Monsters of Wildemount

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Aeormaton

Medium construct, any alignment


  • Armor Class 13 (natural armor)
  • Hit Points 52 (7d8 + 21)
  • Speed 30 ft.

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

  • Skills Athletics +5, Perception +2
  • Damage Resistances poison
  • Senses darkvision 30 ft., passive Perception 12
  • Languages Aeorian; capable of learning any language after hearing it spoken for at least one hour
  • Challenge 3 (700 XP)

Warforged Resilience. The Aeormaton has advantage on saving throws against being poisoned and is immune to disease. Magic can't put it to sleep.

Actions

Multiattack. The Aeormaton can make two armblade attacks.

Armblade. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (1d10 + 3) slashing damage.

Arm Mortar. Ranged Weapon Attack: +4 to hit, range 30/60 ft., one target. Hit: 7 (1d10 + 2) force damage. Every creature within 5 feet of the target must make a DC 13 Dexterity saving throw. They take 7 (2d6) fire damage on a failure, or half as much damage on a success.

Aeormaton

Created by mages during the Age of Arcanum, Aeormatons are Wildemount's version of warforged. Powered by arcane means, an Aeormaton may be found still alive within the ruins of Aeor.

Blood Cleric

A cleric of the blood domain has the power to track and manipulate foes whose blood they possess. They may be a lone hunter, or a member of the Claret Order.


Blood Cleric

Medium humanoid (any race), any alignment


  • Armor Class 15 (studded leather)
  • Hit Points 58 (9d8 + 18)
  • Speed 30 ft.

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

  • Saving Throws Con +5, Wis +7
  • Skills Medicine +7, Insight +4, Religion +7
  • Senses passive Perception 14
  • Languages any one language (usually Common)
  • Challenge 5 (1,800 XP)

Blood Puppet. As a bonus action the blood cleric can target a Large of smaller creature that has blood and is within 60 feet of it. That creature must succeed on a DC 14 Constitution saving throw or immediately move up to half of their movement in any direction and make a single weapon attack against a creature of the blood cleric's choice within range.

Crimson Bond. The blood cleric knows the approximate location and direction of a creature within 10 miles of it if the blood cleric has a sample of their blood.

Spellcasting. The blood cleric is an 8th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 14, +6 to hit with spell attacks. It has the following cleric spells prepared:

Cantrips (at will): guidance, light, resistance, sacred flame

1st level (4 slots): bane, cure wounds, ray of sickness, sleep

2nd level (3 slots): crown of madness, pass without trace, ray of enfeeblement

3rd level (3 slots): bestow curse, dispel magic, slow

4th level (2 slots): blight, stoneskin

Actions

Rapier. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) piercing damage plus 9 (2d8) necrotic damage.

Blood Hunter Masochist

The Blood Hunter Masochist has mastered the art of hemocraft and can use the power of their own blood to enhance their abilities or curse foes. However, this power comes at the cost of harming themselves to do so.


Blood Hunter Masochist

Medium humanoid (any race), any alignment


  • Armor Class 17 (studded leather)
  • Hit Points 105 (14d8 + 42)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
10 (+0) 20 (+5) 16 (+3) 16 (+3) 12 (+1) 10 (+0)

  • Saving Throws Dex +7, Int +6
  • Skills Investigation +6, Perception +6, Stealth +7
  • Senses passive Perception 16
  • Languages any one language (usually Common)
  • Challenge 7 (3,900 XP)

Blood Maledict. As a bonus action, the blood hunter loses 1d6 hit points and chooses one of the following effects:

A target within 30 feet must succeed on a DC 15 Strength saving throw or have its speed reduced to 0 for 1 minute. The target can repeat saves at the end of each of their turns.

A target within 30 feet must succeed on a DC 15 Constitution saving throw or become poisoned for 1 minute, suffering 14 (4d6) poison damage at the start of each of their turns. The target can repeat saves at the end of each of their turns.

