You are on page 1of 10

Realmspace Bestiary

Monsters of the Forgotten Realms Campaign Setting


for use with Dungeons & Dragons 5th Edition Rules
by Leonaru
Realmspace Bestiary
Monsters of the Forgotten Realms Campaign Setting
for use with Dungeons & Dragons 5th Edition Rules
by Leonaru

DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, the dragon ampersand, Players Handbook, Monster Manual, Dungeon Masters Guide, D&D Adventurers League, all other
Wizards of the Coast product names, and their respective logos are trademarks of Wizards of the Coast in the USA and other countries. All characters and their distinctive likenesses are property
of Wizards of the Coast. This material is protected under the copyright laws of the United States of America. Any reproduction or unauthorized use of the material or artwork contained herein is
prohibited without the express written permission of Wizards of the Coast.

2016 Wizards of the Coast LLC, PO Box 707, Renton, WA 98057-0707, USA. Manufactured by Hasbro SA, Rue Emile-Bochat 31, 2800 Delmont, CH.
Represented by Hasbro Europe, 4 The Square, Stockley Park, Uxbridge, Middlesex, UB11 1ET, UK.
Welcome to Realmspace
Welcome to the Realmspace Bestiary. This book contains monsters from the
Forgotten Realms campaign setting for use with the Dungeons & Dragons
5th Edition Rules. The new monsters here follow the same rules as those
presented in the Dungeons & Dragons Monster Manual. All of the creatures
presented here can be found in the Realmspace system, the solar system of the
planet Toril.

Monsters
Anadjiin  2
Beholder, Eye of the Deep  2
Dragon, Air  4
Halfling, Anadian  5
Helian  5
Ice Toad  6
Lavaworm  6
Oortling  7
Ooze, White Pudding  7
Plainsjan  8
Praying Mantis, Giant  8

1
Anadjiin Beholder, Eye of the Deep
The anadjiin is a predatory humanoid from Anadia, the The eye of the deep is an aquatic beholder that roams the
first planet of the Realmspace system. Anadia is a hot and ocean of Karpri. The eye of the deep has two large pincers
dry world dominated by a bleak landscape with large can- not unlike those of a crab and is covered in chitinous
yons. It is uninhabitable for most humanoids and primarly plates. Unlike the common beholder, the eye of the deep
populated by beasts unique to this planet. One of these has only two eyestalks, and its central eye radiates blinding
is the anadjiin, a creature that combines insectoid and light instead of an antimagic cone. The eye of the deep is
reptilian traits. The anadjiin has a spiny crest on its head, a just as hateful as its land-dwelling relatives and generally
reptilian tail, a round moth filled with sharp teeth and huge solitary. They look down on other creatures and consider
eyes that grant it a wide field of view. them enemies at best and a meal at worst.
Desert Hunters. The claws of an anadjiin are viciously
sharp and cause deep cuts and severe bleeding. Anadjiin
often minimise the risk for themselves while hunting by Eye of the Deep
injuring their prey and then waiting for it to collapse due to Large aberration (beholder), lawful evil
blood loss. Family is very important for anadjiin. Anadjiin
families often hunt together and defend one another to the Armour Class 18 (natural armour)
death. Eating a fallen family member is a common practice Hit Points 136 (16d10+48)
among anadjiin and not considered to be abnormal. Speed 0 ft., swim 30 ft.
Alien Minds. Anadjiin are usually the most intelligent STR DEX CON INT WIS CHA
species in their territory. Despite their advanced intellect, 18 (+4) 14 (+2) 17 (+3) 12 (+1) 15 (+2) 14 (+2)
they do not build their own dwellings or fashion tools, and
prefer to live in caves instead. Anadjiin have a concept of Saving Throws Int +4, Wis +5, Cha +5
natural balance and avoid to hunt creatures to extinction. Skills Perception +5
Some anadjiin are aware of the halfings that live near the Conditions Immunities prone
poles of Anadia, but most of them will meet strangers with Senses darkvision 120 ft., passive Perception 15
a mix between curiosity and mistrust. Languages Aquan, Deep Speech
Challenge 8 (3,900 XP)

