Mordenkainen Presents Monsters of the Multiverse - Flip eBook Pages 151-200 (2024)

VARIANT: GRUNG POISON A creature poisoned by a grung can suffer an additional effect that depends on the grung's color, as described below. This effect lasts until the creature is no longer poisoned by the grung. Blue Grung. The poisoned creature must make a loud noise at the start and end of its turn. Gold Grung. The creature is charmed by the grung and can speak Grung. GRUNG ELITE WARRIOR Small Humanoid, Any Alignment Armor Class 13 Hit Points 49 (9d6 + 18) Speed 25 ft., climb 25 ft. STR 7 (-2) DEX 16 (+3) Saving Throws Dex +5 CON 15 (+2) INT 10 (+0) WIS 11 (+0) CHA 12 (+l) Skills Athletics +2 , Perception +2 , Stealth +5 , Survival +2 Damage Immunities poison Condition Immunities poisoned Senses passive Perception 12 Languages Grung Challenge 2 (450 XP) Proficiency Bonus +2 Amphibious. The grung can breathe air and water. Poisonous Skin. Any creature that grapples the grung or otherwise comes into direct contact with the grung's skin must succeed on a DC 12 Constitution saving throw or become poisoned for l minute. A poisoned creature no longer in direct contact with the grung can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Standing Leap. The grung's long jump is up to 25 feet and its high jump is up to 15 feet, with or without a running start. Water Dependency. If the grung isn 't immersed in water for at least l hour during a day, it suffers l level of exhaustion at the end of that day. The grung can recover from this exhaustion only through magic or by immersing itself in water for at least l hour. ACTIONS Dagger. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 5 (l d4 + 3) piercing damage plus 5 (2d4) poison damage. Shortbow. Ranged Weapon Attack: +5 to hit, range 80/320 ft. , one target. Hit: 6 (ld6 + 3) piercing damage plus 5 (2d4) poison damage. Mesmerizing Chirr (Recharge 6). The grung makes a chirring noise to which grungs are immune. Each Humanoid or Beast that is within 15 feet of the grung and able to hear it must succeed on a DC 12 Wisdom saving throw or be stunned until the end of the grung's next turn . I$O CHAPTER 2 I BESTIARY • Green Grung. The poisoned creature can't move except to climb or make standing jumps. If the creature is flying, it can't take any actions or reactions unless it lands. Orange Grung. The poisoned creature is frightened of its allies. Purple Grung. The poisoned creature feels a desperate need to soak itself in liquid or mud . It can 't take actions or move except to do so or to reach a body of liquid or mud . Red Grung. The poisoned creature must use its action to eat if food is within reach. f :?4 #i§f--?#fr :!.5¥ z::c&....?>2-- - Ci - - &-??r:: GRUNG WILDLING Small Humanoid, Any Alignment Armor Class 16 (natural armor) Hit Points 27 (5d6 + 10) Speed 25 ft., climb 25 ft. STR 7 (-2) DEX 16 (+3) Saving Throws Dex +5 CON 15 (+2) INT 10 (+0) WIS 15 (+2) CHA 11 (+0) Skills Athletics +2 , Perception +4, Stealth +5, Survival +4 Damage Immunities poison Condition Immunities poisoned Senses passive Perception 14 Languages Grung Challenge l (200 XP) Proficiency Bonus +2 Amphibious. The grung can breathe air and water. Poisonous Skin. Any creature that grapples the grung or otherwise comes into direct contact with the grung's skin must succeed on a DC 12 Constitution saving throw or become poisoned for l minute. A poisoned creature no longer in direct contact with the grung can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Standing Leap. The grung's long jump is up to 25 feet and its high jump is up to 15 feet, with or without a running start. Water Dependency. If the grung isn 't immersed in water for at least l hour during a day, it suffers l level of exhaustion at the end of that day. The grung can recover from this exhaustion only through magic or by immersing itself in water for at least l hour. ACTIONS Dagger. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 5 (l d4 + 3) piercing damage plus 5 (2d4) poison damage. Shortbow. Ranged Weapon Attack: +5 to hit, range 80/320 ft. , one target. Hit: 6 (ld6 + 3) piercing damage plus 5 (2d4) poison damage. Spellcasting. The grung casts one of the following spells, using Wisdom as the spellcasting ability (spell save DC 12): At will: druidcraft 3/day each: cure wounds, spike growth 2/day: plant growth

GUARD DRAKE A guard drake is a reptilian creature created out of dragon scales by means of a bizarre and grisly ritual. When trained properly, a drake is obedient and territorial, which makes it an excellent watch beast that can follow simple commands. Tiamat's cult practices the ritual to create guard drakes, as do other groups that are skilled in arcana and associated with Dragons. The ritual requires a chromatic dragon's aid; the dragon typically helps to reward its allies or worshipers with a valuable servant. The ritual, which takes several days, requires 10 pounds of fresh dragon scales (donated by the dragon allied with the group), a large amount of fresh meat, and an iron cauldron. When the process is complete, a Small egg emerges from the cauldron and hatches within a few hours. A newly hatched guard drake imprints upon the first creature that feeds it (usually the one planning to train it), establishing an aggressive but trusting bond with that individual. A guard drake is fully grown within two to three weeks and can be trained in the same length of time. It is the equivalent of a guard dog in terms of what it can be trained to do. A guard drake resembles the type of dragon it was created from, but with a wingless, squat, muscular build. A drake can't reproduce, nor can its scales be used to make other guard drakes. VARIANT: CHROMATIC DRAKES Each type of chromatic dragon's scales creates a guard drake that resembles a wingless, stunted version of that type of dragon, with unique abilities related to that type. Each has the special features described below. Black Guard Drake. The drake can breathe air and water, has a swimming speed of 30 feet, and has resistance to acid damage. Blue Guard Drake. The drake has a burrowing speed of 20 feet and resistance to lightning damage. Green Guard Drake. The drake can breathe air and water, has a swimming speed of 30 feet, and has resistance to poison damage. Red Guard Drake. The drake has climbing speed of 30 feet and resistance to fire damage. White Guard Drake. The drake has a burrowing speed of 20 feet, a climbing speed of 30 feet, and resistance to cold damage. GUARD DRAKE Medium Dragon, Unaligned Armor Class 14 (natural armo r) Hit Points 52 (7d8 + 21) Speed 30 ft. STR 16 (+3) DEX ll (+0) Skills Perception +2 CON 16 (+3) INT 4 (-3) WIS 10 (+0) Senses darkvision 60 ft., passive Perception 12 Languages understands Draconic but can't speak CHA 7 (- 2) Challenge 2 (450 XP) Proficiency Bonus +2 ACTIONS Multiattack. The guard drake makes one Bite attack and one Tail attack. Bite. Mele e Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (ld8 + 3) piercing damage . Tail. Melee Weapon Attack: +5 to hit, reach 5 ft. , one target. Hit: 6 (ld6 + 3) bludgeoning damage. CHAPTER 2 I BESTIARY 1$1

HELLFIRE ENGINE Hellfire engines are semiautonomous bringers of destruction. Amnizus (in this book) and other devilish generals hold them in reserve until they are needed to repel an incursion by demons or crusading mortals, but occasionally one of these magical-mechanical hybrids gets loose, driven berserk by its need to destroy. Hellfire engines take many forms, but all of them have one purpose: to mow down foes in waves. They are incapable of subtlety or trickery, but their destructive capability is immense. Mortal creatures slain by hellfire engines are doomed to join the infernal legions in mere hours unless powerful magic-wielders intervene on their behalf. The archdukes of the Nine Hells would like nothing better than to modify this magic so it works against demons, too, but that discovery has eluded them so far. HELLFIRE ENGINE Huge Construct, Typically Lawful Evil Armor Class 18 (natural armor) Hit Points 216 (l6dl2+ 112) Speed 40 ft. STR 20 (+5) DEX 16 (+3) CON 24 (+7) INT 2 (-4) Saving Throws Dex +8, Wis +5 , Cha +0 WIS 10 (+O) CHA l (-5) Damage Resistances cold, psych ic; bludgeoning, piercing, and slashing from nonmagical attacks that aren't silvered Damage Immunities fire, poison Condition Immunities charmed, deafened , exhaustion, frightened, paralyzed, poisoned, unconscious Senses darkvision 120 ft., passive Perception l 0 Languages understands Infernal but can't speak Challenge 16 (15 ,000 XP) Proficiency Bonus +5 Immutable Form. Th e he llfire engine is immune to any spel l or effect that wou ld alter its form. Magic Resistance. The hellfire engine ha s advantage on saving throws against spel ls and other magical effects. Unusual Nature. The hellfire engine doesn't require air, food, drink, or sleep. ACTIONS Flesh-Crushing Stride. The hellfire engine moves up to its speed in a straight lin e. During this move, it can enter Large or sma ller creatures' spaces. A creature whose space the hellfire engine enters must make a DC 18 Dexterity saving throw. On a successful save, the creature is pushed to the nearest space out of the hellfire engin e's path. On a failed save, the creature falls prone and takes 28 (8d6) bludgeoning damage. If the hellfire engine remains in the prone creature's space, I52 CHAPTER 2 I BESTIARY • the creature is also restrained until it's no longer in the same space as the hellfire engine. While restrained in this way, the creature, or another creature within 5 feet of it, can make a DC 18 Strength check. On a success, the creature is shunted to an unoccupied space of its choice within 5 feet of the hellfire engine and is no longer restrained. Hellfire Weapons. The hellfire engine uses one of the following options (choose one or rol l a d6): 1-2: Bonemelt Sprayer. The hel lfire engine spews acidic flame in a 60-foot cone. Each creature in th e cone must make a DC 20 Dexterity saving throw, taking 11 (2dl0) fire damage plus 18 (4d8) acid damage on a failed save, or half as much damage on a successful one. Creatures that fail the saving throw are drenched in burning acid and take 5 (ldlO) fire damage plus 9 (2d8) acid damage at the end of their turns. An affected creature or another creature within 5 feet of it can take an action to scrape off the burning fuel. 3-4: Lightning Flail. Melee Weapon Attack: +10 to hit, reach 15 ft ., one creature. Hit: 18 (3d8 + 5) bludgeoning damage plus 22 (5d8) lightning damage. Up to three other creatures of the hellfire engine's choice that it can see within 30 feet of the target must each make a DC 20 Dexterity saving throw, taking 22 (5d8) lightning damage on a fa iled save, or half as much damage on a successful one. 5-6: Thunder Cannon. The hellfire engine targets a point within 120 feet ofit that it can see. Each creature with in 30 feet of that point must make a DC 20 Dexterity saving throw, taking 27 (5dl0) bludgeoning damage plus 19 (3dl2) thunder damage on a failed save, or half as much damage on a successful one. If the chosen option kills a creature, the creature's soul rises from the River Styx as a lemure in Avernus in ld4 hours. If the creature isn't revived before then , only a wish spell or killing the lemure and casting true resurrection on the creature's original body can restore it to life. Constructs and devils are immu ne to this effect.

HOBGOBLIN DEVASTATOR Hobgoblins with a prodigious talent for magic sometimes undergo grueling training to become hobgoblin devastators. Devastators are spellcasters who call down fireballs and other destructive magic in the defense of the court they serve, whether that court is in the Feywild or the Material Plane. A hobgoblin devastator on the battlefield is a boon to their allies and a threat to every foe around them. Far from being cloistered academics, hobgoblin devastators are masters of the battlefield. In addition to tactical applications of the magical arts, they learn the basics of weapon use, and they measure their deeds by the enemies defeated though their magic. They have the respect of other members of the host and receive obedience and deference from many quarters. In the Feywild, many archfey seek to bolster their armies' might with the services of hobgoblin devastators. GOBLINOIDS OF THE FEYWILD The goblinoid peoples-goblins, hobgoblins, and bugbears-first appeared in the Feywild millennia ago, and they resided there until the god Maglubiyet conquered them. They then spread throughout the multiverse, with many of them ending up on the worlds of the Material Plane. Most goblinoids encountered on those worlds are members of families that have been away from the Feywild for centuries, and over time, those lineages have become Humanoid. Fey goblinoids, who still bear the magic of the Feywild, are rare on the Material Plane but not unheard of. Hobgoblin devastators are examples of such Fey folk, as are hobgoblin iron shadows and nilbogs (also in this book). HOBGOBLIN DEVASTATOR Medium Fey (Goblinoid), Typically Lawful Neutral Armor Class 13 (studded leather) Hit Points 45 (7d8 + 14) Speed 30 ft. STR 13 (+l) DEX 12 (+l) Skills Arcana +5 CON 14 (+2) INT 16 (+3) WIS 13 (+l) Senses darkvision 60 ft., passive Perception l l Languages Common , Goblin CHA ll (+O) Challenge 4 (l ,l 00 XP) Proficiency Bonus +2 Army Arcana. When the hobgoblin casts a spell that causes damage or that forces other creatures to make a saving throw, it can choose itself and any number of allies to be immune to the damage caused by the spell and to succeed on the required saving throw. ACTIONS Multiattack. The hobgoblin makes two Quarterstaff or Devastating Bolt attacks. Quarterstaff. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (ld6 + l) bludgeoning damage, or 5 (ld8 + l) bludgeoning damage if used with two hands, plus 13 (3d8) force damage. Devastating Bolt. Ranged Spell Attack: +5 to hit, range 60 ft., one target. Hit: 21 (4d8 + 3) force damage, and the target is knocked prone. Spellcasting. The hobgoblin casts one of the following spells, using Intelligence as the spellcasting ability (spell save DC 13): At will : mage hand, prestidigitation 2/day each: fireball, fly, fog cloud, gust of wind, lightning bolt CHAPTER 2 I BESTIARY 153

HOBGOBLIN IRON SHADOW Iron shadows are hobgoblin martial artists who serve fey and mortal courts as secret police, scouts, and assassins. They spy to ferret out treachery, rebellion, and betrayal and deal with it ruthlessly. Iron shadows possess agility and stamina matched only by their ironclad commitment to the will of their masters. They wield a deadly combination of unarmed fighting techniques and shadow magic to deceive and defeat their foes. While on secret missions, they wear masks crafted to resemble monsters, both to conceal their identities and to strike fear into their fo es. An iron shadow is usually recruited from the ranks of the Feywild's hobgoblin armies or from among the hobgoblins who have resided in the Material Plane for centuries. A candidate for admission undergoes a series of tests designed to reveal any potential for treachery. Those who fail are slain, • while those who pass receive secret training in the arts of magic and stealth. This indoctrination is a slow and arduous process; many aspirants don't finish it, and years might go by during which the iron shadows welcome no new members into their ranks. When a recruit's training is complete, they are tasked with conducting assassinations and spy missions. HOBGOBLIN IRON SHADOW Medium Fey (Goblinoid), Typicaf/y Lawful Neutral Armor Class 15 (Unarmored Defense) Hit Points 32 (5d8 + 10) Speed 40 ft. STR 14 (+2) DEX 16 (+3) CON 15 (+2) INT 14 (+2) WIS 15 (+2) Skills Acrobatics +5, Athletics +4, Stealth +5 Senses darkvision 60 ft., passive Perception 12 Languages Common , Gobl in CHA 11 (+O) Challenge 2 (450 XP) Proficiency Bonus +2 Unarmored Defense. While the hobgo blin is wearin g no armor and wield ing no shield , its AC includes its Wisdom mod ifier. ACTIONS Multiattack. Th e hobgo bl in ma kes fo ur attacks, each of whi ch ca n be an Un armed Stri ke or a Dart attack. It ca n also use Shadow Jaunt once, either before or after one of the attacks. Unarmed Strike. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) bludgeo nin g damage. Dart. Ranged Weapon Attack. +5 to hit, range 20/60 ft., one target. Hit: 5 (ld4 + 3) piercin g damage. Shadow Jaunt. Th e hobgoblin telepo rts, along with any eq ui pment it is wearing or carrying, up to 30 feet to an unoccu pied space it can see. Both the space it leaves and its desti nation mu st be in dim light or darkness. Spellcasting. The hobgobl in casts one of the fo llowing spells, usi ng In telligence as th e spell castin g ability (s pell save DC 12): At will : minor illusion, prestidigitation 1/day each: charm person, disguise self, silent image

HOWLER A far-off wail precedes the sight of a howler. Even at a distance, listeners' minds cringe at the sound and fill with horror at the realization that the noise is drawing closer. When howlers go on the prowl, courage isn't enough to stand up against them. These nightmare creatures are native to Pandemonium, but they can be found on most of the Lower Planes, where they are trained as war hounds. Howlers can be domesticated, after a fashion, but they respond only to brutal training in which they are forced to recognize the trainer as the pack's undisputed leader. A trained pack then follows its leader without hesitation. Howler packs course over the battlefields of the Blood War and also serve evil mortals powerful and vicious enough to command their loyalty. Howlers rely on speed, numbers, and their mind-numbing howling to corner prey before they tear it apart. Their howls flood the minds of their victims, making complex thought impossible. Listeners can do little more than stare in horror and stumble around the battlefield in a search for safety. Fiends especially prize howlers for this reason, because for a few crucial moments in a battle, their howls can neutralize an enemy. Large Fiend, Typically Cha otic Evil Armor Class 16 (natural armor) Hit Points 90 (12dl0 + 24) Speed 40 ft. STR 17 (+3) DEX 16 (+3) Skills Perception +5 CON 15 (+2) INT 5 (-3) WIS 14 (+2) CHA 6 (-2) Damage Resistances cold, fire, lightning; bludgeoning, piercing, and slashing from nonmagical attacks Condition Immunities frightened Senses darkvision 60 ft. , passive Perception 15 Languages understands Abyssal but can 't speak Challenge 8 (3,900 XP) Proficiency Bonus +3 Pack Tactics. A howler has advantage on attack rolls against a creature if at least one of the howler's allies is within 5 feet of the creature and the ally isn't incapacitated. ACTIONS Multiattack. The howler makes two Rending Bite attacks. Rending Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) piercing damage, plus 22 (4dl0) psychic damage if the target is frightened. This attack ignores damage resistance. Mind-Breaking Howl (Recharge 4-6). The howler emits a keening howl in a 60-foot cone. Each creature in that area must succeed on a DC 13 Wisdom saving throw or take 16 (3dl0) psych ic damage and be frightened until the end of the howler's next turn . While a creature is frightened in this way, its speed is halved, and it is incapacitated. A target that successfully saves is immune to the Mind-Breaking Howl of all howlers for the next 24 hours. CHAPTER 2 I BESTIARY 155 •

HUTIJIN Politics in the Nine Hells are anything but predictable. Alliances form all the time, but most wind up unraveling due to treachery. Nevertheless, for all their backbiting and betrayal, devils do occasionally display loyalty, offering unwavering service to their masters. One such example is Hutijin, a duke of Cania and loyal servant of Mephistopheles. Across the Hells, Hutijin's name fills lesser devils with fear and loathing, for this duke commands two companies of pit fiends (see the Monster Manual). With such soldiers under his command, Hutijin can easily crush any rival who gets in his way while also defending Mephistopheles against armies seeking to contest his dominion. Hutijin has amassed enough power to challenge the lord of Cania, but he has never wavered in his support for his mastersuggesting, perhaps, that Mephistopheles has some hold over him. r56 CHAPTER 2 I BESTIARY • Outside the Nine Hells, Hutijin is a relatively obscure figure, known only to the most learned infernal scholars. He has no cults of his own, and his servants are few in number. The reason is simple: Hutijin hates mortals. When summoned from the Hells, he repays the instigator with a long and agonizing death. Mephistopheles forbids Hutijin from making too many forays into the Material Plane, since the duke's absence leaves him vulnerable to his rivals. Other archdevils know how much Hutijin despises mortals and have secretly disseminated the means to call him from the Nine Hells in the hope of distracting the archdevil long enough for them to assail Mephistopheles. Hutijin sends devils into the Material Plane to eradicate mention of his name and destroy those who have learned of him, but the summonings still occur. When called from his post, he negotiates as quickly as he can, usually closing a deal with little cost to the summoner. However, once the deal has been fulfilled, Hutijin repays the interruption with death.

