```metadata title: Creatures of the Abyss description: Made in Abyss Bestiary tags: - monsters - beasts - constructs - MiA - Made in Abyss systems: - 5e renderer: V3 theme: 5ePHB ``` {{insideCover}} # Creatures of the Abyss ## Made in Abyss ___ {{imageMaskCenter1,--offsetX:0%,--offsetY:0%,--rotation:0 ![background image](https://i.imgur.com/ctq1wm5.jpeg){position:absolute,bottom:200,left:100,height:140%} }} {{logo ![](/assets/naturalCritLogoRed.svg)}} \page {{toc,wide # Contents - ### [{{ First Layer}}{{ 3}}](#p3) - [{{ Demonfish}}{{ 3}}](#p3) - [{{ Hammerbeak}}{{ 3}}](#p3) - [{{ Horncrier (Upper Layers)}}{{ 4}}](#p4) - [{{ Man-Toyer}}{{ 4}}](#p4) - [{{ Silkfang}}{{ 5}}](#p5) - [{{ Silkstride Hare}}{{ 5}}](#p5) - [{{ Tachikanata}}{{ 6}}](#p6) - [{{ Vine-Stopper (layer 1)}}{{ 6}}](#p6) - ### [{{ Second Layer}}{{ 7}}](#p7) - [{{ Inbyo}}{{ 7}}](#p7) - [{{ Corpse Weeper}}{{ 7}}](#p7) - [{{ Ottobas}}{{ 8}}](#p8) - [{{ Pincer Fly}}{{ 8}}](#p8) - [{{ Giant Sky Jellyfish}}{{ 9}}](#p9) - [{{ Waxwing}}{{ 9}}](#p9) - [{{ Stinger}}{{ 10}}](#p10) - [{{ Vine-Stopper (layer 2)}}{{ 10}}](#p10) - [{{ Valley Croaker (Jumper)}}{{ 11}}](#p11) - [{{ Valley Croaker (Extreme)}}{{ 11}}](#p11) - [{{ Blindfire Vine}}{{ 12}}](#p12) - [{{ Spikewalker}}{{ 12}}](#p12) - [{{ Powder Moth}}{{ 13}}](#p13) - [{{ Yomotsubi}}{{ 13}}](#p13) - ### [{{ Third Layer}}{{ 14}}](#p14) - [{{ Neritantan}}{{ 14}}](#p14) - [{{ Madokajack}}{{ 14}}](#p14) - [{{ Amakagame}}{{ 15}}](#p15) - [{{ End-Jumper}}{{ 15}}](#p15) - [{{ Mountain Spinner}}{{ 16}}](#p16) - [{{ Elemental Mountain Spinners}}{{ 16}}](#p16) - [{{ Rock-Licker}}{{ 17}}](#p17) - [{{ Ikenosuke}}{{ 17}}](#p17) - [{{ Crimson Splitjaw}}{{ 18}}](#p18) - [{{ Rock-Walker}}{{ 18}}](#p18) \column - ### [{{ Fourth Layer}}{{ 19}}](#p19) - [{{ Shroombears}}{{ 19}}](#p19) - [{{ Amaranthine Deceptor}}{{ 19}}](#p19) - [{{ HeadTail}}{{ 20}}](#p20) - [{{ Orb Piercer}}{{ 20}}](#p20) - [{{ Giant Hammerbeak}}{{ 22}}](#p22) - [{{ Horncrier (Lower Layers)}}{{ 22}}](#p22) - [{{ Powder Moth (layer 4,5)}}{{ 23}}](#p23) - [{{ Light Eater}}{{ 23}}](#p23) - [{{ Hagamizukin}}{{ 24}}](#p24) - ### [{{ Fifth Layer}}{{ 25}}](#p25) - [{{ Stinger-Head}}{{ 25}}](#p25) - [{{ Octoliar}}{{ 26}}](#p26) - [{{ Hamashirama}}{{ 26}}](#p26) - [{{ Footing-Slicer}}{{ 27}}](#p27) - [{{ Kudara}}{{ 27}}](#p27) - [{{ Ink Flower}}{{ 28}}](#p28) - [{{ Kudara}}{{ 28}}](#p28) - [{{ Tidal-Freezer}}{{ 29}}](#p29) - ### [{{ Sixth Layer}}{{ 30}}](#p30) - [{{ Turbinid Dragon}}{{ 30}}](#p30) - [{{ Emporershells}}{{ 31}}](#p31) - [{{ Fuzosheppu}}{{ 34}}](#p34) - [{{ Hermit Rat}}{{ 35}}](#p35) - [{{ Mizoujack}}{{ 35}}](#p35) }} ### Notes These stat blocks are a collection of my own creation and those made by - [GameMastersDomain](https://www.youtube.com/watch?v=mEpFqkz7gng&ab_channel=GameMastersDomain) for the videos on Monsters of the Abyss - [Macmillen1's](https://www.reddit.com/r/MadeInAbyss/comments/7fot29/dd_made_in_abyss_guide/) Made in Abyss [DnD Guide](https://docs.google.com/document/d/1KagwFfmQFhWehci_JtCpAwleG-s5AZOA-C4Z9qoPvKs/edit#heading=h.b3d6ks14vmfh) - [MoonsPod's](https://www.moonspod.com/) very thorough [A Delver's Guide to the Abyss](https://www.gmbinder.com/share/-L48JAHfTB9uFvu88jOE) :::::::: ### other sources [Tables for the Curse of the Abyss](https://homebrewery.naturalcrit.com/share/KrrCK4URSaWz) : [A collection of Third Works Relics](https://homebrewery.naturalcrit.com/share/Lv23sMz0opXz) : [Custom player backgrounds](https://homebrewery.naturalcrit.com/share/ew8l8E6BnoIl) : \page {{imageMaskCenter,--offsetX:0%,--offsetY:0%,--rotation:0 ![](https://i.imgur.com/TCESjac.png){height:100%;Opacity:20%} }} {{imageMaskCorner,--offsetX:40%,--offsetY:50%,--rotation:0 ![](https://i.imgur.com/5hOckH1.pn){position:absolute;bottom:630px;right:00px;width:450px} }} {{imageMaskCorner30,--offsetX:-50%,--offsetY:-50%,--rotation:0 ![](https://i.imgur.com/ELnb7v.png){position:absolute;top:730px;right:400px;width:390px} }} {{imageMaskCorner3,--offsetX:30%,--offsetY:-36%,--rotation:0 ![](https://i.imgur.com/TxVHCsY.png){position:absolute;top:610px;left:260px;width:560px} }} # Monsters & Beasts ## First Layer The first layer is fairly tame, compared to the deeper, more alien levels. The 1st Layer is the only part of The Abyss that could be considered, in some form, "safe", though more dangerous preditors from lower layers may come up to hunt. ### Demonfish Found in abundance in the 1st-4th layers, they are a harmless species that is primarily hunted for food by Delvers in the area. The most hearty and flavorful ones have a clear color differentiation between their back and belly. They grow smaller at each lower layer, but their taste remains the same and, as such, they are treasured by Delvers as valuable food source. {{monster,frame ![cat warrior](https://i.imgur.com/ELnbU7v.png) {position:absolute;bottom:200px;left:100px;width:245px} ## Demonfish *Tiny Beast, unaligned, Layer 1,2,3,4* ___ **Armor Class** :: 13 **Hit Points** :: 2 (1d4) **Speed** :: 0ft, swim 40ft **Roll Initiative** :: +3 ___ | STR | DEX | CON | INT | WIS | CHA | |:-----:|:-----:|:-----:|:-----:|:-----:|:-----:| |2 (-4)|16 (+3)|9 (-1)|1 (-5)|7 (-2)|2 (-4)| ___ **Senses** :: darkvision 60 ft., passive Perception 8 **Languages** :: None **Challenge** :: 0 **Proficiency Bonus** :: +2 ___ ***Blood Frenzy.*** The demonfish has advantage on melee attack rolls against any creature that doesn't have all its hit points. : ***Water Breathing*** The demonfish can breathe only underwater. ### Actions ***Bite*** *Melee Weapon Attack:* +5 to hit, reach 5 ft., one target. *Hit:* 1 piercing damage. : }} ### Hammerbeak Hammerbeaks can be found in many areas of the abyss all the way down to the 4th layer, they live in large groups and often hunt at night. They are mostly harmless unless you go out of your way to aggravate them. If disturbed the flock will decends on the attack, dive bombing them until they are no longer a threat. {{monster,frame ![cat warrior](https://i.imgur.com/5hOckH1.png) {position:absolute;bottom:330px;left:70px;width:300px} ## Hammerbeak *Small Beast, unaligned, Layer 1, 2* ___ **Armor Class** :: 15 **Hit Points** :: 10(1d6 + 5) **Speed** :: 40ft fly ___ | STR | DEX | CON | INT | WIS | CHA | |:-----:|:-----:|:-----:|:-----:|:-----:|:-----:| |4 (-3)|14 (+2)|10 (+0)|12 (+1)|16 (+3)|6 (-2)| ___ **Senses** :: darkvision 60 ft., passive Perception 12 **Languages** :: None **Challenge** :: 1/2 ___ ***Flock Tactics.*** The Hammer break has advantage on an attack rolls against a creature if at least one of the Hammerbeak's allies is within 5 ft. of the creature and the ally isn’t incapacitated. : ***FLy By*** the Hammerbeak does not provoke attacks of opportunity : ***Fire Starter*** Hammerbeaks are similar to flint, and can be used to start fires ### Actions ***Hammer Head*** *Melee Weapon Attack:* +2 to hit, reach 5ft., one target. *Hit* 5 (1d6 + 2) bludgeoning damage : ***Bite*** *Melee Weapon Attack:* +4 to hit, reach 5ft., one target. *Hit* 5 (1d6 + 2) piercing damage : }} {{pageNumber,auto}} \page {{imageMaskCenter,--offsetX:0%,--offsetY:0%,--rotation:0 ![](https://i.imgur.com/TCESjac.png){height:100%;Opacity:20%} }} {{imageMaskCorner0,--offsetX:-50%,--offsetY:-50%,--rotation:0 ![](https://i.imgur.com/X9O6ItT.pn){position:absolute;top:0px;right:0px;width:320px} }} {{imageMaskCorner3,--offsetX:50%,--offsetY:-50%,--rotation:0 ![](https://i.imgur.com/GZjDWV.png){height:100%} }} {{imageMaskCorner13,--offsetX:16%,--offsetY:-31%,--rotation:0 ![](https://i.imgur.com/Z9FIiTJ.png){position:absolute;top:340px;left:100px;width:820px} }} ### Horncrier (Upper Layers) They have no eyes, their ears are infused to their horns.Their horns are hollow, and by breathing through their nostrils they create a special sound. They use the echo from their horns to survey their surroundings, so they remain dormant during rainy days. They use their horns and legs to gore an opponent. {{monster,frame ![cat warrior](https://i.imgur.com/AxyIQ6V.png) {position:absolute;bottom:445px;left:110px;width:240px} ## Horncrier *Medium Beast, unaligned,* *Layer 1, 2* ___ **Armor Class** :: 12 **Hit Points** :: 26 (4d10 + 4) **Speed** :: 30ft. **Roll Initiative** :: +2 ___ | STR | DEX | CON | INT | WIS | CHA | |:-----:|:-----:|:-----:|:-----:|:-----:|:-----:| |15 (+2)|10 (+0)|12 (+1)|2 (-4)|12 (+1)|6 (-2)| ___ **Senses** :: Blindsight 60 ft. (Blind beyond this radius), passive Perception 13 **Skills** :: Perception +3 **Challenge** :: 1 (1100 xp) ___ ***Echolocation*** The Horncrier can’t use its blindsight while deafened and must rely on its limited sense of smell. : ***Vulnerable Horns.*** The Horncrier's horns are a weak point. Any attack targeting the Horncrier's horns that hits is automatically a critical hit. : ***Water Sensitivity.*** During rain, the Horncrier becomes disoriented and has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on hearing. : ### Actions ***Gore.*** *Melee Weapon Attack:* +4 to hit, reach 5 ft., one target. *Hit:* 15 (2d6 + 2) piercing damage. : ***Kick.*** *Melee Weapon Attack:* +4 to hit, reach 5 ft., one target behind it. *Hit:* 13 (1d8 + 2) bludgeoning damage. : ***Reverberating Call (Recharge 6).*** The Horncrier emits a powerful call that can be heard up to 300 feet away. Each creature within a 60-foot radius that can hear the call must succeed on a DC 12 Constitution saving throw or be stunned until the end of the Horncrier’s next turn. }} ::::::::::: ### Man-Toyer Though Man-toyers look like a weasel, they have spikes on their head, back, and hips. They have fluffy tails as thick and long as their bodies. They usually move about in large groups and while in the grassy areas, the tail resembles another plant. Man-toyers are very aggressive when it comes to its territory and will charge at anyone who comes close. {{monster,frame ![cat warrior](https://i.imgur.com/X9O6ItT.png) {position:absolute;bottom:235px;left:140px;width:270px} ## Man-Toyer *Small Beast, unaligned, Layer 1, 2* ___ **Armor Class** :: 13 **Hit Points** :: 9(2d8) **Speed** :: 40ft **Roll Initiative** :: +3 ___ | STR | DEX | CON | INT | WIS | CHA | |:-----:|:-----:|:-----:|:-----:|:-----:|:-----:| |10 (+0)|16 (+3)|11 (+0)|4 (-3)|12 (+1)|5 (-3)| ___ **Skills** :: Perception (+3), Stealth (+5) **Senses** :: darkvision 60 ft., passive Perception 12 **Challenge** :: 1/8 **Proficiency Bonus** :: +2 ___ ***Keen Hearing and Smell.*** The man-toyer has advantage on Wisdom (Perception) checks that rely on hearing or smell. : ### Actions ***Bite*** *Melee Weapon Attack:* +5 to hit, reach 5ft., one target. *Hit* 5 (1d6 + 2) piercing damage. : }} {{pageNumber,auto}} \page {{imageMaskCenter,--offsetX:0%,--offsetY:0%,--rotation:0 ![](https://i.imgur.com/TCESjac.png){height:100%;Opacity:20%} }} {{imageMaskCorner0,--offsetX:-50%,--offsetY:-50%,--rotation:0 ![](https://i.imgur.com/e9pszpR.png){position:absolute;top:690px;right:40px;width:350px} }} ### Silkfang Silkfangs are large spider-like insects and make their homes anywhere with enough overhead to set up their webbing, this home consists of a 60ft radius sphere, which is lined with thin, near invisible silk threads used to detect prey. The silkfang is highly territorial and will attack anything that enters its dome with a powerful paralitic venom. While they are dangerous inside their dome, they will not leave it unless they must make a new one, and will not attack creatures outside of the dome unless they damage it, or they are hungry enough to attempt to drag the prey in themselves. {{monster,frame ![cat warrior](https://i.imgur.com/xbXFbC1.png) {position:absolute;bottom:638px;left:105px;width:260px} ## Silkfang *Large Beast, unaligned, Layer 1* ___ **Armor Class** :: 14 **Hit Points** :: 40(6d8 + 5) **Speed** :: 50ft (in dome) 10ft (out of dome) ___ | STR | DEX | CON | INT | WIS | CHA | |:-----:|:-----:|:-----:|:-----:|:-----:|:-----:| |15 (+2)|12 (+1)|14 (+2)|6 (-2)|10 (+0)|1 (-5)| ___ **Senses** :: darkvision 60 ft., passive Perception 18 **Languages** :: None **Challenge** :: 2 ___ ***Silkdome.*** The silkfang is attached to its territory by its silk threads. : ### Actions ***Stinger*** *Melee Weapon Attack:* +4 to hit, reach 5ft., one target. *Hit* 5 (1d8 + 2) piercing damage, 3 (1d6) poison damage : ***Venom Spit*** *Ranged Weapon Attack:* +4 to hit, reach 15ft., one target. Hit 5 (1d6 + 2) poison damage, target must make a dc12 constitution saving throw or be paralyzed until the end of their next turn : ***Web Grapple*** The Silkfang shoots its web at a surface within 40ft. It uses it to move itself to that location or bring a target towards itself. If a creature is targeted, it must make a DC 14 Dexterity saving throw to avoid the Web, on a fail it is pulled to the nearest unoccupied space next to the Silkfang : ***Silk Spin*** As an action the Silkfang will atempt to bind any paralyed target in silk and pull them up into its web, once bound a target must make a dc 15 athletics check to break free. }} ::::: ### Silkstride Hare The Silkstride Hare is distinguished by its luminous, pale fur and delicate, elongated limbs, which allow it to move silently and swiftly through the underbrush. Its eyes are small and dark, adapted to the dim light of the Abyss. This species thrives in the lush, verdant areas of the Abyss, particularly favoring regions that are enshrouded in mist. Their nests are often found in the hollows of ancient trees or in dense patches of soft, mossy ground. {{monster,frame ## Silkstride Hare *Small beast, unaligned, Layer 1* ___ **Armor Class** :: 12 (natural armor) **Hit Points** :: 9 (2d6 + 2) **Speed** :: 40ft ___ | STR | DEX | CON | INT | WIS | CHA | |:-----:|:-----:|:-----:|:-----:|:-----:|:-----:| |4 (-3)|16 (+3)|12 (+1)|2 (-4)|14 (+2)|6 (-2)| ___ **Senses** :: Darkvision 60 ft., passive Perception 12 **Skillss** :: Stealth +5 **Challenge** :: 1/4 (50 XP) ___ ***Ethereal Stride.*** As a bonus action, the Silkstride Hare can magically teleport up to 30 feet to an unoccupied space it can see. : ***Camouflage.*** The Silkstride Hare has advantage on Dexterity (Stealth) checks made to hide in forested or overgrown areas. : ### Actions ***Dodge.*** The Silkstride Hare foregoes its action to focus entirely on avoiding attacks. Until the start of its next turn, any attack roll made against the Silkstride Hare has disadvantage if the hare can see the attacker, and the hare makes Dexterity saving throws with advantage. }} {{pageNumber,auto}} \page {{imageMaskCenter,--offsetX:0%,--offsetY:0%,--rotation:0 ![](https://i.imgur.com/TCESjac.png){height:100%;Opacity:20%} }} {{imageMaskCorner,--offsetX:40%,--offsetY:50%,--rotation:0 ![](https://i.imgur.com/wI3OXMt.png){position:absolute;top:650px;left:440px;width:400px;mix-blend-mode:darken;} }} ### Tachikanata Tachikanatas are small, agile creatures resembling oversized, armored lobsters. They possess segmented bodies and a natural burrowing ability, allowing them to navigate through the ground with surprising ease. These creatures use their sharp mandibles to attack prey or defend themselves when threatened. Despite their fearsome appearance, tachikanatas are generally shy and avoid contact with larger creatures unless provoked. They are commonly found in subterranean environments, where they hunt smaller insects and avoid predators. {{monster,frame ![cat warrior](https://i.imgur.com/XEI7ZvK.png) {position:absolute;bottom:435px;left:90px;width:260px} ## Tachikanata *Small monstrosity, Layer 1, 2* ___ **Armor Class** :: 14 **Hit Points** :: 12 (3d6 + 3) **Speed** :: 30ft., burrow 15 ft. ___ | STR | DEX | CON | INT | WIS | CHA | |:-----:|:-----:|:-----:|:-----:|:-----:|:-----:| |13 (+1)|16 (+3)|14 (+2)|2 (-4)|11 (+0)|3 (-4)| ___ **Senses** :: Blindsight 60 ft. (Blind beyond this radius), passive Perception 13 **Skills** :: Perception +3 **Challenge** :: 1/4 (50 xp) ___ ***Echolocation*** The Horncrier can’t use its blindsight while deafened and must rely on its limited sense of smell. : ***Vulnerable Horns.*** The Horncrier's horns are a weak point. Any attack targeting the Horncrier's horns that hits is automatically a critical hit. : ***Water Sensitivity.*** During rain, the Horncrier becomes disoriented and has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on hearing. : ### Actions ***Gore.*** *Melee Weapon Attack:* +4 to hit, reach 5 ft., one target. *Hit:* 15 (2d6 + 2) piercing damage. : ***Kick.*** *Melee Weapon Attack:* +4 to hit, reach 5 ft., one target behind it. *Hit:* 13 (1d8 + 2) bludgeoning damage. : ***Reverberating Call (Recharge 6).