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The magic that animates an object is dispelled when the construct drops to 0 hit points. An animated object reduced to 0 hit points becomes inanimate and is too damaged to be of much use or value to anyone.

Broom of Animated Attack

A broom of animated attack is easily mistaken for a broom of flying. It attacks any creature that grabs it or tries to ride it.

Flying Broom. Some brooms of animated attack allow their creators to ride them, in which case they behave like typical brooms of flying. A broom of animated attack, however, can carry only half the weight that a broom of flying can (see chapter 7, "Treasure," of the Dungeon Master's Guide).


Broom of           Animated Attack

Small construct, unaligned


  • Armor Class 15 (natural armor)
  • Hit Points 17 (5d6)
  • Speed 0 ft., fly 50 ft. (hover)

STR DEX CON INT WIS CHA
10 (+0) 17 (+3) 10 (+0) 1 (-5) 5 (-3) 1 (-5)

  • Damage Immunities poison, psychic
  • Condition Immunities blinded, charmed, deafened, exhaustion, frightened, paralyzed, petrified, poisoned, prone
  • Senses blindsight 30 ft. (blind beyond this radius), passive Perception 7
  • Languages
  • Challenge 1/4 (50 XP)

Antimagic Susceptibility. The broom is incapacitated while in the area of an antimagic field. If targeted by dispel magic, the broom must succeed on a Constitution saving throw against the caster's spell save DC or fall unconscious for 1 minute.

False Appearance. While the broom remains motionless and isn't flying, it is indistinguishable from a normal broom.

Actions

Multiattack. The broom makes two melee attacks.

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

Reactions

Animated Attack. If the broom is motionless and a creature grabs hold of it, the broom makes a Dexterity check contested by the creature's Strength check. If the broom wins the contest, it flies out of the creature's grasp and makes a melee attack against it with advantage on the attack roll.

Animated objects are crafted with potent magic to follow the commands of their creators. When not commanded, they follow the last order they received to the best of their ability, and can act independently to fulfill simple instructions. Some animated objects might converse fluently or adopt a persona, but most are simple automatons.

Guardian Portrait

A guardian portrait looks like a finely rendered and beautifully framed work of art, usually depicting someone important in a realistic manner. The picture and its frame are bound with powerful magic and are inseparable.

Living Image. The eyes of the figure depicted in the painting are imbued with darkvision, and they appear to follow creatures that move in front of them.

Innate Spells. When a guardian portrait attacks, the figure in the painting animates and moves as though alive (albeit in two dimensions). The guardian portrait has no effective melee attacks, but it has a repertoire of innate spells that it can cast. When it casts a spell, the figure painted on the canvas makes all the appropriate somatic gestures and verbal incantations for the spell.


Guardian Portrait

Medium construct, unaligned


  • Armor Class 5 (natural armor)
  • Hit Points 22 (5d8)
  • Speed 0 ft.

STR DEX CON INT WIS CHA
1 (-5) 1 (-5) 10 (+0) 14 (+2) 10 (+0) 10 (+0)

  • Damage Immunities poison
  • Condition Immunities charmed, exhaustion, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained
  • Senses darkvision 60 ft., passive Perception 10
  • Languages Common, plus up to two other languages
  • Challenge 1 (200 XP)

Antimagic Susceptibility. The portrait is incapacitated while in the area of an antimagic field. If targeted by dispel magic, the broom must succeed on a Constitution saving throw against the caster's spell save DC or fall unconscious for 1 minute.

Innate Spellcasting. The portrait's innate spellcasting ability is Intelligence (spell save DC 12). The portrait can innately cast the following spells, requiring no material components:

At will: vicious mockery

3/day each: counterspell, crown of madness, hypnotic pattern, telekinesis

False Appearance. While the figure in the portrait remains motionless, the portrait is indistinguishable from a normal painting.

Animated Objects

Animated ropes can be created by spellcasters or, occasionally, when a rope of entanglement or rope of climbing gains sentience. They tend to be more curious and friendly than other animated objects, and can be trained by creatures other than their creators.

Animated tables crafted long ago can still defend the homes in which they 'live', sometimes without the knowledge of their current occupants.

Constructed Nature. An animated object doesn't require air, food, drink, or sleep.


Animated Rope

Tiny construct, unaligned


  • Armor Class 20
  • Hit Points 20 (8d4)
  • Speed 10 ft., climb 10 ft.

STR DEX CON INT WIS CHA
8 (-1) 20 (+5) 10 (+0) 1 (-5) 5 (-3) 3 (-4)

  • Damage Immunities poison, psychic
  • Condition Immunities blinded, charmed, deafened, exhaustion, frightened, paralyzed, petrified, poisoned
  • Senses blindsight 60 ft. (blind beyond this radius), passive Perception 6
  • Languages
  • Challenge 1/2 (100 XP)

Antimagic Susceptibility. The rope is incapacitated while in the area of an antimagic field. If targeted by dispel magic, the rope must succeed on a Constitution saving throw against the caster's spell save DC or fall unconscious for 1 minute.

False Appearance. While the rope remains motionless, it is indistinguishable from a normal rope.

Actions

Entangle. One creature within 20 feet of the rope must succeed on a DC 15 Dexterity saving throw or become grappled by the rope (escape DC 15). The rope automatically enters the target's space on a successful grapple. Until this grapple ends, the target is restrained, and the rope can't grapple another target.


Animated Table

Large construct, unaligned


  • Armor Class 15 (natural armor)
  • Hit Points 39 (6d10 + 6)
  • Speed 40 ft.

STR DEX CON INT WIS CHA
18 (+4) 8 (-1) 13 (+1) 1 (-5) 3 (-4) 1 (-5)

  • Damage Immunities poison, psychic
  • Condition Immunities blinded, charmed, deafened, exhaustion, frightened , paralyzed, petrified, poisoned
  • Senses blindsight 60 ft. (blind beyond this radius), passive Perception 6
  • Languages
  • Challenge 2 (450 XP)

Antimagic Susceptibility. The table is incapacitated while in the area of an antimagic field. If targeted by dispel magic, the table must succeed on a Constitution saving throw against the caster's spell save DC or fall unconscious for 1 minute.

False Appearance. While the table remains motionless, it is indistinguishable from a normal table.

Charge. If the table moves at least 20 feet straight toward a target and then hits it with a ram attack on the same turn, the target takes an extra 9 (2d8) bludgeoning damage. If the target is a creature, it must succeed on a DC 15 Strength saving throw or be knocked prone.

Actions

Ram. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) bludgeoning damage.

Blight, Tree

Blights are evil, ambulatory plant creatures, and a tree blight is a particularly enormous variety. It looks like a dead tree or treant, 30 feet tall, with spongy wooden flesh, thorny branches, and rubbery roots that trail behind it. It has blood for sap and is so saturated with blood that it doesn't catch fire easily.

Vicious Carnivore. A tree blight feeds on warmblooded prey and takes perverse delight in causing carnage.

Blight Animosity. A tree blight will often fight alongside other kinds of blights, but it hates other tree blights and will attack them given the chance. Tree blights also hate treants, and the feeling is mutual.


Tree Blight

Huge plant, neutral evil


  • Armor Class 15 (natural armor)
  • Hit Points 149 (13d12 + 65)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
23 (+6) 10 (+0) 20 (+5) 6 (-2) 10 (+0) 3 (-4)

  • Condition Immunities blinded, deafened
  • Senses blindsight 60 ft. (blind beyond this radius), passive Perception 10
  • Languages understands Common and Druidic but doesn't speak
  • Challenge 7 (2,900 XP)

False Appearance. While the blight remains motionless, it is indistinguishable from a dead tree.

Siege Monster. The blight deals double damage to objects and structures.

Actions

Multiattack. The blight makes four attacks: two with its branches and two with its grasping roots. If it has a target grappled, the blight can also make a bite attack against that target as a bonus action.

Bite. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 19 (3d8 + 6) piercing damage.

Branch. Melee Weapon Attack: +9 to hit, reach 15 ft., one target. Hit: 16 (3d6 + 6) bludgeoning damage.

Grasping Root. Melee Weapon Attack: +9 to hit, reach 15 ft., one creature not grappled by the blight. Hit: The target is grappled (escape DC 15). Until the grapple ends, the target takes 9 (1d6 + 6) bludgeoning damage at the start of each of its turns. The root has AC 15 and can be severed by dealing 6 slashing damage or more to it at once. Cutting the root doesn't hurt the blight but ends the grapple.

 

Blight, Fungus

A fungus blight is created from giant underdark mushrooms such as zurkhwoods.


Fungus Blight

Huge plant, neutral evil


  • Armor Class 13 (natural armor)
  • Hit Points 59 (7d12 + 14)
  • Speed 20 ft.

STR DEX CON INT WIS CHA
19 (+4) 6 (-2) 15 (+2) 10 (+0) 10 (+0) 7 (-2)

  • Damage Vulnerabilities fire
  • Damage Resistances bludgeoning, piercing
  • Condition Immunities blinded, deafened
  • Senses blindsight 60 ft. (blind beyond this radius), passive Perception 10
  • Languages Common
  • Challenge 2 (450 XP)

False Appearance. While the blight remains motionless, it is indistinguishable from a giant mushroom.

Actions

Slam. Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 14 (3d6 + 4) bludgeoning damage.

Choker

These vicious little predators lurk underground, grabbing whatever prey happens by. Chokers have long, boneless arms and legs, more like tentacles than anything else, and walk with a strange, long, loping gait. While no taller than halflings, they look nothing like that race otherwise, instead they are gray skinned creatures with a hairless head with no nose, dark pits for eyes, and jagged teeth. Its hands and feet have spiny pads that help the choker grip almost any surface.


Choker

Small aberration, chaotic evil


  • Armor Class 16 (natural armor)
  • Hit Points 13 (3d6 + 3)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
16 (+3) 14 (+2) 13 (+1) 4 (-3) 12 (+1) 7 (-2)

  • Skills Stealth +6
  • Senses darkvision 60 ft., passive Perception 11
  • Languages Deep Speech
  • Challenge 1 (100 XP)

Aberrant Quickness (Recharge after a Short or Long Rest). The choker can take an extra action on its turn.

Spider Climb. The choker can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.


Actions

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.

Ceiling Stalkers. A choker likes to perch near the ceiling, often at intersections, archways, wells, or staircases, and reaches down to attack lone prey. If one is very hungry, it may attack a group, but it waits to grab the last creature in line. Feywild chokers prefer to lurk among tree branches and vines rather than dark corners.

Bauble Fascination. While not very bright, chokers are intelligent enough to understand that some things are valuable or important. Sometimes, this leads them to fixate on stealing a certain item from a person, like a brooch or shiny dagger, while other times a choker might become desirous of a fancy hat or cloak. As such, it’s entirely possible to find chokers bedecked in odd bits of clothing or secreting away odds and ends of uncertain value.

Derro

The derro are degenerate Underdark humanoids that resemble small dwarves. Cruel and insane, they take delight in tormenting others—even their own kind.

Derro have blue-gray skin and straight hair that is white or yellow in color. Their uniformly pale white eyes lack both irises and pupils.

Unnatural Origin. Derro believe they were created by their god, Diirinka, but they are actually the result of cruel experiments on dwarves by mind flayers. Like duergar, the derro were a slave race to the mind flayers, but eventually freed themselves.

Born to Madness. Derro are afflicted by a form of racial madness, which most often manifests as delusions of grandeur coupled with an overpowering urge to inflict torment on other creatures. They cooperate with each other only out of necessity and when riled up by a charismatic leader. Of course, no derro is capable of recognizing that he or she is out of their mind. See page 260 of the Dungeon Master's Guide for some effects of indefinite madness.

