Explore Magic the Gathering's plane of monsters and mutations in this expansion and campaign setting guide for the world's greatest roleplaying game
Credits
- Designer:
- Gabe Rodriguez, /u/letterephesus
- Logo:
- Wizards of the Coast
- Cover Art:
- Svetlin Velinov - ArtStation
Artist Credits:
Aaron Miller, Adam Paquette, Alayna Lemmer-Danner, Andrey Kuzinskiy, Antonio J. Manzanedo, Bartłomiej Gaweł, Brian Valeza, Caio Monteiro, Cristi Balanescu, Chris Rahn, Chris Seaman, Daarken, Dan Scott, Daniel Ljunggren, Dmitry Burmak, Ekaterina Burmak, Filip Burburan, Gabor Szikszai, Grzegorz Rutkowski, Ilse Gort, Jason Engle, Jason Felix, Jason Rainville, Jehan Choo, Jesper Ejsing, Johan Grenier, Jonas de Ro, Jonathan Kuo, Kekai Kotaki, Lars Grant-West, Leesha Hannigan, Lie Setiawan, Lucas Graciano, Mathias Kollros, Milivoj Ćeran, Nicholas Gregory, Nick Southam, Nils Hamm, Paul Scott Canavan, Randy Vargas, Piotr Dura, Sam Burley, Simon Dominic Brewer, Slawomir Maniak, Svetlin Velinov, Uriah Voth, Viktor Titov, Yeong-Hao Han, Yigit Koroglu, YW tang, Zack Stella, Zezhou Chen
- The following resources provided material and inspiration:
- The MTG Wiki
- A Planeswalker's Guide to Ikoria
- Magic: the Gathering cards from the Ikoria: Lair of Behemoths set.
- Technical Resources:
- Detect Balance Spreadsheet for Custom Races by u/jwbjerk
- D&D Watercolor Stains by Jared Ondricek
- PDF Link
- Click to download the latest PDF version.
- Other Planeshifted Guides:
- Innistrad, inspired by gothic horror
- Eldraine, inspired by fairy tales and legends
- New Capenna, inspired by 1920s America, mobster films, and art deco
- Kamigawa: Neon Dynasty, inspired by cyberpunk and Japanese culture
- Unfinity, inspired by retro sci-fi
- Phyrexia, inspired by biomechanical horror
- Kaldheim, inspired by Norse mythology
- Lorwyn-Shadowmoor, inspired by celtic mythology
- Tarkir, inspired by dragons and east asian cultures
- Ikoria, a mutation monster manual
- Amonkhet, inspired by ancient Egypt
- Ixalan, inspired by pirates and mesoamerica
Support Planeshifted Guides
Show your support for the Planeshifted Guides project through my Patreon, or by buying me a coffee. Thank you!
- Supporters:
- A huge thank you to the supporters who make this project possible. You guys rock!
A.J., Andre Paquim, Abner Castillo, Adam Larson, Alex Hunter, Alun Howard, Andre Beshta, Andrew Arias, Andrew Fielder, Antoine Polignone, Astus, Bruno Arcand, Bryce Haertjens, Caroline Magoulas, Chris Campbell, Chris Tipton, Connor Sanders, Dallas, Damiën, David Cummings, David Vincent DeCaro-Brown, Dylan Man, Echo Rowan, Eric Koger, Finn the Human, Guilherme Mello, Hannah Flayhan, Isaac Swisher, Joseph Joffe, Josue A Rodriguez, Justin Finley, Mason Jones, Matthew McKinnon, Matthew Wood, Nayla + Steve Caruso, Nebulous, Patrick O'Connell, Radek, ReaperTheWolf, RocketTurtle, Shaun Sullivan, Sophie Forster, Tim Platt, trent smith, Xoridian, Zac Bruntmyer, zen magus
Changelog
- Version 2.0
- Added lore section
- Added geography section
- Added character creation section
- Added Apex monster stat blocks
- Version 1.1
- Minor edits
A Planeshifted Guide to Ikoria: Lair of Behemoths is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC.
This document was created solely for private use. All rights are retained by the owners of trademarks and copyrights of the content within this document. This document, in part or whole, cannot be reproduced for the intent of retail sale or personal gain except by those said interested parties or by others with legal, written consent by said parties.
Welcome to Ikoria
On Ikoria, monsters are everywhere, and they are liable to evolve or mutate into something else entirely. The humans of the plane gather in a select few outpost sanctuaries, defending their homes against the beasts. Others instead choose to bond with these monsters and live alongside them in peace. Ikoria is a plane of constant survival.
About this Book
This book is a detailed guide to playing Dungeons & Dragons in Magic: the Gathering's plane of Ikoria.
Chapter 1 provides information on life on Ikoria.
Chapter 2 presents information on the five triomes of Ikoria, as well as the monsters and humans that live there.
Chapter 3 presents optional rules for playing humans from Ikoria.
Chapter 4 concludes with a collection of 75 stat blocks for various monsters that can be found throughout Ikoria.
Monsters
Monsters are everywhere. They come in all shapes and sizes, from terrifying, city-stomping behemoths to clever small beasts. Skysharks soar over herds of lumbering goriaks, winged foxes flit through crystalline forests, and brooding nightmare creatures emerge from the shadows to hunt the unsuspecting. Each possesses power beyond comprehension. These monsters are seperated into groups called clades, each lead by an apex predator. You can find statistics for the monsters of Ikoria on page !REPLACE!.
Crystals and Mutations
Crystals are a natural part of Ikoria's landscapes. These crystal formations are not well understood by neither city dwellers nor monster bonders, but they are known to power the growth and evolution of monsters. Throughout a monster's lifetime, it can grow, warp, and change into new forms. Some monsters simply become bigger or more powerful. In other cases, they may gain entirely new traits, like wings, extra limbs, feathers, or even extra heads. Some monsters mutate into hybrids, blending characteristics of multiple monster clades. The fear of mutated monsters is so high that in sanctuaries, humans are forbidden to even keep household plants.
Many of Ikoria's crystals flare when monsters are near, and city-dwelling humans have learned to utilize them as an advanced warning system. Large crystals the size of buildings are built into the architecture of many human sanctuaries. Smaller crystals are often incorporated into military uniforms, to serve as monster-detection devices as well as to designate rank and specialty. Magic employed by the military's mages often mirrors the shapes and refracted colors of the crystals that are found in or near their sanctuaries.
The crystals are nodes in the natural energy network of the plane, and the larger the crystal the more powerful the node and its draw. Bonded monsters can communicate with each other through crystals.
An unnamed planeswalker, known for his meddling, changed something in the Ozolith, one of the biggest crystal formations of Ikoria. It made the monsters go mad and caused rapid mutations. Though it was broken three years ago, it remnants still accelerate the monsters' growth.
Humans
Humans are the only "civilized" species to have survived on Ikoria, occupying a precarious midpoint in its monstrous food chain. They owe their resilience to a variety of strategies that have allowed them to elude extinction for generations. Most of them choose to live inside protective sanctuaries. These communities range from small wilderness outposts to massive walled cities, and each employs a combination of techniques to ward off monster attacks, both physical and magical.
Bonders
Bonders are humans that established an eludha, a deeply mystical bond with a monster.[8] The eludha ties the spirit of the bonder and the monster together, helping them evolve and become stronger. Bonders are hated by the "civilized humans" and are considered traitors for aligning themselves with the monsters that threaten the human cities. Bonders often wear colors, clothing, or items to resemble their bonded monster.
Bonder characters are best represented by classes and subclasses that allow animal companions, especially Beast Master rangers and druids with the Wild Companion optional feature from Tasha's Cauldron of Everything. Warlocks might represent bonders with a connection to the Apex predators or other powerful monsters. The find familiar and find steed spells can also allow other spellcasters to represent a bonder. Some monsters found in this book can be used as Ranger's Companions or Primal Companions or be summoned by the find familiar or find steed spells. You can find this information in !REPLACE!
Hunters
Born from fear and malice, these individuals hunt the beasts for profit, due to a vendetta, or only for sport. Some are foreigners who had drifted to Drannith because the Coppercoats paid good bounties. Others were those whose temperament made them ill-suited to military life, which was a more polite way of saying “criminals and madmen". Hunter bands often spent as much time fighting one another as they did hunting monsters, hence the emphasis on intimidating masks and other forms of bravado.
While human cities rarely reject the presence of hunters, they are viewed with mistrust by their civilized counterparts. Most hunters use magical or physical traps to capture a monster and are easily recognized by their equipment: goggles, helmets, or visors.
Hunter characters can be represented by any class, but especially artificers, barbarians, clerics, fighters, and paladins.
Triomes
Ikoria has five major geographical regions called triomes. Each triome has its unique terrain, a dominant clade of monsters, and a fearsome apex monster. The triomes came into existence due to the unique flow of magic through the land of this plane, each one the result of three distinct types of mana mixing.
Savai
Savai is a cracked plain of arid grasslands along an expansive coastline with mountainous cliff faces, with branching cave networks of swampy tunnels lying under the surface. Prides of big cats hunt across the steppes, while the tunnels and trenches below the grassy surface provide cover for humans and other prey species.
Savai has an arid climate, receiving only a few inches of naturally generated rainfall per year. Humans ration water carefully or produce it through magic, while much of Savai's wildlife relies on the movements of large monsters who bring weather systems with them. The canyons and tunnels of the Unundo cave system extend for miles under Savai. Some tunnels terminate suddenly in massive drops, like the seemingly bottomless Glondo Gorge. The Jal Korcha, or "terror road," runs west from Drannith, along the shore of lake Attayal, and through the mountains of Raugrin before reaching the city of Lavabrink. The Savai stretch of the road involves crossing many precarious stone bridges over the triome's many trenches.
Like in any of the other triomes, crystals grow in Savai. The same crystals that root deep enough to pierce Savai's catacombs also soar high enough to change its weather.
Drannith
Located on the lush plain of Egali in the lowlands of Savai, Drannith was the largest city on the plane of Ikoria, a human sanctuary with tens of thousands of residents. It was destroyed by Lukka during New Phyrexia's Invasion of the Multiverse. Now a ruin, its survivors fled to nearby Lavabrink. Hunters and bonders often travel to the ruins to retrieve precious belongings left behind during the invasion.
it was rooted by the Argalith, a gigantic crystal pillar, which is the largest single crystal on the plane and a symbol of hope and protection for Drannith's residents. The Argalith formed the city's central axle and was the foundation of Drannith's magical defenses against monsters. The Citadel was built around it. The city further featured crystal-topped spires, straight-backed radial bridges, winding markets, hole-in-the-wall restaurants, and unexpected parks. Elevated highways called boulevards radiated out from the Citadel to all points of the compass.
The city was protected by concentric circles of high stone walls. Drannith's highly trained military was second-to-none at warding off monster attacks; according to the inhabitants, its walls had never fallen since their creation. Drannith was founded at a time when humanity's numbers were wearing thin, which is perhaps why an unforgiving fear of monsters was rooted deep in their culture and ideological leadership. According to a mythos, it was the continued attacks of Snapdax against human settlements that forced the survivors to build the fortified city.
Both monsters and bonders were rejected from the city. The Drannith Defense Force, the Coppercoats, was the most well-resourced, powerful military force in the world.
Dominant Clade: Cats
The Cat clade of monsters are ferocious carnivores that roam in prides across the plains and mesas of Savai, hunting grazers like oxen, antelope, and elephants. Like cats from other planes, Ikorian cats enjoy playing with their food. The larger members of the clade delight in hunting humans: turning the tables on monster hunters, stalking traveling merchants, and circumventing the defenses of sanctuary cities through their strength, agility, and cunning. When bonded, cats often use food as gifts to show affection.
Cat clade monsters by some common features they share with more "traditional" cats. They have similar ears, tails, and paws, and often feature lion-like manes or fur patterns reminiscent of tigers, cheetahs, or jaguars. Many Ikorian cats also have wings, which are considered by Ikorians a natural feature of the clade rather than a special mutation. Monsters of the cat clade might be represented by stat blocks from the Monster Manual including the cat, chimera, displacer beast, lion, manticore, panther, saber-toothed tiger, and tiger. Monsters from this book that can be found among the cat clade include the felidar, patagia tiger, and thundermane.
Apex: Snapdax
The Apex monster of the cat clade is Snapdax, the All-Hunter. This ferocious hunter lives in a cavern lair, which is adorned by the trophies from its kills, in a twisted show of justice, since usually humans are the ones who display their hunting trophies.
Snapdax is an unrivaled predator, combining cat-like cleverness and nightmarish stealth with dinosaur aggression. It can be said that it is the most efficient killing machine.
An ancient tale tells of Snapdax destroying early human settlements all across Savai. According to the legend, the survivors of the attacks joined forces to build a new sanctuary together, which they named Drannith.
Ketria
Ketria is a river-fed temperate forest full of crystal formations. Waterfalls plunge from rocky tree-lined cliffs into inland lakes and river systems. Nowhere on the plane are crystals more seamlessly integrated with the landscape than Ketria. Naturalists and sages often travel here to draw inspiration from its wondrous displays of raw nature.
Lake Attayal, fed by the Tal River, is the largest lake on the plane, so vast it can be mistaken for a sea. It is deep enough to support enormous aquatic life. Enormous herbivores have felled timber groves along a twenty-mile stretch of the Tal River, creating an extensive system of dams. The pools created by the dams support a thriving population of fish that serves as a feeding ground for monsters and resourceful humans alike.
Crystals are present throughout Ikoria, but they are most plentiful in Ketria: here the dark of night never truly falls, since abundant crystals bathe the land in their glow.
The Quartzwood
The Quartzwood is a special forest in Ketria with especially dense crystal formations. The wood glows day and night in a variety of iridescent colors. Some naturalists claim that elemental monsters are born here and are more volatile when nearby.
Dominant Clade: Elementals
In the crystal-infused forests of Ketria, the four elements are alive as any plant or animal. The elemental clade of monsters are manifestations of these natural forces. They take on familiar forms of animals, but with vivid colors, ethereal silhouettes, and cracked or disconnected anatomical features that defy gravity. Since crystals are a natural part of Ketria's landscapes, they're also integrated into these elementals, hovering around them or growing out of their skin.
Usually elementals are naturally aloof, but they can be quite friendly if someone gains their trust. However, their primal nature must never be forgotten. Monsters of the elemental clade might be represented by elemental stat blocks from the Monster Manual, including the earth elemental, fire elemental, fire snake, galeb duhr, mephits, magmin, water elemental, water weird, and xorn. Monsters from this book that can be found among the elemental clade are found starting in the Elementals section in chapter 4.
Apex: Illuna
The Apex monster of the elemental clade is Illuna, the Wish-Giver. Illuna is an ethereal being with the power to weave dreams and grant wishes, who floats through Ketria from crystal to crystal. Little is known for certain about Illuna, and what is known seems to defy the logic of the waking world. Illuna is said to quite literally make dreams come true, though it seems to bestow its gifts entirely at its own whim. lluna's cry is an unforgettably beautiful chord that seems to harmonize with the world itself.
There is an ancient tale of Illuna conjuring a creature from dreams, but the creature is different with every recounting.
Indatha
Indatha is a stretch of swampy pools within low hills and mysterious lowlands, lit by eerie, luminous creatures. The helica trees, uniquely shaped, and the chilly frondlands are said to draw in travelers, which in turn feed the region's fearsome nightmares. Indatha is a land of sparse cover and clear sightlines, meaning most predators rely on stealth to ambush their prey.
It is said that some of Indatha's lowlands were formed by a long trail of enormous footprints, leading from the forests of Zagoth in the south to Indatha's northwestern coast. The helica trees in Indatha split into multiple trunks as they grow from the root, often wrapping around each other into double helix patterns, with broad tufts of foliage in the canopy. Some of the trees envelop crystals or other objects as they mature, creating bent and misshapen forms that seem to attract some nocturnal creatures. Sometimes, crystals nestle in the roots of helica trees as if nurtured by their embrace. Indatha supports several varieties of nightcats, batbirds, insects, and other creatures whose bodies produce a phosphorescent glow. Even the gloomiest valleys of Indatha are often lit by eerie, bioluminescent animals.
Skysail
Many generations ago, there was once a walled sanctuary in Indatha called Orn. One night, nightmares breached the gates under cover of darkness. Some residents built hot-air balloons to escape and, over time, more and more balloonists joined their vessels together, forming what's now known as Skysail.
The sanctuary's balloons and rudder-sails grant it almost permanent flight, allowing it to fly high above the threat of monsters that walk, crawl, or swim. Its floors and girders are made from extremely light wood and hollow pterodactyl bones, and individual balloon-ships can detach or reattach at will.
Skysail's survival strategy is mobility. The flying sanctuary never stays in one place for very long, in order to avoid the migration paths of Ikoria's many flying monsters. When an attack happens, Skysail can scatter into many smaller pieces and reassemble later in a safe place, or send off decoy ships to lure flying threats away from the main bulk of the fleet.
The people of Skysail are bold and independent, preferring a life on the move to sitting and waiting for an attack. Though the sanctuary boasts a military force, their usual approach to hostile monsters is mostly to leave them alone.