*** The Horncrier emits a powerful call that can be heard up to 300 feet away. Each creature within a 60-foot radius that can hear the call must succeed on a DC 12 Constitution saving throw or be stunned until the end of the Horncrier’s next turn. }} :::::::: ### Vine-Stopper (layer 1) This plant shoots out seeds similar to cannonballs. The seeds fragment wherever they land, making it highly dangerous. Some are reported to launch highly poisonous seeds. They got their name because when encountered, Cave Raiders were often stopped in their tracks. They are also known as “Time-wasters.” : {{monster,frame ## Vine-Stopper (Layer 1) *Small plant, unaligned, Layer 1* ___ **Armor Class** :: 12 (natural armor) **Hit Points** :: 18 (4d6 + 4) **Speed** :: 0ft ___ | STR | DEX | CON | INT | WIS | CHA | |:-----:|:-----:|:-----:|:-----:|:-----:|:-----:| |5 (-3)|8 (-1)|13 (+1)|1 (-5)|10 (+0)|3 (-4)| ___ **Senses** :: blindsight 30 ft. (blind beyond this radius), passive Perception 10 **Damage Resistances** :: bludgeoning, piercing **Condition Immunities** :: blinded, deafened, frightened **Challenge** :: 1/2 (100 XP) ___ ### Actions ***Seed Cannon*** *Ranged Weapon Attack:* +2 to hit, range 30/90 ft., one target. *Hit:* 8 (2d6 + 1) piercing damage. The seed fragments on impact, and each creature within 5 feet of the target must succeed on a DC 12 Dexterity saving throw or take 4 (1d8) piercing damage from shrapnel. : ***Toxic Burst (Recharge 5–6).*** The Vine-Stopper launches a highly poisonous seed at a point it can see within 30 feet of it. Each creature within 5 feet of that point must succeed on a DC 12 Constitution saving throw or take 10 (3d6) poison damage and become poisoned until the end of their next turn. }} {{pageNumber,auto}} \page {{imageMaskCenter,--offsetX:0%,--offsetY:0%,--rotation:0 ![](https://i.imgur.com/ACW9eHF.png){height:100%;Opacity:20%} }} {{imageMaskCorner,--offsetX:40%,--offsetY:50%,--rotation:0 ![](https://i.imgur.com/0cukqCo.png){position:absolute;bottom:680px;left:525px;width:350px;mix-blend-mode:multiply} }} {{imageMaskCorner30,--offsetX:-50%,--offsetY:-50%,--rotation:0 ![](https://i.imgur.com/eNXFW9U.png){position:absolute;top:710px;right:400px;width:400px} }} ## Second Layer Further down the second layer is a dense forest flipped on its head, with trees growing from the ceiling of the layer down, one misplaced step could spell the end for any unlucky delver. ### Inbyo Monkey like creatures with extended arms and long fingers, used to effortlessly swing through the upside-down forest of their home. They live in small family units, and are highly protective of their homes, if their home is invaded they will throw rocks and anything else they can to repel them, but will give chase if provoked. {{monster,frame ## Inbyo *Medium Beast* ___ **Armor Class** :: 13 **Hit Points** :: 30(4d8+12) **Speed** :: 30ft. Climb 30ft ___ | STR | DEX | CON | INT | WIS | CHA | |:-----:|:-----:|:-----:|:-----:|:-----:|:-----:| |14 (+2)|16 (+3)|13 (+1)|10 (+0)|10 (+0)|7 (-2)| ___ **Senses** :: darkvision 60 ft., passive Perception 14 **Skills** :: Acrobatics(5) Stealth(5) **Challenge** :: 1 ___ ***Quick Escape*** The Inbyo can dash, disengage or hide as a bonus action : ***Nimble*** The Inybo have advantage on acrobatics skill checks : ### Actions ***Sling.*** *Ranged Weapon Attack:* +4 to hit, reach 30ft., one target. *Hit* 5 (1d6 + 2) : ***Slash*** *Melee Weapon Attack:* +5 to hit, reach 5ft., one target. *Hit* 7 (1d8 + 3) : }} :::::::::::::::::::: ### Corpse Weeper Large bird like creatures that inhabit the 2nd layer of the Abyss. they are highly dangerous, and will attack almost anything smaller than them if they think they can consume it. They are notorious for their capabilities to mimic sounds, often mimicing the sounds of their last victim to draw in more prey. They are also quite large, easily able to carry a fully grown human into the air and back to their nest if need be. {{monster,frame ## Corpse Weeper *Large Monstrosity, Neutral Evil* ___ **Armor Class** :: 15 **Hit Points** :: 60(8d8+24) **Speed** :: 30ft. Climb 30ft ___ | STR | DEX | CON | INT | WIS | CHA | |:-----:|:-----:|:-----:|:-----:|:-----:|:-----:| |18 (+4)|10 (+0)|15 (+2)|12 (+1)|13 (+1)|5 (-3)| ___ **Senses** :: darkvision 60 ft., passive Perception 16 **Skills** :: **Challenge** :: 3 ___ ***Mimicry*** The Corpse-Weeper is able to Mimic the sound of creatures it has heard within the last 7 days : ***Keen Senses*** The Corpse Weeper has advantage on Wisdom(Perception) checks that rely on hearing or sight. : ### Actions ***Multi Attack*** The Corpse Weeper makes one talon attack and one tongue lash attack. : ***Talon*** *Melee Weapon Attack:* +7 to hit, reach 10ft., one target. *Hit* 8 (1d8 + 4) : ***Tongue Lash*** *Melee Weapon Attack:*+7 to hit, reach 15ft., one target. *Hit* 7 (1d6 + 4) and 3 (1d6) acid damage. : ***Screech, Recharge (5-6)*** The Corpse-Weeper lets out a ear peircing scream, all creatures in at 20ft radius of the corpse-weeper must make a DC 14 constitution saving throw or take 3d6 Psychic damage and be stunned on successful save, on a failed save they take half damage and are not stunned. : }} {{pageNumber,auto}} \page {{imageMaskCenter,--offsetX:0%,--offsetY:0%,--rotation:0 ![](https://i.imgur.com/ACW9eHF.png){height:100%;Opacity:20%} }} {{imageMaskCorner,--offsetX:-58%,--offsetY:-33%,--rotation:0 ![](https://i.imgur.com/z2HcNdD.png){position:absolute;top:780px;right:450px;width:300px} }} {{imageMaskCorner,--offsetX:-50%,--offsetY:-50%,--rotation:0 ![](https://i.imgur.com/4YAN3G3.png){position:absolute;bottom:30px;right:70px;width:270px} }} {{monster,frame ## Ottobas *Large Beast, neutral* ___ **Armor Class** :: 15 **Hit Points** :: 120(12d8+30) **Speed** :: 40ft. Swim 40ft ___ | STR | DEX | CON | INT | WIS | CHA | |:-----:|:-----:|:-----:|:-----:|:-----:|:-----:| |18 (+4)|8 (-1)|16 (+3)|3 (-3)|12 (+1)|10 (+0)| ___ **Saving Throws** :: STR (+9), CON (+7) **Skills** :: Athletics +9, Survival +5, Intimidation +1 **Senses** :: darkvision 60 ft., passive Perception 13 **Challenge** :: 4 ___ ***Charge*** If the Ottobasu moves at least 20 ft. in a straight line and then strikes a target with a Slam Attack on the same turn, the target takes an aditional 9 (2d8) bludgeoning damage. If the target is a creature, it must make a DC 15 Strength saving throw or be knocked prone. : ***Water Dwelling*** The Ottobas has advantage on stealth rolls while submerged in water ### Actions ***Multi Attack*** The Ottobas makes one Slam attack and one Bite attack if it hasn't used a Charged that round. : ***Bite*** *Melee Weapon Attack:* +4 to hit, reach 5ft., one target. *Hit* 5 (1d6 + 2) a creature hit with this is grappled if they fail a dc 14 athletics check. they can remake the check as an action on their turn : ***Slam.*** *Ranged Weapon Attack:* +4 to hit, reach 5ft., one target. *Hit* 5 (1d6 + 2) : ***Swallow*** In place of a bite attack the Ottobas can swallow a grappled target if the target is a medium or smaller creature, it must succeed on a DC 13 Dexterity saving throw or be swallowed by the Ottobas. A swallowed creature is blinded and restrained, it has total cover against attacks and other effects outside the Ottobas, and it takes 8 (2d6) acid damage at the start of each of the worm’s turns. If the Ottobas takes 20 damage or more on a single turn froma creature inside it, the ottobas must succeed on a DC 15 Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, which fall prone in a space within 10 feet of the Ottobas. If the Ottobas dies, a swallowed creature is no longer restrained by it and can escape from the corpse by using 20 feet of movement, exiting prone. : }} ::::::::::: ### Ottobas This large, aquatic animal lives at the bottom of the second layer in the Inverted Forest. An animal brought from overseas that miraculously survived in The Abyss. It was the king of jungle rivers back in its homeland. They are vulnerable to the prevalent predators of the Abyss, and soon were chased to the deep parts of the Inverted Forest, where the force field is weakest.After being chased to where they now live, they’ve increased in size over time. They are omnivorous and can swallow humans whole. Its skin and fat layers are extremely thick and not fit for consumption. However, if it can be properly cleaned and processed, it contains enough delicious meat to feed 200 people. ::::: ### Pincer Fly These biting insects swarm in the 2nd layer. {{monster,frame ![cat warrior](https://i.imgur.com/9sktMLX.png) {position:absolute;bottom:315px;left:130px;width:280px} ## Pincer Fly *Small beast, unaligned* ___ **Armor Class** :: 12 **Hit Points** :: 7 (3d4) **Speed** :: 10ft. fly 40ft ___ | STR | DEX | CON | INT | WIS | CHA | |:-----:|:-----:|:-----:|:-----:|:-----:|:-----:| |5 (-3)|14 (+2)|8 (-1)|2 (-4)|12 (+1)|6 (-2)| ___ **Senses** :: darkvision 60 ft., passive Perception 11 **Skills** :: Stealth +4 **Challenge** :: 1/4 (50xp) ___ ***Flyby*** The Pincer Fly doesn’t provoke opportunity attacks when it flies out of an enemy’s reach. : **Camouflage*** While the Pincer Fly remains stationary and is not flying, it has advantage on Stealth checks made to hide, particularly among foliage due to its natural coloration. : ### Actions ***Pincer Attack*** *Melee Weapon Attack:* +4 to hit, reach 5 ft., one target. *Hit*: 4 (1d4 + 2) slashing damage. The Pincer Fly can latch onto the target if it is one size larger or smaller than itself. While latched, the Pincer Fly does not attack but instead causes 2 slashing damage at the start of each of its turns. }} {{pageNumber,auto}} \page {{imageMaskCenter,--offsetX:0%,--offsetY:0%,--rotation:0 ![](https://i.imgur.com/ACW9eHF.png){height:100%;Opacity:20%} }} {{imageMaskCorner,--offsetX:40%,--offsetY:50%,--rotation:0 ![](https://i.imgur.com/Ccl3GWl.png){position:absolute;bottom:800px;left:450px;width:310px;mix-blend-mode:multiply} }} {{imageMaskCorner33,--offsetX:-48%,--offsetY:-23%,--rotation:0 ![](https://i.imgur.com/JQ0CQcE.png){position:absolute;top:650px;right:550px;width:270px} }} {{imageMaskCorner33,--offsetX:-48%,--offsetY:-23%,--rotation:0 ![](https://i.imgur.com/D5LeXI2.png){position:absolute;top:660px;right:340px;width:270px} }} {{imageMaskCorner33,--offsetX:-58%,--offsetY:-33%,--rotation:0 ![](https://i.imgur.com/kMUA1Vb.png){position:absolute;top:800px;right:480px;width:270px} }} ### Giant Sky Jellyfish A mollusk creature that can float in the Abyss. It appears in a swarm, but is rarely aggressive. The swarm emits a powerful electric shock when touched or struck. {{monster,frame ## Giant Sky Jellyfish *huge monstrosity, Unaligned, Abyss Layer 2* ___ **Armor Class** :: 11 **Hit Points** :: 186(12d20+60) **Speed** :: 0ft. FLy 40ft (hover) ___ | STR | DEX | CON | INT | WIS | CHA | |:-----:|:-----:|:-----:|:-----:|:-----:|:-----:| |16 (+3)|12 (+1)|17 (+3)|5 (-3)|12 (+1)|6 (-2)| ___ **Senses** :: Blindsight 60 ft., passive Perception 11 **Damage Vulnerabilities**:: Slashing **Damage Resistances** :: Poison, Piercing, and Bludgeoning **Damage Immunities** :: Lightening **Condition Immunities** :: Poisoned **Challenge** :: 8 (3900 xp) ___ ***Static Aura*** The Jellyfish emits an aura of static, creatures within 10ft. of the Jellyfish at the start of their turn must make a Dexterity saving throw or suffer 1d10 lightning damage. : ***Conductive Touch*** A Creature that touches the Jellyfish with their bare hand or a metal melee weapon receives 1d10 lightning damage. : ### Actions ***Multi Attack*** The Jellyfish makes two Tendril attacks. : ***Tendril*** *Melee Weapon Attack:* +4 to hit, reach 20ft.,one target. *Hit*: 10 (2d6 + 3) bludgeoning damageand 12 (2d10 + 1) lightning damage and the creature must make a constitution saving throw or become poisoned for 1 minute. : }} ::::::::::::::::::::::::::::::::::::: ### Waxwing An insect inhabiting the 2nd layer of the Abyss. It drinks pure water, so Delvers use it as a way of tracking sources of drinking water. Part of its body emits light like a firefly, but it is unknown how it functions. {{monster,frame ## Waxwing *Tiny Beast, unaligned* ___ **Armor Class** :: 11 **Hit Points** :: 2(1d4) **Speed** :: 10ft. fly 40ft ___ | STR | DEX | CON | INT | WIS | CHA | |:-----:|:-----:|:-----:|:-----:|:-----:|:-----:| |2 (-4)|13 (+1)|8 (-1)|2 (-4)|12 (+1)|7 (-2)| ___ **Senses** :: darkvision 60 ft., passive Perception 13 **Skills** :: Survival +3 **Challenge** :: 0 ___ ***Luminous Body*** The Waxwing emits a soft light, bright enough to illuminate within 10 feet and dim light for an additional 10 feet. : ***Avoidance*** If the Waxwing is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, it instead takes no damage if it succeeds on the saving throw, and only half damage if it fails. : ### Actions ***Multi Attack*** The Corpse Weeper makes one talon attack and one tongue lash attack : }} {{pageNumber,auto}} \page {{imageMaskCenter,--offsetX:0%,--offsetY:0%,--rotation:0 ![](https://i.imgur.com/ACW9eHF.png){height:100%;Opacity:20%} }} {{imageMaskCorner,--offsetX:40%,--offsetY:50%,--rotation:0 ![](https://i.imgur.com/wI3OXMt.png){position:absolute;top:650px;left:420px;width:400px;mix-blend-mode:darken;} }} {{imageMaskCorner0,--offsetX:-50%,--offsetY:-50%,--rotation:0 ![](https://i.imgur.com/imN757w.png){position:absolute;top:770px;right:420px;width:300px} }} ### Stinger They flap their wings so fast they can't be seen as these creatures glide and they will fly at an uncanny speed in pursuit of prey. The part that looks like a beak is actually a very sharp horn which can pierce as well as cut flesh. Stingers stab their food with this horn to carry it back to their nest before eating. The mouth is located slightly below the base of the horn. They are unable to change directions while rushing at their prey, which may cause them to crash into trees or rocks. They often get eaten by other creatures while stuck in this way. {{monster,frame ## Stinger *Large Beast, unaligned, Layer 2* ___ **Armor Class** :: 13 **Hit Points** :: 18 (4d6 + 4) **Speed** :: 10ft., Fly 30ft (60ft straight line only) **Roll Initiative** :: +2 ___ | STR | DEX | CON | INT | WIS | CHA | |:-----:|:-----:|:-----:|:-----:|:-----:|:-----:| |6 (-2)|16 (+3)|12 (+1)|2 (-4)|14 (+2)|5 (-3)| ___ **Senses** :: passive Perception 14 **Skills** :: Perception +4 **Challenge** :: 1 (200 xp) ___ ***Blind Rush*** While flying directly towards its prey, the Stinger cannot change its flight path. If it encounters an obstacle, it must succeed on a DC 12 Dexterity saving throw to stop or crash, taking 1d6 bludgeoning damage on a failed save. : ***Incredible Speed.*** When the Stinger takes the Dash action, it can move in a straight line at twice its speed, but must end its move closer to a visible enemy than it started. : **Charge** If the Stinger moves at least 20 ft. in a straight line and then strikes a target with a Beak Attack on the same turn, the target takes an aditional 9 (2d8) bludgeoning damage. If the target is a creature, it must make a DC 15 Strength saving throw or be knocked prone. : ### Actions ***Beak Attack.*** *Melee Weapon Attack:* +5 to hit, reach 5 ft., one target. *Hit:* 7 (1d8 + 3) piercing damage. : }} :::::::::::: ### Vine-Stopper (layer 2) This plant shoots out seeds similar to cannonballs. The seeds fragment wherever they land, making it highly dangerous. Some are reported to launch highly poisonous seeds. They got their name because when encountered, Cave Raiders were often stopped in their tracks. They are also known as “Time-wasters.” : {{monster,frame ## Vine-Stopper (Layer 2) *Small plant, unaligned, Layer 2* ___ **Armor Class** :: 13 (natural armor) **Hit Points** :: 38 (7d6 + 14) **Speed** :: 0ft ___ | STR | DEX | CON | INT | WIS | CHA | |:-----:|:-----:|:-----:|:-----:|:-----:|:-----:| |5 (-3)|8 (-1)|14 (+2)|1 (-5)|10 (+0)|3 (-4)| ___ **Senses** :: blindsight 40 ft. (blind beyond this radius), passive Perception 10 **Damage Resistances** :: bludgeoning, piercing, Poison **Condition Immunities** :: blinded, deafened, frightened, **Challenge** :: 2 (450 XP) ___ ### Actions ***Seed Cannon*** *Ranged Weapon Attack:* +4 to hit, range 30/90 ft., one target. *Hit:* 10 (2d6 + 3) piercing damage and 3 (1d6) poison damage. The seed fragments on impact, and each creature within 5 feet of the target must succeed on a DC 12 Dexterity saving throw or take 8 (2d8) piercing damage from shrapnel. : ***Toxic Burst (Recharge 5–6).