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Demongnomes

Manual
of
Missing Monsters
Created by: Tim Stack II
Conversions of Monsters from Dungeons & Dragons 3.5 & Pathfinder

Revision History:
4/12/15: Added Descriptions.
4/11/15: Added Caryatid Column, Formian Worker, Formian Warrior, Formian Taskmaster, Formian Myrmarch
4/9/15: Added Inix, Mekillot, Erdlu, Thoqqua, Girallon
4/8/15: Added Phoenix
4/7/15: Added Destrachan, Frost Worm, Phasm
4/5/15: Added Brain in a Jar, Assassin Vine
4/3/15: Added Mohrg, Quth-Maren, Choker, Dread Wraith
4/1/15: Added Keeper, Giant Hamster (with variants)
3/31/15: Added Kolyarut Inevitable, Marut Inevitable, Zelekhut Inevitable
3/30/15: Added Bodak, Ethereal Filcher, Ethereal Marauder, Shocker Lizard, Nixie, Shadow Mastiff
3/29/15: Added Kelpie, Gray Render
3/28/15: Added Grig, Nymph
3/27/15: Added Allip, Huecuva, Selkie, Trumpet Archon
3/25/15: Added Lillend, Dire Bear, Greater Barghest
3/23/15: Added Quickling
3/18/15: Added Lantern Archon, Hound Archon
3/7/15: Added Marrash

ALLIP

ARCHON

Medium undead, neutral evil

Armor Class 11
Hit Points 39 (6d8 + 12)
Speed Fly 30 ft.
STR
6 (-3)

DEX
12 (+1)

CON
14 (+2)

INT
11 (+0)

WIS
CHA
11 (+0) 18 (+4)

Saving Throws Dexterity +3


Damage Resistances acid, fire, lightning, thunder;
slashing, piercing, bludgeoning damage from
nonmagical weapons
Damage Immunities cold, necrotic, poison
Condition Immunities charmed, exhaustion, frightened,
grappled, paralyzed, petrified, poisoned, prone,
restrained
Skills Stealth +4, Perception +3
Senses darkvision 60, passive Perception 13
Languages the languages it knew in life
Challenge 1 (200 XP)
Incorporeal Movement. The allip 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.
Babble. The allip constantly mutters and whines to itself,
creating a hypnotic effect. All sane creatures within 60 feet
of the allip must succeed on a DC 14 Wisdom saving
throw or the creature becomes charmed for 1 minute. While
charmed by this spell, the creature is incapacitated and has
a speed of 0. Creatures that successfully save against this
effect cannot be affected by the same allips babble for 24
hours.
Madness. Anyone targeting an allip with a thought
detection, mind control, or other telepathic ability that
makes direct contact with its tortured mind takes 11 (2d6 +
4) psychic damage and must make a DC 14 Wisdom saving
throw or have disadvantage on ability checks and saving
throws made with Wisdom until the creature has taken a
long rest.

ACTIONS
Maddening Touch. Melee Weapon Attack: +3 to hit,
reach 5 ft., one target. Hit: 11 (2d6 + 4) psychic
damage and the target must make a DC 14 Wisdom
saving throw or have disadvantage on ability checks
and saving throws made with Wisdom until the
creature has taken a long rest.

An allip is the spectral remains of someone driven to


suicide by a madness that afflicted it in life. It craves
only revenge and unrelentingly pursues those who
tormented it in life and pushed it over the brink. An
allip cannot speak intelligibly.

Archons are celestials from a lawful good-aligned


plane. Archons generally prefer to meet a foe headon if it is prudent to do so, but if outmatched, they
do what they can to even the odds (usually by
employing hit-and-run tactics or standing off and
engaging a foe with magic before moving into
melee).

ARCHON, HOUND
Medium celestial, lawful good

Armor Class 13 (natural armor)


Hit Points 36 (6d8 + 6)
Speed 40 ft.
STR
15 (+2)

DEX
10 (+0)

CON
13 (+1)

INT
10 (+0)

WIS
CHA
13 (+1) 12 (+1)

Skills Insight +5, Perception +5, Stealth +4


Damage Resistances poison, bludgeoning, slashing,
and piercing from nonmagical weapons
Damage Immunities Lightning
Condition Immunities Petrified
Senses darkvision 60, passive Perception 12
Languages All
Challenge 3 (700 XP)
Magic Resistance. The Hound Archon has advantage
on all saving throws against magic.
Keen Smell. The archon has advantage on Wisdom
(survival) checks to track.
Change Shape. The archon uses its action to magically
polymorph into a canine beast that has a challenge rating
no higher than its own, or back into its true form. It
reverts to its true form if it dies. Any equipment it is
wearing or carrying is absorbed or borne by the new form
(the archon's choice).
In a new form the archon retains its alignment, hit
points, Hit Dice, ability to speak, proficiencies, and
Intelligence, Wisdom, and Charisma scores, as well as
this action. Its statistics and capabilities are otherwise
replaced by those of the new form.
Magic Circle. The archon is surrounded by a 10 ft.
radius magic circle that fiends and undead cannot enter
through nonmagical means. Magical means of entry
require a DC 11 Charisma saving throw to enter. Fiends
and undead have disadvantage when attacking the
archon and cannot charm, frighten or possess the
archon.
Aura of Menace. Hostile creatures within 20 ft. must
make a DC 13 Charisma saving throw or have
disadvantage on all attack rolls and saving throws and
attacks against that creature have advantage. This
saving throw can be repeated at the end of each of the
creatures turns. Once the saving throw is successful,
that creature is immune to the aura of menace from this
archon for 24 hours.

Innate Spellcasting. The archons spellcasting ability is


Charisma (spell save DC 10). The archon can innately cast
the following spells, using only verbal components.
At will: Aid, Detect Good & Evil, Continual Flame,
Message

ACTIONS
Multiattack. The archon attacks once with its greatsword
and once with its bite.
Bite. Melee Weapon Attack: +6 to hit, reach 5 ft. one target.
Hit: 15 (1d8 + 11) piercing damage.

Aura of Menace. Hostile creatures within 20 ft. must


make a DC 12 Charisma saving throw or have
disadvantage on all attack rolls and saving throws and
attacks against that creature have advantage. This
saving throw can be repeated at the end of each of the
creatures turns. Once the saving throw is successful,
that creature is immune to the aura of menace from this
archon for 24 hours.
Innate Spellcasting. The archons spellcasting ability is
Charisma (spell save DC 10). The archon can innately
cast the following spells, using only verbal components.
At will: Aid, Detect Good & Evil, Continual Flame

Greatsword. Melee Weapon Attack: +6 to hit, reach 5


ft., one target. Hit: 17 (2d6 + 11) slashing damage.

ACTIONS

Teleport. The archon magically teleports itself, along with


any equipment it is wearing or carrying, to a location the
archon is familiar with, up to 1 mile away.

Light Ray. Ranged Magic Attack: +2 to hit, range 30 ft.


one target. Hit: 3 (1d6) radiant damage.

Hound archons look like well-muscled humans with


canine heads. Hound archons prefer to attack with
their natural weapons but occasionally use
greatswords.

ARCHON, LANTERN
Small celestial, lawful good

Armor Class 11
Hit Points 4 (1d6)
Speed 30 ft. Fly 60 ft.
STR
6 (-3)

DEX
11 (+0)

CON
10 (+0)

INT
6 (-3)

WIS
CHA
11 (+0) 10 (+0)

Damage Resistances poison, bludgeoning, slashing,


and piercing from nonmagical weapons
Damage Immunities Lightning
Condition Immunities Petrified
Skills Arcana +2, Insight +2, Perception +2,
Persuasion +2
Senses darkvision 60, passive Perception 12
Languages All
Challenge 1/4 (50 XP)
Natural Glow. Lantern archons appear as floating balls of
light that glow about as brightly as a torch. Only the
archons destruction can extinguish the glow, though they
can try to hide it.
Magic Circle. The archon is surrounded by a 10 ft. radius
magic circle that fiends and undead cannot enter through
nonmagical means. Magical means of entry require a DC
10 Charisma saving throw to enter. Fiends and undead
have disadvantage when attacking the archon and cannot
charm, frighten or possess the archon.

Multiattack. The archon attacks twice with its light ray.

Teleport. The archon magically teleports itself, along


with up to 50 pounds of equipment, to a location the
archon is familiar with, up to 1 mile away.

Lantern archons appear as floating balls of light that


glow about as brightly as a torch. A lantern archon
has little reason to get within melee range. It usually
hovers just close enough to bring the enemy within
its aura of menace, then blasts away with its light
rays. Lantern archons prefer to concentrate on a
single opponent, seeking to reduce enemy numbers
quickly.

ARCHON, TRUMPET
Medium celestial, lawful good

Armor Class 18 (natural armor)


Hit Points 126 (12d8 + 72)
Speed 40 ft. Fly 90 ft.
STR
20 (+5)

DEX
17 (+3)

CON
23 (+6)

INT
16 (+3)

WIS
CHA
16 (+3) 16 (+3)

Skills Persuasion +7, Perception +7, Stealth +7, Wind


Instruments +7, Insight +7
Damage Resistances poison, bludgeoning, slashing,
and piercing from nonmagical weapons
Damage Immunities Lightning
Condition Immunities Petrified
Senses darkvision 60, passive Perception 12
Languages All
Challenge 12 (8400 XP)
Magic Resistance. The archon has advantage on all
saving throws against magic.

Magic Circle. The archon is surrounded by a 10 ft. radius


magic circle that fiends and undead cannot enter through
nonmagical means. Magical means of entry require a DC
15 Charisma saving throw to enter. Fiends and undead
have disadvantage when attacking the archon and cannot
charm, frighten or possess the archon.
Aura of Menace. Hostile creatures within 20 ft. must make
a DC 17 Charisma saving throw or have disadvantage on
all attack rolls and saving throws and attacks against that
creature have advantage. This saving throw can be
repeated at the end of each of the creatures turns. Once
the saving throw is successful, that creature is immune to
the aura of menace from this archon for 24 hours.
Trumpet. The archons trumpet produces music of utter
clarity, piercing beauty, and, if the archon wills it, paralyzing
awe. All creatures except archons within 100 radius of the
archon must make a DC 15 Constitution saving throw or
become is paralyzed. The paralyzed creatures can repeat
the saving throw at the end of each of their turns, ending
the paralysis on itself on a success. The archon can also
command its trumpet to become a +4 greatsword or turn
back into a trumpet as a bonus action. The trumpet turns
into a chunk of useless metal in anyones hands other than
an archon.
Innate Spellcasting. The archons spellcasting ability is
Charisma (spell save DC 15). The archon can innately cast
the following spells, using only verbal components.
At will: Detect Good & Evil, Continual Flame,
Message
Spellcasting. The archon is a 14th-level spellcaster that
uses Wisdom as its spellcasting ability (spell save DC 15,
+7 to hit with spell attacks). The archon has the following
spells known from the cleric/paladin spell lists:
Cantrips: Light, Resistance
1st level (4 slots): Bless, Divine Favor, Sanctuary,
Shield of Faith, Purify Food & Drink
2nd level (3 slots): Aid, Enhance Ability, Lesser
Restoration
3rd level (3 slots): Daylight, Magic Circle, Protection
from Energy
4th level (3 slots): Banishment
5th level (2 slots): Dispel Evil & Good, Mass Cure
Wounds, Raise Dead
6th level (1 slot): Blade Barrier, Heal, Circle of Death
(instead targets undead with radiant damage)
7th level (1 slot): Divine Word, Plane Shift

ACTIONS
Multiattack. The archon attacks twice its greatsword.
+4 Greatsword. Melee Weapon Attack: +13 to hit,
reach 5 ft., one target. Hit: 17 (2d6 + 9) slashing
damage.
Teleport. The archon magically teleports itself, along with
any equipment it is wearing or carrying, to a location the
archon is familiar with, up to 1 mile away.

Each Trumpet Archon carries a gleaming silver


trumpet about 6 feet long. A trumpet archon usually
disdains physical combat, preferring to obliterate
foes with spells quickly and return to its duties. If
forced into an extended battle, it sounds its trumpet
and attacks with a vengeance.