Life of Attrition. Derro can live to be one hundred and fifty years old, but they mature and breed quickly. When their elders deem that their numbers are becoming unmanageable, the derro declare war on some other race and surge forth in a reckless horde, fighting until their population dwindles to a tolerable size. These ghastly purges weed out the weak among the derro and are referred to as "Uniting Wars."

Second-Class Citizens. Derro create no settlements of their own. Instead, they form small, isolated enclaves in non-derro settlements throughout the Underdark, where they are treated as vermin or slaves. Their own cutthroat politics prevent the derro from mounting any effective resistance against such exploitation.

 

Derro

Small humanoid (derro), chaotic evil


  • Armor Class 13 (leather armor)
  • Hit Points 13 (3d6 + 3)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
9 (-1) 14 (+2) 12 (+1) 11 (+0) 5 (-3) 9 (-1)

  • Skills Stealth +4
  • Senses darkvision 120 ft., passive Perception 7
  • Languages Dwarvish, Undercommon
  • Challenge 1/4 (50 XP)

Insanity. The derro has advantage on saving throws against being charmed or frightened.

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

Sunlight Sensitivity. While in sunlight, the derro has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.

Actions

Hooked Shortspear. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 1 (1d4 - 1) piercing damage. If the target is a creature, the derro can choose to deal no damage and try to trip the target instead, in which case the target must succeed on a DC 9 Strength saving throw or fall prone.

Light Repeating Crossbow. Ranged Weapon Attack: +4 to hit, range 40/160 ft., one target. Hit: 6 (1d8 + 2) piercing damage.

Derro Weapons

The derro wield special weapons. They use a hooked shortspear, which is a martial melee weapon that deals 1d4 piercing damage, weighs 2 pounds, and has the light weapon property (see chapter 5, "Equipment," of the Player's Handbook). It doesn't possess the thrown or versatile weapon properties of a normal spear. On a hit with this weapon, the wielder can forgo dealing damage and attempt to trip the target, in which case the target must succeed on a Strength saving throw or fall prone. The DC is 8 + the wielder's Strength modifier + the wielder's proficiency bonus.

The derro also use a light repeating crossbow fitted with a cartridge that can hold up to six crossbow bolts. This weapon is similar to a light crossbow except that it has half the range (40/160 feet) and doesn't have the loading property. It automatically reloads after firing until it runs out of ammunition. Reloading the cartridge takes an action.

 

Derro Savant

Derro savants have an affinity for arcane magic, keeping alive ancient traditions and lore, and twisting history to discourage subversive plotting. Deep inside ruins, incomprehensible horrors guard the savants that gather to work dire magic.

 


Derro Savant

Small humanoid (derro), chaotic evil


  • Armor Class 13 (leather armor)
  • Hit Points 49 (11d6 + 11)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
9 (-1) 14 (+2) 12 (+1) 11 (+0) 5 (-3) 14 (+2)

  • Skills Arcana +2, Stealth +4
  • Senses darkvision 120 ft., passive Perception 7
  • Languages Dwarvish, Undercommon
  • Challenge 3 (700 XP)

Insanity. The derro has advantage on saving throws against being charmed or frightened.

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

Spellcasting. The derro is a 5th-level spellcaster. Its spellcasting ability is Charisma (save DC 12, +4 to hit with spell attacks). The derro knows the following sorcerer spells:

Cantrips (at will): acid splash, light, mage hand, message, ray of frost

1st level (4 slots): burning hands, chromatic orb, sleep

2nd level (3 slots): invisibility, spider climb

3rd level (2 slots): blink, lightning bolt

Sunlight Sensitivity. While in sunlight, the derro has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.

Actions

Hooked Shortspear. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 1 (1d4 - 1) piercing damage. If the target is a creature, the derro can choose to deal no damage and try to trip the target instead, in which case the target must succeed on a DC 9 Strength saving throw or fall prone.

Duergar Variants

Long ago, duergar were members of a great clan of dwarves that delved deep into the Underdark and fell to a mind flayer assault. They endured uncounted years as slaves before fighting their way to freedom. Those duergar that escaped gained a perverse education from their captivity, becoming as corrupt as their former masters.

Believing that the dwarven gods abandoned them during their enslavement, some duergar turned instead to the worship of other powerful creatures, including devils and ancient dragons. Others scorn worship altogether.

Duergar Darkhaft

The darkhafts are members of a secret corps of psionic agents. The duergar darkhaft has the same statistics as the duergar in the Monster Manual, except that its challenge rating is 2 (450 XP) and it has the following additional feature.

Innate Spellcasting (Psionics). The darkhaft's innate spellcasting ability is Intelligence (spell save DC 10). It can innately cast the following spells, requiring no components.

At will: friends, mage hand

1/day each: disguise self, sleep

Duergar Kavalrachni

The vicious kavalrachni are the duergar cavalry, riding giant tarantulas known as steeders (see the female steeder stat block). The duergar kavalrachni has the same statistics as the duergar in the Monster Manual, except that its challenge rating is 2 (450 XP) and it has the following Cavalry Training feature and Heavy Crossbow action.

Cavalry Training. When the duergar hits a target with a melee attack while mounted on a creature with a CR less than its own, the mount can make a single melee attack against the same target as a reaction.

Heavy Crossbow. Ranged Weapon Attack: +4 to hit, range 100/400 ft., one target. Hit: 5 (1d10) piercing damage.

 

Duergar Keeper of the Flame

The Keepers of the Flame is a well-respected order of psionic clerics. The duergar Keeper of the Flame uses the same statistics as the duergar in the Monster Manual, except that its challenge rating is 2 (450 XP) and it has the following additional features.

Innate Spellcasting (Psionics). The Keeper of the Flame's innate spellcasting ability is Wisdom (spell save DC 12). It can innately cast the following spells, requiring no components:

At will: friends, message

3/day: command

Spellcasting. The Keeper of the Flame is a 3rd-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 12, +4 to hit with spell attacks). The Keeper of the Flame has the following cleric spells prepared:

Cantrips (at will): guidance, mending, sacred flame 1st level (4 slots): bane, inflict wounds, shield of faith 2nd level (2 slots): enhance ability, spiritual weapon

Duergar Soulblade

Duergar soulblades are assassins with the ability to manifest blades of psionic energy.

Duergar Spy

Combining the natural abilities of the duergar race with the specialized training of a spy, the duergar spy is a force to be reckoned with.

Duergar Stone Guard

The Stone Guards are veteran warriors who serve as bodyguards, elite troops, and secret police.

Duergar Xarrorn

Also called 'flamethrowers', the xarrorn are duergar warriors trained to wield lances that spew alchemical fire.


Duergar Soulblade

Medium humanoid (dwarf), lawful evil


  • Armor Class 14 (leather armor)
  • Hit Points 18 (4d8)
  • Speed 25 ft.

STR DEX CON INT WIS CHA
11 (+0) 16 (+3) 10 (+0) 11 (+0) 10 (+0) 12 (+1)

  • Damage Resistances poison
  • Senses darkvision 120 ft., passive Perception 10
  • Languages Dwarvish, Undercommon
  • Challenge 1 (200 XP)

Duergar Resilience. The duergar has advantage on saving throws against poison, spells, and illusions, as well as to resist being charmed or paralyzed.

Innate Spellcasting (Psionics). 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.

Actions

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.

Create Soulblade. The duergar creates a visible, shortsword-sized 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.

Invisibility (Recharges after a Short or Long Rest).
The duergar magically turns invisible until it attacks, deals damage, casts a spell, or uses its Enlarge, or until its concentration is broken, up to 1 hour (as if concentrating on a spell). Any equipment the duergar wears or carries is invisible with it.

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


Duergar Spy

Medium humanoid (dwarf), lawful evil


  • Armor Class 15 (studded leather)
  • Hit Points 33 (6d8 + 6)
  • Speed 25 ft.

STR DEX CON INT WIS CHA
10 (+0) 16 (+3) 12 (+1) 12 (+1) 10 (+0) 13 (+1)

  • Damage Resistances poison
  • Skills Deception +5, Insight +2, Investigation +5, Perception +4, Persuasion +3, Sleight of Hand +5, Stealth +7
  • Senses darkvision 120 ft., passive Perception 14
  • Languages Dwarvish, Undercommon
  • Challenge 2 (450 XP)

Cunning Action. On each of its turns, the duergar can use a bonus action to take the Dash, Disengage, or Hide action.

Duergar Resilience. The duergar has advantage on saving throws against poison, spells, and illusions, as well as to resist being charmed or paralyzed.

Sneak Attack. Once per turn, the duergar can deal an extra 7 (2d6) damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of the duergar that isn't incapacitated and the duergar doesn't have disadvantage on the attack roll.

Sunlight Sensitivity. While in sunlight, the duergar has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.

Actions

Multiattack. The spy makes two shortsword attacks.

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.

Shortsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage, or 10 (2d6 + 3) piercing damage while enlarged.

Hand Crossbow. Ranged Weapon Attack: +5 to hit, range 30/120 ft., one target. Hit: 6 (1d6 + 3) piercing damage.

Invisibility (Recharges after a Short or Long Rest).
The duergar magically turns invisible until it attacks, deals damage, casts a spell, or uses its Enlarge, or until its concentration is broken, up to 1 hour (as if concentrating on a spell). Any equipment the duergar wears or carries is invisible with it.


Duergar Stone Guard

Medium humanoid (dwarf), lawful evil


  • Armor Class 18 (chain mail, shield)
  • Hit Points 39 (6d8 + 12)
  • Speed 25 ft.

STR DEX CON INT WIS CHA
18 (+4) 11 (+0) 14 (+2) 11 (+0) 10 (+0) 9 (-1)

  • Damage Resistances poison
  • Senses darkvision 120 ft., passive Perception 10
  • Languages Dwarvish, Undercommon
  • Challenge 2 (450 XP)

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.

Actions

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.

Shortsword. 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.

Invisibility (Recharges after a Short or Long Rest).
The duergar magically turns invisible until it attacks, deals damage, casts a spell, or uses its Enlarge, or until its concentration is broken, up to 1 hour (as if concentrating on a spell). Any equipment the duergar wears or carries is invisible with it.

Infernal Duergar

Duergar with resistance to fire, and quills replace enlarge.

Infernal Quills (Recharges after a Short or Long Rest). Ranged Weapon Attack: +4 to hit, range 20/60 ft., one target. Hit: 4 (1d4 + 2) piercing damage, and the target must succeed on a DC 12 Constitution saving throw or be poisoned for 1 minute. The duergar can make this attack as a bonus action.


Duergar Xarrorn

Medium humanoid (dwarf), lawful evil


  • Armor Class 18 (plate mail)
  • Hit Points 26 (4d8 + 8)
  • Speed 25 ft.

STR DEX CON INT WIS CHA
16 (+3) 11 (+0) 14 (+2) 11 (+0) 10 (+0) 9 (-1)

  • Damage Resistances poison
  • Senses darkvision 120 ft., passive Perception 10
  • Languages Dwarvish, Undercommon
  • Challenge 2 (450 XP)

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.

Actions

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.

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.

Invisibility (Recharges after a Short or Long Rest).
The duergar magically turns invisible until it attacks, deals damage, casts a spell, or uses its Enlarge, or until its concentration is broken, up to 1 hour (as if concentrating on a spell). Any equipment the duergar wears or carries is invisible with it.

Optional Xarrorn Trait

Critical Vulnerability. On a critical hit against the duergar, its fire lance is destroyed and each creature within 15 feet of the duergar 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. The duergar automatically fails this saving throw.

Phantom Warrior

A phantom warrior is the spectral remnant of a willful soldier or knight who perished on the battlefield or died performing its sworn duty. It appears like a translucent version of its living self.