Dominant Clade: Nightmares
Nightmares are the inspiration for humanity's darkest and most primal fears, or are perhaps the corporeal manifestation of those fears. They hunt at night through the shadowy hills, forests, and lowlands of Indatha, with their many eyes gleaming in the dark. They seem to take genuine pleasure from stalking prey. Some survivors of nightmare attacks swear the monsters actually feed on fear itself.
While the nightmare clade of monsters are quite varied in shape and size, they are easy to identify thanks to some strikingly horrifying anatomical features. Nightmares often have a more-than-usual number of appendages, be they spindly arms or slinking tails. They almost always have extra sets of eyes, occasionally positioned in places other than their heads. Bonders who manage to forge a connection with a nightmare are among the bravest.
Monsters of the nightmare clade might be represented by stat blocks from the Monster Manual, including many different kinds of Aberrations, Fiends, and Undead. Monsters from this book that can be found among the elemental clade are found starting in the Nightmares section in chapter 4.
Apex: Nethroi
The Apex monster of the nightmare clade is Nethroi, the Death-Dweller. When traveling through Indatha, it's said that many whispers can be heard. These whispers belong to the apex monster Nethroi, a slinking cat-nightmare-beast hybrid with the power to raise the dead. Nethroi creeps through the buzzing frondlands, surrounded by the souls of long-dead creatures that hear its call, while, thanks to its breath, their rotting carcasses lurch out of the muck in a terrifying mockery of life. Many monster hunters have stories of fallen comrades who killed their quarry only to have it rise and exact its revenge.
There is an ancient tale of Nethroi's first kill. The sages believe being eaten by Nethroi is the only way for one to be truly erased from existence, as the monster's dominion over death allows it to consume both flesh and soul.
Raugrin
Raugrin is a rim of volcanic peaks, white-sand beaches, and lava-dripping cliffs that runs along the coast. The region is separated from the rest of the continent by the Ongra mountain range. The sanctuary of Lavabrink is built in the mountains between a volcanic shelf and Kauld, the lake of lava.
Raugrin's bright white beaches stretch for hundreds of miles, and the coastline is constantly growing: lava flow from the Ongra mountains spills into the sea, creating igneous jetties and slowly extending the land's reach. The Jal Korcha, or "terror road," winds for thousands of miles from Lavabrink in the southwest, through the Ongra range, along the shore of Attayal, and to Drannith on the great Egali plain. Near Lavabrink, it is lined with crushed volcanic glass, and a branching path leads to the nest of the apex monster Vadrok. The Raugrin stretch of the Jal Korcha is lined with alarm crystals that warn of the approach of dinosaurs and other monster threats. It is said the volcano Charrog is the highest point of elevation in the world: the zenith of the Ongra mountain range. Dinosaurs incubate their eggs in nests along Charrog's scorching slopes. The vegetation in Raugrin is dull, but that only makes the towering crystal structures that dot the triome gleam brighter.
Lavabrink
Lavabrink is a sanctuary city tucked under a huge volcanic shelf in the Ongra Range. Rivulets of lava pour over the volcanic shelf into carefully maintained canals and floodways, running out to Kauld, the lava lake. Lavabrink's dwellings and marketplaces are built on bridges and walkways over these canals of lava. The main passage way of Lavabrink is Jar Korcha, the "terror road".
Lavabrink's survival strategy is inaccessibility. By building under a volcanic shelf, Lavabrink has created a powerful defense mechanism that offers a compelling incentive for hungry monsters to find another less-deadly meal elsewhere. Mages called stonesingers can call out to the huge igneous dams on the slopes above the town, turning the flow of lava as they desire. In dire circumstances, Lavabrink can create an almost continuous curtain of lava in front of the entire city, blocking entry to all but the most persistent of monsters.
The residents of Lavabrink are a hardy lot, choosing to live in an incredibly dangerous situation in order to ward off even more dangerous monsters. Lavabrink citizens have excellent access to volcanic heat and are renowned for their blacksmithing, metalworking, toolmaking, and sculpting. The best weapons and gear of Ikoria are all made in Lavabrink.
Dominant Clade: Dinosaurs
The dinosaur clade of monsters embody all the violence and fury of molten rock. They hunt without subtlety or discrimination, eating anything that moves and demolishing anything that stands between them and a meal. They eat carrion if they have to, but they usually prefer prey that struggles and wriggles going down.
Ikorian dinosaurs are tougher and more reptilian than those found on other planes, like Ixalan. They have scaly skin often covered in spikes, horns, and rock-hard plating. Many are bipedal and have thick muscular tails they can use to bludgeon combatants. Winged and aquatic dinosaurs are also common, though they all seem to share the same belligerent attitude. Monsters of the nightmare clade might be represented by stat blocks from the Monster Manual, including the allosauruss, ankylosaurus, plesiosaurus, pteranodon. triceratops, and tyrannosaurus rex. Larger, mutated dinosaurs might be represented by dragons. Monsters from this book that can be found among the dinosaur clade include the leosaur and titanoth rex.
Apex: Vadrok
The Apex monster of the dinosaur clade is Vadrok, the Thunder-Raptor. Vadrok is a massive catlike dragon. Named after the terrible rumbling it produces as it streaks across the sky, Vadrok rules the skies of Raugrin. It may not be the biggest or fastest monster in the sky, but it is by far the fiercest. Vadrok generates magical energy as it flies, then releases it through its breath of flame so brightly blue that it is almost white. The sages say Vadrok's flames have magical properties that can cause all sorts of devastating effects, but the final result always seems to be the same: death. Vadrok's uncontested dominance and mobility mean it is liable to show up just about anywhere in Raugrin, and many city dwellers from other triomes derisively refer to the region as "Vadrok Turf."
Vadrok makes its nest in the Shroka Peaks, a strand of tall rocky columns in Raugrin. The nest, a basin of smooth black glass, holds a collection of eggs seemingly made of the same volcanic glass. Its hunting grounds span the full length of Raugrin and even parts of Ketria.
Zagoth
Zagoth is a vast, dense rainforest of mushroom-like trees and humid swamps. Lumbering, herbivorous great beasts graze among the fanspore groves, and iridescent insects alight on the vast lily pads floating in Zagoth's shallow ponds and wetlands.
The sturdy forests of Zagoth often root in muggy wetlands. The ponds that make up these wetlands support Zagoth's mighty lily plants. These giant plants can grow to over thirty feet in diameter and are strong enough to support the weight of multiple creatures at once. The giant lilies are the easiest method to traverse the waterways. The beast herds of Zagoth move with the vegetation they most prefer. Some herbivorous species follow each other's migration paths: as one group feeds on a woodland's sturdy outer leaves, the next group feeds on the tender, unprotected fruits left behind. Zagoth is a hotspot for monster-hunter activity, as the tusks, horns, pelts, and meat of the region's beasts are valuable commodities that can be traded or sold. From the fertile muck of Zagoth, everything - botanical, animal and crystalline - grows with rugged beauty.
Dominant Clade: Beasts
The lush forests of Zagoth are teeming with life, dominated by the beast clade of monsters in various sizes and shapes. Most of them resemble large herbivores but not necessarily are they all docile. Even smaller beast monsters are territorial and irascible, liable to stampede or trample when they are alarmed or threatened.
Beasts have many telltale traits: shaggy hides, thick skin, antlers and tusks, stumpy feet or hooves, etc. While most are large and lumbering, there are also many smaller, graceful beasts that more closely resemble horses or antelopes. Beasts tend to respond well to offerings of food.
Monsters of the beast clade might be represented by stat blocks from the Monster Manual, including the many different kinds of Beasts and Monstrosities. Monsters from this book that can be found among the beast clade include the boot nipper, essence symbiote, gemrazer, gnarr, goriak, lore drakkis, porcuparrot, shoreshark, and starrix.
Apex: Brokkos
The Apex monster of the beast clade is Brokkos, the Forever-Beast. All of the apex monsters are ancient, but Brokkos is believed to predate them all. The gentle giant roams the forests of Zagoth with a miniature forest of its own growing on its back. It is said that Brokkos experiences time differently from the rest of the creatures on the plane: its blinks take minutes, its breaths take hours, and its naps take weeks. But just like time itself, Brokkos is an unstoppable force. Once it starts moving, nothing can halt it, be it humans, monsters, or the land itself. It seems that Brokkos's movements coincide with the changing of seasons on Ikoria, though it's unknown whether Brokkos follows the seasons or the seasons follow Brokkos. It seems that Brokkos hibernates under the swamp for weeks at a time.
According to legend, the first human was a hunter who tried to slay the apex monster. Instead of fighting back, Brokkos gave the human two gifts. The first was a vision of the past, so she may learn from her mistakes. The second was a vision of the future, so she may lead others forward.
Race: Human
At 1st level, you choose your character's race. On the plane of Ikoria, the only sapient race is human.
When you create a character for a campaign or adventure set on the plane of Ikoria, you can play a human as presented in the Player's Handboook, or you can use the race option presented in this section and follow these additional rules during character creation.
Ability Score Increases
When determining your ability scores, you increase one of those scores by 2 and increase a different score by 1, or you increase three different scores by 1. You follow this rule regardless of the method you use to determine the scores, such as rolling or point buy.
Your class's "Quick Build" section offers suggestions on which scores to increase. You're free to follow those suggestions or to ignore them. Whichever scores you decide to increase, none of the scores can be raised above 20.
Languages
Your character can speak, read, and write one language that you and your DM agree is appropriate for the character. The languages in Ikoria that a character might speak are listed below.
Ikoria Languages
Language | Typical Speakers |
---|---|
Common | Traders |
Dark Speech | Nightmares |
Druidic | bonders, druids |
Indathan | residents of Skysail |
Ketrian | inhabitants of Ketria |
Raugrin | residents of Lavabrink |
Savai | refugees of Drannith |
Zagothan | inhabitants of Zagoth |
Creature Type
Every creature in D&D, including every player character, has a special tag in the rules that identifies the type of creature they are. Most player characters are of the Humanoid type. A race in this section tells you what your creature type is.
Here's a list of the game's creature types in alphabetical order: Aberration, Beast, Celestial, Construct, Dragon, Elemental, Fey, Fiend, Giant, Humanoid, Monstrosity, Ooze, Plant, Undead. These types don’t have rules themselves, but some rules in the game affect creatures of certain types in different ways. For example, the cure wounds spell doesn’t work on a Construct or an Undead.
Age
The typical life span of a player character in the D&D multiverse is about a century, assuming the character doesn’t meet a violent end on an adventure.
Height and Weight
Player characters, regardless of race, typically fall into the same ranges of height and weight that humans have in our world. If you’d like to determine your character’s height or weight randomly, consult the Random Height and Weight table in the Player’s Handbook, and choose the row in the table that best represents the build you imagine for your character.
Racial Traits
You have the following racial traits.
Creature Type. You are a Humanoid.
Size. You are Medium.
Speed. Your walking speed is 30 feet.
Human Determination. When you make an attack roll, an ability check, or a saving throw, you can do so with advantage. You can use this trait a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
Cultural Proficiencies. You were raised in one of Ikoria's triomes. Choose a triome from the Triome Proficiency table below. You gain proficiency in one skill and with one tool, as shown in the table.
Triome Proficiency
Triome | Skill | Tool |
---|---|---|
Savai | Acrobatics | Tinker's tools |
Ketria | Nature | Herbalism kit |
Indatha | Stealth | Thieves' tools |
Raugrin | Athletics | Smith's tools |
Zagoth | Survival | Poisoner's kit |
Bestiary
This chapter presents a number of monsters and NPCs who can be found in Ikoria. The creatures in this bestiary are organized alphabetically. A few creatures are gathered under a group heading; for example, the "Elementals" section presents stat blocks for all of Ikoria's unique elemental monsters, and those stat blocks are presented alphabetically within that section.
The Ikoria Creatures table below lists every creature in this chapter, along with that creature's type and challenge rating (CR).
Ikoria Creatures
Creature | Creature Type | CR |
---|---|---|
Aegis Turtle | Beast | 3 |
Apex Monsters* | ||
Brokkos | Elemental | 22 |
Illuna | Elemental | 17 |
Nethroi | Fiend | 21 |
Snapdax | Fiend | 21 |
Vadrok | Elemental | 17 |
Archipelagore | Monstrosity | 17 |
Auricorn | Celestial | 5 |
Avian Oddity | Monstrosity | 1/2 |
Blisperspit Gremlin | Beast | 1/4 |
Boot Nipper | Beast | 1/4 |
Bristling Boar | Beast | 1/4 |
Broodmoth | Beast | 1/4 |
Brushwagg | Beast | 1/4 |
Capricopian | Monstrosity | 1/2 |
Capridor | Monstrosity | 1 |
Crystacean | Beast | 8 |
Crystalline Giant | Giant | 7 |
Dirge Bat | Beast | 1/2 |
Dreamtail Heron | Elemental | 1 |
Elementals | ||
Eon Frolicker | Elemental | 3 |
Etheral Forager | Elemental | 8 |
Frost Lynx | Elemental | 1/2 |
Fertilid | Elemental | 2 |
Ivy Elemental | Elemental | 5 |
Creature | Creature Type | CR |
---|---|---|
Elementals (contd.) | ||
Lava Serpent | Elemental | 8 |
Phase Dolphin | Elemental | 1/8 |
Pyroceratops | Elemental | 5 |
Essence Symbiote | Monstrosity | 1/8 |
Excavation Mole | Monstrosity | 2 |
Farfinder | Beast | 0 |
Felidar | Beast | 3 |
Gemrazer | Monstrosity | 4 |
Giant Fox | Beast | 2 |
Giraffid | Monstrosity | 5 |
Gigantotherium | Beast | 4 |
Glademuse | Beast | 1/4 |
Glimmerbell | Elemental | 1/8 |
Gnarr | Monstrosity | 2 |
Goriak | Beast | 4 |
Leosaur | Monstrosity | 1 |
Lore Drakkis | Monstrosity | 4 |
Moloch | Beast | 5 |
Mycodrax | 8 | Plant |
Nightmares | ||
Boneyard Lurker | Aberration | 5 |
Cavern Whisperer | Aberration | 8 |
Chittering Harvester | Aberration | 15 |
Fiend Artisan | Aberration | 6 |
Gloom Pangolin | Aberration | 3 |
Grimdancer | Aberration | 8 |
Helica Glider | Aberration | 1/8 |
Hemophage | Aberration | 8 |
Labyrinth Raptor | Aberration | 1/4 |
Mindleecher | Aberration | 7 |
Necropanther | Aberration | 3 |
Slitherwisp | Aberration | 5 |
Void Beckoner | Aberration | 8 |
Zagoth Mamba | Aberration | 1/4 |
Creature | Creature Type | CR |
---|---|---|
Patagia Tiger | Beast | 4 |
Pollywog | Beast | 1 |
Porcuparrot | Beast | 1/8 |
Prickly Marmoset | Beast | 1/8 |
Serrated Scorpion | Beast | 1/8 |
Shoreshark | Beast | 2 |
Skyshark | Monstrosity | 2 |
Spelleater Wolverine | Monstrosity | 1/2 |
Sprite Dragon | Dragon | 1/4 |
Starrix | Fey | 10 |
Thundermane | Elemental | 1 |
Tidal Barracuda | Monstrosity | 1 |
Tigorilla | Monstrosity | 2 |
Titanoth Rex | Monstrosity | 25 |
Trilobyte | Beast | 0 |
Vulpikeet | Monstrosity | 0 |
Wolfbear | Monstrosity | 1 |
Using a Stat Block
This chapter is a companion to the Monster Manual and adopts a similar presentation. Please read the introduction of the Monster Manual to familiarize yourself with how to read a stat block before proceeding.
In this section, you will find some weapons and spellcasting that function in atypical ways. These exceptions are features of a stat block and represent how a particular creature uses weapons and casts spells; these exceptions have no effect for how weapons and spells function for someone else.
Aegis Turtle
“The endurance of the ancient turtles in a land so harsh makes a strong case for patience, tranquility, and composure.”
Aegis Turtle
Large Beast, Unaligned
- Armor Class 17 (natural armor)
- Hit Points 75 (10d10 + 20)
- Speed 30 ft., swim 40 ft.
STR DEX CON INT WIS CHA 19 (+4) 10 (+0) 14 (+2) 2 (-4) 12 (+1) 5 (-3)
- Senses darkvision 60 ft., passive Perception 11
- Languages —
- Challenge 3 (700 XP)
- Proficiency Bonus +2
Amphibious. The turtle can breathe air and water.
Magic Resistance. The turtle has advantage on saving throws against spells, and any creature making a spell attack against the turtle has disadvantage on the attack roll.
Actions
Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 18 (4d6 + 4) slashing damage.
Shell Defense. The turtle withdraws into its shell. Until it emerges, it gains a +4 bonus to AC and has advantage on Strength and Constitution saving throws. While in its shell, the turtle has the prone condition, its speed is 0 and can't increase, it has disadvantage on Dexterity saving throws, it can't take reactions, and the only action it can take is a bonus action to emerge.
Apex Monsters
The Apex predators of Ikoria are enormous, ancient monsters of both physical strength and magical power. Their might is capable of felling human cities, and even the most fearsome bands of hunters give their territory a wide berth. These creatures are steeped in the mythos of Ikoria's history, and are even revered by some akin to gods. Each of the five apex predators sit at their top of their clades, respected as alphas among the other monsters in their triomes.
