Aberrations

Ahuizotl

An ahuizotl resembles a cross between a dog or monkey, except for the massive, four fingered hand on the end of its tail.

False Calls. Fishermen who follow the calls of dying children often do not return, victims of an ahuizotl in the local waterways. Villages where they are present often warn to avoid such signs as a result. Some druidic circles and rangers claim this still falls into the ahuizotl's plans, as it means the creature will not be disturbed from its hunting if a victim calls for help.

Devourers of Extremities.. The remains of humanoids lacking eyes, fingernails, and teeth are said to be the ahuizotl's victims. Such remains are said to carry a curse, allowing the ahuizotl



Ahuizotl

Large aberration, chaotic evil


  • Armor Class 13 (natural armor)
  • Hit Points 120 (16d10+32)
  • Speed 30 ft., swim 30 ft.

STR DEX CON INT WIS CHA
21 (+5) 14 (+2) 15 (+2) 9 (-1) 15 (+2) 11 (+0)

  • Skills athletics +8, deception +6, perception +5, stealth +5
  • Damage Resistances bludgeoning, piercing and slashing from nonmagical weapons.
  • Damage Immunities poison
  • Condition Immunities charmed, frightened
  • Senses darkvision 60 ft., passive Perception 15
  • Languages common
  • Challenge 6 (2,300 XP)

Ambusher. The ahuizotl has advantage on attack rolls against any creature it has surprised.

Mimicry. The ahuizotl can mimic any sounds it has heard, including voices. A creature that hears the sounds can tell they are imitations with a successful DC 16 Wisdom (Insight) check.

Surprise Attack. If the ahuizotl surprises a creature and hits it with an attack during the first round of combat, the target takes an extra 18 (6d6) damage from the attack.

Watery Disguise. The ahuizotl can choose to count as two sizes smaller while underwater.

Actions

Multiattack. The ahuizotl makes three attacks: two with its claws and one with its tail.

Claws. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 8 (1d6 + 5) slashing damage.

Tail. Melee Weapon Attack: +8 to hit, reach 10 ft., one creature. Hit: 10 (1d10 + 5) bludgeoning damage, and the target is grappled (escape DC 16). Until this grapple ends, the creature is restrained, and the ahuizotl can't grab another target with its tail.

Amhosiblliw

Resembling a snake of light at first glance, extended exposure to an amhosiblliw leaves one dazzled by impossible visions, overcome by madness, and eventually lose the ability to recognize reality.

False Colors. The sheer brightness of the amhosiblliw harms a creature's eyes, leaving their vision unclear. Exposure leaves illusory visions of those around them dancing in the eyes of those around the aberration.

Far Realm Energies. Distinct from many other aberrations, amhosiblliw lack the bizarre arrangement of organs common to the creatures to make their way from the far realm to other known planes. Instead, amhosiblliw resemble mere snakes of light, winding their way through air and water as they attempt to escape back to whence they came.



Amhosiblliw

Small aberration, neutral evil


  • Armor Class 13
  • Hit Points 77 (14d6+28)
  • Speed 5 ft., swim 30 ft., fly 30 ft.

STR DEX CON INT WIS CHA
3 (-4) 17 (+3) 14 (+2) 5 (-3) 10 (+0) 7 (-2)

  • Damage Resistances cold, fire; bludgeoning, piercing, and slashing from nonmagical attacks.
  • Damage Immunities necrotic, poison, radiant
  • Condition Immunities Blinded, Charmed, Frightened, Grappled, Paralyzed, Prone, Restrained, Stunned
  • Senses Darkvision 120 ft., Passive Perception 14
  • Languages deep speech
  • Challenge 6 (2,300 XP)

Aura of Impossible Light. When a creature that can see the amhosiblliw starts its turn within 30 feet of the amhosiblliw, the amhosiblliw can force it to make a DC 14 Constitution saving throw if the amhosiblliw isn't incapacitated and can see the creature. On a failed save, the creature's mind is seized by madness for 1 minute as it sees phantom threats lingering in its vision. For the duration, the creature must make a DC 8 Intelligence saving throw each time it makes an attack or casts a spell that targets a creature. On a failed save the creature must choose a new target or lose the attack or spell. Creatures immune to the blinded condition, or one relying on truesight, blindsight, or tremorsense automatically succeeds on this saving throw.

