The Compendium of Creatures

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A Revamped Monster Manual

Basics

I have decided to attempt a major project. Go through every monster in the Monster Manual and Volo's Guide, as well as every playable race in the Player's Handbook and the Sword Coasts Adventurer's Guide, and create new monster statistic blocks for them.

The monsters contained within this compendium are designed to replace those found in the Monster Manual or Volo's Guide. In my previous attempts to do so, I have, in the past, been constrained by attempts to keep the CR the same as those found for the base monsters. I have decided to abandon those attempts, as many sentient monsters are hard to get into an area where they have interesting action options and tactics that make sense, while also not being overpowered for their challenge rating.

Each sentient monster includes several optional actions, traits, or even legendary actions. Within a group of monsters that uses the same base statistics blocks, at least one, and probably approximately half of the monsters should have at least one of these optional features, in order to vary the combat between them. This is especially advised if the players are to be fighting the same types of enemies for long periods of times.

For instance, there are only two Aquillae Aarakocra base statistic blocks, but with the use of optional features, the amount of total Aquillae Aarakocra that are unique in terms of features increases to 1280.

Anyways, I hope you use these creatures in your own adventures, just as I will be using them in mine.

Cover Art by Deligaris


Disclaimer: The author of this supplement does not take responsibility for the results of a Dungeon Master making full use of the tactical capabilities of a monster, including but not limited to: players leaving forever, TPKs, divorces, and muderous revenge.

Credit: Dimelife

Aarakocra

Aarakocra are natives of the material plane that appear as avian humanoids. They live in tribal societies, but make and utilize bronze and iron tools, especially spears. In general, they do not socialize with other humanoids, and can often view them with distain, but some Aarakocra instead trade with their neighbors.

Each tribe has thirty to one hundred members of a particular subspecies composing it. They are led by shamans known as Windreaders, who are chosen as the most intelligent and wise members of the tribe, regardless of age or sex. In other ways, however, society greatly varies between the type of subspecies present.

Mannerisms also depend greatly on the subspecies, with some being highly territorial, and others willingly integrating into other societies. Some have strict gender roles or class based limitations, whereas others have equality regardless of birth. Some are hunters, some are farmers, and some are gatherers.

In order to fly, Aarakocra must be lighter than other humanoids. They primarily compensate for this by having brittle bones. These bones, however, can cause an issue for them, as they are easily broken via blunt trauma.

The majority of Aarakocra are slightly less inteligent than the average individual of other humanoid species, and also are far less likely to erect significant structures, but certainly are not stupid.

Major Subspecies

There are seven major extant subspecies of Aarakocra, each of which is native to different environments and posses different features.

Accipitrid Aarakocra are dangerous scavengers, who feed on the corpses of the recently or near deceased, and are not above cannibalism. They are quite savage, and thus do not integrate into other societies well, nor, frankly, do they interact well with other Aarakocra outside their tribe.

Menuran Aarakocra are renowned for their ability to mimic any sound they have heard, similar to the Kenku. Unlike the Kenku, however, they can speak languages independently of these duplications, and often speak in a very sing-song voice. They also do not share the Kenku's habbits of thievery and trickery, but many who do not know about them, assume they are like their wingless cousins in this regard as well.

Peregrine Aarakocra are often the apex predators of areas in which they live. They hunt large game by rapidly diving into them before finishing them with a spear strike. They are known as the fastest subspecies of Aarakocra, and use dangerous dive attacks to their advantage. They are quite haughty, and consider themselves (quite literally) above any creature that is unable to fly.

Pitohuine Aarakocra ingest toxic creatures and then secrete them again out through their feathers. This creates a toxin which effects all other creatures that attempt to handle these feathers as long as the Aarakocra is alive, nauseating the foe. Due to this, they generally avoid other species.

Psittacine Aarakocra are the most social of the Aarakocra tribes. The average Psittacine is just as intelligent as the average member of other humanoid races, and bi or trilingualism are the norms within their culture. They can often be found in cosmopolitan societies of other races, and are excellent merchants, due to their aerial movement.

Rynchop Aarakocra have adapted to aquatic life, with an enhanced ability to swim. They hunt in groups, with each individual skimming the surface of the water to find prey, and then diving down and spearing them either on a javelin or on one of their sharp and pointed beaks.

Strixan Aarakocra are predators of the night, who glide above their prey on silent wings will viewing them with their excellent night vision as well as amazing hearing abilities. They also excel as trackers, and will hire themselves out to other peoples to serve in this role. They are more accepting of other peoples, though do often isolate themselves.

The Vaati

When the Vaati descended to the material plane, they searched for servants. Their most accomplished candidate were the eight species of Aarakocra that roamed the skies.

The greatest amongst the eight species was the Aquillan Aarakocra, who were noble at heart, and bore their golden plumage into battle with pride, in a crusade to wipe out evil.

They brought all of the Aquillae in the whole world to the Elemental Planes of Air, and took them to the Howling Gyre. Their, the Aquillae grew into a servant role of their Wind Duke masters, and created a whole new society, all the while being warped by the essence of elemental air.

They finally emerged a new species, just as much elementals as they were humanoids, and ready to serve their leaders in any capacity. They became the citizens, servants, and soldiers of the Vaati empire, and their masters grew to love and care for them, as a parent would an obedient child.

When the Queen of Chaos waged war against the Vaati, the Aarakocra worked as the generals and knights of the empire, leading forces of elementals into battles with her horde.

Eventually, the war turned for the worst. The seven greatest Vaati heroes, mages, and artificers combined their powers to create the Rod of Law. In the war's decisive battle, the Lord of the Vaati killed Mishka the Wolf Spider, who was the Queen's general, by stabbing him through the heart with the Rod. Before he could celebrate his victory, Mishka exploded. The Queen of Chaos retreated back to the abyss to regain strength, and the Vaati Empire fell. The rod, however, was split into seven pieces as it was thrust into Mishka. The explosion was enough to scatter the pieces throughout the planes. Now, Aquillae adventurers search for the parts, believing the Rod is the key to the Vaati rising again, and the permanent destruction of the Queen of Chaos.

Aquillae still dwell primarily in the elemental planes, defending the homeland of their masters from the creatures of stone, and battling gargoyle invaders throughout the skies. Some, however, journey to the Material Plane in order to fulfill their sacred duty, aiding bands of adventurers against all the powers of Elemental Earth.

Accipitrid Aarakocra

The Accipitrid generally dwell in small communities. They are much less likely to hunt on their own, instead following a group of predators until they create a new corpse, and then violently drive off the predators in order to claim the prey for themselves.

Accipitrid Aarakocra are usually sadistic, and thus tend towards chaotic evil in alignment. Within their culture, sadism is seen as an acceptable norm, and those who do not enjoy inflicting pain, are often brutally murdered by those who do. An Accipitrid Windreader is generally also intensely brutal, as any sign of weakness will be pounced upon by those among the tribe who desire power.

Usually, only a ten to twenty members of the tribe remain at the Eyrie at a given time, including the Windreader and those who guard the eggs. The rest stay in smaller nests of two to four members for the majority of the year, and then return to the Eyrie to breed during the early summer. They leave their eggs at the Eyrie under the protection of a group of Eggguards who are chosen at random, as well as the Windreader, before going back to their private nests.

When an Acciptirid reaches seven years of age, they must undergo a deadly coming of age ritual. Them, along with the rest of their tribemates who were born in the same year, must slay and devour a human. Thus, every year, groups of Accipitrids using only their beak and claws descend upon towns near to their nests, and attack. The majority will simply focus on a weak human, but they will also mutilate any who stand in their way.

Menuran Aarakocra share a massive Eyrie, one of the largest of any tribe. These eyries are cacophanous, full of the varieties of sounds that each individual Menuran has hear throughout their day

Menuran Aarakocra generally eat small mammals, which they hunt via setting traps, and then raining stones down from above when the traps are triggered. They also supplement their diets with a variety of fruits, which they tend in massive botanical gardens.

Menurans live for beauty, and desire to hear everything they can. As such, they often stay outside the towns of other humanoids and listen. They especially love music, which they mimic and then share with their tribemates back at the Eyrie.

They also enjoy beauty in the form of bright colors and soft textures, which leads them to tend the splendiferous gardens in which they grow their fruit. These gardens often contain exotic flowers and other plants from all around the world.

Menurans also use these natural pigments to die the lighter colored parts of their body, which gives them an apperance of a brown wings with a rainbow head and underbelly, a sight which can often be surprising to those who have only heard of them in tales before.

Peregrine Aarakocra

Peregrine Aarakocra dwell in Eyries in the boughs of massive trees, on the faces of sprawling cliffs, the tops of tall spires, and anywhere else they can stay high above the ground.

They use this height as part of their hunting tactics, flying above their prey, and then descending at high speeds before attacking with beak, claw, and spear.

They are highly carnivorous, and will hunt and eat the giant beasts that live in some areas of the world. They believe that winged creatures are superior to those that are landbound, and as such care not for the lives of humans, elves, or other creatures of the ground, treating them in regard similar to how a human would treat a squirrel, wolf, or ant.

Pitohuine Aarakocra

Pitohuine Aarakocra have adapted to be able to consume specific varieties of poisons, most notably the toxins produced by the Pito Beetle (named after its association with the Pitohuine Aarakocra). Once they have consumed these toxins, they begin to secrete them out of their body, coating their feathers in the substance.

Pitohuine Aarakocra are not sociable with other species due to this. It is a common custom amongst the Pitohuine to greet each other by wrapping the other in wings. When wrapped in wings that begin to nauseate them, many explorers believed the Pitohuine were trying to kill them.

Credit: Wizards of the Coast

The Pitohuine largely consume insects, which they scoop up into large bags and take back to their Eyries (which each more resemble a circle of stones around a pit than a wooden nest), before burying them so that others can feed from them if they are hungry.

Pitohuine generally try to avoid others, and will take any attempt to approach their Eyrie as an attempt to destroy, often immediately springing into pre-emptive action.

Psittacine Aarakocra

The Psittacine are merchants, traders, and socialites who dwell in the jungles of the world.

Their flight allows them to cross the long distances that are between their home and the homes of many other creatures, allowing them to serve as perfect intermediaries between various societies. They are usually chaotic neutral in alignment, and wish to see the world and all its many cultures, whilst making a profit.

Psittacines are also more intelligent then their other Aarakocra brethren, and use this intelligence in order to learn many languages, greatly aiding their trading occupations.


They can be found both in their homeland and in the metropoli of the world, and are easily spotted due to their bright colors.

They consume fruit, berries, and nuts, and often spend their money on importing such foods from far off lands, so they can taste faraway lands.

Psittacines are also avid cartographers and map collecters, who trade away their maps for pieces of knowledge that could be used for them, as well as large sums of coin. This makes them a useful asset to rich adventurers and explorers, as they seem to have unnaturaly large map collections.

Rynchop Aarakocra

Rynchop Aarakocra have adapted to a life living on islands on the sea. They build their Eyries out of drift wood and whale bone, and usually use the teeth of large animals to create their weaponry.

They consume fish, both massive and small, as food. There hunting tactics involve skimming the surface until food is found, then diving and spearing it on either a javelin or using the Aarakocra's large pointed beak.

They will also eat whales and pinnepids, which they injure with their beak before tearing apart with their talons into portions that can be carried back to the Eyrie.

Within Rynchop society, females are the primary hunters and soldiers, whereas males work as craftsman, as archivists, and as caretakers for the eggs.

Rynchop tribes can have hundreds of members, who together control a territory of hundreds of square miles. They take any incursion into this territory as a threat, and will defend their homelands with their lives.

Strixan Aarakocra

The Strix are unique amongst their kin in their total lack of communal Eyries. Instead, Strix will live in alone or with their mate, and simply fly to the home of another Strix when they wish to see them. They keep their eggs and young within their home, and one of the parents always stays with them.

Strixan Aarakocra usually hunt at night, due to their impeccable night vision as well as nearly silent flight giving them an advantage. They can often stalk their prey for miles before their prey realizes their location. They prefer to stalk prey that are less intelligent than themselves, due to both a cultural taboo on the eating of sentients, and the issue of being defeated tactically.

In addition, Strix will guard their homes from anything that carries a weapon or appears powerful without one. They will not, however, use combat as a first resort. Instead stalking any target that comes within a mile of their nest from afar, and then attacking if they threaten it or come near the nest.

Strixan Aarakocra also sometimes hire themselves off to well paying buyers as guides, scouts, and mercenaries. They prefer to be payed not in currency, which they have little use for, but instead in tools, weapons, food, and magic items, which the Strix themselves both find useful and will trade between themselves when need arises.

Subspecies Traits

Each Aarakocra subspecies has unique traits. Refer to the following for information on Aarakocra featues by subspecies, when another statistic block tells you to choose an Aarakocra subspecies.


Accipitrid Aarakocra


Hungry Beak (1/rest). Once per rest when the Aarakocra hits with an attack with its beak, it may choose to regain hitpoints equal to the damage dealt.



Mimicry. The Aarakocra can mimic any sound it has heard, including voices. A creature that hears the sound can tell they are imitations with a succesful Wisdom (Insight) check opposed by the Aarakocra's Charisma (Deception) check.


Peregrine Aarakocra


Fast Flight. The Aarakocra's fly speed increases by five feet.

Dive Attack. If the Aarakocra is flying and dives at least 100' straight towards a target and then hits it with a melee weapon attack, the target takes an additional 3 (1d6) damage and is knocked prone.


Pitohuine Aarakocra


Toxic Feathers. At the beginning of the Aarakocra's turn, any creature grappling the Aarakocra must make a DC 12 Constitution saving throw or be poisoned for one minute.


Psittacine Aarakocra


Intelligence. The Aarakocra's intelligence score increases by 1.

Multilingualism. The Aarakocra can speak common and at least one other language in addition to speaking Aarakocra.



Rynchop Aarakocra


Aquatic Nature. The Aarakocra gains a swim speed equal to its fly speed. In addition, it can hold its breath underwater for up to ten minutes.

Spiked Beak. The damage die of the Aarakocra's beak attacks increases to a d8.


Strixan Aarakocra


Silent Predator. The Aarakocra has proficiency in Stealth.

Nightvision. The Aaarakocra gains darkvision out to 120'. Dim light within this range counts as bright light for the Aarakocra, and darkness within this range counts as dim light for the Aarakocra.

Credit: Ayla Meridian



Aarakocra Tribesman

Medium humanoid (aarakocra), any alignment


  • Armor Class 11
  • Hit Points 9 (2d8)
  • Speed 25ft., fly 45ft.

STR DEX CON INT WIS CHA
16 (+3) 12 (+1) 10 (+0) 9 (-1) 13 (+1) 11 (+0)

  • Damage Vulnerabilities bludgeoning
  • Skills Perception +5
  • Senses passive Perception 15
  • Languages Aarakocra
  • Challenge 1/2 (100 XP)

Glide. If an Aarakocra in flight does not fly at least 20' horizontally in a given round, they fall prone.

Subspecies. The Aarakocra belongs to one of several subspecies. Choose one of the subspecies listed on the previous page. The Aarakocra gains the traits of the subspecies, which have no bearing on its challenge rating.

Actions

Multiattack. The Tribesman makes two melee weapon attacks.

Beak. Melee Weapon Attack: +5 to hit, reach 5ft., one target. Hit: 6 (1d6 + 3) piercing damage.

Talon. Melee Weapon Attack: +5 to hit, reach 5ft., one target. Hit: 5 (1d4 + 3) slashing damage. Any target of size large or smaller that is hit with the attack is also grappled (escape DC 13). While grappled in this way it also restrained, and moves with the Aarakocra as long as it weighs less than 175 pounds.

Optional Actions

An Aarakocra Tribesman may have one or more of the following additional action options, which may affect its challenge rating.

Barbed Javelin. Melee or Ranged Weapon Attack: +5 to hit, reach 5ft. or range 30/120 ft., one target. Hit: 7 (1d8 + 3) piercing damage.

Deafening Screech (1/rest). Each creature in a 30' cone emnating from the Aarakocra must make a DC 13 Constitution saving throw or take 1d8 Thunder damage and be deafened for one minute.

Dropped Rock. One creature directly below the Aarakocra and less than 250' away must make a DC 11 dexterity saving throw or take 5 (1d4 + 3) bludgeoning damage.

Fearsome Screech (1/rest). Each creature in a 30' cone emnating from the Aarakocra must make a DC 13 Wisdom saving throw or take 1d8 thunder damage and be frightened by 1d4 rounds.