The blood hunter deals an additional 9 (2d8) necrotic damage with their weapon attacks this turn.

Actions

Multiattack. The blood hunter makes two melee or two ranged attacks.

Rapier. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 9 (1d8 + 5) piercing damage.

Shortbow. Ranged Weapon Attack: +9 to hit, range 80/320 ft., one target. Hit: 8 (1d6 + 5) piercing damage.

Captain

Whether a pirate captain of a Revelry ship, a captain of Righteous Brand military troops on the front lines of the war, or simply the captain of the local Crownsguard, captains are as skilled at marshaling their troops on the battlefield as they are in combat itself.


Captain

Medium humanoid (any race), any lawful


  • Armor Class 16 (scale mail)
  • Hit Points 78 (12d8 + 24)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
18 (+4) 14 (+2) 14 (+2) 12 (+1) 12 (+1) 16 (+3)

  • Saving Throws Str +6, Con +5, Wis +4
  • Skills Perception +4
  • Senses passive Perception 14
  • Languages Common
  • Challenge 4 (1,100 XP)

Steady Presence. Unless the captain is incapacitated, it and creatures of its choice within 30 feet of it have advantage on saving throws against being frightened.

Actions

Multiattack. The captain makes three melee attacks or three ranged attacks. It can use its Command in place of an attack.

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

Longbow. Ranged Weapon Attack: +6 to hit, range 150/600 ft., one target. Hit: 8 (1d8 + 4) piercing damage.

Command. The captain targets one ally it can see within 30 feet of it. If the target can see and hear the captain, the target can use its reaction to either make one weapon attack or move half its speed without provoking an attack of opportunity.


Cobalt Soul Monk

Medium humanoid (any race), lawful good


  • Armor Class 15
  • Hit Points 55 (10d8 + 10)
  • Speed 40 ft.

STR DEX CON INT WIS CHA
10 (+0) 15 (+2) 12 (+1) 14 (+2) 16 (+3) 11 (+0)

  • Saving Throws Dex +5, Wis +4
  • Skills Acrobatics +5, History, +4, Insight +4
  • Senses passive Perception 14
  • Languages Common and one other language
  • Challenge 3 (700 XP)

Unarmored Defence. While the monk is wearing no armor and wielding no shield, its AC includes its Wisdom modifier.

Actions

Multiattack. The monk makes three unarmed strike attacks.

Unarmed Strike. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) bludgeoning damage. Once per turn, the monk may attempt to stun the target. The target must succeed on a DC 13 Constitution saving throw or be stunned until the end of the monk's next turn.

Reactions

Block. The monk adds 2 to their AC against one melee attack that would hit them. To do so, the monk must see the attacker.

Cobalt Soul Monk

Monks of the Cobalt Soul are followers of Ioun, and as such seek out knowledge, storing it in one of the Archives in cities across Exandria.

Cobalt Soul Expositor

As followers of Ioun, the Cobalt Soul seeks out and removes corruption wherever it may be found. Expositors are tasked with this duty. They are trained to know their enemy, and they are as capable reacting to a foe's attacks as they are fighting back.


Cobalt Soul Expositor

Medium humanoid (any race), lawful good


  • Armor Class 17
  • Hit Points 91 (14d8 + 28)
  • Speed 45 ft.

STR DEX CON INT WIS CHA
10 (+0) 17 (+3) 15 (+2) 16 (+3) 18 (+4) 12 (+1)

  • Saving Throws Dex +6, Wis +7
  • Skills Acrobatics + 7, History +6, Insight +7, Investigation +7, Perception +7, Religion +6
  • Condition Immunities charmed, frightened
  • Senses passive Perception 16
  • Languages Common and two other languages
  • Challenge 7 (3,900 XP)

Evasion. If the expositor is subjected to an effect that allows them to make a Dexterity saving throw to take only half damage, they can instead take no damage if they succeed on the saving throw, and only take half damage if they fail. The expositor can't use this trait if they are incapacitated.

