Terror Unto Madness - The Homebrewery
Terror Unto Madness - The Homebrewery
Terror Unto Madness - The Homebrewery
I
t is ordinary, perhaps even inevitable, that the Aboleth Lore
intelligent races of the material plane imagine and
investigate the circumstances of their species' origin, Arcana DC 15: As with creatures native to the outer planes,
and the origin of their plane more broadly. Creation aboleths do not truly die when killed. Instead, they are born
myths vary across cultures, but such disagreements into a new aboleth body in the elemental plane of water.
are dismissed easily enough by those devoutly Arcana DC 20: Aboleths are powerful telepaths and can
convinced of one story or another. The aboleths have learn a creature's deepest desires through even the most
no such creation myths. They do not speculate. They casual telepathic communication. Their mind control abilities
remember. require concentration in the early phases of enslavement, but
They remember the arrival of each sapient species that has they have a way of discharging this need if given time.
arisen on the material plane, along with the unremarkable History DC 15: Aboleths are intelligent amphibious
extinction of the overwhelming majority of them. They creatures that predate humanoid creatures in the material
remember mountains rising and crumbling, seas forming. plane. They are known to have powerful mind control
They remember the creation of the gods themselves. Each of abilities.
these is a mere passing curiosity to the aboleths, a dream History DC 25: Aboleths report having no memory of the
melting into the ether. Each creation of this world will pass in origin of the Ilithid race, leading some to theorize that the
time, and the aboleths will persist. Ilithid are time travelers from some far future, perhaps even
The aboleths live in memory as much as they do in physical descendants of aboleths themselves, or a creation of theirs.
space, and in their memories they find the final repugnant Nature DC 15: Aboleths are coated in a slimy mucous that
truth of reality; that most creatures of this world are immediately begins to transform the bodies of creatures
purposeless accidents, and those created with purpose are no exposed to it, making them more suited to aquatic life as
better off, slaves to the meaningless whims of their creators. enslaved servitors. This disease can be cured only by magical
The aboleths have an alternative to offer. Their whims are far means once it has taken hold.
from meaningless. Nature DC 20: Larger, more powerful aboleths are able to
mintuely control the pigmentation of their skin, making them
extremely difficult to spot at a distance, particularly
underwater.
Nature DC 25: Despite their amphibious nature, an aboleth
deprived of water will dry to a leathery texture over the
course of 24 hours, entering a state of torpor called "The
Long Dreaming". Aboleths in this state can lay dormant for
decades, returning to full vigor when submerged in water.
Religion DC 15: Aboleths once ruled the world before the
rise of gods, and hope to one day reclaim it. They hold the
gods in extreme disdain.
Religion DC 20: Aboleths have an eidetic memory, and pass
down all of their memories to their offspring. They report
recollections of events that predate all known creation myths,
though religious scholars typically lend these assertions little
credence.
Aboleth Hatchling Tactics Encounter Groups
The hatchling cannot effectively defend itself outside of its A typical encounter might include an Aboleth Lasher and its
defensive telepathy, so if encountered alone will try to appear coterie of ensnared adventurers; or an Aboleth Overseer, the
cute and nonthreatening, even friendly. When supporting a kuo-toa that worship it, and a Chuul servitor.
more mature aboleth, it uses its weaken mind on whichever
PC the aboleth is going to target on the following turn, or CR 11 Encounter 3,350 XP
attempts to dash out of harm's way otherwise.
1 Aboleth Lasher (CR 6)
Aboleth Lasher Tactics 1 Warlock Initiate (CR 2)
1 Barbarian Initiate (CR 1)
Aboleths open engagements first socially, attempting to coax 1 Bard Initiate (CR 1)
creatures into telepathic communication so they can learn 1 Rogue Initiate (CR 1)
and exploit their deepest desires, seeking either to gain
voluntary service, or to lure the creatures into the water CR 19 Encounter 8,000 XP
where they can be subdued and controlled. 1 Aboleth Overseer (CR 10)
In combat, an aboleth opens with its Dominate ability 1 Chuul (CR 4)
against the PC with the lowest Wisdom saving throw, or 3 Kuo-Toa Cutters (CR 1)
against the one with the greatest faculty at fighting 2 Kuo-Toa Drowners (CR 1)
underwater. It will attempt to use its range, mucous and
swim speed to stay out of melee range, taking attacks of
opportunity if necessary. Early in the fight, the aboleth will
attempt to infect whichever PC it is most interested in Aboleth Hatchling
acquiring with its tentacles, ensuring that if the party retreats Tiny aberration, lawful evil
they must leave the aboleth's prize behind.
Armor Class 14
Hit Points 7 (1d10 + 1)
Aboleth Behemoth Tactics Speed fly 20 ft., swim 20 ft.
Like the lasher, the behemoth wants to make use of its range
and swim speed to protect it from melee attacks. Unlike the
lasher, however, the behemoth the behemoth wants to lure STR DEX CON INT WIS CHA
the PCs into bunching up so it can affect as many of them as 3 (-4) 9 (-1) 12 (+1) 18 (+4) 15 (+2) 18 (+4)
possible with its Tentacle Whirlwind, so rather than fleeing
directly away it may be wiser to circle around, keeping Skills Perception +4
backliners close with the threat of opportunity attacks and Senses Darkvision 120 ft, Passive Perception 14
getting the frontliners to double back, ideally needing to dash Languages Deep Speech, Telepathy 120 ft
to reach the aboleth. When its Reactive Camouflage triggers, Challenge 1 (200 XP)
the aboleth will usually flee.
Amphibious. The aboleth can breathe air and water.
Aboleth Overseer Tactics Defensive Telepathy. A creature that attempts to
The overseer wants to leave as much of the fighting to its harm the hatchling must succeed on a DC 14
dominated creatures as possible, and whenever it can will Wisdom saving throw or be Charmed by the
alternate between Dominate and Enslave while staying as far hatchling for the next minute. A creature Charmed
away from the fight as it can. If it feels like it has the fight in by the hatchling has disadvantage on Wisdom
hand and is particularly interested in an acquisition, it may saving throws.
direct a Dominated and infected PC to swim into the deepest,
darkest corner of its lair to prevent the possiblity of the party Actions
freeing them, particularly if the party can not breathe Weaken Mind. One creature within 30 ft. that the
underwater. hatchling can see must make a DC 14 Charisma
saving throw. On a failure, the target must roll a d4
Aboleth Mindtaker Tactics and subtract it from the total of the next saving
throw it makes before the end of the hatchling's
The mindtaker combines traits and tactics of the behemoth next turn.
and overseer. It prefers to let its servitors do most of the
fighting for it, but will stay close enough that it can dive into
combat if it sees a good opportunity to use its tentacle
whirlwind.
Aboleth Lasher Aboleth Behemoth
Large aberration, lawful evil Huge aberration, lawful evil
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
21 (+5) 9 (-1) 15 (+2) 18 (+4) 15 (+2) 18 (+4) 23 (+6) 9 (-1) 18 (+4) 18 (+4) 15 (+2) 18 (+4)
Saving Throws CON +6, INT +5, WIS +6 Saving Throws CON +9, INT +6, WIS +7
Skills Perception +10 Skills Perception +10, Stealth +7
Senses Darkvision 120 ft, Passive Perception 20 Senses Darkvision 120 ft, Passive Perception 20
Languages Deep Speech, Telepathy 120 ft Languages Deep Speech, Telepathy 120 ft
Challenge 6 (2,300 XP) Challenge 10 (5,900 XP)
Amphibious. The aboleth can breathe air and water. Amphibious. The aboleth can breathe air and water.
Mucous Cloud. While underwater, the area in a 10 Probing Telepathy. If a creature communicates
foot radius around the Aboleth counts as difficult telepathically with the aboleth, the aboleth learns,
terrain for non-aberrations. in broad terms, the creature's greatest desires.
Probing Telepathy. If a creature communicates Actions
telepathically with the aboleth, the aboleth learns,
in broad terms, the creature's greatest desires. Multiattack. The aboleth makes four tentacle
attacks.
Actions Tentacle. Melee Weapon Attack: +10 to hit, reach
Multiattack. The aboleth makes three tentacle 15 ft., one target. Hit: 16 (3d6 + 6) bludgeoning
attacks. It may replace one of these with a use of its damage and the target must make a DC 16
compel. Constitution saving throw or become diseased. A
diseased creature can only breathe water and can't
Tentacle. Melee Weapon Attack: +9 to hit, reach 10 regain hit points while outside of water. After 1
ft., one target. Hit: 12 (2d6 + 5) bludgeoning minute, a diseased creature's skin begins to turn
damage and the target must make a DC 14 slimy and translucent. A creature that fails this save
Constitution saving throw or become diseased. A by 5 or more gains vulnerability to the next source
diseased creature can only breathe water and can't of bludgeoning damage it takes in the next minute.
regain hit points while outside of water. After 1
minute, a diseased creature's skin begins to turn Tentacle Whirlwind (Recharge 5-6). Each creature in
slimy and translucent. A creature that fails this save a 15 foot radius around the aboleth must succed
by 5 or more gains vulnerability to the next source on a DC 16 Dexterity saving throw or take 35
of bludgeoning damage it takes in the next minute. (10d6) bludgeoning damage and be shoved 20 feet
back, or take half as much damage on a success.
Compel. One creature charmed by the aboleth
makes a weapon attack or casts a cantrip, targeting Reactions
a creature of the Aboleth's choice.
Reactive Camoflauge (1/Day). As a reaction to being
Dominate (Recharge 5-6, concentration). 30 ft. reduced below 50 hit points, the aboleth becomes
range, targets 1 creature the aboleth can see. The invisible to creatures more than 30 feet away from
target must succeed on a DC 14 Wisdom saving it. This invisibility lasts for 1 hour, or until the
throw or be magically charmed and under the aboleth regains any hit points.
aboleth's control. Whenever the charmed target
takes damage, the target can repeat the saving
throw, ending the effect on a success.
Aboleth Overseer Actions
Huge aberration, lawful evil
Multiattack. The aboleth makes three tentacle attacks. It
may replace one of these with a use of its Compel or
Armor Class 17
its Dominate ability.
Hit Points 173 (18d10 + 74)
Speed 10 ft., swim 40 ft. Tentacle. Melee Weapon Attack: +9 to hit, reach 10 ft.,
one target. Hit: 12 (2d6 + 5) bludgeoning damage and
the target must make a DC 16 Constitution saving
STR DEX CON INT WIS CHA throw or become diseased. A diseased creature can
21 (+5) 9 (-1) 18 (+4) 18 (+4) 15 (+2) 18 (+4) only breathe water and can't regain hit points while
outside of water. After 1 minute, a diseased creature's
Saving Throws CON +9, INT +6, WIS +7 skin begins to turn slimy and translucent.
Skills Perception +10 Compel. A creature charmed by the Aboleth makes a
Senses Darkvision 120 ft, Passive Perception 20 weapon attack or casts a cantrip targeting a creature of
Languages Deep Speech, Telepathy 120 ft the aboleth's choice.
Challenge 10 (5,900 XP)
Dominate (Concentration). 30 ft. range, targets 1
creature the aboleth can see. The target must succeed
Amphibious. The aboleth can breathe air and water.
on a DC 16 Wisdom saving throw or be magically
Viscous Mucous. While underwater, the area in a 10 charmed and under the aboleth's control. Whenever
foot radius around the Aboleth counts as difficult the charmed target takes damage, the target can repeat
terrain for non-aberrations. A creature affected by the the saving throw, ending the effect on a success.
mucous that attempts to make an attack other than its Enslave (Recharge 5-6). One creature charmed by the
first on a turn must first make a DC 12 Strength saving aboleth must succeed on a DC 16 Wisdom saving
throw. On a failure, the attack fails. throw or take 55 (10d10) psychic damage, or half as
Probing Telepathy. If a creature communicates much on a success. If this damage reduces the
telepathically with the aboleth, the aboleth learns, in charmed creature to 0 HP, it gains 55 (10d10) hit
broad terms, the creature's greatest desires. points and the aboleth no longer requires
Concentration to Dominate it.
Amphibious. The aboleth can breathe air and water. Tentacle Whirlwind (Recharge 5-6). Each creature in a 15
ft. radius must succed on a DC 22 Dexterity saving
Viscous Mucous. While underwater, the area in a 10 throw or take 49 (14d6) bludgeoning damage and be
foot radius around the Aboleth counts as difficult shoved 20 feet back, or half damage on a success.
terrain for non-aberrations. A creature affected by the
mucous that attempts to make an attack other than its Reactions
first on a turn must first make a DC 16 Strength saving Reactive Camoflauge (1/Day). As a reaction to being
throw. On a failure, the attack fails. reduced below 100 hit points, the aboleth becomes
Probing Telepathy. If a creature communicates invisible to creatures more than 30 feet away from it.
telepathically with the aboleth, the aboleth learns, in This invisibility lasts for 1 hour, or until the aboleth
broad terms, the creature's greatest desires. regains any hit points.
Mindtaker Resilience (3/Day). If the aboleth fails a saving
throw, it can choose to succeed instead. When it does, Legendary Actions
each creature dominated by the aboleth may make a The aboleth can take 3 legendary actions, choosing
DC 19 Wisdom saving throw at advantage, freeing from the options below. Only one legendary action
itself on a success. option can be used at a time and only at the end of
another creature's turn. The aboleth regains spent
Actions legendary actions at the start of its turn.
Multiattack. The aboleth makes four tentacle attacks. It
Dive. The aboleth moves up to half its movement
may replace up to two of these with its Compel or speed without provoking attacks of opportunity. If its
Dominate abilities. Reactive Camoflauge is active, it may then attempt to
Tentacle. Melee Weapon Attack: +13 to hit, reach 10 Hide as part of this action.
ft., one target. Hit: 19 (4d6 + 5) bludgeoning damage Compel. The aboleth uses its Compel ability.
and the target must make a DC 22 Constitution saving
throw or become diseased. A diseased creature can Mental Fog (Costs 2 Actions). One creature within 120
only breathe water and can't regain hit points while feet of the aboleth must make a DC 19 Intelligence
outside of water. After 1 minute, a diseased creature's saving throw. On a failed save, the target takes 14
skin begins to turn slimy and translucent. A creature (4d6) psychic damage and subtracts 1d6 from the next
that fails this save by 5 or more gains vulnerability to saving throw it makes before the end of the aboleth's
the next source of bludgeoning damage it takes in the next turn.
next minute.
Balhannoth
H
ope is a deadly poison in the shadowfell,
inimical as the plane is to it. Everwhere
lurk dangers ready to punish the
optimistic and the credulous, but none
seem to disdain the notion of hope so
much as the balhannoth, an ambush
predator whose trap always
contains precisely what a traveler most desires,
whose very presence inexorably infects them with
hope.
There is no adequate way to guard against such
treachery, other than adopting the equally
dangerous nihilistic cynicism commom to
longtime travelers of the shadowfell, who have been
known to starve to death with food in reach due to sheer
refusal to believe that anything could ever break
their way.
Balhannoth Lore
Arcana DC 15: Despite its limited understanding of the
world, the balhannoth's ability to telepathically eavesdrop
gives it a cutting emotional intelligence that it exploits to
present its prey with a trap the creature, deep down, truly
wants to believe in.
Arcana DC 20: Though the balhannoth has nearly
unbounded powers to warp the local environment, their
creations are generally simplistic and unmoving.
History DC 20: Many creatures of the underdark have found
that balhannoths make excellent guards, as they are mostly
stationary, easily lured with magical items, and generally self-
sufficient.
Nature DC 15: A powerful mage wandering the shadowfell
alone is a walking feast to a balhannoth, as they must
regularly consume raw magic to sustain themselves.
Survival DC 20: In the deep reaches of the shadowfell and
underdark lurks a creature that can befuddle even the most
accomplished survivalist, causing them to cast aside their
hard-won knowledge and go on gut feeling for navigation; gut Balhannoth Traps
feelings that the balhannoth telepathically puppeteers right A a lovely cottage with the door removed from its hinges
into its clutches. and carpentry tools scattered around. The motionless,
wheelchair-bound woman by the fire assures the party
Balhannoth Tactics that her son will be home soon to finish fixing it, but they
Balhannoths warp the landscape into the image of whatever are welcome to stay for dinner.
the party will find most plausible and appealing as a place to A dry, secluded cave with an entrance concealed so well
rest within its limitations. Once it has lured them in, it will that only the most observant in the party can see it. A
contrive to separate them if possible, but if it cannot, it begins firepit within with large sitting stones around it shows that
combat by trying to grapple as many spellcasters as it can, others have camped here recently, though the stones seem
then teleporting to a location hidden from the rest of the cemented in place, almost.
party, perhaps the roof or cellar of a building.
From there, it uses its Drain Magic as much as possible A doddering old wizard, meditating in the center of a
until its prey is drained completely dry. The balhannoth never dome of force, who telepathically invites the party to share
attacks an unconscious creature that still has spell slots. his shelter for the night. The wizard does not need to
recast his tiny hut to permit them entrance.
An inn with sounds of raucus laughter and musc from
within. Once inside, the sounds abruptly stop and the
party surveys patrons apparently frozen in a rictus of
merrymaking.
Balhannoth
Large aberration, chaotic evil
Armor Class 17 (Natural Armor) Legendary Resistance (2/Day). If the balhannoth fails a saving
Hit Points 199 (19d10 + 95) throw, it can choose to succeed instead.
Speed 25 ft., climb 25 ft.
Actions
STR DEX CON INT WIS CHA Multiattack. The balhannoth makes a bite attack and up
to two tentacle attacks, or it makes up to four tentacle
17 (+3) 8 (-1) 21 (+5) 6 (-2) 15 (+2) 8 (-1) attacks.
Saving Throws CON +8 Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one
Skills Perception +6, Stealth +7 target. Hit: 25 (4d10 + 3) piercing damage.
Condition Immunities Blinded Tentacle. Melee Weapon Attack: +7 to hit, reach 10 ft.,
Senses Blindsight 500 ft. (blind beyond this radius), one target. Hit: 10 (2d6 + 3) bludgeoning damage, and
Passive Perception 16 the target is grappled (escape DC 15) and is moved up
Languages understands Deep Speech, Telepathy 1 mile to 5 feet toward the balhannoth. Until this grapple
Challenge 11 (7200 XP) ends, the target is restrained, and the balhannoth can’t
use this tentacle against other targets. The balhannoth
Dead Magic Grip. A creature grappled by the balhannoth has four tentacles.
that attempts to cast a spell with a casting time of one
Action must first roll a d20. On an 11 or higher, the Legendary Actions
spell doesn't take effect until the creature's next turn, The balhannoth can take 3 legendary actions, choosing
and the creature must use its action on that turn to from the options below.
complete the spell.
Drain Magic. Each creature grappled by the balhannoth
Superior Camouflage. The balhannoth is invisible to must succeed on a DC 15 Constitiution saving throw
creatures more than 10 feet away from it. It may or lose its highest level unexpended spell slot. The
attempt to hide without cover. balhannoth gains 4 (1d8) temporary hit points for each
False Hope. The landscape in a 500 ft. radius around spell level expended this way.
the balhannoth warps to fit ideas of safety and security Teleport. The balhannoth magically teleports, along with
it gleans from passing creatures through telepathic each creature it has grappled, up to 30 ft. to an
eavesdropping. unoccupied space.
The balhannoth cannot create functional or moving Bite (Costs 2 Actions). The balhannoth makes a bite
objects in this way, and close inspection of objects attack against a creature it has grappled.
created in this way reveals them to be facsimiles.
Beholders
O
ne factor above all others defines the beholdor: Beholder Lore
unrelating, all-encompassing paranoia. The
mind of a beholder is a vast, multitrack tangle Arcana DC 15: A defining characteristic of beholders is the
of plots to undermine all of its rivals, real and magical fields they project from their central eye, which have
imagined, and plots to sabotage their plots, a number of deleterious effects on those caught in their sight.
and plots to counter their counter-plots, and so History DC 15: Beholders are, almost without exception,
on to a level of recursion incomprehensible to paranoid to the point of madness. A typical beholder spends
creatures adapted to a saner plane of existence. hours each day imagining plots against them and developing
counter-plots and strategems and wild gambits.
History DC 20: While the combat behavior of beholders
appears erratic and random, this is only a product of the alien
What Makes a Good Beholder Fight? The fun of a nature of their minds and the wheels-within-wheels of nested
beholder fight as a player is in gradually working
out what each eye beam does, and in the terror
plots they imagine, explained perfectly by the genius plot they
that comes when you get hit with one that you
imagined their assailant had thought of.
know is one of the bad ones, having brilliantly
Nature DC 15: Beholders are deeply alien creatures that hail
worked out for yourself how absolutely screwed from the Far Realm, inasmuch as the terrain of that place is
you are. To that end, I recommend describing the reducible to a location where events transpire.
appearance and effect of each ray, only using the Nature DC 20: The nervous system of a mature beholder is
ray's name once you're sure the players have distributed throughout its body, allowing it to shunt
figured it out. debilitating effects into one of its eye stalks, to a limited
extent.
Nature DC 25: Beholders reproduce by dreaming one
another into existence, the specifics of the dream
determining the characteristics of the beholder's offspring.
Religion DC 15: Beholders tepidly revere something they
call The Great Mother, the deity that supposedly created
them.
Religion DC 20: The Outer Entity that spawned the
beholders from its shed flesh is not a god at all, and in fact in
terms relatable to the material plane is only definable in
negation. Any attempt to relate such a creature to mundane
experience is doomed to failure.
Gazer Lore
Arcana DC 15: Gazers are dimunitive, hyper-aggressive
Gazer beholder-spawn that lurk in the lairs of greater beholders,
Tiny aberration, neutral evil babbling incoherently as they cower from their larger kin and
bully any creatuer weak enough to push around with their
Armor Class 13 (Natural Armor) telekinesis.
Hit Points 13 (3d4 + 6) Arcana DC 20: A gazer subdued and subjected to the Find
Speed fly 30 ft. (hover) Familiar ritual may be transformed into a particularly
efficacious familiar spirit. Through a similar mechanism,
STR DEX CON INT WIS CHA gazers can act as conduits for the awareness of nearby
beholders.
10 (+0) 14 (+2) 16 (+3) 15 (+2) 15 (+2) 13 (+1) Arcana DC 25: Certain beholder surgeons are
capable of non-lethally disintegrating a portion of a
Saving Throws Wisdom +2 creature's skull and brain and implanting a gazer in
Skills Perception +4, Intimidation +3, Stealth +5 the cavity, granting a number of powerful abilities to the
Senses Darkvision 60 ft., Passive Perception 14 creature in exchange for somewhat diminished motor and
Languages None, but can poorly mimic any language functions.
language it has heard. Nature DC 15: It is thought that gazers are spawned when a
Challenge 1/2 (100 XP) beholder dreams of shrinking or being threatened by giants.
Flghty. An incapacitated gazer subjected to the Find
Familiar ritual is transformed into a familiar spirit. Gazer Tactics
Its alignment changes to match that of its new Unlike other beholders, gazers are characterized
master. by agression, rather than paranoia. They'll try to
If a gazer made into a familiar in this way fails an
get directly in the PCs face while babbling at
Intelligence, Wisdom, or Charisma saving throw, it
full-volume like a barking dog, firing their
regains its original alignment. eye rays at the nearest creatures. If it
takes a hit, it flees and cowers.
Born Fink. Each beholder within a 5 mile radius
hears and sees everything the gazer sees.
Actions
Eye Rays. The gazer shoots two of the following
magical eye rays at random (reroll duplicates),
choosing one or two targets it can see within 60
feet of it:
Spectator Lore
Dazing Ray. The target must succeed on a DC 12
Wisdom saving throw or be Charmed until the Arcana DC 10: Spectators are a useful sort of beholderkin
end of the gazer's next turn. While Charmed, a distantly related to the better known sorts that can be
creature's speed is halved and it has summoned and compelled to guard locations. They have the
disadvantage on attack rolls. ability to reflect weaker spells back at their casters.
Arcana DC 15: Spectators hail from Mechanus, the plane of
Fear Ray. The target must succeed on a DC 12 order, where their role in the Great Machine is to hunt
Wisdom saving throw or be Frightened until the malfunctioning modrons and return them for
end of the gazer's next turn. reprogramming.
Cold Ray. The target must succeed on a DC 12 History DC 15: It is difficult to compel a promise from a
Dexterity saving throw or take 10 (3d6) cold spectator, but once obtained can be trusted implicitly due to
damage. their innately lawful nature.
Nature DC 15: When spectators die, each of their eyestalks
Telekinetic Ray. The target must succeed on a DC tear free, grwoing into new adult spectators within a year.
12 Strength saving throw or be pushed 30 ft. Nature DC 20: As spectators approach a thousand years of
away from the gazer. age, each of their eyestalks sprouts four eyestalks of its own.
From there, they age in reverse, gradualy retracting their
budded eyestalks. At two thousand years of age, they are said
to poof out of existence.
Spectator Tactics
A spectators highest priority is protecting whatever it is
guarding, and it won't be lured away from its charge. It
attempts to fight nonlethaly if it can. If it seems to be losing, it
will flee rather than fight to the death so it can report back.
Spectator Guardian Spectator Venerable
Medium aberration, lawful neutral Sage
Medium aberration, lawful neutral
Armor Class 14 (Natural Armor)
Hit Points 91 (14d8 + 28) Armor Class 15 (Natural Armor)
Speed fly 30 ft. (hover) Hit Points 135 (18d8 + 54)
Speed fly 30 ft. (hover)
STR DEX CON INT WIS CHA
8 (-1) 14 (+2) 14 (+2) 13 (+1) 14 (+2) 11 (+0) STR DEX CON INT WIS CHA
9 (-1) 16 (+3) 17 (+3) 15 (+2) 14 (+2) 11 (+0)
Skills Perception +6
Senses Darkvision 120 ft., Passive Perception 16 Skills Perception +8
Languages Deep Speech, Undercommon, Telepathy Senses Darkvision 120 ft., Passive Perception 16
120 ft. Languages Deep Speech, Undercommon, Telepathy
Challenge 3 (700 XP) 120 ft.
Challenge 7 (2,900 XP)
Honor-Bound. The spectator speaks only the truth,
makes only promises that it intends to keep, and Honor-Bound. The spectator speaks only the truth,
kills only in self-defense. makes only promises that it intends to keep, and
kills only in self-defense.
Budding Demise. When the spectator dies, each of
its peripheral eyes tears free and levitates away as a Budding Demise. When the spectator dies, each of
newborn spectator (size Tiny, AC 12, 4 hit points) its peripheral eyes tears free and levitates away as a
with only a single eye ray that acts on its parent's newborn spectator (size Tiny, AC 12, 4 hit points)
initiative. with only a single eye ray that acts on its parent's
Eyestalks. When the spectator is dealt a critical hit, initiative.
the spectator must succeed on a DC 10 Eyestalks. When the spectator is dealt a critical hit,
Constitution saving throw or lose the use of an eye the spectator must succeed on a DC 10
ray of the attacker's choice that it has seen the Constitution saving throw or lose the use of an eye
spectator use. ray of the attacker's choice that it has seen the
spectator use.
Actions
Bite. Melee Weapon Attack: +1 to hit, reach 5 ft., Actions
one target. Hit: 9 (3d6 − 1) piercing damage. Bite. Melee Weapon Attack: +1 to hit, reach 5 ft.,
one target. Hit: 9 (3d6 − 1) piercing damage.
Eye Rays. The spectator shoots two of the following
magical eye rays, choosing up to two creatures Eye Rays. The spectator shoots four of the following
within 90 ft. The target of each ray must succeed magical eye rays, choosing up to two creatures
on a DC 13 Wisdom saving throw or suffer the ray's within 90 ft. The target of each ray must succeed
effects. The spectator may choose each ray no on a DC 13 Wisdom saving throw or suffer the ray's
more than once. effects. The spectator may choose each ray no
Confusion Ray. The target selects targets at more than twice.
random on its following turn. Confusion Ray. The target selects targets at
random on its following turn.
Paralyzing Ray. The target is Paralyzed until the
end of the spectator's next turn. Paralyzing Ray. The target is Paralyzed until the
end of the spectator's next turn.
Fear Ray. The target is Frightened of the spectator
until the end of its next turn. Fear Ray. The target is Frightened of the spectator
until the end of its next turn.
Wounding Ray. The target takes 22 (4d10)
psychic damage. Wounding Ray. The target takes 22 (4d10)
psychic damage.
Reactions
Spell Turning. As a reaction to succeeding on a Reactions
saving throw against a spell of 5th level or lower Spell Turning. As a reaction to succeeding on a
that targets only it, the spectator avoids all effects saving throw against a spell that targets only it, the
from the spell and instead causes the spell to target spectator avoids all effects from the spell and
the caster. instead causes the spell to target the caster.
Mindwitness Lore
Arcana DC 15: Mindwitnesses act as psionic hubs,
amplifying and projecting any information conveyed to them
telepathically for incredible distances.
History DC 15: Areas home to a mindwitness are often
found barren of other non-illithid life, as most creatures find
the psionic presence of the mindwitness intollerable.
Nature DC 20: Mindwitnesses are formed when an illithid
tadpole infests a beholder's mind, taming its madness in
service of an Elder Brain.
Nature DC 25: The process of ceromorphosis impedes the
beholder's brain function, making it innately subservient. If
separated from its elder brain, the mindwitness seeks out
another psionically talented creature to serve, adopting its
goals and alignment.
Mindwitness Tactics
The mindwitness opens with its tentacles, switching to its
bite once it manages to grapple a creature. From there, it
tries to drag the creature away while using its eye rays to
keep the creature's allies at bay. It tries to keep as many
enemies in its psychic tether cone as it can, preferrentially
targeting spellcasters whose concentration might be broken
by it. Unless directed otherwise, the mindwitness flees after
claiming a single victim.
Mindwitness Encounter Groups
A mindwitness is typically found in the company of other
psionically empowered creatures, either an expedition of the
illithid enclave that spawned it, or some other telepathic
creatures that have adopted it.
CR 15 Encounter 5,450 XP
1 Githzerai Zerth (CR 6)
1 Mindwitness (CR 5)
3 Githzerai Cenobites (CR 2)
CR 19 Encounter 7,900 XP
1 Mind Flayer Thrall Master (CR 7)
1 Mindwitness (CR 5)
2 Intellect Devourers (CR 3)
4 Quaggoths (CR 2)
Eye of the Deep Lore
Arcana DC 20: The eye of the deep can use its eye rays in
concert to produce massive and complex illusions, which it
uses both for its own entertainment and to lure, trap, and
confound prey.
History DC 15: Deep sea fishermen occasionall report
recovering from their nets the bloated corpses of chitinous
creatures that seem to be a hybrid of beholder and lobster.
Nature DC 15: The eye of the deep can strobe bright lights
from its central eye, blinding or stunning prey and predators
that rely on sight in the dark depths of the ocean.
Nature DC 25: Eyes of the deep seem related only distantly,
if at all, to their terrestrial beholder kin, as they reproduce
through spawning, releasing clusters of eggs that are later
fertilized by another eye, rather than through the ordinary
method of dreaming other beholders into existence.
Mindwitness Tentacles. Melee Weapon Attack: +5 to hit, reach 5 ft.,
one creature. Hit: 6 (1d8 + 2) bludgeoning damage and
Large aberration, lawful evil
the target is grappled (escape DC 13). A creature
Armor Class 15 (Natural Armor) grappled in this way takes 9 (2d8) psychic damage at
Hit Points 133 (14d10 + 56) the start of each of its turns and has its Intelligence
Speed fly 20 ft. (hover) score reduced by the same amount until the grapple
ends. A creature with an Intelligence of 0 is Stunned.
Eye Rays. The mindwitness shoots one of its eye rays,
STR DEX CON INT WIS CHA choosing a target it can see within 120 ft.:
10 (+0) 14 (+2) 18 (+4) 15 (+2) 15 (+2) 17 (+3) 1. Telekinetic Ray (Opalescent White). If the target
must succeed on a DC 13 Strength saving throw or
Saving Throws INT +5, WIS +5 be moved up to 30 ft. in any direction. An object
Skills Perception +8 weighing 300 lbs or less is moved 30 ft. in any
Senses Darkvision 120 ft., Passive Perception 18 direction.
Languages Deep Speech, Telepathy 600 ft.
Challenge 5 (1,800 XP) 2. Apathy Ray (Fuzzy Grey). The target must succeed
on a DC 13 Dexterity Saving Throw. On a failed save,
Telepathic Hub. When the receives a telepathic the target’s speed is halved until the end of its next
message, each other creature within 600 ft. receives turn. In addition, the creature can’t take reactions,
the same message. and it can take either an action or a bonus action on
its turn, not both.
Psychic Tether Cone. The mindwitness' central eye
creates an area of psychic intermingling in a 150-foot 3. Stunning Ray (Pulsing Maroon). The target must
cone. Whenever the mindwitness makes an succeed on a DC 13 Constitution saving throw or be
Intelligence, Wisdom, or Charisma saving throw against Stunned until the end of its next turn.
a magical effect, each creature in the cone must make 4. Psychic Disruption Ray (Pale Silver). The target must
the same saving throw against the effect. At the start of
succeed on a DC 13 Intelligence saving throw or
each of its turns, the mindwitness decides which way
take 27 (6d8) psychic damage and lose
the cone faces and whether the cone is active.
concentration, if it was holding it.
Eyestalks. When the mindwitness is dealt a critical hit,
the mindwitness must succeed on a DC 10 5. Paranoia Ray (Wavy Purple.) The target must
Constitution saving throw or lose the use of an eye ray succeed on a DC 13 Wisdom saving throw or
of the attacker's choice that it has seen the become Frightened of one of its allies until the end
mindwitness use. of its next turn. While Frightened in this way, it
cannot willingly accept assistance from that ally.
Actions 6. Aversion Ray (Sickly Yellow). The target must
Multiattack. The mindwitness makes three attacks, one succeed on a DC 13 Charisma saving throw or be
of which may be with its bite, or uses three of its its unable to use an object it carries of the mindwitness'
eye rays, chosen at random (reroll duplicates). choice without mental anguish for the next minute.
If the mindwitness chooses a weapon or spell focus,
Oral Disk Bite. Melee Weapon Attack: +5 to hit, reach 5 whenever the creature uses the object to cast a spell
ft., one grappled target. Hit: 16 (4d6 + 2) piercing or make an attack, the creature takes 1d6 psychic
damage. damage. If the mindwitness chose a shield,
whenever an attack misses the creature, the creature
takes 1d6 psychic damage.
Eye of the Deep
Large aberration, lawful evil Actions
Multiattack. The eye makes two attacks with its claws.
Armor Class 16 (Natural Armor)
Hit Points 152 (16d10 + 64) Claw. Melee Weapon Attack: +6 to hit, reach 10 ft., one
Speed 10 ft., swim 20 ft., fly 20 ft. (hover) target. Hit: 16 (2d10 + 5) bludgeoning damage and the
target is grappled (escape DC 14).
STR DEX CON INT WIS CHA Crushing Bite. One creature grappled by the eye must
succeed on a DC 14 Constitution saving throw or take
16 (+3) 12 (+1) 18 (+4) 14 (+2) 15 (+2) 14 (+2) 36 (8d8) bludgeoning damage and suffer disadvantage
on attack rolls that use Strength until it completes a
Saving Throws CON +7, INT +5, WIS +5 short or long rest.