Baleful Flash. The beholder's central eye radiates blinding white


Anadjiin light in a 120-foot cone. At the start of each of its turns, the be-
Large humanoid, lawful neutral holder decides which way the cone faces and whether the cone
Armour Class 18 (natural armour) is active. Creatures that start their turn in the cone are blinded
Hit Points 105 (14d10+28) until the beginning of their next turn.
Speed 30 ft. Water Breathing. The beholder can breathe only underwater.
STR DEX CON INT WIS CHA
21 (+5) 14 (+2) 15 (+2) 16 (+3) 11 (+0) 10 (+0)
Actions
Multiattack. The beholder makes a melee attack. It then uses its
Skills Perception +3 Paralysing Ray and its Frost Ray.
Senses passive Perception 13
Languages Anadjiin Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target.
Hit: 13 (2d8+4) piercing damage.
Challenge 6 (2,300 XP)
Pincers. Melee Weapon Attack: +7 to hit, reach 5 ft., one target.
Hit: 17 (3d8+4) slashing damage.
Actions
Multiattack. The anadjiin makes two claw attacks. Paralysing Ray. The beholder shoots an eye ray at target it can
see within 120 feet of it. The targeted creature must succeed on
Claw. Melee Weapon Attack: +8 to hit, reach 5 ft., one target.
a DC 14 Constitution saving throw or be paralysed for 1 minute.
Hit: 23 (4d8+5) slashing damage. If the target is a living creature
The target can repeat the saving throw at the end of each of its
other than a plant, it must succeed on a DC 14 Constitution
turns, ending the effect on itself on a success.
saving throw or its hit point maximum is reduced by 9 (2d8)
points. This reduction lasts until the target finishes a long rest. Frost Ray. The beholder shoots an eye ray at target it can see
The target dies if this effect reduces its hit point maximum to 0. within 120 feet of it. The targeted creature must make a DC 15
Constitution saving throw, taking 27 (6d8) cold damage on a
failed save, or half as much damage on a successful one.

2
Chandos Fish Old Chandos Fish
Chandos is the fifth planet in the Realmspace system. It is Medium beast, unaligned
a large water body with islands made of evermoving rocks.
Armour Class 14 (natural armour)
Chandos's islands can change on a whim, with tunnels get-
Hit Points 26 (4d8+8)
ting flooded, mountains raised in a single day and entire is-
Speed 0 ft., swim 60 ft.
lands disappearing. Thus, Chandos's human, dwarf and orc
populations are all nomadic. Most of the humanoid groups STR DEX CON INT WIS CHA
on Chandos do not live off the ocean despite the abun- 14 (+2) 12 (+1) 14 (+2) 2 (-4) 15 (+2) 5 (-3)
dance of sea life on this planet. Chandos's maritime life is
quite dangerous. Even the most common type of fish, often Senses blindsight 120 ft., passive Perception 12
simply referred to as the Chandos fish, makes a formida- Languages
ble opponent for a common human. Chandos fish enter a Challenge 1 (200 XP)
feeding frenzy when they smell blood and are known to rip
Blood Frenzy. The Chandos fish has advantage on melee attack
significantly larger creatures apart while frenzied. rolls against any creature that doesn't have all its hit points.
Water Breathing. The Chandos fish can breathe only underwa-
ter.
Young Chandos Fish
Small beast, unaligned Actions
Armour Class 12 (natural armour) Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target.
Hit Points 7 (2d6) Hit: 15 (3d8+2) piercing damage.
Speed 0 ft., swim 60 ft.
STR DEX CON INT WIS CHA
10 (+0) 12 (+1) 11 (+0) 2 (-4) 12 (+1) 5 (-3)
Senses blindsight 60 ft., passive Perception 11
Languages
Challenge 1/4 (50 XP)

Blood Frenzy. The Chandos fish has advantage on melee attack


rolls against any creature that doesn't have all its hit points.
Water Breathing. The Chandos fish can breathe only underwa-
ter.

Actions
Bite. Melee Weapon Attack: +2 to hit, reach 5 ft., one target.
Hit: 7 (2d6) piercing damage.