ASSASSIN VINE
Large plant, neutral

Armor Class 12 (natural)


Hit Points 34 (4d10 + 12)
Speed 5 ft.
STR
20 (+5)

DEX
10 (+0)

CON
16 (+3)

INT
2 (-4)

WIS
13 (+1)

CHA
9 (-1)

Damage Resistances cold, fire


Damage Immunities lightning
Condition Immunities blinded, deafened, exhaustion,
prone
Senses blindsight 30, darkvision 60,
passive Perception 11
Languages -Challenge 2 (450 XP)
False Appearance. While the assassin vine remains
motionless, it is indistinguishable normal vegetation.
Entangling Vines. The assassin vine can sprout vines
from the ground within a 20 ft. radius of the assassin
vine. These vines turn the ground in the area into difficult
terrain.
A creature in the area when the assassin vine sprouts
these vines must succeed on a DC 15 Strength saving
throw or be restrained by the entangling plants until the
spell ends. A creature restrained by the vines can use its
action to make a new saving throw. On a success, it
frees itself. The assassin vine can sprout these vines or
dismiss them as a bonus action.

ACTIONS
Vines. Melee Weapon Attack: +7 to hit, reach 30 ft., one
target. Hit: 12 (2d6 + 5) bludgeoning damage and the
target is grappled (Escape DC 15). Until this grapple
ends, the creature is restrained and the assassin vine
cant use the same vine on another target.

The assassin vine is a semi-mobile plant that collects


its own grisly fertilizer by grabbing and crushing
animals and depositing the carcasses near its roots.
A mature plant consists of a main vine, about 20 feet
long. Smaller vines up to 5-feet long, branch off
from the main vine about every 6 inches. These
small vines bear clusters of leaves, and in late
summer they produce bunches of small fruits that
resemble wild grapes. The fruit is tough and has a
hearty but bitter flavor. Assassin vine berries make a
heady wine. An assassin vine can move about, albeit
very slowly, but usually stays put unless it needs to
seek prey in a new vicinity.

BARGHEST, GREATER
Large fiend, chaotic evil

Armor Class 16 (natural armor)


Hit Points 65 (8d10 + 21)
Speed 40 ft.
STR
20 (+5)

DEX
16 (+3)

CON
16 (+3)

INT
18 (+4)

WIS
CHA
18 (+4) 18 (+4)

Damage Resistances slashing, piercing, bludgeoning


damage from nonmagical weapons
Skills Perception +7, Deception +7, Stealth +17,
Survival +7, Intimidate +7, Insight +7
Senses darkvision 60, passive Perception 17
Languages Common, Goblin, Worg, Infernal
Challenge 6 (2300 XP)
Keen Smell. The barghest has advantage on Wisdom
(Perception) checks that rely on smell.
Pass without Trace. The barghest cannot be tracked
without magical means.
Innate Spellcasting. The barghests spellcasting ability is
Charisma (spell save DC 17). The barghest can innately
cast the following spells, using only verbal components.
At will: Blink, Levitate
1/day: Charm Person, Dimension Door
Change Shape. The barghest uses its action to magically
polymorph into a goblinoid or dire wolf, or back into its true
form. It reverts to its true form if it dies. Any equipment it is
wearing or carrying is absorbed or borne by the new form
(the barghests choice).
In a new form the barghest retains its alignment, hit points,
Hit Dice, ability to speak, proficiencies, and Intelligence,
Wisdom, and Charisma scores, as well as this action. Its
statistics and capabilities are otherwise replaced by those of
the new form.

ACTIONS
Multiattack. The barghest attacks once with its bite and
once its greatsword or once with its bite and twice with its
claws.
Bite. Magic Melee Weapon Attack: +8 to hit, reach 5 ft., one
target. Hit: 14 (2d8 + 5) piercing damage.
Claws. Magic Melee Weapon Attack: +8 to hit, reach 5
ft., one target. Hit: 9 (2d6 + 2) slashing damage.
Greatsword. Melee Weapon Attack: +8 to hit, reach 5 ft.,
one target. Hit: 19 (4d6 + 5) slashing damage.
Feed. The barghest may feed on a corpse with a challenge
rating equal to or greater than its own to increase its current
and max hit points by 7 (1d8 + 3).

A barghest is a lupine fiend that can take the shape


of a wolf or a goblin. In its natural form, it
resembles a goblin-wolf hybrid with terrible jaws
and sharp claws. As whelps, barghests are nearly
indistinguishable from wolves, except for their size
and claws. As they grow larger and stronger, their
skin darkens to bluish-red and eventually becomes
blue altogether. A full-grown barghest is about 6
feet long and weighs 180 pounds. A barghests eyes
glow orange when the creature becomes excited.

BRAIN IN A JAR
Tiny undead, chaotic evil

Armor Class 13 (natural armor)


Hit Points 22 (5d4 + 10)
Speed fly 30 ft. (hover)
STR
6 (-2)

DEX
14 (+2)

CON
15 (+2)

INT
16 (+3)

WIS
CHA
12 (+1) 16 (+3)

Damage Immunities poison


Condition Immunities blinded, charmed, deafened,
exhaustion, frightened, paralyzed, petrified, poisoned
Skills Stealth +5, Perception +7
Senses blindsight 60, darkvision 60,
passive Perception 17
Languages telepathy 100 to any creature with a
language
Challenge 1/2 (100 XP)
Madness. Anyone targeting a brain in a jar with a
thought detection, mind control, or other telepathic ability
that makes direct contact with its mind takes 10 (2d6 + 3)
psychic damage and must make a DC 13 Wisdom saving
throw or have disadvantage on ability checks and saving
throws made with Wisdom until the creature has taken a
long rest.
Innate Spellcasting (psionics). The brain in a jars
spellcasting ability is Intelligence (spell save DC 13). The
brain in a jar can innately cast the following spells, using
only verbal components.
3/day: Suggestion, Telekinesis
1/day: Dominate Person

ACTIONS
Mind Thrust. One creature within 100 ft. must make
a DC 13 Wisdom saving throw or take 11 (2d10)
psychic damage on a failed save or half on a
success.

Magic Weapons. The caryatid columns weapon attacks


are magical.

BODAK
Medium undead, chaotic evil

Armor Class 15 (natural armor)


Hit Points 54 (8d8 + 18)
Speed 20 ft.
STR
13 (+1)

DEX
14 (+2)

CON
15 (+2)

INT
6 (-2)

WIS
CHA
12 (+1) 12 (+1)

Damage Resistances acid, fire


Damage Immunities poison, lightning
Condition Immunities exhaustion, poisoned
Skills Stealth +5, Perception +7
Senses darkvision 60, passive Perception 17
Languages the language it knew in life
Challenge 6 (2300 XP)

Break Weapon. Any nonmagical weapon that hits the


caryatid column breaks. After dealing damage, the
weapon takes a permanent and cumulative -1 penalty to
damage rolls. If its penalty drops to -5, the weapon is
destroyed. Non magical ammunition made of metal that
hits the caryatid column is destroyed after dealing
damage.
False Appearance. While the caryatid column remains
motionless, it is indistinguishable from an inanimate
statue or statuesque column.

ACTIONS

Sunlight Vulnerability. The vampire takes 5 radiant


damage when it starts its turn in sunlight.
Death Gaze. The bodak uses its action to gaze at
one creature it can see within 30 feet of it. The target
must make a DC 12 Constitution saving throw. On a
failed save, the target takes 55 (10d10) necrotic
damage. The target takes half damage on a
successful save. If this damage reduces the target to
0 hit points, it is killed and rises as a bodak 24 hours
later.

ACTIONS
Slam. Melee Weapon Attack: +3 to hit, reach 5 ft., one
target. Hit: 5 (1d8 + 1) slashing damage.

Multiattack. The caryatid column makes two attacks with


its sword.
Sword. Melee Weapon Attack: +10 to hit, reach 10ft.,
one target. Hit: 12 (1d10 + 7) slashing damage.

Caryatid columns are the lesser cousins of true


golems, constructs created by spellcasters to guard
objects or areas. Each caryatid column is
programmed to guard an object or area when
created, and once set, this command cannot be
changed. Caryatid columns are often given specific
parameters concerning whom to ignore and whom to
attack, but since they have no special form of
detection, such restrictions can be overcome with
disguises if the parameters are known. A caryatid
column stands 7 feet tall and weighs 1,500 pounds.

Bodaks are the undead remnants of humanoids who have


been destroyed by the touch of absolute evil. A bodak
retains fleeting memories of its past life.

CHOKER

CARYATID COLUMN

Armor Class 12 (natural armor)


Hit Points 17 (4d6 + 3)
Speed 30 ft. climb 20 ft.

Medium construct, neutral

STR
16 (+3)

Armor Class 16 (natural armor)


Hit Points 60 (8d8 + 24)
Speed 30 ft.
STR
20 (+5)

DEX
16 (+3)

CON
16 (+3)

Small aberration, chaotic evil

INT
3 (-4)

WIS
11 (-0)

CHA
1 (-5)

Damage Immunities acid, poison, psychic, slashing,


piercing, bludgeoning damage from nonmagical weapons
that arent adamantine
Condition Immunities charmed, exhaustion, frightened,
paralyzed, petrified, poisoned, prone, restrained
Senses darkvision 120, passive Perception 10
Languages understands the languages of its creator but
can't speak
Challenge 6 (450 XP)
Immutable Form. The caryatid column is immune to any
spell or effect that would alter its form.
Magic Resistance. The caryatid column has advantage on
saving throws against spells and other magical effects.

DEX
14 (+2)

CON
13 (+1)

INT
4 (-3)

WIS
13 (+1)

CHA
7 (-2)

Saving Throws Dexterity +4


Skills Stealth +6
Senses passive Perception 11
Languages -Challenge 2 (450 XP)
Quickness. The choker may use a bonus action to take
another action.

ACTIONS
Multiattack. The Choker makes two attacks with its
constrict.
Constrict. Melee Weapon Attack: +5 to hit, reach 10ft.,
one target. Hit: 5 (1d4 + 3) bludgeoning damage, and a
Medium or smaller target is grappled (escape DC 13).
Until this grapple ends, the target is restrained and
unable to speak, and the blight can't constrict more than
two targets at a time.

These vicious little predators lurk underground,


grabbing whatever prey happens by. Its hands and feet
have spiny pads that help the choker grip almost any
surface. The creature weighs about 35 pounds.

DESTRACHAN
Large Aberration, neutral evil

DEX
12 (+1)

CON
16 (+3)

Medium beast, neutral

Armor Class 13 (natural armor)


Hit Points 75 (10d8 + 30)
Speed 60 ft.
STR
17 (+3)

Armor Class 14 (natural armor)


Hit Points 119 (14d10 + 42)
Speed 30 ft.
STR
18 (+4)

DIGESTER

INT
12 (+1)

WIS
CHA
18 (+4) 12 (+1)

Skills Perception +7, Stealth +4, Survival +7


Damage Resistances thunder
Condition Immunities blinded
Senses blindsight 100, passive Perception 14
Languages Common (does not speak)
Challenge 5 (1800 XP)
Keen Hearing. The destrachan has advantage on Wisdom
(Perception) checks that rely on hearing.

ACTIONS
Multiattack. The destrachan makes two attacks with its
claws.
Claws. Melee Weapon Attack: +7 to hit, reach 5 ft.,
one target. Hit: 11 (2d6 + 4) slashing damage.
Destructive Harmonics. The destrachan blasts sonic
energy in an 80 ft. cone. The destrachan can tune the
harmonics of this destructive power to affect different types
of targets:
Flesh: The Destrachan disrupts tissue and bone.
Creatures in the area must make a DC 14 Dexterity
saving throw or take 14 (4d6) thunder damage on a
failed save or half damage on a success.
Nerves: The destrachan focuses its harmonics on the
nervous system to knock out rather than slay.
Creatures within the area must make a DC 14
Constitution saving throw fall unconscious.
Material: The destrachan chooses wood, stone, metal
or glass. All objects of that material within the area take
28 (8d6) thunder damage. This effect cannot affect
special materials such as mithral or adamantine.