Skills Perception +8
Senses Darkvision 120 ft, Passive Perception 18 Project Illusion. The eye creates an illusory image in a
Languages Aquan, Deep Speech, Telepathy 120 ft. 100 ft. cube that lasts for 24 hours and may include
Challenge 7 (2,900 XP) creatures, structures, and terrain. The eye's vision is not
obscured by the illusion. The illusion ends early if the
eye uses a legendary action or moves more than 120
Stunning Strobe Cone. At the beginning of each of the
ft. away from it.
eye's turns, each creature in a 30 ft. cone must
succeed on a DC 15 Constitution saving throw or be
Blinded until the beginning of the eye's next turn. A
Legendary Actions
creature that fails this save by 5 or more is instead The eye can take 2 legendary actions, choosing from
Stunned until the beginning of the eye's next turn. the options below. Only one legendary action option
can be used at a time and only at the end of another
Eyestalks. When the eye is dealt a critical hit, the eye creature's turn. The eye regains spent legendary actions
must succeed on a DC 10 Constitution saving throw or at the start of its turn.
lose the use of an eye ray of the attacker's choice that
it has seen the eye use. Glacial Shard Ray. One creature the eye can see within
60 ft. must succeed on a DC 15 Dexterity saving throw
Magic Resistance. The eye has advantage on saving
or be take 9 (2d8) cold damage and have its speed
throws against spells and other magical effects.
reduced by 10 until the end of its next turn.
Many Eyes (2/Day). If the eye fails a saving throw against
Paralyzing Ray. One creature the eye can see within 60
an effect that would blind it, it may choose to succeed
ft. must succeed on a DC 13 Wisdom saving throw or
instead. The eye takes one fewer legendary actions
be Paralyzed until the end of the eye's next turn.
each turn for each time it has used this ability.
Abyssal Mirage (Costs 2 Actions). The eye fills the water
around it with an illusory effect of its choice. Until the
beginning of its next turn, attacks against the eye are
made at disadvantage.
Actions
Multiattack. The gouger makes two attacks with its
barbed tongue gouge, one of which it may replace
with its staggering lash, if available.
Barbed Tongue Gouge. Melee Weapon Attack: +6 to
hit, reach 15 ft. Hit: 17 (4d6 + 3) piercing damage.
On a critical hit, the target must succeed on a DC
14 Constitution saving throw or be Blinded until
the end of its next turn. A creature that fails this
save by 5 or more permanantly loses an eye.
Staggering Lash (Recharge 5-6). The gouger whips
its tongue in a 15 ft. cone. Each creature in the area
must succeed on a DC 14 Dexterity saving throw
or take 10 (3d6) slashing damage and fall prone.
Eye Tyrant Lore
Arcana DC 15: A simple counter to the eye tyrant's suite of
abilities is the Antimagic Field spell, which can negate the
effects of most of their eye rays.
Arcana DC 20: The central eye of the eye tyrant projects a
field of antimagic which also disrupts its other magical eye
rays. The boundaries of an antimagic field can be detected
fairly simply through the use of any light-emitting magical
object or enchantment.
History DC 10: It is considered common wisdom among
adventurers to cluster close together when attacking a
beholder, as this offers some limited protection from both the
eye rays and the central cone.
History DC 15: The successful beholder-hunting
adventuring group known as The Flamewardens are known
for applying enchantments of Continual Flame to their
cloaks, giving them the appearance of incandescent collumns
of flame.
History DC 20: The even more successful beholder-hunting
adventuring group known as Ruck Turner's Beholder and
Wasp Disposal had a closely guarded secret said to
completely trivialize beholder-hunting, though none could get
them to share it.
Nature DC 15: Eye tyrants, like many of their beholder kin,
are extraordinarily hampered by being Blinded through
either magical or mundane means.
Eye Tyrant Tactics
The eye tyrant retreats continuously from melee threats,
centering its antimagic cone on whichever spell caster it
believes most capable of Blinding it or allowing melee allies
to fly while trying to stay far enough that the cone is too wide
to escape easily. It focuses its eye rays on whichever Director Lore
creatures seem most capable of presenting a melee threat, or Arcana DC 15: The director's central eye deflects projectiles,
any spellcaster concentrating on a spell otherwise. When its both mundane and magical, and its peripheral rays produce
Telekinesis Ray comes up, it uses it to fling enemies into primarily evocation-adjacent effects.
traps it has prepared. History DC 15: Unusually for beholderkin, directors are
usually found in communities of other beholderkin, even
when not forced to. They are typically found riding fell beasts
of the underdark, though how they control them is somewhat
of a mystery.
Nature DC 20: The barbed tentacles of a director contain
neural spikes that short-circuit a grappled creature's nervous
system, allowing it to meld minds with less willful "mounts".
Director Tactics
The director ordinarily relies heavily on its mount's attack
capabilities, often riding in on bulettes, giant centipedes,
purple worms or any other Large or larger denizens of the
underdark with low Wisdom modifiers. As much as possible,
it tries to direct agression away from itself and toward its
mount, then when its mount dies attempts to take control of
the PC that presents the greatest melee threat. If it is ever
without a mount and without a good prospect to acquire a
new one, the director forgoes its multiattack in exchange for
selecting its translocation ray to aid in escaping combat.
Eye Tyrant 3. Fear Ray. The target must succeed on a DC 14
Wisdom saving throw or be frightened for 1 minute.
Large aberration, lawful evil
The target can repeat the saving throw at the end of
Armor Class 16 (Natural Armor) each of its turns, ending the effect on itself on a
Hit Points 180 (19d10 + 76) success.
Speed fly 20 ft. (hover) 4. Slowing Ray. The target must make a DC 14
Dexterity saving throw. On a failed save, the target's
STR DEX CON INT WIS CHA speed is halved for 1 minute. In addition, the
creature can't take reactions, and it can take either
10 (+0) 14 (+2) 18 (+4) 17 (+3) 15 (+2) 17 (+3) an action or a bonus action on its turn, not both. The
creature can repeat the saving throw at the end of
Saving Throws INT +6, WIS +5 each of its turns, ending the effect on itself on a
Skills Perception +8 success.
Senses Darkvision 120 ft., Passive Perception 18
Languages Deep Speech, Telepathy 120 ft. 5. Enervation Ray. The target must make a DC 14
Challenge 8 (3,900 XP) Constitution saving throw, taking 18 (4d8) necrotic
damage on a failed save, or half as much damage on
Antimagic Cone. The eye tyrant's central eye creates an a successful one.
area of antimagic, as in the antimagic field spell, in a 6. Telekinetic Ray. The target must succeed on a DC
150-foot cone. At the start of each of its turns, the eye 14 Strength saving throw or be moved up to 30 ft.
tyrant decides which way the cone faces and whether in a direction of the eye tyrant's choice. It is
the cone is active. The area works against the eye restrained by the ray's telekinetic grip until the start
tyrant's own eye rays. of the eye tyrant's next turn or until the eye tyrant is
Eyestalks. When the eye tyrant is dealt a critical hit, the incapacitated.
eye tyrant must succeed on a DC 10 Constitution
saving throw or lose the use of an eye ray of the 7. Sleep Ray. The target must succeed on a DC 14
attacker's choice that it has seen the eye tyrant use. Wisdom saving throw or fall asleep and remain
Magic Resistance. The eye tyrant has advantage on unconscious for 1 minute. The target awakens if it
saving throws against spells and other magical effects. takes damage or another creature takes an action to
wake it. This ray has no effect on constructs and
Many Eyes (3/Day). If the eye tyrant fails a saving throw undead.
against an effect that would blind it, it may choose to
succeed instead. The eye tyrant takes one fewer 8. Petrification Ray. The target must make a DC 14
legendary actions each turn for each time it has used Dexterity saving throw. On a failed save, the creature
this ability. begins to turn to stone and is restrained. It must
repeat the saving throw at the end of its next turn.
Actions On a success, the effect ends. On a failure, the
creature is petrified until freed by the greater
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one restoration spell or other magic.
target. Hit: 14 (4d6) piercing damage.
9. Disintegration Ray. The target must succeed on a
Eye Rays. The eye tyrant shoots three of the following DC 14 Dexterity saving throw or take 27 (6d8) force
magical eye rays at random (reroll duplicates), damage. If this damage reduces the creature to 0 hit
choosing one to three targets it can see within 120 ft. points, its body becomes a pile of fine gray dust. If
of it: the target is a Large or smaller nonmagical object or
1. Charm Ray. The target must succeed on a DC 14 creation of magical force, it is disintegrated without
Wisdom saving throw or be charmed by the eye a saving throw. If the target is a Huge or larger
tyrant for 1 hour, or until the eye tyrant harms the object or creation of magical force, this ray
creature. disintegrates a 10-foot cube of it.
2. Paralyzing Ray. The target must succeed on a DC 10. Death Ray. The target must succeed on a DC 14
14 Constitution saving throw or be paralyzed for 1 Dexterity saving throw or take 27 (5d10) necrotic
minute. The target can repeat the saving throw at the damage. The target dies if the ray reduces it to 0 hit
end of each of its turns, ending the effect on itself points.
on a success.
Legendary Actions
The eye tyrant can take 3 legendary actions, choosing
from the options below.
Eye Ray. The eye tyrant uses one random eye ray.
Director At the beginning of each of its turns, a creature the
director is attached to must make a DC 15 Wisdom
Large aberration, lawful evil
saving throw. On a failed save, a creature acts under
Armor Class 16 (Natural Armor) the director's control until the beginning of its next
Hit Points 178 (21d10 + 63) turn.
Speed fly 20 ft. (hover) Eye Rays. The director shoots one of its eye rays,
choosing a target it can see within 120 ft.:
STR DEX CON INT WIS CHA 1. Searing Ray. The target must succeed on a DC 15
Dexterity saving throw or take 21 (6d6) fire damage.
18 (+4) 15 (+2) 17 (+3) 14 (+2) 15 (+2) 19 (+4)
2. Rotting Ray. The target must succeed on a DC 15
Saving Throws WIS +5, CHA +4 Constitution saving throw or take 22 (4d10)
Skills Athletics +7, Perception +8 necrotic damage, plus an additional 11 (2d10)
Senses Darkvision 120 ft., Passive Perception 18 necrotic damage if it has fewer than half its hit
Languages Common, Undercommon, Deep Speech, points.
Telepathy 120 ft.
Challenge 8 (3,900 XP) 3. Freezing Ray. The target must succeed on a DC 15
Constitution saving throw or take 18 (4d8) cold
damage and have its speed reduced by 5 ft. until the
Deflection Cone. The director's central eye creates an
end of its next turn.
area of telekinetic deflection. A creature that makes a
ranged attack that passes through the cone subtracts 4. Shocking Ray. The target and each other creature
1d4 from its attack roll. within 5 ft. of it must succeed on a DC 15 Dexterity
saving throw or take 19 (3d12) lightning damage.
Eyestalks. When the director is dealt a critical hit, the
director must succeed on a DC 10 Constitution saving 5. Dimensional Lock Ray The targeted creature must
throw or lose the use of an eye ray of the attacker's succeed on a DC 15 Dexterity saving throw or take
choice that it has seen the director use. 16 (3d10) force damage. Whenever the creature
Vermin Master. While attached to a creature, the teleports before the end of the director's next turn,
director moves with the attached creature, and acts on it takes an additional 16 (3d10) force damage.
the attached creature's initiative, instead of its own.
6. Translocation Ray. The target must succeed on a
DC 15 Charisma saving throw or be teleported up to
Actions 30 ft. to an unoccupied space the director can see.
Multiattack. The director makes two melee attacks, one
of which may be with its bite, or uses two of its its eye Reactions
rays, chosen at random (reroll duplicates). Bleed for Your Master. As a reaction to being targeted
Vicious Bite. Melee Weapon Attack: +7 to hit, reach 5 with an attack, the director forces its mount to
ft., one target. Hit: 18 (4d6 + 4) piercing damage. succeed on a DC 15 Wisdom saving throw or
become the new target of the attack.
Verminbond Barbs. Melee Weapon Attack: +7 to hit,
reach 15 ft., one creature. Hit: 13 (2d8 + 4)
bludgeoning damage and the director attaches itself to
the target (escape DC 15). The director may attach
itself to only a single creature at a time.
Doomsphere Lore
Arcana DC 15: Unlike quasi-undead beholders such as death
tyrants, doomspheres are true undead, created when the
cruelty, ambition, and avarice of a beholder lash its spirit
inextricably to the material world.
History DC 20: The most feared ability of the doomsphere is
its capacity to possess for a short time nearly any creature
that falls under its gaze, though beating the tar out of the
possessed creature is usually sufficient to knock the
doomsphere loose.
Nature DC 15: The central eye of the doomsphere causes
the spirits of living creatures to levitate off the ground,
carrying the creatures with them.
Religion DC 15: The usual methods of encouraging spirits to
pass on to their final reward, such as resolving unfinished
business, are typically ineffective on the ghosts of beholders.
Fortunately, their spirits can be forcibly discorporated
through the simple application of blessed or magical
weaponry.
Doomsphere Tactics
The doomsphere retreats continuously during combat, firing
every ray it can at any Clerics or Paladins, while keeping
melee threats at bay with its Levitation cone. Whenever it can
use its Dritfting Apparition, it does, retreating into the ground
or another solid surface regardless of the force damage. If
Blinded, it sinks into the ground until the effect passes,
unless doing so would destroy it.
Overseer Lore
Arcana DC 15: Overseers are reknowned for their ability to
disrupt and even destroy magical items. For this reason
above all else, most archmages try to avoid any sort of direct
conflict with beholder hives.
History DC 20: Overseers are rarely found in isolation,
typically serving as envoys and enforcers of a hive mother.
Like a hive mother, they seem to have a way of reconciling the
differences between beholders, a feat once considered
blessedly impossible.
Nature DC 20: Overseers are covered in a fascinating
symbiotic fungus that appears to feed off the
transdimensional radiation overseers absorb while in the Far
Realm, granting them a great deal of resilience, though the
fungus contracts and retreat when exposed to fire.
Overseer Tactics
Overseers typically open by teleporting into range of as many
enemies as possible, then trying lash as many of them as
it can close enough to trigger attacks of opportunity
from its bite, the goal being to keep them clustered for
Epidemic of Despair or Arc Lightning. From there, it
uses random eye rays, preferentially targeting any
creature that demonstrates an ability to do fire
damage.
Death Tyrant 3. Terror Ray (Wavy Purple.) The target must succeed on
a DC 17 Wisdom saving throw or become Frightened
Large aberration/undead, lawful evil
for the next minute. The creature repeats this save at
Armor Class 19 (Natural Armor) end of each of its turns, ending the effect on a success
Hit Points 253 (22d10 + 132) or taking 22 (4d10) psychic damage on a failure.
Speed fly 20 ft. (hover) 4. Dispel Ray (Pale Silver). The death tyrant ends one
spell affecting the target.
STR DEX CON INT WIS CHA 5. Seizure Ray (Mottled Green). The target must succeed
on a DC 17 Constitution saving throw or be Poisoned
10 (+0) 14 (+2) 22 (+6) 19 (+4) 15 (+2) 19 (+4) for the next minute. While Poisoned in this way,
whenever the creature casts a spell it is Stunned until
Saving Throws STR +5, INT +9, WIS +7, CHA +9 the beginning of its next turn. A Poisoned creature
Skills Perception +12 repeats this saving throw at the end of each of its
Damage Immunities Poison turns, ending the effect on a success.
Condition Immunities Charmed, Exhaustion, Paralyzed,
Petrified, Poisoned, Prone 6. Blood Ray (Sludgy Crimson). The target must succeed
Senses Darkvision 120 ft., Passive Perception 22 on a DC 17 Constitution saving throw or become
Languages Deep Speech, Undercommon, Telepathy succeptible to bleeding for the next minute. Whenever
120 ft. the afflicted character takes damage, it begins
Challenge 14 (11,500 XP) bleeding, losing 10 hit points at the start of each of its
turns. The creature stops bleeding when magically
healed, or with a successful DC 17 Wisdom (Medicine)
Negative Energy Cone. The death tyrant’s central eye check, but retains its susceptibility. This can be applied
emits an invisible, magical 150-foot cone of negative
to the same creature multiple times, with its effects
energy. At the start of each of its turns, the tyrant
applied cumulatively.
decides which way the cone faces and whether the
cone is active. 7. Etherealness Ray (Diaphanous White). The targeted
creature must succeed on a DC 17 Dexterity saving
Any creature in that area can’t regain hit points. Any throw. On a failed save, the target is shunted partially
humanoid that dies there becomes a zombie under the into the ethereal plane, gaining a 30 ft. fly speed and
tyrant’s command. The dead humanoid retains its place dealing half as much damage with attacks that use
in the initiative order and animates at the start of its Strength for the next minute, or until the death tyrant
next turn, provided that its body hasn’t been uses this ability again.
completely destroyed.
8. Enchaining Ray (Gleaming Blue-Grey). The targeted
Magic Resistance. The death tyrant has advantage on creature must succeed on a DC 17 Strength saving
saving throws against spells and other magical effects. throw or be restrained (escape DC 16) as chains of
Many Eyes (3/Day). If the death tyrant fails a saving seething shadow envelop its body. A creature in bright
throw against an effect that would blind or incapacitate light may attempt to escape as a bonus action.
it, it may choose to succeed instead. The death tyrant 9. Doom Ray (Shivering Marroon). The target must
takes one fewer legendary action each turn for each succeed on a DC 17 Charisma saving throw or be
time it has used this ability. cursed. While cursed, the creature acquires a Doom
counter each time it takes necrotic damage. If the
Actions creature drops to 0 hit points while cursed, it
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one immediately fails one Death Save for each Doom
target. Hit: 14 (4d6) piercing damage. counter it has.
10. Death Ray (Streaky Black). The targeted creature
Eye Rays. The death tyrant shoots three of the following must succeed on a DC 17 Dexterity saving throw or
magical eye rays at random (reroll duplicates),
take 44 (8d10) necrotic damage. The target dies if the
choosing one to three targets it can see within 120 ft. ray reduces it to 0 hit points.
of it:
1. Decay Ray (Luminescent Green). The target must Legendary Actions
succeed on a DC 17 Dexterity saving throw or have its The death tyrant can take 3 legendary actions,
maximum hit points reduced to its current hit points choosing from the options below.
until it completes a long rest.
2. Compulsion Ray (Wispy Red). The target must Eye Ray. The death tyrant uses one random eye ray.
succeed on a DC 17 Wisdom saving throw or take 33 Death Ray (Costs 3 actions). The death tyrant uses its
(6d10) psychic damage and be unable to voluntarily Death Ray.
leave the death tyrant's eye cone until the end of its
next turn.
Overseer
Overseer Eye Rays. The overseer chooses one of the following
effects, targeting a creature or object it can see within
Huge aberration, lawful evil
120 ft. of it:
Armor Class 19 (Fungal Armor) 1. Disjunction Ray. The target must succeed on a DC
Hit Points 180 (19d10 + 76) 19 Dexterity saving throw or have each spell
Speed 20 ft. affecting it end, and have each of its non-artifact
magical items become nonmagical and inert for the
next minute.
STR DEX CON INT WIS CHA
21 (+5) 14 (+2) 19 (+4) 22 (+6) 16 (+3) 16 (+3) 2. Arc Lightning Ray. The target must make a DC 19
Dexterity saving throw. On a failed save, the creature
takes 45 (10d8) lightning damage and the overseer
Saving Throws STR +10, CON +9, INT +11, WIS +8 uses this ability again, targeting a new creature
Skills Perception +13 within 10 ft. of the previous one. The overseer may
Damage Resistances Bludgeoning, Slashing
not target a single creature more than once in a turn
Senses Darkvision 120 ft., Passive Perception 23 with this ability.
Languages Common, Undercommon, Deep Speech,
Telepathy 1 mile 3. Polar Frost Ray. The target must succeed on a DC
Challenge 15 (13,000 XP) 19 Constitution saving throw or take 52 (8d12) cold
damage and have its movement speed reduced by
Fungal Armor. If the overseer takes any fire damage, it half.
loses its damage resistances and has its AC reduced to
16 until the beginning of its next turn. 4. Epidemic of Despair Ray. The target must succeed
on a DC 19 Charisma saving throw or be afflicted
Magic Resistance. The overseer has advantage on saving with crushing despair. For the next minute the target
throws against spells and other magical effects. and each of its allies within 20 ft. of it subtract 1d4
Beholderkin Dominator. A beholderkin of CR 8 or lower from the result rolled for attacks and saving throws.
that starts its turn within 1 mile of the overseer must 5. Teleportation Ray. The target teleports up to 60 ft.
succeed on a DC 19 Wisdom saving throw or be to a location the overseer can see. An unwilling
magically Charmed by the overseer and placed under target makes a DC 19 Charisma saving throw,
its control. The overseer hears and sees anything that a resisting the effect on a success.
beholderkin under its control does.
6. Temporal Stasis Ray. The target must succeed on a
Actions DC 19 Charisma saving throw or be frozen in time.
Multiattack. The overseer makes three melee attacks Until the end of the overseer's next turn, the
creature is incapacitated and immune to all damage
and chooses one of its eye rays, or uses two of its eye
rays, chosen at random (reroll duplicates). and conditions.
Gnashing Bite. Melee Weapon Attack: +10 to hit, reach 7. Death Ray. The target must succeed on a DC 19
Dexterity saving throw or take 44 (8d10) necrotic
5 ft., one target. Hit: 22 (5d6 + 5) piercing damage.
damage. The target dies if the ray reduces it to 0 hit
Tentacle Lash. Melee Weapon Attack: +10 to hit, reach points.
15 ft., one target. Hit: 18 (3d8 + 5) bludgeoning
damage and the creature must succeed on a DC 18 8. Disintegration Ray. The target must succeed on a
Strength saving throw or be pulled up to 10 ft. toward DC 19 Dexterity saving throw or take 36 (8d8) force
the overseer and knocked prone. damage. If this damage reduces a creature to 0 hit
points, its body becomes a pile of fine gray dust.
Elder Orb Lore
Arcana DC 15: Elder orbs are known to be capable of
creating and controlling Death Tyrants and other lesser
undead.
Arcana DC 20: The elder orb has the power to create
shadowy duplicates of its foes, which retain all of the
creature's intellect and abilities, but are dispatched relatively
easily. This ability is incredibly dangerous if left unchecked.
History DC 15: Elder orbs, despite the name, are not
universally older than other beholders. Rather, they are just a
subset of beholder that do not appear to suffer the effects of
aging, and are thus capable of living extremely long lives.
Nature DC 15: The central eye cone of the elder orb is
known to distort space, allowing the beholder to redirect
attacks that pass through it.
Nature DC 20: Elder orbs are capable of using their
distortion cone as a prism, scattering the rest of their eye rays
in all directions. This often reveals the contours of distorting
effect, allowing an observer to account for it, at least until the
cone shifts.
Elder Orb Tactics
Elder orbs use their ray burst each turn unless its enemies
are making a great many ranged attacks. It keeps its spacial
distortion cone centered on whichever enemies are making
the greatest effort to maintain distance from it, circling
enemies with its movement to get them in each other's way. It
preferentially targets melee threats with its eye rays, but
directs all of its focus on destroying a single PC if that PC
demonstrates the ability to cast Blindness.
Actions
Bonegnaw Bite. Melee Weapon Attack: +5 to hit,
reach 5 ft., one target. Hit: 8 (1d10 + 3) piercing
damage and the target must succeed on a DC 13
Charisma saving throw or reveal one of its secrets
to the berbalang.
Grasping Claws. Melee Weapon Attack: +5 to hit,
reach 5 ft., one target. Hit: 8 (2d4 + 3) piercing
damage and the target is grappled (escape DC 13).
Absorb Duplicate. The berbalang absorbs one of its
duplicates, destroying it and gaining 20 Temporary
hit points.
Detonate Duplicate. The berbalang detonates one of
its duplicates. Each creature within 15 ft. of the
duplicate must succeed on a DC 13 Intelligence
saving throw or take 11 (2d10) psychic damage.
Bonus Actions
Duplicate Self (Original Only). If the berbalang has at
least 20 hit points, the berbalang creates a
duplicate of itself, reducing its current hit points by
1/4. The duplicate has hit points equal to those lost
in its creation, and acts on the berbalang's initiative.
Ceremorphs
T
he Illithid reproduce by implanting a larvae Cerromorph Lore
through the eye, nose or ear of a suitable host,
where it burrows into the brain over the History DC 10: Illithid tadpoles are usually not selected for
course of a few hours, attaching itself to the implantation for the first ten years of their life, and after
host's brainstem and gaining control of its implantation usually stay within cloistered illithid enclaves
motor functions. From there, the second phase for at least 20 years more. These adolescent mind flayers are
of transformation begins, reshaping the host's less formidable than their mature kin, though still posessed
organs and tissues into a new and aberrant form. of power psionic abilities.
Not all hosts are suitable, however. Most often, the result of Medicine DC 15: Within the first few hours after
an illithid tadpole being implanted in an improper host is a implantation, an illithid tadpole can be killed with any magic
slow and painful death for both of them, but occasionally that cures disease, though the corpse must still be removed
through luck, resilience, or precise magical and scientific surgically or it will decay within the host's head. Once it has
procedures, a twisted and novel offspring is produced; called merged fully with the host, however, the creature is lost
a half-illithid or ceremorph. These creatures are despised beyond the reach of magic or medicine.
and denigrated within illithid society, but neverthless use is Nature DC 15: During the week-long process of
found for them in the Illithid drive to reclaim their lost ceremorphosis, burgeoning illithids and ceremorphs are
empire. uncoordinated to the point of helplessness.
Gnome Ceremorph Lore
Gnome Ceremorph Arcana DC 15: Perhaps due to the natural resistance to
magic that gnomes possess, ceremorphosis inevitably fails to
Small aberration (gnome), neutral good
take full effect, leaving vestiges of the gnome's original
Armor Class 16 (Breastplate) personality and memories intact.
Hit Points 99 (18d8 + 18) Arcana DC 20: Certain mind-affecting magics have been
Speed 25 ft., fly 5 ft. (hover) known to clarify and restore the memories of gnome
ceremorphs, though only temporarily.
History DC 15: Gnome ceremorphs are often
STR DEX CON INT WIS CHA unceremoniously abandoned by mind flayer cabals,
6 (-2) 14 (+2) 12 (+1) 19 (+4) 17 (+3) 17 (+3) apparently unworthy or unsuitable for exploitation or
resorbtion into the Elder Brain.
Saving Throws INT +7, WIS +6, CHA +6 Nature DC 10: Due to the incomplete dissolution of their
Skills Arcana +7, Deception +6, Insight +6, oral cavity, gnome ceremorphs retain the ability to speak
Perception +6, Persuasion +6, Stealth +5 aloud, though they do so with what has been described as a
Senses Darkvision 120 ft., Passive Perception 16 "gooey" affect.
Languages Common, Deep Speech, Gnomish, Nature DC 15: Gnome ceremorphs occasionally are known
Telepathy 120 ft. to die from malnutrition, too ethically conflicted to effectively
Challenge 5 (1,800 XP) hunt the humanoid prey they need to survive.
Misfit Host. The ceremorph retains its previous
self's alignment and dim fragments of its
memories. These memories clarify for the next
hour if it fails an Intelligence or Wisdom saving
throw.
Frantic Cranker. If the ceremorph uses its Action to
recharge its laser pistol, it may Dodge as a Bonus
Action this turn.
Magic Resistance. The ceremorph has advantage on
saving throws against spells and other magical
effects.
Actions
Multiattack. The ceremorph makes two attacks with
its laser pistol.
Tentacles. Melee Weapon Attack: +5 to hit, reach 5
ft., one creature. Hit: 15 (2d10 + 4) psychic
damage.
Laser Pistol (2 Shots/Charge). Ranged Weapon
Attack: +5 to hit, range 40/120 ft., one creature.
Hit: 16 (4d6 + 2) radiant damage and the target
must succeed on a DC 14 Intelligence saving throw
or be Stunned until the end of the ceremorph's
next turn.
On a roll of 1, the pistol explodes, dealing 7 (2d6)
radiant damage to the ceremorph.
Extract Brain. Melee Weapon Attack: +5 to hit, reach
5 ft., one incapacitated humanoid grappled by the
ceremorph. Hit: The target takes 55 (10d10)
piercing damage. If this damage reduces the target
to 0 hit points, the ceremorph begins to extract
and devour the target's brain. At the beginning of
the ceremorph's next turn if the target is still
unconscious and grappled, the target dies and the
ceremorph gains 40 temporary hit points.
My man looks like his gun shoots mustard.
Recharge. The ceremorph furiously rotates a hand-
cranked charger, recharging its laser pistol.
Mozgriken Lore
Mozgriken Arcana DC 15: The three tentacles of the mozgriken are
composed partially of seething shadow magic, keeping them
Medium aberration (svirfneblin), true neutral
in a state of ambiguous corporeality that allows them to
Armor Class 12 reach into complex mechanisms and through armor.
Hit Points 78 (12d8 + 24) Arcana DC 20: The shadow magic infused in the
Speed 20 ft. mozgriken's creation allows it a limited form of shapeshifting,
though doing so seems to be distressing or painful for them.
Nature DC 10: Lacking a mouth, mozgriken seem incapable
STR DEX CON INT WIS CHA of devouring brains as an ordinary ceremorph would. It has
15 (+2) 14 (+2) 14 (+2) 12 (+1) 10 (+0) 9 (-1) been speculated that they subsist on brains liquefied for them
by their illithid masters, or on small amouonts of
Skills Sleight of Hand +6, Stealth +4 cerebrospinal fluid harvested from illithid captives.
Senses Darkvision 120 ft. (penetrates magical Nature DC 15: Ordinarily the implantation of an illithid
darkness), Passive Perception 10 tadpole in a svirfneblin gnome results in the death of both the
Languages Gnomish, Undercommon, Telepathy 120 host and the tadpole, but some illithid hives seem to have
ft. found a method to channel raw Shadowfell energy into the
Challenge 1 (200 XP) process to produce the mozgriken, though such creations are
still widely considered a failed result.
Shapechanger. As a bonus action, the mozgriken
can polymorph into any Small beast or transform
one of its limbs into a natural weapon. If it does,
the mozgriken takes 5 (1d10) necrotic damage.
This altered form lasts for one minute, or until the
mozgriken dies.
Pyschic Eavesdropper. The mozgriken can hear the
surface thoughts of creatures within 30 ft. of it, and
is aware of what they see.
Shadow Stealth. While in Dim Light or Darkness, the
mozgriken can take the Hide action as a Bonus
Action.
Magic Resistance. The mozgriken has advantage on
saving throws against spells and other magical
effects.
Actions
Natural Weapon (Only when Shapechanged). Melee
Weapon Attack: +4 to hit, reach 5 ft., one target.
Hit: 6 (1d8 + 2) bludgeoning, piercing, or slashing
damage (mozgriken's choice) plus 5 (1d10)
psychic damage.
Brain Drain. Melee Weapon Attack: +4 to hit, reach
5 ft., one unconscious target. Hit: The target's
intelligence score is reduced by 1 until it
completes a Short or Long Rest, to a minimum of
6. A sleeping target then makes a DC 14
Perception check at disadvantage, waking on a
success.
Reactions
Cower. As a reaction to being targeted with a melee
attack, the mozgriken forces the attacker to
succeed on a DC 12 Wisdom saving throw or deal
half as much damage with attacks made against the
mozgriken this turn.
Tzakandi Lore
History DC 15: Tzakandi, lacking the telepathic capacity of Tzakandi
their illithid counterparts, cannot easily maintain a constant Medium aberration (lizardfolk), neutral
connection to an Elder Brain to ensure their loyalty. Rather,
they imprint on the first Illithid they see, developing bond of Armor Class 15 (Natural Armor)
unshakeable loyalty and following the commands that illithid Hit Points 97 (13d8 + 39)
relays from the Elder Brain. Speed 30 ft., swim 30 ft.
History DC 20 When a tzakandi's bonded illithid dies, the
tzakandi often soon follows it. Tzakandi that do not are STR DEX CON INT WIS CHA
known to attach themselves to other illithids, or even non
illithid creatures in a similar fashion. 15 (+2) 13 (+1) 17 (+3) 14 (+2) 16 (+3) 15 (+2)
Nature DC 10: Tzakandi are formed from lizardfolk
subjected to ceremorphosis, leading some to believe that the Saving Throws INT +4, WIS +5, CHA +4
illithid insistence that the process is only possible with Skills Perception +3, Stealth +4, Survival +5
mammals to aesthetic preference, rather than anything Senses Passive Perception 13
biological. Languages Common, Draconic, Telepathy 60 ft.
Nature DC 15: Tzakandi display a wide range of outcomes Challenge 4 (1,100 XP)
from the ceremorphosis process, some growing two long
tendrils from the back of their heads, others displaying the Cold Blooded. If the tzakandi takes cold damage, it
more traditional illithid arrangement of four tendrils spilling cannot make more than one attack on its next turn.
out from where the mouth would once have been. Magic Resistance. The tzakandi has advantage on
Nature DC 20: Tzakandi are formed from tadpoles that saving throws against spells and other magical
display unusual agression or attachment, traits usually effects.
considered unbecoming of an illithid that would ordinarily
relegate those tadpoles to be resorbed by the elder brain. Actions
Religion DC 15: Unlike most illithid-kin, tzakandi are prone Multiattack. The tzakandi makes three attacks, one
to bouts of religious fervor. Mind flayers periodically find the of which may be with its tentacles.
need to stamp out tzakandi cults on general principle, despite
the fact that their object of worship is the elder brain, more Bite. Melee Weapon Attack: +4 to hit, reach 5 ft.,
often than not. one target. Hit: 9 (2d6 + 2) piercing damage.
Tentacles. Melee Weapon Attack: +4 to hit, reach 5
ft., one target. Hit: 5 (1d6 + 2) psychic damage and
the target is grappled (escape DC 14).
Hooked Pike. Melee Weapon Attack: +4 to hit,
reach 10 ft., one target. Hit: 7 (1d10 + 2) slashing
damage. If the target is mounted, it must succeed
on a DC 12 Dexterity saving throw or be dragged
from its mount and takes an additional 3 (1d6)
bludgeoning damage.
Extract Brain. Melee Weapon Attack: +4 to hit, reach
5 ft., one incapacitated humanoid grappled by the
tzakandi. Hit: The target takes 33 (6d10) piercing
damage. If this damage reduces the target to 0 hit
points, the tzakandi begins to extract and devour
the target's brain. At the beginning of the tzakandi's
next turn if the target is still unconscious and
grappled, the target dies and the tzakandi gains 20
temporary hit points.
Haywire Spit (Recharge 5-6). The tzakandi spits a
globule of psychoactive acid. One creature within
30 ft. must succeed on a DC 13 Constitution
saving throw or take 14 (4d6) acid damage and be
Stunned until the end of the tzakandi's next turn.
Reactions
Telekinetic Outburst. As a reaction to being reduced
below 49 hit points, the tzakandi lashes out
telekinetically. Each creature within 20 ft. must
succeed on a DC 13 Strength saving throw or be
knocked prone.
Uchuulon Lore
Arcana DC 15: Uchuulon, like their chuul relatives, have
weak latent psionic powers. When distressed, they release an
uncontrolled burst of psychic energy that is particularly
unpleasant for psychically sensitive creatures.
History DC 15: Uchuulons can innately sense magic. Those
attempting to avoid their notice are advised to leave their
magic items behinid, or otherwise mask their presence.
History DC 20: Uchuulons are the result of incomplete
ceremorphosis, tadpoles implanted in mature chuul and
killed by its natural defenses before the process is complete.
Nature DC 10: Uchuulon produce a thick mucous that
covers their shells, imbued with a powerful paralytic that
helps the slower chuuls subdue prey.
Nature DC 15: The translucent shells of uchuulon are much
softer and more flexible than that of the common chuul. If a
bright light is held up to them, the individual ganglia that
form up the uchuulon's nervous system can be seen
spreading beneath the surface.
Uchuulon Actions
Large aberration, chaotic evil Multiattack. The chuul makes two melee attacks, one of
which it may replace with a use of its Tentacles.
Armor Class 13 (Natural Armor)
Hit Points 97 (13d10 + 26) Seizer Claw. Melee Weapon Attack: +5 to hit, reach 10
Speed 20 ft., swim 30 ft.. ft., one target. Hit: 10 (2d6 + 3) piercing damage and
the target is grappled (escape DC 13) and dragged up
to 5 feet towards the uchuulon. The uchuulon can
STR DEX CON INT WIS CHA grapple only a single target at a time.