Task Driven. Although one is often mistaken for a ghost, a phantom warrior isn't bound by a yearning to complete some unresolved goal. It can choose to end its undead existence at any time. Its spirit lingers willingly, either out of loyalty to its former master or because it believes it must perform a task to satisfy its honor or sense of duty. For example, a guard who dies defending a wall might return as a phantom warrior and continue guarding the wall, then disappear forever once a new guard assumes its post or the wall is destroyed. The period between the time it died and the time it rises as a phantom warrior is usually 24 hours.

Faded Memories. A phantom warrior retains the alignment and personality it had before it died, and it remembers how it died. Memories of its life from shortly before it died are hazy, and older memories are forgotten. A phantom warrior can usually remember the last ldlO + 10 days of its life; everything that happened before that is an impenetrable fog.

Forceful Presence. Although they are incorporeal, phantom warriors can harness the energy around them to deflect incoming attacks and strike with great force. An invisible sheath of energy surrounds a phantom warrior's ghostly armor, shields, and weapons, which become as hard as steel yet don't impede the warrior's ability to move through walls and other solid objects.

Undead Nature. A phantom warrior doesn't require air, food, drink, or sleep.

 

Phantom Warrior

Medium undead, any alignment


  • Armor Class 16
  • Hit Points 45 (6d8 + 18)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
16 (+3) 11 (+0) 16 (+3) 8 (-1) 10 (+0) 15 (+2)

  • Skills Perception +2, Stealth +4
  • Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks
  • Damage Immunities cold, necrotic, poison
  • Condition Immunities charmed, exhaustion, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained
  • Senses darkvision 60 ft., passive Perception 12
  • Languages any languages it knew in life
  • Challenge 3 (700 XP)

Ethereal Sight. The phantom warrior can see 60 feet into the Ethereal Plane when it is on the Material Plane, and vice versa.

Incorporeal Movement. The phantom warrior can move through other creatures and objects as if they were difficult terrain. It takes 5 (ldlO) force damage if it ends its turn inside an object.

Spectral Armor and Shield. The phantom warrior's AC accounts for its spectral armor and shield.

Actions

Multiattack. The phantom warrior makes two attacks with its spectral longsword.

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

Etherealness. The phantom warrior enters the Ethereal Plane from the Material Plane, or vice versa. It is visible on the Material Plane while it is in the Border Ethereal, and vice versa, yet it can't affect or be affected by anything on the other plane.

Giant Options

You can customize giants in your adventures by giving them features in this section.

Cloud Giants

Some adult cloud giants have the magical ability to create barriers of gale-force wind around themselves that can deflect incoming missiles. Others like to fling enemies through the air. These abilities are represented by the following action options.

Fling. The giant tries to throw a Small or Medium creature within 10 feet ofit. The target must succeed on a DC 20 Dexterity saving throw or be hurled up to 60 feet horizontally in a direction of the giant's choice and land prone, taking 1d8 bludgeoning damage for every 10 feet it was thrown.

Wind Aura. A magical aura of wind surrounds the giant. The aura is a 10-foot-radius sphere that lasts as long as the giant maintains concentration on it (as if concentrating on a spell). While the aura is in effect, the giant gains a +2 bonus to its AC against ranged weapon attacks, and all open flames within the aura are extinguished unless they are magical.

Fire Giants

Some adult fire giants are trained to lay siege to strongholds and break through enemy lines. These abilities are represented by the following traits.

Siege Monster. The giant deals double damage to objects and structures.

Tackle. When the giant enters any enemy's space for the first time on a turn, the enemy must succeed on a DC 19 Strength saving throw or be knocked prone.

Frost Giants

Some adult frost giants are skilled hunters who construct and hurl nets weighted down with fragments of metal or bone. This ability is represented by the following action option.

Weighted Net. Ranged Weapon Attack: +5 to hit, ranged 20/60 ft., one Small, Medium, or Large creature.
Hit: The target is restrained until it escapes the net. Any creature can use its action to make a DC 17 Strength check to free itself or another creature in the net, ending the effect on a success. Dealing 15 slashing damage to the net (AC 12) destroys the net and frees the target.

Hill Giants

Some adult hill giants like to hurl themselves bodily at smaller foes and crush them beneath their bulk. This ability is represented by the following action option.

Squash. Melee Weapon Attack: +8 to hit, reach 5 ft., one Medium or smaller creature. Hit: 26 (6d6 + 5) bludgeoning damage, the giant lands prone in the target's space, and the target is grappled (escape DC 15). Until this grapple ends, the target is prone. The grapple ends early if the giant stands up.

 

Stone Giants

Some adult stone giants like to grab enemies and fling them through the air. They can also roll boulders across the ground, bowling over multiple enemies in a line. These abilities are represented by the following action options.

Fling. The giant tries to throw a Small or Medium creature within 10 feet ofit. The target must succeed on a DC 17 Dexterity saving throw or be hurled up to 60 feet horizontally in a direction of the giant's choice and land prone, taking 1d6 bludgeoning damage for every 10 feet it was thrown.

Rolling Rock. The giant sends a rock tumbling along the ground in a 30-foot line that is 5 feet wide. Each creature in that line must make a DC 17 Dexterity saving throw, taking 22 (3d10 + 6) bludgeoning damage and falling prone on a failed save.

Storm Giants

Some adult storm giants can channel thunderous power through their bodies and release it with a deafening stomp. This ability is represented by the following action option.

Thunderous Stomp (Recharge 6). The storm giant stomps the ground, triggering a thunderclap. All other creatures within 15 feet of the giant must succeed on a DC 17 Constitution saving throw or take 33 (6d10) thunder damage and be deafened until the start of the giant's next turn. On a successful save, a creature takes half as much damage and isn't deafened. The thunderclap can be heard out to a range of 1,200 feet.

 

Abnormal Ammunition

Giants are skilled rock throwers, and depending on their environment, may have additional options depending on the type of rock they throw. These abilities are in addition to the normal damage of the giant's attack, whether it hits or misses.

Explosive Keg. Each creature within 5 feet of the target 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. Flammable objects that aren't being worn or carried in that area are ignited.

Lightning Geode. Each creature within 5 feet of the target must make a DC 12 Dexterity saving throw, taking 11 (2d10) lightning damage on a failed save, or half as much damage on a success.

Spider Nest. On impact, the rock-hard ball of spider eggs bursts into a sticky mass. Each creature within 5 feet of the target must succeed on a DC 12 Dexterity saving throw or be restrained by webbing. A restrained creature can use its action to make a DC 12 Strength saving throw, freeing itself on a success. The webs are also destroyed by fire.

In addition, a swarm of spiders appears in the web's area. At the end of each of the swarm's turns, there is a 50 percent chance the swarm disperses.

Spore Bomb. Each creature in a 5 foot sphere centered on the target must succeed on a DC 12 Constitution saving throw or take 5 (1d10) poison damage. Until the start of the giant's next turn, a creature that enters this area for the first time or starts their turn there must also make the saving throw.

Ice Toad

Giant toads with thick, mottled white hides, ice toads move on all fours, but their webbed front feet are surprisingly dexterous. Waves of cold radiate from these creatures, afflicting those that try to approach them.

Surprising Intelligence. Ice toad communities feed on seals, sea birds, and fish in cold coastal environments. Some carry tools and useful items in pouches slung around their necks. The intelligence of ice toads isn't apparent until they act or attempt to speak. Even then, other creatures might not recognize the ice toads’ croaking as language. Exceptionally intelligent ice toads might pick up another language, but their accents tend to be thick and their pronunciation atrocious.

Giant Ice Toad

Some inland communities of ice toads grow to enormous size. These toads are large enough to prey on giant vermin, wolves, and even humanoids. Anyone unfortunate enough to be swallowed suffers injury from cold as well as from the toad's digestive juices.

 


Ice Toad

Medium monstrosity, neutral


  • Armor Class 12 (natural armor)
  • Hit Points 32 (5d8 + 10)
  • Speed 30 ft., swim 30 ft.

STR DEX CON INT WIS CHA
13 (+1) 10 (+0) 14 (+2) 8 (-1) 10 (+0) 6 (-2)

  • Skills Perception +1
  • Damage Immunities cold
  • Senses darkvision 60 ft., passive Perception 12
  • Languages Ice Toad
  • Challenge 1 (200 XP)

Amphibious. The toad can breathe air and water.

Cold Aura. Any creature that starts its turn within 5 feet of the toad takes 3 (1d6) cold damage.

Ice Walk. The toad can move across icy surfaces without needing to make an ability check. Additionally, difficult terrain composed of ice or snow doesn't cost it extra moment.

Standing Leap. The toad’s long jump is up to 20 feet and its high jump is up to 10 feet, with or without a running start.

Actions

Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 5 (1d8 + 1) piercing damage plus 4 (1d8) cold damage. If the target is a Medium or smaller creature, it is grappled (escape DC 11). Until this grapple ends, the toad can't bite another target.

 

Giant Ice Toad

Large monstrosity, neutral


  • Armor Class 14 (natural armor)
  • Hit Points 52 (7d10 + 14)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
16 (+3) 13 (+1) 14 (+2) 8 (-1) 10 (+0) 6 (-2)

  • Damage Immunities cold
  • Senses darkvision 60 ft., passive Perception 10
  • Languages Ice Toad
  • Challenge 3 (700 XP)

Amphibious. The toad can breathe air and water.

Cold Aura. Any creature that starts its turn within 10 feet of the toad takes 5 (1d10) cold damage.

Ice Walk. The toad can move across icy surfaces without needing to make an ability check. Additionally, difficult terrain composed of ice or snow doesn't cost it extra moment.

Standing Leap. The toad’s long jump is up to 20 feet and its high jump is up to 10 feet, with or without a running start.

Actions

Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) piercing damage, and the target is grappled (escape DC 13). Until this grapple ends, the target is restrained, and the toad can't bite another target.

Swallow. Melee Weapon Attack: +5 to hit, reach 5 ft., one Medium or smaller creature the toad is grappling. Hit: 10 (2d6 + 3) piercing damage, the target is swallowed, and the grapple ends. The swallowed target is blinded and restrained, it has total cover against attacks and other effects outside the toad, and it takes 10 (3d6) acid damage and 11 (2dl0) cold damage at the start of each of the toad's turns. The toad can have only one target swallowed at a time.
If the toad dies, a swallowed creature is no longer restrained by it and can escape from the corpse using 5 feet of movement, exiting prone.

Ixitxachitl

Ixitxachitl (pronounced ick-zit-zah-chit-ul) are aquatic creatures resembling manta rays, with small, clawed hands at the ends of their "wings" and black eyes gleaming with sinister intelligence. Many creatures mistake ixitxachitl for common manta rays, but this can prove a deadly mistake. The ixitxachitl are as evil as they are cunning, leading to their common nickname "demon rays." They inhabit bodies of fresh and salt water, but their violent nature means that little is known of them.

Struggle for Survival. Ixitxachitl emerge from eggs as tiny creatures little more than a hand span in width. From that time onward, they struggle to survive at all costs, growing throughout their lives. Those ixitxachitl that master the secrets of survival gain powers of regeneration and feed on the life force of other creatures.

All Consuming. Ixitxachitl hollow out coral reefs or other natural aquatic formations to create labyrinthine dens, often compelling aid from captured aquatic species they enslave. They typically strip an area bare before moving on to new fertile grounds, leaving their abandoned dens behind. Schools of ixitxachitl often war on other aquatic creaLUres to claim feeding grounds and territory.

Demon Worshipers. The ixitxachitl venerate and serve various demons, particularly Demogorgon, whom they consider their patron and creator. They have an intense rivalry with the merrow over which of them are the greatest and most favored servants of the Prince of Demons.


Ixitxachitl

Small aberration, chaotic evil


  • Armor Class 15 (natural armor)
  • Hit Points 18 (4d6 + 4)
  • Speed 0 ft., swim 30 ft.