Unless surprised, a creature can avert its eyes to avoid the saving throw at the start of its turn. If the creature does so, it can't see the amhosiblliw until the start of its next turn, when it can avert its eyes again. If the creature looks at the amhosiblliw in the meantime, it must immediately make the save.

Avoidance. If the amhosiblliw is subjected to an effect that allows it to make a 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

Aura of the Light (Recharge 5-6). The amhosiblliw unleashes a burst of light in a 15 foot radius. Each creature in that area must succeed on a DC 14 Constitution saving throw. On a failed save the creature takes 22 (4d8) radiant damage and is blinded for 1 minute. On a success the creature takes half as much damage and isn't blinded. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Absorbtion of Life (Recharge 5-6). The amhosiblliw absorbs all light in a 15 foot radius. Each creature in that area must make a DC 14 Constitution saving throw, taking 22 (4d8) necrotic damage on a failed save, or half as much damage on a successful one. The Hyperlliw regains hit points equal to half the damage dealt.

Light Ray. Ranged Weapon Attack: +5 to hit, range 30/90 ft., one target. Hit: 7 (2d6) radiant damage plus 4 (1d8) poison damage.

Belabra

Belabra possess a stone colored protective shell on the upper portions of their bodies and a dozen spines tentacles writhing below. The tentacles hide a viscous beak the belabra uses to tear off chunks of meat from prey that happens past.

Ambush From Sight. Belabra can retract their four eyestalks into their body, and sit patiently for days waiting for prey to pass by. This has lead some to propose a link between the creatures and grell, which have similar beaks and hunt in a similar manner.

Acid Blood. When struck, large quantities of grey-white blood spurt from the creature's wounds. The blood is highly corrosive and dissolves away exposes skin and hides.

Stuck on Tight. Once a belabra has a victim in its grip, both the creature's struggles allow the razor barbs on its tentacles to sink deeper into the skin. This has led to the nickname "tanglers," by those who are unfamiliar with the creature's formal name.


Belabra

Medium aberration, neutral evil


  • Armor Class 15 (natural armor)
  • Hit Points 84 (13d8+26)
  • Speed 10 ft., fly 30 ft.

STR DEX CON INT WIS CHA
15 (+2) 17 (+3) 14 (+2) 12 (+1) 12 (+1) 11 (+0)

  • Skills perception +3, stealth +5
  • Senses blindsight 60 ft., passive Perception 11
  • Languages deep speech, undercommon
  • Challenge 3 (700 XP)

Acid Blood. A creature that hits the belabra with a melee attack while within 5 feet of it takes 5 (1d10) acid damage.

Barbed Tentacles. Any creature the belabra is grappling takes 1d4 slashing damage each time it attempts to escape the grapple.

Charge. If the belabra moves at least 20 feet straight toward a target and then hits it with a ram attack on the same turn, the target takes an extra 10 (4d4) bludgeoning damage. If the target is a creature, it must succeed on a DC 13 Strength saving throw or be knocked prone.

Prone Deficiency. If the belabra is knocked prone, roll a die. On an odd result, the belabra lands upside-down and is incapacitated. At the end of each of its turns, the belabra can make a DC 10 Dexterity saving throw, righting itself and ending the incapacitated condition if it succeeds.

Actions

Multiattack. The belabra makes two attacks: one with its ram or bite and one with its tentacles.

Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 7 (1d10 + 2) piercing damage.

Ram. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 4 (1d4 + 2) bludgeoning damage.

Tentacles. Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 5 (1d4 + 3) slashing damage and 2 (1d4) acid damage, and the target is grappled (escape DC 12). Until this grapple ends, the creature is restrained, and the belabra can't constrict another target.

