___
Welcome to my 5e conversion of stat blocks from *Elder Evils*! My name is badooga (/u/badooga1 on reddit, badooga#8108 on discord), and I'm converting the entire *Elder Evils* book from 3rd edition to 5th edition. This document contains stat blocks for monsters and NPCs that are taken directly from the original book, are used as bases for stat blocks for the original book (e.g. the quell), or are inspired by the original book and the themes it tried to convey. It also contains other content that I made in preparation for the full conversion.
You can find my full conversion of *Elder Evils* on [Google Drive](https://drive.google.com/file/d/1Mj3tPITlm6XduSCc7oyaxEYu68sSQyfp/view?usp=sharing) or on [GM Binder](https://www.gmbinder.com/share/-LOB2b05vCsVZ_5ESE8X). Please feel free to use the following stat blocks in your games. To see the other homebrew that I've made, see this link: [Badooga's Homebrew](https://drive.google.com/drive/folders/1jr6F4BLbOAfKQ_EtUQyZ6aa_3jijp3gn).
## Table of Contents
- ### [
2Atropus](#atropus)
- [
2Aspect of Atropus](#atropus-aspect-of-atropus)
- [
3Angel of Decay](#atropus-angel-of-decay)
- [
3Caira Xasten](#atropus-caira-xasten)
- [
4Gorguth](#atropus-gorguth)
- [
4Skyshadow](#atropus-skyshadow)
- [
5Bone Dragon Template](#atropus-bone-dragon-template)
- [
5Young Red Bone Dragon](#atropus-young-red-bone-dragon)
- [
5Dread Boneyard](#atropus-dread-boneyard)
- [
6Atropal Scion](#atropus-atropal-scion)
- [
6Evolved Atropal Scion](#atropus-evolved-atropal-scion)
- [
6Famine Spirit](#atropus-famine-spirit)
- [
7Atropal Hulk](#atropus-atropal-hulk)
- [
7Death Cultist](#atropus-death-cultist)
- ### [
8Father Llymic](#father-llymic)
- [
8Father Llymic](#father-llymic-father-llymic)
- [
8Soul Chill](#father-llymic-father-llymic-soul-chill)
- [
8Brood Fever](#father-llymic-father-llymic-brood-fever)
- [
9Brood Spawn Template](#father-llymic-brood-spawn-template)
- [
10Brood Spawn Ogre](#father-llymic-brood-spawn-ogre)
- [
10Brood Spawn Worg](#father-llymic-brood-spawn-worg)
- [
11Brood Spawn Barbarian](#father-llymic-brood-spawn-barbarian)
- [
11Brood Spawn Frost Giant](#father-llymic-brood-spawn-frost-giant)
- [
12Brood Spawn White Dragon](#father-llymic-brood-spawn-white-dragon)
- ### [
13The Hulks of Zoretha](#the-hulks-of-zoretha)
- [
13Hulk of Zoretha (Female)](#the-hulks-of-zoretha-hulk-of-zoretha-female)
- [
13Hulk of Zoretha (Male)](#the-hulks-of-zoretha-hulk-of-zoretha-male)
- [
14Child of Zoretha (Female)](#the-hulks-of-zoretha-child-of-zoretha-female)
- [
14Child of Zoretha (Male)](#the-hulks-of-zoretha-child-of-zoretha-male)
- [
15Titan of Zoretha](#the-hulks-of-zoretha-titan-of-zoretha)
- [
16Janwulf the Soulbiter](#the-hulks-of-zoretha-janwulf-the-soulbiter)
- [
16Soelma Nilaenish](#the-hulks-of-zoretha-soelma-nilaenish)
- [
17War Troll](#the-hulks-of-zoretha-war-troll)
- [
17Ogre Tempest](#the-hulks-of-zoretha-ogre-tempest)
- [
17Whitespawn Berserker](#the-hulks-of-zoretha-whitespawn-berserker)
- [
18Cave Troll](#the-hulks-of-zoretha-cave-troll)
- [
18Skindancer](#the-hulks-of-zoretha-skindancer)
- [
18Greathorn Minotaur](#the-hulks-of-zoretha-greathorn-minotaur)
- ### [
19The Leviathan](#the-leviathan)
- [
19Aspect of the Leviathan](#the-leviathan-aspect-of-the-leviathan)
- [
19Advanced Aspect of the Leviathan](#the-leviathan-advanced-aspect-of-the-leviathan)
- [
20Axihuatl](#the-leviathan-axihuatl)
- [
20Marcus Hape](#the-leviathan-marcus-hape)
- [
21Mytus](#the-leviathan-mytus)
- [
21Brine Cultist](#the-leviathan-brine-cultist)
- [
21Waterveiled Assassin](#the-leviathan-waterveiled-assassin)
- [
22Deep Lurker](#the-leviathan-deep-lurker)
- [
22Fiendish Acrobat](#the-leviathan-fiendish-acrobat)
- [
22Chaos Spawn](#the-leviathan-chaos-spawn)
- ### [
23Pandorym](#pandorym)
- [
23Mind Shard of Pandorym](#pandorym-mind-shard-of-pandorym)
- [
24Quell](#pandorym-quell)
- [
24Lucather Majii](#pandorym-lucather-majii)
- [
25Kolyarut](#pandorym-kolyarut)
- [
25Obligatum VII](#pandorym-obligatum-vii)
- [
26Grisgol](#pandorym-grisgol)
- [
26Deathshrieker](#pandorym-deathshrieker)
- [
27Caryatid Column](#pandorym-caryatid-column)
- [
27Dread Wraith](#pandorym-dread-wraith)
- ### [
28Ragnorra](#ragnorra)
- [
28Ragnorra](#ragnorra-ragnorra)
- [
28Positive Energy Corruption](#ragnorra-ragnorra-positive-energy-corruption)
- [
29The Worldskin](#ragnorra-the-worldskin)
- [
29Progeny of Ragnorra Template](#ragnorra-progeny-of-ragnorra-template)
- [
30Irthicax Vane](#ragnorra-irthicax-vane)
- [
30Gutterang](#ragnorra-irthicax-vane-legendary-actions-gutterang)
- [
31Malshaper Skinweaver](#ragnorra-malshaper-skinweaver)
- [
31Malshaper Fleshwarper](#ragnorra-malshaper-fleshwarper)
- [
31Malshaper Planeswalker](#ragnorra-malshaper-planeswalker)
- [
32Malshaper Brute](#ragnorra-malshaper-brute)
- [
32Blistered Soul](#ragnorra-blistered-soul)
- [
33Aboleth Sarcoma](#ragnorra-aboleth-sarcoma)
- [
33Magma Paraelemental](#ragnorra-lava-elemental)
- ### [
34Sertrous](#sertrous)
- [
34Aspect of Sertrous](#sertrous-aspect-of-sertrous)
- [
35Avamerin](#sertrous-avamerin)
- [
35Seghulerak](#sertrous-seghulerak)
- [
36Golothoma](#sertrous-golothoma)
- [
36Zuvexus](#sertrous-zuvexus)
- [
37Vanguard Assassin](#sertrous-vanguard-assassin)
- [
37Fiendish Anaconda](#sertrous-fiendish-anaconda)
- [
37Vanguard Cleric Template](#sertrous-vanguard-cleric-template)
- [
38Vanguard Cleric of Destruction](#sertrous-vanguard-cleric-of-destruction)