Adult Chandos Fish


Small beast, unaligned
Armour Class 13 (natural armour)
Hit Points 18 (4d6+4)
Speed 0 ft., swim 60 ft.
STR DEX CON INT WIS CHA
12 (+1) 12 (+1) 13 (+1) 2 (-4) 13 (+1) 5 (-3)
Senses blindsight 60 ft., passive Perception 11
Languages
Challenge 1/2 (100 XP)

Blood Frenzy. The Chandos fish has advantage on melee attack


rolls against any creature that doesn't have all its hit points.
Water Breathing. The Chandos fish can breathe only underwa-
ter.

Actions
Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one target.
Hit: 11 (3d6+1) piercing damage.

3
Dragon, Air
If a thrown target strikes an object, such as a wall or floor, the
Silver Air Dragon target takes 11 (2d10) bludgeoning damage for every 10 feet
Armour Class 22 (natural armour) it was thrown. If the target is thrown at another creature, that
Hit Points 487 (25d20+225) creature must succeed on a DC 20 Dexterity saving throw or
take the same damage and be knocked prone.
Speed 30 ft., fly 80 ft.
STR DEX CON INT WIS CHA Frightful Presence. Each creature of the dragon's choice that is
30 (+10) 10 (+0) 29 (+9) 18 (+4) 15 (+2) 23 (+6) within 120 feet of the dragon and aware of it must succeed on a
DC 21 Wisdom saving throw or become frightened for 1 minute.
Saving Throws Dex +7, Con + 16, Wis +9, Cha + 13 A creature can repeat the saving throw at the end of each of its
Skills Arcana +11, History +11, Perception +16, Stealth +7 turns , ending the effect on itself on a success. If a creature's
Damage Immunities cold, poison, thunder saving throw is successful or the effect ends for it, the creature
Damage Resistances bludgeoning, piercing, and slashing from is immune to the dragon's Frightful Presence for the next 24
nonmagical weapons hours.
Conditions Immunities exhaustion, grappled, paralysed, petri- Breath Weapons (Recharge 5-6). The dragon uses one of the fol-
fied, poisoned, prone, restrained, unconscious lowing breath weapons:
Senses blindsight 60 ft., darkvision 120 ft., passive Percep-
Cold Breath. The dragon exhales an icy blast in a 90-foot cone.
tion26
Each creature in that area must make a DC 24 Constitution
Languages Auran, Common, Draconic saving throw, taking 67 (15d8) cold damage on a failed save,
Challenge 25 (75,000 XP) or half as much damage on a successful one.
Paralysing Breath. The dragon exhales paralysing gas in a 90-
Air Shape. If it has a physical body, the mind and soul of a de-
foot cone. Each creature in that area must succeed on a DC
stroyed air dragon return to it and the dragon can form another
24 Constitution saving throw or be paralysed for 1 minute. A
air dragon body after 1d6 days.
creature can repeat the saving throw at the end of each of its
Legendary Resistance (3/Day). If the dragon fails a saving throw, turns, ending the effect on itself on a success.
it can choose to succeed instead.
Magic Resistance. The dragon has advantage on saving throws Legendary Actions
against spells and other magical effects. The dragon can take 3 legendary actions, choosing from
the options below. Only one legendary action option can
Actions be used at a time and only at the end of another crea-
Multiattack. The dragon can use its Frightful Presence. It then ture's turn. The dragon regains spent legendary actions
uses its Wind Gust and its Slashing Wind. at the start of its turn.

Slashing Wind. Ranged Spell Attack: +17 to hit, range 60 ft., one Detect. The dragon makes a Wisdom (Perception) check.
target. Hit: 18 (4d8) thunder damage. Slashing Wind. The dragon uses its Slashing Wind.
Breath Weapon (Costs 2 Actions). The dragon uses its breath
Wind Gust. Ranged Spell Attack: +17 to hit, range 60 ft., one weapon.
target. Hit: 22 (2d10) bludgeoning damage, and the target must
succeed on a DC 20 Strength saving throw or be flung 30 feet
away from the dragon in a random direction and knocked prone.

