Orana's Notable Encounters

by PortentPress

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Credits


Lead Designer: Jake Hilton


  • Managing Editor: Ryan Rose
  • Content Development: Shiloh Berscheid, Miles Dávila, Rob Gunningham, Jake Hilton, Ryan Rose
  • Editing: Miles Dávila
  • Graphic Design: Brennan Sisson

  • Art Director: Jake Hilton
  • Cover Illustration: Kekai Kotaki
  • Interior Illustration: Adam Paquette, Alayna Danner, Antonio José Manzanedo, Brent Hollowell, Campbell White, Daniel Ljunggren, Daniel Zrom, Dan Scott, Dave Kendall, Denman Rooke, Erica Yang, Forrest Immel, Goran Josic, Howard Lyon, James Ryman, Jason Chan, Johan Grenier, John Severin Brassell, Josh Hass, Justyna Gil, Kekai Kotaki, Kev Walker, Kieran Yanner, Lake Hurwitz, Lie Setiawan, Livia Prima, Magali Villeneuve, Milivoj Ceran, Noah Bradley, Raymond Swanland, Paul Scott Canavan, Phill Simmer, Rudy Siswanto, Sam Burley, Scott M. Fischer, Seb McKinnon, Sidharth Chaturvedi, Simon Dominic, Slawomir Maniak, Svetlin Velinov, Tyler Jacobson, Vincent Proce

Disclaimer: This is unofficial Fan Content permitted under the Open Gaming License. It is not approved/endorsed by Wizards of the Coast. Portions of the material used may be property of Wizards of the Coast. Copyright Wizards of the Coast LLC.

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Table of Contents

Introduction

Greetings, reader. My name is Orana, and
this book contains a fraction of my research over the past few years. I would have happily left it there, but Myria has reminded me that some people actually read this part, so please forgive me if I indulge my wife a little and continue. While my journeys have lead me to many discoveries, this book contains perhaps some of the more frightening ones. I say this not to scare you, but to prepare you. The following pages are full of examples of why I should retire, but also why I don't.

Of the monsters I've run into, many of them I had already studied in great detail. Any competent librarian can tell you of dragons and giants, but there are creatures of all kinds out there. Even the familiar ones can defy expectations if you look long enough. It's those encounters I wish to speak of in here. I've seen primordial chimera created by druids to protect nature at all costs, dined in the court of a goblin king, and ridden enormous birds that light the skies with the wonder of all the elements. All this and more. Ahead you'll find accounts of dozens of interesting individuals and species, along with a breakdown of how I encountered many of them in my adventures. And here now we arrive at what I must insist is the end of the introduction. I can only hope this, and the contents of the book itself, provide some use to you.

Animated Armor Variants

Used by many magically inclined creatures to protect their homes, guard their treasure, or defend themselves, animated armors come in a variety of shapes and forms beyond the most commonly used.

Bastion Armor

A true defender, an animated bastion armor serves as a tried and tested guardian for its owner. Some are considered the prototypes of the powerful golems employed by wizards to act as their personal bodyguards, but others were designed expressly to defend particular people and places.

Juggernaut Armor

More offensively inclined, juggernaut armors are tenacious constructs powered by a strange contraption akin to a furnace. A juggernaut armor's heated metal body deters unwary hands, and the blaze of fire it leaves in its wake can terrify those who test its patience.


Bastion Armor

Medium Construct, Unaligned


  • Armor Class 20 (natural armor + bastion aura)
  • Hit Points 65 (10d8 + 20)
  • Speed 25 ft.

STR DEX CON INT WIS CHA
14 (+2) 11 (+0) 15 (+2) 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)
    Proficiency Bonus +2

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

Bastion Aura. The armor and any of its allies within 10 feet of it gain a +2 bonus to their AC and Constitution saving throws.

False Appearance. While the armor remains motionless, it is indistinguishable from a normal suit of armor.

Actions

Multiattack. The armor makes two melee attacks.

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

Reactions

Protect. The armor imposes disadvantage on the attack roll of one creature it can see that is within 5 feet of it, provided the attack roll is against a creature other than the armor.



Juggernaut Armor

Medium Construct, Unaligned


  • Armor Class 18 (natural armor)
  • Hit Points 78 (12d8 + 24)
  • Speed 25 ft.

STR DEX CON INT WIS CHA
19 (+4) 11 (+0) 14 (+2) 1 (-5) 3 (-4) 1 (-5)

  • Damage Immunities fire, 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 4 (1,100 XP)
    Proficiency Bonus +2

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

False Appearance. While the armor remains motionless, it is indistinguishable from a normal suit of armor.

Juggernaut. The armor's movement is unaffected by difficult terrain or by dragging a creature it is grappling. While grappled by a creature of Large size or smaller, the armor can move normally, dragging the creature with it unless it ends the grapple.

Scalding. A creature that touches the armor or hits it with a melee attack while within 5 feet of it takes 3 (1d6) fire damage.

Actions

Multiattack. The armor makes two melee attacks.

Slam. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) bludgeoning damage plus 3 (1d6) fire damage.

Unstoppable Charge (Recharge 5–6). The armor moves up to its speed in a straight line and can move through the space of any creature smaller than Large. The first time it enters a creature's space during this move, it makes a slam attack against that creature. On a hit, the creature must also succeed on a DC 14 Strength saving throw or be knocked prone. The armor ignites the ground in the space it moves through, leaving a trail of fire until the start of its next turn. Creatures that start their turn in this fire or enter it for the first time on a turn take 3 (1d6) fire damage.

Azer Variants

Denizens of the Elemental Plane of Fire, azers are created by other azers from metal and fire. They are carefully constructed to be given great skill in mining, crafting, and fighting—so much so that it is no easy task to find another being equal in talent.

All azers have a particular place within their communities, though some prefer to live independent lives and others are captured and enslaved by giants. Most azers fight using hammers and shields empowered by the heat of their body, but some azers whose place is to fight are capable of more.


Azer Bruiser

Medium Elemental, Typically Lawful Neutral


  • Armor Class 18 (chain mail, shield)
  • Hit Points 97 (13d8 + 39)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
18 (+4) 13 (+1) 17 (+3) 12 (+1) 13 (+1) 10 (+0)

  • Saving Throws Con +5
  • Damage Immunities fire, poison
  • Condition Immunities poisoned
  • Senses passive Perception 11
  • Languages Ignan
  • Challenge 4 (1,100 XP)
    Proficiency Bonus +2

Heated Body. A creature that touches the azer or hits it with a melee attack while within 5 feet of it takes 5 (1d10) fire damage.

Heated Weapon. When the azer hits with a metal melee weapon, it deals an extra 3 (1d6) fire damage (included in the attack).

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

Actions

Multiattack. The azer makes two attacks, only one of which can be a Shield Bash attack.

Battleaxe. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) slashing damage, or 9 (1d10 + 4) slashing damage if used with two hands to make a melee attack, plus 3 (1d6) fire damage.

Shield Bash. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) piercing damage plus 3 (1d6) fire damage. If the target is a creature, it must succeed on a DC 14 Strength saving throw or be knocked prone.

Azer Bruiser

Like tempered bronze, azer bruisers have been strengthened by the heat of battles and have been reforged into warriors of deadly skill. They are the elite guard of azer fighting forces, taking the role of leading small groups of warriors. Often, a small group comprised only of bruisers will be formed to do the most dangerous of jobs. Bruisers do not use any special gear or tactics—though it is common for them to wield axes rather than hammers out of tradition—but have instead mastered their skills through intense training and surviving the many perils of battle.

Azer Howler

Embodying the rage of flames, an azer howler will race across the battlefield like a conflagration, shouting battle cries that can make even the toughest opponents freeze in their tracks. A howler lives for battle; they are the vanguard of an azer fighting force, leaping into combat with spiked gauntlets imbued with the heat of their bodies and punching at great speed to knock their opponents senseless.

Azer Scourge

To azer scourges, a battle is something to be crafted like a fine work of metal and gems. They are the tacticians and leaders of azer fighting forces, but their own martial prowess is nothing to underestimated. Wielding chains of spikes and flame, they can burn and flense the flesh from their foes while giving orders to all who follow them. The fire within a scourge burns stronger than that of any other azer, as they are created with more of their crafter’s inner flame. From this, they gain strength and potential. To give too much of one’s inner flame is dangerous though, and the crafter risks their own demise and shortens their life to do so.


Azer Howler

Medium Elemental, Typically Lawful Neutral


  • Armor Class 16 (scale mail)
  • Hit Points 75 (10d8 + 30)
  • Speed 40 ft.

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

  • Saving Throws Dex +6, Con +5
  • Damage Immunities fire, poison
  • Condition Immunities poisoned
  • Senses passive Perception 12
  • Languages Ignan
  • Challenge 3 (700 XP)
    Proficiency Bonus +2

Heated Body. A creature that touches the azer or hits it with a melee attack while within 5 feet of it takes 5 (1d10) fire damage.

Heated Weapon. When the azer hits with a metal melee weapon, it deals an extra 3 (1d6) fire damage (included in the attack).

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

Actions

Multiattack. The azer makes three Spiked Gauntlet attacks.

Spiked Gauntlets. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) piercing damage plus 3 (1d6) fire damage.

Battle Howl (Recharges 6). The azer unleashes a mighty shout. All creatures other than azers within 20 feet of the azer must make a DC 13 Constitution saving throw. On a failure, a creature takes 14 (4d6) thunder damage and is stunned and deafened until the end of the azer's next turn. On a success, a creature takes half as much damage and isn't stunned or deafened.


Azer Scourge

Medium Elemental, Typically Lawful Neutral


  • Armor Class 16 (chain mail)
  • Hit Points 127 (15d8 + 60)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
19 (+4) 14 (+2) 18 (+4) 14 (+2) 17 (+3) 12 (+1)

  • Saving Throws Con +7
  • Damage Immunities fire, poison
  • Condition Immunities poisoned
  • Senses passive Perception 13
  • Languages Ignan
  • Challenge 5 (1,800 XP)
    Proficiency Bonus +3

Heated Body. A creature that touches the azer or hits it with a melee attack while within 5 feet of it takes 11 (2d10) fire damage.

Heated Weapon. When the azer hits with a metal melee weapon, it deals an extra 7 (2d6) fire damage (included in the attack).

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

Actions

Multiattack. The azer makes two Flaming Chain attacks.

Flaming Chains. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 9 (2d4 + 4) piercing damage plus 7 (2d6) fire damage.

Chain Sweep (Recharge 5–6). The azer swings its flaming chains, and every creature within 10 feet of it must make a DC 15 Dexterity saving throw. On a failed save, a creature takes 9 (2d4 + 4) bludgeoning damage plus 7 (2d6) fire damage, and is knocked prone. On a successful save, the creature takes half as much damage and isn't knocked prone.

Reactions

Inspiring Command. The azer speaks a command at a nonhostile creature that it can see within 30 feet of it that is making an attack roll or a saving throw. The creature can add a d4 to its roll provided it can hear and understand the azer.

Bandit Variants

Criminals known for accosting travelers and assaulting caravans, bandits survive the wilds using their wits and brute force to take what they need from others.

Bandit Deadeye

Scouts and long-range assailants, bandit deadeyes provide their crew with valuable information and a significant threat from a distance. In bandit groups, deadeyes provide the information necessary for their allies to almost always catch their prey.

Bandit Dervish

Fast, furious, and unforgiving, a bandit dervish is a
sprinting blur of blades that demands attention from
those around it.


Bandit Deadeye

Medium Humanoid, Any Alignment


  • Armor Class 14 (leather armor)
  • Hit Points 16 (3d8 + 3)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
11 (+0) 17 (+3) 12 (+1) 10 (+0) 15 (+2) 10 (+0)

  • Skills Perception +6
  • Senses passive Perception 16
  • Languages any one language (usually Common)
  • Challenge 1 (200 XP)
    Proficiency Bonus +2

Actions

Multiattack. The bandit makes two Longbow attacks.

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

Longbow. Ranged Weapon Attack: +5 to hit, range 150/600 ft., one target. Hit: 7 (1d8 + 3) piercing damage. If the bandit has advantage on the attack roll, the attack deals an extra 3 (1d6) piercing damage, and the target must succeed on a DC 13 Strength saving throw or be knocked prone.

Bonus Actions

Take Aim. The bandit prepares for its next shot. As long as it hasn't moved more than half its speed this turn, it gains advantage on the next ranged attack it makes, and its speed becomes 0 until the start of its next turn.


Bandit Dervish

Medium Humanoid, Any Alignment


  • Armor Class 14 (leather armor)
  • Hit Points 11 (2d8 + 2)
  • Speed 40 ft.

STR DEX CON INT WIS CHA
9 (-1) 16 (+3) 12 (+1) 10 (+0) 10 (+0) 10 (+0)

  • Skills Acrobatics +5
  • Senses passive Perception 10
  • Languages any one language (usually Common)
  • Challenge 1/2 (100 XP)
    Proficiency Bonus +2

Actions

Multiattack. The bandit makes two Shortsword attacks.

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

Dervish. The bandit makes one shortsword attack against any number of creatures within 5 feet of it. It can move up to half its speed before or after making these attacks, without provoking opportunity attacks.

Bandit Packleader

A bandit packleader raises wolves and mastiffs to gain the upper hand and track their targets. The more talented and dangerous a packleader is, the more animals it has in its pack. Bandit packleaders usually carry significant respect, often acting as leaders of an entire crew due to their wisdom and foresight.


Bandit Packleader

Medium Humanoid, Any Alignment


  • Armor Class 13 (hide armor)
  • Hit Points 19 (3d8 + 6)
  • Speed 30 ft.

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

  • Skills Animal Handling +5, Perception +3
  • Senses passive Perception 13
  • Languages any one language (usually Common)
  • Challenge 1/4 (50 XP)
    Proficiency Bonus +2

Actions

Battleaxe. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) slashing damage, or 7 (1d10 + 2) slashing damage if used with two hands.

Bonus Actions

Command Beast. The bandit commands any number of friendly wolves or mastiffs within 30 feet of it that can hear it. Each wolf or mastiff can immediately use its reaction to move up to half its speed without provoking opportunity attacks and make one melee attack.

Bandit Spellslinger

Wielding deadly magics, bandit spellslingers are wizards who have turned to crime to survive. Their intelligence affords them an excellent grasp of tactics, and their magic demands fear from those who lack arcane talents of their own.


Bandit Spellslinger

Medium Humanoid (Wizard), Any Alignment


  • Armor Class 11 (14 with mage armor)
  • Hit Points 13 (3d8)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
9 (-1) 13 (+1) 10 (+0) 14 (+2) 10 (+0) 10 (+0)

  • Senses passive Perception 10
  • Languages any one language (usually Common)
  • Challenge 1 (200 XP)
    Proficiency Bonus +2

Spellslinger. The bandit adds its Intelligence modifier to the damage rolls of its spell attacks (included in the attack).

Actions

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

Fire Bolt (Cantrip). Ranged Spell Attack: +4 to hit, range 120 ft., one target. Hit: 7 (1d10 + 2) fire damage. A flammable object hit by this spell ignites if it isn't being worn or carried.

Scorching Ray (2nd-Level Spell; 2/Day). The bandit creates three rays of fire and hurls them at targets within 120 feet of it. It can hurl them at one target or several. Make a ranged spell attack (+4 to hit) for each ray. On a hit, the target takes 9 (2d6 + 2) fire damage.

Spellcasting. The bandit casts one of the following spells, using Intelligence as its spellcasting modifier (spell save DC 12):

At will: mage hand, minor illusion, prestidigitation

1/day each: burning hands, levitate, mage armor, magic missile

Bandit Stinger

Masters of poison, bandit stingers deliver the creeping agony of toxins into your veins. With the use of non-lethal bolts from their crossbows, they can take down their prey without harming them, delivering toxins that leave the target unconscious and weakened by poison.


Bandit Stinger

Medium Humanoid, Any Alignment


  • Armor Class 14 (leather armor)
  • Hit Points 11 (2d8 + 2)
  • Speed 30 ft.

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

  • Skills Perception +2, Stealth +5
  • Damage Resistances poison
  • Senses passive Perception 12
  • Languages any one language (usually Common)
  • Challenge 1 (200 XP)
    Proficiency Bonus +2

Venom Veteran. The bandit has proficiency with the poisoner's kit, and has advantage on saving throws against poison. It can also use nonlethal bolts in its crossbow. A creature reduced to 0 hit points by a nonlethal bolt or a poison delivered by one is stable.

Actions

Heavy Crossbow. Ranged Weapon Attack: +5 to hit, range 100/400 ft., one target. Hit: 8 (1d10 + 3) piercing damage, or 1 piercing damage if the bandit is using a nonlethal bolt. If the target is a creature, it must make a DC 13 Constitution saving throw against one of the following poisons of the bandit's choice:

1. Snake Venom: The creature takes 14 (4d6) poison damage on a failed save, or half as much damage on a successful one.

2. Drow Poison: The creature is poisoned for 1 hour on a failed save. If the saving throw fails by 5 or more, the target is also unconscious while poisoned in this way. The target wakes up if it takes damage or if another creature takes an action to shake it awake.

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

Bandit Whisperfoot

Budding assassins in their own right, a whisperfoot is the glint of steel in the shadows, the breath on the back of your neck as the light fades around you. Bandit captains use them for tasks that require subtlety and precision, valuing their stealth and evasiveness.


Bandit Whisperfoot

Medium Humanoid, Any Alignment


  • Armor Class 15 (studded leather armor)
  • Hit Points 39 (7d8 + 8)
  • Speed 30 ft.

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

  • Skills Perception +3, Stealth +7
  • Senses passive Perception 13
  • Languages any one language (usually Common)
  • Challenge 3 (700 XP)
    Proficiency Bonus +2

Sneak Attack (1/Turn). The bandit deals an extra 10 (3d6) 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 that isn't incapacitated and the bandit doesn't have disadvantage on the attack roll.

Actions

Multiattack. The bandit makes two attacks: one with its Dagger, and one with its Rapier. If it hits a creature with either attack, it doesn't provoke opportunity attacks from it until the end of the turn.

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

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

Bonus Actions

Whisperfoot. The bandit takes the Hide action.

Basilisk Variants

Known and feared by most, basilisks can force even the strongest adventurers to fall victim to their petrifying gaze. But often, as soon as a basilisk’s presence is known, it is hunted down and culled to protect potential victims from wandering into its lair. As a result, few know that a basilisk will undergo a change and become a creature of legendary strength if it lives long enough.

Elder Basilisk

Growing to twice the size of a typical adult basilisk and leaving a trail of deadly venom in their wake, elder basilisks are a force to be reckoned with. An elder basilisk's gaze of stone is much harder to break than that of its younger kin once a creature has succumbed to it. The unlucky adventurers who fall to its gaze may be trapped within a petrification that can only be broken by the strongest magic available: a wish spell. As these basilisks complete their age cycle, even the basilisk’s lair is transformed with the metamorphosis, as the basilisk’s very presence brings about change in stone.

Priceless Harvest. If an elder basilisk can be defeated, those who manage the grueling task can make their efforts worthwhile easily. Collecting the basilisk’s venom is a dangerous task, even if the creature is dead, but it is a potent poison that can be sold to the right purveyor for a high price. Alchemists will pay a pretty penny for the basilisk’s organs, especially the gullet which produces an oil that can cure petrification. Even the basilisk’s scales, teeth, and claws can be valuable as useful potion ingredients, materials for magical items, and trophies for the right collectors.


Elder Basilisk Zombies

Legends and rumors tell of a ritual known only to the most powerful necromancers, one capable of raising a fallen elder basilisk as an even stronger monster. When such a ritual is completed, the corpse's venom gains potency from the corruptions of undeath, and it refuses to die except to the strongest of blows. These zombified basilisks are often used for guarding relics or reaping destruction, as a command must be given as part of the ritual and it does not allow for complex control over the creature raised. Occasionally, however, an elder basilisk zombie will break free from its control to seek revenge or find prey.

An Elder Basilisk's Lair

An elder basilisk's lair may be a twisting complex of underground tunnels, a overgrown and ancient rainforest, or some other sheltered region in a arid, temperate, or tropical climate.

Regional Effects

Transformed by the basilisk's magical presence, the land that makes up the basilisk's domain is up to five square miles in size and may include any of the following magical effects:

  • A magical fog covers the land of the basilisk’s lair. Visibility while in this fog is lowered to 60 feet at best, and its area is lightly obscured.
  • All creatures, other than the basilisk, within the basilisk's lair are more likely to succumb to venom. A creature with immunity to poison damage instead gains resistance to poison damage, and a creature with resistance to poison damage (other than through this effect) loses that resistance. Additionally, creatures immune to poison lose that immunity. A creature that doesn't have immunity to poison (except as a result of this effect) has disadvantage on saving throws against poison.
  • The basilisk's presence attracts reptiles to its lair, especially venomous snakes. These reptiles will also become more aggressive, attacking any intruders to the lair.

If the basilisk dies, these effects fade over the course of 1d8 days.



Elder Basilisk

Large Monstrosity, Unaligned


  • Armor Class 18 (natural armor)
  • Hit Points 231 (22d10 + 110)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
23 (+6) 12 (+1) 20 (+5) 6 (-2) 13 (+1) 10 (+0)

  • Saving Throws Str +12, Con +11
  • Skills Athletics +12, Perception +7, Stealth +7
  • Damage Resistances poison; bludgeoning, piercing, and slashing from nonmagical attacks
  • Condition Immunities frightened, petrified, poisoned
  • Senses darkvision 60 ft., passive Perception 17
  • Languages
  • Challenge 20 (25,000 XP)
    Proficiency Bonus +6

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

Legendary Resistance (3/Day). If the basilisk fails a saving throw, it can choose to succeed instead.

Magic Weapons. The basilisk's weapon attacks are magical.

Petrifying Gaze. If a creature starts its turn within 30 feet of the basilisk and the two of them can see each other, the basilisk can force the creature to make a DC 19 Constitution saving throw if the basilisk isn't incapacitated. On a failed save, the creature magically begins to turn to stone and is restrained. It must repeat the saving throw at the end of its next turn. On a success, the effect ends. On a failure, the creature is petrified until freed by the greater restoration spell or other magic. If both saving throws fail by 5 or more, the creature is petrified and can only be freed by a wish spell.

  A creature that isn't surprised can avert its
eyes to avoid the saving throw at the start
of its turn. If it does so, it can't see the
basilisk until the start of its next turn,
when it can avert its eyes again. If it looks
at the basilisk in the meantime, it must immediately make the save.

Venomous Wake. When the basilisk moves, it leaves behind a trail of venom on the ground below it. The trail remains until the start of the basilisk's next turn, and any creature that starts its turn within the trail or enters it for the first time on a turn takes 4 (1d8) poison damage.

Actions

Multiattack. The basilisk makes four attacks: one with its Bite and three with its Claws.

Bite. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 15 (2d8 + 6) piercing damage plus 9 (2d8) poison damage, and the target must succeed on a DC 19 Constitution saving throw or be poisoned for 1 minute.

Claw. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 13 (2d6 + 6) slashing damage.

Legendary Actions

The basilisk 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 basilisk regains spent legendary actions at the start of its turn.

Slice. The basilisk moves up to half its speed and makes a Claw attack.

Bite. The basilisk makes a Bite attack.

Venom Spit (Costs 2 Actions). The basilisk spits a spray of powerful venom in a 15-foot cone. Each creature within the area must make a DC 19 Constitution saving throw, taking 27 (6d8) poison damage and becoming poisoned on a failed save, or taking half as much damage and not becoming poisoned on a successful one.



