Eberron Bestiary

Abeil

These bee-like people have hives all over Xen'drik. While normally amicable, they will attack anyone who dares trespass on their territory, fighting to the death to defend their hive.


Abeil Vassal

Medium humanoid (abeil), lawful neutral


  • Armor Class 11
  • Hit Points 63 (14d8 + 0)
  • Speed 30 ft., fly 60 ft.

STR DEX CON INT WIS CHA
11 (+0) 13 (+1) 10 (+0) 10 (+0) 14 (+2) 9 (–1)

  • Senses darkvision 60 ft., passive Perception 12
  • Languages Common, Elven, Sylvan
  • Challenge 1 (200 XP)

Hive Mind. While within 25 miles of its queen, the abeil and communicate with its queen and all other abeils telepathically. If the abeil is in danger, all abeils in communication with it immediately know. The abeil cannot be surprised.

Actions

Multiattack. The abeil makes two claw attacks and a sting attack.

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

Sting. Melee Weapon Attack: +3 to hit, reach 5 ft., one creature. Hit: 3 (1d4 + 1) piercing damage, plus 3 (1d6) poison damage.

Javelin. Melee or Ranged Weapon Attack: +3 to hit, reach 5 ft. or range 30/120 ft., one creature. Hit: 4 (1d6 + 1) piercing damage in melee, or 4 (1d6 + 1) piercing damage at range.

Drone. The abeil can beat its wings to create a droning buzz. Each creature within 60 feet of it that is not an abeil must make a DC 11 Wisdom saving throw or fall unconscious for 1 minute. An unconscious creature awakens when another creature uses its action to rouse it or when it takes damage.


Abeil Soldier

Large humanoid (abeil), lawful neutral


  • Armor Class 11
  • Hit Points 119 (14d10 + 42)
  • Speed 40 ft., fly 90 ft.

STR DEX CON INT WIS CHA
17 (+3) 13 (+1) 16 (+3) 9 (–1) 12 (+1) 13 (+1)

  • Skills Perception +4
  • Senses darkvision 60 ft., passive Perception 14
  • Languages Common, Elven, Sylvan
  • Challenge 5 (1800 XP)

Hive Mind. While within 25 miles of its queen, the abeil and communicate with its queen and all other abeils telepathically. If the abeil is in danger, all abeils in communication with it immediately know. The abeil cannot be surprised.

Actions

Multiattack. The abeil makes three claw or longbow attacks. It can replace one of these attacks with a sting.

Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., one creature. Hit: 10 (2d6 + 3) slashing damage, and the creature is grappled (escape DC 14). While grappled in this way, the creature is also restrained.

Longbow. Ranged Weapon Attack: +6 to hit, range 150/600 ft., one creature. Hit: 12 (2d8 + 3) piercing damage.

Sting. Melee Weapon Attack: +6 to hit, reach 5 ft., one creature. Hit: 10 (2d6 + 3) piercing damage, plus 9 (2d8) poison damage, and the target must make a DC 14 Constitution saving throw or be poisoned for 1 hour.

Drone. The abeil can beat its wings to create a droning buzz. Each creature within 60 feet of it that is not an abeil must make a DC 12 Wisdom saving throw or fall unconscious for 1 minute. An unconscious creature awakens when another creature uses its action to rouse it or when it takes damage.

Stormwing (Recharge 5-6). While flying, the abeil unleashes a destructive sonic wave with its wings. Each creature within 30 feet of the abeil (except other abeils) must make a DC 14 Dexterity saving throw or take 21 (6d6) thunder damage and be knocked prone, or take half as much damage on a failed save.



Abeil Queen

Medium humanoid (abeil), lawful neutral


  • Armor Class 11
  • Hit Points 210 (28d8 + 84)
  • Speed 40 ft., fly 80 ft.

STR DEX CON INT WIS CHA
16 (+3) 13 (+1) 16 (+3) 15 (+2) 19 (+4) 18 (+4)

  • Saving Throws Dex +5, Con +7, Wis +8
  • Skills Insight +8, Intimidation +8, Perception +8, Persuasion +8
  • Senses darkvision 60 ft., passive Perception 18
  • Languages Common, Elven, Sylvan
  • Challenge 10 (5900 XP)

Hive Mind. While within 25 miles of its queen, the abeil and communicate with its queen and all other abeils telepathically. If the abeil is in danger, all abeils in communication with it immediately know. The abeil cannot be surprised.