The air dragon is a type of dragon only found on Coliar, While the body is still intact, destroying and air dragon
second planet of the Realmspace system. Coliar is a gas will merely send it back to its physical body. However, air
giant with a central gravitational point. Around this point dragons with a body are also restricted in their movement
float hundred of earth and water island inhabitant by dif- and can move no further than 15,000 miles away from it.
ferent species, such as aarakocra and lizardfolk. The most The dragon's relatives care of its body, which thrives on
powerful faction on Coliar are the dragon. The dragons of their empathy. Sages assume that this is the reason why air
Coliar are quite diverse, but unlike the dragon found on To- dragons have not been sighted outside of Coliar.
ril are not divided among. They even frequently interbreed.
Most of them are neutral, and no major conflict between
dragon has occurred on Coliar during the past centuries. Air Dragon Template
The Coliar dragons occasionally mediate conflicts between Only a true dragon can transform into an air dragon.
the aarakocra and lizardfolk. They band together to destroy No dragon outside Coliar is known to have the ability to
and evil dragons that terrorise either of these races or become an air dragon. When a dragon becomes an air
threads from outside. dragon, it retains its statistics except for sit weapon attacks
Aerial Body. When an ancient Coliar dragon sees its and legendary actions, which are replaced as described
twilight coming and its body weakens for the first time, below. An air dragon does not retain its lair actions while
it gains the ability to shape a dragon body from air and in air dragon form.
transfer its mind and soul into it. The air dragon body Damage Immunities. The dragon is immune to poison
looks like a dragon formed from shimmerless diamond. and thunder damage.
Only the colour of the air dragon's eyes indicates what kind Damage Resistances. The dragon has resistance to
of dragon it truly is. Should an air dragon's physical body bludgeoning, piercing, and slashing damage from nonmagi-
die or be destroyed, the dragon lives on in air dragon form. cal weapons.

4
Conditions Immunities. The dragon can't become
exhausted, grappled, paralysed, petrified, poisoned, prone, Anadian Halfling
restrained, or unconscious. Small humanoid (halfling), lawful neutral (50%) or chaotic neutral
Legendary Resistance (3/Day). If the dragon fails a sav- (50%)
ing throw, it can choose to succeed instead. Armour Class 14 (leather armour)
Magic Resistance. The dragon has advantage on saving Hit Points 7 (2d6)
throws against spells and other magical effects. Speed 25 ft.
Rejuvenation. If it has a physical body, the mind and soul
STR DEX CON INT WIS CHA
of a destroyed air dragon return to it and the dragon can
9 (-1) 14 (+2) 11 (+0) 15 (+2) 10 (+0) 10 (+0)
form another air dragon body after 1d6 days.
New Action: Multiattack. The dragon can use its Fright- Skills Stealth +4
ful Presence. It then uses its Wind Gust and its Slashing Senses passive Perception 10
Wind. Languages Halfling
New Action: Slashing Wind. This is a ranged spell Challenge 1/8 (25 XP)
attack with a range of 60 feet. It deals 18 (4d8) thunder
damage. Halfling Nimbleness. The halfling can move through the space
of any creature that is of a size larger than it.
New Action: Wind Gust. This is a ranged spell attack
with a range of 60 feet. On a hit, it deal 22 (2d10) bludg- Actions
eoning damage, and the target must succeed on a DC
Dagger. Melee Weapon Attack: +4 to hit, reach 5 ft., one target.
20 Strength saving throw or be flung 30 feet away from
Hit: 4 (1d4+2) piercing damage.
the dragon in a random direction and knocked prone. If
a thrown target strikes an object, such as a wall or floor, Light Crossbow. Ranged Weapon Attack: +4 to hit, range
the target takes 11 (2d10) bludgeoning damage for every 30/120ft., one target. Hit: 4 (1d4+2) bludgeoning damage.
10 feet it was thrown. If the target is thrown at another
creature, that creature must succeed on a DC 20 Dexter-
ity saving throw or take the same damage and be knocked Helian
prone. Large elemental, neutral (65%) or neural evil (35%)
Legendary Actions. The dragon can take 3 legendary ac-
Armour Class 18 (natural armour)
tions, choosing from the options below. Only one legendary
Hit Points 136 (13d10+65)
action option can be used at a time and only at the end of
Speed 30 ft.
another creature's turn. The dragon regains spent legend-
ary actions at the start of its turn. STR DEX CON INT WIS CHA
New Legendary Action: Detect. The dragon makes a 20 (+5) 10 (+0) 21 (+5) 14 (+2) 11 (+0) 10 (+0)
Wisdom (Perception) check.
Damage Resistances fire, poison
New Legendary Action: Slashing Wind. The dragon
Conditions Immunities poisoned
uses its Slashing Wind.
Senses passive Perception
New Legendary Action: Breath Weapon (Costs 2 Ac-
Languages Ignan
tions). The dragon uses its breath weapon.
Challenge 8 (3,900 XP)