Elder Basilisk Zombie

Large Undead, Typically Neutral Evil


  • Armor Class 18 (natural armor)
  • Hit Points 276 (24d10 + 144)
  • Speed 25 ft.

STR DEX CON INT WIS CHA
25 (+7) 10 (+0) 23 (+6) 4 (-3) 10 (+0) 8 (-1)

  • Saving Throws Str +14, Con +13
  • Skills Athletics +14, Perception +7, Stealth +7
  • Damage Immunities necrotic, poison
  • Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks
  • Condition Immunities frightened, petrified, poisoned
  • Senses darkvision 60 ft., passive Perception 17
  • Languages
  • Challenge 22 (41,000 XP)
    Proficiency Bonus +7

Legendary Resistance (3/Day). If the basilisk fails a saving throw, it can choose to succeed instead.

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

Magic Weapons. The basilisk's weapon attacks are magical.

Petrifying Gaze. If a creature starts its turn within 30 feet of the basilisk and the two of them can see each other, the basilisk can force the creature to make a DC 21 Constitution saving throw if the basilisk isn't incapacitated. On a failed save, the creature magically begins to turn to stone and is restrained. It must repeat the saving throw at the end of its next turn. On a success, the effect ends. On a failure, the creature is petrified until freed by the greater restoration spell or other magic. If both saving throws fail by 5 or more, the creature is petrified and can only be freed by a wish spell.
  A creature that isn't surprised can avert its eyes to avoid the saving throw at the start of its turn. If it does so, it can't see the basilisk until the start of its next turn, when it can avert its eyes again. If it looks at the basilisk in the meantime, it must immediately make the save.

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

Venomous Wake. When the basilisk moves, it leaves behind a trail of venom on the ground below it. The trail remains until the start of the basilisk's next turn, and any creature that starts its turn within the trail or enters it for the first time on a turn takes 4 (1d8) poison damage plus 4 (1d8) necrotic damage.

Actions

Multiattack. The basilisk makes four attacks: one with its Bite and three with its Claws.

Bite. Melee Weapon Attack: +14 to hit, reach 5 ft., one target. Hit: 16 (2d8 + 7) piercing damage plus 9 (2d8) poison damage plus 9 (2d8) necrotic damage, and the target must succeed on a DC 21 Constitution saving throw or be poisoned for 1 minute.

Claw. Melee Weapon Attack: +14 to hit, reach 5 ft., one target. Hit: 14 (2d6 + 7) slashing damage plus 7 (2d6) necrotic damage.

Legendary Actions

The basilisk 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 basilisk regains spent legendary actions at the start of its turn.

Slice. The basilisk moves up to half its speed and makes a Claw attack.

Bite. The basilisk makes a Bite attack.

Venom Spit (Costs 2 Actions). The basilisk spits a spray of powerful venom in a 15 foot cone. Each creature within the area must make a DC 21 Constitution saving throw, taking 18 (4d8) poison damage plus 18 (4d8) necrotic damage and becoming poisoned on a failed save, or taking half as much damage and not becoming poisoned on a successful one.

Chimera Variant: Primordial Chimera

Unlike the monstrous siblings they share their names with, primordial chimeras were not made as the result of fiendish influence. Instead, desperate druids of ages past sought to create allies with which to defend nature from incursions of those who dwell below. This union—though rooted in the divinity of nature—was merely the birth of another monster, like the lesser chimeras that inspired their design.

Protectors of Paradise. In times of crisis, druids call on animals and plants to defend the natural order of things. It is a testament to their desperation that the druids who made the primordial chimeras would choose to break the natural order as the only way to defend it. Unnatural guardians filled with druidic magic, these chimeras were given a mandate: destroy any evil that would rise from the darkest depths of the world below. Fiends, the drow, and many other strange monsters and aberrations escaped the depths and made attempts to encroach upon their domains. Individually, or working together, the chimeras would roam ceaselessly, destroying their enemies before they could soil the ground they walked on with a single step.

Ancient Minds. Though monsters they may be, primordial chimeras possess minds of their own. As the years have passed, they have become no longer as beholden to the druids they served. A primordial chimera still defends nature, but many only preside over an area they have taken as their home, no longer the nomadic entities they once were. Insightful and perceptive, primordial chimeras can speak via their mind, or commune in the Druidic tongue. They enjoy conversing with those who respect the wild, and will offer safe passage for those who do them favors or show reverence. Surprisingly, or perhaps not given their history, they have a strong distrust of druids. They hold the belief that mortals are too mercurial and weak of will to hold that title.

A Chimera's Lair

Primordial chimeras make their homes in the groves of ancient druid circles, abandoned temples dedicated to nature, or areas with a strong presence of fey magic. Some even retreat to the land of the fey itself, believing the material world to be a pale imitation of true nature.

Lair Actions

On initiative count 20 (losing initiative ties), the chimera can take a lair action to cause one of the following magical effects; the chimera can't use the same lair action two rounds in a row:

  • The chimera summons three CR 1 beasts appropriate to the surrounding terrain. These beasts appear in a space of its choice within 60 feet of it, are friendly to the chimera and its allies, and do their best to defend the chimera and heed its commands. They take their turns immediately after the chimera in the initiative order. The chimera can't use this action again for 1 minute, or until each summoned creature dies.
  • The chimera causes the ground within 300 feet of it to shake violently. Each hostile creature on the ground within that area must succeed on a DC 16 Strength saving throw or be knocked prone.
  • The chimera chooses three creatures within 300 feet of it. Vines and branches erupt from plant life or the ground nearby, forcing each creature to make a DC 16 Dexterity saving throw. On a failed save, a creature is restrained by the vines or branches for 1 minute. A creature restrained in this way can use its action to make a DC 16 Strength saving throw, freeing itself on a success.

Regional Effects

A region containing a primordial chimera's lair is physically changed by its presence, which creates one or more of the following effects:

  • Trees within 1 mile of the chimera's lair grow twice as tall, the canopy blocking all but the smallest amounts of light.
  • Giant insects roam the undergrowth within 1 mile of the chimera, drawn to the chimera from afar. They will attack trespassers who do not show respect to the surrounding land.
  • Sounds echo strangely through the trees and plants. Wisdom (Perception) checks that rely on sound have disadvantage when made within 1 mile of the chimera's lair.

If the chimera dies, the giant insects disperse naturally over time, and the strange echoes dissipate immediately. The trees remain their larger size.



Primordial Chimera

Huge Monstrosity, Typically Neutral Good


  • Armor Class 16 (natural armor)
  • Hit Points 230 (20d12 + 100)
  • Speed 50 ft.

STR DEX CON INT WIS CHA
23 (+6) 11 (+0) 21 (+5) 10 (+0) 17 (+3) 13 (+1)

  • Saving Throws Dex +5, Wis +8, Cha +6
  • Skills Insight +8, Perception +8
  • Damage Resistances necrotic; bludgeoning, piercing, and slashing damage from nonmagical attacks
  • Senses darkvision 60 ft., passive Perception 18
  • Languages Druidic, telepathy 60 ft.
  • Challenge 16 (15,000 XP)
    Proficiency Bonus +5

Charging Pounce. If the chimera moves at least 20 feet straight toward a creature and then hits it with a Claws or Horns attack on the same turn, the target takes an extra 10 (3d6) bludgeoning damage and must succeed on a DC 19 Strength saving throw or be knocked prone. If the target is prone, the chimera can make one Bite attack against it as a bonus action.

Three Heads. The chimera has advantage on Wisdom (Perception) checks and on saving throws against being blinded, charmed, deafened, frightened, stunned, and knocked unconscious.

Actions

Multiattack. The chimera makes three attacks: one with its Bite, one with its Horns, and one with its Claws.

Bite. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 20 (4d6 + 6) piercing damage.

Horns. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 19 (2d12 + 6) bludgeoning damage.

Claws. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 16 (3d6 + 6) slashing damage.

Primordial Word (Recharge 6). The chimera speaks a word thrumming with ancient power. Each other creature within 60 feet of the chimera that can hear it must make a DC 18 Constitution saving throw. On a failed save, a creature takes 36 (8d8) psychic damage and is stunned for 1 minute. On a successful save, a creature takes half as much damage and isn't stunned. While stunned in this way, a creature is also blinded and deafened. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Legendary Actions

The chimera 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 chimera regains spent legendary actions at the start of its turn.

Bleat. The chimera's goat head bleats a warbling cry, forcing one creature of the chimera's choice within 30 feet that can hear it to make a DC 19 Constitution saving throw. On a failure, the creature takes 10 (3d6) thunder damage.

Howl (2 Actions). The chimera's wolf head releases a piercing howl, forcing one creature of the chimera's choice within 30 feet that can hear it to make a DC 19 Wisdom saving throw. On a failure, the creature takes 10 (3d6) psychic damage and is frightened of the chimera until the end of its next turn.

Roar (3 Actions). The chimera's lion head unleashes an overwhelming roar, forcing each creature within 30 feet that can hear it to make a DC 19 Wisdom saving throw. On a failure, a creature takes 10 (3d6) psychic damage and must immediately use its reaction to move as far as its speed allows away from the chimera.

Cultists

If there is one constant in the multiverse it is this: so long as there are powerful creatures or concepts worth worshiping, there will be creatures who will do so. Some of these humanoids will become emphatic in their worship, devote themselves to the cause, and start cults that subvert society to achieve the cult's desires.

Some cults will devote themselves to a vague goal such as initiating the apocalypse; while others will devote themselves to specific entities. Regardless of their aims, these cults tend to attract similar individuals.

Cultist Crusader

Some of the most powerful and ardent devotees, cultist crusaders swear an oath to their cults, becoming paladins of the cause. For them, there is nothing more sacred than the cult's aims and no challenge too dangerous to defeat. A cultist crusader surrounds itself with other cultists, allowing it to better utilize its natural leadership abilities and to remind fellow devotees of the cause's importance.

Cultist Defender

As a cult's mission brings it closer to open conflict with the hegemony, certain cultists will recognize that subterfuge will only get the cult so far. There will come a time when the cult may need to defend itself against open aggressors, and in these circumstances, cultist defenders arm themselves with sword and shield. They stand in front of their fellow cultists and prepare to defend the cause.

Cultist Flagellater

Even in cults, there will be those who take the cause further than is comfortable for others. Many of these become cultist flagellaters. Flagellaters believe that only pain will bring them closer to the cult's goal, or that the goal itself isn't dangerous or serious enough. These cultists carry whips and routinely cut themselves to build up their bodies against weapons that would draw their blood. They unsettle many of their foes and teach them the glories of pain.

Cultist Sworn

In those cults that worship a particular entity, there are those who will form a pact with that being. These cultists choose to trade their lives for the being's cause, and they accept that upon their death, the cause will bring them back as undead soldiers for the cause. Such cultists are some of the most keenly aware of their survival, knowing that death will bring only oblivion.

Returned Cultist

When a cultist sworn dies for the cause, it comes back as an Undead soldier of the cause. These Undead remember nothing of their former lives, though they recognize other cultists as their allies. Many cults will keep pens of returned cultists to be unleashed in times of threat or desperation, leading to entire hordes of undead cultists.


Cultist Crusader

Medium Humanoid (Paladin), Any Alignment


  • Armor Class 17 (splint)
  • Hit Points 127 (15d8 + 60)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
18 (+4) 11 (+0) 18 (+4) 10 (+0) 13 (+1) 14 (+2)

  • Saving Throws Wis +4, Cha +5
  • Skills Athletics +7, Deception +5
  • Senses passive Perception 11
  • Languages any one language (usually Common)
  • Challenge 6 (2,300 XP)
    Proficiency Bonus +3

Emphatic Devotion. The cultist has advantage on saving throws against being charmed or frightened.

Actions

Multiattack. The cultist makes three melee attacks.

Glaive. Melee Weapon Attack. +7, reach 10 ft., one target. Hit 9 (1d10 + 4) slashing damage.

Spellcasting. The cultist casts one of the following spells, using Charisma as its spellcasting modifier (spell save DC 13):

1/day each: command, cure wounds, aid

Bonus Actions

Empower Believers (1/Day). The cultist calls out to its allies, reminding them of the cause. The cultist, and each other cultist within 60 feet of it that can hear it, gain a +2 bonus to AC for the next minute, or until the cultist is incapacitated or dies. Each creature empowered this way also has advantage on the first attack it makes before the end of its next turn.

Radiant Strike (2/Day). The first time the cultist hits a creature with a melee weapon attack before the end of its next turn, the attack deals an extra 7 (2d6) radiant damage to the target.



    Cultist Defender

      Medium Humanoid, Any Alignment


  • Armor Class 16 (ring mail, shield)
  • Hit Points 45 (7d8 + 14)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
15 (+2) 10 (+0) 15 (+2) 10 (+0) 10 (+0) 10 (+0)

  • Skills Athletics +4
  • Senses passive Perception 10
  • Languages any one language (usually Common)
  • Challenge 1 (200 XP)
    Proficiency Bonus +2

Emphatic Devotion. The cultist has advantage on saving throws against being charmed or frightened.

Actions

Multiattack. The cultist makes two melee attacks, one with its Longsword and one with its Shield Bash.

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

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

Reactions

Defend the Cause. When a creature within 5 feet of the cultist is hit by an attack, the cultist increases the creature's AC by 2 for that attack, possibly changing the outcome of the attack.


Cultist Flagellater

Medium Humanoid, Any Alignment


  • Armor Class 13 (leather armor)
  • Hit Points 102 (12d8 + 48)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
13 (+1) 15 (+2) 19 (+4) 8 (-1) 10 (+0) 14 (+2)

  • Skills Intimidation +4
  • Damage Resistances slashing from nonmagical attacks
  • Condition Immunities frightened
  • Senses passive Perception 10
  • Languages any one language (usually Common)
  • Challenge 3 (700 XP)
    Proficiency Bonus +2

Emphatic Devotion. The cultist has advantage on saving throws against being charmed.

Sneak Attack (1/Turn). The cultist deals an extra 14 (4d6) 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 cultist that isn't incapacitated and the cultist doesn't have disadvantage on the attack roll. The cultist doesn't need advantage on the attack roll to use its Sneak Attack against a creature if it is within 10 feet of it, the target of the attack isn't immune to the frightened condition, and it doesn't have disadvantage on the attack roll.

Actions

Nine-Tailed Whip. Melee Weapon Attack: +4 to hit, 10 ft., one target. Hit: 9 (3d4 + 2) slashing damage.

Bonus Actions

Glorious Pain. The cultist flagellates itself with its nine-tailed whip. The cultist takes 9 (3d4 + 2) slashing damage, and until the start the cultist's next turn, it has advantage on all attacks and saving throws.


Cultist Sworn

Medium Humanoid (Warlock), Typically Lawful Evil


  • Armor Class 13 (studded leather armor)
  • Hit Points 22 (4d8 + 4)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
11 (+0) 12 (+1) 12 (+1) 10 (0) 13 (+1) 15 (+2)

  • Skills Deception +4, Religion +2
  • Senses passive Perception 11
  • Languages any two languages (usually Common and Draconic)
  • Challenge 1/2 (100 XP)
    Proficiency Bonus +2

Devil's Sight. Magical darkness doesn't impede the cultist's vision.

Emphatic Devotion. The cultist has advantage on saving throws against being charmed or frightened.

Actions

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

Eldritch Blast (Cantrip). Ranged Spell Attack. +4 to hit, range 120 ft., one creature. Hit: 5 (1d10) force damage.

Spellcasting. The cultist casts one of the following spells, using Charisma as its spellcasting modifier (spell save DC 12):

At will: minor illusion

1/day each: charm person

Reactions

Hellish Rebuke (1st-Level Spell; 2/Day). When the cultist takes damage from a creature within 60 feet of it that it can see, it momentarily surrounds it in hellish flames. The creature must make a DC 12 Dexterity saving throw. It takes 11 (2d10) fire damage on a failed save, or half as much damage on a successful one.



Returned Cultist

Medium Undead (Warlock), Typically Lawful Evil


  • Armor Class 11 (studded leather armor)
  • Hit Points 52 (7d8 + 21)
  • Speed 25 ft.

STR DEX CON INT WIS CHA
16 (+3) 8 (-1) 16 (+3) 6 (-3) 6 (-2) 17 (+3)

  • Damage Resistances necrotic
  • Damage Immunities poison
  • Condition Immunities charmed, frightened, poisoned
  • Senses darkvision 120 ft., passive Perception 8
  • Languages the languages it knew in life (usually Common)
  • Challenge 1 (200 XP)
    Proficiency Bonus +2

Death Returned Fury. The cultist adds its Charisma modifier to the damage rolls of attacks its makes with eldritch blast (included in the attack).

Devil's Sight. Magical darkness doesn't impede the cultist's vision.

Undead Fortitude. If damage reduces the cultist 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 cultist drops to 1 hit point instead.

Actions

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

Eldritch Blast (Cantrip). Ranged Spell Attack. +5 to hit, range 120 ft., two creatures, or the same creature twice. Hit: 8 (1d10 + 3) force damage.

Spellcasting. The cultist casts one of the following spells, using Charisma as its spellcasting modifier (spell save DC 13, +5 to hit with spell attacks):

At will: chill touch, minor illusion

1/day each: charm person, darkness, fear, spider climb, vampiric touch

Reactions

Hellish Rebuke (2nd-Level Spell; 2/Day). When the cultist takes damage from a creature within 60 feet of it that it can see, it momentarily surrounds it in hellish flames. The creature must make a DC 13 Dexterity saving throw. It takes 16 (3d10) fire damage on a failed save, or half as much damage on a successful one.


Elemental Variants

Elementals are incarnations of the elements that make up the universe: air, earth, fire, and water. They exist as living forces that need not breathe, eat, drink, or sleep. They can be conjured by magic from the Inner Planes or found there on their native plane like the beasts of the Material Plane.

In addition to the base elements, there exists a collection of elementals that exist within the borders of the elemental planes and all throughout the Elemental Chaos. Like their mephit cousins, these dual-elementals combine two elements to yield a force of pure elemental power.

Blizzard Elemental

Like its cousin the air elemental, the blizzard elemental is a swirling mass of whirling air with a barely perceptible face. It is tinged slightly blue and sometimes chooses to coalesce as a thick sheet of falling snow.

When summoned or forced to battle, blizzard elementals create harsh blasts of snow and ice that freeze creatures and blind them like the harshest snowstorms. They are found most often on the border between the Elemental Planes of Water and Air.

Coral Elemental

Denizens of the oceanic border between the Elemental Planes of Water and Earth, Coral Elementals reflect the exotic marine life found where earth meets water. Their jagged and rocky forms teem in hundreds of colors, and water magically clings to them, giving them the appearance of skeletons with watery flesh.

Among the most intelligent of elementals, coral elementals create vast reef ecosystems where they coexist and form great cities with their bodies. They even manifest this community in battle, forming together into reefs that provide each other cover and allow them to unleash their icicle-like polpys in coordinated barrages to take down their foes.

Lightning Elemental

There are few places more dangerous than the border of the Planes of Air and Fire. In such intense heat, the very oxygen seems to ignite in terrifying flashes of heat-lightning. It is here that the lightning elementals prosper.

  Red streaks of impossibly fast light, lightning elementals are incredibly difficult to see in their bipedal forms. They move from space to space like bolts arcing between two points, leaving thunderclaps in their wake, too slow to catch them.

In battle, they jump from place to place, shooting charges from their bodies at those who dare confront them.

Meteor Elemental

Though combined of earth and fire, meteor elementals are infrequently found at the border between those Elemental Planes. Instead, they appear most often in the Elemental Chaos, where they fly around wildly, burning across the Plane like beings that exist for only the briefest moment.

At first sight, they resemble flaming boulders, but upon impact with something, these creatures unfurl their bodies to resemble earth elementals most closely, the only noticeable difference being the fire that surrounds them.

Molten Elemental

While their planes never touch, water and fire are intricately linked in the tides of the Elemental Chaos. Where they meet, they form together using an element that binds them: earth. Melting the metallic ores of the Chaos, fire and water join properties in beings of liquid metal.

Molten elementals are often reddish in hue, but they can take on almost any color in the spectrum based on the properties of the metal within them. Like beings of quicksilver, they move like water, but they possess all the power and heat of fire. And perhaps more than any other elemental, their dual nature disturbs them, causing them to lash out and attack any that come into their paths.

Sand Elementals

Like molten elementals, sand elementals exist only in the Elemental Chaos, lacking a border to exist in otherwise. They manifest most often when a meteor elemental strikes and destroys an area of rock, forming thousands of rocky particles. As elemental air sweeps into the area, these particles are captured and a sand elemental appears.

These creatures look much like their air elemental cousins, manifesting as swirling whirlwinds of sand and gas. They attack by stripping the flesh from a creature's body and then flinging them away. A battlefield plagued by sand elementals will often look as if thousands of insects have scoured the flesh from a creature before tossing it aside.


Blizzard Elemental

Large Elemental, Typically Neutral


  • Armor Class 15
  • Hit Points 102 (12d10 + 36)
  • Speed 0 ft., fly 90 ft. (hover), swim 90 ft.

STR DEX CON INT WIS CHA
14 (+2) 21 (+5) 16 (+3) 5 (-3) 10 (+0) 8 (-1)

  • Damage Resistances cold, lightning, thunder; bludgeoning, piercing, and slashing from nonmagical attacks
  • Damage Immunities poison
  • Condition Immunities exhaustion, grappled, paralyzed, petrified, poisoned, restrained, unconscious
  • Senses darkvision 60 ft., passive Perception 10
  • Languages Aquan, Auran
  • Challenge 7 (2,900 XP)
    Proficiency Bonus +3

False Appearance. While the elemental remains motionless, it is indistinguishable from a storm cloud.

Flurry Form. The elemental can move through a space as narrow as 1 inch wide without squeezing. A creature that touches the elemental or hits it with a melee attack while within 5 feet of it takes 5 (1d10) cold damage. In addition, the elemental can enter a hostile creature's space and stop there. The first time it enters a creature's space on a turn, that creature takes 5 (1d10) cold damage.

Snow Blind. The elemental's space is considered lightly obscured.

Actions

Multiattack. The elemental makes two Slam attacks.

Slam. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) bludgeoning damage plus 5 (1d10) cold damage.

Frost Blast (Recharge 6). Each creature within 15 feet of the elemental must make a DC 16 Dexterity saving throw. On a failure, a creature takes 27 (5d10) cold damage and is blinded until the end of the elemental's next turn. On a success, a creature takes half as much damage and isn't blinded.



Coral Elemental

Large Elemental, Typically Neutral


  • Armor Class 15 (natural armor)
  • Hit Points 114 (12d10 + 48)
  • Speed 30 ft., swim 30 ft.

STR DEX CON INT WIS CHA
18 (+4) 8 (-1) 18 (+4) 8 (-1) 10 (+0) 7 (-2)

  • Skills Perception +3, Stealth +2
  • Damage Resistances acid; bludgeoning, piercing, and slashing from nonmagical attacks
  • Damage Immunities poison
  • Condition Immunities exhaustion, paralyzed, petrified, poisoned, unconscious
  • Senses blindsight 30 ft., tremorsense 60 ft. (blind beyond this radius), passive Perception 13
  • Languages Aquan, Terran
  • Challenge 7 (2,900 XP)
    Proficiency Bonus +3

False Appearance. While the elemental remains motionless, it is indistinguishable from a coral formation.

Reef Structure. The elemental's AC increases by 2 for each other coral elemental within 5 feet of it.