17 (+3) 10 (+0) 15 (+2) 9 (-1) 11 (+0) 5 (-3) Crusher Claw. Melee Weapon Attack: +5 to hit, reach
10 ft., one target. Hit: 13 (3d6 + 3) piercing damage
Skills Athletics +5, Perception +4 and the target must succeed on a DC 13 Constitution
Damage Immunities Poison saving throw or suffer disadvantage on attack rolls that
Condition Immunities Poisoned use Strength until it completes a short or long rest.
Senses Darkvision 60 ft., Passive Perception 14
Languages Deep Speech Tentacles. One creature grappled by the chuul must
Challenge 3 (700 XP) succeed on a DC 12 Constitution saving throw or be
poisoned for 1 minute. While Poisoned in this way, the
target has its movement speed reduced by 10 and
Amphibious. The uchuulon can breathe air and water
repeats the saving throw at the end of each of its turns,
Sense Magic. The uchuulon senses magic within 120 ending the effect on itself on a success.
feet of it. It can't be surprised by creatures carrying
magic items. Reactions
Translucent Shell. While the uchuulon is illuminated in Slippery Deflection. As a reaction to being hit with a
bright light, attacks made against the uchuulon score a melee attack, the uchuulon halves the attacks damage
critical hit on an 18-20. against it.
Paralytic Mucous. A creature that hits the uchuulon with Psychic Static (1/Day). As a reaction to being reduced
a melee attack must succeed on a DC 12 Constitution below 49 hit points, the chuul forces each creature
saving throw or have its movement speed reduced by within 10 feet of it to succeed on a DC 12 Intelligence
10 ft. for the next minute A creature that has its saving throw or take 11 (2d10) psychic damage. A
movement speed reduced to 0 in this way is Paralyzed creature with telepathy makes this saving throw at
for the next minute. disadvantage.
Urophion Lore
History DC 20: Despite being of near equal intelligence and
capability as their true Illithid kin, urophions are treated as
little better than thralls in Illithid society, relegated to
guarding little-traveled passages.
Nature DC 15: The ceremorphosis process converts the
stony skin of the roper into something thinner, denser, and
more flexible, allowing the urophion a greater range
of movement. It also appears to act as a mild psychic
dampener, diminishing the urophions innate telepathic
abilities while also providing it a layer of protection
against psychic assaults.
Nature DC 20: Because of their natural psychic
resistance, urophions maintain only a tennuous
connection to their controlling Elder Brain,
often leading to garbled or misunderstood
commands.
Urophion Actions
Large aberration, lawful evil Multiattack. The urophion makes six stupefying tendril
attacks, up to one of which it may replace with its Bite,
Armor Class 18 (Natural Armor)
Reel, or Extract Brain.
Hit Points 161 (19d10 + 57)
Speed 20 ft., climb 20 ft. Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one
target. Hit: 22 (4d8 + 4) piercing damage. This attack
is made with advantage against a grappled creature. On
STR DEX CON INT WIS CHA a critical hit, the target is Stunned until the end of the
19 (+4) 13 (+1) 16 (+3) 17 (+3) 16 (+3) 15 (+2) urophion's next turn.
Stupefying Tendril. Melee Weapon Attack: +7 to hit,
Skills Perception +6, Stealth +5 reach 50 ft., one creature. Hit: The target is grappled
Senses Darkvision 60 ft., Passive Perception 16 (escape DC 15). A creature that starts its turn grappled
Damage Resistances Lightning, Psychic by one or more tendrils has its Intelligence score
Languages Common, Deep Speech, Undercommon, reduced by 7 (2d6) until the grapple is released. A
Telepathy 5 ft. creature that has its Intelligence reduced to 0 in this
Challenge 8 (3,900 XP) way is Stunned until the grapple is released.
Reel. The urophion pulls each creature grappled by it
False Appearance. While the urophion remains
up to 25 feet straight toward it.
motionless, it is indistinguishable from a normal cave
formation, such as a stalagmite. Extract Brain. Melee Weapon Attack: +7 to hit, reach 5
ft., one incapacitated humanoid grappled by the
Grasping Tendrils. The urophion can have up to six urophion. Hit: The target takes 55 (10d10) piercing
tendrils at a time. Each tendril can be attacked (AC 20; damage. If this damage reduces the target to 0 hit
10 hit points; immunity to poison and psychic points, the urophion begins to extract and devour the
damage). Destroying a tendril deals no damage to the target's brain. At the beginning of the urophion's next
urophion, which can extrude a replacement tendril on turn if the target is still unconscious and grappled, the
its next turn. A tendril can also be broken as an action target dies and the urophion gains 40 temporary hit
with a successful DC 15 Strength check. points.
Spider Climb. The urophion can climb difficult surfaces, Haywire Mind Blast (Recharges when the urophion uses
including upside down on ceilings, without needing to its Extract Brain). The urophion magically emits psychic
make an ability check. energy in a 30-foot cone. Each creature in that area
Voice of Many Mouths. The urophion's mouth is must succeed on a DC 14 Intelligence saving throw or
incapable of speech. When it speaks, it does so take 21 (4d8 + 3) psychic damage and subtract 1d6
through the mouths of each creature it has grappled. from attack rolls and saving throws it makes for the
next minute.
An affected creature repeats this saving throw at the
end of each of its turns, ending the effect on itself on a
success.
Chokers
Choker Lore
History DC 15: The favored tactic of a choker is to grab a
creature by the throat with its barbed tentacles and drag it up
a cliff face while it strangles, using its long reach to avoid
reprisals.
Nature DC 10: The flesh of a choker is dotted with
chromataphores that it can use to mimic the appearance of
stone, earth, or sand, making them devilishly hard to spot at a
distance. When not hunting, chokers are known to use these
shifting patterns flamboyant mating displays.
Nature DC 15: Certain surface-dwelling chokers display a
wider range of colors, able to blend in among dense foliage
and canopies.
Nature DC 20: Despite being commonly referred to as
"tentacles" the limbs of a choker actually contain no less than
six cartilaginous joints, allowing a truly unsettling range of
motion.
Survival DC 15: Choker nests are found in hollows high on
cave walls, usually accessable only through narrow fissures
in the rock. Such nests often are filled with shiny objects
recovered from their victims, as despite their subterranean
nature chokers frequently have a fixation with light and
objects that produce or reflect it.
Cave Choker Tactics
Cave chokers typically attack only if they outnumber their
prey, lying in wait with their camouflage until their foes get
close. Each will try to grapple a different foe and drag them
apart from one another, pulling them up walls or stalagmites
once separated and relying on their 10 ft. reach to protect
them from melee reprisals. If possible, a choker will try to
jam most of its body into a crevasse while strangling its prey,
gaining half or three-quarters cover.
Vine Choker Tactics
Vine chokers are often solitary creatures, and will drop down
from tree canopies onto scouts or stragglers, attempting to
silence them to prevent them from alerting their allies. If
discovered, they will use their Vine Fetters on the nearest foe
and try to drag their prey somewhere secluded to finish it off,
ideally through a hazard that its allies will fear to follow
through, such the territory of a dangerous predator or a
treacherous quagmire.
Encounters
CR 6 Encounter 900 XP
6 Chokers (CR 1/2)
1 Darkmantle (CR 1/2)
2 Piercers (CR 1/2)
CR 13 Encounter 3,600 XP
1 Giant Crocodile (CR 5)
2 Feygrove Chokers (CR 3)
4 Vine Blights (CR 1/2)
Cavern Choker Feygrove Choker
Small aberration, chaotic evil Medium aberration, chaotic evil
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
16 (+3) 14 (+2) 13 (+1) 12 (+1) 14 (+2) 7 (-2) 18 (+4) 15 (+2) 13 (+1) 12 (+1) 14 (+2) 14 (+2)
Aberrant Quickness. The choker may dash as a Aberrant Quickness. The choker may dash as a
bonus action while it has a creature grappled. bonus action while it has a creature grappled.
Boneless. The choker can move through and occupy Boneless. The choker can move through and occupy
a space as narrow as 4 inches wide without a space as narrow as 4 inches wide without
squeezing. squeezing.
Camouflage. The choker is invisible to creatures Camouflage. The choker is invisible to creatures
more than 30 feet away from it. more than 30 feet away from it.
Spider Climb. The choker can climb difficult Spider Climb. The choker can climb difficult
surfaces, including upside down on ceilings, surfaces, including upside down on ceilings,
without needing to make an ability check. without needing to make an ability check.
Actions Actions
Multiattack. The choker makes two barbed tentacle Multiattack. The choker makes two barbed tentacle
attacks. attacks and uses its vine fetter.
Barbed Tentacle. Melee Weapon Attack: +5 to hit, Barbed Tentacle. Melee Weapon Attack: +5 to hit,
reach 10 ft., one target. Hit: 5 (1d4 + 3) piercing reach 10 ft., one target. Hit: 10 (2d6 + 3) piercing
damage and the target is grappled (escape DC 15). damage and the target is grappled (escape DC 15).
Until this grapple ends, the target is restrained, Until this grapple ends, the target is restrained,
can't speak or breathe, and the choker can’t grapple can't speak or breathe, and the choker can’t use
another target. this tentacle on another target. The choker has two
tentacles.
Throttle. One creature grappled by the choker must
succeed on a DC 13 Constitution saving throw or Vine Fetter. One creature within 30 ft. of the choker
take 14 (4d6) bludgeoning damage, lose its held must succeed on a DC 12 Strength saving throw or
breath, and begin to suffocate. be restrained (escape DC 14) in place as vines loop
around its extremeties.
Throttle. One creature grappled by the choker must
succeed on a DC 14 Constitution saving throw or
take 21 (6d6) bludgeoning damage, lose its held
breath, and begin to suffocate.
Reactions
Body Shield. As a reaction to being targeted with an
attack while grappling a creature, the choker adds
+2 to its AC. If the attack misses, the attacker
makes a new attack roll, targeting the grappled
creature instead.
Chuuls
Chuul Lore
Arcana DC 15: Chuul are posessed of a base sort of psionic Chuul
ability, which though unfocused increases in power as they Large aberration, chaotic evil
age. Creatures with telepathic potential are particularly
vulnerable to the bursts of psychic static that a chuul exudes Armor Class 16 (Natural Armor), 13 while reduced
when distressed. Hit Points 93 (11d10 + 33)
History DC 20: Chuul are often found near the edges of Speed 30 ft., swim 30 ft..
mind flayer septs, used for disposal of the expended husks of
consumed thralls. STR DEX CON INT WIS CHA
Nature DC 10: Chuul are amphibious by nature and often
take prey considerable distances from water, their paralytic 19 (+4) 10 (+0) 16 (+3) 5 (-3) 11 (+0) 5 (-3)
tentacles rendering most small terrestrial creatures unable to
resist as they are vivisected. Skills Athletics +6, Perception +4
Nature DC 15: Chuul eat every part of their prey but the Damage Immunities Poison
brain, which is incredibly toxic to them. Some chuul have a Condition Immunities Poisoned
way of inducing a sort of psychic awakening in their prey, Senses Darkvision 60 ft., Passive Perception 14
allowing them to precisely strip away skull matter while Languages Understands Deep Speech but can't
avoiding the poisonous cerebral tissue. speak
Challenge 4 (1,100 XP)
Actions
Multiattack. The chuul makes two attacks: one with
its seizer claw and one with its crusher claw, then
uses it tentacles, if available.
Seizer Claw. Melee Weapon Attack: +6 to hit, reach
10 ft., one target. Hit: 11 (2d6 + 4) piercing
damage and the target is grappled (escape DC 14)
and dragged up to 5 feet towards the chuul. The
chuul can grapple only a single target at a time.
Crusher Claw. Melee Weapon Attack: +6 to hit,
reach 5 ft., one target. Hit: 14 (3d6 + 4) piercing
damage and the target must succeed on a DC 14
Constitution saving throw or suffer disadvantage on
attack rolls that use Strength until it completes a
short or long rest.
Tentacles. One creature grappled by the chuul must
make a DC 13 Constitution saving throw. On a
failure, a creature is Poisoned and attacks against it
score a critical on a 15-20 until the end of the
chuul's next turn.
Reactions
Psychic Static (1/Day). As a reaction to being
reduced below 46 hit points, the chuul forces each
creature within 10 ft. to succeed on a DC 13
Intelligence saving throw or take 11 (2d10) psychic
damage. A creature with telepathy makes this
saving throw at disadvantage.
Chuul Juggernaut Actions
Huge aberration, chaotic evil
Multiattack. The chuul makes three attacks: one of
which may be with each of its claws, then uses its
Armor Class 19 (Natural Armor), 14 while reduced
tentacles, if available.
Hit Points 218 (19d12 + 95)
Speed 30 ft., swim 30 ft.. Seizer Claw. Melee Weapon Attack: +10 to hit, reach 15
ft., one target. Hit: 19 (3d8 + 6) piercing damage and
the target is grappled (escape DC 18) and dragged up
STR DEX CON INT WIS CHA to 10 feet towards the chuul. The chuul can grapple
23 (+6) 10 (+0) 20 (+5) 9 (-1) 16 (+3) 6 (-2) only a single target at a time.
Crusher Claw. Melee Weapon Attack: +10 to hit, reach
Skills Athletics +6, Perception +4 10 ft., one target. Hit: 24 (4d8 + 6) piercing damage
Damage Immunities Poison and the target must succeed on a DC 18 Constitution
Condition Immunities Poisoned saving throw or suffer disadvantage on attack rolls that
Senses Darkvision 60 ft., Passive Perception 14 use Strength until it completes a short or long rest.
Languages Understands Deep Speech but can't speak,
Telepathy 120 ft. Psychic Lure. Ranged Spell Attack: +7 to hit, reach 60
Challenge 11 (7,200 XP) ft., one target. Hit: 14 (2d10 + 3) pyschic damage and
the target is pulled 30 ft. toward the chuul. A creature
climbing on the chuul must succeed on a DC 15
Huge Stature. A creature adjacent to the chuul may
Strength saving throw or fall off.
spend half of its movement to attempt a DC 18
Strength (Athletics) check. On a success, the creature Tentacles. One creature grappled by the chuul must
climbs onto the chuul. While climbing on the chuul, a make a DC 17 Constitution saving throw. On a failure,
creature has advantage on melee attacks against the a creature is Poisoned and attacks against it score a
giant, and the chuul has disadvantage on melee attacks critical on a 15-20 until the end of the chuul's next
against it. turn.
Sense Magic. The chuul senses magic within 120 feet Reactions
of it. It can't be surprised by creatures carrying magic
items. Psychic Groan (1/Day). As a reaction to being reduced
below 110 hit points, the chuul forces each creature
Brittle Shell. If the chuul takes 20 or more bludgeoning within 20 ft. it to succeed on a DC 15 Intelligence
damage from a single source, its AC is reduced to 14 saving throw or take 33 (6d10) psychic damage. A
until it completes a Short or Long Rest. creature with telepathy makes this saving throw at
Psychic Awakening. A non-telepathic creature wtihin 5 disadvantage.
ft. of the chuul that takes any psychic damage must
succeed on a DC 15 Intelligence saving throw or take
an additional 22 (4d10) psychic damage and gain
Telepathy 30 ft.
Chuul Tactics
The chuul attempts to ambush from the water's edge,
grabbing a creature with its seizer claw and using its crusher
claw to try to cripple an ally (ideally one with a bludgeoning
weapon) before dragging its prey into the water. Once a
creature submits to the chuul's poison, the chuul focuses
all of its attacks on it while continuing to drag it away
from its allies. If its shell is damaged, it instead tries to
dash away into the water with its prey before finishing it off.
Chuul Juggernaut Tactics
The chuul juggernaut uses its psychic lure to pull a creature
away from its allies before seizing it. It focuses its claw
attacks on its chosen prey, while always trying to use its
psychic lure against a creature within 5 ft. that has not yet
suffered a psychic awakening.
The chuul immediately switches focus to removing any
creature climbing on it that can deal bludgeoning daamge.
Cloakers
Cloaker Lore Shadowcloak Elder Tactics
Arcana DC 15: Certain cloakers have been said to augment Once the shadowcloak elder has a creature grappled with its
their natural sonic abilities with magical potency, a dreadful enveloping bite, it uses its subsonic moan each turn. If the
prospect tempered only slightly by the boon it grants to those party are distracted with other foes, it starts with Nausea
resistant to such magics. then alternates between Fear and Stupor, otherwise skipping
History DC 10: Juvenile cloakers near settlements of the nausea step. Once reduced below 1/2 HP, the
humanoids will often lie in wait hoping to be mistaken for a shadowcloak elder uses its shadow shift to carry its prey to a
leather cloak by an unsuspecting adventurer, though this safer and more secluded location.
strategy grows less effective as the cloaker grows larger.
History DC 15: Cloakers generally live in isolation, but are Encounters
rarely encountered alone. Rather, the cloaker's preferred CR 18 Encounter 6,900 XP
strategy is to find an incipient conflict of some sort and stalk
its edges, waiting for its prey to drop away from its allies so 1 Drow Arachnomancer (CR 7)
the cloaker can take it unnoticed in the fray. 1 Cloaker Ambusher (CR 5)
Nature DC 10: Obligate denizens of the dark, cloakers are 1 Drow Blademaster (CR 5)
distressed and repelled by any form of light. 4 Drow (CR 1/2)
Nature DC 15: Few cloakers actually reach full maturity, but CR 19 Encounter 9,700 XP
those who do gain finer control over their sonic abilities,
often able to use circular breathing to produce a continuous, 1 Cloaker Lord (CR 8)
discomfiting sound that distracts and unsettles any who 2 Storoper (CR 7)
can hear it.
Nature DC 20: Elderly cloakers, upon reaching the end
of their natural lifespan, instictively seek out a vortice to
the Shadowfell to pass into. Those who find one
presumably die in the passage, but some have posited a
further stage of life that a cloaker might enter into upon
suffusion in the dark echoes of the plane of shadow.
Cloaker Ambusher Tactics
Despite the name, cloakers rarely attempt to pass themselves
off as cloaks, as they are intelligent enough to recognize
when a random cloak would draw more attention and
suspicion than it averted. Rather, cloakers hide most
commonly by pressing themselves flat against a dark surface
such as a stone wall and relying on darkness to cloak them as
they prey on adventurers that rely on darkvision for sight.
A cloaker will ordinarily avoid a party that carries bright
light with them, but if prompted to attack by desperation
follows at a distance and attempts to pick off a ranged
combatant while the party is engaged with another threat.
Cloaker Lord Tactics
The cloaker lord is somewhat less afraid of direct conflict
than the ambusher, but still prefers to wait until the party is
distracted with some other threat or hazard before making its
move. It uses its tail to shove if it is trying to avoid
opportunity attacks while it carries off a grappled creature, or
if there are hazards or precipitous drops nearby it can push
its foes into.
Cloaker Ambusher Cloaker Lord
Medium aberration, chaotic neutral Large aberration, chaotic neutral
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
17 (+3) 15 (+2) 12 (+1) 13 (+1) 12 (+1) 14 (+2) 18 (+4) 16 (+3) 15 (+2) 13 (+1) 12 (+1) 17 (+3)
Damage Transfer. While grappling a creature, the Damage Transfer. While grappling a creature, the
cloaker takes only half the damage dealt to it cloaker takes only half the damage dealt to it
(rounded down), and that creature takes the other (rounded down), and that creature takes the other
half. half.
False Appearance. While the cloaker remains Light Sensitivity. While in bright light, the cloaker
motionless without its underside exposed, it is has disadvantage on attack rolls and Wisdom
indistinguishable from a dark leather cloak. (Perception) checks that rely on sight and can't use
its Phantasms ability.
Light Sensitivity. While in bright light, the cloaker
has disadvantage on attack rolls and Wisdom Unceasing Moan. While the cloaker has fewer than
(Perception) checks that rely on sight and can't use 61 hit points, it continuously releases an unsettling,
its Phantasms ability. breathless moan. Each non-aberration creature
within 10 ft. of the cloaker subtracts 1d4 from any
Actions attack rolls it makes.
Multiattack. The cloaker makes two attacks, one of Actions
which may be with its enveloping bite.
Multiattack. The cloaker makes four attacks, one of
Enveloping Bite. Melee Weapon Attack: +6 to hit, which may be with its enveloping bite.
reach 5 ft., one creature. Hit: 10 (2d6 + 3) piercing
damage and the target is grappled (escape DC 14). Enveloping Bite. Melee Weapon Attack: +7 to hit,
While grappled, the target is Blinded and can't reach 5 ft., one creature. Hit: 14 (3d6 + 4) piercing
breathe, and the cloaker has advantage on attacks damage and the target is grappled (escape DC 15).
against it and cannot bite another target. If this While grappled, the target is Blinded and can't
attack was made with advantage, the creature loses breathe, and the cloaker has advantage on attacks
its breath if it was holding it. against it and cannot bite another target. If this
attack was made with advantage, the creature loses
Tail Lash. Melee Weapon Attack: +6 to hit, reach 10 its breath if it was holding it.
ft., one creature. Hit: 7 (1d8 + 3) slashing damage.
Tail Lash. Melee Weapon Attack: +7 to hit, reach 10
Reactions ft., one creature. Hit: 9 (1d10 + 4) slashing
damage. Instead of dealing damage, the cloaker
Phantasms. As a reaction to being hit with an attack may push the target 5 ft. away.
or harmful spell, the cloaker rolls a D20. On a roll
of 11-20, the attack or spell hits an illusory echo of
the cloaker instead.
Reactions
Phantasms. As a reaction to being hit with an attack
Moan (1/Day). As a reaction to being reduced below or harmful spell, the cloaker rolls a D20. On a roll
39 hit points, the cloaker forces each non- of 11-20, the attack or spell hits an illusory echo of
aberration creature within 60 feet that can hear it the cloaker instead.
to succeed on a DC 13 Wisdom saving throw or
become Frightened until the end of the cloaker's Terrifying Moan (1/Day). As a reaction to being
next turn. reduced below 61 hit points, the cloaker may force
each non-aberration creature within 60 feet that
can hear it to succeed on a DC 14 Wisdom saving
throw or use its reaction to move half its speed
directly away from the cloaker.
Shadowcloak Elder Enveloping Bite. Melee Weapon Attack: +9 to hit, reach
5 ft., one creature. Hit: 19 (4d6 + 5) piercing plus 11
Huge aberration, chaotic neutral
(2d10) necrotic damage and the target is grappled
Armor Class 16 (Natural Armor) (escape DC 17). While grappled, the target is Blinded
Hit Points 189 (18d12 + 72) and can't breathe, and the cloaker has advantage on
Speed 20 ft., fly 60 ft. attacks against it. If this attack was made with
advantage, the creature loses its breath if it was
holding it.
STR DEX CON INT WIS CHA Tail Lash. Melee Weapon Attack: +9 to hit, reach 15 ft.,
20 (+5) 16 (+3) 19 (+4) 15 (+2) 17 (+3) 18 (+4) one creature. Hit: 9 (1d10 + 5) slashing plus 5 (1d10)
necrotic damage and the target is pushed 5 ft. away.
Saving Throws DEX +7, WIS +7, CHA +8 Shadow Shift. If the shadowcloak elder is in dim light or
Skills Arcana +6, History +6, Perception +7, Stealth +7 darkness, it and each creature it is grappling teleport to
Damage Resistances Cold, Necrotic another area of dim light or darkness the shadowcloak
Senses Darkvision 60 ft. (penetrates magical darkness), elder can see within 60 ft.
Passive Perception 17
Languages Deep Speech, Undercommon An unwilling creature makes a DC 16 Charisma saving
Challenge 11 (7,200 XP) throw to resist this effect, and is left behind on a
successful save.
Damage Transfer. While grappling at least one creature, Subsonic Moan. The shadowcloak elder releases a
the shadowcloak elder takes only half the damage dealt thunderous blast of magically augmented, subonic
to it (rounded down), and a creature grappled by it of energy in a 30 ft. cone, choosing one of the following
the shadowcloak elder's choice takes the other half. effects. Each creature in the area must succeed on a
DC 16 Constitution saving throw or suffer the chosen
Light Sensitivity. While in bright light, the shadowcloak effect.
elder has disadvantage on attack rolls and Wisdom
(Perception) checks that rely on sight and can't use its Nausea. The creature is Poisoned for the next
Phantasms ability. minute. A poisoned creature repeats this saving
throw at the end of each of its turns, ending the
Unceasing Moan. While the shadowcloak elder has effect on a success.
fewer than 95 hit points, it continuously releases an Fear. The creature is Frightened until the end of the
unsettling, breathless moan. Each non-aberration shadowcloak elder's next turn.
creature within 30 ft. of the cloaker subtracts 1d4 from Stupor. The creature drops anything it is holding. If
any attack rolls it makes. the creature was Frightened, it is additionally
Stunned until the end of the shadowcloak elder's
Actions next turn.
Multiattack. The shadowcloak elder makes four attacks,
one of which may be with its enveloping bite. It may Reactions
replace its bite with a use of its Shadow Shift or Phantasms. As a reaction to being hit with an attack or
Subsonic Moan. harmful spell, the cloaker rolls a D20. On a roll of 11-
20, the attack or spell hits an illusory echo of the
cloaker instead.
Dousing Hiss. As a reaction to being hit with an attack
or harmful spell, the shadowcloak elder reduces a
source of light it can see within 60 ft. by one level,
either reducing bright light to dim light, or
extinguishing a source of dim light.
Darkweaver
Darkweaver Lore
Arcana DC 15: Darkweavers are natives of the shadowfell, Darkweaver
though they slip through vortices whenever possible to seek Large aberration, chaotic evil
the more plentiful prey of the material plane. Like many
denizens of shadow, they are weakened by bright light, Armor Class 14 (18 if in Dim Light or Darkness))
though the protective cocoon of darkness they exude shields Hit Points 171 (18d10 + 72)
them from it ordinarily. Speed 30 ft., climb 30 ft.
Nature DC 20: Despite the enormity of its appearance, the
true creature at the heart of a darkweaver is no larger than a STR DEX CON INT WIS CHA
bear, the writhing mass of tendrils simply a defensive
mechanism to shield it from the light of the material plane. 17 (+3) 18 (+4) 18 (+4) 15 (+2) 16 (+3) 17 (+3)
They do, however, produce the added benefit of trapping
potential prey, parting easily for those moving towards the Saving Throws CON +8, WIS +7, CHA +7
darkweaver and tangling those attempting to retreat. Skills Animal Handling +11, Athletics +7,
Persuasion +11, Stealth +8
Damage Resistances Cold, Necrotic
Darkweaver Tactics Senses Blindsight 10 ft., Darkvision 60 ft.
Darkweavers cannot effectively hide their presence entirely, (penetrates magical darkness), Passive
both because of the enormous visual indicator of their Perception 10
shadow strands and the fact that a creature within their aura Languages Abyssal, Common, Infernal
can feel their presence by determining which direction their Challenge 10 (5,900 XP)
movement is not hampered in. Despite this, they are masters
of stealth, carrying obscurement with them wherever they go. Spider Climb. The darkweaver can climb difficult
When attacking a group, the darkweaver approaches surfaces, including upside down on ceilings,
slowly, to all appearances a gigantic mass of impenetrable without needing to make an ability check.
writhing tendrils, to prompt its prey to flee, then once the Shadow Slip. As a Bonus Action, the darkweaver
slowest have lagged behind teleports with its Shadow Slip teleports up to 30 ft. to a location it can see that is
and closes the distance, using Consume Vigor repeatedly not brightly illuminated.
once the target is grappled.
If a creature within ten feet of it is carrying a source of Shadow Strands. The dark weaver is surrounded in a
bright light, it puts all other considerations aside and focuses 30 ft. radius by a tangle of slithering, web-like
strands of shadowstuff, gaining the following
purely on attacking the creature until it is unconscious or benefits:
dead. If two creatres within ten feet of it are carring bright
light, the darkweaver disengages and then flees. Other creatures cannot see more than 10 ft.
through the area.
Light cannot extend more than 10 ft. through
the area.
The area is difficult terrain for any creature trying
to move away from the darkweaver.
Actions
Multiattack. The darkweaver makes six melee
attacks.
Tentacle Rake. Melee Weapon Attack: +8 to hit,
reach 10 ft., one creature. Hits: 11 (2d6 + 4)
bludgeoning damage, and the target is grappled
(escape DC 16). While grappled in this way, a
creature in Dim Light or Darkness is Blinded and
Restrained.
Consume Vigor. One creature grappled by the
darkweaver must succeed on a DC 16 Constitition
saving throw or have its Constitution score reduced
by 5 (2d4) for the next minute. The target dies if
this reduces its Constittuion to 0.
Additionally on a failure, the radius of the
darkweaver's shadow strands trait expands by 5 ft.
for the next minute.
Derro
T
he underdark offers no shortage of Derro Crawler Tactics
incomprehensible terrors, but perhaps the
greatest fear of those who delve is not that they The crawler advances while prone, firing its crossbow as it
might become prey to one of the creatures of darts from cover to cover. Before closing to melee, it will use
the dark, but that they might become one of its uncanny fixation, then single-mindedly chase down its
them; that some horrid insight awaits them quarry with its hooked spear, standing from prone the turn
that will twist their minds to the evil ends of after it closes to melee range. It chooses to knock its target
those that lurk in the hidden places of the world. The derro down rather than deal damage if it has at least two nearby
are frighteneing not because of how alien they are, but allies, or if it is trying to retreat.
because of how familiar.
Derro Quarreller Tactics
Derro Lore If one of the party is carrying a source of bright light, the
Arcana DC 10: Like the duergar they occasionally cohabitate quarreller tries to focus them down with its repeating
with, derro are known to be somewhat resistant to magic. crossbow. If more or less than one are carrying light, the
History DC 10: Among the derro, sudden bouts of mania or quareller instead uses its uncanny fixation to cancel out the
obsession are considered divinely inspired and encouraged disadvantage and just focuses fire on the target of its fixation.
by broader derro society. Few can match the intensity and Once its Madness Unleashed is active, it charges into melee
devotion of derro hobbyists and fanatics. with its ear-taker blade.
History DC 15: Derro mythology is fluid and ever-changing,
but a common theme among stories they tell of their origin Derro Savant Tactics
involves stealing the magic of a great evil to free their race The savant opens with its Window to Madness and Draw of
from some worldy hardship. the Far Realm, then uses its Mental Scourge with its Draw of
Nature DC 15: The white cataract-like growths over their the Far Realm if at least one creature is within 10 ft. of the
eyes seem to block most of the visible light spectrum, window, or with its Searing Focus otherwise. It uses Refuge
indicating that the derro are wholely adapted to living in in Madness whenever it makes a saving throw against an
complete darkness. effect that would incapacitate it, then uses Uncanny Fixation
on the following turn.
Derro Crawler Derro Quarreller
Medium humanoid (derro), lawful evil Medium humanoid (derro), lawful evil
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
10 (+0) 14 (+2) 12 (+1) 11 (+0) 5 (-3) 9 (-1) 12 (+1) 17 (+3) 15 (+2) 12 (+1) 5 (-3) 9 (-1)
Sunlight Sensitivity. While in sunlight, the derro has Sunlight Sensitivity. While in sunlight, the derro has
disadvantage on attack rolls, as well as on Wisdom disadvantage on attack rolls, as well as on Wisdom
(Perception) checks that rely on sight. (Perception) checks that rely on sight.
Scuttling Advance. The derro can crawl at its full Madness Unleashed. While the derro has fewer than
movement speed, and does not suffer disadvantage 43 hit points, it has disadvantage on attack rolls
on attack rolls as a result of being prone. and its melee attacks deal an additional 7 (2d6)
psychic damage.
Magic Resistance. The derro has advantage on
saving throws against spells and other magical Magic Resistance. The derro has advantage on
effects. saving throws against spells and other magical
effects.
Actions
Hooked Spear. Melee Weapon Attack: +2 to hit,
Actions
reach 5 ft., one target. Hit: 3 (1d6) piercing Multiattack. The derro makes three attacks with its
damage. If the target is Medium or smaller, the ear-taker blade, or two attacks with its repeating
derro can choose to deal no damage and knock it hand crossbow.
prone.
Ear-Taker Blade. Melee Weapon Attack: +5 to hit,
Crossbow. Ranged Weapon Attack: +4 to hit, range reach 5 ft., one target. Hit: 6 (1d6 + 3) slashing
80/320 ft., one target. Hit: 6 (1d8 + 2) piercing damage. This attack scores a critical on an 18-20
damage. against a prone creature.
Uncanny Fixation (1/Day). The derro chooses one Repeating Hand Crossbow. Ranged Weapon Attack:
hostile creature it can see at random. For the next +5 to hit, range 30/120 ft., one target. Hit: 6 (1d6
hour or until the creature dies, the derro has + 3) piercing damage.
advantage on attack rolls and Wisdom-based
checks directed at the creature, and disadvantage Bonus Actions
on attack rolls on attack rolls that target any other Uncanny Fixation (1/Day). The derro chooses one
creature. hostile creature it can see at random. For the next
hour or until the creature dies, the derro has
Reaction advantage on attack rolls and Wisdom-based
Mad Lunge. As a reaction to missing with a melee checks directed at the creature, and disadvantage
attack, the derro may add 5 to its attack roll. If it on attack rolls on attack rolls that target any other
does, the target may make an attack of opportunity creature.
against the derro.
Reaction
Mad Lunge. As a reaction to missing with a melee
attack, the derro may add 5 to its attack roll. If it
does, the target may make an attack of opportunity
against the derro.
Derro Savant Window to Madness (4th Level Spell, Concentration). The
derro creates an 10 ft. by 10 ft. illusory portal to the far
Medium humanoid (derro), lawful evil
realm in an unoccupied space within 60 ft. that lasts
Armor Class 15 (Studded Leather Armor) for a minute. Each non-derro creature within 30 ft. of
Hit Points 136 (16d10 + 48) the portal that can see it takes 1d4 psychic damage at
Speed 30 ft. the start of each of its turns. A creature that starts its
turn within the area of the portal itself must succeed
on a DC 15 Intelligence saving throw or take 36 (8d8)
STR DEX CON INT WIS CHA psychic damage and be Stunned until the beginning of
its next turn.
13 (+1) 16 (+3) 16 (+3) 12 (+1) 4 (-3) 19 (+4)
STR DEX CON INT WIS CHA Plane Shift (7th level spell, 1/Day). The elder brain
teleports to another plane of existence.
15 (+2) 10 (+0) 20 (+5) 21 (+5) 19 (+4) 24 (+7)
Reactions
Saving Throws CON +10, INT +10, WIS +9, CHA +12
Die For Your Master. As a reaction to being targeted
Skills Arcana +10, Deception +12, Insight +14, with an attack or spell, the elder brain may force a
Intimidation +12, Persuasion +12
creature within 15 feet that it has under its control to
Damage Resistances All but psychic use its reaction to move up to half its speed toward the
Senses Blindsight 5 miles (blind beyond this radius), elder brain, becoming the new target of the attack or
Passive Perception 14
spell if it ends this movement adjacent to the elder
Languages Understands Common, Deep Speech, and brain.
Undercommon but cant speak, Telepathy 5 miles.
Challenge 14 (11,500 XP) Psychic Keen (1/Day). As a reaction to being reduced
below 106 hit points, the elder brain lets out a
Non-Euclidian. The space in a 15 foot radius around the telepathic wail. Each creature within 60 ft. with a
elder brain is difficult terrain, as the elder brain's proficiency bonus of 0 must succeed on a DC 18
presence warps it into incomprehensible geometries. Intelligence saving throw or be Stunned until the end
of the elder brain's next turn.