HUTIJIN Large Fiend (Devil), Lawful Evil Armor Class 19 (natural armor) Hit Points 200 (16dl0 + 112) Speed 30 ft., fly 60 ft. STR 27 (+8) DEX 15 (+2) CON 25 (+7) INT 23 (+6) Saving Throws Dex +9, Con+ 14, Wis +11 Skills Intimidation +14, Perception +11 WIS 19 (+4) CHA 25 (+7) Damage Resistances cold; bludgeoning, piercing, and slashing from nonmagical attacks that aren't silvered Damage Immunities fire , poison Condition Immunities charmed, exhaustion, frightened , poisoned Senses truesight 120 ft. , passive Perception 21 Languages all, telepathy 120 ft. Challenge 21 (33 ,000 XP) Proficiency Bonus +7 Infernal Despair. Each creature within 30 feet of Hutijin that isn't a devil makes saving throws with disadvantage . Legendary Resistance (3/Day). If Hutijin fails a saving throw, he can choose to succeed instead . Magic Resistance. Hutijin has advantage on saving throws against spells and other magical effects. Regeneration. Hutijin regains 20 hit points at the start of his turn. If he takes radiant damage , this trait doesn 't function at the start of his next turn. Hutijin dies only if he starts his turn with O hit points and doesn't regenerate. ACTIONS Multiattack. Hutijin makes one Bite attack, one Claw attack, one Mace attack, and one Tail attack. Bite. Melee Weapon Attack:+ 15 to hit, reach 5 ft ., one target. Hit: 15 (2d6 + 8) fire damage. The target must succeed on a DC 22 Constitution saving throw or become poisoned . While poisoned in this way, the target can't regain hit points, and it takes 10 (3d6) poison damage at the start of each of its turns. The poisoned target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success . • Claw. Melee Weapon Attack:+ 15 to hit, reach 10 ft ., one target. Hit: 17 (2d8 + 8) cold damage. Mace. Melee Weapon Attack:+ 15 to hit, reach 5 ft., one target. Hit: 15 (2d6 + 8) force damage. Tail. Melee Weapon Attack: +15 to hit, reach 10 ft., one target. Hit: 19 (2dl0 + 8) thunder damage. Spellcasting. Hutijin casts one of the fol lowing spells, requiring no material components and using Charisma as the spellcasting ability (spell save DC 22): At will : alter self (can become Medium when changing his appearance), detect magic, hold monster, invisibility (self on ly), lightning bolt, suggestion, wall of fire 3/day: dispel magic Teleport. Hutijin teleports, along with any equipment he is wearing and carrying, up to 120 feet to an unoccupied space he can see. REACTIONS Fearful Voice (Recharge 5-6). In response to taking damage, Hutijin utters a dreadful word of power. Each creature within 30 feet of him that isn't a devil must succeed on a DC 22 Wisdom saving throw or become frightened of him for 1 minute . A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. A creature that saves against this effect is immune to his Fearful Voice for 24 hours. LEGENDARY ACTIONS Hutijin can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. Hutijin regains spent legendary actions at the start of his turn. Attack. Hutijin makes one Claw, Mace , or Tail attack. Teleport. Hutijin uses Te leport. Lightning Storm (Costs 2 Actions). Hutijin releases lightning in a 30-foot radius, blocked on ly by tota l cover. All other creatures in that area must each make a DC 22 Dexterity saving throw, taking 18 (4d8) lightning damage on a failed save, or half as much damage on a successful one.

HYDROLOTH Like the thought-stealing waters of the River Styx they inhabit, hydroloths filch the memories of creatures they attack, stealing away thoughts for delivery to whatever master they happen to serve. Hydroloths also savor finding lost things, especially those that have been swallowed up in the deeps. For amphibious assaults or underwater conflicts, hydroloths have no equal among yugoloths. They sometimes hire themselves out to attack and scuttle ships and raid coastal settlements. HYDRO LOTH Medium Fiend (Yugo/0th), Typically Neutral Evil Armor Class 15 Hit Points 135 (18d8 + 54) Speed 20 ft., swim 40 ft. STR 12 (+l) DEX 21 (+5) CON 16 (+3) Skills In sight +4, Perception +4 Damage Vulnerabilities fi re INT 19 (+4) WIS 10 (+O) CHA 14 (+2) Damage Resistances cold, li ghtning; bludgeoning, piercing, an d slashing from nonmagical attacks Damage Immunities acid, poison Condition Immunities poisoned Senses bl indsight 60 ft., darkvision 60 ft., passive Perception 14 Languages Abyssa l, Infern al, telepathy 60 ft. Challenge 9 (5,000 XP) Proficiency Bonus +4 Amphibious. The hydroloth can breathe air and water. Magic Resistance. The hydroloth has advantage on saving throws against spells and other magical effects. Secure Memory. The hydroloth is immune to the waters of the River Styx, as well as any effect that would steal or modify its memories or detect or read its thoughts. Watery Advantage. While submerged in liquid, the hydroloth has advantage on attack rolls. CHAPTER 2 I BESTIARY • ACTIONS Multiattack. The hydroloth makes two Bite or Claw attacks. It can replace one attack with a use of Spellcasting. Bite. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 16 (2dl0 + 5) force damage plus 9 (2dl0) psychic damage. Claw. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) force damage plus 9 (2dl0) psychic damage. Spellcasting. The hydroloth casts one of the following spells, requiring no material components and using Intelligence as the spellcasting ability (spell save DC 16): At will: darkness, detect magic, dispel magic, invisibility (self only) 3/day each: control water, crown of madness.fear, suggestion Steal Memory (1/Day). The hydroloth targets one creature it can see within 60 feet of it. The target takes 14 (4d6) psychic damage, and it must make a DC 16 Intelligence savin g throw. On a successful save, the target becomes immune to this hydroloth's Steal Memory for 24 hours. On a failed save, the target loses all proficiencies; it can't cast spells; it can't understand language; and if its Intelligence and Charisma scores are higher than 5, they become 5. Each time the target finishes a long rest, it can repeat the saving throw, ending the effect on itself on a success. A greater restoration or remove curse spell cast on the target ends this effect early. Teleport. The hydroloth teleports, along with any equipment it is wearing or carrying, up to 60 feet to an unoccupied space it can see.

JurBLEX Called the Faceless Lord and the Oozing Hunger in ancient grimoires, Juiblex is demon lord of slime and ooze, a noxious creature that doesn't care about the plots and schemes of others of its kind. It exists only to consume, digesting and transforming living matter into more of itself. A true horror, Juiblex is a mass of bubbling slime, swirling black and green, with glaring red eyes floating and shifting within it. It can rise up like a 20-foot hill, lashing out with dripping pseudopods to drag victims into its bulk. Those consumed by Juiblex are obliterated. JUIBLEX'S LAIR Juiblex's principal lair is known as the Slime Pits, a realm thatJuiblex shares with Zuggtmoy (who also appears in this book). This layer of the Abyss, which is also known as Shedaklah, is a bubbling morass of fetid sludge. The landscape is covered in vast expanses of caustic slimes, and strange organic forms rise from the oceans of ooze atJuiblex's command. Juiblex's challenge rating is 24 (62,000 XP) when encountered in its lair. LAIR ACTIONS On initiative count 20 (losing initiative ties),Juiblex can take one of the following lair actions; it can't take the same lair action two rounds in a row: Green Slime. A green slime (see the Dungeon Master's Guide) appears on a spot on the ceiling that Juiblex chooses within the lair. The slime disintegrates after 1 hour. Slippery Slime.Juiblex slimes a square area of ground it can see within the lair. The area can be up to 10 feet on a side. When the slime appears, each creature on it must succeed on a DC 21 Dexterity saving throw or fall prone and slide 10 feet in a random direction determined by a d8 roll. When a creature enters the area for the first time on a turn or ends its turn there, that creature must make the same save. The slime lasts for 1 hour or until it is burned away with fire. If the slime is set on fire, it burns away after 1 round. Any creature that starts its turn in the burning slime takes 22 (4d10) fire damage. Sticky Slime.Juiblex slimes a square area of ground it can see within the lair. The area can be up to 10 feet on a side. When the slime appears, each creature in that area must succeed on a DC 21 Strength saving throw or become restrained. When a creature enters the area for the first time on a turn or ends its turn there, that creature must make the same save. CHAPTER 2 I BESTIARY 159

A restrained creature is stuck as long as it remains in the slimy area or until it breaks free . The restrained creature, or another creature that can reach it, can use its action to try to break free and must succeed on a DC 21 Strength check. The slime lasts for 1 hour or until it is burned away with fire. If the slime is set on fire, it burns away after 1 round. Any creature that starts its turn in the burning slime takes 22 (4d10) fire damage. REGIONAL EFFECTS The region containing Juiblex's lair is warped by its magic, creating one or more of the following effects: Acidic Water. Small bodies of water, such as ponds or wells, within 1 mile of the lair turn highly acidic, corroding any object that touches them. Corrupted Nature. Within 6 miles of the lair, all Wisdom (Medicine) and Wisdom (Survival) checks have disadvantage. Slime. Surfaces within 6 miles of the lair are frequently covered by a thin film of slime, which is slick and sticks to anything that touches it. If Juiblex dies, these effects fade over the course of ldlO days. CULTISTS OF JUIBLEX The Faceless Lord grants its cultists special abilities. Lesser followers can gain the Liquid Movement trait. The most dedicated devotees of ooze can also gain the Slimy Organs trait. Liquid Movement. As an action, this creature can move up to 20 feet through spaces no more than an inch in diameter. It must end this movement in a space that can accommodate its full size. Otherwise, it takes 5 force damage and returns to the space where it began this movement. Slimy Organs. This creature has resistance to bludgeoning, piercing, and slashing damage from nonmagical attacks. Whenever this creature suffers a critical hit or is reduced to 0 hit points, it sprays acid; each creature within 5 feet of it takes acid damage equal to its number of Hit Dice. - . ::t: , e:: $ --.-..;:-. * <..g h!.::$£ m--s -.c es -=< q:c. I ;;a #S '- - *K S:i---s-s;; 4 ffMiA jUIBLEX Huge Fiend (Demon), Chaotic Evil Armor Class 18 (natural armor) Hit Points 350 (28dl2 + 168) Speed 30 ft., climb 30 ft. STR 24 (+7) DEX 10 (+0) CON 23 (+6) INT 20 (+5) Saving Throws Dex +7, Con + 13, Wis + 12 Skills Perception +12 Damage Resistances cold, fire, lightning WIS 20 (+5) CHA 16 (+3) Damage Immunities acid, poison; bludgeoning, piercing, and slashing that is nonmagical Condition Immunities blinded, charmed, deafened, exhaustion, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained, stunned, unconscious Senses truesight 120 ft., passive Perception 22 Languages all, telepathy 120 ft. Challenge 23 (50,000 XP) Proficiency Bonus +7 Foul. Any creature other than an Ooze that starts its turn within 10 feet of juiblex must succeed on a DC 21 Constitution saving throw or be poisoned until the start of the creature's next turn. Legendary Resistance (3/Day). If Juiblex fails a saving throw, it can choose to succeed instead. Magic Resistance. Juiblex has advantage on saving throws against spells and other magical effects. Regeneration. Juiblex regains 20 hit points at the start of its turn. lfit takes fire or radiant damage, this trait doesn't function at the start of its next turn. juiblex dies only if it starts its turn with 0 hit points and doesn't regenerate. Spider Climb. Juiblex can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. ACTIONS Multiattack. Juiblex makes three Acid Lash attacks. Acid Lash. Melee or Ranged Weapon Attack:+ 14 to hit, reach 10 ft. or range 60/120 ft., one target. Hit: 21 (4d6 + 7) acid damage. Any creature killed by this attack is drawn into juiblex's body, where the corpse is dissolved after 1 minute. Eject Slime (Recharge 5-6). Juiblex spews out a corrosive slime, targeting one creature that it can see within 60 feet of it. The target must succeed on a DC 21 Dexterity saving throw or take 55 (l0dl0) acid damage. Unless the target avoids taking all of this damage, any metal armor worn by the target takes a permanent -1 penalty to the AC it offers, and any metal weapon the target is carrying or wearing takes a permanent -1 penalty to damage rolls. The penalty worsens each time a target is subjected to this effect. If the penalty on an object drops to -5, the object is destroyed. The penalty on an object can be removed by the mending spell. Spel/casting. juiblex casts one of the following spells, requiring no material components and using Wisdom as the spellcasting ability (spell save DC 20): At will: detect magic 3/day each: contagion, gaseous form LEGENDARY ACTIONS Juiblex can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn . juiblex regains spent legendary actions at the start of its turn. Attack. Juiblex makes one Acid Lash attack. Corrupting Touch (Costs 2 Actions). Melee Weapon Attack:+ 14 to hit, reach 10 ft. , one creature. Hit: 21 (4d6 + 7) poison damage, and the target is slimed. Until the slime is scraped off with an action, the target is poisoned, and any creature, other than an Ooze, is poisoned while within 10 feet of the target. -45-::s sc s;; s;;c Sf· <:::e :::, $S ==ss;;; c;;-;;;zz =¥:st ., - ti¥ s;;;s;s;; -: 16 0 CHAPTER 2 I BESTIARY

KI-RIN Ki-rins are noble, celestial creatures. In the Outer Planes, ki-rins in service to benevolent deities take a direct role in the eternal struggle between good and evil. In the mortal world, ki-rins are celebrated far and wide as harbingers of destiny, guardians of the sacred, and counterbalances to the forces of evil. Ki-rins are an embodiment of good, and simply beholding one can evoke fear or awe in an observer. A typical ki-rin looks like a muscular stag, covered in golden scales lined in some places with golden fur. It has a long mane and tail, coppery cloven hooves, and a spiral-shaped coppery horn just above and between its luminous violet eyes. In a breeze or when aloft, the creature's scales and hair appear to blaze with a holy, golden fire. Beyond their coloration, ki-rins vary in appearance based on the deity each one reveres and the function each typically performs in service to that god. Some resemble gigantic unicorns; these are often used as guardians. Others have draconic features and tend to be aggressive foes of evil. Having one horn is most common, but a particularly fierce ki-rin might have two horns or a set of antlers like those of a great stag. In many lands, common folk view ki-rins as heralds of good fortune. They consider seeing a ki-rin fly overhead a blessing and events that happen on such a day especially auspicious. If a ki-rin alights during a ceremony such as a birth announcement or a coronation, everyone present understands that the creature is telling them the person so honored could become a great force for good. Ki-rins have also been known to appear at the sites of great battles to inspire and strengthen the side of good or to rescue heroes from certain death. Ki-rins are attracted to the worship of deities of courage, loyalty, selflessness, and truth, as well as to the advancement of just societies. For instance, in the Forgotten Realms, ki-rins rally mostly to Torm, although they also serve his allies Tyr and Ilmater. Ki-rins that serve good deities go wherever they are commanded; a ki-rin from an Upper Plane might venture to the Material Plane on a mission, usually as a scout, a messenger, or a spy. A ki-rin living on the Material Plane claims a territory to watch over, and one ki-rin might safeguard an area that encompasses several nations. LAIR OF LUXURY On the celestial planes, ki-rins reside in lofty, elegant aeries filled with luxurious objects. On the Material Plane, a ki-rin chooses a similar location for its lair, such as atop a tall pinnacle or within a cloud solidified by the ki-rin's magic. The chosen location is almost always hard to reach, and only those mortals who have the tenacity to complete the daunting journey to a ki-rin's lair can prove themselves worthy of speaking with its occupant. Many of those who do end up pledging service to the creature. They study under its tutelage in its lair and serve as its agents in the world. These followers might travel incognito across the land, seeking news of growing evil and working behind the scenes, or they might be champions of their master's cause, out to defeat villainy wherever it is found. When viewed from the outside, a ki-rin's lair is indistinguishable from a natural site, and the entrance is difficult for visitors to find and reach. Inside, the lair is a serene and comfortable place, its ambiance a mix between palace and temple. If the ki-rin has taken creatures into its service, its lair doubles as a sacred site wherein the ki-rin not only rests but also teaches of holy mysteries. CHA PTER 2 I BESTIARY r6r