Poisoned Blowgun. Ranged Weapon Attack: +3 to hit, range 25/100 ft., one target. Hit: 1 piercing damage, and the target must make a DC 13 constitution saving throw or take 7 (2d6) poison damage and be poisoned for one minute. The creature can repeat the saving throw at the end of each of its turns, ending the poisoned effect on itself on a success.

Weighted Net. One large or smaller creature directly below the Aarakocra and less than 250' away must make a DC 11 dexterity saving throw or be knocked prone and restrained by a falling net. The net has no effect on a creature that is formless, or that is Huge or larger. A creature can use its action to make a DC 14 Strength check, freeing itself or another creature within its reach on a success. Dealing 10 slashing damage to the net (which has an AC of 10) also frees the creature without harming it, ending the effect and destroying the net. 5 fire damage will also destroy the net, but any fire damage dealt to the net and not to a creature imrpisoned in it is also dealt to the imprisoned creature.

Optional Traits

An Aarakocra Tribesman may have one or more of the following additional trait options, which may affect its challenge rating.

Big. The Aarakocra is abnormally large. Its size is still medium, but it gains an additional hit die (for a total of 13 (3d8) hitpoints), and has its strength score increase by one. It can also carry up to 200 pounds using its Talon trait instead.

Flyby. The Aarakocra doesn't provoke an opportunity attack when it flies out of an enemy's reach.

Nimble Flier. The Aarakocra can take the dash or disengage action as a bonus action while flying.

Stormkin. The Aarakocra can innately cast the Thundercalp cantrip (see the Elemental Evil Player's Companion) at will and the Witch Bolt spell at 2nd level once per short or long rest, using Wisdom as its spellcasting ability (save DC 11, +3 to hit with spell attacks.)

Wounded Frenzy. While the Aarakocra has five or fewer hitpoints, it can make an additional attack with either its beak or its talon whenever it uses its multiattack action.

Windkin. The Aarakocra can innately cast the Gust cantrip (see the Elemental Evil Player's Companion) at will and the Gust of Wind spell once per short or long rest, using Wisdom as its spellcasting ability (save DC 11, +3 to hit with spell attacks.)



Aarakocra Windreader

Medium humanoid (aarakocra), any alignment


  • Armor Class 14 (studded leather armor)
  • Hit Points 65 (10d8+20)
  • Speed 25ft., fly 45ft.

STR DEX CON INT WIS CHA
16 (+3) 14 (+2) 14 (+2) 15 (+2) 19 (+4) 14 (+2)

  • Damage Vulnerabilities bludgeoning
  • Skills Perception +8
  • Senses passive Perception 18
  • Languages Aarakocra
  • Challenge 6 (1800 XP)

Glide. If an Aarakocra in flight does not fly at least 20' horizontally in a given round, they fall prone.

Spellcasting. The Windreader is a 5th level spellcaster, using wisdom as it's spellcasting ability (Save DC 15, +7 to hit with spell attacks). It has the following spells prepared:

Cantrip (at will): guidance, gust (see elemental evil players companion), thaumaturgy

1st level (3 slots): bless, fog cloud, healing word, sanctuary, shield of faith

2nd level (2 slots): augury, gust of wind, prayer of healing, wind wall

3rd level (3 slots): bestow curse, call lightning, remove curse

Subspecies. The Aarakocra belongs to one of several subspecies. Choose one of the subspecies listed on the previous page. The Aarakocra gains the traits of the subspecies, which have no bearing on its challenge rating.

Vengeful Bolt. Whenever an enemy of the Windreader would attack an ally of the Windreader (that is not the Windreader) that is within 60' of the Windreader, the Windreader can use it's reaction to make a Wind Spear attack against the attacker.

Wind's Majesty. Ranged attacks targeting the Windreader are made at disadvantage. In addition, any enemy of the Windreader treats the space within 30' of the Windreader as if it were difficult terrain.

Wind's Summons. The Windreader can lead a ritual along with four other Aarakocra willing Aarakocra that are all within 30' of each other. A given Windreader can only lead this ritual once before taking a long rest. During the ritual (which lasts three rounds), each participant must retain their concentration (as if concentrating on a spell), and use both their movement and their action. On the rituals conclusion, an Air Elemental is summoned, which follows the Wind Reader's commands and lasts for one hour, until the Wind Reader dies, or until the Wind Reader dismisses it as a bonus action.

Actions

Beak. Melee Weapon Attack: +6 to hit, reach 5ft., one target. Hit: 6 (1d6 + 3) piercing damage.

Talon. Melee Weapon Attack: +6 to hit, reach 5ft., one target. Hit: 5 (1d4 + 3) slashing damage. Any target of size large or smaller that is hit with the attack is also grappled (escape DC 13). While grappled in this way it also restrained, and moves with the Aarakocra as long as it weighs less than 175 pounds.

Wind Spear. Melee or Ranged Spell Attack: +8 to hit, reach 5ft. or range 120/480 ft., one target. Hit: 11 (2d10) lightning damage. The spear then immediately returns to the Windreaders hands.

Bonus Actions

Inspire (3/rest). One of the Windreaders allies within 30' of the Windreader gains advantage on the next attack roll it makes against an enemy of the Windreader.

Wing Backblast. Each creature in a 30' cone emnating from the Aarakocra must make a DC 13 Strength saving throw or be pushed 10' away from the Aarakocra. If they fail this saving throw by 5 or more, they are also knocked prone.

Optional Actions

An Aarakocra Windreader may have one or more of the following additional action options, which may affect its challenge rating.

Deafening Screech (1/rest). Each creature in a 30' cone emnating from the Aarakocra must make a DC 15 Constitution saving throw or take 1d8 Thunder damage and be deafened for one minute.

Fearsome Screech (1/rest). Each creature in a 30' cone emnating from the Aarakocra must make a DC 15 Wisdom saving throw or take 1d8 thunder damage and be frightened by 1d4 rounds.

Optional Traits

An Aarakocra Windreader may have one or more of the following additional trait options, which may affect its challenge rating.

Big. The Aarakocra is abnormally large. Its size is still medium, but it gains an additional hit die (for a total of 71 (11d8+22) hitpoints), and has its strength score increase by one. It can also carry up to 200 pounds using its Talon trait instead.

Flyby. The Aarakocra doesn't provoke an opportunity attack when it flies out of an enemy's reach.

Nimble Flier. The Aarakocra can take the dash or disengage action as a bonus action while flying.



Wind Knight of Aaqa

Medium elemental (aarakocra), neutral good


  • Armor Class 16 (Chainmail)
  • Hit Points 30 (4d8+12)
  • Speed 25ft., fly 50ft.

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

  • Damage Vulnerabilities bludgeoning
  • Damage Resistances lightning, thunder
  • Skills History +3, Perception +6
  • Senses passive Perception 16
  • Languages Auran
  • Challenge 2 (450 XP)

Flyby. The Aarakocra doesn't provoke an opportunity attack when it flies out of an enemy's reach.

Glide. If an Aarakocra in flight does not fly at least 20' horizontally in a given round, they fall prone.

Innate Spellcasting. The Aarakocra can innately cast the following spells, using Wisdom as its spellcasting ability (DC 12, +4 to hit with spell attacks):

1/rest each: compelled duel, gust (see elemental evil player's companion), heroism, lightning lure (see sword coast adventurer's guide), shield of faith

Nimble Flier. The Aarakocra can take the dash or disengage action as a bonus action while flying.

Storm Smite. Whenever the Aarakocra hits with its Javelin attack, it may choose one of the following options:

  • The target takes an additional 5 (2d4) lightning damage and must make a DC 15 constitution saving throw or be unable to take reactions until the start of your next turn.
  • The target takes an additional 5 (2d4) bludgeoning damage and must make a DC 15 strength saving throw or be knocked prone.
  • The target takes an additional 5 (2d4) thunder damage and must make a DC 15 constitution saving throw or be deafened until the start of your next turn.
  • The target takes an additional 5 (2d4) cold damage and must make a DC 15 constitution saving throw or have its speed reduced by 10' until the start of your next turn.

Actions

Beak. Melee Weapon Attack: +5 to hit, reach 5ft., one target. Hit: 6 (1d6 + 3) piercing damage.

Javelin. Melee or Ranged Weapon Attack: +5 to hit, reach 5ft. or range 30/120 ft., one target. Hit: 6 (1d6 + 3) piercing damage.

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

Talon. Melee Weapon Attack: +5 to hit, reach 5ft., one target. Hit: 5 (1d4 + 3) slashing damage. Any target of size large or smaller that is hit with the attack is also grappled (escape DC 13). While grappled in this way it also restrained, and moves with the Aarakocra as long as it weighs less than 175 pounds.

Optional Actions

A Wind Knight of Aaqa may have one or more of the following additional action options, which may affect its challenge rating.

Deafening Screech (1/rest). Each creature in a 30' cone emnating from the Aarakocra must make a DC 15 Constitution saving throw or take 1d8 Thunder damage and be deafened for one minute.

Fearsome Screech (1/rest). Each creature in a 30' cone emnating from the Aarakocra must make a DC 15 Wisdom saving throw or take 1d8 thunder damage and be frightened for 1d4 rounds.

Hurricane Strike (1/rest). The Aarakocra makes a Scimitar attack against each creature within 5' of it. Then, each of those creatures must make a DC 15 strength saving throw or be pushed 10' away from the Aarakocra.

Wind Burst (3/rest). One creature of the Aarakocra's choice within 30' of the Aarakocra must make a DC 15 Strength saving throw or be pushed up to 20' away from the Aarakocra.

Optional Traits

A Wind Knight of Aaqa may have one or more of the following additional trait options, which may affect its challenge rating.

Big. The Aarakocra is abnormally large. Its size is still medium, but it gains an additional hit die (for a total of 13 (3d8) hitpoints), and has its strength score increase by one. It can also carry up to 200 pounds using its Talon trait instead.

Lead the Charge. When the Aarakocra hits a target with a melee attack using its Javelin, the Aarakocra may forgoe its Storm Smite feature in order to cause each ally of the Aarakocra to gain advantage on all attack rolls against the target until the start of the Aarakocra's next turn.

Shieldbearer. The Aarakocra wields a shield, granting it a +2 bonus to armor class.

Stormkin. The Aarakocra can innately cast the Thunderclap cantrip (see the Elemental Evil Player's Companion) at will and the Witch Bolt spell at 2nd level once per short or long rest, using Wisdom as its spellcasting ability (save DC 12, +4 to hit with spell attacks.)

Wind Shield (1/rest). As a reaction to being targeted by a ranged attack, the Aarakocra can impose disadvantage on all ranged attack rolls made against it until the start of its next turn.

Windkin. The Aarakocra can innately cast the Gust cantrip (see the Elemental Evil Player's Companion) at will and the Gust of Wind spell once per short or long rest, using Wisdom as its spellcasting ability (save DC 12, +4 to hit with spell attacks.)



Aquillae Windmage

Medium elemental (aarakocra), neutral good


  • Armor Class 14 (Chain Shirt)
  • Hit Points 45 (6d8+18)
  • Speed 25ft., fly 50ft.

STR DEX CON INT WIS CHA
16 (+3) 12 (+1) 16 (+3) 18 (+4) 14 (+2) 14 (+2)

  • Damage Vulnerabilities bludgeoning
  • Damage Resistances lightning, thunder
  • Skills History +7, Perception +8
  • Senses passive Perception 18
  • Languages Auran
  • Challenge 7 (2900 XP)

Flyby. The Aarakocra doesn't provoke an opportunity attack when it flies out of an enemy's reach.

Glide. If an Aarakocra in flight does not fly at least 20' horizontally in a given round, they fall prone.

Innate Spellcasting. The Aarakocra can innately cast the following spells, using Wisdom as its spellcasting ability (DC 13, +5 to hit with spell attacks):

1/rest each: compelled duel, gust (see elemental evil's companion), heroism, lightning lure (see sword coast adventurer's guide), shield of faith

Nimble Flier. The Aarakocra can take the dash or disengage action as a bonus action while flying.

Spellcasting. The Aarakocra is a 9th level spellcaster, using intelligence as its spellcasting ability (DC 15, +7 to hit with spell attacks). It has the following Wizard spells prepared:

Cantrips (At will): gust (see above), lightning lure (see above), prestidigitation, true strike

1st level (3 slots): feather fall, fog cloud, thundwerwave, witch bolt

2nd level (3 slots): gust of wind, levitate, warding wind, zone of truth

3rd level (3 slots): call lightning, dispell magic, lightning bolt, sleet storm, wind wall

4th level (3 slots): banishment, elemental bane, ice storm

5th level (1 slot): control winds

Wind's Summons. The Windmage can lead a ritual along with four other Aarakocra willing Aarakocra that are all within 30' of each other. A given Windmage can only lead this ritual once before taking a long rest. During the ritual (which lasts three rounds), each participant must retain their concentration (as if concentrating on a spell), and use both their movement and their action. On the rituals conclusion, an Air Elemental is summoned, which follows the Wind Reader's commands and lasts for one hour, until the Windmage dies, or until the Windmage dismisses it as a bonus action.

Actions

Beak. Melee Weapon Attack: +6 to hit, reach 5ft., one target. Hit: 6 (1d6 + 3) piercing damage.

Staff. Melee Weapon Attack: +6 to hit, reach 5ft., one target. Hit: 6 (1d6 + 3) bludgeoning damage, or 7 (1d8 + 3) bludgeoning damage when wielded in two hands.

Talon. Melee Weapon Attack: +6 to hit, reach 5ft., one target. Hit: 5 (1d4 + 3) slashing damage. Any target of size large or smaller that is hit with the attack is also grappled (escape DC 13). While grappled in this way it also restrained, and moves with the Aarakocra as long as it weighs less than 175 pounds.

Optional Actions

A Aquillae Windmage may have one or more of the following additional action options, which may affect its challenge rating.

Deafening Screech (1/rest). Each creature in a 30' cone emnating from the Aarakocra must make a DC 15 Constitution saving throw or take 1d8 Thunder damage and be deafened for one minute.

Fearsome Screech (1/rest). Each creature in a 30' cone emnating from the Aarakocra must make a DC 15 Wisdom saving throw or take 1d8 thunder damage and be frightened for 1d4 rounds.

Wind Burst (3/rest). One creature of the Aarakocra's choice within 30' of the Aarakocra must make a DC 15 Strength saving throw or be pushed up to 20' away from the Aarakocra.

Optional Traits

A Aquillae Windmage may have one or more of the following additional trait options, which may affect its challenge rating.

Big. The Aarakocra is abnormally large. Its size is still medium, but it gains an additional hit die, and has its strength score increase by one. It can also carry up to 200 pounds using its Talon trait instead.

Stormcaller The area below the cloud created or controlled by the Aarakocra casting Call Lightning out to 100' in height counts as difficult terrain for enemies of the Aarakocra. Each round an enemy of the Aarakocra spends flying in that area, they must make a DC 17 strength saving throw or fall to the ground.

Stormwrath As a bonus action the Aarakocra can call down a lightning bolt from any storm created or controlled by one of it's castings of Call Lightning. This lightning bolt deals only one third damage.

Wind Shield (1/rest). As a reaction to being targeted by a ranged attack, the Aarakocra can impose disadvantage on all ranged attack rolls made against it until the start of its next turn.

Wind's Majesty. Ranged attacks targeting the Windreader are made at disadvantage. In addition, any enemy of the Windreader treats the space within 30' of the Windreader as if it were difficult terrain.

Sample Encounters

The following are sample encounters which feature Aarakocra and are designed for players from 1st to 11th level.

Ancestral Grounds

This encounter is designed for a group of four eleventh level characters. The characters are attempting to enter a holy shrine of Elemental Air for one of various different purposes.

Location

The shrine lies on a flattened mountain top, far above the cloud layer. In the center of the mountain top is a ring of five pillars surrounding a one story building. The small building continues six rooms, one trapezoidal room on each face of the pentagon like building, and one pentaganol room in the center. The side lenths are each 30' long. One room serves as a store room, one as a dining room, one as a training room, one as a barracks, and one as an antechamber. The center room serves as a portal to the actual shrine, which is on the elemental plane of air.

Monsters

An Aquillae Windmage with the Wind's Majesty optional trait, and four Wind Knights of Aaqa, one of which has Lead the Charge, one of which has Hurricane Strike, one of which has Fearsome Screech, and one of which has Big.

Scene

Each of the Aarakocra start at the top of one of the pillars. As the players walk towards the center of the pillars, the Windmage descends from his pillar, declares that they will cast Zone of Truth, casts Zone of Truth, and asks the players their purpose.

If the players state a purpose that aligns with the goals of the Aarakocra, they are allowed to pass into the shrine.

If the players state a purpose that does not align with the goals of the Aarakocra (such as killing them, stealing a relic, or destroying the shrine), does not fail their saving throw, does not speak, or attacks the Aarakocra, combat begins.