The apex predators include Brokkos, Illuna, Nethroi, Snapdax, and Vadrok. You can read about the apex monster in the sections for their triome territories in chapter 2.
Brokkos
Huge Beast (Apex), Neutral
- Armor Class 19 (natural armor)
- Hit Points 300 (24d12 + 144)
- Speed 40 ft.
STR DEX CON INT WIS CHA 29 (+9) 17 (+3) 22 (+6) 19 (+4) 23 (+6) 16 (+3)
- Saving Throws Str +16, Con +13, Int +11, Wis +13
- Skills Insight +13, Intimidation +10, Perception +13, Survival +13
- Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks
- Damage Immunities psychic
- Condition Immunities charmed, frightened, stunned
- Senses truesight 120 ft., passive Perception 20
- Languages telepathy 120 ft.
- Challenge 23 (90,000 XP)
- Proficiency Bonus +7
Legendary Resistance (3/Day). If Brokkos fails a saving throw, it can choose to succeed instead.
Magic Resistance. Brokkos has advantage on saving throws against spells and other magical effects.
Regeneration. Brokkos regains 20 hit points at the start of its turn. If it takes fire damage, this trait doesn't function at the start of its next turn. Brokkos dies only if it starts its turn with 0 hit points and doesn't regenerate.
Actions
Multiattack. Brokkos makes two Horns attacks.
Horns. Melee Weapon Attack: +16 to hit, reach 15 ft., one target. Hit: 37 (8d6 + 9) bludgeoning damage. If the target is a creature, it must succeed on a DC 21 Strength saving throw or have the prone condition. If Brokkos moves at least 20 feet straight towards the target before the hit, the target takes an extra 42 (11d6).
Stomp. Melee Weapon Attack: +16 to hit, reach 5 ft., one prone target. Hit: 71 (13d10) bludgeoning damage.
Spellcasting. Brokkos casts one of the following spells, requiring no material components and using Wisdom as the spellcasting ability (spell save DC 21):
At will: augury, legend lore, slow
1/day: time stopVision of Forever (2/day). Brokkos can call up visions of the past or of the future, either to its own mind or into the mind of a creature it can see within 120 feet of it. The target of the vision learns about one significant event that has happened or is likely to happen. Significant events typically involve powerful emotions, such as battles and betrayals, marriages and murders, births and funerals. However, they might also include more mundane events that are nevertheless important in the target's current situation.
Legendary Actions
Brokkos 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. Brokkos regains spent legendary actions at the start of its turn.
- Spellcasting. Brokkos uses Spellcasting.
- Stomp. Brokkos makes one Stomp attack.
Illuna
Huge Elemental (Apex), Neutral
- Armor Class 19 (natural armor)
- Hit Points 241 (21d12 + 105)
- Speed 30 ft., fly 60 ft.
STR DEX CON INT WIS CHA 23 (+6) 12 (+1) 21 (+5) 16 (+3) 13 (+1) 21 (+5)
- Saving Throws Con +11, Int +9, Wis +7, Cha +11
- Skills Arcana +9, Insight +13, Perception +13
- Damage Resistances acid, lightning, thunder; bludgeoning, piercing, and slashing from nonmagical attacks
- Damage Immunities cold, fire, poison
- Condition Immunities charmed, exhaustion, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained
- Senses darkvision 120 ft., passive Perception 23
- Languages telepathy 120 ft.
- Challenge 18 (20,000 XP)
- Proficiency Bonus +6
Legendary Resistance (3/Day). If Illuna fails a saving throw, it can choose to succeed instead.
Ethereal Sight. Illuna can see 60 feet into the Ethereal Plane when it is on the Material Plane, and vice versa.
Incorporeal Movement. Illuna can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object.
Actions
Multiattack. Illuna makes one Bite attack and two Claw attacks, and it can use Sapping Presence.
Bite. Melee Weapon Attack: +12 to hit, reach 10 ft., one target. Hit: 17 (2d10 + 6) piercing damage plus 9 (2d8) radiant damage.
Claw. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 13 (2d6 + 6) slashing damage.
Enchanting Song. Each creature within 60 feet of Illuna that can hear it must make a DC 19 Charisma saving throw. On a failed save, the creature has the charmed condition until the end of the creature's next turn. On a successful save, the creature is immune to Illuna's Enchanting Song for 24 hours.
Etherealness. Illuna enters the Ethereal Plane from the Material Plane, or vice versa. It is visible on the Material Plane while it is in the Border Ethereal, and vice versa, yet it can't affect or be affected by anything on the other plane.
Spellcasting. Illuna casts one of the following spells, without requiring material components and using Charisma as the spellcasting ability (spell save DC 19):
At will: detect thoughts, dream
1/day each: creation, illusory dragon, weird, wishLegendary Actions
Illuna 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. Illuna regains spent legendary actions at the start of its turn.
- Claw. Illuna makes one Claw attack.
- Ghostly Binding (Costs 2 Actions). Illuna creates ethereal bindings around a creature it can see within 60 feet of it. The target must succeed on a DC 19 Strength saving throw or be restrained until the end of the dragon's next turn.
Nethroi
Huge Aberration (Apex, Nightmare), Neutral
- Armor Class 15 (natural armor)
- Hit Points 290 (20d12 + 160)
- Speed 40 ft.
STR DEX CON INT WIS CHA 24 (+7) 13 (+1) 26 (+8) 8 (-1) 22 (+6) 25 (+7)
- Saving Throws Dex +8, Con +15, Wis +13, Cha +14
- Skills Perception +13, Survival +13
- Damage Resistances acid, cold, lightning, necrotic
- Damage Immunities poison
- Condition Immunities charmed, frightened, poisoned
- Senses darkvision 120 ft., passive Perception 23
- Languages Dark Speech
- Challenge 21 (33,000 XP)
- Proficiency Bonus +7
Consume Body and Soul. A creature killed by Nethroi can be restored to life only by means of a true resurrection or a wish spell.
Legendary Resistance (3/Day). If Nethroi fails a saving throw, it can choose to succeed instead.
Unusual Nature. Nethroi doesn't require air, food, drink, or sleep.
Whispering. Nethroi incoherently whispers while it can see any creature and isn't incapacitated. Each creature that starts its turn within 60 feet of Nethroi and can hear it must succeed on a DC 22 Wisdom saving throw or have the frightened condition until the start of the creature's next turn.
Actions
Multiattack. Nethroi makes three attacks.
Tongue. Melee Weapon Attack: +14 to hit, reach 15 ft., one target. Hit: 20 (2d10 + 7) acid damage plus 13 (3d8) psychic damage.
Bite. Melee Weapon Attack: +14 to hit, reach 5 ft., one creature. Hit: 27 (3d12 + 8) piercing damage.
Death Breath (Recharge 5–6). Nethroi exhales necromancy magic in a 60-foot cone. Each corpse of a creature in that area rises as a zombie or skeleton under Nethroi's control, acting as its allies and obeying its whispered commands.
Legendary Actions
Nethroi 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. Nethroi regains spent legendary actions at the start of its turn.
- Attack. Nethroi makes one attack.
- Psychic Wave (Costs 3 Actions). Nethroi magically emits a wave of psychic energy. Each creature within 30 feet of it must succeed on a DC 23 Intelligence saving throw or take 32 (5d12) psychic damage. Each creature of Nethroi's choice in that area loses concentration.
Snapdax
Huge Monstrosity (Apex), Unaligned
- Armor Class 19 (natural armor)
- Hit Points 216 (16d12 + 112)
- Speed 40 ft.
STR DEX CON INT WIS CHA 28 (+9) 22 (+6) 25 (+7) 2 (-4) 24 (+7) 9 (-1)
- Saving Throws Str +16, Dex +13, Con +14, Wis +14
- Skills Perception +21, Stealth +13
- Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks
- Condition Immunities charmed, frightened, restrained
- Senses darkvision 120 ft., passive Perception 31
- Languages —
- Challenge 21 (33,000 XP)
- Proficiency Bonus +7
Legendary Resistance (3/Day). If Snapdax fails a saving throw, it can choose to succeed instead.
Magic Resistance. Snapdax has advantage on saving throws against spells and other magical effects.
Actions
Multiattack. The molydeus makes one Bite attack and one Claw attack.
Bite. Melee Weapon Attack: +16 to hit, reach 10 ft., one target. Hit: 25 (5d10 + 9) necrotic damage.
Claw.* Melee Weapon Attack: +16 to hit, reach 15 ft., one target. Hit: 35 (5d12 + 9) force damage. If the target is a creature and Snapdax moved at least 20 feet straight toward the target before the hit, the target must succeed on a DC 13 Strength saving throw or have the prone condition.
Bonus Actions
Nimble Escape. Snapdax takes the Dash or Hide action.
Pounce. Snapdax makes one Bite attack against a creature with the prone condition.
Legendary Actions
Snapdax 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. Snapdax regains spent legendary actions at the start of its turn.
- Attack. Snapdax makes one attack.
- Move. Snapdax moves without provoking opportunity attacks.
- Hide. Snapdax takes the Hide action
Vadrok
Huge Dragon (Apex), Neutral
- Armor Class 19 (natural armor)
- Hit Points 256 (19d12 + 133)
- Speed 40 ft., climb 40 ft., fly 80 ft.
STR DEX CON INT WIS CHA 27 (+8) 10 (+0) 25 (+7) 8 (-1) 13 (+1) 21 (+5)
- Saving Throws Dex +6, Con +13, Wis +7, Cha +11
- Skills Perception +13, Stealth +6
- Damage Immunities fire, lightning
- Senses blindsight 60 ft., darkvision 120 ft., passive Perception 23
- Languages —
- Challenge 17 (18,000 XP)
- Proficiency Bonus +6
Legendary Resistance (3/Day). If Vadrok fails a saving throw, it can choose to succeed instead.
Actions
Multiattack. Vadrok can use its Frightful Presence. It then makes one Bite attack and two Claw attacks.
Bite. Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: 19 (2d10 + 8) piercing damage plus 7 (2d6) fire damage.
Claw. Melee Weapon Attack: +14 to hit, reach 5 ft., one target. Hit: 15 (2d6 + 8) slashing damage.
Frightful Presence. Each creature of Vadrok's choice that is within 120 feet of Vadrok and aware of it must succeed on a DC 19 Wisdom saving throw or have the frightened condition 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 Vadrok's Frightful Presence for the next 24 hours.
Breath Weapon (Recharge 5–6). Vadrok uses one of the following breath weapons. Fire Breath. Vadrok exhales fire in a 60-foot cone. Each creature in that area must make a DC 21 Dexterity saving throw, taking 63 (18d6) fire damage on a failed save, or half as much damage on a successful one.
Burn Memory. Vadrok exhales flames in a 60-foot cone. Each creature in that area must make a DC 19 Wisdom saving throw or be affected by the modify memory spell.Legendary Actions
Vadrok 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. Vadrok regains spent legendary actions at the start of its turn.
- Detect. Vadrok makes a Wisdom (Perception) check.
- Claw Attack. Vadrok makes a Claw attack.
- Wing Attack (Costs 2 Actions). Vadrok beats its wings. Each creature within 10 feet of the dragon must succeed on a DC 22 Dexterity saving throw or take 15 (2d6 + 8) thunder damage and have the prone condition. Vadrok can then fly up to half its flying speed.
Archipelagore
Gargantuan Monstrosity, Unaligned
- Armor Class 20 (natural armor)
- Hit Points 341 (22d20 + 110)
- Speed 20 ft., swim 40 ft.
STR DEX CON INT WIS CHA 25 (+7) 10 (+0) 20 (+5) 2 (-4) 12 (+1) 12 (+1)
- Saving Throws Dex +6, Con +11, Wis +7
- Damage Resistances fire
- Senses darkvision 120 ft., passive Perception 11
- Languages —
- Challenge 17 (18,000 XP)
- Proficiency Bonus +6
Amphibious. The archipelagore can breathe air and water.
Legendary Resistance (3/Day). If the archipelagore fails a saving throw, it can choose to succeed instead.
Siege Monster. The archipelagore deals double damage to objects and structures.
Actions
Multiattack. The archipelagore makes three attacks: one with its Bite and two with its Claws.
Bite. Melee Weapon Attack: +17 to hit, reach 20 ft., one target. Hit: 26 (3d12 + 7) piercing damage.
Claws. Melee Weapon Attack: +17 to hit, reach 20 ft., one target. Hit: 16 (2d8 + 7) force damage.
Water Spray (Recharge 5–6). The archipelagore exhales a powerful stream of water in a 90-foot cone. Each creature in that area must make a DC 18 Strength saving throw. A creature takes 33 (6d10) bludgeoning damage on a failed save, or half as much damage on a successful one. A creature that fails the save by 5 or more has the prone condition.
Bonus Actions
Tidal Wave (Recharge 6). While in water, the archipelagore creates a wave of water that extends from itself. The wave is up to 250 feet long, up to 250 feet tall, and up to 50 feet wide. On initiative count 20, the wave, along with any creatures in it, moves 50 feet away from the archipelagore. The wave dissapears after moving 250 feet.
When the wave appears in or enters a creature's space, that creature must make a DC 25 Strength saving throw. On a failed save, a creature takes 45 (7d12) bludgeoning damage and is knocked prone. On a successful save, a creature takes half as much damage and isn't knocked prone. Vehicles also take the damage if they are in the wave.
A creature caught in the wave can move through it by swimming.Retract. The archipelagore withdraws into its shell. Until it emerges, it gains a +4 bonus to AC and has advantage on Strength and Constitution saving throws. While in its shell, the archipelagore has the prone condition, its speed is 0 and can't increase, it has disadvantage on Dexterity saving throws, it can't take reactions, and the only action it can take is a bonus action to emerge.
Auricorn
Large Celestial, Typically Neutral
- Armor Class 12
- Hit Points 67 (9d10 + 18)
- Speed 50 ft.
STR DEX CON INT WIS CHA 18 (+4) 14 (+2) 15 (+2) 11 (+0) 17 (+3) 16 (+3)
- Damage Immunities poison
- Condition Immunities charmed, paralyzed, poisoned
- Senses darkvision 60 ft., passive Perception 13
- Languages understands Common but can't speak
- Challenge 5 (1,800 XP)
- Proficiency Bonus +3
Magic Resistance. The auricorn has advantage on saving throws against spells and other magical effects.
Magic Weapons. The auricorn's weapon attacks are magical.
Vigilant. The auricorn can't be surprised while it isn't incapacitated.
Actions
Multiattack. The auricorn makes two attacks: one with its Hooves and one with its Horn.
Hooves. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) bludgeoning damage.
Horn. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) piercing damage. If the auricorn moved at least 20 feet straight toward the target immediately before the hit, the target takes an extra 9 (2d8) piercing damage and must succeed on a DC 15 Strength saving throw or have the prone condition if it is a creature.
Healing Touch (3/Day). The auricorn touches another creature with its horn. The target magically regains 11 (2d8 + 2) hit points. In addition, the touch removes all diseases and neutralizes all poisons afflicting the target.
Legendary Actions
The auricorn 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 auricorn regains spent legendary actions at the start of its turn.
- Hooves. The auricorn makes one attack with its hooves.
- Heal Self (Costs 3 Actions). The auricorn magically regains 11 (2d8 + 2) hit points.
Avian Oddity
The avian oddity appears to be a mutated amalgam of birds. It has a central face and beak, but is surrounded by a plethora of wings, many of which are not orientated properly; how the oddity achieves flight is a mystery.
Avian Oddity
Large Monstrosity, Unaligned
- Armor Class 12
- Hit Points 26 (4d10 + 4)
- Speed 5 ft., fly 60 ft.
STR DEX CON INT WIS CHA 10 (+0) 14 (+2) 12 (+1) 2 (-4) 10 (+0) 6 (-2)
- Senses passive Perception 10
- Languages —
- Challenge 1/2 (100 XP)
- Proficiency Bonus +2
Flyby. The oddity doesn't provoke opportunity attacks when it flies out of an enemy's reach.
Keen Hearing and Sight. The oddity has advantage on Wisdom (Perception) checks that rely on hearing or sight.
Actions
Peck. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (1d10 + 2) piercing damage.
Fly (1/day). The oddity casts fly on a willing creature within 30 of it.
Blisterspit Gremlin
Small Beast, Unaligned
- Armor Class 14 (natural armor)
- Hit Points 7 (2d6)
- Speed 30 ft.
STR DEX CON INT WIS CHA 8 (-1) 14 (+2) 10 (+0) 3 (-4) 13 (+1) 8 (-1)
- Skills Stealth +6
- Senses darkvision 60 ft., passive Perception 9
- Languages —
- Challenge 1/4 (50 XP)
- Proficiency Bonus +2
Actions
Claws. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) slashing damage.
Blisterspit. Ranged Weapon Attack: +4 to hit, range 80/320 ft., one target. Hit: 5 (1d6 + 2) fire damage. A flammable object hit by this attack ignites if it isn't being worn or carried.
Bonus Actions
Nimble Escape. The gremlin takes the Disengage or Hide action.
Blisterspit Gremlin
Gremlin Companions
Blisterspit Gremlins can be a character's companion in the following ways:
- Ranger's Companion. A Beast Master ranger can choose a blisterspit gremlin as Ranger's Companion.