Actions

Multiattack. The elemental makes two attacks with its Spiked Slam.

Spiked Slam. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 13 (2d8 + 4) bludgeoning damage plus 7 (1d6 + 4) piercing damage.

Polyp Spray (Recharge 5–6). The elemental extends its arm and fires a spray of spiked polyps in a 30-foot cone. Each creature in that area must make a DC 15 Dexterity saving throw, taking 28 (8d6) piercing damage, or half as much damage on a successful save.


Lightning Elemental

Large Elemental, Typically Neutral


  • Armor Class 15
  • Hit Points 95 (10d10 + 40)
  • Speed 0 ft., fly 90 ft. (hover)

STR DEX CON INT WIS CHA
10 (+0) 21 (+5) 18 (+4) 5 (-3) 10 (+0) 6 (-2)

  • Damage Resistances fire, thunder; bludgeoning, piercing, and slashing from nonmagical attacks
  • Damage Immunities lightning, poison
  • Condition Immunities exhaustion, grappled, paralyzed, petrified, poisoned, restrained, unconscious
  • Senses darkvision 60 ft., passive Perception 10
  • Languages Auran, Ignan
  • Challenge 7 (2,900 XP)
    Proficiency Bonus +3

Plasmatic Form. The elemental can move through a space as narrow as 1 inch wide without squeezing. A creature that touches the elemental or hits it with a melee attack while within 5 feet of it takes 5 (1d10) lightning damage. In addition, the elemental can enter a hostile creature's space and stop there. The first time it enters a creature's space on a turn, that creature takes 5 (1d10) lightning damage.

Delayed Thunderclap. If the elemental moves at least 50 feet in a straight line, each creatures within 5 feet of the elemental's starting space must make a DC 11 Constitution saving throw. On a failure, a creature takes 9 (2d8) thunder damage and is pushed back 5 feet. On a success, a creature takes half as much damage and isn't pushed back.

Flyby. The elemental doesn’t provoke an opportunity attack when it flies out of an enemy’s reach.

Actions

Multiattack. The elemental makes two Touch attacks or two Charge Shot attacks.

Touch. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) lightning damage and if the target is a creature it must make a DC 11 Constitution saving throw or be stunned until the end of the elemental's next turn.

Charge Shot. Ranged Weapon Attack: +8 to hit, 30 ft./60 ft., one target. Hit: 14 (2d8 + 5) lightning and 9 (2d8) thunder damage.


Meteor Elemental

Large Elemental, Typically Neutral


  • Armor Class 15 (natural armor)
  • Hit Points 105 (10d10 + 50)
  • Speed 30 ft., fly 60 ft.

STR DEX CON INT WIS CHA
19 (+4) 18 (+4) 20 (+5) 5 (-3) 10 (+0) 7 (-2)

  • Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks
  • Damage Immunities fire, poison
  • Condition Immunities exhaustion, paralyzed, petrified, poisoned, unconscious
  • Senses darkvision 120 ft., passive Perception 10
  • Languages Ignan, Terran
  • Challenge 7 (2,900 XP)
    Proficiency Bonus +3

Meteoric Impact. If the elemental 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 11 (2d10) damage. If the target is a creature, it must succeed on a DC 15 Strength saving throw or be knocked prone.

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

Actions

Multiattack. The elemental makes two Slam attacks.

Slam. Melee Weapon Attack +7 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) bludgeoning damage plus 9 (2d8) fire damage.

Crater Crash (Recharge 5–6). The elemental strikes the ground with its fist, triggering a shockwave. All other creatures on the ground within 30 feet of the elemental must make a DC 15 Strength saving throw. On a failure, a creature takes 33 (6d10) bludgeoning damage and is knocked prone and stunned until the end of the elemental's next turn. On a success, a creature takes half as much damage and isn't knocked prone or stunned.


Molten Elemental

Large Elemental, Typically Neutral


  • Armor Class 15
  • Hit Points 104 (11d10 + 44)
  • Speed 40 ft., swim 40 ft.

STR DEX CON INT WIS CHA
10 (+0) 21 (+5) 18 (+4) 5 (-3) 10 (+0) 6 (-2)

  • Saving Throws Str +3
  • Skills Athletics +3
  • Damage Resistances acid; bludgeoning, piercing, and slashing from nonmagical attacks
  • Damage Immunities fire, poison
  • Condition Immunities exhaustion, grappled, paralyzed, petrified, poisoned, restrained, unconscious
  • Senses darkvision 60 ft., passive Perception 10
  • Languages Aquan, Ignan
  • Challenge 7 (2,900 XP)
    Proficiency Bonus +3

Illumination. The elemental sheds bright light in a 30-foot radius and dim light in an additional 30 feet.

Molten Form. The elemental can move through a space as narrow as 1 inch wide without squeezing. A creature that touches the elemental or hits it with a melee attack while within 5 feet of it takes 5 (1d10) fire damage. In addition, the elemental can enter a hostile creature's space and stop there. The first time it enters a creature's space on a turn, that creature takes 5 (1d10) fire damage and catches fire; until someone takes an action to douse the fire, the creature takes 5 (1d10) fire damage at the start of each of its turns.

Solidify. If the elemental takes cold damage, it partially solidifies; its speed is reduced by 20 feet until the end of its next turn.


Actions

Multiattack. The elemental makes two Touch attacks.

Touch. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) fire damage. If the target is a creature or a flammable object, it ignites. Until a creature takes an action to douse the fire the target takes 5 (1d10) fire damage at the start of each of its turns.

Whelm (Recharge 5–6). Each creature in the elemental's space must make a DC 16 Strength saving throw. On a failure, a target takes 14 (2d8 + 5) fire damage. If it is Large or smaller, it is also grappled (escape DC 13). Until this grapple ends, the target is restrained and unable to breathe. If the saving throw is successful, the target is pushed out of the elemental's space.
  The elemental can grapple one Large creature or up to two Medium or smaller creatures at one time with this ability. At the start of each of the elemental's turns, each grappled creature takes 15 (2d10 + 4) fire damage. As an action, a creature within 5 feet of the elemental can pull a creature or an object out of it by succeeding on a DC 13 Strength check.



Sand Elemental

Large Elemental, Typically Neutral


  • Armor Class 17 (natural armor)
  • Hit Points 93 (11d10 + 33)
  • Speed 0 ft., burrow 30 ft., fly 60 ft. (hover)

STR DEX CON INT WIS CHA
17 (+3) 19 (+4) 16 (+3) 5 (-3) 12 (+1) 8 (-1)

  • Skills Stealth +7
  • Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks
  • Damage Immunities poison
  • Condition Immunities exhaustion, grappled, paralyzed, petrified, poisoned, restrained, unconscious
  • Senses darkvision 60 ft., tremorsense 60 ft., passive Perception 11
  • Languages Auran, Terran
  • Challenge 7 (2,900 XP)
    Proficiency Bonus +3

False Appearance. While the elemental remains motionless, it is indistinguishable from sand.

Sand Form. The elemental can enter a hostile creature's space and stop there. It can move through a space as narrow as 1 inch wide without squeezing.

Actions

Multiattack. The elemental makes three Slashing Slam attacks.

Slashing Slam. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) bludgeoning damage plus 5 (2d4) slashing damage.

Sand Cyclone (Recharge 5–6). Each creature in the elemental's space must make a DC 15 Strength saving throw. On a failure, a target takes 22 (4d8 + 4) bludgeoning damage plus 10 (4d4) slashing damage and is flung up 20 feet away from the elemental in a random direction and knocked prone. If a thrown target strikes an object, such as a wall or floor, the target takes 3 (1d6) bludgeoning damage for every 10 feet it was thrown. If the target is thrown at another creature, that creature must succeed on a DC 15 Dexterity saving throw or take the same damage and be knocked prone.
  If the saving throw is successful, the target takes half the bludgeoning damage and isn't flung away or knocked prone.

Genie Variants

In the rarest and largest palaces among the many that cover the Elemental Planes, there exist four genies so powerful and old, they are considered Noble. They may grant wishes or end lineages, gather the energy of an Elemental Plane with a thought or tear down a city on a whim. Their powers are unmatched on the planes they rule and only two forces keep them at bay: the Gods and each other.

Arrogance Unbounded. As some of the most powerful creatures in the multiverse, the Noble Genies barely consider themselves to be a creature of the elements as much as the origin of those elements. Even more than genies, they see lesser creatures as ants unworthy of their attention and don't even bother to interact with their own slaves, instead holding their highest slaves to impossible standards and killing them when they fail to meet those standards.

They see themselves as the peers of the Gods, wielding the powers of creation at their fingertips in the form of wishes, and only out of rare humor would they allow a being to blaspheme their greatness and draw another breath afterward. While lesser genies may call themselves monarchs, sultans, and the like, they do so only because the Noble Genie of their plane allows them to. At any moment, the Noble could choose to sweep in and smash the lording genie like an insect, and it is because lesser genies know this that Noble Genies rarely have to.

Soul of Elements. Little is know about the origin of a Noble Genie. Ancient tales speak of the Nobles not as individuals but as forces that are timeless. While a Noble may possess a name at any given time, it is unclear if it is the same being as that which held a different name, adopting a new name on a whim, or if a genie has risen to the rank of Noble and deposed the last.

What is known is that Noble Genies bear the very soul of their plane in their hearts, where a lesser genie bears the soul of a living creature. They sustain the planes and keep them from devolving into chaos, binding them together with a magical force more primordial than arcane or divine.

A Noble Genie's Lair

Noble Genies reside in enormous palaces that appear more like cities than compounds, but their reach extends far beyond the walls of the palace. While a Noble Genie is on its home plane, it is considered in its lair.

Lair Actions

On initiative count 20 (losing initiative ties), the genie takes a lair action to cause one of the following effects; the genie can't use the same effect two rounds in a row:

  • The genie summons the magical essence of its plane and draws it toward itself as a condensing tornado. Each creature within 120 feet of the genie must make a DC 20 Dexterity saving throw, taking 33 (6d10) bludgeoning (dao), lightning (djinni), fire (efreeti), or cold (marid) damage on a failed save, or half as much damage on a successful one.
  • A portal to the Elemental Chaos opens as a 10-foot cube centered on a point the genie can see within 60 feet of it. Each creature that starts its turn within 10 feet of the portal must succeed on a DC 20 Charisma saving throw or be banished to the Elemental Chaos until initiative count 20 of the next round. A returned creature takes 22 (4d10) force damage and appears in the space it previously occupied or the nearest unoccupied space to it.
  • The genie targets one creature it can see within 60 feet of it. The target must succeed on a DC 20 Wisdom saving throw or become charmed and restrained for 1 minute. The creature can use its action to repeat the saving throw on each of its turns, ending the effect on a success.



Noble Dao

Large Elemental, Typically Neutral Evil


  • Armor Class 20 (natural armor)
  • Hit Points 562 (45d10 + 315)
  • Speed 30 ft., burrow 30 ft., fly 30 ft.

STR DEX CON INT WIS CHA
23 (+6) 12 (+1) 24 (+7) 12 (+1) 13 (+1) 23 (+6)

  • Saving Throws Str +15, Dex +10, Con +16, Int +10, Wis +10, Cha +15
  • Skills Intimidation +24
  • Damage Immunities poison; bludgeoning, piercing, and slashing damage from nonmagical attacks
  • Condition Immunities exhaustion, paralyzed, poisoned, prone
  • Senses darkvision 120 ft., truesight 120 ft., passive Perception 11
  • Languages Primordial, Terran
  • Challenge 30 (155,000 XP)
    Proficiency Bonus +9

Legendary Resistance (3/Day). If the dao fails a saving throw, it can choose to succeed instead.

Earth Glide. The dao can burrow through nonmagical, unworked earth and stone. While doing so, the dao doesn’t disturb the material it moves through.

Elemental Demise. If the dao dies, its body disintegrates into crystalline powder, leaving behind only equipment the dao was wearing or carrying.

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

Magic Weapons. The dao's weapon attacks are magical.

Actions

Multiattack. The dao makes two Fist attacks or two Maul attacks.

Fist. Melee Weapon Attack +15 to hit, reach 5 ft., one target. Hit: 51 (10d8 + 6) bludgeoning damage.

Maul. Melee Weapon Attack +15 to hit, reach 5 ft., one target. Hit: 60 (12d8 + 6) bludgeoning damage. If the target is a Huge or smaller creature, it must succeed on a DC 23 Strength check or be knocked prone.

Animate Earth. The dao chooses an area of earth that fills a 10-foot cube within 120 feet of it. An earth elemental appears in an unoccupied space within 10 feet of it, which obeys the dao's commands. The earth elemental vanishes after 1 hour.

Enslave (1/Day). The dao speaks a primordial word of enslavement. Any creature that can hear the dao within 120 feet of it must make a DC 23 Wisdom saving throw or be enslaved for 24 hours as if by the dominate monster spell, without requiring concentration. Each time an enslaved creature takes damage, it can repeat the saving throw, freeing itself on a success.

Spellcasting. The dao casts one of the following spells, requiring no material components and using Charisma as its spellcasting modifier (spell save DC 23):

At will: detect evil and good, detect magic, gaseous form, invisibility, move earth, passwall, phantasmal killer, plane shift, stone shape, tongues, wall of stone

3/day each: wish

Legendary Actions

The dao 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 dao regains spent legendary actions at the start of its turn.

Maul. The dao makes a Maul attack.

Cast a Spell (Costs 2 Actions). The dao casts a spell that it can cast at will.

Sandstorm Vortex (Costs 3 Actions). The dao creates a cyclone of stone and sand in a 20-foot-radius, 100-foot-high cylinder centered on a point within 60 feet that lasts for 1 minute. Any creature that starts its turn in the cyclone must make a DC 23 Constitution saving throw. On a failure, the creature takes 36 (8d8) bludgeoning damage plus 36 (8d8) slashing damage and is blinded and deafened until the start of its next turn. On a success, it takes half as much damage and isn't blinded or deafened.




Noble Djinni

Large Elemental, Typically Chaotic Good


  • Armor Class 20 (natural armor)
  • Hit Points 448 (39d10 + 234)
  • Speed 30 ft., fly 90 ft.

STR DEX CON INT WIS CHA
23 (+6) 15 (+2) 22 (+6) 15 (+2) 16 (+3) 23 (+6)

  • Saving Throws Str +15, Dex +11, Con +15, Int +11, Wis +12, Cha +15
  • Skills Intimidation +24
  • Damage Immunities lightning, poison, thunder; bludgeoning, piercing, and slashing damage from nonmagical attacks
  • Condition Immunities exhaustion, paralyzed, poisoned, prone
  • Senses darkvision 120 ft., passive Perception 13
  • Languages Auran, Primordial
  • Challenge 30 (155,000 XP)
    Proficiency Bonus +9

Elemental Demise. If the djinni dies, its body disintegrates into a warm breeze, leaving behind only equipment the djinni was wearing or carrying.

Legendary Resistance (3/Day). If the djinni fails a saving throw, it can choose to succeed instead.

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

Magic Weapons. The djinni's weapon attacks are magical. When it hits with any weapon, the weapon deals an extra 17 (5d6) lightning and 17 (5d6) thunder damage (included in the attack).

Actions

Multiattack. The djinni makes three Scimitar attacks. It can use its Create Whirlwind in place of one of these attacks.

Scimitar. Melee Weapon Attack: +15 to hit, reach 5 ft., one target. Hit: 13 (2d6 + 6) slashing damage, plus 17 (5d6) lightning damage and 17 (5d6) thunder damage.

Animate Air. The djinni chooses an area of air that fills a 10-foot cube within 120 feet of it. An air elemental appears in an unoccupied space within 10 feet of it, which obeys the djinni's commands. The air elemental vanishes after 1 hour.

Create Whirlwind. A 10-foot radius, 60-foot tall cylinder of swirling air magically forms on a point the djinni can see within 120 feet of it. The whirlwind lasts as long as the djinni maintains concentration (as if concentrating on a spell). Any creature but the djinni that enters the whirlwind must succeed on a DC 23 Strength saving throw or be restrained by it. The djinni can move the whirlwind up to 60 feet as an action, and creatures restrained by the whirlwind can move with it. The whirlwind ends if the djinni loses sight of it. A creature can use its action to free a creature restrained by the whirlwind, including itself, by succeeding on a DC 23 Strength check. If the check succeeds, the creature is no longer restrained and moves to the nearest unoccupied space outside the whirlwind.

Enslave (1/Day). The djinni speaks a primordial word of enslavement. Any creature that can hear the marid within 120 feet of it must make a DC 23 Wisdom saving throw or be enslaved for 24 hours as if by the dominate monster spell, without requiring concentration. Each time an enslaved creature takes damage, it can repeat the saving throw, freeing itself on a success.

Spellcasting. The djinni casts one of the following spells, requiring no material components and using Charisma as its spellcasting modifier (spell save DC 23):

At will: create food and water (can create wine instead of water), detect evil and good, detect magic, gaseous form, invisibility, major image, plane shift, thunderwave, tongues, wind walk

3/day each: wish

Legendary Actions

The djinni 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 djinni regains spent legendary actions at the start of its turn.

Scimitar. The djinni makes one attack with its Scimitar.

Cast a Spell (2 Actions). The djinni casts a spell that it can cast at will.

Updraft (3 Actions). The djinni chooses any number of creatures it can see within 60 feet of it, forcing them to make a DC 23 Strength saving throw. On a failed save, a creature is knocked prone and thrown up to 60 feet into the air. A creature that falls immediately takes twice as much damage from falling.




Noble Efreeti

Large Elemental, Typically Lawful Evil


  • Armor Class 20 (natural armor)
  • Hit Points 562 (45d10 + 315)
  • Speed 40 ft., fly 60 ft.

STR DEX CON INT WIS CHA
22 (+6) 12 (+1) 24 (+7) 16 (+3) 15 (+2) 23 (+6)

  • Saving Throws Str +15, Dex +10, Con +16, Int +12, Wis +11, Cha +15
  • Skills Intimidation +24
  • Damage Immunities fire; bludgeoning, piercing, and slashing damage from nonmagical attacks
  • Condition Immunities exhaustion, paralyzed, poisoned, prone
  • Senses darkvision 120 ft., truesight 120 ft., passive Perception 12
  • Languages Primordial, Ignan
  • Challenge 30 (155,000 XP)
    Proficiency Bonus +9

Legendary Resistance (3/Day). If the efreeti fails a saving throw, it can choose to succeed instead.

Elemental Demise. If the efreeti dies, its body disintegrates in a flash of fire and puff of smoke, leaving behind only equipment the efreeti was wearing or carrying.

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

Magic Weapons. The efreeti's weapon attacks are magical. When it hits with any weapon, the weapon deals an extra 35 (10d6) fire damage (included in the attack).

Actions

Multiattack. The efreeti makes two Scimitar attacks or uses its Hurl Flame twice.

Scimitar. Melee Weapon Attack +15 to hit, reach 5 ft., one target. Hit: 13 (2d6 + 6) slashing damage plus 35 (10d6) fire damage.

Hurl Flame. Ranged Spell Attack +15 to hit, range 120 ft., one target. Hit: 42 (12d6) fire damage.

Animate Fire. The efreeti chooses an area of fire that fills a 10-foot cube within 120 feet of it. A fire elemental appears in an unoccupied space within 10 feet of it, which obeys the efreeti's commands. The fire elemental vanishes after 1 hour.

Enslave (1/Day). The efreeti speaks a primordial word of enslavement. Any creature that can hear the efreeti within 120 feet of it must make a DC 23 Wisdom saving throw or be enslaved for 24 hours as if by the dominate monster spell, without requiring concentration. Each time an enslaved creature takes damage, it can repeat the saving throw, freeing itself on a success.

Spellcasting. The efreeti casts one of the following spells, requiring no material components and using Charisma as its spellcasting modifier (spell save DC 23):

At will: detect magic, enlarge/reduce, gaseous form, invisibility, major image, plane shift, tongues, wall of fire

3/day each: wish

Legendary Actions

The efreeti 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 efreeti regains spent legendary actions at the start of its turn.

Scimitar. The efreeti makes a Scimitar attack.

Cast a Spell (Costs 2 Actions). The efreeti casts a spell that it can cast at will.

Fire Storm (Costs 3 Actions). A cloud of smoke and ash appears in the area within 60 feet of the efreeti. Any creature that starts its turn within the cloud must make a DC 23 Constitution saving throw. On a failure, the creatures takes 98 (28d6) fire damage and is blinded until the start of its next turn. On a successful save, the creature takes half as much damage and isn't blinded. If the saving throw fails by 5 or more, the target gains a level of exhaustion. The cloud disappears after 1 minute.




Noble Marid

Large Elemental, Typically Chaotic Neutral


  • Armor Class 20 (natural armor)
  • Hit Points 459 (34d10 + 272)
  • Speed 30 ft., fly 60 ft., swim 90 ft.

STR DEX CON INT WIS CHA
22 (+6) 12 (+1) 26 (+8) 18 (+4) 17 (+3) 23 (+6)

  • Saving Throws Str +15, Dex +10, Con +17, Int +13, Wis +12, Cha +15
  • Skills Deception +15, Insight +12, Intimidation +24
  • Damage Immunities acid, cold, lightning, poison; bludgeoning, piercing, and slashing damage from nonmagical attacks
  • Condition Immunities exhaustion, paralyzed, poisoned, prone
  • Senses truesight 120 ft., passive Perception 13
  • Languages Aquan, Primordial
  • Challenge 30 (155,000 XP)
    Proficiency Bonus +9

Amphibious. The marid can breathe air and water.

Elemental Demise. If the marid dies, its body disintegrates into a burst of water and foam, leaving behind only equipment the marid was wearing or carrying.

Legendary Resistance (3/Day). If the marid fails a saving throw, it can choose to succeed instead.

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

Magic Weapons. The marid's weapon attacks are magical. When it hits with any weapon, the weapon deals an extra 31 (7d8) cold damage (included in the attack).

Actions

Multiattack. The marid makes two Trident attacks. It can use its Water Jet in place of one of these attacks.

Trident. Melee Weapon Attack: +15 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 13 (2d6 + 6) piercing damage, or 15 (2d8 + 6) piercing damage if used with two hands to make a melee attack, plus 31 (7d8) cold damage.

Animate Water. The marid chooses an area of water that fills a 10-foot cube within 120 feet of it. A water elemental appears in an unoccupied space within 10 feet of it, which obeys the efreeti's commands. The water elemental vanishes after 1 hour.

Enslave (1/Day). The marid speaks a primordial word of enslavement. Any creature that can hear the marid within 120 feet of it must make a DC 23 Wisdom saving throw or be enslaved for 24 hours as if by the dominate monster spell, without requiring concentration. Each time an enslaved creature takes damage, it can repeat the saving throw, freeing itself on a success.

Water Jet. The marid magically shoots water in a 120-foot line that is 10 feet wide. Each creature in that line must make a DC 23 Dexterity saving throw. On a failure, a target takes 56 (16d6) bludgeoning damage and, if it is Huge or smaller, is pushed up to 60 feet away from the marid and knocked prone. On a success, a target takes half the bludgeoning damage, but is neither pushed nor knocked prone.

Spellcasting. The marid casts one of the following spells, requiring no material components and using Charisma as its spellcasting modifier (spell save DC 23):

At will: control water, create or destroy water, detect evil and good, detect magic, fog cloud, gaseous form, invisibility, plane shift, purify food and drink, tongues, water breathing, water walk

3/day each: wish

Legendary Actions

The marid 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 marid regains spent legendary actions at the start of its turn.

Trident. The marid makes one attack with its Trident.