Heated Body. A creature that touches the helian or hits it with a


Halfling, Anadian melee attack while within 5 feet of it takes 11 (2d10) fire damage.

The halfings of Anadia live on the poles of their home Illumination. The helian sheds bright light in a 15-foot radius
planet and are one of the most common sapient races on and dim light for an additional 15 feet.
Anadia together with the anadjiin. Anadian halfings look Actions
much like the halfings found on other worlds, but have
Multiattack. The helian makes two slam attacks.
black hair and dark, almost yet black skin that protects
them from the radiant of the Realmspace Sun. Anadian Slam. Melee Weapon Attack: +8 to hit, reach 5 ft., one target.
halfings tend towards extremes. When they like something, Hit: 21 (3d10+5) bludgeoning damage plus 11 (2d10) fire dam-
they love of it with a passion; when they dislike something, age.
they ansolutely dispose it. This extreme attitude is exhib-
ited in everything they do and say, and make dealing with Fireball (Recharge 5-6). The helian conjures up a gelatinous
fireball. The fireball has a range of 60 feet and bursts in a radius
Anadian halfings difficult for outsiders.
of 15 ft. Each creature in that area must make a DC 15 Dexterity
Polar Opposites. The halflings of the North Pole are
saving throw, taking 32 (6d10) fire damage on a failed save, or
highly organised and despise any form of chaos and
half as much damage on a successful one.
disorganisation. The halflings of the South Pole are only
loyal to their family and hate everybody else. All Southern
family fight one another. This has lead to a very low life Helians are deceased followers of powerful elemental
expectancy for halfings on the South Pole. Their incredibly beings whose soul was reborn on the Elemental Plane
high breeding rate is the only thing that saves the Southern of Fire. Helians are highly sentient creatures but do not
halfings from dying out altogether. Norther and Southern retain memories of their former life. No matter what kind
halfings rarely leave their home territory and do not meet of creature a helian previously was, once reborn it resem-
very often. bles a tall humanoid made of liquid metal and engulfed

5
by flames. Helians originate from the Elemental Plane of
Fire, where they were hunted and enslaved by the efreeti Lavaworm
and other elemental creatures. Those who live on the Sun The lavaworm resembles an large worm made of molten
of Realmspace escaped this fate and defend their freedom rock. Lavaworm move like inchworms and have a maw at
vigorously. Spelljammer ships that approach the Sun are both end, though the one at their tail end is slightly smaller.
likely to be attacked on sight and without warning. Lavaworms live on the Elemental Plane of Fire and can
also be found on the Realmspace Sun and in other hot
environments, such as active volcanoes. When in these
Ice Toad comparably cool area, lavaworm tend to attack all crea-
tures with a body temperature lower than its own. During
The ice toad is a giant toad species found in the polar mating season, lavaworms also lay their eggs in the bodies
regions of Karpri, the fourth planet in the Realmspace of freshly killed prey. Male lavaworms mate only once
system. Ice toads resemble giant toads with blue skin, but during their life and becomes permanently sterile after it
are more intelligent. They are not only adapted to cold mated.
climates, but do in fact radiate cold, freezing smaller crea-
tures that come to close to them.
Lavaworm
Medium monstrosity, unaligned
Ice Toad Armour Class 15 (natural armour)
Large beast, neutral
Hit Points 90 (12d8+36)
Armour Class 14 (natural armour) Speed 30 ft.
Hit Points 60 (8d10+16)
Speed 30 ft. STR DEX CON INT WIS CHA
16 (+3) 10 (+0) 16 (+3) 3 (-4) 12 (+1) 4 (-3)
STR DEX CON INT WIS CHA
16 (+3) 13 (+1) 14 (+2) 6 (-2) 11 (+0) 5 (-3) Damage Immunities fire, poison
Conditions Immunities poisoned
Damage Immunities cold Senses passive Perception 11
Senses darkvision 30 ft., passive Perception Languages
Languages Challenge 4 (1,100 XP)
Challenge 2 (450 XP)

