30 Objets Magiques & Monstres

Download as pdf or txt
Download as pdf or txt
You are on page 1of 34

November Magic Items & Monsters

Writing a monster and magic item each day


in November 2019... Here are the restults

A collection of things by Taylor Kane


Novemeber Monsters &
Missing A Sourcebook?
Magic Items If you are missing any of the sourcebooks used for
Version 1.0 (Last Updated 11/26/2019) this adventure, it is perfectly fine to put other
monsters in place of those provided. Though to be
Product Summary honest, Volo's Guide to Monsters and the Tome of
This November I challenged some of my friends, as well as Beasts are both incredible resources. You should
myself, to make some more things for D&D. We decided to do go get them!
1 magic item and 1 monster a day. Those were the only rules
and within this PDF you will find the results of my toils
through the month.
Using This Product
This adventure will, at times, refer to various monsters from
preexisting manuals. The first time a monster is referenced, it
will have the source book where it can be found listed in
parentheses immedieately following. The same is true of
spells and magic items (when necessary). The respective
manuals are abbreviated as follows:
Player's Handbook (PHB)
Dungeon Master's Guide (DMG)
Monster Manual (MM)
Elemental Evil Supplement (EE)
Volo's Guide To Monsters (VG)
Tome of Beasts (TB)
Xanathar's Guide to Everything (XG)
Mordenkainen's Tome of Foes (MTF)
Appendix A of this PDF (AA)
Legal Stuff
DUNGEONS & DRAGONS, D&D, Wizards of the Coast,
Forgotten Realms, the dragon ampersand, Player’s
Handbook, Monster Manual, Dungeon Master’s 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-Boéchat 31, 2800 Delémont, CH. Represented by
Hasbro Europe, 4 The Square, Stockley Park, Uxbridge,
Middlesex, UB11 1ET, UK.
This PDF was created using the D&D Homebrewery.
Credit for this template goes to them.

By Taylor Kane
2
Magic Items
Ageless Ointment Bladed Cowl
Wondrous item, very rare Weapon (special), very rare (requires attunement)
This strange, pale cream has the scent of gardenias. This beautiful purple and gold head covering is more than
Applying it to an object prevents that object from being it appears. By speaking its command word as a bonus action,
damaged by the ravages of time. If it is applied to a creature, the covering trasforms into a light-weight double-sided
they extend their life by a d12 times 100 years. weapon. While in its weapon form, it grants +2 to attack and
damage rolls. The weapon has the finesse property. The
Armor of the Wode weapon is a great axe, but it also has a small shortshord on
Armor (leather), very rare (requires attunement) its other end. If you are attuned to the weapon, you may make
This armor is made of the living plant material of a wode. It an offhand attack with the shortsword portion of the weapon
grants a +2 bonus to AC and when you are standing still as a bonus action.
within foliage, you are indistinguishable from the plants. In
addition, you are also considered to be permanently under
the effects of the tree stride (PHB) spell.

Credit: Unknown Artist


Boots of the Obra Dinn
Wondrous item, rare (requires attunement)
Credit: Unknown Artist While wearing these boots, you are able to walk atop water
as if it were land. In addition, you gain a swim speed of 40
Bigby's Helpful Hands feet. If you would be forced to move by water or wind, you
Wondrous item, very rare may instead choose to not be moved.
These four small, magical hands can move about on their
own to assist with any mundane tasks. In addition, they can
be used to draw and stow items and weapons during combat
without costing any action to the creature directing them.

Credit: Gloroh
Bottled Weapon Spring. You can cast the spell charm person (PHB) at
Weapon (any), uncommon will.
This weapon appears to be nothing but water in a bottle. Summer. Your weapon and spell attacks deal and
However, by unstopping the bottle and speaking the weapon's additional 5 fire damage, including when you first
command word, the water flows out and into the shape of manifest this season.
whatever weapon it is. The weapon then becomes a normal Autumn. You may cast misty step at will, but are
weapon made of wood, stone, or metal (your choice) until you surrounded by autmn leaves rather than mist.
speak the command word again to return it to its bottled, Winter. The first time you would drop to zero hit points
liquid form. but are not outright killed, you instead drop to 1 hit point.
This feature cannot be used again until you complete a
long rest.
Year's End. Once you have manifested each of the four
seasons, the shawl has reached the end of its cycle. After 10
minutes in it's most recent cycle, the shawl becomes muted
and loses access to its Shifting Season's and Empowered
Seasons features. Catiel regains the use of both of these
features at the next dawn and manifests a random season to
begin the cycle anew.
Sentience. Catiel is a sentient chaotic good shawl with an
Credit: Aneka Shu Intelligence of 16, a Wisdom of 10, and a Charisma of 19. It
has hearing and darkvision out to a range of 120 feet.
Catiel Vaern'Srala, the Shawl of Seasons The shawl can speak, read, and understand Elven, and can
Wondrous item, Artifact (requires attunement) communicate with its wearer telepathically. Its voice sounds
This garment was magically enchanted by the eladrin to like a light melody.
embody the ever-shifting feywild and the capriciousness of Personality. Catlie's personality changes depending on the
nature. It's appearances cycles through the various colors season it manifests. It is mischievious in spring, passionate in
and foliage of the four seasons. summer, friendly in autumn, and woeful in winter.
The attuned creature gains a +1 bonus to their AC. It has It's personality is infectious and the attuned creature will
the following additional properties. often mix the emotions of Catiel with their own without
Shifting Seasons. While wearing Catiel, you may use a realizing it.
bonus action to change the season it currently manifests to
the next season in the cycle. Each season grants a different Cloak of Sniffles
boon and also causes a magical effect when first manifested. Wondrous item, common
This sickly green cloak allows the wearer to appear mildly
Spring. The shawl swells with vigor and fresh green ill to anyone doing a medicine check on them. Any magic
colors. You cast mirror image (PHB) on yourself without used to detect diseases will yield a false result that the
needing any of the components. While the shawl is wearer is indeed sick.
manifesting this season, you have advantage on all In addition, as a bonus action the creature wearing the
Charisma checks. cloak may force an adjacent creature to make a DC 10
Summer. The shawl blossoms with flowers and fruit. Constitution saving throw. On a failure, they sneeze.
Creatures within a 15 foot radius of you must succeed on
a DC 15 Dexterity saving throw, taking 3d6 + 3 fire Commander's Cap
damage on a failed saving throw, or half as much on a Wondrous item, rare
success. While the shawl is manifesting this season, you This cap allows you to lead by example. The cap has 3
cannot be frightened or charmed. charges and regains 1 expended charge daily at dawn. After
Autumn. The shawl rustles like dried leaves and takes on making an attack roll, you can expend a charge as a bonus
reds, oranges, browns, and yellows. When you first action. The next creatue that makes an attack roll may
manifest this season, regain 25 hit points.While the shawl instead treat their roll as if it was the same result that you
is manifesting this season, you regain 5 hit points at the rolled instead.
start of each of your turns.
Winter. The shawl appears as if made of woven black
twigs and feels cold to the touch. The shawl releases a
howling blast of frigid air in a 40 foot line in a direction of
your choice. Creatues in the line must succeed on a DC
15 Constitution saving throw or be pushed 10 feet and
take 4d6 + 3 cold damage. On a successful save, they take
half as much cold damage and are not pushed. While the
shaw is manifesting this season, you are immune to cold
damage.
Empowered Seasons. If Catiel's seasonal manifestation
matches the season that its wearer finds itself in, they gain an Credit: Gloroh
additional boon from the shawl.
Cowl of Illusions Dagger of Dessication Cre
Wondrous item, very rare (requires attunement) Weapon (dagger), very rare (requires attunement)
THis multicolored cowl grants the wearer the ability to This dagger always appears dry and brittle, ready to draw
immediately recognize an illusion. In addition, as an action in water around it. This weapon grants a +1 bonus to attack
while wearing the cowl you can create an illusory duplicate of and damage rolls. Whenever it deals damage to a plant or a
yourself. The duplicate is under your control and you creature with the Water Breathing or Amphibious feature, it
command it to move and act as a bonus action on your turn. deals an additional 3d6 necrotic damage to them.
The illusion can be recognized for what it is when a creature In addition, you can use an action while holding the dagger
interacts with it or with a DC 14 Wisdom (Perception) check. to cast the create or destroy water (PHB) spell without
Once this ability has been used it cannot be used again until expending material components. You may only select the
the next dawn. "destroy water" option when casting the spell this way. The
dagger reagins the use of this feature daily at dawn.

Credit: Unknown Artist


Displacer Whip
Weapon (whip), rare (requires attunement)
This magical whip is made from the tentacle of a displacer
beast. It grants the attuned creature a +1 bonus to attack and
damage rolls. The actual position of the whip is difficult for
Credit: Bryan Syme others to determine. When you make an attack roll with this
weapon, you may change your target after seeing the result
Crystalline Weapon on the die.
Weapon (shortsword or dagger), common (requires
attunement) Dublet of the Obra Dinn
This weapon leaves shards of crystal in the wounds it Armor (cloth), legendary (requires attunement)
creates. When you hit a creature with this weapon, roll 1d4. This magical dublet gives a +2 bonus to AC. In addition,
Add the result to the damage dealt. If a 4 was rolled, the you have advantage on any checks related to handling a water
dagger shatters and the hit is considered a critical hit. The vehicle. You can cast the spell gust of wind (PHB) at will. In
weapon is destroyed. addition, as an action, you can cast control weather (PHB)
except you cannot control the temperature via this spell. You
do not need to concentrate on this spell to maintain its effect.
The dublet regains the ability to cast this spell daily at dawn.
If you are attuned to both the Dublet, the Boots, and the
Tricorner Hat of the Obra Dinn, you are able to cast conjure
elemental (PHB) at will but may only summon water
elementals. Your bonus to AC becomes +3 as well.