Spellcasting. The abeil queen is a 10th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 16, +8 to hit with spell attacks). The abeil queen has the following druid spells prepared:

Cantrip (at will): druidcraft, guidance, infestation*, poison spray

1st level (4 slots): cure wounds, detect magic, faerie fire, healing word

2nd level (3 slots): enhance ability, gust of wind, hold person, spike growth

3rd level (3 slots): plant growth, wind wall

4th level (3 slots): blight, giant insect

5th level (2 slots): awaken, insect plague

* This spell is found in Xanathar's Guide to Everything.

Actions

Multiattack. The abeil makes two claw attacks and a sting attack.

Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., one creature. Hit: 10 (2d6 + 3) slashing damage, and the target is grappled (escape DC 16). While grappled in this way, the creature is restrained.

Sting. Melee Weapon Attack: +7 to hit, reach 5 ft., one creature. Hit: 12 (2d8 + 3) piercing damage. The target must make a DC 16 Constitution saving throw or take 21 (6d6) poison damage and be poisoned for 1 hour, or take half as much damage on a successful save. If the creature fails this saving throw by 5 or more, it is unconscious while it is poisoned.

Drone. The abeil can beat its wings to create a droning buzz. Each creature that is not an abeil within 60 feet of it must make a DC 16 Wisdom saving throw or fall unconscious for 1 minute. An unconscious creature awakens when another creature uses its action to rouse it or when it takes damage.

Armand

The armandare an armadillo-like race of humanoids that inhabit the great Menechtarun desert of Xen'drik. They are a peaceful people that excel in trading with other races, even those that are quite violent.


Armand

Medium humanoid (armand), lawful neutral


  • Armor Class 16 (natural armor)
  • Hit Points 97 (15d6 + 45)
  • Speed 20 ft., burrow 10 ft.

STR DEX CON INT WIS CHA
11 (+0) 17 (+3) 17 (+3) 10 (+0) 10 (+0) 10 (+0)

  • Skills Survival +2
  • Senses darkvision 60 ft., passive Perception 10
  • Languages Common, Armandish
  • Challenge 3 (700 XP)

Defensive Stance. The armand can take the Dodge action as a bonus action at the beginning of its turn. When it does so, its speed is reduced to 0 until the start of its next turn.

Stability. The armand has advantage on ability checks and saving throws to avoid being pushed or knocked prone.

Actions

Multiattack. The armand makes two claw attacks.

Claw. Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 6 (1d6 + 3) slashing damage.


Armand Warden

Medium humanoid (armand), lawful neutral


  • Armor Class 19 (natural armor)
  • Hit Points 187 (25d6 + 100)
  • Speed 30 ft., burrow 10 ft.

STR DEX CON INT WIS CHA
14 (+2) 18 (+4) 19 (+4) 10 (+0) 16 (+3) 8 (–1)

  • Saving Throws Wis +6
  • Skills Insight +6, Survival +6
  • Senses darkvision 60 ft., passive Perception 13
  • Languages Common, Armandish
  • Challenge 7 (2900 XP)

Defensive Stance. The armand can take the Dodge action as a bonus action at the beginning of its turn. When it does so, its speed is reduced to 0 until the start of its next turn.

Ki Strikes. The armand's claw attacks are magical.

Stability. The armand has advantage on ability checks and saving throws to avoid being pushed or knocked prone.

Traveler's Defense. The armand can add its Wisdom modifier to its AC (included in its statistics).

Actions

Multiattack. The armand makes four claw attacks.

Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., one creature. Hit: 7 (1d6 + 4) slashing damage, and the armand can choose to push the target back 10 feet.

Daelkyr

Thousands of years ago, the daeklyr of Xoriat invaded Eberron. While they were ultimately fought off, they transformed many of the world's creatures into hideous warriors.



Daelkyr

Medium aberration, neutral evil


  • Armor Class 20 (natural armor)
  • Hit Points 250 (20d8 + 160)
  • Speed 40 ft.

STR DEX CON INT WIS CHA
22 (+6) 21 (+5) 26 (+8) 25 (+7) 22 (+6) 25 (+7)

  • Skills Arcana +14, Deception +14, Intimidation +14, Perception +13, Stealth +12
  • Damage Immunities bludgeoning, piercing, and slashing damage from non-magical attacks, poison, psychic
  • Condition Immunities charmed, frightened, poisoned, blinded
  • Senses darkvision 60 ft., truesight 20 ft., passive Perception 23
  • Languages All
  • Challenge 23 (50000 XP)

Alien Mind. If a creature tries to read the daelkyr's thoughts or subject it the charmed or frightened condition, it immediately takes 3d8 psychic damage and is stunned until the end of its next turn.

Aura of Madness. A creature that starts its turn within 20 feet of the daelkyr must make a DC 22 Wisdom saving throw. On a failed save, the creature is effected by the confusion spell. On a successful save against this aura or the confusion spell, a creature is immune to the daelkyr's aura of madness for 24 hours.