II !liiij LAI R ACTIONS On initiative count 20 (losing initiative ties), a kirin can take one of the following lair actions, and it must finish a long rest before taking the chosen lair action again: Create Comforts. The ki-rin conjures up one or more permanent objects made of soft, plant-based material-including manufactured objects like pillows, rope, blankets, and clothing- that can collectively fill no more than a 20-foot cube. The objects materialize 1 minute later in unoccupied spaces of the ki-rin's choice on the floor of the lair. Create Stone and Metal. The ki-rin conjures up one or more temporary objects made of stone or metal that can collectively fill no more than a 2-foot cube. The objects materialize 1 minute later in unoccupied spaces of the ki-rin's choice on the floor of the lair, and the objects vanish after 1 hour. Create Wood. The ki-rin conjures up one or more permanent objects made of wood, or similarly hard plant-based material, that can collectively fill no more than a 10-foot cube. The objects materialize 1 minute later in unoccupied spaces of the ki-rin's choice on the floor of the lair. KI- RIN Large Celestial, Typically Lawful Good Armor Class 20 (natural armor) Hit Points 153 (18dl0 + 54) Speed 60 ft., fly 120 ft. (hover) STR 21 (+5) DEX 16 (+3) CON 16 (+3) INT 19 (+4) Skills Perception +9, Insight +9, Religion +8 Damage Immunities poison Condition Immunities poisoned WIS 20 (+5) CHA 20 (+5) Senses darkvision 120 ft. , truesight 30 ft., passive Perception 19 Languages all, telepathy 120 ft. Challenge 12 (8 ,400 XP) Proficiency Bonus +4 Legendary Resistance (3/Day). If the ki-rin fails a saving throw, it can choose to succeed instead. Magic Resistance. The ki-rin has advantage on saving throws against spells and other magical effects. ACTIONS Multiattack. The ki-rin makes two Hoof attacks and one Horn attack, or it makes two Sacred Fire attacks. 162 CHAPTER 2 I BESTIARY REGIONAL EFFECTS A ki-rin's Celestial nature transforms the region around its lair. Any of the following magical effects is possible for travelers to encounter in the vicinity: Blessed Nature. Beasts, Plants, and Celestials within 3 miles of the ki-rin's lair grow more vigorous as they evolve toward an idealized form. Such creatures are rarely aggressive toward others that aren't normally prey. Controlled Weather. A ki-rin can cast control weather while it is within 3 miles of its lair. The spell's point of origin is always the point outdoors closest to the center of its lair. The ki-rin doesn't need to maintain a clear path to the sky or to concentrate for the change in weather to persist. Pure Waters. Water flows pure within 3 miles of a ki-rin's lair. Any purposeful corruption of the water lasts for no longer than 3 minutes. Realm of Respite. Curses, diseases, and poisons on creatures are suppressed when those creatures are within 3 miles of the lair, unless the creatures are Aberrations, Fiends, or Undead. Safe Descents. Within 3 miles of the lair, winds buoy creatures that fall due to no act of the ki-rin or its allies. Such creatures descend at a rate of 60 feet per round and take no falling damage. Aberrations, Fiends, and Undead don't gain this benefit, falling as normal. When the ki-rin dies, all these effects disappear immediately, although the invigorating effect on flora and fauna remains for 3 years. Hoof Melee Weapon Attack: +9 to hit, reach l 5 ft., one target. Hit: 10 (2d4 + 5) force damage. Horn. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) radiant damage. Sacred Fire. Ranged Spell Attack: +9 to hit, range 120 ft., one target. Hit: 18 (3d8 + 5) radiant damage. Spel/casting. The ki-rin casts one of the following spells, requiring no material components and using Wisdom as the spellcasting ability (spell save DC 17): At will: light, major image (6th-level version), thaumaturgy 3/day each: cure wounds, dispel magic, lesser restoration, sending l /day each: banishment, calm emotions, create food and water, greater restoration, plane shift, protection from evil and good, revivify, wind walk LEGENDARY ACTIONS The ki-rin can take 3 legendary actions, choosing from the options below. CYnly one legendary action option can be used at a time and only at the end of another creature's turn . The ki-rin regains spent legendary actions at the start of its turn. Move. The ki-rin moves up to half its speed without provoking opportunity attacks. Smite. The ki-rin makes one Hoof, Horn, or Sacred Fire attack.

KOBOLD DRAGONSHIELD Kobold dragonshields are champions of their people. Almost all dragonshields begin life as normal kobolds, then are chosen by a dragon and invested with power for the purpose of protecting the dragon's eggs, but once every few years a kobold hatches with an innate version of the dragonshield's abilities. In either case, a dragonshield is skilled at handto-hand combat and bears a shield made of dragon scales, as well as scars from desperate fights. Dragonshields know they have a place of honor among those who venerate dragons, but- being kobolds at heart- most of them feel unworthy of their status and are desperate to prove themselves deserving of it. But they a lso have the ability to rally in the face of certain death, inspiring others to follow them into battle. Small Dragon, Any Alignment Armor Class 15 (leat he r, shield) Hit Points 44 (8d6 + 16) Speed 20 ft. STR 12 (+l) DEX 15 (+2) Skills Perception + l CON 14 (+2) INT 8 (-1) WIS 9 (-1) Damage Resistances see Dragon's Resistance be low Senses darkvision 60 ft., passive Perception ll Languages Common, Draconic CHA lO (+0) Challenge l (200 XP) Proficiency Bonus +2 Dragon's Resistance. The kobold has resistance to a type of damage based on the color of dragon that invested it with power (choose or roll a dlO): l-2, acid (black or copper); 3-4, cold (silver or white); 5-6, fire (brass, gold, or red) ; 7- 8, lightning (blue or bronze); 9-10, poison (green). Heart of the Dragon. If the kobold is frightened or paralyzed by an effect that a ll ows a saving throw, it can repeat the save at the start of its turn to end the effect on itself and all kobolds within 30 feet of it. Any kobold that benefits from this trait (including the dragonshield) has advantage on its next attack roll. Pack Tactics. The kobold has advantage on an attack roll against a creature if at least one of the kobold's allies is within 5 feet of the creature and the ally isn 't incapacitated . Sunlight Sensitivity. Whi le in sun li ght, the kobold has disadvan - tage on attack rol ls, as well as on Wisdom (Perception) checks that rely on sight. ACTIONS Multiattack. The kobold makes two Spear attacks. Spear. Mele e or Ranged Weapon Attack: +3 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (ld6 + l) piercing damage, or 5 (ld8 + l) piercin g damage if used with two hands to make a melee attack. I CHAPTER 2 I BESTIARY 163

KOBOLD INVENTOR A kobold inventor builds improvised weapons to gain an advantage in combat. These weapons last for only one or two attacks before they break and typically work only for the inventor, but they might be surprisingly effective in the meantime. The weapons don't have to be lethal- often one serves its purpose if it distracts, scares, or confuses a creature long enough for the inventor to kill that foe. KOBOLD INVENTOR Small Humanoid, Any Alignment Armor Class 12 Hit Points 13 (3d6 + 3) Speed 30 ft . STR 7 (- 2) DEX 15 (+2) CON 12 (+l) INT 14 (+2) WIS 10 (+0) Senses darkvision 60 ft., passive Perception l 0 Languages Common, Draconic CHA 8 (-1) Challenge 1/4 (50 XP) Proficiency Bonus +2 Pack Tactics. The kobold has advantage on an attack roll against a creature if at least one of the kobold's al lies is within 5 feet of the creature and the ally isn't incapacitated. Sunlight Sensitivity. While in sun li ght, the kobold ha s disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. ACTIONS Dagger. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (l d4 + 2) piercing damage . Sling. Ranged Weapon Attack: +4 to hit, range 30/120 ft., one target. Hit: 4 (ld4 + 2) bludgeoning damage. Weapon Invention. Th e kobold uses one of the following options (choose one or roll a d8); the kobold can use each one no more than once per day: 1: Acid. The kobold hurls a fla sk of acid. Ranged Weapon Attack: +4 to hit, range 5/20 ft. , one target. Hit: 7 (2d6) acid damage. 2: Alchemist's Fire. The kobold throws a flask of alchemist's fire. Ranged Weapon Attack: +4 to hit, range 5/20 ft., one target. Hit: 2 (ld4) fire damage at the start of each of the target's turns. The target can end this damage by using its action to make a DC 10 Dexterity check to extin gu ish the flames. 3: Basket of Centipedes. The kobold throws a small basket into a 5-foot-square space within 20 feet ofit. A swarm of insects (centipedes; see the Monster Manual) with 11 hit points emerges from the basket and rolls initiati ve. At the end of each of the swarm's turns, there's a 50 percent chance that the swarm disperses. 4: Green Slime Pot. The kobold throws a clay pot full of green slime at the target, and it breaks open on impact. Ranged Weapon Attack: +4 to hit, range 5/20 ft., one target. Hit: 5 (ldl0) acid damage , and the target is covered in sl ime until a creature uses its action to scrape or wash the slime off. A target covered in the slime takes 5 (ldl0) acid damage at the start of each of its turns. r64 CHAPTER 2 I BESTIARY 5: Rot Grub Pot. Th e kobold throws a clay pot into a 5-footsquare space within 20 feet of it, and it breaks open on impact. A swarm of rot grubs (in this book) emerges from the shattered pot and remains a hazard in that square. 6: Scorpion on a Stick. The kobold makes a melee attack with a scorpion (see the Monster Manual) tied to the end of a 5-foot-long pole. Melee Weapon Attack: +4 to hit, reach 5 ft. , one target. Hit: l piercing damage, and the target must make a DC 9 Constitution saving throw, taking 4 (ld8) poison damage on a failed save, or half as much damage on a successful one. 7: Skunk in a Cage. The kobold releases a skunk into an unoccupied space within 5 feet of it. The skunk has a wa lkin g speed of20 feet, AC 10, l hit point, and no effective attacks. It rolls initiative and, on its turn, uses its action to spray musk at a random creature within 5 feet of it. The target must succeed on a DC 9 Constitution saving throw, or it retches and is incapacitated for l minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. A creature that doesn't need to breathe or is immune to poison automaticall y succeeds on the saving throw. Once the skunk has sprayed its musk, it can't do so again until it finishes a short or long rest. 8: Wasp Nest in a Bag. The kobold throws a smal l bag into a 5-foot-square space within 20 feet ofit. A swarm of insects (wasps; see the Monster Manual) with 11 hit points emerges from the bag and rolls initiative. At the end of each of the swarm's turns, there 's a 50 percent chance that the swarm disperses.

KOBOLD SCALE SORCERER Kobold scale sorcerers have an innate talent for arcane magic, making them highly valuable members of their communities. These sorcerers typically fill the role of advisor, and when threatened, a scale sorcerer lashes out with coloful magic. A scale sorcerer who resides in or near a dragon's lair may serve as that dragon's diplomat and mouthpiece- anticipating the dragon's needs, issuing commands to others on the dragon's behalf, and reporting information back to the dragon. Such scale sorcerers often wear artificial wings, which are a sign of their draconic office. S cale sorcerers a re just as awed by and respectful of dragons as others who venerate these mighty creatures, but they know that duty requires them not to fawn over their master at all times. They a lso understand that their frequent proximity to their dragon master means they would probably be the first to die if their master became angry or displeased, so they frantically maintain a balance between adoration and terror in their behavior toward their master. KOBOLD SCALE SORCERER Small Huma noid, Any Alignment Armor Class 15 (natural armor) Hit Points 27 (5d6 + 10) Speed 30 ft. STR 7 (-2) DEX 15 (+2) CON 14 (+2) Skills Arcana +2, Medicine + 1 INT 10 (+O) WIS 9 (- 1) Senses darkvision 60 ft. , passi ve Perception 9 Languages Common, Draconic CHA 14 (+2) Challenge l (200 XP) Proficiency Bonus +2 Pack Tactics. The kobo ld has advantage on an attac k roll again st a creature if at least one of the kobold 's allies is within 5 fe et of the creature and the ally isn't incapacitated. Sunlight Sensitivity. While in sun light, the kobold has disadvantage on attack rol ls, as we ll as on Wisdom (Perception) checks that rel y on sight. ACTIONS Multiattack. The kobold makes two Dagger or Chromatic Bolt attacks. It can replace one attack with a use of Spellcasting. Dagger. Mefee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d4 + 2) piercing damage. Chromatic Bolt. Ranged Spell Attack: +4 to hit, range 60 feet, one target. Hit: 9 (2d6 + 2) of a type of the kobo ld's choice: acid , cold , fire , lightning, po ison , or thunder. Spellcasting. The kobo ld casts one of the followin g spells, requ iring no material components and using Charisma as the spellcasting ability (spell save DC 12): At will: mage hand, prestidigitation 2/day each: charm person.fog cloud, levitate CHAPTER 2 I BESTIARY 165

KORRED Korreds are unpredictable, secretive Fey with strong ties to earth and stone. Because of their magical hair and mystical understanding of minerals, they are sought after by treasure-hunting dwarves and others who desire wealth beneath the earth. Korreds prefer to keep their own company but occasionally consort with creatures of elemental earth such as galeb duhr (see the Monster Manual). They often gather with other korreds to perform ceremonial dances, beating out rhythms on stone with their hooves and clubs. In the depths of the Material Plane, korreds typically flee from other creatures, but they become aggressive when they feel insulted or are annoyed by the sounds of mining. Korreds can hurl boulders far larger than it seems they should be able to, shape stone as though it were clay, and swim through rock. They also gain supernatural strength just from standing on the ground. MAGICAL HAIR Korreds have hair all over their bodies, but the hair that grows from their heads is magical. When cut, it transforms into whatever material was used to cut it. Korreds use iron shears to cut lengths of this magical hair, then twist the strands together to create iron ropes that they can manipulate, animating them to bind or snake around creatures and objects. Korreds take great pride in their hair and equally great offense at anyone who attempts to cut it without permission. 166 CHAPTER 2 I BESTIARY KORRED Small Fey, Typically Chaotic Neutral Armor Class 17 (natural armor) Hit Points 93 (lld6 + 55) Speed 30 ft ., burrow 30 ft. STR 23 (+6) DEX 14 (+2) CON 20 (+5) INT 10 (+O) WIS 15 (+2) Skills Athletics +9, Perception +5, Stealth +5 CHA 9 (- 1) Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks Senses darkvision 120 ft. , tremorsense 120 ft ., passive Perception 15 Languages Dwarvish, Gnomish, Sylvan , Terran, Undercommon Challenge 7 (2,900 XP) Proficiency Bonus +3 Stone Camouflage. The korred has advantage on Dexterity (Stealth) checks made to hide in rocky terrain. ACTIONS Multiattack. The korred makes two Greatclub or Rock attacks. Greatclub. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 10 (ld8 + 6) bludgeoning damage, or 19 (3d8 + 6) bludgeoning damage if the korred is on the ground. Rock. Ranged Weapon Attack: +9 to hit, range 60/120 ft., one target. Hit: 10 (ld8 + 6) bludgeoning damage, or 19 (3d8 + 6) bludgeoning damage if the korred is on the ground. Spellcasting. The korred casts one of the following spells, requiring no spell components and using Wisdom as the spellcasting ab ility (spell save DC 13): At will: commune with nature (as an action), meld into stone, stone shape l/day: Otto's irresistible dance BONUS ACTIONS Command Hair. The korred has at least one SO-foot-long rope woven out of its hair. The korred commands one such rope within 30 feet of it to move up to 20 feet and entangle a Large or sma ll er creature that the korred can see. The target must succeed on a DC 13 Dexterity saving throw or become grappled by the rope (escape DC 13). Until this grapple ends, the target is restrained. The korred can use a bonus action to release the target, which is also freed if the korred dies or becomes incapacitated . A rope of korred hair has AC 20 and 20 hit points. It regains l hit point at the start of each of the korred 's turns while the rope has at least l hit point and the korred is alive. If the rope drops to O hit points, it is destroyed.

KRAKEN PRIEST A kraken can seem godlike to folk who have faced its fury. Those who mistake its might for divine power and those who seek to appease the monster through veneration are sometimes rewarded with power, to serve thereafter as kraken priests. Every kraken priest undergoes a change in appearance that reflects the kraken's influence, although each one differs in how their reverence is displayed. One kraken priest mig~t have ink-black eyes and a suckered tentacle for a tongue, while another has a featureless face and a body covered in eyes and mouths that dribble seawater. These horrific manifestations intensify when the kraken possesses its minion to utter dire pronouncements. KRAKEN PRIEST Medium Monstrosity, Typically Chaotic Evil Armor Class 15 (natural armor) Hit Points 75 (10d8 + 30) Speed 30 ft., swim 30 ft. STR 12 (+l) DEX 10 (+0) Skills Perception +5 CON 16 (+3) INT 10 (+0) WIS 15 (+2) CHA 14 (+2) Senses passive Perception 15 Languages any two languages Challenge 5 (1 ,800 XP) Proficiency Bonus +3 Amphibious. Th e priest can breathe air and wa te r. ACTIONS Multiattack. Th e pri est makes two Thu nderous Touch or Thunderbolt attacks. Thunderous Touch. Melee Spell Attack: +5 to hit, reach 5 ft., one target. Hit: 27 (5dl0) thu nder damage. Thunderbolt. Ranged Spell Attack: +5 to hit, range 60 ft., one target. Hit: 11 (2dl0) lightning damage plu s 11 (2d l0)rthu nder damage, and th e target is knocked pro ne. Spellcasting. The priest casts one of th e fo llowin g spells, requi ring no materia l components an d usin g Wisdom as the spellcasti ng abili ty (spell save DC 13): At wi ll : command, create or destroy water 3/day each: control water, darkness, water breathing, water walk 1/day : Eva rd's black tentacles Voice of the Kraken (Recharges after a Short or Long Rest). A krake n speaks through t he priest with a thu nderous vo ice audible within 300 feet. Creatures of t he priest's choice that ca n hea r the krake n's words (whi ch are spoken in Abyssal, Infern al, or Primordial) mu st succeed on a DC 14 Wisdom sav in g throw or be frightened of th e priest for 1 mi nute. A frightened ta rget can repeat the saving throw at the end of each of its t urns, ending the effect on itse lf on a success. CHAPTER 2 I BESTIARY 167

KRUTHIKS Kruthiks are chitin-covered reptiles that hunt in packs and nest in sprawling subterranean warrens. They are attracted to sources of heat, such as dwarven forges and pools of molten lava, and carve out lairs as close to such locations as possible. As they burrow through the earth, they leave behind tunnels- evidence that is often the first clue to the nearby presence of a kruthik hive. Kruthiks also make use of preexisting underground chambers, incorporating them into their lairs when they can. Kruthiks communicate with one another through a series of hisses and chittering noises. These sounds can often be heard in advance of a kruthik attack. Whenever their lair is invaded, kruthik guards send out an alarm by rapidly tapping the stone floor with their sharp legs. In addition to having an acute sense of smell, kruthiks can see in the dark and can detect vibrations in the earth around them. They take the scent of their own dead as a warning and avoid areas where many other kruthiks have died. Slaying a sufficient number of kruthiks in one area might cause the remaining hive members to move elsewhere. Although they can feed on carrion, kruthiks prefer live prey. They kill enemies by impaling them on their spiked limbs, then grind up the flesh and bones with mandibles strong enough to chew rock. When several kruthiks gang up on a single foe , they become frenzied and even more lethal. Kruthiks abide the presence of Constructs, Elementals, Oozes, and Undead, and they use such creatures to help guard their hive. They are smart enough to barricade some tunnels and dig new ones that keep their neighbors away from their eggs. YOUNG KRUTHIK Kruthiks hatch from eggs laid by female adults. Each egg is about the size of an adult human's head and hatches within a month. Tiny kruthik hatchlings are harmless and rarely stray far from the nest. They feed primarily on offal and one another. Within a month, the survivors become young kruthiks large enough to hunt and defend themselves. 168 CHAPTER 2 I BESTIARY YOUNG KRUTHIK Small Monstrosity, Unaligned Armor Class 16 (natural armor) Hit Points 9 (2d6 + 2) Speed 30 ft. , burrow 10 ft., climb 30 ft. STR 13 (+l) DEX 16 (+3) Skills Perception +4 CON 13 (+l) INT 4 (-3) WIS 10 (+O) Senses darkvision 30 ft., tremorsense 60 ft., passive Perception 14 Languages Kruthik CHA 6 (-2) Challenge 1/8 (25 XP) Proficiency Bonus +2 Pack Tactics. The kruthik has advantage on an attack roll against a creature if at least one of the kruthik's allies is within 5 feet of the creature and the ally isn't incapacitated. Tunneler. The kruth ik can burrow through solid rock at half its burrowing speed and leaves a 21/z-foot-diameter tunnel in its wake. ACTIONS Stab. Melee Weapon Attack: +5 to hit, rea ch 5 ft., one target. Hit: 5 (ld4 + 3) piercing damage.