Credit: Maria Chen


Dust of Disintegration Hammer of the Kraken
Wondrous item, rare (requires attunement) Weapon (war hammer), legendary
This fine, red powder is contained in a small glass vial. As This hammer is tipped not with a hunk of metal, but a thick
an action, the attuned creature can remove the stopper and hunk of kraken tentacle. When wielding it, you gain +1 to
sprinkle the dust upon themselves. The attuned creature will attack and damage rolls.
be broken down into dust and magically sealed inside the vial. In addition, the hammer has two charges. When you hit a
They are still aware of their surroundings while in this dust creature with an attack, you may use your reaction and exped
form, but their speed is zero and they can take no actions. a charge to cause kraken tentacles to appear and grab the
A creature that opens the vial while the attuned creature is creature. The creature must succeed on a DC 18 Strength
inside in dust form causes the attunened creature to exit the check or it is restrained until the start of its next turn. The
vial and reform into their true form. When this happens, the weapon regains these charges when it is submerged in
vial magically fills with its original red powder at the next saltwater.
dawn.
Eldritch Beacon
Wondrous item, very rare
This magical statue/shrine is fixed with a small gemstone
surrounded by an intricate pattern. By speaking the beacon's
command word, it becomes a beacon to the otherworldly.
Abberations on the plane are called to come toward it, though
are not outright compelled to do so. Warlocks that have the
Otherworldly Patron can also sense the location of the
beacon if they are on the same plane as it. Speaking the
command word backward deactivates the beacon. Credit: Gloroh
The beacon provides dim light in a radius of 5 feet around
it when active. If the beacon is active for 1 year, it opens a Helm of the Desecrated Lord
gate to the Far Realm that tears through the fabric of space. Wondrous item, rare (requires attunement)
The tear is 5 feet in diameter and doubles in size for each This enchanted skull once was a great leader that lost the
year it remains unclosed. If the beacon is deactivated, the tear support of their subjects. In a vile ritual, this helm was
closes. crafted. The helm grants you a +1 bonus to the Deception and
The beacon does not function if it is in the Far Realm. Intimidation skills. In addition, you can send your shadow
after a foe as a bonus action. Your shadow animates, using
the shadow statistics (MM), and takes its turn immediately
following yours. The shadow acts according to your will
without any need of you to command it. After a minute passes
or iff your shadow is killed, it returns to you. Once this feature
has been used, it cannot be used again until nightfall the next
day.

Credit: Pink Havok


Gauntlets of Tribal Power
Wondrous item, uncommon (requires attunement)
Your Wisdom score becomes 19 while you wear these
gauntlets. They have no effect if your Wisdom is already 19
or higher.

Credit: Gloroh Credit: Bryan Syme


Horn of Dragon's Breath Ocular Armbands
Wondrous item, rarity by dragon type (requires attunement) Wondrous item, very rare (requires attunement)
You can use an action to blow this horn and release from These bands are covered with a variety of different eyes. As
it's mouth a blast of dragon's breath. The type of breath an action, you are able to remove your or a willing creature's
depends on the type of dragon the horn is associated with. eyes and replace them with a set from the armbands. If the
Consult the Monster Manual and the table below to eyes are not returned to the armband after 1 hour of use,
determine the result of blowing the horn. both sets of eyes become permanently blind and lose any
special properties they might have. A set of eyes can only be
Horn Types swapped/used once before needing to complete a long rest to
Rarity Dragon Type be swapped/used again. The list of ocular options are
Rare White Dragon Wyrmling presented below:
Rare Green Dragon Wyrmling Superior Dark Vision. You have darkvision out to 120 ft.
You also have sunlight sensitivity, as outlined in the drow
Very Rare Young Black Dragon racial information (PHB).
Very Rare Young Blue Dragon Eye Ray. This singular eye can be fired as an action. It
Legendary Adult Red Dragon randomly fires one of the eye rays of a beholder (MM).
Once it is used this way, it cannot be used this way again
When you sound the horn to create dragon's breath, roll a before being returned to the armbands.
d100. On a result of 01, a hostile, Adult version of the dragon X-Ray Vision. You can see through solid matter up to 30
type associated with your horn will appear. Once you have feet away. To you, solid Objects within that radius appear
blown the horn, it cannot be used again until the next day at transparent and don't prevent light from passing through
dawn. them. The vision can penetrate 1 foot of stone, 1 inch of
Common metal, or up to 3 feet of wood or dirt. Thicker
substances block the vision, as does a thin sheet of lead.
Ethereal Sight. You can see into the ethereal plane.
Witch's Eye. You are able to use an action to look at a
creature to glimpse its future. The DM tells you the next
action that creature will take in the next six seconds. Once
you use this ability, the Witch's eye must be returned to the
armbands before this feature can be used again.
Ocular HUD. You are able to see the hit points of
Credit: Bryan Syme creatures you can see floating above them. You also see
any damage immunities or resistances the creatures have.
Kimono of Frost Color Changing. You can change your eye color at will.
Armor (cloth), very rare (requires attunement)
This elegeant garment is cool when first donned, but then
feels comfortable once you are attuned to it. While wearing
the kimono, you have immunity to cold damage and any cold
damage you deal cannot be resisted. You can cast the ray of
frost (PHB) and frostbite (EE) cantrips while attuned to the
kimono.

Credit: Gloroh

Credit: Carlos Torreblanca


Ring of the Fire Eater Also, while holding the staff, you use an action and expend
Ring, rare (requires attunement) 4 charges to release a burst of mad babbling from the staff.
While wearing this ring, you can use your reaction when Each other creature within 20 feet of you that can hear you
you would take fire damage. The ring swallows the fire and must succeed on a Wisdom saving throw (DC equal to your
prevents you from taking the damage. The ring has effectively spell save DC) or the creature can't take reactions until the
30 hit points. Once these hit points have been used up, the start of its next turn and rolls a d8 to determine what it does
ring cannot absorb any more fire damage and begins during its turn. On a 1 to 4, the creature does nothing. On a 5
smoking until the next day at dawn. At this time, the ring or 6, the creature takes no action or Bonus Action and uses
regains all its hit points and can absorb fire damage again. all its Movement to move in a randomly determined direction.
On a 7 or 8, the creature makes a melee Attack against a
randomly determined creature within its reach or does
nothing if it can't make such an Attack.
The staff regains 1d6 + 2 charges each day at dawn. If you
expend the last charge, roll a d20. On a 1, the staff breaks
apart and becomes a hostile gibbering mouther (MM).

Credit: Gloroh
Shard of the Stained
Weapon (dagger), rare (requires attunement)
This curved dagger's blade is made of a fragment of
stained glass. You gain a +1 bonus to attack and damage
rolls. In addition, when the dagger deals damage to a fiend, it
deals an additional 3d6 radiant damage. If a fiend is killed Credit: Gloroh
this way, its body shatters into shards of glass that then
reform into a large, stained glass window pane. The value Sword of Sunslashing
and craftsmanship of the window pane is 250 gold times the Weapon (shortsword, greatsword, or longsword), very rare
Challenge Rating of the slain fiend. (requires attunement)
This weapon gives its wielder a +2 bonus to attack and
damage rolls. Damage dealt by this weapon is radiant
damage rather than slashing or piercing.
As an action, you can slash toward the sun as it rises or
sets. The sunrise or sunset will be delayed by an hour. The
use of this feature recharges nightly when the moon is at its
apex.

Credit: LooLoo
Staff of the Mouther
Staff, rare (requires attunement by a sorcerer, warlock, or
wizard)
This staff was crafted from the body of a gibbering
mouther and has gained some of its properties. The staff has
10 charges. While holding it, you use an action and expend 2
charges to make the ground within 10 feet of you sticky and
difficult terrain for creatures to pass through. Each creature
that starts its turn in the terrain must succeed on a Strength
saving throw (DC equal to your spell save DC) or have its
speed reduced to zero.

Credit: Gerak
Tricorner Hat of the Obra Dinn Wand of Sculpting
Wondrous item, rare (requires attunement) Wand, rare (requires attunement by a spellcaster)
The creature attuned to this gains +1 to Perception and is This wand has 7 charges. While holding it, you can use an
unimpeded by natural phenomenon that obscures vision, action and expend a charge to transform one object no larger
such as fog or rain. As an action, you can pull the attached than 5 feet in any dimension to any other object no larger
cloth over your face or pull it down. While it is pulled up you than 5 feet in any dimension. This transformation lasts for 1
lose the ability to breath air but gain the ability to breath hour. The transformed object cannot be used as material
underwater. components for a spell.
The wand regains 1d6 + 1 expended charges daily at dawn.
If you expend the wand's last charge, roll a d20. On a 1, the
wand loses its magic and permanently transforms into a
random trinket from the Player's Handbook.

Credit: Gloroh
Volcano's Pinnacle
Weapon (rapier), very rare (requires attunement)
This weapon grants a +1 bonus to attack and damage rolls.
You have resistance to fire damage while holding the weapon.
In addition, as a bonus action and by speaking its command
word, you can cause the weapon's tip to begin exuding lava.
For the next minute, the rapier's attack and damage bonus
increases to +3 and it deals fire damage instead of piercing
damage. If the weapon strikes armor while doing this, it
destroys the armor and deals an additional 2d6 fire damage Credit: Mikeb
on that strike.
The weapon regains its ability to exude lava daily at dawn. Whip of Displacement
Weapon (whip), very rare (requires attunement)
This magical whip grants the attuned creature a +2 bonus
to attack and damage rolls. In addition, when you hit a
creature with the whip, you can teleport it up to 10 feet in any
direction.

Credit: Stonewurks
Monsters
Angels Adjudicator Angel
Adjudicator Angel Large celestial, lawful neutral
Adjudicator angels act as the arbiters of law through the
multiverse. Their speciality is not in physical might, but Armor Class 17 (natural armor)
rather in magical prowess. Incredibly intelligent, these angels Hit Points 173 (16d10 + 75)
Speed 30 ft., fly 120ft.
are impossible for even the most well learned wizard to best
when it comes to knowledge and planning.
STR DEX CON INT WIS CHA
20 (+5) 20 (+5) 20 (+5) 25 (+7) 22 (+6) 26 (+8)

Saving Throws. Con +11, Wis +9, Cha +10


Skills Perception +11
Damage Resistances cold, fire, lightning;
bludgeoning, piercing, and slashing from
nonmagical weapons
Condition Immunities charmed, exhaustion,
frightened
Senses truesight 120ft., passive Perception 11
Languages all, telepathy 120ft.
Challenge 12 (8,400 XP)

Divine Awareness. The angel knows when it hears a


lie. It also knows the alignment of any creature it
can see.
Magic Resistance. These guys work together. Like
super well, you don't even know.
Innate Spellcasting. The angel's innate spellcasting
Credit: Jerry Park ability is Charisma (spell save DC 19). The angel can
innately cast the following spells, requiring no
material components.
At will: blindness/deafness, clairvoyance, detect
good and evil, invisibility (self only), zone of truth
3/day each: banishment, guadrian of faith, dispel
evil and good, raise dead
1/day each: commune, control weather, geas

Actions
Multicast. The angel casts two spells, ignoring the
restrictions for casting two spells in one turn.
Astral Mist
Astral mist is the product of a unique phenomenon on the
Astral Sea. When a creature's silver cord is cut while they are
astral projecting, their soul is severed from their body. Over
time, their souls can become totally broken apart into raw
essence that can recombine with other scattered souls to
form an astral mist.
A cloud of astral mist seeks to find creatures within the
astral plane that still have their silver cord attached. They will
relentlessly attempt to break this chord from the creature's
body. This reason for this is unknown. Some theorize that the
mist seeks to grow itself by adding new souls to its collective.
Others think it is more of an act of jealousy that the soul is
still attached.