Bloodclaws

The first thing noticed about these bizarre aberrations is their lack of a head, mouth, or apparent seonsory organs. Their bodies are only large enough to connect to a pair of gangly but powerful legs, ending in a set of sharp talons.

Blood Euphoria. The primary action observed from bloodclaws is their furious attempts to attack the creatures around them. distant observers, however, have noted a second activity bloodclaws are found to engage in: digging into and coating themselves with the blood of their prey. This has led to speculation the creatures are feeding on the fluids of their victims in some manner.


Bloodclaw

Small aberration, neutral evil


  • Armor Class 13
  • Hit Points 22 (6d6-6)
  • Speed 40 ft., climb 30 ft.

STR DEX CON INT WIS CHA
6 (-2) 15 (+2) 9 (-1) 9 (-1) 12 (+1) 7 (-2)

  • Skills stealth +7
  • Condition Immunities blinded, deafened
  • Senses blindsight 60 ft., passive Perception 11
  • Languages understands deep speech but cannot speak
  • Challenge 1/2 (100 XP)

Quickness (Recharge 5–6). The bloodclaw can take the Dodge action as a bonus action.

Standing Leap. The bloodclaw's long jump is up to 20 feet and its high jump is up to 10 feet, with or without a running start.

Actions

Multiattack. The bloodclaw makes two attacks with its claws.

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


Destrachan

Destrchan prowl the underdark looking much like dinosaurs at first glance. The blind creatures make their way to hunt by hearing instead, and can unleash a thunderous screech

Allies Among the Aberrant. Destrachan are one of the few aberrations to ingratiate themselves among the other aberrant races, and indeed are rarely found withoute allies in close proximity. If there aren't aberrant allies available, destrachan will settle aiding anyone willing to maintain a steady stream of fresh victims for additional muscle.

Indifference to Power. Happy to spend their time torturing other creatures, destrachan are happy to raid for victims and then leave their allies be. They would be happy to see different allies develop better terms between themselves, but don't do any work to cause this.


Destrachan

Large aberration, neutral evil


  • Armor Class 14 (natural armor)
  • Hit Points 120 (14d10+28)
  • Speed 30 ft., climb 30 ft.

STR DEX CON INT WIS CHA
19 (+4) 13 (+1) 15 (+2) 15 (+2) 12 (+1) 11 (+0)

  • Skills deception +3, stealth +7
  • Damage Immunities thunder
  • Condition Immunities blinded, stunned
  • Senses blindsight 60 ft., passive Perception 11
  • Languages deep speech, undercommon
  • Challenge 6 (2,300 XP)

Mimicry. The destrachan can mimic any sounds it has heard, including voices. A creature that hears the sounds can tell they are imitations with a successful DC 16 Wisdom (Insight) check.

Locating Hearing. The destrachan has advantage on saving throws against being deafened, and can locate creatures beyond its blindsight by hearing alone. A deafened destrachan loses this ability.

Actions

Multiattack. The destrchan makes three attacks: two with its claws and one with its bite.

Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one creature. Hit: 6 (1d6 + 3) piercing damage.

Claws. Melee Weapon Attack: +7 to hit, reach 5 ft., one creature. Hit: 8 (2d4 + 3) slashing damage.

Sonic Shout (Recharge 5–6). The destrachan unleashes a sonic blast in a 30-foot cone. Each creature in that area must make a DC 15 Constitution saving throw. On a failed save a creature takes 36 (8d8) thunder damage and is deafened for 1 minute. On a success the creature takes half as much damage and isn't deafened.

Feyr

Born of fear and mistrust, feyr haunt the darkened corners of cities under siege, in civil war, and highly oppressed societies. The weakest of these are snuffed out in the sunlight, but in the darkness can grow into greater threats.

Aberrant Form. Born from energies of the far realm, feyr are the terrors of those around them made manifest, with large gibbering mouths and three to five eyes peering constantly in suspicion. Their sickly green bodies have creases like the folds of a brain, and tentacles hang limply where the ears and hair of a humanoid would be.