Ki-Empowered Strikes. The expositor's unarmed strike attacks are magical.

Unarmored Defence. While the expositor is wearing no armor and wielding no shield, their AC includes their Wisdom modifier.

Actions

Multiattack. The expositor makes three unarmed strike attacks.

Unarmed Strike. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) bludgeoning damage. Once per turn, the expositor may choose one of the following additional effects:

The target must succeed on a DC 16 Charisma saving throw or be unable to tell a deliberate lie for the next 10 minutes.

The target must succeed on a DC 16 Constitution saving throw or be stunned until the end of the expositor's next turn.

Reactions

Block. The expositor adds 3 to their AC against one melee attack that would hit them. To do so, the expositor must see the attacker.

Deflect Missile. In response to being hit by a ranged weapon attack, the expositor deflects the missile. The damage the expositor takes from the attack is reduced by 1d10 + 3. If the damage is reduced to 0, the expositor catches the missile if it's small enough to hold and the expositor has a hand free.


Dunamancer

Medium humanoid (elf), lawful neutral


  • Armor Class 12 (15 with mage armor)
  • Hit Points 88 (16d8 + 16)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
9 (-1) 16 (+3) 13 (+1) 20 (+5) 11 (+0) 16 (+3)

  • Saving Throws Int +8, Wis +5
  • Skills Arcana +12, History +10
  • Senses darkvision 120 ft., passive Perception 12
  • Languages Elvish, Common
  • Challenge 10 (5,900 XP)

Fey Ancestry. The dunamancer has advantage on saving throws against being charmed, and magic can't put the dunamancer to sleep.

Innate Spellcasting. The dunamancer's innate spellcasting ability is Charisma (spell save DC 15). It can innately cast the following spells:

At will: dancing lights (self only)

1/day each: darkness, faerie fire

Spellcasting. The dunamancer is a 16th-level spellcaster. It's spellcasting ability is Intelligence (spell save DC 17, +9 to hit with spell attacks). The dunamancer has the following wizard spells prepared:

Cantrips (at will): fire bolt, minor illusion, prestidigitation, ray of frost, sapping sting

1st level (4 slots): gift of alacrity, magnify gravity, mage armor, magic missile

2nd level (3 slots): fortune's favor, immovable object, see invisibility

3rd level (3 slots): dispel magic, fly, haste

4th level (3 slots): gravity sinkhole, greater invisibility

5th level (2 slots): hold monster, seeming, telekenesis

6th level (1 slot): gravity fissure

7th level (1 slot): teleport

8th level (1 slot): dark star

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

Actions

Dagger. Melee or Ranged Weapon Attack: +7 to hit, reach 5ft. or range 20/60 ft., one target. Hit: 5 (1d4 + 3) piercing damage.


Echo Knight

Medium humanoid (any race), any alignment


  • Armor Class 18 (plate)
  • Hit Points 85 (10d8 + 40)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
18 (+4) 16 (+3) 18 (+4) 10 (+0) 11 (+0) 12 (+1)

  • Saving Throws Str +10, Con +10
  • Skills Athletics +8, Intimidation +6
  • Senses passive Perception 10
  • Languages Common
  • Challenge 6 (2,300 XP)

Manifest Echo. As a bonus action the echo knight can summon an echo of itself within 15 feet of it (it replaces an existing echo). The echo has AC 19, 1 hit point, and immunity to all conditions. It uses the echo knight's stats for saves and attacks and can move up to 30 feet on the echo knight's turn as a free action for the echo knight. If it moves over 30 feet from the echo knight it is destroyed. The echo knight can choose the following options:

As a bonus action, the echo knight can choose to switch places with the echo.

The echo can use the echo knight's reaction for gaining an attack of opportunity.

Unleash Incarnation. Whenever the echo knight makes an attack, its echo can also make an attack.