Astral Mist
Huge abberation, neutral

Armor Class 13
Hit Points Special (see Indestructible)
Speed 0 ft., fly (hover) 40 ft.

STR DEX CON INT WIS CHA


7 (-2) 16 (+3) 20 (+5) 1 (-5) 14 (+2) 2 (-4)

Skills Perception +7
Damage Immunities All non-magical damage, except
for psychic
Condition Immunities All
Senses passive Perception 17
Languages None
Challenge 8 (3,900 XP)

Indestructible. The astral mist cannot be destroyed


or damaged in traditional ways. When the astral
mist takes damage, it is pushed that many feet
instead. If the astral mist takes 40 or more damage
in one turn, it must spend its next action reforming.
Silver Sense. The mist can sense creatures with
silver chords attached in a radius of 60 feet.
Incorporeal. The astral mist can occupy the same
space as other creatures and move through solid
objects as if they were difficult terrain. If it ends its
turn within a solid object, it takes 5 (1d10) force
damage.

Actions
Decay Silver Chord. Melee Weapon Attack: +8 to hit,
reach 0ft., any number of targets within the astral
mist. Hit 18 (3d8 + 3) psychic damage. If a
creature is reduced to zero hit points this way, their
silver chord is severed.
Aurumvorax Aurumvorax
Known as the "gold gorger" by some, these creatures has small beast, neutral
eight legs and appera similar to a badger. Their pelts are a
beautiful golden color and worth a small fortune to those that Armor Class 15 (natural armor)
find them. The creatures are rare, having been hunted to Hit Points 82 (10d6 + 42)
near extinction across the realms. They subsists primarily on Speed 30 ft., burrow 25 ft.
gold, though can consume other metals if desperate (though
only for a time).
Aurumvorax are vicious and solitary animals, only coming STR DEX CON INT WIS CHA
together to mate or in times of great desperation. Their jaws 16 (+3) 11 (+0) 13 (+1) 5 (-3) 13 (+1) 10 (+0)
are incredibly powerful and should be avoided at all costs.
Their spit and digestive juices are corrosive to metal, which Senses passive Perception 11
helps them break down the staple of their diet. Their coat is Languages None
thick and forms a sort of armor to the creature. Some Challenge 3 (700 XP)
theorize that the creatures will consume more iron or other
tough metals if they are in need of strengthening their Gold Eater. For every 100 gold coins the
defenses. aurumvorax eats, its AC increases by 1 for the next
The solitary creatures typically find their homes in forested hour.
hills, though will at times migrate or burrow to find an
ancient store of gold that belonged to some long lost tomb or Prospector's Nose. The aurumvorax can smell gold
burial site. within 1 mile. It can detect non-gold metals within
half a mile.

Actions
Multiattack. The aurumvorax makes four claw
attacks against a grappled target.
Bite. Melee Weapon Attack: +5 to hit, reach 5ft.,
one target. Hit 10 (2d6 + 3) piercing damage and
the target is grappled. The grapple does not end
until the aurumvorax takes 25 damage or more in a
round or chooses to let go. If the target was
covered in metal armor, decrease the armor's AC
value by 1. If this decreases the AC of the armor
below 10, the armor is destroyed. If the target was
a metal weapon, it gains a -1 penalty to attacks.
When this penalty reaches -4 or lower, the weapon
is destroyed.
Claw. Melee Weapon Attack: +6 to hit, reach 5ft.,
one target. Hit 7 (2d4 + 3) slashing damage.

Credit: NEOWIZ
Baku Baku
Baku appear physically like a mixture between a leopard, a Large fey, chaotic neutral
tapir, an elephant, and a lion. Although they may look like a
mere amalgamation of beasts, they actually have a high Armor Class 12
degree of magical ability. Hit Points 121(12d10 + 49)
A baku travels at night and takes on an etheral form. While Speed 30 ft.
in this form, their magical abilities are on full display. They
are known to find creatures and devour their dreams. Their
manes often change depending on what they have consumed, STR DEX CON INT WIS CHA
taking on a pleasant and warm apperance when consuming 16 (+3) 13 (+1) 14 (+2) 11 (+0) 16 (+3) 18 (+4)
good dreams, while becoming smokey and foul when
consuming nightmares. Senses passive Perception 13
Languages Understands Sylvan but cannot speak
Challenge 7 (2,900 XP)

Prehensile Trunk. The baku can manipulate its trunk


to do anything that a hand can do. It can pick up
weight up to 250 pounds.
Dream Speak. The baku has a limited form of
telepathy with which it can communicate when it is
in its dream eater form. The baku can send images
of dreams it has consumed into the mind of
creatures within 60 feet.
Dream Eater Form. The baku enters its dream eater
form, a whispy, ethereal state, when it is nightfall.
While in this form, it has resistance to bludgeoning,
piercing, and slashing damage from nonmagical
weapons. It also can pass through objects and
creatures, but cannot end its turn within them.
Ever Waking. The baku does not sleep and cannot
Credit: NEOWIZ be put to sleep by any means.

Actions
Multiattack.** The baku uses three claw and/or
tusk attacks or two devour dream/nightmare
assault attacks.
Claw. Melee Weapon Attack: +6 to hit, reach 5ft.,
one target. Hit 14 (4d4 + 3) slashing damage.
Tusks. Melee Weapon Attack: +6 to hit, reach 10ft.,
one target. Hit 11 (2d8 + 3) piercing damage.
Devour Dream (Dream Eater Form Only). Melee
Weapon Attack: +6 to hit, reach 5ft., one sleeping
target. Hit 11 (2d6 + 4) psychic damage. This
damage does not wake the sleeping creature and
can reduce it to no less than 1 hit point. After
devouring a dream, the baku gains an additional 10
damage on all its attacks for the next 24 hours if it
was a nightmare. If the dream was not a nightmare,
the baku gains 50 temporary hit points. These
bonuses stack if multiple dreams are consumed.
Nightmare Assault (Dream Eater Form Only). Ranged
Spell Attack: +6 to hit, range 120 ft.,. one target.
Hit 32 (6d8 + 4) psychic damage and the target is
frightened until the end of the baku's next turn.

Bonus Actions
Jaunt. The baku teleports to an empty space within
30 feet. It does not need to have line of sight to
teleport this way.
Church of the Segmented
Angel Precision Detection. The supplicant can detect even
the faintest motion in the air, though loses its
The church of the segmented angel is a cult devoted to the blindsight when a creature is standing motionless.
fusion of insect and man. They make use of white ticks It can even detect breathing as a form of motion, so
harvested from the Abyss to transform their members into simply standing still is not enough to dodge the
their "perfected" forms. The church's origin is a mystery, but creature even while invisible.
it's growth is like a plague that threatens to swallow the
realms. Venomous Barbs. Whenever a creature is hit with a
melee attack or grappled by the supplicant, that
creature must succeed on a DC 14 Constitution
Barbed Supplicant saving throw or be subject to the hallucinogenic
The first true ranks of the church that have reached the next venom in the barbs. For the next 24 hours, the
level in physical transformation, the barbed supplicants make creature experiences vivid audio and visual
are the next step beyond a mere inductee. They serve as the hallucinations of insects crawling over their body.
infantry of the church when they go out to "recruit" new They have disadvantage on attack rolls during this
members or defend their hives. time and have an itching feeling they cannot ignore.
The supplicants have an extreme ability to detect with their If they look at a creature, there is a 50% chance it
many long antanae. In addition, their body is covered in a thin will appear to them as a supplicant rather than its
layers of spikey hairs which give them their name. Each barb true form. A creature that succeeds on the saving
is secretes a neurotoxin that causes hallucinations. throw is immune to this effect for the next 24
hours.

Actions
Multiattack. The supplicant makes two claw attacks.
Claw. Melee Weapon Attack: +4 to hit, reach 5ft.,
one target. Hit 5 (1d4 + 3) slashing damage and 11
(3d6) poison damage.
Skin Shed (One use). The supplicant sloughs off the
remnants of its former self which then disperses
into two swarm of insects that enter initiative
immediately following the supplicant. Any ongoing
conditions or magical abilities that were affecting
the supplicant no longer apply to it.
Credit: Mike Franchina
Centipedal Steward
Barbed Supplicant These many-legged servants of the church are the first to be
Medium fiend, lawful evil true clerics of the order. They wear the skins of their former
selves as a grotesque robe which provides magical
Armor Class 13 protection. They possess a fair degree of divine might, though
Hit Points 48 (6d8 + 18) are still just minor players in the church. Despite their many
Speed 30ft. appendages, they move fairly silently. They are known to
make loud, grinding noises when they scrape their longer
STR DEX CON INT WIS CHA forearms together when in ritual prayer or while casting.
13 (+1) 16 (+3) 12 (+1) 11 (+0) 14 (+2) 8 (-1)

Skills Perception +10


Condition Immunities poisoned
Damage Immunities poison
Senses Darkvision 120 ft., Blindsight 60 ft., passive
Perception 20
Languages Hive
Challenge 4 (7786 XP)

Credit: Mike Franchina


The hounds are blind, though their ability to sense blood
allows them to still be effective. Their efficacy decreases the
Centipedal Steward less clear a battlefield is of obstacles.
Large fiend, lawful evil

Armor Class 14
Hit Points 118 (18d8 + 28) Culicidae Hound
Speed 30 ft. Medium fiend, lawful evil

Armor Class 14
STR DEX CON INT WIS CHA Hit Points 99 (7d10 + 50)
14 (+2) 12 (+1) 13 (+1) 11 (+0) 17 (+3) 12 (+1) Speed 40 ft.

Skills +6 Religion STR DEX CON INT WIS CHA


Damage Resistances cold, fire, lightning
Damage Immunities poison 15 (+2) 16 (+3) 14 (+2) 5 (-3) 12 (+1) 5 (-3)
Condition Immunities poisoned
Senses darkvision 60ft., passive Perception 13 Damage Resistances cold, fire, lightning
Languages Hive Damage Immunities poison
Challenge 7 (2,900 XP) Condition Immunities poisoned
Senses blindsight 120ft., passive Perception 13
Maic Resistance. As long as the steward wears its Languages Understands Hive but cannot speak
skin cloak, it has advantage on saving throws Challenge 5 (1,800 XP)
against magic.
Blood Hound. The hound's blindsight only works on
Reverberating Prayers. When the steward casts a creatures that have blood within them. Otherwise,
spell, all creatures within 30 ft. of the steward that it is blind.
can hear it are deafened until the start of the
steward's next turn. Pack Tactics. The hound has advantage on attack
rolls if another allied creature is within 5 feet of its
Innate Spellcasting. The steward's innate spellcasting target.
ability is Wisdom (spell save DC 15) and their spell
attack bonus is +9. The steward can innately cast Burning Viscera. When the hound is reduced to zero
the following spells, requiring no material hit points, it explodes in a burst of viscera. Each
components. creature within 10 feet of the hound must make a
DC 14 Dexterity saving throw. On a failure, they
At will: shield of faith, toll the dead, bane, inflict take 16 (4d6) fire damage and contracts Culidaic
wounds, spider climb Blood (see sidebar). On a success, they take half
2/day each: silence (does not affect the steward), damage and do not contact the disease.
polymorph (can only turn target into an insect),
web Actions
1/day each: insect plague Multiattack. The hound makes two attacks with its
proboscis.
Actions Piercing Proboscis. Melee Weapon Attack: +8 to hit,
Claws. Melee Weapon Attack: +9 to hit, reach 5ft., reach 5ft., one target. Hit 17 (2d10 + 3) piercing
one target. Hit 12 (2d8 + 2) slashing damage damage and the hound regains that many hit
points.