- [
38Vanguard Cleric of Beauty](#sertrous-vanguard-cleric-of-beauty)
- [
38Vanguard Cleric of Darkness](#sertrous-vanguard-cleric-of-destruction)
- ### [
39The Worm That Walks](#the-worm-that-walks)
- [
39Kyuss](#the-worm-that-walks-kyuss)
- [
40Avolakia](#the-worm-that-walks-avolakia)
- [
40Herald of Kyuss](#the-worm-that-walks-herald-of-kyuss)
- [
41Edwin Tolstoff](#the-worm-that-walks-edwin-tolstoff)
- [
41Blessed Spawn of Kyuss](#the-worm-that-walks-blessed-spawn-of-kyuss)
- [
42Century Worm](#the-worm-that-walks-century-worm)
- [
42Leechwalker](#the-worm-that-walks-leechwalker)
- [
42Hideous Leechwalker](#the-worm-that-walks-hideous-leechwalker)
- [
43Gravecrawler](#the-worm-that-walks-gravecrawler)
- [
43Forest Giant](#the-worm-that-walks-forest-giant)
- [
43Forest Giant Skeleton](#the-worm-that-walks-forest-giant-skeleton)
- [
44Ulgurstasta](#the-worm-that-walks-ulgurstasta)
- [
44Scion of Kyuss](#the-worm-that-walks-scion-of-kyuss)
- ### [
45Zargon](#zargon)
- [
45Zargon](#zargon-zargon)
- [
46Dorn](#zargon-dorn)
- [
46Vanessa Mackelroy](#zargon-vanessa-mackelroy)
- [
47Whelp of Zargon Template](#zargon-whelp-of-zargon-template)
- [
48Humanoid Whelp of Zargon](#zargon-humanoid-whelp-of-zargon)
- [
48Roper Whelp of Zargon](#zargon-roper-whelp-of-zargon)
- [
49Thrall of Juiblex](#zargon-thrall-of-juiblex)
- [
49Oozeblade](#zargon-oozeblade)
- [
50Slime Shaman](#zargon-slime-shaman)
- [
50Corrupture](#zargon-corrupture)
> ##### Credits
>
>All art is taken from official WotC books like *Elder Evils*, *Monster Manual III*, and *Libris Mortis*, from David Allsop (Angel of Decay), and from Inkwell Ideas (Bone Dragon). Furthermore, the Kolyarut stat block is based on [this Inevitables homebrew](http://homebrewery.naturalcrit.com/share/HJfpDR-Ax "The Inevitables"), and plenty of the stat blocks in this book were built off of official stat blocks like the star spawn larva mage (MTF), the atropal (ToA), the ixitxachitl (OotA), and plenty of others.
\pagebreakNum
# Atropus
___
___
> ## Aspect of Atropus
>*Gargantuan undead (titan), chaotic evil*
>___
>- **Armor Class** 21 (natural armor)
>- **Hit Points** 499 (27d20 + 216)
>- **Speed** 50 ft.
>___
>STR | DEX | CON | INT | WIS | CHA
>|:---:|:---:|:---:|:---:|:---:|:---:|
>28 (+9)|20 (+5)|27 (+8)|16 (+3)|19 (+4)|27 (+8)|
>___
>- **Saving Throws** Int +12, Wis +13, Cha +17
>- **Skills** Perception +13
>- **Damage Resistances** fire, psychic
>- **Damage Immunities** cold, necrotic, poison; bludgeoning, piercing, and slashing from nonmagical attacks
>- **Condition Immunities** blinded, charmed, deafened, exhaustion, frightened, petrified, poisoned, unconscious
>- **Senses** truesight 120 ft., blindsight 500 ft. (blind beyond this radius), tremorsense 1 mile, passive Perception 23
>- **Languages** all, telepathy 1,000 ft.
>- **Challenge** 29 (135,000 XP) or 30 (155,000 XP) when encountered in lair
>___
>***Anathematic Secrecy.*** The aspect can't be targeted by any divination magic or perceived through magical scrying sensors.
>
>***Divine Scourge (1/Day).*** As a bonus action, each creature within 100 miles of the aspect that is a celestial or a user of divine magic (a cleric, paladin, druid, ranger, or some other class the DM deems appropriate) must make a DC 25 Constitution saving throw. A target takes 35 (10d6) necrotic damage on a failed save, or half as much damage on a successful one. On a failed save, a target also suffers one level of exhaustion.
>
>***Innate Spellcasting.*** The aspect's innate spellcasting ability is Charisma (spell save DC 25). It can innately cast the following spells, requiring no components:
>
>At will: *circle of death*, *create undead*
>1/day each: *meteor swarm*, *power word kill*
>
>***Legendary Resistance (3/Day).*** If the aspect fails a saving throw, it can choose to succeed instead.
>
>***Life Eater.*** When a creature within 120 feet of the aspect is reduced to 0 hit points, it dies, and the creature can't be revived by any means. The creature is then raised as an angel of decay under the aspect's control. Constructs and undead are not affected by this feature.
>
>***Limited Magic Immunity.*** Unless it wishes to be affected, the aspect is immune to spells of 4th level or lower. It has advantage on saving throws against all other spells and magical effects.
>
>***Magic Weapons.*** The aspect's weapon attacks are magical.
>
>***Negative Energy Aura.*** Any non-undead creature that starts its turn within 30 feet of the aspect takes 14 (4d6) necrotic damage. Furthermore, non-undead creatures can't regain hit points and do not benefit from resistance to necrotic damage while within 30 feet of the aspect. A non-undead creature that were to magically regain hit points must instead make a DC 25 Constitution saving throw. On a failed save, the creature takes necrotic damage equal to the hit points it would have regained.
>
>***Overlord of Death.*** While within 120 feet of the aspect, any undead ally of the aspect makes saving throws with advantage, and that ally regains 2d6 hit points whenever it starts its turn there. Additionally, the aspect and each undead within 120 feet of it are immune to effects that turn undead.
>
>***Unyielding Essence.*** The aspect is immune to any spell or effect that would alter its form, as well as those that would read its thoughts, determine if it is lying, or magically influence its thoughts or behavior.