Actions

Multiattack. The echo knight makes two melee or two ranged weapon attacks.

Greatsword. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage.

Longbow. Ranged Weapon Attack: +8 to hit, range 150/600 ft., one target. Hit: 6 (1d6 + 3) piercing damage.

Dunamancer

A mage of the Kryn Dynasty, dunamancers harness the power of potentiality, dunamis, for their spells. This manifests as spells that use the graviturgy and chronurgy schools of magic.

Echo Knight

A fighter that harnesses dunamis is capable of summoning echoes of unrealized timelines to fight alongside themselves, and is known as an echo knight. Quana Kryn, partner of the Bright Queen, is a skilled echo knight in the Kryn Dynasty.



Forest Fury

Medium fey, neutral evil


  • Armor Class 17 (natural armor)
  • Hit Points 165 (22d8 + 66)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
16 (+3) 14 (+2) 16 (+3) 16 (+3) 20 (+5) 14 (+2)

  • Skills Arcana +6, Deception +6, Insight +9
  • Damage Resistances acid, necrotic, poison; bludgeoning, piercing and slashing from nonmagical weapons that aren't silvered
  • Senses darkvision 60 ft., passive Perception 19
  • Languages Common, Sylvan
  • Challenge 10 (5,900 XP)

Innate spellcasting. The forest fury's innate spellcasting ability is Charisma (spell save DC 12). She has the following spells prepared, requiring no material components:

At will: dancing lights, minor illusion, vicious mockery

2/day: invisibility, see invisibility

Spellcasting. The forest fury is a 12th-level spellcaster. Her spellcasting ability is Wisdom (spell save DC 17, +9 to hit with spell attacks). She has the following druid spells prepared:

Cantrips (at will): control flames, druidcraft, poison spray, resistance

1st level (4 slots): charm person, entangle, healing word

2nd level (3 slots): augury, beast sense, earthbind, heat metal, spike growth

3rd level (3 slots): dispel magic, erupting earth, speak with plants, plant growth

4th level (3 slots): blight, charm monster, dominate beast, hallucinatory terrain, stoneskin

5th level (2 slots): geas, greater restoration, reincarnate, scrying

6th level (1 slot): transport via plants

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

Actions

Claws. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 12 (2d8 + 3) slashing damage, and if the target is a creature, it must succeed on a DC 15 Constitution saving throw. The target takes 27 (6d8) necrotic damage on a failed save, or half as much damage on a successful one.

Change Shape. The forest fury magically polymorphs into a Small or Medium female humanoid, or back into her true form. Her statistics are the same in each form. Any equipment she is wearing or carrying isn't transformed. She reverts to her true form if she dies.

Horrifying Cackle (Recharge 5-6). Each creature within 30 feet of the forest fury must succeed on a DC 15 Wisdom saving throw. On a failed save, the target takes 23 (4d8 + 5) psychic damage and is frightened for 1 minute. If a creature fails its saving throw by 5 or more, the creature is paralyzed while frightened for the same duration. The target can repeat saving throws at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the forest fury's Horrifying Cackle for the next 24 hours.



Frost Giant Skeleton

Huge undead, lawful evil


  • Armor Class 13 (patchwork armor)
  • Hit Points 95 (10d12 + 30)
  • Speed 40 ft.

STR DEX CON INT WIS CHA
21 (+5) 6 (-2) 16 (+3) 6 (-2) 8 (-1) 5 (-3)

  • Saving Throws Wis +2
  • Damage Vulnerabilities bludgeoning
  • Damage Immunities cold, poison
  • Condition Immunities exhaustion, poisoned
  • Senses darkvision 60 ft., passive Perception 9
  • Languages Understands Giant but can't speak
  • Challenge 5 (1,800 XP)

Numbing Aura. Any creature that starts within 10 feet of the skeleton must make a DC 14 Constitution saving throw. Unless the save succeeds the creature can't make more than one attack or take a bonus action on that turn.