Cast a Spell (2 Actions). The marid casts a spell that it can cast at will.

Crushing Depths (3 Actions). The marid chooses up to three creatures it can see within 120 feet of it that are underwater and forces them to make a DC 23 Strength saving throw. On a failed save, a creature takes 36 (8d8) bludgeoning damage, loses its breath, and is restrained. On a successful save, it takes half as much damage, doesn't lose its breath, and isn't restrained. The effect ends after 1 minute, if the creature is no longer underwater, or if it uses its action on its turn to repeat the saving throw and succeeds. A restrained creature sinks up to 30 feet at the start of each of its turns.


Goblin Variants

Nasty little humanoids, goblins rely on group tactics and cunning to overwhelm those they can isolate.

Goblin Brewer

Gifted with intelligence, goblin brewers play with elixirs normally too complex for their kind. They are still able to add some amount of goblin "spice" to the practice of alchemy, though, as they particularly enjoy tricking others into consuming poisonous concoctions.

Goblin Chainwhirler

It is said that at some point in history an especially fiendish tribe of goblins managed to summon a chain devil through blind luck. The devil tore through the tribe, leaving only one cowardly goblin that hid under a shrub to tell the tale. To this day, goblin chainwhirlers hope to emulate even a fraction of that devil's skill, as its story is passed down as both a warning and a lesson.

Goblin King

Powerful goblins sometimes find themselves mingling with more "civilized" humanoid races on occasion. In these events, goblins often struggle to relate to those not of their kind, desperately clambering onto any buzzwords or phrases they hear in attempt to be respected. In this way, the term "goblin king" was born. Goblins see the word king as a symbol of power and power only, and thus a goblin king's gender does not matter. If a goblin is particularly tall, strong, and wise, it is sometimes dubbed a goblin king, and is expected to lead its native tribe.


Goblin Brewer

Small Humanoid (Goblinoid), Typically Neutral Evil


  • Armor Class 13 (leather armor)
  • Hit Points 18 (4d6 + 4)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
9 (-1) 14 (+2) 12 (+1) 16 (+3) 9 (-1) 11 (+0)

  • Skills Arcana +5, Medicine +3
  • Damage Resistances poison
  • Condition Immunities poisoned
  • Senses darkvision 60 ft., passive Perception 9
  • Languages Common, Goblin
  • Challenge 1 (100 XP)
    Proficiency Bonus +2

Alchemist. The goblin carries a potion of healing and a potion of poison.

Actions

Poisonous Concoction. Ranged Weapon Attack: +4 to hit, range 20/60 ft., one target. Hit: 9 (2d8) poison damage and the target must make a DC 13 Constitution saving throw or be poisoned for 1 minute.

Scimitar. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) slashing damage plus 4 (1d8) poison damage.

Bonus Actions

Nimble Escape. The goblin takes the Disengage or Hide action.


Goblin Chainwhirler

Small Humanoid (Goblinoid), Typically Neutral Evil


  • Armor Class 15 (chain shirt)
  • Hit Points 21 (6d6)
  • Speed 30 ft.

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

  • Skills Acrobatics +6
  • Senses darkvision 60 ft., passive Perception 9
  • Languages Common, Goblin
  • Challenge 1 (200 XP)
    Proficiency Bonus +2

Get Over Here. If the goblin hits a creature with an opportunity attack using its chainwhip, it can choose to pull that creature up to 10 feet towards it.

Actions

Multiattack. The goblin makes two attacks with its chainwhip. The second attack roll is made with disadvantage.

Chainwhip. Melee Weapon Attack: +4 to hit, reach 10 ft., one target. Hit: 4 (1d4 + 2) slashing damage. If the target is a creature, it is grappled (escape DC 10). The goblin can have up to three creatures grappled in this way at a time.

Whirl (Recharge 5–6). The goblin makes a chainwhip attack against each creature within 10 feet of it.

Bonus Actions

Nimble Escape. The goblin takes the Disengage or Hide action.


Goblin King

Medium Humanoid (Goblinoid), Typically Neutral Evil


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

STR DEX CON INT WIS CHA
17 (+3) 14 (+2) 15 (+2) 12 (+1) 9 (-1) 14 (+2)

  • Saving Throws Wis +2
  • Skills Intimidation +5, Persuasion +5
  • Condition Immunities frightened
  • Senses darkvision 60 ft., passive Perception 9
  • Languages Common, Goblin
  • Challenge 5 (1,800 XP)
    Proficiency Bonus +3

Sacrifice. The king can take the Use Fodder reaction once on every turn in combat.

Actions

Multiattack. The king makes three melee attacks. Alternatively, it can make two ranged attacks with its Javelins.

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

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

Bonus Actions

Nimble Escape. The goblin takes the Disengage or Hide action.

Reactions

Use Fodder. When a creature the king can see targets it with an attack, the king chooses another goblin within 5 feet of itself. The king swaps places with the chosen goblin, and the chosen goblin becomes the target instead.

Legendary Actions

The king can take 2 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 king regains spent legendary actions at the start of its turn.

Slash. The king makes one Scimitar attack.

Command. The king commands a goblin ally that it can see within 30 feet of it. That creature can use its reaction to make one attack or move up to 15 feet without provoking opportunity attacks.

Grimlock Variants

In the depths of the underground world, grimlocks prowl, always searching for their next meal. A people corrupted by aberrant empires of old, the grimlock are blind cannibals whose other senses have grown. Grimlocks are bound in the endless struggle of survival, and they are often forced to commit evil acts because they have no other options—not that they feel regret for their actions.

Grimlocks have great mistrust for everyone because of their creation and because they are commonly captured as slaves by other denizens of the deeps, even today. Other creatures also tend to mistrust grimlocks because grimlocks will almost certainly just want to eat them.

Grimlock Huntmaster

Grimlocks ambush their prey, using their superior senses of hearing and smell to know when creatures are approaching. When the need arises and unknowing creatures haven't roamed into the grimlocks’ territory, they will, however, form hunting packs to more actively hunt for flesh.

Leading these packs is a huntmaster: the grimlock who is most skilled at fighting and keeping the other grimlocks in line. As these hunting packs are needed for the communities continued survival, the packs will often attack anything they come across aggressively and even recklessly if they have been unsuccessful as of late.


Grimlock Huntmaster

Medium Humanoid (Grimlock), Typically Neutral Evil


  • Armor Class 14 (hide)
  • Hit Points 52 (8d8 + 16)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
18 (+4) 14 (+2) 14 (+2) 9 (-1) 9 (-1) 8 (-1)

  • Skills Athletics +6, Perception +3, Stealth +4
  • Condition Immunities blinded
  • Senses blindsight 60 ft. or 20 ft. while deafened (blind beyond this radius), passive Perception 13
  • Languages Undercommon
  • Challenge 2 (450 XP)
    Proficiency Bonus +2

Blind Senses. The grimlock can't use its blindsight while deafened and unable to smell.

Keen Hearing and Smell. The grimlock has advantage on Wisdom (Perception) checks that rely on hearing or smell.

Reckless. At the start of its turn, the grimlock can gain advantage on all melee weapon attack rolls it makes during that turn, but attack rolls against it have advantage until the start of its next turn.

Stone Camouflage. The grimlock has advantage on Dexterity (Stealth) checks made to hide in rocky terrain.

Actions

Multiattack. The grimlock makes two Spiked Stone Axe attacks.

Spiked Stone Axe. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) slashing damage, or 9 (1d10 + 4) slashing damage if used with two hands, plus 5 (2d4) piercing damage.

Grimlock Plague Carrier

If fresh meat is not to be found, grimlocks are known
to eat any flesh that they can, even scavenging from
older corpses. When this happens, it is not uncommon
for diseases to ravage populations of grimlocks, and those who survive are often weakened by the experience. But sometimes a grimlock will mutate with the disease, becoming resistant to its effects, though never fully immune, and becoming a walking mass of pestilent flesh oozing
with pus.



Grimlock Plague Carrier

Medium Humanoid (Grimlock), Typically Neutral Evil


  • Armor Class 12 (natural armor)
  • Hit Points 19 (3d8 + 6)
  • Speed 25 ft.

STR DEX CON INT WIS CHA
16 (+3) 9 (-1) 14 (+2) 9 (-1) 8 (-1) 4 (-3)

  • Saving Throws Con +4
  • Skills Athletics +5, Perception +3, Stealth +1
  • Damage Immunities poison
  • Condition Immunities poisoned
  • Senses blindsight 30 ft. or 10 ft. while deafened (blind beyond this radius), passive Perception 13
  • Languages Undercommon
  • Challenge 1/2 (100 XP)
    Proficiency Bonus +2

Blind Senses. The grimlock can't use its blindsight while deafened and unable to smell.

Keen Hearing and Smell. The grimlock has advantage on Wisdom (Perception) checks that rely on hearing or smell.

Plague Burst. When the grimlock dies, it explodes in a burst of bloated and diseased flesh. Each creature within 10 feet of it must make a DC 12 Dexterity saving throw, taking 7 (2d6) poison damage on a failed save, or half as much damage on a successful one. If the saving throw fails by 5 or more, the target is infected with the Sewer Plague disease.

Stone Camouflage. The grimlock has advantage on Dexterity (Stealth) checks made to hide in rocky terrain.

Actions

Spiked Bone Club. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) bludgeoning damage plus 2 (1d4) piercing damage.

Projectile Vomit (Recharge 5–6). The grimlock vomits in a 10-foot cone. Each creature in that area must make a DC 12 Constitution saving throw. On a failed save, a creature takes 9 (2d8) poison damage and becomes incapacitated until the end of its next turn as it begins to vomit. On a successful save, it takes half as much damage and isn't incapacitated.

Medusae-Blessed Grimlock

Some grimlocks worship medusae as deities, seeing themselves as their chosen as they are unaffected by the medusa’s seemingly divine petrifying gaze. Medusa sometimes tolerate this worship, using the grimlocks for menial tasks or as a defense for the medusae’s lair. An especially powerful medusae may even bless some of its grimlock followers with some of its power. These blessed grimlocks will regain eyes—though not eyesight—and be able to slow those who look into them, reducing mobility as if their joints were turned to stone.


Medusae-Blessed Grimlock

Medium Humanoid (Grimlock), Typically Neutral Evil


  • Armor Class 15 (natural armor)
  • Hit Points 39 (6d8 + 12)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
16 (+3) 14 (+2) 14 (+2) 9 (-1) 10 (+0) 7 (-2)

  • Skills Athletics +5, Perception +4, Stealth +4
  • Condition Immunities blinded, petrified
  • Senses blindsight 60 ft. or 20 ft. while deafened (blind beyond this radius), passive Perception 14
  • Languages Undercommon
  • Challenge 1 (200 XP)
    Proficiency Bonus +2

Blind Senses. The grimlock can't use its blindsight while deafened and unable to smell.

Keen Hearing and Smell. The grimlock has advantage on Wisdom (Perception) checks that rely on hearing or smell.

Stone Camouflage. The grimlock has advantage on Dexterity (Stealth) checks made to hide in rocky terrain.

Actions

Multiattack. The grimlock makes two Spiked Bone Club attacks.

Spiked Bone Club. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) bludgeoning damage plus 2 (1d4) piercing damage.

Unseeing Eyes (Recharge 6). The grimlock forces a creature it can see within 30 feet of it to look into the pure white eyes it was blessed with. That creature must make a DC 14 Constitution saving throw or have their movement be stiffened and be under the effects of the slow spell 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.


Starved Grimlock

When a grimlock does not satiate its hunger for raw flesh for some time, its body begins to change, becoming more primal. Its teeth become longer and sharper, its nails become more claw-like, and its general appearance becomes even more unkempt and bestial than usual. These grimlocks are driven to attack anything they come across, ripping flesh with their claws and tearing off chunks with their teeth. Once this change has taken a grimlock, it can't go back and nothing will satiate it anymore, for it is driven by an unending need to eat.


Starved Grimlock

Medium Humanoid (Grimlock), Typically Neutral Evil


  • Armor Class 10
  • Hit Points 11 (2d8 + 2)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
18 (+4) 11 (+0) 13 (+1) 7 (-2) 7 (-2) 5 (-3)

  • Skills Athletics +6, Perception +2, Stealth +2
  • Condition Immunities blinded
  • Senses blindsight 30 ft. or 10 ft. while deafened (blind beyond this radius), passive Perception 12
  • Languages Undercommon
  • Challenge 1/2 (100 XP)
    Proficiency Bonus +2

Blind Senses. The grimlock can't use its blindsight while deafened and unable to smell.

Keen Hearing and Smell. The grimlock has advantage on Wisdom (Perception) checks that rely on hearing or smell.

Starved Hunger. The grimlock has advantage on bite attacks against any creature that doesn't have all its hit points.

Stone Camouflage. The grimlock has advantage on Dexterity (Stealth) checks made to hide in rocky terrain.

Actions

Multiattack. The grimlock makes two attacks.

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: 7 (1d6 + 4) slashing damage.

Hobgoblin Variants

Strategic thinkers and master warriors, hobgoblins dominate battlefields across the Material Plane. While their armies are often supplemented with goblins, bugbears, orcs, evil humans, ogres, and giants, their battles are ultimately won by their expert hogoblin soldiers. Even in small skirmishes, a hogoblin warband is not to be feared, as their fearsome riders and tamed beasts can and will tear apart any who stand in their way.

Hobgoblin Apemaster

Many hobgoblin tribes keep carnivorous apes as fighting beasts, but a select few develop an expertise for training them. Hobgoblin apemasters equip their apes with lengthy bludgeoning chains and use their brutal training whips to command the beasts where to strike.

Hobgoblin Lancer

A staple of hobgoblin armies, hobgoblin lancers act alongside their worg skirmishers as heavy cavalry. Equipped with weighted nets to catch their prey, they also bear their eponymous lances to decimate any foes that even attempt to reach them.

Worg Skirmisher

To be trampled by an errant worg is one thing, but to be charged down by a trained worg skirmisher is a fate much deadlier. Wearing the standard chain mail that all hobgoblins know and love, worg skirmishers act as the war horses for hobgoblin lancers, holding the frontline of every major legion.


Hobgoblin Apemaster

Medium Humanoid (Goblinoid), Typically Lawful Evil


  • Armor Class 16 (chain mail)
  • Hit Points 38 (7d8 + 7)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
12 (+1) 16 (+3) 12 (+1) 10 (+0) 10 (+0) 9 (-1)

  • Skills Acrobatics +5, Intimidation +3
  • Senses darkvision 60 ft., passive Perception 10
  • Languages Common, Goblin
  • Challenge 1 (200 XP)
    Proficiency Bonus +2

Martial Advantage. Once per turn, the hobgoblin can deal an extra 7 (2d6) damage to a creature it hits with a weapon attack if that creature is within 5 feet of an ally of the hobgoblin that isn't incapacitated.

Actions

Multiattack. The hobgoblin makes two Whip attacks.

Whip. Melee Weapon Attack: +5 to hit, reach 10 ft., one target. Hit: 5 (1d4 + 3) piercing damage.

Bonus Actions

Direct Ape. The hobgoblin directs a friendly ape within 30 feet of it that can hear it. The ape can immediately use its reaction to move up to its speed and make two melee attacks.


Chained Ape

A chained ape has the statistics of a normal ape, with the following modifications:

  • The ape has 52 (8d8 + 16) hit points.
  • It has an Intelligence of 7 (-2)
  • The ape's challenge rating is 2 (450 XP)
  • The ape can make a chain attack in place of any fist attacks it would make.

Chain. Melee Weapon Attack: +5 to hit, reach 15 ft., one target. Hit: 10 (2d6 + 3) bludgeoning damage.


Hobgoblin Lancer

Medium Humanoid (Goblinoid), Typically Lawful Evil


  • Armor Class 18 (chain mail, shield)
  • Hit Points 11 (2d8 + 2)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
14 (+2) 12 (+1) 12 (+1) 10 (+0) 10 (+0) 9 (-1)

  • Skills Animal Handling +2
  • Senses darkvision 60 ft., passive Perception 10
  • Languages Common, Goblin
  • Challenge 1 (200 XP)
    Proficiency Bonus +2

Martial Advantage. Once per turn, the hobgoblin can deal an extra 10 (3d6) damage to a creature it hits with a weapon attack if that creature is within 5 feet of an ally of the hobgoblin that isn't incapacitated.

Actions

Lance. Melee Weapon Attack: +4 to hit, reach 10 ft., one target. Hit: 8 (1d12 + 2) piercing damage.

Weighted Net. Ranged Weapon Attack: +4 to hit, range 5/15 ft., one Large or smaller creature. Hit: The target is restrained. A creature can use its action to make a DC 12 Strength check, freeing itself or another creature within its reach on a success. Dealing 10 slashing damage to the net (AC 12) also frees the creature without harming it, ending the effect and destroying the net.


Worg Skirmisher

Large Monstrosity, Typically Neutral Evil


  • Armor Class 16 (chain mail)
  • Hit Points 52 (7d10 + 14)
  • Speed 50 ft.

STR DEX CON INT WIS CHA
16 (+3) 13 (+1) 14 (+2) 7 (-2) 11 (+0) 9 (-1)

  • Skills Perception +4
  • Senses darkvision 60 ft., passive Perception 14
  • Languages Goblin, Worg
  • Challenge 2 (450 XP)
    Proficiency Bonus +2

Keen Hearing and Smell. The worg has advantage on Wisdom (Perception) checks that rely on hearing or smell.

Martial Advantage. Once per turn, the worg can deal an extra 3 (1d6) damage to a creature it hits with a weapon attack if that creature is within 5 feet of an ally of the worg that isn't incapacitated.

Trained Mount. The worg can force an attack targeted at its rider to target it instead.

Actions

Multiattack. The worg makes two Bite attacks.

Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) piercing damage. If the target is a creature, it must succeed on a DC 13 Strength saving throw or be knocked prone.

Lich Variant: Elder Lich

Achieving lichdom is a significant feat for a creature, one that comes with a host of benefits and unnatural abilities. For some liches, however, this achievement is insufficient. Those who seek to push the boundaries of their capabilities even further might attempt to become an elder lich, a spellcaster of reality bending power said to be only a few steps behind godhood. Such a task requires grueling dedication and utter remorselessness.

Devourers of Souls. The process to become a mere lich is an infamous dark ritual, the specifics of which are obscured and hidden. The means by which a lich progresses to elder lichdom is even more so, barely a whisper of a rumor, one that those who achieve lichdom may ignore as a flight of fancy from other immortals who seek to amplify their power.

It is common knowledge amongst liches that a phylactery can only hold a single soul at a time, but this is a half-truth. The reality of the matter is that while a phylactery can only hold a single soul, it can be forced to consume additional souls via an arduous magical process known only to a few select individuals. The souls appear to be destroyed without effect, but over time—and with hundreds and thousands of souls force fed to the phylactery—the lich's soul grows stronger and stronger. This on its own is not enough, as the culmination of these efforts requires a final ritual: the sacrifice of another lich whose phylactery is destroyed as its soul is consumed. Only then is an elder lich born.

An elder lich must continue to feed souls to its phylactery, lest it lose enough of its power to revert back to normal lichdom.

Undead Nature. An elder lich doesn't require air, food, drink, or sleep.

Elder Lich Spellcasting

The elder lich comes with a number of spells already listed under its spellcasting action, and it likely has every wizard spell known across the planes contained within its spellbooks. You should feel free to add, remove, or change spells as you see fit, choosing from the wizard spell list.

An Elder Lich's Lair

An elder lich's lair is often designed to kill or remove intruders before they even begin to pose a threat. It might contain cursed items to tempt the foolish, permanent illusions, magical and mundane traps, and monsters of all kind, especially undead. You could consider including the following when creating an elder lich's lair:

Spells. The following is a list of particularly useful spells for any elder lich to have within their abode: antipathy/sympathy, arcane lock, glyph of warding, guards and wards, major image, private sanctum, programmed illusion, symbol, and teleportation circle.

Cursed Items. An elder lich has many magic items and similar objects in its lair, collected over the years. It may leave cursed items it possesses on display to act as bait, some of which it could have created for that very purpose.

Traps. The lich will likely employ the use of magical traps created by the glyph of warding or symbol spells, as well as mundane traps in the form of poison darts and gas, pits, or rooms designed to crush its occupants.

Monsters. A lich will maintain an army of undead, an efficient use of the corpses it will accrue as a result of its phylactery. They also commonly acquire more potent minions in the form of vampires and similar monsters. The most fiendish of elder liches take great amusement in making powerful tools out of the corpses of fallen adventurers, victims of its lair.

Lair Actions

On initiative count 20 (losing initiative ties), the lich can take a lair action to cause one of the following magical effects. The lich can't use the same effect two rounds in a row:

  • The lich rolls a d8 and casts any wizard spell with a casting time of 1 action of that level or lower.
  • The lich unleashes a wave of violent anti-magic in a 30-foot cone from itself. Each creature in that area that is concentrating on a spell must succeed on a DC 21 Constitution saving throw or lose its concentration and take force damage equal to three times the level of the spell.
  • The lich targets one creature it can see within 30 feet of it. A crackling cord of negative energy tethers the lich to the target. Whenever the lich takes damage, the target must make a DC 21 Constitution saving throw. On a failed save, the lich takes half the damage (rounded down), and the target takes the remaining damage. This tether lasts until initiative count 20 on the next round or until the lich or the target is no longer in the lich's lair.
  • The lich calls forth the spirits of creatures that died in its lair. These apparitions materialize and attack one creature that the lich can see within 60 feet of it. The target must succeed on a DC 21 Constitution saving throw, taking 70 (20d6) necrotic damage on a failed save, or half as much damage on a success. The apparitions then disappear.



Elder Lich

Medium Undead (Wizard), Typically Any Evil Alignment


  • Armor Class 21 (natural armor)
  • Hit Points 313 (33d8 + 165)
  • Speed 30 ft., fly 60 ft. (hover)

STR DEX CON INT WIS CHA
11 (+0) 16 (+3) 20 (+5) 25 (+7) 14 (+2) 16 (+3)

  • Saving Throws Dex +11, Con +13, Int +15, Wis +10, Cha +11
  • Skills Arcana +23, History +15, Insight +10, Perception +10
  • Damage Resistances cold, lightning, necrotic
  • Damage Immunities poison; bludgeoning, piercing, and slashing damage from nonmagical attacks
  • Condition Immunities charmed, exhaustion, frightened, paralyzed, poisoned
  • Senses truesight 120 ft., passive Perception 20
  • Languages Common plus up to five other languages
  • Challenge 28 (120,000 XP) or
    Proficiency Bonus +8

    29 (135,000 XP) when encountered in lair

Legendary Resistance (3/Day). If the lich fails a saving throw, it can choose to succeed instead.

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

Master Mage. The lich doesn't need to concentrate on spells it casts of 5th level or lower.

Rejuvenation. If it has a phylactery, a destroyed lich gains a new body in 1d4 days, regaining all its hit points and becoming active again. The new body appears within 5 feet of the phylactery.

Soul Sense. The lich knows the location of any creature within 120 feet of it that has a soul.

Turn Immunity. The lich is immune to effects that turn Undead.

Actions

Multiattack. The lich uses its Memento Mori twice. It can cast a spell with a casting time of 1 action in place of one of these attacks.

Memento Mori. Melee Spell Attack: +15 to hit, reach 5 ft., one creature. Hit: 14 (4d6) cold damage. The target must succeed on a DC 19 Constitution saving throw or take 21 (6d6) necrotic damage and be paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If this necrotic damage reduces a creature that isn't an Undead or Construct to 30 hit points or fewer, it dies, and rises at the start of the lich's next turn as a zombie under its control.