>
> ### Actions
>***Multiattack.*** The aspect makes two slam attacks.
>
>***Slam.*** *Melee Weapon Attack:* +18 to hit, reach 15 ft., one target. *Hit:* 25 (3d10 + 9) bludgeoning damage plus 7 (2d6) necrotic damage, and the target must make a DC 25 Constitution saving throw. On a failed save, the target's hit point maximum is reduced by an amount equal to the damage taken, and the aspect gains temporary hit points equal to half that amount. The reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0.
>
> ### Legendary Actions
> The aspect can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. The aspect regains spent legendary actions at the start of its turn.
>- **Charge.** The aspect moves up to its speed.
>- **Life Drain.** The aspect targets one creature it can see within 120 feet of it. The target must make a DC 25 Constitution saving throw, taking 36 (8d8) necrotic damage on a failed save, or half as much damage on a successful one. The aspect regains a number of hit points equal to half the amount of damage dealt.
>- **Slam.** The aspect makes a slam attack.
>- **Waves of Exhaustion (Costs 2 Actions).** The aspect emits waves of negative energy in a 90-foot cone. Each non-undead creature in that area must make a DC 25 Constitution saving throw. On a failed save, a creature takes 35 (10d6) necrotic damage and suffers one level of exhaustion. On a successful save, a target takes half as much damage, and suffers no increase in exhaustion level.
### Lair Actions
The aspect can control the moonlet of Atropus itself to take lair actions. On initiative count 20 (losing initiative ties), the aspect takes a lair action to cause one of the following effects; the aspect can't use the same effect two rounds in a row:
* The aspect innately casts the *earthquake* spell (save DC 25), requiring no components. This earthquake lasts until initiative count 20 of the next round, and does not require concentration to maintain.
* Negative energy erupts from any fissure created by the *earthquake* spell, requiring any creature in or above them to make a DC 25 Constitution saving throw. A creature takes 16 (3d10) necrotic damage on a failed save, or half as much damage on a successful one.
* The aspect chooses a point within 100 feet of it. The moonlet then warps the space immediately near it, centered on this point. Each creature within a 30-foot-radius of the point must make a DC 25 Charisma saving throw. On a failed save, a creature is teleported to an unoccupied space within 90 feet of the aspect. That space must be on the ground or some other horizontal surface, but can also be the bottom of a fissure created by the *earthquake* spell.
### Regional Effects
The moonlet of Atropus is a barren, unforgiving wasteland of dread and despair, littered with undead, star spawn aberrations, and debris picked up from the countless worlds it annihilated. The following effects take place on and within 60 feet of the moonlet:
- The moonlet remains on the dark side of the world, keeping the planet between it and the sun. As such, the moonlet is in total darkness.
- The moonlet has a thin atmosphere permeated by a field of negative energy. It is not breathable, and creatures that suffocate in it are overwhelmed by the stench of rotting flesh.
- Due to the moonlet's low gravity, creatures have their walking speed increased by 5 feet, only take 1d4 bludgeoning damage for each 10 feet they fall, and have their carrying capacities doubled.
- Creatures take 1 necrotic damage for each minute that they spend on the moonlet. This damage cannot be reduced by resistance to necrotic damage. Constructs, star spawn, and undead are immune to this effect.
- A creature that isn't a construct, star spawn, or undead that reaches 0 hit points dies instantly, rising as a zombie after 1 minute if nothing raises it beforehand. Such a creature cannot be restored to life by any means.
- The amount of hit points restored by magical healing is halved.
- Spells and effects that attempt to restore life to dead creatures have no effect.
- Spells that raise undead can animate or target twice as many creatures and take effect for twice their normal duration.
\columnbreak
##### Chaotic Surge Table
| d100 | Effect |
|:-------:|:-------------------------------------------------------------------------------------------------------------------------------------------|
| 01-25 | The target is stunned until the start of their next turn. |
| 26-50 | The target suffers the effects of the *confusion* spell for one round, as if they failed the initial saving throw to resist the spell. |
| 51-75 | The target takes 10 (3d6) damage of a random type. |
| 76-98 | The target has a random ability score reduced by 1d4 for 1 hour. The target dies if this reduces an ability score to 0. |
| 99-00 | The target suffers one level of exhaustion. |
### Regional Effects
***True Death.*** Any creature that dies within 100 miles of an aspect of the Leviathan can't be resurrected or raised as undead. This property does not come into effect until The Leviathan truly wakes (when its overwhelming Eerie Weather sign manifests).
\columnbreak
___
>## Advanced Aspect of the Leviathan
>*Gargantuan aberration (titan), chaotic neutral*
>___
>- **Armor Class** 18 (natural armor)
>- **Hit Points** 315 (18d20 + 126)
>- **Speed** 20 ft., swim 80 ft.
>___
>| STR | DEX | CON | INT | WIS | CHA |
>|:---:|:---:|:---:|:---:|:---:|:---:|
>| 30 (+10) | 11 (+0) | 25 (+7) | 23 (+6) | 19 (+4) | 21 (+5) |
>___
>- **Saving Throws** Str +17, Dex +7, Con +14, Int +13, Wis +11
>- **Damage Resistances** cold, fire
>- **Damage Immunities** lightning; bludgeoning, piercing, and slashing from nonmagical attacks
>- **Condition Immunities** charmed, exhausted, frightened, petrified, unconscious
>- **Senses** truesight 120 ft., blindsight 500 ft., passive Perception 14
>- **Languages** understands all languages but can't speak, telepathy 1,000 ft.
>- **Challenge** 24 (62,000 XP)
>___
>***Amphibious.*** The aspect can breathe air and water.
>
>***Anathematic Secrecy.*** The aspect can't be targeted by any divination magic or perceived through magical scrying sensors.
>
>***Freedom of Movement.*** The aspect ignores difficult terrain, and magical effects can't reduce its speed or cause it to be restrained. It can spend 5 feet of movement to escape from nonmagical restraints or being grappled.
>
>***Legendary Resistance (3/Day).*** If the aspect fails a saving throw, it can choose to succeed instead.
>
>***Magic Resistance.*** The aspect has advantage on saving throws against spells and other magical effects.
>
>***Magic Weapons.*** The aspect's weapon attacks are magical.
>
>***Siege Monster.*** The aspect deals double damage to objects and structures.
>
>***Unyielding Essence.*** The aspect is immune to any spell or effect that would alter its form, as well as those that would read its thoughts, determine if it is lying, or magically influence its thoughts or behavior.
>
> ### Actions
>
>***Multiattack.*** The aspect can use its Frightful Presence. It then makes three attacks: one with its bite, one with its claw, and one with its tail. It can use its Swallow instead of its bite.