Boot Nipper
Boot Nipper Companions
Boot Nippers can be a character's companion in the following ways:
- Pact of the Chain. When a warlock with the Pact of the Chain pact boon casts find familiar, they can choose a boot nipper as a special form for their familiar.
- Ranger's Companion. A Beast Master ranger can choose a boot nipper as Ranger's Companion.
Boot Nipper
Tiny Beast, Unaligned
- Armor Class 13 (natural armor)
- Hit Points 10 (3d4 + 3)
- Speed 30 ft.
STR DEX CON INT WIS CHA 6 (-2) 14 (+2) 13 (+1) 2 (-4) 9 (-1) 5 (-3)
- Senses darkvision 30 ft., passive Perception 9
- Languages —
- Challenge 1/4 (50 XP)
- Proficiency Bonus +2
Regeneration. The nipper regains 5 hit points at the start of its turn if it has at least 1 hit point.
Actions
Multiattack. The nipper makes two attacks with its Bite.
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 1 piercing damage plus 4 (1d4 + 2) poison damage.
Bristling Boar
Medium Beast, Unaligned
- Armor Class 11 (natural armor)
- Hit Points 11 (2d8 + 2)
- Speed 40 ft.
STR DEX CON INT WIS CHA 13 (+1) 11 (+0) 12 (+1) 2 (-4) 9 (-1) 5 (-3)
- Senses passive Perception 9
- Languages —
- Challenge 1/4 (50 XP)
- Proficiency Bonus +2
Prickly. A creature that touches the boar or hits it with a melee attack while within 5 feet of it takes 3 (1d6) piercing damage.
Relentless (Recharges after a Short or Long Rest). If the boar takes 7 damage or less that would reduce it to 0 hit points, it is reduced to 1 hit point instead.
Actions
Tusk. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) slashing damage. If the boar moves at least 20 feet straight towards the target before the hit, the target takes an extra 3 (1d6) slashing damage. If the target is a creature, it must succeed on a DC 11 Strength saving throw or have the prone condition.
Bristling Boar
Bristling Boar Companions
Bristling Boars can be a character's companion in the following ways:
- Ranger's Companion. A Beast Master Ranger can choose a bristling boar as a Ranger's Companion.
Broodmoth
It soars through currents of moonbeams to give hope to the forsaken.
Broodmoth
Large Beast, Unaligned
- Armor Class 12
- Hit Points 19 (3d10 + 3)
- Speed 5 ft., fly 60 ft.
STR DEX CON INT WIS CHA 13 (+1) 15 (+2) 12 (+1) 2 (-4) 13 (+1) 10 (+0)
- Skills Perception +5, Stealth +4
- Senses blindsight 60 ft., passive Perception 15
- Languages —
- Challenge 1/4 (50 XP)
- Proficiency Bonus +2
Flyby. The broodmoth doesn't provoke opportunity attacks when it flies out of an enemy's reach.
Actions
Proboscis. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) slashing damage.
Call Brood (1/day). The broodmoth telepathically calls its brood, which uses the statistics for a swarm of wasps. The swarm arrives in 1d4 rounds, acting as allies of the broodmoth and obeying its telepathic commands. If the broodmoth dies, the swarm disperses.
Brushwagg
Laughed at the brushwagg
Brushwagg Companions
A Beast Master ranger can choose a brushwagg as Ranger's Companion.
Brushwagg
Tiny Beast, Unaligned
- Armor Class 13 (natural armor)
- Hit Points 2 (1d4)
- Speed 30 ft.
STR DEX CON INT WIS CHA 2 (-4) 10 (+0) 11 (+0) 5 (-3) 10 (+0) 4 (-3)
- Skills Perception +3, Stealth +5
- Senses passive Perception 13
- Languages —
- Challenge 1/4 (50 XP)
- Proficiency Bonus +2
Brambly Body. A creature that touches the brushwagg or hits it with a melee attack while within 5 feet of it takes 2 (1d4) piercing damage. At the start of each of its turns, the brushwagg deals 2 (1d4) piercing damage to any creature grappling or grappled by it.
Actions
Bite. Melee Weapon Attack: +2 to hit, reach 5 ft., one creature. Hit: 2 (1d4) piercing damage, or 5 (2d4) piercing damage while under the effect of Mighty.
Bramble Ball. The brushwagg withdraws into its brambles. Until it emerges, it gains a +4 bonus to AC, it has advantage on Strength and Constitution saving throws, and it can move along the ground by rolling with a speed of 40 feet. While in its brambles, the brushwagg has disadvantage on Dexterity saving throws, it can't take reactions, and the only action it can take is a bonus action to emerge.
Bonus Actions
Mighty. For 1 minute, the brushwagg magically increases in size. While enlarged, the brushwagg is Large, doubles its damage dice on Strength-based weapon attacks (included in the attacks), makes Strength checks and Strength saving throws with advantage, and gains 10 (4d4) temporary hit points. If the brushwagg lacks the room to become Large, it attains the maximum size possible in the space available.
Capricopian
Medium Monstrosity, Unaligned
- Armor Class 13 (natural armor)
- Hit Points 16 (3d8+3)
- Speed 40 ft.
STR DEX CON INT WIS CHA 12 (+1) 10 (+0) 12 (+1) 2 (-4) 10 (+0) 5 (-3)
- Senses passive Perception 10
- Languages —
- Challenge 1/2 (100 XP)
- Proficiency Bonus +2
Multiple Heads. The capricopian can't be surprised, and it has advantage on saving throws against being blinded, charmed, deafened, frightened, stunned, and knocked unconscious.
Reactive. The capricopian has two extra reactions that can be used only for opportunity attacks.
Sure-footed. The capricopian has advantage on Strength and Dexterity saving throws made against effects that would knock it prone.
Wakeful. While the capricopian sleeps, at least one of its heads is awake.
Actions
Multiattack. The capricopian makes three ram attacks.
Ram. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) bludgeoning damage. If the capricopian moves at least 20 feet straight towards the target before the hit, the target takes an extra 2 (1d4) bludgeoning damage. If the target is a creature, it must succeed on a DC 10 Strength saving throw or have the prone condition.
Capridor
Large Monstrosity, Unaligned
- Armor Class 13
- Hit Points 26 (4d10 + 4)
- Speed 40 ft., fly 80 ft.
STR DEX CON INT WIS CHA 16 (+3) 17 (+3) 13 (+1) 2 (-4) 14 (+2) 10 (+0)
- Skills Perception +4
- Damage Immunities lightning
- Senses passive Perception 14
- Languages —
- Challenge 1 (200 XP)
- Proficiency Bonus +2
Lightning Absorption. Whenever the capridor is subjected to lightning damage, it takes no damage and regains a number of hit points equal to the lightning damage dealt.
Actions
Multiattack. The capridor makes two attacks: one with its Ram and one with its Talons.
Ram. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) bludgeoning damage. If the capridor moves at least 20 feet straight towards the target before the hit, the target takes an extra 3 (1d6) bludgeoning damage. If the target is a creature, it must succeed on a DC 10 Strength saving throw or have the prone condition.
Talons. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) slashing damage.
Capridor
After a disastrous day of battle, Lavabrink’s lightning mages were recalled.
Crystacean
It loves blending into its environment, ambushing prey, and long scuttles on the beach.
Crystacean
Huge Beast, Unaligned
- Armor Class 15 (natural armor)
- Hit Points 161 (14d12 + 70)
- Speed 30 ft., swim 30 ft.
STR DEX CON INT WIS CHA 20 (+5) 15 (+2) 20 (+5) 1 (-5) 9 (-1) 3 (-4)
- Skills Stealth +5
- Senses blindsight 30 ft., passive Perception 9
- Languages —
- Challenge 8 (3,900 XP)
- Proficiency Bonus +3
Amphibious. The crystacean can breathe air and water.
Blend In. The crystacean has chitin that changes color to match its surroundings, giving it advantage on Dexterity (Stealth) checks.
Actions
Claw. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 27 (4d10 + 5) bludgeoning damage, and the target has the grappled condition (escape DC 14). The crystacean can grapple up to two creatures this way.
Crystalline Giant
Huge Giant, Neutral
- Armor Class 13 (natural armor)
- Hit Points 126 (11d12 + 55)
- Speed 40 ft.
STR DEX CON INT WIS CHA 23 (+6) 15 (+2) 20 (+5) 10 (+0) 12 (+1) 9 (-1)
- Saving Throws Dex +5, Con +8, Wis +4
- Skills Athletics +12, Perception +4
- Senses darkvision 60 ft., passive Perception 14
- Languages Giant
- Challenge 7 (2,900 XP)
- Proficiency Bonus +3
Immutable Form. The giant is immune to any spell or effect that would alter its form.
Magic Resistance. The giant has advantage on saving throws against spells and other magical effects.
Regeneration. The giant regains 10 hit points at the start of its turn if it has at least 1 hit point.
Vigilant. The giant can't be surprised while it doesn't have the incapacitated condition.
Actions
Multiattack. The giant makes two Fist attacks.
Fist. Melee Weapon Attack: +9 to hit, reach 15 ft., one target. Hit: 16 (3d6 + 6) bludgeoning damage.
Rock. Ranged Weapon Attack: +9 to hit, range 60/240 ft., one target. Hit: 28 (4d10 + 6) bludgeoning damage. If the target is a creature, it must succeed on a DC 17 Strength saving throw or have the prone condition.
Bonus Actions
Limited Flight (3/day). The giant flies up to 40 feet. If it is in the air at the end of this movement, it falls if nothing is holding it aloft.
Crystalline Giant
The crystalline giants are enigmatic figures that appear to be entirely composed of Ikoria's mutating crystals. Despite this, they don't seem to mutate themselves, instead having a wide array of abilities that are often the result of mutations, without ever changing their appearance or number of limbs.
Dirge Bat
A mutated bat, the dirge bat has not acquired any foreign or unusual abilities. It's just quite a bit bigger, and its echolocation sonar is much, much louder.
Dirge Bat Steeds
A paladin can summon a spirit in the form of a dirge bat using the find greater steed spell, which appears in Xanathar's Guide to Everything.
Dirge Bat
Large Beast, Unaligned
- Armor Class 13
- Hit Points 22 (4d10)
- Speed 10 ft., fly 60 ft.
STR DEX CON INT WIS CHA 15 (+2) 16 (+3) 11 (+0) 2 (-4) 12 (+1) 6 (-2)
- Senses blindsight 60 ft., passive Perception 11
- Languages —
- Challenge 1/2 (100 XP)
- Proficiency Bonus +2
Echolocation. The bat can't use its blindsight while it has the deafened condition.
Keen Hearing. The bat has advantage on Wisdom (Perception) checks that rely on hearing.
Actions
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 9 (2d6 + 2) piercing damage.
Shattering Dirge. The bat screeches a wave of concussive sound in a 30-foot cone. Each creature in that area must make a DC 11 Constitution saving throw. A creature takes 9 (2d8) thunder damage on a failed save, or half as much damage on a successful one. A creature made of inorganic material such as stone, crystal, or metal has disadvantage on this saving throw. A nonmagical object that isn't being worn or carried also takes the damage if it's in the area.
Dreamtail Heron
Large Elemental, Unaligned
- Armor Class 10
- Hit Points 22 (3d10 + 6)
- Speed 10 ft., fly 60 ft.
STR DEX CON INT WIS CHA 15 (+2) 10 (+0) 15 (+2) 2 (-4) 12 (+1) 7 (-2)
- Skills Perception +3, Stealth +2
- Senses passive Perception 13
- Languages —
- Challenge 1 (200 XP)
- Proficiency Bonus +2
Dreamtail. When the heron flies out of an enemy's reach, it tries to put the enemy under a magical slumber. The enemy must succeed on a DC 12 Constitution saving throw or have the unconscious condition for 1 minute, until it takes damage, or until someone uses an action to shake or slap the sleeper awake. At the end of each of its turns, the sleeper repeats the Constitution saving throw, waking up on a success.
Flyby. The heron doesn’t provoke opportunity attacks when it flies out of an enemy’s reach.
Keen Sight. The heron has advantage on Wisdom (Perception) checks that rely on sight.
Actions
Multiattack. The heron makes two attacks with its Beak.
Beak. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (2d4 + 2) piercing damage.
Dreamtail Heron
The dreamtail heron soars through the skies of Ikoria, leaving behind a starry wave of arcane energy as it flies. This energy is known to induce sleep in humans, and upon waking they often tell of wild and vivid dreams.
Elementals
The elemental clade of Ikoria is dominant throughout Ketria, but can be encountered most anywhere that isn't dominated by humans and progress. The elementals are typically aloof, rather than malicious or harmful. Many bear the mutagenic crystals common in the plane in their skin or hide.
Eon Frolicker
The eon frolicker appears as a large, flying otter, and can often be seen feasting on the mutating crystals throughout Ikoria. Though it is a member of the elemental clade, it seems to be connected to time, rather than a natural element.
Eon Frolicker
Large Elemental, Unaligned
- Armor Class 15 (natural armor)
- Hit Points 51 (6d10+18)
- Speed 40 ft., fly 40 ft.
STR DEX CON INT WIS CHA 11 (+0) 18 (+4) 14 (+2) 4 (-3) 12 (+1) 5 (-3)
- Skills Perception +3
- Senses passive Perception 13
- Languages —
- Challenge 3 (700 XP)
- Proficiency Bonus +2
Actions
Multiattack. The frolicker makes two attacks with its Bite.
Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 18 (4d6 + 4) piercing damage.
Stop Time (Recharge 6). The frolicker casts the time stop spell.
Ethereal Forager
Gargantuan Elemental, Unaligned
- Armor Class 13 (natural armor)
- Hit Points 189 (14d20 + 42)
- Speed 0 ft., fly 60 ft., swim 30 ft.
STR DEX CON INT WIS CHA 26 (+8) 8 (-1) 17 (+3) 3 (-4) 12 (+1) 5 (-3)
- Senses blindsight 120 ft., passive Perception 11
- Languages —
- Challenge 8 (3,900 XP)
- Proficiency Bonus +3
Echolocation. The forager can't use its blindsight while it has the deafened condition.
Keen Hearing. The forager has advantage on Wisdom (Perception) checks that rely on hearing.
Actions
Multiattack. The forager makes two attacks: one with its Bite and one with its Tail.
Swallow. Melee Weapon Attack: +11 to hit, reach 0 ft., one Large or smaller creature. Hit: The creature is swallowed by the forager. A swallowed creature has total cover against attacks and other effects outside the forager, and it takes 13 (3d8) acid damage at the start of each of the forager's turns. If the forager takes 30 damage or more on a single turn from a creature inside it, the forager must succeed on a DC 16 Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, which fall prone in a space within 10 feet of the whale. If the forager dies, it likewise regurgitates a swallowed creature.
Tail. Melee Weapon Attack: +11 to hit, reach 15 ft., one target. Hit: 18 (3d6 + 8) bludgeoning damage.
Ethereal Forager
The ethereal forager is another flying elemental that appears as a water-borne beast; a whale, to be precise. It feeds on birds and flying dinosaurs by opening its massive jaws and flying right into them. Despite its size, it is one of the most peaceful elemental creatures.
Frost Lynx
If you feel a strange chill within the temperate Quartzwood, look up.
Frost Lynx
Small Elemental, Unaligned
- Armor Class 12
- Hit Points 28 (8d6)
- Speed 50 ft., climb 40 ft.
STR DEX CON INT WIS CHA 14 (+2) 15 (+2) 10 (+0) 3 (-4) 14 (+2) 7 (-2)
- Skills Perception +4, Stealth +6
- Damage Vulnerabilities fire
- Damage Immunities cold
- Senses passive Perception 14
- Languages —
- Challenge 1/2 (100 XP)
- Proficiency Bonus +2
Cold Aura. Any creature that starts its turn within 5 feet of the lynx takes 2 (1d4) cold damage. Water within 5 feet of the lynx (not including water-based creatures) freezes to a depth of 6 inches. Creatures that were swimming on the surface of frozen water are trapped in the ice. A trapped creature can use an action to make a DC 12 Strength check to break free.
Keen Smell. The lynx has advantage on Wisdom (Perception) checks that rely on smell.
Actions
Claw. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) cold damage. If the target is a creature and the lynx moved at least 20 feet straight towards the target before the hit, the target must succeed on a DC 12 Strength saving throw or have the prone condition.
Bonus Actions
Pounce. The lynx makes one melee attack against a creature that has the prone condition.
Fertilid
Medium Elemental, Unaligned
- Armor Class 16 (natural armor)
- Hit Points 52 (8d8+16)
- Speed 40 ft.
STR DEX CON INT WIS CHA 10 (+0) 12 (+1) 11 (+0) 2 (-4) 18 (+4) 6 (-2)
- Skills Perception +6, Stealth +3
- Senses passive Perception 14
- Languages —
- Challenge 2 (450 XP)
- Proficiency Bonus +2
Actions
Ram. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) bludgeoning damage. If the fertilid moved at least 20 feet straight toward the target immediately before the hit, the target takes an extra 9 (2d8) bludgeoning damage. If the target is a creature, it must succeed on a DC 13 Strength saving throw or have the prone condition.