Tactics

Each of the Wind Knights has readied an action in the event of the Windmage attacking or being attacked. If such an event would occur, the Screecher uses Fearsome Screech to prevent the attackers from being effective, the Leader throws a Javelin against any obvious spellcaster amongst the party and uses Lead the Charge, the Striker and the Big Guy each throw a javelin against the creature targeted by the Leader and uses a lightning Storm Smite

During the first round of combat, the Windmage flies upwards into the air and casts Ice Storm at 5th level in an attempt to catch party members without hitting its allies. The Screecher flies to the Windmage and casts Heroism on it. The Leader throws a Javelin at the same target with Lead the Charge, the Big Guy flies into melee range of that target and uses a Javelin and a cold Storm Smite as well as casting Compelled Duel. The Striker then flies to the Big Guy and uses Heroism on it.

During further rounds of combat, the Leader continues to use thrown Javelins and Lead the Charge, the Striker attempts to position itself for a Whirlwind Strike but otherwise sticks to using Javelins with bludgeoning Storm Smites. The Big Guy uses Compelled Duel, Lightning Lure, and cold Storm Smites to keep a single enemy in combat with it while it continuously hits with Javelins and the Screecher picks up and drops enemies off cliffs while they are doing this.

During the second round of combat, the Windmage uses Banishment on the most powerful enemy threat.

From the third round and onwards, the Windmage, attempts to use spells such as Dispell Magic and Fog Cloud as well as going to great heights in order to prevent itself form being targeted, while using Lightning Bolt to rain death from above, and maintaining concentration on Banishment.

Coming of Age

This encounter is designed for a group of four fifth level characters. The characters are passing through a desert when this encounter occurs.

Location

The desert area is generally flat, but contains a few ridges of sand dunes. There is no water or food in this particular region. There is, however, a road that the players are walking along, that is in the form of some stone tiles every few feet that guide the players along the trail.

Monsters

There are eight Accipitrid Aarakocra Tribesmen, one of which has Big, one of which has Weighted Net, one of which has Wounded Frenzy, one of which has Barbed Javelin, and one of which has Poisoned Blowgun.

Scene

The Aarakocra circle the players from a height for a few hours, and the players need to succeed on a DC 14 Wisdom (Perception) check to realize they are humanoid.

When the party looks weak, the Aarakocra descend.

Tactics

The Aarakocra decide on a target that looks weak. The Blowgunner fires on them with Poisoned Blowgun, the Netter drops a Weighted Net, and then the Big Guy grabs them in its Talons. Meanwhile, the others attempt to distract the rest of the party, using melee and ranged combat. They retreat once they have their target, if any are killed, or if the individual Accipitrid (other than the Big guy) are injured.

Eyes in the Night

This encounter is designed for a group of four first level characters. The characters are passing through a forest of giant trees on their way to another location.

Location

The section of woods near the Aarakocra's home is significantly thicker. The areas the players are walking on has a trail made of compacted dirt, that is wide enough for a wagon to cross.

Monsters

There is one Strix Aarakocra Tribesman with Big, Deafening Screech, Fearsome Screech, and Stormkin. It also has 17 hitpoints, in place of the standard 13.

Scene

The players are in the domain of the Strix. It follows them for days (roll opposed Dexterity (Stealth) vs. Wisdom (Perception) to determine if the players find her before she shows herself), until one day, the road takes a sharp turn into the Strix's territory. That night, the Strix descends, uses Fearsome Screech, and tells the characters to leave its home and not threaten its eggs.

If the players threaten the Strix or her egg at any time, she will attack, and will fight to the death to protect the eggs.

If the players propose to help the Strix (i.e. give her food, weapons, etc.), she will take them to her Eyrie. They can also find her Eyrie if they search after fighting her.

Her home is in a 20' diameter hole in a massive tree, where she has 4 eggs.

Outside her home, is a grave that is marked with a scratch in the ground, where she has buried her husband, after he died.

Art Source (I couldn't find the artist): http://duckfeed.tv/mip-old/aarakocra


Tactics

She will fight to the death under any circumstances. She starts using Fearsome Screech to prevent enemies from nearing her, then uses Witch Bolt to kill a specific enemy from a position atop a tree. If approached, she will use Thunderclap and Deafening Screech to deter and injure her attackers. When her Witch Bolt has run its course, she charges into the fray and uses her Beak as her primary weapon.

Aboleths

From the deepest depths of both the seas and of time itself, come the Aboleths. Relics of time immeorial, they know of a time before the gods, where they ruled the world. They were the first sentient animals to awaken after the Primordials shaped the world. They were the first to forge an empire under the golden sun. They were the first beings that other sentients worshiped. They were the first to be scorned by the gods.

Aboleths are aquatic, eel like creatures who have existed for millions of years. They abhore the gods and all that the gods stand for, as well as all the gods have created. Due to this, many Aboleths will single out and destroy members of the Clergy and other devout beings.

Aboleths are covered in a green slime that acts as an immune system. It contains several toxins, which together can prevent anything that would attempt to infect the Aboleth from getting onto it. This slime also causes any who touch it to only be able to breathe water for significant amounts of time, making it highly dangerous to land creatures. The slime will also harden if the Aboleth is exposed to intense heat or if the Aboleth is kept out of water, which causes it to act as a strong exoskeleton, yet also inhibits the Aboleths movements as well as neutralizing the toxins.

Memory

Aboleth memory is a remarkable thing. The memory of a particular Aboleth is complete flawless, yet the memoric abilities of Aboleths extend far beyond this.

Art Credit: Nanya


Every Aboleth is born with the memories of its parents. This means, that although an individual Aboleth only lives for a few millenia before dying of old age, its memories will stretch back for generations.

An Aboleth also absorbs the memories of any that it eats, and thus will actively seek out highly intelligent or well traveled creatures in order to consume, and will also gorge upon someone with knowledge of specific weakpoints, such as devouring a guard in order to know how to get in to a particular structure.

Psionics

The Aboleths grew to power long before Arcane or Divine magic came into existence. As such, there ancestors became devoted students of Psionics. Today's Aboleths still retain these memories, making them potent psychic combatants.

In addition, when the Aboleth Empire first began to fall to the gods, the Aboleth known as Xor'Alna'Razkith began to experiment on her kin. She discovered that with the correct procedure, the Aboleth brain could be altered in order to more easily conduct Psi energy. Her kin gladly accepted any proposal that would allow them to better fight the gods, and such her entire generation, and every generation since then, have used this specialized biology.

She did not, sadly, foresee the weakness such an adaptation would impose. The conductivity enhancement also increased the damage that could be dealt to an Aboleth with psychic attacks. Now, even the smallest amount of mental energy redirected back at them can lead to devestating results.

Creator of Races

When the Aboleths first enslaved the creatures of the world, they adapted many of them to suit their needs. Thus came the Chuul, Kuo-Toa, Kelp-Horns, and Deep Scions. Each of these races are corruptions of another, with Chuul from the giant Lobster of those primeval times, Kelp-Horns from early minotaurs, Kuo-Toa from ancient halflings, and Deep-Scions from the living men and elves. Each also fulfilled a specific purpose, with guardian Chuul, warrior Kelp-Horns, worker Kuo-Toa, and Deep-Scion spies.

Today, many of these races no longer have contact with their creators, and many Aboleths have lost all of their slaves. However, in some colonies, all five races still persist.

The Eternals

When magic first rose to prominence, the greatest mage in the world was an elf named Quarion. Quarion was a master transmuter, who had discovered a route to an elixir that would prevent aging. Quarion spoke of his discovery at a meeting of the other most powerful Wizards and Alchemists, among whom was a Deep Scion spy. The spy reported this to its master, Klev'Izba'Pontu who wished to take this power for himself.

And so it was arranged. Rumors were spread of a hoard of treasure being guarded by an ancient being, and that a prophecy stated that if a single champion would be presented, they would survive, yet if many were sent, all would die.

Quarion took the bait, and head to the position of the hoard, where Klev'Izba'Pontu lay in wait. The battle was long and brutal, yet Klev'Izba'Pontu emerged victorious, taking Quarion's memories.

Klev'Izba'Pontu then had his agents destroy all records of Quarion's discovery in order to monopolize it. He founded an order known as the Eternals, each of whom have consumed this elixir, and who have been chosen specifically by Klev'Izba'Pontu as prime candidates for the rebuilding of the Aboleth empire.

Art Credit: Paizo



Aboleth

Huge beast, lawful evil


  • Armor Class 9
  • Hit Points 210 (20d12 + 80)
  • Speed 10 ft., swim 40 ft.

STR DEX CON INT WIS CHA
20 (+5) 8 (-1) 18 (+4) 24 (+7) 20 (+5) 18 (+4)

  • Damage Resistances poison
  • Damage Vulnerabilties psychic
  • Skills History +15
  • Senses darkvision 240 ft., passive Perception 15
  • Languages Aboleth, Deep Speech, telepathy 120 ft.
  • Challenge 10 (5900 XP)

Amphibious. The Aboleth can breath both air and water.

Hardening Mucus. Whenever the Aboleth is dealt at least 5 fire damage in a single round, the Aboleth's mucus hardens around its skin. This change lasts for an amount of rounds equal to twice the amount of damage dealt. While hardened, the Aboleth has disadvantage on Dexterity based ability checks and saving throws, and has its speed halved. In addition, it loses its resistance to poison damage as well as its Mucus Cloud trait. However, its armor class increases to 17 (Natural Armor) as a result. The mucus of the Aboleth also hardens for as long as it remains above the water.

Enslave (1/day). When a creature has been dominated by the Aboleth for at least one minute, the Aboleth can change the duration of the effect from Concentration (Up to One Minute) to Until Dispelled

Innate Spellcasting (Psionics) The Aboleth can innately cast the following spells using intelligence as its spellcasting ability (DC 19, +11 to hit with spell attacks). It does not require components while casting these spells.

At will: charm person, command, detect thoughts, dissonant whispers, major image, phantasmal force, unseen servant

3/rest each: clairvoyance, dominate person, confusion, control water, hypnotic pattern, seeming, telekinesis

Lair. The Aboleth has a lair, which acts on initiative count 20 every round, loosing initiative ties. When the Aboleth dies, so does the capacity of the lair to act. The Aboleth cannot use the same action option two turns in a row.

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

Psychic Stun. Whenever the Aboleth is dealt at least 10 psychic damage in a single round, it must make a Constitution saving throw with DC equal to half the damage taken or be stunned during its next turn.

Mucus Cloud. The Aboleth is surrounded by a mucus cloud, that is 5' thick. Whenever a creature would touch or be touched by the Aboleth, or a creature enters the Mucus Cloud, the creature must make a DC 19 constitution saving throw or contract Aboleth Plague for 1d4 hours. A creature immune to diseases is immune to Aboleth Plague. A creature affected by Aboleth Plague can only breath water, and begins to suffocate if it would attempt to breath air.

Actions

Multiattack. The Aboleth makes two tentacle attacks.

Devour. Melee Weapon Attack: +9 to hit, reach 5 ft., one incapacitated target. Hit: 38 (6d10 + 5) piercing damage. If the target is killed by the attack or is already dead, the Aboleth consumes it. It gains all the memories of the creature, and regains 11 (2d10) hitpoints. If the creature had an intelligence score of 12 or higher, the Aboleth also regains a use of one of its rest based spells.

Tentacle. Melee Weapon Attack: +9 to hit, reach 20 ft., one target. Hit: 9 (1d8 + 5) bludgeoning damage and the target is grappled (escape DC 17). While grappled in this way, the creature is also restrained. The Aboleth can grapple four creatures in this manner.

Legendary Actions

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

Grab. The Aboleth makes a Tentacle attack.

Reel. Each creature grappled by the Aboleth is moved 5' closer to it.

Psionics (Costs 2 Actions). The aboleth uses one of its at will Psionic spells that can be cast as an action.

Optional Actions

An Aboleth may have one or more of the following additional action options, which may affect its challenge rating.

Massive Exhale. Each creature submerged in the same body of water as the Aboleth and in a 120' long and 5' wide line originating from the Aboleth's mouth must make a DC 19 strength save or take 14 (4d6) bludgeoning damage and be pushed 20' away from the Aboleth.

Mucus Blast (1/rest). Each creature within 5' of the Aboleth or touching it must make a DC 19 constitution saving throw or take 26 (4d12) poison damage.

Mucus Stun (1/rest). Each creature within 5' of the Aboleth or touching it must make a DC 19 constitution saving throw or be stunned for 1d4 rounds.

Psychic Drain. A creature that is charmed by the Aboleth takes 10 (3d6) psychic damage. The Aboleth regains health equal to the damage dealt.



Eternal One

Gargantuan beast, lawful evil


  • Armor Class 9
  • Hit Points 522 (36d20 + 180)
  • Speed 10 ft., swim 40 ft.

STR DEX CON INT WIS CHA
20 (+5) 8 (-1) 18 (+4) 24 (+7) 20 (+5) 18 (+4)

  • Damage Resistances poison
  • Damage Vulnerabilties psychic
  • Skills History +19
  • Senses darkvision 240 ft., passive Perception 15
  • Languages Aboleth, Deep Speech, telepathy 120 ft.
  • Challenge 20 (22000 XP)

Amphibious. The Aboleth can breath both air and water.

Mucus Cloud. The Aboleth is surrounded by a mucus cloud, that is 5' thick. Whenever a creature would touch or be touched by the Aboleth, or a creature enters the Mucus Cloud, the creature must make a DC 21 constitution saving throw or contract Aboleth Plague for 1d4 hours. A creature immune to diseases is immune to Aboleth Plague. A creature affected by Aboleth Plague can only breath water, and begins to suffocate if it would attempt to breath air.

Hardening Mucus. Whenever the Aboleth is dealt at least 10 fire damage in a single round, the Aboleth's mucus hardens around its skin. This change lasts for an amount of rounds equal to twice the amount of damage dealt. While hardened, the Aboleth has disadvantage on Dexterity based ability checks and saving throws, and has its speed halved. In addition, it loses its resistance to poison damage as well as its Mucus Cloud trait. However, its armor class increases to 17 (Natural Armor) as a result. The mucus of the Aboleth also hardens for as long as it remains above the water.

Enslave (3/day). When a creature has been dominated by the Aboleth for at least one minute, the Aboleth can change the duration of the effect from Concentration (Up to One Minute) to Until Dispelled

Innate Spellcasting (Psionics) The Aboleth can innately cast the following spells using intelligence as its spellcasting ability (DC 21, +13 to hit with spell attacks). It does not require components while casting these spells.

At will: charm person, command, detect thoughts, dissonant whispers, hold person, major image, phantasmal force, unseen servant

3/rest each: clairvoyance, confusion, control water, dominate person, fear, hypnotic pattern, mass suggestion, phantasmal killer, programmed illusion, seeming, telekinesis

1/day each: maelstrom, mirage arcane, plane shift (self only), weird

Lair. The Aboleth has a lair, which acts on initiative count 20 every round, loosing initiative ties. When the Aboleth dies, so does the capacity of the lair to act. The Aboleth cannot use the same action option two turns in a row.

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

Psychic Stun. Whenever the Aboleth is dealt at least 20 psychic damage in a single round, it must make a Constitution saving throw with DC equal to one quarter the damage taken or be stunned during its next turn.

Actions

Multiattack. The Aboleth makes two tentacle attacks.

Devour. Melee Weapon Attack: +11 to hit, reach 5 ft., one unconscious target. Hit: 38 (6d10 + 5) piercing damage. If the target is killed by the attack or is already dead, the Aboleth consumes it. It gains all the memories of the creature, and regains 11 (2d10) hitpoints. If the creature had an intelligence score of 12 or higher, the Aboleth also regains a use of one of its rest based spells.

Tentacle. Melee Weapon Attack: +11 to hit, reach 20 ft., one target. Hit: 9 (1d8 + 5) bludgeoning damage and the target is grappled (escape DC 17). While grappled in this way, the creature is also restrained. The Aboleth can grapple four creatures in this manner.

Legendary Actions

The Aboleth can take 5 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 Aboleth regains spent legendary actions at the start of its turn.

Grab. The Aboleth makes a Tentacle attack.

Reel. Each creature grappled by the Aboleth is moved 5' closer to it.

Psionics (Costs 3 Actions). The aboleth uses one of its at will Psionic spells that can be cast as an action.

Optional Actions

An Aboleth may have one or more of the following additional action options, which may affect its challenge rating.

Mucus Blast (1/rest). Each creature within 5' of the Aboleth or touching it must make a DC 21 constitution saving throw or take 26 (4d12) poison damage.