Culicidae Hound
The church does not always seek to fill its ranks with
humanoids. When the white ticks used for transforming
humanoids into loyal clergy are used instead on beasts, a
culicidae hound is born. These beasts attack any creature
that is not of the church. They possess long, sharp proboscis
which are used to drain the vitality from their targets. The
blood and viscera drained collect in a sack near the hind
quarters of the hounds. These serve as a method to
rejuvenate the hound and also as a source of attack should
the hound be fatally wounded. The sack will rupture and
explode on the creature's death, spraying superheated gore
upon nearby foes, burning them and potentially infecting
them with disease.
Credit: Mike Franchina
Culicidaic Blood
When a creature contracts culicidaic blood, their
Ixodiac Soldier
blood cells begin to transform and attacks their Medium aberration, lawful evil
healthy blood. During the first stage of the disease,
whenever the creature receives healing of any kind, Armor Class 20 (plate mail, shield)
the healing is halved. At the end of a long rest, the Hit Points 160 (7d10 + 104)
affected creature can make a DC 14 Constitution Speed 30 ft.
saving throw to end the disease.
If the disease persists for a week, it worsens. The STR DEX CON INT WIS CHA
creature's maximum hit points are halved and it
gains 1 level of exhaustion. It's exhaustion cannot 20 (+5) 8 (-1) 20 (+5) 5 (-3) 8 (-1) 3 (-4)
be lower than 1 while the disease persists.
If the disease is not cured for a month, the Damage Resistances cold, fire, lightning
creature gains three levels of exhaustion and their Damage Immunities poison
exhaustion level cannot go lower than 3 while they Condition Immunities poisoned, frightened
are affected by this disease. Their maximum hit Senses passive Perception 9
points are halved again (now a quarter of their true Languages Hive
max hit points). Challenge 7 (2068 XP)

Parasitic Smite. When the ixodiac soldier hits with a


longsword attack, it may choose to make this
Ixodiac Soldier attack a smite. The attack deals an additional 20
When a truly devout or powerful individual is affixed with a (4d8) necrotic damage. The soldier also loses 20
white tick, the creature can somewhat resist the hit points and the soldier loses a leg, arm, or head.
transformation. This fate is seen as much more horrific than Depending on the part lost, the effect is different
the transformation though. The creature instead becomes a as listed below:
living host to the tick, which grows and transforms into a Head. The soldier becomes blind.
strange, writhing form that burrows through the entirety of Arm. The soldier loses either its bash action and
the host's body. The host is kept alive and aware of all the gets -2 AC or it loses its longsword action.
pain and suffering, though cannot do anything about it. At this Leg. The soldier's speed is halved if it is missing
point, if the tick were removed, they would die immediately. one leg. It's speed is reduced to zero if it has no
The tick controls all the actions of their host and turns them legs. It can use its barbed tentacles action to drag
into a deadly frontline warrior. These soldiers are akin to the itself 10 feet if it loses its legs as well.
paladins of this order, though their smites come at an even
greater cost. Actions
Multiattack. The soldier makes two attacks, but only
one may be with its barbed tentacles.
Barbed Tentacles. Melee Weapon Attack: +9 to hit,
reach 5ft., one target. Hit 12 (2d6 + 5) piercing
damage and the target must make a DC 14
Dexterity saving throw or be grappled and charmed
until the end of their next turn. While charmed this
way, the soldier controls the target's movement
and actions.
Longsword. Melee Weapon Attack: +9 to hit, reach
5ft., one target. Hit 10 (1d8 + 5) slashing damage.
Bash. Melee Weapon Attack: +9 to hit, reach 5ft.,
one target. Hit 7 (1d6 + 5) bludgeoning damage
and the target must succeed on a DC 14
Constitution saving throw or be forced to drop an
item it is carrying.

Credit: Mike Franchina


Parasitic Parishioners
The lowest ranking members of the church, the parishioners Jaw of Yeenoghu
make up the supporting body and newly inducted Small fiend, chaotic evil
memembers of the cult. They are born through placing large,
bulbous white ticks on captured humanoids. The ticks siphon Armor Class 12
away the creature's soul and begin mixing with the collective Hit Points 15 (2d6 + 7)
consciousness of the church and demonic blood. The physical Speed 15 ft.
transformations are striking, slowly morphing the partitioner
into a terrifying, insect and humanoid amalgamation. STR DEX CON INT WIS CHA
For some unknown reason, parishioners are also able to
manifest the snapping heads of demonic hounds. It is thought 10 (+0) 14 (+2) 8 (-1) 5 (-3) 10 (+0) 3 (-4)
that the white ticks begin their life cycle in the Abyss and feed
off of Yeenoghu and his gnoll followers before the church Senses darkvision 60ft., passive Perception 10
acquires them. This connection between the demon prince Languages Understands Abyysal but cannot speak
and the church is coincidental and not any apparent alliance Challenge 1 (200 XP)
between the two forces.
Blood Sense. The jaw knows the direction of any
creature that has blood within 120 ft. of it.

Parasitic Parishioner Actions


Medium fiend, lawful evil
Gnaw. Melee Weapon Attack: +5 to hit, reach 5ft.,
Armor Class 10 one target. Hit 6 (1d8 + 2) piercing damage.
Hit Points 34 (5d6 + 19) Clamp. Melee Weapon Attack: +5 to hit, reach 5ft.,
Speed 30 ft. one target. Hit 6 (1d8 + 2) piercing damage and
the target is grappled. While grappled this way, the
jaw can take no other actions on its turn and the
STR DEX CON INT WIS CHA
grappled creature takes 8 (2d6 + 2) piercing
12 (+1) 12 (+1) 13 (+1) 10 (+0) 10 (+0) 8 (-1) damage at the start of the jaw's turn.

Senses passive Perception 10


Languages Common, Hive
Challenge 2 (450 XP)

Demonic Release. At the start of the parishioner's


turn, 1d4 jaw of Yeenoghu rip out of their body.
They enter intiative immediately following the
parishioner and when they first appear the
parishioner loses hit points equal to 3 times the
result rolled.

Actions
Multiattack. The parishioner makes two slam
attacks.
Slam. Melee Weapon Attack: +4 to hit, reach 5ft.,
one target. Hit 6 (1d8 + 2) bludgeoning damage.
Bites (Recharge 6). Melee Weapon Attack: +6 to hit,
reach 5ft., one target. Hit 20 (3d8 + 6) piercing
damage and 3 jaws of Yeenoghu rip free from the
partitioner. The parishioner loses 12 hit points. If
this would reduce the parishioner to 0 hit points, it Credit: Mike Franchina
instead reduces them to 1 hit point and they
cannot use this action again.
Cocoon. If the parishioner has released 4 or more
jaws of Yeenoghu, they may spin a cocoon around
themselves as an action. Their hit points become
50 and the gain vulnerability to fire and resistance
to all other types of damage. After 1 minute passes,
they emerge from the cocoon as a barbed
supplicant.
Priest of the Segment
Outside of its angels, achieving the rank of priest of the Senses darkvision 60ft., passive Perception 15
segment is the highest a member of the church can reach Languages Hive
within its hierarchy. These priests cloak themselves is Challenge 14 (11,500 XP)
bleached vestments of their former selves, similar to more
lowly stewards of their oder. Their methodology for altering Magic Resistance. As long as the priest wears its
these garbs is more than a simple dye job, as the cloaks take skin cloak, it has advantage on saving throws
on even stronger anti-magic properties. The macbre against magic.
garments only seem to function for the creature that the skin Magic Immunity. As long as the priest wears its skin
was originally shed from. cloak, the priest is immune to spells cast using a
The priests are capable of creating unique magical effects, spell slot of 2nd level or lower.
as their multitude of appendages allows for more intricate
somatic components for spells. In addition, when a group of Innate Spellcasting. The priest's innate spellcasting
priests gathers, they are able to transform one of their own to ability is Wisdom (spell save DC 17) and their spell
attack bonus is +11. The priest can innately cast
a segmented angel. It is unknown what motivates them to do the following spells, requiring no material
so, as it would seem like a benefit to transform all of their components.
members into this greater form.
At will: shield of faith, toll the dead, bane, inflict
wounds, spider climb, polymorph (can only turn
target into an insect), web
2/day each: silence, insect plague, death ward
1/day each: harm, forbiddance