Spellcasting. The fertilid casts one of the following spells requiring no material components, using Wisdom as the spellcasting ability (spell save DC 14):
2/day each: entangle, pass without trace, plant growth
Fertilid
The fertilid appears as cervine plant creature, brimming with green energy. It is connected to nature and natural magic, and despite its lack of predatory features, it is known to defend forests against humans.
Ivy Elemental
For safety reasons, the keeping of houseplants within Ikoria’s sanctuaries is heavily discouraged.
Ivy Elemental
Large Elemental, Neutral
- Armor Class 17 (natural armor)
- Hit Points 126 (12d10 + 60)
- Speed 30 ft., climb 30 ft.
STR DEX CON INT WIS CHA 20 (+5) 8 (-1) 20 (+5) 5 (-3) 10 (+0) 5 (-3)
- Damage Vulnerabilities fire
- Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks
- Damage Immunities poison
- Condition Immunities exhaustion, paralyzed, petrified, poisoned, unconscious
- Senses darkvision 60 ft., passive Perception 10
- Languages Terran
- Challenge 5 (1,800 XP)
- Proficiency Bonus +3
Timberwalk. The elemental can move across difficult terrain made of plants and undergrowth without expending extra movement. While doing so, the elemental doesn't disturb the material it moves through.
Actions
Multiattack. The elemental makes two Vine attacks.
Vine. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 14 (2d8 + 5) bludgeoning damage. If the target is a creature, it has the grappled condition (escape DC 15). Until the grapple ends, the target has the restrained condition. The elemental can grapple up to four creatures this way.
Lava Serpent
Huge Elemental, Unalignedl
- Armor Class 16 (natural armor)
- Hit Points 123 (13d12 + 39)
- Speed 10 ft., swim 40 ft.
STR DEX CON INT WIS CHA 19 (+4) 12 (+1) 17 (+3) 5 (-3) 13 (+1) 10 (+0)
- Saving Throws Str +7, Con +6
- Skills Perception +4, Stealth +4
- Damage Immunities fire, poison
- Condition Immunities poisoned
- Senses darkvision 120 ft., passive Perception 14
- Languages Common, Draconic
- Challenge 8 (3,900 XP)
- Proficiency Bonus +3
Amphibious. The lava serpent can breathe air and lava.
Heated Body. A creature that touches the lava serpent or hits it with a melee attack while within 5 feet of it takes 5 (1d10) fire damage. At the start of each of its turns, the lava serpent deals 5 (1d10) fire damage to any creature grappling or grappled by it.
Actions
Multiattack. The lava serpent makes one Bite attack and one Constrict or Tail attack.
Bite. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 15 (2d10 + 4) piercing damage plus 5 (1d10) fire damage.
Constrict. Melee Weapon Attack: +7 to hit, reach 20 ft., one creature. Hit: 22 (4d8 + 4) bludgeoning damage. If the target is Large or smaller, it has the grappled condition (escape DC 15). Until this grapple ends, the target has the restrained condition, and the lava serpent can't make a Constrict attack against another target.
Tail. Melee Weapon Attack: +7 to hit, reach 15 ft., one target. Hit: 9 (1d10 + 4) fire damage. If the target is a creature, it must succeed on a DC 15 Strength saving throw or be pushed up to 20 feet away and have the prone condition.
Fire Breath (Recharge 5–6). The lava serpent exhales fire in a 30-foot cone. Each creature in that area must make a DC 14 Constitution saving throw, taking 38 (7d10) fire damage on a failed save, or half as much damage on a successful one.
Phase Dolphin
“You’ve never had to trust your breath to an inhuman creature who could crush you at its whim, and I truly feel sorry for you.”
Phase Dolphin Steeds
A paladin can summon a spirit in the form of a phase dolphin using the find greater steed spell, which appears in Xanathar's Guide to Everything.
Phase Dolphin
Large Elemental, Unaligned
- Armor Class 12 (natural armor)
- Hit Points 11 (2d10)
- Speed 0 ft., swim 60 ft.
STR DEX CON INT WIS CHA 14 (+2) 13 (+1) 10 (+0) 6 (-2) 12 (+1) 7 (-2)
- Skills Perception +3
- Senses blindsight 60 ft., passive Perception 13
- Languages —
- Challenge 1/8 (25 XP)
- Proficiency Bonus +2
Hold Breath. The dolphin can hold its breath for 20 minutes.
Actions
Slam. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) bludgeoning damage. If the dolphin moved at least 30 feet straight toward the target immediately before the hit, the target takes an extra 3 (1d6) bludgeoning damage.
Bonus Actions
Ethereal Jaunt. The dolphin and any willing creature touching it magically shift from the Material Plane to the Ethereal Plane, or vice versa. While on the Ethereal plane, the dolphin has a flying speed of 60 feet.
Pyroceratops
Huge Elemental (Dinosaur), Unaligned
- Armor Class 13 (natural armor)
- Hit Points 95 (10d12 + 30)
- Speed 50 ft.
STR DEX CON INT WIS CHA 22 (+6) 9 (-1) 17 (+3) 2 (-4) 11 (+0) 5 (-3)
- Senses passive Perception 10
- Languages —
- Challenge 5 (1,800 XP)
- Proficiency Bonus +3
Actions
Gore. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 24 (4d8 + 6) piercing damage. If target is a creature and the pyroceratops moved at least 20 feet straight toward the target before the hit, the target must succeed on a DC 13 Strenght saving throw or have the prone condition.
Stomp. Melee Weapon Attack: +9 to hit, reach 5 ft., one prone creature. Hit: 22 (3d10 + 6) bludgeoning damage.
Bonus Actions
Trample Over. The pyroceratops makes a Stomp attack against a creature with the prone condition.
Pyroceratops
“I always thought wizards were supposed to have owls or one-eyed cats for familiars, but flaming dinosaurs work, too.”
Essence Symbiote
The Ozolith’s appearance spawned a new era of wild mutation on Ikoria. Some creatures hunted different prey, lived in new habitats, and thrived on mutation itself.
Essence Symbiote
Tiny Monstrosity, Unaligned
- Armor Class 12
- Hit Points 10 (4d4)
- Speed 30 ft.
STR DEX CON INT WIS CHA 6 (-2) 14 (+2) 10 (+0) 4 (-3) 11 (+0) 4 (-3)
- Senses darkvision 30 ft., passive Perception 10
- Languages —
- Challenge 1/8 (25 XP)
- Proficiency Bonus +2
Actions
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (2d4) piercing damage.
Reactions
Consume Mutation. Immediately after a creature within 30 feet of the symbiote mutates, the symbiote can consume the mutation's energy. Each creature within 30 feet of the symbiote must succeed on a DC 10 Constitution saving throw or take 3 (1d6) force damage. The symbiote then regains 3 (1d6) hit points.
Excavation Mole
Large Monstrosity, Unaligned
- Armor Class 12 (natural armor)
- Hit Points 42 (5d10 + 15)
- Speed 20 ft.
STR DEX CON INT WIS CHA 16 (+3) 7 (-2) 16 (+3) 1 (-5) 6 (-2) 2 (-4)
- Senses blindsight 30 ft., tremorsense 30 ft., passive Perception 8
- Languages —
- Challenge 2 (450 XP)
- Proficiency Bonus +2
Siege Monster. The mole deals double damage to objects and structures.
Trample. The mole can move through the space of another creature. The first time on a turn that the mole enters a creature's space, the creature must succeed on a DC 13 Strength saving throw or be have the prone condition.
Tunneler. The mole can burrow through solid rock at half its burrow speed and leaves a 5-foot-diameter tunnel in its wake.
Actions
Multiattack. The mole makes two attacks with its Bite.
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d4 + 5) piercing damage.
Excavation Mole
It makes molehills out of mountains.
Farfinder
“Take us home,” she whispered, and the fox’s eyes began to glow.
Farfinder
Tiny Beast, Unaligned
- Armor Class 13
- Hit Points 2 (1d4)
- Speed 30 ft., burrow 5 ft.
STR DEX CON INT WIS CHA 2 (-4) 16 (+3) 11 (+0) 3 (-4) 12 (+1) 6 (-2)
- Skills Perception +3, Stealth +5
- Senses darkvision 60 ft., passive Perception 13
- Languages —
- Challenge 0 (0 or 10 XP)
- Proficiency Bonus +2
Find Way. The fox can perfectly recall any path it has traveled.
Keen Hearing. The fox has advantage on Wisdom (Perception) checks that rely on hearing.
Actions
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 1 piercing damage.
Felidar
Large Beast, Unaligned
- Armor Class 15 (natural armor)
- Hit Points 45 (6d10 + 12)
- Speed 50 ft.
STR DEX CON INT WIS CHA 19 (+4) 16 (+3) 14 (+2) 6 (-2) 14 (+2) 10 (+0)
- Saving Throws Str +6, Con +4
- Skills Perception +4, Stealth +5
- Senses passive Perception 14
- Languages —
- Challenge 3 (700 XP)
- Proficiency Bonus +2
Keen Smell. The felidar has advantage on Wisdom (Perception) checks that rely on smell.
Regeneration. The felidar regains 5 hit points at the start of its turn if it has at least 1 hit point.
Running Leap. With a 10-foot running start, the felidar can long jump up to 25 feet.
Actions
Multiattack. The felidar makes four attacks: one with its Bite and three with its Claws.
Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) piercing damage.
Claws. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) slashing damage. If the target is a creature and the felidar moved at least 20 feet straight towards the target before the hit, the target must succeed on a DC 14 Strength saving throw or have the prone condition.
Roar. The felidar emits a magical roar. Each creature within 60 feet of the felidar that can hear the roar must succeed on a DC 12 Wisdom saving throw or have the frightened condition until the end of the felidar's next turn.
Bonus Actions
Pounce. The felidar makes a Bite attack against a creature with the prone condition.
Gemrazer
Large Monstrosity, Unaligned
- Armor Class 15 (natural armor)
- Hit Points 85 (9d10 + 36)
- Speed 40 ft.
STR DEX CON INT WIS CHA 20 (+5) 13 (+1) 18 (+4) 2 (-4) 16 (+3) 9 (-1)
- Skills Perception +7
- Senses passive Perception 17
- Languages —
- Challenge 4 (1,100 XP)
- Proficiency Bonus +2
Magic Sense. The gemrazer knows the location of every magic item within 120 feet of itself.
Trample. The gemrazer can move through the space of another creature. The first time on a turn that the gemrazer enters a creature's space, the creature must succeed on a DC 16 Strength saving throw or take 6 (1d12) bludgeoning damage and have the prone condition.
Siege Monster. The gemrazer deals double damage to objects and structures.
Actions
Claws. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 18 (2d12 + 5) slashing damage.
Ram. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) bludgeoning damage. If the target is a creature and the gemrazer moved at least 10 feet straight toward the target immediately before the hit, the target takes an extra 9 (2d8) bludgeoning damage and must succeed on a DC 15 Strength saving throw or be pushed up to 10 feet away and have the prone condition.
Reactions
Raze. When the gemrazer takes damage from a melee attack made with a magic weapon, the gemrazer takes the Disarm action against the creature that made the attack if the creature is within 5 feet of the gemrazer.
Giant Fox
Huge Beast, Unaligned
- Armor Class 14 (natural armor)
- Hit Points 42 (5d12 + 10)
- Speed 60 ft.
STR DEX CON INT WIS CHA 14 (+2) 19 (+4) 14 (+2) 3 (-4) 14 (+2) 10 (+0)
- Skills Perception +4, Stealth +6
- Senses passive Perception 14
- Languages —
- Challenge 2 (450 XP)
- Proficiency Bonus +2
Keen Hearing. The fox has advantage on Wisdom (Perception) checks that rely on hearing.
Actions
Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one prone creature. Hit: 22 (4d8 + 4) piercing damage.
Giant Fox
“Day 1: These fox pups have really taken to me.
"Day 4: Big. So big. Need additional security.”
Giraffid
Poachers use the harvested tongues to snare pests, plumb caves, and scale tall buildings.
Giraffid
Medium Monstrosity, Unaligned
- Armor Class 15 (natural armor)
- Hit Points 84 (9d8 + 45)
- Speed 40 ft.
STR DEX CON INT WIS CHA 20 (+5) 12 (+1) 20 (+5) 2 (-4) 14 (+2) 8 (-1)
- Skills Stealth +7
- Senses darkvision 120 ft., passive Perception 12
- Languages —
- Challenge 5 (1,800 XP)
- Proficiency Bonus +3
Actions
Multiattack. The giraffid makes one Gore attack and one Tongue attack.
Gore. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 15 (3d6 + 5) piercing damage. If the target is a creature and the giraffid moved at least 30 feet straight toward the target immediately before the hit, the target takes an extra 7 (2d6) piercing damage and must succeed on a DC 16 Strength saving throw or be pushed up to 10 feet away and have the prone condition.
Tongue. Melee Weapon Attack: +8 to hit, reach 15 ft., one Small or smaller creature. Hit: 10 (3d6) necrotic damage, and the target must make a DC 16 Strength saving throw. On a failed save, the target is pulled to a space within 5 feet of the giraffid and have the grappled condition (escape DC 16). Until this grapple ends, the target has the restrained condition, and the giraffid can't attack another target.
Gigantotherium
Large Beast, Unaligned
- Armor Class 12 (natural armor)
- Hit Points 52 (5d10 + 25)
- Speed 50 ft.
STR DEX CON INT WIS CHA 24 (+7) 12 (+1) 21 (+5) 2 (-4) 12 (+1) 5 (-3)
- Senses passive Perception 11
- Languages —
- Challenge 4 (1,100 XP)
- Proficiency Bonus +2
Actions
Ram. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 25 (4d8 + 7) bludgeoning damage. If the gigantotherium moved at least 20 feet straight toward the target immediately before the hit, the target takes an extra 13 (3d8) bludgeoning damage, and the target must succeed on a DC 16 Strength saving throw or be knocked prone if it is a creature.
Devour. Melee Weapon Attack: +8 to hit, reach 5 ft., one Medium or smaller creature. Hit: 17 (3d6 + 7) piercing damage, and the creature is swallowed. The swallowed creature is blinded and restrained, it has total cover against attacks and other effects outside the gigantotherium, and it takes 10 (3d6) acid damage at the start of each of the gigantotherium's turns.
The gigantotherium can have only one creature swallowed at a time. If the gigantotherium takes 10 damage or more on a single turn from a swallowed creature, the gigantotherium regurgitates the swallowed creatures, which falls prone in a space within 5 feet of the gigantotherium. If the gigantotherium dies, it likewise regurgitates a swallowed creature.
Gigantotherium
The hulking gigantotherium is a woodland beast that is known for its appetite. It is an omnivore, and when it can't find enough food, it has even been known to eat members of its own kind. Even bonders give areas with gigantotherium sightings a wide berth.
Glademuse
“Rage can be heard throughout the world, but wisdom comes at a whisper.”
Glademuse
Large Beast, Unaligned
- Armor Class 13
- Hit Points 7 (1d10 + 2)
- Speed 50 ft.
STR DEX CON INT WIS CHA 11 (+0) 16 (+3) 15 (+2) 2 (-4) 14 (+2) 5 (-3)
- Senses passive Perception 12
- Languages —
- Challenge 1/4 (50 XP)
- Proficiency Bonus +2
Magic Resistance. The glademuse has advantage on saving throws against spells and other magical effects.
Actions
Ram. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 3 (1d6) piercing damage. If the glademuse moved at least 20 feet straight toward the target immediately before the hit, the target takes an extra 3 (1d5) bludgeoning damage.
Muse (2/day). The unicorn touches another creature with its horn. The target regains one expended spell slot of 3rd level or lower.
Glimmerbell
Large Elemental, Unaligned
- Armor Class 13 (natural armor)
- Hit Points 16 (3d10)
- Speed 0 ft., swim 40 ft.
STR DEX CON INT WIS CHA 10 (+0) 15 (+2) 11 (+0) 2 (-4) 12 (+1) 5 (-3)
- Senses passive Perception 11
- Languages —
- Challenge 1/8 (25 XP)
- Proficiency Bonus +2
Amphibious. The glimmerbell can breathe air and water.
Actions
Multiattack. The glimmerbell makes two Tentacle attacks.
Tentacle. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 2 (1d4) bludgeoning damage. If the target is a Tiny creature, it is grappled. The glimmerbell has four tentacles, each of which can grapple a target.
Glimmerbell
“Their paths aren’t random, but they don’t float with the wind. Could they be following surges in crystalline energy?”
Gnarr
Large Monstrosity, Unaligned
- Armor Class 12
- Hit Points 30 (4d10 + 8)
- Speed 50 ft.
STR DEX CON INT WIS CHA 19 (+4) 15 (+2) 15 (+2) 3 (-4) 12 (+1) 8 (-1)
- Skills Perception +3, Stealth +6
- Senses passive Perception 13
- Languages —
- Challenge 2 (450 XP)
- Proficiency Bonus +2
Keen Smell. The gnarr has advantage on Wisdom (Perception) checks that rely on smell.
Pack Tactics. The gnarr has advantage on an attack roll against a creature if at least one of the gnarr's allies is within 5 feet of the creature and the ally isn't incapacitated.
Actions
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) piercing damage.