STR DEX CON INT WIS CHA
12 (+1) 16 (+3) 13 (+1) 12 (+1) 13 (+1) 7 (-2)

  • Senses darkvision 60 ft., passive Perception 11
  • Languages Abyssal, Ixitxachitl
  • Challenge 1/4 (50 XP)

Actions

Bite. Melee Weapon Attack: +3 to hit, reach S ft., one target. Hit: 4 (1d6 + 1) piercing damage.

Reactions

Barbed Tail. When a creature provokes an opportunity attack from the ixitxachitl, the ixitxachitl can make the following attack instead of using its bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) piercing damage.

 

 

Variant: Ixitxachitl Cleric

Some ixitxachitl and vampiric ixitxachitl are able to cast divine spells. Such a creature gains the following feature.

Spellcasting. The ixitxachitl is a 5th-level spellcaster that uses Wisdom as its spellcasting ability (spell save DC 11, +3 to hit with spell attacks). The ixitxachitl has the following cleric spells prepared:

Cantrips (at will): guidance, thaumaturgy

1st level (4 slots): charm person, create or destroy water

2nd level (3 slots): hold person, silence

3rd level (2 slots): dispel magic, tongues

 


Vampiric Ixitxachitl

Medium aberration, chaotic evil


  • Armor Class 16 (natural armor)
  • Hit Points 44 (8d8 + 8)
  • Speed 0 ft., swim 30 ft.

STR DEX CON INT WIS CHA
14 (+2) 18 (+4) 13 (+1) 12 (+1) 13 (+1) 7 (-2)

  • Senses darkvision 60 ft., passive Perception 11
  • Languages Abyssal, Ixitxachitl
  • Challenge 2 (450 XP)

Regeneration. The ixitxachitl regains 10 hit points at the start of its turn. The ixitxachitl dies only if it starts its turn with 0 hit points.

Actions

Vampiric Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) piercing damage. The target must succeed on a DC 11 Constitution saving throw or its hit point maximum is reduced by an amount equal to the damage taken, and the ixitxachitl regains hit points equal to that amount. The reduction lasts until the target finishes a long rest. The target dies if its hit point maximum is reduced to 0.

Reactions

Barbed Tail. When a creature provokes an opportunity attack from the ixitxachitl, the ixitxachitl can make the following attack instead of using its bite. Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 9 (1d10 + 4) piercing damage.

Kelpie

A kelpie is a form of intelligent, aquatic plant life that resembles a pile of wet seaweed. It is able to shape its body into various forms, often assuming the aspect of a beautiful humanoid, horse, hippocampus, or giant seahorse in order to lure people into deep water. Few ever see a kelpie in its true form, reverting only after their targets have drowned so that they can feast on their victims, leaving behind only the heart and liver (as both of these organs are distasteful to most kelpies).

Kelpies can be found in saltwater and freshwater environments, including fens, rivers, swamps, and underground pools and lakes. Communities living near kelpie lairs believe that folk who die on the water or are killed by a kelpie become kelpies themselves. Kelpies may serve as steeds for aquatic fey or other water monsters while in their hippocampus forms, sometimes without their riders ever knowing the truth of the steed’s sinister nature.



Kelpie

Medium plant, neutral evil


  • Armor Class 14 (natural armor)
  • Hit Points 67 (9d8 + 27)
  • Speed 10 ft., swim 30 ft.

STR DEX CON INT WIS CHA
14 (+2) 14 (+2) 16 (+3) 7 (-2) 12 (+1) 10 (+0)

  • Skills Perception +3, Stealth +4
  • Damage Resistances bludgeoning, fire, piercing
  • Condition Immunities blinded, deafened, exhaustion
  • Senses blindsight 60 ft., passive Perception 13
  • Languages Common, Sylvan
  • Challenge 4 (1,100 XP)

Amphibious. The kelpie can breathe air and water.

Seaweed Shape. The kelpie can use its action to reshape its body into the form of a humanoid or beast that is Small, Medium, or Large. Its statistics are otherwise unchanged. The disguise is convincing, unless the kelpie is in bright light or the viewer is within 30 feet of it, in which case the seams between the seaweed strands are visible. The kelpie returns to its true form if takes a bonus action to do so or if it dies.

False Appearance. While the kelpie remains motionless in its true form, it is indistinguishable from normal seaweed.

Actions

Multiattack. The kelpie makes two slam attacks.

Slam. Melee Weapon Attack: +4 to hit, reach 10 ft., one target. Hit: 11 (2d8 + 2) piercing damage. If the target is a Medium or smaller creature, it is grappled (escape DC 12).

Drowning Hypnosis. The kelpie chooses one humanoid it can see within 150 feet of it. If the target can see the kelpie, the target must succeed on a DC 11 Wisdom saving throw or be magically charmed while the kelpie maintains concentration, up to 10 minutes (as if concentrating on a spell).

The charmed target is incapacitated, and instead of holding its breath underwater, it tries to breathe normally and immediately runs out of breath, unless it can breathe water.

If the charmed target is more than 5 feet away from the kelpie, the target must move on its turn toward the kelpie by the most direct route, trying to get within 5 feet. It doesn't avoid opportunity attacks.

Before moving into damaging terrain, such as lava or a pit, and whenever it takes damage from a source other than the kelpie or drowning, the target can repeat the saving throw. A charmed target can also repeat the saving throw at the end of each of its turns. If the saving throw is successful, the effect ends on it.

A target that successfully saves is immune to this kelpie's hypnosis for the next 24 hours.

Kraken

Malformed Kraken

A malformed kraken is not as large or as durable as a true kraken. Such creatures lurk in the deep waters of the world or the Elemental Plane of Water, or even the Astral Plane (replacing the swim speed with a fly speed) where they tangle with githyanki pirates and Astral Dreadnoughts. A group of kraken priests (Volo's Guide to Monsters) can summon one of these creatures with a lengthy ritual.

 

Malformed Kraken

Huge monstrosity, chaotic evil


  • Armor Class 17 (natural armor)
  • Hit Points 172 (15d12 + 75)
  • Speed 20 ft., swim 40 ft.

STR DEX CON INT WIS CHA
25 (+7) 11 (+0) 20 (+5) 11 (+0) 15 (+2) 15 (+2)

  • Saving Throws Str +11 , Con +9, Int +4, Wis +6, Cha +6
  • Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks
  • Damage Immunities lightning
  • Condition Immunities frightened, paralyzed
  • Senses truesight 60 ft., passive Perception 12
  • Languages understands Common but can't speak; telepathy 60 ft.
  • Challenge 10 (5,900 XP)

Amphibious. The kraken can breathe air and water.

Siege Monster. The kraken deals double damage to objects and structures.

Actions

Multiattack. The kraken makes three tentacle attacks. One of them can be replaced with a bite attack, and any of them can be replaced with Fling.

Bite. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 16 (2d8 + 7) piercing damage.

Tentacle. Melee Weapon Attack: +11 to hit, reach 20 ft., one target. Hit: 14 (2d6 + 7) bludgeoning damage, and the target is grappled (escape DC 16). Until this grapple ends, the target is restrained. The kraken has ten tentacles, each of which can grapple one target.

Fling. One Medium or smaller object held or creature grappled by the kraken's tentacles is thrown up to 60 feet in a random direction and knocked prone. If a thrown target strikes a solid surface, the target takes 3 (ld6) bludgeoning damage for every 10 feet it was thrown. If the target is thrown at another creature, that creature must succeed on a DC 16 Dexterity saving throw or take the same damage and be knocked prone.

Lightning Storm. The kraken creates three bolts of lightning, each of which can strike a target the kraken can see within 150 feet ofit. A target must make a DC 16 Dexterity saving throw, taking 16 (3dl0) lightning damage on a failed save, or half as much damage on a successful one.

Lycanthrope, Wereraven

Wereravens are secretive and extraordinarily cautious lycanthropes that trust one another but are wary of just about everyone else. Although skilled at blending into society, they keep mostly to themselves, respect local laws, and strive to do good wherever possible.

In their human and hybrid forms, wereravens favor light weapons. They are reluctant to make beak attacks in raven form for fear of spreading their curse to those who don't deserve it or who would abuse it.

A Kindness of Wereravens. Wereravens refer to their tightly knit groups as kindnesses. A kindness of wereravens usually numbers between seven and twelve individuals. Not surprisingly, wereravens get along well with ravens and often hide in plain sight among them.

Charitable Collectors. Wereravens like to collect shiny trinkets and precious baubles. They are fond of sharing their wealth with those in need and, in their humanoid forms, modestly give money to charity. They take steps to keep magic items out of evil hands by stashing them in secret hiding places.

 

Characters as Wereravens

A character cursed with wereraven lycanthropy gains a Dexterity of 15 if his or her score isn't already higher. Attack and damage rolls for the wereraven's beak are based on whichever is higher of the character's Strength and Dexterity.

 

 


Wereraven

Medium humanoid (human, shapechanger), lawful good


  • Armor Class 12
  • Hit Points 31 (7d8)
  • Speed 30 ft. (fly 50 ft. in raven and hybrid forms)

STR DEX CON INT WIS CHA
10 (+0) 15 (+2) 11 (+0) 13 (+1) 15 (+2) 14 (+2)

  • Skills Insight +4, Perception +6
  • Damage Immunities bludgeoning, piercing, and slashing from nonmagical attacks not made with silvered weapons
  • Senses passive Perception 16
  • Languages Common (can't speak in raven form)
  • Challenge 2 (450 XP)

Shapechanger. The wereraven can use its action to polymorph into a raven-humanoid hybrid or into a Tiny raven, or back into its human form. Its statistics, other than its size, are the same in each form. Any equipment it is wearing or carrying isn't transformed. It reverts to its human form if it dies.

Mimicry. The wereraven can mimic simple sounds it has heard, such as a person whispering, a baby crying, or an animal chittering. A creature that hears the sounds can tell they are imitations with a successful DC 10 Wisdom (Insight) check.

Actions

Multiattack (Human or Hybrid Form Only). The wereraven makes two weapon attacks, one of which can be with its hand crossbow.

Beak (Raven or Hybrid Form Only). Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 1 piercing damage in raven form, or 4 (1d4 + 2) piercing damage in hybrid form. If the target is a humanoid, it must succeed on a DC 10 Constitution saving throw or be cursed with wereraven lycanthropy.

Shortsword (Humanoid or Hybrid Form Only). Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage.

Hand Crossbow (Humanoid or Hybrid Form Only). Ranged Weapon Attack: +4 to hit, range 30/120 ft., one target. Hit: 5 (1d6 + 2) piercing damage.

Mongrelfolk

Mongrelfolk are humanoids that have undergone, or whose ancestors underwent, horrific magical transformations, to the extent that they retain only a fraction of their original being. Their humanoid bodies incorporate the features of various beasts. For example, one mongrel folk might have the basic body shape of a dwarf with a head that combines the features of a cat and a lizard, one arm that ends in a crab's pincer, and one leg that ends in a cloven hoof. Another might have the skin and horns of a cow, the eyes of a spider, frog's legs, and a scaly lizard's tail. Each mongrelfolk's mad combination of humanoid and animal forms results in its having a slow, awkward gait.

Outcasts. Mongrelfolk are seldom welcome in other humanoid societies, where they are abused, enslaved, or shunned. They typically live on the fringes of civilization in ruins, deserted buildings, or other places that other humanoid races once lived in or built. They tend to be timid and skittish outside their homes and fiercely territorial within their lairs.

Camouflage Experts. Mongrelfolk often hide their deformities under cloaks and cowls. In this way, they can sometimes pass as stout humans or thin dwarves. They are fond of camouflage, attaching leaves and twigs to their cloaks, making brown paint to cover their skin, and weaving grass nets under which they can hide. They use such camouflage while hunting in the wild or while standing guard outside their lairs. Until it is seen, a camouflaged mongrelfolk has advantage on Stealth checks made to hide.

Horrific Offspring. It's possible to restore a transformed mongrelfolk to its original form using a greater restoration spell, but the same can't be said for a mongrelfolk's offspring.


