + + + Fey Ancestry + The drow has advantage on saving throws against being charmed, and magic can’t put the drow to sleep. + + + Innate Spellcasting + The drow’s innate spellcasting ability is Charisma (spell save DC 18). She can innately cast the following spells, requiring no material components: +At will: dancing lights, detect magic +1/day each: clairvoyance, darkness, detect thoughts, dispel magic, faerie fire, levitate (self only), suggestion + + + Magic Resistance + The drow has advantage on saving throws against spells and other magical effects. + + + Spellcasting + The drow is a 12th-level spellcaster. Her spellcasting ability is Wisdom (spell save DC 18, +10 to hit with spell attacks). She has the following cleric spells prepared: +Cantrips (at will): guidance, message, poison spray, resistance, thaumaturgy +1st level (4 slots): bane, cure wounds, inflict wounds +2nd level (3 slots): blindness/deafness, silence, spiritual weapon +3rd level (3 slots): bestow curse, dispel magic, magic circle +4th level (3 slots): banishment, divination, freedom of movement +5th level (2 slots): contagion, dispel evil and good, insect plague +6th level (1 slot): harm, true seeing + + + Sunlight Sensitivity + While in sunlight, the drow has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. + + + Multiattack + The drow makes three death lance attacks. + + + Death Lance + Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 8 (1d6 + 5) piercing damage plus 18 (4d8) necrotic damage. The target’s hit point maximum is reduced by an amount equal to the necrotic damage it takes. This reduction lasts until the target finishes a long rest. The target dies if its hit point maximum is reduced to 0. + + + + + + + Drow Inquisitor + Drow expect treachery. After all, the Spider Queen encourages it. A certain amount of backstabbing and double-crossing can be managed, but too much can undermine an entire community. To keep some semblance of order and to root out traitors, drow priestesses employ inquisitors. Chosen from the ranks of the priesthood, these female drow possess authority equaled only by the matrons of the noble houses. Anyone they decide is at odds with the hierarchy faces torture and usually an excruciating death. + + + Variant: Yochlol Summoning + Some drow inquisitors have an action that allows them to summon a demon. +Summon Demon (1/Day). The drow attempts to magically summon a yochlol, with a 50 percent chance of success. If the attempt fails, the drow takes 5 (1d10) psychic damage. Otherwise, the summoned demon appears in an unoccupied space within 60 feet of its summoner, acts as an ally of its summoner, and can’t summon other demons. It remains for 10 minutes, until it or its summoner dies, or until its summoner dismisses it as an action. + + + + Drow Matron Mother + M + humanoid (elf), Mordenkainen's Tome of Foes + neutral evil + 17 (half plate) + 262 (35d8+105) + 30 ft. + 12 + 18 + 16 + 17 + 21 + 22 + Con +9, Wis +11, Cha +12 + Insight +11, Perception +11, Religion +9, Stealth +10 + + + + charmed, frightened, poisoned + darkvision 120 ft., passive Perception 21 + Elvish, Undercommon + 20 + + Fey Ancestry + The drow has advantage on saving throws against being charmed, and magic can’t put the drow to sleep. + + + Innate Spellcasting + The drow’s innate spellcasting ability is Charisma (spell save DC 20). She can innately cast the following spells, requiring no material components: +At will: dancing lights, detect magic +1/day each: clairvoyance, darkness, detect thoughts, dispel magic, faerie fire, levitate (self only), suggestion + + + Lolth's Fickle Favor + As a bonus action, the matron can bestow the Spider Queen’s blessing on one ally she can see within 30 feet of her. The ally takes 7 (2d6) psychic damage but has advantage on the next attack roll it makes until the end of its next turn. + + + Magic Resistance + The drow has advantage on saving throws against spells and other magical effects. + + + Spellcasting + The drow is a 20th-level spellcaster. Her spellcasting ability is Wisdom (spell save DC 19, +11 to hit with spell attacks). The drow has the following cleric spells prepared: +Cantrips (at will): guidance, mending, resistance, sacred flame, thaumaturgy +1st level (4 slots): bane, command, cure wounds, guiding bolt +2nd level (3 slots): hold person, silence, spiritual weapon +3rd level (3 slots): bestow curse, clairvoyance, dispel magic, spirit guardians +4th level (3 slots): banishment, death ward, freedom of movement, guardian of faith +5th level (3 slots): contagion, flame strike, geas, mass cure wounds +6th level (2 slots): blade barrier, harm +7th level (2 slots): divine word, plane shift +8th level (1 slot): holy aura +9th level (1 slot): gate + + + Sunlight Sensitivity + While in sunlight, the drow has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. + + + Multiattack + The matron mother makes two demon staff attacks or three tentacle rod attacks. + + + Demon Staff + Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) bludgeoning damage, or 8 (1d8 + 4) bludgeoning damage if used with two hands, plus 14 (4d6) psychic damage. In addition, the target must succeed on a DC 19 Wisdom saving throw or become frightened of the drow for 1 minute. The frightened target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. + + + Tentacle Rod + Melee Weapon Attack: +9 to hit, reach 15 ft., one target. Hit: 3 (1d6) bludgeoning damage. If the target is hit three times by the rod on one turn, the target must succeed on a DC 15 Constitution saving throw or suffer the following effects for 1 minute: the target’s speed is halved, it has disadvantage on Dexterity saving throws, and it can’t use reactions. Moreover, on each of its turns, it can take either an action or a bonus action, but not both. At the end of each of its turns, it can repeat the saving throw, ending the effect on itself on a success. + + + Summon Servant (1/Day) + The drow magically summons a retriever or a yochlol. The summoned creature appears in an unoccupied space within 60 feet of its summoner, acts as an ally of its summoner, and can’t summon other demons. It remains for 10 minutes, until it or its summoner dies, or until its summoner dismisses it as an action. + + + + + + + Legendary Actions + The drow can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The drow regains spent legendary actions at the start of her turn. + + + Demon Staff + The drow makes one attack with her demon staff. + + + Compel Demon (Costs 2 Actions) + An allied demon within 30 feet of the drow uses its reaction to make one attack against a target of the drow’s choice that she can see. + + + Cast a Spell (Costs 1-3 Actions) + The drow expends a spell slot to cast a 1st-, 2nd-, or 3rd-level spell that she has prepared. Doing so costs 1 legendary action per level of the spell. + + + Drow Matron Mother + At the head of each drow noble house sits a matron mother, an influential priestess of Lolth charged with carrying out the god’s will while also advancing the interests of the family. Matron mothers embody the scheming and treachery associated with the Queen of Spiders. Each stands at the center of a vast conspiratorial web, with demons, drow, spiders, and slaves positioned between them and their enemies. Although matron mothers command great power, that power depends on maintaining the Spider Queen’s favor, and the dark god sometimes capriciously takes back what she has given. The stat block here represents a matron mother at the height of her power. + + + + Drow Shadowblade + M + humanoid (elf), Mordenkainen's Tome of Foes + neutral evil + 17 (studded leather) + 150 (20d8+60) + 30 ft. + 14 + 21 + 16 + 12 + 14 + 13 + Dex +9, Con +7, Wis +6 + Perception +6, Stealth +9 + + + + + darkvision 120 ft., passive Perception 16 + Elvish, Undercommon + 11 + + Fey Ancestry + The drow has advantage on saving throws against being charmed, and magic can’t put the drow to sleep. + + + Innate Spellcasting + The drow’s innate spellcasting ability is Charisma (spell save DC 13). He can innately cast the following spells, requiring no material components: +At will: dancing lights +1/day each: darkness, faerie fire, levitate (self only) + + + Shadow Step + While in dim light or darkness, the drow can teleport as a bonus action up to 60 feet to an unoccupied space it can see that is also in dim light or darkness. It then has advantage on the first melee attack it makes before the end of the turn. + + + Sunlight Sensitivity + While in sunlight, the drow has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. + + + Multiattack + The drow makes two attacks with its shadow sword. If either attack hits and the target is within 10 feet of a 5-foot cube of darkness created by the shadow sword on a previous turn, the drow can dismiss that darkness and cause the target to take 21 (6d6) necrotic damage. The drow can dismiss darkness in this way no more than once per turn. + + + Shadow Sword + Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 8 (1d6 + 5) piercing damage plus 10 (3d6) necrotic damage and 10 (3d6) poison damage. The drow can then fill an unoccupied 5-foot cube within 5 feet of the target with magical darkness, which remains for 1 minute. + + + Hand Crossbow + Ranged Weapon Attack: +9to hit, range 30/120 ft., one target. Hit: 8 (1d6 + 5) piercing damage, and the target must succeed on a DC 13 Constitution saving throw or be poisoned for 1 hour. If the saving throw fails by 5 or more, the target is also unconscious while poisoned in this way. The target regains consciousness if it takes damage or if another creature takes an action to shake it. + + + + + + + Drow Shadowblade + Drow shadowblades steal down the darkened passages of the Underdark, bound on errands of mayhem. Ruthless killers, shadowblades find employment with a noble house, usually involving the elimination of a rival in another house. Shadowblades also protect enclaves and Underdark cities from enemies and track down thieves who make off with prized treasures. In whatever role they serve, they move undetected until the moment they attack. And then they are the last thing their victims see. +A shadowblade harnesses a dark magic that is said to arise from a fiendish ritual in which the drow kills a lesser demon and mystically prevents it from reforming in the Abyss. This ritual creates a shadow demon and infuses the drow with shadow magic. + + + Variant: Shadow Demon Summoning + Some drow shadowblades have an action that allows them to summon a demon. +Summon Shadow Demon (1/Day). The drow attempts to magically summon a shadow demon with a 50 percent chance of success. If the attempt fails, the drow takes 5 (1d10) psychic damage. Otherwise, the summoned demon appears in an unoccupied space within 60 feet of its summoner, acts as an ally of its summoner, and can’t summon other demons. It remains for 10 minutes, until it or its summoner dies, or until its summoner dismisses it as an action. + + + + Duergar Despot + M + humanoid (dwarf), Mordenkainen's Tome of Foes + lawful evil + 21 (natural armor) + 119 (14d8+56) + 25 ft. + 20 + 5 + 19 + 15 + 14 + 13 + Con +8, Wis +6 + + + + poison + charmed, exhaustion, frightened, paralyzed, poisoned + darkvision 120 ft., passive Perception 12 + Dwarvish, Undercommon + 12 + + Innate Spellcasting (Psionics) + The duergar despot’s innate spellcasting ability is Intelligence (spell save DC 12). It can cast the following spells, requiring no components: +At will: mage hand, minor illusion +1/day each: counterspell, misty step, stinking cloud + + + Magic Resistance + The duergar has advantage on saving throws against spells and other magical effects. + + + Psychic Engine + When the duergar despot suffers a critical hit or is reduced to 0 hit points, psychic energy erupts from its frame to deal 14 (4d6) psychic damage to each creature within 5 feet of it. + + + Sunlight Sensitivity + While in sunlight, the duergar despot has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. + + + Multiattack + The despot makes two iron fist attacks and two stomping foot attacks. It can replace up to four of these attacks with uses of its Flame Jet. + + + Iron Fist + Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) bludgeoning damage. If the target is a Large or smaller creature, it must make a successful DC 17 Strength saving throw or be thrown up to 30 feet away in a straight line. The target lands prone and then takes 10 (3d6) bludgeoning damage. + + + Stomping Foot + Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 9 (1d8 + 5) bludgeoning damage, or 18 (3d8 + 5) to a prone target. + + + Flame Jet + The duergar spews flames in a line 100 feet long and 5 feet wide. Each creature in the line must make a DC 16 Dexterity saving throw, taking 18 (4d8) fire damage on a failed save, or half as much damage on a successful one. + + + + + + + Duergar Despot + Duergar despots replace parts of their bodies with mechanical devices that they control through their psionic abilities. + + + + Duergar Hammerer + M + construct, Mordenkainen's Tome of Foes + lawful evil + 17 (natural armor) + 33 (6d8+6) + 20 ft. + 17 + 7 + 12 + 5 + 5 + 5 + + + + + poison + charmed, exhaustion, frightened, paralyzed, petrified, poisoned + darkvision 60 ft., passive Perception 7 + understands Dwarvish but can't speak + 2 + + Engine of Pain + Once per turn, a creature that attacks the hammerer can target the duergar trapped in it. The attacker has disadvantage on the attack roll. On a hit, the attack deals an extra 5 (1d10) damage to the hammerer, and the hammerer can respond by using its Multiattack with its reaction. + + + Siege Monster + The hammerer deals double damage to objects and structures. + + + Multiattack + The hammerer makes two attacks: one with its claw and one with its hammer. + + + Claw + Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) bludgeoning damage. + + + Hammer + Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) bludgeoning damage. + + + + + + + Duergar Hammerer + The hammerer is a digging machine with a duergar strapped inside it — typically a punishment for those whose work ethic wavers. The machine’s mechanism transforms the captive duergar’s pain into energy that powers the device, which is typically used to dig tunnels and repel invaders. + + + + Duergar Kavalrachni + M + humanoid (dwarf), Mordenkainen's Tome of Foes + lawful evil + 16 (scale mail, shield) + 26 (4d8+8) + 25 ft. + 14 + 11 + 14 + 11 + 10 + 9 + + + poison + + + + darkvision 120 ft., passive Perception 10 + Dwarvish, Undercommon + 2 + + Cavalry Training + When the duergar hits a target with a melee attack while mounted on a female steeder, the steeder can make one melee attack against the same target as a reaction. + + + Duergar Resilience + The duergar has advantage on saving throws against poison, spells, and illusions, as well as to resist being charmed or paralyzed. + + + Sunlight Sensitivity + While in sunlight, the duergar has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. + + + Multiattack + The duergar makes two war pick attacks. + + + War Pick + Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) piercing damage plus 5 (2d4) poison damage. + + + Heavy Crossbow + Ranged Weapon Attack: +2 to hit, range 100/400 ft., one target. Hit: 5 (1d10) piercing damage. + + + Shared Invisibility (Recharges after a Short or Long Rest) + The duergar magically turns invisible for up to 1 hour or until it attacks, it casts a spell, or its concentration is broken (as if concentrating on a spell). Any equipment the duergar wears or carries is invisible with it. While the invisible duergar is mounted on a female steeder, the steeder is invisible as well. The invisibility ends early on the steeder immediately after it attacks. + + + + + + + Duergar Kavalrachni + The kavalrachni are duergar cavalry, trained to fight while riding steeders. + + + + Duergar Mind Master + M + humanoid (dwarf), Mordenkainen's Tome of Foes + lawful evil + 14 (leather armor) + 39 (6d8+12) + 25 ft. + 11 + 17 + 14 + 15 + 10 + 12 + Wis +2 + Perception +2, Stealth +5 + poison + + + + darkvision 120 ft., truesight 30 ft., passive Perception 12 + Dwarvish, Undercommon + 2 + + Duergar Resilience + The duergar has advantage on saving throws against poison, spells, and illusions, as well as to resist being charmed or paralyzed. + + + Sunlight Sensitivity + While in sunlight, the duergar has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. + + + Multiattack + The duergar makes two melee attacks. It can replace one of those attacks with a use of Mind Mastery. + + + Mind-Poison Dagger + Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) piercing damage and 10 (3d6) psychic damage, or 1 piercing damage and 14 (4d6) psychic damage while reduced. + + + Invisibility (Recharge 4-6) + The duergar magically turns invisible for up to 1 hour or until it attacks, it casts a spell, it uses its Reduce, or its concentration is broken (as if concentrating on a spell). Any equipment the duergar wears or carries is invisible with it. + + + Mind Mastery + The duergar targets one creature it can see within 60 feet of it. The target must succeed on a DC 12 Intelligence saving throw, or the duergar causes it to use its reaction either to make one weapon attack against another creature the duergar can see or to move up to 10 feet in a direction of the duergar’s choice. Creatures that can’t be charmed are immune to this effect. + + + Reduce (Recharges after a Short or Long Rest) + For 1 minute, the duergar magically decreases in size, along with anything it is wearing or carrying. While reduced, the duergar is Tiny, reduces its weapon damage to 1, and makes attacks, checks, and saving throws with disadvantage if they use Strength. It gains a +5 bonus to all Dexterity (Stealth) checks and a +5 bonus to its AC. It can also take a bonus action on each of its turns to take the Hide action. + + + + + + + Duergar Mind Master + The feared duergar mind masters usually operate as spies, both inside and beyond a duergar stronghold. Their psionically augmented abilities enable them to see through illusions with ease and shrink down to miniature size to spy on their targets. + + + + Duergar Screamer + M + construct, Mordenkainen's Tome of Foes + lawful evil + 15 (natural armor) + 38 (7d8+7) + 20 ft. + 18 + 7 + 12 + 5 + 5 + 5 + + + + + poison + charmed, exhaustion, frightened, paralyzed, petrified, poisoned + darkvision 60 ft., passive Perception 7 + understands Dwarvish but can't speak + 3 + + Engine of Pain + Once per turn, a creature that attacks the screamer can target the duergar trapped in it. The attacker has disadvantage on the attack roll. On a hit, the attack deals an extra 11 (2d10) damage to the screamer, and the screamer can respond by using its Multiattack with its reaction. + + + Multiattack + The screamer makes one drill attack and uses its Sonic Scream. + + + Drill + The screamer makes one drill attack and uses its Sonic Scream. + + + Sonic Scream + The screamer emits destructive energy in a 15-foot cube. Each creature in that area must succeed on a DC 11 Strength saving throw or take 7 (2d6) thunder damage and be knocked prone. + + + + + + + Duergar Screamer + A duergar screamer is a construct that uses sonic energy to grind rock into dust. Duergar accused of spreading gossip or plotting against their superiors are trapped within one of these devices, their beards shorn and their ongoing agony channeled into psionic energy that powers the screamer. + + + + Duergar Soulblade + M + humanoid (dwarf), Mordenkainen's Tome of Foes + lawful evil + 14 (leather armor) + 18 (4d8) + 25 ft. + 11 + 16 + 10 + 11 + 10 + 12 + + + poison + + + + darkvision 120 ft., passive Perception 10 + Dwarvish, Undercommon + 1 + + Duergar Resilience + The duergar has advantage on saving throws against poison, spells, and illusions, as well as to resist being charmed or paralyzed. + + + Create Soulblade + As a bonus action, the duergar can create a shortsword-sized, visible blade of psionic energy. The weapon appears in the duergar’s hand and vanishes if it leaves the duergar’s grip, or if the duergar dies or is incapacitated. + + + Innate Spellcasting + The duergar’s innate spellcasting ability is Wisdom (spell save DC 12, +4 to hit with spell attacks). It can innately cast the following spells, requiring no components: +At will: blade ward, true strike +3/day each: jump, hunter’s mark + + + Sunlight Sensitivity + While in sunlight, the duergar has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. + + + Soulblade + Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) force damage, or 10 (2d6 + 3) force damage while enlarged. If the soulblade has advantage on the attack roll, the attack deals an extra 3 (1d6) force damage. + + + Enlarge (Recharges after a Short or Long Rest) + For 1 minute, the duergar magically increases in size, along with anything it is wearing or carrying. While enlarged, the duergar is Large, doubles its damage dice on Strength-based weapon attacks (included in the attacks), and makes Strength checks and Strength saving throws with advantage. If the duergar lacks the room to become Large, it attains the maximum size possible in the space available. + + + Invisibility (Recharges after a Short or Long Rest) + The duergar magically turns invisible for up to 1 hour or until it attacks, it casts a spell, it uses its Enlarge, or its concentration is broken (as if concentrating on a spell). Any equipment the duergar wears or carries is invisible with it. + + + + + + + Duergar Soulblade + Soulblades are duergar warriors whose mastery of psionics allows them to manifest blades of psychic energy to slice apart their foes. + + + + Duergar Stone Guard + M + humanoid (dwarf), Mordenkainen's Tome of Foes + lawful evil + 18 (chain mail, shield) + 39 (6d8+12) + 25 ft. + 18 + 11 + 14 + 11 + 10 + 9 + + + poison + + + + darkvision 120 ft., passive Perception 10 + Swarvish, Undercommon + 2 + + Duergar Resilience + The duergar has advantage on saving throws against poison, spells, and illusions, as well as to resist being charmed or paralyzed. + + + Phalanx Formation + The duergar has advantage on attack rolls and Dexterity saving throws while standing within 5 feet of a duergar ally wielding a shield. + + + Sunlight Sensitivity + While in sunlight, the duergar has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. + + + King's Knife + Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) piercing damage, or 11 (2d6 + 4) piercing damage while enlarged. + + + Javelin + Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or range 30/120 ft., one target. Hit: 7 (1d6 + 4) piercing damage, or 11 (2d6 + 4) piercing damage while enlarged. + + + Enlarge (Recharges after a Short or Long Rest) + For 1 minute, the duergar magically increases in size, along with anything it is wearing or carrying. While enlarged, the duergar is Large, doubles its damage dice on Strength-based weapon attacks (included in the attacks), and makes Strength checks and Strength saving throws with advantage. If the duergar lacks the room to become Large, it attains the maximum size possible in the space available. + + + Invisibility (Recharges after a Short or Long Rest) + The duergar magically turns invisible for up to 1 hour or until it attacks, it casts a spell, it uses its Enlarge, or its concentration is broken (as if concentrating on a spell). Any equipment the duergar wears or carries is invisible with it. + + + + + + + Duergar Stone Guard + The stone guard are elite duergar troops, deployed in small numbers to bolster war bands of regulars or organized into elite strike forces for specific missions. + + + + Duergar Warlord + M + humanoid (dwarf), Mordenkainen's Tome of Foes + lawful evil + 20 (plate mail, shield) + 75 (10d8+30) + 25 ft. + 18 + 11 + 17 + 12 + 12 + 14 + + + poison + + + + darkvision 120 ft., passive Perception 11 + Dwarvish, Undercommon + 6 + + Duergar Resilience + The duergar has advantage on saving throws against poison, spells, and illusions, as well as to resist being charmed or paralyzed. + + + Sunlight Sensitivity + While in sunlight, the duergar has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. + + + Multiattack + The duergar makes three hammer or javelin attacks and uses Call to Attack, or Enlarge if it is available. + + + Psychic-Attuned Hammer + Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 9 (1d10 + 4) bludgeoning damage, or 15 (2d10 + 4) bludgeoning damage while enlarged, plus 5 (1d10) psychic damage. + + + Javelin + Melee or Ranged Weapon Attack: +7 to hit, reach 5 ft. or range 30/120 ft., one target. Hit: 7 (1d6 + 4) piercing damage, or 11 (2d6 + 4) piercing damage while enlarged. + + + Call to Attack + Up to three allied duergar within 120 feet of this duergar that can hear it can each use their reaction to make one weapon attack. + + + Enlarge (Recharges after a Short or Long Rest) + For 1 minute, the duergar magically increases in size, along with anything it is wearing or carrying. While enlarged, the duergar is Large, doubles its damage dice on Strength-based weapon attacks (included in the attacks), and makes Strength checks and Strength saving throws with advantage. If the duergar lacks the room to become Large, it attains the maximum size possible in the space available. + + + Invisibility (Recharge 4-6) + The duergar magically turns invisible for up to 1 hour or until it attacks, it casts a spell, it uses its Enlarge, or its concentration is broken (as if concentrating on a spell). Any equipment the duergar wears or carries is invisible with it. + + + Scouring Instruction + When an ally that the duergar can see makes a d20 roll, the duergar can roll a d6 and the ally can add the number rolled to the d20 roll by taking 3 (1d6) psychic damage. A creature immune to psychic damage can’t be affected by Scouring Instruction. + + + Duergar Warlord + A warlord is cunning, inspiring, and cruel in equal parts. A skilled warrior who leads duergar into battle, the warlord can use spikes of psionic energy to compel duergar warriors to fight harder. + + + + Duergar Xarrorn + M + humanoid (dwarf), Mordenkainen's Tome of Foes + lawful evil + 18 (plate mail) + 26 (4d8+8) + 25 ft. + 16 + 11 + 14 + 11 + 10 + 9 + + + poison + + + + darkvision 120 ft., passive Perception 10 + Dwarvish, Undercommon + 2 + + Duergar Resilience + The duergar has advantage on saving throws against poison, spells, and illusions, as well as to resist being charmed or paralyzed. + + + Sunlight Sensitivity + While in sunlight, the duergar has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. + + + Fire Lance + Melee Weapon Attack: +5 to hit (with disadvantage if the target is within 5 feet of the duergar), reach 10 ft., one target. Hit: 9 (1d12 + 3) piercing damage plus 3 (1d6) fire damage, or 16 (2d12 + 3) piercing damage plus 3 (1d6) fire damage while enlarged. + + + Fire Spray (Recharge 5-6) + From its fire lance, the duergar shoots a 15-foot cone of fire or a line of fire 30 feet long and 5 feet wide. Each creature in that area must make a DC 12 Dexterity saving throw, taking 10 (3d6) fire damage on a failed save, or half as much damage on a successful one. + + + Enlarge (Recharges after a Short or Long Rest) + For 1 minute, the duergar magically increases in size, along with anything it is wearing or carrying. While enlarged, the duergar is Large, doubles its damage dice on Strength-based weapon attacks (included in the attacks), and makes Strength checks and Strength saving throws with advantage. If the duergar lacks the room to become Large, it attains the maximum size possible in the space available. + + + Invisibility (Recharges after a Short or Long Rest) + The duergar magically turns invisible for up to 1 hour or until it attacks, it casts a spell, it uses its Enlarge, or its concentration is broken (as if concentrating on a spell). Any equipment the duergar wears or carries is invisible with it. + + + + + + + Duergar Xarrorn + The xarrorn are specialists who construct weapons using a mixture of alchemy and psionics. + + + + Eidolon + M + Undead, Mordenkainen's Tome of Foes + Any + 9 + 63 (18d8-18) + 0 ft., fly 40 ft. (hover) + 7 + 8 + 9 + 14 + 19 + 16 + Wis +8 + Perception +8 + acid, fire, lightning, thunder, bludgeoning piercing and slashing from non-magical attacks + + cold, necrotic, poison + charmed, exhaustion, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained + darkvision 60 ft., passive Perception 18 + the languages it knew in life + 12 + + Incorporeal Movement + The eidolon can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object other than a sacred statue. + + + Sacred Animation (Recharge 5-6) + When the eidolon moves into a space occupied by a sacred statue, the eidolon can disappear, causing the statue to become a creature under the eidolon’s control. The eidolon uses the sacred statue’s statistics in place of its own. + + + Turn Resistance + The eidolon has advantage on saving throws against any effect that turns undead. + + + Divine Dread + Each creature within 60 feet of the eidolon that can see it must succeed on a DC 15 Wisdom saving throw or be frightened of it for 1 minute. While frightened in this way, the creature must take the Dash action and move away from the eidolon by the safest available route at the start of each of its turns, unless there is nowhere for it to move, in which case the creature also becomes stunned until it can move again. A frightened target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a target’s saving throw is successful or the effect ends for it, the target is immune to any eidolon’s Divine Dread for the next 24 hours. + + + + + + + Eidolon + The gods have many methods for protecting sites they deem holy. One servant they rely on often to do so is the eidolon, a ghostly spirit bound by a sacred oath to safeguard a place of import to the divine. Forged from the souls of those who had proven their unwavering devotion, eidolons stalk temples and vaults, places where miracles have been witnessed and relics enshrined, to ensure that no enemy can gain a foothold against the gods’ cause through defilement or violence within these sites. If an enemy with such intent sets foot inside a warded location, the eidolon plunges into a graven vessel, a statue specially prepared to house the souls of these protectors. The eidolon then animates the effigy and uses the borrowed body to drive out the intruders bent on plundering the relics it is charged with guarding. +Sacred Guardians. Creating an eidolon requires a spirit of fanatical devotion — that of an individual who, in life, served with unwavering faithfulness. Upon death, a god might reward such a follower with everlasting service in the protection of a holy site. An eidolon has no purpose beyond guarding the place it was assigned to and never leaves. +Animated Statues. An eidolon has few methods for protecting itself beyond its ability to awaken its sacred vessels. When a foe enters, the eidolon leaps into action by merging its body with one of several statues at the site. After doing so, the eidolon controls the construct as if it was its own body and uses its fists to drive back intruders, smashing and crushing anything it can reach. +Undead Nature. An eidolon doesn’t require air, food, drink, or sleep. + + + + Sacred Statue + L + Construct, Mordenkainen's Tome of Foes + as the eidolon's alignment + 19 (natural) + 95 (10d10+40) + 25 ft. + 19 + 8 + 19 + 14 + 19 + 16 + Wis +8 + + acid, fire, lightning, bludgeoning piercing and slashing from nonmagical attacks + + cold, necrotic, poison + charmed, exhaustion, frightened, paralyzed, petrified, poisoned + darkvision 60 ft., passive Perception 14 + the languages the eidolon knew in life + 12 + + False Appearance + While the statue remains motionless, it is indistinguishable from a normal statue. + + + Ghostly Inhabitant + The eidolon that enters the sacred statue remains inside it until the statue drops to 0 hit points, the eidolon uses a bonus action to move out of the statue, or the eidolon is turned or forced out by an effect such as the dispel evil and good spell. When the eidolon leaves the statue, it appears in an unoccupied space within 5 feet of the statue. + + + Inert + When not inhabited by an eidolon, the statue is an object. + + + Multiattack + The statue makes two slam attacks. + + + Slam + Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 43 (6d12 + 4) bludgeoning damage. + + + Rock + Ranged Weapon Attack: +8 to hit, range 60 ft./240 ft., one target. Hit: 37 (6d10 + 4) bludgeoning damage. + + + + + + + Eidolon + The gods have many methods for protecting sites they deem holy. One servant they rely on often to do so is the eidolon, a ghostly spirit bound by a sacred oath to safeguard a place of import to the divine. Forged from the souls of those who had proven their unwavering devotion, eidolons stalk temples and vaults, places where miracles have been witnessed and relics enshrined, to ensure that no enemy can gain a foothold against the gods’ cause through defilement or violence within these sites. If an enemy with such intent sets foot inside a warded