Mucus Stun (1/rest). Each creature within 5' of the Aboleth or touching it must make a DC 21 constitution saving throw or be stunned for 1d4 rounds.

Psychic Drain. A creature that is charmed by the Aboleth takes 21 (6d6) psychic damage. The Aboleth regains health equal to the damage dealt.

Optional Traits

An Aboleth may have one or more of the following additional traits, which may affect its challenge rating.

Lore Magic. The Aboleth is a 9th level spellcaster, using intelligence as its spellcasting ability (DC 21, +13 to hit with spell attacks.) It has the following wizard spells prepared.

1st-5th level (2 slots): darkness, evard's black tentacles, expeditious retreat, geas, haste, hold person, invisibility, shield, wall of water

Sample Aboleth Lairs

Each Aboleth has a lair. Some example lairs are shown below. The lair's abilities are included in the Eternal's challenge rating.


Sunken Citadel

Some Aboleths reside in fortresses of mortals that have fallen into disrepair.

The fort has generally fallen into disrepair. Kelp grows in patches around the fort, and many structures have collapsed or are near collapse. Some of the structures, however, remain intact, including the ballistae that line the fortress walls.

Lair Actions

Ballista Shot. One creature within 250' of one of the wall mounted ballistae must make a DC 15 dexterity saving throw or take 33 (6d10) piercing damage.

Kelp Grab. One creature inside of or within 5' of a kelp patch must make a DC 17 strength saving throw or be pulled 10' deeper into the kelp and restrained by it. As an action they may make a DC 17 strength check to escape from the kelp or pull another out. They are also freed if the 5' cube section of kelp they are stuck in takes 10 slashing damage (it has AC 8).

Partial Collapse. A section building of the Aboleths choice that is currently in danger of collapse collapses. Each creature within the building must make a DC 11 dexterity saving throw or take 39 (6d12) bludgeoning damage and be knocked prone. On a succesful saving throw, they take half damage and are not knocked prone.

Psychic Blast. Each creature within 15' of the Aboleth must make a DC 19 intelligence saving throw or take 22 (4d10) psychic damage.



Underground Lake

Some Aboleths make their home in lakes that rest deep under ground.

The cieling above the lake is riddled with stalactites, which could fall down at a moments notice. The lake also is strong in Faezress, a form of magical energy that permeates the underdark. The aboleth also has full control of the waters near the lakes shore.

Lair Actions

Faezress Solidification. The Aboleth pulls Faezress near to a creature within the lair. Whenever it would cast a spell before initiative count 20 on the next round, it must make a DC 10 Intelligence (Arcana) check. On a fail, the spell is countered. On a success, the target rolls on the wild magic surge table.

Falling Stalactite. A single 5' by 5' by 15' stalactite falls from the cieling. Each creature in a 5' wide line going from the cieling to the lake bed must make a DC 15 dexterity saving throw or take 5 (1d10) piercing damage and 16 (3d10) bludgeoning damage. On a succesful saving throw, the target takes half damage.

Grasping Tide. Each creature on land and within 30' of the shore must make a DC 20 stregnth saving throw or be knocked prone and pulled into the lake.

Psychic Blast. Each creature within 15' of the Aboleth must make a DC 19 intelligence saving throw or take 22 (4d10) psychic damage.

Art Credit: Art of Jokinen

Sample Eternal One Lairs

Each Eternal also has a lair. Some example lairs are shown below. The lair's abilities are included in the Eternal's challenge rating.


Lost City

Some Eternal Ones dwell in the lost cities of their ancient empire. These cities have fallen into disrepair, but bit by bit, the Eternals rebuild them.

These cities contain many relics of the Aboleths Psychic Technology, which the Aboleth can use to its advantage.

Lair Traits

Mental Diffusion. The Aboleth can see and cast its at-will psionic spells as if it were at any location within the lair.

Lair Actions

Force Bomb. The Aboleth chooses one of its force bombs. The bomb detonates and each creature within 15' of the bomb must make a DC 16 dexterity saving throw or take 44 (8d10) bludgeoning damage and then must make a DC 18 strength saving throw or be pushed 10' away from the bomb.

Force Tentacles. The Aboleth chooses on of its tentacle pods. Arms spring from the pod, grabbing a creature within 15' of the pod, pulling it to right above the tentacle pod, and restraining it. A creature may make a DC 18 strength saving throw to not be grabbed, and on its turn may make a DC 18 strength saving throw as an action to escape or to free another.

Illusory Duplicate. The Aboleth creates a duplicate of itself within its, which acts as the Aboleth would but cannot deal damage or effect other creatures in any way other than their senses. The duplicate lasts until it would take 30 damage total. As a bonus action, the Aboleth can swap positions with its duplicate.

Psychic Blast. Each creature within 30' of the Aboleth must make a DC 21 Intelligence saving throw or take 33 (6d10) psychic damage.

Psycho-Electric Coil. The Aboleth triggers one of its coils. One creature of the Aboleth's choice within 50' of the Coil must make a DC 18 Constitution saving throw or take 52 (8d12) lightning damage and be unable to take reactions until initiative count 20 on the next round.

Turn Against. One creature of the Aboleths choice must make a DC 18 Wisdom saving throw. On a failed save, the target uses its action on its next turn to attack its nearest ally.



Pyroclastic Rift

Some Eternals dwell at the bottom of the sea in massive trenches.

These trenches exist at deadly pressures and are prone too volcanic activity, such as underwater geysers and explosions of the walls, as well as quickly crystallizing magma flows.

Lair Traits

High Pressure. At the start of the turn of each creature within the lair that is not adapted to the high pressures found within the lair and is not wearing equipment designed to help it survive such an environment, must make a DC 12 strength saving throw or take 5 (1d10) bludgeoning damage.

Lair Actions

Illusory Duplicate. The Aboleth creates a duplicate of itself within its, which acts as the Aboleth would but cannot deal damage or effect other creatures in any way other than their senses. The duplicate lasts until it would take 30 damage total. As a bonus action, the Aboleth can swap positions with its duplicate.

Magmatic Explosion. The Aboleth chooses a precarious section of the wall that has not been detonated. It detonates, causing each creature within 15' to make a DC 14 Dexterity saving throw or take 32 (5d12) bludgeoning damage, or half as much damage on a succesful saving throw.

Magmatic Flow. A 5' by 15' by 5' magma flow comes out of a magma vent of the Aboleths choice. Each creature who enters the magma flow for the first time in a turn or starts their turn their must make a DC 18 constitution saving throw or take 26 (4d12) fire damage. At initiative count 20 on the next round, the magma hardens into volcanic glass, solidifying and pushing any creatures within its area out.

Psychic Blast. Each creature within 30' of the Aboleth must make a DC 21 Intelligence saving throw or take 33 (6d10) psychic damage.

Pyroclastic Geyser. A Geyser of the Aboleths choice within the lair erupts. Each creature in a 60' by 5' line emerging from the Geyser must make a DC 18 strength saving throw or be pushed 20' away from the geyser and take 22 (4d10) fire damage.

Turn Against. One creature of the Aboleths choice must make a DC 18 Wisdom saving throw. On a failed save, the target uses its action on its next turn to attack its nearest ally.

Sample Encounter

The following is a semple encounter that features an Aboleth in its lair.

Xe's Sanctum

This encounter is designed for a group of four eleventh level characters. The characters have penetrated Xe'Nayi'Zolay's lair in order to kill her. This represents the last room of her dungeon.

Location

The sanctum is in the form of an 100' radius chamber with a 75' radius and 50' deep lake in the center. The sanctum has a 40' cieling, with 15' stalactites on the top. The stalactites exist in clumps of 3-4, with around 15' of free space between each clump. One passage leads into the sanctum, which goes down 30' at a 15 degree incline from the previous room, before flattening.

A large pile of treasure lies in the center of the lake, and is hoarded by the Aboleth for use as bribes and as items to aid its servants in battle.

Treasure

Xe's treasure hoard contains the following treasure:

  • 1300 Copper Pieces
  • 20000 Silver Pieces
  • 3000 Gold Pieces
  • 370 Platinum Pieces
  • A 2 pieces of Crimson Coral, 2 Pearls, an Amethyst, a blue Tourmaline, and a Garnet, each worth 100 Gold Pieces
  • A glass jar containing 2 doses of Keoghtom's Ointment
  • A spell scroll of Invisibility sealed in a waterproof container
  • A potion of water breathing
  • A potion of fire resistance
  • A ring of free action
  • A sword of life stealing

Monster

The lake has Xe'Nayi'Zolay, an Aboleth with Psychic Drain and Mucus Stun.

Scene

As soon as every character has entered the chamber, Xe attacks.

Tactics

Xe starts off combat trying to stay hidden at the bottom of the lake. She then swims to within 60' of a target that has low Wisdom, and uses Dominate Person on it, continuing to try until success. Once she has someone dominated, she uses them to attack other party members, using her action for complete control. She then swims to the part of the lake furthest from the shore until she Enthralls them or her control ends. She repeats this tactic until she is damaged, or until she runs out of uses of dominate person. She also uses Command every round using her legendary actions, using the Throw command on users of spell foci.

If she runs out of uses of dominate person before taking damage, she uses Confusion on her opponents, trying to continue their fights amongst themselves.

If she runs out of uses of confusion before taking damage, she starts using basic Psychic attacks, particularly Dissonant Whispers on the party while raining Falling Stalactites down on them and using Faezress Solidification on casters that have good arcana in order to trigger wild magic surges. She continues this for five rounds before revealing herself.

When controlling targets via dominate person, she first makes them use up any abilities that deal psychic damage, before making them use their more powerful abilities. Xe also has them use their abilities that require dexterity saving throws, and use any ability too dispel things on buffs that they have paced on themselves.

Any character who enters the lake immediately notices Xe if they have some sort of darkvision.

Once Xe has been noticed, she uses grasping tide in order to pull the characters into the lake.

he will not do anything other than use domination if she has access to Dominate Person

Xe then focuses on using her Tentacles, Grab, Reel, Command (Approach), Control Water (Whirlpool) and Telekinesis to draw targets towards her, then uses Mucus Stun and/or Hypnotic Pattern (with her eyes closed) to incapacitate targets before Devouring them.

Once she has lost acess to both of Mucus Stun and Hypnotic Pattern she becomes more of a brute, using her tentacles in combat combined with creating illusory Chuul allies using Major Image. Once she has a target unconscious, she immediately swims over and Devours it.

While this is going on, she uses Solidify Faezress on annoying casters and Psychic Blast to wreak havoc on those near her. If she does not have access to Solidify Faezress and there are less than two targets near her, she instead uses Falling Stalactites to crush enemies that are distant from her.

Xe will use her regained spells from Devour to regain Hypnotic Pattern, unless she has no uses of Dominate Person and also is not concentrating on it.

If she is injured, she uses Psychic Drain on one of her newly gained thralls or any she has dominated in order to regain health.

She will attempt to escape when reduced to 105 hitpoints or fewer. If any of her thralls or dominated targets has access to a way for her to escape, such as a teleportation spell, she will use that method. Otherwise, she relentlessly attacks any target that is not infected be her already using her Tentacles, and once everyone is infected, she leaves via land, confident that even if she is slower than the players, she can breath air, and they cannot.

Angels

Angels act as servants of the gods, who exist only to fulfill their god's objectives. They do not, however, share the alignment of their god, always remaining lawful neutral. Their are several different classes of angels amongst three different tiers. The first tier contains the Archangels, each of whom lead their dieties divine host. The second tier contains the generals and spymasters of the host. The third, and final, tier contains the individual soldiers, servants and other operatives of the host.

Archangels

Each god has a single Archangel serving under them. These angels are incredibly powerful, and are only seen when leading armies of other angels into battle against the supreme enemies of their god, or administrating the specific domain of their god.

Asmodeus, lord of the Nine Hells, was once an archangel, as were many of his greatest servants.

Art Credit: Wizards of the Coast


Domain of Divinity

Each angel belongs to a certain Domain, which is the same as the domain of the god they serve. These domains grant angels varying powers, as such a Seraph of Death would fight differently and have different characteristics than a Seraph of Nature, which would be even more different than a Virtue of Knowledge.

The abilities granted by a particular domain is based on the tier of the angel, with higher tiered angels recieving additional benefits over those recieved by angels of lower tiers.

Astral Beings

Angels are composed of pure astral energy, and thus are quite weak in terms of their corporeal form. As a result, they have weaknesses to physical damage, and have trouble in tests of strength versus mortal beings.

Divine Domains

The following are sample divine domains for use with angels. A tier three angel has the benefits of Tier Three abilities, a tier two angel has the benefits of Tier Two and Tier Three abilities, and a tier one angel every benefit of their domain.


Arcana Domain

Angels of the Arcana Domain serve gods of magic, wizardry, and spellcasting.

Damage Type

When an ability of the angel would request for a divine damage type, the damage type used is force.

Tier Three Traits

Innate Spellcasting. The Angel can innately cast the following spells, using Charisma as its spellcasting ability.

At will: eldritch blast

1/rest each: detect magic, dispel magic, magic missile, nystul's magic aura

Tier Three Actions

Call to Mind (1/rest). The Angel chooses a single Wizard spell of 2nd level or lower that can be cast as an action. It casts that spell innately, using Charisma as its spellcasting ability.

Tier Two Traits

Innate Spellcasting. The Angel can innately cast the following spells, using Charisma as its spellcasting ability.

1/rest each: arcane eye, counterspell, telekinesis

Empowered Blast. When the angel uses its eldritch blast cantrip it deals additional damage to its charisma modifier. In addition, it casts that cantrip as if it were an 11th level spellcaster.

Tier One Traits

Innate Spellcasting. The Angel can innately cast the following spells, using Charisma as its spellcasting ability.

1/day each: prismatic wall

Arcane Mind. The Angel can concentrate on three spells simultaneously.



Death Domain

Angels of the Death Domain serve gods of death, undeath, and balance.

Damage Type

When an ability of the angel would request for a divine damage type, the damage type used is necrotic.

Tier Three Traits

Innate Spellcasting. The Angel can innately cast the following spells, using Charisma as its spellcasting ability.

At will: toll the bell (see UA Starter Spells)

1/rest each: animate dead, false life, ray of enfeeblement, ray of sickness

Tier Three Actions

Draining Touch (1/rest). The Angel chooses a creature that it can touch. The target must make a Constitution saving throw against the Angel's spell save DC or takes 18 (4d8) necrotic damage. The Angel regains hitpoints equal to the amount of damage dealt.

Tier Two Traits

Innate Spellcasting. The Angel can innately cast the following spells, using Charisma as its spellcasting ability.

1/rest each: blight, create undead, vampiric touch

Soul Reaper. Whenever damage dealt by the Angel would cause a creature to drop to 0 or fewer hitpoints, that creature dies.

Tier One Traits

Innate Spellcasting. The Angel can innately cast the following spells, using Charisma as its spellcasting ability.

1/day each: power word kill

Undead Vanguard. At the start of each of the Angel's turn, each allied undead within 30' of it regains temporary hitpoints equal to the Angel's charisma score.


Knowledge Domain

Angels of the Knowledge Domain serve gods of thought, civilization, and lore.

Damage Type

When an ability of the angel would request for a divine damage type, the damage type used is psychic.

Tier Three Traits

Innate Spellcasting. The Angel can innately cast the following spells, using Charisma as its spellcasting ability.

At will: message

1/rest each: augury, detect thoughts, identify, speak with dead

Tier Three Actions

Knowledge of the Ages (1/rest). The Angel chooses a single skill or tool, gaining proficiency in it for the next ten minutes.

Tier Two Traits

Innate Spellcasting. The Angel can innately cast the following spells, using Charisma as its spellcasting ability.

1/rest each: locate creature, locate object, scrying

Tongues of Many People. The Angel can speak any language.

Tier One Traits

Innate Spellcasting. The Angel can innately cast the following spells, using Charisma as its spellcasting ability.

1/day each: foresight

Master of Lore. The Angel automatically succeeds on any intelligence based skill checks.



Life Domain

Angels of the Life Domain serve gods of fertility, life, and medicine.

Damage Type

When an ability of the angel would request for a divine damage type, the damage type used is radiant.

Tier Three Traits

Innate Spellcasting. The Angel can innately cast the following spells, using Charisma as its spellcasting ability.

At will: spare the dying

1/rest each: bless, cure wounds, lesser restoration, revivify

Tier Three Actions

Beacon of Life (1/rest). The Angel restores 30 hitpoints, which it can divide amongst any allies within 30' of it.

Tier Two Traits

Innate Spellcasting. The Angel can innately cast the following spells, using Charisma as its spellcasting ability.