Lightning Bolt (3rd-Level Spell). A stroke of lightning forming a line 100 feet long and 5 feet wide blasts out from the lich.

 Each creature in the line must make a DC 23 Dexterity saving throw. A creature takes 28 (8d6) lightning damage on a failed save, or half as much damage on a successful one.

Meteor Swarm (9th-Level Spell; 1/Day). Blazing orbs plummet to the ground at four different points the lich can see within 1 mile of it. Each creature in a 40-foot radius sphere centered on each of those points must make a DC 23 Dexterity saving throw. The sphere spreads around corners. A creature takes 70 (20d6) fire damage plus 70 (20d6) bludgeoning damage on a failed save, or half as much damage on a successful one. A creature in the area of more than one fiery burst is affected only once.

Teleport. The lich magically teleports, along with any equipment it is wearing and carrying, up to 120 feet to an unoccupied space it can see.

Spellcasting. The lich casts one of the following spells, using Intelligence as its spellcasting modifier (spell save DC 23):

At will: hold person, invisibility, mage hand, minor illusion, sleep, slow

4/day each: confusion, dimension door, dominate person, slow, wall of force

3/day each: globe of invulnerability, mass suggestion

2/day each: plane shift, reverse gravity

1/day each: dominate monster, maze, power word kill

Legendary Actions

The lich 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 lich regains spent legendary actions at the start of its turn.

Memento Mori. The lich uses its Memento Mori.

Dreadful Presence (Costs 2 Actions). Each creature of the lich's choice that is within 60 feet of the lich and can see 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, 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 lich's Dreadful Presence for the next 24 hours.

Siphon Life (Costs 2 Actions). Each creature that isn't an Undead or Construct within 20 feet of the lich must make a DC 19 Constitution saving throw against this magic, taking 52 (15d6) necrotic damage on a failed save, or half as much damage on a successful one. If this damage would kill a creature, the lich regains hit points equal to half the damage the creature took.

Teleport (Costs 2 Actions). The lich uses its Teleport action.

Cast a Spell (Costs 2–3 Actions). The lich casts a spell of 8th-level or lower. Doing so costs 3 legendary actions unless the spell is of 5th-level or lower.

Minotaur Variants

Made by the touch of a demon, minotaurs are creatures of famous evil and legend. Occasionally, a minotaur will return to its creator or be sought by its creator and granted additional ability to create havoc and death.

Deathmarked Minotaur

For power and a twisted version of immortality, deathmarked minotaurs trade their mortal lives for a dark curse. This trade is always fatal, as a deathmarked minotaur will die within a single year of its curse being placed upon it. It wears this curse as a symbol of honor and dedication, sigils of evil magic seared into its flesh for all to see. After a year—or sooner, if it falls early in battle—a deathmarked minotaur rises once again, a skeletal warrior to fight an eternal battle.

Lord of Horns

The demonic power that created the minotaurs is a fickle thing, rewarding carnage and bloodshed. Those who earn its favor are rewarded with a boon from their horned creator, a blessing that bestows them with the title of Lord of Horns. A lord of horns commands lesser minotaurs, acting as a general and religious leader. They are mighty, tenacious, and zealous beyond reproach.

This gift is not without its perils, however. The title also serves as a challenge to those who would seek the same favor. A minotaur who slays a lord of horns often becomes one themselves.

Minotaur Hurler

The sport of hurling is popular with minotaurs, their size and strength affording them the capabilities to compete at it. Those minotaurs who excel at the practice often utilize what they learn in warfare, emulating the stone giants of the mountains to hurl rocks and boulders at their enemies. With superior upper body strength, they can decimate foes from great distances or hurl them bodily to a violent end.


Deathmarked Minotaur

Large Monstrosity, Typically Chaotic Evil


  • Armor Class 14 (natural armor)
  • Hit Points 76 (9d10 + 27)
  • Speed 40 ft.

STR DEX CON INT WIS CHA
18 (+4) 11 (+0) 16 (+3) 6 (-2) 16 (+3) 9 (-1)

  • Skills Perception +7
  • Damage Resistances necrotic
  • Condition Immunities charmed, frightened
  • Senses darkvison 120 ft., passive Perception 17
  • Languages Abyssal
  • Challenge 3 (700 XP)
    Proficiency Bonus +2

Abyssal Weapons. The minotaur's weapon attacks are magical. When the minotaur hits with any weapon, the weapon deals an extra 5 (1d10) necrotic damage (included in the attack).

Charge. If the minotaur moves at least 10 feet straight toward a target and then hits it with a gore attack on the same turn, the target takes an extra 9 (2d8) piercing damage. If the target is a creature, it must succeed on a DC 14 Strength saving throw or be pushed up to 10 feet away and knocked prone.

Deathmark. When the minotaur dies, its body immediately transforms into a minotaur skeleton.

Labyrinthine Recall. The minotaur can perfectly recall any path it has traveled.

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

Reckless. At the start of its turn, the minotaur can gain advantage on all melee weapon attack rolls it makes during that turn, but attack rolls against it have advantage until the start of its next turn.

Actions

Greataxe. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 17 (2d12 + 4) bludgeoning damage, plus 5 (1d10) necrotic damage.

Gore. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) piercing damage, plus 5 (1d10) necrotic damage.



Lord of Horns

Large Monstrosity, Typically Chaotic Evil


  • Armor Class 14 (natural armor)
  • Hit Points 114 (12d10 + 48)
  • Speed 40 ft.

STR DEX CON INT WIS CHA
21 (+5) 11 (+0) 19 (+4) 10 (+0) 16 (+3) 13 (+1)

  • Saving Throws Dex +3, Con +7, Wis +6
  • Skills Athletics +11, Perception +9
  • Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks
  • Senses darkvison 60 ft., passive Perception 19
  • Languages Abyssal
  • Challenge 7 (2,900 XP)
    Proficiency Bonus +3

Charge. If the lord moves at least 10 feet straight toward a target and then hits it with a gore attack on the same turn, the target takes an extra 13 (3d8) piercing damage. If the target is a creature, it must succeed on a DC 16 Strength saving throw or be pushed up to 15 feet away and knocked prone.

Labyrinthine Recall. The lord can perfectly recall any path it has traveled.

Reckless. At the start of its turn, the lord can gain advantage on all melee weapon attack rolls it makes during that turn, but attack rolls against it have advantage until the start of its next turn.

Unstoppable. The lord's movement is unaffected by difficult terrain, and it has advantage on saving throws against being incapacitated, restrained, or having its speed reduced.

Actions

Multiattack. The lord can use its Stampede if available. It then makes two attacks with its Greataxe. It can use its Gore in place of one attack.

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

Gore. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) piercing damage.

Stampede (Recharges after a Short or Long Rest). The lord moves up to its speed while yelling a call to arms. Any allied minotaur within 60 feet of the lord that can hear it can immediately use their reaction to move up to their speed and make one gore attack.



Minotaur Hurler

Large Monstrosity, Typically Chaotic Evil


  • Armor Class 14 (natural armor)
  • Hit Points 102 (12d10 + 36)
  • Speed 40 ft.

STR DEX CON INT WIS CHA
21 (+5) 11 (+0) 16 (+3) 6 (-2) 16 (+3) 9 (-1)

  • Skills Perception +7
  • Senses darkvison 60 ft., passive Perception 17
  • Languages Abyssal
  • Challenge 4 (1,100 XP)
    Proficiency Bonus +2

Charge. If the minotaur moves at least 10 feet straight toward a target and then hits it with a gore or rock attack on the same turn, the target takes an extra 9 (2d8) piercing damage. If the target is a creature, it must succeed on a DC 15 Strength saving throw or be pushed up to 10 feet away and knocked prone.

Labyrinthine Recall. The minotaur can perfectly recall any path it has traveled.

Reckless. At the start of its turn, the minotaur can gain advantage on all melee weapon attack rolls it makes during that turn, but attack rolls against it have advantage until the start of its next turn.

Actions

Multiattack. The minotaur makes two Fist attacks. It can replace one of these attacks with its Hurl.

Fist. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) bludgeoning damage.

Gore. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) piercing damage.

Rock. Ranged Weapon Attack: +7 to hit, range 60/180 ft., one target. Hit: 18 (3d8 + 5) bludgeoning damage.

Hurl (Recharge 4–6). The minotaur forces one Medium or smaller creature within 5 feet of it to make a DC 15 Strength saving throw. On a failed save, the creature is thrown up to 60 feet away from the minotaur in any direction and knocked prone. If a target strikes a solid surface after being thrown at least 10 feet, it takes 18 (3d8 + 5) bludgeoning damage. If the target is thrown at another creature, that creature must succeed on a DC 15 Dexterity saving throw or take the same damage and be knocked prone.

Ooze Variants

Creatures thought to be as old as the multiverse itself, these amorphous entities harbor something ineffable behind their slimy exteriors. Though the general rule names oozes as instinctual ambush predators, some of their ilk possess an intelligence that betrays their purported origins in the Abyss. Such jellies, puddings, and similar jiggly masses can digest nearly anything, though each variant is well-known to favor a particular aliment. The movements of most are straightforward, almost programmed, but some are known to possess predilections such as greed or tidiness.

Beryl Preserve

Purported as one of the few oozes not spawned by demons, instead the errant dallying of a marid, the beryl preserve resembles a mound of translucent sea-blue jam with blunted spikes. It moves by launching parts of itself through the air, bouncing rather than sliding across the ground. Because they are known to have cannibalistic instincts, tinkerers and smiths alike take great interest in these innocuous oozes.


Beryl Preserve

Tiny Ooze, Neutral


  • Armor Class 11
  • Hit Points 4 (1d4 + 2)
  • Speed 15 ft., swim 30 ft.

STR DEX CON INT WIS CHA
5 (-2) 12 (+1) 14 (+2) 3 (-4) 10 (0) 8 (-1)

  • Damage Resistances piercing
  • Damage Immunities acid, slashing
  • Condition Immunities blinded, charmed, deafened, exhaustion, frightened, prone
  • Senses blindsight 15 ft. (blind beyond this radius), passive Perception 10
  • Languages
  • Challenge 0 (15 XP)
    Proficiency Bonus +2

Invisible in Water. The preserve is invisible while fully immersed in water.

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

Actions

Pseudopod. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 3 (1d4 + 1) acid damage. An ooze takes twice as much damage.

Polish (1/Day). The preserve eats away at rust, corrosion, and loose dirt on one object within its reach. If the target was a piece of armor, the next time the creature wearing the armor takes damage from a weapon, it reduces the damage it takes by 4 (2d4).

Iridescent Mousse

An iridescent mousse is an amalgamate being, even among the amorphous oozes. They are created when Elemental Air essence, whether via direct contact with an elemental or channeled by a spellcaster through magic, blows apart several oozes in a rather spectacular fashion, creating bubbles. Only when many types of ooze are subjected to this colorful end will their remains coalesce into a slimy yet almost coral-like solid capable of rolling about land and even straight up walls.


Iridescent Mousse

Medium Ooze, Unaligned


  • Armor Class 14
  • Hit Points 40 (6d8 + 12)
  • Speed 45 ft., climb 30 ft.

STR DEX CON INT WIS CHA
1 (-5) 18 (+4) 14 (+2) 1 (-5) 13 (+1) 1 (-5)

  • Damage Immunities acid, cold, thunder
  • Condition Immunities blinded, charmed, deafened, exhaustion, frightened, prone
  • Senses blindsight 60 ft. (blind beyond this radius), passive Perception 11
  • Languages
  • Challenge 2 (450 XP)
    Proficiency Bonus +2

Charge. If the mousse moves at least 20 feet straight toward a target and then hits it with an Abrasive Spin attack on the same turn, the target takes an extra 3 (1d6) bludgeoning damage. If the target is a creature, it must succeed on a DC 12 Dexterity saving throw or be knocked prone.

Featherweight. The mousse is pushed 10 feet away from any creature that hits it with a melee attack.

Foamy Wake. When moving, the space the mousse passes through is coated and filled with a frothy mucus until the start of it next turn. A non-Ooze creature that moves through a space filled by the mucus must make a DC 12 Dexterity saving throw or fall prone. A creature moving through the area at half speed doesn't need to make the saving throw.

Actions

Multiattack. The mousse uses its Spume Spiral, then makes two attacks using its Abrasive Spin.

Abrasive Spin. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) acid damage.

Spume Spiral. The mousse releases a cyclone of aerated slime that spreads around corners. Each creature within 20 feet of the mousse must make a DC 12 Constitution saving throw or be blinded until the end of its next turn.

Lavender Mortar

Thought to be a hybrid of ochre jelly and gray ooze, this many-appendaged, web-like ooze has developed a method of extracting nourishment from the respiration of other living beings, hiding within the walls of a room often completely unnoticed. Believed to be a mad experiment inspired by the most insidious of wizards, this amorphous predator can lie in wait for millennia without requiring sustenance, uncharacteristic of their kind. The rooms they inhabit are invariably stone or brick, the walls and floor of which are impeccably clean and free from marks or gashes, albeit possibly littered with the dropped items and weapons of its previous victims.



Lavender Mortar

Huge Ooze, Unaligned


  • Armor Class 15 (natural armor)
  • Hit Points 136 (13d12 + 52)
  • Speed 20 ft.

STR DEX CON INT WIS CHA
19 (+4) 5 (-3) 18 (+4) 5 (-3) 14 (+2) 1 (-5)

  • Skills Perception +7, Stealth +7
  • Damage Resistances cold, fire, piercing, slashing
  • Damage Immunities acid, bludgeoning, thunder
  • Condition Immunities blinded, charmed, deafened, exhaustion, frightened, prone
  • Senses blindsight 120 ft. (blind beyond this radius), passive Perception 17
  • Languages
  • Challenge 14 (11,500 XP)
    Proficiency Bonus +5

Air Siphon. When the mortar hits a creature that needs to breathe with a Pseudopod attack, the target must succeed on a DC 17 Constitution saving throw or be unable to speak and cast spells with verbal components until the end of its next turn. It still counts as a breathing creature.

Death Throes. When the mortar dies, it collapses the room it inhabits, and each creature within the room must make a DC 15 Dexterity saving throw, taking 36 (8d8) bludgeoning damage on a failed save, or half as much damage on a successful one. Each creature in the area, whether it succeeds or fails its save, is restrained under the rubble; a creature can use its action to make a DC 16 Strength (Athletics) check to free itself or another creature. The room's area becomes difficult terrain until cleared.

False Appearance. While it remains motionless, the mortar is indistinguishable from the wall it inhabits.

Legendary Resistance (1/Day). If the mortar fails a saving throw, it can choose to succeed instead.

Limited Regeneration. The mortar regains 5 hit points at the start of its turn for each creature that is breathing inside the room it inhabits.

Actions

Multiattack. The mortar makes three Pseudopod attacks or Brick attacks.

Pseudopod. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 17 (3d8 + 4) acid damage.

Brick. Ranged Weapon Attack: +9 to hit, range 15/45 ft., one target. Hit: 11 (2d6 + 4) bludgeoning damage, and the target must make a DC 17 Constitution saving throw. On a failed save, it can't make more than one attack on its next turn, regardless of how many it could normally make.

Legendary Actions

The mortar can take 1 legendary action, choosing from the options below. A legendary action can be used only at the end of another creature's turn. The mortar regains a spent legendary action at the start of its turn.

Pseudopod. The mortar makes a Pseudopod attack.

Stone Shift. The mortar destroys a wall of bricks or stones within its reach. If the wall can't fit within a 20-foot cube, it destroys a section of it up to 20 feet on a side. Alternatively, the mortar creates a wall of brick or stone up to 20 feet wide, 20 feet tall, and one foot thick in an unoccupied space within its reach. A wall made in this way has 50 hit points, AC 15, and immunity to poison and psychic damage.
The mortar can make two walls in this way before it must destroy a wall for materials. If it makes a third without destroying a different wall, the oldest wall it made this way crumbles.

Otyugh Variant: Otyughast

Covered in flies and rotted flesh, otyughasts are the animate remains of dead otyughs. Their yellow skin grays and their enormous mouths expand, tearing tendons and unhinging the jaw to open further and swallow more.

Accidental Origin. The first otyughast emerged by accident. Feeding on the flesh of a ghoul, the otyugh ate
and ate, slowly dying from necrotic poisoning without noticing. Despite this, the otyugh's hunger only grew,
and though its body began to decay, negative energy
surged into it to fuel the creature's gluttony. It grew in size and continued to eat as its blood turned to ash, completing its transformation into a ghast.

Demonic Hunger. Until the otyughast, ghouls were typically found as humanoids. Occasionally, an especially ravenous and cunning ghast led them, but primarily, ghouls and ghasts were humanoid in origin. After becoming aware of the first otyughast, demons turned their attention to the aberrations and imparted energy in the most gluttonous of otyughs, feeding their undeath. Now, these creatures lead entire hordes of ghouls from their maggoty domains, often escorting their minions to the remains of killing fields and war zones, where thousands of bodies await their maws.



Otyughast

Huge Undead, Typically Chaotic Evil


  • Armor Class 12
  • Hit Points 162 (14d12 + 70)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
18 (+4) 15 (+2) 21 (+5) 11 (+0) 13 (+1) 6 (-2)

  • Saving Throws Con +9
  • Damage Resistances necrotic; bludgeoning, piercing, and slashing from nonmagical attacks
  • Damage Immunities poison
  • Condition Immunities charmed, exhaustion, poisoned
  • Senses darkvision 120 ft., passive Perception 11
  • Languages Common, Oyutgh
  • Challenge 10 (5,900 XP)
    Proficiency Bonus +4

Limited Telepathy. The otyughast can magically transmit simple messages and images to any creature within 120 feet of it that can understand a language. This form of telepathy doesn't allow the receiving creature to telepathically respond.

Stench. Any creature that starts its turn within 15 feet of the otyughast must succeed on a DC 17 Constitution saving throw or be poisoned until the start of its next turn. On a successful save, the creature is immune to this stench for 24 hours.

Turning Defiance. The otyughast and any ghast or ghoul within 30 feet of it has advantage on saving throws against effects that turn Undead.

Actions

Multiattack. The otyughast makes three attacks: one with its Bite and two with its Tentacles.

Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 15 (2d10 + 4) piercing damage, and the target is grappled (escape DC 16). Until the grapple ends, the target is restrained, and the otyughast can't bite another target.

Tentacle. Melee Weapon Attack: +8 to hit, reach 15 ft., one target. Hit: 15 (2d10 + 4) bludgeoning damage plus 4 (1d8) piercing damage. If the target isn't an Undead or Construct, it must succeed on a DC 17 Constitution saving throw or become paralyzed for 1 minute. The target can repeat the saving throw at the end of its turn until it succeeds.

Swallow. Melee Weapon Attack: +8 to hit, reach 5 ft., one Large or smaller creature the otyughast is grappling. Hit: 37 (6d10 + 4) 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 otyughast, and it takes 14 (4d6) acid damage at the start of each of the otyughast's turns. An otyughast can have only one creature swallowed at a time.
 If the otyughast takes 20 damage or more on a single turn from the swallowed creature, the otyughast must succeed on a DC 20 Constitution saving throw at the end of that turn or regurgitate the creature, which falls prone in a space within 10 feet of the otyughast. If the otyughast dies, a swallowed creature is no longer restrained and can escape from the corpse using 10 feet of movement, exiting prone.

Purple Worm Variant: Albino Worm

A purple worm is a terrible creature in its own right, an undulating mass of muscle, chitinous plates, and raw fury. Lesser known is the rare mutation of purple worms: the albino worm. A purple worm that hatches close to the planet's core—born in utter darkness—and never sees light until it is fully grown, may shed its exoskeleton one final, brutal time. The ripping agony of the process is enough to kill most would-be albino worms, but if it does so successfully, it emerges as a predator of unmatched ferocity.

Dark Hearts. Albino worms hate light above all things, to such a degree that they can sense its presence with a supernatural accuracy. The worm will typically avoid light as best it can, only risking its burning touch if prey is scarce. If a creature uses light as a weapon to harm it, the worm is instantly driven into a single minded rage directed upon it.

Ivory Ichor. The blood of an albino worm matches its ivory hide, the purest white. The fluid ignites harmlessly with contact with light, but can be an extremely potent alchemical component or ingredient for explosives. Handled with care—and correctly processed—albino worm blood is worth one hundred times its weight in gold.



Albino Worm

Gargantuan Monstrosity, Unaligned


  • Armor Class 20 (natural armor)
  • Hit Points 350 (20d20 + 140)
  • Speed 80 ft., burrow 50 ft.

STR DEX CON INT WIS CHA
30 (+10) 10 (+0) 25 (+7) 1 (-5) 11 (+0) 4 (-3)

  • Saving Throws Con +14, Wis +7
  • Senses blindsight 60 ft. (blind beyond this radius), tremorsense 120 ft., passive Perception 10
  • Languages
  • Challenge 21 (35,000 XP)
    Proficiency Bonus +7

Legendary Resistance (3/Day). If the worm fails a saving throw, it can choose to succeed instead.

Light Hypersensitivity. The worm can sense light within 300 feet of it, even behind total cover, and takes 15 radiant damage when it starts its turn in bright light. While at least half the worm is in an area of light, it has disadvantage on attack rolls and ability checks.

Tunneler. The worm can burrow through solid rock at half its burrow speed and leaves a 20-foot diameter tunnel its wake.

Actions

Multiattack. The worm makes two attacks: one with its Bite and one with its Stinger.

Bite. Melee Weapon Attack: +17 to hit, reach 15 ft., one target. Hit: 32 (5d8 + 10) piercing damage. If the target is a Large or smaller creature, it must succeed on a DC 22 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 21 (6d6) acid damage at the start of each of the worm's turns.
  If the worm takes 40 damage or more on a single turn from a creature inside it, the worm must succeed on a DC 22 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 worm. If the worm dies, a swallowed creature is no longer restrained by it and can escape from the corpse by using 20 feet of movement, exiting prone.

Tail Stinger. Melee Weapon Attack: +17 to hit, reach 15 ft., one creature. Hit: 27 (5d6 + 10) piercing damage, and the target must make a DC 22 Constitution saving throw. On a failed save, a creature takes 42 (12d6) poison damage and is poisoned for 1 hour. On a successful save, it takes half as much damage and isn't poisoned.

Debilitating Screech (5–6). The worm shrieks at piercing volume, audible out to 1 mile. Each other creature within 120 feet of the worm that can hear it must make a DC 18 Constitution saving throw. On a failed save, a creature takes 45 (10d8) thunder damage, falls prone, and can't stand for 1 minute. On a successful save, a creature takes half as much damage and suffers no other effects. A creature that can't stand in this way can repeat its saving throw at the end of each of its turns, ending the effect on a success.

Roc Variants

When the father of giants made his children, Annam also made the rocs. He did so with the intent that they would challenge the dragons for control of the air, but Annam also considered them as companions for his children. Before he perfected the rocs most are familiar with, Annam experimented with creatures made to compliment his children, such as rocs made of pure lightning for storm giants to ride or strange undead rocs that could raise slain frost giants from the snow.

As a group, they were unstable and difficult to control. Those that survived his experimentation fled out into the world, sometimes even into other planes. Where they still exist, they act as powerful hunters and will take down any prey they deem entertaining or potentially tasty.


Bedroc

Knowing that stone giants would not willingly bring themselves above ground for the war, Annam imagined a creature that was less a bird and more a transport vehicle. As such, he created the bedroc with a hollow stomach that could carry two stone giants quickly to battle sites, moving faster than the rest of its kin, but the speed came with a cost.