Innate Spellcasting. The daelkyr's innate spellcasting ability is Charisma (spell save DC 22, +14 to hit with spell attacks). It can innately cast the following spells, requiring no material components:

At will: polymorph (into beasts or aberrations), confusion, dimension door, feeblemind, haste, slow 3/day: flesh to stone, true polymorph (into aberrations only)

Legendary Resistance (3/day). If the daelkyr fails a saving throw, it can choose to succeed instead.

Magic Resistance. The daelkyr has advantage on saving throws against spells and other magical effects.

Regeneration. The daelkyr regains 5 hit points at the start of its turn. If the daelkyr takes radiant damage, this trait doesn’t function at the start of the daelkyr’s next turn. The daelkyr dies only if it starts its turn with 0 hit points and doesn’t regenerate.

Actions

Multiattack. The daelkyr makes four tentacle whip attacks. One of these can be replaced by a corrupting touch attack.

Tentacle whip. Melee Weapon Attack: +13 to hit, reach 15 ft., one creature. Hit: 11 (3d8 + 6) slashing damage, and the target must make a DC 22 Constitution saving throw. On a failed save, the creature is poisoned. A poisoned creature takes 3d6 poison damage at the start of each of its turns. It then repeats the saving throw, ending the poison on a successful save.

Corrupting Touch. Melee Weapon Attack: +13 to hit, reach 5 ft., one creature. Hit: 24 (4d8 + 6) necrotic damage. The creature has disadvantage on attack rolls, ability checks, and saving throws until the end of the daelkyr's next turn.

Legendary Actions

The daelkyr 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 daelkyr regains spent legendary actions at the start of its turn.

Hypnotic Gaze (Costs 2 Actions). The daelkyr stares at a creature within 60 feet of it. The creature must make a DC 22 Wisdom saving throw. On a failed save, the creature follows the daelkyr's commands on its next turn. On a successful save, the creature takes 5d8 psychic damage.

Reality Rift (Costs 2 Actions). The daelkyr casts dimension door. Creatures within 10 feet of the daelkyr when it casts this spell must make a DC 22 Dexterity saving throw or take 5d8 psychic damage.

Swift Corruption. The daelkyr makes a corrupting touch attack.


Dolgaunt

Medium abberation, lawful evil


  • Armor Class 15 (natural armor)
  • Hit Points 38 (7d8 + 7)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
16 (+3) 16 (+3) 12 (+1) 13 (+1) 15 (+2) 11 (+0)

  • Saving Throws Wis +4
  • Skills Perception +4, Stealth +5
  • Damage Resistances bludgeoning, piercing, and slashing damage from non-magical attacks
  • Senses blindsight 360 ft. (blind beyond this radius), passive Perception 14
  • Languages Common, Undercommon
  • Challenge 2 (450 XP)

Actions

Multiattack. The dolgaunt makes two tentacle attacks.

Tentacle. Melee Weapon Attack: +5 to hit, reach 10 ft., one creature. Hit: 7 (1d6 + 3) necrotic damage. and the creature is grappled (escape DC 13). The dolgaunt can grapple two creatures in this way at once. The target must succeed on a DC 13 Constitution saving throw. On a failed save, the dolgaunt regains hit points equal to the damage dealt and the target's hit point maximum is reduced by the same amount. This reduction lasts until the target finishes a long rest.

Dolgaunts were created from hobgoblins, a far cry from the noble goblinoids' original forms. They commands chokers, dolgrims, and other creatures, staying true to their proud nature. The tentacles that emerge from their backs can sap a creature of its strength, allowing the dolgaunt to sustain itself on its victims.


Dolgrim

Medium aberration, chaotic evil


  • Armor Class 14 (leather, shield)
  • Hit Points 27 (5d8 + 5)
  • Speed 25 ft.

STR DEX CON INT WIS CHA
15 (+2) 13 (+1) 12 (+1) 8 (–1) 9 (–1) 6 (–2)

  • Saving Throws Wis +3
  • Skills Athletics +4, Perception +3, Stealth +3
  • Damage Resistances bludgeoning, piercing, and slashing damage from non-magical attacks
  • Senses darkvision 60 ft., passive Perception 11
  • Languages Undercommon
  • Challenge 1 (200 XP)

Actions

Multiattack. The dolgrim makes two weapon attacks.

Morningstar. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 5 (1d6 + 2) piercing damage.

Spear. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 ft., one creature. Hit: 5 (1d6 + 2) piercing damage, or 6 (1d8 + 2) piercing damage if used with two hands to make a melee attack.