Cold Aura. At the start of each of the toad's turns, each creature Actions
within 5 feet of it takes 3 (1d6) cold damage. Slam. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.
Standing Leap. The toad's long jump is up to 20 feet and its Hit: 21 (4d8+3) piercing damage plus 9 (2d8) fire damage.
high jump is up to 10 feet, with or without a running start. Sulphur Breath (Recharge 4-6). The lavaworm exhales gas in
a 15-foot cone. Each creature in that area must succeed on a
Actions DC15 Constitution saving throw or be blinded for 1 minute. A
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. creature can repeat the saving throw at the end of each of its
Hit: 11 (2d8+3) piercing damage, and the target is grappled turns, ending the effect on itself on a success.
(escape DC 14). Until this grapple ends, the target is restrained,
and the toad can't bite another target.
Swallow. The toad makes one bite attack against a Medium or
smaller target it is grappling. If the attack hits, the target is swal-
lowed, and the grapple ends. The swallowed target is blinded
and restrained, it has total cover against attacks and other ef-
fects outside the toad, and it takes 14 (4d6) acid damage at the
start of each of the toad's turns. The toad can have only one tar-
get swallowed at a time. If the toad dies, a swallowed creature is
no longer restrained by it and can escape from the corpse using
5 feet of movement, exiting prone.

6
Oortling Ooze, White Pudding
The oortlings were once a sophisticated race of humanoids The white pudding is a relative of the black pudding that
with an advanced culture but have since degraded to a can be found on the poles of Karpri, a water planet in the
pathetic species that lives on combers roaming Realm- Realmspace system. Entirely white, the white pudding is
space. Mind flayers are to blame for this; they discovered difficult to spot in ist natural environment. White puddings
the oortlings centuries ago and decided to enslave them. do not corrode metal, but eat through wood with uncanny
Nobody knows how oortlings once looked like, but now speed.
they are short hairless humanoids with pale skin, small
black eyes, three fingers on each hand as well as two toes White Pudding
on each foot. Large ooze, unaligned
Big Brains. An oortling's most prominent feature it its
bloated skull that contains an oversized brain. Gone are Armour Class 8
the days where the oortlings were able to utilise the power Hit Points 104 (11d10+44)
of this brain, which now only servers as a snack for their Speed 20 ft., climb 20 ft.
mind flayer masters. Oortlings are a sad, broken people. STR DEX CON INT WIS CHA
They live a life in despair and have become little more than 16 (+3) 6 (-2) 18 (+4) 1 (-5) 6 (-2) 1 (-5)
ghastly cattle for the mind flayers.
Damage Immunities acid, cold, lightning, slashing
Conditions Immunities blinded, charmed, deafened, exhaustion,
frightened, prone
Oortling Senses blindsight 60 ft. (blind beyond this radius), passive
Small humanoid, neutral
Perception 8
Armour Class 11 (natural armour) Languages
Hit Points 3 (1d6) Challenge 5 (1,800 XP)
Speed 30 ft.
Amorphous. The pudding can move through a space as narrow
STR DEX CON INT WIS CHA as 1 inch wide without squeezing.
8 (-1) 11 (+0) 10 (+0) 7 (-2) 10 (+0) 8 (-1)
Corrosive Form. A creature that touches the pudding or hits it
Senses passive Perception 10 with a melee attack while within 5 feet of it takes 4 (1d8) acid
Languages Deep Speech damage. Any nonmagical weapon made of wood that hits the
Challenge 0 (0 XP) pudding corrodes. After dealing damage, the weapon takes a
permanent cumulative -1 penalty to damage rolls. If its penalty
Coward. The oortling has disadvantage on saving throw against drops to -5, the weapon is destroyed. Nonmagical ammunition
becoming frightened. made of wood that hits the pudding is destroyed after dealing
damage. The pudding can eat through 2-inch-thick, nonmagical
Actions wood in 1 round.
Slam. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Snow Camouflage. The pudding has advantage on Dexterity
Hit: 2 (1d4) bludgeoning damage. (Stealth) checks made to hide in snowy terrain.
Spider Climb. The pudding can climb difficult surfaces, includ-
ing upside down on ceilings, without needing to make an ability
check.