Tendrils. The elder brain can have up to six tendrils at a
time. Each tendril can be attacked (AC 10; 10 hit Legendary Actions
points), or destroyed by forcing the tethered creature
to move more than 30 feet from the elder brain. The elder brain can take 4 legendary actions, choosing
Destroying a tendril deals no damage to the elder brain, from the options below.
which can extrude a replacement tendril as part of an
Form Psychic Link. One incapacitated creature within 5
attack.
miles must succeed on a DC 18 Charisma saving throw
Exposed Brain. The elder brain has a telepathic field that or have the elder brain form a psychic link to it. This
grants it resistace to all damage but psychic, which it link ends if the creature leaves the radius, or with a
must concentrate on as though concentrating on a Remove Curse or similar magic. While linked, the elder
spell. If it loses concentration, until the beginning of its brain can see through the creature's eyes and read its
next turn it loses its damage resistances. surface thoughts.
Magic Resistance. The elder brain has advantage on Mind Master. The elder brain causes any number of
saving throws against spells and other magical effects. creatures it has a psychic link to use their reactions to
Legendary Resistance (3/Day). If the elder brain fails a move up to 15 ft. in the same direction. A creature
directed to move into damaging terrain may first
saving throw, it can choose to succeed instead.
attempt a DC 18 Wisdom saving throw, ending the link
and taking 10 (3d6) psychic damage on a success.
Actions
Break Concentration. One creature the elder brain has a
Synaptic Tendril. Melee Weapon Attack: +7 to hit, reach
30 ft., one creature. Hit: 18 (4d8) psychic damage and psychic link to loses concentration on a spell it has
the target must succeed on a DC 15 Strength saving cast.
throw or be tethered by it. Tendril (Costs 2 Actions). The elder brain makes a
synaptic tendril attack.
A creature tethered to the elder brain is unable to
move more than 30 feet away from it, is Dominated by
the elder brain, and has its Wisdom score reduced by 9
(2d8), to a minimum of 1, until it is released.
A creature that has its Wisdom score reduced to 1 in
this way remains Dominated after the tether is
removed, but may make a DC 18 Wisdom saving
whenever it takes damage, ending the effect on a
success.
Ephemera
Ephemeral Accretor Lore
Arcana DC 15: Though native to the astral plane, ephemeral Ephemeral Accretor
accretors can be found across the planes around gravitational Large aberration, unaligned
rifts, and are particularly prevalant in areas where gravity
operates on subjective or object-relative principles such Armor Class 14 (Natural Armor)
Acheron or the Elemental Plane of Air, though they retain Hit Points 143 (14d12 + 52)
their innate control of gravitational forces even in more Speed 30 ft., fly 10 ft. (hover)
conventional environs.
Arcana DC 20: Accretors are of particular danger to mages, STR DEX CON INT WIS CHA
able to sieze upon spell energy that targets them to drag a
spell caster towards them. 21 (+5) 15 (+2) 18 (+4) 8 (-1) 14 (+2) 13 (+1)
Nature DC 10: Much like constrictor snakes, accretors don't
actually crush their prey ordinarily. Rather, they wait for a Saving Throws STR +8, DEX +5
trapped creature to exhale, then tighten their grip so it cannot Skills Perception +5, Stealth +6
take in another breath. Damage Resistances Bludgeoning, Force
Condition Immunities Prone
Senses Darkvision 60 ft., Passive Perception 15
Ephemeral Accretor Tactics Challenge 6 (2,300 XP)
Ephemeral accretors use their Gravity Dancer ability to drop
onto a group of enemies, then grab one of them and try to Gravity Dancer. As a Bonus Action, the accretor can
send each other foe falling away with their accretor tendrils. change the orientation of gravity for itself and for
Once it has an enemy isolated, the accretor alternates each Medium or smaller creature it is holding
between its Gnashing Bite and its Sudden Reversal, trying to toward a creature or surface within 30 ft.
keep melee threats from closing with it and staying behind
cover using its Gravity Dancer ability. Actions
Multiattack. The accretor makes two attacks with its
accretor tendrils.
Accretor Tendrils. Melee Weapon Attack: +9 to hit,
reach 10 ft., one target. Hit: 14 (2d8 + 5)
bludgeoning damage and the target is grappled
(escape DC 17) and restrained. Instead of grappling
a creature, the accretor may change the orientation
of gravity for the target toward a creature or surface
within 30 ft. for the next minute.
Gnashing Bite. Melee Weapon Attack: +9 to hit,
reach 5 ft., one grappled creature. Hit: 15 (2d8 + 6)
piercing damage plus 22 (4d10) force damage.
Sudden Reversal (Recharge 5-6). Each object and
creature affected by the accretor's tendrils must
succeed on a DC 17 Dexterity saving throw or have
the accretor change the orientation of gravity for
the target toward a new creature or surface within
30 ft. for the next minute.
Reactions
Dweomer Attraction. As a reaction to being targeted
by a spell or magical ability, the accretor forces the
spellcaster to succeed on a DC 17 Dexterity saving
throw or have the orientation of gravity for itself
changed towards the accretor for the next minute.
Crush. As a reaction to a creature the accretor has
grappled speaking or casting a spell with a verbal
component, the accretor crushes the air out of its
lungs. The creature cannot breathe until it is
released from the grapple and immediately begins
to suffocate.
Ephemeral Hangman Actions
Large aberration, chaotic evil
Multiattack. The hangman makes three attacks with its
tendril scourge.
Armor Class 15 (Natural Armor)
Hit Points 161 (14d12 + 70) Tendril Scourge. Melee Weapon Attack: +9 to hit, reach
Speed 30 ft. 10 ft., one target. Hit: 13 (2d6 + 6) bludgeoning
damage and the target is grappled (escape DC 17) and
restrained. Instead of grappling a creature, the
STR DEX CON INT WIS CHA hangman may force it to succeed on a DC 17 Strength
22 (+6) 16 (+3) 20 (+5) 8 (-1) 14 (+2) 16 (+3) saving throw or be knocked prone and drop what it's
holding.
Saving Throws DEX +6, WIS +5 Gnashing Bite. Melee Weapon Attack: +9 to hit, reach 5
Skills Perception +5, Stealth +6 ft., one grappled creature. Hit: 15 (2d8 + 6) piercing
Damage Resistances Acid, Cold, Fire, Lightning, damage plus 33 (6d10) necrotic damage.
Thunder; Bludgeoning, Piercing, and Slashing from
Nonmagical Attacks Dexterity Drain (Darkness only). One creature grappled
Condition Immunities Charmed, Prone, Restrained by the hangman has its speed reduced by 10 for the
Senses Darkvision 60 ft., Passive Perception 15 next minute, then must succeed on a DC 16
Challenge 7 (2,900 XP) Constitition saving throw or have its Dexterity reduced
by 5 (2d4) for the next minute. The target dies if this
reduces its Dexterity to 0, and falls prone if this
Amorphous While in Dim Light or Darkness, the
reduces its speed to 0.
hangman can move through a space as narrow as 1 ft.
wide without squeezing.
Reactions
Shadow Regeneration. While in Darkness, the hangman Shadow Step. As a reaction to taking damage of a type
regains 20 hit points at the start of each of its turns if it is resistant to, the hangman may teleport up to 30
it has at least 1 hit point. feet to a location it can see and turn invisible until the
Light Vulnerability. While in bright light, the hangman end of its next turn, or until it makes an attack.
loses its damage resistances. If the hangman starts its
Crush. As a reaction to a creature the hangman has
turn in bright light, it must succeed on a DC 10
grappled speaking or casting a spell with a verbal
Wisdom saving throw or use its action to dash away
component, the hangman crushes the air out of its
from the source.
lungs. The creature cannot breathe until it is released
from the grapple and immediately begins to suffocate.
T
hose who encounter the majestic and peaceful Flumph Lore
flumph in the savage depths of the underdark
inevitably find themselves compelled to ask Arcana DC 10: Natural psionic eavesdroppers, captive
"...how does this survive?" and the question is a flumphs are fantastic tools for those coordinating assaults on
fair one. Though the flumph is posessed of illithid colonies.
some natural defenses, its greatest adaptation Arcana DC 15: The weak-willed often find themselves
is simply that other creatures, no matter how reticent to harm flumphs, but this is purely due to a low-grade
evil or ravenous, don't seem to feel great about killing them. psionic field they project, which can be easily defeated with
spells that hit a wide area-of-effect, such as fireball, so long as
the spell caster takes care not to think about the flumph's
cute face and goggly eyes while casting the spell.
Monastic Flumph History DC 15: Many flumphs pursue a monastic life,
Small aberration, lawful good spending their time in the underdark meditating upon great
truths. When questioned about these great truths they are
Armor Class 12 rarely willing to share, however, ostensably because they
Hit Points 17 (5d6) haven't quite worked out the details yet.
Speed 5 ft., fly 30 ft. Nature DC 10: When threatened, flumphs can release a gout
of foul-smelling musk that sickens and deters most predators.
STR DEX CON INT WIS CHA Certain flumphs, through intense meditation, can increase
the potency of this musk to truly revolting levels.
6 (-2) 15 (+2) 10 (+0) 14 (+2) 14 (+2) 11 (+0) Nature DC 15: Flumphs feed parasitically on siphoned
psionic energy, and are often found on the periphery of the
Skills Arcana +4, History +4, Religion +4 lairs of powerful psionic creatures such as aboleths and
Damage Vulnerabilities psychic illithids, or following in the wake of powerful psionic
Senses Darkvision 60 ft. migratory creatures such as neothelids.
Languages Understands Undercommon but can't
speak, telepathy 60 ft.
Challenge 0
Actions
Blissful Apathy (recharge 6). Each creature of the
flumph's choice within 30 feet must make a DC 12
Wisdom saving throw or become charmed and
incapacitated for the next minute.
Stench Spray (1/Day). Each creature in a 15-foot
cone originating from the flumph must succeed on
a DC 10 Dexterity saving throw or be coated in a
foul-smelling liquid. A coated creature exudes a
horrible stench for 1d4 hours. The coated creature
is Poisoned as long as the stench lasts, and other
creatures are Poisoned while within 5 feet of the
coated creature. A creature can remove the stench
on itself by using a short rest to bathe in water,
alcohol, or vinegar.
Flumph Infiltrator Venerable Flumph
Small aberration, lawful good Huge aberration, lawful good
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
6 (-2) 15 (+2) 10 (+0) 14 (+2) 14 (+2) 11 (+0) 15 (+2) 13 (+1) 15 (+2) 15 (+2) 17 (+3) 12 (+0)
Skills Arcana +4, History +4, Religion +4, Stealth +4 Skills Arcana +4, History +4, Religion +4
Damage Vulnerabilities psychic Damage Vulnerabilities psychic
Senses Darkvision 60 ft. Senses Darkvision 60 ft.
Languages Understands Undercommon but can't Languages Understands Undercommon but can't
speak, telepathy 60 ft. speak, telepathy 60 ft.
Challenge 1/4 (50 XP) Challenge 2 (450 XP)
Advanced Telepathy. The flumph can perceive the Advanced Telepathy. The flumph can perceive the
content of any telepathic communication used content of any telepathic communication used
within 60 feet of it, and it can't be surprised by within 60 feet of it, and it can't be surprised by
creatures with any form of telepathy. creatures with any form of telepathy. It is immune
to any effect that would sense its emotions or read
Prone Deficiency. If the flumph is knocked prone, it its thoughts, as well as all divination spells.
must succeed on a DC 10 Dexterity saving throw
or be incapacitated. At the end of each of its turns, Prone Deficiency. If the flumph is knocked prone, it
the flumph can repeat this save, righting itself and must succeed on a DC 10 Dexterity saving throw
ending the incapacitated condition if it succeeds. or be incapacitated. At the end of each of its turns,
the flumph can repeat this save, righting itself and
Indifferent Aura. A creature that attempts to look at ending the incapacitated condition if it succeeds.
the flump must succeed on a DC 12 Wisdom
saving throw or be compelled to avert its gaze. A Empathic Aura. Creatures within 30 ft. of the flumph
creature that fails this save becomes indifferent to have advantage on Insight checks to determine
the flumph's presence for the next minute, and emotional states.
retains no memory of the actions the flumph takes
while the creature is affected. Actions
Multiattack. The flumph makes three attacks with its
Actions tendril prod.
Spiny Drop. One creature that the Flumph is flying
over must succeed on a DC 10 Dexterity saving Tendril Prod. Melee Weapon Attack: +4 to hit, reach
throw or be Poisoned until the end of its next turn. 15 ft., one target. Hit: The target is pushed 5 ft.
While Poisoned in this way, the creature takes 7 away. On a critical hit, the target is knocked prone.
(2d6) acid damage at the start of its turn. A Spiny Drop. One creature that the Flumph is flying
creature that passes the saving throw by 5 or more over must succeed on a DC 12 Dexterity saving
knocks the flumph prone in an adjacent space. throw or take 14 (4d6) bludgeoning damage and
be Poisoned for the next minute. While poisoned in
Stench Spray (1/Day). Each creature in a 15-foot this way, the creature takes 7 (2d6) acid damage at
cone originating from the flumph must succeed on the start of each of its turns. A creature that passes
a DC 10 Dexterity saving throw or be coated in a the initial save by 5 or more knocks the flumph
foul-smelling liquid. A coated creature exudes a prone in an adjacent space. A poisoned creature
horrible stench for 1d4 hours. A creature can repeats the save at the end of each of its turns,
remove the stench on itself by using a short rest to ending the effect on a success.
bathe in water, alcohol, or vinegar.
Stench Spray (1/Day). Each creature in a 30-foot
cone originating from the flumph must succeed on
a DC 12 Dexterity saving throw or be coated in a
Flumph Tactics foul-smelling liquid. A coated creature exudes a
Flumphs just try to look cute and stupid and helpless in horrible stench for 1d4 hours. A creature can
combat while running and hiding, and hope that you feel too remove the stench on itself by using a short rest to
bathe in water, alcohol, or vinegar.
bad to kill them. It usually works. If a creature seems
determined to attack the flumph regardless, it uses its stench
spray, which is usually fatal to the target, as every flumph-
lover in the underdark now knows what they did.
Gibbering Beasts
T
here are few things in this wide multiverse so Gibbering Mouther Tactics
disturbing and unpleasant as the gibbering
beast. A soupy, flowing morass of flesh in Mouthers are near mindless and move toward the nearest
which screaming, shrieking, muttering, creature with no regard for their own safety, attacking with
chattering mouths and pleading eyes bubble their Gibbering Feast and Blinding Spittle at range but
up, roll around, and sink away, the gibbering switching to their Lunging Bite in melee. They continue
beast prompts pressing questions that have no attacking the closes creature until it is dead and absorbed
ready answer to those who value their sanity. before moving on to the next.
Gibbering Beast Template. You can use a gibbering Pseudonatural Creature Template. You can use this
beast template to represent any monster that has template to represent creatures warped by the
been absorbed into a gibbering mouther. A strange energies of the Far Realm. A pseudonatural
gibbering beast has: creature has:
Save DC The save DC for the creature's new Tentacles The creature sprouts tentacles that are
abilities equals 8 + the creature's Wisdom natural weapons. They deal bludgeoning
modifier + the creature's Proficiency Bonus damage equal to 1d10 + the creature's Strength
Aberrant Ground The ground in a 10-foot radius modifier.
around the beast is doughlike difficult terrain. Amorphous The creature can move through a
Each creature that starts its turn in that area space as narrow as 1 inch wide without
must succeed on a Strength saving throw or squeezing.
have its speed reduced to 0 until the start of its Blindsight The creature has blindsight out to 10
next turn. A creature in this area rolls Charisma ft.
and Wisdom saves at disadvantage. Charisma The creature has disadvantage on
Gibbering The mouther babbles incoherently Charisma-based ability checks, and on saving
while it can see any creature and isn't throws against any effect that would alter its
incapacitated. Each creature that starts its turn form.
within 30 feet of the mouther and can hear the
gibbering makes a Wisdom saving throw. On a
failure, a creature must take the Attack action
this turn. A creature that fails by 5 or more
chooses targets at random among the creatures
it can reach with its movement.
Gibbering Abomination Actions
Large aberration, neutral
Multiattack. The gibbering abomination makes two
attacks with its slavering bite or uses its gibbering feast
Armor Class 13 (Natural Armor)
twice, and uses its blinding spittle, if available.
Hit Points 170 (20d10 + 60)
Speed 20 ft., fly 20 ft. (hover) Slavering Bite. Melee Weapon Attack: +6 to hit, reach 5
ft., one creature. Hit: 20 (5d6 + 3) piercing damage. A
target killed by this damage is absorbed into the
STR DEX CON INT WIS CHA abomination.
17 (+3) 14 (+2) 16 (+3) 11 (+0) 16 (+3) 9 (-1) Gibbering Feast. One creature the mouther can see
within 30 feet must succeed on a DC 10 Charisma
Damage Vulnerabilities Psychic saving throw or take 20 (5d6 + 3) piercing damage as
Condition Immunities Charmed, Grappled, Prone, unnatural mouths grow from their body and bite them,
Stunned after which they fall off and rot away immediately.
Senses Darkvision 60 ft., Passive Perception 13
Challenge 6 (2,300 XP) Blinding Spittle (Recharge 5–6). The mouther spits a
chemical glob at a point it can see within 15 feet of it.
The glob explodes in a blinding flash of light on impact.
Aberrant Ground. The ground in a 10-foot radius around
Each creature within 5 feet of the flash must succeed
the abomination is doughlike difficult terrain. Each
on a DC 14 Dexterity saving throw or be blinded until
creature that starts its turn in that area must succeed
the end of the mouther's next turn.
on a DC 10 Strength saving throw or have its speed
reduced to 0 until the start of its next turn. A creature
in this area rolls Charisma and Wisdom saving throws
Reactions
at disadvantage. Desperate Shrieking. As a reaction to taking damage, the
mouther lets out a human-sounding cry of pain. The
Gibbering. The abomination babbles incoherently while next attack made against it before the beginning of its
it can see any creature and isn't incapacitated. A next turn is made with disadvantage.
creature that starts its turn within 30 feet of one or
more gibberers and can hear the gibbering makes a DC Tentacle Delve. As a reaction to a creature within 10 ft.
10 Wisdom saving throw. makes a DC 14 Wisdom casting a spell with a verbal component, the
saving throw. On a failure, a creature must take the abomination forces it to succeed on a DC 14
Attack action this turn. A creature that fails by 5 or Constitution saving throw or have a tentacle invade its
more chooses targets at random among the creatures mouth. A creature with a tentacle in its mouth is
it can reach with its movement, itself included. grappled (escape DC 14), can't speak or breath, and at
the end of each of its turns forgets one language or
spell that it knows of its choice, until restored by
Greater Restoration or similar magic.
While it has a creature grappled in this way, the
mouther may speak the languages that the creature
knows and cast the spells that the creature knows,
using the creature's spell slots.
Gibbering Orb 2. Pseudonaturalize Ray. The target must succeed on
a DC 19 Charisma saving throw or have its form
Huge aberration, neutral
distort and lose cohesion, giving the creature
Armor Class 17 (Natural Armor) disadvantage on attack rolls and on saving throws
Hit Points 427 (25d20 + 175) against any effect that would alter its form. The
Speed 20 ft., fly 20 ft. (hover) creature repeats this saving throw at the end of each
of its turns, ending the effect on a success. If the
creature fails three of these saves, it becomes a
STR DEX CON INT WIS CHA psuedonatural creature (see Pseudonatural Creature
Template)
21 (+5) 14 (+2) 25 (+7) 16 (+3) 19 (+4) 9 (-1)
3. Orbital Ray. The target must succeed on a DC 19
Constitution saving throw or be levitated 10 ft. off
Damage Vulnerabilities Psychic the ground for the next minute. At the end of each
Condition Immunities Charmed, Grappled, Prone, of a levitating creature's turns, it may repeat this
Stunned saving throw, ending the effect on a success or
Senses Darkvision 60 ft., Passive Perception 14 moving 20 ft. clockwise around the orb on a failure.
Challenge 21 (33,000 XP) 4. Impostor Ray. The target must succeed on a DC 19
Wisdom saving throw or be unattuned from any
Aberrant Ground. The ground in a 10-foot radius around magic items they are attuned to. A creature that fails
the orb is doughlike difficult terrain. Each creature that by 5 or more is Charmed by the orb and believes
starts its turn in that area must succeed on a DC 10 that it is a body-snatching imposter from the far
Strength saving throw or have its speed reduced to 0 realm until the end of its next turn.
until the start of its next turn. A creature in this area 5. Bonewarping Ray. The target must make a DC 19
rolls Charisma and Wisdom saving throws at Constitution saving throw. On a failure, for the next
disadvantage. minute the creature takes 14 (4d6) piercing damage
whenever it takes an action.
Gibbering. The orb babbles incoherently while it can 6. Far Sojurn Ray (Concentration). The target must
see any creature and isn't incapacitated. A creature that succeed on a DC 19 Charisma saving throw or be
starts its turn within 30 feet of one or more gibberers banished to the far realm for the next minute. While
and can hear the gibbering makes a DC 10 Wisdom there, a creature is incapacitated and repeats this
saving throw. On a failure, a creature must take the saving throw at the end of each of its turns, ending
Attack action this turn. A creature that fails by 5 or the effect on a success or taking 26 (4d12) slashing
more chooses targets at random among the creatures plus 26 (4d12) psychic damage on a failure. A
it can reach with its movement, itself included. creature that dies in the far realm returns with its
body horiffically warped and distorted.
Actions
Multiattack. The gibbering orb makes three attacks with Legendary Reactions
its slavering bite. The orb may make a legendary reaction whenever its
Slavering Bite. Melee Weapon Attack: +12 to hit, reach conditions are met, without using its reaction.
15 ft., one creature. Hit: 20 (5d6 + 3) piercing damage Merciless Eyes. As a reaction to a creature ending its
and the target is dragged up to 5 ft. toward the orb. A turn within 60 ft. of the orb, the orb targets it with a
target killed by this damage is absorbed into the orb. randomly chosen Eye Ray.
Eye Rays. The orb chooses one of the following effects, Desperate Spawning. As a reaction when the orb is
targeting a creature within 60 ft. targeted with a spell or magical effect, the orb may
1. Sprouting Gift Ray. The target must succeed on a spawn a gibbering mouther with 25 hit points in the
DC 19 Charisma saving throw or sprout an additional nearest unoccupied space. The mouther becomes the
mouth from an exposed point on its body. While a new target of the spell or effect, and the orb loses 25
creature has this mouth, creatures within 10 ft. of hit points.
the target are subject to the orb's gibbering, and Tentacle Delve. As a reaction to a creature within 15 ft.
whenever the orb uses its multiattack it makes an casting a spell with a verbal component, the
additional slavering bite attack with the mouth. The abomination forces it to succeed on a DC 14
mouth can be destroyed (AC 17, 10 HP), but any Constitution saving throw or have a tentacle invade its
damage dealt to the mouth is also dealt to the mouth. A creature with a tentacle in its mouth is
creature it is growing from. grappled (escape DC 14), can't speak or breath, and at
the end of each of its turns forgets one language or
spell that it knows of its choice, until restored by
Greater Restoration or similar magic.
While it has a creature grappled in this way, the
mouther may speak the languages that the creature
knows and cast the spells that the creature knows,
using the creature's spell slots.
Grell
O
ne could be forgiven for, in the course of
observing a lone grell, coming to the
conclusion that it was of perhaps slightly
greater than animal intelligence, as few
pursuits of a grell in isolation rise beyond the
satisfaction of immediate needs. The grell's
lack of ambition, however, is caused not by a
lack of ingenuity, however, but by a deep and inescapable
ennui, one brought on by how utterly detestable they find this
plane and its inhabitants. It is unclear from whence the grell
came, but it is clear they have lost the ability to return there,
as no grell would spend an instant longer in the senseless
filth of this place than was required of it.
Grell Lore
Arcana DC 20: Though eyeless, grell are thought to sense
the presence of other creatures through a combination of
electrical fields and telepathic intrusion. Those who can keep
their minds empty of thoughts while approaching a grell are
often treated with indifference.
Nature DC 15: The venomous barbs that line a grell's
tendrils are retractible, allowing it a high degree of precision
and control when manipulating delicate objects.
Nature DC 20: Despite their brain-like appearance, the
wrinkled membrane that acts as the outer skin of a grell is
actually quite tough and leathery, the wrinkled appearance
derived from thick, heavily insulated conduits that conduct
powerful electrical charges between the nerve clusters that
control each of its tendrils.
Grell Philosopher Tactics
The grell philosopher tries to remain hidden for as long as is
feasible, keeping creatures within the radius of its telepathy
while stalking them. Once spotted, it stays on the edge of
their range, dodging until an enemy closes the distance, at
which points it grapples the nearest foe while trying to drag it
further away from its ranged allies, ideally behind full cover.
Grell Venom Mind Tactics
The venom mind opens with its psychic storm at a choke
point of some kind with walls that can restrict the possible
directions of movement. It then tries to grapple any melee
threats that close with it, preventing them from standing once
knocked down with Crushing Telepathy.
Grell Patriarch Tactics
The patriarch stays high and far back, making its opponents
come to it as it alternates between its Psychic Storm and
Lightning Burst. It usually refrains from using its
Dematerialize while it has more than half its hit points and
creatures are within range of its Oppressive Telepathy, which
it uses to push those that escape its Psychic storm back in if
there are no melee threats with allies in range.
In melee, the patriarch grapples as many creatures as it
can, then alternates between its Jolting Slam and Beak
attacks while seeking cover from any ranged attackers.
Grell Philosopher Grell Venom Mind
Medium aberration, neutral evil Medium aberration, neutral evil
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
15 (+2) 14 (+2) 14 (+2) 12 (+1) 11 (+0) 9 (-1) 15 (+2) 17 (+3) 16 (+3) 17 (+3) 11 (+0) 9 (-1)
Skills History +3, Perception +4, Stealth +6 Skills Nature +6, Perception +6, Stealth +6
Damage Immunities Lightning Damage Immunities Lightning
Condition Immunities Blinded, Prone Condition Immunities Blinded, Prone
Senses Blindsight 60 ft. (blind beyond this radius), Senses Blindsight 60 ft. (blind beyond this radius),
Passive Perception 14 Passive Perception 14
Languages Grell, Telepathy 60 ft. Languages Grell, Telepathy 60 ft.
Challenge 3 (700 XP) Challenge 6 (2,300 XP)
Intrusive Telepathy. A conscious creature that starts Crushing Telepathy. A creature that starts its turn
its turn within 60 feet of the grell must make a DC within 60 ft. of the grell must succeed on a DC 14
11 Wisdom saving throw or take 1d4 psychic Wisdom saving throw fall prone. A creature that
damage. A creature that succeeds on this save by 5 succeeds on this save by 5 or more becomes
or more becomes invisible to the grell until the invisible to the grell until the beginning of its next
beginning of its next turn. turn.
Distributed Nervous System. The grell makes saving Distributed Nervous System. The grell makes saving
throws to end an ongoing effect at the beginning of throws to end an ongoing effect at the beginning of
its turn, rather than at the end. its turn, rather than at the end.
Actions Actions
Multiattack. The grell makes two melee attacks, one Multiattack. The grell makes two melee attacks, one
of which may be with its beak. of which may be with its beak.
Spined Tendrils. Melee Weapon Attack: +4 to hit, Spined Tendrils. Melee Weapon Attack: +5 to hit,
reach 10 ft., one creature. Hit: 7 (1d10 + 2) reach 10 ft., one creature. Hit: 8 (1d10 + 3)
piercing damage and the target is grappled (escape piercing damage and the target is grappled (escape
DC 12). DC 13).
A creature that starts its turn grappled in this way A creature that starts its turn grappled in this way
must succeed on a DC 11 Constitution saving must succeed on a DC 14 Constitution saving
throw or be Poisoned until the beginning of its throw or be Poisoned until the beginning of its
next turn. next turn.
Beak. Melee Weapon Attack: +4 to hit, reach 5 ft., Beak. Melee Weapon Attack: +4 to hit, reach 5 ft.,
one grappled target. Hit: 7 (2d4 + 2) piercing one grappled target. Hit: 10 (2d6 + 3) piercing
damage and 3 (1d6) poison damage. damage and 7 (2d6) poison damage.
Psychic Storm (Concentration). The grell creates a
Reactions 10 ft. radius area of psychic instability within range
Existential Crisis. As a reaction to being missed with that lasts for 1 minute. A creature in the area moves
a melee attack, the grell forces the attacker to make in a random direction for each 5 feet they attempt
a DC 11 Wisdom saving throw. On a failed save, to move. Creatures in the area are immune to the
the target is Paralyzed until the beginning of its telepathic effects of any grell.
next turn as it is overwhelmed with confusion and
despair at its inability to make sense of the Reactions
universe. Existential Crisis. As a reaction to being missed with
a melee attack, the grell forces the attacker to make
a DC 14 Wisdom saving throw. On a failed save,
the target is Paralyzed until the beginning of its
next turn as it is overwhelmed with confusion and
despair at its inability to make sense of the
universe.
Grell Patriarch Jolting Slam. Melee Weapon Attack: +8 to hit, reach 15
ft., one grappled target. Hit: 17 (3d8 + 4) bludgeoning
Large aberration, neutral evil
damage plus 7 (2d6) lightning damage.
Armor Class 16 (Natural Armor)
Beak. Melee Weapon Attack: +8 to hit, reach 5 ft., one
Hit Points 224 (24d10 + 92)
grappled target. Hit: 14 (3d6 + 4) piercing damage and
Speed 10 ft., fly 30 ft. (hover) 10 (3d6) poison damage.
Lightning lance. Ranged Spell Attack: +9 to hit, range
STR DEX CON INT WIS CHA 60 ft., one target. Hit: 15 (3d6 + 5) lightning damage.
18 (+4) 15 (+2) 19 (+4) 21 (+5) 14 (+2) 9 (-1) Psychic Storm (Concentration). The grell creates a 10 ft.
radius area of psychic instability within range that lasts
Skills Arcana +9, History +9, Nature +9 for 1 minute. A creature in the area moves in a random
Damage Immunities Lightning direction for each 5 feet they attempt to move.
Condition Immunities Blinded, Prone Creatures in the area are immune to the telepathic
Senses Blindsight 60 ft. (blind beyond this radius), effects of any grell.
Passive Perception 12 Lightning Burst (3rd Level Spell, Recharge 5-6). Each
Languages Grell, Telepathy 60 ft. creature in a 20 ft. radius centered on a point the grell
Challenge 12 (8,400 XP) can see within 120 ft. must succeed on a DC 17
Dexterity saving throw or take 28 (8d6) lightning
Oppressive Telepathy. A conscious creature that starts damage, or half as much on a success.
its turn within 60 feet of the grell must succeed on a
DC 17 Wisdom saving throw or use its reaction to Reactions
move up to 10 ft. and make a melee attack against a
creature in range of the grell's choice. A creature that Existential Crisis. As a reaction to being missed with a
succeeds on this save by 5 or more becomes invisible melee attack, the grell forces the attacker to make a DC
to the grell until the beginning of its next turn. 17 Wisdom saving throw. On a failed save, the target is
Paralyzed until the beginning of its next turn as it is
Distributed Nervous System. The grell makes saving overwhelmed with confusion and despair at its inability
throws to end an ongoing effect at the beginning of its to make sense of the universe.
turn, rather than at the end.
Dematerialize (3rd Level Spell). As a reaction to being
Actions targeted with an attack or harmful spell, the grell
attempts to dodge across the border ethereal. Roll a
Multiattack. The grell makes three attacks, one of which d20. On an 11-20, the grell disappears until the
may be with its beak. beginning of its turn, when it reappears in an
unoccupied space within 10 ft. of where it departed.
Spined Tendrils. Melee Weapon Attack: +8 to hit, reach
15 ft., one creature. Hit: 15 (2d10 + 4) piercing
damage and the target is grappled (escape DC 16). A
creature grappled by two or more tentacles is
additionally restrained.
A creature that starts its turn grappled in this way must
succeed on a DC 15 Constitution saving throw or be
Poisoned until the beginning of its next turn.
Encounters
CR 16 Encounter 6,400 XP
2 Grell Venom Minds (CR 6)
4 Quaggoths (CR 2)
CR 21 Encounter 10,200 XP
1 Grell Patriarch (CR 12)
2 Grell Philosophers (CR 3)
8 Derro Crawlers (CR 1/4)
Hagunemnon
T
he creatures known as hagunemnons look
upon those confined to a single form with pity
and disgust, tinged with a kind of existential Hagunemnon
terror at what they see as a foul perversion of Huge aberration (shapechanger), chaotic evil
nature, like a creature posessed of language
but able to say only a single word. Bodies are Armor Class 19 (Natural Armor)
adopted by a hagunemnon as easily as it Hit Points 495 (30d12 + 300)
breathes, for at the core of their roiling flesh is a shard of Speed 20 ft.
pure and untainted chaos.
STR DEX CON INT WIS CHA
Hagunemnon Lore 24 (+7) 18 (+4) 30 (+10) 19 (+4) 13 (+1) 21 (+5)
History DC 20: Hagunemnons crave novelty, and travel
seeking new forms to disect and adopt. Damage Resistances Bludgeoning, Piercing, and
Nature DC 15: The hagunemnon is nature's purest Slashing from Attacks that aren't Silvered
shapeshifter, adopting chimeric hybrids of every kind of Senses Passive Perception 11
creature without apparent exertion. Their language is an Languages Deep Speech, Hagunemnon
incredibly complex multisensory barrage unintelligible even Challenge 23 (50,000 XP)
with magical aid.
Nature DC 20: Hagunemnons have no true form, or have Protean Shapechanger. As a Bonus Action, the
forgotten it, and are greatly distressed by any attempt to force hagunemnon can polymorph into a Huge hybrid of
them to revert to it. any two creatures of CR 10 or below, gaining the
speeds, resistances, immunities, traits, and actions
Hagunemnon Tactics of the chosen creatures, in addition to its own.
Hagunemnons prioritize Recharge or 1/Day abilities, typically Its statistics are otherwise the same in any form,
cycling between different sorts of AoE's and debilitating and it uses its own attack bonus and save DC,
effects and trying to catch as many foes as possible in them, rather than that of the chosen form.
adopting forms with movement speeds that aid in that. If a Formless Chaos. If the hagunemnon ends its turn
creature triggers its Reversion Weakness, it instead goes without using its Protean Shapechanger trait, or if it
purely after them, flailing towards it with a double- uses its Protean Shapechanger trait to adopt the
multiattack. forms of one or more creatures it has used in the
last minute, the hagunemnon must succeed on a
DC 20 Constitution saving throw or be Stunned
Designer Note. This is an exceptionally difficult until the end of its next turn.
monster to run without a fair amount of prep. Plan
out 5-10 combinations in advance. You really don't Reversion Weakness. The hagunemnon has no true
want to be browsing the monster manual on each form and cannot be forced to revert to it. If it would
of the hagunemnon's turns. be forced to its true form, it instead must succeed
on a DC 20 Intelligence saving throw or take 55
(10d10) psychic damage.
Implacable. If the hagunemnon fails a saving throw,
it can choose to succeed instead. If it does, it loses
25 hit points.
Actions
Multiattack. The Hagunemnon takes two actions
other than this one (Other multiattacks count as
different actions).
Chaotic Slam. Melee Weapon Attack: +14 to hit,
reach 15 ft., one target. Hit: 39 (5d12 + 7) damage
of a type chosen by the hagunemnon.
Destabilize Form. One creature within 15 ft. must
succeed on a DC 20 Charisma saving throw or have
its Constitution score reduced by 1d4 until it
completes a Short or Long Rest. A creature reduced
to 0 Constitution in this way dies, its body
collapsing into a mass of clear fluid.
Illithidae
I
n much the same way that humans and bears are Embrac Lore
close cousins in the grand view of the multiverse,
comparisons can be drawn between the Illithids and Arcana DC 15: Embracs are draped in a layer of psionically
other creatures of the foul world that spawned them. active flesh that protects them from most forms of magic and
psionics. This layer does not protect their exposed tentacles
however, nor their underbelly, if exposed.