1/rest each: greater restoration, mass cure wounds, raise dead

Blessed Healer. Whenever The Angel would cast a spell that would heal a creature other than itself, it regains 5 hitpoints.

Tier One Traits

Innate Spellcasting. The Angel can innately cast the following spells, using Charisma as its spellcasting ability.

1/day each: power word heal

Regeneration. At the start of each of the Angels turn, if it has 1 or more hit points remaining, it regains 15 hitpoints.


Light Domain

Angels of the Light Domain serve gods of the sun, of order, and of heroism.

Damage Type

When an ability of the angel would request for a divine damage type, the damage type used is radiant.

Tier Three Traits

Innate Spellcasting. The Angel can innately cast the following spells, using Charisma as its spellcasting ability.

At will: light

1/rest each: blinding smite, daylight, guiding bolt, moonbeam

Tier Three Actions

Dawning Light (1/rest). All magical darkness within 30' of the Angel is dispelled, and the area within 30' of the Angel becomes bright light until the start of the Angel's next turn. In addition, any creature looking at the Angel must make a Constitution saving throw against the Angel's spellcasting DC or be blinded for 1d4 rounds.

Tier Two Traits

Innate Spellcasting. The Angel can innately cast the following spells, using Charisma as its spellcasting ability.

1/rest each: banishment, fire shield, flame strike

Purifying Flame. Whenever the angel would deal fire damage using a spell or spell attack, it instead deals radiant damage.

Tier One Traits

Innate Spellcasting. The Angel can innately cast the following spells, using Charisma as its spellcasting ability.

1/day each: sunburst

Holy Flame. At the start of the Angels turn, each enemy of the angel within 15' of it takes 22 (4d10) radiant damage.



Nature Domain

Angels of the Nature Domain serve gods of animals, plants, and the hunt.

Damage Type

When an ability of the angel would request for a divine damage type, the damage type used is cold.

Tier Three Traits

Innate Spellcasting. The Angel can innately cast the following spells, using Charisma as its spellcasting ability.

At will: thorn whip

1/rest each: absorb elements (this spell is found in the Elemental Evil players companion), entangle, plant growth, wind wall

Tier Three Actions

Charm Beast (1/rest). A beast of the Angel's choice within 30' of the Angel must make a wisdom saving throw vs the Angel's spellcasting DC, or be charmed by the angel for one minute. The beast gets a bonus to the saving throw equal to its challenge rating. While charmed in this way the beast obeys the Angel's commands to the best of its ability, and can understand the angel.

Tier Two Traits

Innate Spellcasting. The Angel can innately cast the following spells, using Charisma as its spellcasting ability.

1/rest each: awaken, commune with nature, conjure elemental

Natural Hunter. The Angel may choose to have its attacks count as either Magical or Non-Magical.

Tier One Traits

Innate Spellcasting. The Angel can innately cast the following spells, using Charisma as its spellcasting ability.

1/day each: shapechange (beast, fey, or monstrosity only)

Natural Guardian. The angel has advantage on saving throws against spells cast by Wizars, Sorcerers, Warlocks, Fighters, or Rogues.


Tempest Domain

Angels of the Tempest Domain serve gods of the sky, of storms, and

Damage Type

When an ability of the angel would request for a divine damage type, the damage type used is lightning.

Tier Three Traits

Innate Spellcasting. The Angel can innately cast the following spells, using Charisma as its spellcasting ability.

At will: thunderclap (this spell is found in the Elemental Evil players companion)

1/rest each: call lightning, gust of wind, sleet storm, thunderwave

Tier Three Actions

Leaping Lightning (1/rest). The Angel chooses a creature within 60' of it, who must make a dexterity saving throw against the Angel's spellcasting DC or take 11 (2d10) lightning damage. On a failed save, the Angel chooses another creature within range that has not been chosen yet this turn. This continues until a creature either makes the save, or their are no targets left in range that have not been chosen.

Tier Two Traits

Innate Spellcasting. The Angel can innately cast the following spells, using Charisma as its spellcasting ability.

1/rest each: control winds (this spell is found in the Elemental Evil players companion), ice storm, maelstrom (this spell is found in the Elemental Evil players companion)

Thunderblast. Whenever the Angel would deal lightning damage to a creature, it may cast Thunderclap centering on the damaged creature.

Tier One Traits

Innate Spellcasting. The Angel can innately cast the following spells, using Charisma as its spellcasting ability.

1/day each: storm of vengeance

Electric Shock. Whenever a creature is dealt lightning damage by the Angel, that creature must make a constitution saving throw against the Angel's spellcasting DC or be stunned for 1d4 rounds.



Trickery Domain

Angels of the Trickery Domain serve gods of trickery, illusion, and subterfuge.

Damage Type

When an ability of the angel would request for a divine damage type, the damage type used is psychic.

Tier Three Traits

Innate Spellcasting. The Angel can innately cast the following spells, using Charisma as its spellcasting ability.

At will: minor illusion

1/rest each: disguise self, hypnotic pattern, mirror image, phantasmal force

Tier Three Actions

Duplicitous Clone (1/rest). The Angel creates a perfect illusion of it self that lasts for one minute or until it loses concentration (as if it were concentrating on a spell) and appears in a space within 30' of it. As a bonus action, the angel can move it up to 30' to a space the angel can see, but the duplicate must remain within 120' of the angel. The angel can cast spells as if it were in the duplicate's space, and the duplicate imposes disadvantage on attack rolls against either as long as it is within 5' of the angel. The duplicate can flank as if it were a living creature.

Tier Two Traits

Innate Spellcasting. The angel can innately cast the following spells, using Charisma as its spellcasting ability.

1/rest each: blink, greater invisibility, seeming

Master of Illusions. The angel can concentrate on any number of illusion spells simultaneously.

Tier One Traits

Innate Spellcasting. The Angel can innately cast the following spells, using Charisma as its spellcasting ability.

At will: programmed illusion

1/day each: time stop


War Domain

Angels of the War Domain serve gods of war, battle, and courage.

Damage Type

When an ability of the angel would request for a divine damage type, the damage type used is fire.

Tier Three Traits

Innate Spellcasting. The Angel can innately cast the following spells, using Charisma as its spellcasting ability.

At will: sword burst

1/rest each: comepelled duel, crusader's mantle, shield of faith, spirit guardians

Tier Three Actions

Guiding Strike (1/rest). The Angel makes am attack with its astral weapons. On a hit, the Angel's allies gain advantage on attack rolls against the target until the start of the Angel's next turn.

Tier Two Traits

Innate Spellcasting. The Angel can innately cast the following spells, using Charisma as its spellcasting ability.

1/rest each: conjure volley, staggering smite, wall of fire

Scion of War. The Angel scores critical hits on rolls of 19-20.

Tier One Traits

Innate Spellcasting. The Angel can innately cast the following spells, using Charisma as its spellcasting ability.

1/day each: meteor swarm

Champion of War. The Angel scores critical hits on rolls of 17-20.



Hell Domain

Angels of the Hell Domain serve Asmodeus. Asmodeus himself qualifies as the Archangel of Hell.

Damage Type

When an ability of the angel would request for a divine damage type, the damage type used is fire.

Tier Three Traits

Innate Spellcasting. The Angel can innately cast the following spells, using Charisma as its spellcasting ability.

At will: eldritch blast

1/rest each: burning hands, command, hex, fear

Fiendish Nature. The Angel is Lawful Evil instead of Lawful Neutral, and counts as a fiend in place of celestial for the purpose of spells and abilities.

Tier Three Actions

Tempt to Evil (1/rest). An enemy of the Angel's choice that is within 30' of it gains a +2 bonus to a statistic of its choice, which lasts for one minute. When they gain this bonus, they must make a Wisdom saving throw against the Angel's spellcasting DC or become an ally of the Angel under the DM's control for the duration of this bonus lasting.

Tier Two Traits

Innate Spellcasting. The Angel can innately cast the following spells, using Charisma as its spellcasting ability.

1/rest each: banishment, blight, flame strike

Hurl Through Hell. Whenever the angel would cast banishment on a creature other than a fiend, if the target is banished, the angel may instead have them banished to the Nine Hells for the duration. At the start of each of their turns while banished in this way, they take 11 (2d10) psychic damage from the horrors of the experience.

Tier One Traits

Innate Spellcasting. Asmodeus can innately cast the following spells, using Charisma as its spellcasting ability.

1/day each: bestow curse (9th level)

Discorporation. When Asmodeus drops to 0 hit points or dies, his body is destroyed but his essence travels back to his domain in the Nine Hells, where he is unable to take physical form for a time, and is unable to communicate with or offer power to his followers for a year and a day.



Lesser Angel

Medium celestial, lawful neutral


  • Armor Class 14 (breastplate)
  • Hit Points 105 (30d8-30)
  • Speed 30ft., fly 60ft.

STR DEX CON INT WIS CHA
8 (-1) 10 (+0) 8 (-1) 10 (+0) 16 (+3) 18 (+4)

  • Condition Immunities poisoned
  • Damage Immunities force, poison
  • Damage Resistances necrotic, radiant
  • Damage Vulnerabilities bludgeoning, piercing, and slashing damage from non-magical weapons.
  • Skills Religion +6
  • Senses truesight 120', passive Perception 13
  • Languages common, celestial
  • Challenge 7 (2900 XP)

Divine Domain. The Angel belongs to one of several divine domains, each of which are detailed earlier in this section and grant the Angel unique benefits. The Angel gains the Tier Three domain benefits.

Actions

Multiattack. The Angel makes two attacks with an Astral Weapon.

Astral Blade. Melee Spell Attack: +7 to hit, reach 5ft., one target. Hit: 22 (4d8 + 4) damage of the divine damage type associated with the Angel's domain.

Optional Actions

A Lesser Angel may have one or more of the following additional action options, which may affect its challenge rating.

Astral Bow. Ranged Spell Attack: +7 to hit, range 300ft., one target. Hit: 22 (4d8 + 4) damage of the divine damage type associated with the Angel's domain.

Astral Longspear. Melee Spell Attack: +7 to hit, reach 10ft., one target. Hit: 22 (4d8 + 4) damage of the divine damage type associated with the Angel's domain.

Bladewing Storm (1/day). The Angel makes an Astral Blade attack with disadvantage against each creature within 10' of it. The Angel's wings are destroyed as a result, but regrow after one day. In the meantime, the Angel loses its fly speed, as well as any of its abilities that require wings.

Optional Traits

A Lesser Angel may have one or more of the following additional trait options, which may affect its challenge rating.

Astral Burst. When the Angel would drop to 0 hitpoints, its Astral Energy explodes outwards. It immediately dies, and each creature within 20' of it must make a DC 15 dexterity saving throw or take 14 (4d6) force damage and 14 (4d6) damage of the divine damage type associated with the Angel's domain.

Big. The Angel is abnormally large. Its size is still medium, but it gains an additional hit die.

Guardian of Mortals. Over the course of a long rest, the Angel may choose a single creature as its Ward, of which it only has one. As long as it is within 60' of its Ward, its Ward gets a +2 bonus to armor class.

Hunter of Mortals. Whenever the Angel would hit a creature with an attack, it may choose to have that creature become its Quarry, of which it only has one. The Angel always knows the location of its Quarry.

Mastered Affinity. Whenever the Angel would hit with an attack using its Astral Weapons, an additional effect is imposed based on the damage type:

Cold: The target's speed is reduced by 10' until the start of the Angel's next turn.

Fire: At the start of each of the target's next turn until they are submerged in water, take cold damage, or either they or another creature uses an action to end this effect, the target takes 4 (1d8) fire damage.

Force: The target has disadvantage on saving throws against spells, and spell attacks have advantage against it, until the start of the Angel's next turn.

Lightning: The target cannot take actions or reactions until the start of the Angel's next turn.

Necrotic: The target has its hitpoint maximum reduced by the amount of damage dealt. This reduction lasts until the creature finishes a long rest.

Psychic: The target automatically ceases to concentrate on any concentration based effects that it has.

Radiant: The target is blinded until the start of the Angel's next turn.

Mortal Disguise. The Angel can, over the course of a minute, change its appearance to look as a humanoid. When it does so, its physical shape changes as well, as such it cannot fly unless the chosen form has a flying speed, and its size is made to be that of the new humanoid. Its other statistics remain the same in humanoid form. The Angel cannot deliberately transform into a specific individual.

Wing Backblast. As a bonus action the Angel may cause each creature in a 30' cone emnating from the Angel's wings must make a DC 10 Strength saving throw or be pushed 10' away from the Angel. If they fail this saving throw by five or more, they are also knocked prone.

Optional Spells

A Lesser Angel may have one or more of the following additional spells as part of its Innate Spellcasting feature.

1/rest each: bane, heroism, spiritual weapon, spirit guardians



Greater Angel

Large celestial, lawful neutral


  • Armor Class 14 (breastplate)
  • Hit Points 261 (58d10-58)
  • Speed 40ft., fly 80ft.

STR DEX CON INT WIS CHA
8 (-1) 10 (+0) 8 (-1) 10 (+0) 16 (+3) 18 (+4)

  • Condition Immunities poisoned
  • Damage Immunities force, poison
  • Damage Resistances necrotic, radiant
  • Damage Vulnerabilities bludgeoning, piercing, and slashing damage from non-magical weapons.
  • Skills Religion +10
  • Senses truesight 120', passive Perception 13
  • Languages common, celestial
  • Challenge 16 (15,000 XP)

Divine Domain. The Angel belongs to one of several divine domains, each of which are detailed earlier in this section and grant the Angel unique benefits. The Angel gains the Tier Three and Tier Two domain benefits.

Holy Resistance. The Angel has advantage on saving throws against the abilities of Fiends and Undead.

Actions

Multiattack. The Angel makes two attacks with an Astral Weapon.

Astral Blade. Melee Spell Attack: +9 to hit, reach 10ft., one target. Hit: 40 (8d8 + 4) damage of the divine damage type associated with the Angel's domain.

Optional Actions

A Greater Angel may have one or more of the following additional action options, which may affect its challenge rating.

Astral Bow. Ranged Spell Attack: +9 to hit, range 300ft., one target. Hit: 40 (8d8 + 4) damage of the divine damage type associated with the Angel's domain.

Astral Longspear. Melee Spell Attack: +9 to hit, reach 15ft., one target. Hit: 40 (8d8 + 4) damage of the divine damage type associated with the Angel's domain.

Bladewing Storm (1/day). The Angel makes an Astral Blade attack with disadvantage against each creature within 10' of it. The Angel's wings are destroyed as a result, but regrow after one day. In the meantime, the Angel loses its fly speed, as well as any of its abilities that require wings.

Optional Traits

A Greater Angel may have one or more of the following additional trait options as well as one or more of the Lesser Angel's additional trait options, which may affect its challenge rating. The DC on any effects created using the traits of the Lesser Angel increases by 2.

Avenging Guardian (Requires Guardian of Mortals). When the Angel's Ward would be attacked, the Angel may use its reaction to make an attack with an Astral Weapon against the attacker.

Angel of Vengeance. The Angel has advantage on attacks against creatures that have dealt it or one of its allies damage within the last 10 minutes.

Holy Aura. The Angel projects an aura out to 20' of it. Whenever an enemy of the Angel's god enters the Aura for the first time on its turn or start's its turn their, it takes 18 (4d8) damage of the divine damage type associated with the Angel's domain. The Angel may also have additional effects as part of this aura, as shown on below:

Fear: When the creature takes this damage, it must make a DC 17 wisdom saving throw or become frightened of the Angel for one minute. Once they succeed on the saving throw, the creature ignores this effect of the Holy Aura for one day.

Purity: Fiends and Undead that are not allies of the Angel's god cannot willingly enter the area of the Aura unless they make a DC 17 wisdom saving throw. Once they succeed on the saving throw, the creature ignores this effect of the Holy Aura for one day.

Strength: Allies of the Angel's god within the Holy Aura deal an additional 3 (1d6) damage with their melee attacks.

Vitality: Whenever an ally of the Angel's god enters the Aura for the first time on its turn or starts its turn their, they gain 5 temporary hitpoints which last until it leaves the area of the aura.

Slayer of Mortals (Requires Hunter of Mortals). The Angel deals an additional 9 (2d8) damage whenever it hits with an attack against its Quarry.

Optional Spells

A Greater Angel may have one or more of the following additional spells as part of its Innate Spellcasting feature.

1/rest each: bane, banishing smite, banishment, destructive wave, heroism, spiritual weapon, spirit guardians



Archangel

Large celestial, lawful neutral


  • Armor Class 14 (breastplate)
  • Hit Points 540 (120d10-120)
  • Speed 45ft., fly 90ft.