Light Crossbow. Ranged Weapon Attack: +3 to hit, range 80/320 ft., one creature. Hit: 6 (1d8 + 2) piercing damage.

Dolgrims are lesser warriors, created by the daeklyr during their invasion of Khorvaire. These creatures are essentially two goblins crushed into one. Their four arms allow them to wield multiple weapons alongside a shield, and their twin minds allow them an edge in combat over normal goblins.


Dream Serpent

Large monstrosity, neutral


  • Armor Class 16 (natural armor)
  • Hit Points 130 (20d10 + 20)
  • Speed 30 ft., climb 20 ft., swim 20 ft.

STR DEX CON INT WIS CHA
18 (+4) 16 (+3) 13 (+1) 4 (–3) 11 (+0) 12 (+1)

  • Skills Stealth +6
  • Senses passive Perception 10
  • Languages
  • Challenge 6 (2300 XP)

Actions

Multiattack. The dream serpent makes two bite attacks and uses its sleep gaze.

Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one creature. Hit: 9 (1d8 + 4) piercing damage, and the target must make a DC 12 Constitution saving throw. On a failed save, the creature takes 14 (4d6) poison damage and is poisoned. On a successful save, the target takes half as much poison damage. A poisoned creature's rest is disturbed by vivid nightmares of serpents and endless jungles, and the creature can no longer gain benefits from short or long rests. Such a creature can repeat the saving throw at the end of a long rest, ending the poison on a success.

Sleep Gaze. A creature within 30 feet of the dream serpent that can see it must make a DC 12 Wisdom saving throw. On a failed save, the creature falls unconscious for 10 minutes or until it takes damage or another creature uses its action to shake it awake.


Sand Giant

Huge giant, lawful neutral


  • Armor Class 14 (studded leather)
  • Hit Points 149 (13d12 + 65)
  • Speed 40 ft., burrow 10 ft.

STR DEX CON INT WIS CHA
23 (+6) 15 (+2) 20 (+5) 10 (+0) 16 (+3) 12 (+1)

  • Saving Throws Dex +5, Con +8, Wis +6
  • Skills Athletics +12, Perception +6, Survival +6
  • Damage Immunities fire
  • Senses passive Perception 16
  • Languages Common, Giant
  • Challenge 9 (5000 XP)

Innate Spellcasting. The sand giant's innate spellcasting ability is Charisma (spell save DC 12, +4 to hit with spell attacks). It can innately cast the following spells, requiring no components:

At will: blur

1/day: meld into stone

Actions

Multiattack. The sand giant makes three scimitar attacks. It can replace one of these attacks with its sand blaster.

Scimitar. Melee Weapon Attack: +9 to hit, reach 10 ft., one creature. Hit: 16 (3d6 + 6) slashing damage.

Sand Blaster. The sand giant blows through a specially-made long tube called a sand blaster. Each creature in a 15-foot cone originating from the giant must make a DC 16 Dexterity saving throw or take 18 (4d8) points of bludgeoning damage, or half as much on a successful save. A creature that fails the save is blinded until it uses an action to clear its eyes and body of sand.

The sand giant cannot use this action again until it uses an action to repack the sand blaster with sand.

Shifting Sands. The sand giant can touch itself or a willing creature to change its shape. That creature becomes petrified, taking on the appearance of a stone statue. A petrified creature maintains full awareness of its surroundings and can end this effect on itself at any time, requiring on action.


Dusk Hag

Medium fey, neutral


  • Armor Class 17 (natural armor)
  • Hit Points 84 (13d8 + 26)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
17 (+3) 12 (+1) 15 (+2) 14 (+2) 16 (+3) 13 (+1)

  • Skills Arcana +4, Insight +5, Perception +5, Stealth +3
  • Damage Resistances bludgeoning, piercing, and slashing damage from non-magical attacks
  • Condition Immunities charmed, frightened
  • Senses darkvision 60 ft., passive Perception 15
  • Languages Common, Giant, Infernal
  • Challenge 4 (1100 XP)

Magic Resistance. The dusk hag has advantage on saving throws against spells and other magical effects.

Sleep Immunity. The dusk hag cannot be put to sleep by magical means.

Innate Spellcasting. The dusk hag's innate spellcasting ability is Charisma (spell save DC 11, +3 to hit with spell attacks). It can innately cast the following spells:

At will: detect magic

3/day: augury, disguise self, dream, fog cloud, tongues, zone of truth

Actions

Multiattack. The hag makes two claw attacks.

Claw. Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 10 (2d6 + 3) slashing damage, and the target must make a DC 13 Wisdom saving throw or be cursed by the hag's nightmare touch. The magical curse takes effect whenever the target takes a short or long rest, filling the target's thoughts with horrible images and dreams. The cursed target gains no benefit from finishing a short or long rest. The curse lasts until it is lifted by a remove curse spell or similar magic.