Actions
Pseudopod. Melee Weapon Attack: +5 to hit, reach 5 ft., one
target.
Hit: 7 (1d8+3) bludgeoning damage plus 27 (6d8) acid damage.
In addition, nonmagical nonmetal armour worn by the target is
partly dissolved and takes a permanent and cumulative -1 pen-
alty to the AC it offers. The armour is destroyed if the penalty
reduces its AC to 10.

Reactions
Split. When a pudding that is Medium or larger is subjected to
lightning or slashing damage, it splits into two new puddings
if it has at least 10 hit points. Each new pudding has hit points
equal to half the original pudding's, rounded down. New pud-
dings are one size smaller than the original pudding.

7
Plainsjan Praying Mantis, Giant
The plainsjan is a devilish little creature with large eyes, The fourth planet of the Realmspace system is Karpri, a
oversized pointy ears and claws, not entirely unlike a grem- pure water body. The only type of land found on Karpri is
lin or imp. Plainsjan live in the deserts of Anadia, where the ice of its polar regions, which is inhabited by a number
they hunt umber hulks and other humanoids. Plainsjan are of creatures that can resist or even love the cold. The rest
cunning little beasts and always attack in large numbers of Karpri's life is maritime or airborne. Karpri's insects
to overwhelm their prey. They generally avoid fights they grow to an enormous size. One of the most dangerous
could lose and flee when the odds turn against them. insects of Karpri is the giant praying mantis, a huge variant
Plainsjan live in tight family units and are always born in of the common praying mantis. The giant praying mantis
pairs of twins. Plainsjan twins stay together for their entire is as silent as it is deadly. Many a spelljammer crew that
life and look out for one another. Plainsjan families can be landed in the warm waters of Karpri's equator has been
found near Anadia's equator and have spread to the desert eaten by mantises, their ships now abandoned and still
of Toril, probably on spelljammer ships. floating on the ocean.

Plainsjan Giant Praying Mantis


Small fiend, neutral evil Huge beast, unaligned
Armour Class 13 Armour Class 16 (natural armour)
Hit Points 22 (5d6+5) Hit Points 85 (10d12+20)
Speed 30 ft. Speed 30 ft., fly 60 ft
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
9 (-1) 17 (+3) 12 (+1) 10 (+0) 13 (+1) 10 (+0) 16 (+3) 19 (+4) 14 (+2) 2 (-4) 15 (+2) 5 (-3)
Skills Stealth +5 Skills Perception +4, Stealth +6
Damage Immunities poison Senses passive Perception
Conditions Immunities poisoned Languages
Senses passive Perception 11 Challenge 4 (1,100 XP)
Languages Halfling
Challenge 1 (200 XP) Actions
Multiattack. The mantis makes two attacks: one with its fore-
Actions legs and one with its bite.
Claw. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Bite. Melee Weapon Attack: +6 to hit, reach 10 ft., one creature.
Hit: 8 (2d4+3) slashing damage. Hit: 22 (4d8+4) piercing damage.
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Forelegs. Melee Weapon Attack: +6 to hit, reach 10 ft., one
Hit: 8 (2d4+3) slashing damage, and the target must succeed creature.
on a DC 12 Constitution saving throw or be poisoned for 1 min- Hit: 13 (2d8+4) slashing damage, and the target is grappled
ute. A creature can repeat the saving throw at the end of each of (escape DC 16). If the target is Large or smaller, it is also re
its turns, ending the effect on itself on a success. strained until this grapple ends. While grappling the target, the
mantis has advantage on attack rolls against it and can't use
this attack against other targets. When the mantis moves, any
Large or smaller target it is grappling moves with it.

You might also like