*** The Vine-Stopper launches a highly poisonous seed at a point it can see within 30 feet of it. Each creature within 5 feet of that point must succeed on a DC 14 Constitution saving throw or take 14 (4d6) poison damage and become poisoned until the end of their next turn. }} {{pageNumber,auto}} \page {{imageMaskCenter,--offsetX:0%,--offsetY:0%,--rotation:0 ![](https://i.imgur.com/ACW9eHF.png){height:100%;Opacity:20%} }} {{imageMaskCorner,--offsetX:40%,--offsetY:50%,--rotation:0 ![](https://i.imgur.com/UA0Ayfe.png){position:absolute;top:710px;left:420px;width:370px} }} {{imageMaskCorner0,--offsetX:-50%,--offsetY:-50%,--rotation:0 ![](https://i.imgur.com/Ud4zZwz.png){position:absolute;top:166px;right:335px;width:300px} }} ### Valley Croaker (Jumper) Valley Croakers are amphibians that live in the marsh at the bottom of the second layer. They use their strong legs to jump up and spew posion at their prey and have large webbed feet to spread their legs in midair to briefly glide. Valley Croakers use this acrobatic movement after their initial poison attack to approach prey before performing a body slam. A sign that they are preparing to spew poison is that their throats expand and they make a croaking sound.Their throats have multiple, bag-like structures where they store poison and, if the throat is properly extracted, it can be used as a poison bag. While Valley Croakers are edible, but their meat tastes terrible. {{monster,frame ## Valley Croaker *Medium Beast, unaligned, Layer 2* ___ **Armor Class** :: 11 **Hit Points** :: 22 (5d6 + 5) **Speed** :: 20ft., Jump 20ft **Roll Initiative** :: +3 ___ | STR | DEX | CON | INT | WIS | CHA | |:-----:|:-----:|:-----:|:-----:|:-----:|:-----:| |14 (+2)|16 (+3)|12 (+1)|2 (-4)|10 (+0)|4 (-3)| ___ **Senses** :: darkvision 30 ft., passive Perception 10 **Skills** :: Acrobatics +5 **Challenge** :: 1 (200 xp) ___ ***Amphibious.*** The valley croaker can breathe air and water. : ***Standing Leap.*** The toad's long jump is up to 20 feet and its high jump is up to 10 feet, with or without a running start. : ***Poisonous.*** A creature that hits the frog with a melee attack using Natural Weapons takes 11 (2d10) poison damage. If this damage reduces the frog to 0 hit points, the attacker must succeed on a DC 15 Constitution saving throw or be Poisoned until the end of its next turn. : ### Actions ***Poison Spit.*** *Ranged Weapon Attack:* +5 to hit, range 20/60 ft., one target. *Hit:* 8 (1d10 + 3) poison damage, and the target must make a DC 12 Constitution saving throw or be poisoned for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. : ***Body Slam.*** *Melee Weapon Attack:* +4 to hit, reach 5 ft., one target. *Hit:* 9 (2d6 + 2) bludgeoning damage. }} :: ### Valley Croaker (Extreme) This tough valley croaker may best be avoided for less experienced delvers. : {{monster,frame ## Valley Croaker (Extreme) *Medium Beast, unaligned, Layer 2* ___ **Armor Class** :: 16 **Hit Points** :: 68 (8d8 + 32) **Speed** :: 25ft., Jump 30ft **Roll Initiative** :: +3 ___ | STR | DEX | CON | INT | WIS | CHA | |:-----:|:-----:|:-----:|:-----:|:-----:|:-----:| |18 (+4)|16 (+3)|18 (+4)|3 (-4)|12 (+1)|4 (-3)| ___ **Senses** :: darkvision 30 ft., passive Perception 12 **Skills** :: Acrobatics +5, Perception +4, Stealth +5 **Challenge** :: 5 (1800 xp) ___ ***Amphibious.*** The valley croaker can breathe air and water. : ***Standing Leap.*** The toad's long jump is up to 20 feet and its high jump is up to 10 feet, with or without a running start. : ***Poison Storage.*** The valley croaker's throat contains poison glands. If these glands are harvested with a successful DC 15 Wisdom (Medicine) check. Poison harvested this way can be applied to a weapon or piece of ammunition as an action, causing the next hit to deal an extra 2d4 poison damage. : ### Actions ***Multiattack.*** The valley croaker extreme makes two attacks: one with its poison spit and one with its body slam. : ***Poison Spit.*** *Ranged Weapon Attack:* +8 to hit, range 30/90 ft., one target. *Hit:* 14 (2d10 + 4) poison damage, and the target must succeed on a DC 16 Constitution saving throw or be poisoned for 1 minute. A poisoned target can't regain hit points. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. : ***Body Slam.*** *Melee Weapon Attack:* +7 to hit, reach 5 ft., one target. *Hit:* 15 (2d10 + 4) bludgeoning damage, and if the target is a creature, it must succeed on a DC 15 Strength saving throw or be knocked prone. }} {{pageNumber,auto}} \page {{imageMaskCenter,--offsetX:0%,--offsetY:0%,--rotation:0 ![](https://i.imgur.com/ACW9eHF.png){height:100%;Opacity:20%} }} {{imageMaskCorner12,--offsetX:20%,--offsetY:-48%,--rotation:0 ![](https://i.imgur.com/SAID8cc.png){position:absolute;bottom:-10px;left:50px;width:920px;Opacity:100%} }} ### Blindfire Vine The Blindfire Vine is a giant carnivorous plant that resembles an oversized flytrap. To attract prey, the mantrap releases a pollen that magically draws creatures to it. Though it will snap its leafy jaws shut around any warm-blooded creature that strays within its reach, it prefers humanoid prey. :: {{monster,frame ![cat warrior](https://i.imgur.com/wLZVktZ.png) {position:absolute;bottom:480px;left:100px;width:335px} ## Blindfire Vine *Large plant, unaligned, Layer 2* ___ **Armor Class** :: 12 **Hit Points** :: 45 (7d10 + 7)) **Speed** :: 5ft ___ | STR | DEX | CON | INT | WIS | CHA | |:-----:|:-----:|:-----:|:-----:|:-----:|:-----:| |15 (+2)|14 (+2)|12 (+1)|1 (-5)|10 (+0)|2 (-4)| ___ **Senses** :: blindsight 40 ft. (blind beyond this radius), passive Perception 10 **Damage Resistances** :: bludgeoning, piercing, Poison **Condition Immunities** :: Blinded, Deafened, Frightened, Exhaustion, Prone **Challenge** :: 1 (200 XP) ___ ***False Appearance.*** While the mantrap remains motionless, it is indistinguishable from an ordinary tropical plant. : ### Actions ***Engulf*** *Ranged Weapon Attack:* +4 to hit, reach 5ft., one medium or smaller creature. *Hit:* The target is trapped inside the blindfire’s leafy jaws. While trapped in this way, the target is blinded and restrained, has total cover from attacks and other effects outside the mantrap, and takes 14 (4d6)acid damage at the start of each of the target’s turns. If the blindfire dies, the creature inside it is no longer restrained by it. A blindfire vine can engulf only one creature at a time. : ### Reactions ***Attractive Pollen (1/Day).*** When the blindfire vine detects any creatures nearby, it releases pollen out to a radius of 30 feet. Any beast or humanoid within the area must succeed on a DC 11 Wisdom saving throw or be forced to use all its movement on its turns to get as close to the blindfire as possible. An affected target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. }} :::::::: ### Spikewalker Spikewalkers are small, slow-moving creatures covered with a thick layer of coarse fur and numerous sharp spikes. These spikes provide a formidable defense mechanism, deterring most predators and making these creatures a rare target. They spend their days wandering in search of food, mostly ignoring other creatures unless provoked. While they rarely attack humans or larger creatures intentionally, the damage from their spikes can be significant if contact is made, often leading locals to give spikewalkers a wide berth. These creatures are generally considered more of a curiosity than a threat, unless their habitat is encroached upon. Spikewalkers are not easily edible and the meat itself is rather tough. {{monster,frame ![cat warrior](https://i.imgur.com/9n3FLCT.png) {position:absolute;bottom:210px;left:160px;width:225px} ## Spikewalker *Small Beast, unaligned, Layer 2* ___ **Armor Class** :: 13 (natural armor) **Hit Points** :: 10 (3d6) **Speed** :: 15ft., climb 10ft ___ | STR | DEX | CON | INT | WIS | CHA | |:-----:|:-----:|:-----:|:-----:|:-----:|:-----:| |8 (-1)|11 (-0)|10 (+0)|2 (-4)|12 (+1)|5 (-3)| ___ **Senses** :: darkvision 60 ft., passive Perception 11 **Challenge** :: 1/4 (50 XP) ___ ***Spiked Defense.*** When a creature hits the spikewalker with a melee attack, the attacker takes 3 (1d6) piercing damage from the spikewalker’s sharp spikes. : ### Actions ***Ram.*** *Melee Weapon Attack:* +2 to hit, reach 5 ft., one target. *Hit:* 5 (1d8 + 1) piercing damage. : }} {{pageNumber,auto}} \page {{imageMaskCenter,--offsetX:0%,--offsetY:0%,--rotation:0 ![](https://i.imgur.com/ACW9eHF.png){height:100%;Opacity:20%} }} {{imageMaskCorner,--offsetX:40%,--offsetY:50%,--rotation:0 ![](https://i.imgur.com/NnxYiWR.png){position:absolute;bottom:0800px;left:480px;width:290px} }} {{imageMaskCorner30,--offsetX:-50%,--offsetY:-50%,--rotation:0 ![](https://i.imgur.com/aXjMdC8.png){position:absolute;top:740px;right:400px;width:350px} }} ### Powder Moth Breathing in their scales causes hallucinations and therefore caution must be exercised as the more you chase after a powder moth, the more scales accumulate in your body. Powder moths scatter powder with blue poison as it flies which tends to attract more Powder moths. Their scales, in small quantities, can be used as a spice and smell somewhat like cinnamon. {{monster,frame ## Powder Moth (pupa-carrier) *Small beast, unaligned, layer 2* ___ **Armor Class** :: 13 **Hit Points** :: 18 (4d4 + 8) **Speed** :: 10ft., fly 40ft. ___ | STR | DEX | CON | INT | WIS | CHA | |:-----:|:-----:|:-----:|:-----:|:-----:|:-----:| |3 (-4)|17 (+3)|12 (+1)|2 (-4)|14 (+2)|10 (+0)| ___ **Senses** :: darkvision 60 ft., passive Perception 14 **Skills** :: Stealth +5 **Challenge** :: 1/2 (100 XP) ___ ***Evasive Flight.*** Attacks of opportunity against the powder moth are made with disadvantage due to its erratic flight pattern. : ***Poisonous Scales.*** Any creature that starts its turn within 5 feet of the powder moth must succeed on a DC 13 Constitution saving throw or become poisoned for 1 minute. While poisoned in this way, the creature suffers from hallucinations (as per the confusion spell) for the duration. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. : ### Actions ***Scatter Powder.*** The powder moth flutters its wings vigorously, releasing a cloud of hallucinogenic powder in a 15-foot radius around it. Each creature in the area must make a DC 13 Constitution saving throw. On a failed save, a creature is poisoned for 1 minute and starts hallucinating. Creatures that fail their saving throw by 5 or more fall unconscious for the same duration or until they take damage or someone uses an action to shake them awake. : }} ::::::::::::::::::::::::::: ### Yomotsubi Yomotsubi are large, insect-like creatures distinguished by their unique metallic wings. They produce a very loud, metallic chirping sound by vibrating these wings. The edges of the wings, containing metal, wear down over time due to their method of defense and attack—scraping these edges together to shoot metal shavings at their foes, propelled by air stored in their abdomen. These creatures have a robust exoskeleton protecting most of their body, but the abdomen remains relatively vulnerable due to the density of the wings. While yomotsubi cannot fly, they are formidable in their ability to control the battlefield with gusts of wind and sharp metal shavings, making them a curious yet dangerous creature in any encounter. {{monster,frame ## Yomotsubi *Small Monstrosity, unaligned, layers 2, 3, 4* ___ **Armor Class** :: 15 **Hit Points** :: 22 (5d8 + 5) **Speed** :: 20ft. Climb 20ft ___ | STR | DEX | CON | INT | WIS | CHA | |:-----:|:-----:|:-----:|:-----:|:-----:|:-----:| |12 (+1)|15 (+2)|10 (+0)|3 (-4)|11 (+0)|5 (-3)| ___ **Senses** :: darkvision 60 ft., passive Perception 16 **Damage Resistances** :: bludgeoning, piercing **Challenge** :: 1/2 ___ ***Wind Projection.*** As a reaction when attacked, the yomotsubi can release a strong gust of wind from its wings, imposing disadvantage on the attack roll against it. This trait can be used 3 times per day. : ### Actions ***Metal Shavings Shot.*** *Ranged Weapon Attack:* +4 to hit, range 30/60 ft., one target. *Hit:* 7 (1d10 + 2) slashing damage. The metal shavings can scatter, potentially hitting another target within 5 feet of the original target for 3 (1d6) slashing damage. : ***Wind Gust.*** The yomotsubi vibrates its wings to create a powerful gust of wind. Each creature in a 15-foot cone must make a DC 12 Strength saving throw. On a failed save, a creature is pushed back 10 feet and knocked prone. On a successful save, the creature is not moved. : }} {{pageNumber,auto}} \page {{imageMaskCenter,--offsetX:0%,--offsetY:0%,--rotation:0 ![](https://i.imgur.com/UVZnbs3.png){height:100%;Opacity:10%} }} ## Third Layer Known as the Great Fault the 3rd layer is a 4 kilometer (2.5 mile) gorge surrounded by countless interlocking caverns with many creatures, both harmless and deadly, lurking inside. {{imageMaskCorner,--offsetX:40%,--offsetY:50%,--rotation:0 ![](https://i.imgur.com/KpeCHEl.png){position:absolute;bottom:720px;left:430px;width:350px} }} {{imageMaskCorner30,--offsetX:-50%,--offsetY:-50%,--rotation:0 ![](https://i.imgur.com/77wHLPP.png){position:absolute;top:775px;right:450px;width:300px} }} ### Neritantan The mostly harmless Neritantan is a small rabbit like creature that inhabits the caves of the 3rd layer in vast numbers. They breed rapidly and mostly eat small bugs and baracocha fruit, but if a colony is starved they will show a much more savage side, attacking travelers and anything else in their home until they have calmed down. To protect themselves from predators, they bunch up together in their nests and inflate their bodies, forming a near unimpregnable wall. Their flat bodies are shaped by their flexible ribs which can deform and elongate as needed by inhaling air. They have four protrusions on their backs, but nobody knows what they're for. Their long fur is often used as a blanket. {{monster,frame ## Neritantan *Tiny Beast, neutral, layer 3,4,5,6,7* ___ **Armor Class** :: 13 **Hit Points** :: 7 (1d4+5) **Speed** :: 35ft **Roll Initiative** :: +2 ___ | STR | DEX | CON | INT | WIS | CHA | |:-----:|:-----:|:-----:|:-----:|:-----:|:-----:| |3 (-4)|14 (+2)|10 (+0)|5 (-2)|18 (+4)|5 (-2)| ___ **Damage Resistances** :: Cold, Fire **Senses** :: darkvision 60 ft., passive Perception 15 **Challenge** :: 1/4 ___ ***Thick Coat*** Due to their thick and odly tough fur Neritantans are resistant to both extreme heat and cold : ### Actions ***Jumping Headbutt*** *Melee Weapon Attack:* +4 to hit, reach 10ft., one target. *Hit* 5 (1d6 + 2) bludgeoning damage. : ***Nibble*** *Melee Weapon Attack:* +4 to hit, reach 5ft., one target. *Hit* 3 (1d6) piercing damage. : }} :::::::::::::::::::::::::::::::: ### Madokajack The arms and legs of Madokajacks have evolved to have membranes that let them glide on the wind currents in the Great Fault and they feed on creatures that live along the walls. Their eyes are on stalks that stick out from the sides of their heads and their jaws come together in huge pincers, giving them an insect-like appearance. Madokajacks create holes in the walls of the 3rd Layer and live in colonies {{monster,frame ## Madokajack *Large Monstrosity, unaligned, layer 3* ___ **Armor Class** :: 14 **Hit Points** :: 113 (15d10+30) **Speed** :: 30ft., fly 60ft., climb 20ft **Roll Initiative** :: +4 ___ | STR | DEX | CON | INT | WIS | CHA | |:-----:|:-----:|:-----:|:-----:|:-----:|:-----:| |15 (+2)|18 (+4)|14 (+2)|6 (-2)|9 (-1)|6 (-2)| ___ **Senses** :: darkvision 60 ft., passive Perception 16 **Skills ** :: Acrobatics +5 **Challenge** :: 5 (1800 xp) ___ ***Flyby*** The Madokajack doesn't provoke opportunityattacks when it flies out of an enemy's reach. : ### Actions ***Multi Attack.*** The Madokajack makes three attacks: one bite and two claw attacks. If the Madokajack is flying, it may not use this feature. : ***Bite.*** *Melee Weapon Attack:* +4 to hit, reach 5ft., one target. *Hit* 11 (2d6 + 4) : ***Claw.*** *Melee Weapon Attack:* +4 to hit, reach 5ft., one target. *Hit* 9 (2d4 + 4) : }} {{pageNumber,auto}} \page {{imageMaskCenter,--offsetX:0%,--offsetY:0%,--rotation:0 ![](https://i.imgur.com/UVZnbs3.png){height:100%;Opacity:10%} }} {{imageMaskCorner,--offsetX:40%,--offsetY:50%,--rotation:0 ![](https://i.imgur.com/ebM11Te.pn){position:absolute;bottom:750px;left:580px;width:300px} }} {{imageMaskCorner30,--offsetX:-50%,--offsetY:-50%,--rotation:0 ![](https://i.imgur.com/DmDJoHH.png){position:absolute;top:760px;right:450px;width:310px} }} ### Amakagame The amakagame is a large, plant-like creature that lives in caves and resembles a huge plant. It uses a sweet, enticing scent to lure its prey close enough to trap and devour. The amakagame is rooted in place, making it act more like a living trap than a mobile predator. It relies on the natural curiosity and greed of creatures drawn by its mimicry of the coveted barachocha plant's scent. {{monster,frame ## Amakagame *Large Monstrosity, unaligned, layer 3* ___ **Armor Class** :: 12 **Hit Points** :: 68 (8d10+24) **Speed** :: 0ft. **Roll Initiative** :: +0 ___ | STR | DEX | CON | INT | WIS | CHA | |:-----:|:-----:|:-----:|:-----:|:-----:|:-----:| |17 (+2)|4 (-3)|16 (+3)|1 (-5)|10 (-0)|3 (-4)| ___ **Senses** :: blindsight 10 ft.; tremorsense 60ft.; passive Perception 10 **Damage Resistances** :: Bludgeoning **Damage Immunity** :: Acid, Poison **Challenge** :: 2 (450 xp) ___ ***False Appearance.*** While the amakagame remains motionless, it is indistinguishable from a normal cave plant. : ***Luring Scent.