Ram. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) slashing damage. If the gnarr moved at least 20 feet straight toward the target immediately before the hit, the target takes an extra 4 (1d8) bludgeoning damage and must succeed on a DC 13 Strength saving throw or be knocked prone if it is a creature. The gnarr can then make one Bite attack as a bonus action against the target.
Trumpet (1/day). The gnarr makes a trumpeting call to another gnarr, provided it is outdoors. The called gnarr arrives in 1d4 rounds, acts as an an ally of the gnarr, and can't call other gnarrs.
Goriak
Huge Beast, Unaligned
- Armor Class 12 (natural armor)
- Hit Points 105 (10d12 + 40)
- Speed 40 ft.
STR DEX CON INT WIS CHA 22 (+6) 7 (-2) 19 (+4) 3 (-4) 12 (+1) 11 (+0)
- Senses passive Perception 11
- Languages —
- Challenge 4 (1,100 XP)
- Proficiency Bonus +2
Trampling Charge. If the goriak moves at least 20 feet straight toward a creature and then hits it with a gore attack on the same turn, that target must succeed on a DC 17 Strength saving throw or be knocked prone. If the target is prone, the goriak can make one stomp attack against it as a bonus action.
Actions
Gore. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 19 (3d8 + 6) piercing damage.
Stomp. Melee Weapon Attack: +8 to hit, reach 5 ft., one prone creature. Hit: 22 (3d10 + 6) bludgeoning damage.
Beautiful Voice. The goriak lets out a magically enchanting roar. Each creature other than a goriak within 300 feet of the goriak that can hear it must succeed on a DC 10 Wisdom saving throw or be charmed by the goriak until the of the goriak's next turn.
Goriak
“Goriaks are as stubborn and hardy as I’d expect of a large herbivore in a wetland habitat. But I never expected them to have such beautiful voices!”
Leosaur
Large Monstrosity (Dinosaur), Unaligned
- Armor Class 12
- Hit Points 26 (4d10 + 4)
- Speed 50 ft.
STR DEX CON INT WIS CHA 17 (+3) 15 (+2) 13 (+1) 3 (-4) 12 (+1) 8 (-1)
- Skills Perception +3, Stealth +6
- Senses passive Perception 13
- Languages —
- Challenge 1 (200 XP)
- Proficiency Bonus +2
Keen Smell. The leosaur has advantage on Wisdom (Perception) checks that rely on smell.
Pack Tactics. The leosaur has advantage on an attack roll against a creature if at least one of the leosaur's allies is within 5 feet of the creature and the ally isn't incapacitated.
Pounce. If the leosaur moves at least 20 feet straight toward a creature and then hits it with a claw attack on the same turn, that target must succeed on a DC 13 Strength saving throw or be knocked prone. If the target is prone, the leosaur can make one bite attack against it as a bonus action.
Running Leap. With a 10-foot running start, the leosaur can long jump up to 25 feet.
Actions
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) piercing damage.
Claw. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) slashing damage.
Acid Spit (Recharge 5-6). The leosaur spits acidic sludge at one creature it can see within 15 feet of it. The target must make a DC 13 Dexterity saving throw. On a failed save, a creature takes 10 (3d6) acid damage and is blinded. On a successful save, a creatures takes half as much damage and isn't blinded. A blinded creature can use its action to wipe the sludge from its eyes, ending the condition on itself.
Lore Drakkis
Huge Monstrosity, Unaligned
- Armor Class 14 (natural armor)
- Hit Points 66 (7d12 + 21)
- Speed 30 ft., swim 50 ft.
STR DEX CON INT WIS CHA 21 (+5) 9 (-1) 17 (+3) 3 (-4) 10 (+0) 7 (-2)
- Skills Insight +2
- Senses passive Perception 10
- Languages —
- Challenge 4 (1,100 XP)
- Proficiency Bonus +2
Magic Resistance. The drakkis has advantage on saving throws against spells and other magical effects.
Magic Sense. The drakkis knows the location of every spellcaster, and active spell within 120 feet of itself.
Actions
Multiattack. The drakkis makes two attacks: one with its Bite and one with its Tail.
Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 16 (2d10 + 5) piercing damage.
Tail. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 12 (2d6 + 5) piercing damage. If the target is a creature, it must succeed on a DC 15 Strength saving throw or be knocked prone.
Reactions
Spell Reflection. When the drakkis takes damage from magic missile, a line spell, or a spell that requires a ranged attack roll, it takes only half the triggering damage (rounded down). If the creature that cast the spell is within 60 feet of the drakkis, that creature must succeed on a DC 14 Dexterity saving throw or take the other half of the damage.
Lore Drakkis
Despite its draconic appearance, the lore drakkis is a member of the beast clade, and is a reptile more closely related to lizards. It is so named because of its ability to track down magic and spellcasters, and its hide can reflect spells back at a mage as though the drakkis itself cast the spell.
Moloch
Their feeding habits leave them with gizzards full of tumbled gems..
Moloch
Large Beast, Unaligned
- Armor Class 19 (natural armor)
- Hit Points 80 (7d10 + 42)
- Speed 30 ft., climb 20 ft., burrow 20 ft., swim 20 ft.
STR DEX CON INT WIS CHA 17 (+3) 10 (+0) 22 (+6) 11 (+0) 10 (+0) 11 (+0)
- Skills Perception +6, Stealth +3
- Damage Resistances piercing and slashing from nonmagical attacks that aren't adamantine
- Senses darkvision 60 ft., tremorsense 60 ft., passive Perception 16
- Languages Terran
- Challenge 5 (1,800 XP)
- Proficiency Bonus +3
Siege Monster. The moloch deals double damage to objects and structures.
Spiny Hide. At the start of each of its turns, the moloch deals 5 (1d10) piercing damage to any creature grappling it.
Actions
Multiattack. The moloch makes three Tail attacks and one Bite attack.
Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 13 (3d6 + 3) piercing damage and the target is grappled (escape DC 14). Until this grapple ends, the target is restrained, and the moloch can't Bite another target.
Tail. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) bludgeoning damage.
Mycodrax
Large Plant, Unaligned
- Armor Class 12
- Hit Points 127 (15d10 + 45)
- Speed 20 ft., climb 20 ft.
STR DEX CON INT WIS CHA 14 (+2) 14 (+2) 16 (+3) 1 (-5) 15 (+2) 3 (-4)
- Damage Immunities poison
- Condition Immunities blinded, deafened, exhaustion, poisoned
- Senses blindsight 60 ft. (blind beyond this radius), passive Perception 12
- Languages —
- Challenge 8 (3,900 XP)
- Proficiency Bonus +3
Actions
Multiattack. The mycodrax makes three Touch attacks.
Touch. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 19 (5d6 + 2) necrotic damage.
Harvest the Dead. The corpse flower drains the residual energy of one Humanoid corpse within reach, regaining 11 (2d10) hit points.
Mycodrax
Mycodrax is a type of fungus that grows throughout Indatha, particularly over hunting grounds with many corpses. The fungus is able to draw nutrients from dead animals. Thanks to mutations, it is also able to defend its food from other scavengers.
Nightmares
On Ikoria, nightmares are found throughout Indatha as one of the dominant clades of monsters. They are physical manifestations of humanity's fears and negative thoughts, brought to life through a combination of the plane's natural mana, and the mutating crystals.
Boneyard Lurker
The boneyard lurker is a towering, fiendish figure of many eyes, spines, and teeth; all covered in matted fur. A skull float on its head between its horns. It is a terrifying manifestation of thanatophobia, the fear of death. As such, in lurks around boneyards and infuses necromantic energies into the corpses it finds, building small tribes of undead.
Boneyard Lurker
Large Aberration (Nightmare), Chaotic Evil
- Armor Class 14 (natural armor)
- Hit Points 66 (7d10 + 28)
- Speed 40 ft., climb 40 ft.
STR DEX CON INT WIS CHA 20 (+5) 17 (+3) 18 (+4) 8 (-1) 12 (+1) 7 (-2)
- Skills Perception +4, Stealth +6
- Damage Immunities necrotic
- Condition Immunities charmed, exhaustion, frightened
- Senses darkvision 60 ft., passive Perception 14
- Languages Common
- Challenge 5 (1,800 XP)
- Proficiency Bonus +3
Actions
Multiattack. The lurker makes two Claw attacks.
Claw. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) slashing damage plus 3 (1d6) necrotic damage.
Create Undead. The lurker targets the corpse of a creature within 10 feet of it and revives it with necromantic energy. If the creature had 2 or fewer Hit Dice in life, it becomes a zombie or skeleton. If it had 3 to 5 Hit Dice, it becomes a ghoul. Otherwise, it becomes a wight. The undead is under the lurker's control. The lurker can have no more than three undead under its control at one time.
Cavern Whisperer
Large Aberration (Nightmare), Chaotic Evil
- Armor Class 16 (natural armor)
- Hit Points 136 (16d10 + 48)
- Speed 30 ft., climb 60 ft.
STR DEX CON INT WIS CHA 20 (+5) 16 (+3) 17 (+3) 2 (-4) 11 (+0) 6 (-2)
- Saving Throws Str +8, Dex +6
- Skills Perception +3, Stealth +6
- Damage Resistances necrotic; bludgeoning, piercing, and slashing from nonmagical attacks
- Damage Immunities poison
- Condition Immunities charmed, exhaustion, frightened
- Senses darkvision 120 ft., passive Perception 13
- Languages Common
- Challenge 8 (3,900 XP)
- Proficiency Bonus +3
Whispering. The whisperer incoherently whispers while it can see any creature and isn't incapacitated. Each creature that starts its turn within 20 feet of the whisperer and can hear it must succeed on a DC 14 Wisdom saving throw or be frightened of the whisperer until the start of the creature's next turn.
Sunlight Sensitivity. While in sunlight, the whisperer has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.
Actions
Multiattack. The whisperer makes two attacks: one with its Bite and one with its Claws.
Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 18 (3d8 + 5) piercing damage.
Claws. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 15 (3d6 + 5) slashing damage.
Cavern Whisperer
The cavern whisperer is a physical manifestation of claustrophobia, or the fear of tight spaces. It often appears as a many limbed creature and hides the shadows, trying to drive cave wanderers mad before closing in to kill.
Chittering Harvester
Medium Aberration (Nightmare), Chaotic Evil
- Armor Class 18 (natural armor)
- Hit Points 190 (20d8 + 100)
- Speed 40 ft., climb 60 ft.
STR DEX CON INT WIS CHA 22 (+6) 14 (+2) 21 (+5) 14 (+2) 15 (+2) 17 (+3)
- Saving Throws Str +11, Dex +7
- Skills Perception +7
- Damage Immunities necrotic
- Condition Immunities frightened
- Senses darkvision 60 ft., passive Perception 17
- Languages understands Common
- Challenge 15 (13,000 XP)
- Proficiency Bonus +5
Actions
Multiattack. The harvester makes one Bite attack and one Claw attack, and it uses Harvest.
Bite. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 38 (5d12 + 6) necrotic damage. The harvester regains 9 (2d8) hit points.
Claw. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 28 (4d10 + 6) slashing damage.
Chittering. The harvester makes a terrifying chittering noise. Each creature within 20 feet of the harvester that can hear the chittering must succeed on a DC 16 Wisdom saving throw or become frightened for 1 minute. While frightened, the creature loses the ability to distinguish friend from foe, regarding all creatures it can see as enemies. Whenever the frightened creature chooses another creature as a target, it must choose the target at random from among the creatures it can see within range of the attack, spell, or other ability it's using.
Fiend Artisan
Medium Aberration (Nightmare), Chaotic Evil
- Armor Class 17 (natural armor)
- Hit Points 78 (12d8 + 24)
- Speed 40 ft.
STR DEX CON INT WIS CHA 21 (+5) 12 (+1) 14 (+2) 13 (+1) 14 (+2) 15 (+2)
- Saving Throws Con +5
- Skills Deception +5, Perception +5
- Damage Resistances necrotic
- Senses darkvision 60 ft., passive Perception 15
- Languages Common
- Challenge 6 (2,300 XP)
- Proficiency Bonus +3
Actions
Multiattack. The artisan makes one Bite attack and two Claw attacks.
Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 15 (3d6 + 5) piercing damage.
Claw. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 15 (3d6 + 5) slashing damage.
Consume Dead. The artisan feeds on the corpse of one creature within reach that died within the past minute. Roll a number of d8s equal to half the creature's number of Hit Dice. The artisan regains that many hit points.
Torment Effigy. The artisan crushes an effigy in its possession (see "fiendish effigy" sidebar). The creature whose likeness the effigy depicts takes 36 (9d6 + 5) force damage and must succeed on a DC 15 Strength saving throw or be restrained. Until the target is freed, it takes 36 (9d6 + 5) bludgeoning damage at the start of each of the artisan's turns. The creature can repeat the Strength saving throw as an action, freeing itself on a success. The artisan can only have one creature restrained this way, and it can't make attacks while restraining a creature this way.
Gloom Pangolin
“They say it survives on a purely bioluminescent diet. It’s only active during the darkest of Indatha nights, making verification highly challenging.”
The gloom pangolin is a physical manifestation of the fear of the dark, and as such feeds off of bioluminescent insects and and creatures. Why it takes the form of a giant pangolin is unknown.
Gloom Pangolin
Medium Aberration (Nightmare), Unaligned
- Armor Class 13
- Hit Points 51 (6d8 + 24)
- Speed 30 ft., burrow 20 ft.
STR DEX CON INT WIS CHA 14 (+2) 10 (+0) 18 (+4) 4 (-3) 12 (+1) 5 (-3)
- Skills Perception +3
- Senses darkvision 60 ft., passive Perception 13
- Languages —
- Challenge 3 (700 XP)
- Proficiency Bonus +2
Actions
Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 47 (10d8 + 2) piercing damage.
Reactions
Ball Defense. When the pangolin takes damage, it curls into a ball. Until it emerges, it gains a +4 bonus to AC and has advantage on Strength and Constitution saving throws. While in a ball, the pangolin is prone, it can only move by rolling along the ground with a speed of 20 ft., it has disadvantage on Dexterity saving throws, it can't take reactions, and the only action it can take is a bonus action to emerge.
Grimdancer
Medium Aberration (Nightmare), Chaotic Evil
- Armor Class 15 (natural armor)
- Hit Points 84 (13d8 + 26)
- Speed 40 ft.
STR DEX CON INT WIS CHA 12 (+1) 18 (+4) 14 (+2) 14 (+2) 15 (+2) 16 (+3)
- Saving Throws Str +4, Dex +7, Con +5, Wis +5
- Skills Athletics +7, Perception +5, Survival +5
- Condition Immunities charmed, frightened
- Senses darkvision 120 ft., passive Perception 15
- Languages understands Common but can't speak
- Challenge 8 (3,900 XP)
- Proficiency Bonus +3
Actions
Multiattack. The grimdancer makes two Slash attacks.
Slash. Melee Weapon Attack: +7 to hit, reach 5 ft. , one target. Hit: 6 (1d4 + 4) slashing damage plus 21 (6d6) necrotic damage. If the target is a creature, it suffers a lingering wound that causes it to take 7 (2d6) necrotic damage at the start of each of its turns. Each time the grimdancer hits the wounded target with this attack, the damage dealt by the wound increases by 3 (1d6). The wound ends if the target regains hit points or if a creature uses an action to stanch the wound, which requires a successful DC 15 Wisdom (Medicine) check.
Bonus Actions
Shadow Step. The grimdancer teleports up to 30 feet to an un occupied space of dim light or darkness that it can see.
Grimdancer
Most monsters are more frightening when they skitter unseen in the dark. Most.
Helica Glider
It could subsist on seeds but its preferred fare is your face.
Helica Glider Companions
Helica Gliders can be a character's companion in the following ways:
- Pact of the Chain. When a warlock with the Pact of the Chain pact boon casts find familiar, they can choose a helica glider as a special form for their familiar.
- Ranger's Companion. A Beast Master ranger can choose a helica glider as Ranger's Companion.
Helica Glider
Tiny Aberration (Nightmare), Unaliged
- Armor Class 12
- Hit Points 10 (4d4)
- Speed 30 ft., climb 30 ft.
STR DEX CON INT WIS CHA 2 (-4) 14 (+2) 10 (+0) 2 (-4) 10 (+0) 4 (-3)
- Skills Acrobatics +3, Perception +2, Stealth +3
- Senses darkvision 30 ft., passive Perception 13
- Languages —
- Challenge 1/8 (25 XP)
- Proficiency Bonus +2
Evasion. If the glider is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, it instead takes no damage if it succeeds on the saving throw and only half damage if it fails, provided it isn't incapacitated.
Glide. If it isn't incapacitated, the glider can extend its skin membranes to move up to 5 feet horizontally for every 1 foot it descends in the air. If the glider enters a creature's space while gliding, its glide ends, and the creature becomes grappled by the glider.
Keen Smell. The glider has advantage on Wisdom (Perception) checks that rely on smell.
Actions
Bite. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 2 (1d4) piercing damage.
Reactions
Safe Descent. When it would take damage from a fall, the glider extends its skin membranes to reduce the fall's damage to 0.
Hemophage
Medium Aberration (Nightmare), Chaotic Evil
- Armor Class 17 (natural armor)
- Hit Points 85 (9d8 + 45)
- Speed 40 ft.