Actions

Multiattack. The skeleton makes two greataxe attacks.

Greataxe. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 18 (2d12 + 5) slashing damage.

Freezing Stare. The skeleton targets one creature it can see within 60 feet of it. The target must succeed on a DC 14 Constitution saving throw or take 28 (8d6) cold damage and be paralyzed until the end of its next turn.

Forest Fury

Much like the creation of a Sea Fury, infighting amongst a coven of hags on land can lead to one overpowering the others, creating a Forest Fury, a powerful hag that lives in seclusion. Others might seek out the hag and bargain for favors, but doing so is a risky business.

Frost Giant Skeleton

The necrotic magic affecting the Fortress of the Dead Jarl has decayed many of the frost giant bodies into skeletons that roam the frozen lands of Eiselcross.


Hollow One

Medium humanoid (any race), neutral evil


  • Armor Class 10
  • Hit Points 30 (4d8 + 12)
  • Speed 20 ft.

STR DEX CON INT WIS CHA
16 (+3) 10 (+0) 16 (+3) 10 (+0) 8 (-1) 7 (-2)

  • Damage Immunities poison
  • Condition Immunities poisoned
  • Senses passive Perception 11
  • Languages Common
  • Challenge 2 (450 XP)

Revenance. The hollow one counts as undead for spells and other effects that target undead.

Cling to Life. If damage reduces the hollow one to 0 hit points, it must make a DC 16 Constitution saving throw. On a success, the hollow one drops to 1 hit point instead.

Actions

Multiattack. The hollow one uses its unsettling presence then makes two axe attacks.

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

Unsettling Presence. A creature of the hollow one's choice within 15 feet of it must make a DC 13 Wisdom saving throw. On a failure, the creature has disadvantage on attacks against the hollow one for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. The creature is then immune to the hollow one's Unsettling Presence for the next 24 hours.

Hollow One

A soldier that dies on the cursed terrain of Blightshore occasionally rises again as a hollow one. The eerie look, the necromantic stench, and the unpredictable nature of the hollow one's former memories means they are best avoided.

Penumbran Basilisk

This variant of basilisk lives amongst the mountains of the Penumbra Range. Here it rules the skies, using its petrifying secretion to restrain its prey, causing them to fall to their deaths on the rocky slopes below.


Penumbran Basilisk

Huge monstrosity, unaligned


  • Armor Class 13 (natural armor)
  • Hit Points 133 (14d12 + 42)
  • Speed 15 ft., fly 80 ft.

STR DEX CON INT WIS CHA
20 (+5) 11 (+0) 16 (+3) 3 (-4) 8 (-1) 7 (-2)

  • Saving Throws Dex +4, Con +6
  • Skills Perception +2
  • Damage Immunities poison
  • Condition Immunities poisoned
  • Senses passive Perception 12
  • Languages -
  • Challenge 8 (3,900 XP)

Keen Sight. The basilisk has advantage on Wisdom (Perception) checks that rely on sight.

Petrifying Secretions. A creature must make a DC 15 Constitution saving throw if it hits the basilisk with a weapon attack while within 5 feet of it or if it starts its turn grappled by the basilisk. Unless the save succeeds, the creature magically begins to turn to stone and is restrained, and it must must repeat the saving throw at the end of its next turn. On a successful save, the effect ends. On a failure, the creature is petrified.

Actions

Multiattack. The basilisk makes two attacks: one with its bite and one with its talons.

Bite. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 19 (4d6 + 5) piercing damage.

Talons. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 19 (4d6 + 5) slashing damage and the target is grappled (escape DC 15). Until the grapple ends, the basilisk can't use its talons on another target.



Uk'otoa

Gargantuan elemental (leviathan), chaotic evil


  • Armor Class 22 (natural armor)
  • Hit Points 525 (30d20 + 210)
  • Speed 40 ft., swim 120 ft.