*** The amakagame can emit a strong scent that mimics the barachocha plant. Each creature that starts its turn within 30 feet of the amakagame and can smell must succeed on a DC 13 Wisdom saving throw or be compelled to move towards the amakagame using the most direct route on its turn. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. : ### Actions ***Engulf.*** *Melee Weapon Attack:* +6 to hit, reach 10 ft., one target. *Hit:* 13 (2d8 + 4) bludgeoning damage, and the target is swallowed by the amakagame. : ***Digest.*** The amakagame digests any creature swallowed by it at the start of its turn. The engulfed target takes 22 (4d10) acid damage at the start of each of the amakagame's turns. : }} :::::::::::::: ### End-Jumper End-jumpers are small creatures with webbing between their front and rear legs. They use these webbings to glide through the air and attack by using sharp claws or by biting. They also can spin their body and then swing their expanded tail. They have no eyes, but an organ similar to horns which detect sound and the force field, allowing them to navigate even in the dark. End-jumpers are known to attack Delvers and add their belongings to their nests. {{monster,frame ![cat warrior](https://i.imgur.com/ebM11Te.png) {position:absolute;bottom:510px;left:130px;width:340px} ## End-Jumper *Small Monstrosity, unaligned, layer 3* ___ **Armor Class** :: 12 **Hit Points** :: 68 (8d10+24) **Speed** :: 0ft. **Roll Initiative** :: +0 ___ | STR | DEX | CON | INT | WIS | CHA | |:-----:|:-----:|:-----:|:-----:|:-----:|:-----:| |10 (+0)|17 (+3)|16 (+3)|6 (-2)|14 (+2)|8 (-1)| ___ **Skills** :: Stealth +7, Perception +4 **Senses** :: blindsight 60 ft. (blind beyond this radius), passive Perception 14 **Challenge** :: 4 (1100 XP) ___ ***Gliding.*** The end-jumper cannot use its flying speed to hover. If it is airborne at the end of its turn and hasn't moved at least 10 feet, it falls unless it has some means to stay aloft. : ***Echolocation.*** The end-jumper can't use its blindsight while deafened. : ***Stealthy Hunter.*** The end-jumper has advantage on Stealth checks made in dim light or darkness. : ### Actions ***Multiattack.*** The end-jumper makes three attacks: one with its bite and two with its claws, or it can make one tail swing attack. : ***Bite.*** *Melee Weapon Attack:* +6 to hit, reach 5 ft., one target. *Hit:* 9 (2d6 + 2) piercing damage. : ***Claws.*** *Melee Weapon Attack:* +6 to hit, reach 5 ft., one target. *Hit:* 7 (1d8 + 3) slashing damage. : ***Tail Swing.*** *Melee Weapon Attack:* +6 to hit, reach 10 ft., one target. *Hit:* 13 (2d8 + 4) bludgeoning damage. If the target is a creature, it must succeed on a DC 14 Strength saving throw or be knocked prone. : }} {{pageNumber,auto}} \page {{imageMaskCenter,--offsetX:0%,--offsetY:0%,--rotation:0 ![](https://i.imgur.com/UVZnbs3.png){height:100%;Opacity:10%} }} ### Mountain Spinner Mountain spinners are large, deceptive creatures that resemble rocky formations, often mistaken for part of the landscape until it's too late. Their bodies are covered in tough, rock-like scales, and they blend seamlessly into their mountainous surroundings due to moss and other small plants growing over them. They have a unique method of locomotion; they can compress air and release it forcefully to propel themselves rapidly in a spin, surprising and overwhelming their prey with sudden bursts of speed. Despite their rugged exterior, they have a vulnerable spot: the soft skin between their lower jaw and neck, which is their only known weak point. These creatures are typically solitary and can be very dangerous if disturbed. {{monster,frame ## Mountain Spinner *Large Monstrosity, unaligned, layer 3* ___ **Armor Class** :: 16 (natural armor) **Hit Points** :: 76 (9d10 + 27) **Speed** :: 20ft. ___ | STR | DEX | CON | INT | WIS | CHA | |:-----:|:-----:|:-----:|:-----:|:-----:|:-----:| |18 (+4)|12 (+1)|16 (+3)|3 (-4)|12 (+1)|7 (-2)| ___ **Senses** :: darkvision 60 ft., passive Perception 11 **Damage Resistances** :: bludgeoning, piercing, and slashing from nonmagical attacks **Challenge** :: 3 (700 XP) ___ ***Stone Camouflage.*** The mountain spinner has advantage on Dexterity (Stealth) checks made to hide in rocky terrain. : ***Air Propulsion.*** Once per turn, when the mountain spinner moves at least 10 feet straight toward a target and then hits it with a melee attack on the same turn, the target takes an extra 7 (2d6) bludgeoning damage from the blast of compressed air. : ### Actions ***Slam.*** *Melee Weapon Attack*: +6 to hit, reach 5 ft., one target. *Hit:* 13 (2d8 + 4) bludgeoning damage. : ***Air Burst (Recharge 5–6).*** The mountain spinner releases a powerful burst of air in a 15-foot cone. Each creature in that area must make a DC 15 Strength saving throw. On a failed save, a creature takes 14 (4d6) bludgeoning damage and is pushed 10 feet away from the mountain spinner and knocked prone. On a successful save, the creature takes half the damage and isn't pushed or knocked prone. : ![cat warrior](https://i.imgur.com/LQCIfGE.png) {position:absolute;bottom:-95px;left:110px;width:280px} }} :::::: {{monster,frame ## Mountain Spinner ## (Fire elemental) *Large elemental, unaligned, layer 3* ___ **Armor Class** :: 17 (natural armor) **Hit Points** :: 85 (10d10 + 30) **Speed** :: 20ft. ___ | STR | DEX | CON | INT | WIS | CHA | |:-----:|:-----:|:-----:|:-----:|:-----:|:-----:| |18 (+4)|12 (+1)|16 (+3)|4 (-3)|13 (+1)|8 (-1)| ___ **Senses** :: darkvision 60 ft., passive Perception 11 **Damage Resistances** :: bludgeoning, piercing, and slashing from nonmagical attacks **Damage Immunities** :: fire **Condition Immunities** :: poisoned, fire **Challenge** :: 4 (1,100 XP) ___ ***Stone Camouflage.*** The fire mountain spinner has advantage on Dexterity (Stealth) checks made to hide in rocky or fiery terrain. : ***Air Propulsion.*** Once per turn, when the mountain spinner moves at least 10 feet straight toward a target and then hits it with a melee attack on the same turn, the target takes an extra 7 (2d6) bludgeoning damage from the blast of heated air. : ***Heated Body.*** A creature that touches the fire mountain spinner or hits it with a melee attack while within 5 feet of it takes 7 (2d6) fire damage. : ### Actions ***Slam.*** *Melee Weapon Attack*: +7 to hit, reach 5 ft., one target. Hit: 15 (2d10 + 4) bludgeoning damage plus 3 (1d6) fire damage. : ***Fire Vortex (Recharge 5–6).*** The fire mountain spinner spins and releases a fiery vortex in a 10-foot wide, 30 ft long line starting from itself. Each creature in thae path must make a DC 16 Dexterity saving throw, taking 21 (6d6) fire damage on a failed save, or half as much damage on a successful one. The fire vortex ignites flammable objects in the area that aren't being worn or carried. : ![cat warrior](https://i.imgur.com/qXZN6AT.png) {position:absolute;bottom:505px;left:135px;width:265px} }} ### Elemental Mountain Spinners Some mountain spinners seem to have fused with elemental creatures living in the hotter and colder areas of the 3rd layer, giving rise to fire and ice mountain spinners. {{pageNumber,auto}} \page {{imageMaskCenter,--offsetX:0%,--offsetY:0%,--rotation:0 ![](https://i.imgur.com/UVZnbs3.png){height:100%;Opacity:10%} }} {{monster,frame ## Mountain Spinner ## (Ice elemental) *Large Elemental, unaligned, layer 3* ___ **Armor Class** :: 17 (natural armor) **Hit Points** :: 85 (10d10 + 30) **Speed** :: 20ft. ___ | STR | DEX | CON | INT | WIS | CHA | |:-----:|:-----:|:-----:|:-----:|:-----:|:-----:| |18 (+4)|12 (+1)|16 (+3)|4 (-3)|13 (+1)|8 (-1)| ___ **Senses** :: darkvision 60 ft., passive Perception 11 **Damage Resistances** :: bludgeoning, piercing, and slashing from nonmagical attacks **Damage Immunities** :: fire **Condition Immunities** :: poisoned, fire **Challenge** :: 4 (1,100 XP) ___ ***Stone Camouflage.*** The fire mountain spinner has advantage on Dexterity (Stealth) checks made to hide in rocky or icy terrain. : ***Air Propulsion.*** Once per turn, when the mountain spinner moves at least 10 feet straight toward a target and then hits it with a melee attack on the same turn, the target takes an extra 7 (2d6) bludgeoning damage from the blast of icy air. : ***Cold Aura.*** Any creature that starts its turn within 10 feet of the toad takes 5 (1d10) cold damage. : ### Actions ***Slam.*** *Melee Weapon Attack*: +7 to hit, reach 5 ft., one target. Hit: 15 (2d10 + 4) bludgeoning damage plus 3 (1d6) cold damage. : ***Ice Burst (Recharge 5–6).*** The ice mountain spinner spins and releases a burst of ice shards in a 20-foot radius sphere centered on itself. Each creature in thae path must make a DC 16 Dexterity saving throw, taking 21 (6d6) cold damage on a failed save, or half as much damage on a successful one. : ![cat warrior](https://i.imgur.com/RNLX9rH.png) {position:absolute;bottom:495px;left:175px;width:220px} }} : ### Rock-Licker Rock-lickers are small, agile reptilian creatures adapted to life on steep cliff walls and near warm geothermal vents. They have rough, pebbly skin that helps them blend into the rocky surroundings, making them difficult to spot. They attack primarily by extending their surprisingly long tongues to snag insects and small birds, while their prehensile tails can be used to strike at threats or intruders from behind. Large colonies of rock-lickers can often be found basking in the warmth of geothermal vents or sunning on exposed rock faces, where they live in relative safety from predators. {{monster,frame ![cat warrior](https://i.imgur.com/AVvYCqI.png) {position:absolute;bottom:215px;left:130px;width:260px} ## Rock-Licker *Small beast, unaligned, layer 3* ___ **Armor Class** :: 13 **Hit Points** :: 13 (3d6 + 3) **Speed** :: 20 ft., climb 20 ft. ___ | STR | DEX | CON | INT | WIS | CHA | |:-----:|:-----:|:-----:|:-----:|:-----:|:-----:| |10 (+0)|15 (+2)|12 (+1)|2 (-4)|11 (+0)|6 (-2)| ___ **Senses** :: darkvision 60 ft., passive Perception 10 **Skills** :: Stealth +4 **Challenge** :: 1/4 (50 XP) ___ ***Wall Crawler.*** The rock-licker can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. : ### Actions ***Tongue Lash.*** *Melee Weapon Attack:* +4 to hit, reach 10 ft., one target. *Hit:* 4 (1d4 + 2) bludgeoning damage. : }} ### Ikenosuke A fish found in the lakes of lower layers. Instead of scales, it has tough, white skin. The taste of its meat has a slight, sweet flavor. : {{monster,frame ![cat warrior](https://i.imgur.com/ZR02fPc.png) {position:absolute;bottom:-215px;left:20px;width:285px} ## Ikenosuke *Tiny Beast, unaligned, Layer 3,4* ___ **Armor Class** :: 12 **Hit Points** :: 4 (1d4 + 2) **Speed** :: 0ft, swim 40ft ___ | STR | DEX | CON | INT | WIS | CHA | |:-----:|:-----:|:-----:|:-----:|:-----:|:-----:| |6 (-3)|18 (+4)|9 (-1)|1 (-5)|7 (-2)|2 (-4)| ___ **Senses** :: darkvision 60 ft., passive Perception 8 **Challenge** :: 0 **Proficiency Bonus** :: +2 ___ ***Water Breathing*** The ikenosuke can breathe only underwater. ### Actions ***Bite*** *Melee Weapon Attack:* +6 to hit, reach 5 ft., one target. *Hit:* 3 piercing damage. : }} {{pageNumber,auto}} \page {{imageMaskCenter,--offsetX:0%,--offsetY:0%,--rotation:0 ![](https://i.imgur.com/UVZnbs3.png){height:100%;Opacity:10%} }} {{imageMaskCorner,--offsetX:40%,--offsetY:50%,--rotation:0 ![](https://i.imgur.com/tccqwTy.ng){position:absolute;bottom:680px;left:400px;width:400px} }} ### Crimson Splitjaw A red, snake-like creature that nests at the cliffs in the third layer of the Abyss. It spreads its membrane to ride air currents, crossing the other side of the cliffs. It attempts to eat Relics and mineral ore. Whether as nutrition or to train its gizzard remains unknown. There is no doubt that the sac of any of them bears treasure in great quantities, though the possibility of it being defecated cannot be crossed out either. The three black dots around its mouth are organs that can detect the force field. Its meat tastes terrible. {{monster,frame ![cat warrior](https://i.imgur.com/tccqwTy.png) {position:absolute;bottom:380px;left:160px;width:195px} ## Crimson Splitjaw *Huge Monstrosity, Neutral Evil* ___ **Armor Class** :: 19 **Hit Points** :: 220 (20d12+90) **Speed** :: fly 45ft **Roll Initiative** :: +3 ___ | STR | DEX | CON | INT | WIS | CHA | |:-----:|:-----:|:-----:|:-----:|:-----:|:-----:| |2 (-4)|16 (+3)|9 (-1)|1 (-5)|7 (-2)|2 (-4)| ___ **Senses** :: darkvision 60 ft., Blindsight 20ft, passive Perception 17 **Condition Immunities** :: Frightened **Saving Throws** :: STR(10), CON(8) **Challenge** :: 10 (1130 xp) ___ ***Charge.*** If the Crimson Splitjaw moves at least 10 feet straight toward a target and then hits it with a Ram attack on the same turn, the target takes an extra 14 (3d8) bludgeoning damage. If the target is a creature, it must succeed on a DC 16 Strength saving throw or be pushed up to 10 feet away and knocked prone. : ***Seige Monster*** The Crimson Splitjaw does double damage to constructs and structures. : ***Frightful Presence*** Each creature within 40 feet of the Crimson Splitjaw and aware of it must succeed on a DC 16 Wisdom saving throw or become Frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature’s saving throw is successful or the effect ends for it, the creature is immune to the Crimson Splitjaw’s Frightful Presence for the next 24 hours. : }} :::::: {{monster,frame ### Actions ***Multi Attack.*** The Crimson Splitjaw makes three attacks, two with it's ram, and one with its bite. : ***Ram.*** *Melee Weapon Attack* +10 to hit, reach 5ft., one target. *Hit* 5 (3d6 + 6) bludgeoning damage. : ***Bite.*** *Melee Weapon Attack:* +10 to hit, reach 5ft., one target. *Hit* 13 (1d12 + 6) Any large or smaller creature biten by the Crimson Splitjaw is grappled, and must make a dc 16 athletics check to break free : ***Swallow.*** In place of a bite attack the Crimson Splitjaw can swallow a grappled target. If the target is a Large or smaller creature, it must succeed on a DC 16 Dexterity saving throw or be swallowed by the Splitjaw. A swallowed creature is blindedand restrained, it has total cover against attacks and other effects outside the Splitjaw, and it takes 15 (4d6) acid damage at the start of each of the Splitjaws’s turns. If the Splitjaw takes 30 damage or more on a single turn from a creature inside it, the worm must succeed on a DC 18 Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, which fall prone in a space within 10 feet of the Splitjaw. If the Splitjaw dies, a swallowed creature isno longer restrained by it and can escape from the corpse byusing 20 feet of movement, exiting prone. }} {{imageMaskEdge4,--offset:0%,--rotation:0 ![](https://i.imgur.com/VW2EtF8.png){position:absolute;bottom:25px;left:30px;width:420px} }} ### Rock-Walker A large bug with massive, powerful jaws designed to scoop up or clamp down on unsuspecting prey. It lives on the walls in the third layer. : {{monster,frame ![cat warrior](https://i.imgur.com/jh2Vf09.png) {position:absolute;bottom:240px;left:140px;width:225px} ## Rock-Walker *small Beast, unaligned, Layer 3* ___ **Armor Class** :: 14 (natural armor) **Hit Points** :: 45 (6d10 + 12) **Speed** :: 30 ft., climb 30 ft. ___ | STR | DEX | CON | INT | WIS | CHA | |:-----:|:-----:|:-----:|:-----:|:-----:|:-----:| |17 (+3)|13 (+1)|15 (+2)|2 (-4)|12 (+1)|5 (-3)| ___ **Senses** :: darkvision 60 ft., passive Perception 11 **Skills** :: Stealth +3 **Challenge** :: 1 (200 XP) ___ ***Wall Crawler.*** The rock-walker can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. : ### Actions ***Bite*** *Melee Weapon Attack:* +5 to hit, reach 5 ft., one target. *Hit:* 10 (2d6 + 3) piercing damage. If the target is a creature, it is grappled (escape DC 13). Until this grapple ends, the target is restrained, and the rock-walker can't bite another target. : }} {{pageNumber,auto}} \page {{imageMaskCenter,--offsetX:0%,--offsetY:0%,--rotation:0 ![](https://i.imgur.com/nfF1THd.png){height:100%;Opacity:20%} }} {{imageMaskCorner,--offsetX:40%,--offsetY:50%,--rotation:0 ![](https://i.imgur.com/hyUDIVn.png){position:absolute;bottom:780px;left:590px;width:280px} }} {{imageMaskCorner30,--offsetX:-50%,--offsetY:-50%,--rotation:0 ![](https://i.imgur.com/8FAi34k.pn){position:absolute;top:762px;right:430px;width:320px} }} ## Fourth Layer The fourth layer is a humid jungle of strong vines and weaving giant concave discs called Flat-creepers, or the Goblets of Giants. The discs capture water from the air, creating shallow pools. The high concentration of warm water in this region creates a high humidity environment and sometimes fog. Additionally, the light from The Force Field refracts from the water, giving the scenery of the 4th Layer a blue hue. ### Shroombears Shroombears are small mammals with beady eyes, large noses, stocky bodies, short legs, and a long thin tail. They have a symbiotic relationship with Water-shrooms, which can be found growing on their backs. When the Shroombears grow weak, the Water-shrooms release their stored nutrients into the body of their Shroombear host, restoring it to health.Removing the Water-shrooms from their backs may even lead to their death. {{monster,frame ![cat warrior](https://i.imgur.com/8FAi34k.png) {position:absolute;bottom:240px;left:150px;width:215px} ## Shroombears *Small Monstrosity, neutral* ___ **Armor Class** :: 12 **Hit Points** :: 15 (1d4+5) **Speed** :: 25ft. ___ | STR | DEX | CON | INT | WIS | CHA | |:-----:|:-----:|:-----:|:-----:|:-----:|:-----:| |11 (+0)|5 (-3)|10 (+0)|2 (-4)|13 (+2)|15 (+3)| ___ **Senses** :: darkvision 60 ft., passive Perception 12 **Condition Immunities** :: Poisoned **Challenge** :: 1/4 ___ ***Nourishing Fungus*** If the Shroombear is dropped to 0hp or below, it is restored to full health at the start of its next turn if the mushrooms on its back are not removed. If a mushroom is removed and the liquid consued it acts as aminor healing potion, each shroombear has 2d10+2 shrooms growing on its back at anytime : ### Actions ***Headbutt.