Illithidae Lore Arcana DC 20: The embrac produces a form of psionic
History DC 10: Illithidae are often found lurking at the poison that impedes a mage or psion's capacity to
outskirts of illithid cities and enclaves. It is unclear whether concentrate.
they are cultivated for some purpose, or simply drawn to Nature DC 15: Embracs burrow bolt-holes into underwater
others of their world. lakebeds, where they hide until prey comes nearby, then
Nature DC 15: Much like mind flayers, illithidae seem to be attempt to drag them in.
out of place in the material plane, to the extent that nature Nature DC 20: Embracs use their tentacles for a number of
appears to warp itself around them in ways that make purposes, including establishing leverage and keeping their
traversal for material natives difficult and distressing. balance while attacking.
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
12 (+1) 17 (+3) 12 (+1) 9 (-1) 12 (+1) 11 (+0) 17 (+3) 13 (+1) 14 (+2) 7 (-2) 14 (+2) 11 (+0)
Non-Euclidian. The space in a 5 foot radius around Non-Euclidian. The space in a 5 foot radius around
the saltor is difficult terrain for non-aberrations, as the kigrid is difficult terrain for non-aberrations, as
the saltor's presence warps it into the kigrid's presence warps it into
incomprehensible geometries. incomprehensible geometries.
Psionic Empowerment. As a Bonus Action, the saltor Psionic Empowerment. As a Bonus Action, the kigrid
gains one of the following benefits until the gains one of the following benefits until the
beginning of its next turn. beginning of its next turn.
Energizing Chatter. The saltor rolls to recharge its Frenzy. The kigrid's attacks deal an additional 9
Screech. (2d8) damage.
Concealing Amorphia. Ranged attacks against the Concealing Amorphia. Ranged attacks against the
saltor are made at disadvantage. kigrid are made at disadvantage.
Actions Actions
Multiattack. The saltor makes two attacks, one of Multiattack. The kigrid makes two attacks, one of
which may be with its bite. which may be with its locking bite.
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., Locking Bite. Melee Weapon Attack: +6 to hit, reach
one creature. Hit: 7 (1d8 + 3) piercing damage. 5 ft., one creature. Hit: 12 (2d8 + 3) piercing
damage and the target is grappled (escape DC 14).
Handaxe. Melee Weapon Attack: +5 to hit, reach 5
ft., one creature. Hit: 6 (1d6 + 3) slashing damage. If the target was already grappled, it must succeed
on a DC 14 Strength saving throw or fall prone.
Screech (Recharge 5-6). Each creature in a 15 ft.
cone must succeed on a DC 11 Constitution saving Venomspur Rake. Melee Weapon Attack: +6 to hit,
throw or take 9 (2d8) nonlethal thunder damage, or reach 5 ft., one creature. Hit: 6 (1d6 + 3) piercing
half as much on a success. damage plus 4 (1d8) poison damage and the target
must succeed on a DC 13 Constitution saving
Reactions throw or be Poisoned until the end of the kigrid's
next turn.
Troop Screech. As a reaction to a friendly saltor
within 60 ft. using its screech, the saltor uses its Mental Jolt (Recharge 5-6). One Poisoned creature
Screech, if available. within 5 ft. that the kigrid can see must succeed on
a DC 12 Intelligence saving throw or take 35
(10d6) psychic damage and be knocked prone, or
half as much damage on a success.
Reactions
Hem In. As a reaction to a creature moving within
15 ft. of it, the kigrid moves up to half its speed.
Embrac Concealing Amorphia. Ranged attacks against the
embrac are made at disadvantage.
Large aberration, unaligned
T
he Elder Brains fear what they cannot control. Illithilich Encounter Groups
An illithid awakened to the power of the
arcane is the true master of its own destiny, CR 20 Encounter 11,700 XP
and in illithid society there is no greater crime. 1 Alhoon (CR 10)
Thus are the exceptional pruned from the tree 2 Nyraala Golems (CR 7)
of mediocrity, denied the rapture of resorbtion.
No matter. Death will be made to wait, and the CR 24 Encounter 16,200 XP
secrets of mind-melding guarded so jealously by the Elder
Brains are not so secure as they might imagine. All things 2 Alhoons (CR 10)
true are revealed in time, after all. 1 Gibbering Abomination (CR 6)
2 Gibbering Mouther (CR 2)
Illithilich Lore 6 Voidmind Thralls (CR 1)
Arcana DC 25: Rather than an ordinary phylactery,
illithiliches achieve their form of undeath through something CR 28 Encounter 48,300 XP
called a pariah crystal, which by some means stores the 1 Illithilich (CR 22)
minds of other illithid as they are slowly drained to sustain 1 Balhannoth (CR 7)
the illithilich, exhausted at a rate of about one per year. 4 Tzakandi (CR 4)
Similarities have been drawn to the method by which the
archmage Ioulaum purportedly sustained his own life.
History DC 20: Illithiliches are despised my nearly all
creatures of the underdark, most especially by living illithids,
yet crave a community of intellectual equals to share
consciousness with. Because of this, it is relatively common
to discover two or more illithiliches lairing together, at least
compared to other varieties of lich.
History DC 25: According to his apprentice Tabra, the great
archmage Ioulaum was slain by a cabal of what were later
discovered to be illithiliches, leading some to believe they
may have extracted the means of achieving undeath from the
sage's mind.
Nature DC 15: In undeath, illithiliches are relieved of the
need to feed on living brains, but most do so anyways for
nostalgia or pleasure.
Nature DC 20: The flesh of an illithilich is pale, dry and
cracked, its undead body unable to produce the mucous that
keeps healthy mind flayers moist. Many illithiliches go to
great lengths to keep their skin moist, from lairing in sauna-
like underground volcanic springs to harvesting and injecting
the mucous of living mind flayers.
Religion DC 10: Unlike ordinary liches, illithiliches do
not employ a phylactery or consume souls, implying that
the source of their undeath is something more esoteric
than entreating gods or demons of undeath. What such a
source could be has remained a great mystery.
Illithilich Tactics
An illithilich's primary concerns are getting
counterspelled and getting bogged down in
melee. To this end, it first positions itself
within 60 ft. of only a single creature
capable of casting counterspell and casts
Blood to Vitriol on it, counterspelling the
creature's counterspell. It teleports with Fold Space
whenever a melee threat closes with it, particularly if the
threat is a paladin. It uses Mind Blast whenever it can catch 3
or more creatures at once with it, and prioritizes Dominating
Fighters, Rogues, and Barbarians whenever they are present.
Alhoon Nerve Rot Bolt. Ranged Spell Attack: +8 to hit, reach 60
ft., one creature. Hit: 18 (4d8) necrotic damage plus
Medium undead (aberration), lawful evil
11 (2d10) psychic damage.
Armor Class 15 (breastplate) Extract Brain. Melee Weapon Attack: +8 to hit, reach 5
Hit Points 165 (22d8 + 66) ft., one incapacitated humanoid grappled by the
Speed 30ft., fly 10 ft. (hover) alhoon. Hit: The target takes 55 (10d10) piercing
damage. If this damage reduces the target to 0 hit
points, the alhoon begins to extract and devour the
STR DEX CON INT WIS CHA target's brain. At the beginning of the alhoon's next
11 (+0) 12 (+1) 16 (+3) 19 (+4) 17 (+3) 17 (+3) turn if the target is still unconscious and grappled, the
target dies and the alhoon gains 40 temporary hit
Saving Throws CON +7, INT +8, WIS +7, CHA +7 points.
Skills Arcana +8, History +12, Nature +8, Perception Mind Blast (Recharge 5-6). The alhoon magically emits
+7 psychic energy in a 30-foot cone. Each creature in that
Damage Resistances Necrotic, Psychic; Bludgeoning, area must succeed on a DC 15 Intelligence saving
Piercing, and Slashing from Nonmagical Weapons. throw or take 36 (8d8 + 4) psychic damage and be
Damage Immunities Poison Stunned until the end of the alhoon's next turn.
Condition Immunities Charmed, Exhaustion, Frightened,
Paralyzed, Poisoned Force Rift (3rd Level Spell). The alhoon wrenches gravity
Senses Darkvision 120 ft., Passive Perception 17 in a line extending from itself. Each creature in a 60 ft.
Languages Common, Deep Speech, Undercommon, line that is 5 ft. wide must succeed on a DC 16
Telepathy 120 ft. Strength saving throw or take 27 (5d10) force damage
Challenge 10 (5,900 XP) and be knocked prone, or take half as much damage on
a success. A creature that fails by 5 or more is
additionally pushed 15 ft. away.
Pariah Crystal. If it has a pariah crystal with minds
remaining, a destroyed alhoon gains a new body in Fold Space (4th Level Spell). The alhoon teleports to an
1d10 days, regaining all its hit points and becoming unoccupied location it can see within 30 feet. Each
active again, and its pariah crystal loses one of the creature within 15 ft. of the space it departed must
minds it contains. The new body appears within 5 feet succeed on a DC 16 Strength saving throw or be pulled
of the phylactery. up to 10 ft. toward the space it departed and take 22
(4d10) psychic damage.
Impossible Angles. The space in a 5 ft. radius around the
alhoon is difficult terrain for non-aberrations, as the Dominate (5th Level Spell, Concentration). One creature
alhoon's presence warps it into incomprehensible within 30 ft. that the alhoon can see must succeed on
geometries, additionally causing the following effects: a DC 16 Wisdom saving throw or be magically
Charmed and under the alhoon's telepathic control.
A non-aberration creature that starts its turn in the Whenever the charmed target takes damage, the target
area, or enters it for the first time on a turn, must can repeat the saving throw, ending the effect on a
succeed on a DC 16 Wisdom saving throw or take success.
1d10 psychic damage and be Poisoned until the
beginning of its next turn. Blood to Vitriol (1/Day, 6th Level Spell, Concentration).
Ranged attacks made by non-aberrations that pass One creature within 60 ft. the alhoon can see must
through the area are made at disadvantage. succeed on a DC 16 Constitution saving throw or be
Stunned for 1 minute. A Stunned creature repeats this
Magic Resistance. The alhoon has advantage on saving saving throw at the end of each of its turns, taking 22
throws against spells and other magical effects. (5d8) acid damage on a failure, or ending the effect on
a success.
Legendary Resistances (1/Day). If the alhoon fails a
saving throw, it can choose to succeed instead. Reactions
Actions Shield (1st Level Spell). As a reaction to being targeted
with an attack, the alhoon may add 5 to its AC until the
Multiattack. The alhoon makes two attacks, one of beginning of its next turn.
which it may replace with a spell of 1st level or above.
Counterspell (3rd Level Spell). As a reaction to seeing a
Icy Tentacles. Melee Spell Attack: +8 to hit, reach 5 ft., creature cast a spell within 60 feet, the alhoon may
one creature. Hit: 15 (2d10 + 4) psychic plus 9 (2d8) make an Intelligence check with DC equal to 10 plus
cold damage and the target is grappled (escape DC the spell's level, negating the spell on a success. If the
16). spell is 3rd level or below, the alhoon succeeds
A creature that starts its turn grappled by the alhoon automatically.
must succeed on a DC 16 Intelligence saving throw or
be Paralyzed until the beginning of its next turn.
Illithilich Extract Brain. Melee Weapon Attack: +8 to hit, reach 5
ft., one incapacitated humanoid grappled by the
Medium undead (aberration), lawful evil
alhoon. Hit: The target takes 55 (10d10) piercing
Armor Class 15 (breastplate) damage. If this damage reduces the target to 0 hit
Hit Points 221 (26d8 + 104) points, the alhoon begins to extract and devour the
Speed 30ft., fly 20 ft. (hover) target's brain. At the beginning of the illithilich's next
turn if the target is still unconscious and grappled, the
target dies and the illithilich gains 40 temporary hit
STR DEX CON INT WIS CHA points.
11 (+0) 15 (+2) 18 (+4) 23 (+6) 18 (+4) 17 (+3) Dominate (5th Level Spell, Concentration). One creature
within 30 ft. that the alhoon can see must succeed on
Saving Throws CON +11, INT +13, WIS +11, CHA +10 a DC 21 Wisdom saving throw or be magically
Skills Arcana +20, History +20, Nature +13, Perception Charmed and under the illithilich's telepathic control.
+11 Whenever the charmed target takes damage, the target
Damage Resistances All but Poison and Radiant can repeat the saving throw, ending the effect on a
Damage Immunities Poison success.
Condition Immunities Charmed, Exhaustion, Frightened, Blood to Vitriol (6th Level Spell, Concentration). One
Paralyzed, Poisoned creature within 60 ft. the alhoon can see must succeed
Senses Truesight 120 ft., Passive Perception 21 on a DC 21 Constitution saving throw or be Stunned
Languages Common, Deep Speech, Undercommon, for 1 minute. A Stunned creature repeats this saving
Telepathy 120 ft. throw at the end of each of its turns, taking 22 (5d8)
Challenge 22 (41,000 XP) acid damage on a failure, or ending the effect on a
success.
Pariah Crystal. If it has a pariah crystal with minds
Mind Blast Overcharge (Recharge 5-6). The illithilich
remaining, a destroyed illithilich gains a new body in magically emits psychic energy in a 90-foot cone. Each
1d10 days, regaining all its hit points and becoming
creature in the area must succeed on a DC 21
active again, and its pariah crystal loses one of the Intelligence saving throw or take 76 (8d8 + 40)
minds it contains. The new body appears within 5 feet
psychic damage and be Stunned until the end of the
of the phylactery.
illithilich's next turn, or half as much damage on a
Impossible Angles. The space in a 10 ft. radius around success.
the illithilich is difficult terrain for non-aberrations, as
the illithilich's presence warps it into incomprehensible Reactions
geometries, additionally causing the following effects: Shield (1st Level Spell). As a reaction to being targeted
A non-aberration creature that starts its turn in the with an attack, the illithilich may add 5 to its AC until
area, or enters it for the first time on a turn, must the beginning of its next turn.
succeed on a DC 16 Wisdom saving throw or take Counterspell (3rd Level Spell). As a reaction to seeing a
1d10 psychic damage and be Poisoned until the
creature cast a spell within 60 feet, the illithilich may
beginning of its next turn.
make an Intelligence check with DC equal to 10 plus
Ranged attacks made by non-aberrations that pass
the spell's level, negating the spell on a success. If the
through the area are made at disadvantage.
spell is 3rd level or below, the illithilich succeeds
Magic Resistance. The illithilich has advantage on saving automatically.
throws against spells and other magical effects. Psychic Annihilation (1/Day, 9th Level Spell). As a
reaction to being reduced below 111 hit points, the
Legendary Resistances (3/Day). If the illithilich fails a illithilich forces one creature it can see within 60 ft. to
saving throw, it can choose to succeed instead.
succeed on a DC 21 Intelligence saving throw or have
its head explode, killing it instantly. On a successful
Actions save, the creature instead takes 66 (12d10) psychic
Icy Tentacles. Melee Spell Attack: +12 to hit, reach 5 ft., damage.
one creature. Hit: 15 (2d10 + 4) psychic plus 9 (2d8)
cold damage and the target is grappled (escape DC Legendary Actions
16).
Icy Tentacles. The illithilich makes an attack with its icy
A creature that starts its turn grappled by the illithilich tentacles.
must succeed on a DC 16 Intelligence saving throw or Nerve Rot Bolt. The illithilich makes an attack with its
be Paralyzed until the beginning of its next turn.
nerve rot bolt.
Nerve Rot Bolt. Ranged Spell Attack: +12 to hit, reach
Fold Space (Costs 2 Actions, 4th Level Spell). The alhoon
60 ft., one creature. Hit: 18 (4d8) necrotic damage teleports to an unoccupied location it can see within
plus 11 (2d10) psychic damage.
30 feet. Each creature within 15 ft. of the space it
departed must succeed on a DC 16 Strength saving
throw or be pulled up to 10 ft. toward the space it
departed and take 22 (4d10) psychic damage.
Intellect Devourers
A
mong the many ill fates that mind flayers visit
upon those that fall prey to them, one of the
most horrific is that of the intellect devourer. Ustilagor
The host's brain is removed, still living, seeded Tiny aberration, lawful evil
with parasitic fugus and bathed in mutagens,
warped into a creature of unlimited cruelty and Armor Class 11
hideous vulnerability; an exposed brain loping Hit Points 24 (4d4 + 4)
about on stubby, bestial legs. Speed 20 ft.
Actions
Acidic Tendril. Melee Weapon Attack: +5 to hit,
reach 5 ft., one target. Hit: 6 (1d6 + 3) acid
damage. For the next minute, or until a creature
takes an action to clear the acid, the target takes 3
(1d6) acid damage at the beginning of each of its
turns.
Telempathic Assault. One creature within 30 ft.
must succeed on a DC 11 Intelligence saving throw
or be Charmed by the ustilagor for the next minute,
or until it takes damage. While Charmed in this way,
a creature subtracts 1d4 from Wisdom saving
throws it makes.
Ustilagor Tactics
If the ustilagor is uninjured, it uses its Telempathic Assault
and takes no other hostile action as long as it is not attacked.
If it takes damage, it uses its acidic tendril then flees.
Intellect Devourer Tactics
Intellect Devourers hunt in packs, continually using their
Rend Mind on a single creature until a it is Stunned or
knocked unconscious, then trying to bore a hole and climb
through. If an intellect devourer is already attempting to
displace a creature's brain, others will seek a new target.
Intellect Devourer Rend Mind. The intellect devourer chooses one
creature it can see within 30 feet of it that has an
Tiny aberration, lawful evil
Intelligence of 3 or higher The target must succeed on
Armor Class 13 a DC 13 Intelligence saving throw or take 16 (3d10)
Hit Points 56 (16d4 + 16) psychic damage. A creature that fails this saving throw
Speed 40 ft. by 5 or more has its Intelligence score reduced to 0
and is Stunned. The target may repeat this saving throw
at the end of each of its turns, ending the effect on a
STR DEX CON INT WIS CHA success.
4 (-3) 16 (+3) 12 (+1) 12 (+1) 14 (+2) 10 (+0) Displace Brain. Melee Weapon Attack: +5 to hit, reach 5
ft., one target with a hole in its skull. Hit: The creature
Saving Throws CON +3, INT +3 is grappled (escape DC 13) and Blinded as the intellect
Skills Stealth +5 devourer latches onto it. If the intellect devourer
Condition Immunities Blinded, Exhaustion, Frightened, begins its turn grappling a creature in this way, it forces
Paralyzed, Poisoned its way into the creature's skull, consumes and
Senses Blindsight 60 ft., Passive Perception 12 displaces the creature's brain, and takes full control of
Languages Understands Deep Speech but can’t speak, its body.
Telepathy 60 ft.
Challenge 3 (700 XP) While inside the creature’s skull, the intellect
devourer has total cover against attacks and
Mindsense. The intellect devourer is aware of the other effects outside of the host. The intellect
presence of creatures within 300 feet of it that have an devourer retains its Intelligence, Wisdom, and
Intelligence of 3 or higher. It knows the relative Charisma scores, as well as its comprehension
distance and direction of each creature, regardless of of language, its telepathy, and its traits.
physical barriers. Creatures under the effects of magic Otherwise, it inherits the target’s statistics,
that protects the mind cannot be detected by the memories and knowledge, including spells and
intellect devourer. languages. If the host body drops to 0 hit
points, the intellect devourer must leave the
Exposed Brain. The intellect devourer has a telepathic host. It can also be magically forced from the
field that grants it resistace to all damage but psychic, host’s body by means of a protection from evil
which it must concentrate on as though concentrating and good spell being cast on the host.
on a spell. If it loses concentration, until the beginning
of its next turn it loses its damage resistances and
gains vulnerability to all damage but psychic.
Reactions
Actions
Scuttle. As a reaction to being subjected to an Effect
Trepanation Claws. Melee Weapon Attack: +5 to hit, that allows it to make a saving throw to take only half
reach 5 ft., one target. Hit: 6 (1d6 + 3) slashing damage, the intellect devourer may move up to half its
damage. This attack deals an additional 21 (6d6) speed. If it ends this movement outside the effect's
damage to an incapacitated target and bores a small area, range, or line-of-sight, the intellect devourer takes
hole in its skull. no damage.
Kythons
S
pawned by a failed demonic attempt to birth more Kython Grafts
of their kind on the material plane, kythons are a
race of cruel and voracious expansionists, single- Non-broodling kythons often are grafted with a living weapon,
minded in their pursuit of biomass to consume and some few specimens are capable of supporting two or
and convert into more kythons. more. When separated from its kython wielder, such weapons
Kythons have been known to colonize even survive for 1d4 weeks before withering and dying, though
extremely harsh environments, their wildly they will readily latch onto non-kython creatures.
plastic genetics helping them to rapidly mutate and adapt to Graft Effect
nearly any conditions. Within a single short generation,
kythons have been known to develop total immunity to tactics Acid Spitter The wielder may activate this item to cast
Caustic Brew at 1st level without requiring
that once cut them down with ease. concentration once per Short Rest. The save
Not only this, but they seem to have innate and conscious DC is 14.
control over this mutative process, able to give birth to living
tools and weapons formed to solve immediate and complex Boneshard This heavy crossbow produces its own
problems, an adaptation seen nowhere else in the natural Crossbow ammunition, and each attack made with it
deals an additional 1d6 piercing damage.
world or elsewhere.
Mucous Once per short rest as a reaction when hit
Pod with a melee attack, the wielder may cover
Kython Lore the attacker in sticky mucous, reducing its
History DC 15: Ironically, weapons made from the bones of movement speed by 15 ft. until a creature
kythons are remarkably well-suited to hunting them, as they takes an action to clean it off.
resist the corrosion that ordinary arms suffer when Phase Once per short rest, the wielder may step
contacting the kython's highly acidic blood. Such weapons are Organ into the Border Ethereal as an action, where
also much sought-after by veteran ooze-hunters, and for it stays for 1 hour, or until it returns as an
similar reasons. action. While there, the wielder can see and
Nature DC 10: Before their carapaces fully harden as, hear the plane it originated from.
juvenile kythons have been known to have their natural Disruption Each creature within 30 ft. of the wielder
armor broken by sufficiently heavy impacts, leaving them Field makes saving throws against spells and
vulnerable. magical effects at advantage.
Nature DC 15: Kythons often carry living armaments, Pharyngeal Whenever the wielder hits a creature with a
naturally bio-engineered weapons that they can seemingly Jaws bite attack, it may make a second bite attack
give birth to at will as needed. Such weapons can be claimed against the same creature as a Bonus Action.
and wielded by non-kythons, though they are usually short-
lived without a symbiotic kython to leech nourishment from.
Nature DC 20: Labyrinthine kython hives are constructed
into caves and abandoned buildings using their own saliva,
which slowly hardens into an incredibly durable resin when
oxidized. Such resins also coat the exoskeletons of adult
kythons, making them incredibly resilient. Despite this, these
resins are vulnerable to rapid temperature shocks, and
sufficient cold and heat applied together has been known to
shatter their structures and even, at times, their bodies.
Kython Broodling Kython Juvenile
Tiny aberration, neutral evil Medium aberration, neutral evil
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
13 (+1) 15 (+2) 12 (+1) 7 (-2) 12 (+1) 9 (-1) 15 (+2) 15 (+2) 14 (+2) 10 (+0) 13 (+1) 9 (-1)
Piling Mass. A creature's speed is reduced by 5 ft. Acid Blood. A creature that touches the kython or
for each broodling attached to it. As an action, a hits it with a melee attack while within 5 feet of it
creature may make a Strength saving throw with DC takes 4 (1d8) acid damage. Any nonmagical
equal to 8 plus the number of attached broodlings. weapon that hits the kython corrodes. After dealing
On a success, each attached broodling falls prone damage, the weapon takes a permanent and
in the nearest unoccupied space. cumulative −1 penalty to damage rolls. If its penalty
drops to −5, the weapon is destroyed.
Actions
Leaping Bites (Group Attack). Melee Weapon Attack:
Actions
+3 to hit, reach 5 ft., one target. Hit: 2 piercing Fleshtearer Jaws. Melee Weapon Attack: +4 to hit,
damage and the broodling latches on to the target. reach 5 ft., one target. Hit: 8 (1d12 + 2) piercing
The broodling can detach itself by spending 5 feet damage. A prone or poisoned creature takes an
of its movement. additional 7 (2d6) slashing damage.
Tail Thrash (Group Attack). Melee Weapon Attack: Tail Barb. Melee Weapon Attack: +4 to hit, reach 10
+3 to hit, reach 5 ft., one target the broodling is ft., one target. Hit: 4 (1d4 + 2) piercing plus 10
attached to. Hit: 3 bludgeoning damage and the (3d6) poison damage and the kython may detach
target is knocked prone. its tail barb.
If it does, the kython cannot use this attack again
until it completes a Short or Long rest, and the
Kython Juvenile Tactics creature must succeed on a DC 12 Constitution
saving throw or be Poisoned until a creature takes
Kythons in groups try to approach from several angles at an action to remove the barb.
once, cutting off routes of retreat and limiting options for
wide area of effect attacks. Juveniles use hit-and-run tactics, Rip and Tear (Recharge 5-6). The kython makes three
Fleashtearer Jaws attacks against a Prone or
stinging and then fleeing to cover if alone, and using Rip and Poisoned creature within 5 ft.
Tear only on a downed creature. If accompanied by other
kythons, they are more aggressive, detaching their tail barbs Reactions
and then using Rip and Tear.
Smell Fear. As a reaction to a creature within 60 ft.
falling prone or failing a saving throw against being
Kython Adult/Impaler Tactics Frightened, the kython moves up to half its speed
Adults are much more aggressive than juveniles, though they towards the creature.
still make use of stealth in their initial approach if alone. They
switch to skirmisher tactics if fighting creatures wielding fire
or cold, however, returning to stealth to try to lure their most
dangerous foes into a position where they can be ambushed
alone.
Kython Adult Kython Impaler
Medium aberration, neutral evil Medium aberration, neutral evil
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
17 (+3) 15 (+2) 16 (+3) 10 (+0) 14 (+2) 11 (+0) 18 (+4) 20 (+5) 17 (+3) 12 (+1) 15 (+2) 15 (+2)
Hardened Exoskeleton. If the kython takes both cold Hardened Exoskeleton. If the kython takes both cold
and fire damage in the same turn, it must succeed and fire damage in the same turn, it must succeed
on a DC 15 Constitution saving throw or drop to 0 on a DC 10 Constitution saving throw or drop to 0
hit points as its exoskeleton shatters. hit points as its exoskeleton shatters.
Acid Blood. A creature that touches the kython or Acid Blood. A creature that touches the kython or
hits it with a melee attack while within 5 feet of it hits it with a melee attack while within 5 feet of it
takes 4 (1d8) acid damage. Any nonmagical takes 4 (1d8) acid damage. Any nonmagical
weapon that hits the kython corrodes. After dealing weapon that hits the kython corrodes. After dealing
damage, the weapon takes a permanent and damage, the weapon takes a permanent and
cumulative −1 penalty to damage rolls. If its penalty cumulative −1 penalty to damage rolls. If its penalty
drops to −5, the weapon is destroyed. drops to −5, the weapon is destroyed.
Spider Climb. The kython can climb difficult Spider Climb. The kython can climb difficult
surfaces, including upside down on ceilings, surfaces, including upside down on ceilings,
without needing to make an ability check. without needing to make an ability check.
Actions Actions
Multiattack. The kython makes five attacks, one of Multiattack. The kython makes five attacks, one of
which may be with its pharyngeal jaws. which may be with its pharyngeal jaws.
Pharyngeal Jaws. Melee Weapon Attack: +6 to hit, Pharyngeal Jaws. Melee Weapon Attack: +8 to hit,
reach 5 ft., one target. Hit: 9 (1d12 + 3) piercing reach 5 ft., one target. Hit: 11 (1d12 + 5) piercing
damage and the kython immediately makes a damage and the kython immediately makes a
second bite attack against the same target. second bite attack against the same target.
Rending Claws. Melee Weapon Attack: +6 to hit, Rending Claws. Melee Weapon Attack: +8 to hit,
reach 5 ft., one target. Hit: 6 (1d6 + 3) slashing reach 5 ft., one target. Hit: 8 (1d6 + 5) slashing
damage. This attack scores a critical on a 19-20. damage. This attack scores a critical on a 19-20.
Instead of dealing damage, the kython may grapple Instead of dealing damage, the kython may grapple
the target (escape DC 14). the target (escape DC 14).
Impale. One creature grappled by the kython must
Reactions succeed on a DC 16 Constitution saving throw or
Smell Fear. As a reaction to a creature within 60 ft. take 55 (10d10) piercing damage, or half as much
falling prone or failing a saving throw against being on a success.
Frightened, the kython moves up to half its speed If the creature is reduced to 0 hit points by this
towards the creature. damage, each of its allies that can see it must
succeed on a DC 16 Wisdom saving throw or be
Frightened until the end of the kython's next turn.
Mind Flayers
F
ew species across the cosmos can match the History DC 25: Aboleths, creatures that predate all other
baleful intellect and utter lack of compassion known life forms and maintain perfect racial memories going
that characterize the Illithid. Better known as back to the dawn of creation, assert that they have no
mind flayers, the illithid are psions of incredible knowledge of the origins of the Illithid. They simply appeared,
power, capable of surgically carving through fully formed, and set about establishing their great empire.
bone and plucking out a living creature's brain in This has led certain scholars to surmise that they may be
seconds with laser-focus telekinesis, of carving intruders from a different multiverse entirely, or from a dead
out a person's fears and desires, leaving them only the branch of this one's future timeline.
compulsion to serve. Nature DC 10: Mind flayers are known to exhude a faint but
Though reduced to a faint shadow of the former might and unmistakable odor, reminiscent of garlic and vanilla.
glory of the Illithid empire, even a lone mind flayer is a Nature DC 10: Mind flayers seem to be out of place in the
serious threat, and they are rarely found alone. Illithid hives material plane, to the extent that nature appears to warp
in the deep places of the world can be incredibly expansive, itself around them in ways that make traversal for material
with dozens or hundreds of illithids and thralls serving the natives difficult and distressing.
cruel machinations of a malign greater will, seeking to Nature DC 15: Mind flayers are among the most strictly
reclaim their lost dominion. lawful of creatures, their very thoughts subject to constant
surveilance and manipulation by their fellow mind flayers and
the elder brain that spawned them.
Mind Flayer Lore Nature DC 20: Despite typically displaying an outward
Arcana DC 15: The innate psionic abilities of mind flayers, appearance of utter impassivity, the default state of the mind
though well divorced from any arcane tradition, still often flayer is awash in a torrent of emotion, comprising almost
require a degree of concentration comparable to that of entirely of anger, fear, shame, hate, envy, indignation,
powerful spells. contempt, pride, and anxiety, stoked as tools of coercion and
Arcana DC 20: While arcane magic is considered anathema control by its superiors within the colony.
among most mind flayer cabals, mind flayer mages are not Religion DC 20: While mind flayers are incapable of true
unheard of, though most seem to be reviled among wider worship due to their inconquerable egos, they are
illithid society. occasionally known to show
History DC 15: Despite their current affinity for the deference to beings of great
Underdark, it is said that the empire of the mind knowledge, to recognize
flayers was once incredibly extensive, spanning superiors within their own
across much of the known cosmos. Modern Illithid domain of excellence.
collectives ever have an eye on reclaiming that lost
glory, taming the chaos of the rogue multiverse to their
psychic lash.
History DC 20: The empire of the mind flayers was built
upon the toil of the Gith, an extraplanar race endemic to
the Astral Sea, though where they might have
resided before their enslavement is unknown.
In a mass revolt, the Gith tore the foundations
of the great empire apart, driving mind
flayers near to the point of extinction as they
hunted their former captors across the
planes.
Mind Flayer Hive Tender Tactics Encounter Groups
The hive tender opens with its haywire mind blast, then CR 14 Encounter 4,000 XP
attempts to dominate an affected creature to keep its other
allies occupied while it seeks to grapple another creature 2 Mind Flayer Hive Tenders (CR 4)
with its tentacles and extract its brain. If the odds seem to be 4 Intellect Devourers (CR 3)
against it, it instead stays at least 30 ft. away from the party CR 19 Encounter 8,800 XP
after Dominating one of them, luring one of them into
breaking from the group and hopefully having its charge 1 Mind Flayer Arcanist (CR 8)
stymied by the mind flayer's Non-Euclidian feature. 2 Umber Hulks (CR 5)
2 Derro Quarreler (CR 2)
Mind Flayer Infiltrator Tactics 8 Derro Crawlers (CR 1/4)
The infiltrator will usually be caught out in a surveilance role, CR 25 Encounter 25,300 XP
and its primary goal will be to escape and relay what
information it has that cannot be conveyed through simple 1 Elder Brain (CR 14)
telepathy. If only one creature can see it, it dominates it and 1 Ulitharid (CR 11)
compels it to try to convince its companions that there is 6 Mind Flayer Hive Tenders (CR 4)
nothing there. If more than one appear to see it, it instead
triest to catch as many of them as it can in its Insensate Mind
Blast, then Dominate a creature to keep its allies busy while
it flees behind full cover so it can use its Plane Shift without
fear of counterspell.
Mind Flayer Arcanist Tactics
The arcanist teleports with Fold Space whenever more than
one creature closes to melee with it, otherwise opening with
its Mind Blast or Dominate and alternating between its Force
Rift and Mind Blast, when available. If it can separate a single
creature from its allies, it uses its Tentacles and Extract Brain
on it.
Ulitharid Tactics
The Ulitharid stays as far away from direct conflict as it can
manage, willingly closing to melee only when it can strike an
unconscious creature with its Skulltap Staff. If enemies are
tied up with its minions, it alternates between its Enthralling
Mind Blast and Break Will, Plane Shifting away when
reduced below half HP unless it is defending its Elder Brain.
Mind Flayer Social Encounters
A mind flayer arcanist clandestinely seeks out the
assistance of a cleric in forgetting the heretical thoughts
that have divided it from its hive.
A mind flayer hive is seeking materials to repair an
ancient nautiloid spelljammer so they can escape the
plane before some great Elder Evil awakens. They are
willing to share their people's recollection of its abilities
and intentions in exchange for assistance.
A colony of myconids has adopted an injured mind flayer,
and psychic communion with them has really mellowed it
out. It is starving however, and has only a few days to
choose between seeking sapient prey or starving if an
ethical substitute cannot be found.
A mind flayer infiltrator living in a drow city has
taken suddenly ill, and is faced with the possibility
of a true and lasting death, unable to rejoin its
consciousness with the elder brain. In desperation
it offers what wealth and secrets it has accumulated
to any who will escort it back to its people discreetly,
or ensure its brain makes the journey if its body cannot.
Mind Flayer Hive Tender A creature that starts its turn grappled by the mind
flayer must succeed on a DC 15 Intelligence saving
Medium aberration, lawful evil
throw or be Stunned until the beginning of its next
Armor Class 15 (Breastplate) turn.
Hit Points 71 (13d8 + 13) Extract Brain. Melee Weapon Attack: +6 to hit, reach 5
Speed 30ft., fly 10 ft. (hover) ft., one incapacitated humanoid grappled by the mind
flayer. Hit: The target takes 55 (10d10) piercing
damage. If this damage reduces the target to 0 hit
STR DEX CON INT WIS CHA points, the mind flayer begins to extract and devour
11 (+0) 12 (+1) 12 (+1) 18 (+4) 17 (+3) 17 (+3) the target's brain. At the beginning of the mind flayer's
next turn if the target is still unconscious and grappled,
Saving Throws INT +6, WIS +6 the target dies and the mind flayer gains 40 temporary
Skills Deception +5, Insight +5, Perception +5, hit points.
Persuasion +5, Stealth +3 Dominate (Recharge 5-6, Concentration). One creature
Senses Darkvision 120 ft., Passive Perception 15 within 30 ft. that the mind flayer can see must succeed
Languages Deep Speech, Undercommon, Telepathy on a DC 14 Wisdom saving throw or be magically
120 ft. Charmed and under the mind flayer's telepathic
Challenge 4 (1,100 XP) control. Whenever the charmed target takes damage,
the target can repeat the saving throw, ending the
Magic Resistance. The mind flayer has advantage on effect on a success.
saving throws against spells and other magical effects.