Actions
Multiattack. The priest casts a spell and uses one
other action.
Claws. Melee Weapon Attack: +8 to hit, reach 5ft.,
one target. Hit 16 (4d4 + 3) slashing damage.
Forced Metamorphosis. Ranged Spell Attack: +11 to
hit, range 120 ft., one target. Hit The target sprouts
four grotesque, clawed insect limbs. The limbs deal
24 (4d8 + 5) slashing damage to the target. At the
start of each of their turns, the targeted creature is
attacked by these limbs again. The limbs remain for
1 minute or until they are destroyed. Each limb has
20 hit points and an AC of 10. For each limb
destroyed, reduce the damage dealt by 1d8.
Conjure the Hive. Ranged Spell Attack: +11 to hit,
range 60 ft., one target. Hit The target is covered in
Credit: Mike Franchina swarming insects which pull it to the ground and
gnaw every inch of its body. The target is
restrained, blinded, and prone. They take 31 (8d4
+5) piercing damage in addition to these
Priest of the Segment conditions. The conditions persist until the creature
succeeds on a DC 17 Strength check or they are
Large fiend, lawful evil
dealt damage in an area of effect (thus killing the
Armor Class 14 insects that swarm over them).
Hit Points 168 (14d10 + 70) Ascension. If at least two other priests are within
Speed 30 ft. 120 feet of the priest and they are all in agreement,
one of the priests transforms into a segmented
angel with full hit points.
STR DEX CON INT WIS CHA
Summon Angel (1/Day). The priest attempts to
16 (+3) 13 (+1) 14 (+2) 12 (+1) 20 (+5) 13 (+1) magically summon a segmented angel with a 30
percent chance of success. If it fails, the priest
Skills +9 Religion takes 5 (1d10) psychic damage. Otherwise, the
Damage Resistances cold, fire, lightning; summoned angel appears in an unoccupied space
bludgeoning, piercing, and slashing from within 60 feet of its summoner, acts as an ally of its
nonmagical weapons summoner, and can't summon other fiends. It
Damage Immunities poison remains for 10 minutes, until it or its summoner
Condition Immunities poisoned dies, or until its summoner dismisses it as an
action.
Segmented Angel
The church of the segmented angel's ultimate goal is Senses truesight 120ft., passive Perception 19
somewhat shrouded in mystery, but as far as who leads the Languages all, telepathy 120ft.
group, this is perfectly clear. Segemented angels are the Challenge 20 (25,000 XP)
quasi-divine figures that are the pinnacle of the group's
fiendish evolution. Angelic Weapons. The segmented angel's weapon
Segmented angels possess the typical form of an angel attacks are magical. When the angel hits with any
with an insect-like appearance. They have 6 wings that carry weapon, the weapon deals an extra 5d8 necrotic
them aloft. Their arms can flip open and snap closed like a damage (included in the attack).
vice. The strength of their grip is on the same level of a giant, Divine Awareness. The angel knows if it hears a lie.
but more focused for increased force.
Magic Resistance. The angel has advantage on
saving throws against spells and other magical
effects.
Magic Immunity. The angel is immune to spells cast
using a spell slot of 2nd level or lower.
Gift of the Segment. The angel may attempt to
magically convert a creature into an allied barbed
supplicant by touching it. The creature must
succeed on a DC 15 Charisma saving throw or be
transformed. Only a wish spell or similar magic can
reverse the transformation.
Innate Spellcasting. The angel's innate spellcasting
ability is Wisdom (spell save DC 21) and their spell
attack bonus is +13. The angel can innately cast the
following spells, requiring no material components.
At will: shield of faith, toll the dead, bane, inflict
wounds, giant insect, polymorph (can only turn
target into an insect), web
3/day each: silence, insect plague, harm,
resurrection (any creature resurrected that was not
a member of the church returns as a barbed
supplicant.
1/day each: forbiddance, regenerate, dominate
monster, Abi-Dalzim's horrid wilting

Actions
Credit: Mike Franchina Multiattack. The segmented angel makes two vice
attacks, a vice attack and a decapitate, or one vice
attack and casts a spell.
Segmented Angel Vice. Melee Weapon Attack: +14 to hit, reach 10ft.,
one target. Hit 21 (2d10 + 7) piercing damage and
Medium fiend, lawful evil
25 (5d8) necrotic damage. The target is grappled
Armor Class 18 (natural armor) and restrained. The angel cannot make a vice attack
Hit Points 243 (20d10 + 123) if both their arms are being used to grapple.
Speed 30 ft., fly 120 ft. Decapitate (Recharge 5-6). Melee Weapon Attack:
+14 to hit, reach 0ft., one target restrained by their
vice. Hit 39 (4d12 + 7) piercing damage and 25
STR DEX CON INT WIS CHA (5d8) necrotic damage. If this damage reduces the
24 (+7) 24 (+7) 22 (+6) 17 (+3) 20 (+5) 14 (+2) target to zero hit points, they are decapitated and
instantly killed (if they have a head).
Saving Throws. Con +14, Wis +12, Cha +13 Summon the Faithful (Recharge 6). The angel
magically conjures a number of other church of the
Skills Perception +9, +9 Religion segmented angel allies with a total CR of up to 16.
Damage Resistances cold, fire, lightning; They immediately appear within 120 ft. of the angel
bludgeoning, piercing, and slashing from and roll initiative.
nonmagical weapons
Damage Immunities necrotic, poison
Condition Immunities charmed, exhaustion,
frightened, poisoned
Crawfulak Crawfulak
Crawfulak are giant crustaceans that stand roughly ten feet Large monstrosity, unaligned
tall on their four limbs. Their appearance is much like a
centaur, with an upper body and torso like an armored Armor Class 16
humanoid, though with a giant gaping maw. Their lower jaw Hit Points 94(10d8 + 49)
juts forward far beyond their upper so that they can scoop out Speed 30 ft., swim 30 ft.
large mouthfulls of sand. In addition to this, they have large,
clawed arms and where their eyes should be, there are
instead two smaller clawed appendages. These are used to STR DEX CON INT WIS CHA
pull sand into their maw when feeding. 18 (+4) 10 (+0) 18 (+4) 4 (-3) 7 (-2) 3 (-4)
Crawfulaks are primarily bottomfeeders, but will regularly
feed on intelligent underwater creatures, such as merfolk, Senses blind, passive Perception 10, blindsight 60
merrow, sahuagin, and tritons when given the opportunity to feet, tremorsense 15 feet
do so. They use their immense size and hard armor to fend Languages -
off most attacks, using their ocular pinchers to grab creatures Challenge 4 (1,100 XP)
to feed upon.
Crawfulaks are covered in a thin layer of tiny hairs which Vibration Sensitive. The crawfulak loses its
sense vibrations around them. This allows them to detect tremorsense against targets that are not in motion.
almost anything that comes near them in the water and gives In addition, whenever the crawfulak takes thunder
them a limited tremorsense while on the land. This does damage, all damage dice that cause thunder
make them vulnerable to loud sounds. damage are maximized against the crawfulak.
Amphibious. The crawfulak can breathe water and
air.

Actions
Multiattack. The crawfulak uses two claw attacks or
one claw attack and one bite attack.
Claw. Melee Weapon Attack: +7 to hit, reach 10 ft.,
one target. Hit 11 (2d6 + 4) slashing damage.
Bite. Melee Weapon Attack: +7 to hit, reach 5ft.,
one target that is grappled by the crawfulak. Hit 22
(4d8 + 4) piercing damage.

Bonus Actions
Ocular Pinchers Melee Weapon Attack: +5 to hit,
reach 5ft., one target medium size or smaller. Hit
The target is grappled by the crawfulak. Only one
Credit: Voidmage Prodigy creature can be grappled this way at a time.
Fungus Moonlight Fungus
Moonlight Fungi Medium plant, unaligned
The eerie glow of a moonlight fungus can be a blessing or a
curse to a wayward adventurer. The soft light the fungus Armor Class 5
emits draws many small moths to it, which can be gathered Hit Points 9 (2d8)
Speed 0 ft.
as a food source for a desperate adventurer. Agitating the
fungus can be dangerous, as they are able to release an
intense burst of light to disorient creatures that would disturb STR DEX CON INT WIS CHA
it. More intelligent predators may use this bioluminescent 1 (-5) 1 (-5) 10 (+0) 1 (-5) 2 (-4) 1 (-5)
stun to their advantage when prey gathers near the
mushrooms. The light from the mushroom has the same
properties as moonlight and therefore affects those suffering Condition Immunities blinded, deafened, frightened
from lycanthropy the same as a full moon. Senses blindsight 30 ft. (blind beyond this radius),
passive Perception 6
Languages -
Challenge 0 (10 XP)

Moonlight. The moonlight fungus emits


bioluminescence. It sheds dim light in a 15 ft.
radius around it. This light counts as moonlight.
False Appearance. While the moonlight fungus
reamins motionless, it is indistinguishable from an
ordinary fungus.
Defensive Flash. When the moonlight fungus is
touched by anything, it uses its flash as a reaction if
able.

Actions
Flash. The moonlight fungus releases a burst of
light. Any creature within 150 feet of the fungus is
blinded for the next 1d4 turns. A lycanthrope
caught in this blast is forcefully shifted into its
were-form.

Credit: Biagio D'Alessandro


Goblins
Goblin Assassin Bonus Actions
Goblin Sneakery. The goblin blatantly indicates its
Goblin society is rarely organized enough to entertain the intentions to strike, holding its dagger behind its
idea of assassins. Public murder is usually fairly back and whistling. The goblin assassin can choose
commonplace. However, when there is a job that needs done to gain the benefit of sneak attack, but makes its
that is so revolting that even goblins don't want to do it... attack with disadvantage.
That's when you call in a goblin assassin. Like most
goblinoids, they rarely work alone.
Goblin Drillspinner
Goblins sometimes grow more industrious once they have Goblin Drillspinner
established a settlement. These more goal-oriented Small humanoid (goblinoid), neutral evil
goblinoids often employ goblin drillspinners to begin mining
and digging operations. The goblins craft drills which can Armor Class 14 (leather armor)
serve as useful tools and powerful weapons. Unfortunately Hit Points 14 (3d6 + 2)
for the goblins, their machines are a little overtuned for their Speed 30 ft., burrow 30 ft.
small bodies and they sometimes cannot control their own
devices. STR DEX CON INT WIS CHA

Goblin Explosioneer 10 (+0) 14 (+2) 12 (+1) 10 (+0) 10 (+0) 8 (-1)

These goblin "experts" are "masters" of explosions. They Skills Stealth +4


regularly experiment with a variety of arcane and chemical Senses darkvision 60ft., passive Perception 10
elements to create explosions of varying degrees. Their Languages Common, Goblin
unpredictability is both what makes them a danger to others Challenge 1 (200 XP)
and also a danger to themselves.
Too Much Power. If an attack roll for drill strike
results in a 9 or lower to hit, the drillspinner hits
Goblin Assassin itself instead. On a critical hit, roll triple the damage
dice rather than double.
Small humanoid (goblinoid), neutral evil
Spin Cycle. When the goblin makes a drill attack that
Armor Class 15 (leather armor) lands or moves using its burrow speed, roll 1d4. On
Hit Points 24 (4d6 + 8) a 4, the goblin is under the effects of the confusion
Speed 30ft. spell until the end of its next turn.
From Below. The goblin has advantage on attack
STR DEX CON INT WIS CHA rolls if it emerges from burrowing before making
the attack.
8 (-1) 16 (+3) 12 (+1) 10 (+0) 10 (+0) 8 (-1)
Actions
Skills Stealth +9 Drill Strike. Melee Weapon Attack: +4 to hit, reach
Senses darkvision 60ft., passive Perception 10 5ft., one target. Hit 10 (1d12 + 2) piercing damage.
Languages Common, Goblin
Challenge 2 (450 XP)

Sneak Attack. If the goblin assassin has advantage


on its attack, its attack deals an additional 14 (4d6)
damage.
Give Him the Signal. When the goblin assassin uses
his sneak attack feature, a goblin adjacent to the
target can make an attack using its reaction.