Homunculi

In Eberron, homunculi are often created by wizards and artificers to assist in crafting and research. Each one is specialized for a certain task, benefiting from wide research into the arcane.

A homunculus is an extension of its creator, sharing its alignment and basic nature. It is telepathically linked to its creator. A homunculus knows what its creator knows and can convey to its creator everything it sees and hears, out to a distance of 1,500 feet. Homunculi never travel beyond that distance willingly.

If the Dungeon Master allows, a character can create a homunculi of his or her very own. To do so, he or she must find a recipe and craft the homunculus as though creating an uncommon magic item. Once completed, the creator becomes attuned to the homunculus as though attuned to a magic item. This attunement does not end if the homunculus is away from the creator for more than 24 hours, and other creatures cannot attune to to the homunculus. Losing attunement or creating a second homunculus causes your homunculus to turn to clay and lose its spark of life.


Dedicated Wright

Tiny construct, any alignment


  • Armor Class 12 (natural armor)
  • Hit Points 5 (2d4 + 0)
  • Speed 20 ft.

STR DEX CON INT WIS CHA
12 (+1) 11 (+0) 10 (+0) 10 (+0) 11 (+0) 7 (–2)

  • Damage Immunities poison
  • Condition Immunities poisoned, paralyzed, stunned, charmed, frightened
  • Senses darkvision 60 ft., passive Perception 10
  • Languages Understands the languages of its creator but can't speak
  • Challenge 1/8 (25 XP)

Item Creation. The homunculus uses its creator's bonus to any ability checks made using tools instead of its own. If the homunculus' creator performs 1 hour of work preparing the materials needed to craft an item, he or she can command the homunculus to work on the item for the rest of the day. The homunculus can complete up to 8 hours of crafting in a single day in this manner.

Actions

Light hammer. Melee or Ranged Weapon Attack: +3 to hit, reach 5 ft. or range 20/60 ft., one creature. Hit: 3 (1d4 + 1) bludgeoning damage in melee, or 3 (1d4 + 1) bludgeoning damage at range.

Dedicated wrights are homunculi dedicated to craft on behalf of its master. These constructs tend to stay within the confines of a workshop instead of assisting its creator on adventures or research.


Expeditious Messenger

Tiny construct, any alignment


  • Armor Class 13
  • Hit Points 2 (1d4 + 0)
  • Speed 20 ft., fly 100 ft.

STR DEX CON INT WIS CHA
1 (–5) 17 (+3) 10 (+0) 8 (–1) 12 (+1) 7 (–2)

  • Damage Immunities poison
  • Condition Immunities poisoned, paralyzed, stunned, charmed, frightened
  • Senses darkvision 60 ft., passive Perception 11
  • Languages Can speak the languages of its creator
  • Challenge 1/4 (50 XP)

Message. The homunculus' creator can speak and hear through the homunculus from up to 1 mile away. The homunculus and its creator can converse telepathically at any distance, so long as they are on the same plane of existence.

Actions

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

An expeditious messenger is designed to carry messages across long distances. Unlike most homunculi, messengers can speak, and will travel long distances from its creator.


Furtive Filcher

Tiny construct, any alignment


  • Armor Class 14
  • Hit Points 5 (2d4 + 0)
  • Speed 50 ft.

STR DEX CON INT WIS CHA
8 (–1) 19 (+4) 11 (+0) 12 (+1) 10 (+0) 7 (–2)

  • Skills Sleight of Hand +8, Stealth +8
  • Damage Immunities poison
  • Condition Immunities poisoned, stunned, paralyzed, charmed, frightened
  • Senses darkvision 60 ft., passive Perception 10
  • Languages Understands the languages of its creator but cannot speak
  • Challenge 1/2 (100 XP)

Actions

Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one creature. Hit: 6 (1d4 + 4) piercing damage.

Not all homunculi are created with good intentions. Furtive filchers are designed to steal small items. A filcher is innately skilled and agile, able to slide up an enemy's leg to filch a wand or grab a coinpurse from a distracted target.



Iron Defender

Small construct, any alignment


  • Armor Class 17 (natural armor)
  • Hit Points 45 (10d6 + 10)
  • Speed 50 ft.

STR DEX CON INT WIS CHA
14 (+2) 15 (+2) 13 (+1) 8 (–1) 11 (+0) 7 (–2)

  • Skills Perception +2
  • Damage Immunities poison
  • Condition Immunities poisoned, stunned, paralyzed, charmed, frightened
  • Senses darkvision 60 ft., passive Perception 12
  • Languages Understands the languages of its creator but cannot speak
  • Challenge 1 (200 XP)

Actions

Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 9 (2d6 + 2) piercing damage.