A destrachan is about 10 feet long from its mouth to


the tip of the tail and weighs about 4,000 pounds. The
dungeon-dwelling destrachan looks like some bizarre,
nonintelligent beast, but its an incredibly evil and
crafty sadist. A destrachan has a pair of complex,
three-part ears that it can adjust to be more or less
sensitive to various sounds. It is blind, yet hunts with a
sense of hearing more precise than most creatures
sight. From its tubular mouth a destrachan emits
carefully focused harmonics, producing sonic energy so
powerful it can shatter a stone wall. So skilled is a
destrachan at controlling the sounds it emits that it
can choose what type of material to affect with its
attack.

DEX
15 (+2)

CON
17 (+3)

INT
2 (-4)

WIS
CHA
12 (+1) 10 (+0)

Saving Throws Dexterity +4


Damage Immunity acid
Skills Stealth +4
Senses darkvision 60, passive Perception 10
Languages -Challenge 2 (450 XP)
Keen Smell. The digester has advantage on Wisdom
(Perception) checks that rely on smell.

ACTIONS
Claw. Melee Weapon Attack: +5 to hit, reach 5 ft.,
one target. Hit: 7 (1d8 + 3) piercing damage.
Acid Spray (Recharge 5-6). The digester sprays
acid in a 20 ft. cone. Each creature in the area must
make a DC 13 Dexterity saving throw, taking 18
(4d8) acid damage on a failed save, or half as much
damage on a successful one.

A digester stands about 5 feet tall and is 7 feet long


from snout to tail. It weighs about 350 pounds. A
digester is a hunting and eating machine. When it is
not hungry (which is rarely), it lies low and avoids
most other creatures. When hunting, it looks about
for a likely target, then charges forth and delivers a
gout of acid. If the initial attack is insufficient to kill
the prey, the digester attacks with its hind feet until
it can spray acid again.

DIRE BEAR
Large beast, neutral

Armor Class 13 (natural armor)


Hit Points 171 (18d10 + 72)
Speed 40 ft.
STR
20 (+5)

DEX
13 (+1)

CON
19 (+4)

INT
2 (-4)

WIS
CHA
12 (+1) 10 (+0)

Skills Perception +4
Senses passive Perception 14
Languages -Challenge 6 (2300 XP)
Keen Smell. The dire bear has advantage on Wisdom
(Perception) checks that rely on smell.

ACTIONS
Multiattack. The dire bear makes two attacks: once with
its claws and once with its bite.

Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one


target. Hit: 23 (4d8 + 5) piercing damage.
Claws. Melee Weapon Attack: +8 to hit, reach 5 ft.,
one target. Hit: 14 (2d8 + 5) slashing damage.

The omnivorous dire bear usually does not bother


creatures that try to avoid it, but will aggressively
defend a kill or other source of food. It will not
hesitate to rip apart anything that might contain
something edible. A typical dire bear is 12 feet long
and weighs as much as 8,000 pounds.

The oldest and most malevolent wraiths lurk in the


depths of forgotten temples and other forsaken
places. They can sense the approach of living
creatures, and hunger for them. Despite its size, the
dread wraith possesses unearthly quickness, and
makes use of its spring attack to strike with deadly
effect and melt back into the shadowsor the walls.

ERDLU
Medium beast, neutral

Armor Class 15 (natural)


Hit Points 19 (3d8 + 6)
Speed 50 ft.

DREAD WRAITH
Large undead, neutral evil

STR
14 (+2)

Armor Class 17
Hit Points 181 (19d10 + 72)
Speed fly 60 ft.
STR
6 (-2)

DEX
24 (+7)

CON
16 (+3)

INT
15 (+2)

WIS
CHA
18 (+4) 20 (+5)

DEX
19 (+4)

CON
13 (+2)

INT
2 (-4)

WIS
CHA
16 (+3) 4 (-30)

Skills Perception +5
Senses darkvision 60, passive Perception 15
Languages -Challenge 1/2 (100 XP)

Damage Resistances acid, fire, lightning, thunder;


slashing, piercing, bludgeoning damage from
nonmagical weapons
Damage Immunities cold, necrotic, poison
Condition Immunities charmed, exhaustion, frightened,
grappled, paralyzed, petrified, poisoned, prone,
restrained
Skills Perception +8, Religion +6, Stealth +11
Senses darkvision 60 ft., blindsight 60 ft., passive
Perception 18
Languages the languages it knew in life
Challenge 11 (7200 XP)

Sprint. The erdlu may Dash as a bonus action.

Incorporeal Movement. The wraith can move through


other creatures and objects as if they were difficult terrain.

Medium aberration, neutral

Spring Attack. The dread wraith may take a bonus action


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

ACTIONS
Life Drain. Melee Weapon Attack: +11 to hit reach 5
ft., one creature. Hit: 29 (4d10 + 7) necrotic damage.
The target must succeed on a DC 17 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.
Create Specter. The dread wraith targets a humanoid
within 10 feet of it that has been dead for no longer
than 1 minute and died violently. The target's spirit
rises as a spectre in the space of its corpse or in the
nearest unoccupied space. The spectre is under the
dread wraith's control. The dread wraith can have no
more than seven spectres under its control at one
time.

ACTIONS
Bite. Melee Weapon Attack: +6 to hit, reach 5 ft.,
one target. Hit: 8 (1d6 + 5) piercing damage.
Claws. Melee Weapon Attack: +4 to hit, reach 5 ft.,
one target. Hit: 4 (1d4 + 2) slashing damage.

ETHEREAL FILCHER
Armor Class 15 (natural armor)
Hit Points 22 (5d8)
Speed 40 ft.
STR
10 (+0)

DEX
18 (+4)

CON
11 (+0)

INT
7 (-2)

WIS
CHA
12 (+1) 10 (+0)

Skills Perception +5, Sleight of Hand +8


Senses darkvision 60, passive Perception 15
Languages -Challenge 1/4 (50 XP)
Detect Magic. The ethereal filcher can detect magic at
will as a bonus action.
Pickpocket. The ethereal filcher has advantage on
Dexterity (Sleight of Hand) checks.

Ethereal Jaunt. An ethereal filcher can shift from the


Ethereal Plane to the Material Plane without using an action
or back again as a bonus action, returning to the plane it
originated from in the spot it currently occupies. If the
ethereal filcher occupies the same spot as a solid object or
creature when this happens, it is immediately shunted to the
nearest unoccupied that it can occupy and takes force
damage equal to twice the number of feet it is moved.
While on the ethereal plane, the ethereal filcher can move
in any direction. If it moves up or down, every foot of
movement costs an extra foot. The ethereal filcher can see
and hear the plane it originated from, but everything there
looks gray, and it cant see anything more than 60 feet
away.
While on the Ethereal Plane, the ethereal filcher can only
affect and be affected by other creatures on that plane.
Creatures that aren't on the Ethereal Plane cant perceive
the ethereal filcher and cant interact with it, unless a
special ability or magic has given them the ability to do so.
The ethereal filcher ignores all objects and effects that
arent on the Ethereal Plane, allowing it to move through
objects it perceives on the plane it originated from.

ACTIONS

Ethereal Jaunt. An ethereal marauder can shift from the


Ethereal Plane to the Material Plane without using an
action or back again as a bonus action, returning to the
plane it originated from in the spot it currently occupies. If
the ethereal marauder occupies the same spot as a solid
object or creature when this happens, it is immediately
shunted to the nearest unoccupied that it can occupy and
takes force damage equal to twice the number of feet it is
moved.
While on the ethereal plane, the ethereal marauder can
move in any direction. If it moves up or down, every foot
of movement costs an extra foot. The ethereal marauder
can see and hear the plane it originated from, but
everything there looks gray, and it cant see anything
more than 60 feet away.
While on the Ethereal Plane, the ethereal marauder can
only affect and be affected by other creatures on that
plane. Creatures that aren't on the Ethereal Plane cant
perceive the ethereal marauder and cant interact with it,
unless a special ability or magic has given them the
ability to do so. The ethereal marauder ignores all objects
and effects that arent on the Ethereal Plane, allowing it
to move through objects it perceives on the plane it
originated from.

Bite. Melee Weapon Attack: +2 to hit, reach 5 ft., one


target. Hit: 2 (1d4) piercing damage.

ACTIONS

Ethereal filchers are bizarre-looking creatures with a


penchant for snatching trinkets from passersby. Their
ability to move quickly between the Ethereal Plane and
the Material Plane makes them spectacular
pickpockets. Ethereal filchers do not speak. An
ethereal filcher prowls about, using its ethereal jaunt
to move about unseen (and often through solid
objects). Upon locating a likely mark, it shifts to the
Material Plane, attempting to catch its victim unaware.
The creature attempts to seize an item, then retreats
quickly back to the Ethereal Plane. It is not above
delivering a bite to distract its target. Once it secures
a trinket, it scurries back to its lair to admire its prize.
When badly wounded, a filcher escapes rather than
continuing the fight. Any number of simple ruses can
blunt a filchers attack.

ETHEREAL MARAUDER
Medium aberration, neutral

Armor Class 12 (natural armor)


Hit Points 13 (3d8)
Speed 40 ft.
STR
14 (+2)

DEX
12 (+1)

CON
11 (+0)

INT
7 (-2)

WIS
CHA
12 (+1) 10 (+0)

Skills Perception +5, Stealth +5


Senses darkvision 60, passive Perception 15
Languages -Challenge 1/4 (50 XP)

Bite. Melee Weapon Attack: +4 to hit, reach 5 ft.,


one target. Hit: 5 (1d6 + 2) piercing damage.

Ethereal marauders live and hunt on the Ethereal


Plane. Ethereal marauders coloration ranges from
bright blue to deep violet. An ethereal marauder
stands about 4 feet tall, but its overall length is
about 7 feet. It weighs about 200 pounds. Ethereal
marauders speak no known languages. Survivors of
their attacks on the Material Plane claim that they
emit an eerie, high whine that varies in pitch
depending on the creatures speed and health. Once
a marauder locates prey, it shifts to the Material
Plane to attack, attempting to catch its victim flatfooted. The creature bites its victim, then retreats
quickly back to the Ethereal Plane. When badly hurt
or wounded, a marauder escapes to its home plane
rather than continuing the fight.

FORMIAN WARRIOR

FORMIAN

A formian resembles a cross between an ant and a


centaur. All formians are covered in a brownish-red
carapace. Formians are generally aggressive, seeking to
subdue all they encounter. If they perceive even the
slightest threat to their hive-city or to their queen,
they attack immediately and fight to the death. Any
formian also attacks immediately if ordered to do so by
a superior.

Medium aberration, lawful neutral

Armor Class 13 (natural armor)


Hit Points 5 (1d8 + 1)
Speed 40 ft.
DEX
14 (+2)

CON
13 (+1)

INT
6 (-2)

Armor Class 14 (natural armor)


Hit Points 26 (4d8 + 8)
Speed 40 ft.
STR
17 (+3)

DEX
16 (+3)

CON
14 (+2)

INT
10 (+0)

WIS
CHA
12 (+1) 11 (+0)

Damage Resistances fire, lightning, thunder


Damage Immunities poison, cold
Condition Immunities poisoned, petrification
Skills Athletics +5, Perception +3, Stealth +5
Senses passive Perception 13
Languages Formian, Hive Mind
Challenge 2 (450 XP)

FORMIAN WORKER

STR
13 (+1)

Medium aberration, lawful neutral

WIS
10 (+0)

CHA
9 (-1)

Damage Resistances fire, lightning, thunder


Damage Immunities poison, cold
Condition Immunities poisoned, petrification
Skills Athletics +3, Perception +2, Stealth +4,
Tool (varies by formian worker) +6
Senses passive Perception 12
Languages Formian, Hive Mind
Challenge 1/8 (50 XP)
Hive Mind. All formians within 50 miles of each other are in
constant communication. If one is aware of a particular
danger, they all are. If one in a group is not surprised, none
of them are. If the optional flanking rules are used, no
formian in a group is considered flanked unless all of them
are.
Innate Spellcasting. The formian workers spellcasting
ability is Wisdom (spell save DC 10). The formian worker
can innately cast the following spells, using only verbal
components.
At will: Cure Wounds, Mending

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

While workers cannot speak, they can convey simple


concepts (such as danger) by body movements.
Through the hive mind, however, they can
communicate just finealthough their intelligence still
limits the concepts that they can grasp. A worker is
about 3 feet long and about 2 feet high at the front.
It weighs about 60 pounds. Its hands are suitable only
for manual labor.