STR DEX CON INT WIS CHA
8 (-1) 10 (+0) 8 (-1) 18 (+4) 20 (+5) 20 (+5)

  • Condition Immunities poisoned
  • Damage Immunities force, poison
  • Damage Resistances necrotic, radiant
  • Damage Vulnerabilities bludgeoning, piercing, and slashing damage from non-magical weapons.
  • Skills Religion +18
  • Senses truesight 120', passive Perception 13
  • Languages common, celestial
  • Challenge 30 (155,000 XP)

Divine Domain. The Angel belongs to one of several divine domains, each of which are detailed earlier in this section and grant the Angel unique benefits. The Angel gains the Tier Three, Tier Two, and Tier One domain benefits.

Holy Aura. The Angel projects an aura out to 20' of it. Whenever an enemy of the Angel's god enters the Aura for the first time on its turn or start's its turn their, it takes 18 (4d8) damage of the divine damage type associated with the Angel's domain. The Angel may also have additional effects as part of this aura, as shown on below:

Fear: When the creature takes this damage, it must make a DC 22 wisdom saving throw or become frightened of the Angel for one minute. Once they succeed on the saving throw, the creature ignores this effect of the Holy Aura for one day.

Purity: Fiends and Undead that are not allies of the Angel's god cannot willingly enter the area of the Aura unless they make a DC 22 wisdom saving throw. Once they succeed on the saving throw, the creature ignores this effect of the Holy Aura for one day.

Strength: Allies of the Angel's god within the Holy Aura deal an additional 3 (1d6) damage with their melee attacks.

Vitality: Whenever an ally of the Angel's god enters the Aura for the first time on its turn or starts its turn their, they gain 5 temporary hitpoints which last until it leaves the area of the aura.

Innate Spellcasting. The Angel can innately cast the following spells using charisma as its spellcasting ability (save DC 22, +14 to hit with spell attacks), in addition to those provided by its Divine Domain.

At will: counterspell, healing word, heroism

3/day each: divine word, hallow

1/day: wish

Holy Resistance. The Angel has advantage on saving throws against the abilities of Fiends and Undead.

Legendary Resistance (3/day). Whent he Angel fails a saving throw, it can choose to succeed instead.

Mortal Disguise. The Angel can, over the course of a minute, change its appearance to look as a humanoid. When it does so, its physical shape changes as well, as such it cannot fly unless the chosen form has a flying speed, and its size is made to be that of the new humanoid. Its other statistics remain the same in humanoid form. The Angel cannot deliberately transform into a specific individual.

Actions

Multiattack. The Angel makes four attacks with an Astral Weapon.

Astral Blade. Melee Spell Attack: +14 to hit, reach 10ft., one target. Hit: 40 (8d8 + 4) damage of the divine damage type associated with the Angel's domain.

Legendary Actions

The Angel can take seven 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 Angel regains spent legendary actions at the start of its turn.

Blade Strike (Costs two actions). The Angel makes an Astral Blade attack.

Blade Sweep (Costs five actions). The Angel makes an Astral Blade attack with dsiadvantage against each creature within 10' of it.

Divine Boon. The Angel uses one of its At-will innate spells.

Divine Gift (Costs seven actions). The Angel regains use of one of its 1/rest innate spells.

Seeking Teleport. The Angel teleports so that it is adjacent to the creature that just took a turn.

Wing Backblast. Each creature in a 30' cone emnating from the Angel's wings must make a DC 16 Strength saving throw or be pushed 10' away from the Angel. If they fail this saving throw by five or more, they are also knocked prone.

Sample Encounters

The following are sample encounters which feature Angels and are designed for players from 7th to 20th level.

Angelic Assassin

This encounter is designed for a group of four seventh level characters. A particular character has, in some way, angered Cyric, god of lies. In response, Cyric has sent an angel to assassinate the party.

Location

The encounter occurs in a bustling town square. If the battle goes on for more than a minute, guards will arrive from a nearby post to resolve what is going on. The panicked crowds cause the area of the square to be treated as difficult terrain, and area of affect spells may cause civilian casualties.

Monsters

A Lesser Angel of Trickery with Hunter of Mortals and Mortal Disguise.

Scene

The Angel is in disugise as one of the townsfolk. It will approach the characters before attempting to assassinate the particular character.

Tactics

The Angel will ignore anyone other than its target, unless another creature tries to stop it. It will immediately attack and mark the player with Astral Blade, before revealing that it is an angel by shedding its disguise. It will then use Duplicitous Clone on its next turn, using the clone to help flank its target, as well as to aid in distracting the target.

It will then focus Astral Blade attacks on the player, and will leave after killing the character fully (including follow up attacks).

If it is reduced to 35 hitpoints or fewer (1/3rd health), it will fly up into the air but use Phantasmal Force to create another fake angel, and will have the duplicate use Astral Blade on the target, while floating 120' away up in the air.

Call to War

This encounter is designed for a group of eight fourteenth level characters (four players and four powerful allies), as well as a group of weaker allies. The city in which the character's live is being attacked by the forces of a cult of Bane.

Location

This encounter occurs in a location that is determined in part by the players. Wherever in the city the players decide to defend most, is where the angels will attack.

Monsters

One Greater Angel of War with Heightened Affinity, Heroism, Astral Burst, and Bladewing Storm leads four Lesser Angels of War.


Scene

The Angels descend on the players and their allies immediately, whilst the cultists themselves swarm the rest of the city.

Tactics

The Angels all land near the players. The Lesser Angels use Guiding Strike on the most powerful seeming opponents, and then the Greater Angel uses Bladewing Storm. On the next round, the Greater Angel uses conjure volley and the Lesser Angels use crusader's mantle. On the next round, the Angels wade into melee combat and use spirit guardians, and the Greater Angel uses wall of fire to limit the ability for the players and their allies to escape.

Following this, the angels use Astral Blade, and will take out whatever characters have sustained the most damage, as well as those characters that have the ability to deal non-magical damage. This means that they will likely spend most of their time fighting the weakest allies of the party, instead of the party or their powerful allies.

The Angels do not retreat, instead fighting to their death.

The Devil Himself

This encounter is designed for a group of four 20th level characters. They have fough their way through hell for one purpose, slaying Asmodeus. The characters have arrived in his throne room for the final confrontation.

Location

The encounter occurs in Asmodeus' throne room.

Monsters

Asmodeus, the Archangel of Hell. Asmodeus wears a red Robe of the Archmagi that can be attuned to by any creature, but requires a pint of blood daily or else it loses its power. He also wields a Staff of the Magi, and can use three of its charges to cast fear.

Scene

Asmodeus starts by attempting to parley with the players. He will offer them immense gifts if they only let him live. These gifts will be from his treasure hoard, but will all be cursed in some way, shape, or form. If the players refuse the gifts, he will instead offer power, using Tempt to Evil. After using Tempt to Evil, Asmodeus will begin combat.

Tactics

During the first round of combat, Asmodeus uses wish to cast dominate person to control any character without positive wisdom.

During subsequent rounds, he uses banishment to get rid of a character without positive charisma, then starts using fireball via the staff.

If Asmodeus is reduced to 180 hitpoints or fewer, he uses Retributive Strike. If he isn't teleported away, he will start using and then recharging the flame strike spell.

When opponents are sufficiently weakened, Asmodeus will use divine word.

Asmodeus will counterspell or legendary resistance any spell of significant power that is thrown at him.

In terms of legendary actions, Asmodeus will primarily use Blade Strike, but will use Divine Boon to get heroism on himself at the start of combat, as well as healing word later. If in a bad strategic position, Asmodeus will use Wing Backblast. If surrounded, Asmodeus will use Blade Sweep. If an enemy is running, Asmodeus will use Seeking Teleport. If all enemies are far away, Asmodeus will use Divine Gift to cast eldritch blast. If the banished creature has return, Asmodeus will use Divine Gift to regain banishment before using Hurl Through Hell on his next turn.

Art Credit: Paizo

Ankhegs

The creatures known as Anhegs resemble enormous termites in both physical form and societal structure. Colonies of Ankhegs nest in massive mounds which are formed from clay, stone, and wood. Ankhegs also have a major caste system, with varying types being born based on the needs of the entire colony.

There are three castes in termite society. Workers are around the size of a human and perform most of the colonies work, including building the mounds and finding food and water. Soldiers are around the size of ogres and help to defend the colony from invaders, as well as to raid other creatures. Nobles are massive creatures who make decisions for the colony and are the only caste that can reproduce.

Moundlike Homes

Ankheg Mounds are around the size of the towns of of other species in terms of area covered, but extend hundreds of feet into the sky. These homes were built by workers, using their natural adhesives as a means to fix the parts together.

Below each mound lies a massive network of interconnected tunnels, which sometimes extend tens of miles away from the mounds edges. These tunnels are used by the Ankhegs to more easily move about, as well as the only means to enter the mound, which is completely sealed with the exception of battlements in several areas.


Natural Adhesives

Ankhegs naturally develop a particular solution inside their bodies. This solution, when exposed to air, will quickly harden into a crystalline substance. This substance is incredibly strong but also hard to produce, and is thus used primarily to adhere other building materials, but is also used to build incredibly important structures, such as defenses for the nobility.

Ankhegs also have the ability to fire out this solution at high speeds by rapidly convulsing muscles within their head. This, while a potent tool for the ankheg, can prove fatal, with the Ankheg's head bursting from the strain.

Strange Cunning

The Ankhegs together posess a strange cunning. Although they are not intelligent in and of themselves, they can quickly communicate and only seek the betterment of the colony. This allows them to seemingly move in perfect coordination.

Ankhegs also have been genetically hard wired to certain responses. These individual responses are sophisticated, but Ankhegs are almost completely unable to function without them.

Diet

Ankhegs are generally herbivorous, primarily consuming large plants. Due to the sheer amount of Ankhegs in a colony, they are often driven to devouring all of the plants within a few miles of their mounds, and storing within the mounds what they do not consume.

Ankhegs require meat, however, for one particular role. In order to raise a member of the nobility, meat is required. Thus, when a new noble is born, Ankhegs raid nearby towns for food, primarily taking livestock.

Art Credit: Wizards of the Coast



Ankheg Worker

Medium beast, unaligned


  • Armor Class 14 (natural armor)
  • Hit Points 75 (10d8 + 30)
  • Speed 25ft., burrow 10 ft.

STR DEX CON INT WIS CHA
17 (+3) 11 (+0) 13 (+1) 1 (-5) 13 (+1) 6 (-2)

  • Senses darkvision 60ft., passive Perception 11
  • Languages
  • Challenge 1 (200 XP)

Adhesive Spittle. At the start of the Ankheg's turn, any creature grappled via its bite attack is coated in the Ankhegs adhesive. The creature suffers a 10 ft. penalty to its speed (to a minimum of 5 ft., unless the creatures speed is already lower). If a creature coated in spittle would take fire damage, they are set on fire, taking 5 (1d10) fire damage at the start of each of their turns for one minute or until the spittle is removed (including via the fire damage), or the fire is extinguished (via either water or a creature using their action to do so). The spittle can be removed by dealing it or the creature affected by it slashing, fire, or acid damage, or by applying water.

If the spittle is not removed within 1 minute, it hardens, restraining the creature and causing its AC to become 18, if it wasn't already higher. The spittle can only be destroyed by dealing damage to it (it has AC 18, vulnerability to fire damage, and 20 hitpoints), although any attack that hits the creature that is coated in the spittle also deals damage to the spittle.

Spittle on the ground hardens and is removed similarly to spittle that coats a creature. However, a fire that catches on this spittle also deals damage to any touching it and can only be removed via water or the destruction of the spittle. In addition, the area coated in unhardened spittle counts as difficult terrain and causes any creature moving through it to be coated in the spittle, and the area coated in hardened spittle requires a DC 10 acrobatics check to move across without falling prone if the moving creature is moving more than 10' per round.

Two objects covered in spittle that are touching when the spittle hardens are fused together, requiring the spittle to be destroyed before they can be moved apart.

Pheremones. The Ankheg can communicate with any other Ankheg within 120' of it instantaneously via pheremones. The Ankheg can chain this communication through other Ankhegs.

Mental Cohesion. The Ankheg and any other Ankheg it can communicate with via pheremones count as a single creature for the puroses of effects that would call for a Wisdom or Intelligence saving throw or deal Psychic damage. For such a saving throw, the Ankheg uses the highest modifier amongst Ankhegs in the group. Any effects caused by such an effect are applied to each creature that it would effect.

Soft Underbelly. The Ankheg has resistance to non-magical piercing and slashing damage dealt to the upper half of its body (while on all sixes), which is covered in a shell, but vulnerability to all piercing and slashing damage dealt to the lower half of its body (while on all sixes) which is not. By default, an attack is made to the upper half of the Ankheg while it is standing upright, and to the lower while it is prone.

Actions

Bite. Melee Weapon Attack: +5 to hit, reach 5ft., one target. Hit 7 (1d8 + 3) piercing damage, and the target is grappled by the Ankheg (escape DC 13). While grappled in this way, the Ankheg cannot attack other creatures with its Bite attack, and it makes its Bite attacks with advantage.

Construct. One target (creature or object) within 5' of the Ankheg is coated in the Ankheg's Adhesive Spittle.

Spittle Bolt. Ranged Weapon Attack: +0 to hit, ranged 30/120 ft., one target. Hit 14 (4d6) bludgeoning damage, and the target is coated with the Ankheg's Adhesive Spittle. Whether the attack hits or miss, each creature and object within 10' of the target must make a DC 8 dexterity saving throw or be coated in the Ankheg's Adhesive Spittle (with non-creature objects automatically failing this saving throw). In addition, the Ankheg takes 28 (8d6) bludgeoning damage.



Ankheg Soldier

Large beast, unaligned


  • Armor Class 14 (natural armor)
  • Hit Points 102 (12d10 + 36)
  • Speed 40ft., burrow 15 ft.

STR DEX CON INT WIS CHA
17 (+3) 14 (+2) 13 (+1) 1 (-5) 13 (+1) 6 (-2)

  • Senses darkvision 60ft., passive Perception 11
  • Languages
  • Challenge 3 (700 XP)

Adhesive Spittle. At the start of the Ankheg's turn, any creature grappled via its bite attack is coated in the Ankhegs adhesive. The creature suffers a 10 ft. penalty to its speed (to a minimum of 5 ft., unless the creatures speed is already lower). If a creature coated in spittle would take fire damage, they are set on fire, taking 5 (1d10) fire damage at the start of each of their turns for one minute or until the spittle is removed (including via the fire damage), or the fire is extinguished (via either water or a creature using their action to do so). The spittle can be removed by dealing it or the creature affected by it slashing, fire, or acid damage, or by applying water.

If the spittle is not removed within 1 minute, it hardens, restraining the creature and causing its AC to become 18, if it wasn't already higher. The spittle can only be destroyed by dealing damage to it (it has AC 18, vulnerability to fire damage, and 20 hitpoints), although any attack that hits the creature that is coated in the spittle also deals damage to the spittle.

Spittle on the ground hardens and is removed similarly to spittle that coats a creature. However, a fire that catches on this spittle also deals damage to any touching it and can only be removed via water or the destruction of the spittle. In addition, the area coated in unhardened spittle counts as difficult terrain and causes any creature moving through it to be coated in the spittle, and the area coated in hardened spittle requires a DC 10 acrobatics check to move across without falling prone if the moving creature is moving more than 10' per round.

Two objects covered in spittle that are touching when the spittle hardens are fused together, requiring the spittle to be destroyed before they can be moved apart.

Pack Tactics. The Ankheg has advantage on any attack roll against a creature if at least one of the Ankheg's allies is within 10ft. of the creature and the ally isn't incapacitated.

Pheremones. The Ankheg can communicate with any other Ankheg within 120' of it instantaneously via pheremones. The Ankheg can chain this communication through other Ankhegs.

Mental Cohesion. The Ankheg and any other Ankheg it can communicate with via pheremones count as a single creature for the puroses of effects that would call for a Wisdom or Intelligence saving throw or deal Psychic damage. For such a saving throw, the Ankheg uses the highest modifier amongst Ankhegs in the group. Any effects caused by such an effect are applied to each creature that it would effect.

Rising Attack. If the Ankheg moves at least 5' straight upwards before making a melee weapon attack, it deals an additional 7 (2d6) damage.

Soft Underbelly. The Ankheg has resistance to non-magical piercing and slashing damage dealt to the upper half of its body (while on all sixes), which is covered in a shell, but vulnerability to all piercing and slashing damage dealt to the lower half of its body (while on all sixes) which is not. By default, an attack is made to the upper half of the Ankheg while it is standing upright, and to the lower while it is prone.