f.>::21 d?S?i - f.::::==: < " _:::;:::::=_:::== - -- - ADULT KRUTHIK Medium Monstrosity, Unaligned Armor Class 18 (natural armor) Hit Points 39 (6d8 + 12) Speed 40 ft., burrow 20 ft., climb 40 ft. STR 15 (+2) DEX 16 (+3) Skills Perception +5 CON 15 (+2) INT 7 (-2) WIS 12 (+l) Senses darkvision 60 ft. , tremorsense 60 ft. , passive Perception 15 Languages Kruthik CHA 8 (-1) Challenge 2 (450 XP) Proficiency Bonus +2 Pack Tactics. The kruthik has advantage on an attack roll against a creature if at least one of the kruthik 's allies is within 5 feet of the creature and the ally isn't incapacitated . Tunneler. The kruthik can burrow through solid rock at half its burrowing speed and leaves a 5-foot-diameter tunnel in its wake. ACTIONS Multiattack. The kruthik makes two Stab or Spike attacks. Stab. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (ld6 + 3) piercing damage. Spike. Ranged Weapon Attack: +5 to hit, range 20/60 ft., one target. Hit: 5 (ld4 + 3) piercing damage . # I • ADULT KRUTHIK It takes six months of steady eating for a young kruthik to reach adult size. The natural life span of an adult kruthik is roughly seven years. Adult kruthiks grow spiky protrusions on their legs and can fling these dagger-sized spikes at enemies beyond the reach of their claws. KRUTHIK HIVE LORD A hive lord rules each kruthik hive. When the hive lord dies, the surviving members of the hive abandon their lair and search for a new one. When a suitable location is found, the largest kruthik in the hive undergoes a metamorphosis, forming a cocoon around itself and emerging several weeks later as a hive lord-a bigger and smarter kruthik with the ability to spray digestive acid from its maw. The hive lord claims the largest chamber of the lair and keeps several adult kruthiks nearby as bodyguards. 6 p.., ;;;;+t¥?%&5%- xz & t - s; - - - ;;;.z-s::: KRUTHIK HIVE LORD Large Monstrosity, Unaligned Armor Class 20 (natural armor) Hit Points 102 (12dl0 + 36) Speed 40 ft., burrow 20 ft. , climb 40 ft. STR 19 (+4) DEX 16 (+3) Skills Perception +8 CON 17 (+3) INT 10 (+0) WIS 14 (+2) Senses darkvision 60 ft ., tremorsense 60 ft., passive Perception 18 Languages Kruthik CHA 10 (+0) Challenge 5 (1,800 XP) Proficiency Bonus +3 ;z.o Pack Tactics. The kruthik has advantage on an attack roll against a creature if at least one of the kruthik's allies is within 5 feet of the creature and the ally isn't incapacitated. Tunneler. The kruthik can burrow through solid rock at half its burrowing speed and leaves a 10-foot-diameter tunnel in its wake. ACTIONS Multiattack. The kruthik makes two Stab or Spike attacks. Stab. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 9 (ldl0 + 4) piercing damage . Spike. Ranged Weapon Attack: +6 to hit, range 30/120 ft. , one target. Hit: 7 (ld6 + 4) piercing damage. ' Acid Spray (Recharge 5-6). The kruthik sprays acid in a 15-foot cone. Each creature in that area must make a DC 14 Dexterity saving throw, taking 22 (4dl0) acid damage on a failed save, or half as much damage on a successful one. CHAPTER 2 I BESTIARY 169

II LEUCROTTA A leucrotta is what you would get if you took the head of a giant badger, the legs of a deer, and the body of a large hyena, then put them together and reanimated them with demon ichor without bothering to cover up the stink of death. The first leucrottas came into being alongside some gnolls during the rampages ofYeenoghu (appears in this book) on the Material Plane. While many of the hyenas that ate Yeenoghu's kills transformed into gnolls, others underwent more bizarre changes; leucrottas were the most numerous of these. As clever as it is cruel, a leucrotta loves to deceive, torture, and kill. Creatures who venerate Yeenoghu- particularly his gnoll followers-view leucrottas with great respect. Although a leucrotta is unlikely to lead a gnoll war band, it can influence the leader and might agree to carry the leader into battle and offer advice during the fight. Followers ofYeenoghu also see leucrottas as a form of entertainment. They enjoy watching a leucrotta work almost as much as they like doing their own killing, since leucrottas are meticulous in their cruelty and able to draw out kills for better and longer sport. And when there are no victims to be had, a leucrotta can mimic the delightful squeals of a suffering victim. A leucrotta is so loathsome that few outside of its own kind can stand to be around one for long. Its horrific, hodgepodge body oozes a foul stench. This reek is outdone only by the creature's breath, which issues from a maw that drips fluid corrupted with rot and digestive juices. In place of fangs, a leucrotta has bony ridges as hard as steel that can crush bones and lacerate flesh. These plates are so tough that a leucrotta can use them to peel plate armor away from the body of a slain knight. A leucrotta's stench would normally warn away prey long before the creature could attack. It has two natural capabilities, however, that give it an advantage. First, a leucrotta's tracks are nearly impossible to distinguish from those of common deer. Second, it can duplicate the call or the vocal expressions of just about any creature it has heard. The monster uses its mimicry to lure in potential victims, then attacks while they are confused or unaware of the actual threat. 170 CHAPTER 2 I BESTIARY LEUCROTTA Large Monstrosity, Typically Chaotic Evil Armor Class 14 (natura l armor) Hit Points 67 (9d l0 + 18) Speed 50 ft. STR 18 (+4) DEX 14 (+2) CON 15 (+2) INT 9 (- 1) Skills Deception +2, Perception +5 • WIS 12 (+l) Senses darkvision 60 ft., passive Perception 15 Languages Abyssal, Gnoll CHA 6 (- 2) Challenge 3 (700 XP) Proficiency Bonus +2 Mimicry. The leucrotta can mimic Beast sounds and Humanoid vo ices. A creature that hears the so und s can tell th ey are imitations on ly with a successfu l DC 14 Wisdom (Insight) check. Stench. Any creature other than a leu crotta or gnoll that starts its turn within 5 feet of the leucrotta must succeed on a DC 12 Constitution saving th row or be poisoned until the start of the creature 's next turn. On a successful savin g throw, the creature is immune to the Stench of all leucrotta s for 1 hour. ACTIONS Multiattack. The leucrotta makes one Bite attack and one Hooves attack. Bite. Melee Weapon Attack: +6 to hit, reach 5 ft ., one target. Hit: 8 (1 d8 + 4) piercing damage_ If the leucrotta scores a critical hit, it rolls the damage dice three times, instead of twice. Hooves. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) bludgeoning damage_ BONUS ACTIONS Kicking Retreat. Immediately after the leucrotta makes a Hooves attack, it takes the Disengage action.

LEVIATHAN A leviathan is an immense creature that acts as a force of nature, dragging ships down to the ocean's depths and washing away coastal settlements. When called forth, a leviathan arises from a large body of water and takes on the form of a gigantic serpent. Usually found only on the Elemental Plane of Water, a leviathan sometimes swims through a portal to another world, where tritons, sea elves, and other aquatic folk attempt to contain it. Nihilistic cults have also been known to perform arduous rituals to summon a leviathan to a world, with the aim of using the creature to destroy coastal communities. Those cultists often consider it a blessing to • drown themselves in the elemental's waters. LEVIATHAN Gargantuan Elemental, Typically Neutral Armor Class 17 Hit Points 328 (l 6d20 + 160) Speed 40 ft., swim 120 ft. STR 27 (+8) DEX 24 (+7) CON 30 (+10) Saving Throws Wis +10, Cha +9 INT 2 (-4) WIS 18 (+4) CHA 17 (+3) Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks Damage Immunities acid, poison Condition Immunities exhaustion, grappled , paralyzed, petrified, poisoned, prone, restrained , stunned Senses darkvision 60 ft., passive Perception 14 LanguagesChallenge 20 (25,000 XP) Proficiency Bonus +6 Legendary Resistance (3/Day). If the leviathan fails a saving throw, it can choose to succeed instead . Partial Freeze. If the leviathan takes 50 cold damage or more during a single turn, the leviathan partially freezes; until the end of its next turn , its speeds are reduced to 20 feet, and it makes attack rolls with disadvantage . Siege Monster. The leviathan deals double damage to objects and structures. Water Form. The leviathan can enter a hostile creature's space and stop there. It can move through a space as narrow as l inch wide without squeezing. -. Multiattack. The leviathan makes one Slam attack and one Tail attack. Slam. Melee Weapon Attack: +14 to hit, reach 20 ft., one target. Hit: 21 (2dl2 + 8) bludgeoning damage plus l3 (2dl2) acid damage. Tail. Melee Weapon Attack: +14 to hit, reach 20 ft. , one target. Hit: 19 (2dl0 + 8) bludgeoning damage plus 10 (3d6) acid damage. Tidal Wave (Recharge 6). The leviathan magically creates a wave of water that extends from a point it can see with in 120 feet of itself. The wave is up to 250 feet long, up to 250 feet tall, and up to 50 feet wide. Each creature in the wave must make a DC 24 Strength saving throw. On a failed save, a creature takes 45 (7dl2) bludgeoning damage and is knocked prone. On a successful save, a creature takes half as much damage and isn't knocked prone. The water spreads out across the ground in all directions, extinguishing unprotected flames in its area and within 250 feet of it, and then it vanishes. LEGENDARY ACTIONS The leviathan can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The leviathan regain s spent legendary actions at the start of its turn. Move. The leviathan moves up to its speed. Slam (Costs 2 Actions). The leviathan makes one Slam attack. I CHAPTER 2 I BESTIARY 171

Medium Humanoid, Any Alignment Armor Class 16 (Unarmored Defense) Hit Points 60 (lld8 + ll) Speed 40 ft. STR ll (+0) DEX 17 (+3) CON l3 (+l) INT ll (+0) Skills Acrobatics +5, Insight +5 , Stealth +5 Senses passive Perception 13 WIS 16 (+3) Languages any one language (usually Common) CHA 10 (+0) Challenge 3 (700 XP) Proficiency Bonus +2 Unarmored Defense. While the adept is wearing no armor and wielding no shield, its AC includes its Wisdom modifier. ACTIONS Multiattack. The adept makes three Unarmed Strike attacks or five Dart attacks. Unarmed Strike. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (ld8 + 3) bludgeoning damage. Once per turn, the adept can cause one of the following additional effects (choose one or roll a d4): .. 1-2: Knock Down. The target must succeed on a DC l3 Dexterity saving throw or be knocked prone. 3-4: Push. The target mu st succeed on a DC l3 Strength saving throw or be pushed up to l 0 feet directly away from the adept. Dart. Ranged Weapon Attack: +5 to hit, range 20/60 ft., one target. Hit: 5 (ld4 + 3) piercing damage. REACTIONS Deflect Missile. In response to being hit by a ranged weapon attack, the adept deflects the missile. The damage it takes from the attack is reduced by ldl0 + 3. If the damage is reduced to 0, the adept catches the missile if it's small enough to hold in one hand and the adept has a hand free. I72 CHAPTER 2 I BESTIARY MARTIAL ARTS ADEPT Martial arts adepts are disciplined monks with extensive training in hand-to-hand combat. Some protect monasteries; others travel the world seeking enlightenment or new forms of combat to master. A few become bodyguards, trading their combat prowess and loyalty for food and lodging. Some martial artists adorn themselves with tattoos to honor inspirations or instructors, or to memorialize profound lessons, triumphs, or defeats. You may roll on the Martial Arts Adept Tattoos table to determine what sort of tattoo an adept bears. MARTIAL ARTS ADEPT TATTOOS d8 Tattoo 2 3 4 s 6 7 8 Patterning on the arms that make them look as though they were made of marble or granite Colorful dragon scales Collage of playful Elemental or Fey creatures Constellations on the palm of each hand Passage from a fighting manual Beautiful but poisonous flowers Two couatls swirling around each other, rendered in metallic ink Detailed landscape depicting natural beauty

MARUT Large Construct (Inevitable), Typically Lawful Neutral Armor Class 22 (natural armor) Hit Points 432 (32dl0 + 256) Speed 40 ft ., fly 30 ft . (hover) STR 28 (+9) DEX 12 (+l) CON 26 (+8) INT 19 (+4) Saving Throws Int+ 12, Wis + l 0, Cha + 12 WIS 15 (+2) CHA 18 (+4) Skills Insight+ 10, Intimidation +12, Perception +10 Damage Resistances thunder; bludgeoning, piercing, and slashing from nonmagical attacks Damage Immunities poison Condition Immunities charmed, frightened, paralyzed, poisoned, unconscious Senses darkvision 60 ft., passive Perception 20 Languages all but rarely speaks Challenge 25 (75,000 XP) Proficiency Bonus +8 Immutable Form. The ma rut is immune to any spell or effect that would alte r its fo rm . Legendary Resistance (3/Day). If the ma rut fa ils a saving th row, it can choose to succeed instead. Magic Resistance. The marut has advantage on saving th rows aga in st spe lls and oth er magica l effects. Unusual Nature. The marut doesn't requ ire ai r, food , drink, or sleep. ACTIONS Multiattack. The marut makes two Unerring Slam attacks. Unerring Slam. Me lee We apon Attack: automatic hit, reach 5 ft., one target. Hit: 60 fo rce damage, an d the target is pushed up to 5 fee t away from the ma rut if it is Huge or small er. Blazing Edict (Recharge 5-6). Arca ne energy emanates from the marut's chest in a 60-foot cube. Eve ry cre ature in that area takes 45 radi ant damage. Each creature th at takes any of this damage must succeed on a DC 20 Wisdom saving throw or be stunned until the end of the ma rut's next turn. Plane Shift (3/Day). The marut casts plane shift, requiring no material components and using Intell igence as the spellcasti ng abil ity. The marut ca n cast th e spe ll normall y, or it ca n cast the spell on an unwillin g creature it ca n see within 60 feet of it. If it uses the latter o ptio n, th e targeted creatu re mu st succeed on a DC 20 Cha risma saving th row or be ban ished to a teleportati on circl e in the Hall of Co nco rd ance in Sigil. MARUT The nigh-unstoppable inevitables serve a singular purpose: they enforce contracts forged in the Hall of Concordance in the city of Sigil. P rimus, the leader of the modrons, created maruts and other inevitables to bring order to dealings between planar folk. A wide array of disparate creatures, including yugoloths, will enter into a contract with inevitables if asked. The Hall of Concordance is an embassy of pure law in Sigil, the City of Doors. In the hall, parties who agree to mutual terms-and who pay the requisite gold to the Kolyarut, a mechanical engine of absolute jurisprudence- can have their contract chiseled onto a sheet of gold that is placed in the chest of a marut. From that moment until the contract is fulfilled, the marut is bound to enforce its terms and to punish any party who breaks them. A marut resorts to lethal force only if a contract calls for it, if the contract is fully broken, or if the marut is attacked. Inevitables care nothing for the spirit of an agreement, only the letter. A marut enforces what is written, not what was meant by or supposed to be understood from the writing. The Kolyarut rejects contracts that contain vague, contradictory, or unenforceable terms. Beyond that, it doesn't care whether both parties understand what they're agreeing to. CHAPTER 2 I BESTIARY 173

Medium Humanoid, Any Alignment Armor Class 16 (studded leather) Hit Points 84 (13d8 + 26) Speed 30 ft. STR 11 (+OJ DEX 18 (+4) CON 14 (+2) Saving Throws Dex +7, Int +3 INT 11 (+OJ WIS 11 (+OJ CHA 12 (+l) Skills Acrobatics +7, Athletics +3 , Perception +3, Sleight of Hand +7, Stealth +7 Senses passive Perception 13 Languages any one language (usually Common) plus thieves' cant Challenge 5 (1,800 XP) Proficiency Bonus +3 Evasion. If the thief is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, the thief instead takes no damage ifit succeeds on the saving throw and only half damage if it fails, provided the thief isn't incapacitated. ACTIONS Multiattack. The thief makes three Shortsword or Shortbow attacks. Shortsword. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 7 (ld6 + 4) piercing damage plus 3 (ld6) poison damage. Shortbow. Ranged Weapon Attack: +7 to hit, range 80/320 ft., one target. Hit: 7 (ld6 + 4) piercing damage plus 3 (ld6) poison damage. BONUS ACTIONS Cunning Action. The thief takes the Dash , Disengage, or Hide action . REACTIONS Uncanny Dodge. The thief halves the damage that it takes from an attack that hits it. The thief must be able to see the attacker. 174 CHAPTER 2 I BESTIARY MASTER THIEF Master thieves are known for perpetrating daring heists. They tend to develop a romanticized reputation. A master thief might "retire" from hands-on work to run a thieves' guild, spearhead some covert enterprise, or enjoy a quiet life of luxury. When a master thief completes a challenging heist, they often leave behind a calling card to taunt their victims. You may roll on the Master Thief Calling Cards table to determine what a master thief leaves behind. MASTER THIEF CALLING CARDS dlO 2 3 4 5 6 7 8 9 10 Calling Card Tiny, folded paper cat Red bird feather Rose petal Figurine made from twigs and twine Small note with the words "It's been fun!" written on it in an ornate script Glass bead that looks like an eye Pistachio shel ls Two playing cards balanced against each other, resembling a tent Worth less coin with a bite mark in it Chalk or charcoal sketch of a domino mask