Devourers of Emotion. Feyr rarely form outside urban areas, as they feed specifically off of fear, suspicion and related emotions. As the population of feyr grows, members begin to haunt those around them, heightening the tension in their area as they seek additional food.

Denizens of the Night. Feyr haunt darkened corners and beneath buildings, steering far from the light. Like many terrors, their bodies cannot withstand the bright light of day.

Great Feyr

When the population of feyr grows high enough, the many small creatures may form into a single great feyr, joining together their collective ability to feast on the surrounding emotions and strengthing their ability to manipulate the humanoids around them into ever greater dread and uncertainty. In this form the feyr are also made strong enough to resist the light of day, and continue to prowl before he sun sets and well after it rises.



Feyr

Small aberration, chaotic evil


  • Armor Class 13 (natural armor)
  • Hit Points 65 (9d6+27)
  • Speed 5 ft., fly 30 ft. (hover)

STR DEX CON INT WIS CHA
14 (+2) 12 (+1) 17 (+3) 9 (-1) 17 (+3) 13 (+1)

  • Skills stealth +3
  • Damage Immunities poison, psychic
  • Condition Immunities charmed, frightened, paralyzed, poisoned, prone, restrained, stunned
  • Senses darkvision 60 ft., passive Perception 13
  • Languages understands common but can't speak
  • Challenge 3 (700 XP)

Diet of Terror. Any creature that starts its turn within 10 feet of the feyr and is frightened takes 10 (3d6) psychic damage, and the feyr regains hit points equal to half the damage dealt

Innate Spellcasting (Psionics). The feyr's innate spellcasting ability is Wisdom (spell save DC 13). It can innately cast the following spells, requiring no components:

At will: cause fear, charm person, blindness/deafness, sapping sting.

3/day each: fear, misty step

1/day: invisibility

Sunlight Hypersensitivity. The feyr takes 10 radiant damage when it starts its turn in sunlight. While in sunlight, it has disadvantage on attack rolls and ability checks.

Actions

Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) piercing damage.



Great Feyr

Large aberration, chaotic evil


  • Armor Class 15 (natural armor)
  • Hit Points 147 (14d10+70)
  • Speed 5 ft., fly 30 ft. (hover)

STR DEX CON INT WIS CHA
18 (+4) 12 (+1) 20 (+5) 15 (+2) 23 (+6) 16 (+3)

  • Skills Deception +7, Stealth +5
  • Damage Resistances acid, cold, fire, lightning, necrotic, thunder; bludgeoning, piecing, and slashing damage from nonmagical weapons.
  • Damage Immunities poison, psychic
  • Condition Immunities charmed, frightened, paralyzed, poisoned, prone, restrained, stunned
  • Senses darkvision 60 ft., passive Perception 13
  • Languages understands common but can't speak
  • Challenge 12 (8,400 XP)

Diet of Terror. Any creature that starts its turn within 15 feet of the feyr and is frightened takes 21 (6d6) psychic damage, and the feyr regains hit points equal to half the damage dealt

Innate Spellcasting (Psionics). The feyr's innate spellcasting ability is Wisdom (spell save DC 18). It can innately cast the following spells, requiring no components:

At will: fear, charm person, blindness/deafness, phantasmal killer

3/day each: antipathy/sympathy, dominate person, invisibility

Made of Many Minds. The feyr can concentrate on up to three spells at a time. It cannot concentrate on multiple instances of the same spell at a time.

Many Heads. The feyr has advantage on Wisdom (Perception) checks and on saving throws against being blinded, deafened, and knocked unconscious.

Actions

Multiattack. The feyr makes three bite attacks and casts a spell.

Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) piercing damage.

Frightful Presence. Each creature of the feyr's choice that is within 120 feet of the feyr and aware of it must succeed on a DC 18 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 feyr's Frightful Presence for the next 24 hours.

Khepri

Feeding their young on elemental fire itself, these bizarre insectoid creatures enter the elemental plain of fire to gather food.