Mongrelfolk

Medium humanoid (mongrelfolk), any alignment


  • Armor Class 11 (natural armor)
  • Hit Points 26 (4d8 + 8)
  • Speed 20 ft.

STR DEX CON INT WIS CHA
12 (+1) 9 (-1) 15 (+2) 9 (-1) 10 (+0) 6 (-2)

  • Skills Deception +2 Perception +2, Stealth +3
  • Senses passive Perception 12
  • Languages Common
  • Challenge 1/4 (50 XP)

Extraordinary Feature. The mongrelfolk has one of the following extraordinary features, determined randomly by rolling a d20 or chosen by the DM:

1-3: Amphibious. The mongrelfolk can breathe air and water.

4-9: Darkvision. The mongrelfolk has darkvision out to a range of 60 feet.

10: Flight. The mongrelfolk has leathery wings and a flying speed of 40 feet.

11-15: Keen Hearing and Smell. The mongrelfolk has advantage on Wisdom (Perception) checks that rely on hearing or smell.

16-17: Spider Climb. The mongrelfolk can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.

18-19: Standing Leap. The mongrelfolk's long jump is up to 20 feet and its high jump is up to 10 feet, with or without a running start.

20: Two-Headed. The mongrelfolk has advantage on Wisdom (Perception) checks and on saving throws against being blinded, charmed, deafened, frightened, stunned, or knocked unconscious.

Mimicry. The mongrelfolk can mimic any sounds it has heard, including voices. A creature that hears the sounds can tell they are imitations with a successful DC 12 Wisdom (Insight) check.

Actions

Multiattack. The mongrelfolk makes two attacks: one with its bite and one with its claw or dagger.

Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 3 (ld4 + 1) piercing damage.

Claw. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 3 (ld4 + 1) slashing damage.

Dagger. Melee or Ranged Weapon Attack: +3 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 3 (ld4 + l) piercing damage.

Myconid Variants

Myconids that embrace Zuggtmoy can develop new, more destructive kinds of spores. Myconid adults can have two of the following spore effects. Myconid sovereigns have all these spore effects.

Caustic Spores (1/Day). The myconid releases spores in a 30-foot cone. Each creature inside the cone must succeed on a Dexterity saving throw or take ld6 acid damage at the start of each of the myconid's turns. A creature can repeat the saving throw at the end of its turn, ending the effect on itself on a success. The save DC is 8 + the myconid's Constitution modifier + the myconid's proficiency bonus.

Infestation Spores (1/Day). The myconid releases spores that burst out in a cloud that fills a 10-foot-radius sphere centered on it, and the cloud lingers for 1 minute. Any flesh-and-blood creature in the cloud when it appears, or that enters it later, must make a Constitution saving throw. The save DC is 8 + the myconid's Constitution modifier + the myconid's proficiency bonus. On a successful save, the creature can't be infected by these spores for 24 hours. On a failed save, the creature is infected with a disease called the spores of Zuggtmoy and also gains a random form of indefinite madness (determined by rolling on the Madness of Zuggtmoy table) that lasts until the creature is cured of the disease or dies. The madness is a character flaw that lasts until cured. See the Dungeon Master's Guide for more on madness.

While infected in this way, the creature can't be reinfected, and it must repeat the saving throw at the end of every 24 hours, ending the infection on a success. On a failure, the infected creature's body is slowly taken over by fungal growth, and after three such failed saves. the creature dies and is reanimated as a spore servant if it's a type of creature that can be (see the 'Myconids" entry in the Monster Manual).

 

Euphoria Spores (1/Day). The myconid releases a cloud of spores in a 20-foot-radius sphere centered on itself. Other creatures in that area must each succeed on a Constitution saving throw or become poisoned for 1 minute. The save DC is 8 + the myconid's Constitution modifier + the myconid's proficiency bonus. A creature can repeat the saving throw at the end of each of its turns, ending the effect early on itself on a success. When the effect ends on it, the creature gains one level of exhaustion.

 

Madness of Zuggtmoy
  d100   Flaw (lasts until cured)
01-20 "I see visions in the world around me that others do not."
21-40 "I periodically slip into a catatonic state, staring off into the distance for long stretches at a time."
41-60 "I see an altered version of reality, with my mind convincing itself that things are true even in the face of overwhelming evidence to the contrary."
61-80 "My mind is slipping away, and my intelligence seems to wax and wane."
81-00 "I am constantly scratching at unseen fungal infections."

Spore Servants

Statistics for four new kinds of spore servants are presented here.


Chuul Spore Servant

Large plant, unaligned


  • Armor Class 16 (natural armor)
  • Hit Points 93 (11d10 + 33)
  • Speed 30 ft., swim 30 ft.

STR DEX CON INT WIS CHA
19 (+4) 10 (+0) 16 (+3) 2 (-4) 6 (-2) 1 (-5)

  • Damage Immunities poison
  • Condition Immunities blinded, charmed, frightened, paralyzed, poisoned
  • Senses blindsight 30 ft. (blind beyond this radius), passive Perception 8
  • Languages
  • Challenge 4 (1,100 XP)

Actions

Multiattack. The spore servant makes two pincer attacks.

Pincer. Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 11 (2d6 + 4) bludgeoning damage. The target is grappled (escape DC 14) if it is a Large or smaller creature and the spore servant doesn't have two other creatures grappled.


Drow Spore Servant

Medium plant, unaligned


  • Armor Class 15 (chain shirt)
  • Hit Points 13 (3d8)
  • Speed 20 ft.

STR DEX CON INT WIS CHA
10 (+0) 14 (+2) 10 (+0) 2 (-4) 6 (-2) 1 (-5)

  • Condition Immunities blinded, charmed, frightened, paralyzed, poisoned
  • Senses blindsight 30 ft. (blind beyond this radius), passive Perception 8
  • Languages
  • Challenge 1/8 (25 XP)

Actions

Shortsword. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage.


Duergar Spore Servant

Medium plant, unaligned


  • Armor Class 16 (scale armor, shield)
  • Hit Points 26 (4d8 + 8)
  • Speed 15 ft.

STR DEX CON INT WIS CHA
14 (+2) 11 (+0) 14 (+2) 2 (-4) 6 (-2) 1 (-5)

  • Damage Resistances poison
  • Condition Immunities blinded, charmed, frightened, paralyzed, poisoned
  • Senses blindsight 30 ft. (blind beyond this radius), passive Perception 8
  • Languages
  • Challenge 1/2 (100 XP)

Actions

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


Hook Horror Spore Servant

Medium plant, unaligned


  • Armor Class 15 (natural armor)
  • Hit Points 75 (10d10 + 10)
  • Speed 20 ft., climb 20 ft.

STR DEX CON INT WIS CHA
18 (+4) 10 (+0) 15 (+2) 2 (-4) 6 (-2) 1 (-5)

  • Condition Immunities blinded, charmed, frightened, paralyzed, poisoned
  • Senses blindsight 30 ft. (blind beyond this radius), passive Perception 8
  • Languages
  • Challenge 3 (700 XP)

Actions

Multiattack. The spore servant makes two hook attacks.

Hook. Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 11 (2d6 + 4) piercing damage.

Nereid

One of the most inviting locations in a dungeon is a gently illuminated pool of water, beside which sits a lovely being singing a pleasant tune.

The figure is a nereid—a fey water creature that can shape its environment to suit its needs. Whether male or female, a nereid bears an otherworldly beauty.


Nereid

Medium fey, any chaotic alignment


  • Armor Class 13
  • Hit Points 44 (8d8 + 8)
  • Speed 30 ft., swim 60 ft.

STR DEX CON INT WIS CHA
10 (+0) 17 (+3) 12 (+1) 13 (+1) 14 (+2) 16 (+3)

  • Skills Acrobat +5, Nature +3, Stealth +5, Survival +4
  • Senses darkvision 60 ft., passive Perception 12
  • Languages Aquan, Common, Elvish, Sylvan
  • Challenge 2 (450 XP)

Amphibious. The nereid can breathe air and water.

Aquatic Invisibility. If immersed in water, the nereid can make itself invisible as a bonus action. It remains invisible until it leaves the water, ends the invisibility as a bonus action, or dies.

Mantle Dependent. The nereid wears a mantle of silky cloth the color of sea foam, which holds the creature's spirit. The mantle has an AC and hit points equal to that of the nereid, but the garment can't be directly harmed while the nereid wears it. If the mantle is destroyed, the nereid becomes poisoned and dies within 1 hour. A nereid is willing to do anything in its power to recover the mantle if it is stolen, including serving the thief.

Shape Water. The nereid can cast control water at will, requiring no components. Its spellcasting ability for it is Charisma. This use of the spell has a range of 30 feet and can affect a cube of water no larger than 30 feet on a side.

Speak with Animals. The nereid can comprehend and verbally communicate with beasts.

Actions

Blinding Acid. Melee or Ranged Spell Attack: +5 to hit, reach 5 ft. or range 30 ft., one target. Hit: 16 (2dl2 + 3) acid damage, and the target is blinded until the start of the nereid's next turn.

Drowning Kiss (Recharge 5-6). The nereid touches one creature it can see within 5 feet of it. The target must succeed on a DC 13 Constitution saving throw or take 22 (3dl2 + 3) acid damage. On a failure, it also runs out of breath and can't speak for 1 minute. At the end of each of its turns, it can repeat the save, ending the effect on a success.

Water Lash. The nereid causes a 5-foot cube of water within 60 feet of it to take a shape of its choice and strike one target it can see within 5 feet of that water. The target must make a DC 13 Strength saving throw. On a failed save, it takes 17 (4d6 + 3) bludgeoning damage, and if it is a Large or smaller creature, it is pushed up to 15 feet in a straight line or is knocked prone (nereid's choice). On a successful save, the target takes half as much damage and isn't pushed or knocked prone.


Purple Wormling

Large monstrosity, unaligned


  • Armor Class 12 (natural armor)
  • Hit Points 42 (5d10 + 15)
  • Speed 20 ft.

STR DEX CON INT WIS CHA
16 (+3) 7 (-2) 16 (+3) 1 (-5) 6 (-2) 2 (-4)

  • Senses blindsight 30 ft., tremorsense 30 ft., passive Perception 8
  • Languages
  • Challenge 2 (450 XP)

Actions

Multiattack. The wormling makes two attacks: one with its bite and one with its stinger.

Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) piercing damage, and if the target is a Small or smaller creature, it must succeed on a DC 13 Dexterity saving throw or be swallowed by the wormling. A swallowed creature is blinded and restrained, it has total cover against attacks and other effects outside the wormling, and it takes 3 (1d6) acid damage at the start of each of the wormling's turns.

If the wormling takes 10 damage or more on a single turn from a creature inside it, the wormling must succeed on a DC 21 Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, which fall prone in a space within 10 feet of the wormling. If the wormling dies, a swallowed creature is no longer restrained by it and can escape from the corpse by using 5 feet of movement, exiting prone.

Tail Stinger. Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 5 (1d4 + 3) piercing damage, and the target must make a DC 13 Constitution saving throw, taking 10 (3d6) poison damage on a failed save, or half as much damage on a successful one.

Purple Wormling

A purple wormling is a baby purple worm no more than six weeks old. Its rubbery body is 9 feet long and weighs 1,500 pounds. Its mouth and musculature aren't yet strong enough to allow the wormling to burrow through rock. The poison in its tail stinger and the acid in its gullet are still relatively weak as well. Nevertheless, the wormling is a voracious feeder and attacks just about anything it can wrap its mouth around. A wormling's gullet can hold up to four Small creatures.

 

Nightcrawler

A relative of the purple worm that dwells in the Shadowfell, a nightcrawler is a massive behemoth that burrows through nightmarish depths. When it emerges, terror and madness ripple outward from it in waves of transforming energy. Living shadows and wailing wights spring up in its wake, feeding on the energy of the panicking masses fleeing the nightcrawler's hunger.