*** *Melee Weapon Attack:* +1 to hit, reach 5ft., one target. *Hit* 2 (1d4) }} ### Amaranthine Deceptor These treacherous insects bear a close resemblance to Eternal Fortunes, that bloom practically everywhere within The Abyss. By mimicking and hiding among these flowers, the Amaranthine-Deceptor will turn these beautiful flower gardens into death traps. They will attack living beings that get too close and plant their larvae inside of their bodies. To make matters worse, they will assume dormancy during mimicry, allowing them to deceive even creatures that can read the flow of consciousness by observing the Force Field. After planting their larvae, they will slowly start to consume their host from the inside and multiply rapidly. Occasionally, adults will enter through the host's mouth to feed it and prolong their survival. While in a direct encounter they are not nearly as threatening as other creatures but they have taken the lives of many Black Whistle Delvers without giving them even a chance to react, remaining unaware that they are being invaded until it is too late. {{monster,frame ## Amaranthine Deceptor *Medium Swarm of Tiny Monstrosities, Unaligned* ___ **Armor Class** :: 14 **Hit Points** :: 76 (14d8+14) **Speed** :: 50ft fly. ___ | STR | DEX | CON | INT | WIS | CHA | |:-----:|:-----:|:-----:|:-----:|:-----:|:-----:| |3 (-4)|18 (+4)|12 (+1)|3 (-4)|15 (+2)|6 (-2)| ___ **Saving Throws** :: Dex (+6) **Skills** :: Stealth (+7) **Senses** :: Darkvision 60 ft, Blindsight 30ft, Passive Perception 10 **Condition Immunities** :: Charmed, Frightened, Grappled, Paralized, Petrified, Prone, Restrained, Stunned **Resistance** :: Bludgeoning, Piercing, Slashing **Vulnarability** :: Fire **Challenge** :: 3 (700 xp) ___ ***Swarm*** The swarm can occupy another creature's space and vice versa. The swarm can also move through any opening large enough for a Tiny insect. The swarm can't regain hit points or gain Temp hit points. : **False Appearance.** While the insect remains motionless on foliage, it is near indistinguishable from an Eternal Fortune flower. : **Larvae** The swarm infects its victims with Larvae when it hits with Sting, a target can have up to 6 stacks of Larvae, at the start of the Swarms turn 1 stack of Larvae is removed, a creature infected with Larvae takes 1d4 piercing damage per stack at the start of their turn, if a creature has 5 stacks of Larvae, they must make a DC 14 Constitution saving throw at the start of their turn or become incapacitated until their Larvae stacks drop below 5. ### Actions ***Sting.*** *Melee Weapon Attack:* +6 to hit, reach 0ft., one target in the swarm's space. *Hit*: 14 (4d4 + 4) piercing damage and add Two stack of Larvae to the Creature, or if the swarm has half of its hit points or fewer 9 (2d4 + 4) piercing damage and One stack of Larvae to the Creature. }} {{pageNumber,auto}} \page {{imageMaskCenter,--offsetX:0%,--offsetY:0%,--rotation:0 ![](https://i.imgur.com/nfF1THd.png){height:100%;Opacity:20%} }} {{imageMaskCorner,--offsetX:40%,--offsetY:50%,--rotation:0 ![](https://i.imgur.com/3DQ417g.png){position:absolute;bottom:680px;left:420px;width:400px} }} {{imageMaskCorner30,--offsetX:-50%,--offsetY:-50%,--rotation:0 ![](https://i.imgur.com/kksC48t.png){position:absolute;top:752px;right:430px;width:310px} }} ### HeadTail The head and tail of the Head-tail has similar shape and move in similar ways, making it difficult to tell them apart. It has spiky scales which it shakes and rubs together. Its tail stores electricity inside, which it uses to shock targets. Its mouth is split into four parts, making its bite extremely dangerous. {{monster,frame ## HeadTail *Large monstrosity, unaligned* ___ **Armor Class** :: 15 **Hit Points** :: 114 (12d10 + 48) **Speed** :: 40ft. ___ | STR | DEX | CON | INT | WIS | CHA | |:-----:|:-----:|:-----:|:-----:|:-----:|:-----:| |18 (+4)|14 (+2)|18 (+4)|7 (-2)|12 (+1)|9 (-1)| ___ **Skills** :: Perception +5, Stealth +6 **Senses** :: darkvision 60 ft., Blindsight 10ft., passive Perception 15 **Damage Resistance** :: Lightning **Challenge** :: 6 (2300 XP) ___ ***Ambiguous Physiology*** Due to its confusing anatomy, attack rolls against the Head-tail have disadvantage if the attacker has not successfully hit the Head-tail before. : ***Electrified Scales.*** Any creature that touches the Head-tail or hits it with a melee attack while within 5 feet of it takes 7 (2d6) lightning damage. ### Actions ***Multiattack.*** The Head-tail makes three attacks: one with its bite and two with its tail. : ***Bite.*** *Melee Weapon Attack:* +8 to hit, reach 5 ft., one target. *Hit:* 17 (3d8 + 4) piercing damage. : ***Tail Shock.*** *Melee Weapon Attack:* +8 to hit, reach 10 ft., one target. *Hit:* 11 (2d6 + 4) bludgeoning damage plus 9 (2d8) lightning damage. : ***Disorienting Movement (Recharge 5-6).*** The Head-tail moves rapidly in a confusing pattern. Each creature within 30 feet of the Head-tail that can see it must succeed on a DC 15 Wisdom saving throw or be stunned until the end of the Head-tail's next turn. }} :::::::::::::::::::::::::::::::::::: ### Orb Piercer The Orb Piercer is a dangerous creature that inhabits the 4th Layer of The Abyss. It resembles a large porcupine with a head that looks like a red mask. It is a herbivore that eat salgae from flat-creepers, however it is ferociously defensive over its territory. Delvers take a route through part of the Orb Piercer's territory (approximetly 1 km of it) which is usually safe so long as it does not make an appearance. A single one has taken the limbs and/or lives of over 100 blac kwhistle Delvers. As dangerous as it is, it is seemingly a rare creature, since only a single one has been spotted on the fourth layer. If its life is threatened, it will shed its needles to use as chance to escape. Their needles have a slow growing rate, so their scarcity might be due to the fact that not many get to a fully matured state. It is covered with long sharpened needles that can pierce through metal like paper, and are laced with a deadly poison. While the Orb Piercers's poison is quite slow at killing its victim, it is extremely effective, greatly weakening those affected by it and expanding quickly, which is why many delvers resort to amputating their limbs. They are able to instantly unleash a fearsome amount of strength at any moment, even on wet ground. Its most impressive trait is their ability to sense the force field of the abyss, which is very uncommon for creatures of the 4th layer. This grants them a foresight-like instinct that allows them to predict movements of other living beings. This makes it almost impossible to emerge victorious in battle against it. It has one major weak point however, The five holes on his faceis its force field sensing organ, and it's an extremely sensitive spot. If hit or touched there, the Orb Piercer will be thrown into an inconceivable pain and a state of confusion that makes it go berserk. However, since it can read one'smovements, it is likely that one would never be able to touch it. White Whistle Delvers are likely the only humans capable of defeating one in combat. {{pageNumber,auto}} \page {{imageMaskCenter,--offsetX:0%,--offsetY:0%,--rotation:0 ![](https://i.imgur.com/nfF1THd.png){height:100%;Opacity:20%} }} {{imageMaskCenter,--offsetX:0%,--offsetY:0%,--rotation:0 ![](https://i.imgur.com/Tn1AiwT.png){height:100%;Opacity:40%} }} {{monster,frame ## Orb Piercer *Large Monstrosity, Unaligned, Abyss Layer 4* ___ **Armor Class** :: 16 (20 with Foresight) **Hit Points** :: 237 (25d10 + 10) **Speed** :: 45ft. ___ | STR | DEX | CON | INT | WIS | CHA | |:-----:|:-----:|:-----:|:-----:|:-----:|:-----:| |16 (+3)|18 (+4)|18 (+4)|11 (+0)|17 (+3)|8 (-1)| ___ **Saving Throws** :: Dex (+11) **Skills** :: Acrobatics +11, Athletics +9, Perception +6, Stealth (+11), Survival +8 **Damage Immunities** :: Poison **Condition Immunities** :: Charmed, Poisoned, Deafened, Blinded **Senses** :: Blindsight 120 ft., passive Perception 16 **Challenge** :: 15 (13,000 XP) ___ ***Legendary Resistance (3/Day).*** If the Orb Piercer fails a saving throw, it can choose to succeed instead. : ***Foresight.*** When the Orb Piercer makes a Perception check, its armor class is increased by 4, it cannot be surprised and has advantage on dexterity saving throws until the end of its next turn. If the Orb Piercer is grappled by its red sensing organ, it may no longer benefit from this feature, has disadvantage on all attacks and is unable to make perception checks until it is no longer grappled in this way. : ***Poison Needles*** The Tamaugachi has poison tipped needles, Creatures that gain the poisoned condition suffer the effects listed below. : When a target is poisoned, roll 1d6 to determine the afflicted body part, 1 (Left arm), 2 (Right arm), 3(Left leg), 4 (Right leg), 5 (Torso) or 6 (Head). : A Creature suffers the effects of their poisons stage at the start of their turn, they repeat the stage at the start of their turn if they succeed their saving throw and move to the next stage at the start of their next turn should they fail. : • **1** - The target must make a DC 12 Constitution saving throw or the afflicted body part begins to shake uncontrollably, resulting in different effects depending on the body part (**Arm**, disadvantage on attack rolls using the afflicted arm. **Leg**, movementis reduced by 10ft. **Torso**, Constitution modifier isreduced by 1. **Head**, Disadvantage on rolls that relyon sight). : • **2** - The target must make a DC 14 Constitution saving throw or the afflicted body part becomes numb and unusable, resulting in different effects depending on the body part (**Arm**, drop anything held in this hand and disadvantage on attack rollsusing the afflicted arm. **Leg**, movement is reducedby 20ft. **Torso**, Constitution modifier is reduced byan additional 1. **Head**, gain the blinded condition). : • **3** - The target must make a DC 16 Constitution saving throw or the afflicted body part grows twice its natural size and the target begins vomiting (the target may no longer take bonus actions). : }} {{monster,frame • **4** - The target must make a DC 17 Constitution saving throw or it is unable to stand, their movement becomes 0 and they fall prone (If the subject is not cured upon failing this save, body part tied off or the body part removed, the poison has spread across their body, removal of limb will no longer stop the poison) additionally move to the next stage of poison needle next turn. : • **5** - The target must make a DC 18 Constitution saving throw, on a fail target is blinded and unable to speak, other body parts begin to grow twice their original size, additionally move to the next stage of poison needle next turn. : • **6** - The target must make a DC 19 Constitution saving throw, on a fail they fall unconcious. : • **7** - The target must make a DC 20 Constitution saving throw, on a fail, Death. : ***Frightful Presence.*** Each creature within 30 feet of the Orb Piercer and aware of it must succeed on a DC 15 Wisdom saving throw or become Frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the Orb Piercer's Frightful Presence for the next 24 hours. : ### Actions ***Multiattack.*** The Orb Piercer makes two actions: one Needle Melee and one Needle Ranged attack or Perception check. : ***Bite.*** *Melee Weapon Attack:* +8 to hit, reach 5ft., one target. *Hit* 9 (1d8 + 5) Piercing damage : ***Needle Melee.*** *Melee Weapon Attack:* +9 to hit, reach 5ft., one target. *Hit* 22 (3d10 + 5) Piercing, and the must make a DC 17 constitution saving throw or be poisoned. : ***Needle Ranged.*** *Ranged Weapon Attack:* +9 to hit,range 30/60 ft., one target. *Hit* 22 (3d10 + 5) Piercing, and the must make a DC 17 constitution saving throw or be poisoned : ***Needle Barrage (Recharge 5-6).*** The Orb Piercer sends out a barrage of needles in a line or cone, (Line 30 ft. Cone 15 ft.), each creature in the afflicted area must make a DC 17 dexterity saving throw or suffer 26 (4d10 + 5) Piercing and then make a DC 17 constitution saving throw or be poisoned. on a successful save, ignore the effect/s. : ***Release Needles (1/week).*** The Tamaugachi releases all its needles at once as an Action or Reaction. Any creature within 30 ft. must make a DC 17 dexterity saving throw or take 21 (3d10 + 5) Piercing damage and then make a DC 17 constitution saving throw or be poisoned. On a successful save, ignore the effect/s. The Orb Piercer may now disengage freely and move 50 ft, but is unable to use needle attacks for 7 days until its needles regrow. }} {{imageMaskEdge6,--offset:0%,--rotation:0 ![](https://i.imgur.com/QeH35w6.png){height:100%} }} {{pageNumber,auto}} \page {{imageMaskCenter,--offsetX:0%,--offsetY:0%,--rotation:0 ![](https://i.imgur.com/nfF1THd.png){height:100%;Opacity:20%} }} {{imageMaskCorner,--offsetX:40%,--offsetY:50%,--rotation:0 ![](https://i.imgur.com/zRl6BpE.pnghttps://i.imgur.com/KpeCHEl.pn){position:absolute;bottom:700px;left:580px;width:300px} }} {{imageMaskCorner30,--offsetX:-50%,--offsetY:-50%,--rotation:0 ![](https://i.imgur.com/uV24vZg.png){position:absolute;top:740px;right:400px;width:350px} }} ### Giant Hammerbeak The Giant Hammerbeak is a Giant variant of the Hammerbeak that can be found nesting in branches which hold the Flat-creepers aloft, there is little to note differently about the giant variant of the Hammerbeak other than its size and greater strength. They are mostly harmless unless you go out of your way to aggravate them. If disturbed the flock will decends on the attack, dive bombing them until they are no longer a threat. {{monster,frame ## Giant Hammerbeak *Large Beast, unaligned* ___ **Armor Class** :: 13 **Hit Points** :: 39 (6d10 + 4) **Speed** :: 20ft., 80ft fly ___ | STR | DEX | CON | INT | WIS | CHA | |:-----:|:-----:|:-----:|:-----:|:-----:|:-----:| |16 (+3)|18 (+3)|12 (+1)|8 (-1)|16 (+3)|14 (+2)| ___ **Senses** :: darkvision 60 ft., passive Perception 13 **Skills** :: Perception +5 **Challenge** :: 3 ___ ***Keen Sight.*** The Giant Hammerbeak has advantage on Wisdom(Perception) checks that rely on sight. : ***Flock Tactics.*** The Giant Hammerbeak has advantage on an attack rolls against a creature if at least one of the Hammerbeak's allies is within 5 ft. of the creature and the ally isn’t incapacitated. : ***FLy By*** the Giant Hammerbeak does not provoke attacks of opportunity. : ***Fire Starter*** Giant Hammerbeak beaks are similar to flint, and can be used to start fires ### Actions ***Multiattack.*** The Onitsuchi makes three attacks: one Peck and two Claw. : ***Peck*** *Melee Weapon Attack:* +5 to hit, reach 5 ft., one target. *Hit:* 14 (2d10 + 3) bludgeoning damage : ***Claw*** *Melee Weapon Attack:* +5 to hit, reach 5 ft.,one target. Hit: 8 (1d8 + 4) slashing damage. : }} :::::::::::: ### Horncrier (Lower Layers) They have no eyes, their ears are infused to their horns, and their nostrils are often mistaken for eyes. Much of their horns are hollow, and by breathing through their nostrils they create a special sound. They use the echo from their horns to survey their surroundings, so they remain dormant during rainy days. They use their horns and legs to gore an opponent. Their horns are actually also their weak point, so frontal attacks to their heads are highly effective. {{monster,frame ## Horncrier *Medium Beast, unaligned, Layer 4, 5* ___ **Armor Class** :: 14 **Hit Points** :: 85 (10d10 + 30) **Speed** :: 30ft. **Roll Initiative** :: +2 ___ | STR | DEX | CON | INT | WIS | CHA | |:-----:|:-----:|:-----:|:-----:|:-----:|:-----:| |17 (+3)|10 (+0)|16 (+3)|2 (-4)|13 (+1)|6 (-2)| ___ **Senses** :: Blindsight 80 ft. (Blind beyond this radius), passive Perception 14 **Skills** :: Perception +4 **Challenge** :: 4 (1100 xp) ___ ***Echolocation*** The Horncrier can’t use its blindsight while deafened and must rely on its limited sense of smell. : ***Vulnerable Horns.