Hive Mind. All formians within 50 miles of each other are


in constant communication. If one is aware of a particular
danger, they all are. If one in a group is not surprised,
none of them are. If the optional flanking rules are used,
no formian in a group is considered flanked unless all of
them are.
Magic Resistance. The formian warrior has advantage
on saving throws against spells and other magical
effects.

ACTIONS
Multiattack. The formian warrior makes two
attacks: one with its sting and one with its claw.
Claw2. Melee Weapon Attack: +5 to hit, reach 5 ft.,
one target. Hit: 6 (1d6 + 3) slashing damage.
Sting. Melee Weapon Attack: +5 to hit, reach 5 ft.,
one target. Hit: 8 (2d4 + 3) piercing damage, and
the target must make a DC 12 Constitution saving
throw, taking 9 (2d8) poison damage on a failed
save, or half as much damage on a successful
one. If the poison damage reduces the target to 0
hit points, the target is stable but poisoned for 1
hour, even after regaining hit points, and is
paralyzed while poisoned in this way.

Warriors communicate through the hive mind to


convey battle plans and make reports to their
commanders. They cannot speak otherwise. Warriors
are wicked combatants, using claws and
a poisonous sting all at once. Through the hive mind,
they attack with coordinated and extremely efficient
tactics. A warrior is about is about 5 feet long and
about 4 feet high at the front. It weighs about 180
pounds.

FORMIAN TASKMASTER

FORMIAN MYRMARCH

Medium aberration, lawful neutral

Large aberration, lawful neutral

Armor Class 15 (natural armor)


Hit Points 39 (6d8 + 12)
Speed 40 ft.

Armor Class 19 (natural armor)


Hit Points 104 (11d10 + 44)
Speed 50 ft.

STR
18 (+4)

DEX
16 (+3)

CON
14 (+2)

INT
11 (+0)

WIS
CHA
16 (+3) 19 (+4)

Damage Resistances fire, lightning, thunder


Damage Immunities poison, cold
Condition Immunities poisoned, petrification
Skills Athletics +6, Insight +5, Perception +5, Stealth +5
Senses passive Perception 15
Languages Formian, Hive Mind
Challenge 4 (1100 XP)
Hive Mind. All formians within 50 miles of each other are in
constant communication. If one is aware of a particular
danger, they all are. If one in a group is not surprised, none
of them are. If the optional flanking rules are used, no
formian in a group is considered flanked unless all of them
are.
Magic Resistance. The formian taskmaster has advantage
on saving throws against spells and other magical effects.
Innate Spellcasting. The formian taskmasters spellcasting
ability is Charisma (spell save DC 14). The formian worker
can innately cast the following spells, using only verbal
components.
3/day: Dominate Monster

ACTIONS
Multiattack. The formian taskmaster makes two
attacks: one with its sting and one with its claw.
Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., one
target. Hit: 7 (1d6 + 4) slashing damage.
Sting. Melee Weapon Attack: +6 to hit, reach 5 ft., one
target. Hit: 9 (2d4 + 4) piercing damage, and the target
must make a DC 12 Constitution saving throw, taking 9
(2d8) poison damage on a failed save, or half as
much damage on a successful one. If the poison
damage reduces the target to 0 hit points, the target is
stable but poisoned for 1 hour, even after regaining hit
points, and is paralyzed while poisoned in this way.

Taskmasters communicate only telepathically and


derive sustenance from the mental energies of those
they dominate. A taskmaster is about 5 feet long and
about 4 feet high at the front. It weighs about 180
pounds. Taskmasters rely on their dominated slaves to
fight for them if at all possible. If necessary, though,
they can defend themselves with their claws and
a poison sting.

STR
19 (+4)

DEX
18 (+4)

CON
18 (+4)

INT
16 (+3)

WIS
CHA
16 (+3) 17 (+3)

Damage Resistances fire, lightning, thunder


Damage Immunities poison, cold
Condition Immunities poisoned, petrification
Skills Athletics +7, Insight +6, Investigation +6,
Perception +6, Persuasion +6, Stealth +7
Senses passive Perception 13
Languages Common, Formian, Hive Mind
Challenge 9 (5000 XP)
Hive Mind. All formians within 50 miles of each other are
in constant communication. If one is aware of a particular
danger, they all are. If one in a group is not surprised,
none of them are. If the optional flanking rules are used,
no formian in a group is considered flanked unless all of
them are.
Magic Resistance. The formian myrmarch has
advantage on saving throws against spells and other
magical effects.
Regeneration. The formian myrmarch regains 5 hit
points at the start of its turn if it has at least 1 hit point.
Innate Spellcasting. The formian myrmarchs
spellcasting ability is Charisma (spell save DC 14). The
formian myrmarch can innately cast the following spells,
using only verbal components.
At will: Charm Monster, Clairvoyance, Detect Evil &
Good, Detect Thoughts, Magic circle, Teleport
1/day: Dispel Evil & Good

ACTIONS
Multiattack. The formian myrmarch makes two
attacks with its sting.
Sting. Melee Weapon Attack: +7 to hit, reach 5 ft.,
one target. Hit: 14 (4d4 + 4) piercing damage, and
the target must make a DC 15 Constitution saving
throw, taking 9 (2d8) poison damage on a failed
save, or half as much damage on a successful
one. If the poison damage reduces the target to 0
hit points, the target is stable but poisoned for 1
hour, even after regaining hit points, and is
paralyzed while poisoned in this way.
Javelin. Ranged Weapon Attack: +7 to hit, ranged
30 ft. / 120 ft., one target. Hit: 11 (2d6 + 4) piercing
damage, and the target must make a DC 15
Constitution saving throw, taking 9 (2d8) poison
damage on a failed save, or half as much damage
on a successful one. If the poison damage reduces
the target to 0 hit points, the target is stable but
poisoned for 1 hour, even after regaining hit points,
and is paralyzed while poisoned in this way.

Myrmarchs are the elite of formian society. Much more


than those beneath them, these creatures are
individuals, with goals, desires, and creative thought. A
myrmarch is about is about 7 feet long and about 5
feet high at the front. It weighs about 1,500 pounds. Its
claws are capable of fine manipulation, like human
hands. Each myrmarch wears a bronze helm to signify
its position (the more elaborate the helm, the more
prestigious the position). Myrmarchs can speak Formian
and Common. Myrmarchs claws are like hands and thus
serve no combat purpose. Myrmarchs occasionally
employ javelins for ranged attacks, coated
with poison from their own stingers. They fight
intelligently, aiding those under them (if any such are
present) and commanding them through the hive mind.
If chaotic creatures are present, however, a myrmarch
is single-minded in its quest to destroy them.

ACTIONS
Bite. Melee Weapon Attack: +12 to hit, reach 5 ft.,
one target. Hit: 29 (6d6 + 8) piercing damage plus 4
(1d8) cold damage.
Breath Weapon (Recharge 6). The frost worm exhales
a blast of cold in a 30 ft. cone. Each creature in that area
must make a DC 17 Constitution saving throw, taking 52
(10d6) cold damage on a failed save, or half as much
damage on a successful one.

A frost worm is about 40 feet long, 5 feet in


diameter, and weighs about 8,000 pounds. Frost
worms lurk under the snow, waiting for prey to come
near. They begin an attack with a trill and then set
upon helpless prey with their bite.

GIANT HAMSTER

FROST WORM

Large beast, neutral

Huge monstrosity, neutral

Armor Class 18 (natural armor)


Hit Points 149 (13d12 + 65)
Speed 30 ft. burrow 10 ft. (ice, frozen earth only)
STR
26 (+8)

DEX
10 (+0)

CON
20 (+5)

INT
2 (-4)

WIS
CHA
11 (+0) 11 (+0)

Damage Immunities cold


Damage Vulnerabilities fire
Senses Darkvision 60, passive Perception 14
Languages -Challenge 12 (8400 XP)
Artic Native. The frost worm has advantage to Dexterity
(stealth) checks while in artic terrain.
Tunneler. The frost worm leaves a 5footdiameter tunnel in
its wake when burrowing.
Trill. A frost worm can emit a noise that forces its prey to
stand motionless. Creatures other than frost worms within a
100-foot radius must make a DC 12 Wisdom saving throw
or be stunned for 1 minute. Another creature may use an
action to grant the stunned creature a new saving throw. If a
creature's saving throw is successful or the effect ends for
it, the creature is immune to that same frost worms trill for
24 hours.
Cold. A creature that touches the frost worm or hits it with a
melee attack while within 5 feet of it takes 4 (1d8) cold
damage. When the frost worm hits with a metal melee
weapon, it deals an extra 4 (1d8) cold damage (included in
the attack).
Death Throes. When the frost worm dies, it turns to ice and
shatters in an explosion. Creatures within 100 feet of it must
then succeed on a DC 17 Constitution saving throw, taking
42 (12d6) cold damage and 28 (8d6) piercing damage on a
failed save or half on a success.

Armor Class 13 (natural armor)


Hit Points 31 (4d10 + 9)
Speed 20 ft. Burrow 10 ft.
STR
19 (+4)

DEX
13 (+1)

CON
16 (+3)

INT
2 (-4)

WIS
12 (+1)

CHA
6 (-2)

Skills Perception +3
Senses passive Perception 13
Languages -Challenge 1 (200 XP)
Disease Immunity. The giant hamster is immune to all
diseases (magical or otherwise).

ACTIONS
Bite. Melee Weapon Attack: +6 to hit, reach 5 ft.,
one target. Hit: 13 (2d8 + 4) piercing damage. If the
target is a Medium or smaller creature, it is grappled
(escape DC 14). Until this grapple ends, the giant
hamster can bite only the grappled creature and has
advantage on attack rolls to do so.
Cheek Pouch. The giant hamster stuffs a small or
smaller sized creature it is grappling into its cheek pouch.
While stuffed in the cheek pouch, the target is blinded
and restrained, it has total cover against attacks and
other effects outside the giant hamster. The giant
hamster can have only two creatures stuffed in the cheek
pouch at a time.
If the giant hamster takes 5 damage or more on a single
turn from the stuffed creature, the giant hamster must
succeed on a DC 12 Constitution saving throw at the end
of that turn or spit out the creature, which falls prone in a
within 10 feet of the giant hamster. If the giant hamster
dies, a stuffed creature is no longer restrained by it and
can escape from the corpse by using 15 feet of
movement, exiting prone.

VARIANTS: But wait! Theres MORE!


Some Tinker Gnome animal breeders didnt know
when to stop when creating new and improved giant
hamsters, often creating hybrids such as the phase
doppelganger giant hamster or the fire-breathing
sabre-toothed giant space hamster.
Any giant hamster with one or more of the following
abilities do not increase the CR.
Space. The giant space hamster doesnt need to
breathe and is unaffected by being in a vacuum.
Flying. The flying giant hamster has a fly speed of 20
ft.
Phase. The phasing giant hamster 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.
Doppelganger. The doppelganger giant hamster can
use its action to polymorph into a Large or Medium
humanoid it has seen, or back into its true form. Its
statistics, other than its size, are the same in each
form. Any equipment it is wearing or carrying isn't
transformed. It reverts to its true form if it dies.
Any giant hamster with one or more of the following
abilities increase the CR by 1.
Carnivorous. The carnivorous giant hamster uses its
action to chew on those in its cheek pouch. Any
creatures in its cheek pouch must make a constitution
saving throw or take 22 (4d8 + 4) bludgeoning damage
on a failed save or half on a success.
Sabre-Toothed. The sabre-toothed giant hamster
increases its bite damage to 31 (6d8 + 4) piercing
damage.
Fire-Breathing. The fire-breathing giant hamster can
take its action to breathe a 15 ft. cone of fire. Any
creatures in this area must make a DC 13 Dexterity
saving throw or take 14 (4d6) fire damage on a failed
save or half on a success.