location, the eidolon plunges into a graven vessel, a statue specially prepared to house the souls of these protectors. The eidolon then animates the effigy and uses the borrowed body to drive out the intruders bent on plundering the relics it is charged with guarding. +Sacred Guardians. Creating an eidolon requires a spirit of fanatical devotion — that of an individual who, in life, served with unwavering faithfulness. Upon death, a god might reward such a follower with everlasting service in the protection of a holy site. An eidolon has no purpose beyond guarding the place it was assigned to and never leaves. +Animated Statues. An eidolon has few methods for protecting itself beyond its ability to awaken its sacred vessels. When a foe enters, the eidolon leaps into action by merging its body with one of several statues at the site. After doing so, the eidolon controls the construct as if it was its own body and uses its fists to drive back intruders, smashing and crushing anything it can reach. +Undead Nature. An eidolon doesn’t require air, food, drink, or sleep. + + + + Autumn Eladrin + M + Fey (elf), Mordenkainen's Tome of Foes + Chaotic Neutral + 19 (natural armor) + 127 (17d8+51) + 30 ft. + 12 + 16 + 16 + 14 + 17 + 18 + + Insight +7, Medicine +7 + bludgeoning piercing and slashing from non-magical attacks + + + + darkvision 60 ft., passive Perception 13 + Common, Elvish, Sylvan + 10 + + Enchanting Presence + Any non-eladrin creature that starts its turn within 60 feet of the eladrin must make a DC 16 Wisdom saving throw. On a failed save, the creature becomes charmed by the eladrin for 1 minute. On a successful save, the creature becomes immune to any eladrin’s Enchanting Presence for 24 hours. +Whenever the eladrin deals damage to the charmed creature, the creature can repeat the saving throw, ending the effect on itself on a success. + + + Fey Step (Recharge 4-6) + As a bonus action, the eladrin can teleport up to 30 feet to an unoccupied space it can see. + + + Innate Spellcasting + The eladrin’s innate spellcasting ability is Charisma (spell save DC 16). It can innately cast the following spells, requiring no material components: +At will: calm emotions, sleep +3/day each: cure wounds (as a 5th-level spell), lesser restoration +1/day each: greater restoration, heal, raise dead + + + Magic Resistance + The eladrin has advantage on saving throws against spells and other magical effects. + + + Longsword + Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d8 + 1) slashing damage, or 6 (1d10 + 1) slashing damage if used with two hands, plus 18 (4d8) psychic damage. + + + Longbow + Ranged Weapon Attack: +7 to hit, range 150/600 ft., one target. Hit: 7 (1d8 + 3) piercing damage plus 18 (4d8) psychic damage. + + + Foster Peace + If a creature charmed by the eladrin hits with an attack roll while within 60 feet of the eladrin, the eladrin magically causes the attack to miss, provided the eladrin can see the attacker. + + + Eladrin + Eladrin dwell in the verdant splendor of the Feywild. They are related to the elves found on the Material Plane, and resemble them in both their love of beauty and the value they place on personal freedom. But where other elves can temper their wild impulses, eladrin are creatures ruled by emotion — and because of their unique magical nature, they undergo physical changes to match their changes in temperament. +The eladrin have spent centuries in the Feywild, and most of them have become fey creatures as a result. Some of them are still humanoid, similar in that respect to their other elven kin. The eladrin presented here are of the fey variety. +Creatures of Passion. The magic flowing through eladrin responds to their emotional state by transforming them into different seasonal aspects, with behaviors and capabilities that change with their forms. Some eladrin might remain in a particular aspect for years, while others run through the emotional spectrum each week. +Lovers of Beauty. Regardless of the aspect they express, eladrin love beauty and surround themselves with lovely things. Eladrin try to possess any objects they find striking. They might seek to own a painting, a statue, or a glittering jewel. When they encounter people of comely form or luminous spirit, they use their magic to delight those folk or, in the case of evil eladrin, to abduct them. +CHANGEABLE NATURE +Whenever one of the eladrin presented here finishes a long rest, it can associate itself with a different season, provided it isn’t incapacitated. When the eladrin makes this change, it uses the stat block of the new season, rather than its old stat block. Any damage the eladrin sustained in its original form applies to the new form, as do any conditions or other ongoing effects affecting it. +Eladrin often enter the autumn season when they are overcome by feelings of goodwill. In this aspect, they defuse conflicts and alleviate suffering by using their magic to heal, to cure, and to relieve any ailment that might afflict the people who come to them for aid. They tolerate no violence in their presence and move quickly to settle disputes, to ensure that peace continues to reign. + + + + Spring Eladrin + M + Fey (elf), Mordenkainen's Tome of Foes + Chaotic Neutral + 19 (natural armor) + 127 (17d8+51) + 30 ft. + 12 + 16 + 16 + 18 + 11 + 18 + + Deception +8, Persuasion +8 + bludgeoning piercing and slashing from non-magical attacks + + + + darkvision 60 ft., passive Perception 10 + Common, Elvish, Sylvan + 10 + + Joyful Presence + Any non-eladrin creature that starts its turn within 60 feet of the eladrin must make a DC 16 Wisdom saving throw. On a failed save, the creature becomes charmed by the eladrin for 1 minute. On a successful save, the creature becomes immune to any eladrin’s Joyful Presence for 24 hours. +Whenever the eladrin deals damage to the charmed creature, it can repeat the saving throw, ending the effect on itself on a success. + + + Fey Step (Recharge 4-6) + As a bonus action, the eladrin can teleport up to 30 feet to an unoccupied space it can see. + + + Innate Spellcasting + The eladrin’s innate spellcasting ability is Charisma (spell save DC 16). It can innately cast the following spells, requiring no material components: +At will: charm person, Tasha’s hideous laughter +3/day each: confusion, enthrall, suggestion +1/day each: hallucinatory terrain, Otto’s irresistible dance + + + Magic Resistance + The eladrin has advantage on saving throws against spells and other magical effects. + + + Multiattack + The eladrin makes two weapon attacks. The eladrin can cast one spell in place of one of these attacks. + + + Longsword + Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) slashing damage, or 7 (1d10 + 2) slashing damage if used with two hands, plus 4 (1d8) psychic damage. + + + Longbow + Ranged Weapon Attack: +7 to hit, range 150/600 ft., one target. Hit: 7 (1d8 + 3) piercing damage plus 4 (1d8) psychic damage. + + + Eladrin + Eladrin dwell in the verdant splendor of the Feywild. They are related to the elves found on the Material Plane, and resemble them in both their love of beauty and the value they place on personal freedom. But where other elves can temper their wild impulses, eladrin are creatures ruled by emotion — and because of their unique magical nature, they undergo physical changes to match their changes in temperament. +The eladrin have spent centuries in the Feywild, and most of them have become fey creatures as a result. Some of them are still humanoid, similar in that respect to their other elven kin. The eladrin presented here are of the fey variety. +Creatures of Passion. The magic flowing through eladrin responds to their emotional state by transforming them into different seasonal aspects, with behaviors and capabilities that change with their forms. Some eladrin might remain in a particular aspect for years, while others run through the emotional spectrum each week. +Lovers of Beauty. Regardless of the aspect they express, eladrin love beauty and surround themselves with lovely things. Eladrin try to possess any objects they find striking. They might seek to own a painting, a statue, or a glittering jewel. When they encounter people of comely form or luminous spirit, they use their magic to delight those folk or, in the case of evil eladrin, to abduct them. +CHANGEABLE NATURE +Whenever one of the eladrin presented here finishes a long rest, it can associate itself with a different season, provided it isn’t incapacitated. When the eladrin makes this change, it uses the stat block of the new season, rather than its old stat block. Any damage the eladrin sustained in its original form applies to the new form, as do any conditions or other ongoing effects affecting it. +Their hearts filled with joy, spring eladrin cavort through their sylvan realms, their songs and laughter filling the air. These playful eladrin beguile other creatures to fill them with the joy of spring. Their antics can lead other creatures into danger and make mischief for them. + + + + Summer Eladrin + M + Fey (elf), Mordenkainen's Tome of Foes + Chaotic Neutral + 19 (natural armor) + 127 (17d8+51) + 50 ft. + 19 + 21 + 16 + 14 + 12 + 18 + + Athletics +8, Intimidation +8 + bludgeoning piercing and slashing from non-magical attacks + + + + darkvision 60 ft., passive Perception 9 + Common, Elvish, Sylvan + 10 + + Fearsome Presence + Any non-eladrin creature that starts its turn within 60 feet of the eladrin must make a DC 16 Wisdom saving throw. On a failed save, the creature becomes frightened of the eladrin for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature’s saving throw is successful or the effect ends for it, the creature is immune to any eladrin’s Fearsome Presence for the next 24 hours. + + + Fey Step (Recharge 4-6) + As a bonus action, the eladrin can teleport up to 30 feet to an unoccupied space it can see. + + + Magic Resistance + The eladrin has advantage on saving throws against spells and other magical effects. + + + Multiattack + The eladrin makes two weapon attacks. + + + Longsword + Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) slashing damage, or 15 (2d10 + 4) slashing damage if used with two hands, plus 4 (1d8) fire damage. + + + Longbow + Ranged Weapon Attack: +9 to hit, range 150/600 ft., one target. Hit: 14 (2d8 + 5) piercing damage plus 4 (1d8) fire damage. + + + Parry + The eladrin adds 3 to its AC against one melee attack that would hit it. To do so, the eladrin must see the attacker and be wielding a melee weapon. + + + Eladrin + Eladrin dwell in the verdant splendor of the Feywild. They are related to the elves found on the Material Plane, and resemble them in both their love of beauty and the value they place on personal freedom. But where other elves can temper their wild impulses, eladrin are creatures ruled by emotion — and because of their unique magical nature, they undergo physical changes to match their changes in temperament. +The eladrin have spent centuries in the Feywild, and most of them have become fey creatures as a result. Some of them are still humanoid, similar in that respect to their other elven kin. The eladrin presented here are of the fey variety. +Creatures of Passion. The magic flowing through eladrin responds to their emotional state by transforming them into different seasonal aspects, with behaviors and capabilities that change with their forms. Some eladrin might remain in a particular aspect for years, while others run through the emotional spectrum each week. +Lovers of Beauty. Regardless of the aspect they express, eladrin love beauty and surround themselves with lovely things. Eladrin try to possess any objects they find striking. They might seek to own a painting, a statue, or a glittering jewel. When they encounter people of comely form or luminous spirit, they use their magic to delight those folk or, in the case of evil eladrin, to abduct them. +CHANGEABLE NATURE +Whenever one of the eladrin presented here finishes a long rest, it can associate itself with a different season, provided it isn’t incapacitated. When the eladrin makes this change, it uses the stat block of the new season, rather than its old stat block. Any damage the eladrin sustained in its original form applies to the new form, as do any conditions or other ongoing effects affecting it. +When they are angered, eladrin enter the season of summer, a burning, tempestuous state that transforms them into aggressive warriors eager to vent their wrath. Their magic responds to their fury and amplifies their fighting ability, which helps them move with astonishing quickness and strike with terrible force. + + + + Winter Eladrin + M + Fey (elf), Mordenkainen's Tome of Foes + Chaotic Neutral + 19 (natural armor) + 127 (17d8+51) + 30 ft. + 11 + 10 + 16 + 18 + 17 + 13 + + + bludgeoning piercing and slashing from non-magical attacks + + + + darkvision 60 ft., passive Perception 13 + Common, Elvish, Sylvan + 10 + + Sorrowful Presence + Any non-eladrin creature that starts its turn within 60 feet of the eladrin must make a DC 13 Wisdom saving throw. On a failed save, the creature becomes charmed by the eladrin for 1 minute. While charmed in this way, the creature has disadvantage on ability checks and saving throws. The charmed creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature’s saving throw is successful or the effect ends for it, the creature is immune to any eladrin’s Sorrowful Presence for the next 24 hours. +Whenever the eladrin deals damage to the charmed creature, it can repeat the saving throw, ending the effect on itself on a success. + + + Fey Step (Recharge 4-6) + As a bonus action, the eladrin can teleport up to 30 feet to an unoccupied space it can see. + + + Innate Spellcasting + The eladrin’s innate spellcasting ability is Intelligence (spell save DC 16). It can innately cast the following spells, requiring no material components: +At will: fog cloud, gust of wind +1/day each: cone of cold, ice storm + + + Magic Resistance + The eladrin has advantage on saving throws against spells and other magical effects. + + + Longsword + Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d8) slashing damage, or 5 (1d10) slashing damage if used with two hands. + + + Longbow + Ranged Weapon Attack: +4 to hit, range 150/600 ft., one target. Hit: 4 (1d8) piercing damage. + + + Frigid Rebuke + When the eladrin takes damage from a creature the eladrin can see within 60 feet of it, the eladrin can force that creature to succeed on a DC 16 Constitution saving throw or take 11 (2d10) cold damage. + + + Eladrin + Eladrin dwell in the verdant splendor of the Feywild. They are related to the elves found on the Material Plane, and resemble them in both their love of beauty and the value they place on personal freedom. But where other elves can temper their wild impulses, eladrin are creatures ruled by emotion — and because of their unique magical nature, they undergo physical changes to match their changes in temperament. +The eladrin have spent centuries in the Feywild, and most of them have become fey creatures as a result. Some of them are still humanoid, similar in that respect to their other elven kin. The eladrin presented here are of the fey variety. +Creatures of Passion. The magic flowing through eladrin responds to their emotional state by transforming them into different seasonal aspects, with behaviors and capabilities that change with their forms. Some eladrin might remain in a particular aspect for years, while others run through the emotional spectrum each week. +Lovers of Beauty. Regardless of the aspect they express, eladrin love beauty and surround themselves with lovely things. Eladrin try to possess any objects they find striking. They might seek to own a painting, a statue, or a glittering jewel. When they encounter people of comely form or luminous spirit, they use their magic to delight those folk or, in the case of evil eladrin, to abduct them. +CHANGEABLE NATURE +Whenever one of the eladrin presented here finishes a long rest, it can associate itself with a different season, provided it isn’t incapacitated. When the eladrin makes this change, it uses the stat block of the new season, rather than its old stat block. Any damage the eladrin sustained in its original form applies to the new form, as do any conditions or other ongoing effects affecting it. +When sorrow distresses eladrin, they enter the winter season, becoming figures of melancholy and bitterness. Frozen tears drop from their cheeks, and their palpable sadness emanates from them as bitter cold. + + + + Leviathan + G + Elemental, Mordenkainen's Tome of Foes + neurtral + 17 (natural) + 328 (16d20+160) + 40 ft., swim 120 ft. + 30 + 24 + 30 + 2 + 18 + 17 + Wis +10, Cha +9 + + bludgeoning piercing and slashing from nonmagical attacks + + acid, poison + exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained, stunned + darkvision 60 ft., passive Perception 14 + + 20 + + Legendary Resistance (3/Day) + If the leviathan fails a saving throw, it can choose to succeed instead. + + + Partial Freeze + If the leviathan takes 50 cold damage or more during a single turn, the leviathan partially freezes; until the end of its next turn, its speeds are reduced to 20 feet, and it makes attack rolls with disadvantage. + + + Siege Monster + The leviathan deals double damage to objects and structures (included in Tidal Wave). + + + Water Form + The leviathan can enter a hostile creature’s space and stop there. It can move through a space as narrow as 1 inch wide without squeezing. + + + Multiattack + The leviathan makes two attacks: one with its slam and one with its tail. + + + Slam + Melee Weapon Attack: +16 to hit, reach 20 ft., one target. Hit: 15 (1d10 + 10) bludgeoning damage plus 5 (1d10) acid damage. + + + Tail + Melee Weapon Attack: +16 to hit, reach 20 ft., one target. Hit: 16 (1d12 + 10) bludgeoning damage plus 6 (1d12) acid damage. + + + Tidal Wave (Recharge 6) + While submerged, the leviathan magically creates a wall of water centered on itself. The wall is up 250 feet long, up to 250 feet high, and up to 50 feet thick. +When the wall appears, all other creatures within its area must each make a DC 24 Strength saving throw. A creature takes 33 (6d10) bludgeoning damage on failed save, or half as much damage on a successful one. +At the start of each of the leviathan’s turns after the wall appears, the wall, along with any other creatures in it, moves 50 feet away from the leviathan. Any Huge or smaller creature inside the wall or whose space the wall enters when it moves must succeed on a DC 24 Strength saving throw or take 27 (5d10) bludgeoning damage. A creature takes this damage no more than once on a turn. At the end of each turn the wall moves, the wall’s height is reduced by 50 feet, and the damage creatures take from the wall on subsequent rounds is reduced by 1d10. When the wall reaches 0 feet in height, the effect ends. +A creature caught in the wall can move by swimming. Because of the force of the wave, though, the creature must make a successful DC 24 Strength (Athletics) check to swim at all during that turn. + + + + + + + Elder Elementals + On their native planes, elementals sweep across the weird and tempestuous landscape. Some possess greater power, gained by feeding on their lesser kin and adding the essence of creatures they have devoured to their own until they become something extraordinary. When summoned, these elder elementals manifest as beings of apocalyptic capability, entities whose mere existence promises destruction. +Deadly When Summoned. The methods for summoning elder elementals remain hidden in forbidden tomes or inscribed on the walls of lost temples raised to honor the Elder Elemental Eye. Only casters of superlative skill have even the faintest chance of calling forth one of these monsters, and the spellcaster is often destroyed by the effort. Thus, only the most unhinged and nihilistic members of Elemental Evil cults attempt such a summoning, in the hope of hastening the world toward some cataclysmic end. +Elemental Nature. An elder elemental doesn’t require air, food, drink, or sleep. +Leviathan +A towering wall of water that drags ships down to the ocean’s depths and washes away coastal settlements — that phenomenon typifies the destruction a leviathan can unleash on the world. When called forth, a leviathan arises from a large body of water to form an immense serpent-shaped creature. + + + Legendary Actions + The leviathan can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The leviathan regains spent legendary actions at the start of its turn. + + + Slam + The leviathan makes one slam attack. + + + Move + The leviathan moves up to its speed. + + + + Phoenix + G + Elemental, Mordenkainen's Tome of Foes + neutral + 18 () + 175 (10d20+70) + 20 ft., fly 120 ft. + 19 + 26 + 25 + 2 + 21 + 18 + Wis +10, Cha +9 + + bludgeoning piercing and slashing from nonmagical attacks + + fire, poison + exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained, stunned + darkvision 60 ft., passive Perception 15 + + 16 + + Fiery Death and Rebirth + When the phoenix dies, it explodes. Each creature within 60-feet of it must make a DC 20 Dexterity saving throw, taking 22 (4d10) fire damage on a failed save, or half as much damage on a successful one. The fire ignites flammable objects in the area that aren’t worn or carried. +The explosion destroys the phoenix’s body and leaves behind an egg-shaped cinder that weighs 5 pounds. The cinder is blazing hot, dealing 21 (6d6) fire damage to any creature that touches it, though no more than once per round. The cinder is immune to all damage, and after 1d6 days, it hatches a new phoenix. + + + Flyby + The phoenix doesn’t provoke opportunity attacks when it flies out of an enemy’s reach. + + + Illumination + The phoenix sheds bright light in a 60-foot radius and dim light for an additional 30 feet. + + + Fire Form + The phoenix can move through a space as narrow as 1 inch wide without squeezing. Any creature that touches the phoenix or hits it with a melee attack while within 5 feet of it takes 5 (1d10) fire damage. In addition, the phoenix can enter a hostile creature’s space and stop there. The first time it enters a creature’s space on a turn, that creature takes 5 (1d10) fire damage. With a touch, the phoenix can also ignite flammable objects that aren’t worn or carried (no action required). + + + Legendary Resistance (3/Day) + If the phoenix fails a saving throw, it can choose to succeed instead. + + + Siege Monster + The phoenix deals double damage to objects and structures. + + + Multiattack + The phoenix makes two attacks: one with its beak and one with its fiery talons. + + + Beak + Melee Weapon Attack: +13 to hit, reach 15 ft., one target. Hit: 15 (2d6 + 8) fire damage. If the target is a creature or a flammable object, it ignites. Until a creature takes an action to douse the fire, the target takes 5 (1d10) fire damage at the start of each of its turns. + + + Fiery Talons + Melee Weapon Attack: +13 to hit, reach 15 ft., one target. Hit: 17 (2d8 + 8) fire damage. + + + + + + + Elder Elementals + On their native planes, elementals sweep across the weird and tempestuous landscape. Some possess greater power, gained by feeding on their lesser kin and adding the essence of creatures they have devoured to their own until they become something extraordinary. When summoned, these elder elementals manifest as beings of apocalyptic capability, entities whose mere existence promises destruction. +Deadly When Summoned. The methods for summoning elder elementals remain hidden in forbidden tomes or inscribed on the walls of lost temples raised to honor the Elder Elemental Eye. Only casters of superlative skill have even the faintest chance of calling forth one of these monsters, and the spellcaster is often destroyed by the effort. Thus, only the most unhinged and nihilistic members of Elemental Evil cults attempt such a summoning, in the hope of hastening the world toward some cataclysmic end. +Elemental Nature. An elder elemental doesn’t require air, food, drink, or sleep. +Phoenix +Releasing a phoenix from the Inner Planes creates an explosion of fire that spreads across the sky. An enormous fiery bird forms in the center of the flames and smoke — an elder elemental possessed by a need to burn everything to ash. The phoenix rarely stays in one place for long as it strives to transform the world into an inferno. + + + Legendary Actions + The phoenix can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The phoenix regains spent legendary actions at the start of its turn. + + + Peck + The phoenix makes one beak attack. + + + Move + The phoenix moves up to its speed. + + + Swoop (Costs 2 Actions) + The phoenix moves up to its speed and attacks with its fiery talons. + + + + Elder Tempest + G + Elemental, Mordenkainen's Tome of Foes + neutral + 19 () + 264 (16d20+96) + 0 ft., fly 120 ft. (hover) + 23 + 28 + 23 + 2 + 21 + 18 + Wis +12, Cha +11 + + bludgeoning piercing and slashing from nonmagical attacks + + lightning, poison, thunder + exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained, stunned + darkvision 60 ft., passive Perception 15 + + 23 + + Air Form + The tempest can enter a hostile creature’s space and stop there. It can move through a space as narrow as 1 inch wide without squeezing. + + + Flyby + The tempest doesn’t provoke opportunity attacks when it flies out of an enemy’s reach. + + + Legendary Resistance (3/Day) + If the tempest fails a saving throw, it can choose to succeed instead. + + + Living Storm + The tempest is always at the center of a storm 1d6 + 4 miles in diameter. Heavy precipitation in the form of either rain or snow falls there, causing the area to be lightly obscured. Heavy rain also extinguishes open flames and imposes disadvantage on Wisdom (Perception) checks that rely on hearing. +In addition, strong winds swirl in the area covered by the storm. The winds impose disadvantage on ranged attack rolls. The winds extinguish open flames and disperse fog. + + + Siege Monster + The tempest deals double damage to objects and structures. + + + Multiattack + The tempest makes two attacks with its thunderous slam. + + + Thunderous Slam + Melee Weapon Attack: +16 to hit, reach 20 ft., one target. Hit: 23 (4d6 + 9) thunder damage. + + + Lightning Storm (Recharge 6) + All other creatures within 120 feet of the tempest must each make a DC 20 Dexterity saving throw, taking 27 (6d8) lightning damage on a failed save, or half as much damage on a successful one. If a target’s saving throw fails by 5 or more, the creature is also stunned until the end of its next turn. + + + + + + + Elder Elementals + On their native planes, elementals sweep across the weird and tempestuous landscape. Some possess greater power, gained by feeding on their lesser kin and adding the essence of creatures they have devoured to their own until they become something extraordinary. When summoned, these elder elementals manifest as beings of apocalyptic capability, entities whose mere existence promises destruction. +Deadly When Summoned. The methods for summoning elder elementals remain hidden in forbidden tomes or inscribed on the walls of lost temples raised to honor the Elder Elemental Eye. Only casters of superlative skill have even the faintest chance of calling forth one of these monsters, and the spellcaster is often destroyed by the effort. Thus, only the most unhinged and nihilistic members of Elemental Evil cults attempt such a summoning, in the hope of hastening the world toward some cataclysmic end. +Elemental Nature. An elder elemental doesn’t require air, food, drink, or sleep. +Elder Tempest +Terrifying storms manifest in the body of the elder tempest. A being carved from clouds, wind, rain, and lightning, the elder tempest assumes the shape of a serpent that slithers through the sky. The tempest drowns the land beneath it with rain and stabs the earth with lances of lightning. Punishing winds scream around it as it flies, feeding the chaos it creates. + + + Legendary Actions + The tempest can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The tempest regains spent legendary actions at the start of its turn. + + + Move + The tempest moves up to its speed. + + + Lightning Strike (Costs 2 Actions) + The tempest can cause a bolt of lightning to strike a point on the ground anywhere under its storm. Each creature within 5 feet of that point must make a DC 20 Dexterity saving throw, taking 16 (3d10) lightning damage on a failed save, or half as much damage on a successful one. + + + Screaming Gale (Costs 3 Actions) + The tempest releases a blast of thunder and wind in a line that is 1 mile long and 20 feet wide. Objects in that area take 22 (4d10) thunder damage. Each creature there must succeed on a DC 21 Dexterity saving throw or take 22 (4d10) thunder damage and be flung up to 60 feet in a direction away from the line. If a thrown target collides with an immovable object, such as a wall or floor, the target takes 3 (1d6) bludgeoning damage for every 10 feet it was thrown before impact. If the target would collide with another creature instead, that other creature must succeed on a DC 19 Dexterity saving throw or take the same damage and be knocked prone. + + + + Zaratan + G + Elemental, Mordenkainen's Tome of Foes + neutral + 21 (natural armor) + 307 (15d20+150) + 40 ft., swim 40 ft. + 30 + 10 + 30 + 2 + 21 + 18 + Wis +12, Cha +11 + + cold, fire, lightning, bludgeoning piercing and slashing from nonmagical attacks + thunder + poison + exhaustion, paralyzed, petrified, poisoned, stunned + darkvision 60 ft., tremorsense 60 ft., +passive Perception 15 + + 22 + + Earth-Shaking Movement + As a bonus action after moving at least 10 feet on the ground, the zaratan can send a shock wave through the ground in a 120-foot-radius circle centered on itself. That area becomes difficult terrain for 1 minute. Each creature on the ground that is concentrating must succeed on a DC 25 Constitution saving throw or the creature’s concentration is broken. +The shock wave deals 100 thunder damage to all structures in contact with the ground in the area. If a creature is near a structure that collapses, the creature might be buried; a creature within half the distance of the structure’s height must make a DC 25 Dexterity saving throw. On a failed save, the creature takes 17 (5d6) bludgeoning damage, is knocked prone, and is trapped in the rubble. A trapped creature is restrained, requiring a successful DC 20 Strength (Athletics) check as an action to escape. Another creature within 5 feet of the buried creature can use its action to clear rubble and grant advantage on the check. If three creatures use their actions in this way, the check is an automatic success. On a successful save, the creature takes half as much damage and doesn’t fall prone or become trapped. + + + Legendary Resistance (3/Day) + If the zaratan fails a saving throw, it can choose to succeed instead. + + + Magic Weapons + The zaratan’s weapon attacks are magical. + + + Siege Monster + The elemental deals double damage to objects and structures (included in Earth-Shaking Movement). + + + Multiattack + The zaratan makes two attacks: one with its bite and one with its stomp. + + + Bite + Melee Weapon Attack: +17 to hit, reach 20 ft., one target. Hit: 28 (4d8 + 10) piercing damage. + + + Stomp + Melee Weapon Attack: +17 to hit, reach 20 ft., one target. Hit: 26 (3d10 + 10) bludgeoning damage. + + + Spit Rock + Ranged Weapon Attack: +17 to hit, range 120 ft./240 ft., one target. Hit: 31 (6d8 + 10) bludgeoning damage. + + + Spew Debris (Recharge 5-6) + The zaratan exhales rocky debris in a 90-foot cube. Each creature in that area must make a DC 25 Dexterity saving throw. A creature takes 33 (6d10) bludgeoning damage on a failed save, or half as much damage on a successful one. A creature that fails the save by 5 or more is knocked prone. + + + + + + + Elder Elementals + On their native planes, elementals sweep across the weird and tempestuous landscape. Some possess greater power, gained by feeding on their lesser kin and adding the essence of creatures they have devoured to their own until they become something extraordinary. When summoned, these elder elementals manifest as beings of apocalyptic capability, entities whose mere existence promises destruction. +Deadly When Summoned. The methods for summoning elder elementals remain hidden in forbidden tomes or inscribed on the walls of lost temples raised to honor the Elder Elemental Eye. Only casters of superlative skill have even the faintest chance of calling forth one of these monsters, and the spellcaster is often destroyed by the effort. Thus, only the most unhinged and nihilistic members of Elemental Evil cults attempt such a summoning, in the hope of hastening the world toward some cataclysmic end. +Elemental Nature. An elder elemental doesn’t require air, food, drink, or sleep. +Zaratan +When a zaratan is summoned from the Elemental Plane of Earth, the ground rises up to take the shape of what looks like a hulking, armored reptile, its