STR DEX CON INT WIS CHA 20 (+5) 18 (+4) 21 (+5) 6 (-2) 17 (+3) 14 (+2)
- Saving Throws Dex +7, Con +8, Wis +6
- Skills Perception +6, Stealth +10
- Damage Resistances necrotic
- Condition Immunities charmed, frightened
- Senses darkvision 120 ft., passive Perception 16
- Languages understands Common but can't speak
- Challenge 8 (3,900 XP)
- Proficiency Bonus +3
Spider Climb. The hemophage can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
Actions
Multiattack. The hemophage makes two Claw attacks followed by one Bite attack. If both Claw attacks hit the same creature, the Bite attack is made with advantage.
Claw. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 9 (1d8 + 5) slashing damage.
Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one creature. Hit: 9 (1d8 + 5) piercing damage plus 7 (2d6) necrotic damage. If the target is missing any of its hit points, it instead takes 11 (2d10) necrotic damage.
The target's hit point maximum is reduced by an amount equal to the necrotic damage taken, and the hemophage regains hit points equal to that amount. The reduction lasts until the target finishes a long rest. The target dies if its hit point maximum is reduced to 0.Blood Disgorge (Recharge 5–6). The hemophage vomits blood in a 15-foot cone. Each creature in that area must make a DC 16 Constitution saving throw. On a failed save, a creature takes 18 (4d8) necrotic damage, and it can't regain hit points for 1 minute. On a successful save, the creature takes half as much damage with no additional effects.
Labyrinth Raptor
Medium Aberration (Dinosaur, Nightmare), Unaligned
- Armor Class 13 (natural armor)
- Hit Points 11 (2d8 + 2)
- Speed 30 ft.
STR DEX CON INT WIS CHA 6 (-2) 14 (+2) 13 (+1) 4 (-3) 12 (+1) 6 (-2)
- Skills Perception +3
- Condition Immunities blinded
- Senses blindsight 120 ft. (blind beyond this radius), passive Perception 13
- Languages —
- Challenge 1/4 (50 XP)
- Proficiency Bonus +2
Pack Tactics. The raptor has advantage on an attack roll against a creature if at least one of the raptor's allies is within 5 feet of the creature and the ally isn't incapacitated.
Actions
Multiattack. The raptor makes one Bite attack and one Claw attack.
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 5 (1d6 + 2) piercing damage.
Claw. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) slashing damage, and the target must succeed on a DC 11 Wisdom saving throw or be frightened of the raptor until the end of the target's next turn.
Labyrinth Raptor
The labyrinth raptor is the physical manifestation of mazeophobia, or the fear of getting lost. It appears to unfortunately wanderers who lose their way, and usually tries to make sure they can't find their way ever again.
Mindleecher
The mindleecher is a winged horror that feeds off of the minds of others. It is the physical manifestation of the fear of stultophobia, the fear of being perceived as unintelligent.
Mindleecher
Large Aberration (Nightmare), Chaotic Eviil
- Armor Class 13 (natural armor)
- Hit Points 71 (13d8 + 13)
- Speed 20 ft., fly 40 ft.
STR DEX CON INT WIS CHA 11 (+0) 12 (+1) 12 (+1) 19 (+4) 17 (+3) 17 (+3)
- Skills Perception +6, Stealth +4
- Condition Immunities blinded
- Senses blindsight 60 ft. (blind beyond this radius), passive Perception 16
- Languages understands Common but can't speak
- Challenge 7 (2,900 XP)
- Proficiency Bonus +3
Detect Sentience. The mindleecher can sense the presence and location of any creature within 300 feet of it that has an Intelligence of 3 or higher, regardless of interposing barriers, unless the creature is protected by a mind blank spell.
Actions
Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one creature. Hit: 15 (2d10 + 4) piercing damage. If the target is Medium or smaller, it is grappled (escape DC 15).
Leech Mind. Melee Weapon Attack: +7 to hit, reach 5 ft., one creature grappled by the mindleecher. Hit: 55 (10d10) necrotic damage. The target's Intelligence score is reduced by 1d6, and the mindleecher regains hit points equal to that amount. If this reduces its Intelligence to 0, the target is stunned until it regains at least one point of Intelligence. The reduction lasts until the target finishes a short or long rest.
Necropanther
Medium Aberration (Nightmare), Unaligned
- Armor Class 12
- Hit Points 27 (5d8 + 5)
- Speed 50 ft., climb 40 ft.
STR DEX CON INT WIS CHA 16 (+3) 15 (+2) 12 (+1) 3 (-4) 14 (+2) 7 (-2)
- Skills Perception +4, Stealth +6
- Senses passive Perception 14
- Languages —
- Challenge 3 (700 XP)
- Proficiency Bonus +2
Keen Smell. The panther has advantage on Wisdom (Perception) checks that rely on smell.
Pounce. If the panther moves at least 20 feet straight toward a creature and then hits it with a claw attack on the same turn, that target must succeed on a DC 12 Strength saving throw or be knocked prone. If the target is prone, the panther can make one bite attack against it as a bonus action.
Actions
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 27 (7d6 + 3) piercing damage. The target must succeed on a DC 13 Constitution saving throw or its hit point maximum is reduced by an amount equal to the damage taken. This reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0. A humanoid slain by this attack rises 24 hours later as a zombie under the panther's control, unless the humanoid is restored to life or its body is destroyed. The panther can have no more than seven zombies under its control at one time.
Claw. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 23 (8d4 + 3) slashing damage.
Necropanther
Necropanthers are common to Indatha, and are often found lurking around the natural graveyards of hunting grounds, surrounded by hordes of undead. It is a physical manifestation of the fear of the dead.
Slitherwisp
Fear is its habitat, sanity its prey..
Slitherwisp
Medium Elemental (Nightmare), Chaotic Evil
- Armor Class 15 (natural armor)
- Hit Points 85 (10d8 + 40)
- Speed 30 ft., climb 30 ft.
STR DEX CON INT WIS CHA 18 (+4) 18 (+4) 18 (+4) 5 (-3) 15 (+2) 18 (+4)
- Saving Throws Dex +7, Int +0, Wis +5
- Skills Perception +5, Stealth +7
- Damage Resistances necrotic, psychic
- Condition Immunities charmed, exhaustion, frightened
- Senses darkvision 120 ft., passive Perception 15
- Languages telepathy 120 ft. but can only project emotions
- Challenge 5 (1,800 XP)
- Proficiency Bonus +3
Fear Aura. Each creature that starts its turn within 10 feet of the slitherwisp must succeed on a DC 15 Wisdom saving throw or be frightened until the start of the creature's next turn.
Actions
Multiattack. The slitherwisp makes two Bite attacks.
Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) piercing damage plus 10 (3d6) psychic damage.
Instill Madness (1/day). The slitherwisp targets one creature it can see within 60 feet. The target must succeed on a DC 15 Wisdom saving throw or be afflicted with short-term madness (determined randomly or by the DM; see "Madness" in chapter 8 of the Dungeon Master's Guide).
Bonus Actions
Disrupt Psyche (Recharge 5–6). The slitherwisp magically emits psionic energy in a 30-foot-radius sphere centered on itself. Each creature in that area must succeed on a DC 15 Intelligence saving throw or be stunned for 1 minute. The stunned creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Void Beckoner
Huge Aberration (Nightmare), Chaotic Evil
- Armor Class 17 (natural armor)
- Hit Points 95 (10d10 + 40)
- Speed 40 ft.
STR DEX CON INT WIS CHA 21 (+5) 13 (+1) 19 (+4) 3 (-4) 14 (+2) 17 (+3)
- Saving Throws Con +7, Wis +5
- Skills Perception +5
- Condition Immunities blinded
- Senses blindsight 120 ft. (blind beyond this radius), passive Perception 15
- Languages —
- Challenge 8 (3,900 XP)
- Proficiency Bonus +3
Actions
Multiattack. The beckoner makes two Touch attacks.
Touch. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 21 (3d10 + 5) force damage.
Void Blast (Recharge 5–6). The beckoner expels arcane energy in a 30-foot radius. Each creature in that area must make a DC 15 Constitution saving throw, taking 45 (7d12) force damage on a failed save, or half as much damage on a successful one.
Void Beckoner
The Void Beckoner is a physical manifestation of the fear of the unknown, particularly that of the void beyond the sky.
Zagoth Mamba
“It’s just a snake. A many-eyed snake with venom that turns your blood to smoke, but still, just a snake.”
Zagoth Mamba Companions
Zagoth mambas can be a character's companion in the following ways:
- Pact of the Chain. When a warlock with the Pact of the Chain pact boon casts find familiar, they can choose a zagoth mamba as a special form for their familiar.
- Ranger's Companion. A Beast Master ranger can choose a zagoth mamba as Ranger's Companion.
Zagoth Mamba
Tiny Aberration (Nightmare), Unaligned
- Armor Class 13
- Hit Points 3 (1d4 + 1)
- Speed 30 ft., swim 30 ft.
STR DEX CON INT WIS CHA 2 (-4) 16 (+3) 13 (+1) 1 (-5) 10 (+0) 3 (-4)
- Senses blindsight 10 ft., passive Perception 10
- Languages —
- Challenge 1/4 (50 XP)
- Proficiency Bonus +2
Actions
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 2 piercing damage, and the target must make a DC 13 Constitution saving throw. On a failed save, the target takes 10 (3d6) poison damage and is poisoned for 1 hour. On a successful save, a target takes half as much and isn't poisoned. A poisoned creature repeats the saving throw at the end of each of its turns, taking another 10 (3d6) poison damage on a failed save, and ending the poison on a success.
Patagia Tiger
Large Beast, Unaligned
- Armor Class 13
- Hit Points 114 (12d10 + 48)
- Speed 60 ft., fly 60 ft.
STR DEX CON INT WIS CHA 20 (+5) 16 (+3) 18 (+4) 6 (-2) 14 (+2) 5 (-3)
- Senses passive Perception 12
- Languages —
- Challenge 4 (1,100 XP)
- Proficiency Bonus +2
Keen Smell. The tiger has advantage on Wisdom (Perception) checks that rely on smell.
Pounce. If the tiger moves at least 20 feet straight toward a creature and then hits it with a Claw attack on the same turn, that target must succeed on a DC 15 Strength saving throw or be knocked prone. If the target is prone, the tiger can make one bite attack against it as a bonus action.
Actions
Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 16 (2d10 + 5) piercing damage.
Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) slashing damage.
Patagia Tiger
Lukka looked out from the parapet and saw not a monster to be put down, but a fierce kind of beauty.
Patagia Tiger Steeds
A paladin can summon a spirit in the form of a patagia tiger using the find greater steed spell cast at 5th level, which appears in Xanathar's Guide to Everything.
Pollywog
Large Beast, Unaligned
- Armor Class 11
- Hit Points 39 (6d10 + 6)
- Speed 20 ft., swim 40 ft.
STR DEX CON INT WIS CHA 15 (+2) 13 (+1) 13 (+1) 2 (-4) 10 (+0) 3 (-4)
- Senses darkvision 30 ft., passive Perception 10
- Languages —
- Challenge 1 (200 XP)
- Proficiency Bonus +2
Amphibious. The pollywog can breathe air and water.
Standing Leap. The pollywog's long jump is up to 20 feet and its high jump is up to 10 feet, with or without a running start.
Actions
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 13 (2d10 + 2) piercing damage, and the target is grappled (escape DC 13). Until this grapple ends, the target is restrained, and the pollywog can't use its Bite or Tongue attack on another target.
Swallow. Melee Weapon Attack: +4 to hit, reach 5 ft., one Medium or smaller creature grappled by the pollywog. Hit: 13 (2d10 + 2) piercing damage. The creature is also swallowed, and the grapple ends. The swallowed target is blinded and restrained, it has total cover against attacks and other effects outside the pollywog, and it takes 10 (3d6) acid damage at the start of each of the pollywog's turns. The pollywog can have only one target swallowed at a time.
If the pollywog dies, a swallowed creature is no longer restrained by it and can escape from the corpse using 5 feet of movement, exiting prone.Tongue. Melee Weapon Attack: +4 to hit, reach 15 ft., one creature. Hit: 5 (1d10) necrotic damage, and the target must make a DC 13 Strength saving throw. On a failed save, the target is pulled to a space within 5 feet of the pollywog.
Reactions
Consume Mutation. Immediately after a creature within 30 feet of the pollywog mutates, the pollywog can consume the mutation's energy. Each creature within 30 feet of the pollywog must succeed on a DC 13 Constitution saving throw or take 5 (1d10) force damage. The pollywog then regains 5 (1d10) hit points.
Porcuparrot
Small Beast, Unaligned
- Armor Class 13 (natural armor)
- Hit Points 3 (1d6)
- Speed 20 ft., climb 20 ft.
STR DEX CON INT WIS CHA 3 (-4) 10 (+0) 10 (+0) 2 (-4) 10 (+0) 5 (-3)
- Senses passive Perception 11
- Languages —
- Challenge 1/8 (25 XP)
- Proficiency Bonus +2
Keen Smell. The porcuparrot has advantage on Wisdom (Perception) checks that rely on smell.
Mimicry. The porcuparrot can mimic simple sounds it has heard, such as a person whispering, a baby crying, or an animal chittering. A creature that hears the sounds can tell they are imitations with a successful DC 10 Wisdom (Insight) check.
Prickly. A creature that touches the porcuparrot or hits it with a melee attack while within 5 feet of it takes 2 (1d4) piercing damage.
Actions
Bite. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 1 piercing damage.
Quill (Recharge 5-6). Ranged Weapon Attack: +2 to hit, range 5/15 ft., one target. Hit: 1 piercing damage.
Porcuparrot
A porcuparrot is a mutated parrot with the business end of a porcupine. Contrary to popular belief, porcuparrots can fire their quills a considerable distance.
Porcuparrot Companions
Porcuparrots can be a character's companion in the following ways:
- Ranger's Companion. A Beast Master ranger can choose a porcuparrot as Ranger's Companion.
Prickly Marmoset
“It’s either terrified or extremely mad at us, definitely one of the two.”
Prickly Marmoset Companions
Prickly marmosets can be a character's companion in the following ways:
- Ranger's Companion. A Beast Master ranger can choose a prickly marmoset as Ranger's Companion.
Prickly Marmoset
Small Beast, Unaligned
- Armor Class 12
- Hit Points 3 (1d6)
- Speed 30 ft., climb 20 ft.
STR DEX CON INT WIS CHA 8 (-1) 14 (+2) 11 (+0) 5 (-3) 12 (+1) 6 (-2)
- Senses passive Perception 11
- Languages —
- Challenge 1/8 (25 XP)
- Proficiency Bonus +2
Pack Tactics. The prickly marmoset has advantage on an attack roll against a creature if at least one of the marmoset's allies is within 5 feet of the creature and the ally isn't incapacitated.
Prickly. A creature that touches the prickly marmoset or hits it with a melee attack while within 5 feet of it takes 2 (1d4) piercing damage.
Actions
Bite. Melee Weapon Attack: +1 to hit, reach 5 ft., one target Hit: 1 (1d4 - 1) piercing damage.
Serrated Scorpion
Tiny Beast, Unaligned
- Armor Class 11 (natural armor)
- Hit Points 1 (1d4-1)
- Speed 10 ft., burrow 5 ft.
STR DEX CON INT WIS CHA 2 (-4) 11 (+0) 8 (-1) 1 (-5) 8 (-1) 2 (-4)
- Senses blindsight 10 ft., passive Perception 9
- Languages —
- Challenge 1/8 (25 XP)
- Proficiency Bonus +2
Prickly. A creature that touches the serrated scorpion or hits it with a melee attack while within 5 feet of it takes 1 piercing damage.
Actions
Sting. Melee Weapon Attack: +2 to hit, reach 5 ft., one creature. Hit: 1 piercing damage, and the target must make a DC 9 Constitution saving throw, taking 4 (1d8) 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 creature is poisoned for 1 hour. Until this poison ends, the damage the poison dealt can't be healed by any means.
Serrated Scorpion
Each scorpion’s venom is unique, thwarting sanctuary healers’ attempts to develop an antidote.
Serrated Scorpion Companions
Serrated scorpions can be a character's companion in the following ways:
- Pact of the Chain. When a warlock with the Pact of the Chain pact boon casts find familiar, they can choose a serrated scorpion as a special form for their familiar.
- Ranger's Companion. A Beast Master ranger can choose a serrated scorpion as Ranger's Companion.
Shoreshark
Sharks are among the top predators of the seas. Thanks to this recent mutation, they are now also predators of the shores, and everything on land. These mutated sharks have developed feet and claws. Thankfully, they still need to return to the water from time to time.
Shoreshark
Large Monstrosity, Unaligned
- Armor Class 12 (natural armor)
- Hit Points 45 (6d10 + 12)
- Speed 30 ft., swim 40 ft.
STR DEX CON INT WIS CHA 18 (+4) 13 (+1) 15 (+2) 1 (-5) 10 (+0) 4 (-3)
- Skills Perception +2
- Senses blindsight 30 ft., passive Perception 12
- Languages —
- Challenge 2 (450 XP)
- Proficiency Bonus +2
Blood Frenzy. The shark has advantage on melee attack rolls against any creature it can smell that doesn't have all its hit points.
Water Breathing. The shark can breathe only underwater. It can hold its breath for 1 hour.