A nightcrawler has the statistics of a purple worm except it has a challenge rating of 16 (15,000 XP) and the changes described below.

Type and Alignment. The nightcrawler's type changes from monstrosity to undead, and it no longer requires air, food, drink, or sleep. The nightcrawler's alignment changes to chaotic evil. Although nightcrawlers do not require food, they are driven to devour all life they encounter.

Damage Resistances. The nightcrawler has resistance to bludgeoning, piercing, and slashing damage from nonmagical weapons that are not silvered.

Damage Immunities. The nightcrawler has immunity to cold, necrotic, and poison damage.

Condition Immunities. The nightcrawler can't be charmed, frightened, paralyzed, or poisoned. It also doesn't suffer from exhaustion.

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

Aura of Madness. At the start of each of the nightcrawler's turns, each living creature within 20 feet of it must make a DC 20 Wisdom saving throw. On a failed save, the creature is frightened of the nightcrawler until the end of its next turn. A target frightened by this effect must use its movement and action to make a single melee attack against a random living creature within its reach on its next turn. If it has no targets within its reach even after moving, it loses its action on that turn. A frightened creature reduced to 0 hit points within the aura immediately dies, and rises as a wight at the start of its next turn.

Sunlight Hypersensitivity. The nightcrawler takes 10 radiant damage when it starts its turn in sunlight. While in sunlight, it has disadvantage on attack rolls and ability checks.

Bite. A swallowed creature takes necrotic damage instead of acid damage, and must succeed on a DC 19 Constitution saving throw or have its maximum hit points reduced by an amount equal to the damage taken. This reduction lasts until the creature finishes a long rest. The creature dies if this effect reduces its hit point maximum to 0, emerging as an undead shadow in a space within 10 feet of the nightcrawler at the start of its next turn.

Sea Cat

A sea cat is a fearsome monster with the head and forepaws of a lion and the lower body and tail of a fish.

Sea cats attack on sight, either for food or to defend their territory, and use both claws and teeth to grab and rend their prey. They display tremendous courage, always fighting to the death, even against creatures many times their size. Pairs and prides of sea cats, often led by a sea lion, attack in concert, trying to wear the opponent down until one beast can dispatch it.


Sea Cat

Large monstrosity, unaligned


  • Armor Class 15 (natural armor)
  • Hit Points 75 (10d10 + 20)
  • Speed 10 ft., swim 40 ft.

STR DEX CON INT WIS CHA
15 (+2) 14 (+2) 14 (+2) 3 (-4) 12 (+1) 6 (-2)

  • Skills Perception +3, Stealth +4
  • Senses passive Perception 13
  • Languages
  • Challenge 3 (700 XP)

Amphibious. The sea cat can breathe air and water.

Keen Smell. The sea cat has advantage on Wisdom (Perception) checks that rely on smell.

Pack Tactics. The sea cat has advantage on an attack roll against a creature if at least one of the sea cat's allies is within 5 feet of the creature and the ally isn't incapacitated.

Swimming Leap. With a 10-foot swimming start, the sea cat can long jump out of or across the water up to 25 feet.

Actions

Multiattack. The sea cat makes three attacks: one bite attack and two claw attacks.

Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 11 (2d8 + 2) piercing damage.

Claw. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 11 (2d8 + 2) piercing damage.

 


Sea Lion

Large monstrosity, unaligned


  • Armor Class 15 (natural armor)
  • Hit Points 90 (12d10 + 24)
  • Speed 10 ft., swim 40 ft.

STR DEX CON INT WIS CHA
17 (+3) 15 (+2) 15 (+2) 3 (-4) 12 (-1) 8 (-1)

  • Skills Perception +4, Stealth +5
  • Senses passive Perception 14
  • Languages
  • Challenge 5 (1,800 XP)

Amphibious. The sea lion can breathe air and water.

Keen Smell. The sea lion has advantage on Wisdom (Perception) checks that rely on smell.

Pack Tactics. The sea lion has advantage on an attack roll against a creature if at least one of the sea lion 's allies is within 5 feet of the creature and the ally isn't incapacitated.

Swimming Leap. With a 10-foot swimming start, the sea lion can long jump out of or across the water up to 25 feet.

Actions

Multiattack. The sea lion makes three attacks: one bite attack and two claw attacks.

Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 12 (2d8 + 3) piercing damage.

Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 12 (2d8 + 3) piercing damage.


Giant Skeleton

Huge undead, neutral evil


  • Armor Class 17 (natural armor)
  • Hit Points 115 (10d12 + 50)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
21 (+5) 10 (+0) 20 (+5) 4 (-3) 6 (-2) 6 (-2)

  • Damage Vulnerabilities bludgeoning
  • Damage Immunities poison
  • Condition Immunities exhaustion, poisoned
  • Senses darkvision 60 ft., passive Perception 8
  • Languages understands Giant but can't speak
  • Challenge 7 (2,900 XP)

Evasion. If the skeleton is subjected to an effect that allows it to make a saving throw to take only half damage, it instead takes no damage ifit succeeds on the saving throw, and only half damage if it fails.

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

Turn Immunity. The skeleton is immune to effects that turn undead.

Actions

Multiattack. The skeleton makes two greatclub attacks.

Greatclub. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 22 (4d8 + 5) bludgeoning damage.

 

Skeleton

Animated by dark magic and composed entirely of bones, a skeleton is emotionless and soulless, desiring nothing but to serve its creator.

Undead Nature. A skeleton doesn't require air, food, drink, or sleep.

Giant Skeleton

The animated skeleton of a giant is deadly not only because of its size and strength, but because it has defenses normally possessed only by undead of much greater power.

Giant Immunities. Skeletons created from more powerful giants inhereit their natural immunities: cold for Frost Giants, fire for Fire Giants, or thunder and lightning for Storm Giants.

Blazing Skeleton

A blazing skeleton prefers to keep its distance from foes while hurling orbs of fire at them.


Blazing Skeleton

Medium undead, lawful evil


  • Armor Class 13
  • Hit Points 13 (2d8 + 4)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
10 (+0) 16 (+3) 15 (+2) 6 (-2) 8 (-1) 5 (-3)

  • Damage Vulnerabilities bludgeoning
  • Damage Immunities fire, poison
  • Condition Immunities exhaustion, poisoned
  • Senses darkvision 60 ft., passive Perception 9
  • Languages understands all languages it knew in life but can't speak
  • Challenge 1/2 (100 XP)

Death Burst. When the skeleton is destroyed, it explodes in a burst of fire. Each creature within 10 feet of it must make a DC 12 Dexterity saving throw, taking 7 (2d6) fire damage on a failed save, or half as much damage on a successful one. Flammable objects that aren't being worn or carried in that area are ignited.

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

Actions

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

Fire Bolt. Ranged Spell Attack: +5 to hit, range 120 ft., one target. Hit: 5 (1d10) fire damage. A flammable object hit by this attack ignites if it isn't being worn or carried.

Tressym

A tressym is a mischievous winged cat as big as a house cat, with a wingspan of 3 feet.

Thought to be the results of wizardly experimentation on house cats, tressym are intelligent and have been known to form strong friendships with humanoids, particularly rangers and wizards. Tressym get along well with others of their kind, but they rarely lair or hunt together. They peacefully ignore bats, faerie dragons, and the like, but they hate stirges and evil flying monsters such as manticores. They also enjoy teasing dogs.

Catlike Behavior. Tressym feed on small rodents, birds, and insects, stalking and pouncing on prey much as normal cats do, but with the added advantage of flight. Tressym don't, however, attack nestlings or despoil eggs.

Tressym mate with others of their kind, but they don't mate for life. A tressym can also mate with a normal cat, though only one out of every ten of their offspring will be a tressym; the others will be normal cats.

Keen Memories. Tressym have good memories, particularly when it comes to danger. For example, a tressym that sees a human use a wand of lightning bolts remembers the danger of "sticks of wood held by humans" for the rest of its life. A lucky, healthy tressym can live to be 20 years old.

 

Tressym

Tiny beast, chaotic neutral


  • Armor Class 12
  • Hit Points 5 (2d4)
  • Speed 40 ft., climb 30 ft., fly 40 ft.

STR DEX CON INT WIS CHA
3 (-4) 15 (+2) 10 (+0) 11 (+0) 12 (+1) 12 (+1)

  • Skills Perception +5, Stealth +4
  • Damage Immunities poison
  • Condition Immunities poisoned
  • Senses darkvision 60 ft., passive Perception 15
  • Languages understands Common but can't speak
  • Challenge 0 (10 XP)

Detect Invisibility. Within 60 feet of the tressym, magical invisibility fails to conceal anything from the tressym's sight.

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

Poison Sense. A tressym can detect whether a substance is poisonous by taste, touch, or smell.

Actions

Claws. Melee Weapon Attack: +0 to hit, reach 5 ft., one target. Hit: 1 slashing damage.

Variant: Tressym Familiar

Some tressym are willing to serve spellcasters as a familiar. Such tressym have the following trait.

Familiar. The tressym can serve another creature as a familiar, forming a magic, telepathic bond with that willing companion. While the two are bonded, the companion can sense what the tressym senses as long as they are within 1 mile of each other. At any time and for any reason, the tressym can end its service as a familiar, ending the telepathic bond.

 

With the DM's permission, a person who casts the find familiar spell can choose to conjure a tressym instead of a normal cat.

Troglodyte Champion of Laogzed

Once in a while, a troglodyte tribe produces an unusually smart and strong specimen that can spew acid—what many troglodytes consider blessings from Laogzed, their demonic god. These hulking troglodyte champions make excellent chieftains.


Troglodyte     Champion of Laogzed

Medium humanoid (troglodyte), chaotic evil


  • Armor Class 14 (natural armor)
  • Hit Points 59 (7d8 + 28)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
18 (+4) 12 (+1) 8 (+4) 8 (-1) 12 (+1) 12 (+1)

  • Skills Athletics +6, Intimidation +3, Stealth +3
  • Senses darkvision 60 ft., passive Perception 11
  • Languages Troglodyte
  • Challenge 3 (700 XP)

Chameleon Skin. The troglodyte has advantage on Dexterity (Stealth) checks made to hide.

Stench. Any creature other than a troglodyte that starts its turn within 5 feet of the troglodyte must succeed on a DC 14 Constitution saving throw or be poisoned until the start of the creature's next turn. On a successful saving throw, the creature is immune to the stench of all troglodytes for 1 hour.

Sunlight Sensitivity. While in sunlight, the troglodyte has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.

Actions

Multiattack. The troglodyte makes three attacks: one with its bite and two with either its claws or its greatclub.

Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 6 (1d4 + 4) piercing damage.

Claw. Melee Weapon Attack: +6 to hit, reach 5 ft,. one target. Hit: 6 (1d4 + 4) slashing damage.

Greatclub. Melee Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) bludgeoning damage.

Acid Spray (Recharge 6). The troglodyte spits acid in a line 15 feet long and 5 feet wide. Each creature in that line must make a DC 14 Dexterity saving throw, taking 10 (3d6) acid damage on a failed save, or half as much damage on a successful one.

 

Troglodyte Curse Chanter

Occasionally a truly devoted troglodyte wrests some power from its worship of Laogzed. Curse Chanters rarely hold power for long as they are soon torn apart by other members of the tribe, envious of the blessings.

 


Troglodyte             Curse Chanter

Medium humanoid (troglodyte), chaotic evil


  • Armor Class 12 (natural armor)
  • Hit Points 39 (6d8 + 12)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
14 (+2) 10 (+0) 14 (+2) 6 (-2) 12 (+1) 6 (-2)

  • Skills Stealth +2
  • Senses darkvision 60 ft., passive Perception 11
  • Languages Troglodyte
  • Challenge 2 (450 XP)

Chameleon Skin. The troglodyte has advantage on Dexterity (Stealth) checks made to hide.