Haywire Mind Blast (Recharges when the mind flayer uses
Psychic Overload. Whenever the mind flayer takes its Extract Brain). The mind flayer magically emits
psychic damage from a source other than this ability, psychic energy in a 30-foot cone. Each creature in that
each friendly mind flayer and Charmed creature within area must succeed on a DC 14 Intelligence saving
20 ft. takes half as much psychic damage. throw or take 22 (4d8 + 4) psychic damage and
subtract 1d6 from attack rolls and saving throws it
Non-Euclidian. The space in a 5 foot radius around the makes for the next minute.
mind flayer is difficult terrain for non-aberrations, as
the mind flayer's presence warps it into An affected creature repeats this saving throw at the
incomprehensible geometries. end of each of its turns, ending the effect on itself on a
success.
Actions
Reactions
Tentacles. Melee Weapon Attack: +6 to hit, reach 5 ft.,
one creature. Hit: 15 (2d10 + 4) psychic damage and Telekinetic Shove. As a reaction to being hit with a
the target is grappled (escape DC 14). melee attack, the mind flayer forces the attacker to
succeed on a DC 14 Strength saving throw or be
pushed 15 feet away.
Mind Flayer Infiltrator A creature that starts its turn grappled by the mind
flayer must succeed on a DC 15 Intelligence saving
Medium aberration, lawful evil
throw or be Stunned until the beginning of its next
Armor Class 15 (breastplate) turn.
Hit Points 88 (16d8 + 16) Extract Brain. Melee Weapon Attack: +7 to hit, reach 5
Speed 30ft., fly 10 ft. (hover) ft., one incapacitated humanoid grappled by the mind
flayer. Hit: The target takes 55 (10d10) piercing
damage. If this damage reduces the target to 0 hit
STR DEX CON INT WIS CHA points, the mind flayer begins to extract and devour
11 (+0) 14 (+2) 12 (+1) 19 (+4) 17 (+3) 17 (+3) the target's brain. At the beginning of the mind flayer's
next turn if the target is still unconscious and grappled,
Saving Throws DEX +5, INT +7 the target dies and the mind flayer gains 40 temporary
Skills Deception +6, Sleight of Hand +7, Stealth +7 hit points.
Senses Darkvision 120 ft., Passive Perception 16 Dominate (Recharge 5-6, Concentration). One creature
Languages Deep Speech, Undercommon, Telepathy within 30 ft. that the mind flayer can see must succeed
120 ft. on a DC 15 Wisdom saving throw or be magically
Challenge 7 (2,900 XP) Charmed and under the mind flayer's telepathic
control. Whenever the charmed target takes damage,
Magic Resistance. The mind flayer has advantage on the target can repeat the saving throw, ending the
saving throws against spells and other magical effects. effect on a success.
Psychic Overload. Whenever the mind flayer takes Insensate Mind Blast (Recharges when the mind flayer
psychic damage from a source other than this ability, uses its Extract Brain). The mind flayer magically emits
each friendly mind flayer and Charmed creature within psychic energy in a 30-foot cone. Each creature in that
20 ft. takes half as much psychic damage. area must succeed on a DC 15 Intelligence saving
throw or take 31 (6d8 + 4) psychic damage and be
Non-Euclidian. The space in a 5 foot radius around the Blinded for the next minute. A creature that fails by 5
mind flayer is difficult terrain for non-aberrations, as or more is additionally Deafened until the end of its
the mind flayer's presence warps it into next turn.
incomprehensible geometries.
An affected creature repeats this saving throw at the
Stalker of the Senseless. The mind flayer is invisible to end of each of its turns, ending the effect on itself on a
creatures without proficiency in Perception. It uses its success.
Intelligence modifier for Stealth and Sleight of Hand
checks, rather than Dexterity, and can attempt to hide Plane Shift (6th Level Spell, 1/Day). The mind flayer
without being obscured. teleports to another plane of existence.
Actions Reactions
Tentacles. Melee Weapon Attack: +7 to hit, reach 5 ft., Telekinetic Shove. As a reaction to being hit with a
one creature. Hit: 15 (2d10 + 4) psychic damage and melee attack, the mind flayer forces the attacker to
the target is grappled (escape DC 15). succeed on a DC 15 Strength saving throw or be
pushed 15 feet away.
Telekinetic Deflection. As a reaction to being hit with an
attack, the mind flayer halves the attack’s damage
against it.
Mind Flayer Arcanist Extract Brain. Melee Weapon Attack: +7 to hit, reach 5
ft., one incapacitated humanoid grappled by the mind
Medium aberration, lawful evil
flayer. Hit: The target takes 55 (10d10) piercing
Armor Class 15 (breastplate) damage. If this damage reduces the target to 0 hit
Hit Points 143 (22d8 + 44) points, the mind flayer begins to extract and devour
Speed 30ft., fly 10 ft. (hover) the target's brain. At the beginning of the mind flayer's
next turn if the target is still unconscious and grappled,
the target dies and the mind flayer gains 40 temporary
STR DEX CON INT WIS CHA hit points.
11 (+0) 14 (+2) 14 (+2) 20 (+5) 17 (+3) 17 (+3) Mind Blast (Recharge 5-6). The mind flayer magically
emits psychic energy in a 30-foot cone. Each creature
Saving Throws INT +8, WIS +6, CHA +6 in that area must succeed on a DC 15 Intelligence
Skills Arcana +8, History +8, Nature +8, Perception +6 saving throw or take 31 (6d8 + 4) psychic damage and
Damage Resistances Psychic be Stunned until the end of the mind flayer's next turn.
Senses Darkvision 120 ft., Passive Perception 16 Force Rift (3rd Level Spell). The mind flayer wrenches
Languages Common, Deep Speech, Undercommon, gravity in a line extending from itself. Each creature in a
Telepathy 120 ft. 60 ft. line that is 5 ft. wide must succeed on a DC 16
Challenge 8 (3,900 XP) Strength saving throw or take 27 (5d10) force damage
and be knocked prone, or take half as much damage on
Magic Resistance. The mind flayer has advantage on a success. A creature that fails by 5 or more is
saving throws against spells and other magical effects. additionally pushed 15 ft. away.
Psionic Pariah. The mind flayer is immune to any effect Fold Space (4th Level Spell). The mind flayer teleports to
that would sense its emotions or read its thoughts, an unoccupied location it can see within 30 feet. Each
divination spells, and the Charmed condition. A creature within 15 ft. of the space it departed must
telepathic creature that starts its turn within 10 ft. of succeed on a DC 16 Strength saving throw or be pulled
the mind flayer takes 5 (1d10) psychic damage. up to 10 ft. toward the space it departed and take 22
(4d10) psychic damage.
Non-Euclidian. The space in a 5 foot radius around the
mind flayer is difficult terrain for non-aberrations, as Dominate (5th Level Spell, Concentration). One creature
the mind flayer's presence warps it into within 30 ft. that the mind flayer can see must succeed
incomprehensible geometries. on a DC 15 Wisdom saving throw or be magically
Charmed and under the mind flayer's telepathic
Actions control. Whenever the charmed target takes damage,
the target can repeat the saving throw, ending the
Multiattack. The mind flayer makes two melee attacks, effect on a success.
one of which it may replace with a spell.
Tentacles. Melee Weapon Attack: +7 to hit, reach 5 ft.,
Reactions
one creature. Hit: 16 (2d10 + 5) psychic damage and Shield (1st Level Spell). As a reaction to being targeted
the target is grappled (escape DC 15). with an attack, the mind flayer may add 5 to its AC until
the beginning of its next turn.
A creature that starts its turn grappled by the mind
flayer must succeed on a DC 15 Intelligence saving Counterspell (3rd Level Spell). As a reaction to seeing a
throw or be Stunned until the beginning of its next creature cast a spell within 60 feet, the mind flayer may
turn. make an Intelligence check with DC equal to 10 plus
the spell's level, negating the spell on a success. If the
spell is 3rd level or below, the mind flayer succeeds
automatically.
Ulitharid Skulltap Staff. Melee Weapon Attack: +9 to hit, reach
10 ft., one creature. Hit: 14 (2d8 + 5) bludgeoning
Large aberration, lawful evil
plus 22 (4d10) psychic damage. On a critical hit, the
Armor Class 15 (Breastplate) target must succeed on a DC 17 Constitution saving
Hit Points 195 (30d8 + 60) throw or die as the staff splits its skull open and
Speed 30ft., fly 10 ft. (hover) extracts its brain.
Extract Brain. Melee Weapon Attack: +9 to hit, reach 5
ft., one incapacitated humanoid grappled by the
STR DEX CON INT WIS CHA ulitharid. Hit: The target takes 55 (10d10) piercing
15 (+2) 12 (+1) 15 (+2) 21 (+5) 19 (+4) 21 (+5) damage. If this damage reduces the target to 0 hit
points, the ulitharid begins to extract and devour the
Saving Throws CON +6, INT +9, WIS +8 target's brain. At the beginning of the ulitharid's next
Skills Arcana +9, Insight +8, Perception +8, Stealth +5 turn if the target is still unconscious and grappled, the
Senses Darkvision 120 ft., Passive Perception 18 target dies and the mind flayer gains 40 temporary hit
Languages Deep Speech, Undercommon, Telepathy 2 points.
miles Enthralling Mind Blast (Concentration, Recharge 5-6). The
Challenge 11 (7,200 XP) mind flayer magically emits psychic energy in a 60-foot
cone. Each creature in that area must succeed on a DC
Magic Resistance. The ulitharid has advantage on saving 17 Intelligence saving throw or take 44 (6d12 + 5)
throws against spells and other magical effects. psychic damage. A creature that fails by 5 or more is
magically Charmed and under the ulitharid's telepathic
Psychic Overload. Whenever the ulitharid takes psychic control. Whenever the charmed target takes damage,
damage from a source other than this ability, each the target can repeat the saving throw, ending the
friendly mind flayer and Charmed creature within 60 ft. effect on a success.
takes half as much psychic damage.
Break Will. One creature charmed by the ulitharid must
Non-Euclidian. The space in a 5 foot radius around the succeed on a DC 17 Wisdom Saving Throw or take 11
ulitharid is difficult terrain for non-aberrations, as the (2d10) psychic damage and have its Wisdom score
ulitharid's presence warps it into incomprehensible reduced by the same amount, to a minimum of 1, until
geometries. it completes a Short or Long Rest. If this reduces the
Thrall-Master Resistance (3/Day). If the ulitharid fails a charmed creature to 0 Wisdom, the ulitharid no longer
saving throw against a spell or magical effect, it can requires Concentration to Charm it.
choose to transfer the saving throw's effect to a Plane Shift (7th Level Spell, 1/Day). The ulitharid and up
friendly or Charmed creature within 60 ft. to eight willing creatures within 10 feet teleport to
another plane of existence.
Actions
Multiattack. The ulitharid makes two melee attacks. Reactions
Telekinetic Shove. As a reaction to being hit with a
Tentacles. Melee Weapon Attack: +9 to hit, reach 10 ft.,
melee attack, the ulitharid forces the attacker to
one creature. Hit: 27 (4d10 + 5) psychic damage and
succeed on a DC 17 Strength saving throw or be
the target is grappled (escape DC 17).
pushed 15 feet away.
A creature that starts its turn grappled by the ulitharid
must succeed on a DC 17 Intelligence saving throw or Telekinetic Deflection. As a reaction to being hit with an
be Stunned until the beginning of its next turn. attack, the ulitharid halves the attack’s damage against
it.
Neogi
I
tinerant raiders, pockets of neogi rove across the Neogi Lore
land and sea, seeking treasure and captives to fill
their holds with. To the neogi, the world is comprised History DC 15: While the neogi engage in trade of all kinds
of two funademental forces; the totality of that which in their travels, they are creatures of convenience, and it is
can be owned, and the power to assert that essential when dealing with them not to present them with
ownership, by trade or speech or violence. the opportunity to simply murder you and take what they
wish.
History DC 20: Neogi lairs, in the rare instances that they
settle in a place for any time, are unforgiving to any creature
Neogi Hatchling that lacks their innate climbing abilities, frequently featuring
Tiny aberration, neutral evil pits, chasms, and precarious bridges meant to be traversed
from beneath.
Armor Class 12 (Natural Armor) Nature DC 15: Neogi posess a second set of jaws that rests
Hit Points 7 (2d6) at the back of their throat and can be sprung forward to latch
Speed 20 ft., climb 20 ft. onto a victim, though they lack the fine precision to quickly
release a target once grasped.
STR DEX CON INT WIS CHA Nature DC 20: The venom of a neogi causes a creature to
swell and bloat to the point of immobility. This is not a
3 (-4) 13 (+1) 10 (+0) 6 (-2) 10 (+0) 9 (-1) hunting or defensive adaptation, but a reproductive one, as
when a fellow neogi reaches the end of their useful lifespan
Condition Immunities Charmed, Frightened, they are immobilized so they can be filled with eggs and
Unconscious eaten from inside by the next generation.
Senses Darkvision 60 ft., Passive Perception 10
Challenge 1/8 (25 XP)
Encounter Groups
Spider Climb. The neogi can climb difficult surfaces, CR 18 Encounter 7,200 XP
including upside down on ceilings, without needing
to make an ability check. 1 Neogi Great Old Master (CR 9)
2 Neogi Adults (CR 3)
Pharyngeal Jaws. When the neogi hits a creature 4 Neogi Hatchling Swarms (CR 1)
with a bite attack, it may make another bite attack
against the same creature as a Bonus Action. If it CR 20 Encounter 10,800 XP
does, it latches on to the creature. While latched,
the swarm moves with the target and cannot use its
4 Umber Hulks (CR 5)
bite on another creature until it uses an action to
2 Neogi Master (CR 4)
free itself.
2 Neogi (CR 3)
Actions
Bite. Melee Weapon Attack: +3 to hit, reach 5 ft.,
one target. Hit 3 (1d4 + 1) piercing plus 3 (1d6)
poison damage.
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
8 (-1) 13 (+1) 10 (+0) 6 (-2) 10 (+0) 9 (-1) 6 (-2) 16 (+3) 14 (+2) 13 (+1) 12 (+1) 15 (+2)
Actions Reactions
Multiattack. The Neogi makes two attacks, one of which Revelation of the Gate. As a reaction to a creature within
may be with its bite. It can replace its bite with a use of 60 ft. casting a spell, the neogi forces the spell caster
its Strange Geometries or its Dominate. to succeed on a DC 14 Wisdom saving throw or be
Frightened for the next minute. While Frightened in
Bloating Bite. Melee Weapon Attack: +5 to hit, reach 5 this way, a creature cannot cast spells of 1st level or
ft., one target. Hit 11 (2d6 + 4) plus 14 (4d6) poison higher. A Frightened creature repeats this saving throw
damage and must succeed on a DC 15 Constitution at the end of each of its turns, ending the effect on a
saving throw or be Poisoned for 1 minute. success.
I
n the ordinary course of things, an illithid tadpole Neothelid Lore
matures in an elder brain's brine pool for near a
decade before being selected for implantation, after History DC 15: Though their thick hide is difficult to pierce
which it spends another 20 years developing within with ordinary weaponry, the interior of a neothelid is not so
its host to reach full maturity. When this life cycle is protected.
interrupted, however; when the elder brain is killed History DC 20: Neothelids are often known to lair in tunnels
or flees and the tadpoles are left to their own devices, burrowed by purple worms, as they are unable to effectively
a bloodbath ensues. Weeks or months of cannibalistic fervor burrow themselves.
overtake the pool, and at the end a single, overgrown tadpole Nature DC 15: Neothelids are the result of illithid tadpoles
emerges, feeding on vermin until it grows large enough to that have undergone neotony; unable to continue their
take its preferred prey of sentient brain matter. natural life cycle through ceremorphosis and left to grow
unchecked in their perpetually juvenile state.
Nature DC 20: Neothelids produce a sticky enzyme that
Neothelid Tactics disolves flesh and bone, leaving only fat and nervous tissue
The neothelid opens with its breath weapon, then tries to behind. A creature covered in it has only seconds to scrape or
swallow the most intelligent creature it can sense. It saves its wash it off before being reduced to gelatinous mess.
Telekinetic Draw for the most intelligent spellcaster present. Religion DC 20: It has been proposed that the neothelid
It tries to trap any melee threats between its body and the stage of life, rather than being an evolutionary defect, may be
walls of its tunnel or cavern to maximize the effect of Wild an adaptation to some past environment where the illithid
Thrash. regularly infected titanic or godlike beings, though this is
pure conjecture.
Neothelid Swallow. One creature grappled by two or more
tentacles must succeed on a DC 18 Strength saving
Gargantuan aberration, chaotic evil
throw or be swallowed by the neothelid. A swallowed
Armor Class 16 (Natural Armor) creature is Blinded and restrained, it has total cover
Hit Points 232 (15d20 + 75) against attacks and other effects outside the neothelid,
Speed 30 ft., fly 10 ft. (hover) and it takes 21 (6d6) acid damage at the start of each
of the neothelid's turns.
If the neothelid takes 30 damage or more on a single
STR DEX CON INT WIS CHA turn from a creature inside it, the neothelid must
27 (+8) 7 (-2) 21 (+5) 16 (+3) 16 (+3) 12 (+1) succeed on a DC 21 Constitution saving throw at the
end of that turn or regurgitate all swallowed creatures,
Saving Throws INT +8, WIS +8, CHA +6 which fall prone in the nearest unoccupied spaces. If
Damage Resistances Weapon attacks not made from the neothelid dies, a swallowed creature is no longer
inside it restrained by it and can escape from the corpse by
Senses Blindsight 120 ft. (blind beyond this radius), using 20 feet of movement, exiting prone.
Passive Perception 13 Brain-Stripper Enzyme Breath (Recharge 5-6). The
Challenge 13 (10,000 XP) neothelid disgorges a torrent of acid in a 60 ft. cone
that dissolves bone and flesh but leaves fat and nerves
Mind Sense. The neothelid knows the number and behind. Each creature in the area must succeed on a
direction of each creature with an Intelligence score of DC 18 Dexterity saving throw or be covered in the
4 or higher within 1 mile of it. enzyme until a creature uses its action to scrape or
wash it off. A creature covered in the enzyme takes 35
Non-Euclidian. The space in a 5 foot radius around the (10d6) acid damage at the start of each of its turns.
neothelid is difficult terrain for non-aberrations, as the
neothelid's presence warps it into incomprehensible Reactions
geometries.
Telekinetic Draw. As a reaction to passing a saving
Magic Resistance. The neothelid has advantage on throw against a spell, the neothelid forces the spell's
saving throws against spells and other magical effects. caster to succeed on a DC 16 Strength saving throw or
Implacable. If the neothelid fails a saving throw, it can be pulled 15 ft. toward the neothelid.
choose to succeed instead. If it does, it loses 25 hit
Wild Thrash. As a reaction to taking 30 or more damage
points.
in a turn, the neothelid thrashes about. Each creature
within 15 ft. of it is pushed up to 15 ft. away. A
Actions creature that cannot move the full 15 ft. additionally
Multiattack. The neothelid makes four attacks with its takes 18 (4d8) bludgeoning damage.
tentacles, one of which it may replace with a swallow.
Psychic Crush. As a reaction a creature reducing it
Tentacles. Melee Weapon Attack: +13 to hit, reach 15 below 80 hit points, the neothelid attempts to crush
ft., one target. Hit: 17 (2d8 + 8) bludgeoning damage its mind with brute psionic force. The creature must
plus 4 (1d8) psychic damage, and the target is succeed on a DC 16 Intelligence saving throw or drop
grappled (escape DC 21). to 0 hit points, or take 21 (6d6) psychic damage on a
success.
Nothics
S
ome may marvel at the apparent incuriosity of Nothic Tactics
many archmages when it comes to delving into
the greater mysteries of the world, but this is a Nothics use their Tempt with Knowledge whenever possible,
caution borne by all survivors of the path of true preferentially targeting creatures with poor Wisdom and
knowledge. An archmage of a mere thirty years in Intelligence saving throws and offering the least powerful
the practice is likely to have seen many within spell it thinks will be tempting enough to get the creature to
their sphere utterly undone by uncovering take the deal. If it targets a creature with good Intelligence
knowledge too terrible to be borne. Such is the curse of the saves, it offers better spells and bigger secrets.
nothic.
Nothic Eye of Vecna Tactics
Nothic Lore The eye of vecna tries to position itself to make use of its soul
Arcana DC 10 Nothics are hoarders of great arcane decay each turn if corpses are available, and tries to focus
knowledge that they can be convinced to share for a price. creature Stunend by its Tempt With Knowledge or those
Arcana DC 15 Nothics were once humanoid, degenerated affected by its Eye of Veiling before they can recover. It
through the aquisition of terrible arcane knowledge in a switches unpredictably between its Eye of Veiling and Eye of
process similar to the creation of some undead. Fortunately, Vanishing, preferring the Eye of Veiling if it is concentrating
they seem unwilling or incapable of sharing this secret. on its Eye of Rot already.
History DC 15 Nothics, despite being completely and
irredeemably evil, are often quite friendly and willing to trade
secrets. Some few brave students of wizardry have sought
out nothic tutors for their famed talents, though not all
survive the process.
Nature DC 15 Nothics are possessed of such powerful
insight and intuition that they can learn a creature's deepest
secrets merely by meeting its gaze.
Religion DC 20 The schemes of Vecna, the god of secrets,
often seem to hinge on the actions of nothics, though few
nothics are known to profess any kinship or worship of him.
Religion DC 25 Vecna is thought to be the creator and
disseminator of the dread secret that warps mages into
nothics, set as a trap in the hidden places of the world where
those hungry for hidden knowledge delve.
Nothic Cackler Nothic Mindblight
Medium aberration, neutral evil Medium aberration, any alignment
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
14 (+2) 16 (+3) 16 (+3) 13 (+1) 15 (+2) 8 (-1) 14 (+2) 18 (+4) 17 (+3) 16 (+3) 18 (+4) 8 (-1)
Skills Arcana +3, Insight +6, Perception +4, Stealth Skills Arcana +6, Insight +10, Perception +7, Stealth
+5 +7
Senses Truesight 120 ft., Passive Perception 14 Senses Truesight 120 ft., Passive Perception 17
Languages Common, Undercommon, Telepathy 30 Languages Common, Undercommon, Telepathy 30
ft. ft.
Challenge 2 (450 XP) Challenge 7 (2,900 XP)
Keen Sight. The nothic has advantage on Wisdom Keen Sight. The nothic has advantage on Wisdom
(Perception) checks that rely on sight. (Perception) checks that rely on sight.
Weirding Gaze. When a creature that can see the Mesmeric Gaze. When a creature that can see the
nothic's eye starts its turn within 30 feet of the nothic's eye starts its turn within 30 feet of the
nothic, the nothic can force it to make a DC 12 nothic, the nothic can force it to make a DC 15
Charisma saving throw. On a failed save, the nothic Wisdom saving throw. On a failed save, the
magically learns one key fact or secret about the creature is Charmed by the nothic until the end of
target. The target automatically succeeds if it is its next turn. While Charmed in this way, a creature
immune to being charmed. freely reveals its secrets to the nothic.
Actions Actions
Multiattack. The nothic makes two claw attacks. Multiattack. The nothic makes two blighted claw
attacks uses its tempt with knowledge, if available.
Claw. Melee Weapon Attack: +4 to hit, reach 5 ft.,
one target. Hit: 6 (1d6 + 3) slashing damage. Blighted Claw. Melee Weapon Attack: +7 to hit,
reach 5 ft., one target. Hit: 7 (2d6 + 4) slashing
Tempt With Knowledge (Recharge 5-6). The nothic damage plus 6 (1d10) necrotic damage.
targets one creature it can see within 30 feet that
has been affected by its weirding gaze. The target Eye of Rot (4th Level Spell, Concentration). One
must succeed on a DC 15 Intelligence saving throw creature the nothic can see within 120 ft. must
or take 21 (6d6) psychic damage. make a DC 15 Charisma saving throw. On a failure,
a creature is Poisoned for the next minute, and
A creature that fails this save voluntarily is while Poisoned in this way takes 22 (4d10)
additionally Stunned for the next minute, and learns necrotic damage at the beginning of each of its
a 1st level wizard spell of the nothic's choice, turns.
which it may cast once per long rest without
expending a spell slot. A Stunned creature repeats A Poisoned creature repeats this saving throw at
this save at the end of each of its turns, ending the the end of each of its turns, with disadvantage if
stun effect on a success. the nothic can see it, ending the effect on a
success.
Reactions Tempt With Knowledge (Recharge 5-6). The nothic
Cackling Caprice. As a reaction to being missed with targets one creature it can see within 30 feet that
a melee attack, the nothic forces the creature to has been affected by its mesmeric gaze. The target
succeed on a DC 12 Dexterity saving throw or be must succeed on a DC 15 Intelligence saving throw
knocked prone. or take 28 (8d6) psychic damage.
A creature that fails this save voluntarily is
additionally Stunned for the next minute, and learns
a 1st or 2nd level wizard spell of the nothic's
choice, which it may cast once per long rest
without expending a spell slot. A Stunned creature
repeats this save at the end of each of its turns,
ending the stun effect on a success.
Nothic Eye of Vecna Blighted Claw. Melee Weapon Attack: +8 to hit, reach 5
ft., one target. Hit: 8 (1d6 + 5) slashing damage plus
Medium aberration, any alignment
11 (2d10) necrotic damage.
Armor Class 16 (Natural Armor) Eye of Rot (4th Level Spell, Concentration). One creature
Hit Points 190 (20d10 + 80) the nothic can see within 120 ft. must make a DC 17
Speed 40 ft., climb 40 ft. Constitution saving throw. On a failure, a creature is
Poisoned for the next minute, and while Poisoned in
this way takes 22 (4d10) necrotic damage at the
STR DEX CON INT WIS CHA beginning of each of its turns.
15 (+2) 18 (+4) 19 (+4) 18 (+4) 20 (+5) 8 (-1) A Poisoned creature repeats this saving throw at the
end of each of its turns, with disadvantage if the nothic
Saving Throws CON +8, INT +8, WIS +9 can see it, ending the effect on a success. .
Skills Arcana +8, Insight +13, Perception +9, Stealth +8
Senses Truesight 120 ft., Passive Perception 19 Tempt With Knowledge (Recharge 5-6). The nothic
Languages Common, Undercommon, Telepathy 30 ft. targets one creature it can see within 30 feet that has
Challenge 11 (7,200 XP) been affected by its mesmeric gaze. The target must
succeed on a DC 17 Intelligence saving throw or take
35 (10d6) psychic damage.
Keen Sight. The nothic has advantage on Wisdom
(Perception) checks that rely on sight. A creature that fails this save voluntarily is additionally
Stunned for the next minute, and learns a 1st, 2nd, or
Mesmeric Gaze. When a creature that can see the 3rd level wizard spell of the nothic's choice, which it
nothic's eye starts its turn within 30 feet of the nothic, may cast once per long rest without expending a spell
the nothic can force it to make a DC 17 Wisdom slot. A Stunned creature repeats this save at the end of
saving throw. On a failed save, the creature is Charmed each of its turns, ending the stun effect on a success.
by the nothic until the end of its next turn. While
Charmed in this way, a creature freely reveals its Reactions
secrets to the nothic.
Eye of Veiling (2nd Level Spell). As a reaction to being
Soul Decay. At the beginning of each of the nothic's hit with a melee attack, the nothic forces the attacker
turns, one corpse within 30 ft. of it rises as a zombie to make a DC 17 Wisdom saving throw. On a failed
for the next minute under the nothic's control, and acts save, the nothic becomes invisible to that creature for
on the nothic's initiative. The zombie dies the next minute. An affected creature repeats this
instantaneously if the nothic cannot see it. saving throw at the end of each of its turns, ending the
Magic Resistance. The nothic has advantage on saving effect on a success.
throws against spells and other magical effects.
Eye of Vanishing (Concentration, 3rd Level Spell). As a
reaction to being hit with a melee attack by a creature
Actions it can see, the nothic turns invisible until the end of its
Multiattack. The nothic makes two blighted claw attacks next turn and teleports up to 30 ft. to a location it can
uses either its eye of rot or its tempt with knowledge, if see.
available.
Temptations. The following spells are likely to get A Word of Caution. Be careful giving access to
your players to accept the nothic's bargain, without Shield to your players. It's fine on a character with
being too problematic for you or for the nothic armor, and it's fine on a character with spell slots
itself: to cast it more than once per day, but as a general
rule you shouldn't give it to a character with both.
1st Level. Absorb Elements, Charm Person,
Comprehend Languages, Disguise Self, Feather
Fall, Mage Armor, Magic Missile, Shield.
2nd Level. Augury, Blur, Detect Thoughts,
Invisibility, Knock, Misty Step
3rd level. Counterspell, Dispel Magic, Fly, Tiny
Hut, Major Image, Sending
Alternately, you can offer some bit of plot or
character-relevant knowledge. With it's weirding
gaze, the nothic has an excuse to know just about
any sort of secret.
Otyughs
O
tyughs, repulsive as they are, are an
inescapable fact of life in many urban settings,
as unlike trained sanitation workers, otyughs
accept payment in trash and filth. Due to this,
the terrestrial population of the normally
subterranean otyugh has exploded, likely to the
point where there are more otyughs living in
human cities than in their natural underground
environments. The gold saved by city governments is
cold comfort, however, to those who find need to
venture into an otyugh's lair. Between their hideous
stench, unsettling mental presence, and general
curiosity as to what everything and anything tastes like,
an encounter with an otyugh is something to be avoided
at all costs.
Lore
Arcana DC 15: Despite their generally animalistic
intelligence, otyughs are possessed of some limited psionic
abilities, which they can use to communicate simple ideas.
Most who try to communicate with otyughs find the process
deeply, skin-crawlingly uncomfortable, however.
History DC 10: Otyughs are often purposefully introduced to
waterways, sewers, and trash dumps due to their general
propensity to eat any sort of trash or refuse. The periodic
disappearances of urban explorers is generally considered an
additional benefit of their presence by city authorities.
Nature DC 10: Otyughs lair in midden heaps and cesspits,
eating filth and refuse. Because of this, otyughs generally
exude a truly intollerable stench, though it can be somewhat Charnel Otyugh Tactics
mitigated by oil of mint applied to a face covering.
Nature DC 15: The bite of an otyugh carries an exotic mix of Charnel otyughs are much more agressive, and will attack
toxins and diseases, and is often unique to each otyugh, even enemies that they cannot appraoch in stealth. A charnel
dependent on what it's specific diet and environment is. otyugh will usually focus all of the attacks from its Charnel
Frenzy on one or two foes, attacking whichever creatures
Cesspit Otyugh Tactics have dealt the most damage in melee to it recently. Charnel
otyughs will usually not be driven off by damage, but will
Cesspit otyughs try to attack from stealth, approaching often flee if subjected to mind-affecting spells, particularly
sewer-goers with their spying eye. While it has a creature those that induce the Frightened condition.
grappled, the otyugh pins it underwater or buried in its
midden heap, raising it out only to Slam or Bite it. The Encounters
otyugh waits to use its Slam until it has two creatures
grappled, then uses it whenever available. If the otyugh is Otyughs are quite solitary creatuers ordinarily and rarely
reduced below 50 or so hit points, it disengages and retreats fight with anything like allies. However, certain opportunistic
into cover. scavengers often lurk near an otyugh's lair, looking to steal a
portion of its kills, and some of the more intelligent hunters
Neo-Otyugh Tactics of the underdark will seek to drive prey towards an otyugh to
trap it.
Neo-otyughs try to position themselves in some natural body
of water poisonous to most other creatures, such as a realgar- CR 11 Encounter 3,150 XP
tainted hot spring or mud pools covered in toxic alagal
blooms, so as to further weaponize their psionic lure. They 1 Cesspit Otyugh (CR 5)
are more conversational than most other otyughs, and 3 Carrion Crawler (CR 2)
occasionally attempt some ruse to telepathically deceive CR 16 Encounter 3,750 XP
creatures into approaching their lairs unguarded, though
such attempts are rarely succesful. 1 Neo-Otyugh (CR 7
1 Kobold Dragoncaller (CR 1)
3 Kobold Trapsetter (CR 1/2)
1 Kobold Censer Bearer (CR 1/4)
6 Kobolds (CR 1/4)
Cesspit Otyugh Neo-Otyugh
Large aberration, neutral Huge aberration, neutral
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
16 (+3) 11 (+0) 19 (+4) 6 (-2) 13 (+1) 6 (-2) 20 (+5) 11 (+0) 22 (+6) 12 (+1) 13 (+1) 6 (-2)
Spying Eye The otyugh has advantage on checks Spying Eye The otyugh has advantage on checks
made to hide while submerged in filth. made to hide while submerged in filth.
Horrid Stench. A creature that starts its turn within Horrid Stench. A creature that starts its turn within
10 feet of the Otyugh must succeed on a DC 15 10 feet of the Otyugh must succeed on a DC 17
Constitution saving throw or be Poisoned until the Constitution saving throw or be Poisoned until the
start of its next turn. start of its next turn.
Intrusive Presence. The neo-otyugh can detect the
Actions surface thoughts of each creature within 120 feet.
Multiattack. The otyugh makes three attacks, one of Affected creatures are aware of the otyugh's mental
which may be with its diseased bite. presence.
T
he mind of a phaerimm is something not Phaerimm Tactics
wholly alien. Though shaped by an ancestral
environment of pure horror and chaos; though Phaerimm act to cause the most physical and psychological
driven by senses and impulses undreamt of by pain that they can, and rarely go for the quick kill. The
those who study them, the phaerimm are phaerimm typically uses its Absorption in response to
deeply cruel, a level of true sadism that forces damaging spells, and its reflection in response to non-
them to mentally model their prey in enough damaging spells, though it favors the reflection if it has any
detail to understand and be understood by it, crossing that temporary hit points remaining.
momentous gulf so as to better harm those around them. When it kills, it prefers to do so with its Tortuous
Despite the layers upon layers of unfolding schemes a Compulsion, reducing a creature to 0 with its own attacks but
phaerimm may have in play at any moment, they can be relied delivering the killing blow through a close friend or loved one.
upon to have constructed those schemes in a way to bring It uses its Wrack to neutralize ranged fighters and those that
both immediate and long-term suffering; if you wish to know rely on martial feats such as Great Weapon Master and
how a Phaerimm will strike you, ask yourself where you are Sharpshooter, and uses its Wretched Drowning against
weakest. spellcasters, preferentially targeting Wizards and Bards.
Phaerimm Lore
Arcana DC 15: Phaerimm magic blends psionics to amplify
the pain caused by their melee assaults in combat
History DC 15: Phaerimms are naturally solitary creatures,
though they keep prisoners and thralls to torment, and make
their lairs within scheming distance of one another.
Nature DC 20: Phaerimms communicate by varying the
tension of tiny hairs spread across their body, subtly affecting
the movement of air over them as they fly.
Nature DC 15: Phaerimms cannot live without the constant
presence of magic.
Nature DC 20: Phaerimm reproduction is parasitic,
involving the implantation of an egg in a living host via their
stinger.
Social Encounters
Two phaerimms lair on opposite sides of a valley through
which a busy road passes, and have quietly been at war for
centuries. Through subtle magic, psionic compulsion,
seeded breadcrumbs, and occasionally outright bribery
each seeks to push any adventurers that pass through to
discover the other's lair, as each knows that will result in
both inconvenience for their counterpart and suffering for
the adventurers.
A phaerimm-engineered plague has crippled a city; killing
no one outright but wracking each infected with too much
pain to go about their daily lives, and too virulent for
magical healing to outpace. The city is struggling as a
smaller and smaller portion of its population remains to
care for the growing populations of invalids.
Each evening, a village is beset by disaster, its inhabitants
cut down by cataclysmic events and nightmarish
creatures, and each morning the villagers awake
unharmed in their beds to die anew. None can escape, and
none are aware that their woes stem from the phaerimm
that has taken residence in the caves beneath the village.