Actions
Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) piercing damage.
Claws. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 14 (3d6 + 4) slashing damage.
Skyshark
Large Monstrosity, Unaligned
- Armor Class 12 (natural armor)
- Hit Points 45 (6d10 + 12)
- Speed 0 ft., swim 40 ft., fly 30 ft.
STR DEX CON INT WIS CHA 18 (+4) 13 (+1) 15 (+2) 1 (-5) 10 (+0) 4 (-3)
- Skills Perception +2
- Senses blindsight 30 ft., passive Perception 12
- Languages —
- Challenge 2 (450 XP)
- Proficiency Bonus +2
Blood Frenzy. The shark has advantage on melee attack rolls against any creature that doesn't have all its hit points.
Amphibious. The shark can breathe both air and water.
Actions
Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 14 (3d6 + 4) piercing damage.
Skyshark
As if sharks on the shores weren't enough, these mutated beasts can now soar through the skies on feathered, bird-like wings, menacing everything below them.
Skyshark Steeds
A paladin can summon a spirit in the form of a skyshark using the find greater steed spell, which appears in Xanathar's Guide to Everything.
Spelleater Wolverine
“The monster that scares me the most isn’t the biggest.”
A wolverine is a small burrowing creature with fangs and claws. If that wasn't already menacing enough, a spelleater wolverine has mutated to find and eat magic; or the spellcasters who use it.
Spelleater Wolverine
Medium Monstrosity, Unaligned
- Armor Class 12 (natural armor)
- Hit Points 13 (2d8 + 4)
- Speed 30 ft., burrow 15 ft., climb 15 ft.
STR DEX CON INT WIS CHA 13 (+1) 10 (+0) 15 (+2) 2 (-4) 12 (+1) 5 (-3)
- Senses darkvision 30 ft., tremorsense 60 ft., passive Perception 11
- Languages —
- Challenge 1/2 (100 XP)
- Proficiency Bonus +2
Magic Sense. The wolverine knows the location of every spellcaster, active spell, and magic item within 120 feet of itself.
Spelleater Hide. The wolverine has advantage on saving throws against spells, and any creature making a spell attack against the wolverine has disadvantage on the attack roll.
If the wolverine succeeds on its saving throw against a spell or a spell's attack roll misses it, it gains 5 temporary hit points.Tunneler. When the wolverine burrows, it leaves tunnels behind.
Actions
Multiattack. The wolverine makes two attacks: one with its bite and one with its claws.
Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) piercing damage.
Claws. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 6 (2d4 + 1) slashing damage.
Reactions
Eat Spell. When a creature within 60 feet of the wolverine casts a spell, the wolverine regains hit points equal to the level of the spell. Its attack rolls have advantage until the end of its next turn.
Sprite Dragon
Tiny Dragon, Unaligned
- Armor Class 13
- Hit Points 7 (2d4 + 2)
- Speed 15 ft., fly 60 ft.
STR DEX CON INT WIS CHA 6 (-2) 15 (+2) 13 (+1) 5 (-3) 12 (+1) 10 (+0)
- Skills Perception +3, Stealth +4
- Senses blindsight 10 ft., darkvision 60 ft., passive Perception 13
- Languages —
- Challenge 1/4 (50 XP)
- Proficiency Bonus +2
Keen Senses. The dragon has advantage on Wisdom (Perception) checks that rely on sight, hearing, or smell.
Magic Resistance. The dragon has advantage on saving throws against spells and other magical effects.
Actions
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) piercing damage.
Fire Breath. Ranged Weapon Attack: +4 to hit, range 20/60 ft., one target. Hit: 4 (1d4 + 2) fire damage. A flammable object hit by this attack ignites if it isn't being worn or carried.
Sprite Dragon
Size of a pixie, rage of a hellkite.
A sprite dragon is a tiny dragon, often likened to a pixie or faerie, both in size and disposition. It is drawn to magic, and makes a favored bond for bonders with an aptitude for the arcane.
Sprite Dragon Companions
Sprite Dragons can be a character's companion in the following ways:
- Pact of the Chain. When a warlock with the Pact of the Chain pact boon casts find familiar, they can choose a sprite dragon as a special form for their familiar.
- Ranger's Companion. A Beast Master ranger can choose a sprite dragon as Ranger's Companion.
Starrix
The mighty starrix bears some passing similarity to an elk, but appears to be a new kind of creature all its own. It is highly intelligent, and uses a kind of innate magic to command other creatures to defend it. Because of this, it is respected and sought after my many bonders.
Starrix
Huge Fey, Typically Neutral
- Armor Class 17 (natural armor)
- Hit Points 136 (16d12 + 36)
- Speed 60 ft.
STR DEX CON INT WIS CHA 21 (+5) 9 (-1) 15 (+2) 10 (+0) 18 (+4) 15 (+2)
- Saving Throws Con +6, Wis +8
- Skills History +12, Perception +10
- Senses darkvision 120 ft., passive Perception 20
- Languages Telepathy 120 ft., but it can only project emotions
- Challenge 10 (5,900 XP)
- Proficiency Bonus +4
Actions
Multiattack. The starrix makes two Ram attacks.
Ram. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 36 (6d10 + 5) bludgeoning damage.
Auspicious Command (3/Day). The starrix targets one creature it can see within 30 feet of it. The target must succeed on a DC 14 Wisdom saving throw or be magically charmed by the starrix. The charmed creature regards the starrix as a trusted friend to be heeded and protected. Although the target isn't under the starrix's control, it takes the starrix's requests or actions in the most favorable way it can.
Each time the starrix or its allies do anything harmful to the target, it can repeat the saving throw, ending the effect on itself on a success. Otherwise, the effect lasts until the starrix dies, is on a different plane of existence from the target, or ends the effect as a bonus action. If a target's saving throw is successful, the target is immune to the starrix's Auspicious Command for the next 24 hours.
Thundermane
Large Elemental, Unaligned
- Armor Class 12
- Hit Points 26 (4d10 + 4)
- Speed 50 ft.
STR DEX CON INT WIS CHA 17 (+3) 15 (+2) 13 (+1) 3 (-4) 12 (+1) 8 (-1)
- Skills Perception +3, Stealth +6
- Damage Immunities lightning
- Senses passive Perception 13
- Languages —
- Challenge 1 (200 XP)
- Proficiency Bonus +2
Electrified Body. A creature that touches the lion or hits it with a melee attack while within 5 feet of it takes 4 (1d8) lightning damage.
Keen Smell. The lion has advantage on Wisdom (Perception) checks that rely on smell.
Pounce. If the lion moves at least 20 feet straight toward a creature and then hits it with a claw attack on the same turn, that target must succeed on a DC 13 Strength saving throw or be knocked prone. If the target is prone, the lion can make one bite attack against it as a bonus action.
Running Leap. With a 10-foot running start, the lion can long jump up to 25 feet.
Actions
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) lightning damage.
Claw. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) slashing damage.
Lightning Breath (Recharge 5–6). The lion exhales lightning in a 30-foot line that is 5 feet wide. Each creature in that line must make a DC 12 Dexterity saving throw, taking 11 (2d10) lightning damage on a failed save, or half as much damage on a successful one.
Thundermane
A crackling roar is the last sound many hunters hear.
A mutated lion, the thundermane has become an elemental, charged with the power of thunder and lightning.
Tidal Barracuda
It lurks in the spaces between moments.
The tidal barracuda is an insanely quick creature. Wizards often pay for or capture the specimens to study their relationship to time.
Tidal Barracuda
Tiny Monstrosity, Unaligned
- Armor Class 13
- Hit Points 15 (6d4)
- Speed 0 ft., swim 40 ft.
STR DEX CON INT WIS CHA 2 (-4) 16 (+3) 11 (+0) 1 (-5) 7 (-2) 2 (-4)
- Senses darkvision 60 ft., passive Perception 8
- Languages —
- Challenge 1 (200 XP)
- Proficiency Bonus +2
Blood Frenzy. The barracuda has advantage on melee attack rolls against any creature that doesn't have all its hit points.
Blurred Movement. Attack rolls against the barracuda have disadvantage unless it is incapacitated or its speed is 0.
Evasion. If the barracuda is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, it instead takes no damage if it succeeds on the saving throw and only half damage if it fails, provided it isn't incapacitated.
Water Breathing. The barracuda can breathe only underwater.
Actions
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 13 (4d4 + 3) piercing damage.
Tigorilla
From a certain perspective, it’s an inspiring story of overcoming obstacles.
A mutated cross between a tiger and gorilla, the tigorilla has all of both predators' strengths, and none of their weaknesses.
Tigorilla
Large Monstrosity, Unaligned
- Armor Class 12
- Hit Points 52 (8d10 + 8)
- Speed 40 ft., climb 40 ft.
STR DEX CON INT WIS CHA 17 (+3) 15 (+2) 14 (+2) 6 (-2) 12 (+1) 8 (-1)
- Skills Athletics +5, Perception +3, Stealth +6
- Senses darkvision 60 ft., passive Perception 13
- Languages —
- Challenge 2 (450 XP)
- Proficiency Bonus +2
Keen Smell. The tigorilla has advantage on Wisdom (Perception) checks that rely on smell.
Pounce. If the tigorilla moves at least 20 feet straight toward a creature and then hits it with a claw attack on the same turn, that target must succeed on a DC 13 Strength saving throw or be knocked prone. If the target is prone, the tigorilla can make one bite attack against it as a bonus action.
Actions
Multiattack. The tigorilla makes two claw attacks.
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (1d10 + 3) piercing damage.
Claw. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) slashing damage.
Rock. Ranged Weapon Attack: +5 to hit, range 25/50 ft., one target. Hit: 7 (1d8 + 3) bludgeoning damage.
Titanoth Rex
The Titanoth Rex are the mightiest creatures known to Ikoria, outweighing even the enormous Yidaro. However, unlike the Apex Monsters, they are neither intelligent nor cunning; they follow their base instincts to feed and fight for territory. Even so, they are among the most feared predators.
Titanoth Rex
Gargantuan Monstrosity (Dinosaur), unaligned
- Armor Class 25 (natural armor)
- Hit Points 499 (27d20 + 216)
- Speed 40 ft.
STR DEX CON INT WIS CHA 26 (+8) 11 (+0) 26 (+8) 3 (-4) 11 (+0) 11 (+0)
- Saving Throws Int +4, Wis +8, Cha +8
- Damage Immunities poison; bludgeoning, piercing, and slashing from nonmagical attacks
- Condition Immunities charmed, frightened, paralyzed, poisoned
- Senses blindsight 120 ft., passive Perception 10
- Languages —
- Challenge 25 (75,000 XP)
- Proficiency Bonus +8
Legendary Resistance (3/Day). If the titanoth fails a saving throw, it can choose to succeed instead.
Magic Resistance. The titanoth has advantage on saving throws against spells and other magical effects.
Trample. The first time on a turn that the titanoth enters a creature's space during its move, the creature must succeed on a DC 18 Dexterity saving throw or be knocked prone.
Siege Monster. The titanoth deals double damage to objects and structures.
Actions
Multiattack. The titanoth can use its Frightful Presence. It then makes five attacks: one with its bite, two with its claws, one with its horns, and one with its tail. It can use its Swallow instead of its bite.
Bite. Melee Weapon Attack: +16 to hit, reach 10 ft., one target. Hit: 34 (4d12 + 8) piercing damage. If the target is a creature, it is grappled (escape DC 18). Until this grapple ends, the target is restrained, and the titanoth can't bite another target.
Claw. Melee Weapon Attack: +16 to hit, reach 15 ft., one target. Hit: 26 (4d8 + 8) slashing damage.
Horns. Melee Weapon Attack: +16 to hit, reach 10 ft., one target. Hit: 30 (4d10 + 8) piercing damage.
Tail. Melee Weapon Attack: +16 to hit, reach 20 ft., one target. Hit: 22 (4d6 + 8) bludgeoning damage. If the target is a creature, it must succeed on a DC 18 Strength saving throw or be knocked prone.
Frightful Presence. Each creature of the titanoth's choice within 120 feet of it and aware of it must succeed on a DC 15 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, with disadvantage if the titanoth is within line of sight, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the titanoth's Frightful Presence for the next 24 hours.
Swallow. Melee Weapon Attack: +16 to hit, reach 10 ft., one Large or smaller creature grappled by the Titanoth. Hit: 34 (4d12 + 8) piercing damage. The target is also swallowed, and the grapple ends. While swallowed, the creature is blinded and restrained, it has total cover against attacks and other effects outside the titanoth, and it takes 49 (14d6) acid damage at the start of each of the titanoth's turns.
If the titanoth takes 60 damage or more on a single turn from a creature inside it, the titanoth must succeed on a DC 18 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 titanoth. If the titanoth dies, a swallowed creature is likewise regurgitated.Legendary Actions
The titanoth 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 titanoth regains spent legendary actions at the start of its turn.
- Attack. The titanoth makes one claw attack or tail attack.
- Move. The titanoth moves up to half its speed.
- Chomp (Costs 2 Actions). The titanoth makes one bite attack or uses its Swallow.
Trilobite
Tiny Beast, Unaligned
- Armor Class 13 (natural armor)
- Hit Points 6 (2d4 + 1)
- Speed 20 ft., swim 30 ft.
STR DEX CON INT WIS CHA 7 (-2) 15 (+2) 12 (+1) 2 (-4) 11 (+0) 2 (-4)
- Skills Perception +2
- Senses passive Perception 12
- Languages —
- Challenge 0 (0 or 10 XP)
Water Breathing. The trilobite can breathe only underwater. While out of water, it can hold its breath for 1 hour.
Actions
Bite. Melee Weapon Attack: +0 to hit, reach 5 ft., one target. Hit: 1 piercing damage.
Carapace Defense. The trilobite curls into a ball. Until it emerges, it gains a +4 bonus to AC and has advantage on Strength and Constitution saving throws. While in a ball, the trilobite is prone, its speed is 0 and can't increase, it has disadvantage on Dexterity saving throws, it can't take reactions, and the only action it can take is a bonus action to emerge.
Trilobite
On the coastlines of Raugrin and riverbanks of Ketria, crabs scuttle across the sand and birds wade in the shallow water. Trilobites are among the most common shore-dwellers, including predatory varieties as well as scavengers and filter-feeders consuming scraps they find in the sand.
Trilobite Companions
Trilobites can be a character's companion in the following ways:
- Familiar. The find familiar spell can summon a trilobite.
- Ranger's Companion. A Beast Master ranger can choose a trilobite as Ranger's Companion.
Vulpikeet
Tiny Monstrosity, Unaligned
- Armor Class 13
- Hit Points 2 (1d4)
- Speed 30 ft., burrow 5 ft., fly 30 ft.
STR DEX CON INT WIS CHA 2 (-4) 16 (+3) 11 (+0) 3 (-4) 12 (+1) 6 (-2)
- Skills Perception +3, Stealth +5
- Senses darkvision 60 ft., passive Perception 13
- Languages —
- Challenge 0 (0 or 10 XP)
- Proficiency Bonus +2
Flyby. The vulpikeet doesn't provoke opportunity attacks when it flies out of an enemy's reach.
Keen Hearing. The vulpikeet has advantage on Wisdom (Perception) checks that rely on hearing.
Actions
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 1 piercing damage.
Vulpikeet
A vulpikeet is a mutated cross between a fox and a bird. It is similar in appearance to the skycats and patagia tigers found elsewhere on the plane.
Vulpikeet Companions
Vulpikeets can be a character's companion in the following ways:
- Familiar. The find familiar spell can summon a vulpikeet.
- Ranger's Companion. A Beast Master ranger can choose a vulpikeet as Ranger's Companion.
Wolfbear
Sometimes the eludha is a sacred harmony of souls. Sometimes the bonder grabs some fur and holds on tight.
Wolfbear Steeds
A paladin can summon a spirit in the form of a wolfbear using the find greater steed spell, which appears in Xanathar's Guide to Everything.
Wolfbear
Large Monstrosity, Unaligned
- Armor Class 11 (natural armor)
- Hit Points 34 (4d10 + 12)
- Speed 40 ft., climb 30 ft.
STR DEX CON INT WIS CHA 19 (+4) 10 (+0) 16 (+3) 2 (-4) 13 (+1) 7 (-2)
- Skills Perception +3
- Senses passive Perception 13
- Languages —
- Challenge 1 (200 XP)
- Proficiency Bonus +2
Keen Hearing and Smell. The wolfbear has advantage on Wisdom (Perception) checks that rely on hearing or smell.
Pack Tactics. The wolfbear has advantage on an attack roll against a creature if at least one of the wolfbear's allies is within 5 feet of the creature and the ally isn't incapacitated.
Actions
Multiattack. The wolfbear makes two attacks: one with its Bite and one with its Claws.
Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) piercing damage. If the target is a creature, it must succeed on a DC 13 Strength saving throw or be knocked prone.
Claws. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage.
There's Always a Bigger Monster
Huge thank you to all of my supporters and my personal play group, and to James Wyatt for his work on the original Plane Shift supplements.
This supplement is 100% free fan content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC.
If you'd like to help support more Magic: the Gathering planes homebrewed into D&D, consider supporting me on Patreon, or buying me a coffee.
For use with the fifth edition Player's Handbook, Monster Manual, and Dungeon Master's Guide