Claws. Melee Weapon Attack: +8 to hit, reach 5 ft.,


one target. Hit: 8 (1d4 + 6) slashing damage.

Girallons are savage, four-armed cousins of the


gorilla. When moving on the ground, a girallon walks
on its legs and lower arms. An adult girallon is about
8 feet tall, broad-chested, and covered in thick,
pure white fur. It weighs about 800 pounds. A
solitary girallon usually conceals itself in the
branches of a tree or under a pile of leaves and
brush, with only its nose showing. When it spots or
scents prey, it charges to the attack. A girallon picks
up prey that is small enough to carry and withdraws,
often vanishing into the trees before the victims
companions can do anything to retaliate. Against
larger foes, a girallon seeks to tear a single opponent
to bits as quickly as it can.

GRAY RENDER
Large monstrosity, neutral

Armor Class 15 (natural armor)


Hit Points 171 (9d10 + 72)
Speed 30 ft.
STR
23 (+6)

DEX
13 (+1)

CON
24 (+7)

INT
3 (-4)

WIS
12 (+1)

CHA
8 (-1)

Skills Perception +4
Senses passive Perception 14
Languages -Challenge 8 (3900 XP)
Keen Smell. The gray render has advantage on Wisdom
(Perception) checks that rely on smell.
Protective. Attacks against creatures under the gray
renders protection and adjacent to the gray render have
disadvantage.

GIRALLON
Large beast, neutral

Siege Monster. The gray render deals double damage


to objects and structures.

Armor Class 13 (natural armor)


Hit Points 58 (7d10 + 20)
Speed 40 ft. climb 40 ft.
STR
22 (+6)

DEX
17 (+3)

CON
14 (+2)

ACTIONS
INT
2 (-4)

WIS
12 (+1)

CHA
7 (-2)

Skills Athletics +8, Perception +3


Senses darkvision, 60, passive Perception 13
Languages -Challenge 4 (2300 XP)
Keen Smell. The girallon has advantage on Wisdom
(Perception) checks that rely on smell.

ACTIONS
Multiattack. The girallon makes four attacks with its claws.
If two or more claws hit, the girallon does an additional 9
(2d4 + 6) slashing damage.
Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one
target. Hit: 10 (1d8 + 6) piercing damage.

Multiattack. The gray render makes two attacks with its


claws. If both claws hit, the gray render does an
additional 20 (4d6 + 6) slashing damage.
Bite. Melee Weapon Attack: +9 to hit, reach 5 ft.,
one target. Hit: 20 (4d6 + 6) piercing damage and
the target is grappled (escape DC 16).
Claws. Melee Weapon Attack: +9 to hit, reach 5 ft.,
one target. Hit: 13 (2d6 + 6) slashing damage.

A gray render stands about 9 feet tall in spite of its


hunched posture and is about 4 feet wide. It weighs
about 4,000 pounds. Gray renders are never found in
groups. Each of these asexual creatures produces
one offspring and carries it for a time in a pouch,
but thereafter the young render must fend for itself.

A unique quality of the gray render is its tendency to


bond with, protect, and provide for another creature
(or group of creatures) native to its surroundings.
Whether accepted or not, the render always attempts
to remain fairly close, watching over its adopted
charge(s) and daily bringing an offering of meat. It
never willingly harms adopted creatures and retreats if
they attack it. A gray render attacks to kill, whether to
bring down prey or to protect itself or those it has
adopted. When hunting, it sometimes attempts to hide
and wait for prey to wander close.

Grigs can leap great distances. They have light blue


skin, forest-green hair, and brown hairy legs, and
usually wear tunics or brightly colored vests with
buttons made from tiny gems. A grig stands 1 feet
tall and weighs about 1 pound. Grigs are fierce by
sprite standards, attacking opponents fearlessly with
bow and dagger.

GRIG

Armor Class 13 (natural armor)


Hit Points 20 (3d8 + 6)
Speed 30 ft.

Tiny fey, neutral good

DEX
18 (+4)

CON
13 (+1)

Medium undead, chaotic evil

STR
13 (+1)

Armor Class 14
Hit Points 3 (1d4 + 1)
Speed 30 ft.
STR
5 (-3)

HUECUVA

INT
10 (+0)

WIS
CHA
13 (+1) 14 (+2)

Skills Acrobatics +6, Stealth +6, String Instruments +6,


Perception +3
Senses darkvision 60, passive Perception 13
Languages Common, Sylvan
Challenge 1/2 (100 XP)
Innate Spellcasting. The grigs spellcasting ability is
Charisma (spell save DC 12). The grig can innately cast the
following spells, using only verbal components.
3/day: Disguise Self, Entangle, Invisibility (self only)
Standing Leap. The grigs long jump is up to 30 feet
and its high jump is up to 15 feet, with or without a
running start.

ACTIONS
Tiny Shortsword. Melee Weapon Attack: +6 to hit,
reach 5 ft., one target. Hit: 6 (1d4 + 4) slashing
damage.
Tiny Longbow. Ranged Weapon Attack: +6 to hit, ranged
150 ft. / 600 ft., one target. Hit: 7 (1d6 + 4) piercing
damage.
Fiddle. The grig can rub its legs together like a cricket to
create a sound similar to a fiddle. All creatures within 20 ft.
must make a DC 12 Wisdom saving throw or begin a comic
dance in place: shuffling, tapping its feet, and capering for
the duration. This effect continues for as long as the grig
continues to use its action to fiddle. Creatures that cant be
charmed are immune to this effect.
A dancing creature must use all its movement to dance
without leaving its space and has disadvantage on Dexterity
saving throws and attack rolls. While the creature is
affected by this spell, other creatures have advantage on
attack rolls against it. As an action, a dancing creature may
make a new Wisdom saving throw to regain control of itself.
On a successful save, this effect ends and that creature
becomes immune to this grigs fiddle effect for 24 hours.

DEX
14 (+2)

CON
15 (+2)

INT
4 (-3)

WIS
CHA
12 (+1) 12 (+1)

Damage Resistances slashing, piercing, bludgeoning


damage from nonmagical weapons not made of silver
Damage Immunities poison
Condition Immunities exhaustion, poisoned
Skills Stealth +4, Perception +3
Senses darkvision 60, passive Perception 13
Languages the languages it knew in life
Challenge 1/4 (50 XP)
Faithless Aura. The huecuva and any undead within 30
feet of it have advantage on saving throws against
effects that turn undead.
Innate Spellcasting. The huecuvas spellcasting ability
is Wisdom (spell save DC 11). The huecuva can innately
cast the following spells, using only verbal components.
3/day: Disguise Self

ACTIONS
Claws. Magic Melee Weapon Attack: +3 to hit,
reach 5 ft., one target. Hit: 4 (1d6 + 1) slashing
damage and the target must make a DC 11
Constitution saving throw or contract a disease
(sewer plague).

of its turn if it has at least 1 hit point.

INEVITABLE

Inevitables are constructs whose sole aim is to enforce


the natural laws of the universe. When an inevitable is
created, it receives its first mission, then finds the
transgressors and metes out appropriate punishment.
The sentence is usually death, although some
inevitables insist on compensation to the wronged
party instead, using geas and a mark of justice to
ensure compliance. From its first step, an inevitable
focuses totally on its target. It continues its efforts no
matter how cold the trail or hopeless the task.
Inevitables are single-minded in pursuit of their quarry,
but they are under orders to leave innocents alone.
Accomplices to their prey are fair game, however,
which sometimes creates conflicts within their
programming. Inevitables gladly sacrifice themselves to
complete a mission, but they arent suicidal. Faced
with impending defeat, they are likely to withdraw and
seek a way to even the odds. They are determined but
patient foes. They ally with others if that helps
accomplish their mission, but they have a hard time
keeping allies for long. Inevitables tend to stick out in
a crowd while theyre in observation mode, but they
seem oblivious to the attention. Their forms vary, but
all inevitables are gold-and-silver clockwork creatures,
with gears and pistons where muscles would be on
flesh-and-blood creatures. Their eyes glow with a
golden radiance. Unless their very existence is
threatened, inevitables focus completely on the
transgressor theyve been assigned to, ignoring other
combatants completely. An inevitable might attack
anyone who hinders its progress, but it wont tarry
beyond the point where it can reengage its quarry.
Inevitables take self-defense very seriously; anyone
who attacks an inevitable with what the creature
perceives as deadly force is met with deadly force in
return.

INEVITABLE, KOLYARUT
Medium construct, lawful neutral

Armor Class 19 (natural armor & chainmail)


Hit Points 91 (14d8 + 28)
Speed 30 ft.
STR
14 (+2)

DEX
13 (+1)

CON
15 (+2)

INT
10 (+0)

WIS
CHA
17 (+3) 16 (+3)

Saving Throws Constitution +6, Dexterity +5


Damage Resistances slashing, piercing, bludgeoning
damage from nonmagical weapons
Damage Immunities necrotic, poison
Condition Immunities blinded, charmed, deafened,
frightened, paralyzed, petrified, poisoned, stunned
Skills Insight +7, Perception +7
Senses darkvision 60, passive Perception 17
Languages Abyssal, Celestial, Infernal, and the native
language of its first target
Challenge 9 (5000 XP)
Magic Resistance. The kolyarut has advantage on all
saving throws against magic.
Regeneration. The kolyarut regains 5 hit points at the start

Innate Spellcasting. The kolyaruts spellcasting ability is


Charisma (spell save DC 15). The kolyarut can innately
cast the following spells, using only verbal components.
At will: Discern Lies, Disguise Self, Fear, Hold Person,
Invisibility, Locate Creature, Suggestion (may cast as a
bonus action)
1/day: Hold Monster, Mark of Justice
1/week: Geas

ACTIONS
Longsword. Melee Weapon Attack: +6 to hit, reach
5 ft., one target. Hit: 6 (1d8 + 2) slashing damage.
Enervation Ray. A creature within 200 ft. must make a
DC 15 Constitution saving throw, taking 36 (8d8) necrotic
damage on a failed save, or half as much damage on a
successful one.
Vampiric Touch. Melee Spell Attack: +7 to hit,
reach 5 ft., one target. Hit: 10 (3d6) necrotic
damage and the kolyarut regains hit points equal to
half the damage dealt.
Discern Lies. The kolyarut may concentrate on a
creature, forcing it to make a DC 15 Charisma saving
throw. If the saving throw is failed, the kolyarut knows if
anything the creature says is the truth or a lie.
Mark of Justice (1/day). The kolyarut draws an indelible
mark on a willing, restrained or incapacitated creature
and states some behavior on the part of the subject that
will activate the mark. Typically, the kolyarut designates
some sort behavior, such as breaking an oath or bargain,
which activates the mark.
When activated, the creature must make a DC 15
Wisdom saving throw or suffer the effects of Bestow
Curse (as if cast using a 9th level spell slot).

Kolyaruts mete out punishment to those who break


bargains and oaths. Before beginning a mission
against a deal-breaker, a kolyarut learns as much
about the contract or oath as possible. Its not
interested in those who break deals accidentally or
against their will only those who willingly break
contracts violate the principle that kolyaruts are
created to uphold. If a written contract was broken,
the kolyarut typically carries a copy of the contract
with it. Kolyaruts are the most talkative of the
inevitables, making credible attempts at social
niceties such as proper greetings before getting
down to the matter at hand. They can use disguise
self to appear as almost any kind of humanoid
useful if they need to go undercover to catch their
quarry. Like all inevitables, a kolyarut is patient
enough to study a target before striking. It has a
good idea of the deal-breakers abilities and
defenses before it enters battle. When it fights, it
tries to get the conflict over as soon as possible,
minimizing excess bloodshed and mayhem. It doesnt
let concern for innocents delay or endanger its
mission, however. A kolyaruts favorite tactic is to
use invisibility or disguise self to sneak close, then
eliminate the quarry with its vampiric touch ability

before it can react. A kolyarut has no compunctions


about using its vampiric touch ability on allies to
increase its own power, if doing so helps it complete
its mission.