Actions
Very Sharp, Highly Deadly Dagger of Doom. Melee
Weapon Attack: +6 to hit, reach 5ft., one target. Hit
1 piercing damage.
Goblin Explosioneer 7:Hammernade The explosioneer tosses a
mixture of hammers and explosives to a space
Small humanoid (goblinoid), neutral evil
within 20 feet. Each creature within 10 feet of
Armor Class 13 (leather armor) the target area are subject to the Hammer attack
Hit Points 13 (2d6 + 6) of the explosioneer.
Speed 30ft. 8:Grand Self-splosion Whoops. Something went
wrong. The explosioneer explodes in a violent
blast of energy and heat. The explosioneer dies
STR DEX CON INT WIS CHA and creatures within 30 feet of the explosioneer
take 20 (5d6 + 2) fire damage.
8 (-1) 14 (+2) 12 (+1) 10 (+0) 8 (-1) 8 (-1)

Skills Stealth +6
Damage Resistances fire
Senses darkvision 60ft., passive Perception 9
Languages Common, Goblin
Challenge 1 (200 XP)

Energetic. Whenever the explosioneer uses his Brew


action, it moves 5 feet.

Actions
Hammer. Melee Weapon Attack: +4 to hit, reach
5ft., one target. Hit 5 (1d6 + 2) bludgeoning
damage.
Brew. The explosioneer combines various materials
it has in its pack. Roll 1d8 and consult the results
below to see what happens.
1:Perfectly Average Explosion Ranged Weapon
Attack: +4 to hit, range 20/40 ft., one target. Hit
5 (1d6 + 2) fire damage. Creatures within 5 feet
of the target also take this damage.
2:Forceful Blast Ranged Weapon Attack: +4 to hit,
range 20/40 ft., one target. Hit 5 (1d6 + 2) force
damage and the target is pushed 15 feet.
3:Vacuum Blast The explosioneer throws a vial of
chemical to a space within 30 feet. Creatures
within a 10 foot radius of the space are pulled
together. For each creature more than one that is
pulled this way, the attack deals 3 (1d6)
bludgeoning damage to the pulled creatures.
4:Defeaning Boom The bomb goes off earlier
than expected and much louder as well.
Creatures, including the explosioneer, within 50
feet of the explosioneer take 8 (2d6 +2 ) thunder
damage.
5:Chain Reaction Ranged Weapon Attack: +4 to
hit, range 20/40 ft., one target. Hit 5 (1d6 + 2)
fire damage and roll any dice. On an even
number, this attack deals damage a second time.
Repeat rolling and dealing damage this way until
an odd number is rolled.
6:Hot Potato Ranged Weapon Attack: +4 to hit,
range 20/40 ft., one target. Hit The target may
use its reaction to deflect the bomb to another
creature within 5 feet. That creature may do the
same. If a creature does not have a reaction to
toss it away, the bomb explodes and deals 8
(2d6 + 2) fire damage.
Hippopotamus Dire Hippopotamus
Huge beast, unaligned
Hippopotamus Armor Class 15 (natural armor)
Large beast, unaligned Hit Points 110 (10d10 + 55)
Speed 30 ft., swim 50 ft.
Armor Class 13 (natural armor)
Hit Points 53(8d6 + 25)
Speed 20 ft., swim 40 ft. STR DEX CON INT WIS CHA
22 (+6) 10 (+1) 22 (+6) 2 (-4) 12 (+1) 4 (-3)
STR DEX CON INT WIS CHA
Damage Resistances see Thick Hide, Blood Sweat
20 (+5) 10 (+1) 20 (+5) 2 (-4) 12 (+1) 4 (-3)
Senses passive Perception 11
Languages -
Damage Resistances see Thick Hide Challenge 6 (2,300 XP)
Senses passive Perception 11
Languages - Thick Hide. The dire hippo has resistance to
Challenge 3 (700 XP) bludgeoning, piercing, and slashing damage from
nonmagical weapons that hit it with an attack roll
Thick Hide. The hippo has resistance bludgeoning, below 20.
piercing, and slashing damage from nonmagical
weapons that hit it with an attack roll below 18. Blood Sweat. The dire hippo has resistance to the
first instance of fire damage it takes in a round.
Hold Breath. The hippo can hold its breath
underwater for 10 minutes. Hold Breath. The dire hippo can hold its breath
underwater for 15 minutes.
Actions
Actions
Bite. Melee Weapon Attack: +4 to hit, reach 5ft.,
one target. Hit 28 (5d8 + 5) piercing damage. Multiattack. The dire hippo makes two slam attacks,
or one slam and one tusk attack.
Slam. Melee Weapon Attack: +6 to hit, reach 5ft.,
one target. Hit 19 (4d6 + 5) bludgeoning damage. Bite. Melee Weapon Attack: +7 to hit, reach 10ft.,
one target. Hit 33 (5d10 + 6) piercing damage.
Charge (Recharge 6). The hippo moves up to 30 feet
in a straight line. It can move through creatures Slam. Melee Weapon Attack: +8 to hit, reach 5ft.,
while doing so, pushing them back five feet. Each one target. Hit 24 (4d8 + 6) bludgeoning damage.
creature it moves through is subject to the Tusk. Melee Weapon Attack: +8 to hit, reach 10ft.,
following attack: Melee Weapon Attack: +6 to hit, one target. Hit 20 (3d10 + 6) piercing damage and
reach 0ft., one target. Hit 19 (4d6 + 5) the target is grappled.
bludgeoning damage.
Charge (Recharge 6). The hippo moves up to 40 feet
in a straight line. It can move through creatures
while doing so, pushing them back five feet. Each
creature it moves through is subject to the
following attack: Melee Weapon Attack: +8 to hit,
reach 0ft., one target. Hit 24 (4d8 + 6)
bludgeoning damage.
Humans Chain Whip. Melee Weapon Attack: +5 to hit, reach
Chain Fighter 15ft., one target. Hit 7 (2d4 + 3) piercing damage
and the target is restrained. The target may spend
To become a chain fighter takes years of training and battle its action to attempt to escape on its turn against
with their signature weapon, a barbed chain. The fighters an escape DC 12. On a failure, they take 3 (1d6)
make use of special arm and leg coverings to protect piercing damage and remain restrained.
themselves from their own weapon as they wrap it around
their limbs to lock the weapon in place once they have Draw In. A target the chain fighter has restrained
subdued a foe. If their deadly weapon was not so difficult to with their chain takes 3 (1d6) piercing damage and
master, it would be much more widely used to kill as it proves is pulled 5 feet toward the chain fighter.
devastating in combat. Scorpion's Sting (cannot use if whip is restraining a
They all wear a metal dagger attached to their fingers target). Melee Weapon Attack: +5 to hit, reach
which carry inside a deadly poison. They use their chains to 15ft., one target. Hit 11 (2d8 + 3) piercing damage.
draw a target toward them to deliver the deadly strike. Venom Claw. Melee Weapon Attack: +5 to hit, reach
0ft., one target restrained by the fighter's chain
Merchant whip. Hit 36 (10d6) poison damage and the target
Merchants are all about the realms, and most hope to never is poisoned for 24 hours.
find themselves in combat. That being said, if they do find
themselves mixed up in an altercation, they will do whatever
it takes to survive.
Split-Rock Guardsman Merchant
Medium humanoid, any alignment
The soldiers of Split-Rock Castle are known for their ability
to take hits as much as they are for giving them. They are an Armor Class 10
oxymoron in that they fight with disciplined chaos. Squads Hit Points 4 (1d8)
usually consist of 5 of the guardsmen, which is more than Speed 30 ft.
enough to deal with most threats within their citadel.
STR DEX CON INT WIS CHA

Chain Fighter 10 (+0) 10 (+0) 10 (+0) 11 (+0) 10 (+0) 13 (+1)


Medium humanoid, any alignment
Skills +3 Deception, +5 Persuasion
Senses passive Perception 10
Armor Class 13
Languages None
Hit Points 56 (10d8 + 11)
Challenge 0 (10 XP)
Speed 30 ft.

Actions
STR DEX CON INT WIS CHA
Punch. Melee Weapon Attack: +2 to hit, reach 5ft.,
11 (+0) 16 (+3) 12 (+1) 10 (+0) 14 (+2) 11 (+0) one target. Hit 1 bludgeoning damage.
Beg. The merchant begs for his life so pitifully that
Senses passive Perception 12
creatures will not attack it if there is another
Languages Common
creature within range. If there are no other targets
Challenge 3 (700 XP)
in range, the creatures may attack the merchant
with disadvantage against the merchant until the
Distance Fighter. When a creature first enters the end of the merchant's next turn.
chain fighter's reach, the chain fighter may make an
opportunity against that creature as a reaction. Bribe. The merchant throws all of their belongings
and gold they have on them onto the ground in an
Reactive. The chain fighter has two reactions a attempt to persuade their attacker to stop.
round.

Actions
Multiattack. The chain fighter makes two attacks in
any combination with chain whip and scorpion's
sting or they use draw in twice.
Split-Rock Guardsman
Medium humanoid, lawful neutral

Armor Class 13 (studded leather)


Hit Points 41 (4d8 + 23)
Speed 30 ft.

STR DEX CON INT WIS CHA


16 (+3) 10 (+0) 17 (+3) 10 (+0) 11 (+0) 8 (-1)

Senses passive Perception 11


Languages Common
Challenge 2 (450 XP)

Nerves of Steel. The guardsman has advantage on


saving throws against becoming frightened.
Reckless. The guardsman may gain advantage for its
attacks on its turn but then attacks against it have
advantage until the start of its next turn.

Actions
Multiattack. The guardsman makes two hand axe
attacks, a hand axe and throwing axe attack, or two
throwing axe attacks.
Hand Axe. Melee Weapon Attack: +6 to hit, reach
5ft., one target. Hit 7 (1d6 + 3) slashing damage
Throwing Axe. Ranged Weapon Attack: +6 to hit,
range 20/60ft., one target. Hit 7 (1d6 + 3) slashing
damage

Bonus Actions
Rage. The guardsman enters a rage. For the next
minute, its attacks deal 2 additional damage and it
has resistance against bludgeoning, piercing, and
slashing damage. The rage ends if the guardsman
does not deal damage to or receive damage from a
creature before the start of its next turn.
Manananggal Manananggal
Manananggal Medium undead, chaotic evil
These terrifying undead hide in plain sight during the day and
only reveal their true nature at night. They are akin to Armor Class 14
vampires in that they are ineffectual in the day, though they Hit Points 90 (15d8 + 30)
Speed 30 ft.
are not outright destroyed by the sunlight.
Once the sun has set, the manananggal tears itself in half
at the torso and sprouts wings from its back. The legs are left STR DEX CON INT WIS CHA
and rot into a pile of worms as the remainder of the 17 (+3) 16 (+3) 15 (+2) 12 (+1) 12 (+1) 18 (+4)
manananggal takes flight. The manananggal seeks out blood
to drain from victims to sate its appetite. Manananggal prefer
to drink the blood of pregnant women and their unborn Damage Resistances necrotic; bludgeoning,
children, making them a whispered tale among newleyweds piercing, and slashing damage from nonsilvered
weapons
expecting their first child. Senses passive Perception 3
Languages None
Challenge 5 (1,800 XP)

Sunlight Sensitivity. While the manananggal or its


target is in sunlight, the manananggal has
disadvantage on Attack rolls and Ability Checks.
Torso Seperation. As soon as the sun set, the
manananggal's torso tears away from its lower half
and sprout giant batlike wings. It gains a fly speed
of 40 ft. and access to the actions listed in this stat
sheet.
Innate Spellcasting. The manananggal's innate
spellcasting ability is Charisma (spell save DC 14)
and their spell attack bonus is +6. The manananggal
can innately cast the following spells, requiring no
Credit: Unknown material components.
At will: chill touch
3/day each: darkness, fear, sleep, ray of
enfeeblement*

Actions
Multiattack. The manananggal makes three claw
attacks or 1 claw attack and 1 bite attack.
Bite. Melee Weapon Attack: +6 to hit, reach 5ft.,
one target. Hit 11 (2d6 + 3) piercing damage and
the manananggal gains hit points equal to the
damage dealt.
Claw. Melee Weapon Attack: +6 to hit, reach 5ft.,
one target. Hit 7 (2d4 + 3) slashing damage
Medusa Author's Note
Medusa (Remade with Villainous The medusa as presented in the Monster Manual
is... lackluster. Their ability to turn others to stone
Actions) is about as exciting as they get. Any reasonably
intelligent PCs will simpy close their eyes or
attempt to use their (suddenly) super shiny armor
and weapons to defeat it. This version of the
medusa presents a challenging solo monster that
better embodies the legendary creature.