Sleeping Giants. Though the bedroc can fly quickly and transport the stone giants within them with ease, they are prone to drowsiness and lethargy. With their stone skin, they can look like large boulders sleeping on mountains, and it is not uncommon for them to go unnoticed for a century or more as they hibernate.



Bedroc

Gargantuan Monstrosity, Unaligned


  • Armor Class 19 (natural armor)
  • Hit Points 108 (7d20 + 35)
  • Speed 5 ft., fly 180 ft.

STR DEX CON INT WIS CHA
28 (+9) 7 (-2) 21 (+5) 4 (-3) 10 (+0) 8 (-1)

  • Saving Throws Wis +3, Cha +2
  • Skills Athletics +12
  • Damage Vulnerabilities thunder
  • Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks
  • Damage Immunities poison
  • Condition Immunities poisoned
  • Senses darkvision 30 ft., passive Perception 10
  • Languages understands Giant but can't speak
  • Challenge 8 (3,900 XP)
    Proficiency Bonus +3

Hollow Stomach. The bedroc can hold up to two stone giants in its stomach, using its action to swallow one if it is incapacitated or willing.

 While in its stomach, a giant is blinded and restrained, and it has total cover against attacks and other effects outside the bedroc. A giant can escape the bedroc by using 15 feet of movement, exiting prone.

Immutable Form. The bedroc is immune to any spell or effect that would alter its form.

Stone Camouflage. The bedroc has advantage on Dexterity (Stealth) checks made to hide in rocky terrain.

Actions

Multiattack. The bedroc makes two attacks: one with its Beak and one with its Talons.

Beak. Melee Weapon Attack: +12 to hit, reach 10 ft., one target. Hit: 18 (2d8 + 9) piercing damage.

Talons. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 16 (2d6 + 9) slashing damage.

Bonus Actions

Regurgitate. The bedroc regurgitates one swallowed giant into an unoccupied space within 5 feet of it. The giant lands prone.

Cryoc

When Annam considered the frost giants, he acknowledged that their raiding parties were unlikely to take the time to break a mount. Running into the snows and dying was their way. Inspired by vultures and other carrion birds, Annam conceived the cryoc as birds that could raise fallen frost giants from death and sustain them long enough to complete their raids against the dragons.

Fell Snows. Cryoc make their homes in any regions that suit their icy bodies, but they prefer sites that have strong relationships with death. For some, this is atop an icy mountain that overlooks a frosty battlefield, but for others, this means sites of negative energy, where the lower planes overlap with the coldest regions of the Material Plane.



Cryoc

Gargantuan Monstrosity, Unaligned


  • Armor Class 15 (natural armor)
  • Hit Points 116 (8d20 + 32)
  • Speed 15 ft., fly 90 ft.

STR DEX CON INT WIS CHA
27 (+8) 10 (+0) 19 (+4) 6 (-2) 13 (+1) 8 (-1)

  • Skills Perception +5
  • Damage Immunities cold, necrotic, poison
  • Condition Immunities poisoned
  • Senses darkvision 120 ft., passive Perception 15
  • Languages Giant
  • Challenge 10 (5,900 XP)
    Proficiency Bonus +4

Detect Giant. The cryoc can magically sense the presence of Giants up to 1 mile away. It knows their general direction but not their exact locations.

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

Actions

Multiattack. The cryoc makes two attacks: one with its Beak and one with its Talons.

Beak. Melee Weapon Attack: +12 to hit, reach 10 ft., one target. Hit: 21 (3d8 + 8) piercing damage plus 11 (2d10) cold damage.

Talons. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 18 (3d6 + 8) slashing damage plus 11 (2d10) cold damage

Fell Tears (3/Day). The cryoc cries over a Giant corpse within 5 feet that it can see. The creature returns to life with half of its hit points. This effect can't return to life a Giant that has died of old age, nor can it restore any missing body parts.

Spellcasting. The cryoc casts one of the following spells, using Wisdom as its spellcasting modifier (spell save DC 13):

At will: gentle repose, spare the dying, speak with dead



Electroc

Gargantuan Monstrosity, Unaligned


  • Armor Class 17 (natural armor)
  • Hit Points 231 (14d20 + 84)
  • Speed 20 ft., fly 120 ft.

STR DEX CON INT WIS CHA
28 (+9) 12 (+1) 22 (+6) 5 (-3) 10 (+0) 9 (-1)

  • Saving Throws Dex +6, Con +11, Wis +5, Cha +4
  • Skills Perception +5
  • Damage Immunities lightning, thunder
  • Senses passive Perception 15
  • Languages understands Giant but can't speak
  • Challenge 13 (10,000 XP)
    Proficiency Bonus +5

Flyby. The electroc doesn't provoke opportunity attacks when it flies out of an enemy's reach.

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

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

Lightning Body. A creature that touches the electroc or hits it with a melee attack while within 5 feet of it takes 6 (1d12) lightning damage.

Actions

Multiattack. The electroc makes two attacks: one with its Beak and one with its Talons.

Beak. Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: 27 (4d8 + 9) piercing damage plus 6 (1d12) lightning damage.

Talons. Melee Weapon Attack: +14 to hit, reach 5 ft., one target. Hit: 23 (4d6 + 9) slashing damage plus 6 (1d12) lightning damage, and the target is grappled (escape DC 20). Until this grapple ends, the target is restrained, and the electroc can't use its talons on another target.

Bolt Blast (Recharge 5–6). The electroc transforms into a bolt of pure lightning and moves up to 120 feet in a straight line. This costs movement as normal, but the electroc isn't slowed by dragging creatures it has grappled when it does so, and it can move through the spaces of any creatures that are Huge or smaller. The first time it enters a creature's space during this move, the creature must make a DC 20 Dexterity saving throw, taking 32 (5d12) lightning damage on a failed save, or half as much on a successful save. Any creature that is grappled by the electroc moves with it and takes 18 (4d8) thunder damage.

Electroc

Electroc were designed as mounts for the storm giants, but their unstable nature makes them difficult to tame. To this day, they are constantly hunted by storm giants who seek to prove their strength by binding the beasts to their burden. Those that they capture require years to break and a fearless rider, but they become immensely useful companions.

Storm Riders. Electroc fly just ahead of storm fronts, leading them like bolts of lightning that strike ahead. Wherever they fly, they bring hurricanes and typhoons. In the rare event they find themselves above water with no storm around, they beat their wings and raise a storm to race behind them.

Embroc

Busy in their volcanic citadels, the fire giants can lose
sight of that which happens in the outside world. Annam was concerned that his most organized warriors would miss the battle with the dragons completely, so he conceived the embroc as scouts and outriders for the fire giant armies, alerting them to the need to raise arms.

Volcanoclast. The embroc proved more volatile than Annam desired. They had strong personalities that made them difficult to keep within the fire giant's regimented military structure and so the pairing fell apart. Now, the embroc make their homes in the volcanoes of their fire giant brethren, but the two rarely interact without hostility.



Embroc

Gargantuan Monstrosity, Unaligned


  • Armor Class 15 (natural armor)
  • Hit Points 165 (10d20 + 60)
  • Speed 20 ft., fly 120 ft.

STR DEX CON INT WIS CHA
28 (+9) 12 (+1) 22 (+6) 5 (-3) 12 (+1) 9 (-1)

  • Saving Throws Dex +5, Wis +5, Cha +3
  • Skills Perception +5
  • Damage Resistances cold; bludgeoning, piercing, and slashing from nonmagical attacks
  • Damage Immunities fire, poison
  • Senses passive Perception 15
  • Languages understands Giant but can't speak
  • Challenge 12 (8,400 XP)
    Proficiency Bonus +4

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

Flame Body. A creature that touches the embroc or hits it with a melee attack while within 5 feet of it takes 5 (1d10) fire damage.

Actions

Multiattack. The embroc makes two attacks: one with its Beak and one with its Talons.

Beak. Melee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit: 27 (4d8 + 9) piercing damage.

Talons. Melee Weapon Attack: +13 to hit, reach 5 ft., one target. Hit: 23 (4d6 + 9) slashing damage plus 11 (2d10) fire damage.

Explosive Escape (Recharge 5–6). The embroc teleports up to 30 feet to an unoccupied space it can see, creating an explosion as it departs its space. Each creature within 10 feet of the embroc before it teleports must make DC 19 Dexterity saving throw, taking 44 (8d10) fire damage or half as much on a successful save.

Bonus Actions

Scout's Step. The embroc teleports up to 30 feet to an unoccupied space it can see.

Historoc

Hill giants are unilaterally considered the most primitive of the giants. As such, Annam looked to more historic options for their mounts. Inspired by pterodactyls, the historoc are unintelligent creatures driven by an urge to feed. He hoped that their like-minded desires for sustenance would lead to a symbiotic relationship where the bird might regurgitate food for the hill giants to consume, which would allow them to focus on other tasks for the war, but they ended up eating each other instead. Today, historoc legs are a delicacy among hill giants as a result.







Historic Prey. The remaining historocs live fast lives above the hills, hunting and eating anything they can find. In this way, they're the most similar to the rocs that made it out of the experimental phase, but unlike those rocs, historocs land often, which makes them easier to hunt and kill, especially when hill giant hunters coming looking for their historic flavor.



Historoc

Gargantuan Monstrosity, Unaligned


  • Armor Class 14 (natural armor)
  • Hit Points 188 (13d20 + 52)
  • Speed 20 ft., fly 90 ft.

STR DEX CON INT WIS CHA
26 (+8) 10 (+0) 18 (+4) 3 (-4) 10 (+0) 7 (-2)

  • Skills Perception +3
  • Senses passive Perception 13
  • Languages
  • Challenge 8 (3,900)
    Proficiency Bonus +3

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

Prehistoric Hunger. The historoc can swallow a creature of any size.

Actions

Beak. Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 26 (4d8 + 8) piercing damage, and the target is swallowed. A swallowed creature is blinded and restrained, has total cover against attacks and other effects outside the historoc, and takes 10 (3d6) acid damage at the start of each of the historoc’s turns. The historoc’s gullet can hold up to one gargantuan creature or two creatures of Huge size or smaller at a time.
 If the historoc takes 20 damage or more on a single turn from a creature inside it, the historoc must succeed on a DC 19 Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, each of which falls prone in a space within 10 feet of the historoc. If the historoc dies, a swallowed creature is no longer restrained by it and can escape from the corpse using 15 feet of movement, exiting prone.

Acidic Belch (Recharge 5–6). A cone of acid blasts out of the historoc's mouth in a 30-foot cone. Each creature in the area must succeed on a DC 19 Dexterity saving throw, taking 22 (4d10) acid damage on a failed save, or half as much damage on a successful one.

Prismoc

From their high fiefs, cloud giants look down on the other giants and imagine the ways in which they can bind them to their servitude. In a war with the dragons, though, Annam needed them to be even more conniving, and so he imagined the prismocs, who could act as spies. With their ability to turn invisible and to see incredible distances, they would serve the cloud giant's well—or they would have, had they not become smart enough to escape servitude.

Silent Amongst Chaos. The smartest of the experimental rocs, the prismocs escaped their servitude under the cloud giants, utilizing their ability to become invisible and spread out into the world. They were hunted relentlessly, and those that survived were forced to abandon the Material Plane. They now fly quietly among the clouds in the Elemental Plane of Air, studying their prey for days before attacking.



Prismoc

Gargantuan Monstrosity, Unaligned


  • Armor Class 15 (natural armor)
  • Hit Points 217 (14d20 + 70)
  • Speed 20 ft., fly 120 ft.

STR DEX CON INT WIS CHA
28 (+9) 10 (+0) 21 (+5) 11 (+0) 18 (+4) 9 (-1)

  • Saving Throws Dex +4, Con +9, Int +4, Cha +3
  • Skills Insight +8, Perception +8
  • Senses passive Perception 18
  • Languages Auran, Common, Giant
  • Challenge 11 (7,200 XP)
    Proficiency Bonus +4

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

Limited Invisibility. The prismoc is invisible while in sunlight.

Actions

Multiattack. The prismoc makes two attacks: one with its beak and one with its talons.

Beak. Melee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit: 27 (4d8 + 9) piercing damage.

Talons. Melee Weapon Attack: +13 to hit, reach 5 ft., one target. Hit: 23 (4d6 + 9) slashing damage and the target is grappled (escape DC 21). Until this grapple ends, the target is restrained, and the prismoc can't use its talons on another target.

Prismatic Spray (7th-Level Spell; 3/Day). Eight multicolored rays of light flash from the prismoc's beak. Each ray is a different color and has a different power and purpose. Each creature in a 60-foot cone must make a DC 16 Dexterity saving throw. For each target, roll a d8 to determine which color ray affects it.

1. Red. The target takes 10d6 fire damage on a failed save, or half as much damage on a successful one.

2. Orange. The target takes 10d6 acid damage on a failed save, or half as much damage on a successful one.

3. Yellow. The target takes 10d6 lightning damage on a failed save, or half as much damage on a successful one.

4. Green. The target takes 10d6 poison damage on a failed save, or half as much damage on a successful one.

5. Blue. The target takes 10d6 cold damage on a failed save, or half as much damage on a successful one.

6. Indigo. On a failed save, the target is restrained. It must then make a DC 16 Constitution saving throw at the end of each of its turns. If it successfully saves three times, the spell ends. If it fails its save three times, it permanently turns to stone and is subjected to the petrified condition. The successes and failures don't need to be consecutive, keep track of both until the target collects three of a kind.

7. Violet. On a failed save, the target is blinded. It must then make a DC 16 Wisdom saving throw at the start of the prismoc's next turn. A successful save ends the blindness. If it fails that save, the creature is transported to another plane of existence of the GM's choosing and is no longer blinded. (Typically, a creature that is on a plane that isn't its home plane is banished home, while other creatures are usually cast into the Astral or Ethereal planes.)

8. Special. The target is struck by two rays. Roll twice more, rerolling any 8.

Spellcasting. The prismoc casts the following spell, requiring no material components and using Wisdom as its spellcasting modifier (spell save DC 16):

3/day each: color spray

Treant Variants

Awakened by natural magic, treants are the wise guardians of the woodlands. In peaceful times, many treants prefer to rest and meditate, giving them the appearance of a normal tree. When the need arises, however, they are ready in an instant to defend their homes and all nature itself.

A treant senses the state of nature for several miles around it, based on subtle changes in the air and earth. To protect a woodland, all it takes is a few treants, and those who seek to needlessly fell trees or hunt more than they need should be careful about attracting a treant’s attention. Those who burn trees and poison the woodland risk incurring even greater wrath.

Deadwood Treant

When a woodland dies and the treant that was meant to protect it remains, the treant may become a shell of its former self. It withers as its bark darkens and its leaves die; while the treant itself may not have died, it is not truly alive anymore.

Cut off from life and nature and filled with only shame and rage over what it lost, a deadwood treant may focus this anger at those that destroyed its home, or sometimes, at all life that comes near it. A deadwood’s fury can even allow it to shrug off attacks that would normally kill it, pain becoming second nature in its half-life.

Infested Treant

Pests are a common issue in the woodlands, feasting on plants and destroying the sanctity of the balance of nature. When swarms of insects infest a woodland, they find their way into all places, and neither treetop nor unturned rock is free from them.

Not even the protectors of the woodland are safe. As their woodlands are ravaged by the insectoid affliction, so are the treants. The unending torment of scurrying and biting makes it impossible for the treants to think straight, causing them to act rashly and unpredictably. Freeing a treant and its woodland from one of these plagues is an act that will always earn you their favor, but such treants are likely unable to tell the difference between friend and foe in the meantime.

Treant Grove Keeper

Treants never stop growing in size or power, with the mightiest of treants reaching an awe-inspiring size. Ancient treants known as grove keepers are these mightiest treants, towering over most trees under their protection and wielding enough power to protect a woodland on their own with ease.

Grove keepers develop an innate magical power over all life. They are able to communicate easily with animals and plants and to empower them to help protect the woodland. They are not only treants of legendary power, they also have obtained incredible knowledge and wisdom—especially with all that involves the natural world.


Deadwood Treant

Large Plant, Typically Neutral Evil


  • Armor Class 14 (natural armor)
  • Hit Points 115 (10d10 + 60)
  • Speed 20 ft.

STR DEX CON INT WIS CHA
22 (+6) 6 (-2) 23 (+6) 5 (-3) 12 (+1) 8 (-1)

  • Saving Throws Wis +4
  • Damage Vulnerabilities fire
  • Damage Resistances bludgeoning, piercing
  • Damage Immunities poison
  • Condition Immunities poisoned
  • Senses darkvision 60 ft., passive Perception 11
  • Languages understands Common, Druidic, Elvish, and Sylvan but can't speak
  • Challenge 5 (1,800 XP)
    Proficiency Bonus +3

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

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

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

Actions

Multiattack. The treant makes two Slam attacks.

Slam. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 13 (2d6 + 6) bludgeoning damage.

Petrified Growth (Recharge 5–6). The treant stabs at a creature it can see within 10 feet of it with several dying branches. The creature must make a DC 17 Dexterity saving throw, taking 13 (2d6 + 6) piercing damage plus 18 (4d8) necrotic damage on a failed save, or half as much damage on a successful one.


Infested Treant

Huge Plant, Typically Chaotic Neutral


  • Armor Class 15 (natural armor)
  • Hit Points 126 (12d12 + 48)
  • Speed 25 ft.

STR DEX CON INT WIS CHA
20 (+5) 7 (-2) 19 (+4) 12 (+1) 13 (+1) 10 (+0)

  • Saving Throws Con +8
  • Damage Vulnerabilities fire
  • Damage Resistances bludgeoning, piercing, poison
  • Condition Immunities poisoned
  • Senses passive Perception 11
  • Languages Common, Druidic, Elvish , Sylvan
  • Challenge 9 (5,000 XP)
    Proficiency Bonus +4

False Appearance. While the treant remains motionless, it is indistinguishable from an insect infested tree.

Infested Body. A creature that touches the treant or hits it with a melee attack while within 5 feet of it takes 5 (1d10) piercing damage plus 5 (1d10) poison damage.

Infested Weapons. When the treant hits with a weapon attack, it deals an extra 5 (1d10) piercing damage plus 5 (1d10) poison damage (included in the attack).

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

Swarm Burst. When the treant dies, 1d4 + 1 swarms of insects appear in its space, taking its place in the initiative order.

Actions

Multiattack. The treant makes two Slam attacks.

Slam. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 15 (3d6 + 5) bludgeoning damage, plus 5 (1d10) piercing damage damage plus 5 (1d10) poison damage.

Rock. Ranged Weapon Attack: +9 to hit, range 60/180 ft., one target. Hit: 27 (4d10 + 5) bludgeoning damage, plus 5 (1d10) piercing damage damage plus 5 (1d10) poison damage.

Infest Tree (1/Day). The treant magically infests and animates one or two trees it can see within 60 feet of it. These trees have the same statistics as an infested treant, except they have Intelligence and Charisma scores of 1, they can't speak, and they have only the Slam action option. An animated tree acts as an ally of the treant. The tree remains animate for 1 day or until it dies; until the treant dies or is more than 120 feet from the tree; or until the treant takes a bonus action to turn it back into an inanimate tree. The tree then takes root if possible.



Treant Grove Keeper

Gargantuan Plant (Druid), Typically Neutral Good


  • Armor Class 18 (natural armor)
  • Hit Points 245 (14d20 + 98)
  • Speed 40 ft.

STR DEX CON INT WIS CHA
26 (+8) 10 (+0) 24 (+7) 17 (+3) 25 (+7) 15 (+2)

  • Saving Throws Dex +7
  • Skills Nature +10, Survival +14
  • Damage Resistances bludgeoning, piercing
  • Damage Immunities bludgeoning, piercing, and slashing from nonmagical attacks
  • Senses passive Perception 17
  • Languages Common, Druidic, Elvish, Sylvan
  • Challenge 22 (41,000 XP)
    Proficiency Bonus +7

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

Legendary Resistance (3/Day). If the treant fails a saving throw, it can choose to succeed instead.

Magic Weapons. The treant's weapon attacks are magical.

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

Actions

Multiattack. The treant makes two Slam attacks.

Slam. Melee Weapon Attack: +15 to hit, reach 10 ft., one target. Hit: 26 (4d8 + 8) bludgeoning damage.

Rock. Ranged Weapon Attack: +15 to hit, range 60/180 ft., one target. Hit: 47 (6d12 + 8) bludgeoning damage.

Animate Grove (1/Day). The treant magically animates up to six trees it can see within 60 feet of it. These trees have the same statistics as a treant, except they have Intelligence and Charisma scores of 1, they can't speak, and they have only the Slam action option . An animated tree acts as an ally of the treant. The tree remains animate for 1 day or until it dies; until the treant dies or is more than 120 feet from the tree; or until the treant takes a bonus action to turn it back into an inanimate tree. The tree then takes root if possible.

Wall of Thorns (6th-Level Spell; 1/Day). The treant creates a wall of tough, pliable, tangled brush bristled with needle-sharp thorns. The wall appears within 120 feet of the treant on a solid surface and lasts for the duration. The wall can be up to 60 feet long, 10 feet high, and 5 feet thick or a circle that has a 20-foot diameter and is up to 20 feet high and 5 feet thick. The wall blocks line of sight.
 When the wall appears, each creature within its area must make a DC 22 Dexterity saving throw. On a failed save, a creature takes 31 (7d8) piercing damage, or half as much damage on a successful save.
 A creature can move through the wall, albeit slowly and painfully. For every 1 foot a creature moves through the wall, it must spend 4 feet of movement. Furthermore, the first time a creature enters the wall on a turn or ends its turn there, the creature must make a Dexterity saving throw. It takes 31 (7d8) slashing damage on a failed save, or half as much damage on a successful one.

Spellcasting. The treant casts one of the following spells, using Wisdom as its spellcasting modifier (spell save DC 22):

At will: druidcraft, guidance, resistance

3/day each: entangle, fog cloud, goodberry, lesser restoration, pass without trace, spike growth

2/day each: conjure woodland beings, freedom of movement, plant growth, speak with plants

1/day each: greater restoration, tree stride

Legendary Actions

The treant 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 treant regains spent legendary actions at the start of its turn.

Charge. The treant moves up to half its speed and makes one Slam attack.

Armor of Vines (Costs 2 Actions). Thick vines grow over the treant or another plant creature it can see within 60 feet of it. The target gains a +2 bonus to AC until the end of the treant's next turn.

Cast a Spell (Costs 3 Actions). The treant casts a spell from its list of spells, expending a daily use as normal.

Unicorn Variants

Unicorns are meant to hold evil at bay, but not all succeed in this. When a unicorn fails its duty, it becomes vulnerable to corruption by dark magic or even a fall from grace–a fate that is echoed by the forest that the unicorn was once sworn to protect, as the unicorn's magic that filled the forest with life twists the forest into a dark reflection of what it once was.

Corrupted Unicorn

A corrupted unicorn typically does not try to do evil or to commit evil by force, but the dark powers that possess it may stop it from understanding its own actions. It may lash out at creatures that are not native to its forest, or hunt intruders directly, seeing them only as a threat.

Fallen Unicorn

A fallen unicorn, on the other hand, knows exactly what it is doing, and now only exists to destroy and corrupt. Anything that once prospered in its forest now only suffers and dies, and any who enter may find the same fate.


Dark Unicorn Lairs

A corrupted unicorn's lair might be a slowly dying forest riddled with graying trees and fungus. A fallen unicorn's lair may be a completely dead forest, with unending forest fires and a constant smell of decay.