INEVITABLE, MARUT
Large construct, lawful neutral

Armor Class 23 (natural armor & platemail)


Hit Points 112 (15d10 + 30)
Speed 30 ft.
STR
25 (+7)

DEX
13 (+1)

CON
15 (+2)

INT
12 (+1)

WIS
CHA
17 (+3) 18 (+4)

Saving Throws Constitution +7


Damage Resistances slashing, piercing, bludgeoning
damage from nonmagical weapons
Damage Immunities necrotic, poison
Condition Immunities blinded, charmed, deafened,
frightened, paralyzed, petrified, poisoned, stunned
Skills Insight +8, Perception +8, Religion +6, Investigation
+6
Senses darkvision 60, passive Perception 18
Languages Abyssal, Celestial, Infernal, and the native
language of its first target
Challenge 15 (13000 XP)
Magic Resistance. The marut has advantage on all saving
throws against magic.
Regeneration. The marut regains 10 hit points at the start
of its turn if it has at least 1 hit point.
Innate Spellcasting. The maruts spellcasting ability is
Charisma (spell save DC 17). The marut can innately cast
the following spells, using only verbal components.
At will: Dimension Door, Fear, Command, Dispel Magic,
Inflict Wounds, Locate Creature, True Seeing
1/day: Chain Lightning, Circle of Death, Wall of Force
1/week: Earthquake, Geas, Plane Shift

ACTIONS
Multiattack. The Marut attacks twice with its Fists of
Thunder & Lightning.
Fists of Thunder & Lightning. Melee Weapon Attack:
+7 to hit, reach 5 ft., one target. Hit: 22 (2d6 + 15)
slashing damage and 10 (3d6) thunder damage and
10 (3d6) lightning damage and the target must make a
DC 20 Constitution saving throw or be blinded and
deafened for 1 minute.
Mark of Justice (1/day). The marut draws an indelible
mark on a willing, restrained or incapacitated creature and
states some behavior on the part of the subject that will
activate the mark. Typically, the marut designates some
sort behavior, such as cheating death or extending their
lifespan unnaturally, which activates the mark.
When activated, the creature must make a DC 17 Wisdom
saving throw or suffer the effects of Bestow Curse (as if
cast using a 9th level spell slot).

Maruts confront those who would try to deny the


grave itself. Any who use unnatural means to extend
their life span could be targeted by a marut. Those
who take extraordinary measures to cheat death in
some other way might be labeled transgressors as
well. Those who use magic to reverse death arent
worthy of a maruts attention unless they do so
repeatedly or on a massive scale. When a marut has
identified its target, it walks surely and implacably
toward the foe, never resting. Once it has found its
target, a marut brings it the death it has been trying
to avoid. Those who defile death through
necromancy may instead receive a geas and/or mark
of justice to enforce proper respect. It typically
uses wall of force to shut off any escape routes,
then opens up with chain lightning while it closes to
melee range. Once there, it strikes with its massive
fists, using circle of death if beset by numbers of
defenders. It hits spellcasting opponents with
repeated uses of dispel magic, and it uses dimension
door and locate creature to track down foes who
flee.

INEVITABLE, ZELEKHUT
Large construct, lawful neutral

Armor Class 21 (natural armor & platemail)


Hit Points 75 (10d10 + 20)
Speed 50 ft. Fly 60ft.
STR
21 (+5)

DEX
11 (+0)

CON
15 (+2)

INT
10 (+0)

WIS
CHA
17 (+3) 15 (+2)

Saving Throws Constitution +6


Damage Resistances slashing, piercing, bludgeoning
damage from nonmagical weapons
Damage Immunities necrotic, poison
Condition Immunities blinded, charmed, deafened,
frightened, paralyzed, petrified, poisoned, stunned
Skills Insight +6, Perception +6, Investigation +6
Senses darkvision 60, passive Perception 16
Languages Abyssal, Celestial, Infernal, and the native
language of its first target
Challenge 10 (5900 XP)
Magic Resistance. The zelekhut has advantage on all
saving throws against magic.
Regeneration. The zelekhut regains 5 hit points at the
start of its turn if it has at least 1 hit point.
Tracker. The zelekhut has advantage on Wisdom
(survival) checks to track.
Non-threatening. Both the zelekhuts spiked chains and
its golden wings are retractable and hidden when not in
combat.

Innate Spellcasting. The zelekhuts spellcasting ability is


Charisma (spell save DC 13). The zelekhut can innately
cast the following spells, using only verbal components.
At will: Clairvoyance, Dispel Magic, Fear, Hold Person,
Locate Creature, True Seeing
3/day: Hold Monster, Mark of Justice
1/week: Geas
Ride-By. The zelekhut doesn't provoke an opportunity
attack when it moves out of an enemy's reach.

ACTIONS
Multiattack. The zelekhut attacks twice with its Spiked
Chain.

Mark of Justice (3/day). The zelekhut draws an indelible mark


on a willing, restrained or incapacitated creature and states
some behavior on the part of the subject that will activate the
mark. Typically, the zelekhut designates some sort behavior,
such as breaking an oath or bargain, which activates the mark.
When activated, the creature must make a DC 13 Wisdom
saving throw or suffer the effects of Bestow Curse (as if cast
using a 9th level spell slot).

Zelekhuts are charged with hunting down those who


would deny justiceespecially those who flee to
escape punishment. Expert trackers, they use a
combination of natural skill and magic to find fugitives
wherever they may hide. A zelekhut may initially
appear rather non-threateningbut when it is about to
enter combat, it can cause two spiked chains to spring
forth from its forearms. In similar fashion, it can cause
a pair of golden metallic wings to emerge from its
back. Once it has found its fugitive, a zelekhut uses its
speed and its spell-like abilities to cover the most
likely escape routes. Then it immobilizes any defenders
while attempting to protect any innocent bystanders.
Finally, it apprehends the fugitive with its spiked
chains, tripping or disarming the foe as needed.

INIX
Large beast, neutral

Armor Class 12 (natural armor)


Hit Points 76 (8d10 + 32)
Speed 40 ft.
DEX
10 (+0)

CON
19 (+4)

INT
2 (-4)

WIS
13 (+1)

Skills Perception +4
Senses darkvision 60, passive Perception 14
Languages -Challenge 2 (450 XP)
Keen Smell. The inix has advantage on Wisdom
(Perception) checks that rely on smell.

ACTIONS
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft.,
one target. Hit: 18 (2d8 + 9) piercing damage.
Tail Slap. Melee Weapon Attack: +5 to hit, reach 10
ft., one target. Hit: 16 (2d6 + 9) bludgeoning
damage.

KEEPER

Spiked Chain. Melee Weapon Attack: +8 to hit, reach 10


ft., one target. Hit: 12 (2d6 + 5) slashing damage, or 24
(4d6+10) if the zelekhut moved at least 10 ft. before the
attack, and the target must make a DC 16 Strength or
Dexterity saving throw or be knocked prone or drop its
weapon (zelekhuts choice.)

STR
20 (+5)

Distracting Sway. Inixes sway dramatically side to side


when walking. Dexterity (mount) checks make to ride an
inix are made at disadvantage.

CHA
2 (-4)

Medium aberration, neutral

Armor Class 14 (natural)


Hit Points 26 (4d8 + 8)
Speed 40 ft. Climb 20 ft.
STR
19 (+4)

DEX
16 (+3)

CON
14 (+2)

INT
15 (+2)

WIS
9 (-1)

CHA
6 (-2)

Damage Resistances acid, cold, fire, lightning, thunder,


poison, bludgeoning, slashing, and piercing from
nonmagical weapons
Damage Immunities necrotic, poison
Condition Immunities charmed, frightened, paralyzed,
petrified, poisoned, stunned
Skills Perception +2, Stealth +6
Senses blindsight 60 (blind beyond this radius),
passive Perception 12
Languages Common, Celestial, Infernal, telepathy 500 ft
Challenge 3 (700 XP)
Magic Resistance. The keeper has advantage on all
saving throws against magic.
Keen Smell. The keeper has advantage on Wisdom
(Perception) checks that rely on smell.
Mimic Weapon. The keeper can form its malleable flesh
and arms into any melee weapon it has seen in use. It
wields this weapon with proficiency. It can change
weapons as a bonus action.
Dissolution. If the keeper is incapacitated or restrained
for 1 minute or if the keeper dies, its body dissolves into
a puddle of poisonous goo. A creature touching this
poison with bare skin must make a DC 13 Constitution
saving throw or take 12 (3d6 + 2) poison damage. The
poisonous goo evaporates after 1 minute.
Hive Mind. All keepers within 500 ft. of each other are in
constant communication. If one is aware of a particular
danger, they all are. If one in a group is not surprised,
none of them are. If the optional flanking rules are used,
no keeper in a group is considered flanked unless all of
them are.

ACTIONS
Multiattack. The keeper makes two attacks with
mimicked one-handed weapons, such as warhammers.

Warhammer (mimic). Melee Weapon Attack: +7 to


hit, reach 10 ft., one target. Hit: 12 (2d6 + 5)
bludgeoning damage.

LILLEND

Poison Spit. The keeper vomits a blast of poison in a 20 ft.


cone. Each creature in that area must succeed on a DC 13
Constitution saving throw or take 12 (3d6 + 2) psychic
damage and be poisoned 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.

Armor Class 15 (natural armor)


Hit Points 73 (9d10 + 24)
Speed 20 ft., Fly 70 ft.

Body Switch. The keeper magically teleports itself,


switching its location with any other keeper within 500 ft.

Damage Resistances Fire


Damage Immunities Poison
Condition Immunities Poisoned
Skills Arcana +4, Nature +4, Persuasion +6,
Perception +5, Survival +5, Insight +5,
Melody (Tool-Voice) +6
Senses darkvision 60, passive Perception 15
Languages Common, Celestial
Challenge 3 (700 XP)

KELPIE
Medium fey (shapechanger), neutral evil

Armor Class 14 (natural armor)


Hit Points 41 (6d8 + 14)
Speed 40 ft. Swim 40 ft.
STR
15 (+2)

DEX
16 (+3)

CON
15 (+2)

INT
8 (-1)

WIS
CHA
12 (+1) 17 (+3)

Skills Deception +7, Insight +5, Perception +3, Stealth +5


Senses darkvision 60, passive perception 13
Languages Common, Aquan, Sylvan, Telepathy (only with
those who have failed their save against Captivating Lure)
Challenge 1/2 (450 XP)
Shapechanger. The kelpie can use its action to polymorph
into a Small or Medium female humanoid or into a riding
horse, draft horse or giant sea horse, or back into its true
form. Its statistics, other than its size, are the same in each
form. Any equipment it is wearing or carrying isn't
transformed. It reverts to its true form if it dies.

Large celestial, chaotic good

STR
20 (+5)

DEX
17 (+3)

CON
16 (+3)

INT
14 (+2)

WIS
CHA
16 (+3) 18 (+4)

Innate Spellcasting. The lillends spellcasting ability is


Charisma (spell save DC 14). The lillend can innately
cast the following spells, using only verbal components.
3/day: Darkness. Hallucinatory Terrain, Knock,
Light
1/day: Charm Person, Speak with Animals, Speak
with Plants
Spellcasting. The lillend is a 5th-level spellcaster that
uses Charisma as its spellcasting ability (spell save DC
14, +6 to hit with spell attacks). The lillend has the
following spells known from the bard/wizard spell lists:
Cantrips: Dancing Lights, Mage Hand, Friends
1st level (4 slots): Charm Person, Cure Wounds,
Sleep
2nd level (3 slots): Hold Person, Invisibility, Shatter
3rd level (2 slots): Hypnotic Pattern

Amphibious. Kelpies can breathe both air and water.

ACTIONS
Captivating Lure. The kelpie use its action for a powerful
mental attack to lure in a single creature within 60 ft. The
target must succeed on a DC 13 Wisdom saving throw or
be charmed.
While charmed by the kelpie, a target is incapacitated and
ignores the lure of other kelpies. If the charmed target is
more than 5 feet away from the kelpie, the target can take
the Dash action on its turn to move toward the kelpie by the
most direct route. It doesn't avoid opportunity attacks, but
before moving into damaging terrain, such as lava or a pit,
and whenever it takes damage from a source other than the
kelpie, a target can repeat the saving throw. It does not
consider water a dangerous area, and will enter the water
even if it cannot swim or breathe. The charmed creature
remains charmed as long as it is within 1 mile of the kelpie.
A creature can also repeat the saving throw at the end of
each of its turns. If a creature's saving throw is successful,
the effect ends on it.