*** The Horncrier's horns are a weak point. Any attack targeting the Horncrier's horns that hits is automatically a critical hit. : ***Water Sensitivity.*** During rain, the Horncrier becomes disoriented and has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on hearing. : ### Actions ***Multi Attack.*** The Horncrier makes two attacks: one with its gore and one with its kick. : ***Gore.*** *Melee Weapon Attack:* +6 to hit, reach 5 ft., one target. *Hit:* 15 (2d8 + 6) piercing damage. : ***Kick.*** *Melee Weapon Attack:* +6 to hit, reach 5 ft., one target behind it. *Hit:* 13 (2d6 + 6) bludgeoning damage. : ***Reverberating Call (Recharge 5-6).*** The Horncrier emits a powerful call that can be heard up to 300 feet away. Each creature within a 60-foot radius that can hear the call must succeed on a DC 14 Constitution saving throw or be stunned until the end of the Horncrier’s next turn. This call does not function in rainy weather. }} {{pageNumber,auto}} \page {{imageMaskCenter,--offsetX:0%,--offsetY:0%,--rotation:0 ![](https://i.imgur.com/nfF1THd.png){height:100%;Opacity:20%} }} {{imageMaskCorner,--offsetX:40%,--offsetY:50%,--rotation:0 ![](https://i.imgur.com/UXVrPdU.png){position:absolute;bottom:765px;left:565px;width:270px} }} {{imageMaskCorner30,--offsetX:-50%,--offsetY:-50%,--rotation:0 ![](https://i.imgur.com/SE0bllh.png){position:absolute;top:760px;right:430px;width:320px} }} ### Powder Moth (layer 4,5) Breathing in their scales causes hallucinations and therefore caution must be exercised as the more you chase after a powder moth, the more scales accumulate in your body. Powder moths scatter powder with blue poison as it flies which tends to attract more Powder moths. Their scales, in small quantities, can be used as a spice and smell somewhat like cinnamon. {{monster,frame ## Powder Moth (Pupa Carrier) *Small beast, unaligned, layer 4,5* ___ **Armor Class** :: 14 **Hit Points** :: 27 (9d4 + 9) **Speed** :: 10ft., fly 50ft. ___ | STR | DEX | CON | INT | WIS | CHA | |:-----:|:-----:|:-----:|:-----:|:-----:|:-----:| |3 (-4)|18 (+4)|12 (+1)|2 (-4)|15 (+2)|11 (+0)| ___ **Senses** :: darkvision 60 ft., passive Perception 14 **Skills** :: Stealth +5 **Challenge** :: 1 (200 XP) ___ ***Evasive Flight.*** Attacks of opportunity against the powder moth are made with disadvantage due to its erratic flight pattern. : ***Poisonous Scales.*** Any creature that starts its turn within 10 feet of the powder moth must succeed on a DC 14 Constitution saving throw or become poisoned for 1 minute. While poisoned in this way, the creature suffers from hallucinations (as per the confusion spell) for the duration. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. : ### Actions ***Dust Cloud.*** The powder moth flaps its wings hard, spreading a thick cloud of hallucinogenic dust. The moth creates a 20-foot-radius cloud centered on itself. The cloud spreads around corners, and its area is heavily obscured. The cloud lingers until the end of the moth’s next turn. Any creature that enters the cloud or starts its turn in it must make a DC 14 Constitution saving throw. On a failed save, the creature is poisoned for 1 minute, during which it hallucinates and has disadvantage on ability checks, attack rolls, and saving throws. Creatures that fail their saving throw by 5 or more also become stunned for the duration. : }} :::::::::::: ### Light Eater Light-eaters are birds that look beautiful when they spread their wings.Their legs are fused with their tail feathers, serving as a sort of wing, and they use their tails to stand. They can't walk normally, but rather flap their wings to slide around and can also use them to jump short distances. Light-eaters move their wings in a sweeping fashion to launch feathers as an attack. The feathers are structured like thin, layered scales, and are capable of consecutively launching one after another. {{monster,frame ## Light Eater *Large Monstrosity, neutral, layer 4* ___ **Armor Class** :: 17 **Hit Points** :: 127 (15d10 + 45) **Speed** :: 20 ft., fly 40 ft. (clumsy) ___ | STR | DEX | CON | INT | WIS | CHA | |:-----:|:-----:|:-----:|:-----:|:-----:|:-----:| |18 (+4)|16 (+3)|16 (+3)|10 (+0)|14 (+2)|18 (+4)| ___ **Senses** :: darkvision 60 ft., passive Perception 12 **Damage Immunities** :: radiant **Challenge** :: 11 (7,200 XP) ___ ***Iridescent Plumage.*** The light-eater can use its radiant feathers to dazzle attackers. Any creature that hits the light-eater with a melee attack while within 5 feet of it must succeed on a DC 16 Wisdom saving throw or be blinded until the end of its next turn. : ### Actions ***Multiattack.*** The light-eater makes two Radiant Feather attacks. : ***Radiant Feather.*** *Ranged Weapon Attack:* +8 to hit, range 60/180 ft., one target. *Hit:* 14 (2d8 + 5) radiant damage. : ***Dazzling Display (Recharge 5–6).*** The light-eater spreads its wings wide and launches a burst of blinding light. Each creature within 30 feet that can see the light-eater must succeed on a DC 17 Constitution saving throw or be blinded for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. : ***Sweeping Glide.*** The light-eater uses its wings to propel itself up to 15 feet in any direction, even vertically. This movement does not provoke opportunity attacks. If the light-eater enters a hostile creature's space during this glide, that creature must succeed on a DC 16 Dexterity saving throw or take 10 (3d6) slashing damage and be knocked prone. : }} {{pageNumber,auto}} \page {{imageMaskCenter,--offsetX:0%,--offsetY:0%,--rotation:0 ![](https://i.imgur.com/nfF1THd.png){height:100%;Opacity:20%} }} {{imageMaskCorner30,--offsetX:-50%,--offsetY:-50%,--rotation:0 ![](https://i.imgur.com/Upq7Wmv.png){position:absolute;top:600px;right:430px;width:320px} }} ### Hagamizukin A strange fish with teeth similar to land animals. In order to catch its prey, they emerge from water at intense speeds. Not much else is known about them. Given how rare they are, they are considered to be legendary fish. {{monster,frame ## Hagamizukin *Medium beast, unaligned layer 4,5* ___ **Armor Class** :: 13 **Hit Points** :: 38 (7d8 + 7) **Speed** :: 0 ft., swim 60 ft. ___ | STR | DEX | CON | INT | WIS | CHA | |:-----:|:-----:|:-----:|:-----:|:-----:|:-----:| |15 (+2)|14 (+2)|12 (+1)|2 (-4)|11 (+0)|6 (-2)| ___ **Senses** :: darkvision 60 ft., passive Perception 10 **Skills** :: Stealth +4 **Challenge** :: 1 (200 XP) ___ ***Water Breathing.*** The Hagamizukin can breathe only underwater. : ***Charge.*** If the Hagamizukin moves at least 20 feet straight toward a target and then hits it with a bite attack on the same turn, the target takes an extra 7 (2d6) piercing damage. : ***Ambush Predator.*** The Hagamizukin has advantage on attack rolls against any creature it has surprised. : ### Actions ***Bite.*** *Melee Weapon Attack:* +4 to hit, reach 5 ft., one target. *Hit: 10* (2d6 + 3) piercing damage. : }} \page {{imageMaskCenter,--offsetX:0%,--offsetY:0%,--rotation:0 ![](https://i.imgur.com/VBI6l2z.png){height:100%;Opacity:15%} }} {{imageMaskCorner,--offsetX:-10%,--offsetY:-0%,--rotation:0 ![](https://i.imgur.com/r9nYaZH.png){position:absolute;top:502px;right:390px;width:420px} }} ## Fifth Layer The shortest layer of The Abyss, vertically, being only 1,000 meters deep, but also the widest one, horizontally. It consists mostly of a large, monster-filled sea with some crystallized sections, held up by a layer of thick slimy water ### Stinger-Head Stingerhead *(Kashou-gashira)* are dangerous creatures that live in the sandstone area in the 5th Layer of The Abyss. Described as the finest predators of the 5th Layer, Stingerhead are huge seven-tailed scorpions that reach over 2 meters in height. Each tail contains a deadly acid that melts flesh and bone, it is not uncommon for one to instantly kill their victims with a relentless assault from their tails. While individually, they're not too troublesome for experienced Delvers, they often form large colonies and hunt in groups, so avoiding their nest entirely is the wisest course of action. Their nest can be identified by the discoloration, caused by their acidic stinger, on sandstone, it is also a sign that one previous delver was unfortunate enough to be caught by the Stingerhead. Furthermore, the area around its nest has a very peculiar smell. It's the same smell you feel when burning dried vomit. They are not edible, so there's little reason to engage in battleagainst them. {{monster,frame ## Stinger-Head ##### *(Kashou-gashira)* *Large monstrosity, unaligned, Layer 5* ___ **Armor Class** :: 19 **Hit Points** :: 306 (30d10 + 108) **Speed** :: 30ft., Burrowing 20ft. ___ | STR | DEX | CON | INT | WIS | CHA | |:-----:|:-----:|:-----:|:-----:|:-----:|:-----:| |20 (+5)|17 (+3)|17 (+3)|7 (-2)|11 (+0)|6 (-2)| ___ **Saving Throws*** :: Str +11, Con +9, **Skills** :: Stealth +9, Survival +6, Intimidation +4 **Damage Resistance** :: Acid **Damage Immunities** :: Poison **Condition Immunities** :: Poisoned, Charmed, Deafened **Senses** :: Blindsight 60ft., passive Perception 8 **Challenge** :: 17 (18,000 XP) ___ ***Acidic Blood.*** Any nonmagical weapon that strikes the Stinger-Head melts due to the acidic blood of the creature. After dealing damage, the weapon takes a permanent and cumulative -1 penalty to Damage Rolls. If its penalty drops to -5, the weapon is destroyed. Non magical ammunition that hits the Stinger-Head is destroyed after dealing damage. ### Actions ***Multiattack.*** The Turbinid Dragon makes six attacks: one bite, two Claw (if not being used to grapple) and three Sting attacks. : ***Bite.*** *Melee Weapon Attack:* +11 to hit, reach 5ft., one target. *Hit* 7 (1d8 + 2) piercing damage. : ***Claw.*** *Melee Weapon Attack:* +11 to hit, reach 5ft., one target. *Hit* 11 (2d8 + 2) bludgeoning damage,and the target is grappled (Escape DC 15). The Kasshou-gashira has two claws and so may grapple two medium or smaller size targets at once. : ***Sting.*** *Melee Weapon Attack:* +9 to hit, reach 5ft.,one target. *Hit* 11 (2d8 + 2) piercing damage, and the targets AC is permanently reduced by 1 if it is not wearing magical armor, as its armour is being melted, if the targets armor no longer provides a benefit, it is destroyed. If the target is not wearing armor, they take an additional 22 (4d10) acid. : S***even tails (Recharge 6).*** *Melee Weapon Attack:* +9 to hit, reach 5ft., one target. *Hit* 64 (14d8 + 2) piercing damage, and the targets AC is permanently reduced by -2 if it is not wearing magical armor, as its armour is being melted, if the targets armor no longer provides a benefit, it is destroyed. If the target is not wearing armor, they take an additional 88 (14d10) acid. }} {{pageNumber,auto}} \page {{imageMaskCenter,--offsetX:0%,--offsetY:0%,--rotation:0 ![](https://i.imgur.com/VBI6l2z.png){height:100%;Opacity:15%} }} {{imageMaskCorner,--offsetX:40%,--offsetY:50%,--rotation:0 ![](https://i.imgur.com/V2Ad9BU.png){position:absolute;bottom:820px;left:425px;width:350px} }} {{imageMaskCorner30,--offsetX:-50%,--offsetY:-50%,--rotation:0 ![](https://i.imgur.com/W6VSVUH.png){position:absolute;top:800px;right:450px;width:300px} }} ### Octoliar The Octoliar mainly lives inside holes along walls. Its ecology and movements are similar to a spider’s, but its body and appearance are like an octopus. It can't walk very fast, but can temporarily increase its speed by exhaling air. Its body is colored similarly to its environment as a form of camouflage. This makes it difficult to be seen from far away. When danger approaches, it emits poisonous gas to protect itself. The gas lingers in the air, similar to ink from an octopus. {{monster,frame ## Octoliar *Large monstrosity, unaligned, Layer 5* ___ **Armor Class** :: 15 (natural armor) **Hit Points** :: 93 (11d10 + 33) **Speed** :: 20ft. Climb 20ft ___ | STR | DEX | CON | INT | WIS | CHA | |:-----:|:-----:|:-----:|:-----:|:-----:|:-----:| |16 (+3)|13 (+1)|16 (+3)|7 (-2)|12 (+1)|5 (-3)| ___ **Skills** :: Stealth +5, Perception +4 **Damage Resistances** :: Poison **Condition Immunities** :: Poisoned **Senses** :: darkvision 60 ft., passive Perception 14 **Challenge** :: 6 (2300 XP) ___ ***Camouflage.*** The Octoliar has advantage on Dexterity (Stealth) checks made to hide in its natural environment. : ***Spider Climb.*** The Octoliar can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. ### Actions ***Multiattack.*** The Octoliar makes two attacks: one with its bite and one with its tentacles. : ***Bite.*** *Melee Weapon Attack:* +6 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) piercing damage. : ***Tentacles*** *Melee Weapon Attack:* +6 to hit, reach 10 ft., one target. Hit: 11 (2d6 + 4) bludgeoning damage, and the target is grappled (escape DC 14). Until this grapple ends, the target is restrained, and the Octoliar can't use its tentacles on another target. : ***Jet (Recharge 6).*** When it needs to escape or reposition quickly, the Octoliar can exhale a powerful burst of air, increasing its movement speed by 20 feet for that turn. }} ::::::::::::::::::::::::: ### Hamashirama A peculiar-looking fish found in the fifth layer. Rumor says that they feed on life force itself. Its intestines are all located in its head. There have been some reports of them releasing their sticky intestines as a way to slow down and fend off potential predators. {{monster,frame ## Hamashirama *Small aberration, unaligned* ___ **Armor Class** :: 12 **Hit Points** :: 18 (4d4 + 8) **Speed** :: 0 ft. Swim 30ft. ___ | STR | DEX | CON | INT | WIS | CHA | |:-----:|:-----:|:-----:|:-----:|:-----:|:-----:| |6 (-2)|14 (+2)|14 (+2)|2 (-4)|10 (+0)|3 (-4)| ___ **Senses** :: BLindsight 40 ft. (blind beyond this radius), passive Perception 10 **Condition Immunities** :: Blinded **Challenge** :: 1/2 ___ ***Water Breathing*** The Hamashirama can breathe only underwater. : ***Sticky Defense.*** When the Hamashirama is hit by a melee attack, it can use its reaction to release sticky intestines at the attacker. The attacker must succeed on a DC 12 Dexterity saving throw or have their speed reduced by 10 feet until the end of their next turn as they become entangled in the sticky material. : ### Actions ***Slap*** *Melee Weapon Attack:* +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) bludgeoning damage. : ***Sticky Eject (Recharge 5–6).*** The Hamashirama ejects a portion of its sticky intestines towards a creature it can see within 10 feet of it. The target must succeed on a DC 12 Dexterity saving throw or be restrained. The restrained target can use its action to make a DC 12 Strength check, freeing itself on a success. The intestines dissolve harmlessly after 1 minute. : }} {{pageNumber,auto}} \page {{imageMaskCenter,--offsetX:0%,--offsetY:0%,--rotation:0 ![](https://i.imgur.com/VBI6l2z.png){height:100%;Opacity:15%} }} {{imageMaskCorner,--offsetX:40%,--offsetY:50%,--rotation:0 ![](https://i.imgur.com/juRaImP.pn){position:absolute;bottom:780px;left:425px;width:350px} }} {{imageMaskCorner,--offsetX:-50%,--offsetY:-50%,--rotation:0 ![](https://i.imgur.com/juaImP.png){position:absolute;bottom:850px;right:380px;width:200px;} }} ### Footing-Slicer The footing-slicers dwell in the fifth layer, but move up to the fourth layer during breeding season. They plant their eggs inside flat-creepers and die once doing so. By planting eggs in the warmer, more accessible fourth Layer, it increases the chances of its spawn surviving. They use six of their claws on the side to hunt prey while the remaining three legs walk. Outside of breeding season, they are usually fairly docile and will not pick a fight. If one can ride them, they will aid in reaching higher places, as well as provide one with a means of transportation. {{monster,frame ![cat warrior](https://i.imgur.com/BP7EvEy.png) {position:absolute;bottom:495px;left:140px;width:240px} ## Footing-Slicer *Large monstrosity, layers 4,5* ___ **Armor Class** :: 16 **Hit Points** :: 108 (13d10 + 48) **Speed** :: 40 ft., climb 30 ft. ___ | STR | DEX | CON | INT | WIS | CHA | |:-----:|:-----:|:-----:|:-----:|:-----:|:-----:| |18 (+4)|13 (+1)|18 (+4)|2 (-4)|12 (+1)|6 (-2)| ___ **Senses** :: darkvision 60 ft., passive Perception 11 **Damage Resistances** :: bludgeoning, slashing, piercing **Challenge** :: 7 ___ ***Amphibious*** The footing-slicer can breathe air and water. : ***Sure-Footed.*** The footing-slicer has advantage on Strength and Dexterity saving throws made against effects that would knock it prone. : ***Spider Climb.