Regional Effects

Transformed by the unicorn's magical presence, the land that makes up a unicorn's domain is up to five square miles in size and can include any of the following magical effects:

  • Open flames of a nonmagical nature within the unicorn's domain are much harder to put out and will start to spread if not contained.
  • Creatures that are not native to the unicorn's domain have a harder time hiding; they have disadvantage on all Dexterity (Stealth) checks made to hide.
  • When a Good-aligned creature casts a spell or uses a magical effect that causes another Good-aligned creature to regain hit points, the target regains the minimum number of hit points possible for the spell or effect. Good-aligned creatures have disadvantage on ability checks and saving throws involving curses.


Corrupted Unicorn

Large Celestial, Typically Lawful Neutral


  • Armor Class 13
  • Hit Points 136 (16d10 + 48)
  • Speed 50 ft.

STR DEX CON INT WIS CHA
20 (+5) 16 (+3) 16 (+3) 11 (+0) 17 (+3) 16 (+3)

  • Damage Immunities poison
  • Condition Immunities charmed, paralyzed, poisoned
  • Senses darkvision 60 ft., passive Perception 13
  • Languages Celestial, Elvish, Sylvan, telepathy 60 ft.
  • Challenge 6 (5,900 XP)
    Proficiency Bonus +3

Charge. If the unicorn moves at least 20 feet straight toward a target and then hits it with a horn attack on the same turn, the target takes an extra 9 (2d8) piercing damage. If the target is a creature, it must succeed on a DC 16 Strength saving throw or be knocked prone.

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

Magic Weapons. The unicorn's weapon attacks are magical.

Actions

Multiattack. The unicorn makes two attacks: one with its Hooves and one with its Horn.

Hooves. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) bludgeoning damage.

Horn. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 9 (1d8 + 5) piercing damage.

Corrupting Touch (3/Day). The unicorn touches another creature with its horn. The target must make a DC 14 Constitution saving throw. On a failure the target is poisoned for 1 hour and takes 11 (2d8 + 2) poison damage. While a creature is poisoned in this way, it can't regain any hit points.

Teleport (1/Day). The unicorn magically teleports itself and up to three willing creatures it can see within 5 feet of it, along with any equipment they are wearing or carrying, to a location the unicorn is familiar with, up to 1 mile away.

Spellcasting. The unicorn casts one of the following spells, requiring no components and using Charisma as its spellcasting modifier (spell save DC 14):

At will: detect evil and good, pass without trace, poison spray

1/day each: bane, contagion, spike growth

Legendary Actions

The unicorn 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 unicorn regains spent legendary actions at the start of its turn.

Hooves. The unicorn makes one attack with its Hooves.

Dull Shield (Costs 2 Actions). The unicorn creates a dull, magical field around itself or another creature it can see within 60 feet of it. The target gains a +2 bonus to AC until the end of the unicorn's next turn.

Heal Self (Costs 3 Actions). The unicorn magically regains 16 (3d8 + 3) hit points.




Fallen Unicorn

Large Fiend (Devil), Typically Lawful Evil


  • Armor Class 13
  • Hit Points 209 (22d10 + 88)
  • Speed 50 ft.

STR DEX CON INT WIS CHA
22 (+6) 16 (+3) 18 (+4) 11 (0) 17 (+3) 18 (+4)

  • Damage Resistance cold; bludgeoning, piercing, and slashing from nonmagical attacks that aren't silvered
  • Damage Immunities fire, poison
  • Condition Immunities charmed, frightened, paralyzed, poisoned
  • Senses darkvision 60 ft., passive Perception 13
  • Languages Celestial, Elvish, Infernal, Sylvan, telepathy 60 ft.
  • Challenge 10 (2,300 XP)
    Proficiency Bonus +4

Charge. If the unicorn moves at least 20 feet straight toward a target and then hits it with a horn attack on the same turn, the target takes an extra 9 (2d8) piercing damage as well as an additional 9 (2d8) fire damage. If the target is a creature, it must succeed on a DC 18 Strength saving throw or be knocked prone.

Devil's Sight. Magical darkness doesn't impede the unicorn's darkvision.

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

Magic Weapons. The unicorn's weapon attacks are magical.

Actions

Multiattack. The unicorn makes three attacks: two with its Hooves and one with its Horn.

Hooves. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 13 (2d6 + 6) bludgeoning damage.

Horn. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 10 (1d8 + 6) piercing damage.

Hellish Touch (3/Day). The unicorn touches another creature with its horn, forcing it to make a DC 16 Constitution saving throw. On a failure, the target takes 11 (2d8 + 2) necrotic damage and is cursed by infernal magic. Until the curse ends, the creature takes an additional 4 (1d8) necrotic damage from any attacks made by Fiends, as well as the damage of spells they cast. If a creature is reduced to 0 hit points while cursed in this way, it dies and instantly transforms into a lemure. The transformation of the body can be undone only by a wish spell, and the curse lasts until removed by the remove curse spell or similar magic.

Teleport (1/Day). The unicorn magically teleports itself and up to three willing creatures it can see within 5 feet of it, along with any equipment they are wearing or carrying, to a location the unicorn is familiar with, up to 1 mile away.

Spellcasting. The unicorn casts one of the following spells, requiring no components and using Charisma as its spellcasting modifier (spell save DC 16):

At will: detect evil and good, pass without trace, fire bolt

1/day each: darkness, dominate person, inflict wounds

Legendary Actions

The unicorn 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 unicorn regains spent legendary actions at the start of its turn.

Hooves. The unicorn makes one attack with its hooves.

Fiery Shield (Costs 2 Actions). The unicorn creates a flaming, magical field around itself or another creature it can see within 60 feet of it. The target gains a +2 bonus to AC until the end of the unicorn's next turn.

Heal Self (Costs 3 Actions). The unicorn magically regains 22 (4d8 + 4) hit points.

Vampire Variants

Beautiful and horrifying in equal measure, vampires are some of the most troublesome undead to plague the
mortal world. With their penchant for charming their
victims—and an array of unnatural abilities that afford
them superiority over most would-be vampire slayers—vampires are nigh invulnerable once the sun goes down.

Vampiranha

While most vampires can't stand the presence of running water, there is a rare breed of vampire that draws its curse from the carnivorous bloodletters of the sea rather than the vermin of the land: the vampiranha. Like their more powerful vampire cousins, the weaker vamipiranha walk among humanoids unnoticed, abhor daylight, and are drawn to dark desires. But it is there that the similarities end.

Where vampires make their graves in fixed locations, bound to dirt, vampiranha have no final resting place. Their humanoid remains float downstream or on the tides, constantly shifting. They often make their lairs in the shallow seas, just beyond a city harbor's limits for the sake of power and familiarity. When their forms are destroyed, they do not turn to mist and return to a coffin, instead crumbling into beads resembling fish eggs that are drawn—as if magnetically—to the nearest body of moving water. As the beads move in the waters, they slowly reform, and it is for this reason that a body floating in a river or along the waves has become an ill omen amongst so many aquatic communities.

Curse of the Daybead. Vampiranha revert to their bead form while the sun shines. As they do not have coffins or graves, these beads often float on the waves and occasionally wash up on shore, unprotected against the sun. It is unclear whether this propensity to wash ashore grants vampiranha more resistance to sunlight than their surface cousins, or if it is because the fish that grant them their curse are often touched by sunlight as it penetrates the water. But it is know that a vampiranha whose beads are exposed to the sun for three consecutive days runs the risk of becoming sunburned and cleansed of its vampiric curse.

Undead Nature. Neither a vampiranha nor its spawn requires air.

Spawn of the Vampiranha

Like vampires, vampiranha create vampire spawn when they kill humanoids. A vampire spawn created by a vampiranha has the same statistics, with the following changes:

Regeneration. The vampire regains 5 hit points, instead of 10, and it can use this trait while in running water.

Spider Climb. The vampire replaces its Spider Climb trait with a swimming speed of 40 feet.

Harmed by Running Water. The vampire is not harmed by running water.

A Vampiranha's Lair

Ideally, the vampiranha chooses a grand yet defensible location underwater for its lair, such as the palace of an aquatic humanoid, a fortified palace that once belonged to a genie, or a sunken flotilla. More usually, however, a vampiranha makes its lair in a cave or shipwreck near a city's harbor, giving it easy access to food.

Regional Effects

Waters within 1 mile of a vampiranha's lair are warped by the creature's unnatural presence, creating any of the following effects:

  • There's a noticeable increase in the populations of carnivorous fish, such as quippers and sharks.
  • Sunlight fails to penetrate the water as deeply as is to be expected, and clean water becomes murky.
  • Eggs laid in the region rot and fester, occasionally spawning undead fish that forms unnatural schools.

If the vampiranha is destroyed, the effects end after 1d6 + 1 days.



Vampiranha

Medium Undead (shapechanger), Typically Chaotic Evil


  • Armor Class 16 (natural armor)
  • Hit Points 135 (18d8 + 54)
  • Speed 30 ft., swim 40 ft.

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

  • Skills Perception +5, Stealth +6
  • Damage Resistances necrotic; poison; bludgeoning, piercing, and slashing from nonmagical attacks that aren't silvered
  • Senses darkvision 120 ft., passive Perception 15
  • Languages the languages it knew in life
  • Challenge 8 (3,900 XP)
    Proficiency Bonus +3

Shapechanger. If the vampiranha isn't in sunlight, it can use its action to polymorph into a Tiny quipper or a Medium pile of beads, or back into its true form.
 While in quipper form, the vampiranha can't speak, and its walking speed is 0 feet. Its statistics other than its size and speed are unchanged. Anything it is wearing transforms with it, but nothing it is carrying does. It reverts to its true form if it dies.
 While in bead form, the vampiranha can't take any actions, speak, or manipulate objects. Its walking and swimming speed remain the same, and it can enter a hostile creature's space and stop there. In addition, it can pass through spaces as wide as 1 inch without squeezing, it has advantage on Strength, Dexterity, and Constitution saving throws, and it is immune to all nonmagical damage, except the damage it takes from sunlight.

Beady Escape. When it drops to 0 hit points outside of water, the vampiranha transforms into its bead form (as in the Shapechanger trait) instead of falling unconscious, provided that it isn't in sunlight. If it can't transform, it is destroyed.
 While it has 0 hit points in bead form, it can't revert to its vampiranha form, and it must reach running water within 1 hour or be destroyed. Once in running water, it reverts to its vampiranha form. It is then paralyzed until it regains at least 1 hit point. After spending 1d4 hours in running water with 0 hit points, it regains 1 hit point.

Legendary Resistance (1/Day). If the vampiranha fails a saving throw, it can choose to succeed instead.

Regeneration. The vampiranha regains 10 hit points at the start of its turn if it has at least 1 hit point and isn't in sunlight. If the vampiranha takes radiant damage or damage from holy water, this trait doesn't start until the start of its next turn.

Vampiranha Weaknesses. The vampiranha has the following flaws:
Forbiddance. The vampiranha can't enter a residence without an invitation from one of the occupants.
Stake to the Heart. If a piercing weapon made of wood is driven into the vampiranha's heart while the vampiranha is incapacitated, the vampiranha is paralyzed until the stake is removed.
Sunlight Hypersensitivity. The vampiranha takes 10 radiant damage when it starts its turn in sunlight. While in sunlight, it has disadvantage on attack rolls and ability checks.

Actions

Multiattack (Vampiranha Form Only). The vampiranha makes two attacks, only one of which can be a Bite attack.

Unarmed Strike (Vampiranha Form Only). Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) bludgeoning damage. Instead of dealing damage, the vampiranha can grapple the target (escape DC 15).

Bite (Quipper or Vampiranha Form Only). Melee Weapon Attack: +7 to hit, reach 5 ft., one willing creature, or a creature that is grappled by the vampiranha, incapacitated, or restrained. Hit: 6 (1d6 + 4) piercing damage plus 7 (2d6) necrotic damage. The target's hit point maximum is reduced by an amount equal to the necrotic damage taken, and the vampiranha regains hit points equal to 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. A humanoid slain in this way and then tossed into running water rises the following night as a vampire spawn under the vampiranha's control.

Spellcasting. The vampiranha casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save DC 15):

at will: charm person, swimWLB

1/day each: waterbreathing, water walk

Legendary Actions

The vampiranha can take 2 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 vampiranha regains spent legendary actions at the start of its turn.

Move. The vampiranha moves up to its speed
 without provoking opportunity attacks.

Unarmed Strike. The vampiranha makes one Un-
 armed Strike attack.

Bite (Costs 2 Actions). The vampiranha makes one
 Bite attack.

Vampire Sanguinarch

Not all vampires share the same powers from their dark gift. While many have power over beasts and humans, some have less subtle abilities. One such type of vampire is known as the vampire sanguinarch, who possesses complete control over its blood. This control makes it physically stronger and more resilient than most other vampires; its blood reinforces its muscles and even solidifies in its skin to make it as tough as armor.

A sanguinarch’s true power over its own blood is shown when it uses it as a weapon, creating blades out of its blood, which it launches at anyone nearby. It can even create these blades while in the form of a cloud of mist, as the mist runs red with its blood and stabs at any who are within it. However, these blades of blood have more of a purpose than to serve as weapons. When a creature is stabbed by a blade, some of the sanguinarch’s blood mingles with the creature's, and the sanguinarch can force the creature to move as it wills by controlling that blood.



Vampire Sanguinarch

Medium Undead, Typically Lawful Evil


  • Armor Class 19 (natural armor)
  • Hit Points 161 (17d8 + 85)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
20 (+5) 18 (+4) 20 (+5) 17 (+3) 15 (+2) 18 (+4)

  • Saving Throws Dex +9, Con +10, Wis +7, Cha +9
  • Skills Perception +7, Stealth +9
  • Damage Resistances necrotic; bludgeoning, piercing, and slashing from nonmagical attacks
  • Senses darkvision 120 ft., passive Perception 17
  • Languages the languages it knew in life
  • Challenge 16 (15,000 XP)
    Proficiency Bonus +5

Bloodied Defense. When the vampire has half of its hit points or fewer, a creature that touches the vampire or hits it with a melee attack while within 5 feet of it takes 4 (1d8) piercing damage and is poisoned for 1 hour by the vampire's blood. At the end of each of its turns, the poisoned target can make a DC 18 Constitution saving throw, ending the effect on itself on a success.

Blood Sense. The vampire is aware of the presence of creatures within 120 feet of it that have blood or have been poisoned by the vampire's blood. It knows the distance and direction to each creature, but can't sense anything else about it.

Legendary Resistances (3/Day). If the vampire fails a saving throw, it can choose to succeed instead.

Misty Escape. When it drops to 0 hit points outside its resting place, the vampire transforms into a cloud of blood mist (as in the Blood Mist action) instead of falling unconscious, provided that it isn't in sunlight or running water. If it can't transform, it is destroyed.
 While it has 0 hit points in mist form, it can't revert to its vampire form, it can't deal damage to a creature that starts its turn in the same space (as in the Blood Mist action), and it must reach its resting place within 2 hours or be destroyed. Once in its resting place, it reverts to its vampire form. It is then paralyzed until it regains at least 1 hit point. After spending 1 hour in its resting place with 0 hit points, it regains 1 hit point.

Regeneration. The vampire regains 20 hit points at the start of its turn if it has at least 1 hit point and isn't in sunlight or running water. If the vampire takes radiant damage or damage from holy water, this trait doesn't function at the start of the vampire's next turn.

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

Vampire Weaknesses. The vampire has the following flaws:
    Forbiddance. The vampire can't enter a residence without an invitation from one of the occupants.
    Harmed by Running Water. The vampire takes 20 acid damage if it ends its turn in running water.
    Stake to the Heart. If a piercing weapon made of wood is driven into the vampire's heart while the vampire is incapacitated in its resting place, the vampire is paralyzed until the stake is removed.
    Sunlight Hypersensitivity. The vampire takes 20 radiant damage when it starts its turn in sunlight. While in sunlight, it has disadvantage on attack rolls and ability checks.



Actions

Multiattack. The vampire makes two attacks, only one of which can be a bite attack.

Unarmed Strike. Melee Weapon Attack: +10 to hit, reach 5 ft., one creature. Hit: 14 (2d8 + 5) bludgeoning damage. Instead of dealing damage, the vampire can grapple the target (escape DC 18).

Bite. Melee Weapon Attack: +10 to hit, reach 5 ft., one willing creature, or a creature that is grappled by the vampire, incapacitated, or restrained. Hit: 7 (1d6 + 4) piercing damage plus 10 (3d6) necrotic damage. The target's hit point maximum is reduced by an amount equal to the necrotic damage taken, and the vampire regains hit points equal to 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. A humanoid slain in this way and then buried in the ground rises the following night as a vampire spawn under the vampire's control.

Blood Mist. The vampire transforms into a Medium cloud of blood mist until it takes another action to revert back to its true form. While in blood mist form, the vampire can't take any actions, speak, or manipulate objects. It is weightless, has a flying speed of 20 feet, can hover, and can enter a hostile creature's space and stop there. In addition, if air can pass through a space, the mist can do so without squeezing, and it can't pass through water. It has advantage on Strength, Dexterity, and Constitution saving throws, and it is immune to all nonmagical damage, except the damage it takes from sunlight.
 If a creature starts its turn in the same space as the blood mist form, it takes 9 (2d8) piercing damage and is poisoned for 1 hour by the vampire's blood as the blood forms into blades around it. At the end of each of its turns, the poisoned target can make a DC 18 Constitution saving throw, ending the effect on itself on a success.

Sanguine Blades (Recharge 5-6). The vampire creates blades from its foulest blood and launches them at all creatures of its choice within 20 feet of it, or 30 feet if the vampire has half of its hit points or fewer. Each creature must make a DC 18 Dexterity saving throw. On a failure, a target takes 9 (2d8) piercing damage plus 9 (2d8) necrotic damage and is poisoned for 1 hour by the vampire's blood. On a success, a creature takes half as much damage and isn't poisoned. At the end of each of its turns, a poisoned target can make a DC 18 Constitution saving throw, ending the effect on itself on a success.

Reactions

Retaliating Bloodshed. When the vampire takes piercing or slashing damage, it can turn its blood into blades and launch them at a creature it can see within 20 feet of it. That creature must succeed on a DC 18 Dexterity saving throw or take 9 (2d8) piercing damage, or 18 (4d8) piercing damage if the damage that triggered this reaction was from a critical hit, and is poisoned for 1 hour by the vampire's blood. At the end of each of its turns, the poisoned target can make a DC 18 Constitution saving throw, ending the effect on itself on a success.

Legendary Actions

The vampire 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 vampire regains spent legendary actions at the start of its turn.

Swift Strike. The vampire moves up to its speed
 without provoking opportunity attacks and then
 makes one unarmed strike.

Bite (Costs 2 Actions). The vampire makes one bite
 attack.

Blood Control (Costs 2 Actions). The vampire forces
 a creature that it can see within 120 feet of it
 that is poisoned by the vampire's blood to move
 up to half of its speed to an unoccupied space
 the vampire can see or make a single attack
 with a weapon it is holding at a creature of the
 vampire's choice that is within the weapons
 reach or range and that the vampire can see.

Sample Encounters

In this section, you'll find some of the creatures discussed in the previous pages, operating as they might be found in various parts of the multiverse. Each encounter will come with a table to indicate its expected difficulty for parties of 4 player characters at various levels and tips for how to most effectively challenge your players in the encounter.

Additional Creatures

The encounters listed below often reference creatures with stat blocks not printed in this book, typically those that inspired the variants within Orana's Notable Encounters. Here you can find a list of those creatures, which can be found elsewhere in the 5th Edition System Reference Document.

  • Air Elemental
  • Animated Armor
  • Awakened Tree
  • Azer
  • Bandit
  • Bandit Captain
  • Cultist
  • Druid
  • Flying Sword
  • Ghast

  • Ghoul
  • Grimlock
  • Hill Giant
  • Mage
  • Medusa
  • Minotaur
  • Stone Giant
  • Swarm of Insects
  • Thug
  • Treant

Animated Armor Encounters

Most typically utilized by wizards and other spellcasters to protect their homes, animated armors are simple but effective. They are almost always guarding something or somewhere, and are enchanted to fulfill their commands until they die. It's rare an animated armor is alone, a pair is the most common approach.

Bastion Bulwark

As a particularly cowardly mage makes a hasty escape, they activate their last line of defense. Rising from inert positions around the room, two animated armorsSRD and a bastion armor step forth to delay the party as long as they can. Flanking each armor is a total of three flying swordsSRD.

They group together around the bastion armor, forming a barricade between the party and the mage's route of escape.

Encounter Difficulty Party Level
Easy 5th and above
Medium n/a
Hard 4th
Deadly 3rd and below

Juggernaut Furnace

Within the tower of a wizard, or perhaps a lich's dungeon now abandoned, the party finds themselves entering a vaguely circular room with a door at the other end. At the center of this room is an inert block of blackened steel. The walls and floor are scorched and marred with ash. A creature that succeeds on a DC 15 Investigation check can see the vague outlines of humanoid forms left burned into the ground.

If the party moves within 5 feet of the block, or attempts to open the far door, the entrance slams shut and the block begins to emanate intense heat. Out of magically sliding panels in the walls, three juggernaut armors step forth and attack. At initiative count 20 on each round after the first, all creatures in the room take 3 (1d6) fire damage. This damage increases by 3 (1d6) for each progressive round, to a maximum of 17 (5d6). The doors into and out of the room can be broken down with a successful DC 20 Strength check (AC 16, 30 hit points; immunity to psychic and poison damage). The block emanates heat until all juggernaut armor are reduced to 0 hit points, or until a creature uses its action to activate the very obvious mechanism within it, taking 17 (5d6) fire damage from contact.

Encounter Difficulty Party Level
Easy 12th and above
Medium 10th – 11th
Hard 7th – 9th
Deadly 6th and below

Azer Encounters

Azer can be found in the elemental plane of fire and in the elemental chaos, found in their cities of bronze as often as out in openness of the plane. If encountered within their cities, they will most likely avoid starting a fight unless they are treated hostilely. It is encountering a fighting force out in the plane that is more likely to lead to combat, though it is still not a certainty and can be avoided.

Azer City Guard

As a fight breaks out in an azer controlled city, a group of city guards arrives to deal with those who are disrupting the order. In this case, an azer bruiser appears, commanding five azers. The azers fight defensively where possible, sticking close together and covering each other’s backs as much as they can. If they can, they attempt to non-lethally pacify their opponents, with the bruiser knocking opponents to the ground with its Shield Bash action. If you wish, you could give the azers a set of manacles each, so that they have a means to restrain rather than knock out or kill.

Encounter Difficulty Party Level
Easy 12th and above
Medium 10th – 11th
Hard 7th – 9th
Deadly 6th and below

Azer Main Force

Encountered in an azer war camp, or as a scouting azer warband, the party finds the main force of an azer presence in the area. Leading the force is an azer scourge, supported by two azer bruisers and six azers. The azer scourge will stay behind the rest of the azers, attacking with its Flaming Chains if it can safely do so, and using its Inspiring Command ability to help any azers that are struggling. Both azer bruisers will take three azers with them and strategically cover a flank of the battlefield, typically split between the left and right sides. If one flank begins to fall the other will move to help cover it if they are able to. If the azer scourge gets surrounded, it will use its Chain Sweep action and attempt to fall back to safety if possible.