>
>***Bite.*** *Melee Weapon Attack:* +17 to hit, reach 15 ft., one target. *Hit:* 36 (4d12 + 10) piercing damage. If the target is a creature, it is grappled (escape DC 20). Until this grapple ends, the target is restrained, and the aspect can't bite another target.
>
>***Claw.*** *Melee Weapon Attack:* +17 to hit, reach 15 ft., one target. *Hit:* 28 (4d8 + 10) slashing damage.
>
>***Tail.*** *Melee Weapon Attack:* +17 to hit, reach 20 ft., one target. *Hit:* 24 (4d6 + 10) bludgeoning damage. If the target is a creature, it must succeed on a DC 25 Strength saving throw or be knocked prone.
>
>***Frightful Presence.*** Each creature of the aspect's choice within 120 feet of it and aware of it must succeed on a DC 19 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, with disadvantage if the aspect is within line of sight, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the aspect's Frightful Presence for the next 24 hours.
>
>***Swallow.*** The aspect makes one bite attack against a Large or smaller creature it is grappling. If the attack hits, the target takes the bite's damage, the target is swallowed, and the grapple ends. While swallowed, the creature is blinded and restrained, it has total cover against attacks and other effects outside the aspect, and it takes 42 (12d6) acid damage at the start of each of the aspect's turns.
>
>If the aspect takes 50 damage or more on a single turn from a creature inside it, the aspect must succeed on a DC 25 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 aspect. If the aspect dies, a swallowed creature is no longer restrained by it and can escape from the corpse by using 30 feet of movement, exiting prone.
>
> ### Legendary Actions
>
>The aspect can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The aspect regains spent legendary actions at the start of its turn.
>- **Move.** The aspect moves up to its speed.
>- **Tail Attack (Costs 2 Actions).** The aspect makes one tail attack.
>- **Chaotic Surge (Costs 2 Actions).** Each creature within 120 feet of the aspect must succeed on a DC 20 Charisma saving throw or suffer a random chaotic effect, determined by rolling on the Chaotic Surge table.
\pagebreakNum
This glittering crystal band is much wider than a typical ring. Its substance seems unearthly.
*Gutterang* was once an elemental weird that resided on Irthicax Vane's lost homeworld. Through intricate ritual and arcane craft, it was bound in a crystalline ring to be Vane's constant guide, freed from the limitation of its elemental pool. However, it was greatly weakened by the process and is no longer able to survive outside its glittering prison.
Now *Gutterang* attempts to keep Irthicax Vane alive and uncorrupted by the touch of Ragnorra. It tries to preserve a link to his lost world by reminding the monk of his honorable past. The artifact believes that reclaiming their world from Ragnorra's corruption is still possible, with Vane as the catalyst. Though such a hope seems impossible, the former weird's powers of healing and guidance offer at least a chance.
You gain a +2 bonus to AC and saving throws while wearing *Gutterang*.
***Sentience.*** *Gutterang* is a sentient, lawful good item with an Intelligence of 12, a Wisdom of 17, and a Charisma of 17. It has hearing and darkvision out to a range of 120 feet.
Gutterang communicates telepathically with its wielder and can speak, read, and understand Aquan and Common.
***Spells.*** *Gutterang* has 9 charges. While it is on your person, you can expend 1 or more of its charges to cast one of the following spells (save DC 18) from it: *death ward* (2 charges), *fly* (3 charges), *mass cure wounds* (5 charges), or *far step* (2 charges). Once you use the ring to cast a spell, you can't cast that spell again from it until the next dawn.
\pagebreakNum
___
___
>## Malshaper Skinweaver
>*Medium humanoid (any race), any non-good alignment*
>___
>- **Armor Class** 16 (studded leather, shield)
>- **Hit Points** 55 (10d8 + 10)
>- **Speed** 30 ft.
>___
>| STR | DEX | CON | INT | WIS | CHA |
>|:---:|:---:|:---:|:---:|:---:|:---:|
>| 14 (+2) | 14 (+2) | 13 (+1) | 12 (+1) | 12 (+1) | 12 (+1) |
>___
>- **Skills** Arcana +3, Deception +3, Religion +3
>- **Senses** passive Perception 11
>- **Languages** any one language (usually Common)
>- **Challenge** 1 (200 XP)
>___
>***Dark Devotion.*** The malshaper has advantage on saving throws against being charmed or frightened.
>
>***Warped Flesh.*** The malshaper has advantage on saving throws against poison, and it is immune to disease. Additionally, any critical hit against the malshaper becomes a normal hit.
>
> ### Actions
>
>***Multiattack.*** The malshaper makes two weapon attacks.
>
>***Flail.*** *Melee Weapon Attack:* +4 to hit, reach 5 ft., one target. *Hit:* 6 (1d8 + 2) bludgeoning damage.
>
>***Dagger.*** *Melee or Ranged Weapon Attack:* +4 to hit, reach 5 ft. or range 20/60 ft., one target. *Hit:* 4 (1d4 + 2) piercing damage.
>
>***Sculpt Flesh (Recharge 6).*** The malshaper touches one creature within 5 feet of it. The target must succeed on a DC 15 Constitution saving throw or have its flesh warped by unnatural growth, covering it in blisters and tumors. While its flesh is warped in this way, the target is poisoned, its speed is reduced by 10 feet, and it can't use reactions. This effect lasts for 1 minute. The poisoned target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
___
___
>## Malshaper Fleshwarper
>*Medium humanoid (any race), any non-good alignment*
>___
>- **Armor Class** 15 (studded leather)
>- **Hit Points** 112 (15d8 + 45)
>- **Speed** 30 ft.
>___
>| STR | DEX | CON | INT | WIS | CHA |
>|:---:|:---:|:---:|:---:|:---:|:---:|
>| 14 (+2) | 16 (+3) | 16 (+3) | 14 (+2) | 17 (+3) | 12 (+1) |
>___
>- **Skills** Arcana +5, Deception +4, Insight +6, Religion +5
>- **Damage Immunities** poison
>- **Condition Immunities** poisoned
>- **Senses** passive Perception 13
>- **Languages** any two languages
>- **Challenge** 7 (2,900 XP)
>___
>***Dark Devotion.*** The malshaper has advantage on saving throws against being charmed or frightened.
>
>***Innate Spellcasting.*** The malshaper's innate spellcasting ability is Wisdom. It can innately cast the following spells (spell save DC 14), requiring no material components:
>
>At will: *alter self\**, *cure wounds*, *polymorph*
>1/day: *enhance ability\** (5th level)
>*No concentration is required to maintain these spells, and the malshaper casts them on itself and/or its allies before combat.