STR DEX CON INT WIS CHA
30 (+10) 10 (+0) 25 (+7) 22 (+6) 25 (+7) 27 (+8)

  • Saving Throws Str +19, Dex +9, Cha +16
  • Skills Arcana +17, Perception +26, Religion +17
  • Damage Resistances cold
  • Damage Immunities bludgeoning, piercing and slashing from nonmagical weapons
  • Condition Immunities exhaustion, frightened, grappled, paralyzed, petrified, poisoned, prone, stunned
  • Senses darkvision 240 ft., truesight 120 ft., passive Perception 30
  • Languages Abyssal, Celestial, Common, Primordial, telepathy 120 ft.
  • Challenge 26 (90,000 XP)

Amphibious. Uk'otoa can breathe air and water.

Innate Spellcasting. Uk'otoa's innate spellcasting ability is Charisma (spell save DC 24, +16 to hit with spell attacks). It can innately cast the following spells, requiring no material components:

At will: control water, eldritch blast (see "Actions" below)

3/day each: dominate person, hold person

1/day each: feeblemind, divine word

Legendary Resistance (4/Day). If Uk'otoa fails a saving throw, it can choose to succeed instead.

Limited Magic Immunity. Unless Uk'otoa wishes to be affected, Uk'otoa is immune to spells of 3rd level or lower. It has advantage on saving throws against all other spells and magical effects.

Magic Weapons. Uk'otoa's weapon attacks are magical.

Regeneration. Uk'otoa regains 20 hit points at the start of its turn if it has at least 1 hit point.

Siege Monster. Uk'otoa deals double damage to objects and structures.

Actions

Multiattack. Uk'otoa can use its Frightful Presence. It then makes three attacks, one with its bite, one with its slam, and one with its tail. It can use its swallow instead of its bite.

Bite. Melee Weapon Attack: +18 to hit, reach 20 ft., one target. Hit: 21 (2d10 + 10) slashing damage and the target is grappled (escape DC 26). Until this grapple ends, the target is restrained, and Uk'otoa can't bite another target.

Slam. Melee Weapon Attack: +18 to hit, reach 20 ft., one target. Hit: 24 (4d6 + 10) bludgeoning damage.

Tail. Melee Weapon Attack: +18 to hit, reach 20 ft., one target. Hit: 28 (4d8 + 10) bludgeoning damage.

Frightful Presence. Each creature of Uk'otoa's choice that is within 240 feet of Uk'otoa and aware of it must succeed on a DC 23 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to Uk'otoa's Frightful Presence for 24 hours.

Swallow. Uk'otoa makes one bite attack against a Large or smaller target it is grappling. If the attack hits, the target is swallowed, and the grapple ends. A swallowed creature is blinded and restrained, it has total cover against attacks and other effects outside Uk'otoa and it takes 14 (4d6) acid damage at the start of each of Uk'otoa's turns.

If Uk'otoa takes 40 damage or more on a single turn form a creature inside it, Uk'otoa must succeed on a DC 23 Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, which fall prone in a space within 15 feet of Uk'otoa. If Uk'otoa dies, a swallowed creature is no longer restrained by it and can escape from the corpse by using 30 feet of movement, exiting prone.

Tidal Wave (Recharge 5-6). While submerged, Uk'otoa creates a wall of water centered on itself. The wall is up to 150 feet long, up to 150 feet high, and up to 20 feet thick. Creatures that start their turn in the wall must each make a DC 20 Strength saving throw. A creature takes 27 (5d10) force damage on a failed save, or half as much damage on a successful one. At the start of Uk'otoa's turns, the wall, along with any creatures within it, moves 50 feet away from Uk'otoa and the wall loses 25 feet of height. Escaping the wall by swimming requires a successful DC 20 Strength (Athletics) check.

Legendary Actions

Uk'otoa can take 4 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. Uk'otoa regains spent legendary actions at the start of its turn.