Innate Spellcasting. The Curse Chanter is a 5th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 11, +3 to hit with spell attacks). The Curse Chanter has the following spells prepared:

At will: guidance, poison spray, thaumaturgy

1/day each: bane, bestow curse, hex, slow

Stench. Any creature other than a troglodyte that starts its turn within 5 feet of the troglodyte must succeed on a DC 12 Constitution saving throw or be poisoned until the start of the creature's next turn. On a successful saving throw, the creature is immune to the stench of all troglodytes for 1 hour.

Sunlight Sensitivity. While in sunlight, the troglodyte has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.

Actions

Multiattack. The troglodyte makes three attacks: one with its bite and either two with its greatclub or two with its claws.

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

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

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

Vampiric Mist

In a loose manner of speaking, the vampiric mist is the embodiment of the vampire's hunger for blood. It exists only to seek out creatures and drain the life from them, and its insubstantial nature enables it to pursue prey through the tiniest of openings.

When first encountered, a vampiric mist appears as a billowing mass of light clouds. As the creature feeds, its coloration darkens to a deep crimson.

Undead Nature. A vampiric mist doesn't require air, food, drink, or sleep.


Vampiric Mist

Medium undead, chaotic evil


  • Armor Class 13
  • Hit Points 45 (6d8 + 18)
  • Speed 0 ft., fly 30 ft. (hover)

STR DEX CON INT WIS CHA
6 (-2) 16 (+3) 16 (+3) 6 (-2) 12 (+1) 7 (-2)

  • Saving Throws Wis +3
  • Damage Resistances acid, cold, lighting, necrotic, thunder; bludgeoning, piercing, and slashing from nonmagical attacks
  • Damage Immunities poison
  • Condition Immunities charmed, exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained
  • Senses darkvision 60 ft., passive Perception 11
  • Languages
  • Challenge 3 (700 XP)

Blood Sense. The vampiric mist can sense living creatures that have blood or similar vital fluids in a radius of 60 feet.

Forbiddance. The vampiric mist can't enter a residence without an invitation from one of the occupants.

Misty Form. The vampiric 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 l extra foot. The mist can't manipulate objects in any way that requires hands; it can apply simple force only.

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

Actions

Blood Drain. One creature in the vampiric mist's space must make a DC 13 Constitution saving throw (undead and constructs automatically succeed). On a failed save, the target takes 10 (2d6 + 3) necrotic damage, its hit point maximum is reduced by an amount equal to the necrotic damage taken, and the mist regains hit points equal to that amount.

This reduction to the target's hit point maximum lasts until the target finishes a long rest. It dies if this effect reduces its hit point maximum to 0.


Deathlock Wight

Medium undead, neutral evil


  • Armor Class 12 (15 with mage armor)
  • Hit Points 37 (5d8 + 15)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
11 (+0) 14 (+2) 16 (+3) 12 (+1) 14 (+2) 16 (+3)

  • Saving Throws Wis +4
  • Skills Arcana +3, Perception +4
  • Damage Resistances necrotic; bludgeoning, piercing, and slashing from nonmagical attacks
  • Damage Immunities poison
  • Condition Immunities exhaustion, poisoned
  • Senses darkvision 60 ft., passive Perception 14
  • Languages the languages it knew in life
  • Challenge 3 (700 XP)

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.

Actions

Multiattack. The wight attacks twice with Grave Bolt.

Grave Bolt. Ranged Spell Attack: +5 to hit, range 120 ft., one target. Hit: 7 (ld8 + 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.

 

 

Wight

Deathlock Wight

The deathlock wight resembles a normal wight, except that its undead form courses with dark magic.

Undead Nature. A wight doesn't require air, food, drink, or sleep.

 

Variant: Battle Wight Commander

A battle wight commander is a clever, resolute, and patient foe. The battle wight has the statistics of a normal wight from the Monster Manual or a deathlock wight, but has an armor class of 16 (breastplate), a challenge of 4 (1,100 XP), and the following additional action.

Soul Harvest (Recharge 4-6). One living creature the wight can see within 30 feet of it must succeed on a DC 13 Constitution saving throw or take 10 (3d6) necrotic damage. The wight and all undead allies within 10 feet of the wight then gain temporary hit points equal to the damage taken by the target.

Yakfolk (Yikaria)

Yakfolk, known among themselves as Yikaria ("the Lucky Chosen" in their language), are ogre-sized humanoids. Their heads resemble disgruntled yaks, complete with curved horns and dour expressions. Their hulking bodies are coated with thick fur and hair, and many outsiders can't tell the males and females apart.

Yakfolk Society. Other civilized races treat yakfolk as "bogeymen"—a scary race of evil, ruthless, and powerful savages. They dwell in secluded settlements sheltered from the worst of nature's abuse, including mountain valleys, soaring plateaus, and desert oases. In these seemingly idyllic hideaways, the yakfolk rule over humanoid slaves with iron fists. For all their learning and culture, yakfolk are enormously evil overlords. They care for their hapless subjects only to the extent that a live slave is more useful than a dead one, and keeping one alive is easier than laboring oneself. It's not that yakfolk are lazy—quite the contrary. They simply consider most menial tasks beneath them.

Outsiders that stumble into an enclave of yakfolk are usually surprised and pleased to find what appears to be a utopia, and the yakfolk foster that image until the strangers can be disarmed and enslaved.

Yakfolk have a drive for learning, particularly when it comes to the secrets of elemental magic and dark knowledge that might serve to corrupt or dominate others. Knowledge that the yakfolk can't gain or use is to be destroyed. Unsentimental by nature, yakfolk parents pack children off to communal creches once they are weaned, never to recognize them again. Yakfolk feel no loyalty to their families—only to their god and race.

Servants of the Forgotten God. Yakfolk function as a malignant theocracy in service to the Forgotten God. The worship of this savage, nameless deity directs their lives. The god takes the form of a male Yikaria, but the deity's face is worn smooth into a featureless mask. The deity is appeased by sacrifice, which the followers carry out by offering slaves in the Manner Elemental—that is, by fire (immolation), earth (live burial), water (drowning), or air (throwing the victim off a great height). Sacrifices are meant to ensure the benevolence of the deity and to punish disobedient slaves.

The Forgotten God enabled the yakfolk to enslave dao for a time. It is said that the Forgotten God journeyed to the Elemental Plane of Earth and, through guile and deception, defeated the Grand Khan of the dao. The price of that defeat was harsh: the dao were forced to serve the Forgotten God and its minions—and forbidden to attack them—"for a thousand years and a year." The sentence has since expired, and yakfolk can no longer summon dao as they once did, but fear of the Forgotten God has kept the dao from seeking vengeance.

Skin Crawlers. A yakfolk's most frightening weapon is its ability to magically crawl under another creature's skin, control its body, and suppress its mind. The yakfolk use this ability to spy on enemies, rob them, murder their leaders, and kidnap their young.

 

Yakfolk Warrior

Large monstrosity, neutral evil


  • Armor Class 11 (leather armor)
  • Hit Points 60 (8d10 + 16)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
18 (+4) 11 (+0) 15 (+2) 14 (+2) 15 (+2) 14 (+2)

  • Skills Deception +4, Survival +4
  • Senses passive Perception 12
  • Languages Common, Yikaria
  • Challenge 3 (700 XP)

Possession (Recharges after a Short or Long Rest). The yakfolk attempts to magically possess a humanoid or giant. The yakfolk must touch the target throughout a short rest, or the attempt fails. At the end of the rest, the target must succeed on a DC 12 Constitution saving throw or be possessed by the yakfolk, which disappears with everything it is carrying and wearing. Until the possession ends, the target is incapacitated, loses control of its body, and is unaware of its surroundings.

The yakfolk now controls the body and can't be targeted by any attack, spell, or other effect, and it retains its alignment; its Intelligence, Wisdom, and Charisma scores; and its proficiencies. It otherwise uses the target's statistics, except the target's knowledge, class features, feats, and proficiencies.

The possession lasts until either the body drops to 0 hit points, the yakfolk ends the possession as an action, or the yakfolk is forced out of the body by an effect such as the dispel evil and good spell. When the possession ends, the yakfolk reappears in an unoccupied space within 5 feet of the body and is stunned until the end of its next turn. If the host body dies while it is possessed by the yakfolk, the yakfolk dies as well, and its body doesn't reappear.

Actions

Multiattack. The yakfolk makes two attacks, either with its greatsword or its longbow.

Greatsword. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 18 (4d6 + 4) slashing damage.

Longbow. Ranged Weapon Attack: +2 to hit, range 150/600 ft., one target. Hit: 9 (2d8) piercing damage.


Yakfolk Priest

Large monstrosity, neutral evil


  • Armor Class 12 (hide armor)
  • Hit Points 52 (7d10 + 14)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
16 (+3) 11 (+0) 15 (+2) 14 (+2) 18 (+3) 14 (+2)

  • Skills Deception +4, Medicine +6, Survival +6
  • Senses passive Perception 14
  • Languages Common, Yikaria
  • Challenge 4 (1,100 XP)

 


Spellcasting. The yakfolk is a 7th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 14; +6 to hit with spell attacks). The yakfolk has the following cleric spells prepared:

Cantrips (at will): light, mending, sacred flame, thaumaturgy

1st level (4 slots): bane, command, cure wounds, sanctuary

2nd level (3 slots): augury, hold person, spiritual weapon

3rd level (3 slots): bestow curse, protection from energy, sending

4th level (1 slot): banishment

Possession (Recharges after a Short or Long Rest). The yakfolk attempts to magically possess a humanoid or giant. The yakfolk must touch the target throughout a short rest, or the attempt fails. At the end of the rest, the target must succeed on a DC 12 Constitution saving throw or be possessed by the yakfolk, which disappears with everything it is carrying and wearing. Until the possession ends, the target is incapacitated, loses control of its body, and is unaware of its surroundings.

The yakfolk now controls the body and can't be targeted by any attack, spell, or other effect, and it retains its alignment; its Intelligence, Wisdom, and Charisma scores; and its proficiencies. It otherwise uses the target's statistics, except the target's knowledge, class features, feats, and proficiencies.

The possession lasts until either the body drops to 0 hit points, the yakfolk ends the possession as an action, or the yakfolk is forced out of the body by an effect such as the dispel evil and good spell. When the possession ends, the yakfolk reappears in an unoccupied space within 5 feet of the body and is stunned until the end of its next turn. If the host body dies while it is possessed by the yakfolk, the yakfolk dies as well, and its body doesn't reappear.

Actions

Multiattack. The yakfolk makes two melee attacks.

Quarterstaff. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) bludgeoning damage, or 12 (2d8 + 3) bludgeoning damage if used with two hands.

Summon Earth Elemental (1/Day). The yakfolk summons an earth elemental. The summoned elemental appears in an unoccupied space within 60 feet of its summoner and acts as an ally of the summoner. It remains for 10 minutes, until it dies, or until its summoner dismisses it as an action.

Zombies

Greater Zombie

A greater zombie is a creature magically created from a humanoid corpse to be far more resilient than a typical zombie. Its gaunt form resembles a lich, which some clever necromancers use to intimidate or throw off their enemies.

Loathsome Zombie

A loathsome zombie's gray-green flesh looks soft, and its bones seem brittle. Any good hit from a bludgeoning or slashing weapon severs part of the zombie's body. Loathsome zombies are suffused with horrible necromantic magic that allows their severed body parts to continue to attack. All parts of a loathsome zombie are considered one and the same creature, so damage to any part damages the whole creature.

Undead Nature. A zombie doesn't require air, food, drink, or sleep.