Medusa Snake Hair. Melee Weapon Attack: +7 to hit, reach 5ft.,


one target. Hit 4 (1d4 + 2) piercing damage plus 14
Medium monstrosity, lawful evil
(4d6) poison damage.
Armor Class 15 (natural armor) Shortsword. Melee Weapon Attack: +7 to hit, reach 5ft.,
Hit Points 208 (17d8 + 159) one target. Hit 5 (1d6+2) piercing damage.
Speed 30 ft.
Longbow. Melee Weapon Attack: +7 to hit, range
150/600 ft., one target. Hit 6 (1d8+2) piercing
STR DEX CON INT WIS CHA damage.
10 (+0) 15 (+2) 16 (+3) 12 (+1) 13 (+1) 15 (+2) Reactions
Reposition. Whenever a creature brings a reflective
Skills Deception +5, Inisght +4, Perception +4, Stealth
device within sight of the medusa or when they
+5
reposition themselves, the medusa may move up to
Senses passive Perception 15
her speed. Opportunity attacks against the medusa
Languages Common
during this movement can only be made if the creature
Challenge 7 (2,900 XP)
looks at the medusa and is subject to her petrifying
gaze feature.
Petrifying Gaze. When a creature that can see the
medusa's eyes starts its turn within 30 ft. of the Shelter in the Stones. Whenever the medusa is attacked,
medusa, the medusa can force it to make a DC 15 she may impose disadvantage on the attack as a
Constitution saving throw if the medusa isn't reaction if a petrified creature is next to her. If the
Incapacitated and can see the creature. If the saving attack misses, the petrified creature is broken into
throw fails by 5 or more, the creature is instantly rubble.
Petrified. Otherwise, a creature that fails the save
begins to turn to stone and is Restrained. The Villainous Actions
Restrained creature must repeat the saving throw at
the end of its next turn, becoming Petrified on a failure Villainous Actions are something that famed youtuber
or ending the effect on a success. The petrification Matt Colville developed. Essentially, they are the same
lasts until the creature is freed by the Greater as legendary actions, but can only be used once and are
Restoration spell or other magic. available only on a specific round of combat. The listed
actions will all state what round they can be used. They
Unless surprised, a creature can avert its eyes to avoid are activated immediately following the turn of one of
the saving throw at the start of its turn. If the creature the PCs, DM's choice.
does so, it can't see the medusa until the start of its
Vipers' Rain (Round 1). The snakes the medusa's hair
next turn, when it can avert its eyes again. If the
unleash a torrent of venom into the air. Other creatures
creature looks at the medusa in the meantime, it must
within 15 feet of the medusa must succeed on a DC
immediately make the save.
15 Dexterity saving throw or take 14 (4d6) poison
If the medusa sees itself reflected on a polished damage, half as much on a success.
surface within 30 ft. of it and in an area of bright light,
the medusa is, due to its curse, affected by its own Forceful Stare (Round 2). The medusa makes a
gaze contested grapple check against a creature within 5
feet. The medusa makes this check with advantage. If
the medusa succeeds, she forces open her target's
Actions eyes and they are subject to her petrifying gaze.
Multiattack. The medusa makes either three melee
attacks -one with snake hair and two with her Desperate Gaze (Round 3). The medusa's gaze
shortsword- or longbow ranged attacks. intensifies, causing all creatures within 30 feet of the
medusa to have their movement speed reduced by 20
feet until the medusa is slain.
Python Medusa
Similar to the more traditional medusa, this variant does not Actions
possess the lower humanoid half that the majority of medusa
do. Instead, a python medusa's lower half is a powerful and Multiattack. The medusa makes either three snake
hair attacks or two constrict attacks and one engulf
lengthy snake tail. The tail is typically around 12 feet long. attack (if applicable).
The body of the medusa is also larger than the typical
medusa, being much more muscular and roughly double the Snake Hair. Melee Weapon Attack: +6 to hit, reach
size of the normal variant. 5ft., one target. Hit 5 (1d4 + 3) piercing damage
Python Medusa's are known for their ability to kill without plus 14 (4d6) poison damage.
needing to turn victims to stone. They are able to stretch their Constrict. Melee Weapon Attack: +6 to hit, reach
mouths over their victims and then their digestive juices will 10ft., one target (if the target is grappled, this
actually begin petrifying the creature as they are consumed. attack automatically hits). Hit 13 (2d8 + 3)
Python medusas can also live in areas with reflective bludgeoning damage. If the target is large or
surfaces, as they possess a second, more opaque eyelid smaller, the target is grappled (escape DC 17) Until
known as a nictating membrane. This allows them to protect this grapple ends, the creature is restrained. The
themselves from seeing their own reflection and accidentally medusa can grapple up to one large creature or two
turning themselves to stone. medium or smaller creatures this way.
Engulf. Melee Weapon Attack: +6 to hit, reach 5ft.,
one target that is grappled by the medusa. Hit The
Python Medusa medusa swallows the creature and it must make a
DC 14 Constitution saving throw. If the saving
Large monstrosity, lawful evil throw fails by 5 or more, the creature is instantly
Petrified. Otherwise, the creature is restrained and
Armor Class 14 (natural armor) begins to petrify. The creature must repeat the
Hit Points 149 (19d8 + 70) saving throw at the end of its next turn with
Speed 35 ft. disadvantage, becoming Petrified on a failure. The
petrification lasts until the creature is freed by the
STR DEX CON INT WIS CHA Greater Restoration spell or other magic. The
creature may attempt to escape from the medusa
16 (+3) 13 (+1) 18 (+4) 12 (+1) 13 (+1) 15 (+2) by dealing 25 or more slashing damage on its turn
to cut its way out, or by succeeding on a DC 18
Skills Deception +5, Insight +4, Perception +4, Strength check to pull itself out of the medusa's
Stealth +5 body.
Senses darkvision 60 ft., passive Perception 14
Languages Common
Challenge 7 (2,900 XP)

Petrifying Gaze. When a creature that can see the


medusa's eyes starts its turn within 30 ft. of the
medusa, the medusa can force it to make a DC 14
Constitution saving throw if the medusa isn't
Incapacitated and can see the creature. If the saving
throw fails by 5 or more, the creature is instantly
Petrified. Otherwise, a creature that fails the save
begins to turn to stone and is Restrained. The
Restrained creature must repeat the saving throw at
the end of its next turn, becoming Petrified on a
failure or ending the effect on a success. The
petrification lasts until the creature is freed by the
Greater Restoration spell or other 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 medusa until the start of its
next turn, when it can avert its eyes again. If the
creature looks at the medusa in the meantime, it
must immediately make the save.
Nictating Membrane. The python medusa is immune
to magical effects that require it to see them in
order for them to take effect.
Mimic Phenomena Mimic
Phenomena Mimic Small monstrosity (shapechanger), neutral
Mimics are known for their ability to change into mundane
objects and wait for the unsuspecting adventurer. Armor Class 13
Phenomena mimics are those that have evolved beyond to fit Hit Points 44 (7d8 + 9)
Speed 20 ft.
into niches that do not see as many adventurers, but more
natural fauna. That being said they do still find adventurers a
tasty snack. Phenomena mimics can disguise themselves, as STR DEX CON INT WIS CHA
the name would suggest, as natural elemental phenomenon. 14 (+2) 15 (+2) 15 (+2) 5 (-3) 13 (+1) 8 (-1)
They can appear as flickering flames atop a torch, a pool of
water, or perhaps even a pile of leaves.
Skills Stealth +7
Damage Immunities acid
Condition Immunities prone
Senses darkvision 60 ft., passive Perception 11
Languages -
Challenge 1 (200 XP)

Shapechanger. The mimic can use its action to


polymorph into a natural phenomenon or back into
its true, amorphous form. The phenomenon it takes
on must be natural, such as a flickering flame or a
small pool of water. Any equipment it is wearing or
carrying is not transformed. It reverts to its true
form if it dies.
Adhesive (Phenomenon Form Only). The mimic
adheres to anything it touches. A large or smaller
creatre adhered to the mimic is also grappled by it
(escape DC 12). Ability checks made to esccape
this grapple have disadvantage.
False Appearance (Phenomenon Form Only). While
the mimic remains motionless, it is
indistinguishable from an normal natural
phenomenon. Upon closer inspection, some
features may give it away, such as a flickering
campfire that provides no heat.
Grappler. The mimic has advantage on attack rolls
against any creature grappled by it.

Actions
Pseudopod. Melee Weapon Attack: +4 to hit, reach
5ft., one target. Hit 5 (1d6 + 2) bludgeoning
damage. If the mimic is in Phenomenon form, the
target is subjected to its Adhesive trait.
Elemental Bite. Melee Weapon Attack: +4 to hit,
reach 5ft., one target. Hit 7 (2d4 + 2) piercing
damage plus 4 (1d8) damage of the type most
closely related to the mimic's current form.
Mohrg Mohrg
Medium undead, chaotic evil

Armor Class 14
Hit Points 86 (13d8 + 27)
Speed 30ft.