Phaerimm Implant Egg. The phaerimm makes a stinger attack
against a Poisoned creature. If the attack hits, the
Large aberration, chaotic evil
phaerimm deposits an egg in the wound. The creature
Armor Class 16 (Natural Armor) is Paralyzed and levitates 3 ft. off the ground until a
Hit Points 253 (22d12 + 110) creature makes a DC 17 Wisdom (Medicine) check to
Speed 20 ft., fly 30 ft. (hover) remove the egg, or until the egg hatches in 2d20
hours, killing the host. Each attempt (successful or not)
deals 1d4 points of damage to the host.
STR DEX CON INT WIS CHA
14 (+2) 13 (+1) 20 (+5) 21 (+5) 17 (+3) 18 (+4)
Reactions
Absorption. As a reaction to succeeding on a saving
Saving Throws INT +9, WIS +7, CHA +8 throw against a spell or magical effect, the phaerimm
Skills Arcana +10, Deception +9, Insight +8 gains temporary hit points equal to 10 times the level
Damage Resistances Cold, Fire, Lightning; Bludgeoning, of the spell.
Piercing and Slashing from Nonmagical Attacks Reflection. As a reaction to succeeding on a saving
Senses Truesight 60 ft. Passive Perception 18 throw against a spell or magical effect, the phaerimm
Languages Understands Common but can't speak it,
changes the spell's target to a creature of its choice
Telepathy 60 ft. that it can see within 30 ft.
Challenge 12 (8,400 XP)
Legendary Actions
Magic Resistance. The phaerimm has advantage on
saving throws against spells and other magical effects. The phaerimm can take 3 legendary actions, choosing
from the options below.
Dessicating Dweomer. A creature that fails a saving
throw against a spell or magical effect of the Tortuous Compulsion (4th Level Spell). One creature
phaerimm's has any potions or other liquids it is within 60 ft. must succeed on a DC 17 Wisdom saving
carrying dry up, becoming unusable until rehydrated. throw or take 7 (2d6) psychic damage. A creature that
takes 10 or more psychic damage in this way acts
Actions under the phaerimm's control on its following turn.
Multiattack. The phaerimm makes five attacks, one of Wrack (2nd Level Spell). One creature within 60 ft. is
which may be with its bite or its stinger. overwhelmed with indescribable pain. The target must
succeed on a DC 17 Constitution saving throw or fall
Grinding Bite. Melee Weapon Attack: +6 to hit, reach 5 prone and be unable to stand on its following turn. A
ft., one grappled target. Hit: 46 (8d10 + 2) piercing creature that fails this save by 5 or more subtracts 1d4
damage. A creature killed by this damage has its corpse from attacks and saving throws it makes for the next
utterly destroyed. minute.
Claws. Melee Weapon Attack: +6 to hit, reach 5 ft., one Wretched Drowning (4th Level Spell, Concentration,
creature. Hit: 5 (1d6 + 2) bludgeoning damage. Instead Costs 2 Actions). Blood wells up in the mouth and lungs
of dealing damage, the phaerimm can grapple the of a creature, suffocating it. One creature within 60 ft.
target (escape DC 14). must succeed on a DC 17 Constitution saving throw or
take 18 (4d8) necrotic damage and be unable to speak
Stinger. Melee Weapon Attack: +6 to hit, reach 10 ft.,
one target. Hit: 15 (3d8 + 2) piercing damage and the or breathe for the next minute. An affected creature
repeats this save at the end of each of its turns, ending
target must succeed on a DC 17 Constitution saving
throw or be Poisoned for the next minute. A Poisoned the effect on a success.
creature repeats this saving throw at the end of each of
its turns, ending the effect on a success.
Encounter Groups
CR 21 Encounter 13,450 XP
1 Phaerimm (CR 12)
1 Beholder Director (CR 8)
2 Derro Quarrelers (CR 2)
5 Derro Crawlers (CR 1/4)
Quori
T
he realms of dreaming are not safe. The
dreamscapes of the sleeping are fertile ground
for the parasitic ministrations of the quori,
psychic symbiotes that live in the space
between dreams. There are worse fates than
merely becoming food that await a dreamer
that earns the ire of the Dreaming Dark,
however; plunged into endless nightmare or mental
imprisonment as a disposable tool of its new passenger.
Quori Lore
Arcana DC 15: Quori are capable of taking control of an
unconscious creature's body, though certain willing creatures
can enter a trance-like state that allow them to invite and act
as vessels for the quori while conscious.
History DC 15: Those acting under the quori's control
become passengers within their own body, able to perceive
and understand their surroundings while unable to take even
the smallest action of their own volition.
Nature DC 15: The quori are malign outsiders from the
plane of dreams, normally unable or unwilling to manifest
within the material plane without a host.
Nature DC 20: Quori enter the dreams of sleeping mortals
to feed upon their emotions, though such visits can also be
made with the intent to surveil or even attempt to possess the
creature, if the quori has need of a mortal vessel.
Nature DC 25: New quori can be born only from the spirits
of fallen ones. As such, quori society is quick to execute those
suspected of working against the will of the Dreaming Dark,
eager to replace them with more loyal quori.
Religion DC 20: Not even divinely inspired or prophetic
dreams are safeguarded against incursions of the quori,
though a certain measure of security is granted by obscurity,
as there are a great many more dreamers than there are
quori spies. This is thought to be a reason why prophecies
and visions are often granted to those without prior power or
influence, rather than those best able to act upon them.
Social Encounters
A blind monk from a local temple reveals to the party that
his sight was stolen in a battle long-past, replaced with
unceasing, unblinking images of pain and horror. After
decades of torment, he seeks a way to make amends and
strike a bargain to end his suffering, and needs a skiled
dreamcrafter to help him reach the place of his assailant's
power.
A cabal of aristocrats in league with local labor groups has Quori Countermeasures. Any spell or effect that
been pushing for a later start to the work-day, citing the would end the Charmed condition or a domination
difficulty of getting a full night's rest while fulfilling all of or posession effect can be used to expel a quori.
life's other obligations. The laborers suspect the The Dream spell can be used to project onself or
aristocrats of being possessed by eldritch abominations, another within a possessed creature's
but hae decided that there is no urgent need to assist consciousness and fight the quori there. Whenever
them. the quori takes damage in this way, it must
A vagrant asks to travel with the party for safety. She was succeed on a save to maintain concentration or be
once an acclaimed alchemist, but was cast out of her expelled. If the dreamer drops to 0 hit points, they
community after being freed from quori posession, as it is are returned to their own body.
held that any once touched by the quori will forever hold
their gaze.
Tsoreva Quori Actions
Medium aberration, lawful evil
Multiattack. The quori makes two melee attacks, one of
which it may replace with a use of its flickering
Armor Class 16 (Natural Armor)
psychoport.
Hit Points 120 (16d8 + 48)
Speed 40 ft., climb 40 ft. Mind Blades. Melee Weapon Attack: +6 to hit, reach 5
ft., one target. Hit: 16 (3d8 + 3) nonlethealpsychic
damage.
STR DEX CON INT WIS CHA
Flickering Psychoport. The quori teleports up to 30 ft.
17 (+3) 15 (+2) 16 (+3) 14 (+2) 16 (+3) 16 (+3) to an unoccupied space it can see within 5 ft. of a
creature. Until the end of its turn, attacks against the
Saving Throws WIS +6 quori are made at disadvantage.
Skills Perception +6
Damage Resistances Pyschic Mindslice Frenzy (Recharge 5-6). The quori makes four
Condition Immunities Charmed, Frightened melee attacks.
Senses Darkvision 60 ft., Passive Perception 16 A creature hit by two or more of these attacks in a turn
Languages Common, Quori must succeed on a DC 14 Wisdom saving throw or be
Challenge 5 (1,800 XP) Frightened for the next minute. This effect ends if the
creature ends its turn 20 ft. or more away from the
Dream Invader. The quori may spend half its movement quori.
to enter the dreams of an adjacent unconscious Waking Nightmare. The quori attempts to take control
creature. While invading the creature's dreams, the of an unconscious creature whose dreams it is
quori has total cover from outside effects and can leave invading.
the creature's dream as a bonus action, appearing in an
adjacent space. The creature takes 11 (2d10) psychic damage, then
must succeed on a DC 14 Charisma saving throw or
Whenever it takes damage or a creature uses an action gain temporary hit points equal to half its maximum hit
to shake it, the creature may attempt a DC 14 points and rise under the quori's control. While the
Charisma saving throw, waking and expelling the quori creature has these temporary hit points, it
on a success. automatically fails Charisma saving throws.
Actions Reactions
Multiattack. The quori makes four melee attacks, or Bloodied Shriek. As a reaction to being reduced below
makes two melee attacks and uses its tear apart ability, 115 hit points, the quori immediately recharges and
if available. uses its thoughtscour shriek.
Armored Claws. Melee Weapon Attack: +8 to hit, reach
10 ft., one target. Hit: 17 (3d8 + 4) piercing damage
and the target is grappled (escape DC 16).
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
18 (+4) 8 (-1) 17 (+3) 7 (-2) 16 (+3) 6 (-2) 19 (+4) 8 (-1) 18 (+4) 7 (-2) 16 (+3) 6 (-2)
False Appearance. While the roper remains False Appearance. While the storoper remains
motionless, it is indistinguishable from a normal motionless, it is indistinguishable from a normal
cave formation, such as a stalagmite. cave formation, such as a stalagmite.
Grasping Tendrils. The roper can have up to six Grasping Tendrils. The storoper can have up to six
tendrils at a time. Each tendril can be attacked (AC tendrils at a time. Each tendril can be attacked (AC
20; 10 hit points; immunity to poison and psychic 20; 10 hit points). Destroying a tendril deals no
damage). Destroying a tendril deals no damage to damage to the storoper, which can extrude a
the roper, which can extrude a replacement tendril replacement tendril on its next turn.
on its next turn. Spider Climb. The storoper can climb difficult
Spider Climb. The roper can climb difficult surfaces, surfaces, including upside down on ceilings,
including upside down on ceilings, without needing without needing to make an ability check.
to make an ability check.
Actions
Actions Multiattack. The storoper makes six attacks, up to
Multiattack. The roper makes six attacks, one of one of which may be with its stonetooth bite, and
which may be with its ravening maw, and uses its uses its whipping reel, if available.
Reel.
Stonetooth Bite. Melee Weapon Attack: +7 to hit,
Ravening Maw. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 26 (4d10 + 4) piercing
reach 5 ft., one target. Hit: 22 (4d8 + 4) piercing damage. This attack is made with advantage against
damage. This attack is made with advantage against a grappled creature.
a grappled creature. On a critical hit, the target is Numbing Tendril. Melee Weapon Attack: +7 to hit,
Frightened until the end of the roper's next turn. reach 50 ft., one creature. Hit: The target is
Tendril Snare. Melee Weapon Attack: +7 to hit, grappled (escape DC 15). Until the grapple ends,
reach 50 ft., one creature. Hit: The target is the target subtracts 1d6 from its Dexterity score
grappled (escape DC 15). Until the grapple ends, for each tendril attached to it. A creature reduced
the roper can't use the same tendril on another to 0 Dexterity in this way is Paralyzed and has its
target. skin take on a stony grey pallor until it is freed.
Wrench. One creature grappled by at least two Wrench. One creature grappled by at least two
tendrils must succeed on a DC 15 Dexterity saving tendrils must succeed on a DC 15 Dexterity saving
throw or take 27 (6d8) bludgeoning damage, or throw or take 36 (8d8) bludgeoning damage, or
half as much damage on a success. A creature that half as much damage on a success. A creature that
succeeds on this save by 5 or more may use its succeeds on this save by 5 or more may use its
reaction to attempt to escape the grapples. reaction to attempt to escape the grapples.
Reel. The roper pulls each creature grappled by it up Whipping Reel (Recharge 5-6). Each creature
to 25 feet straight toward it. grappled by the storoper must succeed on a DC 15
Strength saving throw or take 14 (4d6)
bludgeoning damage and be moved up to 30 ft. in
a direction of the storoper's choice, or take half
damage and be moved half as far on a success.
Prismatic Roper Actions
Large monstrosity, unaligned
Multiattack. The roper makes six attacks and uses its
vision drain.
Armor Class 16 (Natural Armor)
Hit Points 195 (23d10 + 69) Mindlink Tendril. Melee Weapon Attack: +7 to hit, reach
Speed 20 ft., climb 20 ft. 40 ft., one creature. Hit: Hit: 6 (1d6 + 3) poison plus 5
(1d10) psychic damage. A medium or smaller target is
grappled (escape DC 15) and can hear the surface
STR DEX CON INT WIS CHA thoughts of each other creature grappled by the roper.
14 (+2) 17 (+3) 16 (+3) 4 (-3) 14 (+2) 17 (+3) Whenever a grappled creature casts a spell, each other
creature grappled by the roper takes 5 (1d10) psychic
Saving Throws WIS +6, CHA +7 damage.
Skills Deception +7, Insight +6, Perception +6
Senses Blindsight 60 ft. (blind beyond this radius), Vision Drain. Each creature grappled by the roper must
Passive Perception 16 succeed on a DC 15 Constitution saving throw or have
Damage Resistances Damage from Spells the range of its Darkvision reduced by 15 ft. until it
Challenge 10 (5,900 XP) completes a Long Rest.
A creature without Darkvision is instead Blinded while
Grasping Tendrils. The roper can have up to six tendrils in Dim Light until it completes a Long Rest.
at a time. Each tendril can be attacked (AC 20; 10 hit Nervebore Jolt (Recharge 5-6). One creature grappled by
points). Destroying a tendril deals no damage to the the roper must succeed on a DC 15 Intelligence saving
roper, which can extrude a replacement tendril on its throw or take 35 (10d6) piercing plus 35 (10d6)
next turn. psychic damage, or half the piercing and none of the
Spider Climb. The roper can climb difficult surfaces, psychic damage on a success.
including upside down on ceilings, without needing to
make an ability check. Reactions
Mesmeric Display. A creature that can see the roper has Ichor Spray. As a reaction to being hit with a melee
disadvantage on Wisdom (Perception) checks made to attack that deals piercing or slashing damage, the roper
perceive anything other than the roper, and on Wisdom releases a spray of ichor that flares with incandescence
(Insight) checks made to perceive hostile intent in the for an instant. The attacker must succeed on a DC 15
roper if it has not yet attacked. Constitution saving throw or be Blinded until the end
of the roper's next turn.
Dweomer Scintilation. Whenever the roper makes a
saving throw against a spell or magical effect that does
not deal damage, each creature within 30 ft. that can
see the roper must succeed on a DC 15 Wisdom
saving throw or be stunned until the end of the roper's
next turn.
S
ilthilar, when undisturbed, exist more as a series Silthilar Tactics
of potentials than as corporeal beings. A cloud of
roiling green mist, in which digits and spines and If it starts its turn Coalesced, the silthilar attacks with its
sparking neurons appear as needed, then dissolve Ankle Slice, switching to its Impaling Spike if a creature falls
back into formlessness. Closer examination prone. Then, if the silthilar does not have all of its hit points,
reveals this mist to be composed of tiny self- the silthilar Disperses and tries to move into the space of as
contained clusters of translucent, spiny growths, many enemies as it can. If it starts its turn Dispersed, the
coalescing and dispersing and repairing and altering one silthilar uses its Warp Flesh, then moves away from any
another in response to some will that pervades all of them, melee threats and Coalesces.
but is centered in none of them. Because creatures maintain class levels when subjected to
Silthilars are both feared and sought out for their mastery Warp Flesh, the silthilar turns them into Small creatures that
over flesh, able to tear it apart and shape it to their will. cannot fly or speak when using it offensively, typically oozes
Fortunately, silithar are rarely known to inflict this procedure or monstrosities.
on the unwilling. Unfortunately, they are not known to be
overly concerned about the purposes to which their work is Silthilar Social Encounters
put to use. A revolt has broken out at a mine known for its poor
safety, and the nobleman who owns it needs adventurers
Silthilar Lore to quell it so work can resume. The miners broke into a
sealed chamber containing a silthilar, and as thanks it
Arcana DC 15: Each particle of a silthilar is said to magically repaired all of their injuries... and something more
encode a single complete thought, a piece of the creature's besides.
vast knowledge. Certain sages have claimed to be able to In the depths of the old woods, there is a glade known to
extract information from even inert silthilar motes, though have a transformative effect on those who provide
none have yet devised a method of sorting through the sufficient service to the forest itself, or to those who bring
innumerable motes left by a silthilar's destruction. unusual or unique monstrosities as offerings.
Arcana DC 20: The silthilar are known to be master At a regional sports festival, one city's team showed up
polymorphists, able to equal or exceed with ease the greatest yoked beyond belief and dominated every competition
feats of magic performed by non-silthilar mages. They are despite mediocre performance in past years, though no
occasionally sought out by those who wish to reshape their prohibited magic was detected. A local hurler and former
bodies, though their services can be... costly. adventurer wants to make sure he hasn't been
History DC 10: Silthilar are normally not particularly hostile cheated.
despite their disturbing appearance, though their strange and
frightening goals are rarely apparent or comprehensible.
History DC 15: Silthilar, when charging for their services,
invariably quote a price that they think the customer will not
be able to pay as a starting point for negotiation, both to deter
the weak-willed and to make whatever they are actually
interested in as payment seem more appealing. They rarely
actually have any genuine interest in money.
History DC 20: The silthilar variously give many conflicting
accounts of their origin. In one, the silthilar were once the
greatest mages of their now-lost race. Beset by a terrible and
unstoppable plague, they separated their minds from their
bodies, inadvertantly atomizing their psyches in the process.
Over maddening eons, with the barest telekinetic movements
they were able to shape the development of a psychoreactive
organism, capable into forming into new bodies for them,
freeing them to pursue their research once more, freed from
the constraints of aging or death.
Nature DC 15: Silthilar are a form of colonial intelligence,
similar to bees or ants, in which each organism behaves as
part of of a larger whole.
Nature DC 20: The silthilar are able to coalesce or disperse
their swarms at will, rapidly repairing any damage done.
Because their individual motes are quite light and weak
however, they can be prevented from reconstituting by strong
winds or shockwaves.
Silthilar (Coalesced) Silthilar (Dispersed)
Medium aberration, chaotic good Huge swarm of tiny aberrations, chaotic good
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
10 (+0) 20 (+5) 16 (+3) 20 (+5) 12 (+1) 17 (+3) 1 (-5) 20 (+5) 16 (+3) 20 (+5) 12 (+1) 17 (+3)
Saving Throws DEX +8, CON +6 Saving Throws DEX +8, CON +6
Skills Arcana +8, Insight +4, Nature +11 Skills Arcana +8, Insight +4, Nature +11
Condition Immunities Disease, Poison Damage Resistances Bludgeoning, Piercing, Slashing
Senses Darkvision 60 ft., Passive Perception 11 Condition Immunities Disease, Poison
Languages Silthilar, plus any five languages Senses Blindsight 30 ft. (blind beyond this radius)
Challenge 7 (2,900 XP) Passive Perception 11
Languages Silthilar, plus any five languages
Magic Resistance. The silthilar has advantage on Challenge 7 (2,900 XP)
saving throws against spells and other magical
effects. Magic Resistance. The silthilar has advantage on
saving throws against spells and other magical
Grafter. Over the course of an hour, the silthilar can effects.
warp a willing or incapacitated creature's body,
reducing either its Strength, Dexterity, or Dispersed Vulnerability. If the silthilar takes at least
Constitution by two, to a minimum of 8, and 10 thunder damage from a single source or is
increasing its Strength or Dexterity by the same exposed to a strong wind, it cannot coalesce on its
amount. following turn.
Infesting Swarm. The silthilar can occupy another
Actions creature's space and vice versa, and can can move
Multiattack. The silthilar makes four attacks, no through any opening large enough for a Tiny
more than three of which may target the same aberration.
creature. A creature that starts its turn in the silthilar's space
Impaling Spike. Melee Weapon Attack: +8 to hit, must succeed on a DC 14 Constitution saving
throw or take 3 (1d6) piercing damage and be
reach 10 ft., one target. Hit: 12 (2d6 + 5) piercing
damage and the target is grappled (escape DC 16) Poisoned until the beginning of its next turn.
until the silthilar uses its multiattack again or
Disperses. Actions
An unconscious creature grappled in this way Warp Flesh. Melee Weapon Attack: +8 to hit, reach
stabilizes automatically and cannot regain hit 0 ft., one target. Hit: The target has its Charisma
points. score reduced by 1d4 until it completes a Short or
Long Rest. A creature that has its Charisma score
Ankle Slice. Melee Weapon Attack: +8 to hit, reach reduced to 0 in this way is polymorphed into a
10 ft., one target. Hit: 10 (2d4 + 5) slashing form of the silthilar's choice until cured by Greater
damage and the target must succeed on a DC 16 Restoration or simlar magic.
Strength saving throw or fall prone.
The new form can by any Small or Medium creature
Bonus Actions the silthilar is familiar with of CR 4 or lower. The
creature adopts the new form's statistics, but
Disperse. The silthilar regains all of its hit points and retains its alignment, personality, proficiencies, hit
transforms into a Silthilar (Dispersed). Any points, and class levels.
equipment it is wearing or carrying is tucked into a
pocket dimension until it transforms back. It reverts Bonus Actions
to its swarm form if it dies.
Coalesce. The silthilar regains all of its hit points
and transforms into a Silthilar (Coalesced). It reverts
to its swarm form if it dies.
Silthilar Grafts Using Grafts. Grafts are essentially powerful,
Silithar once performed these procedures on their own race, attunement-free magic items. This gives them a
but have little personal use for the knowledge having left strong unbalancing effect, but makes them a
conventional bodies behind entirely. Out of sentimental powerful carrot for mechanics-focused players. If
fondness, some still practice the art, however, offering it as a and when they are available for a price, it should
service to paying customers, though the pay they seek might always be at a price that first seems unattainable,
be exhorbitant or inconveninent. At DM discretion, a silthilar but which the players can later return to claim after
might be willing to transform a creature into a different gaining riches and glory, or for a fee that can be
creature of its choice, or to warp its body in some way it finds waived for some great undertaking performed by
appealing. the players.
Silthilar Grafts
Graft Benefit Drawback Cost
Chitin Plating The creature gains a natural AC of 17. It gains no benefit The creature's movement speed is 1,000
from wearing Armor or from Dexterity, but can benefit reduced by 5 ft. gp
from wearing a Shield.
Gils The creature can breathe either water or air. The creature has disadvantage on 1,000
saving throws made against gp
breathable poisons.
Extended Legs The creature becomes 10% taller, and its movement speed The creature has disadvantage on 1,000
is increased by 10. skill checks and saving throws to gp
avoid being knocked prone.
Photoreptor The creature gains blindsight in a 5 ft. radius while not in The creature has disadvantage on 1000
Nodes magical darkness. Enemies gain no benefit from flanking saving throws to avoid being blinded gp
the creature. by bright lights.
Flexible Spine The creature gains advantage on initiative rolls, and can The creature has disadvantage on 1,500
attempt to escape a grapple as a bonus action. Strength saving throws. gp
Healing Blood While the creature has at least one hit point and fewer than The creature regains one fewer hit 2,000
half of its hit points, it gains 1 hit point at the start of each dice from completing a Long Rest. gp
of its turns.
Silthilar Heart If the result of a Death saving throw the creature makes is The creature does not stabilize when 2,000
18-20, the creature regains 1 hit point. it reaches three successful Death gp
saving throws.
Pit Organs The creature knows the location, size, and direction of each The creature has disadvantage on 4,000
warm-blooded creature within 30 ft. of it, and has Wisdom (Perception) checks made gp
advantage on any Wisdom (Perception) check made to to detect hidden creatures that are
detect a hidden warm-blooded creature. not warm-blooded.
Silthilar Muscles The creature gains +2 to its Strength score, to a maximum The creature suffers -2 to its 5,000
of 22. Dexterity score. gp
Silthilar Bones The creature gains +2 to its Constitution score, to a The creature has disadvantage on 6,000
maximum of 22. saving throws against disease gp
Silthilar Tendons The creature gains +2 to its Dexterity score, to a maximum The creature suffers -1 to its 8,000
of 22. Constitution score gp
Complete The creature's body is wholely transformed into that of a The creature gains a point of 10,000
Transformation creature of CR 4 or lower that the silthilar is familiar with, exhaustion that persists for the next gp
retaining all proficiencies, hit points and class levels but month.
otherwise adopting the statistics of the new form.
Slaadi
T
he pure stuff of chaos flows through the veins Social Encounters
of the slaadi, born to sow disorder throughout
the multiverse. Though many have wondered A chronos slaad has phased into an arcane research
at their origin and purposes, most who have facility at an inopportune moment and been vaporized by
made serious inquiries have been driven mad what the archmages have affectionately nicknamed "The
by the attempt, or else decried the task as an Ray of Ultimate Annihilation", which seems to have torn a
excercise in worthless trivia. hole in the fabric of space time through which all of reality
There is no "why" to a slaad, there is simply their will in is slowly leaking. The party is needed for a venture to
this moment and the means by which it moves them. Limbo to discover the slaad's past self and warn it of the
Philosophers are torn whether this represents the pinacle of danger.
radical freedom or whether the very concept of freedom is A case of slaad eggs has been stolen from a local wizard's
alien to the slaad, as true freedom seems to entail doing tower, and it is imperative that every man, woman, and
things for reasons. child in the city recieive treatment immediately or this
could become an epidemic. There simply aren't enough
Slaad Lore clerics for the task, but slaad tadpoles fare poorly when
exposed to large amounts of alcohol....
Arcana DC 15: Each slaad contains a crystaline growth that A rival party calling themselves "moshsmath" is
can be seen faintly beneath the semitranslucent flesh of its attempting to break into the adventuring business and has
forehead. It has been rumored that surgically extracting one requested the party's advice. While they look the party of
of these will give the bearer control over the slaad it was classic adventurers, their unblinking eyes, profuse
taken from, but thus far such claims are unsubstantiated sweating, and obviously fake names lead the party to
Arcana DC 20: Slaadi occasionally present with the ability to believe that all might not be as it seems. Despite this, they
polymorph into humanoids or other creatures. Those who seem sincere in their desire for heroic adventure.
gestated in a humanoid host tend to polymorph into forms
resembling their former host, though its unclear whether this
is a sentimental affectation or if they simply find it
convenient.
Nature DC 20: While slaads of a given color often present
with similar abilities, color is not a perfect indicator of a
slaad's type. There are "blue slaads" that are green or
purple, for instance, and slaads that present
characteristics of multiple subtypes. Some even appear
to be born naturally spliced with other creatures, such as
a slaad exhibiting snake-hair reminiscent of
that of a medusa.
Slaad Tadpole
Tiny aberration, chaotic neutral
Armor Class 14
Hit Points 10 (4d4)
Speed 30 ft.
Skills Stealth +6
Damage Resistances Acid, Cold, Fire, Lightning,
Thunder
Senses Darkvision 60 ft., Passive Perception 7
Languages Understands slaad but can't speak
Challenge 1/8 (25 XP)
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
16 (+3) 12 (+1) 16 (+3) 6 (-2) 6 (-2) 7 (-2) 20 (+5) 15 (+2) 18 (+4) 7 (-2) 7 (-2) 9 (-1)
Magic Resistance. The slaad has advantage on saving Magic Resistance. The slaad has advantage on saving
throws against spells and other magical effects. throws against spells and other magical effects.
Chaotic Resilience. The slaad has resistance to the Chaotic Resilience. The slaad has resistance to the
damage type of the last source of damage it damage type of the last source of damage it
received. received.
Wall Lurker. The slaad may pass through wood,
Actions plaster, or stone walls without resistance.
Multiattack. The slaad makes three attacks, one of
which may be with its bite. It may replace up to one Actions
of its attacks with a use of its Mighty Leap. Multiattack. The slaad makes three attacks, one of
Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., which may be with its phage-laden bite. It may
one target. Hit: 10 (2d6 + 3) piercing damage. replace any number of these attacks with uses of its
Mighty Leap.
Vicious Kick. Melee Weapon Attack: +6 to hit, reach
5 ft., one target. Hit: 8 (2d4 + 3) bludgoning Phage-Laden Bite. Melee Weapon Attack: +8 to hit,
damage. This attack deals an additional 5 (2d4) reach 5 ft., one target. Hit: 16 (2d10 + 5) piercing
damage to a prone creature. damage. If the target is a humanoid, it must
succeed on a DC 15 Constitution saving throw or
Ovoduct Claws. Melee Weapon Attack: +6 to hit, be infected with Chaos Phage.
reach 5 ft., one target. Hit: 7 (1d8 + 3) piercing
damage. If the target is a humanoid, it must Rending Bonescythes. Melee Weapon Attack: +8 to
succeed on a DC 14 Constitution saving throw or hit, reach 5 ft., one target. Hit: 14 (2d8 + 5)
be infected with a slaad egg. slashing damage. This attack scores a critical hit on
a roll of 18-20.
Mighty Leap. The slaad leaps up to 20 ft., and can
land in the space of any Medium or smaller Mighty Leap. The slaad leaups up to 20 ft., and can
creature. Each of those creatures must succeed on land in the space of any Medium or smaller
a DC 14 Dexterity saving throw or take 7 (2d6) creature. Each of those creatures must succeed on
bludgeoning damage and be knocked prone. On a a DC 15 Dexterity saving throw or take 7 (2d6)
successful save, the creature is pushed to the bludgeoning damage and be knocked prone. On a
nearest unoccupied space. successful save, the creature is pushed to the
nearest unoccupied space.
Green Slaad Actions
Large aberration (shapechanger), chaotic neutral
Multiattack. The slaad makes three melee attacks, up to
two of which it may replace with uses of its chaos
Armor Class 16 (Natural Armor)
flame.
Hit Points 153 (18d10 + 54)
Speed 30 ft. Brainstaff. Melee Weapon Attack: +7 to hit, reach 5 ft.,
one target. Hit: 13 (2d8 + 4) bludgeoning damage and
the target is pushed 5 ft. away.
STR DEX CON INT WIS CHA
On a critical hit, the slaad must succeed on a DC 15
18 (+4) 15 (+2) 14 (+3) 16 (+3) 8 (-1) 12 (+1) Constitution saving throw or be Stunned until the
beginning of its next turn.
Skills Arcana +3, Perception +2
Damage Resistances Acid, Cold, Fire, Lightning, Thunder Chaos Flame (2nd Level Spell). Ranged Spell Attack: +6
Senses Darkvision 60 ft., Passive Perception 12 to hit, range 60 ft., one target. Hit: 21 (6d6) fire
Languages Slaad, Telepathy 60 ft. damage. The fire ignites flammable objects that aren't
Challenge 8 (3,900 XP) being worn or carried.
If this attack misses, the slaad makes a second attack
Shapechanger. The slaad can use its action to roll against a random creature within 10 ft. of the
polymorph itself or another slaad into a Small or original target.
Medium humanoid, or back into its true form. Its Pandemoniac Ephemera (Concentration). The slaad
statistics, other than its size, are the same in each creates the image of an object or creature no larger
form. Any equipment it is wearing or carrying isn't than a 20-foot cube. It seems real to all senses, though
transformed. It reverts to its true form if it dies. a successful DC 15 Intelligence (Investigation) check
Magic Resistance. The slaad has advantage on saving reveals its illusory nature. The slaad may interact with
throws against spells and other magical effects. the illusion physically as though it were real.
Chaotic Resilience. The slaad has resistance to the As a Bonus Action on each of its turns, the slaad can
damage type of the last source of damage it received. move the illusion up to 30 ft.
Disordered Transposition. At the beginning of the Madness Croak (Recharge 5-6). The slaad and each other
slaad's turn, a randomly selected creature within 60 ft. creature within 30 ft. of it must succeed on a DC 14
is teleported up to 30 ft. to a location of the slaad's Wisdom saving throw or be forced to use its reaction
choice that the slaad can see. to make a melee attack against a radom creature in its
reach, or against itself if there are no other creatures
within range. A creature that fails this save by 5 or
more is Frightened until the end of its next turn.
Armor Class 18 (Natural Armor) Knuckle Rap. Melee Weapon Attack: +7 to hit, reach 5
Hit Points 161 (19d10 + 57) ft., one target. Hit: 7 (1d6 + 4) bludgeoning damage
Speed 30 ft. and the creature must succeed on a DC 15
Constitution saving throw or drop one object it is
holding.
STR DEX CON INT WIS CHA
Junkdrop. The slaad opens a small portal over a
17 (+3) 17 (+3) 16 (+3) 18 (+4) 13 (+1) 14 (+2) creature's head, showering it with planar detritus. One
creature the slaad can see within 60 ft. must succeed
Skills Arcana +5, Perception +7 on a DC 16 Dexterity saving throw or take 22 (5d8)
Damage Resistances Acid, Cold, Fire, Lightning, Thunder bludgeoning damage and be knocked prone, or take
Senses Darkvision 60 ft., Passive Perception 17 half as much on a success.
Languages Slaad, Telepathy 60 ft. Pandemoniac Ephemera (Concentration). The slaad
Challenge 9 (5,000 XP) creates the image of an object or creature no larger
than a 30-foot cube. It seems real to all senses, though
Shapechanger. The slaad can use its action to a successful DC 16 Intelligence (Investigation) check
polymorph itself or another slaad into a Small or reveals its illusory nature. The slaad may interact with
Medium humanoid, or back into its true form. Its the illusion physically as though it were real.
statistics, other than its size, are the same in each
form. Any equipment it is wearing or carrying isn't Uncontrolled Burst (Recharge 5-6). Each other creature
transformed. It reverts to its true form if it dies. within 20 ft. of the slaad must succeed on a DC 16
Dexterity saving throw or take 28 (8d6) fire damage, or
Magic Resistance. The slaad has advantage on saving half as much on a success.
throws against spells and other magical effects.
Chaotic Resilience. The slaad has resistance to the
Reactions
damage type of the last source of damage it received. Portal Catch. As a reaction when a creature within 30 ft.
drops an object, the slaad briefly opens a tiny
Rift Mage. The slaad has a small private pocket
dimensional rift, causing the object to fall into its
dimension, which it can enter or exit as an Action.
private pocket dimension.
When the slaad exits its pocket dimension, it appears
in the unoccupied space nearest to where it departed. Insubstantiate. As a reaction to taking 15 or more
When the slaad dies, the contents of its pocket damage from a single source, the slaad disintigrates
dimension explode from its chest. into a shower of fine particles, reforming at any point
within 10 ft. of where it disappeared from at the
Actions beginning of its next turn.
Multiattack. The slaad makes three attacks, one of
which may be with its bite, and uses its Pandemoniac
Ideal. It may replace up to two of its attacks with uses
of its Junkdrop.
O
rphans of an ancient empire that once sought Spellweaver Tactics
to overthrow its gods, spellweavers possess an
easy and innate mastery of magic unseen Spellweavers enjoy the opportunity to square off against
anywhere else in nature or beyond it, able to another spell caster, but their main concern is being locked in
work their will upon the weave with greater melee. They use Ice Storm and Wall of Fire to impede the
ease than that with which most creature's route of approach of any melee threats and use Thunder Step
draw breath. to evade them once they close.
Invisibility is their preferred concentration spell if they
Spellweaver Lore have two spell levels available, though if they can first Blind a
few spellcasters they might instead prefer Hold Person on a
Arcana DC 20: Part of the spellweaver's incredible facility nearby melee threat.
with magic is the chromatic disks they carry as spell foci, If it has a reasonably secure position and it can catch three
which they assert are not artificial constructions but external or more foes in the area, the spellweaver uses Cone of Cold
organs, produced by and metaphysically connected to their with Magic Missile.
bodies.
Arcana DC 25: In the oldest annals of spellweaver history,
there is recorded the existence of a great working of magic
called The Code of Reversion, set in place in case disaster
were to befall the empire and meant to undo any evil that
were to befall them. The catastrophe that destroyed their
empire, however, was so total that no complete copies of The
Code seem to have survived.