>
>***Spellcasting.*** The malshaper is a 9th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 14, +6 to hit with spell attacks). It has the following spells prepared:
>
>Cantrips (at will): *acid splash*, *guidance*, *mending*, *poison spray*, *sacred flame*
>1st level (4 slots): *cure wounds*, *fog cloud*, *guiding bolt*, *shield*
>2nd level (3 slots): *barkskin*, *hold person*, *spike growth*
>3rd level (3 slots): *aura of vitality*, *lightning bolt*, *spirit guardians*
>4th level (3 slots): *aura of life*, *death ward*
>5th level (1 slot): *antilife shell*, *destructive wave*
>
>***Warped Flesh.*** The malshaper is immune to poison and disease. Additionally, any critical hit against the malshaper becomes a normal hit.
>
> ### Actions
>
>***Multiattack.*** The malshaper cast a spell, and then uses Sculpt Flesh if it is available.
>
>***Sculpt Flesh (Recharge 6).*** The malshaper touches one creature within 5 feet of it. The target must succeed on a DC 15 Constitution saving throw or have its flesh warped by unnatural growth, covering it in blisters and tumors. While its flesh is warped in this way, the target is poisoned, its speed is reduced by 10 feet, and it can't use reactions. This effect lasts for 1 minute. The poisoned target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
>
>***Dagger.*** *Melee or Ranged Weapon Attack:* +6 to hit, reach 5 ft. or range 20/60 ft., one target. *Hit:* 5 (1d4 + 3) piercing damage.
>
>***Rapier.*** *Melee Weapon Attack:* +6 to hit, reach 5 ft., one target. *Hit:* 7 (1d8 + 3) piercing damage.
___
___
>## Malshaper Planeswalker
>*Medium humanoid (any race), any non-good alignment*
>___
>- **Armor Class** 16 (natural armor)
>- **Hit Points** 136 (16d8 + 64)
>- **Speed** 30 ft.
>___
>| STR | DEX | CON | INT | WIS | CHA |
>|:---:|:---:|:---:|:---:|:---:|:---:|
>| 16 (+3) | 18 (+4) | 19 (+4) | 16 (+3) | 21 (+5) | 12 (+1) |
>___
>- **Skills** Arcana +8, Deception +6, Insight +10, Religion +8
>- **Damage Immunities** poison
>- **Condition Immunities** poisoned
>- **Senses** passive Perception 15
>- **Languages** any four languages
>- **Challenge** 13 (10,000 XP)
>___
>***Dark Devotion.*** The malshaper has advantage on saving throws against being charmed or frightened.
>
>***Innate Spellcasting.*** The malshaper's innate spellcasting ability is Wisdom. It can innately cast the following spells (spell save DC 18), requiring no material components:
>
>At will: *alter self\**, *cure wounds*, *plant growth*
>1/day each: *contact other plane*, *enhance ability\** (8th level), *plane shift*, *polymorph* (3 targets)
>*No concentration is required to maintain these spells, and the malshaper casts them on itself and/or its allies before combat.
>
>***Regeneration.*** The malshaper regains 10 hit points at the start of its turn if it has at least 1 hit point. If the malshaper takes necrotic damage, this trait doesn't function at the start of its next turn.
>
>***Spellcasting.*** The malshaper is a 15th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 18, +10 to hit with spell attacks). It has the following spells prepared:
>
>Cantrips (at will): *acid splash*, *guidance*, *mending*, *poison spray*, *sacred flame*
>1st level (4 slots): *cure wounds*, *fog cloud*, *guiding bolt*, *shield*
>2nd level (3 slots): *barkskin*, *hold person*, *spike growth*
>3rd level (3 slots): *aura of vitality*, *lightning bolt*, *spirit guardians*
>4th level (3 slots): *aura of life*, *circle of power*, *death ward*
>5th level (2 slots): *antilife shell*, *destructive wave*, *scrying*
>6th level (1 slot): *flesh to stone*, *heal*
>7th level (1 slot): *divine word*, *regenerate*
>8th level (1 slot): *glibness*, *maze*
>
>***Warped Flesh.*** The malshaper is immune to poison and disease, and any creature that touches the malshaper or hits it with a melee attack must succeed on a DC 17 Constitution saving throw or take 16 (3d10) poison damage. Additionally, any critical hit against the malshaper becomes a normal hit.
>
> ### Actions
>
>***Multiattack.*** The malshaper casts a spell, and then uses Sculpt Flesh if it is available.
>
>***Sculpt Flesh (Recharge 4-6).*** The malshaper touches one creature within 5 feet of it. The target must succeed on a DC 15 Constitution saving throw or have its flesh warped by unnatural growth, covering it in blisters and tumors. While its flesh is warped in this way, the target is poisoned, its speed is reduced by 10 feet, and it can't use reactions. This effect lasts for 1 minute. The poisoned target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
\pagebreakNum
___
>## Malshaper Brute
>*Large aberration (any humanoid race), any non-good alignment*
>___
>- **Armor Class** 16 (natural armor)
>- **Hit Points** 136 (13d10 + 65)
>- **Speed** 30 ft.
>___
>|STR|DEX|CON|INT|WIS|CHA|
>|:---:|:---:|:---:|:---:|:---:|:---:|
>|20 (+5)|8 (–1)|21 (+5)|10 (+0)|13 (+1)|12 (+1)|
>___
>- **Saving Throws** Str +9, Con +9
>- **Skills** Athletics +9, Intimidation +5, Perception +5, Religion +4
>- **Damage Resistances** necrotic; bludgeoning, piercing, slashing from nonmagical attacks
>- **Damage Immunities** poison, radiant
>- **Condition Immunities** charmed, frightened, poisoned
>- **Senses** passive Perception 15
>- **Languages** any three languages
>- **Challenge** 10 (5900 XP)
>___
>***Death Burst.*** When the malshaper brute dies, it explodes in a burst of positive energy. Each creature within 15 feet of the malshaper brute takes 22 (4d10) radiant damage.
>
>***Immutable Form.*** The malshaper is immune to any spell or effect that would alter its form.
>
>***Positive Energy Corruption.*** When the malshaper deals radiant damage to a creature, the creature must succeed on a DC 17 Constitution saving throw or suffer one level of positive energy corruption.
>
>***Regeneration.*** The malshaper regains 10 hit points at the start of its turn if it has at least 1 hit point. If the malshaper takes necrotic damage, this trait doesn't function at the start of the malshaper's next turn.
>
>***Warped Flesh.*** The malshaper is immune to poison and disease, and any creature that touches the malshaper or hits it with a melee attack must succeed on a DC 17 Constitution saving throw or take 11 (2d10) poison damage. Additionally, any critical hit against the malshaper becomes a normal hit.