STR DEX CON INT WIS CHA


16 (+3) 18 (+4) 13 (+1) 10 (+0) 11 (+0) 8 (-1)

Damage Immunities poison


Condition Immunities exhaustion, poisoned
Senses Darkvision 60ft., passive Perception 10
Languages Understands all any language it knew in
life, but cannot speak
Challenge 4 (1,100 XP)

Undead Fortitude. If damage reduces the mohrg to


0 hit points, it must make a Constitution saving
throw with a DC of 5 + the damage taken, unless
the damage is radiant or from a critical hit. On a
success, the mohrg drops to 1 hit point instead.
Create Spawn. A creature slain by the mohrg rises at
the start of its next turn as a zombie, but with twice
the normal number of hit points, a +6 bonus to hit,
and it deals 2d6+2 damage per hit with its Slam
attack isntead of the normal amount.
Anomalous Form. The mohrg has advantage when
making checks to escape a grapple.
Credit: Ricardo Ow
Actions
Mohrg Multiattack. The mohrg makes two slam attacks or
When a mass murder or other vile individual deas without one slam attack and one tongue attack.
ever attoning or facing judgement for their crimes. As a
cosmic form of justice, the mohrg is created from this death. Slam. Melee Weapon Attack: +7 to hit, reach 5ft.,
one target. Hit 15 (2d10 + 3) bludgeoning damage.
A mohrg is a creature filled with hatred and dominated by its
desire to kill all life it can find. Tongue. Melee Weapon Attack: +9 to hit, reach 5ft.,
Mohrgs are skeletal corpses that have what appears to be a one target. Hit 6 (1d4 + 4) piercing damage and
long, slimy tongue. In actuality, the tongue is a semi- the target must succeed on a DC 14 Constitution
regurgitated intestines from the corpse itself. The intestinal saving throw or be paralyzed for 1 minute. The
tongue has several barbs that have grown from it that can target can repeat the save at the end of its turns.
On a successful save, the effect ends.
paralyze any creatures that are pierced by it. Much more
terrifyingly, if a mohrg slays a creature they will rise as an
empowered zombie under the mohrg's control.
Oozes Conflagration Ooze
Conflagration Oooze Large ooze, unaligned
These oozes appear as liquid balls of plasma surrounded by a
thin, orangeish membrane. They spout bursts of fire Armor Class 8
periodically and are typically found near geologically active Hit Points 54 (8d10 + 17)
Speed 15 ft.
sites or near sources of magma. Their plasma is actually
toxic to most creatures and prolonged contact with a
conflagration ooze will often result in damage to the affected STR DEX CON INT WIS CHA
creature's blood. 18 (+4) 7 (-2) 15 (+2) 2 (-4) 6 (-2) 1 (-5)

Boiling Blood Damange Resistances acid


Boiling Blood is a condition related to the presence Damage Immunities fire
of toxins within a creature's system after exposure Condition Immunities Blinded, Charmed, Deafened,
to a conflagration ooze. When first contracted, the Exhaustion, Frightened, Prone
creature reduces their Constitution score (and thus Senses Blindsight 60ft. (blind beyond this radius),
their max hit points) by 1d4. The creature can passive Perception 8
make a DC 14 Constitution saving throw at the end Languages -
of a long rest to recover from this condition. Challenge 4 (1,100 XP)
For every time the creature affected fails a their
saving throw for this disease, they lose another Amorphous. The ooze can move through a space as
1d4 from their Constitution score. If their narrow as 1 inch wide without squeezing.
Constitution is reduced to zero in this way, the
creature dies. Spider Climb. The ooze can climb difficult surfaces,
In addition, if a creature creature begins its turn including upside down on ceilings, without needing
while grappled or grappling a conflagration ooze, to make an ability check.
they lose 1d4 from their Constitution score if they Heat Aura. Creatures that begin their turn within 5
have this condition. feet of the ooze take 7 (2d6) fire damage.
Burning Toxins. A creature grappled by or grappling
the ooze must succeed on a DC 14 Constitution
saving throw or contract Boiling Blood (see
sidebar).

Actions
Pseudopod. Melee Weapon Attack: +6 to hit, reach
5ft., one target. Hit 13 (3d6 + 4) fire damage and is
grappled by the ooze.
Gout of Flame. Melee Weapon Attack: +6 to hit,
reach 10 ft., one target. Hit 17 (4d6 + 4) fire
damage.

Credit: Unknown
Slaadi Magic Resistance. The slaad has advantage on saving
White Slaad throws against spells and other magical effects.
Also known as chronos slaadi, white slaadi are known for Magic Weapons. The slaad's weapon attacks are
their abiltiy to look into the chaos that is the fracturing magical.
timeline of the multiverse. They exist simultaneously within Regeneration. The slaad regains 10 hit points at the
all the timelines, able to draw from futures that will be, pasts start of its turn if it has at least 1 hit point.
that were, and possibilities of what might be.
White slaadi desire to disrupt and break down causality to Innate Spellcasting. The slaad's innate spellcasting
free the multiverse from the law and order that is the march ability is Charisma (spell save DC 14). The slaad can
of time. They are tremendously dangerous and a very innately cast the following spells, requiring no
particular type of chaos incarnate. Their motivations and material components.
desires may be impossible for mortal beings to understand. At will: detect magic, detect thoughts, mage hand,
major image
2/day each: fear, haste, slow
1/day each: plane shift (self only), time stop

Actions
Multiattack. The slaad makes two claws attacks.
Chronal Claws. Melee Weapon Attack: +9 to hit,
reach 5ft., one target. Hit 16 (3d6 + 4) slashing
damage and the target must succeed on a DC 19
Constitution saving throw or be stunned until the
end of the slaad's next turn.
Infestation. Melee Weapon Attack: +9 to hit, reach
5ft., one target. Hit 5 (2d8 + 4) piercing damage. If
the target is a humanoid, it must succeed on a DC
19 Constitution saving throw or be infected with a
disease - a minuscule slaad egg.
White Slaad The humanoid host can carry only one slaad egg to
term at a time. Over one week, the egg moves to
Medium aberration (shapechanger), chaotic neutral
the target's brain and gestates to form a slaad
tadpole. In the 24-hour period before giving birth,
Armor Class 18 (natural armor)
the host starts to feel unwell, its speed is halved,
Hit Points 198 (22d10 + 44)
and it has disadvantage on attack rolls, ability
Speed 30 ft.
checks, and saving throws. Afterward, the tadpole
burrows out of the host's head, killing the host.
STR DEX CON INT WIS CHA If the parasite is removed/cured before the the
16 (+3) 18 (+4) 17 (+3) 13 (+1) 8 (-1) 14 (+2) tadpole's emergence, the unborn slaad is
disintegrated.
Skills Arcana, +5, History +10, Percpetion +5 Temporal Split (Recharge 6. Only begin checking for
Damage Resistances acid, cold, fire, lightning, recharge once the original slaadi appears). The slaadi
thunder splits into a variety of possible versions of itself
Senses truesight 60 ft., blindsight 60 ft., darkvision from the different timelines. Six white slaadi split as
60 ft., passive perception 16passive Perception the original vanishes. The slaadi enter initiative
16 immediately following the original white slaadi.
Languages Slaad, telepathy 60 ft. They have access to all the slaadi's abilities except
Challenge 15 (13,000 XP) temporal split and its innate spellcasting. The slaadi
have the same statistics as the original, except they
Perfect Prediction. When the slaadi makes a saving are destroyed whenever they take any damage.
throw against an effect that would deal damage to Once all six have been destroyed, the original slaad
it, if the slaadi succeeds, it always takes no damage. reappears in a space within 30 feet of the last slaadi
destroyed.
Shapechanger. The slaad can use its action to
polymorph into a Small or Medium humanoid, or Bonus Actions
back into its true form. Its statistics, other than its Foresight. The slaadi looks into the future of a
size, are the same in each form. Any equipment it is creature it can see. That creature has disadvantage
wearing or carrying isn't transformed. It reverts to on attack rolls against the slaadi until the start of its
its true form if it dies. next turn and the slaadi has advantage on saving
throws the target forces the slaadi to make.
Vaath Vaath
Vaath Large fiend, neutral evil
Vaath appear like a bledning between insect and replite.
Their body is covered with dark scales and their head is Armor Class 15 (natural armor)
protected by a hard, thick carapace. Their teeth drip with Hit Points 142 (1d4 + 5)
Speed 50 ft.
venom and they possess a sizeable overbite. Their whiplike
snout wraps around a victim as they bize for added puncture
force. Lurking in the back of the creature's throat is a longe, STR DEX CON INT WIS CHA
tongue-like tendril that comes to a sharp point. The tendril 18 (+4) 18 (+4) 15 (+2) 11 (+0) 14 (+2) 12 (+1)
reaches out to 15 feet and is used like a spear to stab and
draw creatures in, as well as a means to sever the spines of
its victims. The vaath will often sever the spine of a target, but Saving Throws Int +4, Wis +5, Cha +3
keep them alive as they slowly devour them. Skills Perception +6, Survival +8
Damage Resistances cold; bludgeoning, piercing,
Vaath are found on the plane of Carceri. They are pack and slashing from nonmagical weapons that
hunters, bt keep individual lairs for an unknown reason. aren't silvered
Some theorize they are trophy halls, as discovered vaath dens Damage Immunities fire, poison
are filled with treasure or specific pieces of kills they have Condition Immunities exhaustion, poisoned
made. Rumors persist that devils and demons of great power Senses darkvision 120ft., passive Perception 16
have tamed vaath to serve as their war dogs, though none Languages Vaath
have been able to confirm such tales. Challenge 8 (3,900 XP)

Contracting Chiton. ?? grab and break weapons??.


Nimble Hunter. As a bonus action, the vaath can
take the dash or disengage action.

Actions
Multiattack. The vaath makes two claw attacks or
one bite and one claw attack.
Claws. Melee Weapon Attack: +8 to hit, reach 5ft.,
one target. Hit 19 (3d8 + 4) slashing damage.
Bite (Cannot use if piercing tendril is attached to a
target). Melee Weapon Attack: +8 to hit, reach 5ft.,
one target. Hit 5 (2d8 + 4) and the target must
succeed on a DC 15 Constitution saving throw
orake 20 (4d8) poison damage and are poisoned.
On success, they take half the poison damage and
are not poisoned. While poisoned this way, they
can repeat the saving throw to end the effect on at
the end of their turns. If they fail again, they are
paralyzed. While paralyzed if they fail, they are
reduced to zero hit points.
Piercing Tendril. Ranged Weapon Attack: +8 to hit,
reach 15 ft., one target. Hit 14 (2d8 + 4) piercing
damage and the target is restrained as the tendril
burrows in and begins to sever the creatures spine.
Credit: ??? While the tendril is connected to a creature this
way, they take 10 (2d8) piercing damage at the
start of the vaath's turn and the vath can pull them
5 feet toward it as a free action. The tendril can be
pulled out with a DC 16 Strength check, but will
deal 15 (3d8) piercing damage to the connected
creature upon removal.
Sever Spinal Chord. A creature restrained by the
vaath's tendril must succeed on a DC 16
Constitution saving throw or have its spine severed.
It is paralyzed below the neck and this condition
cannot be healed unless through greater restoration
or similar magic.

You might also like