Encounter Difficulty Party Level
Easy 18th or higher
Medium 15th – 17th
Hard 12th – 14th
Deadly 11th and below

Azer Vanguard

A splinter of a larger azer force, the vanguard's purpose is sometimes to scout but mostly to charge forward and engage with the enemy, because they do not often make good scouts. The party encounters such a vanguard made up of three azer howlers, likely patrolling the area for intruders. The azer howlers will move into combat as fast as they can, using their Battle Howl action to affect the most amount of creatures possible. Afterwards, they focus on attacking any creatures that are stunned, repeating their Battle Howl if they ever become outnumbered.

Encounter Difficulty Party Level
Easy 9th and above
Medium 7th – 8th
Hard 5th – 6th
Deadly 4th and below

Bandit Encounters

As social parasites, bandits rely on the presence of civilization and travelers to survive. You can generally expect to find bandits along major roads and trade routes, particularly if they are too large to be properly patrolled by militias and guards of the towns and cities that link them. Bandits attack those they think weak, ambush the ill prepared, and make their hideouts in forests, caves, and other areas of wilderness that provide cover.

Bandit Ambush

As adventurers travel along a road, they can often find themselves the target of the infamous bandit ambush. Especially inattentive parties are prone to be waylaid in this manner, the bandits relying on the element of surprise. In one such scenario, the adventurers find a stuffed cloak made to appear as a prone individual laying in the middle of the road, a ruse to have them stop. Hiding in the shadows is a bandit stinger, two bandit deadeyes, and four bandits. When the party halts to investigate, they strike. The bandits will typically rush the party, acting as obstacles while the bandit stinger uses its drow poison to render individuals helpless or weak before switching to its much deadlier snake venom. Meanwhile, the bandit deadeyes balance between taking aim, and maintaining a healthy distance between them and their targets.

Encounter Difficulty Party Level
Easy 5th and above
Medium n/a
Hard 4th
Deadly 3rd and below

Bandit Attack

The first thing the party hears is the sound of combat; screams, clashing steel, and battle cries. Just around a bend in the road, the adventurers arrive to find a caravan under attack. Three or four guards are putting up ineffectual defense, while many of the caravan's members lie wounded or dead. Attacking this caravan are three bandits, two bandit dervishes, one bandit spellslinger, and a bandit captain. The bandits and bandit dervishes are doing the main brunt of the work, and will charge the party as a group once they arrive. The bandit captain stands to one side with the bandit spellslinger, directing the battle while their mage throws spells at any that attempt to run or threaten the captain. If the party slays at least two bandits, the bandit captain will enter the fray directly, prioritizing any threats nearest to the bandit spellslinger.

Encounter Difficulty Party Level
Easy 6th and above
Medium 5th
Hard n/a
Deadly 4th and below

Bandit Camp

The adventurers have finally tracked a particularly troublesome group of bandits to their lair in the nearby woods. Spiked logs ring a campsite full of boxes, crates, and other supplies. Each log is about 5 feet long and weighs 500 lbs. A creature can make a DC 13 Dexterity (Acrobatics) check to safely climb the logs, which are difficult terrain. On a failure, they take 2 (1d4) piercing damage and their speed becomes 0 until the start of their next turn. A single entrance leads into the camp, within which are four thugs, three bandit deadeyes, a bandit captain, and a bandit whisperfoot. No more than half of the camp is ever asleep at a given time. If attacked, the bandit captain and their thugs will take cover behind crates and other goods in an attempt to force the party to enter the camp through the bottleneck. The bandit deadeyes climb and remain at their posts in nearby 15-foot-tall trees, attacking the party from a distance. The remaining bandit whisperfoot will attempt to Hide, throwing daggers until it can close enough distance to pick off the member of the party it deems the weakest. It uses its ability to disengage upon hitting a creature to return to the shadows when it can.

Encounter Difficulty Party Level
Easy 11th and above
Medium 8th – 10th
Hard 6th – 7th
Deadly 5th and below

Chimera Encounter

Primordial chimeras are mostly dormant when left alone, but they often resort to violence if strangers invade their home, even accidentally. They are also not above eradicating any perceived threats when they make a new home elsewhere, uprooting any civilization they find as necessary. This behavior tends to bring them into conflict with humanoid races, who occasionally fight back. Either through their own military might, or by hiring adventurers.

The Lair of the Chimera

Hired by a local town to solve the problem of a newly moved in primordial chimera, the party has managed to locate it in its lair. If attempts at diplomacy have failed or been ignored, the chimera and its allies respond with swift violence. The primordial chimera calls upon the help of the four awakened trees hidden in its domain. The awakened trees attack the nearest creature to them, while the primordial chimera uses its charging pounce to focus what it considers the most pressing threat. Its heads bleat, howl, and roar to scatter and destroy its foes from a distance.

Encounter Difficulty Party Level
Easy n/a
Medium 20th
Hard 17th – 19th
Deadly 16th and below

Cultist Encounters

Cultists often lurk in dark dungeons and in places where their rites can go undisturbed. The center of their lairs usually contain a chamber in which they work toward their preferred rite. This might be a sacrificial rite that requires slaughtering innocents, summoning that requires multiple dedicated practitioners concentrating on the rite, or any number of other processes.

Central Chamber Rite Interruption

In the central chamber of a cultist lair, a cultist crusader commands five cultists and four cultist sworn, all of which react with immediate hostility to the party's presence. The crusader typically starts its first turn in combat by using its Empower Believers trait, following up with its multiattack action to attack with its glaive from 10 feet away, making the first attack with advantage and staying out of the reach of the party's melee weapons, if possible. On their turns in combat, the cultists and cultist sworn will take advantage of the benefits of Empower Believers, and will usually defend the Crusader by forming a protective bubble around it so it maintains its reach.

Encounter Difficulty Party Level
Easy 12th and above
Medium 10th – 11th
Hard 7th – 9th
Deadly 6th and below

Hallway Blockade

In the area surrounding the lair's central chamber, several cultists travel in groups. A typical group contains two cultist defenders escorting a cultist sworn and a cultist flagellator. Attacking intruders on sight, the cultist defenders use the narrow hallway to their advantage, placing the cultist sworn and the cultist flagellator behind them. They use their Defend the Cause reactions to grant a bonus to each other's AC while the cultist sworn casts eldritch blast and the cultist flagellator uses its 10-foot reach with the whip from behind them.

Encounter Difficulty Party Level
Easy 7th and above
Medium 5th - 6th
Hard 4th
Deadly 3rd and below

Returned Horde

The alarm having been raised in the lair, a single cultist acts in desperation and releases four returned cultists from their cages. As soon as they are released, the returned cultists move as fast as they can through the complex in search of the alarm, opening fire with two eldritch blasts the moment they encounter the party, adding their extra damage with Death Returned Fury. Once they get within range, one or more of the returned cultists casts darkness. With Devil's Sight, the returned cultists utilize their ability to see through this darkness, their eldritch blast attacks now made with advantage. The returned culstists try to remain at a distance, but if the party gets close, they respond to harm with their hellish rebuke spells.

Encounter Difficulty Party Level
Easy 9th and above
Medium 7th – 8th
Hard 5th – 6th
Deadly 4th and below

Elemental Encounters

Elementals typically appear in pairs or trios when encountered outside their home planes. This might be because they've been summoned by a group of spellcasters or because they've entered through a rift in the planes. On their home planes, however, elementals might be caught alone or in entire civilizations.

Chaos in the Chaos

The tides of the Chaos are unpredictable and its forces extreme, but occasionally patterns emerge. One such pattern is the partnership of three meteor elementals and three sand elementals, which ambush the party.

Once combat begins, the meteor elementals use as much movement as possible to close the distance with their targets and immediately make a slam attack against any them, using their Meteoric Impact trait to knock them prone. From there, they use their Crater Crash to affect grounded and prone creatures. Meanwhile, the sand elementals use their Sand Cyclone ability to fling adventurers away from the meteor elementals, allowing them to move toward them and use their Meteoric Impacts again, beginning the cycle anew.

Encounter Difficulty Party Level
Easy n/a
Medium n/a
Hard 17th - 20th
Deadly 16 and below

Storm Winds

In the areas of the Plane of Air closest to that of the Plane of Fire, it is common to come across a storm front: a pair of air elementals and a lightning elemental. Having encountered such a group, the party is forced to defend itself. In battle, the air elementals pincer forward to flank the attackers in melee while the lightning elemental flies through the fray, avoiding opportunity attacks with its Flyby trait while simultaneously using its Delayed Thunderclap ability and firing off Charge Shots.

Encounter Difficulty Party Level
Easy 17th or above
Medium 13th - 16th
Hard 11th - 12th
Deadly 10th and below

Trouble in the Reef

While they are not as aggressive as other elementals, four coral elementals will fiercely defend their reefs when pushed. The party having been forced to invade their territory on their way to some other objective, the coral elementals form a square, granting one another AC increases with their Reef Structure ability. Their formation complete, the coral elementals use their Polyp Spray cones to attack creatures that come near them. If the party demonstrates an ability to hit them from range, the elementals split off from one another and try to box the party in with their Polyp Spray cones.

Encounter Difficulty Party Level
Easy n/a
Medium 17th or above
Hard 15th - 16th
Deadly 14th and below

Goblinoid Encounters

From simple goblin villages to the arrayed might of hobgoblin legions, organized goblinoids can be a fearsome foe indeed. While weaker goblinoids might have a tendency to rely on overwhelming numbers rather than the application of battle tactics, the strategic genius of a hobgoblin warlord or the rallying presence of a goblin king is more than sufficient to overcome stacked odds. Many adventurers have found themselves on the receiving end of goblinoid cunning and ruthlessness, and not lived to tell the tale.

Tip of the Spear

Roaming through the wilderness, the party attempts to take a shortcut through a nearby war-torn land. After a short time, the party is approached by a hobgoblin warband that has claimed the land as their own. The warband consists of three hobgoblins riding three worgs and one hobgoblin lancer riding a battle worg as their leader. The leader demands the party leave their territory immediately. If the party agrees to leave, the hobgoblins escort them to the border and watch long enough for the party to disappear on the horizon. Otherwise, combat ensues.

In combat, the hobgoblins use their mounts to traverse the difficult terrain of mud and torn up ground. Slower party members are forced to fight at range for much of the combat, as the hobgoblins attack them with longbows, and the hobgoblin lancer throws weighted nets. Additionally, there may be patches of especially deep mud that impose a DC 13 Dexterity saving throw on a creature who starts its turn standing in it. On a failed save, a creature falls prone.

If the party is victorious, they might find a letter of service on the hobgoblin lancer's corpse, indicating servitude to a goblin king who rules the land.

If the party is defeated, they might wake up in the court of a goblin king, now arena play things for the monarch.

Encounter Difficulty Party Level
Easy 8th and above
Medium 6th - 7th
Hard 5th
Deadly 4th and below

The King's Court: Wave 1

Having arrived at the court of a goblin king, they party finds the monarch sitting atop a throne surrounded by glass walls, looking down on a circular room that resembles a fighting arena. The king is deaf to attempts at dipomacy or bribery, in favor of gaining temporary amusement from the party. Two walls raise on the sides of the arena, revealing three goblin chainwhirlers and five goblins, which attack.

In combat, the goblin chainwhirlers stay near the center of the party and use their Whirl action to its maximum effect. The goblins stay at range and pelt the party with their shortbows.

If the party is victorious, the goblin king might grow enraged and descend on the battlefield.

Encounter Difficulty Party Level
Easy 6th and above
Medium 5th
Hard n/a
Deadly 4th and below

The King's Court: Wave 2

Incensed or inspired by the party's victory, a third wall raises, directly below the goblin king's overlook. The wall reveals the goblin king, the conniving royal goblin brewer, and five of the king's most trusted goblins.

In combat, the goblin king throws javelins from behind the five goblins, using its Use Fodder ability as often as possible to stay alive. It also uses its Command legendary action to further supplement this strategy by allowing the goblins at the front to make additional attacks to stave off any melee-inclined members of the party. The goblin brewer throws Poisonous Concoctions at the closest members of the party from off to the side of the other goblins, imposing disadvantage on those who would try to get through to the king.

Encounter Difficulty Party Level
Easy 11th and above
Medium 9th - 10th
Hard 7th - 8th
Deadly 6th and below

Grimlock Encounters

Grimlocks are almost exclusively found in the underground, especially in thin and constricted passageways and tunnels. Caves and tunnels they can use to ambush and surround unwitting creatures, where sound echoes clearly and smells can be traced. Some grimlocks may be used by other creatures to defend dens or lairs, fighting any creature that passes through as they are potential food.

Hunting Pack

When grimlocks are on the hunt for food, they typically find a good spot to wait and lay hidden, attempting to ambush any creature that strays too close. One such hunting party tries to get the drop on the party, leaping from their hiding spots once they get close enough. The hunting party consists of a grimlock huntmaster and its subordinates in the form of five grimlocks. If they manage to gain surprise, they focus their attacks on the closest targets. If the surprise attack fails, the grimlock huntmaster will likely attack recklessly to make up for the lack of advantage against their prey.

Encounter Difficulty Party Level
Easy 5th or above
Medium 4th
Hard 3rd
Deadly 2nd or below

Medusae’s Lair

A medusa often uses grimlocks that worship it as a god as servants, enlisting them to protect its lair and blessing them with the power to do so. The party, having stumbled into a medusa's lair intentionally or accidentally, find waiting for them a medusa and four medusae-blessed grimlocks. The medusa has her servants get close to those who trespass in its lair, using them as an obstacle between the party and herself. During her turns, the medusa stands back to shoot arrows, while making sure to be close enough to use her Petrifying Gaze ability on the intruders.

Encounter Difficulty Party Level
Easy 11th and above
Medium 9th – 10th
Hard 7th – 8th
Deadly 6th or below

Minotaur Encounters

Demonic in origin, minotaurs are predisposed towards violence and destruction. They group together in hordes, controlled by whatever dark power decides to whisper in their ear. When not engaged in combat against their enemies—of which they have many—minotaurs practice the arts of war on each other instead. A minotaur camp is rarely ever still for long, due to their natural urge to prowl and hunt.

Deathmarked Minions

A student of the dark arts—whose machinations are of a cult-like persuasion—seeks to abuse their newfound power, granted via a demonic entity. The party, assaulting this vile magician in their lair, finds them defended by necromantic abominations. The mage is protected at all times by two deathmarked minotaurs and two minotaur skeletons. The skeletons follow simple orders with an unearthly determination, while the deathmarked minotaurs have enough of their wits about them to fight with a semblance of tactics. The mage attempts to keep its distance from the party at all times, trying to keep any of its minions between it and its foes.

Encounter Difficulty Party Level
Easy 14th and above
Medium 11th – 13th
Hard 9th – 10th
Deadly 8th and below

Minotaur Raiding Party

Near an unsuspecting village or hamlet, the party might catch rumors of a minotaur legion in the area. If allowed to assault their target, the village will be thoroughly destroyed. If the party intercepts them, they find six minotaurs and a lord of horns headed straight for the village. The lord of horns prioritizes any spellcaster or ranged threat it sees, commanding the other minotaurs to distract its remaining foes. Beyond the commands of their leader, the minotaurs are single minded brutes driven by bloodlust.

Encounter Difficulty Party Level
Easy 19th and above
Medium 16th – 18th
Hard 12th – 15th
Deadly 11th and below

Otyughast Encounter

Oytughasts typically rule from within maggoty lairs, sending ghouls and lesser ghasts out into the world to hunt for them.

Hungry Horde

Occasionally, an oytughast will learn of a war and its killing fields. In such instances, the otyughast might be so tempted by the amount of food present that it will summon its minions and leave the lair. Traveling through such a battlefield, the party finds its path blocked by an otyughast, three ghasts, and five ghouls. Combat breaks out immediately, and the oytughast commands the ghouls and ghasts to harry the adventurers while it uses its tentacles from reach to paralyze them, granting its minions advantage, and pulling prey in to swallow them.

Encounter Difficulty Party Level
Easy 20th
Medium 17th – 19th
Hard 14th – 16th
Deadly 13th or below

Roc Encounters

Rocs are typically solitary creatures, only coming together when some other creature is enforcing its will upon them, when they are mating, or when a mother is raising her child. For this reason, most rocs are encountered by themselves in the wild. Here are some instances where that may differ.

Feeding Time

As the party journeys over rolling hills, they might hear guttural, incomprehensible shouting and high-pitched squawking nearby. Upon investigating, the party finds two hill giants engaged in combat with a historoc, both sides trying to kill and eat the other. If the party intervenes without speaking to the hill giants, a three-way brawl takes place, the historoc using its acidic belch to target the party and the hill giants if it can.

If one or more members of the party speaks Giant and is able to convince the hill giants that they are on their side with a DC 15 Charisma (Persuasion) or Strength (Persuasion) check, the giants accept the party's help in killing the historoc. A player with a passive Insight greater than 8 recognizes that the giants will not share the spoils of the battle and will react hostilely to any attempt to claim the monster's remains.

All Hostile
Encounter Difficulty Party Level
Easy 17th or higher
Medium 14th - 16th
Hard 12th - 13th
Deadly 11th or below
Historoc Hostile
Encounter Difficulty Party Level
Easy 8th or higher
Medium 6th - 7th
Hard 5th
Deadly 4th or below

Stone Giants: To War!

Stone giants are typically found deep within the world, where darkness and cold keep them from the dreams of the surface, but every so often, giants are called to the surface to engage in war or to meet with the other giants. In one such occasion, two bedrocs with two swallowed stone giants each (see the bedroc Hollow Stomach trait) journey to their destination as a pair. If the party try to intercept the bedrocs or threaten them, they land swiftly and use their bonus action on the first turn of combat to regurgitate one stone giant, before attacking with their multiattack. They repeat the process on their second turn, regurgitating the second giant, and then provide aerial support while the stone giants attack.

Encounter Difficulty Party Level
Easy n/a
Medium n/a
Hard 19th and above
Deadly 18th or below

Treant Encounters

Treants live in woodlands all over the material plane and other planes that have magical forests, in forests and woodlands with at least one treant, more are sure to be found. The woodlands they protect are often in very Good health, and all local wildlife flourishes with the woodlands. If the woodland falls into poor health, this will often physically reflect in the treants that live there.

Grove’s Defense

A large and healthy woodland under the protection of a full host of treants is forced to defend itself against a party seeking something nearby that threatens its safety. Leading the defense of the woodland is a treant grove keeper, who is joined by two treants and four druids. The treant grove keeper and its treants begin their defense by creating more allies by using their Animate Trees and Animate Grove actions. All members of this defensive force fight cautiously at first, as not to damage the forest unnecessarily, but if those they are fighting continue to damage the forest, they fight wholeheartedly.

Encounter Difficulty Party Level
Easy n/a
Medium n/a
Hard n/a
Deadly 20th or below

Infested Forest

The party comes across a blighted forest, infested with insects and pestilence by some dark magic. Also infested and driven to near madness by the ordeal, two infested treants and eight swarms of insects attack the party without warning. The infested treants fight irrationally, not following any strategy or reason as the constant biting of insects renders them unable to think clearly. Meanwhile, the insects swarm around and attack the nearest creatures.

Encounter Difficulty Party Level
Easy n/a
Medium 19th and above
Hard 16th – 18th
Deadly 15th and below

Monsters by CR

Below is a list of the monsters present in Orana's Notable Encounters, detailed in order of CR.

CR 0

Beryl Preserve

CR 1/4

Bandit Packleader

CR 1/2

Bandit Dervish
Cultist Sworn
Grimlock Plague Carrier
Starved Grimlock

CR 1

Bandit Deadeye
Bandit Spellslinger
Bandit Stinger
Cultist Defender
Goblin Brewer
Goblin Chainwhirler
Hobgoblin Apemaster
Hobgoblin Lancer
Medusae-Blessed Grimlock
Returned Cultist

CR 2

Bastion Armor
Grimlock Huntmaster
Iridescent Mousse
Worg Skirmisher

CR 3

Azer Howler
Bandit Whisperfoot
Cultist Flagellater
Deathmarked Minotaur

CR 4

Azer Bruiser
Juggernaut Armor
Minotaur Hurler

CR 5

Azer Scourge
Deadwood Treant
Goblin King

CR 6

Corrupted Unicorn
Cultist Crusader

CR 7

Blizzard Elemental
Coral Elemental

Lightning Elemental
Lord of Horns
Meteor Elemental
Molten Elemental
Sand Elemental

CR 8

Bedroc
Historoc
Vampiranha

CR 9

Infested Treant

CR 10

Cryoc
Fallen Unicorn
Otyughast

CR 11

Prismoc

CR 12

Embroc

CR 13

Electroc

CR 14

Lavender Mortar

CR 16

Primordial Chimera
Vampire Sanguinarch

CR 20

Elder Basilisk

CR 21

Albino Worm

CR 22

Elder Basilisk Zombie
Treant Grove Keeper

CR 28

Elder Lich

CR 30

Noble Dao
Noble Djinni
Noble Efreeti
Noble Marid

Art Credits

Cover: Kekai Kotaki
Page 3: Svetlin Velinov
Page 4: Lake Hurwitz
Page 5: Campbell White
Page 6: Campbell White, WotC
Page 7: Livia Prima
Page 8: Denman Rooke
Page 9: Sidharth Chaturvedi
Page 10: James Ryman
Page 11: Brent Hollowell
Page 12: Goran Josic
Page 13: Alayna Danner
Page 14: Vincent Proce
Page 16: Seb Mckinnon
Page 17: Magali Villeneuve
Page 18: Paul Scott Canavan
Page 19: Johan Grenier
Page 20: Slawomir Maniak
Page 21: Dan Scott
Page 22: Josh Hass
Page 23: Adam Paquette
Page 24: Adam Paquette
Page 25: Sam Burley
Page 26: Kieran Yanner
Page 27: Vincent Proce
Page 28: Sidharth Chaturvedi
Page 29: Svetlin Velinov
Page 30: Adam Paquette, WotC
Page 31: Dave Kendall


Page 33: Kev Walker
Page 34: Raymond Swanland
Page 35: Daniel Zrom
Page 37: Antonio José Manzanedo
Page 38: Phill Simmer
Page 39: Jason Chan
Page 41: Erica Yang
Page 42: WotC
Page 43: Kekai Kotaki
Page 44: John Severin Brassell
Page 45: Daniel Ljunggren
Page 46: Lie Setiawan
Page 47: Howard Lyon
Page 48: Simon Dominic
Page 49: Noah Bradley
Page 50: Vincent Proce
Page 51: Milivoj Ćeran
Page 52: Howard Lyon
Page 54: Forrest Imel
Page 55: Rudy Siswanto
Page 57: Tyler Jacobson
Page 58: Justyna Gil
Page 59: Sidharth Chaturvedi
Page 60: Scott M. Fischer
Page 63: Svetlin Velinov
Parchment Snippets: Andrey_Kuzmin/Shutterstock.com


Changelog: 1.1

  • Updated our sponsors and benefactors shout out (thanks again!).
  • Fixed a typo in the Variant Basilisk flavor.
  • Clarified how an Elder Basilisk's petrification is cured.
  • Fixed typos in the Returned Cultist.
  • Fixed a typo in the Sand Elemental flavor.
  • Fixed a typo in the Elder Lich's Lair Actions.
  • Moved Teleport in the Elder Lich Legendary Actions to the proper alphabetical order.
  • Made a number of grammatical and syntactical fixes to the Roc Variants section.
  • Fixed typos in Infested Treant.
  • Clarified wording in the Treant Grove Keeper.
  • Fixed a typo in the Fallen Unicorn flavor.
  • Added the new Vampire Variants section.