Tail Attack. Uk'otoa makes one tail attack.

Slam Attack. Uk'otoa makes one slam attack.

Eldrich Blast. Uk'otoa casts eldritch blast, firing four bolts. Ranged spell attack: +16 to hit, range 120 ft., one creature. Hit: 5 (1d10) force damage.

Whirlpool (Costs 2 Actions). Uk'otoa casts control water to create a whirlpool. The bludgeoning damage of the spell is increased to 5d8 rather than 2d8.

Uk'otoa

A giant leviathan imprisoned beneath the Lucidian Ocean, Uk'otoa grants boons to its followers as a means to try and free itself from its prison. One of the most powerful entities this side of the Divine Gate, Uk'otoa would wreak havoc upon Wildemount if released.


Warlock of Desirat

Medium humanoid (any race), lawful evil


  • Armor Class 13 (studded leather)
  • Hit Points 33 (6d8 + 6)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
14 (+2) 12 (+1) 12 (+1) 12 (+1) 9 (-1) 16 (+3)

  • Saving Throws Wis +4, Cha +4
  • Skills Arcana +4, Religion +4
  • Senses passive Perception 12
  • Languages Common, Infernal
  • Challenge 3 (700 XP)

Eagle Telepathy. The warlock can magically command eagles within 120 feet of it, using telepathy.

Hellfire Magic. A creature that takes fire damage from the warlock becomes vulnerable to fire damage until the start of the warlock's next turn.

Innate Spellcasting. The warlock's innate spellcasting ability is Charisma (spell save DC 13, +5 to hit with spell attacks). It can innately cast the following spells, requiring no material components:

At will: eldritch blast, hellish rebuke (see "Actions" and "Reactions" below, respectively)

1/day each: darkness, fly, hex, mirror image, vampiric touch

Actions

Multiattack. The warlock makes two attacks with its Twilight Blade.

Twilight Blade. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (1d10 + 2) slashing damage, plus 3 (1d6) fire damage.

Eldritch Blast (Cantrip). Ranged Spell Attack: +5 to hit, range 120 ft., one creature. Hit: 5 (1d10) force damage.

Reactions

Hellish Rebuke. When the warlock is damaged by a creature it can see within 60 feet of it, it can force the creature to make a DC 13 Dexterity saving throw. The creature takes 11 (2d10) fire damage on a failed save, and half as much on a success.


Wormkin

Medium humanoid (any race), chaotic neutral


  • Armor Class 13 (hide)
  • Hit Points 27 (5d8 + 5)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
14 (+2) 12 (+1) 12 (+1) 10 (+0) 11 (+0) 14 (+2)

  • Skills Arcana +2, Persuasion +5
  • Senses darkvision 60 ft., passive Perception 10
  • Languages Common
  • Challenge 2 (450 XP)

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

Regeneration. The wormkin regains 5 hit points at the start of its turn if it has at least 1 hit point.

Actions

Multiattack. The wormkin makes two spear attacks.

Spear. Melee or Ranged Weapon Attack: +9 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.

Warlock of Desirat

Desirat the Twilight Phoenix, a Lesser Idol imprisoned in the Cyrios Mountains, has seen fit to bless its followers with mystical powers. Warlocks of Desirat seek to avenge the former mount of Asmodeus, and free the caged bird once again.

Wormkin

The tribes and clans that live in Eiselcross recognize the wormkin from the black veins that cover their skin. The wormkin often appear hospitable, offering to share their meat gathered from Quajath's body, but it is simply a ploy to grow their numbers and ultimately free the great beast from his tomb.

Young Frost Worm

The young frost worm is in many ways similar to its older form, but while the adult form is nigh unkillable, the young frost worm is a monster that seasoned adventurers can handle.

Young Udaak

The young udaak is still a ferocious beast, but it is a far more manageable foe than when it reaches adulthood.