Nature DC 20: Spellweavers are incredibly long-lived, not
only posessing natural lifespans approaching 600 years, but
able to rejuvinate themselves to youth by draining
powerful sources of magic. When this process can no
longer sustain it, the spellweaver drains itself of blood
and magic to create six chromatic disks imbued with its
essence, each of which birth a new
spellweaver.
Religion DC 15: Spellweavers
typically have an intensely
negative view of gods and the
worship thereof, hinting
perhaps at the source of their
ancient empire's downfall.
Spellweaver Hold Person (2nd Level Spell, Concentration). One
creature within 60 ft. must succeed on a DC 17
Medium aberration, chaotic neutral
Wisdom saving throw or be Paralyzed for 1 minute. A
Armor Class 17 (Mage Armor) Paralyzed creature repeats this saving throw at the end
Hit Points 195 (30d8 + 60) of each of its turns, ending the effect on a success.
Speed 30 ft. Invisibility (2nd Level Spell, Concentration). The
spellweaver turns invisible for the next hour, or until it
casts another spell.
STR DEX CON INT WIS CHA
Dispel Magic (3rd Level Spell). The spellweaver ends one
8 (-1) 18 (+4) 14 (+2) 20 (+5) 18 (+4) 19 (+4) magical effect of 3rd level or below on a creature it can
see within 60 ft.
Saving Throws CON +6, INT +9, WIS +8
Skills Arcana +13, History +9, Perception +8, Stealth Thunder Step (3rd Level Spell). The spellweaver teleports
+8 up to 90 ft. to an unoccupied location it can see. Each
Condition Immunities Charmed, Frightened creature within 10 ft. of the space it left must succeed
Senses Truesight 120 ft., Passive Perception 15 on a DC 17 Constitution saving throw or take 16
Languages Spell Sign, Telepathy 1000 ft. (3d10) thunder damage, or half as much on a success.
Challenge 11 (5,900 XP) Ice Storm (1/Day, 4th Level Spell). Each creature in a 20
ft. radius, 400 ft. high cylinder centered on a point
Chromatic Disk. At the beginning of each of its turns, within 300 ft. must succeed on a DC 17 Dexgterity
the spellweaver rolls a d6. On a 5-6, it regains a use of saving throw or take 9 (2d8) bludgeoning and 14
one of its expended spells of 4th level or above (4d6) cold damage, or half as much on a success. The
affected area becomes difficult terrain until the end of
Incomprehensible Mind. A creature that attempts to the spellweaver's next turn.
read the spellweaver's mind must make a DC 17
Wisdom saving throw. On a failed save, the creature Wall of Fire (1/Day, 4th Level Spell, Concentration). The
suffers disadvantage on Intelligence, Wisdom, and giant creates up to six contiguous panels of fire within
Charisma saving throws until it completes a short or 120 feet, each of which is 20 feet tall, 10 feet wide,
long rest. and 1 foot thick. A creature that passes through a
panel, or is in its space when the wall appears, must
Planar Impenetrability. The area within 30 ft. of the succeed on a DC 17 Dexterity saving throw or take 23
spellweaver is inimical to interplanar magic, causing (5d8) fire damage, or half as much on a success. The
the following effects: wall lasts 1 minute.
Creatures in the area have resistance to Force Cone of Cold (1/Day, 5th Level Spell). Each creature in a
damage. 60 ft. cone must succeed on a DC 17 Constitution
Interplanar teleportation magic in or out of the area saving throw or take 36 (8d8) cold damage, or half as
fails. much on a success.
Divination magic that targets a creature or object in
the area fails. Reactions
Actions Counterspell (3rd Level Spell). As a reaction to seeing a
creature cast a spell within 60 feet, the spellweaver
Spellweaving. The spellweaver casts any number of may make an Intelligence check with DC equal to 10
spells of 1st level or above with a total spell level of no plus the spell's level, negating the spell on a success. If
more than 6. the spell is 3rd level or below, the spellweaver
succeeds automatically.
Magic Misile (1st Level Spell). Three darts of magical
force hit a creature within 120 ft., each dealing 3 (1d4 Shield (1st Level Spell). As a reaction to being targeted
+ 1) force damage. with an attack, the Spellweaver may add 5 to its AC
Blindness (2nd Level Spell). One creature theat the until the beginning of its next turn.
spellweaver can see within 60 ft. must succeed on a
DC 17 Constitution saving throw or be Blinded for 1
minute. A Blinded creature repeats this save at the end
of each of its turns, ending the effect on a success.
Star Spawn
Star Spawn Lore
Star Spawn Grue History DC 15: The greatest danger of star spawn in combat
is the versatility and synergy of their combined forces, as
Small aberration, neutral evil
each type serves as an essential piece in the strategy of a
Armor Class 11 distant will, sculpted to its ill intent.
Hit Points 17 (5d6) Nature DC 20: Star spawn are doxastic anxiety embodied;
Speed 30 ft. living reminders of the perils of failing to preserve one's
ignorance of certain truths. As the burning knowledge
corrupts their minds, so does it warp their bodies, inviting
STR DEX CON INT WIS CHA extrusions of a place beyond comprehension. Those
6 (-2) 13 (+1) 10 (+0) 9 (+1) 11 (+0) 6 (-2) unshielded from mental assault rarely leave encounters with
them unscathed.
Damage Immunities Psychic
Senses Darkvision 60 ft. (penetrates magical
darkness), Passive Perception 10
Languages Deep Speech
Challenge M5 (360 XP)
Actions
Gleaming Bite (Group Attack). Melee Weapon
Attack: +4 to hit, reach 5 ft., one target. Hit: 4
piercing damage. This attack deals an an additional
4 piercing damage if no non-aberration creature
can see the grue.
Pitch Dark. The grue fills a 10 ft. radius centered on
a point in darkness it can see within 60 ft. with
magical darkness that lasts until the end of the
grue's next turn.
When the darkness appears, each creature in the
area must succeed on a DC 11 Wisdom saving
throw or use its reaction to make a melee attack
against a randomly selected creature in its reach.
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
8 (-1) 18 (+4) 12 (+1) 11 (+0) 12 (+1) 7 (-2) 20 (+5) 8 (-1) 21 (+5) 7 (-2) 12 (+1) 9 (-1)
Saving Throws DEX +7, CON +4 Saving Throws DEX +3, WIS +5
Skills Stealth +7 Skills Perception +5
Damage Resistances Cold Damage Resistances Bludgeoning, Piercing, and
Damage Immunities Psychic Slashing from Nonmagical Attacks
Condition Immunities Charmed, Frightened, Prone Condition Immunities Charmed, Frightened
Senses Darkvision 60 ft., Passive Perception 11 Senses Darkvision 60 ft., Passive Perception 15
Languages Deep Speech Languages Deep Speech
Challenge 5 (1,800 XP) Challenge 10 (5,900 XP)
Aura of Hysteria. Creatures within 30 ft. of one or Psychic Mirror. A creature that attempts to read the
more manglers have disadvantage on saving throws hulk's mind instead reads deeply into its own, its
against being Frightened. Each Frightened creature deepest fears, insecurities and repressed memories
in the area takes 7 (2d6) psychic damage at the laid bare before it.
beginning of each of the mangler's turns.
Freed From Will. Whenever the hulk voluntarily fails
Crawler. While prone, the mangler has a speed of 60 a saving throw, it gains 11 (2d10) temporary hit
ft. and is not slowed by difficult terrain. The points. While it has these temporary hit points, the
mangler may stand by spending 5 ft. of movement. hulk's attacks are made at adavantage.
Shadow Slip. While in dim light or darkness, attacks Actions
of opportunity are made against the mangler at
disadvantage. Multiattack. The hulk makes two melee attacks, one
of which it may replace with a use of its Hurl ability.
Actions Pallid Claws. Melee Weapon Attack: +9 to hit. reach
Multiattack. The mangler makes three claw attacks. 10 ft., one target. Hit: 14 (2d8 + 5) slashing plus
18 (4d8) psychic damage and the target is
Mangling Claw. Melee Weapon Attack: +7 to hit, grappled (escape DC 14).
reach 5 ft., one target. Hit: 8 (1d8 + 4) slashing
damage. A creature affected by the mangler's Hurl. The hulk hurls a grappled creature up to 30
Weaken Flesh ability takes an additional 3 (1d6) feet. The creature must succeed on a DC 17
psychic damage. Dexterity saving throw or take 28 (8d6)
bludgeoning damage and be knocked prone. On a
Flurry of Claws (Recharge 4-6). The mangler makes successful save, the creature takes half the damage
six claw attacks against one target. and isn't knocked prone.
Reactions Ragdoll Slam (Recharge 5-6). The hulk slams a
grappled creature into the ground repeatedly. The
Weaken Flesh. As a reaction to being reduced below creature must make three DC 17 Constitution
50 hit points, the mangler forces one creature it saving throws. For each save it failed, the creature
can see within 30 ft. to succeed on a DC 12 takes 21 (3d10 + 5) bludgeoning damage, and half
Charisma saving throw or have its flesh soften and as much on for each save on which it succeeded.
sag; for the next minute, whenever the creature
takes bludgeoning, piercing, or slashing damage its A creature that fails two or more of these saving
Charisma score is reduced by 1 to a minimum of 1 throws in a turn is Stunned until the end of the
until restored by Greater Restoration. hulk's next turn.
Reactions
Psychic Dispersal. As a reaction to taking psychic
Star Spawn Mangler Tactics damage, the hulk forces each creature within 10
Manglers scuttle up with their crawler trait, standing, and feet of it to succeed on a DC 17 Intelligence saving
using their Flurry of Claws, then taking the Dash action and throw or take the same damage, or half as much
moving away to recharge. If supported by other star spawn, damage on a success.
they try to keep foes in their Aura of Hysteria.
Star Spawn Seer On a failure, the creature is Frightened and Blinded
until the end of the seer's next turn as its field of
Medium aberration, neutral evil
perception expands and expands and expands until it
Armor Class 17 (Natural Armor) encompasses the entirety of the multiverse. A creature
Hit Points 153 (18d8 + 72) that fails by 10 or more is also Paralyzed until the end
Speed 30 ft. of the seer's next turn.
Astral Maelstrom (5th Level Spell, Concentration). The
seer creates a 5-ft. radius disk of unimaginable density
STR DEX CON INT WIS CHA in an unoccupied space it can see within 60 feet that
14 (+2) 12 (+1) 18 (+4) 22 (+6) 19 (+4) 16 (+3) lasts for a minute; raw voidstuff compressed until it
glows with a searing light that does not reflect or
Saving Throws DEX +6, INT +11, WIS +9, CHA +8 illuminate.
Skills Perception +9 A creature that begins its turn within 10 ft. of the
Damage Resistances Cold; Bludgeoning, Piercing, and sphere must succeed on a DC 19 Constitution saving
Slashing from Nonmagical Attacks throw or take 33 (6d10) radiant damage.
Damage Immunities Psychic
Condition Immunities Charmed, Frightened Crumple Space (Recharge 5-6, 6th Level Spell). The seer
Senses Darkvision 60 ft., Passive Perception 19 chooses a point along a 5 ft. wide line that is 30 ft.
Languages Common, Deep Speech, Undercommon, long and wholely within 120 feet.
Telepathy 30 ft. Each creature in the line's area must succeed on a DC
Challenge 13 (10,000 XP) 19 Charisma saving throw or be teleported to the
nearest unoccupied space to the point chosen by the
Out-of-Phase Movement. The seer can move through seer, then take 22 (4d10) force plus 13 (2d12)
other creatures and objects as if they were difficult psychic damage.
terrain. Each creature it moves through takes 5 (1d10)
psychic damage; no creature can take this damage Legendary Actions
more than once per turn. The seer takes 5 (1d10) force The seer can take 3 legendary actions, choosing from
damage if it ends its turn inside an object. the options below.
Mind Colonizer. When the seer casts a spell that Warp (1st Level Spell). A 10 ft. radius of space centered
requires concentration, it may have a willing aberration on a point the seer can see within 60 ft. becomes
within 30 ft. of it maintain concentration in its stead. difficult terrain for non-aberrations until the beginning
Fractal Demise. When the star spawn is reduced to 0 hit of the seer's turn.
points, if one or more friendly aberrations are within Music of the Spheres (3rd Level Spell). The seer chooses
30 ft. it casts Astral Maelstrom before it dies centered two creatures or objects it can see within 120 ft. The
on itself, its body tearing apart into a ragged spiral. first creature or object is levitated off the ground and
revolves up to 30 ft. clockwise around the second,
Actions maintaining the same distance. A creature levitated in
Untether Mind (5th Level Spell). Melee Spell Attack: +11 this way makes a DC 19 Constitution saving throw,
to hit. reach 5 ft., one target. Hit: 16 (3d10) force plus resisting the effect on a success.
39 (6d12) psychic damage and the target must make a Beckoning of the Expanse (Costs 2 Actions). Each
DC 19 Wisdom saving throw. creature within 30 ft. of the seer's Astral Maelstrom
must succeed on a DC 19 Wisdom saving throw or use
its reaction to move 10 ft. towards it.
A
tangled knot of writhing, barbed tendrils, the Tsochar Tactics
parasitic tsochar seems to have no center,
seems insensate to most of the outside world. Tsochar seek to ambush a lone humanoid, and after gaining
Outside of a host, the creature is near-helpless, control of it seek to do the same to a more powerful,
but of course tsochari are rarely found outside a influential, or magical one, ad infinitum. Ordinarily upon
host. A tsochar spends the vast majority of its taking a new host, a tsochar will kill its previous host, unless
life wrapped tightly around the brain of its host, it thinks it might need to move back in in the forseeable
controlling the every breath and motion of its still-conscious future.
dwelling. In combat, the tsochar preferentially attacks spellcasters,
Tsochari seek out hosts of power and influence, but the and tries to subdue and invade them as quickly as possible. If
ultimate prize for the tsochar is the powerful mage, whose it feels in serious danger, it flees using its size and climb
magic can be turned toward the will of the Nine-Tongued speed to reach areas inaccessable to its foes.
Worm, or else used to advance the Tsochar's position against
its rivals. Encounter Groups
CR 20 Encounter 8,350 XP
Tsochar Lore
1 Fleshclad Blackguard (CR 8)
Arcana DC 20: Though tsochari are known for the magic 2 Tsochar Parasite (CR 4)
they steal, there is a unique tradition of tsochari magic 1 Fleshclad Thug Enforcer (CR 2)
practiced by their arcanists, focused on subterfuge. 4 Thug Enforcers (CR 2)
History DC 15: The tsochari are said to hail from a world
terribly remote in the multiverse, one bridged to our own by CR 23 Encounter 18,600 XP
malformed magic, trans-spheric gates twisted from orignal
design by mishap or malice. 1 Fleshclad Archmage (CR 12)
History DC 20: The tsochari, though each is first concerned 1 Tsochar Noble (CR 7)
with its own power and advancement, rarely enter into direct 1 Shield Guardian (CR 7)
conflict with one another. When they do, however, their fights 4 Helmed Horrors (CR 4)
can go on for hours, neither strong enough to inflict serious
injury on the other, both too stubborn and vicious to submit.
History DC 25: The world the tsochari come from is one
inimical to most life, one of extreme cold, crushing darkness,
and shrieking winds, stalked by monstrosities unimaginable
by the sane.
Medicine DC 10: Abandoned tsochar hosts often are mostly
intact mentally, but rapidly bleed out if they do not
receive immediate medical attention.
Medicine DC 15: Tsochar seem to be distressed by heat,
evidenced by the fact that some tsochar hosts seem to run
slightly cooler than their unparasitized kin.
Medicine DC 20: Tsochar can occasionally be extracted
from their hosts by exposure to extreme heat, though
this process is equally likely to be fatal to the patient.
Nature DC 20: Rather than a single cohesive organism, the
tsochar seems to actually be a colony of smaller, specialized
creatures living in symbiosis and telepathically sharing a
consciousness.
Religion DC 15: The tsochari maintain a great reverence for
the great powers of the Far Realm, in particular Mak Thuum
Ngatha , the Nine-Tongued worm, who represents the infinite
power of revelation to destroy lesser truths.
Tsochar Parasitism. When the tsochar takes control
Tsochar Parasite of a host, it may choose to leave the brain intact or
Tiny aberration, chaotic evil destroy it. If it chooses to leave the brain intact, it
can access the creature's stored memories, though
Armor Class 18 (Natural Armor) doing so takes visible effort for the first several
Hit Points 34 (4d10 + 12) weeks after taking control of a new host.
Speed climb 20 ft., crawl 20 ft. Tsochar continuously absorb nutrients from
their host. At the end of each month, a tsochar
host has its Constiution score reduced by a
STR DEX CON INT WIS CHA cumulative and permanent 1d4, until restored by
16 (+3) 15 (+2) 16 (+3) 15 (+2) 14 (+2) 13 (+1) Greater Restoration or similar magic.
If its host takes any fire damage, the tsochar
must make a Constitution saving throw with DC
Skills Deception +6, Insight +4, Perception +4,
equal to 10, or half the damage dealt, whichever is
Stealth +4 higher. On a failure, the tsochar is expelled into the
Senses Darkvision 60 ft, Passive Perception 14
nearest unoccupied space. If a host dies, the
Damage Resistances Bludgeoning, Cold tsochar exits the host automatically at the
Damage Immunities Poison
beginning of its next turn.
Condition Immunities Poisoned
When a tsochar exits its host, the host begins to
Languages Tsochar, the languages of its host,
bleed profusely, losing 10 (3d6) hit points at the
Telepathy 120 ft.
start of each of its turns until a creature stanches
Challenge 4 (1,100 XP) the bleeding as an action with a successful DC 17
Wisdom (Medicine) check.
Slitherer. Outside of a host, the tsochar always
counts as prone. It can enter or move through the
space of any creature without spending additional
movement.
Fleshclad Template. A fleshclad creature has:
Mindsight. The tsochar knows the exact location of
each creature with an Intelligence score of at least Creature Type. The creature's type becomes
2 within 120 feet. It has disadvantage on Wisdom Aberration.
(Perception) checks made to perceive anything Ability Scores. The creature's Intelligence,
else. Wisdom, and Charisma scores become the
higher of its own or its tsochar's.
Actions Telepathy. The creature gains Telepathy 120 ft.
Leaping Clutch. Melee Weapon Attack: +5 to hit, Whispercast. The creature ignores any verbal or
reach 10 ft., one target. Hit: The tsochar moves up somatic components for spells it casts.
to 10 ft. toward the target. If it ends this space in Spellcasting. The creature knows and can cast
the target's space, the target is grappled (escape any spells its tsochar knows, in addition to its
DC 13). own.
Flesh Exchange. As an action, the fleshclad
A creature that starts its turn grappled by the expels its Tsochar controller onto a creature
tsochar must succeed on a DC 13 Constitution grappled by the fleshclad. The tsochar parasite
saving throw or take 22 (5d8) nonlethal poison exits into the grappled creature's space and
damage and be Poisoned until the beginning of its immediately makes a Leaping Clutch attack.
next turn, or half as much damage on a success.
Crush. Melee Weapon Attack: +5 to hit, reach 0 ft.,
one grappled target. Hit: 10 (2d6 + 3) bludgeoning
damage and the target is restrained until the end of
the tsochar's next turn..
Silence (2nd Level Spell, Concentration). The tsochar
is surrounded by a 5 ft. radius sphere of silence for
the next minute. Creatures inside the sphere are
immune to thunder damage and cannot perform
the verbal components of spells.
Wear Flesh. One incapacitated humanoid grappled
by the tsochar must succeed on a DC 13 Strength
saving throw or have the tsochar begin to invade
and take control of its body. At the beginning of the
tsochar's next turn, the tsochar enters the grappled
creature's body, bores into its nerve centers and
takes control.
Tsochar Noble Crush. Melee Weapon Attack: +8 to hit, reach 0 ft., one
grappled target. Hit: 15 (3d6 + 5) bludgeoning damage
Small aberration, chaotic evil
and the target is restrained until the end of the
Armor Class 18 (Natural Armor) tsochar's next turn.
Hit Points 115 (11d10 + 55) Silence (2nd Level Spell, Concentration). The tsochar is
Speed climb 20 ft., crawl 20 ft. surrounded by a 5 ft. radius sphere of silence for the
next minute. Creatures inside the sphere are immune
to thunder damage and cannot perform the verbal
STR DEX CON INT WIS CHA components of spells.
18 (+4) 16 (+3) 21 (+5) 17 (+3) 15 (+2) 19 (+4) Greater Invisibility (1/Day, 4th Level Spell, Concentration).
The tsochar and its host become invisible for the next
Skills Deception +6, Insight +4, Perception +4, Stealth minute.
+4
Senses Darkvision 60 ft, Passive Perception 14 Phantasmal Killer (1/Day, 4th Level Spell, Concentration).
Damage Resistances Bludgeoning, Cold One creature within 120 ft. that the tsochar can see
Damage Immunities Poison must succeed on a DC 16 Intelligence saving throw or
Condition Immunities Poisoned be Frightened for the next minute as it hallucinates an
Languages Tsochar, the languages of its host, Telepathy illusory manifestation of its deepest fears. An affected
120 ft. creature repeats this saving throw at the end of each of
Challenge 7 (2,900 XP) its turns, taking 22 (4d10) psychic damage on a failure
or ending the effect on a success.
Slitherer. Outside of a host, the tsochar always counts Memory Slip (1/Day 5th Level Spell). One creature within
as prone. It can enter or move through the space of any 30 ft. must succeed on a DC 16 Wisdom saving throw
creature without spending additional movement. or forget one event that occurred in the last minute.
On a success, the creature knows it was targeted with a
Dweomerbarbed Grip. If a creature that it is grappling spell.
teleports, the tsochar teleports with it.
Wear Flesh. One incapacitated humanoid grappled by
Mindsight. The tsochar knows the exact location of the tsochar must succeed on a DC 16 Strength saving
each creature with an Intelligence score of at least 2 throw or have the tsochar begin to invade and take
within 120 feet. It has disadvantage on Wisdom control of its body. At the beginning of the tsochar's
(Perception) checks made to perceive anything else. next turn, the tsochar enters the grappled creature's
body, bores into its nerve centers and takes control.
Actions
Multiattack. The tsochar makes two melee attacks. Reactions
Counterspell (3rd Level Spell). As a reaction to seeing a
Leaping Clutch. Melee Weapon Attack: +8 to hit, reach
creature cast a spell within 60 feet, the tsochar may
15 ft., one target. Hit: The tsochar moves up to 15 ft. make an Charisma check with DC equal to 10 plus the
toward the target. If it ends this space in the target's spell's level, negating the spell on a success. If the spell
space, the target is grappled (escape DC 16).
is 3rd level or below, the tsochar succeeds
A creature that starts its turn grappled by the tsochar automatically.
must succeed on a DC 17 Constitution saving throw or
take 36 (8d8) nonlethal poison damage and be
Poisoned until the beginning of its next turn, or half as
much damage on a success.
Uvuudaum
T
he uvuudaum is a creature born of a remote Encounter Groups
reality so inimical to ours that, on the rare
occasions that such a realm expels one of their A typical encounter might include an Uvuudaum and six
number into the material, its very presence mooncalves that were drawn through a portal together; or a
heralds madness; a madness that spills out of pair of uvuudaum acting as heralds of harbingers of some
the mind and into physical space as the natural greater being of infinite incomprehensibility.
laws of the world tries to reject it.
CR 27 Encounter 38,400 XP
Uvuudaum Lore 1 Uvuudaum (CR 17)
Arcana DC 15: As a creature clearly not from this realm, the 5 Mooncalves (CR 7)
uvuudaum is likely resistant to most conventional magics. 1 Moonlord (CR 10)
Arcana DC 20: The uvuudaum flickers as it moves, CR 29 Encounter 54,000 XP
appearing to teleport continuously, despite giving off no trace
of conjuration magic. While possible that its magics are 3 Uvuudaum (CR 17)
simply too alien to be detected, the more likely explanation
seems to be that they simply experience time differently,
scuttling through moments as easily as they move through
space.
History DC 25: Uvuudaum incursions occur sporadically at
times when the barriers between planes thin, particularly
during astronomic events associated with the Far Realm.
Their appearance on the material plane seems to
be a cosmic accident, rather than the result of any
grand design.
Nature DC 15: The uvuudaum's crab-like
physique looks to be well-suited to evading
explosions and other area-of-effect magics.
Nature DC 20: The uvuudaum's alien nature
likely leaves it relatively vulnerable to conventional
poisons.
Nature DC 25: The tense posture, natural weapons and
blinding speed of this creature indicate it could
respond vigorously to any melee assault.
Engaging at as great a range as possible is likely
the wisest approach.
Uvuudaum Tactics
The uvuudaum attempts to focus on single
target at a time, starting with the targets with
the lowest Wisdom and continuing to
attack a creature until its Wisdom is reduced
to 1, then going after the creature with the next
lowest Wisdom. The uvuudaum breaks this
pattern either to claim a more defensible position
with its Spider Climb ability, or to afflict a
spellcaster in range with Anoxia or Seizures, if
applicable.
The uvuudaum tries to use its movement, its
Four Dimensional trait, and its Non-Euclidian
trait each turn to ensure that only a single enemy
can close to melee range. The uvuudaum is
careful, however, not to get entirely out of melee
range and thus miss out on the chance to
use its Ruin Mind reaction.
Uvuudaum Amnesia. The target loses a chunk of memory,
reducing its proficiency bonus by 1 for the next
Large aberration, chaotic evil
minute.
Armor Class 19 (Natural Armor) Anoxia. If the target cast a spell since the end of the
Hit Points 228 (24d10+96) uvuudaum's previous turn, it loses the ability to cast
Speed 40 ft., climb 40 ft. that spell until it completes a long rest.
Apnea. The target forgets how to breathe. At the end
of each of its turns, it may make a DC 19 Wisdom
STR DEX CON INT WIS CHA saving throw, remembering how to breathe on a
success.
19 (+4) 21 (+5) 18 (+4) 17 (+3) 17 (+3) 17 (+3)
Mania. On the target's next turn, it may make one
melee attack as a bonus action, but its targets are
Saving Throws DEX +10, INT +9, WIS +8, CHA +8 selected at random from those it can reach with its
Skills Insight +13, Perception +8 movement.
Senses Blindsight 120 ft, Passive Perception 18 Paranoia. The target becomes Frightened of one of
Languages Telepathy 120 ft its allies until the end of its next turn. While
Challenge 17 (18,000 XP) Frightened in this way, it cannot willingly accept
assistance from that ally.
Magic Resistance. The uvuudaum has advantage on Seizure. If the target casts a spell on its following
saving throws against spells and other magical effects. turn, it must succeed on a DC 19 Constitution
saving throw or fall prone and end its turn.
Spider Climb. The uvuudaum can climb difficult
surfaces, including upside down on ceilings, without
needing to make an ability check.
Reactions
Ruin Mind. As a reaction to a creature within 15 ft.
Non-Euclidian. The space in a 10 foot radius around the hitting it with an attack, the uvuudaum uses its
uvuudaum is difficult terrain, as the uvuudaum's multiattack, targeting the attacker with each attack.
presence warps it into incomprehensible geometries.
Four Dimensional. Time does not seem to pass during Scuttle. As a reaction to being forced to make a saving
the Uvuudaum's turn. It does not provoke attacks of throw against a spell or magical effect, the uvuudaum
opportunity, and its melee attacks are made at moves up to half of its speed. If this movement puts
advantage. the uvuudaum out of range or area of the spell or
magical effect, the uvuudaum is unaffected.
Actions Psychic Storm. As a reaction to being reduced below
Multiattack. The uvuudaum makes three attacks with its 115 hit points, the uvuudaum lets out a telepathic
head spike. shriek. Each creature within 60 ft. that has a Wisdom
score of 1 is Stunned until the end of its next turn.
Head Spike. Melee Weapon Attack: +10 to hit, reach 15
ft., one target. Hit: 15 (3d6+5) piercing damage and
the target has its Wisdom score reduced by 1d6, to a
minimum of 1. If this reduces the target below 10
Wisdom, the target suffers one additional effect of the
uvuudaum's choice. The uvuudaum may not choose
the same effect twice in a turn:
Spells
Astral Maelstrom Crumple Space
5th-level transmutation 6th-level evocation
Casting Time: 1 action Casting Time: 1 action
Range: 60 ft. Range: 120 ft.
Components: V, S, M (a chunk of marble worth 20 gp, which Components: V, M (a pinch of powdered granite)
the spell consumes) Duration: instantaneous
Duration: 1 minute, concentration You collapse a line of space into a single point. Choose a
You create a 5-foot-radius disk of unimaginable density in point along a 5 feet wide line that is 30 feet long and wholely
an unoccupied space you can see within 60 feet that lasts for within 120 feet. Each creature in the line's area must succeed
a minute; raw voidstuff compressed until it glows with a on a Charisma saving throw or be teleported to the nearest
searing light that does not reflect or illuminate. As a Bonus unoccupied space to the chosen point, then take 22 (4d10)
Action on each of your turns, you can cause each creature force plus 13 (2d12) psychic damage.
within 30 ft. of the disk to make a Wisdom saving throw, Spell Lists. Sorcerer, Warlock, Wizard
using its reaction to move 10 feet towards the disk on a
failure. Dematerialize
A creature that begins its turn within 10 ft. of the sphere 3rd-level evocation
must succeed on a Constitution saving throw or take 33 Casting Time: 1 reaction, which you take when targeted with
(6d10) radiant damage. an attack or harmful spell
Spell Lists. Druid, Warlock Range: self
Components: V, S
Blood to Vitriol Duration: instantaneous
6th-level transmutation As a reaction to being targeted with an attack or harmful
Casting Time: 1 action spell, you attempt to dodge across the border ethereal. Roll a
Range: 60 ft. d20. On an 11-20, you disappear until the beginning of your
Components: V, S, M (flesh scarred by acid) next turn, when you reappear in the unoccupied space
Duration: 1 minute, concentration nearest to where you departed.
You attempt to turn a creature's blood to acid. One creature Spell Lists. Bard, Sorcerer, Wizard
you can see within 60 ft. must succeed on a Constitution
saving throw or be Stunned for 1 minute. A Stunned creature Eye of Rot
repeats this saving throw at the end of each of its turns, 4th-level enchantment
taking 22 (5d8) acid damage on a failure, or ending the effect Casting Time: 1 action
on a success. Range: 120 ft.
Spell Lists. Sorcerer, Warlock, Wizard Components: V, S, M (a drop of vitreous fluid)
Duration: 1 minute, concentration
Chaos Flame You affix a creature with a putrefying gaze. One creature
2nd-level evocation the you can see within range must succeed on a Charisma
Casting Time: 1 action saving throw or be Poisoned for the next minute. A creature
Range: 60 ft. poisoned in this way takes 4d10 necrotic damage at the
Components: V, M (a solution of magnesium in oil) beginning of each of its turns and repeats this saving throw at
Duration: instantaneous the end of each of its turns, with disadvantage if you can see
You create a ball of sparking, multicolored fire and hurl it at it, ending the effect on a success.
a creature within range. Make a ranged spell attack. On a hit, Spell Lists. Bard, Sorcerer, Warlock
the target takes 6d6 fire damage.
If this attack misses, make a second attack roll against a Eye of Veiling
random creature within 10 ft. of the original target. On a hit, 3rd-level enchantment
the target takes 6d6 fire damage. Casting Time: 1 reaction, which you take when hit with a
Spell Lists. Artificer, Sorcerer melee attack
Range: Touch
Components: V, S, M (a shard of broken glass)
Duration: 1 minute, concentration
As a reaction when hit with a melee attack, you force the
attacker to make a Wisdom saving throw. On a failed save,
the you become invisible to that creature for the next minute.
An affected creature repeats this saving throw at the end of
each of its turns, ending the effect on a success.
Spell Lists. Bard, Sorcerer
Fold Space Music of the Spheres
4th-level conjuration 3rd-level evocation
Casting Time: 1 action Casting Time: 1 action
Range: 30 ft. Range: 120 ft.
Components: V, S, M (a star of folded paper) Components: V, S, M (two stones of equal weight but
Duration: instantaneous different size)
You teleport to an unoccupied location you can see within Duration: 1 minute, concentration
30 feet. Each creature within 15 ft. of the space you departed You set one object orbiting another by forging a
must succeed on a Strength saving throw or be pulled up to gravitational bond between them. You choose two creatures
10 ft. toward the space you departed and take 22 (4d10) or objects you can see within range. The first creature is
psychic damage. levitated off the ground and revolves up to 30 feet clockwise
Spell Lists. Sorcerer, Warlock, Wizard around the second, maintaining the same distance. A
creature levitated in this way may make a Constitution saving
Force Rift throw, resisting the effect on a success.
3rd-level evocation On each of your turns until the spell ends, you can use your
Casting Time: 1 action BonusAction to select another two targets.
Range: Self (60-foot line) Spell Lists. Druid, Sorcerer, Warlock, Wizard
Components: V, S, M (a cracked lodestone) Untether Mind
Duration: instantaneous 5th-level enchantment
You wrench gravity in a line 100 feet long and 5 feet wide Casting Time: 1 action
extending from you. Each creature in the line must make a Range: Touch
Strength saving throw. A creature takes 5d10 force damage Components: V, S
and is knocked prone, or takes half as much damage and is Duration: 1 round
not knocked prone on a successful one. A creature that fails
by 5 or more is additionally pushed 15 ft. away. You attempt to share a truth with a creature its mind
Spell Lists. Sorcerer, Warlock, Wizard cannot contain. Make a melee spell attack against the target.
On a hit, the target takes 3d10 force plus 6d12 psychic
Lightning Burst damage and must make a Wisdom saving throw.
3rd-level evocation A creature that fails is Frightened and Blinded until the
Casting Time: 1 action end of your next turn as its field of perception expands and
Range: 120 ft. expands and expands until it encompasses the entirety of the
Components: V, S, M (a flake of rust) multiverse.
Duration: instantaneous A creature that fails this save by 10 or more is additionally
Paralyzed until the end of your next turn.
A crackling ball of lightning kindles into existence at a Spell Lists. Warlock
point you can see, then rapidly expands. Each creature in a
20-foot-radius sphere centered on that point must make a Window to Madness
Dexterity saving throw. A target takes 8d6 lightning damage 4th-level illusion
on a failed save, or half as much damage on a successful one. Casting Time: 1 action
At Higher Levels: When you cast this spell using a spell Range: 60 ft.
slot of 4th level or higher, the radius increases by 5 ft. for Components: V, S, M (a dried pineal gland)
each slot level above 3rd. Duration: 1 minute, concentration
Spell Lists. Sorcerer, Warlock, Wizard
You create an illusory portal to the far realm in an
Mental Scourge unoccupied space within range that fills a 10 foot cube. A
3rd-level enchantment creature other than you that starts its turn within 30 feet of
Casting Time: 1 action the portal and can see it takes 1d4 psychic damage. A
Range: 60 ft. creature other than you that starts its turn within the portal's
Components: V, S, M (a whip or flail) space must make a Intelligence saving throw. A creature
Duration: 1 round takes 8d8 psychic damage and is Stunned until the beginning
of its next turn on a failed save, or takes half as much damage
You attempt to turn a creature's mind against it. One and is not Stunned on a success.
creature you can see within range must make a Intelligence On each of your turns until the spell ends, you can use your
saving throw. A creature takes 28 (8d6) psychic damage on a Bonus Action to force each creature within 60 feet of the
failed save, or half as much damage on a successful one. portal to succeed on a Strength saving throw or be pulled 10
A creature that fails this save by 5 or more additionally has feet towards it.
its movement controlled by the you on its following turn. The At Higher Levels: When you cast this spell using a spell
creature can take its action before or after moving. slot of 5th level or higher, the distance a creature is pulled on
Spell Lists. Bard, Sorcerer a failed Strength save increases by 5 ft. for each slot level
above 4th.
Spell Lists. Warlock