Fire Eaters. Khepri build balls of choice elemental fire eight feet across, lay an egg inside, then roll these balls into hidden dens near their homes. When the larvae hatch, they feed on the elemental fire before emerging from their dens to join the tribe.

Foes of the Efreet. Due to their need to stay near their dens, the Khepri make easy victims for nefarious efreeti slavers. Captured young are especially vulnerable, and can be raised to become devoted servants. For this reason, Khepri dens are typically hidden, and the adults maintain an organized network to repel the attacks of Salamanders following them out of their home plane.

High Magic. The Khepri view magic as an innate manifestation of a being, and even their martial warriors train with the casting of spells. A particularly favorite trick is to cast darkness over their foes and using the Khepri's innate tremorsense to attack unseen.


Khepri Champion

Medium aberration, lawful neutral


  • Armor Class 16 (natural armor)
  • Hit Points 90 (12d8+36)
  • Speed 35ft.

STR DEX CON INT WIS CHA
17 (+3) 12 (+1) 16 (+3) 8 (-1) 14 (+2) 13 (+1)

  • Saving Throws STR +5, CON +5, WIS +4
  • Skills Athletics +7, Investigation +3
  • Damage Immunities Fire
  • Senses Tremorsense 30 ft., passive Perception 12
  • Languages Ingan
  • Challenge 6 (2,300 XP)

Spellcasting. The khepri is a 3th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 12, +4 to hit with spell attacks). The khepri has following sorcerer spells prepared:

Cantrips (at will): chill touch, message, shocking grasp

1st level (4 slots): expeditious retreat, ice knife

2nd level (2 slots): darkness, enlarge/reduce

Actions

Multiattack. The khepri makes two attacks with its claws.

Claws. Melee Weapon Attack: +5 to hit, reach 5ft., one target. Hit 10 (2d6 + 3) slashing damage



Khepri

Medium aberration, lawful neutral


  • Armor Class 15 (natural armor)
  • Hit Points 59 (9d8+18)
  • Speed 30ft.

STR DEX CON INT WIS CHA
15 (+2) 11 (+0) 15 (+2) 8 (-1) 12 (+2) 14 (+2)

  • Saving Throws STR +4, CON +4, WIS +4
  • Skills Athletics +4, Investigation +3
  • Damage Immunities Fire
  • Senses Tremorsense 30 ft., passive Perception 12
  • Languages Ingan
  • Challenge 1 (200 XP)

Actions

Claws. Melee Weapon Attack: +4 to hit, reach 5ft., one target. Hit 7 (2d4 + 2) slashing damage.


Khepri Shroud

Medium aberration, lawful neutral


  • Armor Class 15 (natural armor)
  • Hit Points 46 (7d8+14)
  • Speed 30ft.

STR DEX CON INT WIS CHA
13 (+1) 11 (+0) 14 (+2) 10 (+0) 14 (+2) 16 (+3)

  • Saving Throws STR +3, CON +4, WIS +4
  • Skills Deception +7, Intimidation +5, Investigation +4, Perception +4
  • Damage Immunities Fire
  • Senses Tremorsense 30 ft., passive Perception 14
  • Languages Ingan
  • Challenge 4 (1,100 XP)

Spellcasting. The khepri is a 6th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 13, +5 to hit with spell attacks). The khepri has the following sorcerer spells prepared:

Cantrips (at will): chill touch, message, shocking grasp

1st level (4 slots): color spray, expeditious retreat

2nd level (3 slots): darkness, mind spike, misty step

3rd level (3 slots): erupting earth, hypnotic pattern

Actions

Claws. Melee Weapon Attack: +4 to hit, reach 5ft., one target. Hit 5 (2d4 + 1)

Mooncalf

Born of reaches from beyond the planes, mooncalves swoop clumsily from the highest peaks, flying off with whatever they can catch to feast on its very existence.