*** The footing-slicer can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. : ### Actions ***Multiattack.*** The footing-slicer makes three attacks with its claws. : ***Claw*** *Melee Weapon Attack:* +8 to hit, reach 5 ft., one target. *Hit:* 12 (2d6 + 4) slashing damage. : ***Rear Up (Recharge 5–6).*** The footing-slicer rears up on its back legs, gaining a +2 bonus to AC against melee attacks, and it can make a stomp attack as a bonus action. : ***Stomp.*** *Melee Weapon Attack:* +8 to hit, reach 5 ft., one prone creature. *Hit:* 18 (3d8 + 4) bludgeoning damage. ### Reactions ***Quick Dodge.*** When a creature hits the footing-slicer with a melee attack, it can use its reaction to roll with the attack, reducing the damage by half. }} :::: ### Kudara The Kudara's large ears emit a special light, which produces a sharp glare to confuse those who approach, resulting in a hallucination of seeing double. Kudara refrain from fighting among their own species and commonly hunt in packs. It calls for backup while distracting targets with its hallucination. When their numbers grow too big, they can become an overwhelming force. Its fangs have a paralyzing poison, making it extremely difficult to flee once bitten. {{monster,frame ![cat warrior](https://i.imgur.com/jckOVU2.png) {position:absolute;bottom:485px;left:95px;width:320px} ## Kudara *Medium monstrosity, layers 4,5* ___ **Armor Class** :: 14 **Hit Points** :: 38 (7d8 + 7) **Speed** :: 40 ft. ___ | STR | DEX | CON | INT | WIS | CHA | |:-----:|:-----:|:-----:|:-----:|:-----:|:-----:| |13 (+1)|18 (+4)|14 (+2)|5 (-3)|14 (+2)|8 (-1)| ___ **Skills** :: Stealth +6, Perception +4 **Senses** :: darkvision 60 ft., passive Perception 11 **Challenge** :: 2 (450 XP) ___ ***Pack Tactics.*** The kudara has advantage on an attack roll against a creature if at least one of the kudara's allies is within 5 feet of the creature and the ally isn't incapacitated. : ***Light Emission.*** As a bonus action, the kudara can emit a bright, confusing light from its ears, forcing each creature that can see it within 30 feet to make a DC 15 Wisdom saving throw. On a failed save, a creature suffers the effects of the [mirror image spell](https://www.dndbeyond.com/spells/2193-mirror-image) for 1 minute, seeing multiple illusory duplicates of itself and having difficulty determining its own position. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. : ### Actions ***Multiattack.*** The kudara makes two attacks: one with its bite and one with its claws. : ***Bite.*** Melee Weapon Attack: +6 to hit, reach 5 ft., one target. *Hit:* 7 (1d6 + 4) piercing damage, and the target must make a DC 12 Constitution saving throw, becoming paralyzed for 1 minute on a failed save. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. : ***Claw*** *Melee Weapon Attack:* +8 to hit, reach 5 ft., one target. *Hit:* 12 (2d6 + 4) slashing damage. : }} {{imageMaskEdge6,--offset:25%,--rotation:0 ![](https://i.imgur.com/QsOokhD.png){position:absolute;top:685px;left:0px;width:820px;opacity:70%} }} ::: {{pageNumber,auto}} \page {{imageMaskCenter,--offsetX:0%,--offsetY:0%,--rotation:0 ![](https://i.imgur.com/VBI6l2z.png){height:100%;Opacity:15%} }} {{imageMaskCorner,--offsetX:40%,--offsetY:50%,--rotation:0 ![](https://i.imgur.com/juRaImP.pn){position:absolute;bottom:780px;left:425px;width:350px} }} {{imageMaskCorner,--offsetX:-50%,--offsetY:-50%,--rotation:0 ![](https://i.imgur.com/juaImP.png){position:absolute;bottom:850px;right:380px;width:200px;} }} ### Ink Flower Ink Flowers are large, dangerous, primeval floating creatues that elegantly and lazily fly about. Immediately after being born, they live underwater due to still being very weak before they mature. Their fin and tactile organs are fused together to sense both airflow and force field and it is an important part of their anatomy used for movement and as a sensor. Ink Flowers expel air from what looks like gills at regular intervals, making it possible to fly at a fast speed or to suddenly change directions. They are exceptionally good at ramming their enemies where they least expect it. {{monster,frame ![cat warrior](https://i.imgur.com/OUe82yg.png) {position:absolute;bottom:475px;left:110px;width:270px} ## Ink Flower *Large monstrosity, layers 5* ___ **Armor Class** :: 17 (natural armor) **Hit Points** :: 152 (16d10 + 64) **Speed** :: 0 ft., fly 60 ft. (hover) ___ | STR | DEX | CON | INT | WIS | CHA | |:-----:|:-----:|:-----:|:-----:|:-----:|:-----:| |20 (+5)|18 (+4)|18 (+4)|12 (+1)|15 (+2)|10 (+0)| ___ **Senses** :: blindsight 60 ft., passive Perception 12 **Damage Resistances** :: bludgeoning, piercing, and slashing from nonmagical attacks **Damage Immunities** :: poison **Condition Immunities** :: poisoned, paralyzed **Challenge** :: 10 (5,900 XP) ___ ***Forcefield Sensitivity.*** The Ink Flower read the flow of the curse to detect vibrations and movements through its fin and tactile organs, giving it advantage on initiative rolls and Perception checks that rely on sensing movement. : ***Ramming Speed.*** If the Ink Flower moves at least 30 feet straight toward a target and then hits it with a ram attack on the same turn, the attack deals an extra 18 (4d8) bludgeoning damage. : ### Actions ***Multiattack.*** The Ink Flower makes two ram attacks. : ***Ram.*** Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 17 (3d6 + 5) bludgeoning damage. : ***Sudden Gust (Recharge 5–6).*** The Ink Flower rapidly expels air, creating a powerful gust in a 60-foot line that is 5 feet wide. Each creature in the line must make a DC 18 Strength saving throw. On a failed save, a creature takes 22 (4d10) bludgeoning damage and is pushed up to 20 feet away and knocked prone. On a successful save, the creature takes half as much damage and is not pushed or knocked prone. : }} :::: ### Kudara The Tenkoume is a common fish found in the darker, deeper waters of the central layers of aquatic realms. Characterized by its large size for a fish and menacing markings that serve as a deterrent to potential predators, the tenkoume navigates and hunts primarily through the use of its long, sensitive whiskers, which function much like eyes. These whiskers allow the tenkoume to detect movement and vibrations in the water, enabling it to effectively locate prey and avoid threats even in the murky depths it prefers. {{monster,frame ![cat warrior](https://i.imgur.com/Lot4pan.png) {position:absolute;bottom:-305px;left:25px;width:320px} ## Kudara *Small beast, unaligned, layers 5,6* ___ **Armor Class** :: 11 **Hit Points** :: 14 (3d6 + 3) **Speed** :: 0 ft., swim 40 ft. ___ | STR | DEX | CON | INT | WIS | CHA | |:-----:|:-----:|:-----:|:-----:|:-----:|:-----:| |13 (+1)|15 (+2)|12 (+1)|2 (-4)|11 (+0)|6 (-2)| ___ **Skills** :: Stealth +4 **Senses** :: blindsight 30 ft. (blind beyond this radius), passive Perception 10 **Challenge** :: 1/4 (50 XP) ___ ***Dark Dweller.*** The tenkoume has advantage on Dexterity (Stealth) checks made while in dim light or darkness. : ***Water Breathing.*** The tenkoume can breathe only underwater. : ### Actions ***Bite.*** *Melee Weapon Attack:* +3 to hit, reach 5 ft., one target. *Hit:* 5 (1d8 + 1) piercing damage. : ***Whisker Probe.*** *Melee Weapon Attack:* +5 to hit, reach 10 ft., one target. *Hit:* 3 (1d4 + 1) bludgeoning damage, and the tenkoume learns the target’s exact location until the end of its next turn. : }} {{pageNumber,auto}} \page {{imageMaskCenter,--offsetX:0%,--offsetY:0%,--rotation:0 ![](https://i.imgur.com/VBI6l2z.png){height:100%;Opacity:15%} }} {{imageMaskCorner24,--offsetX:-10%,--offsetY:-58%,--rotation:0 ![](https://i.imgur.com/lPXozuq.png){position:absolute;top:565px;left:-40px;width:1000px} }} ### Tidal-Freezer Tidal-freezers are large floating creatures in The Abyss that are covered in diamond dust. Their blood and bodily fluids don't freeze even in extremely low temperatures and their fins emit cold energy as a means to regulate body temperature. The cold energy emitted from their bodies is so powerful that it freezes water particles in the air around it and creates small ice shards. Tidal-freezers can swing their body as a form of attack. Liquid launched from their mouths turns into blocks of ice, which is also used as an attack method. Unlike most creatures, the more a Tidal-freezer moves, the lower its body temperature is reduced until it reaches a certain point where it freezes. While it has the ability to freeze an entire area, doing so would reduce its own body temperature too much, freezing itself. The guts of this creature are like a natural freezer, making them highly prized. {{monster,frame ## Tidal-Freezer *Huge elemental, neutral, Layer 5* ___ **Armor Class** :: 18 (natural armor) **Hit Points** :: 187 (15d10 + 105) **Speed** :: 0 ft., fly 60 ft. (hover) ___ | STR | DEX | CON | INT | WIS | CHA | |:-----:|:-----:|:-----:|:-----:|:-----:|:-----:| |20 (+5)|15 (+2)|24 (+7)|8 (-1)|16 (+3)|10 (-0)| ___ **Skills** :: Stealth +5, Perception +4 **Damage Immunities** :: cold **Condition Immunities** :: paralyzed, poisoned **Senses** :: darkvision 120 ft., blindsight 60 ft., passive Perception 13 **Challenge** :: 13 (10,000 XP) ___ ***Legendary Resistance (3/Day).*** If the dragon fails a saving throw, it can choose to succeed instead. : }} : {{monster,frame ***Freezing Aura.*** The tidal-freezer emits a freezing aura in a 30-foot radius. Any creature that starts its turn in the aura must succeed on a DC 18 Constitution saving throw or take 10 (3d6) cold damage and have its speed reduced by 10 feet until the start of the creature’s next turn. The area is considered difficult terrain. : ***Thermal Regulation.*** When the tidal-freezer takes fire damage, its movement speed increases by 10 feet until the end of its next turn, and it does not emit its Freezing Aura during this time. : ***Frozen Solid.*** After each turn in combat, if it hasn't taken fire damage, its movement speed decreases by 10 feet, until reaching zero. When it's movement reaches 0ft, it is frozen solid and considered petrified until it is warmed up or until 1 hour has passed. Upon freezing, a blast of cold with a 150ft radius from the tidal-freezer spreads out and every creature in the area must make a DC18 CON sav or take 40 (8d10) cold damage on a failed save or half as much on a successful save. The frozen area is now considered to be dangerously cold and creatures in the area must make a DC 18 CON save at the start of their turn to stay in the area. On a failure the creature must use their turn to retreat. : ### Actions ***Multiattack.*** The tidal-freezer can use its Frightful Presence. It then makes three attacks: two Ice Shard attacks and one Tail Swing attack. : ***Ice Shard.*** *Ranged Weapon Attack:* +9 to hit, range 80/320 ft., one target. *Hit:* 17 (3d6 + 5) piercing damage. : ***Tail Swing.*** *Melee Weapon Attack:* +10 to hit, reach 10 ft., one target. *Hit:* 21 (3d10 + 5) bludgeoning damage. : ***Sparkling Presence.*** Each creature of the Tidal-Freezer's choice that is within 120 feet of the Freezer and aware of it must succeed on a DC 14 Wisdom saving throw or become charmed for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the Tidal-Freezer's sparkling Presence for the next 24 hours. : ***Icy Breath (Recharge 5–6).*** The tidal-freezer exhales a blast of freezing air in a 60-foot cone. Each creature in that area must make a DC 18 Constitution saving throw, taking 45 (10d8) cold damage on a failed save, or half as much damage on a successful one. Any water in the area also freezes instantly, creating difficult terrain. : ### Legendary Actions The dragon 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 dragon regains spent legendary actions at the start of its turn. : ***Tail Attack.*** The dragon makes a tail attack. : ***Chill (Costs 2 Actions).*** The Tidal-Freezer causes the temperature around it to drop sharply. Each creature within 30 feet of the Tidal-Freezer must make a DC 18 Constitution saving throw. On a failed save, a creature takes 10 (3d6) cold damage and its speed is reduced by 10 feet until the end of its next turn. }} : {{pageNumber,auto}} \page {{imageMaskCenter,--offsetX:0%,--offsetY:0%,--rotation:0 ![](https://i.imgur.com/YD1RJNa.png){height:100%;Opacity:50%} }} {{imageMaskCorner1,--offsetX:-30%,--offsetY:-20%,--rotation:0 ![](https://i.imgur.com/9YRYSvd.png){position:absolute;bottom:0px;right:340px;width:600px} }} ## Sixth Layer It is not uncommon to come across creatures of an irrational danger level here and there even occur geo-thermal explosions that emit poisonous gas and iron rain. Avian species in this layer are unaffected by the bird repellent used on the Mail Balloons that delvers send back up to the surface. ### Turbinid Dragon First documented in the notes of the white whistle Lyza "The Annihilator", it is a creature resembling a horse with a long neck and what appears to be a peak. Its skin is covered in scales like a reptile, making it an odd mixture of different kinds of animals. When it receives an impact, its scales will break off. Furthermore, they're laced with a dangerous poison. Males often engage in fights with one other, tackling each other tenaciously. Its towering size, comparable to that of a large dinosaur, makes for an imposing figure, and they're considerably strong creatures, with their danger level rivalling swarms of Amaranthine Deceptors and the Orb Piercer. They don't appear to be particularly violent however, so if not provoked, a safe passage is feasible even around their vicinity. {{monster,frame ## Turbinid Dragon *(Ryuusazai)* *Gargantuan monstrosity, unaligned* ___ **Armor Class** :: 19 **Hit Points** :: 310 (20d20 + 100 **Speed** :: 40ft. ___ | STR | DEX | CON | INT | WIS | CHA | |:-----:|:-----:|:-----:|:-----:|:-----:|:-----:| |22 +6)|14 (+2)|21 (+5)|15 (+2)|16 (+3)|13 (+1)| ___ **Saving Throws*** :: Str +12, Con +11, Wis +9 **Skills** :: Athletics +12 Perception +8, **Damage Resistance** :: Slashing, Bludgeoning, and Piercing from non-magical weapons **Damage Immunities** :: Poison **Condition Immunities** :: Poison **Senses** :: Blindsight 60ft., passive Perception 18 **Challenge** :: 18 (2300 XP) ___ ***Legendary Resistance (3/ Day).*** If the Turbinid Dragon fails a saving throw, it can choose ot succeed instead. : ***Keen Sight.*** The Turbinid Dragon has advantage on Wisdom(Perception) checks that rely on sight. : ***Wading.*** The Turbinid Dragon has long legs that allow creatures to stand beneath it, while doing this they have disadvantage to dodge stomp attacks from the Turbinid Dragon. Additionally the Turbinid Dragon is unaffected by difficult terrain. : ***Impact Scales.*** The Turbinid Dragon has scales covering its body that break off when it is struck spewing poison from the wound, when the Turbinid Dragon takes 10 or more Piercing, Slashing, Bludgeoning, or Force damage, any Creatures within 5ft. of Turbinid Dragon, must make a DC 19 Constitution saving throw or suffer 21 (6d6) poison damage or no damage on a successful save. ### Actions ***Multiattack.*** The Turbinid Dragon makes three attacks: One Neck attack and Two Stomp attacks. : ***Neck Swipe.*** The Turbinid Dragon sways its neck in an attack in a 10ft cone infront of it (the target area must star tfrom the tokens edge and extend outwards) Creatures in the cone must make a DC 20 Dexterity saving throw or suffer 23 (3d10 + 6) slashing damage and then make a DC 19 Constitution saving throw suffering 21 (6d6) poison damage on a failed save, if either of these saves are successful, ignore the effect/s. : ***Stomp.*** *Melee Weapon Attack:* +12 to hit, reach 10ft., one target. *Hit* 17 (2d10 + 6) Piercing damage and 17 (2d10 + 6) Bludgeoning damage. : ***Rock Spit.*** *Ranged Weapon Attack:* +8 to hit, range 90/120ft., one target. *Hit* 16 (2d6 + 9) Bludgeoning damage. }} {{pageNumber,auto}} \page {{imageMaskCenter,--offsetX:0%,--offsetY:0%,--rotation:0 ![](https://i.imgur.com/YD1RJNa.png){height:100%;Opacity:50%} }} {{imageMaskEdge4,--offset:2%,--rotation:270 ![](https://i.imgur.com/C9lUbGc.png){position:absolute;bottom:-60px;left:350px;width:530px} }} ### Emporershells A lizard like creature extremely large in size, it has adapted an incredibly tough shell to protect itself from predators and the 6th layer's iron rain. They are quite ferocious but edible. Their exact life expectancy is unknown as they appear to age and grow indefinently, the largest known towering at around 30 meters. ::: {{monster,frame ## Young Emporershell *Huge Monstrosity, unaligned, Layer 6* ___ **Armor Class** :: 18 (Natural Armor) **Hit Points** :: 152 (16d10 + 64) **Speed** :: 25ft ___ | STR | DEX | CON | INT | WIS | CHA | |:-----:|:-----:|:-----:|:-----:|:-----:|:-----:| |20 (+5)|7 (-2)|18 (+4)|10 (+0)|14 (+2)|6 (-2)| ___ **Saving Throws** :: Str +9, Con +8 **Skills** :: Survival +6 **Damage Resistances** :: Slashing, Bludgeoning, Piercing,Fire, Lightning, Poison **Condition Immunities** :: Petrified **Senses** :: Darkvision 60ft., Pasive perception 12 **Challenge** :: 8 (3900 XP) ___ ***Amphibious.