Unlike the smaller homunculi, iron defenders are hardy and dangerous in melee combat. A defender will stay true its name, protecting its creator to the death.

Rakshasa

Raksasa play a major role in Eberron's history, going back to the world's very creation. In the setting, they have a varied number of roles, from powerful spellcasters to brutal warriors.

Ak'chazar Rakshasa

Ak'chazar are skilled spellcasters and wield power over the undead granted by their connections to the rajahs. They are the leader caste. Many members of the Lords of Dust are ak'chazar rakshasas, especially those sequesters in the strongholds beneath the Demon Wastes.

Ak'chazar are unique in their ability to cast magic jar innately, allowing them to not only take the shape of other creatures but outright possess them.



Ak'chazar Rakshasa

Medium fiend, lawful evil


  • Armor Class 16 (natural armor)
  • Hit Points 144 (17d8 + 68)
  • Speed 40 ft., fly 40 ft.

STR DEX CON INT WIS CHA
15 (+2) 17 (+3) 18 (+4) 16 (+3) 16 (+3) 20 (+5)

  • Skills Arcana +8, Deception +10, History +8, Insight +8
  • Damage Vulnerabilities piercing from magic weapons wielded by good creatures
  • Damage Immunities bludgeoning, piercing, and slashing from nonmagical attacks
  • Senses darkvision 60 ft., passive Perception 13
  • Languages Common, Infernal
  • Challenge 15 (13000 XP)

Limited Magic Immunity. The rakshasa can’t be affected or detected by spells of 6th level or lower unless it wishes to be. It has advantage on saving throws against all other spells and magical effects.

Pain Wave. If a creature starts its turn within 30 feet of the rakshasa, the rakshasa can force it to make a DC 18 Wisdom saving throw as a wave negative energy washes over it. On a failed save, the creature is frightened for 1 minute and takes 18 (4d8) necrotic damage. A frightened creature repeats this saving throw at the end of each of its turns, taking the damage and remaining frightened each time it fails.

Once a creature succeeds on this saving throw, it is immune to this rakshasa's pain wave for 24 hours.

Innate Spellcasting. The ak'chazar rakshasa's innate spellcasting ability is Charisma (spell save DC 18, +10 to hit with spell attacks). It can innately cast the following spells, requiring no components:

At will: detect thoughts, disguise self, mage hand, minor illusion

3/day each: charm person, detect magic, invisibility, major image, suggestion

1/day each: dominate person, fly, magic jar, plane shift, true seeing

Spellcasting. The ak'chazar rakshasa is a 12th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 18, +10 to hit with spell attacks). The ak'chazar rakshasa has the following sorcerer spells prepared:

Cantrip (at will): chill touch, mending, message, prestidigitation, ray of frost, shocking grasp

1st level (4 slots): magic missile, ray of sickness, shield

2nd level (3 slots): blindness/deafness, mirror image

3rd level (3 slots): animate dead, lightning bolt

4th level (3 slots): confusion, dimension door

5th level (2 slots): telekinesis

6th level (1 slots): create undead, disintegrate

Actions

Multiattack. The rakshasa makes two claw attacks.

Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., one creature. Hit: 9 (2d6 + 2) slashing damage, and the target is cursed if it is a creature. The magical curse takes effect whenever the target takes a short or long rest, filling the target's thoughts with horrible images and dreams. The cursed target gains no benefit from finishing a short or long rest. The curse lasts until it is lifted by a remove curse spell or similar magic.

Command Undead. Each undead within 120 feet of the rakshasa of CR 10 or lower falls under its command. A commanded creature treats the rakshasa as a close friend, following its orders and defending it to the death. An undead commanded in this way becomes immune to being turned.

Nathzarune Rakshasa

The nathzarune rakshasas are some of the rajahs' most loyal servants. Even among rakshasa they excel at subterfuge and the art of spying. Working in pairs, the nathzarune rakshasas are scattered across the land, forming an intelligence network beyond mortal comprehension.



Naztharune Rakshasa

Medium fiend, lawful evil


  • Armor Class 18 (natural armor)
  • Hit Points 127 (15d8 + 60)
  • Speed 40 ft.