>
>### Actions
>***Multiattack.*** The malshaper makes two melee attacks, and uses Sculpt Flesh if it is available.
>
>***Greataxe.*** *Melee Weapon Attack:* +9 to hit, reach 10 ft., one target. *Hit:* 18 (2d12 + 5) slashing damage, and the target must succeed on a DC 17 Strength saving throw or be knocked prone.
>
>***Slam.*** *Melee Weapon Attack:* +9 to hit, reach 10 ft., one target. *Hit:* 14 (2d8 + 5) bludgeoning damage plus 7 (2d6) radiant damage.
>
>***Sculpt Flesh (Recharge 5-6).*** The malshaper touches one creature within 10 feet of it. The target must succeed on a DC 17 Constitution saving throw or have its flesh warped by unnatural growth, covering it in blisters and tumors. While its flesh is warped in this way, the target is poisoned, its speed is reduced by 10 feet, and it can't use reactions. This effect lasts for 1 minute. The poisoned target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
>
>### Reactions
>***Shrug it Off.*** The malshaper halves the damage that it takes from an attack that hits it. The malshaper must be able to see the attacker.
\columnbreak
___
> ## Blistered Soul
>*Medium aberration, neutral evil*
>___
>- **Armor Class** 15 (natural armor)
>- **Hit Points** 66 (7d10 + 28)
>- **Speed** 50 ft.
>___
>|STR|DEX|CON|INT|WIS|CHA|
>|:---:|:---:|:---:|:---:|:---:|:---:|
>|21 (+5)|16 (+3)|18 (+4)|5 (-3)|15 (+2)|9 (-1)|
>___
>- **Damage Immunities** poison, radiant
>- **Condition Immunities** charmed, exhaustion, frightened, petrified, poisoned, unconscious
>- **Senses** darkvision 120 ft., passive Perception 12
>- **Languages** Common
>- **Challenge** 5 (1800 XP)
>___
>***Corrupt Positive Energy Aura.*** Any creature that starts its turn within 30 feet of the blistered soul takes 7 (2d6) radiant damage. An undead creature instead takes 14 (4d6) damage and suffers disadvantage on all saving throws until the end of its next turn.
>
>***Magic Resistance.*** The blistered soul has advantage on saving throws against spells and other magical effects.
>
>***Positive Energy Corruption.*** When the blistered soul deals damage to a creature, the creature must succeed on a DC 14 Constitution saving throw or suffer one level of positive energy corruption.
>
>***Revert to Spore.*** As a last-ditch defense, the blistered soul can use its bonus action to rejoin the worldskin by forming a spawning spore. The new spore appears in the blistered soul's former position. It is considered expended and must be fully regenerated before it can be activated. Casting *dispel magic* on the spore within 3 rounds of transformation destroys it and returns the blistered soul to the surface. The blistered soul retains any damage and ongoing conditions from before it attempted to revert.
>
>***Unyielding Essence.*** The blistered soul is immune to any spell or effect that would alter its form, as well as those that would read its thoughts, determine if it is lying, or magically influence its thoughts or behavior.
>
> ### Actions
>***Multiattack.*** The blistered soul makes two claw attacks.
>
>***Claw.*** *Melee Weapon Attack:* +7 to hit, reach 10 ft., one target. *Hit:* 12 (2d6 + 5) slashing damage plus 4 (1d8) radiant damage.
>
>***Tumor.*** *Ranged Weapon Attack:* +5 to hit, range 40/80 ft., one creature. *Hit:* 12 (5d4) poison damage plus 4 (1d8) radiant damage. The target must succeed on a DC 14 Constitution saving throw or be poisoned for 1 minute. The poisoned target can repeat the saving throw at the end of each of its turns, ending the effect on a success.
>
>***Regenerate Worldskin.*** The blistered soul regenerates a worldskin feature within 100 feet of it.
>
>***Skincasting.*** The blistered soul activates a worldskin feature within 100 feet of it.
\pagebreakNum
___
___
>## Aboleth Sarcoma
>*Huge aberration, lawful evil*
>___
>- **Armor Class** 17 (natural armor)
>- **Hit Points** 256 (19d12 + 133)
>- **Speed** 40 ft., climb 40 ft., swim 40 ft.
>___
>|STR|DEX|CON|INT|WIS|CHA|
>|:---:|:---:|:---:|:---:|:---:|:---:|
>|23 (+6)|9 (–1)|24 (+7)|18 (+4)|18 (+4)|19 (+4)|
>___
>- **Saving Throws** Con +12, Int +9, Wis +9
>- **Skills** Athletics +11, History +9, Perception +9
>- **Damage Immunities** acid, poison
>- **Condition Immunities** charmed, exhaustion, frightened, paralyzed, petrified, poisoned, unconscious
>- **Senses** darkvision 120 ft., passive Perception 19
>- **Languages** Deep Speech, telepathy 120 ft.
>- **Challenge** 16 (15,000 XP)
>___
>***Amphibious.*** The aboleth can breathe air and water.
>
>***Corrupt Positive Energy Aura.*** Any creature that starts its turn within 30 feet of the aboleth takes 7 (2d6) radiant damage. An undead creature instead takes 14 (4d6) damage and suffers disadvantage on all saving throws until the end of its next turn.
>
>***Freedom of Movement.*** The aboleth ignores difficult terrain, and magical effects can't reduce its speed or cause it to be restrained. It can spend 5 feet of movement to escape from nonmagical restraints or being grappled.
>
>***Magic Resistance.*** The aboleth has advantage on saving throws against spells and other magical effects.
>
>***Mucous Cloud.*** While underwater, the aboleth is surrounded by transformative mucus. A creature that touches the aboleth or that hits it with a melee attack while within 5 feet of it must make a DC 20 Constitution saving throw. On a failed save, the creature is diseased for 1d4 hours. The diseased creature can breathe only underwater.
>
>***Positive Energy Corruption.*** When the aboleth deals damage to a creature, the creature must succeed on a DC 20 Constitution saving throw or suffer one level of positive energy corruption.
>
>***Probing Telepathy.*** If a creature communicates telepathically with the aboleth, the aboleth learns the creature's greatest desires if the aboleth can see the creature.
>
>***Regeneration.*** The aboleth regains 10 hit points at the start of its turn if it has at least 1 hit point. If the aboleth takes necrotic damage, this trait doesn't function at the start of the aboleth's next turn.
>
>***Spider Climb.*** The aboleth can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
>
>***Warped Flesh.*** The aboleth is immune to poison and disease, and any creature that touches the aboleth or hits it with a melee attack must succeed on a DC 20 Constitution saving throw or take 11 (2d10) poison damage. Additionally, any critical hit against the aboleth becomes a normal hit.