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

Multiattack. The lillend attacks once with its shortsword


and once with its constrict.
Constrict. Melee Weapon Attack: +7 to hit, reach 5 ft.,
one target. Hit: 19 (4d6 + 5) bludgeoning damage and
the target is grappled (Escape DC 17). Until this grapple
ends, the creature is restrained, and the lillend can't
constrict another target.
Shortsword. Melee Weapon Attack: +7 to hit, reach 5
ft., one target. Hit: 12 (2d6 + 5) slashing damage.

A typical lillends coils are 20 feet long. The


creature weighs about 3,800 pounds. A few lillends
have male torsos. Lillends are generally peaceful
unless they intend vengeance against someone they
believe guilty of harming, or even threatening, a
favored art form, artwork, or artist. Then they
become implacable foes. They use their spells and
innate spellcasting to confuse and weaken opponents
before entering combat. A covey of lillends usually
discusses strategy before a battle.

MARRASH
Medium fiend, lawful evil

Armor Class 16
Hit Points 43 (7d8 + 7)
Speed 30 ft. Fly 70 ft.
STR
13 (+1)

DEX
16 (+3)

CON
13 (+1)

INT
9 (-1)

WIS
12 (+1)

CHA
8 (-1)

Skills Arcana +2
Senses darkvision 60, passive Perception 14
Languages Common, Infernal
Challenge 4 (1100 XP)
Protection from Arrows. Ranged weapon attacks against
the marrash have disadvantage. This does not apply to
large projectiles such as siege weapons or thrown boulders.
Keen Smell. The marrash has advantage on Wisdom
(Perception) checks that rely on smell.

ACTIONS
Multiattack. The marrash attacks twice with its claws or
twice with its longbow.
Claws. Melee Weapon Attack: +5 to hit, reach 5 ft.,
one target. Hit: 5 (1d4 + 3) slashing damage.
Composite Longbow. Ranged Weapon Attack: +5 to hit,
ranged 150 ft. / 600 ft., one target. Hit: 8 (1d8 + 4) piercing
damage and the target must make a DC 11 Constitution
saving throw or contract a disease (sewer plague).

MEKILLOT
Armor Class 17 (natural armor)
Hit Points 107 (8d12 + 55)
Speed 40 ft.
DEX
10 (+0)

CON
21 (+5)

MOHRG
Medium undead, chaotic evil

Armor Class 17 (natural armor)


Hit Points 91 (14d8 + 28)
Speed 40 ft.
STR
21 (+5)

DEX
19 (+4)

CON
15 (+2)

INT
11 (+0)

WIS
CHA
10 (+0) 10 (+0)

Saving Throws Dexterity +6


Damage Immunities poison
Condition Immunities exhaustion, poisoned
Skills Stealth +6, Perception +2
Senses darkvision 60, passive Perception 12
Languages the languages it knew in life
Challenge 3 (700 XP)
Create Spawn. Any creature killed by a mohrg rises the
next night as a zombie.

Huge beast, neutral

STR
24 (+7)

Swallow. The mekillot makes one tongue attack


against a Large or smaller target it is grappling. If
the attack hits, the target is swallowed, and the
grapple ends. The swallowed target is blinded and
restrained, it has total cover against attacks and
other effects outside the mekillot, and it takes 21
(6d6) acid damage at the start of each of the
mekillot's turns. The mekillot can have only one
target swallowed at a time.
If the mekillot takes 30 damage or more on a
single turn from the swallowed creature, the mekillot
must succeed on a DC 14 Constitution saving throw
at the end of that turn or regurgitate the creature,
which falls prone in a space within 10 feet of the
behir. If the mekillot dies, a swallowed creature is
no longer restrained by it and can escape from the
corpse by using 15 feet of movement, exiting prone.

ACTIONS
Multiattack. The mohrg makes two attacks: one with its
slam and one with its paralyzing tongue.
INT
2 (-4)

WIS
13 (+1)

CHA
7 (-2)

Skills Perception +4
Senses darkvision 60, passive Perception 14
Languages -Challenge 7 (2900 XP)
Unpredictable. Wisdom (animal handling) checks are
made at disadvantage when handling a mekillot.

ACTIONS
Bite. Melee Weapon Attack: +10 to hit, reach 5 ft.,
one target. Hit: 33 (8d6 + 7) piercing damage.
Tongue. Melee Weapon Attack: +10 to hit, reach 10
ft., one target. Hit: 25 (4d8 + 7) bludgeoning damage,
and the target is grappled (escape DC 18). Until this
grapple ends, the target is restrained, and the mekillot
can't use its tongue or bite another target.

Slam. Melee Weapon Attack: +7 to hit, reach 5 ft.,


one target. Hit: 8 (1d6 + 5) bludgeoning damage
and the target is grabbed (escape DC 16).
Paralyzing Tongue. Melee Weapon Attack: +6 to
hit, reach 5 ft., one target. Hit: 6 (1d4 + 4) poison
damage and the target must succeed on a DC 13
Constitution saving throw or be poisoned for 1
minute. Until this poison ends, the target is
paralyzed. The target can repeat the saving throw at
the end of each of its turns, ending the poison on
itself on a success.

Mohrgs are the animated corpses of mass murderers


or similar villains who died without atoning for their
crimes. Most mohrgs are 5 to 6 feet tall and weigh
about 120 pounds. Like zombies, mohrgs attack by
slamming enemies with their fists and lashing out
with their elongated tongue. They often catch
opponents flat-footed, for they move much faster
than zombies.

NIXIE
Small fey, neutral

Armor Class 13
Hit Points 3 (1d6)
Speed 20 ft. Swim 30 ft.
STR
7 (-2)

DEX
16 (+3)

CON
11 (+0)

INT
12 (+1)

WIS
CHA
13 (+1) 18 (+4)

Skills Animal Handling +3, Deception +6, Stealth +5,


Perception +3
Senses darkvision 60, passive Perception 13
Languages Common, Sylvan, Aquan
Challenge 1/4 (50 XP)
Amphibious. Nixies can breathe both air and water.
Aquatic Stealth. Nixies have advantage on Dexterity
(Stealth) checks while in the water.
Wild Empathy. Nixies have advantage on Wisdom (Animal
Handling) checks.
Innate Spellcasting. The nixies spellcasting ability is
Charisma (spell save DC 14). The nixie can innately cast
the following spells, using only verbal components.
3/day: Charm Person
1/day: Water Breathing

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

Most nixies are slim and comely, with lightly scaled,


pale green skin and dark green hair. Females often
twine shells and pearl strings in their hair and dress in
wraps woven from colorful seaweed. Males wear
loincloths of the same materials. Nixies prefer not to
leave their lakes. A nixie stands about 4 feet tall and
weighs about 45 pounds. Nixies rely on charm person to
deter enemies, entering combat only to protect
themselves and their territory.

Medium fey, chaotic good

Armor Class 17
Hit Points 44 (8d8 + 8)
Speed 30 ft. Swim 20 ft.
DEX
17 (+3)

Unearthly Grace. The AC of the nymph includes its


Charisma bonus. The nymph also adds its Charisma
bonus to its saving throws.
Innate Spellcasting. The nymphs spellcasting ability is
Charisma (spell save DC 15). The nymph can innately
cast the following spells, using only verbal components.
1/day: Dimension Door
Spellcasting. The nymph is a 7th-level spellcaster that
uses Wisdom as its spellcasting ability (spell save DC 14,
+6 to hit with spell attacks). The nymph has the following
spells known from the druid spell list:
Cantrips: Guidance, Resistance, Druidcraft
1st level (4 slots): Cure Wounds, Animal
Friendship, Longstrider, Speak with Animals,
Entangle
2nd level (3 slots): Barkskin, Heat Metal, Lesser
Restoration
3rd level (3 slots): Call Lightning, Protection from
Energy
4th level (1 slot): Grasping Vine
Stunning Glance. The nymph can use its action to
force a target it can see and that can see the nymph
to make a DC 15 Constitution saving throw or
become stunned for 1 minute. A stunned creature
can make this saving throw again at the end of each
of its turns.

ACTIONS
Dagger. Melee Weapon Attack: +6 to hit, reach 5
ft., one target. Hit: 5 (1d4 + 3) slashing damage.

NYMPH

STR
10 (+0)

fails by 5 or more, the creature is blinded permanently.


Otherwise a creature that fails the save is blinded for 1
minute, but is allowed a new saving throw at the end of
its next turn. This continues until the save is successful
or becomes permanent, curable only with magic. Unless
surprised, a creature can avert its eyes to avoid the
saving throw at the start of its turn. If the creature does
so, it can't see the nymph until the start of its next turn,
when it can avert its eyes again. If the creature looks at
the nymph in the meantime, it must immediately make
the save. The Nymph can suppress or resume this ability
at will.

CON
12 (+1)

INT
16 (-3)

WIS
CHA
17 (+3) 19 (+4)

Skills Animal Handling +9, Insight +6, Medicine +6,


Perception +6, Stealth +6
Senses darkvision 60, passive Perception 16
Languages Common, Sylvan
Challenge 6 (2300 XP)
Blinding Beauty. When a humanoid that can see the
nymph starts its turn within 30 feet of the nymph, it needs to
make a DC 15 Constitution saving throw. If the saving throw

A delicate figure rises from the water, her long ears


tapering to points above her head, her beauty
painful in its perfection. Many have lost their lives in
vain search of the beauty of the nymph, and many
more to the madness and obsession their grace has
upon minds and bodies unprepared for their
companionship. Yet the nymph herself is not a cruel
creaturea guardian of nature's purest places and
most beautiful realms, she treats those who respect
her and her abode with kindness, and may even
favor someone who takes her fancy with magical
gifts. Yet those who would seek to abuse or harm her
or her home quickly find that behind her beauty is a
fierce protector more than capable of defending her
charge.

PHASM

PHOENIX

Medium Aberration (shapechanger), chaotic neutral

Large Monstrosity, neutral good

Armor Class 14 (natural armor)


Hit Points 135 (18d8 + 54)
Speed 40 ft.

Armor Class 20 (natural armor & defensive aura)


Hit Points 150 (20d10 + 40)
Speed 15 ft., fly 200 ft.

STR
12 (+1)

DEX
15 (+2)

CON
16 (+3)

INT
16 (+3)

WIS
CHA
15 (+2) 14 (+2)

Saving Throws Dexterity +5, Constitution +5


Damage Immunities poison
Condition Immunities poisoned, blinded, charmed,
deafened, exhaustion, frightened, prone
Skills Deception +5, Persuasion +5, Perception +5
Senses blindsight 30, tremorsense 60, passive Perception
14
Languages Common, telepathy 100
Challenge 5 (100 XP)
Keen Smell. The phasm has advantage on Wisdom
(Perception) checks that rely on smell.
Amorphous. The phasm can move through a space as
narrow as 1 inch wide without squeezing.
Alternate Form. The phasm polymorphs into any object or
creature of large size or smaller that has a challenge rating
no higher than its own, or back into its true form. It reverts
to its true form if it dies. Any equipment it is wearing or
carrying is absorbed or borne by the new form (the phasm's
choice).
In its new form, the phasm retains its alignment, hit points,
Hit Dice, ability to speak, proficiencies, and Intelligence,
Wisdom, and Charisma scores, as well as this action. Its
statistics and capabilities are otherwise replaced by those of
the new form, except any class features or legendary
actions of that form.

ACTIONS
Slam. Melee Spell Attack: +4 to hit, reach 5 ft., one
creature. Hit: 3 (1d4 + 1) bludgeoning damage.