shell composed of the landscape from which it arose. The zaratan plods across the land, each step sending shock waves through the ground severe enough to unsettle structures. Dim-witted, the zaratan lurches onward, expressing its rage through its trumpeting calls and the occasional boulder or blast of debris it spews from its cavernous maw. If seriously injured, the zaratan slowly retracts its appendages to gain shelter beneath its impervious shell, biding its time until it recovers and can resume its march. + + + Legendary Actions + The zaratan can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The zaratan regains spent legendary actions at the start of its turn. + + + Stomp + The zaratan makes one stomp attack. + + + Move + The zaratan moves up to its speed. + + + Spit (Costs 2 Actions) + The zaratan uses Spit Rock. + + + Retract (Costs 2 Actions) + The zaratan retracts into its shell. Until it takes its Emerge action, it has resistance to all damage, and it is restrained. The next time it takes a legendary action, it must take its Revitalize or Emerge action. + + + Revitalize (Costs 2 Actions) + The zaratan can use this option only if it is retracted in its shell. It regains 52 (5d20) hit points. The next time it takes a legendary action, it must take its Emerge action. + + + Emerge (Costs 2 Actions) + The zaratan emerges from its shell and uses Spit Rock. It can use this option only if it is retracted in its shell. + + + + Air Elemental Myrmidon + M + Elemental, Mordenkainen's Tome of Foes + neutral + 18 (plate) + 117 (18d8+36) + 30 ft., fly 30 ft. (hover) + 18 + 14 + 14 + 9 + 10 + 10 + + + lightning, thunder; bludgeoning piercing and slashing from nonmagical attacks + + poison + paralyzed, petrified, poisoned, prone + darkvision 60 ft., passive Perception 10 + Auran, one language of its creator’s choice + 7 + + Magic Weapons + The myrmidon’s weapon attacks are magical. + + + Multiattack + The myrmidon makes three flail attacks. + + + Flail + Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) bludgeoning damage. + + + Lightning Strike (Recharge 6) + The myrmidon makes one flail attack. On a hit, the target takes an extra 18 (4d8) lightning damage, and the target must succeed on a DC 13 Constitution saving throw or be stunned until the end of the myrmidon’s next turn. + + + + + + + Elemental Myrmidons + Elemental myrmidons are elementals conjured and bound by magic into ritually created suits of plate armor. In this form, they possess no recollection of their former existence as free elementals. They exist only to follow the commands of their creators. + + + + Earth Elemental Myrmidon + M + Elemental, Mordenkainen's Tome of Foes + neutral + 18 (plate) + 127 (17d8+51) + 30 ft. + 18 + 10 + 17 + 8 + 10 + 10 + + + bludgeoning piercing and slashing from nonmagical attacks + + poison + paralyzed, petrified, poisoned, prone + darkvision 60 ft., passive Perception 10 + Terran, one language of its creator’s choice + 7 + + Magic Weapons + The myrmidon’s weapon attacks are magical. + + + Multiattack + The myrmidon makes two maul attacks. + + + Maul + Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) bludgeoning damage + + + Thunderous Strike (Recharge 6) + The myrmidon makes one maul attack. On a hit, the target takes an extra 16 (3d10) thunder damage, and the target must succeed on a DC 14 Strength saving throw or be knocked prone. + + + + + + + Elemental Myrmidons + Elemental myrmidons are elementals conjured and bound by magic into ritually created suits of plate armor. In this form, they possess no recollection of their former existence as free elementals. They exist only to follow the commands of their creators. + + + + Fire Elemental Myrmidon + M + Elemental, Mordenkainen's Tome of Foes + neutral + 18 (plate) + 123 (19d8+38) + 40 ft. + 13 + 18 + 15 + 9 + 10 + 10 + + + bludgeoning piercing and slashing from nonmagical attacks + + fire, poison + paralyzed, petrified, poisoned, prone + darkvision 60 ft., passive Perception 10 + Ignan, one language of its creator’s choice + 7 + + Illumination + The myrmidon sheds bright light in a 20-foot radius and dim light in a 40-foot radius. + + + Magic Weapons + The myrmidon’s weapon attacks are magical. + + + Water Susceptibility + For every 5 feet the myrmidon moves in 1 foot or more of water, it takes 2 (1d4) cold damage. + + + Multiattack + The myrmidon makes three scimitar attacks.. + + + Scimitar + Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) slashing damage. + + + Fiery Strikes (Recharge 6) + The myrmidon uses Multiattack. Each attack that hits deals an extra 5 (1d10) fire damage. + + + + + + + Elemental Myrmidons + Elemental myrmidons are elementals conjured and bound by magic into ritually created suits of plate armor. In this form, they possess no recollection of their former existence as free elementals. They exist only to follow the commands of their creators. + + + + Water Elemental Myrmidon + M + Elemental, Mordenkainen's Tome of Foes + neutral + 18 (plate) + 127 (17d8+51) + 40 ft., swim 40 ft. (hover) + 18 + 14 + 15 + 8 + 10 + 10 + + + acid, bludgeoning piercing and slashing from nonmagical attacks + + poison + paralyzed, petrified, poisoned, prone + darkvision 60 ft., passive Perception 10 + Aquan, one language of its creator’s choice + 7 + + Magic Weapons + The myrmidon’s weapon attacks are magical. + + + Multiattack + The myrmidon makes three trident attacks. + + + Trident + Melee or Ranged Weapon Attack: +7 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 7 (1d6 + 4) piercing damage, or 8 (1d8 + 4) piercing damage if used with two hands to make a melee attack. + + + Freezing Strikes (Recharge 6) + The myrmidon uses Multiattack. Each attack that hits deals an extra 5 (1d10) cold damage. A target that is hit by one or more of these attacks has its speed reduced by 10 feet until the end of the myrmidon’s next turn. + + + + + + + Elemental Myrmidons + Elemental myrmidons are elementals conjured and bound by magic into ritually created suits of plate armor. In this form, they possess no recollection of their former existence as free elementals. They exist only to follow the commands of their creators. + + + + Giff + M + humanoid, Mordenkainen's Tome of Foes + lawful neutral + 16 (breastplate) + 60 (8d8+24) + 30 ft. + 18 + 14 + 17 + 11 + 12 + 12 + + + + + + + passive Perception 11 + Common + 3 + + Headfirst Charge + The giff can try to knock a creature over; if the giff moves at least 20 feet in a straight line that ends within 5 feet of a Large or smaller creature, that creature must succeed on a DC 14 Strength saving throw or take 7 (2d6) bludgeoning damage and be knocked prone. + + + Firearms Knowledge + The giff’s mastery of its weapons enables it to ignore the loading property of muskets and pistols. + + + Multiattack + The giff makes two pistol attacks. + + + Longsword + Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) slashing damage, or 9 (1d10 + 4) slashing damage if used with two hands. + + + Musket + Ranged Weapon Attack: +4 to hit, range 40/120 ft., one target. Hit: 7 (1d12 + 2) piercing damage. + + + Pistol + Ranged Weapon Attack: +4 to hit, range 30/90 ft., one target. Hit: 7 (1d10 + 2) piercing damage. + + + Fragmentation Grenade (1/day) + The giff throws a grenade up to 60 feet. Each creature within 20 feet of the grenade’s detonation must make a DC 15 Dexterity saving throw, taking 17 (5d6) piercing damage on a failed save, or half as much damage on a successful one. + + + + + + + Giff + It’s easy to spot the giff in a room: a group of 7-foot-tall, hippopotamus-headed humanoids attired in gaudy military uniforms, with gleaming pistols and muskets on display. These spacefaring mercenaries are renowned for their martial training and their love of explosives. +Military Organization. Every aspect of giff society is organized along military lines. From birth until death, every giff has a military rank. It must follow orders from those of superior rank, and it can give orders to those of lower rank. Promotions don’t depend on age but are granted by a superior as a reward for valor. Giff are devoted to their children, even as most of their education is geared toward fighting and war. +Mercenaries Extraordinaire. Giff are in high demand as warriors for hire, but they insist on serving in units composed entirely of giff; a giff hiring itself out individually is unheard of. Giff refuse to fight other giff, and will never agree to a contract unless it stipulates that they can sit out a battle rather than wage war against their kin. A giff prizes the reputation of its unit above its own life. Life is fleeting, but the regiment endures for generations or even centuries. +A Whiff of Gunpowder. Muskets and grenades are the favorite weapons of every giff. The bigger the boom, the brighter the flash, and the thicker the smoke it produces, the more giff love a weapon. Their skill with gunpowder is another reason for their popularity as mercenaries. Giff revel in the challenge of building a bomb big enough to level a fortification. They gladly accept payment in kegs of gunpowder in preference to gold, gems, or other currency. +No Honor in Magic. Some giff become wizards, clerics, and other kinds of spellcasters, but they’re so infrequent that most giff mercenary units have no magical capability. Typical giff are as smart as the average human, but their focus on military training to the exclusion of all other areas of study can make them seem dull-witted to those who have more varied interests. + + + Gunpowder by the Keg + Aside from their personal gunpowder weapons, giff ships and mercenary companies carry spare gunpowder in kegs. In an emergency, or any time a large explosion is needed, a whole keg can be detonated. A giff lights the fuse on the keg and can then throw the keg up to 15 feet as part of the same action. The keg explodes at the start of the giff’s next turn. Each creature within 20 feet of the exploding keg must make a DC 12 Dexterity saving throw. On a failed save, a creature takes 24 (7d6) fire damage and is knocked prone. On a successful save, a creature takes half as much damage and isn’t knocked prone. +Every other keg of gunpowder within 20 feet of an exploding keg has a 50 percent chance of also exploding. Check each keg only once per turn, no matter how many other kegs explode around it. + + + + Githyanki Gish + M + humanoid (gith), Mordenkainen's Tome of Foes + lawful evil + 17 (half-plate) + 123 (19d8+38) + 30 ft. + 17 + 15 + 14 + 16 + 15 + 16 + Con +6, Int +7, Wis +6 + Insight +6, Perception +6, Stealth +6 + + + + + passive Perception 16 + Gith + 10 + + Innate Spellcasting (Psionics) + The githyanki’s innate spellcasting ability is Intelligence (spell save DC 15, +7 to hit with spell attacks). It can innately cast the following spells, requiring no components: +At will: mage hand (the hand is invisible) +3/day each: jump, misty step, nondetection (self only) +1/day each: plane shift, telekinesis + + + Spellcasting + The githyanki is an 8th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 15, +7 to hit with spell attacks). The githyanki has the following wizard spells prepared: +Cantrips (at will): blade ward, light, message, true strike +1st level (4 slots): expeditious retreat, magic missile, sleep, thunderwave +2nd level (3 slots): blur, invisibility, levitate +3rd level (3 slots): counterspell, fireball, haste +4th level (2 slots): dimension door + + + War Magic + When the githyanki uses its action to cast a spell, it can make one weapon attack as a bonus action + + + Multiattack + The githyanki makes two longsword attacks. + + + Longsword + Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) slashing damage, or 8 (1d10 + 3) slashing damage if used with two hands, plus 18 (4d8) psychic damage. + + + + + + + Gith + The descendants of an ancient people — so old their original name has been lost — have turned against each other, becoming vicious enemies divided over mortality, purpose, and the machinations of their leaders. The bellicose githyanki terrorize the Astral Plane, raiding into other worlds to plunder the multiverse of its magic and riches. The githzerai live apart from the rest of the cosmos, content within the confines of their fortresses floating through the chaos of Limbo. Although the two groups of gith despise each other, their hatred for the mind flayers from whom they escaped endures, and both githyanki and githzerai are dedicated to hunting their ancestral foes. + + + Githyanki Gish + Their keen minds and psionic gifts allow the githyanki to master magic. Gish blend their magical abilities with swordplay to become dangerous foes in battle. Their specialized capabilities make them well suited for assassination, raiding, and espionage. + + + + Githyanki Kith'rak + M + humanoid (gith), Mordenkainen's Tome of Foes + Lawful Evil + 18 (plate) + 180 (24d8+72) + 30 ft. + 18 + 16 + 17 + 16 + 15 + 17 + Con +7, Int +7, Wis +6 + Intimidation +7, Perception +6 + + + + + passive Perception 16 + Gith + 12 + + Innate Spellcasting (Psionics) + The githyanki’s innate spellcasting ability is Intelligence (spell save DC 15, +7 to hit with spell attacks). It can innately cast the following spells, requiring no components: +At will: mage hand (the hand is invisible) +3/day each: blur, jump, misty step, nondetection (self only) +1/day each: plane shift, telekinesis + + + Rally the Troops + As a bonus action, the githyanki can magically end the charmed and frightened conditions on itself and each creature of its choice that it can see within 30 feet of it. + + + Multiattack + The githyanki makes three greatsword attacks. + + + Greatsword + Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage plus 17 (5d6) psychic damage. + + + Parry + The githyanki adds 4 to its AC against one melee attack that would hit it. To do so, the githyanki must see the attacker and be wielding a melee weapon. + + + Gith + The descendants of an ancient people — so old their original name has been lost — have turned against each other, becoming vicious enemies divided over mortality, purpose, and the machinations of their leaders. The bellicose githyanki terrorize the Astral Plane, raiding into other worlds to plunder the multiverse of its magic and riches. The githzerai live apart from the rest of the cosmos, content within the confines of their fortresses floating through the chaos of Limbo. Although the two groups of gith despise each other, their hatred for the mind flayers from whom they escaped endures, and both githyanki and githzerai are dedicated to hunting their ancestral foes. + + + Githyanki Kith'rak + The githyanki’s militarized culture assigns ranks and responsibilities to its citizens. Groups of ten warriors follow the commands of the sarths (githyanki warriors), while ten sarths obey the commands of the mighty kith’rak. These champions earn their status through torturous training and psionic testing until they can command the respect of their underlings. + + + + Githyanki Supreme Commander + M + humanoid (gith), Mordenkainen's Tome of Foes + lawful evil + 18 (plate) + 187 (22d8+88) + 30 ft. + 19 + 17 + 18 + 16 + 16 + 18 + Con +9, Int +8, Wis +8 + Insight +8, Intimidation +9, Perception +8 + + + + + passive Perception 18 + Gith + 14 + + Innate Spellcasting (Psionics) + The githyanki’s innate spellcasting ability is Intelligence (spell save DC 16, +8 to hit with spell attacks). It can innately cast the following spells, requiring no components: +At will: mage hand (the hand is invisible) +3/day each: jump, levitate (self only), misty step, nondetection (self only) +1/day each: Bigby’s hand, mass suggestion, plane shift, telekinesis + + + Multiattack + The githyanki makes two greatsword attacks. + + + Silver Greatsword + Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 14 (2d6 + 7) slashing damage plus 17 (5d6) psychic damage. On a critical hit against a target in an astral body (as with the astral projection spell), the githyanki can cut the silvery cord that tethers the target to its material body, instead of dealing damage. + + + Parry + The githyanki adds 5 to its AC against one melee attack that would hit it. To do so, the githyanki must see the attacker and be wielding a melee weapon. + + + Gith + The descendants of an ancient people — so old their original name has been lost — have turned against each other, becoming vicious enemies divided over mortality, purpose, and the machinations of their leaders. The bellicose githyanki terrorize the Astral Plane, raiding into other worlds to plunder the multiverse of its magic and riches. The githzerai live apart from the rest of the cosmos, content within the confines of their fortresses floating through the chaos of Limbo. Although the two groups of gith despise each other, their hatred for the mind flayers from whom they escaped endures, and both githyanki and githzerai are dedicated to hunting their ancestral foes. + + + Legendary Actions + The githyanki can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The githyanki regains spent legendary actions at the start of its turn. + + legendary> + Attack (2 Actions) + The githyanki makes a greatsword attack. + + legendary> + Command Ally + The githyanki targets one ally it can see within 30 feet of it. If the target can see or hear the githyanki, the target can make one melee weapon attack using its reaction and has advantage on the attack roll. + + legendary> + Teleport + The githyanki magically teleports, along with any equipment it is wearing and carrying, to an unoccupied space it can see within 30 feet of it. It also becomes insubstantial until the start of its next turn. While insubstantial, it can move through other creatures and objects as if they were difficult terrain. If it ends its turn inside an object, it takes 16 (3d10) force damage and is moved to the nearest unoccupied space. + + + Githyanki Supreme Commander + Supreme commanders lead the githyanki armies, each one commanding ten kith’raks, who in turn lead the rest of their forces. Most supreme commanders ride red dragons into battle. + + + + Githzerai Anarch + M + humanoid (gith), Mordenkainen's Tome of Foes + lawful neutral + 20 + 144 (17d8+68) + 30 ft., fly 40 ft. (hover) + 16 + 21 + 18 + 18 + 20 + 14 + Str +8, Dex +10, Int +9, Wis +10 + Arcana +9, Insight +10, Perception +10 + + + + + passive Perception 20 + Gith + 16 + + Innate Spellcasting (Psionics) + The anarch’s innate spellcasting ability is Wisdom (spell save DC 18, +10 to hit with spell attacks). It can innately cast the following spells, requiring no components: +At will: mage hand (the hand is invisible) +3/day each: feather fall, jump, see invisibility, shield, telekinesis +1/day each: globe of invulnerability, plane shift, teleportation circle, wall of force + + + Psychic Defense + While the anarch is wearing no armor and wielding no shield, its AC includes its Wisdom modifier. + + + Multiattack + The anarch makes three unarmed strikes. + + + Unarmed Strike + Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) bludgeoning damage plus 18 (4d8) psychic damage. + + + + + + + Legendary Actions + The anarch can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The anarch regains spent legendary actions at the start of its turn. + + + Strike + The anarch makes one unarmed strike. + + + Teleport + The anarch magically teleports, along with any equipment it is wearing and carrying, to an unoccupied space it can see within 30 feet of it. + + + Change Gravity (Costs 3 Actions) + The anarch casts the reverse gravity spell. The spell has the normal effect, except that the anarch can orient the area in any direction and creatures and objects fall toward the end of the area. + + + Gith + The descendants of an ancient people — so old their original name has been lost — have turned against each other, becoming vicious enemies divided over mortality, purpose, and the machinations of their leaders. The bellicose githyanki terrorize the Astral Plane, raiding into other worlds to plunder the multiverse of its magic and riches. The githzerai live apart from the rest of the cosmos, content within the confines of their fortresses floating through the chaos of Limbo. Although the two groups of gith despise each other, their hatred for the mind flayers from whom they escaped endures, and both githyanki and githzerai are dedicated to hunting their ancestral foes. + + + Githzerai Anarch + The most powerful of the githzerai, anarchs lead communities and maintain the adamantine citadels that serve as strong points in planes beyond Limbo. They have formidable psionic capabilities, able to manipulate the unformed substance of their adopted plane with a thought. These rare githzerai are sages and mystics, and their word is law. +An Anarch’s Lair +In Limbo, githzerai anarchs create islands of tranquility in the otherwise turbulent plane. By directing its psionic power, an anarch can give form to formless substance, creating mountains, lakes, and structures of any composition to serve as a foundation for a githzerai community. +Lair Actions. An anarch can use lair actions. On initiative count 20 (losing initiative ties), the anarch can take a lair action to cause one of the following effects; the anarch can’t use the same effect two rounds in a row: +The anarch casts the lightning bolt spell (at 5th level), but the anarch can change the damage type from lightning to cold, fire, psychic, radiant, or thunder. If the spell deals damage other than fire or lightning, it doesn’t ignite flammable objects. +The anarch casts the creation spell (as a 9th-level spell) using the unformed substance of Limbo instead of shadow material. If used in Limbo, the object remains until the anarch’s concentration is broken, regardless of its composition. If the anarch moves more than 120 feet from the object, its concentration breaks. +The anarch can magically move an object it can see within 150 feet of it by making a Wisdom check with advantage. The DC depends on the object’s size: DC 5 for Tiny, DC 10 for Small, DC 15 for Medium, DC 20 for Large, and DC 25 for Huge or larger. +Regional Effects. The region containing an anarch’s lair is warped by its presence, which creates one or more of the following effects: +In Limbo, the anarch can spend 10 minutes stabilizing a 5-mile area centered on it, causing the unformed substance to take whatever inanimate form the anarch chooses. During that process, the anarch determines the shape and composition of the forms created. +The anarch stabilizes any object created in Limbo and brought to the Material Plane for as long as the anarch remains within 1 mile of it (no action required). +If the anarch dies, these effects end after 1d6 rounds. All formed substance becomes a chaotic churn of energy and matter, unraveling into unformed substance that dissipates 1d6 rounds later. + + + + Githzerai Enlightened + M + humanoid (gith), Mordenkainen's Tome of Foes + lawful neutral + 18 () + 112 (15d8+45) + 30 ft. + 14 + 19 + 16 + 17 + 19 + 13 + Str +6, Dex +8, Int +7, Wis +8 + Arcana +7, Insight +8, Perception +8 + + + + + passive Perception 18 + Gith + 10 + + Innate Spellcasting (Psionics) + The githzerai’s innate spellcasting ability is Wisdom (spell save DC 16, +8 to hit with spell attacks). It can innately cast the following spells, requiring no components: +At will: mage hand (the hand is invisible) +3/day each: blur, expeditious retreat, feather fall, jump, see invisibility, shield +1/day each: haste, plane shift, teleport + + + Psychic Defense + While the githzerai is wearing no armor and wielding no shield, its AC includes its Wisdom modifier. + + + Multiattack + The githzerai makes three unarmed strikes. + + + Unarmed Strike + Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) bludgeoning damage plus 13 (3d8) psychic damage. + + + Temporal Strike (Recharge 6) + Melee Weapon Attack: +8 to hit, reach 5 ft., one creature. Hit: 13 (2d8 + 4) bludgeoning damage plus 52 (8d12) psychic damage. The target must succeed on a DC 16 Wisdom saving throw or move 1 round forward in time. A target moved forward in time vanishes for the duration. When the effect ends, the target reappears in the space it left or in an unoccupied space nearest to that space if it’s occupied. + + + + + + + Githzerai Enlightened + Githzerai never stop training. They spend long hours in meditation to transcend the limits of their forms and to apprehend the nature of reality. Zerths who complete the next tier of their training become one of the githzerai known as the enlightened. + + + + Gray Render + L + Monstrosity, Mordenkainen's Tome of Foes + Chaotic Neutral + 19 (natural) + 189 (18d10+90) + 30 ft. + 19 + 13 + 20 + 3 + 6 + 8 + Str +8, Con +9 + Perception +2 + + + + + darkvision 60 ft., passive Perception 12 + + 12 + + Gray Render Quirks + d12 +Quirk +1 +Hates horses and other mounts +2 +Roars loudly when its bonded creature is touched by another creature +3 +Likes to snuggle +4 +Uproots and chews on trees +5 +Has terrific and eye-watering flatulence +6 +Brings offerings of meat to its bonded creature +7 +Compulsively digs up the ground +8 +Attacks carts and wagons as if they were terrible monsters +9 +Howls when it rains +10 +Whines piteously in the dark +11 +Buries treasure it finds +12 +Chases birds, leaping into the air to catch them, heedless of the destruction it causes + + + Multiattack + The gray render makes three attacks: one with its bite and two with its claws. + + + Bite + Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 17 (2d12 + 4) piercing damage. If the target is Medium or smaller, the target must succeed on a DC 16 Strength saving throw or be knocked prone. + + + Claws + Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 13 (2d8 + 4) slashing damage, plus 7 (2d6) bludgeoning damage if the target is prone. + + + Bloody Rampage + When the gray render takes damage, it makes one attack with its claws against a random creature within its reach, other than its master. + + + Gray Render + A curious impulse drives the gray render. Despite its hulking form and terrible appetite, it wants most of all to bond with an intelligent creature and, once bonded, give its life to protect that creature. Great strength and a savage nature enable gray renders to be fierce guardians, but they lack even a shred of cunning. +A Spreading Plague. Gray renders reproduce by forming nodules on their bodies that, upon reaching maturity, break off to begin life as young gray renders. These monstrosities feel no obligation to their young, and they have no inclination to gather with others of their kind. +Chaotic Allies. As a side effect of its breeding, each gray render has an overpowering need to bond with an intelligent creature. When it encounters a suitable master, the render sings to it — a weird, warbling cry accompanied by scratching at the earth and a show of deference. Once it forms the bond, the render serves its master in all things. +Although this bond can be a great benefit, renders are inherently chaotic. In a battle, a render fights with all the savagery it can muster and never willingly harms its master, but outside battle, a gray render might present considerable difficulty for its master’s associates. It might follow its master even after being told to stay put, destroy its master’s house, burrow holes in the side of a ship, kill horses, attack when it feels jealous, and more. A gray render might be a boon companion, but it is always an unpredictable one. +The Gray Render Quirks table presents possible quirks for gray renders that can be generated randomly or selected as desired. + + + + Howler + L + fiend, Mordenkainen's Tome of Foes + chaotic evil + 16 (natural) + 90 (12d10+24) + 40 ft. + 17 + 16 + 15 + 5 + 20 + 6 + + Perception +8 + cold, fire, lightning, bludgeoning-piercing-and-slashing from nonmagical attacks + + + frightened + darkvision 60 ft., passive Perception 15 + understands Abyssal but can't speak + 8 + + Pack Tactics + A howler has advantage on attack rolls against a creature if at least one of the howler’s allies is within 5 feet of the creature and the ally isn’t incapacitated. + + + Multiattack + The howler makes two bite attacks. + + + Rending Bite + Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) piercing damage, plus 22 (4d10) psychic damage if the target is frightened. This attack ignores damage resistance. + + + Mind-Breaking Howl (Recharge 6) + The howler emits a keening howl in a 60-foot cone. Each creature in that area that isn’t deafened must succeed on a DC 16 Wisdom saving throw or be frightened until the end of the howler’s next turn. While a creature is frightened in this way, its speed is halved, and it is incapacitated. A target that successfully saves is immune to the Mind-Breaking Howl of all howlers for the next 24 hours. + + + + + + + Howler + A far-off wail precedes the sight of a howler. Even at a distance, one’s mind cringes at the sound and fills with horror at the realization that the noise is drawing closer. When howlers go on the prowl, courage isn’t enough to stand up against them, and even one’s sanity is at risk. +Prowlers from Pandemonium. These nightmare creatures, native to Pandemonium, can also be found on most of the Lower Planes, because of the many fiends that capture them and train them as war hounds. Howlers can be domesticated, after a fashion, but they respond only to brutal training during which they are forced to recognize the trainer as the pack’s undisputed leader. A trained pack then follows its leader without hesitation. Howler packs course over the battlefields of the Blood War and also serve evil mortals who have the power and the savagery to command their loyalty. +Brutal Hunters. Howlers rely on speed, numbers, and their mind-numbing howl to corner prey before they tear it apart. The howl floods the minds of its victims, making complex thought impossible. They can do little more than stare in horror and stumble around the battlefield in a search for safety. Any task more demanding than that is beyond their capability. Fiends especially prize howlers for this reason, because for a few crucial moments in a battle, their howls can neutralize an enemy’s ability to use spells and other powers. + + + + Young Kruthik + S + monstrosity, Mordenkainen's Tome of Foes + unaligned + 16 (natural) + 9 (2d6+2) + 30 ft., burrow 10 ft., climb 30 ft. + 13 + 16 + 13 + 4 + 10 + 6 + + + + + + + darkvision 30 ft., tremorsense 60 ft., passive Perception 10 + Kruthik + 1/8 + + Keen Smell + The kruthik has advantage on Wisdom (Perception) checks that rely on smell. + + + Pack Tactics + The kruthik has advantage on an attack roll against a creature if at least one of the kruthik’s allies is within 5 feet of the creature and the ally isn’t incapacitated. + + + Tunneler + The kruthik can burrow through solid rock at half its burrowing speed and leaves a 2½-foot-diameter tunnel in its wake. + + + Stab + Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) piercing damage. + + + Kruthiks + Kruthiks are chitin-covered reptiles that hunt in packs and nest in sprawling subterranean warrens. They are attracted t o sources of heat, such as dwarven forges and pools of molten lava, and carve out lairs as close to such locations as possible. As they burrow through the earth, they leave behind tunnels — evidence that is often the first clue to the nearby presence of a kruthik hive. Kruthiks also make use of preexisting underground chambers, incorporating them into their lairs when they can. +Kruthiks communicate with one another through a series of hisses and chittering noises. These sounds can often be heard in advance of a kruthik attack. Whenever their lair is invaded, kruthik guards send out an alarm by rapidly tapping the stone floor with their sharp legs. + + + Sharp Senses + In addition to having an acute sense of smell, kruthiks can see in the dark and can detect vibrations in the earth around them. They take the scent of their own dead as a warning and avoid areas where many other kruthiks have died. Slaying a sufficient number of kruthiks in one area might cause the remaining hive members to move elsewhere. + + + Sharper Weapons + Although they can feed on carrion, kruthiks prefer live prey. They kill enemies by impaling them on their spiked limbs, then grind up the flesh and bones with mandibles strong enough to chew rock. When several kruthiks gang up on a single foe, they become frenzied and even more lethal. + + + Shared Lair + Kruthiks abide the presence of constructs, elementals, oozes, and undead, and use such creatures to help guard their hive. Kruthiks are smart enough to barricade some tunnels and dig new ones that keep their neighbors away from their eggs. + + + Young Kruthik + Kruthiks hatch from eggs laid by female adults. Each egg is about the size of an adult human’s head and hatches within a month. Tiny kruthik hatchlings are harmless, rarely stray far from the nest, and feed primarily on offal and one another. Within a month, the survivors become young kruthiks large enough to hunt and defend themselves. + + + + Adult Kruthik + M + monstrosity, Mordenkainen's Tome of Foes + unaligned + 18 (natural armor) + 39 (6d8+12) + 40 ft., burrow 20 ft., climb 40 ft. + 15 + 16 + 15 + 7 + 12 + 8 + + + + + + + darkvision 60 ft., tremorsense 60 ft., passive Perception 11 + Kruthik + 2 + + Keen Smell + The kruthik has advantage on Wisdom (Perception) checks that rely on smell. + + + Pack Tactics + The kruthik has advantage on an attack roll against a creature if at least one of the kruthik’s allies is within 5 feet of the creature and the ally isn’t incapacitated. + + + Tunneler + The kruthik can burrow through solid rock at half its burrowing speed and leaves a 5-foot-diameter tunnel in its wake. + + + Multiattack + The kruthik makes two stab attacks or two spike attacks. + + + Stab + Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage. + + + Spike + Ranged Weapon Attack: +5 to hit, range 20/60 ft., one target. Hit: 5 (1d4 + 3) piercing damage. + + + + + + + Kruthiks + Kruthiks are chitin-covered reptiles that hunt in packs and nest in sprawling subterranean warrens. They are attracted t o sources of heat, such as dwarven forges and pools of molten lava, and carve out lairs as close to such locations as possible. As they burrow through the earth, they leave behind tunnels — evidence that is often the first clue to the nearby presence of a kruthik hive. Kruthiks also make use of preexisting underground chambers, incorporating them into their lairs when they can. +Kruthiks communicate with one another through a series of hisses and chittering noises. These sounds can often be heard in advance of a kruthik attack. Whenever their lair is invaded, kruthik guards send out an alarm by rapidly tapping the stone floor with their sharp legs. + + + Sharp Senses + In addition to having an acute sense of smell, kruthiks can see in the dark and can detect vibrations in the earth around them. They take the scent of their own dead as a warning and avoid areas where many other kruthiks have died. Slaying a sufficient number of kruthiks in one area might cause the remaining hive members to move elsewhere. + + + Sharper Weapons + Although they can feed on carrion, kruthiks prefer live prey. They kill enemies by impaling them on their spiked limbs, then grind up the flesh and bones with mandibles strong enough to chew rock. When several kruthiks gang up on a single foe, they become frenzied and even more lethal. + + + Shared Lair + Kruthiks abide the presence of constructs, elementals, oozes, and undead, and use such creatures to help guard their hive. Kruthiks are smart enough to barricade some tunnels and dig new ones that keep their neighbors away from their eggs. + + + Adult Kruthik + It takes six months of steady eating for a young kruthik to reach adult size. The natural life span of an adult kruthik is roughly seven years. +Adult kruthiks grow spiky protrusions on their legs and can fling these dagger-sized spikes at enemies beyond the reach of their claws. + + + + Kruthik Hive Lord + L + monstrosity, Mordenkainen's Tome of Foes + unaligned + 20 (natural) + 102 (12d10+36) + 40 ft., burrow 20 ft., climb 40 ft. + 19 + 16 + 17 + 10 + 14 + 10 + + + + + + + darkvision 60 ft., tremorsense 60 ft., passive Perception 12 + Kruthik + 5 + + Keen Smell + The kruthik has advantage on Wisdom (Perception) checks that rely on smell. + + + Pack Tactics + The kruthik has advantage on an attack roll against a creature if at least one of the kruthik’s allies is within 5 feet of the creature and the ally isn’t incapacitated. + + + Tunneler + The kruthik can burrow through solid rock at half its burrowing speed and leaves a 10-foot-diameter tunnel in its wake. + + + Multiattack + The kruthik makes two stab attacks or two spike attacks. + + + Stab + Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 9 (1d10 + 4) piercing damage. + + + Spike + Ranged Weapon Attack: +6 to hit, range 30/120 ft., one target. Hit: 7 (1d6 + 4) piercing damage. + + + Acid Spray (Recharge 5-6) + The kruthik sprays acid in a 15-foot cone. Each creature in that area must make a DC 14 Dexterity saving throw, taking 22 (4d10) acid damage on a failed save, or half as much damage on a successful one. + + + + + + + Kruthiks + Kruthiks are chitin-covered reptiles that hunt in packs and nest in sprawling subterranean warrens. They are attracted t o sources of heat, such as dwarven forges and pools of molten lava, and carve out lairs as close to such locations as possible. As they burrow through the earth, they leave behind tunnels — evidence that is often the first clue to the nearby presence of a kruthik hive. Kruthiks also make use of preexisting underground chambers, incorporating them into their lairs when they can. +Kruthiks communicate with one another through a series of hisses and chittering noises. These sounds can often be heard in advance of a kruthik attack. Whenever their lair is invaded, kruthik guards send out an alarm by rapidly tapping the stone floor with their sharp legs. + + + Sharp Senses + In addition to having an acute sense of smell, kruthiks can see in the dark and can detect vibrations in the earth around them. They take the scent of their own dead as a warning and avoid areas where many other kruthiks have died. Slaying a sufficient number of kruthiks in one area might cause the remaining hive members to move elsewhere. + + + Sharper Weapons + Although they can feed on carrion, kruthiks prefer live prey. They kill enemies by impaling them on their spiked limbs, then grind up the flesh and bones with mandibles strong enough to chew rock. When several kruthiks gang up on a single foe, they become frenzied and even more lethal. + + + Shared Lair + Kruthiks abide the presence of constructs, elementals, oozes, and undead, and use such creatures to help guard their hive. Kruthiks are smart enough to barricade some tunnels and dig new ones that keep their neighbors away from their eggs. + + + Kruthik Hive Lord + A hive lord rules each kruthik hive. When the hive lord dies, the surviving members of the hive abandon their lair and search for a new one. When a suitable location is found, the largest kruthik in the hive undergoes a metamorphosis, forming a cocoon around itself and emerging several weeks later as a hive lord — a bigger and smarter kruthik with the ability to spray digestive acid from its maw. The hive lord claims the largest chamber of the lair and keeps several adult kruthiks nearby as bodyguards. + + + + Marut + L + construct (inevitable), Mordenkainen's Tome of Foes + lawful neutral + 22 (natural) + 432 (32d10+256) + 40 ft., fly 30 ft. (hover) + 28 + 12 + 26 + 19 + 15 + 18 + Int +12, Wis +10, Cha +12 + Insight +10, Intimidation +12, Perception +10 + thunder; bludgeoning piercing and slashing from nonmagical attacks + + poison + charmed, frightened, paralyzed, poisoned, unconscious + darkvision 60 ft., passive Perception 20 + all but rarely speaks + 25 + + Immutable Form + The marut is immune to any spell or effect that would alter its form. + + + Innate Spellcasting + The marut’s innate spellcasting ability is Intelligence (spell save DC 20). The marut can innately cast the following spell, requiring no material components. +At will: plane shift (self only) + + + Legendary Resistance (3/Day) + If the marut fails a saving throw, it can choose to succeed instead. + + + Magic Resistance + The marut has advantage on saving throws against spells and other magical effects. + + + Multiattack + The marut makes two slam attacks. + + + Unerring Slam + Melee Weapon Attack: automatic hit, reach 5 ft., one target. Hit: 60 force damage, and the target is pushed up to 5 feet away from the marut if it is Huge or smaller. + + + Blazing Edict (Recharge 5-6) + Arcane energy emanates from the marut’s chest in a 60-foot cube. Every creature in that area takes 45 radiant damage. Each creature that takes any of this damage must succeed on a DC 20 Wisdom saving throw or be stunned until the end of the marut’s next turn. + + + Justify + The marut targets up to two creatures it can see within 60 feet of it. Each target must succeed on a DC 20 Charisma saving throw or be teleported to a teleportation circle in the Hall of Concordance in Sigil. A target fails automatically if it is incapacitated. If either target is teleported in this way, the marut teleports with it to the circle. +After teleporting in this way, the marut can’t use this action again until it finishes a short or long rest. + + + + + + + Marut + The nigh-unstoppable inevitables serve a singular purpose: they enforce contracts forged in the Hall of Concordance in the city of Sigil. Primus, the leader of the modrons, created maruts and other inevitables to bring order to dealings between planar folk. Many creatures, including yugoloths, will enter into a contract with inevitables if asked. +Cosmic Enforcers. The Hall of Concordance is an embassy of pure law in Sigil, the City of Doors. In the hall, two parties who agree to mutual terms — and who pay the requisite gold to the Kolyarut, a mechanical engine of absolute jurisprudence — can have their contract chiseled onto a sheet of gold that is placed in the chest of a marut. From that moment until the contract is fulfilled, the marut is bound to enforce its terms and to punish any party who breaks them. A marut resorts to lethal force only when a contract calls for it, when the contract is fully broken, or when the marut is attacked. +Word Is Law. Inevitables care nothing for the spirit of an agreement, only the letter. A marut enforces what is written, not what was meant by or supposed to be understood from the writing. The Kolyarut rejects contracts that contain vague, contradictory, or unenforceable terms. Beyond that, it doesn’t care whether both parties understand what they’re agreeing to. A small army of solicitors waits outside the Hall of Concordance, eager to sell their expertise in the crafting or vetting of contracts. +Constructed Nature. A marut doesn’t require air, food, drink, or sleep. + + + + Meazel + M + humanoid (meazel), Mordenkainen's Tome of Foes + neutral evil + 13 + 35 (10d8-10) + 30 ft. + 8 + 17 + 9 + 14 + 13 + 10 + + Perception +3, Stealth +5 + + + + + darkvision 120 ft., passive Perception 13 + Common + 1 + + Shadow Stealth + While in dim light or darkness, the meazel can take the Hide action as a bonus action. + + + Garrote + Melee Weapon Attack: +5 to hit, reach 5 ft., one target of the meazel’s size or smaller. Hit: 6 (1d6 + 3) bludgeoning damage, and the target is grappled (escape DC 13 with disadvantage). Until the grapple ends, the target takes 10 (2d6 + 3) bludgeoning damage at the start of each of the meazel’s turns. +The meazel can’t make weapon attacks while grappling a creature in this way. + + + Shortsword + Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage, plus 3 (1d6) necrotic damage. + + + Shadow Teleport (Recharge 5-6) + The meazel, any equipment it is wearing or carrying, and any creature it is grappling teleport to an unoccupied space within 500 feet of it, provided that the starting space and the destination are in dim light or darkness. The destination must be a place the meazel has seen before, but it need not be within line of sight. If the destination space is occupied, the teleportation leads to the nearest unoccupied space. +Any other creature the meazel teleports becomes cursed by shadow for 1 hour. Until this curse ends, every undead and every creature native to the Shadowfell within 300 feet of the cursed creature can sense it, which prevents that creature from hiding from them. + + + + + + + Meazel + In places where the Shadowfell washes against the shores of the Material Plane dwell meazels, hateful hermits who left behind their old lives to contemplate their misery in shadow. Now evil burns in their hearts, and they resent any intrusion into their suffering. +Hateful Hermit. Meazels are all that remain of people who fled into the Shadowfell to escape their mortal existence. There the darkness transformed them, and their bitterness made them twisted and cruel. Now, they loiter near Shadowfell crossings to waylay travelers who venture too close to their lairs. +Divide and Conquer. The stain of darkness responsible for the existence of meazels imparts to them magical powers that allow them to move through shadows with ease. Merely stepping into one pool of darkness allows a meazel to move to another one. They use this talent to ambush creatures, snatching them around the throat with their strangling cords and then stepping away. Meazels also use this ability to ferry their victims to isolated spots and then leave the hapless souls to the designs of whatever horrors lurk there. +Creatures that are drawn through the shadows by meazels are cursed by the meazels’ baleful magic. The curse acts as a beacon; sorrowsworn, undead, and other terrors sense where they are located and descend on the stranded victims to tear them apart. + + + + Nagpa + M + humanoid (nagpa), Mordenkainen's Tome of Foes + neutral evil + 19 (natural armor) + 187 (34d8+34) + 30 ft. + 9 + 15 + 12 + 23 + 18 + 21 + Int +12, Wis +10, Cha +11 + Arcana +12, Deception +11, History +12, Insight +10, Perception +10 + + + + + truesight 120 ft., passive Perception 20 + Common plus up to five other languages + 17 + + Corruption + As a bonus action, the nagpa targets one creature it can see within 90 feet of it. The target must make a DC 20 Charisma saving throw. An evil creature makes the save with disadvantage. On a failed save, the target is charmed by the nagpa until the start of the nagpa’s next turn. On a successful save, the target becomes immune to the nagpa’s Corruption for the next 24 hours. + + + Paralysis (Recharge 6) + As a bonus action, the nagpa forces each creature within 30 feet of it to succeed on a DC 20 Wisdom saving throw or be paralyzed for 1 minute. A paralyzed target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Undead and constructs are immune to this effect. + + + Spellcasting + The nagpa is a 15th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 20, +12 to hit with spell attacks). A nagpa has the following wizard spells prepared: +Cantrips (at will): chill touch, fire bolt, mage hand, message, minor illusion +1st level (4 slots): charm person, detect magic, protection from evil and good, witch bolt +2nd level (3 slots): hold person, ray of enfeeblement, suggestion +3rd level (3 slots): counterspell, fireball, fly +4th level (3 slots): confusion, hallucinatory terrain, wall of fire +5th level (2 slots): dominate person, dream, geas +6th level (1 slot): circle of death, disintegrate +7th level (1 slot): etherealness, prismatic spray +8th level (1 slot): feeblemind + + + Staff + Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 9 (2d6 + 2) bludgeoning damage. + + + + + + + Nagpa + Long ago, the Raven Queen cursed a cabal of thirteen powerful wizards for meddling in a ritual that would have helped avert a war between the gods. She stripped them of their beauty, turning them into scabrous, birdlike monstrosities. The nagpas now plot as they ever did, but they now strive to bring about terrible, world-shaking calamities so they can pry secrets and power from the wreckage their conspiracies create. +The nagpas fear the Raven Queen and do their best to avoid her and her agents. When it’s impossible to do so, they become cringing, fawning things, eager to please and thereby escape the cold gaze of the being who brought them so low. All of the original thirteen remain alive, thanks to their cunning and their willingness to do whatever is necessary to survive. +Looters of Civilization. The curse the Raven Queen placed on the nagpas restricts the ways in which they can acquire new lore and magical power, barring them from any source except for the ruins left behind from fallen civilizations and great calamities. For this reason, nagpas turn their efforts to bringing about such ends, so they can loot the libraries, plunder the vaults, and gather up secrets of arcane lore from the wreckage. +Puppet Masters. Nagpas work in the shadows, manipulating events to bring about ruin. As accomplished magic-users, they can bring to bear an array of spells to make agents of other creatures, influencing their decisions in subtle ways and pulling on strings to make them into unwitting accomplices in their own destruction. Nagpas show great patience in their plots and have several schemes working simultaneously, each at different stages of completion, so if one plan goes awry, they can shift their focus to another. Typically, nagpas only show their handiwork and emerge from the shadows when they can deliver a finishing blow and then revel in the grand devastation their plotting brought about. + + + + Nightwalker + H + undead, Mordenkainen's Tome of Foes + chaotic evil + 14 + 297 (22d12+154) + 40 ft., fly 40 ft. + 22 + 19 + 24 + 6 + 9 + 8 + con +13 + + acid, cold, fire, lightning, thunder; bludgeoning piercing and slashing from nonmagical attacks + + necrotic, poison + exhaustion, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained + darkvision 120 ft., passive Perception 9 + + 20 + + Annihilating Aura + Any creature that starts its turn within 30 feet of the nightwalker must succeed on a DC 21 Constitution saving throw or take 14 (4d6) necrotic damage and grant the nightwalker advantage on attack rolls against it until the start of the creature’s next turn. Undead are immune to this aura. + + + Life Eater + A creature reduced to 0 hit points from damage dealt by the nightwalker dies and can’t be revived by any means short of a wish spell. + + + Multiattack + The nightwalker uses Enervating Focus twice, or it uses Enervating Focus and Finger of Doom, if available. + + + Enervating Focus + Melee Weapon Attack: +12 to hit, reach 15 ft., one target. Hit: 28 (5d8 + 6) necrotic damage. The target must succeed on a DC 21 Constitution saving throw or its hit point maximum is reduced by an amount equal to the necrotic damage taken. This reduction lasts until the target finishes a long rest. + + + Finger of Doom (Recharge 6) + The nightwalker points at one creature it can see within 300 feet of it. The target must succeed on a DC 21 Wisdom saving throw or take 26 (4d12) necrotic damage and become frightened until the end of the nightwalker’s next turn. While frightened in this way, the creature is also paralyzed. If a target’s saving throw is successful, the target is immune to the nightwalker’s Finger of Doom for the next 24 hours. + + + + + + + Nightwalker + The Negative Plane is a place of darkness and death, anathema to all living things. Yet there are those who would tap into its fell power, to use its energy for sinister ends. Most often, when such individuals approach the midnight realm, they find they are unequal to the task. Those not destroyed outright are sometimes drawn inside the plane and replaced by nightwalkers, terrifying undead creatures that devour all life they encounter. +Mighty Spawn. One can reach the Negative Plane from the Shadowfell, much in the same way that it is possible to step from the Material Plane into the Shadowfell in a place where the barrier between the planes is thin. +Stepping into the Negative Plane is tantamount to suicide, since the plane sucks the life and soul from such audacious creatures and annihilates them at once. Those few who survive the effort do so by sheer luck or by harnessing some rare form of magic that protects them against the hostile atmosphere. They soon discover, however, that they can’t leave as easily as they arrived. For each creature that enters the plane, a nightwalker is released to take its place. In order for a trapped creature to escape, the released nightwalker must be lured back to the Negative Plane by offerings of life for it to devour. If the nightwalker is destroyed, the trapped creature has no hope of escape. +Beings of Anti-Life. One can discern the nature of creatures trapped in the Negative Plane from the sites that nightwalkers frequent. Generally, a nightwalker on the Material Plane is attracted to elements of the world associated with the creature responsible for its creation. Such interest doesn’t indicate a willingness to engage with the world; nightwalkers exist to make life extinct and never to serve living things. +Undead Nature. A nightwalker doesn’t require air, food, drink, or sleep. + + + + Oblex + T + ooze, Mordenkainen's Tome of Foes + lawful evil + 13 + 18 (4d4+8) + 20 ft. + 8 + 16 + 15 + 14 + 11 + 10 + Int +4, Cha +2 + + + + + blinded, charmed, deafened, exhaustion, prone + blindsight 60 ft. (blind beyond this distance), passive Perception 12 + + 1/4 + + Amorphous + The oblex can move through a space as narrow as 1 inch wide without squeezing. + + + Aversion to Fire + If the oblex takes fire damage, it has disadvantage on attack rolls and ability checks until the end of its next turn. + + + Pseudopod + Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) bludgeoning damage plus 2 (1d4) psychic damage. + + + + + + + Oblex + By experimenting on the slimes, jellies, and puddings that infest the depths of the Underdark, mind flayers created a special breed of ooze, the oblex — a slime capable of assaulting the minds of other creatures. Cunning hunters, these pools of jelly stalk prey, searching for the memories they so desperately crave. When oblexes feed on those thoughts, sometimes killing their victims, they can form weird copies of their prey, which help them to harvest even more victims for their dark masters. +Memory Eaters. Oblexes feed on thoughts and memories. The sharper the mind, the better the meal, so oblexes hunt obviously intelligent targets such as wizards and other spellcasters. When suitable fare comes within reach, an oblex draws its body up to engulf its victim. As it withdraws, it plunders the creature’s mind, leaving its prey befuddled and confused. +Ooze Nature. An oblex doesn’t require sleep. + + + + +Oblex Spawn +An oblex devours memories not only to sustain its existence, but also to spawn new oblexes. Each time it fully drains the memories of a victim, it gains the creature’s personality — now twisted by the oblex’s foul nature. The more memories an oblex steals, the larger it becomes, until it must shed a personality it has absorbed or else go insane. This act spawns a new oblex. + + + + Adult Oblex + M + ooze, Mordenkainen's Tome of Foes + lawful evil + 14 + 75 (10d8+30) + 20 ft. + 8 + + 16 + 19 + 12 + 15 + Int +7, Cha +5 + Deception +5, Perception +4, plus one of the following: Arcana +7, History +7, Nature +7, or Religion +7 + + + + blinded, charmed, deafened, exhaustion, prone + blindsight 60 ft. (blind beyond this distance), passive Perception 14 + Common plus two more languages + 5 + + Amorphous + The oblex can move through a space as narrow as 1 inch wide without squeezing. + + + Aversion to Fire + If the oblex takes fire damage, it has disadvantage on attack rolls and ability checks until the end of its next turn. + + + Innate Spellcasting + The oblex’s innate spellcasting ability is Intelligence (spell save DC 15). It can innately cast the following spells, requiring no components: +3/day each: charm person (as 5th-level spell), color spray, detect thoughts, hold person (as 3rd-level spell) + + + Sulfurous Impersonation + As a bonus action, the oblex can extrude a piece of itself that assumes the appearance of one Medium or smaller creature whose memories it has stolen. This simulacrum appears, feels, and sounds exactly like the creature it impersonates, though it smells faintly of sulfur. The oblex can impersonate 1d4 + 1 different creatures, each one tethered to its body by a strand of slime that can extend up to 120 feet away. For all practical purposes, the simulacrum is the oblex, meaning that the oblex occupies its space and the simulacrum’s space simultaneously. The slimy tether is immune to damage, but it is severed if there is no opening at least 1 inch wide between the oblex’s main body and the simulacrum. The simulacrum disappears if the tether is severed. + + + Multiattack + The oblex makes one pseudopod attack and uses Eat Memories. + + + Pseudopod + Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) bludgeoning damage plus 5 (2d4) psychic damage. + + + Eat Memories + The oblex targets one creature it can see within 5 feet of it. The target must succeed on a DC 15 Wisdom saving throw or take 18 (4d8) psychic damage and become memory drained until it finishes a short or long rest or until it benefits from the greater restoration or heal spell. Constructs, oozes, plants, and undead succeed on the save automatically. +While memory drained, the target must roll a d4 and subtract the number rolled from any ability check or attack roll it makes. Each time the target is memory drained beyond the first, the die size increases by one: the d4 becomes a d6, the d6 becomes a d8, and so on until the die becomes a d20, at which point the target becomes unconscious for 1 hour. The effect then ends. +When an oblex causes a target to become memory drained, the oblex learns all the languages the target knows and gains all its proficiencies, except for any saving throw proficiencies. + + + + + + + Oblex + By experimenting on the slimes, jellies, and puddings that infest the depths of the Underdark, mind flayers created a special breed of ooze, the oblex — a slime capable of assaulting the minds of other creatures. Cunning hunters, these pools of jelly stalk prey, searching for the memories they so desperately crave. When oblexes feed on those thoughts, sometimes killing their victims, they can form weird copies of their prey, which help them to harvest even more victims for their dark masters. +Memory Eaters. Oblexes feed on thoughts and memories. The sharper the mind, the better the meal, so oblexes hunt obviously intelligent targets such as wizards and other spellcasters. When suitable fare comes within reach, an oblex draws its body up to engulf its victim. As it withdraws, it plunders the creature’s mind, leaving its prey befuddled and confused. +Ooze Nature. An oblex doesn’t require sleep. + + + + +Adult and Elder Oblexes +Newly formed oblexes lack the capabilities of their older kin. They seek only to feed on memories and grow until they can impersonate their victims. +Older oblexes, called adults and elders, have eaten so many memories that they can form duplicates of the creatures they have devoured from the substance of their bodies, sending them off to lure prey into their clutches, while remaining tethered to the slime by long tendrils of goo. These duplicated creatures are indistinguishable from their victims except for a faint sulfurous smell. Oblexes use these duplicates to lure prey into danger or to infiltrate settlements so they can feed on superior victims. + + + + Elder Oblex + H + ooze, Mordenkainen's Tome of Foes + lawful evil + 16 + 115 (10d12+50) + 20 ft. + 15 + 16 + 21 + 22 + 13 + 18 + Int +10, Cha +8 + Arcana +10, Deception +8, History +10, Nature +10, Perception +5, Religion +10 + + + + blinded, charmed, deafened, exhaustion, prone + blindsight 60 ft. (blind beyond this distance), +passive Perception 15 + Common plus six more + 10 + + Amorphous + The oblex can move through a space as narrow as 1 inch wide without squeezing. + + + Aversion to Fire + If the oblex takes fire damage, it has disadvantage on attack rolls and ability checks until the end of its next turn. + + + Innate Spellcasting + The oblex’s innate spellcasting ability is Intelligence (spell save DC 18). It can innately cast the following spells, requiring no material components: +At will: charm person (as 5th-level spell), detect thoughts, hold person +3/day each: confusion, dimension door, dominate person, fear, hallucinatory terrain, hold monster, hypnotic pattern, telekinesis + + + Sulfurous Impersonation + As a bonus action, the oblex can extrude a piece of itself that assumes the appearance of one Medium or smaller creature whose memories it has stolen. This simulacrum appears, feels, and sounds exactly like the creature it impersonates, though it smells faintly of sulfur. The oblex can impersonate 2d6 + 1 different creatures, each one tethered to its body by a strand of slime that can extend up to 120 feet away. For all practical purposes, the simulacrum is the oblex, meaning the oblex occupies its space and the simulacrum’s space simultaneously. The slimy tether is immune to damage, but it is severed if there is no opening at least 1 inch wide between the oblex’s main body and the simulacrum. The simulacrum disappears if the tether is severed. + + + Multiattack + The elder oblex makes two pseudopod attacks and uses Eat Memories. + + + Pseudopod + Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 17 (4d6 + 3) bludgeoning damage plus 7 (2d6) psychic damage. + + + Eat Memories + The oblex targets one creature it can see within 5 feet of it. The target must succeed on a DC 18 Wisdom saving throw or take 44 (8d10) psychic damage and become memory drained until it finishes a short or long rest or until it benefits from the greater restoration or heal spell. Constructs, oozes, plants, and undead succeed on the save automatically. +While memory drained, the target must roll a d4 and subtract the number rolled from any ability check or attack roll it makes. Each time the target is memory drained beyond the first, the die size increases by one: the d4 becomes a d6, the d6 becomes a d8, and so on until the die becomes a d20, at which point the target becomes unconscious for 1 hour. The effect then ends. +When an oblex causes a target to become memory drained, the oblex learns all the languages the target knows and gains all its proficiencies, except any saving throw proficiencies. + + + + + + + Oblex + By experimenting on the slimes, jellies, and puddings that infest the depths of the Underdark, mind flayers created a special breed of ooze, the oblex — a slime capable of assaulting the minds of other creatures. Cunning hunters, these pools of jelly stalk prey, searching for the memories they so desperately crave. When oblexes feed on those thoughts, sometimes killing their victims, they can form weird copies of their prey, which help them to harvest even more victims for their dark masters. +Memory Eaters. Oblexes feed on thoughts and memories. The sharper the mind, the better the meal, so oblexes hunt obviously intelligent targets such as wizards and other spellcasters. When suitable fare comes within reach, an oblex draws its body up to engulf its victim. As it withdraws, it plunders the creature’s mind, leaving its prey befuddled and confused. +Ooze Nature. An oblex doesn’t require sleep. + + + + +Adult and Elder Oblexes +Newly formed oblexes lack the capabilities of their older kin. They seek only to feed on memories and grow until they can impersonate their victims. +Older oblexes, called adults and elders, have eaten so many memories that they can form duplicates of the creatures they have devoured from the substance of their bodies, sending them off to lure prey into their clutches, while remaining tethered to the slime by long tendrils of goo. These duplicated creatures are indistinguishable from their victims except for a faint sulfurous smell. Oblexes use these duplicates to lure prey into danger or to infiltrate settlements so they can feed on superior victims. + + + + Ogre Battering Ram + L + giant, Mordenkainen's Tome of Foes + chaotic evil + 14 (ring mail) + 59 (7d10+21) + 40 ft. + 19 + 8 + 16 + 5 + 7 + 7 + + + + + + + darkvision 60 ft., passive Perception 8 + Common, Giant + 4 + + Siege Monster + The ogre deals double damage to objects and structures. + + + Bash + Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 15 (2d10 + 4) bludgeoning damage, and the ogre can push the target 5 feet away if the target is Huge or smaller. + + + Block the Path + Until the start of the ogre’s next turn, attack rolls against the ogre have disadvantage, it has advantage on the attack roll it makes for an opportunity attack, and that attack deals an extra 16 (3d10) bludgeoning damage on a hit. Also, each enemy that tries to move out of the ogre’s reach without teleporting must succeed on a DC 14 Strength saving throw or have its speed reduced to 0 until the start of the ogre’s next turn. + + + + + + + Ogres + Ogres are infamously dim-witted, but with enough time and patience, some of them can be trained to carry out specialized missions in battle. The names they are given — the battering ram, the bolt launcher, the chain brute, and the howdah — reflect their particular functions. These jobs are simple, but they’re tailored to take advantage of an ogre’s strengths. + + + Ogre Battering Ram + An ogre battering ram carries an enormous club used primarily for bashing doors into kindling, but which also works well for smashing foes. These ogres are drilled in two simple tasks: rushing forward to shatter enemy fortifications, and using their weapons to force an advancing enemy to halt. + + + + Ogre Bolt Launcher + L + giant, Mordenkainen's Tome of Foes + chaotic evil + 13 (hide armor) + 59 (7d10+21) + 40 ft. + 19 + 12 + 16 + 5 + 7 + 7 + + + + + + + darkvision 60 ft., passive Perception 8 + Common, Giant + 2 + + Fist + Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 