>
>### Actions
>***Multiattack.*** The aboleth makes three melee attacks.
>
>***Slam.*** *Melee Weapon Attack:* +11 to hit, reach 15 ft., one target. *Hit:* 17 (2d10 + 6) bludgeoning damage plus 4 (1d8) radiant damage.
>
>***Tentacle.*** *Melee Weapon Attack:* +11 to hit, reach 15 ft., one target. *Hit:* 15 (2d8 + 6) bludgeoning damage plus 4 (1d8) radiant damage. If the target is a creature, it must succeed on a DC 20 Constitution saving throw or become diseased. The disease has no effect for 1 minute and can be removed by any magic that cures disease. After 1 minute, the diseased creature's skin becomes translucent and slimy, the creature can't regain hit points unless it is underwater, and the disease can be removed only by heal or another disease-curing spell of 6th level or higher. When the creature is outside a body of water, it takes 6 (1d12) acid damage every 10 minutes unless moisture is applied to the skin before 10 minutes have passed.
>
>***Enslave (3/Day).*** The aboleth targets one creature it can see within 30 feet of it. The target must succeed on a DC 17 Wisdom saving throw or be magically charmed by the aboleth until the aboleth dies or until it is on a different plane of existence from the target. The charmed target is under the aboleth's control and can't take reactions, and the aboleth and the target can communicate telepathically with each other over any distance.
>
>Whenever the charmed target takes damage, the target can repeat the saving throw. On a success, the effect ends. No more than once every 24 hours, the target can also repeat the saving throw when it is at least 1 mile away from the aboleth.
>
>### Legendary Actions
>The aboleth can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The aboleth regains spent legendary actions at the start of its turn.
>- **Move.** The aboleth moves up to its speed.
>- **Regenerate Worldskin.** The aboleth regenerates a worldskin feature within 100 feet of it.
>- **Grab (Costs 2 Actions).** The aboleth attempts to grapple each creature within 10 feet of it. As the aboleth's "legs" are made up of numerous humanoid bodies, it can have up to 5 creatures grappled at a time.
>- **Skincasting (Costs 2 Actions).** The aboleth activates a worldskin feature within 100 feet of it.
>- **Reaping Legs (Costs 3 Actions).** The aboleth makes a separate slam attack against each creature within 10 feet of it.
___
___
>## Magma Paraelemental
>*Huge elemental, neutral*
>___
>- **Armor Class** 17 (natural armor)
>- **Hit Points** 210 (20d12 + 80)
>- **Speed** 40 ft., burrow 20 ft., climb 40 ft.
>___
>|STR|DEX|CON|INT|WIS|CHA|
>|:---:|:---:|:---:|:---:|:---:|:---:|
>|20 (+5)|17 (+3)|19 (+4)|7 (–2)|12 (+1)|9 (–1)|
>___
>- **Saving Throws** Str +10, Con +9
>- **Damage Resistances** bludgeoning, piercing, slashing from nonmagical attacks
>- **Damage Immunities** fire, poison
>- **Condition Immunities** exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained, unconscious
>- **Senses** darkvision 60 ft., tremorsense 60 ft., passive Perception 11
>- **Languages** Ignan, Terran
>- **Challenge** 13 (10000 XP)
>___
>***Heated Body.*** A creature that touches the magma paraelemental or hits it with a melee attack while within 5 feet of it takes 11 (2d10) fire damage and catches fire; until someone takes an action to douse the fire, the creature takes 11 (2d10) fire damage at the start of each of its turns.
>
>***Illumination.*** The magma paraelemental sheds bright light in a 30-foot radius and dim light for an additional 30 feet.
>
>***Siege Monster.*** The magma paraelemental deals double damage to objects and structures.
>
>***Water Susceptibility.*** For every 5 feet the magma paraelemental moves in water, or for every gallon of water splashed on it, it takes 1 cold damage.
>
>### Actions
>***Multiattack.*** The magma paraelemental makes three melee attacks.
>
>***Slam.*** *Melee Weapon Attack:* +10 to hit, reach 5 ft., one target. *Hit:* 18 (3d8 + 5) bludgeoning damage plus 11 (2d10) fire damage. If the target is a creature or a flammable object, it ignites. Until a creature takes an action to douse the fire, the target takes 11 (2d10) fire damage at the start of each of its turns.
\pagebreakNum
# Sertrous
___
> ## Aspect of Sertrous
>*Gargantuan fiend (demon), chaotic evil*
>___
>- **Armor Class** 22 (natural armor)
>- **Hit Points** 425 (23d20 + 184)
>- **Speed** 50 ft., burrow 50 ft.
>___
>STR | DEX | CON | INT | WIS | CHA
>|:---:|:---:|:---:|:---:|:---:|:---:|
>29 (+9)|14 (+5)|27 (+8)|20 (+5)|17 (+3)|25 (+7)|
>___
>- **Saving Throws** Str +17, Con +16, Wis +11, Cha +15
>- **Skills** Insight +11, Perception +11, Religion +13
>- **Damage Resistances** acid, cold, fire, lightning, psychic
>- **Damage Immunities** acid, poison; bludgeoning, piercing, and slashing from nonmagical attacks
>- **Condition Immunities** charmed, deafened, exhaustion, frightened, petrified, poisoned, unconscious
>- **Senses** truesight 120 ft., blindsight 500 ft., passive Perception 21
>- **Languages** all, telepathy 1,000 ft.
>- **Challenge** 27 (105,000 XP)
>___
>***Anathematic Secrecy.*** The aspect can't be targeted by any divination magic or perceived through magical scrying sensors.
>
>***Impervious to the Divine.*** The aspect is unaffected by divine spells, which are spells cast by clerics, paladins, druids, rangers, celestials, and other sources the DM deems appropriate.
>
>***Innate Spellcasting.*** The aspect's innate spellcasting ability is Charisma (spell save DC 23). It can innately cast the following spells, requiring no components:
>
>At will: *detect evil and good*, *detect magic*, *dispel magic*, *fly*
>3/day each: *counterspell*, *fear*, *telekinesis*
>1/day each: *divine word*, *harm*
>
>***Legendary Resistance (3/Day).*** If the aspect fails a saving throw, it can choose to succeed instead.
>
>***Magic Resistance.*** The aspect has advantage on saving throws against spells and other magical effects.
>
>***Magic Weapons.*** The aspect's weapon attacks are magical.
>
>***Tunneler.*** The aspect can burrow through solid rock and leaves a 20-foot-diameter tunnel in its wake.
>
>***Unyielding Essence.*** The aspect is immune to any spell or effect that would alter its form, as well as those that would read its thoughts, determine if it is lying, or magically influence its thoughts or behavior.