Young Frost Worm

Huge monstrosity, unaligned


  • Armor Class 16 (natural armor)
  • Hit Points 84 (8d12 + 32)
  • Speed 35 ft., burrow 20 ft.

STR DEX CON INT WIS CHA
18 (+4) 10 (+0) 18 (+4) 1 (-5) 5 (-3) 4 (-3)

  • Saving Throws Con +9, Wis +2
  • Damage Vulnerabilities fire
  • Damage Immunities cold
  • Senses blindsight 30 ft., tremorsense 60 ft., passive Perception 7
  • Languages
  • Challenge 6 (2,300 XP)

Freezing Body. A creature that touches the worm or hits it with a melee attack while within 5 feet of it takes 7 (2d6) cold damage.

Tunneler. The worm can burrow through solid rock at half its burrow speed and leaves a 5-foot diameter tunnel in its wake.

Actions

Multiattack. The worm makes two bite attacks.

Bite. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 8 (1d8 + 4) piercing damage. If the target is a Medium or smaller creature, it must succeed on a DC 15 Dexterity saving throw or be swallowed by the worm. A swallowed creature is blinded and restrained, it has total cover against attacks and other effects outside the worm and it takes 7 (2d6) acid damage at the start of each of the worm's turns.

If the worm takes 15 damage or more on a single turn from a creature inside it, the worm must succeed on a DC 15 Constitution saving throw or regurgitate all swallowed creatures, which fall prone in a space within 10 feet of the worm.

Trill. The young frost worm emits a haunting cry. Each creature within 30 feet of the worm that can hear it must succeed on a DC 15 Wisdom saving throw or be stunned for 1 minute. A creature can repeat the saving throw each time it takes damage and at the end of each of its turns, ending the effect on itself on a success. Once a creature successfully saves against this effect, or if the effect ends for it, that creature is immune to the Trill of all frost worms for the next 24 hours. Frost worms are immune to this effect.



Young Udaak

Huge fiend, neutral evil


  • Armor Class 16 (natural armor)
  • Hit Points 115 (11d12 + 44)
  • Speed 40 ft.

STR DEX CON INT WIS CHA
19 (+4) 14 (+2) 18 (+4) 3 (-4) 11 (0) 9 (-1)

  • Saving Throws Str +10, Con +8
  • Damage Vulnerabilities thunder
  • Damage Immunities bludgeoning, piercing and slashing from non-magical attacks
  • Condition Immunities frightened
  • Senses blindsight 30 ft., tremorsense 60 ft., passive Perception 8
  • Languages
  • Challenge 7 (2,900 XP)

Charge. If the udaak moves at least 20 feet straight toward a target and then hits it with a slam attack on the same turn, the target takes an extra 13 (3d8) bludgeoning damage. If the target is a creature, it must succeed on a DC 16 Strength saving throw or be pushed up to 10 feet away from the udaak and knocked prone.

Siege monster. The udaak deals double damage to objects and structures.

Actions

Multiattack. The udaak makes three attacks, one with its bite and two with its slam.

Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 10 (1d12 + 4) piercing damage, and the target is grappled (escape DC 16). Until this grapple ends, the target is restrained, and the udaak can't bite another target.

Slam. Melee weapon attack: +8 to hit, reach 10 ft., one creature. Hit: 11 (2d6 + 4) bludgeoning damage.

Swallow. The udaak makes one bite attack against a Medium or smaller target it is grappling. If the attack hits, the target is swallowed, and the grapple ends. A swallowed creature is blinded and restrained, it has total cover against attacks and other effects outside the udaak and it takes 7 (2d6) acid damage at the start of each of the udaak's turns.

If the udaak takes 15 damage or more on a single turn form a creature inside it, the udaak must succeed on a DC 16 Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, which fall prone in a space within 5 feet of the udaak. If the udaak dies, a swallowed creature is no longer restrained by it and can escape from the corpse by using 10 feet of movement, exiting prone.

 

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