9 (2d4 + 4) bludgeoning damage. + + + Bolt Launcher + Ranged Weapon Attack: +3 to hit, range 120/480 ft., one target. Hit: 17 (3d10 + 1) piercing damage. + + + + + + + Ogres + Ogres are infamously dim-witted, but with enough time and patience, some of them can be trained to carry out specialized missions in battle. The names they are given — the battering ram, the bolt launcher, the chain brute, and the howdah — reflect their particular functions. These jobs are simple, but they’re tailored to take advantage of an ogre’s strengths. + + + Ogre Bolt Launcher + A bolt launcher carries a gigantic crossbow — a weapon so large it’s essentially an ogre-held ballista. An ogre bolt launcher can load this immense weapon and loose its deadly missile as quickly as a dwarf handles a crossbow. The bolts are so large that few ogres can carry more than a half-dozen at a time, but bolt launchers have been known to uproot small trees or tear beams out of buildings and launch those when their ammunition runs low. + + + + Ogre Chain Brute + L + giant, Mordenkainen's Tome of Foes + chaotic evil + 11 (hide) + 59 (7d10+21) + 40 ft. + 19 + 8 + 16 + 5 + 7 + 7 + + + + + + + darkvision 60 ft., passive Perception 8 + Common, Giant + 3 + + Fist + Melee Weapon Attack: +6 to hit, reach ft., one target. Hit: 9 (2d4 + 4) bludgeoning damage. + + + Chain Sweep + The ogre swings its chain, and every creature within 10 feet of it must make a DC 14 Dexterity saving throw. On a failed saving throw, a creature takes 8 (1d8 + 4) bludgeoning damage and is knocked prone. On a successful save, the creature takes half as much damage and isn’t knocked prone. + + + Chain Smash (Recharge 6) + Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 13 (2d8 + 4) bludgeoning damage, and the target must succeed on a DC 14 Constitution saving throw or be knocked unconscious for 1 minute. The unconscious target repeats the saving throw if it takes damage and at the end of each of its turns, ending the effect on itself on a success. + + + + + + + Ogres + Ogres are infamously dim-witted, but with enough time and patience, some of them can be trained to carry out specialized missions in battle. The names they are given — the battering ram, the bolt launcher, the chain brute, and the howdah — reflect their particular functions. These jobs are simple, but they’re tailored to take advantage of an ogre’s strengths. + + + Ogre Chain Brute + An ogre chain brute wields a great spiked chain. It swings this chain with both hands in a wide circle around itself to knock foes off their feet. Alternatively, it can swing the chain in a crushing overhead smash that’s nearly impossible to block or deflect. + + + + Ogre Howdah + L + giant, Mordenkainen's Tome of Foes + chaotic evil + 13 (breastplate) + 59 (7d10+21) + 40 ft. + 19 + 8 + 16 + 5 + 7 + 7 + + + + + + + darkvision 60 ft., passive Perception 8 + Common, Giant + 2 + + Howdah + The ogre carries a compact fort on its back. Up to four Small creatures can ride in the fort without squeezing. To make a melee attack against a target within 5 feet of the ogre, they must use spears or weapons with reach. Creatures in the fort have three-quarters cover against attacks and effects from outside it. If the ogre dies, creatures in the fort are placed in unoccupied spaces within 5 feet of the ogre. + + + Mace + Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) bludgeoning damage. + + + + + + + Ogres + Ogres are infamously dim-witted, but with enough time and patience, some of them can be trained to carry out specialized missions in battle. The names they are given — the battering ram, the bolt launcher, the chain brute, and the howdah — reflect their particular functions. These jobs are simple, but they’re tailored to take advantage of an ogre’s strengths. + + + Ogre Howdah + The most unusual of the specialized ogres, the howdah carries a palisaded wooden fort on its back. The fort is big enough to serve as a fighting platform for up to four small humanoids. Ogre howdahs are most often seen bearing goblins equipped with bows and spears into battle, but they could just as easily transport kobolds, deep gnomes, or other humanoids of similar size. + + + + Retriever + L + construct, Mordenkainen's Tome of Foes + lawful evil + 19 (natural armor) + 210 (20d10+100) + 40 ft., climb 40 ft. + 22 + 16 + 20 + 3 + 11 + 4 + Dex +8, Con +10, Wis +5 + Perception +5, Stealth +8 + + + necrotic, poison, psychic; bludgeoning piercing and slashing from nonmagical weapons that aren't adamantine + charmed, exhaustion, frightened, paralyzed, poisoned + blindsight 30 ft., darkvision 60 ft., passive Perception 15 + understands Abyssal, Elvish, and Undercommon but can't speak + 14 + + Faultless Tracker + The retriever is given a quarry by its master. The quarry can be a specific creature or object the master is personally acquainted with, or it can be a general type of creature or object the master has seen before. The retriever knows the direction and distance to its quarry as long as the two of them are on the same plane of existence. The retriever can have only one such quarry at a time. The retriever also always knows the location of its master. + + + Innate Spellcasting + The retriever’s innate spellcasting ability is Wisdom (spell save DC 13). The retriever can innately cast the following spells, requiring no material components. +3/day each: plane shift (only self and up to one incapacitated creature, which is considered willing for the spell), web + + + Multiattack + The retriever makes two foreleg attacks and uses its force or paralyzing beam once, if available. + + + Foreleg + Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 15 (2d8 + 6) slashing damage. + + + Force Beam + The retriever targets one creature it can see within 60 feet of it. The target must make a DC 16 Dexterity saving throw, taking 27 (5d10) force damage on a failed save, or half as much damage on a successful one. + + + Paralyzing Beam (Recharge 5-6) + The retriever targets one creature it can see within 60 feet of it. The target must succeed on a DC 18 Constitution saving throw or be paralyzed for 1 minute. The paralyzed target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. +If the paralyzed creature is Medium or smaller, the retriever can pick it up as part of the retriever’s move and walk or climb with it at full speed. + + + + + + + Retriever + The retriever is a potent, spider-like construct conceived and built by the drow for one original purpose — to prowl the Abyss and capture demons for the drow to enslave or use in their rituals. The automatons proved so effective and so fearsome that they now perform many different missions. +Demon-Infused. Although each retriever is a metal-and-magic construct, it houses the imprisoned spirit of a bebilith. Most of the demon’s intellect has been distilled away, leaving only its cruelty and cunning. +Lethal Collectors. Though they were created to operate only in the Abyss, retrievers are sometimes dispatched when a powerful drow needs some creature or object captured and brought back alive and intact. Only under the rarest of circumstances is a retriever handed over or sold to a non-drow, since the dark elves don’t want to take the chance that the construct will be turned against them. + + + + Frost Salamander + H + elemental, Mordenkainen's Tome of Foes + unaligned + 17 (natural armor) + 168 (16d12+64) + 60 ft., burrow 40 ft., climb 40 ft. + 20 + 12 + 18 + 7 + 11 + 7 + Con +8, Wis +4 + Perception +4 + + fire + cold + darkvision 60 ft., tremorsense 60 ft., passive Perception 14 + + Primordial + + + Burning Fury + When the salamander takes fire damage, its Freezing Breath automatically recharges. + + + Multiattack + The salamander makes five attacks: four with its claws and one with its bite. + + + Claws + Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 8 (1d6 + 5) piercing damage. + + + Bite + Melee Weapon Attack: +9 to hit, reach 15 ft., one target. Hit: 9 (1d8 + 5) piercing damage and 5 (1d10) cold damage. + + + Freezing Breath (Recharge 6) + The salamander exhales chill wind in a 60-foot cone. Each creature in that area must make a DC 17 Constitution saving throw, taking 44 (8d10) cold damage on a failed save, or half as much damage on a successful one. + + + + + + + Frost Salamander + Frost salamanders are natives of the Plane of Ice, also called the Frostfell, which rests between the Plane of Air and the Plane of Water. Frost salamanders especially like to hunt warm-blooded creatures. They sometimes travel to frigid climes on the Material Plane by wandering through planar gates. +Devourers of Heat. The frost salamanders’ aggression appetite for any heat source leads them to attack settlements they come across. They might mistake the fire of a forge or a campfire for a large, tasty meal, drawing them to attack expeditions and settlements that other predators would avoid. Azers sometimes venture into the Frostfell, where they use large fires to lure frost salamanders into traps to kill them and collect their hides and fangs for use in crafting weapons and armor. +False Refuge. Although frost salamanders can burrow their way through loose soil, they prefer to dig into the ice. They roll around in piles of broken chunks of ice, allowing it to scratch their backs as they grind it down. This habit leads them to create extensive networks of ice caves, becoming ever larger as they claw fresh chunks of ice from the walls of their lairs. +A frost salamander that dwells in a lair for a while carves out enough space to allow a small army to camp within. Inexperienced travelers who come across these caves see them as a welcome shelter, though they are anything but. Frost salamanders greedily devour any prey foolhardy enough to try sleeping in their lairs. +On rare occasions, frost giants capture and tame these creatures, using them to burrow into the ice to help create outposts and fortresses. + + + + Gloom Weaver + M + humanoid (elf), Mordenkainen's Tome of Foes + neutral + 14 (17 with mage armor) + 104 (16d8+32) + 30 ft. + 11 + 18 + 14 + 15 + 12 + 18 + Dex +8, Con +6 + + + + necrotic + charmed, exhaustion + darkvision 60 ft., passive Perception 11 + Common, Elvish + 9 + + Burden of Time + Beasts and humanoids, other than shadar-kai, have disadvantage on saving throws while within 10 feet of the gloom weaver. + + + Fey Ancestry + The gloom weaver has advantage on saving throws against being charmed, and magic can’t put it to sleep. + + + Innate Spellcasting + The gloom weaver’s innate spellcasting ability is Charisma (spell save DC 16, +8 to hit with spell attacks). It can innately cast the following spells, requiring no material components: +At will: arcane eye, mage armor, speak with dead +1/day each: arcane gate, bane, compulsion, confusion, true seeing + + + Spellcasting + The gloom weaver is a 12th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 16, +8 to hit with spell attacks). It regains its expended spell slots when it finishes a short or long rest. It knows the following warlock spells: +Cantrips (at will): chill touch (3d8 damage), eldritch blast (3 beams, +4 bonus to each damage roll), minor illusion, prestidigitation +1st−5th level (3 5th-level slots): armor of Agathys, blight, darkness, dream, invisibility, fear, hypnotic pattern, major image, contact other plane, vampiric touch, witch bolt + + + Multiattack + The gloom weaver makes two spear attacks and casts one spell that takes 1 action to cast. + + + Shadow Spear + Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) piercing damage, or 8 (1d8 + 4) piercing damage if used with two hands, plus 26 (4d12) necrotic damage. + + + Misty Escape (Recharges after a Short or Long Rest) + When the gloom weaver takes damage, it turns invisible and teleports up to 60 feet to an unoccupied space it can see. It remains invisible until the start of its next turn or until it attacks or casts a spell. + + + Shadar-kai + In the perpetual gloom of the Shadowfell lives a society that serves the Raven Queen. They were brought into that dusky realm in ages past, so long ago that they’re now perfectly adapted to that cheerless environment, both physically and mentally. +Soul Custodians. Shadar-kai watch over both the Shadowfell and the material world, scouting out choice souls and tragedies that might please their deity. They are rumored to be able to coax worldly events along tragic paths for her amusement. The Raven Queen is famously cryptic even to her most devoted followers, however. The shadar-kai’s efforts are rewarded only with vague omens they interpret as best they can. +Blighted Elves. Shadar-kai were once elves, but eons of exposure to the debilitating influence of the Shadowfell has left them joyless and mournful. In that realm, they have the appearance of withered elves: pale hair, wrinkled gray skin, and swollen joints give them a corpselike aspect. They appear more youthful while on other planes, but their skin always retains its deathly pallor. They dress in dark cloaks and heavy veils, detest mirrors, and avoid keeping things that remind them of their age. + + + Gloom Weaver + Although a formidable fighter, a gloom weaver is often content to remain hidden in the shadows, watching with rapt attention as its very presence affects its victims. Its dark energy weighs down the heart, causing those within its oppressive aura to feel the approach of death. This torment alone is enough to please its master, the Raven Queen, but should it be detected, a gloom weaver uses its shadow magic to reduce its enemies to ghastly corpses. + + + + Shadow Dancer + M + humanoid (elf), Mordenkainen's Tome of Foes + neutral + 15 (studded leather) + 71 (13d8+13) + 30 ft. + 12 + 16 + 13 + 11 + 12 + 12 + Dex +6, Con +4 + Stealth +6 + + + necrotic + charmed, exhaustion + darkvision 60 ft., passive Perception 11 + Common, Elvish + 7 + + Fey Ancestry + The gloom weaver has advantage on saving throws against being charmed, and magic can’t put it to sleep. + + + Shadow Jump + As a bonus action, the shadow dancer can teleport up to 30 feet to an unoccupied space it can see. Both the space it teleports from and the space it teleports to must be in dim light or darkness. The shadow dancer can use this ability between the weapon attacks of another action it takes. + + + Multiattack + The shadow dancer makes three spiked chain attacks. + + + Spiked Chain + Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 10 (2d6 + 3) piercing damage, and the target must succeed on a DC 14 Dexterity saving throw or suffer one additional effect of the shadow dancer’s choice: +The target is grappled (escape DC 14) if it is a Medium or smaller creature. Until the grapple ends, the target is restrained, and the shadow dancer can’t grapple another target. +The target is knocked prone. +The target takes 22 (4d10) necrotic damage. + + + + + + + Shadar-kai + In the perpetual gloom of the Shadowfell lives a society that serves the Raven Queen. They were brought into that dusky realm in ages past, so long ago that they’re now perfectly adapted to that cheerless environment, both physically and mentally. +Soul Custodians. Shadar-kai watch over both the Shadowfell and the material world, scouting out choice souls and tragedies that might please their deity. They are rumored to be able to coax worldly events along tragic paths for her amusement. The Raven Queen is famously cryptic even to her most devoted followers, however. The shadar-kai’s efforts are rewarded only with vague omens they interpret as best they can. +Blighted Elves. Shadar-kai were once elves, but eons of exposure to the debilitating influence of the Shadowfell has left them joyless and mournful. In that realm, they have the appearance of withered elves: pale hair, wrinkled gray skin, and swollen joints give them a corpselike aspect. They appear more youthful while on other planes, but their skin always retains its deathly pallor. They dress in dark cloaks and heavy veils, detest mirrors, and avoid keeping things that remind them of their age. + + + Shadow Dancer + Those who have fought shadow dancers describe the experience as similar to fighting a living darkness. Every dim alcove and darkened nook is a place from where the lithe and acrobatic shadow dancers can emerge to ambush their prey. Using this tactic, they attack their enemies from all angles with a flurry of entangling chains that hold fast and corrupt the flesh. When their quarry is helpless, others move in to help dispatch the prey. Then they loot the corpse for trinkets, anything colorful and lively to gaze at after they return to the gloom of the Shadowfell. + + + + Soul Monger + M + humanoid (elf), Mordenkainen's Tome of Foes + neutral + 15 (studded leather) + 123 (19d8+38) + 30 ft. + 8 + 17 + 14 + 19 + 15 + 13 + Dex +7, Wis +7, Cha +5 + Perception +7 + + + necrotic, poison + charmed, exhaustion, frightened + darkvision 60 ft., passive Perception 17 + Common, Elvish + 11 + + Fey Ancestry + The soul monger has advantage on saving throws against being charmed, and magic can’t put it to sleep. + + + Innate Spellcasting + The soul monger’s innate spellcasting ability is Intelligence (spell save DC 16, +8 to hit with spell attacks). It can innately cast the following spells, requiring no material components: +At will: chill touch (3d8 damage), poison spray (3d12 damage) +1/day each: bestow curse, chain lightning, finger of death, gaseous form, phantasmal killer, seeming + + + Magic Resistance + The soul monger has advantage on saving throws against spells and other magical effects. + + + Soul Thirst + When the soul monger reduces a creature to 0 hit points, the soul monger can gain temporary hit points equal to half the creature’s hit point maximum. While the soul monger has temporary hit points from this ability, it has advantage on attack rolls. + + + Weight of Ages + Any beast or humanoid, other than a shadar-kai, that starts its turn within 5 feet of the soul monger has its speed reduced by 20 feet until the start of that creature’s next turn. + + + Multiattack + The soul monger makes two phantasmal dagger attacks. + + + Phantasmal Dagger + Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13 (4d4 + 3) piercing damage plus 19 (3d12) necrotic damage, and the target has disadvantage on saving throws until the start of the soul monger’s next turn. + + + Wave of Weariness (Recharge 4-6) + The soul monger emits weariness in a 60-foot cube. Each creature in that area must make a DC 16 Constitution saving throw. On a failed save, a creature takes 45 (10d8) psychic damage and suffers 1 level of exhaustion. On a successful save, it takes 22 (5d8) psychic damage. + + + + + + + Shadar-kai + In the perpetual gloom of the Shadowfell lives a society that serves the Raven Queen. They were brought into that dusky realm in ages past, so long ago that they’re now perfectly adapted to that cheerless environment, both physically and mentally. +Soul Custodians. Shadar-kai watch over both the Shadowfell and the material world, scouting out choice souls and tragedies that might please their deity. They are rumored to be able to coax worldly events along tragic paths for her amusement. The Raven Queen is famously cryptic even to her most devoted followers, however. The shadar-kai’s efforts are rewarded only with vague omens they interpret as best they can. +Blighted Elves. Shadar-kai were once elves, but eons of exposure to the debilitating influence of the Shadowfell has left them joyless and mournful. In that realm, they have the appearance of withered elves: pale hair, wrinkled gray skin, and swollen joints give them a corpselike aspect. They appear more youthful while on other planes, but their skin always retains its deathly pallor. They dress in dark cloaks and heavy veils, detest mirrors, and avoid keeping things that remind them of their age. + + + Soul Monger + Wracked with despair over the loss of memories of a brighter time, soul mongers now crave the vitality of others. The aching void within a soul monger radiates outward, manifesting as an unbearable weight that drains the vigor of anyone unfortunate enough to be in its presence. Those who have escaped the onslaught of a soul monger can hardly shake the memory of the sound it makes — the moan of a tortured soul, lost in a bottomless well of tragedy. + + + + Skulk + M + humanoid, Mordenkainen's Tome of Foes + chaotic neutral + 14 + 18 (4d8) + 30 ft. + 6 + 19 + 10 + 10 + 7 + 1 + Con +2 + Stealth +8 + + + radiant + blinded + darkvision 120 ft., passive Perception 8 + understands Common but can’t speak + 1/2 + + Fallible Invisibility + The skulk is invisible. This invisibility can be circumvented by three things: +The skulk appears as a drab, smooth-skinned humanoid if its reflection can be seen in a mirror or on another surface. +The skulk appears as a dim, translucent form in the light of a candle made of fat rendered from a corpse whose identity is unknown. +Humanoid children, aged 10 and under, can see through this invisibility. + + + Trackless + The skulk leaves no tracks to indicate where it has been or where it’s headed. + + + Claws + Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 6 (1d4 + 4) slashing damage. If the skulk has advantage on the attack roll, the target also takes 7 (2d6) necrotic damage. + + + + + + + Skulk + Skulks are the soulless shells of travelers who became lost in the Shadowfell, wandering its gray wastes until they lost all sense of self. They are so devoid of identity that they have become permanently invisible. Only children can see a skulk without the help of a mirror or a special candle. On the rare occasions when a skulk is visible, it appears as a drab, featureless, hairless humanoid. +Summoned Servants. A skulk can be summoned from the Shadowfell by performing a ritual. If the creature is given a portion of the summoner’s identity, the skulk is bound to obey the summoner’s commands for 30 days. If a skulk is visible, an astute observer might deduce who summoned it, because a skulk assumes a vague likeness of its master. +Cruel and chaotic, skulks carry out their orders in the most violent manner possible. A summoned skulk can’t return to the Shadowfell until it dies, so it has every motivation to throw itself into creating bloodshed and mayhem. +Hollow Lives. After killing a person in the material world, a skulk sometimes takes up a silent imitation of that person’s life. In extreme cases, skulks have invaded villages, killed all the occupants, and turned the places into seeming ghost towns, where flavorless food is prepared daily, colorless clothes are hung up to dry, and livestock is shifted from pen to pen until it starves. + + + + Skull Lord + M + undead, Mordenkainen's Tome of Foes + lawful evil + 18 (plate) + 105 (14d8+42) + 30 ft. + 14 + 16 + 17 + 16 + 15 + 21 + Athletics +7, History +8, Perception +12, Stealth +8 + + cold, necrotic; bludgeoning piercing and slashing from nonmagical attacks + + poison + blinded, charmed, deafened, exhaustion, frightened, poisoned, stunned, unconscious + darkvision 60 ft., passive Perception 22 + all the languages it knew in life + 15 + + Legendary Resistance (3/Day) + If the skull lord fails a saving throw, it can choose to succeed instead. + + + Master of the Grave + While within 30 feet of the skull lord, any undead ally of the skull lord makes saving throws with advantage, and that ally regains 1d6 hit points whenever it starts its turn there. + + + Evasion + If the skull lord is subjected to an effect that allows it to make a Dexterity saving throw to take only half the damage, the skull lord instead takes no damage if it succeeds on the saving throw, and only half damage if it fails. + + + Spellcasting + The skull lord is a 13th-level spellcaster. Its spellcasting ability is Charisma (spell save DC18, +10 to hit with spell attacks). The skull lord knows the following sorcerer spells: +Cantrips (at will): chill touch, fire bolt, mage hand, poison spray, ray of frost, shocking grasp +1st level (4 slots): magic missile, expeditious retreat, thunderwave +2nd level (3 slots): mirror image, scorching ray +3rd level (3 slots): fear, haste +4th level (3 slots): dimension door, ice storm +5th level (2 slots): cloudkill, cone of cold +6th level (1 slot): eyebite +7th level (1 slot): finger of death + + + Multiattack + The skull lord makes three bone staff attacks. + + + Bone Staff + Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) bludgeoning damage plus 14 (4d6) necrotic damage. + + + + + + + Skull Lord + The skull lords have claimed vast regions of the Shadowfell as their dominion. From these blighted lands, they wage war against their rivals, commanding hordes of undead in a bid to establish dominance. Yet skull lords always prove to be their own worst enemies; as a combined being born from three hateful individuals, they constantly plot against themselves. +Creatures of Betrayal. Infighting and treachery brought the skull lords into existence. The first of them appeared in the aftermath of Vecna’s bid to conquer the world of Greyhawk, after the vampire Kas betrayed Vecna and took his eye and hand. In the confusion resulting from this turn of events, Vecna’s warlords turned against each other, and the dark one’s plans were dashed. In a rage, Vecna gathered up his generals and captains and bound them in groups of three, fusing them into undead abominations cursed to fight among themselves for all time. Since the first skull lords were exiled into shadow, others have joined them, typically after being created from other leaders who betrayed their masters. +Undead Nature. A skull lord doesn’t require air, food, drink, or sleep. + + + Legendary Actions + The skull lord can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The skull lord regains spent legendary actions at the start of its turn. + + + Bone Staff (Costs 2 Actions) + The skull lord makes a bone staff attack. + + + Cantrip + The skull lord casts a cantrip. + + + Move + The skull lord moves up to its speed without provoking opportunity attacks. + + + Summon Undead (Costs 3 Actions) + Up to five skeletons or zombies appear in unoccupied spaces within 30 feet of the skull lord and remain until destroyed. Undead summoned in this way roll initiative and act in the next available turn. The skull lord can have up to five undead summoned by this ability at a time. + + + + The Angry + M + monstrosity, Mordenkainen's Tome of Foes + neutral evil + 18 (natural) + 255 (30d8+120) + 30 ft. + 17 + 10 + 19 + 8 + 13 + 6 + + Perception +6 + bludgeoning piercing and slashing while in dim light or darkness + + + + darkvision 60 ft., passive Perception 16 + Common + 13 + + Two Heads + The Angry has advantage on Wisdom (Perception) checks and on saving throws against being blinded, charmed, deafened, frightened, stunned, or knocked unconscious. + + + Rising Anger + If another creature deals damage to the Angry, the Angry’s attack rolls have advantage until the end of its next turn, and the first time it hits with a hook attack on its next turn, the attack’s target takes an extra 19 (3d12) psychic damage. +On its turn, the Angry has disadvantage on attack rolls if no other creature has dealt damage to it since the end of its last turn. + + + Multiattack + The Angry makes two hook attacks. + + + Hook + Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 16 (2d12 + 3) piercing damage. + + + + + + + Sorrowsworn + The Shadowfell’s pervasive melancholy sometimes gives rise to strange incarnations of the plane’s bleak nature. The sorrowsworn embody the forms of suffering that are inherent to the shadowy landscape, and they visit horror on those who stumble into their midst. +Emotion Given Form. Each sorrowsworn personifies a different aspect of despair or distress. Some are manifestations of anger; others are loneliness given physical form. Their nature provides a clue both to understanding how they become more powerful and to overcoming them. Giving in to the negative emotions that the sorrowsworn represent causes these entities to grow deadlier. Fighting against these emotions can weaken them and drive them away. + + + The Angry + Relying on violence to sustain their existence, the Angry grow more powerful when their foes fight back. If a creature opts not to attack, though, the Angry becomes confused, and its attacks weaken. Each of the Angry has two heads, which bicker with each other until they find something else on which they can vent their wrath. + + + + The Hungry + M + monstrosity, Mordenkainen's Tome of Foes + neutral evil + 17 (natural armor) + 225 (30d8+90) + 30 ft. + 19 + 10 + 17 + 6 + 11 + 6 + + + bludgeoning piercing and slashing while in dim light or darkness + + + + darkvision 60 ft., passive Perception 10 + Common + 11 + + Life Hunger + If a creature the Hungry can see regains hit points, the Hungry gains two benefits until the end of its next turn: it has advantage on attack rolls, and its bite deals an extra 22 (4d10) necrotic damage on a hit. + + + Multiattack + The Hungry makes two attacks: one with its bite and one with its claws. + + + Bite + Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) piercing damage plus 13 (3d8) necrotic damage. + + + Claws + Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 18 (4d6 + 4) slashing damage. If the target is Medium or smaller, it is grappled (escape DC 16) and restrained until the grapple ends. While grappling a creature, the Hungry can’t attack with its claws. + + + + + + + Sorrowsworn + The Shadowfell’s pervasive melancholy sometimes gives rise to strange incarnations of the plane’s bleak nature. The sorrowsworn embody the forms of suffering that are inherent to the shadowy landscape, and they visit horror on those who stumble into their midst. +Emotion Given Form. Each sorrowsworn personifies a different aspect of despair or distress. Some are manifestations of anger; others are loneliness given physical form. Their nature provides a clue both to understanding how they become more powerful and to overcoming them. Giving in to the negative emotions that the sorrowsworn represent causes these entities to grow deadlier. Fighting against these emotions can weaken them and drive them away. + + + The Hungry + Horrid beasts with grasping claws and yawning mouths, the Hungry do whatever is necessary to sate their appetites. These greedy devourers consume all life and energy they encounter, stuffing their maws with flesh and drinking in their victims’ screams. When they finish, they lurch away while their bright eyes resume the search for something else to consume. + + + + The Lonely + M + monstrosity, Mordenkainen's Tome of Foes + neutral evil + 16 (natural armor) + 112 (15d8+45) + 30 ft. + 16 + 12 + 17 + 6 + 11 + 6 + + + bludgeoning piercing and slashing while in dim light or darkness + + + + darkvision 60 ft., passive Perception 10 + Common + 9 + + Psychic Leech + At the start of each of the Lonely’s turns, each creature within 5 feet of it must succeed on a DC 15 Wisdom saving throw or take 10 (3d6) psychic damage. + + + Thrives on Company + The Lonely has advantage on attack rolls while it is within 30 feet of at least two other creatures. It otherwise has disadvantage on attack rolls. + + + Multiattack + The Lonely makes one harpoon arm attack and uses Sorrowful Embrace. + + + Harpoon Arm + Melee Weapon Attack: +7 to hit, reach 60 ft., one target. Hit: 21 (4d8 + 3) piercing damage, and the target is grappled (escape DC 15) if it is a Large or smaller creature. The Lonely has two harpoon arms and can grapple up to two creatures at once. + + + Sorrowful Embrace + Each creature grappled by the Lonely must make a DC 15 Wisdom saving throw. A creature takes 18 (4d8) psychic damage on a failed save, or half as much damage on a successful one. In either case, the Lonely pulls each creature grappled by it up to 30 feet straight toward it. + + + + + + + Sorrowsworn + The Shadowfell’s pervasive melancholy sometimes gives rise to strange incarnations of the plane’s bleak nature. The sorrowsworn embody the forms of suffering that are inherent to the shadowy landscape, and they visit horror on those who stumble into their midst. +Emotion Given Form. Each sorrowsworn personifies a different aspect of despair or distress. Some are manifestations of anger; others are loneliness given physical form. Their nature provides a clue both to understanding how they become more powerful and to overcoming them. Giving in to the negative emotions that the sorrowsworn represent causes these entities to grow deadlier. Fighting against these emotions can weaken them and drive them away. + + + The Lonely + The sorrow of isolation afflicts many creatures that lurk in the Shadowfell, but the need for companionship is never manifested more dramatically than in the Lonely. When these sorrowsworn spot other creatures, they feel keenly the need for interaction and so they launch their harpoon-like arms to drag their victims close. + + + + The Lost + M + monstrosity, Mordenkainen's Tome of Foes + neutral evil + 15 (natural armor) + 78 (12d8+24) + 30 ft. + 17 + 12 + 15 + 6 + 7 + 5 + + Athletics +6 + bludgeoning piercing