Actions

Multiattack. The Ankheg makes two Bite attacks.

Bite. Melee Weapon Attack: +5 to hit, reach 10ft., one target. Hit 7 (1d8 + 3) piercing damage, and the target is grappled by the Ankheg (escape DC 13). While grappled in this way, the Ankheg cannot attack other creatures with its Bite attack, and it makes its Bite attacks with advantage.

Construct. One target (creature or object) within 10' of the Ankheg is coated in the Ankheg's Adhesive Spittle.

Spittle Bolt. Ranged Weapon Attack: +4 to hit, ranged 30/120 ft., one target. Hit 14 (4d6) bludgeoning damage, and the target is coated with the Ankheg's Adhesive Spittle. Whether the attack hits or miss, each creature and object within 10' of the target must make a DC 12 dexterity saving throw or be coated in the Ankheg's Adhesive Spittle (with non-creature objects automatically failing this saving throw). In addition, the Ankheg takes 28 (8d6) bludgeoning damage.



Ankheg Noble

Gargantuan beast, unaligned


  • Armor Class 14 (natural armor)
  • Hit Points 135 (10d20 + 30)
  • Speed 20ft., burrow 10 ft., fly 30ft.

STR DEX CON INT WIS CHA
17 (+3) 11 (+0) 13 (+1) 5 (-3) 15 (+2) 6 (-2)

  • Senses darkvision 60ft., passive Perception 11
  • Languages
  • Challenge 3 (700 XP)

Adhesive Spittle. At the start of the Ankheg's turn, any creature grappled via its bite attack is coated in the Ankhegs adhesive. The creature suffers a 10 ft. penalty to its speed (to a minimum of 5 ft., unless the creatures speed is already lower). If a creature coated in spittle would take fire damage, they are set on fire, taking 5 (1d10) fire damage at the start of each of their turns for one minute or until the spittle is removed (including via the fire damage), or the fire is extinguished (via either water or a creature using their action to do so). The spittle can be removed by dealing it or the creature affected by it slashing, fire, or acid damage, or by applying water.

If the spittle is not removed within 1 minute, it hardens, restraining the creature and causing its AC to become 18, if it wasn't already higher. The spittle can only be destroyed by dealing damage to it (it has AC 18, vulnerability to fire damage, and 20 hitpoints), although any attack that hits the creature that is coated in the spittle also deals damage to the spittle.

Spittle on the ground hardens and is removed similarly to spittle that coats a creature. However, a fire that catches on this spittle also deals damage to any touching it and can only be removed via water or the destruction of the spittle. In addition, the area coated in unhardened spittle counts as difficult terrain and causes any creature moving through it to be coated in the spittle, and the area coated in hardened spittle requires a DC 10 acrobatics check to move across without falling prone if the moving creature is moving more than 10' per round.

Two objects covered in spittle that are touching when the spittle hardens are fused together, requiring the spittle to be destroyed before they can be moved apart.

Pheremones. The Ankheg can communicate with any other Ankheg within 120' of it instantaneously via pheremones. The Ankheg can chain this communication through other Ankhegs.

Mental Cohesion. The Ankheg and any other Ankheg it can communicate with via pheremones count as a single creature for the puroses of effects that would call for a Wisdom or Intelligence saving throw or deal Psychic damage. For such a saving throw, the Ankheg uses the highest modifier amongst Ankhegs in the group. Any effects caused by such an effect are applied to each creature that it would effect.

Mental Coordination. The Noble can control any other non-noble Ankheg that it can communicate with via pheremones. If two or more nobles would issue commands, the Ankhegs try their best to satisfy both commands. If the commands conflict, the nobles make opposed charisma checks, wite creature following the instructions of the winner.

Soft Underbelly. The Ankheg has resistance to non-magical piercing and slashing damage dealt to the upper half of its body (while on all sixes), which is covered in a shell, but vulnerability to all piercing and slashing damage dealt to the lower half of its body (while on all sixes) which is not. By default, an attack is made to the upper half of the Ankheg while it is standing upright, and to the lower while it is prone.

Actions

Bite. Melee Weapon Attack: +5 to hit, reach 5ft., one target. Hit 7 (1d8 + 3) piercing damage, and the target is grappled by the Ankheg (escape DC 13). While grappled in this way, the Ankheg cannot attack other creatures with its Bite attack, and it makes its Bite attacks with advantage.

Construct. One target (creature or object) within 5' of the Ankheg is coated in the Ankheg's Adhesive Spittle.

Spittle Bolt. Ranged Weapon Attack: +0 to hit, ranged 30/120 ft., one target. Hit 14 (4d6) bludgeoning damage, and the target is coated with the Ankheg's Adhesive Spittle. Whether the attack hits or miss, each creature and object within 10' of the target must make a DC 8 dexterity saving throw or be coated in the Ankheg's Adhesive Spittle (with non-creature objects automatically failing this saving throw. In addition, the Ankheg takes 28 (8d6) bludgeoning damage.

Sample Encounters

The following are sample encounters which feature Ankhegs and are designed for players from 3rd to 9th level.

Foraging Scouts

This encounter is designed for a group of four third level characters. The characters are taking a wooden wagon through a large stretch of prairie.

Location

The encounter occurs on a relatively flat prairie. The Ankhegs arrive from below the party, through a tunnel system. At one point near the end of the tunnels, they have collapsed. If players try to dig through, they get into a much larger tunnel system, which eventually leads to a colony (assuming the players do not get lost).

Monsters

Two Ankheg Workers.

Scene

The Ankhegs come out of the grond 60' from the wagon, which they intend to bring back to the colony as a food source. They start by firing spittle out at the wheels to stop it, and will not attack the players if the players leave the cart uninjured.

Tactics

If the Ankhegs are attacked, they will defend themselves until either of them are reduced to 25 hitpoints. Then, one will stay and fire adhesive spittle in self sacrifice to stall, while the other flees back to the colony while collapsing the tunnels.

During combat, each Ankheg will focus on an unarmored (or lightly armored) enemy and bite them. They will then go aways a way and continue biting until the target is hardened or dead, and then leave them in place and go after another enemy, including an armored one.

Young Colony

This encounter is designed for a group of four eleventh level characters. The characters have been hired to destroy an Ankheg nest that has been developing.

Location

At this point in time the nest is rather young. It lies in a self made glade, primarily above the surface. The mound is 120' in diameter and 300' tall, and is filled with criscrossing tunnels just big enough for the soldiers to get through. It is made of wood, boulders, and dirt, all adhered together by the ankheg spittle. Due to this, if the lair is dealt any fire damage, the entire lair will be lit on fire, and then eventually collapse as the only thing holding it together burns apart. Each section burns for 5d10 rounds befor collapsing.. At 60' above the surface, the diameter decreases to 90', leaving a 15' wide terrace upon which the Ankhegs can stand. This terrace contains the only surface entrances directly to the mound. The nobles dwell towards the top of the mound, the soldiers in the lower part of the mound, and the workers below the mound.

Below the mound lies a vast tunnel network. Players can enter anywhere from 3 miles away from the mound at the furthest entrance to around 120' from it at the nearest entrance.

Monsters

50 Ankheg Workers, 25 Ankheg Soldiers, and 2 Ankheg Nobles.

Scene

By default, 30 workers wander in the tunnels. For every half a mile the players walk within the tunnels, roll a d8 and subtract one, to show how many workers they encounter (in a group, stop this once all the workers are dead). These workers are too far away for the distress signals of other ankhegs to reach tem.

The rest of the workers work outside the mound, building it up using materials which are stored inside the mound. They are close enough that attacking any of them will alert all of the other Ankhegs except for the tunnel workers.

11 of soldiers will always remain at the mound, 5 are patrolling the terrace and 6 are guarding the nobles. They will remain in their posititions regardless of other actions.

The other 14 soldiers will investigate any report of death (via deaths near the mound, escaped workers, or missing workers), and will be dispatched in groups of 2, then 3, then 4, then 5 to do so.

The two nobles remain in their chamber laying and fertilizing eggs.

Tactics

Each Group uses different sets of tactics.

Workers/Soldiers in Tunnels

If the Ankhegs are attacked, they will defend themselves until either of them are reduced to 25 hitpoints. Then, one will stay and fire adhesive spittle in self sacrifice to stall, while the other flees back to the colony while collapsing the tunnels.

During combat, each Ankheg will focus on an unarmored (or lightly armored) enemy and bite them. They will then go aways a way and continue biting until the target is hardened or dead, and then leave them in place and go after another enemy, including an armored one.

Workers Near the Mound

The outside worker Ankhegs simply attempt to surround the players and adhere them in place while biting them. They will not surrender, instead fighting to the death. The swarm will, as a whole, target one person at a time, and will chase them until they are more than 600' away, before turning to a new target.

Terrace Soldiers

The Terrace Soldiers will fire Spittle Bolts at the targets, with no regards for their own safety, and will continue to do so until either they or their targets die, or all their targets are trapped. Once all their soldiers are trapped, they will descend into melee combat.

Reserve Soldiers

The Soldiers that serve in reserve will charge at their enemies and bite them to death with no regards for their onw safety, and will use a strategy of burrowing below trapped enemies before rising to attack to gain the benefits of rising attack.

Guard Soldiers

The Guard Soldiers will start by encasing all attackers using spittle bolt in an attempt to prevent them from reaching the nobles. They will then form a wall of bodies to prevent characters from reaching the nobles, and keep them in their mouths as an additional detterent.

Nobles

The Nobles will cower from the players and attempt to escape by burrowing out through the roof of the mound (which is 30' of ground above them), and then fly away. If they are impeded from doing so, they will move away from the players until reduced to 45 hitpoints, at which point they will attack and try to eat the party.

Useful Player Tactics

This particular encounter may seem difficult, but intelligent players who know about Ankhegs, as well as (possibly) important NPCs will come up with three easy solutions to the problem. The first is mind control, they second is psychic attacks, and the third is fire. Mind control gain easily take control of the entire swarm, psychic attacks affect most of the swarm at once, and fire will both burn the mound and cause it to collapse.

Additionally, if both nobles are destroyed, the swarm will act as if it is under the effects of the confusion spell, using a single roll each turn, and will die out within one year due to short lifespans and the inability to reproduce.


Art Credit: Wizards of the Coast

Azers

Azers are a unique type of elemental construct native to the elemental plane of fire.. They resemble the Dwarves found on the material plane, but are really an elemental fire spirit that resides inside a unique metal statue, usually of bronze. The Azer cannot survive without this statue for more than a minute or so.

Azers are not so much born as they are made. An Azer's body is crafted by its parents in fine materials, and then is imbued with life by a mingling of each of their parents' inner fire. The new Azer emerges with the mind of a child, yet it's body will ever remain the same until it inevitably begins to rust.

Grand Artisans

At a young age, Azer's are taught the crafts that allow their species to survive. As such, they excel at both practical and aestheticcreations of metal, gem, and stone, all of which are found in massive quantities in their habitat.

They are also industrious workers, devoted almost fanatically to their artifice, and spending much of their time working. This has built them a, well deserved, reputation amongst those on their plane and beyond as the greatest crafters in all of the myriad realms.

For these reasons they are often summoned by mages to perform great feats of smithing or engineering, often in exchange for precious gems and metals.

Ancient Grudge

Long ago, Azers worked as allies of the Efreeti, completing their palaces and crafting fine works from them. When the Azer's finished, however, the lord of the City of Brass fell in love with the marvels of the city, and wished for the Azer to remain ever his servants.

Thus, for millenia, the Azers toiled as slaves of this cruel master, until they, with the aid of a freedom loving Djinn, launched a succesful rebellion. Although some still remain as slaves, a majority of Azers escaped.

The recently escaped Azers returned to their old ways, with one exception. They now would never trust an Efreet, or even suffer them to live.

Those who did not escape were tortured by their masters, who planted a sigil on each of them. As long as this sigil remains, great pain falls upon any bearer who refuses the wishes of their master.

Strength of Iron

Azer are forged of resilient and sometimes magical metals and gems. As such, they are as hard to destroy as a suit of armor made from these materials, without even accounting for the magical fire which makes up their elemental form.

This state of being forged as a statue also gives them immense strength, comparable to that of even the strongest Ogre. Those forged to a massive size grow even stronger, enough to wrestle with giants.


Molded Form

Each Azer has their form uniquely forged by their parents. As such, many bear traits not found in the dwarves on which they normally are molded, from a massive size, to a leaner body, to a spiked form, to even wings.

In addition, their is no concept of gender amongst Azers, nor is their sexual reproduction, although many appear to some degree as a male or female.

Unknown Kinship

The creator of the first Azers is unknown, and no such feat of magic is possible today. As such, it is a prominent topic of academic debate. One widely believed theory is that they were forged by an ancient dwarven empire as a more perfect race using the High Magics of old.

Some, however, disagree with this idea, and argue that the Azers were forged by Moradin himself, or by some other being for some other purpose. None can know for certain.

The Coldforged

When an Azer's body is abandoned before it has been granted life, it is often acquired by necromancers or evil servants of elemental ice. A powerful ritual can then transform these husks into Coldforged Azers, wicked abominations who wield the power of frost.

Art Credit: Beasty Sakura

Variant Material Traits

Azer's can be forged of many different materials. Although Bronze is the most common, other materials are not infrequent.


Iron


Iron Skin. The Azer gets a +1 bonus to armor class.


Silver


Hallowed Aura. Whenever a Fiend or Undead would start its turn within 10' of the Azer, it must make a Charisma saving throw with a DC equal to 8 + the Azer's Constitution modifier + the Azer's proficiency bonus or have disadvantage on all attack rolls until the start of it's next turn.


Gold


Electric Attractor. The Azer has disadvantage on saving throws against effects that would deal lightning damage to it, and attacks against the Azer that would deal lightning damage are made with advantage.

Electric Conductor. When the Azer hits with a melee attack, if it has been dealt lightning damage since the end of it's last turn, it deals an additional 1d6 lightning damage.


Diamond


Diamond Skin. The Azer gets a +2 bonus to armor class.

Sonic Shattering. The Azer has vulnerability to thunder damage.


Mithril


Dexterity. The Azer's dexterity score increases by 1.

Agility. The Azer gaiins proficiency in Acrobatics and Stealth.



Adamantine


Adamant Resilience. Any critical hit against the Azer becomes a normal hit.


Azer Spirit

Small elemental, any alignment


  • Armor Class 10
  • Hit Points 27 (6d6 + 6)
  • Speed 0ft., fly 60ft.

STR DEX CON INT WIS CHA
8 (-1) 10 (+0) 12 (+1) N/A N/A N/A

  • Condition Immunities exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained, unconscious
  • Damage Immunities poison, necrotic, fire
  • Damage Resistances cold; bludgeoning, piercing, and slashing damage from nonmagical weapons.
  • Senses darkvision 60ft., passive Perception N/A
  • Languages Ignan
  • Challenge 0 (0 XP)

Dying Flame. At the start of the Azer's turn, it takes 11 (2d10) damage.

Greater Fiery Aura. The Azer sheds bright light in a 30-foot radius and dim light in an additional 30 feet. At the start of the Azer's turn, each creature within 10' of the Azer takes 3 (1d6) fire damage.

Fire Form. The Azer can move through a space as narrow as 1 inch wide without squeezing. A creature that touches the Azer or hits it with a melee attack while within 5' of takes 5 (1d10) fire damage. In addition, the Azer can enter a hostile creature's space and stop there. The first time it enters a creatures space on a turn, that creature takes 5 (1d10) fire damage and catches fire; until someone takes an action to douse the fire, the creature takes 5 (1d10) fire damage at the start of each of it's turns.

Soul of Another. The Azer's Intelligence, Wisdom, and Charisma, as well as skills of the original Azer.

Water Weakness. If the Azer is splashed by or is submerged in water, it is destroyed.



Azer

Medium elemental, any alignment


  • Armor Class 19 (natural armor, shield)
  • Hit Points 38 (4d8 + 20)
  • Speed 25 ft.

STR DEX CON INT WIS CHA
22 (+6) 9 (-1) 20 (+5) 12 (+1) 12 (+1) 12 (+1)

  • Skills Athletics +9
  • Condition Immunities exhaustion, paralyzed, petrified, poisoned, unconscious
  • Damage Immunities poison, necrotic, fire
  • Damage Resistances cold; piercing, and slashing damage from nonmagical weapons.
  • Senses darkvision 60 ft., passive Perception 11
  • Languages Ignan
  • Challenge 5 (1,800 XP)

Fiery Aura. The Azer sheds bright light in a 10-foot radius and dim light in an additional 10 feet. At the start of the Azer's turn, each creature within 5' of the Azer takes 3 (1d6) fire damage.