MAUREZHI Medium Fiend (Demon), Typically Chaotic Evil Armor Class 15 (natural armor) Hit Points 88 (16d8 + 16) Speed 30 ft. STR 14 (+2) DEX 17 (+3) Skills Deception +5 CON 12 (+l) INT 11 (+0) WIS 12 (+l) CHA 15 (+2) Damage Resistances cold, fire, lightning, necrotic; bludgeoning, piercing, and slashing from nonmagical attacks Damage Immunities poison Condition Immunities charmed, exhaustion, poisoned Senses darkvision 120 ft., passive Perception 11 Languages Abyssal, Elvish, telepathy 120 ft. Challenge 7 (2,900 XP) Proficiency Bonus +3 Assume Form. Th e mau rezhi ca n assume the appearance of any Medium Humanoid it eats. It remain s in this fo rm for ld6 days, during wh ich ti me the fo rm gradua lly decays until, when the effect end s, the fo rm sloughs from the demon's body. Magic Resistance. The ma urezhi has advantage on saving throws against spells and oth er magica l effects. ACTIONS Multiattack. Th e maurezhi makes one Bite attack and one Claw attack. Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 14 (2dl 0 + 3) pie rcing damage. If the ta rget is a Huma noid, its Ch arisma sco re is redu ced by l d4. This redu cti on lasts until the ta rget finishes a short or long rest. The target dies if this redu ces its Cha risma to 0. It rises 24 hours later as a ghoul (see the Monster Manual) , unless it has been revived or its corpse has bee n destroyed. Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 12 (2d8 + 3) slas hin g damage. If th e target is a creature other than an Undead, it must succeed on a DC 12 Constituti on savi ng throw or be paralyzed for l minute. The target can repeat the saving throw at th e end of each of its turns, endin g th e effect on itself on a success. Raise Ghoul (Recharge 5-6). The maurezh i ta rgets one dead ghoul or ghast (see the Monster Manua l) it can see withi n 30 feet of it. The target is revived with all its hit po ints. MAUREZHI When Doresain, the King of Ghouls, corrupted a society of elves, he created a new sort of demonthe maurezhi- to lead packs of ghouls and ghasts (both appear in the Monster Manual) on the Material Plane. When a maurezhi consumes the corpse of a Humanoid it has slain- a process that takes about 10 minutes- it instantly assumes the creature's appearance as it was in life. The new appearance begins to rot away over the next few days, eventually revealing the demon's original form. A maurezhi is contagion incarnate. Its bite can drain a victim's sense of self. If this affliction is allowed to go far enough, the victim is infected with an unholy hunger for flesh that overpowers their personality and transforms them into a ghoul. CHAPTER 2 I BESTIARY 175

I oll\ce p1AllecA u. whole bottle of 'fill\e ~tru.wberry li11Aor from the belly of u. mu.w cAemoll\. No cl1Ae where it mi~ht've cAevolArecA ~1Ach "'fill\cA,, b1At I'm 11\0t complu.ill\ill\~ - TASHA MAW DEMON Maw demons share the ceaseless hunger for carnage and mortal flesh of their master, Yeenoghu, who appears in this book. After a maw demon rests for 8 hours, anything devoured by it is transported directly into the Lord of Savagery's gullet. Maw demons appear among gnoll war bands that worship Yeenoghu, usually summoned as part of ritual offerings of freshly slain Humanoids made to him. The gnolls don't command the demons, which simply accompany the war band and attack whatever creatures the gnolls fall upon. Because maw demons are indiscriminate in their hunger, their stomachs contain all manner of oddities in addition to the remains of their recent prey. You may choose one or more items appropriate for your campaign for a maw demon to contain, or roll on the Maw Demon's Stomach Contents table. MAW DEMON'S STOMACH CONTENTS d8 Stomach Contents Intact wine skin with wine still in it 2 Iron skillet 3 4 5 6 7 8 Remnants of silk banner embroidered with a moon-and-stars motif Corroded gauntlet with ske letal hand in it Assorted keys Old leather boot Beehive Humanoid teeth 176 CHAPTER 2 I BESTIARY MAW DEMON Medium Fiend (Demon), Typically Chaotic Evil Armor Class 13 (natural armor) Hit Points 33 (6d8 + 6) Speed 30 ft. STR 14 (+2) DEX 8 (- 1) CON 13 (+l) INT 5 (-3) Damage Resistances cold , fire, lightnin g Damage Immunities poiso n WIS 8 (-1) Condition Immunities charmed, frighte ned, poiso ned Senses darkvision 60 ft., pass.ive Perception 9 Languages understands Abyssal but can't speak CHA 5 (-3) Challenge l (200 XP) Proficiency Bonus +2 ACTIONS Bite. Melee Weapon Attack: +4 to hit, reach 5 ft. , one target. Hit: 11 (2d8 + 2) piercing damage. Disgorge (Recharge 6). The demon vomits in a 15-foot cube. Each creature in that area must succeed on a DC 11 Dexterity saving throw or take 11 (2dl0) acid damage and fall prone in the spew.

MEAZEL Meazels are malicious hermits who fled to the Shadowfell to escape their mortal existence and contemplate their misery. There the shadows transformed them, and their bitterness made them twisted and cruel. Now hate burns in their hearts, and they resent any intrusion into their suffering, waylaying travelers who venture too close to their lairs. The evil that corrupted meazels also imbued them with magical powers that allow them to move through shadows with ease. They can step from one pool of darkness into another one, using this talent to ambush prey. Sometimes they snatch victims around the throat with their strangling cords and then step away; other times they ferry their victims to isolated spots and then leave the hapless souls to the designs of whatever horrors lurk there. Any creatures meazels draw through the shadows are cursed by the meazels' baleful magic. The curse acts as a beacon; sorrowsworn (which appear in this book), Undead, and other terrors sense where they are located and descend on the stranded victims to tear them apart. MEAZEL Medium Monstrosity, Typically Neutral Evil Armor Class 13 Hit Points 35 (10d8 - 10) Speed 30 ft. STR 8 (-1) DEX 17 (+3) CON 9 (- 1) Skills Percepti on +3, Stealth +5 INT 14 (+2) WIS 13 (+l) Senses da rkvision 120 ft., passive Pe rception 13 Languages Common CHA 10 (+0) Challenge l (200 XP) Proficiency Bonus +2 ACTIONS Garrote. Melee Weapon Attack: +5 to hit, reach 5 ft., one target of the meazel's size or smaller. Hit: 6 (ld6 + 3) bludgeoning damage, and th e target is grap pled (escape DC 13 with disadvantage). Until the grap pl e ends, the target takes 10 (2d6 + 3) bludgeoning damage at the start of each of the meazel 's turns. The meazel can't make weapon attacks while gra ppling a creature in this way. Shortsword. Melee Weapon Attack: +5 to hit, reach 5 ft. , one target. Hit: 6 (ld6 + 3) piercing damage plus 3 (ld6) necrotic damage. Shadow Teleport (Recharge 5-6). The meazel , any equipment it is wearing or carrying, and any creature it is grappling teleport to an unoccupied space within 500 feet ofit, provided that the sta rting space and the destination are in dim light or darkness. The destination must be a place th e meazel ha s seen before, but it need not be with in line of sight. If the destination space is occu pied, the teleportation leads to the nearest unoccupied space. Any other creature the meazel teleports becomes cursed for l hour or until the curse is ended by remove curse or greater restoration. Until this curse ends, every Undead and every creature native to the Shadowfell within 300 feet of the cu rsed creature can sense it, which prevents that creature from hiding from them. BONUS ACTIONS Shadow Stealth. Whi le in dim li ght or darkness, the meazel takes the Hide action. CHAPTER 2 J BESTIARY 177

II MEENLOCK Meenlocks are Fey that invoke terror and seek to destroy all that is good, innocent, and beautiful. These bipeds have the heads and claws of crustaceans, and they primarily live in forests, although they adapt well to urban and subterranean settings. Meenlocks are spawned by fear. When terror overwhelms a creature in the Feywild or another location where the Feywild's influence is strong, one or more meenlocks might spontaneously arise in the shadows or darkness nearby. If more than one meenlock is born, a lair also magically forms. The earth creaks and moans as narrow, twisting tunnels open up within it. One of these passageways serves as the lair's only entrance, and a large central chamber serves as the meenlocks' den. Inside the warren, black moss covers every surface, muffling sound. A meenlock can supernaturally sense areas of darkness and shadow in its vicinity and can teleport from one darkened space to another- enabling it to sneak up on its prey or run away when outmatched. Meenlocks also project a supernatural aura that instills terror in those nearby. TELEPATHIC TORMENT Up to four meenlocks can telepathically torment one incapacitated creature, filling its mind with disturbing sounds and dreadful imagery. Participating meenlocks can't use their telepathy for any other purpose during this time, though they can move about and take actions and reactions as normal. This torment has no effect on a creature that is immune to the frightened condition. If the creature is susceptible and remains incapacitated for 1 hour, the creature must make a Wisdom saving throw, taking 10 (3d6) psychic damage on a failed save, or half as much damage on a successful one. The save DC is 10 + the number of meenlocks participating in the torment, considering only those that remain within sight of the victim for the entire hour and aren't incapacitated during it. The process can be repeated. A Humanoid that drops to O hit points as a result of this damage instantly transforms into a meenlock at full health and under the DM's control. Only a wish spell or divine intervention can restore a transformed creature to its former state. 178 CHAPTER 2 I BESTIARY Small Fey, Typically Neutral Evil Armor Class 15 (natural armor) Hit Points 31 (7d6 + 7) Speed 30 ft. STR 7 (-2) DEX 15 (+2) CON 12 (+l) INT 11 (+0) Skills Perception +4, Stealth +6, Survival +2 Condition Immunities frightened WIS 10 (+0) Senses darkvision 120 ft., passive Perception 14 Languages telepathy 120 ft. CHA 8 (-1) Challenge 2 (450 XP) Proficiency Bonus +2 Fear Aura. Any Beast or Humano id that starts its turn within 10 feet of the meenlock must succeed on a DC 11 Wisdom saving throw or be frightened until the start of the creature's next turn. Light Sensitivity. Wh ile in bright light, the meen lock has disadvantage on attack rol ls, as well as on Wisdom (Perception) checks that rely on sight. ACTIONS Claw. Melee Weapon Attack: +4 to hit, reach 5 ft ., one target. Hit: 7 (2d4 + 2) slash ing damage, and the target must succeed on a DC 11 Constitution saving throw or be para lyzed for l minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. BONUS ACTIONS Shadow Te leport (Recharge 5-6). The meen lock teleports to an unoccup ied space within 30 feet of it, provided that both the space it's teleporting from and its destination are in dim light or darkness. The destination need not be within line of sight.

MERREGON The souls of fallen soldiers, mercenaries, and bodyguards who served evil without reservation often find everlasting servitude in the Nine Hells as merregons. These faceless foot soldiers are the Hells' legionnaires, tasked with protecting their infernal plane and its rulers against intruders. Merregons have no individuality and hence no need for faces. Every merregon legionnaire has a metal mask bolted to its head. Markings on the mask indicate the only elements of the wearer's identity that matter: the commander it serves and the layer of the Nine Hells it protects. Because of their unshakable loyalty, merregons form the backbone of many devils' protective retinues. They shrink from no task, no matter how dangerous. Unless ordered to fall back, they never retreat from a fight. MERREGON Medium Fiend (Devil), Typically Lawful Evil Armor Class 16 (natural armor) Hit Points 45 (6d8 + 18) Speed 30 ft. STR 18 (+4) DEX 14 (+2) CON 17 (+3) INT 6 (-2) WIS 12 (+l) CHA 8 (-1) Damage Resistances cold; bludgeoning, piercing, and slashing from nonmagical attacks that aren't silvered Damage Immunities fire , poison Condition Immunities frightened , poisoned Senses darkvision 60 ft., passive Perception ll Languages understands Infernal but can't speak, telepathy 120 ft. Challenge 4 (l ,l 00 XP) Proficiency Bonus +2 Devil's Sight. Magica l da rkness does n't imped e th e me rregon 's da rkv isio n. Magic Resistance. The merregon has advantage o n s aving throws aga inst s pel ls and other magical effects. ACTIONS Multiattack. The me rregon makes t h ree Ha lberd attacks. Halberd. Me lee Weapon Attack: +6 to hit, reach 10 ft. , one t arget . Hit: 9 (l dl0 + 4) slashing d amage . Heavy Crossbow. Ranged Weapon Attack: +4 to hit, range 100/ 400 ft., one ta rget . Hit: 7 (l d l 0 + 2) piercing damage . REACTIONS Loyal Bodyguard. When another Fiend with in 5 feet of t he merrego n is hit by a n attack ro ll, t he me rrego n ca uses itse lf to be hit in stead . CHAPTER 2 I BESTIARY 179

MERRENOLOTH The grim captains of the ferries on the River Styx, merrenoloths can navigate safely through the worst storms and always stay on course. Wielding fiery oars, merrenoloths strike fear into anyone who forcefully boards their vessels. LAIR ACTIONS On initiative count 20 (losing initiative ties) while captaining a vessel, the merrenoloth can take one of the following lair actions; it can't take the same lair action two rounds in a row: Gale. The air within 60 feet of the vessel is filled with wind. Until initiative count 20 on the next round, that area is difficult terrain, and when a Medium or smaller creature flies into that area or starts its turn flying there, it must succeed on a DC 13 Strength saving throw or be knocked prone. Propel. A strong wind propels the vessel, increasing its speed by 30 feet until initiative count 20 on the next round. Repair. The vessel regains 22 (4dl0) hit points. REGIONA L EFFECTS A merrenoloth imbues its vessel with magic that creates one or more of the following effects: Unerring. The vessel always stays on course to the destination the merrenoloth names. Unsinkable. The vessel doesn't sink even if its hull is breached. If the merrenoloth dies, these effects fade over the course of ld6 hours. MERRENOLOTH Medium Fiend (Yugo/0th), Typically Neutral Evil Armor Class 13 Hit Points 40 (9d8) Speed 30 ft ., swim 40 ft. STR 8 (-1) DEX 17 (+3) CON 10 (+0) Saving Throws Dex +5, Int +5 INT 17 (+3) WIS 14 (+2) CHA 11 (+0) Skills History +5, Nature +5, Perception +4, Survi val +4 Damage Resistances cold, fire , lightning; bludgeoning, piercing, and slashing from nonmagica l attacks Damage Immunities acid , poison Condition Immunities poisoned Senses blindsight 60 ft., darkvision 60 ft ., passive Perception 14 Languages Abyssal, Infernal , telepathy 60 ft. Challenge 3 (700 XP) Proficiency Bonus +2 . Magic Resistance. The merreno loth has advantage on saving throws against spells and other magical effects. r8o CHAPTER 2 I BESTIARY ACTIONS Multiattack. The merrenoloth makes one Oar attack and uses Fear Gaze. Oar. Melee Weapon Attack: +5 to hit, reach 5 ft ., one target. Hit: 8 (2d4 + 3) fire damage. Fear Gaze. The merrenoloth targets one creature it can see within 60 feet of it. The target must succeed on a DC 13 Wisdom saving throw or become frightened of the merrenoloth for l minute. The frightened target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Spellcasting. The merrenoloth casts one of the following spells, requiring no material components and using Intelligence as the spellcastin g abil ity (spell save DC 13): At wi ll: charm person, darkness, detect magic, dispel magic, gust of wind 3/day: control water BONUS ACTIONS Teleport. The merrenoloth teleports, along with any equipment it is wearing or carrying, up to 60 feet to an unoccupied space it can see.

MINDWITNESS Large Aberra tion, Typically Lawful Neutral Armor Class 15 (natural a rmor) Hit Points 75 (l0dl0 + 20) Speed 0 ft., fl y 20 ft. (hove r) STR 10 (+0) DEX 14 (+2) CON 14 (+2) Saving Throws Int +5, Wis +5 Skills Perception +8 Condition Immunities prone INT 15 (+2) WIS 15 (+2) CHA 10 (+0) Senses darkvision 120 ft. , passive Perception 18 Languages Deep Speech, Undercommon , telepathy 600 ft. Challenge 5 (1,800 XP) Proficiency Bonus +3 Telepathic Hub. When the mindwitness receives a telepath ic message, it can telepathically share that message with up to seven other creatures within 600 feet of it that it can see. ACTIONS Multiattack. The mindwitness makes one Bite attack and one Tentacles attack, or it uses Eye Ray three times. Bite. Melee Weapon Attack: +5 to hit, reach 5 ft. , one target. Hit: 16 (4d6 + 2) piercing damage. Tentacles. Melee Weapon Attack: +5 to hit, reach 10 ft., one creature. Hit: 20 (4d8 + 2) psychic damage. If the target is Large or smaller, it is grappled (escape DC 13), and it must succeed on a DC l3 Intelligence saving throw or be restra ined until this grapp le ends. MINDWITNESS If a beholder is stunned and brought to the brine pool of an elder brain (appears in this book), the beholder can be converted into a mindwitness. This alters some of its eye rays and transforms four of its eyestalks into tentacles similar to a mind flayer's. The mindwitness is psychically imprinted with devotion to the elder brain and submission to illithid commands. A mindwitness's primary function is to improve telepathic communication in a mind flayer colony. A creature in telepathic communication with a mindwitness can converse through it to as many as seven other creatures the mindwitness can see, rapidly disseminating commands and other information. If separated from its illithid masters, a mindwitness seeks out other telepathic creatures to tell it what to do. Mindwitnesses have been known to ally with flumphs (see the Monster Manual) and planar beings such as demons, shifting their worldview and alignment to match those of their new masters. Eye Ray. The mindwitness shoots one magical eye ray at ran - dom (roll a d6, and re roll if the ray has already been used this turn), choosing one target it can see within 120 feet of it: 1: Aversion Ray. The targeted creature must make a DC l3 Charisma savin g throw. On a failed save, the target has disadvantage on attack rolls for l minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itse lf on a success. 2: Fear Ray. The targeted creature must succeed on a DC l3 Wisdom saving throw or be frightened for l minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. 3: Psychic Ray. The target must succeed on a DC l3 Intelligence saving throw or take 27 (6d8) psychic damage. 4: Slowing Ray. The targeted creature must make a DC l3 Dexterity saving throw. On a failed save, the target's speed is halved for l minute. In addition, the creature can't take reactions, and it can take either an action or a bonus action on its turn but not both. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. 5: Stunning Ray. The targeted creature must succeed on a DC l3 Constitution saving throw or be stunned for l minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. 6: Telekinetic Ray. If the target is a creature, it must make a DC l3 Strength saving throw. On a failed save, the mindwitness moves it up to 30 feet in any direction , and it is restrained by the ray's telekinetic grip until the start of the mindwitness's next turn or until the mindwitness is incapacitated. If the target is an object weighing 300 pounds or less that isn 't being worn or carried , it is telekinetically moved up to 30 feet in any direction. Th e mindwitness can also exert fine contro l on objects with this ray, such as manipulating a simple tool or opening a door or a container. I CHAPTER 2 I BESTIARY r8r

MOLOCH Exiled from the Nine Hells, Moloch would do anything to reclaim his position. Long ago, Moloch earned his place among the other archdevils through the glory he won driving demons out of the Nine Hells. Asmodeus rewarded him by elevating him to the rulership of Malbolge. For eons, Moloch ruled his domain, vying against the other archdevils as he sought still greater power. This animosity worked in Asmodeus's favor, since Asmodeus knew that Moloch's scheming helped keep the other archdevils in check. The arrangement unraveled, however, when Moloch took the night hag named Malagard for his advisor. Her poisonous words gradually convinced him to attempt to topple Asmodeus. The conspiracy nearly succeeded, but was ultimately thwarted. Moloch was stripped of his station and sentenced to death- only the timely use of a planar portal allowed him to escape. Moloch wasted no time in preparing for his return. He amassed an army of devils and monsters and left them to make final preparations for invading the Nine Hells, while he ventured to the Material Plane in search of an artifact that would ensure his success. But while there, he became trapped, leaving 182 CHAPTER 2 I BESTIARY • his armies at the mercy of his enemies. They were destroyed in short order. Moloch was rendered nearly powerless by this failure. He schemes of ways to reclaim his former status, but every time he enters the Nine Hells, he is demoted to an imp (see the Monster Manual) and can't regain his normal powers until he leaves. Thus, he lives a split existence, sometimes plotting in Malbolge or other layers of the Hells and at other times wandering the planes in search of magical might or secrets that might help him win back his title. Rumors suggest that he can often be found in Sigil, where he bargains with yugoloths to build yet another army with which he might invade Malbolge and wrest the throne from Glasya. Bereft as he is, he has little to offer in exchange, so he might bargain with mortals to gain their aid in acquiring coin, jewels, and other riches in return for knowledge about the Nine Hells and the other planes. Most of Moloch's cultists have switched allegiance to one of the other archdevils, but idols constructed to honor him still stand in deep dungeons, their jeweled eyes and the remnants of power they hold drawing monstrous worshipers and unwise adventurers into places where his foul influence remains.