and slashing while in dim light or darkness + + + + darkvision 60 ft., passive Perception 8 + Common + 7 + + Multiattack + The Lost makes two arm spike attacks. + + + Arm Spike + Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 14 (2d10 + 3) piercing damage. + + + Embrace + Melee Weapon Attack: +6 to it, reach 5 ft., one target. Hit: 25 (4d10 + 3) piercing damage, and the target is grappled (escape DC 14) if it is a Medium or smaller creature. Until the grapple ends, the target is frightened, and it takes 27 (6d8) psychic damage at the end of each of its turns. The Lost can embrace only one creature at a time. + + + Tightening Embrace + If the Lost takes damage while it has a creature grappled, that creature takes 18 (4d8) psychic damage. + + + Sorrowsworn + The Shadowfell’s pervasive melancholy sometimes gives rise to strange incarnations of the plane’s bleak nature. The sorrowsworn embody the forms of suffering that are inherent to the shadowy landscape, and they visit horror on those who stumble into their midst. +Emotion Given Form. Each sorrowsworn personifies a different aspect of despair or distress. Some are manifestations of anger; others are loneliness given physical form. Their nature provides a clue both to understanding how they become more powerful and to overcoming them. Giving in to the negative emotions that the sorrowsworn represent causes these entities to grow deadlier. Fighting against these emotions can weaken them and drive them away. + + + The Lost + The Shadowfell turns visitors around until they become marooned in its twisted landscape. The Lost are representations of the anxiety and fear that people experience when they can’t find their way. These sorrowsworn appear as desperate and panicked things. +The Lost try to embrace any creatures they can reach, attempting to find solace in the contact. Aside from the horror of being embraced by such a thing, the victim experiences a flood of fear and panic as its mind buckles under the fury of this assault. The harder the victims’ allies fight for release, the worse the experience becomes. + + + + The Wretched + S + monstrosity, Mordenkainen's Tome of Foes + neutral evil + 15 (natural armor) + 10 (4d6-4) + 40 ft. + 7 + 12 + 9 + 5 + 6 + 5 + + + bludgeoning piercing and slashing while in dim light or darkness + + + + darkvision 60 ft., passive Perception 8 + + 1/4 + + Wretched Pack Tactics + The Wretched has advantage on an attack roll against a creature if at least one of the Wretched’s allies is within 5 feet of the creature and the ally isn’t incapacitated. The Wretched otherwise has disadvantage on attack rolls. + + + Bite + Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 6 (1d10 + 1) piercing damage, and the Wretched attaches to the target. While attached, the Wretched can’t attack, and at the start of each of the Wretched’s turns, the target takes 6 (1d10 + 1) necrotic damage. +The attached Wretched moves with the target whenever the target moves, requiring none of the Wretched’s movement. The Wretched can detach itself by spending 5 feet of its movement on its turn. A creature, including the target, can use its action to detach a Wretched. + + + Sorrowsworn + The Shadowfell’s pervasive melancholy sometimes gives rise to strange incarnations of the plane’s bleak nature. The sorrowsworn embody the forms of suffering that are inherent to the shadowy landscape, and they visit horror on those who stumble into their midst. +Emotion Given Form. Each sorrowsworn personifies a different aspect of despair or distress. Some are manifestations of anger; others are loneliness given physical form. Their nature provides a clue both to understanding how they become more powerful and to overcoming them. Giving in to the negative emotions that the sorrowsworn represent causes these entities to grow deadlier. Fighting against these emotions can weaken them and drive them away. + + + The Wretched + Horrid little monsters, the Wretched gather in large packs to scour the Shadowfell for prey. These pitiful entities subsist on life force, so when they find a creature, they surge forward to sink their fangs into their victims and drink deep of their life energy and their fear. + + + + Star Spawn Grue + S + aberration, Mordenkainen's Tome of Foes + neutral evil + 11 + 17 (5d6) + 30 ft. + 6 + 13 + 10 + 9 + 11 + 6 + + + + + psychic + + darkvision 60 ft., passive Perception 10 + Deep Speech + 1/4 + + Aura of Madness + Creatures within 20 feet of the grue that aren’t aberrations have disadvantage on saving throws, as well as on attack rolls against creatures other than a star spawn grue. + + + + Confounding Bite + Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 6 (2d4 + 1) piercing damage, and the target must succeed on a DC 10 Wisdom saving throw or attack rolls against it have advantage until the start of the grue’s next turn. + + + + Star Spawn + The Material Plane represents only one small part of the multiverse. Beyond the best-known planes of existence lie realms that are lethal to mortal life. Some are so hostile that even a moment’s contact with such a place is enough to plunge a mortal mind into madness. Yet beings do exist that are native to these realms: beings that are eternally hungering, searching, warring, sometimes dreaming. These Elder Evils are far older than most of the mortal races and always horrific to humanoid minds. +However much they might desire to enter and dominate the Material Plane, the Elder Evils are unable or unwilling to leave their realms. Some are imprisoned in their dimensions by external forces, some are inextricably bound to their home realities, and others simply can’t find any way out. +Heralds of Doom. The creatures known as star spawn are the heralds, servants, foot soldiers, and lieutenants of the Elder Evils, capable of taking on forms that can journey to the Material Plane. They arrive most often in the wake of a comet — or perhaps such a phenomenon merely signals that star spawn are in the vicinity and available for communication. When the signs are right, warlocks and cultists hasten to gather together, read aloud their blasphemous texts, and conduct the mind-searing rituals that guide the blazing star spawn into the world. + + + Star Spawn Grue + Fanged and lipless, the ever-grinning, madly staring grue lopes about on spindly legs and long arms. Bristles and spines project from odd patches of its pallid skin, and it’s long fingers end in broken and dirty nails. Grues are the weakest of the star spawn. A host of writhing, scrambling grues typically accompanies more powerful star spawn. Their constant chittering and shrieking produces discordant psychic energy that disrupts thought patterns in other creatures. Intelligent creatures experience flashing colors, hallucinations, disorientation, and waves of hopelessness when they find themselves near a group of star spawn grues. + + + Elder Evils + Exactly who or what the Elder Evils are remains in dispute among the rare sources of knowledge about them. Few creatures in the multiverse have any awareness of these beings, and no one can claim to know them all. +Some Elder Evils are called gods, primordials, or fiends. Yet some scholars versed in esoteric mysteries insist they are none of these, but in fact are beings set apart from what mortals consider reality. Some Elder Evils are alleged to be creatures of the Far Realm, while others are thought to be trapped in a particular plane or world, or held in check somehow by wandering stars, imprisoned in the vastness of the night sky. +The names given to these terrible entities include such strange descriptions as Ityak-Ortheel the Elf-Eater, Dendar the Night Serpent, Borem of the Lake of Boiling Mud, Kezef the Chaos Hound, Zargon the Returner, Camnod the Unseen, Holashner the Hunger Below, Piscaethces the Blood Queen, Shothotugg the Eater of Worlds, Y’chak the Violet Flame, Bolothamogg Who Watches from Beyond the Stars, Hargut of the Gray Pestilence, Haask the Voice of Hargut, Ragnorra the Mother of Monsters, the Hulks of Zoretha, Kyuss the Worm That Walks, Tharizdun the Elder Elemental Eye, Atropus the World Born Dead, Pandorym the Utter Annihilation, Haemnathuun the Blood Lord, Maram of the Great Spear, Tyranthraxus the Flamed One, the unnamed Queen of Chaos, and Father Llymic, the Alien Thought Given Flesh. +The extent to which these beings have power beyond their native environments varies, as do notions of their relative strength. But they are all forces of corruption and evil. Nothing good can come from their influence. No bargain made with them ends in anything other than madness, plague, death, or worse. + + + Elder Evil Blessings + Through generations of study and grim practice, the disciples of certain Elder Evils have mastered the ability to bestow supernatural gifts on minions they select for the privilege. Any creature that serves a cult of Elder Evil, including a star spawn, can be given one of these rewards — usually as compensation for faithful service, but sometimes as a chance for a creature that breached the cult’s laws to redeem itself. The following powers are unique to specific cults, and typically a creature has no more than one of them. +Cult of Borem of the Lake of Boiling Mud +Borem’s Embrace (1/Day). The cultist touches one creature within 5 feet of it. The target must succeed on a DC 15 Dexterity saving throw or be coated in sticky, steaming mud. While it is coated in this way, the target’s speed is halved, it can’t use reactions, and it takes 10 (3d6) fire damage at the start of each of its turns. The effect lasts for 1 minute, until the cultist is incapacitated or dies, or until the target is immersed in water. +Cult of Atropus the World Born Dead +Gaze of Corruption (Recharge 6). The cultist targets one creature it can see within 30 feet of it. The target must succeed on a DC 15 Constitution saving throw or take 16 (3d10) necrotic damage and be poisoned for 1 minute. The poisoned target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. +Cult of Haask the Voice of Hargut +Haask’s Presence (1/Day). The cultist transforms into a Tiny, leech-like being and teleports onto the shoulder of a humanoid that it can see within 30 feet of it. The targeted humanoid must succeed on a DC 15 Charisma saving throw or be charmed by the cultist. While the target is charmed, the cultist has control of it on the target’s next turn. At the end of that turn, the cultist teleports to an unoccupied space it can see within 30 feet of it and returns to its normal form. The cultist can’t be targeted directly by any attack or other effect while it’s in the slug-like form, but it is subject to areas of effect as normal. +Cult of Tyranthraxus the Flamed One +Radiant Flames (1/Day). Multihued flame surrounds the cultist for 1 minute, until the cultist is incapacitated or dies, or until the cultist extinguishes the flame (no action required). While inflamed, the cultist has telepathy with a range of 30 feet, and it can teleport as a bonus action up to 30 feet to an unoccupied space it can see. In addition, every creature that starts its turn within 5 feet of the cultist must make a DC 15 Dexterity saving throw, taking 16 (3d10) radiant damage on a failed save, or half as much damage on a successful one. +Cult of Tharizdun the Chained God +Tharizdun’s Spark (Recharge 6). As a bonus action, the cultist touches a simple or martial weapon or a natural weapon, if it has one. The next creature hit by the touched weapon must succeed on a DC 15 Wisdom saving throw or experience short-term madness for 10 minutes. Consult the Short-Term Madness table (see “Madness Effects” in chapter 8 of the Dungeon Master’s Guide) to determine the form of the madness. The affected creature can repeat the saving throw at the end of each minute, ending the effect on itself on a success. + + + + Star Spawn Hulk + L + aberration, Mordenkainen's Tome of Foes + chaotic evil + 16 (natural armor) + 136 (13d10+65) + 30 ft. + 20 + 8 + 21 + 7 + 12 + 9 + Dex +3, Wis +5 + Perception +5 + bludgeoning piercing and slashing from nonmagical attacks + + + charmed, frightened + darkvision 60 ft., passive Perception 15 + Deep Speech + 10 + + Psychic Mirror + If the hulk takes psychic damage, each creature within 10 feet of the hulk takes that damage instead; the hulk takes none of the damage. In addition, the hulk’s thoughts and location can’t be discerned by magic. + + + Multiattack + The hulk makes two slam attacks. If both attacks hit the same target, the target also takes 9 (2d8) psychic damage and must succeed on a DC 17 Constitution saving throw or be stunned until the end of the target’s next turn. + + + Slam + Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 14 (2d8 + 5) bludgeoning damage. + + + Reaping Armors (Recharge 5-6) + The hulk makes a separate slam attack against each creature within 10 feet of it. Each creature that is hit must also succeed on a DC 17 Dexterity saving throw or be knocked prone. + + + + + + + Star Spawn + The Material Plane represents only one small part of the multiverse. Beyond the best-known planes of existence lie realms that are lethal to mortal life. Some are so hostile that even a moment’s contact with such a place is enough to plunge a mortal mind into madness. Yet beings do exist that are native to these realms: beings that are eternally hungering, searching, warring, sometimes dreaming. These Elder Evils are far older than most of the mortal races and always horrific to humanoid minds. +However much they might desire to enter and dominate the Material Plane, the Elder Evils are unable or unwilling to leave their realms. Some are imprisoned in their dimensions by external forces, some are inextricably bound to their home realities, and others simply can’t find any way out. +Heralds of Doom. The creatures known as star spawn are the heralds, servants, foot soldiers, and lieutenants of the Elder Evils, capable of taking on forms that can journey to the Material Plane. They arrive most often in the wake of a comet — or perhaps such a phenomenon merely signals that star spawn are in the vicinity and available for communication. When the signs are right, warlocks and cultists hasten to gather together, read aloud their blasphemous texts, and conduct the mind-searing rituals that guide the blazing star spawn into the world. + + + Star Spawn Hulk + The hulk is the largest of the known star spawn. Though ogre-like in stature, the hulk’s glistening translucent skin reveals a muscled form devoid of an ogre’s fat. Pale and seemingly lidless eyes glare balefully from a face distorted by too many teeth and too little nose. +Hulks are seldom encountered without a commanding seer nearby. A hulk appears to have little will of its own, other than to protect its master. + + + Elder Evils + Exactly who or what the Elder Evils are remains in dispute among the rare sources of knowledge about them. Few creatures in the multiverse have any awareness of these beings, and no one can claim to know them all. +Some Elder Evils are called gods, primordials, or fiends. Yet some scholars versed in esoteric mysteries insist they are none of these, but in fact are beings set apart from what mortals consider reality. Some Elder Evils are alleged to be creatures of the Far Realm, while others are thought to be trapped in a particular plane or world, or held in check somehow by wandering stars, imprisoned in the vastness of the night sky. +The names given to these terrible entities include such strange descriptions as Ityak-Ortheel the Elf-Eater, Dendar the Night Serpent, Borem of the Lake of Boiling Mud, Kezef the Chaos Hound, Zargon the Returner, Camnod the Unseen, Holashner the Hunger Below, Piscaethces the Blood Queen, Shothotugg the Eater of Worlds, Y’chak the Violet Flame, Bolothamogg Who Watches from Beyond the Stars, Hargut of the Gray Pestilence, Haask the Voice of Hargut, Ragnorra the Mother of Monsters, the Hulks of Zoretha, Kyuss the Worm That Walks, Tharizdun the Elder Elemental Eye, Atropus the World Born Dead, Pandorym the Utter Annihilation, Haemnathuun the Blood Lord, Maram of the Great Spear, Tyranthraxus the Flamed One, the unnamed Queen of Chaos, and Father Llymic, the Alien Thought Given Flesh. +The extent to which these beings have power beyond their native environments varies, as do notions of their relative strength. But they are all forces of corruption and evil. Nothing good can come from their influence. No bargain made with them ends in anything other than madness, plague, death, or worse. + + + Elder Evil Blessings + Through generations of study and grim practice, the disciples of certain Elder Evils have mastered the ability to bestow supernatural gifts on minions they select for the privilege. Any creature that serves a cult of Elder Evil, including a star spawn, can be given one of these rewards — usually as compensation for faithful service, but sometimes as a chance for a creature that breached the cult’s laws to redeem itself. The following powers are unique to specific cults, and typically a creature has no more than one of them. +Cult of Borem of the Lake of Boiling Mud +Borem’s Embrace (1/Day). The cultist touches one creature within 5 feet of it. The target must succeed on a DC 15 Dexterity saving throw or be coated in sticky, steaming mud. While it is coated in this way, the target’s speed is halved, it can’t use reactions, and it takes 10 (3d6) fire damage at the start of each of its turns. The effect lasts for 1 minute, until the cultist is incapacitated or dies, or until the target is immersed in water. +Cult of Atropus the World Born Dead +Gaze of Corruption (Recharge 6). The cultist targets one creature it can see within 30 feet of it. The target must succeed on a DC 15 Constitution saving throw or take 16 (3d10) necrotic damage and be poisoned for 1 minute. The poisoned target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. +Cult of Haask the Voice of Hargut +Haask’s Presence (1/Day). The cultist transforms into a Tiny, leech-like being and teleports onto the shoulder of a humanoid that it can see within 30 feet of it. The targeted humanoid must succeed on a DC 15 Charisma saving throw or be charmed by the cultist. While the target is charmed, the cultist has control of it on the target’s next turn. At the end of that turn, the cultist teleports to an unoccupied space it can see within 30 feet of it and returns to its normal form. The cultist can’t be targeted directly by any attack or other effect while it’s in the slug-like form, but it is subject to areas of effect as normal. +Cult of Tyranthraxus the Flamed One +Radiant Flames (1/Day). Multihued flame surrounds the cultist for 1 minute, until the cultist is incapacitated or dies, or until the cultist extinguishes the flame (no action required). While inflamed, the cultist has telepathy with a range of 30 feet, and it can teleport as a bonus action up to 30 feet to an unoccupied space it can see. In addition, every creature that starts its turn within 5 feet of the cultist must make a DC 15 Dexterity saving throw, taking 16 (3d10) radiant damage on a failed save, or half as much damage on a successful one. +Cult of Tharizdun the Chained God +Tharizdun’s Spark (Recharge 6). As a bonus action, the cultist touches a simple or martial weapon or a natural weapon, if it has one. The next creature hit by the touched weapon must succeed on a DC 15 Wisdom saving throw or experience short-term madness for 10 minutes. Consult the Short-Term Madness table (see “Madness Effects” in chapter 8 of the Dungeon Master’s Guide) to determine the form of the madness. The affected creature can repeat the saving throw at the end of each minute, ending the effect on itself on a success. + + + + Star Spawn Larva Mage + M + aberration, Mordenkainen's Tome of Foes + chaotic evil + 16 (natural armor) + 168 (16d8+96) + 30 ft. + 17 + 12 + 23 + 18 + 12 + 16 + Dex +6, Wis +6, Cha +8 + Perception +6 + cold; bludgeoning piercing and slashing from nonmagical attacks + + psychic + charmed, frightened, paralyzed, petrified, poisoned, restrained + darkvision 60 ft., passive Perception 16 + Deep Speech + 16 + + Innate Spellcasting + The larva mage’s innate spellcasting ability is Charisma (spell save DC 16, +8 to hit with spell attacks). It can innately cast the following spells, requiring no material components: +At will: eldritch blast (3 beams, +3 bonus to each damage roll), minor illusion +3/day: dominate monster +1/day: circle of death + + + Return to Worms + When the larva mage is reduced to 0 hit points, it breaks apart into a swarm of insects in the same space. Unless the swarm is destroyed, the larva mage reforms from it 24 hours later. + + + Slam + Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 7 (1d8 + 3) bludgeoning damage, and the target must succeed on a DC 19 Constitution saving throw or be poisoned until the end of its next turn. + + + Plague of Worms (Recharge 6) + Each creature other than a star spawn within 10 feet of the larva mage must succeed on a DC 19 Dexterity saving throw or take 22 (5d8) necrotic damage and be blinded and restrained by masses of swarming worms. The affected creature takes 22 (5d8) necrotic damage at the start of each of the larva mage’s turns. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. + + + Feed on Weakness + When a creature within 20 feet of the larva mage fails a saving throw, the larva mage gains 10 temporary hit points. + + + Legendary Actions + The larva mage can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The larva mage regains spent legendary actions at the start of its turn. + + + Cantrip (Costs 2 Actions) + The larva mage casts one cantrip. + + + Slam (Costs 2 Actions) + The larva mage makes one slam attack. + + + Feed (Costs 3 Actions) + Each creature restrained by the larva mage’s Plague of Worms takes 13 (3d8) necrotic damage, and the larva mage gains 6 temporary hit points. + + + Star Spawn + The Material Plane represents only one small part of the multiverse. Beyond the best-known planes of existence lie realms that are lethal to mortal life. Some are so hostile that even a moment’s contact with such a place is enough to plunge a mortal mind into madness. Yet beings do exist that are native to these realms: beings that are eternally hungering, searching, warring, sometimes dreaming. These Elder Evils are far older than most of the mortal races and always horrific to humanoid minds. +However much they might desire to enter and dominate the Material Plane, the Elder Evils are unable or unwilling to leave their realms. Some are imprisoned in their dimensions by external forces, some are inextricably bound to their home realities, and others simply can’t find any way out. +Heralds of Doom. The creatures known as star spawn are the heralds, servants, foot soldiers, and lieutenants of the Elder Evils, capable of taking on forms that can journey to the Material Plane. They arrive most often in the wake of a comet — or perhaps such a phenomenon merely signals that star spawn are in the vicinity and available for communication. When the signs are right, warlocks and cultists hasten to gather together, read aloud their blasphemous texts, and conduct the mind-searing rituals that guide the blazing star spawn into the world. + + + Star Spawn Larva Mage + A larva mage is a nightmarish combination of a mortal body and otherworldly substance. When a powerful cultist of a wormlike entity such as Kyuss or Kezef — usually a warlock or other spellcaster — contacts the comet-borne emissary of an Elder Evil, the emissary can merge with a mortal consciousness to create a larva mage. None of the original cultist’s personality survives the transformation, so what emerges is wholly alien. + + + Elder Evils + Exactly who or what the Elder Evils are remains in dispute among the rare sources of knowledge about them. Few creatures in the multiverse have any awareness of these beings, and no one can claim to know them all. +Some Elder Evils are called gods, primordials, or fiends. Yet some scholars versed in esoteric mysteries insist they are none of these, but in fact are beings set apart from what mortals consider reality. Some Elder Evils are alleged to be creatures of the Far Realm, while others are thought to be trapped in a particular plane or world, or held in check somehow by wandering stars, imprisoned in the vastness of the night sky. +The names given to these terrible entities include such strange descriptions as Ityak-Ortheel the Elf-Eater, Dendar the Night Serpent, Borem of the Lake of Boiling Mud, Kezef the Chaos Hound, Zargon the Returner, Camnod the Unseen, Holashner the Hunger Below, Piscaethces the Blood Queen, Shothotugg the Eater of Worlds, Y’chak the Violet Flame, Bolothamogg Who Watches from Beyond the Stars, Hargut of the Gray Pestilence, Haask the Voice of Hargut, Ragnorra the Mother of Monsters, the Hulks of Zoretha, Kyuss the Worm That Walks, Tharizdun the Elder Elemental Eye, Atropus the World Born Dead, Pandorym the Utter Annihilation, Haemnathuun the Blood Lord, Maram of the Great Spear, Tyranthraxus the Flamed One, the unnamed Queen of Chaos, and Father Llymic, the Alien Thought Given Flesh. +The extent to which these beings have power beyond their native environments varies, as do notions of their relative strength. But they are all forces of corruption and evil. Nothing good can come from their influence. No bargain made with them ends in anything other than madness, plague, death, or worse. + + + Elder Evil Blessings + Through generations of study and grim practice, the disciples of certain Elder Evils have mastered the ability to bestow supernatural gifts on minions they select for the privilege. Any creature that serves a cult of Elder Evil, including a star spawn, can be given one of these rewards — usually as compensation for faithful service, but sometimes as a chance for a creature that breached the cult’s laws to redeem itself. The following powers are unique to specific cults, and typically a creature has no more than one of them. +Cult of Borem of the Lake of Boiling Mud +Borem’s Embrace (1/Day). The cultist touches one creature within 5 feet of it. The target must succeed on a DC 15 Dexterity saving throw or be coated in sticky, steaming mud. While it is coated in this way, the target’s speed is halved, it can’t use reactions, and it takes 10 (3d6) fire damage at the start of each of its turns. The effect lasts for 1 minute, until the cultist is incapacitated or dies, or until the target is immersed in water. +Cult of Atropus the World Born Dead +Gaze of Corruption (Recharge 6). The cultist targets one creature it can see within 30 feet of it. The target must succeed on a DC 15 Constitution saving throw or take 16 (3d10) necrotic damage and be poisoned for 1 minute. The poisoned target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. +Cult of Haask the Voice of Hargut +Haask’s Presence (1/Day). The cultist transforms into a Tiny, leech-like being and teleports onto the shoulder of a humanoid that it can see within 30 feet of it. The targeted humanoid must succeed on a DC 15 Charisma saving throw or be charmed by the cultist. While the target is charmed, the cultist has control of it on the target’s next turn. At the end of that turn, the cultist teleports to an unoccupied space it can see within 30 feet of it and returns to its normal form. The cultist can’t be targeted directly by any attack or other effect while it’s in the slug-like form, but it is subject to areas of effect as normal. +Cult of Tyranthraxus the Flamed One +Radiant Flames (1/Day). Multihued flame surrounds the cultist for 1 minute, until the cultist is incapacitated or dies, or until the cultist extinguishes the flame (no action required). While inflamed, the cultist has telepathy with a range of 30 feet, and it can teleport as a bonus action up to 30 feet to an unoccupied space it can see. In addition, every creature that starts its turn within 5 feet of the cultist must make a DC 15 Dexterity saving throw, taking 16 (3d10) radiant damage on a failed save, or half as much damage on a successful one. +Cult of Tharizdun the Chained God +Tharizdun’s Spark (Recharge 6). As a bonus action, the cultist touches a simple or martial weapon or a natural weapon, if it has one. The next creature hit by the touched weapon must succeed on a DC 15 Wisdom saving throw or experience short-term madness for 10 minutes. Consult the Short-Term Madness table (see “Madness Effects” in chapter 8 of the Dungeon Master’s Guide) to determine the form of the madness. The affected creature can repeat the saving throw at the end of each minute, ending the effect on itself on a success. + + + + Star Spawn Mangler + M + aberration, Mordenkainen's Tome of Foes + chaotic evil + 14 + 71 (13d8+13) + 40 ft., climb 40 ft. + 8 + 18 + 12 + 11 + 12 + 7 + Dex +7, Con +4 + Stealth +7 + cold + + psychic + charmed, frightened, prone + darkvision 60 ft., passive Perception 11 + Deep Speech + 5 + + Ambush + On the first round of each combat, the mangler has advantage on attack rolls against a creature that hasn’t taken a turn yet. + + + Shadow Stealth + While in dim light or darkness, the mangler can take the Hide action as a bonus action. + + + Multiattack + The mangler makes two claw attacks. + + + Claw + Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) slashing damage. If the attack roll has advantage, the target also takes 7 (2d6) psychic damage. + + + Flurry of Claws (Recharge 4-6) + The mangler makes six claw attacks against one target. Either before or after these attacks, it can move up to its speed as a bonus action without provoking opportunity attacks. + + + + + + + Star Spawn + The Material Plane represents only one small part of the multiverse. Beyond the best-known planes of existence lie realms that are lethal to mortal life. Some are so hostile that even a moment’s contact with such a place is enough to plunge a mortal mind into madness. Yet beings do exist that are native to these realms: beings that are eternally hungering, searching, warring, sometimes dreaming. These Elder Evils are far older than most of the mortal races and always horrific to humanoid minds. +However much they might desire to enter and dominate the Material Plane, the Elder Evils are unable or unwilling to leave their realms. Some are imprisoned in their dimensions by external forces, some are inextricably bound to their home realities, and others simply can’t find any way out. +Heralds of Doom. The creatures known as star spawn are the heralds, servants, foot soldiers, and lieutenants of the Elder Evils, capable of taking on forms that can journey to the Material Plane. They arrive most often in the wake of a comet — or perhaps such a phenomenon merely signals that star spawn are in the vicinity and available for communication. When the signs are right, warlocks and cultists hasten to gather together, read aloud their blasphemous texts, and conduct the mind-searing rituals that guide the blazing star spawn into the world. + + + Star Spawn Mangler + A mangler is a low-slung, creeping horror with multiple gangly arms. A mangler most often has six arms, but one can have any number from four to eight. Manglers creep along the ground or the walls, sticking to shadows, hiding in spots that seem too shallow or well-lit to conceal anything. They appear smaller than their true size, thanks to their hunched posture and emaciated frame. Cultists summon these creatures to serve as guards and assassins, two roles at which they excel. + + + Elder Evils + Exactly who or what the Elder Evils are remains in dispute among the rare sources of knowledge about them. Few creatures in the multiverse have any awareness of these beings, and no one can claim to know them all. +Some Elder Evils are called gods, primordials, or fiends. Yet some scholars versed in esoteric mysteries insist they are none of these, but in fact are beings set apart from what mortals consider reality. Some Elder Evils are alleged to be creatures of the Far Realm, while others are thought to be trapped in a particular plane or world, or held in check somehow by wandering stars, imprisoned in the vastness of the night sky. +The names given to these terrible entities include such strange descriptions as Ityak-Ortheel the Elf-Eater, Dendar the Night Serpent, Borem of the Lake of Boiling Mud, Kezef the Chaos Hound, Zargon the Returner, Camnod the Unseen, Holashner the Hunger Below, Piscaethces the Blood Queen, Shothotugg the Eater of Worlds, Y’chak the Violet Flame, Bolothamogg Who Watches from Beyond the Stars, Hargut of the Gray Pestilence, Haask the Voice of Hargut, Ragnorra the Mother of Monsters, the Hulks of Zoretha, Kyuss the Worm That Walks, Tharizdun the Elder Elemental Eye, Atropus the World Born Dead, Pandorym the Utter Annihilation, Haemnathuun the Blood Lord, Maram of the Great Spear, Tyranthraxus the Flamed One, the unnamed Queen of Chaos, and Father Llymic, the Alien Thought Given Flesh. +The extent to which these beings have power beyond their native environments varies, as do notions of their relative strength. But they