Greater Zombie

Medium undead, neutral evil


  • Armor Class 15 (natural armor)
  • Hit Points 97 (13d8 + 39)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
18 (+4) 10 (+0) 17 (+3) 4 (-3) 6 (-2) 6 (-2)

  • Saving Throws Wis +1
  • Damage Resistances cold, necrotic
  • Damage Immunities poison
  • Condition Immunities charmed, exhaustion, frightened, paralyzed, poisoned
  • Senses darkvision 60 ft., passive Perception 8
  • Languages understands the languages it knew in life but can't speak
  • Challenge 5 (1,800 XP)

Turn Resistance. The zombie has advantage on saving throws against any effect that turns undead.

Undead Fortitude. If damage reduces the zombie to 0 hit points, it must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is radiant or from a critical hit. On a success, the zombie drops to 1 hit point instead.

Actions

Multiattack. The zombie makes two melee attacks.

Empowered Slam. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) bludgeoning damage and 7 (2d6) necrotic damage.

 

Loathsome Zombie

Medium undead, unaligned


  • Armor Class 8
  • Hit Points 30 (4d8 + 12)
  • Speed 20 ft.

STR DEX CON INT WIS CHA
13 (+1) 6 (-2) 16 (+3) 3 (-4) 6 (-2) 5 (-3)

  • Saving Throws Wis +0
  • Damage Immunities poison
  • Condition Immunities exhaustion, poisoned
  • Senses darkvision 60 ft., passive Perception 8
  • Languages understands the languages it knew in life but can't speak
  • Challenge 1 (200 XP)

Loathsome Limbs. Whenever the zombie takes at least 5 bludgeoning or slashing damage at one time, roll a d20 to determine what else happens to it:

1-8: One leg is severed from the zombie if it has any legs left.

9-16: One arm is severed from the zombie if it has any arms left.

17-20: The zombie is decapitated.

If the zombie is reduced to 0 hit points, all parts of it die. Until then, a severed part acts on the zombie's initiative and has its own action and movement. A severed part has AC 8. Any damage it takes is subtracted from the zombie's hit points.

A severed leg is unable to attack and has a speed of 5 feet.

A severed arm has a speed of 5 feet and can make one claw attack on its turn, with disadvantage on the attack roll. Each time the zombie loses an arm, it loses a claw attack.

If its head is severed, the zombie loses its bite attack and its body is blinded unless the head can see it. The severed head has a speed of 0 feet. It can make a bite attack, but only against a target in its space.

The zombie's speed is halved if it's missing a leg. If it loses both legs, it falls prone. If it has both arms, it can crawl. With only one arm, it can still crawl, but its speed is halved. With no arms or legs, its speed is 0 feet, and it can't benefit from bonuses to speed.

Actions

Multiattack. The zombie makes three attacks: one with its bite and two with its claws.

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

Claw. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) slashing damage.

Giant Crayfish

These statistics can be used for a Large giant crab even bigger than the Medium-sized one in the Monster Manual.

Giant Lightning Eel

The giant lightning eel can electrify the water around it.


Giant Crayfish

Large beast, unaligned


  • Armor Class 15 (natural armor)
  • Hit Points 45 (7d10 + 7)
  • Speed 30 ft., swim 30 ft.

STR DEX CON INT WIS CHA
15 (+2) 13 (+1) 13 (+1) 1 (-5) 9 (-1) 3 (-4)

  • Skills Stealth +3
  • Senses blindsight 30 ft., passive Perception 9
  • Languages
  • Challenge 2 (450 XP)

Amphibious. The crayfish can breathe air and water.

Actions

Claw. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 7 (1d10 + 2) bludgeoning damage, and the target is grappled (escape DC 12). The crayfish has two claws, each of which can grapple only one target.


Giant Lightning Eel

Large beast, unaligned


  • Armor Class 13
  • Hit Points 42 (5d10 + 15)
  • Speed 5 ft., swim 30 ft.

STR DEX CON INT WIS CHA
11 (+0) 17 (+3) 16 (+3) 2 (-4) 12 (+1) 3 (-4)

  • Damage Resistances lightning
  • Senses blindsight 60 ft., passive Perception 11
  • Languages
  • Challenge 3 (700 XP)

Water Breathing. The eel can only breathe water.

Actions

Multiattack. The eel makes two bite attacks.

Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) piercing damage plus 4 (1d8) lightning damage.

Lightning Jolt (Recharge 5-6). One creature the eel touches within 5 feet of it outside water, or each creature within 15 feet of it in a body of water, must make a DC 12 Constitution saving throw. On failed save, a target takes 13 (3d8) lightning damage. If the target takes any of this damage, the target is stunned until the end of the eel's next turn. On a successful save, a target takes half as much damage and isn't stunned.

Giant Subterranean Lizard

The giant subterranean lizard is an enormous reptile with a powerful tail attack.



Giant Subterranean Lizard

Huge beast, unaligned


  • Armor Class 14 (natural armor)
  • Hit Points 66 (7d12 + 21)
  • Speed 30 ft., swim 50 ft.

STR DEX CON INT WIS CHA
21 (+5) 9 (-1) 17 (+3) 2 (-4) 10 (+0) 7 (-2)

  • Skills Stealth +3
  • Senses passive Perception 10
  • Languages
  • Challenge 4 (1,100 XP)

Multiattack. The lizard makes two attacks: one with its bite and one with its tail. One attack can be replaced by Swallow.

Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 16 (2d10 + 5) piercing damage, and the target is grappled (escape DC 15). Until this grapple ends, the target is restrained, and the lizard can't bite another target.

Tail. Melee Weapon Attack: +7 to hit, reach 10 ft., one target not grappled by the lizard. Hit: 12 (2d6 + 5) bludgeoning damage. If the target is a creature, it must succeed on a DC 15 Strength saving throw or be knocked prone.

Swallow. Melee Weapon Attack: +7 to hit, reach 5 ft., one Medium or smaller creature the lizard is grappling. Hit: 16 (2d10 + 5) piercing damage, the target is swallowed, and the grapple ends. The swallowed target is blinded and restrained, it has total cover against attacks and other effects outside the lizard, and it takes 10 (3d6) acid damage at the start of each of the lizard's turns. The lizard can have only one target swallowed at a time.
If the lizard dies, a swallowed creature is no longer restrained by it and can escape from the corpse using 10 feet of movement, exiting prone.


Female Steeder

Large beast, unaligned


  • Armor Class 14 (natural armor)
  • Hit Points 30 (4d10 + 8)
  • Speed 30 ft., climb 30 ft.

STR DEX CON INT WIS CHA
15 (+2) 16 (+3) 14 (+2) 2 (-4) 10 (+0) 3 (-4)

  • Skills Stealth +7
  • Senses darkvision 120 ft., passive Perception 10
  • Languages
  • Challenge 1 (200 XP)

Spider Climb. The steeder can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.

Leap. The steeder can expend all its movement on its turn to jump up to 90 feet vertically or horizontally, provided that its speed is at least 30 feet.

Actions

Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 7 (1d8 + 3) piercing damage, and the target must make a DC 12 Constitution saving throw, taking 9 (2d8) acid damage on a failed save, or half as much damage on a successful one.

Sticky Leg (Recharges when the Steeder Has No Creatures Grappled). 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).

 

Male Steeder

Medium beast, unaligned


  • Armor Class 12 (natural armor)
  • Hit Points 13 (2d8 + 4)
  • Speed 30 ft., climb 30 ft.

STR DEX CON INT WIS CHA
15 (+2) 12 (+1) 14 (+2) 2 (-4) 10 (+0) 3 (-4)

  • Skills Stealth +5
  • Senses darkvision 120 ft., passive Perception 10
  • Languages
  • Challenge 1/4 (50 XP)

Spider Climb. The steeder can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.

Leap. The steeder can expend all its movement on its turn to jump up to 60 feet vertically or horizontally, provided that its speed is at least 30 feet.

Actions

Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 6 (1d8 + 2) piercing damage, and the target must make a DC 12 Constitution saving throw, taking 4 (1d8) acid damage on a failed save, or half as much damage on a successful one.

Sticky Leg (Recharges when the Steeder Has No Creatures Grappled). Melee Weapon Attack: +4 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).

Spider, Steeder

Duergar breed and train these giant Underdark-dwelling tarantulas. Male steeders are as big as ponies and used by the duergar as beasts of burden. The larger females are trained and used as mounts.

Steeders don't spin webs, but they exude a sticky substance from their legs that lets them walk on walls and ceilings without trouble, as well as snare prey.


Witch

Medium humanoid (any race), any evil alignment


  • Armor Class 10
  • Hit Points 16 (3d8 + 3)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
7 (-2) 11 (+0) 13 (+1) 14 (+2) 11 (+0) 12 (+1)

  • Skills Arcana +4, Perception +2
  • Senses darkvision 60 ft., passive Perception 12
  • Languages Common
  • Challenge 1/2 (100 XP)

Spellcasting. The witch is a 3rd-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 12, +4 to hit with spell attacks). The witch has the following wizard spells prepared:

Cantrips (at will): mage hand, prestidigitation, ray of frost

1st level (4 slots): ray of sickness, sleep, Tasha's hideous laughter

2nd level (2 slots): alter self, invisibility

Actions

Claws (Requires Alter Self). Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 ( ld6 + 1) slashing damage. This attack is magical.

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

The mad women and men known as witches forge pacts with dark powers in exchange for magic and longevity. They prefer to live in the shadows and can see in the dark. When traveling in the open, they use alter self spells to assume less conspicuous forms. They also use these spells to grow long, sharp claws with which they can attack.

Witches are obsessive collectors, each believing that almost anything found—a piece of broken bone, a dead rodent, a handful of dust, or some other worthless item or substance—could be valuable or useful as a spell component, a ritual object, or a potion ingredient.

Witches use the find familiar spell to call forth familiars. They are particularly fond of cats, though snakes and toads are also common.

Tribal warriors are suspicious and resentful of most kinds of magic. Seldom do they choose to become tribal shamans. Instead, the role is thrust upon those who are born with a strong connection to the spirit world. To be a shaman is to stand apart from the tribe, with one foot in the land of the living and the other in the land of the dead. Those who walk the shadowed path between two lands do so because the spirits of the dead compel them. Other tribesman fear and respect a shaman's power.


Tribal Shaman

Medium humanoid (any race), any alignment


  • Armor Class 13 (hide armor)
  • Hit Points 38 (7d8 + 7)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
14 (+2) 12 (+1) 13 (+1) 10 (+0) 15 (+2) 12 (+1)

  • Skills Medicine +4, Nature +4, Perception +4, Survival +6
  • Senses passive Perception 14
  • Languages Common
  • Challenge 2 (450 XP)

Innate Spellcasting. The shaman can innately cast the following spells (spell save DC 12; +4 to hit with spell attacks) with a druidic focus:

At will: dancing lights, mage hand, message, thaumaturgy

1/day each: augury, bestow curse, cordon of arrows, detect magic, hex, prayer of healing, speak with dead, spirit guardians

Actions

Spear. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 5 (1d6 + 2) piercing damage, or 6 (1d8 + 2) piercing damage if used with two hands to make a melee attack.

Shortbow. Ranged Weapon Attack: +3 to hit, range 80/320 ft., one target. Hit: 4 (1d6 + 1) piercing damage.

Tribal Spells

Depending on a shaman's tribal totem, the shaman's Innate Spellcasting feature gains additional spells the shaman can cast once per day.

Ancestor: animate dead, chill touch, feign death, revivify

Bear: enhance ability (bear's endurance only), heroism

Eagle: feather fall, fly

Elk: expeditious retreat, find steed (elk only), haste

Raven: animal messenger (raven only), feather fall, polymorph (into a raven only)

Tiger: beast sense (tiger only), enhance ability (cat's grace only), jump

Tree: barkskin, druidcraft, plant growth, speak with plants

Wolf: beast sense (wolf or dire wolf only), moonbeam, speak with animals (wolf or dire wolf only)