STR
18 (+4)

DEX
16 (+3)

CON
15 (+2)

INT
18 (+4)

WIS
CHA
17 (+3) 21 (+5)

Saving Throws Wisdom +10


Damage Resistances bludgeoning, slashing, and
piercing from nonmagical weapons
Skills Arcana +11, History +11, Perception +10
Senses darkvision 60, passive Perception 20
Languages Common, telepathy 60
Challenge 24 (62000 XP)
Magic Resistance. The Phoenix has advantage on all
saving throws against magic.
Legendary Resistance (3/Day). If the phoenix fails a
saving throw, it can choose to succeed instead.
Innate Spellcasting. The phoenixs spellcasting ability is
Charisma (spell save DC 22). The phoenix can innately
cast all the following spells as if using an 8th level spell
slot, using only verbal components.
At will: Blindness/Deafness, Blink, Blur, Color Spray,
Cure Wounds, Dancing Lights, Dispel Evil & Good,
Dispel Magic, Find the Path, Find Traps, Heal, Invisibility,
Death Ward, Lesser Restoration, Produce Flame,
Remove Curse, See Invisibility, Plane Shift (self only)
1/day: Incendiary Cloud, Reincarnate, Pyrotechnics,
Conjure Animals, Wall of Fire
Innate Spell Effects. The phoenix can always Detect
Magic and Detect Evil & Good at all times without the
need to use an action or concentrate. The phoenix is
under the effects of Protection from Evil & Good at all
times.

ACTIONS
A phasm is an amorphous creature that can assume the
guise of almost any other creature or object. A phasm
in its natural form is about 5 feet in diameter and 2
feet high at the center. Swirls of color indicate sensory
organs. In this form, a phasm slithers about like
an ooze and can attack with a pseudopod. It weighs
about 400 pounds. When faced with potential danger, a
phasm is equally likely to retreat, parley, or attack, as
its fancy strikes. If pursued or harassed, a phasm
transforms into the most fearsome creature it knows
and attacks. When seriously hurt, it changes to some
fast or agile form and tries to escape.

Multiattack. The phoenix makes two attacks with its


claws and one attack with its bite.
Bite. Melee Weapon Attack: +11 to hit, reach 5 ft.,
one target. Hit: 18 (4d6 + 4) piercing damage.
Claws. Melee Weapon Attack: +11 to hit, reach 5
ft., one target. Hit: 13 (2d8 + 4) slashing damage.
Shriek (Recharge 6). All creatures within 30 of the
phoenix must make a DC 22 Wisdom saving throw or
suffer the effects of the slow spell.
Immolation. The phoenix may take an action to
immolate itself. Creatures within 15 feet of it must then
succeed on a DC 17 Constitution saving throw, taking 70
(20d6) fire damage and 70 (20d6) radiant damage on a
failed save or half on a success. This kills the phoenix. At
the start of the next round, a new phoenix appears from
the ashes of the old phoenix. The new phoenix cannot
use this ability until it has taken a long rest.

Damage Resistance lightning, fire


Damage Immunities acid, poison
Condition Immunities exhaustion, poisoned
Skills Stealth +4, Perception +5
Senses darkvision 60, passive Perception 15
Languages the languages it knew in life
Challenge 5 (1800 XP)

QUICKLING
Small fey, chaotic evil

Armor Class 15
Hit Points 27 (6d6 + 6)
Speed 120 ft.
STR
8 (-1)

DEX
20 (+5)

CON
13 (+1)

INT
15 (+2)

WIS
CHA
15 (+2) 14 (+2)

Saving Throws Dexterity +7


Damage Resistances Slashing, piercing, bludgeoning
damage from nonmagical weapons
Skills Acrobatics +7, Stealth +7,
Senses darkvision 60 ft., passive Perception 12
Languages Common, Sylvan
Challenge 4 (1100 XP)
Natural Invisibility. While the quickling remains motionless
it is invisible.
Spring Attack. The quickling can Disengage as a bonus
action.
Blur. Any creature has disadvantage on attack rolls against
the Quickling.
Evasion. When the quickling is subjected to an effect that
allows it to make a Dexterity saving throw to take only half
damage, the quickling instead takes no damage if it
succeeds on the saving throw, and only half damage if it
fails.
Uncanny Dodge. When an attacker that the quickling can
see hits it with an attack, the quickling can use its reaction
to halve the attacks damage against it.
Slow Susceptibility. A quickling loses its blur, evasion and
uncanny dodge abilities and is poisoned while under the
effects of a slow spell.

ACTIONS
Multiattack. The quickling makes two attacks with its
short sword.
Short Sword. Melee Weapon Attack: +7 to hit, reach 5
ft., one target. Hit: 7 (1d4 + 5) slashing damage.

Regeneration. The quth-maren regains 5 hit points at


the start of its turn if it has at least 1 hit point.
Turn Resistance. The quth-maren has advantage on
saving throws against effects that turn undead.
Caustic Blood. A creature that touches the quth-maren
or hits it with a melee attack while adjacent to it takes 5
(1d10) acid damage.
Horrifying Visage. Each non-undead creature
within 60 feet of the quth-maren that can see her
must succeed on a DC 12 Wisdom saving throw or
be frightened for 1 minute. A frightened target can
repeat the saving throw at the end of each of its
turns, with disadvantage if the quth-maren is within
line of sight, ending the effect on itself on a success.
If a target's saving throw is successful or the effect
ends for it, the target is immune to the quth-maren's
Horrifying Visage for the next 24 hours.

ACTIONS
Multiattack. The quth-maren makes two attacks with its
slam.
Slam. Melee Weapon Attack: +6 to hit, reach 5 ft., one
target. Hit: 8 (1d6 + 5) bludgeoning damage and 3 (1d6)
acid damage.
Spit Blood. Ranged Weapon Attack: +4 to hit, ranged
10 ft. / 20 ft., one target. Hit: 9 (2d6 + 2) acid damage.
Any creatures adjacent to the target take 3 (1d6) acid
damage.

SELKIE
Medium humanoid (shapechanger), chaotic neutral

Armor Class 15 (natural armor)


Hit Points 39 (6d8 + 12)
Speed 20 ft. Swim 50 ft.
STR
18 (+4)

Medium undead, chaotic evil

Armor Class 12 (natural armor)


Hit Points 65 (10d8 + 20)
Speed 30 ft.
DEX
13 (+1)

CON
15 (+2)

CON
14 (+2)

INT
13 (+1)

WIS
CHA
10 (+1) 19 (+4)

Saving Throws Dexterity +5


Skills Deception +8, Perception +3, Stealth +5
Senses passive Perception 13
Languages Common, Aquan
Challenge 2 (450 XP)

QUTH-MAREN

STR
16 (+3)

DEX
16 (+3)

INT
13 (+1)

WIS
CHA
14 (+2) 15 (+2)

Change Shape. The selkie can use its action to


polymorph into a Small or Medium humanoid, or back
into its true form. Its statistics, other than its size, are the
same in each form. Any equipment it is wearing or
carrying isn't transformed. It reverts to its true form if it
dies.

Echo of Reason. Selkies have advantage on all charisma


(Deception) checks.
Shake. On a critical hit with its bite, the selkie violently
shakes the target. The target must make a DC 14 Strength
saving throw be stunned for 1 round on a failure or suffer
disadvantage on all attack rolls and ability checks for 1
round on a success.
Hold Breath. The selkie can hold its breath for 15 minutes.

This creature has the body of a large dog, with a


smooth black coat and a mouth full of sharp teeth. A
shadow mastiff is slightly more than 2 feet high at
the shoulder and weighs about 200 pounds. Shadow
mastiffs cannot speak. Shadow mastiffs prefer
fighting in shadows or dark conditions, which gives
them a great advantage. If a magical light source
negates the shadows around them, shadow mastiffs
are cunning enough to either move out of the light
or back off and break up the opposition with their
baying.

ACTIONS
Multiattack. (Selkie Form Only). The selkie makes
two attacks: one with its bite and one with its claws.
Bite (Selkie Form Only). Melee Weapon Attack: +6 to
hit, reach 5 ft., one target. Hit: 9 (1d10 + 4) piercing
damage.
Claws (Selkie Form Only). Melee Weapon Attack: +6
to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) slashing
damage.

Medium fiend, neutral evil

Armor Class 12
Hit Points 30 (4d8 + 12)
Speed 50 ft.
DEX
13 (+1)

CON
17 (+3)

Small beast, neutral

Armor Class 13 (natural armor)


Hit Points 13 (3d6 + 3)
Speed 40 ft. climb 20 ft. swim 20 ft.
STR
10 (+0)

DEX
15 (+2)

CON
13 (+1)

INT
2 (-4)

WIS
12 (+1)

CHA
6 (-2)

Damage Immunities lightning


Skills Perception +3, Stealth +3
Senses darkvision 60, passive Perception 14
Languages -Challenge 1/2 (100 XP)

SHADOW MASTIFF

STR
17 (+3)

SHOCKER LIZARD

Lightning Sense. The shocker lizard can detect all


electrical discharges within 100.
INT
4 (-3)

WIS
CHA
12 (+1) 13 (+1)

Skills Stealth +3, Perception +3, Survival +3


Senses darkvision 60, passive Perception 14
Languages Common (cannot speak)
Challenge 1 (200 XP)
Keen Smell. The marrash has advantage on Wisdom
(Perception) checks that rely on smell.
Bay. The shadow mastiff uses its action to bay. All nonfiends within 300 must make a DC 11 Wisdom saving throw
or be frightened for 1 minute. A frightened target can repeat
the saving throw at the end of each of its turns, with
disadvantage if the shadow mastiff is within line of sight or
can be heard, ending the effect on itself on a success. If a
target's saving throw is successful or the effect ends for it,
the target is immune to the shadow mastiffs Bay for the
next 24 hours.
Shadow Blend. The shadow mastiff is invisible in dim light
and darkness.

ACTIONS
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one
target. Hit: 6 (1d6 + 3) piercing damage. If the target is
a creature, it must succeed on a DC 13 Strength
saving throw or be knocked prone.

Lethal Shock. Whenever two or more shocker lizards


are within 20 feet of each other, they can work together
to create a lethal shock focused on one participating
lizard. All creatures within 20 of the focal lizard must
make a DC 12 Dexterity saving throw or take 9 (2d8)
lightning damage or half damage on a successful save.
This damage increase by 1d8 for each additional lizard
beyond two.

ACTIONS
Bite. Melee Weapon Attack: +2 to hit, reach 5 ft.,
one creature. Hit: 2 (1d4) piercing damage.
Shock. Melee Spell Attack: +4 to hit, reach 5 ft.,
one creature. Hit: 9 (2d8) lightning damage.

A shocker lizard has a pale gray or blue underside,


shading to a darker hue on its back. It has blue-black
markings along its back and tail. A shocker lizard is
about 1 foot tall at the shoulder and weighs about 25
pounds. A shocker lizard relies on its electricity
abilities in combat. A lizard tends to bite only after
its shock has rendered an opponent unconscious or
when the shock seems to have no effect at all. A
solitary lizard flees once it delivers its shocks, but if
other shocker lizards are nearby, they all home in on
their comrades discharges and attempt to
administer their shocks to the foe.

THOQQUA
Medium elemental, neutral

Armor Class 14 (natural armor)


Hit Points 40 (9d6 + 9)
Speed 30 ft. burrow 20 ft.
STR
15 (+2)

DEX
13 (+1)

CON
13 (+1)

INT
6 (-2)

WIS
CHA
12 (+1) 10 (+0)

Damage Immunities fire, poison


Condition Immunities exhaustion, paralyzed, petrified,
poisoned, unconscious
Damage Vulnerabilities cold
Skills Stealth +3, Survival +3
Senses darkvision 60, passive Perception 14
Languages -Challenge 2 (450 XP)
Heated Body. A creature that touches the thoqqua or hits it
with a melee attack while within 5 feet of it takes 5 (1d10)
fire damage.

ACTIONS
Slam. Melee Weapon Attack: +4 to hit, reach 5 ft., one
target. Hit: 10 (1d6 + 2) bludgeoning damage and 7
(2d6) fire damage. If the target is a creature or a
flammable object, it ignites. Until a creature takes an
action to douse the fire, the target takes 5 (1d10) fire
damage at the start of each of its turns.

A thoqqua is about 1 foot in diameter and 4 to 5 feet


long. It weighs about 200 pounds. When a thoqqua is
disturbed, its first instinct is to attack. Its favored
tactic is to spring directly at a foe, either by bursting
out of the rock or by coiling up its body and launching
itself like a spring.

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