are all forces of corruption and evil. Nothing good can come from their influence. No bargain made with them ends in anything other than madness, plague, death, or worse. + + + Elder Evil Blessings + Through generations of study and grim practice, the disciples of certain Elder Evils have mastered the ability to bestow supernatural gifts on minions they select for the privilege. Any creature that serves a cult of Elder Evil, including a star spawn, can be given one of these rewards — usually as compensation for faithful service, but sometimes as a chance for a creature that breached the cult’s laws to redeem itself. The following powers are unique to specific cults, and typically a creature has no more than one of them. +Cult of Borem of the Lake of Boiling Mud +Borem’s Embrace (1/Day). The cultist touches one creature within 5 feet of it. The target must succeed on a DC 15 Dexterity saving throw or be coated in sticky, steaming mud. While it is coated in this way, the target’s speed is halved, it can’t use reactions, and it takes 10 (3d6) fire damage at the start of each of its turns. The effect lasts for 1 minute, until the cultist is incapacitated or dies, or until the target is immersed in water. +Cult of Atropus the World Born Dead +Gaze of Corruption (Recharge 6). The cultist targets one creature it can see within 30 feet of it. The target must succeed on a DC 15 Constitution saving throw or take 16 (3d10) necrotic damage and be poisoned for 1 minute. The poisoned target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. +Cult of Haask the Voice of Hargut +Haask’s Presence (1/Day). The cultist transforms into a Tiny, leech-like being and teleports onto the shoulder of a humanoid that it can see within 30 feet of it. The targeted humanoid must succeed on a DC 15 Charisma saving throw or be charmed by the cultist. While the target is charmed, the cultist has control of it on the target’s next turn. At the end of that turn, the cultist teleports to an unoccupied space it can see within 30 feet of it and returns to its normal form. The cultist can’t be targeted directly by any attack or other effect while it’s in the slug-like form, but it is subject to areas of effect as normal. +Cult of Tyranthraxus the Flamed One +Radiant Flames (1/Day). Multihued flame surrounds the cultist for 1 minute, until the cultist is incapacitated or dies, or until the cultist extinguishes the flame (no action required). While inflamed, the cultist has telepathy with a range of 30 feet, and it can teleport as a bonus action up to 30 feet to an unoccupied space it can see. In addition, every creature that starts its turn within 5 feet of the cultist must make a DC 15 Dexterity saving throw, taking 16 (3d10) radiant damage on a failed save, or half as much damage on a successful one. +Cult of Tharizdun the Chained God +Tharizdun’s Spark (Recharge 6). As a bonus action, the cultist touches a simple or martial weapon or a natural weapon, if it has one. The next creature hit by the touched weapon must succeed on a DC 15 Wisdom saving throw or experience short-term madness for 10 minutes. Consult the Short-Term Madness table (see “Madness Effects” in chapter 8 of the Dungeon Master’s Guide) to determine the form of the madness. The affected creature can repeat the saving throw at the end of each minute, ending the effect on itself on a success. + + + + Star Spawn Seer + M + aberration, Mordenkainen's Tome of Foes + neutral evil + 17 (natural armor) + 153 (18d8+72) + 30 ft. + 14 + 12 + 18 + 22 + 19 + 16 + Dex +6, Int +11, Wis +9, Cha +8 + Perception +9 + cold; bludgeoning piercing and slashing from nonmagical attacks + + psychic + charmed, frightened + darkvision 60 ft., passive Perception 19 + Common, Deep Speech, Undercommon + 13 + + Out-of-Phase Movement + The seer can move through other creatures and objects as if they were difficult terrain. Each creature it moves through takes 5 (1d10) psychic damage; no creature can take this damage more than once per turn. The seer takes 5 (1d10) force damage if it ends its turn inside an object. + + + Multiattack + The seer makes two comet staff attacks or uses Psychic Orb twice. + + + Comet Staff + Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 9 (1d6 + 6) bludgeoning damage, or 10 (1d8 + 6) bludgeoning damage if used with two hands, plus 18 (4d8) psychic damage, and the target must succeed on a DC 19 Constitution saving throw or be incapacitated until the end of its next turn. + + + Psychic Orb + Ranged Spell Attack: +11 to hit, range 120 feet, one target. Hit: 27 (5d10) psychic damage. + + + Collapse distance (Recharge 6) + The seer warps space around a creature it can see within 30 feet of it. That creature must make a DC 19 Wisdom saving throw. On a failed save, the target, along with any equipment it is wearing or carrying, is magically teleported up to 60 feet to an unoccupied space the seer can see, and all other creatures within 10 feet of the target’s original space each takes 39 (6d12) psychic damage. On a successful save, the target takes 19 (3d12) psychic damage. + + + Bend Space + When the seer would be hit by an attack, it teleports, exchanging positions with another star spawn it can see within 60 feet of it. The other star spawn is hit by the attack instead. + + + Star Spawn + The Material Plane represents only one small part of the multiverse. Beyond the best-known planes of existence lie realms that are lethal to mortal life. Some are so hostile that even a moment’s contact with such a place is enough to plunge a mortal mind into madness. Yet beings do exist that are native to these realms: beings that are eternally hungering, searching, warring, sometimes dreaming. These Elder Evils are far older than most of the mortal races and always horrific to humanoid minds. +However much they might desire to enter and dominate the Material Plane, the Elder Evils are unable or unwilling to leave their realms. Some are imprisoned in their dimensions by external forces, some are inextricably bound to their home realities, and others simply can’t find any way out. +Heralds of Doom. The creatures known as star spawn are the heralds, servants, foot soldiers, and lieutenants of the Elder Evils, capable of taking on forms that can journey to the Material Plane. They arrive most often in the wake of a comet — or perhaps such a phenomenon merely signals that star spawn are in the vicinity and available for communication. When the signs are right, warlocks and cultists hasten to gather together, read aloud their blasphemous texts, and conduct the mind-searing rituals that guide the blazing star spawn into the world. + + + Star Spawn Seer + A star spawn seer is most often encountered as the leader of a cult that worships one or more of the Elder Evils. Usually, the seer is the only cult member that grasps the full extent of the horror the cult is venerating. +An entity that appears as a star spawn seer in the Material Plane usually arrives as something different — something disembodied. When a warlock or other spellcaster establishes communication with it, the seer-entity takes control of the mortal’s form and spirit, transforming it into a star spawn seer. Whoever the seer once was largely vanishes beneath the corpulent bulk of tumorous skin than builds up in strange whorls all over the seer’s body. Hands become bulky, flipper-like appendages capable of grasping their strange staffs — formed of some blend of flesh, bone, and star stuff — but clumsy and painful when used to manipulate other things. +A star spawn seer is almost always accompanied by one or more star spawn hulks. Although the hulk is a worthy combatant in its own right, it’s also a vital part of a tactic often used by seers. When a seer deals psychic damage to a hulk, the hulk isn’t hurt, while the effect ricochets off the hulk and expands to assault other creatures. +The seer’s goal is to tap the energy sources and master the rites that will enable it to extend a bridge between the vulnerable sanity of the Material Plane and the squirming madness of an Elder Evil’s prison. + + + Elder Evils + Exactly who or what the Elder Evils are remains in dispute among the rare sources of knowledge about them. Few creatures in the multiverse have any awareness of these beings, and no one can claim to know them all. +Some Elder Evils are called gods, primordials, or fiends. Yet some scholars versed in esoteric mysteries insist they are none of these, but in fact are beings set apart from what mortals consider reality. Some Elder Evils are alleged to be creatures of the Far Realm, while others are thought to be trapped in a particular plane or world, or held in check somehow by wandering stars, imprisoned in the vastness of the night sky. +The names given to these terrible entities include such strange descriptions as Ityak-Ortheel the Elf-Eater, Dendar the Night Serpent, Borem of the Lake of Boiling Mud, Kezef the Chaos Hound, Zargon the Returner, Camnod the Unseen, Holashner the Hunger Below, Piscaethces the Blood Queen, Shothotugg the Eater of Worlds, Y’chak the Violet Flame, Bolothamogg Who Watches from Beyond the Stars, Hargut of the Gray Pestilence, Haask the Voice of Hargut, Ragnorra the Mother of Monsters, the Hulks of Zoretha, Kyuss the Worm That Walks, Tharizdun the Elder Elemental Eye, Atropus the World Born Dead, Pandorym the Utter Annihilation, Haemnathuun the Blood Lord, Maram of the Great Spear, Tyranthraxus the Flamed One, the unnamed Queen of Chaos, and Father Llymic, the Alien Thought Given Flesh. +The extent to which these beings have power beyond their native environments varies, as do notions of their relative strength. But they are all forces of corruption and evil. Nothing good can come from their influence. No bargain made with them ends in anything other than madness, plague, death, or worse. + + + Elder Evil Blessings + Through generations of study and grim practice, the disciples of certain Elder Evils have mastered the ability to bestow supernatural gifts on minions they select for the privilege. Any creature that serves a cult of Elder Evil, including a star spawn, can be given one of these rewards — usually as compensation for faithful service, but sometimes as a chance for a creature that breached the cult’s laws to redeem itself. The following powers are unique to specific cults, and typically a creature has no more than one of them. +Cult of Borem of the Lake of Boiling Mud +Borem’s Embrace (1/Day). The cultist touches one creature within 5 feet of it. The target must succeed on a DC 15 Dexterity saving throw or be coated in sticky, steaming mud. While it is coated in this way, the target’s speed is halved, it can’t use reactions, and it takes 10 (3d6) fire damage at the start of each of its turns. The effect lasts for 1 minute, until the cultist is incapacitated or dies, or until the target is immersed in water. +Cult of Atropus the World Born Dead +Gaze of Corruption (Recharge 6). The cultist targets one creature it can see within 30 feet of it. The target must succeed on a DC 15 Constitution saving throw or take 16 (3d10) necrotic damage and be poisoned for 1 minute. The poisoned target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. +Cult of Haask the Voice of Hargut +Haask’s Presence (1/Day). The cultist transforms into a Tiny, leech-like being and teleports onto the shoulder of a humanoid that it can see within 30 feet of it. The targeted humanoid must succeed on a DC 15 Charisma saving throw or be charmed by the cultist. While the target is charmed, the cultist has control of it on the target’s next turn. At the end of that turn, the cultist teleports to an unoccupied space it can see within 30 feet of it and returns to its normal form. The cultist can’t be targeted directly by any attack or other effect while it’s in the slug-like form, but it is subject to areas of effect as normal. +Cult of Tyranthraxus the Flamed One +Radiant Flames (1/Day). Multihued flame surrounds the cultist for 1 minute, until the cultist is incapacitated or dies, or until the cultist extinguishes the flame (no action required). While inflamed, the cultist has telepathy with a range of 30 feet, and it can teleport as a bonus action up to 30 feet to an unoccupied space it can see. In addition, every creature that starts its turn within 5 feet of the cultist must make a DC 15 Dexterity saving throw, taking 16 (3d10) radiant damage on a failed save, or half as much damage on a successful one. +Cult of Tharizdun the Chained God +Tharizdun’s Spark (Recharge 6). As a bonus action, the cultist touches a simple or martial weapon or a natural weapon, if it has one. The next creature hit by the touched weapon must succeed on a DC 15 Wisdom saving throw or experience short-term madness for 10 minutes. Consult the Short-Term Madness table (see “Madness Effects” in chapter 8 of the Dungeon Master’s Guide) to determine the form of the madness. The affected creature can repeat the saving throw at the end of each minute, ending the effect on itself on a success. + + + + Female Steeder + L + monstrosity, Mordenkainen's Tome of Foes + unaligned + 14 (natural armor) + 30 (4d10+8) + 30 ft., climbt 30 ft. + 15 + 16 + 14 + 2 + 10 + 3 + + Stealth +7, Perception +4 + + + + + darkvision 120 ft., passive Perception 14 + + 1 + + Spider Climb + The steeder can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. + + + Extraordinary Leap + The distance of the steeder’s long jumps is tripled; every foot of its walking speed that it spends on the jump allows it to move 3 feet. + + + Bite + Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) piercing damage plus 9 (2d8) poison damage. + + + Sticky Leg + Melee Weapon Attack: +5 to hit, reach 5 ft., one Medium or smaller creature. Hit: The target is stuck to the steeder’s leg and grappled until it escapes (escape DC 12). The steeder can have only one creature grappled at a time. + + + + + + + Steeders + Giant hunting spiders, steeders prowl the depths of the Underdark. Most steeders are encountered in the company of duergar. +Female Dominance. Female steeders grow larger and stronger than males, and the female often devours the male after breeding. In captivity, males are used as draft animals, while females serve as steeds in battle. +Lone Predators. Steeders consider other steeders as enemies and attempt to tear apart perceived threats. Their duergar handlers must stable steeders separate from one another and place blinders on them when they’re put to work to keep them from attacking each other. +Low Cunning. Steeders are intelligent enough to learn simple hand signals and vocal commands, but even a domesticated steeder can turn against its handler. Training these beasts requires a rider to bond with the steeder, a process that begins shortly after the creature hatches. The rider stays with the steeder as it grows to full size, working throughout that time to channel the beast’s predatory instincts. +Deadly Hunters. Rather than spinning webs, steeders excrete a viscous substance from their legs. This goo allows them to creep along walls and ceilings and to grapple prey. + + + + Male Steeder + M + monstrosity, Mordenkainen's Tome of Foes + unaligned + 12 (natural armor) + 13 (2d8+4) + 30 ft., climb 30 ft. + 15 + 12 + 14 + 2 + 10 + 3 + + Stealth +5, Perception +4 + + + + + darkvision 120 ft., passive Perception 14 + + 1/4 + + Spider Climb + The steeder can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. + + + Extraordinary Leap + The distance of the steeder’s long jumps is tripled; every foot of its walking speed that it spends on the jump allows it to jump 3 feet. + + + Bite + Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) piercing damage plus 4 (1d8) poison damage. + + + Sticky Leg + Melee Weapon Attack: +4 to hit, reach 5 ft., one Small or Tiny creature. Hit: The target is stuck to the steeder’s leg and grappled until it escapes (escape DC 12). The steeder can have only one creature grappled at a time. + + + + + + + Steeders + Giant hunting spiders, steeders prowl the depths of the Underdark. Most steeders are encountered in the company of duergar. +Female Dominance. Female steeders grow larger and stronger than males, and the female often devours the male after breeding. In captivity, males are used as draft animals, while females serve as steeds in battle. +Lone Predators. Steeders consider other steeders as enemies and attempt to tear apart perceived threats. Their duergar handlers must stable steeders separate from one another and place blinders on them when they’re put to work to keep them from attacking each other. +Low Cunning. Steeders are intelligent enough to learn simple hand signals and vocal commands, but even a domesticated steeder can turn against its handler. Training these beasts requires a rider to bond with the steeder, a process that begins shortly after the creature hatches. The rider stays with the steeder as it grows to full size, working throughout that time to channel the beast’s predatory instincts. +Deadly Hunters. Rather than spinning webs, steeders excrete a viscous substance from their legs. This goo allows them to creep along walls and ceilings and to grapple prey. + + + + Steel Predator + L + construct, Mordenkainen's Tome of Foes + lawful evil + 20 (natural armor) + 207 (18d10+108) + 40 ft. + 24 + 17 + 22 + 4 + 14 + 6 + + Perception +7, Stealth +8, Survival +7 + cold, lightning, necrotic, thunder + + poison, psychic, bludgeoning piercing and slashing from nonmagical attacks + charmed, exhaustion, frightened, paralyzed, petrified, poisoned, stunned + blindsight 30 ft., darkvision 60 ft., passive Perception 17 + understands Modron and the language of its owner but can’t speak + 16 + + Innate Spellcasting + The steel predator’s innate spellcasting ability is Wisdom. The steel predator can innately cast the following spells, requiring no components: +3/day each: dimension door (self only), plane shift (self only) + + + Magic Resistance + The steel predator has advantage on saving throws against spells and other magical effects. + + + Magic Weapons + The steel predator’s weapon attacks are magical. + + + Multiattack + The steel predator makes three attacks: one with its bite and two with its claw. + + + Bite + Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 14 (2d6 + 7) piercing damage. + + + Claw + Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 16 (2d8 + 7) slashing damage. + + + Stunning Roar (Recharge 5-6) + The steel predator emits a roar in a 60-foot cone. Each creature in that area must make a DC 19 Constitution saving throw. On a failed save, a creature takes 27 (5d10) thunder damage, drops everything it’s holding, and is stunned for 1 minute. On a successful save, a creature takes half as much damage. The stunned creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. + + + + + + + Steel Predator + A steel predator is a merciless machine with one purpose: to locate and kill its target regardless of distance and obstacles. +Modron Engineering. Steel predators are created by a particular hexton modron, using a machine located in the city of Sigil. It wasn’t always headquartered in the City of Doors, however. On its original home, the plane of Mechanus, the ingenious hexton was lauded for its invention — until it turned its creations against its superiors. Steel predators wreaked havoc across the modron hierarchy until the rogue hexton was trapped and exiled. Now it operates a shop in Sigil where, for a steep price, anyone can commission the manufacture of a steel predator. +Assassins on Demand. To create a steel predator, the hexton’s machine must be fed something that identifies the predator’s target, such as a lock of hair, a well-worn glove, or a much-used weapon. The moment the newly manufactured steel predator emerges, it bounds away in search of its prey. It senses the location of its target across planar boundaries, but such detection is accurate only to within a thousand yards; to close the remaining distance, the steel predator locates its prey by sight and smell. +Once battle is joined, the predator ignores every other threat to attack its target, unless other creatures prevent it from reaching the target. In that case, it does what it must to fulfill its mission. +Rogue Killers. If all goes according to plan, a steel predator slays its target and then voluntarily returns to Sigil, where it’s broken down into parts that can be used in another steel predator. Battle damage can cause this instinct to fail, however, causing the steel predator to linger in the area, hunting and killing other creatures that resemble its target, that fit the target’s general description, or that simply live nearby. Such rogues become the most dangerous of predators. +Constructed Nature. A steel predator doesn’t require air, food, drink, or sleep. + + + + Stone Cursed + M + construct, Mordenkainen's Tome of Foes + lawful evil + 17 (natural) + 19 (3d8+4) + 10 ft. + 16 + 5 + 14 + 5 + 8 + 7 + + + + bludgeoning + poison + charmed, exhaustion, frightened, petrified, poisoned + passive Perception 9 + the languages it knew in life + 1 + + Cunning Opportunist + The stone cursed has advantage on the attack rolls of opportunity attacks. + + + False Appearance + While the stone cursed remains motionless, it is indistinguishable from a normal statue. + + + Petrifying Claws + Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (1d10 + 3) slashing damage, or 14 (2d10 + 3) slashing damage if the attack roll had advantage. If the target is a creature, it must succeed on a DC 12 Constitution saving throw, or it begins to turn to stone and is restrained until the end of its next turn, when it must repeat the saving throw. The effect ends if the second save is successful; otherwise the target is petrified for 24 hours. + + + + + + + Stone Cursed + The stone cursed are spawned through a foul alchemical ritual performed on a humanoid that has been turned to stone. The ritual, which requires a mixture of basilisk blood and the ashes from the burned feathers of a cockatrice, awakens a dim echo of the petrified victim’s spirit, animating the statue and turning it into a useful guardian. +Lingering Spirits. The stone cursed possess a malevolent drive to slay the living, yet they are utterly loyal to whoever performed the ritual to animate them, and they obey that being’s orders to the best of their ability. +In combat, stony claws that drip with thick, gray sludge emerge from a stone cursed’s fingers. This alchemical sludge transforms those slashed by the claws into statues. +A Strange Harvest. As part of the ritual used to create a stone cursed, a fist-sized obsidian skull forms within the creature’s torso. The skull isn’t visible while the stone cursed is active, but when it is slain, the statue shatters and the skull clatters to the ground. Because it is the nexus for the alchemy used to create these horrors, a dim echo of the original victim’s memories resonates within the skull. A skilled magic-wielder can attempt to extract memories from it to gain insight into the victim’s past or find lore that otherwise would be lost. +Constructed Nature. A stone cursed doesn’t require air, food, drink, or sleep. +CRYPTIC WHISPERS +Even though creatures transformed into stone cursed are long dead, a vague whisper of their memories lives on in the obsidian skull embedded within the stone cursed’s body. At the end of a short rest, a character can make a DC 20 Intelligence (Arcana) check to attempt to extract a memory from the skull — a memory that is a response to a verbal question posed by the character to the skull. Once this check is made, whether it succeeds or fails, the skull can’t be used in this manner again. + + + + Sword Wraith Commander + M + undead, Mordenkainen's Tome of Foes + lawful evil + 18 (breastplate, shield) + 127 (15d8+60) + 30 ft. + 18 + 14 + 18 + 11 + 12 + 14 + + Perception +4 + necrotic, bludgeoning piercing and slashing from nonmagical attacks + + poison + exhaustion, frightened, poisoned, unconscious + darkvision 60 ft., passive Perception 14 + the languages it knew in life + 8 + + Martial Fury + As a bonus action, the sword wraith can make one weapon attack, which deals an extra 9 (2d8) necrotic damage on a hit. If it does so, attack rolls against it have advantage until the start of its next turn. + + + Turning Defiance + The sword wraith and any other sword wraiths within 30 feet of it have advantage on saving throws against effects that turn undead. + + + Multiattack + The sword wraith makes two weapon attacks. + + + Longsword + Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) slashing damage, or 9 (1d10 + 4) slashing damage if used with two hands. + + + Longbow + Ranged Weapon Attack: +5 to hit, range 150/600 ft., one target. Hit: 6 (1d8 + 2) piercing damage. + + + Call to Honor (1/Day) + To use this action, the sword wraith must have taken damage during the current combat. If the sword wraith can use this action, it gives itself advantage on attack rolls until the end of its next turn, and 1d4 + 1 sword wraith warriors appear in unoccupied spaces within 30 feet of it. The warriors last until they drop to 0 hit points, and they take their turns immediately after the commander’s turn on the same initiative count. + + + + + + + Sword Wraith + When a glory-obsessed warrior dies in battle without earning the honor it desperately sought, its valor-hungry spirit might haunt the battlefield as a sword wraith. +Brooding Spirits. The most likely spots for encountering sword wraiths are scenes of ancient ambushes, battlefields where soldiers were felled by magic with no chance to fight back, and sites where enemies were hemmed in and slaughtered without quarter. +Honor Above All. Sword wraiths fly into a rage if anyone questions their valor. Conversely, they are easily appeased by praise. Little pleases them more than hearing a ballad performed in their honor. Towns located near ancient battlefields hold annual festivals of remembrance to keep sword wraiths there placated. +Undead Nature. A sword wraith doesn’t require air, food, drink, or sleep. + + + + Sword Wraith Warrior + M + undead, Mordenkainen's Tome of Foes + lawful evil + 16 (chain shirt, shield) + 45 (6d8+18) + 30 ft. + 18 + 12 + 17 + 6 + 9 + 10 + + + necrotic, bludgeoning piercing and slashing from nonmagical attacks + poison + + exhaustion, frightened, poisoned, unconscious + darkvision 60 ft., passive Perception 9 + the languages it knew in life + 3 + + Martial Fury + As a bonus action, the sword wraith can make one weapon attack. If it does so, attack rolls against it have advantage until the start of its next turn. + + + Longsword + Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) slashing damage, or 9 (1d10 + 4) slashing damage if used with two hands. + + + Longbow + Ranged Weapon Attack: +3 to hit, range 150/600 ft., one target. Hit: 5 (1d8 + 1) piercing damage. + + + + + + + Sword Wraith + When a glory-obsessed warrior dies in battle without earning the honor it desperately sought, its valor-hungry spirit might haunt the battlefield as a sword wraith. +Brooding Spirits. The most likely spots for encountering sword wraiths are scenes of ancient ambushes, battlefields where soldiers were felled by magic with no chance to fight back, and sites where enemies were hemmed in and slaughtered without quarter. +Honor Above All. Sword wraiths fly into a rage if anyone questions their valor. Conversely, they are easily appeased by praise. Little pleases them more than hearing a ballad performed in their honor. Towns located near ancient battlefields hold annual festivals of remembrance to keep sword wraiths there placated. +Undead Nature. A sword wraith doesn’t require air, food, drink, or sleep. + + + + Tortle + M + humanoid (tortle), Mordenkainen's Tome of Foes + lawful good + 17 (natural) + 22 (4d8+4) + 30 ft. + 15 + 10 + 12 + 11 + 13 + 12 + + Athletics +4, Survival +3 + + + + + passive Perception 11 + Aquan, Common + 1/4 + + Hold Breath + The tortle can hold its breath for 1 hour.. + + + Claws + Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) slashing damage. + + + Quarterstaff + Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) bludgeoning damage, or 6 (1d8 + 2) bludgeoning damage if used with two hands. + + + Light Crossbow + Ranged Weapon Attack: +2 to hit, range 80/320 ft., one target. Hit: 4 (1d8) piercing damage. + + + Shell Defense + The tortle withdraws into its shell. Until it emerges, it gains a +4 bonus to AC and has advantage on Strength and Constitution saving throws. While in its shell, the tortle is prone, its speed is 0 and can’t increase, it has disadvantage on Dexterity saving throws, it can’t take reactions, and the only action it can take is a bonus action to emerge. + + + + + + + Tortles + Tortles are omnivorous, turtle-like humanoids with shells that cover most of their bodies. Tortles have a saying: “We wear our homes on our backs.” Consequently, tortles feel little need to stay put for long. +An adult tortle stands about 6 feet tall and weighs between 450 and 500 pounds. Males and females are nearly identical in size and appearance. +Temporary Towns. A tortle settlement is primarily used as a kind of moot, where tortles can socialize with one another and trade with strangers. Tortles don’t regard these settlements as places worth defending with their lives, and they abandon a settlement when it no longer serves their needs. +A Life of Wandering. Most tortles like to see how other creatures live and discover new customs. The urge to procreate doesn’t kick in until the end of a tortle’s life, and a tortle can spend decades away from its native land without feeling homesick. +Tortles view the world as a place of everyday wonder. They live for the chance to hear a soft wind blowing through palm trees, to watch a frog croaking on a lily pad, or to stand in a crowded marketplace. + + + + Tortle Druid + M + humanoid (Tortle), Mordenkainen's Tome of Foes + lawful neutral + 17 (natural) + 33 (6d8+6) + 30 ft. + 14 + 10 + 12 + 11 + 15 + 12 + + Animal Handling +4, Nature +2, Survival +4 + + + + + passive Perception 12 + Aquan, Common + 2 + + Hold Breath + The tortle can hold its breath for 1 hour. + + + Spellcasting + The tortle is a 4th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 12, +4 to hit with spell attacks). It has the following druid spells prepared: +Cantrips (at will): druidcraft, guidance, produce flame +1st level (4 slots): animal friendship, cure wounds, speak with animals, thunderwave +2nd level (3 slots): darkvision, hold person + + + Claws + Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) slashing damage. + + + Quarterstaff + Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) bludgeoning damage, or 6 (1d8 + 2) bludgeoning damage if used with two hands. + + + Shell Defense + The tortle withdraws into its shell. Until it emerges, it gains a +4 bonus to AC and has advantage on Strength and Constitution saving throws. While in its shell, the tortle is prone, its speed is 0 and can’t increase, it has disadvantage on Dexterity saving throws, it can’t take reactions, and the only action it can take is a bonus action to emerge. + + + + + + + Tortles + Tortles are omnivorous, turtle-like humanoids with shells that cover most of their bodies. Tortles have a saying: “We wear our homes on our backs.” Consequently, tortles feel little need to stay put for long. +An adult tortle stands about 6 feet tall and weighs between 450 and 500 pounds. Males and females are nearly identical in size and appearance. +Temporary Towns. A tortle settlement is primarily used as a kind of moot, where tortles can socialize with one another and trade with strangers. Tortles don’t regard these settlements as places worth defending with their lives, and they abandon a settlement when it no longer serves their needs. +A Life of Wandering. Most tortles like to see how other creatures live and discover new customs. The urge to procreate doesn’t kick in until the end of a tortle’s life, and a tortle can spend decades away from its native land without feeling homesick. +Tortles view the world as a place of everyday wonder. They live for the chance to hear a soft wind blowing through palm trees, to watch a frog croaking on a lily pad, or to stand in a crowded marketplace. + + + + Dire Troll + H + giant, Mordenkainen's Tome of Foes + chaotic evil + 15 (natural armor) + 172 (15d12+75) + 40 ft. + 22 + 15 + 21 + 9 + 11 + 5 + Wis +5, Cha +2 + Perception +5 + bludgeoning piercing and slashing from nonmagical attacks + + + frightened, poisoned + darkvision 60 ft., passive Perception 15 + Giant + 13 + + Keen Senses + The troll has advantage on Wisdom (Perception) checks that rely on smell or sight. + + + Regeneration + The troll regains 10 hit points at the start of its turn. If the troll takes acid or fire damage, it regains only 5 hit points at the start of its next turn. The troll dies only if it is hit by an attack that deals 10 or more acid or fire damage while the troll has 0 hit points. + + + Multiattack + The troll makes five attacks: one with its bite and four with its claws. + + + Bite + Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 10 (1d8 + 6) piercing damage plus 5 (1d10) poison damage. + + + Claws + Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 16 (3d6 + 6) slashing damage. + + + Whirlwind of Claws (Recharge 5-6) + Each creature within 10 feet of the troll must make a DC 19 Dexterity saving throw, taking 44 (8d10) slashing damage on a failed save, or half as much damage on a successful one. + + + + + + + Trolls + Trolls that are nearly obliterated but survive and regenerate from mere scraps of flesh can display bizarre mutations. One of these warped trolls is especially likely to arise if the creature regenerates in the presence of magical emanations, planar energy, disease, or death on a vast scale, or if its body was damaged by elemental forces. These mutated forms can also be produced and shaped by the ritual magic of evil spellcasters. + + + Dire Troll + Trolls kill and eat almost anything — including, in rare cases, other trolls. This cannibalism has the effect of causing the troll to grow to an unusually large size. These dire trolls crave more and more troll flesh to fuel their continued growth. +Dire trolls also increase their size by grafting flesh and organs onto themselves. When a slab of quivering troll flesh is bound against a fresh wound on the dire troll, its regenerative capacity incorporates the new mass into its own musculature. Even more horrifying are the multiple arms, eyes, claws, and other organs that a dire troll tears from its victims and grafts onto itself. Over time, these creatures can accumulate many limbs. +VAPRAK THE DESTROYER +Although trolls are hardly devout and seldom ponder spiritual questions, they do fear and venerate the entity known as Vaprak the Destroyer. As with many lesser deities, Vaprak’s true nature is something of a mystery, but it is always portrayed as a horrid, misshapen, greenish creature strongly resembling a troll. It’s given to fits of mindless destruction and is constantly paranoid about the plots and ambitions of other deities. +Among trolls, Vaprak is believed to devour those on the brink of death, but only if the troll is already cooked or digested (slain by fire or acid). Otherwise, the god spits the soul back into the world to regenerate a new body, no matter how little of its previous form remained. Thus, only trolls slain by acid or fire remain dead, because only those are consumed by Vaprak. + + + + Rot Troll + L + giant, Mordenkainen's Tome of Foes + chaotic evil + 16 (natural) + 138 (12d10+72) + 30 ft. + 18 + 13 + 22 + 5 + 8 + 4 + + Perception +3 + + + necrotic + + darkvision 60 ft., passive Perception 13 + Giant + 9 + + Rancid Degenration + At the end of each of the troll’s turns, each creature within 5 feet of it takes 11 (2d10) necrotic damage, unless the troll has taken acid or fire damage since the end of its last turn. + + + Multiattack + The troll makes three attacks: one with its bite and two with its claws. + + + Bite + Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) piercing damage plus 16 (3d10) necrotic damage. + + + Claws + Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage plus 5 (1d10) necrotic damage. + + + + + + + Trolls + Trolls that are nearly obliterated but survive and regenerate from mere scraps of flesh can display bizarre mutations. One of these warped trolls is especially likely to arise if the creature regenerates in the presence of magical emanations, planar energy, disease, or death on a vast scale, or if its body was damaged by elemental forces. These mutated forms can also be produced and shaped by the ritual magic of evil spellcasters. + + + Rot Troll + A troll that is infused with waves of necrotic energy as it regenerates can develop a symbiotic relationship with that deathly power. The troll’s body withers, and its flesh falls away from the body as quickly as it forms. Eventually a rot troll becomes unable to regenerate, though it still heals normally. The creature courses with necrotic energy that flows out of its withered form. Simply standing near a rot troll exposes other creatures to its lethal emanations. + + + + Spirit Troll + L + giant, Mordenkainen's Tome of Foes + chaotic evil + 17 (natural) + 97 (15d10+15) + 30 ft. + 1 + 17 + 13 + 8 + 9 + 16 + + Perception +3 + acid, cold, fire, lightning, thunder + + bludgeoning piercing and slashing from nonmagical attacks + exhaustion, grappled, paralyzed, petrified, prone, restrained, unconscious + darkvision 60 ft., passive Perception 13 + Giant + 11 + + Incorporeal Movement + The troll can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object. + + + Regeneration + The troll regains 10 hit points at the start of each of its turns. If the troll takes psychic or force damage, this trait doesn’t function at the start of the troll’s next turn. The troll dies only if it starts its turn with 0 hit points and doesn’t regenerate + + + Multiattack + The troll makes three attacks: one with its bite and two with its claws. + + + Bite + Melee Weapon Attack: +7 to hit, reach 5 ft., one creature. Hit: 19 (3d10 + 3) psychic damage, and the target must succeed on a DC 15 Wisdom saving throw or be stunned for 1 minute. The stunned target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. + + + Claws + Melee Weapon Attack: +7 to hit, reach 5 ft., one creature. Hit: 14 (2d10 + 3) psychic damage. + + + + + + + Trolls + Trolls that are nearly obliterated but survive and regenerate from mere scraps of flesh can display bizarre mutations. One of these warped trolls is especially likely to arise if the creature regenerates in the presence of magical emanations, planar energy, disease, or death on a vast scale, or if its body was damaged by elemental forces. These mutated forms can also be produced and shaped by the ritual magic of evil spellcasters. + + + Spirit Troll + A troll blasted with psychic energy can take a nonphysical form when it regenerates. Its psyche survives, but the body of a spirit troll is as insubstantial as shadow. The troll might be unaware of the transition — it still moves and attacks with teeth and claws as it always did — but now it strikes at its victim’s mind. + + + + Venom Troll + L + giant, Mordenkainen's Tome of Foes + chaotic evil + 15 (natural) + 94 (9d10+45) + 30 ft. + 18 + 13 + 20 + 7 + 9 + 7 + + Perception +2 + + + poison + poisoned + darkvision 60 ft., passive Perception 12 + Giant + 7 + + Keen Smell + The troll has advantage on Wisdom (Perception) checks that rely on smell. + + + Poison Splash + When the troll takes damage of any type but psychic, each creature within 5 feet of the troll takes 9 (2d8) poison damage. + + + Regeneration + The troll regains 10 hit points at the start of each of its turns. If the troll takes acid or fire damage, this trait doesn’t function at the start of the troll’s next turn. The troll dies only if it starts its turn with 0 hit points and doesn’t regenerate. + + + Multiattack + The troll makes three attacks: one with its bite and two with its claws. + + + Bite + Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) piercing damage plus 4 (1d8) poison damage, and the creature is poisoned until the start of the troll’s next turn. + + + Claws + Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage plus 4 (1d8) poison damage. + + + Venom Spray (Recharge 6) + The troll slices itself with a claw, releasing a spray of poison in a 15-foot cube. The troll takes 7 (2d6) slashing damage (this damage can’t be reduced in any way). Each creature in the area must make a DC 16 Constitution saving throw. On a failed save, a creature takes 18 (4d8) poison damage and is poisoned for 1 minute. On a successful save, the creature takes half as much damage and isn’t poisoned. A poisoned creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. + + + + + + + Trolls + Trolls that are nearly obliterated but survive and regenerate from mere scraps of flesh can display bizarre mutations. One of these warped trolls is especially likely to arise if the creature regenerates in the presence of magical emanations, planar energy, disease, or death on a vast scale, or if its body was damaged by elemental forces. These mutated forms can also be produced and shaped by the ritual magic of evil spellcasters. + + + Venom Troll + A troll ravaged by massive doses of poison might mutate into a venom troll. Lingering poison infuses its blood and tissue, and poison leaks from its pores to coat its fangs and claws. These creatures are especially dangerous in close combat, because poison drips off their flesh and sprays out from every wound they receive. + + + + Vampiric Mist + M + undead, Mordenkainen's Tome of Foes + chaotic evil + 13 + 30 (4d8+12) + 0 ft., fly 30 ft (hover) + 6 + 16 + 16 + 6 + 12 + 7 + Wis +3 + + acid, cold, lightning, necrotic, thunder, bludgeoning piercing and slashing from nonmagical attacks + + poison + charmed, exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained + darkvision 60 ft., passive Perception 11 + + 3 + + Life Sense + The mist can sense the location of any creature within 60 feet of it, unless that creature’s type is construct or undead. + + + Forbiddance + The mist can’t enter a residence without an invitation from one of the occupants. + + + Misty Form + The mist can occupy another creature’s space and vice versa. In addition, if air can pass through a space, the mist can pass through it without squeezing. Each foot of movement in water costs it 2 extra feet, rather than 1 extra foot. The mist can’t manipulate objects in any way that requires fingers or manual dexterity. + + + Sunlight Hypersensitivity + The mist takes 10 radiant damage whenever it starts its turn in sunlight. While in sunlight, the mist has disadvantage on attack rolls and ability checks. + + + Life Drain + The mist touches one creature in its space. The target must succeed on a DC 13 Constitution saving throw (undead and constructs automatically succeed), or it takes 10 (2d6 + 3) necrotic damage, the mist regains 10 hit points, and the target’s hit point maximum is reduced by an amount equal to the necrotic damage taken. This reduction lasts until the target finishes a long rest. The target dies if its hit point maximum is reduced to 0. + + + + + + + Vampiric Mist + In billowing clouds of fog lurk vampiric mists, the wretched remnants of vampires that were prevented from finding rest. Indistinguishable from the mists they lurk within, they strike unseen and undetected to bleed their victims dry. +Former Vampires. Vampiric mists, sometimes called crimson mists, are all that remain of vampires who couldn’t return to their burial places after being defeated or suffering some mishap. Denied the restorative power of these places, the vampires’ bodies dissolve into mist. The transformation strips the intelligence and personality from them until only an unholy, insatiable thirst for blood remains. +Blood Thief. Indistinguishable from fog aside from the charnel reek it exudes, a vampiric mist descends on a creature and causes the blood in its body to ooze through the creature’s pores or spill out from its eyes, nose, and mouth. This blood wafts out from the victim like crimson smoke, which the mist then consumes. The feeding causes no pain or discomfort to the victim, so vampiric mists can feed on sleepers without waking them. The more a mist feeds, the redder it gets, such that it turns pink, then red, and finally a deep scarlet hue that rains blood droplets wherever it goes. +Attracted to Blood. Like sharks in water, vampiric mists can scent blood from up to a mile away. Any injury, no matter how small, might catch their attention and draw them toward their victims. In battle, a mist focuses its attacks on injured targets, since open wounds are a more ready source of blood. +Undead Nature. A vampiric mist doesn’t require air or sleep. + + + + Canoloth + M + fiend (yugoloth), Mordenkainen's Tome of Foes + neutral evil + 16 (natural) + 120 (16d8+48) + 50 ft. + 18 + 10 + 17 + 5 + 17 + 12 + + Investigation +3, Perception +9 + cold, fire, lightning, bludgeoning piercing and slashing from nonmagical attacks + + acid, poison + poisoned + darkvision 60 ft., truesight 120 ft., passive Perception 19 + Abyssal, Infernal, telepathy 60 ft. + 8 + + Dimensional Lock + Other creatures can’t teleport to or from a space within 60 feet of the canoloth. Any attempt to do so is wasted. + + + Magic Resistance + The canoloth has advantage on saving throws against spells and other magical effects. + + + Magic Weapons + The canoloth’s weapon attacks are magical. + + + Uncanny Senses + The canoloth can’t be surprised while it isn’t incapacitated. + + + Multiattack + The canoloth makes two attacks: one with its tongue or its bite and one with its claws. + + + Bite + Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 25 (6d6 + 4) piercing damage. + + + Claws + Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 15 (2d10 + 4) slashing damage. + + + Tongue + Ranged Weapon Attack: +7 to hit, range 30 ft., one target. Hit: 17 (2d12 + 4) piercing damage. If the target is Medium or smaller, it is grappled (escape DC 15), pulled up to 30 feet toward the canoloth, and restrained until the grapple ends. The canoloth can grapple one target at a time with its tongue. + + + + + + + Yugoloths + Mercenaries that ply their trade throughout the Lower Planes and in other realms, yugoloths have a reputation for effectiveness that is matched only by their desire for ever more wealth. Although yugoloths aren’t especially loyal and typically try to exploit every potential loophole in a contract, they undertake any task for which they are hired, no matter how despicable. Yugoloths come in a wide variety of forms, including those described in the Monster Manual and the six creatures presented here. + + + Canoloth + Canoloths prefer to enter into contracts to guard valuable treasures and important locations. They always do exactly as asked — never any more, never any less. +With senses sharp enough to pinpoint the locations of nearby invisible creatures, canoloths respond unfailingly to any threat to their charges. Furthermore, they emit a magical distortion field that prevents creatures close to them from teleporting. +Canoloths confront intruders with swift and terrible force, projecting long, spiny tongues to grab their foes and drag them close. What happens next depends on the contract. Unless instructed to kill, a canoloth merely holds onto its prisoner, but if given the order to do so, it tears its prey limb from limb. + + + + Dhergoloth + M + fiend (yugoloth), Mordenkainen's Tome of Foes + neutral evil + 15 (natural) + 119 (14d8+56) + 30 ft. + 17 + 10 + 19 + 7 + 10 + 9 + Str +6 + + cold, fire, lightning, bludgeoning piercing and slashing from nonmagical attacks + + acid, poison + poisoned + blindsight 60 ft., darkvision 60 ft., passive Perception 10 + Abyssal, Infernal, telepathy 60 ft. + 7 + + Innate Spellcasting + The dhergoloth’s innate spellcasting ability is Charisma (spell save DC 10). It can innately cast the following spells, requiring no material components: +At will: darkness, fear +3/day: sleep + + + Magic Resistance + The dhergoloth has advantage on saving throws against spells and other magical effects. + + + Magic Weapons + The dhergoloth’s weapon attacks are magical. + + + Multiattack + The dhergoloth makes two claw attacks. + + + Claw + Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 12 (2d8 + 3) slashing damage. + + + Flailing Claws (Recharge 5-6) + The dhergoloth moves up to its walking speed in a straight line and targets each creature within 5 feet of it during its movement. Each target must succeed on a DC 14 Dexterity saving throw or take 22 (3d12 + 3) slashing damage. + + + Teleport + The dhergoloth magically teleports, along with any equipment it is wearing or carrying, up to 60 feet to an unoccupied space it can see. + + + + + + + Yugoloths + Mercenaries that ply their trade throughout the Lower Planes and in other realms, yugoloths have a reputation for effectiveness that is matched only by their desire for ever more wealth. Although yugoloths aren’t especially loyal and typically try to exploit every potential loophole in a contract, they undertake any task for which they are hired, no matter how despicable. Yugoloths come in a wide variety of forms, including those described in the Monster Manual and the six creatures presented here. + + + Dhergoloth + Dhergoloths rush into battle like whirlwinds of destruction, lashing out with five sets of claws, which extend from their squat, barrel-shaped bodies. They take contracts to put down uprisings, clear out rabble, and eliminate scouts and skirmishers, and they revel in the butchery they create, their unhinged laughter rising above their victims’ screams. +Since dhergoloths are little more than dumb brutes, employers must use caution when instructing these fiends. They can handle simple orders that don’t take a lot of time to resolve. When given anything complex to do, they either forget what they’re told or don’t listen in the first place, and then bungle the task that was set for them. + + + + Hydroloth + M + fiend (yugoloth), Mordenkainen's Tome of Foes + neutral evil + 15 + 135 (18d8+54) + 20 ft., swim 40 ft. + 12 + 21 + 16 + 19 + 10 + 14 + + Insight +4, Perception +4 + cold, lightning, bludgeoning piercing and slashing from nonmagical attacks + fire + acid, poison + poisoned + blindsight 60 ft., darkvision 60 ft., passive Perception 14 + Abyssal, Infernal, telepathy 60 ft. + 9 + + Amphibious + The hydroloth can breathe air and water. + + + Innate Spellcasting + The hydroloth’s innate spellcasting ability is Intelligence (spell save DC 16). It can innately cast the following spells, requiring no material components: +At will: darkness, detect magic, dispel magic, invisibility (self only), water walk +3/day each: control water, crown of madness, fear, phantasmal killer, suggestion + + + Magic Resistance + The hydroloth has advantage on saving throws against spells and other magical effects. + + + Magic Weapons + The hydroloth’s weapon attacks are magical. + + + Secure Memory + The hydroloth is immune to the waters of the River Styx as well as any effect that would steal or modify its memories or detect or read its thoughts. + + + Watery Advantage + While submerged in liquid, the hydroloth has advantage on attack rolls. + + + Multiattack + The hydroloth makes two melee attacks. In place of one of these attacks, it can cast one spell that takes 1 action to cast. + + + Claws + Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) slashing damage. + + + Bite + Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 16 (2d10 + 5) piercing damage. + + + Steal Memory (1/Day) + The hydroloth targets one creature it can see within 60 feet of it. The target takes 4d6 psychic damage, and it must make a DC 16 Intelligence saving throw. On a successful save, the target becomes immune to this hydroloth’s Steal Memory for 24 hours. On a failed save, the target loses all proficiencies, it can’t cast spells, it can’t understand language, and if its Intelligence and Charisma scores are higher than 5, they become 5. Each time the target finishes a long rest, it can repeat the saving throw, ending the effect on itself on a success. A greater restoration or remove curse spell cast on the target ends this effect early. + + + Teleport + The hydroloth magically teleports, along with any equipment it is wearing or carrying, up to 60 feet to an unoccupied space it can see. + + + + + + + Yugoloths + Mercenaries that ply their trade throughout the Lower Planes and in other realms, yugoloths have a reputation for effectiveness that is matched only by their desire for ever more wealth. Although yugoloths aren’t especially loyal and typically try to exploit every potential loophole in a contract, they undertake any task for which they are hired, no matter how despicable. Yugoloths come in a wide variety of forms, including those described in the Monster Manual and the six creatures presented here. + + + Hydroloth + Like the thought-stealing waters of the River Styx they inhabit, hydroloths filch the memories of creatures they attack, stealing away their thoughts for delivery to whatever master they happen to serve. Hydroloths are skilled at finding lost things, especially those that have been swallowed up in the deeps. +For amphibious assaults or underwater conflicts, hydroloths have no equal among yugoloths. They sometimes hire themselves out to attack and scuttle ships and raid coastal settlements. + + + + Merrenoloth + M + fiend (yugoloth), Mordenkainen's Tome of Foes + neutral evil + 13 + 40 (9d8) + 30 ft., swim 40 ft. + 8 + 17 + 10 + 17 + 14 + 11 + Dex +5, Int +5 + History +5, Nature +5, Perception +4, Survival +4 + cold, fire, lightning, bludgeoning piercing and slashing from nonmagical attacks + + acid, poison + poisoned + blindsight 60 ft., darkvision 60 ft., passive Perception 14 + Abyssal, Infernal, telepathy 60 ft. + 3 + + Innate Spellcasting + The merrenoloth’s innate spellcasting ability is Intelligence (spell save DC 13). It can innately cast the following spells, requiring no material components: +At will: charm person, darkness, detect magic, dispel magic, gust of wind +3/day: control water +1/day: control weather + + + Magic Resistance + The merrenoloth has advantage on saving throws against spells and other magical effects. + + + Magic Weapons + The merrenoloth’s weapon attacks are magical. + + + Teleport + As a bonus action, the merrenoloth magically teleports, along with any equipment it is wearing or carrying, up to 60 feet to an unoccupied space it can see. + + + Multiattack + The merrenoloth uses Fear Gaze once and makes one oar attack. + + + Oar + Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (2d4 + 3) slashing damage. + + + Fear Gaze + The merrenoloth targets one creature it can see within 60 feet of it. The target must succeed on a DC 13 Wisdom saving throw or become frightened of the merrenoloth for 1 minute. The frightened target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. + + + + + + + Yugoloths + Mercenaries that ply their trade throughout the Lower Planes and in other realms, yugoloths have a reputation for effectiveness that is matched only by their desire for ever more wealth. Although yugoloths aren’t especially loyal and typically try to exploit every potential loophole in a contract, they undertake any task for which they are hired, no matter how despicable. Yugoloths come in a wide variety of forms, including those described in the Monster Manual and the six creatures presented here. + + + Merrenoloth + The grim, gaunt captains of the ferries on the River Styx, merrenoloths have total command of their vessels, ensuring that their passengers reach their destinations safely. Sometimes merrenoloths can be coaxed away from the Lower Planes to captain other vessels, affording those ships and crews the same protection. +Whenever a merrenoloth takes on a contract to captain a ship, it bonds with the vehicle to make sure nothing goes awry with it during the journey. A merrenoloth can navigate its ship safely through the worst storms, always stays on course, and never runs afoul of the myriad hazards that can thwart lesser captains. +A merrenoloth can hold its own in a fight, but it prefers to avoid combat when possible. In fact, it typically specifies in its contracts that it is under no obligation to fight. A merrenoloth’s first duty is always to its vessel. +Lair Actions +Any ship a merrenoloth is contracted to captain becomes the creature’s lair. When fighting on the ship, the merrenoloth can invoke its ability to take lair actions. On initiative count 20 (losing initiative ties), the merrenoloth can take one lair action to cause one of the following effects; it can’t use the same effect two rounds in a row: +The ship regains 22 (4d10) hit points. +A strong wind propels the ship, increasing its speed by 30 feet until initiative count 20 on the next round. +The air within 60 feet of the ship is filled with howling wind. Until initiative count 20 on the next round, that area is difficult terrain, and when a Medium or smaller creature flies into that area or starts its turn flying there, it must succeed on a DC 13 Strength saving throw or be knocked prone. +Regional Effects +A merrenoloth imbues its vessel with powerful magic that creates one or more of the following effects: +The ship doesn’t sink even if its hull is breached. +The ship always stays on course to the destination the merrenoloth names. +Creatures the merrenoloth chooses to take on the ship aren’t discomfited by wind or weather, though this effect doesn’t protect against damage. +If the merrenoloth dies, these effects fade over the course of 1d6 hours. + + + + Oinoloth + M + fiend (yugoloth), Mordenkainen's Tome of Foes + neutral evil + 17 (natural) + 126 (12d10+60) + 40 ft. + 19 + 17 + 18 + 17 + 16 + 19 + Con +8, Wis +7 + Deception +8, Intimidation +8, Perception +7 + cold, fire, lightning, bludgeoning piercing and slashing from nonmagical attacks + + acid, poison + poisoned + blindsight 60 ft., darkvision 60 ft., passive Perception 17 + Abyssal, Infernal, telepathy 60 ft. + 12 + + Bringer of Plagues (Recharge 5-6) + As a bonus action, the oinoloth blights the area within 30 feet of it. The blight lasts for 24 hours. While blighted, all normal plants in the area wither and die, and the number of hit points restored by a spell to a creature in that area is halved. +Furthermore, when a creature moves into the blighted area or starts its turn there, that creature must make a DC 16 Constitution saving throw. On a successful save, the creature is immune to the oinoloth’s Bringer of Plagues for the next 24 hours. On a failed save, the creature takes 14 (4d6) necrotic damage and is poisoned. +The poisoned creature can’t regain hit points. After every 24 hours that elapse, the poisoned creature can repeat the saving throw. On a failed save, the creature’s hit point maximum is reduced by 5 (1d10). This reduction lasts until the poison ends, and the target dies if its hit point maximum is reduced to 0. The poison ends after the creature successfully saves against it three times. + + + Innate Spellcasting + The oinoloth’s innate spellcasting ability is Charisma (spell save DC 16). It can innately cast the following spells, requiring no material components: +At will: darkness, detect magic, dispel magic, invisibility (self only) +1/day each: feeblemind, globe of invulnerability, wall of fire, wall of ice + + + Magic Resistance + The oinoloth has advantage on saving throws against spells and other magical effects. + + + Magic Weapons + The oinoloth’s weapon attacks are magical. + + + Multiattack + The oinoloth uses its Transfixing Gaze and makes two claw attacks. + + + Claw + Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 14 (3d6 + 4) slashing damage plus 22 (4d10) necrotic damage. + + + Corrupted Healing (Recharge 6) + The oinoloth touches one willing creature within 5 feet of it. The target regains all its hit points. In addition, the oinoloth can end one disease on the target or remove one of the following conditions from it: blinded, deafened, paralyzed, or poisoned. The target then gains 1 level of exhaustion, and its hit point maximum is reduced by 7 (2d6). This reduction can be removed only by a wish spell or by casting greater restoration on the target three times within the same hour. The target dies if its hit point maximum is reduced to 0. + + + Teleport + The oinoloth magically teleports, along with any equipment it is wearing or carrying, up to 60 feet to an unoccupied space it can see. + + + Transfixing Gaze + The oinoloth targets one creature it can see within 30 feet of it. The target must succeed on a DC 16 Wisdom saving throw against this magic or be charmed until the end of the oinoloth’s next turn. While charmed in this way, the target is restrained. If the target’s saving throw is successful, the target is immune to the oinoloth’s gaze for the next 24 hours. + + + + + + + Yugoloths + Mercenaries that ply their trade throughout the Lower Planes and in other realms, yugoloths have a reputation for effectiveness that is matched only by their desire for ever more wealth. Although yugoloths aren’t especially loyal and typically try to exploit every potential loophole in a contract, they undertake any task for which they are hired, no matter how despicable. Yugoloths come in a wide variety of forms, including those described in the Monster Manual and the six creatures presented here. + + + Oinoloth + Grim specters of death, oinoloths bring pestilence wherever they go. To armies who recognize their awful forms, their mere appearance causes soldiers to break ranks and flee, lest they succumb to one of the awful plagues that oinoloths let loose. +Oinoloths provide the ultimate solution to thorny problems, usually by killing everyone involved. They are hired as a last resort, when a siege has gone on too long or an army has proved too strong to overcome. Once summoned, oinoloths stalk the killing field, poisoning the ground and sickening creatures they encounter. Sometimes they might be hired to lift the very plagues they spread, but the price for such work is high, and the effort turns the creatures they save into debilitated wrecks. + + + + Yagnoloth + M + fiend (yugoloth), Mordenkainen's Tome of Foes + neutral evil + 17 (natural) + 147 (14d10+70) + 40 ft. + 19 + 14 + 21 + 16 + 15 + 18 + Dex +6, Int +7, Wis +6, Cha +8 + Deception +8, Insight +6, Perception +6, Persuasion +8 + cold, fire, lightning, bludgeoning piercing and slashing from nonmagical attacks + + acid, poison + poisoned + blindsight 60 ft., darkvision 60 ft., passive Perception 16 + Abyssal, Infernal, telepathy 60 ft. + 11 + + Innate Spellcasting + The yagnoloth’s innate spellcasting ability is Charisma (spell save DC 16). It can innately cast the following spells, requiring no material components: +At will: darkness, detect magic, dispel magic, invisibility (self only), suggestion +3/day: lightning bolt + + + Magic Resistance + The yagnoloth has advantage on saving throws against spells and other magical effects. + + + Magic Weapons + The yagnoloth’s weapon attacks are magical. + + + Multiattack + The yagnoloth makes one massive arm attack and one electrified touch attack, or it makes one massive arm attack and teleports before or after the attack. + + + Electrified Touch + Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 27 (6d8) lightning damage. + + + Massive Arm + Melee Weapon Attack: +8 to hit, reach 15 ft., one target. Hit: 23 (3d12 + 4) bludgeoning damage. If the target is a creature, it must succeed on a DC 16 Constitution saving throw or become stunned until the end of the yagnoloth’s next turn. + + + Life Leech + The yagnoloth touches one incapacitated creature within 15 feet of it. The target takes 36 (7d8 + 4) necrotic damage, and the yagnoloth gains temporary hit points equal to half the damage dealt. The target must succeed on a DC 16 Constitution saving throw, or its hit point maximum is reduced by an amount equal to the damage taken. This reduction lasts until the target finishes a long rest, and the target dies if its hit point maximum is reduced to 0. + + + Battlefield Cunning (Recharge 4-6) + Up to two allied yugoloths within 60 feet of the yagnoloth that can hear it can use their reactions to make one melee attack each. + + + Teleport + The yagnoloth magically teleports, along with any equipment it is wearing or carrying, up to 60 feet to an unoccupied space it can see. + + + + + + + Yugoloths + Mercenaries that ply their trade throughout the Lower Planes and in other realms, yugoloths have a reputation for effectiveness that is matched only by their desire for ever more wealth. Although yugoloths aren’t especially loyal and typically try to exploit every potential loophole in a contract, they undertake any task for which they are hired, no matter how despicable. Yugoloths come in a wide variety of forms, including those described in the Monster Manual and the six creatures presented here. + + + Yagnoloth + Anyone who would contract yugoloths for a task usually ends up dealing with a yagnoloth. Cunning negotiators, these strange fiends handle the writing of contracts for all of their kind. Once a yagnoloth is hired, it communicates its employer’s desires to the fiends it commands. +Although they are entrusted with leading lesser yugoloths, yagnoloths ultimately take their orders from arcanaloths and ultroloths. Aside from their superiors, yagnoloths have full authority over and expect obedience from the fiends under their command. A yagnoloth follows the dictates in a contract it negotiated, but it is certain to have included a loophole to escape its obligation if the situation warrants. +A yagnoloth has one arm of human size and one giant-sized arm, and it always covers one or the other with a long cape. During negotiations, the yagnoloth uncovers its human arm and uses it to draft and sign contracts. When a show of force is necessary or when combat is joined, it shifts its cape to reveal its brutally powerful giant appendage. + + +