MOLOCH Large Fiend (Devil), Lawful Evil Armor Class 19 (natural armor) Hit Points 253 (22dl0 + 132) Speed 30 ft. STR 26 (+8) DEX 19 (+4) CON 22 (+6) INT 21 (+5) WIS 18 (+4) Saving Throws Dex+ 11, Con + 13, Wis + 11, Cha+ 13 Skills Deception +13, Intimidati on +13, Perception +11 CHA 23 (+6) Damage Resistances cold; bludgeoning, piercing, and slashing from nonmagical attacks that aren 't silvered Damage Immunities fire, poison Condition Immunities charmed, exhaustion, frightened, poisoned Senses darkvision 120 ft., passive Perception 21 Languages all, telepathy 120 ft. Challenge 21 (33,000 XP) Proficiency Bonus +7 Legendary Resistance (3/Day). If Moloch fails a saving throw, he can choose to succeed instead. Magic Resistance. Moloch has advantage on saving throws against spel ls and other magical effects. Regeneration. Moloch regains 20 hit points at the start of his turn. If he takes radiant damage, this trait doesn't function at the start of his next turn . Moloch dies only if he starts his turn with O hit points and doesn't regen erate . ACTIONS Multiattack. Moloch makes one Bite attack, one Claw attack, and one Many-Tailed Whip attack. Bite. Melee Weapon Attack: +15 to hit, reach 5 ft. , one target. Hit: 26 (4d8 + 8) fire damage. Claw. Melee Weapon Attack:+ 15 to hit, reach l O ft ., one target. Hit: 17 (2d8 + 8) force damage. Many-Tailed Whip. Melee Weapon Attack: +15 to hit, reach 30 ft., one target. Hit: 13 (2d4 + 8) lightning damage plus 11 (2dl0) thunder damage. If the target is a creature, it must succeed on a DC 24 Strength saving throw or be pulled up to 30 feet in a stra ight line toward Moloch . Breath of Despair (Recharge 5-6). Moloch exhales in a 30-foot cube. Each creature in that area must succeed on a DC 21 Wisdom saving throw or take 27 (5dl0) psychic damage , drop whatever it is holding, and become frightened of Moloch for l minute . Wh ile frightened in this way, a creature must take the Dash action and move away from Moloch by the safest available route on each of its turns, unless there is nowhere to move, in wh ich case it needn't take the Dash action . If the creature ends its turn in a location where it doesn 't have line of sight to Moloch, the creature can repeat the saving throw, ending the effect on itself on a success. Spellcasting. Moloch casts one of the following spells, requirin g no material components and using Charisma as the spellcasting ability (spell save DC 21): At wi ll : alter self (can become Medium when changing his appearance), confusion, detect magic,jly, major image, stinking cloud, suggestion, wall of fire Teleport. Moloch teleports, along with any equipment he is wearin g or carrying, up to 120 feet to an unoccupied space he can see. LEGENDARY ACTIONS Moloch can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. Moloch regains spent legendary actions at the start of his turn . Attack. Moloch makes one Bite, Claw, or Many-Tailed Whip attack. Teleport. Moloch uses Teleport. Cast a Spell (Costs 2 Actions). Moloch uses Spellcasting. CHAPTER 2 I BESTIARY

Huge Fiend (Demon), Typically Chaotic E~if Armor Class 19 (natural armor) Hit Points 216 (l6dl2 + 112) Speed 40 ft. STR 28 (+9) DEX 22 (+6) CON 25 (+7) INT 21 (+5) WIS 24 (+7) Saving Throws Str +16, Con +14, Wis+ 14, Cha+ 14 Skills Perception +21 CHA 24 (+7) Damage Resistances cold, fire , lightning; bludgeoning, piercing, and slashing from nonmagical attacks Damage Immunities poison Condition Immunities blinded, charmed, deafened, frightened , poisoned, stunned Senses truesight 120 ft. , passive Perception 31 Languages Abyssal, telepathy 120 ft. Challenge 21 (33,000 XP) Proficiency Bonus +7 Legendary Resistance (3/Day). If the molydeus fails a saving throw, it can choose to succeed instead. Magic Resistance. The molydeus has advantage on saving throws against spells and other magical effects. ACTIONS Multiattack. The molydeus makes one Demonic Weapon attack, one Snakebite attack, and one Wolf Bite attack. Demonic Weapon. Melee Weapon Attack:+ 16 to hit, reach 15 ft. , one target. Hit: 35 (4dl2 + 9) force damage. If the target has at least one head and the molydeus rolled a 20 on the attack 184 CHAPTER 2 I BESTIARY MOLYDEUS The fearsome molydeus speaks for the demon lord it serves and enforces its master's will. This demon is 12 feet tall, and its bipedal body has a slavering wolf's head and a fanged serpent's head. Its demon lord can speak and see through the serpent head; this master also uses the molydeus to guard treasures, slay foes, and terrify troops into obedience. A molydeus's demon lord bestows on it a powerful weapon that dissolves if the molydeus dies. The weapon's form varies depending on the creator, but that doesn't affect the weapon's capabilities. VARIANT: DEMON SUMMONING You can give a molydeus the ability to summon other demons. Summon Demon (1/Day). As an action , the molydeus has a 50 percent chance of summoning its choice of ld6 babaus (also in this book), ld4 chasmes, or one marilith (the chasme and marilith appear in the Monster Manual) A summoned demon appears in an unoccupied space within 60 feet of the molydeus, acts as an ally of the molydeus, and can't summon other demons. It remains for l minute, until it or the molydeus dies, or until the molydeus dismisses it as an action. roll , the target is decapitated and dies ifit can't survive without that head. A target is immune to this effect if it takes none of the damage, has legendary actions, or is Huge or larger. Such a creature takes an extra 27 (6d8) force damage from the hit. Snakebite. Melee Weapon Attack:+ 16 to hit, reach 15 ft., one creature. Hit: 16 (2d6 + 9) poison damage. The target must succeed on a DC 22 Constitution saving throw, or its hit point maximum is reduced by an amount equal to the damage taken. This reduction lasts until the target finishes a long rest. The target transforms into a manes (see the Monster Manual) if this reduces its hit point maximum to 0. This transformation can be ended only by a wish spell. Wolf Bite. Melee Weapon Attack:+ 16 to hit, reach l Oft., one target. Hit: 25 (3dl0 + 9) necrotic damage. Spellcasting. The molydeus casts one of the following spells, requiring no material components and using Charisma as the spe ll casting ability (spel l save DC 22): At will: dispel magic, polymorph, telekinesis, teleport 3/day: lightning bolt LEGENDARY ACTIONS The molydeus can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The molydeus regains spent legendary actions at the start of its turn. Attack. The molydeus makes one Demonic Weapon or Snakebite attack. Move. The molydeus moves without provoking opportunity attacks. Cast a Spell (Costs 2 Actions). The molydeus uses Spellcasting.

MORKOTH Ancient and devious, morkoths are voracious collectors. Each one floats through the planes on a strange, mobile island, amassing the valuables, oddities, and castoffs of the multiverse in a massive, ever-growing collection. The first morkoths arose in the Astral Plane when the petrified body of a deity of greed and strife collided with a remnant of celestial matter imbued with life-giving magic. The collision released a storm of chaotic energy and sent countless islands spinning away into the void. Within some of them, bits of the god's petrified flesh came back to life as morkoths: tentacled monstrosities brimming with malice and greed. Morkoths are driven by greed and selfishness mixed with a yearning for conflict. They hoard vast stores of treasure, knowledge, and captives on their islands. Some of these prisoners are the descendants of people captured generations before; they might know of no other world outside their island. A morkoth may allow a visitor to bargain for something or someone it has claimed if that visitor offers the morkoth something it desires more. It shows no mercy, however, to those who break a deal or try to steal from it. A morkoth knows every person and object in its collection. A morkoth's island has the qualities of a dreamscape. It holds a jumble of objects and creatures the morkoth has collected, some of which date from forgotten times. An island might have natural-looking illumination, but most are shrouded in twilight, and on any of them, mists and shadows can appear without notice. The environment is warm and wet, a subtropical or tropical climate that keeps the morkoth and its "guests" comfortable. Each island glides on planar currents and is safe from most harmful external effects- one could float in the skies of Avernus in the Nine Hells without harm to it or its residents. A morkoth's island might be found anywhere from the bottom of the ocean to the void of the Astral Plane. Anything on or within a certain distance of a morkoth's isle is drawn with it in its journey through the planes. Thus, people from lost civilizations and creatures or objects from bygone ages might be found within a morkoth's dominion. Some islands travel a specific route, arriving at the same destinations regularly over a cycle of years. Others are tied to a particular place or group of locales, and still others move erratically through the cosmos. Occasionally, a morkoth learns to direct its island's movement. A MoRKOTH's LAIR A morkoth claims dominion over an entire island, and it also maintains a central sanctum on that isle. This lair is most often a twisted network of narrow tunnels that connect several underground chambers, although other structural forms might be incorporated. The morkoth dwells among the creatures and objects it prizes most in a spacious vault at the center of the warren, where the celestial fragments that make up the island's core are also located. Sections of the lair and its center might be kept dry to better protect and preserve collected objects and creatures, but most of the lair is underwater. A morkoth encountered in its lair has a challenge rating of 12 (8,400 XP). LAIR ACTIONS On initiative count 20 (losing initiative ties), the morkoth can take one of the following lair actions: Cast a Spell. The morkoth casts darkness, dispel magic, or misty step, using Intelligence as its spellcasting ability and without expending a spell slot. Hypnotize. The morkoth uses its Hypnosis action, originating at a point within 120 feet of itself. It doesn't need to see the effect's point of origin. CHAPTER 2 I BEST IARY 185

• !llii'.Ji / REGIONAL EFFECTS The island surrounding a morkoth's lair is warped by the creature's presence, creating the following effects: Alter Water. With a thought (no action required), the morkoth can initiate a change in the water within its lair that takes effect 1 minute later. The water can be as breathable and clear as air, or it can be normal water (ranging in clarity from murky to clear). Locate Creatures and Objects. The morkoth is aware of any new arrival, whether an object or a creature, on its island or in its sanctum. As an action, the morkoth can locate any one creature or object on the island. Visitors to the island feel as though they are being watched, even when they aren't. Lost Possessions. Each time a creature that has been on the island for less than a year finishes a short or long rest, it must make a DC 10 Intelligence saving throw. On a failure, the creature has misplaced one possession (chosen by the player, if the creature is that player's character). The possession remains nearby but concealed for a short time, so it can be recovered with a MORKOTH Large Aberration, Typically Chaotic Evil Armor Class 17 (natural armor) Hit Points 165 (22dl0 + 44) Speed 25 ft., swim 50 ft. STR 14 (+2) DEX 14 (+2) CON 14 (+2) INT 20 (+5) Saving Throws Dex +6, Int +9, Wis +6 WIS 15 (+2) CHA 13 (+l) Skills Arcana +9, History +9, Perception+ 10, Stealth +6 Senses blindsight 30 ft., darkvision 120 ft., passive Perception 20 Languages telepathy 120 ft. Challenge 11 (7,200 XP) Proficiency Bonus +4 Amphibious. The morkoth can breathe air and water. ACTIONS Multiattack. The morkoth makes either two Bite attacks and one Tentacles attack or three Bite attacks. Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 9 (2d6 + 2) slashing damage plus 10 (3d6) psychic damage. Tentacles. Melee Weapon Attack: +6 to hit, reach 15 ft. , one target. Hit: 15 (3d8 + 2) bludgeoning damage , and the target is grappled (escape DC 14) if it is a Large or smaller creature. Until this grapple ends, the target is restrained and takes 15 (3d8 186 CHAPTER 2 I BESTIARY successful DC 15 Wisdom (Perception) check. An object that is misplaced but not recovered ends up in the morkoth's lair 1 hour later. If the creature later goes to the morkoth's lair, its lost possessions stand out in its perception and are easily recovered. Supernatural Lure. Entrances to the morkoth's lair have an enchantment that the morkoth can activate or suppress at any time while it's in its lair and not incapacitated. Any creature within 30 feet of such an entrance and able to see it must make a DC 15 Wisdom saving throw. On a failed save, the creature feels an intense urge to use its movement on each of its turns to enter the lair and to move toward the morkoth's location (the target doesn't realize it's heading toward a creature). The target moves toward the morkoth by the most direct route. As soon as it can see the morkoth, the target can repeat the saving throw, ending the effect on itself on a success. It can also repeat the saving throw at the end of each of its turns and every time it takes damage. If the morkoth dies, these regional effects end immediately. + 2) bludgeoning damage at the start of each of its turns, and the morkoth can't use its tentacles on another target. Hypnosis. The morkoth projects a 30-foot cone of magical energy. Each creature in that area must make a DC 17 Wisdom saving throw. On a failed save, the creature is charmed by the morkoth for l minute. While charmed in this way, the target tries to get as close to the morkoth as possible, using its actions to Dash until it is within 5 feet of the morkoth. A charmed target can repeat the saving throw at the end of each of its turns and whenever it takes damage, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature has advantage on saving throws against the morkoth's Hypnosis for 24 hours. Spellcasting. The morkoth casts one of the following spells, requiring no material components and using Intelligence as the spellcasting ability (spell save DC 17): At will: detect magic, mage hand 3/day each: darkness, dimension door, dispel magic, lightning bolt, sending REACTIONS Spell Reflection. If the morkoth makes a successful saving throw against a spell or a spell attack misses it, the morkoth can choose another creature (including the spellcaster) it can see within 120 feet of it. The spell targets the chosen creature instead of the morkoth. If the spell forced a saving throw, the chosen creature makes its own save. If the spell was an attack, the attack roll is rerolled against the chosen creature.