Metallic Body. The Azer may have a body made of any of the listed materials instead of a standard bronze body. The material type does not affect the Azer's challenge rating.

Soul of Flame. When the Azer drops to 0 hitpoints, it transforms into an Azer Spirit.

Water Weakness. If the Azer is splashed by or is submerged in water, it takes 11 (2d10) damage

Expert Artisan. The Azer adds double it's proficiency bonus to any check made to create an item out of crystals, metals, or other rocks.

Actions

Hammer. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 10 (1d8 + 6) bludgeoning damage, or 11 (1d10 + 6) bludgeoning damage if used with two hands to make a melee attack, plus 3 (1d6) fire damage.

Optional Actions

An Azer may have one or more of the following additional action options, which may affect its challenge rating.

Flaming Chains. Melee Weapon Attack: +2 to hit, reach 10 ft., one target. Hit: 4 (1d6 + 1) bludgeoning damage, plus 3 (1d6) fire damage, and the Azer may choose to either pull the target 5' closer to the Azer, knock the target prone, grapple the target (escape DC 17), or make an opposed strength check against the target. If the Azer succeeds on the opposed check, one item the target is carrying of the Azer's choice drops to the Azer's feet. The Azer cannot make this attack if it has more than one creature grappled by its chains. The Azer may also use a bonus action to make this attack.

Pyroblast. Ranged Spell Attack: +8 to hit, ranged 60 ft., one target. Hit: 5 (1d10) fire damage, and each creature within 5' of the target must make a DC 16 dexterity saving throw or take 5 (1d10) fire damage.

Spinning Chains (Requires Flaming Chains; 1/rest). The Azer makes a Flaming Chains attack with disadvantage against each creature within 10' of it.

Optional Bonus Actions

An Azer may have one or more of the following additional bonus action options, which may affect its challenge rating.

Blinding Flash (1/rest). A point within 60' of the Azer erupts in bright flame. Each creature looking at the flame and within 10' of it must make a DC 16 constitution saving throw or be blinded for 1d4 rounds.

Fire Whip. Melee Spell Attack: +8 to hit, reach 15 ft., one target. Hit: 2 (1d4) fire damage, and the target must make a DC 16 strength saving throw or be pulled 10 ft. towards the Azer.

Shield Push. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: The target is pushed 10'.

Optional Traits

An Azer may have one or more of the following additional trait options, which may affect its challenge rating.

Barbed Skin. At the start of the Azer's turn, any creature that it is grappling or that is grappling it takes 3 (1d6) piercing damage.

Coldforged. The Azer gains immunity to cold damage, and loses the Fiery Aura, Soul of Flame, and Water Weakness traits. In addition, any time it would deal fire damage, it instead deals cold damage.

Finned. The Azer gains a swim speed of 15 ft., which it can use to swim in lava.

Heavy Feet. The Azer has advantage on saving throws against effects that would knock it prone, and any time it would be forced to move, it moves 5 ft. less.

Imprisoning Glyph. The Azer has an Efreeti master. Whenever it would disobey the master, it takes 5 (1d10) psychic damage and has disadvantage on ability checks and saving throws until the start of its next turn.

Innate Spellcasting. The Azer can innately cast any selection of the following spells, using Constitution as it's spellcasting ability (DC 16, +8 to hit with spell attacks).

1/rest each: burning hands, fire shield, flaming sphere, magic weapon, pyrotechnics (EE), wall of fire

Massive. The Azer's size is large. Its hit die becomes 10, causing its hitpoints to become 42 (4d10 + 20), and it gets a +1 bonus to it's strength score. Its Hammer also deals 15 (2d8 + 6) or 17 (2d10 + 6) damage instead.

Winged. The Azer gains a fly speed of 10 ft.

Sample Encounters

The following are sample encounters which feature Azers and are designed for players from 5th to 12th level.

Wicked Guardian

This encounter is designed for a party of four fifth level characters. The characters are assaulting the fortress of an evil necromancer.

Location

The encounter occurs outside the necromancer's tower, which has a circular ravine surrounding it. A 40' long rope bridge goes over the ravine. The bridge can be destroyed with 15 fire or slashing damage, and has AC 6. The ravine descends 100' down. If the bridge is destroyed, a creature within 5' of the end of the bridge can make a DC 15 dexterity saving throw to run to the other side, although land prone when doing so. The Azer stands outside the gates (the details of which depend on the design of the tower.)

Piles of bones are strewn around the exterior of the tower. A creature who moves across the piles must make a DC 13 dexterity saving throw or fall prone and take 1d6 piercing and 1d6 slashing damage. The pile then spreads out 5' in each direction, and becomes standard difficult terrain.

Fallen trees also surround the tower. A fallen tree occupies a 5 by 30 foot area. It requires 5' of movement to get onto the top of, and acts as difficult terrain. It serves as half cover for a prone creature, and once dealt fire damage it burns down over the course of 1d4 turns. Whenever a creature enters it for the first time its turn or starts its turn their while it is on fire, it takes 1d6 fire damage.

Monsters

A Golden Azer with Barbed Skin, Coldforged, Massive, and Shield Push.

Scene

The Azer attacks the characters as soon as they cross the bridge.

Tactics

The Azer attacks by rushing at spellcasters, grappling them, and pushing them into bone piles using Shield Push whilst hammering those who remain grappled.

Sadistic Smiths

This encounter is designed for a party of four twelfth level characters. The characters are making their way through an Efreeti's palace.

Location

The encounter occurs inside the palace's forge, which is a 70' by 50' room with 20' high cielings. Four 5' radius furnaces also act as pillars and are heated by 5' wide and 5' deep channels of lava which run through the ground between the furnaces in a rectangular pattern with a plus junction in the middle.

At the center of the rectangle is a 5' radius column of lava which descends from the cieling. Any creature who enters either the furnaces or the lava for the first time on a turn of start's their turn their takes 33 (6d10) fire damage.

In addition, the forge is heated enough that each creature that ends its turn within must make a DC 16 constitution saving throw or take 1d4 fire damage.

An anvil also lies within the forge in one of the quarters formed by the lava, as does a long adamantine blade which is set into the ground. A creature that is forced to move into the blade takes 13 (2d12) slashing damage.

Treasure

In one corner of the room lies 1000 pounds of iron (100 gp), 20 pounds of gold (1000 gp), and 10 pounds of adamantine (2500 gp).

On the anvil lies a mostly finished Flametongue Greatsword. It has a -1 penalty to attacks and damage rolls due to it's unfinished state.

Monsters

An Adamantine Azer with Imprisoning Glyph, Flaming Chains, and Spinning Chains; a Mithril Azer with Imprisoning Glyph and Winged; and a Diamond Azer with Pyroblast, Blinding Flash, Innate Spellcasting, Pyrotechnics, and Wall of Fire.

Scene

The Adamantine Azer is hammering away at the Flametongue, the Mithril Azer is cutting a new blade out of iron, and the Diamond Azer is tending to one of the furnaces.

They first offer to bargain with the characters, the Adamantine Azer offering them the Flametongue. After the characters approach, he attacks.

Tactics

During the first round of combat, the Adamantine Azer uses Spinning Chains to grapple or knock prone as many characters as possible. The Mithril Azer flies into combat and attacks any who attempt to run from the Adamantine Azer, and the Diamond Azer casts Wall of Fire to create an inwards facing circle of fire around the Adamantine Azer (and thus the characters).

During later rounds, the Adamantine Azer continues to use Flaming Chains to grapple, knock prone, and pull other characters back through the fire. The Mithril Azer continues to attack in melee, wading as deep in as possible, but flies away to warn the guards if reduced to 25 hitpoints or fewer.

During the second round, the Diamond Azer uses Blinding Flash on the characters, while the other Azers look away.

During the third round, the Diamond Azer uses Pyrotechnics to fill the inside of the wall of fire with smoke, further debilitating the characters.

During later rounds, the Diamond Azer skirts the edge of the forge and uses Pyroblast.

Banderhobbs

Banderhobbs are deadly monstrosities produced by a dark ritual created by an ancient coven of Night Hags known as the Sisters of the Hunt. The coven has taught the ritual to numerous Fey and Mortal spellcasters, as part of their dark bargains. Due to this, those who call up a Banderhobb are bound to the sisters through the deal, and rumor persists that thesiters have some way to control even those Banderhobbs summoned by another.

A Banderhobb is created from a joining of flesh and shadow. It resembles a large bipedal toad, yet somehow is able to remain unseen due to its innate connection to dark magic.

Art Credit: Wizards of the Coast


Dark Hunters

Banderhobbs exist to serve their masters. Their primary task is to retrieve creatures that their masters wish to take prisoner, as well as toassassinate those targets. As such they have a powerful ability to locate a creature from just a small piece of their body, or even a scrap of fabric from their clothing.

As creatures made from shadow, Banderhobbs have magical abilities tied tothis energy, similarly to a monk who has tiedthemselves to this path. As such they can teleport between shadows, as well as seemingly meld into them.

Shadow Magic is also present in their stomach. Instead of digesting creatures that they swallow, they instead bombard them with necrotic energy until they are within an inch of death, and then return them to their masters.

Temporary Form

The combination of Flesh and Shadow that keeps a Bandherobb together is incredibly fragile, and requires constant reinforcement by the mages which create them. As such, they dissipate quicly if there creator stops channeling magical energy into them, and even then can only last for around 24 hours.

Creating a Banderhobb

The Create Banderhobb spell allows its user to create a banderhobb. The Sisters of the Hunt, as well as other creatures which know the spell can teach it to Wizards, although not without a significant price.

Create Banderhobb

6th-level necromancy


  • Casting Time: 10 minutes
  • Range: Touch
  • Components: V, S, M (Seven-hundred pounds of the flesh of innocent sentient creatures, )
  • Duration: Concentration, up to 24 hours

The caster touches the flesh and assembles it into a Banderhobb (see The Compendium of Creatures p. 44). The Banderhobb is friendly to its creator and their companions, understands every language the creator speaks, and will obey its creator's commands as they were intended. The Banderhobb acts on its own turns and of its own will, and tries as hard as possible to complete the tasks assigned by its creator.

If the Banderhobb is droppedto 0 hitpoints or fewer, the spell ends. When the spell ends, the Banderhobb collapses into a pile of worthless goo.

At Higher Levels. When you cast this spell using a spell slot of 7th level or higher you may choose one optional trait available to the Banderhobb and grant your created Banderhobb that trait or action. When you cast this spell using a spell slot of 8th level, it's duration is Concentration, up to 72 hours. When you cast this spell using a spell slot of 9th leve, it's duration is Concentration.



Banderhobb

Large monstrosity, lawful neutral


  • Armor Class 13
  • Hit Points 147 (14d10 + 70)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
20 (+5) 14 (+2) 20 (+5) 11 (+0) 14 (+2) 8 (-1)

  • Skills Athletics +8, Perception +5, Stealth +8
  • Condition Immunities charmed, frightened
  • Damage Vulnerabilities radiant
  • Senses darkvision 120 ft., passive Perception 15
  • Languages understands the languages of its creator but can't speak
  • Challenge 5 (1,800 XP)

Dark One's Sight. The Banderhobb can see in magical darkness as if it were normal darkness.

Radiant Weakness. If the Banderhobb takes Radiant damage, its Reactive Shift, Shadow Meld, Shadow Step, and Shadow Strike features do not work until the end of its next turn.

Reactive Shift. As a reaction to a creature moving within 5' of the Banderhobb while the Banderhobb is in dim light or darkness, the Banderhobb can teleport up to 15' to another spot it can see within dim light or darkness.

Resonant Connection. The Banderhobb can attune to any piece (no matter the size) of a creature or object (such as a lock of hair or splinter of wood) as if it were a magic item. While attuned, it knows the general location of the full creature or object. If the full creature or object is within 1 mile of the Banderhobb, it also knows the target's exact location.

Shadow Predator. The Banderhobb has advantage on Dexterity (Stealth) checks to hide while in dim light or darkness, and on Wisdom (Perception) checks based on smell.

Actions

Multiattack. The Banderhobb makes two Fist attacks.

Fist. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 11 (1d12+5) bludgeoning damage.

Shadow Strike. If the Banderhobb is in dim light or darkness, it teleports up to 15' to another spot it can see that is in dim light or darkness and then makes a Bite attack with advantage.

Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 9 (1d8 + 5) piercing damage and the target must make a DC 16 dexterity saving throw or be swallowed by the Banderhobb. A swallowed creature is blinded and restrained and has total cover against attacks and effects outsidethe Banderhobb. It also moves with the Banderhobb, and deals double damage on all attacks against the Banderhobb.

If the swallowed creature has one or more hitpoint at the start of the Banderhobb's turn, it takes 7 (2d6) necrotic damage. Otherwise, it becomes stable.

If the Banderhobb is dealt 10 Slashing or 20 Piercing damage over the course of a turn, the swallowed creature is freed, moving into a space 5' from the Banderhobb.

Tongue. Melee Weapon Attack: +8 to hit, reach 15 ft., one target. Hit: 7 (1d4 + 5) bludgeoning damage and the target must make a DC 16 strength saving throw or be pulled to a space within 5' of the Banderhobb, at which point the Banderhobb may make a Bite attack against the creature as a bonus action.

Forceful Regurgitation. If the Banderhobb has swallowed a creature, it regurgitates it. The Banderhobb can then spit the creature up to 60' in any direction. If the spit creature would hit a solid object or creature, it takes 9 (1d8 + 5) bludgeoning damage. Any creature in the path of the spat creature must make a DC 13 dexterity saving throw, though may choose to fail. On a failed saving throw, the failing creature takes 9 (1d8 + 5) bludgeoning damage and the spat creature stops moving, falling to the failing creatures feat.

Shadow Meld. If the Banderhobb is in dim light or darkness, it turns invisible until it moves, takes an action or bonus action, takes damage, or is illuminated by bright light.

Shadow Step. If the Banderhobb is in dim light or darkness, it teleports up to 30' to another spot it can see that is in dim light or darkness.

Optional Traits

The Banderhobb may have one or more of the following additional trait options, which may affect its challenge rating.

Big. The Banderhobb is abnormally large. Its size is still large, but it gains an additional hit die (for a total of 157 (15d10 + 75) hitpoints), and has its strength score increase by one.

Innate Spellcasting. The Banderhobb can innately cast the following spells, using Charisma as it's spellcasting ability (spell save DC 10, +2 to hit with spell attacks).

1/day each: blindness/deafness, darkness, hex

Standing Leap. The Banderhobb's long jump is up to 40 feet and its high jump is up to 20 feet, with or without a running start.

Sample Encounter

The following sample encounter is designed for parties of fourth level.

Hag's Vengeance

This encounter is designed for a party of four fourth level characters. The characters have recently drawn the ire of a lone hag, and are now resting in the woods.

Location

The encounter occurs at a campground created by the characters. The camground is located between three 15' apart 10' diameter 70' high trees (one of which is rotting) which stand within a 60' diameter clearing with a 5' radius fire pit and several tents in the center.

The trees have AC 8 and automatically fail saving throws. For the rotting tree, when it is first dealt damage it bursts apart in every direction, causing every creature within 20' of it's edges to make a DC 12 dexterity saving throw or take 2d10 bludgeoning damage and be knocked prone, taking half damage and not being knocked prone on a failed save. The area where the detritus lie (now 20'in radius), counts as difficult terrain and can be lit on fire by dealing it fire damage. Each 5' square burns over the course of 4d4 turns, and spreads fire to adjacent 5' squares of detritus at initiative count 0. Burning squares deal 1d6 fire damage to a creature when it enters the area for the first time on a turn or start's their turn their, and can be put out with cold damage, an action spent smothering it, or water.

A large briar patch wraps around a quarter of the edge of the area, and extends 20' in and 30' out. It qualifies as difficult terrain, and opens blood wounds in the target, granting the target disadvantage against saving throws against poisons and diseases delivered by contact or injury for 1d4 days or until the character is treated with a healer's kit or magical healing.

A 5' wide and 2' deep stream runs through the clearing, coming out of a spring around 120' away, and making its way a long distance.

Several 5' diameter semi-spherical boulders are scattered around. These boulders can be climbed using 10' of movement, providing high ground (advantage on attack rolls against creatures below). They can also be used as three quarters cover and a medium or smaller creature can hide behind them.

A lit fire in the fire pit deals 1d6 damage to any creature who enters it for the first time on a turn or starts their turn there.

Monsters

A Banderhobb.

Scene

The Banderhobb hides in the woods outside the clearing before teleporting in unexpectadly.

Tactics

The Banderhobb will, over the first few rinds of combat, use Shadow Strike to teleport next to a relatively weak