*** The Emporershell can breathe air andwater. ### Actions ***Multiattack.*** The Emporershell makes two attacks: One Stomp and One Bite attack. : ***Stomp.*** *Melee Weapon Attack:* +9 to hit, reach 5ft.,one target. *Hit:* 19 (3d8 + 5) Bludgeoning damage. : ***Bite*** *Melee Weapon Attack:* +9 to hit, reach 5ft., one target. *Hit:* 20 (6d4 + 5) Piercing damage and the target is grappled, while grappled in this way the target may attempt to escape the grapple on each of its turns by making a DC 17 Strength or Dexterity saving throw, escaping the Emporershells bite on a success. While the Emporershell has a creature grappled using bite, it may not target another creature for bite unless it chooses to drop the creature it currently holds. : ***Thunderous Roar (Recharge 6).*** The Emporershell bellows an angry roar in a 30ft cone. Each creature in that area must make a DC 16 Constitution saving throw suffering 42 (12d6) thunder damage and fall prone on a failed save, or half as much and do not fall prone on a successful one. : }} {{pageNumber,auto}} \page {{imageMaskCenter,--offsetX:0%,--offsetY:0%,--rotation:0 ![](https://i.imgur.com/YD1RJNa.png){height:100%;Opacity:50%} }} {{imageMaskCorner26,--offsetX:48%,--offsetY:-45%,--rotation:0 ![](https://i.imgur.com/Ptv6xiW.png){position:absolute;bottom:-60px;left:350px;width:530px} }} {{monster,frame ## Adult Emporershell *Gargantuan Monstrosity, unaligned, Layer 6* ___ **Armor Class** :: 20 (Natural Armor) **Hit Points** :: 207 (18d12 + 90) **Speed** :: 30ft ___ | STR | DEX | CON | INT | WIS | CHA | |:-----:|:-----:|:-----:|:-----:|:-----:|:-----:| |24 (+7)|10 (+0)|21 (+5)|12 (+1)|16 (+3)|8 (-1)| ___ **Saving Throws** :: Str +12, Con +10 **Skills** :: Survival +12 **Damage Resistances** :: Slashing, Bludgeoning, Piercing, Fire, Lightning, Poison **Condition Immunities** :: Petrified **Senses** :: Darkvision 60ft., Pasive perception 13 **Challenge** :: 15 (13,000 XP) ___ ***Amphibious.*** The Emporershell can breathe air andwater. : ***Frightful Presence.*** Each creature of the Emporershell's choice that is within 60 feet of the Emporershell and aware of it must succeed on a DC20 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the Emporershell's Frightful Presence for the next 24 hours. : ***Legendary Resistance (3/Day).*** If the Emporershell fails a saving throw, it can choose to succeed instead. : ### Actions ***Multiattack.*** The Emporershell makes three attacks: One Stomp, one Bite and one Tail attack. : ***Stomp.*** *Melee Weapon Attack:* +12 to hit, reach 5ft.,one target. *Hit:* 24 (3d10 + 7) bludgeoning damage and all creatures within 5ft of the target creature must make a DC 20 Dexterity saving throw or suffer 7 (2d6) bludgeoning damage. : ***Bite*** *Melee Weapon Attack:* +12 to hit, reach 5ft.,one target. *Hit:* 28 (6d6 + 7) Piercing damage and the target is grappled, while grappled in this way the target may attempt to escape the grapple on each of its turns by making a DC 20 Strength or Dexterity saving throw, escaping the Emporershells bite on a success. While the Emporershell has a creature grappled using bite, it may not target another creature for bite unless it chooses to drop the creature it currently holds. : ***Tail.*** *Melee Weapon Attack:* +12 to hit, reach 10ft.,one target. *Hit:* 24 (3d10 + 7) Bludgeoning damage : ***Thunderous Roar (Recharge 6).*** The Emporershell bellows an angry roar in a 30ft cone. Each creature in that area must make a DC 16 Constitution saving throw suffering 42 (12d6) thunder damage and fall prone on a failed save, or half as much and do not fall prone on a successful one. : }} : {{monster,frame ### Legendary Actions The Emporershell 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 Emporershell regains spent legendary actions at the start of their turn. : ***Curl.*** The Emporershell retreats into its shell, its AC is increased by 2 until the end of the next creatures turn. : ***Tail Attack.*** The Emporershell makes a tail attack. : ***Swallow (Costs 2 Actions).*** The Emporershell swallows a creature that was restrained by its Bite attack. While swallowed, the target is Blinded and Restrained, it has total cover against attacks and other effects from outside, and it takes 21 (6d6) acid damage at the start of each of the Emporershell's turns. If the Emporershell takes 28 damage from inside its belly or more before its next turn, the Emporershell must make a DC 18 Constitution saving throw at the end of that turn or regurgitate the creature, which falls prone in a space within 5 ft. of the Emporershell. If the Emporershell dies, a swallowed creature is no longer Restrained by it and can escape from the corpse by using 10 ft.of Movement, exiting prone. The Emporershell may only have swallowed one Creature at any one time. }} {{pageNumber,auto}} \page {{imageMaskCenter,--offsetX:0%,--offsetY:0%,--rotation:0 ![](https://i.imgur.com/YD1RJNa.png){height:100%;Opacity:50%} }} {{imageMaskCorner,--offsetX:-50%,--offsetY:-50%,--rotation:0 ![](https://i.imgur.com/Z4KdKvV.png){position:absolute;bottom:-185px;left:0px;width:730px} }} > {{monster,frame ## Ancient Emporershell *Gargantuan Monstrosity (Titan), unaligned, Layer 6* ___ **Armor Class** :: 24 (Natural Armor) **Hit Points** :: 330 (22d20 + 99) **Speed** :: 35ft ___ | STR | DEX | CON | INT | WIS | CHA | |:-----:|:-----:|:-----:|:-----:|:-----:|:-----:| |28 (+9)|11 (+0)|27 (+8)|13 (+1)|17 (+3)|9 (-1)| ___ **Saving Throws** :: Str +16, Con +15 **Skills** :: Survival +16 **Damage Resistances** :: Slashing, Bludgeoning, Piercing, Fire, Lightning, Poison **Condition Immunities** :: Petrified **Senses** :: Darkvision 60ft., Pasive perception 13 **Challenge** :: 21 (33,000 XP) ___ ***Amphibious.*** The Emporershell can breathe air andwater. : ***Magic Resistance.*** The Emporershell has advantage on saving throws against spells and other magical effects. : ***Siege Monster.*** The Emporershell deals double damage to objects and structures. : ***Frightful Presence.*** Each creature of the Emporershell's choice that is within 60 feet of the Emporershell and aware of it must succeed on a DC23 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the Emporershell's Frightful Presence for the next 24 hours. : ***Legendary Resistance (3/Day).*** If the Emporershell fails a saving throw, it can choose to succeed instead. : }} : {{monster,frame ### Actions ***Multiattack.*** The Emporershell makes three attacks: One Stomp, one Bite and one Tail attack. : ***Stomp.*** *Melee Weapon Attack:* +16 to hit, reach10ft., one target. *Hit:* 29 (3d12 + 9) Bludgeoning damage and all creatures within 10ft of the target creature must make a DC 24 Dexterity saving throw or suffer 11 (3d6) Bludgeoning damage. : ***Bite*** *Melee Weapon Attack:* +16 to hit, reach 10ft.,one target. *Hit:* 36 (6d8 + 9) Piercing damage and the target is grappled, while grappled in this way the target may attempt to escape the grapple on each of its turns by making a DC 24 Strength or Dexterity saving throw, escaping the Emporershells bite on asuccess. While the Emporershell has a creature grappled using bite, it may not target another creature for bite unless it chooses to drop the creature it currently holds. : ***Tail.*** *Melee Weapon Attack:* +16 to hit, reach 20ft.,one target. *Hit:* 29 (3d12 + 9) Bludgeoning damage. : ***Thunderous Roar (Recharge 6).*** The Emporershell bellows an angry roar in a 30ft cone. Each creature in that area must make a DC 24 Constitution saving throw suffering 66 (19d6) thunder damage and fall prone on a failed save, or half as much and do not fall prone on a successful one. : ### Legendary Actions The Emporershell 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 Emporershell regains spent legendary actions at the start of their turn. : ***Curl.*** The Emporershell retreats into its shell, its AC is increased by 4 until the end of the next creatures turn. : ***Tail Attack.*** The Emporershell makes a tail attack. : ***Swallow (Costs 2 Actions).*** The Emporershell swallows a creature that was restrained by its Bite attack. While swallowed, the target is Blinded and Restrained, it has total cover against attacks and other effects from outside, and it takes 21 (6d6) acid damage at the start of each of the Emporershell's turns. If the Emporershell takes 36 damage from inside its belly or more before its next turn, the Emporershell must make a DC 24 Constitution saving throw at the end of that turn or regurgitate the creature, which falls prone in a space within 5 ft. of the Emporershell. If the Emporershell dies, a swallowed creature is no longer Restrained by it and can escape from the corpse by using 10 ft. of Movement, exiting prone. The Emporershell may only have swallowed one Creature at any one time. }} {{pageNumber,auto}} \page {{imageMaskCenter,--offsetX:0%,--offsetY:0%,--rotation:0 ![](https://i.imgur.com/YD1RJNa.png){height:100%;Opacity:50%} }} {{imageMaskCorner,--offsetX:-50%,--offsetY:-50%,--rotation:0 ![](https://i.imgur.com/fjeJizn.png){position:absolute;bottom:2px;left:-10px;width:440px} }} {{imageMaskCorner36,--offsetX:50%,--offsetY:50%,--rotation:0 ![](https://i.imgur.com/EuQv1DC.png){position:absolute;top:-40px;left:490px;width:300px} }} ### Fuzosheppu The fuzosheppu is a hive creature. They form a nest consisting of transparent males and a visible "queen", which resembles the head. Though lightweight, these hive creatures can even hold its own against enormous individuals, if they fasten themself to a surface. The Fuzosheppu is an enormous creature. It has a head similar to that of a crustacean's and a mostly amorphous, gelatinous body with visible internal organs, such as its Force Field-sensing organ. It can fly outside of the Force Field, presumably being lighter than air. They are are aggressive, agile, and stubborn. {{monster,frame ## Fuzosheppu *Huge Ooze, chaotic neutral, Layer 6* ___ **Armor Class** :: 17 (Natural Armor) **Hit Points** :: 200 (16d12 + 96) **Speed** :: 10 ft., fly 60 ft. (hover) ___ | STR | DEX | CON | INT | WIS | CHA | |:-----:|:-----:|:-----:|:-----:|:-----:|:-----:| |20 (+5)|16 (+3)|22 (+6)|6 (-2)|14 (+2)|10 (-0)| ___ **Damage Resistances** :: bludgeoning, piercing, and slashing from nonmagical attacks **Damage Immunities** :: Poison, acid **Condition Immunities** :: poisoned, prone **Senses** :: blindsight 120 ft. (blind beyond this radius), passive Perception 12 **Challenge** :: 13 (10,000 XP) ___ ***Amorphous Form.*** The Fuzosheppu can move through a space as narrow as 1 inch wide without squeezing. : }} :::::::::::::::::::::::::::::::::::::::::: {{monster,frame ### Actions ***Multiattack.*** The Fuzosheppu makes two tentacle attacks. : ***Tentacle.*** *Melee Weapon Attack:* +10 to hit, reach 10 ft., one target. Hit: 15 (2d8 + 7) bludgeoning damage, 6 (2d6) acid damage, and the target is grappled, while grappled in this way the target may attempt to escape the grapple on each of its turns by making a DC 19 Strength or Dexterity saving throw, escaping the Fuzosheppu's grapple on a success. The Fuzosheppu can have up to two creatures grappled using its tentacles, it may not target another creature unless it chooses to drop one of the creature it currently holds. : ***Bite*** *Melee Weapon Attack:* +16 to hit, reach 10ft.,one target. *Hit:* 36 (6d8 + 9) Piercing damage and the target is grappled, while grappled in this way the target may attempt to escape the grapple on each of its turns by making a DC 24 Strength or Dexterity saving throw, escaping the Emporershells bite on asuccess. While the Emporershell has a creature grappled using bite, it may not target another creature for bite unless it chooses to drop the creature it currently holds. : ***Force Field Disruption.*** Recharge 5–6. The Fuzosheppu emits a powerful pulse from its body, targeting one creature it can sense with its Force Field Sense. The target must make a DC 18 Constitution saving throw. On a failed save, the creature takes 55 (10d10) force damage and is stunned until the end of the Fuzosheppu's next turn. On a successful save, the creature takes half as much damage and is not stunned. : ### Legendary Actions The Fuzosheppu 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 Fuzosheppu regains spent legendary actions at the start of their turn. : ***Move.*** The Fuzosheppu moves up to half its speed without provoking opportunity attacks. This movement can include flying. : ***Forceful Slam.*** The Fuzosheppu makes one tentacle attack. If the attack hits, the target is also pushed up to 10 feet away from the Fuzosheppu and it is not grappled. : ***Absorb (Costs 2 Actions).*** The Fuzosheppu begins to absorb a grappled creature that was restrained by its tentacle attack. The grappled creatures each take 18 (5d6) acid damage, and heals the Fuzosheppu by half as much. }} {{pageNumber,auto}} \page {{imageMaskCenter,--offsetX:0%,--offsetY:0%,--rotation:0 ![](https://i.imgur.com/YD1RJNa.png){height:100%;Opacity:50%} }} {{imageMaskCorner,--offsetX:40%,--offsetY:50%,--rotation:0 ![](https://i.imgur.com/6C0D5y2.png){position:absolute;bottom:790px;left:460px;width:350px} }} {{imageMaskCorner30,--offsetX:-50%,--offsetY:-50%,--rotation:0 ![](https://i.imgur.com/EtC1tqE.png){position:absolute;top:732px;right:430px;width:320px} }} ### Hermit Rat The Hermit Rat is a species of rodent that inhabits thecity areas of the 6th layer. Due to their bodies being shaped by their elastic bones, they are able to fit into tight spaces and their sturdy fangs help them to shape the inside of their dwellings, which range from various ammonites to delvers helmets. It's thought that the Hermit rat uses objects as dwellings as a form of camouflage. {{monster,frame ## Hermit Rat *(Yadone)* *Tiny Beast, unaligned* ___ **Armor Class** :: 10 + Shell Armor **Hit Points** :: 8(4d4) **Speed** :: 30ft ___ | STR | DEX | CON | INT | WIS | CHA | |:-----:|:-----:|:-----:|:-----:|:-----:|:-----:| |7 (-2)|12 (+1)|10 (+0)|10 (+0)|11 (+0)|12 (+1)| ___ **Senses** :: Passive Perception 10 **Skills** :: Stealth +3 **Challenge** :: 1/8 (25 XP) ___ ***Shell Armor.*** The Hermit-rat wears a protective shell on its back, some are stronger than others (they use helmets, shells, shoes, anything they can crawl inside), roll 1d6, the result is added to the Hermit-rats AC as its Shell. : ***Camouflage*** While the Hermit-rat remains motionless, hidden within its mundane object shell, it has advantage on stealth checks. : ***Elastic Bones*** The Hermit-rats body is extremely flexible, so much so that its bones can bend. The Hermit rat has advantage on checks made to escape grapples, leaving behind its shell and can squeeze through gaps half a foot in diameter. ### Actions ***Bite*** *Melee Weapon Attack:* +1 to hit, reach 5ft., one target. *Hit* 4 (1d6 + 1) piercing damage : }} :::::::::::::::::::::::::::::: ### Mizoujack Mizoujacks are two-legged frog-like creatures around the size of small horses. Despite being around the size of a small horse, they are timid and use their heat resistant bodies to find safety in and around the geothermal geysers where many predators are unable to approach due to the extreme heat. They are seemingly able to live among the poisonous gas to a degree. Their eggs are round and spiral-shaped, and the shells are incredibly strong. Freshly laid eggs are good to eat. {{monster,frame ## Mizoujack *Medium Beast, Unaligned, Layer 6* ___ **Armor Class** :: 13 **Hit Points** :: 61 (11d8 + 11) **Speed** :: 35ft, swim 40ft. ___ | STR | DEX | CON | INT | WIS | CHA | |:-----:|:-----:|:-----:|:-----:|:-----:|:-----:| |7 (-2)|16 (+3)|11 (+0)|7 (+0)|13 (+0)|9 (-1)| ___ **Saving Throws** :: DEX +5, WIS +3 **Skills** :: Athletics +1, Acrobatics +5, Stealth +5, Survival +3 **Damage Vulnerabilities**:: Cold **Damage Resistances** :: Fire **Senses** :: Darkvision 60ft., Passive Perception 13 **Challenge** :: 3 (700 XP) ___ ***Amphibious.*** The Mizoujack can breathe air and water. : ***Slippery Skin*** The Mizoujack has advantage on Dexterity (Acrobatics) checks when escaping agrapple. : ***Leap*** The Mizoujacks long jump is up to 15ft. and its high jump is up to 10ft., with or without a running start. : ### Actions ***Bite*** *Melee Weapon Attack:* +5 to hit, reach 5ft., one target. *Hit* 10 (2d6 + 3) piercing damage : ***Tail Swipe.*** The Mizoujack swipes its tail striking one creature within range, or two creatures within 5ft ofeach other. A target must succeed on a DC 13 Dexterity saving throw or suffer 9 (1d6 + 3) Bludgeoning damage. }} {{pageNumber,auto}}