>
> ### Actions
>***Multiattack.*** The aspect makes five attacks: one with its bite, two with its claws, and two with its tail. It can use Souldrink instead of its bite.
>
>***Bite.*** *Melee Weapon Attack:* +17 to hit, reach 10 ft., one target. *Hit:* 25 (3d10 + 9) piercing damage plus 7 (2d6) poison damage. If the target is a creature, it is grappled (escape DC 19). Until this grapple ends, the target is restrained, and the aspect can't bite another target.
>
>***Claw.*** *Melee Weapon Attack:* +17 to hit, reach 10 ft., one target. *Hit:* 16 (2d6 + 9) slashing damage.
>
>***Tail.*** *Melee Weapon Attack:* +17 to hit, reach 15 ft., one target. *Hit:* 19 (3d6 + 9) bludgeoning damage. If the target is a creature and is Huge or smaller, it must succeed on a DC 25 Strength saving throw or be knocked prone.
>
>***Souldrink.*** *Melee Spell Attack:* +15 to hit, reach 5 ft., one grappled creature. *Hit:* The target suffers 1d2 levels of exhaustion, and the aspect regains 28 (8d6) hit points. If this exhaustion were to kill the target, the target instead loses all levels of exhaustion and becomes dominated by the aspect, as the *dominate monster* spell (no concentration required by the aspect). This domination ends only when the aspect is killed.
>
>***Poison Breath (Recharge 5–6).*** The aspect exhales poisonous gas in a 120-foot cone. Each creature in that area must make a DC 24 Constitution saving throw, taking 42 (12d6) poison damage on a failed save, or half as much damage on a successful one.
>
>***Teleport.*** The aspect magically teleports, along with any equipment it is wearing or carrying, up to 120 feet to an unoccupied space it can see.
>
> ### Legendary Actions
> The aspect can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. The aspect regains spent legendary actions at the start of its turn.
>- **Move.** The aspect moves up to its speed.
>- **Suppress Vitality.** The aspect targets one creature that it can see within 60 feet of it. Any resistance or immunity to poison that the target gains from a spell or magic item is suppressed until the end of the aspect's next turn.
>- **Poison Breath (Costs 2 Actions).** The aspect recharges its Poison Breath and uses it.
>- **Swat Away (Costs 2 Actions).** The aspect makes a claw attack. If the attack hits, the target must succeed on a DC 25 Strength saving throw or be pushed 15 feet in a straight line away from the aspect. If the saving throw fails by 5 or more, the target also falls prone.
\columnbreak
> ##### Impervious to the Divine
>
> Both the Aspect of Sertrous and Ragnorra are immune to divine spells. While I'm keeping this in as it's a Malefic Property outlined in the original book, some DMs might find it to be a bit unfair towards divine spellcasters in the party. If you wish to get around this, consider informing your players of this trait ahead of time so that they can come up with a plan to get around it. You may want to roll with what they come up with, or you can devise your own method for the party to get around it, such as an artifact that converts divine spells into regular arcane magic when held by a divine spellcaster. Or perhaps you want to just remove the trait, perhaps replacing it with a different malefic property, or just excluding it altogether. This is completely fine, and won't affect encounter difficulty too much, as these stat blocks are not specifically balanced around it. If you do keep it in, make it another obstacle to overcome, rather than an unfair roadblock that the players weren't expecting.
### Lair Actions
On initiative count 20 (losing initiative ties), the aspect can take a lair action to cause one of the following effects; the aspect can't use the same effect two rounds in a row:
- The aspect casts the *command* spell on every creature of its choice in the lair. It needn't see each one, but it must be aware that an individual is in the lair to target that creature. It issues the same command to all the targets.
- The aspect exhales a large cloud of toxic gas that expands to fill a 120-foot-radius sphere centered on the aspect, lightly obscuring the area. Any creature that starts its turn within this area must succeed on a DC 24 Constitution saving throw or be poisoned until the start of the creature's next turn. The cloud dissipates on initiative count 20 of the next round.
### Regional Effects
Any region containing Sertrous's skull and/or aspect is warped by his magic, creating one or more of the following effects:
- The area within 5 miles of Sertrous's skull or aspect becomes overpopulated with poisonous snakes and other serpentine beasts.
- Creatures within 5 miles of Sertrous's skull or aspect feel as if there are snakes slithering along their skin, even when this is not the case.
- If a humanoid spends at least 1 hour within 1 mile of Sertrous's skull or aspect, that creature must succeed on a DC 23 Wisdom saving throw or descend into a madness determined by the Madness of Sertrous table. A creature that succeeds on this saving throw can't be affected by this regional effect again for 24 hours.
If Sertrous's skull or aspect is destroyed, these effects fade from an affected region over the course of 1d10 days.
### Madness of Sertrous
If a creature goes mad within a region influenced by Sertrous or within line of sight of his skull or aspect, roll on the Madness of Sertrous table to determine the nature of the madness, which is a character flaw that lasts until cured. See the Dungeon Master's Guide for more on madness.
##### Madness of Sertrous
| d100 | Flaw (lasts until cured) |
|:-----:|:------------------------------------------------------------------|
| 01-20 | "I am terrified of snakes and other serpentine creatures." |
| 21-40 | "I must use my power to make those in charge kneel before me." |
| 41-60 | "Those who stand in my way must suffer the ultimate consequence." |
| 61-80 | "A voice in my head lures me towards the Abyss." |
| 81-00 | "I despise anything related to the gods." |
##### Suggested Vanguard Cleric Spells
| Spell Level | Spells |
|:-----------:|:----------------------------------------------------------------------------------------------------------------|
| Cantrip | *guidance, mending, resistance, sacred flame, thaumaturgy* |
| 1 | *bane, charm person, command, cure wounds, guiding bolt, shield of faith\** |
| 2 | *alter self\*, hold person, invisibility\*, mirror image\*, silence, spiritual weapon\** |
| 3 | *bestow curse, clairvoyance, conjure animals\*, erupting earth, spirit guardians\*, summon lesser demons\** |
| 4 | *confusion, death ward\*, dominate beast, guardian of faith\*, summon greater demon\*, wall of fire* |
| 5 | *antilife shell\*, contagion, dominate person, flame strike, geas, mass cure wounds* |
| 6 | *disintegrate, harm, mass suggestion, mental prison, planar ally\*, word of recall* |
| 7 | *crown of stars\*, divine word, finger of death, power word pain, reverse gravity, whirlwind* |
| 8 | *Abi-Dalzim's horrid wilting, control weather\*, dominate monster, earthquake, holy aura\*, maddening darkness* |
| 9 | *foresight\*, gate, power word kill, storm of vengeance, time stop, weird* |
___
*You may wish for the vanguard cleric to cast one or more of these spells (on itself, if relevant) before combat.