MOUTH OF GROLANTOR Hill giants consume spoiled food and diseased carcasses with as much enthusiasm as children eating dessert and rarely suffer for such eating habits. When one of their kind becomes incapable of keeping down food , that giant is seen, among hill giant worshipers of the god Grolantor, as the vessel of a message from the deity. The sickened giant's compatriots separate the giant from the rest of the community, often trapping them in a cage or tying them to a post. A priest of Grolantor visits the famished giant daily, trying to read portents in the puddles of bile the hill giant retches up. If the sickness soon passes, they allow the hill giant to rejoin society. If not, the hill giant is instead starved to the point of desperation so Grolantor's hunger can be given a mouth in the world. A mouth of Grolantor is revered as a holy embodiment of Grolantor's aching hunger. Unlike a typical sluggish hill giant, a mouth of Grolantor is thin as a whippet, alert like a bird, and constantly twitchy. Mouths are kept perpetually imprisoned or shackled; if they break free, they're sure to kill anyone nearby before they're brought down or escape on a killing spree. The only time mouths of Grolantor are set loose is during a war, during a raid against an enemy settlement, or in a last-ditch defense of Grolantor's faithful. When a mouth of Grolantor has slaughtered and eaten their fill of enemies, they pass out amid the gory remains of their victims, making them easy to recapture. MOUTH OF GROLANTOR Huge Giant (Hill Giant), Typically Chaotic Evil Armor Class 14 (natural armor) Hit Points 105 (10dl2 + 40) Speed 50 ft. STR 21 (+5) DEX 10 (+0) Skills Perception + l CON 18 (+4) Condition Immunities frightened Senses passive Perception 11 Languages Giant INT 5 (-3) WIS 7 (-2) CHA 5 (-3) Challenge 6 (2 ,300 XP) Proficiency Bonus +3 Mouth of Chaos. The giant is immune to the confusion spell. On each of its turns, the giant uses al l its movement to move toward the nearest creature or whatever else it might perceive as food . Roll a dl0 at the start of each of the giant's turns to determine its action for that turn: 1-3: The giant makes three Fist attacks against one random creature within reach. If no creatures are within reach, the giant flies into a rage and gains advantage on all attack ro lls until the end of its next turn. 4-5: The giant makes one Fist attack against each creature within reach. If no creatures are within reach , the giant makes one Fist attack aga in st itself. 6-7: Th e giant makes one Bite attack against one random creature within reach. If no other creatures are within reach, its eyes glaze over and it is stunned until the start of its next turn. 8-10: The giant makes one Bite attack and two Fist attacks against one random creature with in reach. If no creatures are within reach, the giant flies into a rage and gains advantage on all attack rolls until the end of its next turn. ACTIONS Bite. Melee Weapon Attack: +8 to hit, reach 5 ft. , one creature. Hit: 15 (3d6 + 5) piercing damage, and the giant magically regains hit points equal to the damage dealt. Fist. Melee Weapon Attack: +8 to hit, reach 10 ft. , one target. Hit: 18 (3d8 + 5) bludgeoning damage. CHAPTER 2 J BESTLARY 187

NABASSU The insatiable nabassus prowl the multiverse in search of souls to devour. If they think they can kill a creature and consume its soul, they attack- even if that other creature is a demon, including another nabassu. Most other demons shun nabassus and force them to live on the fringes of the Abyss. There, nabassus pick off weaker demons or, if the situation warrants, gather in packs to take down larger prey. Some especially powerful nabassus even search for demon lords' amulets. Whenever magic pulls demons from the Abyss to the Material Plane, nabassus try to get summoned so that they can embark on a feast of souls there. A summoned nabassu seeks to break free so that it can devour the soul of its summoner and then feed on the souls of whatever other creatures it can catch. One way a summoner can avoid this fate is by providing a steady supply of souls to the nabassu, which might persuade the demon to be cooperative- as long as the supply lasts. NABASSU Medium Fiend (Demon), Typically Chaotic Evil Armor Class 18 (natural armor) Hit Points 190 (20d8 + 100) Speed 40 ft. , fly 60 ft . STR 22 (+6) DEX 14 (+2) CON 21 (+5) Saving Throws Str + 11 , Dex +7 Skills Perception +7 INT 14 (+2) WIS 15 (+2) CHA 17 (+3) Damage Resistances cold, fire , lightning; bludgeoning, piercing, and slashing from nonmagica l attacks Damage Immunities poison Condition Immunities poisoned Senses darkvision 60 ft., passive Perception 17 Languages Abyssal , telepathy 120 ft. Challenge 15 (13 ,000 XP) Proficiency Bonus +5 Demonic Shadows. Th e nabassu darkens the area around its body in a 10-foot radius. Nonmagical li ght can't illuminate this area of dim light. Devour Soul. A nabassu can eat the sou l of a creature it has ki lled within the last hour, provided that creature is neither a Construct nor an Undead. The devouring requires the nabassu to be within 5 feet of the corpse for at least 10 minutes, after which it gains a number of Hit Dice (d8s) equa l to ha lf the 188 CHAPTER 2 I BESTIARY creatu re's number of Hit Dice. Roll those dice, and increase the nabassu's hit points by the numbers ro ll ed. For every 4 Hit Dice the nabassu gains in this way, its attacks deal an extra 3 (ld6) damage on a hit. The nabassu retains these benefits for 6 days. A creature devoured by a nabassu can be restored to life only by a wish spel l. Magic Resistance. The nabassu has advantage on saving th rows against spel ls and other magical effects. ACTIONS Multiattack. The nabassu makes one Bite attack and one Claw attack, and it uses Sou l-Stealing Gaze. Bite. Melee Weapon Attack:+ 11 to hit, reach 5 ft., one target. Hit: 38 (5dl 2 + 6) necrotic damage. Claw. Melee Weapon Attack:+ 11 to hit, reach 5 ft., one target. Hit: 28 (4dl0 + 6) force damage. Soul-Stealing Gaze. The nabassu targets one creature it can see within 30 feet of it. If the target isn't a Construct or an Undead, it must succeed on a DC 16 Charisma saving throw or take 13 (2dl2) necrotic damage. The target's hit point maximum is reduced by an amount equal to the necrotic damage dealt, and the nabassu regains hit points equa l to half that amount. This reduction lasts until the target finishes a short or long rest. The target dies if its hit point maximum is reduced to 0, and if the target is a Humanoid, it immediately rises as a ghoul (see the Monster Manual) under the nabassu's contro l.

NAGPA Medium Monstrosity (Wizard), Typically Neutral Evil Armor Class 19 (natural armor) Hit Points 203 (37d8 + 37) Speed 30 ft. STR 9 (-1) DEX 15 (+2) CON 12 (+l) INT 23 (+6) Saving Throws Int+ 12, Wis+ 10, Cha + 11 WIS 18 (+4) CHA 21 (+5) Skills Arcana +12 , Deception +11, History +12, Insight +10, Perception +10 Senses truesight 120 ft., passive Perception 20 Languages Common plus up to five other languages Challenge 17 (18 ,000 XP) Proficiency Bonus +6 ACTIONS Multiattack. The nagpa makes three Staff or Deathly Ray attacks. It can rep lace one attack with a use of Spe llcasting. Staff. Me lee Weapon Attack: +8 to hit, reach 5 ft ., one target. Hit: 9 (2d6 + 2) bludgeoning damage plus 24 (7d6) necrotic damage. Deathly Ray. Ranged Spell Attack: +12 to hit, range 120 ft., one target. Hit: 30 (7d6 + 6) necrotic damage. Spellcasting. The nagpa casts one of the fo llowing spells, using Intelligence as the spel lcasting ability (spel l save DC 20): At wi ll: detect magic, mage hand, message, minor illusion 2/day each: fireball,jly, hold person, suggestion, wall of fire 1/day each: dominate person, etherealness,feeblemind BONUS ACTIONS Corruption. The nagpa targets one creature it can see within 90 feet of it. The target must make a DC 20 Charisma saving throw. An evil creature makes the save with disadvantage. On a failed save, the target is charmed by the nagpa until the start of the nagpa's next turn. On a successful save, the target becomes immune to the nagpa's Corruption for the next 24 hours. Pa ralysis (Recharge 6). The nagpa forces each creature within 30 feet of it to make a DC 20 Wisdom saving throw, excluding Undead and Constructs. On a failed save, a target is para lyzed for 1 minute. A para lyzed target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. NAGPA Long ago, the Raven Queen cursed a cabal of powerful wizards for meddling in a ritual that would have helped avert a war between the gods. She transformed them into the scabrous, birdlike creatures known as nagpas and rendered them able to acquire new lore and magical power only from the ruins of fallen civilizations and great calamities. Nagpas still fear the Raven Queen and do their best to avoid her and her agents. When it's impossible to do so, they become cringing, fawning things, eager to please and thereby escape further attention from her cold gaze. All the original thirteen remain alive, thanks to their cunning and their willingness to do whatever is necessary to survive. Hungry to claim more power despite the Raven Queen's curse, nagpas strive to bring about world-shaking destruction. From the shadows, they manipulate events to bring about ruin. They can bring to bear an array of spells to turn other creatures into their agents, influencing their decisions in subtle ways and making them unwitting accomplices in their own destruction. Nagpas are extraordinarily patient and pursue several schemes simultaneously, so if one plan goes awry, they can shift their focus to another. Typically, nagpas emerge from the shadows only when they can deliver a finishing blow. They then revel in the grand devastation their plotting brought about- looting libraries, plundering vaults, and prying secrets of arcane lore and power from the wreckage. CHAPTER 2 I BESTIARY 189

NARZUGON Paladins who make deals with devils and carry their twisted sense of honor into the afterlife are especially valuable to the archdukes of the Nine Hells. These narzugons act as horrific perversions of knights errant, carrying out their masters' will. Narzugons wield hell-forged lances that shunt the souls of any they killed to the River Styx for rebirth as lemures (see the Monster Manual). Every lance bears the marks of both a narzugon and its master. NARZUGON Medium Fiend (Devil), Typically Lawful Evil Armor Class 20 (plate armor, shield) Hit Points 112 (l 5d8 + 45) Speed 30 ft. STR 20 (+5) DEX 10 (+0) CON 17 (+3) INT 16 (+3) WIS 14 (+2) CHA 19 (+4) Saving Throws Dex +5, Con +8, Cha +9 Skills Perception + 12 Damage Resistances acid, cold; bludgeo~·ing, piercing, and slas hing from nonmagical attacks that a~n't silvered Damage Immunities fire, poison Condition Immunities charmed, frightened, poisoned Senses darkvision 120 ft. , passive Perception 22 Languages Common, Infernal, telepathy 120 ft. Challenge 13 (10,000 XP) Proficiency Bonus +5 Infernal Tack. The narzugon wears spurs that are part of infernal tack, wh ich allow it to summon its nightmare compan ion as an action. Magic Resistance. The narzugon has advantage on saving throws against spel ls and other magica l effects. ACTIONS Multiattack. The narzugon makes three Hellfi re Lance attacks. It also uses Inferna l Command or Terrifying Comma nd. Hellfire Lance. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 11 (l dl2 + 5) piercing damage plus 16 (3d l 0) fire damage. If this damage kil ls a creature with a soul, the sou l rises from the River Styx as a lemure (see the Monster Manual) in Avernus in l d4 hours. If the creature isn't revived before then , only a wish spell or killing the lemure and casting true resurrection on the creature's original body can restore it to life. Constructs and devils are immune to this effect. Infernal Command. Each ally of the narzugon within 60 feet of it can't be charmed or frightened until the end of the narzu - gon's next turn. Terrifying Command. Each creature within 60 feet of the narzu - gon that isn't a Fiend must succeed on a DC 17 Charisma saving throw or become frightened of the narzugon for l minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. A creature that makes a successful saving throw is immune to this narzugon's Terrifying Command for 24 hours. Healing (1/Day). The narzugon, or one creature it touches, regains 100 hit points. 190 CHAPTER 2 I BESTIARY Each narzugon claims a nightmare (see the Monster Manual) as its mount. These steeds are bound by infernal tack (see below) and must respond to the summons and commands of the spurs' wearer. MAGIC ITEM: INFERNAL TACK Wondrous Item, Legendary (Requires Attunement by a Creature of Evil Alignment) A rider binds a nightmare to its service with infernal tack, which consists of a bridle, bit, reins, saddle, and stirrups, along with spurs that are worn by the rider. A nightmare equipped with infernal tack must serve whoever wears the spurs until the wearer dies or the tack is removed. You can use an action to call a nightmare equipped with infernal tack by clashing the spurs together or scraping them through blood. The nightmare appears at the start of your next turn, within 20 feet of you. It acts as your ally and takes its turn on your initiative count. It remains for 1 day, until you or it dies, or until you dismiss it as an action. If the nightmare dies, it reforms in the Nine Hells within 24 hours, after which you can summon it again. The tack doesn't conjure a nightmare; one must first be subdued so the tack can be placed on it. No nightmare accepts this forced servitude willingly, but some eventually form strong loyalties to their masters and become true partners in evil.

NEOGI A neogi looks like an outsize spider with an eel's neck and head. It can poison the body and the mind of its targets and can subjugate even beings that are physically superior. Neogi usually dwell in far-flung locations on the Material Plane, as well as in the Astral Plane and the Ethereal Plane. They left their home world long ago to conquer and devour creatures in other realms. During this era, they dominated umber hulks and used them to build sleek, spidery ships capable of traversing the multiverse. NEOGI HATCHLING A neogi lives about a century. When an individual is rendered weak by advanced age, the other neogi in the group overpower it and inject it with a special poison. The toxin transforms the old neogi into a bloated mass of flesh. Younger neogi lay their eggs atop it, and when the hatchlings emerge, they devour the old neogi and one another until only a few of the strongest newborns are left. The surviving neogi hatchlings begin their lives under the control of adult neogi. They must learn about their society and earn a place in it, and each one starts its training by gaining mastery over an umber hulk. NEOGI (ADULT) The mentality of neogi is alien to many other peoples. Because adult neogi have the power to control minds, they consider doing so to be entirely appropriate. Their society makes no distinction between individuals, aside from the ability that a given creature has to control others, and they don't comprehend the emotional aspects of existence that humans and similar beings experience. To a neogi, hatred is as foreign a sensation as love, and showing loyalty in the absence of authority is foolishness. Neogi mark themselves and those they capture through the use of dyes, transformational magic, and other markings intended to signify rank, achievements, and the identity of the individual's leader. By these signs, neogi can identify each others' place in the hierarchy- and they must defer to those of higher station or risk harsh punishment. NEOGI MASTER Neogi masters use magic, as a result of a pact between neogi and aberrant entities they met during their journey from their home world. These entities- known by such names as Acamar, Caiphon, Gibbeth, and Hadar-resemble stars and embody the essence of evil. NEOGI HATCHLING Tiny Aberration, Typically Lawful £~ii Armor Class ll Hit Points 7 (3d4) Speed 20 ft., climb 20 ft . STR 3 (- 4) DEX 13 (+l) CON 10 (+0) INT 6 (-2) WIS 10 (+0) Senses darkvision 60 ft., passive Perception 10 Languages - CHA 9 (-1) Challenge 1/8 (25 XP) Proficiency Bonus +2 Mental Fortitude. The neogi has advantage on saving throws against being charmed or frightened, and magic can't put the neogi to sleep. Spider Climb. The neogi can climb difficult surfaces, including upside down on ce ilin gs, without needing to make an ability check. ACTIONS Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 3 (ld4 + 1) piercing damage plus 3 (ld6) poison damage, and the target must succeed on a DC 10 Constitution saving throw or become poisoned for 1 minute. A target can repeat the saving throw at the end of each of its turns, ending the effect on itse lf on a success. CHAPTER 2 I BESTIARY 191

NEOGI Small Aberration, Typically Lawful Evil Armor Class l 5 (natural armor) Hit Points 33 (6d6 + 12) Speed 30 ft., climb 30 ft. STR 6 (-2) DEX 16 (+3) CON 14 (+2) INT 13 (+l) Skills Intimidation +4, Perception +3 WIS 12 (+l) Senses darkvision 60 ft., passive Perception 13 Languages Common, Deep Speech, Undercommon CHA 15 (+2) Challenge 3 (700 XP) Proficiency Bonus +2 Mental Fortitude. The neogi has advantage on saving throws against being charmed or frightened, and magic can't put the neogi to sleep. Spider Climb. The neogi can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. ACTIONS Multiattack. The neogi makes one Bite attack and two Claw attacks. Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (ld6 + 3) piercing damage plus 14 (4d6) poison damage, and the target must succeed on a DC 12 Constitution saving throw or become poisoned for l minute . A target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Claw. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (2d4 + 3) slashing damage. BONUS ACTIONS Enslave (Recharges after a Short or Long Rest). The neogi targets one creature it can see within 30 feet of it. The target must succeed on a DC 14 Wisdom saving throw or be magically charmed by the neogi for l day, or until the neogi dies or is more than l mile from the target. The charmed target obeys the neogi 's commands and can't take reactions, and the neogi and the target can communicate telepathically with each other at a distance of up to l mile. Whenever the charmed target takes damage, it can repeat the saving throw, ending the effect on itself on a success. 192 CHAPTER 2 I BESTIARY NEOGI MASTER Medium Aberration (Warlock), Typically Lawful Evil Armor Class 15 (natural armor) Hit Points 71 (lld8 + 22) Speed 30 ft., climb 30 ft. STR 6 (-2) DEX 16 (+3) Saving Throws Wis +3 CON 14 (+2) INT 16 (+3) WIS 12 (+l) CHA 18 (+4) Skills Arcana +5, Deception +6, Intimidation +6, Perception +3, Persuasion +6 Senses darkvision 120 ft., passive Perception 13 Languages Common , Deep Speech , Undercommon, telepathy 30 ft. Challenge 4 (1,100 XP) Proficiency Bonus +2 Devil's Sight. Magical darkness doesn't impede the neogi's darkvision . Mental Fortitude. The neogi has advantage on saving throws against being charmed or frightened , and magic can't put the neogi to sleep. Spider Climb. The neogi can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. ACTIONS Multiattack. The neogi makes one Bite attack and one Claw attack, or it makes two Tentacle of Hadar attacks. Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (ld6 + 3) piercing damage plus 14 (4d6) poison damage, and the target must succeed on a DC 12 Constitution saving throw or become poisoned for l minute. A target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Claw. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (2d4 + 3) piercing damage. Tentacle of Hadar. Ranged Spell Attack: +6 to hit, range 120 ft. , one target. Hit: 14 (3d6 + 4) necrotic damage, and the target can 't take reactions until the end of the neogi's next turn, as a spectral tentacle clings to the target. Spellcasting. The neogi casts one of the following spells, using Charisma as the spellcasting ability (spell save DC 14): At will: guidance, mage hand, minor illusion, prestidigitation 1/day each: dimension door, hold person, hunger of Hadar BONUS ACTIONS Enslave (Recharges after a Short or Long Rest). The neogi targets one creature it can see within 30 feet of it. The target must succeed on a DC 14 Wisdom saving throw or be magically charmed by the neogi for l day, or until the neogi dies or is more than l mile from the target. The charmed target obeys the neogi's commands and can't take reactions, and the neogi and the target can communicate telepathically with each other at a distance of up to 1 mile. Whenever the charmed target takes damage, it can repeat the saving throw, ending the effect on itself on a success.