Tentacles on Wings. Mooncalves resemble mounds of tentacles that remain eight to nine feet long before it attacks, shrouded by a pair of leather wings allowing the mooncalf to remain in perpetual flight. Mooncalves spend most of their time over high mountain peaks and kills, swooping down to find material to devour. Hidden in these tentacles is a strong beak containing two tongues the mooncalf uses to begin breaking down their prey even before swallowing.

Eaters of All. Mooncalves are capable of dissolving any substance they consume, and are driven primarily by the desire to devour new things and observe new events. Some scholars argue mooncalves memorize and catalogue every chemical and substance they devour.

Eternal Flight. A mooncalf doesn't require sleep.



Mooncalf

Large aberration, neutral evil


  • Armor Class 15 (natural armor)
  • Hit Points 133 (13d10+52)
  • Speed 20 ft., climb 20 ft., fly 90 ft.

STR DEX CON INT WIS CHA
22 (+6) 17 (+3) 19 (+4) 6 (-3) 11 (+0) 14 (+2)

  • Skills Athletics +10
  • Damage Resistances poison, psychic; bludgeoning, piercing, and slashing from nonmagical attacks
  • Senses darkvision 120 ft., passive Perception 10
  • Languages understands deep speech but cannot speak
  • Challenge 10 (5,900 XP)

Dragging Tentacles. As the bonus action, the mooncalf can force a creature it is grappling to make a DC 18 strength saving throw or be pulled up to 25 closer to the mooncalf.

Innate Spellcasting. The mooncalf's innate spellcasting ability is Charisma (spell save DC 14). It can innately cast the following spells:

At will: protection from energy

3/day: call lightning, storm sphere

Limited Telepathy. The mooncalf can magically communicate simple ideas, emotions, and images telepathically with any creature within 100 feet of it that can understand a language.

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

Actions

Multiattack. The mooncalf makes four attacks: three with its tentacles and one with its bite.

Bite. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 15 (2d8 + 6) piercing damage and the target must make a DC 16 Constitution saving throw, taking 17 (5d6) acid damage on a failed save or half as much on a success.

Tentacle. Melee Weapon Attack: +10 to hit, reach 10 ft. or 30 ft., one target. Hit: 11 (2d4 + 6) bludgeoning damage, and the target is grappled (escape DC 18) if it is a Large or smaller creature. Until the grapple ends, the mooncalf can't use this tentacle on another target. The mooncalf has eight tentacles, only two of which have a reach of 30 feet.

Mozgriken

Mozgriken are a modified form of the ceremorphs of smaller humanoind races, twisted to create a slippery creature that can spy at the fringes of an illithid colony.

Cowardly Scouts. Mozgiken are weak fighters, too twisted to make use of weapons and no match for most threats of the underdark. Upon being discovered, most immediately flee, making use of their psionic powers to speed up their escape.

Subservient. Due to their general weakness and difficulty hunting, mozgriken mostly accept illithid rule.

Brain Suckers. Mozgricken lack a mouth as a result of the hideous process used to create them. They subsist by sucking up brain fluid left over from illithid meals, an additional measure used to keep them under illithid control.



Mozgriken

Small aberration, chaotic evil


  • Armor Class 12
  • Hit Points 36 (7d6+7)
  • Speed 40 ft.

STR DEX CON INT WIS CHA
7 (-2) 15 (+2) 13 (+1) 14 (+2) 14 (+2) 13 (+1)

  • Skills stealth +6
  • Senses darkvision 60 ft., passive Perception 13
  • Languages understands deep speech and undercommon but can't speak, telepathy 60 ft.
  • Challenge 1/2 (100 XP)

Innate Spellcasting (Psionics). The mozgriken's innate spellcasting ability is Intelligence (spell save DC 12). It can innately cast the following spells, requiring no components:

At will: detect thoughts, nondetection, pass without trace, sanctuary

3/day each: blur, misty step

Nimble Escape. The mozgriken can take the Disengage or Hide action as a bonus action on each of its turns.

Actions

Mind Strike. One creature within 60 feet of the mozgriken must make a DC 12 Intelligence saving throw, taking 4 (1d8) psychic damage on a failed save.