STR DEX CON INT WIS CHA
14 (+2) 20 (+5) 18 (+4) 15 (+2) 11 (+0) 15 (+2)

  • Skills Acrobatics +9, Deception +10, Insight +8, Stealth +9
  • Damage Vulnerabilities piercing from magic weapons wielded by good creatures
  • Damage Immunities bludgeoning, piercing, and slashing from nonmagical attacks
  • Senses darkvision 60 ft., passive Perception 10
  • Languages Common, Infernal
  • Challenge 11 (7200 XP)

Cunning Action. On each of its turns, the rakshasa can use a bonus action to take the Dash, Disengage, or Hide action.

Evasion. If the rakshasa is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, the rakshasa instead takes no damage if it succeeds on the saving throw, and only half damage if it fails.

Innate Spellcasting. The rakshasa's innate spellcasting ability is Charisma (spell save DC 14, +6 to hit with spell attacks). It can innately cast the following spells, requiring no components:

At will: detect thoughts, disguise self, mage hand, minor illusion, invisibility (while in dim light or darkness)

3/day: charm person, detect magic, invisibility, major image, suggestion

Limited Magic Immunity. The rakshasa can’t be affected or detected by spells of 6th level or lower unless it wishes to be. It has advantage on saving throws against all other spells and magical effects.

Sneak Attack (1/Turn). Once per turn, the rakshasa deals an extra 21 (6d6) damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of the rakshasa that isn’t incapacitated and the rakshasa doesn’t have disadvantage on the attack roll.

Shadow Jump. If the rakshasa is standing in a space in dim light or darkness, it can teleport to another space in dim light or darkness within 60 feet of it as a bonus action. The rakshasa can then take the Hide action, taking not action.

Actions

Multiattack. The rakshasa makes three melee weapon attacks or two ranged weapon attacks.

Shortsword. Melee Weapon Attack: +9 to hit, reach 5 ft., one creature. Hit: 8 (1d6 + 5) piercing damage, plus 7 (2d6) poison damage.

Claw. Melee Weapon Attack: +9 to hit, reach 5 ft., one creature. Hit: 12 (2d6 + 5) slashing damage, and the target is cursed if it is a creature. The magical curse takes effect whenever the target takes a short or long rest, filling the target's thoughts with horrible images and dreams. The cursed target gains no benefit from finishing a short or long rest. The curse lasts until it is lifted by a remove curse spell or similar magic.

Longbow. Ranged Weapon Attack: +9 to hit, range 150/600 ft., one creature. Hit: 9 (1d8 + 5) piercing damage, plus 7 (2d6) poison damage.

Reactions

Uncanny Dodge. When the rakshasa is hit by an attack from a creature it can see, it can use its reaction to take half the attack's damage against it.

Zakya Rakshasa

Unlike other rakshasas, zakyas enjoy combat and plunge into melee with relish. They are accomplished fighters and masters of their chosen weapons. They supplement their martial skill with limited magic useful for weakening their enemies.


Zakya Rakshasa

Medium fiend, lawful evil


  • Armor Class 19 (scale mail, shield)
  • Hit Points 68 (8d8 + 32)
  • Speed 40 ft.

STR DEX CON INT WIS CHA
19 (+4) 17 (+3) 18 (+4) 13 (+1) 16 (+3) 20 (+5)

  • Skills Deception +10, Insight +8
  • Damage Vulnerabilities piercing from magic weapons wielded by good creatures
  • Damage Immunities bludgeoning, piercing, and slashing from nonmagical attacks
  • Senses darkvision 60 ft., passive Perception 13
  • Languages Common, Infernal
  • Challenge 8 (3900 XP)

Limited Magic Immunity. The rakshasa can't be affected or detected by spells of 6th level or lower unless it wishes to be. It has advantage on saving throws against all other spells and magical effects.

Innate Spellcasting. The rakshasa's innate spellcasting ability is Charisma (spell save DC 16, +8 to hit with spell attacks). The rakshasa can innately cast the following spells, requiring no material components:

At will: detect thoughts, disguise self, mage hand, chill touch

3/day each: vampiric touch, invisibility

1/day each: dominate person, fly, plane shift, true seeing

Brute. A melee weapon deals one extra die of its damage when the rakshasa hits with it (included in the attack).

Quick Step. The rakshasa can take the Disengage action as a bonus action.

Actions

Multiattack. The rakshasa makes three melee attacks.

Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage, and the target is cursed if it is a creature. The magical curse takes effect whenever the target takes a short or long rest, filling the target's thoughts with horrible images and dreams. The cursed target gains no benefit from finishing a short or long rest. The curse lasts until it is lifted by a remove curse spell or similar magic.

+1 Longsword. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) magical slashing damage.


Scorrow

Large aberration, chaotic evil


  • Armor Class 18 (natural armor)
  • Hit Points 127 (15d10 + 45)
  • Speed 50 ft.