NEOTHELID Gargantuan Aberration, Typically Chaotic Evil Armor Class 16 (natural armor) Hit Points 232 (15d20 + 75) Speed 30 ft. STR 27 (+8) DEX 7 (-2) CON 21 (+5) INT 3 (-4) Saving Throws Int+ 1, Wis +8, Cha +6 WIS 16 (+3) CHA 12 (+l) Senses blindsight 120 ft. (blind beyond this radius), passive Perception 13 LanguagesChallenge 13 (10,000 XP) Proficiency Bonus +5 Creature Sense. The neothelid is aware of the presence of crea - tures within 1 mile of it that have an Inte lligence score of 4 or higher. It knows the distance and direction to each creature, as well as each creature's Inte ll igence score, but can't sense anything else about it. A creature protected by a mind blank spell, a nondetection spe ll, or similar magic can't be perceived in this manner. Magic Resistance. The neothelid has advantage on saving throws against spells and other magical effects. ACTIONS Tentacles. Melee Weapon Attack:+ 13 to hit, reach 15 ft ., one target. Hit: 21 (3d8 + 8) bludgeoning damage plus 11 (2dl0) psychic damage. If the target is a Large or smaller creature, it must succeed on a DC 18 Strength saving throw or be swallowed by the neothelid. A swal lowed creature is blinded and restrained, it has total cover against attacks and other effects outside the neothelid, 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 turn from a creature inside it, the neothelid must succeed on a DC 18 Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, which fall prone in a space within 10 feet of the neothe lid. If the neothelid dies, a swallowed creature is no longer restrained by it and can escape from the corpse by using 20 feet of movement, exiting prone. Acid Breath (Recharge 5- 6). The neothe lid exhales acid in a 60- foot cone. Each creature in that area must make a DC 18 Dexterity saving throw, taking 35 (10d6) acid damage on a failed save, or half as much damage on a successful one. Spellcasting (Psionics). The neothe lid casts one of the following spel ls, requiring no spell components and using Wisdom as the spellcasting ability (spell save DC 16): At will: levitate 1/day each: confusion,feeblemind, telekinesis NEOTHELID A slime-covered worm of immense size, a neothelid is the result of the mind flayer reproductive cycle gone horribly wrong. When an illithid colony collapses, typically after an external assault, and the elder brain (appears in this book) is killed, the · colony's tadpoles are suddenly freed from their fate. They no longer serve as food- and are no longer fed by their caretakers. Driven by hunger, they turn to devouring one another. Only one tadpole survives out of the thousands in the colony's pool, and it emerges as a neothelid. Neothelids know nothing beyond their predatory existence. They prowl subterranean passages, using their rudimentary psionic abilities to search out and incapacitate brains to sate their constant hunger, growing ever more vicious. These creatures can spray tissue-dissolving enzymes from their tentacle ducts, reducing victims to puddles of slime and leaving only the pulsing brains unharmed. They have no knowledge of their link to illithids, so they're just as likely to prey on mind flayers as on anything else. Mind flayers consider neothelids dangerous abominations-normally they eat or destroy any tadpoles that grow larger than a few inches in length without being implanted in a brain so they can't become such threats. Neothelids are notintelligent enough for elder brains to detect, so mind flayers are always alert for signs of their presence and organize hunting parties to exterminate any of these murderous worms they learn of. I CHAPTER 2 I BESTIARY 193

NIGHTWALKER The Negative P lane is a place of death, anathema to all living things. Yet there are some who would tap into its fell power and use its energy for sinister ends. Most individuals prove unequal to the task. Those not destroyed outright are sometimes drawn inside the plane and replaced by nightwalkers-terrifying Undead creatures that devour all life they encounter. One can reach the Negative Plane from the Shadowfell in places where the barrier between the planes is thin. Stepping onto the Negative Plane is almost always fatal since the plane sucks the life and soul from creatures, annihilating most at once. The few who survive by sheer luck or by harnessing some rare form of protective magic soon discover that they can't leave as easily as they arrived. Worse, for each creature that enters the plane, a nightwalker is released to take its place. In order for a trapped creature to escape, the released nightwalker must be lured back to the Negative Plane by offerings of life for it to devour. If the nightwalker is destroyed, the trapped creature has no hope of escape. Generally, a nightwalker on the Material Plane is attracted to elements of the world associated with the creature responsible for its creation, which can provide clues as to who the trapped creature is. This attraction doesn't indicate a willingness to engage with the world, though; nightwalkers exist to make life extinct, and they prioritize anything associated with the trapped creature for destruction. NIGHTWALKER Huge Undead, Typically Chaotic Evil Armor Class 14 Hit Points 337 (2Sdl 2 + 175) Speed 40 ft., fly 40 ft. STR 22 (+6) DEX 19 (+4) CON 24 (+7) Saving Throws Con + 13 INT 6 (-2) WIS 9 (-1) CHA 8 (-1) Damage Resistances acid , cold, fire, lightning, thunder; bludgeoning, piercing, and slashing from nonmagical attacks Damage Immunities necrotic, poison Condition Immunities exhaustion , frightened, grappled, paralyzed, petrified, poisoned, prone, restrained Senses darkvision 120 ft ., passive Perception 9 LanguagesChallenge 20 (25,000 XP) Proficiency Bonus +6 Annihilating Aura. Any creature that starts its turn within 30 feet of the nightwalker must succeed on a DC 21 Constitution saving throw or take 21 (6d6) necrotic damage. Undead are immune to this aura. 194 CHAPTER 2 I BESTIARY Life Eater. A creature dies if reduced to 0 hit points by t he nightwa lker an d can't be rev ived except by a wish spe ll. Unusual Nature. Th e nightwa lker does n't req uire air, foo d, drink, or sleep. ACTIONS Multiattack. The nightwa lker makes two Enervating Focus attacks, one of wh ich can be replaced by Finger of Doom, if avai lable. Enervating Focus. Melee Weapon Attack:+ 12 to hit, reach 15 ft. , one target. Hit: 28 (5d8 + 6) necrotic damage. The target must succeed on a DC 21 Constitution savi ng th row or its hit point maximum is reduced by an amount equa l to the necrotic damage taken . This redu ction lasts unti l the target finishes a long rest. The ta rget dies if its hit point maximum is reduced to 0. Finger of Doom (Recharge 6). The nightwa lker points at one creature it can see within 300 feet of it. The target must succeed on a DC 21 Wisdom saving throw or take 39 (6d12) necrotic damage and become frightened unti l the end of the nightwa lker's next turn. While frightened in this way, the creature is also para lyzed . If a target's saving throw is successful, the target is immune to the nightwa lker's Finger of Doom for the next 24 hours.

NILBOG Small Fey (Goblinoid), Typically Chaotic Neutral Armor Class 13 (leather armor) Hit Points 7 (2d6) Speed 30 ft. STR 8 (-1) DEX 14 (+2) Skills Stealth +6 CON 10 (+0) INT 10 (+0) WIS 8 (- 1) Senses da rkvision 60 ft., passive Perception 9 Languages Common, Gobl in CHA 15 (+2) Challenge l (200 XP) Proficiency Bonus +2 Nilbogism. Any creature that attempts to damage the nil bog must first succeed on a DC 12 Charisma saving throw or be charmed until the end of the creature's next turn. A creature charmed in this way must use its action praising the nil bog. The nilbog can't regain hit points, including through magical healing, except through its Reversal of Fortune reaction. ACTIONS Fool's Scepter. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (ld6 + 2) bludgeoning damage. Mocking Word. The nil bog targets one creature it can see within 60 feet ofit. The target must succeed on a DC 12 Wisdom saving throw or take 5 (2d4) psychic damage and have disadvantage on its next attack rol l before the end of its next turn. Spellcasting. The nil bog casts one of the following spel ls, using Charisma as the spellcasting ability (spell save DC 12): At will: mage hand, Tasha's hideous laughter BONUS ACTIONS Nimble Escape. The nil bog takes the Disengage or Hide action. REACTIONS Reversal of Fortune. In response to another creature dealing damage to the nil bog, the nil bog reduces the damage to 0 and regains 3 (ld6) hit points. NILBOG When Maglubiyet conquered the goblin gods, a trickster deity was determined to get the last laugh. Although Maglubiyet shattered its essence, this trickster god survives in a splintered form as possessing spirits that cause disorder unless they are appeased. Goblins have no name for this deity and dare not give it one, lest Maglubiyet use its name to ensnare and crush it as he did their other deities. They call the possessing spirit, as well as the goblin possessed by it, a nilbog ("goblin" spelled backward), and they revel in the chaos a nilbog sows. Whenever goblinoids form a host, there is a chance that a goblin will become possessed by a nilbog, particularly if the goblins have been mistreated by their betters. The possessed goblin turns into a wisecracking, impish creature fearless of reprisal. This nilbog also gains strange powers that drive others to do the opposite of what they desire. Attacking the possessed goblin is foolhardy, and killing them just prompts the spirit to possess another goblin. The only way to keep a nilbog from wreaking havoc is to treat it well and give it respect and praise. Among fey courts, the risk of attracting a nilbog has given rise to the practice of always including at least one goblin jester. This jester is allowed to go anywhere and do whatever they please, hopefully preventing a nilbog from manifesting. The position of jester is much sought-after among the courts' goblins, because even if the jester is obviously not a nilbog, the court must indulge their chaotic behavior. NILBOGISM A nilbog is an invisible spirit that possesses only goblins. When bereft of a host, the spirit has a flying speed of 30 feet, it can't be attacked, and it is immune to all damage and conditions. Acting on initiative count 20 (losing initiative ties), the only action it can take is to attempt to possess a goblin within 5 feet of it. A goblin targeted by the spirit must succeed on a DC 15 Charisma saving throw or become possessed. While possessed, the goblin uses the nilbog stat block. If the save succeeds, the spirit can't possess that goblin for 24 hours. If its host is killed or the possession is ended by a spell such as hallow, magic circle, or protection from evil and good, the spirit searches for another goblin to possess. The spirit can leave its host at any time, but it won't do so willingly unless it knows there's another potential host nearby. A goblin stripped of their nilbog spirit reverts to their normal statistics and loses the traits they gained while possessed. I CHAPTER 2 I BESTIARY 195

/:3d~ wh,gJ~ ~ ~~4-e ~d /adde4 '? 4-e .#el/4. ~~~/4wn, ~~. -?n~ NUPPERIBO No soul is turned away from the Nine Hells, but the truly worthless-those whose evil acts in life arose from carelessness and inaction more than anything else-are suitable only to become nupperibos. These pitiful creatures shuffle across the landscape, driven to purposeful action only when the clouds of swarming vermin that surround them find them prey to destroy or when a greater fiendish power commands it. Individually, nupperibos are weak, but they're rarely alone and can be dangerous when gathered into packs. Clouds of stinging insects, stirges (see the Monster Manual), and other vermin surround them in a terrifying, reeking sheath that torments any non-devil that draws near. A nupperibo knows nothing but the desire to destroy non-Fiends. Once a nupperibo's vermin cloud senses a potential meal, any nearby nupperibos pursue that prey tirelessly until it or the nupperibos are slain, or some other potential victim crosses the devils' path and distracts them. Nupperibos unthinkingly obey a ny command they receive telepathically from another devil. This blind loyalty makes them the easiest of infernal troops to lead into battle, but their presence in a legion does nothing to elevate its general's status. rnh CHAPTER 2 I BESTIARY NUPPERIBO Medium Fiend (De~il), Typica lly Lawful E~il Armor Class 13 (natural armor) Hit Points 11 (2d8 + 2) Speed 20 ft. STR 16 (+3) DEX 11 (+0) Skills Perception +l CON 13 (+l) Damage Resistances acid, cold Damage Immunities fire , poison INT 3 (- 4) WIS 8 (-1) CHA l (-5) Condition Immunities bl inded, charmed, frightened, poisoned Senses blindsight 20 ft. (blind beyond th is radiu s), passive Perception 11 Languages understa nds Infe rn al but can't speak Challenge 1/2 (1 00 XP) Proficiency Bonus +2 Cloud of Vermin. Any creature, other than a devil, that starts its turn within 20 feet of one or more nupperibos must succeed on a DC 11 Constitution saving throw or take 5 (2d4) acid damage. A creature within the areas of two or more nupperibos makes the saving throw with disadvantage. Driven Tracker. In the Nine Hells, the nupperibo can flawlessly track any creature th at has taken damage from any nupperibo's Cloud of Vermin within the previous 24 hours. ACTI ONS Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (ld6 + 3) piercing damage.

0BLEXES By experimenting on the slimes, jellies, and puddings that infest the depths of the Underdark, mind flayers created a special breed of Ooze, the oblex-a slime capable of assaulting the minds of other creatures. These pools of jelly are cunning hunters that feed on thoughts and memories. The sharper the mind, the better the meal, so oblexes hunt targets more likely to be intelligent, such as wizards and other spellcasters. When suitable fare comes within reach, an oblex draws its body up to engulf its victim. As it withdraws, it plunders the creature's mind, leaving its prey befuddled and confused- or dead. When oblexes feed on thoughts, they can form weird copies of their prey to use as lures, which helps them harvest even more victims for their mind flayer masters. 0BLEX SPAWN An oblex devours memories not only to sustain its existence, but also to spawn new oblexes. Each time it fully drains the memories of a victim, it gains the creature's personality-now twisted by the oblex's foul nature. The more memories an oblex steals, the larger it becomes, until it must shed a personality it has absorbed or else become uncontrolled and erratic. This act spawns a new oblex. Newly formed oblexes lack the capabilities of their older kin. They seek only to feed on memories and grow until they can impersonate their victims. ADULT AND ELDER 0BLEXES Older oblexes, called adults and elders, have eaten so many memories that they can form duplicates of the creatures they have devoured from the substance of their bodies, sending these copies off to lure prey into their clutches while remaining tethered to the slime by long tendrils of goo. These duplicated creatures are indistinguishable from their victims except for a faint sulfurous smell. Oblexes use these duplicates to lead prey into danger or to infiltrate settlements so they can feed on superior victims. 0BLEX SPAWN Tiny Ooze, Typically Lawful Evil Armor Class 13 Hit Points 18 (4d4 + 8) Speed 20 ft. STR DEX 8(-1) 16(+3) CON 15 (+2) Saving Throws Int +4, Cha +2 INT 14 (+2) WIS 11 (+0) CHA 10 (+0) Condition Immunities blinded, charmed, deafened, exhaustion, prone Senses blindsight 60 ft. (blind beyond this radius), passive Perception 12 LanguagesChallenge 1/4 (50 XP) Proficiency Bonus +2 Amorphous. The oblex can move through a space as narrow as l in ch wide without sq ueezing. Aversion to Fire. If the ob lex takes fire damage, it has disad - vantage on attack rol ls and abil ity checks until the end of its next turn. Unusual Nature. The obl ex does n't require sleep. ACTIONS Pseudopod. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (ld4 + 3) bludgeoning damage plus 2 (ld4) psych ic damage. CHAPTER 2 I BESTIARY 1q7

• ADULTOBLEX Medium Ooze, Typically Lawful Evil Armor Class 14 Hit Points 75 (10d8 + 30) Speed 20 ft. STR 8 (-1) DEX 19 (+4) CON 16 (+3) Saving Throws Int +7, Cha +5 INT 19 (+4) WIS 12 (+l) CHA 15 (+2) Skills Deception +5, Perception +4, plus one of the following: Arcana +7, History +7, Nature +7, or Religion +7 Condition Immunities blinded, charmed, deafened, exhaustion, prone Senses blindsight 60 ft. (blind beyond this radius), passive Perception 14 Languages Common plus two more languages Challenge 5 (1,800 XP) Proficiency Bonus +3 Amorphous. The oblex can move through a space as narrow as l inch wide without squeezing. Aversion to Fire. If the obi ex takes fire damage, it has disadvantage on attack rolls and ability checks until the end of its next turn. Unusual Nature. The oblex doesn't require sleep. ACTIONS Multiattack. The oblex makes two Pseudopod attacks, and it uses Eat Memories. Pseudopod. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) bludgeoning damage plus 7 (2d6) psychic damage. 198 CHAPTER 2 I BESTIARY Eat Memories. The oblex targets one creature it can see within 5 feet ofit. The target must succeed on a DC 15 Wisdom saving throw or take 18 (4d8) psychic damage and become memory drained until it finishes a short or long rest or until it benefits from the greater restoration or heal spell. Constructs, Oozes, Plants, and Undead succeed on the save automatically. While memory drained, the target must roll a d4 and subtract the number rolled from its ability checks and attack rolls. Each time the target is memory drained beyond the first, the die size increases by one: the d4 becomes a d6, the d6 becomes a d8, and so on until the die becomes a d20, at which point the target becomes unconscious for l hour. The effect then ends. The oblex learns all the languages a memory-drained target knows and gains all its skill proficiencies. Spellcasting (Psionics). The obi ex casts one of the following spells, requiring no spell components and using Intelligence as the spellcasting ability (spell save DC 15): 3/day each: charm person (as 5th-level spell), detect thoughts, hypnotic pattern BONUS ACTIONS Sulfurous Impersonation. The obi ex extrudes a piece of itself that assumes the appearance of one Medium or smaller creature whose memories it has stolen. This simulacrum appears, feels, and sounds exactly like the creature it impersonates, though it smells faintly of sulfur. The oblex can impersonate ld4 + l different creatures, each one tethered to its body by a strand of slime that can extend up to 120 feet away. The simulacrum is an extension of the ob lex, mea ning that the ob lex occupies its space and the simulacrum's space simultaneously. The tether is immune to damage, but it is severed if there is no opening at least l inch wide between the oblex and the simulacrum. The simulacrum disappears if the tether is severed .

ELDER 0BLEX Huge Ooze, Typically Lawful E~il Armor Class 16 (natural armor) Hit Points 115 (10dl2 + 50) Speed 20 ft . STR 15 (+2) DEX 16 (+3) CON 21 (+5) Saving Throws Int +10, Cha +8 INT 22 (+6) • WIS 13 (+l) CHA 18 (+4) Skills Arcana+ 10, Deception +8, History +10, Nature +10, Perception +5 , Religion +10 Condition Immunities blinded, charmed, deafened, exhaustion, prone Senses blindsight 60 ft. (blind beyond this radius), passive Perception 15 Languages Common plus six more languages Challenge 10 (5,900 XP) Proficiency Bonus +4 Amorphous. The obi ex can move through a space as narrow as 1 inch wide witho ut squeezing. Aversion to Fire. If the ob lex takes fire damage, it has disadvantage on attack rolls and ability checks until the end of its next turn. Unusual Nature. The oblex doesn't require sleep. ACTIONS Multiattack. The elder oblex makes two Pseudopod attacks, and it uses Eat Memories. Pseudopod. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 17 (4d6 + 3) bludgeoning damage plus 14 (4d6) psychic damage. Eat Memories. The oblex targets one creature it can see within 5 feet ofit. The target must succeed on a DC 18 Wisdom saving throw or take 44 (8dl0) psychic damage and become memory drained until it finishes a short or long rest or until it benefits from the greater restoration or heal spell. Constructs, Oozes, Plants, and Undead succeed on the save automatically. While memory drained, the target must roll a d4 and subtract the number rolled from its ability checks and attack rolls. Each time the target is memory drained beyond the first, the die size increases by one: the d4 becomes a d6, the d6 becomes a d8, and so on until the die becomes a d20, at which point the target becomes unconscious for 1 hour. Th e effect then end s. The oblex learns all the lan guages a memory-drained target knows and gains all its ski ll proficiencies. Spellcasting (Psionics). The ob lex casts one of the following spells, requiring no spell components and using Intelligence as the spellcasting ability (spell save DC 18): At will : charm person (as 5th-level spell), detect thoughts 3/day each: dimension door, dominate person, hypnotic pattern, telekinesis BONUS ACTIONS Sulfurous Impersonation. The ob lex extrudes a piece of itself that assumes the appearance of one Medium or smaller creature whose memories it has stolen. This simu lacrum appears, feels, and sounds exactly like the creature it impersonates, though it smells faintly of sulfur. The oblex can impersonate 2d6 + 1 different creatures, each one tethered to its body by a strand of slime that can extend up to 120 feet away. The simulacrum is an extension of the obi ex, meaning that the ob lex occupies its space and the simul acrum's space simultaneously. The tether is immune to damage, but it is severed if there is no opening at lea st 1 inch wide between the oblex and the simulacrum. The simu lacrum disappears if the tether is severed. I CHAPTER 2 I BESTIARY 199


Mordenkainen Presents Monsters of the Multiverse - Flip eBook Pages 151-200 (2024)
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