Tentacles. Melee Weapon Attack: +4 to hit, reach 10 ft. or 30 ft., one target. Hit: 5 (1d6 + 2) bludgeoning damage

Nyraala Golems

Composed of humanoid flesh, illithid slime, and rare fungi, these golems serve as a symbol of high status in illithid communities.

Psionically Active. Nyraala golems are able to receive commands telepathically, allowing them to receive instruction silently and to perform functions significantly too advanced to for other golems.

Fungal Form. One of the primary ingredients in producing nyraala golems is a form of rare fungus, which limits their availability to illithid settlements. The golems retain several functions of this fungus, and are able to assume the form of it in order to better hide in underdark chambers when unneeded or standing guard.

Nyraala Spawn

Nyraala golems sow confusion in battle by infusing their slime and fungal spores into nearby corpses, which soon rise to follow the golem's commands. These nyraala spawn spread out around the golem to hinder the construct's next victims, and allowing the golem to slowly



Nyraala Golem

Large aberration, unaligned


  • Armor Class 15 (natural armor)
  • Hit Points 104 (11d10+44)
  • Speed 30 ft., climb 30 ft.

STR DEX CON INT WIS CHA
21 (+5) 12 (+1) 18 (+4) 10 (+0) 11 (+0) 10 (+0)

  • Saving Throws Int +4, Wis +4
  • Damage Resistances necrotic
  • Damage Immunitites poison, psychic; bludgeoning, piercing, and slashing from nonmagical attacks that aren't adamantine
  • Condition Immunities charmed, exhaustion, frightened, paralyzed, petrified, poisoned
  • Senses darkvision 120 ft., passive Perception 10
  • Languages understands deep speech but cannot speak
  • Challenge 9 (5,000 XP)

Fungal Disguise. The golem assumes the form of a blanket of fungus in its space. While in this form, the golem cannot take actions, cannot use movement, is difficult terrain for other creatures, and gains a total bonus of +9 to Dexterity (Stealth) checks.

While no other creature is in the golem's space, the golem can assume its normal form as a bonus action.

Immutable Form. The golem is immune to any spell or effect that would alter its form.

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

Magic Weapons. The golem's weapon attacks are magical.

Psychic Absorption. Whenever the golem is subjected to psychic damage, it takes no damage and instead regains a number of hit points equal to the psychic damage dealt.

Actions

Multiattack. The golem makes two attacks with its tentacles.

Tentacle. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 10 (2d4 + 5) bludgeoning damage and 11 (2d10) psychic damage, and the target is grappled (escape DC 17) if it is a Large or smaller creature. Until the grapple ends, the golem can't use this tentacle on another target. The golem has three tentacles.

Bonus Actions

Create Fungal Spawn. The golem ejects juices over the corpse of a Medium or Small humanoid within 5 feet. At the end of the golem's next turn, psionically active spores reanimate the corpse as a nyraala spawn under the golem's control. The golem can control up to six spawn at a time, although it can also grant its own master direct control over the spawn.


Nyraala Spawn

Small aberration, unaligned


  • Armor Class 10 (natural armor)
  • Hit Points 40 (7d6+7)
  • Speed 20 ft.

STR DEX CON INT WIS CHA
12 (+1) 8 (-2) 13 (+1) 6 (-2) 7 (-2) 6 (-2)

  • Saving Throws Int +0, Wis +0
  • Damage Resistances poison, necrotic; bludgeoning, piercing, and slashing from nonmagical attacks that aren't adamantine
  • Damage Immunitites psychic
  • Senses darkvision 30 ft., passive Perception 10
  • Languages understands deep speech but cannot speak
  • Challenge 2 (450 XP)

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

Actions

Wrapping Limbs. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 6 (2d4 + 1) bludgeoning damage and 11 (2d10) psychic damage, and the target is grappled (escape DC 11) if it is a Medium or smaller creature. Until the grapple ends, the spawn can't wrap itself around another target.

Made by Sandmote from Giant in the Playground