STR DEX CON INT WIS CHA
19 (+4) 16 (+3) 16 (+3) 13 (+1) 13 (+1) 12 (+1)

  • Skills Perception +4, Stealth +6, Survival +4
  • Senses darkvision 60 ft., tremorsense 60 ft., passive Perception 14
  • Languages Common, Elvish, Giant
  • Challenge 7 (2900 XP)

Jungle Tracker. The scorrow has advantage on ability checks made to perceive or track giants, monstrosities, and beasts.

Scorpion Empathy. A scorpion that starts its turn within 120 feet of a scorrow becomes charmed, following the scorrow's commands and defending it to the death.

Actions

Multiattack. The scorrow makes two long knife or claw attacks and one sting attack.

Drow Long Knife. Melee Weapon Attack: +7 to hit, reach 5 ft., one creature. Hit: 8 (1d8 + 4) slashing damage.

Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., one creature. Hit: 7 (1d6 + 4) slashing damage, and the target is grappled (escape DC 15). While the target is grappled in this way, it is restrained. The scorrow can only grapple two creatures at a time in this way.

Sting. Melee Weapon Attack: +7 to hit, reach 5 ft., one creature. Hit: 10 (2d6 + 4) piercing damage, and the target must make a DC 14 Constitution saving throw or take 21 (6d6) poison damage and be poisoned for 1 hour. On a successful save, the target takes half as much poison damage and is not poisoned.

Xen'drik Boomerang. Ranged Weapon Attack: +7 to hit, range 30/60 ft., one creature. Hit: 7 (1d6 + 4) slashing damage. If the attack misses, the boomerang returns to the scorrow.



Lurking Two-Maws

Gargantuan monstrosity, unaligned


  • Armor Class 18 (natural armor)
  • Hit Points 201 (13d20 + 65)
  • Speed 50 ft.

STR DEX CON INT WIS CHA
27 (+8) 16 (+3) 21 (+5) 2 (–4) 16 (+3) 10 (+0)

  • Skills Perception +8
  • Senses passive Perception 18
  • Languages
  • Challenge 16 (15000 XP)

Legendary Resistance (3/day). If Two-Maws fails a saving throw, it can choose to succeed instead.

Grasping Tendrils. Two-Maws can have up to seven tendrils at a time. Each tendril can be attacked (AC 16; 20 hit points; immunity to poison and psychic damage). Destroying a tendril deals no damage to Two-Maws, which can extrude a replacement tendril on its next turn. A tendril can also be broken if a creature takes an action and succeeds on a DC 20 Strength check against it.

Frightful Presence. Each creature of Two-Maws' choice that is within 120 feet of it and is aware of it must succeed on a DC 16 Wisdom saving throw or become frightened 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. If a creature's saving throw is successful or the effect ends for it, the creature is immune to Two-Maws' Frightful Presence for the next 24 hours.

Actions

Multiattack. Two-Maws uses Reel and makes a bite attack. It can use its Swallow in place of its bite.

Bite. Melee Weapon Attack: +13 to hit, reach 10 ft., one creature. Hit: 47 (6d12 + 8) piercing damage. If the target is a Large or smaller creature, it is grappled (escape DC 23). Until this grapple ends, the target is restrained. Two-Maws can grapple two creatures in this way.

Tendril. Melee Weapon Attack: +13 to hit, reach 30 ft., one creature. Hit: The target is grappled (escape DC 23). Until the grapple ends, the target is restrained and Two-Maws can't use the same tendril on another target.

Reel. Two-Maws pulls each creature grappled by its tendrils up to 25 feet straight toward it.

Tail. Melee Weapon Attack: +13 to hit, reach 15 ft., one creature. Hit: 22 (3d8 + 8) bludgeoning damage. If the creature is Huge or smaller, it is knocked prone.

Swallow. Two-Maws makes one bite attack against a creature it is grappling from its bite. If the attack hits, the target takes the bite's damage, the target is swallowed, and the grapple ends. While swallowed, the creature is blinded and restrained, it has total cover against attacks and other effects outside Two-Maws, and it takes 14 (4d6) acid damage at the start of each of Two-Maws' turns.

If Two-Maws takes 50 damage or more on a single turn from a creature inside it, Two-Maws must succeed on a DC 20 Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, which fall prone in a space within 10 feet of it. If Two-Maws dies, a swallowed creature is no longer restrained by it and can escape from the corpse using 30 feet of movement, exiting prone.

Legendary Actions

Lurking Two-Maws 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. Two-Maws regains spent legendary actions at the start of its turn.

Tendrils. Two-Maws makes two tendril attacks.

Move. Two-Maws moves up to half its speed.

Tail Swipe (Costs 2 Actions). Two-Maws makes a tail attack.